#arma3_scenario

1 messages Β· Page 3 of 1

glad barn
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How does it currently active?
How do you call it?
Sure it's possible but need some content how it's called and how it works. Don't know without any command/ event

nova dome
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I have tried the show/hide module

glad barn
nova dome
glad barn
nova dome
glad barn
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Why do you have to activate at the beginning of the mission? I don't know how it works, so could you please include the code that activates it at the start of the mission via init.sqf or initserver.sqf?

lofty hinge
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Anybody have a clue how to fix this graphical glitch when loading into vehicle or doing attachto? It only occurs in first person and looks normal in third person. It happens on all combinations of vehicles for me...

cinder holly
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use the vehicle in vehicle function, not attachTo

mossy lava
lofty hinge
lofty hinge
lofty hinge
cinder holly
lofty hinge
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AttachTo was my second choice

mossy lava
cinder holly
#

oh, a model issue - interesting to know the cause, thx

mossy lava
#

unless ffv makes the difference, not sure atm xD

lofty hinge
cinder holly
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I didn't do anything but will take the thanks nonetheless *Yoinks* :p

lofty hinge
#

This is exactly what I wanted lol, this infil is going to be dope af

lofty hinge
cinder holly
#

hehe, thanks for the feedback!
and glad it works ✊

knotty lark
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Anybody have any idea how to change a player's face on a dedi-server?

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setIdentity and setFace don't work through my normal gear scripts on dedicated. Profile face overwrites both.

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Looking into using postInit right now, any other ideas?

signal coral
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setFace

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Dunno what you mean by "through my normal gear scripts"

lime sleet
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I assume he gears the unit up before the player has setface

knotty lark
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Yeah setFace doesn't work on dedi @signal coral , profile face overwrites it.

signal coral
#

[_unit, "WhiteHead_20"] remoteExec ["setFace", 0, true]

knotty lark
#

Trying that out, thank you

wooden dove
#

run that in initServer

knotty lark
#

Can I have multiple face options in the params for the same remoteExec? "AfricanHead_01", "AfricanHead_02", "AfricanHead_03"

wooden dove
#

nope

signal coral
#

Just pick one randomly

wooden dove
#

was going to say it

knotty lark
#

And have it randomized using _face = ["AfricanHead_01","AfricanHead_02","AfricanHead_03"];
_face = _face call bis_fnc_selectRandom;

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Oh

wooden dove
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gimme a sec

signal coral
#

_faces = [...];
_faces select floor random count _faces

wooden dove
#

_faces = ["face1","face2"....];

signal coral
#

You are too slow alganthe

wooden dove
#

_faceUsed = (faces select floor random count faces);

lime sleet
#

One time, i used a bis function and it killed fps by 90%

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In a per frame btw.

wooden dove
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[_unit, _faceUsed] remoteExec ["setFace", 0, true]

signal coral
#

too slow

knotty lark
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Damn

signal coral
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I don't see the need for using a BIS_fnc_ when all you do is
select floor random count

wooden dove
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especially when BIS_fnc_random is slower :D

signal coral
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Also i don't know why setFace doesn't work on servers supposedly.

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Works for me.

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Not on dedi though, local host

knotty lark
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Yeah It doesn't work on dedi

signal coral
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Why?

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I really doubt that. The command appears to be local

knotty lark
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Try on dedicated? For me it doesn't. I couldn't tell you why though.

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Sorry I'm a hard customer

signal coral
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Did you make sure to execute it on every machine?

knotty lark
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I've only tested as the server admin, load into game, check with splendid camera, my default profile face is there.

signal coral
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How did you execute setFace?

knotty lark
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I was doing this.

_face = ["INS1","INS2","INS3","INS4","INS5","INS6","INS7"];
_face = _face call bis_fnc_selectRandom;
_unit setIdentity _face;

Through a gear-script which looks like this: http://pastebin.com/7ZrpCCKM

and which is called like this: ["AT,this] call compile preprocessFileLineNumbers "INSKit.sqf;

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in the init-line of a unit

signal coral
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line 6

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if (!(local _unit)) exitwith {}

knotty lark
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Doesn't work because of that?

signal coral
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You don't execute it on every machine

wooden dove
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only on the player using that slot

knotty lark
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But I can't see a black face on myself with that gear script, and I'm the only one on the server.

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Whoops the [_unit, "WhiteHead_20"] remoteExec ["setFace", 0, true] got mixed in there, wasn't there originally :P

signal coral
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Also why do you use setIdentity for a face? the command is setFace

knotty lark
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Tried setFace originally, didn't work (possibly because of the reason you just mentioned), moved on to try setIdentity

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This advice was given to me :P Was trying out different options.

iron geode
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trying to load a mission on our server and i keep getting this error.

Missing 'description.ext::Header'

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ive given it a basic description.ext (tho i never have had to before)

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and still no

knotty lark
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Allright, another stupid question. How do I define in the iniServer.sqf what the _unit is.

Got this in there now:

_faces = ["AfricanHead_01","AfricanHead_02","AfricanHead_03"];
_faceUsed = (_faces select floor random count _faces);

[_unit, _faceUsed] remoteExec ["setFace", 0, true];

Where & how do I define that _unit means all playable units?

I'm sorry, I'm really bad at this stuff still.

hallow shuttle
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{
[_x, _faceUsed] remoteExec ["setFace,0,true];
}forEach allUnits;

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example

wooden dove
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oh god no

knotty lark
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:D

hallow shuttle
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Sure :D

knotty lark
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Alganthe is about to find me and kill me with an axe

wooden dove
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give me a sec

hallow shuttle
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he said: "all playable units" :D

knotty lark
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Sorry....I meant players on the server.

wooden dove
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{_x setFace "_face";} forEach playableUnits; serverside, but again that's not JIP compatible

signal coral
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This will not work from initServer.sqf, because of JIP

wooden dove
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^ that's why using initPost would be the best thing to do

signal coral
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Yep.

knotty lark
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Doesn't remoteExec have a JIP parameter right at the end of it?

wooden dove
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yes, but then you would have to execute a remoteExec for each playable units

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so if you have 50 playable units, that's 50 remoteExecs

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just use initPost :D

knotty lark
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Okay... :)

wooden dove
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you could also pack all the setFace in a function and remoteExec it

hallow shuttle
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erm, btw. Why don't u set it as init in the Mission itself?

wooden dove
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because that would be a line for each playable unit

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so 50 lines for 50 players

hallow shuttle
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and remote Exec is better?

signal coral
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apparently setFace doesn't work on init on servers

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I had the same issue with setSpeaker. Moved it to CBA InitPost and it works fine from there.

wooden dove
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^

knotty lark
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Player Profile seems to overwrite init.sqf stuff. So that's why InitPost

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I guess

tough sage
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[ _faceUsed] remoteExec ["setFace", -2 true];
or just that?

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-2 global exec

wooden dove
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you need to have the target before _faceUsed

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and it only take a single object

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if took arrays, it would work but in this case you would need a remoteExec for each setFace

signal coral
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-2 is not global exec, 0 is

tough sage
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-2 everything but server i think

hallow shuttle
#

Got one question: Why?

signal coral
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-2 is client id 2

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2 is server, 0 is global

wooden dove
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0 is global, positive numbers are ID and - numbers are everything except that ID

knotty lark
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Example 3:
// runs hint "hello" everywhere but server
"hello" remoteExec ["hint", -2]; This from communitywiki

tough sage
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local player init maybe? for set face?

signal coral
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Number - the function will be executed only on client with the given owner ID. When 0, the function will be executed on each client including the one where remoteExec was called from. When 2, it will be executed only by server

tough sage
#

or is it 100% local?

signal coral
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setFace is local

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setFace works on remote units, but only changes the face on the machine where setFace was called

tough sage
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but if you setface to a local player will it be global?

wooden dove
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nope

signal coral
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Nope

tough sage
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amazing

signal coral
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Thats how most commands work

tough sage
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no most of them are locality driven

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but not 100% local

signal coral
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What?

wooden dove
#

most of them have local effects

signal coral
#

Yep. And thats perfectly fine imo

wooden dove
#

thanks god

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it would be a fucking mess otherwise

signal coral
#

Well you don't change faces that often anyway.

knotty lark
signal coral
#
class Extended_InitPost_EventHandlers {
    class CAManBase {
        class setName {
            init = "_this call tag_fnc_setName";
        };
    };
};
knotty lark
#

Thank you!

knotty lark
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How does setFace work with that? Any example someone could give?

signal coral
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params ["_unit"];
_unit setFace "WhiteHead_20";

knotty lark
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Thanks, couldn't quite figure out how to use it yet, but I'll have a go at it later.

tepid hazel
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Sup y'all. I'm trying to load a composition I made using Eden editor onto a pub official zeus server. I can get it done finally,

BUT all my created tasks, task states, triggers, and respawns are all missing. Any way I can keep all my tasks etc I created from editor on a public official Zeus server?

Any help, thanks πŸ‘

uncut vector
#

Hi everybody. I don't know anything about building missions. But I have a problem - my favorite "Domination" mission from Xeno69 installed on my server has a very low server fps (8-10).
I would like to raise the FPS using the Headless client, but apparently it is not supported by the mission, since it does not affect the FPS in any way. I've used the headless client many times in the past on other missions and had no problems with it. Here it doesn't affect anything.

Can someone explain to me how to make this mission work with a headless client?

my server specs and configs can be seen here https://github.com/Xeno69/Domination/issues/473

GitHub

Hello! My server fps is ~8 fps during the battle for the main target :( I tried to connect the Headless client (usually this significantly increased the FPS server in other missions), but it does n...

brittle prism
iron geode
#

is there a way to have a handheld radar?

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or an object where near you can see on a monitor/use a radar

wintry rampart
coarse flume
#

you should know that tho

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unless they are running without sleeps

brittle prism
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if you load the scheduler so much that it constantly reaches it's frame timelimit, the fps drop will be very noticeable, regardless of whether you sleep or not

coarse flume
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ive seen missions with over a thousand scheduled scripts. the delay was over a minute but fps remained normal. there were no heavy commands user tho, just trigger area stuff

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obviously bad, but negligible impact on fps

copper pivot
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Hey everyone, having a bit of trouble.

I have 7 repeatable tasks set up for a mission, and I want to set up a trigger to allow one task to be assigned randomly to the player group. I'm just not sure what to place in the "Quest giver" trigger to have it randomly select one of my set tasks.

