#arma3_scenario

1 messages ยท Page 29 of 1

proven aspen
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Does arma not like it when scripts attempt to call a named npc which has a low probability of existing?

sinful rampart
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Arma doesn't like attempting to call something that doesn't exist

proven aspen
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Fair enough

prime dome
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add an isNil check

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like if (!isNil "named_npc_varName") then {do stuff}

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@proven aspen

proven aspen
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Thank you!

dawn tinsel
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I'm attempting to overide set nopop by adding a laptop with init "this addAction ["Pop", {nopop=false}, "NoPop", {nopop=true}];" Arma feels like killing my poor attempt, what should I do to fix the returned error?

sinful rampart
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"the error" which error?

dawn tinsel
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"...Error type code, expected number..." at mission loading (MP)

sinful rampart
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You either need one addAction to toggle pop
Or two. One to enable and one to disable

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you can use the condition parameter to only show the correct action if you go for the two actions variant

dawn tinsel
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Reading up on addAction but it's still like a foreign language ๐Ÿ˜ƒ

sinful rampart
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English is foreign to me too ๐Ÿ˜„

dawn tinsel
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how do I pull the nopop value?

sinful rampart
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You just write nopop actually

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That will get the value from that variable

dawn tinsel
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ah! I'll try to wrap my head around it!

sinful rampart
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I could also write it for you if you want. But you'll learn more by doing it yourself ๐Ÿ˜‰

dawn tinsel
#

so true! It's hard but one has to do it. I reserve myself he option to ask again in a bit!

cinder holly
#

Hello gents, I figured out a "new" setting in description.ext: CfgTaskDescriptions (see wiki)
does anyone know how to set destination subtitle in it though... I guessed "title" and "description" parameters properly, but "destination", "marker" or even "displayName" don't work

storm geode
#

nice work

cinder holly
sinful rampart
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That is script only config and not used in engine. Not my field.

#

I'd say.. Unpack all functions* pbo's and use notepad++ to do a search for CfgTaskDescriptions through all scripts

neon raptor
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desc: Array or String - Task description in the format ["description", "title", "marker"] or CfgTaskDescriptions class
sinful rampart
#

Best check the source of that function to make sure the description about what it does is actually correct

cinder holly
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Notepading... next step I'll kick BIS fnc methods ๐Ÿ˜‰

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seems to be either marker or destination... I'll check when I'm back home and update the wiki (and let you know)
this CfgTaskDescriptions thing is great, it would allows proper task translations (I think)

sinful rampart
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You can also properly translate in script

cinder holly
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by just sending "STR_(...)" ?

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afaik the server-created tasks will be in server language

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ah, yes, I meant "translated in client-set language" ๐Ÿ˜‰

wooden dove
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use localize

cinder holly
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yes, I know
but if you use BIS fnc taskCreate with localize, it will send the new task in server language

I expect (but may be wrong) that CfgTaskDescriptions gets the text from the customer

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I don't know if I am clear here, I am looking for a way to have tasks translated client-side
e.g server in German, currently it sends the task in German to customers even for English, French, Spanish clients

maybe (!) using CfgTaskDescriptions it will get the English translation for the English client, French for the French client, etc.

sinful rampart
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Ah yeah. That's true.. But that's a big maybe ๐Ÿ˜„

cinder holly
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and from what I could read in the fnc that's not the case =]

dawn tinsel
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@Dedmen Well I realise that I have months ahead of me. Embarrased but is it even getting hot? if (nopop=true) then { this AddAction ["Pop", {nopop=false [_this select 3]}, nopop] }, this AddAction ["Nopop", {nopop=true [_this select 3]}, nopop];

wooden dove
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.....

sinful rampart
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wtf

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I said. as the condition parameter

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if you look at the wiki page you will see a parameter called condition and there are also examples with it

balmy jasper
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Is it possible to custom face in a mission_

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Like mission file contains a custom face and force that to palyer?

sinful rampart
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Depends if you can use CfgFaces in description.ext

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wiki says no

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Could be wrong tho

wooden dove
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not only that but CfgFaces is very fucking special

neon raptor
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CfgIdentities ?

sinful rampart
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^ no

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that defines the face to use

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which is in CfgFaces

wooden dove
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if you wanna keep your sanity never stray into CfgFaces

sinful rampart
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was that the subclass mess thing?

wooden dove
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yes

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oh my fucking god I hate that config

sinful rampart
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The fact that I remember it by "subclass mess" says enough

neon raptor
#
player setIdentity "CustomId";

//--- Description.ext
class CfgIdentities
{
    class CustomId
    {
        name = "Givens";
        nameSound = "Givens";
        face="WhiteHead_06"; //--- Try set path to texture here
    glasses="None";
    speaker="Male05ENG";
    pitch=1.1;
    };
};

@balmy jasper

sinful rampart
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Do you read what I write? ๐Ÿ˜„

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No.

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if wiki is correct then. no.

neon raptor
#

just checked it

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works... without texture

sinful rampart
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Wiki says that's classname in CfgFaces

neon raptor
#

well then i will ๐Ÿ—ž myself ๐Ÿ˜„

clever acorn
#

Made a task to blow up a load of stuff and it's not working so I broke the task into sub tasks to debug. Seems the vehicles and guns are destroyed fine, but I've got problems with various types of objects not actually being killed when a demo block is placed. These include the Satelite dish, ammo crates and pallets of oil barrels. Is there anything I should do in this instance other than just remove those objects. I've double checked they're all set to enable damage and simulation.

prime dome
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@clever acorn you could force to them to get destroyed, maybe, via setDamage command

empty cedar
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Evenin' all, looking for a hand with a drama I'm facing, others might've been facing the same issue. Basically, all the vehicles I've placed into the mission explode upon loading the mission in Multiplayer.

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All the vics are clear of any and all obstructions with the ground, other scenery objects, and each other.

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And they do not detonate in SP/offline testing.

wooden dove
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..... do you have any "respawn scripts" ?

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that sounds like bad scripting and vehicles spawning on each others

empty cedar
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Using the vanilla respawn module, which a buddy of mine used in a similar mission with no issues.

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No other scripts.

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Modset includes ACE, and the CUP Terrain mods.

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The interesting thing to note is that the ground vehicles that I've placed (under items like sheds and inside a garage) are the ones exploding, while the aircraft that sit completely exposed do not.

clever acorn
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@prime dome isn't that going to mean a bunch of monitoring to check if there's an explosion near each object etc? Just never experienced objects that truly were indestructible

prime dome
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well, you can just check if one of the destructable objects get destroyed (using a killed MP eventHandler) and set the other damage states according to that

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also, y'all need to stop putting whitespaces in your discord nicknames ๐Ÿ˜„

storm geode
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what discord client do you use? err "what" I mean do you use browser?

prime dome
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no, desktop/win10

storm geode
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heh?

prime dome
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I mean, the desktop client

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i.e. no i don't use the browser version ๐Ÿ˜„

storm geode
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roger, well before -FM- kills us for offtopic, when you put in @ and few characters and hit tab, discord adds the #848389438934 numbers there, you need to backspace those out, then the names work. no offense to you but it baffles me how 99% of people dont figure that out. ok I dont backspace but arrow key move and hum SHIFT-END select and DEL wipe the whole numbah thing ๐Ÿ˜‰

prime dome
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@storm geode unfortunately it still doesn't work sometimes ๐Ÿคท๐Ÿฝ

prime fractal
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anyone know why BIS_fnc_animatedBriefing is coming back as an undefinded variable?'

wooden dove
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because it doesn't exist.

prime fractal
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you know that was just what I was afraid of lol

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that will be a couple hours gone

wooden dove
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unless those funcs are inline

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which is also possible

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it exist!

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it's because it's a tac-ops func, it's not in my unbinned data ๐Ÿ˜„

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altho it doesn't return anything, here's the header:

/*
    Author: Zozo, modified by Riccardo Argiolas

    Description:
    Plays the Animated Briefings. Basically, it is a wrap function for the eventTimeline function.

     Parameters:
     Select 0 - 2D ARRAY : timeline in format [ [1.0, {code} ], [2.0, {code} ], [2.3, {code} ], [4.7, {code} ] ]
    Select 1 - NUMBER: index of the event to play
    Select 2 (OPTIONAL)- ARRAY: markers to hide before the briefing starts and when the briefing has been completed
    Select 3 (OPTIONAL)- ARRAY: markers to show after the briefing has been completed
    Select 4 (OPTIONAL)- STRING: marker to zoom to instantly when the briefing is over
    Select 5 (OPTIONAL)- BOOL: will the player have the ability to close the map at the end of the briefing?
    Select 6 (OPTIONAL)- CODE: code that will be executed when the briefing is over or is skipped

    Returns:
    none
prime fractal
#

so it's only available to Tac-Ops for the time being I suppose

wooden dove
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No, everyone can use it

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I just didn't find it right away because I never look at the function viewer, instead I just run a quick search on my P drive

prime fractal
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[_timeline, 0, nil, allMapMarkers, _showMarkers, "unk_zoom4",false] spawn '#'BIS_fnc_AnimatedBriefing;

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error shows that BIS_fnc_AnimatedBriefing is undefined and I followed all the format in the wiki

wooden dove
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because of that '#'...

prime fractal
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heheh that is where it shows the number sign in the script error window

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i put the '' around it so discord wouldn't make a mess of the number sign

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thanks for the assistance alganthe! much appreciate you taking the time to look into it!

cinder holly
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well, no BIS_fnc_AnimatedBriefing in Func Viewer (in main branch) so... idk

wooden dove
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check under the tac-ops category

cinder holly
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so I did and could only find the civilian spawn scripts
and by showing them all alphabetically too
because of main branch maybe?

wooden dove
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hm... i'm on dev

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can't check main branch right now but i'd be surprised if they removed them for the tac-ops release

cinder holly
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regarding mission making, did anyone else observe since the last patch a longer loading time for "just" starting with one single unit on the map, no AI, object or anything? like it would load AI or recompile functions

prime dome
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Yeah, loading's been longer

empty cedar
#

Okay, got a small drama. Got two players linked to a zeus Game Master module both by a 'sync to...' and through the "owner" field in the game master module. SP test: works. Hosted MP (from my system with people connecting to me): works. Dedicated server MP: doesn't work.

