#arma3_scenario
1 messages Β· Page 3 of 1
Its set to activate on start and I cannot figure out how to make it start the animation when I have a trigger set to it
I have tried the show/hide module
add in trigger your code and active hide module (show) with same module, so it will unhide current object and it will spawn your event.
So hide object module attached to your object and show module attached your object.
Trigger attached to show module, show when trigger active it will show your object and in trigger activation spawn your animate event
The only problem I have with that is that it is only working for me if the event is looped and it is set to start from the beginning of the scenario so it just un-hides mid animation
You can define in start to waitUntil trigger is actived , so it won't start before current trigger activates.
How does event setup to start?
I mean switch file and switch command there is used?
How do I define in the start to wait until the trigger is activated
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?
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...
can't fix, that's "by design"
use the vehicle in vehicle function, not attachTo
you can try to put the player in a separate vehicle and attach that to the airplane. that way the plane isn't holding the player and being drawn over everything else. something like this https://steamcommunity.com/workshop/filedetails/?id=1381327410
Does the same, sadly enough
Lol I thought of this exact thing, thanks
I'm pretty sure this is the solution
what
Haha, when you use the vehicle in vehicle function you get the same graphical glitch
AttachTo was my second choice
The viewCargo lod can be made to be able to see viv/attached like here https://youtu.be/2vOhxpb4Ses?t=136, but most vehicles aren't setup in such a way.
oh, a model issue - interesting to know the cause, thx
unless ffv makes the difference, not sure atm xD
It worked! Thanks ( @cinder holly)
I didn't do anything but will take the thanks nonetheless *Yoinks* :p
This is exactly what I wanted lol, this infil is going to be dope af
Haha I just wanted you to see the solution π
hehe, thanks for the feedback!
and glad it works β
Anybody have any idea how to change a player's face on a dedi-server?
setIdentity and setFace don't work through my normal gear scripts on dedicated. Profile face overwrites both.
Looking into using postInit right now, any other ideas?
I assume he gears the unit up before the player has setface
Yeah setFace doesn't work on dedi @signal coral , profile face overwrites it.
[_unit, "WhiteHead_20"] remoteExec ["setFace", 0, true]
Trying that out, thank you
run that in initServer
Can I have multiple face options in the params for the same remoteExec? "AfricanHead_01", "AfricanHead_02", "AfricanHead_03"
nope
Just pick one randomly
was going to say it
And have it randomized using _face = ["AfricanHead_01","AfricanHead_02","AfricanHead_03"];
_face = _face call bis_fnc_selectRandom;
Oh
gimme a sec
_faces = [...];
_faces select floor random count _faces
_faces = ["face1","face2"....];
You are too slow alganthe
_faceUsed = (faces select floor random count faces);
[_unit, _faceUsed] remoteExec ["setFace", 0, true]
too slow
Damn
I don't see the need for using a BIS_fnc_ when all you do is
select floor random count
especially when BIS_fnc_random is slower :D
Also i don't know why setFace doesn't work on servers supposedly.
Works for me.
Not on dedi though, local host
Yeah It doesn't work on dedi
Try on dedicated? For me it doesn't. I couldn't tell you why though.
Sorry I'm a hard customer
Did you make sure to execute it on every machine?
I've only tested as the server admin, load into game, check with splendid camera, my default profile face is there.
How did you execute setFace?
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;
in the init-line of a unit
Doesn't work because of that?
You don't execute it on every machine
only on the player using that slot
But I can't see a black face on myself with that gear script, and I'm the only one on the server.
Whoops the [_unit, "WhiteHead_20"] remoteExec ["setFace", 0, true] got mixed in there, wasn't there originally :P
Also why do you use setIdentity for a face? the command is setFace
Tried setFace originally, didn't work (possibly because of the reason you just mentioned), moved on to try setIdentity
This advice was given to me :P Was trying out different options.
trying to load a mission on our server and i keep getting this error.
Missing 'description.ext::Header'
ive given it a basic description.ext (tho i never have had to before)
and still no
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.
oh god no
:D
Sure :D
Alganthe is about to find me and kill me with an axe
give me a sec
he said: "all playable units" :D
Sorry....I meant players on the server.
