#arma3_scenario

1 messages ยท Page 25 of 1

plucky glade
#

You want to make a mission that is an addon and only runs serverside?

short moss
#

I think you need to crawl before you walk before you climb. You need to start by making a simple mission in the editor, then learn some basic coding practices like debugging techniques,. Once you understand the comref and can deal with bugs then the learning gets easier

#

If you want folks to use your mission, you need to make this as easy as possible for them to get it, so adding any additional requirem,ents such as addons isnt the best approach. Best solution, a mission.pbo that has everything it needs

#

if you are going to use addons, make sure its the popular ones that are easily found

ionic thorn
#

... and don't even consider combining other mods into one big mod, that never ends well.

signal coral
#

Never, like ace and Exile for example ๐Ÿ˜

#

Agree with Terox start small build from there

ionic thorn
#

I meant in terms of getting a swift DMCA takedown and earning a ban for IP theft. (Not to suggest that the OP even considered it, but consider it a preemptive "don't")

mild minnow
#

@pure stag I suggest you read up on the BI Wiki. Take a look on YouTube (ArmA 3: Mission Making / Scripting) Also something that i've found very useful is: Zenophon's Framework which goes into a lot of detail about making and understanding missions. good luck ๐Ÿ˜› http://www.armaholic.com/page.php?id=26195

fiery lava
#

So has anyone had any luck using the new edit/hide terrain objects modules on mod maps? it works in the editor but not when you load the mission on a dedicated server.

mellow gulch
#

@fiery lava I have - seems to be working without issues

#

I hid a small village consisting of a few buildings and placed a military outpost on it - working like a charm

old spoke
#

how can i amke a structure work as refuel point ie. petrol station?

craggy siren
#

You could probably use a trigger, and setFuel.

pure stag
#

@mild minnow Thank you so much โค I will have a look at it tomorrow ๐Ÿ˜‰

mild minnow
#

Not problem @pure stag

earnest epoch
#

Does anyone know what will cause a minidump on a deicated server?

signal coral
#

Corrupted mission.sqm, bad script, corrupted mod, you need to check your .rpt

#

.rpt is like the Bible, it has all the answers in Arma Church. ๐Ÿ˜‰

earnest epoch
#

Can someone explain to me why my mission works on my dedicated server when I use armaserver. exe vs armaserver64 exe?

signal coral
earnest epoch
#

@signal coral what is arma perf build? The bug report will get removed because Im using mods. My mods worked just fine till last week.

signal coral
#

Try narrow it down what might be causing it.
I narrowed down a crash to a single init eventhandler and made up smallest repo i coudl possible do
Managed to get it fixed before 64bit went stable

Look at pins in #perf_prof_branch for info

sinful rampart
#

@RCANTEC(RyanD)#2927 How about "Arma crashed". No RPT is not bible. Minidump is in case of crash.
@GySgt M. Muckbone#1327 Bug reports don't get removed when you are using Mods. Even using Mods shouldn't crash the game. Arma is quite heavilly mod focused.

FU Discord...

signal coral
#

@sinful rampart it was a figure of speech Mr. politically correct lmao.

#

He asked what can cause a mini dump so your answer is a mini dump

sinful rampart
#

My answer was "Arma crash". Which is true. Anything could crash Arma. Though.. corrupted mod or mission.sqm are unlikely

signal coral
#

I've had everything under the sun and moon crash Arma, but the first place I look is usually the .rpt ๐Ÿ˜‰ client or server usually has the answer in there.

craggy siren
#

Anyone here have experience with 3den Enhanced? I'm trying to use the Hostage trait for a few blufor units, and I swear I remember a while ago, they would join your group once released, but that doesn't seem to happen anymore.

craggy siren
#

Okay, I made a workaround, but it seems to only work sometimes. This is what each unit has in their init field;

thisUnit = [];
thisUnit pushback this;
[]spawn {
    { 
    while {alive _x} do { 
        if !(_x getVariable ["Enh_isHostage",true]) then { 
            _unitArray = []; 
            _unitArray pushBack _x;
            _unitArray joinSilent player; 
        }; 
        sleep 0.5; 
    };
    } forEach thisUnit;
}; ```
sinful rampart
#
_unitArray = []; 
_unitArray pushBack _x;

wtf dude? _unitArray = [_x]; ?!

craggy siren
#

Yeah, was having issues with that working, so I tried that instead. DIdn't change it back in the end.

sinful rampart
#

also joinSilent takes a group. Not a Unit

#

forget that

craggy siren
#

It takes an array, doesn't it?

sinful rampart
#

yes. Array on left side and unit on right side

#
thisUnit = [];
thisUnit pushback this;

you are clearing thisUnit for every unit.

#

So there is only always one unit in there

craggy siren
#

I was hoping that was localized. I did try using _thisUnit, but that didn't work when it came to the forEach _thisUnit part.

#

Actually, I could probably get around that.

#

But yeah, that's where I figured my problems were.

sinful rampart
#

because you need to pass it into the spawn

craggy siren
#

Yeah, I had it in there, but being in there, it doesn't recognize 'this', and I forgot how to get this in there D:

sinful rampart
#

_this

#

How about you just look on biki?

craggy siren
#

Biki?

sinful rampart
#

BI wiki

craggy siren
#

I swear _this didn't work.

#

Oh, I did.

#

I've been using it this whole time.

sinful rampart
#

for _this to work you need to pass your variable to spawn

#

on the left side of spawn

craggy siren
#

Yeah, okay, I admit, I didn't wiki spawn.

sinful rampart
#

Just do it

craggy siren
#

Yeah, doing that now.

sinful rampart
#

Or eat cookie dough

#

If you can't get it working in 10 minutes ask again. I'll fix your script

craggy siren
#

I don't have any cookie dough, sadly :(

#

Ah, got it. Never passed arguments like that before, but then, I don't think I've ever really passed arguments before. This is what I ended up with;

_thisUnit = [this];
[_thisUnit]spawn {
    { 
    while {alive _x} do { 
        if !(_x getVariable ["Enh_isHostage",true]) then { 
            _unitArray = [_x]; 
            _unitArray joinSilent player; 
        }; 
        sleep 0.5; 
    };
    } forEach (_this select 0);
}; ```
sinful rampart
#

you don..... wtf are you doing

#

Put the unit in an array, Put the array in an array again. Take the array out of the array and then again take the unit out of that array

#

Just pass the unit.... without arrays

novel rune
#
this spawn {
    params ["_unit"];

    ...
};
#

Or just:

#
this spawn {
    _this ...
};
craggy siren
#

the array was there for the forEach, and I can't remember why I needed to use forEach. I think it was so _x worked, but that wouldn't really matter now that I've gotten the argument working. I think I realize why it was so fucky.

sinful rampart
#

you needed it because before you expected to have multiple entries in that array

novel rune
#

It looks very strange. You made a mess.

craggy siren
#

Yeah, guess I deserve that for using the initilization box :/

#

ta-da!

this spawn {
    while {alive _this} do { 
        if !(_this getVariable ["Enh_isHostage",true]) then { 
            _unitArray = [_this]; 
            _unitArray joinSilent player; 
        }; 
        sleep 0.5; 
    };
}; ```
#

I mean, probably still messy, but better than before.-shrug-

sinful rampart
#
_unitArray = [_this]; 
_unitArray joinSilent player; 

why the variable?

#

yes... I can read biki myself

craggy siren
#

You're asking why _unitArray, and not just _this?

#

Or?

#

Right, sorry.

#

Only just got what you meant. Forgot I could just add it before joinSilent, instead of a seperate variable. Sorry.

stiff lily
#

Just curious what are you trying to do? Im not very well versed in arma code, but im curious while trying to figure it out on my own xD

#

I Understand that its something for checking that an AI is a "Hostage/Surrendered", And your trying to add it to a player group, but hwere is that code?

craggy siren
#

Ah, sorry, I was using 3DEN Enhanced, which added a Hostage trait to units.

stiff lily
#

huh, didnt know that ok

craggy siren
#

I wanted it so that, if the unit was no longer a hostage, they would join and follow me. I figured the variable they were using was Enh_isHostage, so I used that.

brave sable
#

If this is in the init box of the unit why do you need all the extra stuff?

stiff lily
#

Yea ive never used that mod(Its a mod right? Cause ive never heard of it) :P

craggy siren
#

Yeah, it's a mod!

stiff lily
#

ah gotchya.

craggy siren
#

Adds a tonne of stuff. Just started trying it yesterday.

#

It's quite nice, actually.

#

Also, I'm not sure on the extra stuff you're talking about, @brave sable.

stiff lily
#

Does it add a dependency to the mission once its exported?

#

Sorry this is the wrong chat, was just curious

craggy siren
#

I don't believe so, though I'm not entirely too sure.

#

I haven't had the chance to check, I'll do so in a second.

brave sable
#

Does the unit start with the hostage variable set or does that happen later in the mission?

craggy siren
#

They start with it.

sinful rampart
#

Yes it adds a dependency.

brave sable
#

Ignore me - just seen the ! at the start of the if statement.

craggy siren
#

Ha, alright.

stiff lily
#

Is there more than 1 AI you have set to hostage?

#

or is it a group if not?

#

or sepereate individual AIs

craggy siren
#

Aww, when I read the description, it said it didn't add dependencies :(

stiff lily
#

Seperate*

craggy siren
#

I have multiple hostages, they aren't grouped though.

brave sable
#

@sinful rampart 3Den enhanced doesn't add a mod dependency to missions.

