#arma3_scenario

1 messages · Page 6 of 1

modest roost
#

I'm not sure how to answer this. The terrain is not a consistent level the whole way. I start the unit off at z:1000 but as it follows to the waypoint, I can see it rising and dipping with the terrain instead of staying in level flight. It seems to be trying to stay at 1000 AGL instead of 1000 ASL, but this is without any kind of script commands.

If I start at z 500 for example, it stays at the same AGL. If I put the plane too low, the AI just flies up until it's comfortable, then keeps doing the thing where it "follows" the terrain.

cinder holly
#

I mean "more or less" altitude, a range

modest roost
#

Ground level goes from -150m over the water to about +300m over land on most hills. The plane bobs up and down when going over hills.

cinder holly
#

you then have to use both flyInHeight commands

you start @ 1000m alt
the game uses flyInHeight 1000 internally, it follows terrain
then you say "hey, flyInHeightASL 1000" but as I said, AI takes the max value between the two

so flyInHeight 100 as a floor altitude above terrain + flyInHeightASL 1000 as a ceiling

modest roost
#

So perhaps
this spawn { sleep 0.01; _this flyInHeight [100,true]; _this flyInHeightASL [1000, 300, 300]; };

#

Eh, that's still not working. Let's forget it and move on for now.

#

On the matter of this, I'm too much of a novice at scripting to know what to do with this. I can tell it's a script to dump the weapons and magazines for a given vehicle onto my clipboard, but I don't know where to put it.

One of the things I've been using is a debug command.
hint str (getArray (configFile >> "CfgWeapons" >> currentWeapon vehicle player >> "modes"));
This gives me the firemodes for a given weapon, which is necessary for the force fire script. If there's a way I could make it return the weapon classname instead, that would be nice. "modes" probably has to be replaced with something else, but I do not know what.

#

Okay, I found something else that helped.

private _result = []; 

{ 
    private _turret = _x; 

    { 
        _result pushBack [_turret, _x]; 
    } forEach (_vehicle weaponsTurret _turret); 
} forEach (allTurrets _vehicle + [[-1]]);

_result```
This returned what _seems_ to be what I'm looking for. I did this on a vanilla plane too just to make sure as a control test, and I got what appears to be the right information I needed. Now for the tricky part. Figuring out why in the hell I can't get the weapon to fire on Pook's planes. I got it to work on a vanilla plane so I know I'm not _entirely_ too dumb to do this.
graceful matrix
modest roost
#

At this point I've got a forceWeaponFire command that does drop bombs, but I've only made it work for vanilla and CDLC content.

For some insane reason, pook's firemodes on his weapons are "this". No literally, it's "this". The string is "this".

#

I don't know why and that doesn't seem right.

astral bloom
#

"this" there is normal

modest roost
#

Is it? Huh.

astral bloom
#

Which means it uses the weapon itself is the mode

#

Not amy other class around there

modest roost
#

Alright well, like I said, I'm a novice at this. All I know is I can't get my this forceWeaponFire ["tu22bombRacks", "this"]; this forceWeaponFire ["tu22bomblauncher", "this"]; to drop bombs.

For comparison, I got it to work just fine with this forceWeaponFire ["vn_bomb_fab500_he_launcher", "mode1"]; on a different plane.

astral bloom
#

Try BIS_fnc_fire?

modest roost
#

Will get back to you on the results.

astral bloom
#

And your "this" usage is not right

#

If it is "this", it should have the weapon class itself

modest roost
#

So wait, would it then be just this forceWeaponFire ["tu22bombRacks"]? Or this forceWeaponFire ["tu22bombRacks","tu22bombRacks"]?

astral bloom
#

Latter, I guess

modest roost
#

So that was the freakin' problem. When modes[] = {"this"}; in the config for the weapon, copying the weapon classname works. this forceWeaponFire ["tu22bombRacks","tu22bombRacks"]; and this forceWeaponFire ["tu22bomblauncher","tu22bomblauncher"]; actually made the bombs drop.

Now to just make it repeat this about 42 more times. smilethonk

astral bloom
#

Just use for 😄

modest roost
#

I knowwww. But I don't know. For you see, my brain is smooth. And apparently I don't know how the hell to do for statements in ArmA. agony

#

This is why I didn't become a programmer.

modest roost
#

Man, I really should just make threads from now on when I come here for help so I don't flood out other people needing help. I have so many stupid questions.

Good news is I must be at least entering the for statement because

for "_i" from 0 to 42 do {
  this forceWeaponFire ["tu22bombRacks","tu22bombRacks"];
  this forceWeaponFire ["tu22bomblauncher","tu22bomblauncher"];
  [] spawn { sleep 0.5; };
};```
drops a singular bomb. Though uh, obviously that is not the desired outcome. I want it to drop 42 bombs. I tried putting the sleep command because I thought maybe it was going from 0 to 42 faster than the fire rate allowed.
astral bloom
#

It does the code 43 times. Also, don't wrap the sleep into the spawn

modest roost
#

well if I just put sleep 0.5; it does this

astral bloom
#

Wrap the entire code not only sleep

modest roost
#

Ooohhh.

#

Instructions unclear, dick caught in turboprop engine.

for "_i" from 0 to 42 do {
    _this forceWeaponFire ["tu22bombRacks","tu22bombRacks"];
    _this forceWeaponFire ["tu22bomblauncher","tu22bomblauncher"];
sleep 0.5; };
};```
#

I don't know if I have to make this into _this or not. I thought I did. But I suspect that isn't entirely my problem.

#

Yeah making it just this didn't work either.

I'm just going to stop hogging this channel for a while. If anyone has a solution flat out, I'd appreciate it.

astral bloom
#

this instead of []

modest roost
graceful matrix
#

Would you need to pass the "this" as a param into the spawn code?

#

or nah

modest roost
#
for "_i" from 0 to 42 do {
    _this forceWeaponFire ["tu22bombRacks","tu22bombRacks"];
    _this forceWeaponFire ["tu22bomblauncher","tu22bomblauncher"];
    sleep 0.5; };
};```
#

Finally. Thank you for the persistent assistance. Now I just have to figure out how in the heck to make it fly level. smilethonk
A problem I will solve later unless someone wants to spoon feed me the answer. I got other stuff I gotta do for now.

#

Also I am still shaky on how exactly for works in ArmA and just sort of blindly copied that from the wiki without fully understanding what it all does. I haven't tried seriously programming anything since 2014 and even then I was only barely competent. But it works so I'm not going to get tied up in details.

toxic marten
#

@astral bloom i just realized you are the artwork supporter creator

astral bloom
#

Yes?

cinder holly
astral bloom
#

Yeah, I've never knew it

pure delta
#

Anyone know if it's possible to have two AI factions at war then the player faction as a independent/ UN peacekeepers force?

vital trout
#

yes, set blufor and opfor to be friendly to indfor

pure delta
formal rover
#

Hey lads! Does anyone knows if there's a way to convert multiple mission folders to pbos? Got ~60 mission files for which I update scripts from time to time and converting every folder one by one drives me nuts xD

mossy lava
neon herald
#

Does anyone know how to edit Liberation to allow for two playable factions? Like as an example, the majority of the playable entities are BLUFOR as always but having say 20 playable slots on OPFOR?

autumn rain
#

i need help when i host my mission the server doesn't show up (the server settings are correct and the issue is not with my mission) i use upnp

formal rover
# mossy lava mikero tools MakePbo and batch file

Hmm got makepbo installed but I'm a bit confused on syntax. As far as I understand if you set it up correctly you can call it in cmd by simply typing

MakePbo <FullFolderPath>

lets say I have mission folder called RTZ.Altis where full path would be C:\Users\MyUser\Documents\Arma 3 - Other Profiles\MyProfile\RTZ.Altis

Then using makepbo should look like that?

MakePbo C:\Users\MyUser\Documents\Arma 3 - Other Profiles\MyProfile\RTZ.Altis

But it doesn't seem to be the case, no pbos seem to be created in parent dir :/

livid scaffold
#

Running Mikero's MakePBO:

#define CT_MAP              100
#define CT_MAP_MAIN         101
//CT_MAP
//previous value: 101
//     new value: 100

CT_MAP is at L35... Is this some deprecated thingy?

cinder holly
#

(the MakePBO part)

livid scaffold
#

True that... Hm, where would you put this?

#

Though I figured out that some defines in the mission header files are wrong, CT_MAP is defined as 101 somewhere and somewhere as 100

vagrant oasis
#

For the last 48 hours I've had an issue with my missions. It works fine in SP through eden, but if I launch it in MP, my character spawns in the bottom left corner of the map, in the water. On a dedicated server, the server just never connects, you lose connection trying to join.

#

This was on Altis, with a bunch of mods.

I just tried on Altis, with no mods, and it's still happening

#

the only thing I'm doing is:

  1. placing down a player
    2)placing down a respawn point module
  2. going into Attributes>General, setting indie to be hostile to all
  3. attributes>general, turn on Respawn on Custom Position and Revive enabled for All Players
mossy lava
scarlet hawk
#

Also in modules you need to pick a side you wish to respawn on that position. If you dont put side then it will pick leading side witch i dont know that that means.

boreal junco
#

Hello, was something done in the last update that made it so that you can only see your saved editor scenarios only if you have all the mods loaded that you did when originally creating the scenario? I had a list of like 20 missions and now it's reduced depending on what mod preset I have

vital trout
#

you need to have the terrain to see it

#

thats how its always been

polar schooner
#

Is there a way to set up a script for notifying the zeus when players enter a certain area?

#

Something like player x has entered a restricted area

sand mango
#

It requires RHS and CUP mods to use. Ace is optional

limpid comet
#

What's the quickest way to set up unlockable respawn points? I've tried using triggers and respawn markers but I'm simply dumb so couldn't get a working solution.

Basically, I want the players to capture certain areas that then unlock as future respawn points. Ideally, upon capture also grant them a few more respawn tickets.

solar bloom
#

Im making a winter war coop mission for me and my friends, and i've noticed something weird. So how it generally works is I have our squad and friendly ai forces to help us and not make battles feel like a few people against a whole army. I have soviet squads who spawn in when we go into the proximity of a town, and some tanks who are all present to begin with without triggers, whose purpose is to go reinforce squads who spawn in (with lambs dynamic reinforcement). All of this in mind, plus some other optomizations besides spawning in ai, and i get 60-70 frames when i go to a big city where theres always a big battle between finns and soviets. But when I add soviet planes to the mix, the frames sink to 30-45 frames. Anyone know why this may be? Im really wanting to keep soviet planes in this mission because one of my friends love to fly in this game and dont want to get rid of soviet planes which he could shoot down.

solar bloom
# limpid comet What's the quickest way to set up unlockable respawn points? I've tried using tr...

I have some code which might be what you need. It makes a respawn marker and deploys some respawnable vehicles once a town is taken over, see if it's what you need.

