#arma3_scenario
1 messages ยท Page 15 of 1
yes scenerio sorry
๐
also just found out it works in single player fine just not in multiplayer
nogova
So is f3 the standard when it comes to mission framework?
Depends on what you want to do.
E.g. it'll need quite a bit of work to use it for a public-respawn-24/7 mission.
But is good-to-go for no-respawn missions. Most communities using F3 usually create an in-house derivate adapted to their needs (e.g. dropping components they don't need, adding support for whatever mods they use etc.)
okay so i have deleted all spawns out of map and placed one in the middle of map and still no go
did you set up the respawn template in description.ext?
(Unsure if that's still necessary, I never use respawn)
can be done via 3DEN attributes, but those are broken as fuck
respawn = "BASE";
Respawndelay = "0";
and you have a marker called "respawn_west" right ?
yup
the var, not the text, right ?
Just FYI, we plan to put out v3-4-1 of F3 later this week. It will fix some issues found in v3-4-0 and add support for the gendarmerie faction.
i know it dont make any sense to me was working i added another task and more ai opfor and boom it stopped working
wow yay it started to work again deleted all spawns and made one again that said Respawn_west and it works
are you using -showscripterrors?
is there anyone here that can teach me how to use scripts
should be a start
otherwise I suggest opening other people's scripts, hoping they are commented and trying to figure out how they work
nice does that let me know where i place the scripts in the arma 3 folder once i have made them
Am I right to assume that the "set random start" option works like grouping objects to markers did?
I'm getting some very strange results
anyone knows how to open the ramp of Blackfish by script camand? already tryed: this animate ["CargoRamp_Open",1]; and this animate ["ramp_top", 1]; this animate ["ramp_bottom", 1];
@main warren yes, same feature. although, it seems to only move the linked group leader, not the whole group
I had some issues with it not placing objects where the markers are but in a rather large radius
(earlier than planned!)
๐๐ป
To those interested, I threw together a simple spawn system over the last days:
https://github.com/Wolfenswan/ws_sss
Kinda had the concept kicking around for a while and finally got around to do it.
The idea was to create a script-only, minimal-hassle system that only requires the editor to set up and is intuitive enough for beginner mission makers. The setup.png should give you a rough idea how it works.
It's not yet released or anything but I'm happy enough with the prototype so far.
@main warren That be awesome that what iam having problems with now
All feedback is welcome, the instructions provided should be enough to get it running
is this only for AI spawns though ? sorry iam a strait noob
yes
I thought that was obvious but you're not the first to ask so I should probably clarify that somewhere
but that raises the issue that I can't name it simple AI spawn system because "sass" is already taken. oh the humanity
Probably a well known question, but what's the correct description.ext for running the new BIS revive in a mission? are there any template missions?
why not just set it up in eden?
can someone tell me how to make the start spwan always first spawn then after discoverying the other spawns where they can select them
eden doesnt seem to config correctly @atomic blaze
Anyone point me in the right direction to get party/groups/teams working in Eden? I assume I don't need a mod for my hosted server/mission I am making.
May have found it BIS Group Management
Yep nvm
Does uiSleep work on dedi servers?
if I'm executing a script exclusively to the server that is
Yes it works
is there not a wiki article for BIS_fnc_showSubtitle? I can't find one.
apparently not
Func viewer has this:
/*
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.
*/
The code looks very local to me
I'll test it on my DediServer and see what happens
I guess it would make sense if it was local, since people might want to have multiple subtitles going on at once in diffrent areas.
mission.sqm is 1.5MB... this wasn't what I expect. Probably a product of all the new paramters in Eden.
So I'm gussing the in-game cutscenes for Apex were done the same way as before? Something like this? http://www.armaholic.com/page.php?id=19289
(short description: using BIS_fnc_titlecard with a .ogv video)
Hey, is there a way to set a Units Init field on respawn?
Maybe I stink, but I've been fighting this off and on now
I seriously can't get a mission to force into a custom-defined ConfigDifficultyPreset
if I don't have "forcedDifficulty" defined in the server config
can a mission not dictate what it's run as?
I'm not sure but I know the server.cfg can set difficulty on each mission in load order.
@rich forum afaik not. But as DriftingNitro said you can set a difficulty for each mission in class Missions in server.cfg (it also overrides forcedDifficulty)
problem is, if you manually change your mission u have to manually set difficulty each time..
Before 3den if you'd set a vehicle to 0% health in the editor you'd start with a burning wreck, no it's only the wreck. Is there a straightforward method to emulate the old behavior? setDamage 1 on init?
nvm, can just use the fire & smoke modules
Anyone knows how to fix it when I transfer my 2d mission.sqm to the 3d its just blank?
set one of the playable units to player in the 2d editor
Well how am I supposed to open the 2d editor when its removed?
CTRL+O
^ do that from the screen after the main menu when you are selecting which map and before you would hit continue to load in
Thanks
people still using 2d editor to get working guard triggers? ))
Because I'm weird, gonna ask the question again. How does one set it so Units Init remains on respawn? I've tried pasting the script into an OnPlayerRespawn folder, but to no avail.
How's that?
@icy knot why aren't they working? and out of curiosity, how do you utilize the guard triggers/WPs? I never found much use for them
@main warren idea was simple: you place several triggers guarded by, then place several groups with guarded waypoint - first group attends the trigger and guards it, one this group is defeated and starts fleeing or eliminated - next group approaches this trigger to guard
well in eden they are broken
and nothing a mix of hold WPs & synced triggers couldn't to
pretty nice way to reinforce AO
I haven't even tried, I wonder if helis landing is fixed
can a unit "own" only one trigger?
because I'm having a very weird issue where I have a unit set as trigger owner to two otherwise identical triggers, but only the first one fires if the unit is rpesent
heh. nvm, 3den was trolling me. I was editing in 2d view and didn't notice that it had placed the trigger (which didn't have unlimited height) several hundred meters above ground
If you use the F3 Mission Development Framework, here's a web-based (and mobile-friendly) method of...
Posted a minor update to Arma 3 Mission Skeleton - added predefined HTML colors for use in config
https://forums.bistudio.com/topic/192009-release-arma-3-mission-skeleton-version-12-with-mission-build-script/
Guys how can i make AI walk over stuff
I have zombies and demons mod, but the zombies refuse to walk up and over a prop
its a ramp..
is init.sqf not executed for headless clients?
??
question's unrelated to yours
does anyone have an answer to mine?
When I try to join my server it says this: error loading mission. Anyone knows how to fix this?
got it fixed
I used Eden to disable simulation and visibility of an object, but it doesn't appear to be working on JIP, has anyone else experienced this?
Also if I set a Boolean globally, does it set back to false when they join back?
Did you use enableSimulationGlobal or hideObjectGlobal?
I used hte Eden checkboxes to disable, and hideobjectGlobal for reappearing, not enableSimulationGlobal just local.
this explains many things
Thanks for pointing out the obvious, Imma derp
Working now though
@worthy rampart http://i.imgur.com/QBD5k3o.jpg for your troubles
You saved todays mission honestly. I didn't even know enableSimulationGlobal existed.
can anyone here tell me why my scenerio end is not working i have it linked to the last task trigger and it wont end the scenerio
@crystal oyster it's possible the conditions of the scenario are faulty or the script to end the mission is. But like Quicksilver said a link would let us figure it out.
Arma 3\Addons\missions_f_exp_a.pbo
Aha, sorry! :)
i have not uploaded to steam yet iam sorry
or how should i upload a file somewhere and send the link to it ?
Anyone got a clue for to stop virtual enities (i.e zeus) grouping to other random modules? or how to disable sthud?
boy, documentation for modules and logic entities is erally lacking, this is infuriating
is there a function to do with groups?
bugger me this is nuts
Hello to all
They are not very expert in editing and I'm learning ; I would have a problem that I can not even identify.
Virtually in a script I have a call to another script that I precompiled in init ;
when the call is made , starts the second script and complete as it should , but once done, rather than return to the first script and continue
from after the call , it starts the same script and not the beginning, but by about half .
In the second script , there are no loops .
I can not understand why , if there is need I can post here of the scripts or the entire files .
Thanks in advance
Sorry for bad english
Sorry , wrong channel , I rewrite in #arma3_scripting
Hey guys, anyone know how to remove the miniguns from the ghost hawks? I'm able to remove the ability to use the gun and the ammo but the minigun model stays. I want it to either be a static seat position or if possible add in a FFV position from the window.
simple eden editor quesiton to ask, to set pictures to display along with text you can now use the General > attributes menu inside your mission, is the 'pictures' option still written in HTML or is it the exact image name with location inside your mission folder? Exampe would: pictures/imagename.jpg be correct?
nevermind pictures must be in root folder, no subfolders.
