#arma3_scenario

1 messages · Page 14 of 1

wheat lantern
#

(When I say dedicated box, I mean it's for my unit only, so nobody should be using any scripts)

old spoke
#

any releases about how many players co-op campaigns will the Apex update support?

viscid sundial
#

Is it possible to link to files in a mod ( like "@mod\logos\logo.paa" for example) from description.ext?

#

Looking back in A2 I used to be able to link to a file in a mod from the mission, but A3 isn't budging.

verbal pagoda
#

@viscid sundial Yes , it's possible ex. overviewPicture = "x\alive\addons\missions\logo_alive.paa";

#

I believe if you try to do it like overviewPicture = "\x\alive\addons\missions\logo_alive.paa"; with a \ before the x, it won't work

viscid sundial
#

@verbal pagoda But this is part of a PBO, right?

verbal pagoda
#

I've done it with standard mission folders (not inside a pbo) and it's worked as well

viscid sundial
#

But the \x\ comes from the PBOPREFIX, no?

verbal pagoda
#

The pboprefix defines it as x\alive\addons\missions

#

As said above, I believe \x\ works when referencing from inside addons but not missions, not sure why

viscid sundial
#

It used to work in ArmA 2...

#

Hmmm.. Enable FilePatching?

verbal pagoda
#

I'll load up A3 and test again

viscid sundial
#

-filePatching FTW!

verbal pagoda
#

works?

viscid sundial
#

No/yes-ish

#

Less errors

verbal pagoda
#

Looks I did use \x\ in a mission, so disregard that

viscid sundial
#

I am retracting my previous statement on -filePatching

#

Hmmmm.. I may have made a massive booboo... wrong file name 😦

verbal pagoda
#

😎

signal coral
#

Do you know if it's possible & what will happen if the AI is totally turned off on a mission? I mean turning off bot's AI, but empty vehicles, buildings AI too

leaden maple
#

do you mean turning off their simulation? they will stand there and nothing will happen, frozen it pose and no physics/damage/movement will be done

#

you can do that with Ares for example

#

or within 3den editor in parameters of object - tick disable simulation box

#

however it will no longer be interactable by players too. its just a model until you re-enable simulation.

signal coral
#

so bit's a bad idea to optimise a mission 😦

leaden maple
#

you can disable simulation on objects you know people wont be interacting/dealing with if they're purely visual

#

for other things like AI you can use AI Caching, theres "Simulation Manager" or something like that in editor modules or use some external addons for that

#

it disables simulation for AI thats at set range away from player and enables it once player is in range

#

F3, MCC, ALiVE have that functionality

#

the built in module is a bit limited but it can work good in most cases

viscid sundial
#

ALiVE's implementation is the best in this regard, since it allows you to save groups of AI to the database and load them up again for later use.

leaden maple
#

Although alive is one of more complex systems and requires quite some time to fine tune it to your needs.

loud galleon
#

if it's just virtual AI you want, then you place 2 modules. Don't need to configure anything else!

#

can do that with regular AI placed in the editor on move waypoints just fine

mellow raft
#

Anyone have or know of a tool to convert a 2D mission into a Eden mission? I'd rather not replace everything

river nymph
#

you mean like the built in tool to convert them?

mellow raft
#

I always get an error while trying to import a 2d into eden even a fresh mission with just a person

#

@river nymph

river nymph
#

if there is at least one unit set to player it has always worked for me

mellow raft
#

I'll try that in a bit when I get home

signal coral
#

Hi, i got a question about respawnInventory, CfgRespawnInventory is the Inventroy that the player will have at respawn, or just a display (and the inventory must be add after respawn)?

#

In End Game folders, there is a CfgRespawnInventory file, and aside of it other files with addInventory and related commands. I don't kow why.

shrewd quartz
#

Hi gujs. Is someone willing to explan to me how to setup Mission parameters so that they work? I read the BIKI page about them but there is a big orange sign there that says they just don't work. :S

astral tide
#

what problem do you have?

shrewd quartz
#

Well added everything in description.ext and I can see parameters in mission start screen, but whatever I chande in them time/weather etc. when I start misiion, there is no change

#

do i need somthing in init.sq or what?

#

Also i tryed to use F3 framework but same resoult

#

I would basicly just want to be abble to change weather and time in my missions, that's all

astral tide
#

could you pasebin your Params class?

shrewd quartz
#

These settings work in MP preview in editor but not on dedicated server

astral tide
#

and I assume that you have set_terrain.sqf and setViewDistance.sqf in params folder in your mission directory?

shrewd quartz
#

that is correct.

grave harness
#

How easy or hard is it to replace the playable faction in @verbal pagoda ALiVE Insurgency mission with another (mod) faction?

viscid sundial
#

Just replace the faction in the modules and done.

tight arch
#

Any ideas why all my RscPictures are grey and a bit transparent no matter what textColor I set for them (The pictures are certain color paa files)

#

It seems like colors are inverted or something or wont show up at all

tight arch
#

@mention me if you got anything for me about my issue

tight arch
#

pls send help

tight arch
#

I beg you

river nymph
#

@tight arch image dimension are a power of 2?

tight arch
#

I think they might not be so could that cause this?

river nymph
#

yes

#

paa image size should be 2^n x 2^m

tight arch
#

Alright, thanks

slender kestrel
#

can i place a laser target in a mission? preferably as zeus?

signal coral
#

If any mission makers have good missions that they would like hosted on dedicated boxes for free then Hit me up. I have spare hardware that needs some love.

fresh spruce
#

hey. is it possible to add artillery support to a player After he has picked up an item?

#

specifically: that after a player picks up /interacts with an item, he gets a virtual artillery support availabe

real venture
#

@fresh spruce could use event triggers

hollow rock
#

is this the proper way to do random position in eden? position[]=__EVAL([{36479.9,12948.1},{36362.5,13465.7},{36944.6,13116.5},{36766.3,12060.6}] select (floor random 4));

#

nope, didnt like it lol

river nymph
#

Preprocessor commands dont like that syntax

#

__EVAL(selectRandom[{},{},{},{}]) maybe

amber dragon
#

Anyone familiar with ALIVE? Having some trouble.

verbal pagoda
#

@amber dragon You can access the ALiVE discord channel here

#

We'll be happy help

amber dragon
#

Thanks!

kind relic
#

is there a way to prevent the alive commander from using units that i've placed and then virtualised

gilded bloom
#

Hey guys. Is there anyone here that would help me revive an old Defend mission that broke ages ago?

#

If it even can work. I see loads of threads from 2015 that zeus broke the defence module. Does anyone know if this is still the case?

gilded bloom
#

Nevermind, found a nice tutorial

light grail
#

ANyone here have any issues with Isla Duala, server side, causing issues?

#

IE, Make a missions / small simple Zeus Sandbox with FOB for blufor.

#

Mission loads fine on local server / editor

#

Putting it on the dedicated server ends with everything seeming to spawn in and explode.

#

helicopters / Vehicles all spawning in at a odd angle / half in ground

#

Yet this does nott happen on my local machine.

marsh rampart
#

@Runekn#4190 mind linking that tutorial you mentioned please

languid viper
#

RedHammerStudios is looking for a mission scripter/builder!

If you know you're way around SQF as well as efficient mission building, and have a couple of missions (preferably MP) please shoot me a message!
You need to bring persistance and motiviation!

More details via PM.

signal coral
#

hello ! I have a question... I want to make a custom loading screen when someonbe is joining my arma3 server... the thing i know is, that i have to write in the discription.ext, loadscreen = and then the path in my mission folder... everythings done, the right size, the right path, but its still saying, that the picture cannot be found

peak flame
#

Hey guys, I'm using this for safe zones on napf. I have a problem for when i've been in the safe zone for around 20s and I'm still inside the defined area it says i've left the safe zone :/

#
  1. Name: Your Trigger Name

  2. Type: NONE

  3. Activation: ANYBODY

  4. Repeatedly

  5. Present

  6. Condition: (vehicle player) in thisList

  7. On ACT: call ExileClient_object_player_event_onEnterSafezone

  8. On DEA: call ExileClient_object_player_event_onLeaveSafezone

#

I also had @signal coral problem aswell

jagged gorge
#

@signal coral is your picture a .jpg or .paa in 2:1 format (ie: 1024 x 512) ?

peak flame
#

@jagged gorge I used .paa and 1024x512 it still brings an error

jagged gorge
#

what is the error msg if any?

high blaze
#

@deep cliff If you die while controling a darter placed in the eden editor (using play as character) you lose the pause menu and the game is stuck

#

I think it's because you're playing as V_AI ?

mint iris
#

Alright, So i need some Huge help. This Glitch or what ever is plaguing my server.
When i create a mission file, place playable units. Put in a .EXT with like the basics. Then upload it to the server.
There's no units to select and use.

signal coral
#

@jagged gorge I tried paa png and jpg. at the moment its png at 1024 x 512

kind relic
#

@mint iris are you sure that you are making them playable?

#

i do remember having an issue like this and it was because the mods on the server were different than the client

#

not sure if that could be it

mint iris
#

So, When i place down the character i physically edit them and click the playable.

kind relic
#

are you using eden

#

or 2d editor

#

2D editor double click on each dude and set them to playable

#

3D editor select all the dudes right click atributes check playable

mint iris
#

Both

#

I've checked playable and they really haven't worked. Every time i upload the Mission to the server the playable are deleted

signal coral
#

sounds new to me sry

kind relic
#

where are you getting the file you are uploading to the server from?

#

and what are the settings in description.ext

mint iris
#

i go to Documents>Arma 3- Other Profiles> (My ingame name)> missions> There's my mission. So i slap in this file(Will come?) And when it .pbo it, then upload it. The Players aren't there

#

(is there a way to upload to here?)

kind relic
#

just pastbin the contents

mint iris
#

It's like two things

kind relic
#

the description

#

?

#

then post it here

mint iris
#

// Respawn type, see the table below
respawn = "BASE";
// Delay in seconds before playable unit respawns.
respawnDelay = 10;
disabledAI=1;

#

That's all my buddy gave me

kind relic
#

try disableAI = 1

mint iris
#

Okay

kind relic
#

or better disableAI = true;

mint iris
#

I'll try that

#

Still No players

#

Yep. tried multiple tiimes. aint loading

kind relic
#

what mods are you using?

mint iris
#

@ace3;@alive;@ares;@cba_a3;@ctab;@CUP_Terrains;@CUP_Terrains_Core;@CUP_Vehicles;@Kunduz;@leights_opfor;@mcc_sandbox_a3;@rhs_afrf3;@rhs_usf3;@ShackTac_User_Interface;@shacktak_map_gestures;@thirsk;@TRYK;@Task_Force_radio;@sma_v2.3;@MRT_Acessory_Functions;

kind relic
#

hmm i wont be able to open it otherwise i would say send it here

#

oh

#

try updating CBA

#

also make one of your characters set to Player

#

make sure the map is on the server

#

make sure both your client and server are on the current versions

mint iris
#

Alright well i zipped the mods i downloaded and just put them on the server

#

Map is on the server because i have to #missions it

#

Also CBA is the latest

kind relic
#

wait you didint have the mods activated on the server?

mint iris
#

?

