#arma3_scenario

1 messages · Page 27 of 1

safe spire
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please do

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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

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ah okay

opaque fiber
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whats the default combat mode?

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green?

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white?

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i always thought behavior was enough

prime dome
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yellow

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should be on the wiki

north belfry
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@opaque fiber Yup, "Aware" is default.

mint cosmos
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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?

dusky junco
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Is there anyone willing to help a starting Takistan Life community with their mission?

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If so, @ me or PM me

lunar frigate
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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.

drowsy idol
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Anyone have luck with the new Keyframe modules yet?

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Played around with them but havent got very far lol

lunar frigate
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What does it do?

karmic lynx
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@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.

novel rune
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Speak for yourself.

karmic lynx
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@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.

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that, they should start something of their own creation

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just like Tonic did

ionic thorn
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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.

robust island
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hey guys, not sure if this is the right place, but you know Dynamic Recon Ops? How would I remove the random supply box?

dusky junco
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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

wispy elbow
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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?"

shrewd phoenix
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Has anyone had a look at the function for that module yet to see why Its not MP compatible?

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Other than the fact the first line is if (isNull player || isMultiplayer) exitWith {};

wispy elbow
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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

lunar frigate
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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.

novel rune
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Export your mission to SP and select it from "Play Scenario".

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This IS from main menu.

sinful rampart
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Or launch it directly via start parameter without even going into the main menu

novel rune
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Also possible.

lunar frigate
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I mean, like load mission into editor.

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Like, launch arma, load mission for editing instead of picking an empty map, then loading mission.

novel rune
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Export your mission to SP and select it from "Play Scenario" located in the main menu

daring dock
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When I'm working on a project I set the launch parameter to just load what I'm working on by default

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it's somewhere in the launcher, you locate the sqm, and then it goes straight to editor when launching

grim mulch
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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];

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In the init for the vehicle, but no dice

timid tree
minor idol
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Cana nyone tell me how to open the single player camapain mission sin the editor plz?

sinful rampart
timid tree
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Thx dedmen

slender geode
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how do you get a task to compete after an amount of time

mint cosmos
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does anyone have something handy that i could use to add smoke on a few random buildings in an area?

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would like to burn things a little

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should be permanent until deleted...

sturdy pivot
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smoke module ?

mint cosmos
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by script i mean.

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works now its more the problem, that the damn thing seems to recognize all sorts of stuff as buildings except buildingts

sturdy pivot
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you can set some smoke modules and set presence probability to 25%/50% what ever fits your needs

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if it has to be by script, you can probably use the function called by the smoke module

karmic lynx
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if(random 100 > 50) then
{
    "SmokeShell" createVehicle [0,0,0];
}:
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so something like that?

sturdy pivot
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a3\modules_f\effects\functions\fn_moduleeffectssmoke.sqf

karmic lynx
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Don't use a function just to create a smoke shell

sturdy pivot
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this function actually uses particle emitter

karmic lynx
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Alright, then make an emitter for the smoke

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still no need to use the function

sturdy pivot
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sure, the function can't be called directly, it was more to show how it's done in smoke module

karmic lynx
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Yeah but the smoke module is just meant for the editor, which the modules are going to be far slower than script

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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

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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

sturdy pivot
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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

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would take few minutes to copy the code and adapt it

karmic lynx
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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"];
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Something like that

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Well, the _color param would have to be - > "SmokeShellBlue" or something like that, could do it in inverse

signal coral
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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

novel rune
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Syntax error, replace . with , and remove that last ,

signal coral
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Sorry that was a mistake, I meantPlayer setCustomAimCoef 0.1; player addEventHandler ['Respawn',{player setCustomAimCoef 0.1;}];

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The sway is lowered but the jump.sqf does not work

novel rune
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Check RPT for other errors and enable -showScriptErrors

signal coral
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I already checked the RPT, would it be with where I am placing it maybe? I'm completely new to this so

tacit sorrel
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how would I create a campaign out of multiple mission files

daring dock
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There's another Nitro here

ionic thorn
opaque fiber
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is ACE broken for anyone else?

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i cant test anything in the eden editor

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keep getting missing .dlls

sinful rampart
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Battleye?

opaque fiber
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i should turn off battleye?

sinful rampart
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It is probably blocking the dll's

opaque fiber
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ill give that a try, thanks

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that worked

robust surge
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would "(west countSide thislist) > (east countSide thislist)" work for making a trigger that activates if blufor outnumbers opfor?

prime dome
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Yeah it should

vernal brook
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does anyone know how to make site modules reset? Deactivating them when player is far away would also be cool

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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

prime dome
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you could try using Dynamic Simulation maybe?

vernal brook
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that doesn't work with sites though

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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?

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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

prime dome
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Yeah, you could do that

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And then use dynamic simulation

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@vernal brook

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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...

vernal brook
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it is pretty great

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i've used f3's cachin before

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my favourite since arma2 was AISSP2-3

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so easy to use and customizable AF

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and i love the ambient combat

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constant danger

minor idol
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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?

novel rune
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Try:

this setUnitTrait ["CamoflageCoef", 0]
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Also try just setting the rank of the civilian higher than the rank of the blufor soldiers.

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It works as advertised if that is what you're asking.