Does anyone have a copy of the stock zeus missions with end game revive and unit manager?
.
So I want to skip the briefing in a MP mission I am working on since nothing is going to be there anyways. I tried KK script from here: http://killzonekid.com/arma-scripting-tutorials-how-to-skip-briefing-screen-in-mp/. It did not work. Worse result I got was it CTD every time I tried just opening the mission in Eden Editor. I also looked around on the forums and nothing really recent or seemed to work well from the comments. Does anyone know of a script or code I could use to skip the briefing?
Have you thought about creating a forum post and asking there?
Or even trying over at Armaholic?
Ill try again but will probably end up with the same results.
It's just that any useful post you make there (and is hopefully correctly answered) will then become permanent record and be useful to the next person that comes around. Discord is great for random quick questions, but is not geared toward being a "compendium of Arma knowledge".
Is there a better way to make respawn loadouts besides doing them one by one in the CFGRespawnInventory in the Description.ext like they show in the example here >> https://community.bistudio.com/wiki/Arma_3_Respawn
This is the way I've done only ONE of these loadouts but this is so tedious that there has to be a better way.
I see this function https://community.bistudio.com/wiki/BIS_fnc_addRespawnInventory
but this only adds and removes pre-defined inventories from the CfgRespawnInventory in the Descrption.ext
Found in one mission that there`s a feature to blur certain part of map and left square as it should be. How is it done ?
Focus in some way
Anyone else having a problem with ACE interaction menu?
Can you specify?
Well the module is placed, but for reasons unknown the typical windows interaction key doesnt work.
Are you trying to just use parts of ACE?
As in individual modules (as opposed to the whole thing)?
We were at first yeah, but even with the whole thing still no luck
All you should have to do is load up ACE as part of your modline and it should come up in game. At least it has for me.
Now, if you're trying something different, I can't help you.
Yeam im starting to think its something in our mission / mods blocking it
Possibly
Hi guys. Is there a quick way of placing markers at coordinates on a map in eden? Other than moving the mouse around to find the X and Y
For clarification he wants markers over weapons.
Thanks @daring dock. If not the case I would be happy enough with just having a fast way to put markers on set coordinates. like inputting the x and y on eden and then placing a marker
Run in console:
[800,800,0],
[500,500,0],
[200,200,0]
];
{ create3DENEntity ["Marker", "mil_dot", _x]
} foreach _positions```
Great thanks. For my monkey brain. If I wanted to just create a simple marker, could i just change coords and remove "items"
Im not used to any commands, need to read some lit really :/
e.g
_positions = [
[9000,9000,0],
];
{ create3DENEntity ["Marker",_x]
Or would I be missing a ] somewhere
Thanks bro.
Quick question. I'm trying to make a mission where blufor flies in on a helicopter, lands, and follows a trail to an enemy position. Along the trail blufor follows, I've set up multiple opfor respawns in various hidden locations so they can take potshots at the blufor squad as they advance. I want opfor to be able to pick from a myriad of respawn points to simulate them having greater manueverability, where as blufor only has one respawn at the LZ. My issue is that when I load the mission. Opfor starts the mission in a menu to pick where to spawn, as expected, but unfortunately blufor does as well, and as such will not start out in the helicopter and ride to the LZ. Is there a way I can make blufor initially spawn in the helicopter and ride to the LZ, while still allowing opfor to pick through multiple respawns?
Do we have a list of what Apex assets can and can't be seen by expansion owners
@daring dock With the experience I've had in my group using Apex, anything that's a map asset (Props, buildings, etc) will prevent non-apex owners from joining, whereas vehicles, weapons, and units work fine.
@lost osprey I look forward to seeing an answer to that as well.
@signal coral what about the screens and command center stuff? I really wanted to use those.
Everything that's a prop with the A next to it, I'm pretty sure.
Daaaaamn it
Yeah, I'm pretty sure the reason is that people who don't have Apex don't even download the props or assets other than vehicles/units/gear etc
Well at least I can use units.
Make sure the respawns are faction specific
i need some help with ACE... I work on mission and i want turn on sitting feature but i dont see sitting module in editor.
i talk about this: http://ace3mod.com/wiki/feature/sitting.html
ok, can i find somewhere what can i find in acex?
and i need run acex only on serwer?
And thx for help
thx ๐
Any techniques for keeping some .SQF private?
besides call compile out of a text file?
It's not as aggregious as having a connection string in the source, but I'd just like to not share along all the stored procedures I have ๐
no
There's no way afaik.
There is not
You could rename all the variables to random junk, make a colossal mess of the formatting, etc.. Make it too much of a headache to deal with.
What's the point?
Honestly?
I like it when people look at my code.
It makes me feel accomplished.
I'm a part of an Arma group and I regularly make missions for them. I had a lot of issues with the cutscenes, as you can tell in #arma3_scripting , but now that I did it I can share with other people how to do it.
So if someone wanted to make a cutscene but didn't know how, I know the ins and outs of it now and my code also reflects that.
But like what FM said. Also, If people /REALLY/ want to look at it, then they're going to, no matter what.
-FM- because the 'special code' must be 'protected'...
Unfortunately, not everyone subscribes to that philosophy Vauun.
That's really not going to happen, tbqh.
Actually most believe as @signal coral does.
Also, I really don't give a shit about making things look nice for my group. It's just that when I see a cool idea, I go "Hey, let's see how easy it is to implement it."
And then when I find out it's really hard to implement it, it no longer becomes about looking nice, it becomes an endeavor to understand it to begin with.
See: Cutscenes.
I care about making things look nice for me group :I
Well, my group, as much as i love them, we call ourselves affectionately oblivious for a reason. As long as they have fun, they don't care if it looks nice.
@gusty lava Also, this is an Arma "community", not an Arma "ME" nity. We are unpaid enthusiasts. Everything we do and contribute is in the furtherance of the game. WE make it great and fun for EVERYONE, not for individuals. Many of the things you enjoy in the game now were once developed/hypothesised/dreamt by other community members. "By the community, for the community" is not just a catchphrase.
-FM- the guy asked a question. I gave what should have been a ridiculous sounding response. My response to Vauun was only an observation that there are people out there more concerned about their "very special" code being "protected". The majority of the community is just that, community. The forums wouldn't be nearly as busy without the people, and god knows most of us would be hopelessly loss untangling some of the intricacies of SQF. No need to get the horse out of the stable.
Speaking of help with SQF...
if (( typeOf _this isEqualTo "B_recon_TL_F") || ( typeOf _this isEqualTo "B_recon_F")) then { stuff and blah };
My boolean is saying it's reciving an Array, is that from the typeOf?
No horse out of the stable. And to clarify, I thought you were being serious (sarcasm is difficult in text). Being a 15 year member in this community, it can be upsetting when someone suggests hiding or obfuscation of code. We are all here to help in one way or another.
Should I move this to #arma3_scripting or is it okay here?
You'd probably get more help there , esp if Pennyworth is around , he really knows his stuff!
Haha, yes many times he's been there with answers
I can't say enough positive things about him.
-FM- translating to Portuguese has about the same effectiveness as randomizing variable names ^_^
...
Time will tell. I'm still waiting on Game2 (ROFL)
I have a question, but I'm not sure if it's more readily answered in #arma3_audio , but I'll still give it a shot here.
Arma cinematics are very interesting to me and I enjoy doing them, whether they be through cutscenes or through actual player interaction. I'd like to know if it's feasible for me to find audio clips of people speaking. You know, just to make things a bit more lively in the sense of AI yelling at players over radio that artillery is incoming.
Use cfg Radio in description.ext @signal coral
I made a mission using exactly what you described
Just set a trigger to use the radio and have subtitles simultaneously
Where can I find the audio clips themselves?
That was more or less my question, yeah
You can record someone else using tfar if you want the radio static.
But for custom voice lines you literally need actors, or to build your mission around dialogue that you find.
Damn, that's what I feared
You caaaaan find pbos that have radio diolague in the base game. I'm pretty sure there is one for artillery if that's what you want.
You can use the radio_message module as well but that's kinda cheap and doesn't leave you open to creativity as much.
Yeah, the radio_message module is hilariously lacking
If you want I can do a few voice lines.
Depends on the kind of voice you have, really.
Just quick bits if that's all you need.
And it was more or less passing wonder, I have no immediate use for it.
American xD
Thank you for offering, though~
Alright good luck
I'm using respawnTemplates and MenuInventory, I've defined custom loadouts in CfgRespawnInventory, but how do I put the loadout into a category like they do in Apex campaign.
Hey can anyone help me here? I posted on the BI forums last night but no response yet and its almost off the front page. So I thought I take a shot in the dark and see if any of you know of why I am unable to get the sector rewards to work properly or if there is a script I could use instead. I tried googling and most of it were posts like mine, the same setup I did, or rewards for people entering a server. Here is the original post: https://forums.bistudio.com/topic/193221-issue-setting-up-rewards-for-teams/
I wouldnt ask but since it works for me when going through eden multiplayer its hard to test.
