#arma3_scenario
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Anyone know how to set up task force radio
No. Why? What's da problem?
it's a dead mod, hasn't been updated in a year ๐
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?
you cant play mission which you have no addons for.
I heard that as long as the mission doesnt require it, it works
if the mission doesnt require it, you need to go to #server_admins
@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
@Shiza#8923 I tested the civilian module and couldn't get it to work, however I think it was because i was in LOS of the spawn point. See this thread, if it helps https://forums.bohemia.net/forums/topic/212320-civilian-presence-module/
@wraith pumice
I also kept trying without results. Let's see if I find something ... Thank you very much @prime dome
๐ป
can u make a teleporter in eden? like the zeus one but well....in eden
@prime dome ๐ Some random zeus mod
Oh
Achilles /Ares
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?
I don't think you can have the same variable name
Actually, maybe you can say varName = nil or nul when the AI dies
@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.
yeah i might end up doing that. i am currently experimenting with a script from my /r/armadev post.
@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.
Why do my ARTY SADARM's ALWAYS MISS!?
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?
I'm assuming you're getting the drone to fly over and not the DLC? ๐
No, obviously the dlc needs to fly
don't clip its wings
Never
:(
is there any diffrence when putting a addAction on something in eden vs in zeus
you can't add an action in 3DEN
because you can't access the scroll menu
because, you can't control a unit.... it's an editor
oh boi
I have no clue wat am doing now do I
welp time to go learn T_T
also ik its an editor
I jsut wanted to have the addAction
to appear on say a vr block when the mission starts
but u can still put scripts in the editor that then appear when the mission is ran right
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
so basicly i would have to write watever script I want,put it in the mission file folder and tell eden to run it?
Or use init.sqf or one of the other event script files
using init field to run a arbitrary script is usually a bad idea
oh so wat would be the best way to learn then,just messing around eden?
Reading the wiki
3DEN is an editor, mission != editor
and other scripts
this the wiki ye? https://community.bistudio.com/wiki/Eden_Editor
yeah
fun times,will gettting scripts to work in missions once placed in the editor require more crying T_T
considering what you just wrote, yes, there will be crying
definetly
T_T i try
honestly using the init field for an addAction or simple one line thing is usually fine
but yeah you have to know how the locality behaves
addAction in init field is enough, locality doesn't matter, it's AG EL.
meaning, it needs to be executed on every machine anyway, unless you want that action to be reserved for some players
yeah i know, those two sentences were intended to be separate ๐
i.e. using init fields is fine (for things) as long as you know how locality works with them
and well, init order, if your code cares about that
Does "Probability of Presense" have any issues related to MP?
Not that i'm aware of
Thanks
is there anything wrong if I
use this
_this execVM "vrBlock.sqf";
on a object
provided I have
vtBlock.sqf in the mission file
well there are more performance efficient ways if you call that function often. But otherwise I don't see anything wrong
If that's init script in eden then you might need to switch _this for this. Not really sure about that
hmm all that script does is chang the color of the block
to like red
so once is fine
and it doenst wrok T_T time to crie again
so question
when I have this inside a trigger
[] execVM "vrBlock.sqf";
go on
Oh cool
Well i got it to work yea.....
Is there any other way besides a trigger where it will run if somethings within 100m.
Cause thats wat i got now
If it's in a init box then this
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).
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 Are you running ACE fatigue?
@north belfry yup, have been for last two years with my milsim group...this ๐๐ฝ is a new issue we came across in the last few weeks
Head on over to the slack channel for ACE3 then.
Invite is in #channel_invites_list
thx
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?
no
I am probably not understanding it.
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)
on a tablet
it seems that BFT only allows to see the other TL
it's not BFT
but not your own squad members
it's just icons for the squad leads right now
No, contributor
I am basically trying to see if there's an ACE equivalent of http://www.armaholic.com/page.php?id=22992
(cTab)
yes, there's a feature branch for something similar
afaik commy or pabst is working on it
because that thing is bugged (cTab, that is)
@wooden dove Any idea what it is called?