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GM module 1:
Variable name - ceozeus
Owner - ceo
Name - Chief Executive Officer

Zeus player 1:
Variable name - ceo

GM module 2:
Variable name - cpozeus
Owner - coo
Name - Chief Operations Officer

Zeus player 2
Variable name - coo

fathom meteor
#

Hey guys, quick question... I have some vehicles (RHS ones) that I want to place down, and want them to be deployed in a specific state that is triggerable.. (Ie... through scroll menu, I can "Deploy Masts"). Is there any way to accomplish this pretty easily??? Im kind of new to the scripting/mission making scene so I'm very unsure about what can and cant be done.

empty cedar
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I think with some of them, if you right click on the item in 3Den you'll find a option saying "Edit Vehicle Appearance".

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That'll let you set if some features are deployed/visible or not.

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But it's hit or miss with the RHS ones as they mightn't be encoded that way.

fathom meteor
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Turns out youre right and Im a doofus.. Thanks!

empty cedar
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All good mate!

fathom meteor
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@restive shore What about for briefing material... doing as they do in the pre made missions and tying words to specific locations on the map... so click this word and show this part of the map.

empty cedar
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That I have no idea about mate.

fathom meteor
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Okay no worries.

empty cedar
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Adding onto my Zeus issue from earlier. A friend of mine gave me a mission of his that we know 100% worked on our old server (on a different hosting service). I've accessed it, saved it without having made any changes, exported to a pbo, loaded it onto our new server and trialed it. The Zeus permissions still do not load.

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Is it possible that there is a mod conflict that is preventing Zeus operations? Modpack includes CBA, ACE, ACEX, RHS, CUP and the relevant compatibility mods.

rapid hatch
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How to make a custom music available from Zeus "Play music" module? Is adding it to CfgMusic in description.ext enough? (I don't see it)

hollow prairie
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@empty cedar we have the same issue. Neither sync nor owner works really well. The only methods we found working nearly 100% are UIDs as owners and the adminlogged owner.

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So if you know who is gonna be ceo or coo you can use their UIDs. If they are chosen on the spot that is bad luck.

fathom meteor
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@restive shore(PIX) none of those mods should cause Zeus issues... If any would I'd say it would be like Ares/Achilles.

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Since they deal with adding more functionality to Zeus.

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To anyone that is wondering after finding it in a youtube video.. I beleive I found my answer to have links that take you to different places on the map. Its using the init file and diary.sqf.

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If anyone awnts a link to the video that explains it I can post it.

fathom meteor
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Anyone know of a way to make text on map markers larger via the editor?

carmine spear
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Looking for a video formatting program to make .OGV ? I would like to use the video in game as a breifing tool.

cinder holly
sinful rampart
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I usually use VLC

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Yes. VLC can convert videos ๐Ÿ˜„

carmine spear
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I did not know that VLC converts videos.

sinful rampart
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I think you want Theora+Vorbis

carmine spear
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@Lou Montana Thank you for the link.

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@sinful rampart what is that?

sinful rampart
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the video+audio codec

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what you select when converting to it in VLC

carmine spear
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Thank you for that.
Once I convert it, I can just place it on a editable objective? Correct?

sinful rampart
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editable objective?

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I only used them as intro/outro

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playing full screen

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using BIS_fnc_playVideo

carmine spear
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Would that work for MP?

sinful rampart
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yeah

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Can't find a video with the mission with intro video. Only have them seperate. So I can't show you how it would look

carmine spear
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Could I make it repeatable or on demand via mouse wheel or something to that effect? Would everyone joining the server have log on at once to see it? Or could I have everyone gather around a TV in game and run the video. Like a Intel officer doing a premission briefing.

sinful rampart
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We made it so that you see it immediatly when you join the mission

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Unless the mission is already running for over 30 seconds

carmine spear
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I suspect it's not supported.

sinful rampart
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You can start it via an action yes

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You can use remoteExec and start it manually on each player after they sat down in front of the TV

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I don't think you can play it like.. on the TV

wooden dove
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.... I wonder

carmine spear
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Thank you. You have given me a good starting point.

sinful rampart
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@wooden dove tell

wooden dove
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I saw some concept for it a few years ago

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never looked into it tho.

cinder holly
sinful rampart
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Ah

karmic lynx
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yes you can play it on the tv, kk did some weird magical bullshit like that once

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oh

sinful rampart
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Actually not magic at all

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Didn't know KK had a post about it

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I saw some life developer brag about the awesome technology he "invented" and he built a cinema with it...

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That was like a year ago

dry whale
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@sinful rampart it's on A3PL

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wish I knew how they did it

sinful rampart
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I knew I saw it somewhere previously but didn't remember where

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You know now @dry whale

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KK wrote how to do it 4 years ago in his blog. Linked above

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^^

dry whale
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well no, I believe they did it a different way

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the video in that fnc has to be local, yea?

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in a3pl

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you put in a youtube link

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and it played the vid in their movie theater

sinful rampart
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Yeah

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they download and convert the video

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locally and then play it

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Atleast that's how I would do it

dry whale
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theoretically, yea

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theyd have to download them pretty damn fast

sinful rampart
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Well just like you watch a video on youtube. Also downloads fast ^^

dry whale
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when you watch a video on youtube it loads the beginning first

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then loads as you watch

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then stops to buffer for twenty fucking years

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then keeps playing

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๐Ÿ˜†

sinful rampart
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You can optionally disable DASH

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That's the. Split video into many small parts and download seperatly

dry whale
#

ah, okay

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maybe I'll play around with it someday when I have more time

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Would be cool as hell to have the "instructional milsim videos" play on our new training terrain once it's complete ๐Ÿ˜ƒ

sinful rampart
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Static videos are way easier than dynamically playing yt ^^

dry whale
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mmmhmm

wooden dove
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nope ded

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there's a command to open the steam browser on a specific page

sinful rampart
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yeah

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that's a different thing

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They actually play it ingame

sinful rampart
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like download/convert and then load via filePatching

dry whale
#

im out, gotta go fix some stupid shit in openGL.

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๐Ÿคž

carmine spear
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If I can just link a YT video and have it play on demand. That would be the cat's meow.

cursive forge
#

Wanted to make some tutorials, but this game has become a bug fest since I last played

wooden dove
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You must be high on drugs then

sinful rampart
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Bug fest?

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You must've been away for quite some time ๐Ÿ˜„

wooden dove
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dude

sinful rampart
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Maybe I don't notice these bugs because I became so used to it

wooden dove
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initial release was a bugfest

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but anything post nexus can't be called "a bug fest"

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not even remotely close

cursive forge
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You must be high on drugs then

wooden dove
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show me on the doll where BI touched you

cursive forge
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@wooden dove How about the simple fact that AI vehicles won't move to waypoints?

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Well, certain vehicles anyways

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Like APCs and Hunters

wooden dove
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they do tho.

cursive forge
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Except, they don't..

wooden dove
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I remember that being an issue when AI driving was getting touched up on 1.59 / 1.61 but it got fixed

cursive forge
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The group leader orders the commander to move

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The commander orders the driver to move (yellow text)

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driver remains still

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Sometimes they will move

prime dome
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well, they do move usually, so you may be encountering a specific bug

wooden dove
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the one time they won't move is that if their pathing fails

prime dome
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since they refuse sometimes, but i haven't seen it all lot of times so far

cursive forge
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Then it fails all the time

prime dome
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seems to happen at specific road points on specific maps

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if it fails all the time, then create a bug ticket with repro steps and a repro mission

cursive forge
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Get in / Load waypoiint sync is also broken on the Prowler

wooden dove
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without mods

cursive forge
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I've never had mods

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Only DLCs

wooden dove
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which variant, armed or unarmed?

cursive forge
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all

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It skips the waypoints entirely

wooden dove
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....

