#arma3_scenario
1 messages ยท Page 26 of 1
humans can be idiots, the AI just simulates that ๐
that is a really weird comparison
Open question, which is your preffered way of creating a combat envrionment with AI. Do you prefer to script it? Place with Eden? Use spawn packs? I'm trying to define which way I will use moving forward for efficieny and fps prefficieny
๐ Zeus
mostly eden placed, garrisons using https://github.com/Wolfenswan/ws_fnc/blob/master/AI/fn_createGarrison.sqf
if there are a lot of AI then i use http://ferstaberinde.com/f3/en//index.php?title=AI_Caching to cache AI
arma's native dynamic simulation can help too
Thanks Suicide, I like to create immersive camps etc, so things like animations and correct patrols etc are important! Haven't tried that garrison sqf, does it function on radius and percentage (Including Add-on buildings?)
yeah. not sure what you mean by add-on buildings, though
As in Cup buildings?
what is performance with HIDE TERRAIN OBJECT module on clean map vs. removed all map objects ?
any noticeable change ?
shouldn't be... The buildings essentially don't exist when you are out of range
so it doesn't matter if a building doesn't exist or a invisible building doesn't exist
I'm familiar with DAC via forum posts but never worked with it
Is there a way to create hidden tasks? I'm trying to increase replayability so each mission playthrough has 3-4 different objectives picked at random from a pool of 12. I've tried creating them with the state as "NONE" but all 12 still appear in the tasks list on load so I'm assuming NONE doesn't do what I thought it did.
initServer.sqf
https://pastebin.com/raw/4zBcEBDJ
you could just create the tasks later...
randomly select the objectives based on an array of numbers
and then pass each number through a switch statement
actually that's weird, just generate a random number from 1 to 12 and pass them to switch, do this 4 times - or something
no, use the array method and remove the selected number from the array ๐ (or idk, something like that)
yea no making hidden tasks using the new task framework
Yeah Iโll go that route, cheers!
Anyone knows of any animation that I can play on an AI as a zeus to make the AI lay down(as in sleeping) and stand up? It's so I can make AI sleep and then wake up when players find the AI.
I'm using a small "class name" extractor (VR Mission) to get the names of all teh units and groups. After I run it I am supposed to find them in the paste buffor. Now as you can tell this must a very noob question, where, or how do I find those classnames?
baby steps
Jeeze_oh_Pete. ๐
I just dont' know what I was doing wrong. I've been around long enough but somethign was not clicking.
thanks
gotsit
@Bornasm#6954 I like that idea.
you could try this playAction "Lying";
or use the animation viewer to check for a better one
the unconscious animations may also be worth a try
He wasnโt telling the truth
@river nymph
Hi cptnnick. You were kind enough to help me with my issue where I was trying to hide NVG for all factions. I know it worked immediately after I put in those lines but for some reason when I continue testing I am now seeing them on my AI buddy. I have the mission uploaded here, https://www.dropbox.com/s/b2k4ernuro7cher/Pilgrimage_SP_Cambodia.prei_khmaoch_luong.pbo?dl=0 and teh lines can be found in the init.sqf. Could I ask you to take another peek? please? Thanks a lot
Has anybody encountered the issue with the GUI where the 'RSC Button OK/Cancel' Are invisible?
Hello folks, anyone knows if it's possible to reuse pieces of voice dialogue from campaign missions? Couldn't find anything related to it at all.
@final ruin do you have controls with idc 1 or 2 ?
@buoyant owl#6685 For Arma and within Arma (and in a non monetised way) is OK iirc.
Sorry about that. Discord mobile is tagging incorrectly again
@ionic thorn wdym? ๐ ๐ค
Typically you can type @ and then a list of recent users are displayed. You click on the user in question ( in this case maximus#6685) and it should properly alert them.
@buoyant owl#6685 Definetly possible. Though AFAIK not easy and I never tried it.. So I also don't exactly know how
Quit pinging me you got thw wrong guy @sinful rampart
it's just discord bugging out. See how it botches the id?
@buoyant owl#6685
๐
@signal coral
see he got it
๐ฎ
Good to know
<.< second one worked XD
I tagged both to be maximum annoying.
๐
since im here got a question anyways
What kind of mission would be best to make for public server wise for Vanilla, just started my own milsim unit and i got 2 public and 2 private servers
however I would like to make a Invade and annex mission similiar to what the 77th JSOC has on their servers since its always full and what not
I can recommend liberation kp_liberation
that's why my group runs on public server
but we run with ACE+RHS+CUP Terrains+TFAR
Which is.. somewhat vanilla ๐
noted
@buoyant owl don't forget to always tag your twin so the same questions you have and get answered may also be noteworthy for him. be thoughtful of others ๐
XD
I second the Liberation recommendation
I placed Zeus game master module and set owner '#adminLogged'. But voted admin(Map->players->[Vote admin]) also have the Zeus on Dedicated Server, MP environment. What am I doing wrong?
disable voting for admin
https://community.bistudio.com/wiki/Arma_3:_Mission_voting
Anyone here know how to remove bridges from an arma map? (malden 203x)
There is a specific bridge that the AI don't like crossing and it's getting on my wick
I know the mission voting, but Why Voted admin have the Zeus when owner setting #adminLogged in Game Master Module? @sour forum
@high blaze removing terrain objects is easy but i'm pretty sure the AI would just then try to pathfind over a non-existent bridge
hideObjectGlobal + nearestTerrainObjects i think
test it out but i'm pretty sure you'll just fuck up the situation even more ๐
Might have better luck just creating a Feedback Tracker ticket to inform BI of the ai pathfinding on that particular bridge (they may be able to adjust its placement)
iirc Uro and Icebreakr were discussing why ai dislike certain bridges and it was due to placement.
When I am using triggers on dedicated server in mission and I want to use script, but only for server. it is better to do isServer inside trigger condition or if (!isServer) exitWith {} in script?
I am bit confused what is that "server only" tick in trigger means in terms on activation
hey ive got a slight issue. Using the recently added Hide Terrain Object module for a PvP. In the editor the objects are gone. in LAN testing the objects are gone as well. But for some reason running it on the dedi the objects still show up
what could be the cause of this? Is it even fixable ?
@fading wing @ionic thorn Thanks for the suggestions.
@karmic glade it means only the server runs the trigger
@midnight obsidian could just be an oversight on BI's side. Zeus has some really weird quirks
hi everyone! I have a question here: what is the $PBOPREFIX$ for in an addon??
How to make a player=game logic please help
Define "game logic".
So you know how you can be a zeus and when you type it says after you name [gamelogic] well i want to make my self a new team and all ive gotn is use the game logic module
a new team as in ''zeus''
Team as in Bluefor/OpFor/Indpendent/Civilian?
yes but in the old editor (2d) you had ''zeus''
There is still a zeus module. It's the same one in fact.
It's either under F5 or F6.
Where all the other modules are.
"Game Master" it's called.
but i want it so i have all of the teams but i dont have to be on a team ( liket the offical sever)
i know about the game master and all of the other stuff just cant find out if there still a game logic can be used also so i dont have to use a unit
XD ill keep doing what im doing here and just get back to me when ever ๐
i think i got with out YES
I can't follow you.
Oh, you mean the slot should be just a zeus and not playable?
There's a playable object that does this. "Virtual Entity" or some name like that.