How do I keep the gear I've selected for the character, even after the respawn?
Do you mean in arsenal?
Or gear picked up before dying
Or gear selected in the 3den editor?
@tawdry harbor You extending your feelers all the way to SQF?
@balmy jasper gear called via init from .sqf
call it again on respawn
you could create your own respawn template or use a respawn event handler
Isn't there also a onPlayerRespawn.sqf? ๐ค
player addEventHandler ["Respawn", {_this call nig_fnc_loadout;}];
dat tag tho
@tawdry harbor make loadout into a function. run it on respawn event handler
getUnitLoadout on Killed eventhandler. And setUnitLoadout from the global variable you saved before on Respawn eventhandler.
I use:
init="call{null = [this] execVM ""leader.sqf""; " \n "this addeventhandler [""respawn"",""_this execVM 'leader.sqf'""];}";
where did i go wrong?
What the....
"" after leader.sqf
Don't use mission.sqm ๐
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"}];
initPlayerLocal.sqf ๐
leader.sqf set's his loadout?
yup
null = [this] execVM "leader.sqf";
this addeventhandler ["respawn","_this execVM 'leader.sqf'"];
[this] execVM "leader.sqf";
0 = this addeventhandler ["respawn",{_this execVM "leader.sqf"}];
tnx, will try tonight
Any problem with your script or? I don't know what the problem is
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
it works on initial start, but on respawn it just uses the default (old) weapons/gear of a unit played in editor
Maybe
0 = this addeventhandler ["respawn",{_this spawn {sleep 2;_this execVM "leader.sqf"}}];
if there is something else that sets the gear on respawn
Another correction then.
if (!local this) exitWith {};
[this] execVM "leader.sqf";
0 = this addeventhandler ["respawn",{_this execVM "leader.sqf"}];
Else he will get a new loadout everytime some other player joins
ahhh ๐
also you can move that EH in that file...
not all
See. Script file would make that more complicated
i have 5 roles: leader, soldier, medic, mg, pilot.
each with own set of uniform & gear
and weapon of course
how are the units created?
...what?
Hi all. Iโm 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
Is there a better way to do this? Iโm not sure if once the ramp is open fully the 4x4 can actually just drive out.
Uh... Where is the C-130 from? @minor idol
RHS
Gotcha, I almost mistook it for the USAF version. Ignore me.
Ignored. ๐
Well I know you can insert players from helicopters who's path has been unit captured
Not sure how it'll work with ViV
And honestly there's a fair chance the 4x4 will explode on contact with the ramp
Maybe consider dropping it from a hight so it parachutes down
Safer imo
maybe some judicious use of allowDamage, too
Yeah
allowdamage is all over everything ๐
Dropping from height is my ultimate plan B. Its not what I want to do atall, but If I have too I will
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
If the cargo detaches once the ramp is manually lowered all the way down that would also help alot I guess. More testing needed
is there a way to show who is talking into the direct chat
is there a command for that, or I have to create a script?
Killzone Kid did it by detecting the microphone icon that shows on your screen whilst speaking
okay, thanks
CBA can trigger an event when you enter a chat message. Nothing related with VOIP
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.
And also I want to solve compatibility with a different mod with the spawners (RHS vehicles seem to not be spawnable)
@fathom meteor you can unpack the mission PBO. Google that
Tahnks and I cant use sp cheat menu because I am playiong it in MP should have specifried
Asking the scenario author is always best practice.
Hey guys, how would I make all independent units be revealed to some AI BLUEFOR?
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
use https://community.bistudio.com/wiki/reveal for that.
Yes I know how to use the reveal command
But I need to use it for all the independent units and not just a few guys
So how would I use it for an entire side and not just a couple players?
nope, you have to do it for each player groups
It doesn't even seem to work for groups, only seems to work individually
If I name a Squad's init "p1" they don't fire on the squad
yes, the "reciever" of the info can be a group, the "victim" is a single unit
use a foreach?
