#arma3_scenario

1 messages · Page 11 of 1

silk axle
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He means the X reactions
And yes it means it's not a useful answer

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player setUnitTrait ["audibleCoef", 0]
Which means the AI won't hear your footsteps anymore and you can walk around the house as you please (or you can set it to a small number like 0.1 to make the player slightly audible)
You can also adjust the comouflageCoef to make the player harder to spot

spiral vigil
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copy that @silk axle

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if its not useful i delete it

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in my missions i use _x setSkill ["aimingSpeed", 1.000]; cuz i want Ai to aim at me as fast as they can so this would be in my ai spawn script ```sqf
{
_x setSkill ["aimingAccuracy",0.000];
_x setSkill ["aimingShake", 0.000];
_x setSkill ["aimingSpeed", 1.000];
_x setSkill ["commanding", 1.000];
_x setSkill ["courage", 1.000];
_x setSkill ["general", 1.000];
_x setSkill ["reloadSpeed", 1.000];
_x setSkill ["spotDistance", 0.000];
_x setSkill ["spotTime", 0.000];
_x allowfleeing 0;
} forEach units _grp;

livid sky
#

hey there! I've been making liminal pools with the "Grave (tiled)" because its the only object i could find that some what resembles swimming pool tiles and there are no mods either sadly, but all my hard work putting them down has turned useless because the hitboxes of the side of the gravestones are wacky.

does anyone know how to remedy this or a object or method that could work instead?

spiral vigil
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hmmm looks nice

south olive
south olive
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Here's what I have right now. These 2 guys are completely turned around from the player and shouldn't have noticed him.

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Here's what their stats look like

tame sage
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To answer your question with a question: are the hitboxes too small? Because placing invisible walls might be a (performance expensive) solution.

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Just brainstorming here: could you find the gravestone texture and apply it on VR blocks instead?

silk axle
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But looks like 3den enhanced doesn't allow you to set it to zero

livid sky
# tame sage Looks very cool! I'd definitely download that as a composition for use in a miss...

funny you say that because i was certainly planning on it cuz there aren't enough backrooms things for arma and i've put way to much time into this to just use it once in a mission xD

but sadly on the hitboxes front, they are sticking out as shown in the image with vr entities. I was thinking of using the VR blocks instead but I'll have to use the 1m one but that one doesn't have a option to change texture

silk axle
livid sky
#

does anyone know how to change the 1m VR block texture or am i having to make a custom mod? (which i did look into but the info on how is very lacking which hurts)

silk axle
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Does it have hidden selection textures?

livid sky
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nope

silk axle
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If not you can use the user texture objects

silk axle
# livid sky nope

So you mean you tried getObjectTextures and it returned an empty array?

livid sky
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oh no i dont know how that works, i meant there isn't a path option in atributes

silk axle
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Well what does getObjectTextures return?

livid sky
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do i just execute "getObjectTextures" in the init and thats it?

silk axle
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No run it in debug console after running the mission
getObjectTextures myVrObj

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MyVrObj is the variable name of a VR block

livid sky
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ok i put it in the debug console but how does this work i've never used it before

silk axle
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Name a vr block myVrObj in 3den
Run mission
Type the code in debug console and press local exec

tame sage
# livid sky ok i put it in the debug console but how does this work i've never used it befor...

Quick instructional video on the default Arma 3 debug console, useful for real-time scripting in the game. I provide some helpful tips on the debug console as well as go over a couple pros/cons.

This video is created using games from Bohemia Interactive.
See httpwww.bistudio.com for more information.

▶ Play video
livid sky
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alright it gave a ["","","","","","",""] is that considered empty?

south olive
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Also, is there any way to create a small simple light outside of using the light cones which are insanely bright?

silk axle
livid sky
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ok nice, would i then be able to texture them with the grave (tiled) texture?

silk axle
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I guess so. Did you try this already and it didn't work?

silk axle
livid sky
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no i have never used syntax to texture a object, i have with the path attribute but i take it that each texture has a string of numbers and i can replace the vr block with?

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or is it also a paa path

silk axle
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It can be a paa path.
idk what you mean by "each texture has a string of numbers"

livid sky
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i said that because of the ["","","","","","",""] thinking each ''''' is a number

silk axle
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Each "" is an empty string

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idk if there's an option to change the texture via 3den, but via scripting you do myVrObj setObjectTexture [0, "path to paa"]
0 is the index of the texture in that array (0 means 1st, 1 means 2nd, etc)

livid sky
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alright thx and if i use a path from arma like the grave (tiled) can the build then be saved as a composition and still work? or do the vr blocks turn back?

silk axle
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if the texture path is from the base game itself it should work anywhere. If it comes from a mod or dlc and the user doesn't have that it will show an error for them

south olive
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Can I eddit existing lights' intensity with the API?

silk axle
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How do you place those lights?

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Is it a specific object?

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If so I guess no but you can try the setLightIntensity command

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If it doesn't work you can put dummy objects in 3den and using their init create lights where they are and then delete the dummies

south olive
silk axle
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is that a module?

south olive
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No, it's vanilla Arma thing, afaik

silk axle
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You mean it's an object? Modules are also vanilla thing

silk axle
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Well try setLightIntensity on it. See if it works

south olive
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Idk what a module is

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I thought you meant like a mod

silk axle
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Press F5 and you'll see

south olive
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Ah, I see

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But no

livid sky
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darn the grave of course does have all its rvmats is there a way to use the .rvmat in stead of paa? just puting .rvmat at the end doesn't work

south olive
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this setLightBrightness 0.15
should in theory work, right? I have no clue how references and stuff work in Arma

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Also, so the scripted lights are being weird and flickery. Like, they will turn on like 5 seconds after the scernario startsrunning and then turn off randomly

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What could be causing that?

rugged hull
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Hey all, I'm having an issue with my missions cfgsounds not reading properly
I have a file of "custom_sounds.hpp" that my mission description.ext is telling to read from, I know it recognizes the file because if I take the file out of the mission folder it yells at me that it's not there.
However, on mission start up it says that it can't find the sounds within the hpp - I've double checked that the file names match up

south olive
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Didn't change squat

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I might just make them non-responsive, I guess

south olive
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Here's what happens with the light. It seems to be activated by player being close. Same thing happens with the fires

scarlet dove
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That could be related to the dynamic lights quality setting
I've seen light pop in before, but never so close

south olive
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Yeah, interesting

vivid cloak
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How can I make so it shows a short message when entering a village for example?

astral bloom
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hint, chat commands like sideChat, etc

silk axle
livid sky
# silk axle for materials you should use setObjectMaterial

thx but it doesn't really seem to work it just puts the full texture on one side of the vr block, i think imma try to get a static object mod going im pretty confident with modelling and texturing, setting up the config right is my only struggle

south olive
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How can I create an "ambient" light at night that lights up an area of about 500 meters with a really dim light? I know Zeus Enhanced does it somehow, but how do I create it myself?

south olive
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Why does this trigger never get triggered or saved? I used enableSave in the mission Init, so I believe that should work? Is there a param I am not using

south olive
thorny plaza
thorny plaza
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ZEN only uses setLightBrightness to control the flashlight intensity.

signal coral
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Hello, I'm making a warlords mission. The amount of infantry spawning at objectives seems incredibly low compared to the official warlords scenarios. is there a way I can increase it?

thorny plaza
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did you try increasing the number of playable slots? Maybe WL takes the number of people in game into account when spawning enemy AI. Usually on servers the empty player slots are taken by AI to my knowledge, if you're testing it in editor then probably you're the only one on the other side

signal coral
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I did. there still seems to be around a squad or less of Independent guys at each objective, maybe I need to place vehicles and motorized reinforement groups down 🤷

elder belfry
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Ohh it's already been answered

random kraken
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Hi guys, just a question: I'm actually using the ACE no medical (because I'd like the vanilla medical system for this one mission) but do you know how could I improve players hp? I mean, I'd like to use some armors but players can be easily killed with two shots literally everywhere. Can someone help me?

south olive
signal coral
peak saffron
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I’m very new to making missions and i’m trying to accomplish AI Artillery with the Paladins. I think i’ve almost got it however i’m getting this error and i was hoping someone could help me figure out what i’m doing wrong.

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i haven’t been able to get the AI to fire the artillery no matter how i set the triggers

silk axle
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you probably wanted getMarkerPos "marker_4"

peak saffron
signal coral
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hello. Working on a mission that spawns enemies after mission start.

I'm trying to find a script that removes NVGs and adds flashlights to blufor, opfor, and independant units as they are spawned throughout the game

astral bloom
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addMissionEventHandler, entityCreated

signal coral
astral bloom
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Somewhere that runs that code. Like init.sqf or initServer.sqf etc

signal coral
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thank you so much. I was using a while loop and it was cursed. this works great

wanton pagoda
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for the purposes of triggers, do zeus remote controlled units count as players?

astral bloom
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No

kind flame
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so I like when I asked originally I was missing the point I was trying to get to or not explaining myself well enough.
So, I want a way via a mission file to change an object's base inventory, e.g., the Huron Cargo Container or "B_Slingload_01_Cargo_F," so that if the object spawns via an Add Action script, it has the items i want in its inventory. Normally I would achieve this via a config.ccp in a mod by doing

CfgVehicles
{
 Class B_Slingload_01_Cargo_F;
 Class B_Slingload_Custom_1_Cargo_F : B_Slingload_01_Cargo_F
 {
  class TransportMagazines
  {
   class EF_30Rnd_65x39_caseless_coy_mag
   {
    magazine="EF_30Rnd_65x39_caseless_coy_mag";
    count=5;
   };
  };
 };
};```
so on and so forth but i don't want to have to make a mod for one maybe two objects. is there a way I can do something similar in just the mission file?
shell fox
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@kind flame You'll have to script that, probably something like this:

