#arma3_scenario
1 messages · Page 27 of 1
what about O_G_Soldier_f? theres lite and theres regular, also what name do i use for say an AAF rifleman... im pretty sure just typing "rifleman" will not work
ah okay
whats the default combat mode?
green?
white?
i always thought behavior was enough
@opaque fiber Yup, "Aware" is default.
my zeus shows me only vanilla faction and the british forces, bu i have several other factions in the editor too. what am i doing wrong?
Is there anyone willing to help a starting Takistan Life community with their mission?
If so, @ me or PM me
Hey guys be advised with the new patch, I believe all triggers default to being server side only. It's just a check box, but it didn't used to be like that. So make sure you adjust it accordingly for hints and local stuff.
Anyone have luck with the new Keyframe modules yet?
Played around with them but havent got very far lol
What does it do?
@dusky junco Post in #creators_recruiting for that, just a tip: Life communities are recycle and repeat, do something new. Lifer communities are also not very well accepted here.
Speak for yourself.
@novel rune What I was trying to imply was: Hey, don't do another lifer recycle, in that I am saying now lifer communities shouldn't post here at all. I don't support them at all.
that, they should start something of their own creation
just like Tonic did
Whilst I don't agree with the majority of Lifers, I do think that as long as they are not improperly monetising nor ripping off mod / model makers, they should share a place at the table.
hey guys, not sure if this is the right place, but you know Dynamic Recon Ops? How would I remove the random supply box?
Im interested in starting a community because I personally enjoy life mods, So i want a place for people who share the same passion to play
Discovers that the Tac-ops adds in ambient Civilians modules for mission making into the game
"Effing ay, I'll be able to reduce the Unit mod pack by a few mods now. Sweet"
Places module and reads the descriptions and settings
"Nice. Nice. This is really good."
Reads Not active for Multiplayer Senarios In description and flips keyboard
"BI. Why you do dis?"
Has anyone had a look at the function for that module yet to see why Its not MP compatible?
Other than the fact the first line is if (isNull player || isMultiplayer) exitWith {};
I wouldn't know how. But if we could get it to work in multiplayer, I know 3 mods I can pull out of my mod pack
Who else just wants Arma to let you load a Mission from the main menu, instead of having to launch the editor on a blank map, and then load the mission.
Export your mission to SP and select it from "Play Scenario".
This IS from main menu.
Or launch it directly via start parameter without even going into the main menu
Also possible.
I mean, like load mission into editor.
Like, launch arma, load mission for editing instead of picking an empty map, then loading mission.
Export your mission to SP and select it from "Play Scenario" located in the main menu
When I'm working on a project I set the launch parameter to just load what I'm working on by default
it's somewhere in the launcher, you locate the sqm, and then it goes straight to editor when launching
So can anybody help me with an init line for adding ACE Spare wheels or tracks to vehicles in Eden? I want to add them to the cargo of some HEMTT repair trucks, but I don't quite get it... I'm using
this addItemCargoGlobal [ACE_wheel, 2];
In the init for the vehicle, but no dice
hey guys anybody already knows how to work this out right ? https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation
Cana nyone tell me how to open the single player camapain mission sin the editor plz?
Thx dedmen
how do you get a task to compete after an amount of time
does anyone have something handy that i could use to add smoke on a few random buildings in an area?
would like to burn things a little
should be permanent until deleted...
smoke module ?
by script i mean.
works now its more the problem, that the damn thing seems to recognize all sorts of stuff as buildings except buildingts
you can set some smoke modules and set presence probability to 25%/50% what ever fits your needs
if it has to be by script, you can probably use the function called by the smoke module
if(random 100 > 50) then
{
"SmokeShell" createVehicle [0,0,0];
}:
so something like that?
a3\modules_f\effects\functions\fn_moduleeffectssmoke.sqf
Don't use a function just to create a smoke shell
this function actually uses particle emitter
sure, the function can't be called directly, it was more to show how it's done in smoke module
Yeah but the smoke module is just meant for the editor, which the modules are going to be far slower than script
I take that back, I don't necessarily know if they are significantly slower, but I would definitely say that there is more to consider than the module just executing the function
The modules aren't very practical for placing these smokes. The same could be done with just a moveable game logic and finding the position of the game logic
i didn't say he must use module, i just wanted to say, if you want to do it by script, take a look to what's behind smoke module since it has color and size params
would take few minutes to copy the code and adapt it
Yeah, but that could be easily done in script, withought having to copy old methods
params["_color"];
{
if(_color find _x != -1) then
{
hintSilent format["Color %1",_x];
true
};
} count ["red","green","blue","orange"];
Something like that
Well, the _color param would have to be - > "SmokeShellBlue" or something like that, could do it in inverse
Hi could anyone help m,e with a problem im having with editing the sway in initPlayerlocal, I put Player setCustomAimCoef 0.1; player addEventHandler ['Respawn'.{player setCustomAimCoef 0.1,}]; but the problem im having when i paste this in it works but for some reason it stops the jump script that I have
Syntax error, replace . with , and remove that last ,
Sorry that was a mistake, I meantPlayer setCustomAimCoef 0.1; player addEventHandler ['Respawn',{player setCustomAimCoef 0.1;}];
The sway is lowered but the jump.sqf does not work
Check RPT for other errors and enable -showScriptErrors
I already checked the RPT, would it be with where I am placing it maybe? I'm completely new to this so
how would I create a campaign out of multiple mission files
There's another Nitro here
is ACE broken for anyone else?
i cant test anything in the eden editor
keep getting missing .dlls
Battleye?
i should turn off battleye?
It is probably blocking the dll's
would "(west countSide thislist) > (east countSide thislist)" work for making a trigger that activates if blufor outnumbers opfor?
Yeah it should
does anyone know how to make site modules reset? Deactivating them when player is far away would also be cool
i'm trying to make a mission for exploring and going where you want and i'd like to deactivate and activate sites at will
you could try using Dynamic Simulation maybe?
that doesn't work with sites though
but i guess it would let me place a LOT of unit groups and make them respawn in one fashion or other instead with DS?
i've done virtually no mission making in a3.. just doing terrains and not even playing much since a2.. none of my a2 methods ands scripts work anymore
Yeah, you could do that
You could also use something like Wolfenswan's createGarrison script https://github.com/Wolfenswan/ws_fnc/blob/master/AI/fn_createGarrison.sqf
And then use dynamic simulation
or F3's caching system http://ferstaberinde.com/f3/en//index.php?title=AI_Caching
@vernal brook
that doesn't work with sites though
I'm mildly annoyed that BI hasn't re-visited sites module in the past couple of years...
it is pretty great
i've used f3's cachin before
my favourite since arma2 was AISSP2-3
so easy to use and customizable AF
and i love the ambient combat
constant danger
Is it possible to have blufor units hidden in the back of a civilian vehicle with a civilian driver, and have opfor units not notice the blufor inside the vehicle?
Try:
this setUnitTrait ["CamoflageCoef", 0]
Also try just setting the rank of the civilian higher than the rank of the blufor soldiers.
It works as advertised if that is what you're asking.
What does the false do?
nothing
So weird that you have to specify that. You'd think the game can figure this out on it's own.
Yes.
It's nice to be able to tweak those things though.
Doesn't sound too hard. Most annoying thing is wiring up the ui config.
Just make players send events to the server and the server doing the slotting.
This isn't too bad. For the engine required slots, you could just place those vr dummies without model. Scope 1, but you can just edit the .sqm.
Should obviously come with it's own integrated spectator mode.
Yeah, this entry would be a requirement for this to work.
Thanks @novel rune I will give it a go
yw
Should be doable in a weekend tbqh.
Not worried about the code. More about the design. When I make uis, they are functional - read: hideous.
I'd never touch that thing.
Piece of paper with grid and rsccommongrid.hpp.
All positioning done.
That wouldn't help the plebs without mods.
