#arma3_scenario
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@here How to make units exit a vehicle and clear buildings in Eden Editor w/o scriptsM
?
Just sharing the new BRPVP Mission:
Added - Mission: Civil Plane Crash, find the corrupt politician that jumped from the plane on fire and get his money suit case... he is wounded, but be carreful, he have a pistol (lololol)!
@shadow scaffold use a get out waypoint if the squad itself is driving, or sync get out and transport unload for the squad and vehicle respectively.
Clearing buildings...i honestly don't know how to make that work - just put waypoints inside buildings and see what happens, I guess.
I've only seen AI in ShackTac missions clear buildings, and they look partially zeused. So unless someone from ShackTac spills some secrets, can't really say more. ๐
// Force the units not to wander:
doStop units _group;
(leader _group) disableAi "MOVE";
_group enableAttack false;
// Make them wary:
_group setCombatMode "YELLOW";
_group setBehaviour "COMBAT";
The squad leader won't turn but the rest will, and they won't move.
Oh, you mean the other way around; you do that by telling them to move to building positions.
As long as the coordinates you use in moveTo match a building position exactly they should have no problem pathing in and out of it.
Never used this personally, but this could be helpful for having the AI "search" buildings https://github.com/CBATeam/CBA_A3/blob/master/addons/ai/fnc_searchNearby.sqf
Thanks Pennyworth
How to change AI skill for a mission?
And how does the night and Night Vision affect enemy AI
Would they be completely blind in the dark withoug NV
And do they react to IR with NV?
Will a tripwire mine explode without any scripting?
Even though it is defined as empty?
Figured the tripwire mine thing out
@onyx reef
in the mission select screen, to the left, you'll see "Difficulty"
AI can't see very far in the night unless they have NVGs, or you have a flashlight that's on.
No they don't react to IR.
@worthy rampart thanks, that worked quite well, but as usual AI freak out and malfunction when they encounter an enemy. But still, can be used to interesting effect.
Is it possible to put a whole uniform (with items in) into a backpack? For like putting on after diving
does anyone know how to get old mission files into new editor ??
@signal coral "Create new 3D editor"
then in the 3D editor
find "Files"
Click Open
Find the mission you want
It will say "Do you wish to open this file and there will be a backupMission.sqm
It will make the backup
Then you will have 3D editor compatible mission.sqm
from there when you want to save it.
Untick the box that says "Binarize scenario"
unless you want to make it text editable.
Thats your choice binarized scenario allows you to run the mission.sqm faster.
Thanks dude, i'll give that a try
Btw, shift+enter will give you another row in a message. No need for individual messages like that
@onyx reef yes, but you need to add it with script can't use virtual arsenal.
Also check out the survival fatigue uniform for a quick fix. Gives you camo with flippers.
I'm having trouble making players play an animation in MP. I've tried:
"if (isServer) then {this SwitchMove "Acts_UnconsciousStandUp_part1"};" and "if (isServer) then {player SwitchMove "Acts_UnconsciousStandUp_part1};"
but to no avail.
What I'm trying to do is start the mission with the player waking up in confusion.
thanx
Hello everyone
I can't seem to find how to set a vehicle as a respawn point. I'm sure somebody has done this before ๐
is there a reason why if you edit a mission.sqm to remove an addon you changed the name of, no longer shows ?
I just was biten by the lock=default setting, is there a way to set this to unlocked globally in my sample missions? Or do I need to set it in the vehicle from the mod?
this happens when I'm not the group leader in the mission
Does anyone have a good zues mission that's not to large storage I can do with me and any friend for youtube
@formal citrus what do you mean? Default lock is unlocked ๐
@prime dome not when you're not group leader
er i don't know what you mean, does the AI order you out or can you not get in?
you cannot get in when you're not group leader. I just stzrted a mission as pbr gunner and could only enter the seat I left, not the others
if there's an empty boat besides it, I would like to enter if, even if not the group leader. Is there a way to change that for a mission?
Hmm. I'm surprised you can't enter the empty boat.
surprised me too, but it was locked
Let me see.
@formal citrus yeah you'll ned to set the vehicle to unlocked
every vehicle, that is
@formal citrus maybe try using https://community.bistudio.com/wiki/setVehicleLock for all vehicles.
ok, thanks, what a pain
yeah it's not ideal
script may make it less of a pain
But of course you could just shift+select multiple vics in eden and change their lock state all at once
{
_x setVehicleLock "LOCKEDPLAYER";
} forEach vehicles;
or
{
_x setVehicleLock "LOCKEDPLAYER";
} count vehicles;
@formal citrus
Any way to allow soldiers to equip civilian clothing?
https://community.bistudio.com/wiki/forceAddUniform @buoyant vault ?
@formal citrus Then from that rudimentary construct you can add processing filtering
To ignore certain vehicle classes etc.
Such as ignoring vehicles players are already in.
{
if ((side _x == east) || (side _x == civilian) || (side _x == independent)) then {
if (_x isKindOf "Car") then {
_x setVehicleLock "LOCKEDPLAYER";
};
};
} count vehicles;
@fossil willow I need to be able to pick up any civilian uniform an put it on at any time.
@buoyant vault What do you mean by that?
forceAddUniform adds the uniform by script, but the player should be able to pick them up from the ground and equip.
thanks @signal coral , appreciate the help!
Do headless clients function if the server is clientside hosted instead of with the server.exe?
Yes
But @knotty umbra You must whitelist their IPs
and not include them in the "localHost" definitions
gotcha
if you double click on the module, doesn't it provide options to do this?
or do you specifically want to do it via init?
he already solved it and probably misclicked
Has anyone got experience with MCC? I am want to make changes to the blizzard preset brush
pls?
Anybody else here doing mission design running into a problem with the HandleDamage event handler?
@ocean gazelle what is the problem!? ๐
Heh heh
it's often possible that something is broken by a particular input
It ain't workin' ๐ I swear it's broke.
I played with it for several hours yesterday. I'm writing a mechanic for the Ballistic Shield in CUP and no matter what I do in that event handler, I will always get hit and take damage. Even if I return a 0 at the end, I still get it, no matter what
So I'm either losing my damn mind (which wouldn't be the first time as a programmer) or there's something wrong somewhere
I s'pose so. I even took a chunk of code I found online just as a test and I get the same result
I haven't used this particular EH so can't help you, but if you post the code I or someone else can at least point out if something's amiss
The event handler works by intercepting damage taken to whatever object (unit or vehicle) it's added to -- when a hit of any kind is received on that object, the EH fires and will display the damage done to every single hit point on it. It's pretty handy eventhandler when it works
I've been using it in this mission I've been working on for a couple years now and it's worked fine up until recently. That's why I'm wondering if something perhaps in 1.64 or who knows may've broken it
Give me just a sec, going to try something real quick.
Yeah, just tested this with the eventhandler doing nothing but returning 0; no other code, no nothing, and it ain't workin'. I've even done a removeAllEventHandlers "HandleDamage" prior to adding this EH
hmm sounds broken, yes
SuicideKing, in theory, you could add this to a unit in the editor as a quick test: this addEventHandler ["HandleDamage", { 0 }];
Will try it in the editor here instead of this mission. Beginning to wonder if I've got a duplicate of this overriding it elsewhere. The mission is humongous
wait - this is single player right?
(because i know there are some multiplayer EHs)
(but if you've been running this for years then i doubt you're getting this wrong ๐ )
Nope it's a giant MP one
Well I might be.. don't put anything past me ๐
Well ain't that interesting. Doing it in the editor, taking no damage with 0 as the return variable
Ok, I've got something goofy goin' on then. Maybe it's from the new admin stuff I added in recently that's dorking things up
I put in that ARMA_AC admin package (very good one by the way)
this addEventHandler ["HandleDamage", { hint"taken damage!"; 0 }]; --- This works.
Yep. It's added to the player locally through a function I've written (Player_EventHandlers.SQF) That runs at the tail end of init.SQF on only player machines, so it's definitely running
Makes me wonder if there's another HandleDamage EH being added elsewhere I'm unaware of, suddenly
Multiple "HandleDamage" event handlers can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine. EHs that do not return value can be safely added after EHs that do return value.
idk if that helps XD
but i assume you've read the wiki
^ YEah, that's what I'm thinking, I may've missed something
yeah i'm the wrong person to help you on this lol
I did yesterday about 3000 times in the midst of my brain fog and neurosis
i'm just bringing random things to your attention that tend to go wrong when i'm mission making
Hey, if you've done any development for any length of time, you've learned the lesson that clear heads always prevail
Those that aren't encumbered by the morass of technical crap in their minds are able to provide a clear perspective on things that frequently help fix things
yeah, that's true
Seen it more times than not with my guys when we play.. they're players and I'm the mad scientist as it were.. and they offer up things often that I don't see
๐
yeah playtesting is the ultimate debugging tool ๐
Oh yeah !!!!
