#arma3_scenario

1 messages ยท Page 17 of 1

plain burrow
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nice

shadow scaffold
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@here How to make units exit a vehicle and clear buildings in Eden Editor w/o scriptsM

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?

signal coral
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Just sharing the new BRPVP Mission:

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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)!

prime dome
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@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.

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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. ๐Ÿ˜„

median pelican
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// 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";

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The squad leader won't turn but the rest will, and they won't move.

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Oh, you mean the other way around; you do that by telling them to move to building positions.

median pelican
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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.

worthy rampart
prime dome
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Thanks Pennyworth

onyx reef
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How to change AI skill for a mission?

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And how does the night and Night Vision affect enemy AI

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Would they be completely blind in the dark withoug NV

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And do they react to IR with NV?

onyx reef
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Will a tripwire mine explode without any scripting?

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Even though it is defined as empty?

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Figured the tripwire mine thing out

prime dome
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@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.

onyx reef
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Thanks

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With ACE3 when using flashlight on map, will they react to that?

prime dome
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@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.

onyx reef
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Is it possible to put a whole uniform (with items in) into a backpack? For like putting on after diving

signal coral
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does anyone know how to get old mission files into new editor ??

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@signal coral "Create new 3D editor"

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then in the 3D editor

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find "Files"

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Click Open

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Find the mission you want

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It will say "Do you wish to open this file and there will be a backupMission.sqm

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It will make the backup

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Then you will have 3D editor compatible mission.sqm

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from there when you want to save it.

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Untick the box that says "Binarize scenario"

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unless you want to make it text editable.

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Thats your choice binarized scenario allows you to run the mission.sqm faster.

signal coral
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Thanks dude, i'll give that a try

gusty lava
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Btw, shift+enter will give you another row in a message. No need for individual messages like that

signal coral
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sadly

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didnt work

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still doesnt import it

lunar frigate
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@onyx reef yes, but you need to add it with script can't use virtual arsenal.

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Also check out the survival fatigue uniform for a quick fix. Gives you camo with flippers.

tiny wasp
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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.

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What I'm trying to do is start the mission with the player waking up in confusion.

tiny wasp
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thanx

sand talon
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Hello everyone

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I can't seem to find how to set a vehicle as a respawn point. I'm sure somebody has done this before ๐Ÿ˜ƒ

rugged cedar
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is there a reason why if you edit a mission.sqm to remove an addon you changed the name of, no longer shows ?

formal citrus
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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?

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this happens when I'm not the group leader in the mission

late charm
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Does anyone have a good zues mission that's not to large storage I can do with me and any friend for youtube

prime dome
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@formal citrus what do you mean? Default lock is unlocked ๐Ÿ˜„

formal citrus
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@prime dome not when you're not group leader

prime dome
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er i don't know what you mean, does the AI order you out or can you not get in?

formal citrus
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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

prime dome
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yes that is how it should be?

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I mean, i'm not aware of any other way of doing it

formal citrus
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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?

prime dome
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Hmm. I'm surprised you can't enter the empty boat.

formal citrus
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surprised me too, but it was locked

prime dome
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Let me see.

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@formal citrus yeah you'll ned to set the vehicle to unlocked

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every vehicle, that is

formal citrus
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ok, thanks, what a pain

prime dome
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yeah it's not ideal

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script may make it less of a pain

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But of course you could just shift+select multiple vics in eden and change their lock state all at once

signal coral
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{ 
    _x setVehicleLock "LOCKEDPLAYER";
} forEach vehicles; 

or

{ 
    _x setVehicleLock "LOCKEDPLAYER";
} count vehicles;

@formal citrus

buoyant vault
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Any way to allow soldiers to equip civilian clothing?

fossil willow
signal coral
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@formal citrus Then from that rudimentary construct you can add processing filtering

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To ignore certain vehicle classes etc.

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Such as ignoring vehicles players are already in.

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{ 
    if ((side _x == east) || (side _x == civilian) || (side _x == independent)) then { 
        if (_x isKindOf "Car") then { 
            _x setVehicleLock "LOCKEDPLAYER";
        };
     };
} count vehicles;
buoyant vault
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@fossil willow I need to be able to pick up any civilian uniform an put it on at any time.

signal coral
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@buoyant vault What do you mean by that?

buoyant vault
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forceAddUniform adds the uniform by script, but the player should be able to pick them up from the ground and equip.

signal coral
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Soldiers can equip civilian clothing...

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no scripts required...

formal citrus
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thanks @signal coral , appreciate the help!

knotty umbra
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Do headless clients function if the server is clientside hosted instead of with the server.exe?

signal coral
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Yes

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But @knotty umbra You must whitelist their IPs

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and not include them in the "localHost" definitions

knotty umbra
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gotcha

signal coral
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Beware non-local headless clients may result in unforeseen consequences

prime dome
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if you double click on the module, doesn't it provide options to do this?

