#arma3_scenario

1 messages ยท Page 20 of 1

lapis isle
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But I decreased the distance for the patrol ๐Ÿ˜ƒ

daring dock
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wat, but how?

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are they just walking farther away? there could be a multitude of other factors

daring dock
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The smaller black box with blue lights and antennas. Unplug the power and replug

distant venture
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Hey guys, slight problem with Task right now. I know that I can give a class a type which then gives the Task a different "Icon" on the Map. However, the Task Type box in the Create Task Module does not work for me. It only shows me an empty drop down box.

Does anybody have an idea what I can do?

faint prism
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I just went to load a mission I was working on and noticed all except 1 mission is gone. I check the profile and mission folders and the folders are there but all my .sqf and .sqm files are gone

lime sleet
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@distant venture create it via script instead.

pearl nexus
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is it a known issue that AI will walk in the air as if they have a different terrain mesh to work with, if you just rename the terrain suffix of a mission folder? i had this a while back. just wondering what best practice would be to quickly port a mission to another terrain

grave harness
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@pearl nexus
i think all pre-spawned assets (including AI units) may have issues with different maps. I ported some missions to other islands and sometimes everything is floating in mid air and sometimes they spawn underground.

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guess it has to do with the different heightmaps of maps

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just wondering what best practice would be to quickly port a mission to another terrain

I always un-pbo the mission, and import the mission to the map i want in the Editor

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and see if anything might break it

pearl nexus
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yea doing it the more tedious way of makign a fresh eden project and then copying all the scripts into the newly created folder works. was hoping someone would confirm the opposite of what i experienced with only folder suffix renaming because i'm lazy

lapis isle
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@daring dock haha no no I mean not only I have written the script in the BTR's init I also have removed half of the way they should have walked

lapis isle
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Guys I have a question about AI. Is there a script or something which sets number of AIs according to number of players?

daring dock
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I actually have done this on my own

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in a more complicated sense

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but you could create a look forEach Allplayers

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{
create units here per player
} forEach Allplayers;
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includes zeus

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@lapis isle since that was a while ago

prime dome
daring dock
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Players does alive

prime dome
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@daring dock it also counts dead

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and unslotted with no AI

daring dock
river nymph
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look into this

plucky glade
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Can anyone suggest a mod or 3DEN script that unlocks all editor objects? I've been using 101editor mod, but it adds dependencies and is is not signed, so I can't use it any more.

novel rune
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Every mod will add dependencies.

plucky glade
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Yes - but it is not signed, so I can't use the missions any more

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These are old missions I'm trying to salvage and it used to be no issue, now every mod with dependency needs a key on the server

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All I'm looking for is for an alternative that is signed

novel rune
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That is a problem with the 3den editor and mod authors can't do anything.

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Dunno what you mean by you can't use a unsigned mod.

plucky glade
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.< It's an addon that unlocks all objects for the editor, it is not signed, has no key. When i edit a misison with it in the modlist it adds a dependency. When this misison is on the server, the server will not allow people to join without valid key.

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I guess I'll have to write the author if he can sign the addon

novel rune
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Yeah. Or have BI fix that stupid dependency shit.

plucky glade
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I was hopign that someone would know an alternative way to unlock all object for 3DEN

novel rune
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There is a reason why the mod was made.

edgy shard
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i made this, more for exile https://github.com/maca134/m3e_3den but you can export objects as SQF code that you can run on the servers. Its not exactly what you want but it gets around the mission dep problems and it does load up "most" arma objects

plucky glade
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Ok

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Might be just what I was looking for, I'll give it a go, thanks!

native kettle
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Aye, anyone know any good automated qualification missions for shooting?

prime dome
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The vanilla time trials?

plain bronze
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How do I set mission tasks for my units on eden?

plucky glade
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You can create tasks with the task modules or by script, there also are some task frameworks that make it quite easy to generate tasks

keen merlin
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driving a GAZ24 (RDS) and scrollwheeling the action menu shows buildings/even plants o cursor position

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i tried showHUD, which helps but removes the action menu completely either :/

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friendlytag, weaponcursor etc are set to 0

solid shore
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There is no way to an PNG image on the map (beside using it as marker) correct?

daring dock
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must use PAA or JPG

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PAA can have transparencies like PNG if that's what you're looking for, but they must have the size of 2^x * 2^y

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if it's for informational purposes in a briefing you can put JPGs in the briefing file

solid shore
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thanks

storm geode
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does anyone have arma3 (recent if not current versions) experience how to make campaigns with full fledged cutscenes (those in mission -> intro, not just small cutscene during mission)?

edgy gull
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Aren't the intros technically the same as cutscenes during mission?

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Except they run at different time.

storm geode
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yep intro runs before mission and outros run after, they are different entities in mission editor and mission.sqm but yeah otherwise the same stuff, same command to handle camera etc.

edgy gull
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Are you wondering about something specific about them? Or are you just looking for a general tutorial or something to get started with them?

storm geode
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heh no I dont need beginners tutorial, I need help from someone with actual experience of making campaign with mission-intro cutscenes ๐Ÿ˜ƒ

edgy gull
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Well that's not me then. ๐Ÿ˜ƒ I've only made intros/outros with cameras, action, animations, etc. but not in campaigns or with acting.

storm geode
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how do you end the intro? do you use class CfgDebriefing?

edgy gull
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most official missions seem to use the function. in vanilla scripts about 7 endmission calls and about 50 times the bis_fnc

storm geode
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hmm just tested that if I have cutscene in a mission, it ends fine with "End1" call BIS_fnc_endMission; however if I move to intro section, it does not end. the ending screen whitenoise flashes quickly but then nothing happens. hmph.

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dunno if I need some debriefing=0; in description.ext on intro cutscenes, I dont recall needing that during ofp-arma2.

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or was there some stupid thing that it doesnt work in mission editor but in actual mission it does, damn if I remember its been years since last time did those ๐Ÿ˜‰

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however if I add trigger END1 and activate that, it works fine.

storm geode
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and found out that the ofp, arma and arma2 type campaign\description.ext is not working. for some odd reason it uses "lost" value as cutscene end. heh weird stuff.

waxen flare
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Any one know a landing light wich isnt flashing in vanila arma

edgy gull
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Would disabling the simulation stop the flashing?

waxen flare
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yeah

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wont lkight up atall then

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issue iss those heli light's iff something crashes near they go flying

plucky glade
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Try the runway lights. They are flush so landing helos don' get stuck

daring dock
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Flush runway lights best lights

waxen flare
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those should do the trick

true salmon
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Hey guys, anyone willing to help playtest something?

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Primary concern is making sure the respawn system doesn't go full retard. looking for a group of 10 ideally.

daring dock
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Vanilla A3?

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oh shit group of 10?

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I don't know if your making the best use of manpower for 10

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What's the min.?

azure parcel
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You can topple governments with 10

daring dock
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^

stone quiver
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How can I turn the AI skill down to 0?

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or lower than 20%

edgy gull
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Setskill command

daring dock
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Setskill array

stone quiver
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The wiki page I brought up isn't exactly helpful, do I add this command to my init.sqf file?

daring dock
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Depends on how you're doing it

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Are you in yhe setskill array page?

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You can do the init file or the init of the unit

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You can do it on a trigger

faint prism
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I'm trying to make a sector that can only be controlled by helicopters that are hovering 1m or landed for 2 seconds. I can't find an option to change the Z size of it.

stone quiver
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@daring dock under the init of the unit it gives me a "restricted character" error.

daring dock
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Well what did you put in it

stone quiver
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setskill ["aimingAccuracy",0.2]

daring dock
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@faint prism im not familiar with sectors but there are inArea commands for triggers

stone quiver
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I tried using the exact unit "rhsgref_ins_commander setskill ["aimingAccuracy",0.2]"

daring dock
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Ari

stone quiver
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Yo

daring dock
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You need to identify no the unit type but the object

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Try this

stone quiver
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this?

daring dock
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I think I should teach you how to read the wiki

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You'll be able to use a lot more commands if you can

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Link me the page your looking at

daring dock
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Okay gimme a min and you'll have my full attention

stone quiver
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yeah no worries dude eh?

daring dock
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Okay you have my undivided attentinon

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let's start with the syntax

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Syntax:
unitName setSkill [type, skill]

Parameters:

unitName: Object
[type, skill]: Array
type: String As above
skill: Number Range 0..1

Return Value:     Nothing
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formatting sucks

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@stone quiver do you understand the terms, string, array, object and such?

faint prism
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Yeah, Trigger 10x10x10 works a lot better for what I was trying to do. Now my problem is when I have a smoke in the zone it sets the trigger off. I want it only set off by my helicopter in the zone for at least 2 seconds.

stone quiver
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Yeah, I understand the terms, I just don't understand what my list of available variables (probably not the best term here) is at this point.

daring dock
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your available terms are in the description

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you'll see a series of strings that are avaiable to place in the type section of the syntax

stone quiver
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I mean for the object, like you said I could use this in the unit's init area right?

