#arma3_scenario
1 messages ยท Page 18 of 1
No I'm teleporting.
Stress testing.
At 100 zones
Core 0 on our 12 core 12 thread server
maxed out at 100%
It is now clear how limited arma 3 really is. On the server-side.
That scalability is just horrendous
I am now officially displeased with ArmA 3
@signal coral and yet what?
Yep so tired of ArmA 3
Might go back to playing DayZ
Well good luck then.
Hang on.
@gloomy pumice Why is it I see a move even distribution of ArmA 3's workload if exThreads=7; ?
Unless the render threads do something special on a server?
not that i know of.
if -exThreads = 1
core 0 goes to 100%
set it to 7
And I see a load distrubition effect.
well maybe the documention is of
Want to see what I mean?
The top left hand corner core normally hangs around 100%
This is 265 AI
Something doesn't make sense here?
Servers on the first 4 cores
the next 6 is the HC
This is 336 AI
I have 31 FPS
I think I might try a huntch
@signal coral Wishful thinking I've given up on ArmA 3
Not even a hacker within the constraints of it would be able to fix it
without tampering with the .exe's
or .dll's
All Arma 3 maps are islands, Stratis, Altis, Tanoa and Malden (coming soon). There is also Tank DLC on the roadmap. Joining the dots, can we have an amphibious landing craft large enough to provide a plausible narrative on how Main Battle Tanks (MBTs) got on the islands? Prefer the landing craft as a base Arma 3 model instead of community add-on.
landing craft would indeed be nice, yes.
i expect a3 vanilla terrain are islands just because ground level map edges look stupid
Must be a leftover from flashpoint in 2001
it is less hardware taxing if you simply can cut off the land and have a flat water surface than hills stretching out for long distances.
Hey guys, simple question
how do I delay a vehicle spawning at the beginning of a mission
not a respawn module mind you
just delaying them entering the mission once
is there a simple way to do this?
try using enableSimulation. Set if to false at the start, flip to true when you need it
awesome โค thank you
I'll give that a shot
hm
that seems to just freeze them
not have them delay their spawn
Anyone have experience with the support modules?
Is there a way to have it entirely automated with AI?
So if there are helicopter transports available, AI will pick up AI and transport them to sectors to capture?
I've wondered something similar.
Because right now AI simply walk to the sectors that are km's away...
Would be nice to have a chopper transport capable.
I was thinking of Ai being rearmed by air (ammoboxes)
Well, in the support game mode, I (player) get assigned the following task list:
[Task BIS_fnc_moduleSector_sector1WEST (id 0), Task Transport (id 1), Task BIS_moduleDynamicRequests_Transport_B Ghost 1-1_70.932 (id 2)]
If I could copy that task to an AI pilot, maybe he will carry it out
I'm having trouble getting an object to unhide
I'm having trouble getting an object to unhide
hideObject vr_blackfoot_1;
hideObject vr_blackfoot_1;
that hides
vr_blackfoot_1 hideObject false;
that doesn't unhide
hideObject vr_blackfoot_1;
hideObject vr_blackfoot_1;
ah nvm got it
you have to use hideObject true/false
I've ported liberation several times over.
To takistan.
Sarahani.
Even Chernarus
It doesn't.
Never had that issue?
Serious
I've done porting 100 times over.
Even integrated ACE3
and Bypassed the builitin Zeus
I'm about to update it again.
For some Chernarus summer
Weren't you the ass that had a go at the BI devs?
Yep, you were.
@worthy rampart
Chewed you out for it.
I have a very good memory.
And it was you.
lol aww he didn't read it ๐ฆ
It was complaints about ACE and CBA devs, not BI though
ACE3?
CBA?
I hold them in the highest regard because they're the ones who had something to do with improving coding standard
I "try" to stick to ACE3 standards
Would you like to read my post?
Surprising I am not one of these TDLR people xD @worthy rampart ๐
I read the entire thing and laughed.
Check @celest vigil in #arma3_scripting
ArmA 3 is a pain in the bum sometimes. But be happy you don't have to learn C# you'd get more mad.
C# being such a rigerous and static typed language is very unforgiving
@SpaceEngineers
I bring it up because you just contradicted yourself, and if you read my post you would know that "your just proving my point that anyone that asks for help in this community will get trolled" is blatantly false
^
I targeted you because you lied, and are still lying. I looked at every message I could find from you on discord and not a single time were you getting "trolled"
You can read it if you like, but there is no point in me saying the same thing 5 different ways http://i.imgur.com/dz8EK67.png
pulls up a chair...
๐
stands up, says: i'll be right back..
you're about to see how this works. you could have actually survived this, but apparently ... you don't get it.
It's not even remotely worth my time at this point
Really? Have you not learned your lesson yet?
Shall we begin with libellous statements you've made on Steam or the violation of our community guidelines ?
I'm not going to address this anymore, just take your own advice http://steamcommunity.com/app/107410/discussions/0/154644928862259795/#c154644928864939778
ONE because you don't listen to the very people who are trying to help you out and TWO the only inconsiderate person here is you.
In closing, until you learn to grow up, accept constructive criticism and behave accordingly and not libel others (that's slander in writing btw) then, as they say in Baseball "you're outta here"!
waves
sighes... back to modelling foo..
dont come in here insulting this community as a whole. i mean seriously, who does that?
Made a mission, removed a mod, mission is saved as binary file, is there any way to remove the dependancy on the mod?
I used to just delete the dependancy in notepad++ but, It seems that everytime I touch anything it throws a end of line error.
could just unbin with a pbo tool like eliteness
About the liberation file involving AI units showing in the lobby when moving base_chimera, how can that be fixed up?
Can not copying/pasting the files from the original folder cause it to happen?
Nevermind. Got it solved.
hey, i just spent about 8 hours editing a map, and had @ares loaded durring that. now the map wont load on the dedicated server because of: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.Ares. Is there a way to get rid of the aresthingy inside the map without totaly starting from scratch?
you are using eden editor?
okay I dont remember where but there is a tick box somewhere to enable/disable mission.sqm binarization. sorry but I cant remember where. UN-tick that.
then save your mission.
then open mission.sqm in text editor and in the beginning there is addons[] something like that, remove the "ares<something>", line. save mission.sqm and reload in eden to see if it works without ares.
oooh, that sounds good, give me a minute, will try!
@storm geode that worked perfectly! Thanks a lot! (The Binarizesetting is in Attributes/General)
great
Is there a way to make intro secenes in mission like in the campaign?
what scenes are we talking about?
@icy comet
if you mean the cut scenes, yes. it is possible. with a lot of scripting foo. and i mean A LOT (Apex door breaching overhead video cutscene)
Question. the set waypoint activation for move isnt working when I connect to trigger. I set it to the move function, but the AI moves before the trigger is activated.
@sharp ridge yeah so the trigger actication prevents the AI from moving beyond that waypoint.
So if you placed two move waypoints, and the first was connected to the trigger, the AI will move to WP1 and then stop and wait for the trigger
ahh gotcha. thanks!
cheers!
question regarding tasks. How do I create a task on trigger?
I think you have to use the script command? I don't use tasks but hang on..
@sharp ridge try going through https://community.bistudio.com/wiki/Tasks
got it. thanks so much!
no prob! stick that in the trigger's "on Activation" field, should work.
Hey Guys, I was wondering if I could set a ACE3 Rearming Point on any other objects, other then the HEMMT/Zamak ammo trucks?
How do I make UAV's respawn? I have all the other vehicles sync'd to the BI vehicle respawn module and that works fine, but the UAV's never respawn, I assume because they are technically "manned". Is there an easy way to put them on a respawn?
Awesome, thanks man
@sharp ridge Me personally I use the overhalled Task's framework
for my missions and hook it
I also use BIS_fnc_holdAction;
Which is from the helicopters DLC
@sharp ridge If you prefer to stick to Eden and avoid scripting stuff, you can actually sync a Trigger module to a Create Task Module and it'll kick it off for you that way too.
Got it. Thanks @signal coral @lament nebula
Do the a.i. not follow formations you set in waypoints? Mine keep wanting to just form into a long column.
