#arma3_scenario

1 messages ยท Page 23 of 1

wanton dome
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๐Ÿ‘

bright fractal
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@feral gate sorry for the late reply. They actually don't. When testing for the first time, I had 3 without any waypoints (except get-in) and 1 with waypoints. All of them drove across the grass, ignored all taxiways and went to one runway and took off there. I want to make them use the actual taxiway instead of driving across grass and possibly getting stuck.

feral gate
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Well then it may be the specific runway

bright fractal
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It's the Altis International Airport, I can't believe that's not working.

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But I may replace the RHS-Pilots and Jets with Vanilla-Pilots and Jets, maybe that solves the Problem.

long raft
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Hi! I have a question! Is texture tiling for interfaces something that can be done in Arma 3?

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I haven't seen anything about it anywhere

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But my idea was to pack a few UI element in the same image, or maybe make an UI animation with a tiled PNG image

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Thanks in advance!

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Note: Maybe also there's a way to preload images in memory so I could update a RscImage in realtime without having the IO queue delay

violet helm
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Is there a preferred way (or is it even possible) to add TFAR vehicle radios to CUP vehicles for example (specifically the landrover in my case)? Im looking at the TFAR documentation... functions, event handlers etc.. but havent found anything yet. I dont want to have to go modify the actual addon if at all possible

violet helm
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Nevermind.. its easy.

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this setVariable ["tf_hasRadio", true]; in vehicle init

wanton dome
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is there a way to disable optics on artillery (RHS D-30A) ? i only found a command to disable thermal imaging

bright fractal
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Can I somehow set a certain Item for a range of selected units with different Loadouts in the Editor?
I have a JTAC, AT-Soldier, Carrier and some more with variying loadouts and I want to give them Holos instead of RCO's

timid tree
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@wanton dome disableai "FSM" doesnt work sadly :/

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They all turn away

wanton dome
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๐Ÿ˜ฆ you could add "unit allowfleeing 0;" too

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you wrote it in the init field of the pilot ?

timid tree
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yup wrote it in the init of the pilot, will try careless and allowfleeing

earnest epoch
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Anyone here have Alive knowledge?

sinful rampart
uncut bloom
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Could use some help. Looking to setup a trigger for a task that detects if cargo is loaded into a vehicle. Using ACE cargo. Haven't had any luck with google, thanks in advance.

stone quiver
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Is there a way to make zeus copy/paste boxes without messing what's in them?

sour forum
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Yeah

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But you'd have to use an event handler to capture the contents of the box

daring pendant
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Hey guys
Is there anyway to have the doors of the Ceasar BTT Closed at mission start ?

signal coral
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Can some one help me? i was 23+ lvl. and now 1 agayne/
how can i fix this

raven whale
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lvl 23 in what ?

sinful rampart
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@raven whale KotH. He wrote that in one of the seven channels where he spammed that message.

raven whale
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lul

lapis isle
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Hey guys!

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I have a question about triggers and waypoint

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Situation looks like this

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I would like to make an alternative for the advancing squad to choose the entrance to the camp. Either of the entrance should trigger the tank's first waypoint. What I am I doing wrong?

viral creek
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is the source for Combat patrol encrypted?
if not, can anyone forward it to me? too lazy to download the dev branch ๐Ÿ˜ฌ

karmic lynx
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@viral creek or you know, it's all available openly on the arma 3 tools. Which isn't even half the size of the dev branch

viral creek
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see, the problem is, I am not at home and 2GB are not enough to download the tools right here ^^

karmic lynx
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Oh woops, not tools. The samples. I'll upload it for you anyways.

viral creek
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thx a lot

karmic lynx
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What's your preference? Google drive? Media fire?

viral creek
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I pretty much only care about that mission, so I wont waste 5 Gigs of bandwidth
If possible google drive pls

karmic lynx
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This is the example mission, which I'm pretty positive is the combat patrol in it's entirety. Since this is what they released first instead of a hardcoded version

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You'll need the dev branch anyways to acess the combat patrol modules and such.

viral creek
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I dont care about the modules pretty much.
Just wanna have a look on how they are doing their whole stuff

karmic lynx
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it's literally a mission.sqm file and a description.ext file, it's all hardcoded in modules that are available via the dev branch.

viral creek
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ohh my gosh

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why do they always do such things -.-'

karmic lynx
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It's immediately better performance having everything hardcoded

viral creek
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ok FML, gonna download dev then

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Putting it all into modules doesnt do anything better

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its still sqf that needs to be interpreted at least once

karmic lynx
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I think you'd be thoroughly surprised.

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You will always get better performing features via the modules than script ran during runtime.

viral creek
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This would really surprise me, but where are the numbers?

karmic lynx
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I recommend you go ahead and take a look foryourself. I can't acess arma 3 at the moment, and it's 2:32 AM.

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simple cfgFunctions in a config.cpp file and then code performance it. I dunno.

viral creek
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the thing is: why would a function called from a module run faster than called from somewhere else?

karmic lynx
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Because hardcoded functions are compiled before the game even starts? And modules can be disposed of after initial start anyways,

viral creek
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dude

karmic lynx
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Thats like asking if a custom framework is going to be faster if bi made it versus runtime scripts in missions, if anything get commy on this shit he knows a lot more about the differences

viral creek
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CfgFunctions

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they are all compiled "preStart"

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a module calls such functions

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so do I

karmic lynx
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Ugh, so you are obviously not following. No functions placed in your mission folder are not compiled or loaded into root before you.start the mission

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Meaning sometimes even before the menu, to load extensions, etc.

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Modules are ready to go even before you open up the editor.

viral creek
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there is not difference in performance depending on when functions are precompiled
if I precompile my functions during mission start, its exactly the same. The module functions (or atleast the missionnamespace shortcuts) are set at the exact same time: right before preinit happens

karmic lynx
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So lets flip this around here, where did you get your info? Testing? In which environment?

viral creek
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Default arma 3: initFunctions... read it

karmic lynx
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You must be mistaken.

viral creek
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if you do, you will understand, why module functions are exactly the same as normal cfgFunctions (loaded from mission)

karmic lynx
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No they are not exactly the same as CfgFunctions loaded from a mission, why would that make any sense? Modules arent strictly .sqf exuctions.

viral creek
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precompiling your functions at any point in time during init, wether that be gamestart or mission init, wont change the performance during execution

karmic lynx
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So when is the precompiling done then? RUNTIME...?

viral creek
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during init

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as I said about 20 times

karmic lynx
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21 times now

viral creek
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modules are calling Functions registered in CfgFunctions, which are all precompiled during init

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after that, why should module called functions run faster than the same functions called from anywhere else

karmic lynx
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Good question, show me proof and i shall concede.

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Still not sure where your default arma 3: initFunctions is at.

viral creek
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functions pbo root

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why should I proof whats the default case

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the triggers could be faster I admit that, but not the functions themselves

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faster in terms of reaction time and efficiency

karmic lynx
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Yeah i am not seeing jack shit in the code comments, line number if you are so sure?

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Default case means absolutely nothing to anybody, as i assume you would know similarly.

viral creek
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I cant tell you the exact line numbers but how the arma init actually work: initFunctions is the first sqf function to be called by the game and its call multiple times:
on inital game start: every function is read from CfgFunctions and a uiNamespace Link is created (with headers and also some functions results for preStart/preInit Fucntions)
on Mission/edenStart: every function from CfgFunctions (including the ones from the mission file) will get its missionNamespace shortcut and functions marked as recompile functions will be recompiled
Why is this needed? because the missions cfgFunction might "overwrite" some functions defined in the addons (normally not allowed, but its possible)

The default case I am mentioning is: Any function which is precompiled runs as good as if it was precompiled at any other time before execution
If that wasnt the case... ohh boy..
Even the functions compiled at the end of the compiling loop would run slower later on in the mission (even if they would do the excat same things)

karmic lynx
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Lovely, that is exactly the answer I was looking forward to.

viral creek
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Or in a more system related way: we are calling functions by their variable name which is a pointer to the code (so to speak)
What I'm saying is, it doesn't matter when that pointer was created (as long as it was created before executing)

karmic lynx
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What about the resources used in that function?

viral creek
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That's just depend on when the function is executed, not from where

karmic lynx
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So youre telling me, if i use a giant resource in a function, its going to load exactly the.same if it were in a mission file?

viral creek
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Let's say you have a large text file you are going to load, one is located in the mission file one located in an add-on
Both the add-on and mission file are assumed to be in the RAM.
Why shouldn't they load at the same speed?

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The whole mission file is downloaded before the mission is started

karmic lynx
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yes, exactly. I understand that, what's the benefit of an addon then? Can you tell me the upsides of such?

viral creek
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You don't have to download it upon connect and you can use more assets. That's it

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There is no benefit for sqf in add-ons regarding performance of execution

karmic lynx
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I'm not sure this would apply to vehicles though, since you can run event handlers on those

viral creek
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Ofc it's better to have small mission files, but that's not what we talking about

karmic lynx
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I'm not sure I'm talking about wether or not it's having large or small mission files?

viral creek
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The events defined in config file were said to be compiled when triggered, dunno if that's still the case

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Since I can't have a look atm, it could also be the case the whole module system is scripted

sinful rampart
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@karmic lynx Scripts from Modules are literally no different than any other scripts.
Scripts in Missions are also only compiled once. Unless you are dumb enough to execVM everything.
Modules arent strictly .sqf exuctions Wrong. That's exactly what they are.
Please stop talking crap Midnight. Did @viral creek Test that your claims are not true? Actually yes.. Did you test that your claims are true? No. Because then you would've found out that you are wrong.

karmic lynx
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@sinful rampart You're getting me all wrong here. I was talking about the difference between it being setup in CfgVehicles and CfgFunctions. No I do not use execVM on everything. I have no shame in being wrong, I think there was some mis communication as I was trying to learn as much as I could.

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I was under the false impression that they had better performance, and slowly but surely I've been brought to the light. I'm not here to start "crap", I'm here to learn and experience just like everyone else.

slim field
karmic lynx
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@slim field I see you had posted the same thing in the WW2 server, solution for the group name is none. But if you go to the unit you are setting as playable there will be a text field right below to set a role description.

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"Role description"

novel rune
prime dome
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you could, in the meanwhile, just set the intended group names in the slot descriptions

trim gorge
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So i have this "glitch" in my mission where i cant put weapons directly from my weapon slot into a crate, but i can put it from my backpack. And also to get something out of the crate i have to drop it to the ground and pick it up.

lucid dew
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I get that sometimes too

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just to double check the obvious

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is the crate full? You can script a crate to contain more than it normally would

slim field
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@novel rune release incoming soon ?

thorn seal
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ehy this dont work [code] _cfgPatches = [];
_binConfigPatches = configFile >> "CfgPatches";
for "_i" from 0 to count (_binConfigPatches)-1 do {
_patchEntry = _binConfigPatches select _i;
if (isClass _patchEntry) then {
if (!((configName _patchEntry) in SPY_cfg_patchList)) then {
_cfgPatches set[count _cfgPatches,(configName _patchEntry)];
};
};
};

copyToClipboard str(_cfgPatches);  [/code]
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thinking why dont work ;/

broken spoke
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Anyone have any expereince with using 3den's options to create a limtied respawn system? Right now I cant get it to work compelty correctly. I've got it to subtract tickets on death, however plays arent respwaning and when all the tickets reach zero the game ends with a mission win???!?!????????????????????????????

