https://steamcommunity.com/workshop/filedetails/?id=865214690 @torpid lintel I think this could work
#arma3_scenario
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Allo
is this what you were looking for
there's also
If you want more smaller arms missions
You can change a lot about the mission to adjust it to your liking
or my ------ Coop Team Death Match Destroy Enemy Cache Mission
well then they should be loaded long in advance. hmm
don't know if my server can handle that so quickly ^^
ahhh let it spawn all at once and move everything to HC ๐
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.
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.
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?
If the Blackfish is not supposed to "collide" with any vehicle than that Marshall, apply setPhysicsCollisionFlag to the Blackfish. Just an idea
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
What about other way around
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!
currently having an issue with playing a video on a tv
it is playing at like 4x speed
tv_1 addAction ["Play Helmet Cam Footage",
{
tv_1 setobjecttextureglobal [0,"helmetcamkmc.ogv"];
["helmetcamkmc.ogv",[1,1]] spawn bis_fnc_playvideo;
}];
the video also is very washed out but idk how to fix that particular issue
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
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
cant even holster the weapons and noithing in the scroll menu
@undone ferry i Think there's a smoke module in the editer where you can set how long the smoke last
oh w8 not from the ground you said hmmm i never tryed that hmmm
i wounder if you can hold alt key and move the smoke module up in the air
maybe not i dont know
Yes. Use particle effects and adjust it
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?
No you can't
bugger
How do you make a vtol aircraft land.
unitCapture / unitPlay is your best bet
I figured it out
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 ?
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 ?
Keywords: JIP (join in progress), publicVariable to sync the mission status
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!!!
Any help would be great
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
nvm found it, it was buggy pathfinding due to their location
You will have to use a different effect module (there probably isn't any other by default) or a smoke object that can be placed in the air, some mods offer them. Or you can script the effect manually yourself.
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.
player moveInDriver helo1; @rough perch
or p1 moveInDriver helo1;
or whatever the name of your player is and whatever the name of the chopper is
theres many ways to do this
maybe in a script
if (hasInterface) then
{
p1 moveInDriver Helo1;
p2 MoveInCargo Helo1;
p3 MoveInCargo Helo1;
p4 MoveInCargo Helo1;
p5 MoveInCargo Helo1;
};
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
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
};
Thank you very much for your help !
you bet my brother, if i can help i try my best, even tho some times i may fall short
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?
What is the best way to make a mission persistent? I want to be able to save and load a locally hosted mission.
hasn't been updated in quite a while and i believe the mod maker quit arma due to irl
Yo anyone got a liberation mission file with working zeus, preferably on a larger map like tanoa or chernarus? Thanks.
i opened arma 3 and all my saved scenarios are gone, any ideas as to why?
You may are loading wrong profile
I know, I've been working on fixing all the Opex bugs, and it seems like I've succeeded, but what I haven't been able to do is add it to a new map. The basic functions work fine, but the mission generator doesn't work.
First of all you need to use the correct channel. This is an Arma 3 one.
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?
Multiple solutions:
- Try to set
attachToLogicto false https://community.bistudio.com/wiki/BIS_fnc_ambientAnim - Use 3den Enhanced Ambient Animation attribute
- Let @cinder holly finally add a new version of that to the game ๐
Thanks I will try with my next mission ๐
They could be just creating the DAC zones on the fly during the mission
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
Check if they took damage at all
What you can do is fake the destruction by replacing it with a new composition and hiding the transition in a cloud of dust.
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.
I think that's hardcoded.
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
Arma 3? your mission would need a save/load system, this can be done by either saving in the server namespace or by using an external db system through a dll extension
How do I make AI pilot scramble to their jets if triggered by let's say a radar detecting some hostile
Scramble here mean they actually run to their designated plane
If itโs done off screen away from the playerโs view i would spawn in jets with pilots and put a delay to simulate โscrambleโ and way point them to taxi and take off and head to a general location where it player trigger is located and probably put task: Search and Destroy
If you dont wanna do allat just waypoint the pilots to: move, mount, taxi(move), and take off(move)
And make sure the first move waypoint is linked to the trigger
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
@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.
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.
Not sure what you mean exactly. You can't switch skybox or a terrain texture during a mission.
Sorry, by "the map," I mean the map you open with the M key.
I haven't seen any command for that in the documentation.
But you can remove the map item and give player a GPS instead.
I am not sure if it's possible to create own GUI window with the map grid, try to ask in the #arma3_scripting channel.
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.
So if i play on a server, does that mean i can get better frames or?
@severe kayak well if the server is well optimized maybe ^^
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.
if u play altis life you will always get shitty fps ๐
you could also try to use the experimental arma3.exe. https://forums.bistudio.com/topic/160288-arma-3-stable-server-154-performance-binary-feedback/?p=2965501
use the client version
sometimes it gives you a few fps more. also try to optimize your arma using the various optimisation guides. just google a bit
@hearty mulch No, it is the process of distributing AI groups across multiple AI's to leviate server (and HC) load.
