#arma3_scenario
1 messages · Page 11 of 1
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
copy that @silk axle
if its not useful i delete it
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;
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?
hmmm looks nice
Isn't that the same skill edited in the 3den Ehanced's skill tree?
Here's what I have right now. These 2 guys are completely turned around from the player and shouldn't have noticed him.
Here's what their stats look like
Looks very cool! I'd definitely download that as a composition for use in a mission.
To answer your question with a question: are the hitboxes too small? Because placing invisible walls might be a (performance expensive) solution.
Just brainstorming here: could you find the gravestone texture and apply it on VR blocks instead?
Yes
But looks like 3den enhanced doesn't allow you to set it to zero
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
If the AI actually see you through the walls you're either using a bad AI mod or bad object with holes in geometry
Try reducing the camo coefficient of the player too
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)
Does it have hidden selection textures?
nope
If not you can use the user texture objects
So you mean you tried getObjectTextures and it returned an empty array?
oh no i dont know how that works, i meant there isn't a path option in atributes
Well what does getObjectTextures return?
do i just execute "getObjectTextures" in the init and thats it?
No run it in debug console after running the mission
getObjectTextures myVrObj
MyVrObj is the variable name of a VR block
ok i put it in the debug console but how does this work i've never used it before
Name a vr block myVrObj in 3den
Run mission
Type the code in debug console and press local exec
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.
alright it gave a ["","","","","","",""] is that considered empty?
Huh, didn't think, I will try turning off LAMBS
Also, is there any way to create a small simple light outside of using the light cones which are insanely bright?
It means it probably does support hidden selection textures so you should be able to retexture them
ok nice, would i then be able to texture them with the grave (tiled) texture?
I guess so. Did you try this already and it didn't work?
Well you can create scripted lights with any brightness you want
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?
or is it also a paa path
It can be a paa path.
idk what you mean by "each texture has a string of numbers"
i said that because of the ["","","","","","",""] thinking each ''''' is a number
Each "" is an empty string
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)
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?
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
Can I eddit existing lights' intensity with the API?
How do you place those lights?
Is it a specific object?
If so I guess no but you can try the setLightIntensity command
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
Light cones
is that a module?
You mean it's an object? Modules are also vanilla thing
Ah it's an "empty" object
Well try setLightIntensity on it. See if it works
Press F5 and you'll see
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
this setLightBrightness 0.15
should in theory work, right? I have no clue how references and stuff work in Arma
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
What could be causing that?
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
I removed LAMBS and that, I believe, is the only AI mod that I had
Didn't change squat
I might just make them non-responsive, I guess
Here's what happens with the light. It seems to be activated by player being close. Same thing happens with the fires
That could be related to the dynamic lights quality setting
I've seen light pop in before, but never so close
Yeah, interesting
How can I make so it shows a short message when entering a village for example?
hint, chat commands like sideChat, etc
for materials you should use setObjectMaterial
Show your cfg and folder setup
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
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?
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
That's not really helpful since I've already read the guide and it doesn't explain how to set light source sizes
because you have no condition, if you want to activate it when the activation and activation type match the game flow, you need this in the Condition field, it should even say that when you hover over the field.
you are not helpful either since you did not say what have you read by now, and if you actually tried following it to at least make a light source, you would have figured out which command in there serves as the light "size".
ZEN only uses setLightBrightness to control the flashlight intensity.
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?
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
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 🤷
Put this in the trigger's condition
Ohh it's already been answered
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?
Thanks
But how does that help? I mean, is brightness/intensity directly related to how much space is illuminated? I have a few lights in my level using said tutorial, but I don't see the brightness affecting the illuminated area, just how bright a light is
I increased the sector size to 600-800 and that spawned more infantry. A buddy helped me out, all set
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.
i haven’t been able to get the AI to fire the artillery no matter how i set the triggers
getPos doesn't work with markers
also marker_4 isn't defined as the error says
you probably wanted getMarkerPos "marker_4"
thank you i’ll try that
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
addMissionEventHandler, entityCreated
thank you! where would I put this?
Somewhere that runs that code. Like init.sqf or initServer.sqf etc
thank you so much. I was using a while loop and it was cursed. this works great
for the purposes of triggers, do zeus remote controlled units count as players?
No
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?
@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.
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?
Working on a Zeus mission set in the Half-Life universe
Conscripts stationed in the outlands, the old seabeds of Earth are ripe for antlion harvesting.
Hi guys, just a question: is there any way to improve enemies (AI) health from editor when using vanilla arma?
define "improve"
you can manage how the game handles damage for specific units using event handlers if this is what you're looking for
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...
so I'd like to improve npcs hp os at least to not let them be oneshotted everytime everywhere
wow that Half-Life universe Looks Awsome m8
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.