I got a question to ask guys/ I've been working on a WW2 mission using Ace, IFA3, Len SS packs,TFAR and some other small mods. The trouble im having is with the editor. when i made the mission file the first time and ran it in single player it all worked fine. Then what happened is that i added some simple tasks using task modules and after that i was no longer able to test the mission. If i started it in single player my camera would just be in the sky looking down at the ground just like when you dont have a player character. If i try it in multiplayer,on a lan server,after i select the role and start the mission,after it loads i would just get that normal pop up window saying "Mission failed" and get returned to the lobby. Has anybody experienced this before and/or knows what the issue might be and how to fix it? Be aware, I do have a player and other playable characters. Also,the mission works in singleplayer if i try to control a non playable character (Right clik on it> Play as the character).
is there still a player unit or playable unit defined
@formal citrus Yea,that was all fine. I think it was a bug from a mod,3den enhanced, but i still haven't confirmed if the mod is the cause. I made a completely new mission,withour 3den enhanced and it works fine.
And i have a question again,im trying to make a completely vanilla FOB system without using scripts. My idea is to have a zeus that any player could take over using an action on an object. The FOB building area would be around an FOB object (Like a truck or a container that can be moved).
So my 2 main issues areL
1)How to make zeus editing area follow the object?
2)How to make zeus accessible only by the action meny (From the action on fob object)?
Any help?
@terse harness Why no scripts tho
True would be simpler w/ scripts
Is there an easy way to tell a unit to deploy its bipod and just stay like that?
as if it was a static MG
Also, is there a better way to place down dead bodies than to just spawn units and set their health to 0?
What issues are you having with setting their health to 0?
^yeah good question actually.
I have another question
I am trying to synchronize some stuff in my mission
for now I have a simple test setup where a car drives down the road, and once it reaches the waypoint, the next (scripted) waypoint activates other stuff
I have 3 jets waiting to come flying in, with a scripted waypoint being synchronized to the cars second waypoint and after that a move waypoint that tells them to move in
The problem is that only one jet actually waits, and the other two just come flying in as soon as they spawn
so, is there a way to synchronize 3 other groups' waypoints to a single other waypoint?
I could also do this with scripting, but I generally prefer not using variables when I don't need them
(I do functional programming, so I am scared of global states.)
In the end I've just done it with a variable
but now I have another problem
those stupid xi'ans take of without reason
at least some times
Now a helicopter refuses to land
it jsut stays there hovering over the waypoint (and helipad)
@limber blaze set helicopter to careless, give it a LAND waypoint over the helipad.
It should land
All, is there a way to destroy building in the eden editor, not via zeus with Ares Mod - Achilles Expansion destroy buildings function?
I want to destroy and set up fortifications in a town - simulate damage by prior fighting.
anyone got a good guide on how to port a mission from 1 map to another?
@fiery swift and @hearty mulch The first step is to make sure you have permission from the original author.
yeah its my mission
its just when i make my map i called it Map_Editor because my terrain source is Map/Map_Editor and i made the mission on the "Map_Editor" now when i switch the name of the island i need to switch the mission from New.map_editor to the new one but dont have to change anything else just the folder name?
u guys know if there is a trigger limited or if there is some kind of performance issiu for having to much trigger in a mission?
but thanks for the quick awnser whale ๐
triggers are checked twice a second from what I remember, so impact should be not that bad. Loops are usually killer for performance, and stuff like finding objects
thanks mate ๐
Hey I have a question. Is there a way to edit Classes from a Mod inside a Mission?
the missionConfigFile is separate from the main configFile, so no. There are a few explicit "exceptions" but in general, no.
I believe you can change certain parts of a config via script. E.g.. vehicle maxspeed. But it's pretty limited
You can't change config entries via script at all.
Does anyone know how to set up a zeus mission like the vanilla ones where zeus has to place down a spawn point before players spawn in?
I believe you can change certain parts of a config via script. E.g.. vehicle maxspeed. But it's pretty limited
There isn't even a config parameter for the maximum speed. It's all PhysX hell with meaningless torques and rotations per square meters that don't even match reality.
Nor the game for that matter.
Flip tank
/tankflip
/@_@_@_@_@_\
\""""""""""/
(โฏยฐโกยฐ๏ผโฏ๏ธต \""/=====D
๐ ๐๐พ
Q: ```
{ if ( faction _x == "BLUE_F" ) then [[true]] else [[false]; } forEach _classes;
// does NOT work, _x is a string, not object.
How can I turn a class name string ("I_MRAP_03_gmg_F") into it's faction? ("IND_F")
I'm trying to make faction specfic Zeus's for a map I'm working on, and filtering out what each can bring in has been.. problematic.
Cant you filter by faction?
I was shown how to do so on the scripting channel (when finally someone got around to answering). I can share the code if you like, but I got the init.sql set up to filter out what I wanted.
@neon pebble "when someone got around to answering" Firstly, community members answer when they know the answer, when it is convenient for them and most often when people post in the correct places. No one is owed an immediate or even quick answer to a question. The burden lies with the one asking the question to wait.
I think you read a bit more hostility into those words than intended, which could be just my badly phrasing it. For that I apologize if there was any miscommunications.
hi guys i have a small problem with attachto: when i attach a static gun to something it becomes laggy and the AI hardly hits anything. anyone know the problem?
@hearty mulch no, the guns rotation becomes very choppy instead of a smooth turn. and so does vertical traverse
if i knew how to make gif's id make one but ill make a video in a few mins
ah.. someones already made one: https://www.youtube.com/watch?v=5aLgK83HsWA
notice how choppy the AI control the tower and thus effecting their combat effectiveness making them terrible at shooting down anything. I was putting statics on an object and AI could hardly kill anything
Hey guys, I'm having an issue with the Manage Addons module for Zeus.
Essentially im using it to take away all the opfor factions bar 1 (an RHS faction). I've managed to get it working when the game plays in singleplayer, but when i load it up in MP, it adds all of the opfor factions back to the list. Anyone know why it doesnt seem to translate over to MP?
@hearty mulch Currently i'm just testing it on my own rig.
I've figured something out for now using the initPlayerServer.sqf by removing all curator addons then adding back in the 2 RHS ones i needed.
Now they do seem to add units for Blu and Ind as well as Opfor, but i've just made it so you can't purchase units from that side. Not perfect but it seems to work in multiplayer.
Hey just one question is it possible to include a custom .p3d object in an mission without having a mod?
Thought nope, color me surprised
shit is it nowadays?
I see a comment on the wiki saying you can provided you get the full path to the mission root
huh well thats pretty cool then
the A3 car sample is 1.453 KB
but I made a simple czech hedgehog once that was ~61 KB
the A3 house samples are between 1000 and 3000 KB
I tried it with createSimpleObject and it works but the object has no physx ....
and that is bad ๐
No you can walk throu it
can simpleObjects be attachTo'd? IDK what youre trying to include but that might serve your purposes.
oh right ive seen that to camo tanks in a mission recently too
haha time for some LOTR themed missions
xD yeah but it does not achieve anything for my object ๐ ... so I think I must write an mod for the object YEAH FUNNY
just out of interest what did you make?
I just play around and try to find a methode to simply include an object into a mission without a mod and than I wanted to write an tutorial for it ... but yeah there is no way so no tutorial is needed ๐
it's more of a happy little accident than a conscious design decision, though
It's completely possible to have a model included into the mission, and have working collision. You can probably walk through the object because it has no mass.
Or you can walk through it for other reasons related to not correctly setting up the geometry LOD
you kinda can have custom marker colors I guess, but you have to hijack the profileNamespace settings of the blufor/opfor/indep/civilian settings of your players and create markers with those special colors
dunno if anyone even uses these. it's pretty annoying when players try to mark enemies as red, but then you have a mix between real red and opfor and some client changed opfor to say orange
makes it difficult to communicate over ts when you can't even rely on the colors being the same everywhere
heey ๐
not sure if this falls into scripting or mission editing but it has something to do with triggers would it be possible to put trigger into the ladder and by running against the ladder u auto climb? something like this xD
sounds like something you would get stuck on lol
Yeah you could put a trigger on the base of the ladder, and when something enters the trigger radius, use https://community.bistudio.com/wiki/Arma_3_Actions#LadderUp
(or related ladder actions)
interesting ๐
Is it possible to have a faction use the UAV terminal for a different faction? I.e., Syndikat capture a NATO Pacific UAV operator, steal the terminal, and then fly a NATO drone?