#

I put the keys in the keys folder

kind relic
#

the server needs the mods

#

as well

#

as the client

mint iris
#

yea i put all of my mods in the server folders

kind relic
#

okay how are you launching the server

mint iris
#

It's a purchased server

kind relic
#

so i assume that oyu have some sort of UI

mint iris
#

Yea

kind relic
#

in that UI you should have an option to add the mods into the launch settings for the server

mint iris
#

Well the launching comnmand line is broken

kind relic
#

thats probably your problem right there

#

i would talk with whoever is renting you out the server

#

your server is probably trying to load up your mission and not having the mods turned on

#

so it comes out blank

mint iris
#

Yea

kind relic
#

talk to whoever is renting you that server

#

thats a pretty big fuck up on their part

mint iris
#

Yea

#

It's mainly because it's not letting me delete a part of the command line that duplicated

mint iris
#

(okay then server went down)

mint iris
#

Alright. so i'm creating Mission files. Aaaaand when i go to load them or when my buddies look at them. They have nothing in them.

#

15:46:03 Mission Without%20Bullshit.Kunduz: Missing 'description.ext::Header'

kind relic
#

uh thats really weird

#

debinarize the file and see what it says in the mission.sqm

mint iris
#

Chaos you here?

#

What i'm thinking is that maybe when i get a time when someone is here, i can stream how i make the mission and y'all can tell me what i'm doing wrong

#

@kind relic (So you see my message)

kind relic
#

yeah if im on

#

just pop me a message

blissful timber
#

Yoyo, anybody know if there is a way to unbinarize a mission.sqm?

kind relic
#

yeah

#

in eden

#

theres an option

#

i think in mission settings

mint iris
#

@kind relic Hit me up when you're on.

languid viper
#

RHS is still looking for dedicated mission makers! Maybe a bit more information: short term plans are porting and refitting existing gamemodes for RHS, maintaining the (to-come) official MP server and creating small test missions for the team (if needed). Long term plan is the development of our own gamemode. There is no deadline, nor rush. You work in your own pace.
Please shoot me a message if you're interested!

quartz aurora
#

Anyone here making missions out of the CUP terrains mod? I made a coop mission on it like most of missions and when its loaded up on a dedicated server there are no slots available to play on. Any ideas as to whats happening?

river nymph
#

The server most likely doesnt have the correct mods loaded

quartz aurora
#

The maps are showing up, I've made sure it's updated it takes me to lobby even

#

Unless There is a trick to loading mods with spaces in the names I don't know about :\

river nymph
#

Check what other mods the mission requires in the sqm, no slots showing is a sign of the server not having the correct mods loaded.

quartz aurora
#

ok, I'll check the mod line. I made the mission so It shouldnt be missing anythign but you're probably right. I'm sure I done fucked up

mint iris
#

Hey, Can anyone check out what's wrong with my mission file?

#

It wont slot in with units

light grail
#

What is the best way to get ambeint civilians.

#

Not the COS / Alive methods.

#

Unless someone has instructions on how to make COS work with markers, and not auto-populate the whole map.

#

Currently it only cares about Locations and not user defined markers.

misty wagon
#

Has anyone had a problem since the Eden update where a mission preview take anywhere from 5-10 minutes to preview? The mission makers in our group are experiencing this problem but we've just sort of been dealing with it. Without our framework introduced it previews just fine. This problem even happens in the 2D editor but only after Eden was introduced, was never a problem before and our framework has not changed.

kind relic
#

are you using alive?]

wheat lantern
#

Hey, to all of you glorious folks here, has anyone found a "sweet-spot" for AI Difficulty Settings, for everyone who sets it up custom, ie, aiming speed, accuracy, etc, for their groups? Any help would be appreciated.

misty wagon
#

Not using Alive

prime dome
#

So did something change recently or are 30mm and below HE shells supposed to pass through multiple concrete walls before exploding?

#

Happens with 30mm MP-T and 20mm HE at the very least

#

30mm crosses 3 walls and a floor, 20mm 2 walls.

shy lodge
#

yo

wheat lantern
#

@signal coral Jesus, 15%? I normally run at 30, but I'll take your word for it. Thanks. Is there any other settings you tweak?

hollow rock
#

What do I need to do so that I'm able to choose my markers in the eden editor?

astral tide
#

open map?

final basin
#

15% accuracy? That's low. We run at 40%.
Note: 15% is not additive
It's a 15% chance for each shot to be accurate. Which means you still have a massive chance for your AI to miss all their shots. 40% x 4 man team does not mean 160% accuracy.

languid viper
#

lol

daring dock
#

@final basin On a side note, 0% accuracy makes them shoot the dirt in front of them when they aim directly at you

final basin
#

Yes, yes it does.

daring dock
#

FPS is life

charred saddle
#

Offload AI handling to clients then they become aimbots!

edgy gull
#

"It's a 15% chance for each shot to be accurate" I'm not sure if you're joking, but I'm pretty certain it doesn't work like that at all.
I mean, 15% change at what distance? 5m AND 1000m? What's the size of the target? With which weapon and optics? Standing up or prone? Suppressed or not? After or before running? What about the individual skills of the unit? The consecutive shots are always more accurate - to which shots the 15% apply to? Etc.

#

The 0.15 is just one of many factors that contribute to the end result. It almost never translates to 15% chance of hitting.

viscid sundial
#

Is it me or does EDEN ignore description.ext after the last update?

hallow harness
#

"It's a 15% chance for each shot to be accurate" where did you find this?

edgy gull
#

Me? I quoted message a bit above.

hallow harness
#

ah, ok, I was afraid it was on a wiki or in the game 😄

edgy gull
#

😄

#

So not really true then?

hallow harness
#

0.15 is just a value

#

the influence is nonlinear so it's really difficult to give some description of what 0.1 does versus 1.0.

#

Also are we talking about skillFinal or just skill?

edgy gull
#

profile skill apparently

#

but that's relative because the general difficulty setting will affect the final skill

hallow harness
#

results in 0.00749999 on Recruit, 0.15 on Regular and 0.27 on Veteran

#

0.0074 is close to 'broken' :/

#

Normally I'd say don't go below 0.2

#

skill

edgy gull
#

What's the accuracy in difficulty settings?

hallow harness
#

This is what accuracy 0.15 does to a Rifleman on Recruit difficulty

#

gets much worse when you suppress or injure the AI

#

Ultimately it's your call, but I'd not guarantee it wont have side effects - like bad weapon selection (because the evaluation of hit chances fails so AI selects a completely silly weapon or mode because it thinks it may give it better chances)

#

you are welcome! And sorry about that configuring the skill is not exactly an exact science but more of a guesswork and magic

final minnow
#

we play with ai accuracy skill randomly selecting between 0.1-0.2 and it feels pretty realistic, they don't laser you from great distances and sometimes having a hard time to get while you're moving, we play without any revive systems so maybe if you play with those you can up accuracy a bit to have more challenge, also terrain matters too when you design a mission, when you play on an open filed you will destroy ai with 0.15 but if it's a closed env or town, or forest, ai will probably get you if you're not careful

daring dock
#

AI mods and scripts that adjust their aim accuracy based on multiple factors are pretty good. They make it less accurate when you're moving, and more accurate when you're up close.

shy lodge
#

I reccomend AISS or VCOM

ionic thorn
#

For those of you who remember, is it Possible to get the same visual effects from Eagle Wing into A3? I'm referring specifically to the dust, wind and blurred screen edges.

dusty girder
#

hey all
I am just getting into 3d editor, and love the compositions
Is there a public library of compositions that i can put stuff onto or grab from?

runic scroll
#

Has anyone been able to use Addon Maker or ProProject to build a working, binarized addon-format mission when an Ambient_Site animal module is placed in Eden? A very complex question perhaps no one can answer. If I pack with Addon Maker, resultant binarized pbo is broken, missing mission.sqm. If I pack with Pbo Pro, mission will crash A3 with this error: "ErrorMessage: File Source_folder\Test_mission.Chernarus\mission.sqm, line 0: '.raP': '' encountered instead of '='" It appears that there is a problem with binarization of Ambient_SIte animal module (?). There is no issue with exporting from Eden as mission pbos containing the modules.

sturdy fulcrum
#

@runic scroll can you please pastebin the mission.sqm

#

also i think i heard that rapified mission.sqm is problematic or even bugged in A3 atm/these days

#

(rapified = "binarized" in terms of txt files)

runic scroll
#

If I build the mission as a normal (binarized) mission pbo using Pbo Pro, there is no problem with the Animal modules, but the localization issue is "kind of" still there, in that the localized overviewText is not visible in Scenario menu at first, but suddenly appears later after mission has been started.

#

But there is no way I can build a binarized addon pbo that won't crash A3 when the animal modules are included.

runic scroll
#

Hopefully @hallow harness and @deep cliff can have a look at this, since a CRASH is involved! 😃

earnest trail
#

Does anyone know of a way to debinarize a mission.sqm file via a tool or something?

worthy rampart
#

There is probably a way with the Arma 3 Tools but I'm not exactly sure how. Some other options are to load the SQM into the editor, uncheck the binarize box, and then save the SQM. Another option is to use DeRap in Mikero's tools as that will convert it to a .txt file, but I'm not 100% that it'll work in the non-subscriber version of his tools.

naive linden
#

Unrap, Depbo, Elitness pick one to unrap the bin

rocky sinew
#

Is it possible to covert game modes like Invade and Annex, Patrol ops and Insurgency from 2d to 3d. Id like to customize the base in eden without 3d -> 2d work arounds (currently using mcc/ares combo but not all items copy over correctly)

patent talon
#

anyone know anything about errors within downloading a mission with the same name after it has been updated, and being kicked to the browser after the download?
so for example, i am working on a mission.Altis file, i have it downloaded in my mpmissioncache, and i go to update it, repack pbo, redownload it it fails untill i delete the mpmissioncache and restart

worthy rampart
analog talon
#

ED3n

ionic thorn
#

Does landAt not work in A3?

daring dock
#

Unkown, I know I've been having trouble making helicopters land.

