#arma3_scenario
1 messages · Page 14 of 1
any releases about how many players co-op campaigns will the Apex update support?
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.
@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
@verbal pagoda But this is part of a PBO, right?
I've done it with standard mission folders (not inside a pbo) and it's worked as well
But the \x\ comes from the PBOPREFIX, no?
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
I'll load up A3 and test again
-filePatching FTW!
works?
Looks I did use \x\ in a mission, so disregard that
I am retracting my previous statement on -filePatching
Hmmmm.. I may have made a massive booboo... wrong file name 😦
😎
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
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.
so bit's a bad idea to optimise a mission 😦
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
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.
Although alive is one of more complex systems and requires quite some time to fine tune it to your needs.
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
Anyone have or know of a tool to convert a 2D mission into a Eden mission? I'd rather not replace everything
you mean like the built in tool to convert them?
I always get an error while trying to import a 2d into eden even a fresh mission with just a person
@river nymph
if there is at least one unit set to player it has always worked for me
I'll try that in a bit when I get home
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.
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
what problem do you have?
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
could you pasebin your Params class?
This is all I have in Description.ext
http://pastebin.com/pCpcu95v
These settings work in MP preview in editor but not on dedicated server
and I assume that you have set_terrain.sqf and setViewDistance.sqf in params folder in your mission directory?
that is correct.
How easy or hard is it to replace the playable faction in @verbal pagoda ALiVE Insurgency mission with another (mod) faction?
Just replace the faction in the modules and done.
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
@mention me if you got anything for me about my issue
pls send help
I beg you
@tight arch image dimension are a power of 2?
I think they might not be so could that cause this?
Alright, thanks
can i place a laser target in a mission? preferably as zeus?
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.
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
@fresh spruce could use event triggers
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
Anyone familiar with ALIVE? Having some trouble.
Thanks!
is there a way to prevent the alive commander from using units that i've placed and then virtualised
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?
Nevermind, found a nice tutorial
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.
@Runekn#4190 mind linking that tutorial you mentioned please
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.
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
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 :/
-
Name: Your Trigger Name
-
Type: NONE
-
Activation: ANYBODY
-
Repeatedly
-
Present
-
Condition: (vehicle player) in thisList
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On ACT: call ExileClient_object_player_event_onEnterSafezone
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On DEA: call ExileClient_object_player_event_onLeaveSafezone
I also had @signal coral problem aswell
@signal coral is your picture a .jpg or .paa in 2:1 format (ie: 1024 x 512) ?
@jagged gorge I used .paa and 1024x512 it still brings an error
what is the error msg if any?
@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 ?
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.
@jagged gorge I tried paa png and jpg. at the moment its png at 1024 x 512
@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
So, When i place down the character i physically edit them and click the playable.
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
Both
I've checked playable and they really haven't worked. Every time i upload the Mission to the server the playable are deleted
sounds new to me sry
where are you getting the file you are uploading to the server from?
and what are the settings in description.ext
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?)
It's like two things
// 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
try disableAI = 1
Okay
or better disableAI = true;
what mods are you using?
@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;
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
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
wait you didint have the mods activated on the server?
yea i put all of my mods in the server folders
okay how are you launching the server
It's a purchased server
so i assume that oyu have some sort of UI
Yea
in that UI you should have an option to add the mods into the launch settings for the server
Well the launching comnmand line is broken
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
Yea
Yea
It's mainly because it's not letting me delete a part of the command line that duplicated
(okay then server went down)
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'
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)
Yoyo, anybody know if there is a way to unbinarize a mission.sqm?
@kind relic Hit me up when you're on.
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!
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?
The server most likely doesnt have the correct mods loaded
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 :\
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.
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
Hey, Can anyone check out what's wrong with my mission file?
It wont slot in with units
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.
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.
are you using alive?]
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.
Not using Alive
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.
yo
@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?
