#arma3_scenario

1 messages · Page 4 of 1

lapis lagoon
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If you send a reply, please @ me if possible, so I get the notification 🙂 Thanks!

sly hare
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the problem with that is the enemies that are further away are all tied to different scripts in their own way or two

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And placed in custom defensive strategic positions in the urban enviroment

shell fox
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However, the proper way to handle this matter in (public) multiplayer is to whitelist the mods clients are allowed to use when joining the server. This is done in the server configuration, not by scripting.

spark zealot
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Q: when I want to include some custom addons as part of a mission, how do I build them exactly? I have a Node gulp based process that rolls up the mission files. Pending is I need to also build those addons and include them. I'm sure there's a wiki reference, but the links escape me at the moment...

astral bloom
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An addon as a part of a mission? Or A mission as a part of an addon?

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Because former doesn't really make sense

spark zealot
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hmm not 100% sure. I know the mission is rolled up as a pbo. AFAIK there are also addons subordinate in that structure, but I'm not sure how those might be rolled up as well. AFAIK there is not gulp comprehension there in the baseline project structure.

astral bloom
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Since, I'm not really understanding what is your case. How is, the gulp? thingy involves into your mission?

spark zealot
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there is a top-level build.bat file that calls out through Node and the gulp file that organizes mission framework, mission files, and ultimately bundles into pbo. in the gulp file, the baseline does not include the addons structure.

astral bloom
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Hmm, so, the thing makes the file/folder structure into the right format, so is pbo friendly?

spark zealot
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yes, pbo friendly, zip archive intermediate step, and ultimately pbo

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there are a couple of addon bits I'd like to incorporate into that mix, not sure that just a sub-dir in the structure, or needs something more esoteric. but in any event, I think it can be structured as part of the TS file. i.e. function buildAddons(...) {} or something like that.

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it might not even be a kosher approach exactly to include some addons in the same workspace...

astral bloom
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So uhh... I guess the workflow won't be involved with the pbo itself, if you pack it, the rest is load with the game, if I understand correct

spark zealot
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it was a silly thought on my part... probably better if I organized a separate repository and such around the concept.

mild moat
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Hi, All. Have following problem. I create mission using ticket system. Also I want AI slots in lobby dissapears after tickets for this slot ended. Now when tickets ended I can just exit to lobby, sat on the same slot and play game as if I have at least 1 ticket. Does anybody know how to solve this problem?

glass canopy
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Does anyone here have much experience with MGI's Adv. Modules

robust summit
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@mild moat: not solvable using just the ticket system. You could write scripts to associate tickets with guid's though, but depending on your experience that might be out of the question

shrewd wigeon
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hi, i'm making a mission base on dino crisis and i'm looking for dinosaurs mods, do you guys know some mod about dinosaurs?

quaint viper
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does anyone know how I could make it so a respawn sector can only be used when a nearby sector isn't contested or captured by another team?

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ie, if there are no enemies in the sector the respawn can be used, but if there are enemies present it's disabled

gleaming cedar
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Hey

pliant egret
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What’s the best way to set up a mobile spawn point? I really want to use a command vehicle as a mobile spawn point in a server, but I can’t figure out how to do it

hot warren
pliant egret
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Could also make the truck a virtual arsenal and let people rearm that way after they spawn in

shrewd wigeon
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hi, i finished the demo of a mission recently and i want to know your opinion guys, can i put the workshop link here so you can see it?

astral bloom
viscid sundial
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Such a light-script seems handy.

vernal pier
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@hearty mulch that sounds interesting

cunning timber
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is there anything like the warfare mode in arma 2 for arma 3? i cant find a good channel to ask so im askin here

glacial pebble
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Is there a nice template or layout for structuring missions?

I have extracted a few missions pbos, but a lot of them seem a bit messy in organisation or scripts and other resources.

mossy lava
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Would be up to what you prefer and what your mission needs to contain.

delicate hinge
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starting with CfgFunctions is a good thing. No template, everybody does things differently when it comes to missions.

shrewd geyser
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is there a way to replace a number of houses on a mod map with differnt buildings?

west silo
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Generally yes. But you would need to figure out the orientation and position of the new building relative to the old building first. Might need quite a bit of trial and error.

shrewd geyser
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maybe ill just manually do it there isnt loads. hope it wont make the map lag or anyhting

signal coral
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Whale: yes globals are bad

ocean totem
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Is there a way to set up a timer as a Zeus without ending the scenario if it hits 0?

fallen light
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I'm looking to make an addAction to my Hatchet H-60's in my mission in order to give players the ability to add/remove seats. Is that possible? Or is that a case of asking the Zeus to do it for you?

opaque warren
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Hey, what's the "state of the art" in terms of modelling individual civillians "going rogue" and attacking (think guerilla warfare/terrorist tactics/disgruntled farmers who had their sheep killed by an airstrike xD)

I can't use @ALiVE's asymetrical system so I'm looking for either off-the-shelf scripts or just generally inspiration and ideas on how people currently implement this.

graceful matrix
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Hey folks! I've been trying to research this and can't seem to find the answer. I've written up an EventHandler script that I wanna attach to a group of AI. When I place EventHandler into innit box in Eden, works great, no problem.
Question is: when I'm zeusing an op, I wanna spawn multiple squads, at different points of the op, that have the exact same EventHandle. But, I think saving the model squad as a custom composition doesn't port through whatever they have in their innit boxes, so that doesn't seem to work. Any suggestions for how to make it work/work around this?
EH script:

this addEventHandler ["EnemyDetected", { 
 params ["_group", "_newTarget"];
_self = _this select 0;
_newTarget = _this select 1;
_target = getPos _newTarget;
 _battery1 = [ar11, ar12, ar13];  
 _battery2 = [ar21, ar22, ar23];  
 _battery3 = [ar31, ar32, ar33];  
 _battery4 = [ar41, ar42, ar43];  
 _artillery = [_battery1, _battery2, _battery3, _battery4]; 
  _battery = selectRandom _artillery;
  { 
    _x setVehicleAmmo 1; 
    _x commandArtilleryFire [_target, "", 1]; 
    } forEach _battery; 
  _self removeEventHandler [_thisEvent, _thisEventHandler]
  }];
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Trying to add it by just replacing initial this with _this doesn't do the trick while Zeusing.

astral bloom
graceful matrix
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Got it, thanks. I was hoping to avoid it, since I don't want this EH added for every single group I create, but maybe no way around it without it getting complicated.

astral bloom
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You can simply filter it by side command or some way to choose which to have or not

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Well, apparently if is simple enough to filter, though

graceful matrix
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Oh, that gives me an idea. I want only a specific type of squad to get the EH. So maybe when I spawn that kind of squad, spawn them as independent, and filter the MEH to only apply to that side.

astral bloom
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Or, I think there is sets of EH for Zeus? Can't recall rn

graceful matrix
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There's this: not sure what the difference might be between this one and the one you suggested, exactly.

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I guess the MEH will fire whenver a group is created (say, by script/function) rather than when I hand-place it as Zeus.

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I'm new to EH, so still learning, but thanks Polpox. You've been very helpful last coupla days 🙂

wraith veldt
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perhaps by joining them with a group of the opposing side?

astral bloom
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Gud gud 👍

opaque warren
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Thanks, I've read those but ideally I'm looking for a "higher level" script that will take care of deciding e.g. who turns rogue at what point.

brittle prism
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how you edit the whiteboard?

mossy lava
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it's an image \a3\missions_f_epa\data\img\whiteboards\whiteboard_A_in_camp_CO.paa

mild wigeon
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does anyone know if it is possible to create a custom 'map' like the one in the first mission of contact? If so how?

brittle prism
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hey can someone run me through how to send eden save file

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to my friend

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or file directorys woujld it be

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i can find mp mission but i want to send the eden file so he can edit it

cinder holly
brittle prism
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thanks

delicate hinge
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you can also press File > Open Scenario Folder in the editor.

mossy lava
brittle prism
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Where would i find this i tryed your method but didnt find it

brittle prism
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Mb

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Found it thanks guys

mild wigeon
# mossy lava "map" can mean a lot of things. Can you be more specific?

if i could post a picture I would, but it seems I cannot. I mean at the begining of contact campaign, you are given a 'sketch' instead of the regular game map. I'm wondering if its possible to replace the default map with a custom texture. Maybe they didn't actually replace the map, but rather had it as an image under briefing?

mild wigeon
mossy lava
# mild wigeon Yeah, basically the same thing - regardless of how it looks, I don't believe the...

Found this, but there maybe a better/different solution https://forums.bohemia.net/forums/topic/224955-contact-dlc-style-map-help/

mild wigeon
brittle prism
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in eden how do i make it so ai deosnt attack till fired upon

cinder holly
brittle prism
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ye dw i found how already

brittle prism
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@cinder holly this right?

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im still getting lit up

delicate hinge
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Are you close to the AI? This is bit misleading, it's actually "Do Not Fire Unless Feeling Endagered" xD

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So if you're far from AI they might look at you and aim getting ready to fire.

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But if the threat is close they might decide it's dangerous to them and...

brittle prism
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i was pratcially close enough to have a chat

delicate hinge
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if (isServer) then {
    this setCombatMode "BLUE";
    {
        _x addEventHandler ["Suppressed", {
            params ["_unit"];
            if (combatMode group _unit == "BLUE") then {
                group _unit setCombatMode "YELLOW";
            };
            remoteEventHandler [_thisEvent, _thisEventHandler];
        }];
    } forEach units this;
};

something like this in group init field (💀) should work.

brittle prism
vestal lintel
cinder holly
brittle prism
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ye for some reason if you use lambs patrol module they dont listen to their state ie do not fire , open fire extra

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whats some of the best ai mods?

cinder holly
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the ones you like
I hear about lambs and another one (I forgot the name) mostly

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vcom?

final basin
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Looks nice

jagged gorge
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much better than my usual 1 - go there 2 - kill stuff

final basin
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At least you make mission briefs.
Mine kinda go like "BLA BLA BLA" while we're loading into the mission :P

jagged gorge
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what else do you need? ;)

teal summit
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So I have a function that I am rewriting, and it's part of a mission, added in description.ext via CfgFunctions. Unfortunately, running it from the editor-side debug console doesn't auto-recompile it after edits, and even using BIS_fnc_recompile (with 1 or 5 as an arg) seems to work. What am I missing?