#

No idea on planes though.

ionic thorn
#

Yeah, can't get a plane to land at alternate airports

daring dock
#

What map?

ionic thorn
#

Can't say, private

#

I know it has typically been plane1 landAt 0 (or 1, 2,3, etc)

daring dock
#

MAke sure they configure the airports correctly

#

they can be really finniky in terrain builder

ionic thorn
#

That seems to be the issue, thanks!

signal coral
#

Has anybody ever found / created an exact clone of the ZGM Scenarios that are including in A3 by default? No matter how far I search, I cant find any kind of download or guide that has these, and the few resources that I have found always have flaws (like not displaying player icons on the Zeus HUD or having unofficial addons disabled).

twin chasm
#

They should be inside the missions_f_curator PBO inside Arma 3\Curator\Addons

signal coral
#

Thanks a heap @twin chasm :)

#

Alright, so I've managed to extract the missions and edit them to run mods, then exported them from the editor. My new problem is that its not the true Zeus gamemode (If all players die the mission automatically fails, and in the role assignment screen it allows me to assign AI). Any clue on how to fix this?

#

Just to clarify, I'm trying to get a ZGM scenario identical to the default BIS scenarios that come with Arma, except with mods enabled and usable on maps from the workshop.

#

And the ones on the workshop seem to have the same recurring problems like not displaying player icons after they die/at all.

subtle shell
#

check for "NMD sandbox" or "All out Warfare by cruoriss", these missions should do what you are trying to achieve

signal coral
#

Do you know if they highlight all the players correctly? That was a recurring problem in workshop addons.

signal coral
#

NMD isnt a good one because it allows players other than Zeus to spawn in assets/loadouts. About to try the other one.

subtle shell
#

I love Cruoriss mission, players revive / halo / ia spawn zone / mission / recruit, etc... there is a lot of stuff you can use

#

and if you don't want your palyer to use a feature, you can use Ares mod to transfer mission objects to zeus and delete those one

#

for example : players can spawn planes by clicking on a "billboard", you can delete that billboard with ares.

signal coral
#

All these are way too complicated and feature-rich.

#

Im more looking for plain Zeus with support for custom maps and CUP addons.

#

Kinda like the revive script on AOW though.

subtle shell
#

Just rename the extension of the mission to whatever island you are using, it will work perfectly. Also it supports every addon loaded by the server. That's honestly the best mission I've found to casually play with my friends while I generate / create a mission on the fly.

dark sleet
#

Hi, when I place using script a waypoint Seek and Destroy for a chopper, when I do not find any more targets, he stops flying around the zone and stays above static, any idea ?

daring dock
#

Set multiple waypoints on a patroll path, all Seek and Destroy, he should move around to each waypoint and will engage as soon as it sees something.

#

@dark sleet

signal coral
#

search for ppEffect in the files

#

@ionic thorn sry did not scroll to the end when i saw your message ^^

hazy ingot
#

I have a mission where buildings and such are loaded after the mission loads. How do I use the 3D editor to place things that are dependant on those buildings when they don't load unless I go in game, or choose "play from here" within the editor?

ionic thorn
#

Np

manic wagon
#

hey folks, I´ve got a question according to waypoints. How can I adjust the Waypoint placing radius in 3eden Editor? In 2D Editor I simply type in a number in the respective field but in 3eden this option has been removed. Any ideas about that?

#

@hazy ingot what do you mean by building that are loaded after the mission loads?

astral tide
#

It's a wild guess, but thave you tried the resize tool?

manic wagon
#

resize tool?

astral tide
#

The same you can use for Markers and triggers

#

most right one

manic wagon
#

no, havent tried yet so far...but I´ll give it a try. Thanks

hazy ingot
#

@manic wagon So, like when I open the mission file, I can see the base map and original objects, but there are changes that have been made since the map was created. So there are buildings that have been replaced that only show up after you launch the mission. when we converted the mission to use the 3D editor, some NPCs are not standing at groung/floor level. Right now, in order to adjust them, it is a guessing game in the editor because the building they are in may not be there until you go in game.

ionic thorn
#

Here's a question to chew on. Years ago there was talk of implementing a way to pre-record cutscenes / intros for MP missions then plug them into your desired mission. Does anyone know if this ever happened or if someone in the community found a way around it? Specifically, I want to record a cutscene which includes mods that are not included in the final mission, and do not intend to include.

edgy gull
#

I can't see any other way than recording a video.
Or what kind of mods do you mean?

ionic thorn
#

Any really. The mission will be ADDON free, but in the cutscene I would like to use other assets (for a flashback scene)

edgy gull
#

Well videos might be too big in file size to be added in downloadable missions.
You could make the flashback scene with still images and play them as a slideshow.
Also check out the createSimpleObject command and see if it can create static objects from p3d models placed in mission directory.
Or you could take screenshots of objects and sceneries, like from a different map, and place them as user textures, sort of cardboard probs. That might look funny. Just add so much post processing effects that noone will notice they're not real. 😃

#

In other words, you can't show assets that simply don't exist in the player's game.

daring dock
#

New update made my respawns not work? Is description.ext obsolete now?

daring dock
#

it's unreliable, it respawns me sometimes at the respawn point and other times where I died

dark sleet
#

Well... They reworked respawn sys

#

Have a look at sportrep

#

spotrep*

#

BTW, respawn event handler behaviour is... Unreliable since last update

sturdy fulcrum
#
Bohemia Interactive Forums

Page 2 of 2 - Arma Intellij Plugin - Smart Editing for Header and SQF Files - posted in ARMA 3 - COMMUNITY MADE UTILITIES:

Hello K-Town.
Glad to hear comment fix is on the way.
 
However I am suprised with intentional way of handling of for.
Mainly because official manual specifically says how for should looks like:
https://community.bi...io.com/wiki/for
What youve said about some exclusions in checking of rules questioning point of usage error correction at all.
Of course I underst...

chilly locust
#

looking for someone to set up my server pls msg me for details

daring dock
#

@chilly locust What's the server going to be used for?

quartz aurora
#

Since 1.60 has anyone had issues with slots not showing up when playing mission on a dedicated server? Mission was made with no additional scripts, mods or anything else. Same with the server. When I get on the server the mission has no playable slots and other missions work fine just not this one I'm making.

ocean plume
#

I have been having problems selecting vehicle skins in the Eden editor.. its stuck on random

#

and apparently cant choose waypoint behaviour

quartz aurora
#

interesting. Haven't played with skins but I have been using a lot of way points but haven't really payed attention to AI behaviour. right now it would just be nice to get into the mission lawl

ocean plume
#

i cant choose anything from a drop down menu

verbal pagoda
#

Are you on dev branch?

ocean plume
#

no

#

i can select with arrow keys but no with the mouse input

verbal pagoda
#

Report it on the tracker

daring dock
#

Tracker working now?

astral tide
#

yes

kindred dome
#

Dumb question, in arsenal is there an easy way to empty your bags of ammo from a weapon you've removed? Or at least see all items in a backpack/vest/uniform regardless if you have weapon it works with?

quartz aurora
#

I thought if you removed the weapon it emptied the ammo with it. Unless I'm not getting what you're asking. Are you talkinga bout nades, placed objects etc?

wooden dove
#

He want to know how can he empty a bag with ammo he doesn't have a weapon for in arsenal.

quartz aurora
#

in that case I don't know of a quick way... just the standard go through each clothing item and remove it... Sorry I don't have a better solution

kindred dome
#

No worries, thanks guys. I ended up creating custom loadouts from scratch.

wooden dove
#

got 1470

#

should be good

sturdy fulcrum
#

yeah

#

but its a decent start

kindred dome
#

How do I work with this new respawn role system if I want players to respawn into the game with a specific loadout (pistol and ammo) then subsequent respawns respawn with the gear they died in like I can with ACE3's respawn module? I am pulling my hair out trying to figure this out.

hollow grotto
#

@sturdy fulcrum that for the SkipLobby thing i now go fab around 😉 that look like 1000% make for PRA3

stuck sable
#

Skip lobby??

daring dock
#

ya, skip the unit selection thing

stuck sable
#

Oh, man... that's awesome.

daring dock
#

they're really trying to build a more fluid experience for new players, quickly finding games they can just go straight into

stuck sable
#

That works for me! That's exactly what my community was founded on!

daring dock
#

bunch of randos got together and worked well, starting playing together all the time?

stuck sable
#

More or less, yep!

daring dock
#

That's pretty neat!

stuck sable
#

We are trying to build a large scale persistent battlefield that facilitates an infantry company and supporting assets easily whil requiring no mods, no external applications, etc. It's pretty far along. We have some definite one of a kind things right now already, but we are trying to push it even further. One thing is that I lament that we don't have enough people active in the community to actually show off most of what makes the sandbox so special. We've got a pretty active platoon, but without having at least two platoons and a few company elements, the scale of the sandbox's capabilities have no context.

daring dock
#

I've always found a good mission maker can properly portray scale with any number of players

stuck sable
#

@daring dock, I would agree, but that's partially antithetical to our goal. I wanted an environment that wasn't meant to be exciting or cool, but that was as realistic as practical, including scale. All of our logistics, support, almost everything in the entire player faction is player run. If you neglect logistics, then after a couple of sessions, you just don't have any bullets.

gusty umbra
#

So you have a guy sitting in the back lines cranking out bullets? Then where do those materials come from? I think easing the logistics burden to 'make sure you have secured a route for us to resupply you' would be best, especially if you're playing as an infantry company.

spiral patio
#

Does anybody know if I can make a unit start as restrained using the ace function for prisoners?

ionic thorn
#
Bohemia Interactive Forums

ACE3 pre-mission set as captive not surrendered - posted in ARMA 3 - MISSION EDITING & SCRIPTING: I can make a unit surrender in the mission editor, simply linking to the provided ACE3 module.

Is there a way I can set him as fully 'ACE3 captive' instead, i.e. already cable tied, and not merely surrendered? I'd like to be able to start the mission with the unit cable tied, so players can untie him and interact.

Is there code I can put in the unit's init?

spiral patio
#

It says local variable in global space?

river nymph
#

you can't just copy paste that code, you need to reference the unit you want handcuffed in the spot where it says _unit

#

you might be better off using the module

languid viper
#

anyone knows if I actually can hide/unhide things like wheel chocks or air intake covers via script?

#

on some helicopters?

stuck sable
#

@languid viper, In Arma scripting, the question isn't, "can it be done?" it is "how can this be done?" I have discovered that the things that are impossibe to do with Arma scripting are rare.

worthy rampart
#

Do you have one helicopter in particular you want to use do that on?

