#arma3_scenario

1 messages ยท Page 26 of 1

worldly field
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@signal coral I'm surprised there's no mod that fixes the AI's problem of taking the fake cover when under fire or in combat mode.

ancient solar
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humans can be idiots, the AI just simulates that ๐Ÿ˜‰

ancient solar
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that is a really weird comparison

final ruin
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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

ancient solar
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๐Ÿ‘† Zeus

prime dome
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arma's native dynamic simulation can help too

final ruin
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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?)

prime dome
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yeah. not sure what you mean by add-on buildings, though

final ruin
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As in Cup buildings?

prime dome
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oh. yeah it should work

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any building with a building position defined in it

karmic glade
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what is performance with HIDE TERRAIN OBJECT module on clean map vs. removed all map objects ?

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any noticeable change ?

sinful rampart
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shouldn't be... The buildings essentially don't exist when you are out of range

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so it doesn't matter if a building doesn't exist or a invisible building doesn't exist

final ruin
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I'm familiar with DAC via forum posts but never worked with it

lucid dew
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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

prime dome
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you could just create the tasks later...

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randomly select the objectives based on an array of numbers

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and then pass each number through a switch statement

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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 ๐Ÿ˜„ (or idk, something like that)

river nymph
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yea no making hidden tasks using the new task framework

lucid dew
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Yeah Iโ€™ll go that route, cheers!

slender harbor
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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.

opal hound
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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?

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baby steps

drifting meadow
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paste from clipboard? ctrl+v

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into text editor

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point eyeballs at text editor.

opal hound
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Jeeze_oh_Pete. ๐Ÿ˜‹

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I just dont' know what I was doing wrong. I've been around long enough but somethign was not clicking.

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thanks

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gotsit

ancient solar
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@Bornasm#6954 I like that idea.

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you could try this playAction "Lying";

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or use the animation viewer to check for a better one

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the unconscious animations may also be worth a try

signal coral
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He wasnโ€™t telling the truth

opal hound
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@river nymph

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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

final ruin
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Has anybody encountered the issue with the GUI where the 'RSC Button OK/Cancel' Are invisible?

signal coral
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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.

sturdy pivot
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@final ruin do you have controls with idc 1 or 2 ?

ionic thorn
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@buoyant owl#6685 For Arma and within Arma (and in a non monetised way) is OK iirc.

buoyant owl
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Wrong person

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@ionic thorn

ionic thorn
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Sorry about that. Discord mobile is tagging incorrectly again

signal coral
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@ionic thorn wdym? ๐Ÿ˜• ๐Ÿค”

ionic thorn
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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.

sinful rampart
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@buoyant owl#6685 Definetly possible. Though AFAIK not easy and I never tried it.. So I also don't exactly know how

buoyant owl
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Quit pinging me you got thw wrong guy @sinful rampart

novel rune
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it's just discord bugging out. See how it botches the id?

sinful rampart
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It's Discord not me

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I literally can't do it right

buoyant owl
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however im 4187

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<.<

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actually

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ill make it easier

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ill change my name rofl

sinful rampart
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can you mention him?

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Or do you mention yourself when you try

buoyant owl
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@buoyant owl#6685

sinful rampart
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๐Ÿ˜„

buoyant owl
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hmm

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its mentioning myself

weak niche
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@signal coral

buoyant owl
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see he got it

sinful rampart
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๐Ÿ˜ฎ

weak niche
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Wait 2 sec

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And click his name

buoyant owl
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@signal coral

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ooo

sinful rampart
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Good to know

weak niche
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The thickness changes

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Now we are spamming him xD

novel rune
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@buoyant owl test

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@signal coral

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Sorry.

buoyant owl
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<.< second one worked XD

novel rune
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I tagged both to be maximum annoying.

buoyant owl
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๐Ÿ˜›

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since im here got a question anyways

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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

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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

sinful rampart
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I can recommend liberation kp_liberation

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that's why my group runs on public server

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but we run with ACE+RHS+CUP Terrains+TFAR
Which is.. somewhat vanilla ๐Ÿ˜„

buoyant owl
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noted

worldly field
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@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 ๐Ÿ˜„

buoyant owl
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XD

ionic thorn
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I second the Liberation recommendation

midnight obsidian
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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?

sour forum
high blaze
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Anyone here know how to remove bridges from an arma map? (malden 203x)

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There is a specific bridge that the AI don't like crossing and it's getting on my wick

midnight obsidian
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I know the mission voting, but Why Voted admin have the Zeus when owner setting #adminLogged in Game Master Module? @sour forum

fading wing
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@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

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hideObjectGlobal + nearestTerrainObjects i think

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test it out but i'm pretty sure you'll just fuck up the situation even more ๐Ÿ˜„

ionic thorn
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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)

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iirc Uro and Icebreakr were discussing why ai dislike certain bridges and it was due to placement.

karmic glade
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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?

