#arma3_scenario

1 messages ยท Page 18 of 1

signal coral
#

People do it.

#

With the default 45 zones

#

171 AI are spawn

gloomy pumice
#

are they able to teleport in the normal mission?

#

If not, ban them. ๐Ÿ˜„

signal coral
#

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

gloomy pumice
#

Well good luck then.

signal coral
#

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?

gloomy pumice
#

not that i know of.

signal coral
#

if -exThreads = 1

#

core 0 goes to 100%

#

set it to 7

#

And I see a load distrubition effect.

gloomy pumice
#

well maybe the documention is of

signal coral
#

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
#

Nah the huntch was wrong.

#

And yeah with insurgency they get spread out.

signal coral
#

@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

valid sphinx
#

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.

prime dome
#

landing craft would indeed be nice, yes.

fading wing
#

i expect a3 vanilla terrain are islands just because ground level map edges look stupid

celest vigil
#

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.

stable siren
#

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?

river nymph
#

try using enableSimulation. Set if to false at the start, flip to true when you need it

stable siren
#

awesome โค thank you

#

I'll give that a shot

#

hm

#

that seems to just freeze them

#

not have them delay their spawn

signal coral
#

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?

ionic thorn
#

I've wondered something similar.

signal coral
#

Because right now AI simply walk to the sectors that are km's away...

#

Would be nice to have a chopper transport capable.

ionic thorn
#

I was thinking of Ai being rearmed by air (ammoboxes)

signal coral
#

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

stable siren
#

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

gloomy pumice
#

it has a delay function build in

signal coral
#

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.

worthy rampart
#

lol aww he didn't read it ๐Ÿ˜ฆ

signal coral
#

Busted Custard

#

I've had nothing but help from here.

worthy rampart
#

It was complaints about ACE and CBA devs, not BI though

signal coral
#

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

worthy rampart
#

Would you like to read my post?

signal coral
#

Surprising I am not one of these TDLR people xD @worthy rampart ๐Ÿ˜›

#

I read the entire thing and laughed.

#

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

worthy rampart
#

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

signal coral
#

^

worthy rampart
#

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

polar karma
#

pulls up a chair...

signal coral
#

gets popcorn

#

hands a box to @polar karma

polar karma
#

๐Ÿ‘€

#

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.

worthy rampart
#

It's not even remotely worth my time at this point

ionic thorn
#

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 ?

worthy rampart
ionic thorn
#

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"!

polar karma
#

waves

#

sighes... back to modelling foo..

#

dont come in here insulting this community as a whole. i mean seriously, who does that?

lunar frigate
#

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.

river nymph
#

could just unbin with a pbo tool like eliteness

naive karma
#

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?

naive karma
#

Nevermind. Got it solved.

echo pond
#

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?

storm geode
#

you are using eden editor?

echo pond
#

yes

#

but i cant open it without ares in edior anymore ๐Ÿ˜•

storm geode
#

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.

echo pond
#

oooh, that sounds good, give me a minute, will try!

#

@storm geode that worked perfectly! Thanks a lot! (The Binarizesetting is in Attributes/General)

storm geode
#

great

icy comet
#

Is there a way to make intro secenes in mission like in the campaign?

wraith cloud
#

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)

sharp ridge
#

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.

prime dome
#

@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

sharp ridge
#

ahh gotcha. thanks!

prime dome
#

cheers!

sharp ridge
#

question regarding tasks. How do I create a task on trigger?

prime dome
#

I think you have to use the script command? I don't use tasks but hang on..

sharp ridge
#

got it. thanks so much!

prime dome
#

no prob! stick that in the trigger's "on Activation" field, should work.

fallow knot
#

Hey Guys, I was wondering if I could set a ACE3 Rearming Point on any other objects, other then the HEMMT/Zamak ammo trucks?

marsh rampart
#

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?

marsh rampart
#

Awesome, thanks man

signal coral
#

@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

lament nebula
#

@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.

sharp ridge
#

Got it. Thanks @signal coral @lament nebula

stiff lantern
#

Do the a.i. not follow formations you set in waypoints? Mine keep wanting to just form into a long column.

prime dome
#

They should, yes.