I couldn't seem to use the NATO terminal while playing as Syndikat.
not recommended iirc, but read the wiki^
Thanks for the links
So basically what I'm trying to do is allow players to run past opfor without being killed for a certain amount of time when the mission starts. Since it sounds like setting a script to change independent allegiance to automatically change after a set amount of time won't work, it sounds like another option is to use setCaptive and then make a trigger to setCaptive false after an amount of time.
Is that something feasible or am I misunderstanding the concept?
Nah, i think that's what you should try
@lost osprey It's also possible to put all the OPFOR on "Hold" waypoints to start with. On that waypoint, set them to Hold Fire as well. Make their second waypoint a Search and Destroy and make sure it's set to open fire. If you set a waypoint activation on the first trigger after a set period of time, then you've got what you're looking for.
It's how I often get a Hot LZ kind of scenario, that way they're not shooting at the bird during the landing, but as soon as we've touched down the enemy can spring into action.
Good for ambushes and the like.
Does "search and destroy" even work anymore though? It's not really worked for me, for the last few patches
does anyone know how the arsenal identifies what mod an item is from to pt those mod icons behind it? i want to limit the arsenal to certain mods for versions of my mission and before i start collecting it all from th configs i wanna make sure ther is not some simple parameter to put in the function or a config parameter each item has that adds that info.
haven't found anything yet
What's the best way to restrict zeus to practically only being a camera?
@pearl nexus
//--- Function to get item DLC. Don't use item itself, but the first addon in which it's defined. SOme items are re-defined in mods.
//#define GETDLC {configsourcemod _this}
#define GETDLC\
{\
private _dlc = "";\
private _addons = configsourceaddonlist _this;\
if (count _addons > 0) then {\
private _mods = configsourcemodlist (configfile >> "CfgPatches" >> _addons select 0);\
if (count _mods > 0) then {\
_dlc = _mods select 0;\
};\
};\
_dlc\
}
ye i found the dlc config parameter. thx though.
The dlc config parameter is ignored now though
It's now the method above. dlc entry no longer does it's job
ah k. thx for the heads up
@limber blaze
{
_x removeCuratorEditableObjects [(curatorEditableObjects _x),true];
_x setCuratorCoef ["place", -1e7];
_x setCuratorCoef ["edit", -1e7];
_x setCuratorCoef ["destroy", -1e7];
_x setCuratorCoef ["synchronize", 0];
_x setCuratorCoef ["delete", 0];
} foreach allCurators;
ok follow up question: i just realised the dlc method is not good enough for what i'm trying. i'm trying to automatically fill the arsenal with faction appropriate gear. currently i use the unit classes and get their gear. problem is not all weapons or backpacks are actually used in a unit.
so any ideas how to do it? (probably not possible i'm guessing)
i dunno why i thought dlc would help. probably got confused by RHS nice set up with icon/dlc per side.
The RHS method was the old way of getting the icons to show
But now it's done with this logic which needs no setup for addon makers if they have CfgPatches already correct and use a mod.cpp
Alternatively to the mod.cpp CfgMods.
To get all items of a mod... I guess you can read the weapons[] array in CfgPatches.
no i need all weapons of a faction. i think my way is the only way because it's not defined anywhere to what faction a weapon belongs other than it being used on certain units. might have to make a mix of different methods
@sinful rampart Thanks m8
@prime dome I did the Search and Destroy waypoint in a mission last Sunday and it worked just fine.
Weapons don't have factions.
The best you can do is go through all units of a faction and add up the weapons they use. Then you have to deal with weapon classes with attachments though. Good luck with that.
as i said. that's what i do
It's the only thing you can do.
@lament nebula I dunno, probably should try again sometime. I just use Move now.
Hi bois, so I had kind of fucked my self up. I shut down my community for a while and want to open it again now. I can't find my mission folder only the pbo. And the pbo is obfuscate by Mikero tools. Is there anyway to open it again.? I can profe Im the owner of the community and the file. Im just affraid I need to starte from my old mission. like 3 version back.. :3
I have the private key still ๐
Best bet would be to contact Mikero
Yea A guy already help me ๐ But Im just want to ask your guys first. A lot people proberly text him and I dont want to distube a person before I ask open to everyone ๐
Hexeditor is your friend.
A hoy hoy. I seem to be having trouble getting respawns to work for only one faction. It feels like i'm missing something painfully obvious here.
Essentially need IND to be able to respawn as much as possible, but BLU cannot respawn at all.
I thought it would be as simple as just creating a "Respawn_Guerrila" marker and leaving it at that, but BLU still want to spawn there. Anyway to disable spawning for one side, whilst letting another go about its business?
Wow... I was absolutely right, That was painfully obvious. After having been through that page multiple times I cannot believe i overlooked that.
Thank you @novel rune. Really appreciate that. ๐ ๐ฏ
yw
So i'm trying to setup as simple sector control, one-way cap (like rush) - I can enable the next objective's trigger using the Expression on a sector, so when ownership changes from default owner to the attacking side the next one has simulationGlobal enabled to be capped, and that works fine, buuut if I try the same daisy-chain to disable triggers, it doesn't work, they will be disabled on mission start it seems. Any ideas? Can I do something in a trigger/sector module like 'while owner = opfor, trigger1 enableSimulationGlobal false' ?
basically I can't seem to set a trigger to be disabled on a sector ownership change for no discernable reason
I also tried setting the triger Activation to OPFOR but bluefor can still activate the trigger, so that doesn't work
I suggest not relying on trigger activation alone but use commands like "list triggername" together with "count" and "side" to detect if people from a certain side are in it, if yes then switch ownership, once it changed, you can repeat for the next trigger. I know im horrible at explaining things. Im gonna be at home im about 5 hours. Then I might be able to provide you a little sample missiok on how I would do it
this page needs bit polishing as the header/navigation is damned messy, but at least all the groups are listed ready to be copy pasted into SQF:
http://pmc.editing.wiki/doku.php?id=arma3:scripting:cup-class-names-bis_fnc_spawngroup
How can I get ideas for creating a mission?
watch the news
But I dont want to be filled with fake bullshit
how about a mission where you break into trump tower and gat shit up. might take a while to make the map and by the time its done it might be way more relevant than you would think.
well I need a model of the trump tower...
better get working
yay
Read a good book. Brush up on military history/operations. Watch a good military documentary.
so much for trump tower
Just stack the big tower bunkers ontop of each other like 20 times or so and call it "Trump Tower". That will be more than surficiant amount of climbing to reach the top ๐
Situation: I need a module (change task state) to actuvate when a unit completes a waypoint
Problem: I can only sync modules to triggers, not waypoints
Question: Is there a way to either 1) Connect the trigger to the waypoint so that the waypoint activates the trigger or 2) to sync the module to the waypoint directly?
you could set a boolean variable in the waypoint's activation field
And use that variable in the trigger's condition field
ยฏ_(ใ)_/ยฏ
Unless there's a rational reason not to do it...i don't see why it's a problem.
It's bad for reusability
also I just hate them because I am used to functional programming
global states are filth
FIIIIIIIILTH!
(insert RWBY gif)
any idea what's wrong with this?
[synchronizedObjects thisTrigger] call {
_nope=false;
{
if (damage _x < 0.8) then {
_nope = true;
};
} forEach param [0]; _nope
}
you could always do
myGloVar = nul;
afterwards
(That's my alternative approach to the same problem, by the way)
It's the trigger condition
and for some reason it activates instantly
D'OH!