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?
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.
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)
no, but you can always reposition them
Could also try disabling simulation until you're ready for them
Perhaps it could be possible to tie a trigger to a countdown after the first player joins and then enable simulation for the mission's objects and vehicles?
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).
@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
@long sorrel there are many way to stop a player from moving around the map, i use ZoneLimit to do this
but i'm still not sure what you are asking here as well, also could use, disableUserInput true; disableUserInput false;
@long sorrel i don't know this Tacops missions,
No, what I'm looking for is a way to select a unit as playable by clicking on a marker on a map, similarly to what is shown here.
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
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
cuz if you are, i don't know stuff about Ace and mods
No, I'm on a vanilla game w/ DLC & CDLC, I'll test it again later, maybe I just messed up the script
Thank you very much, I'll check it out!
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
A land waypoint with invisible helipad
Place the helipad, then connect a land waypoint.
just did and it still doesent land
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
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
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
right that...i'll look closer at mcc scripts..thx
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
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?
#arma3_terrain #arma3_tools maybe better asking i nthere m8
thank you very much...that is much easier to follow and adapt
@hearty mulch Yeah, I meant across multiple HC's. Sorry for the confusion ๐
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
what condition do i put in the trigger?
does anyone know cash safe/locker mod for arma 3?
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
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
it's hilarious but actually a huge breakthrough for my missions so i figure it'll be useful to someone else out there ๐
when life gives u lemons place a puddle & tell the game your plane is a boat 
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.
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
btw i will use Global Mobilization and Western Sahara
why?
ok, thats why i am using a limited amount of dlcs
its pratically the same thing to mod that needs shit ton of mods to work
and that happens to much for me to like
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
So having players RV at a specific point and when you arrive your task completes, but the other players still have the task
Server only means that a trigger exists only on server. Whether the trigger code will be executed for everyone or not depends on the code.
I would use server only trigger in your case because of https://community.bistudio.com/wiki/Arma_3:_Task_Framework#Data_and_Processing_Centralisation
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?
how do you get that blue/red layer
These are map markers
does it just signify the two sides advancing?
in that context yes, but it can be anything really
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?
wish i could say that i havent already done that, but everything seems matched up.
been confusing me for the last few hours lol
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.
Try a vanilla and mission with no Mods to see if the issue persists it is your Mods issue
have tried that yeah, every mission works fine. wonder if it might be an issue with my sqm file or a composition, im just gonna remake it
@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.
still no fix for this it seems, oh well.
is it possible to allow a player to only have access to the camera of a drone and not be able to fly it?
Drongos Air Operarions should work for that.
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.
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
apparently it's two new booleans for map markers and map drawing
#community_wiki message
almost certainly optional to maintain backwards compatibility, so you don't need to add them if you don't need them
Thank you very much
I'm trying to make a warlords scenario on a modded map with modded factions. Can someone help with the finer details?
This looks really nice, it has that fictional touch of Half-Life, but it still remains somewhat realistic, like a historical uniform.
i know im really dreaming here, havent seen such a thing
but is there a scenario in arma to depict logistics?
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
and we get saved by a supply airdrop that finally comes
Air Control in Reaction Forces
iโll check it out, thank you
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 do you mean radio triggers ?
like 0,0,1 and 0,0,2 and so on
from the numbers at the top of the keyboard
oh no you don't, you something else
ok
Old man who can help
https://steamcommunity.com/sharedfiles/filedetails/?id=3412763627
An old classic remastered for multiplayer compatibility, enjoy!
@floral ermine please advertise it in #production_releases for better audience ๐
hey i have a question
https://steamcommunity.com/sharedfiles/filedetails/?id=3510090214
For those who are interested, there is a new OPEX scenario, available in all the official languages โโof the game.
see my message just above
@carmine dust?
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.
DLC props does not restrict someone to play. DLC watermark on a scenario is predetermined by mission maker
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?
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
EricJ's helo missions
Why not teach someone else in the unit?
like i said, right now i need to focus on exams, i don't have the time to.
plus im not the greatest.
How to load scenario from workshop to editor?
never mind i already done what i wanted to do
get someone interested in making them, always the best solution
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.
Does somebody know how to make bot static ?
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)
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?
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
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.
Hello. I have a question: how can I activate a trigger once player places three mines in its area?
@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;
you may have to ajust it some
owner _x return number (client id), player is object not number (clientOwner).
And it could just check area of trigger (so trigger are can be ellipse or rectange)
{typeof _x == "APERSMine_Range_Ammo" && (owner _x == clientOwner)} count (allMines inAreaArray thisTrigger) >= 3
If want check specific type and owner of mine
thx for that @glad barn
Thank you all!
how can I make checkpoints and a timetrial for helicopters like the ones available in Time Trials?
