#arma3_scenario
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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
And placed in custom defensive strategic positions in the urban enviroment
There are some commands of that kind: https://community.bistudio.com/wiki/Category:Command_Group:_Mods_and_Addons
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.
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...
An addon as a part of a mission? Or A mission as a part of an addon?
Because former doesn't really make sense
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.
Since, I'm not really understanding what is your case. How is, the gulp? thingy involves into your mission?
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.
Hmm, so, the thing makes the file/folder structure into the right format, so is pbo friendly?
something like this: https://www.mycompiler.io/view/Ey7PUU9Nqz8
yes, pbo friendly, zip archive intermediate step, and ultimately pbo
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.
it might not even be a kosher approach exactly to include some addons in the same workspace...
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
it was a silly thought on my part... probably better if I organized a separate repository and such around the concept.
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?
Does anyone here have much experience with MGI's Adv. Modules
@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
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?
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?
ie, if there are no enemies in the sector the respawn can be used, but if there are enemies present it's disabled
Hey
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
IIRC.. I think you can attach a marker to a vehicle.
If not, use a teleport. (So attach invisible teleporting thing (idk pole or whatever, it doesn't matter it'll be invisible)
so once a player respawns (and gets whatever equipment) they can "spawn" (teleport) to the mobile CP.
not a bad idea. I'm gonna go try that
Could also make the truck a virtual arsenal and let people rearm that way after they spawn in
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?
Probs better in #production_releases
Such a light-script seems handy.
@hearty mulch that sounds interesting
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
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.
Would be up to what you prefer and what your mission needs to contain.
starting with CfgFunctions is a good thing. No template, everybody does things differently when it comes to missions.
is there a way to replace a number of houses on a mod map with differnt buildings?
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.
maybe ill just manually do it there isnt loads. hope it wont make the map lag or anyhting
Whale: yes globals are bad
Is there a way to set up a timer as a Zeus without ending the scenario if it hits 0?
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?
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.
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]
}];
Trying to add it by just replacing initial this with _this doesn't do the trick while Zeusing.
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#GroupCreated
Possibly this, or EntityCreated might do if the situation allows it
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.
You can simply filter it by side command or some way to choose which to have or not
Well, apparently if is simple enough to filter, though
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.
Or, I think there is sets of EH for Zeus? Can't recall rn
There's this: not sure what the difference might be between this one and the one you suggested, exactly.
I guess the MEH will fire whenver a group is created (say, by script/function) rather than when I hand-place it as Zeus.
I'm new to EH, so still learning, but thanks Polpox. You've been very helpful last coupla days 🙂
perhaps by joining them with a group of the opposing side?
Gud gud 👍
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.
how you edit the whiteboard?
it's an image \a3\missions_f_epa\data\img\whiteboards\whiteboard_A_in_camp_CO.paa
does anyone know if it is possible to create a custom 'map' like the one in the first mission of contact? If so how?
hey can someone run me through how to send eden save file
to my friend
or file directorys woujld it be
i can find mp mission but i want to send the eden file so he can edit it
C:\Users\username\Documents\Arma 3(Other Profiles)\Missions
thanks
you can also press File > Open Scenario Folder in the editor.
"map" can mean a lot of things. Can you be more specific?
heresy!
Sos for the picture internet not working on pc
Where would i find this i tryed your method but didnt find it
And cant find where this is
Mb
Found it thanks guys
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?
ah, like this? #contact_discussion message
Yeah, basically the same thing - regardless of how it looks, I don't believe the map had any actual position markers on it, was just an image instead of the regular map. Do you have any idea if its feasible in the recent updates?
Found this, but there maybe a better/different solution https://forums.bohemia.net/forums/topic/224955-contact-dlc-style-map-help/
Im trying to make a mission where one side has a standard-type topo map and the other has a map similar to Spoiler the first Contact DLC mission where theres just a shitty drawing in the map screen. Im not talking about Spoiler the scripted neutrino map or wavelength diagram, or even the topo map...
wow, I think this should do the trick for what I'm trying, thank you very much 🙂
in eden how do i make it so ai deosnt attack till fired upon
set the group to the second-to-last "color" (green, iirc)
ye dw i found how already
Are you close to the AI? This is bit misleading, it's actually "Do Not Fire Unless Feeling Endagered" xD
So if you're far from AI they might look at you and aim getting ready to fire.