#

follow the formations

terse harness
#

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).

formal citrus
#

is there still a player unit or playable unit defined

terse harness
#

@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?

barren crown
#

@terse harness Why no scripts tho

inland sundial
#

True would be simpler w/ scripts

limber blaze
#

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

limber blaze
#

Also, is there a better way to place down dead bodies than to just spawn units and set their health to 0?

balmy jasper
#

What issues are you having with setting their health to 0?

prime dome
#

^yeah good question actually.

limber blaze
#

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

limber blaze
#

Now a helicopter refuses to land

#

it jsut stays there hovering over the waypoint (and helipad)

prime dome
#

@limber blaze set helicopter to careless, give it a LAND waypoint over the helipad.

#

It should land

vapid thistle
#

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.

fiery swift
#

anyone got a good guide on how to port a mission from 1 map to another?

ionic thorn
#

@fiery swift and @hearty mulch The first step is to make sure you have permission from the original author.

fiery swift
#

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 ๐Ÿ˜ƒ

formal citrus
#

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

fiery swift
fiery swift
#

thanks mate ๐Ÿ˜ƒ

sleek folio
#

Hey I have a question. Is there a way to edit Classes from a Mod inside a Mission?

river nymph
#

the missionConfigFile is separate from the main configFile, so no. There are a few explicit "exceptions" but in general, no.

sleek folio
#

Okay I thougt I saw something like that in the Epoch Mission ๐Ÿ˜ƒ

#

Or Exile

edgy hinge
#

I believe you can change certain parts of a config via script. E.g.. vehicle maxspeed. But it's pretty limited

river nymph
#

You can't change config entries via script at all.

true meadow
#

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?

novel rune
#

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

prime dome
#

/tankflip

novel rune
#
           /@_@_@_@_@_\
           \""""""""""/
(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต     \""/=====D
prime dome
#

๐Ÿ˜‚ ๐Ÿ‘๐Ÿพ

signal coral
#

Oh thats a good one commy2

#

xD

neon pebble
#

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.
lunar frigate
#

Cant you filter by faction?

neon pebble
#

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.

ionic thorn
#

@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.

neon pebble
#

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.

muted relic
#

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?

muted relic
#

@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

#

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

viscid willow
#

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?

viscid willow
#

@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.

sleek folio
#

Hey just one question is it possible to include a custom .p3d object in an mission without having a mod?

river nymph
#

Thought nope, color me surprised

river nymph
#

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

sleek folio
#

I tried it with createSimpleObject and it works but the object has no physx ....

#

and that is bad ๐Ÿ˜„

#

No you can walk throu it

river nymph
#

simpleObjects do support collisions

#

but not physX

sleek folio
#

through*

#

Okay that is the reason ๐Ÿ˜„ ....

river nymph
#

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

sleek folio
#

xD yeah but it does not achieve anything for my object ๐Ÿ˜„ ... so I think I must write an mod for the object YEAH FUNNY

river nymph
#

just out of interest what did you make?

sleek folio
#

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 ๐Ÿ˜„

river nymph
#

it's more of a happy little accident than a conscious design decision, though

worthy rampart
#

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

novel rune
#

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

fiery swift
#

heey ๐Ÿ˜„

#

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

vivid magnet
#

sounds like something you would get stuck on lol

prime dome
#

(or related ladder actions)

fiery swift
#

interesting ๐Ÿ˜ƒ

lament nebula
#

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.

prime dome
#

i think you need to be a uav operator

#

not sure

lost osprey
#

Question

#

Are we able to change the allegiances of independent during a mission?

prime dome
#

not recommended iirc, but read the wiki^

lost osprey
#

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?

prime dome
#

Nah, i think that's what you should try

lament nebula
#

@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.

prime dome
#

Does "search and destroy" even work anymore though? It's not really worked for me, for the last few patches

pearl nexus
#

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

limber blaze
#

What's the best way to restrict zeus to practically only being a camera?

novel rune
#

@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\
    }
pearl nexus
#

ye i found the dlc config parameter. thx though.

novel rune
#

The dlc config parameter is ignored now though

#

It's now the method above. dlc entry no longer does it's job

pearl nexus
#

ah k. thx for the heads up

sinful rampart
#

@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;

pearl nexus
#

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.

novel rune
#

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.

pearl nexus
#

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

limber blaze
#

@sinful rampart Thanks m8

lament nebula
#

@prime dome I did the Search and Destroy waypoint in a mission last Sunday and it worked just fine.

novel rune
#

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.

pearl nexus
#

as i said. that's what i do

novel rune
#

It's the only thing you can do.