#

Only for the editor, once the mission is exported it's not needed.

sinful rampart
#

Really sure? Doesn't it also provide modules?

stiff lily
#

ok well let me try my hand at making up something, gimmie a sec to type it out, and just curious, how do you get the color coding and the "Code Effect" to text in discord?

craggy siren
#

Nope, no modules, at least from what I can see.

sinful rampart
#

@stiff lily
```sqf
<code>
```

brave sable
#

Yea, no modules. I use it all the time and people we play with don't need it for the missions.

stiff lily
#

<code>
Test
</code>

craggy siren
#

I'm actually pretty impressed with it. I mean, a few things I'd love to have added, and the whole 'animations don't work in MP' is a little annoying, but ah well.

stiff lily
#

uh lol

#

im retarded

craggy siren
#

Use three ` (tilde key), followed by 'sqf' Then, on the next line, paste your code, and finish it off with another three `

stiff lily
#

Ah animations, i was making a zombie mission with a really cool intro, it was text based with animations and some other nice things, but never finished it

#

Ah ok

#
test
#

Ah ok cool

craggy siren
#

Well, needs to actually be sqf.

stiff lily
#

Thanks, Ill try to think up something that may hlp

#

help*

brave sable
#

Has anyone ever used git to edit missions with multiple people - any issues or problems?

sinful rampart
#

Already talked about that here. Works just fine as long as only one guy works on the mission.sqm at a time

#

you can work in parallel on scripts and other stuff. But not on mission.sqm

brave sable
#

I assumed as much, thanks for confirming.

cloud relic
#

is it possible to use limitSpeed in a trigger to force any vehicles coming into a 'speed zone' to slow to say 30 km/h?

stiff lily
#

@craggy siren So, I just did what you were wanting to do, but without the 3den Enahnced mod

#

at least i think i did what you were wanting

novel rune
#

On Act.

{
    _x limitSpeed 30;
} forEach thisList;

No.

stiff lily
#

You were wanting to set a unit(Im assuming a BluFor unit), and have that unit be a captive, And as you go up to said unit, you have them join your group right? as a non captive and whatnot

#

@craggy siren

#

Well either way this is what i did,

#

in the units init

#
this setCaptive true; this addAction ["Rescue Me!", "joingroup.sqf"]; this switchMove "AmovPercMstpSsurWnonDnon";

and in joingroup.sqf

_unit = _this select 0;
_user = player;
_usergroup = group _user;

[_unit] joinSilent _usergroup;
_unit switchmove "";
_unit setcaptive false;
#

the animation is to prevent the AI from going prone and stupid stuff while they are set to captive.

cloud relic
#

cheers @novel rune

stiff lily
#

I Did test that code out and it worked, i was a Civilian and i had a blufor officer set to captive with a squad of OpFor next to him.

#

also the Animation is to prevent the unit from firing on enemies, for some reason when you do setcaptive true, the unit still shoots at enemies, but enemies wont fire on them.

#

So yea. :\

craggy siren
#

You could disableAI until freed?

novel rune
#

Set them all to captive!

craggy siren
#

I imagined you saying that while laughing in an evil tone, Commy.

stiff lily
#

yea you could, but i like the animation it looks nicer :P

#

cause if you dont use the Animation the unit has their gun at the rest, of course if the unit is unarmed when you have them set to captive, you could just use DisableAI, that would also work well, but if the unit is armed, the animation is nicer :P

#

anyways im off to bed, have a good night/morning everyone :)

slim field
#

Hi, I got a serious problem.
after I finished my mission, tested in eden to run multipalyer, export to multiplayer
run it on the server, showing me 0 players when the mission runs on the server

river nymph
#

Thats typically caused by a mod mismatch

slim field
#

server is running the same mods I run.

river nymph
#

Doublecheck to make sure. It might be as simple as a cheeky client side mod slipping in the required addons, or a mod on the server not properly loading.

slim field
#

I did, double checked Mission.sqm

#

and found it, ty ๐Ÿ˜ƒ

thin chasm
#

Someone that wants to be a part of the making a pve/pvp mission-file? It's kinda alot to do when i look at my notes ๐Ÿ˜ฎ (Survival type based on Exilemod)

rocky sinew
#

hallo all, im hopeing someone here can help me...im making a IDAP logistics mission that requires players to load items on trucks.
im using Rockhount's ArmA 3 Script HandleAttachTo script (http://www.armaholic.com/page.php?id=32963).

It works great for single type of items to be loaded on to one type of vehicle...but id like to add a few more loadable items instead oif just repeating the code.

["CargoNet_01_barrels_F","C_IDAP_Truck_02_F",90,[[0,3.5,-1.75],[0,2,-1.75],[0,0.5,-1.75],[0,-1,-1.75]]] execVM "HandleAttachTo.sqf";

["Land_FoodSacks_01_cargo_white_idap_F","C_IDAP_Truck_02_F",90,[[0,0.4,-0.25],[0,- 1.1,-0.25],[0,-2.6,-0.25],[0,-4.1,-0.25]]] execVM "HandleAttachTo.sqf";

 ["Land_FoodSacks_01_cargo_brown_idap_F","C_IDAP_Truck_02_F",90,[[0,0.4,-0.25],[0,- 1.1,-0.25],[0,-2.6,-0.25],[0,-4.1,-0.25]]] execVM "HandleAttachTo.sqf";```
 
How would i go about adding various loadable items to be loaded into my selected vehicle. 
The effect im looking for is to walk up to various crates and have the load option apear and to have it load to the closest availible truck
candid raptor
#

I'm playing around with the IDAP stuff in the editor and can't seem to get supports to work. There's an IDAP helo linked to a transport provider, a virtual provider, and a NATO mortar team w/ provider linked to a requester that's linked to the player's paramedic, but I'm not getting the support menu

prime dome
rocky sinew
#

thx ill have a look

candid raptor
#

I dropped in a NATO mand & linked him up to the requester. The icons for "support available" showed up when playing as him, but I couldn't actually get into the supports menu.

#

Mods are ACE3, CUP everything, the ShackTac UI, and a single player cheat menu I use for testing things above my skill level

prime dome
#

Press ` and scroll down to the supports entry?

candid raptor
#

it's not on the list

opal hound
#

WTF are the outdoor packs in the Editor?

candid raptor
#

I can't post a screenshot in here to show what I'm struggling with can I

#

Anyway, I think one of the problems is that the IDAP helo isn't eligible to be a support transport

#

Problem 2 seems to be that civilians can't call in support

#

Problem 3 is that ACE3 had a default binding overriding the 0 key so that menu wouldn't pop up

#

among other clobbering keybindings

#

multiplayer missions would require me to have friends

prime dome
#

@candid raptor if you upload to imgur or Dropbox you can post the link here. It may be a bug too, will see if I can repro

stiff lantern
#

What would I place in a trigger's condition to detect when an explosive "BOMB1" is defused?

novel rune
#

Defused?

stiff lantern
#

Yes like having an explosive expert defuse an explosive.

river nymph
stiff lantern
#

oh thanks I'll try that

#

Know if it works for explosives in general or just specifically mines?

river nymph
#

Id assuome only mines but can't hurt to try it out

novel rune
#

hmm

karmic lynx
#

Pretty sure throwables act differently than mines in terms of detonation

novel rune
#

It's about satchels.

stiff lantern
#

Trying to use a Satchel

novel rune
#

So Put, not Throw

karmic lynx
#

Well i would guess then that wouldn't work. Maybe PDM, the moored mines. Etc

#

APD mines

novel rune
#

allMines

#

lists the satchel

karmic lynx
#

Well there you go. Don't understand why that is considered a mine. It's only set off via timer and remote detonation?

novel rune
#

Defusing it removes it from allMines...

karmic lynx
#

๐Ÿคท

novel rune
#

Reactivating it makes it appear again in allMines, but as different object.

#

So it can get weird with the implementation.

#

Depends on what should be done here exactly.

stiff lantern
#

Currently I have a satchel placed. After 30 minutes it blows up and if it does OPFOR wins. Having trouble detecting if BLUFOR defuses it to trigger a BLUFOR wins message.

karmic lynx
#

Wait a second, you can defuse a satchel? Wtf?

novel rune
#

Sure.

karmic lynx
#

With a jammer or something. But with the toolkit?

novel rune
#

@stiff lantern
How do you place the satchel in the first place?

stiff lantern
#

Via editor as an object.

novel rune
#

How do you activate it?

stiff lantern
#

Well I guess it may just be sitting there and not truely activated.

#

I guess it is only technically activated after the 30minutes and the trigger sets its damage 1 to destroy it.

novel rune
#

Then allMines etc. will obviously not work. You "disarm" it how?

stiff lantern
#

Any ideas on how to "create" a way for BLUFOR to defuse and end that mission successfully?

novel rune
#

thinking

river nymph
#

objects reference might change, detect if the original object is nil?

novel rune
#

Name the satchel "bomb1"

#

deleted

#

Or even better:

#

condition:

isNull bomb1
#

When you deactivate it, it becomes a "GroundWeaponHolder".

river nymph
#

mm would bomb1 become null tho?

novel rune
#

When you reactivate it, it is a different object, so bomb1 will forever be null.

river nymph
#

null or nil?

novel rune
#

mm would bomb1 become null tho?
Yes, I just tried.

#

null

#

It is still a valid object reference, just the object is deleted.

river nymph
#

scratches head

novel rune
#

Variables don't become undefined on their own.

river nymph
#

so the variable retains is OBJECT type even if the object its pointed at doesnt exist, thus returning null, vs nil which is entirely undefined

stiff lantern
#

I'll give that a try

novel rune
#

so the variable retains is OBJECT type even if the object its pointed at doesnt exist, thus returning null, vs nil which is entirely undefined
Yes, it is still an object, but it points to something deleted, thus null.

#

Mantia, place the trigger on the satchel and add this to it's on Act:

{
    deleteVehicle _x;
} forEach (position thisTrigger nearSupplies 10);

to delete the satchel once deactivated.

stiff lantern
#

How are you deactivating the satchel in game?

karmic lynx
#

Oh and "end the mission successfully"

novel rune
#

F

#

I have "F" as "default action". So action menu.

stiff lantern
#

So on the scroll wheel menu I should have a defuse option? I currently have an explosive expert but not getting the option

novel rune
#

"Deactivate Mine"

#

You need to be an engineer and have a toolkit.