You should give your enemies armour, lol. Unarmored enemies will normally die in 1-2 shots, while enemies with armour will take somewhere between 3-6 shots depending on your caliber and where you're shooting
Of course they have armours, that's why I'm asking for help, couse they should not die that easily😂
Well, are you headshotting them? I don’t really know why your enemies die that easy with good armour
when using mods, guns can have edited damage output
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
I have a cursed thing that saves the loadout you have when you die and loads it when you respawn, but kind of a problem when you run out of ammo.
I’ll mess with it some more, but do you want what I’ve currently got?
I have a workaround for now, i think its the 3CB loadout system misbehaving
Whilst ive played a tonne of arma im still new to scripting and stuff
@fallen blaze That is the default behaviour of the respawn system; you need https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn to adjust it.
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?
https://www.youtube.com/watch?v=rzBHex0NA_U used this. all good now
I'll guide you through the step-by-step process of changing your preview image for all Steam games with workshop integration, using Scrap Mechanic as an example. Discover @TechnologicNick's workshop preview changer for updating the thumbnail image of your build - a reliable, universal method for all games. An easy tutorial to enhance your bluepr...
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?
You can use the vanilla resupply requester module
Sync it to u, then sync a Supply Provider (either physical or virtual) to the requester module
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
Last part requires some scripting tho
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 ?
Does anyone know what tank mod this is?
Scimitar. nvmnd
Is this mod still on the workshop?
Tank is FV107 Scimitar MKII
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.
Sounds like you’re playing with ace. Go into addon options, find ace medical in the drop down menu, then find a setting called ai unconscious and turn that off
If not, there’s a command that you can change your civilian reputation with I’ve got saved somewhere
Perfect, we do use ace. I'll send this to my A3 guys, I really know nothing about this stuff. I got involved and understand reforger fairly well. If it doesn't, I'll DM you, if that's ok?
Sure
There’s also a KP liberation discord. Those guys will probably know more than me
Perfect I'll look it up, too. But TBH, this sounds like the fix. I appreciate you, homie
Thank you!
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?
Find a ready-made solution.
Google is a friend.
I usually see people use addAction and createVehicle
You’d write something using these and put it in the init of an object you want to be your button. For the position part of create vehicle, I’d use a named invisible object like an invisible heli pad or grass cutter
That would be a pretty easy solution, thank you!
Some shots from a Half-Life wasteland series I am working on
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.
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
https://community.bistudio.com/wiki/vehicleVarName
But I wouldn't store task IDs in vehicle vars.
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?
I think you don't have any other option.
fyi might be easier to use the set task state modules
depending on how your tasks are set up
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
How do I do that, what's the difference?
You can just sync the modules to the trigger and then the task module with no coding necessary
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
"script" is one answer
Huh, alright
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?
heyo! having an issue with the "Edit Terrain Object" module isnt working as it should be. any thoughts?
try looking into high command, its a toggleable mode that allows you to controls other groups of AI outside of your own group.
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)
been in the game forever lol

i believe its actually been a feature of arma since Arma 2 lol
😭 It's pretty cool though from my limited messing around
It would be nice to be able to do a "suppresing fire" command though through it
it does not work in multiplayer environment. Use Hide Terrain Objects module to hide them instead. Or script the functionality.
ah bummer, i always found it easier to use the "Edit Terrain Objects" module over the hide terrain objects :(
well it is what it is
how come it works with everything else then??
@spare arrow you need help with something?
it seemed to work in local multiplayer with everything else, just not those two sheds specifically
ask the devs. The code is written in this way that multiplayer makes it desynced
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
Plz
anyone know why this isnt working?
i dont think ive got a spelling mistake in there
same error for both files
Provide the path to the file where the path is specified, and the path itself.
apologies but im not sure what you mean?
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?
That's correct.
Sometimes you need https://community.bistudio.com/wiki/getMissionPath, give that a try.
if it helps, im putting this into the whiteboard object
i dont believe id need getMissionPath for an in eden object no?
Try without the "
still doesnt work
Does anyone know a fix for eden not showing missions in the editor I have made
did you actually save them? if so, did you save them in missions or mp missions?
Yea i have saved em
I can see all the files and stuff in the documents and everywhere else they are supposed to be
Eden just will not pull them up
did you change profile?
strange, im not entirely sure then.
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).
ah good point yea
Ive got the same mods loaded
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
was it showing previously?
Before now yea
As workaround, use https://community.bistudio.com/wiki/setObjectTexture.
try creating a new profile and porting your missions over and see if the issue persists
alright gimme 2 mins, im restarting my game to see if that fixes the issue
Yea that doesnt even show up lol
In game it does but not in documents
yea still not working
Any error?
no error
sqWedge_board setObjectTextureGlobal [0, "assets\textures\whiteboards\mapboard_formations_sqwedge.paa"];
Then maybe your texture is not suitable for the game.
strange, should be, its .paa, 2048 x 2048 px
passed through GRADs paa converter just fine and that usually picks up any errors
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.
so you cant change the texture?
