#arma3_scenario

1 messages ยท Page 16 of 1

thorn seal
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i dont see any mass in vehicles config ;/

timber palm
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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?

gusty lava
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@NovaInfuse iirc, stick 'player addRating 100000' in init.sqf

timber palm
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Brilliant, thank you!

viral nova
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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?

viral nova
signal coral
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I'm honestly happy that someone gave us complete information when asking for help.

quasi current
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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:

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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

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and later (in rpt) there is some: No more slot to add connection at 032008 (3258.4,7991.3) a few rows

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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 =\

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anyone?

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or am i asking in wrong section?

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anyone that wants to help me out here? ๐Ÿ˜ƒ

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is there even any1 reading here lol

slim heath
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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

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you can even sign out completely and check next day

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c chiant au depart mais il faut s'y habituer

signal coral
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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.

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Nvm found one in the ArmA 3 samples, hopefully that will explain how to structure the files and folders.

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Ok I added the sample campaign to my mod but it is still not visible in the Campaigns menu, any ideas?

viral nova
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@signal coral I figured I'd make it easy for you guys - lol

signal coral
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Did the careless mode work for you?

viral nova
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i'm about to try it now. just got home from work

signal coral
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ah, good stuff

viral nova
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HUZZAH! it worked! finally!

signal coral
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Good stuff!

viral nova
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very! now that the insert portion of the mission is made, now I can move on to the meat and potatoes

signal coral
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The fun parts.

quasi current
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allright i already thought something like that ๐Ÿ˜› thanks for your response anyway @slim heath !!

left sandal
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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.

viral nova
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I think it could go either way really

left sandal
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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.

viral nova
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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

ionic thorn
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^ I second that

signal coral
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3den enhanced is buggy as hell. Just do it with a script.

ionic thorn
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I've had zero issues with it so far.

signal coral
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I've had a lot of issues with AI clipping into the ground when I use enhanced to set an ambient animation.

formal citrus
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is that the fault of Eden enhanced? I always thought it's a usage problem by myself or a limitation in the engine

signal coral
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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.

icy knot
distant venture
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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!

icy knot
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you can place an invisible soldier behind them

signal coral
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Or an invisible helipad.

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Invisible helipads are built right into the editor.

icy knot
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say place VR soldier, apply transparent texture and allowdamage to false

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prohibit him from moving and so on

signal coral
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It'd be easier to just use an invisible helipad.

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And players might run into the soldier or try to shoot through him.

signal coral
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'dosuppressfire' and 'dotarget' i think are the commands

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or 'settarget'

thorn seal
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OK

icy knot
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Anyone is aware how to find with SQF what directory Eden is using for saving scenarios?

worthy rampart
robust sail
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hello

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i'm having trouble with a particular trigger, perhaps one of you can help me? ๐Ÿ˜ƒ

signal coral
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What's the issue?

robust sail
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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

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for some reason, that doesn't work (the unit is synchronized to the trigger, of course)

signal coral
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set trigger condition to 'this'

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wait so

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whenever just ANYONE walks into the trigger it activates

robust sail
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the condition is {!(_x in thisList) && alive _x} count (synchronizedObjects thisTrigger) == 0

signal coral
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oh right

robust sail
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i want just the one synchronized unit to activate the trigger

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but... i'm stumped why it doesn't work

signal coral
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is there only one unit in the entire op that you want it to activate?

robust sail
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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

signal coral
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forgive me for all the questions, i'm just trying to dumb it down

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ah, i see now

robust sail
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that's the idea anyway

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no, please ask

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i need help ๐Ÿ˜„

signal coral
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i'm not the best to ask for that, then -- conditions are not my jive

robust sail
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i'm not sure if this should go in scripting, i just picked this as the most likely room to be correct ๐Ÿ˜ƒ

signal coral
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I think it works in both rooms.

icy knot
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@worthy rampart I am thinking of an addon for eden, but description.ext is unealiable, and will require user to create one

robust sail
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do you think they'll mind if i cross post the same question over there?

icy knot
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say when I click a new scenario in editor, I wish to get mission root, all KK's suggestions would not work, unfortunately

icy knot
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documentation is underway

timber palm
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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.

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I also get an error on all my group leading units which says something like: _this controlsGroupCtrl 100, Error cbsetchecked: Type string, expected Boo1

thorn seal
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player addaction ["action","action.sqf",0,0,true,true,"","(typeof cursortarget) == 'Land_Can_V3_F' and _this distance cursortarget <2"];

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how to modify for dead players on westland ?

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Burial body be named but for corpse only

signal coral
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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.

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Is there anything that would bar ACE from being used?

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I'm running modified versions of CUP and a couple of group-created content packs, which include ACE and TFAR.

signal coral
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Nevermind, it was a CBA event handler being fucking stupid.

urban field
slim heath
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In the main Arma3 menu, Singleplayer / Challenges / Firing Drills -- where are those missions, if they are missions, stored? And can user edit them?

shy stream
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Can I still use the old mission editor? if so how?

storm geode
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unfortunately no.

worthy rampart
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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.

lunar frigate
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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?

