#arma3_scenario

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wintry hedge
torpid lintel
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Allo

wintry hedge
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is this what you were looking for

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there's also

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If you want more smaller arms missions

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You can change a lot about the mission to adjust it to your liking

spiral vigil
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or my ------ Coop Team Death Match Destroy Enemy Cache Mission

tender hare
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well then they should be loaded long in advance. hmm

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don't know if my server can handle that so quickly ^^

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ahhh let it spawn all at once and move everything to HC ๐Ÿ˜›

trail basin
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I made a composition of units but when I place them, they lose their uniform. Anyone know what would cause that? If I edit their uniform in Zeus, I can put the correct uniform on them so they can wear them.

trail basin
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In fact, the units that are built into the mission dont have the uniform on when running the mission. It is a RHS uniform but it is also happening with a unit that is wearing the Formal Suit (Blue) uniform. I have other units wearing a different RHS uniform and they work fine.

long sorrel
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I'm trying to get an AMV7 Marshall to exit a Blackfish using unitCapture. The Marshall is not "in" the blackfish as cargo, I just visually placed it inside while disabling damage, so as to be able to drive it inside.

However, due to the APC's size, I can't exit the Blackfish (it gets stuck). In order to fix that, I attempted to use APC disableCollisionWith BLACKFISH and recorded a smaller vehicle getting out to use as the unitPlay data for the APC, but there are massive particles every time the APC exits, it's clear that there are collisions happening.

Basically, the issue is that the disableCollisionWith command is not working when applied to a vehicle, whereas the wiki states that the syntax is vehicle1 disableCollisionWith vehicle2; which is what I've done

I know this is probably niche, but does anyone have any ideas?

astral bloom
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If the Blackfish is not supposed to "collide" with any vehicle than that Marshall, apply setPhysicsCollisionFlag to the Blackfish. Just an idea

long sorrel
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That seems to have done the trick (pasting this setPhysicsCollisionFlag false into the Blackfish init) , but it disabled all collision with the blackfish, not only for the Marshall

astral bloom
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What about other way around

long sorrel
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Yep, works like a charm

I'll just make it so that the APC gets collision again once it's out

Thanks for your help!

rose gulch
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currently having an issue with playing a video on a tv

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it is playing at like 4x speed

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tv_1 addAction ["Play Helmet Cam Footage",
{
tv_1 setobjecttextureglobal [0,"helmetcamkmc.ogv"];

["helmetcamkmc.ogv",[1,1]] spawn bis_fnc_playvideo;
}];

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the video also is very washed out but idk how to fix that particular issue

undone ferry
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anyone know how to set my smoke to where it stays in the air, im trying to setup an oilrig and the smoke keeps emitting from the ground where its placed instead of where its elevated in eden

signal coral
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Forgive the noob question but whare would one find all the mission mods for Bases halo Va Stores money etc like a lot of these wasteland servers? I need to start a test Altis wasteland but it needs ingredients aside from me learning custom mission creation

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cant even holster the weapons and noithing in the scroll menu

spiral vigil
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@undone ferry i Think there's a smoke module in the editer where you can set how long the smoke last

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oh w8 not from the ground you said hmmm i never tryed that hmmm

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i wounder if you can hold alt key and move the smoke module up in the air

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maybe not i dont know

undone ferry
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you cant its fine though

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our group just finished the op lol :)

astral bloom
long sorrel
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Had another question regarding the unitPlay sequence I described earlier. The APC's wheel do not rotate despite the vehicle executing a 90ยฐ turn. Basically, I've managed to make them spin using disableBrakes, but haven't been able to make them steer.
Haven't been able to get a solution online, but I'm pretty sure that this is used in the campaign. Is there something I can do about it?

astral bloom
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No you can't

long sorrel
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bugger

floral wing
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How do you make a vtol aircraft land.

long sorrel
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unitCapture / unitPlay is your best bet

floral wing
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I figured it out

rough perch
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Hi ! I've been thinking about a more cinematic approach to my scenario. I do Multiplayer Mission, I don't know if my idea is possible so that why I'm asking here.

What I would want to do is to start the mission in a heli and players start inside it (I know how to do that) , the problem is, because it's a mission with a lot of people, people will not connect all at the same times, some will connect really early, others will connect 30 minutes after the beginning of the mission. So my question is, is it possible to make sure every player can connect after the deployment has started ?

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I just throw idea :
Is it possible tochoose a Respawn point at the start of the mission so that even after the deployement new players can spawn ?

astral bloom
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Keywords: JIP (join in progress), publicVariable to sync the mission status

little halo
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Hello everyone... I know this is quite specific of a question but I have been trying to find a version of the Hetman Stories scenarios if anyone is familiar with them here that will work with a dedicated server. Everyone I have talked to has referenced a forum post where someone re wrote it to make it work on a dedi but the forums are down as was just wondering if somebody knew of either a way to get the link to that or if anyone knew of any alternatives similar to hetman with larger scale random gen battles that will work in MP dedi. Thanks anyone and everyone!!!

little halo
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Any help would be great

long sorrel
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Any way to know why the AI is moving somewhere? I've got a problem with a dismounted squad just going into the sea after disembarking from a unitplay helicopter

In short, the helicopter is totally empty during the unitPlay sequence. After it arrives to its destination it is filled with the squad, which then dismounts and gets its AI activated. For some reason, the commander gives the order to move 100m back and they just decide to go for a swim, despite not having any move command or waypoint. Then they just chill in the drink.

I have 3 helicopters doing the same thing with the same triggers and such, but for some reason only one squad has this problem, the rest works fine. The location is also on a dock, which I guess maybe doesn't count as proper terrain? could that have something to do with it?

I've tried spawning an entirely new squad, the issue persists.

I'm completely stumped which is why I'm wondering whether there is a debug mod or command allowing the player to see what the vanilla AI "thinks" when executing its actions? Thanks in advance

long sorrel
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nvm found it, it was buggy pathfinding due to their location

spare kiln
rough perch
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Hi ! I'm currently trying to make spawn player inside a heli. When I try in singleplayer I have no problem, but when I switch to MP in 3den I spawn either outside of the heli or literally at [0,0,0]
First image is the 3den.
second is when I'm on the map at the start.
Third is when I spawned.

I do not have any mod activated.

spiral vigil
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player moveInDriver helo1; @rough perch

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or p1 moveInDriver helo1;

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or whatever the name of your player is and whatever the name of the chopper is

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theres many ways to do this

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maybe in a script

if (hasInterface) then 
{
    p1 moveInDriver Helo1;
    p2 MoveInCargo Helo1;
    p3 MoveInCargo Helo1;
    p4 MoveInCargo Helo1;
    p5 MoveInCargo Helo1;
};
spiral vigil
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in MP we must define (isServer ) or (hasInterface) with the server, This is to be Sure what the code is running on, the Client or the Server

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here's the brakedown
to Me, its almost like thinking backwords on this top part
there are 2 ways of doing this
1 way is on top here
and the other way
at the Bottom,
i call it a (wrap) cuz it wraps the code

//Server Only Run
if (!isServer) exitwith {};// means it is the server
//Some code here

//Client Only run
if (!hasInterface) exitWith {}; // means it is the Client
//Some code here

//-----------------------------------------------------------

if (isServer) then {
    // run on dedicated server or player host
    //Some code here
};
if (hasInterface) then {
    // run on all player clients incl player host
    //Some code here
};
rough perch
spiral vigil
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you bet my brother, if i can help i try my best, even tho some times i may fall short

carmine dust
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Hi, does anyone know how to do OPEX on a different map?

I've already placed all the modules, zones, and required items on the new map (Archipelago), and everything seems to be working fine, except for the quest system, which doesn't work when you scroll the mouse wheel. Has anyone managed to do OPEX on a new map?

jolly totem
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What is the best way to make a mission persistent? I want to be able to save and load a locally hosted mission.

edgy turret
sharp nexus
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Yo anyone got a liberation mission file with working zeus, preferably on a larger map like tanoa or chernarus? Thanks.

carmine minnow
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i opened arma 3 and all my saved scenarios are gone, any ideas as to why?

astral bloom
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You may are loading wrong profile

carmine dust
west silo
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First of all you need to use the correct channel. This is an Arma 3 one.

slender wharf
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oh. my misstake

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to many channels ๐Ÿ˜›

storm shale
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I got a little problem with my missions. I always place some Civilians that do something like pretending to talk to another one or load their vehicle or repair the car or something like that for decoration purposes you know.

Now I place them in the editor and give them an animation.

0 = this spawn {waitUntil {behaviour _this == "combat"};  
 _this call BIS_fnc_ambientAnim__terminate;}```

It works perfectly fine when I test it in the editor - even with the MP function in the editor. But when I put the mission onto our dedicated server it gets funny - animations still work, but the placement of the npcs is wrong. They are not exactly on the place I put them in the editor and they are often looking in a wrong direction.
Is there any trick to get it working so that they are also standing in the correct location on the server?
west silo
storm shale
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Thanks I will try with my next mission ๐Ÿ™‚

jagged gorge
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They could be just creating the DAC zones on the fly during the mission

torpid mountain
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Hello, is there a way to destroy placeable obstacles such as a Czech hedgehogs in Arma 3. I want to create a trigger that spawns a tank once they are destroyed but explosives haven't done the trick yet

mossy lava
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Check if they took damage at all

west silo
next spruce
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Hey folks, been working on a mission that involves an underwater section on a workshop map, Yulakia.

I'm no an expert when it comes to mission making and I was wondering if there was a way to increase visibility underwater? Specifically, increasing the view distance while submerged. Thanks.

covert cedar
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migh not be the right channel for this but how do i get my server to save mission progress on restart? if its running 24/7 i would like to keep the progress in the mission when it restarts

cinder holly
somber wedge
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How do I make AI pilot scramble to their jets if triggered by let's say a radar detecting some hostile

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Scramble here mean they actually run to their designated plane

weary stream
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If you dont wanna do allat just waypoint the pilots to: move, mount, taxi(move), and take off(move)

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And make sure the first move waypoint is linked to the trigger

tender hare
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Nope i asked dslyecxi (what a difficult name to write :P ) himself. They used their own mod/script for that mission. Unfortunately it is not available for public. So dac seems to be the only option, transferring the ai to headless client. But is there a way to do this without desync? When using welthes headless client kit, it will cause this problem making it impossible to drive around in chernarus without exploding in a pile of btrs:P

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@hearty mulch 200 but only by using spawning on the fly ? It took me usually a lot more spawning them on mission startup using the usual method.

timid obsidian
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Can anyone point me in the right direction for replacing the map with a white background, but keeping the grid? I would like to do this at the scenario level, but any resources on doing this via a mod would also help.

spare kiln
timid obsidian
spare kiln
wooden creek
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When using large AO's (100+ AI's) and a load balancer such as Werthles, it is adviced to delayed the load balacing process by at least 2-4 minutes. Also note that group directives are not transferred to the HC. Only waypoint information. In case of specific group directives such a garrison, you'll need to re-apply the directives after HC transfer.

severe kayak
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So if i play on a server, does that mean i can get better frames or?

tender hare
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@severe kayak well if the server is well optimized maybe ^^

severe kayak
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Cause i get like

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20-25 in single player

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;-;

tender hare
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always depends on the situation. if you own all the AI on the map you will propably get lower fps. If the server is calculating all the AI maybe you get better fps.

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if u play altis life you will always get shitty fps ๐Ÿ˜›

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use the client version

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sometimes it gives you a few fps more. also try to optimize your arma using the various optimisation guides. just google a bit

wooden creek
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@hearty mulch No, it is the process of distributing AI groups across multiple AI's to leviate server (and HC) load.

quartz plinth
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So if I wanted to modify even the most simple things in an existing scenario. (Such as spawn time, equipment choices, rank requirements and motor pool vehicles) I would need the original files to do that correct? Is my only choice for making little changes like that is to make an entire Scenario from scratch?

quartz plinth
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I'm a complete dumbass, just realized I asked this in the Arma 3 channel not the Reforger one. Thank you for the assistance though.

brave aurora
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Is there a way to make mission assets load in a few seconds later to give time for changes in terrain to register? (Deformer, hidden objects ect)

cinder holly
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no, but you can always reposition them

mossy lava
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Could also try disabling simulation until you're ready for them

brave aurora
long sorrel
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Quick question, how does one go about having a way to select a playable unit from a map, similarly to what's the case in the Tacops missions?

