#arma3_scenario
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@wide pivot https://community.bistudio.com/wiki/skipTime
although it might be a thing in the trigger's effects as well
ok
thanks
also, how can i make it so that when person x is killed, the objective is done?
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
i tried to copy this ["AmmoboxInit",<box>] spawn BIS_fnc_arsenal;
but it sais invalid expression in init
https://community.bistudio.com/wiki/BIS_fnc_arsenal
look at example 3
the wiki is your friend
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 ahintwhen the condition is done. Condition is what Nuuthei500 wrote.
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.
How can i make the mission stop controlling view distance at all. So that the only factor in view distance is the local settings
wiki is your friend
yes
Setting view distance to <= 0 resets the value to the one set in Options->Video->General->Visibility->Overall
@ionic thorn wow, I didnt realize that this was possible
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
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
@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
ui_f.pbo
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
#include "\a3\ui_f\hpp\defineCommonGrids.inc"
#include "\a3\ui_f\hpp\defineResincl.inc"
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.
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.
Like just specifically "Safezone" or anything safezone related?
safezoneW + safezoneX
or something like that.
This is my baby I'm working on atm:
https://github.com/CBATeam/CBA_A3/blob/eec81f4ca0a7b19d9774d46b013bc8d40bae4006/addons/settings/gui.hpp
Note how it's all readable without weird ui equations or magic numbers.
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?
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)";
Wow
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.
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
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
?
setPlayerRespawnTime 1e10; probably
ok but.. Now i cant actually respawn :p its stuck in spectator. should be i could click spawn to exit spectator
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
The spectator has a "spawn" button?
should be i could click spawn to exit spectator
?
Is there an easy way to spawn a crate inside a certain radius, from like 3 different locations?
https://github.com/CBATeam/CBA_A3/blob/master/addons/common/fnc_randPos.sqf Get a random position in the radius. And just spawn the crate there
You could also then probably do a check to make sure they're far enough apart
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?
by marker is it a map marker?
you might want to try Dowatch or some other ones as well
yeh its a marker on the map
use one of the Helper objects like a sphere or something
make it inivisble and have them aim at that
ok
is there a bug with the vehicle respawn module? in my mission vehicles only respawn once
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;
"Fixed: The Vehicle Respawn Module would only respawn a vehicle once (https://feedback.bistudio.com/T123940) "
was fixed with the hotfix today it seems
oh cool, that explains that then. I think arsenal is broken because of some mod.
but cant help you with the arsenal thing.. noob in scripting
now just have to go through process of elimination
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 ;
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
hm, no idea then
strange
just :arma: things
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..
think i saw something on reddit about brefings being broken? have to go look again
ok cool
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
ok thx. there's just my mission in mpmission on the dedicated
So probably an error in a campaign mission either from vanilla Arma or some mod
ok good to know, thx
Anyone know the command to force the AI to move directly forward? just like the tank commander giving orders
I don't think here is one? Just force a waypoint
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
nah not domove
maybe that would be it
how eactly do i find the x,y,z coords though?
_pos = getpos player;
//_pos = [_x,_y,_z];
also in the editor you can see the xyz on the bottom left etc.
vehicle1 setDriveOnPath (vehicle1 getpos [5,(getDir vehicle1)];
maybe?
@daring dock What ai skills do you use and how many?
usueally forcing them into Aware gets them running
Do you use a set number as setSkill and how many players /ai ?
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.
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
Dynamic simulation?
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
@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.
@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.
@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
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
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.
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
He already said that the vanilla revive system is not what he's looking for
I must've missed that, sorry
What's wrong with deleting everything except main/common/interaction/medical ?
"feels like"
ok
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
? it's optional
Also, it's a great feature.
It's a great feature especially for hardcore game types
@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.
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...
Yeah, launchers and the steam workshop have made it so easy that a lot of people just never learn.
I prefer the old times to be honest :/
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.
๐ 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 ๐ Not happening anymore today
@true meadow Just rehost your customized package of ACE then.
