#arma3_scenario

1 messages ยท Page 10 of 1

ancient lynx
#

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.

grand epoch
#

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

cunning timber
#

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

spring sierra
#

Rimmy, not rubix

cunning timber
#

Yeah I seen it a bunch of times. Thing is pretty much no matter what I do, it just isnโ€™t satisfying. The best I can really do is like a counter-attack with the AI, even with LAMBs

unkempt meadow
#

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

signal coral
#

Has anyone managed to get a heli pickup from water to work? ie a heli hovers right over the water and you get in

grand epoch
grand epoch
#

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.

tight root
urban sun
#

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

urban sun
#

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

sterile wharf
#

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?

gilded herald
#

No. And if yes, it's gonna be very hacky. Better rely on two separate missions with different slots/objects/etc.

wind haven
#

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 '

young ginkgo
#

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

cinder holly
#

(also don't crosspost, thanks)

young ginkgo
#

all good was just covering bases, I am sorry

young ginkgo
#

So the all targets go down and reset after the script is executed but the swinging targtes wont go back down

west silo
urban sun
#

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

tame sage
#

You have opened a very large can of worms. Can be fun if you reduce the size of your project.

urban sun
urban sun
urban sun
chilly slate
#

is there anyway to play sounds withotu needing to define them in description.ext

thorny plaza
#

through your microphone

#

otherwise no

#

well you can define them in a mod, then it will be config.cpp with the cfgsounds entry.

tame sage
cinder holly
fallen light
#

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? ๐Ÿ™‚

desert bluff
#

Does anyone have any map recommendations for me? I'm looking for new maps to build missions on.

gusty mural
#

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

tame sage
# desert bluff Does anyone have any map recommendations for me? I'm looking for new maps to bui...

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)

vital trout
#

umb colombia has a metric fuckton of military bases on which is a curse and a blessing

opaque tulip
#

I downloadded a custom map, how do I make a mission with that map

glad barn
opaque tulip
#

now new button

glad barn
#

Make sure that you have selected a new map to your mods when launching game

rancid heart
#

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

grizzled gyro
#

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?

opaque tulip
river nymph
#

random

glad barn
opaque tulip
river nymph
#

BIS_fnc_findSafePos

glad barn
# opaque tulip here?

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.

river nymph
#

_pos + [_forEachIndex,0,0]

grizzled gyro
#

Thank you

river nymph
#

You wanna be real cool you conjure some lissajous figures

#

Read: pointlessly waste time

edgy turret
#

Hi
Is there a way to make AI rearm from each other's backpacks?

normal bone
#

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

#

It also will spawn convoys shorter than the amount specified:

solemn lily
#

convoys are alway cool. How does this do with MP?

normal bone
#

So far fairly well, takes a little time to spawn due to all verifications

#

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

keen totem
#

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

keen totem
#

still not working
when SOCOM Mission generate is clicked
it says Connection Failed

sleek pendant
#

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).

trim seal
sleek pendant
solemn lily
#

@keen totem not sure if the socom code has been updated. Did you set it up correctly?

keen totem
#

Variable name : vqi socom laptop then the inserted the init โ€œthis is codeโ€

#

I keep getting a connection failed when activating the socom mission

#

On the Map

tame sage
#

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?

solemn lily
#

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.

thorny plaza
#

how is it related to mission making

runic zealot
#

Does anyone have a method for modifying the strength of gravity? Say for making a mission on the moon.

thorny plaza
#

@vital trout ^

vital trout
#

what

#

i dont

bold vortex
#

there's coefGravity for ammo but Lol doing that for a mission

thorny plaza
vital trout
#

oh

#

i dont have the code for that any more thne

iron geode
#

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||

thorny plaza
#

it means the server can't keep up because either the mission was shitty made or your server is too weak.

sinful rampart
#

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

iron geode
iron geode
sinful rampart
#

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

iron geode
#

yea dats me CVRchanDerp

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

mellow copper
#

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.

harsh jetty
jagged gorge
#

@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

sinful rampart
harsh jetty
#

Oh interesting, Iโ€™m hoping it was just a one-off problem with our mission file causing the problem and wonโ€™t be a reoccurring thing

solemn lily
#

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.