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The function in question is only used for logging, so it doesn't need the mission to be running

mossy lava
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I stopped trying to get recompile to work and instead use a testing CfgCunctions/folder where each is set to

_this call compile preprocessFileLineNumbers "\path\to\fn_file.sqf";
cinder holly
teal summit
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will check, thx

final basin
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Anyone use the Strategic Map much? Curious about it.

polar schooner
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i'm trying to set up the SOG radio support module for a mission and i want to restrict the type of support available to my players, where exactly do i set that up in the description.ext file?

cinder holly
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see SOG documentation

polar schooner
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i have no idea what you are talking about, where do i find that? the article on the sogpf wiki doesn't really go into removing the radio support options and some of the attributes for example the planes don't show up with the classes in the default description.ext

cinder holly
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the Bohemia Wiki does not hold SOG scripting information, only the CDLC description

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but if it is not on their wiki, I hope someone can tell you here (but it's not guaranteed)

opaque warren
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@final basin I've seen it used for a very elegant teleport system. Not much else though

final basin
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Wanted to try it out, seems it has on anAct() for its mission points when clicked.

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Was thinking I could use it to spawn empty vehicles and whatnot, but it seems to be very oddd.

mossy rune
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Not sure if this is the right channel, but, I am using Extended_Init_EventHandlers, what class would i have to call to effect all units on the independent side? I have tried Class Independent but it doesn't work.

river nymph
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vanilla arma? probably I_soldier_f

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check its parents in the config and pick the first suitable one really

mossy rune
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It isnt vanilla but yeh I checked through the config tree and tried I_Soldier_base_F and it works, thanks anyways dude

indigo pecan
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Anyone have a mod or a way to make just one player in a mission have NVGs that are invisible when deployed and in use? CUP hidden NVGs are only hidden when inactive.

cinder holly
fallen light
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I'm trying to change the texture on Land_Boxloader_Fort_Helipad_Tarp via setObjectTextureGlobal and it's not working. It doesn't have hideSelection. Is there a workaround for it?

cinder holly
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no.

runic zealot
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I'd like to set up a trigger that spawns drones in flight when certain things are destroyed without using the show/hide method because I don't want there to be too many entities pre-placed. Is it a viable option, or am I going to have to limit myself?

manic crown
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Anyone know what causes helicopters to linger on the ground when using the Transport Unload waypoint? I've got an invisible helipad with the waypoint on top of it, with the transported group with a Get Out waypoint on the same helipad.

I've tried both the waypoints sync'd and unsync'd, but the helicopter lingers for about 20 seconds instead of taking off immediately - other helicopters transporting other troops take off immediately

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No Timeouts set either

fallen light
obsidian dust
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Is it normal for units marked as "playable" to have their own group, even when AI is disabled and there is nobody in the slot and thus the unit doesn't exist? I noticed I have like 30 empty groups in my mission at all times because of this

cinder holly
worldly sonnet
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I'm trying to get a ai unit to shoot at an target/object while on a heli door gun when a trigger is activated. I got the trigger to make him shoot but he wont shoot at the target/object. He just shoot's into the air randomly or at the ground but not the target/object.

null = shooter1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};

this is the code placed in the trigger I don't know what I'm doing wrong it works for the infantry units I placed but not the heli or tank. Any Ideas and sorry for the low quality photos

worldly sonnet
glad barn
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Well you do 1st doTarget then order it fire at target.
So replace your useweapon with this.

worldly sonnet
worldly sonnet
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fireAtTarget [_helicopter, currentWeapon gonna try and fit this in idk

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null = g1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 0; gl action ["fireAtTarget"]; [_helicopter, currentWeapon LMG_Minigun_Transport,0]; }};

this got this error

vital trout
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!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
vital trout
#

plz

worldly sonnet
#

oh sorry did I do something wrong?

tight delta
astral bloom
#

Yes

tight delta
#

simple as just doing
\addon\path\to\image.jpg ?

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hmmm maybe it didnt work cause the image wasnt in 2:1 😦

worldly sonnet
obsidian dust
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How do I prevent the groups created for player slots showing up on high command as available squads? I have playable units but their groups show up in the high command even when there is nobody in the slot and thus nobody in the group either

worldly sonnet
obsidian dust
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I am running into an issue where the groups previously wouldn't show up in the HC bar even though going by the biki they should, but after some unrelated changes to the mission file, they now do, and I can't replicate what made this happen meowsweats (maybe happens when mission file version goes from 53 -> 54?)

cinder holly
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¯_(ツ)_/¯

sharp vapor
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Looking for a way to disable radar on a mission... I'm assuming it should be in the Config.cpp file, but having a hard time definine what exactly to place. Assit please?

twin chasm
olive widget
#

idk if this belongs here but while making a map in eden editor i found out that barrel swapping doesnt work even though it should work and now im not too sure if i changed some settings or if its got to do with something else

thorny plaza
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Barrel swapping is not a vanilla or Eden feature

astral bloom
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Also Eden makes a mission not a map

olive widget
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Yeah i figured it got something to do with settings in Eden
I'll look around then

robust perch
formal brook
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Hey guys, I was wondering how to use mission intro/outro in order to do a cutscene?

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I'm working on an AEW style campaign.

thorny plaza
formal brook
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Awesome. Thanks for the info. Any tutorials on cutscenes you can recommend?

thorny plaza
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anything you find in google should be good enough, scripting it is the same thing as placing any other scripts in the mission.

formal brook
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Using EXECVM?

thorny plaza
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you can look for missions in Workshop that have intro phases and just check how they did that

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execvm, call, spawn, many ways.

formal brook
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Got it. I'm wanting to do a long intro campaign cutscene that really shows the aftermath of East Wind.

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Thousands dead, more injured. Lives destroyed. The island on fire.

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Skirmishes between FIA and NATO/AAF forces as they work to secure the island and bring peace.

thorny plaza
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that's going to be a bit of work to do, especially for an inexperienced person but good luck

formal brook
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Thanks. The guy who did OPCPOM gave me hope when he told me it was his first mod.

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Where should I start? In your opinion?

thorny plaza
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start from a small, single scene, read about creating cameras and how to move them, if it works then proceed to the next one

formal brook
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I'll do that! Thank you!

azure scarab
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anyone know how to use the voice lines from any arma missions? trying to make a little mission for a few friends and having lots of ai standing around and no talking is awkward.

rigid parrot
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anyone know a good african desert ish map? bult half a campaign on dingor only to find out that its fucked.. i need a decent sized map ish that would fit the african terrain.

formal brook
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Western Sahara DLC. That map is pretty good.

hot warren
# rigid parrot anyone know a good african desert ish map? bult half a campaign on dingor only t...
thorny plaza
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there is a pinned terrain sheet here, too.

hot warren
cerulean whale
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what is the .Params: Member already defined?

for context this is for the custom warlords that im making nad this is in the description.ext file

PS. this might be the reason why the buy menu doesnt display the categories other than gear and the last on(i think strategy)

thorny plaza
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Probably means that you have defined some param twice in there

vague totem
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Hey guys, Idk if its the right place for this question but here goes. I am just breaking into making my own mods. mainly just to try and cut down on big mod packs just for 1 or 2 vehicles. I have managed to get the local mod loaded up and working in Eden Editor...custom army and units show up. However playing and using Zeus the units and army don't appear in Zeus menu even though I have "all addons (including unofficial ones)" turned on. Any thoughts on how I can fix that?

cerulean whale
thorny plaza
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we can't help you with that either, magic mind-reading orb shortage

hot warren
grave harness
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Looking for some feedback

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ah, i can't upload images to this channel :(

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What do you think of this objective layout ?

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or is this better

dire wagon
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Give them seperate colors.

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Would look way better

grave harness
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dont mind the colors... >_<

dire wagon
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Are A/B/C occupied or neutral? Make them white if neutral.

grave harness
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it's for the objective location

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I feel the first layout is a bit stagnant

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Opfor would always go to A, Blufor always to C and then fight at B

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While i feel the 2nd layout would bring more diversity and different approaches

dire wagon
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What are you trying to build anyways?

grave harness
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This is for End Game

dire wagon
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Is it a TvT, is it just AIs fighting against eachother?

grave harness
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It's the new End Game - Zaros mission

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it currently uses the first layout

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One of BI devs said: "The mission was built on purpose with CQB in mind and teams battling for the middle objective."

viscid sundial
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Gawd NyteMyre.. leaking our secret plans again?

grave harness
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Just gathering some feedback about the layout

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cause i don't really like it :p

viscid sundial
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You don't have to like it, you only have to win.

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You are like the worst competative gamer in ArmA! :p

cerulean whale
thorny plaza
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ctrl + F

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I use VSCode

cerulean whale
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thanks man

cerulean whale
cerulean whale
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how can i comment out multiple lines without // each line?

west silo
#

Shift + Alt + A

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@cerulean whale

cerulean whale
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thanks

vague totem
cerulean whale
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any chance theres a way to get the config names of many vehicles at once?

quaint viper
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is there a way to make a trigger only be able to be activated once? Turning repeatable off seems to only make it so each player can only activate it once

mild moat
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Question regarding ExtDB2. Is ExtDB2 creates sqllite DB file automatically when I trying to get access to it first time?
Or I should create it myself?

cerulean whale
cerulean whale
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thanks man

opaque warren
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@signal coral I think the non-sequential layout could result in a "whack-a-mole" situation where you constantly race around

twin chasm
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@signal coral can always use both layouts and just increase the objective count to 5

formal citrus
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I'm experimenting with the arma3 vehicle respawn module and the Nimitz and F/A-18E/F . When the plane gets respawned it has it's gear up, probably it's in flying mode. Anyone got an idea how to force the plane to spawn with gears down? I tried _plane animate ["frontgear", -97, true]; but it's not working

opaque warren
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@formal citruse The 'standard' solution to this seems to be spawning the plane somewhere else (on actual ground) and then setPos'ing it onto the Nimitz.

final basin
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Yes, that is usually the best method. It only stays where it is actually spawned for a fraction of a fraction of a second, so clients shouldn't even render it, nor should it cause problems unless they somehow manage to be in that exact spot (Use a corner of the map or the like, or terrain that's usually unused)

formal citrus
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Thanks! I currently try to work around this with assigning a temporary crew and issue (driver _plane) action ["LandGear", _plane]

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how do you best mark the respawn pos on the Nimitz? I'd use an empty helipad, but not sure that's a good idea?

river nymph
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Yea that would work fine, even a marker if you manually add the correct height to getMarkerPos

formal citrus
thorny halo
#

what makes a mission good in your opinion?

cinder holly
thorny halo
cinder holly
#

Depends on after what you are really

scarlet hawk
thorny halo
thorny plaza
# thorny halo what makes a mission good in your opinion?

it's always good to have some stuff written in briefing section other than raw orders of the mission - background, who, where, why etc. Tasks shouldn't be spreaded too far without proper transport, people often get bored after 10 minutes of traveling, especially with no action. Tasks shouldn't be too vague too, "taking a city" sounds like a one hour long, depthless chore. Singleplayer stuff will benefit from conversations, visual storytelling, maybe some music, multiplayer shines when players can fulfill their roles more than cooperate

cerulean whale
thorny halo
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im planning on making a small campaign

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also it's from a perspective of a ukrainian soldier and idk if it's ok with you

knotty lark
#

Wait...