#

explosiveSpecialist

#

not engineer

#

sorry

#
player getUnitTrait "explosiveSpecialist" && {"ToolKit" in items player}

if no mod changes the capitalization of ToolKit by shitty config.

stiff lantern
#

Thanks its working. I did have the satchel attached to another object (some barrells) and that was causing me not to get the defuse option but taking the barrels out of it now seems to work.

karmic lynx
#

When is it required to have curly brackets with && ?

novel rune
#

Ah.

#

When is it required to have curly brackets with && ?
When you want the code get approved by me on github.

river nymph
#

it makes the part between {} only fire if the first part is true. it makes for many speed

stiff lantern
#

Thanks again @novel rune , that would have taken me ages to figure out.

prime dome
#

ooh i didn't know that about {}

#

with || , does it only evaluate when first half is false? @river nymph

novel rune
#

Yes.

karmic lynx
#

@novel rune Noted, lol.

prime dome
#

thanks commy2, nick

#

hmm

#

i have a question

#

it says Using lazy evaluation is not always the best way as it could speed up the code as well as slow it down, depending on the current condition being evaluated:

river nymph
#

the real trick is to eval the fast stuff and smart stuff first

prime dome
#
['true || {false} || {false}'] call BIS_fnc_codePerformance; //fastest
['true || false || false'] call BIS_fnc_codePerformance; //normal
['false || false || false'] call BIS_fnc_codePerformance; //same as above
['false || {false} || {false}'] call BIS_fnc_codePerformance; //slowest```
river nymph
#

so for an AND put the stuff thats almost always false in front, and reverse for IF

prime dome
#

that almost seems to suggest that for OR, not doing lazy evaluation is better unless you're 100% first is true most of the time

river nymph
#

also the difference between A || { B } || {C } and A || { B || { C } }

#

well thats true but as always it depends on implementation

#

a simple boolean value is superfast, checking "string" in items player less so

prime dome
#

hmm

river nymph
#

so if you can get away with checking that last or even not, youre golden

prime dome
#

i think i usually just tend to put the most common expected thing, true or false, in front. clearly that's not always good ๐Ÿ˜„

river nymph
#

for an if, its good, for an and, its less ideal

#

for anything that executes < 1ms I wouldnt worry too much if its not an every frame kind of thing

prime dome
#

i see. thanks a lot, will look out for optimising opportunities ๐Ÿ˜ƒ

novel rune
#

The example on the wiki is stupid, because you already know that false will be false and true will be true.

#

Anything more complicated than just a plain boolean will be worse off than what you lose by using the curly brackets.

prime dome
#

yeah i was reading that as "anything that evaluates to true/false"

stiff lantern
#

Any simple way to make it so only pilots can fly helicopters?

weak niche
#

Add a getin EventHandler to said helicopter and check if person getting in is the pilot. If not move him out.

river nymph
#

points for a more complete answer ๐Ÿ˜‰

#

but not fully complete

#

or they wouldnt be able to ride as passenger, either

weak niche
#

To driver seat.

#

:stuck_out_tongue:

river nymph
#

So youll also need a seatSwitched EH

#

or their alternatives, getInMan and seatSwitchedMan

stiff lantern
#

Thanks guys

opal hound
#

trying to find a place that explains all of the weapon suffixes

novel rune
#

They are arbitrary, don't worry about them, don't try to read anything into them.

opal hound
#

thanks

#

next ?

#

what are the differnet coulors for,.....at least in this case?

#

_weapArr = [["uns_M16",["uns_30Rnd_556x45_Stanag","uns_30Rnd_556x45_Stanag","uns_30Rnd_556x45_Stanag]],["uns_M16s",["uns_30Rnd_556x45_Stanag","uns_30Rnd_556x45_Stanag_T"]],["uns_M16_XM148",["uns_30Rnd_556x45_Stanag_T","uns_30Rnd_556x45_Stanag_T","Uns_1Rnd_HE_M406"]]];
};

#

I know it doesnt show byt teh first M16 and ammo are black but the rest of that line is orange?

#

same here,....the word uniforms is black but the body of uniforms is black,...

#

_uniforms =
[
"U_BG_Guerilla1_1",
"U_BG_Guerilla2_3",
"U_I_G_resistanceLeader_F",
"U_I_C__Soldier_Para_3_F",
"U_I_C__Soldier_Para_4_F",
"U_B_CombatUniform_mcam_tshirt",
"U_B_CTRG_2",
"U_I_C_Soldier_Bandit_3_F",
"U_B_T_Soldier_AR_F",
"U_B_CTRG_Soldier_2_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_I_G_Story_protagonist_F"

novel rune
#

?

opal hound
#

Got it commy2 LOL Sometimes I just need to ask and suddenly things just work out

#

It's like, now are my glasses,.....on my face !

#

where

cobalt zodiac
#

@stiff lantern you have to prevent flying from co-pilot seat too

#

it's one thing to sit in that seat and assist the pilot, another to actually take the controls

dusk oyster
#

Has there been any update on a fix for simpleObjects? Still no possible way to set an object simple after laws of war.

ashen moat
#

Hey guys. Need some help here. Say I have a mission that can be run on dedicated. What steps regarding the remoteExec permissions do I need to take in order for it to run correctly under battleeye?

signal coral
#

You have to #include it or place directly into the description.ext

ashen moat
#

Yes.And should this be done by the mission, or by the server owner?

signal coral
#

Mission

#

as it goes into the description.ext

#

you can do this.

ashen moat
#

ok. So I should go through all the client code, find remoteExec, double check that it should be there, and, if yes, add it to the CfgRemoteExec. Correct?

signal coral
#
class cfgRemoteExec { 

    #include "mission/mypath/myconfigs/cfgRemoteExec.hpp"

}
#

or

#


class CfgRemoteExec
{        
       // List of script functions allowed to be sent from client via remoteExec
       class Functions
       {
               // State of remoteExec: 0-turned off, 1-turned on, taking whitelist into account, 2-turned on, however, ignoring whitelists (default because of backward compatibility)
               mode = 2;
               // Ability to send jip messages: 0-disabled, 1-enabled (default)
               jip = 1;
               /*your functions here*/
               class YourFunction1
               {
                      allowedTargets=0; // can target anyone (default)
                      jip = 0; // sending jip messages is disabled for this function (overrides settings in the Functions class)
               };
               class YourFunction2 { allowedTargets=1; }; // can target only clients
               class YourFunction3 { allowedTargets=2; }; // can target only the server
       };        
       // List of script commands allowed to be sent from client via remoteExec
       class Commands
       {
              /*your commands here*/
              class YourCommand1 { allowedTargets=0; jip=0; } // can target anyone, sending jip is turned off (overrides settings in the Commands class)
    };
};
#

So to execute client code you need to decide what needs to run on the client

#

and the server.

ashen moat
#

that I already know.

#

๐Ÿ˜›

#

and I need to add every function called by a client to the execRemote?

signal coral
#

Yes

#

To the server you do not.

ashen moat
#

got it.

signal coral
#

By default the server can execute anything

#

Server is considered a "trusted" execution location

ashen moat
#

and should the server assume that any client can arbitrarily run such code? I.e. should every whitelisted function check that its call is sane and not a hacker or something?

signal coral
#

If it is whitelisted clients can execute it.

#

If you enforce whitelisting you'll have to whitelist each one systematically

#

by default the servers and clients are set to allow ALL

#

 // State of remoteExec: 0-turned off, 1-turned on, taking whitelist into account, 2-turned on, however, ignoring whitelists (default because of backward compatibility)
               mode = 2;

ashen moat
#

when you mean a client, you mean a normal operating code from the mission, or an hacker? I.e. can a hacker run remoteExec arbitrarily if the function is whitelisted?

signal coral
#

Hacker possibly could but usually no, the reason being is you would use cfgFunctions.hpp

#

to prevent this by "compileFinaling" the functions

#

So tampering with the functions "shouldn't be possible"

#

But when you get a full blown hacker on they're screwing with memory.

#

So it is unlikely but isn't impossible.

ashen moat
#

ok, so assuming that I do not use execVM family of commands, the two steps to ensure safety and non-blocked code is compileFinal and whitelist remoteExeced functs, correct?

signal coral
#

Should be.

ashen moat
#

thanks a lot FractureForce, great help!

ashen moat
#

the code I use often defines a set of inline functions on a "file.sqf" e.g. "A = {}; B = {};" and then declares then using call compile preProcessFileLineNumbers "file.sqf" on init. Should this be somehow changed to take into account security?

#

or is this safe (on a mission, where files are guaranteed to be safe)?

ashen moat
#

@signal coral, maybe you know this also?

signal coral
#

call compileFinal ProcessFileLineNumbers

#

basically runs it compileFinals it

#

disgards the result

#

Inline functions hmmmm not sure.

#

Most of the code I've written always used cfgFunctions.hpp

#

brb

#

Vmware has locked my Bluray drive

ashen moat
#

yes, which means that given a file "file.sqf" with content A = {}; and the call call compileFinal preProcessFileLineNumbers "file.sqf" will not make A final. (just tested)

#

in other words, no function declared inline is final

#

so using cfgFunctions seems to be the only reasonable way

oak depot
#

Anyone available to DM me today or tomorrow to help me grasp the basics of mission creation/ development, at a basic level? I'm a server owner/ community founder, I just feel like I should be better at actual mission development, so I am not constantly asking my community for mission files. I practically only need to know how develop basic Zeus missions efficiently. If you have an reference materials, hit me up!

ionic thorn
#

YouTube can guide you through that

ashen moat
#

Thanks @signal coral ,was not aware of neither

oak depot
#

Why I asked for reference materials @ionic thorn . I looked for a while, most videos didn't cover it well/were old.

signal coral
oak depot
#

Thank you!

signal coral
#

No worries, ๐Ÿ˜‰

ionic thorn
#

I've always found YouTube videos to be quite helpful as you can see the process in action so that you get a better understanding of how things work. Not saying that you're one of them, but "many" that want reference materials just can't be bothered and want someone else to do the work for them.

signal coral
#

Very true, there is some great videos out there, made by a lot of good content creators.

icy comet
#

Is there a way to disable those zeus tasks created by the Game Master GameMode Module?