Found it. #imamoron
Apparently when I combined all of the player eventhandlers into a nicely organized script, I wound up calling that script prior to the INS revive functions that create a second HandleDamage EH that's overriding the first one.. So, BDC: 0, SuicideKing: 1
@prime dome Are you using exitWith by any chance? That would break it
Is that meant for me, commy2?
yes...
but apparently it was just overwritten by another one
I hate how discord scrolls
Oh ok. No I wasn't using exitWith in it. Just more or less leaving the code within the braces blank and returning a 0
Yeah me too
Alright.. here's one for ya'll: Any way to disable (temporarily) the blood effects emitter when a player/unit gets hit?
Even when the HandleDamage eventhandler is intercepting a hit and returning 0, the unit still yells and produces a blood spatter
haha glad to see you found the problem ๐
@ocean gazelle isn't the blood thing a difficulty/gameplay option for the player, though?
i don't remember what they said about it when they changed it from the old splatter
I think so. Not sure. NEver messed with it.
So, anybody know if it's possible via script to disable blood effects on a player?
Hey, I need some help! I've created a missions for my server, that is basically a Zeus mission with a pre-made base. But when we load the mission, and players load in for the first time, random players will not be able to spawn on the map. They have to restart, reconnect, and pray it won't happen again. This is very tedious, and it's getting pretty annoying for all of us.
The mission respawn settings are set to "Respawn on custom position", with the box "Show respawn position" and "show respawn counter" checked. The spawn point's variable name is respawn_west.
@ocean gazelle there are ppEffects defined that are used in the "feedback" fsm
you can delete those
-> effects gone
{
ppEffectDestroy _x;
} forEach [
BIS_fnc_feedback_damageCC,
BIS_fnc_feedback_damageRadialBlur,
BIS_fnc_feedback_damageBlur
];
Hey Commy, thanks for the response. I've never messed with the feedback.fsm before. How does one gain access to that?
you can't, but you can put this code anywhere
Might need a waitUntil !isNil "BIS_fnc_feedback_damageCC" because it's all scheduler crap and race condition hell
but it does work
Ohhh ok. I've not messed with that before
What I'm trying to do is disable the blood particle emitter from tripping when taking a hit during the HandleDamage EH when I'm returning a 0 at the end of it, ergo shrugging the hit off on the player
Going to give this a whirl in the editor and see what I can do with it
Getting an error message with that waitUntil statement, yelling at it being a bool instead of code
sure. I posted pseudo code
What I'm trying to do is disable the blood particle emitter from tripping when taking a hit during the HandleDamage EH
that is not how it works
There is no particle emitter and I don't think you can get rid of that effect without config changes
You might not be able to get rid of it at all. It's probably hard coded and depends on the model,p3d material file
Not sure though, there might be config entries for this.
I gotcha, ok.
Disabling all postprocess effects - BIS_fnc_feedback_allowPP, just ran across that
Annnd that didn't do anything
The blood splatter is not a post processing effect
pp effect is the 2d screen overlay / blur / color correction / filters / lenses etc.
when you yourself are hit
or fatgued
or diving
etc.
Gotcha. I am unfamiliar with visual stuff. Have only worked in sounds and the nuts 'n bolts of scripting (manipulating objects, etc)
Oh ok, makes sense
I found something
class B_Soldier_VR_F: B_Soldier_base_F {
impactEffectsBlood = "";
};
this config entry is used to make the VR soldiers not bleed upon bullet impact
Requires again a config and won't work with a mission
I gotcha, well hmph
Basically what I'm doing is working on a mechanic for the ballistic shield in a CUP mission I'm working on and as you've probably already guessed, when I shrug off damage and return 0 out of the HandleDamage EH, I want to disable the ooh and ahh grunts as well as the blood spatter from a hit
So, that's why I'm looking around for a method of doing it
Yeah that's what I'm gathering... well I do appreciate the help and your time ๐
Hey everyone! So, about a year ago, I was working on a mission. I actually rather liked how it was turning out. However, after a hard drive corruption, I lost a tonne of progress on the project, so I put it aside and never looked back, until recently when I found an older build of the mission on my google drive (hooray!). However, since so much time has passed, I haven't touched Arma 3 or it's mission making in a long time. I was wondering if someone is willing to help me finish this mission once and for all, or maybe turn the idea into something better?
I know it's a lot to ask, so I'd understand the possibility of not having any assistance. That said, thanks anyway! For anyone interested, the basic premise of the mission was a group of 5 BLUFOR are hunting down a VIP, however one of the BLUFOR units is actually a traitor, helping the VIP to escape. That's as best as I can summarize it, anyway!
Is anyone here good with MCC? Because the MCC discord has the reaction time of a granny on temazepam
?
So good, we removed it from the addon list for our unit ๐
wadda you need?
@pseudo zinc
@craggy siren PM me, may be able to help you out
@signal coral I want to edit the blizzard brush because it currently overwrites the fog settings and thy cannot be changed once applied
Hm can't you use the weather editor in the MCC console to change fog settings after applying the brush? I don't think you can change the function of the brush itself
no i can't
I was looking for the function in the mod files but had no luck
@signal coral
Then I would recommend first applying the brush, then setting fog
@signal coral
As someone told me
MCC is broken
If you were to ditch MCC for Zeus + Ares
You wouldn't miss MCC
oh my god, I found it. A later build, we're saved! I mean, it's not the last build I made, but it's closer than before - I even have a proper mission description and better hint system now! \o/
fuck yes! http://i.imgur.com/JUcvI9l.png
@craggy siren do you still want help?
@signal coral I don't think I do anymore, sorry! If I do, I'll let you know! Thanks for the offer anyway. I'm just glad to have found most of it!
I do however that it's easy to find the traitor amongst 5 operators. Maybe increase the number of required players?
How would you get it with 5 people? With 2, it's obviously far too easy, as the non-traitor knows. With 3, it's a little harder but still easy. With 4 or 5 it should be near impossible without trying to kill everyone.
Also, that build I found, I believe allows up to 12 Blufor units.
The commander, who is independent has a little ping on the target that occurs at certain intervals, defined by how many blufor units there are, to make it a little more balanced.
I love the traitor / insider idea, I'm just not sure how to make a proper mission around it, outside of what I have right now.
You'd need to have random players, not friends who can read eachother's behaviour
On the contrary, a game about backstabbing and deception is best with friends!
hi all i search EUTW layots similar mission but with RHS mods
Google is your friend @foggy cairn
Hey, I need some help! I've created a missions for my server, that is basically a Zeus mission with a pre-made base. But when we load the mission, and players load in for the first time, random players will not be able to spawn on the map. They have to restart, reconnect, and pray it won't happen again. This is very tedious, and it's getting pretty annoying for all of us.
The mission respawn settings are set to "Respawn on custom position", with the box "Show respawn position" and "show respawn counter" checked. The spawn point's variable name is respawn_west.
Perhaps look in the server or client .RPT files, maybe it has some details?
Hey all! I was wondering if anyone would like to theory craft with me a few mission ideas around a pretty basic concept? I've already got something, but I feel it's just not very fun!
Could someone confirm if there are any DLC addons in this list?
