#arma3_scenario
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I said put it within
OH
Not outside
Also please don't put a screenshot just to tell the script you have but copy n paste directly
oh yeah
And correct
thanks a bunch
was trying to get it to work for about
let me check
1 hour
roughly
alr so
i did that
and it doesnt work
theyre just kind of standing there
ontop of that they are in a diferent ppplace than where i had put them
Guys, anyone knows a good large explosion effect, suitable for a cruise missile payload?
probably the cruise missile explosion
hy guys. Is it possible to add more than one object on the curve of the keyframe animation? and let them travel with a delay after the first one? https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation
probably the cruise missile explosion
What class?
You'll probably need another curve for that object, since its keys need different timing.
can anyone help me with how to work the support requester, ive set it up along side the support provider nodes and vehicles, everything should be properly synced up but it doesnt give me the option to use them
nvm im dum
Gentlemen, I come with a dumb question:
Is there any way to use the Group Side module in Zeus, on multiple units at once?
The point being I'm trying to switch all of the OPFOR units in an objective to IND and back (an undercover tasking), to avoid having to switch the players' side (it messes up their whole squad structure every time).
I know you can use Side Relations, but it's problematic when you have multiple elements on different locations at the same time.
And I know you can link multiple units to an IND Ai and they'll switch to IND, but then they're all linked and they start moving around, messing up their positions on the objective.
Is there any way to apply the Group side module to multiple units at once? It's very time consuming to switch them manually
You could use a trigger if you'd like
It wouldn't be group side, but would be a side relation
So on activation:
east setFriend [west, 1];
and then on deactivation
east setFriend [west, 0];
Yeah, that would be the issue though, we have multiple objectives at the same time, if we switch the side relations for one objective, it might make the AI aggressive on the other objective for players that are still supposed to be undercover :/
You could try: [opforGroup1] joinSilent createGroup independent;
Now I cant say for certain it works, but worth a try
so on trigger active u can have that run
I will try that, thanks a lot 🙂
How can I force the AI and player to leave the vehicle?
Im trying to do this using a trigger with this code:
s1 leaveVehicle heli1; s2 leaveVehicle heli1; s3 leaveVehicle heli1; s4 leaveVehicle heli1; s5 leaveVehicle heli1; s6 leaveVehicle heli1; s7 leaveVehicle heli1; s8 leaveVehicle heli1;
But it ain't working....
Try using doStop so they stop following group orders
@mossy lava @modern pelican none of this worked. However I found doGetOut command on forum and it did the trick. Overall thanks for help!
Anyone know how to tow Ifa 3 or NF Artillery
I remember towing them many years ago but now, Can't seem to tow them
any way to use the reinforcements module with custom compositions?
its just an easy way make paradrops, but doesnt support any saved custom compositions of squads
Hey, im trying to edit KP Liberation for my unit. Im simply trying to change the parameters and presets to RHS. But every time i change a setting in the files it doesnt load correctly. The map icons are all there but the spawn location is incorrect, and the enemies dont spawn. If anyone knows a fix or can point me in the right direction (the Github is almost no help) it would be much appreciated!
hey guys, anyone know how to add persistent save or any way to save my multiplayer server?
Hey guys got a quick question, there used to be some kind of light system that made a large circular area that didn't get affected the night at all, I thought it was a light source setup and it probably is, but it had a sudden edge to it and when inside it seemed just like daytime, but you could still see the night around you. Anyone know how to do this? I'm struggling with setLightAttenuation because the light isn't going on the floor correctly
I'm looking for a way to populate the F.O.B. with a few A.I., have them "respawn" if killed, and have them patrol the F.O.B.
First two are simple enough. I'm using Spawn A.I. to to ensure X number of units are there, but how do I make spawned units patrol without my input?
Maybe with his https://community.bistudio.com/wiki/BIS_fnc_taskPatrol
I am trying to host the map Sumava. The server host I am using does not support special characters and it doesn't load the map the right way. Any way to fix this?
How can I make it snow instead of rain?
setRain article has an example
Did you edit this in 3Den first and then the vanilla editor?
Was thinking of making helo missions and was wondering if the community prefers gunships or transport helos. What do you guys think?
yes

?
the thing is, this poll is biased as you might get more heli fans at one time, more plane fans at another
when I cannot choose between two ideas, I imagine I can mix both
what about "make a plane mission", then "make a heli mission" in the same one, depending on the vehicle you choose at first?
Not planes or helis. Attack helis or transport helis
oh, mb
but the advice still stands 🙂
I do not know if this is a place to ask, but I have issues with SDVs, I have HMS Sub attached to it, than spawned from a composition, and it just refuses to dive
?
try #server_admins perhaps 🙂 and explain there where special characters happen 😉
Need option
I'm thinking bout making a big ass underground two story city The entrance is an air lock hella thick walls so you can just blow it up the enemies are basically zombies but I'ma call them crazies (they won't know about them from the get go they will just be told there's some stuff down there)
We go into the air lock set some stuff up and we get stuck the only way out is to find a why out through the city (they won't have a map but there will be road signs) but my question what would be a good reason for even going down there
kidnapped wife
also good luck making a "big ass" city in A3, especially an underground one as Arma does not support any forms of caves. This will probably be both a performance chore and completely non-manageable thing for AI
It's basically just a big building and I'ma use lambs for indoor pathing
If not I'ma see if I can do a work around but it might not be possible
And I'ma break it up in sections so I don't have to worry about having load so much
Does a special forces squad need a reason? They go where they are told to go
Assuming its some kind of organised group whos going in there
Yeah I got my reasons now but I needed it so I can make comics of it too as we play
Kinda like making animated vids of DND games
Sounds awesome 😄
Hi, i don't no it's here i have to post, i have a problem and i don't find a solution that works. I don't have the possibility to lunch my server in 64bit , it's just possible to lunch in 32bit and i have this error when i lunch in 64bit : 0xc000007b . Would anyone help me please ?
ok thank's 😉
also have you read the file you posted here? It literally says what is the problem and even gives you the pbo names. Use proper channel for troubleshooting.
so where can i ask for things like that?
server management #server_admins
troubleshooting #arma3_troubleshooting
Probably 8000 is more accurate. What you want to do is quite a lot of work.
😅
Ambitious goal so good luck! 👍
Thank ya I'ma need it lol
I swear I've seen missions that managed to edit the group names in the multiplayer lobby, but I've never been able to find out how to do that. Is it even doable?
Anyone know how to get AI into back of helicopter (piloted by AI)? Get In command + Load command aren’t working for it for some reason. I’m running Legion Studios Base for clone wars stuff; so the helicopter is an LAAT/transport. If that changes anything
If anyone has a Rhodesia mission could you share it with me?
like FIA A1 - FTL
Anyone know of any good objects to make vehicle bridges with?
Im also using CUP assets
Is this in eden or in zeus?
I mean if you want a more temporary bridge, RHS has pontoons which are really nice to use but otherwise nothing I can think of
Hi guys hope this is the right area.
I've been trying to port Antistasi ultimate to a version of Taviana that's being upscaled and updated but i've ran into a road block where i am asked to place down a HQ but the map itself is black and from there on it's black even if i click randomly the credits roll but it remains black.
Antistasi Ultimate Mission version: https://github.com/Discordop/A3-Antistasi-Ultimate
I had also tried the mission version that had already been ported to a older version of taviana but the same issue persists.
When i searched the RPT logs, I had noticed it mentioning blackin and blackout.
Here's the RPT log:
https://drive.google.com/file/d/1kQXCwi1nW3DnfbrOomvZU5IvgFh0DWDy/view?usp=sharing
I'd like to disable all the text chat boxes such as side chat, which i'm aware of how to do via description.ext, but from what i'm reading this will also disable map drawing.
Is that still the case, is there a workaround?
you can supress chat messages with EH:
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#HandleChatMessage
Eden
there is no legit release of taviana for Arma 3 so this is not really worth the effort
managed to get it to work, Was a fault on my end as it goes.
still you should not be using wrongly uploaded taviana ports
and if you are spreading such in secret you and your assosiates will likely be removed here and your workshop rights may be revoked
Okay thanks for letting me know.
suppose you are right as it always gets taken down from the workshop.
@elfin agate you might want to take a look at this too.
🙇♂️ Thanks a lot of the tip. I'll look into it and let Dwarden know.
All i had done is attempted to port it but have switched over to Staszow. @elfin agate
There is a copy on the workshop, i had thought it was legit.
Can you provide a link to the copy, please?
You're absolutely right. 😉
Thanks for the reminder, Slightly tired so was about to post it publicly oops.
This guy also tries to hide it, by making his mod invisible ^^
https://www.battlemetrics.com/servers/arma3/21148774
https://steamcommunity.com/sharedfiles/filedetails/?id=2826148911
How does one get access to the hidden mods?
Not sure probably just temporarily hidden and he shares the data somehow else ^^
You can see from the Battlemetrics link he is running Taviana
🤔 Hmmm, very interesting. Gonna have to take a look into it. Thanks for the heads up. 🙇♂️
So I have a question. I am currently working on a Training Mission for my Arma 3 Unit and I want a vehicle spawner (Meaning you have to interact with a prop to spawn said vehicle) but I cant find anything helpful online. Can anyone help me?
hello, I'm learning to use the orbat module. Is there a way I can get the vehicles to be grayed out like this screenshot? Also looking for a way I could cross out one of the platoon icons with a red x, or otherwise make it look destroyed
I Am Looking For Someone To Help Setup Some Modules And Help With Scripting I am Making A "DayZ" Like Modded Server In Helping U get Admin Ect Along with All Files And Rights To Use For Your Own So Basically A Partner With The Knowhow All I Got Is Vison And Willingness To Learn So I Really Hope Someone Will Be Willing To Help Out
im using misery, ravage & ace
ik the ravage stuff but idk anymore than that im pretty new to this stuff
DM me for my Discord Server for the Project all the info and ideas are there
also have some custom scripts on the way
Not sure if there is a scripted way but you could create a custom texture.
From what scenario / campaign is that? Maybe we can check the source code
it's from Altis Requim, the one where the player is an AAF tank commander
it's very cool
a3\missions_f_tank\campaign\missions\tanks_m02.altis\initmission.inc
In this file, there is some orbat code.
thanks a bunch! I'll take a look. happy holidays
I want to have the groups not be sorted in alphabetical order. I need them to be in a certain order for it to make sense in the lobby screen since the command squad would be at the very bottom. Anyone know how to manually assign which order it will be displayed in?
@lucid void CBA has a tool for that. Othwise you need to manipulate the mission.sqm which is kinda tricky if you've not done it before.
@signal coral Check the example on this page https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer. Inside the subordinates you can define the icon color.
Awesome! thank you
Ao I created a patrol by giving 2 guys several move way points and then a cycle. It works as intended but the squad leader keeps giving orders for each move ("move 100 meters front") is there a way to stop them from doing that?
On another note, is there a way I can make my patrol do a round and then idle for a certain amount of time before doing another round?
theUnit setSpeaker "novoice";
Yes, set a timer in a waypoint's properties (min med max)
Ty
hey is there a way to create a vehicle as a teleporter in eden itself, im using eden enhanced if that makes it easier, I just want the teleporter to be linked with a pole at a base, and then a vehicle that might be driving around a lot.