(please help us)
does anyone know a guide to get that typed text across the screen for players? there was one i used before but cant find it on google
basically i just want to output some text at mission start and when certain actions are done
So I'm trying to make a mission to showcase different units, but they keep running off D:
What do?
i.e. how do I freeze them?
@opaque cradle add a hold waypoint for that group
Will that make them hold in all cases? because I might have some things going on around it, such as mortar strikes to show damage
No, they will move to avoid danger
yeah I want to make them just stand still no matter what
add this to the unit init:
this disableAI "FSM";
can I disable combat too?
That'll be what the above does
well doesn't seem like it cause they start shooting if you shoot at them
nope, they still return fire upon getting shot
enableSimulation false ? Lool
well that causes them not to die
Oh, that's right. You need them to die lol
this disableAI "ALL"; seems to have done it
What's the syntax highlighting command you use btw?
like what language
in here
sqf
ok thanks
cpp
for config
how do I disable slots being autofilled by ai?
0 spawn
{
while{discord_cool} do
{
systemChat "HiGhLiGhTeD SyNtAx";
};
};
(not too good at this :p)
Slots being filled by ai?
yeah in mp
disabledAI=1; in your description.ext
make a file called description with the extension of "ext" in your mission folder
It's really essential for mission presentation
Here is all the entries possible for it
anyone know of a good trigger setup/script to do side specific zone restrictions?
along the lines of if player in side leaves area, they get a warning then die
tried a few myself, and tried writing my own but I can't get the side specific bit to work
I've found the easiest and simplest way is to have 2 triggers. One with player detection and a warning hint and another with player detection and a damage script. You can make the trigger any size you want and/or use multiple pairs of these triggers for a more complex restriction design.
@robust surge
I have the trigger detect player presence (or whatever side u want) put activation as present and put| hint "leaving mission area, turn back."; in the on activation box. then another trigger with same detection and| player setDamage 1; in activation box. Put the damage trigger back a little more and your good.
A sound effect helps on the warning trigger
You can adjust the damage you want aswell. For example .1 or .7. 0 being nothing and 1 being full damage.
Or if you are doing just one big area, rather than making four trigger sets and making a box just do the exact same thing listed about but put the detection at not present.
Above*
Indeed, the problem I'm having is in making the trigger only activate for certain sides since I'm using a !null isPlayer in the condition and recreating a new trigger clientside in the activation to do the kill/warning, so it doesnt kille veryone in the map if they leave. I just can't seem to figure out how to make one that only does it for one side.
well...use inAreaArray, filter only the ones on a side
subtract the units from playableUnits select {side _x == blufor}; //or whichever side
those should be the units outside
give them a warning
alternatively check for !(player inArea [...]) and then pass side player to a switch-case block
^these are all scripts using loops, and not triggers
For a trigger, you could probably use a trigger condition west countSide thisList != west countSide playableUnits and then do stuff in the On Activation block
the affected players would be playable units of side - units of side in this list
type none, activation none (or maybe activation present players, if having none doesn't generate a thisList, but i think it should)
Does anyone know how to use the Alive mod? Ive been trying to setup a mission for a group of my friends to play and I cannot for the life of me get my head around it. All the videos ive found are done poorly or out of date and the wiki is just confusing me more. If someone is able to PM me with some more updated videos or guides that would be great
This is one series I found that was made not too long ago - https://www.youtube.com/playlist?list=PLbcepoXynU1EbT-u0sbchxdd4MclHAm-l
Ok I will check it out
I use the command and control module if i want the player to be the commander for on side in alive right
I have not actually played the Alive stuff myself. Just checked it out on Youtube to see what it was about.
Trying to do Insurgency for the guys so im banging my head off my desk right now lol
I am actually rewatching the videos since it was a while back since I watched them before ...lol
We tried a premade Insurgency mission but it wasnt all that great so
Any mission devs available for hire?
Ask in #creators_recruiting
Hey guys I have a question. I'm using the mod zombies and daemons to make a walking dead style mission. But I want the Resurrection module from the mod to apply when a unit is killed by any unit, not just by a zombie. I'm new to the editor so any help would be much appreciated.
could be two different models?
or it deleted the models but kept the textures? some of them anyway
presumably because there are units inside?
If i host a mission to play with my friends, hosted on my comp, is there a way to spawn in certain vehicles using the server Exec thing?
Also yes.
@NicoTheUnique#9242 At this point: no
Of course there is.
Spammers can't do anything commy. Besides getting themselves banned
Hi, i have been making a gamemode where i want to have many different maps/cities (detailed locations where players play out the mission) very similar to KOTH. The problem is that unless i want to have 10 different mission files, my 'maps' are way too detailed to have all maps setup on the same mission file like KOTH does.
The main reason that i say that 'i can't have all locations on a single map' is because from my experience when many objects/buildings are placed onto a map the FPS goes to shit.
My questions are:
- Does anyone know if having a huge amount of detail in a location that is on the other side of altis will affect framerate?
- Does anyone know of a way to increase FPS, while still having all of the objects required by each play area on the map of altis? | maybe hiding the objects until needed would be good solution. wat do you think
With those areas, save them as compositions and then load them in only if needed for that area
So is there a limit to composition size? because i maen around 300 objects or more is alot. and then times that by the number of AOs that i need to do, that can be quite alot.
Yeah nah, i just tried selecting the area aroundthe factory at Athira and arma froze for about 1 min. i have a feeling this is going to be bad.
I think i will just have 10 seperate mission files, just means that players will need to download a new mission file for each 'map'/AO/City
Does anyone know if it's possible to disable the player list in the map screen of multiplayer games?
No not to my knowledge.
anyone knows dimensions for Laptop monitor texture ? I know that 1024x1024 or 1:1 is ok, but need pixel perfect for that display without stretching.
I can share that leafleats have 726 x 1024 on (1024 x 1024 canvas )
The best way is to have a separate mission for every location. @dry grove
laptop has 2:1 eg 1024x512 with a small area on the right which isn't used at all
@quaint smelt You know stuff about that uniform sync bug right?
Does the server also see wrong/no uniform?
Do you think calling addItem on the server onto a Unit that may have the uniform sync bug will fail? Like the server thinking unit has no uniform and thus no space for item?
I'm almost positive anybody with 500 hours plus are aware of the sync uniform bug I'm afraid
Well.. There is that one russian guy making a TFAR patch so it uses less network traffic with >200 players.
He moves adding Radios to the server. And I'm worried about the uniform bug
@sinful rampart
Believe workaround is to get server to periodically tell client what the uniform / vest of player is.
If its not the same use setUnitLoadout again
The problem is what if the server doesn't know
server know what?
What uniform a unit has
You get the client todo setUnitLoadout
The player will know its uniform, its just everyone else that is outof sync
Again. The question is if the server also has the wrong uniform sometimes.
I don't care if clients have problems (besides the local client)
Server tells the client what uniform it thinks the player has
Player checks if its correct
If its not correct player using getUnitLoadout + setUnitloadout basically to force network update
Or you can remove/add uniform/vest & all the gear inside it etc
Again. I don't care about other players
Only local player <-> server
local player always has it right. But the server
Which is what that method will fix
So the server can be incorrect then? And not just the sync from server to other remote clients.
Yes the server can be incorrect
The only person that is correct is who has locality (unless it got transferred ownership when it was bugged maybe)
Basically it seems like a bug or a dropped message not updating everyone else (including server) of unit change in uniform/vest.
Ok thanks. That's what I needed
so if a guy wanted to add a custom 3rd person view to a server mision how would you go about that
class CfgPatches
{
class new_3rdPerson
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Characters_F"
};
};
};
class CfgVehicles
{
class Man;
class CAManBase: Man
{
extCameraPosition[]=
{
0.1,
-0.2,
-1
};
};
};
You can't do that config change without a mod
script?