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What does the false do?

sinful rampart
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nothing

novel rune
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So weird that you have to specify that. You'd think the game can figure this out on it's own.

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Yes.

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It's nice to be able to tweak those things though.

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Doesn't sound too hard. Most annoying thing is wiring up the ui config.

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Just make players send events to the server and the server doing the slotting.

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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.

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Should obviously come with it's own integrated spectator mode.

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Yeah, this entry would be a requirement for this to work.

minor idol
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Thanks @novel rune I will give it a go

novel rune
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yw

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Should be doable in a weekend tbqh.

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Not worried about the code. More about the design. When I make uis, they are functional - read: hideous.

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I'd never touch that thing.

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Piece of paper with grid and rsccommongrid.hpp.

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All positioning done.

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That wouldn't help the plebs without mods.

prime dome
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(please help us)

vernal brook
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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

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basically i just want to output some text at mission start and when certain actions are done

opaque cradle
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So I'm trying to make a mission to showcase different units, but they keep running off D:

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What do?

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i.e. how do I freeze them?

karmic lynx
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@opaque cradle add a hold waypoint for that group

opaque cradle
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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

karmic lynx
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No, they will move to avoid danger

opaque cradle
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yeah I want to make them just stand still no matter what

karmic lynx
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add this to the unit init:

this disableAI "FSM";
opaque cradle
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can I disable combat too?

karmic lynx
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That'll be what the above does

opaque cradle
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well doesn't seem like it cause they start shooting if you shoot at them

karmic lynx
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this disableAI "move";
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Use the fsm one and move

opaque cradle
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nope, they still return fire upon getting shot

karmic lynx
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enableSimulation false ? Lool

opaque cradle
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well that causes them not to die

karmic lynx
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Oh, that's right. You need them to die lol

opaque cradle
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this disableAI "ALL"; seems to have done it

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What's the syntax highlighting command you use btw?

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like what language

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in here

novel rune
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sqf

opaque cradle
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ok thanks

novel rune
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cpp
for config

opaque cradle
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how do I disable slots being autofilled by ai?

karmic lynx
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0 spawn 
{
    while{discord_cool} do 
    {
        systemChat "HiGhLiGhTeD SyNtAx";
     };
};
opaque cradle
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(not too good at this :p)

karmic lynx
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Slots being filled by ai?

opaque cradle
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yeah in mp

karmic lynx
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disabledAI=1; in your description.ext

opaque cradle
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ok

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and where do I find that? O.o

karmic lynx
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make a file called description with the extension of "ext" in your mission folder

opaque cradle
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ahh

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I make it

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:p

karmic lynx
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It's really essential for mission presentation

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Here is all the entries possible for it

opaque cradle
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excellent

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thanks a lot

robust surge
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anyone know of a good trigger setup/script to do side specific zone restrictions?

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along the lines of if player in side leaves area, they get a warning then die

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tried a few myself, and tried writing my own but I can't get the side specific bit to work

blazing sundial
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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.

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@robust surge

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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.

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A sound effect helps on the warning trigger

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You can adjust the damage you want aswell. For example .1 or .7. 0 being nothing and 1 being full damage.

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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.

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Above*

robust surge
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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.

prime dome
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well...use inAreaArray, filter only the ones on a side

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subtract the units from playableUnits select {side _x == blufor}; //or whichever side

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those should be the units outside

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give them a warning

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alternatively check for !(player inArea [...]) and then pass side player to a switch-case block

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^these are all scripts using loops, and not triggers

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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

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the affected players would be playable units of side - units of side in this list

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type none, activation none (or maybe activation present players, if having none doesn't generate a thisList, but i think it should)

sage oracle
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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

frail scroll
sage oracle
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Ok I will check it out

sage oracle
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I use the command and control module if i want the player to be the commander for on side in alive right

frail scroll
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I have not actually played the Alive stuff myself. Just checked it out on Youtube to see what it was about.

sage oracle
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Trying to do Insurgency for the guys so im banging my head off my desk right now lol

frail scroll
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I am actually rewatching the videos since it was a while back since I watched them before ...lol

sage oracle
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We tried a premade Insurgency mission but it wasnt all that great so

signal coral
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Any mission devs available for hire?

prime dome
keen coral
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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.

grave harness
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Why does this happen when i set a helicopter on hideObject true?

dreamy ibex
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could be two different models?

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or it deleted the models but kept the textures? some of them anyway

prime dome
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presumably because there are units inside?

jovial kiln
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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?

novel rune
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Also yes.

karmic lynx
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@NicoTheUnique#9242 At this point: no

novel rune
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Of course there is.

sinful rampart
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Spammers can't do anything commy. Besides getting themselves banned

dry grove
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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
shrewd phoenix
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With those areas, save them as compositions and then load them in only if needed for that area

dry grove
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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.

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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.

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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

boreal lichen
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Does anyone know if it's possible to disable the player list in the map screen of multiplayer games?

north belfry
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No not to my knowledge.

karmic glade
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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.