"A3_Missions_F_Beta",
"A3_Signs_F",
"A3_Structures_F_Mil_Cargo",
"A3_Structures_F_EPA_Mil_Scrapyard",
"A3_Weapons_F_Ammoboxes",
"A3_Structures_F_Ind_Cargo",
"A3_Structures_F_EPC_Items_Electronics",
"A3_Structures_F_Items_Electronics",
"A3_Structures_F_Civ_Camping",
"A3_Roads_F",
"A3_Structures_F_Mil_Helipads",
"A3_Structures_F_Ind_AirPort",
"A3_Soft_F_Gamma_Truck_01",
"A3_Soft_F_MRAP_01",
"A3_Boat_F_Boat_Armed_01",
"A3_Boat_F_Beta_SDV_01",
"A3_Armor_F_Beta_APC_Wheeled_01",
"A3_Air_F_Heli_Heli_Transport_03",
"A3_Air_F_Beta_Heli_Transport_01",
"A3_Armor_F_EPC_MBT_01",
"A3_Air_F_Beta_Heli_Transport_02",
"A3_Air_F_Heli_Light_01",
"A3_Soft_F_Beta_Truck_01",
"A3_Structures_F_Civ_InfoBoards",
"A3_Structures_F_Items_Documents",
"A3_3DEN",
"A3_Structures_F_EPA_Items_Food",
"A3_Soft_F_Offroad_01",```
"A3_Boat_F_Gamma_Boat_Civil_01",
"A3_Armor_F_EPB_APC_Tracked_03",
"A3_Structures_F_Mil_TentHangar",
"A3_Structures_F_Walls",
"A3_Soft_F_Kart_Kart_01",
"A3_Structures_F_Civ_Lamps",
"A3_Structures_F_Items_Vessels",
"A3_Structures_F_Civ_Constructions",
"A3_Soft_F_Quadbike_01",
"A3_Structures_F_Items_Tools",
"A3_Air_F_Gamma_Plane_Fighter_03",
"A3_Structures_F_Mil_Shelters",
"A3_Structures_F_Mil_Flags",
"A3_Structures_F_EPB_Civ_Camping",
"A3_Structures_F_EPC_Civ_InfoBoards",
"A3_Structures_F_Heli_Furniture",
"A3_Structures_F_Furniture",
"A3_Structures_F_Bootcamp_Items_Electronics",
"A3_Structures_F_EPB_Items_Documents",
"A3_Structures_F_Items_Food",
"A3_Structures_F_Items_Stationery",
"A3_Structures_F_EPA_Items_Tools",
"A3_Structures_F_EPB_Furniture",
"A3_Structures_F_Heli_Items_Electronics",
"A3_Structures_F_System",
"A3_Characters_F",
"A3_Modules_F",
"A3_Characters_F_Common",
"A3_Drones_F_Air_F_Gamma_UAV_02",
"A3_Drones_F_Soft_F_Gamma_UGV_01",
"A3_Modules_F_Curator_Curator",
"A3_Structures_F_Mil_BagBunker",
"A3_Structures_F_Kart_Signs_Companies",
"A3_Props_F_Exp_A_Military_Equipment",
"A3_Structures_F_Heli_Civ_Accessories",
"A3_Structures_F_EPB_Items_Military",
"A3_Structures_F_Civ_Market",
"A3_Structures_F_Ind_Transmitter_Tower",
"A3_Structures_F_Civ_Accessories",
"A3_Structures_F_Mil_Fortification",
"A3_Structures_F_Mil_BagFence",
"A3_Static_F",
"A3_Structures_F_EPA_Civ_Constructions",
"A3_Modules_F_Multiplayer",
"A3_Supplies_F_Heli_Slingload",
"A3_Structures_F_Ind_Shed",
"A3_Signs_F_Signs_Ad",
"A3_Structures_F_Naval_Piers",
"A3_Air_F_EPC_Plane_CAS_01"```
Some regulars are being kicked off my server
A3_Props_F_Exp_A_Military_Equipment
which DLC?
Tanoa
ah right thanks
i mean technically theres karts etc too but only Tanoa content wont allow you on the server
what object could be that Military Equipment?
You recognize it in eden via the APEX DLC icon
in the objects list on the left
nowhere I can see the Tanoa icon
you mightve placed it, saved, and removed it
try going into the sqm and clearing the array manually
If I resave it, it should remove that entry right?
probably wont
Thanks, I removed it!
I'm pretty sure Exp_A_meant Expansion Apex, right? Or am I reading in to that one too much?
Yeah, but EXP would stand for expansion, right? That's just what I'm trying to validate or clarify for myself.
ye
Oh wait. I just realized, you were one of the people who helped me work on my mission a year ago! I knew the name was familiar!
That Tanoa CfgPatches shouldn't stop anyone from joining, as it's under "props," which everyone should have even if they don't own Tanoa
hello. for some reason my mission ends when the last player died, although i have set everything to respawn
im sure it works if i launch the mission as multiplayer from the editor, but on the server the respawn doesnt seem to work
would like to see what happens if multiple players are on. currently it does that when i as the last player go down and there is noone else to test with
How to have more than one respawn? at the same time for the same faction
that one is obsolute in a sense since respawn is part of 3DEN , anyway i figured it out , respawn_west (respawn point 1), respawn_west_1 (respawn point 2) and so on
Yes but for some reason that doesnt seem to work right now.
Does alive interfere with that? Shouldnt really i guess
@mint cosmos is "Singleplayer death screen" checked under Attributes -> Multiplayer -> Respawn -> Rulesets
Ah that might have been it.
hm no.it still gives me mission failed because all players are dead
and i am sure that box is not ticked either
Could I get some help with this? https://forums.bistudio.com/topic/198656-mission-help/ Thanks
Is there a way to set gamma in a mission? we would like to adjust it for one map, but but not the whole server.
thank you, there is alot we can do with this i think
So, I started seeing a very weird issue with my missions. The first time I added the respawn selection screen, it was fine. The second time around, players told me they were stuck on a map screen, and they appeared dead in Zeus. None had Apex (even though all players should have the Apex respawn screen?), and were entirely unable to play. A mission restart fixed some players, but ultimately disabling choose respawn point made everybody perfect
Something funnier though: For whatever reason, starting the mission with a unit that has a function to cause a wound in ACE3, and having them handcuffed by ACE3, makes an explosion from the EODS mod that only causes knockback and pain, no damage when trying to remove the handcuffs
@frosty badge here
and maybe for MP use a trigger instead.
Nothings happening.
Tried with trigger as well before.
Been at this for like 1,5 day now.
Whatever way I try to handle it, it's always the same result.
Only works with the player, but nothing else.
That's...weird.
So let's go over this again
- You place helicopter, under AI control. AI belong to different group
- You put a trigger with zero radius, condition set to you code
- You put down a waypoint "load" for the helicopter
- you sync the trigger to the waypoint via waypoint activation
- it doesn't work?
Exactly.
You could try a HOLD waypoiny + trigger waypoint activation instead
that may work.
(HOLD instead of LOAD)
Well, I tried HOLD first, but what happened then was the helicopter started, and took off, hovering over the spot.
Funny thing now is, even if I have 2 units, but I turn off AI, so only the player actually spawns. It still doesn't work!
eh definitely something weird going on
but yeah place the HOLD very close to the helo
You sure the helo name is the same as in the code?
Yeah, even copy pasted to be 100% sure.
Ok, will try with HOLD again now.
Now it's not even working with just me in the group..
- Placed helicopter with AI crew. Var name: "chopper1"
- Placed waypoint HOLD
- Placed Trigger with code "{_x in chopper1} count (units diverTeam1) == {alive _x} count (units diverTeam1)"
- Trigger is set to Waypoint Skip and Set Waypoint Activation to HOLD.
- One unit in group with variable name "diverTeam1"
- One MOVE waypoint further away
That doesn't even work with just me in the group... Argh...
Tried changing trigger condition to (unit1 in chopper1), not working, removing trigger and just putting "(unit1 in chopper1)" in condition of HOLD waypoint. Nothing happening.
I mean seriously, I AM IN THE FCKNG chopper!
xD
You know, may be easier to just start with a new mission file
Don't ask me why, but it could help ๐
But yeah, i'm out of ideas
Yeah.. Maybe..
Thanks anyway! :p
You know, @prime dome , I added a task, and made a trigger using the exact same condition, which I know just set to "player in chopper1".
The task is completed when entering the chopper with my player.
But it doesn't skip the LOAD/HOLD waypoint anyway.
Even using a trigger with the exact same condition!
ยฏ_(ใ)_/ยฏ
I remember helicopters lifting off when the leader got in, if i didn't sync the waypoints. But then again it does work for me so idk
Is it possible to make a civilian considered enemy based on the vehicle they're in? Like if they're on foot or in Vehicle A, they are considered part of civ faction, but if they get in Vehicle B they are considered OPFOR as long as they're in the vehicle
afaik not without funny things happening to the AI
you could take a opfor unit, and put this setCaptive true in its init
that'll make it civilian
if it gets in a vehicle, use an EH to remove the setCaptive by this setCaptive false
I used setFriend to make civilians enemies in my mission here: https://github.com/C222/Blacklist_Wasteland.Kunduz/blob/master/server/missionAgent.sqf
Seems like the GetInMan event is what you'd want to use.
@prime dome Hey man, quick question, shouldn't this work (sub1 in thisList) for detecting a submarine called sub1 being in the area of a Trigger?
Btw, I did a new mission file, and tried it, first it worked, but when I started adding things, the whole thing fell apart again and couldn't get it to work again, haha. So I did some thinking, and the helo is now player controlled instead...
Only if sub1 triggers the trigger. Only objects that comply with the trigger condition appear in thisList.
^
@prime dome tge server/client .RPT files, where can I find them?