Good.
now i must make more stuff on steam and thank you GOOD BYE ๐
and umm.. if you dont get the joke yet see im no life XD
how to make it so zeus have no respawns
because i cant make it so other people can have respwans with out the zeus have a glich
@Golias#2739 https://community.bistudio.com/wiki/PBOPREFIX Google is not hard to use. @Golias#2739 @Golias#2739 @Golias#2739
quick question, when using attachTo on a playable character to attach it to something, the Action Menu + Camera rotation stops working (camera in particular becomes frozen), any possible way to fix that?
if you attach something to something. The somethig you attached will become a mindless ductaped on brick
So no alternatives other than using attachTo then?
if you really really need to stick a dude somewhere?
and in the place where there s no seats
Guess so.. yeah
yo, need some help, please. I have an IFV that moves to a waypoint and then unloads its troops. When it gets to the move waypoint, i'd like it to fire smoke. When i tried with
nato_ifv2 fire "SmokeLauncher"; it didn't work, even though i remember this working a few months ago (i have a test mission set up where i tested this, and it worked back then). No clue what's up, if someone could help me with this then it would be great.
try BIS_fnc_fire
will do
@astral bloom thanks, although the issue seems to be that vehicle refuses to fire if set to CARELESS or SAFE
So setting to aware worked
but yeah fire seems broken...
okay, to make sure i'm not going mad...
Target is out of range with "6rnd_155mm_mo_smoke" but in range of "32Rnd_155mm_Mo_shells" with the vanilla M4, if I use inRangeOfArtillery or doArtilleryFire
But if i crew the gunner myself, the smoke rounds can reach the target too
Any suggestions? Otherwise i'll file a bug report...
@drifting meadow yeah i tried both commandArtilleryFire and doArtilleryFire (i was using fire for something different, not firing artillery)
@signal coral thank you, will double check that. I pretty much just copy pasted from the wiki, but I remember I copied the link by accident and then edited the URL to get the name of the mag...so there's a high chance this is what broke ๐ญ
Surprised it didn't give me an error of some sort though
@signal coral OMG that was the problem, thanks so much โค
Someone should add that to the Wiki that they are case sensitive....... Please
@sinful rampart which command is it?
assume its doArtilleryFire and commandArtilleryFire, note added to each.
๐ฆ
and yeah, inRangeOfArtillery is affected too, @wraith coyote
I have yet more things to pull my hair over, there are two vanilla MH-9s that decide to land prematurely and disembark troops, get stuck or something else. Not sure what's causing it yet, but will describe the issue /complain about the AI and curse, if i can't solve it today by doing stuff with AI skills
updated
cheers^
@ quiksilver thanks, will keep that handy
i had only one instance of it getting stuck in a hover, but that was during take off. It's really variable, changes from run to run and the positon of the preceeding waypoint
I think it's related to F3 doing stuff with AI skills, although not sure
(to give you an idea of how frustrating it's been, i've actually thrown lightning bolts at helos for refusing to behave...)
Alright, rant time. This is what my mission looks like https://cdn.discordapp.com/attachments/104982724762157056/368948777903718400/unknown.png . It's a town defence mission with waves of enemy. 10 helos come in and drop off troops. 3x hell cats, 2x hurons, 2x hummingbirds, 3x blackhawks - in that order. Each helo carries 1 squad or fire team. helo crews are a different group, cargo is a different group.
For the 1st helo (helcat), this is the activation procedure. H = helo, C = infantry loading into it (C for cargo).
Countdown trigger T1
H1 WP0: HOLD; right in front of it so it doesn't actually move. "Set WP Activation" with T1 (i'll just call it "SWPA" from here on)
H1 WP1: MOVE; careless, full speed, calls arty smoke barrage via script upon completion
H1 WP2: TRANSPORT UNLOAD; unchanged, unchanged, on "invisible helipad" object.
H1 WP3: MOVE; unchanged, unchanged, runs commands to delete the helo upon completion.
...
C1 WP0: GET IN; on H1, SWPA with H1 WP0
C1 WP1: GET OUT; careless, unchanged, SWPA with H1 WP2.
C1 WP2: GUARD; aware, full speed, there's a GUARD trigger in the center of Tanouka.
Now, for the second helo, the only difference is:
H2 WP0: MOVE, unchanged, unchanged, right in front of it so it doesn't move, SWPA with H1 WP1.
This now repeats for H3 to H10. They all get different helipads to land on.
All work correctly, except the 2 hummingbirds. For some reason, one of them breaks and unloads its cargo at the nearest point around its WP1. If I fix one, the other breaks on its own. It's baffling me completely. I fix the other, the first breaks again. Tried re-laying the waypoints of the second, the first broke again. It looks like this: https://cdn.discordapp.com/attachments/104982724762157056/369284318280810507/unknown.png
As you can see the infantry haven't completed their get out waypoint, and there's no WP where the helo lands. After dropping the troops off, the helo proceeded to its unload waypoint (WP2), land and then take off, upon which the infantry complete their GET OUT WP - while on foot, over 1km away. I added another MOVE waypoint to AH9-1, such that:
WP0: MOVE, SWPA with H(n-1) WP1 & and C(n) WP0
WP1: MOVE
WP2: MOVE
WP3: TRANSPORT UNLOAD
WP4: MOVE
Additionally, I moved WP1 beyond the highway nearby. This worked reliably. AH9-2 was woking at this point. Ran the mission without playableUnits, and both worked fine. Quit to lobby, enabled AI for playableUnits, re-ran mission - AH9-2 broke (screenshot)
I tried giving AH9-2 an extra waypoint, but it still disembarks infantry around WP1, then goes on to complete its waypoints.
I disabled F3 setAISkill for all helos, and forced specific skill values too
Now i'm tired and properly clueless as to why it's breaking. All i can try now is to delete AH9-2 and its group, and try giving them waypoints again. It's a bit irritating to do that because of all the syncing and waypoint completion code, but i'm well beyond the point of being irritated...
yes, ^ "Quit to lobby, enabled AI for playableUnits, re-ran mission" your JIPing as local host?
JIP-ing as local host?
i'm running on localhost, alone
So it restarts the mission like that
doesn't work like that for my mission
what? of course it does
your mission, sorry
i dunno, maybe yours is set to being persistent or something
noted the setWaypointStatements thing, will explore
persistant is a dedicated config attribute not local host
oh. i dunno then. It's always been like that for me...
are u resusing global waypoints?
i'm using editor waypoints
which i assume are global, from past bad experiences (with taskPatrol running once per client...)
maybe delete all waypoints including the original wp, the one that is created where vehicle is created or use unique wps for each veh
i tried deleting all WP once, and all of them have unique waypoints (heck, even unique landing sites)
i'll take a peek if you provide link to mission. I'm just not really clear as to whats been done but trying to maintain execute all that from editor can be a nightmare..
Is there a way to have a mission link/load another mission?
what?
@humble tree explain it better please. What is Attack Objectives and stuff?
Tasks?
How are you defining them? Via module?
PBO in mod or mission?
Anything in the log files?
C:\Users\%username%\AppData\Local\Arma 3
RPT files are the log files
I don't know the invade and annex stuff so idk how their stuff works so the PBO is nothing for me.
if you disabled logs yes, but you can also get the server logs if its on a server those are more resourceful.
also put the Log files on pastebin.
did you enable them...?
that's part of it, I can't even see the mission getting selected.
can't you get the whole log file in once?
can't see anything wrong there.
have you created a mission from scratch or have you edited someone elses?
Better ask them on their coms channel they will know more about it, I'm personally not familiar with their stuff.
Hey guys, so I have a server running linux, yet I make my missions on windows
how do I deal with file names?
it's \ under windows
but / on linux
and neither works on the other platform
is there some way to avoid this problem?
also, any idea how I can add music to the zeus module?
Yes.
but I'll try again
Then you made a mistake.