But if the threat is close they might decide it's dangerous to them and...
o ye lmao
i was pratcially close enough to have a chat
If you actually want to have them never fire unless something fires at them you can set them to Never fire and switch the behaviour with Suppressed EH:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Suppressed
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.
they are on not fire they are still lighting me up
alr ill try
there's a typo there @delicate hinge , remoteEventHandler => removeEventHandler
then you maaay have (AI ?) mods changing that
ye for some reason if you use lambs patrol module they dont listen to their state ie do not fire , open fire extra
whats some of the best ai mods?
the ones you like
I hear about lambs and another one (I forgot the name) mostly
vcom?
Looks nice
much better than my usual 1 - go there 2 - kill stuff
At least you make mission briefs.
Mine kinda go like "BLA BLA BLA" while we're loading into the mission :P
what else do you need? ;)
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?
The function in question is only used for logging, so it doesn't need the mission to be running
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";
and do you have allowFunctionsRecompile = 1; in your description.ext?
will check, thx
Anyone use the Strategic Map much? Curious about it.
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?
see SOG documentation
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
the Bohemia Wiki does not hold SOG scripting information, only the CDLC description
but if it is not on their wiki, I hope someone can tell you here (but it's not guaranteed)
@final basin I've seen it used for a very elegant teleport system. Not much else though
Wanted to try it out, seems it has on anAct() for its mission points when clicked.
Was thinking I could use it to spawn empty vehicles and whatnot, but it seems to be very oddd.
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.
vanilla arma? probably I_soldier_f
check its parents in the config and pick the first suitable one really
It isnt vanilla but yeh I checked through the config tree and tried I_Soldier_base_F and it works, thanks anyways dude
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.
iirc there are NVGs like that in the base game, but I do not remember the classname, try an assets list page on the wiki
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?
no.
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?
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
No Timeouts set either
Damn. Thanks anyway.
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
most likely yes
keeping a group for units to be created on a player's connection
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
so I assume I would replace the "dotarget" with this?
Well you do 1st doTarget then order it fire at target.
So replace your useweapon with this.
ok thank you I appreciate the help
this is the error I got with the adjustment
fireAtTarget [_helicopter, currentWeapon gonna try and fit this in idk
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
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
plz
oh sorry did I do something wrong?
for https://community.bistudio.com/wiki/Arma_3:_Loading_Screens
is it possible to point to an image in a mod rather in the mission file? for the description.ext section
Yes
simple as just doing
\addon\path\to\image.jpg ?
hmmm maybe it didnt work cause the image wasnt in 2:1 😦
fireAtTarget is a command, not an action
https://community.bistudio.com/wiki/fireAtTarget
https://community.bistudio.com/wiki/Arma_3:_Actions
Hmm I see still not 100% sure how to implement it but I'll try again
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
I tried adding this to the end _handle = g1 fireAtTarget [t6, "LMG_Minigun_Transport"]; but he still shoots into oblivion
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
(maybe happens when mission file version goes from 53 -> 54?)
¯_(ツ)_/¯
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?
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
Barrel swapping is not a vanilla or Eden feature
Also Eden makes a mission not a map
Yeah i figured it got something to do with settings in Eden
I'll look around then
ace overheating settings addons
Hey guys, I was wondering how to use mission intro/outro in order to do a cutscene?
I'm working on an AEW style campaign.
choose Intro phase in editor, place entities there, then add scripts through initintro.sqf file
Awesome. Thanks for the info. Any tutorials on cutscenes you can recommend?
anything you find in google should be good enough, scripting it is the same thing as placing any other scripts in the mission.
Using EXECVM?
you can look for missions in Workshop that have intro phases and just check how they did that
execvm, call, spawn, many ways.
Got it. I'm wanting to do a long intro campaign cutscene that really shows the aftermath of East Wind.
Thousands dead, more injured. Lives destroyed. The island on fire.
Skirmishes between FIA and NATO/AAF forces as they work to secure the island and bring peace.
that's going to be a bit of work to do, especially for an inexperienced person but good luck
Thanks. The guy who did OPCPOM gave me hope when he told me it was his first mod.
Where should I start? In your opinion?
start from a small, single scene, read about creating cameras and how to move them, if it works then proceed to the next one
I'll do that! Thank you!
