#arma3_scenario
1 messages ยท Page 22 of 1
Missing: ;
Doesn't matter where I add it either
it should
{_x setBehaviour "AWARE"; } forEach (allGroups select {side _x == west});
Like that?
yeah
yeah...
The parentheses will fix it
Eyyy, trigger took the line.
Now to finish this mission and test if it works properly
alternative
{if (side _x == west) then {_x setBehaviour "AWARE";};} forEach allGroups ;
Doesn't matter where I add it either```
what were you doing here?
Yeah but then it has to loop more. I'm not sure about speed difference between forEach and select but it could affect performance @Dedmen
Being a fool apparenly.
It said I was missing a semicolon.
So i figured adding one woulda worked.
Oh yeah. Forgot to write That's maybe slower
And no.. It doesn't loop more. It actually loops less
{(side _x == west) && {_x setBehaviour "AWARE"; true;};} count allGroups;
That's probably fastest
As long as it works, I don't mind the speed.
Yeah.. Doesn't matter as it's only executed once
Ye
Hey there, I'm new to this Mission-making stuff and for testing purposes I'd like to spawn an enemy unit in mid-game. Is that possible?
You can either spawn it using https://community.bistudio.com/wiki/createUnit or spawn him somewhere where no one looks and just set his position into the play area later on
@sinful rampart THanks!
New to mission making stuff you say
Should prevent all BLUFOR units from targeting any IND troops, until I use enableAI "TARGET" Correct?
{if (side _x == west) then {_x disableAI "TARGET";};} forEach allUnits;
@hollow spade no, use allUnits instead of allGroups
since disableAI deals with objects not groups
ahhh, alirighty
@hollow spade doesnt work with turrets
I don't have any turrets placed iirc
Gunners generally dont seem to care about disabling their target ai atleast last time I tested it they happily fired
You can use setFriend aswell
Yeah I was told that's not supposed to work
There is even a module to change it mid mission
It does work
In A2, the AI couldnt target a formerly friendly unit when it had some knowsAbout when using setFriend
In A3, you can happily set friends and make hostile as you please
I was told this about the module:
But it only works on units not in combat, not assigned orders, etc etc
to make it simple I'm doing something like the first mission in the campaign.
Where blufor and indfor are friendly, then suddenly hostile
The one that sets hostility when teamkilling the other sidr
setFriend
Btw
Im getting Arma 3 campaign flashbacks from your idea D:
It's similar xD
Basically ind goes in under the cover of blufor, plants a few discreet explosives. Leaves, dumps the stolen gear, grabs their own, and finishes off the base after the explosions. A few QRF's come in to help and that's about it
Just be sure that setFriend is used on the server machine
I'm thinking about using a CBA function to keep running disableAI every 20s or so.
Thanks to headless client locality changes or something
Unless the HC disconnects, shouldnt the locality stay unchanged?
we have 2
which changes locality based on how many AI there are.
So if it becomes unbalanced, they rebalance the locality
semi huge?
Usually they take about a couple hours
for scheduled ops it's usually round 12-ish people. Maybe a little more.
Thats to be expected, but I dont think you guys are using two HC's for just a few AI squads right? ๐
Usually upwards of like 6+ squads
not including vehicles/ambient AI around the base(s)
Yeah I see
The unit I used to be in just skipped ambient AI entirely ๐ we had no HC though
Yeah, our MM like to make it feel a little more lively. We even do self voice-acted briefings
well, I do at least ยฏ_(ใ)_/ยฏ
Usually friendly AI just exist to hate them for their uselessness and weird behavior
The hell is wrong with my internet today Oo
I guess it must run super smooth though
It has so far. Though MM has been complete hell
Probably so smooth I'd cry if I'd see how smooth it runs D:
And yeah, I can imagine
Locality change kills waypoints
eugh. glad all my waypoints are used before combat starts
Hi there, just a quick question:
wasn't there a huge enterable rock with a door prop? anyone know the name? can't find it
like a bunker in a rock or so
Question for the Alive experts! Does the TAOR Markers need to be square or circle?
no Alive expert here I take it
I suppose circles http://alivemod.com/wiki/index.php/TAOR
So, could anyone explain how to use the CBA perFrameHandler if they know how?
I need to figure out how to add the handle number to the function and then how to remove the function on trigger activations. Simple in theory but I've had no luck.
unpopular: make everything self deleting
garbage collection can be modified in the editor too, now
hi guys noooob question here
why can't I select the "all mods encluding unofficial" in the setting of the Game Master
in eden
dropdown issue in stable, open up every category and then scroll down once
should allow you to open that dropdown
cool i'll try, thank you
Or change UI scale
@raven whale I get that part, however I can't seem to assign a handle to it. Mostly cause I'm not understanding how to use the function.
({if (side _x == west) then {_x disableAI "ALL";};} forEach allUnits); call CBA_fnc_addPerFrameHandler; _handle = 1;
I've been looking at that for 2 days now. has not helped
You made a mess of it.
and when I get things working somewhat properly. When I assign a handle, I get 'invalid number'
I know I did...
Konig hasn't warned you of me has he?
I have no idea what you're trying to do here.
Basically I need to have
({if (side _x == west) then {_x disableAI "ALL";};} forEach allUnits);
this run via the event handler every 20 or so seconds
and then cancel it later via trigger/removePerFrameHandler
My_pfhId = [{
{
if (side _x == west) then {
_x disableAI "ALL";
};
} forEach allUnits;
}, 20, []] call CBA_fnc_addPerFrameHandler;
My_pfhId call CBA_fnc_removePerFrameHandler;
so I put the ID in My_pfhId for the event handle?
thank you.
hopefully I don't Sherb this as well >.>
Trying to fold the Black Wasp II's wings but it isn't working...
this animateSource ["wing_fold_cover_l",1,true]; this animateSource ["wing_fold_cover_r",1,true]; this animateSource ["wing_fold_l",1,true]; this animateSource ["wing_fold_r",1,true];
Help?
Those are individual animations, not animationsources
this animate ["wing_fold_l",1];
this animate ["wing_fold_r",1];
this animate ["wing_fold_cover_l",1];
this animate ["wing_fold_cover_r",1];
er, ignore the first sentence
Worked, ty!
_veh = "B_GMG_01_A_F" createVehicle getMarkerPos "pos1";
Could the rotation of a marker affect the rotation of the created Turret?
or do I need to add a variable somewhere?
I dont think it would affect the rotation, as all markerPos does it get the marker position. If you wanted to mess with the direction: _mPos = markerDir "markerOne"
Hmmm, so how could I set it so the turret is placed in another rotation. having 4 turrets spawn in all facing north kinda ruins the point of having them.
Sec
No rush xD Thanks for the help though
Are you placing the turrets are different marker pos?
So like, pos1, pos2, pos3, pos4.
Yeah, there will be multiple turrets facing multiple directions. I just use 4 as a cardinal direction reference.
If I can just plug in a rotation value/marker per turret placed, I'd be fine with it
Basically all of this is done on trigger activation.
Once BLUFOR/OPFOR captures a specific point, it becomes their FOB
And as a form of 'spawncamp' prevention we are adding the turrets once they have captured the space
_lastDir = null;
for "_i" from 1 to 4 do {
if(isNull "_lastDir") then {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_lastDir = getDir _turret;
} else {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_lastDir = (getDir _turret) - 90;
_turret setDir _lastDir;
};
};
``` - Super simple script to create turrets which change their rotation by 90degrees. Based on 4 markers(pos1,pos2,pos3,pos4)
oooooh, so for any marker named pos(#) it'll place a turret.
But won't that place them all facing east?
Basically, when it spawns one it creates it facing lets say 360.
Okay
Then it creates another one and faces it at 270
Then 180, 90, 0
Err not 0 actually.
Alright that should help me understand this a bit better. Thanks a load
Yeah. getDir is a very helpful command.
@heady fern Sorry to say that didn't quite work :/
http://imgur.com/gallery/znKdy
I figured give me a moment.
_lastDir = -1;
for "_i" from 1 to 4 do {
if(_lastDir == -1) then {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_lastDir = getDir _turret;
} else {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_lastDir = (getDir _turret) - 90;
_turret setDir _lastDir;
};
};
Close, it got confused when trying to place the other 2.
They both placed facing west. so 270 repeated 3 times
_lastDir = -1;
for "_i" from 1 to 4 do {
if(_lastDir == -1) then {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_turret setDir 360;
_lastDir = getDir _turret;
} else {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_lastDir = _lastDir - 90;
_turret setDir _lastDir;
};
};
Beautiful! that's perfect
Thanks a bunch man!!
@heady fern question. When they are spawned their AI appears to be off. do I need to somehow enable them or is there a variable missing?
Uhm, are you manually spawning AI on them?
No they are the autonomous GMGs
Weird.
I used the NATO classname, but they just kinda stare at CSAT
Hmmmmm, Take it that'll probably need further help huh.
Should I move that over to scripting and ask if they might have a fix?
I don't mind using other methods tbh.
So long as I can spawn the autonomous turrets on a marker facing specific directions xD
Yeah probably.
Alright, I'll go ask over there.
https://youtu.be/Twt_Y5Yh4QI <- NORD terrain progress video. Giving early access to experienced mission makers. PM me if interested.
