#arma3_scenario
1 messages Β· Page 19 of 1
you would spawn a dummy gbu and blow it up
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
2 minutes
well one thing at a time, so basically the condition would
if -> number of explosive boxes next to dam -> failure
Thats tight
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
well you could just trigger on number of objects that are typeOf ammo_explosive_whatever
You still need enemies going there
I stacked up 4 cases of explosives since 1 crate looks like nothing
you could technically use any kind of crate
Realism though
none of this is realistic anyway
Looks nicer when you look at it
we're going to worry about it now?
that's it we're adding shipping containers
add the long shipping containers!
βΊ
So I'm guessing you use, ace, so you could use ace cargo
have a truck with ammo boxes in it, drive over, start putting boxes down with people patrolling around
the placing of boxes you could do in zeus to save time
so don't worry about that
where do i find ace things in editor ?
modules
I don't have ace moduels memorized but there is ace cargo
and boxes automitcally work with it
so i spawn a truck and then put the module on it ?
just having the module anywhere should work
very few ace modules need syncing anythign
but then where comes the truck from
im confused
ace cargo activates the ability to have cargo
literally just place the module
and don't do anything else
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 ?
Driving to the dam is as easy as placing down a waypoint
The trigger is only for the end
yeah but when does this waypoint get off , because if i set it wouldnt it just drive at the beginning of the mission?
Trigger isn't relavent until the boxes are next to the dam
Place a move wp right in front of the truck and sync that wp to a trigger
Then place every other wp after that
first i need to figure out how to put a box in it
Remote control a unit
In le zeus
You want to automate as much as you can but if you can't think of a way to do it with zeus
i need to setup zeus for it dont i
is it enough to place down the game master zeus module ?
got it , does it matter which one ? there is (blufor) etc
aight
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
Does your unit use MCC?
no prob, I like getting people into misison making
if you tell me what that stands for ;P
MCC makes things easier but it's good to learn how to avoid relying on it.
Mission control center
it's a mod
i think all i ever saw was alive
It comes with zeus access thats why I was wondering
MCC is famous for lowering framerates though, it's got so many scripts
when I was making misisons for 40-50 people we eventually had to phase MCC out which was only possible thanks to acihlles
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
don't worry about
I was forced to use it though
so was I until I found the alternative and made the templates myself
Didnt know it killed the performance
so Casey, when you open zeus do you get and option "add/remove units from zeus" under the zeus tab?
so how do i add the crate to the back of the truck , so far its just placing it beneath
I'll tell ya in a second
look in modules
then open the zeus tab, do you have any options like add/remove stuff?
(it's okay if you don't)
that's the units tab
arsenal remote control zeus lightning bolt
so in the modules tab, there is another tab
okay so I reccomend you get this
https://forums.bistudio.com/topic/191113-ares-mod-achilles-expansion/
which won't require any addtional download for players but is really useful for you
okay let me just restart game and get it real quick
Unless the server kicks out ppl with additional mods
if that happens we'll have a backup plan
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)
y i got the mod , gonna try and get on server
if you can't get on the server it's not a definite because many servers aren't working right now
but if you do get in we definately know it works
it better does we have training this evening π
(might not be able to rip)
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
currently in loading screen
well see
mhm , it seems stuck on the loading screen where it says the build version top right
should be fine tho
so basically you have more tools in zeus
and you can use a thingy to add objects as editable to zeus
uh rip, looks like we have ares in the mod pack https://puu.sh/tWY4d/4155153160.png
well i cant edit what addons get loaded since its a mod pack we have
well you coud
how so, im just a user not the creator
if i change the folder wont it just redownload?
i men if you change the file arma sync will say so
if you find the ares addon and just delete it
the achilles will work
trying that
yeah looks like its working π
got that add remove editable objects now
so now you can add ai and put and remotecontrol them to pick up objects
how do you mean
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
I don't see any boxes btw
i didnt put any boxes
even if i put a box on the ground and try to pick it up with the ai guy it just says inventory
you use ace action on the box to pick it up
walk over to the truck and use ace action on the truck there should be a load option
oh yes they are "loaded" into the truck now , i guess they just dont show up on the back
no, that would require to make a bunch of custom scripts
so
we have a truck now that has a box of explosives on it , well done for an hour i guess π
but for the sake of the mission you can now have the truck drive to the dam
and when it gets there you can take hte boxes out
i go back to editor for that yeh
wait, i went back to editor and the box is suddenly next to the truck
actually can you drop me a link to your tutorial series ?