{_x setFace "_face";} forEach playableUnits; serverside, but again that's not JIP compatible
This will not work from initServer.sqf, because of JIP
^ that's why using initPost would be the best thing to do
Yep.
Doesn't remoteExec have a JIP parameter right at the end of it?
yes, but then you would have to execute a remoteExec for each playable units
so if you have 50 playable units, that's 50 remoteExecs
just use initPost :D
Okay... :)
you could also pack all the setFace in a function and remoteExec it
erm, btw. Why don't u set it as init in the Mission itself?
and remote Exec is better?
apparently setFace doesn't work on init on servers
I had the same issue with setSpeaker. Moved it to CBA InitPost and it works fine from there.
^
you need to have the target before _faceUsed
and it only take a single object
if took arrays, it would work but in this case you would need a remoteExec for each setFace
-2 is not global exec, 0 is
-2 everything but server i think
Got one question: Why?
0 is global, positive numbers are ID and - numbers are everything except that ID
Example 3:
// runs hint "hello" everywhere but server
"hello" remoteExec ["hint", -2]; This from communitywiki
local player init maybe? for set face?
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
or is it 100% local?
setFace is local
setFace works on remote units, but only changes the face on the machine where setFace was called
but if you setface to a local player will it be global?
nope
Nope
amazing
Thats how most commands work
What?
most of them have local effects
Yep. And thats perfectly fine imo
Well you don't change faces that often anyway.
Does somebody have up-to-date info on InitPost? Can't seem to find anything but this: https://dev.withsix.com/projects/cca/wiki/Extended_Eventhandlers#New-in-191-PostInit-and-InitPost
class Extended_InitPost_EventHandlers {
class CAManBase {
class setName {
init = "_this call tag_fnc_setName";
};
};
};
Thank you!
How does setFace work with that? Any example someone could give?
params ["_unit"];
_unit setFace "WhiteHead_20";
Thanks, couldn't quite figure out how to use it yet, but I'll have a go at it later.
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 π
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
they like to use lots of scheduled code from what it looks like π
is there a way to have a handheld radar?
or an object where near you can see on a monitor/use a radar
Well, you could nod your own in. Either with a fully custom system or by making a infantryman with sensor components in config. Not sure how well would second approach work tho
actually scheduled code should be less impactful on server fps
you should know that tho
unless they are running without sleeps
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
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
obviously bad, but negligible impact on fps
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.
What is the best way to have crates or backpacks with specific items out of the Arsenal loadout system of course?
Hey Fox, I didn't see you had replied, but I ended up getting it to work well enough.
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?
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"]
I am sorry, but this seems a framework or mod problem, as in vanilla:
- no aircraft locks on people (nor do they lock them inside them if that was the question?)
- AI gunners don't automatically spawn in a vehicle created through
createVehicle
Figured I'd ask in case anyone had a fix
All good, thanks
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
through additional scripting, most likely
I would make it save in the server's profile namespace
Any pointers on resources for that by any chance?
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
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
hey what method would be best for spawning an intel laptop in a random place?
To certain area? Or random pos on map? Or some random trigger/ marker pos? Or if you have 10 trigger/marker and it spawn position of one of them?
@paper hound : It probably depends what you're doing with that array.
Is there a way to quickly check if an object is destructible?
Maaaybe alive
In the config viewer?
No, command
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?
yes
but also: you are talking about mods here
see setWeaponReloadingTime ((re)sets the time needed between two shots)
I'm sorry for this. The helicopter doesn't fire any rockets, is there anything I can do about it?
how so, a Hind does not have rockets 
by rocket I mean missile sorry for my eng
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"
i'm talking about these
If you want, I can send you a private video about what we want to do. @cinder holly
yes
it's a little late but it fires missiles but it shoots 1-2 times
random spot within a certain area
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.
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
Thanks for clarification πβοΈ
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
even tried syncing the triggers to the laptop that didn't work either
And from my example was missing those command line what honger says in hims own replay.
So you need add there part place the laptop.
Which is (after earlier commands)
this setPosATL _pos;
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?
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?
the mission itself?