The values (true and false) are switched
AND the < should be a >
@The German Mason#4551 thanks for the offer of an example; after much rage I did some googling and found this thread with a solution, to use waitUntil, which can compensate for the Expression firing when it shouldn't: https://forums.bistudio.com/topic/192116-sector-module-expression/
@Bek#8021 ๐ Personally I don't mess with modules too much. Currently working on a Conquest mission and I always like to have maximum control over everything. I actually have a working version of the mission ready already. The AI is..... welp,, cries cough not quite where I want it to be though. But you can cap points, you can see said points on the map with the colour of the side owning it and through the vanilla respawn selection, you can spawn on every owned objective all done through scripting ๐
Is there a way to make AI respawns?
addEventHandler "killed", createUnit
@icy comet That really depends on how you want them to respawn. In my mission, I have AI's keep spawning in until a certain limit is reached, after that, AI's only spawn when some of them die so that the limit isn't reached anymore
How should I go about spawning players with no uniforms, weapons, equipment, ect? I tried just taking it all away via the arsenal but when a new play joins in progress it resets everyone to the empty loadout.
Should I put it into the mission init.sqf? Or how else would you recommend I call it?
onPlayerLocal.sqf
@icy comet Everything is possible.
Is there a way to wait until all players are loaded into mission?
like I and my friend start playing a mission. He is loaded into the world before me because he has a faster loading time but I want us both to start at the same time. Is that possible?
@icy comet uhm, well, not really. You could use startLoadingScreen https://community.bistudio.com/wiki/startLoadingScreen to extend the time people are "loading" and use waitUntil and sleepUi to sync it up
Wait until what?
I dont know when a unit is loaded in
Ive read about this startLoadingScreen before but I dont know when or how to use it right
There is no way of telling either
Well mayby there is
Sometimes people's bodies are already spawned with no scripts executed for them yet
Sometimes?
Usually, actually, always unless you are the host :D
and what happens when I am the host?
You see the light of day 10 seconds or so before anyone else xD
You could use setvariable for the player in the init.sqf. If a playable unit spawned but the variable is not set, then he is still loading in. Gtg now gonna be home in like 5 hours, then I can take a closer took at that matter and see what works and what doesnt
@pallid summit Lutz (audiocustoms)#5482 "Pastebin" LOL, use gist.github if anything ๐
Wrong chris :p
@pallid summit I swear Discord is NOT letting me mark him (as you can see by the rest of the name that exists) Didn't think I'd summon someone else here though, lol ๐
i'm a ninja, only skilled ppl like @hallow shuttle can tag me ๐
Fuck youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu @wraith cloud (but its truuuuueeeeeee)
๐ @hallow shuttle
@wraith cloud rekt
@wraith cloud Got ya :D
Is it difficult to create a mission?
depends on what you have in mind
Just a basic mission, just want to know if it is difficult, looks fun though
well, difficult is not the same as difficult :D
you need to start at some point and then figure it out
for me it is very difficult to learn a script language, other take a quick look and know the deal...
I have to learn scripting??
might be the case, depending on what you have in mind. nowadays you can do a lot with the modules and stuff given to you in the eden editor. but for some advanced ideas you need SQF knowlage
either way it is helpful to have a basic SQF understanding
I am looking at Leutin09's videos, he's doing everything with the editor
like i said, it is doable without scripting
just watch some tuts and simply start your idea. the biki and google are your best friends
I have to learn scripting??
For a basic "go there and shoot things", no
And i think that's kinda where you should start
@quasi swan Basic missions are easier than ever to do with Eden. Just place down some enemies with waypoints with cycle wp and place a playable unit yourself and done. With simple one limer scripr commands you can force the AI to never move, triggers can be used to let reinforcements come in. With hint "sometext" you can easily create a simple notificatiom for when you cleared the objective. Imo, the arma editor is one of the most userfriendly ones i had to work with
there's also a bunch of premade things that you can use https://community.bistudio.com/wiki/Mission_Presentation
Got a quick question for you guys. For my server, we are currently using MBG Celle2 as our training map. That said, we have to switch to a different map, as we require a map with a large quantity of water. Not too much will be missed of Celle2, although it is a beautiful map, but we WILL miss the massive, beautiful hangars.
Is there anyway to add the modded hangar that is added in the mbg_celle2_objects.pbo into the Eden editor selection under structures, so that it is placeable on other maps within Eden editor?
I always have good ideas for missions but I always fail cathastrophly by making these missions
welcome to arma ๐
@icy comet I'm good at mission making but my current conquest mission has, quite some issues cough Oh AI keeps amazing me
also everytime I start making a mission I lose the fun at making them if you know what I mean
I do
Most of the time I can't be bothered creating things. Same with all sandbox type games actually
And when I want to play one of my missions with my friends the reject the invite because there busy playing altis life...
Friends don't let friends drive drunk play Life
TFW I have to make all the missions and the fuckers complain anyway
Is the complain with a reason or without?
complains like XYZ IS TO OP PLS NERF is always bullshit
Reasoning: Mimimimi.....
That's all I hear when people complain about mission decision I made within the unit ๐ I know what I'm doing but you know, some people go "mimimimi"
Nah usually complaining that it's too hard
@mossy oak That reminds me of something
fuckers won't practice anything though, so it's a losing battle
Like I tell them if they want to be less bad they'll need to actually practice stuff but they're not interested
aslong as they don't face 200 GMG-Ifrits nothing is to hard
Back when I activly used to make missions, I tend to make it too hard too
So "Mason difficulty" has been introduced to missions
Nah i just should at them for the entire mission instead
@mossy oak let me guess: your friends play more altis life then missions? XD
Hmmmm, you sure? I used to play on GTA SAMP servers that were like that in a german community
I'm one of those people that only plays MilSim and anything else is Heresy
I guess its interesting to play roleplay arma, which in itself isnt that bad because it shows that all the assets to roleplay like that are present in the game
But personally, I like to shoot things ๐
I mean, how high can a guy get to create a altis life...
I dont even know how that person got the idea to turn a mil sim into a life sim
Sahrani Life
I'm in two minds about it, on one hand it's nice that BI has a lot more money to work with, on the other ARMA is now 90% secondaries
Because arma isnt a milsim, its a sandbox where people can do what they want
Yea no ARMA is a milsim that people mod
How high was bohemia interactive to implement kart racing missions?
ha karts was an april fools joke
then when people said they actually wanted it BI released it
Wew i was glad I bought the founder edition when karts came out
well atleast tanoa because I really dont like those watermarks
Eh if you fly helos a lot then the helo DLC makes the flight physics nearly tolerable
marksmen dlc gives you an MMG which is neat
You dont need the DLC though to have the new phyiscs
Ah don't you? cool
I'd regard the advanced physics as content, it's not like it's locking you out of helos if you don't have it
but that's still cool
Well for bohemia, new maps weapons vehicles and such are content
I hope they improve fixed wing physics with the jets DLC but i'm not holding my breath
Is it allowed to build a feature using scripts to bypass that you can not enter dlc vehicles without dlc?
because a lot of altis life server use that
Jup, but you'll have to deal with watermarks anyways
You dont even need scripts. Editor --> Place down DLC heli --> woho
xD
Editor --> CSAT --> Place down Viper soldier as player --> Woho
--> Gets watermarks --> Oh NOOO
rip
Doubt you can
Likely not something that has been implemented using anything touchable by scripts
^
I don't really get why people complain about it, BI could've just as easily locked people entirely out
but they're not dicks
Didn't they kinda do that?
Cant touch DLC rifles on the ground
Can't join servers that use Apex map objects INCLUDING the Syndicate flagpole
Yep -_-
lolz
Lol discord why did you post my Yep a second time?
if it is true that ppl create scripts to bypass the DLC restrictions for assets, they are clearly violating the BI EULA
@wraith cloud Its not really a bypass. Its as simple as giving someone who doesn't have the DLC a weapon from a DLC through a scripting menu
Or simply place yourself down in the editor with one of those guns.... but BI implemented watermarks to make it rather annoying to use those
Things like the virtual arsenal don't care about it either. If you can access the virtual arsenal in the mission, you can access DLC gear and weapons
i meant to script remove the watermarks is a violation
I dont think a script can do that
@wraith cloud Can't ๐
or a mod... whatever... any editing of this is a violation
@icy comet The images are probably in the encrypted EBOs which you cant touch either
not saying it is possible
Actually, since the Heli and Marksman DLC EBOs are PBOs now, I dont think they are in there at all. Mayby somewhere entirely else, but if it isn't called as a GUI then it can't be removed either. Pretty sure you'd need an extension to get rid of it
I dont have to worry about it anyways because I got 'em all ๐
every true believer has em ๐
arma is milsim
lol no
people may play it like it's milsim, but arma is a military sandbox game
VBS is milsim
@prime dome True, especially because Arma has too many things that aren't even close to something to be considered being a "simulation" glares at medical system
glares at getting stuck in rock
glares at crashlanded heli pilot in my Conquest mission that doesn't know what he is supposed to do with his life now
@icy comet How about buying the DLC if one wants to use it so much?