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I am bit confused what is that "server only" tick in trigger means in terms on activation

torn river
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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

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what could be the cause of this? Is it even fixable ?

high blaze
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@fading wing @ionic thorn Thanks for the suggestions.

raven whale
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@karmic glade it means only the server runs the trigger

sour forum
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@midnight obsidian could just be an oversight on BI's side. Zeus has some really weird quirks

ashen moat
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hi everyone! I have a question here: what is the $PBOPREFIX$ for in an addon??

signal coral
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How to make a player=game logic please help

novel rune
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Define "game logic".

signal coral
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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

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a new team as in ''zeus''

novel rune
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Team as in Bluefor/OpFor/Indpendent/Civilian?

signal coral
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yes but in the old editor (2d) you had ''zeus''

novel rune
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There is still a zeus module. It's the same one in fact.

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It's either under F5 or F6.

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Where all the other modules are.

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"Game Master" it's called.

signal coral
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but i want it so i have all of the teams but i dont have to be on a team ( liket the offical sever)

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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

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XD ill keep doing what im doing here and just get back to me when ever ๐Ÿ˜ƒ

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i think i got with out YES

novel rune
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I can't follow you.

signal coral
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ok so

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let me just get my happyness out and umm.. ill just tell you in a sec

novel rune
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Oh, you mean the slot should be just a zeus and not playable?

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There's a playable object that does this. "Virtual Entity" or some name like that.

signal coral
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YES

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but i all ready got sorry

novel rune
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Good.

signal coral
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now i must make more stuff on steam and thank you GOOD BYE ๐Ÿ˜

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and umm.. if you dont get the joke yet see im no life XD

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how to make it so zeus have no respawns

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because i cant make it so other people can have respwans with out the zeus have a glich

sinful rampart
signal coral
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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?

sinful rampart
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stop attaching playable characters to things

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what are you attaching it to?

signal coral
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the truck @sinful rampart ๐Ÿ˜„

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/vehicle

sinful rampart
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if you attach something to something. The somethig you attached will become a mindless ductaped on brick

signal coral
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So no alternatives other than using attachTo then?

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if you really really need to stick a dude somewhere?

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and in the place where there s no seats

sinful rampart
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Guess so.. yeah

prime dome
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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.

astral bloom
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try BIS_fnc_fire

prime dome
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will do

prime dome
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@astral bloom thanks, although the issue seems to be that vehicle refuses to fire if set to CARELESS or SAFE

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So setting to aware worked

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but yeah fire seems broken...

prime dome
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okay, to make sure i'm not going mad...

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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

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But if i crew the gunner myself, the smoke rounds can reach the target too

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Any suggestions? Otherwise i'll file a bug report...

drifting meadow
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did you try commandArtilleryFire ?

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its better suited for artillery then fire

prime dome
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@drifting meadow yeah i tried both commandArtilleryFire and doArtilleryFire (i was using fire for something different, not firing artillery)

prime dome
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@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 ๐Ÿ˜ญ

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Surprised it didn't give me an error of some sort though

prime dome
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@signal coral OMG that was the problem, thanks so much โค

sinful rampart
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Someone should add that to the Wiki that they are case sensitive....... Please

wraith coyote
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@sinful rampart which command is it?

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assume its doArtilleryFire and commandArtilleryFire, note added to each.

prime dome
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๐Ÿ˜ฆ

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and yeah, inRangeOfArtillery is affected too, @wraith coyote

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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

wraith coyote
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updated

prime dome
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cheers^

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@ quiksilver thanks, will keep that handy

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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

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I think it's related to F3 doing stuff with AI skills, although not sure

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(to give you an idea of how frustrating it's been, i've actually thrown lightning bolts at helos for refusing to behave...)

prime dome
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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.

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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)

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I tried giving AH9-2 an extra waypoint, but it still disembarks infantry around WP1, then goes on to complete its waypoints.

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I disabled F3 setAISkill for all helos, and forced specific skill values too

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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...

drifting meadow
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yes, ^ "Quit to lobby, enabled AI for playableUnits, re-ran mission" your JIPing as local host?

prime dome
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JIP-ing as local host?

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i'm running on localhost, alone

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So it restarts the mission like that

drifting meadow
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doesn't work like that for my mission

prime dome
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what? of course it does

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your mission, sorry

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i dunno, maybe yours is set to being persistent or something

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noted the setWaypointStatements thing, will explore

drifting meadow
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persistant is a dedicated config attribute not local host

prime dome
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oh. i dunno then. It's always been like that for me...

drifting meadow
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are u resusing global waypoints?

prime dome
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i'm using editor waypoints

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which i assume are global, from past bad experiences (with taskPatrol running once per client...)

drifting meadow
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maybe delete all waypoints including the original wp, the one that is created where vehicle is created or use unique wps for each veh

prime dome
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i tried deleting all WP once, and all of them have unique waypoints (heck, even unique landing sites)

drifting meadow
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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..

prime dome
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alright will PM

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thanks a lot!

mild minnow
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Is there a way to have a mission link/load another mission?

sturdy pivot
raven whale
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what?

weak niche
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@humble tree explain it better please. What is Attack Objectives and stuff?

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Tasks?

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How are you defining them? Via module?

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PBO in mod or mission?

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Anything in the log files?