Yea I figured that....but to maybe fix it in the editor.....does anyone have any idea what would cause that..?
some mission scripts, eventually mod scripts
off the top of my head, no such thing is known
check the mission description perhaps
thanks. It was a script that checked for certain mods, if you had them it booted you.
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?
nice in theory, in practice you run into bandwidth issues pretty fast. its advised to only offload AI to headless clients (located on same box/local network as the server)
it gets crappy. server fps stays high as desired, but fps of all connected clients drops dramatically
the server (and eventually headless clients) must remain the main workhorse yes
imagine a low-end client PC lagging all the others⦠not gud
on GPRS connection
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
override the accTime mission EH π
(or UI-hijack the keypresses π€£)
how could I remove that EH then? Without having to dig through the files if possible
I mean ```sqf
addMissionEventHandler ["HandleAccTime", {
params ["_currentTimeAcc", "_prevTimeAcc", "_messageSuppressed"];
}];
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#HandleAccTime
ah, so override one EH with another EH
the original question was
how does one lock the setAccTime function within a mission?
not how to override someone who did lock it π
Ctrl+F otherwise
πΏ right, my question was different in my head
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!
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
any ideas on how to implement this in arma?
@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.
wait i thought DMSes only activate when the ai dies...? granted i havent played with DMSes in a while so
im referring of course to the ace one
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.
Have a look up here: #arma3_scenario message
If it really is a HandleAccTime MEH, removeAllMissionEventHandlers "HandleAccTime" should work.
Thank you! One question, where would the initServer.sqf be? I'm very new to scripting lol.
π Thank you!
trying to add
_helicopter flyInHeight 40;
to a way point, but where is the feild I place it in?
and how to a make a heli make for take off until some AI are boarded
Does anyone know if it is possible to port the Western Sahara Extraction mini campaign to other maps?
nope, you can try to recreate it tho
Got it. The biggest challenge for me is to implement a logic to gather intel and assign new random missions.
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
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
Thank honger, I will have a closer look into it
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
didn't realize there is a seperate discord for it. thank you
it should be pinned in #channel_invites_list or in #western_sahara
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;
}];
first error was a "error missing ;" now it's an "error missing )" but I can't find it
#arma3_scripting looks more fitting for discussion
But in all seriousness
Can someone please remake Operation Mongoose in Arma 3 :)
Are there any singleplayer deathmatch missions out there?
@signal coral Cookie. :p
I'll be taking a stab at it some time soon in the near future..
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..
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).
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.
Don't forget the F3 web tools for generating your briefing code.
what's "inVehicle" a typo? (in vehicle)
Also _x?
AI generated pseudocode <#arma3_scripting message> 
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.
Which can be used without having to use the F3 framework. :)
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.
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
ty
Howdy. How would I force off the crosshair for everyone on my server?
would I have to set up a custom difficulty or is there an easy option to change it
custom difficulty yes
hm alright. I did that earlier but it seems like it broke my addon settings
do I need to import them somewhere aswell?
you just set up them on server and then select custom difficulty on mission choice screen
I've been using FASTER for that so I can't help much with doing the same thing manually
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.
If it's workflow related, the only real solution is to probably have a second Mission Maker watch the Mission Maker who's having issues on a stream and see how they set things up
At this point, it would be playing a game of a million questions to narrow down what exactly is the problem
Yeah I'm going to do that today thanks!
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?
like if there are friendly outside i want him to not react just to sit tight in 1 spot
i meant stand*
https://community.bistudio.com/wiki/setBehaviour
you most likely want to use careless
or this, im not sure
https://community.bistudio.com/wiki/setCombatBehaviour
You can keep Ai from walking around using https://community.bistudio.com/wiki/disableAI "Path". You can also disarm him and/or place him in "careless" mode, in the Eden editor UI. If you want to prevent him from going prone in danger, use https://community.bistudio.com/wiki/setUnitPos
Anybody know how to set up auto save with Host Havoc?
Looking at https://community.bistudio.com/wiki/BIS_fnc_missionRespawnType
0 call BIS_fnc_missionRespawnType;
Would switch to the none respawn type
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
OPFOR Not Present
using triggle? I only see the owner of the triggle, and the triggle condition
It is a trigger, though
in both area I dont see OPFOR not present..
hmm... OK, let me see
so I don't know where to set this condition
Either Type or Activation which I forgot right now
Hello does anyone know any mods that can help me build a maze? I searched in the workshop and all I found required the DLCs, and how do I make this scenario where the Maze is randomly generated.
https://steamcommunity.com/sharedfiles/filedetails/?id=465334393
i prefer hand crafted mazes
What mod do you use for that? Like that has walls for me to do it.
