#arma3_scenario
1 messages ยท Page 23 of 1
@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.
Well then it may be the specific runway
It's the Altis International Airport, I can't believe that's not working.
But I may replace the RHS-Pilots and Jets with Vanilla-Pilots and Jets, maybe that solves the Problem.
Hi! I have a question! Is texture tiling for interfaces something that can be done in Arma 3?
I haven't seen anything about it anywhere
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
Thanks in advance!
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
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
is there a way to disable optics on artillery (RHS D-30A) ? i only found a command to disable thermal imaging
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
๐ฆ you could add "unit allowfleeing 0;" too
you wrote it in the init field of the pilot ?
yup wrote it in the init of the pilot, will try careless and allowfleeing
Anyone here have Alive knowledge?
@earnest epoch Check #channel_invites_list For ALiVE discord
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.
Is there a way to make zeus copy/paste boxes without messing what's in them?
Hey guys
Is there anyway to have the doors of the Ceasar BTT Closed at mission start ?
Can some one help me? i was 23+ lvl. and now 1 agayne/
how can i fix this
lvl 23 in what ?
@raven whale KotH. He wrote that in one of the seven channels where he spammed that message.
lul
Hey guys!
I have a question about triggers and waypoint
Situation looks like this
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?
is the source for Combat patrol encrypted?
if not, can anyone forward it to me? too lazy to download the dev branch ๐ฌ
@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
see, the problem is, I am not at home and 2GB are not enough to download the tools right here ^^
Oh woops, not tools. The samples. I'll upload it for you anyways.
thx a lot
What's your preference? Google drive? Media fire?
I pretty much only care about that mission, so I wont waste 5 Gigs of bandwidth
If possible google drive pls
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
You'll need the dev branch anyways to acess the combat patrol modules and such.
I dont care about the modules pretty much.
Just wanna have a look on how they are doing their whole stuff
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.
It's immediately better performance having everything hardcoded
ok FML, gonna download dev then
Putting it all into modules doesnt do anything better
its still sqf that needs to be interpreted at least once
I think you'd be thoroughly surprised.
You will always get better performing features via the modules than script ran during runtime.
This would really surprise me, but where are the numbers?
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.
simple cfgFunctions in a config.cpp file and then code performance it. I dunno.
the thing is: why would a function called from a module run faster than called from somewhere else?
Because hardcoded functions are compiled before the game even starts? And modules can be disposed of after initial start anyways,
dude
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
CfgFunctions
they are all compiled "preStart"
a module calls such functions
so do I
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
Meaning sometimes even before the menu, to load extensions, etc.
Modules are ready to go even before you open up the editor.
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
So lets flip this around here, where did you get your info? Testing? In which environment?
Default arma 3: initFunctions... read it
You must be mistaken.
if you do, you will understand, why module functions are exactly the same as normal cfgFunctions (loaded from mission)
No they are not exactly the same as CfgFunctions loaded from a mission, why would that make any sense? Modules arent strictly .sqf exuctions.
precompiling your functions at any point in time during init, wether that be gamestart or mission init, wont change the performance during execution
So when is the precompiling done then? RUNTIME...?
21 times now
modules are calling Functions registered in CfgFunctions, which are all precompiled during init
after that, why should module called functions run faster than the same functions called from anywhere else
Good question, show me proof and i shall concede.
Still not sure where your default arma 3: initFunctions is at.
functions pbo root
why should I proof whats the default case
the triggers could be faster I admit that, but not the functions themselves
faster in terms of reaction time and efficiency
Yeah i am not seeing jack shit in the code comments, line number if you are so sure?
Default case means absolutely nothing to anybody, as i assume you would know similarly.
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)
Lovely, that is exactly the answer I was looking forward to.
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)
What about the resources used in that function?
That's just depend on when the function is executed, not from where
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?
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?
The whole mission file is downloaded before the mission is started
yes, exactly. I understand that, what's the benefit of an addon then? Can you tell me the upsides of such?