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C:\Users\%username%\AppData\Local\Arma 3

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RPT files are the log files

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I don't know the invade and annex stuff so idk how their stuff works so the PBO is nothing for me.

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if you disabled logs yes, but you can also get the server logs if its on a server those are more resourceful.

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also put the Log files on pastebin.

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did you enable them...?

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that's part of it, I can't even see the mission getting selected.

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can't you get the whole log file in once?

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can't see anything wrong there.

ionic thorn
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have you created a mission from scratch or have you edited someone elses?

weak niche
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Better ask them on their coms channel they will know more about it, I'm personally not familiar with their stuff.

limber blaze
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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?
novel rune
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Both work on windows.

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\ and /

limber blaze
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sure?

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I just tried / and it didn't work

novel rune
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Yes.

limber blaze
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but I'll try again

novel rune
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Then you made a mistake.

limber blaze
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okay, so with \ it works (as expected)

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aaaaand with /...

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nope

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nothing

novel rune
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Post it.

limber blaze
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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";
    };
};
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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

novel rune
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Change "music/glitterandgold.ogg" to "\music\glitterandgold.ogg".

limber blaze
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yes, that would work, I know that

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but only on windows

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even without the first \ it works

novel rune
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Have you tried what I posted on both? Because this is how it's done on the wiki.

limber blaze
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not this example, but with load screen images it doesn't work

novel rune
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The first char is important in deciding addon vs mission bath. "path"

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not this example
It's different for every config entry potentially.

limber blaze
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well thanks obama

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give me a second to try

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first \

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nope

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doesn't work

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/ next

sinful rampart
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@limber blaze It is always the same \ Doesn't change on Linux

limber blaze
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it doesn't work though

sinful rampart
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Inside PBO's it's always \

novel rune
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You need the leading slash too. 100%.

sinful rampart
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what exactly doesn't work?

limber blaze
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ah sorry, forgot the leading slash version

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I should test that before /

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okay so this time it's \folder\name

sinful rampart
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The Arma internal filesystem is exactly that. A seperate filesystem. It doesn't care what OS it's on. It's always the same

limber blaze
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I sure hope so

sinful rampart
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unless you enable filePatching.. Which will 98% crash your game on Linux

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Unless you know exactly what you are doing.

novel rune
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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.

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All depends on the class and entry.

sinful rampart
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I dunno ยฏ_(ใƒ„)_/ยฏ

limber blaze
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\folder\file works

sinful rampart
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You asking for #Intercept to hack into the filesystem and make it consistent?

limber blaze
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thanks so far for the help

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now, any idea about getting it to appear in the zeus music module?

novel rune
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I think zeus is all hardcoded and even editing with a mod is difficult.

limber blaze
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there's a tutorial for adding music in a mod

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it's literally just what I posted above

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but apparently that doesn't work in a description.ext

novel rune
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I remember waypoints adding was pretty much impossible. Not feasible with a mod.

limber blaze
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๐Ÿ˜ญ

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nothing works

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Guess I'll just make an addon then

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no idea how that works though

prime dome
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well the really awkward workaround you could use is, make a trigger/script dependent on a variable that zeus/admin can set via debug

keen skiff
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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 ?

sinful rampart
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looks.... good..

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What variable name are you using to call that?

keen skiff
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remoteexec ["ctf_fn_outro"];

sinful rampart
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fnc*

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not fn

keen skiff
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but my file is called fn_outro.sqf

sinful rampart
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yes.. and?

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fnc I said

keen skiff
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oh so it's not related

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Rgr sarg

sinful rampart
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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

keen skiff
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copy that

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strang it didn't show any error

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ingame

sinful rampart
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It probably did in RPT

keen skiff
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woop woop it works ! promise one day i'll learn to read ok ?

empty pewter
#

Hey, I am looking for a way to add random injuries to some AI using ACE medical, any ideas or scripts out there?

limber blaze
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@prime dome For that I can just use playmusic

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another idea I had was make a trigger somewhere away from the action

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like 5 meters in radius

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and have it play different music when you place a soldier of the different sides into it

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like action song for opfor unit, something calm for a civilian, etc.

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but having too much music packed with the scenario would make the mission take too long to download

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so in the end an addon is probably the best option anyway

prime dome
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@limber blaze yeah, I assumed you wanted Zeus to be able to trigger it

prime dome
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What does that even mean? ๐Ÿ˜ƒ

novel rune
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poop on the floor

prime dome
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๐Ÿ˜‚

final ruin
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@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.

final ruin
#

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.

timber palm
#

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.

burnt ingot
#

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

lucid dew
#

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

weak niche
#

@burnt ingot make sure the server.cfg is setup correctly with the max players. And are you loading the mission on server start?

burnt ingot
#

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

weak niche
#

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

burnt ingot
#

i then see an Error loading mission

#

but i havent touched said files

weak niche
#

what does the error say?

burnt ingot
#

they worked fine a while ago

#

error loading mission

weak niche
#

only that?

burnt ingot
#

its flickering black/lobby

#

yea

weak niche
#

check the log file of the server

burnt ingot
#

steamapi.dll failed to initialize. steam wont be accessible

weak niche
#

shouldn't be the problem

#

read more below it

burnt ingot
#

theres nothing below

weak niche
#

you looking into the rpt file?

burnt ingot
#

yes

weak niche
#

it should show more than just that

burnt ingot
#

[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

weak niche
#

rpt doesn't log the date... that's not the rpt log

burnt ingot
#

all other logs are flawless

#

i know

#

its the configstore

#

not sure if relevent

#

rpt doesnt error me

weak niche
#

well if it tells you a error when selecting the mission it should at least error that.