Basically the group leader walks up to a white board and 1/7 random tasks are assigned.

fierce musk
#

What is the best way to have crates or backpacks with specific items out of the Arsenal loadout system of course?

copper pivot
#

Hey Fox, I didn't see you had replied, but I ended up getting it to work well enough.

cyan bane
#

Trying to get some fixes pushed for feedback on a Support framework mission I've built. I've noticed that CAS aircraft seem to a) lock people in, even when they're at base/on a helipad and b) AI gunners automatically spawn in the two seater aircraft, which means that players can't multicrew them. Is this a known issue, and if so, is there a fix?

paper hound
#

any one know a solution, to this problem I'm having, my workers/repair building isn't seeing damaged buildings, they do nothing.. or even building RUINS... it there any simple fix I have all my repair/recycle set up like this [_building,"LAND_SLUM_HOUSE03_F","LAND_SLUM_HOUSE03_RUINS_F"]

cinder holly
cyan bane
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Figured I'd ask in case anyone had a fix

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All good, thanks

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Completely unrelated, is there any way to get persistence working in either Warlords or Sector Control? All I'd need persistent are the sectors themselves

cinder holly
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through additional scripting, most likely
I would make it save in the server's profile namespace

cyan bane
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Any pointers on resources for that by any chance?

cinder holly
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none I know "ready to follow" no
you would have to

  • figure/find out which variables are used where (sectors, etc)
  • grab them/save them periodically
  • have a script on start that would check/apply values
thorny plaza
#

I've updated the doc with a bunch of new terrains and re-checked all the previous ones, it seems the "Bridgehead" terrains is missing from Workshop, it was an island map with bunch of Russian-named ruined cities made out ot Altis/Contact buildings and each one was heavily fortified with Tanoan trenches adjusted to fit ditches in the terrain. If anyone has a link to it I'd be glad

dull condor
#

hey what method would be best for spawning an intel laptop in a random place?

glad barn
solar thorn
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@paper hound : It probably depends what you're doing with that array.

ocean totem
#

Is there a way to quickly check if an object is destructible?

astral bloom
#

Maaaybe alive

ocean totem
#

In the config viewer?

astral bloom
#

No, command

stable smelt
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I wanted to use helicopters when creating various missions. However, MI-24, 35 type helicopters do not firing rockets as fast as AH-64, they do not even firing them in any way, they shoot with cannons. is there any way to solve this?

cinder holly
#

yes
but also: you are talking about mods here

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see setWeaponReloadingTime ((re)sets the time needed between two shots)

stable smelt
cinder holly
#

how so, a Hind does not have rockets thonk

stable smelt
cinder holly
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nay no problem - well if Hinds don't have missiles, it's kinda "unfair" to give them?
you can use addWeapon, but the missiles will not appear on the helicopter, they will just be "fired"

stable smelt
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i'm talking about these

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If you want, I can send you a private video about what we want to do. @cinder holly

cinder holly
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some "run and gun"?

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you mean you want the AI to shoot these rockets

stable smelt
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it's a little late but it fires missiles but it shoots 1-2 times

dull condor
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or make it like a few different areas and its one of them

glad barn
# dull condor or make it like a few different areas and its one of them

Then you can do marker/ trigger/flag for each places.
Give them variableNames in editor.
Let's say -

tripSpot1, tripSpot2, tripSpot3, tripSpot4 and tripSpot5.

private _spot = selectRandom [tripSpot1, tripSpot2, tripSpot3, tripSpot4,tripSpot5];
private _pos = _spot modelToWorld [0,0,0];

And you have one random position of spots, which you can use in create object with Intel.

dull condor
#

where do i put that code? in the intel laptop?

thorny plaza
# dull condor where do i put that code? in the intel laptop?

yes

In case prisoner's code requires some clarification for you: place five triggers on your map where you want your laptop to be. Give each of them variable names from tripSpot1 to tripSpot5. place your intel laptop wherever you want it to be and in its init paste prisoner's code.
Upon mission start it will select random trigger from the array of tripSpots and then place the laptop at the exact position of that one random trigger

dull condor
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ah ye got it

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wasn't sure if it required an .sqf or something :p

glad barn
dull condor
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Its not working got a super basic example like here, the laptop should be in 1 of 3 spots in front of me right? its always behind me

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even tried syncing the triggers to the laptop that didn't work either

glad barn
rancid maple
#

Hi everybody, im having issue in my multiplayer mission where blufor has 10 teamswitchable units to use. They work fine when switched between regularly but when player dies the mouse scroll menu disappears. Anyone have ideas what this could be?

brazen cape
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So I have added a new mission to our server, but when I join i get a blue side message saying "you will now be disconnected" its a mission I subscribed to on steam. any ideas what would be causing that?

cinder holly
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the mission itself?

brazen cape
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Yea I figured that....but to maybe fix it in the editor.....does anyone have any idea what would cause that..?

cinder holly
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some mission scripts, eventually mod scripts
off the top of my head, no such thing is known

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check the mission description perhaps

brazen cape
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thanks. It was a script that checked for certain mods, if you had them it booted you.

obsidian dust
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So I am creating a persistent Liberation style campaign where players capture sectors etc. I need to address the issue of multiple sectors being active at the same time, and instead of having a limit like Liberation, how terrible of an idea would it be to make it scalable by making the player who activates a sector the owner of all the units and objects that are spawned in the sector?

In other words, how crappy does multiplayer get if there are say, 4 people who all have like 40 AI units local to them?

coarse flume
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it gets crappy. server fps stays high as desired, but fps of all connected clients drops dramatically

cinder holly
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the server (and eventually headless clients) must remain the main workhorse yes
imagine a low-end client PC lagging all the others… not gud

trim seal
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on GPRS connection

thorny plaza
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how does one lock the setAccTime function within a mission? I see another instance where I can't change it neither with +- buttons nor command execution, it shows value "Time x 2.00" but acctime is 1. And this is pretty annoying as the campaign has the slowest pacing I've ever seen lol

cinder holly
#

(or UI-hijack the keypresses 🀣)

thorny plaza
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how could I remove that EH then? Without having to dig through the files if possible

cinder holly
thorny plaza
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ah, so override one EH with another EH

cinder holly
#

the original question was

how does one lock the setAccTime function within a mission?
not how to override someone who did lock it πŸ™ƒ

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Ctrl+F otherwise

thorny plaza
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πŸ—Ώ right, my question was different in my head

fossil pike
#

I'm trying to make a SWAT-esque mission, and as part of it I want to have the players need to respond to different calls that come up. I've already achieved that via triggers and show/hide waypoints, but I was curious if there was a way to randomize the order of which the missions are activated? For example, players complete an objective, a trigger activates, and then a random other mission is selected with all the entities shown and the previous ones hidden. Is there a mod or a simple script that will allow me to do so? Thanks in advance!

toxic storm
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ok so...imagine this, in an op, players would need to take into custody an HVT who's wearing an S-vest with a dead mans switch, so you need a non lethal option to knock him tf out

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any ideas on how to implement this in arma?

shell fox
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@toxic storm Considering that any self-respecting dead man's switch should activate if its operator becomes incapacitated (that includes the operator being knocked out), negotiations are probably the only option.

toxic storm
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im referring of course to the ace one

shell fox
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I was talking about the real world. I don't know how ACE does it (you'll have to test that), but I don't see a reason why ACE shouldn't follow real-world logic in this case.

shell fox
fossil pike
thorny plaza
#

in your mission PBO

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in the same place where mission.sqm file is

fossil pike
#

πŸ‘ Thank you!

signal coral
#

trying to add
_helicopter flyInHeight 40;
to a way point, but where is the feild I place it in?

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and how to a make a heli make for take off until some AI are boarded

vapid loom
#

Does anyone know if it is possible to port the Western Sahara Extraction mini campaign to other maps?

thorny plaza
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nope, you can try to recreate it tho

vapid loom
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Got it. The biggest challenge for me is to implement a logic to gather intel and assign new random missions.

thorny plaza
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in Extraction you have a holdaction to "give" collected intel, you would have to make a script checking if player has items with classnames same as in your array of required items and if so, it will remove these items from players inventory and add appropriate % of intel collected

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you can load Extraction with SSCPM or anything that would let you have Zeus and see what have they used for randomized missions, iirc it's a huge number of helper-pointers grouped somehow and stuff is spawned on their position

vapid loom
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Thank honger, I will have a closer look into it

thorny plaza
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you can also jump into Western Sahara discord server and ask for some guidance there, they won't give you fully-working mission on a plate but will definitely be able to tell you what X you can use to do Y

vapid loom
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didn't realize there is a seperate discord for it. thank you

thorny plaza
tawny nacelle
#

I'm trying to create a mission which requires player(s) to be teleported to one of various locations. I'd like a player to be able to walk up to an object, scroll wheel menu select said location and be teleported into a vehicle in this case. I have the following script but keep getting error messages, does anyone have an idea?

this addAction ["Teleport to Vehicle 1", {    [0,"BLACK",3,1] call BIS_fnc_fadeEffect;   
    sleep 5;  
    if (not (_x inVehicle)) then {
        if (vehicle vic1 crew _x == driver) then {
            _x moveInDriver (vehicle vic1);
        } else {
            _x moveInCargo (vehicle vic1);
        };
    };
    sleep 5;
    [1,"BLACK",3,1] call BIS_fnc_fadeEffect;   
}];
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first error was a "error missing ;" now it's an "error missing )" but I can't find it

trim seal
grave harness
#

But in all seriousness

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Can someone please remake Operation Mongoose in Arma 3 :)

tight arch
#

Are there any singleplayer deathmatch missions out there?

viscid sundial
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@signal coral Cookie. :p

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I'll be taking a stab at it some time soon in the near future..

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It really isn't that hard, take a look at the F3 framework to sort your gear and to write a briefing. Place some units with the editor and done..

cyan bane
#

Is there any way to have a vehicle's livery/inventory remembered when it respawns? I have 3 sets of 2 different vehicles each hooked up to a Vehicle Respawn module, but upon respawning they have their appearance reset and inventory filled with based items (which I don't want).

modern venture
#

Can anyone point me in the direction of a BECTI style mission that uses SOG Prairie Fire assets? Got a lot of the modern stuff that uses Vanilla, RHS and CUP but no Vietnam stuff.

coral mirage
#

Don't forget the F3 web tools for generating your briefing code.

west silo
#

Also _x?

trim seal
quaint viper
#

does anyone know how to disable respawns part way into a mission? Removing tickets makes the game end and deleting the respawn makes the spectator camera get stuck. I'm making a defence mission and want it so that at the last objective if someone dies they become a spectator.

viscid sundial
#

Which can be used without having to use the F3 framework. :)

proper flume
#

Anyone got any stats on how objects affect performance in missions? Trying to convince my friend not to place so many objects but it'll be easier with hard evidence.

thorny plaza
#

the more complicated object is placed the bigger impat it will have basically, it's not just about numbers but what type of stuff you're placing around

proper flume
#

ty

half jewel
#

Howdy. How would I force off the crosshair for everyone on my server?

