#arma3_scenario
1 messages ยท Page 5 of 1
https://community.bistudio.com/wiki/BIS_fnc_showSubtitle
Check example
got it thanks
Has anyone hooked up DRO to custom maps? Or adjusted factions to work a bit better with DRO?
Can anyone hop in a call with me and help me make a mission idea? I want to learn how to make objectives activate when one is completed and to make enimies spawn when they are completed to move to another objective. Also how to make AI fly helicopters to certain locations and land etc
Hey, putting together a D-Day op for my unit, anyone have a good performance friendly way to make some AI gunners have unlimited ammo or a script which replenishes their ammo like every 15 seconds?
I had people recommend using onfired event handlers but that's a terrible idea for performance reasons
What is the intention here?
Play a sound effect at programmed hours (5,7,10,etc) out of an item
Hmm. I'm uncertain how it will behave but one thing I can say is, the repeatable trigger only repeats to detect when the condition it has gets false
Which means, it can only run one Activation and Deactivation per a repeat
I see, i'll keep testing with that in mind thanks
Context/Question
So what's a good way to create a persistent save mission with 2 major factions mainly being commanded by AI Commanders having a dynamic feeling to them as they patrol, have skirmishes, and overall do their own lil thing while the players are not tied down to whatever tasks may be brought up by the main factions?
I've been working on making a PMC styled mission/campaign and I want the BLUFOR and OPFOR factions to go at each other without having to hold their hands and being able to focus on the player group. I have already downloaded NR6/HAL, Alive, and Drongos mods and messed with them a good bit.
-So far I really enjoy how Drongos map population works in terms of marking a Faction AO and having AI spawn in automatically and patrolling the outskirts of the Faction AO while mainly defending the location.
-While I also enjoy how HALs works in terms of the AI Commander ordering the units to go to objectives and what not.
Ik a good bit of what I enjoy in both can likely be done without the other, but Idk how to go about that.
Question
So could anyone perhaps suggest or offer some advice on how I could go about setting something like that up? Feel free to ping me when/if you respond or even shoot me a DM to directly help out- gonna keep messing about with it till I eventually figure it out or someone helps out XD thanks in advance to anyone who helps or trys to help out ๐
ALiVe does most of that, takes a while to set up
yeah I was looking over Alive and trying to figure it out but never got anywhere solid rlly :/ I am for sure gonna try it again, messing with Hal atm- I had got a decent thing setup on Alive yesterday and somehow it didn't save- so I had to start back from scratch and just said MEH and went off to mess with something else XD
Try using BIS_fnc_spawn (objectives, enemy etc)
where would I find that?
on bohemia wiki
although remote exec is a modern version of this function and should be used instead.
only big issue with Alive is that one of the main factions I intended on using isn't supported by it, which is a solid kick in gems ๐
if the turret has multiple belts/magazines, reloaded eh is good for this.
I am working on a multiplayer mission that will randomly select a new task.
initServer.sqf
taskDatabase = [1,2,3];
randomMissionSelector = 0;
trigger condition to create a task
randomMissionSelector == 1 //number is different for every objective
trigger activation once the above selected task is complete
randomMissionSelector = selectRandom taskDatabase;
So here is my challange. How can I deny selectRandom from choosing an array positon which has already been used? If task 1 was already complete and selectRandom lands on that index then it will do nothing.
By deleting used value from database.
taskDataBase = taskDataBase - [randomMissionSelector];
This seems to be working EXACTLY the way I hoped! Thanks a ton!
whata wrong with the supported factions?
does anybody know how to make the vanilla VTOL drop a vehicle with parachutes? im trying to have VTOL drop a rhino but i dont know hpw
GIve the aircraft a Move waypoint and put in On Activation:
vehicle this setVehicleCargo objNull;
hey, i'm trying to string something wherein i used a custom event execution, when set to true, to then HideObject an wall or smth
I'm also amateur at this at best, where do i start with that?
Thanks!
Wanting to create a mission in eden for a zeus op, but also have it be persistent for multiple sessions... How might I go about doing this, if it's possible?
What do you mean by persitent for multiple sessions?
I'll go ahead and give just a quick overview as to what I'm trying to do.
Essentially, using eden to do a custom ravage map, and will be using it to conduct multiple zeus sessions. I'd like for the participants to be able to play until the end of the session, and then carry over their progress as characters into the next session, as well as like, map persistance (ravage has some basebuilding, would be good to preserve).
easiest would be using https://steamcommunity.com/sharedfiles/filedetails/?id=2603942867&searchtext=rco - save progress on mission end, load it in editor to create a new mission with everything done before and play the new one
not sure what does "progress as characters" mean
Hey... Have been away from Arma for a long time. But one of the best game experience i ever had was with a mission called "Cipher" for Arma II.
Does anyone recognize it? And even better, is it ported to arma 3 or reforger?
Thanks for reading!
why does my scenario start like this unable to move when downloading from the workshop? the mission starts as it is supposed to in the editor.
Any theories on why AI groups are trying to flank so far around enemies? I'm trying to get them to take more direct paths between objectives (red and blue squares) https://imgur.com/Xhnx4ty https://imgur.com/dfFNSUk
better safe than sorry
they might be fleeing
Iโm having a persisting issue, Iโm using the Warlords Sector response teams, and the server continuously persists. When we attack the independent sectors it works, but when we attack the Bluefor or Opfor sectors not a single sector spawns in reinforcements at all. Any ideas on how to fix it
So I'm trying to get a script to automate placing markers over where I put objects.
A person in our community gave me this
nig_mark = {
params[ "_object" ];
_pos = getPosATL _object;
_bound = boundingBoxReal _object;
_rot = getDir _object;
_bmin = _bound select 0;
_markerName = format[ "bound_%1", netId _object ];
_marker = createMarker [_markerName, _pos];
_marker setMarkerShape "RECTANGLE";
_marker setMarkerColor "ColorGrey";
_marker setMarkerBrush "SolidFull";
_marker setMarkerSize [_bmin select 0, _bmin select 1];
_marker setMarkerDir _rot;
_marker setMarkerAlpha 1;
};
{
[_x] call nig_mark;
} forEach (allMissionObjects "building");
I can't seem to get it working though,
Does the script in itself look workable? In my amature experience, yes, but Im still having issues getting it working
Also try using BIS_fnc_netId instead of netId (netId does not work if you're testing in singleplayer).
Also try using abs with the _bmin values to get the absolute values (maybe _bmin contains negative numbers ๐คทโโ๏ธ).
Could I just make an array of classnames instead?
nig_mark =
{
params[ "_object" ];
systemChat str _object;
_pos = getPosATL _object;
_bound = boundingBoxReal _object;
_rot = getDir _object;
systemChat str _pos;
_bmin = _bound select 0;
_markerName = format[ "bound_%1", _object call BIS_fnc_netId ];
_marker = createMarker [_markerName, _pos];
_marker setMarkerShape "RECTANGLE";
_marker setMarkerColor "ColorRed";
_marker setMarkerBrush "SolidFull";
_marker setMarkerSize [abs(_bmin select 0), abs(_bmin select 1)];
systemChat str [_bmin select 0, _bmin select 1];
_marker setMarkerDir _rot;
_marker setMarkerAlpha 1;
};
{
[_x] call nig_mark;
} forEach (nearestTerrainObjects [player, ["House"], 20000]);
Have fun
interesting prefix
Good thing the function is not called "ger"
@cedar bronze
It's a good habit to add some logging to scripts either via systemChat or diag_log. That way you catch things like that very quickly.
I saw it. Thought nothing of it.
Could of been a certain word on someones mind when they made it whenver, but none the less, it seemed harmless.
This is helpful.
Thanks.
I see you've used nearestTerrainObjects
But this isn't just houses, it's walls, and other smaller objects that you;d find on a regular map.
Could I use getMissionLayerEntities instead?
getMissionLayerEntities only returns objects you preplaced in Editor and put them into a layer with given name
I am not sure what objects you are exactly looking for,
The whole layer would be ideal
Check https://community.bistudio.com/wiki/nearestTerrainObjects There are more types available
Everything needing marking is layered
Then you can use getMissionLayerEntities
Sweet. I'll give it a go.
Where's the best place to execute this?
I'm using a community framework. We have a folder with various inits.
Preinitclient, preinitglobal, preinitserver, and postinitclient, postinitglobal, postinitserver.
Pre is anything before going in-game, i.e the inital map screen past role selection, and post is everything past mission start.
I've tried putting the code in raw to each of these, but no luck.
Should I put this is a file and remotexec or execvm ?
Depends when you need these markers
I'd personally create the markers local e.g use the Local variants of all marker commands
and then use postinitclient assuming this executes post init on client only
But I kinda need the map markers on that inital map screen after role selction as thats where we brief for the mission.
So commander needs the map intel.
Sorry I meant local. Edited my msg
Posinitclient is only for the client yes.
preInitClient then I guess. I don't know the framework
Of course. It's why I'm not asking you about my own framework haha.
Seeing if a mind had a similar thought.
I did think the preinitclient.sqf was best choice, but it didn't seem to come up when I put it in.
nig_mark =
{
params[ "_object" ];
systemChat str _object;
_pos = getPosATL _object;
_bound = boundingBoxReal _object;
_rot = getDir _object;
systemChat str _pos;
_bmin = _bound select 0;
_markerName = format[ "bound_%1", _object call BIS_fnc_netId ];
_marker = createMarker [_markerName, _pos];
_marker setMarkerShape "RECTANGLE";
_marker setMarkerColor "ColorRed";
_marker setMarkerBrush "SolidFull";
_marker setMarkerSize [abs(_bmin select 0), abs(_bmin select 1)];
systemChat str [_bmin select 0, _bmin select 1];
_marker setMarkerDir _rot;
_marker setMarkerAlpha 1;
};
{
[_x] call nig_mark;
} forEach (getMissionLayerEntities "HOUSES");
I've done this in Postinitclient and it prints classnames in chat, but doesn't seem to display the items.
If I do terrainobjects command, the orignal one you sent, it works as intented.
Probably because getMissionLayerEntities only works on the server.
Ugh, nonsense. Although that is going to become a problem down the line.
But the actual problem is that getMissionLayerEntities returns something that looks like this ...
[
[Object1, Object2, ...],
[Marker1, Marker2, ...]
]
```... so you need to do `forEach (getMissionLayerEntities "HOUSES" # 0)`.
Also, if you are going for the client-side option, you need to use createMarkerLocal and its setMarker*Local friends.
So I can't expect it to work in localmp?
We have a dedicated I can put stuff on.
@soft rover In singleplayer, you are playing on the server.
In multiplayer, there is always one machine that is the server (be it a hosted server or a dedicated server), and all the other machines are clients.
There are some commands (such as getMissionLayerEntities) that only work on the server. In multiplayer, these commands can not be executed by client machines.
So if you want to use getMissionLayerEntities, you will have to make sure that your code only runs on the server, e.g. by calling it from initServer.sqf (or the equivalent in your custom framework).
Ty
Is there a solution to keep players from rearming certain magazine types from the BI Virtual Arsenal?
I do not want them to be able to withdraw GL ammo or Launcher ammo for specific classes.
But I want them to have full access to ammo for their rifles.
Since the game mode heavily relies on the players scavanging for "specialty weapons" and I do not want them to just be able to tear up the enemy with infinite rockets and protectile grenades.
is there a way to move a character that already has an animation?
i gave a character a walking animation but the animation doesnt move
what character, what animation, is there already other scripting involved, any mods?
Unload POLPOX's Artwork Supporter and call it a day
question, does anyone have issues, I want to attach an open to an object in zeus. (A to B). But object A rotates to its default direction once attached. And I need it to be attached at an angle. I am using Attach module on Zeus Enhanced
That is becoue Module in zeus uses AttachTo fnc witch will change the offset of the object you are trying to attach see Wiki here:
https://community.bistudio.com/wiki/attachTo
What you need is Bis_fnc_attachToRelative so you keep rotation and position of a object attached.
See more here:
https://community.bistudio.com/wiki/BIS_fnc_attachToRelative
Copy. I was under impression it used relative. Because it worked before
Hello does someboy ever managed to spawn a group that is constantly hunting the player and will respawn after they are dead and a certain amount of time had passed ?
How do you create an ai helicopter assualt in the editor?
thats extremely vague. use 5 sentences to describe what you want to do in the editor
Do you mean me or Sandels ?