You can.
Try adding suffixes: https://community.bistudio.com/wiki/TexView_2_Manual#How_to_use_it
alrighty gimme 2 seconds
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).
same issue, cant find the file, changed the name in the files and on the #texture 0 in the object properties
Could also try a JPG, those should work too.
doesnt seem to work just in the assets folder, tried it on the rugged laptop as well, fruitless.
i guess ill try a jpg
still nothing
does someone have a random PAA file they know works they can lend me?
i want to see if it will work with a different file
maybe for some reason my files corrupted???
if you get not found error then the file is not an issue.
\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_ca.paa should be part of the base game
still doesnt work lmao
Not sure if it needs the leading \.
same issue after removing
is there a good place i can submit a bug report? i feel like something isnt working as it should lol
oh god
i have over 500gb of mods...
into the texture #0 of the whiteboard object
post the code
It looks to me like you have the quotes in the path
IIRC the error does not add quotes to the path
Then... https://feedback.bistudio.com
and the tooltip when you hover over "Texture #0" says to use quotes
the default path in there does not have them
and a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_ca.paa works just fine
lol i have 0 mods lol @gentle bone
didnt seem to work for me?
then your game files is incomplete
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) 🫤
oops lol
did you try shutting down the "server" (e.g. by going back to main menu) and trying again?
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
what causes this?
After 5 deaths, the menu position just locks up resulting on the mission needing restarted
no more respawn tickets?
well i never had them
I was going off of using the menuposition spawn only - unless they're tied together?
[west, 100] call BIS_fnc_respawnTickets; when it happened using the debug but it remained the same
in my experience BI respawn menu is buggy and it can simply stop working for no reason.
due to lag maybe https://feedback.bistudio.com/T183228
due to poorly written SQF
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?
try without the AI
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
pls ping when answer
i mean i tried restarting my game entirely. still didnt work
also hello i am back, same issue, verified my files and everything, still not working.
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
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.
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?
Shqll have q look at this, thank you
Put UnitGetIn_Con = True code in the AI unit's waypoint init box
Then on the trigger you wanted, put the condition as UnitGetIn_Con and the trigger should fire
Making waypoints work properly in a structure in Arma is a bit nifty so idk
The better way is using a condition that actually checks if all units got in:
units myGrp findIf {alive _x && !(_x in myVic)} < 0
Make it fail, then send a RPT of that game run afterwards.
Preferably make it fail with a vanilla texture
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.)
idk if there is variable for that , maybe you just need to delete one of the modules to stop respawning
That's definitely an option and If all else fails I'll probably do it that way.
I would like to create extension for this but I don't know if that would be legit? (Of course it would ask user to send the report). Also I don't know whats the best way to implement the server. - Just some thoughts out of boredom 🙂
Im not waypointing them, they just do it on their own.
ArmA and cities never have been any good.
That doesn't work for me as its an AI that lands from a Heli and gets into a car so he starts in a vic.
Oh, nevermind. I see the line for naming the the vic
Ik I asked before didnt know if anyone else had some ideas
itd be much appreciated
the missions are in the correct file locations its just that arma is refusing to read them it seems
Are you putting them in the right profile folder?
yes
Are these PBO'ed missions or the editable missions?
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
Are you putting them in the right folder?
Should be something like documents/arma 3/other profiles/missions (or mp missions)
yes
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
That’s odd. I’m not sure what else to do. Sorry
no worries
thx for the responses
the mission folder has a .Altis or other map name?
yea
Do you have screenshots of the file location and where you’re trying to access them in game by chance? Maybe that would help
What’s the difference between this channel and the editor channel?
This is for mission editing the other one for questions about the editor itself. Although this often gets ppl confused
You can also check the channel description. They usually explain what they are for.
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?
arty should be just like any vehicle, it just may not move
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
Slightly roundabout, but you could put the limited stuff in the inventory and the rest in the arsenal
yeah its that pretty much all is limited on this one. my idea is making a PvP mission with a bit of resource managing
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
Yeah I get that for sure
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?
Maybe because the server doesn't load the Mod?
i'm still looking for help on this
you have a Rented server or such?
there are some modded arsenals around that does this, but getting it to work may require some scripting skills
do u know any from the top of your head? i was looking for sometimes
i remember antistasi has kinda of that feature but i suppose its built into the gamemode
yeah
I tried this before: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/
thanks i'll look into it
after messing with it. it unfortunately does not seem to work
i couldn't even get the menu to work or any answers on it
sorry to hear, idk if the author is active anymore. maybe google for some others
i think i'll go with the normal storag
ethanks anyway
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
I think its the "hostname" in https://community.bistudio.com/wiki/Arma_3:_Server_Config_File
Hostname works as hostname, but the mission name is separate :v
Yes, no joy
👎
Problem reading and doing?
did you restart your server between tests?