#

There is always cheap ways around it like having it as a hiddenSelection or animation you can toggle

languid viper
#

nah, just out of interest

quartz aurora
#

have you guys had a mission you've converted just state "Error Loading Mission" when launching on a dedi server?

quartz aurora
#

Figured out it's saying it's missing an addon. CBA_EXH... Now I just need to figure out how to remove it. if anyone has a suggestion I'm all ears

wooden dove
#

unbin the mission.sqm and manually edit it out

quartz aurora
#

yeah just realized I could uncheck that box when saving it. now that I've removed the dependancy I can't load the mission lawl... I'm having bad luck tonight

#

OH SWEET MOTHER OF MARY I FIXED IT! That moment of sweet releife when you get it working.

crimson maple
#

What happens when you switch the mission with skipLobby enabled?

#

Do all players automatically go "ready" in the lobby or do they get kicked because the mission ended and a new one begins?

wooden dove
#

they get auto assigned to slots and the mission push through

distant venture
#

Does anybody here have a good Idea how to make AI Convoys to work. I want the AI just to follow some roads from A to B. The problems are: 1. They front vehicle while following the route randomly stops (NOT at waypoints) which lets the following Vehicles freak out and 2. They always stop at Waypoints and then, as described, freak out.

I tried many thinks: A lot of waypoints, very few waypoints, different speed...column or file...nothing works. At least they do not make a "proper" Convoy.
I know, Arma AI is not the brightest but there is a way to make convoys work (I would go for Mods ... Have VCOM Driving running which does not help)

worthy rampart
#

Would you like to do it with a script or is waypoints from the editor fine?

#

And would you like them to react to being engaged?

distant venture
#

I think I wouldn't mind doing it with a script, whatever works best. And yes, the scenario is an ambush scenario ^^

worthy rampart
#

When they are ambushed what do you want them to do? Gunners stay on guns and infantry dismounts?

distant venture
#

I will but some infantry into the vehicles but yes, gunner (and maybe driver stay in) and the rest out. If it would be possible that specific units try to get away, that be nice but thats not a must here

shut blade
#

So I'm trying to make a relatively simple convoy attack mission. The way I want it to work is that if the convoy detects you they'll stop, unload their cargo, and hold position.

The way I have it set up is the you attack the AI convoy in the middle of a town with the convoy having a move waypoint beyond the town. If the convoy detects you a transport unload waypoint is activated. However, in practice the move waypoint is properly canceled, however they never actually unload their troops. They just drive around the city while the gunner fires at you. They only way they'll unload their cargo is if the vehicle is disabled, which is just default Arma behavior. How do I fix this?

sturdy fulcrum
#

Tweaked: The 2D editor is now hidden (it can still be accessed by pressing the CTRL+O keys in the Editor Menu)

#

does this mean what we all think it means 😐

#

(if so, can someone try if launching directly to 2d still works via startup param: "c:\path\to\mission.sqm")

edgy gull
#

@sturdy fulcrum Still works. 👌

sturdy fulcrum
#

@edgy gull thanks 😃 happy

kind relic
#

can anyone help me get some music to play in a specific area and to fade in/out when the get near/far

kind relic
#

nvm got it

pearl nexus
#

hey guys. quick question. i just switched to dev branch to cehck out tanoa and noticed that the good old 2d editor is finally gone. i'll get used to it but...

i imported my mission which relies heavily on description.ext defined mission parameters. and i noticed they seem to fail loading when i start the mission now.

did the import fuck it up or is stuff loading differently now? talking about single player from the editor.

distant venture
#

Some things that used to use in the description.ext do not work anymore (since Eden), can't tell you which though.>.<

pearl nexus
#

ah. i jsut noticed the posts above. maybe back to old habit it is after all ;D

placid mantle
#

anyone making coop missions in tanoa?

ionic thorn
#

@pearl nexus glad to see you back!

daring dock
#

@distant venture respawn at start is not working

terse nest
#

Can anyone help me, ive taken my mission that i made with mods and removed all the modded content however the editor says i need Ares addon to open my mission. ????

strange fjord
#

@terse nest you need to open the mission.sqm and remove all the mods in the list at the top you don't want too use. Be sure to save it without Binerizing It. Just make sure it's unchecked at the bottom when you go too save. I recommend Notepad++ too manage the file

terse nest
#

thanks got it

strange fjord
#

@terse nestglad to hear it

signal coral
#

Hi guys, I'm working on a safe zone that can be switched on and off by certain playres. For that I have introduced the variable Status, and when it equals one, the safezone is activated. However when it's deactivated by a player, it's only deactivated from that player and no one else. How can I fix this?

patent talon
#

Repentz - Today at 10:32 PM
so does anyone know why markers on the map do not show up? like i have a fully loaded mission with spawn points npc etc, but nothing is showing up on map

wise remnant
#

anybody with descent scripting skills can help me out? I have mission ready but somethings off. I get some random lag spikes for or two seconds the its ok

#

needless to say the experince is ruined

#

contact me cause i wanna do a tournament for arma3

stuck sable
#

@wise remnant, If I had to guess, the lag spikes are from a major script suddenly starting up or from a script being run on every client that maybe shouldn't be. I am NOT decent at scripting, so I can't help you out really, sorry!

wooden dove
#

it doesn't

#

all of the diag_ commands are fine on stable

sturdy fulcrum
#

kk

mental yew
#

any idea why "classname hideObject true;" doesn't work in the editor?

hollow grotto
#

@mental yew because hideObject need a object and not a classname?

broken ridge
#

I've got a problem where I made a mission and it runs fine in the editor and on a listen server but when I put it on my dedicated server and join I can't select any playable slots? Anyone know why that might be?

dark sleet
#

server.cfg eventually ?

signal coral
#

"my_savezone_var = false; publicvariable 'my_safezone_var';
got to make their machines awware of the variable update"
@signal coral , where would I initialise this? I have it in initserver.sqf at the moment, but doesn't seem to work so far

#

also, in the 2D editor, the yellow area that represents military structures like the HQs are almost 10x the original size (one HQ will create a yellow area the size of the terminal (airfireld))

signal coral
#

"alarm_on = _this addAction["<t color='#ffff00'>Disable All Kill Zones</t>","scripts\alarm.sqf","",1,false,true,"","Status == 1 && (player distance _target < 3)"];
alarm_off = _this addAction["<t color='#ffff00'>Enable All Kill Zones</t>","scripts\alarm.sqf","",1,false,true,"","Status == 0 && (player distance _target < 3)"];"

#

Error: Addaction, type array expected object

#

what am I missing?

visual lichen
#

how is _this defined?

signal coral
#

^^ solved by replacing the init of the object with 0 = this execVM "xxxx.sqf"

wooden dove
#

......

signal coral
#

originally it was 0 = this addAction[.....];

wooden dove
#

_this is the handle for passed arguments in a script / function

#

for inits it's this

signal coral
#

so what can I use then it I need to pass to the scripts which object to use the addaction on?

#

if*

wooden dove
#

use initPlayerLocal for those type of things

signal coral
#

how do you mean? I don't think a laptop has a init player local

#

just an init

signal coral
#

ah I see

#

but that goes for every arsenal box in the mission am I right? not for one specific laptop like in mine

wooden dove
#

that's for an array I defined, you can use it for a single object too

#

would just be yourLaptop addAction [rest of the arguments] without a foreach instead of _x addAction whatever

signal coral
#

alright will try that. Could it also solve the problem that Status isn't changed globally?

#

cause it seems to only change the value for the player locally, not server wide

wooden dove
#

status, what ?

signal coral
#

okay, so the Status has initial value 1. When this killzone script is finished, Status has changed to 0. However it only happens to me, and not to my buddy on the server

#

maybe I should use removeExec for that?

#

remote*

wooden dove
#

..... just use publicVariable

signal coral
#

I have that, in initserver.sqf but still doesn't want to work

#

or ArmA 3 is just incredibly slow with applying the change

wooden dove
#
myVar = 1;
publicVariable "myVar";
signal coral
#

exactly that

wooden dove
#

then you did a typo

signal coral
#

Status = 1;
publicVariable "Status";

Do you see the typo?

wooden dove
#

no, but with such a common name it wouldn't be surprising an other system uses it

signal coral
#

then why does it work locally?

wooden dove
#

also make sure the variable isn't being replaced on JIP by an other one

signal coral
#

it's only initialised in initserver, no where else

#

alright, I'll see how it goes. Changed it to Status_zone

#

thanks for the help @wooden dove

noble orchid
#

Hey guys is there a way to restrict animations of an object to a specific side e.g BLUFOR using the init of the object

rich forum
#

I've pbo'd a mission directory, so that the PBO is called "scenario.world", and inside it on the root folder is the .sqm, .ext

#

dropping it on the server's MPMissions sspams like hell

#

with 'read from bank'

#

any ideas how I've goofed it up?

worthy rampart
#

If you are doing it that way the PBO should be called "yourscenario.Altis.pbo"

#

Or whatever terrain it is on

rich forum
#

correct, it's scenario.world.pbo

worthy rampart
#

Oh that's what you meant by world, is there a playable unit down?

rich forum
#

just the map name

#

there is

#

it ran unpbo'd just fine with the directory dropped into mpmissions

worthy rampart
#

How were you picking the mission? Setting it in server.cfg or doing it from the lobby?

rich forum
#

server.cfg, will restart with a lobby pick

worthy rampart
#

Did you include the .pbo in the name for the server.cfg? As far as I know you shouldn't include the .pbo

rich forum
#

left it unchanged

#

All right -- picking from the lobby just returns to lobby with a single "Mission scenario.world read from bank." sent to log

worthy rampart
#

What are you using to make it a PBO?

rich forum
#

BinPBO from BI Dev tools

#

viewing it from PBO Manager has it look normal

worthy rampart
#

I don't think BinPBO is still supported so I'm not sure if it has issues with the sqm being binarized

rich forum
#

oh, is the editor the preferred method?

#

yeah, they checksum differently

#

thanks for the heads up @worthy rampart

#

and the export to game root from editor works 100%

#

appreciate it \o

worthy rampart
#

No problem, glad it worked 👍

stuck sable
#

Does anyone know how the Arma Life servers are able to mod in vehicles without the clients having to download the mod outside of the mission file or does anyone know someone who might know?

river nymph
#

they dont

stuck sable
#

How does it work then, @river nymph? I have been running my game completely vanilla, I jumped onto a Life server to check it out, because I never had been there before, and boom! There were tons of different clothes, vehicles, etc., that are not in the base game that were there in the server, despite me running vanilla. I assumed they were in the mission file, since when I joined the server, the mission file was like 15,000kb.

river nymph
#

it's just gonna be some textures and maybe some creative attachTo

stuck sable
#

It made me... jealous? Envious at least.