You can spawn a seperate Camera and move the player into it I guess
I've have not edited any dedicated server missions for arma3 yet, last ones I did was for arma2 heh. when you edit such mission, do you still have to change its version number in briefingName, makepbo pack it, name it to new filename as old one is locked, then move to <arma3>\MPMissions\ dir and refresh the mission list to see it?
Arent there darter drones with weapons?
I believe that was the case, but i inly find small uav with laser designator
Nope
Hmm was there not a single player mission with that?
The only one you could use as a impromptu weapon would be the mine "defusal" device.
If you mean the helicopter, yeah, there is one with weapons if you own the APEX dlc
Ye but thats the big one
I mean like darter or pelican sized with something like a rifle
Nope, not to my knowledge.
Too bad
No, no quadrotor with a weapon apart from the mine clearing drone
anyone know parameter menus with scenarios decently?
Sup 😃
I mean Quiksilver
Aww :(
I dunno, dropped off the map?
here I'll poke him
Actually, wtf 0_o
Is he gone?
how do i access the parameter menu to a scenario? I'm having a bit of trouble finding it
@craggy trench The mission params are visible in the role assignment screen, someone with admin right has access to them.
@plucky glade it's a sp scenario
Sometimes there is a custom dialog for that in SP, but else wise you'll probably have to change the values manually (some config file usually)
Does anyone know what the init code to change the double billboards in Malden2035?
do you guys have a recommended mission/scripts for a horror coop?
not looking for daemons red skies and such, more like blair witch
i’m into total milsim and would like to venture a little
@storm geode yeah either that or stop server, overwrite and start it again. or you could use Linux
linux is the same on arma2, you cannot overwrite existing mission pbo.
are you saying you can with arma3 linux server?
Pretty sure on linux it doesn't keep the file handle open on the mission file unlike windows
But been year(s) since i tried that
as I said above. well gotta try it on arma3 now then.
but for the editing part, I guess you can go long way on hosted server, easy to test just hitting that commit button heh. depends of course how the mission is setup, small things in my missions dont work like briefing but I guess it could be fixed also (just no bother because who runs hosted server heh).
Hello everyone. Im kinda new to scripting and ive been looking into something specific so im trying my luck here. I want to make an ingame cinematic intro for an MP mission. Exemple: screen starts black then slowly transfer into first person. I want the player unit to be controlled by AI to follow a path and keep the player access to head movement. Exemple. Player dismount from a truck and start walking toward a plane the climb on it without the player input. Then later on he get parachuted from the plane then at that point regain control of his body. Ive been looking all over internet and cant find anything about it.
bis uses that on few of their campaign missions (sorry I dont remember which ones), track those mission names down, extractpbo the campaign (not tacops as its still ebo) and check mission.sqm and scripts how they did it.
Well, there was a decent camera script on the net
I've made an intro for our MP mission with it, but couldn't polish it due to lack of the time
It is quite painful to make it work tho with other server scripts
At least it was for me
actually now I remember, wasnt the east wind opening mission first scene made with that method, you walk few steps towards the base so you cannot control other than where youre looking.
Search for aliascartoon's intro script
It's pretty useful and I think should do the trick for ya @teal mirage
Can anyone help me with ALiVE stuff?
Can't get custom compositions working
@iron cape #channel_invites_list
ah cheers
umm are there no host server multiplayer mission editing possibility in arma3? I cant find any "Edit" button in the server menu, hmm.
you can MP host directly from Eden if that’s what you mean
oh, didnt know that. will look for it (if you know where do tell), thanks.
ah yes Play menu, I didnt search that earlier (because I was at server browser menu heh). thanks for the info.
aayeah 147 missions from ofp/arma/arma2 era ported so they load up without errors in 2D editor 😃
next step is to import them into eden shizzle and actually click preview heh.
holy cow. Good luck - the import function works quite well
Huge work Snake Man. Get some! lol
Any recommendations for terrains that are great on performance?
Yeah.
The best I know is called "VR" It's even in vanilla Arma so you don't need any Mods
Next best is probably from CUP Terrains. A small Desert map. I also always get >150 fps on there
Lukio: well yes when everything is ready, but if you import mission.sqm with classes that are not found in loaded addons, eden in its wisdom just deletes that entity.
okay got rest of the immediate to-be-ported missions imported to eden editor. went fine, except one odd sound/ is not a value error few times. no idea where that came from.
sound/ looks like directory, might be some odd ofp era description.ext sound/music stuff 😃
Is anyone here still using F3 or a variant of it?
cough
I know that illegal, poor quality counterfeit copies are being produced by virtual slaves in Mainland labour camps. I was wondering about other groups 😉
And yet the human rights abuses continue! You Party apologist!
The Party has nothing to apologise for! 😛
I can assure you we send out de-mining ...drones... after each operation
How do i edit the breifing that you can read from the map?
Are you making a mission from scratch and is it SP or MP?
MP and from scratch
so far I've used Shuko's taskmaster, but been thinking about the new "tasks overhaul" stuff.
@ornate lagoon btw if my answer in the other channel was unclear, AFAIK you can't make semi transparent textures or materials on models that don't already have an alpha texture on them somewhere
I did see a script once that used the procedural render target thingy though
basically turned the soldier into a video screen showing nearby terrain
I can use a custom unit model (never animated a character though so need to understand that)
wasn't great but a cool experiment for the future maybe
I'd like basically the classical "predator" see-through effect
you can just use the sample character and modify that
semi transparent withought anyshaders wouldn't look great
so where am I supposed to apply the alpha, on the _co? those do not have not alpha
but like I said you could try a refraction particle affect
do you mind expanding?
do you mean ["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1]
so where am I supposed to apply the alpha, on the _co? those do not have not alpha
Not sure what you mean.
As for the refraction thing, there is a gamemode on a custom mission with a parameter for "Special Units" that features an invisible unit that just looks like the heat waves coming from a jet engine or fire or something.
One sec, I will see if I can find it
I remember making a different version of the secondary explosion effects for my custom vehicle and without it I didn't see refraction
just a modified vanilla function though
awesome, thanks
I do have the p3d model of a unit I'd like to apply this to
have everything I need
do you want it to always be invisible/transparent?
@ornate lagoon found the mission with the special units: http://steamcommunity.com/sharedfiles/filedetails/?id=290174227
you have to play in MP to change the mission parameters though
that's fine
anyway let me know how it goes
With the new ACE relying entirely on Addon Options over CBA instead of modules:
How does one implement correct module values into his/her missions without the ability to modify modules like he is used to?
By just using the CBA settings system? You can just set mission settings instead of using modules
All explained here: https://ace3mod.com/2017/12/20/cba-settings.html
Explained? Nah, it just says where it is. I already know where it is I just do not know how to properly edit it for my mission. Does it really just save when I edit something there and click force mission config and that is all?
Then how does one make a proper framework for templates? My unit has standardized module settings that all mission makers should be able to access
Yes. It saves in the mission.sqm and if you click force it overwrites clientside settings
That's all
If you want a framework you can use the cba_settings.sqf
It's like the ace serverside userconfig. Just the CBA variant of that and it's in your mission.pbo instead of serverside
Oh that is nutty, who is responsible for that? @sinful rampart
For what?
Transitioning the settings to the CBA interface and you being able to set it in the mission.sqm?
Save it*
The CBA settings system being the CBA settings system is the responsibility of the CBA Team.
The ACE settings system transitioning to the CBA settings system is the responsibility of the ACE Team.
Nevermind. I'm obviously way too tired to be able to form a coherent sentence after being awake for 18 hours
Who do you think?
powergrep is up, steam is up (sigh), arma3 is up. another glorious day of mission porting commences, Yeah!
four single player and thirty multi player missions imported to eden.