well i just feel dumb for asking for a step by step , i dont think that should be the purpose ;P
well none of these videos are much of a step by step thing so xD
y i figured
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 ?
ya you could do a timer or when players enter it
wonder where the best place to put the trigger is
since if i put it too far the drive to the dam will be to short
where is most predictable
500m trigger having outer circle on the dam should work, so we have different angles on which way my guys would go
make sure you take into account the travel time of the truck
well right now its sitting almost next to the dam
oh so it's only a short distance
whatever you feel comfortable with considering it gives the illusion the truck drove there from farther away
i just remembered , the truck thing will screw my first objective no ? find intel about the explosives in the first town
well they won't go to the damn until they know anyway right
basically a seperate part of the mission
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
ugh im gonna give it a rest for today and go try out for honor i guess
okay
btw my lead said he did something to the server, so now we are able to join again π im not sure if bi fixed their stuff or if he did something really clever to the server
I'll get back to coding my stuff then xD
well, unless he blocked the ip for steam authentication, it fixed itself but okay
okay good
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
for honor looks great tho
no problem, see ya around
heya what do you people pack missions with these days addon builder sucks it wont pack it, pboProject neither
I dont want to use eden editor packing I do all manually
well Eliteness did it
cpbo or Mikero makePbo or Mikero pboProject or addon builder. All work for me ^^
mostly cpbo. Very old tool from A2 times but for missions it still works atreat
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
I do pack addons with pboProject but for some reason it wont do missions.... meh case closed I guess
Guys, is there a way to fix this error after editing a class name in my mission.sqm??
line 0: '.raP': '[]' encountered instead of '='
yeah fix typo you made
if I knew where the typo was I wouldn't be asking π
I have the file open in notepad++ and well..... it's like a page from Bletchely park!
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
seems I had the "binarise mission" ticked so it's no wonder nothing made sense!
good moaning boys
will this work respawnTemplates[] = {"Revive","Spectator","MenuPosition"};
I want BI revive enabled, and if player gets killed he switches to spectator, and when the time runs out he then gets menuposition
not sure if that is the right setup or order
ok I think these templates dont work from description.ext or are not required
but if I include class Params { #include "\a3\Functions_F\Params\paramRevive.hpp" }; that the server crashes
:/
You cannot #include from addon space in description.ext. It's broken.
It will always crash the server, unless the .hpp is inside the mission folder.
Fix never.
fekin...
how do I get fancy revive setting then in lobby
copy directly from the hpp
?
ye seems to work
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?
perhaps both the server and you (the client) are running the script that bleeds tickets?
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
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)
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)
instead I had the server remove one ticket every 10 seconds via script, similar to what you did
come to think of it, what do you use the module for? setting up the amount of tickets you start with?
yeah inital tickets + bleeding depending on who has dominance
Whats the best way to make a solid way of Plattforms? I'm trying actually but even with C&P it looks like this: https://img.knight-industries.org/2017-02-12_10-01-59.png
I just want a 6x20 Area "flatened" with that plattforms
First guess is that they're following the bottom contour , hence why they're not flat.
make it in the VR world then copy them over
^
hmm yeah that is what I can try thanks for this
that actually works they way Iwant it to lol n1
my helos actually are doing a "I'm thinking that im flying" start but they shouldn't do that. Maybe its because of the self-built plattform? https://img.knight-industries.org/2017-02-12_13-36-12.png Any Ideas how to prevent this?
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
but they are on this plattform. I'm not sure why this is not recognized as "surface"
Its just not how the surface/altitude check works in that situation
thats bad π¦
Well your are building something off the normal scope there
so such is expected
sure it could be better
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
Hey, Is there a way to use the BIS_fnc_spawnGroup function with the custom Compositions feature of the eden editor?
Alternatively is there a way to quickly get something I can Copy and Past to create items at the locations specified in the editor?