%localappdata%\Arma 3
tnx!
np
if (_message == "">
13:52:41 Error position: <_list lbText _item};
if (_message == "">
13:52:41 Error Undefined variable in expression: _list
13:52:41 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 92
13:52:41 Error in expression <, false]) then {
switch true do {
case (_list == BIS_RscRespawnControlsMap_ctrlL>
13:52:41 Error position: <_list == BIS_RscRespawnControlsMap_ctrlL>
13:52:41 Error Undefined variable in expression: _list
13:52:41 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 36
13:52:41 Error in expression <
} else {
_deleted = false;
_array = [_list] call _fnc_getArray;
_deleteArray >
13:52:41 Error position: <_list] call _fnc_getArray;
_deleteArray >
13:52:41 Error Undefined variable in expression: _list
13:52:41 File A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf, line 116
13:52:41 Loading movesType CfgMovesRabbit_F
13:52:41 MovesType CfgMovesRabbit_F load time 57 ms
13:52:41 Loading movesType CfgMovesSnakes_F ```
this is a little bit of what is contained in the RPT file, but I can't make any sense out of it
@prime dome
tnx @gusty lava
A single ` does inline stuff
nice ๐ but you wouldn't be able to tell me what's wrong with our Multiplayer sessions? Seemingly at random, the spawn menu won't show up for some of us when we load into the game, and then we have to restart the game completely.
"A3\functions_f\respawn\fn_showRespawnMenuDisableItem.sqf"
that seems to have an error
seems like it's being fed something that it doesn't like, but i have no clue what you're doing to cause this
nor am i familiar with the respawn menu
so i'm afraid i can't help you
If I want a script to make a AI stand still but still shot and rotate?
https://community.bistudio.com/wiki/disableAI Use "PATH"
Hey Guys,
so iยดm planning on making a mission where you start on Stratis Air Base. There you do your briefing, customize your gear and do some training. Next you get into a C-130, or anything else and fly to a certain trigger on the map. After that a new map (for example "Takistan") will load, and you will sit in the same C-130 with the same loadout and will do your mission there.
So the question is, is that possible? The only answer I could find was this: https://forums.bistudio.com/topic/170272-transition-from-one-map-to-another-in-the-same-mission-possible/ . But I donยดt know if this will help me.
well i suppose yes it's possible, but not withing one mission
you'll have to make a campaign out of two missions.
Have they fixed there issue where gear doesn't carry over ?
nah i remember it was in East Wind too, your loadout wouldn't carry over to the next mission
I think it was fixed
but then again i haven't played the campaign in almost 1.5 years or more
I don't recall gear ever carrying over from one mission to the next.
And will the transistion between those two mission in the campaign be loaded automaticaly or do I have to put some command in?
@prime dome Thanks!
Yo so when i try and put down the A3L prison gate, the big on. Then it says, when im on my server "Plant C4 Charge", and there is 5 cops online, and do have all the stuff to do it, but why does it not work?
I have in server profile deathMessages = 1; yet it only says "Player X was killed" however in case of friendly fire it doesn't show anything
What's everyone's take on the best way to restrict a players weapons and gear to their role, while still giving them some leeway (Ie make sure only a marksman can take marksman rifles, but still give them a selection of 2 or 3 to choose from)
Would be amazing if you could put down a crate and restrict what a player can see in that crate based on their role
no
A3 got rid of local cargo space
all you do is mess up things by using these in A3
Hey everyone, trying to get zues resources to work, I want to have set resource point amounts, say 1. And lets say I want zues to be able to only spawn a few things (mines, sandbags, wire etc) and mabye 100 of those, so you would think i would set the values cost at 0.01 but I am having trouble getting it to work, and to understand those modules in general.
did you check out the wiki?
Wiki seems to be outdated, as he stated to me before. Not sure if this is confirmed.
work on the TvT mission goes on https://webmshare.com/dEQ6Y
Could someone help me with some scripting issues im having in a mission. I am trying to set up an FOB building system using zeus. The idea is that zeus is only able to build objects and only in certain editing are. I want to make the FOB possible to move and let the player decide where they want the FOB. The problem is that the zeus module needs a trigger or an editing area module to limit the building radius and i need help with making that module attached to the object that represents the FOB. Could someone help me make this moule moveable. Maybe with a small script that would actually spawn that module on the FOB location and sync it to the zeus module (needs to be given a variable name ofc)
Have they fixed there issue where gear doesn't carry over ? I played my campaign some days ago (previous version from 1.66) with weapons & gear transferring from one mission to another.
๐
Wonder if you could help me with something. I'm trying to make a waypoint only complete in a 10meter radius while in a vehicle, but setWaypointCompletionRadius only seems to work for on foot. Is there any way to change this for a vehicle?
it works for vehicles too, but you have to get the center of the vehicle into the radius
nah, i set the completion radius to 10, and yet in a vehicle it still completes at 50
but on foot, it is set to 10
that is what happens? or is that what you want?
i want the vehicle to complete the waypoint within 10 meters
setWaypointCompletionRadius should work for vehicles too
but right now, even if i set the completion radius to 10, it still does it at 50. it seems that changing the completion radius only applies if you're on foot
sounds like a bug
i hope not
hang on
omg. I tried to debug it and can't repro
but I also used a trigger and not a waypoint so nvm
If I get into my vehicle, the condition field runs despite me being away more than fifty meters ยฏ_(ใ)_/ยฏ
who knows how waypoints work
im just gonna find a way of doing it without using waypoints, nothing seems to work like its supposed to
yeah. no idea how these waypoints are supposed to work. I walk into it and the condition field runs. The statement does never
and if I enter a vehicle, the condition field starts running no matter how close I am
or how far away
ik
yeah, they do work, i only really need them so players go to specific positions
condition field also runs every frame ๐ฆ
maybe they arent used for what i thought they were i guess
it'd take way too long to make it like that to be honest
what are you doing?
some race kinda thing i guess, i have 62 waypoints, none of which work properly
make them triggers
each one requiring a global variable to be above a threshold
and each one incrementing it by 1
or just move the one trigger to the next position if reached by a script
trigger are pretty good for that
you can even use them as variable containers
just need to make them big enough, so you don't fly through them. they check about twice a second
neither do waypoints if you play on Expert or whatever they call it in A3
oh well
I'd say make your own hud. But it sounds like you're not into scripting
not really, ive only been making missions for a few months tbh
yeah. all these mission frameworks, triggers, waypoints, modules
are not really usefull if you don't know how to script
mhm
my opinion at least. sure you can do stuff with them. but the really amazing stuff for missions is made in text files with the game minimized
i mean i know the basics of scripting, but honestly ive been doing it as inits on interior objects insead of the sqf's, which is probably unhealthy, but its been working for the low based stuff ive been making
ive only really had to use the files for making stuff first person only or removing buildings
the init boxes ingame are really annoying to deal with. the worst is the lack of line breaks
I think you can use ctrl+enter now
shift + enter
and you have to always click on the waypoint / unit / whatever to edit them
I use Sublime Text 3 with an SQF plugin
the ingame auto complete is pretty bad
yep
Anyone know how to get the AI to stop doing an animation once they see an enemy
_aiUnit switchMove ""
sorry, what do I do with this? Put it in the ini? What do I put in the '' ''
What do I put in the '' ''
nothing
what do I do with this?
put it in a tigger
or anywhere else really
so like would I make a trigger, and like activation by BLUFOR and activation type detected by INDEFOR, then on activation have _aiUnit switchMove ""?
yeah.
_aiUnit would have to be a global variable though. easiest would be the name of the AI
Sorry, can you elaborate? How do I make a global variable.
ah okay, so change _aiName to the name of the unit?
yes
ah okay thanks to both of you
Essentially, I have an odd issue. I have moved a bunch of scripts to Server-Side, and I can call this perfectly fine, but when I put it in my add action it doesn't do anything. It appears, but when I click it it does nothing. The function is life_fnc_bankteller , as I said works perfectly fine when called in console. The add action is = init="this enableSimulation false; this allowDamage false; this addaction [""Bank Worker Sign Up"", life_fnc_bankteller];";
Cross-post from Scripting, they seem fresh out of ideas.
Add logs to see if its being called from the client at all, diag_log and if its not then you have no function that is client side and its only serverside so you will need to broadcast it over via eventhandler or other means
Simple start to the problem though, add logs to see if its called, if it is then the error is in sqf if not your error is the client doesnt know about the function and it will need to or your addaction is wrong @umbral hatch
Hey everyone, we fixed it. For those that want to know in the future, addaction handles CFG functions vs scripted functions diffrently. If you use scripted functions, use { call functioname } vs cfg functioned using just , function name
Hey, i have a problem, how do i set up the weed field so people can plant the weed seeds and harvest tem
them*
#farmingsimulator2017
hey, Is there a way to customize the Sector Control module and Sector modules in a way that the sector can only be captured with designated units, not by everybody. I want to have my platoon/company HQ units only to be able to do so, not common rifleman or tanks.
youll have to write your own solution
@swift vaporReizka#6852 Blitzkrieg and AAS exclude vehicles. to execlude specific classes would be also quite easy to implement
speaking of exclude, have you done anything similar to what you had in arma2 server use to hide bis missions, to hide arma3 bis 2035 units, weapons and vehicles?
or do you know if anyone else has done?