prime dome
#

@lament nebula I dunno, probably should try again sometime. I just use Move now.

ruby stone
#

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 ๐Ÿ˜ƒ

ionic thorn
#

Best bet would be to contact Mikero

ruby stone
#

Yea A guy already help me ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ

novel rune
#

Hexeditor is your friend.

viscid willow
#

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?

viscid willow
#

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. ๐Ÿ‘Œ ๐Ÿ’ฏ

novel rune
#

yw

modern pulsar
#

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

torn tree
#

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

storm geode
icy comet
#

How can I get ideas for creating a mission?

wraith cloud
#

watch the news

icy comet
#

But I dont want to be filled with fake bullshit

zealous isle
#

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.

icy comet
#

well I need a model of the trump tower...

zealous isle
#

better get working

icy comet
#

yay

ionic thorn
#

Read a good book. Brush up on military history/operations. Watch a good military documentary.

zealous isle
#

so much for trump tower

torn tree
#

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 ๐Ÿ˜„

limber blaze
#

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?

prime dome
#

you could set a boolean variable in the waypoint's activation field

#

And use that variable in the trigger's condition field

limber blaze
#

I want to avoid globals though

#

I hate globals

prime dome
#

ยฏ_(ใƒ„)_/ยฏ

#

Unless there's a rational reason not to do it...i don't see why it's a problem.

limber blaze
#

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)

prime dome
#

It's Arma

#

keep it simple or you'll cry ๐Ÿ˜„

limber blaze
#

any idea what's wrong with this?

[synchronizedObjects thisTrigger] call {
  _nope=false;
  {
    if (damage _x < 0.8) then {
      _nope = true;
    };
  } forEach param [0]; _nope
}
prime dome
#

you could always do

myGloVar = nul;
afterwards

limber blaze
#

(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 >

modern pulsar
torn tree
#

@Bek#8021 ๐Ÿ˜„ 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 ๐Ÿ˜„

icy comet
#

Is there a way to make AI respawns?

novel rune
#

addEventHandler "killed", createUnit

torn tree
#

@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

stiff lantern
#

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?

mossy echo
#

onPlayerLocal.sqf

balmy jasper
#

@icy comet Everything is possible.

icy comet
#

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?

torn tree
icy comet
#

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

torn tree
#

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

icy comet
#

Sometimes?

torn tree
#

Usually, actually, always unless you are the host :D

icy comet
#

and what happens when I am the host?

torn tree
#

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

wraith cloud
#

mind using pastebin in the future?

#

๐Ÿ˜‰ thx

torn tree
#

@pallid summit Lutz (audiocustoms)#5482 "Pastebin" LOL, use gist.github if anything ๐Ÿ˜„

pallid summit
#

Wrong chris :p

torn tree
#

@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 ๐Ÿ˜„

wraith cloud
#

i'm a ninja, only skilled ppl like @hallow shuttle can tag me ๐Ÿ˜‰

hallow shuttle
#

Fuck youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu @wraith cloud (but its truuuuueeeeeee)

wraith cloud
#

๐Ÿ˜› @hallow shuttle

fringe drift
#

@wraith cloud rekt

torn tree
#

@wraith cloud Got ya :D

quasi swan
#

Is it difficult to create a mission?

wraith cloud
#

depends on what you have in mind

quasi swan
#

Just a basic mission, just want to know if it is difficult, looks fun though

wraith cloud
#

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...

quasi swan
#

I have to learn scripting??

wraith cloud
#

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

quasi swan
#

I am looking at Leutin09's videos, he's doing everything with the editor

wraith cloud
#

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

prime dome
#

I have to learn scripting??

For a basic "go there and shoot things", no

#

And i think that's kinda where you should start

torn tree
#

@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

pearl nexus
dry whale
#

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?

icy comet
#

I always have good ideas for missions but I always fail cathastrophly by making these missions

wraith cloud
#

welcome to arma ๐Ÿ˜‚

torn tree
#

@icy comet I'm good at mission making but my current conquest mission has, quite some issues cough Oh AI keeps amazing me

icy comet
#

also everytime I start making a mission I lose the fun at making them if you know what I mean

torn tree
#

I do

#

Most of the time I can't be bothered creating things. Same with all sandbox type games actually

icy comet
#

And when I want to play one of my missions with my friends the reject the invite because there busy playing altis life...

ionic thorn
#

Friends don't let friends drive drunk play Life

mossy oak
#

TFW I have to make all the missions and the fuckers complain anyway

icy comet
#

Is the complain with a reason or without?