It's probably something to do with the selectPlayer command, but I don't really know how to execute it from a player interaction with a map marker (or what I assume is a map marker anyways)

Also, if anyone knows how to stop the player from being able to move around the map I would be very grateful. openMap [true, true]; simply stops the player from exiting (or pausing, which is rather annoying).

spiral vigil
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@long sorrel i'm not sure what your asking, but if you are the leader you can point at any playable unit in your team, and hit enter, then order him around, is that what you mean

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@long sorrel there are many way to stop a player from moving around the map, i use ZoneLimit to do this

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but i'm still not sure what you are asking here as well, also could use, disableUserInput true; disableUserInput false;

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@long sorrel i don't know this Tacops missions,

long sorrel
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As for the second part, I'm looking for a way to stop the player from looking around the map, zooming etc, similarly to a lot of such animated briefings. I've tried disableUserInput true/false;, but it only stops the player from being able to close the map, while still allowing them to move around in it. The command also stops the player from being able to pause, which is a bit annoying but manageable.

Apologies if I was unclear at first

spiral vigil
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its ok m8, disableUserInput true; should stop the user from any user input at all, Are you useing Ace and Mods or stuff like that

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cuz if you are, i don't know stuff about Ace and mods

long sorrel
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No, I'm on a vanilla game w/ DLC & CDLC, I'll test it again later, maybe I just messed up the script

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Thank you very much, I'll check it out!

devout sorrel
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please can somebody tell me how i make ai helicopter flights in the eden editor in arma 3
every time i try the helicopters follow the route but dont land and instead just hover in the air

west silo
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A land waypoint with invisible helipad

long sorrel
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Place the helipad, then connect a land waypoint.

devout sorrel
long sorrel
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Did you maybe place it in a hard-to-access area?

Make sure that when you connect the LAND waypoint to the helipad, the cursor turns green

Alternatively, you can use unitCapture, but that's a bit more involved

smoky basin
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anyone know how I can easily restrict Zues game master to an array of PIDs? Obviosly need a methiod of logging in or out of it

sinful rampart
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I made my own "MakeSomebodyZeus" script. I looked in the MCC mod how it does it and made my own version. Its easy to just check in the beginning of the script if players pid is in array

smoky basin
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right that...i'll look closer at mcc scripts..thx

smoky basin
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well...if that stuff made any sense to me I guess I wouldn't have to post in here ...anyone able to give a simple walk through of what is required to set a player as zues using a login method...i can figure out the details...just need the broad strokes

astral mulch
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Hello Guys. I wanted to get into modding Arma 3 and creating my own terrains, but ran into an issue when setting up Arma 3 Tools

I wanted to ask if there was an option to have the P-Drive not automatically install itself wherever, but to select a location.

I have 2 SSDs. My Boot-drive has the main installation for Steam but I wanted the P-Drive on my second SSD. Is there a way to do that?

sinful rampart
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the EventHandlers are just for MCC features

dusky inlet
smoky basin
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thank you very much...that is much easier to follow and adapt

wooden creek
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@hearty mulch Yeah, I meant across multiple HC's. Sorry for the confusion ๐Ÿ˜ƒ

peak skiff
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arma 3 eden editor, how do i make it so i can walk up to something and it starts a mission, e.g i walk up to circle 1, starts mission 1, circle 2, mission 2 etc

peak skiff
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what condition do i put in the trigger?

wheat torrent
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does anyone know cash safe/locker mod for arma 3?

minor portal
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not sure if i'm the first person to discover this beautifully jank workaround but this is a viable way to spawn planes in warlords on your cursor & avoid A. their normal spawn functionality where they fly in/land and can be easily griefed or B. the headache of your plane parachuting into a spot where it's stuck

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CUP has puddles - place one, put your planes (or whatever you want to spawn in at a specific point) under Naval in your asset list, click the puddle and voila

minor portal
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it's hilarious but actually a huge breakthrough for my missions so i figure it'll be useful to someone else out there ๐Ÿ™

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when life gives u lemons place a puddle & tell the game your plane is a boat KEKW

whole lark
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someone can help me ? I want scripts for play with friend in Arma 3 to use UGV load injured player
I want to control the UGV and make it able to load injured.

grim coral
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i am thinking in doing a Half Life 2 Scenario and expand a little bit the rebel faction. I want your rating on this alternative rebel loadout

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btw i will use Global Mobilization and Western Sahara

grim coral
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why?

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ok, thats why i am using a limited amount of dlcs

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its pratically the same thing to mod that needs shit ton of mods to work

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and that happens to much for me to like

burnt nova
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Quick trigger question: does setting Server Only to false mean that if one client activates a trigger it runs on all clients? I'm trying to make a task (local to each player) that succeeds when the player enters the trigger, but only for that specific player

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So having players RV at a specific point and when you arrive your task completes, but the other players still have the task

north stone
minor portal
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Anyone ever have an issue where you can load static defences into a vehicle with ace, but once you go to unload it shows as a blank unit & can't be unloaded?

novel wind
cinder holly
novel wind
cinder holly
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in that context yes, but it can be anything really

nimble portal
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howdy, anyone know why when i add my pbo into the server, then load it fine on the server, the slot selection screen appears then dissapears 2 seconds later, never to come back?

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wish i could say that i havent already done that, but everything seems matched up.

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been confusing me for the last few hours lol

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thankfully the 'server man' is back from LOA tomorrow in my unit so praying he can find a fix that i couldnt. never had this issue before though.

astral bloom
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Try a vanilla and mission with no Mods to see if the issue persists it is your Mods issue

nimble portal
wooden creek
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@hearty mulch well basically that is what I do. Wait for the AO's to spawn and AI's to settle in (garrison, etc) and then commit the loadbalancer. Same goes for caching scripts.

nimble portal
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still no fix for this it seems, oh well.

trail basin
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is it possible to allow a player to only have access to the camera of a drone and not be able to fly it?

nimble portal
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You can send the drone to a specific point, say, circling Kavala, and then with ace, you can head into the tablet that works with it, and view the camera.

tranquil pendant
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Does anyone know what the new description.ext formatting is for disableChannels? The wiki hasn't been updated to include the new parts for drawing so not entirely sure if it's just gonna be another true/false at the end or not

smoky coyote
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almost certainly optional to maintain backwards compatibility, so you don't need to add them if you don't need them

tranquil pendant
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Thank you very much

hushed dock
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I'm trying to make a warlords scenario on a modded map with modded factions. Can someone help with the finer details?

spare kiln
# grim coral

This looks really nice, it has that fictional touch of Half-Life, but it still remains somewhat realistic, like a historical uniform.

cunning timber
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i know im really dreaming here, havent seen such a thing

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but is there a scenario in arma to depict logistics?

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i know of liberation but i mean like a situation where we run out of actual supplies and ammo and whatnot, and we are hanging by a thread needing to conserve ammo

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and we get saved by a supply airdrop that finally comes

astral bloom
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Air Control in Reaction Forces

cunning timber
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iโ€™ll check it out, thank you

sick fossil
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by default the arma 3 radio keybind where you call artillery support and stuff is 0-8 however i changed that stuff a while ago but now the radio isnt working the menu is not appearing and i cant find the keybinds for it

west silo
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Should be called communication menu

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The keys 0-9 are hardcoded in the menu iirc

spiral vigil
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@west silo do you mean radio triggers ?

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like 0,0,1 and 0,0,2 and so on

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from the numbers at the top of the keyboard

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oh no you don't, you something else

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ok

cinder steppe
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Old man who can help

floral ermine
cinder holly
void bramble
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hey i have a question

carmine dust
cinder holly
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@carmine dust?

smoky coyote
#

Do scenarios containing DLC props require players to own the DLC to play that scenario, or will it only show DLC watermarks? DLC tags are automatically added to my published scenarios, and I remember a player mention something related to this a year ago, but I can't easily test it myself.

astral bloom
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DLC props does not restrict someone to play. DLC watermark on a scenario is predetermined by mission maker

glass raft
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Unsure if the right place to ask or not, but does anyone know of any good (potentially dynamic) helicopter focused scenarios?

Anything like Air Control but not strictly limited to the vanilla Arma content is a plus, I mean.

But really just anything helicopter centred that is good?

void bramble
#

im looking for a mission maker for the unit i am currently in, i am the current mission maker and due to exams and school right now i cannot put all my time into making missions and trainings. anyone interested

celest cosmos
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Why not teach someone else in the unit?

void bramble
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like i said, right now i need to focus on exams, i don't have the time to.

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plus im not the greatest.

gray oriole
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How to load scenario from workshop to editor?

gray oriole
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never mind i already done what i wanted to do

wooden dove
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get someone interested in making them, always the best solution

sand hearth
#

Hello. I have the same problem as the person on that screenshot. Since BI forums are down (for how long?!), I'm using Web Archive and snapshot of that thread does not contain the answer for my question. Does anyone know how to fix drivers? I tried putting waypoints without having any mods, they are not a problem.

granite vine
#

Does somebody know how to make bot static ?

smoky coyote
#

Maybe not the right channel, but is it possible to make missions inside a mod automatically download to clients? This is in relation to #arma3_scripting message .

I finished writing the configuration for my addons, built it, and uploaded it onto my DS which is successfully running the mission without issue, but when I went to join the server, it showed the following error message and kicked me back to the server browser: 9:47:41 Missing addons detected: 9:47:41 whf_mog 9:47:41 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. This is what I want to avoid, making it so clients don't have to install the mod itself to play it, especially for my vanilla-compatible scenarios.

Source code for reference:
https://github.com/Warriors-Haven-Gaming/WHFramework/tree/main/mod
While not directly committed to the repository, each addon directory would receive a full copy of their mission files from utils/compile_mod.py before being built, and shouldn't depend on any scripts from each other.

(edit: i've since conceded with this dependency by offering both the mod for regular players, and standalone mission files for DS hosters)

hallow adder
#

I've examines the JIP messages log, and seen all my mission custom objects there, even simple objects.
In the context of improving network performance, is this something to worry about, or it is normal?

sinful rampart
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You can improve it with local-only objects

#

JIP handling is a lot better since last update, it's not a big Problem anymore, besides the traffic

trail basin
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Is there a way to make it where if a player shoots a vanilla satellite dish it will start sparking and I can give a message saying something like the "The Comms are disabled"? I want to kinda do the effect they have in Sniper Elite when shooting the alarm speakers.

sand hearth
#

Hello. I have a question: how can I activate a trigger once player places three mines in its area?

spiral vigil
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@sand hearth keep in mind i did not test this but this is what i found on the net for you m8: in the condition of the trigger

#
(count (allMines select {(_x distance (getPos thisTrigger)) < 50 && (owner _x) == player})) >= 3;
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you may have to ajust it some

glad barn
spiral vigil
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thx for that @glad barn

sand hearth
#

Thank you all!

spiral fossil
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how can I make checkpoints and a timetrial for helicopters like the ones available in Time Trials?

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Is there actually some way to open the scenarios available in base game via 3den to see how they are made?

wooden creek
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@hearty mulch I run the HC loadbalancer on start-up. It has a delayed execution. My missions are either HC or Caching. Never both. Caching on the HC causes groups to stay in de-simulation mode too long. It takes a while for them to snap out. With larges AO's it could be minutes.

glad barn
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and you want on SP or MP ?

sand hearth
glad barn
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And what kind of mine do you use and do you want use check for mine type or not? or just "if player put 3 mines, without depensy of type of mine"

sand hearth
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OH, wait, I fucked up the ID, I took the wrong one

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No, this isn't the reason

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@glad barn

glad barn
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name your trigger to trigger1
Place down mine, and check what is "placed mine type"

allMissionObjects "" inAreaArray trigger1 apply {typeof _x}

should return something like

["EmptyDetector","B_soldier_mine_F","GroundWeaponHolder","APERSMine_Range_Ammo","EmptyDetector"]

Like "APERSMine_Range_Ammo" is from unit invertory -> ["APERSMine_Range_Mag",3,1],
so placed mine type is not same as Mag in unit inventory

sand hearth
# glad barn name your trigger to `trigger1` Place down mine, and check what is "placed mine ...