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I just checked, it works perfectly fine

cursive forge
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well, don't remember if the load group will get in

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@wooden dove On stable?

wooden dove
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on dev

cursive forge
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I'm on stable

prime dome
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i'm pretty sure get in works fine on stable too

wooden dove
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going to try it, just in case, but i'm fairly sure it works fine

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unless you're on the linux / mac branch

prime dome
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not that there may not be exceptions in some cases, but without a ticket/repro mission it's hard to test like this

cursive forge
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Happens any time I've tried it on any terrain, anywhere

prime dome
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and BI's not really going to spend effort fixing a bug they can't reproduce.

cursive forge
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Crewed prowler with a Load and Move waypoint. Another group with a Get In waypoint. Get In and Load waypoint synced

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Prowler moves to load waypoint then instantly gets the move waypoint, and the other groups get in disappears

prime dome
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are there enough seats?

cursive forge
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When I say crewed, I mean jusit a driver

wooden dove
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dunno, works fine here

cursive forge
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5 seats left

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Works when simply changing the car to a Hunter

wooden dove
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got a fireteam to get in a prowler in a tight spot

prime dome
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the get in needs to be on the prowler

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it'll snap to it

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otherwise use GET IN NEAREST

cursive forge
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@prime dome Not when syncing

prime dome
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try it

cursive forge
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@prime dome That's a different thing entirely

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GetIn / Load waypoint works for any other vehicle and has always been the way to do transports

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It's simply broken on the Prowler

prime dome
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i know

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i'm saying attach the wapoint to the prowler

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along with the sync

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and/or use GET IN NEAREST

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If it still doesn't work

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then create a ticket along with a repro mission

cursive forge
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It does

prime dome
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Ah, so you're driving the thing.

cursive forge
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Doesn't matter if it's me or the AI driving

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Both skips getting in

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Something's broken about the Get out waypoint too (which I reported already). If an AI unit has ever activated a Get out waypoint, it can never ever be put in a vehicle again by a script (It'll instantly eject. No amount of moveIn* commands or assignAs* commands will keep it in).

wooden dove
#

wait, I think I saw something like that in the changelogs

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eeeh, nope

cursive forge
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And something's wrong with AI self preservation too. Hold fire command will keep units from shooting at enemies, even when taking fire danger close

wooden dove
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in an alternate timeline:
"My AI don't hold fire when I tell them to"

prime dome
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Attaching it to the prowler works

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without it, it doesn't

cursive forge
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Right

prime dome
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GET IN NEAREST doesn't work

cursive forge
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@prime dome Are you on stable or dev?

prime dome
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Stable profiling

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I've always attached the GET IN waypoints to the the vehicles, and synced them

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Never had an issue doing this

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But, this does seem to be a bit wonky

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especially with get in nearest not working

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So yeah, create a report

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As a workaround, I'd suggest placing a move waypoint before the GET IN and LOAD respectively, and then sync these two together

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then attach the get In to the prowler and sync with the prowler's LOAD

cursive forge
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Finding workarounds is not the problem. The problem is I want to make some tutorials, and I don't want to have to explain workarounds for every broken thing instead of explaining what you're supposed to do

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But considering high prone is completely broken (which I'd consider a core gameplay feature), and reported back in June of 2017, I don't have much hope for "less serious" issues like these getting fixed anytime soon. https://youtu.be/8H0KB5cxhZg

earnest cove
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i dont even remember the last time "get in nearest" was working

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think i havent used it in years

prime dome
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I tried it once I think, a year or two ago. Don't remember it working then either, but I probably just assumed i was doing something wrong with it.

grave harness
wooden dove
#

that header ๐Ÿคข

cursive forge
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@earnest cove @prime dome It works, but only on empty vehicles.

earnest cove
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that would explain it then

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but tbh, i dont need it either way, as i'm always scripting everything

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i feel like having more control over my mission flow this way

sinful rampart
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@grave harness And?

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January 2018? That has been in TFAR 1.0 since like.. January 2017

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Really nice that he made some code that he could've just copied

signal coral
#

Could I ask... is playSound3D broken, or am I just really dumb ? I can't get it to work...

sinful rampart
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worked last time I tried

signal coral
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Thing is, I'm trying to put a audio file from the mission folder to work.

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Aaaand... it doesn't work

sinful rampart
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wss format?

signal coral
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nope, actually a voorbis .ogg

sinful rampart
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I think we talked about that recently

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all examples use .wav or .wss

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no .ogg

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I think that was the issue

signal coral
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ah, I'll try then, thanks ton, you're awesome

sinful rampart
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Can you try and then reply in #community_wiki. So that someone will add a note to the wiki if that is really the case

signal coral
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yup, trying right now

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nope, but it's gotta be my fault

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MISSION_ROOT = call {
private "_arr";
_arr = toArray FILE;
_arr resize (count _arr - 8);
toString _arr
};

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I put this into the init.sqf

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playSound3D [MISSION_ROOT + "sounds\callout.waw", loudspeaker, false, getPosASL loudspeaker, 10, 1, 10];

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and this went into the init field of the loudspeaker (It's variable is obviously called loudpeaker)

river nymph
#

You might need a other \ in there, depending om how that MISSION_ROOT formats

signal coral
#

meaning where exactly ?

prime dome
#

@signal coral like MISSION_ROOT + "\sounds...." instread of MISSION_ROOT + "sounds..."

signal coral
#

Mission making is mission files right

prime dome
#

I don't know what you mean, but mission.sqm is the mission file.

signal coral
#

not pbo?

prime dome
#

pbo is an packed form of all files related to the mission.

#

but it's used for mods as well

#

so it's more of an "add-on" file

#

so i don't know what your actual question is, but if it's related to making and editing missions then this is the place to ask/discuss it

neon raptor
#

pbo -"A PBO file originally meant 'packed bank of files'. The acronym can be read as "Packed Bohemia Object". from wiki ๐Ÿค“

clever acorn
#

Anyway of keeping a successfully completed task icon on the map? Maybe turned green or something?

river nymph
#

I don't think you can do so very easily, the system is very opaque. If you look very hard into the system that draws the icon you might be able to, but its all wierdly formatted strings handled by the engine as far as i can see.

prime dome
#

might just be easier to draw a marker and then turn it green

#

that's what i do anyway ๐Ÿ˜„

river nymph
#

Yea me too

#

The drawIcon set of commands might make things neater if youre willing to invest

clever acorn
#

cheers. TBH, a green "Cleared" marker might well be absolutely fine

signal coral
#

@prime dome using the \ there doesn't help really. No change.

clever acorn
#

At the moment I have an issue that theyr'e all automatically being completed because DAC isn't spawning any enemy on our dedi HC.

#

๐Ÿคฆ

river nymph
#

You could access DAC zone variables possibly, mahbe it has a variable for zone activated or whatever

prime dome
#

@signal coral I should have an example lying around somewhere, will send it your way in the evening.

signal coral
#

That'd be awesome. Thanks !

clever acorn
#

Anyone any experience of DAC here? I've a mission which initialises the DAC zones and units in about 120 seconds. On the dedi HC, I got to 35 minutes and it still hadn't finished...

storm geode
#

porting some old OFP missions, one was in malden. enemies were on the mainland and friendly forces were on SE in the small island at the base, when mission started I could see the bad guys in mainland due 3500m viewdistance while this was unheard of in OFP heh. damn, time flies and stuff changes I guess...

hollow prairie
#

Is the waypoint activation executed globally or local to the group?

#

In my case is it an AI group so it should be server.

cursive forge
#

@hollow prairie Globally

earnest cove
#

out of curiosity, is there a skilled helicopter pilot around who could do a unitrecord for me?

#

i need a short landing, but i'm just not good enough to do this on my own

hollow prairie
#

Thx Mulle

fathom meteor
#

Hey for those of you who use Ares/Achilles to Zeus missions... if you turn an AIs spotting distance and skill all the way to 0, does that make them unable to detect enemy combatants? I want to try and make a mission where our guys can disguise themselves and infilitrate a base.

#

And if so, is there a way to work that into a script for AI behavior at all?

#

Oops wrong place lol

#

Nvm

#

My question still atands

cursive forge
#

@fathom meteor Or just set their behaviour to careless

#

Or set the disguised units as captive

wooden dove
#

set friendlies as captives

fathom meteor
#

Okay, and then when I want them to become hostile to them again unset?

karmic lynx
#
_coolUnitDude setCaptive true; //not hostile to this target
_coolUnitDude setCaptive false; //hostile
cursive forge
#

,Although, if you don't have other teams they need to react to, I'd just set the enemies' behaviours to careless

#

setCaptive changes the units' teams to civilian, so triggers, etc. stop working

fathom meteor
#

Triggers arenโ€™t an issue since Iโ€™ll be Zeusing and pretty much manually โ€œtriggeringโ€ the mission along.

cursive forge
#

@fathom meteor Well, just keep in mind that the units side will change with setCaptive, so side _unit == blufor would return false on a blufor unit with setCaptive true

fathom meteor
#

Yeah. But I mean as long as I change them back in case thye get "discovered" I should be good correct??

cursive forge
#

@fathom meteor Yes. As long as you keep in mind that while they're captive, their side is not their actual side

#

So a trigger or script that checks their side will fail while they're captive

fathom meteor
#

Cool.

#

Thanks

#

I appreciate the help

storm geode
#

here is a bit of a problem when porting OFP missions. back in the day I used many bird, dog, cricket etc sound effects by placing them in side -> EMPTY -> sound effect. these were created in mission.sqm like this: cpp class Item15 { position[]={4982.754395,18.781836,11770.610352}; azimut=235.000000; special="NONE"; id=33; side="EMPTY"; vehicle="BirdSinging"; leader=1; skill=0.466667; };
so this BirdSinging is still available in arma3 only as BirdSingingSfx class name and under trigger -> trigger: effects -> SFX -> bird singing. eden editor creates this mission.sqm entry for it: cpp class Item0 { dataType="Trigger"; position[]={4779.707,24.922279,11658.307}; class Attributes { sizeA=0; sizeB=0; effectSoundTrigger="BirdSingingSfx"; }; id=0; type="EmptyDetector"; };
I tried looking in eden editor but cant seem to find a way to place side -> empty -> sound sfx -> bird singing. am I outta luck, do I just have to leave those effects out or recreate them with triggers from my memory?