#

tasks like: see a lightning bolt, destroy a helicopter and such...

icy comet
#

I dont want ro remove a vehicle...

#

I want to remove those tasks created by the GameMaster GameMode Module

#

Did you even read my question?

#

@signal coral

novel rune
#

"GameMode Module" ???

signal coral
#

Or take BIS_fnc_deleteTask apart.

dry grove
#

hi, i'm making a multiplayer mission where player's can select their weapons from a menu. What happens if they try to select a weapon that they don't have the DLC for? Do i have to script something to make this happen, or will it happen automatically?

prime dome
#

@dry grove depends on how you're doing it. If they have to take the weapons from an inventory or virtual arsenal then they won't be able to. If you're scripting it, then they will get it but see ads

#

What will happen automatically?

dry grove
#

@prime dome Yeah im doing all through custom loadout scripts and menus, none of it is BIS. So that's why i wasn't sure if the game would still not allow players without the appropriate DLC to get the weapons they select.
"what will happen automatically", by automatiically, i meant to ask would the game automattically recognise that the player has been give (by script) a DLC weapon and then delete it from their inventory, or is there a function i need to call that will enfoce these DLC weapon rules

#

thanks for the reply btw

prime dome
#

@dry grove ah so if you give a DLC weapon to a non-DLC owner, the game does recognise it automatically but it won't delete it, just show ads. You can however use a function like getDLCs to check which DLCs a player owns and remove the weapon from their ownership.

#

Or not give them the weapon at all

dry grove
#

ok, yeah that makes sense.

#

thanks

novel rune
#

The Site module not working with triggers on dedicated servers, but everywhere else. Is that a thing or did I make a mistake?

prime dome
#

never tried it with triggers. i remember wolfenswan telling me long ago that sites were finicky/broken in MP so idk, could be what he was talking about. I know they work without triggers, though.

novel rune
#

I get this:

16:17:33 Error in expression <le {count _lateSites > 0} do {
{
if (_x call (_x getVariable "conditionOfPresenc>
16:17:33 Error position: <call (_x getVariable "conditionOfPresenc>
16:17:33 Error call: Type String, expected code

So it seems like it's b0rked.

hearty pivot
#

I got the AI to do platoon bounding

opal hound
#

Has anyone run across a method to make water perfectly calm?

hearty pivot
#

Did you already override the wind?

#

Okay, if i release this as is to the workshop, will people be able to edit my mission and use it as a template?

noble radish
#

People could

hearty pivot
#

Just put in a note saying where to move it from and to?

noble radish
#

I'd include an external download link or a suggestion to use "Steamworkshopdownloader"

#

I've never had the greatest luck copying SW missions

hearty pivot
#

Yeah, i just looked through some of the missions I've downloaded, and there would be numerous problems with that

noble radish
#

Yep, it's a small shame it's not as simple as opening !workshop and finding the mission to copy. I just use the SWdownloader instead, makes life easier when trying to drop the mission on a dedi ๐Ÿ˜„

hearty pivot
#

Not to mention finding a @#$&% userconfig in those folders with no names

noble radish
#

Lol fun, I think just Ctrl F then the mod name or a part of it should find a piece then right click and open file location should generally do it

#

Been a while since I ventured through it but is it just the mod ID that's shown instead?

hearty pivot
#

That never works for me. Im not sure why

#

It's like a random 18 digit numeric string

hearty pivot
#

Steam Workshop Downloader gave me a pbo

noble radish
#

As expected, no?

hearty pivot
#

well you recommended it for template use, and you cant open a pbo in the editor, right?

noble radish
#

Pretty sure you can

#

Or they can unpbo it, if they're unsure how, I'm not sure if they should be editing it

hearty pivot
#

thats a whole other can of worms. ill have to try it, though

opal hound
#

Did you already override the wind?

#

Yes and also reduce the waves to zero but it still has action

errant topaz
#

Need some quick help people

#

I'm trying to play a 3d sound from a specific source/object, but everytime I try, it comes from all round the player and not the intended source

#

I'm using, Say3d, PlaySound3d

#

But nothing seems to work

#

Is someone able to write me a line that I can chuck on the object and sync to a trigger to get that working?

errant topaz
#

Ok I got it, but damn its extremely quite, even +10 DB its still unhearable

prime dome
#

@errant topaz what's your code? is this SP or MP?

#

what format is the sound file in? You're sure that the sound file plays correctly outside of Arma?

errant topaz
#

Testing in SP atm, but for MP at some point. I'm using .ogg atm.

#

It plays fine outside of Arma, plays fine inside of Arma, its just extremely extremely quite when I play 3d, when I do 2d its as loud as it should be

cold steeple
#

im trying to fix up my Evolution mission- any reccomendations about what script/suite to use to manage spawning enemies and filling the city?

#

@ me if you got ideas ๐Ÿ˜„

dry whale
#

The #creators_recruiting channel didn't seem quite right for this post, as I'm just looking for a mission, not a mod, but I'm looking for someone experienced in setting up the life framework on a new map. Disclaimer, I have zero interest in creating a life server, but I would like to utilize parts of the framework in a private project. If you're able to get the framework setup on a new map, let me know and do basic setup, I'd be happy to pay a bit. PM me.

karmic lynx
#

@dry whale Why not just ask to script the features?

#

Specifically

#

Doesn't have to relate to life servers

dry whale
#

It would be simpler just to use the framework since it is already there.

karmic lynx
#

Why not get your own framework to work with?

#

Instead of just cut copy paste life server material

ionic thorn
#

^

sharp valve
#

so I have been having a problem with min/max players for the halo mod on a dedicated sever how would I fix it?

signal coral
#

@everyone Hi guys just a heads up ive just started making mission and im looking for a group to use my missions and play on them with, small or large milsim or casual dosnt matter to much more so just looking for a group of guy who like doing special forces styled mission with a story driven background, plan on uploading all mission to my youtube channel and start and new arma series, if this intrests anyone and would like more info please private message me on discord, thanks!

dry whale
#

@karmic lynx I never said I was going to copy/paste life server material. What I do want to do is use the publicly released framework that life servers utilize.

karmic lynx
#

that is exactly what I'm talking about ๐Ÿ™„

dry whale
#

Why is that wrong?

#

If it does everything I need, why create a new one from scratch?

karmic lynx
#

Because you're not contributing to anything more than somebody can grab from the net

dry whale
#

It's a publicly released framework for people to use. You're saying its wrong to use it?

#

I know one of the guys that originally created the framework, he's always been fine with me using it.

#

I don't understand your argument.

#

Don't play Arma - go create your own game. Don't download mods, make your own mods.

#

Why do I have to create my own content when I have permission to use publicly available content in my mission?

karmic lynx
#

Ooof. He got me jim!

dry whale
#

I'm just not sure what you're arguing?

karmic lynx
#

What I'm ARGUING (Jeez man, arguments) is that you should take a shot at trying to release your own content for other people to try instead of fisting their face full of the same old stuff. Seems like you're the one arguing here, not me pal. Your remark : Don't play Arma - go create your own game. Don't download mods, make your own mods. doesn't make you look any better.

#

I could care less about how much you know the guy

dry whale
#

I'm still not sure I understand. I'm not looking to release ANY content.

karmic lynx
#

It's sort of like refreshing the usage of some certain icons from different gamemodes. Why not make your own and make the entertainment value of the mission better? More visually appearing?

#

Right, and what I'm saying is that

#

give your players a treat

#

not the same old pony trick

dry whale
#

I'm not giving anyone anything lol

#

I'm just experimenting with different missions and database formats.

#

Hence, "private project".

karmic lynx
#

your project?

#

but I would like to utilize parts of the framework in a private project.

dry whale
#

Private project.

#

for me

karmic lynx
#

Hmmm, yeah I am going to call bullshit man

#

Honestly

#

Take my advise or leave it

#

I'm not here to argue

dry whale
#

It sure seems like you are

karmic lynx
#

I was just pointing out something you could do to change it up

#

Oh no, take as many stabs at any angle you'd like my friend you're getting nowehre.

dry whale
#

I'm not taking stabs mate, I was just asking why you were attacking me for utilizing something that is publicly usable.

karmic lynx
#

Hah, if you think I was attacking you then you have bigger problems than this.

dry whale
#

If it's your opinion that I need to create something from scratch, so be it, but I don't have any database knowledge at the moment, because that's not what I specialize in. Remaking the framework from scratch really isn't within my abilities.

karmic lynx
#

And hey, I'm not you so I have no control over that

#

Just turning something of that private project shouldn't be recognizable in format is all (in my opinion, of course)

#

That's exactly how zombie missions / wasteland / exile/ altis life has all become generic

#

No major visual changes with icons

#

nothing really new with just recycling old cup vehicle

dry whale
#

I understand that for big public projects, but I have no plans to release anything to anyone. Right now I'm just trying to learn more about how Arma works with databases.

#

And go criticize the CUP team then if you think that they're too generic.

karmic lynx
#

You do realize that extDB3 has docs right?

#

oh no

#

cup isn't generic

#

you're twisting my words again

dry whale
#

?

karmic lynx
#

recycling the old cup vehicles, doesn't signify that they are generic

dry whale
#

Who's recycling them?

karmic lynx
#

Just about any of your "Zombie Survival [NO FATIGUE XDDD],[LOTZ OF ZAMBIEZZZ],[NO RECOIL XDDD]" type of servers

dry whale
#

I didn't even know there were zombie servers tbh

karmic lynx
#

Exile went a little further to port their own from the licensed data packs

#

but I'm still not impressed

dry whale
#

I've never played Exile either, though I do plan to at some point.

karmic lynx
#

Keep away at any lenghts

#

although, with your mindset

#

you'd fit in perfectly!

dry whale
#

My mindset? All I've asked was why you criticized me for using a framework that is available. Framework is on the "backend", and has very little to do with anything I actually create. I even said that I don't plan to make a life server.

karmic lynx
#

No, but you decided to say "HEY! I know! Altis life stuff? Oh yeah I'm going to take a look at that, experiment with it" Which is fine, but keeping the framework is awful.