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I can share that leafleats have 726 x 1024 on (1024 x 1024 canvas )

signal coral
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The best way is to have a separate mission for every location. @dry grove

hallow abyss
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laptop has 2:1 eg 1024x512 with a small area on the right which isn't used at all

sinful rampart
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@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?

north belfry
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I'm almost positive anybody with 500 hours plus are aware of the sync uniform bug I'm afraid

sinful rampart
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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

signal coral
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@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

sinful rampart
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The problem is what if the server doesn't know

signal coral
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server know what?

sinful rampart
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What uniform a unit has

signal coral
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You get the client todo setUnitLoadout
The player will know its uniform, its just everyone else that is outof sync

sinful rampart
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Again. The question is if the server also has the wrong uniform sometimes.

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I don't care if clients have problems (besides the local client)

signal coral
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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

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Or you can remove/add uniform/vest & all the gear inside it etc

sinful rampart
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Again. I don't care about other players

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Only local player <-> server

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local player always has it right. But the server

signal coral
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Which is what that method will fix

sinful rampart
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So the server can be incorrect then? And not just the sync from server to other remote clients.

signal coral
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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)

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Basically it seems like a bug or a dropped message not updating everyone else (including server) of unit change in uniform/vest.

sinful rampart
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Ok thanks. That's what I needed

chilly parrot
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so if a guy wanted to add a custom 3rd person view to a server mision how would you go about that

sinful rampart
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define "custom"

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A seperate camera?

chilly parrot
#

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
};
};
};

sinful rampart
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You can't do that config change without a mod

chilly parrot
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script?

sinful rampart
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You can spawn a seperate Camera and move the player into it I guess

storm geode
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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?

mint cosmos
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Arent there darter drones with weapons?

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I believe that was the case, but i inly find small uav with laser designator

north belfry
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Nope

mint cosmos
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Hmm was there not a single player mission with that?

north belfry
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The only one you could use as a impromptu weapon would be the mine "defusal" device.

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If you mean the helicopter, yeah, there is one with weapons if you own the APEX dlc

mint cosmos
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Ye but thats the big one

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I mean like darter or pelican sized with something like a rifle

north belfry
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Nope, not to my knowledge.

mint cosmos
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Too bad

prime dome
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No, no quadrotor with a weapon apart from the mine clearing drone

craggy trench
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anyone know parameter menus with scenarios decently?

north belfry
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@Quiksilver#5042

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@karmic lynx where our boy at? ;_;

karmic lynx
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Sup 😃

north belfry
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I mean Quiksilver

karmic lynx
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Aww :(
I dunno, dropped off the map?

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here I'll poke him

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Actually, wtf 0_o

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Is he gone?

craggy trench
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how do i access the parameter menu to a scenario? I'm having a bit of trouble finding it

plucky glade
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@craggy trench The mission params are visible in the role assignment screen, someone with admin right has access to them.

craggy trench
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@plucky glade it's a sp scenario

plucky glade
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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)

earnest epoch
#

Does anyone know what the init code to change the double billboards in Malden2035?

ornate lagoon
#

do you guys have a recommended mission/scripts for a horror coop?

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not looking for daemons red skies and such, more like blair witch

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i’m into total milsim and would like to venture a little

raven whale
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@storm geode yeah either that or stop server, overwrite and start it again. or you could use Linux

storm geode
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linux is the same on arma2, you cannot overwrite existing mission pbo.

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are you saying you can with arma3 linux server?

signal coral
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Pretty sure on linux it doesn't keep the file handle open on the mission file unlike windows

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But been year(s) since i tried that

storm geode
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as I said above. well gotta try it on arma3 now then.

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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).

teal mirage
#

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.

storm geode
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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.

ebon patrol
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Well, there was a decent camera script on the net

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I've made an intro for our MP mission with it, but couldn't polish it due to lack of the time

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It is quite painful to make it work tho with other server scripts

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At least it was for me

storm geode
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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.

native kettle
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Search for aliascartoon's intro script

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It's pretty useful and I think should do the trick for ya @teal mirage

iron cape
#

Can anyone help me with ALiVE stuff?

Can't get custom compositions working

sinful rampart
iron cape
#

ah cheers

storm geode
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umm are there no host server multiplayer mission editing possibility in arma3? I cant find any "Edit" button in the server menu, hmm.

raven whale
#

you can MP host directly from Eden if that’s what you mean

storm geode
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oh, didnt know that. will look for it (if you know where do tell), thanks.

raven whale
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top menu, don’t remember the title

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it’s like “preview in MP”

storm geode
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ah yes Play menu, I didnt search that earlier (because I was at server browser menu heh). thanks for the info.

storm geode
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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.

plucky glade
#

holy cow. Good luck - the import function works quite well

iron cape
#

Huge work Snake Man. Get some! lol

stiff lantern
#

Any recommendations for terrains that are great on performance?

sinful rampart
#

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

storm geode
#

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.

storm geode
#

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 😃

coral mirage
#

Is anyone here still using F3 or a variant of it?

prime dome
#

cough

coral mirage
#

I know that illegal, poor quality counterfeit copies are being produced by virtual slaves in Mainland labour camps. I was wondering about other groups 😉

prime dome
#

virtual slaves are great

#

non-virtual ones not so much

coral mirage
#

And yet the human rights abuses continue! You Party apologist!

prime dome
#

The Party has nothing to apologise for! 😛

#

I can assure you we send out de-mining ...drones... after each operation

stone scarab
#

How do i edit the breifing that you can read from the map?

coral mirage
#

Are you making a mission from scratch and is it SP or MP?

stone scarab
#

MP and from scratch

storm geode
#

so far I've used Shuko's taskmaster, but been thinking about the new "tasks overhaul" stuff.

deep blade
#

@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

ornate lagoon
#

I can use a custom unit model (never animated a character though so need to understand that)

deep blade
#

wasn't great but a cool experiment for the future maybe

ornate lagoon
#

I'd like basically the classical "predator" see-through effect

deep blade
#

you can just use the sample character and modify that

#

semi transparent withought anyshaders wouldn't look great

ornate lagoon
#

so where am I supposed to apply the alpha, on the _co? those do not have not alpha

deep blade
#

but like I said you could try a refraction particle affect

ornate lagoon
#

do you mind expanding?