You don't have to download it upon connect and you can use more assets. That's it
There is no benefit for sqf in add-ons regarding performance of execution
I'm not sure this would apply to vehicles though, since you can run event handlers on those
Ofc it's better to have small mission files, but that's not what we talking about
I'm not sure I'm talking about wether or not it's having large or small mission files?
The events defined in config file were said to be compiled when triggered, dunno if that's still the case
Since I can't have a look atm, it could also be the case the whole module system is scripted
@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.
@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.
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.
hello guys, I'm trying to change the groups name in the lobby. no luck yet
http://prntscr.com/fk5tbk
any help with that ?
@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.
"Role description"
@slim field You cannot change the group names in the lobby in vanilla. You will be able to if you use the next version of CBA which hasn't been released yet.
https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby
you could, in the meanwhile, just set the intended group names in the slot descriptions
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.
I get that sometimes too
just to double check the obvious
is the crate full? You can script a crate to contain more than it normally would
@novel rune release incoming soon ?
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]
thinking why dont work ;/
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 :'/
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????????????
Have a look through this: https://community.bistudio.com/wiki/Arma_3_Respawn
respawnDelay = 10;```
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.```
respawnTemplatesWest[] = {"Spectator"};
class CfgRespawnTemplates
{
class Spectator
{
onPlayerRespawn = "BIS_fnc_respawnSpectator";
};
};
Put those in your description.ext. You can specify multiple respawn templates.
(As long as they are compatible)
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
that excessive amount of question marks makes me curious as to how much excitment backs it ๐
Do you have something specified to end the mission? Anywhere?
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 >.<
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)
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
Well, there's a lot of variables to consider, and it is almost impossible to help from here.
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
I am unsure, I don't have much information to go off of.
What more would you require? A look at the Description? Or is it way off that level of being able to fix it? xD
I dont think it's that messy, but it's broken for some reason
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).
does anyone know how to make this ? https://www.youtube.com/watch?v=ViJm9Tdpxzs
@slim field There is an RC for it already.
@balmy axle i combined these two for something similar: http://www.exilemod.com/topic/9995-creepy-night-fog-for-exile/ and http://www.armaholic.com/page.php?id=27918
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?
@novel rune link plz ?
@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.
Possibly, I want to attract a specific audience?
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.
Hey mission makers, I made a thing! Let me know how terrible it is: https://github.com/wanderrful/Refresh_and_Package
PLEASE HELP
URGENTLY NEED HELP
I think I just accidentally saved a blank map over one of my map files instead of loading it
How do I undo this? Am I totally screwed?
It is exported to MP as a mission
Likely screwed unless you have a backup somewhere.
@dusty abyss this is why you need source control
but you're fine -- just open the pbo and extract it
idk what that is, but yeah I got help.
Thanks though.
I just extracted the pbo from the export
Hey guys, is it possible to make a friendly unit immune to friendly fire?
Yes, you could add an event handler to friendly units and not apply the damage when it is caused by friendlies.
thanks bro i'll check it out
Is the eventhandler a script?
That's a bit too complicated for me, i'm quite new at mission making
Ah ok yea give mea few minutes.
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);};}];
Alright thanks
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
If you replace missions you have to restart the server or load a couple of other missions before you start yours.
Yeah if the server has players connected or a mission loaded it OS locks all the missions, even the ones not loaded
It's super annoying
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?
@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
@lucid dew Ah damnit, no wonder. Reading is hard. Thanks dude.
No worries
man i can't seem to get the squad names to stick at the slot selection screen. You guys got any ideas?
if you mean Alpha 1-1 etc then no it can't be done
commy2 said that the next CBA release should enable it
otherwise, just use the role description in the unit attributes
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?
or are they completely static until activated?
Personally not sure, but I would have to guess static until activated to prevent unnecessary processing.
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
I suppose I could have the trigger tunr dynamic simulation off for the group via scripting
ALiVE specializes in that.
yeah I know ๐
Ok, didn't know if you knew.
would just be nice to tick the magic box and have it work like that
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;
}
}
See if it changes
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
hmm
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");
No.... what?
even if they are bool's on the wiki. they are not strings
a config true is a 1 and false is a 0
its an array tho
๐
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..