#

if I change in the original mission.sqm the vehicle="birdsinging"; into vehicle="birdsingingsfx";, arma3 eden import cannot find such class.

#

also old 2d editor load of that mission.sqm with vehicle="birdsingingsfx"; wont find it.

#

well, I'm outta ideas.

fathom meteor
#

Ive looked on YouTube and Iโ€™m kinda new to using the Eden editor in proper.... but are there any really solid videos explaining the ins and outs of using the editor. No really basics but specifically using the modules/triggers/waypoints/ and even scripting to do advanced things for missions?? Iโ€™ve found a few but must donโ€™t tend to explain to well. I looked through BIs docs on the Eden editor and it doesnโ€™t go much deeper than what I already gleam by hovering over various fields for things in attributes menus, not real docs like how to properly use the modules and such.

#

Iโ€™m mostly looking for good example driven guides.

sinful rampart
#

Language? I have something german. But i don't know how good that is as I don't really build missions

prime dome
#

Eden has a tutorial built in too

#

which goes over the basics

wooden dove
#

and for the "advanced stuff" I wouldn't trust youtube

prime dome
#

for other things there are biki pages

wooden dove
#

helL... I wouldn't trust youtube tutorials AT ALL

prime dome
#

especially triggers and waypoints

#

They're not bad, I've seen some good ones

#

But a lot of them are old, from the 2D editor days

wooden dove
#

shudders

prime dome
#

Which doesn't necessarily mean they're outdated

wooden dove
#

member when placing shit took ages....

prime dome
#

just that you need to fill in the blanks should there be any

#

The rest depends on what you're doing specifically, so I'd suggest getting started with the mission(s) and then learning as you go along

fathom meteor
#

Awesome... thanks guys. And yeah alot of the youtube ones werent very good. Like I said... and english. But thanks for the links.. Ill save this and use it tonight.

#

And yeah Im making mine for the community I run with now.. they usually get about 12 or so for their actual 'misison' nights which are coop missions that are made and then zeus'd.

#

So I am trying to make something that works up to that, but do something a bit more immersive with some really good briefings and even an intro video if I could.

prime dome
#

(and well, official F3 hasn't been updated in a long while)

fathom meteor
#

And being able to mess with advanced stuff would help me alot on that front.

#

Or at least automate alot of it so as Zeus I can focus MORE on just controlling the flow of players/ take enemy control every so often to manually make contact vs them.

cursive forge
#

@fathom meteor I'm planning on doing some indepth tutorials on Eden and scripting some time

#

Once they fix some of the blocking bugs

fathom meteor
#

But really the stuff Im envisioning is pretty basic stuff like having stuff thats "Pickupable" and spawns or deletes map markers and creates new interactable intel (hover over word and it shows you where on the map the marker is linked to)

#

And stuff like having someone pick up a picture set of intel which shows in the intel menu a photo of the guy they need to kill.

hollow prairie
#

@Dedmen would you link me that german video? ๐Ÿ˜ƒ

sinful rampart
#

If you mention me properly I wouldn't be able to miss your message ๐Ÿ˜„

hollow prairie
#

Yeah i noticed it. But as you started typing nearly right away i thought i didnt need to do it again @sinful rampart ๐Ÿ˜„

hollow prairie
#

Thx

faint whale
#

Is syncing waypoints together wonky for anyone else?

prime dome
#

no, but wonky how?

faint whale
#

It seemed pretty bulletproof in arma 2 but in 3den it always seems to break eventually

#

Like, you could sync several waypoints and they would all wait until all were complete

#

But in a3 it only seems to work with two for me

prime dome
#

I've managed to get three to work, never tried more

#

Not sure if placebo on my part but the source and destination of the sync seemed to matter

#

but i think keeping the same source should mostly keep it consistent

faint whale
#

Hmm

#

That may be it

#

I remember doing that a lot in a2 but I haven't really played arma in like 4 years

#

Is this just a ghetto way of going about it?

prime dome
#

kinda yeah (that i know of, maybe someone else has better ideas)

faint whale
#

The language in the biki seems to imply that it's meant for connecting several wps to a trigger

#

So maybe the direction does matter

raven whale
#

afaik thereโ€™s issue with sync if the group is transferred to hc

#

wait syncing waypoints to waypoints?

#

is that even possible

prime dome
#

yeah

#

now called "set waypoint activation" in eden

cursive forge
#

Syncing is so slow in Eden because you have to right click and then open some submenu, and then choose sync. Not to mention, the right one

storm geode
#

nothing beats F5 + drag.

wooden dove
#

no you don't

#

you can press left ctrl + drag

#

or is it left alt...

#

but there's a key combo for syncing grouping only :/

#

also, very "fun" fact, you can enable auto-saves

topaz oar
#

i'm barely touching the surface of mission making..but is there a way to make a respawn point follow a squad, but from a certain distance? (IE : Dynamic recon respawns) or scripts must get involved

wooden dove
#

scripts needed

topaz oar
#

that'll do, thanks

spice dragon
#

Hi,
I have an AI doing this animation:
S_1 disableAI "MOVE";
S_1 disableAI "ANIM";
S_1 switchMove "passenger_flatground_crosslegs";

But i have about 50 more I want to do the exact same thing. Is there a way to have the actions here target all those AI (all are named S_x, where x is a number), whitout having to do the same for every unit?

wooden dove
#

for do loop

#

and use a macro to merge the S_ and number

spice dragon
#

Ok, the loop part I think I can manage to figure out. But use macro to merge S_ and number, that's new to me. Are you able to guide me in the right direction to find some resources on this? (a quick google search wasn't very fruiitful)

spice dragon
#

Oh, awsome!

#

Thanks! ๐Ÿ˜€

#

Thanks! ๐Ÿ˜€

clear falcon
#

Im sure this has been asked a million times but all my google searches havent been very helpful. What is the easiest way to implement scoring on a range. or in other words to have a way to see who shot a target and how many times and maybe how far away they were?

#

I should add that I would like to be able to call up the score of the target at a distance if at all possible

tender hare
#

Search for a shooting range mission and rip the code u need. There a millions out there

gilded blaze
#

Hey guys,
I am making a mission, and I have encountered a problem.
I made it into easier model, where I have two civilians, two triggers for each of them to check if they are alive and radio Alpha trigger.
Killiing the civilians makes GRP1 and GRP2 change to false, and using radio Alpha sets ALPHA to true.
I have problem making the fourth trigger run, to check the following statement:
Trigger's Condition: ( GRP1 or GRP2) and ALPHA
Trigger's activation: TRIG1
GRP1, GRP2 and ALPHA change how they should, but TRIG1 doesn't work. Could You please, give me a hint what am I doing wrong?
Sincerely, Matt

prime dome
#

Trigger's activation: TRIG1
I don't understand this part

#

What is TRIG1?

gilded blaze
#

it is another variable that should be set to true

prime dome
#

What do you mean by trigger's activation? The On activation field, or what?

#

Might help if you could upload a screenshot, actually ๐Ÿค”

gilded blaze
#

yes, the "OnActivation"field

#

hm.. ok

prime dome
#

I'm not sure how you're setting TRIG1 to true

#

because you'll have to write TRIG1 = true

#

in On Activation

#

i.e. it's the code that executes after the trigger is activated.

#

But if TRIG1 is an actual trigger, then i don't think this will work

gilded blaze
#

Hm.. I cant put a screenshot here

#

:/

prime dome
#

upload to imgur

#

or dropbox or something

#

(you can just drag and drop into the imgur homepage, no account needed)

gilded blaze
prime dome
#

thanks, let me look

#

well, that should work

#

Unless TRIG1 is the name of a trigger

gilded blaze
#

GRP1, GRP2 and ALPHA work fine, i have checked them in debug console
TRIG1 is only the name of a variable

prime dome
#

Well, in that case TRIG1 = true should set it to true.

#

btw when you say "work fine", you mean the combined expression of ( GRP1 or GRP2) and ALPHA returns true?

gilded blaze
#

no, I 've meant every single one

prime dome
#

oh

#

wait

#

use || instead of or and && instead of and

gilded blaze
#

Hm. Ok I think I can see what is the problem

#

When GRP1 and GRP 2 are false, the whole statement cannot be true

#

so there is error in the statement itself?

prime dome
#

and use TRIG1 = true; hint str (TRIG1); in the on activation, you'll see a hint in the top right when it activates

#

so there is error in the statement itself?
well, except the operators being used, i can't see any

wooden dove
#

that statement needs to return a bool

prime dome
#

you need either GRP1 or GRP2 to be true before the trigger is triggered

wooden dove
#

if it doesn't return a bool there's an error

gilded blaze
#

OK, i got it working, I used GRP to indicate if units are alive, and then used (GRP1 or GRP2) where it should be (!GRP1 or !GRP2), now it works fine

prime dome
#

that's good ๐Ÿ˜„

gilded blaze
#

Still, thanks for making me run my head and debug ๐Ÿ˜„

#

I know the basics of programming, but I have almost zero experience. :<

prime dome
#

well you taught me something too

#

i didn't know SQF uses and and or keywords

wooden dove
#

what the fuck did you think || and && were ?

prime dome
#

keyword keywords

gilded blaze
#

From what I've already read from BISwiki you can use them both.

prime dome
#

yeah, you can

#

didn't know

#

i've only ever used the symbols ๐Ÿ˜„

gilded blaze
#

@wooden dove The statement will not return the bool if some of the variables are non existent at the moment of testing them

wooden dove
#

no shit

prime dome
#

getVariable could be useful in such a case

#

allows setting a default value

#

although you could initialise the variables somewhere, too

novel rune
#

and and or are aliases for && and ||.
Sorry I justed wanted to write this sentence.

wooden dove
#

plus they take longer to type ๐Ÿ˜„

prime dome
#

debatable actually ๐Ÿค”

wooden dove
#

nah

gilded blaze
#

not if You use Caps Locjk instead of shift ๐Ÿ˜›

neon raptor
#

๐Ÿฟ

prime dome
#

the pipe symbol and ampersand are kinda far away, need shift pressed

#

or is two characters, and is super convenient

novel rune
#

or 2 stokes
and 3 strokes
&& 3 strokes
|| 3 strokes

wooden dove
#

you have to take the placement and repetitions of the letters

#

for my keyboard layout AND is 3 strokes and && 2

novel rune
#

Repetitions are arguably slower than two different keys though.

wooden dove
#

wait

#

slower?

gilded blaze
#
  • dvorak intensifies*
novel rune
#

Yeah, you have to release first.