@novel rune I love you <3
Has anyone ever used the laws of war stuff a mission?
i mean apart from maybe just having them as scenery
well...like any other thing in the editor really
the IDAP tent keeps falling over. as soon as the mission starts. anyone know why?
those were made in vanilla 1.76 but yeah i don't think there was any edits to weather
it's pretty odd joining in with a JIP and you have sunshine while for everyone who was there on mission start it's raining 🤣
uah I'm done porting missions for today, nice 14hrs stretch 😃
hey
I need help with, so im using alive and zues, and i wanna make all the units that spawn unable to be edited by the zues, Cus its going to be an RTS
class Extended_Init_EventHandlers {
class Man {
init = "_this call {(myCurator select 0) removeCuratorEditableObjects [[this],true]}";
};
};
this fucker works! but it gives me an error, and every time i fix it, the code ends up giving no errors But not working!
wtf is this shit
it gives me a generic error
Anyone happen to have any good resource that explains in depth how to control multiple players via scripts. i.e. I would like to get a count of players on debug island and sort them into groups based on roles. chosen from a menu. This is simple when controlling a single person but im not sure how to do this in the middle of a multiplayer company sized mission as a respawn wave when pulling random players from the pool of dead. let me know if you need me to clarify.
yesterday did test MP missions on eden editor hosted MP, got 70 done, 10 were bad beyond quick repair/port and 97 remains which I continue today.
powergrep is up, steam is up (sigh), arma3 is up. another glorious day of mission porting commences, Yeah!
Anyone know how to disable the multiplayer facewear for a mission
It keeps replacing the facewear I have on the loaoduts
disableRandomization ?
Is that like a line of code or something in the init?
Legend cheers mate
yw
Hi
Ik this isnt an ACE discord but im wondering if someone could help
When i make a mission for my milsim unit and put it on the server to lay i get an error syaing ace.maverick pbo is outdated
ive reinstalled ace from the workshop several times now and the issue still persists
How about not using workshop then? Maybe that's just broke
Is it possible to turn off respawnOnStart within EDEN editor?
finished the MPMissions dir, got bunch of too messy sqs spaghetti or otherwise UI Rsc crap missions which I had to postpone to another day.
hey, is there a way to make a mobile spawn point? for instance, make a certain object such as a radio a spawn point? on the move?
@hasty sigil What are you using for respawn points? BIS solution?
the module for now
okay
however I am using alive
and in the action id like to have a mobile one a group of guys can place in real time and pick up, for lack of example kind of like in battlefield 3 where he places a mobile spawn ppint
_this spawn
{
params[["_module",any,[any],1],["_obj",objNull,[objNull],1]]];
while{true} do
{
_module setPosATL getPosATL _obj;
sleep 2;
};
};
Action id? What do you mean?
I meant, in the midst of gameplay, there should be an object someone can place down that acts as a respawn point
apolgies for typing too fast.
is that the script?
Not a problem. Yes, if you execute that on the module and pass it into the script / fnc it should be fine.
Never worked with game logics, but I believe they work similarly to objects
letme know if that doesn't work
_myIntelObject addAction["Collect Intel",
{
params["_intel","_user"];
[west,getPos _intel] call BIS_fnc_addRespawnPosition;
},nil,1.5,true,true,"","true",15,false,""];]
and then something like that for your intel spot
obviously adjust the params for your liking
a list of them are here:
hm
would I have to place the objects down in the editor or would it have a blanket effect on all of them?
Either or
Alright, one momento
Okay, are they all the same backpack perhaps?
its the same object at least
I am trying to implement it for our realism group
but to solve the problem of reinsertion
Alright, yeah I'm not sure the most solid way of finding objects like that.
nearestObjects is the first thing that comes to mind.
I recommend you ask in #arma3_scripting they'll know better
How is the speed of loading / unloading cargo determined in ACE logistics?
hi, anyone got a success with a non looped keyframe animation? For me they don't start
seems this does the trick, but I guess there are better ways than manipulating the timeline init box: T = [this] spawn { sleep 10; systemChat 'starting'; [_this select 0] call bis_fnc_timeline_play; };
anyone knows how to create the Timeline_F by script? Via createVehicle I get a null object.
Is that a module? If so it needs createUnit and therefore a group on sideLogic.
@novel rune something like ``` private _logicCenter = createCenter sideLogic;
private _logicGroup = createGroup _logicCenter;
// private _myLogicObject = _logicGroup createUnit ["Logic", [0,0,0], [], 0, "NONE"];
private _timeline = _logicGroup createUnit ['Timeline_F', getpos _carrier, [], 0, 'NONE'];
private _timeline = createVehicle ["Timeline_F", getPos _carrier, [], 0, "CAN_COLLIDE"];
_timeline setVariable ['Length', 30];
systemChat str _timeline;
ignore private _timeline = createVehicle ["Timeline_F", getPos _carrier, [], 0, "CAN_COLLIDE"]
Except that createCenter sideLogic; is not needed and you can use sideLogic directly as "_logicCenter".
ok
Also the createVehicle line has to be deleted, because otherwise you overwrite _timeline with objNull.
yeah, my mistake, forgot to remove it
timeline object/module seems to work now, gives out a start and finish debug message, but the connected objects do nothing. I try to connect everything via synchronizeObjectsAdd: ``` _timeline synchronizeObjectsAdd [_curve];
_curve synchronizeObjectsAdd [_k1];
_curve synchronizeObjectsAdd [_k2];
_curve synchronizeObjectsAdd [_plane];
complete script up at https://pastebin.ubuntu.com/26249799/ - would love to use those keyframe animations dynamically on a spawned Nimitz
posted the problem on https://forums.bistudio.com/forums/topic/210987-keyframe-animation-system-in-dev/?do=findComment&comment=3258657 as well
https://www.youtube.com/watch?v=Sj0X9jZ_EEQ I'm using this tutorial to make a battlefeild like game mode, but the size isnt showing at 3:15
Nor are the other important things
Such as system specific sector
I've exported an Arsenal Loadout and pasted it into a unit init in editor; all works fine until the unit dies. On respawn, they come back with the unit's original loadout...
Should I instead put the Arsenal loadout in initPlayerLocal.sqf ?
or OnPlayerRespawn.sqf ...?
@iron cape
player addEventHandler["Respawn",
{
/*
Add this to initPlayerLocal.sqf
Execute loadout code in curly
brackets
}];
Damn mobile is so shitty
Discord should rangeban all phones.
But my pc is being repaired commy
How would everyone get insulted by you if they use mobile frequently
I hate how you phoners type so slow and make me wait for responses.
Eeeehhhhh
Screw you man
Shit
Wtf happend to my comment line in that code
Fuck phones
How do I make a race?
@signal coral You arent being as descriptive as you need to be, please provide more info if you could.
How do I get a group of say, 20 vehicles to follow a set path at high speeds
Like a fast convoy
Vroom - vehicles
👍
Can somebody give me some tips on how to make a good loading image?
I already know the splendid camera but I'm not really creative so some tips would be nice to that. ^^
okay... any other tips?
I built a prison complex over the holidays for a prison break mission but my AI prisoners don't want to find their way out past the gates. Anyone know of a good work around? Someone suggested using CUPs to create paths through the gates but I haven't tested that yet.
As for the loading image question...simple is a good tip. Your image shouldn't be too busy but something iconic from your mission. I like to include a hint so that if someone is paying close attention they may learn a little something of intel from it. I'll use Photoshop and then convert it to JPG, then use Texview to convert that to .paa but I know there are lots of other image editors that will work without the 90 bucks a month for Creative Cloud :(!
GIMP and online converters for example
Well I guess if I give more detail I could get a better tipp.
The whole mission is basically attack a city that was captured by terorists to rescue hostages from it
on malden
so currently I have a ugly picture of the city as loading image
I dont know if I should use eden or splendid cam to create an image
What could I make a picture off... maybe the road to the city that contains a lot of IEDs?
@icy comet Splendid gives more camera options, eden is utility (ie placing objects and immediately be able to take a picture of it)
okay and @karmic lynx do you have a suggestion what I could use a picture for that exact mission?