@SuicideKing#6140 ... I was going to say something witty about getting stuck in a rock, but words fail me.... stuck in a hotel on Altis ....
@prime dome a military sandbox game with a real life simulation game mode
@rocky carbon But I want to buy overwatch ๐ญ
overwatch? you know you can get boobs and booty for less and sometimes even a happy ending IRL ๐
...
you can get that stuff also for free by just googling it right?
also I want to play overwatch because its a very good game and I like class based shooters like TF2 and Overwatch
Well the real life simulation game mode is a mod, not a part of the base game. Doesn't make it less valid though. People tend to not like it, however, because they feel BI's focus has kinda shifted towards making the game more suitable for Life players than the traditional casual/non-casual military focus.
And yeah, I've heard Overwatch is fun. :D
im currnetly trying to add a FOB createt ingame, to the mission files it self. but when im in the editor and pass the code it the debug console, its all spawned it but im not able to edit it nor does it show when i hit play scenario.. any hints ?
Your script is apparently broken.
I used the Ares save module and then just copy/pastede and the stuff get spawned in the editor i just cant edit it nor is it there when i play scenario
everything is editable but the H-Barriers
is this possible to run a cpp config file inside a mission?
some stuff can be done in description.ext
I've got a question - I have a mission where AI lays down an IED, runs off and hides in a building. Transport comes, drives over IED, -> ambush - that's how it's supposed to work. Unfortunately the AI driver stops as soon as he "magically" sees the IED (basic rfifleman no engineer or something like that) and the triggered explosion wont' t happen. Also they all exit the vehicle. ... how do I make AI "dumb" enough to just drive over IED and not stop and disembark?
Waypoint is already "Careless" and "Do not open fire"
Probably not possible. Could script in the explosion instead of using an actual mine
I second that idea
I'm looking at this with Exodus and we've sort of figured out what is going on
The AI sees the object as an obstacle and stops, then after being stopped they "realize" it's a mine / bomb and then disembark
So I'll have to somehow Hide it off the road out of LOS
The AI sees the object as an obstacle and stops
If true then it should be reported as a bug
I think they are just very sensitve to any object on or next to a road
And if they can't evade they stop
yes, but if that extends to mines then it's a problem
Since you can't "dig" a mine in Arma, it has to lie on the road
Well it's not a mine - it's the IED-Urban-big
Ah.
What do I know the AI sometimes is either way too smart or way too dumb - I'll try to reproduce this before writing a ticket
Will do ๐
Ok, so I seem unable to get respawning working. Even at the start of the mission my friend and I always spawn at the corner of the map
it's always the bottom left corner of the map
How have you set up your repawn position? That is, what code are you using? And have you tried the suggestions in the BIKI?
I believe I have it set up in EDEN, but it's possible that I am doing it wrong. I found a guide on the steam forums and followed that,
I have a respawn point created with Eden that I names respawn_west. I used to spawn at it, and my firne dint eh corner, now we both spawn in the corner
Steam forums, first mistake.
https://community.bistudio.com/wiki/Arma_3_Respawn
Start with that.
Ok so this is not something I can set up with Eden assets?
I found a guide on the steam forums
if you have problems with your mercedes, you don't go to a fiat garage ๐
^
Does anyone know why my PVP scenarios don't reset between matches properly? When we start the next round, the battlefield is already destroyed, this is despite the fact that we are NOT using persistent battlefield. I've tried ending the mission on the server, on every client, still not luck.
Pick a channel and stick with it please.
@stuck sable How are you ending the mission? If you host on client,do you make sure you hit the restart button and not continue?
@The German Mason#4551, I am hosting on a dedicated server, not on a client. Any advice?
@stuck sable Depends on how the scenario is ended, but usually if there is a button in mission selection that says continue, look for restart. If the match isnt persistant, it should stop once all leave. If you have auto-init enabled, then disable it so the scenario doesnt automatically launch when there is no one on the server.
Auto init basically launches the first mission on the rotation as soon as the server starts. Mayby when its doing so, it does not restart the map, which means unless endMission has been used, it'll just load some save file instead
@torn tree, I don't use autoinit on this server (I use it on our coop server, but not our PVP server). I do use endMission, though. I'll have to just dig back into it and maybe start with a template for configs to make sure nothing gets messed up.
@DEL-J That's weird because I have a dedicated server myself and endmission ends it properly with autoinit and persistant both off, so I dont know what else might be the cause
I'm sure I've messed something up somewhere. Just gotta figure out what.
@stuck sable Did you manage to figure out whats causing the issue?
Is there an easy to use functio to make the entire screen black and have it fade to normal after a few seconds?
kind of how they did in the beginning of the apex campaign
yes
Lemme get it
cutText ["", "BLACK FADED", 10, true];
sleep 5;
cutText ["", "BLACK IN", 10, true];
put that in a spawn or something
okay thanks
What would be the best place to execute that code?
initPlayerLocal.sqf?
yeah
okay, last question (I hope)
Is there a way to make BIS_fnc_infoText display the text one or two more seconds?
grrr... Having some more problems
initPlayerLocal is executed while the splash screen is still showing
Can I somehow delay the execution until the splashscreen is gone?
well, not really splash screen; the loading screen
if (!didJIP and !respawned) then {
0 = [] execVM "intro.sqf";
};
respawned = true;
Should I leave the !didJIP part or would it be better if players got the intro regardless of when they join?
@The German Mason#4551, no I haven't been messing with that project recently. I'll try to remember let you know if I have a breakthrough.
@limber blaze just put a sleep 1 or sleep 0.1 in the beginning. Please dont use waitUntil {time > 0} as that wouldnt work with JIP players just so you know
@limber blaze thats a design decision you need to maje yourself. The arma 2 domination missions had an intro for all including jip
I know it's a design decision, but I am not completely sure
I know that's how domination did it, but this is more of a story mission
so I expect most players to be there from the start
@limber blaze Then have an intro nonetheless. Mayby you can save an array of all players who have seen the intro server side so that if they JIP, they dont have to see it again
I mean it always depends on how much it requires the battlefield to be untouched
If the intro stops making sense when the AI arent in their preplaced spots then it may just be better to only have the intro at the start of the mission
A note for every missionmaker here that has missions with CUP Terrains on the Steamworkshop: For practical and legal considerations we split off the CWA (formerly CWR2) terrains in a seperate package. That means CUP maps gets smaller but we now have 4 Terrain packages (Complete, Core, Maps and CWA). Mission makers using stuff from CWA must update their dependencies in SteamWS. We apologize for every inconvenience.
@toxic coral So, CUP itself just has A2 stuff while the A1 maps are in a different pack?
@toxic coral Is the core pack eventually getting split into two seperate packs aswell to not require people to download ALL CUP objects just to play one of the two available terrain packs?
@torn tree Maps contain A1 and A2 while CWA contains CWA/OFP terrains
CUP Core definitly not get seperated. First off, community terrains may use stuff from Core all over that package. So splitting them up will make it necessary for nearly everybody to load both (Except you are really into playing only Chernarus for example, but there are other ports out there that only contain Cherna itself)
Ah I see, I didn't know that
Also Core is meant as a single solution to get all legacy terrains running
So the idea is simply: Have TP Core and you can download every A1 or A2 terrain from armaholic and play it right away in A3
As said, we needed to split off CWA from the Maps for legal and practical issues
I posted the notice above because we are just receiving a shitstorm from mission makers that didn't read our announcement and now think we broke their missions (they simply need to add CWA as new dependency and everything is fine)
But as it seems, some people are unwilling to read, when then can post something offensive on reddit or steam
wait! people don't actually read release notes?!?!?
