#arma3_scenario

1 messages Β· Page 9 of 1

tender creek
#

nice idea I will try

edgy turret
#

So || stands for "or"?

cinder holly
#

if (a || b) is the same as if (a or b) πŸ™‚

astral bloom
#

Not EXACTLY same AFAIK. They have different priority

#

But basically speaking, yes, pretty much same

astral bloom
#

πŸ€”

#

Something taught me so dunt blame me

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Did I thought of select vs #?

cinder holly
#

ah that yes

heady agate
#

ModuleFrendlyFire_F
What does it do and how to configure it?

cinder holly
#

try it?

heady agate
#

The biki is very not forthcoming, so I don't even know where to begin.....
What does it return? bool or num or string?
How do I assign side/ shooter/ victim to it?
Like... how the eff?

cinder holly
heady agate
#

Did. Didn't help.

cinder holly
#

iirc it's a "friendly fire is forbidden" mission failure thing

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you need to sync it to units you want to be forbidden to FFire (iirc)

heady agate
#

ok, that makes more sense than all the documentation so far....

cinder holly
#

that's usually how modules work πŸ˜„

trim seal
#

mandatory "and then you write your own code anyways" joke

cinder holly
trim seal
#

i've taken some time out to stop treating arma like a work 🀣

thorny plaza
#

no

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and it's not really a mission making thing is it

past sparrow
#

ask that in config makers

civic cove
#

Ohh wrong chat

#

My bad

cyan pivot
#

Hello, is the source code for MP Combat Patrol available anywhere? I can't seem to find it 😦

astral bloom
#

missions_f_patrol.pbo

crystal mulch
#

is there any known way of changing an objects scale in a multiplayer mission? I understand setObjectscale doesnt always work in MP.

upbeat verge
#

I'm making a CQB training area for a unit, but I can't find the ramp thingies that can be found on "the roof" of those structures, but I know it exists in vanilla. Do you know how it's called ?

astral bloom
#

Do you have a pic?

upbeat verge
#

The stuff on the picture, where the instructors can watch the guys training

astral bloom
astral bloom
upbeat verge
#

This picture is maybe better. I know there's something similar in Arma (I used it to make a CQB training course years ago), but I can't for the life of me remember the name of that type of stuff

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I'm not even sure it was a "military" stuff, maybe a port or something

upbeat verge
#

(Not even the "compressed wood panels" that I don't know the name of in English)

#

Here you can see it

#

It's not the exact same

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But similar

#

Ah I found the name of the stuff ! A catwalk !

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Now I need to find it in the game

astral bloom
#

Not a vanilla thing IIRC

upbeat verge
#

I guess my memory isn't as good as I thought

#

I can't find anything similar in the game, but I found a mod that allows me to make a course (that's actually the mod used in the screen)

#

Guess I'll use that instead

astral bloom
#

Mmmaybe one of PLP Mods

unique sandal
#

Can I place down some sort of comments in my missions so I can tell what I was planning there a later day?

astral bloom
#

In Eden? Yes it's a feature

edgy turret
#

Right click anywhere and you'll have an option "Add comment"

left void
#

Oh you already figured that out 😭

heady agate
#

Is there a comprehensive guide to A3 mission making, like the one Mr Murray made for A1?

inner shale
# heady agate Is there a comprehensive guide to A3 mission making, like the one Mr Murray made...

https://www.youtube.com/watch?v=JSqU7EvSv04&ab_channel=UselessFodder I found this video to be quite helpful and well explained

Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
Buy awesome tactical games: https://nexus.gg/UselessFodder

In this tutorial, we will make a complete mission in the Arma 3 Eden Editor and show how to set up Arma 3 missions, create waypoints, set enemy patrols and...

β–Ά Play video
signal coral
#

How to end the intro?

astral bloom
#

endMission IIRC

modest roost
#

Footage credit to @ripe dew.

lime gyro
#

I remember that for some time ago i saw a script for having AI civilians spawn in a vehicle and drive around within a certain distance from the player, to create some ambiance.. it looked fairly simple but cant for the love of god find it now..

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Never mind found it, it was L_civs

glacial spruce
#

Anyone know how i add more ammo to a Dshk Turret? I'm using RHS and they only have 3 ammo boxes

rocky carbon
#

scripting commands can do that

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possibly through the turrets init

tender creek
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how to use African civilians with the Civilian Presence module? Only white guys are spawning on Kujari map (Africa) ... πŸ˜”

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I got it, i have to change Identity of the spawned units

tender creek
#

this do not change the civilians Identity contrary to Civilian Presence tutorial

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_this setUnitLoadout selectRandom [ "C_man_polo_1_F_afro", "C_man_polo_2_F_afro", "C_man_polo_3_F_afro", "C_man_polo_4_F_afro", "C_man_polo_5_F_afro", "C_man_polo_6_F_afro", "C_man_shorts_1_F_afro", "C_man_p_fugitive_F_afro", "C_man_p_shorts_1_F_afro" ]; [_this, selectRandom ["AfricanHead_02", "Barklem", "AfricanHead_03", "AfricanHead_01"]] remoteExec ["setIdentity", 0, _this];

#

they are still snowflake and no black ppl

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code is pasted in the "Code On Unit Created" field of the module

solid field
#

Does anyone know how to make this shitbox move in the water? It's an LVTP. This particular unit is from Cold War Rearmed III, but I can't get any of them to reliably advance in water.

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Sometimes they move, sometimes they don't and I can't identify the variable

icy zealot
meager pivot
#

@icy zealot , thanks! Will move the post to there πŸ™‚

thorny plaza
#

Activision/IW gave you permission to use those, right?

broken niche
#

I thought only music related would require permission, are you sure also in game voices also require perm?

astral bloom
#

Of course

broken niche
#

you WISH that some random guy like me could get permission from a big company
Enjoy your day ^_^

astral bloom
#

Enjoy your warning, then

meager pivot
#

you can find these licencing pretty easy on the internet

broken niche
# meager pivot Just a small hint, all "games" have their own licencing, like what is legal for ...

True I just learned this today, I really only thought that only music and cut scenes are prohibited for use, but for voices it's very new to me I was thinking it's normal because nowadays it's really easy to generate AI voices similar to characters in gaming or movies, and even hire the voice actor himself without the permission of the company to do exactly the voices he does and then using them for stuff. anyway i should not argue about this as this channel is not for this stuff. but i will warn my friends and community about it

vale gale
#

Is there any way to see what mods your mission depends on to function? I've made a mission that uses a massive mod list and i want to cut it down from what i actually need for it so i can publish it to the steam workshop

astral bloom
#

There is no automatic way to detect it unfortunately

vale gale
#

welp time to go through each and every mod

astral bloom
#

Pretty much

vale gale
#

might just remake it with less mods then

astral bloom
#

That is always a wise way

vale gale
#

i stg tho my ai just decides one time "yes we will follow orders" and the next they have fucked off half way across the map πŸ’€

crystal mulch
#

Hey all! How do I make a mission enable the use of an image? I name it what I want, and then put that exact name in my photo - but nothing for my dedicated server. Some say I need this to be a .pbo, but how would I go about this while adding the specified photo I need?

astral bloom
#

Put a JPG or PAA in your mission folder and use it in the mission

vale gale
astral bloom
#

Why? No

vale gale
#

Well is 31 mods too much for a workshop thing πŸ’€

hollow briar
#

Personally I would say yes, I personally won't download more than 5 or 6 mods. For 31 mods, I'd say its more of a dedicated server mission with a set mod list.

vale gale
#

time to chop the list up

vale gale
#

they are the main mods so most people should have them

astral bloom
#

3den Enhanced doesn't make any dependency

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Remove stamina, Better Inventory and ACSTG don't seem to be a requirement

vale gale
#

yeah

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they will be optional

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so thats down to 7

hollow briar
#

I look at it this way, less mods = more likely to be played, unless its like on a dedicated server.

vale gale
#

fair

hollow briar
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Cup ones are pretty popular, so not really an issue, I dont have remove stamina but, I just remove stamina in editor? But if its not a requirement probably no issue.

hollow briar
#

Everyone should have cba too

vale gale
#

whole idea for the campaign is you switch between americans and russians

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like 2 individual soldiers

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247.731 MB

meager pivot
meager pivot
# vale gale Well is 31 mods too much for a workshop thing πŸ’€

Depends what the group of interest you are planning it for.
I mean some mods need several other mods to function, others work fine alone.
Also depends what you want to create, do you want it to be a vanilla mission, you shouldn't need that many mods, if you need to make something very custom for a specific target audiance, you can get away with some kind of modlist.
Try to limit the use of mods for more clicks, the longer the modlist tho, the lesser the "mission" is likely to be downloaded.
Since downloads of the needed mods can function as a wall for players that might be interested in your content.
So the lower the ammount of mods the lower the wall is for people to play your content.

Example of mod list(around the size I usely do it):

meager pivot
hazy ingot
#

Is there a way to disable randomization for all vehicle skins in a server?

sweet rampart
#

Hey, is there anyone who could point me in the right direction or help me out with making some solo missions. I'm not sure where to start with it all as it seems to be different from zeusing

astral bloom
#

Do you mean you want to learn Eden Editor?

sweet rampart
astral bloom
#

You can try top-right tutorial first

sweet rampart
#

But everything I see isn't super in depth or easy to follow

meager pivot
# sweet rampart But everything I see isn't super in depth or easy to follow

Those 2 contradict eachother.
All jokes aside, you can make the mission as complex as you want.
For example you can make a mission in just 5 min, or you can spend an entire year making one.

If you are new to Eden, I suggest you follow tutorials to get started, you can also download Arma 3 workshop missions and Un-pbo them to see how they are made, so you can learn from that aswell.
But what kind of mission do you want to make, what is the goal of your mission, what lenght do you plan to make your mission, ect ect.
Can you tell a bit more about it?

sweet rampart
meager pivot
# sweet rampart I'm not sure yet. But I was going for more of a future style combat I have some ...

Okey, so that is some advanced stuff, this would take a lot of time learning 3den and even (some advanced) scripting, since you need some (advanced) scripts to make those work.
For your first mission, and first project with 3den you are really making it hard for yourself.
You can do that ofcourse, but it will consome a great ammount of time, or you can start a bit smaller, instead of all those things mashed in 1 mission, why not make a "simple goal mission" with a cutscene for example? So you can focus on learning how to make a cutscene and pratice with it while also getting the basics of A3 Eden editor?
This also gives it higher chances of the product (in this case your mission) being finished. πŸ™‚

For making cutscenes there are great tutorials on youtube, just write in youtube for example: making cutscene/intro in A3 mission and you get some neat results.

sweet rampart
#

I do like the idea of extractions though. So would it be too difficult to add that in to a simple one?

meager pivot
silver lichen
#

can anyone give me some tips on coming up with mission ideas to implement in arma 3? im really struggling to get an idea going lol. aiming to have a mission for 2 players

edgy turret
#

hi,
does anybody know a mod that adds sand tank berms as props?