IDK, but that's definitely doable
Hi there. I have a question about the ambient tracer module. Is the effect local or global? Should it work properly in a player-hosted mission? When I tested my coop mission with two others, the effects were only noted by one of us.
for a mission I'd like disable an AI's pathfinding, only to have it activated when said AI is attacked. Is there a way of activating a trigger when said entity is shot at?
thanks, having a look
I am trying to set up a liberation server. However Iโm having issues where the respawn_west spawn I put down wonโt spawn show under the list. It also as of recent tries to spawn me there at the start but give an error about widthRailWay. Iโm also having an issue where even if you get close to the objective the enemy forces wonโt spawn until I hop in Zeus and place a single OPFOR guy down and then they spawn. Anyone know some fixes? Iโve never set up a liberation before so im hoping I installed and got it set all right. Feel free to dm me
I can't figure out what's wrong with it :P
Hey there, trying to port the BTC Hearts and Minds mission onto the Tembelan map for a group I play with. Roleplaying as Aus special forces, and Im trying to change the "object type" of the playable units, but when I load into the mission on a local host, or through editor it goes back to the default nato kit. Any advice or theories? (PS, ive only had this issue using the latest version of BTC Hearts and Minds updated by Vdaupin, the older version didnt have this issue, but the towing and reputation systems are broken in the copy I had access to).
@wicked reef 
Hey there trying to port the BTC Hearts
I'm attempting to call HALs give funds script to MP sector capture. Do I add the thisList call sqf to the sector init or do I need to add it to a trigger and event handler?
would someone mind hopping in VC and walking me through something with sector control ?
Hi, is there a way to make something seemingly indestructible become destructible? - in a scenario there's a rockslide blocking a road, rocks/boulders placed in eden. I'd like players to be able to blow said rocks out of the way with explosives. Assets I've placed have damage enabled but 6 blocks of C4 in and they won't blow...
That's not possible. What you can do is script a transition from one state to another, e.g. have a layer with bolders blocking the road and another one where the bolders were moved. So when player detonate explosives you can hide the original layer and show the new one.
was afraid of that. probably an EventHandler?
hit or dammaged EH. Then check for explosion dmg.
https://forums.bohemia.net/forums/topic/222362-mgi-advanced-modules/
SPAWN GROUPS ATTACK - far more elaborated than BI spawn module. You can easily spawn waves or single shot, for 1 or several groups, randomized or not, under whatever condition you want (each time), giving them tasks or coding any script for them!
MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. ... or respawning AIs...
thank you this will come in handy!
look at his other modules, some of them are very useful. i discovered them like a week ago and am trying to put some into my mission
Is there a way to fix path finding in custom compositions? I built a small court and the AI refuses to walk through it
no
https://forums.bohemia.net/forums/topic/211771-ai-pathfinding-in-custom-compound/ give a read to this and you may be able to make a workaround but this is far from pathfind fixing.
Ive built a compound that is required as part of the mission to have a narrow entrance coridoor. Its probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI cant seem to make sense of how to use the route to get into the deeper pats of...
Whats the easiest way of getting a count of all units on headless client, ala count allunits, but only those local to headless?
maybe
{if (local _x) then {_x pushBack _arr};} forEach allUnits;
_count = count _arr;```
?
If youre going that route _count = {local _x} count allUnits
Or find out the id of the HC and check for owner
was more thinking for debugging and such, without having to faff around and add a script(I help other people with HC, so not usually my missions)
Yea just fire it up locally for the HC, owner only works on the dedi tho
(owner _x) == clientid HC
} count allUnits;
Yea smt like that should work fine serverside
The broadcast to admin console / server rpt / whatever
Tbh its better to actually check groups
'{local _x} count allGroups`
cytech core assets has some ai pathing objects that potentially might work in eden without having to be baked into the map.. but i can't confirm this
since im pretty sure they're meant for map use
plus it's like 20 gb alone iirc
if the players are assaulting that compound then if i remember, cba_a3 has a "AI building position" object where ai will garrison, but you could also disable their pathing
otherwise yeh i think it's near impossible to fix pathfinding in custom compositions
CUP has them too
ooh did not know
it's an A2 thing I think but while Cytech's map is using it to have units navigate through all these objects they still can clip through stuff or get stuck on one of these pathing objects and just keep doing circles
what are they called in cup
Heyo, about Simulation Manager module, can it be altered via a Trigger? If let's say by Default I have a Simulation Manager with a range of 200, then There will be a vertical trigger along the map with another simulation manager linked to that trigger, setting it to 1000, then to the end of the map there is a city, there should be another trigger when in the city, with a simulation manager set to 300? Does it work like that or am I misinterpreting it?
I don't want it to apply to the entire map all the time
Trying to get it working for Marma seems impossible though
by Rydygier & Gunter Severloh What is Herne? Herne is an ai hunter script, the script was written with two AI hunting codes merged into one. The first code you can see demonstrated here: VIDEO The second code was taken from my mission: Desert OPS Run - Tactical Arena scenario. The first code ...
This mod also randomizes the patrols a bit based on terrain road data for a more 'natural' effect: https://steamcommunity.com/sharedfiles/filedetails/?id=2268779714
Thank you @tame sage
Anyone have a jungle map they know of?
Anything in SOG:PF, you can check out Unsung (bit heavy on resources) and definitely RHSPKL
I ran unsung for a bit and my unit has decided they don't really like it.
there is a terrain spreadsheet pinned here, plenty of jungle maps available. SOG and RHSPKL are my favourites
Story im making about the iraq invasion of 2003. Heres a teaser.
Anybody know of a good french uniform pack that I've somehow missed? Not R3F, that's all just re-textures and adds a 100 backpacks to VA for some god-forsaken reason :D
Were looking at adding the R3F weapons mod to our collection but the uniforms just arent on par
@cloud mesa you can post in #videos_arma ๐
Thanks wasnt to sure where i could post it i figured someone would show me
Does anyone have any idea why the right click context menu in Zeus Enhanced isnt showing up, unsure what im doiung wrong
How might I hide a road- xD
Anyone here with good knowledge about the warlords module? Im trying to set up a custom warlords mode for my unit, just for the side. I dont want it to run with vanilla assets. Currently, Im using the "Australia" map and decided that I want the Independent faction to be the Australian Defense Force. For the assets, im using the "ADF Re-Cut" mod, which already has a premade unit category in the BluFor faction. Im not sure how to get those premade units to be used for independent sectors though. Changing the Independent Faction Class to "ADFU" (Im pretty sure thats the proper classname for the ADF units) doesnt work however and doesnt spawn any units
ok, scratch that above.
I do have a question about something else however. In the multiplayer attributes, if "save loadout" is ticket, the player respawns with the loadout that was given to him in the eden editor. That doesnt seem to work with AIs however. How would I go about doing that?
https://forums.bohemia.net/forums/topic/210632-help-for-respawn-ai-with-custom-loadouts/?tab=comments#comment-3425068 should still work
hello guys. i need save my custom loadouts after respawn on Ai but cant and i dont know how every one can help me pls have any script and more about this ? TNX
So I just make an init.sqf and paste it in there the way it is? Or do I still need to do some variable changes
make an array theUnitsAbleToRespawn with AI units that can respawn
if im not mistaken, I just add this above? theUnitsAbleToRespawn = ["USA1", "USA2", "USA3", "USA4", "USA5", "USA6", "USA7", "USA8", "RUS1", "RUS2", "RUS3", "RUS4", "RUS5", "RUS6", "RUS7", "RUS8"];
if these are variable names of your units then without double quotes
that would be the issue then. I'll fix that really quick
Works now, cheers
Will that also give them back the ammo they had at the very start?
or does it give them the same amount of ammo they had right before they died
There's the French response units that adds their counter terror units, with ballistics shield.
Anybody made a mission on Livonia before? How was performance? Even flying through editor its pretty choppy for me
That's Livonia
good for me, keepin the view distance in low 2ks, maybe some stutter in big cities bu there's nothing to do there
Always had bit worse perf than other maps for me, not sure why, Cherno 2020 doesn't look much less dense but runs much smoother for example. And it uses the same objects.
I'm on 3k regular 2k object and it's bordering unusable as a baseline
Yeah same here
fallen tree model is high-poly, not many of them on Cherno 2k20 iirc
Many of the objects are badly configured.
should not matter due to lodding.
But I wouldn't be suprised if BI made a shit job with it.
Lodding is one of the issue
Wouldn't be first time.
Probably best just keep to Tanoa and Chernarus if I need something "vanilla" that isn't mediterranean then?
I know from folks who reused the assets that had to redo quite a few of them to fix performance issues
if you want to stick to the non-city areas then Livonia is good imo
Yes, in case of SOG every rock or Tanoa plant we've imported had to be quite heavilty edited to improve performance...
Gabreta ๐
Needs cities for what I have in mind unfortunately
idk, it has areas that just simply stutter while looking at certain directions.
And personally I find the map quite mediocre. Doesn't feel in any way better than community maps.
i like the corn fields
but chernarus 2020 will probably end up having to do so long as I replace the filler buildings with the contact ones
...though that could cause worse performance than its worth
Any Temppa map is great.
https://steamcommunity.com/sharedfiles/filedetails/?id=2131229378 this map is the smallest worst running terrain in Arma I have ever experienced, and it's enoch vegetation
going by the screens, does it use a lot of big rocks?
workshop search fucking me over, cant find any ๐
not sure if a lot but there are some
These are terrible for performance, basically any physx objects nearby other objects is constantly checked for possible collisions.
And BI rocks have terribly complex geometry
which makes it wayyy more expensive
arma 3 temppa in google...
https://steamcommunity.com/profiles/76561197960909051/myworkshopfiles/?appid=107410
oh yeah google searches the workshop too 
Good guy I heard ๐
Great, humble coworker and IMO one of the best map makers that are around.
Back with another warlords question. How do I change any sector population stuff?
Before I managed to change the independent faction, all zone were nicely populated with a bunch of AIs. Now that I changed it, only one entire group spawns, nothing more. It also spews out an error thats too short for me to obtain any valuable info
This is the Cfg
{
class WEST // --- BLUFOR
{
};
class EAST // --- OPFOR
{
};
class INDEP // --- Independent
{
class InfantryGroups // --- independent faction uses group configs to spawn garrisons; you can define various group types to be randomly used
{
groups[] = {
"'West' >> 'ADFU' >> 'Infantry' >> 'ADFU_InfAssault_DPCU'", // --- use this part of the config path found in the Config viewer (CfgGroups)
"'West' >> 'ADFU' >> 'Infantry' >> 'ADFU_InfSquad_DPCU'",
"'West' >> 'ADFU' >> 'Infantry' >> 'ADFU_InfTeam_DPCU'",
"'West' >> 'ADFU' >> 'Infantry' >> 'ADFU_ReconSquad_DPCU'" // --- NOTE THE QUOTATION MARKS AND APOSTROPHES
};
};
class MotorizedGroups
{
groups[] = {
"'West' >> 'ADFU' >> 'Motorized' >> 'ADFU_MotInf_Team_DPCU_Bush'",
"'West' >> 'ADFU' >> 'Motorized' >> 'ADFU_MotInf_Team_DPCU_MATV'"
};
};
class MechanizedGroups
{
groups[] = {
"'West' >> 'ADFU' >> 'Mechanized' >> 'ADFU_MechInfSquad_DPCU_ASLAV'"
};
};
class ArmoredGroups
{
groups[] = {
};
};
};
};```
As seen, im trying to use groups that are originally BluFor for the Independent faction. It does somewhat work, but the way the sectors are being populated has become very scuffed. Also appears that it sometimes doesnt even spawn any units
solved. Just made an entire new faction for the independent side
how do I customize arsenal restrictions for BluFor and OpFor for warlords?
don't crosspost (#arma3_config) and wait a bit before bumping, thanks
Hello! Can you please help me? I'm trying to run a mission on my server, but it throws a bunch of errors. Please help, it MEANS A LOT TO ME
script errors + missing mods
How can I find out which mods are missing
I'm even willing to pay to make this shit work.
well, read the rpt
also that's not the proper channel for that, you will find help in #arma3_troubleshooting
VERY BIG THANKS
hope you find the solution for this issue
God bless you!
How would i add defensive positions? Like behind a sandbag or ontop of a H-barrier, i want my AI to defend against waves but they all drop down from H barriers or walk away from the place i want them
I dont know what would be the best fix or how to do it
try aiGuy disableAI "MOVE"; that should keep them in one place
Thanks it worked, appreciate it๐๐ผ
I recommend "PATH" instead of "MOVE", with PATH they will be able to turn around and crouch, MOVE just locks all their movement
hi, im hosting a mission on a dedicated server with around 33 playable units with custom loadouts that i made by right-clicking on the unit and editing the loadout that way. whenever i load the mission to the server and join it; after respawning i respawn in the basic vanilla loadout for that role.
Anyone got any ideas as to why this is happening and any possible solutions or throubleshooting steps
Many Thanks
check "Save loadout" in mission attributes
Interesting, I'll give those a look, thank you.
There are a lot of structures considered "protected", things like assets for Kavala Castle. Is there a way of still being able to place them?
You can use mods like o&t eden expansion to add them to the eden menu
Technically you can spawn them without however is a lot of classnames to remember and you would have to run debug console commands every time you want a new one
thank you!
no problemo
Anybody knows the name (title or classname) for the dirt that spawns under downed helis or jets?
I've seen it several times in 3DEN but now when I need the object I can't find it
dirt, ground, wreck, crash, no of the searches find it 
crater, iirc ๐
@quaint smelt
"a3\data_f\particleeffects\craterlong\craterlong.p3d" perhaps
How can you get a trigger to activate from picking up items from bodies or other inventories?