What do I need to do so that I'm able to choose my markers in the eden editor?
open map?
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.
lol
@final basin On a side note, 0% accuracy makes them shoot the dirt in front of them when they aim directly at you
Yes, yes it does.
FPS is life
Offload AI handling to clients then they become aimbots!
"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.
Is it me or does EDEN ignore description.ext after the last update?
"It's a 15% chance for each shot to be accurate" where did you find this?
Me? I quoted message a bit above.
ah, ok, I was afraid it was on a wiki or in the game 😄
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?
profile skill apparently
but that's relative because the general difficulty setting will affect the final skill
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
What's the accuracy in difficulty settings?
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
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
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.
I reccomend AISS or VCOM
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.
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?
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.
@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)
kju!!!!!!!!!!!!!!! The "King of Arma" is back in the house! Mikero and I spent about 5 hours last night pouring over this issue. The reason I am bothering about making addon-format missions is to solve a localization problem with overviewText in mission.sqm. https://forums.bistudio.com/topic/190734-bug-eden-str-prefix-syntax-doesnt-work-for-localized-overviewtext-in-missionsqm/
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.
Hopefully @hallow harness and @deep cliff can have a look at this, since a CRASH is involved! 😃
Does anyone know of a way to debinarize a mission.sqm file via a tool or something?
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.
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)
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
I think it is known bug currently with the file still being marked as "in use" so it can't make changes, usually restarting your game fixes it as well. Someone on the BIS forums said you could switch maps and then switch back to the mission you were working on (here is the comment https://forums.bistudio.com/topic/190437-flushing-file-error/#entry3021616)
ED3n
Does landAt not work in A3?
Unkown, I know I've been having trouble making helicopters land.
No idea on planes though.
Yeah, can't get a plane to land at alternate airports
What map?
MAke sure they configure the airports correctly
they can be really finniky in terrain builder
That seems to be the issue, thanks!
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).
They should be inside the missions_f_curator PBO inside Arma 3\Curator\Addons
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.
check for "NMD sandbox" or "All out Warfare by cruoriss", these missions should do what you are trying to achieve
Do you know if they highlight all the players correctly? That was a recurring problem in workshop addons.
NMD isnt a good one because it allows players other than Zeus to spawn in assets/loadouts. About to try the other one.
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.
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.
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.
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 ?
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
search for ppEffect in the files
@ionic thorn sry did not scroll to the end when i saw your message ^^
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?
Np
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?
It's a wild guess, but thave you tried the resize tool?
resize tool?
no, havent tried yet so far...but I´ll give it a try. Thanks
@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.
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.
I can't see any other way than recording a video.
Or what kind of mods do you mean?
Any really. The mission will be ADDON free, but in the cutscene I would like to use other assets (for a flashback scene)
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.
New update made my respawns not work? Is description.ext obsolete now?
it's unreliable, it respawns me sometimes at the respawn point and other times where I died
Well... They reworked respawn sys
Have a look at sportrep
spotrep*
BTW, respawn event handler behaviour is... Unreliable since last update
another WIP dialog creator - looks for feedback
https://forums.bistudio.com/topic/190427-arma-intellij-plugin-smart-editing-for-header-and-sqf-files/page-2#entry3032329
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...
looking for someone to set up my server pls msg me for details
@chilly locust What's the server going to be used for?
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.
I have been having problems selecting vehicle skins in the Eden editor.. its stuck on random
and apparently cant choose waypoint behaviour
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
i cant choose anything from a drop down menu
Are you on dev branch?
Report it on the tracker
Tracker working now?
yes
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?
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?
He want to know how can he empty a bag with ammo he doesn't have a weapon for in arsenal.
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
No worries, thanks guys. I ended up creating custom loadouts from scratch.
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.