So I was assuming it was rhsgref_ins_commander setskill ["aimingAccuracy",0.2], as the Unit is an RHS commander.

daring dock
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object can be defined as a unit, vehicle, or building

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what you're using is a classname which is not an object, it's a string

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classnames are strings, objects are tangible physical items in the game space

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you could hypothetically set a skill ot a building but it would do nothing

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but you either need the variable name of the object i.e. naming a unit soldier_1 and writing the script as soldier_1 set....

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if you put something in the init of a unit, it will be run every time a player joins the session in progress as well, keep that in mind.

stone quiver
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Got it, so the issue I was h aving was I left the field empty, lol

daring dock
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basically it was invalid

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first you put nothing, then you put a string

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so now that you know it's gotta be an object, just make sure it's defined and you're good ๐Ÿ‘Œ

faint prism
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Solved my problem! now I just need to figure out how to make it when trigger activates then side that activates gets +1 points and add a visible scoreboard

daring dock
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mmm diolags

faint prism
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wow! its actually quite simple haha! I thought figuring out eden editor would be a lot more complex than this!

daring dock
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And I thought 2D editor was easy

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you kids and your new fangled editors

faint prism
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yeah I don't think 3d is really necessary but hey...why not?

daring dock
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3d is very necessary

prime dome
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pls

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3D has some issues but it allows way more things to be done than 2D editor

faint prism
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most notably is effectively placing units inside buildings?

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On Activation:
["<t color='#44ff44' size = '.8'>Successful Landing!!<br />1 Point Score!</t>",-1,-1,4,1,0,789] spawn BIS_fnc_dynamicText;
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I'm missing something...

prime dome
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what's the error/result?

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most notably is effectively placing units inside buildings?
General object manipulation. Seeing where things actually are in the world. Seeing what the front of the bunker is without having to load into game. etc.

faint prism
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On Activation: Type Script, expected
Nothing

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Its a trigger I've placed on the map that I'm trying to visually award the player that he has successfully landed and let him know how many points he is earning.

prime dome
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try tempVar = .....

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@faint prism

faint prism
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your a genius ๐Ÿ˜ƒ

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oh its beautiful!!!!

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Everything is working as attended. Now how do I get a visual score window. Something that is visible and ticks up as the player's score inscreases

daring dock
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When your script has a return value make it equal somthin

daring dock
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Mhm

prime dome
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happy to help, man ๐Ÿ˜ƒ

faint prism
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On Activation:
["<t color='#44ff44' size = '.8'>Successful Landing!!<br />1 Point Score!</t>",-1,-1,4,1,0,789] spawn BIS_fnc_dynamicText;
thisTrigger deltaStart;

On Activation: Missing ;

I'm trying to "Sync" my modules to a trigger's onActivation by giving the module a variable and activating it. Though it doesn't seem to work.

prime dome
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oh

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what

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no that's not how it works ๐Ÿ˜„

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in deltaStart's condition

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instead of this

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use triggerActivated theFirstTrigger

daring dock
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make sure to name the trigger too

prime dome
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(see wiki for triggerActivated)

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yeah, don't use thisTrigger in the other condition.

faint prism
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I'm making landing zones all over the city. There will be over 200 triggers possibble

daring dock
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sounds intense

prime dome
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200 triggers might be a bit too much to be honest.

daring dock
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for your cpu

prime dome
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i mean, for the game engine, yes

faint prism
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so they take CPU performance when they are idle not just activated?

prime dome
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a trigger checks condition till it's activated

faint prism
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haha! oh boy! yeah that will kill me!

prime dome
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2 or 4 times a second, i forgot the exact number

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once it's activated it stops checking so afaik no perf penalty

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(unless it's repeatable)

daring dock
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twice every second

faint prism
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I was trying to make a 'Land' and 'Hover' trigger. Then each LZ area would have Best/Ok/Bad landing triggers. These would be scattered throughout the KotH city so I could practice doing the Best LZ each time.

daring dock
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400 times a second

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that's like checking on every frame 10 times

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you can make a system tied to landing pads or something

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then just run the same funciton for every landing pad

faint prism
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I think I'll just make the entire zone worth the same amount of points and simplify everything.....KISS...

faint prism
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would someone be able to take a few minutes watch my stream and use voice chat to walk me through this really quick? I want to learn how to properly use condition?

Condition:
if (triggerActivated deltaLanding) then { 
    deltaStart};

On Activation:
tempVar = ["<t color='#44ff44' size = '.8'>Successful Landing!!<br />1 Point Score!</t>",-1,-1,4,1,0,789] spawn BIS_fnc_dynamicText;

deltaLanding is the trigger area
deltaStart is the module (set position / rotation)

faint prism
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In the pocess of trying to keep it simple I ran into an issue...Elevation. The terrain isn't flat if I try to make the whole area a trigger then part is underground and other parts are up in the sky. To make this work I need to specify player or vehicle elevation. So if player is in the trigger area but is too high then trigger wont activate. That way I can minimize the number of trigger checks.

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ok, Ill just keep working on this silently because I figured it out :D

Condition:
((getPos player) select 2) <= 1;

Sorry for the spam just getting excited here

marsh rampart
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Ok so on the subject of triggers and performance, I often use a sound pack to "liven up" towns etc. Currently it just uses triggers set to true playing the sfx. Would I be better to place markers and playsound3d from that marker? Or would that really not make any real world difference?

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Keeping in mind there's usually between 20 and say 50 triggers across a town

modern pulsar
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Not entirely sure โ€” my friend has told me that triggers are bad because they evaluate OnEachFrame; not sure how true/bad that is/may be though.

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to play it safe I delete single use triggers on deactivation

atomic blaze
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iirc triggers are evaluated every 0.5 seconds

true salmon
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But evaluated on an engine level

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Big issue is the locality on triggers though... Sometimes when 5 people join, you'll have (6?) triggers running.

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Pause using a while loop might be more effecient. Idk, ask in scripting

prime dome
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use server side trigger

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use playsound3D or remoteExec say3D

daring dock
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TIL playSound3D existed

true salmon
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Gametype ready for playtesting.

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Am I allowed to post the IP here? It's vanilla content. Primary concern is making sure veh spawns are handled right...

novel rune
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playSound3D is the best of all these commands.

daring dock
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don't post your IP here

novel rune
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rivaled by createSoundSource maybe. If you want to loop stuff and move it around.

true salmon
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Gotcha.

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playSound3D is global?

daring dock
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yes

true salmon
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MY entire mission runs off a custom remoteExec say3D set, lol

daring dock
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haha, time to rewrite it better than

true salmon
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Considering .lip files not working right now I might swap then...

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What's the performance difference?

daring dock
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.lip, why lip?

true salmon
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I have a callout/ambient shout system similar to BF4, each file has a .lip file for lipsyncing. Recently, it's been broken and causes the regular audio to stutter if a .lip is used with it... Also doesn't lipsync too well.

daring dock
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File used by Real Virtuality, a Bohemia Interactive game engine used for games such as Operation Flashpoint, the Armed Assault (ArmA) series, and Virtual Battlespace series (VBS1 and VBS2); contains lip sync information used for NPCs (non-player characters).
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learning a lot today

novel rune
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Yeah, but I don't think it works.

daring dock
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I just always use ogg

novel rune
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You can use both.

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But it doesn't work.

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Just like mimics.

true salmon
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?

novel rune
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It's one of those things that broke with A3 and no one cares.

true salmon
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๐Ÿ˜ฆ

daring dock
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Riperoni

true salmon
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That kinda sucks...

daring dock
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How am I gunna make the greatest cutscene of all time now?

true salmon
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Could probably rig something with this but I'm not sure if it's worth it

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does face animation work?

daring dock
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I've never messed with any of this

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I also realized I have no what the Stealth combat behavior does besides make people go prone and crawl

true salmon
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I think it makes them return fire only too

daring dock
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sometimes I think by return fire they sort of fire on their own if someone gets too close

true salmon
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Is there a way to make holdactions keep working when you aren't directly facing the object?

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I was going to play an animation on hold and another on finish, camera movement likes to reset though.

daring dock
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I think the pointer is all engine based

prime dome
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palysound3D has one problem though

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the path to the sound is the absolute path

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so in MP, you'll have to do things

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see killzone kid's blog

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for more

daring dock
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well that's inconvenient

true salmon
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The root variable in desc yes?