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.
But it's true.
xD ill just change the function to use strings, and convert
But if you already know you want strings. Why don't you just use strings in the config? @shadow tulip
it doesnt use strings
0 enableChannel [true, false]; // Enable user ability to send text but disable voice on global channel
disableChannels[] = {{0,"true","true"},{1,"true","true"},{2,"true","true"}};
The code you posted expects strings
Configs have numbers, strings and arrays of all of those three.
It's either "true" or 1
Pick one.
ill just change the function to use strings, and convert
That is what the function is already doing
ive put "true"
another issue while obf Line 5 drive: specifiers can't be placed in pbo, and have no context in linux servers
there is nothing around line 5 i havent already used
What is line 5?
style = ST_LEFT;
then the line number is probably just wrong
what would a "specifier" be ?
Never heard of it. Seems like a word a certain someone made up.
maybe it's a typo drive specifiers instead of dr oh no.. He means :
You'd need to share your code so we can see what the issue is
maybe you should put all the defines at the top of the config.
In File ..\ADT\ADT_Defines.hpp: Line 5 drive: specifiers can't be placed in pbo, and have no context in linux servers
mhhh... Dunno then. You could just message Mikero directly and ask him
it was because I was using #include "..\BlahBlag"
works fine. but mikero doesnt like it
You should tell mikero. He is in #arma3_tools he'll fix it
Yeah will do now
There any documentation on setting up a custom Combat Patrol mission or am I going to have to slowly figure this out?
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
for the intel thing, there is already a couple folder objects that come as grabable intel in editor
under items iirc
in order to properly use them, put this script in the init and modify as needed
data = [this,"RscAttributeDiaryRecord",["Title goes here","Text goes here","image.png goes here"]] call bis_fnc_setServerVariable;
Many Thanks for the code!
np
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.
You could use the Taru / Huron containers
Clearly placed laptops in an obvious briefing area can make it a bit techier
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.
Can anyone confirm since 1.72 Malden DLC that 2D editor button still exists on missions still in 2D format?
The button that runs the 2D editor was removed long ago.
No it was not. It was only removed from creating new missions in 2D
The one that was under the terrain list. You may be referring to another button? What are you trying to do anyways?
Yeah, open the 2D editor..
Press CTRL+O in the terrain list.
That does nothing for me
@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.
Main menu > editor > choose terrain > CTRL+O (don't open 3d editor)
It is removed completely?
2D editor was available until yesterday. I know about map view in 3d editor. That not what I need
Yes CTRL+O does nothing
Huh, didn't see anything about that in the changelogs.
Is it not possible to import them into 3D editor?
Although i guess you'll need a player unit set to do that
Of course it is
Ah, so you don't want to? ๐
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...
Ah, i see. ๐ค
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)
Oh okay, CTRL+O works for single player editor. but 2D button is gone from MP editor...wtf
yeah they had intended to remove it for a long time
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..
You don't.
has anybody else problems with say3d since the last update? some sounds which worked before, don't get played anymore.
anyone know where the default arma 3 images for scenarios are located?
ui_f is normally a good place to look
Can someone upload a Zeus Mission file w/o the restricting player editing?
Are the combat patrol missions also generating enemys bases and such or are they using stuff placed in the editor?
i think it only generates units and mission items
anyone know what the discord is for the alive team?
@kind relic it's in #channel_invites_list https://discord.gg/0b8dfNsUyVCYqSai
thanks hommie
Is there a good way to parse a .sqm into a script that can be run dynamically to spawn the units in it?
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.
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
Ah that would be pretty cool. Too bad.
You could write a script to export their positions and classnames to an array and copy it.
I see that some Zeus enhancements like ARES has that built in.
does sign_F (wooden large sign) not accept user textures? I can get every other sign I tried to work except for this one.
Hey guys, what would you reccomend for a dynamic mission maker, that also allows custom factions to be used?
@oblique jungle MCC Sandbox is a good mod to use.