@pearl nexus If you are like me, not very active in the modding community and not activly observing what each mod does at any given time, its easy to miss. I didn't know that until now. Like, where was I supposed to read it? BI Forum? Not active there. Most people cant be bothered to read about the mods they subscriped to in the BI forums, so its easy to miss tbh. I think its rude to be offensive about it though. I mean, the fix for it is so easy, its hard to be upset about it
exactly. not knowing something is not an issue. the issue is how entitled people act when they have to put in SOME work of their own. and there's a tendency of over dramatisation instead of just asking for info with specific questions
I feed on drama.
@novel rune Than the CUP steamWS comments is the right place for you right now ๐
But seriously, sometimes I have a deep doubt about humanity when I see how some people behave...
Lack of moderation of that comment section is one reason why BWA3 does not upload to SW.
Sees an updater -> Starts arma -> sees an error message -> ~checks changelog for stuff that could have broken the mission/addon -> check BIF, FB,twitter,comments for other people with the problem -> see that he misses the announcement and just have to subscribe to a new package -> play arma without problems~ -> tells in the comments that the CUP developers are stupid cunts that can't make a working addo, his life is now ruined and he threatens to kill the dog of a CUP developer
We discussed that aswell... but we have 500.000 subscribers and if we change that, I am afraid for my life (no seriously...)
People got murdered of less
SW comments are mostly aids but i still read them all in case of some noob that has an issue that is easy to fix. good to train your brain to block out things lol
i only read them often after updates though. i jsut can't hate on someone for being a total noob
Yeah, just helped a few guys that write problems in comments and/or steam discussions somewhere in the A3 section
I thought of just deleting all comments and write a new one "For comments and feedback, please use the official CUP BIF thread: link"
I don't want to check a million forums to debug other peoples modsets. If they have a question, they should come to me (github tracker, Slack).
I read that whole thread and I still have no fucking idea what their issue is.
It's like talking to cavemen.
i love this "please fix asap"
this is actually fun to read when it's not about your own mod lol
CBA โฅโฅโฅโฅed up!
So after this new stupid update NONE of my team can play on any Exile server, plz just revert the update FOR โฅโฅโฅโฅS SAKE!
same
But what actually is the problem?
look at this guy "wow, damm son, just wait for servers to update, go take some ritalin. "
focus on him
So they subscribed to CBA on the WS, it got updated, but the server hasn't, because it was running all the time.
Is that it?
i dunno. i'm jsut reading for entertainment factor. but sounds like hte more reasonable comments say it is the issue
Hehe... they are excile players
I would've never uploaded it there, but that wasn't my decision. At least I don't have to deal with it for BWA3.
(no offense to excile players in this channel of course)
again. you don't have to read it. take it as a challenge in self discipline
btw. exile is basically just hte latest iteration of dayZ. i don't think it'll ever stop. i got peopel telling me the next one is coming in already
just realised what channel this is. sorry for OT
It's not like anyone else is talking about mission stuff.
About the server not updating, some of them are dependant on their hosters to update mods. Much like Estron who was banned from here.
But then don't write that under the comment section of the mod.
Exactly what I told him
Also, at least try to explain what your issue is and don't just write "doesn't work, fix it, revert, can't play :((("
Yup
"Our Server admins are too dumb to update your mod. Revert your mod you dumb modmaker"
Thats all i read... Did i get the essence?
Think so. Hard to tell. It's like they speak a different (primitive) language.
Also funny:
https://github.com/acemod/ACE3/issues/4861
Can't tell if genuinely dumb or an eleborate troll.
LOL... I read that issue before... before it got so stupid ๐ He registered his Github account just to post that issue
Atleast that is more than most of the people do
Do you SEE MCC4 LISTED In STEPS TO REPRODUCE OR IN THAT PART OF THE DESCRIPTION???? DO YOU????
What a moron and idiot you are! And you complain about me?!?!?! At least I CAN READ!!!
And you're correct, you are NOT part of the team - SO BUTT OUT AND KEEP YOUR STUPID COMMENTS AND FALSE ACCUSATIONS TO YOURSELF!
What a WASTE of my time reading your LIES!
He could have just commented on steam and than threatens to kill commy's dog
I don't have pets.
LIES! ALL LIES! ACE IS NOT WORKING BECAUSE OF HILLARY! DRAIN THE SWAMP!
Sorry but that was just a good matching to that guy
I think we need a special discord channel for things like this. #MakingFunOfIdiots ?
lmao. Convince Dwarden of that!
I was going to say, we do have a special channel for those idiots, I just have to assign them to it via the Hammer button.
Here is another good one I just found: http://steamcommunity.com/workshop/filedetails/discussion/497660133/154645539342994823/
In our world, everything follows an order: Cause -> Effect. But some people either mix those up or just think these rules are made up by the gouvernment
same
Hehe, I am just thinking about every person on steam that wrote "CUP needs to improve models/textures/anims" and ask them "I heard you want to join the CUP team? Cool, I can show you where to start"
Is It Just me or do they need to improve the quality of those weapons
Please smooth the edges and put a batter resolution make better size and more bump mapping this is lazy work so far reloading aswell
โน
Hey guys, trying to make a Swat type mission, Looking for something to use as a door, that can be breached by a c2 or m112 explosive charge.
Having a bitch of a time trying to find something that stops people, but gets knocked down by 1 blast.
You can use a crate or something like that and add an explosion eventhandler: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explosion
In the EH you than simply delete it. Additionally you can spawn a "poof"-effect or something
But I doubt anybody will see the door disappearing when a charge explodes near it
Oh, That's cool dude, So I can use anything, but if an explosion happens I can delete it, Awesome.
check the fire drills. i think there are some nice modular wooden walls. but as has been mentioned you'll need some scripting to make them go away. you could keep it even simpler than EHs and stuff and jsut put a breach action on it that deletes it with some visuals after a small coutn down
Does anyone know a way around a restricted arsenal that folks can grab other loadouts from. I am using this in the box ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; here is a video of whats happening,
They load a "Good" loadout, then can imediatly after grab a "Bad" loadout
Here is the full whitelist
Is there any solid documentation you would recomend for the new tasks modules?
I mean, the modules in game.
I may just script it anyways then.. seems to be more info on how to do that...
Hello people,
Let's start with the fact that I am new to the scripting/modding/mission making in Arma, as in making serieus stuff.
Just a little question, if you make a mission; for now I always used the editor and didn't really wrote a script, now I just created the init.sqf as a start on making a script.
Do you also put all triggers/trigger activations/etc. in that script? Or just keep it in the editor one?
depends. for me.
Depends, I rarely put triggers in a script
But it depends on what you're doing
If you're new to mission making in general, then I'd not suggest fiddling around scripts just yet
And you can make a serious mission without scripts
I think the important question is to ask yourself: why create a trigger with a script?
Quick question
Anybody have any tips for making a plane maintain an altitude disregarding the terrain below it?
I'm trying to make a C-130J drop off some airbourne troops using the RHS "infantry paradrop" waypoint, but for whatever reason the plane decides it needs to gain altitude when it goes over a mountain even though it is in no danger of crashing
I've tried using flyInHeight to no avail, I'm not sure if I'm using it wrong somehow or if it's broken
Anyway, any help is greatly appreciated
Mainly the question about the script or editor was for the fact that I thought it would be more organized using a script for everything you do, except for the characters/enities/objects you *
place in the editor
figures
hmm question: I made a artificial airfield by just placing down some concrete piers. Problem is now that every plane I place on the runway instantly speeding up to 10km/h and even if I'm in the plane and press the key for brakes it wouldn't stop. Any Ideas? Thats a image of the "runway" https://img.knight-industries.org/2017-02-05_21-24-59.png
@tropic ocean Likely a problem of "Plane cant handle being on an object it was never meant to be on". Place the piers as flat as possible and disable the collision of all piers with the plane
Probably how runways are configured w.r.t. planes
@torn tree well Piers are simple Objects now. Also the thing is that there a lamps of the terrain wich makes it hard to place it as low as possible because then the plane would hit the lamp while landing ๐ but I will try that tomorrow, thanks
@tropic ocean Well it doesn't matter if it is a simple object for as long as the plane can not handle being on an object (Just like the A2 destroyer ship had collision aswell, but it was impossible to walk on it because you'd just slide away)
Pft. Time to port liberation to a new map
Could anyone give me some quick help. Trying to port liberation to Taviana but from what i could tell AI isn't spawning in the zones.
anyone know how the Tochka deploy/fire waypoints work?
i'm trying to sync them to 2 waypoints, but they don't work as i would expect
Maybe a stupid question.. if you disable collision on the piers, won't the jet just fall through them?
