#arma3_scenario

1 messages ยท Page 28 of 1

storm geode
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I thought it was old school OFP "camcreate" arty.sqs ๐Ÿ˜ƒ

digital tangle
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Anyone know how to set up task force radio

sinful rampart
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No. Why? What's da problem?

wooden dove
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it's a dead mod, hasn't been updated in a year ๐Ÿ˜„

gleaming junco
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What happens if you add an optional mod to a server such as one with extra weapons or vehicles, what would happen when someone was shot at or something with one of these weapons/vehicles but they dont have the mod?

storm geode
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you cant play mission which you have no addons for.

gleaming junco
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I heard that as long as the mission doesnt require it, it works

storm geode
sinful rampart
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@gleaming junco Weapons and such are just invisble for people that don't see them. If mod has special animations others might see the player just flip into T pose and bug around till that animation is over.
Bullets are calculated on the machine that shot them. Meaning they still kill even though they might be invisble and soundless for other players

prime dome
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@wraith pumice

wraith pumice
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I also kept trying without results. Let's see if I find something ... Thank you very much @prime dome

prime dome
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๐Ÿป

tight delta
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can u make a teleporter in eden? like the zeus one but well....in eden

prime dome
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You can make teleportation script, yes

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Can't remember any editor module though

karmic lynx
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@prime dome ๐Ÿ™„ Some random zeus mod

prime dome
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Oh

balmy jasper
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Achilles /Ares

wheat kiln
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Making AI respawn on position of death with same variable name

I am creating a combat course with real AI, not the pop up targets, and when I finish the course, the AI remain dead, and I have to restart the server to retake the course.

I need help making the AI respawn on position of death (preferably on the activation of a trigger) and keeping their Variable Name and init when they respawn, as I have set their init as this disableAI "ALL"; etc, and it needs to stay that way.

I cannot find any way of doing this. Is it even possible?

prime dome
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I don't think you can have the same variable name

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Actually, maybe you can say varName = nil or nul when the AI dies

crystal gust
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@wheat kiln several approaches you could take, but i think it's easier if you create the units by script. why do they need to be the same? you can for example run the disableAI command when spawning the new unit as well.

wheat kiln
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yeah i might end up doing that. i am currently experimenting with a script from my /r/armadev post.

crystal gust
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@wheat kiln ah, something like the script there would work as well, just add a variable to the while loop so you can control when it should respawn. (or better yet only exec the script when you want to reset)
i'd change it so the script accept a list of units / group instead of running it on each individual unit as well.

iron cape
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Why do my ARTY SADARM's ALWAYS MISS!?

sharp axle
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Question,
I'm trying to use simple waypoint method to get the Laws of War DLC to fly over and drop leaflets. However, despite me trying things like SetHeight and such, the drone insist on flying at min 100m in the air. So when it releases it's payload all the leaflets will despawn before even hitting the ground. Any advise?

prime dome
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I'm assuming you're getting the drone to fly over and not the DLC? ๐Ÿ˜„

karmic lynx
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No, obviously the dlc needs to fly

prime dome
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don't clip its wings

karmic lynx
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Never

north belfry
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:(

tight delta
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is there any diffrence when putting a addAction on something in eden vs in zeus

sinful rampart
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Uhm...

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Eden and Zeus are completly different things

wooden dove
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you can't add an action in 3DEN

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because you can't access the scroll menu

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because, you can't control a unit.... it's an editor

tight delta
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oh boi

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I have no clue wat am doing now do I

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welp time to go learn T_T

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also ik its an editor

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I jsut wanted to have the addAction

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to appear on say a vr block when the mission starts

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but u can still put scripts in the editor that then appear when the mission is ran right

sinful rampart
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yeah...

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init scripts

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You can't do that with Zeus tho.. Atleast not vanilla

tight delta
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rip the only kinda stuff ive done is with mcc edit in zeus and pust running my stuff form there cause well...it was wat i needed at the timne

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so basicly i would have to write watever script I want,put it in the mission file folder and tell eden to run it?

sinful rampart
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Or use init.sqf or one of the other event script files

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using init field to run a arbitrary script is usually a bad idea

tight delta
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oh so wat would be the best way to learn then,just messing around eden?

sinful rampart
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Reading the wiki

wooden dove
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3DEN is an editor, mission != editor

sinful rampart
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and other scripts

tight delta
sinful rampart
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yeah

tight delta
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fun times,will gettting scripts to work in missions once placed in the editor require more crying T_T

wooden dove
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considering what you just wrote, yes, there will be crying

sinful rampart
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definetly

tight delta
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T_T i try

prime dome
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honestly using the init field for an addAction or simple one line thing is usually fine

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but yeah you have to know how the locality behaves

rapid hatch
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addAction in init field is enough, locality doesn't matter, it's AG EL.

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meaning, it needs to be executed on every machine anyway, unless you want that action to be reserved for some players

prime dome
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yeah i know, those two sentences were intended to be separate ๐Ÿ˜„

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i.e. using init fields is fine (for things) as long as you know how locality works with them

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and well, init order, if your code cares about that

prime kindle
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Does "Probability of Presense" have any issues related to MP?

prime dome
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Not that i'm aware of

prime kindle
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Thanks

tight delta
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is there anything wrong if I

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use this

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_this execVM "vrBlock.sqf";
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on a object

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provided I have

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vtBlock.sqf in the mission file

sinful rampart
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well there are more performance efficient ways if you call that function often. But otherwise I don't see anything wrong

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If that's init script in eden then you might need to switch _this for this. Not really sure about that

tight delta
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hmm all that script does is chang the color of the block

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to like red

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so once is fine

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and it doenst wrok T_T time to crie again

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so question

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when I have this inside a trigger

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[] execVM "vrBlock.sqf";
sinful rampart
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go on

tight delta
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actually

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nvm

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I put the object im referring to in the [] yes?

sinful rampart
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or just pass _this

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or this again not sure

tight delta
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Oh cool

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Well i got it to work yea.....

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Is there any other way besides a trigger where it will run if somethings within 100m.

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Cause thats wat i got now

prime dome
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If it's in a init box then this

rocky sinew
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Hi all, im having a ACE issue where my player really struggle with fatigue once they are injured (fatigue recovery REALLY slow), even after medic get them all white. Basic ACE medical... has anyone encountered this and is it a new ACE feature (was not like this before ACE christmas update).

rocky sinew
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Hi all, im having a ACE issue where my player really struggle with fatigue once they are injured (fatigue recovery REALLY slow), even after medic get them all white. Basic ACE medical... has anyone encountered this and is it a new ACE feature (was not like this before ACE christmas update).

north belfry
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@rocky sinew Are you running ACE fatigue?

rocky sinew
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@north belfry yup, have been for last two years with my milsim group...this ๐Ÿ‘†๐Ÿฝ is a new issue we came across in the last few weeks

north belfry
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Head on over to the slack channel for ACE3 then.

rocky sinew
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thx

ornate lagoon
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All, anyone familiar with ACE's BFT? I have enabled it and have TL with microDAGR and players with DAGR, but cannot see the BFT Tablet. Is that an equipment item?

wooden dove
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wait, bft tablet?

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are you testing the BFT branch?

ornate lagoon
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no

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I am probably not understanding it.

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I know how it works in the military: TL can see the position of all of their squad members provided they all have the GPS (DAGR)

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on a tablet

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it seems that BFT only allows to see the other TL

wooden dove
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it's not BFT

ornate lagoon
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but not your own squad members

wooden dove
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it's just icons for the squad leads right now

ornate lagoon
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right

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that is what I am understanding

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are you an ACE dev?

wooden dove
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No, contributor

ornate lagoon
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(cTab)

wooden dove
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yes, there's a feature branch for something similar

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afaik commy or pabst is working on it

ornate lagoon
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because that thing is bugged (cTab, that is)

north belfry
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@wooden dove Any idea what it is called?

sinful rampart
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The branch?

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If it's about BFT then I guess something with "bft"

north belfry
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Maybe you have a point

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And maybe I should go sleep

tawdry harbor
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How do I keep the gear I've selected for the character, even after the respawn?

balmy jasper
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Do you mean in arsenal?

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Or gear picked up before dying

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Or gear selected in the 3den editor?

karmic lynx
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@tawdry harbor You extending your feelers all the way to SQF?

tawdry harbor
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@balmy jasper gear called via init from .sqf

whole river
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call it again on respawn

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you could create your own respawn template or use a respawn event handler

prime dome
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Isn't there also a onPlayerRespawn.sqf? ๐Ÿค”

balmy jasper
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player addEventHandler ["Respawn", {_this call nig_fnc_loadout;}];
wooden dove
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dat tag tho

balmy jasper
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@tawdry harbor make loadout into a function. run it on respawn event handler

sinful rampart
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getUnitLoadout on Killed eventhandler. And setUnitLoadout from the global variable you saved before on Respawn eventhandler.

tawdry harbor
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I use:

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init="call{null = [this] execVM ""leader.sqf""; " \n "this addeventhandler [""respawn"",""_this execVM 'leader.sqf'""];}";

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where did i go wrong?

sinful rampart
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What the....

balmy jasper
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"" after leader.sqf

tawdry harbor
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ahh

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that is from mission.sqm

balmy jasper
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Don't use mission.sqm ๐Ÿ˜„

sinful rampart
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init='[this] execVM "leader.sqf"; this addeventhandler ["respawn",{_this execVM "leader.sqf"}];';

Oh... Mission init. Then

0 = [this] execVM "leader.sqf"; 0 = this addeventhandler ["respawn",{_this execVM "leader.sqf"}];
balmy jasper
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initPlayerLocal.sqf ๐Ÿ˜ƒ

sinful rampart
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leader.sqf set's his loadout?

tawdry harbor
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yup

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null = [this] execVM "leader.sqf";
this addeventhandler ["respawn","_this execVM 'leader.sqf'"];

sinful rampart
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[this] execVM "leader.sqf";
0 = this addeventhandler ["respawn",{_this execVM "leader.sqf"}];
tawdry harbor
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tnx, will try tonight

sinful rampart
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Any problem with your script or? I don't know what the problem is

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You need to have a nothing at the end. Which is why the 0= and you need it at the end that's why I don't have it on the first line

tawdry harbor
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it works on initial start, but on respawn it just uses the default (old) weapons/gear of a unit played in editor

sinful rampart
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Maybe

0 = this addeventhandler ["respawn",{_this spawn {sleep 2;_this execVM "leader.sqf"}}];

if there is something else that sets the gear on respawn

tawdry harbor
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ok tnx, will try this

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i need it for dedicated play

sinful rampart
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Another correction then.

if (!local this) exitWith {};
[this] execVM "leader.sqf";
0 = this addeventhandler ["respawn",{_this execVM "leader.sqf"}];
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Else he will get a new loadout everytime some other player joins

tawdry harbor
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ahhh ๐Ÿ˜„

neon raptor
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also you can move that EH in that file...

sinful rampart
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Yes...

