#arma3_scenario
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player addAction ["Open Garage", {
_pos = getposATL TakeOff;
// create empty helipad at the position
_vehicle = createVehicle [ "Sign_Arrow_F", _pos, [], 0, "CAN_COLLIDE"];
// pass created vehicle to function for use as position
["Open", [true, _vehicle]] call BIS_fnc_garage;
}];
something like that
Well I copied and pasted and it gave me an error
what does the error say?
error Invalid number in expression
u have the "TakeOff" object on the map right?
no object will do
ok
do comments work in Init box?
good question 🤔
are you asking me?
@worldly sonnet where did u put the code?
in the init
oh ok, try removing the comments
this addAction ["Open Garage", {
_pos = getposATL TakeOff;
_vehicle = createVehicle [ "Sign_Arrow_F", _pos, [], 0, "CAN_COLLIDE"];
_vehicle setposATL _pos;
["Open", [true, _vehicle]] call BIS_fnc_garage;
}];
new code ^^^
Ok I'll try it
well I was able to open the garage but it just spawned in the water not at the arrow
oh
I appreciate all the help
I updated the code, try now
hmmm then im outta ideas
Thank you for trying it just doesn't spawn high enough but it does follow the arrow
I just copied whatever you put so I'm not sure if I used the right one
just make sure you have one code
Ok
I'm using this one
ok
this addAction ["Open Garage", {
private _pos = getPos TakeOff;
BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"];
["Open", true] call BIS_fnc_garage;
}];
From example
https://community.bistudio.com/wiki/BIS_fnc_garage
Hey thanks I'll try this when I get home
How many objects do you think is too many objects? 🤔 (Sarcasm, but also a little serious 😅 )
10k pens or 40 helicopters, it depends on object type
It didn't work the garage didn't even come up as an option
anyone know how to make a smoke grenade spawn instead of an IR one I can't find the code for it? "B_IRStrobe" createVehicle getMarkerPos "IR2"
I'm making a mission on a map that has city positions given in a nonstandard way in the config, looks something like
position[] = {"xxxx+XXXX","yyyy+YYYY"}
rather than
position[] = {xxxx,yyyy}
what i have so far is
_pos = [parseNumber (getArray (_x >> "position") select 0), parseNumber (getArray (_x >> "position") select 0)];
but this only reads the first value from each index of the array, eg. xxxx not xxxx+XXXX
any way i can get the script to evaluate the addition for final coordinates rather than reading only the first part of the value?
I believe it to be "SmokeShell" instead of "B_IRStrobe"
Thank you I'll give it a shot
It worked beautifully thank you
call compile it
I do not know how you are trying get carage and where, let me know if this is not what you are looking for ->
https://youtu.be/-EzjnQTLQ0E
Wow thanks that's what I'm looking for I think my mistake was using an object. Now where it usually goes bad is trying to spawn it on the carrier deck
But I'll give it a shot I really appreciate all the help
https://www.youtube.com/watch?v=Gl1cjLHihVA so this my main issue any time I try an spawn it on the deck. I feel like I've tried everything maybe I'm doing something wrong but it doesn't feel possible
BIS_fnc_garage seems to explicitly set PositionAGL height of created vehicle to 0 in the code 🤷♂️ One workaround may be to create a center somewhere on-land and then teleport a spawned vehicle to the carrier after the garage is closed
Huh sorry to ask how would I go about making a "center"
I'm unfamiliar
but I can look it up
this is how you create a center 🤷♂️
that's the one I've been using
so the result would be something like this: ```sqf
this addAction ["Open Garage", {
BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", getPosATL TAG_center, [], 0, "CAN_COLLIDE"];
["Open", true] call BIS_fnc_garage;
[missionNamespace, "garageClosed", {
[missionNamespace, "garageClosed", _thisScriptedEventHandler] call BIS_fnc_removeScriptedEventHandler;
if (typeOf BIS_fnc_garage_center isEqualTo "Land_HelipadEmpty_F") exitWith {};
BIS_fnc_garage_center setDir getDir TAG_location;
BIS_fnc_garage_center setPosASL (getPosASL TAG_location vectorAdd [0,0,0.5]);
}] call BIS_fnc_addScriptedEventHandler;
}];```
with TAG_center being located somewhere on-land and TAG_location located on the carrier deck (with a proper direction)
So would tag center be in the init of a trigger or an object
O_o TAG_center is an object. Somewhere on land. Just a named object. Empty logic, VR arrow, helipad, can of beans. Whatever
Ok I'll give it a shot thank you I really appreciate it
Hey, I want my players to be building their FOB and OPs with ACE fortify and entrenching tool, and also have a persistent campaign file. Is it possible to save what players make and do on the map? How do I go about this?
save ace fortify and entrenching tools, save destroyed buildings, save containers, all that
running the campaign on a dedi
@trim seal Hey thank you so much that worked perfectly and I appreciate everyone else's help as well
Awesome! 👍
Anyone know why all the high command action menu actions are greyed out except for set waypoint
Hey guys question. I want to setup a zeus mission file that allows for saving and loading. I want to give the players the option to use things such as fortify tools to build FOBs etc.
I also want to know if this save feature is dependent on files saved in the missions folder so I can edit the original mission SQM without it messing up any placed items?
Hello, I'm making a mission and somehow when trying to access the ACE interaction menu it doesn't come up.
Is there any solutions?
Is there any way to change respawn type mid mission for multiplayer missions?
I want the first part of the mission to essentially respawn people as birds/spectators for story reasons, then the second half of the mission they are allowed to respawn as normal at a specific location
kinda, setup it with normal respawn and control the respawn times with setPlayerRespawnTime
I'd like them to be able to spectate though
has to be scripted.
Where do I define what is called during the intro/outro phases of the mission?
initintro.sqf if you mean those things you can switch between in edtiro, but remember they don't work in multiplayer
Okay
Im having an issue where whenever I select my modded mission, I can select a role, and hit ok. It downloads the missions file, and loads into the map.
Then during the map loading, it switches to the original Vanilla mission the server starts with. Anyone know what’s up with that?
sounds like an error loading the mission. check the server rpt
I hear the defence gamemode module is broken, is this true?
It seems to work within the packed BI mission pbos in mp, but whenever I try unpacking and trying in sp editor, it keeps saying no curator synced, even though it is synced. And so, no combat AI is spawned
why when I use artillery support via the module and have a rearm trigger around it it doesn't rearm? this is the code in the trigger {_x setdammage 0} Foreach thislist; {_x setfuel 1} Foreach thislist; {_x setVehicleAmmo 1} Foreach thislist; also whatever happened to double clicking on a unit and setting it to be captive where they'll sit on the ground is there another way now?
What is the best approach to making missions with multiple sets of task areas (e.g two areas with triggers, tasks, etc)
What is the easiest method to connect two systems of tasks, triggers, modules etc together from a design perspective?
I don't think I understand what you mean
I am new to mission making, Im just asking from a practical perspective what is the best way to organize a mission layout so that you can have multiple task areas that are synchronized (e.g when one task is complete, other task and triggers are enabled and simulated)
Is this what you are looking for https://youtu.be/Y2coqFIHOoE
This is a short tutorial on how to make tasks activate in a sequence without having to use Zeus in the Arma 3 Eden Editor.
Enjoy!
Any questions about the video? Ask me in the comments!
In a sense yes but how would you disable triggers when a task is not active
Well when task one is completed it is no longer visible and if the trigger is not repeatable it shouldn't be an issue the player is on to the next one
I mean disable a trigger for task two so it is not activated before
Hmm you've lost me I thought you wanted to activate task two. What is the mission you're trying to create
Im just talking about in concept
You have task one which has some triggers and modules attached
And the same for task two
How do you ensure task twos modules and triggers are not executed before task one is done
You can use taskState on 2nd trigger
https://community.bistudio.com/wiki/taskState
https://community.bistudio.com/wiki/BIS_fnc_taskState
And if you want some else condition just use AND (&&).
Like in condition of trigger field
this && (taskState "task1" == "Succeeded") && !alive target1
or just disable its simulation
I hear the defence gamemode module is broken, is this true?
It seems to work within the packed BI mission pbos in mp, but whenever I try unpacking and trying in sp editor, it keeps saying no curator synced, even though it is synced. And so, no combat AI is spawned
i think you already asked about this and yes, if you set it up properly and it doesn't work, the module is broken, just like many other gamemode modules.
banjo made a fast module setup tutorial years ago, if you followed it and it didn't work, you have your answer
I had, yes which didn't get an answer and I'm still puzzled that the official mission works fine with the module, until unpacked into the editor... Something's wrong somewhere and I guess that's what we don't know, yet..
hey guys i need a triger that display players name who activated it for all others
i have intels scatered around the map and people need to find them and who have the most of them or given number of them
so i whant a simple trigger that activates when someone enter it and it says "that player" have found 1 intel"
You can probably just use thisList which will list all the units that have entered the area of the trigger and select the no. 0 or 1 etc. variable that contains the player name
Let me check..
Just put this in On Activation field of the trigger:
hint format ["Your message, %1", name (thisList select 0)];
Set activation to any player and activation type to present, and done.
Should I believe
just put the %1 wherever you want your name
Another example:
hint format ["%1, Are you going to shoot me now?", name (thisList select 0)];
thank you alot
These things look confusing at first but keep trying, it'll get better with time
How can I make a unit in my mission the same way as this one just my own custom one. I looked at the code used but I don't know what's important to the animation and in-game action versus the Santa Claus stuff https://steamcommunity.com/sharedfiles/filedetails/?id=2691710539
I'm guessing the animation is simple enough to execute via a command, quite sure similar anims are in arma 3 already
Right but where I get lost is when you walk up to the unit it says hold space to set free and when you do he stands up and leaves the animation
That's the part I'm not sure how to do
I see, can you show me the code
Yeah
`[] spawn
{sleep 0.1;comment "SANTA_1 UNIT INIT";
SANTA_1 setVariable ["BIS_enableRandomization", false];
SANTA_1 setUnitLoadout [["sgun_HunterShotgun_01_sawedoff_F","","","",["2Rnd_12Gauge_Pellets",2],[],""],[],[],["U_C_Paramedic_01_F",[["FirstAidKit",1],["Chemlight_green",1,1],["2Rnd_12Gauge_Pellets",3,2]]],["V_DeckCrew_red_F",[]],[],"H_Beret_CSAT_01_F","G_Squares",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch",""]];
SANTA_1 setname "SANTA_1 Claus";
[SANTA_1, "WhiteHead_26"] remoteExec ['setFace'];
SANTA_1 allowDamage false;
removeGoggles SANTA_1;
SANTA_1 addItem 'G_Squares';
SANTA_1 assignItem 'G_Squares';
};
SANTA_1 setCaptive true;
SANTA_1 disableAI 'Move';
[SANTA_1,"Acts_AidlPsitMstpSsurWnonDnon_loop"] remoteExec ["switchMove"];
[
SANTA_1,
"Free SANTA CLAUS",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"_this distance _target < 3",
"_caller distance _target < 3",
{},
{},
{
_unit = (_this select 0);
[_unit,false] remoteExec ["setCaptive",0];
[_unit,"Move"]remoteExec ["enableAI",0];
[_unit,"AmovPercMstpSnonWnonDnon"] remoteExec ["playMove",0];
[_unit] remoteExec ["removeAllActions",0];
detach _unit;
},
{},
[],
6,
0,
true,
false
] remoteExec ["BIS_fnc_holdActionAdd", 0, SANTA_1];`
I wasn't sure what I needed and what I didn't
you mean to say just execute this script on a different soldier in editor?