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Thus preventing me from terminating the mission and returning to the editor?

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Is there any keyboard shortcut to end a mission?

thorn seal
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alt+f4 ?

left sandal
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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.

signal coral
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I don't think so.

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You should be fine.

left sandal
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Awesome, thanks.

urban field
signal coral
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What do you mean? You want it so that when the trigger fires the tank is told to do something new?

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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.

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@urban field

loud kindle
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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.

loud kindle
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Further; setting 'respawnonstart' to false fixed the issue for Zeus, but now the players spawn in immediately rather than going to the spawn menu.

loud kindle
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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.

signal coral
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Put in code where it only respawns on start for the players.

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_curator1 = (_curatorArray select 0);
if (player == _curator1) {
exitWith {};
}else{
forceRespawn player;
};```
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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.

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Put that in your init.sqf

signal coral
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Also if you have multiple curators lmk because it will require an addendum to the code

signal coral
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^ that too.
Again, not even sure it will work, but it should

loud kindle
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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.

true meadow
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Anyone know a way to make indep/opfor AI hostile to civilians?

signal coral
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east setFriend [civ, 0];```

@true meadow
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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

true meadow
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this in the units init?

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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.

signal coral
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Do you want them to start off hostile?

true meadow
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Yes.

signal coral
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Do you have an init.sqf that you made?

true meadow
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No, not sure how to go about that.

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Like, where do I actually put it? in a folder with the mission pbo?

signal coral
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Go to your Documents > Arma 3 > mpmissions (or missions if it's not in there)

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Open up the mission you saved. You should see a file called 'mission.sqm'

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In the same folder as that mission.sqm, make a file called 'init.sqf'
Make sure it's not a .txt

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Then open that up, put those two lines of code in, save it, and run it.

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(Run it by starting the mission)

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An init.sqf is run whenever a mission is started, before the briefing screen.

true meadow
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The code would run by starting it inside the editor, or no?

signal coral
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Yeah, it runs like a normal mission when you start it inside the editor.

true meadow
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and for indep, it's resistance and not guerilla?

signal coral
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Yeah, that's a relic from OFP.

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The variable of the faction, that is

true meadow
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They're still neutral to civs, both opfor and indep

signal coral
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Oh, my bad, I got it backwards

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east setFriend [civ, .1];```
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If that doesn't work, try resistance setFriend [civilian, .1]; east setFriend [civilian, .1];

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Sometimes Arma doesn't like straight 0 values, but anything less than .6 should set them as enemy.

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@true meadow

true meadow
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Okay, so we're doing better

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it needed civilian, not civ

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they're pointing guns at me now, but not firing.

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me being a civ to test, I mean.

signal coral
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That's interesting. Try 0, maybe. If that doesn't work, you'd want to talk to #arma3_scripting .

true meadow
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tried 0, same.

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they'll fire if the civ fires on them

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but they won't initiate.

signal coral
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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

true meadow
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I'll look into it, thanks for giving me some direction.

signal coral
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Sure thing.

left sandal
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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.

formal citrus
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I think you need to call setMass on the object you want to lift, rather than increasing the configured max lift

left sandal
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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.

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I am the dumbs at missions, ehehe.

formal citrus
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you can set an event handler I guess

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not sure how to do that from a mission solely though

atomic pelican
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@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.

left sandal
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Radical, thanks!

muted relic
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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

muted relic
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I tried this:
[this,true] call BIS_fnc_addVirtualWeaponCargo;
all weapons are present but still missing gun accessories: scopes, silencers etc

signal coral
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You can just make a normal box, go to equipment storage, and hit the minus until you see the infinity symbol.

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That should turn it into an arsenal for only the things you specify.

tall creek
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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 ?

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(basically it gets stuck and I need to use command #missions to get back on the server mission selection screen)

edgy vessel
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Had similar issue

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@tall creek try browsing objects in sqm to triplecheck that there's zero objects from deleted mod

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also you need to see the logs from the server that might point to pbo that's making the cause

storm geode
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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?

sturdy fulcrum
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there is a steam workshop download website

tall creek
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@edgy vessel
nope aint working, now what I did is, I have copied all placed objects, and saved them as a composioton

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(while using the new repo launcher)

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then I have did new mission from scratch

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pasted the composition

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only copied assign gear script and not hurting stuff like that

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and still there is no slotting screen

storm geode
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didn't even thought to google that ๐Ÿ˜ƒ

potent parcel
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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?

potent parcel
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or do those actually come from steam

lunar wraith
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Is it required to sync the Ace Revive Settings module with all playable units?

signal coral
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More often than not it's serverside, but I don't think so.

regal snow
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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

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sort of a mix between wasteland and exile

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if anyone is able to help, chuck me a message

tall creek
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@lunar wraith I think not

signal coral
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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?

formal citrus
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does it use many scripts?

signal coral
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yes

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I'm using a HC script to spawn enemies

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but I'm using the exact same script in other missions and they're fine

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It can't be the objects, right? If it was, I would have a low FPS in the editor aswell.

formal citrus
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can you disable all scripts easily, e.g. remove or comment Init.sqf and test again?