#

With different keys, you can press the next one before you release if you use more than one finger ๐Ÿ˜›

gilded blaze
#

Ok, thanks for the help, and have a nice day (well, night in my time zone) ๐Ÿ˜‰

wooden dove
#

what are you typing on, a mushy non mec?

novel rune
#

A laptop. I thought you know me.

topaz oar
#

is it possible to use a vehicle as infrantry respawn point ? and have the vehicle respawn at a set location wih a vehicle respawn point?

wooden dove
topaz oar
#

thanks

spice dragon
#

Hello again.
I got some answers here yesterday, trying to start the same animation for a number of AI.
The suggestion was using a "for do loop", that part I have down working nicely, basically looking something like this:
for "_i" from 1 to 50 do
{
S_1 disableAI "MOVE";
S_1 disableAI "ANIM";
S_1 switchMove "passenger_flatground_crosslegs";
};

Now, to change the number in "S_", suggestion was to "use a macro to merge the S_ and number", which I then guess i have to attach to the loop somehow, so that it counts up as it goes.

Now, with my limited experince with this (or possibly just general stupidity), I have now spent close to 8 hours trying to get it to work.

Could need a push in the right direction, or even just an outright explanation of how it should be. ๐Ÿ˜ƒ

raven whale
#
for "_i" from 1 to 50 do {
    private _unit = missionNamespace getVariable [format ["S_%1", _i], objNull];
    _unit disableAI "MOVE";
    _unit disableAI "ANIM"; 
    _unit switchMove "passenger_flatgroundcrosslegs";
};
wooden dove
#

^ use that instead of the macro

novel rune
#

lgtm as long as these units don't respawn, which I doubt.

spice dragon
#

Thanks guys! I'll have a look into it later today, to get it to work and to understand how it works. (y)

signal coral
#

Good morning/afternoon .. Im trying to get a heli to patrol and area .. shooting anything in range .. . I can get it to patrol the area.. just never stops to smell .. er ah Shoot every player in sight .. just blows right past .. any tips to get this thang to slow down and shoot ?

topaz oar
#

quick guess is to use the limited speed option in waypoint's attributes..as for the firing part..dunno, make it's crew member absolute beasts?

signal coral
#

Worthless damned heli lol .. just circles around players in the field and never opens fire

#

a3xai does a better job of that . but they tend to wander away

topaz oar
#

if it's on fire at will, then i have no idea why your helo is being retarted

earnest cove
#

anyone around who uses pboproject and worked on campaigns?

storm geode
#

yes but not packing campaigns with pboproject, I just use makepbo from cmd line.

earnest cove
#

i'm packing my addon right now and noticed weird bugs ingame. for example, one string isn't being recognized, which makes no damn sense. also starting any mission results in error messages.

#

stuff that works perfectly fine in 3den suddenly doesnt work anymore

#

the pbo project error log says no errors found

storm geode
#

what sort of string is not recognized, something from stringtable?

earnest cove
#

yes

#

the syntax is correct. there is nothing that looks off.

karmic lynx
#

do the rest work?

earnest cove
#

also it works perfectly fine when punching the addon through addon builder

storm geode
#

ok no idea about that one, I dont usually use them, have some old OFP missions ported which do and was planning on removing them (stringtable.csv heh).

earnest cove
#

i am wondering if it might be related to the files being binarized by pbo project

wooden dove
#

sounds like true -> 1 magic again ....

earnest cove
#

dont tell me i should rewrite all "true" to "1" :p

wooden dove
#

no you don't

#

use addon builder and you're good to go

earnest cove
#

i cant binarize with addon builder

karmic lynx
wooden dove
#

... then you got an error

sinful rampart
#

Just use pboProject and just.. don't binarize

#

Problem solved (โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ

storm geode
#

how does the campaign look like when you unpack the pbo with extractpbo, everything in order, anything missing etc?

wooden dove
#

true, don't binarize and it'll work ๐Ÿ˜„

#

NO DED

#

DAS ICH ONLY USED FOR MATHEMAGICS

karmic lynx
#

What is that supposes to be?

earnest cove
#

"how does the campaign look like when you unpack the pbo with extractpbo, everything in order, anything missing etc?" <<< yeah, at least on first glance it seems all in order.

karmic lynx
#

punching a star?

storm geode
#

so the mission works in eden, but when you pack it to addon, it doesnt?

earnest cove
#

yup, via pboproject

sinful rampart
#

Can you maybe show some of these error messages
or give examples of stuff that works perfectly fine in 3den suddenly doesnt work anymore ?

earnest cove
#

i just tried and ticked "dont binarize mission files" for test, but it changes nothing

storm geode
#

I have it another way around, my missions dont work in eden but work in campaign dir pbo (not addon) heh, but yeah that is because I use scripts\ dir ๐Ÿ˜‰

earnest cove
#

21:50:16 Error in expression <this animate [Unarmed_Rear_Cage_Hide, 0];

#

^ example

#

from the error message it seems that "" is missing, but it's in the mission file

sinful rampart
#

Uh

earnest cove
#

21:50:16 Error Type Any, expected String

sinful rampart
#

Do you save the sqm binarized from Eden?

earnest cove
#

no, unbinarized

sinful rampart
#

Maybe try the opposite ยฏ_(ใƒ„)_/ยฏ

#

I thought there were problems with binarized sqm's in campaigns. But might aswell be the opposite

earnest cove
#

sure can do. but that still wont explain why that one string cant be found on the showcase menu

#

this is exactly the kind of shit i hate arma for. you spend hours on trying to debug this crap

novel rune
#

The quote marks are missing.

earnest cove
#

thing is, i can pack my callsign minotaur campaign without any issues. it's not working much different actually. i used most of it as base for the new project.

sinful rampart
#

No I don't. ^^ You might tho ๐Ÿ˜„

earnest cove
#

the quote marks are not missing in the mission file

sinful rampart
#

@novel rune You didn't read conversation

novel rune
#

"mission file"

#

The error clearly says the quote marks are missing.

#

Is this a mission.sqm?

storm geode
#

and when you unpack with extractpbo, are the quotes in mission.sqm then?

earnest cove
#

they are missing in the binarized file if i extract it from the pbo project package

novel rune
#

Make them double quotes and try again.

earnest cove
#

this is interesting

#

but if i make them double quotes, they dont work in 3den anymore ๐Ÿ˜„

storm geode
#

well ok clearly something goes belly up in pboproject then, maybe you should give the details to mikero and see what he suggests.

novel rune
#

Have you tried?

#

Have you tried single quotes?

storm geode
#

hint "hello world"; in eden editor turns into mission.sqm entry of "hint ""hello world"";"

earnest cove
#

yes. and if i then pack that file with pbo project, the binarized mission file will say "hint hellow world;"

storm geode
#

are you confusing these things somehow, or does pboproject really strip quotes?

earnest cove
#

interestingly if i save the file binarized via 3den and then pack it with pbo project, it won't do this-- i'm guessing because pbo project doesnt try to binarize it again

sinful rampart
#

If you pack a unbinarized sqm it get's binarized by pboProject?

earnest cove
#

yes

sinful rampart
#

And you are sure you disabled binarization?

earnest cove
#

should i make a screenshot?

sinful rampart
#

Well if you think you disabled it it's enough I guess

#

Mikeros fault then if it for some reason still binarizes ....

novel rune
#

Maybe it's an old and bugged version of pboProject.

earnest cove
#

possible. but that doesnt explain why it works with my old project which i just recently repacked again :>

novel rune
#

A bug can explain everything.

sinful rampart
#

binarize settings in the Setup... ?

earnest cove
#

says same "do NOT binarize" etc

sinful rampart
#

Interesting.. There is no "don't binarize configs" option

earnest cove
#

it's verson 1.73 as the title says

sinful rampart
#

I have the same

#

Did you try just packing with makePbo instead?

earnest cove
#

nah

novel rune
#

Tried single quotes?

earnest cove
#

what do you mean, tried single quotes

novel rune
#

'string'

#

single quotes

earnest cove
#

dude. of course i did. otherwise it wouldn't work in 3den.

novel rune
#

Dunno how else they're called.