@storm geode part of IFA3 optional files
you can grab the source also from our gitrepo though
great to hear, thanks. will download IFA3 and check it out. thanks for doing such addon, its going to be very useful.
cant find IFA3 gitrepo, can you please link to it?
oh okay thanks, was searching from github ๐
umm, do I need to clone that? I cant see any files through browser. it just gives the link (to clone I believe). ah nevermind have to click repository link ๐
you can download also a zip via the button on the "top" right in the repo view
its interesting that you have WRP files in git, arent those like... quite large? (well depending on terrain of course but we arent exactly talking about small text files here).
hmm perhaps not proper mission making discussion heh, sorry.
gitlab has 10 GB per repo
Anyone here know any good vanilla zombie missions? I've been browsing around, and there's very few for vanilla. I'm considering making one myself with updated zombies
yes
dayz
anybody know where i can find a wasteland mission outside of a pbo so i can look at the scripts?
nevermind, got it on the scripting channel
I'm having trouble understanding respawning, vehicle/player/AI. Anyone got updated tutorials or something?
@prime dome I don't have dayZ, sorry ๐ฆ
I think he may be referring to the fact that vanilla A3 does not have zombies, whereas DayZ does.
Does testing in ARMA 3 singleplayer allow for respawn if the point is there?
i don't think so, but i've never tried.
there is no respawn in single player
now that probably does solve my problem right there... I need to test as a server, not in SP?
How can I give convoys destinations and make jets piloted by AI take off?
And give NPCs idle animations. Things like an idle animation for doing push-ups as seen in ArmA 2.
@coral geode go to server broser -> host -> new 3D editor mission and it'll work
alt: save as a multiplayer mission from the mission editor
Would Play - Play in MP not work from the editor?
yes it should
(i'm boing and old fashioned so i do it the long way ๐ )
(also mildly paranoid that arma will break something)
Are many of the tutorials that turn up on youtube, like, outdated or something?
some things have moved, and extra things are in that would seem to hint to cover things
in respects to respawn creation and the likes?
And how do I set up objectives for the player?
@coral geode among other things, yes. I haven't used respawn so i can't give you proper details, but check out the wiki. Most youtube tutorials would have been made before Feb 2016, and thus before Eden. But wiki should but more up to date (but no guarantee)
@signal coral depends, really. You could use the tasks module or just display hints or notifications.
Will try.
I suspect the wiki hasn't actually been updated somewhow
It's basically a convoy defense mission in an Mi-24.
But I am very new to the editor really, and that could also add to the issue
I put a lot of attention to detail in these kinds of things.
If it's your first Arma mission, then it's a good idea to take it easy and do simple stuff. (Goes for both of you ๐ )
I'm just putting a lot of detail in the environment.
So i'd maybe not use respawn just yet (you can get people to just pick another playable slot)
And for the other probably focus more on the gameplay than the environment
Troops in barracks, storage warehouses, planes in hangars, etc.
yeah keep performance in mind.
Arma mission making generally goes "OH I WILL MAKE THE BEST SHIT" and 3 hours later you'll be pulling your hair out.
I put some waypoints followed by a cycle point.
Cycle just joins itself to the closest waypoint
AI control jets will take off on their own ๐
Just put them on a runway or taxiway
Thanks.
put them down on and see how they behave
I just wanted some Sukhoi 50s to take off at the start of the mission.
they may just go straight to the runway's start point or actually follow things
differs per runway/airport
Yeah just put them down and they'll take off
but space them appropriately otherwise they may crash into each other ๐
put down one, see what direction it goes in
then place others
I'll put them on different runways.
you mean different airports?
Anyway, i'm sure you'll figure it out.
But yeah, give them a waypoint and they'll takeoff and fly to it.
For future reference, if you want to delay their takeoff you'll need to spawn the pilot outside the plane, then make him/her get in when you want to take off
Thanks.
Hey guys, to make a waypoint appear, you sync its activation to a trigger, right?
Guess I'll just give up and leave the mission-making to much more talented people.
I had a pretty good idea and a way to practice flying an Mi-24 in a live environment since literally no one makes helicopter missions but I guess I should stay away from the editor.
hey, has anyone else noticed a sort of grouping effect for random timeout triggers?
Like, I'm trying to make a "shower" of rockets, so I set a bunch of ordanance modules each of a timeout trigger set like minimum 1, mid 5, max 10, But they all seem to fall at once.
is it a performance thing? triggers only get checked / updated every so often, so they end up getting checked at the same time?
or is there a way to replicate the effect of the ordinance module from a script? So i can just manually code the delays?
So respawn points, I've got something working but I'm not sure on this at all, but the mission is saying "respawn points not defined" whenever I die on this side currently (Indy) and I end up spawning out in the ocean
respawn point set to inf/indy, can't work out what I need to do for it
@round chasm what do you mean "appear"?
@lunar frigate are you using one trigger for all the modules? You can also put down a bunch of artillery units and use https://community.bistudio.com/wiki/doArtilleryFire
@coral geode maybe you need to define an area or sync it to game logic (area)? Have you read through this https://community.bistudio.com/wiki/Category:Arma_3:_Editor_Modules ?
Also damn it google stuff people ๐
@prime dome I had each module on its own trigger, about 30 total, 1/2 were set to 1/5/10 the others were set to 10/15/20 for min/mid/max countdown time.
can't wait the splash time, they need to basically arrive instantly.
was really hoping there was a way to just like replicate the synching functionality but with a script instead of a timeout. Arma triggers seem to be really performance intensive.
well yeah with 30 triggers
@-CML-Mittens#8413 use doArtilleryFire in a script in that case
Is there a way to add a delay before a unit goes to a move waypoint?
I am trying to get a cinematic shot of a tank starting up
But because I do this using a move waypoint. it starts before I even load in
I want to add like a 10s delay before it even turns on
maybe not use mission editor waypoint, but script with move command, you can time it exactly.
hmm okay
Could i put something in the init of the slammer?
just to have its engine off when loading, and on after 10 seconds
no moving, just engine off / on
sorry I dont know those on top of my head. I think the old OFP setFuel 0; trick wont work anymore, I think crew jumps out or something heh.
give the tank a name in mission editor, on init line this setFuel 0; (or whatever its called in arma3 now), then when you are ready to move it just give command unit setFuel 1;
@pseudo zinc giving it a hold waypoint really close to it may do the trick too, of course setFuel will work too.
Got it working, Thanks
Guys when i set up respawns in any missions, the players instead of starting "alive" and well they start up dead/at the edge of the map and have to respawn. Is there a way to set up respawns so that when the mission starts they are already spawned in?
Is there anyway to set it up with the attributes inside the editor or do i have to use the description.ext?
thx btw
Check multiplayer settings. There should be respawn parameters.
Respawn position selection and the revive seem not to like each other. :/
http://i.imgur.com/5I9TZyv.png
when using:
respawnTemplates[] = {"Revive", "MenuPosition"};
Hey everyone, My friend Blackwolf and I have been hosting a multiday Tanoa Invasion on the Offical servers. We would like to get more than just 16 people in the game though. If anyone is interested in allowing us to host on their server we would greatly appreciate it! Shoot me a PM if you're interested. ๐
wrong channel
Ehhhh. maybe not. We have a campaign we have come up with but we choose to edit it live in Zeus on day to day 4 hour or so missions at a time.
But thanks for the heads up ๐
Ah, okay. But you didn't mention it so ๐
I was wondering if someone here could or would be able to tell me in which pbo a certain sound is in A2 im porting a mission that used some of the default sounds and I dont actually have A2 im looking for "chz_drunken01" and the rest of the drunken sounds. I have friends that can pull the pbo for me but its the blind leading the blind as ive never used A2
it turns out that FIA spawned via independents site module is hostile to editor placed INDFOR FIA.
I may be encountering that somewhere else too
When first spawn, there's a massive gunfight, then when it subsides, I still can't see what they were all about
Or maybe I just spawned some bad units, mid-hostile-base...
Have not dont any mission building in a LONG time, so kinda rusty, looking for some kind of way to add easily selectable classes or some kind of weapon selection, plus the ability to select between multiple static respawn locations, similar to how things are in ARGO, is there any built in system i could use, or if not any kind of community made script or something i could drop in?
@peak fulcrum See this link for respawnTemplates specifically MenuPosition and MenuInventory then Arma3 Respawn for how to setup the inventories/roles
@tulip ingot you rock, will give it a look in the morning!