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.
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.
Western Sahara DLC. That map is pretty good.
All Arma 3 Terrains Compilation List Last Update: March 19th, 2023 Total number of Terrains: 422 This is a massive compilation list that compiles all the terrains aka maps from the Steam Workshop Terrains section. Purpose of this compilation is to sort, and organize all the maps based on location...
there is a pinned terrain sheet here, too.
so there is 😂
Maybe Kujari - has both open areas and a bit of vegetation
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)
Probably means that you have defined some param twice in there
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?
yeah, onlyh thing is, i cant seem to find that second param :/
we can't help you with that either, magic mind-reading orb shortage
Are they defined in units[] = {};
Looking for some feedback
ah, i can't upload images to this channel :(
What do you think of this objective layout ?
or is this better
dont mind the colors... >_<
Are A/B/C occupied or neutral? Make them white if neutral.
it's for the objective location
I feel the first layout is a bit stagnant
Opfor would always go to A, Blufor always to C and then fight at B
While i feel the 2nd layout would bring more diversity and different approaches
What are you trying to build anyways?
This is for End Game
Is it a TvT, is it just AIs fighting against eachother?
It's the new End Game - Zaros mission
it currently uses the first layout
Flow layout 1: http://i.imgur.com/vGl7UU7.jpg
Flow layout 2: http://i.imgur.com/tDegV56.jpg
One of BI devs said: "The mission was built on purpose with CQB in mind and teams battling for the middle objective."
Gawd NyteMyre.. leaking our secret plans again?
You don't have to like it, you only have to win.
You are like the worst competative gamer in ArmA! :p
yeah... i ended up removing it to save me the bother
do you know how i can find a 'c' and replace it with a '{'. im using notepad++ atm
if theres a better editor lmk
thanks man
damn bro vsc is so much better. thanks alot
how can i comment out multiple lines without // each line?
thanks
nope, I used a file someone put on a forum so ill admit I don't %100 know what is all needed in here. Hopefully yall can give me some guidance here. File in the spoiler if you wanna have a look.
any chance theres a way to get the config names of many vehicles at once?
through scripting
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
make it server-side
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?
where can i learn this?
#arma3_scripting is here for support & backup too!
thanks man
@signal coral I think the non-sequential layout could result in a "whack-a-mole" situation where you constantly race around
@signal coral can always use both layouts and just increase the objective count to 5
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
@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.
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)
Thanks! I currently try to work around this with assigning a temporary crew and issue (driver _plane) action ["LandGear", _plane]
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?
Yea that would work fine, even a marker if you manually add the correct height to getMarkerPos
a proof of concept mission, uses Nimitz and F/A-18: http://tetet.de/arma/arma3/nimitz/experimental/[MP]RespawnModule.Stratis.7z
what makes a mission good in your opinion?
if you enjoy it, it's good
but in general, the sense of accomplishment, "you did something" for me
do you have any good ideas for tasks? i currentl only have stuff like "capture the city" etc. and they are done by changing the flags on buildings. it works ok, but i think it's a bit boring
Depends on after what you are really
I love at the very bottom in Example: Normal day, Event: Nuclear Attack 😄
the mission is simply about capturing a checkpoint, village and a train depo
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
send workshop link sounds fun- i like those sort of things
it's still wip
im planning on making a small campaign
also it's from a perspective of a ukrainian soldier and idk if it's ok with you
Wait...
Is there really no way to just delete the option for zeus to add units from a certain faction?
I can't find a command for it https://community.bistudio.com/wiki/Category:Command_Group:_Curator
I think you may be looking for https://community.bistudio.com/wiki/addCuratorAddons
No that is just addons.
I mean sides.
I want to disable blufor Indfor and civilian alltogether from the Zeus menu
@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.
Yeah I tried using the costs but it did weird things and never seemed to work like I wanted it to.
It's super confusing the way the system is set up...
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.
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Today we're going over how to modify KP Liberation to change enemy (OPFOR) and ally (BLUFOR) factions, unit types, difficulty, and so much more. We're edi...
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?
Which software you use? Which file you try to unpack?
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
How do you unpack?
