What is the preferred layout of missions for you guys? I've seen ones where it's just open from the start, ones that are full scripted but my favourites are the ones that have a scripted opening then a free form main body.
Like you do a scripted attack on a landing zone, then do what you like for the main body of the mission afterwards.
#arma3_scenario
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Hey, i have placed down a Support Provider and Support Artillery synced to AI Arty.
They fire in SP and local MP Server, but sadly not in dedicated MP Server, how can i fix this?
Please ping me
Ahh I see, thanks a lot. Imma watch the video, but basically for a good defense mission I need to stretch the players a little thin and choose what to defend because the AI legit kinda just suck at attacking
Are you sure btw for the vid it isnt a Rimmy vid? I cant see anything by Rubix
Rimmy, not rubix
Yeah I seen it a bunch of times. Thing is pretty much no matter what I do, it just isnโt satisfying. The best I can really do is like a counter-attack with the AI, even with LAMBs
anyone knows why we cant connect to a drone using uav terminal?
or any mods that you have experienced conflict with? Because we have no clue. Like the "control driver" or "control turret" is greyed out. Its either white and can connect but it dissappears
Has anyone managed to get a heli pickup from water to work? ie a heli hovers right over the water and you get in
Your best bet would probably be unitCapture and unitPlay
Can anyone here tell me if the Support Requester Module is only for SP and/or local MP? I do not get it working on my dedicated MP server....
What could i be doing wrong here? Have 3 AI arty, 2 are grouped to the one in the middle. Middle one synced to the Support Prodiver Artilley, that is synced to the Support Requester which is then synced to my ZEUS units (also tried with synced to only one unit, no change)
I already tried the "Create Target" and "Artilley Fire Mission" but the accuracy seems too much off compared to the Support Requester option.
Does priority of briefingName now changed?
wiki says
'briefingName' from 'description.ext' has a priority
but in my test 3DEN->Attributes->General->Presentation->Title have more priority
https://community.bistudio.com/wiki/Description.ext#briefingName
how much scripting would it take to create a teleport and extraction system for arma im tyrna recreate tarkov gameplay in arma
would it be easier to just make it freeroam or are there modules to handle infil and extract
btw ill be building this mission around dmp so part of it has been handled
is there a way to do it without scripting
imma keep it simple and make it freeroeam
hopefully jeroens arsenal wont require too much neuron activation
btw is it possible to jus add a series of props around the map and use those as fast travel points
i also wont mind using mods to acheive anything for example prarie fire
ig ill figure it out as i go along
pretty muh my first mission tho
alr my goal is to be able to set up different aos in different places, populate them with light forces like tarkov does, and jus have a way to teleport the player in and out of those zones via module
nothing fancy jus zones and telepor t points
before i get too deep into this does jeroens arsenal have antistasis unlock function by default or do i have to script it in
ive invented a premise for this mission which is basically altis has fallen apart and csat aaf nato and various guerillas and pmcs are fighting it out in a 3 way war and youre there trying to make some money off it
ill jus be using an empty cargo net as an arsenal kinda like tarkov stashes
Is it possible to create a scenario 1 or scenario 2 via the mission start parameter and have a different slot list displayed before the mission starts, depending on the scenario?
No. And if yes, it's gonna be very hacky. Better rely on two separate missions with different slots/objects/etc.
i have a trigger that has the type set to Guarded by Independent and i have a waypoint for a group set to guard but the ai wonder outside of the trigger arena how do i make it so they dont '
Hey i am experiencing a propblem with Targets once the mission is loaded on the server targets no longer move or go down when shot, also in the editor using nopop targets go down but the swivel onse no longer swivel
you may have created them as simple objects?
(also don't crosspost, thanks)
all good was just covering bases, I am sorry
So the all targets go down and reset after the script is executed but the swinging targtes wont go back down
https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets Just going to leave this here. Maybe there's something that helps
is there a way without scripting to add in a way to penalize player death wether its campfire save or persistent death where u drop all ur loot
maybe i could use oldman or drongo modules
how do i set up old man im planning on using the fast travel module
on the wiki rn says to do smth with description.ext do i jus make a file called description.ext and paste exactly what it says in
Not as far as I know.
You have opened a very large can of worms. Can be fun if you reduce the size of your project.
Oops all I wanted was fast travel
Ye I saw that one
If only drongo map pop docs were more detailed
is there anyway to play sounds withotu needing to define them in description.ext
through your microphone
otherwise no
well you can define them in a mod, then it will be config.cpp with the cfgsounds entry.
Can anyone provide an example/link/explanation for what exactly, a tactical ping is?
https://community.bistudio.com/wiki/Description.ext#DifficultyOverride
Shift+T by default, lets your team mate see your ping on a specific, attention-needing location
I haven't tried this yet, but I assume it's probably a similar problem as it is for any gun or item pickup in that once it enters your character's inventory, the item's name disappears.
So in lieu of this, is there a way to add a looping script that automatically adds code to the newly spawned item?
In short, I want to create an FPV drone using the Darter and its larger equivalent, and the script automatically spawns some kind of explosive when it gets within a certain radius of an enemy vehicle. But the script needs to work when spawned from a backpack, instead of simply sitting on a table.
Does anyone have any ideas? ๐
Does anyone have any map recommendations for me? I'm looking for new maps to build missions on.
I have never had trouble with a lot of AI with DAC zones, they automatically compress and build squads depending on how close you are, so it should be fine on framerate. As for the long initialization times, it it possible that you are placing way points in unsuitable conditions so it has to work extra hard to find points. Areas like towns are are causes of long initialization times and AI glitches. Try to keep them as spread out as possible
Yulakia, Kunduz, Korsac, and UMB Colombia are examples of maps made with great care[1]. They have much variety in "macro" and "micro" features. Macro examples: bodies of water, buildings, bases, roads and hills. Micro: paths, rocks, clustered trees, ditches, and placement of houses along a road. Care is taken to avoid flat or symmetric shapes and abrupt changes in density of natural versus urban areas. No area is necessarily the most interesting. No area provides an obvious advantage over the others. And the quality is consistent in every part.
([1]There's quite a few if you pay attention. In my limited opinion)
umb colombia has a metric fuckton of military bases on which is a curse and a blessing
I downloadded a custom map, how do I make a mission with that map
Open editor,
Click -> new
Select your new map from the list
I only see like the 6 default maps
now new button
Make sure that you have selected a new map to your mods when launching game
Hi all,
ACE does a great job of making it so you can reload Crew Served Weapons
What mod does the same for Vehicles?
AKA : I have a .50 cal Humvee that comes with 5 boxes, + 1 loaded
I want to load my Humvee with another X amount of .50 AMMO boxes and load them as my gunner runs out
Basically, how do I load ammo without an ammo truck for vehicles?
Thanks in advance, and sorry if this is the wrong channel for this question
I'm working on a mission where I mass setpos a bunch of players to a marker to teleport them. However I'm having issues with people being flung away, starting inside of each other, etc. Is there a way I can offset them from the marker a little bit? or another way to get around this without creating a marker for each unit to teleport to?
do you know to make a mission with a custom map
random
You have selected the current map from the mod list in the launcher when launching the game?
sry didn't see ur other message, how do I do so
here?
BIS_fnc_findSafePos
Yeh
Close game and manage mods.
Search from your list of your downloaded Map and start the game .
Then you should see the map when creating a new via the editor.
_pos + [_forEachIndex,0,0]
Thank you
You wanna be real cool you conjure some lissajous figures
Read: pointlessly waste time
Hi
Is there a way to make AI rearm from each other's backpacks?
Code:
https://pastebin.com/PsN8EdHk
Hey, so i've been working in a script in order to make convoys on identified roads across the map
The script is kinda of rough but works
The vehicles in it are selected from RHS, but you can change to whatever, when positioning it, it will spawn vehicles in the order listed(RHS_Ural_Fuel_VV_01 is the last one in the convoy and rhs_t80um the first), you can change amount of vehicles, space between them and some other parameters.
This line basically tells the center coordinates and radius it must spawn, just change to whatever place and range you would like:
private _startRoad = selectRandom ([4282.127, 5321.557] nearRoads 2700);
The most important part is from this point on(To change how it behaves):
// Now, loop through the _vehiclePositions and place the convoy in the correct order
i will spawn vehicles to the coordinates height + 1.5m above the ground, then we have a part of the code where it will intersect lines with the ground or whatever under it and place it at 1.5m, after that there is another code part which will verify every 0.05 seconds if the vehicle box has touched the ground and all axis are near zero movement.
In this code also, i've set to spawn them damaged, locked, empty of cargo, simulation off(Physics off) and mark every convoy on map, but you are free to change whatever you want, every part is commented so if you dont want one of these features just delete the code block
Pastebin
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It also will spawn convoys shorter than the amount specified:
convoys are alway cool. How does this do with MP?
So far fairly well, takes a little time to spawn due to all verifications
Im using this now though:
https://pastebin.com/CuMxnVhU
Pastebin
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just remove:
_scriptHandleCraters = [] execVM "scripts\start\craters.sqf";
since my map is all open i get a bit of extra space above the spawn location before actually placing it, and also use lines intersect to guarantee on any terrain, since some terrains have weird definitions
there is also some performance upgrades on it, but nothin really major
Hi guys can some one point me out to a mod where i can have an object like a laptop to spawn random missions around the map, and generate ai enemies or even animals / civilians
im new to creating scenarios
i was looking at S.O.C.O.M mission generator or ALIVE
i want something dynamic and random generated to have me and my friends to do some missions
Might not be the right spot for this but looking for help with ZEI. Creator of the mod appears to have disppeared and that means I can't go to the source on this.
According to the documentation I should be able to use my custom layouts for defences in a building without the mod being updated by executing it as code, however I've not been able to get this to work as it always throws the same error (in the picture).
Maybe try ZEI_fnc_addCustomTemplate or something https://github.com/LISTINGS09/ZEI/blob/master/ZEI/functions/fn_addCustomHouse.sqf only expects a valid classname for argument 
You bloody beauty, that's work a treat. Much appreciated!
@keen totem not sure if the socom code has been updated. Did you set it up correctly?
I placed the socom module connect it to a laptop object
Variable name : vqi socom laptop then the inserted the init โthis is codeโ
I keep getting a connection failed when activating the socom mission
On the Map
I need advice from mission makers who have used the Y-32 Xi'an.
Looking for a reliable method of selecting a landing zone based on where players throw an IR grenade.
