#arma3_scenario
1 messages ยท Page 8 of 1
Question, how far away from the map I can place objects without them dissapearing?
I want to place spawn outside of the map, but I am not sure how far. I remember long ago I tried doing the same, but all objects were invisible to players. So I had to move it closer
there might indeed be problems placing stuff outside of the map. I had some problems with carrier that was over the edge
I had missions not loading at one point because of than, but I do not know if there is hard barrier
@grizzled cape - If your up for modifying your F3 here is the code I used to fix it for SP - https://github.com/ferstaberinde/F3/pull/657/files
Anyone know of a way that a timer counting down could be visible on the player's hud in a mission?
hint is simplest to do or if you want custom GUI use https://community.bistudio.com/wiki/cutRsc
{
hint format ["Time: %1", timerVar];
};```
never use while {true} without a sleep in it.
true
sleep 0.1; true*
for timer updates i'd go with sleep 0.01 ๐
nevah!
which is bit perfectionism
thanks mate
never use while {true}
without a sleep in it.
Fixed it for you. You're asking for a crashed game with that code.
only if you write bad code
It is to be used cautiously and when there are no better alternatives
Howdy all !
I'm trying to have a VLS has an extra support for my guys on the ground in a campaign i'm preppin'.
What I had in mind is relatively simple, if no CAS is available, one player with a designated JTAC role could use a laser des' to mark the target, and I, as the Zeus, would remote control the VLS to send off a missile, locking on the JTAC's laser des'.
When I built the mission file in editor, it worked when I enabled data link in the unit's attributes, even when I tried to play in MP on my own computer, but as soon as I put it on our dedicated server, it doesn't work anymore. Did anyone encounter that issue ?
I know that "technically" a human infantry isn't supposed to have a data link, since it's just a human without sensors, but we aim for something a bit more arcadey here, and the VLS idea seemed like a good way to give my players some help on the ground, as they're playing cup's HIL against CSAT and we don't always have a pilot able to fly.
When using it often, hintSilent is preferred because hint can cause framerate decrease if it's not already muted
I'm just guessing here, but sounds like it could be a locality thing with the data link system. Try placing [player, true] remoteExec ["setVehicleReportRemoteTargets", 0]; in initPlayerLocal.sqf and onPlayerRespawn.sqf.
true, unless you want that sound for each second... and my code was never meant to be full code just a quick example
this new snapping feature for objects makes it unable to build a hbarrier base now
is there an option to disable it?
Just tried it ! It works ! Tysm for the help !
hey all, quick question. I've put down an arsenal but I haven't done it in a while and can't for the life of me remember how I used to remove items from the arsenal so that players can't select them.
anybody know?
Okay is there a work around, when I attach something to a helicopter controlled by AI, they just keeping flying up
The new update broke description.ext it seems :s
When using class Header { gameType = COOP; minPlayers = 1; maxPlayers = 19; };
I get:
16:56:45 Mission LT_Helden%20van%20Lemnos_p2.Altis: Missing 'description.ext::Header'
Any ideas on how to counter this?
iirc setdamage 1 may work
hello, can someone help me with dedicated server custom mission set up?
dm or smth pleasee
its important
oh, it's important.
anyone have a good list of mods to compliment a RHS modlist set?
stuff like texture updates would be great
apologies if this is the wrong channel to ask
Hey everyone! So I have this problem and I'm certain there's an easy fix, but I cant figure it out. The thing I need help with is removing enemy markers off the map. It's these markers, they only appear once you see an enemy and the marker doesn't move. If anyone knows the fix, pls let me now :)
Hi, this is a difficulty setting ๐
where exactly
in the difficulty settings
Show enemy on map or something alike
hmm
Give me one sec and I'll send a screenshot of what the markers look like and also my difficulty settings
@cinder holly
Making a mission but I ran into somethingโ if anyone else has, do you know a fix?
Whenever I start up the mission, all player characters teleport to a random location and lose their loadouts?
fix your mods
we don't know what you're playing with so no one knows a fix, but this sounds like a (broken) mod that you didn't configure properly. Game doesn't do that in vanilla or with most known workshop stuff out there
I only use workshop mods; but Iโll check to see if any of them are the reason. Gracias.
Getting back into Eden and it's been awhile
When I launch from eden into SP, it works. When I launch from Eden into MP, I'm dropped in the sea as if the terrain hadn't loaded.
Any obvious fixes?
Any idea why helicopter keeps flying up when I attach an object to it?
Like whenever attached objects gets within like 100m its just starts flying up
https://streamable.com/urcbei
also if I use attachto command from Zeus Enhanced, it works fine, until I move it
ai think theyre right above the object
do I place the objects above the aircraft to prevent it?
above or behind
looking on how to make a liberations map, anyone know any good tutorials or know how ?
I'm trying to make a mission in Editor with Drongo Map Populatin and have some questions
Can someone tell me how to interact with an object and choose a mission instead of the missions starting as soon as I start the scenario?
Just like in the Dynamic Special Ops II missions made by Nidonreb
hi guys, is there a way to use the task system but with green task hints, like on tanoa scenarios to fit the setting? im designing a mission and couldnt find anything so far
have you tried using the tags https://community.bistudio.com/wiki/parseText ?
Issue is I need to place it 150 meters behind. A bit too far for my taste, any ideas how to go around it?
slingload a box and once it reachhes the point, delete it and spawn vehicle in its place
or attach it under the air vehicle and record its movement
"Reaches the point" what do you mean?
well if you want to attach something to a helicopter it's supposed to get to some point to drop it, no?
no? I am using a 3d model to hide helicopter in it. Because 3d model is of a bigger flying objects. But the bigger flying object is just a 3d model with no physics. So to make that 3d model look from the outside like its an actual aircraft, you hide actual aircraft inside of it
Can anyone tell me how I go about enabling the U menu in arma. Not sure if it's an eden thing or server config code. Any help would be appreciated
what do you mean by the "U" menu, the dynamic group thing?
"U menu" in A3 is the team switch window, mark other units as playable and you'll be able to switch to them
Thank you mate. Exactly what I was looking for. Hero
Here is a small script to reposition your HBarriers if you place then im 3DEN editor and port the sqm to current branch:
http://pastebin.com/s0BCLR92
I've just tested this mate and it didn't work? 20 player slots all playable with one set as player and no U menu..... Any ideas?
is there a way to set players name for kbtell function not to the profil name of the player but with setIdentity?
i tried this but it does not work
[Cooper, "Cooper"] remoteExec ["setIdentity", 0, Cooper];
in MP, you need to set the respawn type to side iirc: https://community.bistudio.com/wiki/Description.ext#respawn
Thanks mate. So if I just put.....
respawn = 1; // Default: 0 for SP, 1 for MP
respawn = "WEST"; // text version works too
In my description.ext that should work?
only set respawn = 5;
Excuse my ignorance but why 5? As it says
0 for SP
1 for MP
see the side table ๐
Got it. Thank you for the help. ๐
still not working mate. i now get this error?
the error says it all: respawn is already defined somewhere
thank you
hi i want to use some trench of a modpack mod but the object don't show in zeus.... only in eden.
when i spawn the object in eden and try move it in zeus, the game say i have not efficient ressources...
how can i solve my problem ? i would like to use the trenches object in zeus.
Make sure you have game master module and "All addons (including unoffial ones)" selected from avaible objects
yes i did this but the object don't appear in zeus...
and when i put the trench object in eden, i can't move the object with zeus
then ask the mod maker to fix it
i did it too oki thx
check this out for a start
https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_Devkit
If you need more help you can ask at the KP Liberation discord (not going to link it here since thats likely a no-no)
its in #channel_invites_list
i am trying to make a mission with a short cutscene at the start
this is the code for my intro.sqs :
_camera = "camera" camCreate [0,0,0];
_camera cameraEffect ["Internal","back"];
_camera camPrepareTarget [5058.00,106585.15,-8414.29];
_camera camPreparePos [7566.10,6967.35,4.82];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 0;
sleep 18;
_camera CameraEffect ["Terminate","back"];
this is the code in my player init :
this = [] execVM "Intro.sqs";
this works fine, i would like too add 2 things:
- i would like to add some text that is appears as if it is being typed (like in campaign missions), displaying date, location, etc (i will type these in manualy)
- the mission starts with the player driving a car, i would like if while the cutscene was happening, an ai would control the player and give back control one the cutscene ends, would anyone know how to do iether of these?
its completely vanilla btw
SQS is very outdated, I recommend changing all your *.sqs files to *.sqf.
For the text, have a look at the following functions (and their friends):
https://community.bistudio.com/wiki/BIS_fnc_infoText
https://community.bistudio.com/wiki/BIS_fnc_typeText
For AI driving during the cutscene: I would hide the player unit somewhere during the cutscene and have an AI unit drive the car. Then I'd delete the AI and teleport the player into the driver's seat once the cutscene ends.
thanks, but can i just directly change the file type?
would you have any idea how to do that?
The code you posted looks like it would be valid SQF code without any changes, so changing the file ending there should not be a problem.
ok, thanks
1๏ธโฃ In the Editor, put the player unit somewhere out of the way of the cutscene and place an AI unit in the driver's seat.
2๏ธโฃ Once the cutscene ends, delete the AI unit and teleport the player into the driver's seat:
MyCar deleteVehicleCrew CutsceneDriver;
player moveInDriver MyCar;
```You might want to mask the second step using something like https://community.bistudio.com/wiki/BIS_fnc_fadeEffect.
i managed to get most things working before seeing that message, i was just trying to figure out how to delete the ai, thanks
worked like a charm, im going to try the fade now
I cant find any info on the defend module? can someone point me to the docs? its under gameplay modes?
Does anyone know any good maps that could be used for Haiti?
Question for mission makers, is there a good way to stop AI getting fixated on Zeus spawned in AI? It would be nice to stop AI squads shooting at helicopters.
"Zeus spawned in AI" I'm not sure I understand. You mean that once Zeus remote controls a unit it gets immediately fired upon?
probably once the new "forgetTarget" hits stable branch, can just do a 'local' check in a group enemydetected event
otherwise, set the pilot of the heli to captive/civilian
No, I mean any AI squads spawned in a mission and told to attack an postion. They normally forget their orders and ignore the infantry they are tasked with shooting and shoot a helicopter instead.
if this is done, if a pilot switched to a CAS helicopter do they still remain as civi?
gunner can still be hostile, but pilot need to be civ
does vanilla arma come with headcam script ? if not I could make my own, not fan of downloading someones scripts ๐
if i use a zeus mod like ares will players need to download it to join the mission?
No
Yes
Yeah i do not want anyone have to download any mods, thank you! ๐
I remember that Zeus Enhanced was a clientside Zeus mod but I have no idea if it's still the case, you would have to ask on their discord server.
It's not needed, but the people that wont have it will get an ace mismatch version error in the chat when they first join for the first 1-2 minutes.
Just make sure that the server-sided modpack includes it so you're allowed to run it on the server.
thx ๐
It is
Hey i am trying to make my alive server persistant anyone able to help with the set up for this
Hello there.... you know any mod in arma 3 have only tanks from Russian equipment and American equipment,and cas like humvee,uaz ,gaz ,btr,lav,m113, without the support rhs or cup ,i want something free from cup or rhs , sorry for my English ๐
Hey, so I am making a mission where troops are boarding a ship with an invested interior.
My issue so far is AI just walking through the walls, and because its a cqc mission I have turned off their path finding, but now the AI struggle to shoot over cover {and some of them still run around anyways}
Are there any tips to help a newbie mission maker such as myself to work around this issue?
the workaround is to not use AI for this.
