#arma3_scenario

1 messages ยท Page 21 of 1

prime dome
#

although it might be a thing in the trigger's effects as well

wide pivot
#

ok

quaint hinge
#

thanks

#

also, how can i make it so that when person x is killed, the objective is done?

wide pivot
#

Create task (created) set task state (completed) then trigger and type something like !alive = x in the box and link them together

#

Atleast that's what i remember

quaint hinge
#

i tried to copy this ["AmmoboxInit",<box>] spawn BIS_fnc_arsenal;

#

but it sais invalid expression in init

ionic thorn
#

the wiki is your friend

prime dome
#

also, how can i make it so that when person x is killed, the objective is done?
you can do it through tasks, or just display a hint when the condition is done. Condition is what Nuuthei500 wrote.

south holly
#

Hey, I'm trying to force an AI to switch to his RPG and fire, but I'm having no luck with forceWeaponFire. He switches to the launcher, but then just puts it away again without firing.

trim gorge
#

How can i make the mission stop controlling view distance at all. So that the only factor in view distance is the local settings

ionic thorn
#

wiki is your friend

#

yes

#

Setting view distance to <= 0 resets the value to the one set in Options->Video->General->Visibility->Overall

torn tree
#

@ionic thorn wow, I didnt realize that this was possible

fossil onyx
#

Hey guys
I'm new to scripting and programming in general.
Trying to increase my knowledge, just finished fockers noob tutorial on scripting.
Anyone know where the next step would be and any good new tutorials that would be the next step

daring dock
#

I just go to the script commands index on the wiki @fossil onyx. Get some inspiration by looking at what you can do.

#

Also checking out how to make diolags is a good idea

torn tree
#

@daring dock Been scripting for several years now and I still cant figure out where people get their defines.hpp from or how they can tell what to put in there for every element they want to use

#

Basicly my arch-enemy. Dialogues and displays

novel rune
#

ui_f.pbo

#

#include "\a3\ui_f\hpp\defineDIKCodes.inc"
#include "\a3\ui_f\hpp\defineCommonGrids.inc"
#include "\a3\ui_f\hpp\defineResincl.inc"

torn tree
#

Thx commy :D like, no guide on how to dialogue ever explains that. They just have a copy and paste ready defines.hpp with only a few things actually defined which used to restrict how mufh I could experiment with that.

novel rune
#

The include libraries are horribly documented indeed, but are so useful.

#

Especially the ui grids.

#

If you actually write down "safezone" somewhere in your code or configs, you're doing something wrong.

torn tree
#

Like just specifically "Safezone" or anything safezone related?

novel rune
#

safezoneW + safezoneX
or something like that.

#

Note how it's all readable without weird ui equations or magic numbers.

torn tree
#

Im not gonna pretend to know more about displays and dialogues than i do considering I barly managed to have a simple note dialogue and a display i could change the colour off for indication but, wasnt safezone something important? Like that displays scale and position themself properly with different resolutions and aspect ratios being used?

novel rune
#

Yes, but the commands themselves are only used by the grid you use.

#

my grids:

#define POS_X(N) ((N) * GUI_GRID_W + GUI_GRID_CENTER_X)
#define POS_Y(N) ((N) * GUI_GRID_H + GUI_GRID_CENTER_Y)
#define POS_W(N) ((N) * GUI_GRID_W)
#define POS_H(N) ((N) * GUI_GRID_H)

#define POS_X_LOW(N) ((N) * GUI_GRID_W + GUI_GRID_X)
#define POS_Y_LOW(N) ((N) * GUI_GRID_H + GUI_GRID_Y)
#

And now I can use absolute numbers

#

GUI_GRID_* is from one of the libraries.

#

A macro that expands to weird safezone* magic I don't even need to think about.

#

Now I increase the size of a control from POS_W(6) to POS_W(7) and all the controls on the right of it need to be moved by exactly 1.

#

Way easier than to fiddle with weird equations.

#

like:
y = "23 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";

torn tree
#

Wow

novel rune
#

My stuff looks probably similar, but only after binarization.

#

So now I have a human editable source code and a binarized code for the game.

novel rune
#

I meant how it looks debined. No macros

#

y = "23 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)";

#

etc

#

If you do it like this, and I see that done all the time, you're doing it wrong.

#

And since the defines.inc files are so poorly documented, people started to mimic the debined config.

#

With all the macros already resolved. They have to work with stuff that is harder to comprehend and that also scares people away.

#

Pretty easy to understand without the need to be sarcastic about it. : )

#

A motivation boost, lol

flat sand
#

Trying to make so that players can spectate by simply Respawning. However when the timer reaches zero they automatically spawn. How do i make it so that they stay in spectator mode and have to click respawn to actually respawn

#

?

novel rune
#

setPlayerRespawnTime 1e10; probably

flat sand
#

ok but.. Now i cant actually respawn :p its stuck in spectator. should be i could click spawn to exit spectator

tired kite
#

Wait what

#

Do you want players to spectate when they die, and be able to respawn after that?

#

Didnt even realise you could do that... i always made the respawn type 'spectate' and then had heaps of spare playables to load into

novel rune
#

The spectator has a "spawn" button?

#

should be i could click spawn to exit spectator

#

?

pale topaz
#

Is there an easy way to spawn a crate inside a certain radius, from like 3 different locations?

sinful rampart
daring dock
#

You could also then probably do a check to make sure they're far enough apart

fossil onyx
#

trying to get an ai to target a marker
I'v put
k1 doTarget getmarkerPos "target1";
k1 is the name of the vehicle
whilst "target1" is the name of the marker i want targeted
The codes not working, any help?

daring dock
#

by marker is it a map marker?

#

you might want to try Dowatch or some other ones as well

fossil onyx
#

yeh its a marker on the map

daring dock
#

use one of the Helper objects like a sphere or something

#

make it inivisble and have them aim at that

fossil onyx
#

ok

pearl plaza
#

is there a bug with the vehicle respawn module? in my mission vehicles only respawn once

pearl plaza
#

hmm weird, was broken last night but now they respawn properly, but had another problem that it didn't reapply the arsenal on vehicles and that is still broken

#

by using this line in the vehicle respawn expression

#

["AmmoboxInit",[(_this select 0),true]] call BIS_fnc_arsenal;

wanton dome
#

was fixed with the hotfix today it seems

pearl plaza
#

oh cool, that explains that then. I think arsenal is broken because of some mod.

wanton dome
#

but cant help you with the arsenal thing.. noob in scripting

pearl plaza
#

now just have to go through process of elimination

wanton dome
#

ok gl

pearl plaza
#

do you have a description.ext file where you set those values?

#

should be in your mission folder. documents\arma 3 - other profiles<profile name>\ then missions or mp missions folder

#

just make sure all lines end with ;

wanton dome
#

nope, the funny thing is, that these values are not set in my description.ext

#

even when i rename the description.ext, this output appears

pearl plaza
#

hm, no idea then

wanton dome
#

strange

pearl plaza
#

just :arma: things

wanton dome
#

since this stuff appears in the logs, the briefing screen is skipped, AI is desyncing like crazy

#

have to load the mission multiple times, so i can spawn

#

a pity.. because i worked a LOT on that mission..

pearl plaza
#

think i saw something on reddit about brefings being broken? have to go look again

wanton dome
#

ok cool

pearl plaza
#

guess its not exactly the same

wanton dome
#

thx! it was around the update time too

#

when all of that started

sinful rampart
#

These description.ext errors can be caused by any mission that is shown in your missions list when starting a server. So that could be a Arma campaign mission. Or any mission in any PBO of Mods you have loaded. Or anything in your MPMissions folder

wanton dome
#

ok thx. there's just my mission in mpmission on the dedicated

sinful rampart
#

So probably an error in a campaign mission either from vanilla Arma or some mod

wanton dome
#

ok good to know, thx

fossil onyx
#

Anyone know the command to force the AI to move directly forward? just like the tank commander giving orders

daring dock
#

I don't think here is one? Just force a waypoint

fossil onyx
#

hmm i recall someone telling me there was a force move that makes the tank move just forwards

#

can't find it in documentation though

balmy jasper
#

doMove and moveTo ?

fossil onyx
#

nah not domove

#

maybe that would be it

#

how eactly do i find the x,y,z coords though?

balmy jasper
#

_pos = getpos player;
//_pos = [_x,_y,_z];
also in the editor you can see the xyz on the bottom left etc.

fossil onyx
#

tried that

#

is there anyway to make the AI drive directly forwards?

balmy jasper
#

vehicle1 setDriveOnPath (vehicle1 getpos [5,(getDir vehicle1)];

#

maybe?