Dont really know scripting well
you could also attempt to increase their spotting skill to an ungodly value and decrease it later
how would I do that?
oh I already set their spotting to max with 3den enchanced
Still didnt fire soon enough
spotting distance or time?
both
You'd still have to hike up the beach a tad before they notice
Guess I'm making a shit ton of reveal statements
name the groups, run a foreach within a foreach
{
private _group = _x;
{
_group reveal [_x, 4];
} foreach allPlayers;
} foreach [group1, group2, groupN];
something like that
where do I put the foreach?
put down a trigger and drop it in the activation field
Im not understand the loops you sent
Like does that reveal them to the MG42 gunners? Or who is it revealing them to?
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
hmm okay
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
Yeah I get that it will reveal each player
I'm just not understanding how it knows to reveal it to BLUFOR
it doesn't reveal it to blufor, just to the groups provided
you cannot reveal a side / reveal to a side
So I would give the MG42 bunker MG squads names?
And this would reveal my guys to them?
yes
Okay that sounds perfect
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
Ahh okay
So when my unit's LCVPS come through the trigger, the AI will be made aware of us?
Why not Independent?
I dont run the Zeus, so Zeus might want AI driving or something IDK
I don't know the inner workings of you mission, take my sayings as suggestions, if independent works better use it
well for that maybe the IFA3 discord can help (See: #channel_invites_list )
(WW2 projects)
no one gives me an answer there lol
your code doesnt work m8
@signal coral If it doesn't work, then sorry you're banned from it for whatever reason.
the reveal doesn't work or it doesn't do what you expect?
Reveal doesn't work
how do you know it doesn't work?
Bc Im testing it rn
yeeees, but more than that?
Oh, I thought you were talking about the IFA3 discord
,
But, do you understand what exactly is going on in that code Hard Hat Harry?
it's entirely possible the units are too far and won't engage
Because, if you're going to use someone else's code then please do understand what it does before just blindly throwing it in
I understand what it's supposed to do
it's not like I explained it line by line
Because if I put a little 3 man squad down and give each one a variable name
Yeah but you shouldn't have to alganthe
And then reveal each of those 3 to the 42's individually they'll open up
But they're not opening up at the same distance
with the trigger unfortuantely

Oh if you're going to facepalm explain
The code is supposed to reveal them the same exact way then they cross the trigger
so, just for information, are the units passing through the triggers players?
Rn they're NPCS, but yes they'll be players during the mission
Facepalm -> Using Triggers,
Don't get all riled up on me here.
Yes so they should be firing at my test character, no?
} foreach allPlayers;
Players != units
I'm a player leading a squad of AI
{
} forEach (allPlayers - player);
They open up when I don't use that code to test with 1 player
N o alganthe they should three sixty noscope you through a hill
Do you even know what I'm trying to do @karmic lynx ? Each one of your smart ass little rebukes has been proven wrong
As in "oh noo they shouldnt shoot your player xDDDD"
No, the player should just fall over and die with that code
The MG42 Gunner must have no idea what he's doing
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
Actually alganthe helped me
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
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
I shouldn't go to a chat about mission making to ask for help with a mission?
Cool logic, man
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.
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
I could be very wrong though, I am just simply suggesting
Triggers by the way, become very hard to expand functionality upon. I do not recommend using them
@wooden dove was the one who recommended I used a trigger
inArea is a very useful command to detect if a unit / object / anything is in a marker area

This whole issue is because of piss poor map design
They made a DDay map that is out of Arma AI's default firing range?
No..I don't think it has anything to do with the terrain design.
You can force different behaviours just fine, you may just not see that out of the box
it's the AI max engagement range and their willingness to waste ammo
I haven't seen any D-Day missions where the AI are firing the MGS properly
And I watched a lot on YT
That has nothing to do with the terrain
Even though the designers MGs dont even fit through their own bunkers portholes?
And their weapons arent configured to fire the distance to the beach and I have to use another mods?
From the distance you are talking about, yes they can indeed shoot an MG that far
for an AI it's about engagement distance
for a regular player, theycould shoot that distance just fine
Yes this wasnt designed for PvP thoughh
Well, no I don't think it was designed in one way or another. It's a terrain.