#

non ace if possible

meager pivot
#

Or use the H-barrier object and keep it open at the rear?

edgy turret
#

I'll try it out, but if anyone has sand variety will be great

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Republican Guards and ish

meager pivot
#

You can also use the "DEFORMER" mod to rework the terrain a bit so it works like in the pictures like you posted.

edgy turret
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Oh yeah that works too

#

Ty

meager pivot
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np

fallen light
#

Is there a quick and easy way to use Triggers to see if an enemy is dead without using scripting? For example, if I attached a Trigger to a Wave Spawner, and once the Wave Spawner is done, and I set it to "Not Present", will that validate it as complete?

thorny plaza
#

No

vale gale
#

for some reason these two tanks just stare at each other, they fire their main gun at others but not each other (i have all the teams set up correctly)

#

Anyone got any idea?

edgy turret
#

What mods are loaded?

meager pivot
meager pivot
vale gale
vale gale
#

my game just crashed when i replaced the T80 with a T90 and it fired at the other T80

meager pivot
#

Maybe something caused by LAMBS?, but to be fair arma tank AI is something else.

astral bloom
#
  1. Are you sure they are enemies each other
  2. If you wonder try without optional Mods
vale gale
vale gale
fallen light
vale gale
#

If i want a SFX i can just make a SFX folder right and rename this code from "sound" to SFX?

vale gale
#

looking at it but kinda stuck as i just need it for a trigger and it doesn't mention it for a trigger there

glad barn
# vale gale looking at it but kinda stuck as i just need it for a trigger and it doesn't men...
class CfgSFX
{
    class Owl
    {
        sounds[] = { "sound0", "sound1", "sound2" };
        sound0[] = { "A3\Sounds_F\environment\animals\birds\owl1", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
        sound1[] = { "A3\Sounds_F\environment\animals\birds\owl2", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
        sound2[] = { "A3\Sounds_F\environment\animals\birds\owl3", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
        empty[] = { "", 0, 0, 0, 0, 0, 0, 0 };
    };
};

sounds[] can also be an empty array sounds[] = {};. empty[] is required param and serves as fallback sound definition.

vale gale
#

okay ty, do i just leave owl there or?

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still no clue on it rn as well u kinda copy pasted the thing idk about

#

@glad barn

glad barn
# vale gale <@790272937994879047>
class CfgSFX
{
    class RGN_alarm_1
    {
        name = "Reignite Alarm";
        sounds[] = { "sound0"};
        sound0[] = { "SFX\Alarm1.ogg", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
        empty[] = { "", 0, 0, 0, 0, 0, 0, 0 };
    };
};

and path to sound

MISSIONROOT\SFX\Alarm1.ogg
vale gale
#

thank you<3

#

with this what can i edit so it plays consistantly on a loop constantly?

#

(sorry for all the questions)

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ik db is the how loud it is

fallen light
#

How do I use taskCompleted and/or BIS_fnc_taskCompleted to see if all objectives are complete, in a way that it can be pasted into a Conditions box for a Trigger to trigger the End scenes?

devout osprey
#

Trying to change the horizon / horizonObject of a map in description.ext for a mission but its not working, any help is appreciated.

{
    class Any
    {
        class Weather
        {
            class Overcast
            {
                class Weather1
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather7
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather2
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather3
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather4
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather5
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
                class Weather6
                {
                    horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
                };
            };
        };
        horizontObject="A3\Map_Stratis\data\horizon.p3d";
    };
};```
surreal spoke
#

Testing out my mission on server. For some reason the AI spawns in this position and does not move to their assigned waypoint. Anyone know why?

Additional:
-They are meant to move to a GET IN waypoint. I've had this issue before even with a MOVE waypoint, however.
-They are meant to move on a OPFOR - Not Present trigger.
-Rather than disableAI"MOVE" I used a Set AI Mode module. I've had this issue with either system though.

I've only ever fixed this issue by deleting the AI Squad, and putting a new one down. Sometimes it takes several tries but eventually one will work. I'd love to find an actual fix since the current way is incredibly tedious.

astral bloom
#

I guess AnimDataCache issue

surreal spoke
#

I'm pretty new, any particular way to fix that?

astral bloom
#

Locate your profile folder (or its parent folder) and delete AnimDataCache folder, restart Arma

surreal spoke
#

Weird, no luck but worth at least trying so thank you. I'll keep checking but if anyone has other helpful tips please send them my way!

astral bloom
#

Then you have a bad Mod

scarlet saddle
#

Hey there, is the altis international airport available as placeable building ? i can't seem to find it

astral bloom
#

It is hidden but yes. There should be classnames

scarlet saddle
astral bloom
#

create3DENEntity

scarlet saddle
#

in comination with getMarkerPos i guess

astral bloom
#

If you want to place it ingame, createVehicle

scarlet saddle
#

alright thanks

spare kiln
#

Is there any other way to change/upload a new cover image to a Steam Workshop scenario for Arma 3 than to re-upload the mission? Thank you.

silk axle
velvet pumice
#

Not sure if the is the right channel, please let me know. Is it possible to make a mod that just adds to an existing mods description.ext?

velvet pumice
#

We're using the Antistasi and Live Radio mod, and to use other radio channels you need to edit the description.ext. I don't want to break open the Antistasi mod and deal with all that, so I was hoping there's a way to just add to or overwrite the description.ext

olive bobcat
#

Hi folks. I just wanted to ask if there is a way to change the audio sound to the custom objective module for arma 3?

#

I want it where when my players complete an objective, they will have a completion SFX with the actual module prompt. I know SOG has a custom sound, and was wondering what way there is to get it working and whatnot πŸ™‚

neat salmon
#

For warlords is there a way to get a requested plane to land on a non-airport location like the dirt runways on altis

solar bison
#

I have noticed on several videos by people and on a mission I ran (my brother made the scripts and hasnt told me how) but how do I produce a lightning storm - just a visual effect and not to cause damage.

second thing, in a recent rubix raptor video there is alot of people being flung... also how do I do that hah?

quasi hare
#

Hi guys. I have a problem when I want to load a saved scenario, the game loads it for a while and then throws me into the menu. can someone help me? Please

open remnantBOT
#
Arma RPT

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

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

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

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

thorny plaza
#

it usually means either the save is broken in some way or you're missing addons that are needed to start the scenario/you're loading with mods different than before the save.

#

and this is not a channel for such questions, as it says - it's for mission making, not player-debugging. #arma3_troubleshooting would be the way

fallen light
#

I'm having trouble getting "this" to be passed through an addAction; it's important that I can because I'm trying to make a copy-and-pasteable script that relies on no Variable Names on the vehicle I'm trying to pass through via 'this'.

#

What's the easiest way to pass an object to an addAction without public variables?

trim seal
#

using addAction's arguments blobdoggoshruggoogly

#
cursorObject addAction 
[
  "Action", 
  {
    params ["_target", "_caller", "_actionId", "_arguments"];
    _arguments params ["_message"];
    systemChat _message;
  }, 
  ["Hello, Discord"]
]```
fallen light
trim seal
#

you would replace "Hello, Discord" with the variable you need to pass

fallen light
trim seal
#

no

#

and the object the action is added to is available as _target (or _this select 0 if you don't use params) πŸ€·β€β™‚οΈ

fallen light
#

Thanks. πŸ˜„ Let's see if that answers my question(s).

fallen light
fallen light
#

I'm getting this down arrow in my prompt instead of the addAction. It's weird because it was working before, and now it isn't. mild_panic

#

Actually, I think I have an easy fix.

#

Okay, that's weird. Any idea what's causing that collapsing scroll thing?

astral bloom
#

Usually having action without name cause this

fallen light
#

Hm, weird. Here's the code:

#
  
[SPAWNBUTTON, ["Spawn 1 " + DisplayName + ".",  
{  
      VehicleSpawner = 3;  
      VehicleQuantity = 1;
      removeAllActions SPAWNBUTTON;
}  
]] remoteExec ["addAction"];  
  
[SPAWNBUTTON, ["Spawn 2 " + DisplayName + ".",  
{     
      VehicleSpawner = 3;  
      VehicleQuantity = 2;
      removeAllActions SPAWNBUTTON;
}  
]] remoteExec ["addAction"];  
  
[SPAWNBUTTON, ["Spawn 3 " + DisplayName + ".",  
{     
      VehicleSpawner = 3;  
      VehicleQuantity = 3;
      removeAllActions SPAWNBUTTON;
}  
]] remoteExec ["addAction"];  
(etc...)```
astral bloom
#

What is DisplayName there

fallen light
#

For clarification, VehicleSpawner1 is after you select the relevant vehicle, and a trigger changes 1 to 2. Then this flips it to 3, that spawns the vehicle, than goes back to 0.

#

DisplayName is this:
DisplayName = getText (configFile >> "CfgVehicles" >> (typeOf DEFAULTSPAWN) >> "displayName");

#

DEFAULTSPAWN is a Quad Bike.

fallen light
# astral bloom What is `DisplayName` there

The TL;DR is I'm building a script that can be copied and pasted into any vehicle, so it can be used to spawn a type of vehicle on a multiplayer server without resorting to Zeus or server commands.

trail cargo
#

Hi; quick question for you.

If you have a poorly optimized map with a lot of terrain objects, and you know a large swath of it won't be used on a given night, would using Hide Terrain (locally) help or hinder performance?

#

I'm not sure if it would make things better (because it's less to render) or worse (because it's tens of thousands of trees, buildings, fences and other stuff to run commands on)

fallen light
#

Say 100000 x 100000 in size from the center of the map.

thorny plaza
#

bear in mind it needs to be checked to be executed locally to avoid any issues during JIP. and if you plan to remove a lot of objects, the player will see a noticeable performance drop for the duration of the script execution, but how noticable it is depends on types of objects and their numbers

#

and the drop is only once, after that game will be smooth until player reconnects

fallen light
formal fossil
#

What is the point of the signal tab in the briefing? What info should we present to the players here?

formal fossil
#

Also is there a way to indent paragraph text so it's formatted better?

astral bloom
#

Signal means list all related callsigns that are about to operate in your operation. Not a mandatory info anyways

#

Also about indenting IIRC official implementation is having a image in the front of the line

formal fossil
cinder holly
#

&nbsp; perhaps

#

even &#9; maybe

shell fox
#

I think the reason for the image workaround is probably this:
Somebody with default UI settings sees this ...