Does it work with mods like Vcom AI?
@mossy lava tried implementing some sort of caching solution?
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?
whoops wrong channel sorry
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
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?
can someone confirm that the say3d syntax changed, or is it just a bug? https://forums.bistudio.com/forums/topic/206115-after-172-all-say-or-say3d-dont-work/?do=findComment&comment=3205111
@wanton dome Likely a bug, since maxDistance is an optional parameter. What error is it throwing you?
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?
@karmic lynx it's not giving me an error unfortunately
i used the inarea command for something similar, @dry grove : https://pastebin.com/vMBX375G
@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
you are welcome. original script came from here, just for correctness: http://www.armaholic.com/forums.php?m=posts&id=196678
is there a way to copy certain parts out of a mission to paste them into another one?
i think the clipboard persists between eden sessions
I have vague memories of making that work
CTRL C works fine, you can paste them at the exact same position in a new mission by pressing CTRL SHIFT V
thanks for the advice about CTRL SHIFT V. worked flawlessly! ๐
Can also right click and paste on original position ๐
oh well. still impressed that the location and attributes are copied.
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
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
};
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.
Did you probably set the server only option in the trigger?
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.
That is how it was done before we had Arsenal.
you can also just addAction loadout scripts to a box
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.
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
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.
@violet helm anyplaywr is different for activation. Meaning any player can walk into the trigger radius and activate.
well, they didn't say that a player wasn't trying to activate the trigger...
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
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
Oh yeah I found it under a dropdown box gee that was painfully obvious
thanks for the help
Hi there, just a little question ! Are triggers global ?
So if a player activates the trigger, the scriptt inside of it will execute on every players ?
no, theyll activate locally
Activation is local, but if the sqf uses global commands it should work, i'm right ?
Okay, i will use this way then. Once the trigger is activated it will be shared to the whole player network?
only if the conditions are true on those clients too
Ok, thank's for your help guys ! ๐
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.
Thank's for the info
so to clarify is the "server only" checkbox the same as the makeglobal flag?
i.e makeglobal false = server only true
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
ok - hm can I "tick the box" with the scripted variant or do I have to add "isserver in condition" ?
There is no box to tick inside a script
[3:14 PM] Quiksilver: if you set <makeGlobal> to TRUE, yes it will be present on all clients
If you want a serverside only trigger. You have to set makeGlobal to false. And add the trigger serverside
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.
A Mod that adds Cameras. Don't know any
working cameras, or just static props? I'm sure there's something that provides props
hello
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.
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.
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.
you could spawn. allowDamage false, teleport, wait a second. allowDamage true
that's what i was doing, yeah, but i'd like the code to be as clean as possible
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.
should be able to find it in your missions/mpmissions folder.
That's why you keep backups. I don't know if Eden autosave keeps backups. My documents\Arma 3\Missions or MPMissions folder
With the new combat patrol modules, does anybody know how i can make someone spawn at a base instead of in the mission area
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.
From what I know its not something you can change but ace has simulated it realisticly (atleast from what I know/saw)
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?
@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_(ใ)_/ยฏ
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.
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
structures should be in there too now ๐ค
look at the "props" tab at the end (yellow flower shaped symbol)
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
in that case there was a mod called editor 101 or something
i that allowed other stuff to be added
ahh awesome
haven't used it ever since Eden got most of the structures
so i don't know what it's like now
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?
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
awesome, thanks i shall look further into it later
cheers
heya
quite new to the eden editor
how can I make a simple objective
which consists of going on a quad bike
@halcyon tree create task module
how do I access it?
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.
I want the task to be assigned from the beginning, and be finished when at least one of the players enters a quad
@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
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;
Anyone know how I might set custom factions for combat patrols?
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?
How are you making it @kind relic
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?
@dry whale Actual players.
@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?
@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.
@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
@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.
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.
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?
does init.sqf work in addons?
@river nymph no idea
@river nymph any config.cpp example? inside of pbo or just inside @north marsh?