#

There are even docs if that doesn't settle you down

dry whale
#

I really don't need your opinions any more dude. You're the confrontational, "I know what's best", dude that ruins. You know zip about what I'm actually working on, and zip about what I'm actually going to be doing with the framework. If you think the framework is so bad, go make a new one if you want it so bad. Blocked.

ionic thorn
#

๐Ÿ‘€

karmic lynx
#

Ah damn it, I was just getting the popcorn!

#

Oooohh...blocked even, I'm so freaking spooked man

errant topaz
#

Would anyone know why my 3d sounds are playing even before the trigger is activated?

#

I've got BLUFOR detection on a trigger to activate a sound that comes from an object that is synced to the trigger, yet the sound plays when the mission starts

ionic thorn
#

Are there any BLUFOR objects (not units) in the trigger radius? that has occasionally happened.

errant topaz
#

Nope, my player is the only character on the map at the time of testing

#

Literally nothing in the trigger that would fulfil its activation conditions, but it keeps activating anyway

prime dome
#

are you sure the trigger condition isn't "true"?

#

you could also delete the trigger and place a fresh one

#

sometimes that magically fixes things ๐Ÿ˜„

errant topaz
#

I'm shit with triggers, so yes it is on true I believe haha

#

Though I did delete the trigger and make a new one, same result

errant topaz
#

And I just have an object synced up to it that play3d a sound, and thats it

prime dome
#

your condition is this which is fine

#

that means it'll use what you've set in the drop down

#

i.e. it'll be activated when any player enters the radius

#

where is the play3D/say3D code?

#

in the object init?

#

what you probably should do is, in the trigger On activation box, put:

#
(synchronizedObjects thisTrigger select 0) say3D "soundClassName";```
#

and remove things from the object init

#

alternatively give the object a variable name

#

and use

objName say3D "soundClassName";```
errant topaz
#

And again synced to their respective modules. I'll try the way you suggested though

prime dome
#

@errant topaz yeah you've put the say3D in the object init. This will execute at mission start and ignore the trigger. Put the say3D thing in the trigger On Activation box.

#

BTW i got the code wrong ๐Ÿ˜…

#

should be

(synchronizedObjects thisTrigger select 0) say3D "soundClassName";```
#

if there are multiple objects that need to play the sound, then you'll have to place a trigger for each if you want the sounds to play when the player approaches each rock

#

Otherwise if you want them all to play together, you should try:

{_x say3D "soundClassName";} forEach (synchronizedObjects thisTrigger);```
#

(someone will probably should at me for not using count, but forEach is more intuitive for me ๐Ÿ˜› )

errant topaz
#

Ahhh ok I'll try that ๐Ÿ˜ƒ

#

@prime dome It works! You fuckin legend! I'm guessing this also works with vanilla/BI sounds? I just have to get the right classname for them?

prime dome
#

Yup! it should

#

If you look at the effects section in the trigger, there are some sounds and music that can be conveniently played from there

#

although that won't have the same positional effect as say3D or playSound3D

errant topaz
#

Also one more quick question? Does say3d have a distance limit? I'm trying to play an Air raid siren sfx but despite having 2000m in the config and +10db I still can only hear it from like 20m away

prime dome
#

i dunno. see if there's anything on the wiki

#

i'm pretty sure i've heard sounds further than 20m

#

maybe don't set it to +10 dB? just guessing, maybe it's outside limits or something

verbal light
#

I'm trying to make a little death match mission. How would I set it so the first person to hit X amount of kills wins the mission?

prime dome
#

could try using score

signal coral
#
player addEventHandler ["killed",{ 
(_this select 1) addScore 10;
}];
#

@verbal light

#

Everytime a player kills another player

#

it will add 10 points to their score.

#

run it from the init.sqf

#

then run a seperate check that checks if the score has reached a specific threshold.

#

then ends mission

drifting meadow
#

addscore needs to execute on server

signal coral
#

BIS_fnc_endMissionServer;

#

Ah well then you'd have to send it to a PV / PVEH

#

or send it via remoteExec.

#
player addEventHandler ["killed",{ 
[(_this select 1),10] remoteExecCall ["addScore", 2]; 
}];
#

Valid Jigsor?

#

or seperated into 2 seperate components it would be this.

drifting meadow
#

try it

signal coral
#

Not my script

#

I am working on a cargo drop script myself.

verbal light
#

Thank you @signal coral I will give it a shot.

signal coral
#

Anyway to attach a live IR nade ?

#

to a crate?

drifting meadow
#

realy no need to add 10 for each kill because server already adds 1 for each kill so as SuicideKing says score. Oh wait this is for death match so something needs to be done so that negative score will no occur..

signal coral
#

Fair enough.

#

and nvm about my question it's answered with google.

#

Still behaving strangely @novel rune

#

_para = "B_Parachute_02_F";


_// vehicle = "C_SUV_01_F" createVehicle (getPos player);
cursorTarget setPosATL (cursorTarget modelToWorld[0,0,200]);



        _DropPos1 = getpos _vehicle;

        _Chute1 = createVehicle [_para, _DropPos1, [], 0, "NONE"];

_chute1 attachTo [_vehicle, [0, 0, 1]];
#

Thats from the forums

#

I must be doing something wrong.

#

It still retains the velocity no matter if I attach obj to it.

drifting meadow
#

did you try _vehicle attachto _chute

signal coral
#

No I didn't.

#

Strangely disabling simulation then re-enabling it worked.

#

Ha. Weird that worked @drifting meadow

drifting meadow
#

yeah i think the way it works is that the physics of object on right side of command has precedence

signal coral
#

Oh crap

#

Little problem

#

The offset

#

Is way off the object itself.

drifting meadow
#

[0, 0, 1] x y z, ajust acordingly

signal coral
drifting meadow
#

same as atachto coordinates relative to an obect but used to define positon without attachto

solid shore
#

anyone have psd for the new whiteboards? (DLC ones?)

#

or at least dimension

wicked escarp
#

Can anyone help me? i have an issue with my arma 3 server, i cant get into the server im stuck on loading screen ๐Ÿ˜ƒ

mild minnow
#

All texture are 2:1 ratio | 1048 x 512 is your pixel size. @solid shore

solid shore
#

OK, Thanks @mild minnow

mild minnow
#

The higher res you want it the higher the number. (Bigger the file)

solid shore
#

I think I will just stick with 1048x512 :3

mild minnow
#

jpg can be used. However paa are better if you are heavily scripting.

#

(TexView 2 is now within the ArmA 3 Tool Package)

solid shore
#

much thanks, very appreciation, wow

#

@wicked escarp btw you posted in the wrong chat

sinful rampart
#

No he didn't.

#

I think.. Atleast if he means the loading screen after lobby

#

I also have that bug quite often

#

And as he posted here I'd guess he means that. If it was server specific he would've posted in #server_admins

mild minnow
#

@wicked escarp If you are stuck on the loading screen that means that the server is missing something that the mission needs both the server and the client to have. This is normally a mod (vehicle or object placed down)

#

To easily check whether mods are the issue. Go into your mission.sqn (if it's not binarized)

#

Then you should see: sqf addons[]= { "A3_Ui_F", "A3L_Markers", "A3_Missions_F_Beta", "A3_Signs_F", "A3_Structures_F_Ind_ConcreteMixingPlant", "A3_Structures_F_Furniture", "A3_Structures_F_Mil_Helipads", "A3_Structures_F_Civ_Market", "A3_Structures_F_Items_Vessels", "A3_Structures_F_Civ_Constructions", "A3_Structures_F_Items_Tools", "A3_Structures_F_Items_Electronics", "A3_Structures_F_Civ_InfoBoards", "A3_Structures_F_Items_Documents", "A3_Structures_F_Items_Valuables", "A3_Structures_F_Items_Luggage", "A3_Structures_F_EPC_Civ_Accessories", "A3_Structures_F_EPA_Mil_Scrapyard", "A3_Structures_F_EPA_Civ_Camping", "A3_Structures_F_Civ_Accessories", "A3_Weapons_F", "A3_Structures_F_EPB_Items_Military", "A3_Structures_F_EPA_Items_Vessels", "A3_Structures_F_EPA_Items_Tools", "A3_Structures_F_Mil_Flags", "A3_Structures_F_Mil_Fortification", "A3_Structures_F_Ind_Cargo", "MBG_Buildings_3", "A3_Structures_F_Walls", "A3_Characters_F", "A3_Characters_F_Exp_Civil", "Unlocked_Uniforms", "A3_Modules_F", "A3_Structures_F_Exp_Walls_Net", "cg_banktower", "A3L_Nightclub", "A3L_Prison_Gates", "cg_mainvault", "A3_Structures_F_Civ_Camping", "A3L_MoneyPile", "A3L_PoliceHQ", "mbg_killhouses_a3", "A3_Supplies_F_Exp_Ammoboxes", "A3_Structures_F_Mil_Shelters", "A3L_Prison", "A3L_PrisonWall", "A3L_HospitalBed2015", "A3_Structures_F_Heli_Furniture", "A3_Structures_F_Heli_Items_Electronics", "A3L_ObjectsOnSteroids" };

#

You shouldn't delete anything with A3_ prefix!

#

Always make sure that the last entry has "" without a comma at the end.

#

So using the ref above. You can see that sqf "A3L_ObjectsOnSteroids" is a mod (.pbo) If we delete it. We need to change the sqf "A3_Structures_F_Heli_Items_Electronics", to sqf "A3_Structures_F_Heli_Items_Electronics"

gloomy yew
#

Hey guys I am making an objective where you have to drive through a restricted area and you have to stop at a roadblock checkpoint What do I do?

mild minnow
#

@gloomy yew You can do many things.

