#arma3_scenario

1 messages Β· Page 19 of 1

torn tree
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(Oh ACE2...)

daring dock
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you would spawn a dummy gbu and blow it up

signal coral
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like when we walk up the dam area they start to prepare the boxes and we have like idk 2 minutes or so to detect that they are doing so and take em out

torn tree
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2 minutes

daring dock
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well one thing at a time, so basically the condition would

if -> number of explosive boxes next to dam -> failure
torn tree
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Thats tight

daring dock
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2 minutes in arma is tight

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we can worry about time limit later

torn tree
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The first thing you'd have to manage is have enemies go to the crate, trigger a trigger and then walk away after a short pause

daring dock
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well you could just trigger on number of objects that are typeOf ammo_explosive_whatever

torn tree
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You still need enemies going there

signal coral
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I stacked up 4 cases of explosives since 1 crate looks like nothing

daring dock
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you could technically use any kind of crate

torn tree
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Realism though

daring dock
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none of this is realistic anyway

torn tree
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Looks nicer when you look at it

daring dock
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we're going to worry about it now?

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that's it we're adding shipping containers

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add the long shipping containers!

signal coral
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☺

daring dock
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So I'm guessing you use, ace, so you could use ace cargo

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have a truck with ammo boxes in it, drive over, start putting boxes down with people patrolling around

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the placing of boxes you could do in zeus to save time

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so don't worry about that

signal coral
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where do i find ace things in editor ?

daring dock
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modules

signal coral
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got it

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cargo settings or which ?

daring dock
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I don't have ace moduels memorized but there is ace cargo

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and boxes automitcally work with it

signal coral
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so i spawn a truck and then put the module on it ?

daring dock
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just having the module anywhere should work

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very few ace modules need syncing anythign

signal coral
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but then where comes the truck from

daring dock
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anywhere, any truck

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ace cargo doesn't spawn a truck

signal coral
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im confused

daring dock
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ace cargo activates the ability to have cargo

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literally just place the module

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and don't do anything else

signal coral
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so i put down the module, spawn a truck, put an explosive crate in it , set a trigget somehow when i figure out how to do that it drives to the dam ?

torn tree
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Driving to the dam is as easy as placing down a waypoint

daring dock
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The trigger is only for the end

signal coral
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yeah but when does this waypoint get off , because if i set it wouldnt it just drive at the beginning of the mission?

daring dock
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Trigger isn't relavent until the boxes are next to the dam

torn tree
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Place a move wp right in front of the truck and sync that wp to a trigger

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Then place every other wp after that

signal coral
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first i need to figure out how to put a box in it

daring dock
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Remote control a unit

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In le zeus

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You want to automate as much as you can but if you can't think of a way to do it with zeus

signal coral
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i need to setup zeus for it dont i

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is it enough to place down the game master zeus module ?

daring dock
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That's one part

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The other part is a virtual entity

signal coral
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got it , does it matter which one ? there is (blufor) etc

daring dock
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Just do the one with no sidr

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Side

signal coral
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aight

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on a side note btw, i do very much appreciate you taking your time and energy to help me out here and basically answering my basic noob questions with patience

torn tree
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Does your unit use MCC?

daring dock
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no prob, I like getting people into misison making

signal coral
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if you tell me what that stands for ;P

daring dock
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MCC makes things easier but it's good to learn how to avoid relying on it.

torn tree
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Mission control center

daring dock
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it's a mod

signal coral
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i think all i ever saw was alive

daring dock
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okay so no

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now do you use achilles or ares?

torn tree
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It comes with zeus access thats why I was wondering

daring dock
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MCC is famous for lowering framerates though, it's got so many scripts

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when I was making misisons for 40-50 people we eventually had to phase MCC out which was only possible thanks to acihlles

signal coral
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we have a 20gb packed mod file just for our server so i dont really know the whole list of addons except the ones we have in regular use

daring dock
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don't worry about

torn tree
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I was forced to use it though

daring dock
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so was I until I found the alternative and made the templates myself

torn tree
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Didnt know it killed the performance

daring dock
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so Casey, when you open zeus do you get and option "add/remove units from zeus" under the zeus tab?

signal coral
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so how do i add the crate to the back of the truck , so far its just placing it beneath

daring dock
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I'll tell ya in a second

signal coral
daring dock
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look in modules

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then open the zeus tab, do you have any options like add/remove stuff?

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(it's okay if you don't)

signal coral
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i thought this was the zeus tab πŸ˜„

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ohhh

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you mean bottom of the list

daring dock
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that's the units tab

signal coral
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arsenal remote control zeus lightning bolt

daring dock
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so in the modules tab, there is another tab

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which won't require any addtional download for players but is really useful for you

signal coral
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okay let me just restart game and get it real quick

torn tree
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Unless the server kicks out ppl with additional mods

daring dock
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if that happens we'll have a backup plan

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in fact if you're unit srever is up 24/7 just try connecting to it and see if you get into the lobby (although steam verification isn't work with a lot of servers since yesterday so we might not be able to)

signal coral
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y i got the mod , gonna try and get on server

daring dock
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if you can't get on the server it's not a definite because many servers aren't working right now

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but if you do get in we definately know it works

signal coral
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it better does we have training this evening πŸ˜„

daring dock
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(might not be able to rip)

signal coral
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wouldnt be so sad about it , i got early work tomorrow anyway, and im 1 hour behind my clan already since im german and most of them are from uk

daring dock
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ah

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so could you get on?

signal coral
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currently in loading screen

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well see

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mhm , it seems stuck on the loading screen where it says the build version top right

daring dock
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ya that's the steam/battleeye problem

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I guess we won't know for a while

signal coral
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should be fine tho

daring dock
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so basically you have more tools in zeus

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and you can use a thingy to add objects as editable to zeus

signal coral
daring dock
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ugh you have ares but not achilles

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i.e. the outdated shitty versoin

signal coral
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well i cant edit what addons get loaded since its a mod pack we have

daring dock
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well you coud

signal coral
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how so, im just a user not the creator

daring dock
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it's in your game files

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you could replace them

signal coral
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if i change the folder wont it just redownload?

daring dock
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i men if you change the file arma sync will say so

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if you find the ares addon and just delete it

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the achilles will work

signal coral
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trying that

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yeah looks like its working πŸ˜ƒ

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got that add remove editable objects now

daring dock
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so now you can add ai and put and remotecontrol them to pick up objects

signal coral
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how do you mean

daring dock
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so you don't have the little circle icons over units you placed in eden, but when you add them to zeus you should be able to

signal coral
daring dock
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I don't see any boxes btw

signal coral
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i didnt put any boxes

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even if i put a box on the ground and try to pick it up with the ai guy it just says inventory

daring dock
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you use ace action on the box to pick it up

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walk over to the truck and use ace action on the truck there should be a load option

signal coral
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oh yes they are "loaded" into the truck now , i guess they just dont show up on the back

daring dock
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no, that would require to make a bunch of custom scripts

signal coral
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so

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we have a truck now that has a box of explosives on it , well done for an hour i guess πŸ˜„

daring dock
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but for the sake of the mission you can now have the truck drive to the dam

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and when it gets there you can take hte boxes out

signal coral
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i go back to editor for that yeh

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wait, i went back to editor and the box is suddenly next to the truck

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actually can you drop me a link to your tutorial series ?

daring dock
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oh, uh sure. not quite tutorials more just thoughts

signal coral
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well i just feel dumb for asking for a step by step , i dont think that should be the purpose ;P

daring dock
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well none of these videos are much of a step by step thing so xD

signal coral
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y i figured

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well i am on the part where i put the crate in the truck via remote ai , went back to eden, crate is next to the truck, now if i want to move that truck to the dam i think i need a trigger for when it would drive up correct ?

daring dock
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ya you could do a timer or when players enter it

signal coral
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wonder where the best place to put the trigger is

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since if i put it too far the drive to the dam will be to short

daring dock
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where is most predictable

signal coral
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500m trigger having outer circle on the dam should work, so we have different angles on which way my guys would go

daring dock
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make sure you take into account the travel time of the truck

signal coral
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well right now its sitting almost next to the dam

daring dock
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oh so it's only a short distance

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whatever you feel comfortable with considering it gives the illusion the truck drove there from farther away

signal coral
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i just remembered , the truck thing will screw my first objective no ? find intel about the explosives in the first town

daring dock
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well they won't go to the damn until they know anyway right

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basically a seperate part of the mission

signal coral
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yes well i sort of thought of it like there was kind of a special guy over there in that town that carries like a map of where they put the explosives on the dam, so if we get that we have the intel on where to find it once we get there so we can defuse it

