#arma3_scenario
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Arma doesn't like attempting to call something that doesn't exist
Fair enough
add an isNil check
like if (!isNil "named_npc_varName") then {do stuff}
@proven aspen
Thank you!
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?
"the error" which error?
"...Error type code, expected number..." at mission loading (MP)
Ah. Yeah youa re using https://community.bistudio.com/wiki/addAction wrong
You either need one addAction to toggle pop
Or two. One to enable and one to disable
you can use the condition parameter to only show the correct action if you go for the two actions variant
Reading up on addAction but it's still like a foreign language ๐
English is foreign to me too ๐
how do I pull the nopop value?
ah! I'll try to wrap my head around it!
I could also write it for you if you want. But you'll learn more by doing it yourself ๐
so true! It's hard but one has to do it. I reserve myself he option to ask again in a bit!
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
nice work
(https://community.bistudio.com/wiki/Description.ext#CfgTaskDescriptions for info)
I am still trying to figure the "destination" property... if it is in it! ๐ค
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
@cinder holly Check this https://community.bistudio.com/wiki/BIS_fnc_setTask
desc: Array or String - Task description in the format ["description", "title", "marker"] or CfgTaskDescriptions class
Best check the source of that function to make sure the description about what it does is actually correct
Notepading... next step I'll kick BIS fnc methods ๐
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)
You can also properly translate in script
by just sending "STR_(...)" ?
afaik the server-created tasks will be in server language
ah, yes, I meant "translated in client-set language" ๐
use localize
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
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.
Ah yeah. That's true.. But that's a big maybe ๐
and from what I could read in the fnc that's not the case =]
@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];
.....
wtf
I said. as the condition parameter
if you look at the wiki page you will see a parameter called condition and there are also examples with it
Is it possible to custom face in a mission_
Like mission file contains a custom face and force that to palyer?
Depends if you can use CfgFaces in description.ext
wiki says no
Could be wrong tho
not only that but CfgFaces is very fucking special
CfgIdentities ?
if you wanna keep your sanity never stray into CfgFaces
was that the subclass mess thing?
The fact that I remember it by "subclass mess" says enough
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
Wiki says that's classname in CfgFaces
well then i will ๐ myself ๐
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.
@clever acorn you could force to them to get destroyed, maybe, via setDamage command
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.
All the vics are clear of any and all obstructions with the ground, other scenery objects, and each other.
And they do not detonate in SP/offline testing.
..... do you have any "respawn scripts" ?
that sounds like bad scripting and vehicles spawning on each others
Using the vanilla respawn module, which a buddy of mine used in a similar mission with no issues.
No other scripts.
Modset includes ACE, and the CUP Terrain mods.
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.
@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
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
also, y'all need to stop putting whitespaces in your discord nicknames ๐
what discord client do you use? err "what" I mean do you use browser?
no, desktop/win10
heh?
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 ๐
@storm geode unfortunately it still doesn't work sometimes ๐คท๐ฝ
anyone know why BIS_fnc_animatedBriefing is coming back as an undefinded variable?'
because it doesn't exist.
you know that was just what I was afraid of lol
that will be a couple hours gone
unless those funcs are inline
which is also possible
it exist!
it's because it's a tac-ops func, it's not in my unbinned data ๐
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
so it's only available to Tac-Ops for the time being I suppose
No, everyone can use it
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
[_timeline, 0, nil, allMapMarkers, _showMarkers, "unk_zoom4",false] spawn '#'BIS_fnc_AnimatedBriefing;
error shows that BIS_fnc_AnimatedBriefing is undefined and I followed all the format in the wiki
because of that '#'...
heheh that is where it shows the number sign in the script error window
i put the '' around it so discord wouldn't make a mess of the number sign
thanks for the assistance alganthe! much appreciate you taking the time to look into it!
well, no BIS_fnc_AnimatedBriefing in Func Viewer (in main branch) so... idk
check under the tac-ops category
so I did and could only find the civilian spawn scripts
and by showing them all alphabetically too
because of main branch maybe?
hm... i'm on dev
can't check main branch right now but i'd be surprised if they removed them for the tac-ops release
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
Yeah, loading's been longer
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.
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
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.
I think with some of them, if you right click on the item in 3Den you'll find a option saying "Edit Vehicle Appearance".
That'll let you set if some features are deployed/visible or not.
But it's hit or miss with the RHS ones as they mightn't be encoded that way.
Turns out youre right and Im a doofus.. Thanks!
All good mate!
@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.
That I have no idea about mate.
Okay no worries.
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.
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.
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)
@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.
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.
@restive shore(PIX) none of those mods should cause Zeus issues... If any would I'd say it would be like Ares/Achilles.
Since they deal with adding more functionality to Zeus.
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.
If anyone awnts a link to the video that explains it I can post it.
Anyone know of a way to make text on map markers larger via the editor?
Looking for a video formatting program to make .OGV ? I would like to use the video in game as a breifing tool.
https://convertio.co/fr/mp4-ogv/ ? for example
I did not know that VLC converts videos.