if so, just replace any and all mention of santa with the variable name of your soldier, hold on, let me just edit it out
{sleep 0.1;comment "YourSoldier UNIT INIT";
YourSoldier setCaptive true;
YourSoldier disableAI 'Move';
[YourSoldier,"Acts_AidlPsitMstpSsurWnonDnon_loop"] remoteExec ["switchMove"];
[
YourSoldier,
"Free Captive",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"_this distance _target < 3",
"_caller distance _target < 3",
{},
{},
{
_unit = (_this select 0);
[_unit,false] remoteExec ["setCaptive",0];
[_unit,"Move"]remoteExec ["enableAI",0];
[_unit,"AmovPercMstpSnonWnonDnon"] remoteExec ["playMove",0];
[_unit] remoteExec ["removeAllActions",0];
detach _unit;
},
{},
[],
6,
0,
true,
false
] remoteExec ["BIS_fnc_holdActionAdd", 0, YourSoldier];```
I'll have to test this later to better understand every aspect but should work just fine
question, this entire thing is third party, yes?
nevermind
Ok I don't think so
Nevermind, mistook something. This should be ready to go
Assuming it's a function you'll be executing from an init field or different script
So what do I need to take out so it won't give the red uniform and weapon
Yeah it's in the init
If you want insight just for the cause of learning what you needed to remove, let me know. I assumed you'd like a working version soon
Alright, maybe I'm assuming too much lol
Yeah I'm always down to learn thank you
In that case, Santa_1 setVariable ["BIS etc etc. isn't needed, starting from this line we keep cutting until we hit Santa_1 assignItem 'G_Squares'
(im pretty new to mission making) So im making this mission for some friends, im using Alias' intro script and i wanna know how i can make a trigger that activates the script, instead of it instantly starting even before people are fully loaded in.
anyone mind helping me?
Good idea
Thanks
Question, loaded into what exactly?
Ok I see
the assignItem or linkitem commands are pretty much for giving you maps, GPS, watch etc.
Santa_01 setUnitLoadout is [] is another command, but this one thing does many things together, responsible for the weapons and such
After the respawn position selection screen
I see, does all of your friends load into the same area?
yeah
Hmm it's saying unit init error missing } I tried putting one after the Yoursoldier but nothing
Trigger Activation should be any Player, Activation Type would be Present.
Execute some code on the Condition field, such as count (thisList select 0) = Number_of_Friends_Please
I'm not terribly sure if the trigger would wait to activate until all players are loaded into the game field with this, but worth a shot maybe
I see, I probably missed a mark at a line, just a sec
Ok no worries thank you
//After 0.1 sec of rest, here we go
YourSoldier setCaptive true;
YourSoldier disableAI 'Move';
[YourSoldier,"Acts_AidlPsitMstpSsurWnonDnon_loop"] remoteExec ["switchMove"];
[
YourSoldier,
"Free Captive",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa",
"_this distance _target < 3",
"_caller distance _target < 3",
{},
{},
{
_unit = (_this select 0);
[_unit,false] remoteExec ["setCaptive",0];
[_unit,"Move"]remoteExec ["enableAI",0];
[_unit,"AmovPercMstpSnonWnonDnon"] remoteExec ["playMove",0];
[_unit] remoteExec ["removeAllActions",0];
detach _unit;
},
{},
[],
6,
0,
true,
false
] remoteExec ["BIS_fnc_holdActionAdd", 0, YourSoldier];```
Had forgotten to remove the spawn command with an { at the beginning, so it kept asking for the } lol
Oh ok that goes over my head but I appreciate the help lol
I see, came up with the concept haphazardly. Let me try testing something
ok
[] spawn {your code}
I had forgotten to delete the part not bolded
Every opening bracket needs a closing bracket, I have messed that up so many times already searching for a needle in a haystack in long codes lol
Maybe I'm doing something wrong it's still giving me an error
Yoursoldier is the variable name right
Yes
Perhaps someone more experienced than me will be able to point it out if you continue to have trouble
Ok it gave another error I can get it for you
Ah I see well thank you anyway I really appreciate it
I'll try this on my end at some point
Ok thank you
{[thisTrigger, _x]call BIS_fnc_inTrigger}count SwitchableUnits > 1
Detects all units in the given trigger area in SP. For MP, write playableUnits instead. If that doesn't work, try allPlayers.
That's all I could think of for the moment
What is the best way to handle in-mission dialogue on a multiplayer mission, with the goal being to have all players hear the audio?
I have an NPC who speaks, and a recorded sound file. I've defined his file in description.ext complete with titles. I've attached the following script to his init:
nul = [this] spawn {
while {true} do {
(_this select 0) say3D ["dialogue", 40];
sleep 80;
};
};
Problem is, despite the sleep 80 (which is the length of the audio file, plus a sizable buffer), say3d seems to be executing repeatedly, evidenced by the sound restarting from the start
It seems to be looping every 11 seconds exactly
Think I got it. The sound quality was too high
It was 48khz, someone suggested 44.1, and that seems to have worked
running into a problem where the briefing config I change doesn't apply in game. Does anyone have a solution?
are you restarting the mission?
Does anyone know how to get animations to work in MP? I have a unit that i want in a death animation, i have tried switchMove, playMove and playMoveNow. They work when i try it in the singleplayer editor but when i try it on the MP editor they just stand up. Are there other commands that i should be using?
If it's a multiplayer mission, make sure you save it in Eden if you're testing it there, if not, make sure you restart the server so you aren't playing a cached version of the file
Might be a locality issue. In multiplayer scripting, you have to execute the command on every client. You could try something like
[Param1 ,Param2, Param3] remoteExec ["switchMove"];
(I don't know the parameters for Switch move, but basically you put them in an array like that)
would the parameters be on the wiki i assume
I got it to work. Thanks for the help should have looked closer at the actual command examples. Appreciate the help🙂
Hello my fellows, anyone aware of how much network simple objects take versus simulation disabled objects?
Need network not fps
how do you know you have network issues?
I don't, yet -- but I think taking a wild guess at the number of objects I've placed network optimisation would be best
on vr terrain
"local only" will simply not synchronise on the network
"Simple Object" will synchronise if you move it (setPos* etc)
so, don't really worry about it, there are not much more updates than that
also
« premature optimization is the root of all evil » — Donald Knuth
What about simulation disabled? I was under the impression they have a routine synchronisation or similar -- none of those are simple objects
I can't get high enough number of players to test this with :p
without spoiling it for almost all of them
I did both of what was mentioned above and the briefing still wont update is there a video explaining how to change the briefing file?
Are you sure it's just the description.ext and no modules are involved?
what briefing file do you have in mind, you should use scripts for that, not briefing.html
If I had a mission with two tasks, is the best way to approach synchronizing them is to base the conditions of task 2 on the completion of task 1? E.g triggers that Task 2 are associated with have an additional condition that Task 1 is completed?
Or is there an easier way?
aaah ok thank you yeah I wasn't sure if it was just the description.ext under the briefing file
synchronizing them in what way, so when they both are done a 3rd one starts?
No, so that Task 2 only initializes its objects (triggers etc) when Task 1 is complete
either make task 2 start when variable X is true and keep it false all the time until the end of task 1, or just disable simulation of the task 2 trigger and enable it once task 1 is finished
multiple ways to do that, it's all about how it is easier for you to maintain the structure if you ever want to reduce or add anything between them
anyone got any idea how to get flak to target a group of planes, using iron front?
a good rule for arma mission making is, if it seems excessive then it probably is
one of the main things for composition performance is object density
the "local only" simple object is about the best you can do, but also consider object count and object density. remember, the goal is usually a fun and memorable experience, so coldly consider just how many objects in your mission are required for that
and part of the fun experience is reasonably smooth FPS
5 fps gameplay because of 3 million object composition is very memorable
If I can optimise network performance then it should perform fairly good as getting around 60-70fps on singleplayer
Almost all the objects are house simulation however with that many even a marginal increase in performance and network performance would go a long way
what is the object count
7900 💀
Forgive me if this is a dumb question, is there mpmission files that are shared for new modders to use on servers?
you mean mission pbos? you can download them from steam and upload to your server
On steam workshop?
Thank you
I'm looking for something that will have things like starting status bar, custom spawns, better loot, vehicle spawns etc.
I tried to do it myself but when I copy the pbo back to the server. It doesn't change anything. Idk what I'm doing wrong
are you changing the loaded mission in the servers config too
No, idk how to do that
Sorry for the late reply @vital trout
Do you happen to have a link to a video or some kind of tutorial on how to do that?
So here's what I'm doing:
Download the pbo and open with PBO manager
Open the config in notepad
Make the changes
Save
Copy to pbo back to the server
But then if I download the pbo again and open it, the changes are not there
You have to unpack the pbo, make changes and pack it back
How would I go about creating a "Standing order" for the OPFOR AI? Basically objectives they need to complete that players need to keep from happening.
Use waypoints (and some scripting if you want to do something that can not be achieved with waypoints alone).
Not exactly helpful. Let me be clearer: The AI are being procedurally spawned throughout the course of the mission. There are several zones that they are supposed to capture. The players are meant to prevent it. I'm looking for specific tips on how to accomplish this. Please, if you intend to answer, try and actually be helpful.
Now that you have asked a more specific question, I can provide a more specific answer:
You could develop a scripted system that creates a new waypoint for each procedurally spawned group to send that group to one of the zones.
Thank you @thorny plaza that finally worked
for this youll need to either experiment with the sectors module, or script a system to give waypoints to the spawned groups based on certain conditions
Is there a way to designate vehicles as UAV's?
I want the players to be able to remote control some hacked assets that aren't usually unmanned vehicles, and I'm wondering how I might do that
The idea is they'll use a laptop to select 'Control Vehicle X', gain control until it's destroyed, then control drops back to them
Anyone have just some cool shit to add to ops? just something interesting outside of the basic "go there, hold point, maybe grab something"
Could be done like so: Use createUnit and selectPlayer to move a player into the vehicle and use an EH to move the player(s) back to their original unit(s) when the vehicle is destroyed (also with selectPlayer).