#

You can escape quote marks without single quotes. No idea what you mean by it wouldn't work in 3den without them.

earnest cove
#

ok, time for another screenshot

#

this is how it should be. this is how it works.

novel rune
#

And where are the single quotes in this screenshot?

earnest cove
#

ok, now i get what you mean.

#

i'm not trying it though, because this can't be the problem.

novel rune
#

OK, bye.

earnest cove
#

the problem is somewhere else.

novel rune
#

Good luck.

earnest cove
#

thanks.

sinful rampart
#

Ah.. Yeah. Bye

earnest cove
#

it's impossible that this is the problem for a simple reason: my other project works perfectly fine and it uses exactly the same.

#

also the other project has no issues with strings not being found outside of missions.

#

conclusion: issue has to be somewhere else.

storm geode
#

try to pack the campaign with makepbo directly.

earnest cove
#

there is one more thing i can try first.

#

hehe i think i found one part of the problem

#

binarizing with addon builder is funny too. it ignore most files, especially mission files.

#

i really wonder what kind of black magick people have to do in order for it to work correctly.

novel rune
#

"Files to copy directly.", but I doubt Addon Builder works for missions.

wooden dove
#

they read the documentation

sinful rampart
#

They use proper tools

wooden dove
#

or that

sinful rampart
#

(armake hint hint)

novel rune
#

They make their own tools.

#

Does armake even work?

sinful rampart
#

Yeah

#

You only want to pack files into a pbo without any binarization or processing

#

armake is perfect for that

novel rune
#

Does it "work" or can I use it to get something I can actually play with,

sinful rampart
#

as in. You disable binarization and it actually disables binarization instead of still binarizing without telling you about it

#

It will work fine

novel rune
#

Don't believe this shill.

earnest cove
#

' ' seems to semi-work. i still don't believe in it being a true fix, though. more like a shitty workaround for a problem i have yet to find.

#

ah, fuck it. i'm too tired to waste more time with this now.

wooden dove
#

and like commy predicted, it's single quotes

earnest cove
#

it's not

#

string still does not show up

#

therefore, the issue obviously lies somewhere else :>

#

it could be wherever. maybe some fucked up config entry or whatever. i should have checked this 4 months ago when everything was still fresh and tiny. now it's big busywork.

wooden dove
#

cough versionning

earnest cove
#

yeah, i could revert until everything works. but not today anymore.

wooden dove
#

oooor, you could use git blame or check the history of what you think breaks everything

earnest cove
#

that's the problem. the thing that i think could break everything can be anywhere in the version history, as i edited the file(s) quite often. i guess the easiest approach would be to jump back to half the revisions, see if it works, if not then jump back another half, etc. until i made it.

#

files are just so big now. my stringtable alone is 2.5k lines

signal coral
#

Is mission making sqm or pbo

novel rune
#

Both.

prime dome
#

I can swear I answered this question last week

#

Don't remember if it was the same person

neon raptor
#

(i cant type)

novel rune
#

Looks like the same person to me.

neon raptor
#

maybe just identical nicknames... and avatars ๐Ÿค”

prime dome
#

ah good ol internet sarcasm ๐Ÿ˜„

novel rune
#

So you were joking when you said it was a different person or do you have bad eyesight?

prime dome
#

i'm assuming the former ๐Ÿ˜„

novel rune
#

Aha. Funny...

neon raptor
#

๐Ÿ˜„

novel rune
#

Is Black Dog also a funny guy repeating a dumb question again and again disingenuously or are they really confused?

neon raptor
#

he asks every day same thing just to make sure...that the things didn't changed since the last time..

wooden dove
#

arma 3 tools or mikeros, or armake

#

you got choice ๐Ÿ˜„

stuck sable
#

I haven't heard of Armake. Mikero's tools are so old. Arma 3 Tools I have, but I don't know how to make it unpack the PBO anymore.

#

This is what I get for putting Arma down for eighteen months. I remember nothing of value.

#

SO frustrating. I forgot why I stepped away. This game never does what's expected... like ever.

wooden dove
#

mikeros tools aren't old, armake isn't finished, use bankrev

#

top right of A3 tools

storm geode
#

whats this has got to do with mission making?

stuck sable
#

I have to use a vanilla mission for someone's event, because for no explicable reason that I can find, Zeus spawned vehicles on the dedicated server for a super simple mission do not move. It's sickening.

#

Thanks, @wooden dove.

#

Why are the mission files thrown randomly about the game files? I need the Tanoa vanilla west Zeus mission.

dawn tinsel
#

Looking for lightest and best practice to designate/name player vehicles, i.e. when player looks at vehicle a small name for that vehicle appears "EA", "FA" etc. MP Coop dedicated server. Nothing fancy, only practical. Any recommendations on solution?

frosty pilot
#

Anyone know what other textures are available for the APEX laptops? The "Device Readings" texture is the default, but I know there's more.

neon raptor
#

you can try this

copyToClipboard str (getObjectTextures _laptop);
frosty pilot
#

so

#

copyToClipboard str (getObjectTextures _laptop01);

or

copyToClipboard str (getObjectTextures _LAND_Laptop_01_A);

#

As in, the placed laptop's name, or the name of the generic object?

neon raptor
#

placed or you can do cursorTarget or cursorObject

frosty pilot
#

Okay, that's easy. Thank you, man.

#

That only returns the current texture, hmm

neon raptor
#

then there is only one in config for that model

mild coral
#

this must get asked a lot, and i should know better by now but... includefile "\a3\Functions_F\Params\paramRevive.hpp" not found - how to fix locally in a mission im creatign that i wish to put on an mp server and use #missions to access it

#

bascially for a while now, any mission icreate on my pc i cannot run on an mp server because of this

#

even exporting as MP does not work

#

i've added an init file and a description.ext wit hbasic revive settings etc, but still no beans

#

anyone know the answer? cheers

#

fixed! `add this to description.ext

class Params
{
// #include "\a3\Functions_F\Params\paramRevive.hpp"
};`

neon raptor
#

file:paramRevive.hpp
inside looks like this:

#include "\A3\Functions_F\Params\paramRevive.inc"

file: paramRevive.inc
inside looks like this: https://pastebin.com/ZuyP0Evm
@mild coral

sinful rampart
#

You can't include "external" files from description.ext in some types of PBO'ed missions. No fix.

#

You can try to pack the pbo using a different packer (Mikero makePbo) or you can try to run the mission from folder. But I think from folder also doesn't work

novel rune
#

Just copy paste the file from P drive and put it into the mission. Then include the copy.

plucky glade
#

I'm feeling very stupid today, perhaps someone can help me. I want to create a diary record like this (Server Info -> Events -> Friday Event and then in Friday Event diary records for "Warmup","Gametypes","AAR info"

#

However I can't wrap my head around how to create a second level to a previously existing diary Record

sinful rampart
#

Are you sure that's possible?

#

Can't find anything about that on wiki

plucky glade
#

createDiarySubject makes a diary entry in the main "root" of the diary, createDiaryRecord then creates the next level

#

So is there a way to make another sublevel to this?

sinful rampart
#

Well createDiaryRecord takes a subject but doesn't create one

#

so I'd say no

plucky glade
#

So I guess I'd have format the entries and make work somehow.

sinful rampart
#

I guess you can add whitespace to the start of the title

plucky glade
#

Ok then, I hoped for a more elegant solution ๐Ÿ˜›

rocky sinew
#

Hallo, i hope someone can help me with some troubles ive been having with custom sounds.

Want vehicle to play song that loops once done but it should also have the option to be turned off.
1 - Vehicle should play .ogg sound file via addAction - DONE
2 - Once sound is started is should loop till player decide to disable (via addAction) - STUCK HERE
3 - Addaction that will stop sound from playing - and STUCK HERE

Question 1 - how do i make the the sound played, via the addaction, loop when done?
Question 2 - is it possible, if so how do i make the the sound played via the addaction stop playing?

addAction in vehicle...

h1 addAction [ "MUSIC ON", { 
h1 say3D ["music1", 1000, 1]; 
} ];

From my search ive found this for the loop, have no idea how to integrate into addAction (if possible) ...sqf while{true} do { h1 say3D "MUSIC ON"; sleep 25; };

Should i rather change it so addAction activates MUSIC_ON.sqf (with loop command in it?).... then with another addaction that stops the MUSIC_ON.sqf ?

sinful rampart
#

replace the true in the while loop by a variable

#

you can spawn the loop from your action

rocky sinew
#

could you point me to correct wiki page for this ... im streaching the boundries of my scripting knowledge. Will need to read up how to add variable ( i assume the variable will some how run the loop once the MUSIC ON is activated)

sinful rampart
#

The correct wiki page is spawn and... Eh... Using variables. I don't think there is a wiki page for that

#

that's like the most basic thing in scripting.

rocky sinew
#

im still realising my shortcomings scripting wise...

would running a music.sqf not work better?