#

@daring dock What ai skills do you use and how many?

daring dock
#

usueally forcing them into Aware gets them running

balmy jasper
#

Do you use a set number as setSkill and how many players /ai ?

true meadow
#

Is there a script/mod revive system that I can download, similar to the one used by KOTH? Or just, really anything that allows players to be revived despite having been killed in vehicles, and doesn't have the characters take damage or bleed out during being down.

#

Just want it so that during my zeus missions, I can keep players together and not have to rely on immersion breaking respawn-teleports that causes them to either lose or have to recover their gear.

fossil onyx
#

anyone know of any good ai caching scirpts that just spawn in just selected units on the map

#

?

#

like a group i'v already put in

prime dome
#

Dynamic simulation?

fossil onyx
#

using that

#

the problem is that only spawns units around a radius of the player

#

if i make it too small the mission won't work

torn tree
#

@true meadow there's a vanilla revive system for players, might give that a try

#

@balmy jasper setDriveOnPath requires an array of positions, and as far as I could tell, atleast two positions are required.

true meadow
#

@torn tree @signal coral Vanilla system won't allow players who died in vehicles to be revived, and players who are down will bleed out. They can also be killed while down by enemy fire. That's the reason I'm asking for a different one.

torn tree
#

@true meadow Well, I know that ACE3 has a revive system. "Lifetime". You can set that instant death is prevented and instead of dying, people enter a incapacitated state (unconcious), its possible to disable that the player can die from enemy fire (Great for coop missions, horrible for TvT's) and you can set a custom time for how long the "bleed out" state will last. If I'm not mistaking you MIGHT be able to disable the timer by setting it to -1, if that doesnt do just add a random very high number like 999999 (minutes) because it doesnt have a limit. You can also revive people in vehicles / drag them out of vehicles if needed. The only bug I noticed is that in the past (some months ago atleast), when you got knocked unconcious while having your weapon deployed, you would not switch to the "unconcious" animation and instead remain stuck in your current animation which makes extremly difficult for others to notice that you need help

#

Only major downside: It's a mod that changes many aspects of the game and although very popular among communities, you will have a different gameplay from using that mod. If you want to have ONLY a revive system as a script to keep it vanilla then I dunno, but ACE3 certainly is recommendable for many reasons

river island
#

ACE3 also has a standard and an advanced medical mode. Standard mode uses bandages to heal wounds, morphine to fix pain, epinephrine to get people out of unconsciousness, and blood transfusions to keep them at full health. Sounds complicated but then the advance system has about 20 different medical items to use depending on the type of wound taken. @true meadow

true meadow
#

Not really interested in ACE, just has too much other baggage.

#

Not really, short of deleting all the other PBOs.

#

Not as modular as I'd like to to be, at least. Literally just want a revive system that allows players to be revived no matter what.

azure parcel
#

You want FAR Revive then

#

it's a script that can be added to a mission to add the typical revive system

#

Or you can use BI's revive system, which can be added through the editor

torn tree
#

He already said that the vanilla revive system is not what he's looking for

azure parcel
#

I must've missed that, sorry

novel rune
#

What's wrong with deleting everything except main/common/interaction/medical ?

#

"feels like"

#

ok

novel rune
#

Just needs to be added here I think

#

Github is the issue tracker.

wanton dome
#

does anybody know, what these lines mean: 11:54:45 Creation of object L Intel:2 failed, state LOGGED IN
11:54:45 Client: Nonnetwork object 51a5fc00.
11:54:45 Creation of object L Intel:3 failed, state LOGGED IN
11:54:45 Client: Nonnetwork object b6d88e80.
11:54:45 Creation of object L Intel:4 failed, state LOGGED IN

#

they show up in the rpt, when i load the mission i'm working on atm

raven whale
#

? it's optional

buoyant vault
#

Also, it's a great feature.

daring dock
#

It's a great feature especially for hardcore game types

true meadow
#

@novel rune I don't want to have to walk everyone through how to delete files in ace, I don't want to have to walk through how to manually install mods correctly, so on, so on. All the mods we use in our group are on a steam workshop collection so it's really easy to get less computer literate people through it.

sinful rampart
#

When I started playing Arma some years ago I could never imagine that we would someday have Arma players that don't know how to install mods. How to move one folder from a zip archive to the game folder...

true meadow
#

Yeah, launchers and the steam workshop have made it so easy that a lot of people just never learn.

sinful rampart
#

I prefer the old times to be honest :/

true meadow
#

Regardless, I don't want to be the one to teach them, I play with different people in my group regularly enough that I really cant be arsed to troubleshoot for every new person.

sinful rampart
#

๐Ÿ˜„ True... In Arma 2 Times I was getting Teamviewer warnings that it appears that I'm using it commercally. And my Teamviewer was even sometimes completly blocked ๐Ÿ˜„ Not happening anymore today

novel rune
#

@true meadow Just rehost your customized package of ACE then.

true meadow
#

Is there a seperate revive system in ace besides bandage, morphine, epi?

#

Because I'd like to avoid that somewhat tedious process and inventory management as well.

raven whale
#

no

buoyant vault
#

Try vanilla revive if you want to get rid of medical equipment.

raven whale
#

he wanted an alternative so he could drag people out of cars iirc

daring dock
#

The infamous bodies in cars

#

it's like every week someone tries to get that working

torn tree
#

@true meadow you should've seen the arma 2 ACRE times. Not one event without someone having technical difficulties

ionic thorn
#

The whole voice comms in Arma reminds me of an episode during the space race. NASA threw loads of money at designing a pen that would work in all gravity situations... the Russians used a pencil! Some people these days rage quit when their voice comms fail, others just go back to using txt.

novel rune
#

TFAR = Soviets and ACRE = Americans

ionic thorn
#

Swiss

edgy gull
#

that space pencil thing was actually most just a myth IIRC.
Russia and NASA used pencils first, but they were a bit dangerous in space. So NASA bought some more high-tech pens for a few thousand dollars in the sixties. This created a public outcry and became that funny story eventually. Soon after some company developed a much cheaper alternative and sold it to both NASA and Russia. They still use the same company's pens.

ionic thorn
#

But the allegory remains the same.

edgy gull
#

true

azure parcel
#

It turns out that when you're in space with microgravity, having thousands of tiny electrically-conductive particles flying around is pretty damn dangerous

tired kite
#

Except pencils are all graphite now

sinful rampart
#

ACRE and TFAR team should play a round of C&C Red Alert ๐Ÿ˜„ Allies vs Soviets ๐Ÿ˜„ Made my day @novel rune

edgy gull
#

@tired kite and graphite is conductive and flammable ๐Ÿ˜ƒ

novel rune
#

Graphite itself is a conductor, but in pencils it's mixed with clay binder and I'm not sure how conductive that is.

kindred ore
#

I still wouldn't want the stuff floating around my spacecraft if I could help it.

karmic lynx
#

Wake up with a pen or pencil halfway through the track.

daring dock
#

Realistic pencil mod confirmed

torn tree
#

@ionic thorn You know, the pencil is actually kind of dangerous if you have small fragments of it floating around. A pen that works in space is safer

ionic thorn
#

O2 above a certain level is as well, but you still want it.

torn tree
#

Yeah but that is why you don't use too much O2

#

For the same reason space pens exist ๐Ÿ˜„

wanton dome
ancient verge
#

Should I mark all the things like walls and indestroyable buildings as Simple Object?

#

Will it boost fps?

worthy rampart
#

It could help, but walls can be destroyed. If you have any objects that you put this allowDamage false in their init, then it's pretty safe to replace it with a simple object

#

AI path finding doesn't work with them though

torn tree
#

Marking things as simple objects will improve the performance though

ancient verge
#

so they won't see it and try to walk through?

#

or they just won't get inside building marked as simple?

torn tree
#

Thats a good question actually. If they can simply not pathfind inside buildings, it would be alright. If they ignore that the structure is there, uhhh that'd be bad. I'll guess I'm gonna test that later

ancient verge
#

Hmmm

#

I will avoid doing that for now. It's not a big mission anyway

#

okay thanks

#

what's average visitors/day for new missions on workshop?

#

dunno if my mission is popular or not if I can't compare the results ๐Ÿ˜‰

ancient verge
#

I got about 100 visitors/day

#

don't know if it's a good score but it satisfies my as it was my first mission

#

ehhh, got next AI related issue

#

I placed vehicle and set it's task to defend

#

when I attack vehicle just sits there

#

it should hunt me down

#

he's stuck to the ground like idiot. Anyone got an idea?

ancient verge
#

nvm, started working after I spawned second one. Jesus these bugs

tired kite
#

Need help findin a tool.
There was a mission making GUI on armaholic that worked side by side with eden to handle a lot of the basic process for you. I cant remember the name, anyone know what im talking about?

tired kite
#

Yes ADAM that's it cheers mate

#

Has anyone any experience with this?