Do you have similar sectors that Do work correctly?
I had a hell of a time with one set of triggers in my last mission, so I just copied one that did and renamed everything. I know it's probably too simple an answer to help, but I figured I'd suggest it.
is there a specific reason why the custom callsign of an AI (set in Eden) changes when running the mission on a dedicated server?
Are you changing the composition callsign?
yes
How're you doing it?
in eden you can just type somethin in
I know, but from where?
There's two ways to do it
AFAIK. Probably more through scripts.
and it works when testing it in MP
Then it's your server.
only when loading on dedicated it fucks up
Not the mission.
At least, that's what I'd think.
Send your mission to someone else and see if they get the same issue, maybe.
But if it changes on your server, it's probably the server.
I think it's local <-> dedicated
because when using my own pc to run the server it works flawlessly
only dedicated the callsign doesnt change
Sounds like a serverside issue then.
I don't where to look for there. I've run it on my PC with all mods and it still works
I wouldn't know either, servers definitely aren't my thing.
Is there a way to allow spectator mode and not force respawn when the timer is out?
@ionic thorn All my sectors that are suppose to reward a team with their factions vehicles do not work when someone else hosts or on a dedicated server. The sectors themselves work perfectly letting blufor or opfor capture them. Just the vehicle spawning in do not. Only time I get them to work is when I go to test it in eden through multiplayer or when I am not hosting the mission. Granted I would think if I created the vehicle rewards through script it would be just simply placing the information in the wrong location but everything concerning the sectors is what eden provided through triggers and modules. That is what has me scratching my head. It is difficult for me to test to see it is working without going back and forth with another individual. Also sorry for late response. Was asleep.
What's the best way for images to be compressed in Arma?
Is there a particular filetype (Like .ogg for audio) that Arma likes?
Thanks!
Any ideas on @pallid marsh problem folks?
Could it be that the hide module will not work if im not hosting?
Honestly do not mind having to use a script but if there is a solution that be great too. Just been scratching my head on this for a few days.
I've asked around for you, but no answers yet.
@ionic thorn its an odd one isnt it?
Yes, it is.
Been forever since I used sectors. I default to assuming locality errors when there's a problem with different server hosting methods.
@gusty lava thats what im thinking. It works properly in singleplayer and LAN but not internet. Trying to figure out a way to get it to work or something similar to work on a server is got me curious. When looking up scripts i find random spawning or only ones that work for a more coop game.
Do you have a no-mods version of the mission? I've time tonight to take a stab at it.
I was working on one. Stopped to flush through the few issues that emerged. Only dealing with this issue now and attempting to find a script writer for the final touch. If i am still having the issue by the weekend i can easily spit one out.
It really should not be hard for me to do actually. EOS ai system is easy to adjust and a few units will be all i need to change. Could have a vanilla for you tonight. See the main goal is to produce a public mission that is similar to the changing battlefield of planetside 2, just in arma.
Just to be sure I'm tracking: the sector is switching side as intended? All clients see the sector control flip? Is it just the vehicle spawning using the "statement" code that's being a problem?
Correct. Everything concerning the individual sectors i posted here "Vehicle Reward Issue" https://imgur.com/a/9R30k. It seems to ignore the show/hide module and/or the two triggers that are "side" present.
It works properly through LAN or when i host. When on server or someone else hosts all vehicles are visible and available.
It's the "someone else hosts" that has me bewildered. Whether you host or they host, the results should be the same, unless they're also seeing all the vehicles when you host.
Exactly.
What kind of syntaxes does the briefing support?
What kind of way point i need to make bots protect a place?
@signal coral you using vanilla waypoints and ai?
@pallid marsh yes, vanilla. I'm using that:
_wp = _group addWaypoint [_building,0]; //_building is type object
_wp setWaypointCompletionRadius 65;
_wp setWayPointType "LOITER";
_wp setWaypointLoiterType "CIRCLE";
But AI is going away from the building to fight enemyes. I believe this started to happens with 1.60 or 1.62.
anyone here familiar with the A.L.I.V.E Mod for Arma 3 ?
im rather new to it and set up a mission following the guide but im still a bit confused about how certain things work... anyone here who can explain me things a little? (will ask more precise questions )
best ask in their discord https://discord.gg/CF5Df
@signal coral it was happening before then. Nothing you can do if you are just doing vanilla. Ai answering "radio calls." for reinforcements. You might want to try placing an object down and set them to hold on that object.
@signal coral If you are willing to use ai spawning scripts which will help prevent the reduction of FPS and lag I suggest checking out Enemy Occupation System: http://www.armaholic.com/page.php?id=20262 or Dynamic-AI-Creator: http://www.armaholic.com/page.php?id=25550. Both are pretty easy to use and the ai will only spawn when you are a certain distance away so you wont have units travelling half way across the island to get you.
@pallid marsh , thankyou a lot. I will look at the links.
@signal coral np. There obviosly more ai spawning scripts. DAC is probably the best for most things. EOS is similar and i found easier to learn.
Just a question. Players are in the opfor side. If i add AI to the opfor side and set opfor friendness to opfor to 0, those ai will atack other players?
I want to add AI that help the player. But all the players are at the same side.
Nah... to complicated. Forgive me.
If you create a unit from the opfor selection and set them to Opfor as enemy they will start shooting themselves. You can create ai to help the players but they have to be from the same side.
How would I overwrite a faction in the description.ext?
Overwrite a faction? @random tapir
Alive isn't recognizing LOP_TAK_Civ so I was wondering if changing its name in the description could yield different results. I don't even know if it's possible
nvm i fixed it
@gusty lava i should have a vanilla version of my mission ready by tonight or tomorrow so i will send a pbo your way. Would have gotten it in sooner but clan wanted me to add ace and acre to it and the respawning took me a while to get work.
Question: is it possible that when i create a single player mission and make myself the High Command, that all units that are being spawned by f.e. respawn modules automatically become sup units for me to control via high command?
and if so, how do i do that?
hey guys. i got a weird problem... as soon as i sync EndGame Start Game Objective to EndGame Objectives Instance i instantly die when testing the mission in SP and MP. source is EndGame 32 on altis, ported to CUP Bystrica.
Oh neat, endgame on CUP!
Unfortunately I haven't used those modules before so I don't know
I neeeeeeed some help. any one around? Specifically I'm wondering how to make Multiplayer loadouts like they were done in the Apex campaign (Support, Assault; Autorifleman, Rifleman)
im scouring the internet and the only tut's I can find are so woefully out of date that I dare not go that route.
thx
Exactly what I wanted to know, double-thx!
check MenuInventory
https://community.bistudio.com/wiki/Arma_3_Respawn
@nova lark
even better
@nova lark I guess I know what tutorial I should make next
HI all, antone here using TADST. Im really struggling maintaining my difficulty setting when switching missions . (#missions, TASDT 3.0)
any help would be greatly apriciated
@daring dock Yes that would be superb!
Really it's mostly everything new that's replaced the old; its hard to figure out whats what when you just use simple questions and google. Example, Multiplayer respawning is totally different now, mostly module and logic handled, the old ways still work but they're way more painstaking to set up and aren't necissary any more with the new way, but if you search 'Arma 3 Editor mulitplayer respawn' for example, you get like 9 tutorials ranging from good to bad dating from 2012 Alpha version arma 3 with methods used for Arma 2 all the way to your 'diamond in the rough' tutorial made literally 2 months ago with Eden editor and new methods in mind.
And community.wiki isn't exactly a helpful search engine, it could very well be laid out a lot better, also labling of more pages that are 'obsolete' methods,
Sweet ok! Along with those initially linked tut's combined with this forum post I've figured it ou. Wasn't sure how to use the fnc correctly https://forums.bistudio.com/topic/154177-descriptionext-cfgrespawninventory-issues/
I guess that problem persist when one game with the same name makes multiple iterations of tools
I suppose, it is an old engine with many facelifts
Might be an understatement. That said, the game has had more than it's fair share of improvements but will always be bottelnecked by that engine.