edgy turret
#

DMP

cinder holly
edgy turret
#

Drongo's Map Population, its a mod

cinder holly
#

ah ^^ was looking for context
thx

edgy turret
#

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

cinder holly
edgy turret
#

yeah but i haven't seen any text or vid on it or in which gamemode it works in

cinder holly
#

neither did I ๐Ÿ˜… sorry ๐Ÿ˜†

edgy turret
#

nw, all gud

deep blade
#

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

sinful rampart
#

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

deep blade
#

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

sinful rampart
#

Mh maybe I'm mixing it up

deep blade
#

as far as I can see you can only change the "exposure" of the image output

sinful rampart
#

The fix was that the full thermal range, was squished into a small brightness range

deep blade
#

can any part of the spectrum still be isolated?

sinful rampart
#

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

deep blade
#

so it's basically just "levels" in photoshop?

solar bison
#

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

west silo
#

Anything in the rpt?

solar bison
#

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...

west silo
#

Hard to tell then could me many things really.

#

Issues like that are not uncommon but I have no clue what it could be.

solar bison
#

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?

glad barn
hidden salmon
#

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)

fallen light
#

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.

thorny plaza
#

you answered your question pretty much. Use the command for it.

fallen light
# thorny plaza you answered your question pretty much. Use the command for it.

Is there a simpler way to go about it, editor wise? ๐Ÿ˜…

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. mild_panic

thorny plaza
#

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

fallen light
north stone
#

it doesn't really explain a lot in the examples
For example?

thorny plaza
#

there is no this, there's _this though. Still posting whatever you've cooked would be most helpful to both us and you.

fallen light
thorny plaza
#

you said you wanted to place objects, not use its scripts

fallen light
#

Yeah, fair.

icy zealot
spice salmon
#

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?

fallen light
remote kettle
#

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?
spice salmon
#

No help anyone?

fallen light
spice salmon
#

@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.

cinder holly
#

eaaasy with the pings, dear!

spice salmon
#

im sorry

#

its early here

fallen light
cinder holly
#

hahaha, ok ok ^^

fallen light
#

Here, check this. โคด๏ธ

#

That also seems to address the issue with dying on load.

spice salmon
#

@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

waxen patio
#

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

fallen light
fallen light
waxen patio
versed breach
#

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.

scarlet hawk
versed breach
scarlet hawk
# versed breach Nice! Is it "easy" for a person who's dumb as shit with scripting? Haha Is it po...

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 ...

โ–ถ Play video
vale raft
#

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

waxen patio
scarlet hawk
vale raft
#

Will that skip to next waypoint without me having to name it?

#

Well that's not ideal

#

Same when placed in the boat too

north stone
#

Comments are not allowed in editor fields.

scarlet hawk
# vale raft Will that skip to next waypoint without me having to name it?

comments dont work in init.
3 variable names are needed.

  1. 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];
};
vale raft
#

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

scarlet hawk
vale raft
#

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

north stone
#

Just add this code into "Hold" waypoint condition:

player in (objectParent this)
scarlet hawk
#

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
vale raft
#

There are no sqfs. Trying to do it purely in editor whcih I think is going to be my problem

north stone
scarlet hawk
vale raft
#

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

north stone
#

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?

vale raft
#

What do you want me to provide? The boat will not move after I get in to the next waypoint to finish the scenario.

north stone
#

For example, a screenshot with waypoint settings.

vale raft
#

WP1 is just a move. wp2 is hold so I can enter. WP3 is the invisible helipad mentioned earlier by Legion. Thats the boat

north stone
#

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?

vale raft
#

Players not in at the start. On act is empty. After hold is nothing other than the invisible helipad

north stone
vale raft
#

As is written?

north stone
#

Yes.

vale raft
north stone
#

Nice.

vale raft
#

Ok, will try that now. Thanks for being patient with me, I know i'm frustrating

north stone
#

No problem.

#

Try it quickly, otherwise I'll go to bed soon. ๐Ÿ˜„

vale raft
#

4x speed is on ๐Ÿ˜‚

north stone
vale raft
#

Still not moving

north stone
#

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?

vale raft
#

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

north stone
#

Sure, try. Ask, I think someone help. Unfortunately, can't check because don't have the game on my current PC.

vale raft
#

All good, thanks for trying at least. I suspect it could be as simple as me just messing up the waypoints themselves

north stone
#

By the way, try changing the type of the waypoint from "Hold" to "Move".

vale raft
#

๐Ÿ‘

north stone
#

Works?

vale raft
#

Nothing yet

#

Yeeaaah no idea what the issue is

vale raft
#

Think i'm just going to redo it all from a blank slate

fleet ravine
#

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.

fleet ravine
#

Additionally, is it possible to set up a trigger to active once no players or enemies are inside of it's radius?