#

@gloomy yew What are you looking for the player to do, once he reaches the checkpoint?

gloomy yew
#

I want the player to drive to the checkpoint Then I want an NPC to walk next to the window. Then walk away

mild minnow
#

Will this NPC be on the same side as the player or would this be a "friendly" enemy?

gloomy yew
#

It's going to be an independent UN

#

The independent side

mild minnow
#

Okay. That's good. Are you going to have Opfor as enemies within this mission?

gloomy yew
#

No

mild minnow
#

Okay.

solid shore
mild minnow
#

He could.

solid shore
#

and record the walking

mild minnow
#

Or just UnitCapture

solid shore
#

this works on infantry units now?

mild minnow
#

Works on anything

#

I tested it

solid shore
#

alright that's good, I used to have some trouble with it

mild minnow
#

I've got a template mission. One second.

#

I'd say that for what he is trying to achieve that just simple waypoints are good.

#

with a trigger.

gloomy yew
#

Yeah I don't need anything fancy

solid shore
#

Yeah after thinking about it a unitcapture would be over kill XD

gloomy yew
#

All I literally want is the npc to walk to the window then walk away

#

But with like a delay

#

like Ncp walk up 2 seconds later walk away

mild minnow
#

I've set up a mission.

soft bane
#

hey guys can some one tell me how i can fix this, it keeps coming up and its not letting me hop into empty vehicles http://prntscr.com/goqr36

sturdy pivot
#

did you script something ?

#

or do you use mods ?

drifting meadow
#

@The sacrificial lamb#2992 there is a giu/display that is created at that moment and it needs disableSerialization; command in the same scope before it is created else it won't.

verbal light
#

Is there a way to attach a smoke pillar to a backpack?

solid shore
#

I want to make a zeus admin only but I dont want the voted admin to be zeus

signal coral
#

In the zeus module set the 'owner' to '#adminLogged'

grave harness
#

Oh god...

When most players go into an area they don't care about fancy animations or fancy patrols or anything like that.

#

On my critique when i walked into a village and saw 7 or 8 fireteams of 4 man standing in wedge formation all looking in the same direction

torn river
#

Heya.. wondering. I normally have 0 problem hosting a mission for my Unit. I use the same base for modules and respawn every time and it always works like a charm

#

But now i have this issue where all my playable placed characters wont load onto the dedicated server and i have 0 insight on how to fix it. Anybody know a fix or workaround?

verbal light
#

@torn river You check to make sure all the units are checked playable?

torn river
#

Yes. All of them. 0 appear

river nymph
#

Is this during slotting?

#

Then theres a mod mismatch

#

Either the client / server or both are missing one of the requiredAddons as listed in the mission.sqm

karmic glade
#

@torn river do you have in description.ext parameter disabledAI = 0; ?

torn river
#

Aaah yes. Both during slotting and i think i still have that parameter. From before 3den attributes

#

Would that be the issue @karmic glade ?

karmic glade
#

When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)

river nymph
#

if there are no visible slots during slotting its 100% a mod mismatch / missing addon

karmic glade
#

yeah, mod mismatch / missing addon is reason

#

we had this issue when mission maker created mission with old addons, then we update mods and run that mission with new modpack

#

second issue is, when you COPY / PASTE markers and entities from other scenario, it renames them from zeus1 to zeus1_1 (zeus1_2, etc ...)

torn river
#

Hmmm. I'll check if the server files are up to date with the client mod collection

#

Thanks for the info tho ๐Ÿ˜„

river nymph
#

check with the addons that the mission requires as well

torn river
#

I will ๐Ÿ˜„

solid shore
#

@signal coral the adminLogged when I was voted admin still had access to zeus

frigid swift
#

anyone play modded

prime dome
solid shore
#

what is the simplest way to display a gui dialog when the player finishes loading?

icy comet
#

How can I force my players to not randomly kill civilians because they can?

frigid swift
#

who would do that

sturdy pivot
#
player setVelocity [0, 0, 1000];
prime dome
#

@icy comet make them renegade

icy comet
#

and? I dont think they care if they are renegade or not

drifting meadow
brave sable
#

Damage or kill them everytime it happens?

#

Or add a really horrible PPE for a couple minutes after it happens.

sturdy pivot
#

send them to space

#

is your scenario supposed to stick to reality ?

prime dome
#

yeah wot Jigsor said.

#

we had a discussion in our community and the conclusion was "either make the civies shoot them back, or make them renegade, or just tell them it's not allowed and execute whoever doesn't listen"

solid shore
#

you can teleport them to a 2km mine field XD

frigid swift
#

hahaha

prime dome
#

or that ๐Ÿ˜„

#

You can also force them to do push ups

frigid swift
#

teleport them into the enemys base or location or where a bunch of them are

solid shore
#

surrounded by 10 enemy tanks

frigid swift
#

haha

prime dome
#

or spawn militant reinforcements every time a civilian dies

frigid swift
#

airstike on his ass

prime dome
#

we're practically one step away from zeus lighning bolt

frigid swift
#

haha MCC is good

solid shore
#

I thought zeus wasn't an option ๐Ÿ˜„ XD

frigid swift
#

what type of server is it

sturdy pivot
#

black screen for a while if it looks obvious he's killing civilans for "fun"

frigid swift
#

haaaa

wanton dome
#

hi, is there a way to force a mission to be opened in the 3d editor, when specifying it in the launcher options? it just opens in the 2d editor for me

river nymph
#

works fine for me

#

does it point to a 3den mission.sqm?

icy comet
#

the problem is that those people are my only "playmates"

#

so how can I tell them to not do that without losing them? XD

#

Renegade would work but I dont use AI in blufor

sturdy pivot
#

sending them in space seems a funny way to deal with it

#
player setVelocity [0, 0, 1000];
frigid swift
#

haha strap em to a icbm

sturdy pivot
#

you could imagine a reward system but according to what you said it sounds more like a "taking the game seriously" issue

boreal void
#

Somebody got trick to create SVIED for zeus?

#

(you know just like Garry from Project Reality)

signal coral
#

@boreal void i use ARES Archilles expansion. Dont know how well it works, but there is a zeus module for creating one

boreal void
#

yea but I want to have a vehicle with bomb

signal coral
#

ah i see. Well, I usually do it the manual way with ACE. Spawn an enemy, and an empty vehicle. Put a bomb of any kind, a dead mans switch and a backpack on the spawned dude and attach the bomb to the car. Then link the dead mans switch to the bomb..

When the dude dies, the bomb goes poof. You can also use a clacker to manually trigger the bomb but then you must remotecontrol and if he dies you cant activate it. Up to you really.

boreal void
#

I will try it thanks

patent goblet
#

Hello all, I am trying to see if I can use map objects (in my case, runway lights from Altis) and place them where I want. Note that I want to keep it entirely non-modded, and trying to see if it's even possible for that.

#

Note that these objects are not avaliable (I wish) in EDEN, so I'm assuming IF it were possible, it'd take a good bit of logic and placing them down through scripts.

karmic lynx
#

@patent goblet you can find a lot of the objects just by typing something like this in one of the watch fields in the debug console: (typeOf cursorObject) and will return the classname of the object you are looking t

patent goblet
#

cheers mate. found what I'm looking for now. thanks again

karmic remnant
#

anyone else run into this weird issue? I have a respawn position that i have placed in another location that is far from where the players intially spawned in at. When the players die, they get the menu to select which loadout they want, after that I click the respawn button but I don't respawn. I then configured the respawn template to allow me to pick a loadout and pick which location to spawn at. Turns out there is a respawn position being added where the players initially spawned. I don't want this and probably what's causing my issue. Anyone else experience this, if so what was the solution?

karmic remnant
#

nevermind, found a respawn module burried under a bunch of object LMAO

opal hound
#

I have this string and want to change it to utilize the Unsung mod

#

[east,configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardSentry"],

#

can anyone tell me where I can find those Unsung config information?

#

I found this

#

but unfornutaly it does not have unsung

#

or can anyone point me to where i can learn how to find those lines,....provided this information might be found in the Editor?

ionic thorn
#

What you are looking for are class names. As it is not a vanilla (comes with the game) asset, your best avenue would be to ask the Unsung Mod team directly, not consult a Russian website

stiff lantern
#

Anyone know how to remove map buildings/objects? I found a few tutorials from months back but they don't appear to work anymore.

river nymph
#

You need to use hideObject on every client

#

hideObjectGlobal is borked

signal coral
#

What about the two new modules under 'environment' category that came with the new update? Are they not working?

golden briar
#

Issue detected with it

#

@signal coral

signal coral
#

Thx @golden briar .. that sucks. Was just starting to like them.

slim field
#

Helllo, is there anyway to control the clouds ?
like altitude of the clouds and so on ?

frigid swift
#

in MCC you can control weather and time

slim field
#

In Achilles you can control weather and time as well.
I mean from editor can you set how high are the clouds ?

sinful rampart
#

no.

#

you can set cloud density. but that's it

slim field
#

0 setFog [1, -1, 70];

#

if I changed the value above 70 it's not working

sinful rampart
#

even if you fly into it with a helicopter or smth?

slim field
#

Yea, if I set 70 to 80 it's just gone

#

also I found some old mission file called Proving grounds

signal coral
#
skipTime 24; 
skipTime -24;
#

Weather changes aren't immediate and have to be "hack forced'

slim field
#

The clouds there was just EPIC.
but you had to climb up to 4000 to get into it

#

@signal coral with 0 setFog [1, -1, 70]; it's instant, as I exec

signal coral
#

It has issues.

#

I know this because I worked on my own weather code.

#

Entire weather system is a pain in the bum

signal coral
#

Yeah Volumetric clouds

slim field
#

Yes.

#

There is Volumetric fog control, so we don't have for clouds ?

signal coral
#

Nope

#

It's built into TrueSky

slim field
#

So if I used SetFog

#

with Skiptime

#

will this work /

#

?*

sinful rampart
#

@signal coral fever heard of forceWeatherChange?

signal coral
#

Yeah I know about it's pretty expensive in terms of processing.

sinful rampart
#

skipTime is not?

signal coral
#

It has to re-generate all the keyframes.