Bots can't path through densely-packed objects, especially if it's not baked into the terrain and/or happens to be on water
oh wait, you mean you have AI as defenders, not attackers. In that case disabling pathing works, you either are using an AI mod that reenables/ignores this or you paste it in wrong place/wrong syntax.
and AI won't use cover either, you just need to have them standing. Or use unitCapture/unitPlay to record movement and play it during mission
is anyone aware of a mod, or work around that would allow me to disable all fuel stations on an island, forcing players to siphon fuel from abandoned vehicles with jerry cans etc?
scripts perhaps
So I don't know if this is the exact right channel, but I have a question related to setting up TFAR for a mission. It is a Strangereal / Ace Combat setting mission, and one of my players suggested that to give pilots the Ace Combat feel it be set up so that the pilots can hear the ground forces communicating, but can't actually chatter with them on the radio.
Is there a way to make that happen besides simply asking the pilots use the honor system in the name of immersion? Something that can be put in the init field or similar so that a TFAR-enabled vehicle can receive but can't transmit on a given frequency?
Urm, just wanted make sure, is it SP or MP?
MP.
Hence TFAR.
Otherwise I'd just do like - pre-scripted dialogue with triggers.
How much does having multiple Zeus's affect mission performance in MP? If multiple Zeus's are all placing down units which would be local to their machine, how much does this increase network traffick and risk tanking performance?
Interesting issue
Haven't heard of anyone trying that before.
Do the pilots also have a radio that they can transmit on?
Every unit increases Network Traffic about the same amount, no matter where they are local
Them being local on the zeus increases the upload from zeus clients. But that really really doesn't matter
Ah ok, thanks
By having the pla es, yes. TFAR puts radios in many / most vehicles.
You could block all short range outgoing transmissions by blocking the transmit buttons.
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/core/functions/events/keys/fnc_onSwTangentPressed.sqf#L21C12-L21C37
Either set.... Ah dang it, thats a typo... in general that code is completely broken..
Well whatever.
Either set.. No wait that won't work then.. ah. 
Set .. ugh .. Mh.
If you do a EachFrame handler and set TF_last_lr_tangent_press=time. Then the transmit hotkey will stop working.
Sadly that blocks both LR and SR radios.
And setting TF_tangent_sw_pressed would also block both
If you can block all SR transmits, you can just give the pilots a handheld radio that will be receive only, and a backpack for all their normal transmits
Okey this is hacky as frick. But should do it.
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/core/functions/fnc_doSRTransmit.sqf#L44-L69
There is a eventhandler before and after a transmit start.
And in the middle there is the transmit distance multiplicator via TFAR_fnc_getTransmittingDistanceMultiplicator
So this should work
OnBeforeTangent: Check if the radio should not be allowed to send. To block it set transmit multiplicator to zero
TFAR will start a transmission, but the range will be zero so noone will receive it
OnTangent: Revert the transmit multiplicator to what it has been before, so its fine when using a different radio.
Ref https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Events
["MyID", "OnBeforeTangent", {
params ["_unit","_radio", "_radioType", "_isAdditional", "_isTransmitStart"];
if (!_isTransmitStart) exitWith {};
// Do some checks here if we want to block radio
if (block radio) then { TFAR_currentUnit setVariable ["tf_sendingDistanceMultiplicator", 0]; }
}, player] call TFAR_fnc_addEventHandler;
["MyID", "OnTangent", {
params ["_unit","_radio", "_radioType", "_isAdditional", "_isTransmitStart"];
if (!_isTransmitStart) exitWith {};
// unblock radio again
TFAR_currentUnit setVariable ["tf_sendingDistanceMultiplicator", nil];
}, player] call TFAR_fnc_addEventHandler;
Problem would be still having planes with long-range radios.
Seems more and more like to do it the way my player(s) want is by honor system.
But all that code is still going to get used... somehow...
Thats not a problem.
You can use this same code with the "Do some checks here if we want to block radio" part, to also block transmitting on specific frequencies
if (_unit is a pilot && _frequency == "123.2") then block
You can actually access the _frequency in your eventhandler, it'll be passed along from the caller
You can block specific radio types (short range, long range), you can block specific radio classes (PRC-152 vs 148), you can block specific channels, specific frequencies,... you can do whatever checks you want.
Ooooh. Okay. Thanks!
Hey hey Iโm trying to dabble into some ww2 mission making but I encounter a problem, there is a platoon medic slot being created and which needs to preferably be a part of the platoon HQ group which obviously means I canโt just set them civilian, I donโt want the enemy to shoot at them though if possible as they are a non-combatant, if possible Iโd also like it so this is reversible if they pick up a weapon. Anyone got any ideas on how to make this work?
setCaptive and loop or so that checks if the player has a weapon.
thanks, how would I make it check if player has a weapon?
primaryWeapon player == "" && handgunWeapon player == "" && secondaryWeapon player == ""
but they can have a weapon in their backpack ๐
Smuggling!
If you're wanting immersion: medics got shot at. A lot.
Any help on why my mission parameter function isn't working? I get an error on Line 4 saying that variable B47_WZ_Music is undefined, but I followed what I saw of the vanilla ViewDistance parameter and used the parameter classname as what I put in Line 4. I'm attempting to use the ViewDistance function from functions_f_heli as a template.
Left is my function code, right is what I'm basing it on.
Parameter class (inside the description.ext params class)
class B47_WZ_Music{
title = "Warzone 2100 Music Player";
isGlobal = 1;
values[] = {0, 1, 2, 3, 4, 5, 999};
texts[] = {"All Tracks", "Original Soundtrack", "ATD Soundtrack", "Martin Severn Tracks", "Aftermath Soundtrack", "Menu Tracks", "Off"};
default = 999;
function = "B47_fnc_WZ_MusicPlayerParam";
};```
^I had also tried it with TrackListIndex and _TrackListIndex in the array in line 4 but had the same error.
What's send over to your function from params?
I'm not understanding your question. The function is called inside the description.ext Params subclass B47_WZ_Music just like how the vanilla ViewDistance one is (below for reference).
What's the value of _trackedListINdex after parameters were executed?
Also, what is the value of B47_WZ_Music ?
If it's undefined than probably nil
As parameters are run very early I doubt your variable is already set.
use missionNamespace getVariable ["B47_WZ_Music", <defaultValue>]; instead
I'm trying to use the parameter to define the TrackListIndex to be used by the function. It is selected on the params screen and should be passed to the function in some way, but apparently copying an existing working example won't work.
How do I pass the value of the mission parameter B47_WZ_Music to the function as it is called?
I think you don't really understand the original example that you've copied
_this param [<index>, <defaultValue>, <allowedDataType>]
viewDistance is not the name of the parameter but the command to get the viewDistance in case the parameter fails for whatever reason
So instead of B47_WZ_Music you would use 999 as your default value
viewDistance being both the name of a command as well as a mission parameter classname really made that confusing, wow.
Yeah, quite an unlucky example you picked there ๐
Changing it to 999 fixed it, thanks.
Is there anything else that needs to be done now but setting 'task setTaskState "Succeeded"' so it shows in the completed tasks lists at mission end?
im doing a dday op and wanna know if and how to make it so that when the lcvps reach land the doors automatically drop
i have the waypoints set to transport unload rn
anyone know how to make a player able to speak when unconscious, using TFAR and ACE 3
Hello, im using faster for arma as server management. whenever i run sog pf on the server with headless clients, the HC cannot connect, probably because they dont have SOG PF(?)
any help? :c
Hey guys, quick question, how can I make my player spawn with his weapon lowered and in the walking speed, as the mission starts on patrol, thanks!
this is not related to mission making
https://community.bistudio.com/wiki/Arma_3:_Actions#WeaponInHand_/_WeaponOnBack, for second one I believe there is no script unless you mess with https://community.bistudio.com/wiki/forceWalk (but it is constant and you can't switch to any other speed unless you make that command false)
Guys i dont know if this is correct place to ask,but im making a mission and i want to have an AO roughly 1200 meters, one side defending and one moving in to attack. iv set up random patrols for defenders and garrisons etc, and rather than using High command for my AI i want to do my best to give them autonomy to patrol and attack the zone
iv created triggers on radio calls for each group to run a script which adds waypoints randomy in the zone and cycles
any tips or ideas for flare,intelligent manouvers or other things?
combined arms,and im mainly worried about vehicles pathing off away from infantry,id ideally like them to stick close but i dont know of any follow type command. "THE" Follow WP doesnt do what i thought it was meant to
So I had a question regarding an idea, and generally wanted to see what people solutions for the best case would potentially be.
Player hostages are always more fun then AI.
But having players as captives can sometimes be either boring or take away from other numbers of players on the more playable teams.
What could potentially be the best way so that, if let's say, the player hostage role wasn't filled with a player, it'd instead spawn an AI with the same variable instead, so that the end conditions for a hostage extract won't be affected.
Basically replacing a player with an AI
You can "play" the hostage as zeus for a bit by taking control of it, if it's an AI then you can leave it be and the players will extract it
From my understanding; there are multiple ways to make a spawn point for mission. Example one of them is the respawn module. What are the differences?
None really.
You can use markers. Scripting functions or the modules.
Whatever you prefer.
Basically.
Or. What about the other way around.
Instead of replacing spawning an AI if the slot is not filled. How about placing an AI with a variable, and if the player hostage slot is filled, it'll instead delete the placed AI.
That might be easier.
But nothing zeus based. We make actual scripted missions.
you have to find the action for opening the doors first. right click on the vehicle in 3den, select find in config viewer, then go to UserActions
once you have it, you can use that code in the waypoint completion statement
the action was Ramp_Open i think
i dont know much about arma scripting tho so im not sure how i am actually supposed to use it in the waypoint
@signal coral what text exactly?
I tried to use DAC on a heavily wooded map, so it did not find that many WPs. Is there a work around/config setting, so DAC sets WPs in the middle of the woods as well, just for infantry?
you just use the statement (replace this with the var name of the vehicle)
(that's for the CH67 heli tho)
you can also do it like this instead of copying the statement:
private _action = getText(configOf myVeh >> "UserActions" >> "Ramp_Open" >> "statement");
private _lastThis = this;
this = myVeh;
call compile _action;
this = _lastThis;
just try putting that code in the "On Activation" field of the waypoint (replace myVeh with the variable name of your vehicle)
ill try it now thx
alr it did drop the door just fine
is it possible to make three get out of the vehicle at a time
for realism
or at least change the interval in which the troops get out
you can use the moveOut command
how do i make it three soldiers
using a for loop
not sure how to do that
[] spawn {
private _units = fullCrew [myVeh, "cargo"];
private _dismounted = 0;
{
moveOut (_x#0);
_dismounted = _dismounted + 1;
if (_dismounted >= 3) then {_dismounted = 0; sleep 2};
} forEach _units;
}
use a move waypoint instead
where do yall come up with ideas for missions? this is by far my biggest issue tbh lol. ive been doing sog prairie fire missions that i made for my friends and im outta ideas
Hello all,
I have a mission that refuses to load. I get to the 'receiving mission file' step, but after this process I cannot get past the loadout menu. Invariably, the mission fails to load and the server just loads the default mission instead. I know there probably could be alot of different reasons for this, but I'm not really sure where to start troubleshooting. Below is the snippet of the console. Does anyone see any error messages that could be the culprit ?
it seems that you have missing mod dependencies
Interesting, how did you discern this ?
the "no entry CfgWorlds" stuff are saying that you're missing a terrain
normandy or something
seems custom WPs is the way to go then
Ayo, Is there a way to delete an object on a hold action? For example if i want my players to dismantle a barricade to get inside a building/camp
The terrain that it is referencing is a mod, which is installed onto the server, added to the command line, etc. I'm not quite sure how the server is saying the terrain is missing ? Any clue how to further troubleshoot ?