@sturdy fulcrum that for the SkipLobby thing i now go fab around 😉 that look like 1000% make for PRA3
Skip lobby??
ya, skip the unit selection thing
Oh, man... that's awesome.
they're really trying to build a more fluid experience for new players, quickly finding games they can just go straight into
That works for me! That's exactly what my community was founded on!
bunch of randos got together and worked well, starting playing together all the time?
More or less, yep!
That's pretty neat!
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.
I've always found a good mission maker can properly portray scale with any number of players
@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.
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.
Does anybody know if I can make a unit start as restrained using the ace function for prisoners?
Like this?
https://forums.bistudio.com/topic/183079-ace3-pre-mission-set-as-captive-not-surrendered/
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?
It says local variable in global space?
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
anyone knows if I actually can hide/unhide things like wheel chocks or air intake covers via script?
on some helicopters?
@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.
@languid viper https://community.bistudio.com/wiki/hideSelection might do the trick, but the notes seem to say it only works on objects from createSimpleObject
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
nah, just out of interest
have you guys had a mission you've converted just state "Error Loading Mission" when launching on a dedi server?
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
unbin the mission.sqm and manually edit it out
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.
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?
they get auto assigned to slots and the mission push through
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)
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?
I think I wouldn't mind doing it with a script, whatever works best. And yes, the scenario is an ambush scenario ^^
When they are ambushed what do you want them to do? Gunners stay on guns and infantry dismounts?
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
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?
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")
@sturdy fulcrum Still works. 👌
@edgy gull thanks 😃 happy
can anyone help me get some music to play in a specific area and to fade in/out when the get near/far
nvm got it
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.
Some things that used to use in the description.ext do not work anymore (since Eden), can't tell you which though.>.<
ah. i jsut noticed the posts above. maybe back to old habit it is after all ;D
anyone making coop missions in tanoa?
@pearl nexus glad to see you back!
@distant venture respawn at start is not working
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. ????
@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
thanks got it
@terse nestglad to hear it
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?
@signal coral most scripting can be found here https://forums.bistudio.com/topic/190992-creating-a-restricted-area-based-on-player-uid/#entry3028688
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
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
@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!
@wise remnant check in console the running scripts and fsm
https://community.bistudio.com/wiki/diag_activeSQFScripts
https://community.bistudio.com/wiki/diag_activeSQSScripts
https://community.bistudio.com/wiki/diag_activeMissionFSMs
needs dev branch+diag.exe
kk
any idea why "classname hideObject true;" doesn't work in the editor?
@mental yew because hideObject need a object and not a classname?
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?
server.cfg eventually ?
"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))
"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?
how is _this defined?
^^ solved by replacing the init of the object with 0 = this execVM "xxxx.sqf"
......
originally it was 0 = this addAction[.....];
so what can I use then it I need to pass to the scripts which object to use the addaction on?
if*
use initPlayerLocal for those type of things
ah I see
but that goes for every arsenal box in the mission am I right? not for one specific laptop like in mine
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
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
status, what ?
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*
..... just use publicVariable
I have that, in initserver.sqf but still doesn't want to work
or ArmA 3 is just incredibly slow with applying the change
myVar = 1;
publicVariable "myVar";
exactly that
then you did a typo
Status = 1;
publicVariable "Status";
Do you see the typo?
no, but with such a common name it wouldn't be surprising an other system uses it
then why does it work locally?
also make sure the variable isn't being replaced on JIP by an other one
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
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
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?
If you are doing it that way the PBO should be called "yourscenario.Altis.pbo"
Or whatever terrain it is on
correct, it's scenario.world.pbo
Oh that's what you meant by world, is there a playable unit down?
just the map name
there is
it ran unpbo'd just fine with the directory dropped into mpmissions
How were you picking the mission? Setting it in server.cfg or doing it from the lobby?
server.cfg, will restart with a lobby pick
Did you include the .pbo in the name for the server.cfg? As far as I know you shouldn't include the .pbo
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
What are you using to make it a PBO?
