#arma3_scenario
1 messages ยท Page 20 of 1
wat, but how?
are they just walking farther away? there could be a multitude of other factors
The smaller black box with blue lights and antennas. Unplug the power and replug
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?
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
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
@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.
guess it has to do with the different heightmaps of maps
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
and see if anything might break it
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
@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
Guys I have a question about AI. Is there a script or something which sets number of AIs according to number of players?
I actually have done this on my own
in a more complicated sense
but you could create a look forEach Allplayers
{
create units here per player
} forEach Allplayers;
includes zeus
@lapis isle since that was a while ago
you could also count players (playableUnitsif you just want alive ones), run it through switch case, and spawn a group of units using https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
Players does alive
https://community.bistudio.com/wiki/allUnits was thinking of this
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.
Every mod will add dependencies.
Yes - but it is not signed, so I can't use the missions any more
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
All I'm looking for is for an alternative that is signed
That is a problem with the 3den editor and mod authors can't do anything.
Dunno what you mean by you can't use a unsigned mod.
.< 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.
I guess I'll have to write the author if he can sign the addon
Yeah. Or have BI fix that stupid dependency shit.
I was hopign that someone would know an alternative way to unlock all object for 3DEN
There is a reason why the mod was made.
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
Aye, anyone know any good automated qualification missions for shooting?
The vanilla time trials?
How do I set mission tasks for my units on eden?
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
i cant figure out what causes this: http://imgur.com/a/7FMvn
driving a GAZ24 (RDS) and scrollwheeling the action menu shows buildings/even plants o cursor position
i tried showHUD, which helps but removes the action menu completely either :/
friendlytag, weaponcursor etc are set to 0
There is no way to an PNG image on the map (beside using it as marker) correct?
must use PAA or JPG
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
if it's for informational purposes in a briefing you can put JPGs in the briefing file
thanks
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)?
Aren't the intros technically the same as cutscenes during mission?
Except they run at different time.
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.
Are you wondering about something specific about them? Or are you just looking for a general tutorial or something to get started with them?
heh no I dont need beginners tutorial, I need help from someone with actual experience of making campaign with mission-intro cutscenes ๐
Well that's not me then. ๐ I've only made intros/outros with cameras, action, animations, etc. but not in campaigns or with acting.
how do you end the intro? do you use class CfgDebriefing?
gotta love bis samples / documentation: SteamApps\common\Arma 3 Samples\Scenario_Design\Example_Campaign\Campaign\Missions\Example01.Altis\mission.sqm
ends with endMission "END1" however https://community.bistudio.com/wiki/endMission states we should use https://community.bistudio.com/wiki/BIS_fnc_endMission instead ๐
most official missions seem to use the function. in vanilla scripts about 7 endmission calls and about 50 times the bis_fnc
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.
dunno if I need some debriefing=0; in description.ext on intro cutscenes, I dont recall needing that during ofp-arma2.
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 ๐
however if I add trigger END1 and activate that, it works fine.
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.
Any one know a landing light wich isnt flashing in vanila arma
Would disabling the simulation stop the flashing?
yeah
wont lkight up atall then
issue iss those heli light's iff something crashes near they go flying
Try the runway lights. They are flush so landing helos don' get stuck
Flush runway lights best lights
those should do the trick
Hey guys, anyone willing to help playtest something?
Primary concern is making sure the respawn system doesn't go full retard. looking for a group of 10 ideally.
Vanilla A3?
oh shit group of 10?
I don't know if your making the best use of manpower for 10
What's the min.?
You can topple governments with 10
^
Setskill command
Setskill array
The wiki page I brought up isn't exactly helpful, do I add this command to my init.sqf file?
Depends on how you're doing it
Are you in yhe setskill array page?
You can do the init file or the init of the unit
You can do it on a trigger
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.
@daring dock under the init of the unit it gives me a "restricted character" error.