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then you see if the scripts or objects introduce the low fps

signal coral
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yeah, I could do that, give me a minute

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commenting few lines together goes like this, right?

blab
asd
asd
*/```
formal citrus
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/** **/

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oops

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two stars usually

signal coral
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ok

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I commented the whole init file and it still happens

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I never encountered with a problem like this before, it's weird AF

formal citrus
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is the server running for a long time or also restarted?

signal coral
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@formal citrus The server is not always running, only when needed.

@signal coral I have alot of errors like"nonnetwork" in the RPT file

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Client: Nonnetwork object 4aa050c0

true meadow
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Anyone have any idea how to make vehicles/emplacements actually stay in position on a building without exploding or falling through?

signal coral
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you want to use that vehicle on that building?

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or it's just stays there

true meadow
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The vehicle is just meant to be a glorified gun emplacement.

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but I have the same issue with regular turrents, I place them on a roof, they spawn on the ground.

signal coral
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erm

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weird, if you put them on top of the building why would they fall

true meadow
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Beats me, that's why I'm asking here. Gonna give you some screen shots, just a sec.

signal coral
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try unchecking "Enable Simulation" in Special States

signal coral
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these structres are stuff you added?

true meadow
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The tower and construction site are, the other building with the humvee is not.

signal coral
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the black SUV is from CUP Vehicles I assume?

true meadow
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yeah

signal coral
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I don't why it would happen to you.. I done the same you did and it's just fine

true meadow
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are you doing it in multiplayer?

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maybe that's it?

signal coral
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I previewed the mission in singleplayer

true meadow
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I made the mission and have been previewing in an MP server, although by myself.

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going to try sp

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Nope, still falls through

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Anyone got any ideas?

grizzled gyro
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Is it possible to slow AI's rate of fire on a mortar?

fickle lantern
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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!

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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!

round spindle
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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?

quasi current
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UID

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@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";
};
'''

round spindle
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@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!

signal coral
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^ That does work.

round spindle
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Another question, how to do blueforce tracking without ace?

round spindle
#

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
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edit the sqf with what?

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@round spindle

round spindle
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@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)

quasi current
round spindle
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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

quasi current
#

ture?

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ah true

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lol

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hmm default should be true

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u put it in like TRUE < ?

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but the notepad++ gives an error or your game? if the game works i wouldnt worry about what notepad comes up with.. @round spindle

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...

quasi current
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@round spindle Heya, sorry if i was unclear i didnt mean with an < but pointing at TRUE with capitals ๐Ÿ˜‰

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true or TRUE

round spindle
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@quasi current ok well the caps vs non caps makes no difference ๐Ÿ˜ฆ but now that i have the code up I'll type it out

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Error Undefined Variable in expression: _qs_stgpsshowgrouponly
Error Undefind varible in experssion: ture
Then it just has the file path

quasi current
#

ture?

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or was a type? ๐Ÿ˜›

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typo*

round spindle
#

yea sorry that was a typo, I did have it that way in the script but changed it and it still dosn't work ๐Ÿ˜ฆ

quasi current
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yeah i re-opened the pastebin youve sent before, and found TURE at 123, at _QS_ST_ShowFactionOnly fixed that already?

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didnt forget the ; ?

round spindle
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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

quasi current
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hmm, that means that the function itself is broke

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maybe they only enabled that option for future use

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what is the scripts name?

round spindle
quasi current
#

k gimme a moment to check into this ๐Ÿ˜‰

round spindle
#

@quasi current Thanks man

quasi current
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np buddy, been also on your side , and probably will be later aswell ๐Ÿ˜›

round spindle
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Yea I might try message the guy too, I thought I would just be missing something big that was easy to point out

quasi current
#

when u said u tried the AI markers u ment this: _QS_ST_showAINames = FALSE; ?

#

or _QS_ST_showAIGroups = FALSE;

round spindle
#

_QS_ST_showAI = FALSE;

#

3rd from the top

quasi current
#

en the rest of the script works?

round spindle
#

yep

quasi current
#

did u try run it without any altering?

round spindle
#

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

quasi current
#

i DO remember i saw a recent release of another script like this.. something wiith gps

#

cool yep, those are the directions

round spindle
#

well this has GPS but I can't turn it on ๐Ÿ˜ฆ

quasi current
#

haha ๐Ÿ˜›

#

lemme try to find

#

hmm

#

wrong one lol

#

is same

round spindle
#

wow I think I might have sotra fixed it

#

so I changed 124 to true right

quasi current
#

cool

round spindle
#

but also changed 171

#

which gave me an error, but they still showed up...

quasi current
#

well if it works its ok then ๐Ÿ˜›

round spindle
#

yea, nothing is showing up on the GPS yet ๐Ÿ˜ฆ 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

round spindle
#

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

fossil onyx
#

Is there a code to make AI have their weapons on their back?

fossil onyx
#

already tried that

#

doesn't work with ai

round spindle
#

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...

round spindle
#

@signal coral yes I very much am !

potent parcel
#

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?