Vanilla A3 has walls
any idea on how to make survivable crashes? as ive heard both mods on workshop dont work
hearing and actually testing are different things
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
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
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
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
feel free to make a ticket on it if you think that's a bug
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
yea i remember it working pretty nice at well, dunno whats the problem now. thanks honger
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
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?
if you want a mod, use VASS https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128
if you want a script, I recommend HALs Store https://github.com/HallyG/HALs_Store
awesome thank you
hey anyone knows how to make the mission in order? like finish the first mission then show the second mission
Does modifying the Global AI skill in zeus do anything when you have LAMBS loadedv
no
Still considering it for my clan.. which uses things like "respawn" and "JIP".
Note sure if F3 is happy with these concepts... ;)
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.
A few markers and description.ext edits. :)
I meant more the script components
Meh :s
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
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?
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?
for the same amount of units & WP at the same time, no diff
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
@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.
Don't AI units on Zeus run on Zeus client though, thus relieving the server?
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.
F3 has good support for JIP.
ALL ... Hold fire
ALL ... Stop
ALL ... Clean the toilets
@lime sleet: Any specific scripts you have in mind I need to take a look at?
@signal coral Do you even ACE3?
Is that how that works?
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;
};
};
@viscid sundial Well you mostly just wanna call some compoments when they respawn
yyyyyyeah don't do that
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.
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
Man, I'm so tired of having to fight with this game just to load a damn mission
?
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
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
I mean, I had a weird "Logged in" error because of custom compositions that I made
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
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
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
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
Hooray finally got it working, thanks everyone!
How do I make a mission for a server?
open editor, place a bunch of units and set them as "playable", add other stuff, save "as multiplayer" and upload it to server
Object count is not necessarily the issue, it's the objects varity. But with 10k objects both is going to be an issue. You might wanna spawn them in depending on whether or not a player is present.
Ye im thinking about making them simple objects and of some of them are needed I'll make them dynamic simulation
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
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?
Invade and Annex is highly scripted and polished. My suggestion would be to host a Zeus scenario and make something up on the spot. Compositions can give you shortcuts, "Zeus enhanced" is a popular mod as well
I get that, but I kinda just want something that is self sufficient, not much extra work required.
Iβm willing to learn
Learning requires work. Either reverse engineer an existing scenario (eg search the git of Invade and Annex) or script something yourself. People will probably help you with specific questions.
I got@time π
Is there any way to disable map contours via Description.ext?
or would i have to use a mod to do that?
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)
Do we have anyone that uses ALiVE here?
aye, we use it our large persistent missions. (not that we play or fiddle with things much)
Yea, I've been having trouble with the ambient civilian modules, they never seem to actually spawn civilians, just empty cars.
how much time? π
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
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.
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.
I have 5 days off this week
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.
Thanks Hatchet.
Let me know if he gives you a reply. I'd love an update on that.
Absolutely.
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;
};
};
to create markers for only some players/side you can use the createMarkerLocal etc commands
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.
I tried and failed big time.
I wanted to make a intermediary text format that is merge friendly, but never did
what should i use software wise to write the code for the misson?
is notepad++ good?
sure
what's that?
i know. but " I&A" ?
aah
why not google for the source code?
i can?
yeah
sorry I'm brand new to this
what would i search on either one?
"Invade & Annex" gives lot of results then maybe add "github" or "source code"
okay π
Iβd be using RHS, so how do I find a compatible one with that?
Or should the all work if I rename it?
Idk how they have implemented that but id search for "Invade & Annex RHS"
Mmm
Not finding much except an exist server
Existing*
Iβve played the server before but it doesnβt have what I like nor want
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
C:\Users\yourUserNameHere\AppData\Local\Arma 3\MPMissionsCache
ooh I found it
Would this make what I'm trying it achieve easier?