Is there really no way to just delete the option for zeus to add units from a certain faction?

twin chasm
knotty lark
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No that is just addons.

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I mean sides.

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I want to disable blufor Indfor and civilian alltogether from the Zeus menu

cerulean whale
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idm

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is mp?

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so i can play with friends if possivbke

final basin
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@knotty lark there should be a way to set "costs" for Zeus. Then you set the cost at ceiling value and you can't spawn said units. Not 100% sure, never used the functionality myself.

knotty lark
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Yeah I tried using the costs but it did weird things and never seemed to work like I wanted it to.

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It's super confusing the way the system is set up...

worn bay
#

Hello, I am hoping someone can direct me to a thread or video showcasing how to set up an insurgency or KP liberation style mission? I am somewhat familiar with ALiVE but beyond that my mission making experience is mostly just setting something up for a few friends. I am trying to learn to make some more advanced missions for a small community my friend is forming. Thank you.

scarlet hawk
# worn bay Hello, I am hoping someone can direct me to a thread or video showcasing how to ...

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worn bay
#

I'm trying to unpack the mission file but instead of a mission folder with a mission.sqm, I'm getting a pbo.json....what do I do with that?

astral bloom
#

Which software you use? Which file you try to unpack?

worn bay
#

I use PBO manager. I am trying to unpack the Hearts and Minds missions. The author has released his work to be ported to other maps and he says to just unpack and rename the folder to whatever map you want and throw it in the missions folder for editing. Sounds simple enough but instead of the mission folder I just get a folder with a pbo.json

astral bloom
#

How do you unpack?

worn bay
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I right click on the file and click unpack with pbo manager

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Unpack as "=BTC=co@30_Hearts_and_Minds.Altis"

cinder holly
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maybe the =/@ signs are troublesome, try renaming the pbo as H-and-M.Altis.pbo

worn bay
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Nope, still at pbo.json

astral bloom
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Have you tried BankRev from Arma 3 Tools?

#

Or very latest version of PBO Manager

worn bay
#

I have the latest version of PBO manager but have not tried BankRev, is there a video on how to use it or is it similar to pro manager?

astral bloom
pliant egret
#

Nobody has ever made a hunting mod compatible with Ravage, correct? That's one thing that seems quite weird to me

thorny plaza
#

Weird?

#

People make what they want, there is plenty of reasons why a "hunting mod" for Arma is a dumb idea and waste of time

cinder holly
#

well, people can make it and so can you if it is useful to you and would like to see it @pliant egret

vapid loom
#

Hi, I have an object moving across a map. It is my aim to have a second object which travels with the first object. This second object should keep a distance of 20m to the first object and should always move to a position to the front right of the first object. Any ideas how to achieve this?

cinder holly
#

attachTo 😄

vapid loom
#

ha

#

The two objects are the player and another soldier. Unfortunately this kills the walking animation.

cinder holly
#

don't talk about objects then :p
I would create a never-ending waypoint for guy2 and attach it to guy1 at the wanted offset

#

but how to attach a waypoint…
not waypointAttachObject as it attaches it to the object itself without offset
either attach an invisible object and attach the waypoint to that, or just use move frequently

vapid loom
#

Got it. I will try this. Two questions, how would I create a waypoint which is fixed 20m top right of the player and would you recommend to call this routine in a short loop of 1s or is their a better solution?

#

In other words, not sure how to create an invisible object which I could attach to the player.

cinder holly
#

are they in the same group or not?

vapid loom
#

yes, they are

#
_MovArrow1 = "Sign_Arrow_Green_F" createvehicle (getpos player);
_MovArrow1 attachTo [player,[3,7,0]];
//hideObject _MovArrow1;
(units group player select 1) moveTo getpos _MovArrow1;
#

This is what I have so far

#

But the unit is not moving to the arrow

cinder holly
#

that's not great, as AI will have a tendency to go back to formation, IDK if some disableAI could do
see also doStop and doMove

vapid loom
#

i see. I will do some testing

#

is it recommended to use a loop with a short sleep (eg 1 second)? Or is there a better way?

cinder holly
#

for waypoints, 10s (for the leader to issue the command)
for doMove, idk - try and see, but honestly once every 1..5 seconds should be more than fine

#

OK, 2-3 seconds I'd say

#

you could also sleep depending on the destination's distance 😄

vapid loom
#

Cool, tyvm Lou. I'll do some testing.

pliant egret
vapid loom
#

What is the best approach to find a suitable cover position around the unit? Eg. a tree, wall, etc?

vapid loom
#

Squad units taking cover during a fight

#

Similar to what they do when they are in Combat mode

#

But would like to create a script where they take cover without being in combat mode.

cinder holly
vapid loom
#

Yea, I saw that the command is not implemented in Arma 3.

#

Hmm, I am wondering what a good approach is

cinder holly
#

a stealth one

vapid loom
#

because stealth is always seeking cover?

cinder holly
#

I think so, but I said that for the joke

#

the thing is "taking cover from what"
because if they hide behind a wall, and the enemy arrives on that wall's side… that's not very effective innit

vapid loom
#

yea, fair enough

#

a bit more complex than i initially thought

placid dawn
#

Hi Im here. I want to ask. Is anyone interested in helping me make a co-op map ( 1-4 players ) in ARMA 3 ? I have a general idea of what I want to make. I call it " Chaos Run ". but i need help creating it since I dont understnad much on how to use tools and such. feel free to messege me

cinder holly
placid dawn
cinder holly
placid dawn
#

ohhh ok. got it 😎 I appreaciate the help salute

dire wagon
#

Regarding Vehicle Damage

Is it possible to somehow change damage values for vehicles so they dont act like paper when shot at?

#

Two shots 12.7mm and this thing is burning

astral bloom
dire wagon
astral bloom
#

Pretty much

dire wagon
astral bloom
#

What if, you put a exaggerated value like /100 or *100?

dire wagon
#

maybe there is an additional script running due to the vehicles being modded?

#

like custom damage or whatnot

astral bloom
#

Maybe, try in a vanilla vehicle?

loud kindle
#

Does the tracers module (ModuleTracers_F) not work if placed in the editor? Can't seem to get any action from it.

astral bloom
#

Have you previewed the mission?

loud kindle
#

Yeah, placed in editor but nothing happening during play.

#

Both leaving it alone after placing, and trying to get Custom Weapon/Custom Mag to work - just need a few seconds of an .50 shooting from a window for scenery, so it's not mission critical for me to get this to work, just set dressing

astral bloom
#

The function says you can't see one if you or some player is in 100m area near the module

loud kindle
#

Hrr, didn't see that listed :/

#

Lemme check

astral bloom
#

I mean I've looked the function sqf itself, no description says so AFAIK

loud kindle
#

Yeah, nothing. I'm thinking; it tries to create a soldier holding the weapon to do the shooting, and I'm telling it to use a turreted .50 cal, so it's failing :/

astral bloom
#

Try in vanilla?

loud kindle
#

It is all vanilla, yeah

astral bloom
#

🤔

loud kindle
#

And confirmed, doesn't like being told to use HMG_M2_Mounted

astral bloom
#

My (almost) vanilla environment does it properly. Are you sure the module is not sinking into the ground?

loud kindle
#

Worked with the Mk200, or at least briefly, it is a weird location so I think it got a burst off then wigged out

astral bloom
#

And stay untouched with those attributes, just place one and check

loud kindle
#

sigh, aight, the mission is supposed to start with the gun destroyed and gunner dead, so I'll have to keep him alive through the intro to doSuppressiveFire

#

... Or not worry about it. 🤷

mossy lava
#

If the gunner is supposed to die in the intro, then kill the unit in the intro

loud kindle
#

He is, that's not the problem, was just hoping to have some banging and tracer fire during the intro cinematic... ah, doesn't matter too much.

#

ChatGPT may be awful(ish) for writing script... but it is becoming vital for writing dialog.

cinder holly
#

You may find hosting support @ #server_admins 🙂
it might be mod-related

reef wyvern
#

Real quick question. Do i need both Enable Simulation and enable dynamic simulation enabled for units I want to dynamically simulate? Or should I only keep Dynamic simulation on?

vital trout
#

dynamic simulation will disable simulation if outside of range

toxic storm
#

ya know, i had like 4 mission concepts lined up to build, 2 in europe, 1 in asia, 1 in africa, then i watch restrepo and now its
in a borat voice
we go to afghanistan!

grim depot
#

Anyone know what mod adds this helmet?

weak portal
#

I hosted a mission last night which included a large number of editor placed objects. In an effort to reduce server strain, I set all of them to simulation disabled, as many of them to simple object as I could, and then local only to some of them.