Is there actually some way to open the scenarios available in base game via 3den to see how they are made?
@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.
It doesn't work...
You have only server enabled from trigger attributes? or global (so every trigger is local)
and you want on SP or MP ?
Not "Server only"
On SP
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"
CBRN_IEDUrbanSmall_Type1_Range_Mag
I've already put it instead of APERSMine_Range_Ammo
OH, wait, I fucked up the ID, I took the wrong one
No, this isn't the reason
@glad barn
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
["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
@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>
I have to try that I guess
Yes , that one
YES, IT WORKED!!! Thank you for the trigger script and the debugging script!
Your are welcome ๐
^I second his mission packs - give them a try
@remote cedar
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.
you might have used assets from said DLCs
How would EDEN know about objects that I don't even have DLC for?
because they are present in the file - assets were added and the game knows from which files
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.
truck1 engineOn true in the trigger where you show the AI group
trigger onActivation field that is.
that worked perfectly thank you! ๐
.
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!";
- Any errors you got
- This is not a "string" but rather you should say "code" or just "script"
- _rounds is unused
I deleted the _rounds line and this is what I came up with. I have zero idea what information this is trying to relay
What do you get if you do hint str _tgt
added str _tgt; at the end and received the same error
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
Oh ok, apologies. Will do that tomorrow morning and get back to you. Thank you for your help
idk how it helps but here's the new one after performing to your directions
And? The error text describes what's wrong.
did you use AI to generate that code? the error is saying _tgt is empty array
Seems that target1 getRelPos [_dis, _dir]; returns empty position. If it's possible (I'm not sure), then probably target1 is nil or null.
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
What, is target1 a marker?
yeah as outlined in the video I watched. It's a map marker placed via Eden
Then getMarkerPos "target1"
Also you are supposed to tell what was printed in the hint not the error
oh, yeah that makes more sense
Does anyone know if the BIS_fnc_kbTell conversation system works in MP?
I am pretty sure it does.
You could check the apex campaign. I think they use it there.
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.
You can simply check if ... || !alive driver _vehicle. This will work only under the presumption that the driver is inside and can not disembark. Another option is to simply make him invincible and lock him in the vehicle, that's quite common for scripted scenes in games.
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
Ah, okay. I think the former will work well, thanks for the tip!
Could you paste the full error? And is on the stable or dev branch?
1 dont use spaces in mission names 2 did you edit the sqm via text editor?
no
Edit the folder name to have an underscore where the 20% is atm
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
what program do i open it up in, np++
and about the %20, im just trying to get the mission to work first
Notepad++ would work, any text editor would work as well
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
i made it with the stable version, in the stable 2d editor
At the beginning of the sqm is there a single "NUL" followed by the word "raP"?
its just say "NUL" over and over and over, 635477 times appenerently acording to notepad
there is nothing other than "NUL"
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
one sec, i think i have an erlier .pbo version of it
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?
is there a way to hide buildings on the map when using the hide object module in Eden?
Sadly no
Wait, what? I think it is possible. Maybe I'm wrong because I use 3DEN enhanced but I can hide buildings using "Hide terrain objects"
presumably talking about the grey rectangles on the M map
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.
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.
I have never seen one says Ed3n ๐
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
RE: Ed3n probably a typo from 3Den! ๐
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 โค๏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.
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.
I would check some vector commands (vectorDotProduct IIRC) to detect dir between the light vector and target
You could also try https://community.bistudio.com/wiki/getLightingAt
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?
FFMPEG 4.0.2 works as per https://community.bistudio.com/wiki/OGV_File_Format - letting others answer too ๐
Inshallah I will make the mission have surveillance footage as intel ๐
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;
};
}];
};
there is IntelAcquired EH? ๐ค
No.
That remoteExec is also nonsense
https://community.bistudio.com/wiki/BIS_fnc_initIntelObject
There is also a scripted eventhandler called "IntelObjectFound" that can be registered on the intel object.
See Example 3 on the wiki page
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
Do you use mods or only vanilla game ?
If you use 3Den Enhanced (unsure about vanilla) you can find a Role Description for a unit in the said squad you want to edit.
Simply add @YourCallsign to a unit and you are good.
thank you
Just having a CBA should be enough for this.
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?
I donโt even think you need 3den Enhanced for it tbh, it comes default if you select the group properties no?
Im not sure but having that mod in general makes life way easier
I cant imagine how many hours of setting ambient animations were saved thanks to it.
Q: How do I stop an emitter from... well, emitting?
Deleting the module doesn't stop it for some reason. Even tried deleteVehicle in a radius to no effect.