(I tried doing something similar to make a helicopter landing area, and the helicopter would just bounce until it exploded - tried using the pier, among other objects, all with the same result - so I'd like to know if there's a handy solution to this issue as well. ๐ )
@NyteMyre You are doing it wrong. Syncing waypoints makes the unit complete the waypoint and then wait for the trigger before moving on. Place a move WP FIRST, sync that to the trigger and THEN place the deploy waypoint and firewaypoint
Thanks, that worked
i still don't get how the RHS Fire waypoint works though
sometimes it fires, sometimes it doesn't
@grave harness The AI is bound to the same rules that players need to follow too like the vehicle needs to face towards the target to be able to fire. If the AI is facing the wrong way with the vehicle, they cant fire
@grave harness consider using script in a trigger rather than waypoints for the tochka firing
Yay, managed to get Liberation to Taviana
@pliant tapir Well that would require knowing the command for it D:
@torn tree I'm pretty sure the fire waypoint is in range and directly in front of the vehicle
i can even manually fire it
The waypoint seems just FUBAR
I set the 3 types of 9P129 in RHS right next to each other, set the waypoint for each vehicles the same way, and only one of them will fire
it's like freaking wave particle duality
if you observe, they behave different
Is it always the same type firing?
I dont remember having issues with them but mayby there is just a bug in RHS. I suggest reporting it to the RHS dev team
do they have a feedback tracker ?
ah never mind
found it :p
guys i'll try first without other mods
seems like the script error I received is already known and fixed: http://feedback.rhsmods.org/view.php?id=2872
ok, so i tested it again yesterday, and now it all worked without issues
really weird
but i guess i'm happy :p
Ran into a little issue while editing my liberation mission on Taviana, Seems that the ammo boxes that i am using which are the rhs ones don't actually work. I get the recycle menu but all it shows for each resource is scalar nan. Here's a screen shot http://imgur.com/a/swThh Anyone know what the issue might be?
Update Tried it with the default ones as well as switching back to the rhs ones. Still the same results.
Got another question
Is there any way to set a respawn position on the group leader? I've seen other missions do this, I'm assuming by somehow attaching the "respawn_west" marker to a moving unit, but I'm not sure how that is accomplished
I mean you could just
0 = [] spawn
{
while {true} do {
respawn_west setMarkerPos (getpos unit);
sleep 1;
};
};
but then the group leader respawns on his body
That would be acceptable
So, for someone basically script illiterate like myself, would that go in an init field or would I make some sort of .ext file to put that in?
you could put down a game logic unit and place it there, I believe
Just general thinking:
Maybe make a if else statement checken if the person is a group leader or not; if it is a group leader let him just spawn at base, if not then let him spawn and actually 'teleport' to the leader.
That way you have no problem moving the respawn spot around and also if the group leader dies he won't spawn on his body.
Not sure how to fix this as I am not completely sure there is a spot to execute code upon respawning/spawning orso.
semi-relevant question while we're on respawning questions
Something like this in a onPlayerRespawn.sqf file?
if(leader player == player) //player is a group leader
{
}
else //player is not a group leader
{
player setPos(getPos leader player); //teleport player to his group leader
}
I got 2 seperate squads, how can i assign a specifc spawnpoint for each squad?
So Squad Alpha always spawns on respawn_west_1 and Squad Bravo on respawn_west_2
This seems accurate for that:
https://forums.bistudio.com/topic/173169-specific-respawn-points-for-specific-squadsunits/
that seems really accurate
Basicly checking classname or an other set variable/name and then based on that spawn the person somewhere
I'll read through it thanks
Np ๐
so this would work?
if (group == "Alpha") then
{
_this setpos (getmarkerpos "respawn_west_1");
}
else {
if (group _this == "Bravo") then
{
_this setpos (getmarkerpos "respawn_west_2");
}
}];```
no
_this passed in Respawn eh is:
[unit, corpse]
I think
So use in the first line
params ["_unit"];
and then you use _unit as your unit.
also third line has a missing variable
groups cannot be compared with STRING either
argh
getmarkerpos always reports z as 0 and setPos uses AGL format, so placing the marker inside a building or on top of a pier or rock, it will make you get stuck or kill you
But I guess that is secondary when you carefully chose your locations and don't try to spawn on top of an aircraft carrier for example.
It would be nice to make the code work any time without having to adjust the z manually.
Yeah, seen that.
Should be an engine function
It's so fucking confusing that setPos and getPos use different formats
like wtf
i want the respawn to be on an assault-boat cause i don't know where the squad will make their landing
at first i wanted to let them respawn on the static C130 from CUP
I don't think you can spawn on an assault boat. The units would fall into the water, no?
they don't have to be in the boat
i just wwant them to respawn wherever they landed the boat
what if they don't land the boat? What if it's destroyed on the sea floor?
mission over?
no more respawn i guess ๐
last time, i added the respawn on a BMP ambulance
that worked fine too.....
a nice addition would have been to drag or carry the body to the ambulance before the player could respawn
anyway
yea, 2 squads with their own respawn point. Still have to figure out how that works ๐
i guess i could use the respawn interface that lets you choose... and tell them not to spawn on the other point
params ["_unit"];
if (group _unit == sqd1) then {
_unit setPos (getmarkerpos "respawn_west_1");
}
else {
if (group _unit == sqd2) then {
_unit setPos (getmarkerpos "respawn_west_2");
}
}
}];```
there's a reason i failed programming classes at school :p
the formatting is horrible too. I also count 4 opening { and only 3 closing }
Lession 1 should be how to indent.
Not some "hello world" print
Would it not make sense for this to use BIS_fnc_addRespawnPosition?
instead of setpos the unit to the marker?
Depends on what the function is able to do I guess.
I've only used it for respawn point progression, but possibly it would be useful for this as well
You still have group player and not group _unit
Then what is this guy saying in that forum thread?
for groups, aside from checking classname, all you would need to do is instead of "typeof player" you would do "group player" and then the other side of the == would be the group leader id or group id.
"Group player" should compare directly against the group ID you gave
god finally got it to work
params ["_unit"];
if (group _unit == sqd1) then {
_unit setPos (getPos AlphaSpawn);
}
else {
if (group _unit == sqd2) then {
_unit setPos (getPos BravoSpawn);
}
}
}];```
Things that were wrong:
* _unit**S** instead of _unit
* getPos doesn't use quotes.... so AlphaSpawn was enough
* You still need a "respawn_west" marker somewhere on the map as well
why two, in case one dies?
@mossy echo Hey, dumb question
I set up that code in a game logic as suggested and I've succeded in only getting this error. The respawn works as normally, but doesn't follow the squad leader
^error
I'm sure it's something small I've forgotten but this is kind of new territory for me, so any pointers would be appreciated
Is the unit set to the squad leader, and is this running on clients?
Hi all. I'm wondering, does anyone know of a simple way how I would enable only a certan unit (commander) to use Trigger activation via Radio Alpha/Bravo/Charly??
player should have the radio command available
@lost osprey
The respawn_west variable is undefined. You most likely wanted to use the "respawn_west" marker, which is referenced as a STRING with quote marks, since that is what setMarkerPos expects.
STRING (MARKER) setMarkerPos ARRAY (POSITION)
I mean...
"respawn_west" setMarkerPos (getPos Unit);
@daring dock Yes but when I set trigger to be activated by lets say Radio Alpha command, every player on the server can do it. I just want one player to be abble to use radio activation of a trigger.