Well what did you put in it
setskill ["aimingAccuracy",0.2]
@faint prism im not familiar with sectors but there are inArea commands for triggers
I tried using the exact unit "rhsgref_ins_commander setskill ["aimingAccuracy",0.2]"
Ari
Yo
this?
I think I should teach you how to read the wiki
You'll be able to use a lot more commands if you can
Link me the page your looking at
https://community.bistudio.com/wiki/setSkill
https://community.bistudio.com/wiki/Object
Are the pages I'm looking at.
Okay gimme a min and you'll have my full attention
yeah no worries dude eh?
Okay you have my undivided attentinon
let's start with the syntax
Syntax:
unitName setSkill [type, skill]
Parameters:
unitName: Object
[type, skill]: Array
type: String As above
skill: Number Range 0..1
Return Value: Nothing
formatting sucks
@stone quiver do you understand the terms, string, array, object and such?
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.
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.
your available terms are in the description
you'll see a series of strings that are avaiable to place in the type section of the syntax
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.
object can be defined as a unit, vehicle, or building
what you're using is a classname which is not an object, it's a string
classnames are strings, objects are tangible physical items in the game space
you could hypothetically set a skill ot a building but it would do nothing
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....
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.
Got it, so the issue I was h aving was I left the field empty, lol
basically it was invalid
first you put nothing, then you put a string
so now that you know it's gotta be an object, just make sure it's defined and you're good ๐
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
mmm diolags
wow! its actually quite simple haha! I thought figuring out eden editor would be a lot more complex than this!
yeah I don't think 3d is really necessary but hey...why not?
3d is very necessary
most notably is effectively placing units inside buildings?
On Activation:
["<t color='#44ff44' size = '.8'>Successful Landing!!<br />1 Point Score!</t>",-1,-1,4,1,0,789] spawn BIS_fnc_dynamicText;
I'm missing something...
what's the error/result?
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.
On Activation: Type Script, expected
Nothing
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.
your a genius ๐
oh its beautiful!!!!
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
When your script has a return value make it equal somthin
Mhm
happy to help, man ๐
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.
oh
what
no that's not how it works ๐
in deltaStart's condition
instead of this
use triggerActivated theFirstTrigger
make sure to name the trigger too
I'm making landing zones all over the city. There will be over 200 triggers possibble
200 triggers might be a bit too much to be honest.
for your cpu
i mean, for the game engine, yes
so they take CPU performance when they are idle not just activated?
a trigger checks condition till it's activated
haha! oh boy! yeah that will kill me!
2 or 4 times a second, i forgot the exact number
once it's activated it stops checking so afaik no perf penalty
(unless it's repeatable)
twice every second
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.
400 times a second
that's like checking on every frame 10 times
you can make a system tied to landing pads or something
then just run the same funciton for every landing pad
I think I'll just make the entire zone worth the same amount of points and simplify everything.....KISS...
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)
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.
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
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?
Keeping in mind there's usually between 20 and say 50 triggers across a town
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.
to play it safe I delete single use triggers on deactivation
iirc triggers are evaluated every 0.5 seconds
But evaluated on an engine level
Big issue is the locality on triggers though... Sometimes when 5 people join, you'll have (6?) triggers running.
Pause using a while loop might be more effecient. Idk, ask in scripting
TIL playSound3D existed
Gametype ready for playtesting.
Am I allowed to post the IP here? It's vanilla content. Primary concern is making sure veh spawns are handled right...
playSound3D is the best of all these commands.
don't post your IP here
rivaled by createSoundSource maybe. If you want to loop stuff and move it around.
yes
MY entire mission runs off a custom remoteExec say3D set, lol
haha, time to rewrite it better than
Considering .lip files not working right now I might swap then...
What's the performance difference?
.lip, why lip?
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.
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).
learning a lot today
Yeah, but I don't think it works.
I just always use ogg
?
It's one of those things that broke with A3 and no one cares.
๐ฆ
Riperoni
That kinda sucks...
How am I gunna make the greatest cutscene of all time now?
Could probably rig something with this but I'm not sure if it's worth it
does face animation work?