#

Someone got his case jumped the other day for using Forza models in his Life server. Did his require mods?

river nymph
#

it would have, yes

#

you cant add new objects from a mission config

stuck sable
#

I see. First of all, I'm glad that I know now. Secondly, that would be a pretty awesome feature. Do you know of any server side mods that can push things like that through? Because... moving to Tanoa, my community is going to pretty much need some boats added, since BIS didn't give naval stuff too much attentnion and it's an island chain. However, I can't switch it up on the community and require mods after figuring out a scripted solution to not require any mods for the past eighteen months!

river nymph
#

you cant add mods to clients, server side

#

your best bet is the improving BI infrastructure for servers

#

you can already link your servers mods to the workshop

stuck sable
#

Yeah, that's quite handy, but not something I'm looking forward to doing any time in the foreseeable future. We have done so much to be able to keep the game vanilla for our clients that it's more of an objective for us to see how much we can do without requiring any client side mods at this point. We do run one server side mod, which is our own, in-house AI improvement mod. We also have an optional client-side mod that swaps MXs and Mk200s for real world analogues (AR-15s and M249). We did have it to swap Katibas for AK74s, but we are scrapping that part when the Apex weapons were revealed. We've done a GREAT job of taking the vanilla game and rolling it back to a more believable, contemporary/modern setting.

#

We run our own radio script that is acceptable enough to compete with TFAR or ACE, but didn't require a third party application and now that the voice stuttering has been fixed and we are able to ramp up the voice over network quality on the server, we don't even think about changing course, haha.

broken ridge
#

I have a mission that was working perfectly a little while ago and then I did something (not sure what) and now it doesn't appear to be reading the description.ext file

#

Anyone seen this before?

#

For example I have disabledAI on, but when I load the mission the slots are autofilled with AI

stuck sable
#

You must have touched the Eden Multiplayer settings.

#

If you even open that shit, it seems to override your description.ext, as far as I understand. It happened to me. I HATE that Eden takes precedence over the description.ext. If you have a description.ext, obviously, you WANT to use it, so why have the editor's settings take precedence. Ugh!

broken ridge
#

Shit

#

Well what should I do?

stuck sable
#

Just adjust the Eden settings. Go to the top, find... wait one.

#

Go to the top, mouse over attributes, click multiplayer, and tweak those settings to your preference. I don't think Eden overrides your deeper stuff, just the stuff that it has the capability to do itself.

broken ridge
#

Ok thanks a ton, I'll test that out.

#

Ok cool that worked as intended now lets see if the rest of the scripts load correctly :\

#

Nope

#

eek

#

among other things, stuff like cfgfunctions aren't loading

stuck sable
#

I was afraid of that... That doesn't bode well for me, either. Drastic solution, try creating a new mission, then copy/pasting all of your placed objects and scripts into the new mission folder, and do NOT touch any of the Eden settings. Try it.

broken ridge
#

Alright here goes nothing

#

when I do that it won't read the description.ext of the new mission either

stuck sable
#

Then Eden is completely broken unless there is a command or setting that will tell Eden to ignore it's settings. FUCK Eden sometimes.

broken ridge
#

And apperently they're removing 2d after apex

stuck sable
#

Not good news if it's going to break the missions.

#

Surely, SOMEONE here must know something. It's all quiet, though.

#

@deep cliff, any fix for the issue of the description.ext not being read by missions made in Eden? Is there a setting we are too stupid to see?

broken ridge
#

Maybe this will shed a little light, doesn't look like editable mission parameters (for the lobby) are loading either

#

and let's see... yup, I'm calling a param file from the description.ext

stuck sable
#

Ah! when you copied the mission files, did you remember to NOT copy the mission.sqm?

broken ridge
#

ya I remembered

stuck sable
#

If you bring the old mission.sqm into the new mission folder, it will be broken.

#

Oh...

#

Hmm, then I am unsure of what has happened.

broken ridge
#

I have an idea, wait one..

#

Well the file is definitely getting packaged into the final PBO

#

still not being read :P

worthy rampart
#

How are you testing this?

#

From what I've seen disabledAI = 1 doesn't do anything in singleplayer, but if you launched the server in multiplayer there wouldn't be AI in those slots

broken ridge
#

I am testing in multiplayer

worthy rampart
#

The slots are playable and you have disabledAI = 1?

broken ridge
#

correct

worthy rampart
#

What are you using to create your PBO?

broken ridge
#

um... eden editor? if thats what you mean

worthy rampart
#

So you are using the Export option in Eden Editor?

#

That should be fine then

broken ridge
#

yes and nope

worthy rampart
#

I can't replicate it, everything seems to be working fine for me. Here is what I did...

  1. Opened Tanoa
  2. Placed down a NATO composition
  3. Highlighted all of NATO and change their attribute to playable, and removed the first unit from player
  4. When to Attributes > Multiplayer > Summary > Test mission, changed max players to 12, changed respawn to "Respawn on Position of Death"
  5. Opened the mission folder on windows and added a description.ext with only disabledAI = 1;
  6. From Eden Editor selected Play > Play in Multiplayer (MP)
  7. Select your slot and load in with no AI in sight
#

I didn't try exporting it but I'll try it now

broken ridge
#

That's not my only problem however

#

the whole description.ext isn't getting read

#

therefore all of the scripts that it calls don't get read either

worthy rampart
#

Is your description.ext in the same folder as the mission.sqm?

broken ridge
#

yes

worthy rampart
#

Perhaps check your RPT to make sure there aren't any errors in the description.ext that are preventing it from loading

broken ridge
#

RPT?

worthy rampart
#

%userprofile%\AppData\Local\Arma 3

#

That is where it should be located on windows

#

Alternatively if it's just a drag and drop mission you can upload it to a file sharing service and I'll take a look

#

If you've never looked at an RPT before it is probably a little overwhelming, so feel free to pastebin it or something

broken ridge
#

Hold on let me see

#

the latest rpt was from a few days ago

#

I'll upload the mission

#

PMed you the link

#

@worthy rampart Figured it out. I had an extreneous #include command in my description.ext preventing it from working

#

Still have the problem that that same mission shows no playable slots on a dedicated server 😕

broken ridge
#

server was missing a mod, problem fixed

loud kindle
#

Considering its still in development, on a scale of 1-10 how foolish would it be to try and make a mission on the Tanoa map? I started one with the intent of 'pre-East Wind peace time sightseeing missions ala Take On Helicopters', but it seems a later update broke some of my (admittedly already shaky) scripts.

worthy rampart
#

I don't know about any day, I would assume there will be a RC

ionic thorn
#

Take the time that we have pre RC to improve said mission.

loud kindle
#

Thats what i figured - itd only truly break if they changed their scripting system. Which raises another question: Is it possible to do a Take On Helicopters style "keep the area in visual range of the passenger until they are done" thing in ARMA 3? I'm sure ots all down to scripting but i wouldnt know where to begin.

rich forum
#

Any sort of server configuration I can have that arma3server.exe won't have a read lock on all MPMission files constantly?

#

that I can tweak on the server while testing it? and just #missions to restart ?

broken ridge
#

AFAIK you can just FTP new missions into the folder and do #missions and it'll work

rich forum
#

so just append gibberish to not collide?

#

will try, thanks @broken ridge

polar karma
#

hey guys, any of you happen to have a current RHS DAC config?

polar karma
#

👀

#

adds that to his list of things to do this evening..

sturdy fulcrum
polar karma
#

aye, thanks @sturdy fulcrum i shall start that venture now

sturdy fulcrum
#

np

swift falcon
#

hey guys.
random question.

i am tweaking configs and need a way to quickly restart a mission (using eden editor, radioTrigger)

would loadGame work? i am in uni and cant test but would that restar a mission ?

leaden granite
#

Reloading the save works doesnt it? Or you were trying to get it going faster

swift falcon
#

loadGame restarts game when no autosave is present, perfect for me. thx

mental yew
#

hi guys im making a mission in the editor and i have a trigger set to display a message when any player enters a zone and that works fine. But in the conditions field i want to have it so it only triggers when a player has a gps in the inventory

#

does anybody know what i need to add to the condition field to do that?

daring dock
#

&& (player hasWeapon 'ItemGPS')) ?

steel ember
#

@mighty fractal how do i give my friend admin when i just hosting co-op missions with my friend ?

ionic thorn
#

So, who's the expert on respawn?

#

Is it possible to respawn with the equipment that was in your possession when you died?

#

My next question is not related to respawn, but rather starting an MP match as a Spectator. We would like to have a better way of filming our squad nights and wondered if it's possible for a player to select say a "cameraman" slot and begin the match as a bodiless entity (like a floating camera) similar to how camera.sqs is used. The player would remain in this state for the duration of the match.

sinful rampart
#

@ionic thorn 1. ace has a module that lets you respawn with the equipment you died in.. so yes thats possible...
2. Sure... just execute the spectator script on the cameraman on missionstart ...

ionic thorn
#

I'll look into that, thanks!

sinful rampart
ionic thorn
#

👍🏻

rich forum
#

Any way to override the terrain's value for its latitude?

#

So I can tweak my day/night ratio?

rich forum
#

that could do it, if I did day and night, yeah

#

I was just hoping to setTimeMultipler 12 and not have to worry about clients falling out of sync if I could get the map to think it was near the pole in almost summer 😃

#

90 minute days, 30 minute nights \o/

twin chasm
wooden dove
#

what do you mean you "can't remove" them ?

#

as in unlinkItem doesn't work ?

twin chasm
#

Unable to drag them from the corpse into my inventory

wooden dove
#

sounds like inventory desync

twin chasm
slender kestrel
#

how can I get a blackfish pilot to circle around a specific location?

#

i want to try the armed version but it's nearly impossible with AI in the pilot seat

#

just making him hover over a location would be good enough

weak shadow
#

Hi guys, I've got a bit of a noob question for you, mind if I ask it in here?

wooden dove
#

you already asked a question

weak shadow
#

lol, I've got two boats with a squad split between them. I want the drivers of the boats to drive to the shore and kick people out when they get there. I can't seem to reliably get that to happen

#

I'm using the transport unload waypoint for the boat pilots

#

is there a more common way I'd do that or is there something I'm missing using that waypoint?

wooden dove
#

group both drivers in a group and use a single unload waypoint

weak shadow
#

Whats the difference between transport unload and just unload?