signal coral
#

that would be difficult to do, if you find something let me know too

#

i've never seen it

round spindle
#

@signal coral it's less of an issue I just want to modify the a3 medical system... Removing everything but the drag carry script :)

potent parcel
potent parcel
#

could work, some radio static added with Audacity could make it good enough

signal coral
#

I think just getting friends with a half-decent mic would be better.

potent parcel
#

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

round spindle
#

@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 :)

potent parcel
#

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

prime delta
#

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

round spindle
#

I'm looking for a way to disable fatigue once and for all, whether its a script or server side idk just please help!

peak nymph
#

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

potent parcel
#

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

timber palm
#

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?

ionic thorn
#

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.

timber palm
#

Ah, brillaint cheers - didn't think of that. Ty

ionic thorn
#

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..?

ionic thorn
#

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)

gusty lava
#

-FM-: no reason you couldn't tie a trigger to one unit. Filter for them in the condition.

wispy pumice
#

this == unit variable name

ionic thorn
#

๐Ÿ‘๐Ÿป

lunar frigate
#

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
?

signal coral
#

yes

#

and if you're talking about defining variables you have to do that manually

buoyant vault
shy rampart
#

Is there a way to restrict a slot to a certain SteamID?

wraith cloud
#

Why steamID?

#

Why not arma PlayerID?

fossil onyx
#

I need help, with changing the volume of a custum ingame voice message, the trucks engine is too loud

sturdy fulcrum
#

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

Bohemia Interactive Forums

[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...

shy rampart
#

@wraith cloud Whatever works then, but some of us seem to break our profiles way too often

worthy rampart
#

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

plucky vector
#

do u need a script fore refuling , rearming and repering?

spiral remnant
#

Do you need cup units and cup weapons for cup vehicles?

signal coral
#

No.

#

They're all independent, except for Terrains - Maps, which requires Terrains - Core.

wraith cloud
#

False.
Weapons need cba, units need weapons and cba, vehicles need units, weapons and cba
@spiral remnant @signal coral

timber palm
#

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?

signal coral
#

Huh. I don't think I ever had a dependency issue, but it must have been me overlooking something.

plain pelican
#

Hey guys, I'd like to know how I'd be able to add AI kills to the scoreboard during a Zeus mission?

uncut spire
#

Hey guys. Is there a command to spawn modules?

prime dome
#

Is there any way to turn off auto-locking for missiles? via script or something (so it can be done mission side).

shy rampart
#

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.

signal coral
#

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\

shy rampart
#

I deleted the entire dependency list.

river nymph
#

any mission or unit attributes present?

shy rampart
#

I don't believe so? Not 100% sure what that question is asking

round spindle
#

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?

ashen holly
#

@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?

ashen holly
#

Has anyone successfully removed Stamina since the update?

signal coral
#

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?

prime dome
#

possibly "feature not a bug", iirc we just stopped caring and moved on. ๐Ÿ˜„

sharp narwhal
#

would I ask here for gui help?

tawdry ice
#

You could

vernal brook
#

@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 ๐Ÿ˜ƒ

#

also some people won't bother answering if a quick search of forums would give you 200 related posts

sharp narwhal
#

I searched for it but all the realated answers are from 2014

vernal brook
#

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

#

\

sharp narwhal
#

can you rephrase that

#

not sure what you mean

vernal brook
#

browse thru the pages

rocky carbon
#

also @sharp narwhal not to be rude but ask the damn question already if you did not find your answer form bludclots suggestion. ๐Ÿ˜„ 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.

vernal brook
#

maybe he wanted somebody to make it for him ๐Ÿ˜›

signal coral
#

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 chat๐Ÿ˜‚

fresh spruce
#

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?

trim cove
#

do you spawn it via script?

fresh spruce
#

no 3den

trim cove
#

have you disabled the surface snapping etc.?

fresh spruce
#

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?

bronze carbon
#

Hey folks, anyone got the inclination to help me with a question involving adding custom ACE actions?

carmine heath
#

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!

ionic thorn
#
Bohemia Interactive Forums

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...

carmine heath
#

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?

ionic thorn
#

I'd suggest posting in the thread for clarification. The "Forums" are an excellent resource for that sort of thing.

carmine heath
#

Ok, thanks for the help anyway pal! enjoy your evening ๐Ÿ˜ƒ

ionic thorn
#

a similar thread, but regarding a vehicle

carmine heath
#

That could actually work...

#

I'll test it now ๐Ÿ˜›

#

Yeah that worked!

#

Thanks @ionic thorn

ionic thorn
#

Youre Welcome. The BIF (Bohemia Interactive Forums) are your best friend.

carmine heath
#

yes they are, thanks man, enjoy your night!

ionic thorn
#

"Rock Hard, Ride Free" ๐Ÿค˜ (Judas Priest, 1984)

signal coral
#

I'm having an issue where HTML markup isn't working in my diary records.

#

Any ideas why?

upbeat garden
#

Is there a way to lock an ALiVE_SUP_TRANSPORT module to specific units?

lyric spindle
prime dome
#

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 ๐Ÿ˜ƒ

ionic thorn
#

Any particular height?

prime dome
#

@ionic thorn not really, 50m ASL, AGL. It's already flying.