I've been trying to get it to
A) Subtract one one death, and respawn a player after x amount of time, moving to specate camera in the duriation
B) Alert somehow that all the tickets are gone, when you die after you're dead
C) Not end the mission, just stop players respwaning and dead ones watch the rest of the mission from specate

I've been at it for weeks and i've finaly given up, and just put extra slots in the scenrario called respawn, and some for specate camera :'/

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infact, I can get some of the above to work, I jus cant work out why the mission auto ends, but not only it ends, it ends with a victory????????????

signal coral
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respawnDelay = 10;```
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respawnTemplatesWest[] = {"Tickets"};

Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns.```
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respawnTemplatesWest[] = {"Spectator"};

class CfgRespawnTemplates
{
    class Spectator
    {
        onPlayerRespawn = "BIS_fnc_respawnSpectator";
    };
};
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Put those in your description.ext. You can specify multiple respawn templates.

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(As long as they are compatible)

broken spoke
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I've got respawn to a marker working, and it's subtracting tickets, and its bumping to ACE3 specate upon death. Now I just cant work out why it's auto ending the mission with a victory, i've not ever intended for it to do so, so im not sure whats causing it

karmic lynx
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that excessive amount of question marks makes me curious as to how much excitment backs it ๐Ÿ˜›

signal coral
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Do you have something specified to end the mission? Anywhere?

broken spoke
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It's more anger, becuase why would it A) auto end the mission without me wanting it too, and B) decide that all of us dying is a victory >.<

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As far as I'm aware there isnt anything to do with the mission ending based on certain condtions being fulfiled, it's an MSO style campaign, and it ends when we are done after a few hours/objecivts, and I end it through Zeus becuase I cant execute scripts with this mission via the debug or Zeus (another problem i've not been able to solve with this friggin mission)

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The only thing to do with the end of a mission anywhere, are some scripts I would execute if thyey would let me, but they require execvm to kick in, and the debrefing table

signal coral
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Well, there's a lot of variables to consider, and it is almost impossible to help from here.

broken spoke
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what would you suspect would cause something like this? As far as I can see in my description.ext there isnt anything and it's somewhat short so i'd catch it, and in the editor i've not placed any module to do with end mission

signal coral
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I am unsure, I don't have much information to go off of.

broken spoke
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What more would you require? A look at the Description? Or is it way off that level of being able to fix it? xD

signal coral
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More like the entire mission.

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But it sounds like you have a bit of a messy setup.

broken spoke
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I dont think it's that messy, but it's broken for some reason

signal coral
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Well, I would suggest locating all the possible locations that would cause the mission to end. Then work backwards from there. Is the script being called from somewhere? Maybe put diag_log statements to log if a certain script is called (to help find the culprit).

balmy axle
novel rune
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@slim field There is an RC for it already.

wanton dome
karmic lynx
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What does everyone think about a completely forced difficulty? Like, the server wouldn't have control over mission difficulty because the mission would exit? For gameplay purposes?

slim field
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@novel rune link plz ?

karmic lynx
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@signal coral I'm debating on wether or not it's fair. I want something that is super challenging, and I don't necessarily want players just making it easier by tweaking the server settings and ruining the purpose of the difficult.

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Possibly, I want to attract a specific audience?

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Like, if someone has a freaking red marker on their position on the map, and someone can just go hey! Let's move there! Bang bang, dead.

old current
dusty abyss
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PLEASE HELP

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URGENTLY NEED HELP

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I think I just accidentally saved a blank map over one of my map files instead of loading it

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How do I undo this? Am I totally screwed?

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It is exported to MP as a mission

signal coral
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Likely screwed unless you have a backup somewhere.

old current
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@dusty abyss this is why you need source control

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but you're fine -- just open the pbo and extract it

dusty abyss
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idk what that is, but yeah I got help.

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Thanks though.

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I just extracted the pbo from the export

midnight leaf
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Hey guys, is it possible to make a friendly unit immune to friendly fire?

brave sable
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Yes, you could add an event handler to friendly units and not apply the damage when it is caused by friendlies.

midnight leaf
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thanks bro i'll check it out

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Is the eventhandler a script?

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That's a bit too complicated for me, i'm quite new at mission making

brave sable
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Ah ok yea give mea few minutes.

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Try putting this in the initialise field of the you want to be immune to enemy fire. Can't test as not on gaming PC.

_checkFF = this addEventHandler ["dammaged", {_unit = _this select 0; _hitDamage =_this select 2; _shooter = _this select 5; if (side _shooter == side _unit) then {_unit setDamage (damage _unit - _hitDamage);};}];

midnight leaf
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Alright thanks

gleaming junco
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Is renaming missions on a MP server still a must? For example, mission1.Altis, mission2.Altis whenever changes are made. I used to have problems where if I didnt rename it, players would get kicked from the lobby until they delete the mission in their game cache

buoyant vault
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If you replace missions you have to restart the server or load a couple of other missions before you start yours.

lucid dew
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Yeah if the server has players connected or a mission loaded it OS locks all the missions, even the ones not loaded

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It's super annoying

old current
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Here's an important question: even though the patch notes recently said that non-Apex-having people can play missions that use Tanoa assets... I still have friends who can't play some of my stuff because of DLC issues. It seems super arbitrary, too, because there are also some missions where they get a "Jets DLC requirement" kick whereas I don't have it either yet can still somehow play fine. What's up with that?

lucid dew
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@old current I don't know about the jets but but the change that allows apex map assets to be used by all doesn't happen until 1.72 lands on Thursday

old current
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@lucid dew Ah damnit, no wonder. Reading is hard. Thanks dude.

lucid dew
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No worries

kind relic
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man i can't seem to get the squad names to stick at the slot selection screen. You guys got any ideas?

prime dome
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if you mean Alpha 1-1 etc then no it can't be done

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commy2 said that the next CBA release should enable it

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otherwise, just use the role description in the unit attributes

violet helm
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Quick question... do units with dynamic simulation on still follow waypoints when out of the distance setting? Like will they "move" and then pop into existance once within range?

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or are they completely static until activated?

signal coral
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Personally not sure, but I would have to guess static until activated to prevent unnecessary processing.

violet helm
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yeah, thats what im afraid of. Have some triggers that will activate their waypoints to come in... but they will be out of "range" for the dynamic simulation

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I suppose I could have the trigger tunr dynamic simulation off for the group via scripting

signal coral
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ALiVE specializes in that.

violet helm
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yeah I know ๐Ÿ˜ƒ

signal coral
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Ok, didn't know if you knew.

violet helm
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would just be nice to tick the magic box and have it work like that

signal coral
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Best I can say to try is to place a unit in the editor and have it follow waypoints in the situation like you described. Then execute this in debug:

[] spawn {
    while (true) do {
        systemChat format ["Position: %1", position unit1];
        sleep 3;
    }
}
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See if it changes

shadow tulip
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when obfuscating with mikero im getting an issue with disableChannels[] = {{0,true,true},{1,true,true},{2,true,true}}; description.ext: Line 1 true and false do not exist. use #defines or ask bis to get their act together but on the wiki Example: disableChannels[]={{0,true,true},{1,true,false}...}; is the correct syntax

sinful rampart
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Well. true and false doesn't exist in mikeros tools

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just use 1/0

shadow tulip
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hmm

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ill try it, but i think it breaks a function

#
/*
    https://feedback.bistudio.com/T117205 - disableChannels settings cease to work when leaving/rejoining mission
    Universal workaround for usage in a preInit function. - AgentRev
    Remove if Bohemia actually fixes the issue.
*/
{
    _x params [["_chan",-1,[0]], ["_noText","false",[""]], ["_noVoice","false",[""]]];

    _noText = [false,true] select ((["false","true"] find toLower _noText) max 0);
    _noVoice = [false,true] select ((["false","true"] find toLower _noVoice) max 0);

    _chan enableChannel [!_noText, !_noVoice];

} forEach getArray (missionConfigFile >> "disableChannels");
sinful rampart
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No.... what?

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even if they are bool's on the wiki. they are not strings

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a config true is a 1 and false is a 0

shadow tulip
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its an array tho

sinful rampart
#

๐Ÿ™„

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binarize defaults to text (sometimes) if you just enter something
that's why
configEntry = hello world;
get's implicitly converted to configEntry = "hello world";
Which might also be happening with true/false. Arma is a mess..

novel rune
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description.ext: Line 1 true and false do not exist. use #defines or ask bis to get their act together
What a dumb error message.

sinful rampart
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But it's true.

shadow tulip
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xD ill just change the function to use strings, and convert

sinful rampart
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But if you already know you want strings. Why don't you just use strings in the config? @shadow tulip

shadow tulip
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it doesnt use strings

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0 enableChannel [true, false]; // Enable user ability to send text but disable voice on global channel

sinful rampart
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disableChannels[] = {{0,"true","true"},{1,"true","true"},{2,"true","true"}};

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The code you posted expects strings

novel rune
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Configs have numbers, strings and arrays of all of those three.

