#arma3_scenario
1 messages ยท Page 25 of 1
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
... and don't even consider combining other mods into one big mod, that never ends well.
Never, like ace and Exile for example ๐
Agree with Terox start small build from there
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")
@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 ๐ http://www.armaholic.com/page.php?id=26195
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.
@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
how can i amke a structure work as refuel point ie. petrol station?
You could probably use a trigger, and setFuel.
@mild minnow Thank you so much โค I will have a look at it tomorrow ๐
Not problem @pure stag
Does anyone know what will cause a minidump on a deicated server?
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. ๐
Can someone explain to me why my mission works on my dedicated server when I use armaserver. exe vs armaserver64 exe?
You might have encountered a bug, should try to narrow it down if you can & put up a bug report on https://feedback.bistudio.com/project/view/1/
But i would first try arma perf build incase its already been fixed
@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.
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
@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...
@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
My answer was "Arma crash". Which is true. Anything could crash Arma. Though.. corrupted mod or mission.sqm are unlikely
I've had everything under the sun and moon crash Arma, but the first place I look is usually the .rpt ๐ client or server usually has the answer in there.
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.
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;
}; ```
_unitArray = [];
_unitArray pushBack _x;
wtf dude? _unitArray = [_x]; ?!
Yeah, was having issues with that working, so I tried that instead. DIdn't change it back in the end.
It takes an array, doesn't it?
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
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.
because you need to pass it into the spawn
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:
Biki?
BI wiki
for _this to work you need to pass your variable to spawn
on the left side of spawn
Yeah, okay, I admit, I didn't wiki spawn.
Just do it
Yeah, doing that now.
Or eat cookie dough
If you can't get it working in 10 minutes ask again. I'll fix your script
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);
}; ```
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
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.
you needed it because before you expected to have multiple entries in that array
It looks very strange. You made a mess.
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-
_unitArray = [_this];
_unitArray joinSilent player;
why the variable?
yes... I can read biki myself
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.
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?
Ah, sorry, I was using 3DEN Enhanced, which added a Hostage trait to units.
huh, didnt know that ok
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.
If this is in the init box of the unit why do you need all the extra stuff?
Yea ive never used that mod(Its a mod right? Cause ive never heard of it) :P
Yeah, it's a mod!
ah gotchya.
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.
Does it add a dependency to the mission once its exported?
Sorry this is the wrong chat, was just curious
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.
Does the unit start with the hostage variable set or does that happen later in the mission?
They start with it.
Yes it adds a dependency.
Ignore me - just seen the ! at the start of the if statement.
Ha, alright.
Is there more than 1 AI you have set to hostage?
or is it a group if not?
or sepereate individual AIs
Aww, when I read the description, it said it didn't add dependencies :(
Seperate*
I have multiple hostages, they aren't grouped though.
@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.
Really sure? Doesn't it also provide modules?
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?
Nope, no modules, at least from what I can see.
@stiff lily
```sqf
<code>
```
Yea, no modules. I use it all the time and people we play with don't need it for the missions.
<code>
Test
</code>
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.
Use three ` (tilde key), followed by 'sqf' Then, on the next line, paste your code, and finish it off with another three `
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
Well, needs to actually be sqf.
Has anyone ever used git to edit missions with multiple people - any issues or problems?
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
I assumed as much, thanks for confirming.
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?
@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
On Act.
{
_x limitSpeed 30;
} forEach thisList;
No.
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.
cheers @novel rune
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. :\
You could disableAI until freed?
Set them all to captive!
I imagined you saying that while laughing in an evil tone, Commy.
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 :)
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
Thats typically caused by a mod mismatch
server is running the same mods I run.
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.
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 ๐ฎ (Survival type based on Exilemod)
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
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
@rocky sinew you may be able to load things using vehicle in vehicle trasnport. Use the cargo version of the IDAP van, for example, and use https://community.bistudio.com/wiki/setVehicleCargo for the food sacks and barrels, if they'll fit
other things to look at are https://community.bistudio.com/wiki/addAction
thx ill have a look
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
Press ` and scroll down to the supports entry?
it's not on the list
WTF are the outdoor packs in the Editor?