["ModuleTaskCreate_F","ModuleTaskSetState_F","ButterFly_random","ButterFly_random","EmptyDetector","O_R_LSV_02_unarmed_F","O_R_Soldier_CBRN_F","HouseFly","HouseFly","HoneyBee","HouseFly","HoneyBee","HoneyBee","HoneyBee","Mosquito","HouseFly","HouseFly","HoneyBee","ButterFly_random","HoneyBee","HouseFly","Mosquito","HoneyBee","HoneyBee","HouseFly","HouseFly","ButterFly_random","ButterFly_random","Camera","HouseFly","FxWindLeaf2","#mark","FxWindLeaf1","#mark","FxWindLeaf1","FxWindLeaf2","FxWindLeaf2","CBRN_IEDUrbanSmall_Type1_Range_Ammo","#mark","HouseFly","EmptyDetectorAreaR50","ButterFly_random"]

#

CBRN_IEDUrbanSmall_Type1_Range_Ammo

wooden creek
#

@void bramble there are plenty of solid MP coop missions to bridge your absent time.
<selfless advertising> e.g. Wolfpack or Two Sierra (2sierra.com) </selfless advertising>

sand hearth
#

I have to try that I guess

glad barn
sand hearth
glad barn
#

Your are welcome ๐Ÿ‘Œ

jagged gorge
#

^I second his mission packs - give them a try

glad venture
#

@remote cedar

lucid wren
#

Hey, how do I create title lines in the scenario description in the Steam Workshop? In EDEN, in the Workshop Scenario Manager window, in the Description field.

#

And why can't these DLCs be deleted from the TAGs? I don't have most of them, I don't know why they put them in.

cinder holly
lucid wren
cinder holly
hasty terrace
#

https://steamcommunity.com/sharedfiles/filedetails/?id=3522143813

Our intelligence units have identified that enemy OPFOR forces are harboring a high-ranking officer in their forward command center near Zaros.

This officer is responsible for coordinating attacks in the area and his neutralization will severely weaken the enemy's operational capability.

Your mission is to advance through enemy lines to reach the target area and neutralize the enemy officer.

The area is heavily guarded by patrols and fixed MG points. Move quietly and carefully.

gloomy estuary
#

was told this was the place for this question

west silo
#

truck1 engineOn true in the trigger where you show the AI group

#

trigger onActivation field that is.

gloomy estuary
#

that worked perfectly thank you! ๐Ÿ˜„

gloomy estuary
gloomy estuary
#

Hello again. I'm not much of a coder, not at all infact, I'm bumbling about trying to figure out other's codes. But here's a modified string that I'm unable to get working. I'm trying to get artillery to fire randomly in a certain area. had it working for pinpoint strikes but not random ones. Also I have no idea how to apply it to a group of vehicles rather than copy pasting multiple vehicles and targets

#

_ammo = getArtilleryAmmo [gun1] select 0;
_rounds = 10;
_dir = round random 360;
_dis = round random 50;
_tgt = target1 getRelPos [_dis, _dir];
sleep 5;
gun1 doArtilleryFire[_tgt,_ammo,5];
hint "Incoming!";

astral bloom
#
  • Any errors you got
  • This is not a "string" but rather you should say "code" or just "script"
  • _rounds is unused
gloomy estuary
#

I deleted the _rounds line and this is what I came up with. I have zero idea what information this is trying to relay

astral bloom
#

What do you get if you do hint str _tgt

gloomy estuary
#

added str _tgt; at the end and received the same error

astral bloom
#

I did not asked you to put it into the end of the script, it's just a debug method so put it just after the getRelPos line

gloomy estuary
#

Oh ok, apologies. Will do that tomorrow morning and get back to you. Thank you for your help

gloomy estuary
#

idk how it helps but here's the new one after performing to your directions

north stone
#

And? The error text describes what's wrong.

gloomy estuary
#

I'm really just stumbling my way through this, idk what any of this means

past sparrow
#

did you use AI to generate that code? the error is saying _tgt is empty array

north stone
#

Seems that target1 getRelPos [_dis, _dir]; returns empty position. If it's possible (I'm not sure), then probably target1 is nil or null.

gloomy estuary
#

No, I got some basic code from a yt vid to fire arty at a marker once a trigger is activated. In the comments was another person providing additional code in order to have the artillery fire randomly and at intervals rather than dumping it's load all at once.

#

Hmm, I know _tgt was working in the original code. So I'm going to assume at this time that maybe I didn't rename my marker target1?

#

Idk lol, I instead used the old working code with additional triggers, vehicles, and markers as well as moving the vehicles further away for a larger spread on impact. It'll do the same thing as intended with the code, just worse

astral bloom
#

What, is target1 a marker?

gloomy estuary
#

yeah as outlined in the video I watched. It's a map marker placed via Eden

astral bloom
#

Then getMarkerPos "target1"

astral bloom
gloomy estuary
#

oh, yeah that makes more sense

lunar totem
#

Does anyone know if the BIS_fnc_kbTell conversation system works in MP?

west silo
#

I am pretty sure it does.

#

You could check the apex campaign. I think they use it there.

fallen light
#

Hey all; I'm trying to make a convoy script; it's working well, but right now I'm trying to code in redundancy in the event the vehicle or driver is knocked out. In short, how it SHOULD work is that if it detects that a vehicle in a group dies, the vehicle behind it will start following the vehicle in front of it.

If I trigger the script manually (ie. I hand off the ownership of the variable from one vehicle to the other), it works fine, so I know the issue is specifically that it can't seem to detect when the driver is dead; when I delete the infantry from existence, it seems to work.

Is there any way to make it work reliably? Thanks!

For example:
if (!alive HEMTTFOLLOW4VAR) then { HEMTTFOLLOW5VAR = HEMTTFOLLOW4VAR;};

In theory, since HEMTTFOLLOW5VAR is now the same vehicle as HEMTTFOLLOW4VAR, the rest of the convoy won't be affected, but the one taking the place of the fallen vehicle will start following the one in front.

spare kiln
spark oak
#

I need help, i was creating a mission last night on the spare time i had, and now its coming up with an error, "Mission.sqm.version". P>S. i shortened it so it didnt have the long directory

fallen light
worthy rampart
#

Could you paste the full error? And is on the stable or dev branch?

spark oak
#

stable

#

no entry \training%20template.Altis\mission.sqm.version'.

river nymph
#

1 dont use spaces in mission names 2 did you edit the sqm via text editor?

spark oak
#

no

river nymph
#

Edit the folder name to have an underscore where the 20% is atm

worthy rampart
#

Check if you have version=12; on line 1 of your sqm as well, I'm not sure how you'd be missing that though

spark oak
#

what program do i open it up in, np++

#

and about the %20, im just trying to get the mission to work first

worthy rampart
#

Notepad++ would work, any text editor would work as well

spark oak
#

ok

#

for me in Notepad++ it just say "NUL" over and over

worthy rampart
#

Have you definitely been doing all of this on the stable branch (1.54)? Seems like your mission is binarized which is the default setting when using the Eden Editor on dev branch

spark oak
#

i made it with the stable version, in the stable 2d editor

worthy rampart
#

At the beginning of the sqm is there a single "NUL" followed by the word "raP"?

spark oak
#

its just say "NUL" over and over and over, 635477 times appenerently acording to notepad

#

there is nothing other than "NUL"

worthy rampart
#

Hmm maybe it is corrupted then, if you want to upload it somewhere and send me the link I'll take a crack at it

spark oak
#

one sec, i think i have an erlier .pbo version of it

lunar totem
#

Has anyone ran into the issue of the terrain becoming invisible when looking up about 30 degrees while using Deformer? If so did you find a way to minimize it?

trail basin
#

is there a way to hide buildings on the map when using the hide object module in Eden?

west silo
#

Sadly no

sand hearth
mossy lava
#

presumably talking about the grey rectangles on the M map

trail basin
#

Yeah, the grey rectangles. You can hide the objects with the module but the marker stays on the map. Would be nice if that disappeared too.

bright anvil
#

I am not sure where to inquire, so I'll ask here. While porting various A2 missions to A3, I discovered that A2 contains a large number of modules. I conducted several comparisons, and it appears that ARTY, ALICE (ambient civilians), and Animals are not truly in A3. I believe I can omit all of the ambient classes and reconstruct it with A3 modules, as well as the artillery and background battles.

I found that certain missions had hidden markers for the AI to execute tasks, but because the A2 missions were in version 11, I can't import them into Ed3n to adequately analyze what they do.
For example, I successfully converted one of the benchmarks (Skirmish), however during battle, the camera system fails and the player is on the ground rather than in the air following a course.

Also, there are MP-only systems, which I believe we can skip and use the default A3 MP code for COOP in initJIPcompatible.sqf. I believe we can shift part of the code to initserver.sqf or initlocal.sqf, but if anyone could direct me to a guide or comparison of how to upgrade missions to A3, that would be fantastic.

astral bloom
#

I have never seen one says Ed3n ๐Ÿ˜„

You still likely can because almost all Engine features are inhetited to A3. That means almost all scripts are (not directly but) compatble with - however there can be no 1:1 tutorial to tell. Modules are also not the exception besides it is not prepared in A3

#

No I'm not available rn, and likely not for more days, but ideas are not impossible. Sure it will take quite a lot

bright anvil
#

RE: Ed3n probably a typo from 3Den! ๐Ÿ˜„

I will rely on Notepad++ and the ARMA Wiki for details as much as I can. I got the A2 Skirmish Benchmark mission running in A3 near perfect, with A3 AI doing whatever it does, but the same conversion process for the Battle mission results in the camera not working. I will check it again tomorrow as I spend like 5 days just replacing all the classnames with substitutes already.

Finally ended up creating a python script to do the mass replacement which took less than a minute but spend days putting the dictionary together.

Yeh, I'm a purist so wanted to see the A2 missions in A3 99% close to what the original designers intended as a base (cannot say how much I โค๏ธ CUP teams work in this aspect with RDS and EO and others filling in the gaps). Maybe later I can use whatever I am learning to port it to Arma 4, still need to buy Reforger or ARMA 4 Alpha when it comes out.

trail basin
#

Is there a way to set up an alarm if a player gets hit by a light cone? I have a light that rotates attached to a handycam model and would like it to detect a player and set off an alarm.

astral bloom
#

I would check some vector commands (vectorDotProduct IIRC) to detect dir between the light vector and target

west silo
lethal elm
#

This might be the wrong channel, but I'm not sure of any others, lmao.

What is the standard ogv converter people use for missions?

cinder holly
lethal elm
low gate
#

Hi, I'm trying to make intel in eden editor using a script, no less I can't combine the function for intel and which opens the log in the map and at the same time the function to focus on a marker on the map. (specificly on "obj_zavar") Can anyone advise me where the fault might lie ?

Item init:

null = [this, west, "IntelName", "Intel Information", "img\doc.paa"] execVM "scripts\addIntel.sqf";

addIntel.sqf:

params ["_obj", "_side", "_title", "_text", "_image"];

[_obj] call BIS_fnc_initIntelObject;

if (isServer) then {
    _obj setVariable ["RscAttributeDiaryRecord_texture", _image, true];
    [_obj, "RscAttributeDiaryRecord", [_title, _text]] call BIS_fnc_setServerVariable;
    _obj setVariable ["recipients", [_side], true];
    _obj setVariable ["RscAttributeOwners", [_side], true];
};

if (hasInterface) then {
    _obj addEventHandler ["IntelAcquired", {
        [] spawn {
            sleep 0.2;

            // Open the map and view the diary
            openMap true;
            showCommandingMenu "#USER:diary";

            // Marker visibility globally
            ["obj_zavar"] remoteExec ["_this select 0 setMarkerAlpha 1", 2];

            // Animation at marker position locally
            mapAnimAdd [0.5, 0.1, getMarkerPos "obj_zavar"];
            mapAnimCommit;
        };
    }];
};
past sparrow
#

there is IntelAcquired EH? ๐Ÿค”

sinful rampart
#

No.
That remoteExec is also nonsense

#

See Example 3 on the wiki page

warped sable
#

hey guys does anyone know how to change these element callsigns like Alpha 1-1 here ?