Arma 64bit when
the best tool that would help me right now, is one that took the clipboard string from exporting arsenal loadouts into class format for specifically spawn loadouts. Would make this entire process almost painless and too quick.
currently building a missin and trying to make it as much like atlas life but dont have much to work with. still running arma 2 free on old laptop. was wondering if anyone might be able to give some tips and or help out in general.
please pm
Considering that this is Arma 3, you're probably not going to get much in the way of help. But, you will find the Forums to be a great asset. Also, I hear that there are Altis life clones out in the wild, so it shouldn't be too difficult.
https://forums.bistudio.com/forum/89-arma-2-operation-arrowhead-editing/
@foggy burrow - you may be able to salvage some functionality from F2 http://www.ferstaberinde.com/f2/en/index.php?title=Main_Page
hey guys! I am kinda desperate. Is there any way to have spawned units have get custom loadout? Maybe by class or something? if anyone can help I d be glad
you can assign each item and clothing via sqf cmds
i think BI also has a function to equip unit based on provided unit class
the last would be ideal but i cant find anything I looked the forums and armaholic but nothing doing the job
Weapons have a side?
@signal coral elaborate
hey guys, i got a weird problem...
everytime when i try to include certain params from vanilla a3 to my mission a3 crashes when i try to load the mission in MP
this is what i got
http://pastebin.com/7dheJVT6
it says that arma can not find the included hpp files, but this description.ext is a copy of the vanilla endgame description.ext
i don't get it... what do i miss?
the hpp files are there, just checked it
try to save as NOT "binarized"/rapified
or maybe these includes only work for addonMission.pbo
no comment about addonMission.pbo in the hpp description... i'll try unbinarized MP export
there is no option to export unbinarized.
funny thing is, i can multiplayer test it via eden editor and it works. but as soon as i export it and try to run a server it crashes...
in eden save dialog one can tick it
worst case i would just copy those files as part of your mission
yes, for the project files but not when exporting
i also tried to include the files to the mission. same problem. it can't read the path / find the files
probably addonMission vs regular mission is the problem
it works differently and BI doesnt think about normal users ๐
for some reason they still havent realized that they dont have mod sync yet (fully)
it = includes / scope of access to other data
you can try to check other 3rd party ports
how they have done it
damn... this is fucked up
i exported it to WS and subscribet to my own mission. no i can launch it in MP without crashing... seriously, wtf?
now it would be nice to know where the WS missions are saved
nvm, found it
nice denial of service attack vector ๐
huh?
if someone uploads a mission with broken include or other preprocessor error to WS, ppl download and they can no longer play MP
can smb pls confirm this?
https://feedback.bistudio.com/T119868
i think if you search in BIF for "include" in the recent year, you will find others with same general problem
Hi all, does anyone know how to add goggles to custom arsenals. When ever i customise/limit a arsenal on a item the facewear/goggles options disappear. Is their a way to prevent this annoyance
@pallid marsh vehicles for example have a side, units too. I want to know the side of each weapon in game. Its possible?
I can see why you've not gotten many (if any) answers as it's quite an odd/confusing question. Are you asking "which weapon belongs to which side?"
how do i scale arrows?
Weapons listed in CfgWeapons wouldn't have a side config entry, but the CfgVehicle entries for weapons that use the DummyWeapon holders should have a side of 3 (empty)
Yes @ionic thorn you got it right.
@worthy rampart i will get weapons fron units in CfgGroups. Can have some weapons in more than one side but its ok. Thankyou.
Also will check what you sayd to see if is a better solution. Thankyou again.
@mortal basalt I don't know of a way to scale items without them being baked into the terrain itself. Unless something new came out with Eden. I know it's had the scale widget but I've never been able to get it to make anything bigger.
hmkey... working on some heli time trial and id like to point with arrows to the next gate. but the arrows are so tiny, one cant really spot them
Ya, I guess you could use giant VR blocks to make an arrow
@signal coral While I can't guarantee 100% accuracy, this may be of some use http://armedassault.wikia.com/wiki/CSAT
There is also a CTRG/NATO page as well.
hi everyone
ive gota bit of an issue here
how can i get a unit to spawn inside of a steerable parachute after activating a trigger?
im working on getting a basejump mission to work
but it'd be kinda lame for all the unit to have to pick up a prachute before they jump off a ledge
Can anyone tell me why a mission i ported to another map is 84 mb while the original is 10 mb ?
I un-pbod the mission, changed mission name, made some minor changes to the mission, the saved the mission to the workshop
Did you happen to have any other mods loaded when you opened up the mission to edit it? It's happened to me on more than one occasion.
nope, made sure i loaded up without mods
just checked it out
seems there's a continue.Arma3Save file of 72 mb
in the mission folder
๐
btw, has anyone here ever wondered how to best do dependency management in their mission development? i actually started to use npm/package.json just for this
it works, but i feel a bit... dirty.
@ionic thorn thankyou for the link.
Welcome
@modest oyster I personally just make it with a splattering of mods and then work backwards with optional dependencies etc. by checking the sqm
noob question. im making a mission using the iron front mod for an event. and i need the arsenal to exclude everything but the mod contents. how would i go about doing that? i have the arsenal set up through the init.sqf and the actual script itself in another file.
i think you have to fill the VA manually. here an example
http://pastebin.com/k2GabAnu
call the file initServer.sqf and put it in the same folder as the mission.sqm is
I'm trying to get a plane to fly in a straight line but every time i get my mens to move inside the plane fucks off into a random direction
Is it on a move waypoint with careless behavior?
how do I make the CSAT VTOL drop paratroopers out of the back?
can use the RHS paradrop waypoint if you're running that
hmmm no...running vanilla only
@slender kestrel you tried this? https://forums.bistudio.com/topic/153935-simple-paradrop-script/
no, so I can't get them to eject without scripting?
dont believe so, there is no paradrop waypoint in arma it self.
can I make them eject in Zeus?
not really familiar with zeus so I dont know.
maybe I'll ask in #zeus_discussion then ^^ thanks for your help ๐
maybe this does it for you? https://community.bistudio.com/wiki/BIS_fnc_halo
a arma 2 function.
but idk if it works with vehicles 100%
if if has a class: typeOf cursorTarget
otherwise: nearestBuilding/Object player (check BIKI for exact syntax)
Villa in takistan? you mean zargabad?
ohh right zargabad
Does anyone remember bennys warfare eith his COIN interface? If so, is there anything available that somewhat resembles that using zeus or anything else? Particularly the engineer small radius
you dont mean the placement of static defenses with the transparent models, or do you?
Well that would be nice also but just the placement of static defenses and fortifications in general
BI made that stuff for A2; should be farily easy to find
however is there nothing better available these days?
Thats why I am fishing to see what else is out there.
Anything better to use or work off of. Speaking of the A2 COIN, dont know if anyone got that working in A3
well its a module but essentially scripts
the code may need slight adjustment to work in A3
no idea
Is it normal for AI flown helicopters to fly really, really slow when sling loading a car?
or to completely forget about their waypoints, for that matter
question:
im trying to use the "activate waypoint" option to get a unit to start moving once that aircraft is in the landing area. however they start moving right away even though i synced the waypoint to the trigger
have you set the contitions from the controlling trigger right?
yes
activate uppon blufor in the area
then i right clicked the trigger
and choose "set waypoint activation" and linked it to the first waypoint of the unit that tells it to move
hmm... maybe this helps
https://www.youtube.com/watch?v=rkZCI14SbEU
not really, i know that video already
appears i have found a solution, 1 sec will try it
this appears to have solved the issue: https://forums.bistudio.com/topic/100692-move-waypoint-to-activate-through-trigger/
i want to put group of ai , and "disable" the formation and keep the ai in a positions i want ...i prefer to put group becuse the headless client to save cycles
Quick question: Where can one find the .paa directory or examples for the new apex respawn class & loadout types? Like the 3 bullets for assault class? I'm trying to essentially do the same and can't find a list of the different options
i think you are looking for this:
... \a3\Ui_f\data\GUI\Cfg\RespawnRoles\
@nova lark
"FiredNear" event handler triggers if a bullet pass near you but not hit anything near you? Or if a sniper far away shot the ground near you?
If no one know i will make tests.
When a unit fires a weapon near you
If you are doing AI look at the danger.fsm to get ai to react to a bullet bullet near them
Thankyou!
I will look at danger.fsm (finite state machine)
It will require a mod to modify that one btw
@umbral acorn @wraith cloud really just a list of all the .paa's one can use. I already have the scripting done and it works like a charm A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa = private hook is one example, I need like all the available ones, less i need to find myself a .paa viewer for A3 if no list exsists.
@nova lark
i'm affraid there is no such thing as a list of all the paa's you are refering to. all you can do is go through the config browser or do some wild guessing on the potential folders where the images could be :D
to view paa's i recomment TexView 2 from the BI tools
That should be sufficient to get what I need, thanks Chris!
np, you're welcome
Also if anyone has any experiance with toying around with the new Trawler & British Sub, I'm trying to add them as 'cheap ass' sniper perch to a mp mission, but every time I attempt to walk on at least the trawler, the player model gets stuck half way threw the deck on specific sections of it. Are they not supposed to handle player action at the moment? I figure with the bobbing on the waves and complete open deck they'd be some neat locations.
seems to be some issues with the roadway lod of the model
nothing much an extern can do
The Trawler and Sub have been around for awhile, and they've always had those issues being PhysX enabled objects. You'll have to disable simulation and place walkable slabs of concrete or pavement underneath them to stop players from falling through.