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ugh im gonna give it a rest for today and go try out for honor i guess

daring dock
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okay

signal coral
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btw my lead said he did something to the server, so now we are able to join again πŸ˜„ im not sure if bi fixed their stuff or if he did something really clever to the server

daring dock
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I'll get back to coding my stuff then xD

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well, unless he blocked the ip for steam authentication, it fixed itself but okay

signal coral
daring dock
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i.e. mega hackers comin' to your server

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UGH SO GOOD

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HACKER PRO

signal coral
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i dont even know πŸ˜„

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but im connected, with achilles on

daring dock
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okay good

signal coral
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anyway, thank you for your time today, ill prob. continue tomorrow after work , i added you on discord if thats alright , but i will try to keep questions to a minimum from now ;P

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for honor looks great tho

daring dock
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no problem, see ya around

naive linden
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heya what do you people pack missions with these days addon builder sucks it wont pack it, pboProject neither

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I dont want to use eden editor packing I do all manually

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well Eliteness did it

sinful rampart
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cpbo or Mikero makePbo or Mikero pboProject or addon builder. All work for me ^^

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mostly cpbo. Very old tool from A2 times but for missions it still works atreat

naive linden
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well eliteness did it for me and not like Im going to install gazilion of tools to do one thing, so I tried pboProject but it wouldnt pack nothing, addon builder is too dumb cause #includes and elitness had no complaints so we have a winner

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I do pack addons with pboProject but for some reason it wont do missions.... meh case closed I guess

rugged cedar
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Guys, is there a way to fix this error after editing a class name in my mission.sqm??

line 0: '.raP': '[]' encountered instead of '='

naive linden
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yeah fix typo you made

rugged cedar
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if I knew where the typo was I wouldn't be asking πŸ˜‰

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I have the file open in notepad++ and well..... it's like a page from Bletchely park!

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Now, the thing is, when I changed the class names of a weapon, in the editor, the mission wouldn't load, so I thought easy enough, search for the missing class name, and simply replace it with the new class name...

Then the mission failed to show in the editor, and then the old line 0 started showing

rugged cedar
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seems I had the "binarise mission" ticked so it's no wonder nothing made sense!

signal coral
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good moaning boys

naive linden
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will this work respawnTemplates[] = {"Revive","Spectator","MenuPosition"};

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I want BI revive enabled, and if player gets killed he switches to spectator, and when the time runs out he then gets menuposition

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not sure if that is the right setup or order

naive linden
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ok I think these templates dont work from description.ext or are not required

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but if I include class Params { #include "\a3\Functions_F\Params\paramRevive.hpp" }; that the server crashes

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:/

novel rune
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You cannot #include from addon space in description.ext. It's broken.

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It will always crash the server, unless the .hpp is inside the mission folder.

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Fix never.

naive linden
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fekin...

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how do I get fancy revive setting then in lobby

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copy directly from the hpp

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?

naive linden
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ye seems to work

modern pulsar
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I'm testing a mission using bis_fnc_bleedTickets and BIS_fnc_respawnTickets, set to 1ticket every 15 sec. It works on a listen server, but when I run it on a dedicated server, the tickets bleed way faster at 3tick/5sec. Any ideas?

turbid hamlet
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perhaps both the server and you (the client) are running the script that bleeds tickets?

modern pulsar
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it was in an isServer:

if (isServer) then
{
    [west, 3000] call BIS_fnc_respawnTickets;
    [east, 1500] call BIS_fnc_respawnTickets;
    [[WEST,EAST],0.5, 1, 15] call BIS_fnc_bleedTickets;

It doesn't work outside of those either though. I think the module might just be broken; if I put the eden module down I see that the default bleed values are 3 every 5sec, which is what happens when I run my version on a dedi

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but just the fact that it works as expected (1 every 15) as a listen server makes me think the module is herp-derp (using just the 3den placed module has the same problem; no matter what bleed values you enter it's always 3 every 5sec)

turbid hamlet
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I used tickets in a TvT mission once , but I didn't use a module for the ticket bleeding (didn't know there was one)

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instead I had the server remove one ticket every 10 seconds via script, similar to what you did

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come to think of it, what do you use the module for? setting up the amount of tickets you start with?

modern pulsar
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yeah inital tickets + bleeding depending on who has dominance

tropic ocean
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I just want a 6x20 Area "flatened" with that plattforms

ionic thorn
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First guess is that they're following the bottom contour , hence why they're not flat.

river nymph
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make it in the VR world then copy them over

ionic thorn
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^

tropic ocean
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hmm yeah that is what I can try thanks for this

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that actually works they way Iwant it to lol n1

tropic ocean
rocky carbon
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yeah they wont initially regocnize that they are on surface and think they are in the air as there is no terrain surface beneath them. Setting fuel to 0 initially could work for instance and fuel them up later with a script or trigger

tropic ocean
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but they are on this plattform. I'm not sure why this is not recognized as "surface"

rocky carbon
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Its just not how the surface/altitude check works in that situation

tropic ocean
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thats bad 😦

rocky carbon
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Well your are building something off the normal scope there

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so such is expected

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sure it could be better

tropic ocean
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well my expectation is that surface is also a plattform. I mean that would be better. Not sure if this "bug" will be fixed if I use pier walls. Lets just try that

lunar frigate
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Hey, Is there a way to use the BIS_fnc_spawnGroup function with the custom Compositions feature of the eden editor?

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Alternatively is there a way to quickly get something I can Copy and Past to create items at the locations specified in the editor?

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Like I want to build a base in the editor, but then spawn it in with a script.

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Just looking for short pipeline to take that information, and put it into a script. I used to use XCAM, and it would spit out a generation script to build the things you placed.

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Like Basically, I want a base to get built as players complete objectives, Right now each "Stage" is saved as a custom composition, but I can't seem to find the path other the way to spawn it in the mission without placing it on the map.

pseudo zinc
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How can i force AI to keep their guns raised?

signal coral
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@pseudo zinc Does setting their mode to combat work?

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?

daring dock
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_soldier setBehaviour "COMBAT";
pseudo zinc
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ty

lunar frigate
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Looks like E3den is exactly what I wanted. Adds another option to Tools menu, export objects, and "Export Selected objects to .sqf";

Sometime some of the objects aren't exactly perfect, but mostly pretty solid.

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What's the best way to activate a respawn position via script?

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Building a mission and so far I've used triggers linked to modules to activate new spawns.

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This spawn will be activated via an add-action script.

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is there like a setSpawnActivated command I can just pass the Spawn module to?

fiery swift
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can someone tell me whats the purpose of packing some things into a clientside pbo ?

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byside from that? ^^

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lets say i have a dialog in a mission wich would give a medical state about a person like leg wounded and this dialog has image pathΒ΄s to show the paa how big of a diffrence would it make?

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because alot can be packed into the misson or not? like on most Invade & Annex servers i dont need any mod but still get custom pictures on Ad-Signs πŸ˜ƒ

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is there a "visible" performance "hit"

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but by packing it into a pbo i could save the user from downloading the mission over and over again if the file gets to big or ?

torn tree
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@fiery swift thats only useful when you want to use that pbo for multiple missions because need to download your mission only once anyways

hallow abyss
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How to add Infos to Intel objects "Secret Documents (intel)" - "Intel_File2_F". When i place it in the Editor it has already a Pickup Action but i have no Options to add informations in 3den Editor.

jaunty marsh
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Does anyone know how to play a custom sound file based on a objects location when a trigger is activated?

fiery swift
stone quiver
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Dumb question, how hard is it to mass with missions from other makers? I wanna try to add Shactac, TFAR, CBA. Am I just asking for pain?

sinful rampart
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To add these 3 Mods you don't need to modify the missions

daring dock
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error:invalid data type. Those are mods not missions, and I don't think I understand what you mean by mass?

stone quiver
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Brain derped Mass=merge. Didn't see that Armageddon is a mod, not a mission file. Huh. Interesting .

rocky carbon
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Can't you just use them together. What do you mean by merging them?

stone quiver
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Tbh thought it was a mission and I'd have to redo everything like when I edit ACE assets in other missions

mortal elk
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Hey guys, so I'm playing some escape maps with my friends, and we want to disable the vanilla Arma3 Stamina, and force walk due to weight. I'm assuming I've got to edit/add something in the pbo. Can someone guide me on this? https://gyazo.com/41e29cf38e4fc62055f61ae69dee750b

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So far I've added player enablestamina false; & player forcewalk false; to the InitplayerLocal.sqf

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but nothing has changed

daring dock
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hang on I got something for this @mortal elk