I right click on the file and click unpack with pbo manager
Unpack as "=BTC=co@30_Hearts_and_Minds.Altis"
maybe the =/@ signs are troublesome, try renaming the pbo as H-and-M.Altis.pbo
Nope, still at pbo.json
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?
https://community.bistudio.com/wiki/BankRev
I do believe is simple enough
Nobody has ever made a hunting mod compatible with Ravage, correct? That's one thing that seems quite weird to me
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
well, people can make it and so can you if it is useful to you and would like to see it @pliant egret
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?
attachTo 😄
ha
The two objects are the player and another soldier. Unfortunately this kills the walking animation.
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
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.
are they in the same group or not?
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
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
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?
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 😄
Cool, tyvm Lou. I'll do some testing.
I have no idea how to do it, but I can sure try
What is the best approach to find a suitable cover position around the unit? Eg. a tree, wall, etc?
cover from what
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.
I'm afraid you might have to do it yourself, there was findCover in Arma 1 but otherwise it's all engine-side I think
Yea, I saw that the command is not implemented in Arma 3.
Hmm, I am wondering what a good approach is
a stealth one
because stealth is always seeking cover?
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
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

how can we help? the first three channels I linked you are for assistance 🙂 what is the help you need?
the thing is i need help with setting up everything haha. I dont have good editor skills but the idea I have is really good. I can send you a screenshot of my idea if you want
use #creators_recruiting to have an army of minions under your command then 😉
#arma3_editor / #arma3_scripting / #arma3_scenario channels are to help you understanding and doing things
ohhh ok. got it 😎 I appreaciate the help 
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
#arma3_questions message
Am just going to reuse my legacy answer once again...
Oof thats a very old answer haha.
So basically put this into vehicle init with this_ or its variable and it effectively halfes damage (or whatever I put there instead of /2 )
Pretty much
What if, you put a exaggerated value like /100 or *100?
Same result
maybe there is an additional script running due to the vehicles being modded?
like custom damage or whatnot
Maybe, try in a vanilla vehicle?
Does the tracers module (ModuleTracers_F) not work if placed in the editor? Can't seem to get any action from it.
Have you previewed the mission?
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
The function says you can't see one if you or some player is in 100m area near the module
I mean I've looked the function sqf itself, no description says so AFAIK
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 :/
Try in vanilla?
It is all vanilla, yeah
🤔
And confirmed, doesn't like being told to use HMG_M2_Mounted
My (almost) vanilla environment does it properly. Are you sure the module is not sinking into the ground?
Worked with the Mk200, or at least briefly, it is a weird location so I think it got a burst off then wigged out
And stay untouched with those attributes, just place one and check
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. 🤷
If the gunner is supposed to die in the intro, then kill the unit in the intro
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.
You may find hosting support @ #server_admins 🙂
it might be mod-related
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?
dynamic simulation will disable simulation if outside of range
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!
Anyone know what mod adds this helmet?
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?
no. check your mods, ask in #arma3_questions
@vital trout Yeah but do you keep both dynamic simulation and enable simulation enabled at the same time? or just 1 or the other?
both
@cinder holly Appreciate it 🙂 Couldn't find a definitive answer in documentation so thought i'd ask 🙂
don't hesitate yes!
hi Majarkin ;)
It would also be an unbelievable workload...
i doubt most content has been checked at all. due to workload.
i guess Dwarden will reply as soon he finds time.
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.
😢
Best mission style ??
yes.
@deep cliff ?
Pls explain to me how i can proof that a story that i have wrote in word is mine ?
?
you don't need to provide evidence of your writing
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
you're tunisian?
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
also why is this discussed in this channel it shall go into #ip_rights_violations
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 ...
if you have problem , contact support@bistudio.com or infringements@bistudio.com
who the hell is ryan, when , what's his skype
anyway for last time, move this discussion to proper channel
lol, that's Lystic
this is about you not other peoples content
gone, enough of this drama
done like a true profesional
Thanks Dwarden
PU: Always good to have friends. Right?
@olive sequoia was the comment >this is about you not other peoples content< aimed on me ?
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 :)
there is no problem lystic, you just ignored on my skype so w/e your wrote, never reached me
annoyances ... everywhere
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?
@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.
this is amazing, thank you. I'll look into it!
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
please do not post a wall of code; remove this code and provide a link to a https://sqfbin.com/ snippet, thanks!