Yes, no matter what I have set, it only takes the name of the pbo
Show us what it looks like now and what you've tried.
Wouldn't it be great to be able to color-code the triggers in 3DEN?
💰
I think one of the antistasi or antistasi-like missions has something like that, maybe overthrow? Might be worth it to look at what they use/do
nah at this point i just came with something else
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
https://community.bistudio.com/wiki/setCaptive
and to check if they're free
https://community.bistudio.com/wiki/captive
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
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
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
Hello! Just a couple questions:
-
Will using the Hcoll Disable AI module save performance equivalent to only spawning the AI when needed?
-
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?)
spawning the AI when needed is probably faster because the engine doesnt have to process any of the AIs things and they also need to be rendered so Id favor spawning when needed
Alpha version of a level I am working on. Take care, I die a lot, it is pretty freaking hard, lol:
https://youtu.be/uSmheZulEdc?si=R1EpbOKJRIaN3kzt
CQC, Delta Force-style mission
It turned out pretty well thus far
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
More hit and run style attacks rather than taking and actually holding ground, that kinda stuff
convoy ambushes, IEDs, etc
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
What have you done. What I mean is, what step did you done to "export"
Also what is your goal
@vivid cloak Or remove the driver, or disableAI "MOVE" on the driver, but yeah removing the fule is an option
Is there a map that is has the Altis, Stratis, and Malden islands all together? I thought I have seen it before
There shouldn't be, since the vanilla maps have not been released for editing by modders
There are some combined maps in the CUP terrains, maybe United Sahreni ?
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.
What location is that?
Poor players, xD
town in the south on the map North Takistan
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
Lmao
define "good"
so i'm having a problem with paradropping troops from Mi transports, i made a video to exemplify the problem, anyone got ideas here?
i have ACE and a bunch of other shit, so if it's a non vanilla solution i don't mind.
not exactly sure whats the problem but you could make the heli fly higher if you want the men to parachute out of it. with this command: https://community.bistudio.com/wiki/flyInHeight
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?
check your attributes, General > Misc, make sure 'Hide Friendly Units' and etc are ticked
@restive panther
I appear to have no such tag under General - Misc.
hmm
might be a 3den enhanced thing?
I never have it off so I kinda take a lot of things like that for granted
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.
Under difficulty settings
https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings#Difficulty_Menu
No no, altogether different problem. This occurs set even to the hardest difficulty.
Map content friendly/ enemy
Upon spawning in, every unit on the map is marked, whether they're known or not.
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
You could probably try Zeus discussion
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)
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
oh, this is #arma3_scenario and not #mission_makers anymore
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.
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
Yeh, kinda was hoping there are some hidden ones.
Most people call it missions, 🤔 confusion incoming
I realised only yesterday that it is addMissionEventHandler, when we want to promote scenario
"MPMissions"
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)
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.
I believe you can only set their behaviour as combat or stealth
Combat is fine, I just need the code to use
Sounds about right and thanks
Why might a mission's time not be increasing?
"time -> 0"
Context?
Trying to make an intro scene for map, but the screen is black and running "time" gives 0
You sure accTime is not 0
why is it 0-
Because something set it so
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
Yes
Place a character in Eden and it is placed. Otherwise, something is deleting them
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-
Do you even mean you placed no units in Intro? Playable scene is not intro scene
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
Okay, do you load any Mods. Any scripts you wrote
mods yea- but surely they'd be doing it to all the main menu senarios?
Do you mean what? You're making an intro for main menu?
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!
https://gyazo.com/3e6746d72971408f2b4e28efec4dac51
The thing I want-
oop
there
anybody know any good maps to double for Stalingrad?
can someone help me to make a convoy?
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
Does it have huge numbers of AI? (>50 SP/>150MP?)
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
@tender creek
Basic Rifleman
Big: Light Soldier
Small top: Heavy Soldier
Small bottom: Marksman
alr
the map themes i have already
Urban and rural areas
did you choose mods or all vanilla ?
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 
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
I have a uniform too of the CDC Security Forces
the bad guys technically when you play the campaign
Also for the map i have to make it post apocalyptic ;-;
placing many objects will ruin performance
there are a lot of post apocalyptic maps
like Namalsk, Chernarus, Taviana, etc
there is Chernobil map too
Hmm alen
Don’t think I have any big DLC’s, so my map choice is a bit limited
If you’re talking about Arma 3
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
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
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
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
"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
inb4 view distance at absolute minimum and people start screaming about the crazy fog
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.