@hollow spade If they are autonomous, you most likely have to spawn a crew for them as well. Check if you can control them via the UAV Terminal.
yeah and moveInTurret i think
If he uses the spawn crew function (dunno the exact name right now), he does not even have to do that
another way: spawn B_UAV_AI, move in turret
i'll check out the spawn crew function, wasn't aware of it
@trim cove it was the createVehicleCrew. We got it working yesterday in #arma3_scripting
_lastDir = 360;
for "_i" from 1 to 4 do {
_turret = "B_GMG_01_A_F" createVehicle getMarkerPos Format["pos%1", _i];
_turret setDir _lastDir;
createVehicleCrew _turret;
_lastDir = _lastDir - 90;
};
you can also probably use createVehicle and set the side, i think
how could i find out the profilename of a player in multiplayer?
steamname or what they wrote their arma profile as?
if latter then https://community.bistudio.com/wiki/name
ok thx, will test it
@wanton dome
how could i find out the profilename of a player in multiplayer?
profileName
๐
if i'm not wrong that'll return your own profileName?
yes
I've always woundered, any difference between profilename and name player? Except that you can get the name of others in MP with name object?
Name player is the name of the unit
ProfileName is the profile being used regardless of unit
Used for addons and ui stuff
In single player the unit you control may not have the name of your profilename
I think it does
Maybe it's only in editor preview then
I know it definitely doesn't in remote control
hey guys, is there anyone willing to test my mission for mp-comp with me? (cup, ace)
Any tips for trying to rescue a mission.sqm that gives error when loading scenario?
Are there go-to things to check or is it basically impossible?
Check rpt log?
Should it generate something when failing to open? The last thing I have there is 4 days ago.
It should generate everytime you launch arma
...unless I check nologs right? That doesn't help, I'm sure.
Not a perfect fix, but just copying class Mission {} contents into a newly saved blank mission seems to have worked.
checking nologs prevents the writing of logs
and I always backup SQMs before editing them
Good idea.
Is it possible to use the Endgame Simple Objective module in a non-endgame scenario? Specifically to make players download something from somewhere (with that cool effect) then upon completion, activating a trigger?
I've looked into this before and gave up with the mess of modules. I just animated the box to open and made my own script
@daring dock Thanks for the reply. So it doesnt have a nice command (like BIS did with BIS_fnc_holdActionAdd) ?
I added a holdaction to the box and ran a script that animated it opening when finished as well as forcing the gun on their back when in progress
ahh great idea.
Wish bohemia didnt confine that nice intel downloading effect to just the endgame though ๐
Ya it would be nice to have that objective type be a bit more accesible, like a function that has something similar to hold action like
min distance from target and download rate
max distance from target before interruptiong download and minimum download rate
Script run on startin download
Script run on ending download
Download 'size'
download size per interval
script activated per interval
max number of units downloading
min number of units downloading
Quick question. Does "Any Player" in trigger activation work well in multiplayer or am I still better off counting playable units in the condition field?
Last time I tried it, it didn't always work because the players weren't in the same group.
you could also try isPlayer, perhaps
although at that point playable units might just be better
guys for a mission I'm making
I want to split a group into 2 smaller groups
I use this
[s1,s2,ned] join scott;
where scott is the playetr
But they don't break into 2 smaller groups
they just stay the same
@fossil onyx is scott the name of the unit, or are you assuming that your character's object name is scott?
if latter, try using palyer instead of scott
ok
Hey guys!
I have recently had and idea of recreating COD MW missions or at least those that can be recreated into Arma 3. I'm looking for a Fallujah alike map to make mission "Charlie don't surf" any ideas?
More like urbanized city than Kunduz
You probably need to make one from the ground up for such specific need.
Horrible idea ๐ I have no clue how to make maps but. in the end well I weill see
@lapis isle, there is a map called Fallujah on Armaholic.
Alternatively, you can download CUP terrains, go to the one of the blank maps, like Desert, or Proving Grounds, and build your own cities using the Eden editor.
yeah you can place down buildings
OK, and what about the performance of the map where I put like 30 my own buildings?
I am making a team vs team arena mission, i have spawn protection setup, but i do not know how to make a warm up timer so noone can leave base before the match begins. help pls
@lapis isle try and see, may not make too much of a difference
you could make them simple objects too
@signal coral A small script you could use during warmup using zones/markers. ```sqf
Server_DoWarmup = {
_warmupTimer = 0;
_twarm = time + 30;
while { true } do {
_warmupTimer = _warmupTimer + 1; //Adds a second to the timer
if(_warmupTimer >= 30 || time > _twarm) exitWith { //Checks if it has been 30 seconds
//Warmup ended...
};
{
_team = _x call getTeam;
//Checks the teamMember Checks if in the teams spawn area //Sets to their spawn //Hints to them
if(_team == "Red" && !(_x inArea "Spawn_Red")) then {_x setPos [0,0,0]; hint "Do not leave the zone!";};
if(_team == "Blue" && !(_x inArea "Spawn_Blue")) then {_x setPos [0,0,0]; hint "Do not leave the zone!";};
} forEach allPlayers; //Loops through all players
sleep 1;
};
};
Or a better way, have the server run the timer. And have the player running the inArea script himself.
Have an issue where triggers are activating on their own... Or I'm not seeing an obvious issue.
I have a trigger set to take out a windshield upon a blufor member driving into it. Though upon initializing, the trigger is triggered without blufor presence.
Are you calling the function somewhere else in the script maybe?
@heady fern I totally was. I somehow made a dup of the same trigger 500,000km from the area I was working with. So yeah. Fixed? ๐ ๐ ๐ ๐ซ
Hello. Doeas anyone have any idea what i might have messed up so that the vehicle respawn modules dont do their job anymore?
Probably a script error in your mission that stops execution of some scripts that come after the error. Check the RPT.
@prime dome @stuck sable Thanks for the advice
Can anyone help me? Trying to get infiSTAR to run on my local machine (LAN) and I'm encountering a lot of issues
Try to contact infiStar support. They can help much better than we can.
What makes more sense for a small coop VR mission - using VR suited soldiers, or VR entities for the players?
@royal stump Dedicated server on your LAN or trying to load it as a mod and host a listen server?
Anyone got any ideas about how to get players to spwan in on a non respawn mission, (dedi server) and as they spawn in, they get the arsenal. I've been toying with it, but I cant get it to work consitantly, or for everyone becuase people dont all spawn in at the same time on mission start. In my init.sqf at the bottom of it I have
// Arsenal on Spawn
if (hasInterface) then {waitUntil {time > 1 && player == player};
["Open",true] spawn BIS_fnc_arsenal;
It either only works on 3den mulitplayer test envirioment, or with a low succses rate on our dedi server
:3
@broken spoke use the file called initPlayerLocal.sqf and have it contain this:
waitUntil { !isNull player && player == player; };
["Open",true ] spawn BIS_fnc_arsenal;
Should work every time.
@signal coral spawn or call?
call breaks it.
and thanks :3
spawn only.
aight. thanks muchly :3
Sure thing!
!isNull player && player == player
is such cancer eye sore
To each his own. It does the job.
Cant ever be too safe
Probably asked five billion times, but how can I add music into an EDEN mission I'm making from a workshop mod?
I'm not sure how but I know as Zeus you can play music while playing, it might be a module you place or something
Yeah, just copy paste dumb shit. To each his own. Unpopular opinion: trying to understand what one's doing so future problems can be solved. Nah, just copy paste something else. Faster that way.
Thats why I'd like to see a site similar to KK's blog (and OFPEC) that compiles these questions with detailed answers.
@Pikmonster#1339
- Put music into mission folder. OGG recommended.
- Place down trigger.
- set trigger condition to
true - register the music file in
description.extfile in mission root. see: https://community.bistudio.com/wiki/Description.ext#CfgMusic - Use trigger effects drop-down or use https://community.bistudio.com/wiki/playMusic
The anti KK blog. Instead of code snippets to get around common problems, make a site full of common code snippets that only create problems.
When creating a briefing you have the option to use various tags like br or marker and such.
But how does one use the gear tag? The wiki says it requires a unit id. But what is that so called unit id?
Also what does the gear tag do?
Is it showing the inventory of that unit?
I love F3
@prime dome will playMusic play over mp? I had a mission with a short sound effect, but my tester said he didnt hear anything.
@ShiningRayde#2444 if you check the wiki page, it says "Effect local" https://community.bistudio.com/wiki/Category:Commands_with_local_effects
That means it must be run locally on each client. So if you have a trigger, make sure it's not "server only". If you're running it via script, use remoteExec or run the script via init.sqf, etc.
@loud kindle
@prime dome so not like, using the debug console to run playMusic? The trigger was in an init field, playing a short sound when one player gets shot x times.
Ill say it outright, my group plays a lot of TTT with a soundboard that puts our map loading times to shame, was hoping to import that kind of thing to our A3 server.