I've never messed with any of this
I also realized I have no what the Stealth combat behavior does besides make people go prone and crawl
I think it makes them return fire only too
sometimes I think by return fire they sort of fire on their own if someone gets too close
Is there a way to make holdactions keep working when you aren't directly facing the object?
I was going to play an animation on hold and another on finish, camera movement likes to reset though.
I think the pointer is all engine based
palysound3D has one problem though
the path to the sound is the absolute path
so in MP, you'll have to do things
see killzone kid's blog
for more
well that's inconvenient
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;
Solved haha
(<= 2.6) errors.
((getPos player) select 2) >= 1.6 && ((getPos player) select 2) <= 2.6;
then it worked
it doesn't understand the && <= 2.6 I assumed it was still checking against the select 2
yeah that's not how operators are resolved
|| and && have highest precedence
so it's (condition1) && (condition2)
you had asked it to do (condition1) && (nothing <= quantity)
i.e. second condition was incomplete
might want to see https://community.bistudio.com/wiki/Operators too
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;
you cant use // comments in in game code boxes
those are only for in text files
also you can use the vehicle command to return the current vehicle a unit is in
so the helicopter the player is in would be (vehicle player)
There I edited it so maybe its easier to get what I was trying to say
vehicle setFuel 1; (for example?)
Mind Blown! Thanks!
What about the text that is being shown to everyone?
thats because depending on the trigger condition it will fire on every connected client
welcome to multiplayer
you'll need to work out some check for locality
ok
(vehicle playter) setPos[4988.726,9890.064,100]; Isn't teleporting my helicopter and isn't giving any errors.
typo
typos are nasty!
@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 ๐
stupid question but if he only does hint to "unit in thislist" - won't it only show for that selected unit?
the unit triggering the trigger and no on else ?
well, yeah.
probably
if (player in thisList) then {hint 'bla bla';}```, make trigger repeatable and global
Eden still has no shortcut for synchronizing? >.>
Not that I know of
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!"
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
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.
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 ^^
well that's out of my league
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)
Hello
Im programmer that came to ARMA 3 eden so I don't have many problems with scripts
but I have a little question about unit's behaviour
I spawn 5-6 units on roofs of town
maybe some units inside houses at constant positions
then I run garrison script and generate random units in other buildings
question is
should I give every unit order to Defend town?
or they will behave as they would defend it without my order?
For units that don't move position use disableai path
well they aren't moving at all sometimes
if I don't gave any order and base is attacked
these idiots just stay
they start shooting when im firing at them
not when im firing at their friends
so I guess some order is necessary for them to defend their friends too
but which way should I do this to do it properly?
Did you set they're behaviour to combat, and combat mode to red?
behaviour yes but where's combat mode?
ah here
fire and hold formation
behviour is set to Careful (don't know how it's in english version)
it means return fire only
AWARE
I don't want them to stay with the gun in hands and aim to anything
I would like them to stay in AWARE and then switch to combat
if their friends are hurt
they are ~50m from them lol
it should work automatically if I read description correctly
description of AWARE behaviour
if you group them together they can inform each other of damage
I can't group 15 units in one group because every group has other commander
you could set hit event handlers to set all units to combat mode
I could but it's weird workaround if you ask me
weird thing is if I set them to task DEFEND they do what they should
I don't trust waypoints
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
Task are for the players
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
Please elaborate what you plan on doing. Just set up some garrisoned units that will defend ?
"just" ๐
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 ๐
sry was AFK for quite some time
yeah im garrisoning some units to guard the town
at constant positions
I have garrisoning script already
That's why imo it's good to k now what you want to do or how it should look in the mission
but I want some units to stay in position that won't be random
Ok - so "stay" in position = disable Path on those units
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
Because you are making it difficult for yourself ๐
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
Is there a range of 'immersion' scripts for coop similar to the TPW mod? (which is only SP: https://forums.bistudio.com/topic/154944-tpw-mods-v20170304-enhanced-realism-and-immersion-for-arma-3-sp/)
specifically the ambience section, i want to get stuff like that working for coop
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 ๐
in Arma there's a chance that your plain SQF code will run less efficiently than an in-engine solution
@tired kite which features specifically? tpw. is full of a wide range of features iirc
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
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
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
@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
Yeah looks like ill have to reverse engineer this bad boy
anyone got any tips on mission polishing?