For context:
Did you try show hide module? Use the trigger with condition to activate hide smoke. You can place some object and when it get blown up or you delete it smoke hides.
On youtube there a lessons.
Hide? Is that a function?
Or do you mean HideTerrainObjects?
This video will show you how to setup and use the Show/hide module.
It can be used to "spawn" single units, or groups basically hide them and then show
them when you want them to become active in your mission.
When you use the hide part of the module and set a unit or group to be hidden,
the module disables their simulation.
So ...
Glad we're on the same page. lol
Yes
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.
Sounds good. I'll give it a whirl and let you know how it goes.
This one its good explanation https://youtu.be/gEfPQBpCTHQ?si=CX-5RC2_8RH8Gzvm
[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...
Tried it, sadly didn't work; when synchronized, it wouldn't emit at all, regardles of whether it was set to show or hide. When set to folder group, it had no effect.
You need to do it differnet then in the video. That it shows and hides after.
This is what I have:
You need one more module that will show after activation
Ah, I think I know what you're saying. Wait one.
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.
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.
bruh... just delete modules with
deletevehicle moduleGlobalVariable;
and emitter auto stop.
same function
Already tried that.
Even moving it won't move the effect.

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.
Vanilla... I think; ModuleEffectsSmoke_F
EffectsSmoke_F call function #arma3_scenario message
Yeah, seems to be a configuration of that function. So... how do I tell it to stop? 
you can use other method
You mean spawn it via script by calling for the actual function instead of the module?
{deleteVehicle _x} forEach (smoke1 getVariable ["effectEmitter",[]]);```
i no know why (!isNull _logic) no work in condition in while 
You may have needed to sync your module to at least one trigger for the module deletion to work.
It's already sync'd, but I'm going to try your code and see if that does the trick
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...
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;
};
After testing with the trigger, the trigger does in fact turn on the emitter. But it doesn't seem to turn it off?
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. 
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.
Also, why didn't they use getPosASL? 
It's a pain. lol
place this in init module
this spawn {
waitUntil {count (_this getVariable ["effectEmitter",[]]) > 0};
{_x setPosWorld getposworld _this} forEach (_this getVariable ["effectEmitter",[]])}
Thank ya.
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.
Oof. lol
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.
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.
Is that white line the one you added? Or the red?
Red drawlaser. white debug line2D
Oh, nifty. ๐
Thanks again for your help. Here it is, fully functional: https://youtube.com/live/GYoooIJbkKM
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.
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.
Sounds good. Godspeed. ๐ซก
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 otevลenรฉm pc byli fotky bรฝvalรฉ sovฤtskรฉ 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.
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
yea, script your own system
Hey again; I'm testing it in multiplayer, and this doesn't work, sadly. Only works on local. Is tehre a way to adjust that to work on multiplayer?
Also, how does Player work in a multiplayer setting? I want JIPs to be able to trigger a trigger.
If you don't have a server only [โ], then the trigger is created locally and it will .
What you have in your trigger, are you using the player in condition/ activation code
Originally I was using Owner Only syncing, but it doesn't seem to work using JIP. It also doesn't seem to remember the variable name of the unit the player is JIP-ing in with. The idea is to have the players JIP right into a vehicle, instead of standing next to it.
@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?
You could change your activation type None,
And use
player in thisList
I'll give it a shot, thanks! On a related note, the earlier script involving the smokestacks; is there a way to make that work for multiplayer? The BIS function uses getPos/setPos, so it won't position the smoke where the module is, if there is something under it (ie. the smokestacks). The code works in single player, but not multiplayer.
you could use an invisible heli pad and use
smoke = "test_EmptyObjectForSmoke" createVehicle (getPos objectName); or any other style smoke object
I was hoping to use the Smoke module; is there no other way? ๐ฆ
not that I know of because I don't think you can script a module in. So what is the problem your having exactly?
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.
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.
It might be, but does it allow the ability to customize the color of smoke and how it works? One of the reasons why I wanted to use that smoke in particular is because I modified it to be very light to look like exhaust coming out of those power plants. I originally tried a smoke grenade, but the smoke is too condensed, and it doesn't raise into the air like an exhaust stack would.
Another option is to quite literally copy and paste the function, change the coding, and use that instead.
You can with particalSource and setParticalParams.
https://community.bistudio.com/wiki/Particles_Tutorial
That's very useful, thank you. Will that work in multiplayer as well, if I simply use one of those templates?
yeah
Nice. So my last question on that note is how to delete said emitter once the objective completes?
Should be just deleting the object you spawn it at
Deleting it didn't seem to work. I'll have to take a closer look.
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
I believe there is. I'll get back to you.