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.
no
Try vanilla revive if you want to get rid of medical equipment.
he wanted an alternative so he could drag people out of cars iirc
@true meadow you should've seen the arma 2 ACRE times. Not one event without someone having technical difficulties
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.
TFAR = Soviets and ACRE = Americans
Swiss
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.
But the allegory remains the same.
true
It turns out that when you're in space with microgravity, having thousands of tiny electrically-conductive particles flying around is pretty damn dangerous
Except pencils are all graphite now
ACRE and TFAR team should play a round of C&C Red Alert ๐ Allies vs Soviets ๐ Made my day @novel rune
@tired kite and graphite is conductive and flammable ๐
Graphite itself is a conductor, but in pencils it's mixed with clay binder and I'm not sure how conductive that is.
I still wouldn't want the stuff floating around my spacecraft if I could help it.
Wake up with a pen or pencil halfway through the track.
Realistic pencil mod confirmed
@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
O2 above a certain level is as well, but you still want it.
Yeah but that is why you don't use too much O2
For the same reason space pens exist ๐
is anybody able to interpret this? what's wrong with my mission? https://pastebin.com/C0Bmb41R
forgot something: https://pastebin.com/WJhgDFpS
Should I mark all the things like walls and indestroyable buildings as Simple Object?
Will it boost fps?
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
Marking things as simple objects will improve the performance though
so they won't see it and try to walk through?
or they just won't get inside building marked as simple?
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
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 ๐
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?
nvm, started working after I spawned second one. Jesus these bugs
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?
Yes ADAM that's it cheers mate
Has anyone any experience with this?
Am I saving time using this over something like Eden Enhanced?
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?
What do you mean by looping?
it fails to read the file then try's again
How does it fail. What does it say?
wait le me repoduce
We need all available information to help you.
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?
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
I already told you that is the error
Did you just ignore what i said and asked you?
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.
okie still fucked D: we are looking for devs anyways so ya
R You opening up a new Life server?
no i am a server guy on a current one want me to pm u the details? @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?
i think we have found the issue ahahhahaha we use custom coded shit xD
Did you just call Life code shit? You are my man bro! ๐
and i found the error in the mod lols #FuckMeAAndFuckMeGoood ๐
@sinful rampart could you actually come and chat with me on ts?
no
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
You're probably talking about something like this: https://youtu.be/gCowVgQMlv8
nah i found it thought
its delh = [0,0,0] nearestObject 1115232; delh hideObject true;
and the 1115232 is where the id goes
How can I make enemies fire in the air?
I want some AAA guns behind some hills.
Firing tracers into the nightsky.
Isnt there an ambient tracers script?
There's a module for tracers
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)
You just want to disable their autocombat
And they'll only go into combat mode when you say you want them to @fossil ivy
what's the best revive script around lately
Native revive is fluid
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
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)
i've found it's not rare for a second bullet to hit you as you fall and kill you outright
hasn't happened to us (using F3/SWS)
unless MG firing at you
but then i think our transition to injured state is instant
oh yeah, i meant with native revive. i'll see if i can use SWS
@daring dock thanks
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
Lol ? What would you do if you were teleported back in time ? I would just try to find a way to go back
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?
but my animeeee
Well, I think it would be more like asking themselves what's going on and be forced to engage as the Americans do
@daring dock Familiar with Zipang ? ๐
Your story is tricky
No but it sounds like another movie that did this
I guess it would depend on the characters
Well, a simple story would be, you have to find a way through an ongoing battle between US and German soldiers...
It was called The Final Countdown i think
correct
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
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
Very difficult
Good luck writting the scenario
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.
You can lock the server once started + He did not specified it's an MP scenario
I mean... How are you going to get voices
Sp is certainly easier than mp for this but i always assume mp
Maybe you're thinking bigger than i was Drifting ๐
I mean is your intention to drop a player in the middle, have them decide who to shoot, and then kill that entire side?
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
At least you found something for the beam
- Task to investigate source
- ???
- ???
- Spaghetti
- ???
- ???