Can we see the mission file(s)?
Of course
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.
thats actually quite common question. look here for increased armor: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
So this works for a player and not just a vic. So I could assign this to a player or would I need to assign it to part of the uniform?
the event must be added to unit which damage you want to modify. so for example player
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
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
Have you read the article?
Nobody seems to be helping regardless of where it is
doesn't grant the right to crosspost 🤷♂️
if you were told to move it here then it is fine
I am just telling you the rule, don't do like others that spam everywhere to get attention - that's it
Yea I just noticed that, apologies. Thanks @north stone
Yea not meaning to be rude or anything, was just confused about being told not to do it despite being told to do it. Thanks for the reply anyway.
mb for the confusion!
sound as mukka G, happy new year to you all btw
no u!
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
hi, that would be more of a #server_admins question I believe 🙂 cheers!
@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
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
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.
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.
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?
. . . LM CAAS does support mods :3
Ty
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"
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
And you cannot use a comment in Trigger
And delays.
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.
Move your code in file and launch it from trigger.
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?
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)
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
haha I'll join you on the walk cause my script knowledge is -90
haha we can do a screen share later and a chat if you like and see where we're up to with this. I'm close and can share my troubleshooting to find what will work using the mods
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
No
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
good thing, because it is the Arma 3 scenario channel 😃
select all the objects at once / by group then right-click → properties → check the local checkbox → save
Thank you alot 🙏
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
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.
Does Unitcapture work in MP?
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 😂
There are definitely too many tracks: https://community.bistudio.com/wiki/Arma_3:_CfgMusic
Marksmen DLC lead track 02 goes hard in my opinion
https://community.bistudio.com/wiki/Arma_3:_Utilities#Jukebox You can use this to listen to them.
Is it possible to script a SOG civ boat to go faster than 30kmh?
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
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?
hint remoteExec name player etc are the commands
Thank you
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
It's the latter. Thanks man
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.
You can use this instead of the HoldAction by putting it in init box of the prop object in Eden. Modify the script you get in Ex 1.
https://community.bistudio.com/wiki/BIS_fnc_initIntelObject
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?
dubbing_f_beta?
Well why you need a config when you have the filepath?
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
Because they use config, not path. Make one in your description.ext
IIRC you need @ in your filepath prefix
Explained in CfgSounds description.ext BIKI article
thats it, it works, thank you @astral bloom
How do I place a single NPC into the for example gunner seat
Aka. BLUFOR into an empty OPFOR vehicle
Drag it onto the vehicle in the edtitor
You can switch seats then via the right click menu
❤️ ill try when I get home
server has no issue, only clients
and there's no way i can get as low as 40 units in the entire mission
@west silo also dyk how do i set up spawns for MP
Since all that happens is "spawning is disabled"
Youtube
Can show / explain it faster
i already have 50 server fps and 50 fps on all 3 headless clients with 250 ai
the issue is : client fps in kavala
player count is anywhere from 3 to 40
% of ai that's hard to tell
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
You haven't seen me explaining yet
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
and also to avoid unnecessary changes i'll adjust view distance only if 3 consecutives checks are below the desired fps
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
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
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
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?
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
Isn't this kinda an admission of failure for the engine that enterable buildings make it lag out?
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?
enableSimulation
@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
Though the reactions thread ( https://forums.bistudio.com/topic/183573-the-struggle-enter-able-buildings-vs-nonpartly-enter-able-buildings/ ) was... varied about how appropriate a solution this was (or rather, what should be the solution if "all buildings enterable with a detailed interior" wasn't possible under the development constraints) and as I noted the above was despite the community helping out Bohemia with the buildings and other structures. 😦
Hey everyone what did i do wrong happy for any help 🙂
is there any example online that just sends a message in the chat as soon as a player killed something? I am trying everything but nothing works
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.
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.
Should be possible with the setMarkerAlpha command from the server side: https://community.bistudio.com/wiki/Category:Command_Group:_Markers.
Or by setting the type to undefined type, see here: https://community.bistudio.com/wiki/createMarker.
Ah I see, thank you. This has got me on the right path, cheers :)
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
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.
I see, thank you so much! I’ve been trying to do some Halo missions for my friend group so I’m probably gonna copy some stuff with that, somehow did not think of that
Halo is one where you got alot you can adapt from with all the games and stories out there.
I think that one of good ways to create a mission idea is to sit down with a blank paper and start writing down a simple scenario or a story and drawing images and sketches that will further drive you imagination.
good idea actually, gotta try that out
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
Special operations are, in my opinion, easier to design, since they tend to not involve many units or complex maneuvers. But if you want to know what is more popular, you can search through the most popular scenarios on Workshop to get the idea.