#

Am I saving time using this over something like Eden Enhanced?

solar idol
#

Hi, I was wondering if someone could help me with my lakeside server for some some reason it is looping and i cannot understand why would it be possible to have someone look with me with a second pair of eyes?

sinful rampart
#

What do you mean by looping?

solar idol
#

it fails to read the file then try's again

sinful rampart
#

How does it fail. What does it say?

solar idol
#

wait le me repoduce

sinful rampart
#

We need all available information to help you.

solar idol
#

@sinful rampart ^^

sinful rampart
#

Well the Vehicle CG_ATF_Handcuffs is missing the minHeight entry. Tell the guy that made that Vehicle that it is broken.

#

What's that message about maxPing?

solar idol
#

idek? ill look in the mission file

#

@sinful rampart No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.minHeight'. where do i find this?!

#

this is the error i think but idk

sinful rampart
#

I already told you that is the error

#

Did you just ignore what i said and asked you?

solar idol
#

oh

#

ok

#

do you know how i can disable it?

#

tho

sinful rampart
#

Stop using CG_ATF_Handcuffs in your Mission. Whatever that thing is. If it's your Mission then you'll know what that is.. If not then ask the guy that made the Mission. If he doesn't exist then ask the Girl that made the Mission.

solar idol
#

okie still fucked D: we are looking for devs anyways so ya

sinful rampart
#

R You opening up a new Life server?

solar idol
#

no i am a server guy on a current one want me to pm u the details? @sinful rampart

sinful rampart
#

No need. Are you maybe missing required Mods?
Why doesn't the mission work if the server already existed and supposedly worked for some time?

solar idol
#

i think we have found the issue ahahhahaha we use custom coded shit xD

sinful rampart
#

Did you just call Life code shit? You are my man bro! ๐Ÿ˜„

solar idol
#

and i found the error in the mod lols #FuckMeAAndFuckMeGoood ๐Ÿ˜›

#

@sinful rampart could you actually come and chat with me on ts?

sinful rampart
#

no

dreamy yarrow
#

Hi just wondering how do you remove map objects fro mthe eden edittor using their id's? thanks just asking cause i forgot XD

#

I remember being able to remove the objects in the eden editor using their ids then putting them into a game object so when the game loaded those objects would be gone

slow merlin
dreamy yarrow
#

nah i found it thought

#

its delh = [0,0,0] nearestObject 1115232; delh hideObject true;

#

and the 1115232 is where the id goes

icy hemlock
#

How can I make enemies fire in the air?

#

I want some AAA guns behind some hills.

#

Firing tracers into the nightsky.

tired kite
#

Isnt there an ambient tracers script?

torn tree
#

There's a module for tracers

icy hemlock
#

Oh.

#

Sweet.

tired kite
#

Sorry module yes

#

Im not sure how u angle it tho ive not used it

torn tree
#

Its random

#

It fires into the sky at random angles

fossil ivy
#

hello

#

im looking into making a zeus mission for my friends and I was wondering if there was a way or tool allowing a more direct way to give orders to units as zeus - not taking control of them as a player, but bypassing the AI so when you order a unit to go somewhere, they do so regardless of the combat situation (so no wandering arround, taking cover & such)

daring dock
#

You just want to disable their autocombat

#

And they'll only go into combat mode when you say you want them to @fossil ivy

brisk sinew
#

what's the best revive script around lately

signal coral
#

Native revive is fluid

brisk sinew
#

wonder if i could do some scripting on vanilla revive to make it so you can't get killed while down

#

i guess giving every player a handledamage that ignores the damage if their lifestate is unconscious would work

prime dome
#

could use Simple Wounding System

#

don't know if it's available independently of F3 though

#

i guess giving every player a handledamage that ignores the damage if their lifestate is unconscious would work
just make them captive

#

(setCaptive)

brisk sinew
#

i've found it's not rare for a second bullet to hit you as you fall and kill you outright

prime dome
#

hasn't happened to us (using F3/SWS)

#

unless MG firing at you

#

but then i think our transition to injured state is instant

brisk sinew
#

oh yeah, i meant with native revive. i'll see if i can use SWS

fossil ivy
#

@daring dock thanks

daring dock
#

Huh wha

#

Oh ya

#

No prob

grave harness
#

Is there a mission where you have a "modern army" vs "ww2" battle?

#

Was trying out a concept where a squad was teleported back in time, but i find it hard to think of a story/task after that

tough frigate
#

Lol ? What would you do if you were teleported back in time ? I would just try to find a way to go back

grave harness
#

True

#

But imagine this

#

You are a German Bundeswehr squad that suddenly finds themselves in France 1944

#

Suddenly, you run into a squad of US soldiers

#

What will you do?

#

engage?

#

flee?

daring dock
#

but my animeeee

tough frigate
#

Well, I think it would be more like asking themselves what's going on and be forced to engage as the Americans do

grave harness
#

@daring dock Familiar with Zipang ? ๐Ÿ˜›

tough frigate
#

Your story is tricky

daring dock
#

No but it sounds like another movie that did this

tough frigate
#

I guess it would depend on the characters

grave harness
#

Well, a simple story would be, you have to find a way through an ongoing battle between US and German soldiers...

tough frigate
#

Depends on the Squad Leader imo

#

You can even let the choice to the player

daring dock
#

It was called The Final Countdown i think

grave harness
#

correct

daring dock
#

A US carrier with f-14s fights A6 Zeros

#

First of all there are a lot of factors to this mission plan that aren't controllable. It'd probably make a better movie than mission

grave harness
#

There's an anime called Zipang with a really simular situation.... modern Japanese navy Destroyer finds himself suddenly in WW2. They have some dilemas about joining the battle (or a side) while they get hunted by both Americans and Japanese navy

#

They don't want to change history and join the Japanese (Who would lose the war), but they also don't want to join the US (who are their modern-day allies).

#

i thought the anime was pretty cool, to bad it only covered like 1 or 2 volumes of the manga

#

ANYWAY

#

Thinking about how to create a simular scenario in Arma would work

daring dock
#

Very difficult

tough frigate
#

Good luck writting the scenario

daring dock
#

Because standoffs don't happen in Arma

#

Not only will you have people joining in progress, being very confused as to what's happening and have someone accidentally ruin it for EVERYONE else but your intentions are for more complicated than any player can put together on the fly.

tough frigate
#

You can lock the server once started + He did not specified it's an MP scenario

daring dock
#

I mean... How are you going to get voices

#

Sp is certainly easier than mp for this but i always assume mp

grave harness
#

Maybe you're thinking bigger than i was Drifting ๐Ÿ˜›

daring dock
#

I mean is your intention to drop a player in the middle, have them decide who to shoot, and then kill that entire side?

grave harness
#

I currently had this noted down as a Scenario idea

  • Bundeswehr units
  • You are in a modern day base in the evening, you get the task to move your squad to an FOB using a jeep as transport
  • On the way, there's a strange beam from the sky, destroying your jeep and knocking you out

(Using this neat script: https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 )

  • You wake up, seeing that it's daylight, the jeep destroyed.
  • No radio contact
  • You are close to an FOB, task is to move to that base
  • Base is not there
  • Another beam of light in the sky in the distance
  • Task to investigate source

..... BUT THEN

daring dock
#

At least you found something for the beam

grave harness
#
  • Task to investigate source
  • ???
  • ???
  • Spaghetti
  • ???
  • ???
  • Find East Wind device
  • Blow up
  • Return to modern day
daring dock
#

You wake up? How's that sequence transpire

#

Sounds like you have a most of the plan missing besides the introduction

grave harness
#

yea, i have an idea how to set it up, but not how to follow through

#

i'd say that on the way to the beam, you encounter a base/village/patrol

#

i think i just have to ditch all morals and just state KILL EVERYTHING

#

who cares if history changes ๐Ÿ˜›

tough frigate
#

lmao

daring dock
#

Nazis win GG

#

When the tp back everything has nazis

grave harness
#

๐Ÿ˜„

daring dock
#

They are Nazis

grave harness
#

WO IST DEINE SWASTIKA SOLDAT?