#

complains like XYZ IS TO OP PLS NERF is always bullshit

torn tree
#

Reasoning: Mimimimi.....

#

That's all I hear when people complain about mission decision I made within the unit ๐Ÿ˜„ I know what I'm doing but you know, some people go "mimimimi"

mossy oak
#

Nah usually complaining that it's too hard

icy comet
#

no I dont know

#

oh

#

...

#

hit them in the face

torn tree
#

@mossy oak That reminds me of something

mossy oak
#

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

icy comet
#

aslong as they don't face 200 GMG-Ifrits nothing is to hard

torn tree
#

Back when I activly used to make missions, I tend to make it too hard too

#

So "Mason difficulty" has been introduced to missions

mossy oak
#

Nah i just should at them for the entire mission instead

icy comet
#

@mossy oak let me guess: your friends play more altis life then missions? XD

mossy oak
#

only way anything actually happens

#

No i'd probably have to kill them if they did

icy comet
#

I hate altis life

#

its boring bullshit

torn tree
#

Hmmmm, you sure? I used to play on GTA SAMP servers that were like that in a german community

mossy oak
#

I'm one of those people that only plays MilSim and anything else is Heresy

icy comet
#

I too xD

#

But in GTA it could be part of it

#

but in a fucking military sim its not

torn tree
#

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 ๐Ÿ˜„

icy comet
#

I mean, how high can a guy get to create a altis life...

torn tree
#

Well Altis Life came a long way

#

Cherno life

icy comet
#

I dont even know how that person got the idea to turn a mil sim into a life sim

torn tree
#

Sahrani Life

mossy oak
#

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

torn tree
#

Because arma isnt a milsim, its a sandbox where people can do what they want

mossy oak
#

Yea no ARMA is a milsim that people mod

torn tree
#

How high was bohemia interactive to implement kart racing missions?

mossy oak
#

ha karts was an april fools joke

#

then when people said they actually wanted it BI released it

torn tree
#

which turned into a real thing

#

with proper missions

mossy oak
#

Wew i was glad I bought the founder edition when karts came out

icy comet
#

I still need to buy the dlc's

#

except carts

torn tree
#

Not worth it

#

Well karts isnt that expensive to begin with

icy comet
#

well atleast tanoa because I really dont like those watermarks

mossy oak
#

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

torn tree
#

You dont need the DLC though to have the new phyiscs

mossy oak
#

Ah don't you? cool

torn tree
#

Features are free

#

Always has been always will be. Content is paid

mossy oak
#

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

torn tree
#

Well for bohemia, new maps weapons vehicles and such are content

mossy oak
#

I hope they improve fixed wing physics with the jets DLC but i'm not holding my breath

icy comet
#

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

torn tree
#

Jup, but you'll have to deal with watermarks anyways

#

You dont even need scripts. Editor --> Place down DLC heli --> woho

icy comet
#

xD

torn tree
#

Editor --> CSAT --> Place down Viper soldier as player --> Woho

#

--> Gets watermarks --> Oh NOOO

mossy echo
#

rip

icy comet
#

xD

#

Can mods remove those watermarks?

torn tree
#

Doubt you can

#

Likely not something that has been implemented using anything touchable by scripts

mossy oak
#

^

#

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

torn tree
#

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

icy comet
#

what?

#

really?

torn tree
#

Yep -_-

icy comet
#

lolz

torn tree
#

Lol discord why did you post my Yep a second time?

wraith cloud
#

if it is true that ppl create scripts to bypass the DLC restrictions for assets, they are clearly violating the BI EULA

torn tree
#

@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

wraith cloud
#

i meant to script remove the watermarks is a violation

icy comet
#

I dont think a script can do that

torn tree
#

@wraith cloud Can't ๐Ÿ˜„

icy comet
#

but a mod could

#

or you could by deleting the images

wraith cloud
#

or a mod... whatever... any editing of this is a violation

torn tree
#

@icy comet The images are probably in the encrypted EBOs which you cant touch either

wraith cloud
#

not saying it is possible

torn tree
#

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 ๐Ÿ˜„

wraith cloud
#

every true believer has em ๐Ÿ˜‰

prime dome
#

arma is milsim

lol no

people may play it like it's milsim, but arma is a military sandbox game

#

VBS is milsim

torn tree
#

@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

prime dome
#

glares at getting stuck in rock

torn tree
#

glares at crashlanded heli pilot in my Conquest mission that doesn't know what he is supposed to do with his life now

rocky carbon
#

@icy comet How about buying the DLC if one wants to use it so much?

ionic thorn
#

@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 ....

icy comet
#

@prime dome a military sandbox game with a real life simulation game mode

#

@rocky carbon But I want to buy overwatch ๐Ÿ˜ญ

wraith cloud
#

overwatch? you know you can get boobs and booty for less and sometimes even a happy ending IRL ๐Ÿ˜‰

icy comet
#

...