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or do you specifically want to do it via init?

novel rune
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he already solved it and probably misclicked

pseudo zinc
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Has anyone got experience with MCC? I am want to make changes to the blizzard preset brush

pseudo zinc
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pls?

languid hazel
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There is an MCC discord channel

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I think the invite is on the forums

ocean gazelle
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Anybody else here doing mission design running into a problem with the HandleDamage event handler?

prime dome
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@ocean gazelle what is the problem!? ๐Ÿ˜„

ocean gazelle
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Heh heh

prime dome
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it's often possible that something is broken by a particular input

ocean gazelle
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It ain't workin' ๐Ÿ˜„ I swear it's broke.

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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

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So I'm either losing my damn mind (which wouldn't be the first time as a programmer) or there's something wrong somewhere

prime dome
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is it possible to post code?

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because then someone can look at it

ocean gazelle
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I s'pose so. I even took a chunk of code I found online just as a test and I get the same result

prime dome
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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

ocean gazelle
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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

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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

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Give me just a sec, going to try something real quick.

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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

prime dome
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hmm sounds broken, yes

ocean gazelle
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SuicideKing, in theory, you could add this to a unit in the editor as a quick test: this addEventHandler ["HandleDamage", { 0 }];

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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

prime dome
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wait - this is single player right?

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(because i know there are some multiplayer EHs)

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(but if you've been running this for years then i doubt you're getting this wrong ๐Ÿ˜„ )

ocean gazelle
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Nope it's a giant MP one

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Well I might be.. don't put anything past me ๐Ÿ˜„

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Well ain't that interesting. Doing it in the editor, taking no damage with 0 as the return variable

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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

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I put in that ARMA_AC admin package (very good one by the way)

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this addEventHandler ["HandleDamage", { hint"taken damage!"; 0 }]; --- This works.

prime dome
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so i read the biki

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it says global argument and local effect

ocean gazelle
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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

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Makes me wonder if there's another HandleDamage EH being added elsewhere I'm unaware of, suddenly

prime dome
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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.

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idk if that helps XD

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but i assume you've read the wiki

ocean gazelle
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^ YEah, that's what I'm thinking, I may've missed something

prime dome
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yeah i'm the wrong person to help you on this lol

ocean gazelle
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I did yesterday about 3000 times in the midst of my brain fog and neurosis

prime dome
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i'm just bringing random things to your attention that tend to go wrong when i'm mission making

ocean gazelle
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Hey, if you've done any development for any length of time, you've learned the lesson that clear heads always prevail

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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

prime dome
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yeah, that's true

ocean gazelle
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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

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๐Ÿ‘

prime dome
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yeah playtesting is the ultimate debugging tool ๐Ÿ˜‚

ocean gazelle
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Oh yeah !!!!

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Found it. #imamoron

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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

novel rune
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@prime dome Are you using exitWith by any chance? That would break it

ocean gazelle
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Is that meant for me, commy2?

novel rune
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yes...

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but apparently it was just overwritten by another one

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I hate how discord scrolls

ocean gazelle
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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

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Yeah me too

ocean gazelle
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Alright.. here's one for ya'll: Any way to disable (temporarily) the blood effects emitter when a player/unit gets hit?

ocean gazelle
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Even when the HandleDamage eventhandler is intercepting a hit and returning 0, the unit still yells and produces a blood spatter

prime dome
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haha glad to see you found the problem ๐Ÿ˜„

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@ocean gazelle isn't the blood thing a difficulty/gameplay option for the player, though?

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i don't remember what they said about it when they changed it from the old splatter

ocean gazelle
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I think so. Not sure. NEver messed with it.

ocean gazelle
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So, anybody know if it's possible via script to disable blood effects on a player?

amber abyss
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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.

novel rune
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@ocean gazelle there are ppEffects defined that are used in the "feedback" fsm

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you can delete those

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-> effects gone

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    {
        ppEffectDestroy _x;
    } forEach [
        BIS_fnc_feedback_damageCC,
        BIS_fnc_feedback_damageRadialBlur,
        BIS_fnc_feedback_damageBlur
    ];
ocean gazelle
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Hey Commy, thanks for the response. I've never messed with the feedback.fsm before. How does one gain access to that?

novel rune
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you can't, but you can put this code anywhere

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Might need a waitUntil !isNil "BIS_fnc_feedback_damageCC" because it's all scheduler crap and race condition hell

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but it does work

ocean gazelle
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Ohhh ok. I've not messed with that before

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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

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Going to give this a whirl in the editor and see what I can do with it

ocean gazelle
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Getting an error message with that waitUntil statement, yelling at it being a bool instead of code

novel rune
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sure. I posted pseudo code

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What I'm trying to do is disable the blood particle emitter from tripping when taking a hit during the HandleDamage EH

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that is not how it works

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There is no particle emitter and I don't think you can get rid of that effect without config changes

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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

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Not sure though, there might be config entries for this.

ocean gazelle
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I gotcha, ok.