It's not loaded properly for some reason. e.g. you didn't copy it properly to the server, or the mod path is wrong, or...
hello i need help with playing custom sound on triger i tried this combination it does not work , im not good with scripts im just copying this from internet
I made a scenario in 3den which i testing. All working flawlessly. Today as i was yesterday as i was the last bits i loaded it in 3den made a couple of changes and clicked save and the game froze. I loaded it back up no problem and made the changes again but froze again when i pressed save. I have no problem loading it in 3den but can load or play it without it freezing my arma. Can anyone make sense of my .rpt and enlighten me please.
You dont need to call the condition, just leave this in there, do you want to play the sound in that location or just for every player no matter where they are?
Also in the config you dont need a seperate tracks entry for each sound iirc, just one entry at the top if that is even still needed at all I dont think I ever filled it for missions
for everyone
Could you send me how to do it in dm
Without having it infront of me, try this in the On Activation field ["Vidim"] remoteExec ["playsound"];
assuming the sound is defined correctly in the config that should do it methinks
You donโt put multiple tracks[] arrays you just list all of your songs in one of them
ill try both of them
how do i make fireteams in blufor cuz rn theyt can only spawn in the ai squads of redfor
Mark the blufor units as playble?
Enable respawn on custom position and use respawn markers for the respective teams/sides?
as in respawn_west/east/indep etc.
Or do you mean a different kind of team respawn?
And when copy pasting discord messages I recommend at least removing the timestamps to make it take up much less space and be less annoying to read ๐
Iโve been trying and failing to makr a respawn work, I tried the arma script listed, I tried the name as respawn_x side name (as on the website), and I tried just placing the module and side
Yes respawn is enabled
Its saying theres an error in 42nd line of code something about CBRN_respawnEH
Without taking a look at the actual code and exact error message, nothing can be really said
I have an mp mission with a few custom wav sound files and i the host can hear them but nobody else can? anyone know why? Like i have multiple triggers checked for server only and then the simple playsound command?
I also had an ogv video that everyone saw but it seems to be just the sounds that dont work?
Do the triggers use RemoteExec to play the sounds, or just say3d?
in a trigger i have it like this playSound "d1";
and for my 3d sound i have radio say3D ["funny",30,1];
playsound has local effect only, if you want everyone to hear it you need to remoteExec it
(unless the trigger is on all machines and not server-only ofc)
Oh i had no idea thank you! so would this be valid to put in the trigger remoteExec call{playSound "d1";}
I usually use this example
["yourSound"] remoteExec ["playSound", 0];
Thank you! how would i link my sound correctly? I have ["sounds/d1.ogg"] remoteExec ["playSound", 5]; but it doesnt play
because playsound takes a sound class, not a file path. There are examples in the wiki page if you open it.
"Plays a sound from CfgSounds. Sound can be defined in missionConfigFile, configFile or campaignConfigFile."
^ make a description.ext file and add a CfgSounds entry for the sounds, wiki is your friend to figure out the syntax @barren folio
Yep i got it now thank you both!

I'm trying to have a trigger that has all AI in a vehicle disembark while remaining group ambiguous. The idea behind the mission is that players are extracting civilians from hostile territory. I'm really just looking for the right syntax to say " If !Player Then Disembark & assign move waypoint"
First guess would be using a trigger that when reached gets the vehicle crew and unassigns them, second example on this wiki page might be useful https://community.bistudio.com/wiki/unassignVehicle
iirc unassign already only affects AI units so you dont need to filter for players but I could be wrong
If I put that line in a trigger at the helipad, with a chained "Move" waypoint, do you think they'll move to the waypoint when disembarked?
Because if that works, all I need after that is a way to have the Blufor AI start with randomly selected civilian uniforms.
Thanks, worked perfectly. I might refine the set-up slightly and post the composition on the workshop later.
Hi how do i use the ace fortification module
is there a good video explaining it
im doing ww2 pvp for my community
happy to help
should be pretty straightforward, iirc you just have to place down the module and that should be most of it
players have to have a fortification tool in their inventories to be able to fortify
Hm is there a way to make somewhat transparent helper/ghost objects like in this pic in arma?
I played around with setting textures on normal explosive charges to just make thm an unusual color like yellow or red, but they're missing that functionality iirc
anyone got any ideas?
I... don't really think there is a good way unless you make a new P3D
Yeah thats what I'm thinking sadly
Whaaat if you use a trigger to make a draw3d handler to drawicon3d it on the HUD with transparency?
That works but doesnt have the cool 3dness of it ๐ค
Ooh I could try using one of those vr wall/obstacle kinda things and scaling it down/setting its color
Yeah I dunno if those guys support _ca textures but try it
Now we're cooking with boxes!
Yeah that seems usable
throw and ace action on it and boom, helper thingy
Based, make sure you attach it to something if you wanna scale it because Multiplayer
doesnt scaling work fine in mp on certain even non attached objects?
simple objects etc. iirc
Yeah simple and attached
at least this one already has the value for scaling in its attributes by default so should be fine methinks
Ain't a shrimple object tho, so I'd attach it or replace with a shrimple guy and then scale the shrimple guy
I shall shrimplify him 
but thats for when I'm actually building that mission, just wanted to see if it works ๐
Thanks peeps 
Ok maybe you peeps here know, how do the subtitles with blue names in the apec cutscenes work ๐ , is it just a normal subtitle with a color applied to the name section, or?
You probably mean old subtitle
Which I do miss anyways
what's the function for it? I guess we can still use it in missions no?
https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_playSubtitles
This one perhaps? Can't check right now
https://youtu.be/YHoqbW3YTJ0
Should be the same function to show this. But the overall deisgn is somehow updated to slightly boring way
Keystone - ArmA 3 Apex Campaign Mission 1
Reaper 2 -
Drumheller(Grenadier/Team Leader)
Hammersmain(Automatic Rifleman)
Cherry(Medic)
Franklin(Marksman)
Mods used:
CBA, TFAR, and a small pack I made so we had our essentials: Enhanced Movement, Switch weapons while moving, cTab, MCC, and Mao_Weapon_Sway_Recoil_Fix. You can download it here if...
@formal citrus i would ask this question in the DAC thread on bis forum. silola always strives to help people using his scripts
well i also have a small question. i saw in the biki that classes defined in the CfgRespawnInventory could inherit from oder basclasses. so i tried this : http://pastebin.com/kr3kcQCc
unfortunately it didn't work. any suggestions, or is it not possible?
for now the a unit gets "[this,"des_FloraRiflemanAK103"] call BIS_fnc_addRespawnInventory" in its init
thanks, Don El Sarjo. Your url in your question is just pastebin.com, without content
I tried that one, it does the new subtitles
with speaker above text
it would be nice if i could do this. it would safe a lot of work, because i want so make a missiontemplate, which gives you the possibility do decide what camo you want to use by choosing it in the missionparams.
Are empty markers better than invisible helipads in terms of performance? Or are they about the same?
They are different thing, they do different
wdym?
Markers are not invisible helipads. They are literally different, they do different
Use either of them accordingly depends on your goal
Say I were debating using empty markers vs invisible helipads for marking locations. If I had 1000 of each, which one would cause less impact on performance?
Nearly no doubt invisible helipads are more worse terms of performance, if that is what you mean, because it has more jobs to do
Fantastic, that's what I was looking for. Out of curiosity. What DOES an invisible helipad do?
Does it actually tell AI "land here!"
Yes
neato
So, what would be a better alternative to an invisible helipad? Because with markers you can't get ATL, as they don't have a Z
What is your goal then?
uhh, marking locations?
If you want to/have to make it flexible (or moveable I say) using not invisible helipad might be a way. Like a Sphere object, and hide it
Neat
nevermind... stupid mistake... i had it included throughout a lot of files and it got lost because of a misspelling
sry for bothering
Can someone tell me for starsim missions can you make AI walk on ships in air? It would seem always to me that their pathing just makes them drop down
nope
Do you guys have any experience with collaboration on mission making? Is there any sensible way how to share the mission files without overwriting and collisions? Git maybe?
git, layers, mission merging
I would rather mission-merge tbh
How does this work? You mean merging in Git or something else?
merging mission files, Eden Editor allows you
That means that we would have to adequately split our work, so that we do merges as little as possible.
somebody is working on multiplayer 3den ๐
Anyone know if there is any documentation on porting Dynamic Recon Ops to a map i made?
Hello there, I was wondering if anyone had a way to calculate how large a modpack is in size GB wise. I am making a modpack for some friends of mine but I dont want it to eb to huge for when I send it to them. I zeus for them and I didnt quite know where to look for this info.
That might be tricky. I know of a way to make a mission that is similar using Drongos tools but it does not have the same UI.
https://tools.flyingtarta.com/
you use the .html file from the export option on the launcher
Oh you are incredible. Thank you very very much!
Anyone managed to use the new forgetTarget variable?
Does anyone have a simple solution to get ACE advanced medical to heal all within a radius, a marker, or within a trigger, when either a player enters said makrer or trigger, or is within a radius?
something something {[objNull, _x] call ace_medical_fnc_treatmentAdvanced_fullHealLocal; }forEach( player in thisList )
would be my first guess from some googling
that'd be with a trigger that is activated when a unit enters it and would heal all units in that trigger
Hm
Note that to be actually useful you'd need it to be repeatable with a few seconds interval, as it'd instantly heal a person once they enter and nobody else entering afterwards otherwise
Note the code is just from googling and untested and more of a thought than actual useable code
source on the ace heal command is https://forums.bohemia.net/forums/topic/207785-solved-fully-heal-player-ace-basic-medical-system/
We have a mission with no ACE modules but the server has ACE on it. This lets players with a vanilla setup join and means we are using the ACE Basic Medical system. I would like to create and automatic heal system triggered by the player entering an area to fully heal any player who enters. There...
Yeah seems about right.
I could've done a little playing around and find the solution. I haven't tried working on this yet, thought I'd ask if anyone already had previously made something or such.
I did do a quick google.
But sometime I just like to ask anyways. Clarification, etc, etc.
Ye all good ๐ Always good to get someone elses thoughts on systems
So im trying to make an AI do multiple animations, however after doing 1 it pauses for a good few seconds before doing another. Ive tried doing Sleep and such but it hasnt worked.
_unit disableAI "ANIM";
_unit setCombatMode "Blue";
_unit enableMimics false;
[] spawn
{
sleep 0.5;
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_2";
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_3";
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_4";
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_5";
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_6";
sol3 switchMove "Acts_RU_Briefing_Speaking";
};
I had tried with playmove as well and it still did it.
it does the first one but doesnt continue until a good 10 seconds after or such
How did you done playMove then
I ended up figuring it out, ty for the help!
What was the solution
? maybe someone else down the line has the same problem
_unit setCombatMode "Blue";
_unit enableMimics false;
[] spawn
{
sleep 0.5;
sol3 switchMove "Acts_ComingInSpeakingWalkingOut_2";
sol3 playMove "Acts_ComingInSpeakingWalkingOut_3";
sol3 playMove "Acts_ComingInSpeakingWalkingOut_4";
sol3 playMove "Acts_ComingInSpeakingWalkingOut_5";
sol3 playMove "Acts_ComingInSpeakingWalkingOut_6";
sol3 playMove "Acts_RU_Briefing_Speaking";
};```
putting switchmove as the first and the following as playmove worked for me, since its animations where they walk in place its a bit funky but it cycled through well.