#

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

prime dome
#

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

crystal fiber
#

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 ?

novel rune
#

Your script is apparently broken.

crystal fiber
#

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

http://i.imgur.com/m9LkAde.jpg

#

everything is editable but the H-Barriers

signal coral
#

is this possible to run a cpp config file inside a mission?

sinful rampart
#

some stuff can be done in description.ext

plucky glade
#

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"

novel rune
#

Probably not possible. Could script in the explosion instead of using an actual mine

ionic thorn
#

I second that idea

plucky glade
#

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

prime dome
#

The AI sees the object as an obstacle and stops

If true then it should be reported as a bug

plucky glade
#

I think they are just very sensitve to any object on or next to a road

#

And if they can't evade they stop

prime dome
#

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

plucky glade
#

Well it's not a mine - it's the IED-Urban-big

prime dome
#

Ah.

plucky glade
#

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

prime dome
#

yeah

#

Do try with mines though

plucky glade
#

Will do ๐Ÿ˜ƒ

unkempt lagoon
#

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

ionic thorn
#

How have you set up your repawn position? That is, what code are you using? And have you tried the suggestions in the BIKI?

unkempt lagoon
#

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

ionic thorn
unkempt lagoon
#

Ok so this is not something I can set up with Eden assets?

ionic thorn
#

I've not done it through EDEN so cant comment on that way.

wraith cloud
#

I found a guide on the steam forums
if you have problems with your mercedes, you don't go to a fiat garage ๐Ÿ˜‰

wraith cloud
#

^

stuck sable
#

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.

ionic thorn
#

Pick a channel and stick with it please.

torn tree
#

@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?

stuck sable
#

@The German Mason#4551, I am hosting on a dedicated server, not on a client. Any advice?

torn tree
#

@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

stuck sable
#

@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.

torn tree
#

@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

stuck sable
#

I'm sure I've messed something up somewhere. Just gotta figure out what.

torn tree
#

@stuck sable Did you manage to figure out whats causing the issue?

limber blaze
#

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

mossy echo
#

yes

#

Lemme get it

#
cutText ["", "BLACK FADED", 10, true];
sleep 5;
cutText ["", "BLACK IN", 10, true];
#

put that in a spawn or something

limber blaze
#

okay thanks

#

What would be the best place to execute that code?

#

initPlayerLocal.sqf?

prime dome
#

yeah

limber blaze
#

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

limber blaze
#
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?

stuck sable
#

@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.

torn tree
#

@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

limber blaze
#

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

torn tree
#

@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

toxic coral
#

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.

torn tree
#

@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?

toxic coral
#

@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)

torn tree
#

Ah I see, I didn't know that

toxic coral
#

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

pearl nexus
#

wait! people don't actually read release notes?!?!?

torn tree
#

@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

pearl nexus
#

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

novel rune
#

I feed on drama.

toxic coral
#

@novel rune Than the CUP steamWS comments is the right place for you right now ๐Ÿ˜„

#

But seriously, sometimes I have a deep doubt about humanity when I see how some people behave...

novel rune
#

Lack of moderation of that comment section is one reason why BWA3 does not upload to SW.

toxic coral
#

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

pearl nexus
#

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

toxic coral
#

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"

novel rune
#

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).

pearl nexus
#

those are the ones i ignore.

#

doesn't qualify as easy to fix

novel rune
#

I read that whole thread and I still have no fucking idea what their issue is.