We had a lot of really bad performance issues, and the server was spammed with these types of errors:

20:31:13 Ref to nonnetwork object 255da19c100# 1929506: gm_barbedwire_02.p3d
20:31:13 Ref to nonnetwork object 255da198b80# 1929517: gm_tanktrap_01.p3d
20:31:13 Ref to nonnetwork object 255da18c100# 1929524: gm_tanktrap_01.p3d

Any ideas on how I can avoid this, should I just not use local only?

cinder holly
reef wyvern
#

@vital trout Yeah but do you keep both dynamic simulation and enable simulation enabled at the same time? or just 1 or the other?

reef wyvern
#

@cinder holly Appreciate it 🙂 Couldn't find a definitive answer in documentation so thought i'd ask 🙂

cinder holly
#

don't hesitate yes!

signal coral
#

hi Majarkin ;)

inner hatch
#

It would also be an unbelievable workload...

mortal basalt
#

i doubt most content has been checked at all. due to workload.

#

i guess Dwarden will reply as soon he finds time.

lime sleet
#

It's more likely he dosen't know and he has better things to do.

#

Just do what i do and avoid the workshop, its shiet anyway.

#

😢

hot raven
#

Best mission style ??

cinder holly
#

yes.

final basin
#

@deep cliff ?

uncut bloom
# cinder holly yes.

Pls explain to me how i can proof that a story that i have wrote in word is mine ?

cinder holly
#

I asked you earlier to make it a document outside of this Discord (e.g a Google doc or a pastebin) for users to reach it in order to not clog this channel, that's it

manic mason
#

you're tunisian?

deep cliff
#

he sent me 0 msg and communicate to me thru some his friend, as i repeatedly said, you can't upload stuff to STEAM workshop unless you obtained IP approval of every single content author

#

my friendlist on steam is full and on twitter i get 100s of messages, you seriously can't expect that as form of communication

#

and in the Private Comment on your Workshop i clearly quoted STEAM workshop EULA and the points related, so stop question the decision

#

you got all already explained multiple times thru your friend ...

#

who the hell is ryan, when , what's his skype

#

anyway for last time, move this discussion to proper channel

#

lol, that's Lystic

olive sequoia
#

this is about you not other peoples content

deep cliff
#

gone, enough of this drama

olive sequoia
#

done like a true profesional

verbal pagoda
#

Thanks Dwarden

mortal basalt
#

PU: Always good to have friends. Right?

deep cliff
#

@olive sequoia was the comment >this is about you not other peoples content< aimed on me ?

olive sequoia
#

was aimed at that kid that his hole argument was that other people didn't put permission on there steam page, hate people that do that

#

sorry for not making it more direct :)

deep cliff
#

there is no problem lystic, you just ignored on my skype so w/e your wrote, never reached me

#

annoyances ... everywhere

tawny nacelle
#

Hi, I'm making a mission that involves wave defense from 4 specified directions, attacking 3 different target locations. Players will have to shift their defenses accordingly. Instead of using a (limited) script I found to create the waves I'm thinking of using the SOG CDLC Respawning Garrison module. The question is, is there a way to write a script that randomly activates 1 of 4-8 triggers?

shell fox
#

@tawny nacelle One approach is initializing N variables ActivateTriggerN = false and setting the condition of trigger N to ActivateTriggerN. Then you can use ...