Like I want to build a base in the editor, but then spawn it in with a script.
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.
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.
o.k. found something, going to try it.
http://steamcommunity.com/sharedfiles/filedetails/?id=630702051&searchtext=E3DEN
How can i force AI to keep their guns raised?
_soldier setBehaviour "COMBAT";
ty
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.
What's the best way to activate a respawn position via script?
Building a mission and so far I've used triggers linked to modules to activate new spawns.
This spawn will be activated via an add-action script.
is there like a setSpawnActivated command I can just pass the Spawn module to?
can someone tell me whats the purpose of packing some things into a clientside pbo ?
byside from that? ^^
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?
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 π
is there a "visible" performance "hit"
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 ?
@fiery swift thats only useful when you want to use that pbo for multiple missions because need to download your mission only once anyways
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.
Does anyone know how to play a custom sound file based on a objects location when a trigger is activated?
@jaunty marsh https://www.youtube.com/watch?v=iJcdzPR_9kU
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?
To add these 3 Mods you don't need to modify the missions
error:invalid data type. Those are mods not missions, and I don't think I understand what you mean by mass?
Brain derped Mass=merge. Didn't see that Armageddon is a mod, not a mission file. Huh. Interesting .
Can't you just use them together. What do you mean by merging them?
Tbh thought it was a mission and I'd have to redo everything like when I edit ACE assets in other missions
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
So far I've added player enablestamina false; & player forcewalk false; to the InitplayerLocal.sqf
but nothing has changed
hang on I got something for this @mortal elk
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;
}];
};
don't worry about playerlocal, just put it in the init
Awesome thank you. Is the aim stuff necessary? Also, the mission is no death, only unconscious. so do i need the respawn stuff?
no prob
@daring dock I can just tack this on to the end of init.sqf?
I don't know how BI writes their SQFs but anywhere around halfway or later should be fine.
Worked great. thanks for the help man
no problem, I'll be around
Hey, is there away to download mods from the workshop for my server that i am renting?
I linked you some stuff in #arma3_questions , did it help?
@daring dock No it didn't :c but thanks for trying
@daring dock isn't the code in the respawn event handler better placed in onPlayerRespawn.sqf?
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.
Alrighty
also on an eventscript you need to specify if you're targeting the old unit or new unit
via _this select 0
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.
running any mods?
ACE, RHS, ALiVE, but the bug was present before RHS at least
ACE does that
any way for me to prevent it?
uhmm...I don't know if you can, but the lead guy on ACE hangs around in scripting. There's probably a script solution
Have you tried using a diffrent backpack?
it still happens if you change uniform/vest/backpack
ACE likes to convert the medical stuff into bandages and other things of the sort
Yeah but it adds other items too
for instance my squad leader was complaining about suddenly having 20+ grenades in his inventory after using arsenal
try running without ACE and if the problem goes away we can be sure before digging into the issue there
Don't wanna chase a red herring if it's not the problem
sure thing
@daring dock just confirmed, issue isn't there when ace is removed
okay so at least we know it's ACE
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.
If you have the patience to learn GUIs they always make people go "wow" because they can physically see the result
between that and getting character dialogue the rest is just minor back end stuff
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?
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.
need delete the zeus module and create a new one, resync it to the entity, to reset it.
Sounds like MCC
Nah not MCC - it was just a server side mod. Haven't used it in a couple years.
Problem is that it is still a persistent mission - can't relaunch the mission as I have 60+ guys on the ground.
So I can't delete the zeus module and create a new one.
you can from a script
it wouldn't matter if you went back to editor anyway because you'd have to put up a new mission file
not that I've seen
I've had this issue before but I run mission no longer than 2 hours so it hasn't been an issue
Yeah we do 3hour ish missions with a TON of mods
so sometimes I crash loading in and out of Zeus
I mean I have 30gb of modes and I don't crash
The mission probably just has too many units
@dry whale to allow a logged in admin to be Zeus, you can put #adminLogged as the owner
@winged chasm Seriously? That's awesome. I'll give it a go tomorrow morning.
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?
Or would you still need to reboot the mission, or do the script as Nitro suggested.