#

now they won't even make it to shore 😦

#

they keep stopping and starting

weak shadow
#

I don't know how you all do it. This is torture

rich forum
#

Can't get it reliably to happen* as in?

#

Something I fought with making a medevac module was that the AI would climb back in -- are you telling them to eject and then unassigning them?

#

Otherwise they can hop back in even if the vehicle is locked

#

🙃

weak shadow
#

If I group them together like alganthe suggested they never even manage to make it to the waypoint, they keep stopping and starting. If they do get to shore sometimes they won't kick all the passengers out of the vehicle

maiden swift
#

Hi all, what can cause lag spikes, and how to troubleshoot whats causing it in mission?

wooden dove
#

massive amounts of units that need to be synced (new AO spawning for example), death loops, server being chocked to death

maiden swift
#

its 5v5 pvp mission @wooden dove

#

😄

#

there are two options, to remake mission, or to find a way to troubleshoot whats causing it, and fix the issue

wooden dove
#

run this in the debug console:
copyToClipboard str diag_activeSQFScripts

maiden swift
#

i mean is there any way i can get feedback, what code is running when spike hits?

#

ok thats it

#

thanks

sturdy fulcrum
whole patio
#

Heya guys

#

Can I use stringtable for mission name and description?

sturdy fulcrum
#

its black magic

#

depends if addon mission or regular mission

wooden dove
#

need to update that page too, it's serverside only

whole patio
#

@sturdy fulcrum just regular mission

#

but it has stringtable in it ¯_(ツ)_/¯

wooden dove
#

@whole patio you can if you use __EVAL

whole patio
#

huh?

#

that's some advanced stuff

worthy rampart
#

Are you using localize?

whole patio
#

uhhhh

#

for mission name?

worthy rampart
#

Actually nevermind, I misread your initial comment

whole patio
#

@wooden dove do you think you could elaborate, please? 😅

wooden dove
#

since description.ext is a config you can use __EVAL and __EXEC

#

there, silly markdown

sturdy fulcrum
#

it needs the @ syntax

#

yet it doesnt work for addon mission

#

__EVAL can be used too, yet it causes rpt spam as the engine cant read the xml before the mission is opened/loaded

wooden dove
#

__EVAL works fine afaik, I saw someone use it without any issues to check for revive templates

sturdy fulcrum
#

yes, but he asked about localized strings

whole patio
#

so, I will rather make it in english only 😢

polar karma
#

hey guys, how does one allow spectating from within the respawn system? (Hatchet is lost in new foo..)

weak shadow
#

Are there any tricks to make vehicles move in groups? Whenever I group them together and set a move waypoint they do this stop start thing

#

Is there a resource that people use for like the basics? I'm struggling to do simple things like waiting at waypoints for a condition etc

weak shadow
#

Can I still set planes as flying?

#

oh dm I found it

signal coral
#

How does someone synchronize modules to units in the Eden Editor? I remember in the 2D Editor, there was a button you could press that would synchronize the units, triggers, modules, whatever

#

You had to drag them like you would for grouping

weak shadow
#

Right click the module and click "sync to" at the top I think

twin chasm
#

You can also highlight every unit you want to sync to the module, then right click on them while they are highlighted and click 'Sync To'. Then click the module. A lot faster than the old 2D editor method if you have a lot of units.

whole patio
#

Does "in" command work good in A3?

#

Man, triggers are really confusing

weak shadow
#

I find the wording doesn't help. It's not like you connect things to happen @ontrigger@ it's Sync To and stuff

whole patio
#

Can I sort somehow tasks created via task module?

#

It's kinda weird that first task is on the bottom 😛

broken ridge
#

I've got a mission that works perfectly when I launch it via multiplayer in eden editor but when I put the mission on my dedicated server ground vehicles sink into the ground and air vehicles (with no pilots) fly away and crash.
Does anyone know why that might occur?

sturdy fulcrum
#

what terrain used?

broken ridge
#

Takistan from cup terrains (full) (the latest release)

sturdy fulcrum
#

it sounds like the server doesnt have the terrain loaded

#

does other missions work on takistan right now?

broken ridge
#

Yes

#

The server has a direct copy of the mod from my hard drive, and I'm sure that it's getting loaded otherwise it would open the mission... right?

sturdy fulcrum
#

hm not sure. may or may not work even if not present - depends on the specifics but you are right thats its unlikely to work without it

hazy ingot
#

Is there a way to add an addaction to an NPC, but have the addaction be triggered say 3 meters in front of the NPC? I know I can do it using a trigger, but I was hoping to be able to do it using the init of the NPC itself.

worthy rampart
#

@hazy ingot Yes you can. After update 1.63 you'll be able to use a radius in the parameters of addActions

#

For now though you can just put in the condition something like player distance _target <= 3

#

The _target in the condition parameter of addAction is the unit the addAction is attached to

hazy ingot
#

@worthy rampart pennhere is the thing. I understand your suggestion but the NPC is in a building near a wall, so using either of those methods would allow the player to activate the addaction outside of the building.

worthy rampart
#

So for example you could do this

this addAction ["Meow", {hint "yay"}, nil, 1.5, true, true, "", "player distance _target <= 10 && !(lineIntersects [eyePos player, eyePos _target, player, _target])"];
#

Obviously you could change the distance, but the action will only show if there is nothing between the player's and target's eye position

hazy ingot
#

Awesome, thank you.

loud kindle
#

How does Take On Helicopters measure vision for actors? I cant unpack the missions to figure it out. Im talking the sightseeing mechanic, where you have to angle the copter so that your passenger can see an area, and a progress percentage rises based on how 'clear' they can see it.

loud kindle
#

... I get the feeling Pennyworths prior comment was exactly what i was looking for, or at least similar.

umbral acorn
#

@loud kindle - maybe you can get the camera angle for the AI, and then make the counter go up only if the certain objects andgle from the AI is within a certain amount of where the AI is looking?

#

compare the vectors of the AI's view to the vector between the AI and target?

#

or maybe just do a transform on the helicopter's orientation - i.e looking out the right window

loud kindle
#

That's what I was considering, but I don't know how to do it or worse, think that it's a binary 'Can/Can't see' which is... okay, but not as flexible as a percentile.

whole patio
#

Enjoy guys 😃

ionic thorn
#

Deleted. Figured it out 😉

knotty umbra
#

Is the newly implemented revive system functional in sneak peak build? If so, do i need to do anything to description or init to make it work? (Pardon my terrible mission editing knowledge)

worthy rampart
#

I believe it's only on dev branch still, as it was added there 3 days ago (Tuesday)

daring pendant
#

Hey guys dose anyone know how do code life servers ?

#

to *

river nymph
#

if thats your first question, youre gonna be in for a bad time

daring pendant
#

Yep

tough bluff
#

wooo rick! ya!

#

never gonna give uuuu up!

silk root
#

important update to my dll for those of you needing to obfuscate your missions.

ionic thorn
#

👍🏻 F3 really is Amazing!

icy knot
sturdy fulcrum
#

@icy knot good initiative 👍

#

is it already made with the Eden editor standard in mind?

#

personally i would use a dummy.vr world as base

#

makes it easier for people to make use of it and try it

#

does Eden have some better import? if so, that might be an alternative

#

your stringtable.xml is missing parts of the header and the <original> language - AFAIK the engine defaults back to that if a language cannot be found

#

you should also make people familiar with tagging variables (also in xml)

#

not much of a fan of that tab formatting in the readme 😃

#

add some sample code and comments in the various sqf

#

note that strings in desc.ext for addon missions need @ tag

#

imo you should also link to BIKI pages everywhere as a comment in the files

#

you could even upload all/most elements as new BIKI pages, so that others can contribute easily that way

#

typos:
debrifieng.hpp"
debrifiengsections.hpp"

#

#include "scripts\sample\XXX.hpp"
not much a fan of that location for .ext

#

better make a dedicated folder like
#include "ext\XXX.hpp"

#

sample(s) for define would be useful if you add such a dummy file already

icy knot
#

@sturdy fulcrum it does not tied to any world or 2d/3d editor, these are just files which accompany mission.sqm

#

@sturdy fulcrum thanks for feedback, I am going to improve documentation and probably -rerelease one of my scripts to showcase this apprach

#

the reason why I would like to put addons under scripts - is just a beauty preference

#

probably addon would better name for such folder, and when someone looks or edits mission he is sure that everything under addon - is a subject for update for example

#

: > #include "scripts\sample\XXX.hpp"
not much a fan of that location for .ext

well I meant that we have a single folder for all addons, then we have a separate dir for every addition (sample in this case)

sturdy fulcrum
#

well if you make to make it beginner friendly, i would combine it (also) with a sample mission, or as said check if ppl can import it easily via Eden now

#

like for many its already hard enough to find the mission folder for the editor

icy knot
#

yes, sample mission and script is kind of final goal, makes sense =)

sturdy fulcrum
#

if you want to them to copy files now also correctly, you already have first big hurdle 😄

#

actually i called my folder for .ext stuff "settings"

icy knot
#

I guess, from some moment it may become an interactive guide for quickstarting your own mission, well let's see

#

yes, considering volume of comments - excellent idea to split it

sturdy fulcrum
#

as i built a game mode, i also separated stuff by mission specific vs framework (same for each mission)

icy knot
#

do you have a link close to your hands for me to review this?

#

forums lags a much last days

sturdy fulcrum
#

review what exactly?

icy knot
#

, i also separated stuff by mission specific vs framework (same for each mission)

#

I am not getting the idea clearly

sturdy fulcrum
#

basically i use build scripts (.bat) to generate many missions from the framework (merged with the mission specific files)

icy knot
#

thanks!

icy knot
#

Updated the skeleton on biforum, @sturdy fulcrum thanks again for feedback!

low fable
#

Only LIFE Mod I would be interested in making would be related to Wild West era 😄

ionic thorn
#

Profanity is frowned upon here, you said the "L***" word 😉

charred saddle
#

Westworld Life 🔫

ionic thorn
#

I wouldn't mind seeing a modern remake of Westworld

ionic thorn
#

Hmm, I have a question.
.
I am trying to implement a drive by shooting of a BLUFOR checkpoint by an OPFOR passenger being driven by a CIV. Unfortunately, the driver stops just short of the target, the shooter gets out of the car and is promptly killed. Any idea on how I can get the driver to zoom right past (hes already set as Careless and Full speed) and the passenger to take a few pot shots (without getting out of the vehicle)?
Nvm. I've solved it by just spawning a grenade and triggering gunfire sounds. Though, for future reference, it would be nice to know how to do it. 😉

novel agate
#

Is there a way to make sure an ied blows out all of the tires on a vehicle or make its turret unable to move?

worthy rampart
#

You could manually set the damage on the tires with setHitPointDamage or setHit

novel agate
#

how would I do that?

icy knot
#

using Event Handler

icy knot
#

@sturdy fulcrum a little update about mission skeleton: the idea of build script is awesome :)
I will be releasing it this weekend, the idea in short: every script has its own (for example) stringtable.xml if needed, limitet to <Package /> level, build script adds all stringtable packages to main stringtable.xml file.

same happens to classes CfgFunctions and other classes defined in description.ext

the only disadvantage: windows cmd scripting is a nightmare

#

so everyone maintains its own part and no need to dig and manually merge changes

#

and workflow gets even simplier:
you upload script's to your missionroot's addon folder, run build.bat and you have all functions, debriefings, notification, stringtables and other stuff automatically added where needed

icy knot
icy knot
#

check the animation sources in config viewer, afaik no way

#

I would suggest a weird workaround - put to it a procedural texture with alpha set to 0, then place the modified model and attach it to invisible quadcopter with createSimpleObject and attachTo

#

but you are not going to like this way :)

hazy ingot
#

anyone know where I can find out how to have the player location indicator when looking at the map view? We used to have the little red circle that would indicate your location. Now there is nothing.