#

do you mean ["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1]

deep blade
#

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

ornate lagoon
#

awesome, thanks

#

I do have the p3d model of a unit I'd like to apply this to

#

have everything I need

deep blade
#

do you want it to always be invisible/transparent?

#

you have to play in MP to change the mission parameters though

ornate lagoon
#

that's fine

deep blade
#

anyway let me know how it goes

ornate lagoon
#

i will, but will take a while.. on other projects now

#

thank you

dire wagon
#

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?

sinful rampart
dire wagon
#

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

sinful rampart
#

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

north belfry
#

Oh that is nutty, who is responsible for that? @sinful rampart

sinful rampart
#

For what?

north belfry
#

Transitioning the settings to the CBA interface and you being able to set it in the mission.sqm?

#

Save it*

sinful rampart
#

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.

north belfry
#

Nevermind. I'm obviously way too tired to be able to form a coherent sentence after being awake for 18 hours

novel rune
#

Who do you think?

storm geode
#

powergrep is up, steam is up (sigh), arma3 is up. another glorious day of mission porting commences, Yeah!

storm geode
#

four single player and thirty multi player missions imported to eden.

north belfry
#

@novel rune I love you <3

stone scarab
#

Has anyone ever used the laws of war stuff a mission?

prime dome
#

yes and what?

#

what do you mean how?

#

😄

stone scarab
#

i mean apart from maybe just having them as scenery

prime dome
#

well...like any other thing in the editor really

stone scarab
#

the IDAP tent keeps falling over. as soon as the mission starts. anyone know why?

prime dome
#

maybe something is colliding with it

#

like a rock or another object

raven whale
#

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 🤣

storm geode
#

uah I'm done porting missions for today, nice 14hrs stretch 😃

signal coral
#

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

stark fossil
#

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.

storm geode
#

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.

storm geode
#

powergrep is up, steam is up (sigh), arma3 is up. another glorious day of mission porting commences, Yeah!

sour forum
#

hell yes

#

Good job

errant topaz
#

Anyone know how to disable the multiplayer facewear for a mission

#

It keeps replacing the facewear I have on the loaoduts

neon raptor
#

disableRandomization ?

errant topaz
#

Is that like a line of code or something in the init?

neon raptor
errant topaz
#

Legend cheers mate

neon raptor
#

yw

hoary sequoia
#

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

sinful rampart
#

How about not using workshop then? Maybe that's just broke

vestal bough
#

Is it possible to turn off respawnOnStart within EDEN editor?

storm geode
#

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.

hasty sigil
#

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?

karmic lynx
#

@hasty sigil What are you using for respawn points? BIS solution?

hasty sigil
#

the module for now

karmic lynx
#

okay

hasty sigil
#

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

karmic lynx
#
_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?

hasty sigil
#

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?

karmic lynx
#

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:

hasty sigil
#

hm

#

would I have to place the objects down in the editor or would it have a blanket effect on all of them?

karmic lynx
#

Either or

hasty sigil
#

for instance I have 6 bakcpacks

#

hmm

#

ok

#

id prefer blanket effect

karmic lynx
#

Alright, one momento

hasty sigil
#

ok i will mess with it

#

yeah all TFAR satcom antennas are mobile spawn points

karmic lynx
#

Okay, are they all the same backpack perhaps?

hasty sigil
#

its the same object at least

#

I am trying to implement it for our realism group

#

but to solve the problem of reinsertion

karmic lynx
#

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

silk tusk
#

How is the speed of loading / unloading cargo determined in ACE logistics?

novel rune
#

5 seconds times it "size".

formal citrus
#

hi, anyone got a success with a non looped keyframe animation? For me they don't start

formal citrus
#

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; };

formal citrus
#

anyone knows how to create the Timeline_F by script? Via createVehicle I get a null object.

novel rune
#

Is that a module? If so it needs createUnit and therefore a group on sideLogic.

formal citrus
#

@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"]

novel rune
#

Except that createCenter sideLogic; is not needed and you can use sideLogic directly as "_logicCenter".

formal citrus
#

ok

novel rune
#

Also the createVehicle line has to be deleted, because otherwise you overwrite _timeline with objNull.

formal citrus
#

yeah, my mistake, forgot to remove it

formal citrus
#

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];

signal coral
iron cape
#

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 ...?

karmic lynx
#

@iron cape

player addEventHandler["Respawn",
{
    /*
        Add this to initPlayerLocal.sqf
        Execute loadout code in curly
brackets
}];
#