Ah, thx Wimmer
I believe there was an invisible walkway helper object for a while too?
I was thinking along the lines of doing that, didn't really want to have to. Though it would be nice to leave them as they are and see them used after a patch. Well Ghost Hotel has a lot of slab pieces you can use
And I can't say I've tested walking on the sub, mostly just the trawler. The centre deck is fine (With the crane and the rampo into the water), its the darker U walkway around previous stated deck that issues arise on, and thats where the banister/guardrail is, so snipers obv would want to deploy bipods on that rather then find places to shoot from centre of boat. Regardless, I might just leave them and hope they get fixed some day.
Though its a tough call, as these two items actually push more class use out of the mission so I might just do the disable simulation and rig them up that way, sadly that would mess up the guardrails and banisters wouldnt they?
now im pictuing just building a brand new boat out of mismashed junk hahah! It could be done ๐
I wouldn't hold your breath on it ever being "fixed". The same thing that lets these vessels bob around in the water is the same thing that makes them inherently unstable to walk on.
I think I understand, but then why does a certain platform work? Or is the problem related to characters traversing levels ontop of the physX? I just wonder, because I thought it more neat then anything but w/e
also another question directly related to the New Respawn Menu, is there a way when defining each class to also disable stamina for that specfic player/unit, or is it just for gear&inv?
How I can make Support Requester available for the player after a trigger is activated? I want the supports be available after player reaches the area, not before then. I got placed the trigger with Activation set to OPFOR and PRESENT. I don't know how to sync everything up in the editor properly
Use that in your on activation field.
Then when you want to remove it, https://community.bistudio.com/wiki/BIS_fnc_removeSupportLink
...And to limit it, https://community.bistudio.com/wiki/BIS_fnc_limitSupport
thank you @signal coral very much!
Mhm!
There's also this, which is relevant, though I don't think you'd need it: https://community.bistudio.com/wiki/BIS_fnc_changeSupportRadioChannel
Newbie question in eden editor. When I place squads down, and rotate and move them to specific positions, when I load in they're either in complelty random locations or stick to their formations. Any way to fix this?
If you're talking about AI squads, they will always form up in some formation or other. Player squads can be set to not be in formations however.
Hello my friends. I have a quation: Is there a way to remove terrain objects (Trees, Bushes) in a Trigger? I know that 3denhanced has that, the problem with that is, that it for some reason, does not work in MP.
Yeah, I was @buoyant vault . Thank you for the info! I guess I'll just place invidiual units with individual waypoints to combat this - cheers!
Anyone here able to guide me in the right direction on how to do the classic, or relatively new from what I've seen, download the intel from that laptop or pc? Such and such 1gb has 1min left kinda thing?
I actually just played a mission that had that, @errant topaz , if you'd like you can PM me tomorrow and I'll crack it open and guide you in the right direction.
Yea sounds grate mate cheers
i want to enforce people shooting people after the "mission success" screen any ideas?
make a marker in eden editor and then save it, then go to your documents and find the save and look in the mission.sqm file.
then search for Markers and put that in your mission.sqm for your server.
hold on
can i do it with a "Trigger"
because i placed one down
and i can size it easily
@distant venture yeah it's possible with triggers activated by any
@signal coral What do you mean? With 3denhanced? Because that does not seem to work!
Is there a possibility to disable the air-radar for jets/helis?
I'm creating a mission in which if the AI detects the players they fail the Task (Complete Mission undetected) Not sure how to make this work?
You can set up a Trigger over the whole area.
In that Trigger you can set the activation to "Detected by 'SIDE'"
_kill_size = 50;
_trg = createTrigger [ "EmptyDetector", _trg_loc ];
_trg setTriggerArea [ _kill_size, _kill_size, 0, false ];
_trg setTriggerActivation [ "ANY", "PRESENT", false ];
_trg setTriggerStatements [ "this", "", "" ];
{ _x hideObjectGlobal true; } forEach nearestObjects [ _trg, [], _kill_size ];``` @distant venture
Copy, thanks. Will try that tomorrow ^^
cool
@pallid marsh I unfortunately was a little busy yesterday and forgot, however I am here now haha
Hallo can someone help me?
not like that
you should ask your question so ppl can see if they can help you
๐
@signal coral It overall works, the problem is: It also deletes editor placed objects xD
@signal coral Okay, easy fix. Just changed "nearestObject" to "nearestTerrainObject"
Thaks alot for your help. ๐
np
Hi interestedin mission making where could I start the path of learning
get pbo manager. http://www.armaholic.com/page.php?id=16369 go to c:\users[username]\appdata\local\arma 3\mpmissionscache\ unpack a mission you enjoyed, learn how they made it work
Thx for the info will start working
Guys is there any way i can trigger a module with a help of Trigger and Deactivate the Module as it leaves the area
I have MOCAP Melee mod and its works on Safe Zone also , so in order they have module available for diasbling them but they get disabled globally not just trigger area
Quickest, cleanest way to strip the ASRAAM's off the AH-99 Blackfoot and put the ATGM's back on it?
I've tried using this in the init field for the heli I want to change,' this addweapon "missiles_SCALPEL"; this addMagazineTurret ["2Rnd_LG_scalpel", [-1]];this removeweapon "missiles_ASRAAM"; this removemagazineturret ["4Rnd_AAA_missiles", [-1]]; ', The missile shows up and ASRAAM is gone but theres no ammo Skalpel ATGM's. Also when I do switch to Skalpel, the weapon pods turn back in. Simply put I desire the original AH-99.
and I've also tried simply flipping the order of remove/add around, no different effect.
Is there a command to check if a unit use a ladder? EDIT: Found a solution ([animationstate player, 0, 5] call BIS_fnc_trimString) == "ladder"
Hello guys i just want to find out if there is a way to merge 2 mission.sqm as one of my developers made a map that i need to import into our current one
the old 2d editor had a merge function. is it still in eden?
I haven't seen one.
Hi guys, I'm tearing my hair out with a generic error with: waitUntil {
sleep 8;
((1 > (alertedUnitsTotal)) && !(armed));
}; Anybody got any ideas what I'm doing wrong?
Make sure you're running it scheduled first
Actually, I don't think the ; matters.
Thank you guys. @tawdry ice as I'm new to scripting, how would I do that?
There are some environments where you can't run scheduled events. Sleep is a scheduled event, so you can't place it in things like a unit's init field.
Where are you placing that script?
(If you're doing it in the unit's init field, there's still ways to do it.
I've got a bit of time and a lot of boredom so I'll explain how to do it in case that is your problem
Go to your missions root directory and make a new text document. Rename it to [filename].sqf . Make sure it's an sqf.
Place your script inside that, save it, and you can close it.
It's in an sqf called by a trigger
So you're execVMing it?
Yes, which is why it's confusing me!
Just for the sake of completionism, let me see your execvm line.
[] exec "Intel\trespassOver.sqf";... does that mean I'd need to use execVM "Intel\trespassOver.sqf"; instead?
If so, I'm a numpty!
null = [] execVM "Intel\trespassOver.sqf"; -- would that work?
Should do.
Thanks!
No problem! Best of luck~
eden editor dont have merge function? talking about one step forward and two steps back...
@river nymph How do you paste and keep original postions?
its one of the options in the context menu when you right click
Is there a way to enable the chat in mission preview? Need it for debugging >.<
Preview in multiplayer.
@solemn river pretty sure you see systenchat in eden/sp
@hearty mulch :^)
We have been wanting to place signs above our stores in altis life and a billboard obviously does not work, so we tried using user texture but the dimensions dont fit and it stretches the image. how can we make this work with the right dimensions?
Is there a basic guide on improving mission performance? My unit is using a training map in the salt flats of Altis. It's quite congested and makes every person who connects 10-30FPS, even a guy with a GTX 1080. The server FPS consistently goes down to 17, though I'm not 100% sure if that'll harm anything bar AI (which there are none)
I may not be here if somebody replies, so please use mention on me
@shy rampart
remove entities (AI, static objects, empty vehicles, etc)
reduce viewdistance set by the server
We are AI free, there's maybe 20-30 vehicles on the map at worst
I would try view distance by server, but we do have everything in a small area
It is basically a sea of H-barriers though, if that harms anything. I suppose targets might be an entity, though we have 50 of those at worst
@sturdy fulcrum
try to disable simulation for these
and make sure to avoid any collision by default
(objects stuck into each other or too close)
@shy rampart Headless client. You can disable AI from giving radio commands. Make zeus missions with light amounts of AI and add them in-game.