@loud kindle you can use debug console but you'll have to global execute it, and everyone must have the file (i.e. it must be in the mission folder). Beyond that i'm not sure what your code was so it's hard to tell what was going wrong. init fields should execute globally unless restricted somehow - by using if (isServer) then {...} for example
It was literally > if (R1Hit > 13) then [playMusic "NOOT"]. Worked fine for me, best guess then is that they need to download the files too... bleh.
no but where did you put this?
because that'll check once
was this in a trigger or where?
i,e, if R1Hit < 13 then nothing happens, and that's it.
you'll have to do something like while {R1Hit < 13}; playMusic "NOOT"; or something
It was in R1's init file, which also had the event handler for handledamage R1hit = R1hit+1
If I shoot him 13 times, i hear NOOT play, but a playtester (who was using R1s slot iirc) couldnt... so best guess that ill try soon, they need to have the .ogg files themselves, since it wasnt a packed scenario... i presume PBOs include all sound files?
But if i didnt pack it, just ran it from my computer, it wouldnt include them?
hmm. not sure, never done that. but they should have downloaded the mission? it's possible it was just the SQM that they downloaded.
you could try with it packed.
just keep locality in mind, should that not work.
Hello, I'm looking for an experimented PvP mission maker to help me out with a few complex things ! please send me a PM !
F3 is a good mission template but the thing is that their "template" is the virtual map and not altis or stratis and such
@prime dome I dont mean that. I want to know how to gear tag works in briefings
its like <gear unit='unitid'>TEXT</gear> but I dont know where I get the unit id and things like that
I think its used in SP to open the inventory of your squadmembers
Hey guys I have a quick question. I want a radio operator to lose his radio once he enters the trigger's area. BUT I don't know who will hold the Radio
SQF ``` _radio = _this select 0;
removeItem
"tf_mr3000_rhs";
and in the trigger execVM SQF
No, that looks definitely wrong
That code is... No.
ok ๐ any advices than :)?
in the OnAct field:
if (radioOperatorUnitName in thisList) then {radioOperatorUnitName removeItem "tf_m3000_rhs";}```
Alternatively link the trigger to the unit and just put the removeItem part in onActivation
@lapis isle
thank you ๐
no prob
Question about the respawn modules. Why is it if you have more than one placed through the editor, they get a bit confused?
Ie: Not named properly, not appearing at all, Switching names
@lapis isle are you removing a hand or a backpack radio?
Long range, backpack
I'm not sure if removeItem will remove a non-item...
but when deleting backpacks removeitem is used. I thought that TFAR backpacks are "backpacks" aren't they?
Quick question. I'm trying to force AI to use flashlights but this enablegunlights "forceOn" doesn't work with RHS weapons. Anyone know a work around?
unitName removeBackpack "Class"```
that would apply for a backpack ๐
@uncut bloom Are you sure they have a lights attachment on their gun?
oh right removeBackpack.. Thank you : )
Yes, I added with this addPrimaryWeaponItem "Item_rhs_acc_2dpZenit" and I also tried adding it in edit loadouts. Neither worked
@uncut bloom Hmm I don't have Arma 3 here at work but there are serveral weapon items that are both (light and laser) and then only one is working. But that the command should work with them too....
Say, I was thinking of a SP scenario utilizing ALiVE that gives you a random area on the map and gives you objectives to defend in that area. I could probably figure out pretty easily how to pick a random area from the map, but how hard would it be to make sure that the area has objectives and the ALiVE commander will spawn units there, and pick a new area if necessary?
I have a question that I am having trouble googling - Is there a way to disable the bench seat on the RHS MELB AH6M-H? This helicopter seats one pilot, one copilot, and one passenger on the bench seat over the GAU19 mount on the pilot side. I would like to disable the bench seat so the helo only seats two players, because reasons. Thanks
lockCargo?
Can I make my soldiers patrol, and if a trigger is activated they run to a point?
Players seem to notice lower fps after i switched from ASRAI to VCOM. There were some other changes too, but those shouldnt be relevant. Just wondering if VCOM is somehow heavier on the clients?
WOULDNT KNOW WHY THAT WOULD BE REALL::: JUST ASKING
sorry for caps
Yes, VCOM does have a performance impact.
@uncut bloom player action ["GunLightOn", player];
This is what you are looking for and it will reliably enable the flashlight
@icy hemlock setWaypoint? Just set it on the group that unit is in. And just use that within the trigger.
@heady fern What I mean is that I have a squad patrol in a circle, with a cycle command.
At if at any point a trigger is activated, they should do something else.
Well I mean what are you wanting them to do?
@icy hemlock ```sqf
//Takes two params(Group Object, Waypoint Pos(The search and destory place))
//EX: [(group player), (getPos player)] call Group_SetTask;
Group_SetTask = {
params ["_group","_wayPos"]; //Defines our params called into this.
_nPoint = _group addWaypoint [_wayPos, 0]; //0 Defines a infinite radius around the center, you can change it to whatever.
_nPoint setWaypointCombatMode "RED"; //Sets the group to red so SAD works
_nPoint setWaypointType "SAD"; //Sets the group to search and destroy
_group setCurrentWaypoint _nPoint; //Sets the groups new waypoint
};
Yah. If im gonna be honest I just threw around code I found from the wiki. I have never messed with groups ๐
Whereas i have no idea where id stuff that kind of code. I understand, vaguely, SQF execution, but where would I put something that could be called up?
Huh? As in like, [] call Some_Random_Fnc;
Anyone know whether its possible to change the 'Alpha 1-1 etc..' for the whole squad in the multiplayer slot selection screen. You can obviously change the role description of each member, but how for the whole squad?
When I change the 'Callsign' for the group it doesnt change in the multiplayer sceen
I would like to thank @novel rune, @hallow shuttle, @prime dome, @atomic blaze, & @river nymph for helping solve my problem earlier.
Wherein
I have a question that I am having trouble googling - Is there a way to disable the bench seat on the RHS MELB AH6M-H? This helicopter seats one pilot, one copilot, and one passenger on the bench seat over the GAU19 mount on the pilot side. I would like to disable the bench seat so the helo only seats two players
Turns out the answer was 'vehicle lockCargo [index, lock]'
The index refers to the seat number and "lock" is boolean.
@HorribleGoat#7823 had the interesting suggestion of adding an invisible AI unit to the seat and then disabling the AI, but as I don't know how to do either of those things, and as this is a PvP mission after all, I'll stick with this solution while leaving AI out of the mission entirely. Thanks everyone for your help!
Thanks for sharing how you solved it.
I'm attempting to make a mission where you pilot a heli and pick up and deliver some guys along a route. I*ve got trigger set up and have it working but the ai just stands next to the heli and looks dumb
10x10x10 trigger on a smoke
it cycles waypoint just fine but the guy just stands there on the get in nearest waypoint
Got waypoints for them to load in the heli, then unload and then a move waypoint too?
my guy that i'm picking up has 3 waypoints atm
1 is move to the pickup smoke
2 is tied to the trigger on the smoke that is activated by the player landing
you set the trigger to cycle waypoint
but the next waypoint after that is get in nearest but he doesn't want to
i'm just gonna do a 2 second delay and do a passenger 1 moveincargo helo01; and then kick him out the same way on the landing site
@signal coral sync transport load (or load, whatever it's called) to the infantry group's GET IN.
usually if you sync it, it waits for unload/load to finish
make the helo careless too
it only worked for me if I made sure to hurt the passengers a bit before landing
player pilot
been meaning to do helo ferry transport pilot mission too, but it requires bit of scripting so havent bothered to start yet heh. making it with mission editor waypoints would be quite limited/hardcoded stuff (assuming thats what you meant by waypoints).
what does that support do?
oh ok, didnt know that (same as other arma3 especially eden stuff).
thanks I'll search for it next time I'm in-game, it might just do what I want.
Hi! Someone maybe know how to rename MP Lobby Callsign, maybe MOD ?
@warped tiger not possible
You could do it with a mod.
It's not possible to change in the lobby - the command is setGroupID but this does not take effect until after the mission initialises.
This has always bothered me. I wish you could do it somehow. Oh, well. Dynamic groups kinda helped me get over it.
You forget with who you are speaking, lol
working on it: http://i.imgur.com/C4X1tsk.jpg
Too bad there is no lbSetText. This will be ugly hackyy
Never underestimate @novel rune ๐
Oh damn commy.
Hey guys. Suonkomar Sahav now comes with keys. Development is finalizing and updates are now monthly. Can't wait to see some missions for it!
Awesome
Nice one thanks ๐
Honestly dont know what you cant just do this in the base game
Sadly it doesn't work for clients in MP, because they have no access to the description.ext in the lobby. ( mission is downloaded afterwards).
But you can actually transfer information to the clients. Ironically that is by changing the role descriptions.
So one can hide the wanted group name in the group leaders role name.
So next CBA this will totally be possible.
that's gonna be cool
hey guys anyidea why this is not working
this addEventHandler ["Hitpart",{playSound3D ["a3\missions_f_beta\data\sounds\firing_drills\target_pop-down_large.wssv", player]}];
@balmy axle What is wssv? I heard of wav and wss but never wssv.
Also you are missing an underscore in front of the this
@weak niche thank for the answer, and with scripted mod ?
Are there any arabian setting units and civilians that do not require CUP?