This line is not indented.
    But this line is indented by four spaces. More text.
    Another indented line.
```... but if the UI is configured in a way that yields shorter lines, the same text could be rendered like so:

This line is not indented.
But this line is indented by four
spaces. More text.
Another indented line.

cinder holly
shell fox
#

See, that's exactly what I'm talking about πŸ˜›
Bonus: They are not identical on my phone πŸ˜‚

formal fossil
#

Oh so it's not recommended to indent lines because it could look different for everyone?

#

I already know how to create a new tab on the right. But how do you create one on the left? I'd like one that goes directly under Briefing.

formal fossil
past sparrow
formal fossil
past sparrow
#

i assume you are using createDiaryRecord?

formal fossil
#

yes

past sparrow
#

you can set it up like this ```
_index = player createDiarySubject ["YourEntry","Your Mission Name"];
player createDiaryRecord ["YourEntry", ["Help", "test" ]];

#

i hope that helps, gotta run πŸ™‚

crystal mulch
#

Could I get some help getting pointed in the right direction for making a King of the Hill-style mission?

astral bloom
#

Learn to script, learn to concept a mission, learn to make a mission, more

formal fossil
#

What is a good way to have a helicopter pick up my team then deliver them somewhere. I decided not to use the SOG radio support module because it;s kinda overkill for what I need to do. Just a simple: Helo lands, player uses and addaction to start the transport and it flys to the destination and lands.

#

I'm messing around in the editor and used a load waypoint but it wont land. Is there more this?

astral bloom
#

Better to use Invisible Helipad to tell where to land

formal fossil
#

Hmm it still wont land. Right now I've chosen load as the waypoint is that correct?

#

And I placed the helipad near.

formal fossil
#

interesting i changed the waypoint to loand instead of load and it did it!

crystal mulch
fallen light
#

I've finished making my vehicle spawner; the only issue is that my 'display' models aren't sitting on the table correctly. Is there a way to fix it?

#

The relevant part of the script:

SpawnTable = createSimpleObject ["FoldTable", getPosATL this, false];    
SpawnTable attachTo [this, [0,0,0]];  
detach SpawnTable;  
SpawnTable setPosATL [(getPosATL this select 0) + 0, (getPosATL this select 1) + 0, (getPosATL TableHeight select 2) + 0];   
this setPos [(getPos this select 0) + 0, (getPos this select 1) + 0, (getPos TableHeight select 2) + -2.5];     
  
this setDir 135;  
this setObjectScale 0.1;  
#

I think it MIGHT be a limitation of setObjectScale, but I'm not 100% sure.

#

Because I've noticed that some objects will sink through the ground, and they are at different heights despite the icons being at the same level.

#

Here's using the actual scale function in 3den.

#

Is there a way to compensate for this?

#

Actually, now I have this visual reference, I think I can see how. So if the scale is 0.1, that means I need to move it up an equivalent distance. But since each object has its own distance, I need to figure out how tall an object is, and move it down effectively half its original height.

#

I'm thinking Bounding Box, but I need to figure out what math to use.

fallen light
#

I've gotten pretty close:

#
private _bbr = 0 boundingBoxReal TankTest3; 
private _p1 = _bbr select 0; 
private _p2 = _bbr select 1; 
private _p3 = _bbr select 2;
private _maxWidth = ((_p2 select 0) - (_p1 select 0)); 
private _maxLength = ((_p2 select 1) - (_p1 select 1)); 
private _maxHeight = ((_p2 select 2) - (_p1 select 2));
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3", _maxWidth, _maxLength, _maxHeight];
//hint format ["p1 %1, p2 %2, p3 %3", _p1, _p2, _p3];
TankTest3 setPos [(getPos TankTest3 select 0) + 0, (getPos TankTest3 select 1) + 0, (getPos TableHeight1 select 2) - (_maxHeight * 0.9) + 3.15];
   
TankTest3 setDir 135;   
TankTest3 setObjectScale 0.1; 
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3, TableHeight1 %4, MaxHeight x 0.1 %5", _maxWidth, _maxLength, _maxHeight, (getPos TableHeight1 select 2) - (_maxHeight / 1.5)];

I think the math is a tad off, so any help would be appreciated. πŸ™‚

#

TableHeight1 is an object that's at Z zero, and is used as a point of reference for the other objects.

fallen light
#

Still no luck.

TankTest2 setDir 135;   
TankTest2 setObjectScale 0.1; 

private _bbr = boundingBoxReal TankTest2; 
private _p1 = _bbr select 0; 
private _p2 = _bbr select 1; 
private _p3 = _bbr select 2;
private _maxWidth = (((_p2 select 0) - (_p1 select 0)) / 2); 
private _maxLength = (((_p2 select 1) - (_p1 select 1)) / 2); 
private _maxHeight = (((_p2 select 2) - (_p1 select 2)) / 2);

TankTest2 setPosWorld [(getPos TableTest2 select 0),(getPos TableTest2 select 1),((getPos TableTest2 select 2) + 0.8) + 18 + (_maxHeight * 0.1)];
   
TankTest2 setDir 135;   
TankTest2 setObjectScale 0.1; 
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3, TableHeight1 %4, MaxHeight x 0.1 %5, BoundingCenter %6", _maxWidth, _maxLength, _maxHeight, (getPos TableHeight1 select 2) - (_maxHeight / 1.5), boundingCenter TankTest1];
fallen light
#

OKAY FIGUERD IT OUT. Using a completely different method. πŸ˜‚

#
_spawnTable = createSimpleObject ["FoldTable", getPosATL this, false];    
_spawnTable attachTo [this, [0,0,0]];  
detach _spawnTable;
_spawnTable setPosATL [(getPosATL this select 0) + 0, (getPosATL this select 1) + 0, (getPosATL TableHeight1 select 2) + 0]; 

_spawnTable2 = createSimpleObject ["FoldTable", getPosATL this, false];    
_spawnTable2 attachTo [_spawnTable, [0,0,0.45]];
_spawnTable2 setObjectScale 0.1;

this attachTo [_spawnTable2, [0,0,2.3]];
this setDir 270;
slender girder
#

is there a guide somewhere that explains how to make custom factions?
I'm looking to create a faction with TRYK's uniforms for a snow map

river nymph
#

Seeing as this is the mission making channel, do you just want to make some scripts to dress em up or create an actual mod?

slender girder
#

probably make a script, as I don't want the players to have to download anything extra

river nymph
#

Then export a loadout from the VA and paste into notepad. That should give you direction into what you need and which commands are useful.

old belfry
#

i am moving my question here from #arma3_scripting :

i have a vehicle in the mission with variable name "OBJECTIVE_VEHICLE_1" that MUST exist always meaning if it gets destroyed or deleted it should respawn at the last known position with the same variable how i do this?

glad barn
trim seal
#

inb4 3DEN Multiplayer > Vehicle Respawn module for the ultimate meme

old belfry
trim seal
#
Description:
Set vehicle respawn, compatible both with SP and MP.

Parameter(s):
    0: OBJECT - vehicle

...
no, it wouldn't

#

the module only works on vehicles that are synced to it in the editor (right click - Connect - Sync To)

slender girder
#

unfortunately, it that didn't seem to be what I wanted

#

my final goal was to be able to make a winter faction with tryks and use them in zeus/editor/mcc

night jackal
#

Does anyone know a way to make a helicopter crash land but not damage/kill the people in the helicopter?

astral bloom
#

allowDamage

slender girder
#

ok nvm, I think I found a good guide thing

scarlet saddle
#

Does someone know what the command is for moving a soldier in the cargoTurret of the vehicle with the MoveIn command ?

scarlet saddle
scarlet saddle
edgy turret
#

hi,
have placed an oval marker "m1" and an artillery piece controlled by AI named it "a1". I have placed a trigger with desired conditions, how do i make the artillery fire on any area in this marker and preferably stop after some time?

edgy turret
#

Will it fire to the center of the area marker or spread it out?

#

It mentions this is via radio

past sparrow
#

im pretty sure there is spread when firing because its realistic, that no artillery is super accurate

edgy turret
#

Need the spread of artillery + spread of the size of the marker

past sparrow
#

then you can use random to add spread to the targetting

#
_ms = (markerSize "m1") # 0;
_rand = [(random -_ms) + (random _ms), (random -_ms) + (random _ms)];
#

then ```sqf
_center vectorAdd _rand

#
_center = (markerpos "m1");


_ms = (markersize "m1") # 0; 

_rand = [(random -_ms) + (random _ms), (random -_ms) + (random _ms)]; 

_p = _center vectorAdd _rand; 


a1 commandArtilleryFire [_p, (getArtilleryAmmo [a1]) # 0, 3];
edgy turret
#

Will this work in a trigger or I got call it via a sqf?

past sparrow
#

doesnt matter

edgy turret
#

One more thing how do get the barrage to stop, reverse the commandArtilleryFire?

past sparrow
#

dont know, the last parameter is the number of rounds fired

edgy turret
#

Ok

south olive
#

Hey, is there any way to allow a certain mod in without having it be included in the scene? I am trying to get LAMBS to work in Zeus, but I need it so that Zeus is configured so that not every addon loads in. That's because I am using 3CB and I don't want to see every single faction while I am moderating a game. So is there any way to include LAMBS in being loaded in Zeus interface?

chilly slate
#

hi everyone im trying to make a mission where the player's goal is to destroy aircraft using explosives, however both satchel charges and rockets seem to be ineffective against grounded aircraft

#

is there any way to make it easier for explosives to destroy aircraft?

scarlet hawk
chilly slate
#

but if there's no one inside it seems invulnerable

scarlet hawk
chilly slate
#

hmm without mods it seems to work

#

i should probably go through them..

chilly slate
#

ok i figured out what mod causes it

#

its freestyles crash landing

somber oar
#

You will have to make a faction then. The script way will work only on preplaced units that can execute loadout script or if you have AI spawning script which when unit spawns will execute loadout script also.

viscid sundial
#

You might want to hold out on TRYK, it didn survive the 1.54 update that TRYK armor is effectively no-armor and you still die with one shot..

somber oar
#

If hes gonna do the units. He can alter armor values himself and have his units with armor

autumn cape
#

it makes sense why it doesnt explode, crash landing prevent explosion damage of air vehicle classes for the crash landing stuff

viscid sundial
#

The vests still need some love from the authoring tools and isn something you can fix through scripting (maybe adding and EH that reduces damage).

somber oar
#

By love from the authoring tools you mean updating the model?

viscid sundial
#

Si

somber oar
#

Models haven't changed

#

There were no new selections added

#

I think it is script related

#

And you can alter script if you take lets say tryk vest base and redo the armor values

river nymph
#

Tryk lost their unbinarized source

#

They cant update their models anymore

spare kiln
#

Are there any good tools for populating areas with AIs or for automatic AI commanding other than ALiVE, which I find a bit janky for smaller scenarios.

autumn cape
#

NR6, Drongos?

viscid sundial
#

Painful... Can't Mikero help out?

slender girder
#

Is there another winter clothing mod then?

undone ermine
#

Hi I got a random urge to try and learn making missions, is there anything I should know/learn about before trying it out?

river nymph
#

Keep the wiki open in your browser

#

then just open the editor and go wild

#

start small

#

just mess around a LOT

spare junco
#

guys, let's say I want to make a game mode like for example Warlords, Wasteland or KOTH; should I use the 3DEN editor to do it and paste the scripts or there is another method better (external tool or something else)? Just a simple gamemode, not nearly like the complexity those above, mostly for learning

tranquil flume
#

Start small is great advice, many people forget that bit not just in mission making. :P

#

The best advice I an give is when you get to MP mission making, make sure to understand the concept of locality and how things interact over the network. Many people fall down the "but it worked in the editor just fine" hole.

astral bloom
#

They are all not even "simple" gamemodes. But yes, Eden is your first step

snow seal
#

Is there anyone who can convert Arma maps to FBX files?\

autumn cape
coral mirage
rose compass
#

Totally agree with the start small advice. In general you could refer to an old Navy expression from the 60's "Keep it simple, stupid" aka. The KISS philosophy