Post it.
class CfgMusic {
tracks[]={};
class glitterandgold {
name="glitterandgold";
theme="Lead";
duration=176;
sound[]={"music/glitterandgold.ogg",1,1};
musicClass="GLITTER";
};
};
class CfgMusicClasses {
class GLITTER {
displayName = "Glitter and Gold";
};
};
no idea what CfgMusicClasses even does btw, just playing around with some stuff from a youtube tutorial to see if I can get it into the zeus menu
Change "music/glitterandgold.ogg" to "\music\glitterandgold.ogg".
yes, that would work, I know that
but only on windows
even without the first \ it works
not this example, but with load screen images it doesn't work
The first char is important in deciding addon vs mission bath. "path"
not this example
It's different for every config entry potentially.
@limber blaze It is always the same \ Doesn't change on Linux
it doesn't work though
Inside PBO's it's always \
You need the leading slash too. 100%.
what exactly doesn't work?
ah sorry, forgot the leading slash version
I should test that before /
okay so this time it's \folder\name
The Arma internal filesystem is exactly that. A seperate filesystem. It doesn't care what OS it's on. It's always the same
I sure hope so
unless you enable filePatching.. Which will 98% crash your game on Linux
Unless you know exactly what you are doing.
Dedmen, whether or not you need a leading slash for the mission space is totally inconsistent. Some even use @ as leading char to specidy the addon space.
All depends on the class and entry.
I dunno ยฏ_(ใ)_/ยฏ
\folder\file works
You asking for #Intercept to hack into the filesystem and make it consistent?
thanks so far for the help
now, any idea about getting it to appear in the zeus music module?
I think zeus is all hardcoded and even editing with a mod is difficult.
there's a tutorial for adding music in a mod
it's literally just what I posted above
but apparently that doesn't work in a description.ext
I remember waypoints adding was pretty much impossible. Not feasible with a mod.
๐ญ
nothing works
Guess I'll just make an addon then
no idea how that works though
well the really awkward workaround you could use is, make a trigger/script dependent on a variable that zeus/admin can set via debug
Hello
I can't get my function (stored in \fnc\outro\fn_outro.sqf) to be executed
in description.ext I put
// Functions
class CfgFunctions
{
class Server {
tag = "ctf";
class functions {
file = "fnc\outro";
class outro {};
};
};
};
Is this correct ?
remoteexec ["ctf_fn_outro"];
but my file is called fn_outro.sqf
I know it's dumb that it takes fn_* and turns it into fnc_* But.. that's how it works and that's how the Wiki tells you how it works
It probably did in RPT
woop woop it works ! promise one day i'll learn to read ok ?
Hey, I am looking for a way to add random injuries to some AI using ACE medical, any ideas or scripts out there?
@prime dome For that I can just use playmusic
another idea I had was make a trigger somewhere away from the action
like 5 meters in radius
and have it play different music when you place a soldier of the different sides into it
like action song for opfor unit, something calm for a civilian, etc.
but having too much music packed with the scenario would make the mission take too long to download
so in the end an addon is probably the best option anyway
@limber blaze yeah, I assumed you wanted Zeus to be able to trigger it
What does that even mean? ๐
poop on the floor
๐
@empty pewter
Something like this? in this instance Pat1 is the Object/Unit
[pat1, selectRandom[0.3,0.5,0.7,0.8], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[pat1, selectRandom[0.3,0.5,0.7,0.8], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[pat1, selectRandom[0.3,0.5,0.7,0.8], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[pat1, selectRandom[0.3,0.5,0.7,0.8], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[pat1, selectRandom[0.3,0.5,0.7,0.8], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
[pat1, selectRandom[0.3,0.5,0.7,0.8], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit;
Anyone have any experience on returning the sectorOwner? I'm attempting to create a reinforcement script that will execute upon each time the Blufor side is changed and automate it to execute and create the waypoint nessecary to the sector change. I have the Ai Reinforcement bit done - just figuring out the fundamentals of returning the ownerChanged and getting the AI to activate accordingly.
Resolved ^^ God man Larrow helped me out.
You would presume this:
_Sector_Reinforcements setFormation "WEDGE";
_Sector_Reinforcements_Waypoint =_Sector_Reinforcements addWaypoint [ getPosATL _sector, 0 ];
_Sector_Reinforcements_Waypoint setWaypointFormation "WEDGE";
Would make that group walk in a wedge - but they always file. ALWAYS. God damnit.
I'm not sure what the function would be, but is there a way to repeat the "Opening Text" throughout the map (via a trigger). The text which appears line by line in the bottom right, that you set in the general menu.
Cleaned up an existing pbo Invade and Annex file, removing some redundant scripts and entities. Fixed up all the errors I got and load it up to my host.
Run it, wait and wait. Server comes online and goes into the infinite "Waiting". The playercount sits at "0". RPT says my SteamAPI doesnt initialize and I have no idea what the next step would be. Any help would be appriciated
It's usual to get that message on start. In my RPT it takes about 60 seconds to initialise the connection to steam. If it's working you should see something like:
6:01:16 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
@burnt ingot make sure the server.cfg is setup correctly with the max players. And are you loading the mission on server start?
ive given it multiple minutes up to 15 now and it wont connect @lucid dew 5x now
@weak niche yes ive got the max players at the same number as my server slots allow
and yes its set to load from start of server
k. then there is something wrong with the mission. try loading up the server without any missions and then select it in the selection screen ingame
what does the error say?
only that?
check the log file of the server
steamapi.dll failed to initialize. steam wont be accessible
theres nothing below
you looking into the rpt file?
yes
it should show more than just that
[2017-10-17 22:07:26] Failed to read store 'install' from 'C:\TCAFiles\Users\stephenH1\44640\config\config.vdf.tmp'
[2017-10-17 22:07:32] Flushed store 'install' to 'C:\TCAFiles\Users\stephenH1\44640\config\config.vdf'
[2017-10-17 22:08:41] Flushed store 'install' to 'C:\TCAFiles\Users\stephenH1\44640\config\config.vdf'
this is the rest of my logs
rpt doesn't log the date... that's not the rpt log
all other logs are flawless
i know
its the configstore
not sure if relevent
rpt doesnt error me
well if it tells you a error when selecting the mission it should at least error that.
you got disablelogs on or something?
-nologs *
it not the loading its the mission that has something wrong in it.
You using mods in the mission?
ye understand, is it also loaded on the server?
k....
yea, not sure why your logs are that short.... could you show me the command line used to launch the server?
k thats the logs i'm looking for
the ATM drop ive removed, guessi messed up
no i mean
the atm script
its non existent
its still waiting at 0 players
cant load
k
show me the line of the cannot play/edit this mission.
looks like you missing something
๐คฆ Yea server not running those 2...
well if you make a mission with mods loaded it can automatically add them to the mission.
aww yikes
even when you don't use anything from it.
i run a standard set for pub servers ....
mustve been that
so cba and blastcore serverside and voila ?
yes or remove them from the mission if they are 100% not used
now that idk how to do ;p
if you want to stay vanilla
nah you need to open it with notepad and delete the entries from CBA and blastcore
but if you have the mission binarized you need to first save it un-binarized
in what file would i find those entries
mission.sqm
mhm took out the entries
didnt take
im guessing stuff ahs been used
so how do i set them back as properly loaded and useable
same way as athena ?
guess not since it has to be forced
Is there a way to make AI vehicle engage a distant position for some flavor background action
Is there a command which would allow me to make 1 ai unit specifically attack one other ai unit.
Without messing around with captive and sides, etc.
Ah that was just what I was looking for @novel rune . Thank you
There's a table below explaining stuff.
Anyone know what is causing this with my custom markers: ```
19:04:14 Warning Message: No entry 'bin\config.bin/CfgMarkers.BH_Base_Icon'.
19:04:14 Warning Message: No entry '.icon'.
19:04:14 Warning Message: '/' is not a value
19:04:14 Warning Message: No entry '.size'.