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Haven't done that in a while

faint prism
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I have created a 10x10x10 trigger over a city and am trying to make it so if I hover over any buildings or the ground between .5 - 1.5 meters for 5 seconds that it will consider it a successful 'Hover LZ'

My issue is with the logic operators.

((getPos player) select 2) >= 1.6 && <= 2.6;
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Solved haha

river nymph
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(<= 2.6) errors.

faint prism
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((getPos player) select 2) >= 1.6 && ((getPos player) select 2) <= 2.6;

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then it worked

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it doesn't understand the && <= 2.6 I assumed it was still checking against the select 2

prime dome
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yeah that's not how operators are resolved

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|| and && have highest precedence

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so it's (condition1) && (condition2)

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you had asked it to do (condition1) && (nothing <= quantity)

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i.e. second condition was incomplete

faint prism
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Yeah, thanks for clarifying. Thats what I meant I figured out. I'm new to this world and trying to learn as much without bothering the community.

Though, I just ran into another problem...trying to use sync to and modules seems very ineffective and messy on the editor. I'm trying to do all the same things using the onActivation script.
Below is a trigger I'm trying to activate when a player successfully hovers at a specific spot.
onActivation:

Text below is displaying for everyone not just the player who activated it

tempVar = ["<t color='#44ff44' size = '.8'>Successful Hover!!<br />2 Points Score!</t>",-1,-1,4,1,0,789] spawn BIS_fnc_dynamicText;  

Below moves the player not heli. So I fall to my death.

player setPos[4988.726,9890.064,100];

Below scripts should only apply to the heli/player that activates it. How do I apply it to a specific object that may have a different variable depending on the heli?

playerHeli setDammage 0;
playerHeli setFuel 1 ;
player addScore 1;
river nymph
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you cant use // comments in in game code boxes

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those are only for in text files

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also you can use the vehicle command to return the current vehicle a unit is in

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so the helicopter the player is in would be (vehicle player)

faint prism
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There I edited it so maybe its easier to get what I was trying to say

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vehicle setFuel 1; (for example?)

river nymph
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no, vehicle needs the OBJECT argument

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(vehicle player) setFuel 1

faint prism
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Mind Blown! Thanks!
What about the text that is being shown to everyone?

river nymph
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thats because depending on the trigger condition it will fire on every connected client

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welcome to multiplayer

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you'll need to work out some check for locality

faint prism
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ok

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(vehicle playter) setPos[4988.726,9890.064,100]; Isn't teleporting my helicopter and isn't giving any errors.

river nymph
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typo

faint prism
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typos are nasty!

prime dome
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@faint prism would strongly advise reading through the first three links. If something doesn't work, do check out the wiki once for the synthax. Heck, even if it does, but you're not sure how, it's good to check once, could come in later when things inevitably go wrong ๐Ÿ˜„

plucky glade
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stupid question but if he only does hint to "unit in thislist" - won't it only show for that selected unit?

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the unit triggering the trigger and no on else ?

prime dome
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well, yeah.

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probably

if (player in thisList) then {hint 'bla bla';}```, make trigger repeatable and global
cursive forge
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Eden still has no shortcut for synchronizing? >.>

daring dock
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Not that I know of

faint prism
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I've been lookiing and testing to figure out how I'm suppose to do this but can't find the answer.

Why doesn't this trigger work?
condition:this && _list = (position player) nearEntities [["ArrowMarker_R_F"], 2];

My goal is that when I get within 2 meters of an ArrowMarker_R_F while I'm within the trigger area I get a message saying "Great Landing!"

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I get Condition:&&: Type Array, expected Bool when I run the trigger without this && I don't get anything no matter how close I get to an ArrowMarker_R_F

split valve
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condition has to return a Boolean. nearEntities returns an array. You could set the size of your trigger area that you want to indicate a "Great Landing!" and use (vehicle player) in thisList as the condition.

stone wren
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Hi guys, If I want to setup a webapp which can communicate with a DB and an arma3server what would be best way to do that? Use the node.js extension by micovery or is there a more elegant approach? I am fairly new to this but willing to learn ^^

daring dock
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well that's out of my league

faint prism
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wow...figured it out :/

count((position player) nearObjects ["Sign_Arrow_Large_Cyan_F", 2]) == 1 && this;

Also nearObjects doesn't work if Simple Object is enabled on the object. (in this case Sign Arrow is by default)

ancient verge
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Hello

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Im programmer that came to ARMA 3 eden so I don't have many problems with scripts

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but I have a little question about unit's behaviour

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I spawn 5-6 units on roofs of town

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maybe some units inside houses at constant positions

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then I run garrison script and generate random units in other buildings

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question is

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should I give every unit order to Defend town?

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or they will behave as they would defend it without my order?

daring dock
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For units that don't move position use disableai path

ancient verge
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well they aren't moving at all sometimes

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if I don't gave any order and base is attacked

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these idiots just stay

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they start shooting when im firing at them

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not when im firing at their friends

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so I guess some order is necessary for them to defend their friends too

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but which way should I do this to do it properly?

daring dock
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Did you set they're behaviour to combat, and combat mode to red?

ancient verge
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behaviour yes but where's combat mode?

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ah here

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fire and hold formation

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behviour is set to Careful (don't know how it's in english version)

daring dock
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it means return fire only

ancient verge
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AWARE

daring dock
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aware means they're on the lookout but not agro

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you want combat, and Fire at will

ancient verge
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I don't want them to stay with the gun in hands and aim to anything

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I would like them to stay in AWARE and then switch to combat

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if their friends are hurt

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they are ~50m from them lol

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it should work automatically if I read description correctly

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description of AWARE behaviour

daring dock
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if you group them together they can inform each other of damage

ancient verge
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I can't group 15 units in one group because every group has other commander

daring dock
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you could set hit event handlers to set all units to combat mode

ancient verge
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I could but it's weird workaround if you ask me

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weird thing is if I set them to task DEFEND they do what they should

daring dock
#

I don't trust waypoints

ancient verge
#

I don't use any waypoints other than patrol ones

#

I assing most of tasks by script

#

by doing it this way Im sure that script will trigger wanted behaviour

daring dock
#

Task are for the players

ancient verge
#

how do you call it then

#

BIS_fnc_taskDefend

#

a waypoint?

plucky glade
#

The guard waypoint automagically sends a group to a completely different group that has been eliminated. I first was baffled but it appears this is the intended behaviour, maybe give that a go?

#

though @daring dock has a point (no pun intended) - domove sometimes is better than working with waypoints

ancient verge
#

okay so what's the easiest way

#

setting all units in town to task defend?

plucky glade
#

Please elaborate what you plan on doing. Just set up some garrisoned units that will defend ?

prime dome
#

"just" ๐Ÿ˜„

plucky glade
#

Well yeah - with 3DEN it's quite well doable within a short time, then there are quite good garrison scripts (Zenophon's for example) or you can do it the old way with waypoints and such nonsense ๐Ÿ˜ƒ

ancient verge
#

sry was AFK for quite some time

#

yeah im garrisoning some units to guard the town

#

at constant positions

#

I have garrisoning script already

plucky glade
#

That's why imo it's good to k now what you want to do or how it should look in the mission

ancient verge
#

but I want some units to stay in position that won't be random

plucky glade
#

Ok - so "stay" in position = disable Path on those units

ancient verge
#

that works, they stay

#

problem is = these idiots arent attacking enemies that his next friend from next house is attacking at the moment

#

until I give them taskDefence

#

but giving every single unit this task is a bit task consuming

plucky glade
#

Because you are making it difficult for yourself ๐Ÿ˜‰

#

give all of them a name, put them in an array and then you can give all of them different commands at once, even enable path and tell them to join other units or defend

#

You have unit1,unit2,unit 3 - what you do is you put a game logic, write in the game logic Defenders = [unit1,unit2,unit3]; from now on you can use a trigger to tell all defenders at once what to do

#

defend, attack, move etc.