glad barn
glad barn
#
hint format ["%1", thisList];

If that is empty you need to get objects in an area in a different way.

fleet ravine
glad barn
fleet ravine
#

If so, I don't imagine there's an easy way to exclude the zeus?

hidden kiln
#

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

glad barn
fleet ravine
#

Thanks though

versed breach
#

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

thorny plaza
#

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

fallen light
#

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.

distant lily
#

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?

thorny plaza
#

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.

distant lily
#

It's the Description.ext

#

It'd need to be set to Respawn = 3 for Zeus spawn points to work as intended right?

timber ember
#

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?

astral bloom
#

The keys means it is whitelisted. That's how it works

sinful rampart
#

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)

solid garden
#

Greetings to all. Can anyone tell me how to make a spawn selection at the start? x_13

north stone
dreamy dagger
#

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 ?

glad barn
dreamy dagger
#

Thx

pastel tendon
#

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?

west silo
#

The module has no impact on the frames really.

tame sage
#

Can anyone point me to a jungle or tropical map with very tall mountains and streams? Preferably taller than Fox Vanam (600m)?

halcyon turtle
#

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?

thorny plaza
#

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.

halcyon turtle
#

Thank you for answering Honger.
I will check that also later...

halcyon turtle
#

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? ๐Ÿ˜ซ

glad barn
#

If you click that, where does that lead you?

#

It should show your workshop item,
Then you should get a link to your mission

halcyon turtle
#

What if click, sorry?

deep blade
sinful rampart
# deep blade 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.

halcyon turtle
#

I can even subscribe to my mission! From my workshop... But why you cannot see it? ๐Ÿ™„ Common guys... i need help. I want to give you a good mission. I worked on this couple of monts...

astral bloom
#

? I can

halcyon turtle
astral bloom
#

The post you've replied is seriously unrelated

thorny plaza
#

also if you want people to play it, you should add the necessary mods (and (C)DLCs if any) to the requirements on steam.

halcyon turtle
thorny plaza
#

mods you used

halcyon turtle
#

and I thought that was it. ๐Ÿ˜† Ok, i will try that again later. Thank you Honger!

halcyon turtle
deep blade
sinful rampart
# deep blade Shouldn't the brightness/exposure/whatever just be post process? I would figure ...

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...?

deep blade
#

hmm

#

Let me try to figure this out

deep blade
#

no combination of settings cuts off above or below any percent. The full range is always displayed. Parameters are 0-1 range btw

sinful rampart
#

Parameters should be allowed beyond 0-1 range.
If there is some limit somewhere, that should be easy to fix

deep blade
sinful rampart
#

Ah, that would be easy to change then

deep blade
#

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?

deep blade
#

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?

tender creek
#

hi, i have 2 min stuttering when starting dedicated server, its not form the mission because no such stuttering in the eden editor

halcyon turtle
#

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?

thorny plaza
signal coral
#

Welcome to Flavor Town

chilly slate
#

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

signal coral
#

anyone know how to mark the border of the area of operations like this?

I forgot what it's called, but it looks nice.

north stone
#

It seems like zone restriction module or vanguard objective area.

thorny plaza
signal coral
#

Thank you, it was cover map

deep blade
#

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

signal coral
wet dock
#

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?

wet dock
#

Ah I see this isn't suitable for ace

west silo
#

Perhaps you can try to uncheck the dlcs?

wet dock
#

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

west silo
wet dock
#

Ah awesome, this'll help a lot, thanks!

#

It may not be as convenient but I can work with it

west silo
#

@astral bloom Is that script public somwhere you wrote to figure out the correct dlc restrictions?

#

Never mind, found it

astral bloom
#

It is actually easy to blame Arsenal itself

edgy turret
signal coral
shy lance
#

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.

waxen patio
#

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)

opaque pasture
#

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

opaque pasture
#

Thank you

shy lance
waxen patio
shy lance
#

ah, that makes sense

shy lance
waxen patio
#

What is the error ?

shy lance
thorny plaza
#

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

waxen patio
#

this setObjectTexture [0, "images\YOUR_IMAGE.paa"]

#

Donโ€™t put the main folder

#

Basically defining what @thorny plaza is saying with links to do it

shy lance
#

it works fine in the editor, but it refuses to find the file on the server

cinder holly
#
this setObjectTexture [0, getMissionPath "Images\MyFile_512x256.paa"];
gray vector
#

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(?)

thorny plaza
devout warren
#

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?

