#arma3_scenario
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@gusty lava Is this something I can ust put in the init? I checked the wiki but it's a bit confusing. Would I need to set this on all "player" units, or could I just make a trigger (size 0) and put this in it somewhere?
@NovaInfuse iirc, stick 'player addRating 100000' in init.sqf
Brilliant, thank you!
what is the deal with the RHS C130 and waypoints? Everytime i try and get a straight on path made, the pilot decides to defect shortly after the flight begins....is it not enough waypoints maybe?
http://imgur.com/a/izjB2 This is what I'm talking about, and it's driving me nuts.
I'm honestly happy that someone gave us complete information when asking for help.
Hey guys, im trying to host an Exile Esseker server and im having some trouble with my mission.sqm file does these say anything to any of you:
19:16:54 Warning Message: Cannot load mission
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Type is not VehicleType
19:16:55 Side !!!
19:16:55 Side 778989417
and later (in rpt) there is some: No more slot to add connection at 032008 (3258.4,7991.3) a few rows
this happened after i have added headless client logic (then it still loads the mission ) and added Zeus Curator_F module, but the strange thing is if i remove the HC - mission will load with zeus... and if i remove zeus mission will load with HC =\
here is my mission . sqm file : http://pastebin.com/CA1MX0Kd
anyone?
or am i asking in wrong section?
anyone that wants to help me out here? ๐
is there even any1 reading here lol
french the way to use discord is put in your question and then forget about it, check back in a few hours, go do something else
you can even sign out completely and check next day
c chiant au depart mais il faut s'y habituer
Is there any campaign template that has a few sample missions. I've tried making a campaign but I can't seem to view it on the Campaigns screen in Arma.
Nvm found one in the ArmA 3 samples, hopefully that will explain how to structure the files and folders.
Ok I added the sample campaign to my mod but it is still not visible in the Campaigns menu, any ideas?
@signal coral I figured I'd make it easy for you guys - lol
Did the careless mode work for you?
i'm about to try it now. just got home from work
ah, good stuff
HUZZAH! it worked! finally!
Good stuff!
very! now that the insert portion of the mission is made, now I can move on to the meat and potatoes
The fun parts.
allright i already thought something like that ๐ thanks for your response anyway @slim heath !!
Would this be an okay place to ask about some init scripty-stuff for my mission, or should I ask in the Scripting channel specifically? I'm new around here.
I think it could go either way really
I was having a problem getting RHS decals to turn off using that one init variable. I eventually found out the one decal in particular just isn't effected by that line and nothing I can do will keep it off.
i use 3Den Enhanced, and it has the options to take the decals off the vehicles in that, if you havent checked it out, i reccomendd it
^ I second that
3den enhanced is buggy as hell. Just do it with a script.
I've had zero issues with it so far.
I've had a lot of issues with AI clipping into the ground when I use enhanced to set an ambient animation.
is that the fault of Eden enhanced? I always thought it's a usage problem by myself or a limitation in the engine
I don't have an issue with it when I do it manually, so unless enhanced is doing something weird with the script it's implementing, I'm going to assume it's a bug with eden itself.
if someone needs to edit sqf in vim
https://forums.bistudio.com/topic/194626-vim-sqf-sqf-syntax-highlight-for-vim/
How do I get an AI to shoot on an OBJECT forever (So that it doesn't stop after a time like it does with doSuppressiveFire since it stops when it doesn't see an enemy anymore)
I want an MG to suppress a group BEHIND a wreck. That means the MG cannot see the enemy!
you can place an invisible soldier behind them
say place VR soldier, apply transparent texture and allowdamage to false
prohibit him from moving and so on
It'd be easier to just use an invisible helipad.
And players might run into the soldier or try to shoot through him.
OK
Anyone is aware how to find with SQF what directory Eden is using for saving scenarios?
Like the root folder of the mission? http://killzonekid.com/arma-scripting-tutorials-mission-root/ Most methods require you have description.ext, but it can be blank
hello
i'm having trouble with a particular trigger, perhaps one of you can help me? ๐
What's the issue?
my goal is to have a specific unit that enters the trigger area activate the trigger. i have activation set to "anybody" and activation type to "present"... the trigger condition is {!(_x in thisList) && alive _x} count (synchronizedObjects thisTrigger) == 0
for some reason, that doesn't work (the unit is synchronized to the trigger, of course)
set trigger condition to 'this'
wait so
whenever just ANYONE walks into the trigger it activates
the condition is {!(_x in thisList) && alive _x} count (synchronizedObjects thisTrigger) == 0
oh right
i want just the one synchronized unit to activate the trigger
but... i'm stumped why it doesn't work
is there only one unit in the entire op that you want it to activate?
well, in this case yes, but the trigger is meant to be universally applicable... so the mission maker can just sync units to the trigger and it'll work with any number of units
i'm not the best to ask for that, then -- conditions are not my jive
i'm not sure if this should go in scripting, i just picked this as the most likely room to be correct ๐
I think it works in both rooms.
@worthy rampart I am thinking of an addon for eden, but description.ext is unealiable, and will require user to create one
do you think they'll mind if i cross post the same question over there?
say when I click a new scenario in editor, I wish to get mission root, all KK's suggestions would not work, unfortunately
For those who want to manage white/black lists for playable slots by UID:
https://github.com/ussrlongbow/slotacl
documentation is underway
I'm getting a list of errors when I load a mission (which is leading to a memory crash/access violation crash) due to 3den Enhanced (I think). I get a huge list of errors on strart up about animation sets not being found, and also about unit traits not being recognised (this set unit trait error type string). It's a bit vague, but does anyone have any suggestions? If I turned of 3den, the error still persists because it was sued on that map.
I also get an error on all my group leading units which says something like: _this controlsGroupCtrl 100, Error cbsetchecked: Type string, expected Boo1
player addaction ["action","action.sqf",0,0,true,true,"","(typeof cursortarget) == 'Land_Can_V3_F' and _this distance cursortarget <2"];
how to modify for dead players on westland ?
Burial body be named but for corpse only
Okay, I have an urgent question. ACE isn't working at all in my singleplayer for ONE of my missions, I've had someone else test it and they can't use ACE in singleplayer themself for my mission, but it works fine in others.
Is there anything that would bar ACE from being used?
I'm running modified versions of CUP and a couple of group-created content packs, which include ACE and TFAR.
Nevermind, it was a CBA event handler being fucking stupid.
In the main Arma3 menu, Singleplayer / Challenges / Firing Drills -- where are those missions, if they are missions, stored? And can user edit them?
Can I still use the old mission editor? if so how?
unfortunately no.
You could on 1.62, but I haven't tried on 1.64. It's not recommended and who knows if they'll remove it entirely in future updates. From the main menu you select "editor", select the map you want to open but then don't hit continue, instead you hit "ctrl + o" and that should launch the 2D editor.
Hey, have you guys ever run into a problem testing your mission in the editor where you use "switch to leader" from context, but it switches to a dead person, and it makes it so you can't open in the ingame menu?
Thus preventing me from terminating the mission and returning to the editor?
Is there any keyboard shortcut to end a mission?
alt+f4 ?
I'm relatively new to mission making. Do the grass cutter objects affect performance to any noticable degree? I want to clear out an area around a FOB I'm building, but if it's going to kill all the player's FPS then I won't bother.
Awesome, thanks.
How to assign a new task/objective using a trigger? used this video https://www.youtube.com/watch?v=j2E0E0rvjIA yet it seems to not work suggestions?
What do you mean? You want it so that when the trigger fires the tank is told to do something new?
Set up everything you want to prior to the trigger. Make sure you put "Skip Waypoint" and the activation conditions in the trigger's attributes box. Then you want to right click your last waypoint, and at the top hit "On Waypoint Activation" and then click your trigger.