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But I assume he wants a specific unit. And not all units

tawdry harbor
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not all

sinful rampart
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See. Script file would make that more complicated

tawdry harbor
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i have 5 roles: leader, soldier, medic, mg, pilot.

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each with own set of uniform & gear

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and weapon of course

whole river
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how are the units created?

prime dome
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...what?

minor idol
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Hi all. Iโ€™m building a mission that involves a c130 touching down at an airfield dropping 2 4x4 and then taking off again. The c130 is Unitcaptured with a player in the pilot seat controlling gears, ramp and the drop. The 4x4s will be full of players. Currently the 4x4 fall through the map after the drop (not tested with players inside the 4x4 yet) http://gph.is/2FwZKlY

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Is there a better way to do this? Iโ€™m not sure if once the ramp is open fully the 4x4 can actually just drive out.

north belfry
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Uh... Where is the C-130 from? @minor idol

minor idol
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RHS

north belfry
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Gotcha, I almost mistook it for the USAF version. Ignore me.

minor idol
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Ignored. ๐Ÿ˜ƒ

prime dome
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Well I know you can insert players from helicopters who's path has been unit captured

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Not sure how it'll work with ViV

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And honestly there's a fair chance the 4x4 will explode on contact with the ramp

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Maybe consider dropping it from a hight so it parachutes down

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Safer imo

river nymph
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maybe some judicious use of allowDamage, too

prime dome
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Yeah

minor idol
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allowdamage is all over everything ๐Ÿ˜›

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Dropping from height is my ultimate plan B. Its not what I want to do atall, but If I have too I will

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I need to work out why they dissapear. Some testing with a second person would be helpful. Having someone in the 4x4 while i do the drop sequience might answer some questions

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If the cargo detaches once the ramp is manually lowered all the way down that would also help alot I guess. More testing needed

delicate nexus
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is there a way to show who is talking into the direct chat

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is there a command for that, or I have to create a script?

river nymph
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Killzone Kid did it by detecting the microphone icon that shows on your screen whilst speaking

delicate nexus
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okay, thanks

balmy jasper
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cba also has some chat functionality

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Good place to start

sinful rampart
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CBA can trigger an event when you enter a chat message. Nothing related with VOIP

fathom meteor
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Hey guys, I downloaded a scenario off of steam, is it posisble to edit any scenario you get off steam?? Thre are some items (like a UAV spawner for instance) that I want to move because its in front of the spawner and when I spawn certain mod UAVs theyre too big because the spawner is RIGHT infront of their wings.

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And also I want to solve compatibility with a different mod with the spawners (RHS vehicles seem to not be spawnable)

north belfry
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Just get simple single player cheat menu

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Ezpz

minor idol
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@fathom meteor you can unpack the mission PBO. Google that

fathom meteor
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Tahnks and I cant use sp cheat menu because I am playiong it in MP should have specifried

ionic thorn
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Asking the scenario author is always best practice.

signal coral
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Hey guys, how would I make all independent units be revealed to some AI BLUEFOR?

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I'm making a D-Day mission for my WW2 unit, and need the MG42 gunners to have all of us revealed so that we're getting smoked when we hit the beach

wooden dove
signal coral
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Yes I know how to use the reveal command

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But I need to use it for all the independent units and not just a few guys

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So how would I use it for an entire side and not just a couple players?

wooden dove
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nope, you have to do it for each player groups

signal coral
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It doesn't even seem to work for groups, only seems to work individually

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If I name a Squad's init "p1" they don't fire on the squad

wooden dove
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yes, the "reciever" of the info can be a group, the "victim" is a single unit

signal coral
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So I have to make 80 or so reveal statements? Lmao

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Oh god

wooden dove
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use a foreach?

signal coral
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Dont really know scripting well

wooden dove
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you could also attempt to increase their spotting skill to an ungodly value and decrease it later

signal coral
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how would I do that?

wooden dove
signal coral
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oh I already set their spotting to max with 3den enchanced

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Still didnt fire soon enough

wooden dove
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spotting distance or time?

signal coral
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both

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You'd still have to hike up the beach a tad before they notice

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Guess I'm making a shit ton of reveal statements

wooden dove
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name the groups, run a foreach within a foreach

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{
    private _group = _x;
    {
        _group reveal [_x, 4];
    } foreach allPlayers;
} foreach [group1, group2, groupN];

something like that

signal coral
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where do I put the foreach?

wooden dove
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put down a trigger and drop it in the activation field

signal coral
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ok

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What do I put in the MG42 gunner's init?

wooden dove
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wat

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you put nothing?

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just name the groups

signal coral
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Im not understand the loops you sent

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Like does that reveal them to the MG42 gunners? Or who is it revealing them to?

wooden dove
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let's go through it then

{
} foreach [group1, group2, groupN];

runs the code inside the code block for each element in the array provided

 private _group = _x;

put _x (the current group) in a variable because _x cannot be used, it'll be replaced by the current player in the next foreach (where we want to use it

{
        _group reveal [_x, 4];
} foreach allPlayers;

runs the code in the code block once per player

signal coral
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hmm okay

wooden dove
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if you combine all of those you get a loop that go through each group you provided, for each group it'll reveal each player

signal coral
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Yeah I get that it will reveal each player

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I'm just not understanding how it knows to reveal it to BLUFOR

wooden dove
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it doesn't reveal it to blufor, just to the groups provided

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you cannot reveal a side / reveal to a side

signal coral
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So I would give the MG42 bunker MG squads names?

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And this would reveal my guys to them?

wooden dove
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yes

signal coral
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Okay that sounds perfect

wooden dove
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the reason I told you to put it in a trigger is that you're too new to know how to use inArea and that revealing the players at the server start would be useless, the AI would forget them by the time the players get to the beach

signal coral
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Ahh okay

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So when my unit's LCVPS come through the trigger, the AI will be made aware of us?

wooden dove
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yes.

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make sure to make the trigger activation be "any player" and non repeatable

signal coral
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Why not Independent?

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I dont run the Zeus, so Zeus might want AI driving or something IDK

wooden dove
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I don't know the inner workings of you mission, take my sayings as suggestions, if independent works better use it

signal coral
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Ok

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Also, why is IFA3's config so bad? Mortars and artillery don't do ANYTHING

prime dome
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(WW2 projects)

signal coral
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no one gives me an answer there lol

signal coral
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your code doesnt work m8

karmic lynx
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@signal coral If it doesn't work, then sorry you're banned from it for whatever reason.

wooden dove
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the reveal doesn't work or it doesn't do what you expect?

signal coral
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Reveal doesn't work

wooden dove
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how do you know it doesn't work?

signal coral
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Bc Im testing it rn

wooden dove
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yeeees, but more than that?

karmic lynx
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Oh, I thought you were talking about the IFA3 discord thankong ,
But, do you understand what exactly is going on in that code Hard Hat Harry?

wooden dove
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it's entirely possible the units are too far and won't engage

karmic lynx
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Because, if you're going to use someone else's code then please do understand what it does before just blindly throwing it in

signal coral
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I understand what it's supposed to do

wooden dove
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it's not like I explained it line by line

signal coral
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Because if I put a little 3 man squad down and give each one a variable name

karmic lynx
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Yeah but you shouldn't have to alganthe

signal coral
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And then reveal each of those 3 to the 42's individually they'll open up

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But they're not opening up at the same distance

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with the trigger unfortuantely

karmic lynx
signal coral
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Oh if you're going to facepalm explain

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The code is supposed to reveal them the same exact way then they cross the trigger

wooden dove
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so, just for information, are the units passing through the triggers players?

signal coral
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Rn they're NPCS, but yes they'll be players during the mission

karmic lynx
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Facepalm -> Using Triggers,
Don't get all riled up on me here.

wooden dove
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yes, now re-read the code hard hat

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don't you notice something ?

signal coral
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My test character is a player

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So it should activate the trigger nonetheless

wooden dove
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yeees

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but re-read the code

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only players are revealed

signal coral
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Yes so they should be firing at my test character, no?

karmic lynx
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} foreach allPlayers;

Players != units

signal coral
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I'm a player leading a squad of AI

karmic lynx
#
{

} forEach (allPlayers - player);
wooden dove
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yes they should open up on you

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you may be too far tho.

signal coral
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They open up when I don't use that code to test with 1 player

karmic lynx
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N o alganthe they should three sixty noscope you through a hill

signal coral
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Do you even know what I'm trying to do @karmic lynx ? Each one of your smart ass little rebukes has been proven wrong

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As in "oh noo they shouldnt shoot your player xDDDD"

karmic lynx
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No, the player should just fall over and die with that code

signal coral
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but yeah idk what this MG42 gunner is doing

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I'll try a diff bunker

karmic lynx
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The MG42 Gunner must have no idea what he's doing

signal coral
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show me a mission you've made

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maybe I can learn

karmic lynx
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I don't have anything public. So I mean, I don't know what you could learn from what I've made.
But I don't think you're going to learn anymore from me than you are just by looking up these commands on the biki

signal coral
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Actually alganthe helped me

karmic lynx
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Okay, cool. You're not all so special here, you're like many people who have gone here for help. But, I truly think you should learn / investigate further and try to recreate this on your own without help

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it'll become very easy to recall the functionality of a specific command or a specific method without having to refer back to something like the biki or post back here

signal coral
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I shouldn't go to a chat about mission making to ask for help with a mission?