#

I remember we also would be able to shift click on another location on the map and it would geve you the distance between your current location and the spot you just clicked on on the map.

wooden dove
#

it's called difficulty settings

hazy ingot
#

I'm looking in the different settings, but can't figure out which one would do the trick.

#

I don't want to mess up any other settings.

icy knot
#

@hazy ingot people usually just draw a dynamic marker, to run higher difficulty level and at the same time have such locator

hazy ingot
#

ok, gotch. thanks

#

gotcha

icy knot
hazy ingot
#

Very cool. It gives me an idea of what I want to do. Thank you.

eternal pecan
#

started messing with editor for first time and i place some units but they are not there when i test the scenario

#

nvm im not very smart and was looking over the wrong ridge 😂

sturdy fulcrum
icy knot
#

requires CBA :(

icy knot
icy knot
#

To whom it may concern: I am starting to work on a mission creation guide, if someone wants to participate, or if someone is learning mission making and wants to be a tester and tester of this guide - please PM me.

ionic thorn
#

Just out of curiosity, what's wrong with CBA?

#

Full Disclosure, I don't start A3 without it.

icy knot
#

I had some nightmare with it, making my scripts compatible with it long time ago, designing it for vanilla in some cases it caused CTD, since in some cases it overrides event handlers

icy knot
#

anyway that was just an emotion

wooden dove
#

that's not CBA's fault, it's you overriding EHs

icy knot
#

most likely, I checked the CBA code - problem was that after I added EH - hash mismatch occured, which CTDed

ionic thorn
#

I'm with @wooden dove on this

icy knot
#

come on, I quit hating mods

ionic thorn
#

It's just that if you're going to work with a framework, you can't blame it if you decide to do something that conflicts with it or is beyond its scope.

#

We had a discussion today about "how bad Eden was" because it doesn't work with many mods. Turned out it was an opinion that someone had heard secondhand. So, if someone were to come in here and say "CBA is a nightmare" without explaining, it's easy to see how people (especially new players) could get the wrong idea.

icy knot
#

I got the point

wooden dove
#

3DEN coded with the arse tho, that's undeniable

ionic thorn
#

Lol

wooden dove
#

it's better than the 2D editor, but it could still be much better

ionic thorn
#

I won't argue that

icy knot
#

well Eden enhanced is not making it so good enough?

ionic thorn
#

I've actually just installed it today after hearing good things about it.

#

I've always found 2d was great for rapid development of a mission, whereas Eden helps finalise it.

icy knot
#

finalize?

#

I always thought that scripting finalizes the mission

ionic thorn
#

I can't leave out F3 either, it's amazing.

wooden dove
#

2D editor is useless now, 3DEN map mode is the exact same

ionic thorn
#

Finalising for me is seating an object in just the right place or ensuring that the scene is properly set up.

#

Could never really do that in 2d

#

At least not with the same amount of precision

icy knot
#

oh I am leaving such for my wife, she likes placing furniture

#

I still think that the main thing is the scenario and game story mission provides

ionic thorn
#

It's much like a book. You can read out the chapters and sub chapters and get a pretty good idea of what the book is about, but you don't really get a sense of the characters until you read the whole thing. It's why cutscenes and props help tell the story within Arma.

#

A mission/campaign that exemplified this was Deliverance. The main character is given a handgun after being racially abused. That night the abusers come to his home to kill him and he is awakened by their shouts. It was told so well and vividly by the use of those fine controls within the editor. The well placed object, the well set scene.

icy knot
#

well, need to try this out

ionic thorn
#

€20,000 not bad for making a campaign...

icy knot
#

making a good mission is always hard

#

even for simple mission my first start - it drawing a flow in Visio

ionic thorn
#

Yes it is

distant venture
#

Quick question: I want a task where the player has do destroy a building that is already placed on the terrain. How can I check, if that building is destroyed or not?
I know that you could group a trigger with a static building before, but this does not seem to work anymore!

lilac flint
#

@distant venture I'm not sure if you are actually able to destory a building already placed in terrian

distant venture
slim heath
#

question about arma 3 editor -- I notice that if you make a scenario wherein you tell bot helis to fly around to certain waypoints, you cannot set desired altitude, speed, manner of flying, etc. The helis fly at a fixed altitude and a fixed speed. Any way to achieve more control over what you want your heli-bots to do?

signal coral
daring dock
#

@signal coral it runs animations and sounds but doesn't work on dedicated servers.

signal coral
#

@daring dock TIL'd. Thanks. That's a weird restriction.

brittle fable
#

Cheers! Anyone online?

icy knot
#

yes

ionic thorn
#

No

brittle fable
#

Well, I'm look for some help with getting a Blackfish to drop a vehicle mid-air

#

I'm not sure what scripting it requires as
A action ["Unload vehicle",osprey] does not work

icy knot
#

hi all.
Is DisableAI in description.ext stopped working? I am about to get rid of bots on playable units

ionic thorn
#

@brittle fable have a look at this and see if you can use it https://forums.bistudio.com/topic/170347-helicopter-script-to-bring-in-and-drop-vehicles/

Bohemia Interactive Forums

Helicopter Script to bring in and drop vehicles - posted in ARMA 3 - MISSION EDITING & SCRIPTING: Is there a script to automatically generate an AI chopper to fly in with a vehicle under its belly like the sling script and get them to drop off the vehicles? I have a mission a friend and I are doing where we are fighting our way into altis and basically need to make it look like vehicles and choppers are bringing in people and supplies. I have seen the script for spawning a vehicle under...

brittle fable
#

I actually got it figured out using a nullcargo script, thanks though

timber tide
#

end game modules; there is a randomise module for objective, but it looks like not for the final end game intel item?

#

which leads me to believe the players will always know where the objective laptop wil spawn?

distant venture
#

Hey guys, I want to put a Titan Missile on a Table for immersion. What class name does it have? (I don't mean the Launcher but the Missile. I want the player to be able to pick it up!)

ionic thorn
distant venture
#

The Problem is, these explode when opening the mission in Eden.

river nymph
#

Place a groundweaponholder with the missile magazine as cargo

icy knot
#

@distant venture try createSimpleObject command, check for configs to find appropriate titan p3d model

thorny pike
#

but then he wouldnt be able to pick it up

icy knot
#

I have in my todo to rewrite the gear interactions, hope this some day would be finished :)

bronze drift
#

What is the best way to pinpoint what is causing memory leak in heavy scripted mission?

#

It is domination partly ported from Arma 2 i bieleve and after some time memory usage peaks at 2.9 gb and frames goes to hell. Restart helps but in several hours of gameplay everything happens again

icy knot
#

some weird loops?

#

first try to offload AI to HC, when I tried it with Xeno's Domination - it boosted fps greatly, and server never used more than 1.6-1.7gb of ram

#

also walk through all the major functions and measure their performance

viral nova
#

Anyone alive this time of night?

ionic thorn
#

Sometimes

viral nova
#

well that's good news....i guess....lol

ionic thorn
#

03:50 here

viral nova
#

damn....2249 here

#

Been out of the game for quite a while, what is the current goto radio mod? is it TaskForceRadio or ACRE these days?

ionic thorn
#

Personal preference really. I've actually moved away from them. Though I did prefer TFAR.

viral nova
#

Only asking because I'm fleshing out a scenario for 2 pilots E&E'ing and need to use only a short range radio (at first) but TFAR keeps automatically giving them a long range one....frustrating because I haven't found out how to make that stop

ionic thorn
#

Let me think on it. Need sleep

viral nova
#

sounds good. i appreciate it

ionic thorn
#

@viral nova http://radio.task-force.ru/en/
It says "By default, a long range radio is given to squad leaders. If a player is wearing a backpack – he will automatically put it on the ground." My solution to prevent it would be to make the player a part of a 2 person group, but not as leader and make the probability of the leaders presence set to 0.

twin chasm
#

set tf_no_auto_long_range_radio to true before time > 0

ionic thorn
#

See, someone already has a better idea 😉

edgy vessel
#

@twin chasm how to set it?

visual lichen
#

tf_no_auto_long_range_radio = true in your init.sqf

edgy vessel
#

awesome, thanks dude

wooden dove
#

TFAR hasn't been updated in a year, ACRE on the other hand has, it got massive changes in it's api

edgy vessel
#

umm

#

last acre update was 04 2015

wooden dove
#

latest stable, not dev

edgy vessel
#

oh

#

can you tell me what are the differences?

wooden dove
#

well, the names say everything

edgy vessel
#

They added radio backpack models or some new features?

#

or just under-the-hood changes?

wooden dove
#

under the hood changes, dunno for new radios

edgy vessel
#

I mean content-wise

wooden dove
#

it's much more efficient than before

edgy vessel
#

Im using acre for over a year now and im considering to swap to tfar

visual lichen
#

does anyone know the class name for fake explosive charges that are used to script explosions? i've stubled upon an entry about that in the bis wiki but wasn't able to find it

#

closed the browser tab and poof it's gone

ionic thorn
#

I just use markers and place a grenade or bomb

#
Bohemia Interactive Forums

Page 1 of 3 - How do i trigger an explosion in the editor? - posted in ARMA 2 & OA : MISSIONS - Editing & Scripting: Hey fellas,

I'm working on a mission where me and my squad is ambushed. What i want to happen, is as my squad moves past a car it explodes, a bit like an IED.

I know this is going to require scripting/commandlines of some sort, but could anyone tell me how to do this?