#

without grouping them

tired kite
#

specifically the ambience section, i want to get stuff like that working for coop

ancient verge
#

Okay I'll do that. I just thought there's a better way

#

thanks

#

Im rarely using a trigger. I trust only plain code

#

maybe im just old school programmer ๐Ÿ˜‰

prime dome
#

in Arma there's a chance that your plain SQF code will run less efficiently than an in-engine solution

pearl nexus
#

@tired kite which features specifically? tpw. is full of a wide range of features iirc

tired kite
#

The ambient features such as ambient village sounds and ambient animal flocks as well as the ambient civilian features listed in that link i posted

#

I feel like TPW goes to a lot of effort to make Arma 3 into the truly immersive simulation that it should be, and i want to bring that experience to coop

pearl nexus
#

eventhough it's not strictly designed for it, i'm pretty sure tpw stuff works in MP for the most part

#

lots of local unit and vehicle spawning though iirc. so gotta see how bad desync gets. but worth a test. i remember him talking about controlling how many civs are spawned globally when several players run it and sharing them and stuff in MP

tired kite
#

Yep I run into huge desync problems. I've already been through that rodeo. Now looking to substitute as many of the features as I can via scripts or coop designed mods

#

If I knew what I was doing I'd just disassemble the mod and reassemble it script based, but alas I have no idea what I'm doing

pearl nexus
#

@tired kite pretty broad question though. would be better to start feature by feature. i'm sure you'll get some help making a simple ambient sound loop thingy in the scripting channel

tired kite
#

Yeah looks like ill have to reverse engineer this bad boy

sour forum
#

anyone got any tips on mission polishing?

#

got a pretty decent looking CAS mission running but I need input

prime dome
#

what do you want to polish ๐Ÿ˜„

sour forum
#

It's a small-team coop mission where you get given jets and get to plink ChDZK vehicles

#

start on the Khe Sahn and you can either just kill targets or take objective zones which unlock new bases which add more vehicles and places to land/refuel

#

already got arsenal, skip time, and some other scripts to fix fuckups

#

respawning is all set up

#

just wondering in terms of setting up briefing text that's simple but explains the scenario and works well for JIP players

prime dome
sour forum
#

thanks

#

Oh my god that's amazing ngl

#

always found diary as one of the more tedious aspects of a mission, behind diags and that one script that doesn't work for some reason

prime dome
#

that one script that doesn't work for some reason
LOL good summary of mission making ๐Ÿ˜„

sour forum
#

or the classic 'I put the script in the user missions folder instead of missions folder'

#

spent three hours trying to get the script to work

#

that being said it was in A2 days when good debug was a glimmer in our eyes

ancient verge
#

I got something weird

#

I have 4 armored units, two T55, BRDM, BMP2. They're not in group because they are moving to formation on start if they are

#

I would like to add them to a group in script and move them to other waypoint

#

if I give move individually to each unit it works

#

but if I createGroup and add them then order group to move they stay

#

here's the code

#
_eastHQ = createCenter east;
  _distractedGroup = createGroup _eastHQ;
  [baseLeaderBase_distractionVehicleT55, baseLeaderBase_distractionVehicleT55_1, baseLeaderBase_distractionVehicleBRDM, baseLeaderBase_distractionVehicleBMP2] joinSilent _distractedGroup;
  _distractedGroup setSpeedMode "FULL";
  _distractedGroup setBehaviour "COMBAT";
  _distractedGroup move getMarkerPos "marker_15";
#

weird thing is as long as I create group and add them to it

#

they don't even respond to individual doMove

sour forum
#

tried using a waypoint?

tired kite
#

Wait Arma 3 has debug?

#

Other than the error messages?

sour forum
#

diag_log, error messages and such :p

#

also error logs

tired kite
#

how does one activate this log

#

or is it auto

#

Nevermind just found the wiki entry

ancient verge
#

isn't move command making a waypoint ?

#

Description:
Creates a move waypoint on the given position (format Position or Position2D) and makes it the currently active group waypoint.

#

group just ignores all commands

#

I can of course set commands to every unit individually but it's time consuming and I would like them to move in a formation

#

im out of ideas

#

I even tried joining every other vehicle to T55 group by script

#

and then only T55 moves. Rest of the group stays like idiots

ancient verge
#

I guess I have no other choice than adding individual vehicles to array and foreaching commands

plucky glade
#

Hast it always been like this that the group leader is on the "bottom" of the group? It seems whatever I do, the highest ranked unit gets put to the "bottom" of the group in the role selection screen. Tried regrouping, copy & pasting groups etc.

#

It seems like 3DEN reverses the group order?

plucky glade
#

or actually it sorts them alphabetically?

#

Bc, Ammobearer always is first, then comes autorifleman, then rifleman at, then teamlead

karmic lynx
#

how would I go about making a transparent user texture? Whenever they are transprent in Illustrator, or Pohotshop they turn out to be completely white in the back as soon as I either do a .jpg or .paa

#

@ancient verge I had see nthat createAgnet for creation of units allows for easier commanding.

daring dock
#

Make sure the size is 2^x by 2^y

#

and hidden selections still have backgrounds

cursive forge
#

Uhm version=52;. Weren't SQM files like version 11 before Eden? lol

#

How does this work? expActiv="vehicle this enableSimulation true;" \n "vehicle this hideObjectGlobal false;";

#

2 strings separated by \n

#

??

#

It's screwing up my config parser

#

they do it all over the place, so must be some new grammar

prime dome
#

i think it was something recently introduced in dev branch? Although i understood it to be "string1 \n String2"

sour forum
#

Line breaks follow format "string <\n> string"

daring dock
#

it's html or something

sour forum
#

Yeah

daring dock
#

ew html

sour forum
#

@cursive forge just write a Notepad++ conversion script thingo to fix it, should take like 5 mins

cursive forge
#

it's not "text\ntext" it's "text"\n"text"

#

@sour forum And I don't need to replace it. The editor saves it like that, so my config parser has to be able to understand it

sour forum
#

Ohh

karmic lynx
#

@daring dock okay, what do you mean by hidden selections still have backgrounds?

sour forum
#

how many people are running the RC?

daring dock
#

hidden selections are the replacable textures on vehicles

karmic lynx
#

@daring dock Right, but I'm using the user texture placement. Is it just the size of the image that needs fixing?

daring dock
#

make sure it is first, because it breaks transparency

#

Not sure the exact context of what you're doing but any time you make a paa in Arma it has to have dimenions like that

karmic lynx
#

Fair enough, thanks for the help.

daring dock
#

๐Ÿ‘

vernal brook
ionic thorn
#

๐Ÿ†’

sour forum
#

Awesome!

#

I was waiting for that ngl

#

why'd you change the name @vernal brook

vernal brook
#

because trung-si means sargeant in vietnamese

#

and that only makes sense in a vietnam war sense

#

all names are cambodian or french on the map

#

all buildings will be done with a3 native and slum shacks but there will be new custom ones at some point most likely but that will be past 1.0 release

sour forum
#

awesome

#

the straw buildings are still there or?

vernal brook
#

no they are unsung stuff

sour forum
#

Ah cool

oak night
#

I'm like pre-beginner. Just tried to make a mission for a first time and got stuck with this. Can you explain me why it doesn't work?
http://joxi.ru/DmB4kBeU7P8bAP

novel rune
#

Syntax:
who knowsAbout target
Parameters:
who: Object or Group
target: Object

#

who: Object or Group

#

east is SIDE and not OBJECT or GROUP

#

Oh

#

side knowsAbout target

#

Didn't even know about (hurr) that

#

Try messing with "Type" and "Activation". The trigger probably checks if units are inside the trigger area too or something like that.

oak night
#

Okay, I'll try

#

If they are shooting at me means that "east knowsabout player" is sure to be more than 2, right?

novel rune
#

try copy pasting

#

east knowsabout player

#

into the debug console

#

There are 8 lines in the lower half of it

#

The top ones, 1,3,5,7 you can enter SQF

#

and the return value is shown in the one below

#

If that reports 0 then it's 0

ancient verge
#

@fossil trellis how can it become useful in my case?

#

no offense ๐Ÿ˜‰ just dont know

fossil trellis
#

Me?

ancient verge
#

yup

#

uh sry

#

there are two midnights

fossil trellis
#

or this guy @karmic lynx

#

lol

ancient verge
#

yeah sry ๐Ÿ˜‰

#

@karmic lynx how can it become useful in my case?

fossil trellis
#

NP

karmic lynx
#

@ancient verge. Agents are easier to command, waypoints are followed correctly. They act more alert in some cases. Not sure if youre looking to command ai or not. I think KK has a better explanation

#

Comparably to createUnit

ancient verge
#

I have created units already by editor

buoyant vault
#

There's a default CfgDebriefing class "loser". I don't se any "winner" class however. How do I specify the description for the winner in case the enemy team get wiped out?

storm geode
#

you'll do that by creating own ending class in there. that loser thing dates back to OFP era and "winner" is no more winner than class SageNTitledRulezDaWorld ๐Ÿ˜ƒ

daring dock
#

there is a server wide mission end function that has the default win loss endings

quaint hinge
#

Is it possible to make a mission for me and my 2 mates to play without mods?

river nymph
#

very much so.

daring dock
#

You can do anything

#

ya gotta believe

novel rune
#

Nitro is a funny guy. I like him.

daring dock
#

๐Ÿ‘

sour forum
#

You can do anything, listen and be enlightened

quaint hinge
#

Guys, where are the best places in altis to attack

#

E.g most interesting.

tired kite
#

Whats the context of the attacking force? Ive made missions in almost every square kilometer but its highly dependant on context

modern pulsar
#

salt flats.

tired kite
#

There's always one of those people

sour forum
#

Chalkeia is always fun

#

Negades

#

Topolia has very interesting visuals

#

Therisa in my opinion is the best set out town in all of Arma for infantry combat

tired kite
#

If you want to take people out of their comfort zone or to a place that they probably haven't tried an assault on. The marshes with medium fog is really unique, there's a section for creating an FOB to the East of it.