deep blade
charred meteor
#

Does anyone know of a good script or similar that makes RPG like dialogue trees?

tribal wolf
#

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.

west silo
charred meteor
#

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?

patent sage
#

Got a couple quick questions

  1. Does anyone know how to make ace arsenals in Eden
  2. How to make ace intel items in Eden
astral bloom
#
  1. Load ACE
  2. Load ACE
patent sage
tawdry harbor
#

Is there a way for players to keep the character faces on not using their profile ones?

cinder holly
waxen patio
#

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

cinder holly
#

2.18 brought hasCustomFace, too

tawdry harbor
#

Yeah? Will check that command, setface is not MP

#

@waxen patio pretty please

cinder holly
delicate hinge
#

it does

waxen patio
cinder holly
waxen patio
#

It will override his face 100%

#

Just need to have his name (of the unit) have a specific string

cinder holly
#

ah, but it won't be the same face on all machines I think

waxen patio
#

But you could update the script to force it on everyone, etc

cinder holly
#

remoteExec works 100% in multiplayer, too ๐Ÿ™ƒ

waxen patio
cinder holly
#

oui :p

waxen patio
waxen patio
deep blade
deep blade
#

am I the only one out of the loop on this because it kinda feels that way lol

waxen patio
#

Tried to answer but no time to read all msg again xD

Summarize it here once again and might encourage people to help ๐Ÿ™‚

hollow junco
#

What is the best Task force Radio BETA alternative?

thorny plaza
#

there are no "best", there are just alternatives

#

and it's either the vanilla voip or acre2

vital trout
#

The latter of which still requires teamspeak and .dll usage if your qualms with tfar is trying to use it on geforce now

deep blade
deep blade
#

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

waxen patio
#

I would assume that 1 is the maximum

deep blade
#

There is apparently a way to bypass that limit

wind cape
#

anyone know if these are placeable in the editor? I cant find them

#

diesel storage tank

#

nvm

daring saddle
#

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)

thorny plaza
#

spawn explosives when the object is "crashing" and set their damage to 1, so they explode.

vital trout
#

Don't set damage them

#

triggerAmmo _bomb to explode them

#

Setting damage is unreliable

wintry ether
#

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?

daring saddle
teal summit
#

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

trail basin
#

Would it be possible to set up flak explosions in the air as ambience for a D-Day style paradrop?

cinder holly
#

yes

carmine falcon
#

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?

somber oar
#

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.

tawny hedge
#

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?

leaden trout
#

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?

fossil python
#

How do i add dynamic missions to exile?

carmine falcon
#

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?

north stone
#

Scripted waypoint?

carmine falcon
#

yea, so I can remove a fire mission after say, 5 sec and direct the artiliary to another place

#

how do I do that?

north stone
#

Read BIKI.

carmine falcon
#

biki?

north stone
#

Exactly.

carmine falcon
#

I don't know what that is

north stone
carmine falcon
#

ammm... the fire mission WP is ignoring the Condition field. I set it to false and it's still activating.

north stone
#

Of course, this follows from the article, the link to which I provided above.

wispy ivy
cinder holly
carmine falcon
north stone
#

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.

cinder holly
#

you could then "remove current waypoint" by script

fossil python
#

it keeps making me vote for the damn mission

carmine falcon
#

Is there an alarm sound and appropriate object for it?

leaden trout
#

Set your vote to 0

#

It's in your server config

fossil python
#

it still isn't working for some reason

#

voteMissionPlayers = 0;
voteThreshold = 0;

#

it seems like it isn't reading the files at all

leaden trout
#

Are you sure those are your files? What's your server start string look like?

glad barn
agile bolt
#

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 ๐Ÿ˜ƒ

carmine falcon
#

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

unique sandal
#

what do i put in the init to make something like an h-barrier a simple object?

cinder holly
unique sandal
#

i see

serene ether
#

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

cinder holly
serene ether
#

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?

cinder holly
#

do you need to have them in different groups?

serene ether
#

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

unique sandal
#

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

spiral vigil
#

holy crap that looks awsome

deep blade
#

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

unique sandal
#

thanks for the suggestions

shrewd iris
#

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

thorny plaza
#

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).

rich frost
#

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?

trail basin
#

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?

glad barn
astral bloom
rich frost
astral bloom
#

I can't say exact yes because never messed with HC

rich frost
#

Gotcha. Would this goes into the mission init?

astral bloom
#

Maybe

sonic cobalt
#

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

astral bloom
#

Do you mean in your own MIKE Force mission or?

sonic cobalt
# astral bloom 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 Iโ€™m missing

astral bloom
#

Try vanilla MIKE Force first

signal coral
#

@hearty mulch less units will make it generate faster and provide for higher framerates as a bonus!

past sparrow
#

any tips how to find weapon switching sound?

cedar bronze
#

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?

silk axle
past sparrow
vital trout
#

it does not

#

all the weapon switching sound mods are scripted

past sparrow
#

oh ok

bold vortex
#

theres a sound for switching weapons tho?