#

changing the group's name in the editor apearantly doesn't do it

low gate
#

Do you use mods or only vanilla game ?

gray furnace
low gate
trail basin
#

Im using setObjectTextureGlobal and make changes to the texture but it wont reload the texture without closing the game and opening again. Is there a way to reload the textures without closing the game?

sour fog
#

I donโ€™t even think you need 3den Enhanced for it tbh, it comes default if you select the group properties no?

gray furnace
#

I cant imagine how many hours of setting ambient animations were saved thanks to it.

fallen light
#

Q: How do I stop an emitter from... well, emitting? sweat_smile Deleting the module doesn't stop it for some reason. Even tried deleteVehicle in a radius to no effect.

#

For context:

zinc raven
fallen light
#

Or do you mean HideTerrainObjects?

#

sweat_smile Glad we're on the same page. lol

zinc raven
#

I do mine with this one. It helps alot.
You can hide smoke on the ground after explodion it will show and will look more real.

fallen light
#

Sounds good. I'll give it a whirl and let you know how it goes.

zinc raven
# fallen light https://www.youtube.com/watch?v=tmUN-JVPBKo This?

[What is Made Simple?]
Made Simple is a tutorial series that aims to provide you with the basic knowledge of a certain aspect of the game so that you can watch a more detailed tutorial and not be overwhelmed by it.

[Triggers MADE SIMPLE]
https://youtu.be/i_HZ9PaZhlo

[Bohemia Interactive Community...

โ–ถ Play video
fallen light
zinc raven
zinc raven
#

You need one more module that will show after activation

fallen light
zinc raven
#

And it shoud be synced to ibject it self

#

Follow the second video step by step. Just revers the trigger sync to hide object.
Im not at my computer cant look in detales.

fallen light
#

I used a test object, works fine. Still not working for the modules themselves, though.

#

And the smoke not working while synchronized seems to be completely unrelated to the Show / Hide, since it seems to apply even when synchronized objects is not selected.

arctic drift
#

bruh... just delete modules with

deletevehicle moduleGlobalVariable;

and emitter auto stop.

#

same function

fallen light
#

Even moving it won't move the effect.

arctic drift
#

Is your module vanilla? Or modded? If it is modded, then it is not surprising that the emitter does not stop working by simply deleting the logic object.

fallen light
arctic drift
fallen light
arctic drift
#

you can use other method

fallen light
#

You mean spawn it via script by calling for the actual function instead of the module?

arctic drift
#
{deleteVehicle _x} forEach  (smoke1 getVariable ["effectEmitter",[]]);```
#

i no know why (!isNull _logic) no work in condition in while notlikemeow

#

You may have needed to sync your module to at least one trigger for the module deletion to work.

fallen light
#

Wait. Wait wait wait.

#

I think I have an idea of what's going on.

#

Because, whenever you hook up a sync to it, it doesn't emit at all. So is it using a trigger to decide whether to emit or not? I wonder...

arctic drift
#

Full code emitter

_logic = _this param [0,objnull,[objnull]];
_params = getArray (configFile >> "CfgVehicles" >> (typeOf _logic) >> "effectFunction");

_fnc = "";
_nr = 1;
if ((count _params) > 1) then {
    _fnc = _params param [0,"",[""]];
    _nr = _params param [1,1,[1]];
} else {
    _fnc = _params param [0,"",[""]];
};
if (_nr < 1) then {_nr = 1};


if ((_fnc != "") && !(isNull _logic)) then {
    _emitterArray = [];
    while {_nr > 0} do {
        _source = "#particlesource" createVehicle (getPos _logic);
        _emitterArray = _emitterArray + [_source];
        _nr = _nr - 1;
    };
    _logic setVariable ["effectEmitter",_emitterArray,true];
    
    if (isMultiplayer) then {
        [_logic,_fnc,nil,true] call BIS_fnc_MP;
    } else {
        _logic call (missionnamespace getvariable _fnc);
    };
    
    //--- check if all triggers are still activated
    [_logic] spawn {
        scriptName "fn_moduleEffectsEmitterCreator_triggerLoop";
        _logic = _this select 0;
        _triggerList = synchronizedObjects _logic;
        _emitterList = _logic getVariable "effectEmitter";
        
        if ((count _triggerList) > 0) then {
            while {(!isNull _logic) && (({!(triggerActivated _x)} count _triggerList) == 0)} do {
                sleep (0.8 + random 0.2);
            };
            {deleteVehicle _x} forEach _emitterList;
        };
    };
} else {
    ["No particle emitter created! Missing module logic or function name."] call BIS_fnc_log;
};
fallen light
#

Wait

#

Yes, yes it does.

#

So TL;DR I don't actually need to do any coding; it's purely trigger related. Nifty!

#

It also seems to be a toggle; I'm sitting on a repeatable trigger with a 10 second delay, and it's going off and on.

#

Actually, I'm wrong. Seems to be a "while true" sort of thing. Maybe. More testing is needed. sweat_smile

#

Yeah, while true.

#

Anyway, thanks again!

#

Beauty.

#

I basically trigger-ownered one of the sound effect modules I placed on it, and when the trigger that deletes it goes off, the module is no longer present, and therefore turns it off.

fallen light
#

It's a pain. lol

arctic drift
arctic drift
#

I'm sitting here struggling to make a script that can create a visible laser on any weapon. And without any mods, configs, or offset adjustments.

#

I just want to rip the damn modelers' hands off.

fallen light
#

Oof. lol

arctic drift
fallen light
#

I'm not sure if it's doable, unless there's a way to call a specific part of a model. Psuedo code example: if player has weapon, then (weapon player select 1 add laser thing)

#

I don't think such a thing exists, though I could be wrong.

#

Although...

#

Hm, probably still wouldn't work with attachTo because it would require multiple updates a second in order to be accurate.

arctic drift
#

Because of the collision problems, we have to make a cycle that will check for collisions up to two meters. On the left, with checking. On the right, without checking.

fallen light
#

Is that white line the one you added? Or the red?

arctic drift
#

Red drawlaser. white debug line2D

fallen light
#

Oh, nifty. ๐Ÿ™‚

fallen light
#

For some reason, that building has 20,150 armor, so I intentionally nerfed it to 5%, which is approximately the armor a building SHOULD have. lol

#

And this is the 'kill' code:

#

And this trigger controls the smoke emitters. When that sound emitter (a Cytech mod thingy) gets deleted, that trigger is no longer active, and therefore, no smoke.

#

Pretty simple, all things considered.

arctic drift
#

Mockery. I don't even know what to cling to to indicate the center of the weapon grip. I'll go to the channel on models.

fallen light
#

Sounds good. Godspeed. ๐Ÿซก

low gate
#

Hello, can someone help me with this script ?

[this] call BIS_fnc_initIntelObject;  
  
if (isServer) then  
{  
  
 this setVariable [  
  "RscAttributeDiaryRecord_texture",  
  "img\desktop_co.paa",  
  true  
 ];  
  
  
 [  
  this,  
  "RscAttributeDiaryRecord",  
  ["Taliban base, OBJ - Red Moutain", "Na otevล™enรฉm pc byli fotky bรฝvalรฉ sovฤ›tskรฉ zรกkladny"]   
 ] call BIS_fnc_setServerVariable;  
  
  
 this setVariable ["recipients", west, true];  
  
  
 this setVariable ["RscAttributeOwners", [west], true];  
  
   
 if (!isNil "_zeus") then {  
  _zeus addCuratorEditableObjects [[this], false];  
  [_zeus, "IntelObjectFound", {hint "Intel found"}] call BIS_fnc_addScriptedEventHandler;  
 };  
  
   
 [  
  this,  
  "IntelObjectFound",  
  {  
   params ["", "_foundBy"];  
  
   private _msg = format ["Intel naลกel: %1", name _foundBy];  
   _msg remoteExec ["systemChat", 0];  
  
     
   {  
    "obj_moutain" setMarkerAlpha 1; 
    openMap false; 
    sleep 0.1; 
    openMap true; 
    mapAnimAdd [0.5, 0.1, getMarkerPos "obj_moutain"];  
    mapAnimCommit;  
   } remoteExec ["call", 0];   
  }  
 ] call BIS_fnc_addScriptedEventHandler;  
};  

I am attaching a video when I test it in eden editor as local mp when it works after each time I tried to wrap the part with showing the marker on the map and then pointing to it using remoteExec or remoteExecCall so that part of the code did not work at all.. I'm trying to make it work on a dedicated server. for all players.

arctic drift
#

"call" -> "spawn"

#

With "call" sleep cant work.

slender girder
#

ayo quick question

#

is there a way to combine base and group respawn

#

to bring up the menuposition template with a base

#

and squad member spawn points

river nymph
#

yea, script your own system

slender girder
#

ah ok, just seeing if there was a way already

#

ty though

fallen light
fallen light
#

Also, how does Player work in a multiplayer setting? I want JIPs to be able to trigger a trigger.

glad barn
fallen light
#

@glad barn So if I use player, it seeems to pull EVERYONE regardless of location, instead of just the first unit inside the trigger area.

#

Earlier version was this, but only works at mission start, not as a JIP.

#

Wait. thisList?

#

Should I be using that?

glad barn
#

You could change your activation type None,
And use

player in thisList
fallen light
trail basin
fallen light
trail basin
#

not that I know of because I don't think you can script a module in. So what is the problem your having exactly?

fallen light
# trail basin not that I know of because I don't think you can script a module in. So what is ...

The Smoke module in the base game is coded using getPos/setPos, which means that if you place an object underneath it, it renders the smoke at a different height than it should, or doesn't render it at any height above 0. I need to make an override for it so it gets/sets the ASL height based on the actual module position. The code that was given to me earlier works in single player, but not in multiplayer.

trail basin
#

The module is nice but it may be easier to use the code I gave you and use the invisible helipad at the height that is needed. It has worked great in multiplayer for me.

fallen light
#

Another option is to quite literally copy and paste the function, change the coding, and use that instead.

fallen light
trail basin
#

yeah

fallen light
#

Nice. So my last question on that note is how to delete said emitter once the objective completes?

trail basin
#

Should be just deleting the object you spawn it at

fallen light
trail basin
#

if there is a way to assign a variable name during creation, then you could delete it then but unsure if or how its possible to do that

fallen light
tender hare
#

@slender girder it is way easier: [[<SIDE>, <UNIT>], "BIS_fnc_addRespawnPosition", nil, true, true] call BIS_fnc_MP;

#

thi adds a respawnposition at the unit, selectable at the respawn location menu or whats its name ๐Ÿ˜›

#

i think you don't even have to remoteExec it.

#

make sure to use : respawnTemplates<SIDE>[] = {"MenuPosition"}; in your description.ext

waxen radish
#

use remoteExec ... BIS_fnc_MP is just a relic of the old times before the command got introduced

tender hare
#

copy and paste from an old mission ๐Ÿ˜›

bronze drift
river nymph
#

yes

bronze drift
#

What is the safe route to go with when dealing with VIP in terms of gear/vehicles? What is a good rooles to implement to keep ballance between action\balanced gameplay?

#

or if you have seen one, can you give direction what to search for?

river nymph
#

I've mostly played missions like it in MP with a group. The hostage just is aware he shouldn't pull too many stunts. Mods like ACE let you cufftie and drag around hostages. Attackers shouldn't have / use explosives. Make sure defenders have multiple spots to hide and the attackers have multiple angles to get inside from.

bronze drift
#

Thanks!

rocky carbon
magic imp
#

Is preloading mission on dedicated server useful? Like before starting on briefing with players, admin starts briefing alone without players and than resets mission in lobby, does it have any impact?

little halo
#

I'm having a really weird issue where all the missions I've made in the last two months (which has been a total of 2 missions) won't load in the server; it'll say "Receiving Data" forever while apparently giving no RPT errors. If I reconnect during this, it acts as if it's spawning you into the mission, but everyone is stuck as a bird with no info displayed anywhere. Does anyone have any idea why this is happening? All the missions other people have made during this time have worked normally. I've double-checked that I'm not running any unusual or new client-side mods.