_something addAction ["Create Container", {
  private _container = createVehicle ["B_Slingload_01_Cargo_F", ...];
  /* Clear _container's inventory with clear*Cargo commands ... */
  /* Add stuff to _container's inventory with addItemCargoGlobal, addBackpackCargoGlobal, ... */
}];
```You would have to use appropriate commands from https://community.bistudio.com/wiki/Category:Command_Group:_Vehicle_Inventory and https://community.bistudio.com/wiki/Category:Command_Group:_Containers to manipulate `_container`'s inventory.
You could extend that script so that you can define inventory compositions for it in `description.ext` if you really wanted to, but setting that up is way too much work if you just need it for one or two custom inventories. Just hardcode them in SQF (e.g. `_container addItemCargoGlobal ["EF_30Rnd_65x39_caseless_coy_mag", 5]`) and be done with it.
signal coral
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I'm getting some weird behavior from the AI, I have placed AT-guns in the editor and made them pointing towards the road...
But when I drive on the road and approaching the enemy, the enemy AI does a 360 with the AT-gun... and totally misses the shot haha
is it a setting or just a really weird AI behavior?

frosty furnace
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Working on a Zeus mission set in the Half-Life universe

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Conscripts stationed in the outlands, the old seabeds of Earth are ripe for antlion harvesting.

random kraken
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Hi guys, just a question: is there any way to improve enemies (AI) health from editor when using vanilla arma?

thorny plaza
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define "improve"

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you can manage how the game handles damage for specific units using event handlers if this is what you're looking for

random kraken
# thorny plaza define "improve"

I mean: I've been playing arma 3 missions with star wars mods for a long time (including ace); but this time I'd like to play without ACE medical (using ACE no medical) and I found out that players received the good amount of damages to be killed.. but the enemies npcs just take 1 shot everywhere...

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so I'd like to improve npcs hp os at least to not let them be oneshotted everytime everywhere

spiral vigil
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wow that Half-Life universe Looks Awsome m8

lethal anvil
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hi, i had a funny thing happening to me and some friends on a lan server: so i made a barebones zeus scenario for us (just some spaen points, inf and the zeus modules, proper named). my friends found the server and joined and one of them cant see other players. does anybody knows why this could be happening?
mods: just cba3 and zeus enhanced

edit: spawned dudes via zeus are working and i could shoot and see him but he wont die. other way around there are only blood particles showing when he hits me (we lined up in a door frame). weird to me.

south olive
random kraken
south olive
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Well, are you headshotting them? I don’t really know why your enemies die that easy with good armour

dreamy dagger
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when using mods, guns can have edited damage output

fallen blaze
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Dunno if anyone can help in here, currently trying to setup the default loadout for my mission however when testing in MP the loadout goes to the arma default loadout of the unit placed. This does not happen in SP

signal coral
fallen blaze
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Whilst ive played a tonne of arma im still new to scripting and stuff

shell fox
signal coral
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I'm having trouble finding information on making a thumbnail picture for a mission on the steam workshop. Could someone help me or direct me in the right direction?

signal coral
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▶ Play video
hazy inlet
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Is anybody able to tell me how i add ammunition crates to the cargo of helis and the airdrop it at a lz for ressuplies?

edgy turret
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You can use the vanilla resupply requester module

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Sync it to u, then sync a Supply Provider (either physical or virtual) to the requester module

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In the provider module will be a Crate Init field you can script to have the items, gear or ammo u want in the resupply

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Last part requires some scripting tho

bold delta
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if a coop mission performs quite well everywhere but very badly in kavala, should I look for a specific problem in the mission, or is it the same for everyone else ?

spring sierra
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Does anyone know what tank mod this is?

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Scimitar. nvmnd

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Is this mod still on the workshop?

spring sierra
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Tank is FV107 Scimitar MKII

hexed veldt
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Not really a A3 mission maker, I work more in enfusion and reforger. But, my group plays A3 and regorger. I have a question about KP liberation and thought someone here might know. When OPFOR is knocked uncon, it turns to CIV while unconscious, then back to OPFOR when he wakes up. If you kill a unconscious OPFOR it counts as killing a CIV and increases CIV aggression. I noticed the FIA stays FIA when unconscious so I wonder why it changes for OPFOR and is there a way to fix it.

signal coral
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If not, there’s a command that you can change your civilian reputation with I’ve got saved somewhere

hexed veldt
signal coral
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Sure

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There’s also a KP liberation discord. Those guys will probably know more than me

hexed veldt
spring sierra
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Thank you!

fallen blaze
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Hoping someone can give me some guidance here as im very new to scripting etc, im hoping to make a vehicle spawner with a screen to interact with to control it but have no idea where to start or how to do it, has anyone done this before?

glad barn
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Google is a friend.

signal coral
fallen blaze
frosty furnace
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Some shots from a Half-Life wasteland series I am working on

final basin
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Kavala is kavala. You can't really do much about how badly it lags in their due to the sheer number of objects clients have to draw.

south olive
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Hey, so question, how do I make sure that it reads the task object as a task rather than an object? Like, if I sync it, the trigger doesn't complete the task and doesn't go to the next task and the tasks disappear, as well. I was looking at stuff online, but I can't figure it out

north stone
signal coral
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I’m trying to make a script that runs every hour in multiplayer. Would it be bad to use a while loop and have it sleep for 3,600 seconds?

north stone
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I think you don't have any other option.

near dock
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depending on how your tasks are set up

covert bison
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Hello, I'm working on a scenario and the action takes place in a big city with lots of open junctions and streets (Sa'hatra), that means players get to see a lot of emptiness and I was wondering if anyone has any (vanilla) suggestions as to how I could fill some of that emptiness and make it look like there's "stuff happening".
So far, I've placed down some props (barricades, wrecks, cars, etc) and civvies to fill some of the emptiness on the streets. Some civs are grouped up as they're "talking" and others run/walk around. I've tested out the vanilla Civ Presence modules, but they're kinda lacking and don't spawn the right type of civs.

If anyone has some ideas, I'd be grateful if they'd be shared with me. Here are some random screenshots from said scenario: #screenshots_arma message

south olive
near dock
vivid cloak
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Need your help to think... haha
I want to create a scenario where it is a "frontline" . I am on the south side of it and the enemy of the north. And i want the enemy to have the ability to send troops to the line. For an ongoing event.
Is this even possible? Would be really fun
Looking forward for smart thoughts and help

astral bloom
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"script" is one answer

teal raptor
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Am I the only one who just really sucks at having any ideas for missions? Lol. I'm pretty much limited in scope by having no friends to play with so I can't make any big ops that would take a squad of real people to accomplish, but everything I do make to play in singleplayer pretty much ends up being "walk to this area and shoot a bunch of dudes" haha. I just find it really hard to come up with ideas that are doable when it's just me and AI squad mates. I'd love to orchestrate a combined arms assault somewhere, I could probably make the mission, but I'm hamstrung by AI. Anybody have good ideas for what I could make for singleplayer stuff? Or maybe a good way to actually control the AI squadmates?

gentle bone
gentle bone
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you can hit Ctrl + Space to enter high command mode when you have synced the commander module to a unit (and are playing as that unit ofc)

teal raptor
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Woah, how new is that?

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Never heard of it before lol

gentle bone
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been in the game forever lol

teal raptor
gentle bone
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i believe its actually been a feature of arma since Arma 2 lol

teal raptor
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😭 It's pretty cool though from my limited messing around

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It would be nice to be able to do a "suppresing fire" command though through it

thorny plaza
gentle bone
thorny plaza
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well it is what it is

gentle bone
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how come it works with everything else then??

thorny plaza
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@spare arrow you need help with something?

gentle bone
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it seemed to work in local multiplayer with everything else, just not those two sheds specifically

thorny plaza
south basin
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Anyone willing to help me and my friend out with making some missions for arma we could use some help we are not very good at this stuff

young patrol
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Plz

gentle bone
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anyone know why this isnt working?

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i dont think ive got a spelling mistake in there

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same error for both files

north stone
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Provide the path to the file where the path is specified, and the path itself.

gentle bone
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apologies but im not sure what you mean?

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from my missions root directory, i have the folders: assets\textures\whiteboards and inside that whiteboards folder, there are: MapBoard_formations_sqWedge.paa and MapBoard_formations_column.paa
so i used "assets\textures\whiteboards\MapBoard_formations_sqWedge.paa" is that not correct?

north stone
#

That's correct.

shell fox
gentle bone
#

i dont believe id need getMissionPath for an in eden object no?

shell fox
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Try without the "

gentle bone
rough pebble
#

Does anyone know a fix for eden not showing missions in the editor I have made

gentle bone
rough pebble
#

I can see all the files and stuff in the documents and everywhere else they are supposed to be

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Eden just will not pull them up

gentle bone
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did you change profile?

rough pebble
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Nope

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only have the one

gentle bone
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strange, im not entirely sure then.

shell fox
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Eden hides missions that depend on mods that are not currently loaded (e.g. if you make a mission with ACE and then load the game without mods).

gentle bone
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ah good point yea

rough pebble
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I guess I should say I was working on this about an hr ago. Saved and exited out and now none of the missions are showing

gentle bone
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was it showing previously?

rough pebble
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Before now yea

north stone
gentle bone
#

try creating a new profile and porting your missions over and see if the issue persists

gentle bone
rough pebble
#

In game it does but not in documents

gentle bone
north stone
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Any error?

gentle bone
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sqWedge_board setObjectTextureGlobal [0, "assets\textures\whiteboards\mapboard_formations_sqwedge.paa"];

north stone
#

Then maybe your texture is not suitable for the game.

gentle bone
#

strange, should be, its .paa, 2048 x 2048 px

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passed through GRADs paa converter just fine and that usually picks up any errors

shell fox
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This is one of those whiteboards from an unbinarized mission.sqm:

type="Land_MapBoard_F";
class CustomAttributes {
  class Attribute0 {
    property="ObjectTextureCustom0";
    expression="_this setObjectTextureGlobal [0,_value]";
    class Value {
      class data {
        value="CUP\Terrains\cup_terrains_worlds\pictureMap\zargabad_ca.paa";
```Looks like that whiteboard class already uses `setObjectTextureGlobal` under the hood.
I know that it worked as expected with this whiteboard, so `getMissionPath` is not required.
gentle bone
#

so you cant change the texture?

north stone
gentle bone
#

alrighty gimme 2 seconds

shell fox
#

Could try some vanilla texture, could try a different class of whiteboard (or laptop or monitor), could try placing the texture file in the mission root (instead of under assets).

gentle bone
#

same issue, cant find the file, changed the name in the files and on the #texture 0 in the object properties

shell fox
#

Could also try a JPG, those should work too.

gentle bone
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doesnt seem to work just in the assets folder, tried it on the rugged laptop as well, fruitless.

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i guess ill try a jpg

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still nothing

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does someone have a random PAA file they know works they can lend me?

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i want to see if it will work with a different file

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maybe for some reason my files corrupted???

delicate hinge
#

if you get not found error then the file is not an issue.

shell fox
shell fox
#

Not sure if it needs the leading \.

gentle bone
#

same issue after removing

shell fox
#

Uhhh ...