#

its part of the animation

astral bloom
#

There's a sound for switching firemode though

bold vortex
#

P:\a3\sounds_f\characters\stances

#

rifle_to_handgun etc

past sparrow
#

sounds like biting an apple though ๐Ÿ˜„

stable gale
#

Looking for a dedicated zeus who can mission make and zeus once a week, if you can shoot me a message

trail basin
#

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?

north stone
merry inlet
#

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.

west silo
#

@merry inlet Alive has its own discord afaik

deep blade
#

Anybody know how to fix the bug in missions where dead units have their gear/helmets/vests flicker on and off around their body?

north stone
#

Taken from them? No way.

deep blade
#

what

north stone
#

I wrote about items taken from corpses jumping on some maps, this is especially noticeable in Sefrou-Ramal from Western Sahara CDLC.

deep blade
#

Is it just another think BI broke in the game's final update or is it actually fixable

north stone
#

No, it was broken a long time ago and it can't be fixed by players.

#

But devs are aware about that.

deep blade
#

Do you know if the same is true with the terrain objects that vanish from very specific angles and positions?

fallen light
#

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?

sonic cobalt
#

Hey there, is there a way to make mods in my server be optional but not required for people to join ?

north stone
#

Place their .bikey-files into keys folder and don't add them via -mod startup param.

blazing tendon
#

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

cinder holly
#

Iโ€ฆ think that was always the case I'm surprised you can even open the door

blazing tendon
shrewd iris
#

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

sonic cobalt
fallen light
#

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?

astral bloom
#

New Mod it is

lethal idol
#

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?

north stone
#

Timeout? Or countdown? If the latter, then change to timeout.

lethal idol
#

its timeout

#

which is strange

north stone
#

Send screenshot with trigger settings.

lethal idol
north stone
lethal idol
#

is there a way to write something to check if a unit sees a player in an area?

north stone
#
(thisList findIf { (opforUnit knowsAbout _x) > 0.1 }) >= 0
lethal idol
#

what does this code mean?

lethal idol
#

ty :)

#

nah this actually works really well

#

thank you

lethal idol
#

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

north stone
#

Yes, use alive.

lethal idol
#

(thisList findIf { (man1 knowsAbout _x) > 0.1 }) >= 0 && !alive man1

#

like this?

north stone
#

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?

lethal idol
#

right

north stone
#

Oh, don't forget about lazy evaluating.

lethal idol
#

i dont know what that is...

lethal idol
#

hmmm

#

!alive man1 && (thisList findIf { (man1 knowsAbout _x) > 0.1 }) >= 0

#

this no longer works

#

with the "!alive man"

#

it works

#

idk

north stone
#
(alive man1) && { (thisList findIf { (man1 knowsAbout _x) > 0.1 }) >= 0 }
lethal idol
#

thank you :)

#

if the AI goes unconsious instead of just dying it still goes off

#

can i make the AI not go uncon?

north stone
fallen light
#

Is there a way to delete the ILS waypoints for a map's airport?

astral bloom
#

By making a Mod

woven crypt
#

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

astral bloom
#

If they don't share the group, maybe. If they do, nope

wet dock
#

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?

thorny plaza
#

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.

heady helm
#

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?

exotic arch
#

has anyone managed to prompt any ai to become a reliable sqf scripter?

spiral vigil
#

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

somber wave
#

Anyone know what the funk this is and how to fix it?

west silo
#

Disable Eden 2.0

#

Or use a older version of 3den Enhanced

sonic cobalt
#

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

astral bloom
#

MPMissions is not where Eden Editor recognizes. Your Eden missions are located in your profile

sonic cobalt
#

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

astral bloom
#

I am not sure what is your current goal

sonic cobalt
#

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?