#

It's like talking to cavemen.

pearl nexus
#

i love this "please fix asap"

#

this is actually fun to read when it's not about your own mod lol

novel rune
#
CBA โ™ฅโ™ฅโ™ฅโ™ฅed up!
So after this new stupid update NONE of my team can play on any Exile server, plz just revert the update FOR โ™ฅโ™ฅโ™ฅโ™ฅS SAKE!
#
same
#

But what actually is the problem?

pearl nexus
#

look at this guy "wow, damm son, just wait for servers to update, go take some ritalin. "

#

focus on him

novel rune
#

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?

pearl nexus
#

i dunno. i'm jsut reading for entertainment factor. but sounds like hte more reasonable comments say it is the issue

toxic coral
#

Hehe... they are excile players

novel rune
#

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.

toxic coral
#

(no offense to excile players in this channel of course)

pearl nexus
#

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

novel rune
#

It's not like anyone else is talking about mission stuff.

ionic thorn
#

About the server not updating, some of them are dependant on their hosters to update mods. Much like Estron who was banned from here.

novel rune
#

But then don't write that under the comment section of the mod.

ionic thorn
#

Exactly what I told him

novel rune
#

Also, at least try to explain what your issue is and don't just write "doesn't work, fix it, revert, can't play :((("

ionic thorn
#

Yup

sinful rampart
#

"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?

novel rune
#

Think so. Hard to tell. It's like they speak a different (primitive) language.

toxic coral
#

That guy is just hitting a memory limit ๐Ÿ˜‰

#

Easy... next one

novel rune
#

Can't tell if genuinely dumb or an eleborate troll.

sinful rampart
#

LOL... I read that issue before... before it got so stupid ๐Ÿ˜„ He registered his Github account just to post that issue

toxic coral
#

Atleast that is more than most of the people do

novel rune
#
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!
toxic coral
#

He could have just commented on steam and than threatens to kill commy's dog

novel rune
#

I don't have pets.

toxic coral
#

LIES! ALL LIES! ACE IS NOT WORKING BECAUSE OF HILLARY! DRAIN THE SWAMP!

#

Sorry but that was just a good matching to that guy

pearl nexus
#

not enough !!! neo

#

needs way more !!!!!!!!!!!!!!!

sinful rampart
#

I think we need a special discord channel for things like this. #MakingFunOfIdiots ?

novel rune
#

lmao. Convince Dwarden of that!

ionic thorn
#

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.

toxic coral
#

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

novel rune
#

same

toxic coral
#

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"

novel rune
#

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

#

โ˜น

lunar frigate
#

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.

toxic coral
#

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

lunar frigate
#

Oh, That's cool dude, So I can use anything, but if an explosion happens I can delete it, Awesome.

pearl nexus
#

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

frigid citrus
#

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

cobalt patio
#

Is there any solid documentation you would recomend for the new tasks modules?

cobalt patio
#

I mean, the modules in game.

#

I may just script it anyways then.. seems to be more info on how to do that...

shut cipher
#

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?

gloomy pumice
#

depends. for me.

prime dome
#

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?

lost osprey
#

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

shut cipher
#

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

novel rune
#

^ ignores terrain*

novel rune
#

figures

tropic ocean
#

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

torn tree
#

@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

prime dome
#

Probably how runways are configured w.r.t. planes

tropic ocean
#

@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 ๐Ÿ˜„ but I will try that tomorrow, thanks

torn tree
#

@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)

molten drum
#

Pft. Time to port liberation to a new map

molten drum
#

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.

grave harness
#

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

split valve
#

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. ๐Ÿ˜ƒ )

torn tree
#

@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

grave harness
#

Thanks, that worked

#

i still don't get how the RHS Fire waypoint works though

#

sometimes it fires, sometimes it doesn't

torn tree
#

@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

pliant tapir
#

@grave harness consider using script in a trigger rather than waypoints for the tochka firing

molten drum
#

Yay, managed to get Liberation to Taviana

torn tree
#

@pliant tapir Well that would require knowing the command for it D:

grave harness
#

@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

torn tree
#

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

grave harness
#

do they have a feedback tracker ?