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Verify game files I guess 🤷‍♂️ krtecek

gentle bone
#

is there a good place i can submit a bug report? i feel like something isnt working as it should lol

gentle bone
#

i have over 500gb of mods...

delicate hinge
#

how/where are you setting the image path

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can you post the code?

gentle bone
delicate hinge
#

post the code

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It looks to me like you have the quotes in the path

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IIRC the error does not add quotes to the path

gentle bone
delicate hinge
#

but I might recall wrong

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remove quotes from the path

north stone
gentle bone
#

still doesnt seem to work

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also yea i tried earlier without quotes

north stone
gentle bone
#

and the tooltip when you hover over "Texture #0" says to use quotes

delicate hinge
#

the default path in there does not have them

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and a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_ca.paa works just fine

spiral vigil
#

lol i have 0 mods lol @gentle bone

delicate hinge
#

then your game files is incomplete

shell fox
#

Well that would indicate that either the specific whiteboard class you are working with is somehow broken (but you tried the rugged laptop too) or your game needs fixing (which brings us back to verifying game files) 🫤

gentle bone
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amazing

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cant wait to verify over 500gb

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(kill me)

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progress check.

spiral vigil
#

oops lol

silk axle
past sparrow
#

I wish there was a way to automatically send the user's .rpt file to the mission author upon error, because requesting players to send it seems to be too much to ask XD

lean compass
#

what causes this?

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After 5 deaths, the menu position just locks up resulting on the mission needing restarted

cinder holly
#

no more respawn tickets?

lean compass
#

well i never had them

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I was going off of using the menuposition spawn only - unless they're tied together?

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[west, 100] call BIS_fnc_respawnTickets; when it happened using the debug but it remained the same

delicate hinge
#

in my experience BI respawn menu is buggy and it can simply stop working for no reason.

delicate hinge
#

due to poorly written SQF

lean compass
#

Oh so i've got ALiVE running with the mission - could the initial surge of spawning AI cause enough lag for the respawn to shit the bed?

past sparrow
#

try without the AI

hazy inlet
#

Ive got a little thing idk how to solve.
The logistics of the unit recently colapsed into air and thus, zeus needs to do the ressupplies, air will do the inserts (although not consistent)
Is there a way I can properly automate it without there being the need of zeus interferance. For example: using the jtac as such, or like a pole where you can hail the heli taxi and the jtac only needs to tell the taxi where to land.
Im guessing supplies are easier than reinfills

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pls ping when answer

gentle bone
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also hello i am back, same issue, verified my files and everything, still not working.

signal coral
# hazy inlet Ive got a little thing idk how to solve. The logistics of the unit recently cola...

In the editor, you could make a button somewhere that spawns an arsenal or a supply crate with the stuff you need (using addAction and createVehicle) and have the air people sling load it where it’s needed.

Alternately you could have people rtb when they need ammo, have them use guns that share ammo, accept that it’s going to be inconvenient to zeus, or find another unit.

I would play around with addAction and createVehicle. For the position part of createVehicle I’d use a named object like a grass cutter or invisible helipad. Be sure to save it as a composition when you’re done

#

The community wiki has documentation for how to structure the stuff you put in the object inits

trail basin
#

How would you trigger something when a AI gets into a vic? I got a AI that will get into a vic and want to trigger the convoy to then move.

trail basin
#

Also, I placed the Livonia Police Station in my mission and the AI from outside will just walk through the wall and be in the floor. Anyone know if that structure is just broken and AI can't path in it or what?

hazy inlet
elder belfry
elder belfry
silk axle
#

The better way is using a condition that actually checks if all units got in:

units myGrp findIf {alive _x && !(_x in myVic)} < 0
sinful rampart
knotty plover
#

Question:
Does anyone know if there is a way to disable the respawning mechanic of Killed AI within the Civilian Presence module(s) (In ArmA3)?

Context
I'm working on the last stage of a Multiplayer Zeused mission where the objective for the players is to move through and clear a town made up of a mix of civilians and enemies. During this phase of the mission, the Players are tasked to avoid civilian casualties if possible. However, it should still be possible for the players to kill the civilians. To do this I'd like to use the civilian presence module.

However, I have noticed that after the AI are killed they will respawn on the custom respawn positions (which are used to spawn them in the first place) and will continue to do so to reach the module's target population.

Is it possible to disable the module's ability to respawn killed AI entirely once the AI is spawned and pathing between waypoints?

Desired Outcome
Preferably, I'm looking for a method that should allow the AI to start spawning off a trigger and then disable the module's ability to create new spawns upon the activation of another separate trigger or after a set time. (However other solutions are welcome.)

I do have alternatives to this which are more labour-intensive but would be guaranteed to work if this isn't something that can easily be done, without lengthy scripting or installing additional mods.

Thank you in advance for any help and advice here.

Disclaimer
(Apologies if this isn't clear, I have very limited experience with mission-making outside of the most basic scripts and modules. This is also my first post, I apologise if this isn't the right place to post this question.)

past sparrow
knotty plover
past sparrow
trail basin
viscid sundial
#

ArmA and cities never have been any good.

trail basin
#

Oh, nevermind. I see the line for naming the the vic

rough pebble
#

itd be much appreciated

#

the missions are in the correct file locations its just that arma is refusing to read them it seems

trail basin
trail basin
rough pebble
#

both

#

I have the pbos and the editable stuff

#

ive also tried converting the pbos out to see

#

eden just simply will not show anything

signal coral
#

Are you putting them in the right folder?

#

Should be something like documents/arma 3/other profiles/missions (or mp missions)

rough pebble
#

yes

signal coral
#

Hmm

#

Are you using that profile they’re in?

rough pebble
#

Like I said the issue is they are all in the correct file locations yet arma will not read them in eden

#

yes

#

I only have the one profile

signal coral
#

That’s odd. I’m not sure what else to do. Sorry

rough pebble
#

thx for the responses

trail basin
#

the mission folder has a .Altis or other map name?

rough pebble
#

yea

signal coral
#

Do you have screenshots of the file location and where you’re trying to access them in game by chance? Maybe that would help

night jackal
#

What’s the difference between this channel and the editor channel?

west silo
#

You can also check the channel description. They usually explain what they are for.

signal coral
#

If I place a artillery gun, and remove the crew+add new crew, will the ammo disappear or is the ammo "stored" in the artillery gun?

past sparrow
#

arty should be just like any vehicle, it just may not move

fair spade
#

can i ask about how to make the arsenal have a limited amount of weapons here

#

i wanted to used the virtual arsenal in a PvP mission but i wanted some weapons to not be infinite. but i only seem to be able to set virtual arsenal weapons to none or infinite

little halo
#

Slightly roundabout, but you could put the limited stuff in the inventory and the rest in the arsenal

fair spade
#

it will be the alternative i'll go for if i don't figure the virtual arsenal thing out. the virtual arsenal is just way more accessible

little halo
#

Yeah I get that for sure

last agate
#

Hey guys I couldnt find a good spot for this so I figured it would be here!
I made a mission in eden... It plays perfectly all zeus enhancment mods and what not. When I drag the mission to the server a lot of the zeus enhancments are removed and a lot of zeus functionality. Is it eden or server related?

astral bloom
#

Maybe because the server doesn't load the Mod?

fair spade
fair spade
past sparrow
fair spade
#

i remember antistasi has kinda of that feature but i suppose its built into the gamemode

past sparrow
#

yeah

fair spade
#

i couldn't even get the menu to work or any answers on it

past sparrow
fair spade
#

ethanks anyway

trail wedge
#

Is there a way to set the name of the mission visible in the server browser, and by extension through the Steam rich presence? Currently it just uses the PBO name, and I have a full description.ext

trail wedge
#

Hostname works as hostname, but the mission name is separate :v

past sparrow
#

ok nvm i see what you mean, was looking at host name

#

did u try briefingName

trail wedge
#

Yes, no joy

trail wedge
#

👎

north stone
#

Problem reading and doing?

trail wedge
#

I've read and done all that

#

Doesn't change mission name in server browser

cinder holly
#

did you restart your server between tests?

trail wedge
#

Yes, no matter what I have set, it only takes the name of the pbo

north stone
#

Show us what it looks like now and what you've tried.

quaint smelt
#

Wouldn't it be great to be able to color-code the triggers in 3DEN?

signal coral
#

💰

near dock
fair spade
#

i have these civilians here set to hostages. u can release them by interacting

#

i wanted to connect a trigger that once they were freed the task would be sucessful

fair spade
#

thanks

#

another thing i'm trying to make is a spawn zone where one team can't attack the one spawning but still can be killed

#

i tried to use someone else's trigger on this but doesn't seem to work

near dock
#

my first guess would be a 'fired' eventhandler running in the area/all players in the area that checks what side a unit is and then deletes the bullets of the side that shouldnt be able to fire

#

havent done something like that before though

fair spade
#

i see

#

i'm trying to figure out the captive thing still

#

its my first time ever making a mission

#

i was able to make some target eliminatin tasks

#

but the captive one and the destroy cache one have been tricky

worthy kayak
#

Hello! Just a couple questions:

  1. Will using the Hcoll Disable AI module save performance equivalent to only spawning the AI when needed?

  2. If anyone has used the 'Madrigal' map, does anyone know how to stop the AI from walking off the freeway in the main city? And how to place units in zeus on the bridge and not on the floor the bridge stands on? (If this is the wrong place, could someone point me to the OPTRE discord?)

past sparrow
south olive
#

CQC, Delta Force-style mission

#

It turned out pretty well thus far

wanton pagoda
#

how would you guys design an op in which the players are insurgents?

#

making COIN ops is (relatively) easy but making something where the players are doing the guerilla warfare themselves feels like a harder challenge and i'd wanna hear some of your thoughts

near dock
#

convoy ambushes, IEDs, etc

tawny plinth
#

Hey guys can i get a hand with exporting missions. never had issue before but with new PC when i export mission it only has mission.sqf none of the scripts etc

astral bloom
#

What have you done. What I mean is, what step did you done to "export"

#

Also what is your goal

loud kindle
#

@vivid cloak Or remove the driver, or disableAI "MOVE" on the driver, but yeah removing the fule is an option

spring sierra
#

Is there a map that is has the Altis, Stratis, and Malden islands all together? I thought I have seen it before

scarlet dove
gentle bone
#

does the "presence" value not work in multiplayer? i have all of these guys set to 50% presence but they all seem to spawn in.

#

oh wait, nevermind it is working there was just wayyyy more people there than i was expecting lmao, i set it lower now.

gentle bone
gentle bone
# hazy inlet Poor players, xD

theres not meant to actually be that many 😭 i added a ton of them then set most of them to presence like, 20% or 30% so its kinda randomised where they are lol

hazy inlet
#

Lmao

signal coral
#

define "good"

devout steppe
past sparrow
restive panther
#

Bit of an inquiry:

Working on a mission using Spearhead 1944.

For some reason, when I start to test the mission, after a few seconds, I am able to see every unit on the map's current location.