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
@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
What would I place in a trigger's condition to detect when an explosive "BOMB1" is defused?
Defused?
Yes like having an explosive expert defuse an explosive.
oh thanks I'll try that
Know if it works for explosives in general or just specifically mines?
Id assuome only mines but can't hurt to try it out
hmm
Pretty sure throwables act differently than mines in terms of detonation
It's about satchels.
Trying to use a Satchel
So Put, not Throw
Well i would guess then that wouldn't work. Maybe PDM, the moored mines. Etc
APD mines
Well there you go. Don't understand why that is considered a mine. It's only set off via timer and remote detonation?
Defusing it removes it from allMines...
๐คท
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.
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.
Wait a second, you can defuse a satchel? Wtf?
Sure.
With a jammer or something. But with the toolkit?
@stiff lantern
How do you place the satchel in the first place?
Via editor as an object.
How do you activate it?
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.
Then allMines etc. will obviously not work. You "disarm" it how?
Any ideas on how to "create" a way for BLUFOR to defuse and end that mission successfully?
thinking
objects reference might change, detect if the original object is nil?
Name the satchel "bomb1"
deleted
Or even better:
condition:
isNull bomb1
When you deactivate it, it becomes a "GroundWeaponHolder".
mm would bomb1 become null tho?
When you reactivate it, it is a different object, so bomb1 will forever be null.
null or nil?
mm would bomb1 become null tho?
Yes, I just tried.
null
It is still a valid object reference, just the object is deleted.
scratches head
Variables don't become undefined on their own.
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
I'll give that a try
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.
How are you deactivating the satchel in game?
Oh and "end the mission successfully"
So on the scroll wheel menu I should have a defuse option? I currently have an explosive expert but not getting the option
"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.
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.
When is it required to have curly brackets with && ?
Ah.
When is it required to have curly brackets with && ?
When you want the code get approved by me on github.
it makes the part between {} only fire if the first part is true. it makes for many speed
Thanks again @novel rune , that would have taken me ages to figure out.
ooh i didn't know that about {}
with || , does it only evaluate when first half is false? @river nymph
Yes.
@novel rune Noted, lol.
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:
the real trick is to eval the fast stuff and smart stuff first
['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```
so for an AND put the stuff thats almost always false in front, and reverse for IF
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
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
hmm
so if you can get away with checking that last or even not, youre golden
i think i usually just tend to put the most common expected thing, true or false, in front. clearly that's not always good ๐
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
i see. thanks a lot, will look out for optimising opportunities ๐
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.
yeah i was reading that as "anything that evaluates to true/false"
Any simple way to make it so only pilots can fly helicopters?
Add a getin EventHandler to said helicopter and check if person getting in is the pilot. If not move him out.
points for a more complete answer ๐
but not fully complete
or they wouldnt be able to ride as passenger, either
So youll also need a seatSwitched EH
or their alternatives, getInMan and seatSwitchedMan
Thanks guys
trying to find a place that explains all of the weapon suffixes
They are arbitrary, don't worry about them, don't try to read anything into them.
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"
?
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
@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
Has there been any update on a fix for simpleObjects? Still no possible way to set an object simple after laws of war.
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?
Yes.And should this be done by the mission, or by the server owner?
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?
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.
that I already know.
๐
and I need to add every function called by a client to the execRemote?
got it.
By default the server can execute anything
Server is considered a "trusted" execution location
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?
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;
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?
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.
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?
Should be.
thanks a lot FractureForce, great help!
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)?
@signal coral, maybe you know this also?
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
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
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!
YouTube can guide you through that
Thanks @signal coral ,was not aware of neither
Why I asked for reference materials @ionic thorn . I looked for a while, most videos didn't cover it well/were old.
https://github.com/ferstaberinde/F3 good place to start. Followed up by lots of reading, and trial and error.
https://youtu.be/kynF_6kRGMg @oak depot
Thank you!