Well that's just lovely. I'll give it a go as soon as I get back on my PC.
@dry whale I've got a script that works with all types of Zeuses, I'll give you it once I'm home.
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
@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 Do I need to do anything with the Zeus module?
Nope, this simply allows the Zeuses to join mid-game
probably
np (:
afaik you shouldn't need another script if you're using #adminLogged, as it already switches to whoever is admin mid-mission
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?)
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
The restriction only applied to objects and buildings from the expansion that aren't "props". I don't think they'll have "exp", but a way to check that with scripting would be to look at https://community.bistudio.com/wiki/allMissionObjects and look if thi returns expansion from it https://community.bistudio.com/wiki/configSourceMod
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 π¦
I might pop into the scripting channel and see if there's anyone willing to do something like that. Thanks for the info
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?
Mikero's depbo, PboManager, armake
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
@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.
Ohshit good stuff man, I didnt think about that. Thanks very much
No worries π I went on that snipe hunt at one point, and then finally noticed the logo. π
@prime dome Mikero's depbo and armake can unbinarize. Pbo Manager maybe too. I dunno.
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
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?
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.
usually when the slotting list doesnt show up theres a mod mismatch between mission, client and server
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
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
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
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?
it does, im guessing because of the name, an older version? but but one has mod.cpp and mod.paa in it
it still won't work, it needs a folder called addon inside of the first @ folder
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.
Description.ext and somewhere in the mission Attributes. But I thought Eden moved all the description stuff into some UI's in the editor
As I said It does not work
The name you put there will not show up in the mission selection screen
the missions I have all work fine with the mission name showing in the mission list
Β―_(γ)_/Β―
okay I show you what I did
better be quick then ^^
also, did you (re)export the mission for MP, reupload the exported mission and restarted the server?
I never changed what I did and yes It exported it
but I did not restart the server
http://steamcommunity.com/sharedfiles/filedetails/?id=866188251 this is what I have entered
restarting the A3 server is essential
http://steamcommunity.com/sharedfiles/filedetails/?id=866188274 and this is how it looks
restart the server and everything will be fine
I think it only reads the mission data on startup
it should even lock the files
kill server > reupload > check
still not fixed
thanks
@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
@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
how the heck can the count of objects influence the mission name?
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?
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
Then it's probably not that
mmmh could it be that I need a translation file or something like that?
Dunno, man, it's been a looong while since I've done anything with Arma and that was the only suggestion I had
@icy comet briefingName ="my mission"; in description.ext works
Im going to test that
Holy cookie jesus
it worked
why the cookie isnt that on the wiki?
cookie?
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?
sync
you can edit messages by right clkicking
Well thanks for that - did not know π
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?
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.
[]: '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
fix it
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..
@plucky glade https://community.bistudio.com/wiki/Waypoint_types#Guard "Besides guarding areas marked by "Guarded by" triggers, guarding groups are also ordered to destroy any enemy units which are known to any group of the same side."
SEriously? That jsut does not make any sense. Missed that because I just read https://community.bistudio.com/wiki/Waypoint:Guard
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.
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
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
They won't be able to see the APEX exclusive assets and will be able to walk and fire through them.
how sure are you about that
What do you mean? If you don't own APEX, you physically don't have the assets on your machine.
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
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-
yeah obviously it won't donwload that content from the game server...
From where else?
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
Nope, you only have the APEX assets, if you bought the DLC.
Alright well that's a bit shit, but oh well
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.
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
Aside from APEX content, all other DLCs have their assets on everyone's installation.
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
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...
They work just fine.
@novel rune well clearly we play different games
might just be JIP issues
except join not working
that wasn't a JIP thing
All of these commands work for JIP.
Β―_(γ)_/Β―
Make a repro.
Hmmm.
this is the script for the join thing http://pastebin.com/rDyGvHHN
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)
When is this executed? Smells like race condition with playableUnits being empty.
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
I'd make sure you script actually runs and variables like GrpCSAT_VIP are defined correctly.
diag_log and observing the server rpt
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)
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
and i only call script 2 if those units exist
I just find it interesting that they work if remoteExec-ed
You create artificial delays by using that command.
haven't tried with join though
I see.