Hi, i'm making a mission with intel gathering. Before i've done "that trick" where you place an item and when you pick it up the item gets deleted and a trigger with !alive make that item give the player intel when you press M. This time around im trying to, kinda like the western sahara scenario, pick up items from bodies and desks to get intel. In my trial and errors i found a way to get a trigger to activate when the player has, for example, a phone in the inventory but i need it to be a specific phone (with a variable name im guessing) so it gives specific intel to the player. Or maybe there is a way to randomise premade intel and show it on item pickup?
How can i solve this? I've done scenarios since Flashpoint but i don't know the coding/scripting so if there exist a solution without it would be prefered.
Should I enable or disable mission binarization when developing my mission? Does it make a difference in loading times either way?
it does speed up loading times especially if your mission is big. Binarization takes away the ability to edit the mission.sqm file with a text editor.
I was wondering if it actually slows the loading time if the mission has been altered since the last binarization
I am not sure what do you mean
whenever you add more content the mission will load longer, binarization will just decrease the loading time a bit because it gets rid of symbols it does not need
When using the grass cutter, is there any problem with setting it to Local Only?
I don't think AI calculation is impacted by it so I would say no
That's what I was hoping, The description of the Local Only setting implies it's for "decor" usage, so furniture, helipads ect. I just want to move as much processing off the server from the mission as possible
Are there any maps similar in theme to Livonia? I really love the map, but thereโs no way my friends are gonna get it on top of the base game. I know maps like Ruha exist, but something based around like Poland that isnโt too โcartoonyโ would be cool
Hey I don't know if anyone can help me. I'm trying to force an aircraft to accept pylons for gun pods, but it's not working.
_this setPylonLoadout ["pylons1", "CUP_PylonPod_1Rnd_FAB250_M",true]; This works just fine with vanilla or modded bombs.
_this setPylonLoadout ["pylons1", "Twin_Cannon_20mm",true]; This does not work and nothing appears on the pylon.
What am I doing wrong here?
Are you sure the classname is correct?
I figured out part of my problem but now I have a new problem.
The classname is correct because Twin_Cannon_20mm is in the base game. However I'm actually supposed to grab the magazine classname, not the gun. So instead, _this setPylonLoadout ["pylons1", "PylonWeapon_300Rnd_20mm_shells",true]; works.
But now on to my new problem... not all aircraft seem to have the same "pylon" classnames... so "pylons1" doesn't work on anything but the CWR Camel, and I don't know how the person who figured this out was able to get that information of what the pylon is called.
So I can do goofy shit like this now, but let's say I want to do it with like...
one of these
Why not just use 1 started index?
you can get the pylon names via config viewer
iirc they also show in the tooltip when editing the pylons in 3den
That should very helpful. I'll check the config viewer later. Thanks!
I'm not privy on what this means.
they mean this:
pylon: Number or String - pylon index (index starts from 1) or pylon name (see getCompatiblePylonMagazines Example 4)
so you can just use 1,2,3,4, etc instead of the pylon config name
Somehow not from 0. I hate this
Anyone able to shout out some good tutorials on mission building? I wanna get into it.
Scripts are stored in this file since YT won't let me put them in the description: https://mega.nz/file/XvwDmCQJ#Jlucu_JXdK9BA6uX0o9sXNJ--kKfzd7OJpf9-ZjLeNo
The Trial Mission made in this video: https://mega.nz/file/mrghxSZD#uLsk_k0LqWMNwaFyp8MYvTRo8VuQlHBm5FqtcwCr0v0
The Chat Mission made on the livestream, Operation Flammenburger: https://mega...
Watch that video as it has good tips.
Here are mine:
- Get the loadouts right
- KISS Method (Keep It Simple Stupid)
- No scripting for your first 2 missions
If you cant make a good mission without scripting, you cant make it with scripting
Theorycrafting time!
While digging through the Mike Force files, doing my own side-load mod building, I saw that they had a timer function that, as far as I could tell, handled all of the scenario's regular updates.
This struck me as very practical, and I started looking to implement it (with varying success) to my own project, but it got me thinking about adaptability.
As a hypothetical; someone makes the next Big Game Mode, new smash hit, all the youtubers are showing it off, etc. They have a centralized timer function for all their functions, everythings great.
They start working on making the code base more approachable for modifying by the community, and in doing so add several reference points to their timer that can take additional functions - eg call fnc_optional_timer_addon_1; call fnc_optional_timer_addon_2; ...; the idea being anyone who wants to add a function to the timer can do so, instead of adding more timers for their own purposes.
Questions:
-
would this be possible? I would presume so, but its always best to.be sure.
-
would this be practical? Obviously, not every modified version of the base scenario needs a timer, some are going to just be adding more units, so would having these extra calls that go unused add any significant stress? Or more pointedly, are there practical concerns in turning your modification's timing over to a single function to handle?
-
would this be prudent? Allowing code to be run is already a hazard (see any number of accounta of hackers and trolls), but doing so in a space that is both critical to the scenario's function, and repeats regularly?
Id love to hear some thoughts ๐
Sound like some sort of event handler system?
I suppose so, but if there was a 'every5seconds' EH :p
Actually, thats an interesting idea, a stackable mission EH for 1, 5, 10 seconds... ๐ค
"only a single loop to hammer the scheduler" vs "100 things happening in single frame, nothing happening in other 99 frames" is a thing, though
- yes
- i would personally just have an array of code elements that your stuff iterates through and calls each one rather than having hardcoded stuff, that way addons can pushback into that array with stuff as simple as
{call tag_fnc_myfunction} - if hackers have the ability to pushback into an array/have those functions overwritten this is the least of your concerns
expanding on #2, could look something like
{
[paramshere] call _x;
} forEach rayde_code_thingies```
```sqf
rayde_code_thingies = [
{systemChat "HELLO";},
{player setPosASL ((getPosASL player) vectorAdd [0,0,200]);},
{systemChat "GOODBYE!"}
];```
Thats a good take on what I had in mind; a scenario maker adding a timer with the ability for other coders to expand on it, but a good point on how to get feedback from it.
Artemoz raises a good point, and with an alliterative I absolutely missed though I think its a matter of scope; piggybacking a scenario's clock to add a 'move marker to this unit's position' might not be as much an impact on performance- that said, is it better to have one script that does 100 things every ten seconds, or 10 scripts doing 10 things at slightly different intervals throughout those ten seconds?
why when i set the time to night time theses muppets seem to be unable to eatch other?
WTF
dont theses tanks not have NV.. this is just stupid
wtf is wrong with this shit
what the hell
Skill issue
Scheduled or unscheduled?
Anyone here can teach me how to set. Maps up for Zeus?
open map, place a playable unit, place Game Master module, connect them both, now you have access to zeus
I am trying that, Still having extreme difficulty is there anyway I can send someone the PBO and they can tell what I am doing wrong
Have you read https://community.bistudio.com/wiki/Arma_3:_Curator yet?
I do not understand any of it at all
it can be explained
if you want someone to do it all for you however, heard towards #creators_recruiting (where you can request free help)
Is there a way to determine what asset is causing severe frame loss when a player is nearby?
This is the render times normally (top right)
When I go near that flag...
keep walking in that direction until you gain frames again, then you'll find out
either a single object or too many objects in the render view.
Yeah I found it's bunch of signs which tank FPS when you go near them
vanilla or modded ones? ๐
Is there a way to make an AI into a player entity as Zeus so that all settings and rules apply to this AI as if it was a player ?
I need this mainly for having full ACE Medical on specific VIP Ai but want to keep the settings for normal baddies as is
Hey guys, I was trying to start in the genre of Vietnam with the SOG prairie dlc Iโm fairly new to mission making, I have done some missions but nothing complex๐ what kind of missions would you guys recomend for me to do in the SOG maps? I do like direct action stuff with air strikes and all that type of good stuff
What about? ๐
direct action stuff with air strikes and all that type of good stuff
Easiest start point for making any missions is:
- Think about what kind of experience you want your players to have.
- Do you want them to fight in the dark in the middle of the jungle?
- Do you want them to have to do an ambush?
- Do you want them to BE ambushed?
- Do they have to find a base in the forest?
- Do you want them to have to defend a base?
- Do you want them to be on boats on the river when they come under fire?
- Once you have an idea of what kind of gunfight/experience you want them to have, you can then turn to thinking about what story would make the mission make sense, and to think about what YOU can do in Eden/as Zeus to make that experience happen.
Dont focus on the "sexy" stuff of air strikes and stuff first. Focus on what kind of experience you want the players to have, and then think about whether the "sexy" stuff makes sense for that.
That sounds nice! Yes itโs kinda hard when Iโm trying to do all this by myself without actual help so thatโs why I reached out to here๐
That's totally understandable!
But yes, that's my process at least.
Here's an example for a contemporary op:
--I want my players to have to fight their way out of a town, after being surrounded. That's the experience.
--Okay, what story might make sense? I know! They got bad intel, went to meet a contact, but it was an ambush, from surrounding hills, enemy came down to kill em. And then go from there.
That sounds pretty nice, hey do you have a problem if we talk from time to time on dm? I feel I could learn quite a bit from you on all this process
Sure, shoot me a DM
hey guys,
this is driving me up the wall
I have a section in my mission where theres been an ambush between AI and players at a considerable distance, and after the engagement is over, the players move to the enemy position to secure the area, and they are meant to find all the bodies in these cool cinematic positions around the area, as opposed to just random ragdolls on the floor
But even when they have every setting disabled to limit or remove interaction or response for the AI, they still react to explosions and it breaks the static animation
they just revert to the default rifle raised animation
they dont react to bullets or anything like that, just explosions
and i cant for the life of me work out how to prevent this from happening
ive tried using POLPOX base, POLPOX advanced, playMove, BIS_fnc_ambientAnim
i just dont know what to do anymore
any help would be great
- Don't use Artwork Supporter(s) to make missions
- disableAI and switchMove
And setDamage too
wasnt planning on using the Artwork Supporters for it, but thought it might fix the problem
tried disableAI, switchMove, and setDamage but that only seems to work against bullets
once an explosion goes off near them they revert to base animation
Then is a Mod's issue/feature
Try using Agents for such ambient characters
Your issue might be caused by LAMBS explosion handling
hey i have a question what exactly is this option for?? I've searched the internet and can't find an explanation ๐ฆ help
either an option from a mod you're using or something from Contact DLC (if loaded ofc) regarding the feature of sending false radio messages to enemy groups around
I guess its Contact DLC since whole category is named Contact.
ok, thank you for your answer
Does anyone know the coordinates for the underground complex on Fapovo?
https://i.imgur.com/0TVtU1j.png
I have looked and can't find it.
99% of the time you can easily spot any underground stuff when looking at the map.
Simply look for weird terrain height differences (used as trenches for bunker structures), or large amount of rocks (to cover up anything under it)
I did try that and couldn't spot anything, but I might just be tired and blind ๐ hoping someone else already knows
https://i.imgur.com/klxB6rE.jpg
Buddy found it, in case anyone else wonders
(on camera location)
On custom warlords mission the AI in the purchase menu are able to exceed the limit of (8) per player with custom infantry. This is the error displayed. Can someone help please
18:25:03 Error in expression <calize "STR_A3_WL_airdrop_restr1"};
if (_category == "Infantry" && (count units >
18:25:03 Error position: <_category == "Infantry" && (count units >
18:25:03 Error Undefined variable in expression: _category
18:25:03 File A3\Functions_F_Warlords\Warlords\fn_WLSubroutine_purchaseMenuAssetAvailability.sqf..., line 60
@hearty mulch I know to ways: One is to manually snyc everything in the editor to an "addCuratorEditableObjects" module. Might be a bit tedious ;) The other is to just run a loop on all units/vehicles during init with https://community.bistudio.com/wiki/addCuratorEditableObjects
Remeber that everything in your mission that does createVehicle /createUnit/createGroup will have to be updated to also add the stuff it spawns to curator.
{
addCuratorEditableObjects _x;
}
forEach allMissionObjects "";
I wish there was an engine-level toggle, something like "curatorIsOmnipotent = true;" in the description.ext which disables all restrictions, makes everything editable, makes players editable, etc
I like the idea of Zeus as a "balanced" gameplay feature but 99.999% of usage seems to be curator == root and it would be nice if that usecase was supported a bit more
Anyway to get the AI to not gain altitude for landing? It's quite annoying.
Also, anyway to stop AI with the SOG DLC on, placing explosives on the ground. Wiped it from their inventory, but still manages to place some on the ground anyways.
slow them down before the approach or record the flight path
Probably isnโt possible but is there anyway to make water not be in a building thatโs underwater? Like my players could dive down and then fight in an undersea facility for example
no
You could have them swim through a long dark bending tunnel, that has a "teleport" (& remove inventory map) trigger. Teleport them to a corner of the map, near the water surface, with your base.