Special operations also leave more space for intricate story twists. But they both can be equally engaging.
Yeah that’s what I was thinking, but it’s also that I’m not sure how I could depict the whole “regular infantry” scenario with just some of my friends without resorting to ai spam. Maybe I am unimaginative
It is like comparing Ghost Recon and Battlefield, you get the idea.
It isn’t out of what is better but if it’s possible even
Yeah I do understand
Both are absolutely viable, though, I would not probably make player do something like a gate keeper or a cell guard.
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
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.
Thanks a lot man you've been a great help
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?
Use, as in, they hold no DLC weapon/get into no DLC vehicle they won't have any ad. So yes
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
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
Everyone knows armas occlusion culling is shit
well ... did not wanted to shout it out
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
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.
I've just updated my single player [CAMP] Purgatory with full voice acting from elevenLabs and tons of new changes and improvements.
Download link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3364010856
More info or discussion:
https://forums.bohemia.net/forums/topic/359408-camp-purgatory/
There goes my #1 source of cover.
yup ... empty buildings > non-enterable buildings
No matter what you choose, you'll piss SOMEONE off BohemiaProjectManagement.txt
They could fix thier culling.
they could fix their engine
Also -- might be because "every building is enterable" is the Arma 3 philosophy as opposed to Arma 2.
9:53 PMWhaleTakistan has great frames.
iirc most buildings on Takistan are enterable
and have furniture
not sure if this is a right place, but is there a way to batch update several scenarios on workshop?
or i guess to be more clear, update scenarios on workshop outside of using game's workshop manager
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
I was considering building a script that places random furniture in houses, but only where there are players nearby..
you should create a "buffer" then @viscid sundial or that function will lag out every player 😃
@waxen radish I was thinking about some cache-script. Not sure if to go the pre-fabricated or the randomized layout.
A burning bed on the balcony most likely..
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.
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?
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
Yes.
i agree with 1:3 as a general rule. you can adjust this based on player skill, weapons/optics, and enemy skill/armor/weapon/optics
give players stronger weapons and hard cover, and enemies less body armor = maybe 1:5 or 1:6
The group I play with we barely ever get more than 10 at a time but we all do zeus rotations and its fun. I find smaller groups are easier to zeus for anyways as you can do more immersion stuff that a big group would cause problems.
Well I have about 1-4 other people I'm playing with, so like for example with 2 other people the issue is I will not be there to help them with a battle
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
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.
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:(
You might be able to do something using the CBA invisible targets, or using the force fire scripting commands
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, "", ""];
this addAction ["Button Title", {
1 cutText ["","BLACK OUT",1];
sleep 2;
private _unit = if (isRemoteControlling player) then
{
remoteControlled player;
}
else
{
player
};
_unit playAction "PlayerStand";
_unit setPosASL (getPosASL objectName);
_unit setDir 161;
sleep 0.5;
1 cutText ["","BLACK IN",1];
}, nil, 1.5, true, true, "", "true", 5, false, "", ""];
Thanks!! You are AWESOME!!!
That is true, but I mean moreso that I do want to be a part of whats going on and even though I need to balance it for them, they end up all left alone
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
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
opfor_vehicles_low_intensity array is missing its closing bracket?
oml that was halting the entire thing I didnt even mess with that i must of deleted it by accident and just glazed over it assuming the commas or quotes were incorrect thank you i feel stupid lol
i try to play scenarios but i get the error message "steam operation failed" anybody got any idea?
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
You can do a lot of funny things with triggers
does anyone have a working link to the Antistasi Ultimate server? or does anyone have any experience of using the A3AUExtender?
I am going to bash my skull against a wall with ALiVE
I'm failing to upload image to workshop scenario, it takes forever. I've tried Steam client and Firefox
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)
Yeah... Move to HAL NR6!!
What's that
I just want a scenario where stuff happens and I get to run around and shoot my friends
https://steamcommunity.com/sharedfiles/filedetails/?id=1877858319&searchtext=HAL+NR6 it is a mod that is somewhat similar with ALiVE in some aspects!
I highly recommend it! Take a look!
Cheers, since I am kinda dumb I tried to set it up but the AI just sits there
ALiVE is great... Needs some time to set up but it is great. Although, it is not supported anymore so it is getting a bit "old"... HAL is still pretty old but recently the person that took old HAL and made it a mod came back to it. Plus there is a pretty active community in their discord server that can help you with whatever you may need!
How do I make a script when someone exits a zone it tells him to get back in or else he dies?
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.