What i did: Place a trigger over a town which you'll use to unlock the point, with your activation as None - Your side - Present
Trigger condition:
this && ({getNumber (configOf _x >> "side") == 0 and _x inArea thisTrigger} count allUnits <= {getNumber (configOf _x >> "side") == 2 and _x inArea thisTrigger} count allUnits)
This code checks if the number of units on the opposing side (in my case opfor, the number 0) is less than or equal to the number of units on my side (in my case independent, the number 2. blufor is the number 1.)
I will send the on activation separately since its too big

solar bloom
# solar bloom I have some code which might be what you need. It makes a respawn marker and dep...
_marker setMarkerTypeLocal "respawn_unknown"; //Sets the marker icon
_marker setMarkerColorLocal "ColorGUER"; //Sets the marker color
_marker setMarkerText "Raasuli Respawn"; //Sets the marker name on the map
 
_dir = 207; //Direction i set for vehicles to face towards when they spawn
 
_bt7 = createVehicle ["NORTH_FIN_W_39_BT7", getMarkerPos "kirkenes_spawn"]; //Creates vehicle, you can read up on this command on the wiki
_bt7 setDir _dir; //Sets vehicle direction
remoteExec [TG_fnc_vehicleRespawn, _bt7]; //Executes a vehicle respawn script i have, i can send that to you if you want
 
_ammoTruck = createVehicle ["NORTH_FIN_W_39_FordV8_Ammo", getMarkerPos "kirkenes_spawn_1"]; //Same as above for different vehicle
_ammoTruck setDir _dir; 
remoteExec [TG_fnc_vehicleRespawn, _ammoTruck];```