#

ah never mind

#

found it :p

#

guys i'll try first without other mods

grave harness
#

ok, so i tested it again yesterday, and now it all worked without issues

#

really weird

#

but i guess i'm happy :p

molten drum
#

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?

molten drum
#

Update Tried it with the default ones as well as switching back to the rhs ones. Still the same results.

lost osprey
#

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

daring dock
#

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

lost osprey
#

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?

mossy echo
#

you could put down a game logic unit and place it there, I believe

shut cipher
#

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.

grave harness
#

semi-relevant question while we're on respawning questions

shut cipher
#

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
}

grave harness
#

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

shut cipher
grave harness
#

that seems really accurate

shut cipher
#

Basicly checking classname or an other set variable/name and then based on that spawn the person somewhere

grave harness
#

I'll read through it thanks

shut cipher
#

Np ๐Ÿ˜‰

grave harness
#

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");
        }

}];```
novel rune
#

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

grave harness
#

argh

novel rune
#

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

grave harness
#

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

novel rune
#

I don't think you can spawn on an assault boat. The units would fall into the water, no?

grave harness
#

they don't have to be in the boat

#

i just wwant them to respawn wherever they landed the boat

novel rune
#

what if they don't land the boat? What if it's destroyed on the sea floor?

#

mission over?

grave harness
#

no more respawn i guess ๐Ÿ˜›

#

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 ๐Ÿ˜›

#

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");
        }
    }
}];```
novel rune
#

group _unit

#

_unit setPos...

#

dude

grave harness
#

there's a reason i failed programming classes at school :p

novel rune
#

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

plucky glade
#

Would it not make sense for this to use BIS_fnc_addRespawnPosition?

#

instead of setpos the unit to the marker?

novel rune
#

Depends on what the function is able to do I guess.

grave harness
#

ok better formatting ? ๐Ÿ˜›

#

this time with notepad++ auto indent

plucky glade
#

I've only used it for respawn point progression, but possibly it would be useful for this as well

novel rune
#

You still have group player and not group _unit

grave harness
#

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.

plucky glade
#

"Group player" should compare directly against the group ID you gave

grave harness
#

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
daring dock
#

why two, in case one dies?

lost osprey
#

@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

mossy echo
#

Is the unit set to the squad leader, and is this running on clients?

shrewd quartz
#

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??

daring dock
#

player should have the radio command available

novel rune
#

@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)

daring dock
#

I mean...

"respawn_west" setMarkerPos (getPos Unit);

shrewd quartz
#

@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.

novel rune
#

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.

daring dock
#

but they're fast

novel rune
#

2.9 GHz laptop.

#

So no. It took 12 hours.

daring dock
#

well it can still find the GCD of two numbers faster than you

novel rune
#

What's a GCD?

daring dock
#

greatest common divisor

novel rune
#

Well, not if you have to program the gui first. Then I'm faster.

#

: P

daring dock
#

PFFT

#

but what if it was a million sets

signal coral
#

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

daring dock
#

Sounds like what I did for the past 2 years

#

use zeus

signal coral
#

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

daring dock
#

you'll definately need to learn it if you want to do this sooner rather than later, sets down a zeus entity and module

torn tree
#

Why arent you asking the main maker for help?

daring dock
#

The enemies can be directed by zeus so that's not really in question, unless you're really trying to do it all automated

plucky glade
#

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

signal coral
#

because he is a busy man ;P

plucky glade
#

That's the basic ambush setup

novel rune
#

but what if it was a million sets
But what if it's a GREAT gui?

daring dock
#

shit you got me commy

torn tree
#

Just place multiple move waypoints and a cycle waypoint at the end

daring dock
#

I mean it sounds like the guy just wants you to place enemies and leave the rest to him

torn tree
#

Make sure they are on slow speed and safe behaviour

signal coral
#

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

daring dock
#

ye, you can just place an opfor group in eden

#

set some waypoints and a cycle waypoint for the last one

signal coral
#

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

daring dock
#

"make a story" that's percise direction

#

it depends how much you go into it

torn tree
#

Basically what I said

daring dock
#

hell you could get voice acting and music

#

some camera scripts with cinema boarders

torn tree
#

Move waypoints, cycle at the end, safe behaviour

signal coral
#

well he manages campaign story so all he is really looking for is some simple one night missions ;P

torn tree
#

Most basic way to have moving enemies guard smth

daring dock
#

so it's a one off, that you want to have a story

signal coral
#

i already have a story ;D and i think its pretty cool

daring dock
#

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

novel rune
#

Nitro is a funny guy

#

adds note: "funny guy"

daring dock
#

does the story have a funny guy?

novel rune
#

He get's shot first.

daring dock
#

shit you're right

signal coral
#

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

daring dock
#

oooh chemicals

signal coral
#

it was a way for me as to make the lz i wanted plausible :S

daring dock
#

so a no-go zone, and an undamaged convoy waiting.