Damn mobile is so shitty

novel rune
#

Discord should rangeban all phones.

karmic lynx
#

But my pc is being repaired commy

#

How would everyone get insulted by you if they use mobile frequently

novel rune
#

I hate how you phoners type so slow and make me wait for responses.

karmic lynx
#

Eeeehhhhh

#

Screw you man

#

Shit

#

Wtf happend to my comment line in that code

#

Fuck phones

iron cape
#

thanks @karmic lynx

#

Does anyone hear use Incom Undercover?

signal coral
#

How do I make a race?

karmic lynx
#

@signal coral You arent being as descriptive as you need to be, please provide more info if you could.

signal coral
#

How do I get a group of say, 20 vehicles to follow a set path at high speeds

#

Like a fast convoy

#

Vroom - vehicles

signal coral
#

👍

signal coral
#

Why does the race markers not work?

#

I cant see them, and nor can the ai

icy comet
#

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. ^^

sour forum
#

Be more simple than you think

#

Is what I'd say

icy comet
#

okay... any other tips?

prime fractal
#

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 :(!

icy comet
#

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?

karmic lynx
#

@icy comet Splendid gives more camera options, eden is utility (ie placing objects and immediately be able to take a picture of it)

icy comet
#

okay and @karmic lynx do you have a suggestion what I could use a picture for that exact mission?

karmic lynx
#

@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

icy comet
#

okay

icy comet
#

@grizzled meteor its not really a heros journey. its just go to town and rescue people

formal citrus
midnight reef
#

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...

icy comet
#

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

karmic lynx
#

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

icy comet
#

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

icy comet
#

What needs to be in a good briefing?

karmic lynx
#

@icy comet on client they are different

storm geode
#

oh any more specifics why one should not use artillery module?

karmic lynx
#

@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

storm geode
#

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"?

karmic lynx
#

@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

storm geode
#

hmm yeah back in arma2 I used the manual method, but heh cant even remember was support 0-8 menu a thing back then 😃

karmic lynx
#

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

grizzled meteor
#

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.

karmic lynx
#

There you go

#

I was going to say something about jip

#

Just wasnt sure

storm geode
#

speaking on JIP and dedicated servers, any good example missions, scripts or tutorials I could take a look at? regarding arty

stable delta
#

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.

dry whale
#

@stable delta Feel free to DM me with any questions you have, I'd be happy to help you out.

balmy jasper
#

psst, hey guys, want free fps?

#

remove all weapon attachments from ai 😉

novel rune
#

Can confirm, works.

north belfry
#

For real? Lmao

stable delta
#

@dry whale cool man I might im pretty new when it comes to the editior but im learning

dry whale
#

Happy to help 😃

stable delta
#

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

turbid maple
#

Does anyone how to work Zone Restriction Module on Dedicated Server. Its working on Local made server but not on Dedicated Server

cerulean slate
#

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?

novel rune
#

Group or fireteam?

cerulean slate
#

fireteam i suppose

novel rune
#

I never heard that they change groups after respawn.

cerulean slate
#

well it's just that

#

after respawn they're their own team

novel rune
#

That's a group.

cerulean slate
#

sorry dont know the difference

sour forum
#

that's odd

novel rune
#

Yea.

sour forum
#

How are you handling respawn?

novel rune
#

They should stay in their group. How did you determine they are no longer in the group?

cerulean slate
#

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

novel rune
#

So they are AI?

cerulean slate
#

also, sometimes when i revive someone downed for some reason they become the team leader

#

no, as players

sour forum
#

Using the respawn_west markers or Bohemia's function system

novel rune
#

Never heard of "custom position respawn".

sour forum
#

Get them to use the 'U' squad menu for the time being

cerulean slate
#

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?

sour forum
#

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?

cerulean slate
#

under system/multiplayer tab

#

there's a module called respawn position

#

i saw it on some video

sour forum
#

Oh that's terrible

novel rune
#

respawn_west
marker!

sour forum
#

Either use marker or write your own solution

#

The module system is broken beyond bodge when it comes to respawn

novel rune
#

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.

sour forum
#

I'd go on a detox too after using those modules

cerulean slate
#

lmao alright, i'll do that

sour forum
#

I've banged my head against the wall too many times forgetting that the modules are broken

novel rune
#

I think the mission attributes you have to set is "Respawn Type" to 3 or "BASE".

#

And respawnTime to something > 0

cerulean slate
#

got it to work, thanks _/

grave harness
#

How do i make moveInCargo work on a dedi MP server

#

i get various answers, but none seem to work

novel rune
#

Execute it on the machine that owns the unit.

grave harness
#

that's already abracadabra to me

novel rune
#

Well, what are you doing atm?

grave harness
#

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;
novel rune
#

And those are all AI?

grave harness
#

All players

#

no AI involved

novel rune
#

The trigger is server only, right?

grave harness
#

yes

novel rune
#

OK, sec.