got a pretty decent looking CAS mission running but I need input
what do you want to polish ๐
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
@sour forum try this: http://www.ferstaberinde.com/f3/f3webtools/index.php - toggle help to see examples
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
that one script that doesn't work for some reason
LOL good summary of mission making ๐
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
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
tried using a waypoint?
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
I guess I have no other choice than adding individual vehicles to array and foreaching commands
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?
or actually it sorts them alphabetically?
Bc, Ammobearer always is first, then comes autorifleman, then rifleman at, then teamlead
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.
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
i think it was something recently introduced in dev branch? Although i understood it to be "string1 \n String2"
Line breaks follow format "string <\n> string"
it's html or something
Yeah
ew html
@cursive forge just write a Notepad++ conversion script thingo to fix it, should take like 5 mins
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
Ohh
@daring dock okay, what do you mean by hidden selections still have backgrounds?
how many people are running the RC?
hidden selections are the replacable textures on vehicles
@daring dock Right, but I'm using the user texture placement. Is it just the size of the image that needs fixing?
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
Fair enough, thanks for the help.
๐
For anyone who wanted to make missions on my Cambodia map but were prevented cause unsung mod requirement, it no longers has any mod requirements at all. Only apex dlc. http://steamcommunity.com/sharedfiles/filedetails/?id=832949287
๐
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
no they are unsung stuff
Ah cool
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
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.
Okay, I'll try
If they are shooting at me means that "east knowsabout player" is sure to be more than 2, right?
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
@fossil trellis how can it become useful in my case?
no offense ๐ just dont know
Me?
NP
@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
I have created units already by editor
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?
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 ๐
there is a server wide mission end function that has the default win loss endings
Is it possible to make a mission for me and my 2 mates to play without mods?
very much so.
Nitro is a funny guy. I like him.
๐
You can do anything, listen and be enlightened
Whats the context of the attacking force? Ive made missions in almost every square kilometer but its highly dependant on context
salt flats.
There's always one of those people
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
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).
Zaros and Therisa in particular feel really 'real' and quite natural to navigate through
(I'll stop tooting my own horn)
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
Quite beautiful too
salt flats
lol
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.
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
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
I can think of a few interesting things you can do with it
In fact that's how I made a mission on Desert
yes, a few, sure
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
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
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
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 ๐
Well said
senpai noticed me
Senpai sees all
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
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
I was doing that previosly but i changed to using the Textures folder cause of this problem but it didnt fix it, im just triedthis https://community.bistudio.com/wiki/Talk:setObjectTextureGlobal but it does not seem to work either
If it can't find the file changing locality won't help
So it worked before you put it in a folder?
It works when i load in singleplayer but it does not work when i do connect and load in on my dedicated server.
Paste the exact script you're trying to call it with.
Im assuming you're exporting it to pbo when you do this?
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
Why not just set the global texture without checking if it's local
I just followed the bi wiki's suggestion is all
It's fine, try it without the local check
this setObjectTextureGlobal [0,"Textures\alpha.paa"]; ?
that's the one
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"
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
C:\Users\vikto\Documents\Arma 3 - Other Profiles\Viktor\missions\Patrols_Blu.Altis\textures
The server loads the texture just fine it appears.
i feel stupid now
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 ๐
Thanks for the help
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
typos are the demons of scripting
huh, when i remove the .paa it turns it into a "file"
It's a converted .png file, yes.
change it back to PNG and open TexView 2
Cant i just open the .paa file in texview?
you can try
Worked, picture turns out the way it's supposed to look
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
still says PAA-file
riperoni
but the .paa dissapeared.
when i dont use the file extension .paa it doesnt even find it in sp
did you save it using all files and add .paa?
make sure you saved it in the right folder btw
http://i.imgur.com/Ux8h3Ob.png That's how it looks now btw
and when i add back .paa on objects init it works in sp again.
how it looks now is correct
because texview sees it
when you right click properties does it say .paa?