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;
};
};
};```
Sounds like it could be a combination of locality and init order
Don't know enough to be certain about cause and fix
Not certain about the module, but I think the equivalent script you'd want to run on all machines as part of init (not certain about pre or postinit though)
Well, if it ran in scheduled environment like init.sqf, that would imply objects are undergoing simulation, right? Sounds like preInit or an Init field would be the correct place to write it
https://community.bistudio.com/wiki/Initialisation_Order
The documentation notes that modules are initialized several steps after preInit/Init fields, so I'll try adding an init field to each module to hide them manually, even if its not ideal
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
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?
Glad I helped with a solution
👍
If ayone can think of a work around or have any advice please @ me
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"
This is not a troubleshoot/report channel and I do believe last few topics in #western_sahara is about your issue
Thanks
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?
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
is there a way to change liberation so you play as opfor instead of blufor
You can try mission generators like Dynamic Recon/Combat Ops, load the one with the desired map/faction mods and play solo or with friends
is it possible to import plopper json into eden editor ?
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.
What is "Stay On Position"? Try using commandFollow ,doFollow, commandMove, or doMove scripting commands. For Zeus, you can make a composition to do that for you when you place it near a unit.
Its an option with 3den enhanced. Im having a problem where when the leader of a squad dies, all pathing gets turned on when I don't want it to. If I set "Stay On Position" they wont move but can't get the unit to move in RC mode like you can when disabling Path.
Don´t use that I guess and if you're using mods you need to say so people can help you.
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
BIS_fnc_endMission
Simple Single Player Cheat Menu has Zeus function you can enable
@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};
};
};
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
That's just displayed text
hmmm i see
It's not to complicated ["End2", false] remoteExec ["BIS_fnc_endMission"];
so your saying i should use this code ["End2", false] remoteExec ["BIS_fnc_endMission"]; ?
Yes, without false mission might get marked as played in Workshop even when all players died. That would be funny 😆
yes it would, cool thx man @tardy verge
so i would need the true, in the End1 part also right ?
It's true by default, so you can omit it
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
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.
if you "lower their rating", even BLUFOR will shoot at civilians
what you can do for a visual effect is to create a BLUFOR (or INDFOR) group, join civilians to it, then delete the leader - this will have them BLUFOR/INDFOR and they will be shot at by OPFOR, while BLUFOR will not
Awesome. Thanks for the info. I'll give it a shot
Now I'm thinking more like a Life server but with enemy occupancy within the map. Patrols and bases etc..
Where do I use this function? I am able to use endMission but I can't either see BIS_fnc_endMission come up in the autocomplete, nor does it actually run
how are you trying to use it
did you see my post up there
I fixed it
ok
I thought it was the same function as endMission
Like
The same way it gets executed
Thanks
so you Got it Fixed @Mac
Yes
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
If there is something, it likely is profiling
@tardy verge thx you so much for helping me with the end missions stuff its Awsome
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
Google "arma 3 ambient civilians".
There are a few mods.
You need to have the terrain.
Thank you very much I will do that now. Also regarding terrain how are these acquired? Is this through DLC payment or via steam workshop for free?
Both. Depends on the terrain.
@dense ravine did you ever try COS see if you can find it COS may be what your looking for
Hey Scotty. I checked out the mod you mentioned. Actually looks good. What I play allot is (DRO) Dynamic Recon Ops which does have some civilians in there but no cars driving around. Wondering if this COS module can be played whilst in DRO? I have seen a tutorial on YT so I will try this out today. Thank you
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?
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?
You can use Wayback Machine to view the forums.
https://web.archive.org/web/20250302162528/https://forums.bohemia.net/forums/topic/236073-all-arma-3-terrains-compilation-list/
All Arma 3 Terrains Compilation List Last Update: September 1st, 2024 Total number of Terrains: 532 This is a massive compilation list that compiles all the terrains aka maps from the Steam Workshop Terrains section. Purpose of this compilation is to sort, and organize all the maps based on locat...
Good idea
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?
I can give more details if needed; I'm just not too sure what else to add right now
@empty rune did you have a look at the RPT file to see if anything is in there to help you see the issue
@empty rune C:\Users\your name\AppData\Local\Arma 3
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
can you ask him or her to look at the RPT file
yeah I can drop a line in our discord. hopefully he'll be able to get back to me
good
its kinda hard to read the RPT file but you can get clues to some suff in there
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
seems like that might not be the case, though 😦
might be the Mod also as you said
i would remove the Mod and try the mission with the default game and see if it works that way 1st
we would need to see how you were setting up your loadout sqf or how your doing the loadout stuff to help i feel
might not be calling the correct names of the vests and other stuff
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
like for ex booniehat_tan
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
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
all the other units used either CUP or Vanilla weapons
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
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
I appreciate the help and insight, regardless!
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...