I don't think BinPBO is still supported so I'm not sure if it has issues with the sqm being binarized
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
No problem, glad it worked 👍
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?
they dont
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.
it's just gonna be some textures and maybe some creative attachTo
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?
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!
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
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.
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
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!
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.
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
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.
Alright here goes nothing
when I do that it won't read the description.ext of the new mission either
Then Eden is completely broken unless there is a command or setting that will tell Eden to ignore it's settings. FUCK Eden sometimes.
And apperently they're removing 2d after apex
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?
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
Ah! when you copied the mission files, did you remember to NOT copy the mission.sqm?
ya I remembered
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.
I have an idea, wait one..
Well the file is definitely getting packaged into the final PBO
still not being read :P
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
I am testing in multiplayer
The slots are playable and you have disabledAI = 1?
correct
What are you using to create your PBO?
um... eden editor? if thats what you mean
yes and nope
I can't replicate it, everything seems to be working fine for me. Here is what I did...
- Opened Tanoa
- Placed down a NATO composition
- Highlighted all of NATO and change their attribute to playable, and removed the first unit from player
- When to Attributes > Multiplayer > Summary > Test mission, changed max players to 12, changed respawn to "Respawn on Position of Death"
- Opened the mission folder on windows and added a description.ext with only
disabledAI = 1; - From Eden Editor selected Play > Play in Multiplayer (MP)
- Select your slot and load in with no AI in sight
I didn't try exporting it but I'll try it now
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
Is your description.ext in the same folder as the mission.sqm?
yes
Perhaps check your RPT to make sure there aren't any errors in the description.ext that are preventing it from loading
RPT?
%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
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 😕
any ideas here or should I go ask in #server_linux
server was missing a mod, problem fixed
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.
I don't know about any day, I would assume there will be a RC
Take the time that we have pre RC to improve said mission.
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.
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 ?
AFAIK you can just FTP new missions into the folder and do #missions and it'll work
hey guys, any of you happen to have a current RHS DAC config?
@polar karma might be a starting point
https://github.com/SavageCDN/DAC_A3/blob/master/dac_configs/RHS_dac_config_units.sqf
aye, thanks @sturdy fulcrum i shall start that venture now
np
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 ?
Reloading the save works doesnt it? Or you were trying to get it going faster
loadGame restarts game when no autosave is present, perfect for me. thx
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?
&& (player hasWeapon 'ItemGPS')) ?
@mighty fractal how do i give my friend admin when i just hosting co-op missions with my friend ?
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.
@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 ...
I'll look into that, thanks!
respawn: https://github.com/acemod/ACE3/tree/master/addons/respawn
also ace has spectator: https://github.com/acemod/ACE3/tree/master/addons/spectator
if you want to replicate it without using ACE you should look into these scripts
https://github.com/acemod/ACE3/blob/master/addons/respawn/functions/fnc_handleRespawn.sqf (applies the saved loadout)
https://github.com/acemod/ACE3/blob/master/addons/respawn/functions/fnc_handleKilled.sqf (saves the loadout on death)
@ionic thorn
👍🏻
Any way to override the terrain's value for its latitude?
So I can tweak my day/night ratio?
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/
Has anybody else run into a bug where you can't remove assigned items from dead bodies on a dedicated server? By assigned items I mean things like the map, compass, gps, etc. We use a loadout script with the linkItem command to add those items. I've tried using addItem and assignItem instead but that didn't seem to work either. Here's a link to one of our loadouts: https://github.com/robtherad/A3_Phalanx_Mission_Template/blob/master/ADV120_MissionTemplate.Altis/f/loadout/units/RHS/Blue_R.sqf
Unable to drag them from the corpse into my inventory
sounds like inventory desync
Is there a way to prevent that? We already use CBA's execNextFrame function after removing player's default gear before adding the new gear. https://github.com/robtherad/A3_Phalanx_Mission_Template/blob/master/ADV120_MissionTemplate.Altis/f/loadout/fn_loadout_set.sqf
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
Hi guys, I've got a bit of a noob question for you, mind if I ask it in here?