#

BUNDESWEHR? WAS IST THAT ?

daring dock
#

Lol

#

In any case you never did say if this was single or multiplayer

grave harness
#

anyway, i just wanna do a modern vs ww2 scenario that isnt just... spawn in ... kill stuff and blow up stuff... end mission

#

oh

#

right

#

MP for a closed group ๐Ÿ˜›

daring dock
#

Of how many

grave harness
#

about 8 (a squad)

#

i could accomplish some rules and story telling through Zeus though

daring dock
#

I mean it's not awfully big but it will be hard to not only get people to take it seriously but follow through on what you want

tough frigate
#

You could litteraly create a whole fucking game with this scenario

grave harness
#

"Darkest Days"

#

Where you shoot Roman soldiers with an M4

daring dock
#

I feel like I have some videos on this that could help, but I won't post them here so pm me

#

There was also an anime called Gate

#

Where f-4s shot down dragons

#

Apparently Darkest of Days sucked

grave harness
#

lol

#

There was also a short story on Reddit about marines traveling to Roman times

#

"Rome, Sweet Rome"

#

The story is a fictional account of what might happen if a Marine Expeditionary Unit (MEU) of 2,200 men were to be somehow transported through time from their base in modern-day Kabul, Afghanistan to the time of the Roman Empire when being ruled by Augustus Caesar, appearing near the Tiber River in 23 BCE with their full allotment of equipment - M1 Abrams battle tanks, bulletproof vests, M249 SAW light machine guns, M16A4 rifles, and grenades, but with no way to resupply with fuel or ammunition when depleted

daring dock
#

Uhuh

grave harness
#

oh god, they are planning to make a movie from that

#

The full story is not publicly available because the rights were bought by Warner Bros., which announced the production of its movie adaptation

#

Anyway, thanks for thinking with me ๐Ÿ˜›

#

it's something else then the constant questions about scripts and triggers

tough frigate
#

right

daring dock
#

But question

#

how are you going to use scripts and triggers

spark wadi
#

Is there a way to hide tasks? The old editor a few months back made it easy. But the new system for objectives does not have a default 'hidden' action. Any ideas?

daring dock
#

hide tasks? you mean just make them no visible in journal?

spark wadi
#

Yes

#

I can only find things like assigned. Successful. Failed.

daring dock
#

you would have to delete the task

ancient verge
#

how should I make mission to make it dedi friendly?

spark wadi
#

i want the task to appear after they find intel.

#

but it always shows up.

#

so atm it is just very vague

#

'Follow-Up on Intel' instead of 'Assault Insurgent Safehouse'.

noble radish
#

I believe this may go in here, I'm interested in creating a couple of skins for a few vehicles with my picture for use on my server with the vehicle's only being used by myself, is it possible for people to download them alongside the mission file?

raven whale
#

yes

modern pulsar
#

saved-as a mission to make a different version, but in that one they're out of order (A, C). in the original they're in order (A, B)

#

and nothing has changed except the position of the modules on the map

#

re-syncing them to the main module changed nothing

signal coral
#

is someone cool enough to help me out in editor real quick ? i need a scene for a tutorial im working on but i have no clue about the editor or zeusing

torn tree
#

@signal coral that would depend on what you want to achieve

signal coral
#

its actually quite simple , well in my mind it is ๐Ÿ˜„

limber blaze
#

@grave harness

The story is a fictional account of what might happen if a Marine Expeditionary Unit (MEU) of 2,200 men were to be somehow transported through time from their base in modern-day Kabul, Afghanistan to the time of the Roman Empire when being ruled by Augustus Caesar, appearing near the Tiber River in 23 BCE with their full allotment of equipment - M1 Abrams battle tanks, bulletproof vests, M249 SAW light machine guns, M16A4 rifles, and grenades, but with no way to resupply with fuel or ammunition when depleted

https://myanimelist.net/anime/28907/Gate__Jieitai_Kanochi_nite_Kaku_Tatakaeri?q=gate (?)

signal coral
#

@torn tree i was thinking about 2 bloody soldiers walk up slowly , 1 has the other on his shoulders and shouts for medic or something, like they look really fucked up -explosions in the background and whatnot- maybe they walk towards a little hospital tent , i have players to help me out too if needed , i just need the scene setup

#

or maybe something where a chopper lands and a guy gets out , picks the injured up from the heli and walks it over to the waiting medics or sth so there would be no need for the explosion part

#

but i wouldnt know how to achieve any of that

#

i could prob google myself how to do it if i would know which method to use to achieve sth like that

torn tree
#

@signal coral Faction / Mods / Maps?

#

Everything can basically be done in the editor. One just needs to find the two animations for carrying someone, place something medical related in front of them and spawn an explosion behind them --> Then go into splendid cam and take your picture ๐Ÿ˜„

signal coral
#

well

#

our mod pack for our server is around 20g ๐Ÿ˜„

torn tree
#

dope

#

Let me guess: Cup Terrains and RHS?

signal coral
#

i dont think so

raven whale
#

get on our 30gb level ๐Ÿ˜ณ

torn tree
#

You dont even know what mods you have? D:

signal coral
#

ace cba cup ctab sma stui sup sys tryk ttt xcam those are the ones with most files in mod pack folder

ancient verge
#

any advices how to keep mission dedicated server friendly?

torn tree
#

"sys" "ttt" what are those?

#

@ancient verge Well, make sure that everything that is supposed to run on the server runs on the server and everything that is supposed to run on the client run on the client. Also, make sure you look out for the locality of certain commands, for example when you need to execute local commands globaly ect

ancient verge
#

im doing this anyway because I was hosting mission for friends locally before

#

but thanks for the advice

signal coral
#

idk

#

i think tt is not important for that

#

and sys is admin from the looks

#

i just want it to have our uniform / loadout , the rest doesnt matter to me

tropic ocean
#

any ideas for a long object for a roof? want to make one but most of BI's piers are weird fur using as they are somekind of empty below

tropic ocean
#

Pier (concrete) and a 180 degree turn did the job

icy hemlock
#

Yo.

#

The tracer module seemingly runs out of ammo.

#

Has anybody enounctered that problem?

signal coral
#

anyone willing to help me out simply creating 2 guys that look bloody af , one carrying the other and they just walk towards the camera ?

#

or point me to methods used and i can google it ^

grave harness
#

@tropic ocean - Yea Piers all the way

#

or rocks

tropic ocean
#

@grave harness Your lightning is nice. Mine is just bright as the map time is 1 pm

torn tree
#

@icy hemlock I have but you can probably give them infinit with a fired eventhandler

#

this addeventhandler ["Fired", {(_this select 0) setvehicleammo 1}]

grave harness
#

kinda wished the spotlights would give a bit more ambient light

#

instead of that straight beam to the ground

#

Also, in this image you see that the spotlights just stop halfway through the corridor. If you moved closer, they flicked on..

http://i.imgur.com/s2dKVXj.jpg

edgy gull
#

You might be hitting the dynamic light source limit.

#

You could attach manually created light sources to those spots, but it would only make the flickering worse

daring dock
#

#bringbackspotlights

daring dock
#

Arma 4 we brought back the most request vehicle by our users, spotlights

#

We can't figure out why they wanted spotlights so bad but we spend half the development cycle dedicated to spotlights

prime dome
#

at least we'll get dynamic shadows

daring dock
#

some day

#

Still I would be excited for advanced AI

#

like... really good one

torn tree
#

Spotlights in arma 2 were waaaaaaaaaaay too freaking bright

#

lit up way too much

daring dock
#

Spotlights are actually that bright though

torn tree
#

Flashlights were good spotlights though

#

Yeah but the light travels through the entire terrain

daring dock
#

Quantum leaping spotlight

torn tree
#

We once had a night mission with NVG's and spotlights and you knew they were there because the entire area was basically lit

daring dock
#

I thought you were talking about like looking directly at it

torn tree
#

no

daring dock
#

ya they juts didn't add any falloff

torn tree
#

You aim it somewhere and you have a gigantic bright area

#

While every other game shows spotlights only really lighting up a circle at the exact spot where it is aimed at without acting like an oversized car headlight

#

And now in Arma 3, flashlights have almost no use ๐Ÿ˜ฆ

#

I still wonder if there is a PvP mission where flashlights could be used to actually FIND someone instead of being easy to be found

#

IRL you use flashlights so you can see in the dark. In arma, flashlights are used so that the enemy without a light can kill you without seeing anything of you

#

Fun fact: The AI generally ignores flashlights because they don't detect the light itself ๐Ÿ˜„ BUT the AI can easily spot anything that is being lit up by it

prime dome
#

With a flashlight the AI was sometimes able to spot a running target at more than 100m. Now the flashlight won't help the AI detect targets beyond 30-40m. That is still better than - without FL or NVG - a pitch black night where the AI almost exclusively relies on its hearing. Of course, when you decide to wander under the lights of streetlamps .... better shoot the bulbs ;) And don't even think about switchin on your own torch. - oukej

#

Viper squad confirmed

torn tree
#

@prime dome well atleast back in arma 2 the AI didnt care if ya had your light on

#

Sometimes they actually didnt care when it was off either

#

Like I remember how they kept shooting us everytime we peaked while it was pitch black and the AI somehow saw

#

100m+ away too :D

prime dome
#

At present they don't care about laser pointers though

torn tree
#

And thats why I cant take AI serious. If a player sees a light or a laser or a random smoke, they'll stalk you and investigate. AI = mhe

signal coral
prime dome
#

And thats why I cant take AI serious
tbh it's not the biggest issue with AI

urban field
#

anyone know how to get AI to spawn with custom loadouts with EOS?

torn tree
#

@Casey89#7107 yup

#

@prime dome I know it isn't, but you can be much more careless against AI than against players and I feel stupid when I'm expected to behave like the AI would care while I secretly know they don't, like keeping lasers off, not using tracer ammunition (That actually has a different reason in RHS because tracer ammo isn't really good against the body armour of the russians)

empty heron
#

im building my first mission right now, any tips i can take or mistakes i can avoid?

ionic thorn
#

Don't make a mission until you've written it down. If you can't make a story out of it from beginning to end, then it still needs work.

novel rune
#

Disable mods you don't want to have end up as requirements for the mission.