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Cool logic, man

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And yes I know how to do it if I had to, if you bothered to read I was wondering if there was a simpler way to get my intended effect.

karmic lynx
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No, that's not what I suggested. Please go back and read what I have posted. I did read, and it didn't seem like you understood it fully

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I could be very wrong though, I am just simply suggesting

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Triggers by the way, become very hard to expand functionality upon. I do not recommend using them

signal coral
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@wooden dove was the one who recommended I used a trigger

karmic lynx
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inArea is a very useful command to detect if a unit / object / anything is in a marker area

signal coral
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This whole issue is because of piss poor map design

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They made a DDay map that is out of Arma AI's default firing range?

karmic lynx
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No..I don't think it has anything to do with the terrain design.

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You can force different behaviours just fine, you may just not see that out of the box

wooden dove
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it's the AI max engagement range and their willingness to waste ammo

signal coral
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I haven't seen any D-Day missions where the AI are firing the MGS properly

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And I watched a lot on YT

karmic lynx
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That has nothing to do with the terrain

signal coral
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Even though the designers MGs dont even fit through their own bunkers portholes?

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And their weapons arent configured to fire the distance to the beach and I have to use another mods?

karmic lynx
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From the distance you are talking about, yes they can indeed shoot an MG that far

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for an AI it's about engagement distance

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for a regular player, theycould shoot that distance just fine

signal coral
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Yes this wasnt designed for PvP thoughh

karmic lynx
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Well, no I don't think it was designed in one way or another. It's a terrain.

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Oh and MAP != Terrain

signal coral
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kk

rapid hatch
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People try making scripts without bothering to learn SQF... not gonna work. Hard Hat Harry you need to start from basics of scripting and then move from there, otherwise you'll waste countless hours. And do it only if you have the brains for it. Programming is not for everyone.

prime dome
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and there are triggers and game logics available within eden to do stuff in case scripting seems too daunting

rapid hatch
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That's fine and exactly the point of mission editor - to make stuff available to more than just IT people. But then if they want something special non-covered by the editor, well, either give up or learn.

novel rune
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You don't have to be an IT person to write stuff in SQF. Just the right mindset and either be smart or have time.

desert fossil
weak crystal
#

thanks

prime dome
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I'm assuming that by map you mean mission

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Make sure the class is set up correctly

weak crystal
#

How important is setting a gameType to other than undefined? like does it affect how end game situations are dealt with etc..?

#

And if I put stuff in description.ext - will that mess with the mission.sqm made if you used the new editor - I see some values from description.ext being dealt with in the mission.sql - like respawn and so on, if you used the drag and drop modules for it I mean

weak crystal
#

hmm no much more than a list of the various types, had found that - having harder time finding out about their impact on my mission ๐Ÿ˜ƒ

#

thanks though mate!

keen skiff
#

before that there is a description of the use you can make of the description.ext file man ...

#

read

#

"The Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's root folder. It uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgVehicles, won't work."

weak crystal
#

Don't wanna argue with you friend ๐Ÿ˜ƒ I did read, my question about the description.ext was not about it's functionality - but about possible conflicts with the mission.sql since it contains and declares some of the same values

prime dome
#

@weak crystal game type is for filtering from the browser, not important but may make it easier for people to find your game

#

Description.ext is initialised before mission.sqm

#

So any variables initialised in description.ext can be read in mission.sqm or init.sqf scripts

#

Things set in description.ext like respawn settings, onLoadName etc take precedence over the mission settings

river nymph
#

Watch out with the usage of the words variables and description.ext together, though.

weak crystal
#

right - properties?

#

found out bleeding tickets is pretty easy to setup finally via the "new"? drag and drop modules - just that with 1 sector only I had dominance set to 1 - and it wont work with 1 - 0.99 work fine - but 1 just kind of disables it

river nymph
#

Haha well its still BIS code I guess

weak crystal
#

guessing approach is to use whatever they have made faster for us thru the drag'n drop of the repetative tasks - and then custom code to tweak it to behave for custom stuff

weak crystal
#

@prime dome thanks a bunch mate - made sense

#

Might have my first MP mission about ready - now for the tweaking and end game stuff ๐Ÿ˜ƒ

#

And restricted area's probably gonna be tricky - have to like deduct x% of life pr second they are in a restricted area and give notification - well tomorrows work I guess ๐Ÿ˜ƒ thanks for help all!!
Much appreaciated!!

storm geode
#

I am really liking that high command converter addon (HCC), it has all those vehicle get in/out/land/flyinheight etc features I've always wanted to be in HC heh. any mission makers using that in their missions?

karmic lynx
#

@storm geode No, but you should already have the first 3 options already on hc

#

I do believe fly in height is in by default as well

storm geode
#

hmm well I have not checked (lately) in arma3, but they werent there the last time I did.

#

one thing though either stock or HCC version, you run out of function keys quickly heh

earnest plover
#

Heya, guys!

I'm searchin' solution to force RHS's AH-64D fire flares in (!important here) right mode...
So, this one works:

[apache1, "rhsusf_weap_CMFlareLauncher"] call BIS_fnc_fire;

But it's shoot flares in default fire mode (Burst), and i wan't change the fire mode first & then execute fnc_fire...

So, how i can do that?

prime dome
#

well... going by vanilla config they should be different weapons

#

for example, vanilla has:

CMFlareLauncher
CMFlareLauncher_Singles
CMFlareLauncher_Triples```
earnest plover
#

I found mode list in CMFlareLauncher's config...

wooden dove
#

nothing, absolutely nothing forces mod makers to name them properly

#

and it's a gigantic PITA

earnest plover
#

This command gives me empty hint (just brackets - [])
hint str (getArray (configFile >> "CfgWeapons" >> "rhsusf_weap_CMFlareLauncher" >> currentWeapon apache1 >> "modes"));

sinful rampart
#

Uh...

#

Yeah.. Because.. that doesn't make sense

wooden dove
#

that ain't how config works

#

ya can't do that !

earnest plover
#

I just try'd test this...
Cause this one gives me a list of firemodes to main turret(?)...
hint str (getArray (configFile >> "CfgWeapons" >> currentWeapon apache1 >> "modes"));
["manual","close"... etc...]

wooden dove
#

do you understand how configFile and >> work?

#

it's a config lookup, you can't chain a weapon config after a weapon config

#

they're on the same level

#

means that the class HAS to be a child of the thing on the left

earnest plover
#

Okay, and now i trying to check every parent...
And, yes, that's not what i exacly need, if we already know listed modes...

I just tho what if i'll force AI to choose fire mode first and then execute fnc_fire...
And before starting - trying to find every possible arrays...
Also, not sure which command i need to execute...

I hoped anyone can have any advices here. Subject proposals.

earnest plover
#

Well, that's funny...
Any executions do the same...

// AH64D (RHS), default onload flare mode - CMBurst... ("Burst" or "AIBurst")
apache1 action ["useWeapon", apache1, driver apache1,  from 0 to 4]; // no mode selection... 0,1,2,3,4 - do the same... Fires the flares...
driver apache1 forceWeaponFire ["rhsusf_weap_CMFlareLauncher", "Timed"]; // Ignores mode...
[apache1, "rhsusf_weap_CMFlareLauncher"] call BIS_fnc_fire; // no mode selection...

// Blackfoot (Vanilla), default onload flare mode - single... ("Single")
driver blackfoot forceWeaponFire ["CMFlareLauncher", "Burst"]; // Also Ignores mode... Still single shot.
blackfoot action ["UseWeapon", blackfoot, driver blackfoot, from 0 to 4]; // no selection for fire mode...

But! If player IS driver (pilot) and changed default Countermeasure Fire Mode (for example: from Single to Burst) - then every next script execution will lead to fire the flares in that mode. So, if default is Single & we change that to Burst - it will fires it in Burst Mode...
I dunno why this (below) ignores firemode... Tested on Vanilla heli too...

driver blackfoot forceWeaponFire ["CMFlareLauncher", "Burst"]; 
#

Any ideas how to "say" that AI pilot what he needs to change firing mode?!

weak crystal
#

Hia gain all - anyone able to help me 1 on 1 with some questions about dealing with end-game situations in a multiplayer map?

#

Thinking I would create a trigger that will check for victory conditions and call BIS_fnc_endMission into either end1 (win) or end2 (loose) - but yeah.. have a few questions ๐Ÿ˜ƒ

neon raptor
#

@weak crystal In Arma 3 Samples you have missions examples with end game mode also... just check it

eternal cargo
#

Not exactly sure where to ask, but I think this section shoulld be fine when talking about GUI. I've made a basic GUI, just showing a picture in the background and 8 buttons. I've made this with a tool that took over quite some work, so Im not really getting into the tutorials that I've seen so far. I now have my dialog.hpp and a defines.hpp. I'd like to test my GUI now and see how it looks, but how do I now load it up ingame? I've tried this createdialog "ace_wheel_basic"; But it says Ressource aca_wheel_basic not found. This is my dialog.hpp https://hastebin.com/nujawelose.scala

prime dome
#

@weak crystal use endMissionServer if in MP

weak crystal
#

but does not take my prepared debriefings as argument does it?