#

they want to blow up a dam to destroy it, hmmm

signal coral
#

yeah well because they dont want to invade elektro they blow up the dam to destroy the convoy with a flood so to say

daring dock
#

also it's a real small dam, but anyway

signal coral
#

i know but its running direction is perfectly directed to elektro

daring dock
#

just saying how your players might react

signal coral
#

hey now its first time trying so ofc there might be things that are not perfect : /

daring dock
#

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

signal coral
#

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

daring dock
#

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.

signal coral
#

i shot a hostage once ๐Ÿ˜ฆ

daring dock
#

PFFT

#

okay

signal coral
#

the stupid thing in chat told me infantry 75m front ๐Ÿ˜„

daring dock
#

"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

signal coral
#

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

torn tree
#

No

#

I made a lot of missions that killed everyone already xD

daring dock
#

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

torn tree
#

IFV's are a quick way to wipe everyone out within a minute. But it always depends on where you are fighting

signal coral
#

last campaign mission at some point we had 2 of 8 people left

daring dock
#

If everyone is watching sectors IFVs can be taken out by AT in an instant

signal coral
daring dock
#

and if this is a medium to large group friendlies also have IFVs

torn tree
#

Like, if the enemy is easy to spot and the enemy hardly reacts then its boring

#

If its the opposite, it gets frustrating

daring dock
#

easy to spot doesn't necessarily mean boring

#

because if they don't react quick enough there is consequence

novel rune
#

It's definitely more fun if you can spot the enemy first.

daring dock
#

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

torn tree
#

Thats why both conditions need to be met

daring dock
#

On an assault the attacker almost always gets hit first

#

defensive advantage blah blah

torn tree
#

I once had an AI in a watchtower about 500m away and he did not see us in an open field

daring dock
#

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

torn tree
#

Yeah but that is what I meant with "we can see them but they are blind"

daring dock
#

Have you ever been in a watchtower looking into a forest?

#

unless it's close it actually is hard to see

torn tree
#

Yup

signal coral
#

yes

torn tree
#

But we were on a desert

#

A flat sahrani desert

daring dock
#

with desert camo

torn tree
#

I was in a wooden watchtower on cherno once and spotted a hostile player through the woods

daring dock
#

and if it's because you're spotting distance on enemies is low

signal coral
#

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

daring dock
#

^

signal coral
#

almost shit my pants

lunar frigate
#

Any of you notice that marker sizes are broken?

torn tree
#

They are?

daring dock
#

never tried sizing them

torn tree
#

Like, how?

daring dock
#

eden editor you can change attributes on markers

#

including size

torn tree
#

I know that wasnt my question though

lunar frigate
#

like rectangle, put in 50 x 50, it's actually 100x100m

daring dock
#

it's a radius

#

not diameter

#

LOL

lunar frigate
#

radius for square ๐Ÿ˜ฆ

daring dock
#

yes

torn tree
#

Yes

daring dock
#

meters from the center

#

dats math

torn tree
#

Its 50 in both directions

#

Same for triggers

lunar frigate
#

is it the diagonals or the length and width?

daring dock
#

it's alright, one of those weird things you get used to

#

not diagonal

#

only from centers of the sides

torn tree
#

Length and width

lunar frigate
#

Thought I put target at 300m, and was like, hory shit, that looks really far.

torn tree
#

xD

daring dock
#

hahaha

torn tree
#

I think triggers are easier for that job though

daring dock
#

@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.

torn tree
#

Since you can see them in the 3D view

signal coral
#

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

daring dock
#

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

torn tree
#

That town sure looks busy

signal coral
#

well failure would obviously be if they destroy the dam or the convoy

#

victory the other way around

torn tree
#

"Other way around"

signal coral
#

yeah like they dont blow up the dam and we get the convoy out ;D

torn tree
#

You destroying the dam or the convoy? Of the enemy?

#

Ah

signal coral
#

brb 5 minutes need to check if neighbour is home to get my package

daring dock
#
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

signal coral
#

well i dont know, i placed a crate of explosives in the little house near the dam only so far

torn tree
#

Spawn explosives when enemies are nearby?

daring dock
#

if -> box is dead?

#

I mean, everything else is really irrelavent, we should work backwards from end to beginning

torn tree
#

Boxes are usually not a target for the AI though

daring dock
#

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

signal coral
#

uhhh that would be cool

torn tree
#

Spawning explosives

#

Unless the crate can explode on its own

daring dock
#

nah crates can't