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It's either "true" or 1

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Pick one.

sinful rampart
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ill just change the function to use strings, and convert
That is what the function is already doing

shadow tulip
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ive put "true"
another issue while obf Line 5 drive: specifiers can't be placed in pbo, and have no context in linux servers

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there is nothing around line 5 i havent already used

sinful rampart
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What is line 5?

shadow tulip
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style = ST_LEFT;

sinful rampart
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then the line number is probably just wrong

shadow tulip
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what would a "specifier" be ?

novel rune
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Never heard of it. Seems like a word a certain someone made up.

sinful rampart
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maybe it's a typo drive specifiers instead of dr oh no.. He means :

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You'd need to share your code so we can see what the issue is

shadow tulip
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its just a few defines

novel rune
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maybe you should put all the defines at the top of the config.

sinful rampart
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That is not the full config though

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unless you #include that file

shadow tulip
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In File ..\ADT\ADT_Defines.hpp: Line 5 drive: specifiers can't be placed in pbo, and have no context in linux servers

sinful rampart
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mhhh... Dunno then. You could just message Mikero directly and ask him

shadow tulip
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it was because I was using #include "..\BlahBlag"

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works fine. but mikero doesnt like it

sinful rampart
shadow tulip
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Yeah will do now

abstract badger
#

There any documentation on setting up a custom Combat Patrol mission or am I going to have to slowly figure this out?

oblique jungle
#

Hey Guys, I was wondering if any of your had some resources or advice on making missions for Single player? I dont know advanced scripting so I'd like to just stay in the editor. I want ways to make my missions more dynamic just so I don't know exactly where every enemy is. As well as how to make objects into collectable intel and what not

abstract badger
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for the intel thing, there is already a couple folder objects that come as grabable intel in editor

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under items iirc

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in order to properly use them, put this script in the init and modify as needed

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data = [this,"RscAttributeDiaryRecord",["Title goes here","Text goes here","image.png goes here"]] call bis_fnc_setServerVariable;

oblique jungle
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Many Thanks for the code!

abstract badger
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np

old current
#

Anyone have any recommended objects to use for Arsenal purposes? The usual Ammo Box and Crate are a little cliche so I was looking through the vehicle list for alternatives.

plucky glade
#

You could use the Taru / Huron containers

sour forum
#

Clearly placed laptops in an obvious briefing area can make it a bit techier

old current
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Has anyone ever made a list of Zeus scenarios that people can run? Sort of like how in Dungeons&Dragons or other paper RPG games there are little booklets of scenarios and adventures detailing the events and whatnot for the DM? Because I feel like that should be a thing.

drifting meadow
#

Can anyone confirm since 1.72 Malden DLC that 2D editor button still exists on missions still in 2D format?

buoyant vault
#

The button that runs the 2D editor was removed long ago.

drifting meadow
#

No it was not. It was only removed from creating new missions in 2D

buoyant vault
#

The one that was under the terrain list. You may be referring to another button? What are you trying to do anyways?

drifting meadow
#

Yeah, open the 2D editor..

buoyant vault
#

Press CTRL+O in the terrain list.

drifting meadow
#

That does nothing for me

old current
#

@drifting meadow press M to open the map and place things that way. If you're looking for the old 2D editor as it was before 3DEN then I'm pretty sure that it's actually gone now.

buoyant vault
#

Main menu > editor > choose terrain > CTRL+O (don't open 3d editor)

#

It is removed completely?

drifting meadow
#

2D editor was available until yesterday. I know about map view in 3d editor. That not what I need

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Yes CTRL+O does nothing

buoyant vault
#

Huh, didn't see anything about that in the changelogs.

drifting meadow
#

is The UI fed up again?

#

There is no option to edit missions in blue, only green

prime dome
#

Is it not possible to import them into 3D editor?

#

Although i guess you'll need a player unit set to do that

drifting meadow
#

Of course it is

prime dome
#

Ah, so you don't want to? ๐Ÿ˜ƒ

drifting meadow
#

Clearly, I have script code that exports editor placed objects to mission.sqm and depends on Arma2.Net extentions ( only runs in 32 bit). Once its exported and creates new mission.sqm I can then import to 3D editor. So original question how do you open the 2d editor now...

prime dome
#

Ah, i see. ๐Ÿค”

#

Ctrl + O did nothing for me either, btw (in multiplayer)

#

@drifting meadow try going to Editor (main menu) and then press Ctrl + O

#

?

#

on the map select screen

#

whichever map is highlighted should open in 2D editor

#

(just tried)

#

(but yeah, it didn't work from the multiplayer mission selection thing)

drifting meadow
#

Oh okay, CTRL+O works for single player editor. but 2D button is gone from MP editor...wtf

prime dome
#

yeah they had intended to remove it for a long time

drifting meadow
#

No devs said they would not and did not remove it to keep backwards compatibility but only that they will not continue support for it..

plucky glade
#

You don't.

wanton dome
#

has anybody else problems with say3d since the last update? some sounds which worked before, don't get played anymore.

abstract badger
#

anyone know where the default arma 3 images for scenarios are located?

river nymph
#

ui_f is normally a good place to look

violet wasp
#

Can someone upload a Zeus Mission file w/o the restricting player editing?

icy comet
#

Are the combat patrol missions also generating enemys bases and such or are they using stuff placed in the editor?

prime dome
#

i think it only generates units and mission items

kind relic
#

anyone know what the discord is for the alive team?

lucid dew
kind relic
#

thanks hommie

mossy lava
#

Is there a good way to parse a .sqm into a script that can be run dynamically to spawn the units in it?

sinful rampart
#

Is there a way? Yes. Probably multiple different ways you could do that. is there a good way? I guess the best way would be the good way.

mossy lava
#

I suppose "good" as in "implemented" rather than theoretical.

#

Do elaborate.

sinful rampart
#

I don't know if anybody has already done it. The old Arma 2 3D-Editor would create missions as script files. So I guess Arma can do it. But I don't think that's accessible anymore

mossy lava
#

Ah that would be pretty cool. Too bad.

signal coral
#

You could write a script to export their positions and classnames to an array and copy it.

mossy lava
#

I see that some Zeus enhancements like ARES has that built in.

oak sage
#

does sign_F (wooden large sign) not accept user textures? I can get every other sign I tried to work except for this one.

oblique jungle
#

Hey guys, what would you reccomend for a dynamic mission maker, that also allows custom factions to be used?

signal coral
#

@oblique jungle MCC Sandbox is a good mod to use.

oblique jungle
#

Does it work with mods like Vcom AI?

sour forum
#

@mossy lava tried implementing some sort of caching solution?

civic sierra
#

Id like to polish an arsenal script by automatically adding grenades to grenade launchers and rockets as well, automatically without having to load them manually. is there anyone that can give me some direction on this?

civic sierra
#

whoops wrong channel sorry

lucid dew
#

Is the BIS Defense Mission Module still broken? I can't seem to get any enemy units to actually spawn

#

from my RPT:



[
bis_mission,
"waveStarted",
[_tier]
] ca>
15:07:22   Error position: <bis_mission,
"waveStarted",
[_tier]
] ca>
15:07:22   Error Undefined variable in expression: bis_mission```
#

i'm hoping it's just me going wrong with the setup somehow

vapid trail
#

How should I tweak this so that it would also take into account killed AI soldiers? player addEventHandler ["InventoryOpened",{ if (_this select 1 isKindOf "Man") then {closeDialog 602; true} }];

How the snippet is now, it only works for killed human players (in multiplayer)

#

another question would be that are these isKindOf types listed in somewhere?

wanton dome
karmic lynx
#

@wanton dome Likely a bug, since maxDistance is an optional parameter. What error is it throwing you?

dry grove
#

Hey, i got directed here from #arma3_scripting and I need some help with triggers. I am making MP objective capture points (like sector control) and i need to call a script from that trigger every time a new player enters the trigger area (not everytime the trigger is activated). How would i go about doing this?

wanton dome
#

@karmic lynx it's not giving me an error unfortunately

dry grove
#

@wanton dome holy tit-balls, how did I not know this. I have quite literally had to right 130lins of code for that exact command by hand. How did I not know about this ;(

#

Thanks alot though haha

wanton dome
vivid magnet
#

is there a way to copy certain parts out of a mission to paste them into another one?

lucid dew
#

i think the clipboard persists between eden sessions

#

I have vague memories of making that work

plucky glade
#

CTRL C works fine, you can paste them at the exact same position in a new mission by pressing CTRL SHIFT V

vivid magnet
#

thanks for the advice about CTRL SHIFT V. worked flawlessly! ๐Ÿ‘Œ

signal coral
#

Can also right click and paste on original position ๐Ÿ˜ƒ

vivid magnet
#

oh well. still impressed that the location and attributes are copied.

brazen shoal
#

Looking for help, making Arma traders: Want to make multiple traders w/chance to spawn, lets say i have 5 possible created traders, each with 20% chance to spawn, how do i make the server load only 1 of the 5. I have tried "Probability of Presence"and presence condition check isNil "trader1" && isNil "trader2" for each respective trader, yet multiple still spawn

river nymph
#

Do you have their names? If you put them in an array or whatever you can manipulate that until you have your desired number.

#

Pseudo:

while {count _traders > amount} do {
    deleteVehicle selectRandom _traders;
    _traders = _traders arrayIntersect _traders; // gets rid of nil reference
};
craggy siren
#

Hey everyone. Sorry if this sounds rather stupid, but I'm trying to do a zone restriction type thing with triggers, as I'm having issues with the inverse setting on the module itself. However, in the way I'm using triggers, it'll only activate for the house, and not the other player or client. I'm really not too sure why.

signal coral
#

Did you probably set the server only option in the trigger?

old current
#

Was brainstorming and thought that maybe instead of using Arsenal with its infinite magazines and bandages, maybe it might be a good idea to have loadouts stored in ammo boxes. I can place signs with a role on it (e.g. "Medic") and a few boxes next to it, where each box has a full loadout for you to take.

How stupid of an idea is this? Maybe I could lock the ammo boxes so that only a particular player can access them.

Then again on second thought, maybe this is dumb because I might as well just give people their loadouts the normal way if I'm gonna be doing it like that.

sinful rampart
#

That is how it was done before we had Arsenal.

#

you can also just addAction loadout scripts to a box

old current
#

That's a good point with the addAction and scroll. You're right though that Arsenal and just giving loadouts straight away are probably way better than reinventing the wheel.

karmic lynx
#

Meh, i dont like the action, still gives you a set loadout with a guaranteed amount of ammo, rather than conserving it because there is a limited supply, etc.

#

What ive done so far is pack ammo boxes full of common ammo, similarly with bandages and such. Then if someone needs them youre going to have to load them into a vehcle or fly them in

violet helm
#

does the "detected by x" setting not work in triggers? Even just having it put up a hint that says spotted doesnt work... tried syncing to area logic even

#

hrmmm OK wait... it appears it doesnt work for "any player". If I tell it to look for BLUFOR for instance it does work.

karmic lynx
#

@violet helm anyplaywr is different for activation. Meaning any player can walk into the trigger radius and activate.

prime dome
#

well, they didn't say that a player wasn't trying to activate the trigger...

tired kite
#

Can anyone tell me succinctly what exactly the 'forecast' options in weather (i.e. fog forecast) do?

#

I have searched on the wiki but I can't find the documentation

tired kite
#

ahhhh ok

#

so what's the point of it in mission weather attributes?

lucid dew
#

You use it if you want the weather to change during a scenario. I.e it starts out clear but get's cloudier and rainy over time

#

You can set what the forecast time is too somewhere iirc

#

Think default is 30 mins

tired kite
#

Oh yeah I found it under a dropdown box gee that was painfully obvious

#

thanks for the help

native knot
#

Hi there, just a little question ! Are triggers global ?

native knot
#

So if a player activates the trigger, the scriptt inside of it will execute on every players ?

river nymph
#

no, theyll activate locally

native knot
#

Activation is local, but if the sqf uses global commands it should work, i'm right ?

native knot
#

Okay, i will use this way then. Once the trigger is activated it will be shared to the whole player network?

river nymph
#

only if the conditions are true on those clients too

native knot
#

Ok, thank's for your help guys ! ๐Ÿ˜ƒ

prime dome
#

BTW, if you're using the editor placed triggers,
then there's a check box that says "Server only". Ticking the box makes it run on the server only, otherwise it's global.

native knot
#

Thank's for the info

plucky glade
#

so to clarify is the "server only" checkbox the same as the makeglobal flag?