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would I have to set up a custom difficulty or is there an easy option to change it

thorny plaza
#

custom difficulty yes

half jewel
#

hm alright. I did that earlier but it seems like it broke my addon settings

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do I need to import them somewhere aswell?

thorny plaza
#

you just set up them on server and then select custom difficulty on mission choice screen

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I've been using FASTER for that so I can't help much with doing the same thing manually

sour stirrup
#

Hey there, So I'm not a mission-maker but I'm asking for help to see whether anyone recognises these symptom's. My unit is having a specific problem whereas Members are not able to join the mission once there is 22 members loaded into the game once those people are then in they cannot reconnect to the game once disconnected... This is not a server issue as we have changed servers and still find the issue persists.

For some reason when we have a mission made by some other Zeus than our main Zeus this issue disappears and we can play fine. so we know its something to do with the workflow of a specific mission maker.

Any tips for this person to help us resolve this issue.

sand wadi
sour stirrup
#

Yeah I'm going to do that today thanks!

signal coral
#

so i just started making myself and a friend a mission but i have a problem, I wish to ai to stay in 1 spot inside a house (unarmed commander) and I do not wish for him to move at all is there a way making him stay in 1 spot without altering his properties like custom command or something?

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like if there are friendly outside i want him to not react just to sit tight in 1 spot

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i meant stand*

gaunt helm
tame sage
signal coral
#

will test

#

ty for input

ivory imp
#

Anybody know how to set up auto save with Host Havoc?

verbal root
#

HI, I try to make a mission condition that when an area has no "Red" solider the mission completed, how do I set the triggle to make this happen

astral bloom
#

OPFOR Not Present

verbal root
#

using triggle? I only see the owner of the triggle, and the triggle condition

astral bloom
#

It is a trigger, though

verbal root
#

in both area I dont see OPFOR not present..

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hmm... OK, let me see

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so I don't know where to set this condition

astral bloom
#

Either Type or Activation which I forgot right now

signal coral
coarse flume
#

i prefer hand crafted mazes

signal coral
west silo
#

Vanilla A3 has walls

solid scaffold
#

any idea on how to make survivable crashes? as ive heard both mods on workshop dont work

thorny plaza
#

and you need to write a script for a survivable crash if you want a custom thingy, #arma3_scripting is a better choice to seek advice

tame pecan
#

could someone tell why setting the AI skill might have no affect ? i allways did that: this setSkill ["AimingAccuracy",0.05]; to make the AI not so deadly, but they hit the first 2-3 shots and im dead

thorny plaza
#

aimingAccuracy is not a final parameter

#

not sure if setSkill is case sensitive but just in case (lol) you can pay attention to that, also values close to zero seem to be not read by engine at all.

#

and as a precaution, don't test AI with AI mods, they will overwrite mission settings

tame pecan
#

yea its all vanilla. it seems like this is bugged. if i set ai accuracy the AI also gives one or 2 shots, then just aiming at me if i get 15 meters close, before that time they just aim at me and dont fire .... not any mods, all vanilla

#

i remember this worked pretty good

#

its broken, just tested this and it works, but finetuning AI is not possible now

#

_unit setUnitAbility 0.1;

#

ok, its also buggy, ai just stops firing wtf....

#

only if you come at a specific distance they open up

thorny plaza
#

feel free to make a ticket on it if you think that's a bug

tame pecan
#

to make sure i check my gamefiles on steam

#

that really sucks

#

yea ok

thorny plaza
#

on october I made a mission where I tweaked enemy accuracy as these rebels were a bit too good at shooting with no optics, I lowered their accuracy/sway skill to pretty low numbers and with my 0.7/0.4 difficulty settings they are way worse at shooting

#

so this worked for me last year at least

tame pecan
#

yea i remember it working pretty nice at well, dunno whats the problem now. thanks honger

verbal root
#

HI, I have a question, when I set up a EOS area, how do we let the solider reswapn from the EOS zone attack my defense area not just defense the EOS zone

gritty bridge
#

hey im trying to set up a simple weapons trader for a mission right now, I give players cash manually and they use that cash on the trader for money. Is there a mod or a script that I can use for this?

gritty bridge
#

awesome thank you

verbal root
#

hey anyone knows how to make the mission in order? like finish the first mission then show the second mission

sly hare
#

Does modifying the Global AI skill in zeus do anything when you have LAMBS loadedv

thorny plaza
#

no

lime sleet
#

Or use the F3 framework and be happy.

#

:)

viscid sundial
#

Still considering it for my clan.. which uses things like "respawn" and "JIP".

#

Note sure if F3 is happy with these concepts... ;)

lime sleet
#

Most of it works fine, it dosen't support respawn out of the box tho, you had to do some work yourself on that front.

viscid sundial
#

A few markers and description.ext edits. :)

lime sleet
#

I meant more the script components

viscid sundial
#

Meh :s

raven whale
#

i've had far too many crashes to play a mission without jip

#

we just save who's dead and don't let them play if they rejoin

ocean totem
#

I've got guard areas set to activate when a player is detected by OPFOR, but I have some units moving about in the areas anyway. Is there a way to prevent this? Maybe a hold waypoint linked to another trigger?

orchid quail
#

Long time debated question. Which is better for performance on a server with 45+ players and mods, placing most of the AI and vehicles in eden and giving them waypoints and taskings. Or having zeus build the mission prior to starting the mission?

cinder holly
#

if Zeus creates units and enemies as the mission goes then you have less units at the same time hence performance gain
but you can use dynamic simulation for that, too

viscid sundial
#

@raven whale: One of the reasons why we have JIP in my clan. That and people with work or children who incidentally can't make it at 20:00.

#

And with one long OP on OP night, JIP becomes a requirement.

vestal lintel
#

Don't AI units on Zeus run on Zeus client though, thus relieving the server?

strong schooner
#

You can always leave AI slots open ;),. It's advisable to leave AI on player slots, so if people D/C an AI takes over. Of course it has its own drawbacks but is pretty convient and they can join exactly where their AI is.

coral mirage
#

F3 has good support for JIP.

grave harness
#

ALL ... Hold fire
ALL ... Stop
ALL ... Clean the toilets

viscid sundial
#

@lime sleet: Any specific scripts you have in mind I need to take a look at?

#

@signal coral Do you even ACE3?

ocean totem
#

Is that how that works?

coarse flume
#

units spawned on zeus suffer due to bandwidth/latency between zeus and server. 100 units spawned on zeus will have more impact on all clients performance than 100 units spawned on server

#

ideally any machine simulating lots of global entities (vehicles and AI) should have excellent bandwidth/latency with server.. ideally on same box or local network

#

lot of units spawned on zeus = server FPS stays high but FPS of all connected clients suffers

#

example of a "distributed AI" that looks nice in theory but crushes client FPS (of all clients, regardless of whether they are hosting AI)

#
0 spawn {
    while {true} do {
        {
            if (local _x) then {
                _x setGroupOwner (owner (selectRandom allPlayers));
            };
            sleep 1;
        } forEach allGroups;
        sleep 10;
    };
};
lime sleet
#

@viscid sundial Well you mostly just wanna call some compoments when they respawn

cinder holly
#

yyyyyyeah don't do that

knotty lark
#

Eargh, I hate to admit, but I couldn't figure out how to use the initPost eventhandler with setFace. @signal coral was good enough to give me everything I should need, I'm just not familiar with this stuff at all.

So I'm trying to setFace for all players on the east side in a TVT scenario on a dedicated server. I was told here I should use an InitPost eventhandler.

Problem is, I'm hopeless when it comes to code. So far it seems like I should be using a mission XEH eventhandler, and using the format commy2 gave me above. Just can't figure out what I should write IN the initpost eventhandler to actually change the faces of the east players.

raven whale
#

just call a function in the xeh

#

you dont want to write the code as quotes on one line

#

then in the function , check side

#

and setface

#

test

#
class Extended_InitPost_EventHandlers {
    class CAManBase {
        class CUL_gear { init = "_this call CUL_fnc_makeWinterUnit;"; };
    };
};

CUL_fnc_makeWinterUnit = {
	_unit = _this select 0;
};
#

the above goes into description.ext and the function in init.sqf for example, or a precompiled func

ocean totem
#

Man, I'm so tired of having to fight with this game just to load a damn mission

astral bloom
#

?

ocean totem
#

I place AI in the eden editor, yet when I try to load the map, it says that none of the dudes I placed exist

#

Both my mission and the server use the same mods

#

So there shouldn't be any conflict

astral bloom
#

Mods conflict is not the only thing that Mods can do, but a Mod simply cab delete an unit for some reason

#

tldr: try vanilla before blame the game

ocean totem
#

I mean, I had a weird "Logged in" error because of custom compositions that I made

astral bloom
#

If you're sure the composition is causing an error, remove it I think?

#

Also, it is better to write more precise situation and exact error message if you're here to troubleshoot

knotty lark
#

Allright

#

Thanks!

gray shuttle
#

How much objects start to affect the mission preformance when put down in eden editor? I'm asking because me and my squad were playing liberation on South Asia map that I made and we had like 10k objects or even more but they were very spread out , so Im thinking of making another liberation but making some not too detailed villages and little towns to add to gameplay

#

In that liberation we had more than 150 fps

cinder holly
#

one object affects performance

#

after that it depends on the amount of objects, simple objects, local objects etc, viewdistance, server power

#

and of course the terrain itself

gray shuttle
#

We have server with I9 i think it's 11th or 12 Gen , and we had around 10k objects with that liberation , I with i7-8700k played it in 140-150 fps on 12k view distance

#

With no problems but we sacrifice the detail of terrain

#

Because cell size is 20-25 meters so you encounter some very sharp edges while driving around

knotty lark
#

Hooray finally got it working, thanks everyone!

knotty cliff
#

How do I make a mission for a server?

thorny plaza
#

open editor, place a bunch of units and set them as "playable", add other stuff, save "as multiplayer" and upload it to server

west silo
gray shuttle
#

Ye im thinking about making them simple objects and of some of them are needed I'll make them dynamic simulation

knotty cliff
#

But is there specific game rules and parameters I have to do?