Oh and MAP != Terrain
kk
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.
and there are triggers and game logics available within eden to do stuff in case scripting seems too daunting
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.
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.
@weak crystal https://www.youtube.com/watch?v=lnRs_MEqwSs
thanks
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
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 ๐
thanks though mate!
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."
Don't wanna argue with you friend ๐ 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
@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
Watch out with the usage of the words variables and description.ext together, though.
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
Haha well its still BIS code I guess
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
@prime dome thanks a bunch mate - made sense
Might have my first MP mission about ready - now for the tweaking and end game stuff ๐
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 ๐ thanks for help all!!
Much appreaciated!!
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?
@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
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
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?
well... going by vanilla config they should be different weapons
for example, vanilla has:
CMFlareLauncher
CMFlareLauncher_Singles
CMFlareLauncher_Triples```
I found mode list in CMFlareLauncher's config...
nothing, absolutely nothing forces mod makers to name them properly
and it's a gigantic PITA
This command gives me empty hint (just brackets - [])
hint str (getArray (configFile >> "CfgWeapons" >> "rhsusf_weap_CMFlareLauncher" >> currentWeapon apache1 >> "modes"));
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...]
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
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.
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?!
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 ๐
@weak crystal In Arma 3 Samples you have missions examples with end game mode also... just check it
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
@weak crystal use endMissionServer if in MP
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..
ok so END1 will show win and END2 will show loose?
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 ๐
cheers ๐
one more question
will this code be sufficient to properly check a players side - also if dead - or is there more to it?
@weak crystal Did you saw this ? https://community.bistudio.com/wiki/MP_End_Game ๐
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?
side player alone gave me "CIV" while being dead
well, that's because dead people become civilians
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
see above ๐
you may have to do something different for that, never done side specific endings
then I'm doing something wrong
coz its a simple sector control MP with a counter on it and ticket bleed
score table should be displayed either way if the difficulty/server settings are set up like that
so you could just have a common ending with "this side won"
hmmm not bad work around
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
So you trying to create SC or End Game ? ๐
SC? sorry quite new to this ๐
Sector control ?
just want a basic end game thing going with a camera pan over battle field and a debriefing if your side lost or won ๐
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
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}
and want something to check for victory conditions and call BIS_fnc_endMissionServer when applicable
but i don't know if that will work
that thing I wrote gets me WEST no matter if dead or alive - just was wondering if there were more fall pits
ok and victory conditions are ?
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
the thing you wrote may not return west if all group members are dead (since empty groups are deleted afaik)
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 ๐
so here is to hoping tickets automatically becomes a part of side score
and that I can add to it
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
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?
why not use playerSide for original problem?
oh will work?
Returns the player's side. This is valid even when the player controlled person is dead (a difference from side player).
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
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.
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
@weak crystal global variables are visible in every piece of code after initialized. On local machine.
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
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...
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?
anybody able to talk intelligently about aht air commander compenent in alive?
Probably most people on the ALiVE discord
theres an alive discord?
thanks, Dedmen
Anyone know if it's possible to include a mission inside of an addon?
ah, nvm, just found how A3 does it
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?
@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.
@prime dome thank you mate! - S!
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)
@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...
Can I disable simulation on "grass cutter" objects, or does that stuff them up?
they do when I test it locally. Just not sure what happens when I load it into the server and then join as client
Then test...
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)
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?
Everything is possible ๐ But no. Don't think you can do that
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_(ใ)_/ยฏ
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
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
@smoky venture Achilles
Yup I'm already using Achilles, just hoping there's even more out there
@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.
i must admit i don't see the use of it, either
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
Because your players are going to feel cheated.
Why would they? they wandered into a minefield
But it's your call, your mission
and there is a good chanse they will die as long as they walk around in a minefield
You asked for opinions
no I asked for code based critique which is not the same really - but I also welcome your opinion
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.
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.
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)
read it:
It uses triggers with an execVM in the activation block
It has more comments than lines of code
It runs scheduled
Yeah I like to comment a lot - hope it is not disruptive ๐
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
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
........