I could recommend this: https://zeusmissiongen.com/
Uses GPT-3 to generate a mission description based on a few prompts. Can be hilarious, but is surprisingly good.
Got a screenshot of using it on my server on the meme channel: #meme-arma message
I am messing around with keyframe animations, and I would like to do a cool flyby using them, however the tutorial I found only tells how to set up timeline and rich curve. How does one rotate the vehicle in "flight" etc?
So, I tried having AI occupy a building with an addon module, and they seem to dislike cargo towers. Im gonna try to use lower positions, so at least they won't die from falling, but anyone else get this issue and maybe have a fix? I can imagine this being an issue later, and idk if it's the module or the fact I placed the object or what xD
oop, game crash
not the module
what module?
oh, Star Wars mods @edgy hearth
no need to fix, works perfect in vanilla
are those not allowed at all? I just happen to be using them , they're not what's causing them... :(
we don't talk about that, we don't show that, we don't help that, yep
most mods are straight rips so a big no-no
I can still ask about the AI being weird, right?
since the module isn't starwars. As long as I don't bring up what the unit is.
or?
i do believe I see what ya mean by ripping though-
no problem about the module sure 👍
ok, yay :P
Although- maybe I should make sure it's not the uniform or something causing this xD I doubt it, but- well- ;P
actually, I think it mgiht be path finding- I didn't get it recorder, but I thought I saw a unit go between the railing of the platform and the stairs
So I think the AI might be going up, but then the collisions and path finding are weird, so they go sort of between the stairs railing and the platform railing, and then, of course, are inside a physics object, get pushed out, and then end up falling to the previous playform
Anyone got any fixes to let AI into cargo towers? Without teleporting or having them spawn there :P
hm- The other issue is, the module also has an option to teleport sync'd units, rather then have them walk to their areas. With the teleport option, I had unit dead when I went to the area. Again, idk if it's because the player is too far when the module triggers, so the collisions are off or what. But yea.
Perhaps, I can have it sorta be fixed with only low buildings
what module is this? mod, ask the author
LAMBs garrison.
Yea, maybe wanna ask em.
oh side note, is it better to have 1 big squad or several small squads?
does 38 units sound good for an occupation of the fortress ruins on tanoa? :P
not really a problem
all units in one group = better perfs (one group only) but design issue (everyone knows about each targets)
each unit is a group = perf issues (many groups = many AI) but design OK-ish
and all in-between, balance perfs & gameplay
ok, so maybe 1 group for guards, 1 group for others, and 1 group for HQ?
Honestly. You're best to use ZEI to garrison troops. Can be used both in 3den and Zeus without needing to be loaded by anyone else.
Anyone know if its possible to seperate uss freedom into its pieces in eden?
in eden doubt but im sure one of the eden hidden class mods (like O&A) would have it
This is a composition, so they must exist somewhere https://steamcommunity.com/sharedfiles/filedetails/?id=2847077754&searchtext=freedom+parts
they exist, they have a hidden visibility in Eden
I managed to figure it out. Spawned them by name and assembled it
“setPosASL” is the only way to reliably move AI
you can run it in a loop to give the appearance of moving
Inb4 "play a dance animation and distribute the loot with a script"
basically yea 😂
just teleport the AI up and hide the stairs with some military walls
that looks like an oil rig composition or something. if AI are allowed to walk on it, 100% of them will be in the water within 2 minutes
Any one know if there a texture, a mod, or something to "paint" the ground of a terrain? There some part of the ground that I want to change
The CUP terrain mod provides several decals with different terrain surfaces. No blank ones (like the 'user texture' object) however.
Yes, but they are extremely small and none of the is simple grass
Each terrain defines it's own surface textures. So I don't know how critical this is, but if you were determined you could -
(Optionally) Flatten your area using https://community.bistudio.com/wiki/setTerrainHeight .
Find the surface texture and rvmat from your terrain. The terrain making guide explains where they are (layers.cfg): https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial
Then use the texture (path or ripped image) and rvmat in your user texture object, and tile your area with it.
I imagine there are easier ways around your mission design problem 😅
Feel the need to add that the different road and runway decals of CUP are quite large. So if you are placing a base, you'd be set.
it was the fortress ruins on tanoa map. The cargo tower was a object I placed tho
And how I retexture the map useing setterrainheight?
I am not editing a map, I am on Eden.
you don't
correct
Hmmm... I really like tanoa but its at a point where its taking quite a while to do anything in game xD
Loading in, takes a good 30 seconds atleast.
Pressing escape, takes 10 seconds to load the menu
Zeus takes a few seconds to go from unit to interface and vice versa
Now reason I say this: any ideas for ways to improve this?
get a better pc or don't load so many mods
I've never had a single situation where going to menu from the map took more than half a second, Zeus never lagged for me either, loading the terrain for ~30 seconds is kinda normal because, well, it has to load up all the stuff first, it doesn't happen while in main menu.
hmm- yea, I was afraid someone would say that 😅
see also https://community.bistudio.com/wiki/Arma_3:_Performance_Optimisation, just in case
Hello, anyone knows if there is anyway to make rain with clouds without losing lighting? let me explain. I am doing an historic event mission, it will be TVT, for at least 90 players. It should be night, with rain and fog but we should be able to see. As a plus, dont ask me why, but the map has really bad illumination at nigh, even if the sky is clear, you cant see much.
It could be a mod, a script, or what ever.
You can tweak the camera's aperture with setApertureNew
Interesting, and where that goes, on the mission init?
iirc should happen after mission start, putting setApertureNew in init or anywhere that executes before you're in the mission doesn't make it work at all
so a trigger would be fine, setApertureNew adjusts the aperture smoothly from default to the new values so no visible "jump" whatsoever
It worked, so I just make an init that gets activated at the start of the mission, and all players should have the new setaperture? No matter when they enter the server or if they disconect and get back in?
if you want it in init and all players to have it no matter if they join during the mission or on in start then make initPlayerLocal.sqf file and put the aperture code there
I am for the first time trying out keyframe animation, so question, how do I make a vehicle take a turn? Like for example a plane fly around a building. Because when I try it, object is always facing same direction, aka how do I rotate the object many times though out the timeline
Is there a way to use stuff from contact without the contact dlc being required?
Like make it in the editor and put it on the server and the players not need it?
Players don't have to own Contact as long as your mission is not on Livonia and doesn't use stuff from campaign, Contact Platform works as any other DLC
Detail question. Do they normally only fit a single jet into a hangar?
yes unless storage
I notice if I put a move waypoint over a helipad, it does the attach to cursor. Does a move marker on a helipad mean they'll land there or?
judging by how its flying, I doubt it xD
i think i got it, but now the game has stopped responding xD
i hope it autosaved fairly recently 😅
Waypoint speed, that is the speed after it right?
Not the speed to get to this waypoint from the previous
move waypoint is just move waypoint, to make it land use land waypoint or land command in your waypoint activation
waypoint speed is the waypoint it will immediately try to get, so if it's approaching 200kmph to a waypoint that blocks it to 60, it will fly up as high as possible to quickly reduce the speed
SpeedMode*
And timer is just "Ok, waypoint is complete. Do the timer, then move on" ?
So if 3 moves, 1st has 0 timer, speed of Full. 2nd has a timer of 10 and speedmode of limited. 3rd is 0 and full.
afaik waypoint timer doesn't make your unit wait on the waypoint, it just delays whatever you have in "On Activation" field
I know if it's a move, it waits
they always continued the path for me 
I put a timer for a move and it stopped. Although that wasn't a helicopter 😅
What I want is a heli that goes from one spot to another, and back. Air Taxi
oh right
tooltip: "When it's considered complete and it actually completes"
So, assuming land is completed one the vehicle touches down, give it a timer, then have it move to the next point
if I have it going over terrain, will they follow terrain or crash into a mountain? xD
yay it works! :D
if I have a waypoint attached to an object, then move it via the position properties, will it reset it's position when reloaded?
Anyone know of a mod or something with a user texture bigger than the current one of 10 x 10? Thanks.
I believe you can setObjectScale it
But it wont work in muliplayer.
Or, there is anyway to make a costume decal or re-texture them?
setObjectScale does work in MP I do believe. If it is just a static object, will work finely
Well, I must be doing something wrong, because it does work on eden but not on server MP.
hey guys could someone possibly check my log and explain how to fix whatever is wrong with it
What you are trying to scale?
I am trying to make a river using deformer, and there are 2 mods than add ponds (water) but they are bugged, and on some of them you end up swiming in the air. So, I try to use a constume water texture (I dont need the swim effect, the river is just shallow), but the user texture is just 10x10.
So, at this point, any idea is welcome.
Hey everyone. I know this is a basic question but my googling skills failed me. Where can I learn how to setup task selection randomly?
@brisk mortar With code or with modules?
Modules if possible
does anybody know if there is a mod that adds Arma 2 style civilian interaction to Arma 3?
hey guys im new to mission making on arma 3 but have previous experience with other games and have been self teaching the eden editor, but im looking for more immersion in my missions like AI actually chatting to players with specific lines instead of using the base game chat system how would i do this
diamond cheers bud
whats better the ace interactions with civilians or the arma 2 version as i never played arma 2
arma 2 essentially had generic voiclines for all npcs where u could ask about troop movements and where u were on the map. (now that I think about it you could probably script that in the editor, which I might look into instead of adding a mod)
idk about ace interactions
does that mod above require ace?
I have 10 tasks in a SP mission and what I want is to assign them randomly each time a new task is to be assigned. What is the best way to deal with this?
1️⃣ Create ten triggers and sync each task to one of those triggers.
2️⃣ Set the condition to NextTask == "Task X" (where X is the number of the task) for each of those triggers.
3️⃣ Place the following code in initServer.sqf (if you have that) or in some init field:
NextTask = "";
AvailableTasks = ["Task 1", "Task 2", ...];
```Fill the `AvailableTasks` array with the `"Task X"` strings you used in step 2️⃣.
4️⃣ Execute the following code (e.g. in the *On Activation* expression of a trigger) every time you want to assign a random mission:
```sqf
NextTask = selectRandom AvailableTasks;
AvailableTasks = AvailableTasks - [NextTask];
This is clean! Thank you very much ❤️
I wanna have a heli transport going from Aeroport De Tanoa to another airport. However, it's kinda already occupied by the military xD Any ideas?
(Blue is military forces. censored b/c war among the stars rule)
I had it right in the middle of the image, the corner of the parking lot opposite the road entrance, but that was too dificult for the AI and they'd land partly on the building. Only other spot I feel would make sense would be the end of the line near the refuel area in the bottom right, but then- Hmm-
Maybe split it so the hangars and stuff are military, rest of the airport is civilian. I might do that, yea
oh- huh- I've just realized if 2 waypoints are too close to each other, it won't work properly 😅
That explains why the helicopter was yeeting it's self into the sunset when I wanted it to go to a move waypoint, then a land then a move, all in the same X and Y positions xD
Is it just Starwars or are there other things that aren't allowed here?
any stolen content isn't allowed
Wait, stolen? As in like, it was copyrighted and is a franchise?