#

I want it to be like invade and annex with counter attacks for the obj

soft rover
#

I''m attempting to disable animations on certain doors.

((nearestobjects [this, ["Land_vn_plot_green_branka"], 10000]) select 0) setVariable ['bis_disabled_Door_1',1,true];   

Would this not work?

tame sage
knotty cliff
#

I get that, but I kinda just want something that is self sufficient, not much extra work required.

#

I’m willing to learn

tame sage
knotty cliff
#

I got@time πŸ™‚

bleak prawn
#

Is there any way to disable map contours via Description.ext?
or would i have to use a mod to do that?

hidden kiln
#

Not sure if this is the right place to ask, but is there a way to have access to the map while I am remote controlling an UAV AI aircraft (Sentinel)

final basin
#

Do we have anyone that uses ALiVE here?

polar karma
#

aye, we use it our large persistent missions. (not that we play or fiddle with things much)

final basin
#

Yea, I've been having trouble with the ambient civilian modules, they never seem to actually spawn civilians, just empty cars.

coarse flume
#

to make something is only 10%

#

90% is making it work everytime in MP sandbox and ensure its balanced and works fine with other mechanics

#

unfortunately there are no easy editor modules for what you ask

#

so you basically start from a blank text file and start telling the game engine what to do

#

all the bigger high traffic gamemodes have several thousand hours of work behind them. if you want to do something simpler then it will take less time.

#

also those modes had to create their own systems from scratch often with no references or working examples to go from, so you could cut down tge dev time by reviewing and learning from existing

polar karma
#

ah, i can confirm we do not use the ambient civilian modules. last time we tried it was a similar case i believe. but thats was probably 9 months ago.

final basin
#

Yea, they seem to be entirely broken.
Quite dislike that, as a major portion of of the insurgent faction stuff is completely broken by the fact that civilians are unaccessable.

knotty cliff
#

I have 5 days off this week

polar karma
#

let me hit Tup up on that. we did chat about it some months ago. i know they are aware, and it's on a list somewhere.

final basin
#

Thanks Hatchet.
Let me know if he gives you a reply. I'd love an update on that.

polar karma
#

Absolutely.

soft rover
#

So I'm attempting to have random spawned IEDs marked on the map, which I've got working with this

private _markerNumber = missionNamespace getVariable ["IED_Markers", 1]; 
missionNamespace setVariable ["IED_Markers", _markerNumber + 1]; 
private _markerName = format ["IED_%1", _markerNumber]; 
private _marker = createMarker [_markerName, getPos this]; 
_marker setMarkerType "Waypoint"; 
_marker setMarkerColor "ColorRed";

But I wanted to limit the markers to only one side, so I tried this but doesn't seem to work.
Was looking for advice.

if (side player isNotEqualTo independent) then {
    private _markerNumber = missionNamespace getVariable ["IED_Markers", 1];
    for _i from 1 to _markerNumber step 1 do {
        private _markerName = format ["IED_%1", _i];
        _markerName setMarkerAlphaLocal 0;
    };
};
past sparrow
dry whale
#

Has anyone used git for managing multiple editors to a mission? If so, how did it go?

Currently our mission file development is very annoying, because one person (me) has to manage merging all the various changes between multiple people, and the "merge" in Eden editor doesn't handle duplicates or conflicts at all.

sinful rampart
#

I tried and failed big time.
I wanted to make a intermediary text format that is merge friendly, but never did

knotty cliff
#

what should i use software wise to write the code for the misson?

#

is notepad++ good?

past sparrow
#

sure

knotty cliff
#

can I download a basic I&A code to get started with?

#

from like github

past sparrow
#

what's that?

knotty cliff
#

github is like a code sute

#

site*

trim seal
#

O_o

#

I&A is probably "Invade&Annex"

past sparrow
#

i know. but " I&A" ?

knotty cliff
#

invade and annex

#

yes

past sparrow
#

aah

knotty cliff
#

so is it possible

#

I just want to do I&A with increased counter attacks like SOG

past sparrow
#

why not google for the source code?

knotty cliff
#

i can?

past sparrow
#

yeah

knotty cliff
#

sorry I'm brand new to this

past sparrow
#

or get it from steam and unpack the pbo

#

np

knotty cliff
#

what would i search on either one?

past sparrow
#

"Invade & Annex" gives lot of results then maybe add "github" or "source code"

knotty cliff
#

okay πŸ™‚

#

I’d be using RHS, so how do I find a compatible one with that?

#

Or should the all work if I rename it?

past sparrow
#

Idk how they have implemented that but id search for "Invade & Annex RHS"

knotty cliff
#

Mmm

#

Not finding much except an exist server

#

Existing*

#

I’ve played the server before but it doesn’t have what I like nor want

past sparrow
#

well arma downloads the mission you played so u can probably find the mission .pbo on your PC and edit that. first it needs to be unpacked of course

knotty cliff
#

hmmm will check

#

what would i search for?

past sparrow
knotty cliff
#

ooh I found it

soft rover
paper hound
#

any one know what this is about , I get rpt spam

#

House a6224800# 1780667: cargo_hq_v3_f.p3d (from) not found in the operative map
House not found in the list
House a6224800# 1780667: cargo_hq_v3_f.p3d (to) not found in the operative map
House not found in the list

polar karma
#

@final basin Checked with Tupolov, he says ambient civilian stuff is working currently. which i suppose indicates issues elsewhere.

past sparrow
quaint viper
#

anyone know of a way to make an object invisible to certain players while keeping it visible to others?

delicate hinge
#

hideObject

quaint viper
#

I've tried doing hideObject HiddenObject; for only 1 unit but even when I play as a different unit it stays hidden.
I've also tried HiddenObject hideObject true; for 1 unit and HiddenObject hideObject false; for another but it stays visible for the 1st unit

trim seal
#

how were you running that?

delicate hinge
#

for different unit?

#

The command is machine local

#

so you would need to check on different clients

#

SP or MP mission?

quaint viper
#

It will be a mp mission

delicate hinge
#

as hideObject does not work "per different unit"

#

you just hide object locally on the executing machine.

quaint viper
#

I had the command in the init of a unit, I'll now call it unit A. The other unit, B, had a blank init

#

it seems it was because I was testing it in singleplayer, running it on lan caused it to work

delicate hinge
#

Init box is global.

trim seal
#

you can probably gently ask Init box to be local with if (not local this) exitWith {}; 🀣

delicate hinge
#
// initPlayerLocal.sqf
if (player == (missionNamespace getVariable ["slotUnitVarName", objNull])) then {
  hiddenObj hideObject true;
};
#

something like this would work.

quaint viper
#

would I replace "slotUnitVarName" with the variable names of the slots that have the object hidden?

delicate hinge
#

yes. You will have to do multiple ifs or do some sort of "in array" check.

#
// initPlayerLocal.sqf
slotsToApplyCodeFor = [
    "var1",
    "var2",
    "var3"
];

if (slotsToApplyCodeFor findIf {
    player == (missionNamespace getVariable [_x, objNull]) // return
} != -1) then {
  // code to apply if player in listed slots
  hiddenObj hideObject true;
};
trim seal
#

would vehicleVarName player work on Init stage already? πŸ€”

delicate hinge
#

I just prefer do do it that way shruggers2

#

vehicleVarName player in ARRAY would be more readable tho.

fallen light
#

Hi! Does anyone know of any good mods or existing ingame assets that include a large apartment building that has accurate AI pathing?

#

Right now I'm having trouble finding a building that's big enough for what I had in mind, but also works with AI. I've found one structure so far that's multi-level, but it's only 4 floors and has limited places to work from; "Structure (Altis)" Office Building.

#

The most ideal building I've found is this Structures (Soviet) "Dormitory" building, which I'm not quite sure what pack it's from, but is mostly perfect except for the aforementioned issues with pathing.

kind flame
#

hey, I'm kinda having a stupid moment I have an op I'm making where my guys have to do 4 interactions to kill an enemy that they normally wouldn't be able to kill. with that, I can't figure out setDamage. i have a name for the object but cant figure out how to get it to work

fallen light
rocky carbon
junior spear
#

Hello

#

everytime i make a temp and upload it to the server it never works

#

anybody has an idea how i can fix that?

cinder holly
#

"make a temp" = ?

for info, the server needs to be restarted if you update a pbo

junior spear
#

I do that and still

cinder holly
#

so "every time I (…)" repetition has nothing to do with the issue

what is "never works"?

lusty summit
#

is it possible to make a custom, 'fake' item specifically for a mission that can be checked via scripts

lusty summit
#

the only thing i need is the ability for the existence of the item to be able to be put into an inventory and checked via a script

lusty summit
#

shid, alright thanks

signal coral
#

What is the easiest way to script an intro sequence? I have seen some β€œjust copy paste this” but I am curious if a more indepth explanation is available?

topaz bluff
#

Hello. I'm new in mission making and I was wondering is there mod or script that player can call ai paradrop reinforcements to his location? I have learned how to do this on a advance defined waypoint, but not on current position

wooden dove
#

Note to mission maker: RHS units and uniforms have fucked up hitPoints and selections, if you hit the right leg it will register the damage on the left arm and so on

#

it's not very problematic for vanilla, but when using ACE3 it becomes a big issue.

knotty lark
#

Yup we discovered that in the last week or so. Excellent "feature"

wooden dove
#

It's not really their fault, BI updated them in 1.52 and are going to updated them again in 1.54

knotty lark
#

Yeah

fallen light
#

Speaking of tired, I'm trying to figure something out. If anyone is familiar with mission making, does anyone know how to have a mission override a mod's own code? For example, I want to replace a sound from an event with another, and possibly add more functions to it, without creating a brand new mod to replace it.

mossy lava
#

Is there an accepted way to have cruise missiles that are targetable by manpads? Ie attach invisible air target to ammo, or attach missile simple object to invisible plane, or someone else?

coarse flume
#

@mossy lava i think the standard way is to attach a darter drone to it

#

unfortunately ..

#

ive requested a few times for an invisible air target

signal coral
#

How can I hide a trigger so that it is not present on the radio call list until I want it to be?