(animating multiple animations on ai)
||for those who searching in search bar XD||
thank you
if I use something like the decon tents/showers from contact in a mission will all players have to have it in order to play?
Nope, those are part of the platform part of the dlc
Hey if I config a mission like this CPP class CfgMissions { class MPMissions { class NZF_Patrol_Operations { briefingName = "NZF Patrol Operations"; directory = "nzf_patrolOps\NZF_Patrol_Operations.lythium"; overviewPicture = "nzf_patrolOps\overview.paa"; overviewText = ""; author = "[NZF]JD Wang"; }; }; };
Do I still reference the mission on the server with CPP class Missions { class NZF_Patrol_Operations { template = "NZF_Patrol_Operations.lythium"; difficulty = "custom"; }; }; also am I right in sayin the mission in my mod PBO should be the mission folder and NOT a mission pbo?
Hey folk.
I was wondering if anyone could maybe shed some light on my problem I'm having.
Its rather odd and specific.
Currently using a mission that I took from a github, done a few edits and so on.
Now whenever you turn on the engine a specific humvee type (of any armament), it'll hard crash the client to desktop.
Now ANY other vehicle is totally fine.
It's literally just the rhsusf_m1151_usarmy_d type of humvee.
You can use any other unarmoured type of humvee and it's fine.
Now I can only find two references to "engineOn" in the mission, searching with visual studios, and I've gone and disabled those functions, yet the CTD still happen.
I've tried to replicate this in other missions and blank missions, to no affect. It only happen in this mission, with this specific humvee.
Here is the github and my bug report, so if anyone wanted to view the files related to "engineOn"
My report - https://github.com/Vdauphin/HeartsAndMinds/issues/1608
EngineOn reference one - https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/spect/checkLoop.sqf
EngineOn reference two - https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/spect/electronicFailure.sqf
I could just place down unarmoured humvees and get on with it.... but well... I'd rather actually fix the problem then skip over and pretend it doesn't exsist. And besides.. I don't partially want dudes in unarmoured humvees because time period, etc etc.
So I'm looking to hide a terrain object, mid game by making (hopefully) the hide terrain module appear with a trigger, but I cant seem to get it to work. Does anyone have any ideas?
many modules only run on the start of the mission. otherwise, you have to call the module function itself midmission. But really what you should do instead is just hide the object through script using nearestTerrainObjects
what is the error from the CTD?
Would it be in the RPT?
could. normally CTDs create a dialog after the crash with a report button as well
Never got that window that pops up. It just hard crashes and such.
Hello guys! So, a player goes to a medical facility to use their PAK, right? But I wanted them to lie down first on the stretcher BEFORE they can PAK themselves (no pun intended ๐ ).
Is this possible? If it is, how can I make that happen? If anyone got a little extra time and help me with this it'd be much appreciated.
I guess you want to specify is a Mod feature or not, like ACE
Not sure I understand what you're asking.
Well, it doesn't matter if it's via ACE or by script. Whichever the easy way, I guess. I just want to know if it's possible.
How do i make a module follow a player?
What module
in the way that its possible for tasks to follow players
its a modded module
spawner (spooks)
suppose to be *'s at the ends
depends on how they set the module up and what the code does inside
it just spawns in units around the module
i want it to be attached to the player so its spawning in units around them
Is there a modifable cashpoint mode yet?
No
Alternatively cant you also use the edit terrain object module to assign a variable name to a terrain object? might be more precise way of doing it
or rather both should be precise if done right, but this one should be 100% precise ๐
never tried it myself though
hello what can i do with ai which is skipping waypoints when they are in combat mode ?
execute them for treason
nope
which waypoints do they skip, what is your setup?
Move to - Carefully, slow
when enemy start shooting they run
well yes, as they enter combat?
yes
and i have another question
how to activate trigger when object x is in area of trigger
i do and nothing changed
how do you do this?
Guys, is there an easy way to print the output of certain variables before running the actual game/mission?
Like is there a way to run some code before actually starting the game? It takes to much time to always load the game :/
i have to send you this on pm
i synchronised vehicle with trigger
i tried this on condition "this && tumak2 in thisList"
do you mean starting the game or starting the mission?
The mission sorry
I guess you could try writing stuff to rpt, using the debug console in the 3den editor if you're using that, however not sure how well that works
what I personally do is use the debug console's watch lines to check my variables but maybe someone else knows a better way
sorry, rpt?
I tried for example running _info = squadParams player; in the debug console, but not sure how to print its output
a mix of hint and format
or systemchat ๐
so roughly systemchat format["%1", _info];
from the top of my head and not tested
Got it, thank you ๐
I was just trying to somehow get one of the Unit's full name so far kinda stuck cuz the way debugging works is kinda insane xD
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
all good, we all had to work out way into it and it takes a good while
so no help?
Literally this is your answer
Does that mod have a GitHub?
depending on how the module code works it might work to just attachTo the module to the player 
I don't know
hi how to make ai use rpg-7 to humvee?
my ai soldier is switching to akm not to rpg7 :/
you probably have to script it. using https://community.bistudio.com/wiki/selectWeapon
or use some mod that improves the AI
when im using selectweapon my soldier on the start take ak and start shooting couple of rounds and switch to rpg :/
so use the command earlier?
im using it on init of soldier
hmm ok
rpg1 selectWeapon("launch_RPG7_F");
rpg1 doTarget humvee; rpg1 doFire humvee;
maybe add little sleep after selectWeapon to give aI time to switch to it
like this?
rpg1 selectWeapon("launch_RPG7_F");
sleep 1;
rpg1 doTarget humvee; rpg1 doFire humvee;
yeah
nothing changed
and i got error
'rpg1 selectWeapon("launch_RPG7_F"); |*|sleep 1;
rpg1 doTarget humvee; rpg1 dof...'
Error Suspending not allowed in this context
right you need to use spawn to fix that
[] spawn
{
rpg1 selectWeapon "launch_RPG7_F";
sleep 1;
rpg1 doTarget humvee; rpg1 doFire humvee;
};
no errors but my idiot isis soldier is shooting only with akm
okay but maybe you know what I can do to remove AKM from him and stop him from getting it
i will try
this not working too xd
Hmmm, playing around with the next idea
How did you achieve the smooth rotation?
just a while loop that adds 1 to the direction until it reaches 360 and then resets
Ah, nice
[] spawn {
while{true} do {
_lightdir = getdir light_1_gc;
systemchat format["%1", _lightdir];
if(_lightdir < 360) then {
light_1_gc setDir (_lightdir + 1);
systemchat "setDir +1";
} else {
if (_lightdir == 360 || _lightdir > 360) then {
light_1_gc setDir 0;
systemchat "setdir 0";
};
};
sleep 0.01;
};
};
the sleep 0.01 is important because they go crazymode otherwise ๐
That will probably become laggy in a real mission though, if many scheduled scripts run.
And MP
Yea, was gonna ask how safe is this to run in MP
the actual light setup is just 4 lightcones attachToRel'd to a grass cutter
I wanted to rotate some floating rocks and cars for a STALKER Op
I'd expect grass cutter being a static object, to have a low network update rate
Yeah most likely, this is just a POC to see if the light cones actually work nicely with rotation and if I can get my ideas into the game on a base level
playing with the idea of building a disco for a mission with light cones for light and particle effects as smoke on the ground
problem is network/mp, lots of dynamic lights, etc
Not sure what the best way would be.
local-only objects and CBA PFH (with maybe multiple frames delay) would work smoothly.
But be potentially not in sync with other players.
If instead of adding dir every tick, you based it on serverTime (Or CBA's serverTime variable that is safer) by just adding a multiplier and modulo. It would be mp synced (close enough)
like _dir = serverTime * 1; // 1 degree per second rotation speed
question is, is mp sync actually important for stuff like this ๐ค
Atleast at the moment where a player wants to point something out in the light, while the light is pointing the other way for another player
true, but thats only really relevant if the lights are moving slowly I'd think?
ye
I mean it'd be good of course, but if they're rotating at this kind of speed then they'd propably cross over the area the players are looking at multiple times already, so sync doesnt really matter
and in that case dynamic lights limit etc would be more relevant I think
yeah, and it's not even a Simple one
though it works damn well and saves perf too
grass cutters are the backbone of the arma 3 modding/scripting world
Fresh off the meme-press
Hi
how to force the aircraft inside the hanger to get out without stopping or hitting the walls of the hanger?
hangar *
like this it won't get out from the hangar
Also the f-16 and other aircrafts when I sync it to the defend system cmd id don't shoot or kill enemy
I use the cba defend module
hi can someone help me with ai with rpg ? they are shooting only with ak not with rpg :/
What are they shooting at?
at mrap
dynamically or do you want to script them shooting at it?
if selectweapon doesnt work, try removing the akm from the soldier
and then readding it after the shooting?
i was trying but he got another akm or aks every time
im using psz mod
polskie siลy zbrojne - psz on steam
..
- drive it yourself
- drive it yourself, record yourself with
BIS_fnc_unitCaptureand replay it withBIS_fnc_unitPlay
otherwise, that's about the whole AI extent
hey
i have a test mission that have objects,when load in #missions its load nice ans we choose roles then after mission downloaded , server reject it and jump to the default server mission
anyone can help me about debug tips?
whats the error given in the server console?
no console error,just reject
mission picture and map and lobby and roles all correct,but exactly when mission download will be end ,default mission lobby showed
hello
is there a way to stop a screen from reflecting light ? the light source is kinda visible in the screen, behind the wood wall and behind the screen
Having a custom RVMAT may help if you need
welp, the size of that wiki page makes it way too long and look way too complicated for a detail like this, people are gonna sit on the other side where there is no reflection
thanks for the suggestion, didn't know RVMAT was a thing ^^
Would there be a way you think to turn off collision for the hanger itself via triggers?
So it might be a work around
You could turn off collision for the jet temporarily
If that command works
If not the hanger
hangar still :p
I got a question, I made a mission for my mates unit & when the mission is uploaded to the dedicated server the doors won't open client side but if you relog the door you tried to open is now then open. Simulation is enabled & the door is not locked, when spawning in the same stuff in zeus it does however work. Anyone got a fix?
hi how to make ai leave vehicle without turret gunner ?
I have a simple question
I'm talking to another mission maker and he is adamant that there is some kind of "rally backpack"
In which if a user has it, they can scroll wheel and place a rally point where users can spawn at.
I've never once seen any sort of backpack like this in all my 10+ years.
Apparently it's vanilla?? Genuinely baffled.
I quote:
Open the Arsenal, select the backpack category, sort by mod and go to the Zeus category, click on one of them. Exit the Arsenal, use your mouse scroll wheel to select it, validate the selection
For some reason what you're saying is ringing a bell. Hold on, let me check.
Found it:
Any of the "Camp" backpacks, and they're from one of the expansions.
Here you go. ๐
"B_Respawn_Sleeping_bag_brown_F"
"B_Respawn_TentDome_F"
"B_Patrol_Respawn_bag_F"
"B_Respawn_Sleeping_bag_F"
"B_Respawn_TentA_F"```
TIL there were camp backpacks. ๐ What I was remembering was something else. lol
===========
I have my own question; I'm having weird issues getting scripts to work using the debugger. Any idea why that may be?
I'm also attempting to spawn a piece of ordinance (specifically, a bomb from CWR III to blow up when a vehicle blows up). Right now all I'm trying to get it to do is for it to spawn and detonate. What would the best way be to do that?