#

you got disablelogs on or something?

#

-nologs *

burnt ingot
#

nope

#

ill try to connect again let it run for even longer

weak niche
#

it not the loading its the mission that has something wrong in it.

#

You using mods in the mission?

burnt ingot
#

one mod is setup

#

@uncut lichen

#

rofl

#

fuck sorry

#

@ athena is setup

#

no space

weak niche
#

ye understand, is it also loaded on the server?

burnt ingot
#

uploaded ? or working ingame ? i wouldnt know the 2nd

#

yes to the first

weak niche
#

k....

#

yea, not sure why your logs are that short.... could you show me the command line used to launch the server?

burnt ingot
#

hold on , my rpt is starting to roll down

#

thats good right

weak niche
#

yea

#

if it shows more than before its better than before xD

burnt ingot
#

this is all it spits out

weak niche
#

k thats the logs i'm looking for

burnt ingot
#

the ATM drop ive removed, guessi messed up

weak niche
#

It's running now?

#

the mission*

burnt ingot
#

no i mean

#

the atm script

#

its non existent

#

its still waiting at 0 players

#

cant load

weak niche
#

k

#

show me the line of the cannot play/edit this mission.

#

looks like you missing something

burnt ingot
#

dependt on downloadable content that has been deleted

#

blastcore and cba

weak niche
#

๐Ÿคฆ Yea server not running those 2...

burnt ingot
#

i never told em to ?

#

is it inherent to the way the pbo is made ?

weak niche
#

well if you make a mission with mods loaded it can automatically add them to the mission.

burnt ingot
#

aww yikes

weak niche
#

even when you don't use anything from it.

burnt ingot
#

i run a standard set for pub servers ....

#

mustve been that

#

so cba and blastcore serverside and voila ?

weak niche
#

yes or remove them from the mission if they are 100% not used

burnt ingot
#

now that idk how to do ;p

weak niche
#

if you want to stay vanilla

burnt ingot
#

load vanilla

#

load scenario

#

save

#

?

weak niche
#

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

burnt ingot
#

in what file would i find those entries

weak niche
#

mission.sqm

burnt ingot
#

imma try sec

#

now it wont even load in scenario editor xd

#

wthhhh

burnt ingot
#

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

desert fossil
#

Is there a way to make AI vehicle engage a distant position for some flavor background action

timber palm
#

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.

timber palm
#

Ah that was just what I was looking for @novel rune . Thank you

novel rune
#

There's a table below explaining stuff.

edgy hinge
#

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

novel rune
#

Is this from a mod?

#

@edgy hinge ^

edgy hinge
#

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

novel rune
#

So this error happens in MP?

edgy hinge
#

yeah

novel rune
#

On your client, right?

edgy hinge
#

oddly my old one works with identical mods and identical params barring directories

#

it's serverside

novel rune
#

So your client does not have the mod?

edgy hinge
#

spams 19:04:14 Warning Message: No entry 'bin\config.bin/CfgMarkers.BH_Base_Icon' in console with -autoInit

#

Client & Server have the mod

novel rune
#

But in SP there is no error?

edgy hinge
#

I'm going to check startup params for a syntax error

#

nah no errors

novel rune
#

I think the mod is not running on the server. Check the server RPT.

edgy hinge
#

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

novel rune
#

OK. Otherwise upload client and server RPT on pastebin.

edgy hinge
#

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

novel rune
#

On server?

edgy hinge
#

yeah lol

novel rune
#

shrug

#

Sounded to me like the mod wasn't running on the server.

#

Maybe works after restart.

edgy hinge
#

yeah, I think it was just that PBO

karmic lynx
#

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

humble tree
#

just wondering is it possible to add friendly AI in game as in like in guard towers and stuff around the base for MP?

karmic lynx
#

yes?

humble tree
#

do i just add them and make them not playable?

karmic lynx
#

yep.

humble tree
#

sweet, will they do anything if sim is enabled or just stand there

karmic lynx
#

if sim is enabled yeah

#

they won't move unless you give them waypoints

#

or orders of some kind

humble tree
#

how do i do that?

karmic lynx
#

Top right

#

F4

#

waypoints

humble tree
#

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?

karmic lynx
#

yep

#

make sure to place a cycle waypoint

#

it'll cycle between waypoints

humble tree
#

oh this is so cool

karmic lynx
#

yep

plain void
#

ANy Zeus missons up or anything og the sort

ionic thorn
vital flume
#

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 ๐Ÿ˜„

novel rune
#

Many modules do not support MP.

spark tusk
#

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?

sinful rampart
#

Nowhere really..