#

i.e makeglobal false = server only true

sinful rampart
#

Server only only runs on Server. Global runs globally. On all Clients and Server

#

Ticking the box makes it run on the server only, otherwise it's global

plucky glade
#

ok - hm can I "tick the box" with the scripted variant or do I have to add "isserver in condition" ?

sinful rampart
#

There is no box to tick inside a script

plucky glade
#

[3:14 PM] Quiksilver: if you set <makeGlobal> to TRUE, yes it will be present on all clients

sinful rampart
#

If you want a serverside only trigger. You have to set makeGlobal to false. And add the trigger serverside

plucky glade
#

so Makeglobal false ok

#

that's what I meant, thanks for confirm

tender hound
#

What mod do I need to be able to place cameras around a city for surveillance? Trying to place cameras on walls/mounts/roof tops for a mission.

sinful rampart
#

A Mod that adds Cameras. Don't know any

oak sage
#

working cameras, or just static props? I'm sure there's something that provides props

crisp delta
#

hello

signal coral
#

alright lads, i have a weird question for you all. i'm trying to spawn units on a pier over the ocean that i have placed in 3den using a few different scripting methods and nothing seems to work -- i've tried several methods, so many it'd be faster if you just asked me if i've tried it rather than me listing all of the ways i've gone over it. Is there a way to reliably spawn groups (or, less preferably, individual units) over the ocean on a pier object?

#

i've tried spawning the units using ASL and ATL and neither work. i also set their properties to CAN_COLLIDE.

#

i've gotten my code to the point where it will spawn units on the right location, but they instantly die

#

if i have to i'll just monkey it so their damage is set to 0, but i'd rather not.

sinful rampart
#

Spawn a Unit at pos 0,0 and setPosASL it to where it belongs and preferably half a meter too high so they can't clip into the ground

#

I don't see how they would instantly die... Even through collision problems you don't die instantly.

signal coral
#

That's what I was gonna try.

#

Because I can teleport myself to that position using the code I'm using for the units just fine in debug and I don't receive any damage.

sinful rampart
#

you could spawn. allowDamage false, teleport, wait a second. allowDamage true

signal coral
#

that's what i was doing, yeah, but i'd like the code to be as clean as possible

nocturne yew
#

Is there a way to recover a mission.sqm after a game crash? My power went out and it now is not loading the save before it went out.

signal coral
#

should be able to find it in your missions/mpmissions folder.

sinful rampart
#

That's why you keep backups. I don't know if Eden autosave keeps backups. My documents\Arma 3\Missions or MPMissions folder

trim gorge
#

With the new combat patrol modules, does anybody know how i can make someone spawn at a base instead of in the mission area

signal coral
#

Is there any way to make it so it's basically impossible for people to bleed out in ACE?

#

If there's a way to set the amount of blood someone has to an insane level that would work.

sturdy dawn
#

From what I know its not something you can change but ace has simulated it realisticly (atleast from what I know/saw)

amber cave
#

ok really noddy question from someone new to mission making - why doesnt changing my player-unit names in the editor change them in the lobby? am i missing something?

prime dome
#

@Obelisk#9690 that's not supposed to be for the lobby. Think of those names as a variable that refers to your unit. If you want to change the lobby names, use the "Role Description" text box in the unit's attributes instead.

#

@Obelisk#9690

#

ยฏ_(ใƒ„)_/ยฏ

lucid dew
#

Has the way the sector module works changed? The wiki says:

Open the editor (2D or Eden) and create the module ModuleSector_F. Add a name to the sector and set the properties as you want them to be. Create a location game logic next to the module. Create a new trigger and set the activiation mode to everyone. The trigger's size and position represents the area of the sector. Synchronize the trigger with the location object. Sychronize the location object with the sector module. Create the game logic bluefor and opfor and sychronize them with the sector module as well. Now you have createn a sector that can be captured by Blufor and Opfor at the trigger position. Test your mission!

But I've done that, and the task appears on the location the sector module is placed, not the trigger.

dry grove
#

Hey this is probably a dumb question, but how would i place in assests that aren't in the assest list in editor?

#

i mean things like that ghost hotel, kavala castle parts, etc...

#

structures and things that can't be placed using editor normally

prime dome
#

structures should be in there too now ๐Ÿค”

#

look at the "props" tab at the end (yellow flower shaped symbol)

dry grove
#

not all structures

#

so there are certain stuctures and things that are on the maps, that aren't in the assest list in edior. they're not in the props tab

prime dome
#

in that case there was a mod called editor 101 or something

#

i that allowed other stuff to be added

dry grove
#

ahh awesome

prime dome
#

haven't used it ever since Eden got most of the structures

#

so i don't know what it's like now

dry grove
#

so with that editor 101 mod, will i be able to use it to place vanilaa items, and then unload the mod and keep my mission a vanilla mission?

#

like does the missison now require that mod to run if i use it?

prime dome
#

Ah, not sure about that

#

I think it wouldn't create a dependency

#

Since I play with a vanilla group and people would use it

#

@dry grove

dry grove
#

awesome, thanks i shall look further into it later

prime dome
#

cheers

halcyon tree
#

heya

#

quite new to the eden editor

#

how can I make a simple objective

#

which consists of going on a quad bike

karmic lynx
#

@halcyon tree create task module

halcyon tree
#

how do I access it?

karmic lynx
#

Open up the eden editor, you will see a tab for modules or just press F5 . From there you will be able to click on sub menus. Click on the intel drop down menu and from there click on the create task module, and finally click anywhere within the world to drop it down. Double click it to review properties. @halcyon tree

#

task id must be unique to each task as they as referenced and registered individually

#

Destination would be where you want the quadbike to go, so you can either sync a object for the task to set it's destination to or move the module to the destination.

halcyon tree
#

I want the task to be assigned from the beginning, and be finished when at least one of the players enters a quad

karmic lynx
#

@halcyon tree Okay, go ahead and setup the task then as you please. Place down a trigger from the trigger menu on the top right or by pressing F3 , then proceed to put this in your condition field: (vehicle player) != player) and in the activation field: (yourUniqueTaskID) setTaskState "Succeeded";

#

assuming this is a SP mission

halcyon tree
#

it's MP

#

2 players

karmic lynx
#

player count doesn't matter. your player variable needs to be referenced somehow. maybe something like this in the condition field of the trigger {if((vehicle _x) != _x) then {(yourUniqueID) setTaskState "Succeeded"; };} forEach allPlayers;

halcyon tree
#

ok

#

hmm it's not working

torn temple
#

Anyone know how I might set custom factions for combat patrols?

kind relic
#

anyone know why when i make a arsenal in EDEN with a limited amount of items, when i put it on MP on the box it has literally everything?

signal coral
#

How are you making it @kind relic

dry whale
#

Question to all the multiplayer mission makers here. Would many SLOTS in a mission cause lag, or would only the actual number of players cause lag? For example, would having a 200 slot mission with only 80 people have more lag than a 100 slot mission with 80 people?

karmic lynx
#

@dry whale Actual players.

dry whale
#

@karmic lynx That's what I thought, but are you sure? And if so, why don't we see any servers with hundreds of slots, besides the rare "Life" server with 120?

karmic lynx
#

@dry whale None of the player slots have simulated players until a player uses and joins with that slot. So I see no reason as to why it would induce lag unless the server is improperly configured.

marsh rampart
#

@dry whale I can't speak for anyone else but with my server host you pay per slot, so for a start I'm not going to pay for a bunch of slot I'll never use. Then I'm not going to make the mission for more slots than I have on ther server. That's why you won't see hundreds of slots very often

dry whale
#

@marsh rampart Well most people that run large servers run on dedicated servers (so no slot limit), as the pay per slot price model is very expensive at size.

#

What my question is, is why these dedicated servers don't have massive slot counts.

#

For example, my unit has three units, (two with 80 slots each, and one with 20 slots), and all use the same mission file for training.

#

While they wouldn't likely all be on at the same time, each member past the "Recruit" rank, is guarenteed their own slot (so 180 slots + 30 recruit slots = 210)

#

While it wouldn't have 210 people on the server all at the same time, I was just wondering whether having 210 slots would cause any lag or other issues, if only 80-120 of the 210 slots are being filled.

valid lava
#

Unused slots shouldn't cause any issues

#

As far as populated slots, you should be able to get 120 players into a mission. Once you add AI into the mix your max players is going to be reduced by half, before you see serious performance degradation.

north marsh
#

hi guys, i'm trying to make work my addon, i created a folder named @north marsh and inside addons/Yeiij.pbo
in the start bat in -mod i add @north marsh;

Structure folder:
@yeiij/addons/Yeiij.pbo

start.bat
-mod=Kart;Mark;Heli;@yeiij;

inside pbo:
- init.sqf  
- scripts/start.sqf

inside init.sqf:
fnc_start = compile preprocessFileLineNumbers "scripts\start.sqf";
[]spawn fnc_start;

inside scripts/start.sqf:
sleep 1;
hint "OK";
sleep 1;
diag_log "=========================================================";
diag_log " TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST"
diag_log "=========================================================";

what i'm missing to execute my addon?

river nymph
#

does init.sqf work in addons?

north marsh
#

@river nymph no idea

river nymph
#

youll also need a config.cpp for sure

#

or arma will ignore the folder

north marsh
#

@river nymph any config.cpp example? inside of pbo or just inside @north marsh?

tender hare
#

have a look here

#

this is a really simple addon i made a year ago

#

this is all in the pbo

#

you can also put your function in the config.cpp

north marsh
#

umm lets try, but still not clear for me :p

#

@tender hare

file = "\des\elevator\fnc\fn_teleport.sqf";

what is \des\ ?

tender hare
#

the relative path

#

used for the arma compile prgramm

north marsh
#

well so u folder is @elevator right?=

tender hare
#

but your addon would do nothing (if it would have worked in the first place).

#

I don't know anymore. did it a long time ago.

north marsh
#

meh, will try, ty

tender hare
#

you could add an action to the player to try your script

north marsh
#

or just call it in debug console i guess

tender hare
#

but then you know if u did the pathing right

#

and configured your config.cpp right

#

with the cfg stuff

north marsh
#

i'm checking that example in some exile forum ```CPP
class CfgPatches {
class Community {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgFunctions {
class Enigma {
class main {
file = "\x\addons\Community\init";
class init {
postInit = 1;
};
};
};
};

But i dont understand that \x\ path, same at u \des\
tender hare
#

no des was the folder everything was in

#

check the wiki fpr addons there it is explained how to set up an working environment

north marsh
#

will do

tender hare
#

that is my addon packed

#

u can upack it and have a look

north marsh
#

and how u tell the server to load it? in -mod ?