you already asked a question
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?
group both drivers in a group and use a single unload waypoint
Whats the difference between transport unload and just unload?
now they won't even make it to shore 😦
they keep stopping and starting
I don't know how you all do it. This is torture
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
🙃
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
Hi all, what can cause lag spikes, and how to troubleshoot whats causing it in mission?
massive amounts of units that need to be synced (new AO spawning for example), death loops, server being chocked to death
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
run this in the debug console:
copyToClipboard str diag_activeSQFScripts
i mean is there any way i can get feedback, what code is running when spike hits?
ok thats it
thanks
@maiden swift see last chat in #arma3_questions
@whole patio you can if you use __EVAL
Are you using localize?
Actually nevermind, I misread your initial comment
@wooden dove do you think you could elaborate, please? 😅
I meant exec, like there: https://community.bistudio.com/wiki/PreProcessor_Commands#EXEC
since description.ext is a config you can use __EVAL and __EXEC
there, silly markdown
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
__EVAL works fine afaik, I saw someone use it without any issues to check for revive templates
yes, but he asked about localized strings
so, I will rather make it in english only 😢
hey guys, how does one allow spectating from within the respawn system? (Hatchet is lost in new foo..)
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
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
Right click the module and click "sync to" at the top I think
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.
I find the wording doesn't help. It's not like you connect things to happen @ontrigger@ it's Sync To and stuff
Can I sort somehow tasks created via task module?
It's kinda weird that first task is on the bottom 😛
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?
what terrain used?
Takistan from cup terrains (full) (the latest release)
it sounds like the server doesnt have the terrain loaded
does other missions work on takistan right now?
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?
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
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.
@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
@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.
lineIntersects would probably be your friend then https://community.bistudio.com/wiki/lineIntersects
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
Awesome, thank you.
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.
... I get the feeling Pennyworths prior comment was exactly what i was looking for, or at least similar.
@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
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.
Deleted. Figured it out 😉
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)
I believe it's only on dev branch still, as it was added there 3 days ago (Tuesday)
if thats your first question, youre gonna be in for a bad time
Yep
Life Server Editing https://youtu.be/dQw4w9WgXcQ
important update to my dll for those of you needing to obfuscate your missions.
F3 v3-3-0 downloads For anyone who uses the F3 mission development framework,...
👍🏻 F3 really is Amazing!
Made a proposal about the workflow for packing missions and scripts,
https://forums.bistudio.com/topic/192009-release-arma-3-mission-skeleton/
Looking forward for some feedback :)
@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
@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)
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
yes, sample mission and script is kind of final goal, makes sense =)
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"
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
as i built a game mode, i also separated stuff by mission specific vs framework (same for each mission)
do you have a link close to your hands for me to review this?
forums lags a much last days
review what exactly?
, i also separated stuff by mission specific vs framework (same for each mission)
I am not getting the idea clearly
check the repo here: https://dev.withsix.com/projects/push/repository
Redmine
basically i use build scripts (.bat) to generate many missions from the framework (merged with the mission specific files)
thanks!
Updated the skeleton on biforum, @sturdy fulcrum thanks again for feedback!
Only LIFE Mod I would be interested in making would be related to Wild West era 😄
Profanity is frowned upon here, you said the "L***" word 😉
Westworld Life 🔫
I wouldn't mind seeing a modern remake of Westworld
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. 😉
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?
You could manually set the damage on the tires with setHitPointDamage or setHit
how would I do that?
@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
new version of Arma 3 Mission Skeleton awaits some sample script packages from me, but already features an automated build of mission: https://github.com/ussrlongbow/a3ms
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 :)
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.
it's called difficulty settings
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.