#

seems to take pre-defined "checkers" as argument and then decide to show win or loose

#

like "team with most points" etc..

prime dome
#

well it'll use the classes defined in descriptions.ext

#

from what i figured out last

weak crystal
#

ok so END1 will show win and END2 will show loose?

prime dome
#

yeah

#

but biki should tell you the exact format

weak crystal
#

perfect - thanks - that was one of my questions

#

about where to run this code, server related or... but makes sense to do it server related

#

yeah I was there earlier - but seems like it does take into consideration predefined winner/looser checkers

#

yes - takes stuff like:
"SideScore" - show "YOUR SIDE WON" to side with largest score

#

ups my bad - l2read

#

also takes customs like end etc.. so thanks ๐Ÿ˜ƒ

prime dome
#

cheers ๐Ÿ˜„

weak crystal
#

one more question

#

will this code be sufficient to properly check a players side - also if dead - or is there more to it?

neon raptor
weak crystal
#

any tags I need to write to write code?

#

Yes I seen that #sldt1ck - thanks tho

#

but I wanna do all my victory condition checking my self as I also have a countdown etc..
so I thought a simple trigger with some scripting in it could do it if I can just direct each player to the right debriefing based on his or hers sides situation

#

_side = side player;

if (_side == CIV) then {
_side = side group player;
}

#

will this give WEST or EAST no matter if dead etc..? are there situations I have not thought of?

prime dome
#

i'm unsure if side is preserved for dead people

#

also you can just do side player

weak crystal
#

side player alone gave me "CIV" while being dead

prime dome
#

well, that's because dead people become civilians

weak crystal
#

and my script needs to delegate right ending to you based on if you are on the winning side or loosing side

#

so I need to make this check no? in case timer runs out while you are dead

prime dome
#

see above ๐Ÿ˜„

#

you may have to do something different for that, never done side specific endings

weak crystal
#

then I'm doing something wrong

#

coz its a simple sector control MP with a counter on it and ticket bleed

prime dome
#

score table should be displayed either way if the difficulty/server settings are set up like that

weak crystal
#

that I get no problem

#

Just want winner/looser debriefings

prime dome
#

so you could just have a common ending with "this side won"

weak crystal
#

hmmm not bad work around

prime dome
#

so ending1 = A won

#

ending2 = B won

#

ending 3 = tie?

#

and then you just call the appropriate ending for everyone

#

and then they all see the score anyway

neon raptor
#

So you trying to create SC or End Game ? ๐Ÿ˜€

weak crystal
#

SC? sorry quite new to this ๐Ÿ˜ƒ

neon raptor
#

Sector control ?

weak crystal
#

just want a basic end game thing going with a camera pan over battle field and a debriefing if your side lost or won ๐Ÿ˜ƒ

#

its a MP with a SC on top of a hill - so kind of like KOTH (right? king of the hill) on top of a SC

prime dome
#

if you want side specific ending then probably you could do _westPlayers = playableUnits select {side _x = west} and use them later, e.g. if (player in _westPlayers) then {stuff}

weak crystal
#

and want something to check for victory conditions and call BIS_fnc_endMissionServer when applicable

prime dome
#

but i don't know if that will work

weak crystal
#

that thing I wrote gets me WEST no matter if dead or alive - just was wondering if there were more fall pits

neon raptor
#

ok and victory conditions are ?

weak crystal
#

if time runs out - then team with most tickets (so far)

#

if tickets are reduced to 0 before time runs out - then the respawn module deals with it itself

#

and that ending is what I am trying to replicate - coz it does "your side won" or "your side lost"

#

in my "timer run out before tickets" situation

#

tried using the module for scenario flow "countdown"

#

but could not control the victory conditions

prime dome
#

the thing you wrote may not return west if all group members are dead (since empty groups are deleted afaik)

weak crystal
#

ok - as I said - think I'm doing it right - also since I need to call the BIS_fnc_endMissionServer from a server kind of regi

#

so I can't be dealing with each player - I need to maintain the sideScore

#

and then call "SideScore" call BIS_fnc_endMissionServer

#

but a whole other problem lol ๐Ÿ˜ƒ

#

so here is to hoping tickets automatically becomes a part of side score

#

and that I can add to it

neon raptor
#

Well i think the easiest way for you will be just to look in some SC mission, how things work there and then try to create something...

#

Also there is tons of tutorials with basic sc game modes

weak crystal
#

seems right way is to maintain side score and then I guess let initserver.sqf deal with the timer and executing the end mission thing

#

question - if I declare a public variable in initServer.sqf - is it readable for the clients in the normal init.sqf?

drifting meadow
#

why not use playerSide for original problem?

weak crystal
#

oh will work?

drifting meadow
#

Returns the player's side. This is valid even when the player controlled person is dead (a difference from side player).

weak crystal
#

am using that one in my onPlayerRespawn.sqf - just though it was a scope variable - just like player seems to be it when its not a script executed with player as scope (right way to view it?)

#

sweet enough

#

but think I'll try this approach where I do not break the arma chain - and just maintain sideScore

#

and let arma deal with end game logic - who won or lost

#

But as of my question - if I declare a public variable in initServer.sqf - will it be readable in one of the other Event Scripts that are run after initServer.sqf?

#

want the countdown timer to be maintained in initServer.sqf - but want it displayed on the screen of each soldier

drifting meadow
#

good point, not sure if playerside only works only player machine. Yes the public Variable should be readable from any other script that runs after initServer.

weak crystal
#

thinking that it's better to use
["End1", true, true] remoteExecCall ["BIS_FNC_EndMission", west, false];
["End2", true, true] remoteExecCall ["BIS_FNC_EndMission", east, false];

and end each side's mission in init.sqf instead of using the endmissionserver - so that people who might spawn when timer runs out will get instant end mission also

rapid hatch
#

@weak crystal global variables are visible in every piece of code after initialized. On local machine.

tribal belfry
#

Hey this the first time Im trying im ever trying the Support waypoint (in 15ish years)

#

I think Im missing something

#

I have placed a medic with a Support waypoint

#

I expect to get a list where the medic is listed under command menu 5-1

#

but this list remains empty. Even when Im wounded

#

oh wait

#

nice to know....

#

it does work. but not through THAT menu

#

When you call "INjured" the Medic will come and help you

#

Thats just the support vehicles though. without a waypoint. And there is no way to Reroute them when they responded to the first call

rapid hatch
#

Support waypoint apparently is not working very well, at least not as it was before. Only medic works while ammo and fuel doesn't. I was playing with it a month ago and found some threads on forums...

deep citrus
#

hello, im new to scripting, im building a task to destroy an object, i alredy got the task working and i want to make a trigger so when the object is destroyed it activates a set task state to completed, how do i do it?

trail raven
#

anybody able to talk intelligently about aht air commander compenent in alive?

sinful rampart
#

Probably most people on the ALiVE discord

trail raven
#

theres an alive discord?

sinful rampart
trail raven
#

thanks, Dedmen

deft kayak
#

Anyone know if it's possible to include a mission inside of an addon?

sinful rampart
#

yes

#

campaigns do that

deft kayak
#

ah, nvm, just found how A3 does it

weak crystal
#

Seems that (as example) APEX buildings are available to render for people using missions with them in mission - even though they do not have APEX

I am guessing the same is not true for weapons?

If I put APEX weapons in a crate, will it just gracefully not show them to non-APEX owners?

prime dome
#

@weak crystal all content is available on everyone's computer now, irrespective of DLC ownership. Further, weapons and gear were always on everyone's machines. Basically, there's no problem.

weak crystal
#

@prime dome thank you mate! - S!

weak crystal
#

perhaps an odd question - but have not really played A3 much, how many kills in total would you say a normal 8 vs 8 map would have over 10 mins?
Sector control on a hill, semi high paced gameplay.

#

just ball park avg.

#

mainly inf fighting - no snipers (or extremly rare)

prime dome
#

a normal 8 vs 8 map
a what now

#

you mean a scenario i guess?

earnest plover
#

@weak crystal Did some scenarios for PvP/TDM... 200m square area in town... Only inf - low ammo - no optics... Same gear... Random spawns... So, average time spent between contacts was 30 seconds... Average one player kill count was between 10-25... So, how you understand already - depends on AO size.

#

Small AO + high density of players (we've played up to 26 men on 200m2) = a lot of fast and fun firefights. So...

iron cape
#

Can I disable simulation on "grass cutter" objects, or does that stuff them up?

raven whale
#

iirc should work fine

#

just test it

#

do they still cut grass or not

iron cape
#

they do when I test it locally. Just not sure what happens when I load it into the server and then join as client

earnest plover
#

Then test...

iron cape
#

yes of course. Testing and finding I shouldn't disable simulation for dedicated server mission takes 30 mins of: editing, uploading, then re-editing after failure. Asking someone who may already know takes 1 min

#

(the point of a community)

buoyant vault
#

I want the respawnTemplates[] to be be set according to a lobby parameter, but I can't come up with a way to do it. Is it at all possible?

sinful rampart
#

Everything is possible ๐Ÿ˜‰ But no. Don't think you can do that

buoyant vault
#

I guess I'll have to create a custom respawn template and check the params from within that...

#

Well shit, I forgot that some BIS functions are dependent on correct respawn templates.

#

Oh well.