Okay, I got it working... but I can't make it explode. How do I make it explode? ๐
I've got it working using DemoCharge_Remote_Ammo_Scripted, but I can't make it work using a bomb from a mod, and I've tried all the different classnames.
With one class name I got it to drop correctly, but there's no explosive damage.
Actually.... I think I know the problem. Let me check.
FIGURED IT OUT! lol
It's a unique bomb in the CWR III pack that uses a built in script. I was able to figure out how to trigger it with a line in the init. In case anyone is wanting to use it, do the following:
while { alive nuketruck } do
{
sleep 1;
_blastPos = getPos nuketruck;
};
[_blastPos, 10, false, true, 2] execVM "cwr3\weapons\cwr3_air_weapons\scripts\freestyleNuke\iniNuke.sqf";```
nuketruck being a vehicle the players drive, and if it dies... KABOOM. The second variable (10) is the intensity of the explosion.
Thank you pal
check for (if vehicle has only one gunner) sqf if(!alive (gunner _veh)) then (something like that) and disembark the crew via script
Is there a way to force players to have Grass on? With like ch View distance or something
I want to set up an Event Handler that activates upon the activation of a custom action added by AddAction. How do I do that? ๐
Also, I'm trying to add an init script to a vehicle in order to trigger a series of other scripts; it's been having issues keeping the variables local (so I don't need to replicate the script for every vehicle. What's the best way to go about this?
I was looking at that page, but couldn't figure out how to cross-reference that with the addAction.
on your addAction code, you would use callScriptedEventHandler which would activate all things that are registered to that event handler
Would you be able to throw together a very simple example? On my end, I'm using addAction like _actionvar addAction ["Name of Action",{<code/execution>}]; How would I add the scripted event, and call for it?
just an example of an idea you would use it for updating ui from different places
[missionNamespace, "MyActionActivated", {
// example of what you would use here
params ["_side", "_value"];
[_side, _value] call TAG_myUIUpdate;
[_side, _value] call TAG_myUIScoreUpdate;
}] call BIS_fnc_addScriptedEventHandler;
// -------------------------------------------------------------------
unit_1 addAction [
"Finger Pew",
{
params ["_target", "_caller", "_actionID", "_arguments"];
private _obj = cursorObject;
if (isNil "_obj") exitWith {};
_obj setDamage 1;
// add 1 point to killing team
[missionNamespace, "MyActionActivated", [side group _caller, 1]] call BIS_fnc_callScriptedEventHandler;
}
];
// -------------------------------------------------------------------
[] spawn {
while (sleep 300; true) do {
//add 1 point to west every 300 seconds, separate to actions
[missionNamespace, "MyActionActivated", [west, 1]] call BIS_fnc_callScriptedEventHandler;
};
};
BTW, this is how the CBA event system works which you can use instead of using remoteExec for remote functions (bypassing the remoteExec restrictions - if any)
Nice! ๐ Thank you.
Its also how you allow modders to hook into your mod with their own mods
That makes a whole lot more sense. ๐
On a related note, I'm trying to use this to add a script in relation to a vehicle, but I keep having issues with "undefined variables in expression" despite linking them from the vehicle's own init script to the script itself. What's the best way to pass up a vehicle and its attached variables up the chain via execVM?
what do you have so far and where
Vehicle:
Escort1Var = objNull;
publicVariable "Escort1Var";
Escort1Var = vehicle escort1;
Escort1Var execVM "escort.sqf";```
escort.sqf Script:
```private ["_escort,_escortstate"];
_vehicle = _this;
_escort = _this;
_escortstate = 0;
_escort addAction ["Mode On",{_escortstate= 1; |#|_escort execVM "escortinit.sqf";}];
while { alive _vc1 } do
{
sleep 1;
if (_escortstate == 2) then
{
_escort addAction ["Mode On",{_escortstate = 1; _escort execVM "escortinit.sqf";}];
};
if (_escortstate == 1) then
{
_escort addAction ["Mode Off",{_escortstate = 2; _escort execVM "escortinit.sqf"}];
};
};```
|#| - Undefined Variable in Expression
you need to use params. right now you are just creating the private variables _escort and escortstate but nothing has been assigned to them.
Ah. I thought _this was a way to pass the vehicle's parameters up from the caller?
params ["_escort", "_escortstate"];
// is the same as
private _escort = _this select 0;
private _escortstate = _this select 1;
except params is way more flexible as it can do default values, type checks, etc
params [["_escort", objNull, [objNull]], ["_escortState", 0, [-1]]];
which btw, _escortstate = 1 is not going to update _escortstate as it is in a different scope
Escortstate was only meant to keep the while loop from continuously adding addActions to the vehicle; that can be removed with a callScriptedEventHandler (which again, thank you ๐ )
use the vehicle's variable namespace with setVariable for that kind of stuff
So using my example:
_escort1var = objNull;
_escort1var setVariable ["_escort1var",escort1,false];
_escort1var execVM "escort.sqf";```
Would that work?
if you are assigning a variable in the editor, just use that:
// <Vehicle's Variable Name: escort1>
[escort1, 0] execVM "escort.sqf";
// ----------------escort.sqf-------------------
params [
["_escort", objNull],
["_escortState", 0]
];
_escort setVariable ["TAG_EscortState", _escortState, true];
_escort addAction [
"Mode On", {
params ["_target", "_caller", "_actionID", "_arguments"];
private _escortState = _target getVariable ["TAG_EscortState", 0];
[_target, _escortState] execVM "escortInit.sqf";
},
nil, 1.5, true, true, "",
toString {
_target getVariable ["TAG_EscortState", 0] == 2
},
50, false
];
_escort addAction [
"Mode Off", {
params ["_target", "_caller", "_actionID", "_arguments"];
private _escortState = _target getVariable ["TAG_EscortState", 0];
[_target, _escortState] execVM "escortInit.sqf";
},
nil, 1.5, true, true, "",
toString {
_target getVariable ["TAG_EscortState", 0] == 1
},
50, false
];
// ----------------escortInit.sqf-------------------
params ["_escort", "_escortState"];
// do stuff
Awesome, thank you. ๐
Currently working on finishing the very rough draft of an arma campaign story I'm working on 
Feedback/opinions welcome, its not a very original/special story but its my first time trying to do something the scale of a full campaign rather than just a single mission or two
1: titan tanking ctrg raid
ctrg moves in covertly and takes out t100-x prototype
Story: Initial setup etc, nato vs csat hostilities, csat breaching arms agreement, ctreg intervention spurned on by senator
2: ctrg raid 2
ctrg goes into south east of malden to strike more local targets and disrupt operations
Story: show that the senator is pushing for a more hardline approach, optional intel shows that he's lying to gete them to go to war
3: csat special forces strike back against nato high command
csat special forces (viper) strike back against NATO high command somewhere else than malden
Vรกc - Hungary Map??
Story:players find intel that nato wasnt in contact with CSAT and high command is unsure of why they were ordered to do the second strike, maybe point towards senator in some way
4: nato invasion of eastern island
nato task force invades eastern island, full on war with CSAT
story: respobse to csat strike, mainly showing nato acting more and harder, not really much deeper stuff?
5: nato logistics mission
some kind of mission in which players have to transport more supplies into the eastern island for the war effort/have to safeguard them etc.
Story: show nato using weapons/services provided by a certain arms company, high command/senator pushing for more of those to be used no matter how effective they are
6: nato invasion of north of malden
nato starts a beach landing first on the airstrip north east of malden and then moves on to a beach landing on the northern shore
-> players maybe steal csat plane from first airfield and then paradrop behind CSAT lines to take out bunkers?
Story: players use weapons/services from the logistics mission? maybe have it tie in how many they managed to get in?
7:csat/guerillia
players are back in europe/usa and do a terror attack on logistics depot of the arms company linked to senator to disrupt nato war efforts
Story: players uncover link between senator and arms company providing weapons for nato, when they discover it they have to find a way to send it back to csat high command
8:nato offensive
nato keeps pushing inland from the initial northern beach landings, offensive works until somewhere near the mountains and then gets stalled
story: nato pushing forward using help of arms company services/weapons and makes progress until the offensive stalls
9: csat defense mission on southern part of island
csat footsoldiers defend southern area of main island, mainly focussed on AA and infantry, get pushed back inland
story: because of the stalled northern attack NATO decides to open a new front in the southern area of malden and pushes back csat
10:??
players play as csat and secretely meet informant for nato/nato soldiers somewhere in the warzone and hand over information to them??
story: info about senator corruption is revealed, nato reacts and the services/products of the company are pulled from the army
11: nato defensive
csat pushes new troops into area, nato has to stay on defensive and maybe fall back a bit
story: without the arms company weapons/services nato is under equipped against fresh csat units and air support etc., they have to fall back towards the airport area
12: nato ending
nato keeps defending the airport and trying to hold on, southern attack is pushed back, at the end a ceasefire is declared
story: since the warmongering senator is no longer influencing nato politics nato starts diplomatic efforts with csat while they're being pushed back, they manage to reach a ceasefire agreement which splits malden into NATO and CSAT controlled areas
Looks great!
All I recommend changing is #10; read up on the history of Brewster Aviation during WWII; that is the far more likely outcome of a situation like that, where the military takes over production so as to not disrupt the logistical situation on the front. With that in mind, either one of two things can happen; things slow down during the investigation, or the company sabotages itself in response (whether by choice or by stripping it of its value so the rich keep their money).
Thank you
, I'll read up on that, the self-sabotage idea could be interesting, maybe company leadership runs off with their money which then leads to problems with the company and thus problems on the frontline ๐ค ?
Thank you very much for the feedback 
copy and paste from #arma3_editor since i dun goofed up, but:
how do i make it so the a.i will not stop and will not turn until combat is initiated?
i know about 'doStop this;' but that has always caused the a.i to turn in weird areas whilst remaining stationary throughout
So you don't want them to be able to turn on the spot. Want them facing the same direction until combat starts?
mhm!
_unit disableAI "move"
Stops turning and walking around
_unit disableAI "path"
Stops walking around
aight, i'll try that
this doesn't reenable these things on contact.
im not sure how i'd do that
This is how I do it in modules enhanced but with PATH
Has anyone here worked with ACRE before and has made a like stand alone radio from an object
I.e, a radio on a table that can be interacted with an used as a rack radio for example.
Has anyone ever seen the Cup East Tents, the more boxy old school looking ones, in desert tan?
If so what mod would they be in?
Very possible. Here's the wikipedia for it: https://en.wikipedia.org/wiki/Brewster_Aeronautical_Corporation
The Brewster Aeronautical Corporation was an American defense contractor that was founded in 1932, with a focus on naval aircraft. Wrought with fraud, mismanagement and inefficient production, the United States Navy eventually stepped in to take direct control for a period, and the company folded at the end of World War II.
I also suggest reading all the individual stories of the aircraft it made; it was truly incompetantly run. Your situation doesn't have to be incompetantly run, but its fall from grace can be a great inspiration to what you had in mind.
ie. the Labor shortages and/or work actions, and even the outright sabotage of some airframes. If management ran off with the money on their way out, what happened to Brewster can be very much a thing in your fictional situation, especially if you modelled it after (though not necessarily name dropping) an IRL company the size of, say, Boeing (and I'm using them as an actual example of a company that could end up under federal control if they keep risking their military contracts like they have been).
?
Would having a lot of hidden AI slow down a server if they are gradually unhidden in small groups as players approach?
iโm hiding them with the module
Any good and relatively efficient means of making OPFOR hostile to civilians?
yes because assuming they still are simulated. you could use https://community.bistudio.com/wiki/disableAI on them
๐ thanks, will do
trying to modify the dynamic bulwarks scenario file, figured out how to modify a lot of things but i would also like to modify the aircraft used for paratroopers and supply drops. looking through some of the files, i found the below script in the fn_supplyDrop.sqf folder.