@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 ๐
i think you don't even have to remoteExec it.
make sure to use : respawnTemplates<SIDE>[] = {"MenuPosition"}; in your description.ext
use remoteExec ... BIS_fnc_MP is just a relic of the old times before the command got introduced
copy and paste from an old mission ๐
Hey guys! Has anyone thought about\seen any Vip extraction TvT scenarios? (https://youtu.be/wfCLOXLot_U?t=38s) could this "work" in arma on gameplay level?
yes
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?
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.
Thanks!
I would maybe use gamelogic instead of invisible helipad as the invisible helipad can confuse AI
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?
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.
Where could one start learning about making scenarios?
There's a YouTube channel called UselessFodder that does long-form (though easy to watch on 1.25x or 1.5x speed) editor tutorials that are pretty thorough.
I did see him creating missions but are those videos good for a complete beginner or does he have an eden editor video?
Yes
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?
@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
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
Ask and make discuss with your friend, not us
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
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
sounds like you have it all setup as is
plus i don't think your allowed to ask to pay money for that
I thought it was respawn_guerilla for independent
@edgy turret oh yes i think you are correct: my misstake
"respawn_west" "respawn_east" "respawn_guerrila" "respawn_civilian"
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
code editor and the game is all you need.
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 ?
anyone wanna do a SCP mission?
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?
Thank you. But how do i rewrite my function to be an "remoteExec" ?
Depends on your script. If commands have local effect, then they should be remoteExec'uted. More info: https://community.bistudio.com/wiki/Multiplayer_Scripting
What's the longest continuous ladder available in the game?
I can think of a few contenders but maybe I'm forgetting about a very long one in some mod
How do i make ai troops that are paradropped to automatically went to the combat zone instead of moving away or just staying still
Do i put this waypoint on the troopsthat is paradropped?
The last time i did this they somehow didnt follow it
I think so.
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?
Are the units used from a mod?
If so some have randomisation enabled by default
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
Idk how you set up the respawn, but you should work with the respawn functions instead https://community.bistudio.com/wiki/Category:Function_Group:_Respawn
particularly with addRespawnPosition and removeRespawnPosition functions
@quaint pasture use SetMarkerAlpha to show/hide the marker. If you delete it youโd 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.
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
yes
just drag & drop
Are there any 2040s scenarios?
how different would they be to 2035s scenarios?
they would happen 5 years later
true...
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
Some static object or something else?
If you read wiki , it will break after moving, not attached, not simple object.
Many reason.
https://community.bistudio.com/wiki/setObjectScale
There is examples how you could get it work on multiplayer.
So If I udnerstand the wiki page right I need to spawn object as simple and set it scale?
Tell your goal
I need to change size of usertexture on wall and primari I need to make small litlebird in entry hall
and also few ground textures so it not owerlap each other
Then you can probably just use simulation disable
OK
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?
How are you packing the PBO? What program?
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
And you are placing it in the correct folder yes?
Recommend that you leave missions in PBO format unless you need them unpacked.
Otherwise ^
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
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?
i went through the mods, all them have the required mods. and no
ok so upload your server RPT to pastebin and link back here
RPT?
i cant right now, im currently at school and dont have acsess to the file
will look like this: arma3server_2015-12-19_20-40-37.rpt
this will confirm that the required mods are in fact loading
ok thanks
might want to post it in #server_admins
ok
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 ?
https://community.bistudio.com/wiki/setOwner
Is this what you look for?
Nah. "this command should not be used to transfer ownership of units with AI with the exception of agents."
https://community.bistudio.com/wiki/setGroupOwner
Well this then
Thanks
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?
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.
Whatโs the best mission maker other than dro/dco?
I am 
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
Hi, sure! see https://community.bistudio.com/wiki/Mission_Design for example ๐
Sweet, thanks!
I appreciate it ! ๐
Ultiamte goal for now is trying to make a BO1 style Nova 6 mission, I've already made a vanilla CBRN script for the scenario but now It's a matter of how to implement it in a way that works / is fun for the scenario itself. That and pacing and all.
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)
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
Simple Cheat Menu mod can give u arsenal access
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.
it's not
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
this is the apparent solution, taken from ATS dev's discord server.
So with that i can put anything where i want on the train ?
Like sandbags, cannons... ?
try it out yourself and let me know
It's working like this ? ---> [object1, object2] call BIS_fnc_attachToRelative
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.
Okay then i will try it
But from what I understand, it's to place two things on the platforms, but that doesn't allow me to build a defensive wagon, for example, I think.
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
It's just horrible but it's working but it's a bit hard
with moving objects it is what it is
With tanks for example, no worries, it staying on the wagon will moving
but i will try soon a bigger composition with sandbags and MG
to see if we can use it
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?
Why not to give map only to navigators? You can remove map from other player's inventory if someone takes it
You can probably convert it to a marker and slap it onto the map.
ooh, how do i do that?
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.
lol, yeah thanks
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?