Thanks. I didn't even know something like sqfbin exsited.
and thank you too! o7
I keep getting an error on the
waitUntil {sleep 1; !isNull alpha};
```try```sqf
waitUntil { sleep 1; !isNil "alpha" && { !isNull alpha } };
the first checks for the existence of the variable, the second for its content
Awesome. Thank you very much. I'll try it out now
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"
https://community.bistudio.com/wiki/Eden_Editor:_Trigger compare the parameters you have added to what they actually mean.
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
Set the activation tab to Indfor, Present
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)
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 ?
can you go to Eden Editor, press " ` " (top-left of the keyboard, under Esc)
if this does nothing, press Ctrl+D
^ this should open the Debug Console, type in productVersion, press Enter and copy-paste the result please
["Arma 3","Arma3",212,150301,"Stable",true,"Windows","x64"]
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
Will do! thnx a lot!
ACE NVG limits your view distance with fog IIRC.
You can disable that and then you'll see the stars.
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.
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
I don't think deformer saves the info into the mission file
How do I make ACE Intel in Eden? I tried the actual object but they don't work at all
well shit
Thank you Dwarden, for the quick response. Like to see stuff resolved properly.
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?)
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)
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.
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?
Also I put this in #arma3_scenario rather than #arma3_scripting because I do not believe this behavior is because of the script
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
I suspect mods.
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
how can you scale down or scale up the models for a mission like that?
https://steamcommunity.com/sharedfiles/filedetails/?id=2907631066
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.
setObjectScale
^
do you have instructions for it?
Here's the wiki page, but it's basically object setObjectScale <scale>
https://community.bistudio.com/wiki/setObjectScale
Anyone still here?
thanks
barely :)
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
is there a diff between mission making and scripting? :)
This is just frying my brain right now hwhw.
*haha
Depends how much stress you want to deal with :P
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?
ok so i managed to get it to work with this script
but i have a problem, 1. all the launchers are shooting at the same time (i tried putting them in different triggers with timers but nada), 2. they're shooting all their missiles in 1 go, i'd like for it to do 1 at a time, if possible
Does anyone know of an ocean map for a naval/air mission?
Anyone have any idea what is wrong with this statement? {_x setMarkerTypeLocal "mil_Pickup";} forEach _allExtractionLocations;
Depends on how big it needs to be
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
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?
ok so i figured that out
- the set vehicle ammo forces the vehicle to reload a new load of ammo everytime, when i remove that its gone
- apparently its because using the radio alpha and whatever breaks the timer for some odd reason
is _allExtractionLocations an array of Strings or something else?
Do AI jets have issues with being 10-15k outside of the map?
AI in general have issues when out of map bounds.
AI in general have issues when out of map bounds 
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?
do you have anything in the init field of the playable units?
Heart's and Minds configuration for them being able to Interpret what captured enemies say
this setVariable ["interpreter",true];```
i've done this before and never had an issue with it, could it be that?
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?
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!
Thanks!
@verbal pagoda I'll need an invite link to that one.
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
with possible https://community.bistudio.com/wiki/BIS_fnc_attachToRelative to avoid calculating offsets by hand
tried, still disables the fuctions of the turret entirely
cant move, shoot etc
then the basic attachTo is likely to do the same
strangely enough it isnt
with normal attach to, I can still move around in the turret
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.
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 
but the file size it wants is smaller now so... progress?
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)
did this end up working for you?
I gave up and did it differently
gave it a go as well, but the vehicle lockout on overturned vehicles i can't get past
Unfortunately upside down objects cannot fire, hardcoded engine behaviour
Would be nice to have an option to disable it
@final basin There's a list of useful invites link in one of the channels on this server:
https://discordapp.com/channels/105462288051380224/107533617407737856
can anyone recommend me a source to learn more about ARMA 3 Editor ? I tried the tutorial, but...
youtube has hundreds of videos covering 3den editor
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
crosspost
Alright, just saw that.
There's a list of terrains in pinned messages here, go through it, check out some and you'll find a fitting one
Hello is there any mission maker that would help me out to learn about doing missions both SP and MP?
there's loads of extensive videos on getting started, suggest you watch some of those 😄
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
https://community.bistudio.com/wiki/Multiplayer_Scripting may help you here regarding MP scripting
Thanks for that
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
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?
there is Realistic Driving Terrains mod and it makes vehicles "heavier" when not on roads and there are RHS compats for it too, but it kinda breaks AI driving. I mean it definitely makes karts go dumb, not sure about AI tanks https://steamcommunity.com/sharedfiles/filedetails/?id=2363837768
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
Thank you very much, I'll look into that
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.