Does execVM-ing them open a possibility for issues, too?
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.
okay. I can do the diag log thingy, server RPT will be tricky, i'm not an admin π
But, thanks.
Might just be easier to remote exec π
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.
Aye, i'm aware they're global, is why i was using them in the first place π
But yeah, they weren't working for reasons unknown
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.
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 π
Oh BTW, these commands all worked fine in local hosted MP
OH WAIT small detail i forgot to mention
setPosATL
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.
On DS, it didn't move me, as a player
but the other VIP? was AI, got moved
same group too
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
AI was enabled...
eh, i'll look at it again
initial question was just to check if the issue is widely known
It's not. I at least never heard of it.
https://www.youtube.com/watch?v=ns9ZGPO7n-A Any thoughts on this mess of a creation? I actually turned it into a lil game of "attempt to outrun the CSAT dude so that he doesn't explode in your face"
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
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
I do believe Alias has a script
omg that name is cancer plz change
It's difficult to tag
it also doesn't look too appealing
i'm digging the profile pic though.
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
Have you had a look at Murcialago's or even Celerys A2 stuff?
too feature rich
@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)
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
Forget about modules :D
i thought the "respawn" marker was the old method
Well
and the module was new
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
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?
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
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.
How do you create checks for: if unit(s) in vehicle then vehicle to then run a command or waypoint.
if (_unit in _vehicle) then {
// do stuff
};
@novel rune whats better? _unit in _vehicle or vehicle _unit == _vehicle?
idk, I think using in this way is very easy on the eyes compared to the more common one you posted.
any way to get Config: array[] += { "abc" }; in mission files working?
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
Where is the best places to get information about scripting and making your own custom missions?
https://forums.bistudio.com
http://killzonekid.com/category/games/arma-3/
http://www.ofpec.com
... and there are many many more..
Thank you for your feedback, @ionic thorn . Much appreciated.
Welcome
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
Scroll wheel menu > thrust vectoring
@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
Oh I see, sorry.
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 :/
AI in my experience hate landing in general
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 π
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
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
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
Is there a module during mission making that I can restrict 3rd person viewing or do I have to use a script?
Just increase the difficulty of the mission
ah, I can't restrict it regardless of the difficulty?
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
ok, I can fix that. I thought there might be a ARMA 3 vanilla module. I can use ACEX to do it.
@torn tree you can set custom difficulties in dedicated as well
Yeeeeeeeah but the easy way to do it without messing with profiles is to just put it on veteran
@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
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?
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
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 π
haha glad i could help
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
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 π
similarly if someone asks you to "group" a trigger with units, they mean "set trigger owner"
no no no Its ok π I just make sure I got it right
Ok it works, thanks you π
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 zapaΕki","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
Ehm
"this addAction ["WeΕΊ zapaΕki","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;
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 π
@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)
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?
No you dont but if you use "this" make sure to use it in the objects init field
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.
endMission "END1";
but that's like an instant end right? doesn't play the music or anything, just cuts to debreif?
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
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;
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 π
And that one has several predefined strings. Can also be executed via one of the zeus modules if I'm not mistaking
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
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
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
Good point. The function seems to use bis_fnc_listPlayers, which probably doesn't work with spectators.
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
or just rewrite the function
Its a lil more fancy than just a sudden "You are now in Debrief" screen
Is this the same argument as for the edited main menu again? I hope no one plays Arma for pretty cutscenes.
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
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
Probably
So all you need to do is to rewrite that code block. bis_fnc_endMission is fine just bis_fnc_endMissionServer is borked
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
2 lzy 2 entr steam pw
Autologin ftw π 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
Don't think spectators are listed in allUnits either, but not sure.
*allPlayers
Yeah, same. Not sure.
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
cool
[["SideLost",false,nil,nil,true],"bis_fnc_endMission",[sideLogic]] call bis_fnc_mp;
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
wat
You know how the syntax normally goes right?
Yup
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
Bohemia has done well that day they made that
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
That would only activate if case is case case case case case case case default
So the cases dont do anything if it ends with default?
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.
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?