Hey, question
On dedicated servers, is it possible to load missions from a subfolder of mpmissions?
I would say yes? #server_admins may know for sure
Anybody know how to start the mission inside of a plane to where it either lands or my group can halo out of it?
just drag your player units into the plane in map view. That normally works for me
Do I have to set the ai to land the plane and then do I also have to set a respawn point on the plane or just make the players playable
Dragging the player units onto the plane (or any vehicle) does not create any other events. You have to create waypoints and any other ai actions as required. There's lots of info about creating parachute drops or aircraft paths etc on here or youtube
There is a checkbox in unit to set them as playable
You cant. You have to have some init code for each unit that automatically moves them into it.
You will have to use the action function.
But remember to consider players that join after mission start
Do you have the init code?
Im afk... Like 500 miles afk.
Check this out.
https://community.bistudio.com/wiki/Arma_3:_Actions
You will want to qrap it in a if block
if (local this) then {
// get in
}```
How Do i Change The Name Of BLUFOR And INDEP Factions?
Faction or side, wich you mean?
in the server lobby where it says the factions
So left side BLUFOR, OPFOR or such? There's no
ye like some rp servers have havoc
If there is, you want some overcomplex way using a Mod. You can't in a mission setting after all
ok thx
does anyone have some good multiplayer missions that have zeus enabled?
Have you tried browsing the workshop? Because there are thousands out there
lol im asking for mission makers general opinion
no, youre asking for "good multiplayer missions that have zeus" which has nothing to do with mission making at all. If you open Workshop, select relevant filters and sort by popularity youll get the exact answers you are expecting.
Get a mission you like and if its not locked and is editable then you can drag a zeus module into it.
hey guys i've noticed i can't ace interact with an explosive charge if it was placed in the editor. is there a way to get around this?
Vanilla explosive?
yeah
https://github.com/acemod/ACE3/blob/master/addons/explosives/functions/fnc_canDefuse.sqf
Check if you need to be EOD and you have defuse kit in items
ah, the charge seems to be already set by default, so the only available interaction is defusal.
i would like to give the player the option to detonate it.
thanks
how do i fix the no player slots when i put my mission on my server? I've made them all playable and everything.
you have the header? https://community.bistudio.com/wiki/Description.ext#header
Wasn’t aware I needed this. I’ll see how to add it and see if that fixes it
Header doesnt matter. You likely have a dependency issue with your mods and mission.
And server
Yeah I found that out just having an issue getting the mod to work on my server
You need to wipe out the dependencies in the mission.sqm file. Its 2 of the first few classes in the file.
Reopen and save the mission after doing that, and then load it back on the server. If the issue persists, you need to double check the mods in your pack and the server
And make sure to backup the sqm file before doing this.
It’s the mods on the server it’s self. I’ve finally got all of them on there to work but two. It didn’t like the spaces in the mod names so getting rid of those fixed all the mods but two
ah, i got ya
Yeah it’s been a pain in the ass been at this for probably a month now
hey it's me again :) is there any way to display the ticketcounter (little quare, when you are in zeus and have added some tickets via BIS_fnc_respawnTickets) on every client, not only the one who's lurking in zeus.
i will post a pic of it in a sec
this lil bugger on the right corner showing the remaining tickets
How do I make the game end by completing 3 tasks? On start you have 3 tasks, once all are complete how do I make the mission end?
You can create a trigger and add on condition field Check that all tasks is success
#arma3_scripting message
got it. -> call BIS_fnc_showMissionStatus
Out of curiosity, I have a large mission with a lot of static AI in watch towers, etc that need to be pre-placed, as well as a lot of OPFOR in indoor sections. Will they behave properly if I disable simulation and hide them at start, but then enable and show them when the players reach those areas?
Thanks!
You can also use dynamic simulation on them. Works fine
Unless there's a player with view distance higher than dynsim activation and they keep shooting frozen units
Rule No. 1, all players have the same view distance
but they can be different right?
They can. Usually limited by the server setting.
In this case I need it more tightly controlled than DynSim
You always have to keep view distance in mind. Even if you use a distance based system.
Anyone have the proper resolution for the "User Texture" objects?
Any
Well i'd like to figure out what it is so the image doesn't appear stretched.
Do you know the ratio?
Well if ratio is a thing for you, 1:1
enableDebugConsole = 2; // dangerous in MP
0 - Default behavior, available only in editor
1 - Available in SP and for hosts / logged in admins
Is it possible that
enableDebugConsole = 1; does nothing in SP?
Hey guys
So I'm working, in Arma 3, on a mission that has 1750+ AIs (I know this is a lot, and no I can't remove them)
I want to optimize my mission has much as possible (obviously, not everyone I play with has a high-end PC)
What I already did :
- activate dynamic simulation for all AIs, 500m (and for objects when possible)
- reduced view distance to 400m
- reduced terrain detail to minimum
- made my mission script-free
No AI are agents because all of them are fighters
Knowing that, is there a point to use Headless ?
so even if a few dozens of AIs are enabled at the same time (let's say 40 max), HC will still help with the hundreds of disabled ones ?
a system to spawn/despawn them would indeed be better
I need them to be placed rather precisely, on a trench
Basically, the players have to go throught several lines of defensive trenches and bunkers
And because the players are Chaos Space Marines fighting Imperial Guards, there is a need for a powerful opposition in number
Every object that is a burden on the server. Anything under like 600 objects (for most decent servers) doesnt really make a difference, with a few exceptions. When i say objects, i mean like buildings, walls, sandbags, etc. And to optimize this, i disable damage and sim.
But you are talking about 1700 AI. Even if you disable sim and models, they are hogging cpu cycles. If sim is disabled, headless client doesnt do anything for it really. It will, but not enough for what you need. Headless clients simply take the logic processing for a unit from the server. But there is still a object there.
Reduced view distance reduces rendering, but not object calculations.
No matter what you do, you still have 1700 AI objects being handled on the server.
With 1700 AI and only 500 meter view distance, surely, you cant need all of them active at once.
Your first question is, how many AI will be active at a reasonable point during battle. That should be your limit. After that, automate spawning AI. If your limit is 400, have a respawn system spawning in an extra 100 that are reinforcing. As for them moving to trench positions.... idk. maybe log the positions of all them, and have the spawn system spawn them on the logged positions, and remove the position from the list as a position is used
I just came here to ask a similar question. that question being for an average server how many AIs is too many?
Also is the AI overhead based on each individual or more based on the number of groups?
team members' AI is simpler than the team leaders', so a group of 100 units will be less performance-hitting than 100 1-man groups.
and if you want specific answers - provide specifics, there is no such thing as "an average server". What are the specs, mbps?
What specs are relevant in this case? for example why would mbps be a factor in this case?
why would the server need to send something over the internets to manage the AI (yes I figure it needs to register player input/action) but not sure thats really the bottle kneck
but for my example I will just use my own PC specs (since thats the "server" when running eden editor) and in that case MBPS is 0
Ram: 64GB
CPU: i7 6700K
GPU: 2080 super
i thought it was discovered to be the opposite?
this is my unit's server, we were able to maintain 40+fps server-side with 300 simulated AI (about 4 per group, do the maths), and 100 players, server connected to 1gbps fiber optic.
mission on the less-scripted side
Is that with headless client or no?
riddle me this Will, we did a pretty trustful test and that's how it came out few years ago. If it's otherwise then I would like to see a comparison
yes, on the same server with werthles' headless script
also bear in mind that if you both play and host you will use more resources too
Right and right now we don't have headless client setup... at least not yet. but the fact you said you can do HC on just 1 server is interesting. the big hold up for us is we only have 1 server (host havoc) and I was under the impression that you would need 2 servers to get a performance boost with HC
you can run hc on another server but since hosting a server doesn't use all the cores (on my machine) we could use rest of those for headless client
Another question I have been meaning to ask, and if this is the wrong channel, then please direct me to the right one:
So I am not sure if its a mod or just part of the base game but I have an intermitent issue with players selecting their spawn point.
From what I can tell when you allow players to select their spawn point this is how it goes:
- player selects a slot and selects join or what ever
- a bluefor unit representing the player is spawned on the map while the players game loads.
- once the map loads up, the player can then select their spawn which kills the temporary spawned in bluefor
What I find happens is that this whole process can get really glitchy. specifically if anything happens to the temp bluefor unit in step 2, it can soft lock the game for the person spawning in. is this just how it works, is his some mod I am unware of. is there a way to fix this/work around it
- Why are my patrols running despite being on safe?
- Why does the first person in a squad walk then the rest stop and jog intermittently with them instead of walking too?
- How do i get independent forces to attack Blufor?
Thanks for the answers guys
After proper testing, 2 people playing the mission on a dedicated server managed to have max fps (I went to 75, he went to 60, both of us couldn't go higher)
His server is really powerful tho, so on an average server I would need HC. I'm glad it works without HC tho (never used it before, that would be fun to add)
- maybe in editor they are set to running only
- same as 1)
- in editor, you can parameter how independant forces react to blufor and opfor
Are there single player liberation missions?
Any liberation can be played alone.
Getting this when I try executing this code in a trigger
["<img size='15' image='images\doc_secret.jpg' />",0,0,12,0,0,1000] remoteExecCall
['bis_fnc_dynamicText',0];
remoteExec instead
It's same difference with spawn and call
Got it, thanks again
map drawing is unable if you cannot select the channel, which you cannot if chat AND voice is disabled.
So just leave voice enabled.
Good Afternoon all! need some quick help as our mission starts in 2 hours. For some reason my mission I created with the Game Master (Zues) option, wont work. Everything else about my mission is functioning, but when I try to login to Zues, it doesnt allow me.
I Setup the game master module to use the #adminlogged tool, and also tried to do it synced with the variable name. Both times when I load in, and select that player it wont let me in Zues
Any suggestions?
after revising a multiplayer mission, returning players are sometimes kicked with a message that they're using modified mission files. This can be fixed by having them clear their mpmission cashe. Is there any other way to prevent them from being kicked, without having to have them manually clear their cache?
I put 2 zeus on the map but when I enter mission there is only one player to select
you need to put there playables - players in the editor
thanks
and another thing:
how can I use camera position module in gamemaster?
I mean how to enable it
Not sure where else to ask, but I am setting up a mission in eden of course, but I’m also zeusing to handle it. For those that zeus and also play as a soldier, how do you balance it so you don’t spend too much in zeus placing things down, but still get a decent amount of being a soldier? Zeusing is something i’d love to do because i can further make things dynamic than they already are but i dont get to play as like one of the squad mates much, which is like the only downside to me
I made an init.sqf, and pasted everything from ares (zeus expension) in there, but when i run the mission, it does not load the things i placed with zeus/mcc
How do i get it to work??
can you pastebin the init.sqf or share the first few lines?
Either grab some prefabs from workshop then add objectives or build your own with objectives already set so with a kill target mission, destroy target, grab intel and deliver, then drop em around the map that way you have a bunch of defined objectives to do then while transporting from objectives hop in Zeus and double check that there's enough units there to fight and such.