RPT attached.

torpid sable
#

Where could one start learning about making scenarios?

little halo
torpid sable
little halo
#

Yes

torpid sable
#

Have been playing a coop mission with a friend but since we are outnumbered, (playing a 5 man coop mission as 2) we die sometimes. Is there a way to respawn or some other way to wrap around that?

spiral vigil
#

@torpid sable ```sqf
// in the Description.ext put
respawn = 3;
respawnDelay = 10;
//then on the map put a marker where you want to respawn:
//name the marker "respawn_west"
"respawn_west", "respawn_east", "respawn_guerrila", or "respawn_civilian"

#

this is what the top part of my Description.ext looks like

#
//respawn
respawn        = 3;
respawnDelay   = 20;
respawnOnStart = -1;
respawnDialog  = 0;

//Header
class Header
{
    gameType = COOP;
    minPlayers = 1;
    maxPlayers = 10;
    playerCountMultipleOf = 1;
};

//Saving
enableSaving = [false, false];
#

i hope your talking about MP mission, ok yes you said Coop

torpid sable
#

What mods do you guys use when running scenarios with friends? It's getting a little stale as vanilla and I wanna spice it up but not sure what mods I should be using

astral bloom
#

Ask and make discuss with your friend, not us

spiral vigil
#

i use no Mods ever: i love the vanilla game: im way past using mods, did that for years in all the other Arma's

burnt jay
#

Guys im willing to pay 20 dollars for this: I'm making a server based off the south african border war. I have a custom angola map and troop mods. I need to split the map in half, South will be south african territory and north will be angolan. I need to setup 8 capture points for each team in their territory, preferably in towns. The 2 teams will compete to capture each other's points, including recapturing points. I also need automatic ai point capturing and automatic ai and player respawn. Ai respawns after 10 mins of being dead and players, 2 minutes.

#

For further info dm me pls

spiral vigil
#

sounds like you have it all setup as is

#

plus i don't think your allowed to ask to pay money for that

edgy turret
spiral vigil
#

@edgy turret oh yes i think you are correct: my misstake

#
"respawn_west"    "respawn_east"   "respawn_guerrila"  "respawn_civilian"
verbal ferry
#

yo im tryna make my first campaign for arma 3, i want to know if theres some secret tools yall experienced people are using that i should check out

thorny plaza
#

code editor and the game is all you need.

tired topaz
#

Hey Guys. I added an "addAction" to turn off all the lights in a specific area. It works when i test it local but if i try it in MP it only works for the person who performs the action. The action does not "sync" with the other players. Can somebody help me ?

north stone
compact frost
#

anyone wanna do a SCP mission?

weary stream
#

Have any of yall ever done a 1 life scenario that went well? If so how did yall make sure that the AI was fair, what mods did you use, and what was the scenario usually based around?

tired topaz
north stone
sand talon
#

What's the longest continuous ladder available in the game? AnimuThinku I can think of a few contenders but maybe I'm forgetting about a very long one in some mod

somber wedge
#

How do i make ai troops that are paradropped to automatically went to the combat zone instead of moving away or just staying still

north stone
somber wedge
#

The last time i did this they somehow didnt follow it

covert cedar
#

hello all, so im restricting the ace aresenal with a script that was provided to me here and it works perfect. however i cant seem to get the playable slots to load in with the loadouts ive made. they always spawn in with the gear the orignal unit has. can anyone help me?

edgy turret
#

Are the units used from a mod?
If so some have randomisation enabled by default

quaint pasture
#

Im trying to create a respawn that is disabled when enemies are near it, and reactivated when they are gone.
I have a trigger with OPFOR 'On Activation' "deleteMarker "variable_name";" where as the variable name is the name of that specific respawn in the mission
As well as 'On Deactivation' "createMarker ["variable_name", thisTrigger];"

but all it does not disable or delete the respawn/marker when theres an enemy in the trigger

floral lynx
#

particularly with addRespawnPosition and removeRespawnPosition functions

rough iron
#

@quaint pasture use SetMarkerAlpha to show/hide the marker. If you delete it youโ€™d have to recreate it entirely and give it its properties. And not sure how you have the respawn set up id have to know more information before offering a tip.

ionic sparrow
#

Can i put a inf squad on a helicopter in original game?

#

Or it requires mods

#

Or just put down a inf group spawn with helicopter

cinder holly
#

just drag & drop

ionic sparrow
#

Didnt try the easiest way

#

Thx anyway

undone warren
#

Are there any 2040s scenarios?

thorny plaza
cinder holly
thorny plaza
#

true...

light rampart
#

Hi I have small problem

I make composition and try to edit scale of object but after I upload it on server and load it as mission it break and gets original scale I try to add it to init.sqf initPlayerLocal.sqf and also to initPlayerServer.sqf also in object init

But it breaks
I use setObjectScale

Any suggestions
Thank you for help

glad barn
light rampart
astral bloom
#

Tell your goal

light rampart
#

and also few ground textures so it not owerlap each other

astral bloom
#

Then you can probably just use simulation disable

gusty orbit
#

hey, i have a problem, iv tried to make training missions for the unit im currently in, [uses mods], but every time i extract to a .pbo and upload it to the server it doesn't launch on the server, im using the same mods on the server and only have those enabled well making the mission, help?

final basin
#

How are you packing the PBO? What program?

jagged gorge
#

i think he's unpacking it on the server

#

in which case...

#

you need the -filePatching param on server startup as well as allowedFilePatching=2 in server .cfg

final basin
#

And you are placing it in the correct folder yes?
Recommend that you leave missions in PBO format unless you need them unpacked.
Otherwise ^

gusty orbit
#

i save it in ARMA 3, i go "save as" the multiplayer mission, then i upload the .pbo in the MP missions folder, i dont unextract it, i see it when i go into the server in game, but when i try to launch it, it doesnt launch

jagged gorge
#

server will spit out an RPT file in the A3 root directory - this might have some useful info

#

most likely your server doesnt have the required mods loading for some reason

#

are you editing the mission with JSRS loaded?

gusty orbit
#

i went through the mods, all them have the required mods. and no

jagged gorge
#

ok so upload your server RPT to pastebin and link back here

gusty orbit
#

RPT?

jagged gorge
#

the arma 3 log file

#

should be found in the main A3 directory

gusty orbit
#

i cant right now, im currently at school and dont have acsess to the file

jagged gorge
#

will look like this: arma3server_2015-12-19_20-40-37.rpt

#

this will confirm that the required mods are in fact loading

gusty orbit
#

ok thanks

jagged gorge
gusty orbit
#

ok

tired topaz
#

I tried researching it by myself but i cant really find anything recent... My Question is... how do i transfer ownership of AI to a Headless Client when placed in the Editor ?

astral bloom
tired topaz
astral bloom
tardy verge
#

When mission with team respawn ends, killed playable units won't reappear in lobby and I have to close the mission completely and select it again to make all playables appear again. Is there a way to make them appear again after mission ends, without closing mission completely?

final basin
#

AFAIK, you may also have a script error that isn't being shown. Had a similar issue once, where i missed a comma in a big script and the server crashed silently. Took me hours and a few headbangs to figure out.

hushed bramble
#

Whatโ€™s the best mission maker other than dro/dco?

cinder holly
#

I am coolfrog

thorny jungle
#

I am curious, does anyone have any advice on creating fun scenarios/missions/etc? I want to make some smaller scale 4+ person scenarios for me to do with my friends, mostly Cold War black ops type stuff with the CUP mod and wanted to hear if anyone has any advice on how to make things interesting or dynamic

thorny jungle
edgy turret
# hushed bramble Whatโ€™s the best mission maker other than dro/dco?

not sure about best but there are a few out there worth testing:

-Drongo's Map Population
-The Assault (editor module that has parameters for missions etc)
-TRGM
-Skull's various scenario genrators (Impasse, ROUT, Impasse Total War, Insurrection, Ground Breach etc)
-Proelium (set of COIN missions, SP/coop)
-OPCOM - Operations Command
-HUNT: Cooperative skirmish (various maps)
-The Forgotten Few (various maps)

torpid sable
#

I am playing some scenarios with a couple of friends but some scenarios just make you start with a set loadout. Is there a mod that lets you access the arsenal at any point? Not sure if this was the place to ask but couldn't find anywhere else

edgy turret
shy tree
#

Is it more resource expensive to make every placed enemy AI unit have a customized loadout rather than just place a unit as its default loadout?

I cannot find a faction that really fits the bill of what I want to put together and I do not feel like making my own unit config for a one off mission.

thorny plaza
#

it's not

dusky obsidian
#

Hi !
I'm going to ask my question here, just in case. With the ATS Train mod (dev version), do you know if it's possible to create train compositions? In other words, in addition to the cars, can you attach other things to them (cannons, objects, smoke, etc.)? I've tried, but it seems that once the cars are on the tracks, you can't attach anything else to them. (even if done from the editor). Someone have a solution ?

#

idk if it's the good channel to ask that

thorny plaza
#

this is the apparent solution, taken from ATS dev's discord server.

dusky obsidian
#

Like sandbags, cannons... ?

thorny plaza
#

try it out yourself and let me know

dusky obsidian
thorny plaza
#

there are XYZ coordinates in it. So rather attachTo. But I don't have ATS so can't confirm, it's probably described in the mod files.

dusky obsidian
#

Well, it's working, i need to adapt the XYZ to the wagon but yeah. But it's non usable, it's only to transport things

#

So i can't do a "usable" train with sandbags, usable cannons etc...

#

not with this script

dusky obsidian
#

It's just horrible but it's working but it's a bit hard

thorny plaza
#

with moving objects it is what it is

dusky obsidian
#

but i will try soon a bigger composition with sandbags and MG

#

to see if we can use it

dusky obsidian
little minnow
#

Hey, im making a mission on the cytech map, and I want two players to act as "navigators" so i removed everyones map and i have an image of the map sign from the cytech objects that I edited a bit to circle the POIs i want them to check out. Now I want to give them access to the map via the ace intel photo item thingy. My only problem is that when you use these, the image you open in your map screen is too small. I tried changing the resolution but the window in which the image appears in is the problem. Is there another way to have a image as an inventory item that only a select players have access to and can carry with them?

tardy verge
#

Why not to give map only to navigators? You can remove map from other player's inventory if someone takes it

little minnow
#

because the image of the map is more vague and way cooler looking

thorny plaza
#

You can probably convert it to a marker and slap it onto the map.

little minnow
thorny plaza
#

don't take the title personal or anything, it's the first result in Google.

#

basically you need to make a mod, but this shouldn't be a problem.

little minnow
#

lol, yeah thanks

rugged sky
#

hey guys. im pretty new to arma but i can only afford the game and apex dlc. any good scenarios to play? also how do i coop with my friend in that dynamic missions mod that randomizes maps?

thorny plaza
spiral vigil
#

looks like i better put my vanilla missions on the workShop: if i exspect people who are new: to play with out mods: and see how Awsome the game is without Mods

cinder holly
#

wrong channel. is it even about Arma 3?