_agSpawn = [_dropStart, 0, _aircraft, WEST] call bis_fnc_spawnvehicle;
_agVehicle = _agSpawn select 0; //the aircraft
_agCrew = _agSpawn select 1; //the units that make up the crew
_ag = _agSpawn select 2; //the group
{_x allowFleeing 0} forEach units _ag;
would i replace one of these parameters with the classname of the aircraft i want? i assumed i would replace something that shares the line with //the aircraft, but it's not really formatted quite the same as other sections that let me replace units. am i looking in the wrong place? im fairly new to this level of arma scripting so apologies if this is a silly question.
_aircraft should be defined somewhere, that can propably be changed
i tried searching for _aircraft in a few files that i feel like it would be in but i'm really not sure what i should be looking for other than that exact text. as far as i can tell in the fn_supplyDrop.sqf script, the only other time _aircraft gets mentioned again is in _agSpawn = [_dropStart, 0, _aircraft, WEST] call bis_fnc_spawnvehicle; could i just replace the [_dropStart, 0, _aircraft, WEST] with ["classname"] to spawn the aircraft i want? or maybe even [_dropStart, 0, "classname"]?
i assume the _dropStart, 0 portion has to do with the vehicle orientation or starting the ammo drop sequence
I have a trigger that plays music on a loop with this nul = [thisTrigger] spawn {while {true} do {["yes"] remoteExec ["playMusic", 0]; sleep 145; };}; And i have another trigger that fades the music out and deletes the trigger but after the 145 cooldown it starts again somehow? Anyone know how i can stop the music playing forever?
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
found what i was looking for, anyone should be able to change what vehicles are used for general supports and ammo drops in C:\Users\[User]\Documents\Arma 3 - Other Profiles\[Profile name]\mpmissions\DynamicBulwarks.[Map]\supports\CommunicationMenu.h (supports)
and
C:\Users\[User]\Documents\Arma 3 - Other Profiles\[Profile name]\mpmissions\DynamicBulwarks.[Map]\loot\spawnLoot.sqf (ammo drops)
it seems to be working with some testing so far (at least for ammo drops), but there might be some slight navigation quirks to work out if you aren't using a VTOL like the original mission. thanks anyway! :)
thanks for sharing the result
so I'm having a problem with an extract, how it's supposed to work is that when my character enters the phantom, it moves to the end trigger, but only when my character enters, so i set a trigger with condition "Spec in Phan." but the phantom still moves without my character in it, what mistake did i make?
did you connect the trigger to the waypoint? Or whatever you did, at least post a screenshot or multiple so we actually can know anythihng.
here's the look, the code of the waypoint and trigger
hey there yall, been curious about something for a little while now. What are the "Game Logic Entities"? (like, what are they used for and stuff specifically)
Something I can't seem to find any information on is the "Intro", "Scenario", "Scenario - End" stuff for the 3den editor, what are these and why would someone want to use them?
if you want the vehicle to stay on certain position it needs a HOLD waypoint, not a move one, preferably as close to the vehicle's initial position so it stays there rather than moves to the HOLD waypoint itself. And for the trigger to make the helicopter start moving, it has to be set to "Skip Waypoint" type in the Trigger:Activation tab. Otherwise connecting it to a waypoint does not do anything even if the waypoint is correct
grouping the civvies to a blufor unit with a 0% spawn chance
bump
I'm trying to have a faster night cycle.
Looked online and there's some results, but nothing that appears to work now?
Anyone got a solution or done something similar before?
setTimeMultiplier
there's a setting in the 3den editor under scenario settings/attributes iirc as well. Either that or its under environment
if you're asking specifically changing the time multiplier during the night time then I can't help ya haha
This is specifically what I'm asking for haha
Yes, but I was seeing if someone had a whole script maybe already cooked up.
Rip haha
I want to scale an object for a multiplayer mission. I know that the Scale field is unreliable in multiplayer; what's the best way to do it?
I'd guesstimate disable sim and use the set scale command, but I dont have any experience with it being unreliable
while {true} do {
if (sunOrMoon == 0) then {
setTimeMultiplier 6;
} else {
setTimeMultiplier 1;
};
sleep 1;
};```not tested
I'll try it.
Hey fellas! I'm looking to edit a mission saved from steam. I'd done this years ago but haven't in a while and I seem to have lost my way. I am looking for a mission PBO, for antistasi plus, however I can't find the mission folder. I had created a new arma profile and assumed the file would be under Documents\Arma 3 - Other Profiles\PlagueDoc\Saved\steamMPMission, however this folder is empty.
Under Documents\Arma 3 - Other Profiles\PlagueDoc\ there is an AntistasiPlus.vars, however I have no clue what this is.
similarly, its not in any of the other mission folders under that user.
Any and all help is appreciated, cheers.
https://chromewebstore.google.com/detail/ftt-steam-enhanced-for-ar/aaphjonmlflollapfpheedgocafkapdf
One easiest way to get PBO is this, this can add a button to download a mission as a PBO
Oh, awesome! thank you! let me try that out
For some reason, I am unable to download it as a PBO. The tool works for other missions however.
Well that is a Mod
Yeah, I realized after sending that too. I'll keep digging for the pbo.
Let me rephrase that, is there any way to do it as the civvies spawn ambiently? A la script?
if it's with ALiVE then it's a definitive no. If you create them yourself just join them to an EAST group
Creating them myself.
How about setting their rating?
Could possibly set them all to -10E10 and see what happens. I know that forces friendly fire in-faction.
Soldiers will never shoot at units with side civilian
lowering their rating is the same as joining them to a group with side ENEMY / RENEGADE or whatever the term is
Mm. Time to make a bunch of new units for ease of use.
Need some help with finishing a mission - creating a thread to consolidate the conversation.
is there any way to stop ais from turning around with script?
its annoying how they just aim at the direction where the noise come from
especially when i place them in buildings
hey there yall, been curious about something for a little while now. What are the "Game Logic Entities"? (like, what are they used for and stuff specifically)
Something I can't seem to find any information on is the "Intro", "Scenario", "Scenario - End" stuff for the 3den editor, what are these and why would someone want to use them?
@formal citrus - DAC_Config_Waypoints.sqf is what you are looking for
Thanks, I found that in the Readme too, picked setting 4 and it no longer complains :)
do you know anything about the marker problem? When I'm in multiplayer on dedicated, I don't see any debugging markers, only in hosted mode. Also there seems to be a problem when the initialization is delayed for a zone with the markers for it
but it's not a big deal, the zones seem to work anyway
pretty sure the markers don't show on dedicated.. at least that's how it was in A2
for delayed zones Im guessing the marker stuff only runs after DAC init is done at mission start... not 100% sure tho
yeah, ok, makes sense
post that question in BIS thread you should get an answer from Silola
ok, will do once I replicated it without mods
Game Logic itself does nothing. It's just a placeholder and can be used to remember a position or rum a script or... something
Intro etc are, used in cutscenes before or after the mission
then why is there a thing in the trigger editor for it? Thats so weird
hey :) i've ran into a problem adding respawninvetories to units depending on the classname and a paramsarray.
this is a script i run
is there any possible way to make this work?
unfortunately arma always says "no respawn inventory found". but when i add the inventories by unit's init they all work
the script first checks which camo the missionmaker wants to use and then check what unit the player is using.
do you have premade loadouts in kp lib or do you have to make thme
hey! if i download MCC Sandbox 4 for making missions, do i need to include that in my steam workshop collection for others?
Hello, I'm looking for a suggestion for an SMG for a USA Special Forces. im using the RHS modpack(AFRF, USAF, GREF and SAF), i could add another mod just for this. any recomendations? the one I had selected(MP7) lacks of any stopping power
Hello there
MP5? There is no other US Special Forces smg other than the mp5 and mp7
its an smg why would it have stopping power
Also this ^
How should I create respawn points as the mission progresses? In Apex DLC Campaign, you unlock respawn points as you progress.
Bis_fnc_addrespawnposition
I appreciate it
@tall snow if this is a mod release, please move the post to #production_releases - you will also have more visibility ๐
oh sweet, oops! Not a mod but just a comp - still a good idea to move it over?
ah a compositionย ! yep as well ๐
sweet, will do. Thanks Lou!
Hi everyone! I'm creating a mission in which there's a police station with ia cops doing looping animations. I'd like to do an opfor assault on it, and have all the dead cops reappear with their animations once all the opfor have been killed. Do you know how to do this?
I'd also like to see these assaults repeated randomly, don't know how to do it ๐ฆ
I tried to find help elsewhere but didn't got any response ๐ข
Does anyone know what code to use on a trigger, to have AI drop the ramp on the LCVP boat (Spearhead)??
https://discord.com/invite/JV5jeMm3 Omaha Beach Discord might be the right place.
can i change who the enemies are that i am fighting in kp lib\
anyone know a mod for a rappelling wall to add onto my map without having to maunally build it???
you have a switch within a switch, does that even work?
Searching for a script or mod with sci-fi ish weather effects. Something like a time vortex or huge storm with lots of crazy lights. I know I've seen something like this in arma before I just can't remember where.
Maybe some stalker mod
Not an excuse for shitty coding
Hello, I have in the past days a problem with saving an edited DRO scenario for my friends campaign.
The mission will become "unnamed" when loading, and seems that all the DRO script will stop working.
This happens even if I only open the original DRO scenario, save it again with new name without modifying anything in it.
The mission preview picture also disappears, if that helps with anything.
It's because when you save it under a new name, only the mission.sqm file is created, all the custom content like images and scripts provided outside of the mission.sqm file have to be moved manually.
lol
shitty coding... why do i have to code it better? it is executed on missionstart on the client.
i i have found the error . my parramsarray got mixed up porting this mission. but ty for taking a look at it :)
this script was way easier to write with switch than with if else. or do you have a better solution worth rewriting the script
alganthe you must be a good friend of x39. he also always complains about my coding ^^
No I fucking hate him
haha^^. well he helped me out a few times and "taught" me to "fucking format" my code, so i can't be mad at him :)
My scripts are terrible and I love it like that.
Oh I see it now, thanks a lot for the answer. It did in the past so I was clueless to that.
@tender hare well :) it looks like "bad help" most of the time but in fact most people tend to remember way better when you do it like this
but most of the time people act like "YU A TE UNLY ON DUING TAT!!!" which is nonsense ...
but i do it on purpose (which is the difference)
however, this is already way to #offtopic_arma to continue :)
so...negative reinforcement is a good teaching tool?? hmmm....
no, it is not
but it is useful for the people to remember
we are a help chat here more or less thus people tend to ask and forget
negative events are stronger in your brain then positive ones
perhaps you are correct this is a bit OT ;)
in my mission the friendly AI isn't moving as quickly as id like them too, they are set to safe and full and are still weapon up and walking pace
Safe behaviour IS for walking pace. They need to be in aware at least to be running
Its kinda annoying how hard-coded that is
yup
Marek Spanel went Todd Howard mode back then and said that this feature is so crucial to the game no one else has to be able to alter AI movement behaviour but he and his very own hands
Been awhile since i did any mission making, whos best to watch these days to refresh my memory ?
Trying to find a setting or way to hide the OPFOR I placed in the editor when I go into Zeus mode during the mission. (sometimes have to teleport people who disconnect or whatever and while doing so I don't want to "cheat" and see where the OPFOR are by accident)
anyone know any mods for a custom built rappel wall MOD or know how to make one in editor that doesn't look like crap ??