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
well that's why you're setting it globally
but when someone else downloads the pbo it's not there
i know but the way it says it sounds like the image is there but it's incapable of loading it.
as you can see it works in SP http://i.imgur.com/cDsn6GB.jpg
you should send me a screenshot of the error
what's your mpmissions folder look like in the server?
hmmmmmm
coult it be throwing the error cuz im using .paa? shouldt do though.
Are you running Arma in Admin mode?
No.
oh
well check anyway, if the exported mission file is actually modified when you last exported it
I have checked the last edited stuff and unless windows is lying i am changing it.
as long as last modified is in the last couple of minutes your fine
Why cant bohemia make it easier for us D:
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
so now it's a game of spot the diffrence
Did you do it from a png aswell?
only jpg or paa
I really dont want to use jpg cuz the compression artifacts around letters.
I really don't wanna use jpeg because jpeg
as long as it's 2^x by 2^y
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
how do i get your image since it's in a pbo.
tried using your texture and it still doest work in mp
might be something in the mission
it's something in your server then
My dedicated server worked just fine
make sure MPmissions in the same directory as arma3.exe
your mission worked on the server so it aint that
im gone get some sleep and try more later today
alright
Back now, Could me not exporting the mission to .pbo format be causing this problem?
Found a soloution. Exporting the mission to a PBO fixed all the texture problems. I dont know why but it did.
I never not use a pbo so shrug
Hello this is a dumbish question but is there anyway without extra mods to script in a tree
You could do it via SQM
Well, 3D Editor
I'm not 100% sure if there are any trees by default in there thoughj
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
_tree = createSimpleObject ["TREE FILE LOCATION", _pos];```
?
By Tree file location, i mean a3\ what ever\whatever
.p3d
Hmmmmm lemme see if that works
Ok ๐
Yeah doesn't seem to work and no error returned
Is the tree model file in the mission directory
And if you need the absolute file location i have a solution to that
You can use KK's mission root snippet iirc
They should just fix drawIcon3D and playSound3D already.
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 ๐ )
steam workshop makes that alright
I thought images got transferred? I've never had that problem
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.
bizzare
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)
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.
Any way to group objects together in the Editor?
Hmm, and this causes the UI to update?
Can you elaborate what do you want do achieve by "grouping" objects?
Grouping them in the Editor. Like he said ^^ So you can grab the group and move em all together I'd guess
hold ctrl and drag a line between the two?
Or select multiple? In which case I'd try with holding shift
aaah ok - I misunderstood
commy2, re images not transferring - I don't pbo my missions. (It's kind of sad that I use pbo as a verb... )
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...
I just use search really
but they should retain the same configuration you left it in
``` Thanks for this โค
noice
You created a black hole
Hmm :\
4:10:36 Config: array does not have 2 entries. I don't know why this isn't reporting back the array name.
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
I've been getting that error too, I think it's not an issue
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
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
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
Works for AI, you must be doing something wrong
Just do it the way you said, if you'
re not doing it often there won't be a perfomance hit
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
@shifty_ginosaji#2881 That's why I'm asking here
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
Interesting. Didn't know that was actually a fixable thing. So far, I just had to deal with it whenever that happend
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!!!
They really gotta fix the combo boxes.... they won't open ,and if they do, they'll close, or be behind stuff, etc.
@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
Sounds like a bug to me. What respawn settings do you have?
respawn = 3; //Suggested NOT to change this
respawndelay = 4;
respawnOnStart = 0;
respawnTemplates[] = {"f_JIP","f_spectator"}; // remove "f_spectator" when using respawn.
respawnDialog = 0;
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
@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
@split valve I am
But I found another work around
move the dialogs from the center, and it works
Oh, cool. Because Normal was shockingly large, and Very Small reminds me how old my eyes are. ๐
@torn tree yeah I expected the same behavior, like before. since patch Im getting this shit ๐
hang on a sec, then I know if I get this too ๐ 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
Thanks man
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
Still, I hope Bohemia hotfixes that
huh
BIS_initRespawn_disconnect = -1;
Sa-Matra's fix is just THIS line?