No worries, ๐
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.
Very true, there is some great videos out there, made by a lot of good content creators.
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...
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
"GameMode Module" ???
Or take BIS_fnc_deleteTask apart.
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?
@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?
@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
@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
The Site module not working with triggers on dedicated servers, but everywhere else. Is that a thing or did I make a mistake?
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.
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.
I got the AI to do platoon bounding
Has anyone run across a method to make water perfectly calm?
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?
People could
Just put in a note saying where to move it from and to?
I'd include an external download link or a suggestion to use "Steamworkshopdownloader"
I've never had the greatest luck copying SW missions
Yeah, i just looked through some of the missions I've downloaded, and there would be numerous problems with that
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 ๐
Not to mention finding a @#$&% userconfig in those folders with no names
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?
That never works for me. Im not sure why
It's like a random 18 digit numeric string
As expected, no?
well you recommended it for template use, and you cant open a pbo in the editor, right?
Pretty sure you can
Or they can unpbo it, if they're unsure how, I'm not sure if they should be editing it
thats a whole other can of worms. ill have to try it, though
Did you already override the wind?
Yes and also reduce the waves to zero but it still has action
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?
Ok I got it, but damn its extremely quite, even +10 DB its still unhearable
@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?
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
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 ๐
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.
@dry whale Why not just ask to script the features?
Specifically
Doesn't have to relate to life servers
It would be simpler just to use the framework since it is already there.
Why not get your own framework to work with?
Instead of just cut copy paste life server material
^
so I have been having a problem with min/max players for the halo mod on a dedicated sever how would I fix it?
@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!
@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.
that is exactly what I'm talking about ๐
Because you're not contributing to anything more than somebody can grab from the net
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?
Ooof. He got me jim!
I'm just not sure what you're arguing?
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
I'm still not sure I understand. I'm not looking to release ANY content.
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
I'm not giving anyone anything lol
I'm just experimenting with different missions and database formats.
Hence, "private project".
your project?
but I would like to utilize parts of the framework in a private project.
Hmmm, yeah I am going to call bullshit man
Honestly
Take my advise or leave it
I'm not here to argue
It sure seems like you are
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.
I'm not taking stabs mate, I was just asking why you were attacking me for utilizing something that is publicly usable.
Hah, if you think I was attacking you then you have bigger problems than this.
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.
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
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.
You do realize that extDB3 has docs right?
oh no
cup isn't generic
you're twisting my words again
?
recycling the old cup vehicles, doesn't signify that they are generic
Who's recycling them?
Just about any of your "Zombie Survival [NO FATIGUE XDDD],[LOTZ OF ZAMBIEZZZ],[NO RECOIL XDDD]" type of servers
I didn't even know there were zombie servers tbh
Exile went a little further to port their own from the licensed data packs
but I'm still not impressed
I've never played Exile either, though I do plan to at some point.
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.
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
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.
๐
Ah damn it, I was just getting the popcorn!
Oooohh...blocked even, I'm so freaking spooked man
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
Are there any BLUFOR objects (not units) in the trigger radius? that has occasionally happened.
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
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 ๐
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
@prime dome This is my trigger, infact all of them are the same - https://gyazo.com/70d9ac2c3e550a858562e5942bc72e65 -
And I just have an object synced up to it that play3d a sound, and thats it
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";```
This is pretty much the same object for all of them, just different variable names - https://gyazo.com/6821eb60d2bf4df9b3d488683de852ca
And again synced to their respective modules. I'll try the way you suggested though
@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 ๐
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 ๐ )
Ahhh ok I'll try that ๐
@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?
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
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
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
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?
could try using score
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
addscore needs to execute on server
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.
try it
Thank you @signal coral I will give it a shot.
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..
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.
did you try _vehicle attachto _chute
No I didn't.