Hello, I got now into the Arma 3 editor and there are alot of red squares near almost all of the entities in the mission. What are these squares indicate to?
red squares = turned off simulation. grey squares = simple objects
How do i set a max alititude for an AI jet?
I want him do a flyby at like 20m altitude
but he likes to just go up.
im doing this in eden
i have it spawn in like 30 meters high
but from their it just goes straight up to like 100m
I have a move waypoint at 30m high another 1km forwards, it just ignores that though
Is there a way to make AI stupid and just fly forwards, regardless of whats in its way?
no
CARELESS to ignore enemies, but they will always try to avoid obstacles (and fail when really needed)
this flyInHeight 30 into init box of the heicopter
if it doesn't work, then it doesn't work
nothing else you can do
Hey guys. Can anyone help me out in finding the animation name this guy uses here? https://youtu.be/EwAxJC9AR_A?t=86
It's a promo video. The animation might not be available in the game.
use the animation viewer to find them
Editor -> Preview -> ESC -> Animation Viewer
Aye I went through it and couldn't find it
yeah flyinheight may not work below a certain height for planes
i think there's a min safe height below which they don't go
same with Eden placed planes. They only start flying above a certain height
50m
๐
why does everyone think 64bit is some magical formula for more fps? it'll give you less microstuttering, load times and some improved view distance
^
It's not "aweful", it's just misunderstanding what 64-bit is going to do
And not reading the OPREP
๐
@prime dome They were just general reactions.
Sorry and not very explanatory.
It was more of a test to find out how performance in certain missions varies.
Is there a workaround for the bug where when a Headless client is connected the A.I. skip triggers holding them at a waypoint?
@vapid cloak You could probably block the hangar from behind with large sandbags in the 'Props' section of Eden
Okay, so i have paintball on my server, but how do i change the paintball to Gang, so people can make a gang ingame? If this issen't the right place to ask this, please let me know so i can get over to right place ๐
might ask the specific dev of that paintball
Its just about how i change the function from paintball to gang
I have a question about a major problem I am having any help would be appericated. So my mission is an attack and defense and in this there are three spawn points for each team. So I setup the spawn points all 6 work. So in the multiplayer menu under respawns I did it so they could choose there spawn point. Now the defending team spawns in there base and the attacking team spawns in a heli that brings them to their first attacking location. But since I select the option to give them choice on where to spawn as soon as I start the mission it kills everyone makes them wait the spawn time and they can select where they spawn. However I need them to start off alive and I need the attacking team to spawn in the heli and get flown there as this is a crutial part of this gamemode. Now I know that the problem is with them being able to choose where they spawn as if i remove that option they dont all die instantly at the start but the mission goes off correctly but now when the do die it will be a random spawn point between the 3 from there side.
sorry for long question but again any help would be much appericated
@humble crown Keep it as template MenuPosition and add respawnOnStart = -1 in your description.ext. That way the templates are not run at the begining but once they die they will get the choice of where to spawn.
@tulip ingot
Thanks alot need that for a while now
I just uploaded my first mission to the workshop, any idea where I could promote it to get some feedback?
Armahollic? BI Forums?
Does anyone know, are there any consequences to having players on the side of Logic?
@shy lodge BI fucked up something with cfgPatches/preloadAddons
Here's another question:
in my description.ext I have something like overviewPicture = "images\overviewPicture.paa";
then I upload that mission to a server that runs on linux and it doesn't find it, because in linux it would have to be overviewPicture = "images/overviewPicture.paa";
is there an easy way to fix that so that the mission works on both systems without putting all the images in the root folder?
overviewPicture is pretty much useless on dedicated servers. The image isn't found because it doesn't get downloaded until the scenario file itself does.
deleting pbos while arma is open: bad idea
Anyway to make items placed in eden on the ground/table (weapons, magazines, etc..) respawn after a certain time when a player has taken them?
Is there anyone here who is super good with zeus that I can talk to?
Just search the map for ground weapons / tables.
could use BIS_fnc_objectGrabber / BIS_fnc_objectMapper
is there a waypoint type that will make the unit randomly patrol? Wanting to get a few civilians to randomly wander around.
@flat sand if you don't mind adding a script to each of them manually, you can just copy and modify my distance-based respawn script
@stiff lantern BIS_fnc_taskPatrol;
thanks!
I just noticed that my AI patrol doesn't use their flashlights even when there's almost no light at all
Is there an easy way to convince them to actually turn on their flashlights?
@Mantia there's also a CBA module for patrols defence and attack which seem to work pretty well
@limber blaze https://community.bistudio.com/wiki/enableGunLights
Thanks
but shouldn't auto mean they use them without me telling them to? (If it's dark, at least)
or is it set to off by default?
I think it may also depend on their combat mode
iirc they should turn them on when in combat
But only leader has them on otherwise
(AUTO should be default i think)
can just force it anyway to be sure
does anyone know if using forceWeatherChange will lag more depending on the number of connected clients?
Hello ~ if i set dynamic simulation on Mission map
Does it apply to units created by MCC mission generator?
@signal coral
Yes it will
Is there a way to change the weather quickly without using that command @signal coral ?
skipTime 24;
skipTime -24;
Forces saved wanted settings for weather to be actual **(BEWARE: Will cause lag). **
I read the wiki, it's pretty safe to say that I was asking for clarification on the note.
Anyone have experience with the military symbols module? It works, but I still can't get the group names next to the symbol (like in the official support missions) - what to do?
Gonna ask what is most likely a dead simple question, how do I disable a repeatable trigger on a trigger?
You could set a counter in the "Act" field and reuse the counter variable as a condition, so that if it has triggered 10x it does not fulfill the condition any more.
Im going to be perfectly honest with you sir
I only understood half of that
My scripting knowlage is basic at its very bast
best
Could you indulge me with a little more information?
Yeah this - sorry for not being more detailed
thanks guys ๐
I'm making a insurgent sandbox style mission. I want to have a way in the player camp to "sleep" to skip time forward by x hours. Anyone know how to do this?
like a rest for 4 hours option so you can get to night or day as needed.
skipTime 4
Right, so what do I do with that command to make it usable by players when they choose?
I want it to be a scroll option on a tent, basically.
<something> addAction ["Skip 4 hours", {skipTime 4 hours}]
Thanks!
not sure if that code works on multiplayer though
I'll give it a test in a sec.
Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so.
So it wouldn't be immediately apparent but it would quickly catch up for the other players.
I guess that's what it means
maybe you can change it to
<something> addAction ["Skip 4 Hours", {[4] remoteExec ["skipTime", 2, false]}]
That way it will be run on the server and propagated to all other clients, instead of one client getting the update, and the rest getting it through the server
Wouldn't it be better to use 0 instead of 2?
I don't know
if every client runs it, and then propagates the new time to all other clients, that might cause lag
IF that actually happens, but I don't think the game is smart enough to detect that it's been executing everywhere and therefore not propagating it
Can anybody confirm this?
The first way worked, this way doesn't seem to work. I'm going to give it about a minute to make sure it's not just taking time.
Yeah, nothing is happening.
Think I'll just stick with the simpler execution even if it takes a bit of time to update for the other players. Thanks for the help!
skipTime will always lag
guys I have a qustion
ask thy question
How can I make a 3D text in a position in a mission
like a 3d text floating in the air (but it disappears when I move away more than 5 meters)
someone else will have to answer that, I have no idea
ok, ty anyway
Very easily @solid shore
It's pretty easy to do especially if it's a static position.
You just need to check the distance the player is from that position thats easy enough.
and drawIcon3D if he is near that location of 5M by checking distance
So I have an AI unit landing a blackfish so that in my mission my units can escape. However if i tell him to fly out he will land and then leave almost instantly. I have tried a few things using triggers but nothing gets him to stay long enough. So I was wondering is there some kind of script where I can set a land time for like 30 sec and then he will follow his next command I programed?
This a zeus mission?
@signal coral no
dont worry i figured out it out if anyone else has this problem and needs help just message @ me
So I've had this idea of doing a joke mission about CSAT stealing NATOs waifus and a CTRG team having to take them back
any ideas about how that could actually be done?
I don't think arma 3 has a bodypillow object without modding
thankfully
ace has body bags
Does anyone know a good mod that adds a ton of just.. props outside of cup and ace? been trying to find hospital beds and such for atmosphere ๐
I don't think arma 3 has a bodypillow object without modding
just in time for quote of the year
๐
๐ฉ
i need help again, im trying to use notepad to copy and replace the whitelist for arsenal, 43000 chars, notepad will only do 2046 at a time.. anyone have any ideas?
@civic sierra try notepad++ i guess
^^^
Notepad++ and KK's SQF treatment for it are life savers
Does anyone have a good list of eerie-sounding orchestral music in Slavic styles appropriate to chernarus?