- Open steam workshop, filter the search by scenario and singleplayer/multiplayer and sort by most popular
- Host a session (via LAN) or get a server
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
wrong channel. is it even about Arma 3?
you posted in an #arma3_scenario
head towards #server_admins
np, hope you find what you need!
I'll try em out๐๐ฟ
Do local-only objects have any performance advantages over simple objects? Or should I keep my scenery objects as simple objects where possible?
Local only don't have network sync.
Which is a performance advantage.
Hmm. What would be the point in leaving scenery objects with disabled sim as simple instead of local, besides network sync?
If you plan to move them. The moving wouldn't be synced
You can also do simple and local afaik?
Not sure in that regard, but would be amazing if so. Would it make sense?
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
It is a part of POLPOX's Artwork Supporter
It is also not for a movie but static pic
@left folio you can head towards #screenshots_arma to display your creations ๐
oh okay
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
@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
it is possible yes
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?
setObjectTexture
and what do I do with this? on the init of the vic? im a bit dumb when it comes to these can u elaborate in stupid terms?
you can use the command to apply a texture to the vehicle
sorry bad reply so how do i find the specific appearances for my vics?
like there should be some codes or something right>
how do i clear a forest without individually placing "Edit Terrain Objects"
NVM i found it
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
KAT and fun it is not really compatible.
I tryed with my tactical semi milsim guys , but its no fun, immersion yes, but fun no.
For me death hits it fine, but i get complanes that need more bullets to kill AI.
So i went just for ragdoll.
Try using dismemberment, its really make the differents. When you see player blown to pieces. But you cant use bloodlust at same time.
the point is to create natural consequences to getting shot
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
also more hits to kill AI sounds like an armor value issue that gets accentuated by a struggling server
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
True, it was when i had other server. Now should be good, but we got used to other mod.
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
Did You mention is it Semi milsim or some other style?
its just not milsim at all
the structure is based more around everybody's respect for eachother rather than a forced chain of command
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 ๐
i feel that "milsim" often locks people into an extreme sense of superiority vs inferiority and just makes everything feel... i dunno
For immersion use sounds, dog barks, baby crys, some radio, town sounds.
True, thats we have simmilar composition as you.
If you not do full scale combat, i really recommend to try dismenberment. It gives new feel for mission.
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
Give them more options by giving more tasks, let them to deside where to start.
Give warnings if they kill civ. They will get angry mobs attacking them with stones or bombs.
There is mod, for stone throwing civs. ๐
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 >.>
Any error messages
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
getPos cannot take a marker, indeed
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 ๐
Marker position command is markerPos, just FYI
how do I end this piece of "code" where the purple line is?
remove the rest
(or comment it out)
the issue was that I hadn't saved it ๐
Is there any merit in deleting a trigger when it's activated and not needed anymore?
very merely
if you cleanup 100s of them, sure
otherwise, don't bother really
(well, you must if you yourself spawn them for systems, but otherwise don't stress about it)
Neat, thanks ๐
is there any mod that allows you to add a black bag on the prisoners head?
Check the metal gear solid mods
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.
https://community.bistudio.com/wiki/Campaign_Description.ext
Basically create a Mod to make it happened
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?
building being streamed out/in perhaps
Anything I can do about it?
if you want doors locked, lock doors
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
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 ๐ฌ
would anyone be willing to help me trouble shoot why my mods arent showing up in my antistasi server. im having a hard time
Wrong channel
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.
set image 1, then image 2, then image 3?
I can try that. I guess that would be just be doing a spawn block and sleep between the images?
most likely
you can also apply a video as a texture
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?
They do
ah, thats inconvinient, thank you ๐
Oh wait are you saying they will interact correctly or that they will shoot through the wall?
they will see objects that are local to them
if the wall is on the player's machine and the AI on the server, the AI does not know about walls so they will shoot (and shots will go through)
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
yep
sweet thank you
I think you can use animated PAAs for this too, but they will loop like GIFs.
Anybody know how to edit befault bases of Invade & Annex by quicksilver?
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;
};
};
Save the script handle and check if it exists before launching playing.
where do You execute this code if there is no trigger?
Quite a lot of ways. Such as executing an SQF
I meant where does he do it.
What do You even mean? I was responding to @trail basin
I thought you are making a question on your own, my bad
Oh, ok, no problem
In the init of the radio object
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[] = {};
};
How do you check if a player comes close to the radio?
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.
What radio object are you talking about? Could you write its exact name?
Its a decoration object. Whats that have to do with using say3D?
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.
Its on a dedicated server
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.