What do you mean by stolen. Taken from franchises, so Starwars From Lucas Arts, or taken from other addons and so content involving the subject was prohibited to avoid "I made it!" "No I made it!"?
Microsoft has apparently communicated and encouraged in this direction; but again, do not take our word for it as it involves your own responsibility. And even if MS is OK with people creating Halo models, they still strongly oppose rips, obviously
Some agreementless usage may be forbidden, but sometimes judt asking allows for permission.
For further questions on Intellectual Property, see #other_ip_topics
oh- one last ting, sorry 😅 Agreement less. That means "You need explicit permission, agreement, to do stuff" Ah ok
so what to do now-
play Arma
I made a back story scene.
detour signs too, to avoid the area
Bad guys did an attack on a local force's airbase as a means of declaring war. Fighters mobilized, bombers retreated with most of their payload. Real plan was to have the local guys watch as the bad guys destroyed civilians. Now, military forces are present on the island, but a cease fire has been called due to the severity of the bombing keeping the good guys occupied and the bad guys waiting for reinforcements.
so im getting an error when i launch into the game on my server all the mod files are there and as far as im aware none of the items have been removed or changed in anyway?
im really stumped as to what would cause this
Something might have been removed from the mods.
Is there something like a test mission file where a lot of things are shown and how they work?
like how to integrate voicelines, how ai is scripted and so on
missions no, but there definitely are tutorials on youtube.
DayZMedic, Feuerex, White Raven, Rodz, many.
the thing is they usually just show single pieces of that, are often not really good, and often dont have the very special things from my experience
are those good?
wouldn't list them if they weren't good.
haha ok will look into them
just because it looks special doesn't mean there's a tons of magic and scripting behind it. Whatever you need for your mission, just type it in YT and you'll find like 10 videos on just that topic, there are even fully fledged 5-hour livestream recordings of people making missions
voicelines with text are done through Conversation system, pretty easy stuff as long as you don't use FSMs but will take a good while
for AI scripting you can see how waypoints can be used, there are also videos on youtube and a lot of knowledge in BIKI, I assume you think about that not overhauling whole AI system like LAMBS or VCOM because it's definitely way out of mission making scope
thanks man will look into this
out of curiosity, how would you cancel a waypoint and then change it during a mission?
furthermore, im trying to do it around a trigger
make this move point change into a vehicle get out, and then move
is it for AI?
no, player
the ai head vehicle (which is linked-ish to the trigger) will meet its maker by blowing it, to give control to the player in the secondary humvee
following up by an ambush, but i want a 'dismount' command to be played through, or a switch of waypoints
im trying to make a mission with a respawn point but the respawn position module isnt working any ideas?
Have you set up respawn in attributes?
yes
Then to answer your question some specifics are needed. Is you mission multiplayer or single player? Is the problem that one respawn point doesn't work, or that none of several respawns work.
Checking if the respawn is set to correct side also helps
Multiplayer mission,
Its the only respawn position
Set to correct side and attributes are correct
When it spawns it sends ya to the debug corner
On mission start? Then you need a description.ext file in your mission folder with respawnOnStart = 0 in it
You can open the mission folder from within the editor, then you can make a new description.ext file there, and put in the line
respawnOnStart = 0;
In addition to this, make sure you enabled respawn under ‘Attributes’ -> ‘Multiplayer’, and that you have selected ‘Respawn on custom position’, preferably also a counter of eg 5 secs since sometimes you get issues at 0 secs
IF you are suggesting they need a descripton.ext, then you may as well give them the full thing. rather than half and half.
respawnOnStart = -1; //-1 = Spawn at eden-pos incl EDEN loadout, 0 = Spawn at eden-pos and run respawn script, 1 = Respawn & choose respawn location
respawn = "BASE"; //Sets Respawn Location (https://community.bistudio.com/wiki/Arma_3_Respawn)
respawnDelay = 5; //Sets Respawn Delay Time
respawnVehicleDelay = 30; //Sets Vehicle Respawn Delay Time (If Vehicle Respawn Module is being used)
disabledAI = 1; //Disables AI being put into player entities
The defence game mode module seems to be working well, after tinkering with Zeus a bit. Pretty much my mistake for using older methods before.
But now I'm looking for documentation regarding Enemy AI Spawn parameters, as in how many helos, armor etc. each wave.
I had the ACE slideshow working last night, havent changed everything and it all still matches up with the module, but now its not working. I cant even interact with the "controller" object. anyone have any ideas?
messed around with it. It takes deleting the controlling object, running the scenario, going back into the editor, placing the object and naming it again. its only good for one test before it stops working again
Im making a mission and i want the team to proceed when a certain vehicle is destroyed.
so i made the new point and used a trigger as activation. my question is: how do i tell the trigger to be activated when that specific vehicle is destroyed?
!alive _myVehicle
thank you. do i need to do the trigger for that on the waypoint that should be ended or the waypoint that should start then? i never get that right
can i ban some items in the full ace arsenal even if i'm creating a zeus help arsenal? (so that all created arsenals in a given mission do not have some items) ideally, I would put the script in the mission that would prevent it without the need for Zeus to solve it...
from the first glance, you could use ace_arsenal_boxInitialized event and remove items you don't want
but there probably is a better way
Question, can the start-up of the defence module or any such game mode modules be dictated by a trigger somewhere in the middle of a mission?
i have a mission where there are 2 enemy teams which should defend their respective points.
the problem is that the points are kinda close together so whenever the first one is attacked they hear it and react which i dont want them to.
whats the best way to prevent this?
Iirc if you sync the module to the trigger it won't activate until the trigger is activated. If that doesn't work you can try using the function of the module manualy in the trigger.
I was wondering about that, hopefully it's the case.
And I'm also wondering about this.
In short, I'd like to know what the values regarding the different types of units are, so I can more precisely control what comes with each wave
Can look at the code of course but would appreciate it if I could be pointed to some sort of documentation
So I'm making a vietnam mission, I'm wondering if there is any way that I can make a static radio that can play custom songs such as paint it black or something when you walk around the radio in the mission. Does anyone know how I can do that? Most of the methods I found online seemed outdated.
Scripting stuff in A3 hasn't changed much since 2013 so nothing is outdated. Add your music as sounds, keep them in an array or something and use say3D on your radio with a random array position selector and you have your radio.
and don't use copyrighted music without permission
009 sound system intensify
no worries. we dont take copies but just steal it
am gonna burgerpan u
im sure i gonna dodge that
Hello! I'm wondering if there's any mod or settings you can tweak to increase the missiles render distance to add just another grain of salt to the epicness of air combats
So, I wanna have a prison camp, but am unsure- Is there a way to make civilians stay in an area?
Would civilian presence work? Hm-
https://community.bistudio.com/wiki/disableAI
you can disable "PATH" to prevent from moving them at all.
Yea, but I kinda wanna have em able to move- Just not leave the prison area
I wonder- Maybe just have a gate I make with actions and stuff? xD
good afternoon,
i was wondering how to use CBA mods with alive mods to create a better mission. If possible, maybe use LAMBs as well. I've only really done the homework for alive mods and wouldn't really know how to plays these types of mods to have the AI commander sync these actions in the mission. Sorry if the question seems broad, as I am new to editing and am way behind the learning curve 🙂
I have a shooting target animate based of a trigger is there a way I could set it to pop back down after say ten seconds
@worldly sonnet https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets Did you read this?
I'll check it out thanks
Hello I was wondering about a game mode that I can make, basicly it’s limited supply and you have to get gas,ammo,money and things like that but I don’t know how to do it. Can someone help?
all I know is it's got to be really complicated way above my level I know that's no help but
that is a lot of work. Also why make something that already exists? it's like reinventing a wheel
especially that KP Liberation allows custom modifications so you can change whatever doesn't work for you there. Making the same thing from scratch by one person having no knowledge is months of hard work
worked perfect thanks
please don't crosspost (#rules), I deleted your posts in #arma3_editor for you
So I have this moving target I want the player to shoot at once shot I want the target to move back to it's original position. I have a pop up target attached to a drone that has a move waypoint is there a way I can get everything back to it original position on the deactivation of a trigger https://www.youtube.com/watch?v=zjtOxryiHXI here is a clip of the mover
teleport the drone back to it's initial position
for the pop up targets, i think it's _thing animate ["terc", 0] to put them back up
Yeah I have the target thing down I'm still new on the teleport thing
But won't it have already completed it's move waypoint
readd the waypoint then too
Wdym
https://community.bistudio.com/wiki/setPosASL to teleport
https://community.bistudio.com/wiki/addWaypoint to add wp, optionally can https://community.bistudio.com/wiki/deleteWaypoint first
And so it'd go like getpos marker maybe
if marker, then something like _drone setPosASL AGLToASL getMarkerPos ["my_marker", true]
Also the drone doesn't move until the trigger is activated because I have a ai disable move on it so I feel like if it teleports back it'll just instantly move to complete the waypoint right
disable ai again on deactivation then
Oh right
So the _drone will be the variable name right?
I appreciate the help as well
it's up to you, whatever you have it called
Gotcha
_Drone1 setPosASL AGLToASL getMarkerPos ["marker_11", true] is what I put in the deactivation but it didn't move
_Drone1 is undefined or marker name is wrong
just a reminder that _ in the beginning of variable name marks it as local or private (and as such - not available in other scopes/scripts)
Wdym by undefined like it's not on the map
If you named your drone "drone1" then you don't need to add "_" before, you shouldn't tbh
Hmm I'll try that
Thank you
Yeah it was the "_" thank you now I just gotta figure out the waypoint thing
yeah I really don't understand how to get it to move back after it teleports
group drone1 addWaypoint [getMarkerPos ["my_marker", true], 0];
ok I'll try that thanks
Yeah that worked perfectly thank you so much and to everyone else
Heyo guys. Can I somehow "merger" objects in Eden?
Let's say I have 25 objects and I would love them to act as one, when I am rotating them/moving them.
Selecting all works, but it's clumsy af.
that's about it
you can put them in the same layer to help
Unfortunate, but I'll manage. Thanks for the help!
Yeah, I have them in a layer, I am stacking up tons of object to achieve a "round tube". So it's clunky sadly
Need a mission maker for my Arma 3 unit. Anyone able to help?
depends on the mission
Well i need a long term mission maker to make ops for my unit
you can advertise your community in #communities_arma3 - be sure to follow the template and the repost delay (14 days - read pinned messages)
Is there a way to prevent civilian faction people and vehicles from entering or spawning in a given area, such as a marker box? I guess so, but have no real idea where to start with that
Is this for multi-player?