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Disabling all postprocess effects - BIS_fnc_feedback_allowPP, just ran across that

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Annnd that didn't do anything

novel rune
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The blood splatter is not a post processing effect

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pp effect is the 2d screen overlay / blur / color correction / filters / lenses etc.

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when you yourself are hit

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or fatgued

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or diving

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etc.

ocean gazelle
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Gotcha. I am unfamiliar with visual stuff. Have only worked in sounds and the nuts 'n bolts of scripting (manipulating objects, etc)

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Oh ok, makes sense

novel rune
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I found something

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    class B_Soldier_VR_F: B_Soldier_base_F {
        impactEffectsBlood = "";
    };
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this config entry is used to make the VR soldiers not bleed upon bullet impact

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Requires again a config and won't work with a mission

ocean gazelle
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I gotcha, well hmph

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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

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So, that's why I'm looking around for a method of doing it

novel rune
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Well

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As far as I can tell

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This won't be possible

ocean gazelle
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Yeah that's what I'm gathering... well I do appreciate the help and your time ๐Ÿ‘

craggy siren
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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!

pseudo zinc
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Is anyone here good with MCC? Because the MCC discord has the reaction time of a granny on temazepam

pseudo zinc
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?

signal coral
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So good, we removed it from the addon list for our unit ๐Ÿ˜›

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wadda you need?

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@pseudo zinc

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@craggy siren PM me, may be able to help you out

pseudo zinc
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@signal coral I want to edit the blizzard brush because it currently overwrites the fog settings and thy cannot be changed once applied

signal coral
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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

pseudo zinc
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no i can't

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I was looking for the function in the mod files but had no luck

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@signal coral

signal coral
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Then I would recommend first applying the brush, then setting fog

pseudo zinc
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doesnt work

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the brush overwrites the fog and it cannot be changed after that

pseudo zinc
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@signal coral

signal coral
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As someone told me

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MCC is broken

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If you were to ditch MCC for Zeus + Ares

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You wouldn't miss MCC

craggy siren
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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/

signal coral
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@craggy siren do you still want help?

craggy siren
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@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!

signal coral
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I do however that it's easy to find the traitor amongst 5 operators. Maybe increase the number of required players?

craggy siren
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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.

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Also, that build I found, I believe allows up to 12 Blufor units.

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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.

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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.

signal coral
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You'd need to have random players, not friends who can read eachother's behaviour

craggy siren
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On the contrary, a game about backstabbing and deception is best with friends!

foggy cairn
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hi all i search EUTW layots similar mission but with RHS mods

signal coral
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Google is your friend @foggy cairn

amber abyss
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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.

prime dome
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Perhaps look in the server or client .RPT files, maybe it has some details?

craggy siren
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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!

signal coral
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Could someone confirm if there are any DLC addons in this list?

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    "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",```
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    "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"```
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Some regulars are being kicked off my server

river nymph
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A3_Props_F_Exp_A_Military_Equipment

signal coral
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which DLC?

river nymph
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Tanoa

signal coral
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ah right thanks

river nymph
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i mean technically theres karts etc too but only Tanoa content wont allow you on the server

signal coral
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what object could be that Military Equipment?

river nymph
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You recognize it in eden via the APEX DLC icon

prime dome
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in the objects list on the left

signal coral
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nowhere I can see the Tanoa icon

river nymph
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you mightve placed it, saved, and removed it

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try going into the sqm and clearing the array manually

signal coral
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If I resave it, it should remove that entry right?

river nymph
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probably wont

signal coral
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Thanks, I removed it!

craggy siren
#

I'm pretty sure Exp_A_meant Expansion Apex, right? Or am I reading in to that one too much?

river nymph
#

EPA is the first vanilla SP campaign

#

A through C

craggy siren
#

Yeah, but EXP would stand for expansion, right? That's just what I'm trying to validate or clarify for myself.

river nymph
#

ye

craggy siren
#

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!

worthy rampart
#

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

mint cosmos
#

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

balmy axle
#

How to have more than one respawn? at the same time for the same faction

wraith cloud
balmy axle
#

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

mint cosmos
#

Yes but for some reason that doesnt seem to work right now.

#

Does alive interfere with that? Shouldnt really i guess

upbeat garden
#

@mint cosmos is "Singleplayer death screen" checked under Attributes -> Multiplayer -> Respawn -> Rulesets

mint cosmos
#

Ah that might have been it.

mint cosmos
#

hm no.it still gives me mission failed because all players are dead

#

and i am sure that box is not ticked either

haughty idol
civic sierra
#

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.

civic sierra
#

thank you, there is alot we can do with this i think

shy rampart
#

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

shy rampart
#

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

prime dome
#

@frosty badge here

frosty badge
#

Yupp!