Strangely disabling simulation then re-enabling it worked.
Ha. Weird that worked @drifting meadow
yeah i think the way it works is that the physics of object on right side of command has precedence
[0, 0, 1] x y z, ajust acordingly
Actually #arma3_scripting
same as atachto coordinates relative to an obect but used to define positon without attachto
Can anyone help me? i have an issue with my arma 3 server, i cant get into the server im stuck on loading screen ๐
All texture are 2:1 ratio | 1048 x 512 is your pixel size. @solid shore
OK, Thanks @mild minnow
The higher res you want it the higher the number. (Bigger the file)
I think I will just stick with 1048x512 :3
When you have created your final image. Convert it from a jpg to a paa with http://www.armaholic.com/page.php?id=1563 TexView 2
jpg can be used. However paa are better if you are heavily scripting.
(TexView 2 is now within the ArmA 3 Tool Package)
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
@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"
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?
@gloomy yew You can do many things.
@gloomy yew What are you looking for the player to do, once he reaches the checkpoint?
I want the player to drive to the checkpoint Then I want an NPC to walk next to the window. Then walk away
Will this NPC be on the same side as the player or would this be a "friendly" enemy?
Okay. That's good. Are you going to have Opfor as enemies within this mission?
No
Okay.
you could use the unit capture for infantry units http://www.armaholic.com/page.php?id=27305
He could.
and record the walking
this works on infantry units now?
alright that's good, I used to have some trouble with it
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.
Yeah I don't need anything fancy
Yeah after thinking about it a unitcapture would be over kill XD
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
I've set up a mission.
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
@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.
Is there a way to attach a smoke pillar to a backpack?
I want to make a zeus admin only but I dont want the voted admin to be zeus
In the zeus module set the 'owner' to '#adminLogged'
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
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?
@torn river You check to make sure all the units are checked playable?
Yes. All of them. 0 appear
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
@torn river do you have in description.ext parameter disabledAI = 0; ?
Aaah yes. Both during slotting and i think i still have that parameter. From before 3den attributes
Would that be the issue @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)
if there are no visible slots during slotting its 100% a mod mismatch / missing addon
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 ...)
Hmmm. I'll check if the server files are up to date with the client mod collection
Thanks for the info tho ๐
check with the addons that the mission requires as well
I will ๐
@signal coral the adminLogged when I was voted admin still had access to zeus
anyone play modded
what is the simplest way to display a gui dialog when the player finishes loading?
How can I force my players to not randomly kill civilians because they can?
who would do that
player setVelocity [0, 0, 1000];
@icy comet make them renegade
and? I dont think they care if they are renegade or not
they might if their rating get to low that ai from same side shoot them. I think SK means addrating? https://community.bistudio.com/wiki/addRating.
Damage or kill them everytime it happens?
Or add a really horrible PPE for a couple minutes after it happens.
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"
you can teleport them to a 2km mine field XD
hahaha
teleport them into the enemys base or location or where a bunch of them are
surrounded by 10 enemy tanks
haha
or spawn militant reinforcements every time a civilian dies
airstike on his ass
we're practically one step away from zeus lighning bolt
haha MCC is good
I thought zeus wasn't an option ๐ XD
what type of server is it
black screen for a while if it looks obvious he's killing civilans for "fun"
haaaa
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
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
sending them in space seems a funny way to deal with it
player setVelocity [0, 0, 1000];
haha strap em to a icbm
you could imagine a reward system but according to what you said it sounds more like a "taking the game seriously" issue
Somebody got trick to create SVIED for zeus?
(you know just like Garry from Project Reality)
@boreal void i use ARES Archilles expansion. Dont know how well it works, but there is a zeus module for creating one
yea but I want to have a vehicle with bomb
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.
I will try it thanks
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.
@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
cheers mate. found what I'm looking for now. thanks again
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?
nevermind, found a respawn module burried under a bunch of object LMAO
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?