@urban field
I'm trying to make a large scale Zeus mission, like the public Zeus standard but with more slots. However, I can't get the Zeus to spawn in; I've worked out how to have the players start on the respawn screen, but every time I try to play as Zeus (as a curator entity) it sticks on the respawn screen - lacking any spawnpoints, it blinks in and out. I've set up a basic Description.ext, but it's had no impact.
Further; setting 'respawnonstart' to false fixed the issue for Zeus, but now the players spawn in immediately rather than going to the spawn menu.
Potentially solved; undocumented description function ' respawnOnStartVirtual = 0; and respawnOnStartWest = 1; allows for Zeus to spawn in instantly, while players have to wait... though until they get a spawnpoint, there's a split second they can hit Spawn and end up at 000000 and in the ocean.
Put in code where it only respawns on start for the players.
_curator1 = (_curatorArray select 0);
if (player == _curator1) {
exitWith {};
}else{
forceRespawn player;
};```
I'm not sure if this would work off the top of my head but it's where i would start, maybe someone more experienced can offer more insight @loud kindle . Be sure to disable the description.ext entry for it if this works.
Put that in your init.sqf
Also if you have multiple curators lmk because it will require an addendum to the code
^ that too.
Again, not even sure it will work, but it should
Ultimately moot - I had a pipedream of making an expanded Zeus gamemode to load instead of the stock 16+2 on the official servers, to allow larger coop play... forgetting a key point in that plan.
Anyone know a way to make indep/opfor AI hostile to civilians?
east setFriend [civ, 0];```
@true meadow
if that doesn't work try civilian instead of civ, I can't remember off the top of my head if it's civ or civilian
this in the units init?
My plan was to make a insurgency style mission with alive, where indep forces are also firing on civilians. So it would be nice to do it on a faction level so that the units spawned by ALiVE will fire on civs. Not terribly important though.
Do you want them to start off hostile?
Yes.
Do you have an init.sqf that you made?
No, not sure how to go about that.
Like, where do I actually put it? in a folder with the mission pbo?
Go to your Documents > Arma 3 > mpmissions (or missions if it's not in there)
Open up the mission you saved. You should see a file called 'mission.sqm'
In the same folder as that mission.sqm, make a file called 'init.sqf'
Make sure it's not a .txt
Then open that up, put those two lines of code in, save it, and run it.
(Run it by starting the mission)
An init.sqf is run whenever a mission is started, before the briefing screen.
The code would run by starting it inside the editor, or no?
Yeah, it runs like a normal mission when you start it inside the editor.
and for indep, it's resistance and not guerilla?
They're still neutral to civs, both opfor and indep
Oh, my bad, I got it backwards
east setFriend [civ, .1];```
If that doesn't work, try resistance setFriend [civilian, .1]; east setFriend [civilian, .1];
Sometimes Arma doesn't like straight 0 values, but anything less than .6 should set them as enemy.
@true meadow
Okay, so we're doing better
it needed civilian, not civ
they're pointing guns at me now, but not firing.
me being a civ to test, I mean.
That's interesting. Try 0, maybe. If that doesn't work, you'd want to talk to #arma3_scripting .
You could mess around with doTarget and doFire but that'd be a bit more complicated and I'm at work so I can't do much
I'll look into it, thanks for giving me some direction.
Sure thing.
Anybody in here know if it's possible to increase the max load for a helicopter to sling-load? It only needs to work for a single mission, so I'd rather not have to make an entirely new copy of the vehicle in the config just so it can lift a certain type of vehicle.
I think you need to call setMass on the object you want to lift, rather than increasing the configured max lift
That was my plan-B, but the objects needing to be lifted are going to be spawned in using the EOS script most likely. And I have no idea how to make it so ALL vehicles of that type have their mass set to the specific ammount.
I am the dumbs at missions, ehehe.
you can set an event handler I guess
not sure how to do that from a mission solely though
@left sandal setMass: https://community.bistudio.com/wiki/setMass
there is a comment down below that suggests:
If you intend to use setMass in conjunction with ropeCreate in MP i highly recommend to first ropeCreate then setMass (on clientside). RopeCreate in MP will set the mass of the attached object to the server value upon execution.
Radical, thanks!
Hi can anyone inform me how I could restrict virtual arsenal to only display: primary weapon, secondary sidearm and launchers? I dont want uniforms and vests
I tried this:
[this,true] call BIS_fnc_addVirtualWeaponCargo;
all weapons are present but still missing gun accessories: scopes, silencers etc
You can just make a normal box, go to equipment storage, and hit the minus until you see the infinity symbol.
That should turn it into an arsenal for only the things you specify.
Hello guys, I am having the problem:
I have created a mission, and there was a recent upgrade downgrade on the repo on the server, the problem is as follows
after the repo change, I could not even run it in editor, then I removed the dependencies that were "needed" by the mission, but not on the server anymore (my modlist has updated as well) and then it runs in editor, but when I upload it to the server the mission is there, id downloads you also get slotting screen before the mission "starts" but when mission starts and iti s finished downloading, It just stops, crashes, real slotting screen is not showing, you get back to the mission selection, name it however you wany. Any ideas ?
(basically it gets stuck and I need to use command #missions to get back on the server mission selection screen)
Had similar issue
@tall creek try browsing objects in sqm to triplecheck that there's zero objects from deleted mod
also you need to see the logs from the server that might point to pbo that's making the cause
are there any way to download missions from steam workshop without going through the bullshit of subscribing to the mission, launching steam, starting arma, playing the mission and then grabbing it from the directory?
there is a steam workshop download website
@edgy vessel
nope aint working, now what I did is, I have copied all placed objects, and saved them as a composioton
(while using the new repo launcher)
then I have did new mission from scratch
pasted the composition
only copied assign gear script and not hurting stuff like that
and still there is no slotting screen
didn't even thought to google that ๐
found this and it works: http://steamworkshopdownloader.com/
I have configured in description.ext my mission details for load time (author, description, image) but when I view the mission in the scenarios list those dont appear. is there some other place from where the scenario list finds the info?
or do those actually come from steam
Is it required to sync the Ace Revive Settings module with all playable units?
More often than not it's serverside, but I don't think so.
anyone able to give a mate of mine a hand? hes got an idea for a pretty cool mission just need some people to gie him a hand
sort of a mix between wasteland and exile
if anyone is able to help, chuck me a message
@lunar wraith I think not
Hello,
I created a mission and while previewing it in the editor I'm having a FPS like between 40-60 and while playing it in a multiplayer server I goes with 10-20 FPS, sometimes even less than 10.
What can make this like that?
does it use many scripts?
yes
I'm using a HC script to spawn enemies
but I'm using the exact same script in other missions and they're fine
It can't be the objects, right? If it was, I would have a low FPS in the editor aswell.
can you disable all scripts easily, e.g. remove or comment Init.sqf and test again?
then you see if the scripts or objects introduce the low fps
yeah, I could do that, give me a minute
commenting few lines together goes like this, right?
blab
asd
asd
*/```
ok
I commented the whole init file and it still happens
I never encountered with a problem like this before, it's weird AF
is the server running for a long time or also restarted?
@formal citrus The server is not always running, only when needed.
@signal coral I have alot of errors like"nonnetwork" in the RPT file
Client: Nonnetwork object 4aa050c0
Anyone have any idea how to make vehicles/emplacements actually stay in position on a building without exploding or falling through?
The vehicle is just meant to be a glorified gun emplacement.
but I have the same issue with regular turrents, I place them on a roof, they spawn on the ground.
Beats me, that's why I'm asking here. Gonna give you some screen shots, just a sec.
try unchecking "Enable Simulation" in Special States
does not fix
tried
tried disabling simulation as well as disabling damage
^^ placed in editor
on roofs
Loaded into game
these structres are stuff you added?