Ok, I will give a try, thanks
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
try without using the same class as an existing one
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?
replace class B_Survivor_F by class LA_SurvivorLoadout
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?
actually, i just noticed as well, i changed the display name for the loadout and its not changed
you need to save again for Description.ext to be reloaded
(save the mission in Eden Editor, not in-game ^^)
ah ok
nope, no change
tried reloading the scenario in the editor as well, still no change
did you update class CfgRoles to match it?
all i have in my description.ext is what i exported from the editor
Iโฆ 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
basically, this is all i have in the file
(except now the class and display name has been changed, but other than that its identical)
just to be sure you're looking at your loadout, try a different name, e.g displayName = "MY OWN SURVIVOR LOADOUT LOL";
the display name is set to "test", and its the only one i have in the file
sure, but does it appear in-game?
nope
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)
yyyeah, don't use AI for SQF / config ๐
๐ 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
oh
wait
you did not put this loadout in a CfgRespawnRoles wrapper?
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"};
};
};
??
but if its good, why dont it work? 
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
well, technically everything you need to do is explained on the tutorial page
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
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?
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
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?
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.
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..
there is one where you play as a photographer in Vietnam attached to a Marine squad
ohh really
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
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
Can you use preprocessor contstants/macros within a mission.sqm?
Hey dont know where to post this but im looking for someone who can help explain scenarios to me or make me one?
@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 ๐ 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
Building my own Tanoa WL mission since there is non as part of Expeditionary Forces CDLC
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?
there is a version of the device that is sling-loadable, but maybe your helicopter cannot lift that mass
try and reduce it using setMass
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
โฆwhat do you want to do/lift
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
do so my assumption is that it is not a PhysX object
Sample
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?
guys is there a way to export ARMA 3 showcase scenarios to editor like normal scenarios?
Export it from PBO by unpacking it into a folder
It worked much love
Either one of them, just not both since weapon damage and gear armor is not balanced with both
I hear CUP is better balanced with vanilla and other mods too compared to RHS
that is correct
Hey guys, just wanted to recommend this scenario because it honestly feels criminal that it only has around 300 workshop subs. Itโs 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.
could someone help me make a scenario, i have like 10 hours and i want to start creating stuff
You need to say what you need help with.
making objectives and some help with the UI
More specifically - say exactly what you need or are having trouble with using as much detail as you can.
i want to learn how to make scenarios with objectives, and learn more things i can do with the ai. ive figured out how to make patrols and different teams thats about it, theres nothing too specific tbh.
maybe help with coding, but i feel thats too advanced
If it's general things, look for tutorials online.
i did, id rather have people to help me so i can ask questions.
How are people supposed to help you with general things? Write a 50 page paper for you through Discord?
You need to be specific.
what the fuck are u talking about? lmao, do u not get the concept of helping someone? you go into a call, i ask questions like how can i do this, or do that. then u tell me how to do it. this isnt rocket science.
i dont need to write an essay being "specific" for u to help me.
You never said anything about calls and all you did was not ask questions that can be answered without a super long answer.
Ask a question if you want an answer.
my point isnt for you to do everything for me or explain everything at once. im just asking someone for help so i can further explain what i needed to know on a call. i didnt ask for a call immedietly, but if were using common sense here why would i write a wall of text asking everything i need when i could just call
Not many people want to or are able to call and even more wouldn't expect somebody else to want a call. I have at most once seen somebody see somebody respond to somebody asking for help like that responding to join a call.
And a don't think you've understood what I meant for a couple of things, but it doesn't matter.
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
Ok
so do u want to help me?
Do you have a specific question I can answer? If you do, ask it.
well, i want to make objectives/tasks. when i make a scenario and lets just say i wanted the task to be like kill the target or take down the team, how would i even do that? is that specific enough
No, that's very general. Just watch any objective/task/trigger tutorial and it'll teach you. There might be a wiki page to help.
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.
yeah, but like i said before. if a video does something that i dont understand i cant magically ask a question through their video. Id rather have someone guide me a bit and i can ask questions.
If you have a question about something in the video, ask it here.
alright
does any1 have experience with host havoc ?
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?
how do i switch the squad name visible on the select screen
I think you need the CBA mod (the mod that every other mod requires): https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby
cheers
dont need CBA for that
i can change the sqd name and or the group name in the editor
with no scripting
How?
im making a scenario, where do i find this menu to select the mod?
What do you mean?
idek, i think it was a multiplayer mod.
You don't know what your question mean?
Its part of this workshop mod https://steamcommunity.com/sharedfiles/filedetails/?id=338988835
When you have the mod loaded you will just see that action in your scroll menu
Install MCC?
Mcc is old and has a tendency to be broken iirc
No, i mean i figured it out
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
@grave harness Whistle is a n00b, these are the proper illustrations... http://i.imgur.com/lVYPGy7.png :p
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 Iโm 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 modโs 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 didnโt add any technical explaination and this site is nowhere to be found now.
Does anyone knows something about that?
- 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
- 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!!