Has anyone used a search script to determine where to place the waypoint/invisible helipad?
Or is the only way people know to place manually pre-tested helipads all over the mission area, and have the script select the nearest one?
First, check to see if that is even working correctly. Much of the code, missions people made is old and not been updated. And likely not working correctly. You may start in the arma 3 forums on the main website and search for those missions.
how is it related to mission making
Does anyone have a method for modifying the strength of gravity? Say for making a mission on the moon.
@vital trout ^
there's coefGravity for ammo but Lol doing that for a mission
you showed me a 0 gravity clip you made some time ago
1:43:28 Server can't keep up, too many incoming network messages. Remaining in queue: 27207
1:44:40 Server can't keep up, too many incoming network messages. Remaining in queue: 39829
So im trying to load a mission file on our server however i keep getting this error, any ideas what i can do to fix or find what may be causing it?
(It lets me load in, but it then freezes on the map screen bfr the respawn) ||where u click continue||
it means the server can't keep up because either the mission was shitty made or your server is too weak.
It's not an error, it's a warning
Either server fps is too low, or just so many incoming messages that it can't keep up with it (which probably also leads to low fps)
-networkDiagInterval can tell you what messages are being spammed there.
Check wiki parameters page.
And I can probably tell you what the problem is if you get me that log
Pastebin
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(if theres another way i need to post it lemme know, sorry for the hassle)
First paste is dunno what, second paste is not the netlog
14:28:30 Player 1182229663 (Longshot) Exceeded anti-flood limit
But can see its a specific player absolutely spamming the server with messages
yea dats me 
Though i think its maybe one of the mods im using being a bit resource heavy. cause it works fine with other mission files, but that one just doesnt wanna work
i may have to redo the mission and try and find a better mod for it
Right so trying to make a zues game master mission on a custom map, can anyone provide me with like a tutorial on how to do that, with my knowledge of mission making im still not able to replicated the zues missions that come with basic arma maps.
all of a sudden we are having this problem too - funky!
@hearty mulch try delaying the DAC init until after other mission stuff runs @ startup. If you have lots of other stuff going on the DAC zone waypoint search will slow to a crawl.
or reduce the # of waypoints in each zone... or adjust how DAC finds waypoints in DAC_Config_Waypoints
Its a new feature.
Previously the server would just freeze for a while. Now it goes low fps but prevents itself from hitching.
Oh interesting, Iโm hoping it was just a one-off problem with our mission file causing the problem and wonโt be a reoccurring thing
In your opinion, what's the best coop pve mission generator working now? That, works well with either dco or lambs and can be edited.
DMP
?
Drongo's Map Population, its a mod
ah ^^ was looking for context
thx
Lou, any idea about the backpack in vanilla that can be used as a respawn point?
how to use it?
has the Zeus eye next to it so i'm assuming it was introduced in the Zeus update
uh, no idea I'm afraid, but yes iirc Zeus update
shouldn't it be "deployed" or something?
yeah but i haven't seen any text or vid on it or in which gamemode it works in
neither did I ๐ sorry ๐
nw, all gud
are the ti parameters supposed to function the same as setting a temp range on a flir device?
they don't seem to normalize
I can't tell how the clamping/clipping works either. Everything seems always equally visible
You cannot control the temp range, the game does not have temps
Its all a range of 0 is coldest and 1 is hottest
you can move around inside that range by reducing the width and then choosing which slice you see
I see. That's essentially what I'm trying to do. The equivalent of clamping the range on a TI device
The most I have been able to achieve is making the overall image brighter or darker or have more contrast, but what is shown is overall essentially the same. And the brightness of objects relative to other objects is essentially the same as well. Right now I am attempting to show only the upper range but everything in the low range is always visible
Mh maybe I'm mixing it up
as far as I can see you can only change the "exposure" of the image output
The fix was that the full thermal range, was squished into a small brightness range
can any part of the spectrum still be isolated?
And that was stretched out into full range.
So I think it really is only that you can crush the 0-1 range down into 0.2-0.4 something like that
I don't remember the code anymore, I'll have to check, maybe tomorrow
so it's basically just "levels" in photoshop?
Question for you mission makers, I have got a mission loaded it onto a server when I go to load it while playing the mission it loads and then a fee seconds later heads to the first available mission (kamala end game on altis) tried troubleshooting a ton of stuff with a few helpers yet nothing... it's really frustrating
Anything in the rpt?
I'm not a technical person but my friend checked the .rpt and server logs from server provided and nothing of notable concern
Honestly just trying to figure out if others have had issues like this and if they have more obvious causes for their errors other than mine...
Hard to tell then could me many things really.
Issues like that are not uncommon but I have no clue what it could be.
If I send a sc of the mod list would you be able to see if there is anything blatantly obvious that would cause the problem?
@torpid axle
I answer here.
You can create game master modules in your mission and add Owner your units UID so they have access to Zeus in game.
https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master#Owner
okay so this is probably a really simple and goofy question but
I'm trying to get a background image to appear in this window here, I'm trying pictureBackground but it doesn't seem to work
am i doing something wrong here
nvm figured it out i think
(was 1000x500 instead of 1024x512)
Is there a 3DEN mod that allows you to place models on a mission? I recall that some objects are not placeable ingame, but can be via createSimpleObject.
you answered your question pretty much. Use the command for it.
Is there a simpler way to go about it, editor wise? ๐
On a related note, I'm having trouble getting an addAction to work; I'm trying to get it so that the addAction is tied to one vehicle, but can only be triggered when seated inside another.
In other words, if Vehicle2 is within a certain distance of Vehicle1, Vehicle2 will see Vehicle1's addAction, but can't when the person is standing outside of it. I got it mostly working, but it seems to break after I replaced the hard variables with 'this'. I'm trying to pass 'this' into the addAction so I can simply copy and paste multiple vehicles with the same code. I've got it working previously, but right now it's fighting me. 
there's the O&T Expansion Mod which adds most of the unavailable objects back to the editor, but players need to load it too.
regarding addaction, there's a whole article on the BIKI explaining what each part of it does and what magic variables to use where
If you mean the main addAction page, it doesn't really explain a lot in the examples. Is there another article?
it doesn't really explain a lot in the examples
For example?
https://community.bistudio.com/wiki/addAction there are variables listed that you can use.
there is no this, there's _this though. Still posting whatever you've cooked would be most helpful to both us and you.
I remember this! The problem is that, last I checked, it had a LOT of things running in scheduled space, and, from what I've heard, that can cause problems. 
you said you wanted to place objects, not use its scripts
I found this, though: https://steamcommunity.com/sharedfiles/filedetails/?id=2159003266
Yeah, fair.
Can you send what problems it cause?
Hey can someone help me? I posted in scripting by mistake. But I made a sector control game mode and wanted to play in multi-player. Whenever I get to the spawn screen, my character respawns before I even spawn in. I gave him a custom loadout and have an empty vehicle that has arsenal attached to it. When that explodes the arsenal goes away as well. What am I missing?
To my understanding, scheduled things causes issues with networking when playing multiplayer.
does anyone know why it kicks me out of the server when I try to join
what is
17:08:43 Warning: Cleanup player - person 2:3647 not found
``` trying to do?
No help anyone?
Are you supposed to enter the spawn screen at mission start, or after?
@fallen light at mission start if youre playing multiplayer. ive tried setting groups of units playable and then just one unit. but they "respawn" when you get to the screen at the mission start.
@fallen light The unit you pick makes a spatter noise when the respawn screen comes up.
@fallen light I made sure to enable the respawn in the multiplayer options in the editor and have a custom respawn point created. When the unit "spatters" at the start all his stuff goes away and resets to default loadout.
@fallen light Same for the vehicle.
eaaasy with the pings, dear!
It's fine. I have ADHD, so pings are the lifeblood of me keeping track of things. ๐
hahaha, ok ok ^^
I remember there's some way to keep loadouts persistent between respawns, but as for default loadouts, I'll have to do a bit of research because I usually do co-ops instead of respawns.
As for dying on load, do you have them clipped into the ground, or have their health set to zero?
Here, check this. โคด๏ธ
That also seems to address the issue with dying on load.
@fallen light i do not, just placed standing
@the legacy, how to i make it to be able to select the loadout at the mission start, currently it does not let me
There is a way to select the respawn loadout at the arsenal with some scripts
If you want it I can find it. It should be in the readme of my repo on GitHub
@spice salmon
https://github.com/gerard-sog/arma3-macvsog-columbia-scripts bottom of readme in Tips section , the first one โ๏ธ
Thanks Gerard! Got super busy yesterday. Still am. 
I'll have to do some testing and will need to get back to you.
should work and I can help if needed ๐ . I used that in my missions
Hey all,
Building a mission in ww2 environment and I would like the ability to call for reinforcements in a easy way. Both infantry and vehicles, would be very happy for any ideas about this, or mods.
Just a simple script spawn reinformsents at location and give them a waypoint to attack.
Nice! Is it "easy" for a person who's dumb as shit with scripting? Haha
Is it possible to make them spawn really close to me?
Yea there is a pleanty of ways to do what you want also there is a lot of tutorials on how to do that.
here is a good one where you can call it when you need it.
https://www.youtube.com/watch?v=tWfJZlvIrBg
In this tutorial i show you how you can setup radio comms which
you can use to call for reinforcements. The tutorial shows you step by step on
setting up triggers that will act as radio comms, each trigger is synced to a waypoint of the ai vehicle or reinforcement, when triggered the ai
will follow their designated waypoints and arrive in the ...
Anyone know how to make an AI boat move AFTER the player enters it? I can get the boat to move to where I need it to go but I when I enter it just sits there and does nothing. The player is BLUFOR but the boat is CIV
had this issue when zeusing and indeed weird :/ Sometime placing the unit in 'Careless' and 'Do not Attack' seemed to work :/ But the issue might just be something else :/
if(player in boat) then {
//engine on.
//add waypoint.
};
Will that skip to next waypoint without me having to name it?
Well that's not ideal
Same when placed in the boat too
Comments are not allowed in editor fields.
comments dont work in init.
3 variable names are needed.
- Boat name it boat.
2.Give variable name to civilian Group name it civGroup.
3.Put down invisible helipad and give it variable name Myposition
And put this code then:
if(player in boat) then {
boat engineOn true;
private _wp = civGroup addWaypoint [position Myposition, 0];
};
Where do I put that code in?