#

Before starting to make the mission.

prime dome
#

like keeping lasers off,
yeah i find that silly vs AI

empty heron
#

๐Ÿ‘Œ thanks guys

ancient verge
#

weird

#

I have custom logo and images in my mission

#

they load if you host using MP

#

but they don't load if I try to host on dedi

#

*.paa not found

#

If I run the mission then go back with #missions then it works...

novel rune
#

Probably wrong paths. Maybe you used absolute paths and not relative paths.

south holly
#

I have a number of invisible target soldiers in my mission and for some reason they're showing up in the role selection screen. I've never had this happen before and I have no idea how to make them go away

prime dome
#

uh make them not playable?

south holly
#

There is no option for that for them

ancient verge
#

path was set by editor

#

nvm I figured it out

#

can someone tell me how to have a semi-transparent white rectangle in UI?

#

If i set rectangle to 1,1,1,0.5 it fades to blck

#

black*

#

instead of being semi transparent

#

Ok figured it out. You need to set all the other colors like BackgroundDisabled BackgroundActive etc because they are still visible under the semi-transparent button

errant topaz
#

Is it possible to have an AI squad garrison a building, however, not move back to their squad formation upon scenario start? i.e still being a squad but all stand in different positions while garrisoning a building

proven portal
#

You can doStop them when they reach their building position

errant topaz
#

I'm garrisoning them in the actual editor before the mission start, so everyone is already in position. Will the doStop still work, also how would I do that?

proven portal
#

doStop this; in their init field

#

That should do the trick

errant topaz
#

Cheers mate I'll try it out

proven portal
#

BTW, if you have CBA in your modset for the mission, you can use their CBA_fnc_TaskDefend, they garrison buildings as well

torn tree
#

@errant topaz @proven portal this disableAI "PATH" is better

#

doStop CAN make the AI still move in certain scenarios. Disabling path will permanently make them hold (they can still turn their body)

proven portal
#

Right, they will still engage

torn tree
#

Yeah and unlike the previous "MOVE", if you just disable "PATH" they can still turn their body to shoot at someone instead of being entirely static

novel rune
#

Last time I used disableAI "PATH" they kept raising and lowering their weapon all the time and didn't engage at all.

old zodiac
#

any one wanta play arma 3 on a custom map that i made I'm looking for ideas and help building

icy hemlock
#

I wanna liven up the battlefield a bit.

#

And kinda have an ambient track going on.

#

Is there an easy way to kinda play music globally?

torn tree
#

@icy hemlock Thats funny, I just randomly found that video yesterday or so ๐Ÿ˜„

#

Play it using playSound "SOUNDNAME"

#

Alternativly you could also define it as a music track, but it is easily possible that some players have music disabled and since this is not really optional music, I suggest to use playSound instead

icy hemlock
#

Thank you.

#

I think that should create some great atmosphere.

fossil onyx
#

guys when using arrays how do i select all

#

this is my script

#

_array1 = [enemy1, enemy2, enemy3, enemy4, enemy5, enemy6, enemy7];
_array2 = {team1, team2, team3, team4};

_array1 select all setCombatMode "blue";
_array2 select all setCombatMode "blue";

#

how would i go about setting all array1 and array2s units to combatmode "blue"?

edgy gull
#

{_x setcombatmode "blue" } foreach (_array1 + _array2)

fossil onyx
#

hmm still getting errors with that

#

wait never mind

#

ity works

#

thanks

novel rune
#

_array2 is not an array, it's a function.

#

[array]

#

{function}

ancient verge
#

My mission works well on local computer or hosted on computer MP

#

but on dedi units simply don't move

#

they're stuck in the air...

novel rune
#

Sounds like the dedicated server is missing some mods.

#

Or has an older version.

#

I remember when my Comm tested the Puma when it was still WIP.

#

Someone didn't load the newest build and saw all Pumas stuck in the ground.

ancient verge
#

I'll show you what I mean

novel rune
#

And when he tried to drive one, he got catapulted into the air.

#

And then the vehicle fell on me and killed me and everyone laughed ๐Ÿ˜ญ

ancient verge
#

look what the hell they're doing

novel rune
#

Do they shoot?

ancient verge
#

yes

#

but they don't move

novel rune
#

hmm

ancient verge
#

maybe it''s bugged result of disableAI "Move"?

#

they are disabled at start but they get enabled later

novel rune
#

Maybe

#

I had some weird issues with disableAI in the past.

ancient verge
#

also it looks like my dedi is not firing "killed" eventHandler

#

when I kill one of them (everyone has killed EH added in init) they should start moving

novel rune
#

killed only triggers where the unit is local. Maybe a locality problem?

ancient verge
#

what do you mean when unit is local?

#

it only triggers on clients?

novel rune
#

It only triggers on the machine where the killed unit was local

#

And if you didn't add the killed eventhandler on the dedicated server

#

And the AI belongs to the dedicated server

#

Then no eventhandler will fire.

ancient verge
#

I added killed EH in init of unit

#

and in function it checks for isServer

novel rune
#

Try to repro it with something very simple.

ancient verge
#

like that

#

this addEventHandler ["Killed", "call GODLIKE_baseVehicleBaseCrewKilled"];
this disableAI "MOVE";

novel rune
#

GODLIKE_baseVehicleBaseCrewKilled is not the simple repro I mean.

ancient verge
#

im telling you how it's done now

#

maybe you'll see some mistake here

novel rune
#

Well if you do it like this,
GODLIKE_baseVehicleBase_UnblockAI
only works on the server machine and that means that units that don't belong on the server machine are blocked, but never unblocked.

#

Maybe baseVehicleBaseCrew is undefined.

#

Shouldn't that variable have a tag anyway?

ancient verge
#

group is called like that

#

in mission.sqm

#

how can unit don't belong to server machine?

#

I don't use HCs

novel rune
#

Idk

#

GODLIKE_baseVehicleBaseShotsTriggered

#

Is this done via fired eventhandler?

ancient verge
#

yes

#

too

#

there are 2 events

#

firedNear and killed

#

they fire two functions GODLIKE_baseVehicleBaseShotsTriggered and GODLIKE_baseVehicleBaseCrewKilled

#

function checks if they're already unblocked. If not it call GODLIKE_baseVehicleBase_UnblockAI

#

which unblocks MOVE

novel rune
#

I would add some diag_log to see if the code is executed correctly.

ancient verge
#

Okay I'll try

#

any way to pack mission to PBO without sending it first to workshop?

novel rune
#

Export

#

Export to MP, open \Arma 3\MPMissions

#

There it should be.

ancient verge
#

thanks

novel rune
#

I think 3den even has a shortcut to the MPMissions folder now. I may have dreamed that tho lol

ancient verge
#

it should be here?

#

C:\Users\Godlike\Documents\Arma 3\MPMissions

#

because it's empty

novel rune
#

No

#

Arma 3\MPMissions

weak niche
#

@ancient verge it's in the arma 3 directory

ancient verge
#

ah okay

#

sry

#

yeah it's here thanks

novel rune
#

Don't apologize for me giving bad directions

ancient verge
#

๐Ÿ˜‰

novel rune
#

I just assumed everyone does it like me and installs Arma at
C:\Arma 3\

ancient verge
#

editor should say saved in ARMA 3 game folder\MPMissions

#

instead of ARMA 3\MPMission, that would be more clear

novel rune
#

Those folders in the user profile are for the unbinned missions.

#

Main folder for the exported missions, which can be selected ingame in MP lobby or "Scenarios".

ancient verge
#

is diag_log visible on standard dedi output without log?

novel rune
#

No you obviously need to check the logs.