#

Think it refused to move even at 100m

ionic thorn
#

Odd indeed.

prime dome
#

Hmmm. Haven't tried again, but will see.

burnt kindle
#

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

prime dome
#

oh no these were far away

#

waypoints are working as such, haven't tried again with helis

river nymph
#

does it see any enemies, or is it getting fired at by enemies it can not see?

trim cove
#

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.

prime dome
#

@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. ๐Ÿ˜›

#

Unrelated, but I think repair trucks are broken when manned by players, in MP.

trim cove
#

you want the AI to follow waypoints even when spotting enemies?

prime dome
#

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)

trim cove
#

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

prime dome
#

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.

trim cove
#

in that case proberly not. Am not sure anymore if I tested this with AH-6/Hellcats. It did, however, work with gunships

prime dome
#

Yup, it's definitely a good solution for gunships

dire mango
#

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.

prime dome
dire mango
#

Thanks man!

prime dome
#

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

signal coral
#

kind of overkill, but if you don't know the locality: [ vehicalname, false ] remoteExec [ "allowDamage", 0, false ];

signal coral
#

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
#

@signal coral what is BRPVP?

signal coral
#

@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.

prime dome
#

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.

signal coral
#

@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 ๐Ÿ˜„

prime dome
#

stay away from tanks and mixed vehicles, i guess ๐Ÿ˜„

verbal pagoda
#

Have had similar experience with AI driving post enhancements

#

AI cannot seem to find the road

signal coral
#

So lets wait for the update to decrease AI drive quality.

#

And AI will drive better.

fierce rover
#

AI are infuriatingly stupid.

#

With convoy driving.

grizzled gyro
#

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?

vapid cloak
#

A3_Structures_F_Exp_Civilian_Accessories its apex related?

naive linden
#

anything with _exp is apex related

signal coral
#

@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.

fierce rover
#

You require the respawn templates Attacking

#

@grizzled gyro and map-markers named "respawn_west"

#

respawn = "BASE";

grizzled gyro
#

Thanks

signal coral
#

What engineers needs to fix a vehicle?

vapid cloak
#

toolkit

signal coral
#

@vapid cloak thanks!

vapid cloak
#

np

fickle lantern
#

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.

fierce rover
#

As far as I know @fickle lantern thats static data

#

It can't be changed.

#

Why would you want to anyway?

fierce rover
#

@fickle lantern For your enjoyment

fickle lantern
#

I want to change the name of the city.

fickle lantern
#

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?

upbeat garden
#

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

vapid cloak
#

i need help on tfar who can help me??

void beacon
#

tfar?

vapid cloak
#

task force radio

#

it donset give the freq that i set on the module

void beacon
#

Never actually configured that one but I can take a look if you'd like, your call.

vapid cloak
#

it can be helpful

void beacon
#

Now I know nothing but do all the diffirent radios have a unique FRQ range?

vapid cloak
#

yes, it was working before the update for task force but noow is broken

#

i tried to find on the internet but found nothing

ionic thorn
#

Might be as simple as waiting for the author to update it. Or you could try contacting him through the Forums.

onyx reef
#

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"

upbeat garden
#

@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.

ionic thorn
prime dome
#

@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

onyx reef
#

Thanks that is a nice tips!

prime dome
#

cheers!

late charm
#

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

wispy pumice
#

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?

gray thunder
#

enableSimulation false on it?

wispy pumice
#

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.

prime dome
#

I assume AI just sees "object in the way"

gray thunder
#

Try making roadblocks in a town

#

and tell AI to patrol, wrote a script to build roadblocks

#

AI kept driving into them.

#

-_-

wispy pumice
#

pff there goes my idea then

ionic thorn
#

@Bennaughton1#8738 sorry for the delay, but you'd have been better off trying in #looking_for_game

late charm
#

Ok

prime dome
#

@gray thunder idk, with 1.62 they had become good at driving around, 1.64 has become weird

signal coral
#

Wheeled APCs and striders can move in water?

prime dome
#

Yes

#

They have propellers at the back

signal coral
#

@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.

signal coral
#

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?

prime dome
signal coral
#

thanks, ill check it out later tonight

hoary trout
#

Why?? Why some types of mags have only tracer rounds?! I want to give player normal rounds to shoot things.

signal coral
#

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

hoary trout
#

@signal coral, yes, I want standart mags but, it seems, that some weapons only have tracer mags in Loadout menu.

signal coral
#

are these standard guns or modded guns?

#

if modded which ones?

#

and can you post pics?

#

of the ammo tab i mean

hoary trout
#

Sure, give me a sec.

signal coral
#

do you have any mods that modify ammo?

hoary trout
#

No.

signal coral
#

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

hoary trout
#

No, Arma accurately depicts all available ammo in that tab. Btw, the same story is with mk20 from original Arma 3.

signal coral
#

so the standard ak12 mags arent in the all ammo tab?