#

u dont use config.cpp :p

river nymph
#

he does

tender hare
#

@north marsh linux or windows?

north marsh
#

windows

tender hare
#

terminal or DE

north marsh
#

de, i dont have server, just using my pc for learning

tender hare
#

-> arma3sync

north marsh
#

have it

tender hare
#

then u don't have to struggle

#

then go for it

#

instead of the regular exe use the server one

north marsh
#

i'm freaking lost again QQ

tender hare
#

what's the problem?

#

just select a different executable in a3s ?!

prime dome
#

you already have the server exe

#

in the game folder

north marsh
#

i think we are mixing things, i ask how to add the addon in the start.bat, i suposse with -mod=Kart;Mark;Heli;@yeiij;

tender hare
#

u said server. but anyway. yes this should be the syntax

north marsh
#

yes, sorry my english is confuse :p

#

i'm using that arma rpg life framework as example

#

fn_startSys.sqf ```SQF
sleep 1;
hint "OK";
sleep 1;
diag_log "=========================================================";
diag_log " TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST"
diag_log "=========================================================";

#

start_test.bat

@echo off
start "arma3" /min "arma3server_x64.exe" -mod=Kart;Mark;Heli;@yeiij_server; -config=SC\config.cfg -ip=127.0.0.1 -port=2302 -profiles=SC -cfg=SC\basic.cfg -name=SC -autoinit
#

i hope that works, or i missing a thing?

tender hare
#

please look at the wiki page of config.cpp and how to set up a work environment for arma (P drive etc). i do n't think people will walk you trough this step by step

north marsh
#

i found the way, no cpp required

lucid dew
#

Anyone know of a way to prevent players of one side from opening a door?

viral creek
#

lock the door via variable, broadcast the lock of that variable (via remoteExec setvariable) only to the members of said side

lucid dew
#

thanks

gritty trellis
prime dome
#

what have you done so far, and how do you know it's not working?

lucid dew
#

@gritty trellis as the warning states - they don't work if you pack the missions into PBOs

#

if you're not doing that then I have no idea what's going on

gritty trellis
#

@lucid dew I am packing them into PBOs because im putting them on the workshiop, im just wondering if there is a workaround or something

lucid dew
gritty trellis
#

I'll just do it without the prefabs, I was just being lazy haha

smoky warren
#

What could've changed for the lightpoints in my mission to suddenly not work? Time of day has remained consistent, I'm getting no script errors in-game or in the .rpt. Placed them via var = [] spawn {light = "#lightpoint" createvehicle getpos L34; light setlightbrightness 5; light setlightcolor [0.1,0.8,0.1]; light setlightambient [0,0.8,0];}; where L# is a trigger with the corresponding variablename

#

All I remember having done between them working and when I noticed they weren't was 1: change the "Lightning" weather condition, and 2 started/reloaded the mission a hundred times messing with a script, that as far as I can tell shouldn't interface

smoky warren
#

Found the culprit ```// =======================================
// Ambient Sounds
//enableEnvironment false;
while {true} do {
[player, "stormloop",500] call CBA_fnc_globalSay3d;
sleep 15; //"0" represents what length the track is, so replace the 0 with your soundtrack's length
};

#

think it was the sleep ed: rather, the while {true}

balmy jasper
#

Garrisoned units in missions. How do you guys handle them? Are they static? Will they move? Is there ever a situation that a village is clared by the players but 1 or 2 ai remains in buildings?

raven whale
#

disabledAI "PATH" until players close, enable it

violet helm
#

Does the flare module still not work properly? ie, with the smoke one you hook it up to a trigger, when trigger activates it goes off.... flare seems different. Is there some other way? I know the script method thats floating around.. but surely this module has a use??

fiery swift
#

Do Map markers have influence on performance? And if so how many are to many? ๐Ÿ˜ƒ

novel rune
#

First answer: Yes.

#

Second answer: When they noticeably influence performance in a negative way that makes the gameplay experience suffer.

#

Quantity depends on the individual hardware and also the tolerance to such things.

fiery swift
#

thanks for the awnser so far @novel rune because i was thinking about making some kind of info texts with makers on the map because some people dont find the other tabs on the map menu.... and that would be a easy way for people to find the information...

gritty trellis
#

Hey is it possible to use a script command to toggle the debug console in game?

novel rune
#

But it won't work, does it?

#

I don't think it will be functional.

#

If it's disabled in the mission.

gritty trellis
#

Basically im trying to copy the Param Template for enabling the Debug Console so that my mission will work on dedicated servers

#

Im trying to modify the setting in description.ext depending on the parameters

#

In effect I want to be able to do in Description.ext ; "enableDebugConsole = "DebugParam" call BIS_fnc_getParamValue;" but obviously you cant do that

novel rune
#

I don't think that is possible.

gritty trellis
#

It can already be done though

#

Using the Param Templates

novel rune
#

Then what is the question if you say it can be done.

gritty trellis
#

It can be done using Param Templates

#

I do not want to use param templates as they break the mission on dedicated servers

novel rune
#

Idk what you mean by "Param Templates"

novel rune
#
/*
    Include this file to description.ext of your mission

    Optionally, you can set default value:
        #define DEBUGCONSOLE_DEFAULT    1

    Example:
    class Params
    {
        #include "\a3\Functions_F\Params\paramDebugConsole.inc"
    };
*/

#ifndef DEBUGCONSOLE_DEFAULT
    #define DEBUGCONSOLE_DEFAULT    0
#endif

class DebugConsole
{
    title = $STR_A3_paramDebugConsole_title;
    values[] = {0,1};
    texts[] = {$STR_DISABLED,$STR_ENABLED};
    default = DEBUGCONSOLE_DEFAULT;
};
#

That is what the file looks like. And what exactly is the problem with it?

gritty trellis
#

Wait, on dedicated servers, does the mission have to be a pbo, or can it be unpacked?

novel rune
#

what?

gritty trellis
#

I'm not sure how I can rephrase that

novel rune
#

Please tell me what the actual problem is.

gritty trellis
#

Im trying but im awful at articulating haha

novel rune
#

Are you saying that you cannot #include the Params thingy file, because it errors out on a dedicated server?

gritty trellis
#

Yes

novel rune
#

Yeah, BI broke it some time ago.

#

Just copy paste the file instead of including it.

#

I posted the files contents

#
class DebugConsole {
    title = "$STR_A3_paramDebugConsole_title";
    values[] = {0,1};
    texts[] = {"$STR_DISABLED", "$STR_ENABLED"};
    default = 0;
};
#

e.g. this ^

gritty trellis
#

And according to the wiki, it is because "Param templates currently don't work with PBO missions manually copied to MPMissions folder. Unpacked missions, Steam missions and missions which are part of an addon works correctly.", so what im asking is, instead of me fixing, can I just tell people to unpack the mission when trying to run it on a dedicated server, or does it HAVE to be compressed as pbo?

novel rune
#

But I have no idea if this still works

#

You could, but unpacked missions are annoying to handle

gritty trellis
#

Ill do it your way you suggested

#

That makes a lot more sense than all the things I tried

novel rune
#
class Params {
    class DebugConsole {
        title = "$STR_A3_paramDebugConsole_title";
        values[] = {0,1};
        texts[] = {"$STR_DISABLED","$STR_ENABLED"};
        default = 0;
    };
};
gritty trellis
#

Thanks for your help, im sorry that im bad at explaining my problems

novel rune
#

It sucks that they still haven't fixed the problem with #include'ing files in description.ext on the server

karmic lynx
#

@novel rune still crashing?

novel rune
#

Yes.

#

Unless unpacked apparently.

old current
#

I just had a crazy and stupid idea, you guys: a missionmaking podcast where each episode talks about a different topic with missionmaking, shares stories about your favorite missions you've seen or played, and designing scenarios: what people liked and what they didn't, etc.

kindred ore
#

Could be interesting having a bunch of people from different communities coming together.

old current
#

Also -- does anyone know how to make the jets not randomly sink into the ground while they're on the deck of the new aircraft carrier?

prime dome
#

no, but it was fixed on dev branch recently, so hopefully with 1.74

kindred ore
#

This is supposedly fixed in the latest Dev branch update, but so far I've managed to avoid it by raising all aircraft up into the air off the deck a little bit.

prime dome
#

that may work, yeah

#

although i've had cases where it's fine in SP/self hosted MP, but on DS the planes sink when players get in

old current
#

I've fixed it by giving players a button to press in order to bump their jet up a meter or two and reset its orientation so that it just falls back onto the deck.

prime dome
#

that's also a good way

#

when we play, admins have zeus access so it's not a huge problem

#

unless things explode

#

which they have

kindred ore
#

Miraculously, the one time I made a mission based solely around flying planes off the Freedom, not a single thing went wrong.

#

Never mind the fact that 8 planes departed, and only 2 made it back to the carrier, none of them exploded on takeoff or sunk into the deck and that was a great feeling.

prime dome
#

haven't actually had a problem apart from the sinking (and resultant explosions)

#

although not sure anyone's tried to land one in session

#

had a few helos take off and land successfully

kindred ore
#

Landing is sweet to see from the deck.

old current
#

@kindred ore Yeah, I created a special Air Traffic Controller slot for the guy who wants to sit on the deck of the carrier and coordinate the landings, takeoffs, and taxiing. Also the guy can use his scroll wheel to repair, rearm, and refuel jets when they land (or alternatively, people can taxi to the refit zone on the long end of the deck that I made for them but it takes a while).

kindred ore
#

Just gotta be careful of the guy who decides to be funny and eject after landing successfully.

#

The seat landed on some poor guy and killed him instantly.

old current
#

That's amazing

kindred ore
#

I've been meaning to post the footage to the arma subreddit, it's hilarious.

smoky warren
#

Is there a reliable way to get AI to land VTOLs like the blackfish, without doing the whole recording flightpath thing?

fading wing
#

probably not tbh

teal bison
#

hi, there are any option to make a condition true depending of players count?

karmic lynx
#

@teal bison count allPlayers

teal bison
#

for example, if there are 6 players condition is false, if there are 10 condition is true to a enemy waypoint for example

karmic lynx
#

actually you should do count and playableUnits

#

if((count playanleUnits) isEqualTo 10) then { };

teal bison
#

that is a function to search in wiki?

teal bison
#

Ok, then In trigger condition:
if((count playanleUnits) > 6) then {condition = true};
Is this right?

karmic lynx
#

@teal bison no. Trigger conditions are already setup for if statments

#

((count playableUnits > 6))

#

needs to return a boolean

#

then in your onActivation field is your code you want to execute

teal bison
#

Okay, "if" is in case of being in a external file to the editor. Thanks!!

crude jacinth
#

So I'm currently changing Escape Tanoa to have different spawn points etc, yet the issue I have is that the airfield/harbour near the spawn location spawns helicopters and boats which obviously mean you can escape after doing nothing.