Is there a way to disable a trigger and activate it again? Perhaps a way to trigger another triggers β€œenabling”

soft surge
#

ThatΒ΄s how i fiddle around with AI and smoke / Objects. Might work for Triggers aswell. But iΒ΄m sure there is a better solution

#

or Maybe with the triggerActivated trigger_name in the Conditions

junior spear
#

mpmissions__cur_mp.Altis\mission.sqm/Mission/Entities/Item2.type: Vehicle class ClutterCutter_EP1 no longer exists

astral bloom
#

Load CUP Terrains Core I assume

junior spear
thorny plaza
#

open mission sqm, delete the item2 thing, reorder the rest of items manually, save and load your scenario again

fallen light
#

Does anyone know how to have a mission override a mod's own code? For example, I want to replace a sound from an event with another, and possibly add more functions to it, without creating a brand new mod to replace it.

cinder holly
#

can't replace sounds without another mod

fallen light
#

Damn. πŸ˜•

#

Thanks anyway! πŸ™‚

low gate
#

Hello, I am trying to make zeus realistic missions, but despite all the settings on the side of the dedicated server and possible scripts in the mission, the players report enemy contacts to me in the chat and by voice, for example at 600m, is it possible to turn this off somehow?
Arma3Profile(server):

difficulty="Custom";
difficultyMP="Custom";
class DifficultyPresets
{
    defaultPreset="Custom";
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=0;
            weaponInfo=2;
            stanceIndicator=2;
            reducedDamage=0;
            staminaBar=1;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=1;
            cameraShake=1;
            scoreTable=0;
            deathMessages=1;
            vonID=0;
            mapContent=0;
            autoReport=0;
            multipleSaves=0;
        };

All mission init.sqf

//Disable Saving
enableSaving [false, false];
//AI STFU
0 fadeRadio 0;
enableRadio false;
enableSentences false;
thorny plaza
#

i dont think this channel is for advertisement really. Use #communities_arma3 for advertising units or whatever you want to do with it.

cinder holly
safe wagon
#

ah ok. Thanks. I just got out of the cave! hahah

thorny plaza
#

Β―_(ツ)_/Β―

dull condor
#

is there anyway to make patrols run towards where they hear gunfire as opposed to just blindly following their patrol pattern?

#

Like if the patrol is within a radius can they run towards the camp to assist?

coarse flume
#

they cant actually hear gunfire

#

what you can do is modify their patrol pattern to incorporate positions of enemies known to their faction

#

but as a mission maker you need to consider: do you want ALL the enemy moving toward gunfire, or just some? how do you determine which ones, and how many?

#

so something simple like "make patrols run toward gunfire" is more complicated

dull condor
#

well i guess its maybe a bit more realistic they stick to their posts/patrol routes

#

I guess in a combat situation if everyone was running towards every gunfire they'd never stop running πŸ˜…

final basin
#

Oh that's fun.
Too bad I've been working on ripping out everything RHS in all my missions and been replacing it with CUP stuff now.

rustic egret
#

Hello everyone I'm trying to make a WW2 mission that has .ogg files for music that I want to play when players enter certain areas via triggers does anyone know to make that work? I know I have to do some stuff with my description.exe but nothing I've tried seems to work .

glad barn
rustic egret
#

Okay thanks ill try asking there

knotty lark
#

Ehhee :D

hidden burrow
#

can someone help me to make a custom KP liberation? I want to play in a custom map with custom factions too but I don't know how to do it

solar badge
#

When editing a workshop mission, I save my changes, but it doesn't keep the original mission settings. What I've been testing on is Antistasi plus, I've simply want to add a module in. It works, its just I need to keep the original settings to make the mission work.

viscid sundial
#

CUP FTW! :)

signal coral
#

What is the easiest way to set up and test a mission in a multiplayer instance? I am not wanting to host an official Arma 3 server, but create MP-compatible missions. Is there a way to test MP missions in Eden Editor? Something like "run as server" so that initServer.sqf and other functions work properly?

#

Additionally, is it possible to test an EDEN editor mission using headless clients, without going through the process of setting up a dedicated server?

final basin
#

Yea, I've been tearing out the RHS vehicles and units and slowly replacing them with the CUP classnames.
It looks prettttty good so far.

#

Only problem is waiting for full release :P

coarse flume
#

generally try to test/dev in same conditions as the mission will be played in

signal coral
#

Does TADST still work? I have a zip of it

vital trout
coarse flume
#

they are most handy

vital trout
#

surprised you dont use cba tbh but yeah vanillaness is good

coarse flume
#

think i used CBA last in 2015 or 2016

#

one of those people who doesnt really care what the gun, uniform or vehicle looks like (thats all we really need mods for). altho i like a good custom terrain

vital trout
#

a vanilla pleb indeed lmfao

#

couldnt live without cba myself

coarse flume
#

yea thats probably majority opinion

eternal gorge
#

How can I add a timer to my task that will be visible to everyone?

sinful rampart
#

Any ALiVE dev here? I dont know why but when an ALiVE Insurgency style mission is packed with Mikeros MakePbo, it gets stuck in Loading screen. But when packed with cpbo (The only i tried so far) it works fine

mellow swan
#

question for the arma community anyone know how to disable ace medical

thorny plaza
#

delete the ace medical pbo from the mod

#

or use any version from workshop that already does that

mellow swan
#

does deleting the pbo effect the players too or do i have to get them to do it too?

thorny plaza
#

they would have to delete it too

mellow swan
#

ugh why is it not a thing for me to just use base revive system lol like how did they not think of this

thorny plaza
#

you would have to ask on ACE discord why didn't they add a simple setting, but I assume that it's because they are using custom dll files and some other stuff that causes these features to be unable to be just disabled

mellow swan
#

i was looking for a ace discord and i didnt find one haha

#

hence why im here

thorny plaza
cursive cedar
#

Hey guys, have an objective for a mission to destroy a certain building with satchel charges but the building doesn't have a destroyed model and isn't destructible, is there a way to get around this?

#

thought about using triggers to hide the building and show a generic ruin in its place when an explosion goes off next to it, but I've never used triggers before and have no idea how to set this up

coarse flume
#

easy solve is to use a different building

cursive cedar
#

it's a very unique looking industrial structure so unfortunately can't swap it out for something destructible, nothing else looks like it in the editor

grand dawn
#

Sounds like an easier way would be scripting everything from start to finish. From β€œplacing” the satchel to the buildings destruction

ocean totem
#

Is there a way to use guard waypoints in zeus?

verbal pagoda
#

Hmm

#

Not sure what would cause that, do non ALiVE missions work fine for you

ocean totem
#

I'd like to be able to spawn units and hook them to such waypoints

verbal pagoda
#

Re. amb civs, have you tested using only vanilla factions and maps with debug enabled? They are indeed working fine in the most recent update (and before that)

vital trout
#

if not then just have them exfil with a very long timer on the bombs

final basin
#

@verbal pagoda Yes, with debug enabled. I see the spawn locations on the map, but no actual visible units spawning. Yes, they were vanilla civilians. I had no errors.

verbal pagoda
#

Were the spawn locations (colored square icons) turning dark(indicates they should be spawned in)? Might be worth testing with all vanilla (ALiVE, CBA only) if you haven't already to rule out any conflicts as well. If you still can't get it to work, try one of the sample missions off the website and see if it functions properly then.

signal coral
#

What sort of scripts should the client execute in a mission, and what scripts should the server be in charge of executing?

final basin
#

Naw, they were light green. I did see empty vehicles though.
I'll try one of the sample missions and let you know. My missions are made with arma running minimal mods (ace3, alive, cba, acre)

verbal pagoda
#

Alright, sit in the zone for like 20-30 seconds. If they don't turn dark green, teleport off the map, wait a few seconds, then teleport back. Also increase the limiter (I use about 30-35) to make sure it spawns as many as possible in an area.

gaunt helm
#

Client: ui, counters that only need to happen for one client, anything that should hapoen for everyone but maybe not on the same time...
Server: timers that should be synced for everyone. Mkstly stiff that needs to be synced for everyone and can then be remoteexecyted to each client but not the server. Garbagecollecgors would be a goid example to put on the server

amber sinew
#

Is there any way to change/override the automatically created first waypoint when you place a unit?

#

it's messing with my cycle waypoints....

cinder holly
amber sinew
#

I'm having trouble getting some AI to turn out of an offroad? setting the unit to careless didn't do the trick

cinder holly
#

"GET OUT" waypoint

amber sinew
#

wouldn't that just make the leave the vehicle?

#

I want them do get into a shooting stance from it, by using the "turn out" action

cinder holly
#

they won't unless they have something to shoot? try eventually "danger" but not "careless"

amber sinew
#

I assume one could make a tank commander turn our somehow

#

same thing would work here I'd imagine

#

but I also ran into some cross faction vehicle limitations that I didn't know about and that might have been causing issues

amber sinew
#

Is there a particular reason I can only order taru choppers to lift medical and transport pods but not fuel or cargo?

#

Hm, seems like some of them count as vehicles, and others as containers

#

and it only wants to lift the ones that count as vehicles

cinder harbor
#

is this path for a mission thumbnail on the wiki a placeholder? if not, where can I find it?

cinder holly
#

no, this is a fake path

cinder harbor
#

alright

#

I assume I would need to put the .paa image in the mission folder for the thumbnail to work in MP with other players, when entering the path in description.ext where would I start from? Or am I totally off the mark here.

past belfry
#

Hi here, i wanna override in my mission folder files from mods i have loaded, i have seen in the past for example a "CA" folder with bis modules inside it. Someone see what i mean ?

#

i want to alter sqf files in my case

boreal orchid
#

Is anyone aware of a way to remove all objects from players maps, like the literal map when they press M ingame? Looked around for SQF or configs and so far ive come up empty handed.

astral bloom
#

You mean you want no enemy/friend markers or such?

mossy mist
#

test

#

anyone here?

haughty shell
#

hides

mossy mist
#

haha

#

anyone help out real quick with an editor question?

#

are there any editor gurus here?

craggy siren
#

What do you need help with?

#

I'm new myself, but still haha.

mossy mist
#

Well, here's my scenario...

craggy siren
#

It's blank?

#

You might want to have one!