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)
I can put this line in init.sqf too?
well.. thats great now we know whats wrong. fckin arma losing my mind each update
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
and then we still got the problem of AI not wanna drive over bridges....\
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..
rofl if BI releases a patch that reads: AI now closes doors.. everyne will lose their mind
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
?
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;
lies, never trust AI
UHU
Basically it allows the AI to still turn while staying still
alright il try it
unlike "MOVE" which makes them not turn
some day
Which means if you get behind them, they cant help themself
and then there is my AI driving over other AI patrolling... raaage
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
theyll stop for a bridge tho ๐
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
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 ๐
More like 1998
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?
all arma 3 needs is some new ATM models
Instantly makes slender clone
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. ๐
@daring dock https://youtu.be/PTuaAGU8ZyI?t=4m42s More like this but without you having a gun because you dont need it ๐
gunlight on pdw = handheld flashlight? :p
How about a gunlight without a gun
Could get a mod
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 ๐
Thanks, we figured out the problem!
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?
open the mission.sqm and remove it from requiredAddons
thank you
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
try
values[] = {0,1};
isn't it lower case true and false? (or does case not matter?)
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.
@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.
hey, i got ArmA 3 in the HB last week, and i have a question ๐
would it be possible to do a scuba-mission to a James Bond villain-like underwater base?
Anyone have a good script to diable stamina and fatigue?
I wish they'd have taken the whole synchronization thing to the next level in Eden
Still a line hell http://i.imgur.com/nI6pFiX.png
What do you suggest they do to even improve that
Honestly i dont mind the lines, i just wish I couldn't accidentally delete them
@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
Like a flowgraph editor
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.
seagulls is a jip setting
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 :/
Does the new dynamic spawn system make it defunct?
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
+1
not what's happening ๐
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
@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%)
@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?
@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 ๐
@dusk dome Well this guide covers every single basic to creating a coop A3 mission: https://www.youtube.com/watch?v=kynF_6kRGMg
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.
Read the first 2 wiki pages. Sounds awesome! Thank you very much ๐
Soz chucked in some last second edits there ๐
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.
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 :/
F3 IS amazing !
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
Quite a few communities use F3, so if you need help, one of us can help
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.
You can make an initplayerlocal.sqf that removes facegear
I'm pretty sure no loadout script runs preInit, as there are no units at that point to equip. preInit = before objects are initialized.
anyone also got problem with EDEN after 1.68?
I can't change color of marker
there's just black in the list
Might be the dropdown box issues, try changing you Interface size
fullscreen windowed is the issue I think
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
It have been reported that it fixes it for alot of people. so hopefully
Is there a way to make marker visible only in editor and not in briefing?
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
Or set their type to empty
there's no type in elipse or rectangle maker
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
thats what ive seen other missions use
man. i wish you could just nest classes. would be awesome
but i'll go for that then for now
i wouldnt expect any usability upgrades for te slotting screen, they seem very hesitant to touch it
empty params, like a null unit?
#still cant rename slot names
description?
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
Description and Group name cover the naming stuff but the order is always fucked
order is order of sqm is order of adding to mission
to reorderm delete units / groups then CTRLZ in order of top to bottom
ya I know but it's stupid tedious
so delete squad leader, undo, delete fireteam 1, undo, delete fireteam 2,. undo
yea i hear you
Lobby order editor when
@river nymph that's useful tip
Didn't know. I've been mission.sqm editing since now
@pearl nexus use spaces for children and lines that are just ======= as divider
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?
Fix your BE filters
@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
@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
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
how do you make a aresanal in the eden editor btw?
?
I think put down a ammo crate and make it virual?