Is this like, a known issue with SP-1944, or have I probably just screwed something up royally here? I've ripped out all of the external mod assets, and even plopped down two units on a completely fresh and empty mission, and it still does this.


Also just tested it with no mods enabled - fresh map, two units down far away from each other, can see every unit. So it is, definitely, an SP1944 thing. Any clues on how to get rid of that?

wanton pagoda
#

check your attributes, General > Misc, make sure 'Hide Friendly Units' and etc are ticked

#

@restive panther

restive panther
wanton pagoda
#

hmm

#

might be a 3den enhanced thing?

#

I never have it off so I kinda take a lot of things like that for granted

restive panther
#

I was using that initially for the mission - but this test was performed in vanilla and the issue persists there, on a completely fresh mission with no mods.

restive panther
#

No no, altogether different problem. This occurs set even to the hardest difficulty.

glad barn
#

Map content friendly/ enemy

restive panther
#

Upon spawning in, every unit on the map is marked, whether they're known or not.

viral whale
#

Im trying to recruit a zeus for my unit due to ours having to leave due to life issues, can someone steer me in the right direction on where to recruit one from? any help would be greatly appreciated thanks

night jackal
lethal lintel
#

Im trying to use western saharas alchemist module

Im trying to make a single unit have the powers but synchronizing the module with that unit is not working (everyone in the server can use it)

vivid cloak
#

Sorry for question that's been here before...
But, trenches that are built by the map creator, can they be used by AI somehow? any mod that makes it work? Playing Spearhead.
Too bad to not use them since they are so well done and perfect for fighting positions

tough bluff
#

Hey could someone help me setup costs modules for a zeus v zeus scenario?

#

dm me pls

cinder holly
#

oh, this is #arma3_scenario and not #mission_makers anymore

harsh coyote
#

Hi guys. Do you know if there's a way to place doors? Gates are too big for me, and you can most of the time see trough them, so i was looking for an alternative to place doors.

river nymph
#

There are no objects in the vanilla game that are just doors

#

You might be able to use the wooden construction panel and some scripting

harsh coyote
#

Yeh, kinda was hoping there are some hidden ones.

sinful rampart
#

Most people call it missions, 🤔 confusion incoming

cinder holly
#

I realised only yesterday that it is addMissionEventHandler, when we want to promote scenario

sinful rampart
#

"MPMissions"

bold delta
#

what would you guys prefer if you had the choice : 10 fps, or a 200 meters view distance in Kavala

#

(i'm taking an extreme example yes)

devout warren
#

Okay what's the setting in the init field of an occupied vehicle? I am trying to set it so that the AI doesn't turn on it's lights in the dark.

cinder holly
devout warren
#

Combat is fine, I just need the code to use

cinder holly
#
this setBehaviour "COMBAT";
#

(iirc)

devout warren
#

Sounds about right and thanks

edgy hearth
#

Why might a mission's time not be increasing?
"time -> 0"

astral bloom
#

Context?

edgy hearth
#

Trying to make an intro scene for map, but the screen is black and running "time" gives 0

astral bloom
#

You sure accTime is not 0

edgy hearth
#

why is it 0-

astral bloom
#

Because something set it so

edgy hearth
#

oh ye, but like- where would it be xD
hmm- I mean, I might be able to just try to set it to 1 in the sqf file maybe?

#

inb4 not having a character present causes the issue

astral bloom
#

Yes

edgy hearth
#

oh

#

how do I add a character to an intro-

#

it seems to just be getting deleted

astral bloom
#

Place a character in Eden and it is placed. Otherwise, something is deleting them

edgy hearth
#

well- I save the mission, while in intro, and the I reload and it is missing.

#

unless it's just for the loading of an intro-

astral bloom
#

Do you even mean you placed no units in Intro? Playable scene is not intro scene

edgy hearth
#

It's for my map. So main menu. But then I see tanoa's mission.sqm has a guy present

#

class ScenarioData
{
    author = "KarelMoricky";
};
class Intro
{
    class Intel
    {
        startWeather = 0.29999998;
        startWind = 0.099999994;
        startWaves = 0.099999994;
        forecastWeather = 0.29999998;
        forecastWind = 0.099999994;
        forecastWaves = 0.099999994;
        rainForced = 1;
        lightningsForced = 1;
        year = 2035;
        month = 6;
        day = 6;
        hour = 12;
        minute = 0;
        startFogBase = 250;
        forecastFogBase = 250;
        startFogDecay = 0.018;
        forecastFogDecay = 0.018;
    };
    class Entities
    {
        items = 1;
        class Item0
        {
            dataType = "Group";
            side = "West";
            class Entities
            {
                items = 1;
                class Item0
                {
                    dataType = "Object";
                    class PositionInfo
                    {
                        position[] = {7468.612,4.615899,7295.12};
                        angles[] = {0.026662467,0,0.05062324};
                    };
                    side = "West";
                    flags = 6;
                    class Attributes
                    {
                        skill = 0.6;
                        isPlayer = 1;
                        isPlayable = 1;
                    };
                    id = 7;
                    type = "B_Soldier_F";
                    atlOffset = -4.7683716e-07;
                };
            };
            class Attributes{};
            id = 6;
            atlOffset = -4.7683716e-07;
        };
    };
};
#

section of the mission.sqm, from tanoa

astral bloom
#

Okay, do you load any Mods. Any scripts you wrote

edgy hearth
#

mods yea- but surely they'd be doing it to all the main menu senarios?

astral bloom
#

Do you mean what? You're making an intro for main menu?

edgy hearth
#

yes

#

manually setting accTime to 1 fades the intro in and gives this

#

heh- I'm all over the discord b/c idk if it's terrain, senario, scripting- xD
My apologies!

#

oop

#

there

edgy hearth
wanton pagoda
#

anybody know any good maps to double for Stalingrad?

grizzled fractal
#

can someone help me to make a convoy?

bold delta
#

cool

#

i have an extended options module, i'll add an optional setting for people to set the bare minimum fps they're going to tolerate

#

and then dynamically adjust the view distance until the fps is reached

#

you mean the diag_fps command is really costly ?

#

or something else ?

#

it needs at least 16 frames to produce a result anyways

#

i guess i'll check every 5 seconds or so and only adjust if 3 consecutive checks are below the required amount

#

so stutters don't cause further stutter when the script starts panicking

#

of course

median pelican
#

Does it have huge numbers of AI? (>50 SP/>150MP?)

limber hawk
#

Im new to arma as a whole and im starting out with arma 3... Im wanting to make a whole campaign based on a zombie apocalypse story i been worldbuilding for a while

#

Its gonna take a while to learn Eden fully... and Im seeing straight up coding... some Python shit

limber hawk
#

@tender creek

#

Basic Rifleman

#

Big: Light Soldier

#

Small top: Heavy Soldier

#

Small bottom: Marksman

tender creek
#

first of all choose map 🙂

#

because of the map is winter short sleeve will look bad

limber hawk
#

the map themes i have already

#

Urban and rural areas

tender creek
#

did you choose mods or all vanilla ?

limber hawk
#

i use a mix of vanilla and mods

#

The games place is also important ig lol

#

its set in America mainly so I gotta work with that aviator

#

Altis isnt a map with super urban areas like the US so yah i may have to do work to turn Altis into the US

limber hawk
#

I have a uniform too of the CDC Security Forces

#

the bad guys technically when you play the campaign

limber hawk
tender creek
#

placing many objects will ruin performance

#

there are a lot of post apocalyptic maps

#

like Namalsk, Chernarus, Taviana, etc

#

there is Chernobil map too

limber hawk
#

Hmm alen

limber hawk
#

If you’re talking about Arma 3

tender creek
#

more maps than dayz 🙂

#

Namalsk is really good, but Taviana is bigger and with much more urban areas

#

and is post apocalyptic straight away - destroyed vehicles, vegetation overgrow, corpses and bones etc

#

I have script for radioactive zones if you need one

#

you don't need DLC for them

vague raptor
#

how do I connect a uav to a screen?

#

or some other camera feed

shell fox
warm urchin
#

anyone got recommendations for getting my friend into the game? Looking for anything wild. Zombies, cartel, robots, whatever. Not sure where else to ask for this of any arma 3 channel

vivid cloak
#

If i have several enemy tanks patrolling an area, what will happen when their fuel runs out? Can I place a fuel truck in the area so they can refuel automatically? Or will they just leave the tanks

west silo
#

I think they just stop.
If you use 3den Enhanced you can set the fuel consumption code to 0

#

Otherwise

If (local this) then {this setFuelConsumptionCoef 0}```

In the init of each tank
woven ingot
#

"i'll add an optional setting for people to set the bare minimum fps they're going to tolerate and then dynamically adjust the view distance until the fps is reached" - just arma things

final basin
#

inb4 view distance at absolute minimum and people start screaming about the crazy fog

hollow crest
#

When joining a specific mission file on a dedicated server, everyone is able to join the server, select a slot, and then when they attempt to load into the actual game, they crash with the Exit code: 0xC0000005 - STATUS_ACCESS_VIOLATION error. It happens to every player, regardless of using profiling, after verifying their files and mods, and regardless of the slot or team they take.

The issue is not present in the modpack itself, as the modpack has been extensively used over the last six months. It's not an issue with the server, as the server is used with that same modpack just as often. It's an issue with the specific mission file.

However, the mission is also completely functional when the mission maker tests it on a locally hosted server, and also functions when tested using the "Play in Multiplayer" option from the Eden editor. The issue occurs when that specific mission is played on a dedicated server specifically.

I don't expect someone to give me a "here, this is the issue and how to fix it" but if we could be pointed in a good direction to check out, that would be appreciated. Surfing the forum and google hasn't brought us any luck so far.

strange rampart
#

Can we see the mission file(s)?

hollow crest
trail basin
#

Is there a way to make a player have more health and armor but not using op vests and helmets? Im doing a 1 vs all type op and want the player thats by themself be a little beefier than the other players. The caveat is the single player is to stay dressed a certain way.

trail basin
past sparrow
vale grotto
#

how do I get rid of this screen when transitioning from an 'Intro' scenario into the actual scenario itself
I've tried disabling the briefing in the Eden attributes, to no avail. Also trued "briefing = 0" to also no avail

vale grotto
# cinder holly try not to crosspost, thanks

Nobody seems to be helping regardless of where it is, besides the question "Happens when a unit doesn't have a map" like I didn't know that despite the whole point was getting rid of this for the transition phase between intro and scenario.