... 😦 please help me
Are the players in the spectator while waiting for respawn?
Try setting the respawn time to something really long.
anyone know if i could pay someone to make a liberation mission file, i want to do a soviet afghan war setting
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
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.
Lowering AI skill to 0.1 is the opposite of making them skillful lol
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
I think the AI needs just the right water depth to get out, it cant be too deep. but if you want to force them getting out fast there is script commands for that (moveOut & leaveVehicle)
alright thanks. actually the boat is driving even "on" the shore so they are either in very flat or no water at all but thats weird. But thanks i guess im just combining a get out command with a trigger
also another 2 questions:
-
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
-
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)
Are you using LAMBS?
1 skill and low precision for aim
no. should i?
i wanna keep the modset as low as possible in numbers of mods and size
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
Do you guys know how I can port Dynamic Recon Ops to my terrain please?
There's a full guide on Steam: https://steamcommunity.com/workshop/filedetails/discussion/722652837/1742229167229103486/
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
Absolute legend, thank you!
If I put many triggers that spawn stuff like vehicles should I put them server only?
so they work on a big server
I'm using a radio trigger that connects to a wave spawner
I think radio trigger (0-0-1 Alpha, etc) have to be client-local
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
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?
what soundmods are you using atm ? is JSRS still the "best" option despite not being updated in a while ?
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
dyna and jsrs work together ?
didn't know that do i need to do anything "special" or just activate both and thats it ?
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
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
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!
yes, although it's more of a #arma3_scripting thing since that's not a base game feature.
onPlayerKilled.sqf:
player setVariable ["Saved_Loadout",getUnitLoadout player];
onPlayerRespawn.sqf:
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]);
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
Weirdly enough I tried this option and didn’t seem to work, so I’ll try the sqf option. Thanks Honger. Didn’t know it was scripting related.
do you mean this didn't work?
This took a bit of searching, this mod is from @glacial cedar
https://steamcommunity.com/sharedfiles/filedetails/?id=2247376289
Great addition mate!
Ihttps://www.reddit.com/r/arma/comments/3r62aq/a_simple_but_effective_mission_idea/
Are you using any other mod?
Interesting scenario
TL;DR - 2 factions working together but with contradicting end objectives
Yeah, that check mark when saved and exported as a Pbo didn’t seem to work.
Yeah, about 23 total.
Anything like ACE?
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
Well, then it works as intended
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
Exactly
Thanks Scorpii. That should of been the issue, checking it rn.
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
what has changed since?
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.
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.
I set it to even 30 minutes
I mean 30 seconds
But after the 30 seconds, they respawn 😦
Do you have a description.ext?
iirc it overwrites the editors mission attributes
change respawn to 0 and see how that rolls
You can read about it further here https://community.bistudio.com/wiki/Description.ext#Respawn.2FRevive
didn't even remember putting that line in there
you are a legend, this was all my fault. Thanks so much for the help
No problem, we have all been there once or twice 😆
Easy. :)
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
Can anyone recommend some mods and maps for Rhodesian/Bush War era please?
as far as I know you cannot save on a Dedicated Server without an extension and db system
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 ;) )
Are there any mods and extension that can help? And is there any documentation on the db setup
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
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)
Didn't they guys cramp debug mode into that... Or wait: Admin Actions -> Ghost Mode. ;)
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.
Well you sorta can, Gamemodes like Liberation and Antistasi save certain aspects of the game state, although I don't think anyone has straight up made the same sorta save system like Vanilla
The best I know of is just mimicking it by storing everything in a value in the playerNamespace of the Server
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.
true, using profileNamespace
I was thinking straight to "save file"
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. 😅
How do i disable support(over support modules)until a trigger is triggered ?
will post in here as well as I believe it is relevant to this channel
Sounds like what I am making will tickle the fancy of a few of you :P The idea started out so simply too haha
"The idea started out so simply too haha" Don't they all :)
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.
Sounds interesting.