#

huh

#

do you have any mods at all?

hoary trout
#

Oh, I have CBA_A3 on.

signal coral
#

just cba a3?

hoary trout
#

Yep, I've just switched it off. And no, it has no effect on this. Does the 7.62mm 30Rnd Mag even exist?

signal coral
#

hm

#

see if the problem applies to the akm as well

#

since i think it uses the same mag type

hoary trout
#

Yep. Well, I guess I have to accept Reload Tracer Round. >_>'

signal coral
#

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

hoary trout
#

ak12 mod
But... I don't want to use any mods. T_T

signal coral
#

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

hoary trout
#

I think some weapons simply intended to have the Reload Tracer, because they are primarily used by AI.

signal coral
#

no one weapon is exclusive to the ai

#

every weapon has standard and tracer mags

#

except i think snipers

hoary trout
#

Then Reload Tracer Mag is meant to be Standard, I guess. ยฏ\(ใƒ„)/ยฏ

signal coral
#

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

prime dome
#

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.

hoary trout
#

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.

prime dome
#

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 ๐Ÿ˜›

signal coral
#

i didnt

#

i just assumed it was

#

i didnt know thats what reload meant in the mag

hoary trout
#

@prime dome,
30Rnd_9x21_Mag - 9 mm 30Rnd Mag
30Rnd_9x21_Red_Mag - 9 mm 30Rnd Reload Tracer (Red) Mag

__>

prime dome
#

@hoary trout
30Rnd_9x21_Yellow_Mag
30Rnd_9x21_Green_Mag

#

I don't fully understand the problem ๐Ÿ˜›

#

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

hoary trout
#

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.

long raft
#

Don't despair

#

Maybe try pushing the change yourself. I'm pretty sure you can modify the behaviour or create new mags though configs

hoary trout
#

@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. ๐Ÿ˜ฆ

long raft
#

Well, if you need help here we are

#

at least me xD

hoary trout
#

At least I forced a trawler to sail, yay.

hoary trout
#

TIL the Field toilet can't be placed on the Trench prop, because it will hover above it.

long raft
#

Huh?

#

Dont know what you mean but you can force objects to be placed even if they collide

hoary trout
#

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.

long raft
#

hmm

hoary trout
#

I guess I should try to attach it via script, because this is the only way to place a loo on that bloody slope.

long raft
#

You could try and manually edit de sqm

#

hahaha

hoary trout
#

@signal coral, I'm not sure that Arma 3 has that. Unless I can use fence poles to mimic them.

hoary trout
#

Nevermind, it seems that the game recalculates an object position according to actual collisions. So, wooden poles solved the problem.

prime dome
#

hahaha i thought so ๐Ÿ˜„

signal coral
#

Hey, does anyone have a decent script for creating map markers for placed in biuldings?

#

Or should I do the entire thing manually?

hoary trout
#

map markers for placed in buildings
First of all #arma3_scripting, but what do you mean by that?

signal coral
#

biuldings placed in via editor

vapid cloak
#

S.O.C.O.M -- Mission Generator & Intelligence

anyone tried this mod?

void beacon
#

How is everyone?

hoary trout
#

I've discovered that Arma 3 has no Sleep ambient animation. This is sad.

robust tiger
#

There are some cutscene animations for wounded lying on their backs

signal coral
#

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?

robust tiger
#

@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)

neat cobalt
#

So how many people do you guys reckon use the F3 framework?

signal coral
#

@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.

robust tiger
#

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

signal coral
#

@robust tiger thanks!

signal coral
#

@robust tiger i can set it to one million?

robust tiger
#

@signal coral I don't think anything is stopping you

signal coral
#

I single tank/Heli destruction is -7000 points. 100000 could be too few.

prime dome
#

@mbetts#9468 we use F3 all the time in our community, so would recommend it.

signal coral
#

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

prime dome
#

Hmmm. Well we don't use radios, but F3 does support ACRE2 and TFAR...

signal coral
#

It does but the code in there isn't JIP compatible

#

or respawn

#

So I wrote my own attached to the openInventory eventHandler

prime dome
#

And i know at least one community did use F3 pre-programing with ACRE2

#

I think.

#

Are you using ACRE2?

hoary trout
#

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.

prime dome
#

If you are using ACRE2, maybe asking Snippers would be a good idea.

signal coral
#

No not ACRE2

#

Too much differential calculus for arma 3 to handle

prime dome
#

Eh?

signal coral
#

Serious.

prime dome
#

It's not done in SQF

signal coral
#

Open the simulation code you'll see what I mean

#

It is.

prime dome
#

I know it uses proper simulation

signal coral
#

Every last bit of the calculus is done in SQF

prime dome
#

but afaik most of that is C++?

signal coral
#

Not C++

prime dome
#

ACRE2 or ACRE1?

signal coral
#

ACRE2

prime dome
#

Hmmm.

signal coral
#

There is a point where simulation is too much.

#

Especially for A3

prime dome
#

I've played with a community that uses a lot

#

It's run fine

#

In fact two separate communities.

signal coral
#

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

prime dome
#
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.

signal coral
#

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.

prime dome
#

Well something that simulates less will be quicker, obviously.