Any help gratefuly apreciated,

Rich.

visual lichen
#

commy told me in the scripters channel

#

but thanks

daring dock
#

I wonder if TFAR has a dev branch thing too, they haven't had an update in a long time.

distant venture
daring dock
#

but it's all unbinarized

cold steeple
#

anyone have documentation on the defence module?

worthy rampart
#

Maybe not then, in the comments the video creator said Haven't tried it in a while but last time I checked the defence modules did not function. three months ago

distant venture
#

Can you somehow have a VTOL be hovering on mission start?

worthy rampart
#

Does putting it in the air have it flying forward on mission start?

daring dock
#

Yes they do

low turret
#

Couldn't you do something like this setVelocity [0,0,0];

worthy rampart
#

But it would probably still be in horizontal flight mode

#

Unless the engines would instantly switch

grizzled gyro
#

Is it possible to use a custom animation in a mission without the animation being in a mod?

icy knot
#

no, you can use only animations shipped with the game

#

for extra animations - only mod

trim cove
#

Just noticed that the armed Blackfish variant is not availabe through the support moduls. Does anybody know if they plan to add that later down the line?

eager plaza
#

Is it possible to load an existing mpmission (altislife) in to 3d editor, when it reports its the old format, edit it, then stick it back on server - and it should work fine? or will it mess with everything and knob it all up?

quartz aurora
#

Do any of you guys work with others when making missions? Looking for good tips when working with others. I've only ever made missions alone so this is new.

icy knot
#

as like any other type of projects, it has to have a project leader, who defines a vision/strategy and takes responsibility for his decisions, and team members should be ok with such layout. And since it is a non-commercial project - all team members should share the same final goal (cool mission release and so on).

quartz aurora
#

I'm good on that front fortunatly. I guess I just wished there were some tools maybe that helped lol I know about combining maps and such but I guess I just wish that Some day it will be possible to do a MP style lobby for Eden to make a mission.... some day...

daring dock
#

I'm still eager to find out how they did all the stuff they did in Apex Protocal

ionic thorn
quartz aurora
#

I have not FM. Thanks I'll look into it.

quartz aurora
#

That will indeed make life a little easier, but collaborative tools is what I'm more yerning for in the editors. I mean we use google drive and share docs that way but you know how it all goes

sinful rampart
#

Use version control

quartz aurora
#

yeah that won't be a problem. The guy I'm working with is a programmer by profession and he is... a programmer lol so he is handling the anal retentive portion of things

sinful rampart
#

though you cant really merge that well with sqm files..

#

besides the ingame merge way

quartz aurora
#

yeah thats what I'm going to be using mostly... It's why I wish two people could join the same instance of eden and work at the same time. I would think it could be possible but IMO... I can only imagine the nightmare that would be to actually get working

sinful rampart
#

We did that at my old group

#

We built together using Zeus and then exported that to SQM via MCC

wooden dove
#

you don't need to merge SQM files really

#

just use the newest available

#

otherwise you'll just break down

quartz aurora
#

My thought was I work on a part of the mission say making an enemy camp, my friend work on an insertion, then combine, and rinse and repeat. But maybe that isn't the best way.

modern pulsar
edgy hinge
#

Hey, I've always used the 2D Editor, How do I convert to 3D? I try to import with the Crt + o Function that says it will import but it doesnt work, any ideas?

rare eagle
#

I'd like to activate a trigger at my base on a dedicated server but only when 5 or more player(human) is inside the trigger. So our base gets attacked but only if we have enough player in-game. Where do I start? I tried {alive _x and _x in thisList} count [p1,p2,p3,p4,p5] == {alive _x} count [p1,p2,p3,p4,p5] but it fires even if characters are AI. Please help

ionic thorn
#

Are the Ai playing in the slots of p2-5 with you as p1?

#

If so, rename them to p6-9 and see if the trigger still fires

rare eagle
#

Yes. It doesn't fire then

jaunty jewel
#

You might want to use isPlayer somewhere in the check

#

If the units are named p1-5 in the editor and are AI controlled they would still activate the trigger.

rare eagle
#

Thx. I'll have a look at isPlayer see what I can do.

jaunty jewel
#

you could just add a _x isPlayer into you existing conditions and that should work

#

sorry isPlayer _x

rare eagle
#

That seems to have done the trick. Thank you. 😃

signal coral
#

Hello All.

#

I am using, OHally's T10 Parachute mod for my unit, and I am having a little issue finding a classname for a vehicle that it is compatible with.

wheat lantern
#

I've got a question about tasks. Is it possible to set a task to complete without the use of triggers?

worthy rampart
wheat lantern
#

Quesiton, where do I put that?

#

Question*

sour forum
#

Should be able to put it in any executed script or function as long as the task's name is a global variable, although I haven't been able to get it to work

sour forum
#

For example:
This function will wait until a condition is fulfilled (example being a unit named 'badguy' is killed), then it will set a given task ("my generic task") to completed. The third option is whether you want the task hint to be shown (true/false).

If you're going to do multiple tasks like this, I'd strongly recommend you compile fnc_set_task_complete.sqf as a function.

//put in init.sqf

_handle = ["my generic task", not alive badguy,true] execVM "fnc_set_task_complete.sqf";

//put in fnc_set_task_complete.sqf

_task = _this select 0;
_condition = _this select 1;
_showhint = _this select 2;

waitUntil {_condition};
_handle = [_task, "SUCCEEDED",_showhint] spawn BIS_fnc_taskSetState;

daring dock
#

I'm guessing Bohemia is working on wiki pages for some of the stuff from Apex still?

wheat lantern
#

Yea

worthy rampart
#

What kind of stuff are you looking for?

sour forum
#

They've documented Vehicle-in-Vehicle, it just doesn't have enough hits yet to show up on google

#

try searching the wiki with setVehicleCargo and go from there

visual lichen
#

i'd try {(alive _x and _x in thisList) > 4} count playableunits; but i don't have the time to test it now

#

@rare eagle

rare eagle
#

Thx. Got it working

clever monolith
#

Hey guys, any idea how to build a custom coop campaign a la APEX style with things such as the custom lobby/menu and mission sequencing?

signal coral
#

Does anyone know if there is a good multiplayer/coop port of the arma3 campaign?

#

anything that lets me do that with friends

#

It doesn't matter if the other player doesn't integrate well, it just has to let me do the campaign with one other person

#

Or if that doesn't exist, is there an easy way to add a second player to the base arma 3 campaign

#

please give me an @ mention if anyone knows, ok? thanks in advance!

open crescent
#

hey everyone, I tried using the spectator script by BI, but it seems respawnTemplates[] = {"Spectator", "MenuPosition"}; don't get along well?

#

I always get a RSCDisplayEGSpectator: Unable to assign initial focus and free camera is disabled message and can't move the camera. Calling the spectator mode in the onPlayerKilled.sqf works initially, but after pressing the "return the map" followed by the "spectate" button I get the same behaviour as before

grizzled gyro
#

Is there a way to make custom slotting screens like the apex campaign has?

barren dove
#

I could be wrong but I am of the impression that their 'custom' slot screen is just a fancy dialog and they have you skip the actual slot screen. Could be wrong but if I were to replicate what they had thats how i would do it.

daring dock
#

I imagine something on the wiki will be updated about it

barren dove
#

stick the following in your desc.ext to skip the lobby. skipLobby = 1; Then your custom lobby UI is up to you.

grizzled gyro
#

Thanks

crisp citrus
#

if`ll exec script on some action, and in script write "player move "...."" , it will be done on every player ?

#

player addaction ["Free hostage", "hostage,sqf"], and in hostage.sqf - player playmove . Is it correct ? I just done everything like this, because tested it alone. Now i`m thiking it was bad idea

daring dock
#

Did the wiki update with how to do SideRadio but with the message in the center?

#

Or were we always able to do that

main warren
#

I thought that was just formatted cutText?

#

I didn't test but I don't think player's using sidechat would appear in the same format

daring dock
#

I thought cutText was in the center, not center bottom

#

I guess I'll unpack a campaign pbo later

main warren
#

or one of the cutText alternatives

daring dock
#

I bet it triggers the radio audio with no message in side chat and then shoes the cutText

#

That's probably it

#

Just trying to think how they positioned it on the lower part

atomic blaze
#

["John Doe", "Hello."] call BIS_fnc_showSubtitle

daring dock
#

I'm guessing variable name and then message

#

Data type object

#

@tuomur#4798 thaaaanks

worthy rampart
#
/*
    Author: Thomas Ryan
    
    Description:
    Displays a subtitle at the bottom of the screen.
    
    Parameters:
        _this select 0: STRING - Name of the person speaking.
        _this select 1: STRING - Contents of the subtitle.
    
    Returns:
    SCRIPT - Script controlling the displayed subtitle.
*/
daring dock
icy knot
#

1.0 is pitch afair

daring dock
#

is the wiki down?

main warren
#

it is on my end

low turret
#

Same

daring dock
#

confirmed down then

#

Does anyone remember the CreateVehicle Parameters by memory?

#

I actually wonder, there probably is something in-game for it

worthy rampart
#

The formatting is a little wacky, but you can atleast see the information

#

And yes there is something in game, if you type the command in the debug console and hit F1 it'll give you information about the command

main warren
#

@daring dock try the functions browser, BIS has some functions to spawn stuff that usually use the createX commands

#

or that

daring dock
#

That works Pennyworth, thanks

#

So what's this F3 framework everyone's been talking about.

#

Yay, wiki is back

main warren
storm zenith
#

I noticed that in the Apex Coop there is a "free hostage" action. Is that useable without any scripting?

worthy rampart
daring dock
#

That'll be fun to mess around with, make some neat custom objectives and interactions

daring dock
#

has anyone messed around with the Live Feed modules yet?

crystal oyster
#

anyone here know how to stop my edited map from spawning players in the water off map
just started out of know where\

main warren
#

what are you using to determine the spawn position?

#

it's possible it reverts to a default value

crystal oyster
#

mp spawn

#

I am completely new to this

main warren
#

is that a 3rd party script or the default solution? also, which map?

crystal oyster
#

default and its on nogovo

#

nogova

#

i dont know how to script yet

main warren
#

okay, then it's possible that the spawn just doesn't find a good position and uses the default "safe" position.

crystal oyster
#

it was working great then today its stopped

main warren
#

i don't know nogova but maybe they didn't configure this position or just set it to [0,0,0], i.e. corner in the water

#

where would players usually respawn?

crystal oyster
#

is there a way you can look at my map

main warren
#

no, I dont use nogova

crystal oyster
#

how do i change or find the default setting