The tower and construction site are, the other building with the humvee is not.
the black SUV is from CUP Vehicles I assume?
yeah
I don't why it would happen to you.. I done the same you did and it's just fine
I previewed the mission in singleplayer
I made the mission and have been previewing in an MP server, although by myself.
going to try sp
Nope, still falls through
Anyone got any ideas?
Is it possible to slow AI's rate of fire on a mortar?
AttackingJoe, you can set a trigger to tell the mortar unit how many shells to fire. Then set other triggers with timers on them for the subsequent barrages. Also, dont forget to add heebro on steam for friday night pvp!
Put this in your trigger to tell an artillery unit to fire a salvo of 6 shells at "arty_target1" (which target you can specify with an empty marker, put arty_target1 or whatever you want for the variable name). "art1" is the variable name of the single artillery unit that is activated by this trigger: onActivation="art1 doArtilleryFire [getmarkerpos ""arty_target1"",""32Rnd_155mm_Mo_shells"", 6] You'll have to figure out which type of ammo your mortar uses and replace "32Rnd_155mm_Mo_shells" with it. The last number is the number of shells you would like the unit to fire. Good luck!
Hi there! I'm trying to make a server where anyone who has been whitelisted can access zeus (however not slot based) I have seen this done on other servers!
(I know about the #adminLogged but that only allows for 1 zeus at a time) is there any way to do this?
UID
@jaydenjthatcher#0885 try this inside your mission.sqm:
'''
class Item2
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={9762.9512,8.0364285,4894.1582};
class args
{
items=4;
class Item0
{
value="UID**";
parentCls="ModuleCurator_F";
typeName="Owner";
};
class Item1
{
value=" NAME ";
parentCls="ModuleCurator_F";
typeName="Name";
};
class Item2
{
value="3";
parentCls="ModuleCurator_F";
typeName="Addons";
};
class Item3
{
value="0";
parentCls="ModuleCurator_F";
typeName="Forced";
};
};
id=0;
side="LOGIC";
vehicle="ModuleCurator_F";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
text="zeusModule";
};
'''
@quasi current Thank you very much, some others segested I can just type the player ID into the owner spot on the zeus game master so I'll give that ago first!
^ That does work.
Another question, how to do blueforce tracking without ace?
Ok I've found Soldier Tracker however I can't seem to eidt the sqf? I get an message saying "missing {" it even tells me the line and everything
@quasi current When I edit the sqf with notpad++ to try change a value it then comes up with an error basicly saying that the paramiter isn't defined (it even tells me the line and whats missing but nothing I seem to do fixes)
can u drop that sqf at www.pastebin.com ?
Note: the code works just fine HOWEVER if say we go to line 161 and change that vaule to "ture" the code will come up with the issue @quasi current
ture?
ah true
lol
hmm default should be true
u put it in like TRUE < ?
but the notepad++ gives an error or your game? if the game works i wouldnt worry about what notepad comes up with.. @round spindle
@quasi current Its the game that gives it to me, in a little black box center scree, I can also recreate it by putting in the int.sqf code for accessing the script into the debug menu. I'll give the < ago when I get home but I don't think that will help because the lines all work as they are, I should only have to chagne the name...
@round spindle Heya, sorry if i was unclear i didnt mean with an < but pointing at TRUE with capitals ๐
true or TRUE
@quasi current ok well the caps vs non caps makes no difference ๐ฆ but now that i have the code up I'll type it out
Error Undefined Variable in expression: _qs_stgpsshowgrouponly
Error Undefind varible in experssion: ture
Then it just has the file path
yea sorry that was a typo, I did have it that way in the script but changed it and it still dosn't work ๐ฆ
yeah i re-opened the pastebin youve sent before, and found TURE at 123, at _QS_ST_ShowFactionOnly fixed that already?
didnt forget the ; ?
yep fixed that now! No I didn't forget the ; thats why I'm confused... I just don't get why it works before any change but once you change it it breaks, for example I wanted it to show AI markers so I chagne it from FALSE; to TRUE; and that comes up with the error
hmm, that means that the function itself is broke
maybe they only enabled that option for future use
what is the scripts name?
the script is called QS_icons.sqf but I belive the link is http://www.armaholic.com/page.php?id=26993
k gimme a moment to check into this ๐
@quasi current Thanks man
np buddy, been also on your side , and probably will be later aswell ๐
Yea I might try message the guy too, I thought I would just be missing something big that was easy to point out
when u said u tried the AI markers u ment this: _QS_ST_showAINames = FALSE; ?
or _QS_ST_showAIGroups = FALSE;
en the rest of the script works?
yep
did u try run it without any altering?
yep, works very well
and I just found I can ajust these too
_QS_ST_iconTextOffset = 'right';
if I change those to center or left it works as well
i DO remember i saw a recent release of another script like this.. something wiith gps
cool yep, those are the directions
well this has GPS but I can't turn it on ๐ฆ
cool
well if it works its ok then ๐
yea, nothing is showing up on the GPS yet ๐ฆ I'm upping the GPSDist so hope that works
Ok the issue was "GSPshowGroupOnly, I'm testing it by my self so nothing was showing up
however I'd still like the squar with the group name to show up on the mini GPS
ok now I'm getting a error that says this line has an undefined vairiable:
iconID = _grp addGroupIcon [_grpIconType,(_QS_ST_X select 38)];
line 1152
Is there a code to make AI have their weapons on their back?
@fossil onyx this is the best I could find man, but its old:https://www.google.co.nz/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwi-ubCj8tbPAhVMOj4KHRX2DNEQFggdMAA&url=https%3A%2F%2Fforums.bistudio.com%2Ftopic%2F169677-weapon-on-back-script-for-arma-3%2F&usg=AFQjCNGPE4zLsbTwDs2Ih0FVy6ArN-5MWA&sig2=WX0KNXkp4htxLnVfxSTSFw
hey! I want to use a drag/carry script but without the medical system that comes with them.... I downloaded the a3 wounding system and pulled the fn_drag.sqf and the other ones out but the problem is the paramiters are wrong... I feel like if I can replace them with the normal arma ones it should work just fine...
@signal coral yes I very much am !
hi, are there some mods available that could turn text to speech for radio chatter. Or are there some good tools you would recommend for this?
that would be difficult to do, if you find something let me know too
i've never seen it
@signal coral it's less of an issue I just want to modify the a3 medical system... Removing everything but the drag carry script :)
@signal coral At first glance this has decent quality http://www.naturalreaders.com/index.html
could work, some radio static added with Audacity could make it good enough
I think just getting friends with a half-decent mic would be better.
yes could be, but I am not native english speaker and none of my friends are so it will sound a bit weird... if its weirder than text to speech.. i dont know
@signal coral ohhhhhh right, no the script is working fine, the only thing I which change is get the NATO infantry symbol to appear in the centre of the group & that you could enable said marker for the GPS. Also one more thing... I seem to get a cfg group icons missing that I just have to close out of but it still seems to work anyway :)
What kind of ammo is GL 15A, need to put that in a supply container for CAR 95 GL... can't find it in the list when adding ammo in Eden editor
I can find GP-25 grenade but it does not fit the gun
and found it... 40mm HE ground
Hey, does anyone know of an arrest/detain script that works in Arma 2 on civillians? I can only find a couple that work on PvP
I'm looking for a way to disable fatigue once and for all, whether its a script or server side idk just please help!
Hello, for some time I wonder about one problem.