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
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
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
: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.
That would be difficult if they decided to run away and you have no means of cuffing them.
"refinementrefinements' ...
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.
Shoot them
Yeah, exactly. Was not enjoyable at all
I've had more than 1 HVT operation go south because the HVT was shot in the leg and then bled out.
well don|t use a .50
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.
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?
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?
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.
Ooh, nice.
So, if you capture a town / base, can you respawn there? That would be nice.
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.
Oh, I get you.
I'm pretty new to mission making, but I'm hoping to get more and more into it!
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.
Hi - if you already know how to make a mission, see https://community.bistudio.com/wiki/Campaign_Description.ext for the campaign system
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/
<3
No highlighting on hastebin </3
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 :(
It means he's old
Oh. Well, thank you.
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?
@craggy siren His name is blue because hes a Veteran
most efficent? fuelCapacity via config
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!
(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)
Ah, yeah. Sorry, man! I guess I'll go back to looping statements and give that a try!
Thank you!
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
_unit setUnitLoadout "B_soldier_AAR_F"
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.
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🙌🏻
launcher is secondary, pistol is handgun
thanks!
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.
I'm a pinecone.... thanks!
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?
[_chair, false] call ace_dragging_fnc_setDraggable;
hello again my friend
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
would I be putting that in the chairs init?
Yup
Putting it on a single chair would apply to all chairs, is that what you're saying?
No no, you will need to add it to all chairs
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
Just tested it out on Eden editor... doesn't seem to work
did you change the _chair to this?
yeah
Just realized the option says ''carry'', not drag
...would that have any effect on the function used?
Isn't their wiki extremely outdated?
Perhaps for some things maybe, I haven't really noted anything
Btw it worked flawlessly. You said something about it only being local.
The Init box in the editor runs for each person who joins in Multiplayer so you should have no problems with Locality
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.
XD
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
Is there any mission creator willing to work alongside another person for content creation?
you can use #creators_recruiting for finding people to co-work
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?
there is scripting commands wiki page that lists all commands available. And the ingame function viewer you can browse for interesting stuff
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 ?
For some reason, all ranks on my mission look like this (it's supposed to be the Major rank)
Anyone know why?
check the mod that manages this effect
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)
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#ContainerOpened
This one.
Could use this, active trigger/ settstate succeed, remove eh after use.
opening a container does not trigger when player uses an arsenal action on said container
Use one of the Arsenal SEHs (https://community.bistudio.com/wiki/Arma_3:_Scripted_Event_Handlers#BIS_fnc_arsenal).
Thx for this one, my mistake. Though it affect when it's opened. Good to know
Everything works now! Thank you guy :D Also dont ask me what the helicopter is doing
what is the helicopter doing?
It saw KOTH player (me)
committing sudoku I see
dis
cord

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!
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
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.
Any help is better than no help
false, with "any" help you spend energy you may have better applied without it (like this message!) - you need valid help
regarding your issue, it might be it yes - it is a known cause
I made the entire mission a composition and pasted it on a new version of the map, will that fix the issue?
just be sure to have the same mods as the server, try to load the mission, if it works it works
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

let's try and not get them go to waste 😉
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 ?
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
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?
Well, I think it is a bit of waste, but not a big of it
That or testing if you have the time.
What POLPOX said here also is a very safe bet too.
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!
I've been playing with that for a short while now, I might be able to help. Can I DM you?
Feel free
Hello, is there any way to make the weapon and item pool from the Description.ext available in Multiplayer?
Yes, but need some more details, ACE or vanilla Arsenal?
ACE, I mean how in single player you can select items from the briefing screen.
weapon and item pool are singleplayer only iirc
so you can't, instead you can give players access to a limited arsenal or something.
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?
A Mod, more like a script can do it
im not well-versed in scripting. where should i start to look?
I don't know since I have no idea what actually you're doing
Probably unload every Mods is the first step
this is the basic problem. despite having my view distance stuff all the way up, i still cant see past ~1000
i guess i forgot to mention in zeus and in person. in zeus you can see it, ill put some pics of 1pPoV
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.
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...
Reduced haze mod is the best you are going to get, otherwise unless you find a script to fix it, you can’t
Is this mission running on the server? If so, server config is overwriting your local setting.
Or it's set in the mission.