#

If you're looking to do MP stuff, checkout the F3 framework which @coral mirage links to. It might seem overwhelming at first, but once you get the hang of it, it's pretty straightforward.

coral mirage
#

The tutorials I linked will step you through it with plenty of hand-holding

undone ermine
#

Thank you all I already dove into it

wooden dove
#

Understanding locality is the first and most important step in making Mp stuff

desert bluff
#

Anyone got some good terrains/maps from the workshop for building a mission?

astral bloom
#

Anything that you feel it is good is

river nymph
#

Just dont think about MP when youre just starting in general

stable karma
#

where did my msg go

astral bloom
#

Deleted

high vessel
#

So I've been working on a large-scale scenario involving an expansive underground missile silo complex. Unfortunately I cannot find for the LIFE of me any steel catwalks that work for what I need, does anyone know any good mods for it?

#

For reference, what I have so far and what the end result should look like

high vessel
meager pivot
high vessel
meager pivot
#

No prob :).

high vessel
#

πŸ‘€

steady snow
#

I'm not very experienced in arma scripting, but does anyone know if there's a way to do an auto teleport script instead of an interaction or hold button?

sinful rampart
#

Do you want to teleport to a specific position/coordinates?

steady snow
#

I tried to find some stuff online but one thing was in russian the other didn't work

sinful rampart
#

Place a trigger.
Set it to activation by anyone.

In the onActivation script, place

{ _x setPos [x,y,z]; } forEach thisList;
replace xyz by your coordinates, or use a variable.
This just sets the position, of everything that enters the trigger area

steady snow
coarse agate
#

Im fairly new to mission making but was wondering how to focus the in game map on an AO I'd like for a mission like in this picture:

#

Ive seen it done in singleplayer as well but never understood how to gray out parts of the map

delicate hinge
#

Cover Map Module

coarse agate
#

Got it thank you Ill give it a look now

spare junco
#

are "Sides" valid varspaces?

crystal mulch
#

Heyo! How do you place the VR Vehicle Targets, and make them react in color to damage as per the VR arsenal map?

final basin
#

Oh, and build yourself a template mission to use that contains all your default module settings for stuff like ACE, ACRE, etc.

tender hare
#

does anybody know y the tsk isn't show? the notification comes up the veh are spawned the EH were added but i can't find the tsk destination on the map or find it in the "j" menu.

#

"tsk0" exists and has a destination... strange

#

well a destination when i call ["tsk0"] call BIS_fnc_taskDestination

#

i think the function is broken -.-

hollow stone
#

Ayup, SO, Im making a mission where my players find a tunnel system, where they can then enter said tunnel with an addAction that will tp them to a seperate area where ive built the tunnel

Im getting an error on load "Invalid number in expression"

What am i doing wrong? lmao, Teleport stuff attached, I have my markers and such on the mission and everything in mission corrosponds to this script

sinful rampart
#

you call this from an object's init?

#

"\Teleport,sqf"
comma sqf?
leading backslash is also weird

#

and if that file is called teleport.sqf, are you trying to make it call itself? that won't do a teleport, that'll just keep adding more actions

hollow stone
hollow stone
charred meteor
#

Hey everyone, does anyone know a script that allows players to drag or carry unconcious players using arma 3s vanilla down/revive mechanic? I know SOG and other CDLCs have the option but I cant replicate it in vanilla.

Thanks in advance for the help. πŸ™‚

hazy ingot
#

@signal coral thank you for the reply. That is a big help. Is there a way to include all vehicles in that statement except a certain class? Sorry for the late reply. I was working yesterday.

hollow briar
#

Grimes's Revive Script can do it, also get them out of vehicles, at least you can drag/carry ai, cant say Ive tried with players

#

maybe see how he does it.

devout osprey
#

anyone got any idea how i would set a trigger condition to be true when a specific item is dropped by the player? I want to detect if the class name of a specific backpack is in the trigger area (its a tactical nuke lol) Here is the trigger setup for now :

north stone
#

Try such condition:

(thisList findIf { (_x isKindOf "WeaponHolder") and { "<backpackClassName>" in (backpackCargo _x) } }) >= 0
pale dock
#

Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item5/Entities/Item84.type: Vehicle class vtf_kf_O_Heli_Light_02_unarmed_F no longer exists
10:47:30 Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item111/Entities/Item0.type: Vehicle class vtf_kf_B_SquadLeader_F no longer exists
10:47:30 Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item111/Entities/Item6.type: Vehicle class vtf_kf_B_Rifleman_AT_F no longer exists
10:47:30 vtf_kf_vehicles
10:47:30 vtf_kf_units

I keep getting this error in my server from my mission anybody know what it could be?

cinder holly
#

missing a (VTF? KF?) mod

pale dock
#

That'll be Korsac or whatever its called I think

pale dock
#

Took me awhile to find it lol the faction for some reason was saying its units don't exist

astral bloom
#

The reason is you didn't load the Mod

pale dock
#

Its loaded

#

I was using it actively just when I place the units down it flashes that error on a dedicated server

#

Haven't attempted to recreate though

astral bloom
#

If it surely is, the author removed those units then

pale dock
#

Fixed my issue so I left it at that

pale dock
#

I'll just be wary

#

Only use the map

#

I'm having a new issue if anybody could take a crack at it though

#

None of my 3den placed assets are spawning in and players spawn as seagulls

#

On a dedicated

silver lichen
#

Can anyone help me show a picture for the load screen/overview screen? Im thinking its something simple. I put the name in the "picture" tab in the general attributes in eden but it doesnt show up when i start the mission. its a png file

astral bloom
#

PNG is not supported

#

JPG or PAA is preferred

silver lichen
#

thank you!

#

do i need to place it in the MP mission folder, too?

#

or, wherever the mission is?

astral bloom
#

Your mission folder. Not MPMissions or smwhere

rapid sparrow
#

So I have a stealth mission and one of the things I want to add is I want the AI to stop what they are doing either standing still or following move way points and automatically set a search and destroy way point at the players location when they fire a shot within 100m, would anyone know how to do that?

hollow briar
#

The hard bit is probably not getting them to notice the player before they get to 100m

rough perch
#

Hi ! I have a problem concerning the Use of the Zeus Module when trying to into the zeus camera, I just get the Zeus Ping on a dedicated Server, like i'm not a Game Master. I've checked everything, i've checked the module it's the same has every other mission we ever used(Mission A is the one with the bug and Mission B does not have the bug).

In advance I use mods.

The problem just popped out of nowhere, and appears on some mission but not other ( I've tried two different missions on the same server)
I've checked the config of the module of mission A, it's the same has mission B. When trying to host the mission directly on my computer it works but when exporting it to the dedicated it doesn't. (While mission B works just fine on both)
I've waited 10 minutes in hopes it was just a "Slow Initialisation" problem, didn't do anything.
Mission A & B have a different map maybe it comes from that ? But it seems far stretch ? Mission A just has the same structure we put in every missions and like 50 AIs while mission B has far more props and AIs. The scripts are exactly the same and they don't even affect the Zeus.
The problem is not local to me, other player in the same Game Master slot have the bug.

I know the usage of a lot of mods can make the diagnosis of the problem tricky. But I'm lost honestly. I don't know what to do.
If you need other info I will happily give them !
Thank you in advance !

signal coral
#

I'd like to learn how to make small mission scenarios for practicing inserting troops (AI) and extracting them after they complete a mission objective; however, I'm not really sure if I should be doing this using the mission editor or using zeus. From what I understand of zeus missions, you don't have as many options for setting up the AI's behavior. Also, would I be able to zeus while also flying my heli?

An example scenario I'd like to make: Loading 6 infantry onto my little bird, transporting and landing them on a roof of multistory building where inside is a high priority target that needs to be taken out, along with any other hostile people that happen to be in the building. I'd like to set up somehow the conditions for some of the enemies in the building to remain on the building level I place them on and only engage my AI squad when they see them entering their room. I'm guessing if I didn't set any conditions and just placed them, they would all run out of the building as soon as they hear my helicopter arriving. I also thought it would be interesting to have a group of enemies down the street from where we're raiding and having them come to investigate what's happening after a certain amount of time of us being in the objective area. After the building is clear and the LZ is safe, I'd like to land and exfil the squad back to base for mission completion.

Do you recommend me learning about and using the eden editor to do this, or should I zeus while trying to fly at the same time? Also, if I wanted to sometime later be able to replace the AI teammates with players, is it easy enough to change? Any recommendations on resources I could use to learn about editing and zeusing would be greatly appreciated

cinder holly
#

using Zeus, you have more or less to start from scratch every time, whereas Eden Editor you get to start from the same setup every time you start

and nothing prevents you from mixing Eden Editor and making the mission Zeus-compatible to add/remove things

signal coral
#

when you add things in zeus, do you have many options for setting AI behavior? Or are you just placing enemy troops that do their own thing?

cinder holly
#

tbh, IDK!

pale dock
west silo
signal coral
#

So I made a small mission like I described in the editor just with waypoints for the AI. I linked the zeus sytem to the player controlled pilot that I use, and pressing the zeus keybind brings me into the zeus menu, however there aren't any objects on the left sidebar where all the spawned items usually appear. I'm guessing the objects I created in the mission editor don't appear in the zeus menu, but how do I add objects through zeus that persist through when I die or start the mission over?

west silo
#

If you use 3den Enhanced there is a mission attribute for that.

Zeus Enhanced I think has a solution for that as well.

#

Or script it. See the note on this page

shadow ore
#

Hi to everyone, just found this Discord, I want to get into mission making, I already doing basic stuff but want to go deeper, any place where I can find documentation to editing and doing some basic script commands on Eden editor??

silver lichen
#

Anyone have any suggestions for how to get some mission ideas, i feel like i get stuck a lot on what i want the whole scenario to be based on, i value the storytelling side a lot

pale dock
#

could anybody walk me through a way to make an intro cinematic that is based off a trigger and works on a dedicated server?

rough perch
rough perch
# silver lichen Anyone have any suggestions for how to get some mission ideas, i feel like i get...

Play other missions and or watch some youtube on those missions. It can give you different idea of what do to.
Maybe try other type of media, film, books (Tom clancy's Books maybe ?) even real life operation.

And if it does not help maybe try AI ? I know it's a bit controversial but maybe it can generate some good idea that you can explore on.

Just don't copy paste that's all ^^ Use those support as ways to help have ideas.

grave lion
#

Working on a little England based training mission for my small unit - would love to add some ambient plane flyover that just happen randomly - anyone know a super easy script/module/trigger that will activate that?

grave lion
#

How can I have an AI squad start crouched, and then move to their waypoint normally?

hollow briar