@icy comet No, i recommend you make your own. Or have a signature logo of sorts.
Not "This is a further (meme)" mission
But just an icon that conveys, hey this is a further meme missions
okay
@grizzled meteor its not really a heros journey. its just go to town and rescue people
Hi all, I have a question... Is there a way to set a delay/ increase the time of flight for a firemission called through the vanilla artillery support module? Im trying to see if I can have rounds land on a target like 3 minutes after calling in, but putting a mortar at max range only gives about 40s of flight time...
you could just tell them to shoot after 2 minutes and 20 seconds using uiSleep.
which would result in a 3 minute delay until the shoot hits the ground
or you just spawn a mortar shell where you want it to hit after 3 minutes
Err...i recommend you don't use the module
Much easier to script
doFire
Or fireAt
Bis_fnc_fire with uiSleep if it's executed on client and such
I heard uiSleep and sleep is the same on a server so you should just use uiSleep.
Also if you use BIS_fnc_fire make sure you tell the guy to aim where you want it to land
What needs to be in a good briefing?
@icy comet on client they are different
oh any more specifics why one should not use artillery module?
@storm geode Modules in general aren't meant for production environment generally, they're all slapstick "get things going in under 10 minutes" kind of deal
ok by module I mean the support artillery and requester synchronized together and then available from support (0-8 menu), are you saying this should be avoided? if so, what scripting method is better, like naming the arty units and calling the arty commands "manually"?
@storm geode You can do everything the module does with expanded capability. You can create the unit, vehicle, have it target random points, random points in a given radius, etc. Modules really limit your ability to work with the units directly
You can make a targeted support request too, more work. Displays, controls. However, it'll give you more creative freedom in the end
hmm yeah back in arma2 I used the manual method, but heh cant even remember was support 0-8 menu a thing back then 😃
Yeah there was the support menu in a2, but same thing applies.
Scripting outside of the editor gets your feet wet in larger scale missions
Muzzleflash here will likely explain better than i have
The main flaw with modules and synchronization is that synchronization only exists at the beginning of a mission. Any synchronized unit that joins during the game (JIP), will not be synchronized at all.
speaking on JIP and dedicated servers, any good example missions, scripts or tutorials I could take a look at? regarding arty
Can anyone familiar with making missions give me a hand im pretty noobish when it comes to making missions but i just made my first one with a convoy ambush and when its all done I have a helo that i call to pick me up, i have it set up to land on an invisible helipad but cant figure out how to get it to take off after i get inside.
@stable delta Feel free to DM me with any questions you have, I'd be happy to help you out.
Can confirm, works.
For real? Lmao
@dry whale cool man I might im pretty new when it comes to the editior but im learning
Happy to help 😃
I got it to work very simply with no scripting by syncing my teams get in waypoint with the helicopters load waypoint
Only issue is the helicopter hovers in the air until i look at it and tell my team to get in then it lands
Never mind i put a land waypoint before the load and it finally works!!
Now i can finish my first mission
Does anyone how to work Zone Restriction Module on Dedicated Server. Its working on Local made server but not on Dedicated Server
i have a question
i made a group of players all in one team, but when they die and respawn, theyre no longer part of that team
is there a way to make them automatically rejoin the team/squad upon respawn?
Group or fireteam?
I never heard that they change groups after respawn.
That's a group.
sorry dont know the difference
that's odd
Yea.
How are you handling respawn?
They should stay in their group. How did you determine they are no longer in the group?
custom position respawn, i also have revive turned on
though when they die they respawn on top of their body, on a separate team
like alpha 1-2 is created
that goes individually for each player
and i have to "re-team" them through zeus which is so much trouble
So they are AI?
also, sometimes when i revive someone downed for some reason they become the team leader
no, as players
Using the respawn_west markers or Bohemia's function system
Never heard of "custom position respawn".
Get them to use the 'U' squad menu for the time being
i added a respawn position on the map, went to multiplayer settings and changed Respawn to Respawn on Custom Position
sorry i'm really naive with the editor still
what's the U squad menu?
It's a nifty vanilla feature where the players can dynamically manage their own squads
How did you add a respawn position to the map?
under system/multiplayer tab
there's a module called respawn position
i saw it on some video
Oh that's terrible
respawn_west
marker!
Either use marker or write your own solution
The module system is broken beyond bodge when it comes to respawn
The plan is:
- delete the modules
- create a marker an name it
respawn_west
The rest is mission attributes and I think you set them already.
I'd go on a detox too after using those modules
lmao alright, i'll do that
I've banged my head against the wall too many times forgetting that the modules are broken
I think the mission attributes you have to set is "Respawn Type" to 3 or "BASE".
And respawnTime to something > 0
got it to work, thanks _/
How do i make moveInCargo work on a dedi MP server
i get various answers, but none seem to work
Execute it on the machine that owns the unit.
that's already abracadabra to me
Well, what are you doing atm?
copy-paste:
'm having 4 separate (player) squads (alpha, bravo, charlie, delta) and i want to move them into 2 planes (plane1, plane2).
On a trigger I use on Activation:
null = [0] execVM "missionscripts\loadup.sqf";
with the following content:
// Move Alpha & Bravo in plane1
{_x moveInCargo plane1} forEach units alpha;
{_x moveInCargo plane1} forEach units bravo;
// Move Charlie & Delta in plane2
{_x moveInCargo plane2} forEach units charlie;
{_x moveInCargo plane2} forEach units delta;
And those are all AI?
The trigger is server only, right?
yes
OK, sec.
{
[_x, plane2] remoteExec ["moveInCargo", _x];
} forEach units delta;
This does:
Execute it on the machine that owns the unit.
lgtm
Is there a way/mod to holster all weapons so you don't have to be holding something all the time?
ACE has that
that's what i'm downloading right now
you can take launcher in your hands and double click left control. now your hands free
{
[_x, plane2] remoteExec ["moveInCargo", _x];
} forEach units (delta+alpha);
for more groups in one plane
got ace installed, thank
also how do i make it so players and stuff placed on eden are always shown on zeus during multiplayer? so I don't have to use a mod to detect them everytime they join/die
like players will usually not show up on my zeus when we're playing mp
You mean editing objects with zeus that were placed in editor?
yep.
thanks
anyone have made singleplayer missions using armSTALKER? would like to know how to set up artifacts?
and how to make toxic area in which you dont take damage only if you have gass mask?
What is this arma stalker you speak of
https://www.google.com/search?q=what+is+armastalker Mh.. I wonder too. I pasted some link but I don't know how to click links sadly. I think if I were able to click links I'd probably be able to find out
Sounds like a mod of that stalker game
Also sounds pretty fun
They should have a metro 2033 mod
Fits with the time line
There were people who stole metro models and used them in their mod.
Got dealt with swiftly
Darn
If only people wouldn't have to steal stuff...
We would have so much more cool stuff and less life
If ("life" in (str server)) then {server = nil}
ported old arma2 night time mission which had flare script to give atmospheric lighting... well I guess arma3 lighting update made all flares pretty useless. I'm using now F_40mm_white and unless you fire it 1 meter from your posit it wont light up anything. is this how things are or are there some other flares / methods I can use?
I've seen mods that make flares brighter. So first guess is no
Flares are really weak, yeah.
yup, did bit googling and found people mentioning bad flares / lighting on few bis topics.
at mission start its so dark I cant get out of my bunker hehe. any suggestions, I would not want to change the mission time too much, but... is that my only option?
Are flares an object? @sinful rampart
You can manually create scripted light points
but you would have to script their movement too
I guess you could attachTo a light point maybe.
And yeah they should be object/projectile
currently I'm using quickie like this: sqf while {true} do { _p = getPos flare; _pos = [_p select 0, _p select 1, 200]; _Flare = "F_40mm_white" createVehicle _pos; _Flare setVelocity [ 0, 0, -10 ]; sleep 5; // etc ...
but I think you have to take care yourself to delete the light when the flare should go off
Yeah that was what I was thinking
Stop stealing my thoughts while I'm checking the ACE3 slack @sinful rampart 🤬
Light attach object exists???