It would be yes. Dedicated server
Oh ok I was wondering what code do u use to spwan in ai
I'm using Drongo's Map Pop (DMP) to manage the AI spawning. For the civilian module, it likes to spawn a few of them at any given time and drive them/move them towards the players. This isn't realistically an issue outside of when the players are on a military compound and I'd like to prevent the civilians from being able to enter that area.
Unfortunately, there's no way to make the module do it for me and I'm uncertain how to even approach scripting it or anything myself.
I'm also struggling with this.
I got some minefields in an area, I spawn enemies away from it, try and make waypoints not overlapping it, but as soon as battle begins and defensive/alerted AI behavior takes over, minefields become AI magnet.
if the issue is "I don't want enemies to come into the mine field", make the mines known to all sides
lol never thought of that, ty
Sorry I can't help much this is above my knowledge
funny bug: place ai squad and give them patrol waypoints. then place empty vehicles and move them into a custom eden layer. now start the game and use assignedVehicle script on squad leader. the empty vehicle is assigned to them
if you move the empty vehicle out of the custom eden layer and repeat the mission, the vehicles arent assigned
i have a mission running ALiVE persistence. I wanted to add some object to the terrain but it seems the ALiVE data file overrides it as it doesn't show up after putting the new PBO on the server. Any idea how to get around this
probably better to ask in alive discord, see #channel_invites_list
hi @all ! id need a solution where the player in local hosted MP game is respawning with the same identity, means glasses and specially the face of the player, insignia and so on. i allready have a solution for players spawning with the same gear, but the faces and insignia and so on are not the same. thanks in advance for ideas...!
What solution you have?
player setVariable ["Saved_Loadout",getUnitLoadout player]; IN ONPLAYERKILLED
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]); IN ONPLAYERRESPAWN
player setVariable ["Saved_Loadout",[
getUnitLoadout player,
face player,
[player] call BIS_fnc_getUnitInsignia
]];``` onPlayerKilled
```sqf
(player getVariable ["Saved_Loadout",[]]) params ["_loadout","_face","_insignia"];
player setUnitLoadout _loadout;
player setFace _face;
[player,_insignia] call BIS_fnc_setUnitInsignia;
``` onPlayerRespawn
Not tested
thanks for the fast answer POLPOX ! faces and glasses working great, but debug says " not defined variable _loadout", insignia does not work for some reason
Are you sure that you've copied and pasted properly?
Ok corrected
this is the other debug i got
params ["_unit","_oldUnit"] ;
_unit setUnitLoadout getUnitLoadout _oldUnit;
_unit setFace face _oldUnit;
[_unit,[_oldUnit] call BIS_fnc_getUnitInsignia] call BIS_fnc_setUnitInsignia;```onPlayerRespawn
No need to write any in onPlayerKilled
no luck. rifle dissapears and face is not the the same. insignia disspears still
the old one works nice, only the debug is there and the insignia is changing / disspearing
one instance of "not defined" or multiple?
one only. _variable not defined
if it only shows once - it may be caused by "Respawn on start", when the old loadout isn't defined yet 🤔 This may help, i suppose?
(player getVariable ["Saved_Loadout",[]]) params ["_loadout","_face","_insignia"];
if (isNil "_loadout") exitWith {};
player setUnitLoadout _loadout;
player setFace _face;
[player,_insignia] call BIS_fnc_setUnitInsignia;```
type any, expected string or 1 && not defined _variable
had that two before
thx for the try
ye, that was a brainderp moment. Fixed the code a bit
no prob mate, will use that code without the insignia so far, maybe others come up with an idea for the insignia 👍
ty!
any tips on making missions a little more… dramatic? I get that arma has all the storytelling capabilities of a wet paper bag, but looking to make coop missions a little more immersive, any advice?
unfortunately just playing with a small crew so briefings aren’t really worth it, nor is zeusing
Anybody have a solution for this warlords bug when enabling playable AI? The playable AI on warlords respawn on their groups position after death instead of respawning back at base. They respawn at base normally only if their group is all dead https://streamable.com/qjmzs4
the SOG cDLC has some great modules such as the Random Sites module. Anyone have any recommendations to recreate such a module in vanilla with mods or just workarounds within the editor?
You could use hide object module but it will be not as convenient.
I would rethink the Zeusing thing. we will have 3 players with 1 zeusing sometimes. Let's map creation/storyline happen far easier than setting up every little detail for the op.
yeah I would love to give briefings and stuff
getting close to closing out my first actual campaign, have learned a lot getting better with every mission
Yeah, just don't let player count prevent you from having a zeus. we use it almost every time when have 3 or more players. Anything smaller than it's mostly DRO's.
Is there a way to make radio triggers only appear to certain units, eg SLs?
Question is it possible to send someone my mission files so that they can host the server with my mission simply because I cannot be found in the friend’s server tab
Yes. Just click export in editor, and send your friend the PBO created (it should be in missions in arma 3 folder) the if he puts it in mission folder of his server he should be able to run the mission.
What’s PBO? Even though I spent more than 800 hours self learning the Eden Editor with a bit of help from YouTube videos
I’m still new to mission making
Compressed file format. Just open you arma 3 folder, open the mission folder and all the PBOs of missions you have exported will be there
This is exactly the sort of question that is better searched here first https://community.bistudio.com/wiki/PBO_File_Format
I’ll have a look when I get on Arma
Thank you
There's no need to learn how a PBO works internally... it is nothing to do with your creation but Bohemians' end. Basically a PBO is just a compressed folder (similar to zip) but for Arma, that's just what you need to learn
Oh okay thanks
Does anyone know how to setup a continuous transmission of custom audio on a speaker? Making a Christmas fun op and was wondering if there was some way I could have "All I Want For Christmas" on repeat😂
make a loop that does a say3D with your song and a sleep with duration of the song
while {alive yourRadioObject} do {
yourRadioObject say3D "I_Hate_This_Song";
sleep 345;
};``` something like this
Thank you!
I need to create a spawn position for players that can be picked up and moved to a new position. Say a simple object like a road cone. Currently we use an EMPTY to do that. We are playing a campaign and will be moving bases from time to time. I want to move the spawn point without having to edit the mission as this messes with the persistence data. I've tried it but then the player spawns where he died.
@snow plinth what mission system are you using ... zeus, etc
No, using ALiVE. I found a solution from our CO, scripting the respawn marker to a vehicle. So the respawn is where the vehicle is.
Then made the vehicle invulnerable so it can't be destroyed. It will only be moved when moving base
Is there a code I can put into an object that'll allow me to manually set the time of day using the action menu?
there is, but you would have to write it
It just means you're the one who writes the script
addAction, setDate, these two are the mandatory commands to achieve
hmm I see so what is the proper date format
https://community.bistudio.com/wiki/addAction
https://community.bistudio.com/wiki/setDate
Always refer to BIKI
thanks
this addAction: setDate [1986, 2, 25, 16, 0]; this didn't work just gives me an error what am I doing wrong
open the Addaction wiki page and see how addActions are made
look into the examples I mean
well I did but I guess I should look longer my bad
this addAction ["Set date to 1986", { setDate [1986, 2, 25, 16, 0] }];```
I see I don't know how to read those examples but I appreciate your help
That works great thanks Idk how to understand those examples it seems so complicated
Not really
Idk guess it's just me then
Will do thanks
is there a fix for the support waypoint? I can get it to work up until the point I have to set it as finished, but that doesn't appear to work anymore, as per the wiki and my own experience.
you can have a trigger that waits for certain event that should end the support waypoint and use that trigger to delete the WP
er yeah I would like to have them remount their trucks then return to the waypoint location so that they can be called again though
I suppose u could re-create the waypoint somehow in the trigger
or use CYCLE
oh skip waypoint then cycle? could work
Does anyone have a documentation/tutorial/anything on how to use hubs in campaign?
What do you mean by "hubs"
BI campaign has a enableHub parameter which is used for the missions where you're in a camp and you can patrol around or do the main missions (in any order).
afaik there's no documentation about this, and everytime you finish a mission and you return to the camp, it's just a new mission that checks for campaign variables to know which missions you have already done and which you haven't so this parameter seems to be obsolete
there barely is in https://community.bistudio.com/wiki/Campaign_Description.ext
TBH I didn't even know about this way of doing a campaign. I just finished building my first campaign using ALiVE on which there are some decent documentation and some YT videos. Still had to figure out a lot for myself and it took me lot of time. The way I'm going is Alive not giving me any missions but we will decide what's next from intel received from dead AI.
I like the realism of this.
Are there any general tips for making campaigns? i am relatively proficient with eden so i am wondering if there any do's and don'ts to making campaigns
Hello guys! Sorry for disturbing but I would like to know if someone wants to help me create a scenario since I'm bad at scripting, etc. In reality, it's not creating a new one but adding some features and fixing others to one already existing.
You can write me in DMs if you are interested!
https://community.bistudio.com/wiki/Mission_Design and YouTube/etc 🙂
here is not bad either 😉
What will you be using to make the campaign with. ALiVE?
yes
This is a great video on how to place all the modules and how to set them up. To persist the campaign ( save and continue at a later stage) make sure to activate persistence on the modules that have the option. Take your time building a campaign especially if you're going to persist it. Think about where ammo and fuel and replacement vehicles are going to come from. If you don't wan't to make it too technical you can always add ZUES so you can resupply the troop although that isn't realistic. Thing to keep in mind it that the "player" position and loadout is saved, NOT the slot he is playing. So if your players will be taking up different roles in different sessions it is a good idea to replace all kit in their containers before saving the mission, otherwise the kit wont be available to other players in the next session. Unless you kit up from Arsenal then it doesn't matter.
https://www.youtube.com/watch?v=SoirnpsxyR4&list=PLEzRkRvSvZpaEn8ZTMt7sBIA3fXlKzGHF&index=31&t=1009s
This will show you how to set up an ALiVE Mod insurgency type mission. Setup of the modules required and how to configure them. Also covers the Spyder Addons Mod and how to use that. Apologies that this video is a bit longer than my usual tutorials, but there is a little bit of configuration I need to discuss and it would be a disservice to ...
thanks
Two part question:
#1: I'm working on a starsim mission that involves affixing enemy placement to placed platforms (IE: On a ship interior). I know I can attach them to a game logic to prevent them from moving, but some still seem determined to clip through the floor anyways.
#2: I've noticed that things like Zulu Headless Client override disable pathing, presumably since it seems to recreate the unit it transfers. How would I go about just assigning a unit to a headless client to begin with and saying 'You live here' right from Eden
I've noticed certain old arma3 missions working fine when played from the scenarios but can't load in the a3 editor
yo- what're some really decent long-haul operations for arma 3?
I'm looking for something with a dynamic, persistent system like Antistasi, preferably from the perspective of BLUFOR/REDFOR performing COIN
Let's go with a simpler question perhaps.