#

Put them in low stance position in editor.

signal coral
#

im having a problem where i cant get an ai heli to land, it has a load waypoint, and there is a connected inf get in waypoint, but it just hovers for a bit then flys off to its(the helis) next move waypoint. Any help?

glad barn
signal coral
signal coral
#

is there an easy way to create a weapon/ammo box with selected weapons?
and is there a function that finds the correct mag and accessories for a weapon I choose to add?

silver lichen
#

hey yall, i have 2 squads with the init "doStop this;" to make them stay on point until they see a player, im getting this error, anybody know what i need to change?

astral bloom
#

You are doStop'ing a group, not object

silver lichen
#

what would be the command for stopping a group?

#

thank you, by the way

astral bloom
#

doStop units this;

silver lichen
#

thank you so much!

signal coral
silver lichen
#

on the init for the group i just said doStop units this;

#

i dont get an error anymore and the guys stay still now

wide belfry
#

Any good tutorials for getting started in mission/campaign making

hollow briar
#

You tube maybe

next crater
next crater
#

its a long ass tutorial but it shows virtually everything you need to know for the core bits and pieces, then of course if you want to delve into other aspects with SQL scripting you can find more niche tutorials. he also did one for reforger/enfusion

trim seal
#

SQL scripting hmmyes

next crater
#

im more of a C# boy currently, but one day i might dip my toes in that meowsweats

wide belfry
#

OH SHIT I GOTTA CODEEEEE

next crater
#

SQL is just numbers to me xd

wide belfry
#

I hate coding meowsweats

next crater
#

sameish

wide belfry
#

Can I just use HTML lmao

next crater
#

depends what im making

wide belfry
#

I know that

#

I know Lia

#

Lua

next crater
#

you would need to check

#

its a query based language so...

wide belfry
#

Ohh okay

next crater
#

also HTML is not really a language if you delve into it

#

the M is for Markup

#

but i digress

#

its still good to know lol

wide belfry
#

Yeah, Hypertext Markup Language

next crater
#

do you have reforger?

#

or nah

wide belfry
#

I do not

#

What is Reforger

next crater
#

hmmm

#

arma reforger

wide belfry
#

What is that

next crater
#

basically arma 3.5

#

so the latest arma version on the new enfusion engine

#

im surprised you've never heard of it

wide belfry
#

I thought that was a mobile game lmao

next crater
#

😭

wide belfry
#

Do I need it? I kinda have no money lmao

next crater
#

no no, it was just that if you have reforger maybe you would prefer scripting in enforce

#

rather than SQL

#

some people find enforce easier

trim seal
#

SQF, please

wide belfry
#

Also, I have to do all my modeling from scratch because I’m doing a Star Fox based campaign

next crater
#

if not use Sketchfab or TurboSquid to find models that are CC Atribution

#

and then make them high poly

wide belfry
#

I have Blender know-how-ish

next crater
#

Blender Guru will save you

wide belfry
#

But yeah, I’m currently using assets from The Kuiper Engagements and OPTRE

next crater
#

gotcha

#

i would say first learn how mission making works, then start adding in your own assets into the mix

#

especially if those assets need components and their own unique scripts for certain non vanilla features

#

makes it seem less daunting as well

wide belfry
#

Mostly new weapons and stuff, and uniforms

next crater
#

fairs, weapons just need to be animated and rigged correctly and uniforms gotta love some weightpainting in blender

wide belfry
#

Oh god, I have a lot to learn lmao

next crater
#

yep 😭

#

its not easy

wide belfry
#

Chances are I’ll just use mods that OTHER people have made

#

Because they are smarter than me

next crater
#

i jointly run a reforger modding server and even i dont know half of what enfusion does

next crater
#

thats what i would do

#

there are lots of people who would love to work on a project like that and have the skills, you just gotta find them

cyan pivot
#

Can anyone share experiences with DCOM & lambs? if they've used both, which one they recommend or even if they play nice together

grave lion
#

So im getting some weird oddities that I cant figure out. So I place down a unit from a mod - I edit that units inventory in the unit arsenal. Save the mission. Then the next time I load the mission they are back to the default load out. It only happens with certain units. Whats going on here?

vital trout
#

which mod

grave lion
#

one sec let me load into the editor to confirm

#

Community Factions Project

vital trout
#

attributes -> go to bottom -> disable unit randomisation

#

if there isnt a box there then its not possible to stop it

grave lion
#

I’ll try it, if that’s not possible I guess I’ll try just cloning the loadout on a different unit I suppose

#

Trying to do some gulf war stuff

frank wharf
#

so i made a small base but everytime i have people spawn in it they phase through the floor

grave lion
#

Am I misunderstanding the "Cover Map" module? I assumed that it would black out everything on the map except for where the module covers, but it seems to just add a gray tint over the map.

west silo
#

Gray tint it is

#

You can change the marker alpha of the markers though.

#

Check allMarkers to find the cover map ones.

grave lion
#

not sure waht allmarkers is

frank birch
#

i need somebody that knows how to make a working lap timer and lap counter for a race pls

crystal mulch
#

Anybody have an idea why a Custom Composition will not save when you attempt to save it?

crystal mulch
thorny plaza
#

you have a way and it's checking the RPT

crystal mulch
#

Great!

#

What's the way?

glad barn
#

!rpt

open remnantBOT
#
Arma RPT

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

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

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

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

spiral vigil
#

Users\Your Profile\AppData\Local\Arma 3 = path to RPT file

grave lion
#

My players suck at shooting and burn through all their ammo to quickly and ask for more - this leads to me needing to go into zeus and create ammo boxes. Id like a more immersive option where a truck drives to you, or a helicopter drops a box, or one is paradropped in. Whats a good method for this without me going into zeus to do it all while Im squad leading?

signal coral
#

ok, How the hell do I remove this prompt? haha

north stone
#

This is most likely a mission bug.

signal coral
north stone
#

There is no such action in my mission.

signal coral
formal fossil
#

What you you all think is a cleaner presentation regarding subtitles from NPCs that are next to you (not over the radio).

  1. Chat at the bottom left that you commonly see for radio traffic
  2. Chat that is center near the bottom of the screen like in movies
foggy condor
#

Hey I'm new to mission building with an ambitious project is anyone here able to help out?

astral bloom
#

Don't ask to ask. State your issue

foggy condor
#

I don't know what I'm doing and i want to build a SAR mission that has replayability. and i don't know how any of it works

spiral vigil
#

what a SAR mission

#

and what game are you talking about

#

guys state the game your talking about

#

how the hell can we help with out knowing the game your talking about

astral bloom
#

The channel and roles pretty stating it is Arma 3

spiral vigil
#

nice thats good

#

cuz thats all i know about lol

#

atm i'm trying to make ,,, team respawn for 2 teams, its was easy to make team respawn for 1 team, but im trying

#

maby ill just make all players stay in the specat mode till only 1 player is left maybe i can do that easyer, but i never take the easy way 🧐

#

ofcorse it will be in params to set team respawn on or off ofcorse

#

ArmA 3 WooHoo

#

love this game

thorny plaza
#

Search and rescue (SAR) is the search for and provision of aid to people who are in distress or imminent danger. The general field of search and rescue includes many specialty sub-fields, typically determined by the type of terrain the search is conducted over. These include mountain rescue; ground search and rescue, including the use of search ...

spiral vigil
#

ah thx i see

#

im more of a search and Destory kind of guy SAD πŸ™‚

#

oh its just popped into my head a great idea, ok back into the editer WooHoo ArmA 3

trail zephyr
#

anyone know good resources to learn about 3den editor?

north stone
thorny plaza
#

there are tutorials on Youtube too.

autumn cape
#

^ plus knowing what you are more specifically trying to achieve always help, since you can ask people around this channel and #arma3_scripting

thorny plaza
#

their age does not matter, as long as stuff is done in the 3D editor, not 2D, stuff will work properly 95% of the time

proper flume
#

can you put animations in a mission file?

cinder holly
signal coral
#

Hey. just wondering, how do you set a triggers hight? I have one set up for if blufor enters, but I don't want helis overhead triggering it. Just guys on the ground. So is there a way to set a trigger to max height of, say 10 meters?

signal coral
#

Thank you

signal coral
astral bloom
pale dock
#

Is there a way I could put custom sound files in to have an AI talk to players?

#

give briefings and such

signal coral
#

Does anyone know why in sp my ai helicopter lands fine, and picks me up, but in mp the heli doesn't work and just hovers

thorny plaza
#

or a bad script

crystal gust
#

is there a way to "embed" compositions with a mission? i want to have some compositions when i zeus specific to the mission, without bloating all the other missions

sinful rampart
#

no

crystal gust
#

ok, is it possible to place the groups off map and register and delete them at mission start or similar?

sinful rampart
#

You can't register compositions like that

#

you can copy-paste them from there with zeus

crystal gust
#

ah alright, thank you

stark forum
stark forum
signal coral
#

Anyone have recomandations for a good halo jump mod with plane that works in mp

signal coral
#

I have a question when the mission will be

thorny plaza
pale dock
#

Does anybody have any up to date tutorials and mods for making cinematic intros/outros and for in game briefing such as a video player that lets me put a video on an in game screen

#

I need it to work in a dedicated server as well

south olive
#

Anyone know of any good mods that add dogs? Like ones that you can take in your squad or maybe ones that can attack enemy units?

#

Or even playable ones possibly

formal fossil
#

This light pole is non-essential asset on my mission. I would like to optimize for performance as I have a lot of assets. Which boxes should I check/uncheck?

signal coral
#

Is there a way to add intel, or notes, to a ai's inventory? for example, you kill an ai and check his body, and find a piece of paper that says whatever.

past sparrow
past sparrow
signal coral
#

Alright So i gave up on placing paper in an inventory, so I found the normal ace intel folder, placed it and added text at the bottom. I am able to pick it up thru ace interface. However, in the map screen there is no way to see it, there isn;t an "intel" tab, or anything. Do I need to add something to int?

past sparrow
grave lion
#

You know how players can put their weapons on their back by hitting 0 - is there any way to do that with AI in the editor? Like just select a weapon and place it on their shoulder instead of in their hands?

delicate hinge
#

If you're running SOGPF you can do this with switchMove and one of our "weapon on back" animations.

grave lion
#

I am indeed, how do I do that?

#

Can they walk around with wepaons on their backs though if they are in an animation?

#

My goal here is to make a little bit of uncertainty in my missions - I want my players to think "is that an insurgent, or just some civilian out hunting"

delicate hinge
#

if (isServer) then {this call vn_ms_fnc_weaponOnBack}; in unit init should do the job.

grave lion
#

EXACTLY what I was looking for - thank you sir

signal coral
#

Having some problems with the QRF module from DMP, Can't get them to activate... tried to sync helis and ai, not syncing and everything but nothing happens, they are just still

grave lion
#

Anyone know of a way to have an AI group follow the player group while not in the same group?

north stone
formal fossil
#

Any way to get this nonsense to stop?

grave lion