#

np, hope you find what you need!

edgy turret
gilded herald
#

Do local-only objects have any performance advantages over simple objects? Or should I keep my scenery objects as simple objects where possible?

sinful rampart
gilded herald
#

Hmm. What would be the point in leaving scenery objects with disabled sim as simple instead of local, besides network sync?

sinful rampart
#

If you plan to move them. The moving wouldn't be synced

#

You can also do simple and local afaik?

gilded herald
#

Not sure in that regard, but would be amazing if so. Would it make sense?

sick moss
#

Hey everyone, I'm working on a scene from Black Hawk Down, the movie, and want to blur rotors after making helicopters simple objects. However, I cannot find "convert to simple object". Saberaj, on an ArmA artwork forum said to make a simple object, "Convert to simple object. Open in simple object editor. Both of these things are done by right clicking and opening attributes." I did this a year ago but cannot find where to, now. "this call PLP_fnc_simpleAttach" is used in all the scene's helicopters but it only affects the Blackhawks. I'd appreciate any advice

astral bloom
#

It is a part of POLPOX's Artwork Supporter

#

It is also not for a movie but static pic

cinder holly
#

@left folio you can head towards #screenshots_arma to display your creations ๐Ÿ™‚

left folio
#

oh okay

weary stream
#

I got an idea for small coop missions. So the idea generally revolves around respawning after getting killed, I was getting inspiration from Left 4 Dead 1 & 2 and also Warhammer: Darktide & Vermintide where when a player is killed mid mission they respawn near enemies as prisoners. And I'm wondering whether this is possible or if anyone here has done it. I see it as an improvement to put less work on zeus for teleporting and keeps the players on their toes and more careful

spiral vigil
#

@weary stream yes iv been working on a mission like that: i call it Prision Escape:

#

im going to make it like when you respawn your in the enemys jail: and the other players must come and brake you out: and when all of 1 team is in the prison its a mission win

#

and after your team brakes you out they must escort you back to your home base to reAmmo up to fight again

#

no zeus no mode and no DLC

#

but you know things change as you build a mission: i may be doing diff stuff to make it fair to each team

fluid orchid
#

Hello , ive been trying to find on how I can set a vics appearance permanently but with no luck any ideas?
Kind of customize it how I want and then put it in the mission so it spawns that way? im not making a mission only using one is there anyway to implement vic customizing in a mission?

thorny plaza
#

setObjectTexture

fluid orchid
thorny plaza
#

you can use the command to apply a texture to the vehicle

fluid orchid
#

like there should be some codes or something right>

weary stream
#

how do i clear a forest without individually placing "Edit Terrain Objects"

#

NVM i found it

neat condor
#

hey does anyone have any tips to keep middle east ops fun?
like
Im making a fallujah op
and im trying to figure out how to keep everything fun for everyone
ive got some mods that make damage a lot more dangerous
(ace, kat medical, simple suppress, bloodlust, project injury reaction (ragdoll physics only), advanced wound reaction, death and hit reactions)
ive got stuff that makes the game generally more immersive
basically i want the game to feel as fun as possible while also being unique in a way that is consistent with how fallujah actually was in 2004
I want the challenge to be different from a regular arma 3 game

#

while still feeling natural and not just forced

#

cos feeling like you're being railroaded is a great way to completely immolate any fun you can have in a mission

zinc raven
neat condor
#

i want to try and create an environment for my players to incentivize careful planning

#

Generally i would agree that kat really fucks shit up and makes it just generally a hastle

#

but im also putting them in a city that has tons of cover, and also communicating to them that it would be advantageous to be thoughtful about their actions

#

bc that's the kind of feeling that fallujah is supposed to eminate

#

if it ends up just ruining it, ill remove the mod and never touch it again

#

but I think it would add a lot for this specific theatre of warfare

neat condor
#

i use as few mods as possible to accomplish what I'm going for with my mission, while also simultaneously refraining from using unoptimized maps and assets

#

in addition, theyre fighting inurgents with no armor

zinc raven
neat condor
#

in testing it works just fine

#

the pont is to make everyone feel a lot more squishy

#

but anyways

#

im looking for advice more centered around making heavy cqb in arma 3 feel natural and clean

#

and how to accentuate the strengths that my players have

zinc raven
neat condor
#

its just not milsim at all

#

the structure is based more around everybody's respect for eachother rather than a forced chain of command

zinc raven
#

Than to make it more natural, you need to make sure, that AI not walk true wall, doors, under floor.
Use mod, or make them sit in one posision. Thats the most problem with sqb in falluga. I was deployed there atleast 20 times in my Arma Life ๐Ÿ˜„

neat condor
#

i feel that "milsim" often locks people into an extreme sense of superiority vs inferiority and just makes everything feel... i dunno

zinc raven
#

For immersion use sounds, dog barks, baby crys, some radio, town sounds.

zinc raven
#

If you not do full scale combat, i really recommend to try dismenberment. It gives new feel for mission.

neat condor
#

i just want to keep my players from feeling railroaded the entire time

#

whenever I play, if i feel like there are long periods of inaction i get bored

#

whenever I feel like there are no real choices and we have to do everything the way it was designed, i feel frustrated and just don't want ot play

#

i want to give my players a realistic interperetation of how fallujah was actually fought, while also letting them make their own choices and have their own fun

zinc raven
zinc raven
gloomy estuary
#

why is my bit of spaghetti not teleporting me to my teleport destination? It's variable name is destination1

this addAction ["Teleport to Destination", { player setPos (getPos destination1) }, nil, 1.5, true, true, "", ""];

#

I really should have started making this OP a week ago >.>

astral bloom
#

Any error messages

gloomy estuary
#

yes but I have figured out the problem

#

it can't be a map marker, it needs to be at least a prop. I used an invisible helipad

astral bloom
#

getPos cannot take a marker, indeed

gloomy estuary
#

oh, that was the issue, ok I'll keep that in my memory bank. I'm not much for doing a bunch of init stuff but decided to splurge on my unit for this Halloween ๐Ÿ™‚

gilded herald
gloomy estuary
#

how do I end this piece of "code" where the purple line is?

cinder holly
#

(or comment it out)

gloomy estuary
#

the issue was that I hadn't saved it ๐Ÿ™

gilded herald
#

Is there any merit in deleting a trigger when it's activated and not needed anymore?

cinder holly
#

(well, you must if you yourself spawn them for systems, but otherwise don't stress about it)

gilded herald
#

Neat, thanks ๐Ÿ˜„

fringe nova
#

is there any mod that allows you to add a black bag on the prisoners head?

thorny plaza
#

Check the metal gear solid mods

dim sable
#

Hey guys, not sure if this is the right section but I'm at wits end here. I've made a short campaign (4 missions, 4 different maps) with multiplayer and singleplayer versions. I'm really new to uploading things to the Workshop, so I want to know how to pack all missions and both versions into 1 Workshop download so players don't have to download each mission individually. I tried loading the missions as a local mod and they don't appear under Scenarios or in Multiplayer when I try to host a LAN server. I have custom dialogue as well in a separate folder, so those need to be included as well.

Btw due to how the SP versions are set up, I'd rather have the missions appear under Scenarios and play individually rather than how they would if they were a campaign.

astral bloom
hidden kiln
#

Not sure where to ask this, but does anyome know why for some reason when I disable simulations on a building, players on dedi server can still open its doors?

cinder holly
hidden kiln
#

Anything I can do about it?

cinder holly
#

if you want doors locked, lock doors

hidden kiln
#

Issue is that I also run a melee mod which allows players to kick doors open.
So locking doors doesnt always work.
I was hoping that disabling sims would prevent doors from, you know......being simulated

cinder holly
#

it would yes
hmm I am not sure how to go with that
one would need to check whenever the building is streamed in, or an arbitrary radius at which re-disable the building ๐Ÿ˜ฌ

fresh rose
#

would anyone be willing to help me trouble shoot why my mods arent showing up in my antistasi server. im having a hard time

thorny plaza
#

Wrong channel

trail basin
#

Is it possible to get an animation to play on a TV? I have a mission where there is a bar that the players have to go get intel and was just wanting to see if I can make it a little more lively then just a still image.

cinder holly
trail basin
#

I can try that. I guess that would be just be doing a spawn block and sleep between the images?

cinder holly
#

most likely
you can also apply a video as a texture

weak stirrup
#

Hello, quick question for local only objects, do AI still interact with them correctly? As in if I make a wall local only the AI wont just shoot through the wall?

west silo
#

They do

weak stirrup
#

ah, thats inconvinient, thank you ๐Ÿ™‚

#

Oh wait are you saying they will interact correctly or that they will shoot through the wall?

cinder holly
weak stirrup
#

So If I have an object set to local only in eden then it theoretically should exist on all clients and the ai will respect it? Assuming of course the object has not been removed on the client controlling the ai

cinder holly
#

yep

weak stirrup
#

sweet thank you

thorny plaza
solar charm
#

Anybody know how to edit befault bases of Invade & Annex by quicksilver?

trail basin
#

How do you get say3D to play from an object but be server side without a trigger? My current setup starts repeating over its self everytime a player comes close to the object. Im doing a radio in a pub that plays some music and it repeats after its done. But when a player comes close, it starts playing again overtop its self. Here is my current code:

        while {true} do { 
            radio say3D "radioMusic"; 
            sleep 525; 
        }; 
    };
north stone
#

Save the script handle and check if it exists before launching playing.

gilded blaze
#

where do You execute this code if there is no trigger?

astral bloom
#

Quite a lot of ways. Such as executing an SQF

gilded blaze
#

I meant where does he do it.

astral bloom
#

He?

#

Abovementioned topic?

gilded blaze
#

What do You even mean? I was responding to @trail basin

astral bloom
#

I thought you are making a question on your own, my bad

gilded blaze
#

Oh, ok, no problem

trail basin
#

In the init of the radio object

north stone
#

Post the entire code.

trail basin
# north stone Post the entire code.

The only other code is the description.ext code:

{
    sounds[] = {};
    class radioMusic
    {
        name = "radio music";
        sound[] = {"sounds\radio_music.ogg", 100, 1, 15};
        titles[] = {};
    };
north stone
#

How do you check if a player comes close to the radio?

trail basin
#

Its set for 15m hearing distance. I dont have any code that checks for player, its just playing already at start. The problem is when a player gets close to it, it will also start playing again overtop the audio that is already playing.

north stone
#

What radio object are you talking about? Could you write its exact name?

trail basin
#

Its a decoration object. Whats that have to do with using say3D?

north stone
#

If it's a normal object, then from the code you provided, I don't see anything that could cause it to start playing once a player gets close to it.

trail basin
#

Its on a dedicated server

north stone
#

Then it seems like the start playing can only happen if another player connects.

#

You can add if (!(local this)) exitWith { }; at the beginning of the init field to avoid this.

trail basin
#

Ok, I will give a try, thanks

spiral vigil
#

@dusk plaza this is Arma 3 channel right

#

and your asking about reforger

zealous hare
#

im probably being stupid, but im trying to export a loadout i made for a unit to be used as a respawn loadout, but its not working

#
class B_Survivor_F
{
    displayName = "Survivor";
    icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";
    role = "Default";
    show = "true";
    uniformClass = "rhssaf_uniform_m93_oakleaf_summer";
    backpack = "rvg_bergan";
    weapons[] = {"rhs_weap_sr25_wd", "hgun_Pistol_heavy_01_green_F", "Binocular", "Throw", "Put"};
    magazines[] = {"11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_m67", "rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "11Rnd_45ACP_Mag"};
    items[] = {"ACE_surgicalKit", "ToolKit", "ACE_DefusalKit", "ACE_Cellphone"};
    linkedItems[] = {"rhs_6sh117_mg", "H_HelmetSpecB_wdl", "ItemMap", "ItemCompass", "ACE_Altimeter", "ItemRadio", "ItemGPS", "rhsusf_ANPVS_15", "rhsusf_acc_SR25S_wd", "acc_pointer_IR", "rhsusf_acc_g33_xps3", "rhsusf_acc_harris_bipod", "muzzle_snds_acp", "acc_flashlight_pistol", "optic_MRD_black"};
};
// Biki: https:// community.bistudio.com/wiki/Arma_3_Respawn#Loadouts_and_Roles

This is what ive put in the description.ext (the menu shows up, the game doesnt throw any errors, but the loadout is showing as completely empty). the only items i get are the two grenades

cinder holly
zealous hare
#

how exactly? i know basically nothing about editing the different scenario files

#

can i just type anything into the field, or does it have to be something specific the game will recognize?

cinder holly
#

replace class B_Survivor_F by class LA_SurvivorLoadout

zealous hare
#

thumbs_up thanks

#

ooo, i think i see the issue

#

could it be that because the role is set as "unarmed", its not letting it get any weapons?