Like takistanis but wthout cup
@mint cosmos Project OPFOR
@DAmN Relentless#6820_this addEventHandler ["Hit",{playSound3D ["a3\missions_f_beta\data\sounds\firing_drills\checkpoint_clear.wss", player]}]; this doesnt make sound either ๐ฆ
nvm take away the underscore and it worked , thanks a bunch ๐
anyone know how to make a hitmaker in the UI after u hit a target like the one SMA has in their shooting range?
thank you , but this is not entirely what i want , i want a picture (2D flat image of a target) to appear on screen shoting with crosses the exact location of bullet impact
Correction , SMA has a shooting range and that image with exact location i want
Hi, I basically want to disable collision of a camo net for everything, so: this disableCollisionWith But I want to disable it for everything, not just one player. How do I do that?
That sadly doesnยดt work, itยดs still solid
alternatively,
{this disableCollisionWith _x} forEach allUnits;```
btw: This commmand doesn't disable collision between PhysX objects.
What are physx objects?
Everything that's not a vehicle, i think. (and has nvidia physx enabled)
but idk, might as well try
If you're doing this for MP then it could get tricky because of locality, might have to call it globally.
The nets still have collision even with {this disableCollisionWith _x} forEach allUnits; in the init, I have Dynamic simulation disabled, Simulation disabled, simple object disabled, show model enabled and enable damage disabled
last thing i can suggest is making it a simple object
although afaik it will still collide
so maybe someone else will be able to help you
Thanks anyways!
Anybody have a idea or a good community to find voice actors? I'm looking for people that can speak Mandarin for my CSAT Tanoa based mission.
Does anyone know of any decent a3 training tutorial missions for pilots with afm??
Any hints what could be up when a mission file works on localhost, but when launched on dedi (unix) server the lobby has no player slots?
Does the dedi work with other missions just fine?
Figured it out by looking at server log; I must've mistakenly placed a CBA item somewhere as cba_xeh was listed in the sqm as a required addon
Unfortunately CBA has to explicitly add a class to some CfgVehicles objects for XEH to work and the crappy editor thinks these classes require CBA then.
Those have the CBA icon next to them. E.g. the Civilian.
Can't do anything about that sadly.
Yeah I had a look but no placed units had the CBA logo; but saving that SQM with CBA running would add the _xeh requirement. Saving without CBA running didn't add it; so for safety don't edit mission with mods that aren't necessary I guess.
Yup.
is it possible to see, which items were used from a certain addon? my mission needs "ns_a2.pbo" from namalsk, which i'm pretty sure i didn't use
anybody here knows how and if its possible to restirct playable areas in mission via polygonal restrictions instead of elipses/rectangles?
e.g. like this
http://www.realitymod.com/mapgallery/images/maps/korengalvalley/mapoverview_gpm_skirmish_16.jpg
You could place some big invisible blocks with collision.. Dunno if Vanilla already has something like that
Or just triggers around the area. When player Enters he get's countdown.. And if he doesn't move out in time his legs break
@sinful rampart "...out in time his legs break" XD priceless ๐
stupid arma
@wanton dome if you can't find the addon you can remove the dependancy from mission.sqm
I'm looking for a way to incapacitate an armed enemy player to make it possible to capture that player. Is there a stun grenade or something to make this work? We're using RHS, ACE, & CUP, and I am not familiar with how stun grenades work in Arma so I thought I would ask here. Thanks
RHS contains stun grenades
They blind the player and make a painfully loud ringing noise for 7ish seconds
i'm not sure if that would be enough
I know you can capture people using the cable ties from ACE but I think they need to be unconcious
it's hard enough to get unarmed players to surrender in our PvP matches.... there have been some hastily arranged, extralegal firing squads which make ppl hesitate to surrender
war crimes can be fun on occasion ๐
@noble radish worked, thx !!
Anyone familiar w/ vehicle respawn module? It seems deserted distance doesn't kick in if the driver respawns (after getting out). From the tooltip I'd expect the vehicle to respawn when no friendlies are within deserted distance; but it doesn't seem to do that.
bonus q; is there any reason some of the military compositions don't have razorwire fences as simple objects? Possibly for AI pathing reasons?
ah k
I wish razor wire was capable of destroying wheels, it'd be a lovely base defence
Maybe a single digit chance of success.
Major, it's in ACE
Hi, I was wondering how repair facilitys work in ace? I just set an ammo box as repair facility, but there is nothing in the context menu when I'm in the helicopter?
Ah I found it. You can only fully repair a vehicle when close to a repair facilty
Yeah MP on dedi server. Regular abandon works fine (ie, you leave vehicle, and move beyond deserted distance โ that works). BUt if you respawn before you reach that, it doesn't seem to always work. Sometimes it does, sometimes it doesn't. It might also have something to do with vehicle damage, not sure. (This is with respawn when disabled on), no tickets, but multiple vehicles synced to one respawner.
if (stance player == "STAND" OR "hgun_P07_F" == currentweapon p1 ) then { hint "Crouch not Stand Or Switch to primary"}; if (stance player == "PRONE" OR "hgun_P07_F" == currentweapon p1) then { hint "CROUCH NOT PRONE OR Switch to primary!"}; Hey guys , How can u make it seperate so that u can have a hint for incorrect stance (if stance is incorrect) or incorrect weapon (if weapon is incorrect) or have them at the same time (which is the script above only with AND) , but that brings me to my problem if i only say if stance player = stand then it only fires that regardless if weapon is also incorrect , mind helping me?
@balmy axle could probably be written better, but it will do what you want:
private ["_stance", "_wep", "_wrongStance", "_wrongWeapon"];
_stance = stance player;
_weapon = currentweapon p1;
_wrongStance = false;
_wrongWeapon = false;
if (_stance == "STAND" || _stance == "PRONE") then { _wrongStance = true; };
if (_weapon == "hgun_P07_F") then { _wrongWeapon = true; };
if (_wrongStance && _wrongWeapon) exitWith { hint "Crouch and switch to primary!"; };
if (_wrongStance) exitWith { hint "Crouch!"; };
if (_wrongWeapon) exitWith { hint "Switch to Primary!"; };
Why does everyone use private ARRAY and then initialize their variables anyway right after that?
Because it's all copy pasted.
Would you prefer for it to be:
private _stance = stance player;
private _weapon = currentweapon p1;
private _wrongStance = false;
private _wrongWeapon = false;
@sinful rampart
And I just wrote all that @novel rune haha smh
Yeah.. Betteer performance wise and also cleaner IMO
Just how I learned how to do it, and never bothered to change it.
The array thing has the characteristic of being even more clear as to which variables are being dealt with imo.
wtf does "smh" mean
Yeah, what does it mean? I have seen it thrown around too much.
"shaking my head" i think
You.. "Think"?
yep "shaking my head"
Apparently.
hey guys, i am trying to setup spectator mode after a player is killed. I followed the instructions on this wiki entry https://community.bistudio.com/wiki/EG_Spectator_Mode. Unfortunately after the respawn delay the player keeps respawning and exiting speactor. Is this intended? How can i keep the player in specator unless he respawn actively?
my description.ext Respawn = 3; respawnDelay = 60; respawnOnStart = 0; DisabledAI = true; loadScreen = "images\loadscreen.jpg"; overviewPicture = ""; enableDebugConsole = 1;
@signal coral Maybe try using this in combination respawnTemplates[] = {"MenuPosition"};?
Because unless there is some sort of dialog/menu to allow the user to click to respawn, it will do it automatically after 60 seconds as stated in the documentation.
Hey guys, anyone play with the new vehicle load out in the RC? I couldn't figure out how to set it up on the planes :\
Not sure if they removed the "normal" version of the planes from the editor yet, but the ones with dynamic loadouts should be named something like "The Vehicle Name (Dynamic Loadout)". After you place it you should be able to configure the loadout from the plane/helicopters attributes
interesting. I placed one of the new ones and I didn't thnk I saw that tag on the end of them in a search. I'll have to go back and look then. Thanks for the tip
Is there a way to make AI's run in normal speed in a straight line without them to break the formation and without stopping?
Set behavior to careless?
@signal coral in what type of file do i do the coding , I am new to the scripting side of life and ```if (_RightStance && _RightWeapon) exitWith {hint "Range is hot in 6 seconds";playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player];Sleep 6;A animate["terc", 0];
A_1 animate["terc", 0];
A_2 animate["terc", 0];
A_3 animate["terc", 0];};
@novel rune careless will usually make them walk
speed full
Last I tried, they ignored that
In both safe and careless
But probably aware, speed full, line, hold fire (maintain formation) may work.
Or just hold fire under all conditions
Hi, I'm searching for a mission where an addon is "benchmarked" to its limits. I mean, I want to test the impact of the perfomance of an object creating a bunch (until FPS goes to 0) of them and recording the mean of the FPS in order to rate the addon.