#

Will try without semi-colon

prime dome
#

and maybe for MP use a trigger instead.

frosty badge
#

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.

prime dome
#

That's...weird.

#

So let's go over this again

  1. You place helicopter, under AI control. AI belong to different group
  2. You put a trigger with zero radius, condition set to you code
  3. You put down a waypoint "load" for the helicopter
  4. you sync the trigger to the waypoint via waypoint activation
  5. it doesn't work?
frosty badge
#

Exactly.

prime dome
#

You could try a HOLD waypoiny + trigger waypoint activation instead

#

that may work.

#

(HOLD instead of LOAD)

frosty badge
#

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!

prime dome
#

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?

frosty badge
#

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..

#
  1. Placed helicopter with AI crew. Var name: "chopper1"
  2. Placed waypoint HOLD
  3. Placed Trigger with code "{_x in chopper1} count (units diverTeam1) == {alive _x} count (units diverTeam1)"
  4. Trigger is set to Waypoint Skip and Set Waypoint Activation to HOLD.
  5. One unit in group with variable name "diverTeam1"
  6. One MOVE waypoint further away
#

That doesn't even work with just me in the group... Argh...

prime dome
#

i dunno mate

#

๐Ÿ˜

frosty badge
#

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

prime dome
#

You know, may be easier to just start with a new mission file

#

Don't ask me why, but it could help ๐Ÿ˜„

#

But yeah, i'm out of ideas

frosty badge
#

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!

prime dome
#

ยฏ_(ใƒ„)_/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

red sinew
#

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

prime dome
#

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

fossil willow
#

Seems like the GetInMan event is what you'd want to use.

frosty badge
#

@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...

river nymph
#

Only if sub1 triggers the trigger. Only objects that comply with the trigger condition appear in thisList.

prime dome
#

^

amber abyss
#

@prime dome tge server/client .RPT files, where can I find them?

prime dome
#

%localappdata%\Arma 3

amber abyss
#

tnx!

prime dome
#

np

amber abyss
#

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

gusty lava
amber abyss
#

tnx @gusty lava

gusty lava
#

A single ` does inline stuff

amber abyss
#

nice ๐Ÿ˜„ 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.

prime dome
#

"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

hidden dust
#

If I want a script to make a AI stand still but still shot and rotate?

gusty lava
#

https://community.bistudio.com/wiki/disableAI Use "PATH"

fallow knot
#

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.

prime dome
#

well i suppose yes it's possible, but not withing one mission

#

you'll have to make a campaign out of two missions.

ionic thorn
#

Have they fixed there issue where gear doesn't carry over ?

novel rune
#

the one where everyone's naked?

#

Haven't read anything about it

prime dome
#

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

ionic thorn
#

I don't recall gear ever carrying over from one mission to the next.

fallow knot
#

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
fallow knot
#

@prime dome Thanks!

rotund plaza
#

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?

signal coral
#

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

marsh rampart
#

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

river nymph
#

You could

#

The addWeaponCargo family of commands is local

novel rune
#

no

#

A3 got rid of local cargo space

#

all you do is mess up things by using these in A3

glacial iris
#

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.

prime dome
#

did you check out the wiki?

restive echo
#

Wiki seems to be outdated, as he stated to me before. Not sure if this is confirmed.

signal coral
terse harness
#

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)

storm geode
#

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.

ionic thorn
#

๐Ÿ‘

zealous isle
#

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?

novel rune
#

it works for vehicles too, but you have to get the center of the vehicle into the radius

zealous isle
#

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

novel rune
#

that is what happens? or is that what you want?

zealous isle
#

i want the vehicle to complete the waypoint within 10 meters

novel rune
#

setWaypointCompletionRadius should work for vehicles too

zealous isle
#

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

novel rune
#

sounds like a bug

zealous isle
#

i hope not

novel rune
#

can you make a repro script?

#

something as simple as possible

#

I wanna try

zealous isle
#

hang on

novel rune
#

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_(ใƒ„)_/ยฏ

#

who knows how waypoints work

zealous isle
#

im just gonna find a way of doing it without using waypoints, nothing seems to work like its supposed to

novel rune
#

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

zealous isle
#

ik

novel rune
#

Are they even supposed to work on players?