I know we need to actually make use of headless client, but would that help if a mission actually has zero AI?
Not really.
It's disappointing how shitty Arma 3 is.
It really is a great game built on awful foundations.
We basically have a really condensed training area with a lot of h-barriers and ruins in it
I have a 1070 and there is no reason I should be getting 20 FPS.
I honestly don't know how we can improve it. We might have to move to splitting the training all over the map and using teleports
I don't know what kind of server hardware you have.
Honestly, I don't either
Sounds like it's an issue on that end.
Ask whoever manages the server to monitor its usage if they're able to during an op.
Most missions the server sits at roughly 40FPS, and that's with 50+ AI and no headless client
50 AI isn't a lot.
Our only issue is the zero AI training map
Then it sounds like you have too many props.
I've had issues before where I had so many props my game was literally at less than 1 FPS>
Is there some way to make props just become part of the world and save FPS?
No.
Wow
I mean, unless you want to make an entirely new map.
Our weird training map idea was basically to build it in the salt flats from nothing, so it's made entirely of props. I never thought a static prop not loaded into Zeus would have that kind of effect
That might be an idea, I'll see if that's been done
Around how many props do you have in what size of an area?
Let me just get a screenshot
use createSimpleObject, or wait for 1.64 which adds it as a 3den object attribute
I don't think this is an issue that needs scripting to fix.
If there are any scripts in this mission, @shy rampart , let me see them if you wouldn't mind. I'm out for now, though. Later.
can load texture to any aobject in arma 3 ?
if the object has hiddenSelection
does anyone know of a script or ace module that allows a player to interact with items like H-Barriers, pick them up, and load them into a cargo container? We want to be able to build FOB's in hostile territory on the fly.
Is there a way to use Tanoa Objects on Altis without problems? We implemented some Tanoa Objects (Green sandbag bunker, Fortress Wall, ....) and all users without the Tanoa Expension can walk and shoot trough this walls.
Tanoa Map + Structures are only available to people that bought it
is there a way for a vanilla multiplayer server to restrict altis/stratis map connection only to people which are apex owners?
@vernal pagoda just put something on the map from APex like pavements etc
the thing is - i have stuff from apex in on our altis server (e.g. apex walls) - the players without apex can still connect. the apex objects are invisible to them and people without apex can shoot through them. there are also some disconnects of clients without apex concerning the missing objects - but some can play without disconnects. so i think i will have to remove all apex objects from the altis server - or require only apex enabled clients to connect somehow. i thought that the apex objects might be usable because bi didn't want to fragment the player base before - but i think this stuff is in an undefined state at the moment.
Are the Apex objects in the mission.sqm or placed via scripts?
ahh -you are right - they are loaded on mission start from the database and placed via scripts. this might be the problem. so if i place one apex object via mission.sqm i could enforce it i suppose.
Anyone know of any weather ballon looking objects in vanilla Arma?
Question , has anyone been able to construct a firing drill scenario?
@vernal pagoda Players will not be able to play the mission if it uses Apex props and they don't have apex.
I'm speaking from experience, they won't be able to.
hmmm how to setup IF to check player position in vehicle and add action to scroll - custom altitude ??? if (...)
You can use https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetIn or GetInMan
@thorn seal
GetIn would probably be better.
That you are doing something that the engine already does.
@signal coral its not easy for me i khow only basic html code and i learn sql by copy paste and test ๐
I don't have the time to explain how to do it, honestly
Is there any way of recovering a lost WIP mission folder?
I've noticed that the folder for the mission I was working on vanished after I changed my name.
when you change your user name in-game it creates new user name directory and the mission(s) you were working on previously, can be found on the old user name directory.
I feared that. I deleted the username in game without realising
it should not delete the directories in hdd. (at least not in arma2 I believe).
Dir us bit there, only the uneditable name, and slatts. But the mission is nowhere to be found.
@shy rampart like Arma 1.64 "simple object" feature? It has the texture, without collisions and stuff.... I think it's for stuff like your talking about
@unreal elk Recycle bin?
Not to be found. Bit shit but oh well
Hi guys. I'm trying to make some kind of a template for making missions. I'm using F3 framework, and I have modified it some, but everytime F3 gets updated, I must redo all my adjustments. Does anyone have any tips on how I coluld make updating easyer?
Use a program like meldmerge.org to compare changes between different versions of the f3 framework.
Never heard of such a program, thanks. Keep them comming guys.
greetins gentlemen , how would i impliment a sound feed back when i kill enemy ai or anyone in my missions ?
if ( player is position ="Driver" kindofUAV ) then { addAction ["Fly on 1500 Meters ", "getheight=1500"}; ??
How exactly do I specify a PID/UID for the owner of a Zeus Game Master Module?
Player uid found in your profile menu, put that in the owner field of Zeus and done
Use "yourpuid"
@signal coral I tried that, unsuccesfully. Is it possible that I missed something?
Hello
I placed some playable units in the 3D editor and suddenly I saw that they're moving inside the editor. Is there a way to stop them from doing that?
Hi all, does anyone know how would I have to configure ACE3 modules, so that noone could get insta-killed in a mission, but rather just get unconcious and blead-out in lets say maximum 10 minutes?
Ok, I think I foud it... http://ace3mod.com/wiki/feature/medical-system.html#revive-basic-medical
Does anyone know how to track terrain objects getting destroyed?
@hearty mulch I think I figured it out. But there is one thing that boggles my mind. In medical settings I set revival ON (for players only), then set timer to 120, and lives to 2, but I can revive my teammate more than 2 times. Am I missing somthing?
Yes there is a parameter lives in module. This is from ACE3 page "Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die." And I used Epi like 4 times to revive the teammate. All 4 time he was head-shoted and put to unconsciousness by my gun. I cound not kill him with anything
I didn't set insta death to off, only revive module
It's not on by default on server eather. Somthing fisshy is going on @hearty mulch . :S
Apparently I die too much ๐
Heh @ionic thorn I just don't like people instantly bashing the respawn button. I rather see people using medic more often, plus there's a thrill when rescuing people under fire. ;)
๐
Mission making noob here.
I want to create a mission with a similar start like BattleRoyale.... In my case, i have 2 squads who are in base. When they are geared up and ready, i want to move them into an AI plane (1 for each squad) and paradrop them over the AO.
I found a paradrop script and i got that work, but i how exactly do I move the squads to the planes?
K, but how do i exactly set up the planes?
They need to spawn at the start of the trigger i guess?
Do i use hideObject or enableSimulation ?
heli2 hideObject false;
_alpha moveInCargo heli1;
_bravo moveInCargo heli2;
?
What exactly do you want to do
Like, how do you want the planes to work I should say
Move 2 squads (players, not AI) into a helicopter/plane, and let it move to a waypoint where it will execute a premade paradrop script
Speaking from experience, it may be best to just set the position of the aircraft and have it move forward into a trigger.
AI piloting is... shoddy at best.
won't they be wasting fuel then ?
SetposATL is the command you'd be looking for in order to do that, and then SetVel (it might be setVelocity)
hm? what do you mean?
well, when the squads are getting briefed, gearing up etc etc
Oh, no. It shouldn't. Even if they run the entire time, I've yet to see a plane run down from full fuel unless it was done intentionally.
SetPosATL will essentially teleport the plane to a zone. You could have the plane take off, and when it hits a trigger on the runway, it counts down for say, thirty seconds to let the players feel like they're actually in the air, and when they're in the air the trigger that was activated 30 seconds ago will fire and set the position of the aircraft.
It'll reduce the time players have to wait in order to start playing and it will be more reliable in terms of triggers.
But remember, the more triggers you have, the worse.
Hey all, I've got a question. I'm making a mission and I want to set up a trigger, where if players destroy a building (added in as an object), a message will appear saying they destroyed a building. Any advice?
do you want it to appear as a message, or text covering the screen? You could use hint or titleText if you want to
yeah, just as a message. Unless making it into a task wouldn't be more difficult.
Okay, so, like a message that would appear in chat, you mean?
And I'm not entirely sure what you mean by task....
you could use sideChat, groupChat, vehicleChat, etc etc if you want it to look like (and actually be) a chat message.
https://community.bistudio.com/wiki/sideChat @fresh cove
And then just make that execute in the activation field of your trigger!
thanks!
here's a trigger in script form.. maybe not an elegant solution, but it worked for me back in the day: http://pastebin.com/Hg1TySfp
you'll have to put a marker (house_marker) on the building, and figure out what the classname is for the building.
you can get it with: copyToClipboard typeOf cursorTarget;
also, hmmm. end the loop too. changed line 16 to: if ( _destroyed ) then { hintSilent "House destroyed!"; _done_loop = true; };
the house is added in as an object, so could I identify it with a name and then have it detect when the house is destroyerd, therefore triggering the msg?
sure
that would work fine.
waitUntil {
sleep 1;
_dmg = damage buildings_name_here;
_destroyed = _dmg == 1;
if ( _destroyed ) then { hintSilent "Building destroyed!"; _done_loop = true; };
_done_loop
};```
pretty much what @signal coral said:
if ( damage _building == 1) then { _character sideChat "The building was destroyed!"};
well, I mean, you don't really need that many variable names...You could just use if (damage _building == 1) then ...