astral bloom
#

No

#

Do you know where is Eden's missions folder

sonic cobalt
#

under my profile name

#

of arma 3

astral bloom
#

Put the unpacked folder into that folder

#

That's it

sonic cobalt
#

these are what im refering to

astral bloom
#

I cannot tell what I am supposed to understand from the pic

sonic cobalt
#

from the picture above that I posted, which would be the unpacked folder

astral bloom
#

I don't know which missions and mpmissions from that pic

sonic cobalt
#

the legacy bin?

astral bloom
#

What?

sonic cobalt
astral bloom
#

I don't know what the legacy bin means

#

And your last reply

sonic cobalt
#

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

astral bloom
#

Unpack PBO so you will see a folder. It is unpacked folder

sonic cobalt
#

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?

astral bloom
#

Arma 3 Tools have one but cant recall the name rn

sonic cobalt
#

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?

astral bloom
#

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

elder belfry
#

Does DLC restriction affect identities such as faces and voice protocols?

astral bloom
#

No

elder belfry
#

So i can play with A chinese face and voice and it wouldn't create a dlc dependency?

astral bloom
#

Indeed

elder belfry
#

hell yee

sonic cobalt
astral bloom
#

You are saying TWO goals at once

astral bloom
#

@sonic cobalt I don't take it into DM

sonic cobalt
#

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?

astral bloom
#

At least it is starting to make sense

astral bloom
sonic cobalt
#

There are servers that exist that already do it

astral bloom
#

I'm not asking somebody done that

#

I'm asking can you

sonic cobalt
#

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

astral bloom
#

No thanks

sonic cobalt
#

rip

#

I really dont seem to have any solutions for this issue at the moment

astral bloom
#

it takes me directly to the multiplayer
I cant seem to go the eden editor first
What it does mean

sonic cobalt
#

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

astral bloom
#

Try: Open that mission in Eden Editor, top-left menu, export as multiplayer mission

sonic cobalt
#

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

sonic cobalt
#

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

astral bloom
#

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

minor portal
#

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

sonic cobalt
# astral bloom My way: 1. Download the PBO using https://chromewebstore.google.com/detail/ftt-s...

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

astral bloom
#

I don't how reliable pboManager is. I don't trust it, not sure latest version is better but

sonic cobalt
#

I use it all the time to convert to pbo for server hosting and works fine

astral bloom
#

Well that is one issue though

sonic cobalt
#

did you get the issue I posted above when you hosted?

astral bloom
#

No

sonic cobalt
#

the map didnt look like my screenshot either?

astral bloom
#

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

sonic cobalt
#

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

astral bloom
#

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

sonic cobalt
#

1.9.1

sonic cobalt
# astral bloom I'm not asking you to list issue you have. I'm asking to run a vanilla MF withou...

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

astral bloom
#

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

sonic cobalt
#

Did you try sending it to the eden, make changes like adding a helicopter or something, and then running it as an mp ?

astral bloom
#

No. I did not make any change

sonic cobalt
#

well this is me when i am in the eden editor and then click on run as multiplayer

astral bloom
#

I am not asking you to reposting what you've posted either

#

Do you know you can launch local MP through Eden directly?

sonic cobalt
#

You mean like this.

astral bloom
#

Yes

sonic cobalt
#

i have been doing that for many, many years

astral bloom
#

Okay. Now asking this once again. Can you run unmodified, unchanged, vanilla MF in Eden?

sonic cobalt
#

no

#

not without the issues you know of by now

#

With issues, yes

astral bloom
#

I have never knew your issues are after unmodded MF

astral bloom
sonic cobalt
#

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

astral bloom
#

Convert to?

sonic cobalt
#

i mean extract using pbo manager

astral bloom
#

Okay then

#

Do you have ANY Mods to run your game

sonic cobalt
#

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

astral bloom
#

CBA is not required to run MF

sonic cobalt
#

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

astral bloom
#

Is this happening all the time?

sonic cobalt
#

Frequently yeah
Could explain some issues but I donโ€™t really know what it could mean either

#

its a clue at least

astral bloom
#

Why you could ignore this all the time

#

That means you lack a file to run MF

sonic cobalt
#

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

astral bloom
#

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

signal coral
#

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?

astral bloom
#

Ammo Bearer only bears, not supply. You'll need a script to make them resupply

sonic cobalt
past sparrow
sonic cobalt
#

I remember when I started playing around with arma server hosting etc and I used to think "oh this will be easy" hhahahahha

signal coral
humble plover
#

anyone have an idea how to increase the reinforcements cap in the Arma Commander mod?

thorny plaza
signal coral
#

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?