This is, for example, to compare the real impact of an object (let says a cube) with 1 texture of 4K and the same cube but UVMapped in 2 textures. I want to measure the load (preferably CPU and GPU) on both solutions.. (A friend is convinced to do ALL the models into 4K saying all further GPU will increase its GPU VRAM but I think this isn't the best way to get a perfomance/quality rate to all users and I think it should be better to do your UVMap well distributed into 2 of 2K, also the first solution will only benefit to high-end pc and the second both low and high end users... )
Anyone know a mission like this?
anyone knows how to fix, that i have to load my mission two times, for it to start? first time a long "waiting for host" appears and then it jumps back to the selection screen. removed description.ext and init.sqf and tried it without but error still there.
looked there too, didnt notice anything wrong
rpt of server loading + loading mission two times: https://pastebin.com/7YJ3LhGT
23:22:01 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f
But I'm quite sure that doesn't matter
23:22:43 mpmissions\__cur_mp.xcam_taunus\mission.sqm/Mission/Entities/Item896/Entities/Item8.type: Unknown enum value Land
How didn't you notice anything wrong? I see hundreds of errors all over the place
23:24:04 Error Undefined variable in expression: ohniste
Check your mission.sqm for ohniste
23:24:22 Error Undefined variable in expression: _playerarray
23:24:22 File mpmissions\__cur_mp.xcam_taunus\init.sqf, line 137
23:28:59 Error Undefined variable in expression: fnc_radiobocks
23:28:59 File mpmissions\__cur_mp.xcam_taunus\RADIO\radioInit.sqf, line 25
All of these have to be fixed and it will work as expected. Guaranteed.
how do you set a time for reinforcments?
in eden
or a time/action for units to spawn and then follow waypoints
triggers have a countdown mechanism you can use
thx dedmen and commy, i know about these erros, but they dont affect it. i even removed the description.ext and init.sqf completely and started the mission and it still had the long "waiting for host" and needed to be loaded two times for it to start.
Very bold statements here
23:24:04 Error Undefined variable in expression: ohniste
This error doesn't have any file reference. Meaning it's inside mission.sqm or in some config.. It's probably in mission.sqm and script errors inside the sqm cause exactly that behaviour
23:22:00 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.
This one alone would kill the mission too. Best would be to start over without any addons and then add them back one by one.
And every error has to be fixed for the mission to work stable and not behave unexpectedly.
yes, because i know i added the things which cause most of the error messages after the loading problem appeared. ok ill look into the ohniste and iteminfo.scope errors. thanks for you help guys
can vouch for what commy2's saying, i've had ops where it doesn't have a configentry for an object and it will just instakill the mission.
Hey is there a way to trigger a message to display 'objective complete' when a specific object is loaded onto a helicopter??
Yes, Script stuff. In Arma there is almost always a way. But not always with just modules and triggers
im trash when it comes to scripting and im having trouble googling this
Wouldn't this work? ```SQF
_items = itemCargo someHeli;
waitUntil {someItem in _items};
hint "Objective complete";
Wait no.
Checking once won't cut it.
so for 'someHeli' and 'someItem' i would place the classnames?
Maybe this? Idk. ```SQF
waitUntil {someItem in itemCargo someHeli};
hint "Objective complete";
and this is going into init.sqf??
Hold on. I need to test it first.
Yep, ok.
waitUntil {"itemClassName" in itemCargo vehicleName};
i appreciate the help I will try this out
ok vauun, thx
as @fickle lantern doesn't have an idea about scripting... He probably doesn't know how to set of the task.
You can use "itemClassName" in itemCargo vehicleName as a trigger condition and make that trigger set off the task.
vehicleName is the variable you assigned to your helicopter
Thanks @sinful rampart.
ok next question! is it possible to set off a trigger when a player enters a helicopter (RHS_UH60M_d) with a specific item in their inventory (ACE_cellphone)??
right now i have a trigger set up with 'player in RHS_UH60M_d && "ACE_cellphone" in items player;'
as the condition
but that does not seem to work
i'm so bad at scripting i can't even format properly in markdown
thats how bad this is guys
take me out back and shoot me
๐
do either of the conditions work independently?
I know this is a silly question, but are there any plans to make respawns on the USS freedom work properly?
player in RHS_UH60M_d
probably should be the unit name and not the class name
https://www.youtube.com/watch?v=8JbVtiHJiUo this is why i ask
i know arma really, really hates the idea of spawning things on top of objects
ok i got it to work
(typeOf vehicle player == "RHS_UH60M_d" && "ACE_Cellphone" in items player)
goes into the trigger's condition field
alternatively name the blackhawk "bh1" and write player in bh1
sooo i came across this https://community.bistudio.com/wiki/Vehicle_Customization_(VhC) and was wondering, can any config property be changed via description.ext?
I would only assume the ones with animation sources.
yeah... i got excited for a sec
@deep cliff would it not be possible to extend this system to include all config properties? Or at least for missile/vehicle sensors...
As it stands, it seems that resupply vehicles using ACE do not replenish custom pylon loadouts on jets. Is there anything in the works regarding this issue?
Not yet.. They probably have to use the new Pylon script commands.. Which wouldn't even be on the Wiki yet If I hadn't added it a few days ago...
@prime dome No. Only stuff where the Engine/Mod specifically checks in the missionConfig
fair enough - even that much would be nice
{
_boolWeapon = true;
};``` can someone fix that line please , Pistol and handgun both do not work
Why not check the ingame config viewer?
What is the highest tide times for Tanoa?
@sharp axle Depends on where the moon is I guess, so it's not only dependent of the time of day, but also the year and date. Assuming Arma does it correctly.
@signal coral The end, duh.
_unit =_this select 0;
_RangeTwoTargets =[B,B_1,B_2,B_3];
_stance =stance (_unit);
_weapon =currentweapon _unit;
_boolStance =false;
_boolWeapon =false;
if (!(_stance == "STAND" || _stance == "PRONE")) then
{
_boolStance = true;
};
if (_weapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then
{
_boolWeapon = true;
};
if (!(_boolStance) && !(_boolWeapon)) then
{
hint "Crouch and switch to HandGun!";
}
else
{
if (!_boolStance) then
{
hint "Crouch!";
}
else
{
if (!_boolWeapon) then
{
hint "Switch to HandGun!";
}
else
{
if (_boolStance && _boolWeapon) exitWith
{
removeAllHandgunItems _unit;
hint "Range is hot in 6 seconds";
playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", _unit];
Sleep 6;
{_x Animate["Terc",0]} forEach _RangeTwoTargets;
};
};
};
};
``` So i tried the config viewer , but side from that my script does not even register correct stance so help? and then to the iskindof line , i searched the config and i did find a Pistol class as well as a rifle class , Rifle works but Pistol not?
"hgun_P07_F" isKindOf ["Pistol", configFile >> "CfgWeapons"]
true
works as expected.
"hgun_P07_F" isKindOf ["Rifle", configFile >> "CfgWeapons"]
false
"arifle_MX_F" isKindOf ["Rifle", configFile >> "CfgWeapons"]
true
Yep working 100% correctly as far as I can tell
_boolWeapon is a horrible variable name for something that should probably be _isHandgun.
Am I being insane here, or is the USS Freedom super unfriendly to Eden and Zeus? It seems I can't do anything that doesn't result it in blowing up.
should be fine in Eden, but depends on what you're doing with it ;P
Anytime I place any jet they just jump up and down.
Nevermind just seems to be some CUPS maps. Huh
I noticed this in dev branch, but assumed it would stay there โ but it seems in 1.70 stable, the simple object option under Object Special States is gone in 3den? :(
Hay im trying to find the maker of Baphomet
is the author on discord?
or does anyone know him?
He recently deleted the Mission file
wanna know whats going on
@JT_// Midnight327#4535 that may be Phantom. I've not seen him here. Lots of workshop stuff has been found to be using others content and was removed. That is one possibility. Another could be that he just wasn't happy with it.
@fossil trellis You didn't ping him ^
@ionic thorn ^
FM didn't need to be pinged for that, tho. ๐
Nah it's sorta broken for some names.
Hmm
Usually ones with spaces.
Can anyone help me with changing new Jets DLC turrets to OPFOR ?
I am trying to create Arma 3 Mission with Jets vs Jets , server is up and updating mission
Grouping to enemy faction leader is not working
@turbid maple in init field
this joinSilent "EAST";
Testing it out
i don't know if the side name should be a string or not, if it gives you an error just put this joinSilent EAST;
It gives Type Any, expected Array
[EAST];
this joinSilent [EAST];
i have no idea why it expects an array though?>
how peculiar
Join all units in the array to given group silently (without radio message). To have a group member leave a group, join him with the grpNull group (e.g. [guy1] joinSilent grpNull), but beware, as brand new group is created for the leaving unit and this could result in the number of groups in a mission growing out of control.
[_unitOne] joinSilent EAST;
ah
so it doesn't accept this
how strange
i didn't have the syntax open ๐ ๐๐ฟ
Triggers seems to not work on Dedicated Server i tried zone restriction module and trigger doesn't seems to work on Dedicated
Server
Well joinsilent doesnt work
Finally got the correct method to use it
Create a office first named officer_east
and in Turret add variable name [turret_east1] joinSilent (group officer_east);
This works
[east_1] joinSilent (group officer_1);
i added this and it worked
where east_1 is Turret variable name and officer_1 is OPFOR officer
@signal coral Keep this so u can also use it in future
Could you not have just put an opfor unit in the turret?
the cannons like the Praetorian C?
yup, that should work
no problem
(oh hi TandelK!)
but I did notice a weird bug that if you take control via the UAV terminal you can control the unit in the turret. And make him get out
That sounds awesome
Anyone know Trigger fix for Dedicated Server ?