Already exhausted the A2 files, Tchaikovsky's works and a decent amount of google-fu
Some of the kind folks in #arma3_audio may have some suggestions
Oh totally didn't see that section, thankyou!
Hi guys and girls ๐ I had tried a lot of times now and It's getting more and more frustrated that terrain builder is so hard to find out how its work. So my problem is here. I got a folder in my P drive called "asd" I got all my mods in there Im using in xcam to build my terrain with objects. I export the xcam project and drop the txt file in the terrain builder. No error "Yaaaa". I save the project and export the wrp file. I pack it with addons builder and again no error. When Im luching it the things is on my map but all the moded things do not show. I got them to show one time I dont know how. And some of the object was half in the ground.
Another error is that bulldozer only showing me the normal object and not the moded once.
Is there a guide I got follow or some of you nicely guys or girls that have time to show me how the libary thing work ๐
Thanks for reading my post :)
Have a great day/night
/Happy
@HappyDuckie#8107 This should be in #arma3_terrain
oh thanks ๐
Having a problem where when I get to the role selection screen there are zero roles showing. Its a dedicated server, there are playable slots, same mods being used in editor as on server, map is also running on the server. Any ideas?
I'm not great with dedicated MP stuff but is there a 'player limit' on the server disabling that? Check for other problems first by team switching in SP
Fixed, had a double "@@" in the mod line.
Sweet
@sour forum Pros use PosideonTools
ArmA 3 log viewer, combined sqf environment combined auto-complete.
Hooks neatly into, Addons Tools as well
Didn't know about it, I'll give it a look
Thanks
Syntax highlighing takes a bit getting used to
The default is BIS RnD coloring
Thats it's features list
You need to use BIS Default
to have anything make sense syntax wise.
Quick,search for the Biki etc.
Very powerful tool.
Does anybody know a nice way to set a waypoint as completed when a trigger fires?
My best idea is to set a variable in the trigger and check for it in the waypoint, but I don't like creating one-use variables
(Functional programming fanboy with OOP PTSD)
in other words, I want a waypoint that says "Clear this area" to be completed once the trigger Independant not present activates
just delete the waypoint
Is there a way to make it so Zeus can only view/place a specific side (e..g Opfor)?
view - yes
place - idk
https://community.bistudio.com/wiki/addCuratorEditableObjects -> pass an array containing units of side east, etc.
@timber palm want sample configs for that?
What purpose are you doing it for, I'm working on something fairly similar to that and I could save you some grief
That would be amazing. I basically am just going for a mission where there is 1 Zeus and they are only allowed to spawn in OPFOR (and view them in the menu for that matter)
Anyone had any problems with CBA and BattleEye refusing to work together after adding exceptions?
You can restrict how close to bluefor zeus can place units.
Zeus isnt really meant as a try hard vs players mode.
how do you make any mission on zeus?
what
make zeus missions for cup terrains
@jaunty wasp not sure what that is. If you go to the editor, there's a tab on the right menu for..."systems" i think it's called, but yeah, one of the tabs has modules. Search for "zeus" or "curator" and you'll be able to place a module. It's just a pre-prepared script with a gui, where you can set the owner, etc.
Probably look at some YT tutorials for how to do that
But process is the same regardless of map
thank you
no prob
i got the tab with zeus open
I've been trying to set up the lobby slot for Zeus and Whenever someone chooses the Slot, They start the mission inside the respawn menu with "respawn disabled" Anyone know How to fix this?
@vestal bough your problem lies in you Description.ext, and the use of a relatively undocumented variant of a strip of code... which I dont have on hand atm, being at work. I had the same trouble trying to make a Zeus mission a while back.
@vestal bough If memory serves, it has to do with setting a Zeus Respawn/RespawnOnStart line, which isnt a described use of the command.
@vestal bough play around with that, remembering that Zeus is a side just like West, East, etc in the eyes of the code.
Philosophical mission building question - if you were to make a version of Operation Harvest Red in A3 to curate it with Zeus for some friends, would it be better to leave the personalities and reactions out, read them out, or script them?
By which I mean just presenting the story elements in the mission, including them in vignette breaks ("Cooper was surprised to find..."), or going straight "Cooper sideChat "Whoa I am surprised!" And let the players make of it what they will?
Fokk! Spent an hour building an airport for full military invasion, but after visiting nearby village now I want to create Capture Arms Dealer scenario. T_T
Eden just ate my mission.sqm
I saved my mission after editing for 2 hours then created a new scenario and previewed it. When I went back to the saved mission, it became a clean mission.
Are there any ways I can get my mission back?
anyone here know how to add optics to weapon in respawn loudout through description.ext?
*loadout
hey guys,
while trying to port A2 campaigns to A3 i stubeled across a Logic called "ZoraManager"
what the heck is this and what does it do in A2? is there an alternative in A3?
nvm, found it. it is the old Zone Restriction
@wraith cloud we're working on the same project it seems - any luck? Im trying to make a coop, CUP based experience using Zeus to curate for some friends, but if you can port it more completely, like with the audio assets, all the better
hehe, i'm a noob when it comes down to mission making. all i did for now was replacing all class names to CUP and getting the mission / folder structure like the campaign example in A3 Sample pack
everything after that will be a PITA
plz can someone help you guys seem like smart people
Itd beat brute-force rewriting the whole campaign. Though, I was looking forward to addressing some storytelling issues I have with Harvest Red.
what issues?
@harsh compass be patient, and ask again at peak chat time, e.g europe afternoon
mmk
@wraith cloud some characters (Nikitin, Marny, Simmons, Prizrak) could be woven into the story more effectively, to have more impact on the players. The actual goal of the CHDKZ could be better explained, eg the Russian settlers... and the whole communist angle probably wouldnt get as much tacit approval from Russia as a pro-Russian government, as they imply.
Basically, A1 had just awful writing, A2 (and dlc) had great story but terrible acting, and A3 finally got it together, Apex notwithstanding.
im trying to add some of the CUP mod vehicles into the Liberate Altis mission. i have opened the PBO and
adding the vehicles to the list is fairly easy but i cant find out how and where i put the mission after i have edited it.
can someone please help me. would be much appriciated
@wary briar How do you usually launch the server? You'll want to get it back to being a PBO, and most likely you'll place it in the mpmissions folder in your steam installation for Arma 3
Hello people, I have a question, I added a vehicle with a driver1, in Eden editor, then I made another vehicle with driver2 and me (player). I am in the same squad as driver2 plus driver2 is the squad leader (AI taking command is the point of my mission). I created a waypoint1 for driver1 to go somewhere, then I created waypoint2 and tried attaching it to driver1 (simply by putting it over his vehicle). It works for a little bit, driver2 will chase driver1, but eventually waypoint disappears for no reason and driver2 stops following him. Is there a medicine for it? ๐
then I created waypoint2 for driver2 and tried attaching it to driver1 (simply by putting it over his vehicle). ***
Sorry i made a mistake
Anyone here?
T-Bone, I think you want to make a convoy, right? There are some scripted solutions for that, not sure if it can be done with vanilla Eden
driver1 is OPFOR driver2 is BLUFOR, any ways to avoid scripting? What I suspect is happening is that waypoint just gets completed (bug), any way to make it incompletable?
So that even if you stand on it, it wont let you go to the next waypoint.
never heard of something like this
but then, more experienced eden editor mission makers might be able to assist, I'd go for scripting with the problem at hand
Alright, is there a good working script example somewhere that you could reccomend or you re aware of, that's also not causing any side effects? (cuz I saw many, could get how the one was better than another and vice versa :D)
coudn't*
sorry, no recommendation, last time I used a convoy script was years ago
plus BIS frequently update something ๐
Hello everyone! I'm building a large mission on Tanoa and well... go figure ran into some issues. Everything works perfectly when I test the game in MP by myself, but whenever another person joins the server (no matter which roles we choose) a couple things break. 1) A script for a HALO jump which puts your backpack on your stomach until you land. Only I have my backpack once we land. 2) A "drop cargo" waypoint for a chinook no longer cuts the ropes to the prowlers that they are delivering. ๐ฆ
Right I figured the backpack thing was a local issue. But the drop cargo thing is the big head scratcher. Would that be a locality issue as well you think?
Anyone have an idea on how intel files work? Props-->Things-->Intel. You can pick this up and it will add empty/dummy Intel to the map but is there any way to customize it?
APEX seems to be created some kind of glich, now SQF execution wont work, it simply doesnt want to find files in my missions folder ๐ฆ
Definitively no such error with APEX
maybe loading the wrong mission version or so
Ok, i solved it thanks, now, is there a way to write a condition where trigger either returning true or false? If not, there is "triggerActivated" condition, but in my scenario I really need something like "triggerNOTActivated". ๐
if you already have a boolean you can simply put a ! in front of it to invert it. so !triggerActivated
Hey again folks, Happy upcoming new year everybody!