I assume on the boat
Also will that work after that boat already has a waypoint to move and wait
Ok so you have a boat that is waiting and when player gets in you want it to go specific path ?
The idea is I wait for the boat, the boat arrives, when I get in the boat leaves with me in it
I only need it to move once after I get in as it's for the end of the scenario so only one WP is needed
Just add this code into "Hold" waypoint condition:
player in (objectParent this)
yea what Schatten said put that in hold waypoint codition or give a variable name to boat and it would look like this:
player in boat
There are no sqfs. Trying to do it purely in editor whcih I think is going to be my problem
You don't need to name anything: boat, group, etc.
Problem to add my code?
in Codition of a hold waypoint its in editor.
i'll keep trying. None of those have worked so far though
yeah still nothing he just turns up. I get in and he sits there
Are you waiting for us to guess what the problem is? Or are you going to provide something that will let us know what the problem is?
What do you want me to provide? The boat will not move after I get in to the next waypoint to finish the scenario.
For example, a screenshot with waypoint settings.
WP1 is just a move. wp2 is hold so I can enter. WP3 is the invisible helipad mentioned earlier by Legion. Thats the boat
Is player in the boat at the mission start?
What's in the "On act." filed of "Hold" waypoint?
And is there any waypoint after the "Hold" waypoint?
Players not in at the start. On act is empty. After hold is nothing other than the invisible helipad
Well, read what I wrote: #arma3_scenario message
Then remove useless code and place all waypoints in the editor.
As is written?
Yes.
Nice.
Ok, will try that now. Thanks for being patient with me, I know i'm frustrating
4x speed is on ๐
By the way, you can read this for better understanding: https://community.bistudio.com/wiki/Waypoints
Still not moving
Add this code into "On act." field of the "Hold" waypoint (just for testing):
hint "Player in the boat";
Have you added "Move" waypoints after the "Hold" one? No? Then why should the boat go after player gets in the boat?
Just added a move after the hold waypoint and put the hint in the hold, standby
hint didn't pop
I'll do some reading on the link you sent me. If I get stuck again i'll come back and ask again
Sure, try. Ask, I think someone help. Unfortunately, can't check because don't have the game on my current PC.
All good, thanks for trying at least. I suspect it could be as simple as me just messing up the waypoints themselves
By the way, try changing the type of the waypoint from "Hold" to "Move".
๐
Works?
Think i'm just going to redo it all from a blank slate
Is there a way that I could have a trigger affect all the units inside of it's area rather than specific select ones? I'm trying to set units up in advance and I want to start them with their simulation and models turned off for the purpose of performance.
Additionally, is it possible to set up a trigger to active once no players or enemies are inside of it's radius?
Not present condition, any player.
Then it will be activated when no player is present in the area of the trigger.
So you want to disable sim/ delete all from x area when players is out of trigger x area?
See
https://community.bistudio.com/wiki/Eden_Editor:_Trigger#Attributes
And to get a list of trigger you can use thisList,
https://community.bistudio.com/wiki/Magic_Variables#thisList
hint format ["%1", thisList];
If that is empty you need to get objects in an area in a different way.
No, I wanted it to track and make sure that once everyone left the starting area it would trigger a set of missions to activate
All units on the same side?
You can use not present
And either player or side.
And activate your event in the activation field.
It wait until none of player/ side unit is not present in area of trigger.
Would that still track the zeus as a player?
If so, I don't imagine there's an easy way to exclude the zeus?
Question, I have an arsenal, as in a booth with weapons and backpacks and stuff. Anyway, I selected everything, and present to disable everything except model......and for some reason all of the weapons and stuff turned invisible
What do you mean.
Hey guys!
Need your expertise!
I'm pretty new in Arma so bear with me
Creating a huge missions on the Normandy map, but I have no idea what missions to create in the scenario.
I have several villages with just Germans patrolling and a few snipers. But I want to have more things to add.
So far the only "special mission" I have is kill a sniper in a empty village haha.
So, when you create missions, what kind of tasks so you add?
Thinking a little like saving private ryan-ish.
Thanks in advance, you guys are terrific with helping lost souls like me
you could look up any WW2 game and see what task were given to the player there. CoDs, MoHs, Company of Heroes etc.
adapt those you can include, ignore those not "replicable" in Arma environment
Hey all. I can't seem to get the co-pilot position to activate the "Take Control" option when under UAV/Zeus control, while using the Remote Control (separate from the UAV Terminal) feature. I also can't switch out of the seat once I'm in it. Any ideas of a workaround?
I've tried using the TakeVehicleControl action to force it, but it's not working.
The alternative is finding some way to be able to look out of the vehicle's camera on the Co-Pilot's side, while operating from the pilot's seat. That, or create some kind of artificial camera of some kind.
Probably something simple that I'm overlooking but I've got a respawn issue with my zeus ops - I've placed a text file with respawns enabled in the mission's mpmissions folder, and I've placed a respawn and loadouts after starting the mission. Rather than having access to respawn select/loadout choices via zeus, the players are automatically respawning in the same spot they died with the same loadout they slotted in with initially.
Anyone know what I've done wrong?
what's the "text file with respawns enabled"? Arma 3 does not do anything with text files, it's either .sqf, .hpp or .ext depending on what you have in them and how you use them.
It's the Description.ext
It'd need to be set to Respawn = 3 for Zeus spawn points to work as intended right?
Is there any way to prevent people from using certain mods without re-enabling keys? i used a lot of Unkeyed mods, including my own, but people in my operations use AF4 Svag. any way i could make a config or script that just instant-boots people with it loaded? some sort of blacklist?
The keys means it is whitelisted. That's how it works
You can script check what mods are loaded (either several commands to list the mods, or check config CfgPatches entries) and based on that kick a player after they've connected)
Greetings to all. Can anyone tell me how to make a spawn selection at the start? 
Hey guys
Quick question
My mission use several trigger, on of them use an activation code where all players need to be there
The Zeus is also a player, and I'm afraid the Zeus might forget to place himself in the trigger hidden, causing the trigger not to fire
Is there a quick workaround ? Maybe with sides, placing zeus in independent instead of blufor ?
Or use in condition
private _getPlayers = call CBA_fnc_players; // if you aren't using CBA then you can use BIS_fnc_listPlayers;
private _players = _getPlayers select {isNull getAssignedCuratorLogic _x}; // list of players exclude zeus
Thx
Is there any information, maybe someone has conducted tests, how do the modules "hide map objects" and "edit map objects" (if you use it to make half-destroyed buildings) affect the number of frames (performance) in dedicated multiplayer session?
The module has no impact on the frames really.
Can anyone point me to a jungle or tropical map with very tall mountains and streams? Preferably taller than Fox Vanam (600m)?
Hi people!
I am BBOY and i'm a new guy here!
I made one a really, really, really good SP mission, and im ready to post it to Steam, but i ecounter one problem...
Steam reject me.
It says:
"Opening the Workshop page is failed because the Steam overlay is disabled. Please enable Steam overlay in the Steam client options and restart the game"
Well, i checked it. Steam overlay is already enabled.
And yes, the game is original.
What should i do?
are you in the invisible/offline mode? Is your profile private? Is Arma 3 hidden in your profile? I wouldn't be surprised if one of this caused such behavior.
Thank you for answering Honger.
I will check that also later...
i think i solved something... i just needed to accept some new Steam rules... but now, it seems that i uploaded that my mission to Steam..
but there is no on the front page, scenario, missions... What i did wrong? ๐ซ
If you click that, where does that lead you?
It should show your workshop item,
Then you should get a link to your mission
What if click, sorry?
Did you ever check this?
No, thanks
Temperature is first stretched to a 0-100% range (0 is black, 100% is white)
Then we do this
temperature = outputRangeStart + temperature * outputRangeWidth
So, the full 0-100% section just gets compressed, and the start basically controls brightness, you can't cut out a piece.
What you want, would be
temperature = normalize((temperature - outputRangeStart) * (1/outputRangeWidth))
Instead of taking the whole range and compressing it.
Taking out a chunk of the range, and stretching it out.
Basically zooming in on a subsection.
Though you would probably also want to limit how far its stretched?
We only have one free number available, not sure how to fit your usecase.. It would need two additional numbers.
I can just switch between Stretch and Zoom mode using the one number I have.
But then you cannot adjust brightness (via outputRangeStart), after zooming in.
I can even subscribe to my mission! From my workshop... But why you cannot see it? ๐ Common guys... i need help. I want to give you a good mission. I worked on this couple of monts...
? I can
How? ๐ง When i go to the Workshop, and select scenario, singleplayer, sort by: most recent... i can not see it? give me your screenshot! ๐
The post you've replied is seriously unrelated
have you tried scrolling like two rows below what's on the screenshot? It's literally there.
also if you want people to play it, you should add the necessary mods (and (C)DLCs if any) to the requirements on steam.
I think i tryed... But i will try again. Required Items, what is this?
mods you used
and I thought that was it. ๐ Ok, i will try that again later. Thank you Honger!
My bad... ๐คฆ
Shouldn't the brightness/exposure/whatever just be post process? I would figure the ability to isolate a slice for a specific "temperature" range should take priority since that's how all thermal imaging functions.
Actually, nevermind you can zoom.
temperature = outputRangeStart + temperature * outputRangeWidth
temperature input is 0-1 value.
If you just, do width is 2 for example, and start is zero.
Then you see the 0-0.5 input temperature range, stretched over the whole screen. Because everything larger than 1, will be cut-off
And if you do
outputRangeStart = 0.25
outputRangeWidth = 2
you will see 25%-75% range.
Or am I missing something there?
Yeah I'm fudging my math. But somewhat works like that.
1 = 0 + 0.5 * 2; // 0-50% range (50% is the highest you can see, above is cut off)
1 = 0 + 0.5 * 4; // 0-25% range
1 = 0.5 + 0.25 * 2; // -25% - 25% range (the minus will be cut off, so 0-25% range)
1 = -0.5 + 0.75 * 2; // 25%-75% range
1 = -0.25 + 0.75 * 2; // 12.5%-62.5% range
1 = -0.75 + 0.875 * 2; // 37.5%-87.5% range
Its a bit crusty but...?
Yeah I'm not able to replicate the expected results at all
no combination of settings cuts off above or below any percent. The full range is always displayed. Parameters are 0-1 range btw
Parameters should be allowed beyond 0-1 range.