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
Hey man. So the mission I told you about still won’t work on my friends server. Any other ideas what could be wrong
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
well, I do not know what does not work
mod mismatch, usually
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.
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.
sigh Something so simple. You'd think 'Remove this car's content when the mission starts' would be enough haha.
for removing stuff it isnt a problem to use the init-box, unless you're really picky about load-times.
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.
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
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.
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.
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.
You should just run the helicoptersqf from your init.sqf like this if (isServer) then {run the script, call it, whatever};
setFuel is only ran globally if the vehicle is local to the machine it's called on
a-Ha
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.
use remoteExec and target the owner of the vehicle
Alganthe help me my face-script isnt working and nobody can tell me why booooohooooo
link ?
It's right there higher in this convo
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.
@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 ?
I run it like this:
call compile preprocessfilelinenumbers "scripts\setFaceBlack.sqf";
in my init.sqf, without a server condition.
Haven't tried that yet.
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;
Woah, you can write code in Discord and it works? Ooh.
yeah, markdown support, even if it's imited
Ah, nice. I've just been using hastebin.
pastebin and gist support SQF, dunno for hastebin
And for that to work, i should run it in the init.sqf just like that, no server check?
I'm pretty sure it does, one second.
why do you need a server check ?
if it's supposed to be ran on the server only put that in initServer.sqf
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.
nah, it highlights comments
Ah, you're right. Damn.
@crisp jackal When you say "it doesn't work" what happens exactly?
-
Can you see the mission in the mission selection screen.
-
Can you select the mission in the mission selection screen.
-
Can you see the role selection screen/lobby?
-
Can you see the roles in the role selection screen/lobby? or is it empty?
-
Can you select a role and go into the briefing screen?
Ping/mention me in the reply when you respond.
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.
use stylish, it's a firefox/google chrome extension
look like this > http://puu.sh/l83DH/c2b38731be.png
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.
not atm, that's a random page
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.
We get as far as 3 and then nothing
It keeps taking us back to the role selection screen
So, the role selection screen is empty, there are 0 roles.
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
(so that's step 4?)
I really should start writing down specific issues with their fixes for my self
If my memory serves me right, it is likely that it is a mod issue.
Do you have the server's RPT?
Oh. Then yeah maybe step 4
My friend who’s working on the server does, I can ask’em for it
Please do, I'd like to take a look at the RPT of the instance you did try to load the mission and it sent you back
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
Just ping me when you can and send me the RPT, wouldn't mind joining later but it is good if the chat is also here for others to weigh in and for others in the future to read it if they run into the same issue.
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
Lord yes, but please send me the file, sending it here as a message either wouldn't fit or would become a sort of spam xD
0:19:50 Warning Message: Addon 'USAF_AC130U' requires addon 'usaf_main'
There you go.
Oh my bad lol
This should be your missing addon
Most likely.
I could swear we already have that mod in the modpack
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.
It needs to be installed server side and needs to be part of the commandline.
and it goes without saying but both mods need to be up to date.
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
and remember to remove all objects and items from the mission that are part of this mod.
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
👍
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
Oki doki
@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.
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?
You can check lockCameraTo
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.
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.
Arma 3\AoW
yo can someone recommend me a file converter than can convert mp4 into ogv without making it look like 2000s YouTube?
how would i go by making ai's NVG's down in the editor?
For what purpose?
scripted screenshots
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
don't crosspost; I removed your other message in #arma3_scripting
Can u answer my question?
what question?
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
that's a statement, what is the question about it?
How do i forcefully eject players out of a vehicle after their ai driver hits a certain waypoint
make the waypoint a "unload" one, that should do it
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
yeah, let's try and not bring chatGPT in here, enough problems to solve already
haha k
... just use the On Activation expression of the waypoint 

Can anyone recommend (one of the many) AI building garrison scripts, that is compatible with the classnames of SOG?
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
how do i add color to titletext
You tried this one?
https://steamcommunity.com/sharedfiles/filedetails/?id=2968984410
The Asian WW2 mod also includes a terrain. May have relevant buildings, but not very mountainous:
https://steamcommunity.com/sharedfiles/filedetails/?id=2691430448
Otherwise check the Scandinavian terrains from this list:
https://steamcommunity.com/sharedfiles/filedetails/?id=2623772517