#
{
    [_x, plane2] remoteExec ["moveInCargo", _x];
} forEach units delta;
#

This does:

Execute it on the machine that owns the unit.

novel rune
#

lgtm

cerulean slate
#

Is there a way/mod to holster all weapons so you don't have to be holding something all the time?

sinful rampart
#

ACE has that

cerulean slate
#

that's what i'm downloading right now

brittle tinsel
#

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

cerulean slate
#

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

winged ermine
#

You mean editing objects with zeus that were placed in editor?

cerulean slate
#

yep.

winged ermine
cerulean slate
#

thanks

signal coral
#

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?

stable delta
#

What is this arma stalker you speak of

sinful rampart
stable delta
#

Sounds like a mod of that stalker game

#

Also sounds pretty fun

#

They should have a metro 2033 mod

#

Fits with the time line

sinful rampart
#

There were people who stole metro models and used them in their mod.

#

Got dealt with swiftly

stable delta
#

Darn

sinful rampart
#

If only people wouldn't have to steal stuff...

#

We would have so much more cool stuff and less life

silk tusk
#

How do we destroy life?

#

🤔

sour forum
#

If ("life" in (str server)) then {server = nil}

storm geode
#

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?

sinful rampart
#

I've seen mods that make flares brighter. So first guess is no

north belfry
#

Flares are really weak, yeah.

storm geode
#

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?

north belfry
#

Are flares an object? @sinful rampart

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

storm geode
#

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 ...

sinful rampart
#

but I think you have to take care yourself to delete the light when the flare should go off

north belfry
#

Yeah that was what I was thinking

#

Stop stealing my thoughts while I'm checking the ACE3 slack @sinful rampart 🤬

sour forum
#

Light attach object exists???

karmic lynx
#

@sour forum Yes?

private _myCooLightThingy = "#lightsource" createVehicle [0,0,0];
_myCoolLightThingy lightAttachObject[_flare,[0,0,0]];
sour forum
#

oh lord, that's a workaround or two I could have not done

signal coral
#

So noone knows how to make artifacts from armSTALKER mod? :(

karmic lynx
#

What?

novel rune
sinful rampart
#

@Bluebeard#3953 For armStalker specific question it's best to ask in their Forum or Discord or stuff

karmic lynx
#

@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"

novel rune
#

How does AGM affect gameplay?

karmic lynx
#

AGM Medical != Vanilla "Hit me, I'm down. Oh I'm dead"

#

they have TFAR in there as well

sinful rampart
#

It's a total conversion Midnight

novel rune
#

Sorry, what was your question again?

karmic lynx
#

Yes but why does it need these things?

#

it's supposed to be a stalker mod

sinful rampart
#

Yeah. Why would you want to modify stuff in your total conversion mod? Why not just leave everything vanilla

#

wtf is wrong with you

novel rune
#

Maybe they like what AGM does.

karmic lynx
#

No you're mis understanding me

#

why do they have TFAR and AGM in there? Why not just add these as optional mods?

novel rune
#

Why did RHS add a FCS when all they should do is provide assets, is what you're asking.

sinful rampart
#

Where did you get that it's supposed to be a pure stalker mod?

novel rune
#

People do what they like.

sinful rampart
#

It's a gamemode basically

#

"Why did TFAR add 3D voice? It's supposed to be a Radio Mod"

karmic lynx
#

You're not understanding what I'm saying Dedmen.

#

If it's a gamemode

novel rune
#

Can't blame them really. AGM is the greatest addon ever made.

karmic lynx
#

just like every other gamemode, if a community doesn't want a certain mod changing something specific they can no longer throw it out

sinful rampart
#

It's not supposed to be hosted by anyone on their servers in a modified version

novel rune
#

No one doesn't want AGM though, so adding that is safe.

karmic lynx
#

I give up.

sinful rampart
#

It's a modpack that fits their armstalker servers.

#

Thanks

karmic lynx
#

You're welcome.

novel rune
signal coral
#

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.

sharp axle
#

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.

karmic lynx
#

@sharp axle Limited or no vehicle respawns

sharp axle
#

I should say looting enemy assets.

karmic lynx
#

Low fuel, damaged, etc.

north belfry
#

Low fuel in particular.

karmic lynx
#

@north belfry Damage is just as bad, ie your rotors are damaged, stabilizer is damaged. etc

#

it can affect the way you take off

prime dome
#

@sharp axle lock the vehicles

winged ermine
#

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"

dry whale
#

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.

coral mirage
#

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

delicate nexus
#

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?

sinful rampart
#

It won't throw an error

#

the second one could depending on content of myFunction

delicate nexus
#

so even if a function has a return, it's not necessary to store the return in a variable where I called that function

sinful rampart
#

yes

delicate nexus
#

really?

#

thought it was scripting, thanks btw

proven viper
#

any news on the civilian presence module for use in multiplayer?

winged ermine
#

Anybody familiar with ALiVE that could explain to a newb how to set everything up 😄

prime dome
#

@proven viper it's available for MP use on dev branch

proven viper
#

@prime dome so if i develop a mission using dev branch, others will be able to play on it just fine?

prime dome
#

@proven viper potentially, they may add or remove things by the time it goes stable.