Then some more vehicle spawning code, and then code which creates a sort of safe zone around the spawn

```_trigger = createTrigger ["EmptyDetector", getMarkerPos "kirkenes_spawn_1"]; //Makes trigger around the spawn
_trigger setTriggerArea [50, 50, 50, false]; //Trigger area
_trigger setTriggerActivation ["ANY", "PRESENT", true];
_trigger setTriggerStatements ["this", "
{ 
    if ((_x isKindOf 'CAManBase') and { alive _x } and { (side (group _x)) == opfor }) then { 
        _x setDamage 1; 
    }; 
} forEach thisList;
", ""]; //This stuff is the code that kills any opfor units that enter it```

I hope this helps, i can send you the raw code for you to alter how you need if you wish
solar bloom
solar bloom
limpid comet
#

sweet thanks

rough cape
#

So I published my mission but I can't see it in the workshop?

#

I'm just testing this stuff out

cinder holly
rough cape
#

OH SHOOT

#

My bad

#

Thank you

cinder holly
#

no worries, hope you find the answer ^^

crystal mulch
#

Hey everyone! I'm starting a unit in a bit here and was going to see if there were any mission makers looking to test their waters? I have a campaign sorted, so its not like im trying to rush anybody, just looking for some possible people to work with in the future. DM me if you're interested, or you're just as pumped as me to see a ||live-action Captain Rex.||

cinder holly
#

@crystal mulchsee #creators_recruiting to recruit (for free or for fee) a mission maker 🙂 (use the pinned template)

frank birch
#

can anybody help me make a mulitplayer race course in arma 3? i have the map and cars i want i just need to know how to set up the timing and checkpoint system dm me or @ me

cinder holly
frank birch
cinder holly
#

yep
that channel is for recruiting peeps
this channel here is to provide assistance

#

well, depends on what you want actually 😄

frank birch
cinder holly
#

so what exactly is your setup idea? laps, "one line" race, points?

frank birch
#

laps and timings i can do points with the good old pencil and paper

cinder holly
#

I'm afraid it involves scripting 👻

frank birch
#

you mean copying and pasting

cinder holly
#

…perhaps 😄

frank birch
cinder holly
#

if you don't know scripting and expect an off-the-shelf solution, I recommend #creators_recruiting (following the pinned template)
if you want to get your hands dirty with folks happy to roll with you in the mud, #arma3_scripting

frank birch
dreamy kiln
#

Getting this error in RPT file when ever i use the support module -
22:25:51 Destroy waypoint not linked to a target: Near target acquisition is slow and may even select friendly unit.

Hundreds of times.
Devs?

spark zealot
#

not sure hundred percent the best place to ask this question, where are CfgDifficultyPresets introduced in a server side configuration? for either self-hosted or dedicated instances, and so on?

spark zealot
#

and how does one represent comments? hashtag #? forward slashes //? C style /* */?

spark zealot
#

okay thanks...

spare kiln
#

Hey, is there anyone who would be willing to help me choose historically accurate weapon arsenal from CUP Weapons Addon for the early post cold war 90´-94´ in the Easter Europe. I just need to simply select some weapons, optics, flashlights in the editor for the player to choose from when they are gearing up in Arsenal. Thanks.

daring blaze
spare kiln
daring blaze
#

Ofc I'll see what I can do just give me about half an hour or so

spare kiln
daring blaze
spare kiln
# daring blaze What I'll do is I'll send you a string with all the stuff you could use and you ...

OK, so it is up to cca 1995, Chernarus, the list could be mixed of weapons from Russia, Czech, Germany, USA..... I want to make the impression the Cher. Forces use whatever they can, and not restric players too much. What I am really struggling with are optics, silencers, flashlights for those weapons (from CUP Weapons Addon), so probably you can focus on these. Because I have the weapons somewhat figured out.

daring blaze
#

Sounds good, I'll go through those then

daring blaze
#

Very helpful, just adding a couple extra things then it should be all set

dreamy kiln
#

Is there any trick to getting missions to show up in the scenario's section in singleplayer?

#

heres my config -

#
{
    class ANZ_Napalm_Missions
    {
        author="ANZACSAS Steve";
        name="Napalm Mod Missions";
        url="https://www.arma3.com";
        requiredAddons[]={};
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};



class CfgMissions {    

class Missions {                             
        class sp_SaveThePlatoon_Napalm {
            directory = "ANZ_Napalm_Missions\sp_savetheplatoon_napalm.Altis";
            briefingName = "Save The Platoon - Napalm mod";
            overviewText = "Provide Close Air Support for a Trapped US Army Platoon";
            overviewPicture = "ANZ_Napalm_missions\SaveThePlatoon.paa";
            author = "ANZACSAS Steve";
            
        }; 
    };

class MPMissions {                             
        class Co14_SaveThePlatoon_Napalm {
            briefingName = "Save The Platoon Napalm mod";
            overviewText = "Provide Close Air Support for a Trapped US Army Platoon";
            overviewPicture = "ANZ_Napalm_missions\SaveThePlatoon.paa";
            author = "ANZACSAS Steve";
            directory = "ANZ_Napalm_Missions\co14_savetheplatoon_napalm.Altis";
        }; 

        class co50_carrier_ops_Day3_napalm {
            briefingName = "Carrier Ops Day 3 Napalm mod";
            overviewText = "Carrier based jungle Operations";
            overviewPicture = "ANZ_Napalm_Missions\co30_carrier_ops_Day3_napalm\carrieropspic.paa";
            author = "ANZACSAS Steve";
            directory = "ANZ_Napalm_Missions\co30_carrier_ops_Day3_napalm.Tanoa";
        }; 
        
};
        
};```
#

Cant for the life of me work out why it just shows a blank space and when try to load it just goes to a pic/view of crashed aircraft under the sea ?

#

Works for MP but not in Sp section...

mossy lava
slim cairn
#

Is it possible to use Contact DLC assets such as music and sounds (from the campaign) in your scenario without loading up the DLC?

cinder holly
#

most likely not
if you don't find the music in vanilla (e.g in triggers) then no

thorny plaza
#

most music and sounds from campaign are in the Contact Platform iirc, if not all of it

soft rover
#

So i've for some time when making mission, wanted to do an idea, but was curious how to go about it/if it's possible.
I've wanted to create "no fire zones". So if I had a mission with let's say, jets, and they were to drop ordance in X area, then X would happen.

A "fire" event handler isn't quite going to cut it, but instead it needs to check if basically said ordance detonated in the zone.

Anyone got advice if that's possible to do?

lone spire
#

Hoi guys, I'm trying to setup some Zeus multiplayer missions on some modded maps that includes ACE along with a few other modes but I'm having issues. Anyone willing to help?

rocky carbon
lone spire
#

Well it's rather complex as I've managed to get a friend to join the lobby, but he can't spawn and neither can the Zeus. The map to try and select the spawnpoint mostly glitches out and flashes. I'm not sure how else to describe it

cerulean mulch
#

Hey guys so im looking for the proper group or channel where someone might be willing to help a noob like me figure out why my mission wont load on host havoc. Not sure if this is the right place for that, and if not hoping someone can point me in the right direction for that.

#

Wondering if anyone here in particualr has used the JBad mod specifically?

thorny plaza
#

issues with your service provider should be figured out with, well, the service provider. Host Havoc has a ticketing system, write one detailing your problem and wait for their response.

cerulean mulch
mossy lava
#

Check if your mission works somewhere not in havoc, and also check if another mission works on havoc

formal fossil
#

Question regarding COOP vs Singleplayer missions. What is the best way to do this? I want my mission to be able to be playable in SP and COOP. Should I export to Steam Workshop two different versions specifically for each? I know that when I edit the tags before I publish that I can technically do both for the same export. But there are certain nuances that might need to be different for SP vs COOP right? For instance, a SP mission should have some type of AutoSave? Well what would happen if I put that module down and someone tried to play my mission in COOP? I'm so confused and figure there must be a bunch of little nuances I don't understand yet...

thorny plaza
#

mission playable both in SP and COOP means that it is a multiplayer mission that one person can finish. You script it just like any other multiplayer scenario.

formal fossil
#

But if I put the save module down in the eden editor which would be useful for SP when I play in multiplayer I still get the save game message during the mission which doesn't make sense because you can't load a save for a COOP game right?

red void
#

im making a pvp map where opfor has 1 life and blufor has infinite, how could i go about doing this? any help is much appriciated

spare kiln
# formal fossil But if I put the save module down in the eden editor which would be useful for S...

When you are doing a SP/COOP mission your creation process is very similar to just making a SP only mission. The difference is that you have to account for more players (triggers, waypoints, difficulty), and also for the locality of execution. Example: You do a heli extraction. In SP you check whether the player is in heli, then you let the AI take off. In MP you check whether all players/units in the group are already in the helicopter, then you let it take off. If you use the MP approach of checking the condition, it will work also in SP. But the SP solution won't work in MP though. If you don´t create anything really complex, most of the stuff should be usable in both SP and MP. You have to set the mission type in the Multiplayer settings in eden editor.

As for the save module, you should not be worying about that, if it saves your mission during a coop playthrough, then it will be just a useless save file, that does not break anything, you can keep it there.

cerulean mulch
formal fossil
#

Ok thank you. ANother question. If I place an asset (like a barrel or wrench or something) from lets say the contact DLC in my SOG mission does that mean that all players now need the contact dlc for my sog mission?

#

I have no idea what i placed down that was from the contact DLC but if I check my "show required addons" in the eden editor it is listed there.

spare kiln
velvet cipher
#

Hey so Zeus isnt showing all my addons? I made sure it was set to all offical addons including unofficial ones, but when I play it in multiplayer it isnt showing all the addons under zeus

astral bloom
#

“My addons?” So you made some assets and it doesn't show?

velvet cipher
#

Oh no im talking about steam mods

#

Not my addons, just the subscribed ones

#

I am running ACE, Zeus Enhanced, MCC

astral bloom
#

It simply could because the Mod doesn't properly configured

velvet cipher
#

Hmmm, let me check if it shows up during EDEN editor gameplay because im sure it did if i remember correctly, one sec

astral bloom
#

Eden and Zeus use completely unrelated way to detect their assets

velvet cipher
#

Even if I play it as multiplayer?

#

Like during editing to test

astral bloom
#

Even if? It doesn't matter

velvet cipher
#

Yeah true, well that sucks lol

vocal plume
#

My.....question was deleted.

astral bloom
#

Because the crosspost. #rules 6

vocal plume
#

Okay...I realized I posted in the wrong channel. Ill delete it and re-post.

#

.....nvm

#

Ima find a community elsewhere. Thanks.

dreamy kiln
#

The Mp missions show and work fine to prove the setup is functioning.

#

Thanks.

scarlet anchor
#

looking for a mission maker to help make some missions for a weekly ops, dm if interested

vapid raptor
#

hi guys, so i am currently working on a mission. In the mission the player will be given some sort of ISR view from a drone (like the fixed wing showcase). I've been searching for a tutorial but never found one, can someone tell me how to do it? Thanks.

vocal plume
#

Anyone know why my buddy can only see a blank role assignment screen? I made the roles and assignments in the unit description.

cerulean mulch
#

Anyine able to recomend a good "best practices" guide for mission making? Not a how to, but more a guide on things you should always do when mission makimlng to make your life easier?

little sequoia
#

Is anyone familiar with the bug on Combat Patrol where some playable units are stuck on a black screen? I've noticed it a few times, and I'm currently having it happen on a port I was making. Was curious if anyone had gotten around to fixing it or finding the solution?

slim cairn
#

Idk why but once I define a .paa image via RscTitles in description.ext I'm unable to see a new version of the image unless I reload the game

#

anyone else bumped into a similar issue?

red void
#

Im making a pvp map where opfor has 1 life and blufor has infinite, how could I go about doing this? any help is much appreciated?

mossy lava
#

Have opfor respawn location be a pow camp. From there they can spectate or join blufor or whatever your set up is.

red void
#

oh thats actually a good idea, ive been thinking about how to script it for ages but i could follow your idea but instead of a pow camp ill have them respawn in a room to be a drone operator to "spectate" and assist

tepid quarry
#

My unit and I are wanting to do a big anniversary event, like a Cold War, 24 hour operation with a bunch of objectives and Zeusing with moving fronts etc. We assume we'll probably have to do scheduled restarts but are there any other tips for performance over a long operation?

  • We are aware of disabling simulation on props/simple objects, is there anything else like this we should use?
  • We normally use no headless client or maybe 1, using Zulu Headless, how many is suitable, which mod should we use and any issues with doing so?

Any help is really appreciated.

shell fox
vocal plume
dreamy kiln
vocal plume
dreamy kiln
#

You would have had to added it yourself.

vocal plume
#

Oh?

dreamy kiln
#

maybe an editor extension mod might have it also.

#

check your init's of your playbale units

#

*playable

vocal plume
vocal plume
dreamy kiln
#

editor extension mod?

stoic oxide
astral bloom
#

No

#

Just like a Mod, one needs to load it

#

They are already loaded, and always

#

Paid or not is not a concern for regular DLCs

vital trout
#

they will hear it regardless of paid status

#

you never have to worry about not seeing or hearing with normal dlcs

astral bloom
#

For CDLCs, if they don't own it, they need to have compat Mod

#

Contact... I don't think it has any Music exclusive for it

#

No they are in enoch

runic zealot
#

Is it possible to have a trigger enable simulation on an object? For example, have a floating box fall, or have AI who are representing "synthetics" suddenly "activate"

runic zealot
#

Hehe, that'll make my October ops interesting

red void
vocal plume
#

@red void We do not. We have the usuals, All Aces, Cups, RHS, AMZ sound, NATO RUS packs, Injury effect, Death Anims, Squad Radar, various other gear packs.

#

Got a 3090 but Ol'arma loves that 30fps.

#

COUGH Maybe a little too many mods...they seem to overlap a little

red void
vocal plume
#

Understood. I can get into the game myself. His role assignment is blank on his screen, but on my screen it shows him having an hourglass. But, 30mins later his screen is blank

#

I can drag him into my squad but, still nothing.

vestal lintel
#

i think deformer isn't ready for MP yet

vocal plume
#

Noticed I didn't even rly need it to build trenches. I guess I can disable that

vestal lintel
#

O&T Expansion Eden probably also not

red void
#

yeah id try that and if not maybe cut down on some more mods that dont seem like they would be compatable with each other

vocal plume
#

Heard. Yeah someone told me CUP is basically a jumbled RHS pack

#

Duplicates

vestal lintel
#

also load necessary mods on server and client

vocal plume
#

Using Hamachi.

#

I...I dont know what that means xD

graceful matrix