I think you want Theora+Vorbis
Thank you for that.
Once I convert it, I can just place it on a editable objective? Correct?
editable objective?
I only used them as intro/outro
playing full screen
using BIS_fnc_playVideo
Would that work for MP?
yeah
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
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.
We made it so that you see it immediatly when you join the mission
Unless the mission is already running for over 30 seconds
I suspect it's not supported.
You can start it via an action yes
You can use remoteExec and start it manually on each player after they sat down in front of the TV
I don't think you can play it like.. on the TV
.... I wonder
Thank you. You have given me a good starting point.
@wooden dove tell
@carmine spear you can use https://community.bistudio.com/wiki/BIS_fnc_playVideo for starter
and, in init.sqf something like
if (hasInterface && not didJIP) then { /* playVideoOnStartup*/ };
@sinful rampart there was this KK's post about that:
http://killzonekid.com/arma-scripting-tutorials-ogv-to-texture/
Ah
Actually not magic at all
Didn't know KK had a post about it
I saw some life developer brag about the awesome technology he "invented" and he built a cinema with it...
That was like a year ago
I knew I saw it somewhere previously but didn't remember where
You know now @dry whale
KK wrote how to do it 4 years ago in his blog. Linked above
^^
well no, I believe they did it a different way
the video in that fnc has to be local, yea?
in a3pl
you put in a youtube link
and it played the vid in their movie theater
Yeah
they download and convert the video
locally and then play it
Atleast that's how I would do it
Well just like you watch a video on youtube. Also downloads fast ^^
when you watch a video on youtube it loads the beginning first
then loads as you watch
then stops to buffer for twenty fucking years
then keeps playing
๐
You can optionally disable DASH
That's the. Split video into many small parts and download seperatly
ah, okay
maybe I'll play around with it someday when I have more time
Would be cool as hell to have the "instructional milsim videos" play on our new training terrain once it's complete ๐
Static videos are way easier than dynamically playing yt ^^
mmmhmm
like download/convert and then load via filePatching
If I can just link a YT video and have it play on demand. That would be the cat's meow.
Wanted to make some tutorials, but this game has become a bug fest since I last played
You must be high on drugs then
dude
Maybe I don't notice these bugs because I became so used to it
initial release was a bugfest
but anything post nexus can't be called "a bug fest"
not even remotely close
You must be high on drugs then
show me on the doll where BI touched you
@wooden dove How about the simple fact that AI vehicles won't move to waypoints?
Well, certain vehicles anyways
Like APCs and Hunters
they do tho.
Except, they don't..
I remember that being an issue when AI driving was getting touched up on 1.59 / 1.61 but it got fixed
The group leader orders the commander to move
The commander orders the driver to move (yellow text)
driver remains still
Sometimes they will move
well, they do move usually, so you may be encountering a specific bug
the one time they won't move is that if their pathing fails
since they refuse sometimes, but i haven't seen it all lot of times so far
Then it fails all the time
seems to happen at specific road points on specific maps
if it fails all the time, then create a bug ticket with repro steps and a repro mission
Get in / Load waypoiint sync is also broken on the Prowler
without mods
which variant, armed or unarmed?
on dev
I'm on stable
i'm pretty sure get in works fine on stable too
going to try it, just in case, but i'm fairly sure it works fine
unless you're on the linux / mac branch
not that there may not be exceptions in some cases, but without a ticket/repro mission it's hard to test like this
Happens any time I've tried it on any terrain, anywhere
and BI's not really going to spend effort fixing a bug they can't reproduce.
Crewed prowler with a Load and Move waypoint. Another group with a Get In waypoint. Get In and Load waypoint synced
Prowler moves to load waypoint then instantly gets the move waypoint, and the other groups get in disappears
are there enough seats?
When I say crewed, I mean jusit a driver
dunno, works fine here
got a fireteam to get in a prowler in a tight spot
the get in needs to be on the prowler
it'll snap to it
otherwise use GET IN NEAREST
@prime dome Not when syncing
try it
@prime dome That's a different thing entirely
GetIn / Load waypoint works for any other vehicle and has always been the way to do transports
It's simply broken on the Prowler
i know
i'm saying attach the wapoint to the prowler
along with the sync
and/or use GET IN NEAREST
If it still doesn't work
then create a ticket along with a repro mission
It does
It's just the Get In / Load sync that's broken. Case in point https://youtu.be/h0xTQjpw_dA
Ah, so you're driving the thing.
Doesn't matter if it's me or the AI driving
Both skips getting in
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).
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
in an alternate timeline:
"My AI don't hold fire when I tell them to"
Right
GET IN NEAREST doesn't work
@prime dome Are you on stable or dev?
Stable profiling
I've always attached the GET IN waypoints to the the vehicles, and synced them
Never had an issue doing this
But, this does seem to be a bit wonky
especially with get in nearest not working
So yeah, create a report
As a workaround, I'd suggest placing a move waypoint before the GET IN and LOAD respectively, and then sync these two together
then attach the get In to the prowler and sync with the prowler's LOAD
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
AIs also don't defend themselves most of the time if they receive the regular "Hold Fire" command. https://youtu.be/IIYZm0rqVI4
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
i dont even remember the last time "get in nearest" was working
think i havent used it in years
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.