I'm trying to get to the BIS respawn screen Players saved loadout from the arsenal. I found a function of the Arsenal section where loads from profiles stored loadout but do not know how much good the programming language so I do not know what and how to write there.
this is part of Arsenal function:
//--- Load
_ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
if ((_ctrlTemplateValue lbvalue lnbcurselrow _ctrlTemplateValue) >= 0) then {
_inventory = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
[_center,[profilenamespace,_inventory]] call bis_fnc_loadinventory;
//--- Load custom data
_ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
_data = profilenamespace getvariable ["bis_fnc_saveInventory_data",[]];
_name = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
_nameID = _data find _name;
if (_nameID >= 0) then {
_inventory = _data select (_nameID + 1);
_inventoryCustom = _inventory select 10;
_center setface (_inventoryCustom select 0);
_center setvariable ["BIS_fnc_arsenal_face",(_inventoryCustom select 0)];
_center setspeaker (_inventoryCustom select 1);
[_center,_inventoryCustom select 2] call bis_fnc_setUnitInsignia;
};
["ListSelectCurrent",[_display]] call bis_fnc_arsenal;
} else {
_hideTemplate = false;
};
a link to an image where I want to get at least let you know what I mean https://www.dropbox.com/s/j7y1hhf7dup3807/arma respawn.jpg?dl=0
Thanks in advance for any help
is there anymore invisible helipad in eden editor... i want to make the helo land more accurately to the place I marked
....and answering to myself. yes, under signs
Is it possible to make a specific group of civilians hostile (given them weapons in the aresenel) go hostile to BLUEFOR? Do I have to set them as OPFOR and do it that way?
Off the top of my head I'd say dress a group of opfor in civ clothes and set captive true until you wanted them to engage.
Ah, brillaint cheers - didn't think of that. Ty
I'm sure there are better ways but I'm still on my first cup โ๏ธ
I've always wondered is it possible to set a trigger to a specific person? That is, if I have an opfor dressed as a priest (and armed with a hidden handgun) is it possible that when a player walks with one meter of him, he draws and shoots nearby blufor..?
Shark-Attack did something similar with Narco Wars. Had to fast rope into the villa and neutralise the "package" before they escaped with it to an awaiting plane. (Arma 2)
-FM-: no reason you couldn't tie a trigger to one unit. Filter for them in the condition.
this == unit variable name
๐๐ป
Is there a way to get the object a trigger is synch'd to in the activation block?
I'm trying to create a whole bunch of triggers to turn lights on and off, and I'm hoping I can make 1 then copy and paste it, so I don't need to name and code each one individually.
wait, found something
{_x setDamage 1} foreach synchronizedObjects thisTrigger;
that'll destroy all objects synchronized to the trigger right
?
@round spindle https://community.bistudio.com/wiki/enableFatigue
Is there a way to restrict a slot to a certain SteamID?
I need help, with changing the volume of a custum ingame voice message, the trucks engine is too loud
https://forums.bistudio.com/topic/196216-wot-world-of-tanks-like-game-mode/
The basic idea is to have every player command a tank, drive and shoot, using Killzone Kid's one-man-tank script, and capture/defend zones
[WOT] World of Tanks like game mode? - posted in ARMA 3 - USER MISSIONS: I have started work on a prototype based on my Blitzkrieg game mode. The basic idea is to have every player command a tank, drive and shoot, using Killzone Kids one-man-tank script, and capture/defend zones. The basic setup for the start: Extra mission parameter to enable the WOT mode Get a random tank on respawn Have an hidden and silent gunner to steer while the players act as gunner Option to switch to drive...
@wraith cloud Whatever works then, but some of us seem to break our profiles way too often
I don't know of any ways to stop someone from actually selecting the slot, but once they are loading into the mission you can check their steam ID and give them the mission failed screen if their UID doesn't match. https://community.bistudio.com/wiki/getPlayerUID
There are a few posts on the forums about how to do it, this being one of them https://forums.bistudio.com/topic/170686-whitelisting-slots/
do u need a script fore refuling , rearming and repering?
Do you need cup units and cup weapons for cup vehicles?
No.
They're all independent, except for Terrains - Maps, which requires Terrains - Core.
False.
Weapons need cba, units need weapons and cba, vehicles need units, weapons and cba
@spiral remnant @signal coral
Would there be any reason why an OPFOR AI, that is set to Captive through both modules and its its properties, is still going into combat stance, and taking aim at BLUFOR units?
Huh. I don't think I ever had a dependency issue, but it must have been me overlooking something.
Hey guys, I'd like to know how I'd be able to add AI kills to the scoreboard during a Zeus mission?
Hey guys. Is there a command to spawn modules?
Is there any way to turn off auto-locking for missiles? via script or something (so it can be done mission side).
I'll tl;dr what I had put in #arma3_questions; what do you do with a mission that even after you delete the dependency for an old mod, still glitches out and will not let you run the new mod properly, compared to a brand new mission that is fine?
This all seems to be from dropping ACRE2 and adding TFAR.
Did you make sure to remove absolutely every dependency?
What you could do is just re-add the dependency, remove everything ACRE2, delete the dependency, and try it again\
I deleted the entire dependency list.
any mission or unit attributes present?
I don't believe so? Not 100% sure what that question is asking
Ok so I'm still unable to disable stamina/fatigue... I've tried this:
if (hasinterface) then {
waitUntil {!isnull player};
player enableFatigue false;
player addEventHandler ["Respawn", {player enableFatigue false}];
};
With both stamina&fatigue and both don't work... any ideas?
@round spindle, I am with you, I cannot seem to get anything to work to disable stamina now. I have added the those directly to the player init, tried the init.sqf and the initPlayer.sqf. Nothing. Anyone have any solid way of removing this?
Has anyone successfully removed Stamina since the update?
since eden editor update, my missions show up in the mp mission list as their .pbo filename, not their actual mission name. I've tried everything in the editor, mission.sqm and description.ext to fix it. what gives?
possibly "feature not a bug", iirc we just stopped caring and moved on. ๐
would I ask here for gui help?
You could
@sharp narwhal we all idle here a lot, so please have patience when asking.. some times the best responses can take a day or two
if you don't get a response you can try reforming your question and posting it again.. that worked for me when i got here ๐
also some people won't bother answering if a quick search of forums would give you 200 related posts
I searched for it but all the realated answers are from 2014
if you need gui for something in your mission. i'd use one of the frameworks on armaholic
that's what i do anyway
you will find them under editing?scripts
\
also @sharp narwhal not to be rude but ask the damn question already if you did not find your answer form bludclots suggestion. ๐ Someone will answer or you ask again later if no one happen to notice it. Or post on the forums. Asking if you should ask is perhaps polite, but it gets you nowhere.
maybe he wanted somebody to make it for him ๐
Guys is it possible to connect the arms 3 died chat to a discord chat server?
Oh god i didn't saw Arma 3 Sied Chat not arms 3 died chat๐
hey. is it possible to somehow bury item containers in the ground?
as in, instead of having a box on top of surface
just having a small top part showing
or even just a "hatch"
like, if there was a container buried underground, and only the top part was visible
i tried setting the Z axis to -1, but in game they just spawn on the surface
and if i do disable simulation, they stay buried, but then can't be interacted with
any ideas?
do you spawn it via script?
no 3den
have you disabled the surface snapping etc.?
the placement inside the editor works, the object is shown as burried in editor
when i transition to gameplay
it moves to surface however
also, disabling simulations works. it stays buried, and i can open the inventory of the buried container
HOWEVER i can't transfer items from or to the container
could i maybe use a workaround, and instead of a container spawn an object which already looks as if it's buried
for example a manhole
and then via some script, add items to it?
make it behave as a container?
Hey folks, anyone got the inclination to help me with a question involving adding custom ACE actions?
Hey guys, got a quick question. I want a trigger to be activated when a certain vehicle drives through the trigger area. Or has "driver" present. How would I go about that? If I call the truck "obj_truck"
Thanks!
Something like this? https://forums.bistudio.com/topic/192592-player-present-activation-of-trigger-but-not-on-all-players/
Player present activation of trigger, but not on all players - posted in ARMA 3 - MISSION EDITING & SCRIPTING: I am currently working on some side missions for me and my buddies. I wanted a way to make a trigger run a script for a player that enters an area. I managed to get it to work easily, but i am having an issue whre the script runs for everyone in the map. Most of the maps are small TDM maps or other things like that. When a player runs into an area which triggers the trigger, the s...