#

You can turn off a lot of the advanced ACRE2 simulation, though.

signal coral
#

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.

prime dome
#

I'm not going to, because I don't have that kind of time ๐Ÿ˜‰

signal coral
#

Found it nvm on github

prime dome
#

I actually don't see much calculations there.

#

Calls to functions and all.

signal coral
#

Maybe I was looking at ACRE1...

prime dome
#

๐Ÿ˜‰

signal coral
#

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

prime dome
#

That sounds out of scope of ACRE2.

signal coral
#

Using realtime battlefield information.

#

Well A3 is meant to be future?

prime dome
#

That's irrelevant.

signal coral
#

Next year the DoD will be rolling out the TALOS

prime dome
#

ACRE2 team isn't BIS.

signal coral
#

TALOS -> Tactical Light Operator Exosuit

prime dome
#

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.

signal coral
#

Yeah but even the Marines group I code for

#

What do the marines use?

#

AN/PRC 152?

prime dome
#

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.

signal coral
#

Well were a "current" marines group

prime dome
#

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!

signal coral
#

All I know is ACRE2's reviews on steam

#

are bad..

#

really bad.

prime dome
#

I see a 4 star average.

#

From 107 reviews.

signal coral
#

Not a large enough sample size

prime dome
#

Well then that goes for your claim too ๐Ÿ˜‰

signal coral
#

TFAR has nearly 1000

#

Sample size is more "plausible"

prime dome
#

Well you still can't make a direct comparison in that case.

signal coral
#

Read the recent comments

prime dome
#

ACRE2 wasn't on steam for as long, either

signal coral
#

"Can't play arma 3"

#

"Addons won't initialise"

prime dome
#

Oh my god.

signal coral
#

It doesn't like OPUS ethier...

prime dome
#

Okay, I think this conversation isn't going anywhere.

signal coral
#

It defaults to SPEEX

proven aspen
#

that didn't make much sense

strong schooner
#

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)

ionic thorn
#

@signal coral Why not just speak to Nou?

signal coral
#

@strong schooner Thanks.

snow mantle
#

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

lime sleet
#

Lol

#

What people looking at fucking steam reviews

#

fucking wat

ionic thorn
#

ยฏ_(ใƒ„)_/ยฏ

#

Theyve probably never visited the Forums either

prime dome
#

@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.

proven aspen
#

๐Ÿ‘† invisible helipads is your friend

prime dome
#

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 ๐Ÿ˜

ionic thorn
#

A Ships DLC would be nice

prime dome
#

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)

ionic thorn
#

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.

prime dome
#

oh noes acronyms ๐Ÿ˜„

#

googles things

#

but yeah, landing ships plz

#

got make Wargame total conversion ๐Ÿ˜„

#

If the Dutch studio were to make this hypothetical ships DLC, including the Flying Dutchman is mandatory.

ionic thorn
#

Or prostitutes

prime dome
#

no ๐Ÿ˜’

hoary trout
#

But it would be nice to have female characters in Arma... >_>

prime dome
#

Yes.

#

Because that debate needs be dragged lower...

ionic thorn
#

Funny, we had them in Arma 2.

snow mantle
#

its true doe

prime dome
#

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_(ใƒ„)_/ยฏ

snow mantle
#

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

prime dome
#

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.

snow mantle
#

ยฏ_(ใƒ„)_/ยฏ

#

always weird hearing a chicks voice from a blokes mouth

prime dome
#

But yeah, here you go, Jets DLC

snow mantle
#

.<

hoary trout
#

Military? I was talking about female civilians in the first place.

snow mantle
#

well arma being a milsim

#

ยฏ_(ใƒ„)_/ยฏ

prime dome
#

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

snow mantle
#

yeh i would be down with just a face

hoary trout
#

Yes, @prime dome, but there would be far less excuses about female civilians.

snow mantle
#

i mean not ideal, but a bit more immersive atleast

prime dome
#

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

hoary trout
#

I also wish they will return furniture and Civilian Site module at some point.

prime dome
#

So say, in the player profile, you select female head, engine automatically loads body.

snow mantle
#

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

prime dome
#

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

snow mantle
#

i would pay to see that

#

seams legit

#

she can acctually go on tour

#

.<

prime dome
#

would boost morale lol

snow mantle
#

xD

prime dome
#

or cause mass desertion

#

ยฏ_(ใƒ„)_/ยฏ

snow mantle
#

dno if i would want to be there

#

imagine she would be quite the annoying person

umbral acorn
#

Christ u guys gotta stop talking outta your asses

snow mantle
#

thats part of the fun no?

umbral acorn
snow mantle
#

yeh but that has nothing todo with Niki Minaj

umbral acorn
#

More directed at @prime dome but yeah

snow mantle
#

u not wanna see Niki Minaj in arma?