#

My composition list is getting super disorganized - is there any easy like "Composition Manager" tool that I can use to unfuck the list

delicate hinge
formal fossil
nocturne quarry
#

I was working on a mission for some weeks, just 10 min ago I was gonna open it so I launched the eden in a world then instead of pressing open file button I pressed save file and saved empty mission to my mission file

#

so everything is gone.. is there a way to recover it maybe?

shell fox
formal fossil
cinder holly
#

no, it doesn't happen to me

#

(joke aside, it did happen… git saves)

untold vortex
#

thank god for GitHub

#

genuinely such a perfect program

#

idk how anyone develops a mod not on a GitHub or SVN

signal coral
#

Is it possible to stop mods from updating? just made my server work with all mods and wants to keep it that way haha

formal fossil
#

Is there a way to change the ranks of these units? I see a field to change their name, but not their rank.

west silo
#

In the editor

#

there is a dropdown list either in the State category or Identity

spiral vigil
#

you can script ranks or chose them in the Editer for every soldier

formal fossil
#

What do you all think about subtitles. Do they add a layer of professionalism or are they distracting or they dont matter?

thorny plaza
#

depends on situation and info they give to the player

#

I assume you mean subtitles as conversations, not text for a spoken line, because in the 2nd case they are pretty important

rustic nest
#

Hello I need help on something

final relic
#

Hey, so i made a mission and made it into a pbo but im not sure where to put it to play the mission when i host it. can anyone help? there are multiple locations for mpmissions one in Documents\Arma 3 - Other Profiles, SteamLibrary\steamapps\common\Arma 3

astral bloom
#

Export from Eden Editor and you're good to go

signal coral
#

Hey. looking for "Is this possible/ has someone done it before" A smooth feeling airborne jump into water with a boat, and getting into the boat while in water. I am currently useing the halo jump mod, wich lets you set uo a nice jump with a boat, but not sure if you can get into the boat while you are in water

#

*Also would need to work in mp

trail basin
#

Anyone know of a simple CTF HowTo? This used to be super easy in OFP.

lethal elm
peak anchor
#

@ocean pivot Please dont spam the chat!

formal fossil
# lethal elm Subtitles are important for accessibility. People who are hard of hearing or hav...

Good point. I worried about immersion considerations too. For example, right now I'm using side chat for subtitles but the issue with that is it get sent to all clients regardless if they are near the NPC or not. So from a players perspective that is across the map some side chat popping UP for some unknown reason looks like a bug to them.

Is there a way to get subtitles to play just for the people near the conversation?

lethal elm
formal fossil
lethal elm
formal fossil
west silo
#

There is a bis function with local effect.

#

Use remoteExec to control where the subtitle is shown then.

lethal elm
#

Iirc our old defibrillator used that and had subtitles which showed if you could hear it

lethal elm
#

Or depending on where you want your processing to be done, globalEvent with a distance check

#

Which

#

... Distance 2d is really cheap, so it may be better?

#

Rather than nearObjects which is real slow

west silo
#

If he uses CBA, sure

lethal elm
#

Who doesn't use cba

formal fossil
#

I am using CBA. But just to be clear I want the sound to play globally. (remoteExecing say3d at the moment) but I want the subtitles to play only for players in the area.

lethal elm
#

Cba event, do say3d then do a distance check for subtitles

formal fossil
#

What is a CBA event? I haven't heard of this yet.

lethal elm
#

Cba has functions where you can call a custom event (defined by a string, basically) and it does all the handlers you added to it previously, targeting specific machines

#

Look up the cba docs on addeventhandler and cba target event (and global event)

stark forum
#

I had a project where, when the player medevac pilot would pick up wounded soldiers, one of them would drop a line and the pilot would reply with a reassuring remark. RemoteExec'ing it meant any player within the vehicle could hear and see the convo.

radiant bramble
#
15:02:39 Missing addons detected:
15:02:39   objects_f_vietnam_c
15:02:39   modules_f_vietnam
15:02:39   structures_f_vietnam_c
15:02:39   characters_f_vietnam_c
15:02:39   weapons_f_vietnam_c
15:02:39   sounds_f_vietnam_c
15:02:39   air_f_vietnam_c
15:02:39   env_assets_f_vietnam_c
15:02:39   armor_f_vietnam_c
15:02:39   static_f_vietnam_c
15:02:39   weapons_f_vietnam_04_c
15:02:39   armor_f_vietnam_03_c
15:02:39   armor_f_vietnam_02_c
15:02:39   wheeled_f_vietnam_c
15:02:39   wheeled_f_vietnam_04_c
15:02:39   characters_f_vietnam_04_c
15:02:39   armor_f_vietnam_04_c
15:02:39   wheeled_f_vietnam_02_c
15:02:39   wheeled_f_vietnam_03_c
15:02:39   weapons_f_vietnam_03_c
15:02:39   characters_f_vietnam_02_c
15:02:39   weapons_f_vietnam_02_c
15:02:39   boat_f_vietnam_02_c
15:02:39   static_f_vietnam_04_c
15:02:39   boat_f_vietnam_c
15:02:39   missions_modules_f_vietnam

Any reason why SOGPF refuses to run on my Dedi/Mission? I have the vn folder fully installed with all of these assets but the server just continuously throws the error out on each rpt as I try to troubleshoot.

#

I apologize if this is the wrong area for this question btw.

radiant bramble
#

Found my issue, didn't have the DLC marked in FASTER. Apologies.

weak portal
#

Does anyone have the script handy that disables the garbage collector for specific dead units?

spring sierra
serene jungle
#

I made a scenario to play with my friend, but we don't know how to play.

thorny plaza
#

!localhost

open remnantBOT
#

Arma 3
To host a server or a game session locally, you need to make sure first that your WAN address / external IP uses the IPv4 protocol!
Check your router’s status page in the settings to confirm. (If in doubt, ask your ISP, Websites like β€œwhatismyip.com” give you a false positive!)
Local servers and games can not be hosted on an IPv6 network, or IPv4 via DSlite tunnel!
https://www.avg.com/en/signal/ipv4-vs-ipv6
Once you have confirmed that your connection uses the IPv4 protocol, you need to manually open / forward the ports 2302-2306 UDP (https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding)
See your router’s manual on how to do that, or ask google: β€œ<your router model> + port forwarding”

spiral vigil
#

nice info way to go guys awsome

#

Beachhead is that for Team respawn or what is the script for

formal fossil
#

Is there a way to randomize overcast at mission start? In my initServer I have:

skipTime -24;
86400 setOvercast .5;
skipTime 24;```
But it appears to have no effect. I was trying to get this working first then try to randomize.
arctic drift
formal fossil
arctic drift
#
999999 setOvercast _rand;``` overcast never changes πŸ™‚
formal fossil
#

Does this look correct?

_rand = (random [0.6, 0.8, 1])
arctic drift
arctic drift
formal fossil
#

Lol sorry

arctic drift
#

[0.6 min 0.8 middle 1 max] can be

#

In most cases, closer to the middle.

#

if need other method

[0, 1] call BIS_fnc_randomNum;```
formal fossil
#

Awesome. I change the weather in my mission with remoteExec. Will that overwrite the random weather in initServer like I want it to?

arctic drift
#

change weather only on server

#

its auto sync

formal fossil
#

This is the other way right?

_rand = [0, 1] call BIS_fnc_randomNum;```
arctic drift
#

yes

formal fossil
#

I know how to get sidechat to work but how do you get globalchat to work? I dont want to use sidechat because it wouldnt make sense for the player himself or the friendly he killed to say this line:

["Check your Fire! Friendly Fire!"] remoteExec ["globalchat"];    
astral bloom
#

globalChat requires an unit as an argument, who says that line

formal fossil
#

I wanted it to not be a specific unit. Because you could kill the unit and he would say that line and it would make sense that a dead person can say that line. I guess I could use systemchat but the best would be if it was just a random unit in the group.

spiral vigil
#

what about say3D

#

try that with a sound file

loud kindle
#

Working over an idea here.

The finale for a scenario im working on - a followup to my Viper Blue mission - is going to be a rapid CQB/assault of a construction site building, from the top down.

The problem is that its not just the players, but a full squad of AI to boot, and I know theyre already Not Great st handling buildings.

Ive got a revival system already in place, so Im not concerned about casualties causing an instant game over state. But it is supposed to be a very fast paced attack, not stopping every second to repath the AI or heal them up for getting shot a billion times.

So, the introduction is already going to be tightly scripted as a hotdrop taru bench pod on the roof and simulated flashbangs... what if I just tightly script every encounter?

Like, after the initial drop and clearing the roof, theres a cut to black/cut sound (is that possible?), then snap back in with the player teleported to one of the hallways, some enemies popup from cover. After the player takes them down, cut to black, snap back in further down the building, etc etc.

Pros: no needling with pathing, everyone is put in place already, I can use various animations to really up the immersion. Its already supposed to be a very action-forward campaign so it shouldnt feel too out of place.

Cons: tightly scripted in Arma is already a hard goal to reach, and some players (lmao none of my projects get much attention anyways...) might prefer the opportunity to run the course without breaks, which would be doable - just not while expecting the AI to provide anything like actual backup.

#

Actually, thats a hybrid option... player is free to run through the entire attack, but the AI squadmates get teleported to key positions - the MG lugger snaps into cover behind a crate gunning down a hallway, etc. Hrm.

weary aurora
#

I think you can also use a Headquarters Entity module instead of a hidden unit, but I found out that will then also be used for other messages like vehicle respawn notifications.

glad verge
#

Hey everyone! I'm currently making a mission and I want a task to be created when the players find a truck through binos or a rifle scope and move their reticle directly on top of it. Does anyone have any idea how this can be done?

formal fossil
loud kindle
#

@scarlet lantern Machine Gun Gunnery Table?

scarlet lantern
#

Yes. Have a truck with a 50 cal go through a designated route that at certain points they either stop at a Birm or drive through a fire box and shoot at targets that are either moving or stationary.

#

It's a qualification senario

loud kindle
# scarlet lantern Yes. Have a truck with a 50 cal go through a designated route that at certain po...

You'll need to, at the least, use triggers to control when the truck moves, tied to it's waypoints, as well as createVehicle/createUnit to spawn in targets as desired (outside of targets you can place when the mission is being made).

While you can achieve something very basic with just the editor alone, I'd highly recommend getting familar with SQF, the scripting language, as well as the official wiki. You'll find you have much greater control and access than just the editor alone.

https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting

languid wing
#

I recently got back into mission making and noticed the AI has a excessive use of binos instead of sticking to rifles. There was a fix for it but I can not for the life of me remember what / where / when that did not involve removing the item from the AI invent. Does anyone by chance have an idea?

lime goblet
#

hello, i use the editmodule for buildings preplaced, how do you add code to require an object to open the doors ?

weary aurora
#

In the object Attributes in section Object: Special States* you can set the Door States.

lime goblet
#

perfect, then how would i implement opening those locked doors with a key?

thorny plaza
#

first tell us how did you implement those keys

torn sparrow
#

i've been looking at making a mission where a helicopter flies in and drops troops off via fast rope, and have landed on UnitCapture for making it fly in and then after the UnitCapture allow the AI to take over and have it loiter around, but I don't know how to get the fast roping done at the given position

#

anybody able to help?

spiral vigil