private _randomVar = selectRandom ["ActivateTrigger1", "ActivateTrigger2", ...];
missionNamespace setVariable [_randomVar, true];
```... to activate a random trigger.
Note that the code above may try to activate the same trigger multiple times if you run it multiple times. This approach also requires additional adjustments to work properly in multiplayer.
tawny nacelle
raw kiln
#

I could use some help with a script running from the initPlayerLocal.sqf in my mission. The script is for a respawn location created by clicking on the map and requires the player carry a specific item to use. I keep getting an error on the waitUnitl {sleep 1; !isNull alpha; portion. The entire code can be found here: https://sqfbin.com/hotedanenanegapiyuda

cinder holly
raw kiln
cinder holly
cinder holly
#

the first checks for the existence of the variable, the second for its content

raw kiln
dry knot
#

could anyone help me find out why my trigger just isnt working

#

im trying to make it so when a indfor player enteres the area opfor becomes hostile

#

as a way to make an ambush

#

but whenever i load up either in singeplayer or on a local hosted server the trigger just doesnt go

#

ive tried with both activation type observed by opfor, aswell as present
and the condition of "this" and "thisTrigger"

thorny plaza
west silo
#

Detected by might not be the best choice

#

Condition should be 'this' anywax

thorny plaza
#

As of now it won't start because thisTrigger is an object and object itself will not return true or false. You would have to leave it as "this" to have the trigger activate when conditions from "Trigger: Activation" tab are met

thorny plaza
#

And On Activation would have to be the other way at least, because you're setting player as hostile to opfor not the other way around and opfor will ignore him iirc. Set it to Server Only too, this function has global effect and server execution as per wiki

#

(if it's single player then server only does not matter)

grand dome
#

probably a question that surfaced alot here but i cant find any related thread to it, do you know if there is a way to make the stars visible with NVG? especially with ACE loaded ?

cinder holly
grand dome
#

["Arma 3","Arma3",212,150301,"Stable",true,"Windows","x64"]

cinder holly
#

thanks
stars should be visible in vanilla, so it's an ACE NVG setting
I recommend joining the ACE Discord to ask them (see #channel_invites_list)
I believe it to be a user setting, not a mission setting

grand dome
#

Will do! thnx a lot!

cinder holly
delicate hinge
#

ACE NVG limits your view distance with fog IIRC.

#

You can disable that and then you'll see the stars.

grand dome
#

so simple i dunno how i didnt check it

#

works! thank you!

hushed totem
#

does anyone here know how to properly set up the scrips for capture the flag type of missions?
i have been looking at some online but they seem to bug out. thx in advance.

cerulean whale
#

is htere any way to recover a scenario thats deleted itsleft

#

i was using deformer to create non flat terrain in the vr map

#

i saved it and played it as zeus

#

but it didnt let me go into hte map past the continue screen

#

when i went back to 3den it was all gone

cinder holly
#

I don't think deformer saves the info into the mission file

rough rampart
#

How do I make ACE Intel in Eden? I tried the actual object but they don't work at all

final basin
#

Thank you Dwarden, for the quick response. Like to see stuff resolved properly.

final basin
#

Anyone know if there is a way to add custom compositions to ALiVE?
Wanted to use some of my own base compositions, like them better than the very few (bland) options given.
(Who wants a base with a bunch of rocks in it anyhow?)

hearty thistle
#

i dont know of a way - on their wiki it says they're working on "hundreds more", but that will probably be released Soon (tm)

final basin
#

Yea. I'd really like to put my own types in, and then have them spawn ambiently.
Well, I guess I'll root through it for a bit.

merry grotto
#

I'm having a very odd issue where a group of AI is constantly set to careless no matter what I do

I have a script that spawns AI that when activated, creates the AI; joins them to an already created group; and disables their ability to path.

This part all works fine, but when actually using it in-game, the AI just sit there not doing anything. I check the group that all of the units are in and they're set to careless; despite the group being set to "Aware" in Eden.
I tried setting the group's behavior within the script after all of the AI spawned but they still remained on careless

#

Any ideas?

#

Upon a further look, the single unit placed in Eden beforehand is set to the correct behavior, but after the droids spawn it is set to careless

cinder holly
#

I suspect mods.

merry grotto
#

Yeah Idk what it is, I tried manually setting their combat mode as well, and while they still show as careless they are shooting

#

On another note, how can I get ai to engage targets at longer ranges?
I have some machine gunners that I want to shoot at players, but they don't seem to shoot until they're within like 20 meters of them

#

Also I will be going to bed given that it is very late here, but ping me if anyone has some possible solutions

signal coral
verbal pagoda
#

Custom compositions not possible yet

#

Looking into it. Feel free to post any suggestions on the ALiVE discord server to have it get noticed easily.

merry grotto
#

setObjectScale

signal coral
merry grotto
craggy siren
#

Anyone still here?

formal citrus
#

barely :)

craggy siren
#

Ah, all good :P

#

Was hoping to get some advice, but then realize that might be better off for scripting than just mission making haha

formal citrus
#

is there a diff between mission making and scripting? :)

craggy siren
#

This is just frying my brain right now hwhw.

#

*haha

#

Depends how much stress you want to deal with :P

toxic storm
#

alright yall, i need some help, so im doing a mission where the lads call in a TLAM strike on an airbase, and to add to the immersion, i put some pantsirs and S-300s down, problem is, the S-300 doesnt fire at the TLAM, in fact it doesnt fire at all, so i want the S-300 to fire in the general direction of the TLAMs to make it look like its making an intercept, preferably at an invisible target, how do i do that?

toxic storm
spring sierra
#

Does anyone know of an ocean map for a naval/air mission?

craggy siren
#

Anyone have any idea what is wrong with this statement? {_x setMarkerTypeLocal "mil_Pickup";} forEach _allExtractionLocations;

stoic oxide
spring sierra
#

I would say 50km^2 is minimum. But ill take anything at this point. The only thing ive found is a broken Ocean [Dead] map on steam. Sea level is at 6000m, breaks the ai

stoic oxide
#

Hmm, can't help you if it needs to be purely ocean, i'm afraid. Would something like Wake Island, only a "small" island in the middle surrounded by ocean work for your purposes?

toxic storm
formal citrus
#

is _allExtractionLocations an array of Strings or something else?

spring sierra
delicate hinge
#

AI in general have issues when out of map bounds.

shell fox
#

AI in general have issues when out of map bounds meowtrash

still wasp
#

Does anyone have any idea why the mission i make when hosted in a dedicated server turns every player into seagulls and my base doesn't show up?

delicate hinge
#

do you have anything in the init field of the playable units?

still wasp
#

Heart's and Minds configuration for them being able to Interpret what captured enemies say

#
this setVariable ["interpreter",true];```
still wasp
delicate hinge
#

No

still wasp
# delicate hinge No

the .rpt contains this 'safePositionAnchor/' is not a class ('type' accessed) could it be this? it seems nothing else loads after this message, what does it mean?

fossil pike
#

Would anyone happen to know of a way to either hide or replace the names of towns/landmarks on a map during a mission? Thanks in advance!

fossil pike
#

Thanks!

final basin
#

@verbal pagoda I'll need an invite link to that one.

dire wagon
#

Anyone got an idea how to put an automatic turret on the ceilling? Disabling simulation allows it to stay up there but it ceases to function.

Basically, I want it to work like normal, just while being stuck up there

#

attachTo is way too complicated for this one solution, prevents me from properly hanging it up the ceilling

#

while theoretically possible, just wouldnt take too long to position properly

#

ohwait I got an idea, just attach it to a simple object

trim seal
dire wagon
#

cant move, shoot etc

trim seal
#

then the basic attachTo is likely to do the same

dire wagon
#

with normal attach to, I can still move around in the turret

vapid raptor
#

For some reason my Set Task State module refuses to work anymore. The trigger still works, and i haven't even done something to the module prior to it not working

#

nevermind, for some reason it hates the "Skip Waypoint" command for the trigger.

limber blaze
#

Ahoy! Any idea why I might be getting "Data file too short" on a mission I export to multiplayer?

#

the game crashes to desktop the second I click host

#

already tried deleting the pbo and exporting it again and I get the same error =/

#

using 3den Enhanced, in case that matters

#

creating the pbo from the mission folder using arma 3 tools leads to the same result 😐

#

I have a suspicion and doing a quick search in this channel points to that as well...

#

am I allowed to have random files in my mission folder that I don't actually use anywhere? (rhetoric question; I'm confirming this right now)

#

okay confirmed

#

I had a png version of the mission preview/thumbnail image, that was causing the problem

#

...never mind the error is back thonkung

#

but the file size it wants is smaller now so... progress?

#

facepalm no, that was it after all; I just had another random file that was set to hidden (vim swap file, which is why it worked before: editor was closed)

stoic oxide
dire wagon
stoic oxide
#

gave it a go as well, but the vehicle lockout on overturned vehicles i can't get past

quaint smelt
#

Would be nice to have an option to disable it

opaque warren
placid dawn
#

can anyone recommend me a source to learn more about ARMA 3 Editor ? I tried the tutorial, but...

thorny plaza
#

youtube has hundreds of videos covering 3den editor

crisp jackal
#

Hey guys, I'm looking to do a Campaign / Story on Arma 3 that involves the US vs China. Anyone have any quality pacific maps that could work? Or any maps that could work? DM me

cinder holly
#

crosspost

final basin
#

Alright, just saw that.

thorny plaza
honest gust
#

Hello is there any mission maker that would help me out to learn about doing missions both SP and MP?

stoic oxide
#

there's loads of extensive videos on getting started, suggest you watch some of those 😄

honest gust
#

I know the videos I have seen them but what I need is a person that can actually teach me on the sport that if I have questions he could answer on the spot not all videos teach you what you wish to know

floral herald
#

hey, does anybody have the latest version of DAC for A3? The link in the forums seems to be dead

#

oh nevermind I found it in my PC yay

vernal abyss
#

Hey guys, hope this is an okay place to ask - I'm trying to make a vehicle focused mission, but the handling of RHS T-72s is not sensitive and bulky-ish at the same time for what I would like to achieve

  • are there any mods that overhaul vehicle handling/physics you would recomend?
thorny plaza
#

if it's not enough then use a mod different than RHS or write a config patch that would alter the default values but I can't help with that since I never did that, #arma3_config people may know more

vernal abyss
#

Thank you very much, I'll look into that

acoustic stone
#

I'm having an issue. I am currently selecting ''respawn on custom position'' for my units, I've deleted any respawns and I've just marked the Switch to Spectator box. However, players are respawning on their position of death regardless. I want them to not respawn at all and just switch to spectator. Selecting the ''switch the spectator'' option yields the exact same results.

acoustic stone
#

... 😦 please help me

delicate hinge
#

Are the players in the spectator while waiting for respawn?

#

Try setting the respawn time to something really long.

hollow plank
#

anyone know if i could pay someone to make a liberation mission file, i want to do a soviet afghan war setting

candid solstice
#

hey! how's it going? if anybody here knows how to set a trigger to enable simulation on a vehicle/unit, that'd be appreciated. i'm trying to make a paradrop/airbase assault but the planes come too early. I would like the planes to come when the players get out of their barracks

golden saddle
#

Does anybody know the best settings that is the most similar to the AI in the SOG DLC? I am looking for a type of warfare where you won't get shot within the first few bursts by AI. So far, I've tried lowering down the AI skill and precision level to 0.1 and adding LAMBS and CF_BAI. None of these seems to make the AI as smart and engaging as the AI in SOG. Any help is appreciated.

thorny plaza