#

trial and error mostly. If something syncs

spark tusk
#

wonderful

sinful rampart
#

ยฏ_(ใƒ„)_/ยฏ

spark tusk
#

so one is basically blind in seeking the ways to optimize MP traffic?

sinful rampart
#

yes

#

you can enable net logs. But the types of network messages have been obfuscated to keep hackers away from messing with them

spark tusk
#

xDDD so

sinful rampart
#

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

spark tusk
#

well
basically the Intercept networking will be the best way t sync custom assets once developed

sinful rampart
#

Guess so yeah. Intercept networking is fully open so you can add all the monitoring you want

spark tusk
#

there's a hook for listening for PV sending?

sinful rampart
#

no

#

I should maybe finish intercept networking.... Didn't do anything on that for over 2 weeks ^^

karmic lynx
#

@signal coral look in the zeus module lol, switch from include official content to user or custom content in the zeus module

novel rune
#

From my experience, the option in the Zeus module breaks when some modules are placed.

karmic lynx
#

Which?

novel rune
#
//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.

karmic lynx
#

Yep

novel rune
#

Which?
Every that does use activateAddons.

karmic lynx
#

Hmmm. I see. Interesting.

novel rune
#

My only explanation why trying out all settings didn't work for them.

karmic lynx
#

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

novel rune
#

init.sqf

#

Like the comment in the first line says.

desert fossil
#

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

clever acorn
#

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.

humble tree
#

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

humble tree
#

sometimes they show up on the respawn map correctly names sometimes they dont

opal hound
#

I thought that when you // a line (it turns green) that line is longer used. Is that true?

true meadow
#

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.

sinful rampart
#

@true meadow No double posting

craggy siren
#

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

karmic lynx
#

@craggy siren i like the concept, splinter cell based. One of my favourite games

craggy siren
#

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.

karmic lynx
#

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

craggy siren
#

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.

karmic lynx
#

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

craggy siren
#

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.

karmic lynx
#

Yep. That sounds pretty cool, i'll make sure to check it out this evening.

craggy siren
#

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"

karmic lynx
#

Awesome, can't wait. Yep, that can be fixed pretty easily via script.

craggy siren
#

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.

karmic lynx
#

Yep. I will comment on there if i find anything out of the ordinary

craggy siren
#

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.

karmic lynx
#

Lol, that's a locality issue. Not taking effect for all players, just the player that is throwing the emp

craggy siren
#

Yeah, I realized that, but it was still funny nonetheless haha.

karmic lynx
#

Lol

storm geode
#

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?

karmic lynx
#

@storm geode I would link you to the task overhaul biki page. But uhhh...biki has been down for updates for 2 days now

storm geode
#

heh gotcha.

ionic thorn
#

Tasks seem quite convoluted now

karmic lynx
#

depends on who you're asking I guess, for some it does more than they need

#

for some it doesn't

river nymph
#

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.

raven whale
#

@storm geode tasks are still a mess. you can keep using shukoโ€™s (a3 version)

#

briefing is just createDiaryRecord from initPlayerLocal

storm geode
#

oh there is arma3 version of taskmaster, ok will look it up, thanks.

ionic thorn
#

As in Official from Bohemia? No. Official from Sa-Matra, Yes.

signal coral
#

but official BI servers host KOTH afaik

sinful rampart
#

Yes. To gather performance data because many people play KOTH

ionic thorn
#

To quote Dwarden โ€œ one doesn't , only BI servers are official default Arma 3 servers and that's it ...โ€

#

Not the missions on them.

karmic lynx
#

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

karmic lynx
#

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

karmic lynx
#

@signal coral That is how the KOTH team has done it forever.

coarse vessel
#

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

storm geode
karmic lynx
#

@storm geode No, it's been on stable for a long time

#

and what would that be quiksilver?

storm geode
#

ok thanks. someone ought to remove that "in dev branch' text from the page then.

karmic lynx
#

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 ๐Ÿ™„

#

Yep

#

changed it

#

Engine implantation is almost done, although some aspects and behavior details can change depending on feedback. hahah ๐Ÿ˜‚

#

Implantation

storm geode
#

thank you Midnight

karmic lynx
#

Yep sure thing

timber palm
#

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

novel rune
#
tank setDamage [1, false];
timber palm
#

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?

novel rune
#
tank setVariable ["ace_cookoff_enable", false];
#

Before destroying it.

clever acorn
#

What's the best way around waypoints activation not working on Headless Clients?

sturdy dawn
#

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?

wraith coyote
#

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.

sturdy dawn
#

Was thinking that, but I do rememver some issues initialy.