If I have AI that I've placed in eden, is there something I can put in their init to assign them explicitly to a headless client?
some combination of waiting for headless client to actually appear and https://community.bistudio.com/wiki/setGroupOwner probably
Hello, Sorry pls but me need Help, somebody here good know Arma 2 Mission Maker???? Me need create Custom Warfare with CUSTOM FACTION
Does anyone have a lead on a mod that would allow me to implement the following things into a template?
-Fireworks
-Drugs and manufacturing of drugs
-South American Police and Vehicles for them to use
template?
Fireworks - https://steamcommunity.com/sharedfiles/filedetails/?id=1847768567
Drugs - https://steamcommunity.com/sharedfiles/filedetails/?id=940841212&searchtext=uriki
For police you can use whatever ig, just type "police" in workshop.
drug manufacturing you would have to script by yourself since there is no such mechanic, maybe on life servers but they either made it themselves or paid someone.
Oh yeah im not looking to actually make drugs. It's more the objects of machinery and labs and such.
Yeah a mission template
Awesome thank you so much for the recommendations to check out
is there a way I can completely stop a player from taking damage that isn't just allowDamage false? trying to make a sequence where the helicopter you're in explodes and you lose all your gear, kind of important that the helicopter explodes. from my testing it seems like you can't prevent your player from being incapacitated even when allowDamage is false. Going to have the player black out once the helicopter hits the ground, so maybe I can pull some trickery with that...
no way you're a car
was able to get around this
made the heli explode the second you hit the ground so it didnt kill you instantly on crash
Create a custom particle effect and use playsound3d, then allowdamge false, and set damage to a event or trigger when you hit the ground. Problem solved.
That's because he's a heli
For some reason, certain old missions can only be played from the scenarios tab after downloading from workshop. Otherwise they crash if MP or give error if trying to load in eden.
Why is that, or is it just me?
Could be an addon dependency issue.
I have a slow moving drone flying in the mission. I need it to be indestructible. I set damage to false. However for some reason some pilots manage to still destroy it using some rockets and bombs from AWS mod for example
I was thinking maybe its ace thing? Is there a code to make aircraft invinsible in ace?
Checked the ACE3 framework for a function call or variable?
I'm talking about missions utilizing vanilla assets, from before Apex version.
Still, it's odd I can play it yet can't load in editor
Is it in binary format?
nope
"or give error if trying to load in eden." Define error because there is more than one that can happen
for crashes you can check your RPT to look for any code-related warnings or errors
That's exactly it, "Error on loading," something along that line. I'll save a pic next time
Howdy, Im currently trying to edit warlords with custom factions, How would one go about editing INDEP?
Having an issue with setObjectScale. I need to scale hallways up to be much, much larger. Their hitbox is preserved in single player and seemingly multiplayer when hosted by -me-, but NOT on a dedicated server host. Is there any way to fix this?
They APPEAR the right scale, since I attach them to something
Scales an attached object or a Simple Object's model.
So if you want those your own size you need create simple object or attach those
And how do you create current objects?
https://community.bistudio.com/wiki/setObjectScale
There pretty clearly told how objectscale works
setObjectScale is provided without any guarantees of functioning, if its broke its broke :3 Have fun!
broken* or give it more monies! :p
Quick Question, Can you disable Artillery Computer on specific Pieces of Artillery but leave it on for others?
Example, I want static Arty pieces to not have the Artillery Computer but I want the Himars to have it
so the artillery computer is connected to the player, not the vehicle
so when player gets in a vehicle, check the classname, and enable/disable accordingly
Forgiveness if this has been asked before
How can I, using the virtual Arsenal (preferably ace) limit what players can see depending on what unit they have selected?
So if the player picks rifleman they can see specified rifles.
If a player selects autorifleman they can see a list of specified logs.
Please @ me when replying so I 100% see it
https://community.bistudio.com/wiki/BIS_fnc_addVirtualItemCargo
BIS_fnc_addVirtualItemCargo and other Backpack/Weapon/Magazine equivalents have their own argument to set items into Arsenal locally
Thanks heaps
Question about placing units via Eden and Headless Clients. What's the best way to do this?
I'm working on a mission that takes place in a massive interior environment - picture a missile silo type of base. I have a large quantity of units that I need to pre-place and nail to the floor via disable pathing - I want them to assume specific poses and combat rules, because if I don't, they'll walk around through walls and cause problems.
We use Zulu Headless Client/LAMBS in our modpack. When it transfers ownership, of course those traits get deleted, and I assume that using a setOwner in the init will have the same effect.
Using Dynamic Simulation in Zulu Headless isn't an option, because I need to be able to spawn aircraft, and it treats it as global.
Possible ways I see forward:
#1: Iterate through all non-aircraft AI on the map (or within a trigger) every X seconds and ensure pathing is disabled, so that when the units are recreated on the headless - I could see this being an expensive loop though since it would be executing every X seconds on hundreds of units.
#2: Disable Zulu and spawn everything via script to maintain the traits assigned - since it'll be created on the headless rather than transferred there. This sounds painful too.
Greeetings! Wondering how do mission makers solve the problem with ai aircraft? My OPFOR choppers and warplanes just don't want to use AT rockets, they use only FFARs instead and hit nothing by fly above targets then becoming an easy targets for enemy machineguns. I creating a simple battlefield-like missions where player can take any troop to engage and secure the objective and it is sad when ai troops are doing great without player's help, mechanized bugs correcting by waypoints but helis and planes are just being shoot down or flying above without any activity.
A few considerations; What are you expecting them to attack? They may not necessarily utilize AT weapons on infantry; Also, each vehicle has a priority list that suggests what type of target it should engage. An air-to-air fighter for example likely wouldn't strafe infantry
Hi! My current mission is group of OPFOR infantry attacking an BLUFOR outpost that reinforced with APC. I put a OPFOR heli on the airfield and set waypoint seek and destroy to enemy outpost to support infantry squad, but instead of destroying the high prioritized target (as apc should be) it unleash the ffar far behind the target and go to high circle but do not attack instead
P.S. i use CUP mod for my mission, and already used Seek and destroy, destroy directly on target but it don't work. My idea is that Heli choose and attack target by his own without directing by scripts like dotarget and dofire, but it's harder on field than on paper
Actually technically not a bad strategy from the helicopters perspective. An APC's gun can't aim straight up, so flying above it's actually out of it's line of fire
Exactly! The problem is that heli dont want to deal with apc, it uses ffar missiles with bad accuracy and rolling circle being vulnerable to apc's machinegun. From my tests, same thing with cas warplanes too, it just don't want to destroy the treat). As I remember from OFP, Air was more aggressive against all enemy vehicles and they used ffar against infantry as it should be and controlled missiles against tanks, apcs and AA. In Arma 3 heli use AT rockets pretty rare, and try to destroy the enemy with uncontrolled missiles plus 360 deg cannon if heli have it (unfortunately for me in my current mission the heli is ka-52 and it have a problem with its cannon).
Hello. How to use this to record videos?
Need 3 human actors.
But considering that it states that this function is disabled in multiplayer - I'm at a dead end.
Yeah disabled in MP. Maybe speed up/slow down in video postprocessing.
30 fps moment
is it possible to change the EnvMaps of a terrain in runtime (or once at start) of a mission or is that entirely hardcoded into the terrain? I know some terrain things have been made to be possible to change in runtime so I figured I'd ask if it's possible.
Should be configured in the world, not hardcoded, but something can't be handled by mission
yeah, I meant hardcoded as in set by the terrain/world, but can't be modified by the mission
albeit some of CfgWorlds can be edited in the description.ext of a mission, but I suppose that's as far as it goes?
quality of life update maybe ^^"
edit: it may be more worth it to use the new setTerrainHeight commands to do what I'm trying to go for.
Hi folks i have a problem with mission making. Pretty much finished to building the mission yesterday and today i decided to test it. But as soon as the mission loads, arma crashes. Every single time. The changes i made yesterday in the mission were really simple, fixing some triggers and adding a smoke grenade module connected to a trigger, that’s what i’ve done. Before these changes everything was running fine. Someone know what’s going on or had the same annoying issue???
I’m not using sqf files or description files so i don’t have a clue what’s the problem
The mod list for this mission is GM and SOG cdlcs, EasyFia, Dmorchard crossover mod and Stl generic retextures for GM
I would start by checking the last log entries before the crash for error messages (see https://community.bistudio.com/wiki/Crash_Files if you don't know where to find the log files).
If that doesn't yield anything, I'd verify the game and mod files and try again.
If that doesn't help ... 
Alright, thank you 👌🏻
Yep it seems there are a bunch of errors related to “local variables in global spaces” (if i remember right) and errors related to the gmx chdzk mod which i have loaded but not used for the mission 🤔 now i’m verifying the game files…how do i verify mod files? Doesn’t steam do it automatically every time the launcher is opened?
To verify mod files, open the launcher, right-click on the mod and click on Repair files (or something like that).
Now, after verifying game files and mod files Arma still crashes and the only errors that came up were these ones: https://pastebin.com/NNAiENhe What does these errors mean exactly? After deleting empty composition folders in the editor, the mission started, but crashed after 2:32 minutes anyway
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I've never heard of that error before. A superficial Google search and a look at similar errors in #arma3_troubleshooting tells me that it's probably going to be difficult to trace the cause of the error 
Are these the last lines in the log before the game crashes?
Did any of the mods that the mission depends on or that you have loaded while testing the mission update during the past couple of days?
Not the last lines but the error ones, if u need i can provide the entire rpt content if i’m allowed to. None of the dependencies have been updated recently 🤔 Now i’m running another test and see what will be the outcome
delete your name.vars.arma3profile file
this happens due to some profilenamespace corruption
And now the mission runs smoothly 🤷🏻♂️ Weird..
Thanks! Very interesting.. and is that safe for my profile? I mean, it won’t affect my arma profile, right?
Can someone help me? Im trying to make an alarm but it keeps saying when i launch the game "alarm1 not found"
i think i have the right scripts
class CfgSounds
{
sounds[] = {};
class alarm1
{
name = alarm1;
sound[] = {"\sounds\alarm1.webm", 1000, 1};
titles[] = {0,""};
};
};
alarm1.webm , i would say yours type is wrong. Should use .ogg
Also a description.ext can only define it
ohh, alright
how do you un-loop sound?
You kill the source or change the loop argument so it becomes false
Hey guys! I'm trying to do an ambush in my OP.
I need to:
-Have an AI shoot an RPG at a vehicle when vehicle passes through a trigger
Any ideas how to accomplish this? I temp looked at forceWeaponFire and fireAtTarget, but I have a feeling it might not be extremely reliable 
simulate the projectile, AI is just pain for things like that
Ya or just set up a vehicle that drives out and blocks there path or explodes when they get close by putting a ied down and pressing end when the roadblock car is over it
There is a composition with a script out there in the workshop
Hi, is it possible to force a role assign or slot in a multiplayer/coop mission? Sort of like the way Arma 2: OA does it for COOP missions.