Iraklia (the small town with the big hotel), is very good for CQB assault missions.

There's a small stretch of beach in Pefkas bay that leads to a prebuilt military complex, which then leads to that big ass science centre. This area is amazing for sea based assaults.

Abdera in the foresty north-west has evry good verticality and can be quite challenging for assaults from the bottom to the top, but even if you assault from top to bottom it's still not going to be easy.

Then there is the Orokastro village to the castle assault route... but I'm sure you have done this one. A way to make it interesting is mortars in the castle. It makes the push to the castle that much more interesting.

Zaros is an often overlooked city and it is one of the best cities for assaulting due to the well set out terrain and abundance of foilage for cover. (Therisa is right next to this and is also one of the best cities for assaulting).

sour forum
#

Zaros and Therisa in particular feel really 'real' and quite natural to navigate through

#

(I'll stop tooting my own horn)

plucky glade
#

Abdera is a death trap

#

Aka very challenging

#

The coasta

#

The coastal area around Krya Nera leading to Abdera airstrip is nice though

#

Also the are

sour forum
#

Quite beautiful too

plucky glade
#

Also the area

#

Around frini ( fu mobile)

prime dome
#

salt flats
lol

daring dock
#

I made a group of 30 people assault a base that was elevated on the salt flat

#

it was the hardest bounding they ever did

#

@quaint hinge If you want interesting attacks I find the equipment they use to do so is more interesting than the place they attack. At the end of the day it's a bunch of walls and buildings with doors. I made a mission once where the best way to assault it was using deployable ladders to scale the walls, and have to use them in coalition with airstrikes to clear the hostiles fortified on the wall.

prime dome
#

well, terrain is hugely important

#

good terrain can make a mission by itself

daring dock
#

Can but most of the time doesn't

#

very rarely are there portions of the terrain unique enough to warrant a mission around it

#

you have you're valleys, plains, canyons, mountains, cliffs, but more or less it's how you take advantage of those features to create an interesting objective

prime dome
#

yes but they're dependent

#

flat monotonus terrain is strategically and tactically fairly uninteresting

#

i.e. you need the terrain in the first place to take advantage of

daring dock
#

I can think of a few interesting things you can do with it

#

In fact that's how I made a mission on Desert

prime dome
#

yes, a few, sure

daring dock
#

LOL so the same thing

#

What diffrence does it make if the valley turns left or right

#

or if the mountain has an extra 50m height

#

Open terrains are good for fast movement with vehicles and long range suppression warfare

#

mountainous and foresty terrain is good for semi-stealth infiltration and airstrike coalition

#

We're never talking about absolutes like always or every time or all the time

#

but these are trends

prime dome
#
Can but most of the time doesn't```
#

My disagreement lies here, use of the word "most"

#

And in fact, mountains make airstrikes harder because of so many places to hide

#

Arma doesn't have caves, so that factor is lost

daring dock
#

I never said it'd make it easier

#

that's the challenge

#

but that's off topic

prime dome
#

And yeah, what way a valley turns can make a difference, so can the height of the "mountain" (arma basically has hills, so 50m is significant), depending on where you are and where the enemy is

#

what i'm basically saying is, while creativity of objective is important, good terrain is equally (and imo probably more important) to how ideal an objective is to attack/defend

daring dock
#

Most of the time picking an interesting portion of terrain is only an inspirational part of process. The actualy objectives and actions by the players is what makes a diffrence. Doesn't matter if it was Tanoa or Altis, if it's the same objective in diffrent kinds of valleys or even the most far-from-eachother terrains, the objective is ultimately uninteresting still.

#

Mechanically what does terrain do, it varies the elevation and visibility sectors of any given position. Ultimately good mission design can overcome uninteresting or bad terrain, but bad mission design will always be uninteresting and not fun no matter what terrain it's on

#

And I use always liberally of course

#

For example a mission I made on Desert which you could objectively say is a bad terrain. It's tiny, has almost no features, brown, very brown. I made it interesting by making an interesting objective that led to an exciting climax. A mission that has an average kill da enemies here nao can last the gimick of the terrain for the first couple times at most but after that nobody is going to want to play in that location again unless they do something interesting in it.

#

Man I should make this a vlog, Imma record this.

#

Thanks for the inspiration fam ๐Ÿ‘

ionic thorn
#

Well said

daring dock
#

senpai noticed me

ionic thorn
#

Senpai sees all

wanton raft
#

Hey, any of you guys play around with custom signs before?

#

I've tried adding a custom texture to the signs in my mission (in .paa ) for the last hour or so and i can get it to work in the editor flawlessly but for some reason it always returns the error cannot find texture. mpmissions\patrols.Altis\Textures\alpha.paa

daring dock
#

Send me the script you use

#

@wanton raft also try putting it in the root folder and see if calling it from there works. It'll determin if there's an issue with the directory

wanton raft
daring dock
#

If it can't find the file changing locality won't help

#

So it worked before you put it in a folder?

wanton raft
#

It works when i load in singleplayer but it does not work when i do connect and load in on my dedicated server.

daring dock
#

Paste the exact script you're trying to call it with.

#

Im assuming you're exporting it to pbo when you do this?

wanton raft
#

Innitialy i was using the object specific "Texture #0" on the "Sign (Sponsor)" object after that didnt work in multiplayer i tried if (local this) then {this setObjectTextureGlobal [0,"Textures\alpha.paa"]}; in the init of the object. both of these im guessing do the same thing so the result is the same it works when loading into the editor but when hosted on my other server and connecting to it it returns the cant find texture

#

and i dont export it to a pbo

daring dock
#

Why not just set the global texture without checking if it's local

wanton raft
#

I just followed the bi wiki's suggestion is all

daring dock
#

It's fine, try it without the local check

wanton raft
#

this setObjectTextureGlobal [0,"Textures\alpha.paa"]; ?

daring dock
#

that's the one

wanton raft
#

Worked in singleplayer, testing on the server now.

#

On load in on the server it says "Cannot load texture mpmissions\patrols_blu.altis\textures\alpha.paa"

daring dock
#

So the file isn't in Textures\alpha.paa

#

send me a screenshot of the filename and the directory it's in

#

you can remove the users/[name] if you want, not necessary

wanton raft
#

C:\Users\vikto\Documents\Arma 3 - Other Profiles\Viktor\missions\Patrols_Blu.Altis\textures

#

The server loads the texture just fine it appears.

daring dock
#

you added .paa at the end

#

the files is .paa.paa

wanton raft
#

i feel stupid now

daring dock
#

that's what it says PAA-file

#

no worries, lesson learned

wanton raft
#

Yea, i was just mindlessely copying the from the tooltip in eden that said something along the lines of "textures\image.PAA"

#

Kinda sucks i spent like 3 hours trying to solve this ๐Ÿ˜›

#

Thanks for the help

daring dock
#

3 hours means you'll never forget

#

the only mistakes I never make again are the ones I waste a lot of time on

#

or typos

wanton raft
#

typos are the demons of scripting

#

huh, when i remove the .paa it turns it into a "file"

daring dock
#

what was it originally, .PNG?

#

Time to open yer Arma Tools

wanton raft
#

It's a converted .png file, yes.

daring dock
#

change it back to PNG and open TexView 2

wanton raft
#

Cant i just open the .paa file in texview?

daring dock
#

you can try

wanton raft
#

Worked, picture turns out the way it's supposed to look

daring dock
#

neat tip you can change jpg to png in win10 and it'll autoconvert

#

Now when you save as... > File Type: > All files > add ".paa" > save now

#

and instead of PAA-file it should say PAA File

wanton raft
#

still says PAA-file

daring dock
#

riperoni

wanton raft
#

but the .paa dissapeared.

daring dock
#

weeeelll try it oooout

#

cross your fingers and pray to boehmia

wanton raft
#

when i dont use the file extension .paa it doesnt even find it in sp

daring dock
#

did you save it using all files and add .paa?