#

I always thought they are for bots

zealous isle
#

yeah, they do work, i only really need them so players go to specific positions

novel rune
#

condition field also runs every frame ๐Ÿ˜ฆ

zealous isle
#

maybe they arent used for what i thought they were i guess

novel rune
#

try the triggers

#

they seem to work still

zealous isle
#

it'd take way too long to make it like that to be honest

novel rune
#

what are you doing?

zealous isle
#

some race kinda thing i guess, i have 62 waypoints, none of which work properly

novel rune
#

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

zealous isle
#

aite, cheers

#

problem is, it doesnt show up as a HUD marker like waypoints do

novel rune
#

neither do waypoints if you play on Expert or whatever they call it in A3

zealous isle
#

oh well

novel rune
#

I'd say make your own hud. But it sounds like you're not into scripting

zealous isle
#

not really, ive only been making missions for a few months tbh

novel rune
#

yeah. all these mission frameworks, triggers, waypoints, modules

#

are not really usefull if you don't know how to script

zealous isle
#

mhm

novel rune
#

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

zealous isle
#

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

novel rune
#

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

zealous isle
#

yep

round chasm
#

Anyone know how to get the AI to stop doing an animation once they see an enemy

novel rune
#

_aiUnit switchMove ""

round chasm
#

sorry, what do I do with this? Put it in the ini? What do I put in the '' ''

novel rune
#

What do I put in the '' ''
nothing

#

what do I do with this?
put it in a tigger

#

or anywhere else really

round chasm
#

so like would I make a trigger, and like activation by BLUFOR and activation type detected by INDEFOR, then on activation have _aiUnit switchMove ""?

novel rune
#

yeah.

#

_aiUnit would have to be a global variable though. easiest would be the name of the AI

round chasm
#

Sorry, can you elaborate? How do I make a global variable.

round chasm
#

ah okay, so change _aiName to the name of the unit?

prime dome
#

yes

round chasm
#

ah okay thanks to both of you

umbral hatch
#

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.

leaden granite
#

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

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

stone gull
#

Hey, i have a problem, how do i set up the weed field so people can plant the weed seeds and harvest tem

#

them*

prime dome
#

#farmingsimulator2017

burnt storm
#

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.

river nymph
#

youll have to write your own solution

sturdy fulcrum
#

@swift vaporReizka#6852 Blitzkrieg and AAS exclude vehicles. to execlude specific classes would be also quite easy to implement

storm geode
#

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?

sturdy fulcrum
#

@storm geode part of IFA3 optional files

#

you can grab the source also from our gitrepo though

storm geode
#

great to hear, thanks. will download IFA3 and check it out. thanks for doing such addon, its going to be very useful.

storm geode
#

cant find IFA3 gitrepo, can you please link to it?

sturdy fulcrum
#

core_c/optional

storm geode
#

oh okay thanks, was searching from github ๐Ÿ˜‰

#

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 ๐Ÿ˜ƒ

sturdy fulcrum
#

you can download also a zip via the button on the "top" right in the repo view

storm geode
#

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.

sturdy fulcrum
#

gitlab has 10 GB per repo

loud mulch
#

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

prime dome
#

yes
dayz

trim gorge
#

anybody know where i can find a wasteland mission outside of a pbo so i can look at the scripts?

trim gorge
#

nevermind, got it on the scripting channel

coral geode
#

I'm having trouble understanding respawning, vehicle/player/AI. Anyone got updated tutorials or something?

loud mulch
#

@prime dome I don't have dayZ, sorry ๐Ÿ˜ฆ

ionic thorn
#

I think he may be referring to the fact that vanilla A3 does not have zombies, whereas DayZ does.

coral geode
#

Does testing in ARMA 3 singleplayer allow for respawn if the point is there?

prime dome
#

i don't think so, but i've never tried.

novel rune
#

there is no respawn in single player

coral geode
#

now that probably does solve my problem right there... I need to test as a server, not in SP?

signal coral
#

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.

prime dome
#

@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

coral geode
#

Would Play - Play in MP not work from the editor?

prime dome
#

yes it should

#

(i'm boing and old fashioned so i do it the long way ๐Ÿ˜› )

#

(also mildly paranoid that arma will break something)

coral geode
#

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

prime dome
#

well

#

look at the dates ๐Ÿ˜›

#

there were many changes this year

coral geode
#

in respects to respawn creation and the likes?

signal coral
#

And how do I set up objectives for the player?

prime dome
#

@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.

signal coral
#

Will try.

coral geode
#

I suspect the wiki hasn't actually been updated somewhow

signal coral
#

It's basically a convoy defense mission in an Mi-24.

coral geode
#

But I am very new to the editor really, and that could also add to the issue

signal coral
#

I put a lot of attention to detail in these kinds of things.

prime dome
#

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 ๐Ÿ˜„ )

signal coral
#

I'm just putting a lot of detail in the environment.

prime dome
#

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

signal coral
#

Troops in barracks, storage warehouses, planes in hangars, etc.

prime dome
#

yeah keep performance in mind.

signal coral
#

Will do.

#

How do I make patrols?

prime dome
#

Arma mission making generally goes "OH I WILL MAKE THE BEST SHIT" and 3 hours later you'll be pulling your hair out.

signal coral
#

I put some waypoints followed by a cycle point.

prime dome
#

BIS_fnc_taskPatrol

#

that's also a way to do it, yes.

signal coral
#

I feel like I'm missing something.