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
umm lets try, but still not clear for me :p
@tender hare
file = "\des\elevator\fnc\fn_teleport.sqf";
what is \des\ ?
well so u folder is @elevator right?=
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.
meh, will try, ty
you could add an action to the player to try your script
or just call it in debug console i guess
but then you know if u did the pathing right
and configured your config.cpp right
with the cfg stuff
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\
no des was the folder everything was in
check the wiki fpr addons there it is explained how to set up an working environment
will do
@north marsh linux or windows?
windows
terminal or DE
de, i dont have server, just using my pc for learning
-> arma3sync
have it
then u don't have to struggle
then go for it
instead of the regular exe use the server one
i'm freaking lost again QQ
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;
u said server. but anyway. yes this should be the syntax
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?
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
i found the way, no cpp required
Anyone know of a way to prevent players of one side from opening a door?
lock the door via variable, broadcast the lock of that variable (via remoteExec setvariable) only to the members of said side
thanks
I'm having trouble getting Param Templates (https://community.bistudio.com/wiki/Arma_3_Mission_Parameters#Predefined_Params) to work on dedicated servers. Is there anything I can do to make them work, or any alternatives?
what have you done so far, and how do you know it's not working?
@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
@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
I have yet to find a way of using those templates in PBOs. There are other ways of making all those settings work via parameter though such as https://forums.bistudio.com/forums/topic/192645-having-weather-time-parameters-in-multiplayer-debug/
I'll just do it without the prefabs, I was just being lazy haha
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
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}
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?
disabledAI "PATH" until players close, enable it
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??
Do Map markers have influence on performance? And if so how many are to many? ๐
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.
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...
Hey is it possible to use a script command to toggle the debug console in game?
But it won't work, does it?
I don't think it will be functional.
If it's disabled in the mission.
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
I don't think that is possible.
Then what is the question if you say it can be done.
It can be done using Param Templates
I do not want to use param templates as they break the mission on dedicated servers
Idk what you mean by "Param Templates"
/*
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,$STR_ENABLED};
default = DEBUGCONSOLE_DEFAULT;
};
That is what the file looks like. And what exactly is the problem with it?
Wait, on dedicated servers, does the mission have to be a pbo, or can it be unpacked?
what?
I'm not sure how I can rephrase that
Please tell me what the actual problem is.
Im trying but im awful at articulating haha
Are you saying that you cannot #include the Params thingy file, because it errors out on a dedicated server?
Yes
Yeah, BI broke it some time ago.
Just copy paste the file instead of including it.
I posted the files contents
class DebugConsole {
title = "$STR_A3_paramDebugConsole_title";
values[] = {0,1};
texts[] = {"$STR_DISABLED", "$STR_ENABLED"};
default = 0;
};
e.g. this ^
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?
But I have no idea if this still works
You could, but unpacked missions are annoying to handle
Ill do it your way you suggested
That makes a lot more sense than all the things I tried
class Params {
class DebugConsole {
title = "$STR_A3_paramDebugConsole_title";
values[] = {0,1};
texts[] = {"$STR_DISABLED","$STR_ENABLED"};
default = 0;
};
};
Thanks for your help, im sorry that im bad at explaining my problems
It sucks that they still haven't fixed the problem with #include'ing files in description.ext on the server
@novel rune still crashing?
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.
Could be interesting having a bunch of people from different communities coming together.
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?
no, but it was fixed on dev branch recently, so hopefully with 1.74
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.
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
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.
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
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.
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
Landing is sweet to see from the deck.
@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).
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.
That's amazing
I've been meaning to post the footage to the arma subreddit, it's hilarious.
Is there a reliable way to get AI to land VTOLs like the blackfish, without doing the whole recording flightpath thing?
probably not tbh
hi, there are any option to make a condition true depending of players count?
@teal bison count allPlayers
for example, if there are 6 players condition is false, if there are 10 condition is true to a enemy waypoint for example
actually you should do count and playableUnits
if((count playanleUnits) isEqualTo 10) then { };
that is a function to search in wiki?
Ok, then In trigger condition:
if((count playanleUnits) > 6) then {condition = true};
Is this right?