#

firT actually, i just noticed as well, i changed the display name for the loadout and its not changed

cinder holly
#

you need to save again for Description.ext to be reloaded

#

(save the mission in Eden Editor, not in-game ^^)

zealous hare
#

ah ok

#

firT nope, no change

#

tried reloading the scenario in the editor as well, still no change

cinder holly
#

did you update class CfgRoles to match it?

zealous hare
#

all i have in my description.ext is what i exported from the editor

cinder holly
#

Iโ€ฆ don't know what that means
try creating your own category so it is well-separated from others, this way you will see your loadout easily

zealous hare
#

(except now the class and display name has been changed, but other than that its identical)

cinder holly
zealous hare
#

the display name is set to "test", and its the only one i have in the file

cinder holly
#

sure, but does it appear in-game?

zealous hare
#

nope

zealous hare
#

is there a mod out there that can handle this with modules or something? ive tried to use chatgpt to help troubleshoot and still no luck

#

(it also seems to be using very outdated information sometimes, dating back to before the eden editor)

cinder holly
#

yyyeah, don't use AI for SQF / config ๐Ÿ˜„

zealous hare
#

๐Ÿ™ƒ my head is hurting from this, i cant find a single logical reason for why the loadouts arent showing up. the rpt log confirms that its reading the file, along with the changes i make to it, but the loadouts just refuse to show up

cinder holly
#

oh
wait
you did not put this loadout in a CfgRespawnRoles wrapper?

zealous hare
#

class CfgRespawnInventory
{
class Loadout1
{
displayName = "Test Loadout";
uniformClass = "U_B_CombatUniform_mcam";
role = "Empty";
weapons[] = {"arifle_MX_F"};
magazines[] = {"30Rnd_65x39_caseless_mag"};
items[] = {"FirstAidKit"};
linkedItems[] = {"V_TacVest_khk","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};
??

cinder holly
#

ah, good ๐Ÿ˜„

#

yes that

zealous hare
#

but if its good, why dont it work? hidethepain

#

do i need any other files?

#

do i need to do something in the init.sqf?

#

i think i just made an infinite loading screen

cinder holly
#

well, technically everything you need to do is explained on the tutorial page

zealous hare
#

this would be so much easier if it could be set up inside the editor somehow

#

i love coding, either it doesnt work and you have no clue how or it does work but you still dont know how

rugged sky
#

guys im running DRO scenario , i play it on lan. i got some mods like Hermes Airlift Service and Air Support Plus i want to make them work in dro any tips?

magic badger
#

is there scenario that is like the movie civil war

#

i really just wanna try taking fotos like a press guy or whatever andnot be the one shooting people

#

it chould be really cool if there is like a scenario or a campaing like that where you have to drive around and take fotos of some battles and basically be a sivilian and not one of the military

#

please dm me if you guys know of some scenario or campaing for that

sly perch
#

Right now I am making a very large mission and there are around 12k objects so far, around 6k of which are going to be set as a simple object and local only, the others are walls and buildings that need to be able to be destroyed. I plan on adding a lot more to the mission. There will be around 100 players.

I have ways of hiding the objects that aren't being seen so player performance wont be much of an issue.

I am wondering how many objects (not local) are too many in terms of server performance?

west silo
#

Gotta find that out yourself. There are too many variables to define a limit e.g. object complexity, overall complexity of a scene.

#

And of course it depends on the server and client hardware.

native tartan
#

Also depends on how stuff is done, if mods are in use, is the content correctly done of these mods with reso LODs and other important stuff..

edgy turret
magic badger
#

whats the name

#

btw i started working on one that chould represent the movie and i made it so that you have to drive to the battle area so you can take photos and well the camara doesnt actually make the fotos but you can edit it so it looks like you did some photos

#

someone wants i can show everithing behind the scenes

magic badger
#

and i need someone that chould help me because i want to make it like a campaing that you have to drive from one point of the map to the other and you will face similar scenarios like in the film and the journey will be from one side of the map tot he other so i just want to make it enjoyable for anyone that play`s it

#

just dm me

grave harness
#

Interesting use of the physical Altis/Stratis map to make a mission briefing ๐Ÿ˜ƒ

pastel crane
#

Can you use preprocessor contstants/macros within a mission.sqm?

west stag
#

Hey dont know where to post this but im looking for someone who can help explain scenarios to me or make me one?

spiral vigil
#

@west stag did you do the Tutorials in the mission Editor: i did them like 5 times each: cuz i really wanted to learn: and that was like Ummm 10 years ago ๐Ÿ™‚ i think there's like 5 Tutorials for the Eden Editor Mission building Tutorials

#

i made like 1000 missions in Arma 3 what kind scenario was you looking for

mortal ember
#

Building my own Tanoa WL mission since there is non as part of Expeditionary Forces CDLC

junior shale
#

not sure where else to put this, but I'm trying to set up a scenario where the players are meant to sling-load something and fly away with it, but the object I want to be slung doesn't actually seem to be slingable and I can't seem to use a command like attachTo to proxy it to something that is loadable, like the "device" in the prop list whose name specifies that it is. is there a way to force an object to be slingable or am I just stuck with a very specific palette of objects I can sling load?

cinder holly
junior shale
#

hm, the wiki says it changes the mass of a PhysX object, is that a special/specific class of item or do most static objects fall under that umbrella

cinder holly
#

โ€ฆwhat do you want to do/lift

junior shale
#

it was a container from a scifi prop pack but I suspect I have my answer already, I bumped into it with the helicopter while trying to test out the setMass suggestion and it fell over 90 degrees the way scenery like fenceposts etc. do so my assumption is that it is not a PhysX object

arctic drift
#

do so my assumption is that it is not a PhysX object
Sample hmmyes

fair spade
#

just gonna throw this here cause i was curious of what answers i could get here. when you guys prepare scenarios do you normally choose RHS or CUP?

quick igloo
#

guys is there a way to export ARMA 3 showcase scenarios to editor like normal scenarios?

astral bloom
#

Export it from PBO by unpacking it into a folder

quick igloo
#

It worked much love

edgy turret
gloomy pine
wicked oyster
#

Hey guys, just wanted to recommend this scenario because it honestly feels criminal that it only has around 300 workshop subs. Itโ€™s a total resurrection of HETMAN, with added co-op multiplayer and a ton of new features compared to the original HWS. The author updates it constantly and has some insane ideas planned. SUPER recommended.

wheat iris
#

could someone help me make a scenario, i have like 10 hours and i want to start creating stuff

wild sparrow
wheat iris
wild sparrow
wheat iris
#

maybe help with coding, but i feel thats too advanced

wild sparrow
wheat iris
wild sparrow
wheat iris
#

i dont need to write an essay being "specific" for u to help me.

wild sparrow
wheat iris
wild sparrow
wheat iris
#

okay, so if i really needed to i would write. but i dont want to spam this channel so i would need to go to dms

wheat iris
#

so do u want to help me?

wild sparrow
wheat iris
wild sparrow
wheat iris
#

what is specific to you

wild sparrow
# wheat iris what is specific to you

If you want somebody (me) to answer in a way that's not "look at a guide" or "here's the wiki page," ideally something that you're having specific trouble with that can ideally be pretty easily and quickly answered by somebody who knows how. I don't think there's much point in someone giving an answer when many people already have in the past (by making guides). If you have a question you can't find the answer anywhere using Google, then you basically have to (should) ask here.

wheat iris
wild sparrow
wheat iris
#

alright

cinder comet
#

does any1 have experience with host havoc ?

white hazel
#

using dynamic recon ops, it seems like if i use a faction that has modded weapons or gear it requires me to pre-load dependencies somewhere as whenever i load the faction in, they spawn without scopes, ammo, items etc, and when i edit the faction troop it doesnt register the weapon, vest or anything with an inventory of its own, i have to reclick the items to equip them for some reason
does anyone know why this is and where/if i can preload the dependencies needed?

torpid lintel
#

how do i switch the squad name visible on the select screen

wild sparrow
torpid lintel
#

cheers

spiral vigil
#

dont need CBA for that

#

i can change the sqd name and or the group name in the editor

#

with no scripting

wild sparrow
wheat iris
#

im making a scenario, where do i find this menu to select the mod?

wild sparrow
wheat iris
#

idek, i think it was a multiplayer mod.

astral bloom
#

You don't know what your question mean?

spiral fossil
lethal elm
#

Mcc is old and has a tendency to be broken iirc

wheat iris
junior shale
#

been having a problem with triggers and getting a unit to move, I originally had a guard waypoint set up with a trigger in the usual way you're supposed to do guarded-by triggers, but the unit that was supposed to run over to the waypoint kept running there prematurely. getting him to move there with script isn't working either, since he just sits in place

#

I've tried

Trigger condition:
player in thisList

Trigger activation:
unitName doMove (getPosATL player);

and

Conditon:
this
On activation:
private _target = thisList select 0;
smashington doMove (getPosATL _target);

and also
{isPlayer _x} count thisList > 0 in the condition field. none of these have worked so far

viscid sundial
plucky haven
#

Hello!
There was a question I had a few years ago and I would still like to have an answer from an expert.
I was looking for a way to add some inert props into a scenario without the need of a mod. In other words, make the prop packaged with scenario rather than inside a mod pack, like texture, script or sound.
I know that mods allow for bigger flexibility, but the Arma 3 install process is a bit heavy. The idea is to add some visual (undestructible/uninteractable) content to a server that is still ยซย vanillaย ยป in order to make it accessible by in-game server list to by-passers. I know that as it lacks a CfgVehicle entry, it has to be a simple object.
So for now, I achieved to spawn a p3d object with CreateSimpleObject command, but Iโ€™m struggling with textures. It appears white.
The last information I have about this, is that texture is to be declared in the p3d editor and is supposed to link to modโ€™s pbo. Is there a way to declare the texture as a relative path in order to make the game look for it in the same directory where the p3d is? Otherwise, what is the actual process that allows the SetObjectTexture command (so it spawn untextured but ยซย retextureย ยป itself with this command by script)?

I saw something one day on a french community website about a police station custom model they were bragging about achievable mod-less, but they didnโ€™t add any technical explaination and this site is nowhere to be found now.

Does anyone knows something about that?

astral bloom
#
  • createSimpleObject'ing a P3D does not allow retexture via setObjectTexture
  • If P3D doesn't seem to allow the relative texture path, it likely won't (which I haven't actually tried)
  • But as you might already guessed a mission P3D with Mod texture is certainly possible
plucky haven
# astral bloom - createSimpleObject'ing a P3D does not allow retexture via setObjectTexture - I...
  • Ok! Makes sense.
  • Idk! I tried to set a texture path to what I wanted but then it is systematically filled with some mod pack path before my input. To me it is a arma tools issue, not a game one. So is there a way to set arma tools to not include this mod path prefix?
  • Oh! Does it mean the texture can be in a mod that is server-side only and not requested for clients?? This would be mastermind!!
astral bloom
#
  • P3D in this context means OB actually. Try a path like just "texture_co.paa"
  • No, I did not mentioned anything like that.
    Mod rather means (vanilla or community) PBO in this context and a Mod PBO cannot be transfered via a mission
plucky haven
# astral bloom - P3D in this context means OB actually. Try a path like just "texture_co.paa" -...
  • Yes! Thatโ€™s what I did. Perhaps not "texture_co.paa", but "../textures/texture_co.paa", but then it transforms into something like "a3/customMod/../textures/texture_co.paa" (i donโ€™t remember what the actual prefix isโ€ฆ). If I could get rid of the prefix automatic adjunction, I think it might be enough! At least Iโ€™d like to try.
    What I tried tho, is once my .p3d is compiled, use a text editor and replace the path, but then it does not longer work (maybe a broken checksum somewhere).
  • Then it doesnโ€™t solve my issue because if I make it with no client-side mods, it means Iโ€™d have to work with base game textures. Which seems edgy IP-wise + even if it is ok, I would be limited to textures that already exist in the base game that Iโ€™d have to ยซย free interpretateย ยป to texture something it wasnโ€™t meant for.
junior shale
#

quick question, I'm trying to put intel on a table (the low red table from the Western Sahara CDLC) and its collision doesn't quite match its render model, so the document props fall "through" the table and become impossible to see even though they're sitting there on the surface. Are there any ways of making invisible collision objects so I could put the documents on top of that and make it look like they're sitting properly?