@sour forum Yes?
private _myCooLightThingy = "#lightsource" createVehicle [0,0,0];
_myCoolLightThingy lightAttachObject[_flare,[0,0,0]];
oh lord, that's a workaround or two I could have not done
So noone knows how to make artifacts from armSTALKER mod? :(
What?
Apparently it uses AGM or at least the Medical part: http://steamcommunity.com/workshop/filedetails/discussion/889103214/1500126447389569320/
@Bluebeard#3953 For armStalker specific question it's best to ask in their Forum or Discord or stuff
@novel rune They use so much shit from everyone else, like why exactly do you need this in the mod? How does it affect the gameplay with the mod?
"Guyz, wouldn't it be cool to just force people to use something instead of adding support and then leaving it as an option"
How does AGM affect gameplay?
AGM Medical != Vanilla "Hit me, I'm down. Oh I'm dead"
they have TFAR in there as well
It's a total conversion Midnight
Sorry, what was your question again?
Yeah. Why would you want to modify stuff in your total conversion mod? Why not just leave everything vanilla
wtf is wrong with you
Maybe they like what AGM does.
No you're mis understanding me
why do they have TFAR and AGM in there? Why not just add these as optional mods?
Why did RHS add a FCS when all they should do is provide assets, is what you're asking.
Where did you get that it's supposed to be a pure stalker mod?
People do what they like.
It's a gamemode basically
"Why did TFAR add 3D voice? It's supposed to be a Radio Mod"
Can't blame them really. AGM is the greatest addon ever made.
just like every other gamemode, if a community doesn't want a certain mod changing something specific they can no longer throw it out
It's not supposed to be hosted by anyone on their servers in a modified version
No one doesn't want AGM though, so adding that is safe.
I give up.
You're welcome.
Nevermind, I contacted teir support and they said mod is not "compleated" and because of that there is no manuals, all I can do atm is wait for mod to be released and then ask for manual.
Design theory. What are some good design set ups that deter the the “looting” public groups tend to do. I.e wanting to grab every helicopter, and tank.
@sharp axle Limited or no vehicle respawns
I should say looting enemy assets.
Low fuel, damaged, etc.
Low fuel in particular.
@north belfry Damage is just as bad, ie your rotors are damaged, stabilizer is damaged. etc
it can affect the way you take off
@sharp axle lock the vehicles
Hey yall so I'm trying to make 3 cars go around in a set area, guarding it
I have a guard waypoint synced to a trigger with 300m radius, nothing happens when i load in?
Not synced, but connected as "Waypoint activation"
that's not really the way the guard waypoint works. it works in conjunction with the "Guarded by" trigger, and basically allows for a dynamic guarding system where the guards will move to the place with the highest priority - it does not create automatic patrols in your area. The 300m radius just means it picks a random location within that radius
What you'd have to do to get them to go around a set area is set multiple move waypoints with the last one being a cycle to cycle back thrrough all the waypoints.
you can also use the "Search and Destroy" waypoint to get them to search the area, but that tends not to work out so well for long lasting missions.
Consider also doing what @dry whale suggested about the moves plus cycle, then make an S&D waypoint AFTER the cycle (make sure cycle is selected and place the S&D waypoint - you will see a 'fork' in the waypoints path), then link the cycle waypoint to a trigger of the type 'skip waypoint' and have that trigger fire when the enemy/player-side is detected by the patrolling side
Let's suppose that my function returns something, if I do this
[] call XAN_fnc_myFunction;
//instead of this
_var = [] call XAN_fnc_myFunction;
is it going to throw an error or no?
so even if a function has a return, it's not necessary to store the return in a variable where I called that function
any news on the civilian presence module for use in multiplayer?
Anybody familiar with ALiVE that could explain to a newb how to set everything up 😄
@proven viper it's available for MP use on dev branch
@prime dome so if i develop a mission using dev branch, others will be able to play on it just fine?
@proven viper potentially, they may add or remove things by the time it goes stable.
Wouldn't recommend it
Better to wait till RC
I'm making a CTF mission with brightly coloured backpacks instead of flags. I've run into a problem with my triggers not firing using
opflag in thislist && bluflag in thislist;
in the condition for capturing.
but it doesnt seem to trigger when the two backpacks are inside the trigger
Is it to do with backpacks being equipment or something?
opflag in thislist && bluflag in thislist;
mb
ok I did it by swapping out thislist for inarea 👍
Can anyone help me out ? trying to make a trigger that only activates if x AI gets into its area .. but its refusing to activate .. this is the condition that i made "(OfTarget in thisList);"for some odd reason 1 of those triggers works fine that i placed right to him and he goes into the trigger aread .. but the second trigger that i wanna enable refuses to work
is the "Activation" of the trigger set to include OfTarget 's faction? otherwise it won't exist in thislist as far as I know. the easiest however is to right-click the trigger and choose "Connect -> set trigger owner" and link it to OfTarget. then it will only trigger for that specific unit by default. (no need to name the unit either then)
Acutally just found out the cause of the issue.. The unit was in a helicopter .. mhhh any work around without having him to disembark? 😃
or is that "set trigger owner " thing the worka around ?
should work if he is the triggerowner, otherwise also check the cargo of all units in thislist
"Owner Only - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'."
https://community.bistudio.com/wiki/Eden_Editor:_Trigger
seems like it would work fine, haven't tried it though.
i gonna try the easy way first with trigger owner 😃
the other approach is not too complicated either, but it won't be as neat 😃
Well it worked on the second try ^^
first try the hellicopter decided to turn around for no reason and fly away again hehe
now ! .. i can keep on going and finish up that stealth mission where you have to kill an officer ,, and if you get detected a heli comes and takes him away 😛
nice 😃
Well eden editor has gotten pretty nice it seems .. allot less scripting for lazy people like me .. though all the new thinks make stuff a bit more confusing hehe
anyway .. time to fix the escape part of the mission and some enviroment stuff 😛
Mhhh you dont know by any wonder how to force helicopter earch lights on ? 😛 this here seems not to work BIS_heli1 setPilotLight true ... i applied the heli name to hte helicopter it self i suspect thats how it works ?
urrggg game crashed of cours e ..i give up forgot to save
@novel rune - Someone on reddit suggest this for my MoveInCargo:
ret = execVM "missionscripts\loadup.sqf";
{
if (group _x == alpha || group _x == bravo) then [{_x moveInCargo plane_1;},{_x moveInCargo plane_2;}];
[_x] joinSilent grpNull;
} forEach (playableUnits + switchableUnits);```
your suggestion was this:
{[_x, plane1] remoteExec ["moveInCargo", _x];} forEach units alpha;
?
i asked how to use moveincargo in dedi-server a few days ago 😛
and you gave me the 2nd suggestion
someone on /r/ArmaDev gave me the first suggestion..
And?
just wondering your thoughts on it :p
The then ARRAY is ugly af.
Idk, whatever works. But I'd suggest you get this for the sqf syntax highlighting and auto-completion in ST3: https://github.com/JonBons/Sublime-SQF-Language
does that work on ST2 as well?
Yes.
Are there any [exceptionally] good custom terrains for ArmA 3 which do [not] require CUP assets - and - instead only use the default vanilla assets? I've seen a couple but wanted opinions from you guys
@strange cloud, which ones have you seen? Because I'm also interested in these!
Honestly, one thing I'm very disappointed with is the lack of a generic blank terrain in Arma 3 that could have been used by players to make custom maps that didn't require a download of any sort, something like proving grounds from Arma 2. What I end up doing is using hide object and clearing out huge portions of Altis/Stratis and making my own towns and such. It's fun and effective, but not the same as if I had a blank slate to work with. Something that was just a forest where you could hide object trees and build little villages and what not.
mhh i always try to google stuff like this before but i cant seem to find it .. Is there something that i can write into a trigger to check if a mission / task is complete before it can be activated ?