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
Anyone know how to remove map buildings/objects? I found a few tutorials from months back but they don't appear to work anymore.
What about the two new modules under 'environment' category that came with the new update? Are they not working?
Thx @golden briar .. that sucks. Was just starting to like them.
Helllo, is there anyway to control the clouds ?
like altitude of the clouds and so on ?
in MCC you can control weather and time
In Achilles you can control weather and time as well.
I mean from editor can you set how high are the clouds ?
even if you fly into it with a helicopter or smth?
Yea, if I set 70 to 80 it's just gone
also I found some old mission file called Proving grounds
skipTime 24;
skipTime -24;
Weather changes aren't immediate and have to be "hack forced'
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
It has issues.
I know this because I worked on my own weather code.
Entire weather system is a pain in the bum
Yeah Volumetric clouds
@signal coral fever heard of forceWeatherChange?
Yeah I know about it's pretty expensive in terms of processing.
skipTime is not?
It has to re-generate all the keyframes.
I honestly couldn't tell you which one is better.
well.. use forceWeatherChange for exactly the purpose it was made for... Or instead use a hacky way by settings time forwards and back
I know some guy may have an idea on this, I will get back to you later tonight..
Yeah forceWeatherChange I guess should be fine, however over-use of the command can generate a lot network traffic.
How do respawn modules work
there are several respawn modules, which one do you think of?
Respawn vehicle? Respawn module?
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
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
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 ?
@slim field are you using localhost instead of 127.0.0.1 for address of HC2 or is it not on the same machine?
@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.
F3 isnt built for missions with respawn, however
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?
anyone knows dimension of this Wall Sign (Chalkboard)? (the 2:1 ratio doesn't work its cropped )
Is there any fix found for making simple objects yet? so frustrating.
@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
@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
Didn't have any m113s anywhere
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?
Didn't try to not use the mod, as it's vital.. :/
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
@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?
HC is working, using BEC, and Rcon nope
like Taxen0 said theres this issue http://feedback.rhsmods.org/view.php?id=3369
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 =/
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
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
any working and easy to use scripts that only allows 3rd person view in vehicle and not on foot?
very likely
if anyone else get the issue I had above, you can fix it by removing any keybinds from F1.
@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
Thats like telling an ant to build a car because its faster. I cant code dude. Thats why im asking here. :)
A quick google search will turn your aunt into a mechanic
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.
Ah! He got me jim!
http://www.armaholic.com/page.php?id=26369
Not working last i tried..
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
or you could just monitor the 3rd person view key
Google (or any other web search) is great. I donโt understand why more people donโt use it.... oh, I forgot.... laziness.
@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
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
EDEN work would be appreciated by newbies too
It's fairly easy to customize to an extent
EDEN is ofcause the most important. Trigger settings, Modules, Unit attributes. Arsenal. waypoints. Mission tasks.
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
you were already starting to confuse me ^^
Meehhh. It's friday, cut me some slack
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
SQF is really a addition.
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
Not when you get 100+ "not optimal" standard missions
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?
loaded up my mission today and strangely there's nothing there, not even an error for missing addons
Hey, i got a problem with my .paa files they are gone after exporting the .pbo :/ dose anybody know why?
@mossy badger There could be so many reasons. Try explaining your process and people might be able to help you better.
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.
do you rename the mission when exporting?
no
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?
well it was a simple script ai dound so that no players/AI would be wearing NVG
short for independant
did you define that as a variable?
no
then why do you expect it to work?
I dont' know man, I'm just learning, take it easy!!!
you want the resistance <side> variable there
resistance
you can't just go and put in random stuff
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;
well then it is obviously wrong
instead of putting IND there, you should put resistance
ah, thanks
or independent
and you can probaly just immediately use unlinkItem instead of unassigning and then removing
I did see that in teh discussion. ๐
you mean like this
{
if (side _x == east) then {
_x unlinkItem "NVGoggles_OPFOR";
};
} foreach allunits;
and so on for the other two as well?