- Find East Wind device
- Blow up
- Return to modern day
You wake up? How's that sequence transpire
Sounds like you have a most of the plan missing besides the introduction
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 ๐
lmao
๐
They are Nazis
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 ๐
Of how many
about 8 (a squad)
i could accomplish some rules and story telling through Zeus though
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
You could litteraly create a whole fucking game with this scenario
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
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
Uhuh
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 ๐
it's something else then the constant questions about scripts and triggers
right
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?
hide tasks? you mean just make them no visible in journal?
you would have to delete the task
how should I make mission to make it dedi friendly?
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'.
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?
yes
anyone know what controls the order of these UI elemets? http://i.imgur.com/szZ9AYq.png
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
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
@signal coral that would depend on what you want to achieve
its actually quite simple , well in my mind it is ๐
@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 (?)
@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
@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 ๐
i dont think so
get on our 30gb level ๐ณ
You dont even know what mods you have? D:
ace cba cup ctab sma stui sup sys tryk ttt xcam those are the ones with most files in mod pack folder
any advices how to keep mission dedicated server friendly?
"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
im doing this anyway because I was hosting mission for friends locally before
but thanks for the advice
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
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
Pier (concrete) and a 180 degree turn did the job
Yo.
The tracer module seemingly runs out of ammo.
Has anybody enounctered that problem?
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 Your lightning is nice. Mine is just bright as the map time is 1 pm
@icy hemlock I have but you can probably give them infinit with a fired eventhandler
this addeventhandler ["Fired", {(_this select 0) setvehicleammo 1}]
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..
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
#bringbackspotlights
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
at least we'll get dynamic shadows
Spotlights are actually that bright though
Flashlights were good spotlights though
Yeah but the light travels through the entire terrain
Quantum leaping spotlight
We once had a night mission with NVG's and spotlights and you knew they were there because the entire area was basically lit
I thought you were talking about like looking directly at it
no
ya they juts didn't add any falloff
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 ๐ฆ
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 ๐ BUT the AI can easily spot anything that is being lit up by it
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
@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
At present they don't care about laser pointers though
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
@The German Mason#4551 https://puu.sh/vbpAH/dbacd2e1cc.mp4 you think thatll do ? so i dont have to try and make shit in editor
And thats why I cant take AI serious
tbh it's not the biggest issue with AI
anyone know how to get AI to spawn with custom loadouts with EOS?
@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)
im building my first mission right now, any tips i can take or mistakes i can avoid?
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.
Disable mods you don't want to have end up as requirements for the mission.
Before starting to make the mission.
like keeping lasers off,
yeah i find that silly vs AI
๐ thanks guys
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...
Probably wrong paths. Maybe you used absolute paths and not relative paths.
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
uh make them not playable?
There is no option for that for them
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
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
You can doStop them when they reach their building position
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?
Cheers mate I'll try it out
BTW, if you have CBA in your modset for the mission, you can use their CBA_fnc_TaskDefend, they garrison buildings as well
@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)
Right, they will still engage
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
Last time I used disableAI "PATH" they kept raising and lowering their weapon all the time and didn't engage at all.
any one wanta play arma 3 on a custom map that i made I'm looking for ideas and help building
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?
@icy hemlock Thats funny, I just randomly found that video yesterday or so ๐
What you need is https://community.bistudio.com/wiki/Description.ext#CfgSounds
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
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"?
{_x setcombatmode "blue" } foreach (_array1 + _array2)
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...
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.
I'll show you what I mean
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 ๐ญ
Do they shoot?
hmm
maybe it''s bugged result of disableAI "Move"?
they are disabled at start but they get enabled later
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
killed only triggers where the unit is local. Maybe a locality problem?
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.
Try to repro it with something very simple.
like that
this addEventHandler ["Killed", "call GODLIKE_baseVehicleBaseCrewKilled"];
this disableAI "MOVE";
GODLIKE_baseVehicleBaseCrewKilled is not the simple repro I mean.
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?
group is called like that
in mission.sqm
how can unit don't belong to server machine?
I don't use HCs
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
I would add some diag_log to see if the code is executed correctly.