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init.sqf

if (hasinterface) then {
    waitUntil {!isnull player};
    player enableStamina false;
    player forceWalk false;
    player setCustomAimCoef 0.5;
    player setUnitRecoilCoefficient 1.6;
    player addEventHandler ["Respawn", {
        player enableStamina false;
        player forceWalk false;
        player setCustomAimCoef 0.5;
        player setUnitRecoilCoefficient 0.3;        
    }];
};
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don't worry about playerlocal, just put it in the init

mortal elk
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Awesome thank you. Is the aim stuff necessary? Also, the mission is no death, only unconscious. so do i need the respawn stuff?

daring dock
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nah just delete it

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wait hang on

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yes for aim

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no for death

mortal elk
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got it

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thanks

daring dock
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no prob

mortal elk
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@daring dock I can just tack this on to the end of init.sqf?

daring dock
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I don't know how BI writes their SQFs but anywhere around halfway or later should be fine.

mortal elk
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Worked great. thanks for the help man

daring dock
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no problem, I'll be around

radiant basin
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Hey, is there away to download mods from the workshop for my server that i am renting?

daring dock
radiant basin
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@daring dock No it didn't :c but thanks for trying

azure parcel
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@daring dock isn't the code in the respawn event handler better placed in onPlayerRespawn.sqf?

daring dock
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it can but it works either way because you alread checked for "hasInterface" and are referencing "player" which event script init.sqf already gathers as an argument when running. The less files that need changing the better.

azure parcel
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Alrighty

daring dock
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also on an eventscript you need to specify if you're targeting the old unit or new unit

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via _this select 0

azure parcel
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I asked this in #arma3_questions a short while ago but got no response, so I might as well try here. Has anyone here ever run into a problem with arsenal crates trying to reset player inventories to what they would be at spawn whenever someone accesses it? i.e. Medic spawns with 3 medkits in vest, accesses arsenal, suddenly has 6 medkits, removes all of them, goes back in, 3 medkits again.

daring dock
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running any mods?

azure parcel
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ACE, RHS, ALiVE, but the bug was present before RHS at least

daring dock
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ACE does that

azure parcel
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any way for me to prevent it?

daring dock
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uhmm...I don't know if you can, but the lead guy on ACE hangs around in scripting. There's probably a script solution

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Have you tried using a diffrent backpack?

azure parcel
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it still happens if you change uniform/vest/backpack

daring dock
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ACE likes to convert the medical stuff into bandages and other things of the sort

azure parcel
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Yeah but it adds other items too

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for instance my squad leader was complaining about suddenly having 20+ grenades in his inventory after using arsenal

daring dock
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PFFt

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clearly he needs to use grenades as his primary weapon now

azure parcel
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:V

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but you can see how that could be a problem

daring dock
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try running without ACE and if the problem goes away we can be sure before digging into the issue there

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Don't wanna chase a red herring if it's not the problem

azure parcel
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sure thing

azure parcel
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@daring dock just confirmed, issue isn't there when ace is removed

daring dock
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okay so at least we know it's ACE

rocky sinew
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Hi all, im looking for some script suggestions to make my mission template stand out from the norm.
I dont want to increase my mod line but would like tp spice up my missions.
For example I added push boat script to my tanoa template, as well as shushi's breaching script.

So any suggestions or recommendations for new/interesting scripts would greatly be appreciated.

daring dock
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If you have the patience to learn GUIs they always make people go "wow" because they can physically see the result

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between that and getting character dialogue the rest is just minor back end stuff

dry whale
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Hey guys, got a question about Zeus for you. So, sometimes when Zeusing one of my missions, my computer crashes. Not surprising, #Arma (love you BI), but my main problem is that when I relaunch my game, go back into server, and slot back in as the unit with Zeus capabilities, I no longer have Zeus access! Anyone have any solutions for this?

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Also, I know there was previously a mod that allowed anyone who logged in with the Admin password on the server to get Zeus. I'm not sure where to find that mod - I'm sure that would be a solution to my problem if I could find it.

daring dock
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need delete the zeus module and create a new one, resync it to the entity, to reset it.

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Sounds like MCC

dry whale
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Nah not MCC - it was just a server side mod. Haven't used it in a couple years.

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Problem is that it is still a persistent mission - can't relaunch the mission as I have 60+ guys on the ground.

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So I can't delete the zeus module and create a new one.

daring dock
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you can from a script

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it wouldn't matter if you went back to editor anyway because you'd have to put up a new mission file

dry whale
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yeah exactly

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There a preexisting script for that?

daring dock
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not that I've seen

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I've had this issue before but I run mission no longer than 2 hours so it hasn't been an issue

dry whale
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Yeah we do 3hour ish missions with a TON of mods

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so sometimes I crash loading in and out of Zeus

daring dock
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I mean I have 30gb of modes and I don't crash

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The mission probably just has too many units

split valve
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@dry whale to allow a logged in admin to be Zeus, you can put #adminLogged as the owner

dry whale
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@winged chasm Seriously? That's awesome. I'll give it a go tomorrow morning.

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Would that allow it so that say one person could be zeusing, then log out of Admin, and another person could log in and continue where the last zeus logged off?

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Or would you still need to reboot the mission, or do the script as Nitro suggested.

azure parcel
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@dry whale Yes, it switches to whomever is admin at the time

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no script required

dry whale
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Well that's just lovely. I'll give it a go as soon as I get back on my PC.

mossy echo
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@dry whale I've got a script that works with all types of Zeuses, I'll give you it once I'm home.

naive linden
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so BI revive doesnt work unless its enabled in the eden editor or am I missing something?

#

https://hastebin.com/vesosepake.ini this is what I use in description.ext and I didnt do nothing in editor, or I did but I disabled it/reverted to original, but iirc values in description.ext should be considered primary and they overtake editor values

dry whale
#

@mossy echo Thanks man, I would appreciate that.

#

@naive linden Yeah you have to enable it under multiplayer settings in editor, then configure it how you like.

#

Same thing with respawning.

mossy echo
#

put that in initPlayerServer.sqf

dry whale
#

@mossy echo Do I need to do anything with the Zeus module?

mossy echo
#

Nope, this simply allows the Zeuses to join mid-game

dry whale
#

Hm

#

So would this work in conjunction with #Adminlogged on the Zeus module?

mossy echo
#

probably

dry whale
#

Alright, awesome.

#

I'll give it a go, thanks mate

mossy echo
#

np (:

azure parcel
#

afaik you shouldn't need another script if you're using #adminLogged, as it already switches to whoever is admin mid-mission

dry whale
#

Ah okay

#

I'll give that a try first then.

marsh rampart
#

Hey is there an easy way to identify apex assets laid in a mission? We've just had an influx of new players and we're finding they can't play a lot of our missions because the mission contains assets from the expansion. It's frustrating searching for that 1 piece of fence or single asset in the mission that stops a handful of new players from being able to play. (I thought it wasn't supposed to work like that?)

naive linden
#

hmm should have exp in classname somewhere?

#

wild guess never looked

marsh rampart
#

be nice if they were highlighted in the editor somehow. I like to build intricate bases etc and it's a shame when a portion of our playerbase can't play the mission because I goofed and placed a single piece of fence from APEX

worthy rampart
marsh rampart
#

Ok yeah, I was thinking if I was smart I'd write a script to place a dot marker on the map at every expansion asset. You know... if I was smart 😦

#

I might pop into the scripting channel and see if there's anyone willing to do something like that. Thanks for the info

signal coral
#

is there an external tool to unbinerize mission.sqm files? if the mission file gets corrupted and cant be opened in the editor is there a way to recover that?

sinful rampart
#

Mikero's depbo, PboManager, armake

prime dome
#

Dedmen i think he wants to unbinerize sqm files, not extract pbo

#

But yeah, in editor go to scenario preferences, uncheck binarise, save scenario again.

#

Not sure about the second qustion

split valve
#

@marsh rampart In the entities list in the editor (press E and it'll come up on the left side) you can see Apex objects with the Apex logo (see png above). Select it in the list and press F and the camera will move right to it.

marsh rampart
#

Ohshit good stuff man, I didnt think about that. Thanks very much

split valve
#

No worries πŸ˜ƒ I went on that snipe hunt at one point, and then finally noticed the logo. πŸ˜ƒ

sinful rampart
#

@prime dome Mikero's depbo and armake can unbinarize. Pbo Manager maybe too. I dunno.

prime dome
#

Ah.