#

Wouldn't recommend it

#

Better to wait till RC

keen badger
#

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

keen badger
#

ok I did it by swapping out thislist for inarea 👍

ivory pewter
#

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

crystal gust
#

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)

ivory pewter
#

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 ?

crystal gust
#

should work if he is the triggerowner, otherwise also check the cargo of all units in thislist

ivory pewter
#

i gonna try the easy way first with trigger owner 😃

crystal gust
#

the other approach is not too complicated either, but it won't be as neat 😃

ivory pewter
#

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 😛

crystal gust
#

nice 😃

ivory pewter
#

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 😛

ivory pewter
#

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 ?

ivory pewter
#

urrggg game crashed of cours e ..i give up forgot to save

grave harness
#

@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;

novel rune
#

?

grave harness
#

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..

novel rune
#

And?

grave harness
#

just wondering your thoughts on it :p

novel rune
#

The then ARRAY is ugly af.

grave harness
#

so i should stick with your solution?

#

(haven't tested it yet TBH)

novel rune
grave harness
#

does that work on ST2 as well?

novel rune
#

Yes.

grave harness
#

cool

#

i usually just put it on C++ 😛

strange cloud
#

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

stuck sable
#

@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.

ivory pewter
#

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

ivory pewter
#

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 )

grave harness
#

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

storm geode
#

it might be the same thing I battled on arma2, gunship helos always crashed to trees when on attack run.

grave harness
#

well setting the waypoint at 5000m doesn't help either 😦

storm geode
#

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.

storm geode
#

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?

karmic lynx
#

@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;
}:
storm geode
#

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.

karmic lynx
#

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

storm geode
#

was there any limitations in profilenamespace, I just recently saw someone talk about "dont save too much", but hum cant rememebr where.

karmic lynx
#

Saving too much could significantly slow everything down on the client. But there shouldn't be any reason to be doing it often

storm geode
#

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.

karmic lynx
#

¯_(ツ)_/¯

#

They lifted the data cap

#

so I don't think it's an ebo anymore

storm geode
#

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.

karmic lynx
#

IIrc you could just end the mission on the server right?

#

or rather "on all clients"

#

Triggers are pretty gross lol

storm geode
#

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.

karmic lynx
#

Yes exactly.

endMission "LOSER"; //mission display is closed for client
storm geode
#

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 😃

karmic lynx
#

lol

storm geode
#

just to check, has anyone made MP campaign yet?

karmic lynx
#

¯_(ツ)_/¯

north belfry
#

There has been attempts to port the A2 campaign if I remember correctly into multi-player

#

That is far from certain though

storm geode
#

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.

north belfry
#

Honestly I find chatting with content creators more worthwhile when it comes to finding new missions to play then mindlessly digging through the forum.

storm geode
#

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

north belfry
#

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.

storm geode
#

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! 😃

karmic lynx
#

EOL for arma 3 isn't here yet, and a4 isn't likely for a few years

north belfry
#

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.

storm geode
#

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! ...

storm geode
#

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...

storm geode
#

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.

storm geode
#

yep on dedicated server you can see all the missions on #missions list.

grave harness
#

nobody a solution for my plane not flying at 5000m on a dedi problem?

crystal gust
#

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?

grave harness
#

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

crystal gust
#

I have not used dedicated servers much but it should be the same afaik. where do you set the flyInHeight?

grave harness
#

on the plane init

#

on the first waypoint "on activation"

#

and in a trigger placed on the plane with "Blufor present" as condition

crystal gust
#

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

grave harness
#

does that work with randomness though?

#

and in MP ?

crystal gust
#

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.

wraith pumice
#

There is some possibility of disabling new ACE3 arsenal system in 3D editor?

sinful rampart
#

Remove the pbo

#

ace_arsenal.pbo

#

Otherwise no. not yet

wraith pumice
#

So there is no solution for those of us who play launching mods from Steam... thank you anyway.

balmy jasper
#

U can still delete it

sinful rampart
#

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?

wraith pumice
#

For me, it worked well and I did not need to change it.

sinful rampart
#

What is the reason that you ask then? Are there people having problems?

wraith pumice
#

I was asking because i'm using ACE, but i don't like new arsenal. Just that.

#

I'm just used to vanilla.

balmy jasper
#

It's new, eww

sinful rampart
#

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

wraith pumice
#

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?

sinful rampart
#

yeah

#

Next ACE version has a button in Eden. For now you can take a script and run it in Debug console

wraith pumice
#

I look forward to that button. Is the mentioned script available for users or do I have to work?

novel rune
#

I wish the search fields were dynamic, and didn't wait for you to press enter.

wraith pumice
#

Thank you very much, Dedmen.

north belfry
#

Give me a heads up in case you need a second player and I'd be glad to help @storm geode

storm geode
#

thanks but already got first mission played and saw what I was looking for.

north belfry
#

Alright, glad to hear that.

grave harness
#

okay, still cant get that plane flying at 5000m thing working on a dedi

#

can someone please give me some pointers ?????

grave harness
#

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

storm geode
#

why is the aircraft flying so high?

grave harness
#

HALO

storm geode
#

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.

grave harness
#

its a night jump, and player start to see the ground at around 1500-2000m 😦

#

also, the dropwaypoint has a 1km placement radius 😛

mild minnow
#

Can anyone point me in the direction of where to get the source code for the TacOps subtitles?

sand talon
#

Hey, trying to use image2paa, and my files fail to convert, any pointers that are not in the A3 wiki?

wooden dove
#

what's the file extension?

sand talon
#

jpg

#

1024x512

wooden dove
#

any error?

sand talon
#

Fail to process 1
Failed to convert 1 file(s)

wooden dove
#

did you try texView 2?