# vestal lintel i think deformer isn't ready for MP yet

I use deformer extensively for my unit's multiplayer ops, don't really have much of an issue. So long as you don't terraform too much in the map.
I used deformer to make this trench system. AND there was a deep anti-vehicle ditch about 3km long maybe 400m in front of it.

vocal plume
#

The server client part

vestal lintel
#

some mods need to load on server and client.

vocal plume
#

Damn, beautiful work Ruffled.

vocal plume
#

@vestal lintel Hm, so how cna I make that distinction? Usually I just pop on Hamachi and host a Lan and my boy joins. And then complains.

vestal lintel
#

read the mods description, it usually says

vocal plume
#

Heard

vestal lintel
#

SP and MP compatible. In multiplayer, only the server needs to have the mod.
I guess it is. My bad. notlikemeow

vocal plume
#

Confused head scratch I can skip the server mods if I am playing virtual Lan through Hamachi, yes?

#

I do not have a dedicated server

#

From what I am reading

graceful matrix
# vocal plume Damn, beautiful work Ruffled.

honestly, took too long to make. We were modeling an armored breach of prepped defenses, so my guys had to get a bridging vehicle in place on the anti-tank ditch, cross bridge, then cross a minefield, remove dragons' teeth obstacles (their engineering vic had a script to do that), and then assault the trenches.
But like... I had to keep bringing defenders to the trenches, bc my players' M777 kept blasting everybody haha

graceful matrix
vocal plume
#

Literally the issue I had when I let my friend test my map on my comp

#

Dude just launched everyone

graceful matrix
#

you always have a server. Only thing that changes is whether it's a separate machine hosting it or one of the players, in which player is both server AND client.

vocal plume
#

@graceful matrix HMMM? Shocked face Okay, so. I have all the mods I need for my map on my comp. I launch Hamachi, Start my lobby. From what it sounds like I'm missing this 'server' part where I need to make sure the mods are in my server?

#

Same computer n everything

#

Guess it's google time >.<

graceful matrix
#

If you're starting the lobby from your pc, server will already have whatever mods you loaded when you started the game. So you'll be fine.

vocal plume
#

Flips table Darn! I thought I found a solution

graceful matrix
#

Or to be more precise... if you're local-hosting by starting the server lobby from within arma, it'll already have the mods.
if you're using your own machine to host a dedicated server (which is different from local-hosting via the Arma game client), you'll need to specify/set up the mods your dedi server will use. BUT, it doesn't sound like you're doing that.

vocal plume
#

Yeah...correct. Hrm, back to the drawing board for me

#

It -has- to be his shitty PC

graceful matrix
#

When your buddy tries to join your lobby, do you get a message about missing client-side mods or anything?
Normally, when a player tries to join a server that they dont have all the necessary mods for, other players already in the server get an error message.

vocal plume
#

Just lets me know hes joined the server. He has a Hourglass next to his name.

#

We -use- to get a .CFG error from a base mod for Exiles, but I got rid of that

vestal lintel
#

start debugging from vanilla and slowly add mods.

vocal plume
#

Yeah, thats the next course ima do

graceful matrix
#

Im assuming your buddy has the exact same modlist loaded as you, right?

vocal plume
#

Yes

#

We read compared multiple times

graceful matrix
#

last idea, but have your buddy try to create a new Arma profile and join with that.
Sometimes, arma profiles can be a bit janky.

#

Im also assuming you have units set as playable in Eden, right? not as player?

vocal plume
#

@graceful matrix Will do, and yes. All playables

vocal plume
#

@graceful matrix My bud only plays Fridays, wish me luck

near oyster
#

I'm using unit capture/play for a helicopter flight in my mission, the path is correct but elevated for some reason.
When played the helicopter teleports about 1m above the ground at the start and instead of touching down it hovers 1 meter above the ground. Any idea why this is happening?

velvet cipher
#

I just recently started having issues where my zeus waypoints are automatically deleting now? For example i'll order a helicopter to go unload troops and before he gets there the waypoint will delete, the only AI mod im using is DCO, but I also turned this mod off and tried and im having the same issue

viscid sundial
#

With luck I might finish up Roadblock Duty for A3+ACE3 later this so far the results are promising. If all goes well I might end up doing Monsoon NyteMyre keeps whining about! ;)

iron geode
#

Is there any way to make it so ai wont go through walls

#

Its so fkin annoying

#

Ik being on the floor typically does it but not always

deft otter
#

What tools would i need to make a map or place objects down ie bunkers and so on

astral bloom
#

What exactly are you making? A map or a scenario?

trim seal
#

"map" meaning "whole-blown island/terrain, like Altis" in this context

cerulean mulch
#

Would anyone be able to tell me or direct me to a method by which I can diagnos a mission "load loop". What is a load loop?

So what I mean is that server is up and running. I am able to load the default mission onto the server. I then login as admin to the server and select a different mission. In the logs the mission appears to load up, and then without warning or error, fails, and switches back to the default mission. I am looking for tips and tricks on how to identify the reason for this failure, because in the server logs there is no indication of an issue.

spare kiln
# deft otter What tools would i need to make a map or place objects down ie bunkers and so on

If you want to just create a scenario with custom objects on the map, it is enough to use the Eden editor in Arma 3, you can place down any objects you want. Although you might be limited by the terrain shape, for this case, it is good to use an addon called Deformer which allows you to sculpt any existing terrains/maps. So you can remove, add objects/trees/houses and sculpt terrain as you please.

deft otter
#

thx

olive widget
#

any easy way to do jumpscares?

cerulean mulch
naive wind
#

Any good CBRN mods that i can use in eden and zeus?

cerulean mulch
spare kiln
# olive widget any easy way to do jumpscares?

You mean an ambush or something horror-esque? In any case you should be using a trigger which can start the jumpscare event. You can play a spooky and sudden sound, spawn enemies around player, play an animation, make an explosion, etc.

olive widget
#

yea makes sense

tame sage
# iron geode Is there any way to make it so ai wont go through walls

If you are willing to put in the time, you can script every step that the AI takes using this: https://forums.bohemia.net/forums/topic/222844-jboy-ai-cqb-movement-scripts/

iron geode
tame sage
#

Very finicky. Not recommended. But that's how I got AI to "attack" an oil rig composition.

iron geode
#

I’ll look at it

#

Ty!!!

dreamy kiln
spark zealot
#

is there a way to copy to clipboard or something objects while editing a map?
trying to do that, and to transliterate between two separate mission maps, but I am finding the clipboard is cleared, at least using a straight Ctrl+C/P.

#

ah nvm I got it sorted

tame pecan
#

my dedicated server is crashing, "data file too short, expected "filesize" got "filesize. mission worked fine till now , i reexported it but its the same, what can that be ?

cursive ridge
#

anyone know how to make a trigger to enter an interior?

#

like this

spare kiln
#

You want to move the AI or player inside the cylinder?

spare kiln
#

So make a simple wooden ramp.

#

Or if you want to teleport a player inside, or anywhere actually. Use something like this:
Place a simple marker where you want your player teleport to, make it invisible/translucent and name the variable of the marker as myMarker. Then in the trigger onActivation do this:

player setPosATL getMarkerPos "myMarker"; //First option for Singleplayer - if the teleportation destination is on the ground, not in upper floors in buildings, on rocks, or over the sea.
player setPosATL getPosATL objectVariableName; //Second option for Singleplayer - use any kind of small prop, like an invisible helipad or a can, and place it where you want the player to be teleported to. On a roof, in a cave, etc.
cursive ridge
cerulean mulch
#

Hey so I am really new to mission making and wondering if someone can help me out with this. So I have a mission where I have place a bunch of opfor all around in buildings and the like. When I start the mission however, everything is either flying into the air, or stuck in the ground. It seems Vics are all sucked into the ground and get damaged/destoryed. with units I placed in and around buildings flying up into the air, falling down and then spawning back up in the air again rinse and repeat. any body know what thats happening?

spare kiln
# cursive ridge is that also works for the multiplayer?

Yes, but you should adjust the trigger a bit. Note that there are more options how to do this. Depending on what you want to do. First, check the "Server Only" option. Second, choose "Any Player" activation condition, and check "Repeatable". Then edit the On Activation field like this:

{
  _x setPosATL getPosATL myObject; // 2. -> Will get teleported to the location
}
forEach thisList; //1. Every player unit present in the trigger zone ->
spare kiln
# cursive ridge is that also works for the multiplayer?

But it seems that you have an action added to the ladder object, so you probably don´t need a trigger at all. You could just teleport the unit which activated the action Get In / Get Out.

ladder addAction ["Get In",
  {
    params ["_target", "_caller", "_actionId", "_arguments"];
    _caller setPosATL getPosATL myObject; //_caller is the one who activated the Get In action.
  }
];
cerulean mulch
vocal plume
#

Hmm, so...my friend has been seeing blank role assignment on my custom coop mission. We use Hamachi and he joins me. So to test it, I grabbed his PC and have it with me. True LAN worked perfectly fine. He joined the game with no issue...

#

My roomate won't let me Port Forward and he has the info to get into the router. I'm at a loss.

cursive ridge
#

Anyone know to hide names for player in MP?

cinder holly
#

it's based on server's difficulty setting, it is not a mission setting

cursive ridge
#

thanks

cursive ridge
#

anyone can send me the script of ACE full arsenal, please?

shell fox
#

Do you mean the source code behind the ACE Arsenal framework or the code to add a full arsenal to an object? 🙃

spare kiln
# cursive ridge anyone can send me the script of ACE full arsenal, please?

If you're using ACE mod (ACE installed and your Eden mission is open), just add a weapon box, and check the Arsenal option. All the way down there is the ACE arsenal, you can enable it there. If you use the blacklist option, you don't have to add any items manually.

If you want to use code: [_box, true] call ace_arsenal_fnc_initBox;

Check ACE website for more info. https://ace3.acemod.org/wiki/framework/arsenal-framework#11-adding-ace-arsenal-to-a-box

pure delta
#

Hey I've made a mission and when I load it on the server it doesn't let you select Blufor etc, anyone know a fix?

daring ember
#

Hi, i need help regarding an idea:

Once a player dies in a mission, it should go into spectator, and shouldnt have any option to respawn
The only way it could respawn is by the Game Master force "respawn" them.
This should be repeatable everytime.

Is there any way to implement this? Is there any way to respawn a spectator?

daring blaze
#

So I'm trying to make this ww2 operation where the players are playing as US marines at Alligator Creek in the Battle of Tenaru, I've figured out most of the stuff but one thing I'm trying to figure out is the Japanese charging across the sand bar, the problem is that the Japanese aren't quite charging properly, as soon as I start shooting obviously the arma ai being arma ai they stop and start shooting, I want them to not shoot and just sprint towards the US soldiers. Anyone know how I can get them to do that?

spare kiln
# daring blaze So I'm trying to make this ww2 operation where the players are playing as US mar...

Try some of these:

  1. Set them to CARELESS combat behavior. This is 100% but they won't shoot/react until you change it back.
  2. You can try moveTo SQF command instead of waypoint. There are also two other, move and doMove. You have to test, whether they perform the move task or they stop and fight. This may solve it. But it's a bit of work.
  3. Set them to AWARE and disable some of the AI features with unit disableAI " .. "; AUTOCOMBAT (prevents switching to COMBAT mode), TARGET (disallows chasing targets), COVER (forbids taking cover), and maybe WEAPONAIM (prevents firing guns probably), or FSM (not sure here). Once they reach US, you re-enable it. Or you can do it using 3den enhanced in the units' options.
  4. Use unitCapture to record the movement. Problem is to sync their position with the animation starting position, if they move freely before the charge. They basically teleport there. Apart from that, it can look really authentic. Negatives are similar to No. 1, they will do the animation until it's complete and nothing else AFAIK.
  5. Give them 50-100% courage skill and maybe lower the fleeing attribute <50%. Might help to make them not runaway or something.
daring blaze
deep citrus
#

Hello, i need help
for some reason my mission.sqm got corrupted somehow, and luckily i had the mission exported, i unpacked it with a PBO Manager but i still can't open it in the editor

astral bloom
#

Your mission.sqm's save has been intruppted and aborted for some reason. I do not think there is anything you can do except closing those brackets

deep citrus
#

yeah i have 0 coding skills, how do i close those brackets?

astral bloom
#

Have }; into every “not closed” brackets. In this case, probably 5 of them just before the end of the file may do

#

And, not sure if it does fix everything. Probably not

deep citrus
#

yup, it crashed when i tried to opened it

#

damm, i've spent a good bunch of hours making that mission

#

appreciated

west silo
#

@deep citrus Can you upload the mission file to pastebin.com and post the link here? We can take a look at it then.

deep citrus
#

catbox is good? it exceeds the pastebin limit

#

sorry but im gonna solve it other day, it's late here and i've spent most of the night trying to fix this

west silo
#

sure

spare kiln
# daring ember Hi, i need help regarding an idea: Once a player dies in a mission, it should g...

Theoretically:

For the spawn command you will need either a console line enabled for the gamemaster somehow, or you would need some kind of UI element to enable him respawn the player. Like a menu with dead players' names to click on. Or a scroll menu action or a keybind action to resp. all dead players, that would be probably easy to do.

Maybe there is a way how to do it with Zeus, with a mod or something, check workshop.

wheat garnet
#

Yeah might be able to create a repeatable trigger where it creates a respawn for 10/15 seconds and then deletes it. You would be able to trigger that trigger any time you want

#

Because force respawn would add quite a bit more complexity because you are going to have to mess with variable names

#

@daring ember

daring ember
#

Well it would be managable because i would be able to give var name to each player slot and then do 1 through 24 or something like that for when i use the force respawn command

Cheers, we going to experiment with it, if we get it working fancy, we going to share how we went about doing it

west silo
#

hmm

#

Can't get it to load.

#

There seems to be some data being cut off at the end but I wasn't able to manually fix it.

deep citrus
#

funny because that's a finished mission, it worked and we already played it

#

oh well, thanks for everything

west silo
#

Can you send me the pbo?

deep citrus
west silo
#

Is this the one?

#

Can't even unpack it with bankrev. Maybe someone else can with some other tool.

deep citrus
#

yeah, a liberation campaign

trim seal