#

Is there anyway to add something to stop civilian entities spawning in an area or just remove them all together from this certain part of the map?

karmic lynx
#

@crude jacinth remove all the trigger that have the activation set to civilian

crude jacinth
#

as far as I can see, there isnt any

karmic lynx
#

no triggers? That's how BI did the original ones, the triggers are predefined zones for the ambientAO function to spawn enemies and civies at

crude jacinth
#

the blues are populate (maybe its in the code for that) and spawn vipers

#

even if i block them in, they spawn outside lol

#

๐Ÿ˜„

karmic lynx
#

lol, well the funtion finds a safe place for them to spawn afaik

crude jacinth
#

It feels like it's built into airports or something, its odd

#

there was 'deploy civvehicle' or whatever its called but remov ing tht didnt do anything

karmic lynx
#

No, it's not. Take a look at the execution in the mission file

crude jacinth
#

How do I do that sorry

#

I literally through myself into this crash course yesterday lol

#

threw

karmic lynx
#

Scenario - > Open Scenario Location or something like that

crude jacinth
#

So I guess it'll just be inside one of the ini files

#

OMG i think i fucking found it

karmic lynx
#

I'm extracting it here to see if I can see the same

crude jacinth
#

thats the location

karmic lynx
#

okay, then find where it's executed

#

event scripts, etc

crude jacinth
#

ye this is where i have zero knowledge lol

#

I am thinking I could just delete them from the file..?

vivid magnet
#

so the triggers you see on the map are only related to enemy AI?

crude jacinth
#

so when Blufor walks through triggers, they spawn

karmic lynx
#

@vivid magnet that's how they were spawned exclusively in the first version of escape

crude jacinth
#

i guess it makes it so it's less cluttered

karmic lynx
#

not necessarily afaik, they're spawned based on the distance to the trigger. In which the activation dictates what type of entity

crude jacinth
#

So would it be safe to remove any instances of 'boat plane chopper'?

#

ill obviously create a back up lol

karmic lynx
#

trial and error

crude jacinth
#

ye this is how i got to where i am lol

#

i didnt even know how to extract to PB yesterday

#

PBO

#

then I made the Arsenal state upon respawn work

karmic lynx
#

gotta start somewhere

crude jacinth
#

ye, friends are relying on me haha

karmic lynx
#

lol

crude jacinth
#

What does Sleep 2 mean?

#

is that ust 2 empty vehicles

#

Just*

karmic lynx
#

sleep is suspending the script from executing the loop for 2 seconds

#

or sleep is just suspension

#

depends on what it's used for

crude jacinth
#

haha it worked

#

theyre all finally gone

#

๐Ÿ‘Œ

brittle shadow
#

hey, does anybody know the best way to hang backpacks on a wall?

#

im doing it with units rn

#

but it seems bootleg af

sinful rampart
#

So you can pick them up? Or just for show?

brittle shadow
#

to show

#

for probs

sinful rampart
#

just place them in Eden and make them simple Object

#

But I think they removed the simpleObject checkbox in Eden did they?

brittle shadow
#

the backpacks dont have a simpleobject checkbox

#

sadly

sinful rampart
#

Ouh man.. There is a BIS_fnc that deletes and recreates a object as simple object

brittle shadow
#

oh rly?

sinful rampart
#

that in the init field might work. Or you just need to manually spawn and setVectorDirAndUp the backpack

brittle shadow
#

how is that bis fnc called?

#

ah thx!

#

im gonna try that ๐Ÿ˜ƒ

#

mhm

#

doesnt seem to work with the backpacks

#

its still a groundweaponholder

sinful rampart
#

Then you need to go the manual route of spawning the backpack from classname using createSimpleObject

brittle shadow
#

mhm ye

#

that will be a pain in the ass ๐Ÿ˜ฆ

#

well thanks anyways ๐Ÿ˜ƒ

sinful rampart
#

Yeah. I wouldn't want to do that myself.
We once had the option to make everything a simple Object in Eden. And then BI thought "ough.. Nobody is gonna need that. Let's just remove it"

brittle shadow
#

why tf

#

good job bohemia

brittle shadow
#

ye

#

i wish i had that option now

vivid herald
#

Anyone have any experience creating the RHS nuke (9M79B) explosion via trigger on activation?

karmic lynx
#

@vivid herald nuke isn't an oject, although it is created like an object. Just like vanilla explosion effects. Search for it under CfgVehicles in the config viewer

vivid herald
#

@karmic lynx I have the below pieces, but I am by no means a scripter:

-Class name of nuke:
"rhs_9m798B"
-cfg stuff
getNumber (configFile >> "cfgAmmo" >> "RHS_9M79B" >> "yield"))] call rhs_fnc_ss21_nuke;};

karmic lynx
#

@vivid herald yep the ammunition is what you might be looking for. just do createVehicle with it

vivid herald
#

This is what I have currently, but it calls an explosion thats only about 30 meters deadly - not the full nuke with cloud and what not. Any idea as to why?
"RHS_9M79B" createVehicle getPos nuke;

robust tiger
#

@vivid herald [getPos nuke, 6000] call rhs_fnc_ss21_nuke; 6000 being the yield, I think 10000 is default

#

Also should be a server only trigger

karmic lynx
#

@robust tiger there you go, awesome. Didnt see this.

vivid herald
#

@karmic lynx @robust tiger Thanks for all of your help

raven mulch
#

Hey is there any real advantage to using xcam compared to the eden editor while not considering more object features and arguably better workflow. Like is there anything like performance etc. since the sqm export of eden and xcam looks quite different. Thanks ๐Ÿ˜ƒ
Im asking because ive made a quite big map edit in eden 14k objects before even knowing about xcam but everybody is telling me that they use xcam so whats the real contra point to eden.

old current
#

@raven mulch Different strokes. The way I see it, you're better off sticking to what you know. No sense in climbing a new learning curve just because random other people prefer something else.

raven mulch
#

@old current well its not about learning a new thing i know my way around xcam now and its not that much different from eden. Im just interested if there are any real advantages to using xcam over eden appart from just a different object placing system.

rocky carbon
#

if I understand correctly you are not going to add those into the actual terrain right (as it was chernarus right?)? just have them in the scenario? Im not an expert but I would think letting the engine load them from the scenario file would be better than running a script that places them.

dusky thorn
#

I'm not sure if this is the right place to ask, but is it possible to load an object with a custom inventory? Is there a script or addon or something that might work?

prime dome
#

@dusky thorn what exactly do you have in mind?
If it's a crate or vehicle, right click -> attributes -> scroll to the bottom -> should be able to change inventory.
If it's a unit, right click -> edit loadout

dusky thorn
#

Save the inventory of a crate so you can load it easily

prime dome
#

ah.

#

yeah well you'll need to script that

#

or just save a VR mission with a bunch of crates, that you can then copy-paste later

#

that's the script command you'll need

#

dump a bunch of those into the crate init

dusky thorn
#

right, i'm actually asking for someone else but thanks for the answer

prime dome
#

no prob

karmic lynx
#

@SwordSage#6505 likely in combo you'll want getWeaponCargo as well

#

obviously any global variant if there is any

brittle python
#

hey guys, anyone know how to setup a trigger to cause a plane to force drop a bomb??

old current
#

When making a mission for a TFR group... where exactly do I do my mission-specific radio settings? Do I do it server-side during the briefing? Do I wait until players are fully loaded into the mission and then use initPlayerLocal.sqf to call my TFR functions?

Also, which TFR settings and functions do you guys use for your missions to make sure that people don't have to fuck around with their radios for the first 10 minutes of an op? Because I know that personal radios and vehicle radios sometimes don't get setup to hear eachother and other bugs often happen during a mission unless you script it properly ahead of time.

sinful rampart
#

Enable "Same frequencies for side" In CBA Serverside settings. And then use the TFAR Module to preset frequencies

old current
#

@sinful rampart That makes sense, but I'm trying to avoid adding mod dependencies to my missions... which means that I'll have to make it harder on myself by doing it all via scripting.

karmic lynx
#

@old current isClass ?

old current
#

@karmic lynx Exactly -- I know how to check if the mod is loaded... but that actually wasn't what I was asking for help with

sinful rampart
#

@karmic lynx No. He was talking about the Modules

#

then you gotta do it via Script I guess. TFAR 0.9.12?

old current
#

@sinful rampart Are you saying that I can place a module via scripting rather than in the editor?

#

I didn't know you could do that

sinful rampart
#

You could. But I don't think that'll work right

old current
#

Yeah I was confused for a second

sinful rampart
#

You can spawn the Module itself manually. But the important part of the Module is the script connected to it. Which would run too late if you spawn it manually

#

You have to enable "Same Frequencies for Side" in the Serverside CBA Settings. As Mission settings are broken in TFAR 0.9.12

#

And then if you only want to set default frequencies that's kinda... easy.. Kinda somewhat ๐Ÿ˜„

old current
#

By "Serverside CBA Settings", do you mean modifying the userconfig on the server's Arma3 client?

sinful rampart
#

For Optimal results you need to run the script at preInit serverside.
I guess the less optimal way to put it into initPlayerLocal would be enough for you.

No. I mean Serverside CBA Settings. Configure Addons in the Briefing screen while being logged in as Admin

drifting meadow
#

Any Ideas why custom dynamic loadout in jet reverts to default loadout at mission start if linked to vehicle respawn module anyone?

old current
#

@drifting meadow Because when you just spawn a vehicle in there, it won't have any of the custom stuff you dictated onto the editor. So you'll have to script a MissionEventHandler for EntityRespawned and re-assign the loadout that way.

karmic lynx
#

@old current yep just use the entityRespawned meh and some getter commands

drifting meadow
#

Why does it need to be reassigned if it is assigned on this entity in the editor. When it respawns that would be a new entity. The vehicle has not yet spawned/respawned. It exists in the editor and mission.sqm. This is occuring at mission/preview start. Or does the vehicle respawn manager automatically respawn it at mission start even though it has not yet been destroyed?

karmic lynx
#

@drifting meadow when it respawns it's as if it was created with no attributes. Recreated at the designated position and classname no more. Respawn manager doesn't account for previously attached attributes.

drifting meadow
#

I know what respawn is. When you place a vehicle in the editor and link it to nothing save and preview it is not spawned or respawned the first instance already exists..

karmic lynx
#

@drifting meadow you can set the module to respawn the vehicle on preview, but by default the first instance exists

drifting meadow
#

Oh I see, Forced Respawn option respawns it at mission start. OK this explains it. Thank You.