#

Thats was 2+ years ago tho

sinful rampart
#

@wraith coyote Modules are SQF scripts...

wraith coyote
#

i know

#

but they have added overhead because of the fluffy UI and crap

#

more work required to do the same thing

sinful rampart
#

It is actually worse than having the exact same SQF script without the module

wraith coyote
#

yes

sinful rampart
#

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.

wraith coyote
#

the notion that it takes off a bunch of frames is nonsense tho lol, the impact is negligible.

sinful rampart
#

And the SQF script being made by BI is probably not as optimized as it could be

novel rune
#

Counterpoint: Everything in the game individually has a negligible impact on performance.

craggy siren
novel rune
sinful rampart
#

@Quiksilver#5042 0.001ms is 1 microsecond... You can get 2 microseconds improvement by removing a single script command call.

sinful rampart
#

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 ๐Ÿ˜„ But I just have to correct you ๐Ÿ˜„

karmic lynx
#

Wait a didly dang sec, i thought duration was the best thing to have? ๐Ÿ˜‰

sinful rampart
#

triggered

novel rune
#

Objectively wrong.

sinful rampart
#

@signal coral I'm building a script Profiler right now. Don't you complain about my OCD

sinful rampart
#

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

sinful rampart
#

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

craggy siren
#

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

sinful rampart
#

Does the client out of focus have less fps? I guess yes.

craggy siren
#

Yeah, I'm guessing so.

vivid veldt
#

is it possible for a client of a server to ignore part of the pbo's code / completely ignore a statement as such?

raven whale
#

yes?

#

you might wanna expand on the question

balmy axle
#

nul = execVM "Start.sqf"; any idea why this doesnt work?

#

Hang on , my coding was too good and made all triggers disabled ๐Ÿ˜„ sorry guys

vivid veldt
#

@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
raven whale
#

itโ€™s not marked on the wiki but I can presume itโ€™s local so server doesnโ€™t matter here

#

so the only way around it is if something enables it again / they can execute code / youโ€™re not checking signatures

upper flare
#

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.

karmic lynx
#

@upper flare try animateSource instead

upper flare
#

i am a muppet .. there is animate beacons checkbox under customization ๐Ÿคฆ

#

anyhow animatesource did not work

#

checkbox however worked fine

karmic lynx
#

Are you running some sort of mod?

upper flare
#

3den enhanced

karmic lynx
#

Because that certainly isn't in the base game

#

Wow, cheap

upper flare
#

yea

#

i would like to know how to do this properly tho

karmic lynx
#

Biki has plenty for starters

upper flare
#

thank you

eternal remnant
#

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?

sinful rampart
#

Discussion about anything related to Mission.
Copy-pasted doubleposted question != Discussion.

clever acorn
#

Smart arse comment !=answer either...

sinful rampart
#

#rules. Can only recommend reading.

clever acorn
#

Why not go back to boring the script channel with your insane ego and leave us mere mortals to figure out the basics ourselves.

sinful rampart
#

ok?

ionic thorn
#

@Reddog#2890 Itโ€™s called โ€œcommunity policingโ€. Itโ€™s because of users multi-posting, using TTS, abusing the Here and Everyone @โ€˜s , inappropriate embedded images, etc. that result in rule abiding users not having features they want.
Iโ€™m sure youโ€™d much rather prefer users that have been โ€œaround the block once or twiceโ€ remind you of the #rules then have ME remove you for violating them.

sinful rampart
#

bring them back because they are needed or else people will die?

#

your players may not care about people dying tho ๐Ÿ˜„

karmic lynx
#

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

clever acorn
#

@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.

ionic thorn
#

As one of the moderators, That is my prerogative. Had I seen that post before others did, Iโ€™d have removed the user.

#

There are channel descriptions and rules, yet they choose not to read them.

clever acorn
#

Bear in mind that we aren't all IT savvy.

#

I'm just figuring out discord myself

north turtle
#

@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

sinful rampart
#

You don't need to be IT savvy to read the rules.

clever acorn
#

As far as I can see it seems to be one or two people's personal blog

ionic thorn
#

And if youโ€™re not IT savvy, you can #arma3_questions .. itโ€™s aptly titled

clever acorn
#

It took me some time to figure out where the pinned messages were for example.

sinful rampart
#

I even don't know it now

#

I have to search everytime

ionic thorn
#

Hint: itโ€™s under pinned messages (on mobile)

clever acorn
#

Anyway. I've said my piece.

north turtle
#

lmao they look pretty hopeless tbh

sinful rampart
#

generic medical supplies.. Bandages and stuff.

#

Water never hurts tho

clever acorn
#

Are you using ACE @signal coral ?

#

Shame. Plenty of med stuff there.

ionic thorn
#

Dying or in need of treatment?

clever acorn
#

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

ionic thorn
#

IVs, saline, bandages.

north turtle
#

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

ionic thorn
#

There are no โ€œmedicationsโ€ 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. โ€œIf you can hear my voice and can walk, come towards meโ€ those are โ€œgreenโ€, you donโ€™t need to treat them.