#

didn't know

#

Pbo manager hasn't been updated in quite some time afaik, so probably doesn't. I just use it for PBO-ing

mortal elk
#

So, I play Escape maps on my server, and on one of the maps, there are no slots when loading the mission. 1. this is mission side and not map side right? 2. Which file do I edit to add the slots?

pearl nexus
#

not sure if there is another way but the default method of creating a slot is placing a unit and making it playable in the editor.

river nymph
#

usually when the slotting list doesnt show up theres a mod mismatch between mission, client and server

mortal elk
#

that's likely, that I fucked something up

#

how do i go about troubleshooting?

river nymph
#

see if you can host it in local MP (so host from your game). If it has slots then, its the mods on the server not being right

#

if it doesnt, you dont have the right mods

#

etc

mortal elk
#

So that is it

#

I'm not very familiar with uploading a single map to the server, I only used CUP Maps which is fairly simple. am I missing a step with this map? Map is CLA_Clafghan.

#

I just put the map in the root folder as @Clafghan

daring dock
#

oh dear

#

When you put in an addon into the server's main directory, the one that contains the arma3.exe you copy the folder with @ then you make sure you aren't missing any dependencies or you might be kept from launching, and that your server has the mission pbo in MPMissions folder

mortal elk
#

all done

#

the mod in question @CLA_Clafghan 0.3.1 has inside it : @CLA_Clafghan 0.3; Addons; meta.cpp

#

inside @CLA_Clafghan 0.3 there is mod.cpp; mod.paa

#

and inside Addons is all the pbos

#

I simply put the whole folder of @CLA_Clafghan 0.3.1 in my root folder

#

is this correct?

daring dock
#

the folder should not have another folder with @ inside it

#

just to be sure

mortal elk
#

it does, im guessing because of the name, an older version? but but one has mod.cpp and mod.paa in it

daring dock
#

it still won't work, it needs a folder called addon inside of the first @ folder

mortal elk
#

It has that as well, will all the pbos

#

The main @folder does

icy comet
#

Is there a way to change the mission name in the mp mission selector? Like bohemia does with their missions because mine always have the file name.

sinful rampart
#

Description.ext and somewhere in the mission Attributes. But I thought Eden moved all the description stuff into some UI's in the editor

icy comet
#

Its not in the mission attributes

#

Already tried that

pearl thunder
#

should be able to find that on the menu bar in eden -> attributes -> General

icy comet
#

As I said It does not work

#

The name you put there will not show up in the mission selection screen

pearl thunder
#

then you're doing something wrong

#

because that's how you do it ^^

icy comet
#

How can you enter text wrong?

#

If you dont believe me, try it your self

pearl thunder
#

the missions I have all work fine with the mission name showing in the mission list

#

Β―_(ツ)_/Β―

icy comet
#

okay I show you what I did

pearl thunder
#

better be quick then ^^

#

also, did you (re)export the mission for MP, reupload the exported mission and restarted the server?

icy comet
#

I never changed what I did and yes It exported it

#

but I did not restart the server

pearl thunder
#

restarting the A3 server is essential

icy comet
pearl thunder
#

restart the server and everything will be fine

#

I think it only reads the mission data on startup

#

it should even lock the files

icy comet
#

I restarted it

#

and...

#

nope its not fixed

pearl thunder
#

kill server > reupload > check

icy comet
#

still not fixed

pearl thunder
#

well no clue then

#

good luck πŸ˜„

icy comet
#

thanks

torn tree
#

@icy comet Let me know too if you figure that out. That "name box" does what it wants. Sometimes, it works just fine, other times, it only works in MP missions while in editor it keeps showing the filename, and othertimes it doesn't work no matter what

south holly
#

@icy comet I made a mission way back before Eden where the name did not show up properly, and IIRC I figured out that I had gone way overboard with set decoration and cutting down on the objects in the scene suddenly made the name show up properly

icy comet
#

how the heck can the count of objects influence the mission name?

south holly
#

I have no idea, and didn't have time to investigate further, but cutting down on the objects seemed to be the thing that fixed it back then

#

If you have a ton of objects in the scene, try copying the mission and deleting them and see if it helps?

icy comet
#

I also dont have tons of objects XD

#

Im not even using the task modules cuz they dont work well for me

#

also I only have 3 triggers

#

you see its a very small mission

south holly
#

Then it's probably not that

icy comet
#

mmmh could it be that I need a translation file or something like that?

south holly
#

Dunno, man, it's been a looong while since I've done anything with Arma and that was the only suggestion I had

raven whale
#

@icy comet briefingName ="my mission"; in description.ext works

icy comet
#

Im going to test that

#

Holy cookie jesus

#

it worked

#

why the cookie isnt that on the wiki?

azure parcel
#

cookie?

icy comet
#

dunno

#

its just not in the wiki

plucky glade
#

Question about the Guard waypoint ... If I don't snc the backup units with G waypoints to a guarded by trigger - is it normal that they will go to any friendly unit that is under attack?

plucky glade
#

sync

pearl nexus
#

you can edit messages by right clkicking

plucky glade
#

Well thanks for that - did not know πŸ˜ƒ

plucky glade
#

So it seems that units somehow can "call for help" and groups with a guard WP will move, even if they are synced to a guarded by trigger - is this intended behaviour?

prime dome
#

probably is

#

did you read the wiki?

#

it has a descroption of how it works

plucky glade
#

I did but please correct me if I misunderstood - I am under the impression that they will only goto a guarded by trigger when the originally guarding unit has been dispersed.

' The units will unerringly move to the 'Guarded By' triggers, positioning themselves exactly on top of them. They will act according to their normal rules of engagement (Fire at all, engage at will, etc). When a group either starts fleeing or is destroyed, any other groups standing by with a Guard waypoint will move in to take their place.'

#

Thing is .. mine even move to other units and positions with no guarded by trigger area

#

I'll try to make a demo mission.

elfin moon
#

[]: 'bin\config.bin/CfgParches/IDF_helmets/' not an array
i get this whenever i load the mission
nothing seems broken but just want some info on if this is a gamebreaking or if i can leave it there

novel rune
#

fix it

plucky glade
#

So I've recorded my demo mission if anyone has ideas please help me out so that my groups with guard points don't just go wandering off becauase a completely unrelated group got killed. https://youtu.be/_CFz8zCb4sA

#

and with wandering off I mean going 3-4 kms across the map

#

on foot

#

Off to bed..

south holly
plucky glade
#

TILT now I can scrap the whole mission I've been working on for two days . oh well clean slate.

#

Thanks anyway totally missed that - I guess it got too late yesterday.

prime dome
#

It's a good way to get a dynamic defence rolling

#

if you just want them to sit in an area and defend it, use HOLD

modern pulsar
#

So if I have a mission on Altis and add Apex structures (like the green sandbags) does that stop non-apex owners from joining? I didn't think so but it seems to be behaving that way

novel rune
#

They won't be able to see the APEX exclusive assets and will be able to walk and fire through them.

modern pulsar
#

how sure are you about that

novel rune
#

What do you mean? If you don't own APEX, you physically don't have the assets on your machine.

modern pulsar
#

because I thought it was either going to be 1) you can't join at all or 2) non-apex owners can have all that non-critical stuff for free

#

I thought it downloaded it for everyone regardless of ownership

novel rune
#

Well, you're wrong then.

#

I don't specifically know about the green sandbags, but generally, assets have to exist on the clients machine and they don't if they are from the APEX DLC.

#

And no, the game does not download any assets if you join a mission, aside from stuff inside the mission PBO file.

#

And it would take ages to download APEX objects-

modern pulsar
#

yeah obviously it won't donwload that content from the game server...

novel rune
#

From where else?

modern pulsar
#

I'd just assumed everyone had apex content so they could join missions using apex objects

#

but obviously not be able to play on tanoa / use apex vehicles as driver

novel rune
#

Nope, you only have the APEX assets, if you bought the DLC.

modern pulsar
#

Alright well that's a bit shit, but oh well

novel rune
#

There was a guy here two days ago that specifically asked for a script to show APEX content on the map, so he can remove it from the mission.

modern pulsar
#

Eh no worries I can remove them manually quite easily, thanks for the tip though

#

heli/marksman DLC props should still allow non-owners to join though right? it's only the expansion that has that issues because it's a separate download

novel rune
#

Aside from APEX content, all other DLCs have their assets on everyone's installation.

prime dome
#

Sandbags are structures @modern pulsar

#

So afaik they require ownership

#

Everyone has apex weapons, vehicles, units

#

And i think some props as well

#

But structures/buildings, etc + map require Apex DLC

prime dome
#

Is it just me or do global commands like join, setPosATL, setObjectTextureGlobal not work consistently in MP when run server side? I'm having to remoteExec them to work properly...

novel rune
#

They work just fine.

prime dome
#

@novel rune well clearly we play different games

#

might just be JIP issues

#

except join not working

#

that wasn't a JIP thing

novel rune
#

All of these commands work for JIP.

prime dome
#

Β―_(ツ)_/Β―

novel rune
#

Make a repro.

prime dome
#

Hmmm.