#

Do I need 2 cycle points?

prime dome
#

No

#

Just one.

signal coral
#

Thanks.

#

How can I make AI-controlled jets take off?

prime dome
#

Cycle just joins itself to the closest waypoint

#

AI control jets will take off on their own ๐Ÿ˜„

#

Just put them on a runway or taxiway

signal coral
#

Thanks.

prime dome
#

put them down on and see how they behave

signal coral
#

I just wanted some Sukhoi 50s to take off at the start of the mission.

prime dome
#

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 ๐Ÿ˜„

#

put down one, see what direction it goes in

#

then place others

signal coral
#

I'll put them on different runways.

prime dome
#

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

signal coral
#

Thanks.

prime dome
#

Cheers

#

And all the best ๐Ÿ˜„

signal coral
#

Where can I find task modules?

#

I couldn't find them.

#

I found it.

round chasm
#

Hey guys, to make a waypoint appear, you sync its activation to a trigger, right?

signal coral
#

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.

lunar frigate
#

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?

lunar frigate
#

or is there a way to replicate the effect of the ordinance module from a script? So i can just manually code the delays?

coral geode
#

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

prime dome
#

Also damn it google stuff people ๐Ÿ˜„

lunar frigate
#

@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.

prime dome
#

well yeah with 30 triggers

#

@-CML-Mittens#8413 use doArtilleryFire in a script in that case

pseudo zinc
#

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

storm geode
#

maybe not use mission editor waypoint, but script with move command, you can time it exactly.

pseudo zinc
#

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

storm geode
#

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.

pseudo zinc
#

I think i can dissable that in 3denhanced

#

Whats the trick? may aswell give it a try

storm geode
#

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
#

okay

#

will give it a try thanks

prime dome
#

@pseudo zinc giving it a hold waypoint really close to it may do the trick too, of course setFuel will work too.

pseudo zinc
#

Got it working, Thanks

wide sand
#

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?

wide sand
#

Is there anyway to set it up with the attributes inside the editor or do i have to use the description.ext?

#

thx btw

buoyant vault
#

Check multiplayer settings. There should be respawn parameters.

errant abyss
#

Respawn position selection and the revive seem not to like each other. :/

http://i.imgur.com/5I9TZyv.png
when using:
respawnTemplates[] = {"Revive", "MenuPosition"};

stuck forge
#

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. ๐Ÿ˜„

prime dome
#

wrong channel

stuck forge
#

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 ๐Ÿ˜„

prime dome
#

Ah, okay. But you didn't mention it so ๐Ÿ˜›

civic sierra
#

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

prime dome
#

it turns out that FIA spawned via independents site module is hostile to editor placed INDFOR FIA.

coral geode
#

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...

peak fulcrum
#

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?

tulip ingot
#

@peak fulcrum See this link for respawnTemplates specifically MenuPosition and MenuInventory then Arma3 Respawn for how to setup the inventories/roles

peak fulcrum
#

@tulip ingot you rock, will give it a look in the morning!

signal coral
#

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?

marsh rampart
#

red squares = turned off simulation. grey squares = simple objects

pseudo zinc
#

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?

novel rune
#

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

unreal elk
novel rune
#

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

unreal elk
#

Aye I went through it and couldn't find it

prime dome
#

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

ionic thorn
#

same with Eden placed planes. They only start flying above a certain height

prime dome
#

50m

ionic thorn
#

๐Ÿ‘

vapid cloak
#

?

raven whale
#

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

prime dome
#

^

#

It's not "aweful", it's just misunderstanding what 64-bit is going to do

#

And not reading the OPREP

#

๐Ÿ˜‰

signal coral
#

@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.

stiff lantern
#

Is there a workaround for the bug where when a Headless client is connected the A.I. skip triggers holding them at a waypoint?

wheat kiln
#

@vapid cloak You could probably block the hangar from behind with large sandbags in the 'Props' section of Eden

stone gull
#

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 ๐Ÿ˜„

signal coral
#

might ask the specific dev of that paintball

stone gull
#

Its just about how i change the function from paintball to gang

humble crown
#

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

tulip ingot
#

@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.

humble crown
#

@tulip ingot
Thanks alot need that for a while now

limber blaze
#

I just uploaded my first mission to the workshop, any idea where I could promote it to get some feedback?

prime dome
#

Armahollic? BI Forums?

old olive
#

Does anyone know, are there any consequences to having players on the side of Logic?

sturdy fulcrum
#

@shy lodge BI fucked up something with cfgPatches/preloadAddons

limber blaze
#

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?

buoyant vault
#

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.

limber blaze
#

deleting pbos while arma is open: bad idea

flat sand
#

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?

stray bear
#

Is there anyone here who is super good with zeus that I can talk to?

signal coral
#

Just search the map for ground weapons / tables.