Ayy lmao
How do I make it so that players start in the respawn screen?
hey so i get a bug every now and again where it wont let me place anymore units in zeus multiplayer?
Run this when that happens
if ((units _x) isEqualTo []) then {
deleteGroup _x;
};
} forEach allGroups;```
I was on mobile, there you go
working on a scenario, onPlayerRespawn.sqf is running on mission start instead of when a player respawns
is there any way to prevent this/why is this happening
respawn on start is disabled
onPlayerRespawn.sqf
Executed locally when player respawns in a multiplayer mission. This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance. This script will not fire at mission start if respawnOnStart equals -1.
params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];
newUnit: Object
oldUnit: Object
respawnType: Number
respawnDelay: Number
@red gull ☝️
thank u! unfortunately when I adjusted to respawnOnStart = -1; , onPlayerRespawn.sqf still fires at mission start
F3 ... in your channel!
Or are we?
Merry Christmas!
Hey, Is there any chance if we could get access to CoF Gray mission files? I've searched the game files and internet but had no luck.
directory = "a3\Missions_F_Beta\Challenges\Firing_Drills\SP_FD14.Stratis";
Grey should be this
I am trying to make a working ORBAT for my newest Mission but I fail to make a chart out of all my squads.
Its recognizing one squad and its showing it on the default map mode but when I click it to open ORBAT, it just shows the first child and not the parent, plus the three other childs are missing.
If someone has a working example of a proper orbat setup, please HMU
This is also pretty weird. It says it cant load the texture, yet it actually shows up
Okay progress.
I got all squads to receive their proper icons and names on the map, but the orbat viewer is still empty
Mhh okay it shows the layout but the squads themselves dont appear
I officially give up.
If someone would be able to take a look here and help me, it'd much appreciated
It looks like the picture above. On the editor, I have this setup:
This is the Lead Unit, which should be subordinate to Zeus, acting as HQ (Which shows up already like it should)
This is a normal squad, which should be subordinate to Lead Unit, which doesnt work
And neither of them have their icon despite it being declared in description.ext
Once upon a time, I had a mission that used the ORBAT system ... but that mission never made it to GitHub and passed into the realm of memories when I moved Windows to a faster SSD ...
Anyway, back when I was working on that mission, I noticed that the ORBAT system has fallen into disrepair, so certain script errors have become unavoidable. However, I think I had the ORBAT Viewer working, so there should still be hope for that.
Looking at your code, I think you might be using subordinates[] slightly wrong.
Have a look at https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer#Config - only 2ndBCT is listed in subordinates[] (because it is not a child class of 7thInfantry), while 1stBCT is not listed in subordinates[] (because it is a child class of 7thInfantry).
To fix that, you can either remove the squad* classes from your subordinates[] (while keeping them child classes of unserPlatoon), or move the squad* classes out of the unserPlatoon class (while keeping them in subordinates[]).
ahh I see. I was thinking too complicated then
I thought I had to intertwine them with eachother to represent them like that
but since its already part of the same overall class, thats not needed
Almost I guess?
they are supposed to be on the lower left rather than where they are now
kek
What was that about errors?
Should be the same procedure as before: Either make the * Squad classes children of Lead FT (without listing them in the subordinates[] of Lead FT and Oberkommando), or make the * Squad classes children of Oberkommando and add them to the subordinates[] of Lead FT (without listing them in the subordinates[] of Oberkommando).
and thats the part that doesnt want to work yet. How do I actually make them subordinates? From my understanding thats what makes them go under a certain class
I want Oberkommando on top, followed by the lead squad and under the lead squad every normal team
right now I just have everything lined up under oberkommando
I have a feeling its due to the ceilling declared in the actual mission moduel
What does CfgORBAT look like now?
result:
which makes sense since all squads are just listed below each other
now I just need to understand how to make them go below each other
That's what I was trying to explain up there 
One option would be to structure your CfgORBAT like so:
class unserPlatoon {
subordinates[] = {};
class squadAlpha { //Lead FT
subordinates[] = {};
class squadBravo {}; //Alpha Squad
class squadCharlie {}; //Bravo Squad
};
};
And please refactor you class names, it is super confusing when class squadAlpha is rendered as Lead FT while class squadBravo is rendered as Alpha Squad 😛
yeah its terrible naming wise
but for a proof of concept as it is now, its okay
so I open alpha, which is lead and before it closes, I have all subordinates in there
yey
but now they are gone on the map
Only the Lead marker is still there
Did you adjust the CfgORBAT Path in the modules of the squads?
Whens F4 coming out? Can't wait to make an alt f4
Is there a way to make AI simulated animation but not react to gun shots?
"simulated animation"?
A channel to ask about how not to suck at mission making? I needed this in my life!
I think that may be covered under #105792586991558656
:P
yeah but without the reacting to gun shots and running away
set them to "careless"
Use switchMove, disableAI commands
I'm new to this server and Arma 3 mission editing. but i've got a few questions about the SOG Radio Support. 1) Is it possible to remove supports available in the radio? I'm trying to limit the available supports for blufor down to just a transport, napalm run, and an attack chopper. 2) can I add certain vehicles to the supports? i want to add the chinook guns a go since its a beast of a bird. 3) can i limit the number of times one can call in a support? i want to allow something like two napalm runs, two attack chopper calls, and unlimited transport and 4) Can I limit who can call in supports? I want to limit who can call an supports to the vehicles a make available and to an RTO. I really want to use radio support since its more immersive but if i can't do these then I have a whole other set of questions regarding the support requester and having a jet look for a laser paint when i call in an unguided bombing run.
@amber vapor I have done 1️⃣ and 4️⃣ myself, those are possible and fairly easy. I have no experience with 2️⃣ and 3️⃣, but as far as I can tell, those are most likely possible too.
But: All of these things require varying amounts of scripting, so you're either going to have to figure that out (of course you can always ask for help or advice along the way) or find somebody who is willing to set it up for you.
I recommend you start by looking at the documentation at https://wiki.sogpf.com/index.php/Radio_Support, but it is also worth querying your search engine of choice to see if someone has made some sort of guide on the SOG PF Radio Support system. Because it is a SOG PF system, you might find more expertise on the SOG PF Discord (see #channel_invites_list).
hey, how do I use removeAllweapons if I want all players within a given vehicle to be affected?
amazing, thanks
still haven't figured it out. I've tried a multitude of variations. I now have
{isPlayer removeAllweapons} forEach [in "SERE"];
which obviously makes no sense, but I'm running out of ideas
In forEach _x is magiVariable,
So depends which all units you want to choose.
Like units in vehicle
_units = crew myVehicleVar;
Using forEach to all units in crew.
_units = crew myVehicleVar;
{
removeAllWeapons _x;
} forEach _units;
okay, thanks
And crew will return all units in vehicle.
Deads, alive, players, ai's
So if you want separate these you can use.
_units = crew myVehicleVar;
{
removeAllWeapons _x;
}forEach _units select {alive _x && isPlayer _x};
you're amazing, thank you
@shell fox the only turtorial/guide i've been able to find is this one: https://www.youtube.com/watch?v=I50L1Zt8UWs&t=1s&ab_channel=SirloinSandvich. I think I can do 1), 3), and 4) based off of this video and that wiki but when i put the .ext into the mission folder like he has it, nothing happens and non of the changes i made in the scripting occur. I've also noticed that the SOG Radio Support wiki has a config with just the lethal supports and ive found what i think is the full config file here:https://pastebin.com/7wB4denz. But I've edited both versions with no result. I tthink i'm putting the file in the wrong spot but I've found enough resources to guide me through it.
A basic tutorial covering the Radio Support module from the S.O.G. Prairie Fire CDLC. This covers the basic use and configuration of the module.
Can you have a look at https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Script_Files and then verify that your file is named description.ext and not description.ext.txt?
Progress! I was able to limit it to one transport and one nap strike option. It took, now im just figuring out the scripting for it!
Another question. How do i white list both vn and unsung equipment in the arsenal? I've typed several different variations of ["vn_default"],["uns_default"] but the unsung equipment won't appear
@amber vapor best place to ask bout sogpf specific things is the sogpf discord. You may also find more guide/wiki resources from there
How can i disable "Save and Exit"?
i dont know where to write those code
help
Help what
You can simply write it to anywhere you want
If you want to disable the saving you can write it in init.sqf
i aready did it
but there is still "Save and exit"
i wanna disable every save option on my mission
Are you sure that it is not a init.sqf.txt?
Is it possible to move a trigger in Zeus? Like attach it to object or are there any mods where you can see triggers in zeus?
Zeus Enhanced might help you, but I don't know if it lets you see triggers
You can set things to be attached in eden, though
object1name attachTo [object2name,[0,0,0]];
The numbers are the distance from the object in meters relative to its facing and position
You can also set triggers that attach objects when they fire
I'm having trouble setting more than 1 task to the players, currently
Nevermind, I did a dumb and connected it wrong
Any F3 users in here?
Are you using it with ACE?
Who knows a good mod for US Army gear in the winter, modern day?
I can't find appropriate winter gear, white helmets, snow camo overwhites, etc
Ample Camo Pack probably has what you're looking for!
Yup
i got a small problem with my server. i edited a mission with VSM All in ONE and i cant get through lobby to connect to server because i have an error : no entry: config bin CFG Glasses / VSM_Balaclava_black_glasses_identityTypes
i started the server of course with all the mods
and im using TOPHES Dedicated server tool
is there no way to skip error messages in the tool?
ok so, i have this op right, its early OEF, like 04-06 ish, rangers are fighting up a mountain in afghanistan, they get dropped off, they climb to the summit, fighting guys along the way, i got pretty much everything drafted except
a plot
why the fuck are they going there
i need help with this
hmm they need signal for their mobiles?
a bad guy is about to escape via helicopter?
destroy an enemy radio station/relay?
well its the taliban so nope on those
its likely a search and destroy type shit, but then why not just bomb the place?