Basically i want to check if X mission is complete and bluefor is in that spot
There my first mission without any scripting or so http://steamcommunity.com/sharedfiles/filedetails/?id=1255351194 wonder how bad it is hehe
in short ( Spoilers ahead ) you fly out .. a small forces notice you and tries to get to you before you are gone, You have to find a hostage but find armored cars instead and need to blow them up.. you check a second spot and mission over ( i wish i could add voice overs or something like that to tell the story better )
How do i avoid a plane from nosediving to a low altitude on a dedicated server when i placed it at a 5000 z-axis in the editor?
flyInHeight or flyInHeightASL doesn't seem to do anything for it
tried putting it in the plane init, the first waypoint, or a separate trigger on act, but none kept the plane on 5000m
On local it works fine of course.... even without using flyInHeight
it might be the same thing I battled on arma2, gunship helos always crashed to trees when on attack run.
well setting the waypoint at 5000m doesn't help either 😦
waypoint height? yeah I guess its a new arma3 thing so cant really say I have experience on that, but logic tells me it has no bearing on AI height of flight.
I did notice just last night when creating tasks that they were created like 200m up in the air which was odd, dunno what I goofed up there.
ArmA 3 Campaign Features:
- Save variables; saveVar
- Save unit status, like health and weapons / gear; saveStatus and loadStatus
- Save weapons in virtual weapon pool (also access by gear in mission briefing)
- Choose which mission to execute next (6 in ofp-arma2, unlimited in arma3); CfgDebriefing
are there any other features which can be used to save campaign progress stuff?
looked at those missionNamespace and profileNamespace things, first one being no go as its single mission only, but I guess profile could be used at any time, heck it would not be even single campaign limited. right?
@storm geode how do you mean?
I can do this:
if(local player) then
{
profileNamespace setVariable["CookieStats",1,false];
};
and retrieve:
if(local player) then
{
private _cookieStats = profileNamespace getVariable "CookieStats";
hintSilent str _cookieStats;
}:
yep, dunno which sort of two campaigns one would make if he needed to have progress saved from campaign one to campaign two heh, but very cool to have such profile saving option.
profileNamespace is constant
so you can set a variable in one campaign
and grab it from that same profile, and it'll be the same
was there any limitations in profilenamespace, I just recently saw someone talk about "dont save too much", but hum cant rememebr where.
Saving too much could significantly slow everything down on the client. But there shouldn't be any reason to be doing it often
what about that apex protocol multiplayer campaign, I havent studied it at all yet, but because its on the MP menu in the first place (well doh), is it like completely different system than normal campaign? also cant remember if its still ebo or not being apex pay dlc thingy.
indeed, looks like a3\missions_f_exp\ is the apex missions including mp campaign, and they are pbo which can be opened as usual.
config.cpp for the addon is almost 15000 lines, uh, yeah lets study that some other time hehe
anyways, I really like that CfgDebriefing feature. man did I wish to have such back in OFP days 😃
we milked the ending triggers dry, heh even used LOSE condition as one ending.
IIrc you could just end the mission on the server right?
or rather "on all clients"
Triggers are pretty gross lol
no, I'm talking about campaign features and by "campaign" I mean those normal ones not the new apex protocol, ie single player stuff. no servers or clients there.
Yes exactly.
endMission "LOSER"; //mission display is closed for client
but indeed it would be cool to study, learn and make some MP campaign, single player sucks except the campaign is great because you can save progress and have the "whole experience", but just to play a mission, yeah definitely multiplayer with your friends and AI stress offloaded to dedicated server 😃
lol
just to check, has anyone made MP campaign yet?
¯_(ツ)_/¯
There has been attempts to port the A2 campaign if I remember correctly into multi-player
That is far from certain though
while I'm campaign enthusiast I'm really out of the loop, last campaign releases for arma3 I know are the manw-whatever contenders and few Bardosy ones (which unfortunately were releases as single missions if I recall). since armaholic went down the toiled, its been hard to keep up, bis forums are such a gutter for individual release news.
Honestly I find chatting with content creators more worthwhile when it comes to finding new missions to play then mindlessly digging through the forum.
hmm actually I'm going to extractpbo that apex protocol and cautiously try to study how its made, but yeah that 15k line config.cpp scares me hehe
Yeah it'd certainly be one hell of a interesting but tiresome project.
Not sure I would sink my time in it though this late in the A3 lifespan.
I think it is either really easy or really hard. I mean if its just plugging normal campaign into config.cpp addon and few MP parameters... or its like mind blowing overhaul of everything we know about missions heh, lets find out! 😃
EOL for arma 3 isn't here yet, and a4 isn't likely for a few years
Yes, I don't dispute that, but content creators that have been willing to sink their time, tears and blood into creating something innovative as a MP campaign has probably moved unto other games.
I'm not saying it's a bad idea, I'm just saying that there might not be a very fruitful endeavor in the end.
not sure what fruits you mean, but I edit because I love editing and playing arma. if some of my content is not used, haha I stopped losing sleep over it like a decade ago hehe.
alright apex mission pbos are unpacked, lets dig in! ...
okay initial skim of the files done, dont see anything super bizarre like in east wind which is really odd as we after all are talking about totally different beast as its on MP menu and all. but who knows whats buried in those many sqf/config files. I'll get that after having a bite to eat...
hmm looking at the campaign by files, I have a bad feeling... so I need to fire up my Gaming computer and actually go play apex protocol to refresh my memory how it actually works in-game.
yep on dedicated server you can see all the missions on #missions list.
nobody a solution for my plane not flying at 5000m on a dedi problem?
what do you want the plane to do?
just go from point a to b and drop off the players, or have it's regular ai behaviour intact?
I placed it in the editor at 5000m (z-axis) and i want to move it to another waypoint at 5000m high
SP and hosted MP it works fine and it doesn't lose altitude.
On dedicated, it first nose-dives to like 100m above ground and then starts moving to the waypoint (which he completely missed)
i tried using flyInHeight and flyInHeightASL on the plane init, the waypoint and a separate trigger... but none kept the plane flying at 5000m
I have not used dedicated servers much but it should be the same afaik. where do you set the flyInHeight?
on the plane init
on the first waypoint "on activation"
and in a trigger placed on the plane with "Blufor present" as condition
have you tried to make a test map with only a plane and no mods and see if you get the same error? if so it might be worth reporting as a bug
if you just need simple movement you could use BIS_fnc_UnitCapture instead, won't look as nice but it's an option
mp yes, but it wont be random. unless you record multiple paths and ramdomize which one you use.
it is ok if you just want to go from a to b, but there wont be any AI until the movement it done.
There is some possibility of disabling new ACE3 arsenal system in 3D editor?
So there is no solution for those of us who play launching mods from Steam... thank you anyway.
U can still delete it
If you and the server don't all delete it ACE will potentially kick you for missing components though
Why do you want the old Arsenal?
For me, it worked well and I did not need to change it.
What is the reason that you ask then? Are there people having problems?
I was asking because i'm using ACE, but i don't like new arsenal. Just that.
I'm just used to vanilla.
It's new, eww
Because if there was anything that bothers your or whatever that can probably be fixed
That's the good thing. Now we have complete control over it and can do whatever we want
Instead of opening a Feedback Tracker ticket (There were atleast 2 about arsenal issues that have all been solved in the ACE Arsenal) and waiting for it to be never processed
No, there's no problem, it's just a whim.
Take this opportunity to ask, is there any possibility of transferring profiles from old to new?
yeah
Next ACE version has a button in Eden. For now you can take a script and run it in Debug console
I look forward to that button. Is the mentioned script available for users or do I have to work?
I wish the search fields were dynamic, and didn't wait for you to press enter.
Thank you very much, Dedmen.