#

I remeber I had problems with Aircraft not respawning if it was not forced. Any nknown cavets?

karmic lynx
#

@drifting meadow not sure. Try and see if you can limit to aircraft as it may be a bug.

drifting meadow
#

Yeah I have been. Could it be I use 1 module for all aircraft on carrier or should I be using 1 for each?

karmic lynx
#

@drifting meadow I'd like to think it's better to use 1 moudle for each type of vehicle, but I'm not positive.

drifting meadow
#

Yeah theres problems I guess with linking multiple aircraft to one module even without custom code on inits or expression fiels. This is not documented I don't think. Probably a bug?

signal coral
#

Does anyone have like a secret to making GUIs? I can't make anything that doesn't look like a 4 year old made it

signal coral
#

Object Oriented programming

#

@signal coral

#

@signal coral I am assuming you are a mission maker?

#

hey whats up

#

Ever noticed one thing missing from a lot of missions you make?

#

Ambient life...

#

Market chatter or, dogs barking, or.

#

Any number of things make a war zone feel like a war zone

#

I've made simple scripts like a radio loop which had radio chatter on it from arma 3's builtin .wss files.

#

well to be honest i only make stuff for vbs3. which has lots of ambience modules built in

#

Hmmm.

#

Need more ambient stuff in ArmA 3.

#

Worlds feel a little dead.

#

i agree

#

i absolutely agree

#

event he vbs ambience modules are a bit lame

#

they are a bit too dedicated

#

My biggest issue also is after the 30th time you assault a town. It really loses the "milsim feel"

#

I mean it really does... there is a lot of limitations in how creative you can 'really get' with the engine.

#

creative and useful.

#

some people made some auto populate buildings with furniture and some civilian spawn modules, driving modules, etc

#

but, they still are too salient

#

i think its an engine limitation

#

I even did something nuttier atleast tried I used arma 3's builtin animations and used some of them, set to a loop

#

but for every "looped conversation effect"

#

it cost another SQF script

#

34 ambient civs -> 34 SQF VM scripts

#

what was the performance hit

#

Fairly expensive a simple generator loop at our base was pretty costly.

#

That was constantly running generators and radio chatter scripts

#

and all it consisted of was a [] spawn { playSound3d [] sleep 20; } ;

#

in the init field.

#

I actually have the script here I think.

#

i think the engine has in built stuff for queueing that sort of thing though, even threaded

#

i had an issue where i was trying to get some dudes to play the same animation at the same time

#

Yeah what fun heh..

#

and they were only working 50% of the time, turns out it was some really deep baked in threading issue

#

Yeah but A3 threads aren't threads

#

they're more like virtual machine threads all hooked to a single thread

#

I think what happens internally is the VM-threads get mapped to a single User thread

#

Which then gets mapped to a single kernel thread

#

@signal coral

#

do you try spawn instead

#

Thats what I used.

#

I actually ended up making it its own file compiling it using the cfgFunctions.hpp

#

oh yeah, you did say that

#

why did i think execVM

#

Most of my code was using compileFinal

#

yup

vivid magnet
#

to be fair warzones don't tend to be populated. people will flee.

worldly gyro
#

This question is wayyyy below you're guys' skill levels, but... if I wanted to have blufor have a meeting with opfor which goes sour, is there a way to turn setcaptive on and then off without doing scripting?

raven whale
#

you mean like a module?

brave sable
#

You could use a trigger

worldly gyro
#

I'm a noob mission maker. Could I assign the setcaptive to a trigger? Then when they leave it the setcaptive ggoes away?

brave sable
#

Yep, in the OnDeactivation field just turn setCaptive off for the units you want.

#

For example if you set it to BLUFOR present when the last BLUFOR guy leaves the code in OnDeacivation will execute.

worldly gyro
#

So the code would go "unit1 setcaotive" then in the same trigger ondeactivation "unit1 setcaotive false?"

brave sable
#

To turn on at the start put this in the init of the unit.
unit1 setCaptive true;
To turn off when they leave the trigger put this in the onDeactivation field of a BLURFOR Present Trigger.
unit1 setCaptive false;

#

Or put the unit1 setCaptive true; part in the trigger onActivation if you only want to be captive when inside the trigger.

worldly gyro
#

Awesomeness, thank you @brave sable

signal coral
#

@FractureForce cheers!

old current
#

@FractureForce#9206 "My biggest issue also is after the 30th time you assault a town. It really loses the "milsim feel""

Completely agreed. In my opinion, though, it's more of a problem with mission makers not being creative enough with their objectives. There's so many other cool concepts you can do but people who make missions just either don't have the creativity, can't invest the time, or can't multitask (i.e. via zeus) to make those things happen. "go over there and kill everybody" is just the easiest and most intuitive thing to implement.

frail thicket
#

Hey guys love to get an extra pair of eyes on this, can anyone explain to me why this works perfectly on singleplayer and multiplayer hosted, but as soon as i jump on Dedicated it does nothing, removing !isServer part on line 1 makes it work but well yeah it runs as many times as there are clients obviously. turning greyhaired over here. https://pastebin.com/qqWG7QY4

#

i used a createvehicle version instead of bis fnc to just make sure it wasent that. and its the same

old current
#

My first impression is that setVelocity might be breaking it because it might not be running on the right person's computer. I know that setVelocity only works when you're local to the thing you're trying to do it on. It usually throws things out of whack for me when I forget to do that command properly.

(also you should really consider not doing all of that in a while loop because it runs on-every-frame and that's a lot of stuff to be doing, even with all of those sleep commands in there! the frames are likely to be killed when you do while loops)

sinful rampart
#

a while loop only runs every frame if you have very few or very non-demanding scripts running.
You can't kill the framerate with while loops as they only execute for 3ms every frame.

#

@frail thicket run it in initServerLocal so it only runs on the server.
@old current Not a problem here. As the machine that calls setVelocity is also the machine that created the vehicle. Meaning the vehicle is local to the machine calling setVelocity

#

@frail thicket what exactly doesn't work on dedicated? If you enable debugging are the Debug markers being created?

old current
#

Hey @sinful rampart was this you? http://i.imgur.com/pIrRTlZ.png -- I ask because I've re-added TFR on my server and was looking for help to try to configure it when I ran into this with your name on it.

sinful rampart
#

Yeah

#

That page is blank because the amount of official ways to set CBA settings from Scripts is 0.

frail thicket
#

@sinful rampart i will try the initServerLocal thank you, as to what works nothing seems to work at all even tho the script is called thru init.sqf markers dont show up either but i just assumed thats cuz markers are local and would just show up for "server" anyway? , its a really strange problem i thought i understood locality but this just boggles me. also regarding the selectRandom i acctualy saw that today when i franticly googled for solutions, gonna try that from now on ๐Ÿ˜„

sinful rampart
frail thicket
#

Oh thats right!

frail thicket
#

@sinful rampart moved everything to initserver.sqf and it worked like a charm as is, thats really weird. Thank you so much for your help

karmic lynx
#

well you need the marker to be local to anything but the server. initServer.sqf only runs on server. So if you are trying to create a local marker then it has to be local to the player in some way right?

sinful rampart
#

@karmic lynx Again. Unrelated. His Maker is global already.

frail thicket
#

Yeah markers worked fine as is ๐Ÿ˜ƒ only thing that dident fire was the hints but that i know why ๐Ÿ˜ƒ thanks

sinful rampart
#

you can remoteExec the hint if you really want to

frail thicket
#

yeah , not important tho, they generally just for debugging in the editor

signal coral
#

lol very WIP thing im doing

#

๐Ÿคท

signal coral
#

@signal coral The green glow reminds me of Fallout lol

fiery swift
#

not sure if its a mission editing thing but is there a good way to have alot of vehicles around the map without getting performance issiues ?

signal coral
#

well

#

depends

#

server specs are one thing

#

but too much of anything never gives good preformance

#

say i spawn 1000 cars on the map

#

now it would probably be fine if it were just those cars

#

but add in other things like players, ai, builds, combat

#

things will eventually get really bad

#

less things = best preformance @fiery swift

#

at least in my experience.

fiery swift
#

because in wasteland there are tons of cars standing around but it seems to have no real impact in performance and on some invade and anex servers is gets sometimes quiet bad but that also could be comming from ai right?

raven whale
#

i've never played wasteland, maybe they're simple objects / simulation disabled?

#

it still affects performance to some degree but much less than an active vehicle

slim field
#

Anyone used USS Freedom in a mission ?

vivid magnet
#

yeah, why?

prime dome
#

^

#

in MP too

raven whale
#

yeah but in MP aircrafts melted into the deck and exploded when taking off ๐Ÿ˜„

slim field
#

^

#

any idea how to fix that ?

#

I test the mission form eden Play MP works perfect.
but when I go to server this is when this happenes

raven whale
#

BI ยฏ_(ใƒ„)_/ยฏ

slim field
#

@lofty nexus @bold current @tardy torrent @surreal osprey @glossy cedar @final prism @whole patio @halcyon pulsar @hallow harness @signal coral @signal coral

viral creek
#

they A) have a group you can tag and B) wont respond either

vivid magnet
#

you need to place the jets/helis in the editor. weird stuff happens when you do it in Zeus.

signal coral
#

Don't tag all the devs @slim field it won't help you.

prime dome
#

@raven whale @slim field yeah, they sink into the carrier most of the time. First of all, this has been fixed in dev branch. Secondly, use zeus to raise the planes about a meter or so and let them drop. Sometimes you can still taxi to the catapult with a wheel sunk through the deck, and the catapult script fixes the plane.

ionic thorn
#

they A) have a group you can tag and B) wont respond either

After tagging every one of them, I wouldn't be surprised if they have blocked him now. In the colloquial that is referred to as a "dick move".

slim field
#

No worries mate

#

they did, I rejoined tho :/

#

funny thing about it they actually looked and were like. ah F that, another bug we have no clue how to fix!

prime dome
#

No, they were probably like "spammer"

ionic thorn
#

what do you mean be rejoined?

prime dome
#

also First of all, this has been fixed in dev branch.

slim field
#

ye, that looked like spamm thing..

ionic thorn
#

Which one?

#

same user name or different?

#

@slim field

slim field
#

same, it was just a kick

#

@prime dome did u actually try it ?

prime dome
#

No, I use stable. But did you?

whole patio
#

เฒ _เฒ 

ionic thorn
#

๐Ÿป

whole patio
#

@ionic thorn ๐Ÿ‘‹ ๐Ÿ˜ƒ

ionic thorn
#

๐Ÿ‘‹ ๐Ÿ˜€

whole patio
#

@slim field Yeah, I fixed this, but it is only on dev branch only

ionic thorn
#

Kllrt, "Fixer of Things"! All Hail! ๐Ÿ™‡

#

๐Ÿ˜‰

slim field
#

TY!