#

seems to unpack alright with PBO manager, though?

#

am i misreading something?

deep citrus
#

can you open it up in the editor?

trim seal
#

seems alright (except missing mods on my side)?

deep citrus
#

hmmm

#

gonna try PBO Manager

#

i unpacked it using PBO Viewer

west silo
#

I couldnt unpack itnotlikemeow

#

Anyway, glad you got your mission back.

deep citrus
#

Alright, many thanks

#

It unpacked correctly

#

So PBO Viewer doesn't unpack missions correctly is what we've learned

nocturne grotto
#

What would cause an AI to instantly become group leader when using a dedicated server? When i play locally hosted multiplayer or singleplayer I don't get this issue.

#
this disableAI "move"; this setcaptive true; [this] spawn { 
    sleep 0.1;  
    this addAction ["Rescue Pilot", "_this joinsilent player; Group player selectLeader player; (_this select 0) removeaction (_this select 2)", [],1,true,true,"","_this distance _target < 3"]; this enableAI "MOVE"; 
#

this is teh script I am using. Like I said works fine singleplayer and local multiplayer but not dedicated server. Is there something extra I have to add maybe?

trim seal
#

i'm more surprised it works at all

scarlet hawk
nocturne grotto
#

Thankyou!

nocturne grotto
#

What makes this more friendly for servers?

#

Works great btw

spare kiln
# nocturne grotto Works great btw

First, he corrected the syntactic mistakes. Second, you can't use a keyword player in MP like that. It is a command that has a player's object associated with it, but only on a local machine. If you use it on a server, there is no player associated with it, because there is no way to tell which one it should be. You can use it, however, in a piece of code that is executed just on the client's side in a MP game. So he changed player for _caller - the one who initiates the action of rescuing the pilot. And to the question why it worked partially in MP, it probably executed this part of the code "_this joinsilent player;, but did not continue since it found errors.

nocturne grotto
#

Thank you for the explanation. It really helps me learn.

leaden merlin
#

is there a simple way (preferably without scripting) to coordinate AI waypoints? What I'm trying to do is have multiple AI groups advance towards a position but then wait on the second to last WP until every group has reached it. When every group is ready, they can advance.
So im looking for something similar to the Hold WP in combination with a skip WP trigger but the difficulty currently is, that there can be varying amounts of groups, so its not fixed. Any Ideas?

mossy lava
main agate
#

hey does anyone know how to fix this error

#

wselc

#

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
A3_Structures_F_Globe_Training

vestal lintel
#

verify game files on steam

spark zealot
#

Q: about prepping mission files for the bundle. I had all my mods loaded initially to do a bit of copy right play testing. but now am ready to think about packaging them to PBO for official use. do I strip out all the mods? when I did that, I get this warning:
https://pasteboard.co/Vbp8JRfsg8aC.png
not sure specifically what they are talking about? as in for CBA, ACE, such custom attributes as these introduce?

With or without 3DEN, does it matter?

spark zealot
runic zealot
#

Question about say3D: if I have multiple assets set as the source of the sound (eg. 3 speakers playing an alarm) would my players be able to hear it coming from each source simultaneously?

native tartan
amber osprey
#

I think they can see threw the floor of some buildings ,was playing with mates the other day ,a mate went in a building got shot on the steps leading to the 2nd floor I went inside the building to rev him and threw the spectators cam my mate could see the ai following my every move if I moved left the ai would follow I moved around the down stars and the air followed me tracking my every move ?

spark zealot
viscid sundial
#

Bait some ai ar into firing at you from a distance and then run behind a metal/sheet wall. You'll see tracers hitting your position, no matter where you run. So this is an actual problem. I hope this gets unfucked before Tanao.

lime sleet
#

Note, AI have super hearing ;D

viscid sundial
#

Sniper X-ray eyes. And now sniper X-ray ears!

grizzled cape
#

is there a way i can force simulation initialization on a vehicle? for some reason helicopters and planes are incorrectly spawned, then as soon as i hop in as driver and start the engine everything goes back to normal

#

of course the rear wheel shouldn't be stuck in the air...

lime sleet
#

try to setvelocity

#

on it

#

like with a tiny amount

grizzled cape
#

that did the trick, thanks!

sharp vale
#

Does anyone know what folder saved editor missions go into?

#

Its not the Missions/MPMissions one

glad barn
#

And if using onedrive

C:\Users\name\OneDrive\documents\Arma 3 - Other Profiles\profilename\

hidden kiln
#

You guys know how in Zeus you have create intel module and you write stuff, select how long it takes to pick it up, sound it takes and stuff? (I think its with ace)
Well how do I set that up in eden instead?

grizzled willow
#

can someone tell me why none of the menus are working its a old rp mission file looking to turn it into a dynamic rebellion but atm none of the unlock vehicle functions or menu will work and idk what im doing

#

spyglass is turned off frn

west silo
#

Can't tell without your setup

fierce palm
#

I am not sure if this is the right channel, but how do I edit an existing campaign? I know how to unpack it, using say, pbo manager, but where should I place the files when I'm done and packed them back up?

thorny plaza
#

you put your pbo archive in a mod folder.

#

if you have an existing campaign downloaded you can see what's the hierarchy of folders, so you recreate it.

fierce palm
#

Thanks! I got it to work! ❤️

daring ember
# spare kiln Theoretically: - Enable only spectator mode for dead players. - Add a respawn po...

Then use forceRespawn command to spawn him. Doesnt work, it only initiates player respawn command, when you press escape -> respawn, aka you die, there is no such option when you are dead, so you cannot really bring him back with it, its only workable when someone is alive

The big question is: Is there any way to bring someone back from spectator to in game to his own role that he filled?

spare kiln
# daring ember Then use forceRespawn command to spawn him. Doesnt work, it only initiates playe...

OK. This should work, but it might not be the best solution.

  1. First you just make the player spectate the game after he dies. You can set it up in the MP options in Eden.
  2. You create a new unit with the loadout you want a player to have. Since you are not respawning, you either create a new unit with the base class template or you save his loadout at some point, like at game start or arsenal exit, and give it all back to the new unit.
  3. Then you execute this on the player's local machine. I use a publicVariable to make it simple for storing the code, but you should use mainly CfgFunctions.
customRespawn = {
  params ["_newUnit"];
  selectPlayer _newUnit; //Assigns a new unit to the player.
  ["Terminate", [player]] call BIS_fnc_EGSpectator; //Exits the spectator mode back to a unit camera.
_newUnit jointSilent groupName;
};

publicVariable customRespawn; //Distribute it to all machines/clients.

And call the code like this:

newUnit call customRespawn; //Locally.
[newUnit, customRespawn] remoteExec ["call", 0]; //On remote machines, again, this is not an ideal solution.
[newUnit] remoteExec ["TAG_fnc_customRespawn", 0]; //You call directly a function that has been defined in CfgFunctions beforehand. This the optimal solution.

This, however, does not solve the problem with targeting a specific player (only those who are dead or meet your criteria). So you would need to check if he is dead, if so, then create a new unit for him at some palce, assign the unit to the player, and finally terminate the spectator mode for him, probably everything should be done locally on the player's machine, but triggered from the server or game master's machine.

There are also some functions like BIS_fnc_respawnInstant, and BIS_fnc_initRespawn. But who knows how they work.

jagged python
#

I'm placing lamps to light at nighttime a base I'm making in the Editor. Is there any way to preview how the lights will look in the Editor without spending the time to boot up the scenario?

astral bloom
#

enableSimulation it

jagged python
#

Ah cool that worked thanks.
get3DENSelected "Object" apply {_x enableSimulation true}

daring ember
spare kiln
#

When it happens? Usually when they are on foot and they spot a threat, they continue to follow the waypoints, but they have to deal with the enemy so they might stop, lay down etc. From that moment on they are not in safe mode anymore. They will be in COMBAT mode for the next 6 minutes, and then they will switch to AWARE (or back to SAFE not sure here). Units who are in COMBAT will move more deliberately and caciously. If you don't want them to switch to COMBAT you have to disable AUTOCOMBAT feature on all units in the squad or make them CARELESS.

daring blaze
#

Presume you mean they're doing those running bursts outside of combat here cuz if not the answer above works but if so then that's just a by-product of not setting their speed to limited, not much that can be done about that other than setting it to limited and then either through trigger stuff or through Zeus making them move to some other speed when they are in combat

#

But yeah as the person above mentioned it could just be as simple as they see enemy they go combat then they calm down

spare kiln
#

Try to use as little waypoints as possible, or test the WPs in a different area by moving it as a whole, maybe the pathfinding is buggy in the area. Are they walking on a simple terrain, or are there any added static meshes (objects around), like sidewalks, benches? Bridges and piers can be exceptinally buggy and cause the AI to experience a mental breakdown. Also try to increase the completion radius in transformation of all WPs to like 10 meters. And align the WPs with ground correctly, not above/below ground etc.

jagged python
#

I've seen the issue too, I think it's just buggy pathfinding. The formation leader walks normally, but sometimes the trailing units fall too far behind and run to catch up. Like Poseidon mentioned, you could set them to limited then have a trigger or script to set them to normal speed when in combat, or just accept it as is as a game limitation.

sharp vale
#

Is there a way to set a trigger for vehicles. I want an ambush to happen as soon as I hit a trigger on a road corner in order for enemy vehicles to exit a side street towards me as soon as the trigger is hit.

west silo
#

You want the trigger to be activated by a vehicle or want the vehicles to be activated by trigger?

sharp vale
#

I set the task assault markers already. But the vehicles drive to the waypoint as soon as the game starts. I want them to only start driving when I hit the trigger/enter the city @west silo

west silo
#

Place waypoint directly in front of the vehicles. Sync that waypoint to the trigger.

sharp vale
west silo
#

vehicle -> move wp -> assault wp

#

With the trigger synched to the move wp you basically tell the game when the move wp is completed

sharp vale
#

I currently have one car hooket to an assault wp

sharp vale
spare kiln
sharp vale
sharp vale
#

Whats the deal here

west silo
#

Subscribe to it and place the composition

sharp vale
#

It worked once but now it doesnt want to work

#

First set of cars comes driving in perfectly but second doesnt want to

#

Ive now repeated the exact steps from the first cars over to the second gang of cars and it just doesnt seem to work

sharp vale
#

anyone available?

west silo
#

Still stuck with the waypoint issue?

sharp vale
#

I now have two trucks starting their route as soon as my "trigger_1" is hit

#

but replicating this it doesnt work sadly

#

Done one on one the exact same thing copied all the fine settings but it doesnt work sadly

sharp vale
#

These guys must hate me...

spare kiln
# sharp vale These guys must hate me...
  1. Create a car.
  2. Add two MOVE waypoints. First right next to the car. Second 50-100 meters away.
  3. Create a simple trigger of your choice.
  4. Right click the trigger -> synchronize -> set waypoint activation -> and pair it with the first MOVE WP.
  5. LAUNCH GAME, then try to activate the trigger. They should move to the second WP, cause the first is reached from the beginning (but not completed), and by activating the trigger the first waypoint will be considered completed, and the car will move on to the next WP.

Always check BIKI documentation, or other sources, like YouTube tutorials, how to properly use waypoints, case they might not work as you think they do.

https://community.bohemia.net/wiki/Waypoints

west silo
#

Notifications are kinda unreliable. Even without the modules and just functions

fallen light
#

Is there a way to add a custom rvmat to a mission, similar to how we can add a custom texture to a mission?

trim seal
#

yes, you can set rvmats from mission folder with setObjectMaterialGlobal

#

you can even add custom p3d models to the mission folder and create them with createSimpleObjectin the mission 🤷‍♂️

fallen light
fallen light
#

Is there a way in a mission to disable any scripts an object may run?

#

Ie. any SQF's installed in the object.

sharp vale
#

@spare kiln is there a chance that this doesnt work with armored vehicles?

#

Ive just tried it again and with a normal jeeb it worked but same thing with a turret truck didnt work...

#

what is this, a joke?

sharp vale
#

Not going to lie this shit is annoying. Im doing what everyone tells me. DOing it the exact same way it already worked but now it doesnt.

fallen light
# sharp vale Not going to lie this shit is annoying. Im doing what everyone tells me. DOing i...

I haven't really played with this yet, but I've heard somewhere that if you have it set to stay in formation, it will also attempt to stick to roads. Are they in the same group? If so, try separating them. And regardless if they're separated or not, try setting them to not stay in formation.

I'm not sure if you're using mods or not, but if you do, I wonder if placing an invisible road would help with the pathing?

#

I'm trying to remember which mod has roads that you can place, but I know it's one of the big ones.

thorny plaza
fallen light
#

Unfortunately this particular objects in question doesn't have a simple object setting to make this very easy.

#

Also, is there a way to get an object to listen to a script in progress so I can prevent it from running multiple different scripts at the same time?

#

In short the script swaps out textures at different intervals, but I don't want it to be running a script for every single one of these objects on the field.

thorny plaza
#

second question sounds rather like #arma3_scripting thing than mission making. You can use waitUntil to freeze the execution or put your code into separate scripts and check for scriptDone

sharp vale
#

It would love to stream it to someone here

#

It just doesnt work even tho Im doing the exact same thing

spare kiln
#

If you set it up without any delay, or without a trigger, it is added during the initial stages and won't show a popup at all.

spare kiln
# sharp vale Single gunner vehicles only

Try to localize the problem.

  1. Use only WP without a trigger activation, if they even follow the path.
  2. Use only MOVE WPs.
  3. Try only one car in a group with just the driver.
  4. Try to place the car and WPs on a road.
  5. Try another vehicle, like from CSAT or NATO factions.
spare kiln
stoic oxide
# sharp vale These guys must hate me...
  • Set trigger to "skip waypoint" & activation of your choosing
  • assign "Hold" WP next to the vehicles
  • assign "Move" WP for the vehicles
  • RMB on trigger -> "set Waypoint activation" on the "hold" WP
#

This should make them move as soon as trigger is hit

fallen light
lime sleet
#

You check on respawn if there are no tickets and call the spectator?

#

Note you need to use forced variable = true if you want to send a non seagull player to spectator

#

make sure you do that

south granite