#

And what do you mean "without log"?

ancient verge
#

linux dedi runs without log unless you >> redirect it

novel rune
#

You should get the logs if you're trying to debug a dedicated server.

ancient verge
#

ah I see

#

nvm I already enabled logs

ancient verge
#

it looks like everything is working properly

#

I changed disableAI Move to doStop and doFollow

#

gonna give it a try

#

diag_log showed that every function works and triggers are called

#

unfortunately still same

#

I think there may be something wrong with my server

#

if someone would like to test the mission on server I would be very grateful

#

developer console is enabled. Just type position and test if units are moving

ancient verge
#

ok got the issue

#

mission is perfectly fine

#

DO NOT ever enable ARMA enhanced movement on server-side

#

it will give you those movement bugs

novel rune
#

Huh. Strange.

#

Is that mod supposed to alter AI?

ancient verge
#

shouldnt but I im geeting deeper

#

it seems Enhanced movement is not cause of the problems

#

Advanced Rappeling and Advance Urban Rappeling are

#

both from guy duda

#

they cause this

#

I can run server without these two and with enhanced movement and it works

#

even if you enable just one of them then this weird thing appears

#

it alters all AI units with disableAI Move on init

#

in every mission, not only mine

novel rune
#

Should depbo and search for "disableAI" in those two mods.

ancient verge
#

I read the documentation and creator said something about AI units that could rappel themselves from roof

#

so they are probably in state "rappeling"

novel rune
#

Maybe. And that disables their movement

ancient verge
#

as you can see here

novel rune
#

rappelling from the double bed

ancient verge
#

xd

novel rune
#

Maybe the mod has an option to disable this

ancient verge
#

couldn't find it

#

I will disable them for now

#

gonna write to this guy

novel rune
#

Angry letter ๐Ÿ˜ 

ancient verge
#

not for now

#

gonna make it angry if he will reply something like "dont care/dont run it on dedi" ๐Ÿ˜„

limber blaze
#

Is there a way to stop a helicopter from constantly taking off after landing, without enough time for the players to get in?

lapis isle
#

Hey guys!
I need your help. I have created a mission (take over rafinery and destroy tanks) but I don't have any creative thoughts on how to fortify those. Could somebody spare an hour to help me with that?

limber blaze
#

have you tried searching for "fortified tank" in google images?

lapis isle
#

I mean I have camouflaged the tanks they are in a village, but It's an open space (Kakaru on Takistan). I was thinking about making the village fortified and walled. The rafinery on the other hand I have absolutely no clue how to fortify

limber blaze
#

MG nests

#

MG nests everywhere

#

block roads with car wrecks

#

and some razorwire every now and then

#

mine backyards

#

sharpshooters in randomized hidden positions

#

it really depends on how military or improvised you want the fortifications to look

lapis isle
#

Im a bit limited with equipement it's in mid 80's Talibans no I guess MGs and car wrecks is a way ๐Ÿ˜ƒ

river nymph
#

use a lot of the civilian assets

#

wooden crates make excellent walls etc

#

trash bins to block off a street etc

lapis isle
#

hmmm I didn't thought about it. Thank you guys

limber blaze
#

I also really like to booby-trap enemy positions

#

as in, 3 rebels maning a road block, and if they all die after 10 seconds a bomb blows up anybody who tries to loot them xD

lapis isle
#

lol nice idea ๐Ÿ˜„

river nymph
lapis isle
#

I definetely will use it!

river nymph
#

also Shoot House - Wall segments are good for blocking off doors and windows

#

the trick to fortifying a built up are is denying movement of freedom by funneling attackers into a few strongpoints

ancient verge
#

@limber blaze why not use waitUntil {all players are in heli?}

limber blaze
#

That pauses a script

#

it has nothing to do with waypoints

river nymph
#

you could add it as a condition for waypoint completion, though

limber blaze
#

doesn't work

#

the heli ignores it and just takes of

river nymph
#

as a trigger, synched to the land waypoint?

limber blaze
#

nope

river nymph
#

make sure it lands on an invisible helipad, too

limber blaze
#

huron does whatever the fuck huron wants

#

it does land on an invisible helipad

#

sometimes

#

other times it just decides to land somewhere else

river nymph
#

have you tried disableing som AI routines for the pilot?

#

the ones about danger, fleeing, autocombat etc

ancient verge
#

that's the problem with waypoints. I suggest to add them dynamically using script so you can always use waituntil

icy comet
#

I have a problem with the image to paa converter.
I made a screenshot in arma 3 with has the format jpg.
I moved the picture to my desktop.
I opened the converter and I inserted the picture by drag and drop.
Picture appeared in the file list.
Then I pressed process files:
It said: Failed to process logo.jpg

What did I wrong?

lapis isle
#

The simpliest way is to use ARma tools I giess

#

Guess *

#

There is Viewer 2 converter. U need to change in f.e Paint JPG to PNG and than paste it to Viewer 2 and save as PAA

#

TexView2

icy comet
#

oh okay

#

thanks

ionic thorn
#

@Toczer#9497 in addition to the posts above, I like to make roadblocks but leave an obvious escape route. The escape route typically has some sort of explosive trap waiting for those that come through.

daring dock
#

Looks like he either left or mentions are broken

#

ยฏ_(ใƒ„)_/ยฏ

lapis isle
#

no no Im still here. something wrong with mentions

#

@ionic thorn I will definetly add them too. It's just that I'm wondering how it will look overall as the "town" is accessable from every direction so making a roadblock will look funny :D
https://scr.hu/2rOpmq
https://scr.hu/JNygBr

fossil onyx
#

guys how would i go about using an array in a condition

#

such as

#

(!alive _array1)

#

when array 1 is made up of all units

daring dock
#

?

ionic thorn
#

@Toczer#9497 if you wanted to place explosives on the road, barricade one entrance, and mine the other. Or, continue the wall around the village. Leave a few openings that you can block with barrels or crates. Be sure to leave a few open to enter by and leave surprises at the other ones. A good rule of thumb is to slow down the opposing forces, not completely prevent them from entering. At least for mission making anyway.

clever monolith
#

hey guys, so i've been using BIS_fnc_ambientAnim to get AI to perform various animations and they look great. Now if I want to terminate them the BIS_fnc_ambientAnim__terminate function is very ugly and it is an instant switch to normal stance. Is there a way to terminate the animation and have them naturally resume normal stance?

ionic thorn
hollow spade
#

Is there a way to link objects to the same probability?
Like, if one part of it isn't there then none of it is there?

grave oracle
#

You can do many things with script @hollow spade

hollow spade
#

Oh dear.
This is gonna be an adventure isn't it?

grave oracle
#

It is a fun adventure! Look at creating/editing scripts as a game in itself and it will become a lot more fun!

#

Whats your theory @hollow spade ?

#

Like what is the mission idea?

hollow spade
#

Well, it's going to be semi-ambient.
A survival esque type deal for my community

grave oracle
#

Sounds like you got your work cut out for you!

hollow spade
#

Yeahhhhhh

old zodiac
#

hey i got a problem with adding a costom texture to a sign. I'm using a paa and i have other billboards that work just fine but this texture i have wont load on a billboard or the avertizing sign I want it to load on

#

is it a problem with transparentcy?

stiff lantern
#

Since the last update I don't seem to have the drop down option to initiate a trigger via Radio commands? Anyone else having this same problem?

sinful rampart
#

Drop down menu immediatly closing?

stiff lantern
#

yep

sinful rampart
#

Known bug. Already fixed for a while I think. But forgotten in Hotfix. I think solution is to set UI size to very small. In the graphics options

stiff lantern
#

ah ya setting to very small did the trick

#

thanks

icy hemlock
#

I tried something new.

#

And emulated a drone that recons the mission area before the mission begins.

#

If you want the overlay.

split valve
#

Cool. Thanks. ๐Ÿ˜ƒ

daring dock
#

That's what I do too

#

it's cool and feels official

#

In one mission I actually recorded video of the drone getting shot down and showed it to the players as part of the briefing to discern where the missiles came from and recover the drone.

icy hemlock
#

Yeah my next mission will include a plane that flies overhead, once the main objective has been completed.

#

And it gets show down, as to which my team will be called to blow up the remaining plane.

#

to destroy any information on it.

#

Quick question: What is the easiest way for a mission splash screen?

#

Like, black, with some text, that then fades into the mission?

daring dock
#

Titletext command

#

Have it waitUntil all players are ready

wanton dome
#

hi, can anybody tell me why this trigger condition does not work on dedicated: "({_x in b1bmission} count thisList) > 0;"

#

workds in multiplayer

daring dock
#

Something wrong with b1bmission?

wanton dome
#

no, its the name of the vehicle

umbral acorn
#

can anyone tel me the difference between VCOM mod vs script?

daring dock
#

Mod is based on a file on the server, script is based on the mission file @umbral acorn

umbral acorn
#

any difference in performance or functionality apart from increased mission filesize?

daring dock
#

The mod uses some more functions that addons can use, minor performance diffrence

#

Also the mod is probably up to date

umbral acorn
#

ah right

prime dome
#

@wanton dome @rotund hamlet sounds like a locality issue

#

by works in multiplayer i assume you mean local host?