#

works in self hosted server with AI

#

didn't work on DS

#

Proper repro mission will come soon β„’

#

(it'll probably just be the mission i'm having issues with, don't really have the time to set up an isolated thing)

novel rune
#

When is this executed? Smells like race condition with playableUnits being empty.

prime dome
#

script called towards from another script, which is called from the end of init.sqf

#

i.e. init.sqf -> script1 -> script2 with the join thing

novel rune
#

I'd make sure you script actually runs and variables like GrpCSAT_VIP are defined correctly.

#

diag_log and observing the server rpt

prime dome
#

Well they should be, since script1 has:

// check if both units exist, if yes then move them to the location and set flags appropriately
if !(isNil "UnitCSAT_SUR1") then
{
    //UnitCSAT_SUR1 setPosATL _spawnLocation;
    [UnitCSAT_SUR1, _spawnLocation] remoteExec ["setPosATL",UnitCSAT_SUR1,true];
    _flag1 = 1;
};```
#

(the commented out bit wouldn't work)

novel rune
#

script1 -> script2 -> script3 is definitely no stable environment to check if a script command is broken. There can be so many user errors on the journey

prime dome
#

and i only call script 2 if those units exist

#

I just find it interesting that they work if remoteExec-ed

novel rune
#

You create artificial delays by using that command.

prime dome
#

haven't tried with join though

#

I see.

#

Does execVM-ing them open a possibility for issues, too?

novel rune
#

There are always possibilities of issues, idk what you mean exactly.

#

diag_log

#

server RPT

#

That's how you find out.

#

And it's the only way to find out.

prime dome
#

okay. I can do the diag log thingy, server RPT will be tricky, i'm not an admin πŸ˜›

#

But, thanks.

#

Might just be easier to remote exec πŸ˜…

novel rune
#

All I can tell you is, that hundreds of people have used setPos, join and setObjetTextureGlobal on servers before and there were no issues.

#

And there is no need to remotely execute these commands, since they all accept remote units and they all have global effects.

prime dome
#

Aye, i'm aware they're global, is why i was using them in the first place πŸ˜›

#

But yeah, they weren't working for reasons unknown

novel rune
#

Maybe you're right and they're all bugged.

#

But then you have to make a repro mission that is as straight forward as possible to confirm and report.

prime dome
#

And setObjectTextureGlobal...people seem to call it multiple times before they see an effect, if it's applied in object init and stuff. I've taken to remoteExecing setObjectTexture (non-global) to make it reliable.

#

Yeah, repos just take time

#

And knowing Arma there's a high chance that an attempted repo won't show an issue πŸ˜„

#

Oh BTW, these commands all worked fine in local hosted MP

#

OH WAIT small detail i forgot to mention

#

setPosATL

novel rune
#

people seem to call it multiple times before they see an effect, if it's applied in object init and stuff
People do all kinds of stuff. 3 different reports from people claiming that ACE settings stopped working after 3.9. Everyone that reported an RPT got told that they forgot something and they all fixed it.

prime dome
#

On DS, it didn't move me, as a player

#

but the other VIP? was AI, got moved

#

same group too

novel rune
#

Your player unit does not exist on the server, if the mission has ai disabled for player slots at the init phase

#

It all sounds like race conditions

prime dome
#

AI was enabled...

#

eh, i'll look at it again

#

initial question was just to check if the issue is widely known

novel rune
#

It's not. I at least never heard of it.

prime dome
#

i'll see if i can repro it consistently, maybe by next week

#

thanks for the help!

torn tree
#

Since when does cfgsounds actually include a syntax to change not only volume and pitch but also max audible distance in the same array? I literally wrote myself a function that would do smth similar because the say3D distance annoyed me :S

lost osprey
#

Is there fairly simple way to add in a sandstorm to a mission?

#

I've tried to use the MKY mod and I can't even get the demo mission to work, not sure if it's broken or what

ionic thorn
#

I do believe Alias has a script

pale topaz
#

Yes he does have a sandstorm script, google it on youtune

#

YouTube*

daring dock
#

omg that name is cancer plz change

prime dome
#

?

#

What's wrong with it?

ionic thorn
#

It's difficult to tag

azure parcel
#

it also doesn't look too appealing

pearl nexus
#

i'm digging the profile pic though.

grave harness
#

guys, is there a tutorial anywhere on how to create a simple team-deathmatch game ?

#

I got nothing on youtube or google

#

So far what i did:

  • Create arena
  • Add respawn position module (2x - One for Blufor, one for Redfor)
  • Add Tickets (set to 20 each side)
  • Add Countdown (5 minutes)
  • Place playable units
  • ???
  • No-profit
ionic thorn
#

Have you had a look at Murcialago's or even Celerys A2 stuff?

grave harness
#

too feature rich

torn tree
#

@grave harness what specifically are you struggeling with?

#

The simpliest TDM is, have playable blufor and opfor units, markers named simply "respawn" (can have any surfix like numbers when you copy and paste it around), have the playable units have move waypoints + cycle waypoint and enable respawn on custom location WITHOUT ticking any boxes. Then host as MP

#

Then you should have a TDM with AI thats moving around (make sure AI score is enabled aswell) and you respawn at a random location depending on where the markers are (have loads of them)

grave harness
#

Well, was looking for a simple game using the respawn position module, ticket module and countdown module. Couldn't really find any documentation or tutorials on how to use them or set them up for a simple deathmatch game

torn tree
#

Forget about modules :D

grave harness
#

i thought the "respawn" marker was the old method

torn tree
#

Well

grave harness
#

and the module was new

torn tree
#

Both work

#

Well actually

#

Respawn markers are the default way of doing respawns

#

If you want selectable respawns, markers that have been preplaced will work but if you want to add respawns midgame there is a function to add respawn locations

#

Countdown: just plop down a trigger with condition true and 300 sec timeout (5 min) and sync it to a scenario ending module (zeus has it) and set it so it shows victory for thebside having the highest score

#

Tickets: Uhhhm

#

But yeah you dont really need a respawn module for infantry to respawn. You could try to access the 2D editor and look at the modules there because in the 2D editir it would show you how to sync a module / what to sync it with

formal citrus
#

I have a function for ambient artillery fire that seems to work fine when run isolated in a simple mission, but fails to perform in a bigger scripted mission context. E.g. the artillery in the sample mission elevates the barrel and shoots nicely. In the bigger scripted mission it just fires horizontally, no barrel is ever raised. The script is at : http://pastebin.ubuntu.com/24047108/ Any ideas what might be the core reason for this?

formal citrus
#

self answer: there seems to be races / not enough scripting resources for the doWatch command in the initialization. When I put a sleep 60 at the start to wait until all the other scripts have been started, the artillery fires nicely

edgy gull
#

Quick question: I have a mission with a dialog. Is there any way to apply changes to its definitions without restarting the whole mission every time?
I thought diag_mergeconfigfile would reload the dialog config on the fly, but apparently not. Or I just used it wrong.

mild minnow
#

How do you create checks for: if unit(s) in vehicle then vehicle to then run a command or waypoint.

novel rune
#
if (_unit in _vehicle) then {
    // do stuff
};
torn tree
#

@novel rune whats better? _unit in _vehicle or vehicle _unit == _vehicle?

novel rune
#

idk, I think using in this way is very easy on the eyes compared to the more common one you posted.

carmine apex
#

any way to get Config: array[] += { "abc" }; in mission files working?

novel rune
#

That makes no sense.

#

There only is one mission config file.

#

+= is for config patches

#

The mission config does not patch the master (addon) config

river nymph
#

? You can patch children.