#

This isn’t so much a technical question as it is asking for advice. I’m making a mission using Alive and i want the overall goal to be to use the Alive framework to make an invade an annex type game mode. My problem is that Alive doesn’t really include features to support this, there’s no map markers or “capturing” sectors or anything. So how can I keep my players on track and better display what is left for them to do? Anyone have any experience or advice with giving their players direction in an alive mission?

loud shell
#

Hi, im creating an SCP mission right now and there is a section where they startup a generator. I was looking around and trying to find a suitable trigger action which creates a on screen countdown but most scripts I found for that were outdated or the explanation didnt really understand I also tried call BIS_fnc_countdown but it didnt seem to really work. Is there someone free who could help me on that?

spring sierra
#

are there any songs in arma that are good for horror?

spare kiln
# loud shell Hi, im creating an SCP mission right now and there is a section where they start...

Easiest way is to show the time in text form: hint, titleText, cutText, globalChat commands. You can then show the time every second. To make a timer just spawn a piece of code and sleep the execution for a given time. sleep 20; or use waitUntil. Else you can postpone the activation of a trigger down in the timer options.

https://forums.bohemia.net/forums/topic/164308-countdown-timer-on-screen/

spare kiln
west silo
#

Type utils into the debug console. You can preview music there as well.

loud shell
pale charm
#

Hey good people .. I'm not sure if this question goes here or in scriptiing, but here goes.. is it possible to have an array of loadScreen images in description.ext, so each load has a random image? Like this:

#
_images = [
    "media\images\loadScreen1.jpg",
    "media\images\loadScreen2.jpg",
    "media\images\loadScreen3.jpg",
    "media\images\loadScreen4.jpg",
    "media\images\loadScreen5.jpg",
    "media\images\loadScreen6.jpg"
];
_image = selectRandom _images;
loadScreen = _image;
#

I'm guessing no, but thought I'd ask the gurus here

past sparrow
#
_image = selectRandom (getArray (missionconfigfile >> "loadimages"));
#

something like that

pale charm
#

ahh mate thank you!!!

#

like this:

#
loadimages[] = {
    "media\images\loadScreen1.jpg",
    "media\images\loadScreen2.jpg",
    "media\images\loadScreen3.jpg",
    "media\images\loadScreen4.jpg",
    "media\images\loadScreen5.jpg",
    "media\images\loadScreen6.jpg"
}; 
_image = selectRandom (getArray (missionconfigfile >> "loadimages"));
loadScreen = _image;
past sparrow
#

that should work

pale charm
#

Hmm, it’s saying “Picture _image not found”

past sparrow
#

you should pass it string, not "_image" string

#

code?

pale charm
#

Roger!

#

I'm really sorry, I'm clearly being dense here. in the above code, the local var '_image' should be one of the string values held in the loadimages array, right? so the last line of code should be, for example:

#
loadScreen = "media\images\loadScreen6.jpg"
#

right?

past sparrow
#

pls show the code where you use loadScreen, easier to help then

pale charm
#

of course, man .. this is what I have rn:

#
respawn = 3;
respawndelay = 3;
respawnButton = 1;
respawnOnStart = -1;
enableDebugConsole = 1;
allowFunctionsLog = 0;
overviewText = "OPERATION KILLCHAIN";
overviewPicture = "media\images\rebootVN.jpg";
author = "Reggs";
onLoadName = "OPERATION KILLCHAIN";
onLoadMission = "War is hell, but contact is a mutha .... ";
loadimages[] = {
    "media\images\loadScreen1.jpg",
    "media\images\loadScreen2.jpg",
    "media\images\loadScreen3.jpg",
    "media\images\loadScreen4.jpg",
    "media\images\loadScreen5.jpg",
    "media\images\loadScreen6.jpg"
}; 
_image = selectRandom (getArray (missionconfigfile >> "loadimages"));
loadScreen = _image;
trim seal
#

since when does SQF work in mission configs?

past sparrow
#

you need to move the SQF code to a script file and run that, it wont work in description.ext

#

this is sqf code: ```sqf
_image = selectRandom (getArray (missionconfigfile >> "loadimages"));
loadScreen = _image;

pale charm
#

ah man thank you - I will try this. I don't mess around much with desc.ext usually ha

trim seal
#

description.ext is static and it's properties can't be randomized afaik

pale charm
#

I see, thanks artemoz

#

but I can run a script from within desc.ext that returns a string path to an image, if I understand GC8 correctly..?

trim seal
#

my bet is a bit of misunderstanding blobdoggoshruggoogly

past sparrow
#

the rest of the description.ext looks ok, just relocate the SQF stuff

trim seal
#

so:

  1. you can store arrays in description.ext
  2. you can access them from SQF in mission
  3. you can name a variable loadScreen in SQF
    but
    4) it wouldn't change loadScreen property in description.ext and it wouldn't change the load screen appearance blobdoggoshruggoogly
bold vortex
#

you can do it but not the way you're trying

#

1st reply

pale charm
#

Thank you everyone, very much!

bold vortex
#

just change the select floor random 4 to the number of images you have in the array (minus 1 probably)

#

idk if you can use the newer selectrandom etc stuff

#

with eval

pale charm
#

bloody awesome! Sorry I should have done more research on this first

trim seal
#

i mean, at least 2 more people here didn't know (or think of) that blobdoggoshruggoogly

pale charm
#

haha .. well I can confirm that this works a treat !! 😉

#

Thanks everyone for helping me work this out .. __eval eh? every day is a school day lol

past sparrow
#

__eval IF you want to do sqf stuff in description.ext 😉

pale charm
#

Very useful to know bud 👌

vital trout
#

reminds me i need to use eval to make stuff show at christmas

spring sierra
#

how do I test how long a function takes to run?

vital trout
#

speedometer icon in debug console

spiral echo
#

How to do cargo missions with triggers?

astral bloom
#

What is a "cargo missions"?

spare kiln
modern pelican
#

Speedometer represents speed, and you're testing how fast it runs

spare kiln
strange iron
#

Hello everyone, hopefully I am in the proper channel for this question:

In a mission I am editing, I want the custom callsigns that are shown in the the mp lobby (ie "Savage Actual") to also translate to the in-game map. I used a simple script to force changes in the lobby, but in the game it still applies default group names (ie: Alpha 1-4). I have also tested with Ace BFT Enabled & Disabled, and with cTab... all use default group names. Is there a way to do this? Thanks.

vital trout
#

what is its name in zeus

strange iron
plush iris
#

Not sure if this is the right place but can someone explain how to open the zeus debug on mp server as admin?

frosty oriole
#

ive been getting an error in eden

#

its this

#

it doesnt allow me to start the mission on our server, anyone know a solution?

cursive ridge
#

Hey guys, I've problem

#

I place the AI ​​in a building or other enclosed space, when missions begin they are scattered around the area but definitely not in the building

#

How to fix it?

glad barn
#

!rpt

open remnantBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

frosty oriole
cursive ridge
#

How to make sure that instead of dying, a person falls into unconsciousness due to mortal wounds?

#

For example, a person was killed by a grenade, he does not die but simply falls into unconsciousness so that it would be easier to raise him through Zeus

frosty oriole
#

Anyone know how to make preset default kits?

soft rover
#

This happens at mission start, before anyone even has a chance to do damage to them.

#

If anyone has advice on this, I'd apricate it.

astral bloom
#

Could be a Mod issue. Try in vanilla and see if it does

soft rover
#

I've made over 31+ missions with this modpack

#

never once had this issue

#

other mission were also made on the same version of this modpack, never had an issue like this before.

#

Testing in singleplayer, AI doesn't seem to attack me.

astral bloom
#

We've been using this set of Mod is not really a reliable reason not to think some Mod you have is suspicious. A Mod can do anything and update anytime whenever the author want to

soft rover
#

Potentially.

#

Ok.
I'm on the dedicated server.

I can't explain what is happening...
So
The independent AI was totally fine, I was watching the side relations, and then they started to shoot.
It still had a value of 1 for getFriend, the whole time, even while they attempted to shoot at me.
They are clearly tracking me, but quite literally shooting everywhere around me, but not actually at me.
Even if I stood point blank in front of them, they just wildly start thrusting around and shooting, everywhere but not hitting me.

It's like they are well... attempting to hit me, but because I'm still set as friendly, they can't?

#

Never seen anything like it before.

astral bloom
#

Just in case, they are actually Independent units right?

soft rover
#

Yeah

astral bloom
#

Having an empty mission, Independent soldier and OPFOR soldier, and have them friendly, how it behaves?

soft rover
#

Well.
As I said, I made 30+ missions with our modpack and never once encounter something like this, they've always behaved in the expected manner.
So i'd expect a blank mission to be the same, this is an odd occurance.
A community member from my group suggested making a new mission file on the same map, copy over the mission stuff and the framework I/we use, and see if it continues.

#

Which I'll try in abit I suppose.

vapid pawn
#

Anyone know of a way to do "setName" in multiplayer

#

I see that it says it's for SP only, but interested to know if there's a way to do it in MP

#

i've tried RemoteExec to all, but doesn't seem to work either

astral bloom
#
[unit,"John Doe"] remoteExecCall ["setName"]```
vapid pawn
#

Thanks @astral bloom !

#

Still didn't work for me, I did:
[_civ, _name] remoteExecCall ["setName", 0, true];

astral bloom
#

What is _civ and _name?

vapid pawn
#

I'm pulling from an Inidbi file, so it's from inside that;

#

i'll check and make sure the name is being read properly

astral bloom
#

Not sure how it is related with definition of _civ and _name

vapid pawn
#

_civ refers to the unit spawned, _name refers to the inidbi "Name" section

astral bloom
#

How so? Can you show me which part of the script defined so?

vapid pawn
#

for sure

#

this loads the civs from the inidbi file, then creates a trigger to spawn them when a players gets close

#

then this manages the spawning of the civ and attaching some data to them

#

I can go to the same place, see the same civ, same face / loadout, but different name

astral bloom
#

Hmm, how do you test it?

vapid pawn
#

Just loading into MP mission on my pc

#

Think putting it in Dedi environment may make it work?

astral bloom
#

I wanted to tell you to make sure the mission is reloaded for every client after you make a change

vapid pawn
#

I usually back out to the editor after making a change

#

looks like the names are coming through ok too

#

I wonder if I need to reference the identity when it initially creates a Civilian, then re-apply the Identity...but from what I understand, set Identity uses SetName too

astral bloom
#

Hmm

#

Out of idea from my brain rn then

vapid pawn
#

I'll keep you posted if I find a way

vapid pawn
#

tried with setIdentity function, no dice on that either

astral bloom
#

My wild thought tells the unit is not yet created locally when you execute setName

#

No clue still

glad barn
# vapid pawn Anyone know of a way to do "setName" in multiplayer
thing setName name
//Sets the name of a location or a person (person only in single player).

For MP workaround
is do own class to description.ext

class CfgIdentities
{
    class yourOwnIdentity
    {
        name = "New Guy";
        nameSound = "Givens";
        face="WhiteHead_06";
        glasses="None";
        speaker="Male05ENG";
        pitch=1.1;
    };
};

and set it

hostage1 setIdentity "yourOwnIdentity";
astral bloom
#

Huh, I think I did miss that part like forever

#

Not sure if it is intentional...

vapid pawn
abstract ore
#

hey guys, i've been wanting to make a wildlands inspired mission where a few players would go after a few randomly spawned HVTs. do you guys know how i could do that as a complete beginner to mission making?

#

i already have some ideas on how to make ambient patrols and such spawn using a few mods, but making a specific hvt that will trigger an objective to be completed when killed that spawns randomly in compounds across the map i have no idea how to do

bright coral
#

Hey does ALiVE and Spyder Addons still work? Trying to do a recreation of the GWOT. I know back in the day it was a blast.

south granite
spare kiln
bright coral
#

Spider add-ons is used in conjunction with a live, and allows you to have interactions with the civilian populace

bright coral
south granite
#

I’m getting better with it each day. To answer @spare kiln question I’d describe alive as an operational simulation of a combat zone. You have an AI that controls the high level decision making for each side and allocates troops/resources accordingly. I wouldn’t call it much of it’s own game mode as much as it is a backdrop to create more immersive missions on top of

#

I can try and answer any questions you might have but I can’t guarantee anything

tender hare
#

Hey guys, I have a little question. I have a mission divided in two parts. U can select the part by a parameter in the slotting screen. My issue is that I want some groups to not be present when you run the second part. I have tried the "condition of presence" field in the units option with this condition :(paramsarray select 2)==0 (0 for the first mission part) unfortunately it doesn't not work and it seems to be too much work to delete them at mission startup, since there is the option of the condition of presence.

median hound
#

how to use a name for my mission containing spaces without them being replaced to %20?

astral bloom
#

Use _

median hound
#

does that result in spaces?

astral bloom
#

No. But the underbar is the basically the way to have pseudo-space

median hound
#

when I look in the server browser I see almost all servers have mission names with spaces

astral bloom
#

Mission folder name and mission name are different thing

young fox
median hound
#

why answer if you don't answer

west silo
#

briefingName != missionName

median hound
#

where is missionName

#

is it not possible to change this using play in MP?

#

from editor

median hound
#

ok I installed server and tested and now it shows spaces, the problem was i was hosting from editor

frosty oriole
#

hello, we have ace and we updated it and everything on our server yet we are getting this error. what issue are we having?

#

we have no extra compats

vital trout
#

remove the compats from the modline

#

and/or reinstall ace

frosty oriole
#

on the server or the mod list?

frozen sandal
#

Me and some friends are having problems with saving loadouts in ACE. When I save a loadout even just swapping the screen to the public loadouts and back will cause the saved loadout to dissapear.

frosty oriole
valid wave
#

Can anyone with the knowledge help me understanding setting up a mission that includes currency? I'd like for players in a co op mission to purchase items in the arsenal using money they earn from tasks or finding money on dead enemies

terse steppe
stone gale
#

Can I limit the civilian respawn as civilian presence module? I want to create a civilian once and don't have him respawn even if he dies, but I don't know how.

mossy lava
stone gale
mossy lava
#

yeah. once in game it shoudl become a Logic type vehicle

stone gale
astral bloom
#

Logic is a vehicle

#

(Technically)

mossy lava
stone gale
#

Are direct deployed civilians affected by CP Safe Spot?

mossy lava
#

Doubt it. The created units have a special fsm run on them. Reference bis_fnc_moduleCivilianPresence
\a3\modules_f_tacops\Ambient\CivilianPresence\init.sqf

velvet cipher
#

Any of you know a mission/task generator mod? Kinda like what Antistasi has when requesting a mission, or a newer mod similar to MCC4.

vestal lintel
#

OPCOM

wheat garnet
frosty oriole
#

I haven’t thought of that….

#

Ill try it

#

Thanks