Plus I was told this is the place to post it

north stone
#

Have you read the article?

cinder holly
vale grotto
vale grotto
vale grotto
#

sound as mukka G, happy new year to you all btw

cinder holly
#

no u!

pure delta
#

Hey!! I want to get some of the hearts and minds scenarios working on my dedicated server, is there anyone that can help me with this as I'm not sure what I'm doing wrong

cinder holly
bold delta
#

@median pelican it depends on lot on server settings and what's going on elsewhere on the map, but if you consider 150 ai overall to be huge then yep it's huge

trail basin
#

Is it possible to add a TFAR LR to a vic that doesn't come with one? I got a civ car that Id like to add a LR to if possible.

#

NM, I found the script

atomic harness
#

hey, not sure if this is the right chat but does anyone know if theres anygood objects that are "fleshy", im planning a Strain tactics campaign and was wonderinf if anyone knew any flesh tendrils or blobs that could be used in scenario.

median pelican
#

Zbug: "count allUnits" will give you the full count. You can freeze them or spawn them in as needed to improve performance. Getting it to 40 running at a time substantially improves performance.

magic drum
#

Hey not sure if this is the right place but does anyone know of any multiplayer/co-op ai mission generated scenarios using RHS or FIR AWS? Mainly using the Helicopters or planes?

cinder holly
magic drum
signal coral
#

trying to make mortars fall when you walk into a trigger. for some reason this shi is not working.

_center = getPos thisTrigger; // Trigger center
_radius = 100; // Dispersion radius
_numShells = 20; // Number of shells
_delay = 0.2; // Delay between shells

// Mortar shell logic
for "_i" from 1 to _numShells do {
_randomPos = _center getPos [random _radius, random 360]; // Random position within radius
_altitude = 100; // Altitude for shell
_randomPos set [2, _altitude]; // Set altitude

// Spawn mortar shell
"ARTY_Sh_82mm_AMOS" createVehicle _randomPos;

// Optional delay between shells
sleep _delay;

};

Anyone see a problem? Keeps giving me invalid number in expression
pasteing into a triggers "on activation"

astral bloom
#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
astral bloom
#

And you cannot use a comment in Trigger

north stone
#

And delays.

signal coral
#

Hmm. I guess I'm completely lost then... Anyone by any chance know a working in-trigger script for mortars? Or, if there isn't, how to get ai that are firing mortars to like, 50x the dispersion.

north stone
#

Move your code in file and launch it from trigger.

unreal hull
#

Does anyone know why when starting and loading a scenario initially, compositions and props load correctly in their right sizes and rotation, but when disconnecting and reconnecting they no longer appear in their proper positions, while extremely slowly, slowly restore said positions/rotation?

rough perch
#

Hi ! I had an idea recently and I just wanted to have feedback if its feasible.

In MP I would like to have units arrive via heli the first time they connect to the server. (The Heli has to land)
The thing with this is the problem of One heli per player, which is not really good (If 6 players spawn and there is only 4 LZ then what about 2 two other heli that have to wait ?)
How would you takle this problem ?
I thought about making people wait into the lobby and launching the mission only when everyone is here so that multiple people can be grouped into a heli, but I don't really like this idea.
Make then join a heli even if it's already started ? (That would kill a bit of the effect I wanted the start of the mission with)

cyan mauve
#

OMG I'm in here looking at the same thing. I got it partially working but again, checking to see what's what with these modules. I kinda want the KP Liberation experience without all the bells and whistle. If I could find a cut down script version of the sector control stuff, that would be perfect :). I could try and write it, but it would be faster for me to walk around the globe

signal coral
cyan mauve
still wasp
#

is there any way to remove these map object markers? using 3den enhanced (i think) i can create my base markers but i wanted to know if i could remove the other markers of hidden ruins next to my base

astral bloom
#

No

signal coral
#

Hey, i recently made a big ol' ukraine mission with a bunch of trenches and goodies, but I forgot to set all the inanimatestuff to local only, and now I have 30fps no matter what. The mission took probably 10-20 hours to make so, does anyone know a way to set objects to local on a large scale so i dont lose my whole mission and feel like a dumbass (arma 3

cinder holly
zealous bloom
#

Hey guys. So I'm having some problem with objective markers sometimes not showing on the map or in game while using ALiVE mod and I'm lost

open remnantBOT
#

Are you looking to play with people?
pick one channel:
#looking_for_game to tell others you want to play
#looking_for_unit to tell others you are looking for a group
#communities_arma3 to browse through advertised groups

Note: Please follow the templates in those channels (if applicable), and don't use them for discussions.

elder belfry
#

Does Unitcapture work in MP?

alpine ingot
#

What'Ss everybody's favorite music tracks to add into their missions? I wanna add a couple of music triggers for ambience and am a bit overwhelmed by the selection, I think listening to all of them would probably take hours 😂

alpine ingot
#

Marksmen DLC lead track 02 goes hard in my opinion

trail basin
#

Is it possible to script a SOG civ boat to go faster than 30kmh?

scarlet dove
#

Maybe
You can definitely use scripted motion to go faster, but then it is fixed on rails
I think making it go faster for players would need a config patch

signal coral
#

Hello.

In multiplayer, I’m trying to find a way to have an addAction make a global hint that shows the name of the player who activates it.

Does anyone know a way to do this?

astral bloom
#

hint remoteExec name player etc are the commands

signal coral
#

Thank you

rough perch
# elder belfry Does Unitcapture work in MP?

Do you want to capture in MP or play the capture in MP ? The first one I don’t know. probably yes if you have admin permission the second absolutely yes via any kind of script playing it

#

I’ve captured some thing in SP to be played in MP without any problem

green grove
#

Hi guy,
I'm looking for a way to create intel in eden editor.
I would like to use the Hold Action system of ACE that allow you to easily add an Hold action to an item. On complete this hold action would add in the diary a new entry with the intel.
It's for a multiplayer mission, and if one player pick the intel every player must have it in the diary.

graceful matrix
nocturne tree
#

i cant find \Arma 3\dubbing_f_beta.pbo\a3\dubbing_f_beta\showcase_combined_arms\01_Ready_up\showcase_combined_arms_01_ready_up_GOT_0.ogg in CFGSounds to use it with playsound. in which config entry is this .ogg file stored?

astral bloom
#

dubbing_f_beta?

nocturne tree
astral bloom
#

Well why you need a config when you have the filepath?

nocturne tree
#

because playsound "a3\dubbing_f_beta\showcase_combined_arms\01_Ready_up\showcase_combined_arms_01_ready_up_GOT_0.ogg" dont work

#

or player say2d "a3\dubbing_f_beta\showcase_combined_arms\01_Ready_up\showcase_combined_arms_01_ready_up_GOT_0.ogg" also dont work

astral bloom
#

Because they use config, not path. Make one in your description.ext

nocturne tree
#

have tried that, dont work

astral bloom
#

IIRC you need @ in your filepath prefix

#

Explained in CfgSounds description.ext BIKI article

nocturne tree
#

thats it, it works, thank you @astral bloom

tired rune
#

How do I place a single NPC into the for example gunner seat

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Aka. BLUFOR into an empty OPFOR vehicle

west silo
#

Drag it onto the vehicle in the edtitor

#

You can switch seats then via the right click menu

tired rune
bold delta
#

server has no issue, only clients

#

and there's no way i can get as low as 40 units in the entire mission

tired rune
#

@west silo also dyk how do i set up spawns for MP

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Since all that happens is "spawning is disabled"

signal coral
#

Can show / explain it faster

bold delta
#

i already have 50 server fps and 50 fps on all 3 headless clients with 250 ai

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the issue is : client fps in kavala

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player count is anywhere from 3 to 40

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% of ai that's hard to tell

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i'd like to say 100%

#

there's AIs defending the city and reinforcements coming from elsewhere on the map

#

HCs are usually around 50

#

on our server which is an old i7

west silo
bold delta
#

i agree

#

but client fps is crap :p

#

in kavala and sometimes athira or paros (only very large towns)

#

personally i'm getting 30-40 everywhere with that AI count, and 10-15 in kavala

#

yep

#

i'm coding in the dynamic view distance right now

#

i guess as a test i'll let it go as low as 500 meters and see if it makes such a big difference

#

yep

#

i already have an extended options menu letting people choose their view distance, so i'll be going with 5% increments from what they chose

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and also to avoid unnecessary changes i'll adjust view distance only if 3 consecutives checks are below the desired fps

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checking every 3 seconds or something

#

well it should

#

but it's still a pretty radical solution

#

i remember arma 2 was able to manage way more AIs with no issue

#

i had a mission going as high as 400 and i was able to local host it

#

with more fps than what i'm getting in kavala at the moment with 150 ais

#

😦

#

that's also a solution for me

#

but when the mission objective is to liberate all major cities it kinda sucks to keep out of kavala and pyrgos

#

some people do that :p

#

i didn't put a big penalty for killing civies yet so, people use the sandstorm more than they should

#

i have a bunch of scripts doing that already

#

the major issue is not spawning units in buildings

#

it's having them stay in there and shoot out of the windows

#

but i've got that working

#

ha yep

#

i spawn these when players get into the AO (less than 1 km), which is one of the causes of kavala fps issues

#

but having the clean up balconies and windows is one of the fun parts of the mission

#

since only infantry can properly do that

#

yep that's the idea

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so far i've made it crazy expensive

#

so it's actually worth the price

#

i know

#

:p

#

i'd rather limit it by putting a harsh penalty on civ killing

novel pecan
#

hey can anyone help me? i need a simple ACE Medical script that can be run on a scifi mission. Basically i need a script that would heal a player who used an action on a medical terminal to full. any help is greatly appreciated

trail basin
#

I got a problem that when I test my mission local MP the AI move normal but when I test it on my dedicated server they move super fast. Anyone ever see this problem before?

celest cosmos
#

Also -- might be because "every building is enterable" is the Arma 3 philosophy as opposed to Arma 2.
Although by their own admission they're cutting back on that for Tanoa... but what you describe reminds me of how Take on Helicopters (TKOH or TOH) had low-res/unenterable versions of OA buildings for performance reasons on the South Asia terrain

viscid sundial
#

Isn't this kinda an admission of failure for the engine that enterable buildings make it lag out?

trail basin
#

Is there a way to hide a trigger or create one with another trigger? I have objects hidden and appear with the show\hide module but I have a trigger that I dont want accidently triggered while the objects are hidden. Can I deactivate that trigger or have it created with the trigger that activates the show/hide?

astral bloom
#

enableSimulation

celest cosmos
#

@viscid sundial Quoting the paragraph in full to avoid omitting context: Our stance on building interiors has changed from the main game's terrains. In the broadest terms, fewer buildings will be fully enterable. You'll find more buildings that are partly enterable, and also some that cannot be entered at all. Kavala's hospital is an example of being partly accessible. There are various reasons for this approach. We all know that Altis had a great many enterable buildings, but they were void of furniture and felt suspiciously empty. We don't have the resources to solve this by producing top-notch varied interiors for all buildings. There is also performance to consider, which is helped by having more solid structures. This topic may be controversial, but we felt it better to be open about this at an early stage. We're still producing the final structures and experimenting with the balance, but it's quite clear not every building will have a full interior. http://dev.arma3.com/post/sitrep-00117

Mind you, this was by the outgoing project lead, who added separately on Reddit that "Making it clear when a building is or isn't enterable visually in a way that makes sense in the world is indeed part of structure production." https://www.reddit.com/r/arma/comments/3fseyc/sitrep_00117/ctrsqlr

tawny forge
#

Hey everyone what did i do wrong happy for any help 🙂

trim seal
tawny forge
trail basin
# astral bloom enableSimulation

Where do I implement this and then turn it back on? I tried disabling the trigger that TP's then make the trigger that shows the object also enable the sim for the tp trigger but that doesn't work.

raw tide
#

Is there a simple answer to disabling player markers and re-enabling them later in mission on a dedicated server?