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
@final basin Checked with Tupolov, he says ambient civilian stuff is working currently. which i suppose indicates issues elsewhere.
that's the only way , as far as i know
anyone know of a way to make an object invisible to certain players while keeping it visible to others?
hideObject
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
how were you running that?
for different unit?
The command is machine local
so you would need to check on different clients
SP or MP mission?
It will be a mp mission
we need to know what do you mean by "execute for different unit"
as hideObject does not work "per different unit"
you just hide object locally on the executing machine.
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
you can probably gently ask Init box to be local with if (not local this) exitWith {}; π€£
// initPlayerLocal.sqf
if (player == (missionNamespace getVariable ["slotUnitVarName", objNull])) then {
hiddenObj hideObject true;
};
something like this would work.
would I replace "slotUnitVarName" with the variable names of the slots that have the object hidden?
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;
};
would vehicleVarName player work on Init stage already? π€
thanks
initPlayerLocal is pretty late, it would.
I just prefer do do it that way 
vehicleVarName player in ARRAY would be more readable tho.

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.
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
not sure about AI pathing but https://steamcommunity.com/workshop/filedetails/?id=2288691268
That's where that Dormitory came from. π
Cup and RHS are basically the options. There are very little buildings in mods and most are only small and may lack some finishing
Thank you! π
Hello
everytime i make a temp and upload it to the server it never works
anybody has an idea how i can fix that?
"make a temp" = ?
for info, the server needs to be restarted if you update a pbo
I do that and still
so "every time I (β¦)" repetition has nothing to do with the issue
what is "never works"?
is it possible to make a custom, 'fake' item specifically for a mission that can be checked via scripts
it switches to another template
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
you then need a mod.
shid, alright thanks
What is the easiest way to script an intro sequence? I have seen some βjust copy paste thisβ but I am curious if a more indepth explanation is available?
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
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.
Yup we discovered that in the last week or so. Excellent "feature"
It's not really their fault, BI updated them in 1.52 and are going to updated them again in 1.54
Yeah
You'll need to get your current position via getPOS, then set the position to the result pulled from the getPOS call. I hope that gives you a starting point, because atm I'm a bit tired. π
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.
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?
@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
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 βenablingβ
Have you tried the "Hide Object" Module? Might not be the best way to do it but:
1x Hide Object ---> TriggerA (hide setting)
TriggerB ---> 1x Hide Object ---> TriggerA (show setting)
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
mpmissions__cur_mp.Altis\mission.sqm/Mission/Entities/Item2.type: Vehicle class ClutterCutter_EP1 no longer exists
How can i fix this error?
Load CUP Terrains Core I assume
Its loaded
open mission sqm, delete the item2 thing, reorder the rest of items manually, save and load your scenario again
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.
can't replace sounds without another mod
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;
i dont think this channel is for advertisement really. Use #communities_arma3 for advertising units or whatever you want to do with it.
#communities_arma3 for community advertisement, #videos_arma for your streaming, #production_releases for your releases! π
ah ok. Thanks. I just got out of the cave! hahah
still doesn't work
Β―_(γ)_/Β―
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?
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
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 π
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.
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 .
You could paste your config to #arma3_config or #arma3_audio , without content it is hard to say where is yours issue
Okay thanks ill try asking there
Ehhee :D
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
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.
CUP FTW! :)
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?
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
generally try to test/dev in same conditions as the mission will be played in
Okay. in that case I will set up a server
Does TADST still work? I have a zip of it
cba has a bunch but obviously not a vanilla solution
yep, something for us vaniilla plebs would be nice
they are most handy
surprised you dont use cba tbh but yeah vanillaness is good
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
yea thats probably majority opinion
How can I add a timer to my task that will be visible to everyone?
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
question for the arma community anyone know how to disable ace medical
delete the ace medical pbo from the mod
or use any version from workshop that already does that
does deleting the pbo effect the players too or do i have to get them to do it too?
they would have to delete it too
ugh why is it not a thing for me to just use base revive system lol like how did they not think of this
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
#channel_invites_list should be somewhere there
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
easy solve is to use a different building
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
Sounds like an easier way would be scripting everything from start to finish. From βplacingβ the satchel to the buildings destruction
Is there a way to use guard waypoints in zeus?