Then add civilian presence
^
the local weapon dealer is here to trade weapons, and you want him alive?
its a deserted mountain range
They can't just bomb the place if they're using civilian hostages
ooh ok
That's why I added the word "hostages"
i have an idea, right ripped this one off takur ghar
peep this
they’re there to do something, they get compromised and must be extracted before sunup, thing is
they’re not gonna make it
sun comes up, sorry buckaroo, you’re stuck on the mountains for a day
now survive
ex*tracted?
yeah its like 0344 lol
but ya know plot is important at all but tbf my fellow mission maker puts it as “still depends on execution so”
ahhhhh dangit why did i wrote an op in reverse
but also room for error = hard to execute
no stress, gameplay w/o scenario > well defined boring mission
Sounds like the 2nd half / alternate follow up of https://en.wikipedia.org/wiki/Battle_of_Takur_Ghar
Can't bomb the mountaintop cuz they need to retrieve kia / rescue wounded.
ask chatgpt 
tbh chatgpt has given me some good ideas
who's chatgpt?
omg, what the fuck?? this bot is...ok now im scared
i tried using (relatively) obscure terms and acronyms, like AQ, and UBL for osama and this thing knows it all
It can create somewhat correct sqf code too
so my arma unit is using lambs AI and VCOM, which i disabled allready via scriptcommands for the following units. what i want: having a camp with units in animations standing around and having the units not leaving the animations until a enemy is actually seen. right now i fight with another group 200 meters more away and this group leaves the animations and tries to join combat. i allready set them to SAFE and gave them no WP´s, but they are leaving animations and moving around.
i even played with the subskills which you can change in the units init, no luck
3den Enhanced offers an option to set ambient animations and options whether or not they'll exit those animations upon execution of their danger scripts
Other than that, you'd have to script it, which probably isn't hard to do
There's the information for scripting it if you want to do it the more manual way. Highly suggest 3den Enhanced as it adds a ridiculous amount of tools and extensions for mission makers
I am making a mission and I have an issue, my drone has a loiter waypoint, but for some reason it insists on going to space. It keeps increasing and increasing its altitude, even zeus module "fly height" doesnt wanna work
thanks Scorpoii but im using that stuff allready
quick question: is splendid camera broken when using a camera or cutText before? Seems to be the case for me, but maybe I terminate camera not correctly?
Some update broke splendid for me in editor. I click it, doesnt start up, then i hit escape, it starts, and I have to close arma to close it.
Dunno if thats the same problem youre having
As an admin on a dediserver i dont have the same problem
so, for a briefing in my op im trying to dress up some pictures of an HVT they have to nab, the year is 2005, so expect shitty handheld, concealed digital cameras, how do I achieve an effect like that?
well yeah...technically i was gonna ask how specifically but at that point its prob out of topic of the channel, i'll just bug my friend who's into photography XD
There is a camera mod, that adds this somewhat!
This is the B/W camera
THere are grass textures on the floor in the AOW showcase how did they do that?
nvm got it
the quality is still not sufficiently like retro enough but with skme photo editing i got by
you can reduce the resolution to 540p, add noise, lower contrast, use some blur, then re-expand the image
there must be tutorials out there 😉
i did search out “how to make pictures look old” but they usually go for the 60s-80s film camera look
early 2000s shitty digitals arent the most popular look out there XD
but anyways
got it figured out
Hi ho. A question about sector control.
I have.
Sector control
Sector linked to SC
Sides Opf, Bluf linked to SC
Site area linked to sector linked to trigger etc etc.
Set variables in sector, but expression is empty.
Everything every tutorial shows. I am no stranger to Eden editor, but I am stomped here.
I start in SP, or MP, same result.
I get the area to capture, the color is standard black even if I set owner at start to any faction, blu, red or green.
I move into the area, the bar on the side counts up, but the area stay black, it does not "capture", even though the bar on the side of the screen does.
What am I doing wrong? Does the expression need input? Do I miss something?
Just trying to figure out if it is me or if module is bugged.
Hmmm. No. Tried in all variants that can work.
The sector is being captured, but the icon does not change, nor does color, nor do I get "zone captured" task pop up.
I'm trying to set up a mission where rescuing civilians awards the players with tickets. I was wondering how I could set things up to help the players more easily grab them and load them into the vehicle for transport?
There's always ACE interact with cable ties, but that seems a bit convoluted
Could use an addAction to cable tie civilians with ACE and use ACE loading into vehicles and such
regarding mission presentation: i have my loadscreen and loadscreen text and overview picture in my mission, but what i cant get to work is the description text in the mission of the lobby. i even changed the text in EDEN in the attributes/missions section, but in the lobby it does not show up
role selection and then on the top of it
only available through a mod mission I believe
just the mission text in the lobby on top ?
usually it should work within the mission attributes in eden i thought, but it doesnt show up
i solved it
anybody know if its possible to show the good old squad radar from vanilla Arma ?
the command does not work anymore
squad radar was so essentiell for movement
showSquadRadar = 0;
desciption.ext
HOW
mission attributes: Multiplayer/description
noice (thanks)
squad radar is gone , but group indicator works yea
thx
is there no option no more to choose gear via briefing in MP Missions
?
there is weapon pool but I guess it's only for SP because you're asking - you can use arsenal instead
or make predefined crates for players
wait, you can still do that, no?
I've never used weapon pool in MP nor had too, but it does work in singleplayer, played a mission using it recently
not especially weapon pool, but class Weapons etc?
https://community.bistudio.com/wiki/Description.ext#weapons
in a Multiplayer Game, is it possible to show the Name of the Unit (example: i want to see the unit is called "Miller" in sidechat instead of the Playername? i allready defined the unit via cfg desciption as identity and used setName for it, still the player name shows up
I’m trying to make some Star Wars ships move slowly during the mission across the map and eventually delete themselves when they get to the end of the animation yet I’m at a standstill due to the fact that keyframe doesn’t work for multiplayer scenarios. Does anybody know how to do this?
But it does work on local ?
Easiest way is start to sharing your current code. Without content is hard to say where the issue is
I haven’t had time to try it yet, just heard a lot of people say keyframe animations break in multiplayer.
Well, dont believe all what you read , you may test and report does that work or not.
depens so much how current script is build (most of times only build to client side , so then it just effect on server, so it only works in SP) , but test and tell us how it goes
Thanks!
alright yall, need an opinion on something, peep this, (also this is based on a real event, whoever can tell me it first gets…uhm, mad props)
ok so its an op in chenarus, british (or french peacekeepers), 1990s, a patrol of paras have been sent out to a hospital out in the boonies run by a humanitarian group, doctor told them ChDKZ has been trying to roumd up the occupants and take em, doctor wouldn’t let em so now they’re coming back with armed guys.
immediately, a ChDKZ liaison party shows up, told the Paras what they told the doctor, the guys would radio in what to do, and I’ll just say “your call”
cue 13 hours of benghazi style assault of the hospital, ending in a rooftop evacuation (prob possible)
my fellow mission makers have already said “defense mission, yuck” but idk what do you think?
from my experience defensive missions are fun as long as you have to move between few points you have to hold
one building for multiple people sounds like a boring 2 hours spent on looking through single window or lying down and crying in ACE damage, waiting till a medic shows up (he's unconscious)
see thats the thing, maybe…curve ball its not 2 squads of paras, its 4 spec ops guys
covering a whole ass, 4 story hospital building?
but maybe
that might not be enough movement
Arma buildings are pretty small and downscaled, that hospital isn't big really
its the one from cup iirc
its pretty big last i checked about the same size as the base game barracks building
a compound with few bigger buildings sounds much more entertaining and players would have to use 2% of their brains to find a proper strategy instead of camping two corridors because AI has set their pathing that way
hmmmmm…what kind of hospital would be in a compound you think?
CBRN, Research, Teaching Hospitals
I don't know really, it's all about how you're going to set up that compound. I was playing a defensive mission on Pecher with three people in that big ass tower thing and despite having so many rooms it was pretty boring, was even worse once GM made us lay down because of sniper fire
the biolabs of chenarus 🗿
oh damn havent used pecher in the longest time
hmmmmmm
did the attacks came from 1 direction?
nope, from all possible directions and for some time we were able to shoot people before they made into the building
then GM started sniping, so we were forced to fight enemies in the building but they had like one or two ways scripted so it was even worse
oh btw about the length thing, i do need to mention im planning on making this one of the weekday short zeus ops maybe so like 90 mins max
GM then began taking control of some units and rushing us with grenades etc, with how claustrophobic these rooms and corridors were it felt like a chore rather than a fun mission
and that cup hospital isn't really different in terms of "size", having to defend something like a medical compound with three of these building and allowing defenders to move outside but within walls or something would be pretty enjoyable
hmmmm for missionary hospitals like the one depicted thats out in the boonies, you think the staff sleep at the hospital compound?
cuz im thinking theres, hospital building + dorms + idfk yet
no idea because I don't know what historical event you are referring to 🗿
fair enough, the real event is actually not even a combat encounter
its nordbat which was a part of unprofor, in bosnia, swedish peacekeepers were sent out to defend a hospital
resolved peacefully because the serbs retreated
but anyways
im rambling a bit
cuz its 0128
so sorry about that, i do sound like im schizo rn
if it's Bosnia then I would assume they were staying in that hospital for most of the time, going outside especially at day would be risky because of snipers or any ongoing fights or something
you wrote missionary, I thought you're about African hospitals found by church etc lol
thats true, but i’d wager the hospital would be there before the conflict date, thus no actual accomodation for staff which means its probably just the one building
yeah should clarify in the op the hospital is run by eother missionaries or humanitarian groups
still cant decide
prob 90s idap
in real life i think it was…humanitarian group ran, local staffed
thats why the serbs wanted something to do with the place
if I read correctly that event you want to base on is something related to Operation Bollebank and fights near city of Tuzla, and in Tuzla the hospital compound is like that big:
mmmm sounds spicy
I would cut that in half, place like three hospital buildings and anything smaller or just edit a part of village/city on the map you're playing on and put hospitals there
let these four people move between parts of the compound and it should be really enjoyable
alright i’ll give that a try, thanks dude!
Hey everyone, I'm working on a mission and I'm running into some problems, not quite sure exactly where to get help.
I'm trying to set up a mission for several pilots to run transport helicopters for air assaults using AI infantry. I've been trying to set up triggers for the loading and unloading of the troopers, but they seem to be ignoring the waypoints and triggers. It's been a difficult subject to find help for, everything I've come across is for AI pilots/Human soldiers.
Any ideas, suggestions, pointers you guys have would be super appreciated.
Look at the base game Support gametype missions
I'm sorry, but could you be more specific?
I think Amper means this: https://community.bistudio.com/wiki/Arma_3:_MP_Support_Guideline
Thanks! I'll check it out
When making a custom unit list for Warlords, is it at all possible to add a new category? I want to have a few different types of infantry: Infantry, Infantry (Airborne), Infantry (Reserves), and Infantry (Conscripts), which are all typically under their own subcategory in 3DEN, so seeing four different Riflemen in the list gets confusing.
What waypoints are you using?
Is it possible to use the civilian presence module to run an addaction script onto civilians?
ok so I’ve made decided on 3 buildings based on a school instead, as thats easier to make a compound and where it is situated in chernarus 2.0 has a cooler terrain surround it, based on my own school campus
-main school building, organic to the map
-2nd building, cup apartment building which looks more like a school building for some reason
-school gardens (still deciding on what to use for that but its gonna basically be a medium sized shed)
-soccer field, organic to the map
I have the animation working, I am curious though if its possible to link the animation timeline to start when you activate it on a radio trigger