#

Scripting is fine, but just hoping I'm not stepping over a simple difficulty setting etc.

spare kiln
raw tide
#

Ah I see, thank you. This has got me on the right path, cheers :)

cunning timber
#

Where do y’all get your mission ideas from? A big problem I’m running into is trying to make a mission that’s unique as I feel it boils down to the same type of thing every time where you go to an area, kill the people, do whatever the objective was, and there’s a counter attack. I want to introduce cooler and more complex things to it that I don’t know WHAT

trail basin
# cunning timber Where do y’all get your mission ideas from? A big problem I’m running into is tr...

Get ideas from movies and adapt them for ops. Dont be afraid to maybe throw in some PVP aspects. I find players will enjoy a little PVP when its against friends. I've done a few of those where a 3 to 4 man group has to infiltrate an AO and the rest of the players are to try and hunt them. I put AI at the objectives to make it more filled and do a little RP for the hunting players. They can ask questions and if the AI would have saw something, I report it.

cunning timber
trail basin
#

Halo is one where you got alot you can adapt from with all the games and stories out there.

spare kiln
cunning timber
#

alright alright final thing, but with only about 8 people MAX, is it really fun or worth it in y’alls opinions to try and depict “regular infantry grunt” type activities, or with a group that small it’d probably be funner to depict “special operations” or something along the lines

spare kiln
#

Special operations also leave more space for intricate story twists. But they both can be equally engaging.

cunning timber
spare kiln
#

It is like comparing Ghost Recon and Battlefield, you get the idea.

cunning timber
#

It isn’t out of what is better but if it’s possible even

cunning timber
spare kiln
#

Both are absolutely viable, though, I would not probably make player do something like a gate keeper or a cell guard.

cunning timber
#

What I mean is like the players are just a basic ol infantry squad, for example, just straight up a squad of UNSC marines, going out to do things doing missions that would be like being a part of a battle and taking towns over etc, the issue being small player count

#

Sorry if I’m not wording it very well

spare kiln
# cunning timber What I mean is like the players are just a basic ol infantry squad, for example,...

There's nothing wrong with having a squad of marines take a town. You just need to balance the difficulty properly - adjusting enemy AI skill, friendly AI skill, unit counts, weapons and vehicles. Start with a small unit count and gradually expand as you get more comfortable.

Even in a town assault, there are many engaging elements: tactics, navigation, communication and coordination. Whether it's blowing up a submarine or capturing a castle, the key is to present players with an interesting challenge that’s enjoyable to solve.

#

Capturing a town can be the grand objective, but you can break it down into smaller tasks like 1. destroying a barricade, 2. blowing up a radio tower, and 3. clearing an enemy outpost. If you haven't played Medal of Honor: Airborne, you might want to check it out on YouTube, it’s a great example of this approach.

cunning timber
tardy verge
#

I would like to ask for clarity regarding DLC assets. I've bought all core DLCs and don't know how it's like without them.

If I make a scenario featuring assets(weapons, vehicles) from core DLC(like marksman or tanks) and all those assets would be completely optional(in weapons pool or arsenal, given to AI unit). Can players who does not own those DLCs enjoy the scenario in both singleplayer and multiplayer without any DLC pop-ups or watermarks as long as they don't use any of the DLC assets?

astral bloom
#

Use, as in, they hold no DLC weapon/get into no DLC vehicle they won't have any ad. So yes

waxen radish
#

uhm ... There is also performance to consider, which is helped by having more solid structures ...
how can buildings which are not rendered affect the performance?
but well ... finnally that would explain why in towns you loose performance extremly

cunning timber
#

Is there a general ratio y'all use for ai to player amount? Like for example I'm trying to have a climactic battle with 6 players for the final objective, and I have 20-24 AI on it for example, however I'm not sure if it's too much, or even too little. I feel it might be too little but at the same time they can die a few times from this section so I just am unable to gauge if it's difficult enough

lime sleet
#

Everyone knows armas occlusion culling is shit

waxen radish
#

well ... did not wanted to shout it out

celest cosmos
#

how can buildings which are not rendered affect the performance? but well ... finnally that would explain why in towns you loose performance extremly
See: Take on Helicopters (TKOH/TOH) using closed and I'm sure low-poly versions of OA buildings for South Asia

spare kiln
# cunning timber Is there a general ratio y'all use for ai to player amount? Like for example I'm...

There was an article about balancing gameplay on https://community.bistudio.com, but I can't find it. I would say the ratio is around 1:3. But it also depends on difficulty settings and the situation - who has the advantage (elevated position, scoped rifles, cover, medic, ammo, etc.). If it is 6 human players vs. 20-24 units just at the end of the mission, it will likely cause a medium to high spike in difficulty compared to the rest of your mission. But you can always use a (time-penalized) respawn as a counterweight to the difficulty. But truly the only way to know for sure is to test, test, test, adjust, and test again.

If you have some scripting experience, I’d recommend using the dynamic skill function https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_dynamicAISkill, but it may be intimidating for a beginner. The best approach for you is probably to leave all skills at their 50% default values and balance the gameplay purely through level design.

spring girder
viscid sundial
#

There goes my #1 source of cover.

waxen radish
#

yup ... empty buildings > non-enterable buildings

celest cosmos
#

No matter what you choose, you'll piss SOMEONE off BohemiaProjectManagement.txt

lime sleet
#

They could fix thier culling.

solemn vale
#

they could fix their engine

bold delta
#

Also -- might be because "every building is enterable" is the Arma 3 philosophy as opposed to Arma 2.
9:53 PMWhaleTakistan has great frames.

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iirc most buildings on Takistan are enterable

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and have furniture

tough mulch
#

not sure if this is a right place, but is there a way to batch update several scenarios on workshop?

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or i guess to be more clear, update scenarios on workshop outside of using game's workshop manager

signal coral
#

Hey guys whenever I try to play one of my scenarios I get a message saying “extension not found. [return code: -1]” and it closes the scenario out and returns me to the editor, anyone know a fix for this?

#

Deleted and redownloaded ace, for anyone else who has this issue that works

viscid sundial
#

I was considering building a script that places random furniture in houses, but only where there are players nearby..

waxen radish
#

you should create a "buffer" then @viscid sundial or that function will lag out every player 😃

viscid sundial
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@waxen radish I was thinking about some cache-script. Not sure if to go the pre-fabricated or the randomized layout.

waxen radish
#

prefab

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random will lead to ... "unexpected" furniture

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eg. a bed on the balcony

viscid sundial
#

A burning bed on the balcony most likely..

final basin
#

Admit it, you could just say they were burning the evidence. If your players ask what evidence start throwing moon troopers at them till they stop asking.

cunning timber
#

silly question, but is it better to just go and zeus my own missions even if i got a small group of friends to play?

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my issue is that im tryna do some halo stuff but some things such as webknights grunts not working with hbq reinforcements, or flood not being great

shell fox
#

Yes.

coarse flume
#

give players stronger weapons and hard cover, and enemies less body armor = maybe 1:5 or 1:6

trail basin
cunning timber
#

Another thing is just that to do a cool moment such as a friendly transport landing with troops to support in a battle as enemies start coming in, it takes me personally pretty long to do and can be distracting

trail basin
#

Ive zeused with 3 people playing. The idea is to adapt it for the player base. If your making it so hard that they need more people then your not adjusting.

signal coral
#

Hey guys I want to make a cinematic scene in Eden editor like I put people dancing and I want to make an anti air shooting but I’m recording so I don’t want to ask him to shoot I want him to shoot automatically someone can help me please:(

scarlet dove
#

You might be able to do something using the CBA invisible targets, or using the force fire scripting commands

trail basin
#

I have this code so I can tp players into some caves but if I RC a unit, it teleports my character instead of the unit I'm RCing. Is there a way to get it to TP the RC unit?

  
1 cutText ["","BLACK OUT",1];  
  
sleep 2;  

player playAction "PlayerStand";  
player setPosASL (getPosASL objectName);   
player setDir 161;  

  

sleep 0.5;    
 
1 cutText ["","BLACK IN",1];  
  
  
}, nil, 1.5, true, true, "", "true", 5, false, "", ""];  
glad barn
trail basin
cunning timber
#

For those who also mission-make for themselves in singleplayer, do you script them heavily or keep it simple? Scripts such as stuff when it comes to the task module, reinforcements, music and chatter, etc

empty minnow
#

Im trying to edit a preset for KP Liberations but OPFOR just refuses to work for some reason I dont know why. I quadruple checked the .sqf for OPFOR but it just doesnt work it is almost like the game is trying to spawn them as when I enter the area the frames drop ridiculously but I dont know how to fix this. this is the .sqf for OPFOR and to my knowledge everything is properly put in

#

the cfg is properly edited to select the custom preset and BLUEFOR seems to be working just fine

trim seal
empty minnow
tame pecan
#

i try to play scenarios but i get the error message "steam operation failed" anybody got any idea?

signal coral
# cunning timber For those who also mission-make for themselves in singleplayer, do you script th...