#

yeah i remember that fast roping stuff that was cool

#

but i dont use it any more so if you dont use it you lose it right !

#

just let the leader use binos

#

Filthy Casual just let the leader have binos

latent flame
#

Hello, when I upload a modded mission file to my server, it gives an error in the Arma 3 console. error: Bad vehicle type tmt_patrolback_1.

I don't know how to fix it can you help me

thorny plaza
#

you probably are missing the mod that adds this item on the server

deft rapids
#

Okay, so I am creating a mission. I am a noob when it comes to this stuff. But I am enjoying it as I go. I am working on a plane crash, I have the plane crash setup for the most part. But I wan't to spawn the AI or the crew at the crash either knocked out and need first aid, or on the ground with a handgun or something to defend themselves until help arrives. And so far I have had no luck making the AI knocked out or disabled on the ground.

rose compass
#

@deft rapids What are you using (code wise) to disable or knock them out?

deft rapids
#

Well I found something I would prefer to use... Something like this: unit switchMove "Acts_SittingWounded_loop";

#

But when I try that the animation doesnt change. Do I need to create a script to run that for each unit or am I missing something?

signal coral
deft rapids
#

Thanks Garrett. Very useful

heady otter
#

Need some help, if anyone has any answers.

Recently I made a mission for a milsim unit and published it onto the Arma3 steam community, they downloaded the map but it’s not working what so ever? Can anyone help.

thorny plaza
#

give the link, maybe?

#

several possible things you could have done wrong. Missing mods, mission not saved as multiplayer (or not exported as one), broken scripts...

heady otter
#

i've been doing this for a couple of years now, the issue was the folder i was sharing had a privacy setting switched off, so everytime he went to download the link it failed to download.

thorny plaza
#

no idea then Β―_(ツ)_/Β―

#

your milsim unit members could check their RPTs to see if game shows any error regarding the mission.

formal fossil
#

Im trying to host my mission with FASTER for a friend that has SOG compat in his mod list but the join button has a strike through. How do you get compat working?

deft rapids
#

Anyone use X-Cam?

lime gyro
#

@deft rapids i do from time to time

deft rapids
#

Is it pretty simple to use after you get it set up?

lime gyro
#

Ehh its... well yeah when you figure it out.

#

But that took some time

#

Only uses it till EDEN comes out for sure.

#

Its certainly more focused towards map builders and such, but i have managede to make som pretty nice things for missions with it

deft rapids
#

Yeah it has been sorting my objects for an hour or so now.

#

EDEN? Haven't heard of that.

lime gyro
#

The new 3D editor for arma is called EDEN,

signal coral
#

Opt into the dev branch and check it out. 3D Editor

lime gyro
#

Its amazing, but not that easy to export to stable with all settings intact πŸ˜ƒ

signal coral
#

Ya, I am just waiting for it. Patience...

lime gyro
#

Same, but untill id say X-cam is a pretty great alternative. Its certainly not as user friendly.

#

but it will get the job done

#

@deft rapids cant remember how long the index took, but dont recall it taking that long

deft rapids
#

Just because I have so many objects

lime gyro
#

Might be,

formal fossil
thorny plaza
#

well that's a detail you didn't tell us here (that you're playing on a SOG map)

celest cosmos
#

Its amazing, but not that easy to export to stable with all settings intact πŸ˜ƒ
Then again that's because of all that got added/is replacing something from the 2D Editor... to say nothing of the latter being on its way out

spiral vigil
#

Can you use BIS_fnc_randomNum; in the Description.ext ?

#

hmmmmmm

#

maybe not im thinking

astral bloom
#

No

past sparrow
#

but if you want BIS_fnc_randomNum this is the code it uses (linearConversion): ```sqf
#define RANDOM_NUM(beg,end) __EVAL(linearConversion [0, 1, random 1, beg, end])

rvar = RANDOM_NUM(1,2);

spiral vigil
#

ahh thx m8

#

so you can use BIS_fnc_randomNum; in the Description.ext

#

nice

delicate hinge
#

you should be able to use any function that's from the mods/game as they're compiled to ui namespace at preStart.
__EVAL(call (uiNamespace getVariable 'fncName'))

lime gyro
#

All correct

wet dock
#

Can't seem to get a clear answer on this online so I'll ask here
I've got about 20 missions in individual folders and I'm looking for a way to make them an actually playable campaign, similar to that of the East Wind or Prologue, where you can replay specific missions, and in particular, one where you can go from one mission to another once you complete it
I read something about a general missions folder and a description.ext in there that has all the paths but I can't for the life of me get it to work in the editor and I even more can't figure out how to make it one campaign instead of many missions

wet dock
#

Yeah I've tried that and got nothing, unless I'm beyond confused
I've used this within my first few missions to test it, gave up, and finished the campaign missions first, now I'm coming back to actually work on it but I can't figure out the issue

#

Unless it's meant to be
template = "Mission\missionName.Malden";

past sparrow
#

wish I could help you more there but make you figured how to load the changes because that is first step with any config editing

wet dock
#

Wdym

past sparrow
#

typically going to the editor loads description.ext

wet dock
#

Sorry I'm lost today, what'd that change?

past sparrow
#

it reads the changes you typed in description.ext

wet dock
#

Yeah

#

That part I understand, what would be the issue with that is what I don't

past sparrow
#

arma not reading the latest version of your campaign config

wet dock
#

I tried launching it way after completing this, even now it doesn't work

past sparrow
#

ok

shell fox
# wet dock Yeah I've tried that and got nothing, unless I'm beyond confused I've used this ...

I've never created a campaign, but I've spotted a few differences between that Wiki page and your screenshot:

  • Wiki places the missions in a directory called missions, not mission.
  • Where is your MissionDefault class defined? The Wiki example at the bottom explicitly defines it before inheriting from it.
  • On the Wiki, the template attribute is not a string.
  • Wiki explicitly statest that the campaign has to define a firstBattle attribute.
#

The same Wiki page also mentions that campaigns can be tested by placing them in a subdirectory of the A3 directory called campaigns. To upload a campaign to the Workshop, you have to package it as a mod.

shell fox
wet dock
#

Ah, I'll have to check that out, thanks!

#

Kinda blind to miss that honestly

mortal gyro
#

Is something like ADAM by Pwner Actual still around?

thorny plaza
#

google does not return a single thing about this being related to any Arma title, are you sure you got the name right

trim seal
mortal gyro
#

It just helps to save a bit of time I guess but its not a necessity

surreal wasp
#

how do I make a trigger if there are less than 3 people in the enemy's group, then it is activated?

north stone
#

Just change trigger activation condition.

surreal wasp
#

for what exactly?

north stone
#

You want the trigger to activate as soon as there are less than 3 alive units in the enemy's group, right? So count them and compare quantity.

surreal wasp
#

that's right, but I do not know what to enter in the trigger conditions

north stone
#

Something like this:

({ alive _x } count (units myEnemyGroup)) < 3

where myEnemyGroup is the enemy's group name.

surreal wasp
#

Thanks you!!!

#

and how do I make sure that, say, I raise a terminal called "terminal1" to the inventory, then the trigger will be executed?

#

I remember there was some kind of command for the condition, but I don't remember exactly which one

north stone
#

It's impossible to do this reliably. The only solution is to check that there is no terminal1 (in fact this is a weapon holder that contains the terminal), but it's in the player's inventory:

((isNull terminal1) or { (((getItemCargo terminal1) select 0) findIf "TerminalClassName") < 0 }) and { (((assignedItems [player, false, false]) + (items player)) findIf "TerminalClassName") >= 0 }

But this solution will also work for those who already have a terminal in their inventory and takes extra one.

surreal wasp
#

it's very big, I remember it was simple and short, like "terminal1 in player"

north stone
#

But in may be used in my condition:

((isNull terminal1) or { !("TerminalClassName" in ((getItemCargo terminal1) select 0)) }) and { "TerminalClassName" in ((assignedItems [player, false, false]) + (items player)) }
tight root
#

An interesting bug:

A mission PBO file from another admin, if I upload directly to the dedicated server, everything is fine, no error at all

If I extract and repack this PBO on my own computer before uploading it to the server, I get a script error saying Undefined variable in expression

What could cause this? Different software and/or versions? Different system language and time zone ?

sinful rampart
#

which variable

#

in which file

twilit forge
#

is there a way i can make the USS Nimitz rotate so its listing to one side?

trim seal
#

Aren't big ships static, though?

twilit forge
#

thx

twilit forge
#

do i do this in Eden? im pretty new to all the mission making stuff

deep blade
#

What might cause an "init.sqf" not found error on mission startup? (the init is in fact findable at the listed directory. No errors)

astral bloom
#

It does mean the game failed to find init.sqf. Make sure there is one

west silo
#

It shouldn't show an error

sinful rampart
deep blade
#

Dedmen got it right. Thanks for letting me know

#

I forget I'm on the dev branch

sinful rampart
#

Dev branch gonna stay brokey till next week

fickle pivot
#

I've extracted a bunch of the official missions from vanilla campaign, Tac-Ops campaign missions, Showcase missions, Tanks, etc.... and noticed that there are almost no AI placed on the maps at all. What gives?

#

how are these missions handling/spawning enemy and friendly units?

#

it seems the only units that are actually placed on the maps are units for logic, or ones that are placed in static positions like indoors behind a table, at windows, or behind sandbags.

deep blade
#

BIS missions are usually entirely scripted. They don't make missions in 3den they probably have their own workflow. But basically all BIS missions are like that

#

If you look at some community missions you might get better insight on the 3den side of things

fickle pivot
#

honestly I'm just trying to understand how BI sets up the AI for their missions. I hate when I'm making a mission and the AI is just totally braindead and doesn't react to anything, hardly ever shoots back. But I pretty much never notice this in the official missions

thorny plaza
fickle pivot
#

what are FSMs?

thorny plaza
fickle pivot
#

so basically each mission has it's own .fsm that dictates how the AI reacts to things?

#

I opened the FSM for one of the tacops missions and have no idea what im looking at lol

thorny plaza
#

When it's needed, yeah. Conversations are based around them iirc

#

There is the FSM editor that displays the code stuff ina form of graph, but not sure if you can use it to simplify whatever is in the campaigns. Anyway it is a lot of code in them and that's why BI's campaigns are prone to breaking when mods are used

#

Contact is the biggest mess

fickle pivot
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but do these actually dictate how the AI reacts and acts in combat? A lot of what i'm seeing is just stuff related to waypoints, objectives, removing or adding gear, adding markers, etc.

#

basically what I want to try to achieve is have enemy defensive positions that actually try to shoot at enemies (the player and his squad). As it stands right now I can run across an open field with no problem at all. Enemy doesnt suppress and almost never even notices my squad.

#

just seems like the only way I can make an objective hard to secure is by flooding it with a lot of units, but I don't want to go the cheap route

#

but even then that doesn't work because I can just run in solo and wipe out an entire squad that is looking in different directions or just prone in the grass somewhere doing nothing

thorny plaza
fickle pivot