I hope this is the right channel, This is my first shared personal work on arma 3 scripts
if you're looking for simple and effective codes for arma 3 then check my work
the first posted file includes a virtual AI rappel reinforcements๐ฅ (Throw a smoke grenade>it spawns a heli>moves to your position>drop friendly forces that join your squad) note that this script depends on a mod named "advanced rappelling"
https://github.com/JacobFrye0/My-Arma-3-codes
Enjoy!
i will share more stuff soon
"AI reppel reinforcements"
Its rappel. not reppel
"simple and effective"
https://github.com/JacobFrye0/My-Arma-3-codes/blob/main/AI reppel reinforcements/reppelONplayer.sqf#L16 why are you creating 3 empty groups you never use?
{ deleteVehicle vehicle _x } forEach units x_vehicle;
This code is nonsense.
That is just
deleteVehicle x_vehicle
https://github.com/JacobFrye0/My-Arma-3-codes/blob/main/AI reppel reinforcements/reppelONsmoke.sqf#L59-L61
Your indentation is messed up
I'm not sure if this should go in this channel, but I'm looking for a solution. I created a mission with a base for my team, but there is a big problem. When I place the mission file on my server and all players select their positions, only a message appears saying 'Wait for the Host,' and the mission doesn't start. Moreover, it just restarts the mission loading and removes our assigned positions. How can I fix this?
you right๐ but sharing is caring ๐ and plus i get feedbacks to improve itโ
have u tried this mod? https://steamcommunity.com/workshop/filedetails/?id=730310357
It did in the past?
Process of elimination I'd say.
Slowly take stuff out your mission or change things bit by bit untill you can locate what might be causing it.
Could also potentially be conflicting mods or such?
Unless you added the AI to the zeus module which creates editable units for zeus, you shouldn't be able to see AI by default while in zeus.
I had the impression I was using save as, but I might just be copy and pasti g to create new versions of the missions, that explains it
How should I dis-incentivize one of my players running away from the team and iron-manning? The issue is that he's got decent aim and doesn't get downed. Obviously I could yell at him, but I'm not interested in directly limiting what my players do
that's the balance between railroad and sandbox. heavy mine the place and make encounters hard for one, and sometimes you can put an enemy with insane IA lvls so he gets one shoted at 500 meters with a handgun
It happens more in CQB than through fields and stuff. I have the feeling he just doesn't realize that he's run away from the team, and at that point why backtrack.
again, enemies with high IA and situations where they MUST work as a unit are the way to go. landmines(so he NEEDS to wait for an Explosives expert, 2 or 3 buildings of garrisoned mens, so they are supporting, eachother, all these claim for teamwork, no lonewolves survive there
Got it, i'll implement those ideas.
I've recently had my first taste of DAC, it kinda felt like UPSMON meets ASR_AI. :)
DAC has always been an awesome package ;)
okay so quick question, is it possible to have a separate briefing video/video intro for blufor and opfor>
Short answer: yes
Nice
im guessing it's complicated
not too complicated ```sqf
if(playerSide == west) then { // Play video for west client
};
if(playerSide == east) then { // Play video for east client
};
that script would be run on client
uhh im a little rusty, that just goes in a module right
im bit rusty too with init scripts but id use init.sqf file
actually initPlayerLocal.sqf would be better
cheers, and that just goes in the mission folder?
yes
baller
Could someone send me some of the best maps you know on the workshop please for mission making.
go to Workshop, from the filter column on the right choose Terrains, then sort them by most popular all time and voila, first ones are the best and most popular ones.
Tried making a mission on Elain County...during testing I fired a shotgun towards a house and the entire thing blew up like a nuclear bomb
megalul
guess we wont be doing any scenarios on that map
terrain made for a life server, wouldn't expect anything less
You got any recommendations?
you have any expectations?
there is over 1000 maps out there in more than 4 different climates, multiple sizes, city densities, heights etc etc. If you don't know what you would be even doing on it then it's pretty hard to recommend.
That's why I told you what you replied to.
alternatively there is an excel spreadsheet with most of the terrains reviewed and sorted by multiple factors pinned in this channel.
Iโm really looking for anything. Just finished building a Jungle island scenario. Wouldnโt mind doing it again but Iโm feeling something else.
try one of those three.
Alright thank you, I appreciate it. Saโhatra seems like an Iraq type map.
I was looking for some advice on this ACE addAction.
_endAction = ["EndMission","END MISSION","mavik\interface\main\redcircle.paa",{[{fw_mission_complete = true;}] remoteExec ["call", 2]; [{[player, 1, ["ACE_SelfActions","EndMission"]] call ace_interact_menu_fnc_removeActionFromObject}] remoteExec ["call"]; [((getUserInfo (getPlayerID player)) select 3) + " has ended the mission"] remoteExec ["systemChat"];},{true}] call ace_interact_menu_fnc_createAction;
The part that isn't working as intended is the "getUserInfo" part.
So, that works in local mp, but I've just seen on the wiki this for getUserInfo
private _myInfo = getUserInfo getPlayerID player; // this particular example only works if player is server host
Now that comment leads me to believe that this is the reason why getUserInfo only seems to work in local mp.
Did anyone have advice on how I could achieve want I want in my script via a similar method for dedicated mp?
The addAction should get the player's name who interacted with it and display it across all clients saying "X has ended the mission".
private _myInfo = getUserInfo getPlayerID player; // this particular example only works if player is server host
what on earth do you expect that to do
just get rid of the getuserinfo part
its barely valid sqf
any tiny maps made with ai cqb in mind?
no, because AI is not capable of CQB.
how can we determine the death of several units? for example, in the trigger I write "!alive civ; !alive civ2", and when activated, z1=true; but when I kill civ2, does the task immediately count the completion of the task? how can I fix this? Yes, and I tried!"alive civ, civ2; then he writes that he did not deliver ;?
not alive unit1 && not alive unit2
thanks
okay so I gave this a shot and it just makes everything really dark
okay, i kinda got it to work but it looks SCUFFED lmao
yeah no idea what its doin here lmao
I did use the ones on the wiki- yeah that one
yeah i don't quite get it, the mp4 seemed fine as is
which should i use? im making a Falklands war mission.
Right = Historically accurate, low quality
Left = Inaccurate, high quality
im going for something like that
revised the loadout, i think ill just go with the left one
It does make missions easier: Place an object or a person somewhere, tell the guys to neutralize said object or person. Tell DAC/UPSMON/ALiVE to populate said area. You've got your OP all set up for tonight!
Problem: it gets repetative and boring fast.
okay i think i understand the video issue now
either wrong framerate or wrong size/aspect ratio
arma requires the image size to be power of two , but i dont know if this applies to video sizes too...
it's the only standout thing
yeah it's the aspect ratio, i got concrete proof now
ran the same vid on a screen, no dice
hello, is there a way to make the ai use a stair or a ramp?, i'm trying to create a mission where the ai needs to go to a platform but they doesn't use the stairs nor ramp prop i put for them, i know it's arma 3 but i want to try doing that
No
AI won't path through anything that doesn't have a baked-in path for AI. Impossible for multiple object together especially.
I have a question:
I really, really hate map borders looking like a Windows Background. That's why I usually put down rocks, boulders and stones at the map borders and scale them up to act as a map border.
That way, people don't have to look at the vast amounts of nothing past those borders. Now, from my understanding, only simple objects are scaleable on dedicated servers.
Is there a way I can get my rocks to scale in multiplayer? Can I convert them to simple objects somehow?
Can anybody remember what the name of the blue partitioning screen is in the vanilla items?
Drives me mad every time I try to find it, can never remember what its called!
theโฆ blue partitioning screen?
you can createSimpleObject yes
Yeah its almost like a privacy screen you might see in an office
I vaguely remember it being related to tourism or vacations in its description name
But im driving myself crazy trying to find it!
Im questioning that myself now! I'll keep looking and if I find it ill post again ๐
good luck, sorry not to know ^^
Found it! Thank the lord, that look a lot longer than I needed!
Signs > Blanks > Exhibition Stand
\o/
Do that at home..not here๐
With that command, am I able to place those simple objects in the 3den editor? Can I move them in the editor? Or would I have to do a bunch of trial and error placement, spawning the object over and over again?
Just to be clear, I'd like to be able to place these objects so they show up on a dedicated server, scaled up
Hello everyone, is it possible to make bots so that they cannot go beyond the trigger?
is there a way to add like a torch to your body without a mod like the maglite for the map but attach it to your vest ?
If you have the model spawnable you can use attach to
Hi, you should rather post it in #production_releases - more adapted + more visibility to others ๐
Ayo - So, making a mission where i want a squadron of Su 25s to fly over a carrier group my players will start from once the landing party reaches a certain trigger,
Squadron has 1 hold marker placed on them with a 2nd loiter marker over my ships, Hold marker is synced to my trigger using the set waypoint activation and trigger setting are skip waypoint, when blufor present
Okay now to the issue, The Su squadron seems to completely ignore my hold waypoint and go straight to the loiter without the trigger being activated, any ideas as to why? i cant figure it and im sad
That channel isnt on my side bar so im not sure how that higher visbility though
displayed channels depend on selected roles in the Channels & Roles page
yea i get that lol
theres like a billion things
idk why people get obessed with overeengineering their discords
i picked the stuff that made sense to me, no idea what i missed
np
what do you have to click to get it to show up
in the questions section
because if everyone has to go and manually select the channel from a list noone is doing that lol
tbh, IDK ๐
Hey all! First time posting here, brand new mission maker.
I'm trying to scale an object in eden editor. It shows the new scale in editor, but not in mission First I tried the scale function in the object transformatioin field. Then I tried pasting some of the examples from https://community.bistudio.com/wiki/setObjectScale into the init box of the object. Neither of those has worked so I am not sure where to go from here. Additional info is that this is for a mp mission and using optre mod.
If you have an idea feel free to reply here or shoot me a dm! Appreciate either way
As BIKI said it is very buggy if you apply it to a normal object
kk thanks
did anyone play an event yet with new ace? 3.4.1? dedicated server?
How do I create a purchase menu in a mission to buy weapons, vehicles, troops, etc.?
I have seen in the old menu mission that money is used and in some missions on servers, how can I implement that?
"old menu mission"?
old men xd
Captain: we will... today :)
Yup, its working beautifully.
We had some problems... clients server and HC crashing. We went back to 3.4.0 and restarted the server, which fixed the crashes...
never sure if it really was ace tho
Did you remember to reset optional PBOs and make sure to REMOVE the old ACE folder before updating?
Because someone in my community decided it was a good idea to overwrite and he crashed 3 times before I figured it out
So, for my unit. Once we reach a certain spot on our road map I'll be adding helicopters. With the helicopters I kinda want to do a MASH medical team at the F.O.B. What will be the best way to achieve this? I use to be in a unit that did this and I absolutely loved it.
Oh btw, @tawdry harbor I had a question for you: Are all of the new versions of your maps reliant on the AIA_terrains_dust.pbo? We've swapped to CUP Terrains a while back, and the old pre-1.5 version of Panthera worked fine with it.
emm... that was the only way in order for dust to work on a map with AIA TP
otherwise AIATP overwrote something and erased effects, hmm
thanks guys ill check out that may be it
@bright rivet it would take a lot of work, you'd have to create the menu itself, then create a backend system to populate the menu with items according to certain conditions
Any solutions? Everyone is hyped to go back to Lingor now >.<
hiya does anyone know how to limit AA&PP settings so clients cant jack brightness through the roof
So how do you figure out what mods are needed for a scenario?