But I'd love to see the 10 lines in initServer that would do so mate! Thats my whole point of asking ๐
It's my first thing - so yeah kind of clueless for most parts - hence my ask for help/critique of code
oh wait, you're not creating mines, you're making "indiscriminate kill zones"
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
hover over it with a chopper / drive in with a vehicle
Edge case I have not taken care of yet - yes
drive in vehicle should explode the mine right under your seat?
MRAPs and armour are resistant to mines
I should place it 29 cm or so above the ground - and thus inside vehicle?
And infantry doesn't trigger anti tank mines
_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?
yes
vehicle player in thisListis true for both vehicles and on foot
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
why not place them?
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
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
No counter option that is true
its not for milsim minefield
its for MP action
also described as a MP only script
Mines are very hard to see if placed off road
mines are one of the best entities perf wise behind butterflies and ambient animals.... which aren't there on the server
I placed a few and was not liking result
and thought that dynamically placed objects were probably worse placed than player placed
There's a BI module for minefields too, which I would hope is optimised as well.
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.... ๐
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 ๐
So you need scripting help?
yeah well this evolved into this after I just posted I had a script for people to try out ๐
know I'm in mission_makers
Well. #arma3_scripting exists.
BIS_fnc_minefield is actually not bad at all and has been rewritten for LOW
As I said - this just evolved into this ๐ I have posted and gotten help on making script in #arma3_scripting
there should be a module for it
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
Didn't complain about you being offtopic
Would have been fair enough though ๐
I just meant if you need scripting help you are much better off in #arma3_scripting because all the scripters are in there
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
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 ๐
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 ๐
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
Anyone having an idea what that error means?? https://i.imgur.com/lEQHQ4B.jpg
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...
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
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 ๐ฆ
aaaaahh. i do have two uniform mods loaded which i normally donยดt...
Check. Thank you very much ๐
Hello everyone, someone knows the function name of ACE progress bar?
Yeah, thank you very much.
When a MP mission first starts, is there a way to auto-skip the map view with the continue button?
btw duda will you still update AIC?
need something changed?
well I played on dedicated server without any game logic placed on the mission, got several times error about undefined variable _group
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 ๐
yeah, it's pretty stable - I've been through many many missions with it in coop
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 ๐ฆ
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.
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?
no?
glowing skeletons ๐ฎ
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
@tight delta you need path to texture, not just a name of texture
also setObjectTextureGlobal...
yep should work
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
https://community.bistudio.com/wiki/Arma_3_Civilian_Presence - very nice BI!
@deft kayak I'm quite sure there is a way to skip past briefing screen. Probably some description.ext entry
Oh look! I can google: https://forums.bohemia.net/forums/topic/193040-skip-briefing-in-mp-mission/
All I am looking to do is just skip the briefing screen when you first join the mission and go straight into the game. Before anyone suggests I did try KK me...
does the texture have to be in .paa or can I be lazy and use .png ๐
paa or jpg
but prefer paa because jpg causes LOD issues
thx
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?
It usually says what is missing
Only the addons array is important AFAIK
MetaData is just that Meta Data.
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.
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
yup thanks for the info, will add the classes and see what happens with unit creation and RPT.
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 ๐
@dry whale "Workaround" ? It was never possible
@storm geode use VCom Ai, makes them a ton better
It actually feels like fighting humans sometimes
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.
@dry whale share your screen to the other guy ; )
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?
@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.
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.
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?
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
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.
@dry whale You could use ATOM's (a scripting IDE software) to have multiple people work on scripting, but not actual in the editor.
@dry whale https://teletype.atom.io/
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?
alive can do it because they virtualize in their extension. i dont know of any other systems that do it in the same way.
MCC has an AI caching system as well for its GAIA system
Is GAIA usable without all the rest of MCC though. I've heard less than complimentary comments about MCC code base.
It supposedly is but the caching is much like DAC and alternatives as i understand it
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
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
@slate helmdog [3CB]#2890 there is zbe_cache https://forums.bohemia.net/forums/topic/169772-zbe_cache-ai-vehicle-caching-scriptaddon/
That was pretty meh last i looked into it
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.