If there is some limit somewhere, that should be easy to fix
they don't. it spits out an error that says a 0-1 range is required. does this for bot width and start when using setTIParameter
Ah, that would be easy to change then
are you sure that command is working as intended? even limited to 0-1 it doesn't visually do what I would expect it to do
I'll try with the expanded range though. How do I make that work? Can I?
Oh you mean on the engine side? Makes more sense lol
if balance or abuse is a concern for unlimited range that could be fixed on the mission makers end quite easily, no? or perhaps there are more concerning visual problems?
hi, i have 2 min stuttering when starting dedicated server, its not form the mission because no such stuttering in the eden editor
i want to add some photos to my SP mission on Steam, but it reject me... are there any rules about file size or format?
if you googled this you'd probably have an answer in 5 minutes. Steam accetps either jpg or png (jpeg doesn't count)
Welcome to Flavor Town
Does anybody know how to like script an ambient conversation between 2 OPFOR soldiers but have it stop if they are killed or they detect the BLUFOR
I thought it'd be cool for a stealth mission for enemies to have like conversations and stuff while they dont notice you
anyone know how to mark the border of the area of operations like this?
I forgot what it's called, but it looks nice.
It seems like zone restriction module or vanguard objective area.
it's called "Cover Map" or something similar
Thank you, it was cover map
That should be possible
depends on how complicated you want the conversations to be how you script what they say, but ending the conversation is simple
Just check for the AI switching to combat mode, taking damage, or nearby AI doing either of those things as a condition
https://steamcommunity.com/sharedfiles/filedetails/?id=3345195535
I need to set up win conditions and maybe a task or two, but Iโd love some feedback.
Blind AO best AO
Trying to make a few loadouts for a mission but the issue I have is that I own all the basegame DLCs but a few of my players don't and I know that Arma is very funky with its loadout watermarks, where some DLC items are not marked but do give the notif and others are marked but don't give the notif - any way I could simulate not having the DLC to see if a loadout gets flagged for DLC content?
https://steamcommunity.com/sharedfiles/filedetails/?id=2217110167
This mod adds proper dlc icons to the arsenal. Perhaps this helps.
Ah I see this isn't suitable for ace
Perhaps you can try to uncheck the dlcs?
Yeah tried that, unfortunately didn't work, only uninstalled the files that that dlc would add (Like contact's Contact DLC stuff, Apex Old Man scenario), not removed it
There is also this page https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions
Ah awesome, this'll help a lot, thanks!
It may not be as convenient but I can work with it
@astral bloom Is that script public somwhere you wrote to figure out the correct dlc restrictions?
Never mind, found it
It is actually easy to blame Arsenal itself
hi Kerry, does it only require vanilla or any mods?
If you donโt have western Sahara, the compatibility data mod would be a good idea, otherwise you wonโt have a gun.
Made it without mods
Afternoon lads, I'm having trouble with a dedicated server not being able to find images within a mission file
when in the editor they show up perfectly fine, but when I run the mission on the server it can't find any of the image files, despite them being in the mission file.
Provide screenshot to your folder with .paa and the actual path you are using in your mission ๐ then we can help more ๐
Probably an issue with using / instead of \ (or the opposite) , or having the path wrong (to high or too low in the hierarchy of folders)
Added: Mission option to ignore upside-down self damage for helicopters
Does anyone know where to find it? What are mission options even? Doesn't look like an attribute in eden or a description.ext setting
Thank you
C:\Users\Name\Documents\Arma 3\missions\Camp%20Pax%20Britannica.Stratis\pics\Colchester Base.jpg
Path should be from the main folder containing the pics folder so in your case:
your_mission\pics\your_image.paa
ah, that makes sense
mm, didn't change anything, it's still doing it
What is the error ?
1st thing convert the image to .paa and make sure it's in a 2:1 ratio, and a resolution in power of 2 (like 1024x512/512x1024)
2nd thing put the path as pics\your_image.paa, no need to define the mission name if the picture is already in it
this setObjectTexture [0, "images\YOUR_IMAGE.paa"]
Donโt put the main folder
If you follow the section ยซย add image to mapย ยป at the bottom of the readme file here https://github.com/gerard-sog/arma3-macvsog-columbia-scripts you will be able to see @shy lance
Basically defining what @thorny plaza is saying with links to do it
it works fine in the editor, but it refuses to find the file on the server
try getMissionPath?
this setObjectTexture [0, getMissionPath "Images\MyFile_512x256.paa"];
I am about to ask the most newbie question ever, BUT, how do i actually give my players the mission complete screen?
I've been running a unit for a few months, and i just want it to look more professional(?)
https://community.bistudio.com/wiki/BIS_fnc_endMission or the End Scenario module if you want to end it from Zeus
Does anybody know where I can find a helicopter rearm/refuel script that's not broken by 2.18? I have a few missions that use it, and the old one is apparently borked by the new patch.
Or is it too early to ask?
Hate to keep harassing you about this, but could you clarify how I could do this?
Does anyone know of a good script or similar that makes RPG like dialogue trees?
I'm having issues dealing with the "Sound" Module in Zeus I'm trying to add some ambiance to a mission however I'll put the module down and select the sound and it won't play anything. At least I can't hear it at all I have not tested if it works for other players at the moment.
There was a mod that added an Action menu that allowed for multiple layers.
Any idea what it was called? I saw one that needed ace but it had a bunch of character sheet bloat and such
In the meantime as a work around I am just using BIS_fnc_EXP_camp_playSubtitles
Is there a way to store all my conversations in one file or something rather than in multiple .sqfs that need to be called?
Got a couple quick questions
- Does anyone know how to make ace arsenals in Eden
- How to make ace intel items in Eden
- Load ACE
- Load ACE
I have ace loaded in my mods but I don't see it under modules when I search in eden
Is there a way for players to keep the character faces on not using their profile ones?
setFace? ๐ฌ description.ext can only prevent facewear customisation iirc
Using some scripts you can force some face on people yes
I did that to forces Vietnamese faces on some players
If interested I can s be you the link to the file on git with the code
2.18 brought hasCustomFace, too
doesn't setFace work with remoteExec? ๐
it does
maybe, but the way i do it works 100% on multiplayer (local/dedicateed)
in README here https://github.com/gerard-sog/arma3-macvsog-columbia-scripts
unless someone joins with a custom face, no?
It will override his face 100%
Just need to have his name (of the unit) have a specific string
ah, but it won't be the same face on all machines I think
But you could update the script to force it on everyone, etc
remoteExec works 100% in multiplayer, too ๐
Here maybe not because of random , could replace the mรฉthode though
oui :p
Long time since I tested but had lost of issue and finally had to go with the solution. :/
๐ง๐ช
I guess if anyone at all happens to know you could answer too (pretty please)
am I the only one out of the loop on this because it kinda feels that way lol
Tried to answer but no time to read all msg again xD
Summarize it here once again and might encourage people to help ๐
What is the best Task force Radio BETA alternative?
there are no "best", there are just alternatives
and it's either the vanilla voip or acre2
The latter of which still requires teamspeak and .dll usage if your qualms with tfar is trying to use it on geforce now
Using values greater than one for the setTIattribute command
I don't know if that's possible actually. But if anyone knows how to make use of the new thermal system please let me know because I haven't been able to make any progress
I'm still not convinced it is working the way it is supposed to. I though maybe some of my problems were from being on the dev branch but everything is the same since the recent patch
I'm refering to this btw: https://community.bistudio.com/wiki/setTIParameter
There is apparently a way to bypass that limit
anyone know if these are placeable in the editor? I cant find them
diesel storage tank
nvm
Hey, I'm working on an OP for my halo milsim group and I was trying to figure out how to cause an explosion once a ship crashes. I did it using key frame animations and I got earthquakes to happen during the animation. If anyone can help that'd be great. Thanks. (I have limited coding experience, pretty beginner with this stuff)
spawn explosives when the object is "crashing" and set their damage to 1, so they explode.
Don't set damage them
triggerAmmo _bomb to explode them
Setting damage is unreliable
Anybody who has used Persist RCO before- when assigning variables names to player slots for the purpose of having inventories save and load on subsequent missions, excluding the slot that has to be named "persist1", do the player units need to actually be "persist2", "persist3", "persist4", or can I use any other variable name, so long as it's unique?
as part of the animation? or should I just do that in zeus
I keep getting random breakage on Zeus slots: Everything works fine in the editor (I edit vie "Host a aserver and launching the editor from there). But once running on a dedicated server, I join Zeus and if there is even one popup from some mod that isn't 1000% perfect, the Zeus interface breaks and is unusable. Is there a way to make this more robust?
I cna script something into the briefing screen (the map works as if I was a normal unit) that will re-give me Zeus, but that is very unsatisfactory.
neither the DS logs nor my local logs have any useful hint regarding what is going wrong
This is just after the map screen, the Zeus interface is there. But as soon as I click "Close" on that dialog, the whole UI disappears
There must be some race condition going on, since if I wait on the above scvreen for 60s, and _then_click Close, the UI stays and everything is peachy
Would it be possible to set up flak explosions in the air as ambience for a D-Day style paradrop?
yes
Hi I'm trying to make a mission which is a race against time, ariliary is firing overhead and you have to bombrush multiple cities to destroy rocket launchers and rocket artiliary officers, I'm figuring everything out slowly, but I can't seem to find a way to make artiliary pieces fire on more then 1 waypoint.
I set the fire mission waypoint, and then a load waypoint, and then a fire mission waypoint on another location. but it never fires on the other location. it does load tho.
Any help?
Hello, is it just me or disabling AI PATH no longer works? They do not respond to this function when set in Eden editor/Zeus. In general a lot of functions seems to be misbehaving after the recent update. Another such is Enable Damage. Disable it in Zeus and after checking the unit again it will have Enable Damage checkbox ticked again.
Hey, I need some help. I'm trying to hide some items using the Hide/Show module but it's not working. I have other things on the map currently using the module and it's working fine, but the new things I'm trying to hide is not working. Currently there are 2 hide and 2 show modules working as they should in the mission. I'm trying to add 2 more of each with not success. Is there a limit to how many things can be hidden at one time?
I've been perusing sites and trying changes to my profile trying to remove hexagons from blufor groups so they can't see where each other are. Any of suggestions?
Also has anyone ever had a problem when SPAWNING persistent boats they sink until you interact with them?
How do i add dynamic missions to exile?
ok so I'll try and work with what we have... is there a way to remove fire mission waypoint and create another on a timer or ammunition fired?