What my backup plan was
Ok so I had this idea of having my players start out in the middle of a forest each one in a different location with short range radios, the are hunters and they are part of indfor, and they are hunters and find themselves in the middle of an invasion, and Iโll make a trilogy of these missions where these hunters are actually killing opfor and looting them to get better equipment and give them 2 options either flee or stay to defend and employ goorilla warfare and then they will later find out that the invasion is all a psyops that was organized by an organization deep in the government to get funding and weapons from nato to strengthen themselves in terms of military at the cost of their national integrity, now the real question is how should I make this dynamic, and actually cool and another thing is I want to do cutscenes but like COD style cutscenes, how do I make them?
That almost sounds like a full campaign (and very hard to read with everything in a single sentence).
Best way to get the end result is building each part, as small as possible, one at a time.
So start with random spawn locations, done.
Next get random AI patrols to work (near and around the players).
Create mission critical situations (eg. locations with special supplies, intel locations, etc) to be spawned randomly.
Figure out how to make cutscenes which are trigger based, and implement them.
The BIKI and forums have a lot of information, and Google can supply you with example script and tutorials on how to do things. Just keeep each step small and maintainable, and don't try to do everything at once.
Ok thanks
Would the random building placement be done by a script or should I do it on my own, a script would be cool but I donโt know if it can recognize weird places, it would be weird to have an FOB on top of a rock formation
middle ground: select a bunch of locations by hand, then spawn a FOB on randomly selected one 
๐
Hello i am running liberation for a small group of friends (around 6 people)
we wanted to run a Liberation game so we went with KP as it seems its the only one anyone ever talks about and found the logistical system extremely tedious as it forces one of us to just stay in base and run logistics 24/7
We tried RX but it seemed extremely bugged and we could not cap anything leading us to quitting early
Is there any other Liberation presets you could recommend ? Or perhaps is there a way to make KP liberation just deposit resources directly to a global pool of resources instead of the tedious system it has now ?
try perhaps the KP Liberation Discord server: https://discord.gg/3HqWqVp
oh thanks a lot
in case anyone has recommendations i would still highly appreciate them though !
Hope this is the right place to ask
I'm using the alive module, and I'm trying to getget military air component to auto-generate some of the missions that aren't on the pre-selected ones. I'm trying to get it to auto-generate infantry transport and kill infantry, is there a place where I can see what that would be called as a mission type to fill in the MACC available ATOs?
@opaque warren I had to build my own mod to make everything editable in zeus. :-/
Hello guys , I'm trying to create a sector control MP mission , but for some reason Civilians spawned with the Civ module contest the area. Anyone else had a simillar issue ?
@viscid sundial How did your mod do that?
Does anyone know how to prevent Zeus from placing objects near a player? There's a zone thing that was used in the sog Zeus mission iirc
The Editing Area module does that.
It's the "Restrict Editing Around Players" module, make sure you change it to all players and point it towards your game master module's variable name
Which description.ext entry defines the text shown in steam rich presence? onLoadName? I have a mission that doesn't properly display the name in steam rich presence even though I believe that all relevant things should be defined in description.ext, does it get looked up from the mission.sqm file instead?
Huh good question.
The one you set in the Eden mission settings as the name
I dont know what description.ext that corresponds to if any
Wouldn't using briefingName be a more logical choice? I'll open my stuff up in 3den and test it though
probably ye
So, is there a way to make a group use the "dismiss" waypoint in zeus? Ive tried changing the setwaypointcurrent "dismiss" on the group but that doesnt seems to do it
@opaque warren have every curator get every object in the mission added periodically.
there is no "setwaypointcurrent" command.
if you're referencing to https://community.bistudio.com/wiki/setCurrentWaypoint then still your change is incorrect, wiki shows an example on how to use that command.
Ah, ok, I thought maybe you're messing with EH's or something like that.
I was, that was a misspelling on my part explaining this, but i still am not able to change the waypoint type even with setcurrentwaypoint
you change waypoint types with setWaypointType, not setCurrentWaypoint...
setCurrentWaypoint is to make the AI follow a waypoint that is later in the waypoint order.
but Dismissed is not available in the setWaypointType so I assume you can't use it there. Why do you need thhem to be dismissed at all? You could make them patrol or just apply ambient animation instead.
nvm, "DISMISS" is there.
to spread a large group over a bigger area where they all respond to a part of the group being attacked where i as zeus dont even know know where they are so i have to find them aswell. Im aware its there, but im not able to change the waypoint from move to dismiss with my attempts currently
show the code and where you execute it
well i cant post the screenshot here but its in the group execute and the code is _this setwaypointtype "dismiss"
I dont seem to be able to edit the waypoints with code in zeus, no input area
you can't edit group execute init in zeus either, unless you run mods
and i do
ยฏ_(ใ)_/ยฏ
that has nothing to do with my question, is it possible to edit the waypoint in zeus in some other way?
Private _waypoint = currentWaypoint _this;
_waypoint setWaypointType "Dismiss";
No luck with this either unfortunally, where would you execute this?
On the group 
Meybe i did mistake, writing from phone 
double click on the waypoint
(might be a zeus enhanced thing though, cant recall)
Hi guys, I need help with my current project. I'm developing a dynamic scenario where the objective is to eliminate or capture a high-value target (HVT). I want to randomly spawn the HVT and guards in designated buildings around the area of operation (AO). While I can randomly change the HVT spawn location by placing markers in nearby buildings, I'm looking for a way to do the same for the guards, but only within the same building and not the others.
Something like "if HVT spawn there, spawn guard in random position markers close to HVT"
Thanks ! ๐
You could try using a LAMBS(mod) garrison module that has a tight radius, and has its location based on where the HVT spawns.
More notionally, and I haven't tried this, but you could see about using the garrison markers as the HVT's potential spawn location, and then use nearby garrison markers to determine where the rest of the guards spawn. Just a more complicated, but less mod dependent version of the method above.
its an interesting workaround ahah, i will try that thanks.
Maybe chat gpt became better as sqf tho xd, could try to script something too but never used sqf before
do NOT use chatgpt to script
Alternatively, a quick and dirty approach would be to just have the LAMBS module's position be random.
git gud is not a solution here, thats why im gently asking for help ๐
but i will try to get better ( i swear) ๐ค
The best way to learn is to have a project/problem to solve. Canvasing the biki for functions to put together a solution helps dismiss some of the mystery of the code.
yeah you right, i have yet to find the best way to do it. Theres so many ways lol
Something like this may or may not work, any actual sqf experts are free to shit on me now x)
//Random position on land
private _randomPosMapNoWater = [] call BIS_fnc_randomPos;
//Nearest building of random position
private _HvtBuilding = nearestBuilding _randomPositionNoWater;
//random position index inside building (no check for if position exists!)
_randomBuildingIndex = selectRandom [1, 2, 3];
//HVT position
_HVTpos = _HVTBuilding BuildingPos _randomBuildingIndex;
//HVT Unit (classname)
_HVTUnit = "B_RangeMaster_F";
//HVT Group (side is east/opfor in this case)
_HVTGroup = createGroup east;
//creating HVT
_HVTUnit createUnit [_HVTpos, _HVTGroup, "_HVT = this"];
Is there a way to place several objects at once.
Say I place a concrete wall and want to continue that along.
Is there a quick way to like spawn several of the same prop off of that orignal one.
Through the editor.
Can be eden enhanced also if it has the feature there
Easies way is to place a few in a row and use CTRL+C and CTRL+SHIFT+V to paste them on the original position. Then use the translation widget to move them as you wish
If you're going to be placing lots of walls and things that you need to align, I recommend the "Snapping for Eden and Zeus" mod.
@karmic axle @exotic wadi is not much but its honest work
`_spawnMarkers = [pos1_1, pos1_2, pos1_3, pos1_4, pos2_1, pos2_2, pos2_3, pos2_4, pos3_1, pos3_2, pos3_3, pos3_4, pos4_1, pos4_2, pos4_3, pos4_4];
_hvtpos = getPosATL HVT_TARGET;
_validSpawnMarkers = [];
{
if (_hvtpos distance _x <= 15) then {
_validSpawnMarkers pushBack _x;
}
} forEach _spawnMarkers;_randomSpawnMarker = selectRandom _validSpawnMarkers;
this setPosATL (getPosATL _randomSpawnMarker);`
it works lol
for individual unit atleast
Excellent
You could probably use this to find the positions of the game logic near the HVT's position, and use that to position the remaining units.
If you're hand jamming their pos's too
Actually, this might help https://community.bistudio.com/wiki/BIS_fnc_buildingPositions
believe we have this actually.
Can anyone tell me how to link the Zeus slot to an individual
Alternatively can anyone help me by teaching me the whole process
Give a variable name to the unit that will be Zeus, and put that name in the Owner field in the Zeus module.
Anyone here have any experience with pbo extractor?
Weren't you able to just right click a pbo file and just hit "extract with PBO"?
this is very cool thanks dude ! I believe now that i can do wathever i want in this game lol
Anyone know how to make the camera in editor or spectator mode show empty vehicles or all static objects that have spawned on the map when you play test it?
Not exactly sure what you want to achieve. What makes you ask this question?
Yes. You was able to. You used to and at least I can still do it anyways, right click and extract pbo
Pbo manager is what I use
I'm testing a scenario that dynamically spawns empty vehicles around the map and want to see if its working without having to manually sweep the entire map when testing
just go into zeus and watch the asset list on the left
I thought that it only showed live ai units?
might be a zeus enhanced feature, but with it it shows dead, alive units, as well as vehicles, no matter if occupied or not, and objects that are editable (you can add objects to edit via right click context menu in zeus using ZE)
Yeah I went into editor and seeing nothing. There are units walking around and spawning but nothing showing on my editor...
Could give you the file so you can take a look at it, not this is not my own file but someone else's and not planning to release it to the public
Only pbo'd it to take a closer look how things work
iirc for vanilla zeus you need to add editable objects with a module while in zeus or sonething
Oh i see
anyone know what building this is
a multi-store building that was supposed to be a Tanoan hotel of sorts
this is not related to mission making at all. use #arma3_troubleshooting for such stuff and provide files there beforehand, however you probably won't receive any insight regarding the mdmps before Monday
My apologies, i'll repost over there.
How can I force the AI to not shoot other NPCs or players when they are disguised as allies? Changing uniforms has no effect. I also tried to spawn as a civilian with a weapon, but the AI is not responding to hostile behaviour from citizens. ๐ I would like to make a mission with Pay Day like-ish gameplay dynamic. First part would be stealth, where you could walk around unless you did something suspicious, then you would reveal yourself by pulling gun out and start to execute the mission plan.
setCaptive is the key!
Thanks, that works relatively well, but there is a problem that captive characters do not activate triggers, e.g. a captive opfor is not activating an opfor zone trigger. Is it possible to set a trigger to be activated both by ANYPLAYER and OPFOR?
Question; ever since the mini update on the 20th, every time i open one of my custom missions it CTD half way through loading. I have multiple instances of playSound3D and playSoundUI in it. Did my mission get borked due to this update?
shouldnt have done, if you get a mdmp file put it in a bug report in feedback tracker unless someone comes in here and tells you otherwise
Need a mission idea. I have a horror mission set up for my unit of 6 people. Got some anomalies placed around and some spooks etc to scare the bejesus out of us. Only issue is that I have no idea what I want the objective of the mission to be. I want it to be something that can go on forever if we want, or will take long enough that it will feel like that.
Thought about just having the objective to be to survive, but that wonโt work since weโll be respawning
Hi, I just got into mission making for Arma for the first time and I am having issues with a mission which is not able to be accomplished.
I am unsure if it is the map (RHSPKL/Prei Kmouch Lorng) which is causing this to happen but I was trying to make an assault mission to clear a horde of OPFOR units.
When they were cleared, the mission could not be accomplished and stayed as ongoing even though the conditions were met (OPFOR will trigger mission state to succeeded when not present).
Please help.
this isn't really the best for game play, but I think this is really good for atmosphere xD
^depending on users graphics settings these might not all show, the settings change how many lights are shown at a time
Looking for some assistance
Trying to limit who can jump into what slots on a server with Zeus
if (isServer) exitWith{};
// Zeus users - allowed to use Zeus slots
_zeusUIDs =[
// Put player UIDs here
"7656xxx", //admin1
"7656yyy",//admin2
"7656zzz"//admin3
];
// kick Player back to Lobby if Zeus and not a known player
if ((str(side player) == "LOGIC") && !(getPlayerUID player in _zeusUIDs)) then {
//hint "Failmission";
failMission "LOSER";
};```
Where would this go in the file
yea that too.
any tips for getting good lighting? x3
like, "normally x, x5, x10 is good for start, hardStart and hardEnd" and stuff
I like to make my own spots in existing maps. This will be the town of Mujer Bonita
ideas on how to populate it? :P
How big is the photo?
In Kilometers
Does anyone know how to add pictures to mission files and have them display in-game?