#

make sure you saved it in the right folder btw

wanton raft
#

and when i add back .paa on objects init it works in sp again.

daring dock
#

how it looks now is correct

#

because texview sees it

#

when you right click properties does it say .paa?

wanton raft
#

yup

#

The problem isnt that the mission doesnt load the texture

#

the problem is that when client other than the server loads the mission it cant load the texture

daring dock
#

well that's why you're setting it globally

#

but when someone else downloads the pbo it's not there

wanton raft
#

i know but the way it says it sounds like the image is there but it's incapable of loading it.

daring dock
#

you should send me a screenshot of the error

wanton raft
daring dock
#

what's your mpmissions folder look like in the server?

wanton raft
daring dock
#

'dere it is'

#

whats patrols_blu.altis look like inside

wanton raft
daring dock
#

hmmmmmm

wanton raft
#

coult it be throwing the error cuz im using .paa? shouldt do though.

daring dock
#

Are you running Arma in Admin mode?

wanton raft
#

No.

daring dock
#

oh

#

well check anyway, if the exported mission file is actually modified when you last exported it

wanton raft
#

I have checked the last edited stuff and unless windows is lying i am changing it.

daring dock
#

as long as last modified is in the last couple of minutes your fine

wanton raft
#

Why cant bohemia make it easier for us D:

daring dock
#

it's pretty easy, just a weird issue

#

take this

#

just did it on my server

#

it's literally just one sign and a texture in the texutres folder

wanton raft
#

Trying now

#

Well that works

daring dock
#

so now it's a game of spot the diffrence

wanton raft
#

Did you do it from a png aswell?

daring dock
#

only jpg or paa

wanton raft
#

I really dont want to use jpg cuz the compression artifacts around letters.

daring dock
#

I really don't wanna use jpeg because jpeg

wanton raft
#

could the resolouting of the image hinder it?

#

Mine is 2048x1024

daring dock
#

as long as it's 2^x by 2^y

wanton raft
#

It is.

#

How do you call the image to the sign?

daring dock
#

same exact script you did

#

in the objects init

#

try using my image

#

just keep swapping things until you find the piece that was broken

wanton raft
#

how do i get your image since it's in a pbo.

daring dock
#

pbo manager?

#

it's a program I reccomend

wanton raft
#

tried using your texture and it still doest work in mp

#

might be something in the mission

daring dock
#

it's something in your server then

#

My dedicated server worked just fine

#

make sure MPmissions in the same directory as arma3.exe

wanton raft
#

your mission worked on the server so it aint that

daring dock
#

oh okay I read that wrong

#

I see

#

do you're right it's something with the script

wanton raft
#

im gone get some sleep and try more later today

daring dock
#

alright

wanton raft
#

Back now, Could me not exporting the mission to .pbo format be causing this problem?

wanton raft
#

Found a soloution. Exporting the mission to a PBO fixed all the texture problems. I dont know why but it did.

daring dock
#

I never not use a pbo so shrug

inland sundial
#

Hello this is a dumbish question but is there anyway without extra mods to script in a tree

ember mica
#

You could do it via SQM

#

Well, 3D Editor

#

I'm not 100% sure if there are any trees by default in there thoughj

inland sundial
#

Non of them are there completely separate files however they will shown up in 3d editor if u script them in however I'm not sure how u script them in

ember mica
#
_tree = createSimpleObject ["TREE FILE LOCATION", _pos];```
#

?

#

By Tree file location, i mean a3\ what ever\whatever

#

.p3d

inland sundial
#

Hmmmmm lemme see if that works

ember mica
#

Ok ๐Ÿ˜ƒ

inland sundial
#

Yeah doesn't seem to work and no error returned

daring dock
#

Is the tree model file in the mission directory

#

And if you need the absolute file location i have a solution to that

sour forum
#

You can use KK's mission root snippet iirc

daring dock
#

yes

novel rune
#

They should just fix drawIcon3D and playSound3D already.

daring dock
#

lol

#

both since Arma 0.5

split valve
#

Regarding the pbo-ified mission for images... I do recall reading somewhere that images won't be transferred to clients like scripts, etc are. When I wanted a flag texture (since I never pbo my missions either), I just put together a quick addon that included all the images I needed.

#

(which works OK for my very small group of players ๐Ÿ˜ƒ )

sour forum
#

steam workshop makes that alright

#

I thought images got transferred? I've never had that problem

split valve
#

It may not have been an authoritative answer - maybe just speculation from one of the many threads I combed through at the time. Putting the images in an addon worked fine, though.

sour forum
#

bizzare

split valve
#

Yah, it was a PITA when it wasn't working. Exact same situation as above - worked in editor-hosted server, but not on dedi.

#

Always got the error that it couldn't find the file

#

(I was using setFlagTexture, not object, but same concept I suppose)

novel rune
#

They are. The whole mission PBO file is transferred to the clients including all models, sounds and images inside. If it says "file not found" on the clients, you made a mistake with the relative paths.

mossy echo
#

Any way to group objects together in the Editor?

plucky glade
#

Put them into an Array

#

'''ObjectArray = ["Object1","Object2","Object3"];

mossy echo
#

Hmm, and this causes the UI to update?

plucky glade
#

Can you elaborate what do you want do achieve by "grouping" objects?

sinful rampart
#

Grouping them in the Editor. Like he said ^^ So you can grab the group and move em all together I'd guess

novel rune
#

hold ctrl and drag a line between the two?

#

Or select multiple? In which case I'd try with holding shift

plucky glade
#

aaah ok - I misunderstood

split valve
#

commy2, re images not transferring - I don't pbo my missions. (It's kind of sad that I use pbo as a verb... )

novel rune
#

to pack a mission into a PBO file

#

or something like that

cursive forge
#

They need to make the "Men" tree item not expand automatically. It's really annoying when you're working on a mission in Tanoa, and every time you end a preview, you have to collapse it and expand the pacific one...