#

Lowering AI skill to 0.1 is the opposite of making them skillful lol

noble pagoda
#

im making a mission where an ai unit (which the player is part of) has to land on a shore with a speedboat. now ive got the problem, that the ai needs quite some time to get out of the boat (between 10 and 30 seconds after landing) which feels like way to long when playing it.
Anyone know how to get them going out faster?
atm my pathing is like move - move - get out (not vehicle get out cus somehow that doestn work) - move - search and destroy
troop lead is one of the ai guys

past sparrow
noble pagoda
noble pagoda
#

also another 2 questions:

  1. in my mission the unit has to clear several compunds of enemies. however these compounds are only a few 100 metres away from each other (tho thick jungle is between them) and i want the enemies defend only the compounds i placed them in. as for now they are obviously attracted to the fights so they run around and dont stay where i want them to stay. i cant remove the pathing tho as that looks weird often

  2. in the same mission i wanna have some background-fighting if possible (like helicopters flying in the background and shootings and explosion over the island. any idea on how to achieve that without influencing the other parts of the mission (again especially the ai part)

stoic oxide
#

Are you using LAMBS?

delicate hinge
noble pagoda
#

i wanna keep the modset as low as possible in numbers of mods and size

stoic oxide
# noble pagoda no. should i?

Nah, i just thought them leaving their positions was due to LAMBS' dynamic reinforcements.
You should be able to remove their ability to react to faraway contact with 3DEN enhanced, otherwise a trigger around the compound that enables their pathing when players get close

pure rampart
#

Do you guys know how I can port Dynamic Recon Ops to my terrain please?

late breach
#

Might not be fully up-to-date (eg. it links to Armoholic, which doesn't exist anymore), but it should work without a problem if you know the basics of of modding

obsidian spoke
#

If I put many triggers that spawn stuff like vehicles should I put them server only?

#

so they work on a big server

cinder holly
#

depends

#

(yes)

obsidian spoke
#

I'm using a radio trigger that connects to a wave spawner

cinder holly
#

I think radio trigger (0-0-1 Alpha, etc) have to be client-local

obsidian spoke
#

Oh

#

Cause I did run the test on Run in Mp in eden and it worked and on my friend's server the spawners didn't work

dark fern
#

Somebody released a mod on the workshop not too long ago that lets you place down one of each item from any category. Does anybody remember what the mod is called?

steady basin
#

what soundmods are you using atm ? is JSRS still the "best" option despite not being updated in a while ?

thorny plaza
#

JSRS, DynaSound 2, Enhanced Soundscape, can work pretty well together

#

JSRS wasn't updated by why would it be, sounds are very well recorded and there are 3rd party patches for other mods reusing these sounds. DynaSound doesn't have that benefit but it wins with any other sound mod through awesome explosion sounds. Enhanced Soundscape is great for some environmental echo

steady basin
#

dyna and jsrs work together ?

#

didn't know that do i need to do anything "special" or just activate both and thats it ?

thorny plaza
#

dynasound may overwrite sounds of vanilla guns that are supposed to be modified by JSRS, but with modded guns they work well

#

I've been playing many scenarios with both of these sounds mods (+ES) for two years now, very stable

vital trout
#

dynasound2 + enhanced soundscape my beloved 🤌

#

though i have some issues with dynasound modifying sci fi gun sounds at distances (i think) so dont use it for sci fi modsets

dense mauve
#

Hey everyone, is it possible to make it when a player dies they respawn with the same loadout thy died with? Instead of the one given at the start of the mission? Thanks!

thorny plaza
#

so make two files, put proper line in each file, include them in your mission files and done

#

or if you use 3den Enhanced there should be an option to save loadout on death iirc

dense mauve
stoic oxide
#

do you mean this didn't work?

dark fern
grave harness
#

Ihttps://www.reddit.com/r/arma/comments/3r62aq/a_simple_but_effective_mission_idea/

grave harness
#

Interesting scenario

#

TL;DR - 2 factions working together but with contradicting end objectives

dense mauve
dense mauve
west silo
#

Anything like ACE?

stoic oxide
#

When you tick that it respawns them with the loadout you set for them in the editor, so if they change it themselves it resets it

west silo
#

Well, then it works as intended

sand wadi
#

ACE does have the option to respawn with loadout on death in addon options, you just can't have the Save Loadout option from the multiplayer options checked on at the same time

west silo
#

Exactly

dense mauve
acoustic stone
#

I can't get my players to switch to spectator after they die

#

I asked about this a week ago

#

It used to be possible, they died and the slot they were in disappeared from the slot selection menu on the mission

cinder holly
#

what has changed since?

acoustic stone
#

I have no clue 😦

#

I used to be able to select ''respawn on custom position'' then select ''switch to spectator'' as an option, without setting any respawns whatsoever, and it worked

#

(this on the EDEN editor)

#

Now if I do that, they will always respawn on their dead body.

acoustic estuary
#

Just a shot in the dark do you still have the option for respawn delay?
If so just make it at least 1 second

#

I have had scenarios where the respawn delay being 0 causing people to spawn on their corpse regardless of respawn settings.

acoustic stone
#

I set it to even 30 minutes

#

I mean 30 seconds

#

But after the 30 seconds, they respawn 😦

acoustic estuary
#

Do you have a description.ext?

#

iirc it overwrites the editors mission attributes

acoustic stone
#

o

#

fr?

acoustic estuary
#

change respawn to 0 and see how that rolls

acoustic stone
#

didn't even remember putting that line in there

#

you are a legend, this was all my fault. Thanks so much for the help

acoustic estuary
#

No problem, we have all been there once or twice 😆

viscid sundial
#

Easy. :)

indigo mountain
#

Can anyone tell me or give me a video on saving a multiplayer game and how to load it

#

Like how do I know its saved and how to load it next time i play it with my crew on a dedicated server

static forge
#

Can anyone recommend some mods and maps for Rhodesian/Bush War era please?

cinder holly
viscid sundial
#

Back on Slack we started discussing maps and mods. There is an abbundance of maps and mods with Units. But creating interesting scenarios for a clan every week was the real challange. Every mission was basically a combination of the following.

#
  • Travel through X
  • Go to X
  • Search for X
  • Destroy X
  • Kill X
  • Clean X
  • Capture X
  • Guide X from A to B
  • Defend X
#

Where X is either an HVT, VIP, Area or Object.

#

Chain these together, shuffle them about and you have your missions..

#

Note to self: Build a random mission generator based on these chains...

#

( Or wait for Roy86 to release PatrolOps 4 ;) )

indigo mountain
verbal pagoda
#

I've been looking for ways to do the same, really mix up objectives and what players can do

#

Tried really fleshing out the civilian interaction side of the insurgency type scenarios

#

Really hard to test when ALiVE civs keep killing me during testing

hardy bluff
#

So I am trying to make a training mission for paratroopers and I want to have it so that by a radio command or add action that will teleport all players into randomized positions in an area, in parachutes up in the air (I've seen this done in a mission before but I cannot find anything via a search)

viscid sundial
#

Didn't they guys cramp debug mode into that... Or wait: Admin Actions -> Ghost Mode. ;)

verbal pagoda
#

Yeah

#

Which is helpful.. unless it's a suicide bomber :)

#

I've got a system that can detect nearby civ profiles that have an active insurgent related command and then relay useful info on them for use with civ interaction

#

ie. civs giving info on other hostile civs, everything ALiVE based

#

Nothing made up. Helps game play a bit by adding another layer of depth instead of just constant firefights.

acoustic estuary
#

The best I know of is just mimicking it by storing everything in a value in the playerNamespace of the Server

final basin
#

Yea, there is a very distinct limit you can have with mission objectives.
Sometimes I try to open end them kinda like
"Disable hostile supply lines", which at the end of the day, is kill vehicles a, b, c, and blow up building d.

cinder holly
acoustic estuary
#

Depending on what you want to save and how you want to handle the loading of it, It can get quite tedious to design the system to fit your needs, I know I sure find it difficult to.
I am in the process of building my own Take on the Liberation style and boy does it suck trying to account for everything I want. 😅

lusty charm
#

How do i disable support(over support modules)until a trigger is triggered ?

crisp linden
#

will post in here as well as I believe it is relevant to this channel

craggy siren
#

Sounds like what I am making will tickle the fancy of a few of you :P The idea started out so simply too haha

verbal pagoda
#

"The idea started out so simply too haha" Don't they all :)

craggy siren
#

Been a damn pain in the ass though. Seriously - thestress I have felt making this damn thing

#

Basically BLUFOR has objective to get an item back to base, but someone within the BLUFOR unit has to try and stop it. I'm leaving out a lot, but hopefully the 'insider / traitor' concpt is there.

#

Think 'TTT' but with an objective focus and strong focus on teamwork between all units.

final basin
#

Sounds interesting.

craggy siren
#

What do you guys think about this? Managed to clean up the HUD / UI, making it hopefully less cluttered and more user-friendly, showing only relevant information on the right and detailed on the left when you press J to see your tasks. http://i.imgur.com/85OnuS4.png

#

Guess that tells you more about it too haha

final basin
#

That seems like it could be amusing to play.

#

I haven't done any traitor type scenarios yet. Current campaign I'm running is retaking Altis from Russians.
Massive tank battles in fields and infantry taking towns is what I'm building.
Too bad unitCapture doesn't work well in MP

pseudo gale
#

Hey guys, I'm gonna try to make a campaign. I'm very novice to scripting, only know a few scripts and stuff. Anyone wanna point me in the right direction(s) on getting started with this

#

If so please @ me or dm me links to stuff

craggy siren
#

:D It's been rather enjoyable so far, so some have said. A few refinementrefinements were desperately needed though. InitalInitially the Civilian had to be taken alive, which made it a pain to play haha.

final basin
#

That would be difficult if they decided to run away and you have no means of cuffing them.

craggy siren
#

"refinementrefinements' ...

final basin
#

It's pretty hard to cuff an AI walking around in ACE atm anyhow, so I can imagine just how bloody impossible it would be with a person who doesn't want to get caught.

solemn vale
#

Shoot them

verbal pagoda
#

A bullet to the leg helps

#

^ ;)

craggy siren
#

Yeah, exactly. Was not enjoyable at all

final basin
#

I've had more than 1 HVT operation go south because the HVT was shot in the leg and then bled out.

solemn vale
#

well don|t use a .50

final basin
#

Though punishing the players for that, like making them go elsewhere to gather the needed intel is a good idea.

#

Said needed intel being located in a massive base.

craggy siren
#

Sorry, I'm back now. Had to go make myself a coffee before I had what looked like another fit on the keyboard again. English isn't good when I wake up haha.

#

But yeah, initially the intel was the CIvilian player, but this meant he could get away with whatever he wanted. Players don't give up. So, now I've made it that he's carrying the intel, on a UAV Terminal (shut up, I'm lazy). But you'd think, he could just hide it wherever, right? Well, he could, but he'd be at a disadvantage. See, he needs to get it to a random extraction locations. There's 6 in total, and only one is the right one. If he equips the Terminal, he'll begin to download intelligence over time. Each 20% knocking off a false extraction point. So he can either hold it and run, or hide it and use it as a bargaining chip with the NATO for his life, while also giving the Insider a time to strike :D

#

.. I hate explaining my mission. It seems so simple in my head, and in text, it's like 'BLAH, here is a wall of text!'

#

But yeah, I won't ramble on about my own stuff anymore. Sorry about all the spam :P What is everyone else creating?

fossil pike
#

In the main campaign, hovering over squads or an army on the map shows a tooltip about them, and clicking them shows a view of the command structure. How would I go about doing this in the Eden editor?

astral bloom
#

Is called ORBAT

final basin