You would have to find like Arma 3-Other profiles and find what mission youre looking for and put those images in
also make sure they are the correct format so like jpg, jpeg, and paa
Alright
Hello I was wondering if anyone had any ways to force AI to Be shooting at a specfic ranging on the gun with a script
the new DLC uses the Range feature for fusing and I would like to force them to use a specfic range (so the shells burst at the right height)
So without a high command module placed, I have high command enabled. Why does this occur and how do I fix this
Is anyone able to help me with spawning ai via triggers? Similarly to other missions I've seen, I'd like the mission to spawn a group of ai when players enter a certain zone. Videos I've looked at have been very unhelpful so I figured to ask here where I could get direct support
i have a problem with ai gunners on ifv's they dont seem to open fire on anything even if its shooting at them any way to fix this? i have tried lambs, vcom, dco to see if any of them fixed it but it dosent seem so any ideas?
ps they are controlled via drongos command enhancement if it makes any diffrence
I typically use the show/hide module for that there should be videos for it let me see if I can find it
That would be awesome! I'm just trying to save performance (ie not have 40 squads acting at once killing my server) and save from having to spawn them with Zeus
This is a simple Guide how to set up this beautiful Module and hide/show enemy or friendly units without using some difficult scripts.
-
Place your unit
-
Place some enemy units
-
Set up a trigger however you want
-
Place the first Hide/Show Module, set it to Hide and sync it to the units you want to make temporarily invisible
-
Place...
Ye having to do zeus mid mission is the most annoying thing possible for mission makers
This is a very reliable method without having to work with scripts and classnames etc
I'll check it out soon, thank you very much!
Your welcome
Alternitively, you can use execVM "yourscript.sqf"; in the activation trigger.
do dynamically simulated units still take damage when theyre not simulated? (outside of player range)
I kinda like the look of repeating surface 8x8 decal for the road, with the asphalt texture. But then- Ah yes, very natural texture transition.
but then I also like using CUP roads. Just that they are weird with lighting. https://i.gyazo.com/145e73877426693d02b7ac06c2f6ea73.mp4
I would assume that yes, but pls test
they do but im running a flood of mods so im not sure
i would expect them to not take damage when non simulated tho
Do you know any Arma 3 maps that look like Isla Nublar from Jurassic Park movie?
Tanoa?
They do.
How to prevent AI from stopping at every move waypoint? And how to prevent AI drivers from crashing into obstacles like piers or buoys in the sea when they are supposed to unload transport? They either crash and die, or get stuck, etc. Thanks
The stopping could be activation distace I believe?
Set a completion radius of ~25m in the Waypoint attributes. It sets a radius in which the waypoint is considered complete.
AI will adjust their speed to stop at the move waypoint, so the completion radius removes the waypoint as completed before the vehicle slows down too much.
how would I add zeus to a scenario like the ww2 antistasi but it doesn't have zeus, how would I add zeus to a pre-exint scenario like this?
ace self interact with admin should have a create Zeus option
is there a more permanent solution
every scenario has a hidden zeus module by default, all you need to do is to assign it to desired player through console or a script
YOURUNITVARIABLENAME assignCurator CheatCurator;
CheatCurator addCuratorEditableObjects [[YOURUNITVARIABLENAME],true];``` @signal coral
that's the same method used in Simple Singleplayer Cheat Menu to enable Zeus in whatever mission you are playing
how do I find my unit variable name
Hey. High command is enabled without me having a module down. Does anyone know why this happens and how to disable it?
If you're 100% sure you have none of them, then doubt Mods
is there a way to make a power station that controls power in a city/town? or is there a mod that has that feature maybe?
Hi, how can I make text like this?
https://community.bistudio.com/wiki/BIS_fnc_initLeaflet run this on object you want to be examinable
alternatively https://community.bistudio.com/wiki/BIS_fnc_initInspectable, I don't remember whhat's the exact difference between them
if its just meant to be destroyed as an objective then you can run a script to check if its alive and set damage to 0.95ish or disable simulation (editor placed only) on all lamps in a radius
otherwise youd probably need a switch object with an addaction and a variable to check on/off status, and apply/remove the damage to toggle the lights
https://forums.bohemia.net/forums/topic/163286-how-to-disable-street-lights/
this thread has some scripts and more info
Is there a way to disable all street lights by script (without destroying them)? Something like: {_x switchlight Off} forEach (nearestObjects [player, [StreetLamp], 1000]);
dunno about houselights though
Hi, I need map suggestions for a mission im creating i'm mainly looking for wilderness and old buildings like stone forts
see the pinned message, it could help you ๐
perfect thank you
AI are destroying my helo pilot, and there's a couple of obvious reasons for this (Little birds don't have great coverage, newish pilot) but is there anything I can do on the eden side of things to help out?
I'm using youtube videos for reference, and folks seem to be able to fly around in a MH/AH-6 for an entire mission and be fine, he seems to get shot/killed multiple times a mission
you can reduce AI accuracy and spotting, I run 25% avg. on all grunt AI in my OPs, mainly because theres alot of them usually
That's one of the options I've considered as well, just haven't tested it yet as I'm at work
Thatโs generally a good idea, and as he gets better and starts flying lower and faster you can increase the accuracy a bit if needed
ehi guys... sorry for the dumb question... is not really about script...
Im trying to put a respawn module in the editor on the uss freedom (the static ship)... but everytime i try to respawn in multiplayer it put me in the water inside the ship... any help ?
You can find similar question and answer all around the place, can't recall how they fix since I don't really mess with a respawn
If im asking is because any solution thst i was able to found online or here is outdated or because It didn't work for me.
I swear I've seen the same question every month, and most of the time nothing in Arma 3 will be outdated especially if is a scripting topic. And have no idea what have you done also
so can you kindly show me one topic where someone asked this question and they found a solution? and where maybe people that give the solution don't skip ANY step about an eventual file for the mission to put in the mission folder... where someone don't assume that everyone of us is very proeficient with the arma 3 mission making and scripting system?
actually i was hoping there was a way to solve the problem without the need of creating the ninth external sqf. ext or whatever it is to put in the mission folder
but a simple workaroudn to make it work by putting a string in the init window of the respawn module or anything else.
"respawn height" might be a good search words
already done on discord and internet... and the solution is about putting a marker with a variable name and then a string in the external file init.sqf....
As I said i would like to have it work with the respawn module
since im putting 2 spawns
in the same mission, that my guys must be able to select in the respawn screen
hello there
I'll ask here as I have no idea on where to ask for this lol
How can I make a proximity voice chat with teamspeak in arma 3?
TFAR/ACRE
any config I have to do within the localhost team speak 3 server?
no
aight
How does the weather syncing works in MP in general, and for JIP?
Is it reliable, or is it necessary to do some black voodoo magic to make it almost-working?
I need my mission to start with a nice clean weather, and at a later time (time not known at the start of the mission, as it depends on what the players do), i need the weather to start changing, and during the next ~20 minutes change into ~90% overcast with a very dense fog.
So far, the best result (when it comes to having a gradual smooth change), was to set the initial and forecast parameters in the mission editor's Intel dialogue.
But then i have no control over when the weather starts changing.
If i try to script the thing (which gives me the best results regarding control), the changes in clouds and fog are not smooth - i see jarring abrupt changes in the clouds and in the fog as time goes (i read somewhere on the wiki, that the weather system is unable to process changes from more than one command at the same time, and this may be why).
And i haven't even tried to see how it behaves in MP.
So, any ideas? recommendations? am i missing something?
the time to change can be set in those two which I assume you used. If they cause the abrupt changes with even generous times like 300 seconds then idk
well, the moment i use one, it screws with the other, resulting in the abrupt change
But if you say it should work, maybe i was doing it wrong somehow, or maybe something else i did was causing it or exacerbating the issue.
I will try to rewrite it again
Looks like the setFog is the main problem.
Even if i have a completely empty mission, starting in clear, no fog weather, and i open console and run 300 setFog 0.3;, i can see a jarring abrupt changes of the fog every half a second.
After the fog increases significantly, the changes become less abrupt and eventually they become nearly imperceivable.
And setOvercast is apparently broken, as user Adanteh mentions on the wiki (https://community.bistudio.com/wiki/setOvercast).
That would explain why even pretty generous 600 setOvercast 0.9 basically isn't doing anything.
yes, however, check the comment by AgentRev 1 year later
I don't understand, how is that relevant, or how can that help me?
600 * 1 is still 600
ah my bad, i misread it
so... i would be still calling 600 setOvercast 0.9
Well... i guess if i would be using some time multiplier higher than 1, i guess i could force the overcast change to happen quicker.
But i don't want to change the time mult, especially not for the duration of whole 10 minutes of real time.
So, that is really not usefull to me.
why not just the editor weather settings for overcast and use setFog for Fog?
because i dont read apparently
i think that is what i end up doing. but the original idea was to have a random delay before the changes even start happening, plus a delay depending on what players are doing.
you could probably try how zeus affects it if you havent
good point, even though i doubt zeus would help (i mean, unless there is some undocumented hidden command that is used by zeus, then it must be also relying on setFog/Overcast)
fog is pretty smooth with a time multiplier
nah, i can't mess with the time, or rather i don't want to.
Fortunately, the jarring fog changes are mostly perceivable only at the begining, after a minute it is hard to notice without looking for it.
So, i guess its just another compromise i have to live with, i'll add it to the 103458972348972634 other compromises ๐ one more won't make a big difference.
So the only problem to solve is the overcast.
103458972348972635 now
test it with different fog decay values, i know there are some that mess the fog up royally, like being able to see like slices of fog
think it may also depend on the map, but dont quote me on that
And i thing it will be 103458972348972636, because i will add the overcast to it too ๐
...i will make the mission start with overcast 0.3, and set the mission weather forecast to overcast 0.9 in 30 minutes.
It is far from ideal, but i already spent several days trying to solve it.
that's not very 32b friendly
haha, yeah, the problem is that i need the fog decay to be in a pretty narrow range for the fog to be how i need it.
But it is worth trying, maybe i will find a value that still works for me, but has less noticeable trannsitions.
maybe when it overflows, the resulting change will create Arma 4 ๐
Machiavellian, I like that ๐
so someone told me that if I place a lot of arsenals it can affect preformance? I don't know if it's right or not, but that's the case, if I limit arsenals (just different limited arsenals) does it also affect the preformance the same way?
Multiple actions could affect performance but shouldn't do a big lag
placing many objects affects performance yes
Having arsenal actions on many objects does not.
How do you name your scenarios on Workshop to make the title self-descriptive, but unique and interesting? My last title is Covert Ops: Bozcaada Intervention [SP]. It is a stealth action, SP, set on Bozcaada island. Do you think it's a good name? I added the Covert Ops to indicate it's not a conventional mission, but it's a cliche. Cause there are bazillions of Spec Ops, Black Ops or any other Ops on the workshop. ๐ Any thoughts? https://steamcommunity.com/sharedfiles/filedetails/?id=3013120515
you maaay not want to advertise here ๐
the usual naming isโฆ not usual, you pick what you like
from "Double Trouble: Electric bugaloo" to "Smith Agent 207: Last Chance", you have a wide variety of choices
Sry, but this is honestly not a try to advertise. ๐ I just wanted some feedback on how I promote it on Steam Workshop, since I have never done this.
a good thing to do is to make a thread on the forums, eventually reddit, and post in there when you update the mission (from players' feedback)
and little by littleโฆ it will grow in popularity ๐
(or it will explode and you will have 10k downloads a day, IDK I don't see the future)
there is this for mission design and balance, open to suggestions https://community.bistudio.com/wiki/Mission_Design
"[SP] free DlSCORD NlTR0"
catchy two- or threeword title should be sufficient, be it a operation cryptonym or just a task name ("Kill John Doe"), just make sure you add the [SP] prefix.
People tend to look at the thumbnail rather than mission title btw
Not sure where else to put this,
Anyone know how to fix this error one of our guys got? Excuse this lack of proper screenshot.
As far as i can tell this is a vanilla arma pbo, but its not signed? its odd.
this is a vanilla arma pbo
Is not
I got a error report that the Nimitz does crash at least the mission if not the server when spawned via Zeus using a dedicated server. I can't reproduce it now as I'm away from my desktop system. Can anyone shed some light on what might cause the dedi to crash or halt the mission? Is there a problem with execution time of the Nimitz init script?
wasn't it doing the same when running @ALiVE? (before last Nimitz update that is)
I've read it was spawned twice, but never heard of a server or mission crash
spawning mid-mission runs a script that assembles the various parts correct?
yes, the scr\init.sqf is executed upon initialization
maybe zeus doesn't like that for some random arma reason.. .anything in the server's RPT file?
I don't know, I only got the error report from testers of the Nimitz and currently have no access to my development system. And the mod doesn't load on my mac ;)
It should be signed
i would start there.. .try and get a copy of the test server's RPT file and hope it has something useful to go on
good idea, but there seems to be just the memory access violation that crashes the system.
ah bummer... so sometimes it crashes the server, other times just the mission? If so you might get something more in the RPT for one of the 'mission crashes'.... I don't think anyone other than BIS can debug the access violation stuff
addaction do affect perf tho, sort of like per frame events
not really, they only execute if you are looking at the object
and you're only looking at one
Whether some object behind you has a thousand actions, doesn't matter.