#

is your trigger set to "server only"?

#

or is it global?

wanton dome
#

@prime dome yes local mutliplayer works. trigger was not set to server only, will test. thanks

ancient verge
#

hmmm. Any easy way to make OPFOR hostile against Takistan Milita and Army?

#

by opfor i mean RHSAFRF Russians

#

the only way I know is to make russians BLUFOR by assigning commander and deleting him

#

but it's a hac

#

hack*

ancient verge
#

Im also afraid about how giving a new commander will affect the old one scripts

torn tree
#

@ancient verge It isn't a hack. The game will assign the side of the unit based on the group it is in. It's perfectly normal behaviour. Also what are you afraid of? This is absolutly safe, since 3DEN it is even safer because you dont have to set the probability of presence of the blufor commander to 0% and the unit will instantly get his new side applied (its even copy paste friendly) so literally nothing can go wrong. Also, that IS the easiest way to reassign units. The only alternative would be to run a script which would create a blufor side and let everyone of those join in (resulting in all placed waypoints being deleted)

ancient verge
#

ok so lets say I have takisstan militia group

#

I assign patrol script start in group leader init

#

but I want to change the side so I spawn BLUFOR commander and link him to old group leader

#

won't it affect script in old leader init because he's not a leader anymore?

#

for a while at leats

torn tree
#

First of all, how is the takistan milita group being spawned?

ancient verge
#

editor

torn tree
#

You dont need the old blufor commander. Place a group of opfor, then link them to a blufor guy and then delete the blufor guy in editor. What do you see? A lot of former opfor's with a BLUE group marker

ancient verge
#

really? Lol i'll test

torn tree
#

Yeah

ancient verge
#

even if it's 23:26 xD

torn tree
#

The change is applied INSTANTLY

ancient verge
#

so it works the same as I it would work if I change side through mission.sqm edit?

torn tree
#

yup

#

Except it works without needing to do that but yeah, the new side is assigned to the unit even when you delete the blufor guy again

#

I know what confuses you. The old editor required you to place a blufor guy, link all opfor to him and then delete the blufor guy AFTER launching the mission / probability of presence -> 0% but it works much better now. Also, it is copypaste friendly, like if you take your group or even just a single unit that has its side changed and copy & paste him, he will still be blufor

ancient verge
#

it works thanks

#

you saved me a lot of headache

#

imho it's stupid that mission maker can't define sides of factions

#

or at least hostility between them

#

im making a mission where takistan militia's are in fact ISIS soldiers so I need them to be INDFOR so USA and Russia can both fight them

#

and it works, thanks for the idea again

torn tree
#

np

#

There is only one small issue with that

ancient verge
#

units spawned by script I suppose?

torn tree
#

Well its with the vehicles and teamkilling empty vehicles. If you for example have some sort of Opfor Vs Opfor scenario and you turn the enemy into blufor, then the vehicles they use are still alligned to opfor which means if you destroy empty "enemy" vehicles as opfor it'll count as destroying friendly vehicles

#

Despite those vehicles being used by the enemy. Unless someone is mounting them, then that doesnt count

ancient verge
#

but AI won't shoot at empty vehicle?

torn tree
#

Nope

#

But players might ๐Ÿ˜„

ancient verge
#

so it's only affecting score ?

#

basically

torn tree
#

Yeah, and rating which can result in friendly AI seeing you as enemy and such

#

Its always a lil bit tricky destroying vehicles originally meant for blufor as blufor when they are empty and actually used by the enemy with the objective being to destroy the vehicles

#

But the player side in your mission is blufor?

ancient verge
#

no it's opfor

torn tree
#

And what is the ORIGINAL side of milita?

ancient verge
#

opfor

#

changed that to indfor

torn tree
#

Dont destroy empty vehicles then ๐Ÿ˜„

#

Or else arma will think that you being opfor destroyed friendly opfor vehicles. If they are used by an enemy AI then it will count as a kill, its just for things that are empty / just parking around

ancient verge
#

what about editing mission.sqm to mark empty vehicles as indfor?

torn tree
#

^ Never tried that

#

Also all the russian players will be able to take the uniforms of the militia

ancient verge
#

it's coop anyway so no problem

torn tree
#

yeah

ancient verge
#

versus ai only

torn tree
#

Fun fact

#

The group doesnt matter when it comes to who can take which uniform

#

If I set a blufor guy as opfor, he can still only take blufor gear. It's basically linked to the units config / classname

#

Another fun fact: Civilians can use EVERYTHING. Take a civ set him to a side and gear him up. Taadaa you have removed the uniform restriction

ancient verge
#

hmm

torn tree
#

Actually dont do that

#

Unless it is JUST for players

ancient verge
#

Im also thinking about adding simple killed EH to empty vehicles

torn tree
#

Because civ AI even when put to a side and given a weapon still behave too passive

ancient verge
#

it will detect if it was killed by player then addRating + value that was sub

torn tree
#

There is an eventhandler for score and rating

ancient verge
#

really? so nice

#

Nice, I can override that

torn tree
#

If it returns the vehicle / unit killed / destroyed, then you can just put some sort of value via setVariable in every enemy vehicle and then when a player destroys an empty vehicle, you can check if it was from the enemy via the variable set

#

Or even better: Disable that entire rating stuff altogether so avoid all issues that come with it

#

Such as, not being able to get into vehicles with people marked as renegades because they shot a civilian or something

ancient verge
#

I would like just to even treat friendly kills as counting

#

that way I can count empty vehicles

#

and in coop missions nobody should even realize that it works a bit odd

#

but I need original EH code for that

#

even better

#

I will override HandleRating

#

it will check for faction

torn tree
#

Rating eventhandler does NOT return the unit destroyed

#

so you cant actually tell what he killed or destroyed D:

ancient verge
#

crap

#

I see now

torn tree
#

handleScore does though

#

or wait, does it?

#

object: Object - object for which score was awarded

ancient verge
#

I see but it's handleScore

#

well wait

torn tree
#

Well, override handleRating so it doesnt do anything anymore and use handleScore to make your own handleRating ๐Ÿ˜„

ancient verge
#

they're separated functions

#

yeah

#

that's what I just thought about :d

torn tree
#

But in multiplayer they kind of both trigger whenever you kill something

ancient verge
#

so handleScore will check for faction

#

if Takistan then +1

#

handleRating will overriding everything with nothing

#

should workl

torn tree
#

But you can still use handleScore to have addRating when used in multiplayer

#

In case you need to add negative values for teamkills

ancient verge
#

I will just yell at my teammates ๐Ÿ˜„

torn tree
#

That'll do

ancient verge
#

nice

#

what about spawned units?

#

I suppose I need to do something with joinsilent and groupcenter?

torn tree
#

Spawned units are easy too

#

Before you spawn a unit, you need to create a group. Just change the side of the group created

ancient verge
#

and when I delete that group will they revert to their proper group leader?

#

or I need setLeader

torn tree
#

You cant delete a group that still has units assigned to it

ancient verge
#

so join grpnull the setleader?

#

and delete dummy

torn tree
#

I dont even know what you try to achieve

#

or why join group?

ancient verge
#

the same thing as with editor placed

torn tree
#

_group = createGroup [east, true];

#

Change "east" to, I dunno, "west" for example

#

_group = createGroup [west, true];

#

--> All units assigned to that group will now be blufor

ancient verge
#

but leader is still same?

#

no weird shi* happens?

torn tree
#

The leader is also blufor

#

Because it is being assigned to a blufor group

#

*shit

#

"independent" --> Would be indfor

ancient verge
#

I know. Im asking if this add to blufor group will change existing leader to someone else

#

but I think it won't

torn tree
#

Try it? ๐Ÿ˜„

ancient verge
#

yup, that's the best way

#

๐Ÿ˜‰

#

ok thanks for the help

torn tree
#

np

ancient verge
#

gonna go to bed now

#

it's already after midnight

#

bb

torn tree
#

gn8 (I have 740 video files to put into a video right now)

tender hare
#

hi guys can sombody help me with a reverse dynamic blurr effect?

#

so from burred to clear

#

0 = ["DynamicBlur", 400, [10]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 20; waitUntil {ppEffectCommitted _handle}; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

#

is use this to blur. but i want it the other way around

solar thorn
#

might just need a ppEffectCommit and uiSleep after disabling it?

#
.....
 waitUntil {ppEffectCommitted _handle}; 
 uiSleep 3; 
 _handle ppEffectEnable false; 
 _handle ppEffectCommit 20; 
uiSleep 20;
 ppEffectDestroy _handle; 
};```
prime dome
tender hare
#

hey ๐Ÿ˜ƒ does someone know in what mission the execution scene was in? i would like to copy it in mine

#

well the one with "Acts_ExecutionVictim_Loop"

ionic thorn
#

There was one in A2 when someone was killed in a warehouse (first thing thats come to mind).

tender hare
#

nevermind got it figured out.