Just smash your head against the keyboard until you figure it out i guess
Cause those aren't really mods, theyre like little bits and peices of mods
I got one called "arid vests" lol
These are addons, not mods. I'd search for the Tag (ACE, A3L...)
lol?
?
Why in the world would ya say "addons not mods" and then not explain the difference
ace is a "mod"
A mod consists of at least but not limited to one addon
and who does that information help lol?
just trying to let people play my mission*
but it seems like i have to spend an hour 1 by 1 enabling mods
if i want to get a concise list
I told you how to do it.
bro i have like 20 mods athat add clothes
A3L is Arma 3 Life Most likely. What version? Who knows.
im not gonna fine "arid vests"
i have like 20 various cup mods
im not gonna find out which one exactly im using
a3l isnt even a thing its from some random cop pack of which i have like 5
Then just test them one by one.
yea lol so its absurd
never gonna bother doing that
ive got 100 mods and it takes me several minutes to boot the game up
just seems crazy that anyone would ever bother
Then maybe rethink your workflow
lol
Next time create a preset of mods you are using for a mission.
there almost certainly wont be a next time lol
no idea why this is a thing
the game should be able to figure this out and just point me to the workshop links
its all from the workshop to begin with
but it also in some instances, might not be from the workshop. there are private and local mods as well. besides, that is the system we have, and we have had this system for 10+ years and it is well documented. I get that you are frustrated, but why be hostile to the people that are trying to help you?
nothing i said was hostile
well documented to be a trash ssystem anyways lol
idk why they bothered adding workshop funcitonality
And idk why any of you would pretend this isnt absurd
noone installs individual 'addons'
you get mods
so a list of required addons is just useless to anyone
addons allows for modularity, its what allows ACE to be modular and people remove what they want
say people don't want ace medical, you can just remove that addon from that mod
wasn't always that way to disable it in options
Could the people playing with you even use the workshop vresion anymore
the step by step answer to fix your problem:
1.) Load up the mods you want to use in the mission
2.) Make the mission
3.) Go to the launcher and select "Mods >> More >> Export List of Mods To A File
4.) Share that file
5.) Players will go to the launcher and select "Mods >> Preset >> Import"
6.) Game will download all of the mods from the workshop and enable them
7.) Enjoy
If you are past that point and you are trying to repair your mission.sqm file
1.) Unbinarize the .sqm if you binarized it
2.) Go into the mission.sqm file
3.) You'll see an array named "mods"
4.) Delete the ones you don't want and save
5.) You should now be able to load in the editor
what
lol are you kidding
1.) Load up the mods you want to use in the mission
step 1 is the problem
i have 100 mods in a collection
and only like 15 of them are actually necessary for the scenario
i need to find out WHICH ONES
yea obviously if i went back time and manually enabled them as i wanted them sure
but i dont even know whats in each mod so i couldnt possibly know what i want before is tart making the mission
I'm just gonna write you a script to use so you can grab the names of the mods from all the addons. let me see if it will work
if that would be possible thatd be so huge dude itd belong on the wiki
but the addons are missing author names so i cant imagine its gonna work
this is the workflow r3vo was talking about. its for future missions you create
yea i understand that lol im not braindead
since you are passed that point
but just even in the future its going to add such a massive amount of wasted time to the workflow
because i cant possibly recall every single object in every mod i have
so ill be like oh i need the arid ghillie suit wtf mod is that in again
restart arma 5 times toggling mods to find it
people making scenarios need to be complaining so much more this is crazy
arma is nothing without them and its evidently a massive paint o make
are you able to access the .sqm file in its non binarized format
im not entirely sure
i made the mission myself but ive always had the binarize box checked
would i just re-save it with that unchecked
https://forums.bohemia.net/forums/topic/202930-how-to-unbinarize-an-sqm-file/#:~:text=You can get the sqm back using the,Save the mission and uncheck binarize scenario file
if this actually works i can do that
Greetings BIS Community users. Ok, few months ago i worked on an insurgency mission for a couple of weeks then i stopped working on it cause i had some other stuff to do, today i wanted to get back to it and now i just cant open the same mission with the same mods, its saying that is missing an a...
if you get to the editor without the load additional mods popup, then yes, you can uncheck it and resave. if not, you'll have to use the binarize tool in arma 3 tools
if you force load with the additional mods popup, then save, you just messed up your mission so don't do that
i got it
i dont think theres anything in it i can use to find the mods though for some of them
@tulip sphinx so I wrote something and it works for my mod Modules Enhanced and for CUP Units so try putting the array that shows up in addons[] from the .sqm file into the addon array:
private _addons = [
"meh_common",
"meh_modules",
"CUP_Creatures_Military_CDF"
];
private _data = _addons apply {
private _modDir = configSourceMod (configFile >> "CfgPatches" >> _x);
_modDir = toLowerANSI _modDir;
private _allModDirs = getLoadedModsInfo apply {_x select 1};
_allModDirs = _allModDirs apply {toLowerANSI _x};
private _index = _allModDirs find _modDir;
private _modName = getLoadedModsInfo apply {_x select 0};
_modName = _modName select _index;
private _workshopID = getLoadedModsInfo apply {_x select 7};
_workshopID = _workshopID select _index;
[_modName, _workshopID]
};
_data arrayIntersect _data;
// Returns <Mod Name, Workshop ID>
[["Modules Enhanced","3043987264"],["CUP Units 1.18.1","497661914"]]
If the mod was created right, I believe this should work
@west silo think we should impliment this into 3den enhanced? add a way to export the active addons in mod format just like the launcher from the editor using pythia? circumnavigating having to unload mods before you create something?
Yeah. I was thinking about it.
Not sure yet what's the best approach.
Feel free to make a PR. I have some more ideas.
ill see if i can get that to work thanks man
i still have a feeling that some of these are just gonna be guess work
Guys!
I did a Windows reset, and I forgot to make a backup of my missions which were in progress, are they by any chance saved in a Steam cloud or something?
nope, sorry
you can try photorec, but i dont know if photorec is enough to find things after one wipe--have a feeling it isnt. point is, there are tools to possibly find data esp as windows is unlikely to be securely erasing drive as part of install process.
the other consideration is how long it took you to make will take you to remake the mission vs how long the data forensics will take
I recommend the disk drill software as thats the one I used. I dont know about recovery after a windows reset.. Any missions that have been played in multiplayer were downloaded by other players (know when you load onto a server and it starts downloading?). That might be one avenue to recover some missions. They are saved in the AppData/Local/Arma3/... something cache folder.
cool but wrong resolution if that's supposed to be displayed in game
Hello, got a question that is performance related when it comes to MP missions:
Which of the 2 options is better to preserve performance for the players?
- Use simple objects as much as possible.
- Use local objects as much as possible and delete them during the OP as players get further.
Use simple objects and delete them when no longer needed
Local objects only generate less traffic. But from my experience that's not really noticeable. Maybe with a lot of players.
Don't think I can do that in Zeus? Will have to use a script of some sort.
very noticeable with a lot of objects ime
Even when you don't update them yourself? (e.g. move them using setPosXXX)
yeah
Anyone able to help with this?
Mission was last saved on the correct version of ACE, & the dedicated server should be using the last version of ace as well.
The server is not using the correct version like the error told you.
You can check server RPT what version is loaded when the server is up.
22:46:14 C:\ArmaServer\@ace\addons\ace_advanced_ballistics.pbo - 3.17.1.86
22:46:14 C:\ArmaServer\@ace\addons\ace_advanced_fatigue.pbo - 3.17.1.86
22:46:14
Just one line from server RPT.
And you will see what version the server is using.
@real root โ๏ธ
Aight thanks, the weird thing is we just uploaded the ACE File directly from my workshop folder.
Anyone know how I can use โsleepโ in a trigger to have it wait a certain amount of time before doing other stuff upon activating it?
You need use spawn if you want do one thing when it active and other later.
https://community.bistudio.com/wiki/spawn
Or if you want do stuff later , you could use trigger own timer.
https://community.bistudio.com/wiki/Eden_Editor:_Trigger#Attributes
Thank you! ๐
hi,
making a mission where i have to collect intel documents from an officer, intel has to be on them and a triggers goes off when the players takes it form them
how to put intel document in the officer's person?
Where can I find hi Res Reforger maps online?
I have a very basic question (because I'm very basic). Does anyone have hints or tips on getting AI infantry squads to actually follow waypoints? The only way I can reliably get them to seek and destroy is to make them careless, and then everyone gets shot. Otherwise, they all just stand around waiting for the beer truck.
Try using destroy maybe instead of search and destroy? Search and Destroy i think they search and wander around a lot more. Maybe try making them aware instead of combat. In combat they tend to flank and stuff I find. Take what I have said with a pinch of salt. The last time I made missions regular was in 2007 for Arma 1.... trying to kinda remember and relearn stuff for Arma 3.
Welcome to the headache that is Arma Ai, never do what you want, especially helicopters. Lol
If nothing else you could do careless, and make a trigger west detected by east, and then change west to combat mode via trigger.
So when west wander to the area, are detected by east and then they go into combat mode and start fighting....hopefully
Hey yeah, all my ai infantry does the following when I want them to move or be offensive in general.
_group setCombatMode "YELLOW";
_group enableAttack false;
units _group apply {
_x disableAI "AUTOCOMBAT"
};
What this will do is
- Combat mode is yellow, so units will try to keep formation and still fire.
- Group leader will no longer stop, issue specific order to units to attack specific enemies, this is what makes AI stop and each unit goes on its own and they won't move till all's clear.
- Disable autocombat so that non-leader units stop going into combat mode, dropping on the floor and not moving till all is clear.
This way you can actually have units run towards their objective, they will fire and take cover if available but won't get "stuck".
When you want them to act defensively you can undo all of the above and now they will take more cover, do bounding overwatch, etc.
Hell yeah fellas, thanks for the info. I love this place. Back in the OFP days we used to call the AI characters... well, we're not allowed to say that word anymore lol.
haha
I have a quick question.
Is it possible to limit zeus by making it so they can spawn a X amount of things as well as only on a single side, as my friends like to spawn AI squads to go into battle with them, but I don't trust them enough not to mess it up.
You can set the price to objects and points for curators.
See
https://community.bistudio.com/wiki/Arma_3:_Curator#Costs
Thank you.
Hey guys and gals, trying to get a trigger to play a local song when any player enters a trigger either in a vehicle or on foot. This is for a multiplayer mission where a player encounters a high level threat, but they may be in a vehicle or on foot depending on certain factors.
I've tried:
this && (player in thisList) && (vehicle player in thislist)
(player in thisList) && (vehicle player in thislist)```
However, it seems only one or the other can be used in this context, not both simultaneously.
I realize this could be put in scripting, but its specifically for a trigger so wasn't sure where to put it. Let me know if I need to send it in the scripting channel instead.
Hmmm. I realize my mistake is one of having a really bad sense of logic. I am using and instead of oroperators. For anyone in the future that stumbles upon this, make sure you are conversing properly ๐
. Adjusted code:
(player in thisList) || (vehicle player in thislist)```
I just wanted to give a HUGE thank you to y'all! You've turned my meek wussie Platoon into a pack of God-Damned terminators. Thanks again. But now I have to add more baddies lmao.
https://steamcommunity.com/sharedfiles/filedetails/?id=1453541574&searchtext=terminator in game terminators ๐คฃ
Sweet!
how to make missions disappear from strategic map after they are accomplished? didn't see anything useful here https://community.bistudio.com/wiki/BIS_fnc_strategicMapOpen?useskin=darkvector
Since it is just an array, remove the element if necessary