Run addAction on vehicle with ..sqf null=execVM "music.sqf";

in music.sqf...

while {true} do {
    object say3D "music1";
    sleep 25;
}; ```

imma test this and see if work, then just need way to stop it
novel rune
wooden dove
#

and then they don't read it

rocky sinew
#

@novel rune thx

novel rune
#

The page is also rather bad, but it's better than nothing.

rocky sinew
#

ok so that idea work great, currently i have it as follows...
Police vehicle to play custom siren with option to stop siren

in vehicle init i have ...sqf this addAction ["ACTIVATE SIREN", "siren.sqf"];
this activates siren.sqf ....sqf while {true} do { police say3D ["music1", 500, 1]; sleep 25; };

So this activates the siren sound effect with loop added.

but now i need to figure out a way to stop say3D from playing once it started...any suggestions?

sinful rampart
#

๐Ÿคฆ

#

Not like you got the answer to that already like.. 4 times

cinder holly
#

while { true } is usually bad practice anyway

novel rune
#

The only way to stop say3D is to kill the object.

rocky sinew
#

aaa dammit i feared that might be the case

sinful rampart
#

According to KK's last comment on the wiki page though...

#

You can get the sound object

novel rune
#

Sounds like createSoundSource is better suited for this.

sinful rampart
#

but you probably need to attach that to the vehicle

novel rune
#

True, but that should be no problem.

rocky sinew
#

yeah im on the wiki, dont think this will work..im gonna use what i have now in future mission and would preffer it to be customizable.
This test will kinda be basis for all scripted missions i have in mind that would requires custom sounds files

#

i think i would have to make the sound file like 20 sec with one or two repeats, after the player will have to reactivate it

#

work around for a STOP music command

novel rune
#

createSoundSource handles this by looping automatically.

cinder holly
#

oooh, good to know ๐Ÿ˜ƒ

novel rune
#

createSoundSource also works in MP, while say3D you'd have to broadcast, because it only plays the sound on the local machine.

#

So idk, createSoundSource all the way.

#

Delete the source, and it stops immediately.

sinful rampart
#

"Hey. Here is a perfect solution for your problem"
"Don't think this will work. I'll have to use what I have now"
Oh.. Okey... Well then.

novel rune
#

Yeah, ยฏ_(ใƒ„)_/ยฏ

rocky sinew
#

on first glance it seemed like you have to use default sounds, my bad ..obviously not so

sinful rampart
#

Since Arma 3 v1.69.141183 it is possible to define sounds for use with createSoundSource in mission config

novel rune
#

He said first glance.

rocky sinew
#

delete the source that would work like a charm

sinful rampart
#

You should really invest a little more effort into this. You'll never learn how to do it yourself if you always stop after the first glance

rocky sinew
#

which is why i ask point me to wiki so i can learn, also mentioned that im at the limit off my scripting knowledge trying to figure it all out.

#

no everyone is on veteran scripting level..have to start somewhere

#

thx for help sofar thou ...appriactiate it

novel rune
rocky sinew
#

good thing im familiar with attachTo ...thx

karmic lynx
#

Doesn't it get distorted when moving?

novel rune
#

I'd also store the sound source as object namespace variable on the police car. Using setVariable. And the version that broadcasts the value to all machines. So that you can turn off the sound when somebody else turned it on and left the car or disconnected from the server.

rocky sinew
#

doppler effect will be a thing

novel rune
#

I'm not sure Arma does the doppler effect correctly. It would just get louder and come from a different direction.

sinful rampart
#

Afaik it doesn't

rocky sinew
#

mm good point...just loader softer

karmic lynx
#

It sort of gets really high pitched.

opaque raft
#

can i post a dump of my init.sqf here to ask a question while a conversations in progress

rocky sinew
#

might fakemit with pitch

#

*fake it

karmic lynx
#

@opaque raft hastebin or pastebin

opaque raft
#

ok

#

Basically s1 through s8 are player units, I want their positions to be updated by the markers i've placed down every 30 seconds, but on dedicated server it doesn't work somehow, and it does it realtime.

karmic lynx
#

0_0 why tf do you have so many spawns? This should all be one loop if anything

opaque raft
#

idk I'm really new to this stuff

novel rune
#

Checked the RPT? It probably ends the script, because these units are undefined and therefore it errors out.

opaque raft
#

no i haven't yet

karmic lynx
#

Check RPT first

#

is s1 a variable name of a unit?

cinder holly
#

Regarding the Doppler effect I had a "strange" experience, moving towards the sound source will start a modified sound, but stopping or even going away won't change the Doppler until the sound has finished playing

novel rune
#
0 spawn {
    while {true} do {
        sleep 30;

        isNil {
            {
                _x params [["_unit", objNull], "_marker"];
                _marker setMarkerPos getPosWorld _unit;
            } forEach [
                [s1, "marker1"],
                [s2, "marker2"],
                [s3, "marker3"],
                [s4, "marker4"],
                [s5, "marker5"],
                [s6, "marker6"],
                [s7, "marker7"],
                [s8, "marker8"]
            ];
        };
    };
};

Just more evidence of the scheduler being shit. I'd write it like this maybe.

opaque raft
#

yeah it is midnight

#

i'll try that

balmy jasper
#
[
                [s1, "marker1"],
                [s2, "marker2"],
                [s3, "marker3"],
                [s4, "marker4"],
                [s5, "marker5"],
                [s6, "marker6"],
                [s7, "marker7"],
                [s8, "marker8"]
            ];

๐Ÿค”

_arr = [];
for '_i' from 1 to 8 do {
    _arr pushback [(missionNamespace getVariable [(format['s%1',_i]),objNull]),(format ['marker%1',_i])];
};

๐Ÿ™„
@novel rune

sinful rampart
#

๐Ÿ‘€

balmy jasper
#

maaybe ?

sinful rampart
#

๐Ÿ˜

#

It works yeah... You could use that

novel rune
#

What if you want to give the marks and units real names?
medic1, marker_medic?

karmic lynx
#

Wouldn't writing static info be faster than grabbing already known info?

cinder holly
#

or better, only take the units array as input and create/update markers in the script

#

(if all markers are the same, that is)

sinful rampart
#

@karmic lynx Yeah. Nigels is slower

novel rune
#

Sure, but having them all definied in one place is already better than in 8 lines separate from each other.

sinful rampart
#

Or make a proper framework for it and just set the marker name in the unit's 3DEN attributes

karmic lynx
#

Is it possible then to attach 3DEDEN EVH's and Commands with just the mission file?

sinful rampart
#

Can you explain that better?

novel rune
#

I don't think so. preInit would execute in the editor, but that is executed only once and not when you load a mission. I think it's also executed when the previous mission was on a different map, but that is not reliable.

karmic lynx
#

@sinful rampart What i mean is: User is using eden evh in editor: no mods: mission file alone

sinful rampart
#

what eden evh :u

karmic lynx
#

Okay, would that be time sensitive Commy?

sinful rampart
#

mission file can't exec script in editor

#

if that's what you mean

novel rune
#

Midnight, it would be very unreliable as I wrote, so I doubt it's possible. The problem is that no script from the mission can be reliably executed from the mission. I guess CBA could work aroudn that, but then you'd need CBA.

karmic lynx
#

Okay, i might as well just write a modded solution at that point

balmy jasper
#

I'd probalby just make 1 array of units that need markers and then create markers in loop and attach variable to unit with the marker or an array with unit / marker. Roledescription for marker name and side or group name for color

sinful rampart
#

make a global variable. Init it to empty array in preInit

#

then use the unit's init box to add the unit and marker name to that array

#

and then loop over that array periodically to move the markers

novel rune
#

One array of the units with dynamically created markers would work. But no idea what the markers here are supposed to look like as they're placed by hand in a mission I don't see.

novel rune
#

<@180757017432948736>

#

<@180757017432948736> pls answer

balmy jasper
#

@novel rune

novel rune
#

Did work for me.

#

Where you got that number from though?

balmy jasper
#

wrote @ commy2 and pressed tab then \ infront of it

novel rune
#

I have a tripple dubs in my id.

balmy jasper
#

๐Ÿ˜ฒ

novel rune
#

@balmy jasper

#

I see.

balmy jasper
#

works

rapid hatch
#

Is it possible to make 4 man AI fireteam look more natural when deployed to guard some place instead of them sticking to formation (wedge or some other) like robots? I could ungroup them but they would lose their coordination ability without that. Is there a third way?

cursive forge
#

@rapid hatch Safe mode

#

@rapid hatch You could also use a Dismissed waypoint. They'll walk around randomly until they encounter enemies. Although, they could potentially walk several kilometers away from the point

rapid hatch
#

so safe mode will make them turn around somewhat randomly here and there @cursive forge ?

#

dismissed is too much, yes, they stop guarding anything ๐Ÿ˜„

#

aye lads, let's buy ourselves a pint and go for a night out

cursive forge
#

@rapid hatch There's some funky shit going on with Safe mode after they made it retarded

#

So they might

rapid hatch
#

ok thanks

#

Safe

It is possible to choose also Careless in mission editor, that expands the behavior for even more free movement (loiter) in range up to 150m.

will use roads, groups travel in convoy (overrides formation command)
stance with lowered weapon
turned out from vehicle
lie down when scared
less turning head, less observing surroundings (limited rate of target database)

According to Wiki.

cursive forge
#

And more recently, forced walk and ignoring formation

#

So retarded

rapid hatch
#

well, is it?