I don’t do too much, but the stuff I found interesting involves stuff like this

-hiding and unhiding objects when a certain event happens, (pressing a button to open a door, unhiding enemies for an ambush)

  • Using unit capture to make better helicopter insertions

  • making teleporter doors to get in and out of compositions I build

The news article function is also pretty neat, takes a minute to get pictures ready for it but adds a little more personality to a mission. I’m working on a singleplayer campaign right now but have to change a couple things and finish putting together a few more missions

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You can do a lot of funny things with triggers

cunning jacinth
#

does anyone have a working link to the Antistasi Ultimate server? or does anyone have any experience of using the A3AUExtender?

torpid lintel
#

I am going to bash my skull against a wall with ALiVE

tardy verge
#

I'm failing to upload image to workshop scenario, it takes forever. I've tried Steam client and Firefox

rare shell
#

how to make my space marine engage in melee , i have all the mods installed but cant get the space marine to melee or the melee ai into the space marine armor (web knight mods and age of darkness)

rare shell
#

figured it out

#

there where special Ai with space marine armour and melee ai

tepid parcel
torpid lintel
#

I just want a scenario where stuff happens and I get to run around and shoot my friends

tepid parcel
torpid lintel
tepid parcel
torpid lintel
#

How do I make a script when someone exits a zone it tells him to get back in or else he dies?

smoky coyote
#

My friend's placed some hide terrain object modules to get rid of buildings so he could place new structures and vehicles over them, and they work in singleplayer and locally hosted multiplayer, but in a dedicated server, the terrain buildings show up and immediately get destroyed, leaving behind ruins and ARMA'ing the vehicles. Any clues why this might be happening? I tried increasing their areas and changing the modules to operate locally, but no luck.

smoky coyote
# torpid lintel How do I make a script when someone exits a zone it tells him to get back in or ...

This question is better suited for #arma3_scripting, but there is a handy command called inArea to check if something is inside a location, trigger, area marker, or scripted area:
https://community.bistudio.com/wiki/inArea
Example: ```sqf
// YourMissionFolder.Altis/initPlayerLocal.sqf
0 spawn {
private _area = "my_markers_variable_name";
private _warnings = 0;

while {true} do {
    sleep 5;
    if (!alive player || {player inArea _area}) then {
        _warnings = 0;
        continue;
    };

    _warnings = _warnings + 1;
    if (_warnings <= 3) then {
        private _message = "Get back to the mission area, soldier!";
        [side group player, "HQ"] sideChat _message;
    } else {
        player setDamage 1;
        _warnings = 0;
    };
};

};```

scarlet dove
smoky coyote
smoky coyote
# scarlet dove Sounds like it could be a combination of locality and init order Don't know enou...

It worked! Thanks for the suggestion! Here was the Init code I used, derived from the BIS_fnc_moduleHideTerrainObjects function: sqf if (!isServer) exitWith {}; _filter = []; _area = [getPosATL this] + (this getVariable ["objectarea",[]]); _area params ["","_a","_b"]; _radius = (_a max _b) * sqrt 2; _objects = nearestTerrainObjects [this,_filter,_radius,false] inAreaArray _area; {_x hideObjectGlobal true; _x allowDamage false} forEach _objects; In my actual usage, I copied the exact filters used by the module, but I think an empty filter should work as well

cloud edge
#

I'm trying to make a simple sandbox, but my AI players are only walking. I have speed set to normal, I have Behavior set at safe. The AI refuses to run or have any actual pace other than walking slowly. They won't even get into formation. What am I doing wrong?

scarlet dove
unique echo
#

If ayone can think of a work around or have any advice please @ me

quaint kindle
#

Western Sahara, interaction bug
So I have run into an issue in the new DLC where I dont get the prompt for those hold spacebar functions, like getting new mercs or using the arsenal, im now stuck because I cant "Hack laptop"

astral bloom
#

This is not a troubleshoot/report channel and I do believe last few topics in #western_sahara is about your issue

cloud edge
#

Thanks

past sparrow
#

just a quick ace question, if you have ace loaded and play some mission are all the ace features enabled by default? or do they need to be toggled on?

twin path
#

i am looking for a mostly or entirely prebuilt scenario
I want me and my friends to play in PvE, as 1980's soviets, on chernarus

please give suggestions for types of missions like "liberation" or "antistasi", the more specific the better

twin path
#

is there a way to change liberation so you play as opfor instead of blufor

edgy turret
low gate
#

is it possible to import plopper json into eden editor ?

trail basin
#

Is there a way to get a unit to move when initially set to "Stay On Position". I can't get them to move by waypoints or RCing.

wild sparrow
teal elk
#

Is there a mod to open zeus at any time?

#

Like with a single key

torpid lintel
#

Can someone help me put trenches in ArmA?

#

With deformer and stuff

trail basin
wild sparrow
south olive
#

How do I get the "mission successful" or whatever it's called screen to come up when a player completes the mission? I have a trigger that triggers "mission complete" screen, but it's extremely underwhelming, because it just kicks you out of the game

astral bloom
#

BIS_fnc_endMission

edgy turret
spiral vigil
#
@Mac
//this is called at the end of some script or in a trigger
//for the MISSION COMPLETE
["End1"] remoteExec ["BIS_fnc_endMission"];//for the (End1) in the Description.ext
//
//this is called at the end of some script or in a trigger
//for the MISSION FAILURE
["End2", false] remoteExec ["BIS_fnc_endMission"];//for the (End2) in the Description.ext

//then at the bottom of my Description.ext
//in the CfgDebriefing
class CfgDebriefing
{  
    class End1
    {
        title = "Hostiles Eliminated";
        subtitle = "MISSION COMPLETE";
        description = "All Enemy K.I.A";
        backgroundPicture = "";
        picture = "";
        pictureColor[] = {0,0,0,0};
    };
    class End2
    {
        title = "MISSION FAILURE";
        subtitle = "USMC KIA";
        description = "Failed To kill All Enemy";
        backgroundPicture = "";
        picture = "";
        pictureColor[] = {0,0,0,0};
    };
};
tardy verge
#

Don't know what you're trying to do, but BIS_fnc_endMission function has second parameter isVictory, which is by default true, so technically "End2" will be mission success too despite title saying failure

spiral vigil
#

maybe its a success of failure

#

mission ends and says MISSION FAILURE

tardy verge
#

That's just displayed text

spiral vigil
#

hmmm i see

tardy verge
#

It's not to complicated ["End2", false] remoteExec ["BIS_fnc_endMission"];

spiral vigil
#

so your saying i should use this code ["End2", false] remoteExec ["BIS_fnc_endMission"]; ?

tardy verge
#

Yes, without false mission might get marked as played in Workshop even when all players died. That would be funny 😆

spiral vigil
#

yes it would, cool thx man @tardy verge

#

so i would need the true, in the End1 part also right ?

tardy verge
#

It's true by default, so you can omit it

spiral vigil
#

ok cool thx alot m8

#

i edited it up there so it don't fuck people up ok

#

oh wow i see the differance its Awsome thx you so much @tardy verge yeah i saw the off collor text when i lost, its cool it really makes you feel like you lost

humble robin
#

Will Opfor eventually shoot civilians in Arma 3?
I want to create a scenario where the map is populated by either Opfor or Indfor and I am a civilian living my life maybe with a few homies doing like a survival/homestead type scenario. I wondered if I shot enough of the Opfor guys if they would turn on me? I know I've been a team leader as Blufor and through a few friendly fire incidents my AI squad mates turned on me and shot me. My thought is a scenario similar to Antistasi, where I go around causing chaos but also similar to the Old Man scenario.

cinder holly
humble robin
humble robin
#

Now I'm thinking more like a Life server but with enemy occupancy within the map. Patrols and bases etc..

south olive
spiral vigil
#

how are you trying to use it

south olive
#

Okay

#

Wait

#

Nevermind

spiral vigil
#

did you see my post up there

south olive
#

I fixed it

spiral vigil
#

ok

south olive
#

I thought it was the same function as endMission

#

Like

#

The same way it gets executed

#

Thanks

spiral vigil
#

so you Got it Fixed @Mac

spiral vigil
south olive
#

Yes

trail basin
#

Did what ever update happen on Thursday break the ability to play scripted audio? I ran a mission on Monday on a dedicated server that had audio and opening text that worked fine. Now today when running it, I get no audio playing during the opening text.

#

I dont get an error, it just doesn't play the audio

astral bloom
#

If there is something, it likely is profiling

spiral vigil
#

@tardy verge thx you so much for helping me with the end missions stuff its Awsome

dense ravine
#

Is there a mod to populate scenario maps with civilians, some cars dotted around etc? Basically add more life to a map other than the enemy population?

#

Also another question is when I play Dynamic Recon Ops I click start on certain maps and I can’t access them. Do I need to download certain maps, DLC’s etc in order to play them? Thanks in advance for any advice

west silo
#

Google "arma 3 ambient civilians".

There are a few mods.

dense ravine
west silo
#

Both. Depends on the terrain.

spiral vigil
#

@dense ravine did you ever try COS see if you can find it COS may be what your looking for

dense ravine
pine granite
#

Hello , i hAve a mission that i create , uploaded on dedicated server , mission loaded in recive file map but after it jumped to the default server mission lobby

#

No error showed , any fix?

undone creek
#

I'm looking for a map that I could use for like Modern Asia/China, doing a campaign with Russian Pacific VMF vs Chinese PLA but cause the site is still down I can't get to the map list I usually use so would anyone have any suggestions?

noble socket
# undone creek I'm looking for a map that I could use for like Modern Asia/China, doing a campa...
empty rune
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Myself and a few players who run missions on a private server have been having issues recently, where certain player slots will load in without any equipment. When we test in isolation, or on the server before running the mission, we don't get these issues.

Last night, I ran a mission and experience that problem; only one specific role spawned with no uniform or vest, across two players. In simpler terms, two players chose Grenadier roles, and both spawned with no uni/vest. The loadout for them was identical.

On our server, we run a few mods, so those might be interfering. These particular loadouts were the only ones in the server to use an NIArms weapon.

I was wondering if anyone had experienced a similar issue elsewhere, or knew what could be causing this error?