Give me a heads up in case you need a second player and I'd be glad to help @storm geode
thanks but already got first mission played and saw what I was looking for.
Alright, glad to hear that.
okay, still cant get that plane flying at 5000m thing working on a dedi
can someone please give me some pointers ?????
oh
i guess it has something to do with the AI i moveInCargo did before that...
plane first lands at the closest airfield and all the ai get out and get back in
hence the nosedive from 5000m
why is the aircraft flying so high?
HALO
ok, hmm is that 5km good altitude for arma HALO, like the player dont have to fall for a long time before even starting to see objects on the ground?
I did HALO jump on one of my chernarus campaign missions but cant remember at all what altitude I used for the C130.
its a night jump, and player start to see the ground at around 1500-2000m 😦
also, the dropwaypoint has a 1km placement radius 😛
Can anyone point me in the direction of where to get the source code for the TacOps subtitles?
Hey, trying to use image2paa, and my files fail to convert, any pointers that are not in the A3 wiki?
what's the file extension?
any error?
Fail to process 1
Failed to convert 1 file(s)
did you try texView 2?
I'm very new to these tools, no I did not
never had any issues with .jpg, only png due to compression
texView worked, so thanks!
Is there a possibility to check which role/equipment someone chose at respawn(using MenuInventory respawn layout) without checking for certain items?
Thank you VERY much.
Is there any reason that I would not be registering as a "player" when testing a mission, for the purpose of triggers?
No.
Is there a way to disable the position indicator you see on the map when you are in a parachute? (Or any vehicle i believe)
Seen here: https://imgur.com/pMy5get
Did you tried to change difficulty settings ? I think that is just one of mapContent... params
i got that disabled yes, but it still shows regardless
Quick question, what does the flag Operate locally mean in the module HideTerrainObject?
in the eden editor
won't be synced across clients
in multiplayer
so changes to the object are local to the player
ok, thanks
Hello everyone. Upon discovering that Bohemia had implemented a module of "fleeing civilians" I have been interested in it, but I have not managed to make it work. Can somebody help me?
How do i allow hotjoining during ops
maybe i should elaborate more
JIP?
why cant people actually join in the middle of a mission? they just get stuck on the grey and black loading screen
is there something i need to tick on, or is this just a glitch?
Are you playing a mission in which does not allow join in progress?
what do your respawn settings look like?
hang on
im playing a mission i made
we went to do our op today, and it failed because people couldnt hotjoin
@karmic lynx i pm'd you the respawn settings
@digital tangle you have appropriate respawn markers set up yes?
I think
respawn_west ?
is a flag carrier/pole without interaction (no geo i suppose)
Quick question: I am trying to get a trigger to fire when a specific vehicle is destroyed and the number of opfor in the trigger's area is below a specific number. I have (count thisList <= 3) && (!alive "opfor_car_1") in the trigger's condition field. However, when I run the scenario in either multiplayer or singleplayer I get the error 'call{(count thisList <= 3) && (!|#|alive "opfor_car_1")}' Error Generic error in expression. I'm fairly new to Arma 3 mission making so I'm probably making a simple mistake, but I cannot find anything wrong with the syntax or expresson.
Nvm, "opfor_car_1" was returning a string while alive wanted an object. No error now, just need to make sure it works.
@wraith pumice in single player or multiplayer?
@prime dome Both, but principally in multiplayer
it only works in single player at the moment
The version on dev branch is MP compatible, so by the time the next stable branch rolls around, you can use it in MP
@prime dome Oh... Thank you very much
no problem!
Can I ask you how to place the modules so that it works? Because I've been trying for a while and I do not get it.
unfortunately I haven't used it yet (since i only really need it or MP), so I won't be able to help there, sorry!
But hopefully someone else here has had a look, and can help
If I do test it out the next time i run Arma, will ping you
Apreciated!
You would think that if you have a helicopter with player squad inside and you give it a "transport unload," it would make all of the player units get out, but nope. Only player is ejected and the rest of the squad remains in helicopter
@desert fossil only when player is their leader
Then player has to instruct their squad to get out
if all AI, or all players, they'll be ejected
If player isn't group leader, they'll be ejected
I am the leader unless some mod is messing it up
I have the command over the squad though
@prime dome The issue is the helo lands I get ejected, then helo flies back up and lands back down again when I order units disembark. Looks pretty stupid
hmm
haven't seen that happen but wouldn't put it past arma 😄
try giving yourself a UNLOAD waypoint, and sync it to TRANSPORT UNLOAD?
then nothing happens
sorry i mean GET OUT
I guess I'll plop a land waypoint with {doGetOut _x} forEach units group player; on activation
yeah i guess so
On get out it works like this: helo lands drops the player then starts going up, some AI eject, get injured or die due to fall, the helicopter lands again (possibly squishing even more soldiers that ejected).
lol
I've managed to do this successfully though, but yeah, i've had helos misbehave
oh wait, which helicopter?
ghosthawk
how can I set up a WP condtion to check if there is no player group units on board?
probably just get all groups that are cargo and then check if their leader isPlayer?
Its only my group
same logic should still work
but if you want a general solution
(say if you had two 4-man groups)
if it's only one group, check any unit's group's leader
!(units group player in (crew helo1));?
probably?
does crew return cargo as well?
although do you simply want to check if a player is on board, or do you want to check if the player is the group leader?
at least according to wiki
ok
I want to check if there is any player units left on board the helo before activating its next waypoint after all of the player squad disembarked
!(units group player in (crew helo1)); Worked perfectly fine
yeah but that checks players and AI
I have no idea how that works.. It really shouldn't ^^
Oh
Meaning it should always be !(false) which means it's always true
you check if [unit1,unit2] in [unit1,unit2,unit3] which is false
[unit1,unit2] in [[unit1,unit2],unit3] that would be true
units group player in (crew helo1) returns true when there is any player squadmembers left in the helo
There is also unit in vehicle btw
I want it to return true when there is NONE, so when there is no player squad members in helo then
units group player in (crew helo1) returns false, to activate a WP you need a "true" hence the ! in front
I'm thinking wrong then.. I don't know how or why.. But.. ¯_(ツ)_/¯
I set the insertion helo WPs like this (couple of extra WPs for safety):
- move to the LZ
- land with activation
{doGetOut _x} forEach units group player; - move with condition
!(units group player in (crew helo1)); - move with activation
{helo1 deleteVehicleCrew _x} forEach crew helo1; deleteVehicle helo1;
Seems to work flawlessly, no weird helicopter behavior or AI jumping out of hovering helo killing themselves.
unless that land doGetOut activation thing actually prevents helicopter from moving, in with case, I don't care, as it does what I wanted
what is the deal with "HQ" entity in arma3? sqf myhq = [ West, "HQ" ]; myhq SideChat "HQ"; // crossroads myhq = [ West, "BASE" ]; myhq SideChat "BASE"; // base myhq = [ West, "AIRBASE" ]; myhq SideChat "AIRBASE"; // base PAPABEAR = [ West, "Papa_bear" ]; PAPABEAR SideChat "papa_bear"; // base
{doGetOut _x} forEach units group player; Is enough for a proper player group unload
I wonder if you could fix the BIS Transport unload function
was learning a bit about artillery. got mission editor support module stuff working, mortar tubes and dude requesting stuff, works nicely with selecting the tube, round type and amount.
then I used scripts to create the tube and to fire on scripted location, works nicely.
then added communications menu and this is where it gets bit rough, I can call mortar strike from the menu into location of my choosing, but then my script just does firing on that location and thats it, I dont know how to use comms-menu support module thingy to choose tube, round type and amounts with using scripted tubes.
I dont suppose there is anyone awake at this hour to help me out 😉
I don't fully understand where the problem is
So, from the ^^ post. I see that you have created an object and made it fire, via scripts?
And that your problem is that you cannot have a scripted object (mortar) added to the support module (synchronised).
correct.
not so virtual, it createvehicles the arty piece to the module location before firing 😃