#

when we expect this to be released ?

ionic thorn
#

When Dev becomes Stable

whole patio
#

^

#

Also do not tag people, it is really anoying

ionic thorn
#

I know Kllrt personally and even I dont tag Devs.

slim field
#

gotcha

ionic thorn
#

They are too busy, they'll comment when they can.

slim field
#

the annoying part with this bug, is it's working perfectly in eden but when I export and get it on the server
๐Ÿ˜ฆ

#

so no work around for that I guess right ?

ionic thorn
#

patience is a virtue.

slim field
#

Thank you for your time!

prime dome
#

workaround is what i posted above - use zeus to lift the plane up

#

maybe make it invulnerable till it's in the air, to prevent explosions

ionic thorn
#

^

vivid magnet
#

you can place them a bit higher in eden as well. just make sure the spawn position does not clip the carrier.

lucid dew
#

I'm building my first zeus mission, I want zeus to only be able to place down units from one RHS faction. So I've written this:

[
    "rhs_c_bmp",
    "rhs_c_a2port_armor",
    "rhs_c_troops",
    "rhsgref_c_a2port_armor",
    "rhs_c_trucks"
];```

But in doing so, I've lost all the zeus modules. Can anyone point me to the config path for these?
#

The ideal situation would be to only enable remote controlling, and disable stuff like fire support

#

nm, this i've found them all except the one i'm after

"CuratorOnly_Modules_F_Curator_Chemlights"
"CuratorOnly_Modules_F_Curator_Effects"
"CuratorOnly_Modules_F_Curator_Environment"
"CuratorOnly_Modules_F_Curator_Flares"
"CuratorOnly_Modules_F_Curator_Lightning"
"CuratorOnly_Modules_F_Curator_Mines"
"CuratorOnly_Modules_F_Curator_Objectives"
"CuratorOnly_Modules_F_Curator_Ordnance"
"CuratorOnly_Modules_F_Curator_Smokeshells"```
raven whale
#

in the game master module just select "all addons", it's set the official only default

lucid dew
#

hmm

#

i was hoping to be able to be a bit more picky than that

#

Because choosing official only will also allow the placement of NATO, CSAT AAF etc

raven whale
#

well if it's needed then do that :p guessing public mission?

#

didn't know people made those ๐Ÿ˜…

lucid dew
#

Nah, I'm just a very controlling missionmaker ๐Ÿ˜‚

frail thicket
#

anyone that could help me with the syntax for remoteExec

#

want to run west addScoreSide 10 on server only but i really cant wrap my head around teh syntax for remoteExec

novel rune
#

There are many examples on the wiki.

frail thicket
#

I know , but like i said i dont really understand and was hoping someone nice would point me in the right direction

novel rune
#

But it's all explained on the wiki. No way anyone can explain it better. What's the question?

prime dome
#

@frail thicket

[west, 10] remoteExec ["addScoreSide", 2];```
amber cave
#

has anyone got experience of creating a smoke effect that lingers around a village? like a localised fog? i've tried the smoke module but cannot get it to look realistic, and it screws my FPS

signal coral
#

hey guys. I ve a vanilla mission and edited and saved it with blastcore mod (particle effects) active. now I can't join it because of missing content related to blastcore. but I htought blastcore is not adding content to a mission. what could be happened and how can I reverse it?

river nymph
#

Its the new editor, it tends to add all the running mods vs. just the ones that add content.

#

Your best bet is making a backup of your mission.sqm and manually removing the entry from required addons

#

The part of making a backup bears explicit repetition

signal coral
#

okay thank u i ll try that

river nymph
#

If you cant figure it out, your best bet will be to recreate the mission. You can just copy + (paste in original position) everything in the mission file over.

signal coral
#

okay. thx. it seems to work. I deleted blastcore from addons and loaded the mission without mods then. after saving it again all additional blastcore entries in mission.sqm are gone.
I ve to test it on dedicated server but it should be fine.
Thanks a lot

#

worked on dedi as well ๐Ÿ˜„

wise wasp
#

We have a minimal UI server set up. However, there seems to be an issue where occasionally the squad UI shows up for a random individual in our operations - ignoring our server side forced settings. Last night it happened to one of the individuals recording. It shows up when he presses the J key.

https://www.youtube.com/watch?v=Ra2B723cnYw&t=1826

is there a way to stop this behaviour, or a work around we could introduce? We have some in house configs, so we're not avert to making a mod to block the behaviour.

Thanks.

crude jacinth
#

Anybody know how to change the music in the escape game modes?

#

I only want to change the escape music to something of my choice but can't figure it out on my own

edgy hinge
#

Anyone got an idea why whenever I load into my server with a mission (it used to work a few weeks ago) I get 1FPS on and off?

#

I am getting this error (but I don't think this is it) ```
Call extension 'extDB3' could not be loaded: The specified module could not be found.

"extDB3 Failed to Load, Check Requirements @ https://bitbucket.org/torndeco/extdb3/wiki/Installation"
""
"If you are running this on a client, Battleye will random block extensions. Try Disable Battleye"

balmy jasper
wise wasp
#

Yeah, we have it disabled via that in description.ext - it just seems to randomnly reappear, and we suspect it's the J screen causing it, when it's closed.

balmy jasper
#

So... usint showHUD won't fix it?

lucid lark
#

Can anyone help me with this? in the editor I want to execute some code in a player unit's init field.. but the code should only execute for that player, no other players.

#

ive tried pretty muich everything, got this monstrosity now:

    _meh = this spawn{
        if (hasInterface) then {
             waitUntil {!isNull player};
             if (local _this) then {
                ---THE ACTUAL CODE---
            };
        };
    };
#

the if (local _this) check is failing

balmy jasper
#

so on the player unit, you can set a variable/name to that player

wise wasp
#

@balmy jasper Correct, it's already being used. The first 30 minutes are fine, it's only until he goes into the J screen, or rather out of it, that he alone in the operation has the command menu appear.

balmy jasper
#

Set it as for ex. blu_66

#

Then in the init.sqf just write this ```sqf
if (player isEqualto blu_66) then {ACTUAL CODE};

#

You can also use remoteExec, but be sure to ONLY run this on the SERVER

if (isServer) then {
    [] remoteExec ["myFunction",blu_66];
};
#

In theory you can add that there and everytime someone opens the map it re-hides the bar.

#

Although I assume what's happening is arma issue, due to the J dialog displaying the 3d mission markers it must accidentally showHud as well. You could start a ticket on the feedback for this

wise wasp
#

Thanks, that gives me a good direction to investigate further, and see if we can implement something temporary - I'll go ahead and report it as well, cheers!

cobalt zodiac
#

are there any side effects to setting respawn timer to 99999 as opposed to disabling respawn at all?

#

i'm aware the slots will not disappear from lobby in case of the former

raven whale
#

players can rejoin and play

#

and new players can jip

signal coral
#

Hey guys. I'm making a mission and at some point you get the task to kill a sniper, that for I want that sniper to shoot in an interval of 10 to 20 seconds (could be more tho) to give away his position. I have a trigger which states:


on act: 
conditiontime=time+10;
_null = [] spawn {
sniper doTarget target1; 
sleep 0.6; 
sniper forceWeaponFire [primaryWeapon sniper, "Single"]; 
sleep 0.2;   
};```

and a second trigger which contains the following:

```condition: true

on act: conditiontime=time```

How can I change the interval from 10 sec to something between 10sec and 20sec? Also, how can I give the sniper an unlimited amount of ammo? Something like putting a 10 round mag into his inventory every 101 seconds or smth?
#

sorry, I'll edit it, not finished, check back in 2 mins or so pls

#

Edited

sinful rampart
#

Highlight code using:

```sqf
<code>
```

#

why don't you just put a while loop inside your spawn and run it from the first trigger

#

for adding magazine addMagazine

signal coral
#

Thanks!

signal coral
#

I'm very new to this. So please bare with me. Is it enough to replace the conditiontime=time+10 with conditiontime=time+random[10,15,20]

sinful rampart
#

yeah

signal coral
#

If I use this, the sniper is most likely to shoot in an interval of 15 seconds. If I do [10,20] will the game choose a random number between 10 and 20 each time?

sinful rampart
#

if you also provide a Seed I guess

signal coral
#

how do I do that?

#

I read the page, but I didn't quite get it

sinful rampart
#

the seed variant doesn't really say what the arguments mean

#

I don't know if it's a min/max

#

just do (random 10)+10

#

creates a random value between 0-10 and adds 10 to it

#

voila 10-20

signal coral
#

thank you man! Thanks for your free time!

#

I now have conditiontime=time+(random 10)+10; but he doesn't shoot at all

#

Yeah. This time he shot once and then always only highered and lowered his rifle

#

Maybe it's because of the "sleep" in the trigger condition?

sinful rampart
#

again. Don't use two triggers. Just use a while loop inside the spawn

signal coral
#

okay. Thanks for the quick responses!

#

I fixed it! Forgot I changed his combat status to "safe", which is why he always had his rifle lowered and couldn't take a shot in time!

oak depot
#

Anyone know why players can't connect to my server when we are running CUPS maps or Clafghan? They get kicked with an error message saying "missing DLC content" or "APEX missing", even though these maps have no APEX assets, and we have the box unchecked in the mission file "require DLC content"

chilly carbon
#

I think this is the right place, but anyone know of any mods for more Soviet Afghan era stuff? Like T-62s/64s, and other aircraft of that era?

karmic lynx
#

@chilly carbon are you talking about WW2 stuff?

#

if so, IFA3 Lite is on the workshop, excellent port from Iront Front

chilly carbon
#

More 60s/70s/80s kinda stuff

#

Particular Russian Cold War stuff

karmic lynx
#

@chilly carbon Try out the RHS AFRF mod if you havent already

#

off the top of my head that's all I can think of russian in particular

chilly carbon
#

Already got RHS and CUP

#

I'm looking for more specific stuff actually lol

#

Like T-62/T-64, Il-76 and other Soviet-Afghan conflict era stuff

karmic lynx
#

Best Bet- Go searching Armaholic, and Steam workshop.

chilly carbon
#

That's what I've done so far but haven't touched armaholic too much

karmic lynx
#

Take a shot at armaholic

chilly carbon
#

so I found Il-76/A-50

#

but the download has been removed

exotic shore
#

Any ideas on how to make a nice dynamic mission that auto generates tasks, similar to ALiVE but not using AliVE?

quaint hinge
#

can some make a A and S mission, I really want a mission file for it.

#

a and D

tender hare
#

@exotic shore this is how i made it. it's insurgency with missions that u can pic from a map using fn_strategicMapOpen

#

but i don't know if it still works.

lucid dew
#

@chilly carbon Project OPFOR has a t-55 and t-34 amongst a whole lot of other things

signal coral
#

@chilly carbon Last bet would be going to Arma.at.ua and check out their page. Might use google translate to get results! But I've seen Russian videos with Afgan vehicles and gear, so it's def out there!

shut blade
#

I'm trying to edit a mission that I downloaded from the steam workshop that currently has the unit switch respawn option so that it has a revive instead. I was able to add a revive, but the unit switch respawn still works even though it's disabled in the options. I checked the mission.sqm and there's nothing unusal. I made a test mission with revive only and it worked the way I thought.

I can upload the mission if you guys want to take a look.

tender hare
#

have a look at the description.ext