#

Well, I'm running a big campaign at the moment. NATO special operations soldiers a la Bad Company style assisting in a retaking of Altis town by town, base by base. Each mission has its own specifics, and its own individual objectives. The first mission was a small group of paratroopers taking a radar station, establishing radio contact with command, and using that radio contact to provide JTAC support for a B2 to strike an airbase, then moving in and securing the airbase.

craggy siren
#

Ooh, nice.

#

So, if you capture a town / base, can you respawn there? That would be nice.

final basin
#

Second ones coming up in a few days, Leo2's assaulting entrenched Soviet positions, e.g. hull-down position T-80 series tanks, and then holding the area after a counterattack.

#

ATM, I'm running it piece by piece, so you play 1 mission, then the next.

#

The first one took 3 hours to run.

#

2nd one I'm hoping for a similar run time, maybe a bit shorter.

craggy siren
#

Oh, I get you.

#

I'm pretty new to mission making, but I'm hoping to get more and more into it!

final basin
#

You seem to be a doing a great job already :P

#

Makes mine look simple

craggy siren
#

I was actually going to say the same about your's haha.

#

Mine's just a simple 'go here, get this, come back' type thing, with just the benefit of having someone screw it over haha.

#

Thank you for the compliment though! This mission has been a concept thing for like, a few months now, on and off haha.

craggy siren
#

Also, for anyone looking to share scripts and what not, I just found out about this site the other day. I like it so much more than Pastebin. It's called Hastebin. http://hastebin.com/

lime sleet
#

<3

inner hatch
#

No highlighting on hastebin </3

craggy siren
#

Heyo. I was meaning to ask you the other day, why is your name blue?

#

It highlights when you save it, but only really then :(

inner hatch
#

It means he's old

craggy siren
#

Oh. Well, thank you.

lime sleet
#

And really good at everything

#

Also really sexy.

craggy siren
#

Hmm, what is the most efficient way to limit a vehicle's fuel capacity? I'm thinking a simple loop where it'll just set the fuel back down if it goes over a certain point. Is there a more effective way?

simple solar
#

@craggy siren His name is blue because hes a Veteran

rocky patio
#

most efficent? fuelCapacity via config

craggy siren
#

I didn't even realize that was a thing I could do. I did search fuel limit / capacity, and found a few work arounds. I'll try and figure out fuelCapacity. Thanks!

rocky patio
#

(but you need to do this via mod, and i just realised we're in the mission building channel so it's probably not a acceptable solution)

craggy siren
#

Ah, yeah. Sorry, man! I guess I'll go back to looping statements and give that a try!

fossil spire
#

Hi, is there some easy way to assign a particular loadout to a player from script in game?

#

Let's say I want a player to become a B_soldier_AAR_F by interacting with some object

mossy lava
shy tree
#

When a player respawns, I would like to remove any rocket launcher they have. All I see is remove primary and secondary. Is there a command for removing launchers? I am not seeing one on the Wiki.

honest gust
#

Hello is there any mission maker willing to partner up with me? I don’t know a lot misión making but I have a ton of ideas maybe I can give you some ideas and you can create missions based on that🙌🏻

trim seal
fossil spire
lunar frigate
#

Tried the scripting channel, but no luck. So trying here, has anyone managed to get a headless client running with the Ryan zombie and demons mod? I tried spawning some zombies local to the client but they have some extreme ai lag.

shy tree
acoustic stone
#

With the ACE mod, people can sit on chairs and drag them around.

I need to disable dragging around chairs. How would I go about doing that?

acoustic estuary
#

[_chair, false] call ace_dragging_fnc_setDraggable;

acoustic stone
#

hello again my friend

acoustic estuary
#

If the chairs are in the editor using that in the init will make it Global, just don't forget to change the _chair to this
If used in Zeus or otherwise while the game session is already running it will need to be globally executed, e.g on everyones machine

acoustic stone
#

would I be putting that in the chairs init?

acoustic estuary
#

Yup

acoustic stone
#

Putting it on a single chair would apply to all chairs, is that what you're saying?

acoustic estuary
#

No no, you will need to add it to all chairs

acoustic stone
#

got it

#

one sec

acoustic estuary
#

What I meant about the Global is that the setDraggable Ace Function I believe is Local meaning the effect of making it Draggable or not only applies to the person who executed the code effectively

acoustic stone
#

Just tested it out on Eden editor... doesn't seem to work

acoustic estuary
#

did you change the _chair to this?

acoustic stone
#

yeah

#

Just realized the option says ''carry'', not drag

#

...would that have any effect on the function used?

acoustic estuary
#

Oh ace_dragging_fnc_setCarryable

#

same arguments as the previous

acoustic stone
#

how do you remember all those functions

#

crazy

acoustic estuary
#

I have been digging in ace a lot recently

#

It is also on their Wiki

acoustic stone
#

Isn't their wiki extremely outdated?

acoustic estuary
#

Perhaps for some things maybe, I haven't really noted anything

acoustic stone
#

Btw it worked flawlessly. You said something about it only being local.

acoustic estuary
#

The Init box in the editor runs for each person who joins in Multiplayer so you should have no problems with Locality

acoustic stone
#

oh

#

okay cool

#

thanks again

acoustic estuary
#

Locality is stinky but it lets me make some really fun things like Objects spawned only for one Person that follows them around and plays creepy noises >:D

#

So the Rest of the players just think that guy is going crazy, quite the fun experience to watch.

verbal pagoda
#

Easier to read imo

craggy siren
#

I can't really read black on white sadly haha.

#

So anything darker is preferred by me. I still write everything in Notepad ++. I just use Hastebin if I'm going to show someone something :P

honest gust
#

Is there any mission creator willing to work alongside another person for content creation?

thorny plaza
runic zealot
#

I'm beginning the slow-ish process of setting up a horror themed sequence of missions for my community for October. What are some base Arma functions I can use that can get them? I'm already planning on using say3D to play some creepy songs, and I've heard cutRSC can be used to make their UI look glitched, but what else is there I can do?

rocky carbon
green grove
#

Hi !
Do you know if we can change the texture of an object (like with SetObjectTexture) by use the Edit Terrain Object module ? To modificate an object present on the map ?

acoustic stone
#

For some reason, all ranks on my mission look like this (it's supposed to be the Major rank)

#

Anyone know why?

cinder holly
signal coral
#

I am trying to make a task "Rearm and get ready", I want to make the player go and open the arsenal, rearm etc. and change the task state to completed. I already made the waypoint but I dont know how to change the state of the task to completed when the arsenal is opened. Any tips will help! (sorry for english)

thorny plaza
#

opening a container does not trigger when player uses an arsenal action on said container

shell fox
glad barn
signal coral
#

Everything works now! Thank you guy :D Also dont ask me what the helicopter is doing

cinder holly
signal coral
cinder holly
#

committing sudoku I see

inland gale
#

dis

cinder holly
#

cord

astral bloom
sage quarry
#

does anyone know if the Spawn AI: Sector Tactics module is broken? my ai's don't wanna move to the sectors anymore, they just move to a random position and stay they forever!

random grove
#

weird question is there a way to force the ai to stay in their set position within the formation such as keeping a medic within the back and a rifleman at the front with others going into different points

crisp jackal
#

Can anyone help me? I made a mission for a server of mine but on the dedicated server the mission just will not work. It could be because I originally made the mission with a much different modpack and just converted it over, but I want to know for sure if any of you know what the issue is. I spent hours building this mission from scratch and really don’t want to lose it. Any help is better than no help, I would greatly appreciate it.

cinder holly
#

regarding your issue, it might be it yes - it is a known cause

crisp jackal
cinder holly
crisp jackal
#

The mission as in the buildings and everything I put. And I did make sure I have the same mods as the mission

#

Thanks for the help man much appreciated

#

Just saved me dozens of hours worth of mission making

cinder holly
#

let's try and not get them go to waste 😉

long girder
#

Quick question. How can I as a mission maker know which mod is required server side, client side or both?

#

Do I need to rely on information by each mod creator ?

astral bloom
#

An Asset = always both side
A system = depends on the Mod
An Editor extension = might not require to play

#

But it is good to ask if you doubt

long girder
#

i see, thanks

#

if in doubt i enable something server side that isn't required, it wouldn't do any harm in general except waste server resources

#

is that fair to say?

astral bloom
#

Well, I think it is a bit of waste, but not a big of it

turbid kindle
turbid kindle
fossil pike
#

I'm making missions for a very small group of people (2-3 players), and as such I've primarily been doing small scale guerilla operations/spec ops missions. I'd like to mix things up by doing a conventional combined arms assault, with the players as a singular fireteam. Does anyone have any tips for how to structure such a mission, or how to get the AI to play nice with the players in regards to working in tandem and whatnot? Tips regarding making a mission feel larger than it actually is would also be appreciated. Thanks in advance!

tawny nacelle
cyan pivot
#

Hello, is there any way to make the weapon and item pool from the Description.ext available in Multiplayer?

stoic oxide
cyan pivot
#

ACE, I mean how in single player you can select items from the briefing screen.

thorny plaza
#

weapon and item pool are singleplayer only iirc

#

so you can't, instead you can give players access to a limited arsenal or something.

cyan yew
#

in need of a quick answer if possible

in my modded mission file, my view distance is perma-set to around 1600 for some reason despite my settings being maxed out. ive gone through all possible places where the setting could be affected but its like theres this haze that covers up to and beyond that preset 1600 limit. anyone have any ideas?

astral bloom
#

A Mod, more like a script can do it

cyan yew
#

im not well-versed in scripting. where should i start to look?

astral bloom
#

I don't know since I have no idea what actually you're doing

#

Probably unload every Mods is the first step

cyan yew
#

i guess i forgot to mention in zeus and in person. in zeus you can see it, ill put some pics of 1pPoV

knotty lark
#

Remember when I said I got the initPost thing to change the faces of players? I was wrong, it still doesn't work.

right now I have a function like this: http://pastebin.com/KudFjmzs
Which is called in the init.sqf like this: call compile preprocessfilelinenumbers "scripts\setFaceBlack.sqf";
Which is used by the InitPost eventhandler in my description.ext like this: http://pastebin.com/3WRHRwi3

What the hell am I doing wrong here :D

#

It changes the face in editor but not on dedicated.

verbal pagoda
#

Can't view the file but is the face from a mod? And if so, is the mod also running on the server?

#

I once spent a day trying to figure out why my soldiers were spawning naked only on dedi for that reason...

pine glacier
knotty lark
#

it's a vanilla face

#

Well they're vanilla faces.

west silo
#

Or it's set in the mission.

cyan yew
#

Well I made the mission from scratch. So I went through all the server and mission settings and found nada. I ran the mission on LAN in my own server through “host a server” in server browser. Then I ram it on Internet and had a friend join. He was perfectly fine. I thought maybe it was the Zeus role but when we switched, I still couldn’t see anything and he was perfectly fine. Able to change his view distance freely whereas even if I changed mine, it wouldn’t register

crisp jackal
#

I’m getting really irritated at this point. Tomorrow is the day we’re supposed to use it and it just won’t work and we can’t figure out why

cinder holly
#

well, I do not know what does not work

crisp jackal
#

We don’t know either

#

That’s what we’re trying to figure out

cinder holly
#

mod mismatch, usually

craggy siren
#

Hey all!

#

So say, hypothetically of course, that this hypothetical mission had a few vehicles, with a remove cargo function in the initialization box. Now, what would, hypothetically, cause said vehicles to only be empty for say, one person, and lets say, the host?

#

To be honest, I feel I should have covered this in Arma Mission Editing 101: The Basics, but I'm drawing blanks, unless I use a script.