#

Of the others (depending on the numbers) if theyโ€™re not breathing and a deposition of the airway doesnโ€™t change that, theyโ€™re โ€œBlackโ€

#

Yeah. you could call it โ€œstabiliseโ€ & โ€œadvanced first aidโ€

#

Have them do the โ€œhealโ€ animation a few times or something, lol

#

Might be interesting to put various โ€œtimersโ€ 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.

signal coral
#

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;

robust tiger
#

@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

karmic glade
#

maybe problem is that " ; " on the end if he put it in trigger condition

timber palm
#

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

signal coral
#

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.

cerulean sage
#

@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

signal coral
#

I tried that but then when logging in the lobby there are no roles to select.

novel rune
#

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.

signal coral
#

Weird thing is that it never happened before

sinful rampart
#

@signal coral There is a serverside version of JSRS afaik.

novel rune
#

It's not weird. You just did add the weapons to any units or ammo boxes that are modified by JSRS.

signal coral
#

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

#

?

novel rune
#

Is there a way to make a server kind of skip addons check?
Not of the mission, no.

signal coral
#

What about serverwise

#

I mean

#

I was in a clan that somehow their mission/server was ignoring addons like JSRS.

sinful rampart
#

You can create fake addons

novel rune
#

Don't make the missions with JSRS running.

sinful rampart
#

Do the groups still join?

#

But the problem is that the leader changes?

prime dome
#

@clever acorn waypoint activations should work fine on headless clients, afaik

sinful rampart
#

GROUP setLeader UNIT

#

you can store the previous leader. then joint he groups. then set the leader back

worldly gyro
#

I apologize if this is the wrong channel, but can someone tell me what ace acex does?

karmic lynx
#

@worldly gyro extra stuff that didn't really belong in ace, like the sitting module, headless client, etc.

worldly gyro
#

Thank you

clever acorn
#

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?

clever acorn
#

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.

signal coral
#

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

clever acorn
#

Because they're probably crouched and also carrying 40kg.

#

ACE is a bit brutal like that

signal coral
#

@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?

wanton raft
#

@signal coral ACE has both scripting commands and Eden Modules to change those settings to be harder or easier on you.

timber palm
#

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};
};
};

sinful rampart
#

where is the music file?

#

in your mission pbo?

timber palm
#

In my mission folder, in the "Music" folder

sinful rampart
#

I think in that case you don't want a leading backslash

timber palm
#

I just tried that and it still doesn't seem to be picking it up

limber blaze
#

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?

limber blaze
#

thanks ๐Ÿ˜ƒ

raven whale
#

owner is server exec, doing it anywhere but the server will be inaccurate

hasty sigil
#

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

prime dome
#

if you're talking about the Alpha 1-1 stuff then you can't

#

I think the mod called CBA allows it, though

hasty sigil
#

Community based add ons

#

?

#

You would think that a feature in the editor satmying you can only that you actually cant would be fixed

novel rune
#

Yes you would. But it isn't.

hasty sigil
#

how do you use CBA then

#

I dont see a kodule for it in the editor

sinful rampart
#

I already answered you in #arma3_editor. Would you please stop switching between channels the whole time and ignoring answers in the other channel?

hasty sigil
#

you haven't explained anything

#

thanks fam

lunar frigate
#

If a Zeus spawns a unit is the locality of the unit Zeus machine or still on the dedicated server?

sinful rampart
#

zeus machine

lunar frigate
#

Thanks dedmen, that's what I thought, wanted to make sure.

hasty sigil
#

Anyone here good with alive?

ionic thorn
gray tree
#

@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

signal coral
#

@gray tree What's that?

gray tree
#

pm

upper solstice
#

amphetamines

oak sage
#

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?

limber blaze
#

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

prime dome
#

Did I dream this?
No, it was something on twitter or one of the sitreps i think

#

Didn't ever check it out though

oak sage
#

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

dry whale
drifting meadow
#

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..

raven whale
#

wasnโ€™t the original insurgency about destroying 10 caches

drifting meadow
#

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.

feral pine
#

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?

clever acorn
#

place the AI you want. Set slider for damage to 1. Dead bodies...

feral pine
#

Thanks @clever acorn but can you also pose them and if so how?

clever acorn
#

Don't think you can rag doll them into positions but I'm no expert on anything tbh

fading jay
#

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

feral pine
#

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?

novel rune
#

Look up the animation in the animations viewer. Then use switchMove or something.

buoyant cobalt
#

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?

buoyant cobalt
#

nvm i got it

ionic thorn
#

Always beneficial to share what solved it

wraith coyote
#

likely had the modules hooked up wrong

timber palm
#

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)

buoyant cobalt
#

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

ionic thorn
#

๐Ÿ‘๐Ÿป

buoyant cobalt
#

So in retrospective this is more of a server admin then a mission maker issue. Oh well

opaque fiber
#

is there a way to check how many building positions a building has?

karmic lynx
#

@opaque fiber

private _bp = count (_building  buildingPositions -1);
inland sundial
#

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

karmic lynx
#

@inland sundial It's a part of the model

inland sundial
#

wait so whats the class name then ?