Scripted waypoint?
yea, so I can remove a fire mission after say, 5 sec and direct the artiliary to another place
how do I do that?
Read BIKI.
biki?
Exactly.
I don't know what that is
ammm... the fire mission WP is ignoring the Condition field. I set it to false and it's still activating.
Of course, this follows from the article, the link to which I provided above.
The Waypoint is considered completed when the associated script has finished.
some context, BIKI is short for Bohemia Interactive Wiki ๐ found at https://community.bistudio.com/wiki/
that's weird... because it just loops over the same things. it fires 4 rounds as I told it to then repeats.
From BIKI:
With or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire.
you could then "remove current waypoint" by script
it keeps making me vote for the damn mission
Is there an alarm sound and appropriate object for it?
it still isn't working for some reason
voteMissionPlayers = 0;
voteThreshold = 0;
it seems like it isn't reading the files at all
Are you sure those are your files? What's your server start string look like?
https://community.bistudio.com/wiki/createSoundSource
0 spawn
{
_alarm = createSoundSource ["Sound_Alarm", position player, [], 0]; // starts alarm
sleep 10;
deleteVehicle _alarm; // stops alarm
};
can someone help me bis init vehicle?
im trying to remove the IFF from the M113 M240
did the export thing in arsenal, doesnt work
need to turn them into FV432s ๐
Now i just need artillery detection. Preferably that detects the missiles themselves not the launch.
I will also need a way to make tasks fire the main cannon on infintry
what do i put in the init to make something like an h-barrier a simple object?
nothing, just tick the checkbox if available (and I suspect it to already be a simple object)
i see
I'm trying to make a cinematic insert to a multiplayer mission using helicopters where some enemy AA shoots at the players helicopters.
I'd like the pilots to ignore everything and fly their waypoints but have the gunners react. Is there a way to do this with AI settings or scripting commands? No matter what I do I can't get anything other than the pilots not moving, neither the pilots or the gunners reacting, or the pilots immediately taking evasive actions and abandoning their waypoints.
Currently I have the gunners in seperate squads from the pilots so I can have theirs skills all the way up, but without the pilot to give them targets they don't seem to be able to do it on their own
yes, set the driver's behaviour to careless
Issue there is getting the gunners to shoot
Is there a method to feed the gunners in a separate squad perfect knowledge of enemy positions and have them attack or are they always going to be under the command of the pilot who is too dumb to react?
do you need to have them in different groups?
No that was just an attempt to get the gunners to work since the pilot no longer reacted once set to careless
I've been throwing all kinds of stuff at the wall here
Ok, per the scripting channel the gunners don't need the pilot for commands, they just most likely can't see the enemy looking out the side of the helicopter so I need to add the copilot for forward visibility. I'll have to try that and report back
what quality of life mods can i add for eden stuff? i already use 3den obvously but im wonderinf if theres other nice client side mods to use
holy crap that looks awsome
eden enhanced is still pretty useful. e2tb if you ever want to export editor objects to terrain builder. Same with deformer, but that is also useful for missions. Ares and other zues enhancement mods or any composition mods could be helpful.
Map darkmode is a good quality of life mod for editor and gameplay if you're sensitive like I am
thanks for the suggestions
Hello everyone, I've made a campaign style scenario in SP, if I want to make multilayer I have to just make more playable units and export to multilayer and that's it? Or is there anything else I should worry about
scripts locality and how you execute them is what would have to be checked first and foremost.
some modules don't work in multiplayer.
usually it's easier to start making a multiplayer mission from the start, then it should work in singleplayer without issues (or just have the player know to host the mission locally rather than start it from the Scenarios menu).
So I've been trying to get a handle on using using high command in the mp environment. I've been trying to give multiple players command over the same groups but can seem to find a way to make it work.
So far I've tried syncing players to different command modules and syncing Subordinate modules to both, the last one player to get linked seems to retain sole control whole the other doesn't. I've also trying using the same commander module with similar results. In both cases, if the player in command disconnects, no one gets command and if some connects to that slot afterward, neither they or the original player will the groups back.
I know the [wiki] (https://community.bistudio.com/wiki/Arma_3:_High_Command) says you can use 'BIS_HC_1 setVariable ["commanders", Array, true];', but I haven't been able to get that working. Can anyone shed some light?
I want a alarm to play when the players open a door. Do I just put in the trigger Condition:
phase = bigdoor1 doorPhase Open;
then just set the trigger to play a sound?
doorPhase return number,
And you need to check "door_xx".
You might need to check from the config doorname from config of object
That code is psuedo where you can't run without adapt into your environment. BIS_HC_1 should be the module. Array is an array with multiple (player) objects. I think
I'm assuming the array goes [player0,player1, player2] yes? I could find anything that would say otherwise.
I can't say exact yes because never messed with HC
Gotcha. Would this goes into the mission init?
Maybe
Hello,
I am new to the realm of arma 3 server hosting but I would like to pose a question
Hopefully this is the right channel
So I want to host a modded arma 3 - sog praire fire server
I want the game mode to be Mike Force
I have added many assets to the map so far
However, I am not sure how to make the server run the mike force game mode
I select the option to make the game mode mike force in eden editor but when I host the server nothing happens in this regard
I have played mike force before and there are plenty of things missing, such as
- The AO's marked in red circles
- The ability to build
- The ability to change roles,
etc
I could go on. could someone help me?
Not sure if I should post this in the sog praire fire chat either
Do you mean in your own MIKE Force mission or?
I would basically like to run the regular Mike force server with different assets added to the map
For example, pleiku airbase is an area where I have added more buildings, vehicles, respawn points
However, I think of course there must be a script or something Iโm missing
Try vanilla MIKE Force first
@hearty mulch less units will make it generate faster and provide for higher framerates as a bonus!
any tips how to find weapon switching sound?
I need some help with something, and I am struggling hard to find any information.
How would I go about using the Vehicle Respawn module in the Eden Editor to respawn jets with pilots already inside?
There's a weapon switching sound?!
thats the question is there and where? maybe reloading sound could do as well if such exists ๐
oh ok
There's a sound for switching firemode though
thx!
sounds like biting an apple though ๐
Looking for a dedicated zeus who can mission make and zeus once a week, if you can shoot me a message
I got a trigger that I have set with a PlaySound3D action but the sound plays from where they enter the trigger. How do I get it to play from a certain spot?
Specify sound source or position: https://community.bistudio.com/wiki/playSound3D
Not sure if this is the right place to ask but I'll give it a shot. I'm trying to use the Alive mod and was wondering if I need to use Alive war room. Trying to find something on YouTube everything is outdated by at least 3 years.
@merry inlet Alive has its own discord afaik
Anybody know how to fix the bug in missions where dead units have their gear/helmets/vests flicker on and off around their body?
Taken from them? No way.
what
I wrote about items taken from corpses jumping on some maps, this is especially noticeable in Sefrou-Ramal from Western Sahara CDLC.
Is it just another think BI broke in the game's final update or is it actually fixable
No, it was broken a long time ago and it can't be fixed by players.
But devs are aware about that.
Do you know if the same is true with the terrain objects that vanish from very specific angles and positions?
Has anyone used the Global Mobilization DLC's AI Airport Helper?
If so, is there a way to adjust the size and position of it and its taxiway?
Don't know.
Hey there, is there a way to make mods in my server be optional but not required for people to join ?
Place their .bikey-files into keys folder and don't add them via -mod startup param.
Anyone come across this Vehicle Locked issue when opening doors? Seems to be happening after the recent updates and it's causing some of my players to crash...
1st building is with Simulation off
2nd building is with Simulation on
Our training map always had simulation off whether that was right or wrong but we never had that issue
Iโฆ think that was always the case I'm surprised you can even open the door
Yeah I was surprised as well but wanted to raise it just in case
Would anybody be interested in helping my noob ahh with a scenario I've been working on? The framework is basically dayz with a war and campaign in the background also, very limited respawn, I've got it working really well but I've only been on arma for a few months.. so if anyone with actual experience would mind lending me a hand that would be great.
So far I have more or less finished what I consider to be the first 'phase' and I would like 3 phases which would probably be separate missions and they would all be about 20 hours at least. Would also be interested in getting myself an arma 4 server but obviously that's a while off
Designed to be saveable persistent etc
Could you tell me more about this? Maybe a dm so we donโt bother the chat
Has anyone used the Global Mobilization DLC's AI Airport Helper? If so, is there a way to adjust the size and position of it and its taxiway? Alternatively, is there a way to create a new Dynamic airport layout within a mission's init files instead of a new mod?
New Mod it is
im using a trigger with detected by opfor in it with a timeout of 20 seconds
so the opfor has to see the player for 20 seconds for it to do something
but even if the AI is dead within those 20 seconds the trigger activate
does anyone know a way to fix this?
Timeout? Or countdown? If the latter, then change to timeout.
Send screenshot with trigger settings.
Looks like you'll have to write your own activation condition that checks if OPFOR units are alive and knows about the player using https://community.bistudio.com/wiki/knowsAbout.
is there a way to write something to check if a unit sees a player in an area?
(thisList findIf { (opforUnit knowsAbout _x) > 0.1 }) >= 0
what does this code mean?
wait how would i also make so it checks if a units alive. would i just put "&& !alive ... " at the end?
i want it to not activate if a certain AI dies
Yes, use alive.
I would place the second condition at the beginning -- it doesn't make sense to check if man1 knows about anyone if it's dead, right?
right
Oh, don't forget about lazy evaluating.
i dont know what that is...
hmmm
!alive man1 && (thisList findIf { (man1 knowsAbout _x) > 0.1 }) >= 0
this no longer works
with the "!alive man"
it works
idk
(alive man1) && { (thisList findIf { (man1 knowsAbout _x) > 0.1 }) >= 0 }
thank you :)
if the AI goes unconsious instead of just dying it still goes off
can i make the AI not go uncon?
Is there a way to delete the ILS waypoints for a map's airport?
By making a Mod
is it typical behavior for enemy AIs to not react to their mates getting shot?
i'm making a mission and the enemies are mostly clueless
i would like for the enemies to investigate shots fired, react to fire, etc
If they don't share the group, maybe. If they do, nope
In the campaign, during some sections there's ambient audio of distant battles, I've tried to simulate it with the tracers module, and it is close, but I can't seem to recreate the distant explosions
Any idea how it'd be possible to do that, to make the occasional loud explosion as if arty was barraging a town?
you can unpack the vanilla campaign missions and see for yourself how it was set up. iirc it's just a script loop playing audio files around the player.
hello!
i have a quick question, does AI react differently if a wall is in "local only"? as in, do they recognize the presence of the wall or not?
has anyone managed to prompt any ai to become a reliable sqf scripter?
ai mayb stop at a wire fences, but i saw them go though walls, i tryed to block them from going though walls but could not
Anyone know what the funk this is and how to fix it?