#

ยฏ_(ใƒ„)_/ยฏ

weak crystal
#

Hia all mission makers - made a MP based minefield script if anyone wants to have a go at it - write problems you encounter in the git if you please.
Have included a nice description about how it works and how to use it etc..
https://github.com/IgorSzyporyn/arma-scripts-minefield

smoky venture
#

Anybody know any mods that add some good modules to the editor and/or zues? I'm looking for more I can add to my missions , ping me in your response or I won't see it

prime dome
#

@smoky venture Achilles

smoky venture
#

Yup I'm already using Achilles, just hoping there's even more out there

clever acorn
#

@weak crystal not sure why you'd want to do that and not use a real mine tbh. That's like automatically killing a player who stands up for more than 1 second in a firefight rather than wait till he gets shot.

prime dome
#

i must admit i don't see the use of it, either

weak crystal
#

Why would you place 400 mines (that are also kind of visible) when you can simulate it is my counter question.

#

And your comparison does not really apply @clever acorn

#

There is a difference between automating something and simulating it

clever acorn
#

Because your players are going to feel cheated.

weak crystal
#

Why would they? they wandered into a minefield

clever acorn
#

But it's your call, your mission

weak crystal
#

and there is a good chanse they will die as long as they walk around in a minefield

clever acorn
#

You asked for opinions

weak crystal
#

no I asked for code based critique which is not the same really - but I also welcome your opinion

clever acorn
#

Ok. I'm not gonna get that far because I can't see the point of it. Hope you get the answers and critique you're looking for elsewhere.

weak crystal
#

Me too - opinions are kind of useless though

#

But thank you for your input

prime dome
#

Well, i've never placed 400 mines in a mission. Maybe under 100 spread across a few mine fields, usually marked on the map. The intention is usually to prevent people from going into areas/incapacitate vehicles. We also have engineers who disarm mines, so the intention is rarely to kill people for wandering into a minefield.

#

But yeah, didn't actually read the code for the same reason as Reddog

#

but maybe someone else can give you input on that.

weak crystal
#

I just simulate those 400 mine (which cant be seen any ways since they are mine) and I do not just kill you as you enter the trigger area

#

you can enter it and leave if you are lucky

#

and if you stand still at a point without having stepped on a mine yet - you wont die as long as you stay still - if you begin to move again there is a chance you die once again

#

(400 is an arbitrary number)

wooden dove
#

read it:
It uses triggers with an execVM in the activation block
It has more comments than lines of code
It runs scheduled

weak crystal
#

Yeah I like to comment a lot - hope it is not disruptive ๐Ÿ˜ƒ

wooden dove
#

you could literally replace the whole thing by about 10 lines in initServer

#

or better, make it a function and call it whenever you feel like it

weak crystal
#

I don't like programs that activates x triggers based on some tricky variable name etc..

I find it better practise that each element that wants something pipes into that instead of being activated by some other force on the outside

#

As a general rule of programming

wooden dove
#

........

weak crystal
#

But I'd love to see the 10 lines in initServer that would do so mate! Thats my whole point of asking ๐Ÿ˜ƒ

#

It's my first thing - so yeah kind of clueless for most parts - hence my ask for help/critique of code

wooden dove
#

oh wait, you're not creating mines, you're making "indiscriminate kill zones"

weak crystal
#

A pretty good name for a minefield

#

An indiscriminate kill zone

#

I'm simulating that you have roughly 25 seconds to live while walking around in a minefield - yes

wooden dove
#

hover over it with a chopper / drive in with a vehicle

weak crystal
#

Edge case I have not taken care of yet - yes

#

drive in vehicle should explode the mine right under your seat?

wooden dove
#

nope

#

it won't blow up, just the tires at best

#

depending on vehicles

weak crystal
#

I used getPosATL or whatever its called

#

so if driver is 30 cm over ground

prime dome
#

MRAPs and armour are resistant to mines

weak crystal
#

I should place it 29 cm or so above the ground - and thus inside vehicle?

prime dome
#

And infantry doesn't trigger anti tank mines

weak crystal
#
_ied setPos (getPosATL player);
_ied setDamage 1;```
#

thats on my detonation execution

#

but will trigger activate if player is in a vehicle when entering area?

wooden dove
#

yes

raven whale
#

vehicle player in thisListis true for both vehicles and on foot

weak crystal
#

What I would like to do is to dynamically attach the "mine" to the vehicle if in a vehicle when entering - and then if vehicle stops and player leaves, then attach one on them as well - and then make mines for vehicles and personel seperate

wooden dove
#

why not place them?

weak crystal
#

stress on server would be bigger no? not scale as well with large minefields

#

and their placement is way to random and they are visible

wooden dove
#

because right now the player has no counter play, and if you want zone restrictions there's a BI module / set of funcs for that

#

and no

weak crystal
#

No counter option that is true

#

its not for milsim minefield

#

its for MP action

#

also described as a MP only script

prime dome
#

Mines are very hard to see if placed off road

wooden dove
#

mines are one of the best entities perf wise behind butterflies and ambient animals.... which aren't there on the server

weak crystal
#

I placed a few and was not liking result

#

and thought that dynamically placed objects were probably worse placed than player placed

prime dome
#

There's a BI module for minefields too, which I would hope is optimised as well.

wooden dove
#

I can look if you want

#

but I doubt it, unless KK went over it

weak crystal
#

oh well - lots of stuff that does this already - and probably bad idea etc.. but my thing was to get some knowledge out of it

#

how does one write a script - what needs to be executed in server regi - what needs to be executed in client regi et...

#

question is - will the script work as is (although a bad idea) - but will it work?

#

I have tested myself ofc - but not in a real MP environment

#

But did not know people had to agree with the idea of the script to be bothered to read the code and help out - sniffles.... ๐Ÿ˜›

#

So to re-iterate, I don't need help on how to best place a minefield - I need help on syntax and programming caveats and badly optimized code ๐Ÿ˜ƒ

sinful rampart
#

So you need scripting help?

weak crystal
#

yeah well this evolved into this after I just posted I had a script for people to try out ๐Ÿ˜„

#

know I'm in mission_makers

sinful rampart
wooden dove
#

BIS_fnc_minefield is actually not bad at all and has been rewritten for LOW

weak crystal
#

As I said - this just evolved into this ๐Ÿ˜ƒ I have posted and gotten help on making script in #arma3_scripting

wooden dove
#

there should be a module for it

weak crystal
#

apologize for the clutter, and thanks for the inputs @wooden dove @prime dome @raven whale

#

and @clever acorn

#

It has now become a debate about best way for mission makers to implement a minefield - so we back on track @sinful rampart

sinful rampart
#

Didn't complain about you being offtopic

weak crystal
#

Would have been fair enough though ๐Ÿ˜ƒ

sinful rampart
#

I just meant if you need scripting help you are much better off in #arma3_scripting because all the scripters are in there

weak crystal
#

rgr that - and is appreciated

#

And yes there is a module for it "Site_Minefield" lol - @wooden dove

#

well - dammit, I just needed a real case of something to make a script - can't code "Hello World" forever

prime dome
#

yeah, it's just that it seemed like something becoming increasingly complicated for not much mission making value, which i think was the inevitably reaction in #arma3_scenario ๐Ÿ˜›

#

I find that I ended up having to script funky things from time to time depending on what i was trying to achieve in a mission

#

but i definitely don't go looking for scripts to write ๐Ÿ˜›

#

Unless it's to do with doing F3 related things, or that script i'm working on to detect groups with multiple sets of waypoints due to locality issues

#

But i'd recommend learning scripting by looking at a problem you're facing and solving it

hollow prairie
#

Happens when i start my mission in local MP from 3den. After klicking okay all the slots are there and it seems to work fine...

sinful rampart
#

Some entry in there is not an array although it should be. Or someone tried to read that as an array although a cfgPatches entry is never an array

hollow prairie
#

Yeah but i never touched the subject of unlocked uniforms. afaik there was an ace setting or smth like that. But i donยดt think i changed anything there since the last time it worked fine ๐Ÿ˜ฆ

sinful rampart
#

It's the Mods fault

#

not yours

#

And it's not the ACE thing

hollow prairie
#

aaaaahh. i do have two uniform mods loaded which i normally donยดt...

#

Check. Thank you very much ๐Ÿ˜ƒ

wraith pumice
#

Hello everyone, someone knows the function name of ACE progress bar?

wicked reef
#

@wraith pumice Have fun!

wraith pumice
#

Yeah, thank you very much.

deft kayak
#

When a MP mission first starts, is there a way to auto-skip the map view with the continue button?

storm geode
#

btw duda will you still update AIC?

deft kayak
#

need something changed?

storm geode
#

well I played on dedicated server without any game logic placed on the mission, got several times error about undefined variable _group

deft kayak
#

yeah, that tends to happen when ai groups die

#

most people probably don't run with scripting errors shown on screen in MP, so you're actually the first to notice that ๐Ÿ˜ƒ

storm geode
#

oh, heh

#

otherwise it was running good. had a great time playing tonight.

deft kayak
#

yeah, it's pretty stable - I've been through many many missions with it in coop

storm geode
#

well great time as much as the braindead AI allows. had few times some AI groups just not moving for no apparent reason. the sad truth is that arma is multiplayer game, you cant deal with AI other than as cannon fodder ๐Ÿ˜ฆ

deft kayak
#

hehe

#

draw line to middle of battle, cross fingers

storm geode
#

will have to investigate the AI situation without any addons tomorrow, I'm sort of hoping but afraid at the same time, it might be something to do with custom terrain or other addons.

#

I just cant believe the AI is so shitty that it just out of the blue refuses to move in open ground.

deft kayak
#

I've definitely had issues with AI refusing to move and/or moving too slowly

#

usually end up remoting into the leader and hurrying them along...