@turbid maple what do you mean, exactly? i.e. what's the issue?
I tried runnig Zone Restriction Module with Trigger and on my own Game Hosted MP it works fine but if i put it on Dedicated Server it doesnt work
It kills enemies if they enter's that area
hmm sounds like a locality issue
but it's probably not an issue with triggers per se
since we ran a session yesterday which went fine
could be a problem with the module, never used it before though.
is there any other init code that runs for the module or trigger?
and maybe try setting the trigger to "server only?"
(and if it's "server only" then try running it globally)
its was globally i am going to make it server only and test it out
have you read this, btw? https://community.bistudio.com/wiki/Zone_Restriction
@turbid maple looking at that wiki page, triggers might not be required
@prime dome Its Arma 2 Module
oh, okay.
okay. good luck with getting it running on the server!
I need to find a way to get it running on dedicated server. Its like if a enemy gets in zone , he will be executed within 10 seconds
this does something similar @turbid maple https://pastebin.com/F2U1pB4R
Do you still have to do a simple object with eden 1.70 ?
No.
The option to make an object a simple object is removed in objects that don't benefit at all from it
solution to what?
that don't benefit at all from it
(although may also be a bug according to https://feedback.bistudio.com/T124812)
@gloomy hawk it's literally pointless to have most things as simple objects
i know that, but it's inetresting for some situation
Hello everyone, I was wondering what the best way to randomize the location to an AA site would be?
BIS_fnc_selectRandom
or selectRandomWeighted if you want the function to be biased towards a certain result
selectRandom, instead of the function
selectRandom is (I think) about 4 ms faster than the function.
which is alot in terms of total runtime
4ms would make it the slowest one ever. :)
There's very little difference in fact, since the function is literally: "selectRandom _this"
paramsCheck(_this,isEqualType,[])
selectRandom _this}; ```
Vehicle does not respawn if we use Jets Ejection seat
Vehicle Disabled is enabled
I am using Vehicle Respawn Module
I'll play around with that! Thank you! Is there a way to keep it's random area to a marker?
anyone knows if there is a way to check if a mod is enabled in the description ext (I want to check if ACE is enabled so you can configure the modules trough the mission parameters)
@sudden elbow you can only do that in sqf. You would check the configfile for a specific CfgPatches entry e.g. ace_medical. But you can't show Mission Params only if a certain mod is active
@signal coral Is there a way i can disable eject function if they are in that specific area via triggers or something ?
@lyric spindle Yeah I thought so already, I hoped for a hidden method I never heard about before, RIP, thanks anyways ๐
Hi all, quick question... in my mission i placed down the new wasp and the gryphon, i then changed their loadout and changed the default skin for the gryphon jet.
But on respawn the loadout go back to default and the skin is defaul again (from sexy grey to AAF green camo).
Question - how the hell do i prevent them from reverting back to default?.
any suggestion will be appreciated ... thx in advance
on respawn and not on first run, correct?
How do I create a timer that starts after a trigger is triggered and ends when another is triggered (only count the time taken between the start and end) while also allowing additional hints to pop up?
@prime dome yup correct, on respawn. For instance i setup the carrier in mp game mode and made the gryphon a AA jet (selected the grey skin aswell) and i had the wasps setup as CAS.
on mission start its all good but when they respawn its back to default loadout and skin ๐ฆ (on dedi server)
@rocky sinew try going to virtual garage, select the gryphon, set its gray camo. Then, export to clipboard. Go back to the mission, paste the stuff from clipboard into its init code.
You want a function that looks similar to this:
[
this,
["Blufor",1],
true
] call BIS_fnc_initVehicle;```
Not sure what to do about loadouts, though.
thx will try and give feed back
Hey, is there a simple way to switch all my portable lights on and off?
@prime dome i pasted the data in the vehicle init field bu no joy :(
[
_veh,
["CamoGrey",1],
true
] call BIS_fnc_initVehicle;```
sad vary sad
oo wait i did only tried this
yeah
use this instead of _veh
and you don't need the first line
remove this = createVehicle ["I_Plane_Fighter_04_F",position player,[],0,"NONE"];
[
this
["CamoGrey",1],
true
] call BIS_fnc_initVehicle;```
yup
add 0 = in front of it
this
["CamoGrey",1],
true
] call BIS_fnc_initVehicle; ``` also gives a error its...
๐ค
this <- missing coma?
What is a good way to make a helicopter follow and shoot at players?
any way to check why my misson crashes arma on unit switch?
@ancient verge Using RPTs?
gonna look at them
Exception code: C0000005 ACCESS_VIOLATION at 022E61F5
graphics: D3D11
no useful info
- Try using #perf_prof_branch
- if that doesn't solve it, create a ticket on feedback.bistudio.com with details+ rpt + error dump files, paste the link in #arma3_feedback_tracker , mention dwarden so he sees the ticket
@ancient verge
now I can't even test because my steamCMD went mad
and I can't login to SteamCMD
rate limit exceeded
so GG for steam devs
Okay found the issue
error occurs when you want to respawn and you are unconscious
so looks like ACE3 issue
it happens after 1.70 update so it looks like they need to update some things
Anyone noticed Simple Object option has vanished from the states tab? Is there a way to enable it with script : enable simpleObject true; or something similar?
Where is simpleobject?
Anyone knows how to set up respawn on Freedom? I get spawned under it for some reason.
Well that's disappointing, was a really helpfull feature when placing a lot of objects in a mission.
if ({_x "MPHit"} foreach arrBlue) do
{
_Penelty = _Penelty +20;
_Blue = _Blue +1;
};``` can anyone assist?
What should _x "MPHit" mean? whitespace is not an operator
okay , so how would you write this line of code ?
I don't know what I would want to do.. so.. I don't know
basically , if any one of the array units gets shot (this is for Civi popup targets) then the line must run
@frosty garden great jets mission
Anyone have luck with the zone restriction module in a server environment? Works fine in the editor, and as soon as I put it on a server, doesn't do a damn thing.
someone else couldn't get it to work either a few days ago (TandelK)
_RangeOneTargets =[A,A_1,A_2];
_stance =stance (_unit);
_weapon =currentweapon _unit;
_boolStance =false;
_boolWeapon =false;
numtargets = 0;
_Clear = 0;
if (!(_stance == "STAND" || _stance == "PRONE")) then
{
_boolStance = true;
};
if (_weapon isKindOf ["Rifle", configFile >> "CfgWeapons"]) then
{
_boolWeapon = true;
};
if (!(_boolStance) && !(_boolWeapon)) then
{
hint "Crouch and switch to Primary Weapon!";
}
else
{
if (!_boolStance) then
{
hint "Crouch!";
}
else
{
if (!_boolWeapon) then
{
hint "Switch to Primary weapon!";
}
else
{
if (_boolStance && _boolWeapon) exitWith
{
removeAllPrimaryWeaponItems _unit;
{_x Animate["Terc",0]} forEach _RangeOneTargets;
C Animate["Terc",0];
};
};
};
};
{_x addMPEventHandler["MPHit",{_Clear = _Clear + 1;numtargets = numtargets + 1}]} forEach _RangeOneTargets;
if (_Clear == 3) then
{
playSound3D ["a3\missions_f_beta\data\sounds\firing_drills\checkpoint_clear.wss", _unit];
T_2 enableSimulation true;
systemchat "Trigger 2 active";
};``` does anyone have an Idea why ```{_x addMPEventHandler["MPHit",{_Clear = _Clear + 1;numtargets = numtargets + 1}]} forEach _RangeOneTargets;``` returns a value of 3 per hit target
guys anyone know of a scud launcher or missile launcher addon?
i think RHS/CUP have them, don't know of a standalone, though
dam a sandalone would be nice
Would it be technically possible to edit a mission's params or description.ext on-the-fly using an extention?
What if I want to mess with memory?
@river nymph so to do that I would have to get the adress of the memory in which that variable is stored, currect?
i have no experience with anything related to that
Neither do I.
Justed searched "c++ get memory address".
uintptr_t p = 0x0001FBDC;
int value = *reinterpret_cast<int *>(p);
``` What is even.
Yes it's possible. No.. You most likely can't.
"You" because I lack the knowledge?
its pretty whizz shit
id be suprised if there were more than one person in the a3 dev community who could pull it off
Yeah well the only other way is creating my own debug console, and than extending it using CBA's code.
if youre using mods just copy the a3 one and remove the security constraint
I am unable to get convert these lines into CBA macros ```CPP
onLoad = "[""onLoad"",_this,""BisDisplayDebugPublic"",'GUI'] call SR_fnc_debugConsole";
onUnload = "[""onUnload"",_this,""BisDisplayDebugPublic"",'GUI'] call SR_fnc_debugConsole";
Getting an "end of line" error after 'GUI' for some reason.
tried using consisten quotations? atm youre mixing two styles
Consisten quotations?
Basically the this isn't working for some odd reason: ```CPP
QUOTE([QUOTE(QUOTE(onLoad)), _this, QUOTE(QUOTE(BisDisplayDebugPublic)), 'GUI'] call FUNC(debugConsole));
I changed RscDisplayDebugPublic to BisDisplayDebugPublic.
Nope, QUOTE(GUI) will result in "GUI", not 'GUI'.