I had something similar today with ffmpeg. I wanted to define the target directory of the encodes and apparently I can't use %F in the template as variable for the input filename in the first position in Windows, because their system variables like APPDATA start with a %. : /
*yesterday
Computers are dumb.
but they're fast
well it can still find the GCD of two numbers faster than you
What's a GCD?
greatest common divisor
hello lads, could someone point me to a general tutorial for eden editor ? i have setup a mission for my realsim clan with about 5 objectives and a story, put in a basic base as starting point and put enemies down along the storyline, what i struggle with right now is the waypoint generating for those enemies as to what movement makes sense yknow
Also maybe something about extentions to the eden editor , i dont know if there is something like that tho
i never zeused , i just wanted to do my part to create a fun one off mission for weeks when our campaign story is paused , so im still new to all of this
main maker said he would add in the spawns and scripts needed after , so all i really want to do right now is perfecting the enemies
you'll definately need to learn it if you want to do this sooner rather than later, sets down a zeus entity and module
Why arent you asking the main maker for help?
The enemies can be directed by zeus so that's not really in question, unless you're really trying to do it all automated
are you spawning the enemy units or are they preplaced? If they are preplaced, just give them waypoints and make a hold waypoint right at the beginning, sync it with trigger and have them go to a S&D waypoint
because he is a busy man ;P
That's the basic ambush setup
but what if it was a million sets
But what if it's a GREAT gui?
shit you got me commy
Just place multiple move waypoints and a cycle waypoint at the end
I mean it sounds like the guy just wants you to place enemies and leave the rest to him
Make sure they are on slow speed and safe behaviour
well basically for example when we play our missions we got enemy groups of 8-10 patrolling over a certain area in a certain formation
ye, you can just place an opfor group in eden
set some waypoints and a cycle waypoint for the last one
yeah he just said make a story place some enemies and leave the rest to me, but at some point i would want to take that work off of him so i might aswell start learning now
Basically what I said
Move waypoints, cycle at the end, safe behaviour
well he manages campaign story so all he is really looking for is some simple one night missions ;P
Most basic way to have moving enemies guard smth
so it's a one off, that you want to have a story
i already have a story ;D and i think its pretty cool
well if the story involves more than a groups of 8-10 opfor walking around we gunna need the deets
whats the grand plan here, how many epic twists should we expect
not sarcastic btw I wanna hear your best story
does the story have a funny guy?
He get's shot first.
shit you're right
aight so here is what i got so far , it plays on winter cherno ,2 convoys of hazardous material were sent to electro to get shipped off , the bad russians blew up the second convoy near zelenogorsk so up until stary is wasteland kind of in a circle around zeleno, the first convoy is sitting safe in elektro and waits for our escort, there are some bad russians that want to blow up the dam north of electro to destroy this convoy, we dont know where they placed the explosives but we have intel that they have an fob in shakova(or whatever its called) so we are gonna set up lz just south of gorka , put our sniper team in black forest and search for the intel in shakova, once we found those we will move through staroye to clear out last defenses and then move on to the dam, when we cleared the explosives we will go down to elektro and escort the convoy out to the cargo ship in solnichny , i thought about a possible ambush at krutoy cap tho
oooh chemicals
it was a way for me as to make the lz i wanted plausible :S
so a no-go zone, and an undamaged convoy waiting.
they want to blow up a dam to destroy it, hmmm
yeah well because they dont want to invade elektro they blow up the dam to destroy the convoy with a flood so to say
also it's a real small dam, but anyway
just saying how your players might react
hey now its first time trying so ofc there might be things that are not perfect : /
it's a bit complex for your first one
but ambition is an important key to improvement
I actually made a series on mission making concepts
i didnt think it would be this complex, i just loaded up a snow map because i really want to play a snow mission and searched on the map for possible stories and this just came to me
Sometimes the story can change depending on what you're capable of developing
like one time I made a mission that was originally about rescuing hostages, but I couldn't quite work out the hostage script so I made it about gathering laptops.
replace hostages for laptops, same mission, diffrent motive.
i shot a hostage once ๐ฆ
https://www.youtube.com/watch?v=GmtvSMu4J_k it was an accident tho
the stupid thing in chat told me infantry 75m front ๐
"accident"
that's why compass direction isn't relative
anyway, so first start out with the size of enemy forces you want them to fight, and place them down
This'll be important for you to see how you want to spread out the forces around the map
i have quite alot of enemies setup already, as he said, put down as many enemies as you think we could handle, and then put down some more, its better to go overboard instead of being bored
the idea is you want them to understand the threat of failure
if they don't feel like they can fail there isn't any motivation
IFV's are a quick way to wipe everyone out within a minute. But it always depends on where you are fighting
last campaign mission at some point we had 2 of 8 people left
If everyone is watching sectors IFVs can be taken out by AT in an instant
https://puu.sh/tOLuZ/cb07ec5fb4.jpg it got quite bloody i can tell you
and if this is a medium to large group friendlies also have IFVs
Like, if the enemy is easy to spot and the enemy hardly reacts then its boring
If its the opposite, it gets frustrating
easy to spot doesn't necessarily mean boring
because if they don't react quick enough there is consequence
It's definitely more fun if you can spot the enemy first.
now if it's 2 miles away, ya it's like "well there it is" but if people hear it coming from a tree line, they'll have enough time to be ready
Thats why both conditions need to be met
On an assault the attacker almost always gets hit first
defensive advantage blah blah
I once had an AI in a watchtower about 500m away and he did not see us in an open field
In my experience unless you're not paying attention, it's pretty easy to get that "close but not too close" range
AI spotting distance skill
turn dat shit up for watchmen and sentrys
Yeah but that is what I meant with "we can see them but they are blind"
Have you ever been in a watchtower looking into a forest?
unless it's close it actually is hard to see
Yup
yes
with desert camo
I was in a wooden watchtower on cherno once and spotted a hostile player through the woods
and if it's because you're spotting distance on enemies is low
my group leader in the air force made us scared on a training once , it was so freaking me out , we were setting up camp in the woods, had a 2m deep hole to watch the field ahead at night, he went and put on a ghillie creeped up on out hole for 2 hours until he was few meters infront , and then he stood up
^
almost shit my pants
Any of you notice that marker sizes are broken?
They are?
never tried sizing them
Like, how?
I know that wasnt my question though
like rectangle, put in 50 x 50, it's actually 100x100m
radius for square ๐ฆ
yes
Yes
is it the diagonals or the length and width?
it's alright, one of those weird things you get used to
not diagonal
only from centers of the sides
Length and width
Thought I put target at 300m, and was like, hory shit, that looks really far.
xD
hahaha
I think triggers are easier for that job though
@signal coral so basically you need a few things, you need to establish your failure states and victory states. What are all possible conditions for failure, and victory.
Since you can see them in the 3D view
https://puu.sh/tWUaD/125c1f2a58.jpg this is what i have for enemies so far in the first town , 4 groups of 8 , 1 jeep 1bmp 1 aa truck and 4 sniper teams + 4 mounted mgs n the intel location
and in discrete defintions how is that failure detected, i.e. Enemies stand in a zone for 2 minutes
honestly I like to line them all up and size up how many there are but don't worry about it
so what are the discrete conditions for failure
or victory
That town sure looks busy
well failure would obviously be if they destroy the dam or the convoy
victory the other way around
"Other way around"
yeah like they dont blow up the dam and we get the convoy out ;D
brb 5 minutes need to check if neighbour is home to get my package
well failure would obviously be if they destroy the dam or the convoy
how is that detected
for the convoy it's if -> vehicles are dead
but what about the dam
and how would the prevention of those enemy objectives be detected
time limit, death of all opfor, something else
well i dont know, i placed a crate of explosives in the little house near the dam only so far
Spawn explosives when enemies are nearby?
if -> box is dead?
I mean, everything else is really irrelavent, we should work backwards from end to beginning
Boxes are usually not a target for the AI though
so what has to happen for enemies to win, does an EOD walk up to the dam?
scripts can handle that
technically they don't need to shoot it, just walk up to it and run away
10 seconds later, boom
uhhh that would be cool
nah crates can't