... I need to fix mine and release it at some point
an update broke it and haven't bothered updating it ๐
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
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? ๐
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.
If the view lod is in front of the mem point it can affect it being seen and thus no working
you may want to ask in #arma3_model instead
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
#arma3_tools probably
@gleaming junco #arma3_tools
complely random
Guys anyone used Unit Capture yet on the new aircraft carrier
You mean for landings and takeoffs?
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?
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?
for multiplayer mission selection screen, overviewText, whats the max length before it goes "off screen"?
Might very well depend on screen resolution and UI size
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 ๐
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 ๐
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
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.
Are there any mods that unlock the full potential of zeus to place down any & every object? Ares/Achilles does it, but not fully.
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?
_is_mod_enabled = isClass (configFile >> "CfgPatches" >> "mod_name");
if (_is_mod_enabled) then {/* do something */};
@gleaming junco
All sorted now cheers
How can you make an AI group follow another group? The follow waypoint does not work
@storm geode we all have a personal "cool mission" somewhere ๐
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?
@signal coral Nope, restarting the mission withought persistance and autoInit should be just fine
That's what I thought, but it isn't having the intended effect.
Batch file, mission cycle contains 1 mission.
Mind posting both in a formatted text?
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";
};
};
Thoughts @karmic lynx ?
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!";
};
That is not how you compare things
use if (area == 1), read: https://community.bistudio.com/wiki/if
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?
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
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
Perhaps use https://community.bistudio.com/wiki/inAreaArray ? Easier to set up than a trigger imo
Will the players all be in the same group?
Doesn't really matter for me @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
i'll try it, thanks
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?
Remove the mod that adds that. I guess MCC
im not runing any mod that adds that
no, it's a BI feature
and it's not enabled by default, you have to add stuff to init / inirPlayerLocal
well its for sum reson it is on my mission file with out being in the file to enable it
line 12
lol i ok i forgot i added that trying to remove it
becaus befor i added that it was still on the misson
sees life stuff ... are you sure you're not running any mods?
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
how did ctrl f miss that ๐
user error
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
well i just removed line 12 and i still have Group Management.
did you save, reload, edit the right folder, you might be calling it somewhere else
this isnt magic, its being initialized somewhere
i saved the file i re PBO the file and put it on my test server and started the server up
evidently either something went wrong or its being called somewhere else also ยฏ_(ใ)_/ยฏ
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
try it without your mods
well im not going to be able to load my misson file with out my mods.
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
^
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.
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.
Then start looking for whatever is in there that enables it
Attibute, object init code, trigger...
i tink i found it and if it was this its stupid
facepalm
it was the way i was seting zuse up
Is it possible to turn off friendly indicators in description.ext or other mission settings? Or is it always just set in server profile?
Aha, ok, thanks.
am I turning insane, I could've swore you could adjust difficulty settings in description.ext
https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu i think is what u are looking for
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
๐ฆ
can't you also adjust it in the server profile?
oh you mean at mission level
oh no you can't afaik
ok
Any idea why triggers work and don't work randomly? Are they bugged for me?
bad scripting, user error, scheduler shitting itself
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.
{!_x inArea AREA} count SPECIFICUNITS
you forgot a bunch of round brackets or whatever they're called
squirly brackets or crochets squirly for the FR
https://m.imgur.com/F1Lq7Vf?r Guys anyone know what may be causing this? Anyone successfully placed the carrier in the editor?
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
But there are on parts in the editor, only the whole thing
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
Use Settings/addon options
It use CBA menu @grave harness
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
Iirc there is the doctor and paramedic. Paramedics. Anyone can use epi and morphine
Only those paramedics and doctors can administer blood anyways
@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
Yes, theyve changed to the CBA settigns system
read up on their wiki, you just set them as mission attributes now basically
there, what you need to know
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?
sounds like a scripting issue
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...
Only FPS drop or do all models also go into a very low quality version?
Only FPS
That speaks against 3fps bug then
And the game indeed does not recover until it is restarted. Changing mission helps nothing.