Or use like a mission generator mid/start of mission to create stuff
[SP/MP]Dynamic Universal War System (old)
DUWS_X - Dynamic Universal War System XTRA (community updated ver of DUWS)
OPCOM - Operations Command (meant for SP but could work for MP I bet)
S.O.C.O.M -- Mission Generator (not used this)
MCC Sandbox 4 - Mission Making The Easy Way (this is pretty feature rich)
Drongos Map Population (pretty simple and feature rich)
You could use Dynamic Combat Ops as well as I'm pretty sure they have Zeus slots
The more prep you do in Eden the less you'll need to Zeus if you want full custom mission rather than using mission generators, other than like fixing players who get Arma'd
could be more of a server error but what causes the seagul error? Using a good quantity of mods made a new mission for the group and kept getting it. Went back to another mission on the same map and that mission worked fine. What should I look for?
nvm found it. was a scripting error in my mission files in my init
Question about scaling objects and multiplayer
I'm scaling up an object quite large and attaching it to a game logic. That works, but the object starts rotated to 0,0,0 then snaps into the right position in a players view when they get close. Any idea how to avoid that?
how do you attach it, and what do you mean "rotated to 0 0 0"?
A bit hard to describe. It's a piece of a hallway I needed to make larger. The hallways placement has it rotated x0, y0, z90. This works both in Eden singleplayer and Eden Multiplayer. It croaks however when I put it on a dedicated server.
I've tried attaching it to a game logic using the command
[this, gamelogic] call BIS_fnc_attachToRelative;
and remoteExecCall for the same. Every time, random pieces of hallway will start 90 degrees off, then suddenly snap back to their placed orientation when the player gets close
bis func for some reason has some weird behaviour like that
would recommend against its use
it looks like a dedi vs listen server thing actually
may I recommend rotating the gamelogic itself instead?
(and using attachTo directly)
Will do in about 20 mins
Hello, any one knows how to hide the vehicle position in GPS but show map? I tried all the options, but only one half works, but then there is no map at all.
I'm building a helicopter tasking mission and my objective is for the player to practice also navigational skills, this means no gps and no waypoints or HUD helpers.
Thanks.
this depends on game difficulty, unfortunately cannot be overridden (unless @sinful rampart allows it in a future patch 👀)
Hud and waypoints yes, because I have all my settings set to max difficulty, but vehicle position can't be hidden I think
One option I thought about, was having the M key remapped with an EH to open a display to show a texture of the map, very poor choice
But should do the trick
aaah, perhaps yeah (I was thinking of setting mapContentFriendly to 0 eventually)
it might be because GPS = you know where you are, "period", no guessing
and anyway the GPS is always centered on you sooo…
I could try that
why do markers appear on planes or anti air defenses when I turn on Zeus? how to solve them?
What kind of markers?
Already got it, i placed the init.sqf in the wrong mission folder facepalm @formal citrus
Hello, everyone. I am in the process of creating a machinima video and I am wondering if the following is possible. I want to place a player unit in a specific place on a map, spawn as that unit, record the movement and actions of the unit, then apply those same movements or actions to another placed unit. The purpose of this is to make it easier to make the unit do exactly what I want instead of having to rely on AI or players. Can this be done?
Any mods?
arma has bis fnc unitplay which works for vehicles (specifically helicopters), luckily someone made a mod that records infantry movement and you can play it back onto AIs
there are some limitations, not all animations work or something
but i've used it before for a movie and it worked quite well...hope it works for you
iirc those markers are for ai behavior in custom game modes like antistasi/liberation and you cant really remove them just ignore them
These all of AA defence are vanilla
Some modules, such as minefield, also create markers
Thanks for the link, @fringe drift. I actually found the author's thread to it about 20 minutes after I posted my question haha: https://forums.bistudio.com/topic/175154-functions-unitcaptureunitplay-for-infantry-units-in-arma-3/
It might have some limitations, but I'm fairly sure I can make do as I'm really only looking to replicate movement and shooting, that's all.
Any animations that are played are done on stationary units
Anyone got any ideas for scenarios💀
yes I do, I know some other people who have ideas too
I feel your pain🤝
I heard ChatGPT is good with mission ideas.
i tried with chatgpt and no one problem is solved lol
I get a lot of ideas based off games ive been playing, things ive been interested in and reading and learning about + the mods i wanna use
From my experience and other people, ive made missions to host and the variety in mission objectives doesnt actually matter, a lot of what makes everything feel different is like the backstory and the lore etc. I got a lot of mission ideas just by writing shit down on notepad, like the story, and i kinda have ideas forming about what objectives would naturally become
that's probably what Arma AI sees in their nightmares, assuming they would dream at all.
le this disableAI "PATH"
you can kinda goof it and make an illusion of AI 'moving' from position to postion, having AI spawn behind the defenses and send them towards CBA building positions
hey guys, I'm having some issues with the show/hide modules... I've got units being "shown" upon players activating a trigger, but every time the AI shows, they enter combat mode (even though their orders are to follow a waypoint as SAFE... There is obviously combat happening while the AI is hidden, but it's as if as soon as they become shown they react to what they had heard. Anyone had this issue before?
it's not an issue, unit that's hidden and with simulation disabled still has its FSMs running. Keep them away from the fight and teleport in place when needed
you can play with disableAI command and try different options but changing their position is just foolproof
What does simulation disable then?
well, the simulation. Unit won't move, won't shoot, can't be driven over by a vehicle, takes slightly less resources than a fully simulated object.
simply, unit can't move an inch any way but its brain still works
it's even in wiki, I recommend browsing through it
anyone got a video on how to port liberation to any map in english?
is there a way to play random radio chatter through the player's radio...making a solo mission in the editor
Im making missions for a server and they can see Unit POS markers. how do i get rid of these?
and yes i did this in the server and in mission
Hi, can someone explain me exactly what headless clients do in easy words?
I've heard it would improve overall server performance, but i dont really know what it does.
And do they actually improve performance that much?
Hi, in simple words a Headless Client is a machine that offloads the server from some calculations (e.g scripts, AI, etc)
the scenario needs to be created with this in mind though
So how much would it improve using 2 headless clients with about 50-60 people on a server with an ryzen 9 7960 and 10gb ram. Just an average.
I’m not even sure how many headless clients i should use.
while {fps too low} do {add headless clients};
Seriously, noone can answer that question. Just test it and add more if you are not satisfied.
hey how do you remove buildings on the map?
for example:
i want to make it so that the ingame map reflects the buildings i placed down
but i can't find anywhere where i can just delete stuff from the map to replace it with my own markers
I'm 50% sure that you need to use the Hide Module first. After that, go to the attributes of the object and make it a "Simple Object".
If i'm running a dedicated server and want to use corpse manager to remove dead AI but not playable units (which have the option of respawning) which corpse manager mode should I use? it says to use 2 for mp but it looks like corpse manager will only focus on respawnable units that way:
corpseManagerMode = 0; // Default: 0 for SP, 2 for MP
0 = None - None of the units are managed by the manager
1 = All - All units are managed by the manager
2 = None_But_Respawned - Only units that can respawn are managed by the manager
3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)```
https://community.bistudio.com/wiki/Description.ext#corpseManagerMode
hide module has nothing to do with removing the map markers. You can remove buildings, but not their map markers.
you can't, these are hardcoded into the map. You would have to create a mod that changes the map's config and replace building icons with custom files iirc.
anyway more of a #arma3_config or #arma3_terrain thing
no wayyyy that's unfortunate
if it is that necessary, you can place an area marker with color of the ground and then add gray area markers over it to recreate this. Easier than messing with configs probably
you can't even do that. map icon is tied to model properties which you can't change.
so basically i'm fucked if i don't want to become a wizard
I wish the engine would just not render the icons for hidden objects.
or cover it with a giant black marker and say it's corrupted intel 
but otherwise yeah
Is there a way to have the Helicopter Supply module drop a custom supply crate without using scripts?
I'm trying to delete marker from planes in Zeus with this code but it deletes all markers but not only of planes: {deleteMarker _x;} forEach allMapMarkers select {_x isEqualTo "Plane"};
Wrap up allMapMarkers select {_x isEqualTo "Plane"} into a bracket. But this will only delete up to one marker, no?
I would like delete markers of all planes
isEqualTo here only detects a marker that is named "Plane", and multiple markers cannot have same name
so what is solution?
Depends on your situation
why so complicate?
Because I cannot say what exactly is the solution when I don't know how you've done/name markers
it's simple. you know those markers that turn on on planes or anti-aircraft defenses when I enter Zeus. or is this unknown to you?
especially when you look at map
Indeed unknown. I am not aware if a marker can activate a plane or AA in vanilla game
that white, red, green circles
i doubt that is because of mods
They are not markers
ok but i mean that i dont know how to call
And, what is the purpose of removing those icons? Actually units can be uneditable so no icons too
the problem is that I have sectors that consist ofrectangle area markers that conquer units, so these red, green, white circles attract the units that then go to them and group together, that's why they bother me
it seems to be unclear again
I obviously have specific requirements that have not been seen in the world. I just want to remove that and we are discussing why
ok I will have to solve this myself again. even chatgpt is useless
out of curiosity, why would you want to remove units as editable objects from Zeus? You don't give players access to Zeus to not spoil the game, but if it's supposed to be played with a Zeus as an overseer then he should be able to see the units and assess the situation no? You use wrong terminology and for whatever reason abstain from explaining why would you even have to do that, becase from a long-time players perspective like Polpox's you're doing something completely irrelevant and - judging by the terminology - you yourself are not sure of the goal. And yeah, ChatGPT is useless anyway and don't come here to have us tweak the code a dumb AI managed to scrape from internet, it creates more work than writing something from scratch.
is it supposed to be some kind of a Blind Zeus mission? So you don't see units of sides other than yours?
ok. i play in Zeus in SP. i dont like multiplayer. i would like to delete that circles which are on planes or anti air turrets, not units but circles, markers or what. why i want to remove this, I already gave an explanation somewhere above, but it seems that I was not clear enough
then am I on point with the Blind Zeus thing? You don't want to see the "markers" (so entities in Zeus view) of other sides than the one you control so you don't spoil the effect of surprise for yourself?
it might need a bit of tweaking if you still want to edit only the units you're in control of. Unless you just move them around, then maybe consider using High Command system instead of Zeus.
but basically to remove the editable objects from zeus you use removeCuratorEditableObjects (https://community.bistudio.com/wiki/removeCuratorEditableObjects) command which in your case would have to iterate through units excluding your side. This would be something to seek help about in #arma3_scripting
so yeah, you were not clear enough and honestly I am still not sure what you want to achieve, but I guess this should be something to start with.