#

because the 2 above i have attempted to spawn and it hasnt worked

karmic lynx
#

not sure, don't have arma open right now

inland sundial
#

nvm

#

was looking in the wrong area found it called "CraterLong" "Crater" "CraterLong_small"

karmic lynx
#

nice

karmic lynx
#

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.

modest oyster
#

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

ornate lagoon
#

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

noble radish
#

Not possible to drag and highlight them all, edit attributes, insert Z ###?

prime dome
#

It should be, if you mark the checkbox

#

Unless BI's tied rotation with position...

sinful rampart
#

@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

modest oyster
#

yes, but what's the point if you expect 100 players, and they're all spread over a dozen TS servers?

noble radish
#

@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

sinful rampart
#

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

noble radish
#

I mean, I see him suggest a public TS. Which means a TS of sorts ยฏ_(ใƒ„)_/ยฏ

sinful rampart
#

Oh... oops

fallow moth
#

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

fickle lily
#

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?

opaque fiber
#

disableAI "PATH"

worldly gyro
#

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??

sinful rampart
#

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

novel rune
#

How would you even precompile it, if it's executed at mission start? There is no before the beginning.

broken basalt
#

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

novel rune
#

2 of any players?

broken basalt
#

Ideally two specific characters

#

or could be two blufor

#

either will be fine in this instance

broken basalt
#

@whale that's the one.

sinful rampart
#

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

violet helm
#

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
    };```
sinful rampart
#

I'd make it global. It doesn't hurt.
Btw please post the code in Discord instead of screenshots of code

novel rune
#
{
    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.

violet helm
#

lol.. great.. Im just "worried" that isGlobal = 1 may work on clients... but not the server. ie the AI still thinks its day

novel rune
#

The function does nothing on clients.

#

So 0 or 1 for isGlobal, it will make no difference.

violet helm
#

ha ha

#

ok

#

gotcha

novel rune
#

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

limber blaze
#

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?

novel rune
#

Hahahaha.

limber blaze
#

is that a no? xD

novel rune
#

Let me say it like this, you're not to first to ask.

limber blaze
#

is there an external tool that does that?

#

yay ๐Ÿ˜

prime dome
#

err

#

there actally is

#

oh nvm

#

you're already editing the mission.sqm file

#

that's the only one i know of ๐Ÿ˜…

sinful rampart
#

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 ๐Ÿ˜‰ Probably

novel rune
#

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)

sinful rampart
#

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?

prime dome
#

But they are simulated for 10ms first. Before they go into the normal scheduler.
er what does this mean in practice?

sinful rampart
#

Nothing.

prime dome
#

oh okay

#

wasn't sure what the 10ms simulation implied

sinful rampart
#

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

prime dome
#

i see ๐Ÿค”

broken basalt
#

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

prime dome
#

or related commands

opaque fiber
#

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?

tired socket
#

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

tired socket
#

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.

prime dome
#

What code are you using at the moment?

tired socket
#

I was using the drop down editor

#

~<

prime dome
#

oh uh.

#

Dunno how that works ๐Ÿ˜„

tired socket
#

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

opaque fiber
#

ctrl+B for briefing editor

prime dome
#

make it against RoE to blow up buildings ๐Ÿ˜›

#

or make it impossible via edit terrain object module

true salmon
#

Anybody have experience with ALiVE? got some issues...

tight delta
#

im kinda assuming this is a mission maker question,but is there away to prevet a player from using autohover?

sinful rampart
tight delta
#

thx again yo

sharp axle
#

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?

sharp axle
#

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.

keen badger
#

can't you just download some models from the workshop? Also doesn't cup or ace add those objects under "things" in props?

sharp axle
#

I'm trying to keep all map objects vanilla for now, just incase we swap mods in and out.

keen badger
#

How do I make an AddAction on a object trigger a task state change?

broken basalt
#

@prime dome That looks like what I want, need to work out how to use it in a trigger

broken basalt
#

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?

broken basalt
#

Also can I show a crosshair for unarmed players?

broken basalt
#

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.

stiff lantern
#

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";

novel rune
#
{
    _x setHitPointDamage ["HitEngine", 1];
} forEach thisList;

???

stiff lantern
#

I'll give that a try

#

Got it to work, thanks!

worldly gyro
#

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?

worldly gyro
#

The answer to the above question is that you apparently need to put down an ace respawn module regardless to respawn as spectator.

sturdy dawn
#

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?

novel rune
#

@sturdy dawn

//init.sqf
ACE_maxWeightDrag = 800;
sturdy dawn
#

facepalm Thanks ๐Ÿ˜ƒ

stiff lantern
#

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?

dry whale
#

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.

stiff lantern
#

Thanks!

raven whale
#

saw a mission where it was used on half the map. massive desync and didnโ€™t recover ๐Ÿ˜„

golden briar
#

Hide terrain objects is good, when you not placing object were your removed objects

#

otherwise, this will decrease fps and increase desync

stiff lantern
#

Good to know! thanks again

worldly gyro
#

Can anyone point me in the right direction on how to work the animated Markers through Keyframe?

buoyant vault
#

Trying to figure that out. The documentation doesn't really help.

foggy widget
novel rune
#

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.

foggy widget
#

i see, thanks

#

should i be able to disable vehicle and group channels by this method though?

novel rune
#

Yes.

foggy widget
#

should both syntax work or just new?

novel rune
#

I never tried the new one.

foggy widget
#

that seems to be more reliable, thank you

worldly gyro
#

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,   {} ]
];
safe spire
#

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