Oh
didn't you say earlier dying fixed it?
Being in spectator seems to fix it
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
yeah, it's a scripting issue not the 3fps / memory fuckery happening
If it's not that. Then get profiling binary and https://community.bistudio.com/wiki/Performance_Profiling
If you need help in analyzing that, copy to clipboard and PM me that
Does the 3fps bug usually happen to everyone?
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
Ok
Hey, how would one change a .paa texture on a menu when focused (mouse hover)?
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.
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.
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?
Ah, no wonder then vehicles are not behaving well
in combat they drive around like mad
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
danger.fsm?
danger, formation fsms
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
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
argh, yes, it's AI for crew, not vehicles! I forgot
@proud escarp I had a similar issue and exactly for missions where players stay in a area.
Are you playing with mods?
Oh, interesting. Did you find a solution?
Yeah it was a mod issue for me
Yup, cba, ace, rhs, tfr...
Wait, restaring game won't fix it?
Restarting the game fixes it, but restarting the mission does not.
And the server seems to be unaffected.
What mod was it for you?
A custom cookoff
as far as I know
It created shit that never got deleted
Apparently didn't kill server fps either
I've been trying to garbage collect but no luck. Actually, I once even removed everything except players. No help.
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
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.
holy shit.... 500 AI....
yes
It should be the newest one (automatic Steam Workshop download).
(beta!!!) ?
Everything should be stable. Whatever steam workshop / BI releases. No RCs/betas.
Do you edit unit loadouts at all?
Player loadouts yes, spawned ones no.
All players have custom loadouts, names and faces.
The mission also has two arsenal boxes (stuff that I normally don't add).
Yes, but not too many.
Actually I haven't tried that yet.
I guess I just have to take the mission apart and test piece by piece in a dedicated environment.
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.
are they in safe ?
They are in safe at start
make sure none of your waypoints are set to careless
they are not
only the first waypoint is in Safe, all others are in "No Change"
they do fire at the enemies, but they will just run off to the next waypoint
oh I know, it's because they prioritize the waypoint instead
dont they go after enemies in RED mode setcombatmode or what was it, nowadays for newbies its some simplified thing in eden editor though. open fire (not keep formation)? https://community.bistudio.com/wiki/setCombatMode
should i set the waypoint to "Open Fire, Engage At Will"
nah, even in combat mode they'll prioritize the move wp
unless the targets are too much of a threat
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 ๐ (ok wrote while you typed as well).
transport helos are stupid ๐
they think they're attack helos and just circle targets
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
But APC/Tanks don't
since arma(1) times I've had to put transport helos which only need to do the flying into GREEN combatMode.
I prefer them into careless, they don't give a fuck ๐
or does that require scripting with replacing waypoints?
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.
i got a 2km x 5km AO, and i let them "randomly" (as in, i put move waypoints randomly over the map) drive around
and i don't know where in the AO the players will be
you can try the sentry waypoint
and you can try using the normal mode
YELLOW/Not-SAFE
omg i have forgotten what it's called AWARE
yeah, but yellow means they dont use the vehicle lights
yeah, that is a problem.
it's interesting, they're supposed to switch to AWARE on spotting enemies. ๐ค
Sentry's description seems to be what i need
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.```
Will test it
Yeah. I've never used it, though, so I don't know what it actually looks like.
yes but sentry is not patrolling.
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.
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.
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.
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.
broken oh, well heh
sentry doesnt work ๐ฆ
it will just stand still at the first waypoint
and move doesnt work, because they APC will just continue with the waypoints ๐ฆ
the point of sentry is to stand there UNTIL it finds an enemy
guard wp work, if you pay attention to order of guard triggers
they'll just collect at one guard waypoint though, i thought?
near a trigger?
i mean, the first group to reach the trigger stays at the trigger
the other groups go to their waypoint
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
it's a good mechanism for creating QRF
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.
yeah Tom, that's what i meant, just phrased it poorly
hehe NyteMyre, I thought I made it clear about sentry waypoint (not waypointS), AI wont move very far from that waypoint ๐