thorny plaza
#

you add a function through writing a function. it does not go any simpler

devout warren
#

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

thorny plaza
#

click on a unit/ group and press Shift+RMB to place a waypoint

signal coral
thorny plaza
#

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.

wraith citrus
#

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

signal coral
#

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?

west silo
#

This is correct.

elder belfry
edgy turret
#

what's the keyboard shortcut to placing down a cycle waypoint?

west silo
#

There's none. Just place a move waypoint and change its type in the attributes.

edgy turret
#

i swear someone mentioned it but can't remember the keybinds

#

not even in 3den?

west silo
#

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

glad barn
west silo
#

Nah, set3DENAttribute doesn't work for waypoint type

glad barn
#

Good to know

hollow rock
#

So I'm trying to use xcam, and all my inputs have a delay, which makes it very difficult to use

signal coral
#

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?

golden saddle
#

Random Infantry Skirmish

signal coral
#

Why does my character starts every spawn with reloading its gun? can I somehow remove that action?

west silo
#

Make sure to first add the magazines and then the weapon.

signal coral
#

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

west silo
#

Is RespawnOnStart set?

scenic dagger
#

hello i have a problem my Mission closes after the selection of the character can anyone help ?

strange rampart
#

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.

scenic dagger
terse hemlock
#

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?

harsh coyote
#

Hi guys. Is there an option to FORCE viewdistance to all clients on a specified mission im making?

weak portal
#

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.

river nymph
#

setViewDistance

somber wedge
#

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

north stone
elder belfry
edgy turret
edgy turret
wanton pagoda
#

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

rose bluff
wanton pagoda
#

i don't wanna do anything like that, because setting to careless makes it so players can just shoot em without a reaction

signal coral
#

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?

cinder holly
signal coral
cinder holly
#

I do not know (:

rose bluff
wanton pagoda
rose bluff
#

IIRC "detected by" triggers don't work off of players because players don't have a knowsAbout status

wanton pagoda
#

yeah, so a 'detected by' trigger wouldn't really work

rose bluff
#

So hang on, my impression was that you have AI ambushers that open fire too soon?

wanton pagoda
#

yeah

rose bluff
#

And they are ambushing only players?

wanton pagoda
#

yep

rose bluff
#

Right, okay

#

You might need some parlor tricks for this, then

wanton pagoda
#

i did find out earlier today it might be a LAMBS issue, but i haven't had the time to check it out

rose bluff
#

Ah

#

That might very well be

thorny plaza
#

AI mods usually ignore vanilla behaviour.

hushed bramble
#

Iโ€™m looking for some help with making a map, I wanna make something to play with friends

astral bloom
#

Are you looking for what? Map? Or a mission? A help? Or people to work with?

somber wedge
#

Does anyone know what mod that adds Hamas rocket which can be rapidly launched or something

lament orchid
#

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

signal coral
#

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?

weary stream
thorny plaza
#

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

lime sleet
#

@terse hemlock you mean that mod that already exists

terse hemlock
#

@lime sleet Witch one??๐Ÿ˜ฎ

lime sleet
#

@terse hemlock tactical battlefield

terse hemlock
#

@lime sleet OK! Didn't know about that! Thanks a lot. ๐Ÿ™Œ

lime sleet
#

@terse hemlock No worries, realized i was a little bit short with ya, sorry about that

terse hemlock
#

@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.

spring sierra
thorny plaza
#

they work just fine if you're not using AI-altering mods.

wanton pagoda
#

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

fallen light
#

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.

errant hearth
sand talon
#

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?

scarlet dove
#

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)

scarlet dove
sand talon
scarlet dove
#

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

vivid cloak
#

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?

sand talon
trim seal
#

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 ๐Ÿคทโ€โ™‚๏ธ

sand talon
#

Hey no need to shrug emote me cryingcool what's simple to you might not be for me

#

I'm thankful for the info though

trim seal
#

it's not "shrugging at you", it's "shrugging to not type "to the best of my knowledge" ๐Ÿ˜‰

sand talon
#

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

scarlet dove
#

I only checked vanilla handguns though, modded or CDLC ones might already have been changed

rose bluff
#

Why DO pistols have that minimum range anyway?

scarlet dove
#

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

fallen light
#

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?

fallen light
#

That seemed to work to stop it, but is there a way for it to do it on its own?

silk axle
past sparrow
#

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

past sparrow
#

where did the pic go?