Hey there, not sure if this is the right channel for this so please let me know
but I am still attempting to run my own mike force server.
I have tried different styles but now I want to do the proper mike force server
Before, it was just a cam lao map with some HVT missions and etc, so not the real thing per se
Anyway, I followed the instructions from the steamworkshop for the mission, and I will post a picture here.
However, at the end, I only got a pbo file to upload to the server hosting program, which is fine
But, I am interested in editing the map layout etc and add assets.
Could someone help me please?
I uploaded it to the mp missions folder, and I cant see it when I am in the eden editor, and I am looking to fix that so I can see it and begin editing the map layout.
I would like to get in touch with someone who is knowledgeable in this area please
MPMissions is not where Eden Editor recognizes. Your Eden missions are located in your profile
oh my bad, yes
I upload it to the other folder, edit it, and then send it to the mp missions folder?
by the other folder, I mean the non mp missions folder, I forget the name
but something else
I am not sure what is your current goal
But even if I did drag the folder over to the missions folder (non mp folder) so that eden editor would recognize it, my problem is that I still get a missionfilename.pbo, whereas I should get a mission.sqm right?
Should I just rename it to mission.sqm so that eden editor would recognize the file?
I cannot tell what I am supposed to understand from the pic
from the picture above that I posted, which would be the unpacked folder
I don't know which missions and mpmissions from that pic
the legacy bin?
What?
this
you mentioned put the unpacked folder into that folder
I am not sure what is the name of the unpacked folder.
From the picture I posted above, which I will post again, there is a file called legacy.bin that I need to rename to camlao pbo.
this last one, the pbo, is the only file I have.
So I dont know what you mean by unpacked folder
Unpack PBO so you will see a folder. It is unpacked folder
ah ok give me a moment
Do you have any software you recommend to do that or does my windows 11 have something that enables this already?
Arma 3 Tools have one but cant recall the name rn
I recently uninstalled the tools but can download it again
Could you let me know the next steps from here please @astral bloom
Mmmm so I got it to work (unpacked it)
But im a little disapointed because I have had this file before from github, which was basically the same
Once again, even though the map is running, I dont have the typical mike force functions like H for the change teams menu, N to build, the AO's already running on their own.
I wonder what I could be missing
Anyone else have any ideas?
I am not sure what you're trying to do then. To me you are mentioning multiple things and goals once and it is just messy to understand
Does DLC restriction affect identities such as faces and voice protocols?
No
So i can play with A chinese face and voice and it wouldn't create a dlc dependency?
Indeed
hell yee
I was trying to do this, as per my previous comment
"but I am still attempting to run my own mike force server."
"But, I am interested in editing the map layout etc and add assets."
You are saying TWO goals at once
@sonic cobalt I don't take it into DM
thats fine
to summarise, I am attempting to get this file (pic below) into the eden editor so I can make adjustments
the step after that would be running the server
however, this latter step, should be pretty simple once I get the first step done (get it into the eden editor)
As of now, step 1 is somewhat done
In the eden editor, it doesnt look like regular mike force that I have played on
and it is missing many features that I dont know how to bring since the scripts and everything should be in the folder/file from the steamworkshop
Does that sort of make sense?
At least it is starting to make sense
But at least I don't know if you can run vanilla/unmodded Mike Force
There are servers that exist that already do it
I can run vanilla, but not in the manner I have in mind
If i go to the host multiplayer, and choose the mike force steam workshop item, I can run it fine
However, it is only vanilla
In the ultimate sense of things, I would be looking to edit the map layout of the homebase a bit, and this is the bit that I find almost impossible to do
This is because when I do this other method I just explained above, it takes me directly to the multiplayer,
I cant seem to go to the eden editor first
I appreciate the help, and would love to voice talk in a channel here if you were interested
No thanks
it takes me directly to the multiplayer
I cant seem to go the eden editor first
What it does mean
I will post a picture
So I went to the host multiplayer server, and there I have all the files I have previously worked on that I had the intentions of turning into servers
Almost all files have the option of clicking on the 3D editor
This simply means that I can take said file, go to eden editor and make changes - pretty straight forward
However, when I click on the mike force cam lao, from the steamworkshop, that option of entering the 3D editor (aka - the eden editor) is gone too
Meaning i cant edit the steamworkshop file and make it run as I want it to
Try: Open that mission in Eden Editor, top-left menu, export as multiplayer mission
the steam workshop file cannot be directly modified in arma
therefore, no option exists to send it to the eden editor, only to run it as it was downloaded
the original file couldnt be found in my list of missions too
However, it is important to note that I can make a copy of the steamworkshop item, call it something else, and send it to the mp mission files
this is visible
When I send this copy there, and run it, the objectives do not start automatically and they mention all these "connector" markers on the map
Almost as if when you send a copy to the editor, something somewhere is lost and everything fails
I will provide a picture of what the map should look like, vs what it looks like for me
furthermore, when the steam workshop item file copy is running as "play as multiplayer" (from my computer as a test), all the other features I expected to have are gone
List
- Fast travel
- Being able to spawn vehicles from the sign
- Press H to change team
- objectives starting by themselves
and it makes no sense because the file I copied should have all the scripts intact, and yet the outcome is so vastly different
this has definitely turned out to be much harder than I anticipated.
Mike force is very similar to invade and annex, but in a vietnam setting.
I would be satisfied to run the invade and annex script on this map instead if it wasnt too hard
So. You really said near to nothing about what exactly you've done to do anything. Please explain what you've really done step by step
Because I could just import MF into Eden without any issue
My way:
- Download the PBO using https://chromewebstore.google.com/detail/ftt-steam-enhanced-for-ar/aaphjonmlflollapfpheedgocafkapdf?pli=1 from the Workshop item webpage
- Unpack the PBO by using Mikero's Tools
- Put the mission folder in my profile
- Run local MP
- It seems to be working finely
Anyone know any tricks to getting warlords independents to spawn on sectors that aren't in open fields?
Working on a custom SOG warlords & they reallllly seem to refuse to spawn on sectors in any dense jungle or urban areas
I did the same as you, except that I used "pbo manager" to extract the file and didnt work
I got the same issue as before
the mode doesnt work because the objectives dont run automatically, and the list of features I mentioned above do not work either
Just in case you dont know what features I mean, i will repost them here
List
Fast travel
Being able to spawn vehicles from the sign
Press H to change team
objectives starting by themselves
I think pbo manager is pretty well trusted, and its the only thing I did different than you, but I am happy to try mikero's tools or something else to extract the file
I don't how reliable pboManager is. I don't trust it, not sure latest version is better but
I use it all the time to convert to pbo for server hosting and works fine
Well that is one issue though
did you get the issue I posted above when you hosted?
No
the map didnt look like my screenshot either?
At least, doesn't seem so. They do look fine to me. I haven't played MF ever so can't 100% tell
No. Near to all markers are occupied by OPFOR already
the map is far from fine. normally the markers are red, not black
secondly the connector markers are not meant to be there,
the non-map issues have already been listed too
and of course the objectives are gone and no ai spawn there
I'm not asking you to list issue you have. I'm asking to run a vanilla MF without any changes in Eden
Which pboManager version you have
1.9.1
I already mentioned that I can run the vanilla mike force as a steam workshop item fine
However I cant seem to send it to the eden editor, and run it from there, because files are missing
I kindly remind you that I stated in the ultimate sense of things, I am looking to send it to the eden editor to change the layout of the homebase, and then play the mike force mod
But the file doesnt like the eden editor and bugs out the gamemode when I play it from there
I kindly remind you of this
I'm not also asking you to run the Workshop Item, I am asking you to run MF in Eden
Well pboManager 1.9.1 does extract it finely it seems
Did you try sending it to the eden, make changes like adding a helicopter or something, and then running it as an mp ?
No. I did not make any change
well this is me when i am in the eden editor and then click on run as multiplayer
I am not asking you to reposting what you've posted either
Do you know you can launch local MP through Eden directly?
You mean like this.
Yes
i have been doing that for many, many years
Okay. Now asking this once again. Can you run unmodified, unchanged, vanilla MF in Eden?
I have never knew your issues are after unmodded MF
Then how do you get the PBO then?
multiple ways
1 - subscribe to the mike force mod and find the file name in computer
2 - github mike force
3 - the approach you mentioned using the google extension
then convert to pbo using the pbo manager
Convert to?
Yes.
but if I run it with no mods, only dlc, it tells me this game is dependent upon mods you dont have installed,
so I have to force load cba for any assets to be visible, otherwise the map is plain
CBA is not required to run MF
I will post a screenshot in a sec
if not cba, then something else
mm I closed arma and began screen recording for the prompt to appear but didnt this time
something that does appear is this, which might be a clue
Is this happening all the time?
Frequently yeah
Could explain some issues but I donโt really know what it could mean either
its a clue at least
well I dont know which one it is since I extracted everything as it was from the original steamworkshop file or github as it is
I find it hard to believe something would be lacking but I dont know what it could be
found it online and it seems to be empty
Thank you for your help anyway.
I might leave it there and try to troubleshoot it myself
Since this endeavour of attempting to use the Mike force mod has been unproductive to say the least, I might endeavour to shift my efforts to the invade and annex mode, which is basically the same, minus a few features I can live without
If I need help in that regard I will make a new post
So the issue is nearly crystal clear. You still need that file. When I remove that file, I get this which is very similar to your issue
I'm building a scenario with a well defended hill, I'm making the Ai static in the trenches, what can I do to fix when their ammo is low? will ammo bearer solve it? how is that unit working?
Ammo Bearer only bears, not supply. You'll need a script to make them resupply
Yeah thanks. I did mess around with that and it worked.