19:04:14 Warning Message: '/' is not a value
Yep
Usually is fine, I just installed a second copy of A3Server and ithas the issue
it has*
and yes, the mod is enabled
thought I would say that before you asked
So this error happens in MP?
yeah
On your client, right?
oddly my old one works with identical mods and identical params barring directories
it's serverside
So your client does not have the mod?
spams 19:04:14 Warning Message: No entry 'bin\config.bin/CfgMarkers.BH_Base_Icon' in console with -autoInit
Client & Server have the mod
But in SP there is no error?
I think the mod is not running on the server. Check the server RPT.
That's what I would think too but it's loaded in RPT...
I'm just gonna try copy ArmA 3 server and see if it works
I'll validate it with steam first
and try that
OK. Otherwise upload client and server RPT on pastebin.
Apparently the markers pbo is in use so it can't load lol
idk wtf is up with that
I'll just restart the server boxc
On server?
yeah lol
shrug
Sounded to me like the mod wasn't running on the server.
Maybe works after restart.
yeah, I think it was just that PBO
What do you mean lock them in place?
Untick the box that says enable simulation in the properties
Boom
Uhhh....don't appear?
Ummmm...wtf
Did you acidentally uncheck show model?
red box means simulation is disabled
that's really fucking weird though
just wondering is it possible to add friendly AI in game as in like in guard towers and stuff around the base for MP?
yes?
do i just add them and make them not playable?
yep.
sweet, will they do anything if sim is enabled or just stand there
if sim is enabled yeah
they won't move unless you give them waypoints
or orders of some kind
how do i do that?
nvm just seen it in small righting at bottom of editor shift right click, can they be set up to keep walking back and forth allong it like a patrol?
oh this is so cool
yep
ANy Zeus missons up or anything og the sort
That would be a question for #looking_for_game
Hi All - For Some Reason, The Sector Control Module doesn't Work On A Dedicated Server, But Works Perfectly In Eden Editor. Help Is Much Appreciated ๐
Many modules do not support MP.
sup
where I can get a wide coverage over Arma 3 MP server-client sync?
what synched, on what events, how often, blocking or non-blocking, how much time does it take?
and how much data is transferred?
wonderful
Example https://community.bistudio.com/wiki/setFog
setFog Number doesn't sync. setFog Array does.
ยฏ_(ใ)_/ยฏ
so one is basically blind in seeking the ways to optimize MP traffic?
yes
you can enable net logs. But the types of network messages have been obfuscated to keep hackers away from messing with them
xDDD so
I could probably write some hack to watch the amount of publicVariable thingies going out.. But that's about it and that would be a few hours of work for me
well
basically the Intercept networking will be the best way t sync custom assets once developed
Guess so yeah. Intercept networking is fully open so you can add all the monitoring you want
there's a hook for listening for PV sending?
no
I should maybe finish intercept networking.... Didn't do anything on that for over 2 weeks ^^
@signal coral look in the zeus module lol, switch from include official content to user or custom content in the zeus module
From my experience, the option in the Zeus module breaks when some modules are placed.
Which?
//init.sqf
private _allAddons = "true" configClasses (configFile >> "CfgPatches") apply {configName _x};
// existing curators (has to run on server)
{
_x addCuratorAddons _allAddons;
} forEach allCurators;
// all future curators created via createUnit (has to run on all machines)
activateAddons _allAddons;
This is what I do to fix it.
Yep
Which?
Every that does use activateAddons.
Hmmm. I see. Interesting.
My only explanation why trying out all settings didn't work for them.
I would say it's a hit or miss
Isnt there a curator function for initialization like the module does?
Has to be obviously
See above schmidt
How can I set up a radio trigger so you can't call it again until X minutes? I have a simple vehicle spawner going on and i would like to prevent overuse, so I want to add some timeout after requesting it. The trigger has to fire immediately though
Can someone do me a favour and remind me how to do the following:
AI group to move to an AI crewed chopper (different groups), get in, chopper then flies to point, lands, cargo group gets out and follows it's own waypoints while chopper takes off and RTB. ..to further complicate this, I only want this to happen once a trigger has gone off (Blufor present for example). Until then I want the chopper on the ground and not spooled up.
I know it used to involve syncing waypoints etc but I've forgotten entirely how to do it.
hey guys for some reason on the mission im making when your playing it all the spawn points show up correctly named, except wehn your in one squad, wheneve your playing as this one medic squad we have the spawn points are named incorrectly
sometimes they show up on the respawn map correctly names sometimes they dont
I thought that when you // a line (it turns green) that line is longer used. Is that true?
Anyone know why units from a mod would be able to be placed in editor but not zeus? Specifically the GIGN units pack.
Trying to do a heist style zeus mission and I cant use the best police force units I've found.
@true meadow No double posting
So, after thinking about it for a while, I thought I'd release my scenario for everyone to play around with and test, or enjoy if you're into sadistically buggy messes (I don't judge). I'm not sure if I'd get back into A3 enough to fix it, but you're all welcome to give feedback if you'd like. I'd greatly appreciate that.
It's a PvP Scenario, heavily inspired by Splinter Cell's Spies VS Mercs. That said, I want to thank @sinful rampart, @novel rune and everyone else who helped me create this months ago.
http://steamcommunity.com/sharedfiles/filedetails/?id=1180576385
@craggy siren i like the concept, splinter cell based. One of my favourite games
It is one of my favorite games as well :D I mean, it's hard to get it even slightly similar to SC's SvM, but I tried haha.
My main issues was with the lighting, and the movement, though I did a few things to work around that limitation.
Hey, if nothing else a good attribution.
Awesome. Yeah in splinter cell you have to consider where is shadowed and where it's not to hide
Yeah, I tried to take that into account in this, though lights tend to shine through objects, even if they're already built into the map. My counter to that was making lighting someone limited, and the EMP charge.
Can't complain about lighting if there isn't any haha.
Lol. Well iirc someone did make a function to see if someone is near a light source and if they are in the view of it
As for the movement / mobility aspect, I used a few platforms and such to give a few sneaky routes for the Operators. I might have an old screenshot somewhere of it for a better indication of what I mean.
Oh, that's neat.
Yep. That sounds pretty cool, i'll make sure to check it out this evening.
An overview of the connected pathways I made, usually overhead, connecting rooftops and so on https://i.imgur.com/mnBx6dY.png But thank you. You might need to convince a few friends, or just run operator yourself with AI on the other team :P
Sadly I didn't really figure out how to get AI to defend two objectives at once, outside of making them patrol around like idiots. Once you shoot into them, then they get interesting to sneak around. But you can pretty much run up and complete the objective without them doing anything, which is a little amusing. "We ain't paid enough for this shit"
Awesome, can't wait. Yep, that can be fixed pretty easily via script.
Well, at the very least, hope it's playable for you. It has been for me, but without people to really test with, or servers to host it on, I'll just have to cross my fingers.
Yep. I will comment on there if i find anything out of the ordinary
Thank you, I appreciate it.
On that note, one of the funnier bugs I had was when the EMP would work, but only for the operator who used it. So everyone else, including the guards, would see the lights still on. So I'm j ust imagining you had one guy thinking he was being all sneaky like, creeping around in the darkness, while everyone else just sees him as an idiot crouching along.
Lol, that's a locality issue. Not taking effect for all players, just the player that is throwing the emp
Yeah, I realized that, but it was still funny nonetheless haha.
Lol
the last time I did briefings and tasks was in arma2 era using Shuko's taskmaster, well actually I did few for arma3 too but using the exact same taskmaster.
what is the pro and common (if they are different) way to create briefings and tasks for arma3?
@storm geode I would link you to the task overhaul biki page. But uhhh...biki has been down for updates for 2 days now
heh gotcha.