#

I honestly couldn't tell you which one is better.

sinful rampart
#

well.. use forceWeatherChange for exactly the purpose it was made for... Or instead use a hacky way by settings time forwards and back

slim field
#

I know some guy may have an idea on this, I will get back to you later tonight..

signal coral
#

Yeah forceWeatherChange I guess should be fine, however over-use of the command can generate a lot network traffic.

gloomy yew
#

How do respawn modules work

crystal gust
#

there are several respawn modules, which one do you think of?

karmic lynx
#

Respawn vehicle? Respawn module?

gloomy yew
#

The one that will let infantry Respawn

#

I'm making a pretty difficult Co-op scenario and I want people to Respawn after they die

crystal gust
#

this one should hold all info you need: https://community.bistudio.com/wiki/Arma_3_Respawn

And I guess you want to take an extra look at Respawn Templates, especially respawnTemplates[] = {"MenuPosition"};

also:
BIS_fnc_addRespawnPosition
BIS_fnc_removeRespawnPosition
If you want to add and remove spawn points as the mission progress

slim field
#

NetClient: trying to send too large non-guaranteed message (1360 / 1348 bytes long)
getting this client side
and server side,
NetServer: trying to send too large non-guaranteed message (1360 bytes long, max 1348 allowed)
Message not sent - error 0, message ID = ffffffff, to 1788599317 (HC2)
any ideas ?

crystal gust
#

using any mods?

drifting meadow
#

@slim field are you using localhost instead of 127.0.0.1 for address of HC2 or is it not on the same machine?

ionic thorn
#

@Sentinel Alexander#1732 give 3DEN Enhanced by Revo a try. Make mission making (and respawn) much easier. Better yet, have a look at the F3 Framework.

river nymph
#

F3 isnt built for missions with respawn, however

brisk prawn
#

Im making a close combat mission, and the AI cant patrol around the tight spaces. Ive tested their patrol space in a 10m area, and it sees to be working fine, but in a 2mx2m corridor they begin walkin through objects and twiching out. I do have an (improved) AI mod. Vcom AI 2.91 tomorow I might test it without the mods but I wanted imput from here

#

would I beable to 'patrrol' thm with scripts instead?

#

or is it just not worth it?

solid shore
#

anyone knows dimension of this Wall Sign (Chalkboard)? (the 2:1 ratio doesn't work its cropped )

dusk oyster
#

Is there any fix found for making simple objects yet? so frustrating.

slim field
#

@crystal gust Yes, ACE3,ACEX,Achilles,CBA,CUP,Project OPFOR,RHSUSAF,RHSAFRF,RHSGREF,TFAR and map GOS.Leskovets

#

@drifting meadow Nope, using 127.0.0.1

crystal gust
#

@slim field check the link i sent, seems to be a known issue with RHS

#

specifically the M113 vehicle, so remove that if you use it until they release the fix

slim field
#

Didn't have any m113s anywhere

crystal gust
#

think it was a few others as well, or maybe one they havent noticed yet even. do you still get the error without the mod?

slim field
#

Didn't try to not use the mod, as it's vital.. :/

crystal gust
#

veh setVehicleAmmoDef 0.9; seems to be a hotfix to the m113 according to comments. so IF it is the same issue that might work for the others as well. try running it on all vehicles if you dont want to remove them temporarely

drifting meadow
#

@slim field You should try a vanilla mission with HC support to just see if it works first. Another problematic object with RHS atm was the animated radars. If still no go then mabye disable the mods. Did HC ever work? Using RCON?

slim field
#

HC is working, using BEC, and Rcon nope

drifting meadow
crystal gust
#

Trying to use BIS_fnc_UnitCapture but I cant seem to get it to work properly. I have used it fine in the past but now it won't detect when i press ESC to stop recording or F1 to save it to clipboard. the recording starts but I cant stop it unless i die, it just won't detect my input =/

sturdy pivot
#

the key to stop recording has changed after one of the last updates

#

if iirc

crystal gust
#

hm, i'll see if I can find more about that. in the instructions window that pop up after the recording is done it still says F1 though

austere nimbus
#

i need to make my mission a SP and MP on workshop

#

but i can only upload two versions of it or i can just put one for the two versions?

#

ofcouse, is MP and SP ready

signal coral
#

any working and easy to use scripts that only allows 3rd person view in vehicle and not on foot?

sinful rampart
#

very likely

crystal gust
#

if anyone else get the issue I had above, you can fix it by removing any keybinds from F1.

karmic lynx
#

@signal coral Doesn't even take a minute to write something like that.

#

Look for the almost blillion different iterpretations of it, and write your own

signal coral
#

Thats like telling an ant to build a car because its faster. I cant code dude. Thats why im asking here. :)

karmic lynx
#

A quick google search will turn your aunt into a mechanic

signal coral
#

That google comment is getting to easy. If you wont help why even bother. I asked here after browsing and trying stuff out for days. My aunt (your mom) says hi btw.

karmic lynx
signal coral
#

Not working last i tried..

karmic lynx
#

Okay then

#

Let's see here

#
while{!isNull player} do
{
If((vehicle player) == player) then
{
 If(cameraView (vehicle player) == "EXTERNAL") then {
(vehicle player) switchCamera "INTERNAL";
};
};
};
#

Obviously very sloppy

#

And written on mobile

#

But you get the jist

short moss
#

or you could just monitor the 3rd person view key

karmic lynx
#

Very true

#

Like i said

#

Sloppy

#

You get the jist switch camera and camera view

ionic thorn
#

Google (or any other web search) is great. I donโ€™t understand why more people donโ€™t use it.... oh, I forgot.... laziness.

karmic lynx
#

@ionic thorn I literally found 5 different top results for a script like that. Drives me insane why people don't take the time to take initiative

sinful rampart
#

Are you sure you want to get into advanced scripting?

#

you can spend about 3x the time on that than on the rest

#

Working with Modules sounds like inside EDEN.
You should probably also go into making a mission using Zeus.

#

What to pay attention to and stuff

karmic lynx
#

EDEN work would be appreciated by newbies too

#

It's fairly easy to customize to an extent

sinful rampart
#

EDEN is ofcause the most important. Trigger settings, Modules, Unit attributes. Arsenal. waypoints. Mission tasks.

karmic lynx
#

Yes, needs to be fleshed out before even thinking about zeus

#

Because the eden properties of a scenario is what lays the ground work

#

Zeus would just be a mechanic overlying the core

#

Must've misread this part: You should also go into making missions with zeus. I likely thought you were saying Zeus was a priority over Eden. My bad dedmen

sinful rampart
#

you were already starting to confuse me ^^

karmic lynx
#

Meehhh. It's friday, cut me some slack

sinful rampart
#

Slack? Slack > Discord!

#

yeah that sounds better

karmic lynx
#

An advanced guide would fizzle out all the crappy usage of modules

#

Anymore it's unbearable to see how many people replacing entire functionality with triggers

sinful rampart
#

SQF is really a addition.

karmic lynx
#

No, it pushes it all to mission.sqm and the engine reads it as if the value was passed through desc.ext

#

Yes, but there is little to no understanding as to how to customize things past a user interface. So i recommend that if you slate time for the basics, to cover advanced

#

So that mission designers don't recycle what they know and are limited to over and over

#

Too much execvm, too much bis_fnc_ambientAnim

karmic lynx
#

Not when you get 100+ "not optimal" standard missions

errant topaz
#

Does anyone know if there is a way to lock preselected facewear when it comes to MP missions and loadouts that aren't done via config?

#

So, instead of my mates loading in then being a spetznaz bloke with aviators or some whackface wear, can the ones I selected in the editor stay there when they pick the character?

hollow rock
#

loaded up my mission today and strangely there's nothing there, not even an error for missing addons

mossy badger
#

Hey, i got a problem with my .paa files they are gone after exporting the .pbo :/ dose anybody know why?

rough canopy
#

@mossy badger There could be so many reasons. Try explaining your process and people might be able to help you better.

mossy badger
#

i made an orbat with costum .paa all is working fine right colors and so on, i tested it in the editor "green mission name" all is still fine. but when iam exporting the mission and test it again "wight mission name" all .paa (pictures) are gone. orbat is still working only problem is that the pictures are missing.

river nymph
#

do you rename the mission when exporting?

mossy badger
#

no

opal hound
#

why is IND still red?

#

} foreach allunits;

{
if (side _x == IND) then {

_x unassignItem "NVGoggles_INDEP";
_x removeItem "NVGoggles_INDEP";

#

should this also be INDEP? If so it is red as well

#

or is that simply the way it should appear in my sqf?

river nymph
#

side _x == IND

#

is IND a variable you defined?

opal hound
#

well it was a simple script ai dound so that no players/AI would be wearing NVG

river nymph
#

i didnt ask that

#

i asked what IND is

opal hound
#

short for independant

river nymph
#

did you define that as a variable?

opal hound
#

no

river nymph
#

then why do you expect it to work?

opal hound
#

I dont' know man, I'm just learning, take it easy!!!

river nymph
#

you want the resistance <side> variable there

#

resistance

#

you can't just go and put in random stuff

opal hound
#

here is the whole C/P from the web page I found. Thats all Im doning is adding it to the innit.sqf in an existing mission]

#

} foreach allunits;

{
if (side _x == IND) then {

_x unassignItem "NVGoggles_INDEP";
_x removeItem "NVGoggles_INDEP";

};
} foreach allunits;

river nymph
#

well then it is obviously wrong

#

instead of putting IND there, you should put resistance

opal hound
#

ah, thanks

river nymph
#

or independent

#

and you can probaly just immediately use unlinkItem instead of unassigning and then removing

opal hound
#

I did see that in teh discussion. ๐Ÿ‘Œ

#

you mean like this

#

{
if (side _x == east) then {

_x unlinkItem "NVGoggles_OPFOR";

};
} foreach allunits;

#

and so on for the other two as well?

river nymph
#

sure. I'd just do it all in a single loop tho

#

instead of three separate ones

#

something like

{
    private _unit = _x;
    { _unit unlinkItem _x } forEach ["NVGoggles_OPFOR","NVGoggles_INDEP","NVGoggles"];
} forEach allUnits;
opal hound
#

and I saw where NVG for Blu is simply "NVGoggles" as you have written

#

thank you for helping!