#

(sorry, continue)

mossy mist
#

It's a capture/hold game where bluefor and opfor are fighting for control of a base that is held by indepentents who are friendly to neither...i have indepentents that spawn and waypointed to certain buildling locations ( specifically air base mike-26 on Stratis...) My question is in 2 parts, A, is there a way to make independent units respawn without making them 'Playable' and B, can I respawn these units to adhere to their original waypoints before they were killed

#

I want the guerrila to keep respawning and keeping control of the base to add a challenge to the opfor and bluefor teams who are trying to get control of it themselves

craggy siren
#

A) You want to respawn AI units, or? I'm not too sure what you mean for that one. And for B, are their waypoints constantly updating? Because I'm sure you can have a marker (invisible) follow it around, then when they die, their respawn place is changed to where the marker is.

mossy mist
#

i have respawn setup Brad, I want the units to adhere to their original waypoints which they don't upon respawn

#

it's kind of an advanced topic and may require scripting

#

They are waypointed to certain building position #'s

#

in order for the respawn_west, respawn_east, and respawn_guerilla work, you need to make each player 'playable' that you want to respawn

#

i' wondering if there's a way to do it without this

craggy siren
#

Ah, in that case, I'm not too sure. I haven't really played around with respawning. I've gotten units to spawn in random, specific locations, but not respawn. Thought I might be able to help - sorry!

mossy mist
#

no worries

#

i'll try over in scripting

boreal orchid
astral bloom
#

Would require a new GUI element to replace the entire map, which you can't in a mission

boreal orchid
#

But could be made in theory as a mod? Any hints on where to poke at that? I'm familiar with the addon pipeline

astral bloom
#

Indeed you can in a Mod

boreal orchid
#

Well time to go get in trouble and break something. Thank you!

toxic storm
#

ok yall, peep this
its the 80s and you’re playing as spetsnaz, inserted into some random ass nordic country (vidda)

you storm a safehouse, kidnap a scientist, interrogate him for the location of a bunker

but first, you gotta disable the power supply, so you blow up a power station, then, ascend a mountain, before descending down into the complex via an opening, you clear the bunker from top to bottom, before reaching a room, a big red button sits in front of you and…

#

idk how’s this for an op idea? expected turn out, 4-5

edgy edge
#

@Dedmem - probably because makepbo change " into "" in mission.sqm files. change " to ' and you should be fine

vague mural
#

i need Help

#

First, Spawn in Eden Default position
Second, when you die, You can respawn in place, with first cloth

#

But i if i set my game to custom spawn point, i cant start in my cheractors position and seted cloth

toxic storm
#

if not, make a file with that exact name in your mission folder, and paste this

respawn = "BASE";
respawnOnStart = -1;```
vague mural
#

respqwnOnStart is goat

toxic storm
vale glade
#

I want to make a FarCry scenario where I have traders that I can buy and sell stuff How would I go about doing that thanks?

coarse flume
#

@vale glade you would first set aside 1000-2000 hours over the next year or two

#

then learn basics of SQF and progress thru to good competence with SQF (this time is not part of the 1-2k hours)

astral bloom
#

Or spend a few bucks to get a Far Cry game

coarse flume
#

If you want to have fun with it, pick one component of the scenario and learn how to build it. dont try to tackle all at once. Learn how to create a menu/list and populate it, and then add a button to spawn stuff with it

trim seal
#

and "economics" doesn't count as one component

coarse flume
#

if its singleplayer it might be a 1 year build, once there is established competence ... MP maybe 2 year

#

is this too blunt an asssessment?

astral bloom
#

tldr: there is no integrated/native way to achieve. Which means you need to make the entire system.

coarse flume
#

@vale glade start with a "steal the car" mission in the editor

vale glade
#

Ok glad i asked to get this kind of response..i know its possible cause old man scenario has it but there is very little documentation about how to use those modules which i would like to use

thorny plaza
#

it will be easier to script your own stuff rather than using oldman stuff

fast berry
#

hey all. was wondering about mixing warlords in with support mod and of course zeus. i don't know my way around the editor that well and was asking how much work would go into that? i like to play warlords and i would like fast travel and all that to be off so i would have to transport them via helos with the option of course to participate as infantry etc.

topaz bluff
#

Hi. I’m making a mission and I would like to add team leader ability to build FOB (maybe with radio call). But only after team have capture task area. Is that possible?

thorny plaza
#

Yes, but since there is no fob building in A3 you would have to spend some time scripting this

coarse flume
sinful rampart
#

@edgy edge but it works fine for non alive missions. Okey the main difference i can see between the Packers is that Mikeros RaPs the mission.sqm but cpbo does not.

edgy edge
#

@sinful rampart give it a try, I had to convert ''' init="this addAction["<t color=""#FF0000"">SprawdΕΊ ciaΕ‚o</t>","check.sqf",2]";
into
''' init="this addAction['<t color=''#FF0000''>SprawdΕΊ ciaΕ‚o</t>','check.sqf',2]";

#

probably those other missions don't have any " signs inside

fading kayak
#

Anyone know how to Sync keyframe animation to a trigger, so it starts when the trigger is hit?

thorny plaza
hallow sentinel
#

anyone good with setting up a defend mission? im working on a new one and im trying to make a tanoa defense coop but im struggling to find any kind of tutorials for defense game mode setup

noble steeple
#

How can you make a persistent mission with new objectives when the other one is completed?

final basin
#

@verbal pagoda Hey, got the civvies working finally. Seems that CUP Chernarus Summer doesn't work, but the non-summer version works fine.
Had a question for you: Is there any means of alterning the helo that multispawn uses to bring players in? Namely the original location? I don't really want my players flying across enemy territory to get inserted.

verbal pagoda
#

There are two markers you can place, one for insertion location, one for destination

#

Dont think they can be modified mid mission

final basin
#

Ahhh. I see. So I'd call the insertion marker ALiVE_SUP_MULTISPAWN_INSERTION_NATO?

#

or well, BLU_F

verbal pagoda
#

BLU_F I believe

#

Admittedly haven't used Multispawn much myself

final basin
#

I wanted to try it out and see how it goes. Seems like it could be fun for the players.

hardy bluff
#

I am trying to make it so that people can choose a custom respawn, but the first time they spawn they spawn in a specific place

ocean totem
#

Is anyone familiar with using the terrain deformer in eden?

#

I'm having issues with my deformations not transferring to the server, despite it working previously

candid escarp
nocturne glade
#

I need help how do i make unit go in building and walk up stairs

hardy bluff
candid escarp
#

Have you synced the respawn module to the turrets/set them to bluefor?

hardy bluff
#

Which would be about ten, I’m using OPTRE and the turrets are cryo pods

candid escarp
#

Should be able to use one module & sync to each pod
Wait 1 will test

candid escarp
elfin void
#

anyone know of a script, mod, or otherwise to simulate CBRN situation? using some of the base stuff available makes MP servers shit the bed due to the particle counts

elfin void
#

thanks!

umbral acorn
#

what's the name of the module to clear the grass in the eden editor?

#

is it possible to clear trees as well?

final basin
#

It's an object under empty, helpers. Don't remember the exact name, but should be called Grass Cutter.

#

And not sure about the trees. Pretty sure those are fixed to terrain.

final basin
#

@hearty mulch That would be VCOM.
It has its own AI randomization for waypoints and movement, you will need to disable it (there is an option, but it's per unit, and unless you want DAC to run that init line on every unit...)

#

Let me find that script line for you, 1 moment.

#

IMPORTANT EDITING COMMANDS:
this setVariable ["NOAI",1,false]; - This will turn off the VCOM AI on the given unit

This will make the AI not execute extra waypoint behavior OR respond to calls for help
this setVariable ["VCOM_NOPATHING_Unit",1,false];
This will remove all the markers that AI spawn on the map if MARKER MODE is enabled. The more markers, the longer it takes.
[] call VCOM_EraseMarkers;

umbral acorn
#

On an unrelated note, where can I learn a3 scripting (if that's what it's called)?

rain stratus
#

SQF scripting ^^

umbral acorn
#

@hearty mulch yeah I have low-level code experience, no SQF though

final basin
#

No problemo- had the exact same issue myself.

umbral acorn
#

is anyone allowed to use tts here?

final basin
#

It's also one of the reasons why VCOM has been removed from my server, and also the reason I ripped out the driving script from my missions.

umbral acorn
#

okeydoke, what does this: things = nearestObjects [logic1,[],15]; {_x setdamage 1;} forEach things; do?

#

or rather, I know what it does, but how?

final basin
#

If it's mission making, I can toss up a tutorial mission for basic stuff on my github tomorrow for ya.

#

Do you want the end result or the how and why?
In short, it kills stuff within 15m on the same height that the trigger is.

#

In long, that ^

umbral acorn
#

how and why, any specific wiki page or similar you could point me to?

#

thank you man

final basin
#

things is an array, which is filled by the function nearestObjects. This function has the a few parameters, and the one that's used here is the distance.
After filling the array with all nearby objects, they then have their damage set to 1.0 (destroyed), incrementally by the script.

umbral acorn
#

ah ok, how would you ideally format it? like is that all on one line?

final basin
#

Yes, one line.

#

You could split it into two for ease of reading at the ; tho

#

You did it to me earlier. Also I'm on a phone 🐼

#

We have a panda, but still no Kappa. What is this

umbral acorn
#

/panda

#

/dammit

final basin
#

ensure JIP
Nope I've given up totally on JIP now.
I've told my players you either join the game when we start, or you join late and sit in the back seat.

#

But yea, put your execVMs inside fnc_MP. It /works/

#

Some weird stuff won't always fire properly, like we have a deploy base thing that only ever works for non-JIP, and I've spent like 3 hours smashing my head into the table trying to fix it.

pearl garden
#

Time for yet another question!

Been trying to find it on the web, and think I found the answer, but I wanna confirm with the experts.

Anyway I can set a unit's texture (equipment such as helmet, uniform, vest, etc.) using the editor without a CFG such as in the command line?

thorny plaza
pearl garden
thorny plaza
#

yes, textures set by setObjectTexture can be inside your mission pbo

#

but having guns/helmets/backpacks/vests retextured requires you to make a mod.

final ermine
#

tried to spawn them as simpleobject but doesnt work, but they exist

hidden kiln
#

Question, so I have unit capture that is activated via trigger radio alpha and bravo. When I activate them in in SP editor, it works as intended, when I activate them in server, nothing happens (expect trigger disappears from radio menu)

cinder holly
hidden kiln
#

unit capture activated?