I actually solved it with that blind zeus, i.e. I only see the icons of the side I control and I don't see the enemy icons. but I mean something else, you know those circles that are only on airplanes or anti-aircraft, I don't mean the blue icons, but the ones on the icons
when you look at map
oh, okay, I had to zoom in the image too see them.
are these planes from the base game or some mod?
vanilla
I don't see any markers like these in my game. Make sure it's not any of mods you're loading with.
if it's added by a mod or a script, you might want to ask its author to learn how to deal with these markers. Plenty of ways to render these I reckon
try with vtol, anti air turrets for example v-44x, MIM-145 Defender, Praetorian 1C but not a-10 or ground units, i have no problem
yes. And since the ones in your shown screenshots are colored it makes me think it's a custom script of sorts, or a mod you might be using when making your Zeus mission. Can't think of any way to remove them when I don't know how they are added in first place
ok. i see now that mods or something activate that colored. i use mods and also compositions from steam workshop. i have many, big scripts
tomorrow I will test it in the editor without any scripts, if it is still colored then I guess the problem is in some mod
Those markers are usually from scripts for ai behaviour you would see them a lot in gamemodes like antistasi and liberation
Anyone aware of scripts or modules that allow building something like quests or text based convo's with NPC's with choices?
i've heard the mod " dco gpt " has potential never tried it personally though
Is there any better way to make a conversation (without impoting .mp3 files or anything) to show it as subtitles? I always have been using the sideChat command, but its very unefective and many pleyers tend to miss the dialogue.
there is a BIS_fnc_ subtitles something
thanks so much!
So I came up with this:
titleText ["<t align = 'center' shadow = '2' color='#214a26' size='1.5' font='PuristaMedium' >Person talking</t><br /><t color='#ffffff' size='1.5' font='PuristaMedium' shadow = '2' >Text</t>", "PLAIN DOWN", -1, true, true];
But 10 second display (defoult one) is too fast. Sleep comand doesn't affect this at all. Where can I put the time parameter from this guide: https://community.bistudio.com/wiki/titleText ?
change the speed parameter to anything else than -1, because it literally says: (Optional, default -1) time in seconds to fade in resource, and your default is the 10 seconds.
it's a #arma3_scripting problem you have, not mission_makers btw.
thanks
It isnt working as I intended to, but I wont find anything better
there is https://community.bistudio.com/wiki/titleFadeOut too but I never used it, so do the honours
I think I will stick to this
@hardy flume what about using the function I provided?
It was good. But this one gives more fresh and professional look. And lets me indicate to the player if the person talking uses radio/speech is a friendly or not etc.
How do I make a task turn to completed after completing all subtask? For example:
Main task: Clear area, subtask1: Kill Mr. Williams, subtask2: Destroy the APC
How do I make It so after Main task (Clear area) being done the trigger activates and operation goes on?
Nevermind I found a solution. Just adding everywhere triggerActivated trg1; things
it took a long time, but I found out that the mod Zeus Enhanced caused those colored on the blue icons, on VTOLs or anti-aircraft turrets
#creators_recruiting . Paying is not allowed
@crimson tangle ^
Rgr
Am I still able to ask to find mission creator’s here if not where would I go?
You can hire peeps for free yes, no problem
That means Enable or Disable Debug Console
Hi there, did you know if it's possible to set a loiter waypoint while I'm in zeus mode? I tried with Achilles mod but the waypoint does not exist
Achilles is old and ass, use Zeus Enhanced instead. I don't know if it has the loiter waypoint though.
I've seen a workaround of using a bunch of search'n'destroy and a cycle waypoint to make your vehicle circle around, might not be a perfect circle but should work
or check the wiki and see if you can work with any of the loiter commands. https://community.bohemia.net/wiki/Waypoints#Loiter
It have, I'd never tried Zeus Enhanced before. Also this https://community.bohemia.net/wiki/setWaypointLoiterRadius works with Zeus Enhanced or Achilles.
Thank you. 
@crimson tangle You can "hire" for free in #creators_recruiting - this channel is for mission making assistance
you have been told
Hey folk.
I was trying to create a marker at the location for every spawned IED, (100 IEDs, all set to 25%) that was only visible to INDFOR , to simulate them knowing the placements of their own IED.
I'm using a CBA_fnc_addClassEventHandler to achieve this at mission start on the client only.
This is what I have so far, but I can't seem to get money
if (playerSide == resistance) then {
["ACE_IEDLandSmall_Range", "InitPost", {
private _markerNumber = missionNamespace getVariable ["IED_Markers", 1];
missionNamespace setVariable ["IED_Markers", _markerNumber + 1];
private _markerName = format ["IED_%1", _markerNumber];
private _marker = createMarkerLocal [_markerName, getPos _this];
_marker setMarkerTypeLocal "Waypoint";
_marker setMarkerColorLocal "ColorRed";
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
};
No idea. Try #arma3_scripting
_this -> (_this select 0) , or debug first does it even execute current event.
if (playerSide == resistance) then {
["ACE_IEDLandSmall_Range", "InitPost", {
diag_log format ["ACE_IEDLandSmall_Range: %1", _this];
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
};
this returns "true"
That should retrun array of object.
not true.
Sure about that?
I tried. I didnt get classeventhandler for IEDLandSmall_Range.
I worked on some random Box.
it didnt print an arry of objects no
This should work in SP right?
althought I am making this for MP
@fringe drift Hey, would you be able to help me with the UnitCapture/UnitPlay feature? I'm using the files from the link above, but whenever I record my own data and try to play it back it doesn't work. The author's data looks identical to mine in the way that it's formatted and it plays fine on the player and included AI in his test mission, but it will not work for me when I replace the data with mine and run it again.
Simply the AI Joe does nothing when I run the play command
Does anyone have a solution for limiting pylon choices either with a vanilla script or ace pylon manager? I would like to give my pilots options for a mission but not let me go ham and bring all the insane things ruining any semblance of difficulty? I have looked around but maybe I didnt put the right syntax in or something as I have comeback with nothing.
Thanks, I put somewhere like 50 querys in to google and poked around the ace wiki and no cigar.
I am awful at looking I swear 😭
So as for this.
I found that once you go in-game, the classname ACE_IEDLandSmall_Range changes to ACE_IEDLandSmall_Range_ammo, yet I still can't seem tto get any luck.
Hi guys, is there a way to disable tactical view as a whole or only it's third person. I know you can disable third person on the server, but I want to have that option for use in zeus. Is there any scripts I can run?
https://community.bistudio.com/wiki/cameraView
This can detect which camera mode you're on, but it seems there is no dedicated EH to detect a change. Probably detect it and force the mode with Draw3D MEH?
Does anyone have a good solution besides "hey dont do that" or Red air to stop pilots from flying very high and diving down to defeat the brain dead AAA Ai?
I have a AAA sight based on the Russia S-400 Setup Array with 8 Launchers (32 tubes) and 6 radars (They are all the same type of radar cause arma dosent have the varried types) and shorter range anti air. But I have watched my friend more then once defeat it all by just going high and diving.
and I have him in a A-143 Buzzard which (while I love it) is the worst jet in the game imo
Do you want you want to restrict players to fly too high anyhow so it won't be a one-sided combat?
I dont want the AAA to be defeated by just flying high and diving on it. I want it to be a threat and limit the freedom of operation that the pilots tend to have.
Red air wont work because of the already stated mission and saying hey don't do that works but isn't the solution I wanna use.
You may want to use https://community.bistudio.com/wiki/confirmSensorTarget to force enemy datalink confirm the planes, I guess
I have thought about that I just fear it will make it then wayyyyy to hard however I will give it a try as it might be the only option althought Idk why it works they are only going 4-8~ which is well with in the AAA range
Well that's the part you need to test if it suits
how to create bodies like this in the editor?
I think those hanged dudes come with CUP terrains core
In props?
yeah
Thnx
Can I end a scenario (with succes) when a player dies? I want to make a shooking OP where at the end no matter what you do you cant win with enemy forces and die. But I want the mission to end only when the player gets to a specyfic moment of the mission. Did anyone try something like this?
Am i able to host a mission on my gameserver on the Utah Beach map from the Spearhead DLC with the compatibility mod?
Everytime i join, it says "No entry 'bin\config.bin/CfgPatches.'.". I'm assuming it's the same way how i cannot do it with Normandy either.
Or does someone with the DLC need to export it?
Why could my chosen picture for loading screen not show for an op?
Same folder, right name etc.
If it throws an not found error, your path is wrong. If nothing, your declared variable is wrong. Either way we cannot say what exactly it is withtout checking what you've done
pic has higher res and I used it for scenario page in main menu
a is 500x500
What about Description.ext?
I only put respawnOnStart = 0; there
Define the picture there
As far as I know defining such in Eden directly is somewhat unreliable in certain situations, I always prefer to use Description.ext
Hi, i just downloaded Arma3 and i wanna play in singleplayer with bots in my team, what things can i play? I would like to do like in ProjectReality, I can choose a map, 2 factions, tickets, difficulty etc and play offline with bots, is possible to do that in Arma3?
does anyone by chance have a scroll wheel activated heal on interaction script either with arsenal or without i could use please? i want a box i can add ace arsenal and an ace full heal via scroll wheel activation for my players to be able to do either
hey, does anyone know how to "respawn" vehicles with the crew also respawning in said vehicle?
In my case I'm bulding a little plane training scenario where I want to have helis hovering as targets and when I shoot them down, I want them to respawn in the loocation they initally hovered in and stay there since they at the moment are crashing as soon as they spawn.
Any help would be appreciated
make separate respawns for inf and vehicles. Make waypoints for inf so 1. get into heli 2. fly somewhere 3. put a loop waypoint. Try this
@dense fossil
is it possible to disable the ace advanced ballistics and scope zeroing with a scripting command?
ace_advanced_ballistics_enabled = false
thanks
Hey guys anyone fancy add me some nice mission markers to my system for a payment i hate markers
@sinful rampart that however doesn't disable the different scope zeroing in ace3
yeah.. i dont know if that can be disabled anyway...
The scope zeroing can only be disabled by config or removing the pbo altogether.
:( i suspected as much... thank you anyway
What should I put in the tigger's condition to complete the task by picking up a weapon?
if any (primary) weapon,
primaryWeapon player != "";
*!=
thonks, mobile phone issue!
Thanks, it works perfectly 😄
And when do you pick up an object that stays in the inventory?
"objectClassName" in items player;``` maybe
Don't know if this is necessarily the best channel but it seems the most appropriate - currently putting together a PvE mission with hostiles that have little to no capability where NODs are concerned. Anybody know of any good mods that add spotlights and/or similar?
Ideally sweeping / moving ones, or turrets that can be manned / aimed.
I reckon CUP has spotlights, 3CB Factions might have them too
Fellow makers of missions, how do i get AI jetplanes to bomb a specific area/building from the get-go in a mission?
Aka. mission starts, plane are in the air, and bombs/ordance drops?
Does anyone know of a way to enable ACE pylon settings for players?
Or basically how to setup a refuel, rearm and change pylons area in your mission
~~I expect you to tell me if this is the wrong channel, but it affects mission making, configs and scripting alike.
I am trying to add a custom background scene to the main menu.
I am following this guide:
https://community.bistudio.com/wiki/Arma_3:_Main_Menu
When I test the mission in the editor, it works fine.
When I run the mission as a singleplayer mission, it works fine.
When I try to get it to run in the background of the main menu, it does nothing.
I am not using -skipIntro.
It seems that neither initIntro.sqf nor the init of the mission itself get executed when it is loaded in the background, although it does seem to be loaded in the background, as the mission name and path are correct, and there are no errors.