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I can give more details if needed; I'm just not too sure what else to add right now

spiral vigil
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@empty rune did you have a look at the RPT file to see if anything is in there to help you see the issue

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@empty rune C:\Users\your name\AppData\Local\Arma 3

empty rune
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I can see what it spat out, yeah. I'm not the server owner or admin, though, so I won't be able to give much info on that side

spiral vigil
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can you ask him or her to look at the RPT file

empty rune
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yeah I can drop a line in our discord. hopefully he'll be able to get back to me

spiral vigil
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good

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its kinda hard to read the RPT file but you can get clues to some suff in there

empty rune
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I've been told it's been looked into before, but I don't think a definitive reason was found. I was hoping maybe it might be something to do with the mission file, or something I could fix as a client

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seems like that might not be the case, though 😦

spiral vigil
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might be the Mod also as you said

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i would remove the Mod and try the mission with the default game and see if it works that way 1st

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we would need to see how you were setting up your loadout sqf or how your doing the loadout stuff to help i feel

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might not be calling the correct names of the vests and other stuff

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like some times in the BIS_Ammo box the name is diff from the correct name of the hat or vest or weapon i have found

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like for ex booniehat_tan

empty rune
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yeah... as for setting up the loadouts, I put them together in editor, via ACE Arsenal. the odd thing is that the equipment itself was all vanilla; just nato combat fatigues and gl carrier rig

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it might have been the items inside the 'containers', as the only difference would have been the NIArms ammunition... but there wasn't any in the uniform, so I'm not sure if that covers it

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all the other units used either CUP or Vanilla weapons

spiral vigil
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well to tell you the truth im bad at mods cuz i use no Mods ever, so maybe someone can help you in here m8

empty rune
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hopefully. all I've got at the moment from the group is that it's likely to be server-side, anyway. unless I can get a look at the .rpt and puzzle through that, I'm not sure i can do much more

spiral vigil
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yes agree

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i do feel its server side

empty rune
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I appreciate the help and insight, regardless!

balmy turtle
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Guys , in my mission AI ( not in my command , but one IA that command anothers xd)keeps getting in and out of the vehicle , you guys know why?? I Use Vcom to improve my missions but , i dunno...

hallow egret
spiral vigil
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@hallow egret Nice

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COS is Not a Mod really its just Scripting you can edit

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as i don't use any mods at all

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so that means we are not late to the party he he

dense ravine
raw imp
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I have this error that keeps showing up when I try to join our dedicated server. I've tried repairing my mods and reinstalling the mods on the server. My mods match the server as well. Any ideas on how I might be able to fix this issue?

trail basin
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Anyone getting this error when trying to use the BIS_fnc_UnitCapture? Im trying to start the record.

cinder holly
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how do you call it?

trail basin
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trigger with a radio selected and activate rec = [objectName,timeSeconds] spawn BIS_fnc_UnitCapture;

north stone
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Then your variables are undefined.

trail basin
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they are though

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That was just sample code

north stone
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But the game doesn't agree with you.

cinder holly
trail basin
cinder holly
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ah well ^^ good luck

dire tulip
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Hey all, I think based on channel descriptions this is the right place for this, apologies if not. Working on a mission for my group, setting up a HALO jump into water. I'm having an issue where on landing I get stuck in the treading water or slowly swimming forward animation. I mean completely stuck, like nothing I do can get out of it. Even zeusing onto land I remain stuck in either animation. It happens consistently, but I'm not sure what is causing it. It appears slot based? Like on one slot everything works fine but in another I get stuck. I thought it might be loadout based so I tried with nothing but a parachute, the same loadout, different loadouts etc. but the problem remains, strangely it doesn't appear in single player but if I host locally it happens. I'm at my wits end, figured I'd ask here before giving up and finding another insertion method.

lusty cradle
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anyone know what happened to the Sci-Fi Support+ mod? (steam workshop)

misty thunder
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I'm making a map in the VR map, but I want to find the least performance-intensive large object to wall off part of the map that I can. Would it be the big, white VR blocks? One of the giant piers from the CUP map assets? Something else? Ideally, something as large as possible for as small of a performance impact as possible.

Also, does disabling simulation on objects that have no interaction/doors/etc do anything bad? IE, will the AI still use sandbags with disabled simulation as cover, etc?

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(I'm very paranoid about too many objects causing lag. I don't know how many within a small area, even on the VR map, would affect performance.)

misty thunder
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Additionally, what things should and should not be set as 'Local Objects'? Will it increase the strain on the computers of players in a mission?

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Last of all... Will the decals in the Signs>Graffiti section cause any problems with the aforementioned performance?

astral bloom
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  • ”Just a prop without physics” aka houses do have really small impact on any performance
  • Disable simulation mainly do something with physics and object updating. Pathfindings, collision etc are not affected AFAIK
  • Local objects = processed only on player's end, and no info are passed over network. That means less network traffic, no (graphical) performance change
  • You are making a mission not a map
trail basin
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Does anyone know what the code means that you get when recording a unit?
[0,[6818.2,-2114.72,23.4706],[0,0.999999,-0.00170898],[0,0.00170898,0.999999],[0,0,0]
I know the first set 3 numbers in the first brackets is the physical position but what do the other number mean?

trim seal
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_capturedData = _capturedData + [[(_timeCur + _timeOffset), (getPosASL _unit), vectorDir _unit, vectorUp _unit, velocity _unit]];```
from `fn_unitcapture.sqf`
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time, one vector for position, two vectors for orientation, one vector for velocity

trail basin
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Is there a way to activate landing gear down with a trigger?

undone creek
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Does anyone know a work around with the Civ Presence module that allows you to have custom civilian factions from mods like CUP, 3CB or CFP? Currently doing a campaign set in the middle east and none of the AI that are auto assigned to the module work for that setting

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I've tried using GRAD Civilians but I always manage to get lost when trying to figure it out

past sparrow
undone creek
torpid lintel
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Mission Summer%20Offensive.chernarus_summer: Missing 'description.ext::Header'

wtf does this mean

north stone
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Obviously this means that description.ext file is missing Header class.

torpid lintel
spiral vigil
torpid lintel
languid spoke
torpid lintel
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description.ext.txt

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It said that on the pbo manager

languid spoke
torpid lintel
languid spoke
torpid lintel
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nvm

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figured it out

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yeah my bad g

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What does No Entry '.model' mean?

astral bloom
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You have a Mod with badly made config

torpid lintel
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Oh, great!

trail basin
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How do I make it so a UAV Operator can't control the Mk41 VLS from the drone list? I only want them to control just their AR2.

mossy lava
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You can use connectTerminalToUAV to connect an AI's terminal to the vls, or lock the vls so players can connect but can't control, or use disableUAVConnectability which works per-terminal item and can be tricky if players have arsenal.

trail basin
storm shale
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I hope this is the correct channel for my question - and due to the BI Forums still in maintenance mode, I think I have to ask here.

Well I am building a mission at the moment. Start and End should be at the same location. I have 3 Tasks in my mission and what I want is, that the mission ends as soon as all 3 tasks are completed. Last task is Exfil to the starting location.
How can I activate the trigger for finishing the last task? Blufor present does not work for obvious reasons - Blufor is already there at the start of the mission.

My current workaround is that the final trigger is not at the exactly same position but a few meters away in the same area - it works, but chances are that one of the players runs by accident in the trigger.
So what can I do?

scarlet dove
cinder harbor
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is it possible to place a rectangle on the map that is inverted, that is to say that the the only parts not coloured in are inside the bounds of the marker

(3den)

west silo
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That's what cover map module does.

cinder harbor
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ah thanks
also anybody got documentation for zone restriction module - doesnt seem to have any on the wiki

faint ingot
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Im having an issue with our multiplayer scenarios that I can't find much help on. Anytime we set AI skill and precision, it gets reset after a few minutes back to 50%. I've tried using the Global Skill module through Zeus, manually configuring each individual prespawned units' skill in 3den editor, and setting the mission difficulty systems to cusom and adding the values associated with .1% precision and 80% skill to our server's difficulty, nothing seems to work. After a few minutes of runtime, they revert to 50% on all skill sliders, and become terminator aimbots.

trail basin
final acorn
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@trim cave pls kindly check your dm

faint ingot
compact laurel
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How do you attack a position in a location from 3 different gates with bots and orders?

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disabled, unable to run a game properly, refund players you bunch of shit

cinder holly
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@compact laurel are you okay? how is your life?

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it seems you are going through a rough patch - I hope you will be okay soon

fallow grove
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@compact laurel Did you eat something that made you sick? May the Lord be with you and you get well soon!

cinder holly
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@compact laurel please answer, I am a bit worried about you now

compact laurel
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@cinder holly im aright, really nice

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I try to understand this idiots bots

cinder holly
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Then refrain from attacking, insulting and threatening people on this server.

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!issueWarning 304039253120385025 insults and threats are not tolerated - glad you came to your senses

compact laurel
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Insulting leads nowhere and sometimes words can be harsher than actions, but hey I said to myself why not in a way where they made their money and maybe they don't care about player feedback, so I allowed myself to write messages that will attract all the attention and that bohemia works the ia

astral bloom
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That will just lead us to open the door to step out from this server

compact laurel
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I understand that this was not my goal.

astral bloom
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Then just behave politely. That's how it works. Even feedbacks do

cinder holly
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as I said, thank you for having deescalated it

the feedback is listened to, however Arma 3 itself will not see much more evolution on that aspect given it is an 11, soon 12yo game now

compact laurel
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Yes, I'm talking about Arma 4. I also played Arma Reforger on Xbox. The AI ​​is sometimes a big problem. That said, Arma 3 is brand new to me and it's super interesting.

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I prefer to finish all the DLCs in story and camp mode before starting coop or PVP and I think it must be very different in terms of time and understanding compared to AI.

undone creek
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Ok...

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Can anyone give me a hand with something? I want to set up a thing for players to do that will allow them to "repair" a generator. Essentially it'll be a prompt they can go up to and just hold interact until it's done but I want it to play the A3 repair animations. I'm not entirely sure how to set up either but if someone has a video that I could use it would be greatly appreciated, thank you!

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I am also using 3den enhanced and this is only a 1 off thing I'd like to set up as a Holdaction

tender hare
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maybe DAC?1 but i don't think that they waited half an hour for dac to initialize regarding the mapsize and the amount of waypoints dac has to make

blissful abyss
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hi guys is there any way that I can make my friend high command and add units to him AFTER we enter the scenario

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the point is that I want to first generate an army for him with MCC

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and mission points to defend

blissful abyss
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oh yea, i got zeus, is there a module or something like that?

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@fallen blaze do i just drag the units holding ctrl to him?

fallen blaze
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Yeah just put him over the units

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I believe thee is a module too, but I'm not at my pc

distant kestrel
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How do i make this. I am making a singleplayer mission and my player comes home to bed. How can i make a black screen to transition to a later time to a diffrent map setup(something happened while the character slept) and to make it go from there

cinder holly
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cutText + skipTime/setDate + setPosATL

distant kestrel
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Thank you

vale grotto
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Hey all, I'm using the BIS_fnc_showSubtitle command for a scenario I'm working on that's using subtitles.

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I have them executed and they work, well the first line anyways

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the second line doesn't seem to activate for some reason.

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any guesses why?

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Here's the structure.

cinder holly
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you can fix this by wrapping it in a 0 spawn { /* code here */ };

vale grotto
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You genius

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I was missing a sleep; command

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thanks for the promt response

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don't even know If I would've noticed that, so thanks for the pointer

torpid lintel
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What are some good PvE/PvP fully customizable (faction wise) scenarios?

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Me and some friends are looking for... a certain current event to play with

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I thought about ALiVE but it's only beketov that is indexed

wintry hedge
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@torpid lintel Hi