@hazy ingot people usually just draw a dynamic marker, to run higher difficulty level and at the same time have such locator
@hazy ingot check this one for example - https://forums.bistudio.com/topic/173952-soldier-tracker-map-and-gps-icons/
Very cool. It gives me an idea of what I want to do. Thank you.
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 😂
requires CBA :(
Updated Arma 3 Mission Skeleton
https://forums.bistudio.com/topic/192009-release-arma-3-mission-skeleton-version-11-with-mission-build-script/
Now features a build script and very simple workflow. Have to install a script module? copy to missionroot and run a script :)
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.
Just out of curiosity, what's wrong with CBA?
Full Disclosure, I don't start A3 without it.
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
anyway that was just an emotion
that's not CBA's fault, it's you overriding EHs
most likely, I checked the CBA code - problem was that after I added EH - hash mismatch occured, which CTDed
I'm with @wooden dove on this
come on, I quit hating mods
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.
I got the point
3DEN coded with the arse tho, that's undeniable
Lol
it's better than the 2D editor, but it could still be much better
I won't argue that
well Eden enhanced is not making it so good enough?
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.
I can't leave out F3 either, it's amazing.
2D editor is useless now, 3DEN map mode is the exact same
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
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
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.
well, need to try this out
Deliverance is a story-based Single player campaign, in which we try to demonstrate on the example of the republic of Altis, a small country how far racial discrimination and hate can escalate to. The player will have the chance to get to know the problems and motivation of both sides of the conflic
€20,000 not bad for making a campaign...
making a good mission is always hard
even for simple mission my first start - it drawing a flow in Visio
Yes it is
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!
@distant venture I'm not sure if you are actually able to destory a building already placed in terrian
Yes you are. this is an old video but this is still possible: https://www.youtube.com/watch?v=YsL4UIwFlX8 (Destroctuin at 3:30)
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?
@bitter lava Scripts, my man. https://community.bistudio.com/wiki/flyInHeight
https://community.bistudio.com/wiki/limitSpeed
etc
If you want a very specific flight, you'll need to use unitCapture and unitPlay, which can be process-intensive and requires you to force-play animations, and I think sounds.
@signal coral it runs animations and sounds but doesn't work on dedicated servers.
@daring dock TIL'd. Thanks. That's a weird restriction.
Cheers! Anyone online?
yes
No
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
hi all.
Is DisableAI in description.ext stopped working? I am about to get rid of bots on playable units
@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/
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...
I actually got it figured out using a nullcargo script, thanks though
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?
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!)
M_Titan_AT or M_Titan_AP
https://community.bistudio.com/wiki/Arma_3_CfgMagazines#Titan_AP
The Problem is, these explode when opening the mission in Eden.
Place a groundweaponholder with the missile magazine as cargo
@distant venture try createSimpleObject command, check for configs to find appropriate titan p3d model
but then he wouldnt be able to pick it up
I have in my todo to rewrite the gear interactions, hope this some day would be finished :)
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
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
Anyone alive this time of night?
Sometimes
well that's good news....i guess....lol
03:50 here
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?
Personal preference really. I've actually moved away from them. Though I did prefer TFAR.
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
Let me think on it. Need sleep
sounds good. i appreciate it
@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.
set tf_no_auto_long_range_radio to true before time > 0
See, someone already has a better idea 😉
@twin chasm how to set it?
tf_no_auto_long_range_radio = true in your init.sqf
awesome, thanks dude
TFAR hasn't been updated in a year, ACRE on the other hand has, it got massive changes in it's api
latest stable, not dev
well, the names say everything
They added radio backpack models or some new features?
or just under-the-hood changes?
under the hood changes, dunno for new radios
I mean content-wise
it's much more efficient than before
Im using acre for over a year now and im considering to swap to tfar
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
I just use markers and place a grenade or bomb
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.
I wonder if TFAR has a dev branch thing too, they haven't had an update in a long time.
There at least is an GitHub: https://github.com/michail-nikolaev/task-force-arma-3-radio
but it's all unbinarized
anyone have documentation on the defence module?