I've had weird experiences with how code gets interpreted left-to-right, so I play it extra safe with variables, parentheses, etc
So that would go in an init file and the building calls that init file?
been like 2 years since ive done scripting, sorry for dumb questions
Depends. Are you strictly using scripts or the editor?
Also, if you're using a trigger to do this, you won't need the waitUntil loop. Am I correct for saying that, @signal coral ? I'm fairly certain triggers continuously check if the condition is true...
every client would need to run it, because hintSilent is local to where ever it is run. alternatively, you could run that loop only on the server (wrapped it in if ( isServer ) then { ... }; ), and remoteExec the hint to all clients.
I'd like to stick to the editor but I can use scripts in files if needed
yeah, triggers placed in the editor check approx twice a second. they are global too. not my preference.
well, wouldn't we want the trigger to be global? Not sure exactly what he wants, but if it were global, you could make it so whomever destroyed the building would be the one to say they destroyed it in chat.
available since Arma 3 v1.43.129935. true enough. I didn't realize that was added. dunno if that flag is in the editor tho.
http://i.imgur.com/EJmllDW.png @fresh cove replace [WEST, "BLU"], etc with your own choosing of variables and such. See https://community.bistudio.com/wiki/sideChat
worked when I destroyed the building (damage was == 1)
And the result: http://i.imgur.com/jXBbFXr.jpg
sweet it works! couple more questions: can I change the name from Broadway?
and b: I want the mission to start with some side chat messages, how can I accomplish that?
nvm I got question 2 figured out
You got it? That's good.
As opec said, you could use one of the other chats. I think customChat lets you define a custom name?
I've a trigger that is connected to 2 tasks. Is it possible to define a row so Task 1 is executed before Task 2?
well, if you're scripting, you could use waitUntil. Or you could task 2 have something like
(triggerActivated your_trigger) && <task1_done>
in the condition field of whatever task 2 is
The trigger is "Sync to" to a "Set Task State" which set the old task as completed but also "Sync to" a "Create Task" to create a new task. Scripting is fine but only wondering why it always execute the "Create Task" before "Set Task State"
I guess it can't set a task state for a task that doesn't exist :/
Nah everything exist. Task1 is completed and it Task2 has been created but the trigger execute the "Sync To" objects in the wrong row (sry for Bad english or wrong understanding)
i am looking for input what to add to my dev console to help with mission and AI testing
sth like invincibility, map teleport, unlimited ammo, being invisible or neutral
delete all units or just vehicles of a specific side
call is default; spawn option will be added
watcher fields are already shown in the interrface
3rd one i dont get
4th - ive never seen a convincing/useful design - the one used by GL4 was still with most potential at least:
https://www.youtube.com/watch?v=bbsR9q_QZiQ
what is "bunch of general useful data"? (examples please)
yep history feature is on the list
Page 1 of 2 - DevCon - the developer console - posted in ARMA 3 - COMMUNITY MADE UTILITIES: This is more like a first preview release of the DevCon.Still it is already very powerful and most developers should find it very useful.Credits###Much thanks to Karel Moลickรฝ (Gaia) - his debug console and advanced camera mode are the inspiration, base and foundation of the DevCon.Also thanks to Carl Gustaffa for several good ideas.HowTo###Press ESC while playing (works for editor/SP/MP).(Note: in...
you can see it here; i want to spend a few days expanding it further
yes there will be tabs for this
player, vehicle player, leader group player, cursortarget - with various stats for these
another tab is stats about each side
i already have map markers; i might also add 3d markers
yes all things are a button one can toggle (or change via script/activate by default)
Continuation of my question yesterday
how do i move a group of players into a chopper using a trigger ?
...Using a trigger?
Do you want the units to move in after the trigger is activated?
They actually move in using waypoints.
yes, with moveInCargo
Oh, that too
so they get teleported into the chopper
i found {_x moveInCargo Heli1} forEach Units Alpha
but it doesnt work in the trigger
something about global/local variable
[Array,of,units] moveInCargo VehicleVariable;
That's because the underscores define the variables as local.
Uhhh
I know there's a way to use an array but I need to think, I haven't made any missions in a while
I'
I'm pretty sure this is what you should do
in your .sqf, put this in at the top
[array,of,units] = variablename;
someone feel free to correct me because i'm not 100% sure that'd work
array,of,units is each individual soldiers name?
[Soldier1,Soldier2,Soldier3] etc
right
Just the variables of your soldiers separated by commas.
well, try it for me and tell me if it works
when i'm home, still at work doing arma stuff :p
[a1,a2,a3,a4,a5] = alpha;
[b1,b2,b3,b4,b5] = bravo;
[c1,c2,c3,c4,c5] = charlie;
//Notify players
hint "Mission starting in 10 seconds";
//Activate Choppers
heli1 hideObject false;
heli2 hideObject false;
heli3 hideObject false;
//Delay to give choppers some speed and players some time
wait 10;
//move squads into helis
alpha moveInCargo heli1;
bravo moveInCargo heli2;
charlie moveInCargo heli3;
I do the same thing :p
Personally I use systemChat rather than hint
Players notice chats better than hints in my experience
Also @grave harness a general rule of thumb is you can't have local variables in triggers or unit fields
i wonder if that works :p
but i put that in an sqf and set in the init of the trigger exec .....sqf
instead of everything in the trigger itself :p
Oh please don't put everything in the trigger itself
man i really want to learn to create advanced missions in arma ๐ฆ
This is how you start
but everytime i look at the scripting i get demotivated
same with all the modules and whatnot
Welcome to Arma 3 scripting.
well welcome to programming
SQF is not a great language.
i work at an R&D team so i'm surrounded with programmers
Stuff like CSS and HTML and Python, while simple, are good languages
The debug messages in arma 3 are nothing short of appalling
"Generic error in expression."
Regardless, though, my best advice is to tell you to look at missions you like, unpack them, and experiment with the scripts.
just a suggestion - why dont you do direct chat?
Because this is pertinent to making missions, though I suppose it might be better suited to #arma3_scripting at this point.
oh wow, i had no clue there was a scripting channel xD
flyinheight dont work on UAV i run map editor paste to to console "this FlyInHeight 1000" and in int of ground too
*on
@thorn seal is the uav connected to a 'driver'?
yes
I learned the hard way that Arma does not like fixed-wing aircraft on things that aren't the terrain. Tried making my own runway out of piers (for some reason) and ended up causing the plane to take damage as it hopped between blocks
collision detection (and the lack thereof) seems to be a pinnacle of comedy in this game, sometimes.
Gotta love watching a C-130J just slowly creep down this runway of piers then explode for no good reason
I'm gonna assume you can only take off and land on terrain, not objects. Probably for good reason
bonjour mission makers, I have made bare-bones mission with a little dialog script, how do I prepare it for distribution? If I export, the .pbo does not contain the description.ext, dialogs.hpp, and other necessary files
do I just zip up the whole mpmissions subfolder containing my mission.sqm and other files?
@slim heath You need a PBO Manager program (there's one called PBOManager) that will archive a folder into PBO and de-archive it.
I'll check it out thanks
pbo manager 1.4 beta from armaholic? It dates from Arma 2, will it still work on arma 3?
it extracts pbos but it doesn't seem to pack files and subfolders into pbos
I couldn't make it do that
@slim heath when i make a new mission and put the scripts, description.ext etc into the mission folder (user/documents/Arma 3/mpmissions or user/documents/Arma 3 - Other Profiles/mpmissions) then arma will pack all of those into the pbo if i hit export.
i use pbo manager only to extract and i package pbos with the arma editor this way. haven't had a problem yet
funny i think I tried that, i must have done it wrong, will try again
don't worry arma has about 9001 different mpmissions folders to confuse you.
yep
i think i have like, 5. /me stares at Dwarden
uhm sure but what should i test
well it's a sp mission so the first thing would be: does it even run on your machine
I ended up with a single .pbo that seems to have everything in it
mission.sqm and a few other files to make a dialog
it's a bit clunky but i'll tell you what you should see
enable Advanced Flight Model for helis in your Game settings.... you don't have to fly the heli, you will just spawn in one and try a certain control and that's it
it gives me a blue, semi-transparent box over the instruments if i select Nightfilter
perfect
but i can move it around with the mouse
also perfect
right thats's my next problem to solve -)
np
Hey guys
having trouble finding info about this
I've been placing a bunch of stuff for an FOB on Lingor
after a while when I put down a player unit to test it, they just die on spawn
not sure what is causing it
I already copied pasted an earlier version of the base and it was working okay for a while
but then it started again
I'm by no means an expert on that topic, but it sounds to me like it could be an object having a collision box that is way larger than the visual model, so the player might be stuck inside an object, causing the player to take damage and die.