Don't think so.If you've overwritten the old mission data then no real way
Well shit :/ luckily I had a backup version no so distant from the final version π
OK thanks π
Version control π
http://i3.kym-cdn.com/photos/images/newsfeed/000/926/330/4dc.gif overdriving the mission
I have a git with 5 branches for version control
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
can't you do that with triggers in eden now? like lift them and give them a height too
I don't think they respect their height.
they?
triggers probably do 2d distance checks.
according to https://forums.bistudio.com/topic/191168-how-to-change-height-and-bottom-of-trigger/ it should be possible
can't test atm
@civic sierra
i see. sorry. never really use the editor. was picturing a sphere but itS' a giant endless cylinder
actually it seems to be possible. there are different types of triggers
But they all only have a and b size
c (Optional): Number - trigger area Z size / 2, in meters (Since Arma 3 v1.59.135137)
There it is. Possible since 1.60
cool. good to know
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
z / height seems infinite by default, you have to edit the size of the trigger and elevate it.
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
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).
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
Yeah, markers are for maps and maps are 2 dimensional.
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..
Hi, some one can help me with this? https://forums.bistudio.com/topic/202462-helpt-to-conditions-in-misson/ Thanks!!
im going to try the set trigger area command se how that goes
you can set trigger height values in 3den, which is probably better because you get an exact preview of its ceiling
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 π
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";
};```
Who the hell thought abc was better than xyz? π€
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
Doesn't explain the C, though π
It's called an ellipsoid or as I call it "smartie shape".
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
2 things, 1 is it modded, 2 are they in a group?
it is moded with ACE, RHS and they are in a group
and with BCombat
It's uum.. AI boost
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)
Take the vehicle out of the group, yes
The vehicle is separated from the group. In fact its 100m away π
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
Take the AI out of the group?
^?
That way, they shouldn't follow the group leader?
Take the AI out of which group?
If I take out the leader next one will be in command won't it?
If you take them ALL out
then they're not a group
And won't follow the goup waypoint...
But yeah, this seems like a mod thing
I've never seen vanilla AI enter a vehicle that's not in the same group
Must be the AI booster thingy you were talking about
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
Wait guys let me straight things up π
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)
I have a squad of 4 guys patroling alongside the airfield I guess 400m to walk
You could just lock the vehicle?
opposite to the squad have 2 BTRs (with drivers AI/players) waiting for the group of players
And what's the issue? The patrol gets in the BTRs?
yes
Lock the BTRs?
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 π
this setVehicleLock "LOCKED";
Wouldn't that work?
Or, you could do this.
this lock 2;
Wont it be locked for everybody?
what are we doing?
Il try that thank you π
My Ais are messing Around I dont like what they are doing π
BTW
you can lock the vehicle from the editor too
change from default to locked π
They want to lock AI but not players
so AI don't drive off with your vehicle?
yes
[this, 0] remoteExec ["Lock", allPlayers, true];
And not vanilla afaik
untested but if I'm smart enough that should unlock on the init for only the players
it has global effect though
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
No server is not a player, i admittedly misread the remoteExec command π
ya got that?@lapis isle
saw 0 and interpreted as being executed on the server
Uuum Im confused now π
[this, 0] remoteExec ["Lock", allPlayers, true];
do colors make it less confusing?
yes thank you π
Ok so I wrote this in Players init, and taht it?
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
in the vehicle init
eh, maybe i'm misreading the whole thing.
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
What
unless createVeihcleLocal
That's...interesting.
but that's a specific command
I thought the driver owned the vehicle
negative
I did not know.
that's only for netcode
Driver sends position data
server returns position to passengers
I see
The vehicle itself, including it's variable, is global
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
Global effects > unlocked for all clients and server
Ok Im testing it now
Toczer just either disable bCombat
Its not tht simple
or find out how to stop it from putting AI in vehicles
This mission of mine is a COOP one
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
That's what i was thinking too.
I like solving problems instead of circumventing them
The problem is a mod / external script influencing the AI and not being able to have a local lock
Wiki says locks can be local
Aye, you're actually trying to circumvent the issue here π
Wat
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
it literally says local argument, global effect
Well im literally stupid
Yeah. Local argument means you have to execute the command on the machine which owns the vehicle or it will fail
This is why my name isn't blue