I'd like to be able to spawn units and hook them to such waypoints
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)
do the players still need to be in line of sight when the building detonates?
if not then just have them exfil with a very long timer on the bombs
@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.
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.
What sort of scripts should the client execute in a mission, and what scripts should the server be in charge of executing?
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)
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.
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
Is there any way to change/override the automatically created first waypoint when you place a unit?
it's messing with my cycle waypoints....
place your cycle waypoint next to the one you actually want to loop
I'm having trouble getting some AI to turn out of an offroad? setting the unit to careless didn't do the trick
"GET OUT" waypoint
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
they won't unless they have something to shoot? try eventually "danger" but not "careless"
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
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
is this path for a mission thumbnail on the wiki a placeholder? if not, where can I find it?
no, this is a fake path
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.
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
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.
You mean you want no enemy/friend markers or such?
hides
haha
anyone help out real quick with an editor question?
are there any editor gurus here?
Well, here's my scenario...
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
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.
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
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!
I mean the buildings, roads, trees etc. Have the map show topography and that is it
Would require a new GUI element to replace the entire map, which you can't in a mission
But could be made in theory as a mod? Any hints on where to poke at that? I'm familiar with the addon pipeline
Well time to go get in trouble and break something. Thank you!
ok yall, peep this
its the 80s and youβre 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 andβ¦
idk howβs this for an op idea? expected turn out, 4-5
@Dedmem - probably because makepbo change " into "" in mission.sqm files. change " to ' and you should be fine
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
do you have a description.ext?
if not, make a file with that exact name in your mission folder, and paste this
respawn = "BASE";
respawnOnStart = -1;```
god i finally did it
respqwnOnStart is goat
@vague mural if you really wanna bling out your mission params i suggest you check this
and add whatever you like
https://community.bistudio.com/wiki/Description.ext
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?
@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)
Or spend a few bucks to get a Far Cry game
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
and "economics" doesn't count as one component
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?
tldr: there is no integrated/native way to achieve. Which means you need to make the entire system.
@vale glade start with a "steal the car" mission in the editor
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
it will be easier to script your own stuff rather than using oldman stuff
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.
Hi. Iβm 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?
Yes, but since there is no fob building in A3 you would have to spend some time scripting this
as honger said, you would have to do most of that yourself. BI focused their playable content on things like End Game and Vanguard instead of sandbox mechanics
@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.
@sinful rampart give it a try, I had to convert ''' init="this addAction["<t color=""#FF0000"">SprawdΕΊ ciaΕo</t>","check.sqf",2]";
into
''' init="this addAction['<t color=''#FF0000''>SprawdΕΊ ciaΕo</t>','check.sqf',2]";
probably those other missions don't have any " signs inside
Anyone know how to Sync keyframe animation to a trigger, so it starts when the trigger is hit?
have you tried just syncing the Timeline module to trigger, with "play on start" unchecked?
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
How can you make a persistent mission with new objectives when the other one is completed?
@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.
@final basin Read here http://alivemod.com/wiki/index.php/Multispawn
There are two markers you can place, one for insertion location, one for destination
Dont think they can be modified mid mission
Ahhh. I see. So I'd call the insertion marker ALiVE_SUP_MULTISPAWN_INSERTION_NATO?
or well, BLU_F
I wanted to try it out and see how it goes. Seems like it could be fun for the players.
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
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
Need to check the "choose respawn location" under multiplayer attributes
I need help how do i make unit go in building and walk up stairs
Yes but then if I place custom positions they donβt spawn in the turrets I need them to spawn in at the start
Have you synced the respawn module to the turrets/set them to bluefor?
I would then have to set one for each turret
Which would be about ten, Iβm using OPTRE and the turrets are cryo pods
Should be able to use one module & sync to each pod
Wait 1 will test
Yes just use 1 module & sync to each pod you want to use as a respawn point
Ah gotcha
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
https://steamcommunity.com/sharedfiles/filedetails/?id=2793982563 made this one with an old friend should work
thanks!
what's the name of the module to clear the grass in the eden editor?
is it possible to clear trees as well?
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.
@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;
On an unrelated note, where can I learn a3 scripting (if that's what it's called)?