I simply created the missing file and that did it. it was empty so it just needed a file with that name
I had to go through this process with another file as well (2 in total) and it seemed to solve it perfectly
I am now able to both edit in eden editor and then run as multiplayer with the game loading just fine
dont know whats going on but you could try getting rid of the load screen with this: https://community.bistudio.com/wiki/endLoadingScreen but it sounds like some script is bugged, maybe you can get more info from the .rpt file
I remember when I started playing around with arma server hosting etc and I used to think "oh this will be easy" hhahahahha
Ah, ok. Do you by any chance have or know that kind of script?
anyone have an idea how to increase the reinforcements cap in the Arma Commander mod?
ask the arma commander dev, they also have their own discord server
I want to add the function to take over cities and villages, like objectives. any mod or something to use for that? any good suggestions?
you add a function through writing a function. it does not go any simpler
This is a noob question but I'm having problems just putting down a waypoint. A quick Google showed me how to do it, but doesn't work. I can figure out the types of waypoints (i did see that), but I'm having issues just placing a waypoint down
Because what it describes, isn't working so a basic way to do it would be nice
click on a unit/ group and press Shift+RMB to place a waypoint
What?
Where do I find these modules?
what modules?
You said you wanted to add a function to take over stuff in scenario. You have to write your own functions for that or be more descriptive. Or show examples maybe.
There already are multiple mission generators on workshop that create dynamic missions to take points or destroy groups.
Hello, multiplayer mission, I need players on respawn to get assigned a series of tasks that only they can see, what's the best way to go about it? - I tried changing the players side via joinSilent but they still only have their initial tasks not the new sides
is this stupid consider FPS drop?
If I want to save some FPS is this a good solution? to group all of these or how should I do?
This is correct.
Okay thanks
Yup. Generally a good way to tackle large number of garrison
what's the keyboard shortcut to placing down a cycle waypoint?
There's none. Just place a move waypoint and change its type in the attributes.
Well, at least I don't know one
Actually a good idea for a mod
Never mind. Seems like waypoint type can't be set via scripting
Could that be in RMB menu, if Eden selected type is waypoint and change type of waypoint?
Nah, set3DENAttribute doesn't work for waypoint type
Good to know
So I'm trying to use xcam, and all my inputs have a delay, which makes it very difficult to use
Just wasted a couple of hours setting up sector control stuff and not realizing that it wont work in PVE...... is there any mod or module that have sectors/objectives that AI can fight me over?
Random Infantry Skirmish
Why does my character starts every spawn with reloading its gun? can I somehow remove that action?
Custom loadout?
Make sure to first add the magazines and then the weapon.
hmm, that might be it.. thanks!
Do you also know why my character always spawns dying? haha
he dies first and then the count down goes down to 0 and then spawns correctly
Is RespawnOnStart set?
hello i have a problem my Mission closes after the selection of the character can anyone help ?
Could it maybe be missing an addon? i.e. you made the mission with an addon loaded, but now it's not loaded and the server can't load the mission.
its normal liberation and a simple custom i made but both whont work
I would like to do a mission reproducing the SQUAD game gameplay! I've seen the FOB and materials mechanics in the MCC mod and the rally point in the patrol mission! But I don't have the skills to do this! Anyone want to join me?
Hi guys. Is there an option to FORCE viewdistance to all clients on a specified mission im making?
Does anyone know of a method/mod that allows players to place down an object to be used either as respawn point or a teleport flag? (Not counting the vanilla respawn backpack)
Thinking of something that could be carried as cargo and placed down as a respawn point, without zeus interaction.
setViewDistance
Does anyone know what mod that Will automatically make a Opfor forces to attack independent forces?
Ita kinda annoying having to use BLUFOR equipment when doing Iran VS Israel stuff
https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Attributes#General -- Independents Allegiance.
No need to mod it. In the editor, go to Attributtes on the very top selections > search for the "Independence allegiance" > change the blufor/opfor attributes. If its handshakes, they're friendly. If it's crossing swords, they're hostile
I always wanted to know which backpack in vanilla does that and how to use it
95percentrookie has an ace version where he scripted a rallypoint to work as a respawn point like the one in Squad
I'm having some issues with the ai's "hold fire until fired upon, keep formation" behavior
im using it to set up an ambush with a trigger that changes them to open fire, but despite being on hold fire they just refuse to not shoot
Setting them to careless might be an easier way to do that
i don't wanna do anything like that, because setting to careless makes it so players can just shoot em without a reaction
Trying to fix so the enemy AI have planes up in the air and watching over the battefield, like the picture.
Is it possible to make them "talk" with artillery units on ground and snitch on the enemy position?
an easy way is to place them in the same group
Ah, nice! will do! How will it be when the plane crashes and then respawns with the respawn vehicle-module? will it be in the same group?
I do not know (:
But it sounds to me like what you want is for one side to hold fire until conditions are met? So you can have:
- One trigger that simulates the order to open fire
- One trigger that checks if one side has been detected by the other
And whichever happens first switches the AI from careless to aware
i'll give it a shot, but im working with players and idk how detection works with that
IIRC "detected by" triggers don't work off of players because players don't have a knowsAbout status
yeah, so a 'detected by' trigger wouldn't really work
So hang on, my impression was that you have AI ambushers that open fire too soon?
yeah
And they are ambushing only players?
yep
i did find out earlier today it might be a LAMBS issue, but i haven't had the time to check it out
AI mods usually ignore vanilla behaviour.
Iโm looking for some help with making a map, I wanna make something to play with friends
Are you looking for what? Map? Or a mission? A help? Or people to work with?
Does anyone know what mod that adds Hamas rocket which can be rapidly launched or something
Does anyone have a mission file for life mod ? Not for a specific server just one with good scripts and other map then the normal once
going crazy with enemy AI that doesnt listen to me haha. even if I make them ignore "Cover" and "Path" they still hit the floor when I'm near. they aren't moving which is a small step I suppose
What am I missing?
like overhead or directly? Cause im pretty sure you can just use fire support plus and set a target across the map, make a rocket artillery unit, and set an artillery fire mission
or instead of using a mod, you can double click on the group icon and force each unit's stance to either stand or crouch. Unless you're using mods, they will stay in that chosen stance
@terse hemlock you mean that mod that already exists
@lime sleet Witch one??๐ฎ
@terse hemlock tactical battlefield
@lime sleet OK! Didn't know about that! Thanks a lot. ๐
@terse hemlock No worries, realized i was a little bit short with ya, sorry about that
@lime sleet No problem! I really looked like a big noob, and I play this simulator for 6 years and there is always something new to learn.
I dont think alot of those work anymore.
they work just fine if you're not using AI-altering mods.
How good is the anti-air AI on emplacements? I'm wanting to throw down an AA position to restrict helo movement until some infantry can get in to destroy it, but I'm not sure if I can just rely on the AI to handle it or if I should figure out some way of destroying the helo via triggers and modules and such.
^ extra note, I'm using Unsung so I know that might affect things
I know there's a way to disable AI in multiplayer where Playable slots are specified. Is there a way to make it on a per-slot basis? For example, I want some units to be either AI or player-controlled, while others are not.
First of all do you play with an IA mod? (lambs, vcom...?)
If not, I recommend you to select their stance first and click on "MOVE" if you want them to stay like static and watching one direction.
If you disabled Path, they can turn on themself to shoot but will stay static, also if you make tgem "stand-up" as selected stance, they will stay stand-up.
Just encountering the good old problem of AI having a really high minimum engagement distance with pistols. Is there an easy way to allow them to shoot at point blank distances?
Probably related to the AI firemodes from what I found
ACE fixes some of the issues with rifles but doesn't seem to touch pistols
You would need to make a config patch for the weapons that you need to work
Just checked and confirmed,
The pistols have "minRange = 5;" in the firemode, which would stop them from engaging reliably under 5 meters
(Documentation is a bit spotty, so not entirely certain)
Forgot the reply, makes it easier to find if this gets buried before you see it
Thanks for the reply, damn I really hoped I didn't have to make a patch for it ๐ญ
https://github.com/acemod/ACE3/tree/master/addons/ai
This might help as a useful reference for it
You don't need much if you are just changing firemodes of the pistols
Just CfgPatches to define the mod, and CfgWeapons with the includes and the lines to override the firemodes for the pistols
The pistols each only have a single firemode, so there isn't much to override
Playing the ww2 DLC now and the maps from it are amazing.
It's several trenches placed around the map. Do I have to place units in the editor for them to be used? Or can I somehow make the AI use them in-game?
Where is that value being looked up? I'm seeing minRange = 0 on all the weapon classes I'm intending to use
a) you check what "modes" member of the class says. On your very screenshot it only has "Single" in it
b) you check a subclass with that name for its "minRange", which is 5 ๐คทโโ๏ธ
Hey no need to shrug emote me
what's simple to you might not be for me
I'm thankful for the info though
it's not "shrugging at you", it's "shrugging to not type "to the best of my knowledge" ๐
ah, it's very much on me to have interpreted it that way
Is there a simple way to patch that subclass for all pistols?
If not I'll probably just do a few I'm intending on using
I guess I should switch channels
I looked it up in the files I have from arma3p,
I've found it's often much easier to read the game's config files directly, instead of using the config browser
I only checked vanilla handguns though, modded or CDLC ones might already have been changed
Why DO pistols have that minimum range anyway?
No idea
You'd have to ask the people who implemented in first place
Might have been to avoid AI bugs at the time that may or may not still exist
I'm trying to use setDriveOnPath, but for some reason, when it reaches one of the last waypoints, the vehicle will stop at do an infinite-point turn (so to speak). Is there a way to break the script so I can tell it to do something else?
Did you try calling doStop?
Yes. 
That seemed to work to stop it, but is there a way for it to do it on its own?
How do you use setDriveOnPath? The correct way to do it is calling doStop, then add some delay (e.g. sleep 0.1) then setDriveOnPath
If you do that they'll always stop at the destination (at least according to my tests)
i tried putting some lamps inside of one of the cargo houses but the illumination is really bad. is there anything that can be done to that? (using Land_PortableLight_single_F lamp). the illumination changes according to the angle you are viewing
where did the pic go?
Urm, what pic
don't see anything wrong with the picture
the light is right behind the player but its still dark...
if i position the player to some other spot then light gets more shiny
my guess is that it's not a light issue but the attenuation's
light doesn't bounce off in the game, if you move away from the light source the attenuation goes down because you are techhnically looking in the dark
place the light in the middle of the room or script an invisible lightpoint or something
can you export this as a mission and send it here
.pbo if thats preferred
I'd like to have a couple of unique NPCs who, at mission start, each spawn in one of 5-6 locations, randomly selected. Any suggestions?
selectRandom
I have spent the day creating loadouts to choose from when playing my scenario. But, how the hell do I fix so I can choose from them when joining my game?