#

im willing to pay for that DLC

prime dome
#

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...)

gusty lava
#

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.

prime dome
#

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.

gusty lava
#

Does removeMagazine prioritize magazines with low ammo count or is it first come first removed?

prime dome
#

(The whining they can ignore really)

#

If the documentation doesn't mention it, you'll have to just try, I guess.

gusty lava
#

Still stuck at the office. Arma doesn't play nice over remote desktop unfortunately

hoary trout
#

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.

rocky carbon
snow mantle
#

i dont use mods

rocky carbon
#

Ah. I see.

prime dome
#

@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!

ionic thorn
#

I was speaking mod free as well

rocky carbon
#

Well then fingers crossed for BI solution right? :9

ionic thorn
#

I won't hold my breath

prime dome
#

^

ionic thorn
#

Anyone else ever wonder what became of Planned Assault?

#

2014 is the last time I heard info about it.

hoary trout
#

VBS2 simulators
Oooh...

hoary trout
#

Oooh... Damn, I wish someone has recreated VBS missions in Arma 3. I still remember this convoy tho.

upbeat garden
#

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?

onyx reef
#

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

signal coral
#

how do you make squads stand still in editor

#

but when there fired upon the move to cover

#

and fire back

fossil willow
#

@onyx reef You can open a loadout editor in the Eden editor by richtclicking on a unit. Also ctrl-c, and ctrl-v work.

onyx reef
#

That easy? Wow thanks

prime dome
#

@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.

onyx reef
#

@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?

fossil willow
#

Strange

onyx reef
#

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

fossil willow
#

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

onyx reef
#

How to remove rangefinder from uniform inventory and backpack inventory with init code

hoary trout
#
this removeItem "Rangefinder";``` 
[#arma3_scripting](/guild/105462288051380224/channel/105462984087728128/)
onyx reef
#

I just want to remove the one in the uniform

hoary trout
#

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.

prime dome
#

(should simple init command requests really be redirected to #arma3_scripting ? seems a bit unnecessary)

rocky carbon
#

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.

signal coral
#

get the time

#

run it through a loop

onyx reef
#

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?

prime dome
#

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.

onyx reef
#

Thanks @prime dome

#

Ill try that out

terse hemlock
#

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?

neat cobalt
#

So does anyone think that there would be a want for an automatic gearscript generator for F3?

#

Because I have one

ionic thorn
#

@coral mirage would be the one to speak to about that.

supple skiff
#

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 ๐Ÿ˜€

worthy rampart
coral mirage
#

Hey @neat cobalt - sounds super interesting! Can you tell us more?

neat cobalt
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You give it inputs and it gives you files to put in /assignGear ๐Ÿ˜›

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Sent you a pm about it

cloud junco
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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?

prime dome
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um well you could edit the loadout and remove items, or place an unarmed rifleman?

terse hemlock
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Can anyone help me on my ZEUS mission issue!?

river nymph
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not if you dont tell us what your issue is

neat cobalt
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lol

terse hemlock
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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.

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@river nymph There it is!

river nymph
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they might be of the same "addon"

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but i dont have much experience with the module im afraid

terse hemlock
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Ok. Thanks!

supple skiff
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@worthy rampart thanks

worthy rampart
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I don't know what I did ๐Ÿ˜ฆ

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Just kidding, hold actions

faint shuttle
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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.

prime dome
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@faint shuttle what exactly is dynamic simulation? I saw it mentioned but couldn't find an explanation anywhere

faint shuttle
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@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.

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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

prime dome
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ahhh i see

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thanks for the explanation!

supple skiff
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finally got my ways with the BIS_fnc_holdActionAdd, but how to make the end of the action activate a trigger?

celest imp
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Hi i

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Hi im playing around with the a3l version of Lakeside, (the old one) And im wondering how i add a suicide vest? ๐Ÿ˜ƒ

plain burrow
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there should be a ton of info out there especially because it uses the Altis Life framework.

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out there = google

signal coral
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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..)

novel rune
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respawning only works in MP

signal coral
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ah, so if I click "Play Scenario" in Eden it won't do anything?

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How can I test the respawning stuff then?

novel rune
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save and export the mission to MP

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click mp and host the mission in local MP

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or throw it on a dedicated server

signal coral
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This is way too preliminary for a server haha, I'll try that now. Thanks!

novel rune
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you can choose LAN and you have to not worry about random people connecting^^

signal coral
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Seems like that's actually the default option ๐Ÿ˜›

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this seems like a bit of an odd way to have to test, but I guess I'll get used to it

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ยฏ_(ใƒ„)_/ยฏ

plush flame
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Any idea why a trigger deactivation runs globally?

prime dome
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@plush flame should not, unless the trigger is global (which it is by default)

plush flame
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How can I disable this by default?

prime dome
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tick "server only"

plush flame
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That will make it run on the server though right?

prime dome
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Yup

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will run only on the server

signal coral
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In my mod various missions spawn for the players to acomplish, can anyone give me a idea for a mission? Right now we have:

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  • DANGER: AI on foot. Kill the AI group.
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  • MISSION: AI Convoy. Destroy the Convoy.
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  • MISSION: City in Siege. Invade and liberate the city.
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  • MISSION: AI Building taken. Invade and liberate building.
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  • DANGER: Holed Up AI, AI that stay inside buildings waiting for players.
signal coral
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Well, new mission done! โœŒ