knotty lark
#

removeWeaponCargoGlobal will remove it for everybody.

#

put it in the init-box and it will remove the weapon in question as many times as there are players on the server.

craggy siren
#

sigh Something so simple. You'd think 'Remove this car's content when the mission starts' would be enough haha.

knotty lark
#

for removing stuff it isnt a problem to use the init-box, unless you're really picky about load-times.

craggy siren
#

Well, everyone does load in at the same time. Ot at least, We wait until everyone is ready on the Briefing screen.

#

There's this one friend I have. Nothing I seem to do works for him. Like, most scripts execute fine for everyone else, but him? Noope.

knotty lark
#

But if you have, lets say 40 players, and you have a vehicle with a init-box which has addItemCargoGlobal ["ItemGPS",12];

That GPS will be added 40 times = 4800 gps's

craggy siren
#

Ah, I understand.

#

Had a 'limit the fuel of this vehicle' thing going, and everyone was like 'Oh, that's cool!' and he's like 'Uh.. It's full for me.' I'm not sure I'll keep inviting him to test nights haha.

knotty lark
#

What you need to do is add a locality condition for adding and removing stuff from that vehicle. An easy way of doing it is if (!(local this)) exitwith {}; before you modify the loadouts, whether that's in a gear-script or in the init-box.

craggy siren
#

I wonder how many Global commands I've missed out on.

#

Maybe I could add that to the Helicopter fuel .sqf? It's ran by everyone, or at least I hope it is. I have no idea how else to do what I'm trying to do with that.

knotty lark
#

You should just run the helicoptersqf from your init.sqf like this if (isServer) then {run the script, call it, whatever};

wooden dove
#

setFuel is only ran globally if the vehicle is local to the machine it's called on

knotty lark
#

a-Ha

craggy siren
#

Oh, that's where it was initially, and where I figured it should go, yet it only works if I'm in the pilot seat. Or so that friend of mine said, because it filled up for him.

wooden dove
#

use remoteExec and target the owner of the vehicle

knotty lark
#

Alganthe help me my face-script isnt working and nobody can tell me why booooohooooo

wooden dove
#

link ?

knotty lark
#

It's right there higher in this convo

craggy siren
#

I've never used remoteExec, I'll have to look it up. I was just going to throw it into the if (hasInterface) block and execute for each player, as it's only one helicopter. That said, I'll look up remoteExec.

wooden dove
#

@knotty lark that inline function, is it compiled on every machine ?

#

oh just read that you put it in description.ext, nevermind

#

did you tried replacing it by a hint to check if it's ran ?

knotty lark
#

I run it like this:

call compile preprocessfilelinenumbers "scripts\setFaceBlack.sqf";

in my init.sqf, without a server condition.

#

Haven't tried that yet.

wooden dove
#

why call ?

#

if you call it, the function won't stay saved

#

call compile doesn't save the result

#

you need to first compile the function then call it

#

it would be something like ```
MYTAG_fnc_setFaceBlack = compile preprocessfilelinenumbers "scripts\setFaceBlack.sqf";

call MYTAG_fnc_setFaceBlack;

knotty lark
#

Oooooooooh

#

Gotcha.

craggy siren
#

Woah, you can write code in Discord and it works? Ooh.

wooden dove
#

yeah, markdown support, even if it's imited

craggy siren
#

Ah, nice. I've just been using hastebin.

wooden dove
#

pastebin and gist support SQF, dunno for hastebin

knotty lark
#

And for that to work, i should run it in the init.sqf just like that, no server check?

craggy siren
#

I'm pretty sure it does, one second.

wooden dove
#

why do you need a server check ?

#

if it's supposed to be ran on the server only put that in initServer.sqf

knotty lark
#

Yeah

#

Okay

#

Let's see if this works.

craggy siren
#

Seems so.

#

Though, it detects .coffee initially, which l ooks the same when it comes to highlighting.

#

Just change the extension and you're good.

wooden dove
#

nah, it highlights comments

craggy siren
#

Ah, you're right. Damn.

wooden dove
#

that's true sqf support

turbid kindle
#

@crisp jackal When you say "it doesn't work" what happens exactly?

#
  1. Can you see the mission in the mission selection screen.

  2. Can you select the mission in the mission selection screen.

  3. Can you see the role selection screen/lobby?

  4. Can you see the roles in the role selection screen/lobby? or is it empty?

  5. Can you select a role and go into the briefing screen?

Ping/mention me in the reply when you respond.

craggy siren
#

Yeah, I get you. Weird, for comments on hastebin, you need to use 3 / and not just 2.

#

The only reason why I don't use github and all that is because it's too damn bright haha.

wooden dove
#

use stylish, it's a firefox/google chrome extension

craggy siren
#

Ah, alright. I used an inverter for most things. I'm not sure why, I just have trouble getting my eyes to focus on bright backgrounds.

#

You're working on ACE3? Nice.

wooden dove
#

not atm, that's a random page

craggy siren
#

Ah, right. I'm still trying to get my head around remoteExec. Really can't wait til I'm not exactly new at all this haha.

#

Maybe it's because I just woke up. I'm going to go grab some coffee.

crisp jackal
#

It keeps taking us back to the role selection screen

turbid kindle
crisp jackal
#

No the role selection screen has the roles I made. We can select one, but when we press ok and try to start the mission it just keeps taking us back to the role selection screen

cinder holly
#

(so that's step 4?)

turbid kindle
#

Do you have the server's RPT?

crisp jackal
#

My friend who’s working on the server does, I can ask’em for it

turbid kindle
crisp jackal
#

I just woke up and he’s not online at the moment but if you want I can add you and him to a Group Chat so that way when he does get on you can ask him yourself. Just so nothing gets confused through me being the messenger

#

I have no experience in this sort of thing. I just make the missions

turbid kindle
crisp jackal
#

Alright I’ll keep you posted

#

0:19:35 ➥ Context: rhsafrf\addons\rhs_main\stringtable.xml
0:19:36 File tw_explorer\config.cpp, line 218: '/CfgVehicles/tw_explorer_base.terrainCoef': Missing ';' at the end of line
0:19:36 Conflicting addon Police in 'MeansCars\2015_Tahoe', previous definition in 'MeansCars\2011_CVPI'
0:19:36 Conflicting addon RT_70Series in 'rt_hilux_ToW', previous definition in 'RT_70Series_ToW'
0:19:37 File 3denEnhanced\GUI\attributeSearch.hpp, line 59: '/ENH_AttributeSearch/Controls/TreeView.idcSearch': Missing ';' at the end of line
0:19:37 File 3denEnhanced\GUI\ESE.hpp, line 17: '/ENH_ESE/ControlsBackground/InventoryItemsListBackground.w': Missing ';' at the end of line
0:19:37 File 3denEnhanced\GUI\ESE.hpp, line 58: '/ENH_ESE/ControlsBackground/InventoryItems.w': Missing ';' at the end of line
0:19:37 File 3denEnhanced\GUI\ESE.hpp, line 423: '/ENH_ESE/Controls/InventoryItemsList.w': Missing ';' at the end of line
0:19:37 Cannot find base CBA_Extended_EventHandlers for z\crowsEW\addons\emp\config.bin/CfgVehicles/Crows_Emp_Device/EventHandlers/CBA_Extended_EventHandlers/
0:19:37 Conflicting addon Troy_4A5_Acc in 'M4A5_Troy_Acc', previous definition in 'acwp_core'
0:19:38 File tsp_rhs_weapon\config.cpp, line 23: '/Cfg3DEN/EventHandlers/tsp_rhs_weapon.onSelectionChange': Missing ';' prior '}'
0:19:38 File tsp_rhs_weapon\config.cpp, line 906: '/CfgWeapons/rhs_weap_m40a5/WeaponSlotsInfo/PointerSlot/compatibleItems.rhs_acc_m40_camo': Missing ';' prior '}'
0:19:38 File fza_ah64_controls\config\CfgWeapons.hpp, line 271: '/CfgWeapons/fza_gun_safe.displayName': Missing ';' prior '}'
0:19:38 File fza_ah64_controls\config\CfgWeapons.hpp, line 272: '/CfgWeapons/fza_rkt_safe.displayName': Missing ';' prior '}'
0:19:38 File fza_ah64_controls\config\CfgWeapons.hpp, line 273: '/CfgWeapons/fza_msl_safe.displayName': Missing ';' prior '}'
0:19:38 File fza_ah64_controls\config\CfgVehicles.hpp, line 1406: '/CfgVehicles/fza_ah64d_b2e/AnimationSources/magazine_set_1200.displayName': Missing ';' at the end of line
0:19:42 Conflicting addon Test_Character_F in 'AL_denim_timbs_outfit', previous definition in 'AL_Baseball_Cap'
0:19:43 Conflicting addon BettIR_Core in 'BettIR_Core', previous definition in 'BettIR_FIX'
0:19:50 Warning Message: Addon 'USAF_AC130U' requires addon 'usaf_main'

#

@turbid kindle is this the RPT?

#

That’s one he sent me a couple days ago when we tried to start the server

turbid kindle
#

0:19:50 Warning Message: Addon 'USAF_AC130U' requires addon 'usaf_main'

#

There you go.

crisp jackal
#

Oh my bad lol

turbid kindle
crisp jackal
#

Is that what’s not working?

#

Alright

turbid kindle
#

Most likely.

crisp jackal
#

I could swear we already have that mod in the modpack

turbid kindle
#

Generally speaking when it comes to this kind of issue the RPT has the answer, not always but I'd say 90% of the time.

turbid kindle
#

and it goes without saying but both mods need to be up to date.

crisp jackal
#

Ah alright. I’ll take a look

#

Worst case scenario we just remove both of the mods

#

I actually dunno if they’re up to date

turbid kindle
#

and remember to remove all objects and items from the mission that are part of this mod.

crisp jackal
#

They’re an AC 130 Beta mod I found that looked pretty cool

#

Gotcha

#

I let him know. Hopefully when he gets on we can get this sorted once and for all

#

I just wanna play the damn game

turbid kindle
#

👍

crisp jackal
#

I’ll also ask him to send me the rpt file when or if that doesn’t work and I’ll send it to you

turbid kindle
#

Oki doki

knotty lark
#

@craggy siren I feel you man. :D I've spent too many hours trying to figure out how things in mission making work in arma.

#

1 year behind me and i'm still dabbling in basics as many witnesses here can tell.

#

Hmmh.

#

Can't get it to work @wooden dove , even with the fixes you gave me I see my basic profile face when I load up the mission on a local hosted MP session or a dedi MP session.

tame sage
#

How can you force static turrets (eg machine guns or the SOG 105mm AT gun) to fire at something? When using doFire, forceWeaponFire, or fireAtTarget after doTarget, the direction is fine but not elevation. Is there a corresponding command to commandArtilleryFire that does the thinking for me?

astral bloom
#

You can check lockCameraTo

knotty lark
#

There must be something wrong with how I'm using initPost.

#

Because the face is set to black for all opfor in editor, as it is supposed to.

#

But in MP it is overwritten by the face in the profile, which is exactly why I'm using initPost

#

Which should be run after everything so that all O_Soldier_base_F class people get their faces changed to black faces.

#

Wait, what? The script is run in editor, I see the hint i put at the start of it, but on a local hosted MP session the hint doesn't show.

#

What on earth is going on here.

#

:D

#

Oh well I have to get going now. If anybody comes up with a solution to my little problem help would be most appreciated.

light axle
#

anyone know where the Art of War DLC mission files are? I'd like to learn more about the Art of War Showcase to see how it was done.

astral bloom
#

Arma 3\AoW

vapid raptor
#

yo can someone recommend me a file converter than can convert mp4 into ogv without making it look like 2000s YouTube?

weak hatch
#

how would i go by making ai's NVG's down in the editor?

astral bloom
#

For what purpose?

weak hatch
#

scripted screenshots

patent prawn
#

Im trying to make a mission where in the beginning an ai controls a boat with our players in it and when a waypoint is reached, the players are forced out

cinder holly
patent prawn
#

Can u answer my question?

cinder holly
#

what question?

patent prawn
#

Im trying to make a mission where in the beginning an ai controls a boat with our players in it and when a waypoint is reached, the players are forced out

cinder holly
#

that's a statement, what is the question about it?

patent prawn
#

How do i forcefully eject players out of a vehicle after their ai driver hits a certain waypoint

cinder holly
#

make the waypoint a "unload" one, that should do it

coarse flume
#

the bot suggests using a trigger area instead of waypoint completion

#

id argue that maybe using a waypoint event handler is more appropriate

#
    params ["_group", "_waypointIndex"];
    {
        _x moveOut (vehicle _x);
    } foreach (units _group);
}];```
#

put into init box of the group leader if making mission in editor

cinder holly
#

yeah, let's try and not bring chatGPT in here, enough problems to solve already

coarse flume
#

haha k

shell fox
#

... just use the On Activation expression of the waypoint meowsweatsmeowsweats

tame sage
#

Can anyone recommend (one of the many) AI building garrison scripts, that is compatible with the classnames of SOG?

tawdry rampart
#

Anyone know of any maps that could pass as 1950s Korea? Ik there aren't any complete ones so I'm looking for a substitute

#

Mainly looking for something pretty mountainous and snowy

golden saddle
#

how do i add color to titletext

tame sage