It's a little old but maybe this video will help https://www.youtube.com/watch?v=zZWVeTVn5dE
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
Can you somehow have a VTOL be hovering on mission start?
Does putting it in the air have it flying forward on mission start?
Yes they do
Couldn't you do something like this setVelocity [0,0,0];
But it would probably still be in horizontal flight mode
Unless the engines would instantly switch
Is it possible to use a custom animation in a mission without the animation being in a mod?
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?
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?
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.
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).
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...
I'm still eager to find out how they did all the stuff they did in Apex Protocal
@quartz aurora have you looked into the F3 Framework? http://ferstaberinde.com/f3/en//index.php?title=Main_Page
It pretty much does everything for you.
I have not FM. Thanks I'll look into it.
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
Use version control
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
though you cant really merge that well with sqm files..
besides the ingame merge way
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
We did that at my old group
We built together using Zeus and then exported that to SQM via MCC
you don't need to merge SQM files really
just use the newest available
otherwise you'll just break down
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.
On the minute chance someone wants to host a vanilla arma 3 / Apex (Tanoa) sector control mission, I just uploaded two versions to the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=724152417
https://steamcommunity.com/sharedfiles/filedetails/?id=724151500
low-end vehicles etc so it's not explosion simulator, ideally focused on fun infantry battles. 32v32.
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?
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
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
Yes. It doesn't fire then
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.
Thx. I'll have a look at isPlayer see what I can do.
you could just add a _x isPlayer into you existing conditions and that should work
sorry isPlayer _x
That seems to have done the trick. Thank you. 😃
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.
I've got a question about tasks. Is it possible to set a task to complete without the use of triggers?
This should work if you know the tasks name https://community.bistudio.com/wiki/BIS_fnc_taskSetState
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
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;
I'm guessing Bohemia is working on wiki pages for some of the stuff from Apex still?
Yea
What kind of stuff are you looking for?
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
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
Thx. Got it working
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?
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!
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
Is there a way to make custom slotting screens like the apex campaign has?
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.
I imagine something on the wiki will be updated about it
stick the following in your desc.ext to skip the lobby. skipLobby = 1; Then your custom lobby UI is up to you.
Thanks
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
Did the wiki update with how to do SideRadio but with the message in the center?
Or were we always able to do that
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
I thought cutText was in the center, not center bottom
I guess I'll unpack a campaign pbo later
or one of the cutText alternatives
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
["John Doe", "Hello."] call BIS_fnc_showSubtitle
I'm guessing variable name and then message
Data type object
@tuomur#4798 thaaaanks
/*
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.
*/
https://community.bistudio.com/wiki/Description.ext#CfgRadio
So CfgRadio ecample shows db-100, is that lowering the volume or is that %100 volume. Also what does the 1.0 after it imply.
1.0 is pitch afair
is the wiki down?
it is on my end
Same
confirmed down then
Does anyone remember the CreateVehicle Parameters by memory?
I actually wonder, there probably is something in-game for it
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
@daring dock try the functions browser, BIS has some functions to spawn stuff that usually use the createX commands
or that
That works Pennyworth, thanks
So what's this F3 framework everyone's been talking about.
Yay, wiki is back
I noticed that in the Apex Coop there is a "free hostage" action. Is that useable without any scripting?
There is a BIS function for it, so it would still require some scripting https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
That'll be fun to mess around with, make some neat custom objectives and interactions
has anyone messed around with the Live Feed modules yet?
anyone here know how to stop my edited map from spawning players in the water off map
just started out of know where\
what are you using to determine the spawn position?
it's possible it reverts to a default value
is that a 3rd party script or the default solution? also, which map?
okay, then it's possible that the spawn just doesn't find a good position and uses the default "safe" position.
it was working great then today its stopped
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?
is there a way you can look at my map
no, I dont use nogova
how do i change or find the default setting