I'm wondering, any way to make BIS_fnc_typeText wait for some amount of seconds after typing was complete and only then disappear?
cptnnick, thanks "!" did the trick.
you'd need to modify the function for yourself and include it with the mission
Hey guys, if I wanted to execute a song in console for all clients on the server via console, how woudl I do it?
Its for New Years
Song is stored in mission.
Not sure if this is exactly what you're looking for, but at least it's a god starting point https://community.bistudio.com/wiki/playSound
@umbral hatch
Thanks @ionic thorn I'll read up. My solution was simple and I was having a bit of a brain fart tbh
I just defined my sound in description.ext and then playsound example, execute it globally in console
Only a one time thing for new years
I don't know enough about it to give you a direct answer or I would.
Hey,
I am fixing some assets for the terrain I'm making. I am trying to remove the Alpha to coverage on this type of bush (to have it recieve shadows) and I thought I would just change the texture from _ca to _co which does makes it as 1bit alpha but the ATC is still there and no shadows recieved. I also tried turning on Forcenoalpha on the model. Any idea what I am doing wrong?
Hello people, I cant quite remember now, how do I make createSimpleTask appear for the entire faction (was it via case?)
Look it up in the wiki?
@signal coral Even I've realised those sorts of questions you need to work out on your own.
But ArmA 3 uses a client server architecture for MP
thats the first part you need to understand.
Also.
** The task effect is local, it will only exist on PC it was added. **
So in order to make it only for a specific side you'd do this.
player createSimpleTask ["TaskID", parentTask];
[player,["TaskID",parentTask]] remoteExec ["createSimpleTask",west,false];
@signal coral
Do you know if "The task effect is local, it will only exist on PC it was added." is already bypassed if you use modules for creating tasks instead?
P.S.
"Even I've realised those sorts of questions you need to work out on your own."
@signal coral No offence, but you speak like a person who is either greedy for sharing something or probably having some other problems. This is what this community is for, sharing knowledge with eachother. If you can send everyone to wiki, you kinda defeat it's purpose. If every school would tell you to get all the literature then just study yourselves, make all your labs yourselves (no help, no tips, nothing), then there would be no purspose for schools either. If it's the matter of "repeating yourself 100 times", then repitition is a mother of learning and there is nothing bad here either.
Let me pop open the task modules
Nope
It's local still
[_params,_target,_texts,_dest,_state,_priority,_showNotification,nil,_taskType,_alwaysVisible] call bis_fnc_setTask;
7th parameter is nil
which I believe the engine assumes == false
double checks
Hmmm
Not sure about that one.
@signal coral thanks a lot for the info man, will be figuring it out
hey guys, I have a question about apex assets in missions which I've posted in #general_chat_arma
a quick answer would be much appreciated
any clues on how to get enemy vehicles to respawn with AI in?
can I make certain respawn templates optional using mission parameters?
Yo kids, i'm having an issue with the create task module in the editor
the "set task type" dropdown doesn't show any options
Anyone come across that before?
@stray bone It's just either not working or Bohemia forgot to put options there. If you need task types, put something like this to your Description.ext
class CfgTaskTypes
{
class Ambush
{
icon = taskTypes\ambush_ca.paa;
};
class Heal
{
icon = \A3\Ui_f\data\IGUI\Cfg\simpleTasks\letters\h_ca.paa;
};
};
then use
_task setSimpleTaskType _type;
More details here https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul#Task_types
@signal coral yeah I did make a workaround with taskSetType but I just wondered if anyone else had experienced the broken module :/
thanks for confirming my suspicion, i've logged it with BI's bug tracker
is there any reason that we do not have eventhandlers for task changes ?
I am currently working on a reward system and want to make it as easy as possible to use, and for that it requires checking if a task Succeeded or failed, if it Succeeded, give reward if it failed give a punishment
i have tried for 4 days now to get some CUP vehicles into the Liberation Altis buy menu with no luck, has anyone else here edited Liberation Altis that can help me out?
Anyone notice AI don't move to capture sectors anymore?
Can anyone here help me test an air to air deathmatch mission real quick? I think my ticket system is broken, but can't tell by myself.
is there any missions out their that don't abuse ArmA 3's scheduler?
Insurgency spawns 160 AI!
I hate community made scripts
It feels like everythings been slapped together.
BMR Insurgency is FPS rape.
Attempts to reduce the stress on the scheduler has caused unseen problems
Thrashing activation markers is one.
Insurgency runs here fine, what are you doing?
It abuses the scheduler.
45 Activated zones?
at 160 - 180 AI?
-,..,-
It also uses EOS
null=[["m1"],[0,0],[2,2,InfPb],[0,0],[0],[0],[0,0],[_fac2,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m2"],[1,0,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac2,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m3"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m4"],[0,0],[1,2,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m5"],[0,0],[1,2,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m6"],[2,1,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m7"],[0,0],[1,2,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m8"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m9"],[2,1,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m10"],[2,1,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m11"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac2,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m12"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m13"],[1,0,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m20"],[2,1,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m21"],[2,1,InfPb],[2,1,InfPb],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m24"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
null=[["m25"],[2,2,InfPb],[0,0],[0,0],[0],[0],[0,0],[_fac1,0,AI_SpawnDis,_side,true]] call EOS_Spawn;
Who ever thought that was a good idea worries me.
828 Scheduled scripts watching markers.
What would be your approach ?
Make the markers bigger I've done before. To reduce the number of scripts the other problem is there is no "Internal safely lock" that says AI threshold reached (HALT)
My approach?
Event handlers.
Or.
What EH would you use for entering a zone?
obectDestroyed.
Hybridize the system I&A uses
SO when you find the cache it checks if A the cache is destroyed
and if the aiCount > some limit
This way instead of using a listener for the radio tower.
Make it listen for the destruction of the cache ammobox
well I just really quickly EOS_SPAWN does really do nothing, just changes the marker to red, is not the system watching the markers.
It is
Internally Eos_launch is.
You could even use an FSM
to watch the zoness
BI's Skirmish system uses that.
params [
["_object",objNull],
["_state",false]
];
missionNameSpace setVariable ["towerDestroyed",false,true];
diag_log format ["_object: %1",_object];
_HandlerID = _object addEventHandler ["killed",{
diag_log "EH Fired";
missionNameSpace setVariable ["towerDestroyed",true,true];
diag_log format ["towerDestroyed: %1",towerDestroyed];
_handle = [] spawn {
//Mission needs to end when the groups count threshold is less than or equal to the east countside
waitUntil {towerDestroyed && (east countSide (enemiesInfs)) <= PARAMS_EnemyGroupLeftThreshold};
private _MarkersClean = AOMarker_IDs call MM_fnc_deleteMissionMarkers;
enemiesInfs call QS_fnc_AOdelete;
enemiesVehs call QS_fnc_AOdelete;
"Main Mission complete, give us 60 seconds and we will start the next" remoteExec ["hint",0,false];
};
}];
Thats using my EH driven system
well he spawns triggers all over the place to trigger the zones from spawning
eos\core\eos_core.sqf line 42
Well it works, and does not have any performance issues, from what I saw running it.
afaik it is even on github so submitting a PR would be possible
I just don't like a lot of community scripts
Purely for the reason they are just smacked together.
"Active SQF scripts: 994"
format ["Active SQF scripts: %1",count(diag_activeSQFScripts)]
Well but do you have any performance issues? That you say it requires a fix? Insurgency ran fine in the A2 days for us and from what I can see it is the same script. 60 ppl
How many players?
60
How many AI?
As Dwarden said just because you can run 120 AI on ArmA 2
Doesn't mean you can on ArmA 3
well domination runs fine with a 174 units currently on our server
I mean do you have any problems running insurgency?
in a3?
Do not have expierence there since I just played around with it a little
Well I play it on macbook air currently, works fine, even arma runs smooth which suprises me honestly
Last time I read a lot of people stated insurgency was very poor performance
Really debating whether it's worth re-writing some of it....
But there is literally no value in coding ArmA 3.
Only in the military, with VBS 3.0
well I can not read to much about performance problems on the BIS forums.
well I guess you can use Intercept which appreantly by passes SQF completely, but I did not check it out yet.
@gloomy pumice "Number of active AI: 192"
how many zones ?
45
Why didn't he just make it a Rectangular marker?
With a simple hint that says what percentage of enemies is left?
Right now I'm testing 100 zones
We have a Dual socket Xeon server
I am interested in how it will perform
Under heavy loads
yea, but who does that? ๐