#

cant modify configFile but the operator itself works

mild minnow
#

Where is the best places to get information about scripting and making your own custom missions?

ionic thorn
mild minnow
#

Thank you for your feedback, @ionic thorn . Much appreciated.

ionic thorn
#

Welcome

long stone
#

Hey guys, i was wondering if anyone knew how to make the VTOL aircraft land without flying over the landing zone and circling back? Ideally would like it to land like a normal helicopter. Any help would be much appreciated thanks

prime dome
#

Scroll wheel menu > thrust vectoring

torn tree
#

@prime dome He's talking about AI behaviour

#

@long stone You can't but with Arma's AI I'm happy if they can land at alll

#

I mean, you cant force them into hover mode

prime dome
#

Oh I see, sorry.

torn tree
#

Yeah, its the problem of the AI not entering hover mode until it already flew over its expected landing zone, but unfortunalty you cant force the AI into hovering earlier and unitCapture / unitPlay are no good options either because that wouldnt change the rotors to hover (Looks kinda weird, again, you can't force it with AI piloting it) and atleast as far as I've noticed, you cant force the landing gear down either :/

azure parcel
#

AI in my experience hate landing in general

torn tree
#

The best way to get helis to land is to place invisible helipads whereever you want them to land. They'll always prefer to land on those. If you let them decide where they want to land..... just no

#

Well, the land waypoint + inv helipad did the job just fine

#

What did landAt do BEFORE that change though

#

Ohhh I get it, landAt was basically for planes only

#

Though I'm unlikely to touch AI helis for as long as their AI is broken

#

Ever observed the AI trying to engage targets with the Hellcat?

#

Almost every russian RHS heli suffers from that issue and I once spotted the blackfoot do the same thing, basically escaping the enemy rather than using its firepower to combat them

#

Back in arma 2 even transport helis with door gunners would perform gun runs. Now most of the heli pilots turned into pacifists

#

REALLY???

#

xD

#

The weird thing is: The AI helis are still able to use the guns they have either if they have guided missiles OR if the target is right in front of them

#

Weirdly enough, the AH-9 (weakest helicopter in vanilla) engages targets quite happily

#

Yeeeeeeeeeeaaah, compared to THAT problem, the heli thing really is small, but I wouldnt say that it should be ignored as for me it is somewhat important that AI helis can actually be opponents to worry about, or allies that can help you when you are on the ground. Luckly I only ever had that 3 FPS glitch once πŸ˜„

#

Not that you said it should be ignored but, you know, I basically broke my head trying to analyze whats wrong with those helis and trying to force them to do something

#

What about the tank PhysX glitch though?

#

You know, the one where they suddendly get a lot of speed either forward or backwards for no specific reason other than having several metric tons of metal being thrown around possibly near friendlies

prime dome
#

not feasible for BI to fix in my opinion
Honestly I'd rather they decide it's not feasible than we give them an excuse for it.

#

Seeing that so many unfeasible things have since become feasible

torn tree
#

Well who knows, mayby they fix it mayby they wont. It's not a massive issue since tanks are still very usable but its both hilarious and sometimes annoying whenever it happens. Once had an AI tank crash over another AI tank which flipped it. Hilarious but unwanted.

#

Another thing that once happend is that the AI mounted up a tank and the first thing to happen was that it launched backwards down the entire road with it

slender stump
#

Is there a module during mission making that I can restrict 3rd person viewing or do I have to use a script?

torn tree
#

Just increase the difficulty of the mission

slender stump
#

ah, I can't restrict it regardless of the difficulty?

torn tree
#

If you use a dedicated server, select the highest possible difficulty. If you used a locally hosted server, go into your options into custom difficulty and disable third person, then host the mission with custom difficulty.

#

I believe there is a way to detect third person actually

slender stump
#

ok, I can fix that. I thought there might be a ARMA 3 vanilla module. I can use ACEX to do it.

torn tree
#

there is no simple module for it

#

Atleast not in vanilla

azure parcel
#

@torn tree you can set custom difficulties in dedicated as well

torn tree
#

Yeeeeeeeah but the easy way to do it without messing with profiles is to just put it on veteran

azure parcel
#

It's more involved than press button lose chasecam but it's an option

#

Yea

prime dome
#

@torn tree it's all tracked vehicles so it absolutely is a problem.

#

It's also shit to have infantry get killed because the IFV did a flip on them.

#

I mean it's been 4 years since the Alpha now, and 4 years since this bug.

#

I'll be irritated if it's unfixable but I do hope that they take a good look at it

#

Before declaring it so

#

At best I'm willing to wait till #tanksDLC for an official answer

lapis isle
#

Hey guys!
I have a Question. Im building mission where I would like to set an ambush using IED and BRDM
I set a BTR to move to the IED and I want the enemy BRDM to push to that IED location afterwards
when the BTR is destroyed

#

how do I sync it?

prime dome
#

place a trigger around the IED

#

sync it to IED

#

on activation code:

((synchronizedObjects thisTrigger) select 0) setDamage 1;```
#

alternatively name the IED ied1 and

#
ied1 setDamage 1;

i assume you know the trigger conditions (PRESENT, ANYBODY)

#

make another trigger with no condition selected and no radius, type switch

#

name BTR something, lets say btr1

#

in this trigger's condition field, put sqf !alive btr1

#

give the BRDM a hold waypoint in front of it, and sync it to this trigger

#

put down another waypoint , this time move, near the IED's location

#

@lapis isle

lapis isle
#

Thanks you I will check it right away !

#

I needed a push I was stuck in a point where BTR is destroyed and BRDM didnt move

#

No wi know I should have put second trigger πŸ˜ƒ

prime dome
#

haha glad i could help

lapis isle
#

but tell me. I can not sync it I can only make it set point on activation

#

or something like that my Arma is not in English

#

set activation of the navigation point i guess

prime dome
#

yeah, it should be set wapoint activation (or closest translation)

#

before the 3D editor it used to just be sync

#

so excuse older mission makers, we're slow to adopt new terms sometimes πŸ˜›

#

similarly if someone asks you to "group" a trigger with units, they mean "set trigger owner"

lapis isle
#

no no no Its ok πŸ˜ƒ I just make sure I got it right

#

Ok it works, thanks you πŸ˜ƒ

#

I would like to bother you for 2 more minutes

#

The last thing I need to finish my mission

#

I have 4 boxes of matches (I thing I might group them to be taken from the groud as 1) and I want them to be recovered

#

I made something like this

#
this addAction ["WeΕΊ zapaΕ‚ki","collect.sfq"];
#

and in the sqf file I put

Player SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AΒ­movPercMstpSrasWrflDnon";
Sleep 0.5;
DeleteVehicle matches;
#

yet still they lay on the ground

#

it says there is something wrong with deleteveh

torn tree
#

Ehm

#

"this addAction ["WeΕΊ zapaΕ‚ki","collect.sfq"];" "sfq" should be "sqf"

#

Also I suggest doing it more like this: _matchbox = _this select 0; Player SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AΒ­movPercMstpSrasWrflDnon"; Sleep 0.5; DeleteVehicle _matchbox;

lapis isle
#

aaaa haha maybe there is the problem

#

sfq sqf

#

didnt see that

#

I there a way not to make separate SQF file per matchbox?

#

Thank you very much it works πŸ˜ƒ

#

@torn tree

torn tree
#

@lapis isle My code does exactly that. You can have anything collectable what has that addaction attached to it, but it works for single objects only (So basically, no composition of objects)

lapis isle
#

That's very handy!

#

Yet I saw an error saying that "this" is not acurate

#

This means I dont have to name all the objects?

torn tree
#

No you dont but if you use "this" make sure to use it in the objects init field

lapis isle
#

I should leave it by default

#

ok

#

Great thank you !

lunar frigate
#

Hey guys I'm trying to use https://community.bistudio.com/wiki/BIS_fnc_endMissionServer But it doesn't seem to work for anyone who's dead and a spectator in ACE3. What's like the actual best way to end a mission. I keep having missions where either the server ends and people are like running around with everything frozen, or like some people get the mission end screen or whatever.

torn tree
#

endMission "END1";

lunar frigate
#

but that's like an instant end right? doesn't play the music or anything, just cuts to debreif?

torn tree
#

jup

#

but you know, you could always make yourself some sort of custom ending before endMission but its a good way to instantly terminate the mission

daring dock
#

You need to use CfgDebriefing

#
class CfgDebriefing
{
    // Used when all players die in MP
    class endDeath
    {
        title = "Both teams have died.";
        description = "Everyone was killed by the bomb.";
        picture = "KIA";
    };
};
#
["endDeath",false,2] call BIS_fnc_endMission;
torn tree
#

huh Revo To end a mission properly on a server, use BIS_fnc_endMissionServer instead

#

@daring dock He wants to use BIS_fnc_endMissionServer not BIS_fnc_endMission though πŸ˜„

#

And that one has several predefined strings. Can also be executed via one of the zeus modules if I'm not mistaking

daring dock
#

endMissionServer doesn't have as many paramters for custom endings

#

and can' use custom endings

#

he could just as easily run a remotely executed script globally that has the custom, what I like to call, outro sequence

torn tree
#

With "Custom endings" I mean, so smth with scripts before you end the mission and then end the mission

#

I did a "custom ending" myself by freezing all units, showing a hint which side won, make the screen fade to black with end music playing and then the mission would end

daring dock
#

Well also the use of CfgDebriefings

#

endMissionserver doesn't

lunar frigate
#

endMissionserver Doesn't work well with ace spectator

#

only ends for players who are still alive

#

doesn't end mission for playabe units of type game logic

novel rune
#

Good point. The function seems to use bis_fnc_listPlayers, which probably doesn't work with spectators.

torn tree
#

Idea

#

Use endMissionServer, then put a sleep in of about the time that it would normally take for the mission to end after endMissionServer has been executed (Because the mission doesnt end right away, you know, music and stuff) and then after the sleep use endMission "END1"; to forcefully end the mission on all clients. I'm pretty sure that the problem is that the mission doesn't actually end for everyone, and using endMission will force everyone to be sent to the debrief including spectators

novel rune
#

or just rewrite the function

torn tree
#

One goal, multiple ways to do it

#

But yeah, I'll guess that would work too

novel rune
#

Does anyone need that silly cutscene?