I tried #define GUI_QUOTES 'GUI', but it also doesn't work.
right now you both use "" and ' to embed the string
tried setting it to ""GUI"" too?
wouldnt you also need an ARR_X macro to handle the commas?
Is there a way to make SPAAG units more inaccurate?
Guys is there a sample map or good documentation on how to use the carriers catapult or sling landing?
For launching you just need to drive the plane up to the catapult and select the action in the action menu and then hold down your action key.
Not sure about that.
I tried making AI do it once, they just sat around in their planes on the carrier deck. I forgot to try the command-6 menu or anything else, though.
@cptnnick#7051 it now compiles. Thank you.
Hi there, I need some help please. While I built a mission, I accidentally left ACE loaded and now, when I go to "required extensions" it says "ACE Optics and two others from ACE", how can I remove those?
Edit the mission.sqm manually and remove the ACE stuff
okaydokay
Keep in mind you can only do this when the mission.sqm isn't binarised
obviously
Watch out for mods counter there. You need to decrease it
Otherwise it won't even load in editor after saving
But I think everyone should use ace anyway it's so configurable that you can disable almost everything
Hi, i was using this:
barrier init:
this animate ["Bargate", 0]; this allowDamage false; this enableSimulationGlobal false;
on act:
gate04 animate ["Door_1_rot", 1]
on deact:
gate04 animate ["Door_1_rot", 0]
That was working on multiplayer, but now only work to player who hosting mission, now only work on dedicated or single player?
ok, I think that I find the cause. In eden editor if is cheked only in server, when is dedicated work to all player? seems that if is a non dedicated server only work to player who is hosting the mission.
well these commands should be global
so if you run the trigger on server only it should appear globably (to all players)
try sqf if (isServer) then {this animate ["Bargate", 0]; this allowDamage false; this enableSimulationGlobal false;}
this enableSimulationGlobal false;
not sure why you'd want this
Thanks, its to open a barrier when a car is near.
so "only in server" is a feature to run something to all players in server, globally, not?
no
it means run it only on the server
see the individual wiki pages for commands
they are marked with an A and E
Argument and Execution
AL/EL means the arguments or effects are local to the machine it's run on
AG/EG means the arguments can be global input or will have global effect
if something has global effect, it's going to run everywhere
so if a command has global effect and is executed only on the server, then all clients will get the effect.
if it's run everywhere, it'll be run as many times as the number of clients.
Hello there, I'm trying to make a custom Zeus Mission for some friends and me including a respawn point and respawn loadouts, however, if I place down the classes to play, I am only allowed to select one class at a time. It's hard to put these in words so...
Editor: http://i.imgur.com/Nxh9zYD.jpg
Selection: http://i.imgur.com/ChTOg1D.jpg
Spawns and Classes: http://i.imgur.com/aouEcyp.jpg
respawn=3;
and
class Item3
{
dataType="Marker";
position[]={6974.7988,7.0907117e+024,7268.1328};
name="respawn_west";
text="FOB Buir";
type="respawn_inf";
id=19;
atlOffset=7.0907117e+024;
};
ok, this is working gate1 animate ["Door_1_rot",1]; but this not gate1 animateSource ["Door_1_source",0]; I don't know why... Example3: https://community.bistudio.com/wiki/animateSource
what environment are you testing it in
how are you calling it
this work too:
gate1 animateSource ["Door_1_sound_source", 1];
then use that?
I do not know, I guess so.
but in wiki say to bargate "Door_1_source"
I will use "Door_1_sound_source" instead
@teal bison for a trigger Insert this inside On Actication gate01 animate ["Door_1_rot", 1] and On Deactivation gate01 animate ["Door_1_rot", 0] with gate01 as the name of the pole gate
Yes, thats work, with animate, but i was playing with animateSource and "Door_1_source" ๐ , Thanks!
Trying to make a reconisence missions using jets, I wonder if there would be a way to take photos using the new jets visuals
the ctrol left mouse
Is there a way to skip this screen(http://i.imgur.com/ChTOg1D.jpg) and jump straight to this one(http://i.imgur.com/aouEcyp.jpg) ??
I found the "skipLobby" property and it's under the "Description.ext"-Section in the Wiki but I am not sure where to put that...?
make a txt file, rename it Description.ext put that in the mission folder same place as mission.sqm, probably found in your documents folder
If I do that and reopen it in the Editor, I get returned to the Editor after Loading.
I have no Units placed and no Respawn Inventories set so I guess it makes sense.
I added this (https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen) to the Description.ext
Is there a way to spawn the USS Freedom with turrets already placed?
Also is there a way to deploy apcs from the carrier?
Sure. Spawn some APC's on the top and drive them off. Should have enough speed by the end of the carrier.
๐
kinda sad
What is the best way to to make random enemies spawn around a player squad these days?
none of the scripts i used to use in my missions work anymore
So anyone know how to make AI use catpult?
@fossil onyx Function viewer is your friend as a start.
Hey guys im trying to get a trigger to fire when an enemy ai shoots in a trigger "ta1" with a certian unit present "spooky". So far I cannot get this to work as my condition " shotIsFired && {SPOOKY in thislist}; " Trigger works without "spooky" present but I cannot figure out how to do the dual conditons. I know its something ive yet to find. Thanks in advance.
you need to put shotIsFired in parenthesis, i'm pretty sure
{_x addMPEventHandler["MPHit",{enablesimulation false}]} forEach arrBonus;``` can anyone tell me why simulation does not become false upon target being hit?
enableSimulation is missing the target parameter?
how would i include target parameter in the array? _x infront of enable... doesnt work
MPHit parameters are passed in _this
The unit is probably somewhere in there. Check wiki
Also why do you add 2 eventhandlers instead of doing both things in one?
and why do you Null = _this execVM ? that Null = is unnecessary
hi
i have a question
my trigger on my server is not working this is my mission.sqm https://pastebin.com/LYqaCjdf and this is deatharea.sqf https://pastebin.com/8GBK0qeP
Hello! Is that possible to randomize the loading screen image?
Yes. I know that EXEC and selectRandom in config works... Or just select and random combined.
I think he means it like this: overviewPicture = selectRandom ["picture1.jpg","picture2.jpg"];
isnt parsing Namespace still a SQF Function?
Is there a way to change the name which is shown in the choose mission screen? (This is a old question for which I still have not found an answer)
like from "c08_freesugar_v1.tanoa" (Filename) to "Sugar Free" ?
@icy comet Description.ext displayName afaik
CBA can do that. Or atleast was working on that some time ago
Hey gents, I'm fairly novice at mission editing. I want to have a system in-place which will allow FOB's to be built and to to be able to spawn on them. What would be the best way to go about this?
I was thinking of utilizing R3F Logistics but I'm not sure how to be able to spawn FOBs that are built, other than using Zeus
You need two things
a object move system and a system which manages the FOBs
the object move system is where you can choose stuff like barrier and can rotate them and place them as you wish while to FOB System keeps track of the FOB Area where the respawns should be placed
does anyone know how the "reveal marker" map function works in the campaign?
like when you zoom in the map at camp maxwell
https://steamuserimages-a.akamaihd.net/ugc/790791749952809557/7BA73B8A7506538DB72B9512E4F5957D38B3B443/
https://steamuserimages-a.akamaihd.net/ugc/790791749952809948/472A17B5D339B49DE49031ADC663B588C66AE914/
shotisfired = flase AND {triggeractivated spvr3}
would this work to check if a shot has not been fired then check to see if spvr3 activated?
if(!shotisfired && triggeractivated spvr3) would work I suppose. Just need to make sure shotisfired is a variable.
@formal citrus Hi, I'm using your F/A-18 Super Hornet addon, I placed 3 aircrafts with waypoints so they patrol the area. I've noticed that I have 3 other planes static in the air, and they are not marked as objects, I can't delete them or move them. They are just there.
Is there anything to do with that?
@signal coral sorry, no idea about this problem. Also a bit busy with work currently, if you can't fix it in 6 hours drop me a DM with the mission download and I take a look at it
I tried rebooting the game and it removed the aircrafts, I'll let you know if it happens again.
Thank you.
anyone here? ๐
hi
Anyone know if there's a way to disable the Unit logo appearing on vehicles for a specific mission?
The unit logo on the vehicle comes from the Squad XML.
You cannot stop the logo from showing up on the vehicle separately from the logo on the shoulder.
You have to delete the Squad XML link completely.
Nope, I was talking exactly about what Adir was talking about
Attach some cardboard to the vehicle to hide it. Call it extra armor for the sake of immersion. ๐
Haha
Normally I like seeing the squadxml logos on vehicles. But we have a asymmetric mission where OPFOR are trying to blend into the civilian population and it's a dead giveaway as soon as they get in a vehicle
@lucid dew You can tell the opfor team to disable their squad xml just for the mission
or do what @buoyant vault suggested
> Only seems to work for objects created with createSimpleObject, and will only work for certain selections.
Got a question for you guys. Anyway to make a custom faction for use in Zeus? Or Modify an current group to say swap out cars or change a little bit of uniforms?
Aside from a mod nothing super effecient.
If I make a custom faction, I tend to just save the loadouts in arsnal. Then just pre-make each unit you want and copy and paist ones in your session as needed.