river nymph
#

Im not entirely sure about that one

#

the wiki has an example showing it but you should confirm for yourself

opal hound
#

will do

#

where I was looking

#

sexond page particulaly

river nymph
#

its exactly the same thing i scripted first in arma, too ๐Ÿ˜›

opal hound
#

roger

#

I learning backwards whicj is prob really idiotic but Its almost done

river nymph
#

but then the unlinkItem command didnt exist, yet

#

learning from examples is good if you take the time to understand them

opal hound
#

simple things like this really help to see how things afe affected

#

foggy but still a little visible

river nymph
#

its already two control structures: loops and in the first thing, if checks too

#

you can do a lot with just those two things and some commands

opal hound
#

works! ๐Ÿ˜‰

#

on to the next problem

warped moon
#

Do any of you know a way to set which panels can be used (i.e. Whitelist slingload and GPS)

novel rune
#

What's the display for the newish respawn screen?

balmy jasper
#

(uinamespace getvariable ["RscDisplayRespawn_display",displaynull])

#

maybe_

novel rune
#

Can't find RscDisplayRespawn_display in config.

mossy badger
#

hey, i made an orbat with costum .paa all is working fine right colors and so on, i tested it in the editor "green mission name" all is still fine. but when iam exporting the mission and test it again "wight mission name" all .paa (pictures) are gone. orbat is still working only problem is that the pictures are missing. what coud be the problem?

river nymph
#

Are you renaming it when you export it?

mossy badger
#

hey, no i did not renamed it after exporting

balmy jasper
#

@novel rune ```sqf
ui_f\scripts\gui\rscdisplayrespawn.sqf

novel rune
#

RscDisplayRespawn then, krgr

faint whale
#

is upsmon still good for controlling AI or are there better scripts?

crystal gust
#

Depends on your need, what are you trying to do? Just some random patrols or other things as well?

green crow
ancient solar
#

Id say go check if ALiVE has eventhandlers for when virtualization happens (would make sense to have those, but I'm not sure if they actually do)

green crow
#

Couldn't find much in the way of eventhandlers, i'll just have to wait until they make alive save the loadout by itself i guess

inland sequoia
#

Hi there, a little beginner question: Is it possible to include a custom overlay into a mission.pbo? We would like to give our "Hunger, Thirst, Health" Bars in Altis Life a nice look. Is it possible? And where should we look at for that?

karmic lynx
inland sequoia
#

@karmic lynx Thank you!

karmic lynx
#

@inland sequoia yep sure thing

faint whale
#

re: UPSMON I'm just trying to have AI defend a city and behave in a believable manner

#

but I already figured out how to do that w/o UPSMON, A3's AI are smarter than A2

river nymph
#

its better but scripts like upsmon still work fine

vivid herald
#

Is there a way to make AI pursue players (compatible with multiplayer)?

austere nimbus
#

you guys know some stand alone UN units?

#

preference from 90s?

gloomy yew
#

@austere nimbus Negative on that but you can always pick up the RHS mods

austere nimbus
#

RHS have noting for UN...

#

nevermind, i got some workshop knock off to vanila arma

#

it works for what i want.

gloomy yew
#

Negative it does the RHSSAF and RHSGREF

#

but ok

austere nimbus
#

i did not find any UN helmet in RHSSAF

north belfry
#

GREF has one I believe.

balmy jasper
#

Project opfor should have them

austere nimbus
#

Is there any good quality M16A2 on the workshop?

lapis iris
#

maybe in RHS stuff?

north belfry
#

The answer is always RHS ๐Ÿ˜›

ionic thorn
#

Or CUP

balmy jasper
#

Anyone here know a good "freeze", "get down", "police" voices?

drifting meadow
#

whats the answer for M16A1

balmy jasper
#

I've looked far and wide for that myself, have not found one ๐Ÿ˜ฆ

north belfry
#

Unsung probably.

#

@balmy jasper Probably from SWAT 4, they should have those exact words. If I were you I would ask them (Now named Ghost Story Games) either via Email or via their FB page if they still hold the copyright to it and if they would consent to using those phrases in a free mod for ARMA 3, if that is what you're thinking of.

balmy jasper
#

ahmm

north belfry
#

Certainly doesn't hurt to try.

#

Either way, make sure to ask for permission first. But that is obvious, of course.

worldly field
#

of course, you won't get any permissions from R*, but this is a really good collection uploaded for the lols

sinful rampart
#

Swat 4 copyright is all over the place. I think Ubisoft owns it now.

north belfry
#

Yeah, I remember it being a mess.

sinful rampart
#

But.. I think Swat 4 license actually ran out.. The SEF Mod guys told me.. You can basically use the original swat content for remakes and stuff

north belfry
#

SEF?

#

Oh, nevermind.

#

@balmy jasper

sinful rampart
#

I'm hosting their official server ^^

balmy jasper
#

Thanks man

north belfry
#

Well, I'll be damned lol

balmy jasper
#

nice avatar volvo ๐Ÿ˜„

austere nimbus
#

since when RHS have a M16A2 that i am not aware?

worldly field
#

@austere nimbus why not just check it out yourself if it has one in the arsenal instead of waiting for an answer here?

#

I'm sure Unsung 3.0 mod has one, haven't checked if RHS does, though, and I'm too short on SSD space to do that ๐Ÿ˜„

austere nimbus
#

why dont you look above to get some context?

karmic lynx
#

Is there any good quality M16A2 on the workshop? x2, you posted it twice

#

this really isn't a discussion for mission_makers anyways

austere nimbus
#

maybe in RHS stuff?

karmic lynx
#

Unless it's specifically the mission interaction between the m16 and gameplay then I'd say #arma3_questions , or something similar

delicate walrus
#

Anyone here?

raven whale
#

no

abstract badger
#

anyone know if it's possible to make objects, like rocks, move on trigger

#

I'm trying to put a hidden cave with loot in my groups ambient mission but when they pick up a certain weapon on a table I want walls to start closing in

#

kinda indiana jones style

worldly field
#

@signal coral just wondering here - if there's mods with a smooth rope animation simulating it being thrown out of a heli for insertion, wouldn't it be able possible to do a smooth transition from world space A to world space B with any object?

rocky sinew
#

hi all, trying to make a audio source play on a loop once it starts ... this works fine for just playing till it ends but like i said id like to have it loop indefinitly


class CfgSounds
{
    sounds[] = {};
    class addonsound1
    {
        name = "song";
        // start path to sound file in AddOn with @
        sound[] = {"sounds\song.ogg", 0.8, 1, 100};
        titles[] = {0,""};
    };
};```
#

any suggestions?

near jay
#

Does anyone know how the generate a CBA Garrison waypoint via sqf. I Currently have the following but it's just keeps making MOVE Waypoints at [0,0,0]
_Waypoint = _MyGroup addWaypoint [(getpos Leader _MyGroup), 0 ,0];
_Waypoint setWaypointPosition [(getpos Leader _MyGroup),0];
_Waypoint setWaypointType "SCRIPTED";
_Waypoint setWaypointScript "call CBA_fnc_GarrisonWaypoint";

@novel rune (git shows you added this so hoping you have some insight)

novel rune
#
_wp setWaypointType "CBA_Task_Garrison"

?

near jay
#

Gave that a shot, I think something is up with my waypoint creation as it's still putting move waypoints at [0,0,0]. I just tried setting the type to "SAD" and hardcoding the pos at [1000,1000] but still makes a move at 0,0,0.

novel rune
#

leader _myGroup
is
<null> ?

#

Because getPos objNull is [0,0,0]

near jay
#

I don't think that's it I just used
_Waypoint = _MyGroup addWaypoint [ [1000,1000,0] , 0 ,0];
_Waypoint setWaypointPosition [ [1000,1000, 0 ] ,0];

which still gave me a waypoint at 0,0,0

#

Do you think just calling CBA_fnc_GarrisonWaypoint and passing the params would work?

#

instead of creating a waypoint

#

The fncs code doesn't look to actually use the waypoint itself only it's position.

novel rune
#

I don't think CBA_fnc_GarrisonWaypoint actually exists, does it?

#

This one isn't, because it never existed to begin with. I added the waypoint like a year ago.

#

The waypoint points to a file though and no function is ever precompiled.

#

It's one of these made on one weekend, got it working and never thought about again projects that someone desperately wanted.

ionic thorn
#

Sounds like an interesting thing to have though

novel rune
#

Yeah, was surprised that a garrison-nearby-buildings WP didn't exist already. Seemed like a must have, so I made one.

#

I also had one that made the AI search all nearby buildings. And it kinda worked, but doMove makes them get stuck in doorways. So I abandoned that idea to not have to deal with bug reports I can do nothing about.

ionic thorn
#

To be fair, there are a ton of waypoints (and Modules) that Arma could do with

#

Even a simpler way to implement "Respawn with what you died with".

novel rune
#

Yeah, thought about that too. Insane that this isn't simply a checkbox in 3den nowadays.

ionic thorn
#

I wondered the same

#

Torndeco, just the person I wanted to speak to as well.... ๐Ÿ˜‰

signal coral
#

Dead player weapon will get dropped into a different weapon holder. Multiple dead bodies in same location, code might get confused what weapon you had

#

am scared now ๐Ÿ˜‰

novel rune
#

Nah, during the killed event you still have it as primary weapon.

signal coral
#

Really good to know

ionic thorn
#

LandAt, Land, FlyInHeight and FlyInHeightASL all need work as well ๐Ÿ˜ฆ

worldly field
#

with Arma's waypoints and all the beautiful things it could have, it's like a never-ending story to begin with ๐Ÿ˜ƒ

#

I mean, in terms of mission making, A3 is much more attractive than A2 or A2OA

#

but it still lacks in a lot of places... just simply having AI not use a roadsign as proper cover from sniper fire would be nice.

prime dome
#

@ commy2 search nearby can loop infinitely with certain buildings (i think it was the single story vanilla house). Not sure what causes it. Tried this quite a few months back though, don't know if it changes.