I thought that might have been the case
so i dropped my unit a km away from the base
nothing else is placed but the base
and it still happens
but only after a while?
not sure what is triggering this issue
the first time I placed about 50-100 objects
and then on a test it happened and i could not spawn in again
AI units seem to stay alive
i thought maybe something bugged
or i did something without realizing it
so i just copied and pasted the objects again
worked fine for a while
now it is happening again
i probably placed around another 100 or so objects
100 objects shouldn't be an issue. we have a map with a base that has several 100 objects
oh negative on something i said earlier
AI do seem to die as well
it was only on a mounted gun that the AI did not die
i'm only using the CUP pack as well
if that makes a difference
Is there any reason that this code: {trooptransport1 deleteVehicleCrew _x} forEach crew trooptransport1; {deleteVehicle _x} forEach [trooptransport1]; would return the error on a trigger: "Type Group, Expected Object"
When you assigned that variable did you put it in the group of units or the individual object?
I.E. Did you click the little group marker over the squad leader's head or did you click the unit itself?
@timber palm
@signal coral I placed it on the individual unit. In this case, a transport truck.
Hmmm. Is the truck occupied?
Yeah it has several units inside. Should I just add the line of code to each of those units as well to be safe?
Double-check and make sure the script is just in the truck itself
I don't know this for a fact but I have a sneaking suspicion that vehicles that are occupied become part of the group
But regardless, that shouldnt matter
Oh
Perhaps since you're doing this for each crew member it's considering it a group? I'm a novice myself.
if (cursor target is body) then {} ?? wrong format ?
@clever monolith Lingor has a bug that couses units do die in SP editor. Try disabling waves (as in water waves), that shoud help you.
@tawdry harbor (author of Lingor)might have some more info on the bug.
Hey folks, when making an addon that has missions as part of the PBO what is the best way to develop those missions?
At the moment I am making my missions separately then copying them into my PBO folder and rePBOing, is there a better way to do this?
@shrewd quartz hey, I see you refer to Eden Editor as SP Editor, I know in the bottom right it says like "Server: Local host" or something, but how do I make a Arma 3 server Eden Editor that stars with a password and a custom mission me and a friend could work on it at the same time?
If you had an answer, please direct message me.
There is no way for you and your friend to work on the same mission at the same time, @ember bolt
You can host it and have your friends connect, though they won't see anything until you play it as multiplayer.
Is there a way if I start everybody in parachute as a driver, that they would have backpack on chest setted up. Im using ACE
@ember bolt what @signal coral said.
@shrewd quartz thanks m8. I haven't tried this yet but upon a random load my units stopped dying so i'll update you if I get this issue again.
Anyone know how to get the animations "Acts_SittingWounded_..." working?
I've been trying to use switchmove and playmove but my unit almost instantly goes back to its default stance
Spoiler Alert East Wind Campaign ---------------- its the animation that plays near the end of the East Wind Campaign when you find lt. james sitting there.
i have tried to put it in the unit init and i've also tried to set it off with a trigger but none of the commands makes the unit actually play out the loop
this switchmove "Acts_AidlPsitMstpSsurWnonDnon_out"; (but with your desired animation)?
@clever monolith No problem. Please do update me as we are trying our best to eliminate this bug. (I think it's present on isla Duala aswell)
@shrewd quartz Thanks for relying Vauun's msg that i already fucking read.
@ember bolt I refered to it as SP editor becous a lot of times when I made COOP missions, and tested them in Eden editor, they worked flawlesly, but then on a Dedicated server, they just got buged since some functiones work diferently in editor than on Dedicated server.
hey @ionic thorn I've tried this switchMove but it didn't work
the weird thing is if I execute it with the console in game
it works if i have the james character with default gear placed as the unit
but as soon as i switch it to being called from a trigger it does not work even if it is the james character with default gear
If I have time today I'll test it myself.
@ionic thorn thanks man
Trying to remove Ares from my mission. I removed all references to "Ares" in the mission.sqm, but when I try to open it I get an "Error when loading the scenario". It's saved in my MpMission folder. What do I need to do to fix this?.
Anyone know how to set up that loadout selection/respawn screen like you have access to in the Apex CoOp campaign?
Or link me to the correct wiki Im not 100% sure which is the right one
Why are units in Eden getting placed upside down with unit CO at the bottom of the list in the selection screen? http://steamcommunity.com/sharedfiles/filedetails/?id=766481817
Also there is a position that isn't in that units list added into the group that should not be there.
Can someone shine some light on this for me? In editor whilte testing http://www.armaholic.com/page.php?id=26624 it works fine in the action menu. When pushed to the actual MP server, the action removes itself from the menu after using, but you can still 'select' it. Kinda dumbfounded by it..
isn't that the same thing I&A uses?
no idea, is it?
Hey guys, I need help, the problem is as follows:
so, I have written one "undercover" script with help of cre8or
hello guys, I am having a problem:
so, my pilot players and their planes, should be undetected until they are in a certain radius of one marker
now this is the paradox twist
when they are in theirs C130J planes piloting them and enter the area enemy does not fire at them
BUT
when I tell the to move inside the plane, and then I tell them (pilots) to get back in their seat, then enemies detect them
any ideas? xD
hello community! any idea of how I could have a destroyed object respawn after some time (for example a wreck or something) thank you
add an event handler for when it was destroyed, get the position of the destroyed object, sleep (amount of time in seconds), createVehicle
But if you just want vehicle respawn that's already built into arma
Hey is VCOM AI client side or server side?
I dont want people to go and download the mod
@tall creek I think setCaptive is what you need
@ocean plume that is the catch the players taht play pilots are already set captive on the start of the mission so they can land their plane in enemy base with no problem, but if they anter NO FLY zone they should loose ther captive status, and enemies should fire
but they dont
they only fire if I make pilots move into back of the plane (c130J) and get them back to pilot seat
set up a trigger
condition : pilot1 (present) onAct: pilot1 setCaptive false;
@tall creek how did you set it up ?
can I send you the swcript to check it out
so I you can understand my problem better
and explaining it like this would be a confusing process
@ocean plume
but basicaly pilots are set captive from the start
eeeeeee
that what you said makeees sense Ill try it and let you know how it goes, ty ๐
sure try it out if it doesnt work i ll have look into your script np
just one quick question, since I always get confused by that, for the name (pilot1) I put in the variable name
@tall creek yes
@ocean plume it aint working
@tall creek send me as pastebin/github/piratepad with your script
Ive sent you script via message right here on discord @ocean plume
hi, what is the best addon option to get afghan CIV and IND working with alive?
http://steamcommunity.com/sharedfiles/filedetails/?id=767416754 if anyones intrested?
no
Is there a way to turn it off so players aren't attacked by AI if they commit too many friendly fires?
kick them
Besides that? It's for a zeus co-op mission.
addRating 100000. If they manage to do enough bad at that point...
@timber palm https://community.bistudio.com/wiki/addRating
hi, im trying make a mission pvp when you kill all players soldiers blue then trigger is on. But not work, i set type=none, activation=all group (info say that when all group is select the trigger will turn on when all members of owner group success the condition) type of activation=no present. Trigger attach with detect activator owner to blueforce leader.
When I kill blueforce leader trigger is success, i dont need kill all owner group. Any idea about this?
If i set activation=anyone of group, (info say start when anyone member of group owners accomplish the activation condition).
seems its working in eden editor when I kill exclusively all blue force players characters.
any detail about cars fix ?
Good job with the @ mention, whalerino
Hey guys, I've been getting into mission making lately. For some reason, when the mission is failed and it returns the players in multiplayer to the lobby, units that died are no longer selectable in the menu, so I have to reload the mission every time. I've never seen that issue in anyone elses missions, which leads me to believe this is a simple fix, but I wasn't able to figure out what exactly is wrong. Can anyone help me out?
To be clear, I don't want the units to respawn. I want the mission to fail on all players death. If the units are able to respawn, will that mean I will won't have to reload the mission when kicked back to the lobby?
Is there anyway to persist units / objects from the Intro phase into the Mission? I find it really annoying that I have to copy and paste all my stuff from Intro and get the positioning as exact as possible to make the transition seamless when the mission starts.
hi, there are hideweapons command to enemy AI or similar?
where in config i can finn vehicle mass ?
mass is normally defined in the model
how to read by debug console ?