SQF scripting ^^
@hearty mulch yeah I have low-level code experience, no SQF though
No problemo- had the exact same issue myself.
is anyone allowed to use tts here?
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.
okeydoke, what does this: things = nearestObjects [logic1,[],15]; {_x setdamage 1;} forEach things; do?
or rather, I know what it does, but how?
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 ^
how and why, any specific wiki page or similar you could point me to?
thank you man
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.
ah ok, how would you ideally format it? like is that all on one line?
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 πΌ
We have a panda, but still no Kappa. What is this
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.
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?
Command line? 
You can only change uniform texture through Eden, everything else has to be added as a config mod.
Haha, my bad!
Been using object texture on vehicles so far.
Can I add everything else through the scenario file to avoid users having to download a mod? Similar to how custom patches work?
yes, textures set by setObjectTexture can be inside your mission pbo
but having guns/helmets/backpacks/vests retextured requires you to make a mod.
anyone got a idea how i can use these models? https://community.bistudio.com/wiki/Arma_3:_Livonia_Props cant find them in the editor
tried to spawn them as simpleobject but doesnt work, but they exist
Thanks you so much!
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)
most likely a locality issue. what is "unit capture activated"?
unit capture activated?
I dont understand your question
This is whats written in the trigger
rec = [] spawn wp1;
It used to work before
I currently have no idea what you want to achieve
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
most likely because you define wp1 somewhere wrong or it is a locality issue perhaps
btw, you override the wp1 variable in your code
i do?
I will recheck all the triggers. However if defined it wrong, than I assume it wouldnt work in sp either
wait I misread, nvm about the override
but if wp1 is an array, spawning it won't work
you should spawn the function's execution
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)
no
see https://community.bistudio.com/wiki/Description.ext for what you can do
ty!
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?
How can you make a marker or task move with a moving vehicle?
task? set the object as task's destination
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
There is ACE own channel, best ask from there
Thanks
thanks!
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?
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.
Itβs also nice if you can hav...
I think the altitude is an issue with that method, also some randomization is key.
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
don't hesitate to reply to your own message so we keep track π I had a Matrix black cat moment here
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
Im currently using this mod, and the vehicle specifically i want to make more resistant is the matilda https://steamcommunity.com/sharedfiles/filedetails/?id=641305739
I mean with e.g ACE
So how would it be done then
HandleDamage event handler, and keeping the difference between damage levels (and changing the difference with a factor)
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
that's also incorrect
try this
it can work, nothing guaranteed in MP
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?
Quick question : How can I make my ammunition infinite for all weapons and vehicles?
scripting, the Fired EH
what do the high command modules work?
do I need to sync only the leaders or eveyone?
also, how does the military symbols work?
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
Hello, anyone got a good resource for interactable NPCs
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.
Thanks
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?
Here i'm using Ace Carry Framework but is there anyway to get the player to hold the object in hand?
Are these related problems? Ex, you want the players to 3D handle the laptop to the forensics team?
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
Yeah was wondering if they was a more elgant way to do this
Okay yeah thats not a bad Idea tbh
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.
I have a dumb question, what is the easiest way to create an ACE limited arsenal. I tried exporting it but it wont import
wdym you tried exporting it but it wont import.
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 [] )
So I selected Arsenal on the item and then selected the items i wanted. I hit export and it game me the string of items. When i went to the new item and hit import it doesnt create it as a limited arsenal
Both times you used ACE Arsenal to export and import?
and Virtual Arsenal and ACE arsenal aren't able to be switched
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?
Sorry didnβt see your response yes ace arsenal each time
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
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
Send your export.
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?
pick music carefully
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?
Its a PVE coop scenario
10 fellas moving down a city slowly
Sporadic contact from rooftops and from ground level reinforcements
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?
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?
Do you mean if you can tweak the texture on the fly?
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.
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)
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 ^^"
It is not a simple and easy thing back when 2001 I guess
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).
nah it's set, (unfortunately not) addLayer
wish it could be stacked or layered, yeah. Alright, thanks for the help!
Big Mondkalb is watching you
Map buildings are simulation disabled and simple object enabled, right? Or no?
if they were simulation disabled you wouldn't be able to destroy them.