Both initIntro.sqf and mission init are executed when running in the editor or as a singleplayer mission.
It does not show any intro scene in the main menu.
If I run the mission as a singleplayer scenario and return to the main menu, it is running the intro, but from the perspective of the player character, not the camera, in the background.
If I return from the editor, it is playing a random default malden intro scene.
Both in scenario and intro phase there is a player character.~~
nvm, solved it, it's literally just the leading \ on the mission path xD
For (y)our future reference, please do not remove your questions. We always love to backlog if we need to
I didn't remove my question, I just removed a bunch of irrelevant context, but noted
Bunch of context is already a useful question
Not a question tho and I shared my solution.
Nothing in there that isn't in the guide I linked, btw.
I just added it to show that I was going by the guide.
Only thing different was the way the path was set up, which is where it failed.
My point is, the answer is useful, but the context is also
Evening all, Could anyone assist me with an issue that I am fighting? It's about sectors.
I have a mission file set up on Stratis, The mission file is set up as a "master file" with all objectives and everything build up into 1 single mission. I have about 17 sectors set up on this file. I also have several markers set up on this file that are hidden at the beginning. More on this later.
The mission at hand is set up to be a linear mission, so if you capture the first 4 sectors. Then the next 3 sectors will appear with objective markers next them etc. Also a blue line (area markers) appear to show some sort of front line. So far so good.
The first 4 sectors show up fine as they are initialized upon mission load and you are able to capture them. Once each sector is captured, I run a line on a trigger that also changes the objective "whatever the name may be" to the Bluefor color from Opfor color and the corresponding sector is disabled from this same trigger. So it no longer can change hands between Bluefor and Greenfor.
Then once the first four sectors have been captured by Bluefor, the nice blue line appears, telling me that the first mission complete trigger (stage_1_complete) has ran successfully. This trigger (stage_1_complete) also should enable the next 3 sectors and it should unhide the corresponding objective names. As intended, it does change the alpha of the next three objective markers just fine. This same trigger (stage_1_complete) is synced to the next three sectors that it should activate and here is where my problem begins. Because the markers show up fine, it tells me that this trigger functions properly. This is both tested in the Eden launched multiplayer environment as well as on a dedicated server. However when I test it out with the sectors themselves, it works fine from the eden launched multiplayer session but not on the dedicated server.
From Eden, the sectors initialize properly. They appear and all is well. But on my server, everything goes correctly but the sectors. They do not appear. I can use commands such as:
//SHS_Sector is a sector variable name.
//I run this command for Global and JIP with the Zeus Enhanced execute code module.
SHS_Sector setVariable ["owner", west, true];
After I run this, the sector sometimes but not all the time appears for all the clients on the server. I can see that it works as the objective marker changes color. But the sector does not appear for the clients.
So now with the problem stated, my question is. How can I make sure that my sector is correctly initialized in a multiplayer environment from a trigger which is synced up?
One thing I forgot to mention is that the trigger at hand does not have a checkmark for the option to only run on server so to my understanding, it runs for all clients. It however is set to repeat so long the condition is true. And even with that, I do not see it appear as a client on the server.
Or is there a way for me use for example remoteExec on a sector name to initialize a sector? Or what else does one need to do to initialize it properly otherwise? (except for initializing them from the start on mission load. Because I do want to have the sectors that I don't need to be visible at that time, to well. be visible.
Tbh it varies massively depending on the unit but I always recommend making a checklist to go through, as for some basics you will want
- Player slots
- A respawn point (maybe)
- Set up the settings accordingly to how you wish to play
- Make the mission for the number of people you reasonably expect to show up
- If you plan on zeusing the mission make sure there’s a zeus module
Does anyone know what I could do to play a 'cinematic' campaign type intro to a misson?
I was thinking about a black hawk landing and having the two black bars, all that but also making it so the player moves to a pre-scripted area before being able to move themselves
I'm having problem with respawn notification. Its been happening recently. I don't want respawn notification but during mission on dedicated server, we are still getting "x killed by y player" , "x killed" etc. I've disabled notification and even placed a new module but still getting the notification. Is there anything that can be done to stop it? Maybe something via description.ext
that's done on a server level within the difficulty setting iirc.
so not from within a mission file. but I am unsure whether its even possible from a mission file.
Yea. Looked into it. It was server setting 'deathMessages'
Thanks for giving me the clue as to where to look
Created a whiteboard texture if you need it for tHIS MAP
It's under difficult settings.
https://community.bistudio.com/wiki/server.armaprofile#Server_Difficulty_Example
My mission doesn't seem to use the garbage collection parameters I put in description.ext. Eden editor is pulling different numbers from somewhere else (presumably the mission file).
I have the following:
corpseManagerMode = 1;
corpseLimit = 1;
corpseRemovalMinTime = 60;
corpseRemovalMaxTime = 1200;
wreckManagerMode = 1;
wreckLimit = 1;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 1200;
minPlayerDistance = 150;```
but then in Eden editor it's entirely different
Anyone know where Eden stores that stuff?
Answered my own question... it's in mission.sqm under class ScenarioData
my player slots aren’t showing up when I load into the server, I have the correct player count, AI is disabled, and the mods match on both server and client side
if they were matching you would see your player slots. Check server and client logs and see if there are any errors.
There were no errors
and do you have logs enabled on your server and client? People often use noLogs for performance reasons thus having nothing in the RPT files. Anyway it's tied more to the server rather than the mission if you see the slots on local
find the RPT files, head to #arma3_troubleshooting and post them there, and make sure you actually have required mods for the mission and you're not mistakenly starting a different config if you're using FASTER or whatever.
hey everyone, I'm very new to this whole mission building thing and I have encountered a problem
Im making a night mission and I have an enemy patrol wandering around in the forest at night. The thing is that i want to make them have flashlights so that they are easily spotted.
Also, I would want them to be in "safe mode" and be walking around casually while still having their flashlights on. I'm saying this as I'm pretty sure that the flashlights work when they are in "comabt mode"
Any help with this would be greatly appreciated :)
This video is very good for getting started
https://www.youtube.com/watch?v=JSqU7EvSv04&t=4526s&pp=ygUcaG93IHRvIG1ha2UgbWlzc2lvbnMgYXJtYSAzIA%3D%3D
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
Buy awesome tactical games: https://nexus.gg/UselessFodder
In this tutorial, we will make a complete mission in the Arma 3 Eden Editor and show how to set up Arma 3 missions, create waypoints, set enemy patrols and...
i am currently trying to make a warlords mission and whenever i test it in mp, i cant select a sector for the vote, a red cross circle goes over whatever one i hover (green, red, and blue)
also does anyone know how to disable ai buying assets
hi - have you seen https://community.bistudio.com/wiki/Arma_3:_MP_Warlords ?
yes, thats what i followed to make it in the first place
ok, just making sure :) I cannot help further though 😬
ok, thanks anyway
Could I possibly get in contact with a mission maker experienced with SOG Prairie Fire's "Mike Force"?
not yet, but you can state your issue and see if someone has a solution
you may also join the SOG Discord server
I'm in there and it doesn't seem to active.
I am trying to find a mission name for the Mike Force multiplayer mode to enable on my server. So far, I can find just about everything except Mike Force.
Hey guys, quick question... I am brand noob to trying out dedicated server and when I launch my mission on dedicated instead of locally I get frozen on the main map loading screen and it shows stratis instead of the mission map. I understand there's a lot of scripting differences that I didn't necessarily know about, is there a general point me in the right direction info that I am missing?
Hello,
I'm trying to make a campaign where equipment the player has at the end of a mission will be taken to the next mission.
I was reading this page and it said to set weaponPool = 1;
am I doing something wrong? I got the campaign to load, however the equipment resets
here is what I've got atm
I'll check The East Wind's description later, I guess
thank you!
Anyone know of a good mod for the Kiowa Warrior? Trying to find one to make a mission.
I think HAFM has it
weaponpool is obscure and some even said it needed weird magic stuff in the campaign to work. If you want the player to start with the equipment they ended with, you can use BIS_fnc_saveInventory/loadInventory instead
https://community.bistudio.com/wiki/BIS_fnc_saveInventory
https://community.bistudio.com/wiki/BIS_fnc_loadInventory
Just remember that if they ended the previous mission with no magazines, they won't have them in the next one unless given via a script or an ammo box or whatever
You are very probably missing mods of some kind on the server (have had this happen to me quite often) or they need to be updated, see if there are any error logs in the server so people that are smarter than me can find out what is causing it
Yeah that was it. The frozen at map was from wrong server config. Once you spend some time in the config it starts to become obvious lol.
There's basically 2 types of errors that exist one being server config the other is script related. And it's just knowing which one it is.
yeah
hey guys, my init.sqf file isn't reading I dont believe. I tried hint "init.sqf is successfully loaded"; however nothing appers in-game
it runs as soon as you join the mission, so try ```sqf
waitUntil { sleep 1; not isNull player };
hint "yup";
nah didn't work.
both the mission file and the init.sqf file are in the MPMissions Folder, ya?
@cinder holly
nope
^
?
I didnt get it from anywhere
and hoe can another file be in another without a folder?
did this pbo magically appear on your drive? 😄
I believe I stated I made it
(nope)
so the init.sqf goes in the mission directory (in your user documents), before saving it as pbo
what does nope mean?
Ah, I thought here you were stating "I am making the directory"
no the mission title main.altis
well, I am confused then. so I need to delete the mission? thats in the MPMission folder.
delete the pbo
place the init.sqf file in the mission directory in user documents / arma 3 (other profiles / profileName / missions / Main.Altis
test in 3den that it works
once the mission works as expected, save as MP mission
i cant seem to find this path. user documents / arma 3 (other profiles / profileName / missions / Main.Altis
A PBO is essentially an encrypted zip'd mission, it's not the actual mission contents that eden uses
Which is what Lou is telling you to look
I dont know where this other profile is
Go into tge editor and look in the options and it should give you the option to open the scenario
Which will take you to where it's being saved
right ya i can open it
Put your init in there and it'll work. Again, PBOs are just the contents of your mission zipped and encrypted to work with Arma
In the options menu, not save as
it worked, thanks gentlemen
Hi. Is there a key binding to quickly set object special states? Like make it 'simple object' for example?
One way is use set3DENAttribute/set3DENAttributes and do mass attribute update, if you want to have mass update
Or, actually, you can select multiple objects, Right Click, Attributes and call it a day
Yeah, that's what I do, but shortcuts would be so awesome 
Use 3den Enhanced.
Alt + e, alt + s with 3den
Thanks, I'll look into it
stop advertising!!!