- 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
- Yes! Thatโs 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 donโt remember what the actual prefix isโฆ). If I could get rid of the prefix automatic adjunction, I think it might be enough! At least Iโd 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 doesnโt solve my issue because if I make it with no client-side mods, it means Iโd 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 Iโd have to ยซย free interpretateย ยป to texture something it wasnโt meant for.
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
Does the hold action also not work if you use attachTo (to make it hold still)?
I can try and see
it did not
well
the action was present, but attachTo didn't make it freeze in place
Hmm, try [_intel, _table] call BIS_fnc_attachToRelative.
ah, I ended up finding a prop that worked. I just set it on a dinner plate that didn't move, lol
You can probably just disable the simulation
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?
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?
These are baัkup files.
Hah, figured that might be what they are. I'm assuming that's because I've got something ticked in the file
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)
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?
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
if you need help then maybe give more details?
check how any other warlords faction is configured and copy-paste the ammo boxes config to your faction's
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
createUnit + selectPlayer, but it'sโฆ prone to mistakes due to event handlers not following
worth a shot, thank you, happy new year
the message comes from my mission because its designed for MP. and I came to realize that its the core of the mission that you want to edit but this is very difficult, the way the code is protected and everything because its meant not to be edited. sorry about that
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
@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).
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?
@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.
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)
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
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
I believe this is a CBA feature, no?
I think it's a vanilla feature, but tbh it's been a second since my last vanilla scenario ... I'll check tomorrow
it's not - it's cba
yup, my bad, doesn't work in full vanilla
thx for testin'it
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/
Bohemia Interactive Forums
-=/Respawn in Singleplayer=- by Rydygier & Gunter Severloh Description When your playing a mission in single-player, either a subscribed or a mission you created yourself, and when you get killed, did you ever wonder if it were possible if you could just keep playing somehow without relying ...
Is it possible to override a map's env map with description.ext?
Or I suppose, the settings that make stuff So Goddamn Shiny
No
A true tragedy. Oh, well! My players will cope.
You may use mods for that though, mods can change terrain textures and lighting, at least to some extent.
Sullen Sky is a good example of a mod that does that
diag_setLightNew technically can do. But not ideal just for a mission
Look for the PBO in AppData\Local\Arma 3\MPMissionsCache.
cheers
Is there a way to ungroup multiple units at once in the editor?
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 ๐
I think with complex ones there's a small chance.
That's upsetting! Any idea of a way around it?
I guess maybe eventHandlers as variables seem to have stuck around
it depends on the actual script
if it is UI then yes definitely
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
afaik, this should work but maybe not ๐
although I've also put target1complete twice xD
I've not had it before. It's on Spearhead 44 so maybe something there is stopping it?
it should not impact here
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;```
You don't need set true/ false.
You can get task state
https://community.bistudio.com/wiki/BIS_fnc_taskState
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.
It works so I'm not messing with it ๐ was more interested in why the save/load in SP was messing up the script
But I have fixed that now
Any recommendations for missions where I can fly a Gripen
or like allow you to pick and choose any plane
Eden Editor
LM CAAS, and I don't say that because it's the best airplane scenario ever made (by me but that's irrelevant to the point) ๐
||(and if you don't like it, you get banned ๐คซ)||
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.
%20 is the equivalent of " " (or space), just use single word titles or "_"
Then you used description.ext incorrectly.
@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
Is the A3 for when you forget what game you're playing?
@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
host a server, then select it (in mp)
select it (in sp)
No, it was a joke.
When you back up the mission does the A3 change to something else?
On an actual server not client hosted
@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
dedi
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
So I need to get the mission file from the workshop mod and add it just like any other mission I would make?
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
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
That's picture. See https://community.bistudio.com/wiki/Arma_3:_Debriefing
ah thanks. love your 3den enhanced btw โค๏ธ
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)?
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
Could a post a link to some of the scenarios ive created in here?
place a unit, open it's attributes, enable "playable"
to what end ?
World domination... Well to share them I geuss lol
I don't know, but you can use https://discord.com/channels/105462288051380224/1056183665706668032.
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?
It might not all be there, but https://web.archive.org/web/20240318184109/http://alivemod.com/wiki/index.php?title=Main_Page
Thank you so much, homie
can anyone connect to https://community.bistudio.com/ ?
yep.. fine
down for me :"(
You could just make it that the modules for objective 2 don't activate until objective 1 is complete, and likewise with 3 and 2
So upon completing objective 1, objective 2 is created
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
exactly what I need, thank you
Found it, copied it into the file, and... i dont think its right.
I loaded it the mission editor, ran the mission. dropped all me gear (theory, drop all gear, die, when respawn, have no gear on - including clothes), and when I respawn I have the mission 'default' loadout that i started with
do you have 3den enhanced on ?
Into which file?
NVM, I got it to work
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?
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