@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
Okay, "if" is in case of being in a external file to the editor. Thanks!!
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?
@crude jacinth remove all the trigger that have the activation set to civilian
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
the blues are populate (maybe its in the code for that) and spawn vipers
even if i block them in, they spawn outside lol
๐
lol, well the funtion finds a safe place for them to spawn afaik
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
No, it's not. Take a look at the execution in the mission file
How do I do that sorry
I literally through myself into this crash course yesterday lol
threw
Scenario - > Open Scenario Location or something like that
So I guess it'll just be inside one of the ini files
OMG i think i fucking found it
I'm extracting it here to see if I can see the same
ye this is where i have zero knowledge lol
I am thinking I could just delete them from the file..?
so the triggers you see on the map are only related to enemy AI?
so when Blufor walks through triggers, they spawn
@vivid magnet that's how they were spawned exclusively in the first version of escape
i guess it makes it so it's less cluttered
not necessarily afaik, they're spawned based on the distance to the trigger. In which the activation dictates what type of entity
So would it be safe to remove any instances of 'boat plane chopper'?
ill obviously create a back up lol
trial and error
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
gotta start somewhere
ye, friends are relying on me haha
lol
sleep is suspending the script from executing the loop for 2 seconds
or sleep is just suspension
depends on what it's used for
hey, does anybody know the best way to hang backpacks on a wall?
im doing it with units rn
but it seems bootleg af
So you can pick them up? Or just for show?
just place them in Eden and make them simple Object
But I think they removed the simpleObject checkbox in Eden did they?
Ouh man.. There is a BIS_fnc that deletes and recreates a object as simple object
oh rly?
that in the init field might work. Or you just need to manually spawn and setVectorDirAndUp the backpack
how is that bis fnc called?
ah thx!
im gonna try that ๐
mhm
doesnt seem to work with the backpacks
its still a groundweaponholder
Then you need to go the manual route of spawning the backpack from classname using createSimpleObject
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"
Anyone have any experience creating the RHS nuke (9M79B) explosion via trigger on activation?
@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
@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;};
@vivid herald yep the ammunition is what you might be looking for. just do createVehicle with it
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;
@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
@robust tiger there you go, awesome. Didnt see this.
@karmic lynx @robust tiger Thanks for all of your help
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 ๐
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.
@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.
@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.
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.
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?
@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
Save the inventory of a crate so you can load it easily
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
right, i'm actually asking for someone else but thanks for the answer
no prob
@SwordSage#6505 likely in combo you'll want getWeaponCargo as well
obviously any global variant if there is any
hey guys, anyone know how to setup a trigger to cause a plane to force drop a bomb??
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.
Enable "Same frequencies for side" In CBA Serverside settings. And then use the TFAR Module to preset frequencies
@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.
@old current isClass ?
@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
@karmic lynx No. He was talking about the Modules
then you gotta do it via Script I guess. TFAR 0.9.12?
@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
You could. But I don't think that'll work right
Yeah I was confused for a second
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 ๐
By "Serverside CBA Settings", do you mean modifying the userconfig on the server's Arma3 client?
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
Any Ideas why custom dynamic loadout in jet reverts to default loadout at mission start if linked to vehicle respawn module anyone?
@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.
@old current yep just use the entityRespawned meh and some getter commands
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?
@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.
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..
@drifting meadow you can set the module to respawn the vehicle on preview, but by default the first instance exists
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?
@drifting meadow not sure. Try and see if you can limit to aircraft as it may be a bug.
Yeah I have been. Could it be I use 1 module for all aircraft on carrier or should I be using 1 for each?
@drifting meadow I'd like to think it's better to use 1 moudle for each type of vehicle, but I'm not positive.
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?
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
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
to be fair warzones don't tend to be populated. people will flee.
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?
you mean like a module?
You could use a trigger
I'm a noob mission maker. Could I assign the setcaptive to a trigger? Then when they leave it the setcaptive ggoes away?
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.
So the code would go "unit1 setcaotive" then in the same trigger ondeactivation "unit1 setcaotive false?"