#

Just remoteExec endMission or something

torn tree
#

Its a lil more fancy than just a sudden "You are now in Debrief" screen

novel rune
#

Is this the same argument as for the edited main menu again? I hope no one plays Arma for pretty cutscenes.

torn tree
#

No but I'm just saying that ending the mission with a sudden cut is less enjoyable than having a proper ending cutscene. KOTH for example isn't ending with an instant teleport to debrief either

novel rune
#
    case "sidescore": {
        private ["_sides","_scoreMax","_winners"];
        _sides = [east,west,resistance,civilian];
        _scoreMax = 0;
        _winners = [];
        {
            if (playableslotsnumber _x > 0) then {
                private ["_score"];
                _score = scoreside _x;
                if (_score > _scoreMax) then {
                    _scoreMax = _score;
                    _winners = [_x];
                } else {
                    if (_score == _scoreMax) then {
                        _winners set [count _winners,_x];
                    };
                };
            };
        } foreach _sides;

        [["SideLost",false,nil,nil,true],"bis_fnc_endMission",_sides - _winners] call bis_fnc_mp;
        [["SideWon",true,nil,nil,true],"bis_fnc_endMission",_winners] call bis_fnc_mp;
        [["",true,nil,nil,true],"bis_fnc_endMission",allcurators] call bis_fnc_mp;
    };
#

Seems to handle curators

#

But the spectator entities probably have no side. Or are at least not civilian

#

SIDE_LOGIC

#

or whatever it is

torn tree
#

Probably

novel rune
#

So all you need to do is to rewrite that code block. bis_fnc_endMission is fine just bis_fnc_endMissionServer is borked

torn tree
#

That code would need to be rewritten to have everyone who isnt east,west,resistance,civilian get that [["",true,nil,nil,true],"bis_fnc_endMission",allcurators] call bis_fnc_mp;

#

If arma wouldnt take 5 minutes to launch for me I'd go check what side spectators are

novel rune
#

2 lzy 2 entr steam pw

torn tree
#

Autologin ftw πŸ˜„ But ya know, its like 6:39 AM and I'm just too lazy for everything

#

Just out of curiosity, what would happen if [["",true,nil,nil,true],"bis_fnc_endMission",allcurators] call bis_fnc_mp; was actually [["",true,nil,nil,true],"bis_fnc_endMission",allplayers] call bis_fnc_mp; and above [["SideLost",false,nil,nil,true],"bis_fnc_endMission",_sides - _winners] call bis_fnc_mp; [["SideWon",true,nil,nil,true],"bis_fnc_endMission",_winners] call bis_fnc_mp; ?

#

Last time I spammed the end scenario module, everytime I spawned it it caused the previous fancy endscreen to be overwritten and basically start from the beginning, so basically the previous end scenario thingy was cancelled by placing another one down

#

Wonder if that would happen in that case aswell except that we are 200% certain that everyone is getting the end screen one way or another

novel rune
#

Don't think spectators are listed in allUnits either, but not sure.

torn tree
#

*allPlayers

novel rune
#

Yeah, same. Not sure.

torn tree
#

Launches Arma 3

#

Just wait like 10 mins then I have the answer

#

Alright. allUnits returns empty. allPlayers returns the spectators aswell. Side of the spectator is "LOGIC". Tested on a locally hosted MP server

novel rune
#

cool

#
[["SideLost",false,nil,nil,true],"bis_fnc_endMission",[sideLogic]] call bis_fnc_mp;
torn tree
#

works

#

so yeah all one needs to do is add that line of code to the function

novel rune
#

if only they used events and not remoteExec / bis_fnc_mp

#

Then this could be fixed with a one liner in ACE or the mission.

#

also

#

    case default {
        [_type,"bis_fnc_endMission"] call bis_fnc_mp;
    };
#

They use case default instead of default

torn tree
#

wat

novel rune
#

You know how the syntax normally goes right?

torn tree
#

Yup

novel rune
#

default CODE is a command that sets the code to be executed if no condition in switch is true.

#

it returns nothing

#

(just like setDamage would return nothing)

#

So you end up with:
case nil

#

Which does nothing either

#

So the case is just useless

#

But doesn't error

torn tree
#

Bohemia has done well that day they made that

novel rune
#

I see it used that way in a few places. I think they're just confused about their own syntax and why it doesn't error.

#

You can write this too:

    case case case case case case case case default {
        [_type,"bis_fnc_endMission"] call bis_fnc_mp;
    };
#

Same thing

torn tree
#

That would only activate if case is case case case case case case case default

novel rune
#

No, it doesn't change anything

#

The code for defaultis set

torn tree
#

So the cases dont do anything if it ends with default?

novel rune
#

You have to read it from right to left. And beginning with the first case it all reports nil and no longer does a thing.

#

Any command fed with nil does nothing

#

endMission nil
does nothing

#

player setDamage nil
does nothing either

#

But it also doesn't error.

#

At the point where the first case is executed and does nothing thanks to default reporting nil, the CODE block for the no-condition-is-met in the switch block is already set.

lapis isle
#

hey guys! Urgent question

#

Can I reverse the action of overdriving the mission?

#

I went to an empty map and istead of LOAD I saved the empty map for finished mission

#

Can I undo it?

sinful rampart
#

Don't think so.If you've overwritten the old mission data then no real way

lapis isle
#

Well shit :/ luckily I had a backup version no so distant from the final version πŸ˜ƒ

#

OK thanks πŸ˜ƒ

sinful rampart
#

Version control πŸ˜‰

daring dock
#

I have a git with 5 branches for version control

civic sierra
#

we play a game mode called aas and the zones are comprised from ellipse's, would there be any way to set the elevation of an ellipse , for use on something like an oilrig? this way people above or below wouldnt be able to take a zone

pearl nexus
#

can't you do that with triggers in eden now? like lift them and give them a height too

novel rune
#

I don't think they respect their height.

pearl nexus
#

they?

novel rune
#

triggers probably do 2d distance checks.

azure parcel
#

can't test atm

#

@civic sierra

pearl nexus
#

i see. sorry. never really use the editor. was picturing a sphere but itS' a giant endless cylinder

novel rune
#

But I don't see any gif changing the triggers z size

#

Still doubt it's possible.

pearl nexus
#

actually it seems to be possible. there are different types of triggers

novel rune
#

But they all only have a and b size

pearl nexus
#

note the blue line indicating it's hovering.

novel rune
#

c (Optional): Number - trigger area Z size / 2, in meters (Since Arma 3 v1.59.135137)

#

There it is. Possible since 1.60

pearl nexus
#

cool. good to know

novel rune
#

createTrigger doesn't support it natively, but with this command you can edit it.

civic sierra
#

i tried setting it to a trigger with the z, unless i did it wrong. before adding anything to an oilrig i just tested it in one of our templates i raised the zone 400m but i was still able to take the zone on the ground. it is a sort of endless cylinder but it does have an elevation cap, as we cant take the zone from after a certain elevation in a chopper

novel rune
#

z / height seems infinite by default, you have to edit the size of the trigger and elevate it.

civic sierra
#

dataType="Marker";
position[]={3401.8296,104.21147,13503.023};
name="respawn_west";
text="respawn_west";
markerType="ELLIPSE";
type="Empty";
colorName="ColorBlue";
a=20;
b=20;
id=2;

#

so add a c in the mission file

#

or add a trigger

novel rune
#

No idea if you can just edit the mission file. I somehow doubt that works.