#

I mean... basically anywhere in any of the missions. When playing official missions the AI is never as braindead as they are as when I'm playing in the editor. I'm also not running mods except for JSRS

thorny plaza
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I've never had any issues with the default ai. They are capable of engaging me from more than 500 meters if I am not actively trying to creep up on them.

#

You might want to modify their skill settings while in editor. There is a bar for it.

fickle pivot
#

well I've done that as well as manually setting their general skill to max

#

it makes them pretty accurate but thats about it

#

it's still easy to just steam roll over an entire squad

thorny plaza
#

Isn't defending positions about being accurate?

fickle pivot
#

yes but not when the enemy isn't even shooting at you or detecting you

#

I need kind of way to make the enemy detect the player's squad I guess

#

because relying on just a standard placed unit does not work

thorny plaza
#

You're being to vague imo. Describe an actual situation you're trying to create in editor, make it, record it and then say how it is different from what you wanted

fickle pivot
#

ok

tight root
# sinful rampart in which file

Hearts and Minds mission, the variable is btc_gear_object, its inside mission.sqm, it is in an object's init in Eden editor

sinful rampart
#

Maybe the object its referring to, doesn't exist

tight root
#

maybe

tight root
north stone
tight root
#

yeah i am using this

past sparrow
#

@spiral vigil why do you have extra {} around everything?

#

ive never seens syntax like that...

#

nice that you try helping but i still think the code wont run. few problems there

west silo
#

Man, ready that made me think he's chatgpt πŸ˜„

delicate hinge
#

That code does nothing but allocate a bunch of code.

trim seal
#

first, you write the if statement: ```sqf
if (isServer) then {

}then you write the `forEach` statement:sqf
if (isServer) then {
{

} forEach allUnits;
}then you write whatever you want to do with all those units:sqf
if (isServer) then {
{
_x setSkill ["aimingAccuracy ", 0];
_x setSkill ["aimingShake", 0];
// ... and so on
} forEach allUnits;
}```

trim seal
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does not compute

#

does not make sense

cinder holly
#

logic says no
code says no
heart says yes

therefore, it works meowawww

west silo
#

wth is wrong with some people

astral bloom
#

Because multiple people multiple times pointed how your code is not going to run and you failed to listen and admit

#

Read what? The code? No it's not going to run as how you expected

#

Unless I miss some of your posts, I can confirm that your posts and codes don't make sense

mortal gyro
void obsidian
#

hi friends, is there a easy way to mass destroy terrain? This includes trees, buildings, fences, street light, ect. As if a nuke went off.

spring sierra
#

What zeus mod adds the zeus ping notification box to the zeus UI?

west silo
#

You want to use nearestTerrainObjects most likely.

deft rapids
#

Well until Eden...I have X-Cam. Which actually has worked great up till exporting. For some reason when I export my project to a mission it does not export vehicles. It only exports objects? Ideas?

lime gyro
#

@deft rapids Yeah have the same problem, havent found out how to get around that

deft rapids
#

hmmm, annoying. I love when I place the wrong module and go preview the mission to find goats running around my base...

cinder holly
#

setDamage

past sparrow
lime gyro
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Yeah i use it mostly as a builder. Then i use zeus to do the rest.

deft rapids
#

I haven't really used zeus much. If I place things with zeus can I save it in the mission.sqm? Or will it not save that stuff.

lime gyro
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i normally use ARES to save my zeus builded missions

unkempt meadow
#

how do you remove players unit tag and unit logo? is it server settings or addon options?

astral bloom
#

What tag what logo

signal coral
#

Anyone here know how to use "ace's ambient sounds" ? I am trying to add distant war like sounds, such as gunfire and possibly even explosions, and can not figure out what i have to put in the "sounds" box

thorny plaza
#

hover over the "Sounds" and see what the tooltip shows

signal coral
thorny plaza
#

so as it says, you insert sound classes there and separate them with commas

#

sounds probably have to be defined in cfgSounds

#

so you either need to define your own sounds in mission config or provide classes from a different mod or the game itself, assuming they have any "distant war like sounds"

signal coral
#

alr, ty

deft rapids
#

X-Cam is actually pretty good once you get the hang of it. Still haven't figured out the Vehicles thing...

deft rapids
#

Why did they get rid of Clutter Cutters in A3?

wooden dove
#

Because they are still useful

dull ledge
#

is it possible to force aiming deadzone in a mission?

astral bloom
#

Nope. It is a game options not something you can in scripts or something

deft rapids
#

? They don't work in ArmA 3. I know they are useful, but why don't they work.

twilit forge
#

i might be doing something wrong but it doesnt seems to me working

alpine cargo
#

are you sure there's not something? i swear i remember removing grass somehow in arma 3

unkempt meadow
#

Or Clan whatever you call it

thorny plaza
#

either force people to play with no tags (idk kick them until they join with none) or live with them

wooden dove
#

it does remove grass AFAIK, same for helipads

twilit forge
#

i wasnt trying to do the destroyed just the carrier

final basin
#

It only removes grass.
I still wish there was a way to clear trees >.<

tame pecan
#

hey people, is there any way, in hosted Multiplayer, to make a custom name show for the player instead of its actual profile name sidechat?

#

im using this ["radio_topic_1", "camp01",nil, "side", nil, nil, 1, true] remoteExec ["BIS_fnc_kbTell",0,false];

#

but after the callsign its allways the player name which is shown, even if i define via this setName "Peter" for example in the units init

tame pecan
#

thx, i tried that, but profile name of player ist still shown instead of the name in description.ext

#

i might remoteexec the setidentity command in the init line. how would that look please any idea?

north stone
#

You don't need to use remoteExec in Init field.

tame pecan
#

thanks! but still shows the profle player name ....;-(^

thorny plaza
#

then it is what it is

final basin
#

Anyone know a good means to simulate a missile hit on a helo?
I want to say, have a missile come up, hit the helo, deal some damage, but not turn it into a fireball.
Tempted to allowDamage false the helo and passengers for the duration of the hit, then do a set damage to the helo, but is there a better means?

wooden dove
#

Play the effect and sound and apply the damage yourself ?

final basin
#

Yea, but I'd like to simulate the launch and what not as well, given that the pilot will be a player.

#

And there is no way to create a radar warning via script AFAIK

deft rapids
#

I love EDEN...can't wait for it to be released.

#

I hope they will add like what X-Cam has though to allow you to align/rotate things according to an object that is already placed on the map i.e a road.

median pelican
#

If they don't you should be able to add it yourself, that's one of the big things with it.

deft rapids
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How would I be able to add that feature myself?

median pelican
#

It designed so addons can add functionality.

deft rapids
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I would wait for another person to come along and make that addon. I am not much good in the way of creating addons. I can create missions and I do know how to make maps, I do that in my spare time. But addons in terms of functionality and things like that I am useless.

haughty idol
#

I'm trying to make a terrain myself. How can I merge items from an addon into my project?

rose linden
#

hello, I am editing a mission on the Kobbvatn map, which has a tunnel through a mountain. I would like to create objects inside that tunnel, but whenever I use the getpos or position command it places it on top of the tunnel, on the surface of the mountain, how should I adjust the script?

I have put in the field to activate a trigger this line, but it happens as mentioned before:

_debris = β€œLand_Mil_WallBig_debris_F” createVehicle position thisTrigger”;

north stone
#

Place your trigger inside the tunnel, or pass exact position.

rose linden
#

what I want to do is to turn that barrier into debris when it receives a demolition blast

north stone
rose linden
#

here you can see the debris created but above and to the left of the tunnel

north stone
past sparrow
rose linden
#

partial success! debris in place...but a little bit tilted! πŸ€”

past sparrow
#

setdir should also fix πŸ™‚

rose linden
#

thanks you! I put here a capture of the code used:

Condition:
{_x inArea thisTrigger} count allMissionObjects "#explosion" > 0

On activation:
{deleteVehicle _x;} forEach (nearestObjects[thisTrigger, [], 5] inAreaArray thisTrigger);
debris = "Land_Mil_WallBig_debris_F" createVehicle position barrier1;
debris setPosATL [getPosATL barrier1 select 0, getPosATL barrier1 select 1, getPosATL barrier1 select 2];
debris setDir 45;

past sparrow
#

be careful with nearestObjects command as the way you are using it now deletes all kinds of objects near the trigger. you should put something in the type other than just []

#

like ```
nearestObjects[thisTrigger, ["Wall"], 5]

north stone
#

I would sync each trigger with own barrier and use these trigger statements:

  • Condition:
((synchronizedObjects thisTrigger) findIf { alive _x }) < 0
  • On act.:
_barrier = (synchronizedObjects thisTrigger) select 0;

_position = getPosATL _barrier;
_direction = getDir _barrier;

_debris = "Land_Mil_WallBig_debris_F" createVehicle [0, 0, 0];

_debris setDir _direction;
_debris setPosATL _position;

deleteVehicle thisTrigger;
karmic remnant
#

With that many AI, and that many players, probably better off using ALiVE. That's what ALiVE was made for

rose linden
#

Thanks you @north stone and @past sparrow , i will give It a try!

wooden dove
#

Pretty sure ALiVE need to run both sides.

#

But yeah without proper HC handling DAC will absolutely wreck your framerate with that many AIs

wooden dove
#

Are you spawning them on the fly or via triggers placed in editor ?

#

I noticed that calling DAC_fNewZone was faster than using in editor triggers (at least after DAC init)

#

otherwise it takes fucking ages

wet dock
#

Can't figure out a way to get naming to work, for my campaign I want the names to be how BI does it, but it keeps putting the name of the mission as just the name of the folder the mission is in.
Any ideas?

crystal mulch
#

Hello!

I am looking for experienced Mission Makers for a soon-to-be-opening ArmA III WW2 unit based around Spearhead β€˜44.

The unit is based on a U.S. Ranger battalion, however, a multitude of options are available to play as certain countries and factions in other operations.

If anybody is interested - shoot me a DM! Everything is already established server side, it’s just a matter of creating a dedicated team!

cunning timber
#

Hey is it just me or do defense missions just not work well? The ai aren’t very good at attacking and end up being lackluster, a lot more happens with attacking

compact lake
#

Looking for any help regarding ALIVE Persist with a dedi server, just wanting to save player loadouts and locations.

surreal wasp
#

guys, I want to make a convoy in Zeus. How can I make drivers so that they do not react to the shelling and drive further down the road? And the shooters were shooting

spring sierra
# cunning timber Hey is it just me or do defense missions just not work well? The ai aren’t very ...

Iirc, lambs has some waypoints that will make ai push more, but they do not do proper move and fire.

Static defense missions are just bad. RubixRaptor did a how to make mission video and he goes over that well.

A better way I have seen defense missions done is where you give multiple objectives to defend, more than the players can directly handle, forcing them to guard certain objectives and retake unguarded objectives.

#

.
Only issue here is that sometimes, player command will stretch forces too thin anyways and it ends up being a bad time for everyone....

#

Create some dynamics in a defense mission, and it will just be better