daring dock
#

I just use search really

#

but they should retain the same configuration you left it in

modern pulsar
#
``` Thanks for this โค
daring dock
#

noice

cursive forge
#

lol

daring dock
#

You created a black hole

rigid lion
#

Hmm :\

#

4:10:36 Config: array does not have 2 entries. I don't know why this isn't reporting back the array name.

rigid lion
#

Yep

#

mission is very much broken

#

I'm going to faff with this mission a bit.

#

nvm resolved. Looks like I had bad line endings in the sqm somehow

sour forum
#

I've been getting that error too, I think it's not an issue

torn tree
#

So how exactly does one use this dynamic simulation stuff? For some reason, AI's are not affected by it and empty vehicles that have it enabled will not re-enable simuation even when I enter the car

sour forum
#

It enables and disables listed objects by where you are

#

You have to enable it in unit attributes

#

and group attributes for AI

#

Turn off 'wake dynamic simulation' to stop the AI from acting as 'players' that cause objects around them to be simulated

torn tree
#

There are no group specific attributes

#

wake dynamic simulation is off but it is supposed to trigger enemy units anyways, still off and doesnt work

#

so yeah, I dunno. I only saw that it can be properly enabled for objects but not for AI

sour forum
#

Works for AI, you must be doing something wrong

sour forum
#

Just do it the way you said, if you'

#

re not doing it often there won't be a perfomance hit

ancient verge
#

I have a one question

#

Couldnt find answer on the internet

#

I want mission to end with this "Succesfull" screen that appears for a second

#

however if I run this code then it just darkens the screen and proceeds to the debriefing

#

["EndVictory",true,5, true] call BIS_fnc_endMission;

#

I tried different combinations, etc and can't find the answer

#

im talking about "closing shot"

#

weirdly it started working after 5th time I ran it lol

#

so nvm, thanks for everyone who wanted to help

torn tree
#

@shifty_ginosaji#2881 That's why I'm asking here

ancient verge
#

I got problem with editor again

#

I finished my mission however I can't set the name properly

#

I tried setting in in General tab but ARMA still reads Test.TAKISTAN

#

instead of mission name in the list

#

anyone encountered this?

#

I think it may not update some crap in mission.sqm

#

tried this already, doesn't work

#

okay sorted it out...

#

bug in Eden Editor about binarization. You need to resave mission file with Save As under different name if you unbinarized mission.sqm before

torn tree
#

Interesting. Didn't know that was actually a fixable thing. So far, I just had to deal with it whenever that happend

lucid lark
#

I got this super weird problem in dedicated server. When a player disconnects, they get replaced by nameless AI. but in the slotting screen there are no AI. player should die on disconnect!!!

cursive forge
#

They really gotta fix the combo boxes.... they won't open ,and if they do, they'll close, or be behind stuff, etc.

torn tree
#

@lucid lark They do die if you disable the AI slots, as in like, set it so that player slots are NEVER used by AI

lucid lark
#

My description.ext has
disabledAI = true;

#

there arent AI in slotting screen ever

torn tree
#

Sounds like a bug to me. What respawn settings do you have?

lucid lark
#

respawn = 3; //Suggested NOT to change this
respawndelay = 4;
respawnOnStart = 0;
respawnTemplates[] = {"f_JIP","f_spectator"}; // remove "f_spectator" when using respawn.
respawnDialog = 0;

torn tree
#

Alright I'm gonna apply those settings to my mission and see what results I get but atleast in the past, players that disconnect would always leave a corpse behind. ACE actually has a module with a setting to delete those corpses because they can be a bit annoying to have in your base when people need to reconnect

split valve
#

@cursive forge Are you using Small display? I was, and was experiencing it. Switch to something not Small, and that seemed to work for me. It was a workaround on the combobox problem for trigger colours on the feedback tracker that was posted this afternoon

cursive forge
#

@split valve I am

#

But I found another work around

#

move the dialogs from the center, and it works

split valve
#

Oh, cool. Because Normal was shockingly large, and Very Small reminds me how old my eyes are. ๐Ÿ˜‰

lucid lark
#

@torn tree yeah I expected the same behavior, like before. since patch Im getting this shit ๐Ÿ˜ 

torn tree
#

hang on a sec, then I know if I get this too ๐Ÿ˜„ aaaaaaaand I'll probably try one or two things to see if it can be altered

#

launching arma 3 a second time just takes a bit

lucid lark
#

Thanks man

torn tree
#

two monitors ftw

#

Alright, I was able to reproduce the issue

#

Its a bug

#

I was able to confirm that the nameless AI is able to respawn like a player which is NOT supposed to happen because the AI is disabled

#

interestingly enough though, if no player ever joins into that slot then the AI will never spawn in. This sure is going to break all my missions

daring dock
#

It's a bug samatra posted an addon fix yesterday

#

Search the scripting channel

torn tree
#

Still, I hope Bohemia hotfixes that

#

huh

#

BIS_initRespawn_disconnect = -1;
Sa-Matra's fix is just THIS line?

lucid lark
#

LOL?

#

caps

torn tree
#

yes. His addon solution is literally one sqf file with that line of code (ofc also a config.cpp because addon but you get the point)

lucid lark
#

I can put this line in init.sqf too?

torn tree
#

Dunno

#

Too lazy to launch two arma games to test it but technically yes

lucid lark
#

well.. thats great now we know whats wrong. fckin arma losing my mind each update

torn tree
#

You should've seen the helis preupdate

#

fleeing from every target almost always

#

all the RHS helis were affected by it too

#

Only a few helis would actually engage the enemy

#

It drove me mad because there was no way I was getting attack helis to do attack runs on enemy targets

lucid lark
#

and then we still got the problem of AI not wanna drive over bridges....\

torn tree
#

The hellcat is still broken though

#

The AI is bad at many things despite being as advanced as it is. Still no universal method of getting them to walk inside buildings and opening doors is optional. And they never heard of closing doors either..

lucid lark
#

rofl if BI releases a patch that reads: AI now closes doors.. everyne will lose their mind

torn tree
#

Yeah no not gonna happen. I did find a script once that made the AI close doors behind them but considering they never occupy buildings on their own to begin with, that seems rather pointless unless combined with a garrison script

lucid lark
#

I was having another super awnnoying bug with AI

#

_x setUnitPos "UP";

torn tree
#

?

lucid lark
#

when I run this on AI that also I disable thier movement with, they start putting their gun up and down rather than shooting targets

#

I make them stand still with this spammage:
_x allowfleeing 0;
_x forceSpeed 0;
dostop _x;
_x disableAI "TARGET";
commandstop _x;

torn tree
#

_x disableAI "PATH";

#

One line, done

lucid lark
#

lies, never trust AI

torn tree
#

It works though ๐Ÿ˜„

#

Or it should work

lucid lark
#

UHU

torn tree
#

Basically it allows the AI to still turn while staying still

lucid lark
#

alright il try it

torn tree
#

unlike "MOVE" which makes them not turn

lucid lark
#

some day

torn tree
#

Which means if you get behind them, they cant help themself

lucid lark
#

and then there is my AI driving over other AI patrolling... raaage

torn tree
#

2017, cars IRL can avoid obstacles. Meanwhile in a game, they can't avoid anything

#

No amount of fanboyism can defend the fact that the Arma 3 AI is not able to do what every other open world game AI is able to do: Stop when there is someone in front of their vehicle

lucid lark
#

theyll stop for a bridge tho ๐Ÿ˜‰

torn tree
#

Its really anooying how unreliable they are

#

Almost feels like the AI was never designed to be smart but instead just be an entity that can kill the player and that can be killed

#

Without actually being a challange on their own :/

#

It makes mission making somewhat difficult when everytime you want the AI to do something, you need to babysit them until you can be certain that they dont mess up

#

Aaaaaaaaaand then you have ONE player fire at the enemy and they mess up

lucid lark
#

I think there was some guy in 2001 coding operation flashpoint... he had a month to code nice AI before deadline

#

and thats how it stayed forever ๐Ÿ˜‰

cursive forge
#

More like 1998

torn tree
#

Considering what modders achieve with the AI in their behaviour, I REALLY wonder if it would be that hard to implement those things nativly into the Arma 3 engine, aswell as a possibilty to dumb the AI down in case you need to give them more direct instructions

#

You know, like more indipendent AI that don't act like human versions of battledroids lol

#

Mayby the lack of good AI comes from the huge appeal of multiplayer PvP nowadays?

lucid lark
#

all arma 3 needs is some new ATM models

torn tree
#

xDD

#

All Arma 3 needs is a handheld flashlight

#

Because horror missions are fun ๐Ÿ˜„

daring dock
#

Instantly makes slender clone

split valve
#

Sometimes the AI is very literal... was playing with the setDriveOnPath command last night... the AI makes a direct bee-line for the next coordinates... terrain, buildings.... nothing matters. ๐Ÿ˜ƒ

torn tree
sour forum
#

gunlight on pdw = handheld flashlight? :p

torn tree
#

How about a gunlight without a gun

daring dock
#

Could get a mod

torn tree
#

Except I design those missions to work with vanilla. I mean its not a big deal but most frequently asked question is: Why do we have a gun when we cant use it?

#

BECAUSE, the flashlight cant exist without the gun ๐Ÿ˜„

lucid lark
#

Thanks, we figured out the problem!

keen badger
#

one of my missions was made using an older version of ACE before ace.sitting got moved to the ACEX package, now that i've updated my ACE I can't load my mission because ace.sitting is missing. I totally don't mind downloading ACEX to fix the issue but how would I remove the ace.sitting dependancy on my mission?

sinful rampart
#

open the mission.sqm and remove it from requiredAddons

keen badger
#

thank you

sinful rampart
#

Well. It literally tells you

#

you are giving it a number instead of the default bool. And then it's complaining about having a number instead of a bool

novel rune
#

try
values[] = {0,1};

prime dome
#

isn't it lower case true and false? (or does case not matter?)

novel rune
#

Maybe they uses #define True 1 etc.