scarlet basin
#

How do make a character shoot with an animation

#

I want a massive battle but don't want to manually do each soilder

bright coral
velvet cipher
#

Any mod or way to make AI inventory items unlimited? That way I dont have to keep rearming them after a mission.

vital trout
#

are you using cba

velvet cipher
#

Yeah

vital trout
#

tag me in 10 minutes to write something for you then

velvet cipher
#

Sweet, sounds good, thank you!

velvet cipher
vital trout
#

yep one mo

south granite
#

And configured it correctly?

vital trout
#
[
  "CAManBase",
  "reloaded",
  {
    params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"];
    _unit addMagazineGlobal _oldMagazine#0;
  },
  true
] call CBA_fnc_addClassEventHandler;```
@velvet cipher run this in debug console or somewhere and it'll give all ai unlimited magazines, whatever they reload will be replaced
#

if you dont want it for player, then simply put
if (isPlayer _unit) exitWith {}; above the addmagazineglobal bit

velvet cipher
#

Thank you!

bright coral
#

And I set them all up of course and make sure all the stuff is correct.

#

My respawn works fine with just the civilian Modules placed. But as soon I put the enemy modules down and set them all up. Poof respawn don’t work

daring ember
charred wave
#

so im making a mission and i want it to be that when the players unlock that door an alarm sounds and then a red light comes on signifying that theyve done goofed and alerted everyone in the area

But the light is determined to be persistent even when synced to a trigger with a player is present activation condition.

Confused as to fix?

#

ive got the alarm working that works a treat but the light just refuses to work with the triggers it is a module light

#

synced up to trigger see

#

setting of the light unsure if that affects the outcome or not

spare kiln
daring ember
#

If i set the ai to take up the player pos, it will act as player, right? So can i test it using that method? I have tried doing it on myself, so i guess thats why it didnt work, i got to make the new unit myself in zeus.

#

Either way so far much love and kisses, we making progress, we cooking

spare kiln
daring ember
#

I got that covered, you helped me so much already 🌠

tame pecan
#

is there any way to keep a AI squad in formation, but in "SAFE" behaviour ? really strange decision to have only column availible for safe behaviours

thorny plaza
tame pecan
#

forgot to mention that i want the team to have weapons lowered

#

this little script works great !

vital vessel
#

is there anyone who can set up a few zeus maps for me?

slow cape
#

hi all! I have a question - the linked wiki section reads as if I can pack a pbos and save them into the mission folder which will be packed into the mission pbo..

I created a custom faction with alive's orbat editor, I then packed a pbo which I can load as a regular mod without issues. however, what I would like to do is to create faction pbos and "include" them in the mission without creating mods. but when I place the pbo into the mission folder during design time, it is not loaded when running the mission. am I missing some crucial configuration to declare this pbo to be loaded?

wiki section: https://community.bistudio.com/wiki/PBO_File_Format#Mission_Versus_Addon

slow cape
earnest cove
#

what they mean with mission pbos is that the mission itself is packed as such, for example if you upload them to the workshop

slow cape
#

got it! ty!

slow cape
# earnest cove what they mean with mission pbos is that the mission itself is packed as such, f...

so the only way to achieve what I want is to create a regular mod that contains all the custom factions and then use it during design time?
how does it work then on a dedicated server? when I load this mission, the mods must be enabled on the server? In turn, does it mean I need to publish this faction mod on workshop so that players joining this server can get it?

or is this exactly the usecase for packing the mission in addon format as described in the linked wiki section?

wiki section: https://community.bistudio.com/wiki/Mission_Export#Addon_Format

autumn rain
#

how do i make an explosion sound effect once a unit goes to a move marker

modern pelican
#

look into playSound3d

autumn rain
modern pelican
#

its on the wiki for arma

#

Its a scripting thing]

gleaming mist
#

Wasn't lucky with Google so I'll ask here.

I want an escape mission with a certain setting - how hard would it be to create one? I'm having a hard time finding anything related.

To add context, it would use the Northern Fronts units and maps, for eg. Finnish guys escaping Soviet forces.

tame sage
gleaming mist
tender hare
#

can somebody tell me why my server takes ages to run this script?

#

is it so badly written?

#

it is executed by the server with : call (compile (preprocessFileLineNumbers ("task_0.sqf")));

#

notification are not showing up and the composition generates sooooooo dam slow . 1 object evry 10 sec

#

(alive is running on the server, so maybe thats the problem. Although it never was before)

#

the server fps are around 20-27

#

and it seems like the server sometimes "forgets to run stuff"

copper kayak
#

any errors in your log?

tender hare
#

nope jusst the same shit as usual

copper kayak
#

line 42 looks rather sketchy to me

#

_composition = [getPos _road_pos, _road_dir, call (compile (preprocessFileLineNumbers ("Compositions\civ.sqf")))] call BIS_fnc_ObjectsMapper;

tender hare
#

civ.sqf is just a big array with objects and their porperties

#

i got this compile (...) stuff from another mission and it usualy works like a charm

copper kayak
#

have you tested parts individually? like how long does the composition creation take in an empty mission

tender hare
#

civ.sqf is the export of the objectgrabber

#

composition in editor -> bam and it is there

#

composition dedicated -> baaaam it is there

#

composition server -> baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.....aaaaaaaaaaaaaaaaam and it is finaly there

#

and for example the switchmove was not executed

copper kayak
#

your createUnit syntax seems to be wrong

#

you're using it like createVehicle i believe

tender hare
#

Ok ? But it doesn't show any script errors. the problem might be the network load.

#

There are two ways to create a unit. The create unit array and the simple one which return the unit.

copper kayak
#

ah yes my bad, i was looking at the other version

tender hare
#

how are those bis compositions spawned?

#

if i spawn them they don't take forever

tender hare
#

the problem with spawn would be that the rest of the script depends on the names given to some objects

#

like civ_pos or smoke_pos

thick shuttle
#

scriptDone exists

tender hare
#

Ha i totally forgot about that:) are you sure the variables will be stored in the composition array?

#

Return value

thick shuttle
#

hmm

#

actually looking at what you are trying to do :) call is the only way to use the objectMapper function as call is the only way to get a return value

lime sleet
#

modify the functions

thick shuttle
#

or do that

lime sleet
#

I have a trimmed out function i used to spawn buildings

tender hare
#

Ah nice ok I will take a look at it. And another thing, should I spawn the task, since a have a problem with the notifications not showing up.

#

Especially in my next script that gets executed.

thick shuttle
#

doubt it'll make much of a difference as its all scheduled anyway

tender hare
#

Ok I will play around with spawn and call and compare the performance. But is this script that heavy to justify the delay?

thick shuttle
#

i think something else is causing your problems tbh. shouldn't be that incosistent on its own

lime sleet
#

the BIS task system is evil btw

#

it creates a shiload of threads and stuff

civic knoll
#

anybody know how to close jet canopys im tryna get a screenshot

#

the jets spawn with the canopy open like this idk why but i want them closed

astral bloom
#

Preview the mission

waxen grove
#

I am working on a BTC HnM conversion to Lythium.
I am trying add the cities but getting an error. any help would be great.

[[16325.21,20148.924,0],"NameVillage","Afarat",800,800,true],
[[16649.81,6867.42,0],"NameVillage","Afsher",800,800,true],
[[10745.94,1373.14,0],"NameVillage","Zregurat",800,800,true],
];
/*
    DESCRIPTION: [POS(Array),TYPE(String),NAME(String),RADIUS (Number),IS OCCUPIED(Bool)]
    Possible types: "NameVillage","NameCity","NameCityCapital","NameLocal","Hill","Airport","NameMarine", "StrongpointArea", "BorderCrossing", "VegetationFir"
    EXAMPLE: [[13132.8,3315.07,0.00128174],"NameVillage","Mountain 1",800,true]
*/
#

I think it is saying I am missing [

astral bloom
#
  1. Always post the error itself too
  2. You have unnecessary comma at the end of the array
waxen grove
#
[[16325.21,20148.924,0],"NameVillage","Afarat",800,800,true],
[[16649.81,6867.42,0],"NameVillage","Afsher",800,800,true],
[[10745.94,1373.14,0],"NameVillage","Zregurat",800,800,true]
];```

Is this what you meant?
astral bloom
#

Yes

waxen grove
#

rad. omw to try it out.

#

I think I kno what this means... 😦

#

in this other file I need to make one of these for each city?

params [
["_position", [0, 0, 0], [[]]],
["_type", "", [""]],
["_name", "", [""]],
["_cachingRadius", 0, [0]],
["_has_en", false, [false]],
["_id", count btc_city_all, [0]]
];

astral bloom
waxen grove
# astral bloom If this was passed into the script, array index 4 should be true or false not 80...

Like this?

[[10745.94,1373.14,0],"NameVillage","Zregurat",800,true]
];
/*
    DESCRIPTION: [POS(Array),TYPE(String),NAME(String),RADIUS (Number),IS OCCUPIED(Bool)]
    Possible types: "NameVillage","NameCity","NameCityCapital","NameLocal","Hill","Airport","NameMarine", "StrongpointArea", "BorderCrossing", "VegetationFir"
    EXAMPLE: [[13132.8,3315.07,0.00128174],"NameVillage","Mountain 1",800,true]
*/```
astral bloom
#

Probably

waxen grove
#

ay, no error yet

#

so a comma after each entry to exclude the final one like in my og post?

astral bloom
#

Comma is to separate things within an array. No need to have it for EVERY ones right after the thing, but to separate

tldr, yes

junior rain
#

How do I vehicle unload CUP VIV vehicles using the editor, is it a script funciton call? None of the waypoints make it happen

junior rain
#

Thanks

weak portal
#

Strange issue I need some help with. I've got a building set up with some objects inside, when I play the mission in editor, or local lan, it's fine. But on my dedicated server, the objects explode everywhere inside the room.

This comp was ported from another map, where it worked fine. Only difference I can think of is that this was put down in place of an existing building. Could the hidden objects be colliding with it during load or something like that?

daring blaze
#

Also actually before that make sure everything is snapped to surface or set to disabled simulation

sudden osprey
#

it mentions porting over to other maps but ive got no idea how to do that?

wheat garnet
#

hello hello people, I would like to make some scary missions in caves, but I do not know any maps that have more than 1 small hole in the ground. Are there maps out there that have caves? Or should i just spend ages building my own 🙂

autumn phoenix
#

Hello. I ran into a predicament I wonder is there a way to have a soldier be captive and still have the ability to fly a drone? I just discovered it wouldn’t let me fly a drone when a soldier is captive (this setcaptive true). Is there a work around?

spring sierra
wheat garnet
shell fox
light rampart
#

Hello gentlemen a question

I am looking for some good framework.

I would like players after death to get a spectator for 10 minutes only on their team.

Until you know something I would be glad if you could help me until no I will try to code something

loud kindle
#

How do I keep slots available? I've got decent scripting chops, but actually setting mission parameters is still beyond me T_T

When a player joins and takes a role, if they quit or disconnect, the role disappears.

Respawn mode is set to BASE, but it's a training mission so the players are invulnerable anyways, as a safety precaution, so respawning shouldn't be required to begin with.

west silo
loud kindle
# west silo Have you disabled AI via description.ext or Eden Editor?

Had to double check my settings.

Description.ext does not have disableAI, Enable AI ticked in the editor Enable AI is not ticked in editor. Respawn mode in Description.ext is set to "SIDE" now after some fiddling I did at some point.

Running a looped back server, I connected with two clients; after loading in, when one aborts back to the lobby, their slot is missing.

west silo
#

Tick the enable AI box in editor

tropic lily
#

anyone knows what might cause that error?

12:46:44 [ACE] (medical) WARNING: setUnconscious called with no change [Unit C Alpha 1-3:1] [State [false]
12:46:44 [ACE] (medical) WARNING: setUnconscious called with no change [Unit C Alpha 1-1:1] [State [false]
12:46:44 [ACE] (medical) WARNING: setUnconscious called with no change [Unit C Alpha 2-5:1] [State [false]

it spams it a bunch of times a second 😦

glad barn
tropic lily
tropic lily
glad barn
tropic lily
loud kindle
amber osprey
#

How can I make the ai in my mission leave my squad, I have used waypoints to make them team up with me ,can I use waypoints to have then leave with another ai ' I have it so I team up with one ai then I take that ai to other ai I want the 1st ai I picked up to go with the 2nd ? Thanks

waxen grove
#

I am looking for a Rifle Qual script.
Does someone have one they wouldnt mind sharing with me?

vital vessel
#

Does anyone have a PBO File for Liberation for the RHSAFRF Mod as opfor I am really struggling to make this work

thorn harbor
#

Hi mission makers. What's the best way to populate a city like Pyrgos w civilians?

#

First thought is ALiVE

soft rover
#

Currently looking to design a real small ACE medical training mission, small time thing.

I wanted to create "Random casualties".
Press a button, it spawns an AI of sorts with disableAI "all", that's received random injurie(s).
Thus allowing the student to practice on a live person with the challenge of random wounds.

Anyone got an idea of how I could get ACE to apply the above desired medical effect on a spawned Ai?

thorny plaza
#

or TPW/MGI modules if you want vehicles too

thorn harbor
obtuse river
#

Arma3 players using Teamspeak and Acre2 should be aware that the latest "upgrade" of teamspeak ie ver 5 does not currently support Acre2 https://community.teamspeak.com/t/ts5-addon-plugin/35910

vital trout
#

TS5 will likely not support them for a while

pseudo wharf
#

Hello. I am having issues with the ace interact menu as well as medical features not working since the latest update I cannot figure out the issue any and all help would be appreciated I first suspected KAT but after test removal came to the conclusion it was not would anyone be able to help me out?

#

Reply to my message so I receive the notification if you have solution

glad barn
#

Or with all mods.

pseudo wharf
#

Of course ive done both

#

Im not aware of any compatability issues because prior to the update my entire modlist and ace worked flawlessly

#

since the update me and my servers players have had issues with the interact menu disappearing after 20 minutes of gameplay and medical not functioning

glad barn
pseudo wharf
#

they have a discord or something? Never seen a link too such

signal coral
#

So i'm trying to get a trigger to detect when a unit named "Ivanov" is alive but not in a trigger, i thought
alive Ivanov && Ivanov !inArea thisTrigger;
should work, but it tells me i need a semicolon after the second "Ivanov", then tells me i need it after "!inArea"

can y'all help me figure out how to fix this?

#

same problem happens when i write
alive Ivanov && Ivanov not inArea thisTrigger;

lime sleet
#

The version when it came out? ;)

formal belfry
#

Hi, I'm attempting to port a mission file from steam into the editor (I have been given permission), however it is in the form of a mod (ie there is no mission.sqm and a lot of config that is vital to the missions functions). What process would I need to go through to move this mission file to the editor without breaking the included functions/configs?