astral bloom
#

Urm, what pic

past sparrow
#

the pic i posted

#

that, I didnt upload it properly it seems ๐Ÿ˜„

thorny plaza
#

don't see anything wrong with the picture

past sparrow
#

if i position the player to some other spot then light gets more shiny

thorny plaza
#

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

past sparrow
#

hmmm

#

same building but view from door frame

thorny plaza
#

can you export this as a mission and send it here

past sparrow
#

ok

#

use nightvision to get thru the door ๐Ÿ˜„

past sparrow
rose bluff
#

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?

cinder holly
#

selectRandom

vivid cloak
#

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?

west silo
#

Add a virtual arsenal to an object. Then you could select the loadouts from there.

fallen light
thorny plaza
#

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

south olive
#

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

south olive
#

Is there any way to create spot/area lights outside of placing them from the object prop menu?

silk axle
#

You mean besides scripting? You can do almost anything with scripts

vivid cloak
west silo
fallen light
cinder holly
#

that's whโ€”

deft vortex
#

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

astral bloom
#

In what context?

deft vortex
#

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

astral bloom
#

So do you mean these AIs have a backpack to use a "correct" chute? ...and I assume, drop via Zeus?

little sequoia
#

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!

strange rampart
#

Maybe there's a way to write a scary loop that intermittently uses surfaceType and adjusts coef using switch cases

proven acorn
#

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

astral bloom
#

What path you use, which folder you put, what image you use

past sparrow
#

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?

past sparrow
#

i'm actually loading the image from the mod so it might be different for you ๐Ÿค”

strange rampart
#

Idk what the vr world is trying to do but at night it's like the exposure control is totally wrong

strange rampart
past sparrow
proven acorn
#

@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

spring sierra
#

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

hidden kiln
#

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.

astral bloom
#

Delete AnimDataCache

signal coral
#

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 meowsweats

bold delta
#

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

devout warren
#

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?

devout warren
#

Thanks

devout warren
#

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.

thorny plaza
#

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

devout warren
#

Okay, so how do I setup a mission using the Framework?

devout warren
#

Okay I'll check it out, thanks

weary stream
#

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

vivid cloak
#

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

vivid cloak
modern ridge
#

Can anyone point me in the direction of a better factions mod than 3cb that doesn't need cup please? ๐Ÿ‘

thorny plaza
#

3CB doesn't need CUP

vivid cloak
#

Quick question, when you create a mission, do you manually place enemy ai or do you use a mod that populate the map?

thorny plaza
#

I use Zeus and Eden Interiors mod to garrison buildings but everything else I do manually. I prefer having control over the mission flow

daring mango
#

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.

north stone
#

Yes, _npc != _npc is useless part.

daring mango
north stone
#

Yes, don't see anything that moves.

daring mango
#

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.

north stone
#

Then a unit is moved by another script.

daring mango
#

every day I understand less and less arma 3, that part was the one that bugged it XD

daring mango
north stone
#

I'm always happy to help with logic.

cinder holly
floral herald
#

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.

rapid sparrow
#

How do I make light cones work during the day?

kind flame
#

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.

astral bloom
kind flame
astral bloom
#

What is a "custom inventory"

kind flame
#

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

thorny plaza
kind flame
thorny plaza
#

does not seem to work

cinder holly
#

: (

narrow lion
#

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 ?

west silo
#

There might be a scripted solution. Best is you ask the Devs directly on their discord server.

vivid cloak
#

Just double checking before playing the mission with some friends ๐Ÿ™‚
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

restive cargo
#

Hey guys Iโ€™m sorry if this is dumb question but how do I use modded content in my custom scenario using the workbench?

strange rampart
restive cargo
#

Thanks

earnest lodge
#

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

silk axle
#

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

earnest lodge
#

I'm creating dialogs with controls and etc.

astral bloom
#

You can write, try in Debug console without preview mission, Ctrl+S whenever you make a change. I use this way all the time

trail basin
#

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?

spiral vigil
#

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

thorny plaza
spiral vigil
#

@trail basin if ([ player, "can be like a medkit or whatever" ] call BIS_fnc_hasItem) then { do what ever };

south olive
#

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

scarlet dove
#

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

south olive
#

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?

restive bane
#

turn off AI rays

#

or make player captive

#

or use ignoreTarget

south olive
#

What does either of those options

#

do

#

Because I would still like the player to be targetable

restive bane
# south olive 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.

runic quartz
#

It's a variable name for whatever you're applying the code to, someone correct me if I'm wrong

#

The little _ means it's local to that object

#

Again, correct me if I'm wrong I've only just started