#

could use BIS_fnc_objectGrabber / BIS_fnc_objectMapper

stiff lantern
#

is there a waypoint type that will make the unit randomly patrol? Wanting to get a few civilians to randomly wander around.

limber blaze
#

@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

signal coral
#

@stiff lantern BIS_fnc_taskPatrol;

stiff lantern
#

thanks!

limber blaze
#

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?

marsh rampart
#

@Mantia there's also a CBA module for patrols defence and attack which seem to work pretty well

prime dome
limber blaze
#

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?

prime dome
#

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

signal coral
#

does anyone know if using forceWeatherChange will lag more depending on the number of connected clients?

fossil trellis
#

Hello ~ if i set dynamic simulation on Mission map

#

Does it apply to units created by MCC mission generator?

signal coral
#

@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.

plucky glade
#

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?

ruby siren
#

Gonna ask what is most likely a dead simple question, how do I disable a repeatable trigger on a trigger?

plucky glade
#

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.

ruby siren
#

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?

limber blaze
#

Condition: ```sqf
this and (counter < 10)

#

and on activation

counter = counter + 1;
plucky glade
#

Yeah this - sorry for not being more detailed

ruby siren
#

thanks guys ๐Ÿ˜ƒ

true meadow
#

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.

limber blaze
#
skipTime 4
true meadow
#

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.

limber blaze
#
<something> addAction ["Skip 4 hours", {skipTime 4 hours}]
true meadow
#

Thanks!

limber blaze
#

not sure if that code works on multiplayer though

true meadow
#

I'll give it a test in a sec.

limber blaze
#

Even though the immediate effect of skipTime is only local, the new time will propagate through the network after 30 seconds or so.

true meadow
#

So it wouldn't be immediately apparent but it would quickly catch up for the other players.

limber blaze
#

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

true meadow
#

Wouldn't it be better to use 0 instead of 2?

limber blaze
#

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?

true meadow
#

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!

novel rune
#

skipTime will always lag

solid shore
#

guys I have a qustion

limber blaze
#

ask thy question

solid shore
#

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)

limber blaze
#

someone else will have to answer that, I have no idea

solid shore
#

ok, ty anyway

signal coral
#

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

humble crown
#

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?

signal coral
#

This a zeus mission?

humble crown
#

@signal coral no

humble crown
#

dont worry i figured out it out if anyone else has this problem and needs help just message @ me

limber blaze
#

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

prime dome
#

thankfully

lunar frigate
#

ace has body bags

gleaming magnet
#

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 ๐Ÿ˜„

fading wing
#

I don't think arma 3 has a bodypillow object without modding

#

just in time for quote of the year

prime dome
#

๐Ÿ˜‚

fading wing
#

๐Ÿ˜ฉ

civic sierra
#

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?

prime dome
#

@civic sierra try notepad++ i guess

sour forum
#

^^^

#

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

ionic thorn
#

Some of the kind folks in #arma3_audio may have some suggestions

sour forum
#

Oh totally didn't see that section, thankyou!

ruby stone
#

Hi guys and girls ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ
Thanks for reading my post :)
Have a great day/night
/Happy

ionic thorn
ruby stone
#

oh thanks ๐Ÿ˜ƒ

stiff lantern
#

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?

sour forum
#

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

stiff lantern
#

Fixed, had a double "@@" in the mod line.

sour forum
#

Sweet

signal coral
#

@sour forum Pros use PosideonTools

#

ArmA 3 log viewer, combined sqf environment combined auto-complete.

#

Hooks neatly into, Addons Tools as well

sour forum
#

Didn't know about it, I'll give it a look

signal coral
#

and Mierkos

#

Mikeros*

sour forum
#

Thanks

signal coral
#

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.

limber blaze
#

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

prime dome
#

just delete the waypoint

timber palm
#

Is there a way to make it so Zeus can only view/place a specific side (e..g Opfor)?

prime dome
#

view - yes
place - idk

sour forum
#

@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

timber palm
#

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)

sour forum
#

Sure thing

#

Want Zeus to only have LOS on opfor units?

timber palm
#

@sour forum Esentially, yeah.

#

Zeus is Opfor vs. Player Blufor

peak flame
#

Anyone had any problems with CBA and BattleEye refusing to work together after adding exceptions?

lunar frigate
#

You can restrict how close to bluefor zeus can place units.

#

Zeus isnt really meant as a try hard vs players mode.

jaunty wasp
#

how do you make any mission on zeus?

jaunty wasp
#

okay

#

I meant terrain

prime dome
#

what

jaunty wasp
#

make zeus missions for cup terrains

prime dome
#

same way as any other terrain

#

curator module

jaunty wasp
#

curator presets mod @prime dome

#

?

prime dome
#

@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

jaunty wasp
#

thank you

prime dome
#

no prob

jaunty wasp
#

i got the tab with zeus open

vestal bough
#

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?

loud kindle
#

@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.

loud kindle
#

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?

hoary trout
#

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

vestal bough
#

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.

vestal bough
#

Are there any ways I can get my mission back?

harsh compass
#

anyone here know how to add optics to weapon in respawn loudout through description.ext?