Ok, so it's more the vehicle which would activate the trigger not a person. I wan't it so anyone of my team can jump in this Ural, but when the driver seat is occupied it would then activate the trigger. Does that sound straight-forward or too complex?
I'd suggest posting in the thread for clarification. The "Forums" are an excellent resource for that sort of thing.
Ok, thanks for the help anyway pal! enjoy your evening ๐
Activate a Trigger if a Specific vehicle Classname is Present - posted in ARMA 3 - MISSION EDITING & SCRIPTING: I need some help with how to make this work trying to have a Ghosthawk enter the trigger area and it will fire the trigger but need it to do it with the vehicle classname?
a similar thread, but regarding a vehicle
That could actually work...
I'll test it now ๐
Yeah that worked!
Thanks @ionic thorn
Youre Welcome. The BIF (Bohemia Interactive Forums) are your best friend.
yes they are, thanks man, enjoy your night!
"Rock Hard, Ride Free" ๐ค (Judas Priest, 1984)
I'm having an issue where HTML markup isn't working in my diary records.
Any ideas why?
Is there a way to lock an ALiVE_SUP_TRANSPORT module to specific units?
@bronze carbon better ask on our chat: http://slackin.ace3mod.com/
So I've run into an issue, editor placed Tarus seem to be refusing to follow waypoints, either editor set or by zeus.
restarted arma and replaced the taru too, no dice
is this something other people are seeing too, or am I special ๐
Any particular height?
@ionic thorn not really, 50m ASL, AGL. It's already flying.
Think it refused to move even at 100m
Odd indeed.
Hmmm. Haven't tried again, but will see.
I've seen AI chopper ignores waypoints that are not that far away, basically it seems if AI gets within 500M, it calls it done
oh no these were far away
waypoints are working as such, haven't tried again with helis
does it see any enemies, or is it getting fired at by enemies it can not see?
Does the ignored waypoint pose a detour for the chopper? Have seen AI sometimes ignore waypoints that would force them to make a very small detour to the next waypoint.
@river nymph no, there were no enemies on the map :D
@trim cove no it's a single waypoint and a straight line
I did have a case today of a Hellcat aborting a waypoint when it spotted enemies, turn around, fly back 200m and then just hover
move/loiter/seek and destroy, nothing worked
oh and, a Kajman without a gunner appeared to abort waypoint, land and turn off the engine when it spotted my Cheetah.
I think the AI is taking "make Arma not war" a bit too seriously in 1.66. ๐
Unrelated, but I think repair trucks are broken when manned by players, in MP.
you want the AI to follow waypoints even when spotting enemies?
Yes, because i want the AI to attack.
That's the job of an attack helicopter.
BTW in the case of the Taru, there were no enemies.
So I want the AI to...well, follow waypoints in general. Seems specific to helicopters.
(of course, setting to careless will fix the issue when I don't want it to attack)
(so that's not really the issue, it's more about when I do want them to attack, and they just fuck off on their own)
well you can separate gunner and pilot in different groups. and give the waypoints to the pilot
in that case the gunner will attack (at least he did in my tests) while the pilot follows his waypoints carelessly
That...is a good idea, thanks!
Although, when the pilot and gunner are the same
Like in a hellcat
That won't really work, will it?
if the pilot doesn't make a gun run, it won't work.
in that case proberly not. Am not sure anymore if I tested this with AH-6/Hellcats. It did, however, work with gunships
Yup, it's definitely a good solution for gunships
How do you make a vehicle invincible? Clicking enaable damage off in Eden doesn't seem to work when I put the mission on a dedicated box.
@dire mango https://community.bistudio.com/wiki/allowDamage
Thanks man!
If it's a vehicle you're getting into (but not already something you're in) then locality changes from server to client
no prob
take a look at locality on the wiki too
kind of overkill, but if you don't know the locality: [ vehicalname, false ] remoteExec [ "allowDamage", 0, false ];
BRPVP Mission is a mission with MySQL (extDB3) on server side, it must be run in a dedicated server. If you want to make part of it, please contact me. BRPVP have more than 12K lines of code carefully done. Our license is the less restritive possible. We need you on this initiative!
@signal coral what is BRPVP?
@signal coral its a PvP TvT mission. It have a mod and mission version. It's like a mission that never ends.
You can acumulate things, have money, but everything is very dinamic and fast.
You can go from top to bottom, and vice-versa very fast.
Is it just me or has AI driving become worse in 1.64?
They seem to go off the road to find the road
And then get stuck
Or crash into each other or infantry (killing the infantry)
Abort waypoints
Etc.
@prime dome LOL i'm just creating my Intercept Convoy Mission... Oh god, what can i expect? Intercept the Stuck Convoy Mission...
I can call one alone vehicle a Convoy? JK ๐
stay away from tanks and mixed vehicles, i guess ๐
Have had similar experience with AI driving post enhancements
AI cannot seem to find the road
So lets wait for the update to decrease AI drive quality.
And AI will drive better.
Im working on a mission that used respawn on a custom position. What I want is for the player to start where the unit is placed in editor, and then when dying he respawns at the respawn point, however right now when I load the mission it just starts at the respawn point l, like the player had just respawned
Is there a way around this?
A3_Structures_F_Exp_Civilian_Accessories its apex related?
anything with _exp is apex related
@grizzled gyro I guess your description.ext has respawnOnStart = 1;? http://pastebin.com/LVh78FvS respawn templates are good for controlling a first spawn. like, I would make a variable false in the init.sqf, and in the respawn template, do an if statement on that variable, setting it to true when run. that way it runs only the first time.
You require the respawn templates Attacking
@grizzled gyro and map-markers named "respawn_west"
respawn = "BASE";
Thanks
What engineers needs to fix a vehicle?
toolkit
@vapid cloak thanks!
np
Hello my Arma Discord friends, quick question... would it be possible to delete text from the map? Not map markers but the city and town names that are in the game already.
As far as I know @fickle lantern thats static data
It can't be changed.
Why would you want to anyway?
I want to change the name of the city.
Also I am looking for a way to add blast marks, scorches, or bomb craters to the ground without actually setting off explosions. Is that possible?
I don't know if this is the place to ask it but I'm having some issue with the Alive Player Combat Support Modules hopefully someone can help me figure out.
I'm trying to set up multiple Transport, CAS, and arty modules with access for different units based on the type of tfar radio they are using.
I place down the main PCS module and then sync it with the Arty, CAS and Transport modules that I want the units to be able to call in
In the Main PCS module under "Call in Combat Support with" I've tried everything from Item_Map, to the default LaserDesignator and the only way I can get the combat support tablet to open is if I leave the field blank
I've also tried placing a Combat Support Tablet in the units inventory to see if that would give them access but still nothing
If anyone has any ideas I'd appreciate it as I'm stuck right now
Is a good place to start: http://alivemod.com/wiki/index.php/Combat_Support
Or the ALIVE Discord server:
ALIVE mod: https://discordapp.com/channels/107240321892511744/107240321892511744
https://discord.gg/0b8dfNsUyVCYqSai
i need help on tfar who can help me??
tfar?
Never actually configured that one but I can take a look if you'd like, your call.
it can be helpful
Now I know nothing but do all the diffirent radios have a unique FRQ range?
yes, it was working before the update for task force but noow is broken
i tried to find on the internet but found nothing
Might be as simple as waiting for the author to update it. Or you could try contacting him through the Forums.
Hi guys! How can I place an object (turret) slightly in ground without disabling simulations
I want it to be placed slightly in ground and still be "operational"
@ionic thorn Thanks I've been looking over the wiki for the last day or so. I wasn't able to find the ALiVE discord so I'll head over there and ask.