Hello Party People! ๐
is there a way to make a ammo box in the mission that autorefills ?
yes using a script
@round spindle if you're still looking to make a cutom faction, check out the ALiVE mod's ORBAT creator. It's designed to create factions for ALiVE, but they should work just the same in zeus
@marsh rampart hey thanks I'll check it out!
How can I add buttons to the pause menu like they did in Altis Life?
onPauseScript
class RscDisplayMPInterrupt
why is AI so special? like I order them to get into my car and they just walk through two walls and 1 cargo container ._.
as anyone used UPSMON before? Is it still maintained?
I was asking about auto refilling ammo boxxes and co. and someone said i need a script i found a way to do it so they have infinite stuff in their its possible via the virtual version of the boxxes without any script ๐
nice
with 3den enhanced there's a checkbox in the attributes box of ammocrates that let you make it a virtual arsenal terminal
is it possible to make specific infantry ignore air targets? it looks strange when every soldier even with a pistol aims after a plane
They should never aim at planes with pistols unless the mod with the plane or the one with the pistol is set up wrong.
Hello guys, i'm new to eden, i was using xcam before and i was wondering if you could tell me how to align 2 objects ? (on xcam you just press TAB to do that) : http://imgur.com/1P6Pnj1
I'm trying to brainstorm what kinds of missions I can make with the carrier. Anyone have any ideas?
@old current carrier side versus carrier side, maybe air superiority?
@clear summit object snapping, you can change the distance for them to snap in the preferences.
@karmic lynx That's a good start -- maybe place objects on the carrier that need to be specifically destroyed in order to win the mission for your team?
I worry though that people will just get raped on the carrier deck once one side gets an advantage. So if I wanted to do that kind of mission, maybe the carrier wouldn't really help at all.
Here's a mission premise idea: ground guys got shot down out of their helicopter (place a dead helo by their start location). Enemy dudes are moving out to the crash zone to secure it and kill the ground guys. Air guys don't know exactly where the helicopter went down (so they will need to do flybys and scan the area). Air guys take off from the carrier, find the crash site, send in a helicopter guy from the carrier, and extract all of the ground guys back to the carrier before they all get shrekt by the enemy armor and whatnot that's driving there. Maybe the air guys can fuck up the armor dudes to buy some extra time.
@old current interesting. Quick! Apply it! ๐
That one also sounds like a winner, @signal coral . Nice!
Those missions are pretty fun
A great thing to do with carriers (what I'm doing at the moment) is staging invasions for larger missions
The thing with those missions is that you need enough players to play it
So like I feel whenever launch a mission on my server after it loads only like one person can load it at a time
Other people are frozen on the map screen
in the briefing screen?
if yes then you have sleep somewhere in your scripts while the briefing is loaded
Why is nothing ever working in Arma how I want it?
I have two units, both of them play animations (using this: https://gist.github.com/TheLexoPlexx/b8e6ed4d57e564ae51c3dc03648e3bb1) and when I enter a Trigger (synced to them) they are supposed to move to a waypoint I set for them (activation trigger set on waypoint as well)
But I enter the trigger and nothing happens.
um what
you synced a trigger to units?
I dont think you can do that. You can only set one of them as owner for the trigger
I right-clicked the unit, clicked "sync to" and selected the trigger.
oh okay
I am not really sure right now
If I playMove a unit, it ignores all waypoints and triggers right?
playAction WalkF?
@bright fractal playAction doesnt work in a3. Switchmove and playmove is what you want. If you look at the anim viewer you can preview and copy the classnames used.
Anyone know a way to change the voice of the support provider? Is it the HQ field in the module? What is it looking for in that field, language wise?
@uneven bridge i believe you can specify an hq which has the faction voices
The thing with those missions is that you need enough players to play it
@icy comet they're possible to do with low playercounts with a bit of dynamic scripting but it sort of makes the complexity of making it really balloon
@sour forum the best of missions allow for a playable scenario regardless of player count
@karmic lynx ... so like, COOP with 99 slots?
@old current Well, what I mean by that is: if I have 10 players, they can play through and still get a fulfilling experience comparibly if you had 99 players.
@karmic lynx This raises a good question: is it better to make all missions have more slots than needed/intended for the sake of preventing "too many people" situations?
Because there are certain stuff you can only really pull off well with a certain number of people...
@old current servers can autobalance. You can also set a custom server balance ratio as well
so maybe it's the server setup that counts as well?
@karmic lynx In order to do that, you'd have to do like
sv_EnemyToPlayerRatio = 0.5;
sv_DesiredEnemyCount = (count call BIS_fnc_listPlayers)*(sv_EnemyToPlayerRatio);
if (opfor countSide allUnits > sv_DesiredEnemyCount) then {
//delete random enemies recursively until it hits the desired amount
} else {
//keep doing createUnit recursively until it hits the desired amount
};
@old current Right, but there is some hard coded version for the server.cfg can't find the damn thing anymore.
What type of mission are combat patrols?
is it just like you drive arround a area and get random tasks?
@karmic lynx can't agree more
Anyone have any idea why a MP mission will not allow anything at all to be executed via debug console or another seprate debug menu only when on a dedicated server, it works in the multiplayer enviroment on the 3den editor, and other missions on the dedicated server allow the execution of anything via debug? Both the 3den editor has debug set to loged in Admins, and description.ext has the line set to 1 as well
mmh
asfar as I know there is a template param you can include for the devs console as param
class Params
{
#include "\a3\functions_f\Params\paramDebugConsole.inc"
};
but It should work if you did it right which yozu did
I still dont know what CP / Combat Patrol is
I never did one but it sounds interesting
oh
sound actually nice
if you complete one of the objectives, do you win the game?
or do you need to complete all three?
ui
nice nice indeed
that just opened a completly new world for me
are the bases for those missions created by script or preplaced? created by script sounds better but is some hard work ._.
you mean the location modules in the virtual entitys tab right?
mmh
but those are just normal locations and nothing else ._.
oh
mmh
Im thinking right now how do add units into building in the local area
I could get building using nearbyObjects and then get their building poses
and for the antenna I could just place in somewhere in the area
good thing buildings dont colide with eachother ^^
@karmic lynx Where can I find the names for the HQs to enter into that field? It's not just the name of the language as in "Russian", "Farsi", etc, is it?
I've been struggling with this darn spectator system for a few hours.
I've been testing by launching into MP from the editor. No matter what settings I use the mission ends immediately or I get the blank spectator camera. I want to use the EG spectator camera, and everything I've seens indicates that I shouldn't have to do anything special to get the EG spectator camera.
What do I do in order to get the EG spectator camera?
Spectator doesn't work unless you're testing in a Dedicated server, iirc
@fluid sable
Nope, put the mission on my server, died, I get a flash of what I think is the EG spectator, but then I end up in the blank spectator camera.
Question about Combat Patrols mission: Do you start in a Base / FOB or somewhere randomly in the area?
@fluid sable Are you using the Virtual Spectator unit that you place in the editor? Or are you maybe trying to do this via scripting to manually launch it?
@old current turns out that it just turns off when all players are dead. As soon as someone from my community helped me it started working. Until he died too. That is fine though, since if everyone is dead the mission is over anyways.
Hey guys - question here! I know it was possible for certain settings during Alpha version of A3, but, is there a way for mission makers / server owners to FORCE a video setting on someone. Note I'm not trying to be evil to people with lower computers, I'm simply trying to force a higher cloud setting (which typically doesn't affect FPS much, if at all), for aerial combat. It's a bit annoying to pilots who like the nice, large clouds for cover, but then hostile pilots can turn clouds to low, and see straight through for MILES! Any ideas?
@bright fractal On paper, yeah, but it only makes the vanilla AI laser you down slightly more easily in practice.
@deep cliff @lofty nexus Can you allow us to use setObjectGlobalTexture on those VR blocks so that I can turn this race-track into a Rainbow Road-like thing? https://www.youtube.com/watch?v=kHrYsWVpNG4 Right now, changing a VR block's global texture does not affect its outward appearance or color.
@hearty mulch here you go dude: https://gist.github.com/wanderrful/f9a62b83f9f485054fb68ca8049f627f
That's what I use for all of my missions, because I like to use prefixes a lot, too.
sxf_fnc_getEntitiesByPrefix = {
_tempList = [];
_i = count _tempList;
while { _i = _i + 1; !isNil (_this + str _i) } do {
_tempList pushBack ( missionNamespace getVariable [(_this + str _i), objNull] );
};
_tempList
};
How do I make AI Pilots get in Jets, drive to the starting point and take off from where I want them? They seem to know where the runway is but they try to get there across the grass. I tried waypoints but they are not followed: http://i.imgur.com/V8ET4IM.jpg
I'm used to the AI, on a runway, using the taxi-ways.
Actually, just make them get into a jet (with no further waypoint) and I think they'll happily take off via runway and fly around until they run out of fuel. It might be that you're overcomplicating it @bright fractal
Is there some workaround that AI Pilots just fly straight when they are under attack ? I set them on safe in the waypoint already but some ai is still turning to the sides:/
disableai "FSM" could work
anybody knows why all surfaces on chernarus are slippery like ice in my mission?
Will try this when im Home later thanks so far ๐