Tasks seem quite convoluted now
depends on who you're asking I guess, for some it does more than they need
for some it doesn't
I don't think tasks and (diary) briefings are a mutually exclusive thing. I use briefings to convey the larger amount of texts (mission, situation, etc) where people can read the entire outline of the mission. ThenI use the tasks framework if I feel a task helps with location where players need to go or get a better feel for the order in which objectives must happen or where to complete them. They work nicer than moving map markers, for example, and being able to set a succes/failed state is nice too.
@storm geode tasks are still a mess. you can keep using shukoโs (a3 version)
briefing is just createDiaryRecord from initPlayerLocal
oh there is arma3 version of taskmaster, ok will look it up, thanks.
As in Official from Bohemia? No. Official from Sa-Matra, Yes.
but official BI servers host KOTH afaik
Yes. To gather performance data because many people play KOTH
To quote Dwarden โ one doesn't , only BI servers are official default Arma 3 servers and that's it ...โ
Not the missions on them.
You can rent
But the server side shit is all proprietary
What i am saying is that you need to rent
It's not available publicly
Yep
If its anywhere else other than sa matras site it is likely illegal
The mission files yeah
But it doesnt work without the server mods
Which aren't accessible unless you hack the game
@signal coral That is how the KOTH team has done it forever.
A friend of mine is having issues with mp mission. Sometimes when you die you get a message saying "Can't rejoin mission as another class"
it's an mp mission with respawns
https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul This page was last edited on 15 July 2017. does that mean Tasks Overhaul system is currently available in the development branch and it is still in development. is still the case?
@storm geode No, it's been on stable for a long time
and what would that be quiksilver?
ok thanks. someone ought to remove that "in dev branch' text from the page then.
I'm trying to, just can't log into the biki
wtf
Ahhh...what's it called?
since you said it's already there
Oh what the actual fuck,
they moved biki accounts to the BI accounts
Hmmm, why add it if it's just going to error?
Huh ๐
Yep
changed it
Engine implantation is almost done, although some aspects and behavior details can change depending on feedback. hahah ๐
Implantation
thank you Midnight
Yep sure thing
Is there a quick and easy way to destroy a vehicle without an explosion? If I use this setdamage 1; then it explodes. I just want the flaming/burnt out husk of a vehicle
tank setDamage [1, false];
AH thanks. I just tried it. For some reasoni t's still causing an explosion sound and shrapnal to fire off.
Is there some hidden ace thing I als oneed to disable?
What's the best way around waypoints activation not working on Headless Clients?
I've heard people not using the arma 3 vehicle respawn module because of performance issues, is there anything to that or are there actual performance issues with it?
lol other than the normal overhead that any module has
there is nothing to suggest its any worse than an SQF script
@sturdy dawn
anyone who throws around performance accusations without proof is probably spouting nonsense.
Was thinking that, but I do rememver some issues initialy.
Thats was 2+ years ago tho
@wraith coyote Modules are SQF scripts...
i know
but they have added overhead because of the fluffy UI and crap
more work required to do the same thing
It is actually worse than having the exact same SQF script without the module
yes
because the module additionally spawns a logic object.
So a module is actually always worse than just the SQF script. It just doesn't matter.
the notion that it takes off a bunch of frames is nonsense tho lol, the impact is negligible.
And the SQF script being made by BI is probably not as optimized as it could be
Counterpoint: Everything in the game individually has a negligible impact on performance.
my battlegrounds-like scenario works \o/ https://i.imgur.com/uiYgd82.png
@Quiksilver#5042 0.001ms is 1 microsecond... You can get 2 microseconds improvement by removing a single script command call.
Meaning you can't really squeeze 0.001ms out of a script. just removing a single command is already 0.002ms.
I know it was just a arbitrary number with no meaning ๐ But I just have to correct you ๐
Wait a didly dang sec, i thought duration was the best thing to have? ๐
triggered
Objectively wrong.
@signal coral I'm building a script Profiler right now. Don't you complain about my OCD
I guess would be quite useful for ACE.. Which.. is actually what I'll do right now. Add it to all of ACE and see what happens
They do
But how would you make sure there is no performance problem anywhere.. If you were unable to look for it?
They try their best.. But looking at all the stuff I optimized on Ace... There is still a lot of room for improvement
That's interesting. When running the game twice (or one per client), scripts seem to slow down on the client that isn't in focus. Example, the score counts up 1 per second, yet there is a 5 point difference between the two clients, even though they loaded in simultaneously. I mostly had Luro (2) in focus, as I was testing something, and thought it was neat. https://i.imgur.com/zsd1JTH.png
Does the client out of focus have less fps? I guess yes.
Yeah, I'm guessing so.
is it possible for a client of a server to ignore part of the pbo's code / completely ignore a statement as such?
nul = execVM "Start.sqf"; any idea why this doesnt work?
Hang on , my coding was too good and made all triggers disabled ๐ sorry guys
@raven whale I have a mission file with
_disableUavFeed = ["A3W_disableUavFeed"] call isConfigOn;
if (_disableUavFeed && shownUavFeed) then
{
showUavFeed false;
};
``` which works fine, but some players are saying it's possible to get around this since it's not checked on the server side and idk how they would do it since the debug is also turned off? o.O
itโs not marked on the wiki but I can presume itโs local so server doesnโt matter here
so the only way around it is if something enables it again / they can execute code / youโre not checking signatures
hello guys!
Is there a way of turning on beacons of IDAP Vans in the editor? What would need to go in its init field? with no luck, i have tried: this animate ["BeaconsStart", 1];
Thank you guys in advance.
@upper flare try animateSource instead
i am a muppet .. there is animate beacons checkbox under customization ๐คฆ
anyhow animatesource did not work
checkbox however worked fine
Are you running some sort of mod?
3den enhanced
Biki has plenty for starters
thank you
Hey all! Im in the middle of making myself an Op that id like to publish on the Steam Workshop, Though im stuck on something i'd really like to implament to make the experience much more challenging. Would it be possible to make it that Blu4 has the choce to use 3rd person but Op4 is stuck to first person?
Discussion about anything related to Mission.
Copy-pasted doubleposted question != Discussion.
Smart arse comment !=answer either...
Why not go back to boring the script channel with your insane ego and leave us mere mortals to figure out the basics ourselves.
ok?
@Reddog#2890 Itโs called โcommunity policingโ. Itโs because of users multi-posting, using TTS, abusing the Here and Everyone @โs , inappropriate embedded images, etc. that result in rule abiding users not having features they want.
Iโm sure youโd much rather prefer users that have been โaround the block once or twiceโ remind you of the #rules then have ME remove you for violating them.
bring them back because they are needed or else people will die?
your players may not care about people dying tho ๐
Maybe one of the players is ill
And if they dont get the supplies, you each die slowlu
Lol
Or. Maybe one of the enemies had sown it inside of him during capture
@ionic thorn FM actually I'd like it if such experienced members could help the OP with his problem rather than point out an oversight in all likelihood without being complete twats. But that's just me. By your standard of community policing I could say you just broke the rules about discussing forum moderation. But I won't.
As one of the moderators, That is my prerogative. Had I seen that post before others did, Iโd have removed the user.
There are channel descriptions and rules, yet they choose not to read them.
@signal coral medication is worth a lot of money on the black market i dont think you really need to explain more than that, also whenever i have something like "get this back to base" i usually send an enemy heli with limited ammo after the convoy
You don't need to be IT savvy to read the rules.
As far as I can see it seems to be one or two people's personal blog
And if youโre not IT savvy, you can #arma3_questions .. itโs aptly titled
It took me some time to figure out where the pinned messages were for example.
Hint: itโs under pinned messages (on mobile)
Anyway. I've said my piece.
lmao they look pretty hopeless tbh
Dying or in need of treatment?
Could you have the players pick something up that they take with them but the guys back at the camp suddenly urgently need?