Welcome. All relevant Discord server links are located in #channel_invites_list
@onyx reef I don't think you can, try using the not-raised turret with sandbags in front, or something (you can sink the sandbags)
or try tanoa's trenches
Thanks that is a nice tips!
cheers!
Is there anyone around 14 and would like to Collab with me on YouTube in a arma 3 Zeus mission if you want you can make it or i will
ehrr.. why does the ai in a vehicle, with a waypoint on the road, try to go around a bargate instead of just straight when it's open?
enableSimulation false on it?
nope
just a regular bar gate, as soon as it's close, it just, nopes.
turns, tries to go aroudn everything
fyi, the bargate has a trigger to open, ofcourse.
I assume AI just sees "object in the way"
Try making roadblocks in a town
and tell AI to patrol, wrote a script to build roadblocks
AI kept driving into them.
-_-
pff there goes my idea then
@Bennaughton1#8738 sorry for the delay, but you'd have been better off trying in #looking_for_game
Ok
@gray thunder idk, with 1.62 they had become good at driving around, 1.64 has become weird
Wheeled APCs and striders can move in water?
@prime dome thanks!
I was having problem with AI vehicles not moving, but the automatic way point creation process should be choosing points in different islands without connections. With strider and APC should not be a problem.
is there a way i can link the presence of two units?
like if one unit doesnt spawn the other doesnt spawn, or if one doesnt spawn the other does spawn?
@signal coral you could try isNil combined with the presence condition, or deleteVehicle
https://community.bistudio.com/wiki/isNil
https://community.bistudio.com/wiki/deleteVehicle
thanks, ill check it out later tonight
Why?? Why some types of mags have only tracer rounds?! I want to give player normal rounds to shoot things.
i dont seem to understand the question
you just want standard mags?
edit the loadout and take the tracer mags away from the inventory and replace them with whatever you want
@signal coral, yes, I want standart mags but, it seems, that some weapons only have tracer mags in Loadout menu.
are these standard guns or modded guns?
if modded which ones?
and can you post pics?
of the ammo tab i mean
Sure, give me a sec.
@signal coral This is standard Apex weapon with no mods.
http://i.imgur.com/Zd04aTl.jpg
do you have any mods that modify ammo?
No.
huh
check the all ammo tab
it might be there
if it's not there, see if it affects more weapons than just the apex ak12
No, Arma accurately depicts all available ammo in that tab. Btw, the same story is with mk20 from original Arma 3.
so the standard ak12 mags arent in the all ammo tab?
huh
do you have any mods at all?
Oh, I have CBA_A3 on.
just cba a3?
Yep, I've just switched it off. And no, it has no effect on this. Does the 7.62mm 30Rnd Mag even exist?
hm
see if the problem applies to the akm as well
since i think it uses the same mag type
Yep. Well, I guess I have to accept Reload Tracer Round. >_>'
not so fast
try and find an ak12 mod
if you just want to use the ak12
mods usually use their own mag type unless the mag is already in the game
ak12 mod
But... I don't want to use any mods. T_T
i'd imagine ak12 mods would have their own mag types since 7.62 30 round mags werent in until apex
well i mean if you really want to use the ak12 and dont want tracers try out ak12 mods to see if they have standard mags
that is a really weird bug
I think some weapons simply intended to have the Reload Tracer, because they are primarily used by AI.
no one weapon is exclusive to the ai
every weapon has standard and tracer mags
except i think snipers
Then Reload Tracer Mag is meant to be Standard, I guess. ยฏ\(ใ)/ยฏ
yeah who knows
it might be a text bug
it might be a bug that doesnt show it in the menu
is there a way i can make a vehicle patrol a path without stopping at the move point?
like the patrol path i have set up has the vehicle move to point a, stop a second, move to next point, stop, and then it repeats the whole patrol path
The reload thing is the normal one
"reload tracer" means the last 3 bullets
which are tracer
So you know your magazine is almost empty.
But, @prime dome, I know that. I can't understand why there are no Standrard Mags for some weapons while some have Standard, Reload Tracer and Tracers.
I believe it's just a naming thing, most weapons have "standard" magazine, in which the last three rounds are tracers
And a tracer mag where more rounds are tracers
I'd assume weapons with "no standard magazines" are machine guns, and thus are usually used with tracer rounds only. Similarly you won't find tracer mags for sniper rifles or DMRs.
So there's really just standard/reload tracer (same thing), and tracer
As far as the naming convention (not the class name of the mag, but the displayed name), BIS isn't the best with consistency.
I think the 7.62 got explicitly called "reload tracer" magazines because they come in both red and green varieties, as opposed to the other weapons - the MX magazines are only red tracers, and the other factions get yellow ones, i think.
Also @signal coral don't report this as a bug ๐
@prime dome,
30Rnd_9x21_Mag - 9 mm 30Rnd Mag
30Rnd_9x21_Red_Mag - 9 mm 30Rnd Reload Tracer (Red) Mag
__>
@hoary trout
30Rnd_9x21_Yellow_Mag
30Rnd_9x21_Green_Mag
I don't fully understand the problem ๐
it's pistol ammo, and SMG ammo
That's what i was saying earlier, it depends on the weapon and the role it would fulfil, and whether or not there are multiple colours - latter being a design decision
The problem is the fact that the ability to load PDW2000 with or without Reload Tracers threw me off.
ffs
Never ever again I will build a base on a slope.
Trenches from Apex basically saved my sanity.
Yet, even they can't fix everything what went wrong.
Don't despair
Maybe try pushing the change yourself. I'm pretty sure you can modify the behaviour or create new mags though configs
@long raft Thanks, but there is no need for that. I was just confused.
And I have all sorts of other problems to solve, so I have no will to fiddle with mags on top of everything. ๐ฆ
At least I forced a trawler to sail, yay.
TIL the Field toilet can't be placed on the Trench prop, because it will hover above it.
Huh?
Dont know what you mean but you can force objects to be placed even if they collide
I placed the Field Toilet on a Trench object in the Editor. But in the game, the toilet doesn't touch Trench surface and slightly hovers above, like in bad games. It's very annoying.
hmm
I guess I should try to attach it via script, because this is the only way to place a loo on that bloody slope.
@signal coral, I'm not sure that Arma 3 has that. Unless I can use fence poles to mimic them.
Nevermind, it seems that the game recalculates an object position according to actual collisions. So, wooden poles solved the problem.
hahaha i thought so ๐
Hey, does anyone have a decent script for creating map markers for placed in biuldings?
Or should I do the entire thing manually?
map markers for placed in buildings
First of all #arma3_scripting, but what do you mean by that?
biuldings placed in via editor
S.O.C.O.M -- Mission Generator & Intelligence
anyone tried this mod?
How is everyone?
I've discovered that Arma 3 has no Sleep ambient animation. This is sad.
There are some cutscene animations for wounded lying on their backs
There was a opfor player in a Tank. I, also a opfor player, was not able to enter the tank while the first player is on it. Why?
@signal coral the first player probably had a negative score (from friendly fire or destroying empty vehicles of the same side etc) which had switched the unit's side into "hostile towards all"
(or there just was some sync issues)
So how many people do you guys reckon use the F3 framework?
@robust tiger, thanks a lot! You know if this can be bypassed?
What comes to my mind now is use addRate to every player from time to time to avoid then became enemyes.
If you don't care about the end screen showing a huge score number, you could just put player addRating 100000 into initPlayerLocal.sqf
And you could of course substract it away again at the end trigger
@robust tiger thanks!
@robust tiger i can set it to one million?
@signal coral I don't think anything is stopping you
I single tank/Heli destruction is -7000 points. 100000 could be too few.
@mbetts#9468 we use F3 all the time in our community, so would recommend it.
Suicide king biggest problem with it
It doesn't support radio-preprogramming
I wrote a script to extend the F3 framework with new features
including a system for hooking into A3's builtin tasks manager
Hmmm. Well we don't use radios, but F3 does support ACRE2 and TFAR...