#

Did you see the latest thing I'm working on?

storm geode
#

no?

storm geode
#

glowing skeletons ๐Ÿ˜ฎ

tight delta
#

question

#

if I got a custom texture and say its called

#

idk, "flag1"

#

would this work

#
this setObjectTexture [0, "flag1"];
``` if I put it in editor
neon raptor
#

@tight delta you need path to texture, not just a name of texture

#

also setObjectTextureGlobal...

tight delta
#

wat if the texture is in the missionifle?

#

mission file*

neon raptor
#

yep should work

karmic lynx
#

File path is relative to the mission root.
So if I were to put a folder in the mission root named "pictures", and do the following:

flag_1 setObjectTexture[0,"pictures\myCoolFlag.paa"];

It'd work

rapid hatch
sinful rampart
#

@deft kayak I'm quite sure there is a way to skip past briefing screen. Probably some description.ext entry

tight delta
#

does the texture have to be in .paa or can I be lazy and use .png ๐Ÿ˜›

sinful rampart
#

paa or jpg

prime dome
#

but prefer paa because jpg causes LOD issues

tight delta
#

thx

storm geode
#

one of my missions is giving error Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
the mission.sqm is empty with only player characters, rest is created by scripts. now I'm looking at mission.sqm addons[] and AddonsMetaData wondering do those have to sync or can I just add the missing classes into addons[], or is there some other proper way to fix this error?

sinful rampart
#

It usually says what is missing

#

Only the addons array is important AFAIK

#

MetaData is just that Meta Data.

storm geode
#

okay, I'll collect all the missing classes and add them into addons[]. hopefully they wont get deleted again on next mission.sqm save, although dunno why would I need to save it but anyways.

sinful rampart
#

empty addons array is no problem at all

#

Atleast I've run missions with that quite often

#

Instead of just removing the stuff I need to remove I just empty the array and use that

#

far quicker

storm geode
#

yup thanks for the info, will add the classes and see what happens with unit creation and RPT.

dry whale
#

Question for you guys about the Eden editor - has anyone ever found a workaround to be able to have two people work on the same mission together in Eden? I would assume not, but hell, figured it's worth the ask ๐Ÿ˜ƒ

karmic lynx
#

@dry whale "Workaround" ? It was never possible

dry whale
#

@karmic lynx that's why I said workaround

#

๐Ÿ˜ƒ

signal coral
#

@storm geode use VCom Ai, makes them a ton better

#

It actually feels like fighting humans sometimes

storm geode
#

heh no, its on engine level, or how do you explain unit getting stuck in a vehicle on completely open terrain refusing to move. heh yup.

raven whale
#

@dry whale share your screen to the other guy ; )

wicked lichen
#

Is there a way to tie an object's condition of presence to the presence of another object? Like say I have an ammo box on a 50% probability of presence, can i set other objects to spawn with it?

signal coral
#

@storm geode Have encountered AI get stuck before really annoying.
Didnt realise it can happen with vehicles. If unit is just on foot, AI normally just needs a push litterally or force animation move tends to work aswell.

raven whale
#

@wicked lichen not using probability

#

you can still script it

storm geode
#

it really pisses me off, I have to rethink my whole mission making style to avoid AI and still somehow make missions which I can (sadly haha) play alone in dedicated server or with multiple players.

#

kind of, sad if not shocking that we spent all this time creating all these addons, mods and missions... but the AI is useless. heh

#

its all great if you have online group which can play every night with bare minimum of 10+ players, but yeah who has that hehe

#

anyhow, back to test those missions which are riddled with AI retards.

clever acorn
#

Just to say normally when I have a stuck vehicle, the ai have managed to drive it either onto a rock or into something and burst a tyre. Might be worth checking?

prime dome
#

Sometimes they just stop in the middle of the road

#

It seems to depend on the map, road, and vehicle though

#

But yeah, frustrating when it happens

storm geode
#

after yesterdays marathon of 12hrs multiplayer terrain testing I made a list of big no no's for mission making and decided that I wont be making any where players group even has possible AI slots (grouping) and always, always have disabledAI=true; also other mission design notes to avoid this AI hell. not sure I like that solution, but what can you do.

mild minnow
#

@dry whale You could use ATOM's (a scripting IDE software) to have multiple people work on scripting, but not actual in the editor.

clever acorn
#

What options are there for virtualizing AI and spawning them when players are in range like ALIVE does? I know of DAC from early days but it doesn't completely virtualise the group so presumably not as performant. Any others?

river nymph
#

alive can do it because they virtualize in their extension. i dont know of any other systems that do it in the same way.

signal coral
#

MCC has an AI caching system as well for its GAIA system

clever acorn
#

Is GAIA usable without all the rest of MCC though. I've heard less than complimentary comments about MCC code base.

river nymph
#

It supposedly is but the caching is much like DAC and alternatives as i understand it

timber palm
#

Is there a way to check within a trigger area if any OPFOR unit is killed (sans naming every unit and doing a name check with !alive). Basically, is there some way I could do a !alive OPFOR

turbid maple
#

Guys anyone know how to use Aircraft Carrier Functions properly with UnitCapture , i have a jet using UnitCapture and while recording i used the Take Off thing with Back open but when i use UnitCapture recording it does not even open up and get boosted

drifting meadow
river nymph
#

That was pretty meh last i looked into it

drifting meadow
#

In what way? its working fine for me.. doesn't cache the group leader only subordinates and i belive it does not work on vehicles but does on statics.

wooden dove
#

... I need to fix mine and release it at some point

#

an update broke it and haven't bothered updating it ๐Ÿ˜„

#

I fear of what i'm going to see after all this time, same as garrison i'll probably have to rewrite huge swaths of it

storm geode
#

never used any of those cache things since CoC AIOD, do I even remember it correctly AI On Demand. but its kind of interesting idea to beef up the AI/enemy strength indeed.

#

btw who here remembers CoC AIOD? ๐Ÿ˜ƒ

lost osprey
#

Alright, I'm totally at a loss for this issue
https://www.youtube.com/watch?v=A6U7SCsrJaQ&feature=youtu.be
Apologies in advance for the garbage-tier video, have not recorded anything in a while.
Basically, the sliding doors in my ship template will work in some positions but not others. I know the ship model is littered with invisible walls, and I've used a disablecollisionwith script to allow players to walk through them, but I suspect the invisible walls are stopping some of the doors from opening as well, since when I delete the ship model all doors work properly, regardless of position (all this is shown in the video).
Does anyone have any clue as to what could be causing this, and what I should be looking at in regards to fixes? Because I'm stumped.

sick hill
#

If the view lod is in front of the mem point it can affect it being seen and thus no working

prime dome
gleaming junco
#

Not sure if this is the right area to ask, but does using Arma 3 Tools to sign mods generate keys with any sort of data relating to the PC its being run on? Or is it just completely random

prime dome
sinful rampart
turbid maple
#

Guys anyone used Unit Capture yet on the new aircraft carrier

prime dome
#

You mean for landings and takeoffs?

hollow prairie
#

Someone here said that UnitCapture and Playback is quite performance heavy(a day or two ago). How high is the impact? I have two helicopters, each on a captured ~2.5 minutes flight. Will that be a problem or is that way below any real impact?

spice dragon
#

Hello everyone, was wondering if anyone would be able to help me with a problem I', having: I'm having problems using the "animateSource" function. I'm making a smal cutscene, using the RHS C-130 J. At nighttime, in flight, having a camera inside the cargo hold looking backwarsd against the cargo ramp. I have a script opening the cargo ramp, and the jumplight turning green.
But I want to have the cargo hold lighting on, and this seems to not work entierly the same way? I have located the necessary information in the Config viewer and Function viewer, and the AnimationSource should be "cargolights_hide". But I'm not able to turn these on the same whay i did with the green jumplight.
I have noticed that the cargolight_hide seems to have "jumplight" and "cabinlight_hide" as parents, does this have anything to do with me not beeing able to turn the cargolighting on?

storm geode
#

for multiplayer mission selection screen, overviewText, whats the max length before it goes "off screen"?

sinful rampart
#

Might very well depend on screen resolution and UI size

storm geode
#

hmm good point.

#

gotta add that to my multiplayer missions because there are tons of them and cant remember which is which, so no more wandering aimlessly selecting missions trying to find that one specific ๐Ÿ˜ƒ

#

pictures would be even more easier for eye, but... its just not my style, they are difficult to make as in how they relate to the mission at hand unless you just pull random military pics of google heh, also they increase the mission size and when you have mission pack of triple digits of missions... yeah no thanks for excessive baggage ๐Ÿ˜‰

sinful rampart
#

Good idea. I also often have problems with different versions of some mission and what is the newest and stuff. I made a habit of writing the last edit date into the mission name. But adding more info to the overviewText is probably a better place for that

storm geode
#

yes I've used "<mission name> <version>" for a long time, mostly due packing mission dir to a pbo, renaming it to mission_name_v1_2_3.pbo and uploading to server because the damned server locks up the existing pbo.

#

also for long time I used stupid mission names like "Cool mission 1" and "Search and Rescue 4" etc, now I use like codename generator made names which are cool I guess, but I have no way to remember which is which heh.

#

but yeah was it briefingdecription in arma2 and now overviewtext in arma3 which is very nice to just on server hit #missions and then scroll the list while reading the overview text summarys.

jaunty marsh
#

Are there any mods that unlock the full potential of zeus to place down any & every object? Ares/Achilles does it, but not fully.

gleaming junco
#

If I have an optional vehicle mod pack on a server, so one that players can join the server with but is not required, is there any way to make it so the server can pick up the vehicles through commands such as entities/vehicles, because its an optional mod?

neon raptor
#
_is_mod_enabled = isClass (configFile >> "CfgPatches" >> "mod_name"); 

if (_is_mod_enabled) then {/* do something */};
#

@gleaming junco

gleaming junco
#

All sorted now cheers

desert fossil
#

How can you make an AI group follow another group? The follow waypoint does not work

plucky glade
#

@storm geode we all have a personal "cool mission" somewhere ๐Ÿ˜„

signal coral
#

I've got a mission that repeats (only mission in the cycle) and upon completion of the mission the server restarts the mission. Now the issue is that all the vehicles and weapons dropped are still on the map when the new round begins. AutoInit is not being used and the server is not set to persistent. Is there something I am missing to completely wipe the server upon beginning a new mission?

karmic lynx