tame sage
formal belfry
# tame sage I can't really think of a mission without a .sqm file. Although you could compil...

I was able to find the mission.sqm actually however it didn't actually work
No github but here's the steam workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=3020755032
It's designed to work across like 20 different maps with even more different sets of mods. You can use cup, rhs, Optre, and a whole bunch more different modsets and then pick which ones you want in the initial setup

Safe to say trying to mess with it was way above my grade haha

rigid roost
#

In the art of war gallary mission it has a custom background for the loading screen that has the fake map of a city, how would i do this in my mission?

merry grotto
#

Is there a vertical limit for objects before causing issues?
I was just thinking about it and haven't ever heard about one. I know placing objects outside of the map can cause collission / ai issues.

vital trout
merry grotto
#

Any idea on where roughly that is?
Not planning on hosting missions in orbit or anything, I was just curious where the cut off point was

vital trout
#

i had problems at 500km iirc

craggy cove
#

Can you guys recommend some good scenarios where you play as a soldier and not necessarily the team leader? So I can follow orders, etc.

rigid roost
vestal lintel
#

or is given as a subclass? 🤔

viscid valley
#

Hello guys. I’m trying to get more skilled as s pilot in arma3. I have recently brought a hotas etc and looking for missions to do ata dogfight and basically gain better skill. Is there any decent missions that’ll help me? Tia

astral bloom
#

A mission does not really help but just train, you can do it through Editor and learn how it works in various situations you can imagine

#

Also this channel is for creators, not really a "generic question" channel - aka #arma3_questions

autumn cape
#

#arma3_scripting message

@cinder holly moved the convo here so it doesnt clog the scripting channel.

Would you have any suggestion in what to do? We had tried using pboManager in the past but it was really inconsistent in the output too. Maybe pboProject would work better?

cinder holly
#

maaaybe PBO project yes

#

if all else fails, packs an empty sqm then edit it again and add the fat sqm in it, that's my best take really @autumn cape

autumn cape
cinder holly
#

don't make big SQMs! 😄

#

do tell if you managed to make it work, I'm curious now 🙂

mossy lava
#

6mb
How many different whitelisted arsenals do you have? xD

sinful rampart
#

It uses the same serialization as profile namespace. Maybe can catch two problems with one fix

autumn cape
mossy lava
#

just kidding. it's what I see bloat mission files a lot.

autumn cape
#

im inclined to believe its the amount of objects we have in it, but i've never checked the sqm itself

sinful rampart
sinful rampart
#

sur

autumn cape
upper plume
#

can anyone help me make a mission?

astral bloom
#

Don't ask to ask. Just ask

upper plume
#

what

astral bloom
#

What?

autumn cape
# cinder holly do tell if you managed to make it work, I'm curious now 🙂

yeah we did try, pboProject handles the mission just fine, and we even tried more people generating the pbo from 3DEN and no issue on their side.

I wonder if its hardware/profile related to the "main branch" or if it's some sort of game file corruption on its side, we are probably going to have a fresh arma install in that PC and see how it behaves after it.

We cannot discard the file being fcked by the ftp transfer to our test dedi.

cinder holly
winged rock
#

Does anyone know what this is from "WNZ_EMPGrenade"? I cant launch my mission on my server because of it.

signal coral
#

is there a way to make ai passive until shot at? like ex, undercover walking around with them but when you shoot they turn agro towards you?

cinder holly
burnt pine
#

Anyone here has experience with ace 3 ambient sounds?

It says to add class names of ambient sounds, but don't know what it means by classnames?

astral bloom
#

I don't know what is ace3 ambient sounds since I don't use, but classnames are, basically, “the name that is the game can recognize”

burnt pine
#

Ace3 ambient sounds is just a module. Just wondering what names i need to add as classnames

astral bloom
#

Well “Just a module” is not really a thing, any module can do anything

#

Let's say if you put "AlarmCar" what will happen?

burnt pine
#

it plays a sound! that's what i am looking for basically

#

trying to add ambient battle sounds with the ace3 ambient sounds module, but don't know where to look for sound classnames

astral bloom
#
copyToClipboard ("true" configClasses (configFile >> "CfgSounds") apply {configName _x} joinString endl)```Will copy every available sounds into your clipboard
burnt pine
#

You are a lifesaver, thank you!

signal coral
cinder holly
#

so if they realise they have been spotted or the enemy is really close, they will shoot

if you want perfect ice cold until shot at, this requires scripting

signal coral
outer tulip
#

Hello, can anyone help me how to make a specific unit (e.g. helicopter with crew) unaffected with the viewdistance option? I am using simplex transport module and everytime I try to call the heli transport beyond the max view distance I set, it's not working.

iron geode
#

Is there a way to truly pause time? i know time acceleration says paused however it doesnt fully pause, and the mission im doing even 10 minutes will change the atmosphere

astral bloom
#

What do you mean by that? setAccTime or setTimeMultiplier?

iron geode
astral bloom
#

setTimeMultiplier cannot stop the time entirely, so you may want to re-set the time sometimes

iron geode
#

gotcha Thumbs_Up

buoyant brook
#

How do you get ai to accurately move for the intro tab? Is there any way to record the myself playing and replay it from custom camera angles?

cinder holly
#

nope

#

(not out of the box at least)

charred wave
#

ok i may be asking the impossible here but im looking for a good urban city environment map, its for a hive city set in the 40k universe (a small chunk of one)

Ideally im looking for the goldilocks experience.

Megacity 3 was good ive used that but due to the sheer scale of it performance wise it dipped.

Minihattan island is also a good choice im just wondering do people know of any other maps that have good urban sprawls?

Reason im asking is its going to be a combined arms assault so the usual riflemen and vehicles we expect alongside melee ai which i know tanks the fps because of the sheer computations needed to calculate them trying to path to players etc

neat cobalt
#

does anyone know if it's possible to assign a map marker to an object that is in the empty group?

river nymph
#

Define 'Assign a map marker' ?

obsidian token
#

Does anyone know how to do the following:

I'm making a scenario in Editor, but I'm running about 80+ mods and I want to list only mods I have actually used and make a modlist for a unit to load before mission.

mossy lava
#

In 3DEN, go to Scenario > Show Required Addons

obsidian token
obsidian token
#

It's not important, I can do it manually, but would be a great addition if it could be done automatically

mossy lava
#

You can export the mods you currently have loaded, in the launcher.

mystic mauve
#

does anyone know any good maps/units mods for a Mediterranean campaign

neat cobalt
#

okay, so when you're in the 2d editor you can place down a marker on the map, lets call this "rm1". Now if I place a unit down and call it 'rm' I can use this bit of code

#

[] spawn {
while {not isnull r1} do { "rm1" setmarkerpos getpos r1; sleep 0.5; };
};

#

to have the marker called rm1 follow the unit called rm around

#

now it works with units in blu red green and civ, but I can't get it to work on empty units

waxen radish
#

@neat cobalt first of all
your example is shit and unclear
also use ` for code and ALWAYS full written names in examples you provide! it is simply not readable if you do like you did

obsidian token
waxen radish
#

f = "asdasd"; b = toString [toArray f select 2];
my great example with its description right here

#

also you should not spawn for each unit its own loop

mystic mauve
#

Like islands or country’s surrounding the Mediterranean

#

@obsidian token

waxen radish
#

now move on, provide a valid and working code example (thus containing everything from vehicle creation to marker creation (creating the marker eg. could also be shortened by some pseudo function) and a proper description of your problem

sinful rampart
#

@neat cobalt what is an "empty" unit?

obsidian token
#

Such as Altis, Stratis, Malden

waxen radish
#

@sinful rampart i assume he means vehicles

neat cobalt
#

@waxen radish I don't think my example is shit and unclear at all. However since you want me to provide a lot more information i will do.

waxen radish
#

already that we have to ask you questions shows that your example is poor crap

neat cobalt
#

you can find the main bulk of the code there, except for the mission files and custom scripts which aren't relevant at all

fresh geyser
#

stop being a cock @waxen radish

sinful rampart
#

@neat cobalt again what is an empty unit?

neat cobalt
#

a unit like a backpack, car etc that hasn't got a player or an AI inside

sinful rampart
#

i dont see a reason it wouldnt work the same on those units... getPos should work and the other stuff doesnt matter

waxen radish
#

@fresh geyser i treat everybody equal
and mbetts provided crap as example and not rly any informations about anything

coral mirage
#

@waxen radish - This is a channel where people come to ask questions, get help and generally provide or receive support from fellow mission-makers (and/or scripters). There's no problem with pointing out errors or suggesting better ways to accomplish something - but if you can't keep it civil, keep it to yourself, thanks.

lime sleet
#

@coral mirage alas X39 is truely a lost case

dreamy kiln
#

Anyone know of a fix for the ejected ai from planes sitting to halo horrible transition? Making a c130 ai paradrop mission and the ai ejecting look horribly buggy.They are ejected sitting down and then transition into a halo anim.Looks buggy and broken? A mod has fixed this?

river nymph
#

@neat cobalt it seems like you are trying to use the F3 group marker system for empty objects. If you want, you can head over to the folkARPS discord. Most of the F3 devs are on there so we can help you

#

the easiest way I can think of is to designate the object as a specialist.

signal coral
#

hey im trying to use triggers to play sounds around my FOB such as radios tv's etc however it only works for me in SP witch is weird bc all sources i have read says it should work in MP also

is there any known mods that could cause this issue/ any script i could use as a replacement?

grizzled cape
#

about f3, is it compatible with ace med system? i see it's setup with agm

#

is there anything i need to adjust?

deep dune
#

i might be being really dumb and blind here.
I cant seem to get this to work.
https://pastebin.com/Gmb1AYkF

Called from init.sqf with:

if (hasInterface) then {
0 = [] execVM "Briefing.sqf";
};

Any help appreciated
TIA

river nymph
#

There is a fork I made that incorporates it, but you could just adjust the agm files to hand out ACE items instead

#

were looking towards a release before 3DEN hits but lives are busy

grizzled cape
#

so by just changing classnames from agm to ace is enough?

coral mirage
#

yeah, sorry about the delayed release of the next version - this is largely down to me :(

grizzled cape
#

:D it happens

river nymph
#

No additional scripts are needed really, it's mostly handinh out the medical gear

grizzled cape
#

ok cool

river nymph
#

(mostly because I feel the default ACE conversion doesn;'t give players enough items)

#

you could set medical parameter to vanilla and give out ACE items directly in assignGear for the time being

kind relic
#

Does anyone know how much the number of GB of a modpack impacts the performance of a server? I might need to load the full modpack to the server including cosmetics and am worried it might have a significantly negative impact on server performance.

signal coral
#

@kind relic
there is alot of other stuff to take into consideration such as errors and how well configured the mods are
rough number from when i had a 75 gig modpack loaded and doing shit for longer amounts of time on a server it was like -40% for me spesifically i belive

edgy coral
#

is there a way to start a Single Player Scenario i downloaded from Steam in the eden Editor ?

deep dune
slender juniper
#

Is anyone able to help me with this issue I have, so I've set up the strategic map and teleporters to three seperate sectors, one on land and two on ships, however, the ship ones dont seem to work, it only teleports me to sea level and mostly under the ship, killing the player, is there anything I can change to teleport them onto the position of the module instead of at "sea level" or the y level 0

#

this is the current setup

#

anything need changing at all?

tall garnet
#

Getting the marker up to deck level would be of the utmost importance, remember that

slender juniper
#

I eventually replaced "_this select 0" with the correct co-ordinates

storm path
#

Not sure if this is the correct place to ask this question, but I have my server set to spawn on custom position. The problem comes in that the first time you spawn in, you immediately die and then have to respawn. Any ideas on what could be causing the issue?

spiral echo
#

Need testers for my artillery mission I'm working on

vestal cypress
#

umm how do I make it so I can play as my team, I made the ai playable but so they have a purple ring around it not a red so it should work.

thorny plaza
dapper sluice
#

Anyone got a simple script for killing/destroying a vehicle/unit once they reach a waypoint?

modern pelican
#

Use the waypointComplete eh with setDamage

raw light
#

I'm trying to activate a trigger with a hold action, the condition for the trigger is "trigger2 == "1";" and I used a hold action creator (3den enhanced feature) to make it so that upon the completion of the hold action it does trigger2 = "1"; which activates the trigger. Although it is successful it pops up with this error message. The error message pops up when the player spawns in and goes away when the trigger is activated.

astral bloom
#
  • Put trigger2 into Debug Console, what it does return?
  • How is your setup for HoldAction?
raw light
#

One moment

#

Here is the Setup for Hold Action

astral bloom
#

Debug Console says trigger2 is an object (trigger itself)

raw light
#

yea trigger2 is the variable name sorry forgot to mention

astral bloom
#

You cannot or at least should to avoid to have multiple meanings into one variable

raw light
#

Ok, thank you

astral bloom
#

Also what's the purpose to have that trigger?

raw light
#

The trigger is to switch a task state to complete a task and create a diary entry

astral bloom
#

Then you don't really need to use trigger, you're only bypassing

#

It can be done directly through HoldAction

raw light
#

Is the bypass causing the issue then?

astral bloom
#

Well the issue itself is reusing the variable

#

But in the first place this usage of trigger is really pointless and makes it harder to debug

raw light
#

Ok I'll do that instead thank you.

astral bloom
#

Make it simple as far as you can is crucial

raw light
#

Sounds good, thank you very much for the help.

lethal escarp
#

i would like to know how to use the animations from the Animation Viewer and make my units in the eden editor do the same animation, i just cant figure out what works.

astral bloom
#

switchMove command

lethal escarp
#

tried that and it didnt work

#

did i do something wrong?

#

ima try it w/o the irst part actually

#

i may be

#

very dum

#

so that doesnt work either

astral bloom
#

In very first frame it won't work

lethal escarp
#

im kinda

#

innexperience

astral bloom
#

That's why you're asking no?

lethal escarp
#

ye

astral bloom
#

Use this spawn {} and switchMove within the code

lethal escarp
#

i see

#

what do i put in the {}? the animation i want?

astral bloom
#

_this switchMove "acts_(abbr'd)"

#

The usage of spawn basically delays the execution

lethal escarp
#

uhhhh