Add a virtual arsenal to an object. Then you could select the loadouts from there.
Ah, that's probably the trick. Thanks!
While I'm here, does anyone know how to get infantry to path directly somewhere, and ignore pathing? I know how to disable cover, but not positioning. Kind of like setDriveOnPath, but for infantry. Right now they're wandering around when I want them to walk direct, and hold position.
disable animation fsm on them and use switchmove to apply an animation. Probably will have to loop it for a few times if the path is long
Are there any buildings in Vanilla/CUP that have open floors?
I want to do a thing where a player can crawl through a drainage ditch into a building
Is there any way to create spot/area lights outside of placing them from the object prop menu?
You mean besides scripting? You can do almost anything with scripts
Thanks! Can I somehow make so it's only possible to choose from pre-made loadouts and no other weapons and stuff? It's ww2 so I want to eliminate the possibility to people to run around with aks and stingers
I know that spearhead 1944 has a special ww2 arsenal
It's quite short, thankfully.
that's whโ
Not really sure if this is the right channel to ask in but
Is anyone aware of a way to make AI use custom parachutes instead of the generic arma ones?
Specifically trying to get them to use the gravchutes from there is only war
In what context?
I guess to slightly alter the question
I gave them Gravchutes so that they would use those however they still initially use the normal parachutes which makes them float around, would there be anyway to prevent that?
#screenshots_arma message
So do you mean these AIs have a backpack to use a "correct" chute? ...and I assume, drop via Zeus?
Hi, I am curious to know if there is a way to limit a vehicle's max speed based on the surface it is on, e.g. when off the roads essentially, for a mission.
I know such value exists at least on the terrain side as [maxSpeedCoef], so I was wondering if from the mission-side is possible to detect the surface a vehicle is on and then upon that condition limit the max speed? If not, is it possible to detect if the vehicle is not in a road at all and achieve a similar effect? Idea is to punish offroad driving. Thanks!
Maybe there's a way to write a scary loop that intermittently uses surfaceType and adjusts coef using switch cases
Does anyone know the nuances and requirements to have a custom loadScreen/overview image in a mpmission?
The wiki says taht the pathing is relative to the mission folder, but the images I use can't be 'found' ever
What path you use, which folder you put, what image you use
does anyone have comments about the illumination pictures I posted above? I'm mainly interested to know if its just my PC that does it or is it same for everyone?
it should be possible to get terrain surface but I forgot which command gets it. try: https://community.bistudio.com/wiki/lineIntersectsSurfaces for speed limit there is https://community.bistudio.com/wiki/forceSpeed & https://community.bistudio.com/wiki/limitSpeed
have you tried something like (for the image): "misRoot\client\images\loadingGear.paa" where misRoot is the mission folder
i'm actually loading the image from the mod so it might be different for you ๐ค
Vr world is awful for testing any lighting. Put it on any other map
Idk what the vr world is trying to do but at night it's like the exposure control is totally wrong
Jpg or paa format for the image and just point to it relative to your mission folder so you could just put it in the rootfolder and refer to it per this: https://community.bistudio.com/wiki/Arma_3:_Loading_Screens
ah yes it looks like it was the VR like you said. i tested on malden and that worked. thx!
@strange rampart @past sparrow so it seems for me, that the loading screen image only works if the source image is in the main mission file, not a subfolder. Additionally, this doesn't apply to the preview image, which doesn't work at all
Is this what you are talking about? in description.ext
Make sure you are NOT putting a \ at the start of the path. That will start looking in an addon folder
If still not working, check your launcher cmd line params are empty. I think there is a param that can screw up all your filepathing. Long shot, but always good to double check
Any idea why for some reason AI start doing limbo (sitting ish animation) when I tell them to "stay in position" in eden. They get stuff once mission launches in some weird anim.
Delete AnimDataCache
trying to build a ammo depot in a ww2 mission. but all the boxes I'm placing won't explode and cook off (using ACE) do I have to do anything special or choose any special boxes?
NVM, found out haha and now it wont stop exploding 
spawing units on headless clients makes the generation much faster
since a lot of things the server is already doing will take priority over units generation
if you move all the createUnit calls to headless clients you should be good
i've been generating bunches of 100 units on headless clients with no issue at all
Where is a good tutorial on creating tasks? With the help of someone, I managed to get the markers to show up denoting where the players have to go. Now I need to create the tasks so that the players know where to go. How do I do that?
Thanks
Okay I found a tutorial on YT on how to create tasks. I managed to get it "working", however with the modules, I assign the tasks, but it doesn't show a notification on the top of the screen that the task is assigned. However in some testing it works, it goes to the next task, but again no notification. This is for an MP mission so I may be missing something for MP missions, but it doesnt' show when I Play Scenario anyway, so I don't know if that makes a difference.
task modules are not meant for multiplayer iirc. They can break if you use triggers with them and you have JIP players. Using the framework instead would be much more bug-proof
Okay, so how do I setup a mission using the Framework?
Okay I'll check it out, thanks
For those who make realistic hardcore scenarios. What do you set the Skill and Precision for the AI and do you use AI mods like VCOM or LAMBS?
I pitched an scenario idea to my players where I would give them an unlimited arsenal based on what nation their playing but their respawn time would be around 5 min as to make them think more tactically and carefully. They seemed to like the idea
Does anyone know if there is compatibility issues with IFA3 and Faces of War? Can't find anything about it and don't want to ruin my mission
hasnt been updated since 2018
Thanks! Haha embarrassing to miss that obvious thing ๐คฃ
Can anyone point me in the direction of a better factions mod than 3cb that doesn't need cup please? ๐
3CB doesn't need CUP
Quick question, when you create a mission, do you manually place enemy ai or do you use a mod that populate the map?
I use Zeus and Eden Interiors mod to garrison buildings but everything else I do manually. I prefer having control over the mission flow
hello, I'm trying to make a change of animations in a multiplayer game but when I move it to a dedicated server the AI is moved to a corner of the map, although it makes the change of animation, I'm using my own script, I'll leave the code here:
params ["_npc", "_animationName"];
if (isNull _npc || {_npc != _npc}) exitWith {
diag_log "[NPC Animations] NPC no vรกlido o no accesible.";
};
[_npc, _animationName] remoteExec ["switchMove", 0, _npc];
do you see something wrong with my code or do you know of a reliable method to do this other than the one I am using?
in case I haven't explained myself, I want an npc to be doing a repair animation, when activating an activator it will change to a briefing animation and when it finishes it will return to the repair animation.
Yes, _npc != _npc is useless part.
ok, but I guess that won't cause the guy to move to a corner of the map, right?
Yes, don't see anything that moves.
the case is that it reproduces the animation well when I start the game, but when I try to change it, it goes crazy and it gets stuck in the corner.
Then a unit is moved by another script.
every day I understand less and less arma 3, that part was the one that bugged it XD
thanks for the observation HAHAHAH
I'm always happy to help with logic.
how dare you bring logic to the Internet, outrageous!
Do anyone know if there's mod or script that allows players to spawn and move a configurable set of static objects in the map, that is not part of ACE or any existing gamemode? The one that comes to mind is Drongo DYEL, but I don't think it allows spawning objects, only move them.
How do I make light cones work during the day?
So, I'm making a mission and want to have a Huron Box that spawns with items in it, but I don't want to make a mod just for one OP. Can I do the config for it on just the mission side? please, ping, reply to this with any answers.
Do you mean you want a inventory space that can be accessible with Inventory key, and put or put out items?
no I want a custom inventory that I would normally make via a config.cpp and CfgVehicles. im not sure if i can do it on the mission level tho
What is a "custom inventory"
like the mags and such in the inventory. like instead of one type of ammo i replace it with another
instead of having to do it by hand in Zuse and 3DEN. i just have it spawn with what i want
normally i would just drop in a config.cpp and make a new class for it but i dont want to do that for 1 op
So this
you don't, lights in Arma 3 are casted only during night
i guess
does not seem to work
: (
Hi !
the new dlc brings a lot of landing boats and i thought the dev would also bring a waypoint or something to make assault beaches.
But after checking, in zeus, the Ai still lost and don't understand how to approach the beach and unload troops...
Did i mussed something ?
There might be a scripted solution. Best is you ask the Devs directly on their discord server.
Just double checking before playing the mission with some friends ๐
Let's say that I have placed 10 infantry, 2 mortars and 3 MGs in a town.
I have made them a group.
Will the mortars use the infantry as "eyes" or will the mortars use the enemy planes as "eyes"? How will they know where to bomb?
Hope you guys understand, hard to explain haha
Hey guys Iโm sorry if this is dumb question but how do I use modded content in my custom scenario using the workbench?
If you're talking about Reforger's workbench, it'll be #reforger_workbench
Thanks
any way to have Description.ext be re-read when I click restart while previewing in the editor?
learning GUI stuff and having to back out and load again after every change is rough
No. You have to go back go 3den and start again
Or you could script the GUI instead of writing config for it (tho some config might be needed, depending on what you want to do). Scripting doesn't even need restart
I'm creating dialogs with controls and etc.
You can write, try in Debug console without preview mission, Ctrl+S whenever you make a change. I use this way all the time
Is there a script that makes it so a player can lock pick a car door to get in it?
And has to have lock pick on them?
why make the game so hard lol
but yes there is a way
i cant find it right now but it something like if player has in inventory or something like that
why cant i find it dam
do you have a mod that adds lockpicks? Because if you dont then no
@trail basin if ([ player, "can be like a medkit or whatever" ] call BIS_fnc_hasItem) then { do what ever };
Hey
How do I fix Arma's AI stealth detection
As an example, I have a guy entering a building. How do I make AI, that is turned away from the player and is in another room, stop them from spotting the player instantly
Only ways I can think of are turn down the spotting skill of the AI far enough, not certain how well it will work
Or find an AI mod that changes them appropriately
Part of it may be the way Arma 3 AI works inside buildings, they have a fixed PathsLOD that determines where they can move
Not certain if it also affects their detection behaviour
I turned out that skill to 0, while increasing my character's quitness to 3x and they still spot him from the same distance
Anyway to turn off spotting completely?
What does either of those options
do
Because I would still like the player to be targetable
to be targetable is to be spottable. if you want to take out the group sharing of info, put your units in separate groups (decreases performance, more groups == more taxing). now homeboy 2 won't alert homeboy 1 that you are there if he sees you causing that whip around. there are more scripting based work arounds using event handlers or FSMs.