#

@signal coral Nope, restarting the mission withought persistance and autoInit should be just fine

signal coral
#

That's what I thought, but it isn't having the intended effect.

karmic lynx
#

What are you starting the server with?

#

What does your mission cycle look like?

signal coral
#

Batch file, mission cycle contains 1 mission.

karmic lynx
#

Mind posting both in a formatted text?

signal coral
#
start /b arma3server_x64.exe -servermod=SomeServerSideModsHere; -config=server\server.cfg -port=2302 -profiles=AH -cfg=server\basic.cfg -name=AH -world=Altis -noSplash -enableHT -loadMissionToMemory -bandwidthAlg=2
#
class Missions
{
    class missionCycle
    {
        template =        "Mission.Altis";
        difficulty =     "Custom";
    };
};
signal coral
#

Thoughts @karmic lynx ?

neon sigil
#

hey guys, my "if" script isn't working and the jist is that if you are in an area the area variable is set to 1 wheras if you are out of the area it sets to 0. the script works fine without the "if" stuff. the error that appears is that i'm missing a ) on line 1

#

if (area = 1)
then {
base = 1;
hint "you have created your base!";
_HQ = "Flag_NATO_F" createVehicle Getpos HQtrans;
_Box = "O_supplyCrate_F" createVehicle Getpos _HQ;
"Land_campfire_F" createvehicle Getpos _HQ;
clearWeaponCargoGlobal _Box;
clearMagazineCargoGlobal _Box;
clearItemCargoGlobal _Box;
"HQ" setmarkerpos (Getpos _HQ);
"HQ" setmarkeralpha 0.9;
_Box setVariable ["HQBox","HQBox",true];
sleep 0.1;
_act = _HQ addAction ["Purchase Sandbag (-50n)","scripts\SB.sqf"];
deleteVehicle HQtrans;
}else{
hint "You are outisde of the base creation zone!";
};

sinful rampart
#

That is not how you compare things

prime dome
magic remnant
#

So, i want to create MP scenario for like 6-7 players, where you get missed paradrop and first task would be just to gather with the rest of your squad. Is there any way to do it in simple trigger and avoid problems, when one of the player dies before they group up? I was thinking about using "distance" command, but it seems quite difficult to put there every possibility. Also i would like it to work even if there are only few players, instead of possible max. Do you guys have any idea?

wooden dove
#

Do you really need a task for that? you could tell them to regroup at a point and add a timer, if they don't all get there in time the mission continues anyways

#

you don't need the task to be on a player / group leader

magic remnant
#

More like - I want some other things to get activated when players are close to each other, so thats why i would like to make a trigger, the task itself isn't big issue then

plucky glade
prime dome
#

Will the players all be in the same group?

magic remnant
#

Doesn't really matter for me @prime dome

prime dome
#

Well... there are two ways in that case

#

actually nvm

#

just say activated by BLUFOR or whatever

#

PRESENT

#

and in the condition put count thisList >= 4 or whatever you want to set the minimum as

#

(the method with the group would be to SET TRIGGER OWNER to the group leader, and then say activated by the group, set to present, and use the same condition)

#

you could probably also set it to Activated by ANY PLAYER

magic remnant
#

i'll try it, thanks

sudden holly
#

can anyone help me im trying to make a new misson and when players hit U they get the Group management how do i remove it?

sinful rampart
#

Remove the mod that adds that. I guess MCC

sudden holly
#

im not runing any mod that adds that

wooden dove
#

no, it's a BI feature

#

and it's not enabled by default, you have to add stuff to init / inirPlayerLocal

sudden holly
#

well its for sum reson it is on my mission file with out being in the file to enable it

wooden dove
#

that's not possible

#

you just don't know it's there, but it certainely is.

sudden holly
#

tell me if you see it and im blind and so is Ctrl + F

wooden dove
#

line 12

sudden holly
#

lol i ok i forgot i added that trying to remove it

#

becaus befor i added that it was still on the misson

wooden dove
#

sees life stuff ... are you sure you're not running any mods?

sudden holly
#

i am runing mods but only things im runing are like car mods and TFR and Ace nothing that adds that to my game i used the same mods last year and had not problems and then came back to arma and its doing this

river nymph
#

how did ctrl f miss that ๐Ÿ˜›

prime dome
#

user error

wooden dove
#

I can guarantee you a hundred percent that:

  • Either you're running the code to add it.
  • One of your mods is
  • You're editing the wrong mission
sudden holly
#

well i just removed line 12 and i still have Group Management.

river nymph
#

did you save, reload, edit the right folder, you might be calling it somewhere else

#

this isnt magic, its being initialized somewhere

sudden holly
#

i saved the file i re PBO the file and put it on my test server and started the server up

river nymph
#

evidently either something went wrong or its being called somewhere else also ยฏ_(ใƒ„)_/ยฏ

sudden holly
#

and when im in the editor with just the misson.sqm i still have it this is confusing i never had this much problem befor

river nymph
#

try it without your mods

sudden holly
#

well im not going to be able to load my misson file with out my mods.

river nymph
#

you currently have the groups thing in a blank new mission. It is not enabled by default. Through deductive reasoning, something else is enabling it. Using occams razor, one of your mods is enabling it. Disabling them and re-enabling them one by one will help you figure out which mod it is

#

alternatively, you use dynamic groups

#

its not enabled by default if you run vanilla arma

prime dome
#

^

river nymph
#

Just an aside, maybe you just deleted your scripts but kept the mission.sqm? There might also be a mission attribute to enable dynamic groups, you could check that.

sudden holly
#

its somthing to do with my misson.sqm becaus i just when into a blank map with and with out my mods and did not have it.

river nymph
#

Then start looking for whatever is in there that enables it

#

Attibute, object init code, trigger...

sudden holly
#

i tink i found it and if it was this its stupid

#

facepalm

#

it was the way i was seting zuse up

rapid hatch
#

Is it possible to turn off friendly indicators in description.ext or other mission settings? Or is it always just set in server profile?

wooden dove
#

yes^

#

description.ext, difficulty entries

rapid hatch
#

Aha, ok, thanks.

wooden dove
#

am I turning insane, I could've swore you could adjust difficulty settings in description.ext

rapid hatch
#

I'm just searching wiki, doesn't mention anything

#

No CfgDifficulty

sudden holly
wooden dove
#

No, it isn't

#

ah, shit it's in server.cfg and is per mission, I could've sworn you could change it at the mission level

rapid hatch
#

๐Ÿ˜ฆ

prime dome
#

can't you also adjust it in the server profile?

#

oh you mean at mission level

#

oh no you can't afaik

rapid hatch
#

ok

calm fable
#

Any idea why triggers work and don't work randomly? Are they bugged for me?

wooden dove
#

bad scripting, user error, scheduler shitting itself

proven aspen
#

Anyone here got a good solution for checking if X amount of specific units is not in a specific area? X being between 2 and 10, none of them players.

river nymph
#

{!_x inArea AREA} count SPECIFICUNITS

wooden dove
#

you forgot a bunch of round brackets or whatever they're called

sinful rampart
#

squirly brackets or crochets squirly for the FR

native kettle
rapid hatch
#

carrier is made of parts... if you're using Achilles for example to add carrier parts to curator, you can even delete parts of Carrier

proper widget
#

But there are on parts in the editor, only the whole thing

grave harness
#

Anyone who can tell how to configure ACE medical so that:

  • Everyone can apply Epi or Morphine
  • Only medics can give blood
#

i don't see any settings for this in medical module

stark wasp
#

Use Settings/addon options
It use CBA menu @grave harness

grave harness
#

That's before you start the mission right?

#

but i mean in the editor

river nymph
#

Do you still have ace modules? You need to update the mod. I also dont think that can be explicitly set to the fine grained level

karmic lynx
#

Iirc there is the doctor and paramedic. Paramedics. Anyone can use epi and morphine

#

Only those paramedics and doctors can administer blood anyways

grave harness
#

@river nymph aare ace modules gone?

#

our repo just got updated with last ACE and i cant see the medical modules in the menu anymore

#

they are still on the map though

river nymph
#

Yes, theyve changed to the CBA settigns system

wooden dove
river nymph
#

read up on their wiki, you just set them as mission attributes now basically

wooden dove
#

there, what you need to know

proud escarp
#

I'm having a very troublesome bug in my defend mission. Everything starts OK, but after a 30 mins or so, FPS steadily drops to 1-4. Happens to all clients. CPUs & GPUs are all idling.

If you die during this time and wait for a short while in the spectator mode, the FPS will suddenly return to normal.

The mission has max. 50 units alive at once and server FPS is a solid 50.

Has anyone encountered anything similar?

wooden dove
#

sounds like a scripting issue

proud escarp
#

Yup, it is a possibility. However the mission is very light on scripts and most of them are server-side.

#

But yeah, if this isn't a known bug or anything, I guess I just have to keep digging...

sinful rampart
#

Sounds like the 3fps bug

#

Did you try to profile what's causing the low fps?

proud escarp
#

3fps bug... interesting

#

Yup, just read about it. Sounds like it.

sinful rampart
#

Only FPS drop or do all models also go into a very low quality version?

proud escarp
#

Only FPS

sinful rampart
#

That speaks against 3fps bug then

proud escarp
#

And the game indeed does not recover until it is restarted. Changing mission helps nothing.

#

Oh

wooden dove
#

didn't you say earlier dying fixed it?

proud escarp
#

Being in spectator seems to fix it

sinful rampart
#

3fps bug clears memory as much as it can. Meaning switches models and textures to the lowest quality one. Animations break. Models bug into the ground

wooden dove
#

yeah, it's a scripting issue not the 3fps / memory fuckery happening

sinful rampart
#

If you need help in analyzing that, copy to clipboard and PM me that

proud escarp
#

Does the 3fps bug usually happen to everyone?

sinful rampart
#

depends. Can happen yeah

#

not always

#

As I said if your models don't all go low quality suddenly then it's not the 3fps bug

proud escarp
#

Ok

signal coral
#

Hey, how would one change a .paa texture on a menu when focused (mouse hover)?

rapid hatch
#

So, after testing mortar(s) last night I found that mortar will shoot on it's own only if gunner has line of sight on the enemy. It doesn't matter if he is grouped with a spotter, it will ignore spotter information and not fire at all.

#

Which is meh to be honest. One would expect that it would work at least within the same group.

signal coral
#

I would add to that the mortar's are crazy accurate on their first shot. I think GLs also suffer the same combination of issues.

rapid hatch
#

That's true, and once they start firing, they don't stop.

#

(talking about mortars)

#

Can anyone confirm if AI used for tanks/vehicles is the same as AI for infantry?

wooden dove
#

yes

#

it is

rapid hatch
#

Ah, no wonder then vehicles are not behaving well

#

in combat they drive around like mad

wooden dove
#

you'll notice they try to stay in formation

#

they have some special conditions to avoid being too derpy but it's the same file being ran

rapid hatch
#

danger.fsm?

wooden dove
#

danger, formation fsms

rapid hatch
#

so if wants to make different vehicle AI he would need to create it's own version of those FSM files and override it in the config (mod)?

#

override the attributes

wooden dove