If you have a thousand objects behind you. The objects themselves do matter, whether they have an action on them does not
nah they are radius
if youre in the addaction radius, the condition expression gets evaluated
and it is string so is there a per frame compile too?
in actual testing they don't seem to be calculated for objects not under cursor
then there must be a target check in the action condition
testing conditions: "systemChat str [_target, diag_frameNo];true", in condition of addAction in inits of 2 objects. Chat messages only show when i look at the object. And only for that object.
hmm, what is your radius set ?
radius of 50. Full init:
this addAction
[
"title",
{
params ["_target", "_caller", "_actionId", "_arguments"];
},
nil,
1.5,
true,
true,
"",
"systemChat str [_target, diag_frameNo];true",
50,
false,
"",
""
];```
Best off getting logs and forwarding them to Bohemia for that.
yeah, but so far I have three errors reports by three testers that vary slightly ;) Best to get a reproducable error before hitting BI and I wouldn't know whom to get in touch with anyway
That's news to me.
Radius is distance to the object, but you still need to look at what you're interacting with
i think it's done through the feedback tracker
maybe a misread/misinterpretation/unfortunate working from wiki, i guess?
condition is evaluated on each frame in unscheduled environment.
condition is not evaluated if a dialog is open.
If action is added to an object and not to the player, condition will only get evaluated if the player is closer than ~50m to the object surface and is looking at the object.
same(-ish) test behaves similarly on current Steam build of A2 (no OA) 1.11.something. So i vote misread 
(and thankfully vanilla A2 seems to be the game where addAction got a condition parameter, so no need to download A1 or OFP to check there) ๐
How do I start co10 escape with weapon. Spawning in escape with weapon instead of nothing. Can someone point me right direction? Is there a script I should put to into intplayerlocal.sqf or int.sqf?
Perhaps disable something within Escape code that strips players from the gear.
I tried adding to int.sqf player AddWepon and it seems to work for brief second during spawn and the weapon is taken away immediately
Sp free sex
is this 2016 guide on ORBAT markers up to date?
or is there any easier way to make it?
im on 3den enhanced btw
Nothing is changed since then
I am not sure how I feel about this- Should I bother trying to get a terrain decal to cover it up a bit, or just go with grass cutters? xD
Decal- idk what I'd use for a decal. My custom texture terrain decal thing is acting weird for some reason.
CUP roads might work, but then they might clip over each other
idea
Construction
connect one road, construction on other
is there any easy way to do it btw? with eden enhanced
Do you know any good assets on the workshop that have civilian buildings with interiors? I need something that's more prominent than standard Arma 3 houses, like a villa, mansion, castle, for CQB scenario. For example, for WW2 setting, I found Castle Itter, which looks beautiful, but doesn't have interiors. For modern era, em_buildings.
Hey all, this is probably a really easy thing to do but im struggling
the goal is for player in my multiplayer OP to take an airfield and hold it for a set amount of time, once that time is up they win
i know its probably really easy but if i could get a hand that'll really help
gotta run to dinner but i'll check back in a bit, what exactly are you struggling with?
Im just super new at this and i want to set up a trigger that once player seize the airfield a timer starts, at te end of the timer the mission is a success
Maybe, maybe not
cool this is a good place to start, basically drop a Trigger (in Eden object browser under F3 [the Flag]) Set the shape and Size, set Type to End #1 (the number just allows for alternate endings if you were doing something more involved), then you setup a condition, If BLUFOR is attacking OPFOR then set it to Activation OPFOR, Activation Type Not Present ... and then you have two choices, you can either use Timeout or Countdown, Countdown sounds more like what you wanted but you can play around with both.
sweet, so the mission is PVE how would i edit the trigger so that the players (bluefor) have to hold out?
Drop some OPFOR groups inside the trigger, they will become AI (unless you mark them playable) ... The condition of OPFOR NOT PRESENT in the Trigger means blufor (or someone) needs to either kill or push all the OPFOR out of the trigger area, Timeout will be your hold time, the trigger won't activate to End mission until the OPFOR NOT PRESENT condition has been true for Timeout (time)
okay so if i understand that right
have a trigger area - set it to OPFOR and Not Present, connect that to a timer for the length of time the players need to hold the area for
you might want to give the OPFOR a groups Guard or Hold waypoints within the Trigger Area to keep them from wandering off
Timeout is an attribute in he Timer
when you drop the Trigger right click and select edit ... you can mouse over the field labels and tool tips describe each setting (though they are adimttedly a bit confusing especially at first)
okay so is the timeout attribute in the trigger?
yeah at the bottom
ah yeah i see it now, awesome
although a bit of script can make it a bit "nicer"
you might want to let the Trigger activate immediately and start a script loop that displays the countdown etc
get the basic thing working first and then you can build on it
yeajh that was the plan, work out how to do the basics and build slowly until i can build something i bit more complex
lots of awesome tutorials on youtube as well, don't be too concerned if the video is a bit older because, so is the game, not much has changed recently
the other great way to learn is just get a few missions from the workshop and open them in the editor
pick them apart
but don't grab something crazy complicated for that
yeah thats actualyl a really good idea, cheers bud! you really helped me out
hello! I was wondering if there was a way to setup multiple random spawn positions around one general area. I'm working on a mission where the guys need to be scattered around, but not too far out from each other. I was wondering if this was even possible to do?
sure, that's what the probability of presence setting in the editor attributes is for, just add 3x more than you "need" and set them all to 33%
^or whatever ratio of randomness works for you @polar bough
or if you want to do it via script you can just do a loop and find some random positions in a radius lmk if you need an example
Realised I should probably have put this in this channel. Was originally posted in editor channel.
Iโm looking to add a vehicle to my mission that has multiple options. Iโm struggling to workout how to specify which version of a vehicle is spawned at a particular location.
I am editing the KP liberation mission so that it uses the vehicles etc that I want to play with. It uses a script to spawn in a helicopter on an aircraft carrier.
Iโve changed the class name so it now spawns a different helicopter, but the class name is generic and the textures for it are changed via the vehicle customisation menu.
Iโm making changes to the mission via the configs etc in the pbo and the default skin for this helicopter is an American skin, whereas the one I want is the raf version of it.
How do I go about ensuring the helicopter that is spawned is the one that uses the raf skin when they all use the same class name?
Sorry, not done any mission editing since custom/dynamic loadouts were added.
The helicopter also has extra bits that I want to hide like a refuelling arm and door guns.
I deleted from #arma3_editor ; tend to do so, thanks
have you disabled simulation on them?
What kind of composition? What kind of "move"?
What is "A prop"?
Well, let me rephrase: what kind of it exactly?
Late but this does not even explain anything I wanted to hear
Very nice, you failed to explain what exactly is the Mod and what exactly object it is, and how it moves, and finally, removes the entire your posts. If you can't have a patience to question and answer, you won't find any help anywhere, if you continue similar question.
If that is your very best attitude, I do not think you can get any help.
And left. Annoying
please open Eden Editor once, POLPOX!
At least I need to open once for achievement ๐คฃ
OT actually, but people usually forgets I'm not the only one who can try to help and they only left for me. Guess I'm famous
why does trigger have types like end1, end2, end3 etc but theres only 1 outro?
Blame someone who thought that's a good idea in two decades ago
no i like that the cutscene stuff is kept separate and doesnt clutter the mission itself, but are those even usable? is there a variable in outro that knows which ending was triggered?
Ah that's what you mean. Yeah you should be able to get which end we met, not sure which command out of my brain rn
Pretty sure there isnt just one outro
only 2 outros (win/lose) https://community.bistudio.com/wiki/Mission.sqm#class_OutroWin/https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases and end type can be get from script only from 2.06, apparently https://community.bistudio.com/wiki/missionEnd
But it apparently is linking to https://community.bistudio.com/wiki/Arma_3:_Debriefing#Debriefing 
how do i place dead bodies properly (i mean animated ones)
since i cant find the poses on 3den ๐
You can use switchMove
ok thanks, now the poses where can i find the list?
Animations Viewer
Vanilla ones are really stupid and useless to handle... but if you just wanted to have a list, here
https://community.bistudio.com/wiki/Arma_3:_Moves
you said
a variable in outro
I am not sure there is one, but either use campaign's system or see missionEnd (in the same mission, not outro)
Anyone familiar with BIS_fnc_addRespawnPosition? I am trying to set a respawn point with a 3D position instead of using a marker with the name respawn. My positions shows up in missionNamespace call BIS_fnc_getRespawnPositions, but I am still respawning on the position of death, I'd like them to respawn on the position I specify instead
that is wierd what kind of position are you passing ?
getPosATL
I'm likely just going to switch to my own respawn system though to simplify things
did you set up in description respawn tamplate ?
Yes
Myb try with respawn position module. And see if that happends if you respawn at the position of the module. If it works just copy the code from there.
do anyone know how to make ai controlled arty bombart an area like a town?
Waypoint fire mission
Or zeus fire mission + target module
or script via doArtilleryfire
thankyou
np
1709 objects are using the replaceWithsimpleObject function- weeeeee
I wish more things had the simple object option xD
if it's not multiplayer it doesn't really matter, one would get a lag of few ms if any
It is annoying with AI tho
This also works a treat; https://youtu.be/g_hzGXt91Z4
This next video is in response to a request from Toxic Edge who asks:
Next time could you make a tutorial on how to get AI artillery to bombard stuff? The answer, is yes.
Trigger code (for gun1)
_ammo = getArtilleryAmmo [gun1] select 0;
_tgt = getMarkerPos "target1";
gun1 doArtilleryFire[_tgt,_ammo,10];
thankyou very much
How do i make it that if a team kills a certain amount of civillians the mission fails
scripting
you could use an "EntityKilled" mission event handler to detect that
During my mission today, a player of mine died a couple of times within a few minutes. When he respawned he came back as an agent. He respawned again, and continued to respawn as an agent.
The respawn system is BASE, and other players respawned just fine. I also have an event handler that deletes a player's body after they respawn. Is this normal? Do I need to put a delay on deleting their body?
Anyone able to help me troubleshoot a custom KP lib mission file. It is showing up blue when trying to host it
is there an way to remove the playable option of unwanted characters via a script or something of that sort
Not sure if I follow your words. Do you want to uncheck playable option for certain units?
Hi guys! Wanted some advice.
So I've been making a lot of missions for multiplayer lately and they're well received. However, I feel that most of them are too linear. I've tried doing Side Missions but players only do them to "shoot more" and I fail to give them effect.
Do you have any good Mission Workflow documents, and / or advice on making impactful Side Missions / Objectives?
see perhaps https://community.bistudio.com/wiki/Mission_Design
but other than that, maybe the forums hold some good advices too
in examples, I like the 2nd one "During blufor/opfor war, a specops operation at night with the objective to blow up enemy tanks - While approaching, the alarm is raised because the opfor got some information about a night attack."
is there any way to find inspirations for events tho?
real-life events ๐ there are public reports of e.g UN operations
didn't even know about UN Ops, thanks!
has anyone had issues with AI pilots not letting players into a vehicle?
trying to figure out why my extract helo wont let me in until I kill the pilot
vehicle is unlocked
this is with a pilot and vehicle created with script, so maybe just missing an attribute or something?
pilot is even part of player's group, still can't
nvm seems like its working now
not sure what did it didn't change anything
soo im currently working on pbos and i was wondering if anyone had a good PBO manager app?
Just search Google, there isn't more than two or three.
Also it's a mission making channel, not mod making one
sorry i figured it was okay since its about mission making
Some of these links are dead:
https://community.bistudio.com/wiki/Category:Community_Tools
PBO Manager is probably the most popular.
Does anyone know if there's something in a mission that would randomly cause a player to respawn as an agent?
are you looking for it to happen, or did you encounter a bug?
Here's the first time they asked, it seems to be a bug
#arma3_scenario message
maybe a mod, a script, a whatever
without the simplest repro in vanilla, no dice ๐ฌ
Do the Weisels from CUP require tanks DLC?
I would recommend asking questions about a mod to the mod devs (e.g., CUP has a link to their discord listed on their website). To answer the question, current stable CUP doesn't has a Wiesel model (unsure about their DEV branch). They don't even do a retexture of the Tanks DLC Wiesel ( called the 'Nyx' in game, which would require the Tanks DLC).
Question:
I want to make something of a trigger. When a player in an aircraft flies through it, it teleports the vehicle and any occupants to another location. How would I go about doing that?
The teleporting part is easy, but I need a multiplayer friendly trigger to detect the player, then something to actually shunt them elsewhere (and if three aircraft fly at it, it has to trigger for each of them)
its from a different mod apparently. Thank you for your response
Are players able to use a vehicle if they dont own the DLC for it? Im aware of the watermark and whatnot
only as passengers
see https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions
(and yes, there will be ads)
By linear, do they mean they feel railroaded from objective to objective?