Might need some help with this one in my initPlayerLocal.sqf, I also have my debug message, my error says im missing a semicolen on line 14? ```// Define allowed weapons for the Soldier class
authorizedWeapons = ["arifle_MX_F", "arifle_MXC_F"]; // Replace with actual classnames of authorized weapons
// Debug message to confirm the script is running
hint "initPlayerLocal.sqf is running";
// Function to enforce weapon restrictions
enforceWeaponRestrictions = {
while {true} do {
private _unit = player; // This script runs locally, so 'player' is always the local player
private _currentWeapon = currentWeapon _unit;
// Check if the unit is a Soldier and if they are carrying an unauthorized weapon
if ((typeOf _unit) isEqualTo "B_Soldier_F" && !(_currentWeapon in authorizedWeapons)) {
_unit removeWeapon _currentWeapon;
hint "You are not authorized to use this weapon!";
};
sleep 5; // Wait for 5 seconds before checking again to reduce performance impact
};
};
// Start enforcing weapon restrictions
[] spawn enforceWeaponRestrictions;
I didn't see where to put them inside mission folders, do you know where they'd go by chance?
missing the "then" in the if statement... gpt🤗
Apologies if this is the wrong channel
I'm working on a Warlords scenario using IFA3 factions. I've successfully added defenses into the unit purchasing menu, but whenever I try to buy them (for example, an mg42 on a tripod), the game immediately cancels the placement. They seem to appear for a frame or two then immediately disappear. I've tried adding an offset to the defense in the config as the wiki shows but it didn't seem to do anything. I'm not sure how to get these working.
Example code:
{
class GerVsUSSR
{
class WEST
{
...
class Defences
{
class LIB_MG42_Lafette_Deployed
{
cost=125;
requirements[]={};
};
...
};
};
...
};
};```
Oops, the tabs are all messed up...
Fixed the tabs now, I think
Here is a example:
class CfgWLRequisitionPresets
{
class Legions_WL_AssetList // --- class name used in the Init module
{
class West
{
class Infantry
{
};
class Vehicles
{
};
class Aircraft
{
};
class Gear
{
};
class Defences
{
class B_HMG_01_F //classname of a object
{
cost = 250;
requirements[] = {};
offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)
};
};
};
};
};
I know that, mine is the same minus the offset, as I posted
And the offset didn't seem to work
Try with the diffrent object. If its ok with diffrent object then the object is not configured properly.
It works with vanilla objects but not ifa3 ones
Good to know that the object might just be broken
Are there any other optional parameters for defenses, or only offsets?
Anyone know how to use these / where to put them in mission miles so that player equipment gets saved over the course of a single player campaign?
bro thats what im saying. lol I am not a fast learner so it's helping but its not perfect
_unit removeWeapon _currentWeapon;
hint "You are not authorized to use this weapon!"; ```?
where do i go if i want to have ai #1 and ai#2 have a conversation like briefing? but using already voice from base vanilla for this briefing?
is that scripting or ?
what about just having it laid it out in text in the chat rather than just full on voice that should be easier right?
keep getting an error, trying to display a rifle level here tis what i got ```// initPlayerLocal.sqf
// Debug message to confirm the script is running
systemChat "initPlayerLocal.sqf is running";
// Function to display the rifle level on the screen
[] spawn {
waitUntil { !isNull player && player == player }; // Ensure the player object is fully initialized
onEachFrame {
private _rifleLevel = player getVariable ["rifle_level", 0]; // Get the current rifle level, default to 0
private _displayText = format ["Rifle Level: %1", _rifleLevel];
// Ensure the position and size are suitable for your HUD
drawText [_displayText, [0.15, 0.8], "PuristaMedium", 0.03, "left", "center", [1, 1, 1, 1], true];
};
};
// Start the display function in a separate thread
[] spawn displayRifleLevel;
// Execute the addXP script to define the addXPAndRifleLevel function
execVM "addxp.sqf";
// Function to enforce weapon restrictions based on rifle level
enforceWeaponRestrictions = {
while {true} do {
private _unit = player; // This script runs locally, so 'player' is always the local player
private _currentWeapon = currentWeapon _unit;
private _rifleLevel = _unit getVariable ["rifle_level", 1]; // Default rifle level to 1 if not defined
// Check if the unit is a Soldier and if they are carrying an unauthorized weapon
if ((typeOf _unit) isEqualTo "B_Soldier_F" && !(_currentWeapon in rifle_level_one)) then {
_unit removeWeapon _currentWeapon;
hint "You are not authorized to use this weapon!";
};
sleep 3; // Wait for 3 seconds before checking again to reduce performance impact
};
};
// Start enforcing weapon restrictions
[] spawn enforceWeaponRestrictions;
I hope ChatGPT did not wrote this. drawText is not a valid command
looks like chatgpt to me
its best if you just ask for help rather than inserting stuff in the GPT... what would u do with a rifle level ?? 🤔 and first you gotta : player setVariable ["rifle_level", 0];🤷♂️
Thank you, I'm starting to figure that out, I have some python experience but not a lot, And that's exactly what I was thinking there's no variable Or empty array for the initial level to be stored. I think that a rework is in order
appreciate the advice
Oh it was definitely Chat GPT, I'm not a very quick learner and this is only my 3rd day so bear with me
Hey I have a less technical question, more asking for ideas:
I'm making a mission based on the AEW mod and the idea is that a subfaction of the NAA is secretly conspiring against their government. (Altis never changes) I want to give them a subtle identifier throughout the mission, anybody got ideas what I could use?
I'm open to suggestions that would depend on using a certain mod, if it's not too big.
"subtle identifier"? As in what
my guess on that would be. He wants subtle identifiers like you are in secret society like wearing a specific type of a watch or a neckless or some clue that other members can recognize each other when they are in public 😄
is there a script for a guy to sell stuff like a shop/trader or a mod cantr find any on yt
to add into MP server
what can i do against that error: Client/Server Mismatch.Client has extra addons {"ace_compat_rhs_saf3", "ace_compat_rhs_saaf3_explosives"].
when joining my own server.
client and server mods are all loaded same of course
Anyone know how to save player inventory across multiple campaign missions? I'm trying to have the player start with all the equipment that they ended the last mission with.
I've got a campaign set up under the campaign menu, but can't keep the player’s stuff from the last mission when starting the next mission
Hi, have you seen https://community.bistudio.com/wiki/Campaign_Description.ext ?
I have not. Thank you, I’ll take a look
if they were same you wouldn't get a mismatch error, delete these compats from server and download them again and make sure you're loading a proper config
also it's a server issue not a mission making one
This is the mission iam making
?
just save a blank map over the one I was working on for a week, nice
ouch
the importance of having e.g git as backup, I hurt way too many times
How can I display variable that is an integer, that is assgined to a player, on screen while the player is in game?
https://community.bistudio.com/wiki/getVariable and use hint, chat message, cutText or a custom GUI
it needs to remain on screen the whole game
private _variable = myriflelevel getVariable "rifle_level";``` says it's not defined??
No it's not. a = 0; this will be stored into missionNamespace not myriflelevel namespace
missionNamespacE?
AKA, your usage of getVariable looks not the place where Rifle_level = 0; is defined
private _rifleLevel = player getVariable ["rifle_level", 0];
so now thats i can get the varible I haven't seen anything in the doc about displaying it on screen
posting a wall of code/config 😬 please use pastebin.com or something alike
oh my bad
I have the literal string that render, but I need a variable, the Rifle_level int
i feel like im close its just rendering the string
There is a mod that creates a backup automatically. But @thorny plaza doesn't like me to name it😄
Use @west silo 's 3den Enhanced 😉
I need help making missions, I can't seem to figure it out even with the aid of the Internet, I am trying to set up Zeus Missions for the maps I use within my unit.
you place playable units, a unit for you and a zeus module, export to multiplayer and voila, a Zeused mission.
be more specific if you want help.
Looking for recommendations of a terrain that would serve as some Malaysian region. I can think of SOGPF maps or UMB Colombia but maybe there are better choices. My unit used Lingor for a Philippines op so I'd rather avoid using it again
I never tried the enhanced editor. But if it makes backups thats awesome, I been pushing everything two a flash drive now lol
what was this writen in? C#?
anyone able to assist with getting a variable to display on screen permanently?
you know I hvae been able to have in education on how to write SQF code for arma. any resources avaible, or is it the trial and error struggle the whole time?
the docs only give very simple use cases for the code i need to use.
what was this writen in? C#?
Python and Sqf
This is the entry point.
Ask in #arma3_scripting if you have any trouble.
dope thanks man
wow this is hard.
the docs dont say why something start with an underscore. Never seen that before.
That something is a variable, and it's explained in linked Variables article.
I mean, basically all i need right now is to display a varaible.
"linked Variable article". If you want to learn you need to read with understanding what you're reading.
right i been trying to read what I need most the day.
yet, the SQF code structure is very non-flexible. I just need to display a variable and apparently thats a 7 line function
That's a single line
["RifleLevelDisplay", rifle_level_] call BIS_fnc_showSubtitle;?
says it doesnt take variables.
idd = -1;
onLoad = "uiNamespace setVariable ['RifleLevelDisplay', _this select 0];";
duration = 10e10; // A very long duration
fadeIn = 0;
fadeOut = 0;
class controls {
class RifleLevelText {
idc = 1234; // Ensure this IDC is unique and used only here
type = 13; // Type for structured text
style = 0;
text = ""; // Initial text will be set via script
x = safeZoneX + safeZoneW - 0.2; // Adjust as necessary
y = safeZoneY + safeZoneH * 0.1; // Adjust as necessary
w = 0.2; // Text width
h = 0.05; // Text height
sizeEx = 0.03; // Text size
font = "PuristaMedium";
colorText[] = {1, 1, 1, 1}; // Text color
colorBackground[] = {0, 0, 0, 0}; // Transparent background
align = "right";
valign = "top";
};
};
};```
thats on description.ext. I should need to import to first with execVM "description.ext" on my initPlayerLocal.sqf?
Suddenly you're sending a display config, you seem confused about what you're doing.
its a .ext, instead of .sqf so do i need to import the same way?
Config is separate from scripts you do not need to separate anything. You can script creation of the display.
yes, yes i am very confused as to what im doing. hence why am asking
okay. so I dont need to have this display config separated?
Class goes in mission config, aka description.ext, logic of the scripts go to sqf files
okay right, thats what i have
so what next?
findDisplay 1234 createDisplay "RifleLevelDisplay";
close but still getting errors
cutRsc your display class to create a HUD/display. Use onLoad to store it in uinamespace, use ctrl commands to set the text.
I am unfamiliar with ctrl commands
so cutRsc findDisplay 1234 createDisplay "RifleLevelDisplay"?
docs say "someLayer" cutRsc ["RscTitleDisplayEmpty", "PLAIN"]; private _display = uiNamespace getVariable "RscTitleDisplayEmpty"; i have cutRsc [ "RifleLevelDisplay", "PLIAN" ]; private _display = uiNamespace getVariable "RifleLevelDisplay" this SQF is hard af to work with
and the docs say its two lines of code.
i also already have the onload onLoad = "uiNamespace setVariable ['RifleLevelDisplay', _this select 0];";
okay well cutRsc ["RifleLevelDisplay", "PLAIN"] get me the close with still an error
even though it is set here sizeEx = 0.03;
and someone else is saying cutRsc uses the config only, so its not what i need. because i am trying to display a variable
I'm having an issue with my mission displaying this upon loading Specifically with a gamemaster module down.
No entry 'bin\config.bin/CfgPatches.babe_am_firedeh'.