#

I tried making the intel not move already but it made the holdAction scripting on it not work

wild sparrow
junior shale
#

I can try and see

#

it did not

#

well

#

the action was present, but attachTo didn't make it freeze in place

wild sparrow
junior shale
#

ah, I ended up finding a prop that worked. I just set it on a dinner plate that didn't move, lol

astral bloom
#

You can probably just disable the simulation

iron lynx
#

hello, I'm making a warlords mission, and I want to delete the INDEPfor on It, I just want BLUFOR and OPFOR to fight on the scenario.
When I tried to delete It, The mission gave me errors and It lagged like hell.
How do I set up a warlords mission with only BLUFOR and OPFOR?

empty rune
#

Hey folks, when I save my mission files, they generate duplicate files in the mission folder, with .bak suffixes. Does anyone know what these are, and why they're doing that?

north stone
#

These are baัkup files.

empty rune
#

Hah, figured that might be what they are. I'm assuming that's because I've got something ticked in the file

thorny plaza
#

it is a setting within the editor iirc. And you better not disable it in case you mess up your mission to an irrecoverable state (I did it once when I was making a scenario with JSRS loaded and couldn't get rid of the dependency)

kind oracle
#

I'm setting up a custom warlords mission on Sahrani, but the (modded) factions I want to use don't have defined ammo boxes. Is there a semi-straightforward way I can define those on my own?

viscid copper
#

looking for help in converting a MP mission into a SP scenario ... is it doable? I'm able to play the mission on a ded. server, but want to get it completely offline if possible .. .thanks

thorny plaza
#

if you need help then maybe give more details?

thorny plaza
viscid copper
#

im trying to play a MP mission working as a SP scenario... when I try to load it says the mission must be run as MP due to respawning... is there anyway to use onPlayerKilled.sqf/onPlayerRespawn.sqf to get the respawning to work in SP scenario? thanks

cinder holly
#

createUnit + selectPlayer, but it'sโ€ฆ prone to mistakes due to event handlers not following

viscid copper
#

worth a shot, thank you, happy new year

past sparrow
viscid copper
#

yeah im realizing that lol, so trying to see if I can "trick" the mission into kicking a SP death over to the MP respawn mechanics ... all good, mission is a blast regardless, and I like to learn by doing. happy new year

shell fox
#

@viscid copper If you just want to play a multiplayer mission on your own, you can host it locally (as long as the mission works on player-hosted servers). In the A3 main menu, go to Multiplayer โ†’ Server Browser โ†’ Host Server, set Host to LAN, click Host Server, select a map and a mission and hit Play.
You will then be playing multiplayer by yourself (with role selection, respawns, chat, ...) on your own server. Other players can only see and join that server if they are connected to your LAN (which is most likely your home network). Not sure if you'll be able to save / load your progress though (this may also depend on the mission).

modest shale
#

hey, I got sent a mission file for an operation im supposed to be creating. this is my first time creating operations and the file is a zip file. where am I supposed to put the zip file so i can acess the eden editor scenario?

shell fox
#

@modest shale The Editor does not use ZIP archives, so you're probably supposed to unpack the archive first. It probably contains a folder called <mission name>.<map name> (e.g. Apex%20Protocol.Tanoa). Copy that folder into C:\Users\<your Windows user>\Documents\Arma 3 - Other Profiles\<your A3 profile>\missions, then you can edit the mission in the Editor.
You can learn more at https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#File_Locations.

dreamy dagger
# wild sparrow How?

I don't think you ever been answered (but if you were, my apology)
when you open a unit's parameters in Editor, you can set their role description
just add @nameofthegroup after his description to edit the name of the group

#

(e. g. "soldier @alpha1")

#

useful in multiplayer
(also, if you use the mod 3den Enhanced, which is client-side, ctrl+L allows to edit role descriptions and group names of all playabme characters)

short lantern
#

hi guys, i have a question regarding mp ticket respawn setup

lately i have seen that more and more players in my group are becoming more and more reckless since we currently have respawns set to unlimited and seeing how the tactics devolve more and more into just bum rushing AI through an open field

i want to make it so each player slot has a set number of respawn tickets, lets say 6, that are only depleted when they respawn
i did some tweaking with multiplayer settings in 3den but it only allows for a global ticket amount

i know that there is a way to do it since i have seen some videos from darkliberatorzone on youtube and they have that specific system

any help with that would be appreciated

dreamy dagger
#

3den Enhanced allows to choose (tickets depleted on death/on respawn)

#

but you can "punish" reckless players in a lot of ways : respawn delay, reinsertion method/delay, harder/longer medical system that does not allow to die instantly, skill of the AI, etc.

#

mb, I misread your question, i do not know how to distribute tickets per player

cinder holly
dreamy dagger
bold vortex
#

it's not - it's cba

dreamy dagger
#

yup, my bad, doesn't work in full vanilla

cinder holly
#

thx for testin'it

deep knoll
# viscid copper yeah im realizing that lol, so trying to see if I can "trick" the mission into k...

If you want to respawn in singleplayer you should see my script on BI forums, i have a video on it demonstrating how it works. Script was put together by me and Rydygier. https://forums.bohemia.net/forums/topic/288537-release-respawn-in-singleplayer/

lethal elm
#

Is it possible to override a map's env map with description.ext?

#

Or I suppose, the settings that make stuff So Goddamn Shiny

thorny plaza
#

No

lethal elm
#

A true tragedy. Oh, well! My players will cope.

spare kiln
dreamy dagger
#

Sullen Sky is a good example of a mod that does that

astral bloom
#

diag_setLightNew technically can do. But not ideal just for a mission

torpid lintel
#

how can i play a mission i played on a server

#

and like edit it

wild sparrow
hearty rivet
#

Is there a way to ungroup multiple units at once in the editor?

violet brook
#

Does anyone know if using saves in a SP mission will mess up the scripting?

I've got a mission where I'm using a while do to check if the objectivs have been completed but after reloading a save it's not functioning anymore ๐Ÿ™

wild sparrow
violet brook
#

That's upsetting! Any idea of a way around it?

#

I guess maybe eventHandlers as variables seem to have stuck around

cinder holly
#

it depends on the actual script
if it is UI then yes definitely

violet brook
#

It's just in the init.sqf - my while do and now a waitUntil seem to stop on a load

#

I've got a work around where I'm just going to seperate the rest of the mission into a different function and have the eventHandler check the condition and then launch the function for the remainder of the mission.

#
target2complete = false;
target3complete = false;

target1 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target1complete = true;
    ["target1","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
}];

target2 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target2complete = true;
    ["target2","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
}];

target3 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target3complete = true;
    ["target3","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
}];

saveGame;

waitUntil {target1complete && target2complete && target1complete};```

is the bit of script in question with the waitUntil
cinder holly
#

afaik, this should work but maybe not ๐Ÿ˜

violet brook
#

although I've also put target1complete twice xD

violet brook
cinder holly
#

it should not impact here

violet brook
#

I've changed it to this which works fine, how bizzare. Maybe I'll use an eachFrame missionEventHandler instead as the eventhandlers seem tobe fine

#
target2complete = false;
target3complete = false;

target1 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target1complete = true;
    ["target1","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
    if (target1complete && target2complete && target3complete) then {
        [] spawn h_fnc_ending;
    };
}];

target2 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target2complete = true;
    ["target2","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
    if (target1complete && target2complete && target3complete)  then {
        [] spawn h_fnc_ending;
    };
}];

target3 addEventHandler ["Killed", {
    params ["_unit", "_killer"];
    target3complete = true;
    ["target3","SUCCEEDED"] call BIS_fnc_taskSetState;
    saveGame;
    if (target1complete && target2complete && target3complete)  then {
        [] spawn h_fnc_ending;
    };
}];

saveGame;```
glad barn
#

So you can easily

If (["target1","target2","target3"] findIf {_x call BIS_fnc_taskState != "SUCCEEDED"} == -1) then {
    [] spawn h_fnc_ending;
};

It find every which aren't succeed, and returns over -1, and if all of the tasks is success it return -1, because it doesn't find any non success.

violet brook
#

It works so I'm not messing with it ๐Ÿ™‚ was more interested in why the save/load in SP was messing up the script

#

But I have fixed that now

spiral fossil
#

Any recommendations for missions where I can fly a Gripen

#

or like allow you to pick and choose any plane

astral bloom
#

Eden Editor

cinder holly
dreamy dagger
#

||(and if you don't like it, you get banned ๐Ÿคซ)||

long sorrel
#

Hey, I was wondering how I can export a mission to singleplayer with a name that isn't "mission%20name.map"? I've tried using description.ext, but it did not change anything.

dreamy dagger
north stone
spiral fossil
#

How to upload a scenario to a server?

#

Like a workshop one

spiral vigil
#

@long sorrel just in case you didn't understand: this is how i save my missions A3-Mission-Name_v0.Altis or A3-Mission-Name_v1.Altis

#

and so on

#

any spaces show up as % we don't want spaces

#

You can change the name of the mission folder: but then you must go inside the .sqm file: and change all the places: it has the old mission name to the New name: and any place where you have the old mission name as well: like the init.sqf or the Description.ext

#

but be very careful editing the mission.sqm cuz it could mess up the mission bad: and make it un-useable

wild sparrow
spiral vigil
#

@wild sparrow how can i forget what game i'm playing No its not for that: its for if i have maybe missions backed up on some other drive

#

its for a quick ID like

#

seems like your Question was a dig against me: why would you ask such a thing: if it was ment to offend me: you failed

#

i'm only 64 not 164

#

maybe i better back up my missions right now just in case

dreamy dagger
wild sparrow
spiral fossil
spiral vigil
#

@wild sparrow no umm i used to have like A2- missions and A3-minssions and like A2OA- missions and so on: lol i even Had A2-OA-Demo-Missions that i made with Reg A2-OA: and then put them in the A2-OA-Demo cuz i liked the A2-AO-Demo So much

#

so you know its just for to make sure to know what mission goes with what game: like back in the day when i had all them games till Arma 3 came out

#

@spiral fossil what kind-a server are you talking about: Hosted server: or a Dedicated server

spiral fossil
#

dedi

spiral vigil
#

i think you must put the name of the mission in some server list: and the mission: in the MPMission folder: where the RPT file is at: but i don't Have a Ded server so i kinda forget: but i remember this some how

#

i believe there's some server list that tells the game what mission to load in what order

#

in DED server

spiral fossil
#

So I need to get the mission file from the workshop mod and add it just like any other mission I would make?

spiral vigil
#

yeah i was just thinking about that what you said: workshop mission: and i never used a workshop mission: so maybe i don't know how to use a workshop mission: holy smokes sorry m8 dam

#

maybe some one else can help with that

#

but i think if you put the mission name in the mission list: it may work but im not sure m8

#

see i build my own missions so i never had to dl a workshop mission

raw monolith
#

does anyone know how to remove this picture? i've looked at my descriptionext and found nothing that should do something like this

#

i removed overview picture for now from descriptionext maybe that causes it not sure

west silo
raw monolith
torpid lintel
#

How can I make a scenario where it's like AAS from Squad (as in you go to capture objective 1 then 2 then 3 but if you go to 2 or 3 before 1 nothing happens)?

lost pecan
#

Hello to all
I have some questions in my mind
It will be straightforward but how can i make a deathmatch scenario ?

#

How to place the players

deep flame
#

Could a post a link to some of the scenarios ive created in here?

dreamy dagger
deep flame
#

World domination... Well to share them I geuss lol

hexed veldt
#

I know I'm late to the party and should've already know what the Alive mod is. But I just played a server using it last weekend, first time I've ever played a Alive scenario. Since the Alive wiki is no more, is there anywhere else that has wiki/tutorial type info for it?

lucid lark
sinful rampart
#

yep.. fine

lucid lark
#

down for me :"(

fallen wraith
#

So upon completing objective 1, objective 2 is created

quaint pasture
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how do I make so that when a player respawns, they respawn in with what they died with
ive looked everywhere and its all conflicting

quaint pasture
quaint pasture
dreamy dagger
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do you have 3den enhanced on ?

quaint pasture
flat sand
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quick question, Is there a key for zeus curators that collapses/compresses everything in the create tab. So that i dont have to always scroll so far down when im looking for something?

long sorrel
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Hello there, I was wondering how I could get paragraphs working in overviewText from description.ext. I've tried using <br></br> but it doesn't seem to work

Text looks like this:

overviewText = "<br>text1</br><br></br><br>text2</br>"

I figure I'm doing something wrong, but this structure has always worked in other contexts (e.g briefing notes) iirc