Okay I'll try
any way to pack mission to PBO without sending it first to workshop?
thanks
I think 3den even has a shortcut to the MPMissions folder now. I may have dreamed that tho lol
it should be here?
C:\Users\Godlike\Documents\Arma 3\MPMissions
because it's empty
@ancient verge it's in the arma 3 directory
Don't apologize for me giving bad directions
๐
I just assumed everyone does it like me and installs Arma at
C:\Arma 3\
editor should say saved in ARMA 3 game folder\MPMissions
instead of ARMA 3\MPMission, that would be more clear
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".
is diag_log visible on standard dedi output without log?
linux dedi runs without log unless you >> redirect it
You should get the logs if you're trying to debug a dedicated server.
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
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
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
Should depbo and search for "disableAI" in those two mods.
I read the documentation and creator said something about AI units that could rappel themselves from roof
so they are probably in state "rappeling"
Maybe. And that disables their movement
as you can see here
rappelling from the double bed
xd
Maybe the mod has an option to disable this
Angry letter ๐
not for now
gonna make it angry if he will reply something like "dont care/dont run it on dedi" ๐
Is there a way to stop a helicopter from constantly taking off after landing, without enough time for the players to get in?
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?
have you tried searching for "fortified tank" in google images?
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
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
Im a bit limited with equipement it's in mid 80's Talibans no I guess MGs and car wrecks is a way ๐
use a lot of the civilian assets
wooden crates make excellent walls etc
trash bins to block off a street etc
hmmm I didn't thought about it. Thank you guys
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
lol nice idea ๐
https://i.gyazo.com/bffdc5998f18caf6dd768dd38ca25b01.jpg
here for some inspiration
I definetely will use it!
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
@limber blaze why not use waitUntil {all players are in heli?}
you could add it as a condition for waypoint completion, though
as a trigger, synched to the land waypoint?
nope
make sure it lands on an invisible helipad, too
huron does whatever the fuck huron wants
it does land on an invisible helipad
sometimes
other times it just decides to land somewhere else
have you tried disableing som AI routines for the pilot?
the ones about danger, fleeing, autocombat etc
that's the problem with waypoints. I suggest to add them dynamically using script so you can always use waituntil
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?
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
@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.
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
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
@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.
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?
Theres https://community.bistudio.com/wiki/BIS_fnc_ambientAnimCombat but as you may be aware, the animations there arent as varied as in BIS_fnc_ambientAnim
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?
You can do many things with script @hollow spade
Oh dear.
This is gonna be an adventure isn't it?
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?
Well, it's going to be semi-ambient.
A survival esque type deal for my community
Sounds like you got your work cut out for you!
Yeahhhhhh
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?
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?
Drop down menu immediatly closing?
yep
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
I tried something new.
And emulated a drone that recons the mission area before the mission begins.
If you want the overlay.
Cool. Thanks. ๐
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.
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?
hi, can anybody tell me why this trigger condition does not work on dedicated: "({_x in b1bmission} count thisList) > 0;"
workds in multiplayer
Something wrong with b1bmission?
no, its the name of the vehicle
can anyone tel me the difference between VCOM mod vs script?
Mod is based on a file on the server, script is based on the mission file @umbral acorn
any difference in performance or functionality apart from increased mission filesize?
The mod uses some more functions that addons can use, minor performance diffrence
Also the mod is probably up to date
ah right
@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?
@prime dome yes local mutliplayer works. trigger was not set to server only, will test. thanks
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*
Im also afraid about how giving a new commander will affect the old one scripts
@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)
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
First of all, how is the takistan milita group being spawned?
editor
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
really? Lol i'll test
Yeah
even if it's 23:26 xD
The change is applied INSTANTLY
so it works the same as I it would work if I change side through mission.sqm edit?
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
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
units spawned by script I suppose?
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
but AI won't shoot at empty vehicle?
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?
no it's opfor
And what is the ORIGINAL side of milita?
Dont destroy empty vehicles then ๐
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
what about editing mission.sqm to mark empty vehicles as indfor?