Does anyone know of any drop pod mods that aren't stamped all over with Halo/40k stuff? Looking to use it for something not within those topics
no
but if you heat up the brain muscles a little you probably can figure something out with vanilla Taru pods and scripts
is it possible to have spectators be able to listen in on to TFAR radio channels?
google seems to be no results in relation, but asking here just in case someone knows a trick
ping deadman?
AFAIK no, can try asking on TFAR discord.
ACRE has a feature where you can click on an unit and then select which of their radios you want to listen to, could probably be ported.
Does anyone have experience using Spearhead driverless vehicles in multiplayer? Specifically with multiple players crewing one vehicle (such as a commander and a gunner).
Are there any issues to be wary of?
Is it possible to sync a show/hide module to an object's embedded action? Like make something disappear when you turn on a lamp, for example.
you can use a script instead of the module
Anyone know why I cant add editable objects to zeus on a dedicated server? It works fine on local host, but on the dedicated machine using the update editable objects module has no effect
Hello, looking to transform some modern maps into ww2. Is using the terrain hide module the best way to go about it?
Do we have known root cause why on a mission, we sometimes have this infinitely looping never ending explosion? This happened in base Arma3 without mods in the Combined Arms scenario.
the only thing that comes to my mind would be vehicle spawn module which has been FUBAR for a couple of years and it causes vehicles to spawn one inside each other, thus creating a neverending explosion fest.
You can read through the FAQ on ace discord, the process is described there easily
I have a quick question, might be stupid. Can i run missions i make with Eden editor (Dev Branch), and then run them on Normal Branch?
Nope.
EDEN uses a newer format of SQM.
There is a function to export to the old SQM file format, then using that for the stable branch, but I'd say it's more trouble than it's worth. :P
And the converstion to the old SQM will only preserve the position and direction of an object, not rotation on other axes and the new object property stuff.
Couple of more months and it should hit stable. :)
Yes, i made a mission, but after i did a lot with zeus i exported it to sqf with Ares, but it was too much script and the server couldn't handle it. So i need a way to make it nog script heavy, but build with zeus or something like that
INTEL/TASK QUESTION:
I want my players to collect 2 pieces of intel next to each other around a helicopter wreck, this then creates the next task - the task only starts when both pieces of intel are collected. How would I do this? I don't want it to be reliant on a specific piece of intel before the other, they should be able to pick up either first.
in the cultural property mission, some vehicles are empty, but have their turrets rotated, how can i do this?
Probably Simple Object + animateSource
@eternal latch maybe check out xcam, might be what you are looking for.
@lime gyro i have tried Xcam but it doesnt work properly, and i cannot reset the libraries
But i will look into it some more
thanks, this worked
I am trying to understand why my missions view distance is so weak. I have it set to 5K and 3K yet testing is no more than 1000.... Thoughts?
server settings
Would that happen if testing locally?
no
@eternal latch MCC has a Module which exports SQM from Zeus
But its doing that via clipboard so there is a size limit.
MCC is coded with the ass, use Xcam
you dont have to use mcc afterwards... and as he said Xcam didnt work properly for him.
I have been using MCC but i always exported all not zeus only stuff
@pearl obsidian you already asked in #server_windows (which is the correct channel) and #general_chat_arma, stay in #server_windows or eventually #arma3_questions but do not go crossposting everywhere, thanks
you can merge it later with your real mission and remove the excess
some mods manage view distance on their own. e.g. ACE
That’s what it was. Fixed it by adding the perspective view mod. Appreciate the help!
I think this would be the right channel. Is there any way to see how large a modpack is other than going to every page of the mods and hope they have their size listed?
Subscribe to it. Check the download size on Steam.
But doesn't the workshop list the mod size?
Workshop lists the size of latest upload, not the total mod size
either start downloading it to see the size as R3vo wrote or try Steam Enhanced plugin for Chrome (and Chromium) https://chromewebstore.google.com/detail/ftt-steam-enhanced-for-ar/aaphjonmlflollapfpheedgocafkapdf
and no idea how it is "related to Mission / Campaign creation and usage within game". Could've just asked in #offtopic_arma or in general
I'm trying to make a warhammer 40k scenario but I'm trying to add tyranids, as far as I can tell there isn't any good mods for them but does anyone know a tyranid or at least something similar mod?
use dinosaurs
you could even retexture them into white and purple to resemble xenos, assuming the models are designed to do so
otherwise you're in a pickle
alright well thank you, guess I'll just have to use chaos and stuff instead
scratch that I had a brilliant idea
just use the half life: our benefactors' Antlions
How do you ensure that late joining players spawn correctly, if a vehicle that the players' characters were assigned to in editor does no longer exist? Will they be able to choose those characters and pick a new spawn location?
Have you tested this in multiplayer? Players dont spawn into vehicles in multiplayer iirc. So i dont think that will work even for players that are on during mission start.
Imagine a scenario where players jump out of a plane with a parachute at the beginning of the mission. Those who join later have to be spawned somewhere, but the plane would be already deleted as an object at that time.
What we do in our missions is, spawn the player at a default location and add an action to it to teleport to the group leader.
Could also use this https://github.com/R3voA3/Teleport-Dialog
Is it possible to have more than one unit in the owner field of the Zeus Game Master mission module?
hi @west silo
when using the 3Den editor, how to use the HoldAction in the attributes so that it can be repeatable, like the player can hold space and do the Code Completion multiple times rather than a one time event?
Not possible without scripting. You could readd the action via the code completion code.
Sorry, any tips on what that would be, en example
I have added proper entries in Description.ext, I have proper keys in Stringtable.xml, I even added the same keys in the Attributes -> General section and they are properly displayed in preview, but after exporting to Singleplayer it still shows file name as a scenario name and no description? Am I stupid?? I did exactly the same thing two years ago in my other mission and now it doesn't work. Tried removing old exported PBO and generating new, output is constantly the same
Noticed that as well. Perhaps a bug?
@sinful rampart pretty easy to replicate on stable, out of a few tries I haven't managed to export a single vanilla mission that would have the loc strings displayed properly even once. Please look into this 
I'll make a ticket for it rn.
Mh don't know if it loads stringtable there.
Guess it must? But if that were the issue it would be empty text shown 
mission description is empty. despite the string key given
the file name as title showed up when I re-saved and re-exported the mission but binarized
had to delete the previous exported PBO and restart the game though, I thought Arma does not cache this stuff because Steam Workshop scenarios are loaded and unloaded upon subscription without having to close it
@astral bloom hi
is there a way to use your animations mod but have the AI exit them when in combat or when they see the enemy?
ty
If you mean Artwork Supporter, please re-check what it does. It is not for a mission making
thnx
thought maybe there was a line of code that would enable them to get out of the animation
no
thanks.
one module for one game master, it's a security thing
you also can't create those after init.
makes sense.
Hey guys, some time ago i remember seeing a mod that was released on the workshop that allowed you to delete and add names to a map like they were originaly there. Anyone know the name of it?
nvm found it
FYI you can do that with a script as well if you don't want to expand your mod preset with rather trivial stuff like this
Doesn't that require knowing the class names of the nametags?
nope, that mod does not "know" these class either
https://community.bistudio.com/wiki/nearestLocation as per parameters overview and Example #2, it can (and will) look for any location that is the closest, be it airport or a village name
so creative question for missions making and wanted verification for arma 3. if i was using acre on a dedicated server would i need to do anything other than installing it on my ts3 program and arma 3 game ?
would love the help in knowing since it seems i have been weeks on end looking to verify anything pertaining to the subject.
Hey so, I recently bought a RPG server on arma 3, from someone who has quit the community, I am very new to developing I have managed to get everything working apart from this little issue, I have put the folder into the mission files and it still wont load, can anyone help? as I dont know what is required of me, does it go into the modpack or the mission file? (The error I receive: script \life_server\init.sqf not found)
not sure what how you bought "a rpg server" but assuming you received a hosting along with these life server files, you might want to contact the person who sold you this on how to actually use that stuff.
error is pretty straightforward, it says that the init.sqf file from life_server folder is missing, not sure if it's supposed to be in the mission or in any other mod you loaded so better grab a snack and start looking for it.
its in the mission file at the moment, but its still not reading it?
so he gave me all the files and basically quit everything discord, teamspeak, steam. its a roleplay server of a island life
like altis but more custom
if the person went no contact, you probably bought a really nice paperweight. It's not that I want to be negative, but life owners have the scam reputation for a reason
I managed to get everything working but I now have another problem, where would I find the missions approved keys?
Where would I edit the keys accepted by the server
k... appereantly 1.52 added the 3DEN addon to the addons and addonsAuto in the mission.sqm and it doesn't exist in 1.54 anymore so now all my missions can't be opened unless i go and remove it from the mission.sqm
when you say mission approved keys what are you refering to? keys as in server files ? pbo. sqf.
So when I load into the game it kicks me with that error, I have made new keys for the adding and got the bikey files and private but when I load in it still kicks me saying the server needs specific keys, how do I edit that
do you have the host server service login information ?
all you have to do is edit anything to do with the said server in the host server. so say for example they use bisect they would have to login through there to edit anything with said server or say for example host havoc
I don't think he used any of that, just tadst
if the server is tied to anything like that. also if its a server on a machine that they used if its personal you are kinda of out of luck on that part unless you have access to said information.
I got all the files, mission.sqm and addons and what not
I can share my screen later and hopefully you could assist and have a look
that's just files not a server there is a huge difference. he prob sold you files for a server but you would still need the pbo and sqf files. on top of that if its hand made created you would need the editor files if you are wanting to edit said map.
so setting up part is easy or at least from what i know specially if its on a hosting service. the host service should make the basic stuff easy like making sure its being maintained and up 24/7 however for like a modded server its gunna take some finess. a lot of that comes down to mod compatibility.
I am available later if you can add me, and I'll show u wat I got n u can have a snoop
mmmm well if you got time i can see what i can do in helping just lemme know and send me a dm
Thanks bud
so looking at the screen shot you sent it might be that the server is not register to the pbo which is the custom arma map.
so if you have that said pbo file you should add that file to to mpmissions file server side
then server config and make sure the server registers that pbo map as well so the pathname of the file being [filename] what_ever_map .pbo
I think it's probably better to show you later as I am very much confused and hearing it is a lot better than reading
My partner is currently using my pc for her work, after that I can show you
PBO files are basically Bohemia Interactive's archive file format — like a .zip file. PBO stands for "packed Bohemia object." Essentially all of the game's content — as well as the content of any mods, and missions — is stored in a variety of PBO files, which are then loaded sequentially by the game.
PBO files are also often digitally signed using public key encryption. This provides a layer of security for multiplayer games, particularly for mods: the author signs the PBO with his private key, and then distributes it with a public key. Using the public key, anybody can verify that the PBO is legitimate and has not been tampered with. Servers "whitelist" mod PBOs by maintaining a list of allowed public keys. All PBOs that a client loads then have their signatures checked, and if they weren't signed using one of the allowed keys, then the client's connection is rejected by the server (as their game is has loaded a PBO which is not allowed by the server). This prevents people from joining a server with a malicious mod and running custom code, for example to cheat, or to give themselves admin-like powers.