If so, i've had success by purposefully providing incomplete intel, or rewarding thorough players by spreading some Intelligence documents throughout the mission giving info about the location or armament of, lets say a camp, etc.
https://youtu.be/xoCeq2k_vHA?t=235
Does anyone know what these assets are in this video (timestamped)?
Or any other "Oil rig" assets (not compositions)?
Descending upon a jungle island chain in the middle of a period of unrest, the mercenaries of Outer Haven accompanied by Big Boss set upon a contract to rescue a set of POWs. However this quest was quickly replaced by all the mercenaries trying to cause as much mental anguish to Snake as possible.
Cypher's Channel https://www.youtube.com/@Cyphe...
it says in the video description.
https://steamcommunity.com/sharedfiles/filedetails/?id=1127347116
I only skimmed for links... my b and thank you
hate it to break it but this doesn't work. I'm stuck on infinite loading screen after choosing the leader slot in lobby whether it's hosted or from Scenarios menu.
any good tutorials on how to add a voice over that plays for all players at the beginning of a mission or perhaps when I trigger it in zeus?
https://community.bistudio.com/wiki/playSound execute remotely or put into initServer.sqf depending how early that beginning is supposed to begin
Hey I want to make a mission in arms where they have to build a fob/gather resources like you do in the liberation scenarios, how would I do that? Thanks in advance
a lot of scripting
I need some help plz, the texture on my rugged screen has its colors inverted, i've tried using diferent sizes 512x512 and 2048x2048 but nothing seems to fix it
https://imgur.com/Hp7Rxf1
use paa, not jpg
the image is cached in RAM, you have to restart the game or rename the file every time, maybe that was that
Hmmm, I usually do it differently, many different ways you can do it, but it works for me. Using a "user texture" in Eden, and then very carefully place it at the right angle, right on the screen. It's tricky, but it works. I drop the paa texture in the main mission folder. Settings are RGBA, ARGB8888, code I use to call the texture in the ini field of the user texture is.... this setObjectTexture [0, "yourtexturename.paa"];
Im a noob to all arma scripting and or editing, im trying to setup infistar but dont seem to have a mpmission with antistasi. Ive tried to download the sourcecode from antistasi with no luck
P...robably #production_releases ? I don't think this is more of an Arma related but simply Steam's, but this would be useful for everyone
Yeah I know, Steam or Arma 3 Tools' markups are very hard to use by hand
nice I didn't even see that channel, I will move it there
so im trying to make myself simple ambush singleplayer mission, anyway the 1 Group / Unit, it is controlling all 3 vehicles, rather than each unit/group having its own vehicle for themselves, but my problem is, I set the first waypoint "Move" I set it up for Column formation, Combat mode is Aware, and now thats taken care of, now i want to set the ai to wait at this first waypoint for 15in game real time minutes or 20 minutes, but it doesnt work for some reason units just move before timer runs out?
i tried with the trigger but they dont wait full 15-20 min like im nto gonna wait for timer to reach 15-20 min but i set it to like 1-2 minutes and they go early
Do large triggers (250*800) haven impact on performance ?
basically an trigger with text (BIS_fnc_infoText) which checks if a player enters the area to display the text
I donโt believe so, from my testing at least and it just depends more on what you do with the trigger than itโs size
Generally, arma struggles more with large amounts of units and how they operate, eg squad leaders use more frames than non squad leaders because of extra calculations
thx
@viscid silo Moving here
When you import your set of equipment are you using the BI Arsenal functions or are you talking about the ACE arsenal?
Probsbly BI. Iโve tried ACE but the mod for the arsenal wont let the game load. Iโve got ACE the mod itself loaded in
When you import, are you doing it through the editor or by an init script?
By the script
without the equipement array, paste your code quick
AllPlayableUnitsItens = [];
{AllPlayableUnitsItens = AllPlayableUnitsItens + [(headgear _x)] + [(goggles _x)] + (assignedItems _x) + (backpackitems _x)+ [(backpack _x)] + (uniformItems _x) + [(uniform _x)] + (vestItems _x) + [(vest _x)] + (magazines _x) + (weapons _x) + (primaryWeaponItems _x)+ (primaryWeaponMagazine _x) + (handgunMagazine _x) + (handgunItems _x) + (secondaryWeaponItems _x) + (secondaryWeaponMagazine _x)} forEach (playableUnits + switchableUnits);
AllPlayableUnitsItens = AllPlayableUnitsItens select {count _x > 0};
AllPlayableUnitsItens = AllPlayableUnitsItens arrayIntersect AllPlayableUnitsItens;
copyToClipboard str AllPlayableUnitsItens;
Thats the code im working with
No. It has in the past though. I'm following the same process I have before
So your steps are
- layout a bunch of units in loadouts
- use the code above (that works) to get a unique array of all items
- ????
- access the vanilla arsenal and your gear isn't loading
What's step 3?
Okay so i put the units i want down, make all playable. Run that script, go back to editor and import into the arsenal. I go back and test to make sure the gear is in and the first few times it was
how do you "import"? There's no way to do that in vanilla without scripting
Damn it, dude that's my bad. It must be ACE then. I double click on the arsenal and scroll to the ACE arsenal part, hit import, and i see it all. (Is it too obvious i'm still trying to figure things out? ๐ )
ok so
- layout a bunch of units in loadouts
- use the code above (that works) to get a unique array of all items
- import into ace arsenal
- start the mission
- access the ace arsenal and your gear isn't loading (in any case)
is that correct
Yes
2 things,
- you are opening the ace arsenal when testing, which you do using ace interact, correct?
- try pasting this into your box init field (paste in your array over the
<paste your equip here>bit)
[this, <paste your equip here>] call ace_arsenal_fnc_initBox;
Iโm getting an error โinvalid number in expressionโ
uhhh, should be something like this, where the array I have is just a few random vanilla blufor items
get rid of the true, just to simplify things
Thatโs on me I put it where you run scripts. I slapped it in the init part and all the stuff the GIs are wearing spawned in the init
Does it appear now when you ace interact and open the ace arsenal?
Nothing man
aight, you still have the units you place originally around / on the map (the ones wit the original gear)?
Yeah. You thinking I should elected them then play and see?
There's some settings that can restrict weapon/gear usage if they aren't present in the mission
I just want to be sure, you are using ace interact to open the ace arsenal, it should list weight in the bottom left if you are
not the scroll wheel arsenal
Yeah but only in Eden
Ok, so if you're putting the above script into the init and setting the array to be your equipment array and when you hit "play scenario" and open the ace arsenal, nothing is there, then I can't help you and it might be a mod issue on your side.
If it does work, then your set
No worries, thanks for all the advice. I appreciate it
been searching a while and cant find anything with enogh detail to help me understand.
how would i go about removing these for the map. I already know the class names but nothing i try works
So this may be a stupid or may not be possible but is there a way via waypoints to have an ai heli pilot fly to a waypoint hover for x amount of time then move to the next waypoint. The thing I'm trying to do is have the ai pilot and the player gun but I'm not sure how to go about it. Using the code to Set ALT didn't really work and if it did it'd not solve all issues. I also thought about using Unit Capture but in the video they said the longer the recording the bigger the file and if too long it won't work. So any ideas or help will be appreciated
How do I open workshop missions in Eden? I'd like to see how they're set up to reverse engineer their process'
Open PBO, put the folder into the missions
use a doStop command in waypoint's init, but make sure the pilot is group leader
this spawn {
doStop _this;
sleep 5;
_this doFollow _this;
};``` this should make the helicopter "wait" on the waypoint for 5 seconds but iirc it will not slow down because it's not the last waypoint.
adding new waypoints with a script may give a better output but that's a #arma3_scripting thing rather than hhere
Ah I see thank you so much I'll definitely try that out
Idk if I asked this before here- if I did, it was a long time ago.
Am I the only one who'd hate to use this? :P
My wrists would be killing me after such a short period xD
Keyboard is sinked into the case. If ya rest your wrists as ya type-
if i have learned anything from movies, it's that you use such a pc setup for maybe 2 minutes and that's it
not enough time to hurt your wrists
until youre working off of one of them in a toc
You can lift the keyboard and put it anywhere you want. It's just a portable setup
hello, i am trying to make a mission where a helicopter goes unloads a squad and then rtbs but every time me (the player) is in the helicopter it, instead of moving towards the waypoint, starts hovering and increasing altitude
anyone knows why?
Check to see if you have any ai-altering mods installed. I know some missions/scenarios can break because of this.
That might be it, but i have also seen this behavior when attach to object is being used, or when the NPC looses line of sight.
Do you have a helipad down? Is the chopper in combat?
Nope, I don't, I only have a mod that gives ai a reaction when shot
i dont have a helipad and it cannot be in combat since it takes off and just climbs, and climbs, and climbs, and so on
it doesnt even reach the AO
So this may not make sense or be possible. But in my mission I have a scenario where the play gets in a helicopter and an ai unit flies them to different firing positions. My question/desire is to be able to turn that specific helicopter into a different vehicle via the virtual garage. Like the player could use the action menu on the vehicle turn It from an apache into a cobra for example probably not possible or my explanation may be off but if anyone knows how I'd appreciate any help thanks
any idea what might cause my issues?
recreate the situation without mods and see if it still happens.
Does anyone know a decent map based on Taiwan? I need one for an op I wanna do
whats the script for a trigger to detect a vehicles dead/destroyed ive been looking for quite a while
or would i check it with dismount of the AI?
depends on what vehicle state is "dead/destroyed" to you
you can check for damage == 1, canMove, count crew == 0 or combine these
How do I run a mission pbo file
Hi, im trying to make a search and rescue mission
what mods can I use to make it so Opfor does not kill the person that Blufor is trying to rescue?
I want the players to carry the person
if you dont want the person to be shot at at all by blufor, just put this setCaptive true; in the units init
thank you very much
I've made some caves in my scenario and I'd like to make the area darker even though it's day outside. I have decided to use setAperture. My question is:
Let's say I have a local trigger that covers the cave area. If the trigger is local, does it make sense to call {setAperture 14;} forEach thisList; on activation (darker inside) and ~~{setAperture -1;} forEach thisList;on deactivation (brigther outside)?~~ I'm not sure whether in MP environmentthisList` will contain only the "local player". EDIT: I see that thisList is not available for on deactivation, hmmm
Or is there a dedicated variable for the player/unit that activated this trigger?
no it doesn't; make the trigger local player-only and use setAperture(New)
Oh yeah, so in both activation and deactivation I'd have to call setApertureNew [stuff here] right?
without using thisList or similar
on activation setAperture 14
on deactivation setAperture -1
for example yes
I am not sure but setApertureNew may be resettable to normal with setAperture -1
gotcha, thanks
oh wait you can setApertureNew [-1] too
A followup to this.
Using the debug commands getAllPylonsInfo vehicle player; I am able to both learn which pylons are on the vehicle, what their actual names are, and anything that is currently loaded. Then using vehicle player getCompatiblePylonMagazines 0; I am able to get the magazine info which is necessary for setPylonLoadout.
this setPylonLoadout ["pylonName1", "pylon_type_magazine", true] allows me to force the pylons to be whatever I damn well want. (The 'true' part is for "Do we force it to happen even if it's incompatible?" and in this case that's what I want.)
Screenshotted below is an example of the outcome of me doing this. I took two 30mm gun pods from the F-16 in Firewill, plus added Mavericks to pylons which normally don't support them.
Now I have a followup question.
I know the magazine for those gun pods is FIR_GEPOD30_P_330rnd_M but I can't add more magazines of that type. this addMagazineTurret ["FIR_GEPOD30_P_330rnd_M", [-1]]; doesn't work.
Any way I can force it?
My goal is to have those 30mm cannons have way more ammo than they normally would, but I don't want to use the on fire set ammo to max script because I don't want the Mavericks to be replenished. So my options are A) somehow only reload the gun pods on firing B) add more magazines to the gun pods somehow.
Oh. Wait. It did work. Kind of. The magazines got added but weren't being shown. That's because they're being fired from the zero point of the aircraft after I expend the first magazines. That's not supposed to happen.
I tried this but
gatling_plane setPylonLoadout ["STA3", "FIR_GEPOD30_P_330rnd_M",true];
}];
this addEventHandler ["Fired",{
gatling_plane setPylonLoadout ["STA5", "FIR_GEPOD30_P_330rnd_M",true];
}];``` is **not** the solution I want here. It reloads _too_ quickly and breaks the sound, and also fires only out of one cannon.
Now you may be sitting here wondering, "Ace. Why are you cataloguing your every move? Nobody has even replied yet."
So no one can say I'm a lazy fuck who just wants someone else to do the work for me.
I'm trying.
@torpid crescent Don't want to DM you unnecessarily, and I think others could learn as well.
Your recent (very cinematic) mission Normandy Paratrooper mission hides the player position on the map. As far as I knew, this could only be done by forcing server difficulty config settings on clients. How did you script this into a mission?
it doesn't hide it at all, you will still see the red outline that's shown for player marker on the map.