Little bit late to the party but TPW mod is exactly what you are looking for, it adds ambient civilians, cars, parked cars, helicopter flyovers, ambient sounds like car alarms when car is hit and radio chatter, screaming of children, music from houses. Animals....and I could continue, works on every map and is higly customizable 🙂
@hallow egret Nice
COS is Not a Mod really its just Scripting you can edit
as i don't use any mods at all
so that means we are not late to the party he he
Damn this sound perfect thank you so much for letting me know! I will download it soon and give it a try sounds good. Appreciate it
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?
Anyone getting this error when trying to use the BIS_fnc_UnitCapture? Im trying to start the record.
how do you call it?
trigger with a radio selected and activate rec = [objectName,timeSeconds] spawn BIS_fnc_UnitCapture;
Then your variables are undefined.
But the game doesn't agree with you.
so, typo? or _local variable instead of global?
typo, but now I get an error when trying to play back so Im going over everything again with a fine tooth comb.
ah well ^^ good luck
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.
anyone know what happened to the Sci-Fi Support+ mod? (steam workshop)
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?
(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.)
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?
Last of all... Will the decals in the Signs>Graffiti section cause any problems with the aforementioned performance?
- ”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
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?
_capturedData = _capturedData + [[(_timeCur + _timeOffset), (getPosASL _unit), vectorDir _unit, vectorUp _unit, velocity _unit]];```
from `fn_unitcapture.sqf`
time, one vector for position, two vectors for orientation, one vector for velocity
Thanks!
Is there a way to activate landing gear down with a trigger?
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
I've tried using GRAD Civilians but I always manage to get lost when trying to figure it out
I'm using the oncreated function to set the civilians clothes
Was thinking that, tho I might use Alive
Mission Summer%20Offensive.chernarus_summer: Missing 'description.ext::Header'
wtf does this mean
Obviously this means that description.ext file is missing Header class.
I don't have a description.ext file. Also how do I find a header class?
@torpid lintel https://community.bistudio.com/wiki/Description.ext
How do I turn an txt file into ext
you rename it
either enable file extensions in your windows explorer then rename
or
use the "save as" for whatever text editor ur using
extensible markup language file?
thats not .ext so no?...
You have a Mod with badly made config
Oh, great!
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.
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.
I'll give those a try. They are premade kits so maybe the 2nd option will work.
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?
Add a condition so that the task can only be completed once the mission tasks are completed
As far as I remember, you can have a trigger that activates when both a script or synced condition, and blufor present
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)
That's what cover map module does.
ah thanks
also anybody got documentation for zone restriction module - doesnt seem to have any on the wiki
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.
Are you using LAMBS or any other AI mod?
@trim cave pls kindly check your dm
We were using VCOM, but have since disabled it.
How do you attack a position in a location from 3 different gates with bots and orders?
disabled, unable to run a game properly, refund players you bunch of shit
@compact laurel are you okay? how is your life?
it seems you are going through a rough patch - I hope you will be okay soon
@compact laurel Did you eat something that made you sick? May the Lord be with you and you get well soon!
@compact laurel please answer, I am a bit worried about you now
Then refrain from attacking, insulting and threatening people on this server.
!issueWarning 304039253120385025 insults and threats are not tolerated - glad you came to your senses
Done.
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
That will just lead us to open the door to step out from this server
I understand that this was not my goal.
Then just behave politely. That's how it works. Even feedbacks do
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
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.
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.
Ok...
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!
I am also using 3den enhanced and this is only a 1 off thing I'd like to set up as a Holdaction
hey guys. any idea whit what script/mod shacktac spawned the enemies in this vid? : https://www.youtube.com/watch?v=mZBL3szPjXA
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
hi guys is there any way that I can make my friend high command and add units to him AFTER we enter the scenario
the point is that I want to first generate an army for him with MCC
and mission points to defend
With Zeus I believe you can
oh yea, i got zeus, is there a module or something like that?
@fallen blaze do i just drag the units holding ctrl to him?
Yeah just put him over the units
I believe thee is a module too, but I'm not at my pc
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
cutText + skipTime/setDate + setPosATL
Thank you
Hey all, I'm using the BIS_fnc_showSubtitle command for a scenario I'm working on that's using subtitles.
I have them executed and they work, well the first line anyways
the second line doesn't seem to activate for some reason.
any guesses why?
Here's the structure.
it is most likely that you are trying to sleep in a trigger or some other place where you cannot
you can fix this by wrapping it in a 0 spawn { /* code here */ };
You genius
I was missing a sleep; command
thanks for the promt response
don't even know If I would've noticed that, so thanks for the pointer
What are some good PvE/PvP fully customizable (faction wise) scenarios?
Me and some friends are looking for... a certain current event to play with
I thought about ALiVE but it's only beketov that is indexed
:(
@torpid lintel Hi