^ Never tried that
Also all the russian players will be able to take the uniforms of the militia
it's coop anyway so no problem
yeah
versus ai only
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
hmm
Im also thinking about adding simple killed EH to empty vehicles
Because civ AI even when put to a side and given a weapon still behave too passive
it will detect if it was killed by player then addRating + value that was sub
There is an eventhandler for score and rating
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
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
Rating eventhandler does NOT return the unit destroyed
so you cant actually tell what he killed or destroyed D:
handleScore does though
or wait, does it?
object: Object - object for which score was awarded
Well, override handleRating so it doesnt do anything anymore and use handleScore to make your own handleRating ๐
But in multiplayer they kind of both trigger whenever you kill something
so handleScore will check for faction
if Takistan then +1
handleRating will overriding everything with nothing
should workl
But you can still use handleScore to have addRating when used in multiplayer
In case you need to add negative values for teamkills
I will just yell at my teammates ๐
That'll do
nice
what about spawned units?
I suppose I need to do something with joinsilent and groupcenter?
Spawned units are easy too
Before you spawn a unit, you need to create a group. Just change the side of the group created
and when I delete that group will they revert to their proper group leader?
or I need setLeader
You cant delete a group that still has units assigned to it
the same thing as with editor placed
_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
The leader is also blufor
Because it is being assigned to a blufor group
*shit
"independent" --> Would be indfor
I know. Im asking if this add to blufor group will change existing leader to someone else
but I think it won't
Try it? ๐
np
gn8 (I have 740 video files to put into a video right now)
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
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;
};```
maybe ask in #arma3_scripting
hey ๐ 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"
There was one in A2 when someone was killed in a warehouse (first thing thats come to mind).
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
`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 ๐ have fun
hi, wasnt there a huge enterable rock prop, with a door? or did i dream this? ๐ฌ
thought i saw something like this.. but cant find it anymore
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.
create a server via multiplay/serverbrowser/host server
then click on the map the mission is on and youll see it
Where can i find this multiplay?
multiplayer
Alright will try this!
Still not showing ๐ฆ
@wanton dome It's not a workshop mission any idea what im doing rong?
steam\steamapps\common\Arma 3\MPMissions
sure this path ?
should show, just tested it
Yes steam>steamapps>common>Arma 3> MPMissions
you sure it's not showing by some other name (like the file name)?
i'm sure
put it in a folder called "something.Tanoa"
in the MPMission folder?
I made a folder inside MPMissions called Tanoa.test
and put the mission PBO in there stil no result
Does that matter?
Do i perhaps need a Addon folder int here aswel?
Changed it to test.Tanoa still no effect ๐ฆ
the .map at the end tells it what map to load
not sure what other issue you could be having
@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
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!
oh. wow
๐
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
Alright thanks!
cheers!
Anyone know how to lock editor placed buildings from being opened/interacted with?
@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
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
@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
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?
@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
I'm just asking while at work. Can't really test it now but I thank you for the response.
ยฏ_(ใ)_/ยฏ
@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 ๐ btw are you trying to lock doors of a modded structure or a vanilla one?
Vanilla. Least I believe they are vanilla.i remember seeing the garage somewhere on Altis.
Alright because modded buildings seem to ignore the command atleast in the way I typed it above
Yeah, they are those big white garage/barn things. I figure if I have to I could try the disable-simulation maybe.
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.
x && y in thislist?
count ([x,y] arrayIntersect thisList) == 2
that is so much easier than my solution
thank you
{[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
Yeah, that would defeat the purpose of the trigger and "thisList".
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?
so probably
{_x setBehaviour "AWARE"; } forEach allGroups select {side _x == west}```
although AI are aware by default
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
yeah AI may not deal well with hostility changese
see: https://community.bistudio.com/wiki/Side_relations for more
So I figured behaviour changes would work better
NOTE: It is not possible to change the Resistance side relationship while a mission is running.
may be why things go wrong
Ohhhhh. that explains it.
@prime dome did I happen to do something wrong?
http://i.imgur.com/RVmgBAi.png
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