It's an option in 3den Enhanced, however, see the reply from honger above. ^^
You are correct, it wasn't doing that in the editor where I was testing the mission. I also noticed that the Spearhead CDLC is using so kind of squad radar, showing friendly, and enemy units, again, it wasn't doing that in the editor in my testing.
Am I able to ask about mods during mission making here?
mods are strictly forbidden in Arma, how dare you
well, depends on what the topic is ^^
If you are looking for a mod to aid in mission making it's probably okay.
If you suggest "lol just download a mod" to add a feature into a mission that could easily be done by scripts and no mods, I will beat you with my shoe.
The difference is context.
If one more person tells me to download a mod so I can have paradropped units or tells me to do it in Zeus, I am going to commit violence.
(Nobody here thankfully.)
Much appreciated ๐
In that case, how do I create a dynamic fire spreading system for wildfires/forest fires that make the ground darker?
If there's not a way to do it simply, where can I go for mod help? (Mod maker has no Discord or contact)
Anyone got cytech comps there isn't much on workshop
is there any tutorial on how to make an ambush mission (singleplayer - coop) just a simple ambush really, how to set up the convoy and make the AI leave trucks when they get fired upon
Is there a way to privately show a message to a player via text that no one else can? Like I can execute a script and it appears on their screen?.
You can use if to check if the player is a certain unit then execute the message
Hmm ok let me explain what Iโm looking for. Iโm looking to do an among us/the thing style op where players can infect each other secretly .
So you want to have a "you're an impostor" "you're a crew" depends of randomized role?
Not so much a randomized role but a โyouโve been infected, your objectives have changedโ
Maybe after a specific item is placed in their inventory? Though that is not a requirement
Ah, so like, let's say CoD's infected?
Anyways, hint or chat or such are almost always local effect unless you try to let them execute globally
Ah ok.
Hey I'm working on converting a hearts and minds scenario to British forces, does anyone know how to change the AI soldiers from American?
@wicked reef might have some input for this.
Is there a specific mod youโre using or just base arma?
Hey I m working on converting a hearts
As in the scenario or faction mods sorry?
Faction mods.
When im placing stuff in the eden editor, it scales normally as I edit it
But in multiplayer is reverts to its original size
Anyone know how to fix this?
How do you scale it? @fallen stag
Just editing the attributes
Object: Transformation
Scale
That's from 3den Enhanced and is disable in Multiplayer as the tooltip says.
Ah okay, what do I do thats enabled in multiplayer?
best is to ask in #arma3_scripting for a mp compatible solution.
if I made a mission on Livonia and it requires only the ownership of Contact Platform, should I add Contact as DLC requirement or only mark the mission itself as Contact dependant in its attributes? Or none? Been thinking for quite some time what to do so people don't start the actual Contact DLC to play it.
the Platform stuff technically appears right above the file size etc but it's unreliable because 1) somehow people ignore this and 2) it will show up when a single asset is used
can someone help me with using mission files i downloaded off forums?
i am new to this kind of stuff in arma 3
should i use the RHS aks for a mission or let the player download 4,3 GB for the NIARMS updated pack with godtier aks?
you can cut it down to ~1,5 GB:
https://steamcommunity.com/sharedfiles/filedetails/?id=667352839
https://steamcommunity.com/workshop/filedetails/?id=667454606
but will your players be ok with downloading another ~4 & 1/2 GB?
does it add anything to the players for the mission (like do your players love the gun dress up)?
im kind of a new mission maker, i would use only the AK pack but its not updated (sounds in the ak pack suck, all in one v14 is fully updated) but imkinda going for a dressup scenario CDF vs russia (modern)
its mostly about atmosphere
this is the modlist if i include niarms
gsb armbands is like 1mb
cba and rhs are basic mods
I mean, it doesn't seem too bad, but again, it's best to talk to the people who'd play and see if there's any object (to size or needing to download, some people have data caps). Also don't forget the RHS-NIarms compat if you stick with the mod. Good luck, and I hope you have fun!
yeah thanks
When placing decorative items, is it preferable to set them as "Local Only"?
yes
So AI can still see threw walls
any recommendations for a hilly deep-forest terrain similar to Livonia but with less to none cities? Smaller villages, POIs and bases are ok. Lybor is still too much and I personally don't like it at all
I haven't updated my spreadsheet for quite some time so perhaps I missed something cool
mountain wilderness has no cities.
no roads tho, that's somehow a dealbreaker unless I won't find anything else
So I was making a rather small, quick paced mission, themed around Arma 2's Operation red harvest, same time period, same lore, etc etc.
Basically looking to recreate Arma 2 in this mission.
When I think back to Arma 2, Im sure it had some kind of like tint, or washed out colour tone at all times.
Am I correct or does anyone recall this?
Because I'm looking to recreate the same effect in arma 2 using post processing
I know there's an OFP gamma correction preset out there for post processing, but wasn't sure if arma 2 had what u mentioned above.
there is indeed a color correction to Arma 2's campaign
- film grain etc
Has an effect been achieved for arma anywhere?
Like a place the post processing correction may have been posted, or any info on how I could achieve a similar tone
I don't recall film grain ever though
you have this article https://community.bistudio.com/wiki/Post_Process_Effects for script reference
as for A2 exact values, I can't find them on the web (yet?)
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]];
"colorCorrections" ppEffectCommit 0;
```seems to be the one
well, maybe not ๐ but it's in the area
where'd you pull this from?
This method was how I intended to do it
my aโ the forums
There was a BIforum post with some old presets
OFP gamma correction was one
Guessing that's it??
I don't want to download 8GB just to read a PPeffect ๐
https://forums.bohemia.net/forums/topic/95886-colorcorrections-adjust-ppeffectadjust-in-manhattan-campaign-mission/
may be closer
Ive had the ppeffects edited in my missions.pbo for ages but just discovered on my current SP Campaign playthru that in the Manhattan mission, colours are as they should be up until we get out of the Osprey near the guard post - at which time they go back to default style washed out. Can anyone s...
Let's try ๐
It feels like the filter in Arma 2, judging by screenshots, was very low on vibrance levels.
Arma 2 had different shading and world lighting settings, not all stuff can be reversed with just post processing
there's a mod called Splendid Lighting Modification or something along that and it makes the world a bit dim similar to how Arma 3 looked in its early days and pretty close to A2
I'm just looking to achieve the best effect I can via post processing
Hasn't got to be 100%. I'm aware that won't be achievable due to techincal stuff.
But, close enough is good.
nope
the official stance is that if AI watch you vanishing behind cover, there's no reason for them to assume you magically teleported away.
any "omg they know I'm here!!!" moments should come from AI spotting you before when you were in the open
@amber osprey might be different with user generated content, though
having a problem with my mission file whenever I open it it throws .model error
You need to more specifically
anyone ever have the issue where in arma 3 your AI helo pilot drops off troops but then just sort of hovers around instead of going to the next waypoint?
Please do tell how exactly is your setup
ok so I figured it out
for some reason it depends on the order that I make stuff
I have to lay the helicopter's route down before I add troops to the equation
Probably a bit stupid to ask, but how would one make terrain deforming intertwined with a composition? I have an underground base which could do with some deforming to happen automatically. Anyone?
Just curious if it can be done too
Hello,
I have a small problem. With my self-created mission, I can no longer select the 3rd person view. If this mission is running on the server at GPortal. If I start the same mission in the editor and host an MP game, I can switch to the 3rd person view!
Anyone have any ideas as to what could be causing this?
@misty maple Third person is probably disabled in the server's difficulty settings.
thanks, but in the server profil list is true?
class regular
{
class Flags
{
Armor=0;
FriendlyTag=0;
EnemyTag=0;
MineTag=1;
HUD=1;
HUDPerm=1;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=1;
AutoSpot=0;
Map=1;
WeaponCursor=0;
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1;
UltraAI=0;
CameraShake=1;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
ExtendetInfoType=1;
};
if you don't have 1st person forced by script, then it's only a difficulty setting
you are most likely not using this very config file for the server
now if you can use 3rd person in other missions on the server but this one then yes, it gets weird Oo
It should be Options instead of Flags and thirdPersonView instead of 3rdPersonView (see https://community.bistudio.com/wiki/server.armaprofile#Arma_3). In addition to that, there is already a predefined difficulty called Regular, so you should probably use another name for that too.
@misty maple โ
I am currently trying to set the parameters in the config list for the difficulty levels in GPortal. I finally have the 3rd person view on the Normal difficulty level. But I also want to get rid of these indicators for friendly units
Ok in Rekrut and Regular is the 3. Person availble
but in Veteran not
class veteran
{
class Flags
{
Armor=0;
FriendlyTag=0;
EnemyTag=0;
MineTag=1;
HUD=1;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=1;
AutoSpot=0;
WeaponCursor=0;
ClockIndicator=0;
** 3rdPersonView=1;**
UltraAI=0;
CameraShake=0;
DeathMessages=0;
NetStats=1;
VonID=1;
ExtendetInfoType=0;
in Veteran the Parameter 3. Person True!!?? in Rekrut and Normal, too.....
Alright, let's start from the beginning. Which file are you editing? Is it some server.Arma3Profile?
Gportal: config/users/config.Arma3Profile
Good.
So in singleplayer, you can adjust the difficulty in the options menu. There are four options to chose from: Recruit, Regular, Veteran or Custom.
The same options exist for dedicated servers. You can configure which difficulty the server should enforce using forcedDifficulty in the server.cfg configuration file (see https://community.bistudio.com/wiki/Arma_3:_Server_Config_File).
Recruit, Regular and Veteran are presets not to be changed using configuration files. So if you want third person view to be enabled on you server, you have two options:
1๏ธโฃ Chose one of the presets where third person view is enabled (i.e. Recruit or Regular) in server.cfg. In this case, you don't need to change anything in config.Arma3Profile.
2๏ธโฃ Chose Custom in server.cfg and configure a custom difficulty with thirdPersonView = 1 in config.Arma3Profile.
The config.Arma3Profile difficulty configurations you have posted so far are not for Arma 3, so if you want to go with Option 2๏ธโฃ, you need to replace them with a configuration that looks like the one on https://community.bistudio.com/wiki/server.armaprofile#Server_Difficulty_Example.
https://www.youtube.com/watch?v=3fBByFMBBT8 does this look fun
Hello
Me again. I have now adjusted the server.cfg:
class Missions {
class ARMA {
template = "Stratis_BootCamp.Stratis";
difficulty = "Custom";
};
In addition, I put together the config.Arma3Profile from https://community.bistudio.com/wiki/server.armaprofile#Server_Difficulty_Example
And still no 3rd person view possible. What am I doing wrong?
#server_admins is the channel for server configuration ๐
Having issues with Zeus no being available during mission
Is available here and there not every single time I press the button
mission you made? maybe the zeus is limited to editing areas
Yes mission I made, I just used the game master module so Iโm not sure on how that would limit anything
Hello everyone, I have a problem regarding modifications to an existing mission from the arma 3 workshop.
I extracted the existing mission, opened it in Eden editor, modified the respawn conditions, saved. When I launch the mission (I am the server) it works perfectly for me, but it is impossible for my friends to connect (error message: missing or modified file). Do any of you have the solution?
Hoping someone here can help, I'm stumped.
https://www.youtube.com/watch?v=DOdN42ls2oI
So I'm trying to make a carpet bombing happen against an airfield, but I'm having several problems. I've followed this video and have gotten as far as making a CDLC plane drop bombs at the waypoints. So far so good.
But I'm running into the following issues.
- The plane doesn't fly level. It follows the terrain no matter what altitude it's at. I tried using
flyInHeightASLto fix this but doingthis flyInHeightASL [1000,100,100];on the vehicle init just gets ignored and the plane keeps following terrain. Am I supposed to do it to the pilot? I've never gotten flyInHeight or flyInHeightASL to work correctly...
- What I really want to do is use pook's Tu-22 and FAB-250 bombs but I can't seem to figure out the classname of the actual weapon it uses, let alone the fire mode. I tried "tu22bombRacks", I tried "tu22_9Rnd_FAB250", and I tried "tu22_33Rnd_FAB250", but none of this works... I've tried following the video, but I've not figured out what I actually want. Surely I've not gotten the right classname. I might be doing something wrong trying to figure it out.
- When the bombs start dropping, I want them all dropped. The video does this by having a bomb drop on each waypoint but that's terrible because they aren't perfectly lined up. I want to do a for() statement that loops through until every bomb is dropped with a small sleep delay between each drop. But the game barfs up errors at me when I try doing sleep, and the sleep gets ignored, so it drops everything almost at the same time.
Edit: 2/3 resolved
try```sqf
this spawn { sleep 0.01; _this flyInHeightASL [1000, 300, 300]; }; // ASL = above sea level
private _weapons = [];
private _magazines = [];
{
_weapons pushBack (_vehicle weaponsTurret _x);
_magazines pushBack (_vehicle magazinesTurret _x);
} forEach allTurrets _vehicle;
copyToClipboard str [_weapons, _magazines]; // Ctrl+V in Notepad to see the result
No change on altitude, unfortunately. It still varies up and down with hills.
what's the terrain's altitude?