This error message indicates that one of the PBO files which your game has loaded is signed, and its public key is not in the server's whitelist. Most likely, you have a mod loaded and that mod is not allowed on the server you are trying to join. You should check that in your launcher there are no mods active which are not allowed by the server. If you have installed any mods manually (and they are not integrated via the launcher somehow), one of them would likely be the conflict. hope this helps pulled this from a reddit post in explaining it more deeply.
The only mods allowed are the mods within the mod pack I purchased along with the server files and map
aaand you purchased mods.
Yeah?
Scammed
so going to not sound like an ass so please forgive me lol .....so mods you don't have to buy so who ever said you had to pay was prob scamming you.
secondly
arma 3 has a vast mod history that is free use.
from steamworkshop
thats correct
Rip armaholic
You think if I go to the wayback machine I can download mods from armaholic
lol was that actualy a thing ? i never used that. lol been getting my stuff from just steam workshop xD
Armaholic was the main source of arma 2 mods
They also had many many arma 3 mods
yeah for me right now i am kinda stumped a bit on acre 2 lol idk if i have to edit the server side files or just play n go and just connect it to a ts server
I kind of know how to make missions, but I don't know how to do modules
When I say I bought the mods I mean the person gave me the direct files to upload to the steam workshop
Which I have done
You'd have to look at it to understand I'm not good at explaining
You cannot upload anything to the workshop if you are not the creator or you have permission from the mod creator(s)
^
He sold them to me and said I can use them so therefore I have permission?
He didn't make them
?
Anyway, that's not within the mission making realm now.
ok
it was more of a heads up
thanks for the heads up
@prisma sundial mods cannot be sold. The games license forbids it.
You were scammed. Get your money back if you still can.
Ah I read up on yesterday. Welp if that person disappeared right after... Hope you didn't pay much...
Hey, I took the liberty to look at what you uploaded to the workshop.
I found several mods that forbid commercial use (which selling of that modpack is) and/or uploading to workshop (which you did)
This is just a small selection:
https://steamcommunity.com/sharedfiles/filedetails/?id=938711359
no use in a monetised environment and no reupload to steam! Any kind of commercial use is strictly prohibited!
https://forums.bohemia.net/forums/topic/146801-rh-pistol-pack/
Do not edit or redistribute without explicit permission
and NO commercial gain made by either renting, leasing or selling of
this package.
**You are not allowed to upload this pack or parts of it to the Steam Workshop! **
https://steamcommunity.com/sharedfiles/filedetails/?id=1268367589
- Prohibition to use it for commercial purposes.
https://www.cup-arma3.org/cup-license
You are NOT allowed to:
- Modify/expand/reduce/alter/change the mod and share it with others unless you ask for a written permission by the authors to do so.
- Monetize the content or use all or parts of it on a server that is approved for monetization (you can’t get approved for monetization by BI when you use this Addon/Mod).
- Upload this to SteamWS, PWS, your Website, GoogleDrive, Dropbox or any other file sharing service/channel.
I also find ripped content from Killing Floor game, a mod from me that you never asked for permission for.
I'm giving you 24 hours to take that upload down, or I will file a DMCA to get it taken down and a ban from this discord will follow swiftly.
None of those are in my modpack
Sooo yeah
Dude I literally went to your workshop, downloaded the mod you uploaded TODAY
All that I listed is in there
Sooo.. yeah.
I do not have military aviation
I have some cup things
Which I have the licensed permission for
Lol
Anything else?
I have permission from A3L as well
"I do not have military aviation"
oops sorry wrong link. Its not Sabre's Military Aviation, its Sabre's Civil Aviation mod.
I have never seen CUP give anyone permission.
So you are refusing to take it down?
There are tons of life people stealing assets yes
Refer to that comment
If you refuse to take it down then please say so. I can save myself some time
For sure I will, but I cannot just yet
I am on phone no idea how to
Pc is unavailable
@prisma sundial yep. sorry to be the bearers of the bad news, but you got scammed by that sub-human abomination of a "gamer".
taking your reupload down is the best thing to do in your case
we do realise you are not to blame here, we only ensure that you do not do anything forbidden yourself to not have a double sanction.
if you want to provide the scammer's SteamID / DiscordID / any other id, you are welcome to DM me
@sinful rampart Deleted
oof
The bright side of the situation is that a lesson was learnt.
Since you have the source files anyway, you can create your own version of the mod in order to properly upload it into the workshop while adding the stuff you were inadvertently packing as a dependency by properly listing them in your workshop item page for the things that apply and properly linking to the other that don't have workshop versions.
cup is free use when it comes to arma 3 servers . however as to claim ownership would be in violation. let me be clear that you having a server and claiming you created it and all mods is owned by you and the soul only creator would be in violation. HOWEVER if its just to promote your server by using said content as long as you are promoting the original creator of the said mod is acceptable.
thats like saying about bohemia's german forces dlc when RHS Red hammer studios had gref or CUP content ......why buy a dlc when we have a creator willing to bring said better content and not paywall us to death. no offence bohemia team but i get enough paywall material in diablo and COD i don't need it in a milsim game.....this ain't 2000's where you claim your game is AAA value but you heavily limit your user base.
"its just to promote your server by using said content as long as you are promoting the original creator of the said mod is acceptable" wrong, CUP does not allow reuploading their files in changed or unchanged form no matter how good-hearted you are.
you can use them on your server sure, that's how the whole server hosting thing works, but this was a workshop reupload
i never claimed reupload read the text again
you are writing this as a response to message about cup giving permission to reupload their stuff on Workshop. Read the text again
" HOWEVER if its just to promote your server by using said content as long as you are promoting the original creator of the said mod is acceptable."
read the fine print bud
but reuploading files to Workshop "as long as you are promoting the original creator" is not acceptable??
am I supposed to write this all caps or what? It's not free use, it's not promotion, it's just not allowed.
so lemme just clairify this a but more since i have you misreading it. i never claimed reupload and idk why you are arguing about this subject. i made it clear that what i was stating that its fine to just use said content for server without reuploading to a workshops i think your assumption was locked on this rather than " if its just to promote your server by using said content as long as you are promoting the original creator of the said mod is acceptable.""
plus if you want to be that way there are discontinued mods that have been reuploaded by other users in teh workshop that had no permission but in good nature had the files and docs to keep it alive.....would you count that as a reupload in violation to what you are stating ?
i am not defending the man if he is in the wrong far from what i am saying
yes? That's literally what Steam Workshop EULA says and what you agreed to upon uploading content. There is no "good nature", discontinued mods do not grant you any permissions.
and I know you're not defending the man because I think you misunderstood the whole conversation before. It was about reuploading CUP stuff as a separate mod pack, not using it.
"I have never seen CUP give anyone permission" - to reupload their files. You started blasting on BI and ranted about using CUP on servers.
there are two channels dedicated to this called #other_ip_topics and #ip_rights_violations, I reccomend to check them out and give a read to pinned messages there
then i guess you can throw live servers away and warhammer mods , and starwars mods , and helldivers mods, and any other mod that uses past content because i know for sure no one has gotten the IP license to post any other content that is allowed by the soul creators.
so you want to make this whole convo invalid from the start
trying to not sound like a dick just making a point that even the reuploading part is understandable anythign else that is making your own server with said content used from other creators liek cup ,rhs , and USAF and many more to name there is no violation to use said content since the creators gave permission for users to use and enjoy. it only becomes an legal issue if you ,claim that you soul owned/dev the said content or have soul IP of the said product via bought it from the actual dev creator/company.
thats like having this argument about IP and server promotion in the content provided is similar to palworld vs pokemon argument. it may be similar but def there is a difference on how things are done/created. just trying to shed light and open your mindset more. no harm no foul but i will end this convo here with that to finish this dicussion.
are you able to do cfgsfx and cfgsounds via description.ext..? nvm yes u can i was just \
Free to use yes.
Never said it was not. But CUP doesn't give permission for the things that would need permission (which using it doesn't need)
source files are not present.
But reupload was the ONLY thing we were talking about.
I don't understand why you talk about some different topic, as a reply to my message, and then even say its unrelated to what we were talking about. Why randomly start talking about something unrelated
ok I'm going back to the main topic of the channel
is AI capable of jet dogfighting (without AI mods)? How to set it up to make it enjoyable for player? Replace homing rockets with dumb ones + gun pods? Is it even worth spending time on?
I'm working on some Project Crimson (so Wingman universe) missions and so far I restricted myself to "normal" ground warfare + helicopter air vs ground/air vs air fights and I'm hesitant about starting anything including jets (which otherwise would be cool to do since the whole PC world is about dogfighting)
is there a way i can preview the backpacks in the editor with F3 assign gear component?
for some reason backpack never get distributed to playable units, while AIs using the assigngear have a backpack
nope seems to happen regardless
use the MP editor to check if stuff is assigned properly then
class f_param_backpacks
{
title = "$STR_f_param_loadouts";
values[] = {0,1,2};
texts[] = {"Light","Medium","Heavy"};
default = 2;
code = "f_param_backpacks = %1";
};
hmm ill try
Wut, why is that code in there ? it would be much easier to call the function that need this
i usually use the regular editor, didn't think it would change anything
it's the description.ext part about backpacks
yeah that's the mission param, but the code part is kind of, weird ,
The code part in there is just for the F3 pre processor
I think it's a fairly outdated part tbh
don't forget it's been around since BAS f :D
@grizzled cape it's possible to preview in SP with a small modfication IIRC tho, come ask over at the FA Discord where the other devs are
or just bother snippers
can you send me an invite pls?
@wooden dove BIS_fnc_getParamValue has some (had?) issues with regards to pre/postinit
in SP, the params array only exists in postInit
the mod was to let the preprocessor eat the default value in that case
I'm using it in MP only, never bothered me
You dog fight AI in the jets showcase so I imagine it'll just work by default spawning in the units. Pretty sure you can reduce the damage of weapons as I've played on servers that have reduced damage from RPG shells shot by infantry units. You could maybe reduce the homing rockets damage turning them into "dummy rockets". I have no idea how to do this but know it is possible
I like the warlords game mode. It's very much like the old Warfare mode, except ONE BIG FAULT.
I'm locked out of going anywhere I want. This is BS. This part of being able to do anything I wanted in a solo fashion offline was what made things so fun for me.
Is there any way to disable this bottleneck?
a lot of manual fire i would imagine. Basically have pilot Agents
you mean writing a custom FSM-like, similar to Ravage's zombies?
yeah, most likely. AI in jets is pretty restrictive.
Is there API/Guides for the definitions file used for MP missions? I can't find much online talking about it
what do you mean?
There’s a definitions.ext file that’s used in missions to define things like whether or not players respawn on mission start, right?
Thx
So here's another question - shouldn't there already be a scenario.ext folder in there?
What is scenario.ext? If you mean Description.ext, no. Is not an automatically generated file
Wait
My bad
Yeah
Okay, thanks
I would've imagined it was, considering how much data there is that is similar to the one we input in attributes
I will say that overall this mission is very strange. I have a rogue Garage building that keeps spawning randomly near players' start position. The only way I noticed it is because it sometimes blows up a car
There's no need for it being generated automatically as 3den Editor saves most of that data within the mission.sqm file. And even if it wasn't the case, description.ext does not handle vehicle spawning rules, it's probably a vehicle spawn module placed in the mission.