#

they feel safe, why should they stand idle? In my case it's a very useful change.

cursive forge
#

It's a shit change

#

It used to be useful when you're not engaged with anyone. Now it's useless since they all have to scramble back into formation

#

Not to mention the fact that formation is now retarded in Aware mode

#

Safe used to be the best to get to somewhere fast without the AI taking cover behind every single fucking tree

plucky glade
#

@rapid hatch BIS_fnc_taskDefend will make them do semi random stuff, man weapons, stand around , sit, patrol

#

Makes it look a bit more "natural"

low scaffold
#

Hello there I'm struggling with the RHS vehicles : how can i get rid of their default inventory ? thanks for helping

tawdry ermine
#

@low scaffold, we do this to clear out vehicles:

clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearBackpackCargoGlobal _vehicle;```
#

That's for MP

low scaffold
#

thanks a lot

#

Well ... it s not working ... Any idea why ?

neon raptor
#

Where you paste it ? ๐Ÿ˜€

low scaffold
#

in my helo's init field ? shouldn't I ?

neon raptor
#

then use this instead of _vehicle

low scaffold
#

ok i'll try this asap thanks

#

it s still full of M4 and others ...

neon raptor
#

hmm

#
0 = this spawn {    
    clearItemCargoGlobal _this; 
    clearMagazineCargoGlobal _this; 
    clearWeaponCargoGlobal _this; 
    clearBackpackCargoGlobal _this;
};
#

vehicle init ^

low scaffold
#

nope thoses things are hard in that chopper

neon raptor
#

๐Ÿ˜ *

#

which one ?

low scaffold
#

you don t wanna know

#

i just realized what i said

#

english's not my language please forget that

neon raptor
#

ok... done ๐Ÿ‘Œ

low scaffold
#

so can i send screens ?

prime dome
#

upload to imgur/dropbox/etc and paste the link here

low scaffold
#

ok 'll do

neon raptor
#

take your time

neon raptor
#

๐Ÿ™„

low scaffold
#

same here

neon raptor
#

not sure on which screenshot you have a problem... ๐Ÿค”

#

maybe that's because they are the same...

low scaffold
#

ok i messed up

neon raptor
#

can you try it one more time... but after you will close the heli init, press CTRL + S

#

if not, restart the game maybe...

low scaffold
#

yeah ill try both

#

saving alone isnt enough

#

i m restarting

#

(i'm off to bed thanks for the help i'll come back at it tomorrow)

#

Thanks for the help anyway

cursive forge
#

@low scaffold Why don't you just remove them under "Object: Equipment Storage" ?

rapid hatch
#

Green friendly hexagons, can't get rid of them. I'm running custom difficulty, group indicators are disabled, friendly tags are disabled. I have ACE but can't find anything inside that could change that.

novel rune
#

They have to be set to 0, and ACE doesn't have any hexagons.

rapid hatch
#
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=0;
            weaponInfo=2;
            stanceIndicator=2;
            reducedDamage=0;
            staminaBar=1;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=0;
            cameraShake=1;
            scoreTable=1;
            deathMessages=1;
            vonID=1;
            autoReport=0;
            multipleSaves=0;
            tacticalPing=0;
            mapContentFriendly=0;
            mapContentEnemy=0;
            mapContentMines=0;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=1;
        precisionAI=1;
    };
};
#

this is from my .Arma3Profile

low scaffold
#

@cursive forge It was my first shot but it wasn't working either

neon raptor
#

๐Ÿค”

#

@low scaffold

low scaffold
#

ok ... and you pasted this
0 = this spawn {
clearItemCargoGlobal _this;
clearMagazineCargoGlobal _this;
clearWeaponCargoGlobal _this;
clearBackpackCargoGlobal _this;
};

karmic lynx
raven whale
#

that spawn is literally useless

neon raptor
#

object init field is unscheduled...

raven whale
#

so?

prime dome
#

yeah i don't think you need spawn there

neon raptor
#

why ? ๐Ÿ˜„

raven whale
#

why would you?

neon raptor
#

object from addon... problem that guy cant get his code working from object init... which way more reliable ? unscheduled vs scheduled ? ๐Ÿ˜€

#

and why ?

neon raptor
#

takes cookie

karmic lynx
#

@neon raptor takes cookie away

neon raptor
#

bulli ๐Ÿ˜ฅ

humble tree
#

Hey, is there anyway to copy a base from one mission file to the other and have everything like walls and vehicles paste in the same place they were in the original

karmic lynx
#

@humble tree Import feature.
Whilst in eden -> Scenario -> Import

humble tree
#

Thank you, I knew there was a way to do it, just been that long since Iโ€™ve not just updated the old File

karmic lynx
#

Yep yep

timber grotto
#

what would be a debug command to grab all the positions of roadsigns? such as this Land_SignRestrict_01_speedLimit_70_F, I have used the command before to get gas pump pos.

sinful rampart
#

@timber grotto Stop the spam. Delete the other messages and keep it to one channel

old comet
#

can any one help me out when i put this in my trigger for my sector control it works fine [[WEST,EAST], .5, 1, 10] call BIS_fnc_bleedTickets; but i have 5 sectores and you have to own 3 of them for the tickets to start counting down i have tryed [[WEST,EAST], .1, 1, 10] call BIS_fnc_bleedTickets; but will wont work does anyone no a fix for this

turbid hamlet
#

@neon raptor better late than never, but if you still haven't figured the vehicle gear out, try using :

    clearItemCargoGlobal this; 
    clearMagazineCargoGlobal this; 
    clearWeaponCargoGlobal this; 
    clearBackpackCargoGlobal this;

the difference being that we are now using this instead of _this (since you need to use this in object init fields)

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also no spawn or anything else

neon raptor
#

๐Ÿ™„

turbid hamlet
#

I pinged the wrong person, didn't I?... oh welp. ๐Ÿคฆ

sinful rampart
#

Well.. Not completly. He was part of that conversation about that stuff..

turbid hamlet
#

myeah, but "knapp daneben ist auch daneben" ๐Ÿ˜…

hollow prairie
#

isnยดt it "knapp daneben is auch vorbei"?

sinful rampart
#

German 101 for Armarists.

low scaffold
#

@turbid hamlet I'll Try this

karmic lynx
#

Okat nvm? This is disussion for creators alike, not to seek creators.

shell bay
#

thats why i deleated it. sorry to waste your time

#

that sounded shitty of me, sorry

karmic lynx
#

You're wasting no ones time, just read the channel description next time.

hearty pivot
#

Any ideas to get a helicopter to pick up a squad wherever the squad is? My infantry are following random waypoints, so i can't just place an invisible pad at a predetermined location

#

So far I've tried: place hold waypoint on squad leader, script landing - Helicopter lands ON squad leader, crushes squad, everyone dies. Attach invisible pad to follow squad leader from 50m - pad is located in tree, helicopter attempts to land on tree, blows up, wreckage falls on squad, everyone dies

prime dome
#

Lol

#

I think there was a command to find an empty space or something

#

Not sure though

hearty pivot
#

isFlatEmpty perhaps?

hearty pivot
#

"Given position will be magically transferred into given position + getTerrainHeightASL value"

tiny magnet
#

Hey, is anyone available to help out with an Exile mission? Trying to figure out how to piece all of this together and I am completely lost on how to do it

balmy jasper
#

Tried exile discord?

signal coral
#

Hi, I want AI to die at the start of the mission, but when I reduce their health in the attributes menu, they just fall like they're just unconscious. They're not ragdoll.

#

What should I do to make them ragdoll

raven whale
#

this setDamage 1

signal coral
#

I tried that already

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I now checked in my dedicated server and there they are ragdoll

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.-.

#

Is there an explanation for that?

neon raptor
#

for dramatic scenes

0 = this spawn {
   _this playAction "Die";
   sleep 2;
   _this setDamage 1;
};

just ragdoll fix

0 = this spawn {
   _this setDamage 1;
   _this switchMove "";
};
#

@signal coral

proud rock
#

hey Im new to mission making and have a few questions. BTW i know the basics of where to put the scripts. first im trying to make an ai unit salute when i get close how do i do that.

proud rock
#

another one is im trying to make these 2 soldiers walk or/stand around but were it looks like there talking .

signal coral
#

@neon raptor Thanks alot ๐Ÿ˜ƒ

gilded blaze
#

Hello guys,
I have a little issue on createDiaryRecord - text in MP every DiaryRecord is shown twice. I have not found any advice on BISwiki/forum. In SP it looks normal.
Thanks for any help!

sinful rampart
#

How do you add it?

gilded blaze
#

Well... it seems like as usually for me, sharing a problem with other people made me instantly check what is wrong and... now I know

#

Setting "Owner of the module"

sinful rampart
#

๐Ÿ˜„

gilded blaze
#

Thanks, @Dedmen :D
But i still feel like a moron ๐Ÿ˜›

#

But still - having set "All playable units" makes the double text. Why is that?
Earlier I had one createDiaryRecord working fine - it was set to "Synchronized units" but was synchronized to nothing and worked, I dunno how.

rapid hatch
#

Is it possible to put custom textures on house wall or floor without creating a new retextured object?

#

from what I've seen hiddenSelections are [] for house objects

sinful rampart
#

If the house has selections for that yes.

#

If they are not in the model then no

rapid hatch
#

so considering the array is blank, that means no ๐Ÿ˜ฆ

sinful rampart
#

No that just means they are not officially exported

#

Might still be ones in the model that the guy that wrote the config just didn't see a use for making them accessible

rapid hatch
#

how to know if they can be changed? By setObjectTexture command with random number?

sinful rampart
#

No

#

You can make a config class that add's the selections to the hiddenSelections array

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If you know the names of the selections in the model file

rapid hatch
#

that means opening the object in object builder?

#

probably wrong channel, sorry ๐Ÿ˜ฆ