Like a laptop
So they go eliminate the attackers and are called back
IVs, saline, bandages.
a big part of on site triage is labeling and documenting for whenever they reach a proper medical facility, medication itself would be a long list probably then you have logistic stuff like collapsable stretchers
There are no โmedicationsโ for trauma. You get N.S., maybe an IO for large volume replacement.
Plug the holes, and address the volume issue then transport to definitive care
Triage is easy. โIf you can hear my voice and can walk, come towards meโ those are โgreenโ, you donโt need to treat them.
Of the others (depending on the numbers) if theyโre not breathing and a deposition of the airway doesnโt change that, theyโre โBlackโ
Yeah. you could call it โstabiliseโ & โadvanced first aidโ
Have them do the โhealโ animation a few times or something, lol
Might be interesting to put various โtimersโ on them. That way some will not make it.
So, an initial timer to stabilise (which stops or raises health depending on level) and a secondary one depending on how long the players take on the second part
Maybe, but less challenging.
hey guys
my friends creating a mission
and he set a task to be triggered completed when the subtasks are done
but when he finishes all the subtasks nothing happened
this is what he put in the condition field
taskCompleted h1 && taskCompleted h2 && taskCompleted h3 && taskCompleted h4;
@signal coral How were the tasks created? I think tasks created with modules / the BIS_fnc_task* framework can't be accessed directly with the simple task commands, it might work if he uses sqf "h1" call BIS_fnc_taskCompleted && "h2" call BIS_fnc_taskCompleted && "h3" call BIS_fnc_taskCompleted && "h4" call BIS_fnc_taskCompleted
maybe problem is that " ; " on the end if he put it in trigger condition
I have this running in a unit&s init ([_unit]call civFlee;) which activates a scirpt in my init document. However, is there a way to have it only "turn on", per say, once a trigger has been met?
In other words, have it as if it is not in the actual init field of the unit until a trigger condition has been activated
Does anyone know why would the mission require JSRS (client side addom) to run on a dedicated server?
The mission builder had JSRS running while building the mission, but still, it's a client side addon.
@signal coral sounds like arma added it to requierd addons list of the mission, should be easy to remove with an text editor unless sqm is binarized
I tried that but then when logging in the lobby there are no roles to select.
Because the editor is poop, and since JSRS edits the configs of weapons (it has to), the editor thinks the weapons have JSRS as requirement.
Weird thing is that it never happened before
@signal coral There is a serverside version of JSRS afaik.
It's not weird. You just did add the weapons to any units or ammo boxes that are modified by JSRS.
If there is I will look into that
And I will check what differences I have between the old missions and this one and see what adds the requirement
Thanks
Is there a way to make a server kind of skip addons check?
It's actually the mission I guess
Does JSRS use RHS
?
Is there a way to make a server kind of skip addons check?
Not of the mission, no.
What about serverwise
I mean
I was in a clan that somehow their mission/server was ignoring addons like JSRS.
You can create fake addons
Don't make the missions with JSRS running.
@clever acorn waypoint activations should work fine on headless clients, afaik
GROUP setLeader UNIT
you can store the previous leader. then joint he groups. then set the leader back
I apologize if this is the wrong channel, but can someone tell me what ace acex does?
@worldly gyro extra stuff that didn't really belong in ace, like the sitting module, headless client, etc.
Thank you
Is there anything out there that does similar to ALIVE in terms of the high level command structure and virtualisation/profiling, but that's a bit more..tweakable?
Funny, I just found DAC last night. Remember porting the original to arma 2 before Silola did it properly lol.
It's certainly more flexible and configurable than alive. Will have to see how it performs. Have to say I prefer the ALIVE profile system to the DAC reduction for performance reasons.
Does anyone using ACE Fatigue know why players get tired after running 5 meters? I tried different settings but it's all the same. The players weight around 30kg to 40kg
Because they're probably crouched and also carrying 40kg.
ACE is a bit brutal like that
@clever acorn The players are not crouching and getting tired, also the regenerating progress is slow.
Is there a way to make it less brutal?
@signal coral ACE has both scripting commands and Eden Modules to change those settings to be harder or easier on you.
Hello. I have a music file I want played when units pass through a trigger, but for some reason it's not activating. Is there something I'm missing?
This is in the trigger: playmusic "villagemusic";
class CfgMusic
{
tracks[]={};
class villagemusic
{
name = "villagemusic";
sound[] = {"\music\villagemusic.ogg", db+0, 1.0};
};
};
In my mission folder, in the "Music" folder
I think in that case you don't want a leading backslash
I just tried that and it still doesn't seem to be picking it up
I've noticed that when adding a virtual ammobox with only a few items, players can still load existing loadouts and have all those items, iven if they're not supposed to
is there a way around that?
thanks ๐
owner is server exec, doing it anywhere but the server will be inaccurate
Ok guys question. The role selection screen right ? How do I edit the role selection name , like the call signs
Because in the unit group attributes I edit the role description but when I open the mission as a test it reverts back to the standard call sign names
Ill take a picture of what I mean
if you're talking about the Alpha 1-1 stuff then you can't
I think the mod called CBA allows it, though
Community based add ons
?
You would think that a feature in the editor satmying you can only that you actually cant would be fixed
Yes you would. But it isn't.
I already answered you in #arma3_editor. Would you please stop switching between channels the whole time and ignoring answers in the other channel?
If a Zeus spawns a unit is the locality of the unit Zeus machine or still on the dedicated server?
zeus machine
Thanks dedmen, that's what I thought, wanted to make sure.
Anyone here good with alive?
Iโm sure the folks over at ALIVE are
ALIVE mod:
https://discord.gg/0b8dfNsUyVCYqSai
@signal coral Turn that off, its not good at all.. i have somthing that a guy here gave me that will help whit the fatige and stemena
@gray tree What's that?
pm
amphetamines
I seem to remember a sequence from an official post/video where they showed how one of the new pieces of furniture added with LoW was dual purpose, I thought it was the bed when flipped on one end became a wardrobe but it doesn't seem that way in-game and I can't find the reference. Did I dream this?
so, if I want to user iniDB in a mission that I host on a linux server... on a scale from 0 to it's a damn .dll, how fucked am I?
is there a possibility I might be able to just compile it as an .so with gcc and use it?
Never mind, apparently somebody already did that
no idea if it works or if it's stable though
Did I dream this?
No, it was something on twitter or one of the sitreps i think
Didn't ever check it out though
Guess it's not in 1.76 yet
I was making a note of assets seen in LoW which aren't available in the editor (or which I cannot find) - has anyone done this exercise already?
there are some large items, like the portable bench saw, seen in one of the flashbacks
/snip/ - moved it to #creators_recruiting , probably more appropriate
A proper Insurgency game mode IMO is the recreation of the 2nd Battle of Fallujah where the primary objectives were to gather intelligence on arms cache positions to confiscate or destroy and flush out Insurgents. Dealing with IEDs was also a thing. Unfortunately in early Arma 3 there were many Insurgency missions that only had the grid/AI spawning system and left out the objective system wich kinda misslead newcomers to the true form of the game mode.
Didn't mean to derail the question. Its just that I hear this so much. "The Insurgency mode objective is to turn the grids green." Not true. I even added other (side objectives) in mie to add another sence of things to do.. Desipte the main objective so many who play BMR Insurgency overlook the main objective even though Its in the description. Two of the more popular and fun side obectives are the Capture N Hold and pilot rescue. These could be done in a number of different variations..
Most do not read any breifing info or even side chat tips..
sure, just kill all opfor in zone.