#
private _area = triggerArea this;
_area set [4, 20];
this setTriggerArea _area;
#

Do triggers have init boxes? You could paste that there to set the z to 40 meters (2x20).

civic sierra
#

im a noob at all this, when i set the z before i used set pos command, ill try the set trigger area

#

yes the trigger has init box

#

the actual marker does no

#

not

novel rune
#

Yeah, markers are for maps and maps are 2 dimensional.

civic sierra
#

yeah the game mode preexists the 3d editor, the people that made the aas template were experts at this, even said id have a tough time..

teal bison
civic sierra
#

im going to try the set trigger area command se how that goes

modern pulsar
#

you can set trigger height values in 3den, which is probably better because you get an exact preview of its ceiling

civic sierra
#

hmm i wasnt aware of that, as long as i can get it out of 3den without a dependacy ill give that a look too thanks πŸ˜ƒ

modern pulsar
#

at the very least it will give you the correct syntax for height in the SQM. Looking at one I have here you can see the size it set with a,b,c:

        {
            dataType="Trigger";
            position[]={4871.8979,17.271833,14417.569};
            class Attributes
            {
                name="trigger1";
                sizeA=65;
                sizeB=65;
                sizeC=21.315001;
                activationBy="WEST";
            };
            id=5;
            type="EmptyDetector";
        };```
azure parcel
#

Who the hell thought abc was better than xyz? πŸ€”

river nymph
#

maths

#

a and b are elliptical dimensions

#

(-a,a) is the line between the two furthest points and (-b,b) the line between the two nearest points on de ellipse

plucky glade
#

Doesn't explain the C, though πŸ˜‰

novel rune
#

It's called an ellipsoid or as I call it "smartie shape".

lapis isle
#

Hey guys! Could you tell me how can I Disable AI not to mount the vehicles?

#

I think I set waypoint too far from them and now they eneter a vehicle instead of patroling on foot

ember mica
#

2 things, 1 is it modded, 2 are they in a group?

lapis isle
#

it is moded with ACE, RHS and they are in a group

#

and with BCombat

#

It's uum.. AI boost

ember mica
#

Ok, and i believe the AI will only go in the vehicle if the squad leader goes in first. So, try taking them out of the squad. (can someone tell me if i'm being stupid or not :D)

prime dome
#

Take the vehicle out of the group, yes

lapis isle
#

The vehicle is separated from the group. In fact its 100m away πŸ˜„

prime dome
#

I think I set waypoint too far from them and now they eneter a vehicle instead of patroling on foot
yes this is how they behave

#

ah

#

hmmm

ember mica
#

Take the AI out of the group?

prime dome
#

^?

ember mica
#

That way, they shouldn't follow the group leader?

prime dome
#

Take the AI out of which group?

ember mica
#

The squad they're in

#

Like, where they're linked

lapis isle
#

If I take out the leader next one will be in command won't it?

prime dome
#

^

#

yes

ember mica
#

If you take them ALL out

prime dome
#

then they're not a group

ember mica
#

Yeah, exactly

#

Wait, do you need them to be in a group?

prime dome
#

And won't follow the goup waypoint...

ember mica
#

Oh

#

crap

#

nvm xD

#

I didn't see that he had a group waypoint πŸ˜›

prime dome
#

But yeah, this seems like a mod thing

#

I've never seen vanilla AI enter a vehicle that's not in the same group

ember mica
#

Must be the AI booster thingy you were talking about

prime dome
#

maybe whichever AI mod you're using has some variable that controls this behaviour?

#

^^

#

I'm not familiar with AI booster though, so i can't be more specific

lapis isle
#

Wait guys let me straight things up πŸ˜„

ember mica
#

Or... maybe run a script that says if the AI is on the (e.g Blufor Side) then it destroys the tyres of the vehicle? (If they get in driver)

lapis isle
#

I have a squad of 4 guys patroling alongside the airfield I guess 400m to walk

ember mica
#

You could just lock the vehicle?

lapis isle
#

opposite to the squad have 2 BTRs (with drivers AI/players) waiting for the group of players

ember mica
#

And what's the issue? The patrol gets in the BTRs?

lapis isle
#

yes

ember mica
#

Lock the BTRs?

lapis isle
#

It runs all the way through the Airfield, gets to the BTR and than starts to patrol

#

I can do that but only lock for players. Cant do that Lock for AI πŸ˜„

ember mica
#
this setVehicleLock "LOCKED";
#

Wouldn't that work?

#

Or, you could do this.

#
this lock 2;
lapis isle
#

Wont it be locked for everybody?

daring dock
#

what are we doing?

lapis isle
#

Il try that thank you πŸ˜ƒ

#

My Ais are messing Around I dont like what they are doing πŸ˜ƒ

daring dock
#

you can lock and unlock locally

#

or so says the wiki

prime dome
#

BTW

#

you can lock the vehicle from the editor too

#

change from default to locked πŸ˜„

daring dock
#

I think they know that

#

it was for something else

prime dome
#

I can do that but only lock for players. Cant do that Lock for AI

#

Β―_(ツ)_/Β―

daring dock
#

They want to lock AI but not players

prime dome
#

eh.

#

okay

#

not sure why but. whatever works πŸ˜„

daring dock
#

so AI don't drive off with your vehicle?

lapis isle
#

yes

prime dome
#

ahhh the BTRs are friendly

#

But the AI behaviour is definitely strange

daring dock
#
[this, 0] remoteExec ["Lock", allPlayers, true];
prime dome
#

And not vanilla afaik

daring dock
#

untested but if I'm smart enough that should unlock on the init for only the players

prime dome
#

it has global effect though

daring dock
#

for players

#

remoteExec targeting allPlayers

#

is Server a player?

#

serious question, server isn't a player right?

#

Also headless clients would probably mess that up

prime dome
#

No server is not a player, i admittedly misread the remoteExec command πŸ˜„

daring dock
#

ya got that?@lapis isle

prime dome
#

saw 0 and interpreted as being executed on the server

lapis isle
#

Uuum Im confused now πŸ˜„

daring dock
#
[this, 0] remoteExec ["Lock", allPlayers, true];

do colors make it less confusing?

lapis isle
#

yes thank you πŸ˜ƒ

daring dock
#

LOL

#

good

lapis isle
#

Ok so I wrote this in Players init, and taht it?

prime dome
#

won't unlocking it with any locality unlock the thing globally though?

#

That looks like you're just running the command for all players

#

rather, on their clients

#

and the BTR looks like it's local to the server

daring dock
#

in the vehicle init

prime dome
#

eh, maybe i'm misreading the whole thing.

daring dock
#

because 'this' is reffering to the vehicle

#

allPlayers is the units that have it unlocked

#

@prime dome 'running the command for all players' that's the idea fam, everyone but AI

#

Vehicles are always global

prime dome
#

What

daring dock
#

unless createVeihcleLocal

prime dome
#

That's...interesting.

daring dock
#

but that's a specific command

prime dome
#

I thought the driver owned the vehicle

daring dock
#

negative

prime dome
#

I did not know.

daring dock
#

that's only for netcode

#

Driver sends position data

#

server returns position to passengers

prime dome
#

I see

daring dock
#

The vehicle itself, including it's variable, is global

prime dome
#

I see

#

So about the remote exec

#

You're running
this lock 0 on every client

#

command changes things globally

#

So won't it result in being globally unlocked?

#

That's what's confusing me.

#

biki says local argument, global effect

river nymph
#

Global effects > unlocked for all clients and server

lapis isle
#

Ok Im testing it now

river nymph
#

Toczer just either disable bCombat

lapis isle
#

Its not tht simple

river nymph
#

or find out how to stop it from putting AI in vehicles

lapis isle
#

This mission of mine is a COOP one

river nymph
#

I mean it is that simple if you dont want them to board vehicles

#

You find out why bCombat does it and find out if you can stop it

#

or remove the mod

prime dome
#

That's what i was thinking too.

daring dock
#

I like solving problems instead of circumventing them

river nymph
#

The problem is a mod / external script influencing the AI and not being able to have a local lock

daring dock
#

Wiki says locks can be local

prime dome
#

Aye, you're actually trying to circumvent the issue here πŸ˜„

daring dock
#

Wat

river nymph
#

please show me on the wiki where it says there is a lock command with local effects?

#

youre trying wierd things with locality locking when you should be looking into bCombat instead

#

maybe it has a variable you can set to stop the behaviour

novel rune
#

global effects

daring dock
prime dome
#

it literally says local argument, global effect

daring dock
#

Well im literally stupid

novel rune
#

Yeah. Local argument means you have to execute the command on the machine which owns the vehicle or it will fail

daring dock
#

This is why my name isn't blue

lapis isle
#

@daring dock @prime dome Thank you guys πŸ˜ƒ

#

Nitro that Script helped