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.
Awesomeness, thank you @brave sable
@FractureForce cheers!
@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.
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
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)
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?
If you want general advice on your script (which would belong into #arma3_scripting )
use https://community.bistudio.com/wiki/selectRandom instead of BIS_fnc_selectRandom
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.
Yeah
That page is blank because the amount of official ways to set CBA settings from Scripts is 0.
Set Serverside settings https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#server-settings
@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 ๐
Markers are not local. https://community.bistudio.com/wiki/createMarker That's why createMarkerLocal exists
Oh thats right!
@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
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?
@karmic lynx Again. Unrelated. His Maker is global already.
Yeah markers worked fine as is ๐ only thing that dident fire was the hints but that i know why ๐ thanks
you can remoteExec the hint if you really want to
yeah , not important tho, they generally just for debugging in the editor
@signal coral The green glow reminds me of Fallout lol
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 ?
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.
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?
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
Anyone used USS Freedom in a mission ?
yeah, why?
yeah but in MP aircrafts melted into the deck and exploded when taking off ๐
^
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
BI ยฏ_(ใ)_/ยฏ
@lofty nexus @bold current @tardy torrent @surreal osprey @glossy cedar @final prism @whole patio @halcyon pulsar @hallow harness @signal coral @signal coral
they A) have a group you can tag and B) wont respond either
you need to place the jets/helis in the editor. weird stuff happens when you do it in Zeus.
Don't tag all the devs @slim field it won't help you.
@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.
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".
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!
No, they were probably like "spammer"
what do you mean be rejoined?
also First of all, this has been fixed in dev branch.
ye, that looked like spamm thing..
No, I use stable. But did you?
เฒ _เฒ
๐ป
@ionic thorn ๐ ๐
๐ ๐
@slim field Yeah, I fixed this, but it is only on dev branch only
When Dev becomes Stable
I know Kllrt personally and even I dont tag Devs.
gotcha
They are too busy, they'll comment when they can.
the annoying part with this bug, is it's working perfectly in eden but when I export and get it on the server
๐ฆ
so no work around for that I guess right ?
patience is a virtue.
Thank you for your time!
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
^
you can place them a bit higher in eden as well. just make sure the spawn position does not clip the carrier.
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"```
in the game master module just select "all addons", it's set the official only default
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
well if it's needed then do that :p guessing public mission?
didn't know people made those ๐
Nah, I'm just a very controlling missionmaker ๐
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
I know , but like i said i dont really understand and was hoping someone nice would point me in the right direction
But it's all explained on the wiki. No way anyone can explain it better. What's the question?
@frail thicket
[west, 10] remoteExec ["addScoreSide", 2];```
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
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?
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
okay thank u i ll try that
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.
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 ๐
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.
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
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"
@wise wasp https://community.bistudio.com/wiki/showHUD
Try to see how STUI or ace3 do it as well. They feature this as well
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.
So... usint showHUD won't fix it?
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
so on the player unit, you can set a variable/name to that player
@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.
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];
};
@wise wasp I don't know how to check if the tasks menu is open, but there is a openmap eventhandeler, to which you can add the command ShowHud and hide the group bar. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#Map
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
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!
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
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
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 random time between 10 and 20 https://community.bistudio.com/wiki/random
for adding magazine addMagazine
Thanks!
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]
yeah
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?
if you also provide a Seed I guess
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
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?
again. Don't use two triggers. Just use a while loop inside the spawn
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!
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"
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?
@chilly carbon are you talking about WW2 stuff?
if so, IFA3 Lite is on the workshop, excellent port from Iront Front
@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
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
Best Bet- Go searching Armaholic, and Steam workshop.
That's what I've done so far but haven't touched armaholic too much
Take a shot at armaholic
Any ideas on how to make a nice dynamic mission that auto generates tasks, similar to ALiVE but not using AliVE?
@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.
@chilly carbon Project OPFOR has a t-55 and t-34 amongst a whole lot of other things
@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!
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.
have a look at the description.ext