Yeah, it just sucks to have to spam the middle of the screen.
intel is located in those occupied zones and in some other versions droped from occupiers of the zones wich give clues as to where the cache is. In my version intel and cache is only spawned in uncaptuer/red zones. so it encourages clearing those zones..
wasnโt the original insurgency about destroying 10 caches
yes
but mine is different in that there is only one cache at a time with a potencial of unlimited number of caches. this encourages actually clearing all zones and conquering whole map. I preffer this approche. also ancourages cooperation and keeping players working in the same zones. Eventually you will have taken the whole map. Taht didn't happen in original A2 version..
It needs to be destroyed. It can only be destroyed with satchel or charge. Thaen nice explosion with munitions firing out of it foe effect. The one who blows it. get a vehicle reward of their choosing.. If Ace then nearest guy gets the reward because stupid ace explosives are scripted and can't use A3 Ehs.
never heard of that command. Is that an ACE exclusive?
can't find it. is the biki on it?
but charges are not mines
hmm. I've only been able to dtect them with TimeBombCore but that does not return who placed them.
Thats a good idea for objective. ACE uses demoCharge_remote_ammo_scripted and satchelCharge_remote_ammo_scripted ammo type return for "handledamage" EH of placed charges, but still no owner.
Hey, was wondering if theres any way to make and pose dead bodies for an operation. Like let's say you run across a group who didn't mange to stand their ground, and now they're laying around/leaning against walls. Any scripts?
place the AI you want. Set slider for damage to 1. Dead bodies...
Thanks @clever acorn but can you also pose them and if so how?
Don't think you can rag doll them into positions but I'm no expert on anything tbh
If you want more variation in the rag doll you can spawn them in the air slightly, don't believe you can pose them beyond that though
Remember that mission from the campaign where you find that downed iff soldier in one of the first missions? he was leaning against the truck, so i mean, bohemia did it, but can we?
Look up the animation in the animations viewer. Then use switchMove or something.
Hey everyone. I have a problem with zeus integration that I can't seem to get my head around.
I recently set up a server for a few friends and myself and I wanted to throw a quick zeus template together. I use a virtual entity Zeus with a Game Master Module. In Eden everything works perfectly. I tested the template via MP Test and I could controll Zeus no problem. But if I upload the mission file to the server and run it, I can't get the Zeus Interface to load no matter what I try.
If I enable forced interface, I only get a blackscreen. Without Forced, I get to see the area, but can't activate the Zeus interface manualy.
Is this a known issue? Anyone know what I am doing wrong here?
nvm i got it
Always beneficial to share what solved it
likely had the modules hooked up wrong
Bar going through the mission.sqm, is there a way to search for all units on a map using a specific mod item (want to remove VSM and find all the units USING VSM clothes)
I am using LinuxGSM for Servermanagement. Per default lgsm starts with a few start params. One param is -autoinit. I found an old bug report somewhere buried on BI sites that states that autoinit breakes Zeus Slots. Took the parameter out and zeus suddenly works like a charm
๐๐ป
So in retrospective this is more of a server admin then a mission maker issue. Oh well
is there a way to check how many building positions a building has?
@opaque fiber
private _bp = count (_building buildingPositions -1);
Hi, I would like to know how to spawn the ground deformation effect that you get when helicopters crash, i belive that these are the class names for the dirt hump effects shown in the picture but I have no idea how to spawn them, any ideas?
Class Names:
FxExploGround1
FxExploGround2
@inland sundial It's a part of the model
wait so whats the class name then ?
because the 2 above i have attempted to spawn and it hasnt worked
not sure, don't have arma open right now
nvm
was looking in the wrong area found it called "CraterLong" "Crater" "CraterLong_small"
nice
Hey all mission makers,
I'm debating seriously as to adding TFAR as a dependency to my mission.
in this mission I'm using 100% of the island (Altis) and different teams / groups will need to be broken up in communication between air/ground/infantry/armor/etc.
the vanilla voip limited just isn't cutting it. What do you all think about this in terms of user friendlyness?
People are going to go and join the server and go "Welp, this requires mods" and leave
plus, it does require teampseak connection to the other player's same teamspeak
we're talking about a scenario that could be playable up to about ~100 people easily.
so you'll need a public TS server besides the game server
idk, if you don't care about shrinking your audience in favour of fameplay, go for it
Not having TFAR is one main reason I don't play on public servers.
but us radio mod users are probably a minority of the total player base
all, is there a way to rotate a group of objects JOINTLY, i.e. not every one rotating on its own pivot?
i mean entering coordinates manually in Z in attributes
not by using shift+LMB
Not possible to drag and highlight them all, edit attributes, insert Z ###?
@modest oyster You don't need to host a Public TS server for your server. People can go on any server they want. Doesn't have to be yours
yes, but what's the point if you expect 100 players, and they're all spread over a dozen TS servers?
@sinful rampart Then why bother with TFAR? Pretty sure the point is so they use radios to talk to each other instead of using the ig voip
You can also tell them to collectively go to someone elses server. Was also not talking about the 100 people case. More about 10 people or so
I mean, I see him suggest a public TS. Which means a TS of sorts ยฏ_(ใ)_/ยฏ
Oh... oops
Is it possible to put waypoint on a drone?
I put move waypoint on a car drone and it doesnt move
What do you mean
So I can't
?
Sorry for asking
ok will try
Hmm
I can't group a soldier with a drone
I still don't understand
What do you mean with group when I can't group them
Or you mean team
Guys anyone knows how to put a waypoint on a drone
It doesn't work for me
I am making a Zeus mission and I dont want the AI to move. I have used "this disableAI "Move";" in the AI attributes in the Init section and they dont wonder away but they also cant turn around to shoot at enemies behind them. How cna I make the AI turn around while also making them not wonder?
disableAI "PATH"
Was wondering if anyone could tell me how to implement this idea, I'm clueless when it comes to scripts. making TVT where guys have to bring ammo box to a house. So I set up a trigger on the house with the activation field as "SideScore" call BIS_fnc_endMissionServer Is there a way to make it so that the "sidescore" is a BLUFOR Win??
What about precompiled and scheduled?
Something laying around unused in memory doesn't have a perf impact
Except you are out of Ram
And why don't you just #include one time stuff?
That has better perf as no call overhead
How would you even precompile it, if it's executed at mission start? There is no before the beginning.
Hey guys, I'm super new to all of this and joined here for some help, I was wondering if anyone knew any good ways to create a trigger when two players perform actions simultaneously, like if they both crouch for 10 seconds then an explosion goes off for example
2 of any players?
Ideally two specific characters
or could be two blufor
either will be fine in this instance
@whale that's the one.
If you don't need it to run scheduled call compile preprocessFileLineNumbers is cheaper as you don't spawn off another "thread" without the need for it. I think I just read that a couple days ago on VBS wiki even
Remember execVM is equal to spawn compile preprocessFileLineNumbers
when you are adding the ability to change daytime on a coop mission... should isGlobal be 1 or 0 for a JIP capable mission
this is on the mission loading screen.. not in the actual mission itself
{
title = "Time";
texts[] = {"Morning","Day","Evening","Night"};
values[] = {6,12,18,0};
default = 12;
function = "BIS_fnc_paramDaytime"; // (Optional) [[Functions_Library_(Arma_3)|Function]] [[call]]ed when player joins, selected value is passed as an argument
isGlobal = 1; // (Optional) 1 to execute script / function locally for every player who joins, 0 to do it only on server
};```
I'd make it global. It doesn't hurt.