It does but the code in there isn't JIP compatible
or respawn
So I wrote my own attached to the openInventory eventHandler
And i know at least one community did use F3 pre-programing with ACRE2
I think.
Are you using ACRE2?
TIL when placing furniture inside a building it's a good idea to write a "garbage collector" to remove it upon building destruction. Because otherwise it looks silly.
But screw this mission anyway.
If you are using ACRE2, maybe asking Snippers would be a good idea.
Eh?
Serious.
It's not done in SQF
I know it uses proper simulation
Every last bit of the calculus is done in SQF
but afaik most of that is C++?
Not C++
ACRE2 or ACRE1?
ACRE2
Hmmm.
I've played with a community that uses a lot
It's run fine
In fact two separate communities.
A single transmission is multi-lined differential calculus
That calculates free-spaceloss
in SQF
Radio-wave deflection and reflection as well
Signal attenuation. In respect to objects too.
A3 is not NumPy or Anaconda-Py
Performance
ACRE2 is tested by UnitedOperations.Net. They run test/pre-release builds of ACRE2 regularly prior to public release. Their playerbase consists of an average 30+ players every single day, peaking at 120 players for over 8 hours a day on weekends, every single weekend. These numbers are not exaggerated, you can view their server tracker on gametracker.com. Consistent regularly gameplay occurs Friday-Sunday for approximately 6-8 hours with 100+ players using ACRE2 all on the same server, in game, with real missions and AI.
This playtesting allows us to guarantee that ACRE2 supports, without glitches, 120+ player scenarios.```
@signal coral
The radio model in ACRE uses the terrain height map to calculate multiple possible pathways the radiowaves travel ( https://en.wikipedia.org/wiki/Multipath_propagation ). For performance reasons this is carried out with an extension and is not handled in SQF. Constructive and destructive interference from the multipath pathways is calculated.
I honestly think you're overstating the performance impact of ACRE2.
I've played in ~50 player sessions myself, with ACRE2 (and F3, coincidentally), and it's been fine.
Gah it's still SQF same problem exists...
When you use callExtension
It blockades
@prime dome compare ACRE2 to TFAR performance there is no comparison
Purely for the simple reason TFAR does a lot less operations
And only checks for terrain coefficient interceptions
It's a basic rule of ArmA 3. Less operations less performance impact.
Well something that simulates less will be quicker, obviously.
You can turn off a lot of the advanced ACRE2 simulation, though.
Exactly a TFAR runs less code than ACRE2
Do me a favour
find the .pbo in ACRE that contains all the path calculations
You'll see what I mean.
I'm not going to, because I don't have that kind of time ๐
Maybe I was looking at ACRE1...
๐
My main issue with ACRE2 is the quality of signal in a world
where radios are now Wifi-hotspot type networks
A car with a radio often has a CAT6 cable slot
in the radio that allows a specialised network structure
DoD is really trying to test these now
with the new "soldiers of the future" ideals
That sounds out of scope of ACRE2.
That's irrelevant.
Next year the DoD will be rolling out the TALOS
ACRE2 team isn't BIS.
TALOS -> Tactical Light Operator Exosuit
See above.
They make mods their own communities will use
Communities in question use CUP/RHS/etc
Cold War era stuff.
A3's setting is fairly meaningless if you're discussing ACRE2.
Depends on the time frame in question, i'm sure?
ACRE2/TFAR provide a solution because BIS doesn't.
They are both good, and different.
Well were a "current" marines group
Now if they don't fit your use case, you could ask them nicely and maybe they'll consider it
But claiming that the simulation is all done in SQF, that it doesn't support F3 (or vice versa), hits performance etc. isn't a good idea without solid evidence!
Not a large enough sample size
Well then that goes for your claim too ๐
Well you still can't make a direct comparison in that case.
ACRE2 wasn't on steam for as long, either
Oh my god.
It doesn't like OPUS ethier...
Okay, I think this conversation isn't going anywhere.
It defaults to SPEEX
that didn't make much sense
To clear up some incorrect information on ACRE2 - Yes it does use CallExtension but asynchronous calls so it does not block the game. Whilst worrying about performance is important I dont think you need to be considered with ACRE2's as it handles large player counts just fine. The signal model can be customized if you would prefer something less realistic - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/signal-loss It handles the Opus voice codec just fine (But not the opus music)
@signal coral Why not just speak to Nou?
@strong schooner Thanks.
ive imported a model into the mission and an able to spawn it via createsimple however it has no class anem (no config) would anyone know if there is a way to assign a class name to the object using only the mission pbo its in?
if you spawn the obj acording to the wiki you cant set a texture in game, you can however if you spawn it via classname
@mint cosmos set the helicopters to careless, and put down invisible helipads wherever you want it to land. Use the land waypoint type, or transport unload. Usually works quite well.
Even if you're doing it via script, place helipads.
๐ invisible helipads is your friend
So...looks like boats need an overhaul too
AI basically responds to threats by abandoning waypoints and ramming into closest shoreline.
Or bumps against harbour wall
And loiter waypoints seem to not work
@ Dwarden fix all the things ๐
A Ships DLC would be nice
Yeah, I'd quite like coastal support boats and gunboats
(if i'm allowed to be greedy than an Aircraft carrier, would synergise well with the pacific theater + jets DLC)
(inb4 corporate synergy)
I wouldn't go so far as CVN's, but at least landing ships, coastal / littoral stuff and then of course lcacs , LCUs , LCM's and amphibious vehicles.
oh noes acronyms ๐
googles things
but yeah, landing ships plz
got make Wargame total conversion ๐
If the Dutch studio were to make this hypothetical ships DLC, including the Flying Dutchman is mandatory.
Or prostitutes
no ๐
But it would be nice to have female characters in Arma... >_>
Funny, we had them in Arma 2.
its true doe
I don't know man, the arguments against having female characters were mostly really ridiculous, that feedback thread turned toxic, BIS reacted a year or two later by saying they didn't have resources.
ยฏ_(ใ)_/ยฏ
no i get why, would be a rebuild of models ect
just a thing i feel should be in
not like the military dont alow women into the army nowadays
I feel the same
I mean, it's a game, it's a sandbox
And as you said, it's not like women don't serve in the military.
But yeah, here you go, Jets DLC
.<
Military? I was talking about female civilians in the first place.
It's the same really. You have a female character model set up, then whether you make that into civ or military is up to you
And even there, the head + voice is simple to do
the architecture is already there
yeh i would be down with just a face
Yes, @prime dome, but there would be far less excuses about female civilians.
i mean not ideal, but a bit more immersive atleast
I dunno man, I'd love to see them in
I'm just thinking of it from a mission maker/community perspective
Would get more people on board if it was just a general architecture
I also wish they will return furniture and Civilian Site module at some point.
So say, in the player profile, you select female head, engine automatically loads body.
i wish for many thing, but tanks AI still dont drive backwards (or just flip for no reason)
think we have a long way to go
And tbh I don't think the body would require uniforms to be adjusted all that much, military women don't look like Niki Minaj
would boost morale lol
xD
Christ u guys gotta stop talking outta your asses
thats part of the fun no?
yeh but that has nothing todo with Niki Minaj
More directed at @prime dome but yeah
I'm not unaware of any of those issues, really. Most difficult one is indeed the uniform, but the point I was trying to make was that a lot of the differences can be minimized (that post itself suggests some solutions, and some of those solutions were similar to what I wrote above). Backwards compatibility looks complicated, I agree.
But BI's own reasons appeared to be more finance/resource related than actual feasibility, so idk.
(and is this even the right channel for this topic? not really mission making anymore...)
It's a large effort to remake the models for the units, create new skins, adjust or create new equipment models, etc. That's all before they would be whined to for the female models all being the same height... "Not worth the time/personnel resources" is an apt description of the situation.
Well, basically.