sand talon
#

I'm very new to these tools, no I did not

wooden dove
#

never had any issues with .jpg, only png due to compression

sand talon
#

texView worked, so thanks!

hollow prairie
#

Is there a possibility to check which role/equipment someone chose at respawn(using MenuInventory respawn layout) without checking for certain items?

hollow prairie
#

Thank you VERY much.

timber palm
#

Is there any reason that I would not be registering as a "player" when testing a mission, for the purpose of triggers?

novel rune
#

No.

grave harness
#

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)

neon raptor
#

Did you tried to change difficulty settings ? I think that is just one of mapContent... params

grave harness
#

i got that disabled yes, but it still shows regardless

delicate nexus
#

Quick question, what does the flag Operate locally mean in the module HideTerrainObject?

#

in the eden editor

prime dome
#

won't be synced across clients

#

in multiplayer

#

so changes to the object are local to the player

delicate nexus
#

ok, thanks

wraith pumice
#

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?

digital tangle
#

How do i allow hotjoining during ops

digital tangle
#

maybe i should elaborate more

karmic lynx
#

JIP?

digital tangle
#

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?

karmic lynx
#

Are you playing a mission in which does not allow join in progress?

#

what do your respawn settings look like?

digital tangle
#

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

karmic lynx
#

@digital tangle you have appropriate respawn markers set up yes?

digital tangle
#

I think

karmic lynx
#

respawn_west ?

digital tangle
#

Check dm's is that what you mean?

#

@karmic lynx

sturdy fulcrum
#

is a flag carrier/pole without interaction (no geo i suppose)

obsidian temple
#

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.

prime dome
#

@wraith pumice in single player or multiplayer?

wraith pumice
#

@prime dome Both, but principally in multiplayer

prime dome
#

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

wraith pumice
#

@prime dome Oh... Thank you very much

prime dome
#

no problem!

wraith pumice
#

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.

prime dome
#

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

wraith pumice
#

Apreciated!

desert fossil
#

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

prime dome
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@desert fossil only when player is their leader

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Then player has to instruct their squad to get out

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if all AI, or all players, they'll be ejected

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If player isn't group leader, they'll be ejected

desert fossil
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I am the leader unless some mod is messing it up

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I have the command over the squad though

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@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

prime dome
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hmm

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haven't seen that happen but wouldn't put it past arma 😄

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try giving yourself a UNLOAD waypoint, and sync it to TRANSPORT UNLOAD?

desert fossil
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then nothing happens

prime dome
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sorry i mean GET OUT

desert fossil
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I guess I'll plop a land waypoint with {doGetOut _x} forEach units group player; on activation

prime dome
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yeah i guess so

desert fossil
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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).

prime dome
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lol

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I've managed to do this successfully though, but yeah, i've had helos misbehave

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oh wait, which helicopter?

desert fossil
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ghosthawk

prime dome
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oh. hmm. should work.

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littlebird seems bugged

desert fossil
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how can I set up a WP condtion to check if there is no player group units on board?

prime dome
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probably just get all groups that are cargo and then check if their leader isPlayer?

desert fossil
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Its only my group

prime dome
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same logic should still work

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but if you want a general solution

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(say if you had two 4-man groups)

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if it's only one group, check any unit's group's leader

desert fossil
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!(units group player in (crew helo1));?

prime dome
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probably?

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does crew return cargo as well?

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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?

desert fossil
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at least according to wiki

prime dome
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ok

desert fossil
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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

prime dome
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hmm

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then you simply need to say ({isPlayer _x} count crew helo1)==0

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I think

desert fossil
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!(units group player in (crew helo1)); Worked perfectly fine

prime dome
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yeah but that checks players and AI

sinful rampart
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I have no idea how that works.. It really shouldn't ^^

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Oh

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Meaning it should always be !(false) which means it's always true

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you check if [unit1,unit2] in [unit1,unit2,unit3] which is false

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[unit1,unit2] in [[unit1,unit2],unit3] that would be true

desert fossil
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units group player in (crew helo1) returns true when there is any player squadmembers left in the helo

sinful rampart
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There is also unit in vehicle btw

desert fossil
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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

sinful rampart
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I'm thinking wrong then.. I don't know how or why.. But.. ¯_(ツ)_/¯

desert fossil
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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;
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Seems to work flawlessly, no weird helicopter behavior or AI jumping out of hovering helo killing themselves.

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unless that land doGetOut activation thing actually prevents helicopter from moving, in with case, I don't care, as it does what I wanted

storm geode
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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

desert fossil
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{doGetOut _x} forEach units group player; Is enough for a proper player group unload

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I wonder if you could fix the BIS Transport unload function

storm geode
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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.

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then I used scripts to create the tube and to fire on scripted location, works nicely.

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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.

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I dont suppose there is anyone awake at this hour to help me out 😉

mild minnow
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I don't fully understand where the problem is

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So, from the ^^ post. I see that you have created an object and made it fire, via scripts?

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And that your problem is that you cannot have a scripted object (mortar) added to the support module (synchronised).

storm geode
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correct.

prime dome
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there is a vitual support thing too, though?

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i think

storm geode
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not so virtual, it createvehicles the arty piece to the module location before firing 😃