#

*loadout

naive linden
#

unit addPrimaryWeaponItem "Classname";

#

oops that wont work in description.ext

wraith cloud
#

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?

wraith cloud
#

nvm, found it. it is the old Zone Restriction

loud kindle
#

@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

wraith cloud
#

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

harsh compass
#

plz can someone help you guys seem like smart people

loud kindle
#

Itd beat brute-force rewriting the whole campaign. Though, I was looking forward to addressing some storytelling issues I have with Harvest Red.

wraith cloud
#

what issues?

fading wing
#

@harsh compass be patient, and ask again at peak chat time, e.g europe afternoon

harsh compass
#

mmk

loud kindle
#

@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.

wary briar
#

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

worthy rampart
#

@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

signal coral
#

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? ๐Ÿ˜„

#

then I created waypoint2 for driver2 and tried attaching it to driver1 (simply by putting it over his vehicle). ***
Sorry i made a mistake

signal coral
#

Anyone here?

formal citrus
#

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

signal coral
#

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.

formal citrus
#

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

signal coral
#

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*

formal citrus
#

sorry, no recommendation, last time I used a convoy script was years ago

signal coral
#

plus BIS frequently update something ๐Ÿ˜„

lethal eagle
#

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. ๐Ÿ˜ฆ

river nymph
#

read up on this

lethal eagle
#

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?

signal coral
#

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?

signal coral
#

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 ๐Ÿ˜ฆ

river nymph
#

Definitively no such error with APEX

formal citrus
#

maybe loading the wrong mission version or so

signal coral
#

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". ๐Ÿ˜„

river nymph
#

if you already have a boolean you can simply put a ! in front of it to invert it. so !triggerActivated

signal coral
#

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.

river nymph
#

you'd need to modify the function for yourself and include it with the mission

umbral hatch
#

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.

ionic thorn
#

@umbral hatch

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

ionic thorn
#

I don't know enough about it to give you a direct answer or I would.

frank pagoda
#

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?

signal coral
#

Hello people, I cant quite remember now, how do I make createSimpleTask appear for the entire faction (was it via case?)

signal coral
#

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
#

@signal coral thanks a lot for the info man, will be figuring it out

limber blaze
#

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

harsh compass
#

any clues on how to get enemy vehicles to respawn with AI in?

limber blaze
#

can I make certain respawn templates optional using mission parameters?

stray bone
#

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?

signal coral
#

@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

stray bone
#

@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

gloomy pumice
#

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

wary briar
#

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?

signal coral
#

Anyone notice AI don't move to capture sectors anymore?

stuck sable
#

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.

signal coral
#

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.

gloomy pumice
#

Insurgency runs here fine, what are you doing?

signal coral
#

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.

gloomy pumice
#

What would be your approach ?

signal coral
#

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.

river nymph
#

What EH would you use for entering a zone?

signal coral
#

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

gloomy pumice
#

well I just really quickly EOS_SPAWN does really do nothing, just changes the marker to red, is not the system watching the markers.

signal coral
#

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

gloomy pumice
#

well he spawns triggers all over the place to trigger the zones from spawning

signal coral
#

Yeah that too

#

Triggers are very expensive.

gloomy pumice
#

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

signal coral
#

run independent countSide (allUnits)

#

in debug console

#

you'll see what I mean

gloomy pumice
#

well, Domination has also a lot of units and runs fine.

signal coral
#

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)]

gloomy pumice
#

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

signal coral
#

How many players?

gloomy pumice
#

60

signal coral
#

How many AI?

gloomy pumice
#

falluhjah so a lot

#

everyone was basicly doing there own thing

signal coral
#

As Dwarden said just because you can run 120 AI on ArmA 2

#

Doesn't mean you can on ArmA 3

gloomy pumice
#

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

signal coral
#

I have an I7-5820K :/

#

This shouldn't be an issue

gloomy pumice
#

Well I play it on macbook air currently, works fine, even arma runs smooth which suprises me honestly

signal coral
#

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

gloomy pumice
#

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.

signal coral
#

No it still makes internal calls

#

and your locked to that callExtension threshold

signal coral
#

@gloomy pumice "Number of active AI: 192"

gloomy pumice
#

how many zones ?

signal coral
#

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

gloomy pumice
#

Well but the chances that 100 zones are active is not that high

#

but go ahead.

signal coral
#

They are if you teleport around the map

#

to each town to make them go alive

gloomy pumice
#

yea, but who does that? ๐Ÿ˜„