#

If it's packed with PBO project, that will replace "true" with 1 and "false" with 0

#

try
values[] = {"false","true"};

#

In short: no idea.

novel rune
#

@hearty mulch

class ace_medical_preventInstaDeath {
    typeName = "BOOL";
    value = 1;
    force = 1;
};
#

That is the way to do it according to Baer and Baer knows how this stuff works.

#

in description.ext

#
class ace_medical_preventInstaDeath { //This needs to match an ace_setting, this one is a "SCALAR"(number)
    title = "Prevent Instant Death"; // Name that is shown
    ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen!
    values[] = {0, 1}; //Values that ace_medical_level can be set to
    texts[] =  {"Disabled", "Enabled"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2)
    default = 1; //Default value used - Value should be in the values[] list
};
#

I just copy paste back and forth.

#

I asked Baer on the ACE slack.

signal coral
#

hey, i got ArmA 3 in the HB last week, and i have a question ๐Ÿ˜„

#

would it be possible to do a scuba-mission to a James Bond villain-like underwater base?

novel rune
rapid kelp
#

Anyone have a good script to diable stamina and fatigue?

torn tree
cursive forge
#

I wish they'd have taken the whole synchronization thing to the next level in Eden

tired kite
#

What do you suggest they do to even improve that

daring dock
#

Honestly i dont mind the lines, i just wish I couldn't accidentally delete them

cursive forge
#

@tired kite A separate 2D interface with all the icons, that can be moved around, but not affecting their world position

#

It's impossible to keep track of things once you have just a few modules, eg. tasks

daring dock
#

Like a flowgraph editor

dusk dome
#

Hi,
does anyone know of a basic tutorial on how to create a simple multiplayer mission with eden and ace?
I've watched a few of the default ones without ace, however I get several bugs such as swimming people, or people spawning as sea gulls. I'm guessing it's some kind of mod related issue and I just want to make sure I'm doing everything correctly.

raven whale
#

seagulls is a jip setting

dusk dome
#

I'm new to eden/editor and I simply want to create a loadout template for us to use in mp and generate all the mission stuff via zeus. Can you ELI5 JIP? I'm guessing JIP = Join in Progress, but I have no idea on how to modify that :/

daring dock
#

Does the new dynamic spawn system make it defunct?

verbal pagoda
#

Dynamic spawn system isn't useful if you actually want large scale missions

#

Dynamic sim*

#

Large scale missions that evolve with or without the presence of players I should say

#

Yes, I corrected it in the post below

#

@hearty mulch test the value of _fwp after you assign it

#

if(count _WPTempA == 0) then {_fwp = _WPTempB select (random ((count _WPTempB) - 1))} else {_fwp = _WPTempA select (random ((count _WPTempA) - 1))};

#

actually, you should just use selectRandom command instead there

#

It's possible that it is selecting a nil value from one of those arrays

verbal pagoda
#

+1

raven whale
#

not what's happening ๐Ÿ˜œ

cursive forge
#

They need to work on the "Lift Cargo" waypoint... They'll fly around the cargo twice, then crash full speed into the nearest tree... like wtf

novel rune
#

@verbal pagoda Yes, you should use selectRandom. Especially because your distribution is screwed up.

_WPTempB select (random ((count _WPTempB) - 1))

count: 4 -> random [0,3)

[0,0.5) -> element 0 (~17%)
[0.5,1,5) -> element 1 (~33%)
[1.5,2.5) -> element 2 (~33%)
[2.5,3) -> element 3 (~17%)
tired kite
#

@dusk dome did anyone get around to helping you out?

#

There's a few resources I can link you to if there's something in particular you need help with

#

First, do you have a description.ext included in your mission's folder? Are you using an existing framework or creating your own? Is it JUST ACE3 that you've installed?

dusk dome
#

@tired kite nope. In the end we ditched CUP Weapons, Units + Vehicles for RHS and created a new template for RHS. So far we haven't had any seagulls or swimming people anymore.
I've read about the description.ext and after that everything seems to work fine.
Though some of the ace modules and how to configure them are still a mysterie to me. Is there any other source than the wiki that describes them more detailed?
We're currently using cba,ace,RHS,Achilles, Cup Core + Maps with optional blastcore,jsrs + shacktac
Any resources to get into the whole mission making process are appreciated ๐Ÿ˜ƒ

tired kite
#

Dealing with init.sqf and description.ext... instead of doing loads of reading I find it is best to learn from those who have already worked with the files extensively. So have a look at this mission framework: http://ferstaberinde.com/f3/en//index.php?title=Main_Page
This framework includes a guide for making the front-end of your mission look professional

#

So watch the guide first, then make your own mission based off the guide and see how it all goes. Maybe do this a few times, it's a valuable learning experience.

Then when you're comfortable, follow the documentation on the F3 framework and you will have a pretty clear understanding of how mission creation works. Getting into scripts is a whole other basket and I can't really help you with that since I'm a script thief. However, you get a general idea of how scripting works when you modify the F3 framework.

dusk dome
#

Read the first 2 wiki pages. Sounds awesome! Thank you very much ๐Ÿ˜ƒ

tired kite
#

Soz chucked in some last second edits there ๐Ÿ˜›

#

Everything else you come across on a 'need to know' basis. There really is not much that the folks in the various discord channels can't help you with.

dusk dome
#

Thanks, that seems like a way better intro than 3-4 youtube videos and live testing with my unit.
That sea gull + swimming people bug killed at least 2 OP nights :/

ionic thorn
#

F3 IS amazing !

cursive forge
#

Anyone got any idea why the in multiplayer my mission instantly ends with "ALL PLAYERS DIED"

#

despite clearly no one being dead

#

I don't even have the option to end the mission when all players die on

#

........

#

WTF

#

commandStop on the player does it

#

WTF

prime dome
#

Quite a few communities use F3, so if you need help, one of us can help

lunar frigate
#

Does anyone know of a way to "disable" player face/mask customization? I'm trying to make a Period Mission, and players keep having the Tactical Eyeglass thing, or the Stealth balacklava, or stuff.

daring dock
#

You can make an initplayerlocal.sqf that removes facegear

lunar frigate
#

Thanks guys

#

Lol, I'm just using the 3den (Edit loadout) feature.

novel rune
#

I'm pretty sure no loadout script runs preInit, as there are no units at that point to equip. preInit = before objects are initialized.

ancient verge
#

anyone also got problem with EDEN after 1.68?

#

I can't change color of marker

#

there's just black in the list

lime gyro
#

Might be the dropdown box issues, try changing you Interface size

daring dock
#

fullscreen windowed is the issue I think

ancient verge
#

yes dropdown box

#

if I type Z it changes to Zielony - Green

#

I have fullscreen only becuse I use SLI

#

I'll try with interface size

lime gyro
#

It have been reported that it fixes it for alot of people. so hopefully

ancient verge
#

Is there a way to make marker visible only in editor and not in briefing?

daring dock
#

Comments?

#

Right click place comment

ancient verge
#

yeah I know about comments but I have some makers that I use as route points for patrol script

#

for now I just make them invisible

#

by setting alpha to 0

daring dock
#

Or set their type to empty

ancient verge
#

there's no type in elipse or rectangle maker

daring dock
#

Oooh its a shape

#

Okay then

pearl nexus
#

is there any way to have sub categories inside the lobby mission params?

#

i have a lot of parameters. would love to have it all a littel more tidy looking

daring dock
#

sub categories?

#

like a list tree in the lobby?

pearl nexus
#

yea

#

maybe i should have empty params as seperators

river nymph
#

thats what ive seen other missions use

pearl nexus
#

man. i wish you could just nest classes. would be awesome

#

but i'll go for that then for now

river nymph
#

i wouldnt expect any usability upgrades for te slotting screen, they seem very hesitant to touch it

daring dock
#

empty params, like a null unit?

river nymph
#

#still cant rename slot names

daring dock
#

description?

pearl nexus
#

nah i meant like a parameter that has not stuff in it. so you'd have jsut a line of text there. not sure if that works though. will test now

daring dock
#

Description and Group name cover the naming stuff but the order is always fucked

river nymph
#

order is order of sqm is order of adding to mission

#

to reorderm delete units / groups then CTRLZ in order of top to bottom

daring dock
#

ya I know but it's stupid tedious

river nymph
#

so delete squad leader, undo, delete fireteam 1, undo, delete fireteam 2,. undo

#

yea i hear you

daring dock
#

Lobby order editor when

balmy jasper
#

@river nymph that's useful tip

#

Didn't know. I've been mission.sqm editing since now

raven whale
#

@pearl nexus use spaces for children and lines that are just ======= as divider

uneven wasp
#

I've got a friend running a Arma 3 Wasteland server and he's trying to get Advanced Rapelling working on it but whenever someone chooses "Rappel Self" they get kicked due to "BattlEye createVehicle #1", anyone have a workaround for this?

sinful rampart
#

Fix your BE filters

ancient verge
#

@lime gyro It indeed fixed my issue but it's back when I return to my interface size...

#

Thankfully I got a workaround

#

just put it into windowed mode by alt+enter and it works

lime gyro
#

@ancient verge Yeah, thats kinda it, same here and i know its been reported by many people on the feedback tracker. So we can only hope for a fix soon

daring dock
#

respawn type Group or Side is that

#

it doesn't make a new unit, it switches to remaining playable units

#

has to be set before mission start

#

they'll have to show up in the slotting screen

#

. Also avoid selecting player into editor placed units in multiplayer

quaint hinge
#

how do you make a aresanal in the eden editor btw?

quaint hinge
#

?

prime dome
#

I think put down a ammo crate and make it virual?

quaint hinge
#

thats in eden

#

zues*

#

but i need in eden

prime dome
#

yeah in eden if you put one down, open the object attributes, there's the area where you can set which weapons are in the box

#

and there you can set it to virtual

wide pivot
#

How do I make a trigger skip time?

#

And by that I mean just to change the time of day