#

I dont understand your question

#

This is whats written in the trigger

#

rec = [] spawn wp1;

#

It used to work before

cinder holly
#

I currently have no idea what you want to achieve

hidden kiln
#

i want to activate prerecorded unit capture

#

wp1 = [super fucking long coordinate thingy];
[plane1, wp1] spawn BIS_fnc_Unitplay;

#

that gets activated by trigger rec = [] spawn wp1;

#

it works in sp but not in mp, atleast not in the current mission

cinder holly
#

most likely because you define wp1 somewhere wrong or it is a locality issue perhaps

btw, you override the wp1 variable in your code

hidden kiln
#

i do?

#

I will recheck all the triggers. However if defined it wrong, than I assume it wouldnt work in sp either

cinder holly
#

but if wp1 is an array, spawning it won't work
you should spawn the function's execution

teal summit
#

Can I do CfgPatches stuff (like in a mod) from description.ext? I'd like to add/overwrite some attributes of existing vanilla and modded items.

#

(I may be completely misunderstanding the Cfg* class hierarchy)

teal summit
#

ty!

hushed totem
#

Im not sure where to ask this, but im working on a mission and i noticed the tanks im using arent as damage resistant as i hoped they would be, i read somewhere that addeventhandler can help but i dont know how to use it. Could anyone help?

noble steeple
#

How can you make a marker or task move with a moving vehicle?

cinder holly
red pelican
#

anyone know what value i should set for the weapon cook off coefficient in ace for the weapon cook off to be realistic; cuz the guns cooks off after firing semi-auto like 6-7 mags when irl it's supposed to be like 20 mags on full auto that it's supposed to happen at

red pelican
#

Thanks

noble steeple
runic zealot
#

Working on an aerial combat focused mission lightly inspired by the ACE Combat and Project Wingman series. The players are defending an area against waves of enemy planes and drones.

With that context, I'm trying to figure out how to spawn the enemy jets and drones in waves at various altitudes with orders to attack one of 5 sites. How would I go about doing that?

scarlet hawk
# runic zealot Working on an aerial combat focused mission lightly inspired by the ACE Combat a...

Something like this but with planes and drones.
https://www.youtube.com/watch?v=Vgjly3ejI3Y

Getting A.I. to attack an objective in a mission that your players are defending can be very difficult due to the A.I. being overly invested in extending their pathetic lives.
We will cover here some basic settings you can use to motivate the A I to move their asses and be more aggressive in assaulting your players.
It’s also nice if you can hav...

β–Ά Play video
runic zealot
#

I think the altitude is an issue with that method, also some randomization is key.

hushed totem
#

Im not sure where to ask this, but im working on a mission and i noticed the tanks im using arent as damage resistant as i hoped they would be, i read somewhere that addeventhandler can help but i dont know how to use it. Could anyone help? basicaly trying to reduce the damage taken for those tanks

cinder holly
#

there is an event handler that allows such damage management; but it is a 'tricky' one and it may not be compatible with some mods

hushed totem
cinder holly
#

I mean with e.g ACE

hushed totem
#

So how would it be done then

cinder holly
#

HandleDamage event handler, and keeping the difference between damage levels (and changing the difference with a factor)

hushed totem
#

Whilst i was looking for a solution a friend told me to try this

this addEventHandler ["HandleDamage", {(_this select 2)/4)}];

But it bugs so no idea how to use it. And the group im using is independent

cinder holly
#

that's also incorrect

hushed totem
#

Then what is

#

Cause i have no clue

#

Which is why im asking lol

cinder holly
noble cave
#

Hello! I'm currently spending some time making AI vs AI scenarios in the editor for fun, trying to make soldiers and vehicles behave properly while following more than a single waypoint.

Stuff like: Move > Dismount > Seek and Destory > Get in > Move > Dismount > Seek and Destroy.

I'm having a lot of trouble with combat vehicles, they just go all over the place in battle, get stuck, leave the fight and are nearly impossible or completely ignore orders after the first engagement.

Are there mods or other things I can use to improve their AI or the AI in general?

lethal notch
#

Quick question : How can I make my ammunition infinite for all weapons and vehicles?

heavy junco
#

what do the high command modules work?

#

do I need to sync only the leaders or eveyone?

#

also, how does the military symbols work?

muted flower
#

How does the Seized by Faction condition work? It works when I put the Timeout values to 0, but someone on BI forums told that with those values I can play around it but then it won't activate the trigger even with no enemies inside the zone and well over the specified time

gritty sparrow
#

Hello, anyone got a good resource for interactable NPCs

sand nacelle
#

Does anyone know any script/mission with this type of ticket/kill-counting system (or similar) in place? I need it for a team deathmatch mission I am making and I hope can just reuse the code. The standard arma 3 bleed tickets module isn't of use as it is going down instead of up.

gritty sparrow
#

Got another question, whats a good way to have player carry a object to a trigger, like say they nab a laptop but need to get it back to HQ for the forensic computer analyst to decipher it, take in mind we use CBA and ACE, would it be possible?

gritty sparrow
#

Here i'm using Ace Carry Framework but is there anyway to get the player to hold the object in hand?

loud kindle
#

Are these related problems? Ex, you want the players to 3D handle the laptop to the forensics team?

thorny plaza
#

as long as said laptop is not configured to be a weapon he will not have it in hand anyway, from 1st person player will see it floating near his hand if attached to bone through attachto or something

#

if you want player to "carry" that laptop and make it as close to life as possible, just create a config mod with this laptop made as an item you can put into your inventory like money or any intel object, let player keep it in their backpack, just like you do in Western Sahara's Extraction

gritty sparrow
gritty sparrow
loud kindle
#

Id be worried about object interactions if you tried to have them Ace-move it over... clipping into the table then rocketing off the map sorta thing. Best to keep it abstracted and simplified, at most play the inventory/put down animation on a hold action or something to emhance the verisimilitude.

low wigeon
#

I have a dumb question, what is the easiest way to create an ACE limited arsenal. I tried exporting it but it wont import

hot warren
#

If you havent touched anything, it will import.
Guessing you changed something and messed up the syntaxing.

#

ACE Arsenal requires ["ITEM1","ITEM2"] etc (yes even the [] )

low wigeon
hot warren
#

Both times you used ACE Arsenal to export and import?

#

and Virtual Arsenal and ACE arsenal aren't able to be switched

median wigeon
#

How do you create a section in the briefing where it shows all your groups and who is in what slot? Or rather what is that called so I can look it up?

low wigeon
#

If I make a composition with the items I want saved it works but o have had issues with it reverting to a full arsenal for some reason

silent palm
#

is there any reason a trigger would be doing nothing on deactivation

#

nvm

#

you gotta have it on repeatable

#

i'll just make it delete itself when it deactivates

hot warren
sly hare
#

What are some tips yall have to create perfect ambience for an op in an urban-war torn location

#

Specifically Georgetown in Tanoa

#

Ive set up defences on all the relevant buildings

#

But besides that what other ideas do yall have?

rancid maple
#

Im making a 1 vs many pvp scenario where 1 player has around company worth of AI under his command and other (1-10) players are special forces with full arsenal access. What sort of stuff you guys would expect to exoerience when jumping to a match like that?

sly hare
#

Its a PVE coop scenario

#

10 fellas moving down a city slowly

#

Sporadic contact from rooftops and from ground level reinforcements

sly hare
#

On another note

#

In my missions its almost become a regular thing

#

Youre always looking for something and the way i structure it

#

is you go to place A

#

you find intel that leads you to Place B

#

at Place B you interrogate a person that leads you to Place C

#

at Place C you find the thing youre looking for

#

im feeling its getting too repetitive

#

any clever ideas to lead people to objectives that arent disclosed in the beginning?

little sequoia
#

Hi, is there a command such as setObjectTextureGlobal where you can tint the hue of whatever you're modifying, rather than replacing it with a solid/flat colour? Or how would you achieve this with said command?

astral bloom
#

Do you mean if you can tweak the texture on the fly?

little sequoia
#

Essentially. I don't need to modify/draw anything on an existing texture, it remains the same - I'm wondering if I can change parameters such as color-shift/saturation.

#

setObjectTextureGlobal instead seems to get rid of the original texture and applies a flat solid colour.

astral bloom
#

setObjectTextureGlobal/setObjectTexture does, as the name suggests, it replaces the texture A to B, if you give the command a solid color texture, it replaces it so

#

And, that is the only functionality of it. There is no texture modifying commad

#

(Which is lame part of this game, you need to make more texture just to replace it into another color - there was a workaround for it, Global Mobilization CDLC does, but that is very rare case)

little sequoia
#

I wonder if setObjectTexture could somehow be made to work with an existing texture. Could use the RGB values as an overlay or with transparency on top of the original texture - at least that would allow simple color shifting. Don't know if that can be handcrafted or needs to be added onto the engine ^^"

astral bloom
#

It is not a simple and easy thing back when 2001 I guess

little sequoia
#

the setObjectTexture parameters does have an Alpha entry, would be neat if that actually worked for applying transparency, therefore revealing underlying texture. One can dream, would add a plethora of possibilities for little effort (from a mission-maker perspective).

cinder holly
#

nah it's set, (unfortunately not) addLayer

little sequoia
#

wish it could be stacked or layered, yeah. Alright, thanks for the help!

astral bloom
#

Big Mondkalb is watching you

edgy hearth
#

Map buildings are simulation disabled and simple object enabled, right? Or no?

mossy lava
#

if they were simulation disabled you wouldn't be able to destroy them.

edgy hearth
#

huh

#

Mod I got will convert map objects to eden objects. Funnily enough, simple objects isn't enabled, but same for simulation, also being disabled.

thorny plaza
#

nope, you can place it as an object instead

#

there are mods on workshop that enable rockets, tracers etc as placeable objects

willow sigil
#

i want to host an op where the players are in a hostile environment for a prolonged period of time, where they cannot rearm as soon as they die and where they have to rely on their equipment and teammates

is there any way for me to make sure their loadouts save before death?
for instance, if i use up 3 mags, i want to spawn in with 3 mags less

how can i do that?

willow sigil
#

really appreciate it

willow sigil
#

I want them to rely on an ammocarrier and pre-placed ammo boxes so they can re-arm.

cinder holly
#

ah yes correct, let me adjust

#
player addEventHandler ["Killed", { player setVariable ["TAG_DeathLoadout", getUnitLoadout player]; }];
player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable ["TAG_DeathLoadout", []]); }];
#

this should do
your wording was correct, I just had in mind that the code on that page was doing that
I will add that new code there too, can be useful to others

willow sigil
#

alright nice, so I just have to follow the steps in the wiki page but change up the text then?

cinder holly
#

just use this code I posted in initPlayerLocal.sqf, this should do

willow sigil
#

alright, appreciate it

shrewd geyser
#

how do you apply Enhanced Artwork Supporter to a unit?

it keeps saying wrong ceh type

#

nvm got it working

somber flower
#

Hey guys, I'm having a tough time with this. I can't find anything about this (surprisingly?)--

I'm working on a multiplayer scenario, and it's meant to be a one-life-only scenario. Respawns are disabled. I'm hosting from my pc via non-dedicated, just 5-8 players at most.