EDIT: Though I'd think that they'd get free publicity (and potentially reach more people, and sell more copies) if they do go ahead with this at some point.
Does removeMagazine prioritize magazines with low ammo count or is it first come first removed?
(The whining they can ignore really)
If the documentation doesn't mention it, you'll have to just try, I guess.
Still stuck at the office. Arma doesn't play nice over remote desktop unfortunately
Doh, is it possible to start mission with back screen and then fade out of it? cutText ["", "BLACK", 0, True]; in init.sqf still makes fade into blackness for a second or two.
@snow mantle @prime dome @gusty lava You guys should check out the forums more often...
https://forums.bistudio.com/topic/187155-wip-female-base-model-project/
i dont use mods
Ah. I see.
@rocky carbon ^^
It's more from a mod-free community pov.
There are two more on Steam (nvm they're the ones in the second link)
(mods)
and even with a modded community, as a mission maker it's difficult - you have to add specific female units (i don't know if that's the case with those mods you've linked to above).
And best of luck finishing your mod!
I was speaking mod free as well
Well then fingers crossed for BI solution right? :9
I won't hold my breath
^
Anyone else ever wonder what became of Planned Assault?
2014 is the last time I heard info about it.
VBS2 simulators
Oooh...
Oooh... Damn, I wish someone has recreated VBS missions in Arma 3. I still remember this convoy tho.
Quick question, I've got 2 squads setup with random starts, will these both load into the same spawn point at mission start or are they both randomized at the start?
Easiest way to add the items you want for troops? Like is there a way to use virtual arsenal then copy that to a player?
I know I can script it manually in, but with ace3 and mcc it would be a lot to script
how do you make squads stand still in editor
but when there fired upon the move to cover
and fire back
@onyx reef You can open a loadout editor in the Eden editor by richtclicking on a unit. Also ctrl-c, and ctrl-v work.
That easy? Wow thanks
@signal coral just leave the squads as they are, by default they'll just stand there, and when fired upon they'll scatter and try firing back.
@fossil willow I did what you said but for some reason if I choose a loadout of say 6 magazines not using all my load it somehow adds items until it is full. Is there some way to prevent this?
Strange
As soon as I click OK and goes back into loadout editor it is filled up
I chose 5 magazines, click okay and go back in to find 12
Figured it out. Issue is with a mod I use: Norwegian units
I just have to use a different (nato) unit type and load the loadout to this one
Good to know. I know you can export the config from the loadout editor as both a script and a config text. If you want to dive a bit more into the scripting, those might work better
How to remove rangefinder from uniform inventory and backpack inventory with init code
this removeItem "Rangefinder";```
[#arma3_scripting](/guild/105462288051380224/channel/105462984087728128/)
I just want to remove the one in the uniform
If you have more than one rangefinder on a character, you can throw all of them in the inventory, clean it and then use this addItem "Rangefinder"; to return only one.
(should simple init command requests really be redirected to #arma3_scripting ? seems a bit unnecessary)
Hey!
What would be best approach for a daytime related effect/trigger/event?
I've been planning all kinds of nightime plants for our map and would like them to react to daytime changes.
Something like this:
https://www.youtube.com/watch?v=057JVWYKXbY
This test was made with just simple area trigger and the flowers open when player approached them.
I would either like them all/most of them to open up with some interwall around the time sun sets or perhaps at night time when someone comes close enough, but I suspect the near check would be quite costly and require huge number of triggers all around the map.
On the other hand when there is huge number of them would simultaneous animation triggering be a problem?
Would it make any sense to make all units perfor a check lets say every 10 minutes if its night time and then more often to check if they are near reacting objects?
Could a mission module be used to something like this? I am not very familiar with modules, but can always read up and learn if that would be right way to do this.
When making a mission with mods (non workshop) what way is the easiest to get friends to install the mods. They know little of mod installing.... I've tried exporting modlist and making them import it, but this only works for workshop mods
Is it possible and or legal to upload a mod to steam workshop (private) to fix this?
lets you host your own mod repo
that friends can download
tbh if it's not a lot just guide them through the process
it's pretty simple with the Arma launcher.
Hi all, i am making a ZEUS vs ZEUS mission, NATO vs CSAT but when I sync the NATO unit to the addon manager module, the blufor ZEUS has the FIA faction on the list, and I can't find a way to remove it.
Can anybody help me?
So does anyone think that there would be a want for an automatic gearscript generator for F3?
Because I have one
@coral mirage would be the one to speak to about that.
I need some help. How can i make an object able to be interacted using the "revive" style loading circle added in apex? And how to make that activate a trigger in the end? any help would be nice ๐
I believe you are referring to "hold actions" https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
Hey @neat cobalt - sounds super interesting! Can you tell us more?
You give it inputs and it gives you files to put in /assignGear ๐
Sent you a pm about it
Hi need little bit of help I am trying to make a mission where dead AI spawns in but my issue is players can loot or access the gear menu on the body is there a way to lock it?
um well you could edit the loadout and remove items, or place an unarmed rifleman?
Can anyone help me on my ZEUS mission issue!?
not if you dont tell us what your issue is
lol
TheBigOne_014: Hi all, i am making a ZEUS vs ZEUS mission, NATO vs CSAT but when I sync the NATO unit to the addon manager module, the blufor ZEUS has the FIA faction on the list, and I can't find a way to remove it.
@river nymph There it is!
they might be of the same "addon"
but i dont have much experience with the module im afraid
Ok. Thanks!
@worthy rampart thanks
Does anybody know when the dynamic simulation scripting commands will work (in 1.66RC or dev)?
Currently only objects placed in Eden and dyn sim enabled via Eden dialog are part of the dynamic simulation, if I use the scripting commands it doesn't work yet. But the system itself is doing its job quite well.
@faint shuttle what exactly is dynamic simulation? I saw it mentioned but couldn't find an explanation anywhere
@prime dome It disables the simulation of entities dynamically inside the engine. There is no longer a script or fsm needed to do that. You can currently only enable it in Eden.
And you have to specify which entites are part of the dynamic simulation, which ones trigger it (normally always players) and which units do stop the sim
finally got my ways with the BIS_fnc_holdActionAdd, but how to make the end of the action activate a trigger?
Hi i
Hi im playing around with the a3l version of Lakeside, (the old one) And im wondering how i add a suicide vest? ๐
there should be a ton of info out there especially because it uses the Altis Life framework.
out there = google
Hi, I'm new to all this (like, seriously new..) and I'm trying to make something so you can respawn in a mission..
I opened up eden, placed down a blufor soldier, and a marker named "respawn_west", and added a file called description.ext to the file directory. The file contains http://pastebin.com/j907cBXH
And yet, when I test out the mission, and kill myself, nothing happens. Am I fundamentally misunderstanding something here? (That's pretty likely..)
respawning only works in MP
ah, so if I click "Play Scenario" in Eden it won't do anything?
How can I test the respawning stuff then?
save and export the mission to MP
click mp and host the mission in local MP
or throw it on a dedicated server
This is way too preliminary for a server haha, I'll try that now. Thanks!
you can choose LAN and you have to not worry about random people connecting^^
Seems like that's actually the default option ๐
this seems like a bit of an odd way to have to test, but I guess I'll get used to it
ยฏ_(ใ)_/ยฏ
Any idea why a trigger deactivation runs globally?
@plush flame should not, unless the trigger is global (which it is by default)
How can I disable this by default?
tick "server only"
That will make it run on the server though right?
In my mod various missions spawn for the players to acomplish, can anyone give me a idea for a mission? Right now we have:
- DANGER: AI on foot. Kill the AI group.
- MISSION: AI Convoy. Destroy the Convoy.
- MISSION: City in Siege. Invade and liberate the city.
- MISSION: AI Building taken. Invade and liberate building.
- DANGER: Holed Up AI, AI that stay inside buildings waiting for players.
Well, new mission done! โ