Btw please post the code in Discord instead of screenshots of code
{
private _fnc_scriptNameParent = if (isNil '_fnc_scriptName') then {'BIS_fnc_paramDaytime'} else {_fnc_scriptName};
private _fnc_scriptName = 'BIS_fnc_paramDaytime';
scriptName _fnc_scriptName;
#line 1 "A3\functions_f\Params\fn_paramDaytime.sqf [BIS_fnc_paramDaytime]"
params [["_daytime", daytime]];
if !(_daytime isEqualType 0) then {_daytime = daytime};
private _date = date;
if (isServer) then
{
_date set [3, floor _daytime];
_date set [4, 0];
setDate _date;
};
_date}
Reading the doc of setDate, it seems to me that no matter what you do, using this function it will not work for clients not JIP.
lol.. great.. Im just "worried" that isGlobal = 1 may work on clients... but not the server. ie the AI still thinks its day
The function does nothing on clients.
So 0 or 1 for isGlobal, it will make no difference.
Regarding execution in the middle of a session, the post of MulleDK13 is not entirely true. If you don't change the year, you are perfectly fine when executing the command on the server only. However, the server does not sync the year. Hence, if you do change the year, you have to execute the command on the server, clients and JIP to account for the missing sync. e.g.
lol
is there an easy way to remove pointless dependencies in missions?
like, if I edit a tiny detail in a mission having ACRE2 installed
arma won't let me open the file again without that mod
and I have to manually remove it from the mission.sqm file and it's really annoying
can't arma just do that by itself?
Hahahaha.
is that a no? xD
Let me say it like this, you're not to first to ask.
err
there actally is
oh nvm
you're already editing the mission.sqm file
that's the only one i know of ๐
init.sqf doesn't hold afaik
initPlayerLocal same
They are scheduled so yes. There was some script that would hold though... Don't know which
Commy knows ๐ Probably
init.sqf is a hardcoded scheduled script instance, and initPlayerLocal is execVM'd from initFunctions.sqf
postInit scripts hold, but not on the server machine (additional loading bar on clients)
init.sqf and init.sqs are fire and forget. But they are simulated for 10ms first. Before they go into the normal scheduler.
is there a default postInit script? Or only CfgFunctions?
But they are simulated for 10ms first. Before they go into the normal scheduler.
er what does this mean in practice?
Nothing.
Well. the script might be done in the first frame if it get's done in under 10ms
otherwise it takes however long it takes with 3ms per frame
i see ๐ค
Hey guys, I'm trying to make a trigger condition that checks to see if a player can see an object. I want to make an explosion go off when the player looks at it. Think I need to use checkvisibility but not sure how
I am trying to set the texture of a VR object to something else (dirt/ground, for example) anyone know of any available list of default textures and where I might find the pbo to browse for myself?
I can't get respawns to work. I put down a respawn module, rename it respawn_west, set it to BLUFOR infantry, and I set in Multiplayer to respawn at a given position. I have 5 Playable characters, one as Player since it'd put me as a specator if I had no Player
Alright, but I found out the problem was I was in singleplayer oddly enough
OK so I know how to create Diary records and it'll show up on the map, but how do I set it to be under Briefing? Naming it Briefing just makes a duplicate.
What code are you using at the moment?
Alright x3 It's just in a different part of the tasks thing for now - everything else is working as intended and done
Even got an ellipse to only show up when one of the tasks is assigned
ctrl+B for briefing editor
make it against RoE to blow up buildings ๐
or make it impossible via edit terrain object module
Anybody have experience with ALiVE? got some issues...
im kinda assuming this is a mission maker question,but is there away to prevet a player from using autohover?
@true salmon #channel_invites_list ALiVE
thx again yo
Question, I'm trying to add explosives and mines on shelves as decoration. However even with Enable Simulation, and damage set to false. The AI and Player ID them as active and add a explosive marker on them. Is therre any way to disable that?
No option in the attribute tab for them sadly.
So far google is only bringing options to delete them based on script, or simply adjust the difficulty setting so it removes the marker.
can't you just download some models from the workshop? Also doesn't cup or ace add those objects under "things" in props?
I'm trying to keep all map objects vanilla for now, just incase we swap mods in and out.
How do I make an AddAction on a object trigger a task state change?
@prime dome That looks like what I want, need to work out how to use it in a trigger
Hey all, I'm using cursorObject==ObjectName to do a LOS check, is there any way I can limit that to a specific player rather than a specific side in the trigger?
Also can I show a crosshair for unarmed players?
with cursor object can I name a specifc player's cursor? At the mo, if the condition is fulfilled any player's cursor will then trigger the event.
Ideas on how to create a trigger that disables "truck1" and "truck2"'s engines when entering a trigger? I found this searching around but not exactly sure how to use it in this context? (vehicle player) getHitPointDamage "hitEngine";
{
_x setHitPointDamage ["HitEngine", 1];
} forEach thisList;
???
Anyone know why Ace Spectator settings arent working for me? I have the module down (not synced to anyone). I also have the Multiplayer setting for Respawn as "Switch To Spectator" with the normal Spectator option off and ACE spectator bubble is the only option selected. ACE Respawn module is not on. I'm lost, when you die you cannot go to spectator, you also cannot click respawn to go to spectator. Anyone have any ideas what I'm doing wrong?
The answer to the above question is that you apparently need to put down an ace respawn module regardless to respawn as spectator.
Noob question (as always) but I need to set ACE_maxWeightDrag in a mission file but I cant seem to get it to work. How would I go about setting this?
@sturdy dawn
//init.sqf
ACE_maxWeightDrag = 800;
facepalm Thanks ๐
Does the "Hide Terrain Objects" module have any positive or negative effects performance wise? Would using it to remove some structures help a mission's performance?
Positive effect in terms of removing objects, so less needed to be simulated/rendered.
Is it better than the map maker just not including those objects in the first place? Not sure, but doubt it.
Thanks!
saw a mission where it was used on half the map. massive desync and didnโt recover ๐
Hide terrain objects is good, when you not placing object were your removed objects
otherwise, this will decrease fps and increase desync
Good to know! thanks again
Can anyone point me in the right direction on how to work the animated Markers through Keyframe?
Trying to figure that out. The documentation doesn't really help.
anyone else had issues with disableChannels? i can't seem to get it to work regardless of using new or old syntax. (https://community.bistudio.com/wiki/Description.ext#disableChannels)
You can't disable the side channel at all, and you can't disable the global channel for the host.
No matter what you do.
Host and admin I mean.
i see, thanks
should i be able to disable vehicle and group channels by this method though?
Yes.
should both syntax work or just new?
I never tried the new one.
This is an alternative. Just put it into init.sqf or something.
https://community.bistudio.com/wiki/enableChannel
that seems to be more reliable, thank you
Hey could anyone help me and tell me why this isn't working? I get the error "timelinefile.sqf, line 3: Config: .: '0' encountered instead of ']' "
I used this in the timelinefile.sqf
_timeline =
[
[
0,
{
[markerSize "chapoiarea", markerPos "chapoiarea", 0, nil, true] spawn BIS_fnc_zoomOnArea;
[(getMissionLayerEntities "showatend") select 1, 0, true] spawn BIS_fnc_hideMarker;
sleep 0.5;
}
],
[
1.5,
{
["NME1",[5803.02,3105.32,0]] call BIS_fnc_moveMarker; ["NME1",(getMarkerPos "NME2"),2] call BIS_fnc_moveMarker;
}
],
[
3,
{
["FND1",[6478.21,4010.76,0]] call BIS_fnc_moveMarker; ["FND2",(getMarkerPos "NME2"),7] call BIS_fnc_moveMarker;
}
],
[
8.2,
{
[(getMissionLayerEntities "showatend") select 1, 0, true] spawn BIS_fnc_showMarker;
}
],
[ 12, {} ]
];
im here
soo this script makes it so 1 AI respawns to replace another killed AI, or for when players enter an area
im fine with either i just wanna know
right and 1 more thing, last time i used the editor was back in arma cold war assault and i've completely forgot the language for the script...
which parts of the script do i have to coustomize with my values and which ones do i copy/paste?
cause for all i can see there idk what i have to edit and what not