#

victim disableAI "MOVE"; victim setDir (getDir executioner); _pos = executioner modelToWorld [0,0.1,0]; victim setPos _pos; victim switchmove "Acts_ExecutionVictim_Loop"; executioner switchmove "Acts_Executioner_StandingLoop"; sleep 11.7; executioner switchmove "Acts_Executioner_Forehand"; victim switchmove "Acts_ExecutionVictim_Forehand"; executioner playMove "Acts_Executioner_Backhand"; victim playMove "Acts_ExecutionVictim_Backhand"; executioner playMove "Acts_Executioner_Kill"; victim playMove "Acts_ExecutionVictim_Kill"; executioner playMove "Acts_Executioner_Kill_End"; victim playMove "Acts_ExecutionVictim_Kill_End"; victim playMove "Acts_ExecutionVictim_KillTerminal"; victim enableSimulationGlobal false;

#

if somebody wans it

#

the gunshot is mission. figuring it out atm

tender hare
#

`victim disableAI "MOVE";
victim setDir (getDir executioner);
victim setPos (executioner modelToWorld [0,0,0]);

victim addEventhandler ["AnimDone", {if ((_this select 1) == "Acts_ExecutionVictim_Kill") then {playSound3D ["A3\Sounds_F\weapons\Pistols\pistol_st_1.wss", executioner]}}];
victim addEventhandler [
"AnimChanged",
{
if ((_this select 1) == "Acts_ExecutionVictim_KillTerminal") then {
victim setDamage 0.9;
victim enableSimulationGlobal false;
_smallSplash = createSimpleObject ["a3\characters_f\data\slop_00.p3d",(getPosWorld victim vectorAdd [-0.8,2,0])];
_smallSplash setDir random 360;
_smallSplash setVectorUp surfaceNormal getPosWorld _smallSplash;
}
}
];

victim switchmove "Acts_ExecutionVictim_Loop";
executioner switchmove "Acts_Executioner_StandingLoop";

sleep 11.7;

executioner playMove "Acts_Executioner_Forehand";
victim playMove "Acts_ExecutionVictim_Forehand";
executioner playMove "Acts_Executioner_Backhand";
victim playMove "Acts_ExecutionVictim_Backhand";
executioner playMove "Acts_Executioner_Kill";
victim playMove "Acts_ExecutionVictim_Kill";
executioner playMove "Acts_Executioner_Kill_End";
victim playMove "Acts_ExecutionVictim_Kill_End";
victim playMove "Acts_ExecutionVictim_KillTerminal";`

#

so it is done. a little bit clunky bit works fine ๐Ÿ˜ƒ have fun

wanton dome
#

hi, wasnt there a huge enterable rock prop, with a door? or did i dream this? ๐Ÿ˜ฌ

#

thought i saw something like this.. but cant find it anymore

signal coral
#

Does anyone know how to use PBO files i'm trying to put them in the MPmission folder but arma 3 doesnt show them when i want to play it.

wanton dome
#

create a server via multiplay/serverbrowser/host server

#

then click on the map the mission is on and youll see it

signal coral
#

Where can i find this multiplay?

wanton dome
#

multiplayer

signal coral
#

Alright will try this!

wanton dome
#

in game

#

k

signal coral
#

Still not showing ๐Ÿ˜ฆ

#

@wanton dome It's not a workshop mission any idea what im doing rong?

wanton dome
#

steam\steamapps\common\Arma 3\MPMissions

#

sure this path ?

#

should show, just tested it

signal coral
#

Yes steam>steamapps>common>Arma 3> MPMissions

prime dome
#

you sure it's not showing by some other name (like the file name)?

signal coral
#

i'm sure

odd wharf
#

you need them in a folder

#

"mission_name.map"

#

ex: "my_bad_mission.Altis"

odd wharf
#

put it in a folder called "something.Tanoa"

signal coral
#

in the MPMission folder?

odd wharf
#

yes

#

the PBO itself can just be named mission.pbo

signal coral
#

I made a folder inside MPMissions called Tanoa.test

#

and put the mission PBO in there stil no result

odd wharf
#

wrong name format

#

it'd be test.Tanoa

signal coral
#

Does that matter?

#

Do i perhaps need a Addon folder int here aswel?

#

Changed it to test.Tanoa still no effect ๐Ÿ˜ฆ

odd wharf
#

the .map at the end tells it what map to load

#

not sure what other issue you could be having

signal coral
#

is it lowercase sensitive?

#

Even just reinstalled it with no succes ๐Ÿ˜ฆ

prime dome
#

@odd wharf the format is fine, that's what a mission PBO looks like

#

@signal coral i don't know, the pbo looks fine to me

#

maybe try removing the & from the file name?

#

Also, FYI, you either have a folder in the format name.map or you have a PBO called name.map.pbo

#

if you de-PBO the mission you'll get the files

signal coral
#

I did some re checking and apparently Arma 3 has installed itself on 2 diffrent drives
the c drive and the D drive
and it was using the D drive as it's main not the c drive where i kept putting the files in!

#

This was why it wasnt working!

prime dome
#

oh. wow

#

๐Ÿ˜„

#

BTW just so you know, any missions you make yourself will be in Documents > Arma 3 > Profile Name > missions or mpmissions

#

unless you export them, in which case they'll go to the game install folder > missions or mpmissions

signal coral
#

Alright thanks!

prime dome
#

cheers!

hollow spade
#

Anyone know how to lock editor placed buildings from being opened/interacted with?

snow ravine
#

@hollow spade maybe try turning off simulation and/or damage (either by the checkboxes in Eden, or in the init-line: enableSimulation false; enableDamage false - I think that'll work

hollow spade
#

Doesn't disable simulation allow people to walk through the building?

#

I know it does with objects so I'm not sure if buildings are the same

torn tree
#

@hollow spade No. Also if in doubt, test it

#

@hollow spade if you google the problem you'd find a YouTube video explaining a built in way to lock individual doors :)

#

Doesnt work for modded buildings though

fading wing
#

if you can't ask a quick specific question about something arma related, to save yourself googling, then what is the point of this discord?

torn tree
#

@fading wing because I know the answer but I cant post it on my phone

#

Point is: Help people to find the solution to their problem. I know for a fact that there is a video explaining exactly what he needs. My phone internet is just too bad to give him the solution directly

hollow spade
#

I'm just asking while at work. Can't really test it now but I thank you for the response.
ยฏ_(ใƒ„)_/ยฏ

torn tree
#

@hollow spade this setVariable ['bis_disabled_Door_1',1,true];

#

Door_1 would be the door it would lock. Door_2 would lock the second door, Door_3 the third ect

#

I'm just asking while at work.
And I was replying while at work ๐Ÿ˜„ btw are you trying to lock doors of a modded structure or a vanilla one?

hollow spade
#

Vanilla. Least I believe they are vanilla.i remember seeing the garage somewhere on Altis.

torn tree
#

Alright because modded buildings seem to ignore the command atleast in the way I typed it above

hollow spade
#

Yeah, they are those big white garage/barn things. I figure if I have to I could try the disable-simulation maybe.

hollow spade
#

which function could I use in a trigger to make sure 2 objects with a variable are inside? So that once both objects are inside the area the trigger activates.

wanton dome
#

x && y in thislist?

novel rune
#
count ([x,y] arrayIntersect thisList) == 2
hollow spade
#

that is so much easier than my solution
thank you

novel rune
#

yw

#

set theory ftw

hollow spade
#
{[trighelo,_x] call bis_fnc_intrigger and (getposatl _x  select 2 <1)} count [Hawk1,Hawk2] == 2;

I came up with that.
So definitely simpler xD

novel rune
#

Yeah, that would defeat the purpose of the trigger and "thisList".

hollow spade
#

Hopefully final MM related question.
Would there be a simple way to set all BLUFOR AI to be 'aware' instead of 'careless' without interrupting waypoints?

prime dome
#

so probably

{_x setBehaviour "AWARE"; } forEach allGroups select {side _x == west}```
#

although AI are aware by default

hollow spade
#

Now that's fantastic. Thanks a bunch. Been tryna figure this out for a few weeks.
I have them set to careless, because for some reason changing ind hostility mid op seems to bork every now and then

prime dome
#

yeah AI may not deal well with hostility changese

hollow spade
#

So I figured behaviour changes would work better

prime dome
#

NOTE: It is not possible to change the Resistance side relationship while a mission is running.

#

may be why things go wrong

hollow spade
#

Ohhhhh. that explains it.

prime dome
#

er...