However, regardless of whether I'm playing with friends, or hosting it in LAN, I'm having one major issue; the mission ends when all players are dead... even if I leave the appropriate box unchecked in the multiplayer attributes.

#

Am I missing a step?

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Or is this possibly just a broken feature?

cinder holly
somber flower
#

Y e s

#

lol

cinder holly
#

if you want a persistent mission, I think only a dedicated server will do

somber flower
#

Oof, alright, guess I'll have to look into that

merry canyon
#

does anyone know RHS missions which were uptaded in the last years? Every mission I find was last updated in 2016 or smth. (The missions I tried so far seem to be broken and are probably not going to be updated any time soon)

Please @ me/reply to this comment as I have the server muted. Thanks

weak bay
#

Does anyone know how I cam start players in a static c-130 with a arsenal? Im using VQI Halo mod too

edgy hearth
#

Any tips for civilian presence modules?

#

I have 350 modules at the moment, 11 presence areas, 54 spawns and so 285 waypoints modules.

#

not all on 1 area***

#

I feel like the amount of waypoints might be messing it up. "So many options, idk what to do ahhhh"

past sparrow
thorny plaza
#

unless you set the spawned civs as agents

edgy hearth
#

I think it might be due to the fact it's a modded map and the raods are weird so the pathing is also weird

#

They're stepping outside and just "I'm standing here indefinitely now"

rocky carbon
#

Could be a problem with a custom map yes.

chilly ingot
#

Does anyone know of a way to display a drone gunners POV to a screen-object? Like the PiP GPS thing but on an object instead of the HUD. Ideally, the actual gunners view, instead of a created camera mimicing it.

tender hare
#

do you spawn the c130 via BIS_fnc_garage?

#

(a c-130 is not supported by VQI Halo)

crystal mulch
#

How can I create a floating light source for a Drake-Class Frigate 10k in altitude at night? Can't seem to find anywhere a good guide to way to create a simple light source, lol.

crystal mulch
astral bloom
#

Can be

ocean totem
#

I have a mission that I'm building with activating automated defenses being part of it. Problem is, they're all blufor and I seem to be unable to change their side in the editor. Perhaps there's something I'm missing?

#

Or do I just need to run a script/trigger at the start of the mission

tiny torrent
#

🍀

toxic storm
#

so doing a RHS + CUP modset...is it really as bad as I think in that its too heavy? or is it worth it?

astral bloom
#

Depends on what bad or worth it mean

toxic storm
#

so 1 is size all 3 combined would be like...36 gb? ish? and their body and vehicle armor does not mix at all

astral bloom
#

Well, if you feel it is bad, it is bad

#

This is too subjective question

toxic storm
#

well yeah, thats why im asking around, maybe someone who's done it could hopefully change my mind

#

i oughta test it again anyways

#

HOLY SHIT NO WAY, IT WORKS

#

so my current modset is CUP weaps and units (11 gb) + all 4 RHS mods (18 gbs) + 3cb (15.4 gb)

this sounds stupid but that's because, i cant use cup vics cuz those dont work with rhs vics (i tested) so i used 3cb to add in A2 vics (T-55s and stuff), that is now compatible with rhs!

yall dont really need to know that, but just thought i'd share

and i also wont have to download anything again in a big big while

dawn hill
#

I'm not really sure where to ask this so I'm hoping this is the right place, I'm trying to make custom loadout AI spawn on a trigger and I cant seem to figure it out any tips?

jagged python
#

Does disabling simulation and damage on sandbags, bunkers, HESCOs, etc actually affect performance or game behavior? These types of objects already seem to be indestructible and immovable.

thorny plaza
# dawn hill I'm not really sure where to ask this so I'm hoping this is the right place, I'...

https://forums.bohemia.net/forums/topic/216173-how-to-spawn-ai-group-with-custom-loadouts/ check M1ke_SK's comment to see how to spawn an AI group with custom loadouts, for a single unit you can use createUnit. It's more of a #arma3_scripting question btw

rugged turret
#

just by chance, has anyone ported antistasi to one of the ifa3 maps? ideally one of the french ones

thorny plaza
# jagged python Does disabling simulation and damage on sandbags, bunkers, HESCOs, etc actually ...

disabling damage does not do anything to objects that are indestructible by config (I mean they probably get damaged but model doesn't change). Disabling simulation does affect performance because it disable "simulation", not physX, so it's about in game calculations rather than movability. Objects with disabled simulation will be treated differently (and mostly ignored) by AI, it will not see that object as an obstacle and may phase through it (if infantry) or get stuck (if vehicle).

jagged python
#

may phase through it (if infantry) or get stuck (if vehicle)

Interesting, so if an object is simulation disabled, then the AI will not consider it when pathfinding. That's good to know, thanks.

thorny plaza
#

it may not consider it, pathing calculations are a bit complicated

jagged python
#

I understand inside buildings the AI move along rail networks configured in the building, but in open terrain they attempt to pathfind around objects.

thorny plaza
#

yes

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also it's definitely worth to disable simulation of big buildings you're not using, vehicles and all that stuff, no need to disable it on static objects unless you have hundreds of them in one place or thousands on whole mission area

#

and if possible, use simple objects

jagged python
#

Thanks, I'm going to take some time to read that. I want to maximize mission performance and be educated on pitfalls and side effects.

glass canopy
#

Does anyone know if I can designate Warlords request menu units to specific Team Leaders? ex. I want Sniper Units to only be requested by sniper team leaders, opposed to an armour team buying ghillie'd units to operate in their tanks

willow sigil
cinder holly
#

be sure to name it initPlayerLocal.sqf and not .sqf.txt, if your file extensions are hidden in Windows

willow sigil
cinder holly
willow sigil
#

ah alright, thank you

pliant egret
#

Are there any good mods that help with AI logistics? I want to have transport trucks load from a certain area and then run around to where they’re needed

#

I’d also like to have transport planes fly in from off map once an airfield is captured, but I have no idea how to do that

humble summit
#

hi all. In my mission I have an unoccupied car that I place in the editor. I want it to have it's wheels turned to the right a little bit, as if someone forgot to center the steering wheel before leaving the car. Is there a script command for that?

brave lagoon
#

Hello everyone. I looked into optimizing my Multiplayer mission for performance as much as possible. A came across agents. Apparently they are a more resource friendly way to add NPCs to your scene. Do you know of a easy way to use them for a Mission? As I see its is realativly script intesive to use them.

cinder holly
#

do you suffer from performance problems?

brave lagoon
cinder holly
#

I recommend to only 'optimise' if you see something slow or heavily "away from standards" πŸ˜‰

polar bough
#

Hello so I'm having an issue with mission files not wanting to load. The given error is "Missing kat_misc" I am unsure if its a file issue itself or possibly a commandline. If anyone has been through this or know how to help let me know. Thanks.

astral bloom
#

You missed a Mod

glass canopy
#

Is there a way I can remove AA guns from ALL AI's in my mission?

#

I'm tired of getting in a heli and then like 10 seconds later I'm gunned down by AI with an AA launcher

mossy lava
#

I mean... don't place them? or are they spawned by scripts.

glass canopy
#

They're spawned by Warlords scripts,

cinder holly
#

fly low 😁

cinder holly
glass canopy
#

Do you know if I can run that script with only the IND faction tho?

cinder holly
#

"that script"?

#

it's a config, you can config only for IND afaik yes

glass canopy
#

Yeah, the custom functions config script w/e

#

factions *

clear wagon
#

Hey guys i wanted to ask does somebody know which font does BI uses on arma3 whiteboards i found similar but not exactly same

cinder holly
#

@rocky carbon ↑

rocky carbon
#

seems valid. πŸ‘

glass canopy
#

Can more than one person be Zeus?

polar bough
# glass canopy Can more than one person be Zeus?

yeah. You'll just want to put down another zeus module and name it like you would do the first one. "Z_Curator" for the first one and something like "Z_CuratorTwo" for the second one. That is what I usually do in my mission files or you can give someone zeus whilst you are zeusing if you don't want to place it down inside the editor.

glass canopy
#

Or was that an example for a name, lol I could just use his username and bobs your uncle?

polar bough
#

thats an example name yeah. I try to at least put the Z_ when I do them

glass canopy
#

thanks man, I appreciate it

polar bough
#

np

sly hare
#

What is the general opinion of Dynamic Simulation?

#

does it work reliably as intended or is it more of an iffy feature that one should be very careful with?

cinder holly
#

works as intended, saves perfs, sanity, Lois Lane falling off a building

glass canopy
#

Does anyone know how or if I can make AI's respawn with & in their vehicles in the Warlords game mode? Would that be a faction garrison config thing?

glass canopy
#

I might've hacked it with MGI's Modules

coarse flume
#

Any time dyn-sim is used in MP, it indicates an opportunity where design is imperfect

#

An improved design would have the units be virtualized and not in the scene at all until required

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Example ... you spawn a mission in a corner of the map. You can A) Spawn all the assets right away and toggle on Dyn Sim... or B) Spawn only structural assets right away, and wait for players to enter the area to spawn the rest of the assets/enemies. generally theres no need to spawn an enemy until a player is close to it (1-2km depending on optics/terrain)

#

All that said, it certainly cant hurt

gentle lagoon
#

So, I've been building this mission for a few weeks, and most of everything is working out, however the major problem I'm having is trying to keep a crowd using the Civilian Presence modules.

Now, granted, it's a small area, maybe 50 x 150m, but there's a number of structures and other things that break LoS. I seem to have mostly fixed the issue of the agents despawning, but I think the Headless Client on my server is interfering because when I load the mission on the server, the agents basically freeze and don't move unless I do something like shoot directly at them.

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I'm not looking for insane numbers, just enough that, say, a player might consider alternative routes for getting through the crowd, or that they might lose someone they're looking for, so on and so forth.

lapis lagoon
#

Hello all. I'm having a bit of an issue at the moment where I'm really trying to limit exploiting mods such as unlimited stamina. Is there a way to see what mods a player is running? Such as a specific command?