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;
and I saw where NVG for Blu is simply "NVGoggles" as you have written
thank you for helping!
Im not entirely sure about that one
the wiki has an example showing it but you should confirm for yourself
its exactly the same thing i scripted first in arma, too ๐
but then the unlinkItem command didnt exist, yet
learning from examples is good if you take the time to understand them
simple things like this really help to see how things afe affected
foggy but still a little visible
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
Do any of you know a way to set which panels can be used (i.e. Whitelist slingload and GPS)
What's the display for the newish respawn screen?
Can't find RscDisplayRespawn_display in config.
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?
Are you renaming it when you export it?
hey, no i did not renamed it after exporting
@novel rune ```sqf
ui_f\scripts\gui\rscdisplayrespawn.sqf
RscDisplayRespawn then, krgr
is upsmon still good for controlling AI or are there better scripts?
Depends on your need, what are you trying to do? Just some random patrols or other things as well?
Does anyone here know how to make planes keep their pylon setup when they are virtualized by ALiVE? i asked on the alive forums and they pointed towards this link: http://alivemod.com/wiki/index.php/Script_Snippets#Adding_Custom_Inits_to_Spawned_Units but i'm too tired to figure out how to use it for specific vehicles
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)
check the wikipage here, it has an example on how to get all available pylons of a unit:
https://community.bistudio.com/wiki/getCompatiblePylonMagazines
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
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?
@Socondor#8723 https://community.bistudio.com/wiki/Dialog_Control
@karmic lynx Thank you!
@inland sequoia yep sure thing
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
its better but scripts like upsmon still work fine
Is there a way to make AI pursue players (compatible with multiplayer)?
@austere nimbus Negative on that but you can always pick up the RHS mods
RHS have noting for UN...
nevermind, i got some workshop knock off to vanila arma
it works for what i want.
i did not find any UN helmet in RHSSAF
GREF has one I believe.
Project opfor should have them
Is there any good quality M16A2 on the workshop?
maybe in RHS stuff?
The answer is always RHS ๐
Or CUP
Anyone here know a good "freeze", "get down", "police" voices?
whats the answer for M16A1
I've looked far and wide for that myself, have not found one ๐ฆ
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.
ahmm
Certainly doesn't hurt to try.
Either way, make sure to ask for permission first. But that is obvious, of course.
@balmy jasper https://www.youtube.com/watch?v=OlO7n8knyXc ๐
of course, you won't get any permissions from R*, but this is a really good collection uploaded for the lols
Swat 4 copyright is all over the place. I think Ubisoft owns it now.
Yeah, I remember it being a mess.
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
SEF?
Oh, nevermind.
Might be worthwhile to send a email to the SEF creator then,he probably has a good idea of what's what, his email is on here http://www.moddb.com/members/eezstreet
@balmy jasper
Thanks man
Well, I'll be damned lol
nice avatar volvo ๐
since when RHS have a M16A2 that i am not aware?
@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 ๐
why dont you look above to get some context?
Is there any good quality M16A2 on the workshop? x2, you posted it twice
this really isn't a discussion for mission_makers anyways
maybe in RHS stuff?
Unless it's specifically the mission interaction between the m16 and gameplay then I'd say #arma3_questions , or something similar
Anyone here?
no
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
@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?
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?
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)
_wp setWaypointType "CBA_Task_Garrison"
?
That's what the waypoints class is called: https://github.com/CBATeam/CBA_A3/blob/master/addons/ai/CfgWaypoints.hpp
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.
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.
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.
Sounds like an interesting thing to have though
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.
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".
Yeah, thought about that too. Insane that this isn't simply a checkbox in 3den nowadays.
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 ๐
Nah, during the killed event you still have it as primary weapon.
Really good to know
LandAt, Land, FlyInHeight and FlyInHeightASL all need work as well ๐ฆ
with Arma's waypoints and all the beautiful things it could have, it's like a never-ending story to begin with ๐
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.
@ 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.