#

no because that would be stupid

#

the ai would go bonkers once they exit the vehicle or the AI classes that are used for the crew would be broken

rapid hatch
#

argh, yes, it's AI for crew, not vehicles! I forgot

balmy jasper
#

@proud escarp I had a similar issue and exactly for missions where players stay in a area.

#

Are you playing with mods?

proud escarp
#

Oh, interesting. Did you find a solution?

balmy jasper
#

Yeah it was a mod issue for me

proud escarp
#

Yup, cba, ace, rhs, tfr...

balmy jasper
#

Wait, restaring game won't fix it?

proud escarp
#

Restarting the game fixes it, but restarting the mission does not.

#

And the server seems to be unaffected.

#

What mod was it for you?

balmy jasper
#

A custom cookoff

#

as far as I know

#

It created shit that never got deleted

#

Apparently didn't kill server fps either

proud escarp
#

I've been trying to garbage collect but no luck. Actually, I once even removed everything except players. No help.

balmy jasper
#

This (i think) was a related feature

#

When you get low fps

#

run in windowed

#

and -noPause

#
count ((allMissionObjects '') inAreaArray [[0,0,0],100,100,0,false]);
// edit missing )
#

Would be like many thousands

proud escarp
#

My best guess is that this has something to do with spawning a lot of AI units. I only spawn a few at once, but in total there are 500 men (new guys spawn when the previous guys die). Oddly enough I was able to spawn over 10 000 men in SP and Host.

balmy jasper
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Could do

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Do you remove dead bodies?

wooden dove
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holy shit.... 500 AI....

proud escarp
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yes

wooden dove
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wait a second

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which version of tfar are you using?

proud escarp
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It should be the newest one (automatic Steam Workshop download).

balmy jasper
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(beta!!!) ?

proud escarp
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Everything should be stable. Whatever steam workshop / BI releases. No RCs/betas.

balmy jasper
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Do you edit unit loadouts at all?

proud escarp
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Player loadouts yes, spawned ones no.

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All players have custom loadouts, names and faces.

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The mission also has two arsenal boxes (stuff that I normally don't add).

balmy jasper
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Hard to tell from that

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Any enemy vehicles?

proud escarp
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Yes, but not too many.

balmy jasper
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Can you replicate it palying the mission solo?

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Like on the server?

proud escarp
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Actually I haven't tried that yet.

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I guess I just have to take the mission apart and test piece by piece in a dedicated environment.

balmy jasper
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hard to debug, yeah

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Took me weeks to find what it was in my case

grave harness
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hey guys, got a slight issue with my mission.

I have a few tanks and APCs with various Move / Safe / Slow waypoints and finally a cycle waypoint to have them move through the AO as a patrol. They do relative fine and let it run for an hour and they never crash and repeat the waypoints once reaching the cycle waypoint.

The problem is when they spot enemies. Instead of getting in a fight with them, they just speed off to the next waypoint.

wooden dove
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are they in safe ?

grave harness
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They are in safe at start

wooden dove
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make sure none of your waypoints are set to careless

grave harness
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they are not

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only the first waypoint is in Safe, all others are in "No Change"

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they do fire at the enemies, but they will just run off to the next waypoint

wooden dove
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oh I know, it's because they prioritize the waypoint instead

storm geode
grave harness
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should i set the waypoint to "Open Fire, Engage At Will"

wooden dove
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nah, even in combat mode they'll prioritize the move wp

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unless the targets are too much of a threat

storm geode
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are you sure about that? I just experienced this when my transport helicopter decided to go chasing enemies instead of coming to pick me up ๐Ÿ˜ƒ (ok wrote while you typed as well).

wooden dove
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transport helos are stupid ๐Ÿ˜„

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they think they're attack helos and just circle targets

grave harness
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transport trucks seem to disembark to deal with the enemy, when it's clear, they get back in the truck and move back to the waypoint

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But APC/Tanks don't

storm geode
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since arma(1) times I've had to put transport helos which only need to do the flying into GREEN combatMode.

wooden dove
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I prefer them into careless, they don't give a fuck ๐Ÿ˜„

grave harness
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or does that require scripting with replacing waypoints?

storm geode
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dunno really, if its a large route they need to patrol and AI really dont care about less dangerous enemies spotted... yeah dunno. if you want mayhem, put them in GUARD mode, but then there is no patrolling at all which probably is not what youre looking for.

grave harness
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i got a 2km x 5km AO, and i let them "randomly" (as in, i put move waypoints randomly over the map) drive around

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and i don't know where in the AO the players will be

prime dome
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you can try the sentry waypoint

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and you can try using the normal mode

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YELLOW/Not-SAFE

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omg i have forgotten what it's called AWARE

grave harness
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yeah, but yellow means they dont use the vehicle lights

prime dome
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yeah, that is a problem.

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it's interesting, they're supposed to switch to AWARE on spotting enemies. ๐Ÿค”

grave harness
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Sentry's description seems to be what i need

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The group will move to the waypoint and hold position until the group knows enough about an enemy unit to identify which side that belongs to, and that they are capable of attacking. At that point, the group will proceed to their next waypoint. They will normally also attack the spotted enemy on the way.```
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Will test it

prime dome
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Yeah. I've never used it, though, so I don't know what it actually looks like.

storm geode
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yes but sentry is not patrolling.

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you said you have 2km x 5km area, if you place sentry waypoint anywhere there, it leaves sooo much terrain uncovered because the AI wont move very far from that waypoint.

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if you use GUARD, then when other AI units report enemy contacts (and I assume, are needing help), this guard group moves to assist, but when the danger is over, they stay at that location, they wont return to the waypoint.
I'm talking about ofp-arma2 experience, I havent had that much experience on arma3 so maybe they changed it, I doubt it but gotta put in this disclaimer.

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if you havent tried I highly recommend using few guard waypoints, in the course of fifteen years I've had my best gameplay experiences by such guard units showing up to investigate after I kill some bad guys.

hollow prairie
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Guard waypoints gave us the best mission of all time. A new mission maker thought guard means they use the buildings of a city as cover and "Guard" that area. He had ALL groups with a guard waypoint. We were overrun so hard. It was great. And yeah as snake said they are moving to the closest known enemy to engage. Before 3den you could also set triggers up as "guarding" zones. Then the groups would guard that triggerzone. After that group is killed the all groups with "guard" move to that trigger until it is "guarded" again. I know that it was broken with introduction of 3den and havent tested since.

storm geode
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broken oh, well heh

grave harness
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sentry doesnt work ๐Ÿ˜ฆ

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it will just stand still at the first waypoint

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and move doesnt work, because they APC will just continue with the waypoints ๐Ÿ˜ฆ

rapid hatch
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the point of sentry is to stand there UNTIL it finds an enemy

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guard wp work, if you pay attention to order of guard triggers

prime dome
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they'll just collect at one guard waypoint though, i thought?

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near a trigger?

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i mean, the first group to reach the trigger stays at the trigger

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the other groups go to their waypoint

rapid hatch
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no, first group will reach the guard trigger position, others will try to but fail, after that, they will attack the enemy (if spotted) or fallback to initial location of guard WP

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it's a good mechanism for creating QRF

hollow prairie
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Yeah that is what i wanted to use them for. But after it was broken initially i never used it again. Should try some time again.

prime dome
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yeah Tom, that's what i meant, just phrased it poorly

storm geode
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hehe NyteMyre, I thought I made it clear about sentry waypoint (not waypointS), AI wont move very far from that waypoint ๐Ÿ˜ƒ