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.
nope, you can place it as an object instead
there are mods on workshop that enable rockets, tracers etc as placeable objects
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?
there is a way, and here is the way: this is the way
https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn
really appreciate it
Actually, I fear that I didn't word my question correctly, and from what I'm reading this isn't exactly what I wanted to do
I essentially just want the loadouts to save right before death. If they use two magazines and one grenade, they spawn with two less magazines and one less grenade.
I want them to rely on an ammocarrier and pre-placed ammo boxes so they can re-arm.
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
alright nice, so I just have to follow the steps in the wiki page but change up the text then?
just use this code I posted in initPlayerLocal.sqf, this should do
alright, appreciate it
how do you apply Enhanced Artwork Supporter to a unit?
it keeps saying wrong ceh type
nvm got it working
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?
Or is this possibly just a broken feature?
the mission ends when all players are dead
what do you want, the AI to avenge your death?
if you want a persistent mission, I think only a dedicated server will do
Oof, alright, guess I'll have to look into that
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
Does anyone know how I cam start players in a static c-130 with a arsenal? Im using VQI Halo mod too
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"
hmm group limit might be an issue (it's 288)
unless you set the spawned civs as agents
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"
Could be a problem with a custom map yes.
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.
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.
https://community.bistudio.com/wiki/Lightpoint_Tutorial there are some examples in #arma3_scripting as well
Are these attached to a specific object, or can they be?
Can be
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
π€
so doing a RHS + CUP modset...is it really as bad as I think in that its too heavy? or is it worth it?
Depends on what bad or worth it mean
so 1 is size all 3 combined would be like...36 gb? ish? and their body and vehicle armor does not mix at all
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
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?
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.
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
My goal is to use CUP TK Militia units to spawn custom groups with custom loadouts, Waypoints, respawn and set language to vanilla Farsi. I know, I dont ask for too much do I? Thanks in advance for your time and help. I have cobbled together some scripts into a single sqf that spawn the group, as...
just by chance, has anyone ported antistasi to one of the ifa3 maps? ideally one of the french ones
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).
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.
it may not consider it, pathing calculations are a bit complicated
I understand inside buildings the AI move along rail networks configured in the building, but in open terrain they attempt to pathfind around objects.
yes
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
https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance here's a cool graph on relation between frame rate and objects simulation type
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.
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
Alright, sorry for this really stupid question however I wanted to ask where the initPlayerLocal.sqf even is?
you can create the file by yourself at the root of your mission π
be sure to name it initPlayerLocal.sqf and not .sqf.txt, if your file extensions are hidden in Windows
when you say root of the mission, would that mean the .pbo?
no
when you create a mission it is in your Arma 3 profile\missions (or MPmissions) directory
e.g
C:\Users\JohnBob\Documents\Arma 3 Other Profiles\MyArmaName\Missions\MyMission.Malden
ah alright, thank you
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 theyβre needed
Iβd 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
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?
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.
just so you know using agents is good for having "dumb AI", not viable fighters
do you suffer from performance problems?
I don't have performance issues as such. I just wanna provide maximum performance possible and not make any stupid mishabs
I recommend to only 'optimise' if you see something slow or heavily "away from standards" π
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.
You missed a Mod
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
I mean... don't place them? or are they spawned by scripts.
They're spawned by Warlords scripts,
fly low π
are you editing Warlords? you can set the various factions/units in description.ext
https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
Ay, I never thought of that. I've just been using the default independent script, thanks
Do you know if I can run that script with only the IND faction tho?
Hey guys i wanted to ask does somebody know which font does BI uses on arma3 whiteboards i found similar but not exactly same
@rocky carbon β
seems valid. π
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.
Ah, okay option two sounds easy enough but for information sake, how do I set my friend as a curator?
Or was that an example for a name, lol I could just use his username and bobs your uncle?
thats an example name yeah. I try to at least put the Z_ when I do them
Like Z_BobsyourUncle
thanks man, I appreciate it
np
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?
works as intended, saves perfs, sanity, Lois Lane falling off a building
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?
I might've hacked it with MGI's Modules
Best for singleplayer. There are better mission design techniques that will have greater impact/improvement on FPS than dyn sim
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
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
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.
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.
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?