TFAR Detection by AI: https://imgur.com/qv4u97H
๐ฎ
that header ๐คข
@earnest cove @prime dome It works, but only on empty vehicles.
that would explain it then
but tbh, i dont need it either way, as i'm always scripting everything
i feel like having more control over my mission flow this way
@grave harness And?
January 2018? That has been in TFAR 1.0 since like.. January 2017
Really nice that he made some code that he could've just copied
Could I ask... is playSound3D broken, or am I just really dumb ? I can't get it to work...
worked last time I tried
Thing is, I'm trying to put a audio file from the mission folder to work.
Aaaand... it doesn't work
wss format?
nope, actually a voorbis .ogg
I think we talked about that recently
all examples use .wav or .wss
no .ogg
I think that was the issue
ah, I'll try then, thanks ton, you're awesome
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
yup, trying right now
nope, but it's gotta be my fault
MISSION_ROOT = call {
private "_arr";
_arr = toArray FILE;
_arr resize (count _arr - 8);
toString _arr
};
I put this into the init.sqf
playSound3D [MISSION_ROOT + "sounds\callout.waw", loudspeaker, false, getPosASL loudspeaker, 10, 1, 10];
and this went into the init field of the loudspeaker (It's variable is obviously called loudpeaker)
You might need a other \ in there, depending om how that MISSION_ROOT formats
meaning where exactly ?
@signal coral like MISSION_ROOT + "\sounds...." instread of MISSION_ROOT + "sounds..."
Mission making is mission files right
I don't know what you mean, but mission.sqm is the mission file.
not pbo?
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
pbo -"A PBO file originally meant 'packed bank of files'. The acronym can be read as "Packed Bohemia Object". from wiki ๐ค
Anyway of keeping a successfully completed task icon on the map? Maybe turned green or something?
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.
might just be easier to draw a marker and then turn it green
that's what i do anyway ๐
Yea me too
The drawIcon set of commands might make things neater if youre willing to invest
cheers. TBH, a green "Cleared" marker might well be absolutely fine
@prime dome using the \ there doesn't help really. No change.
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.
๐คฆ
You could access DAC zone variables possibly, mahbe it has a variable for zone activated or whatever
@signal coral I should have an example lying around somewhere, will send it your way in the evening.
That'd be awesome. Thanks !
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...
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...
Is the waypoint activation executed globally or local to the group?
In my case is it an AI group so it should be server.
@hollow prairie Globally
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
Thx Mulle
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
@fathom meteor Or just set their behaviour to careless
Or set the disguised units as captive
set friendlies as captives
Okay, and then when I want them to become hostile to them again unset?
_coolUnitDude setCaptive true; //not hostile to this target
_coolUnitDude setCaptive false; //hostile
,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
Triggers arenโt an issue since Iโll be Zeusing and pretty much manually โtriggeringโ the mission along.
@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
Yeah. But I mean as long as I change them back in case thye get "discovered" I should be good correct??
@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
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.
Ive looked on YouTube and Iโm 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?? Iโve found a few but must donโt tend to explain to well. I looked through BIs docs on the Eden editor and it doesnโt 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.
Iโm mostly looking for good example driven guides.
Language? I have something german. But i don't know how good that is as I don't really build missions
and for the "advanced stuff" I wouldn't trust youtube
for other things there are biki pages
helL... I wouldn't trust youtube tutorials AT ALL
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
shudders
Which doesn't necessarily mean they're outdated
member when placing shit took ages....
just that you need to fill in the blanks should there be any
Otherwise for waypoints - https://community.bistudio.com/wiki/Waypoint_types
And Triggers - https://community.bistudio.com/wiki/2D_Editor:_Triggers
Lots of Eden Editor information - https://community.bistudio.com/wiki/Eden_Editor
@fathom meteor
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
Almost all of my mission making was with F3 http://ferstaberinde.com/f3/en//index.php?title=Main_Page and some of it with TMF https://github.com/TMF3/TMF - but i've always made community focused missions. The framworks usually took care of much of the trickier stuff and let me focus on the editor stuff, but may not suit your use case.
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.
(and well, official F3 hasn't been updated in a long while)
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.
@fathom meteor I'm planning on doing some indepth tutorials on Eden and scripting some time
Once they fix some of the blocking bugs
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.
@Dedmen would you link me that german video? ๐
If you mention me properly I wouldn't be able to miss your message ๐
Yeah i noticed it. But as you started typing nearly right away i thought i didnt need to do it again @sinful rampart ๐
Thx
Is syncing waypoints together wonky for anyone else?
no, but wonky how?
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
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
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?
kinda yeah (that i know of, maybe someone else has better ideas)
you could also resort to scripts of course https://community.bistudio.com/wiki/synchronizeWaypoint
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
afaik thereโs issue with sync if the group is transferred to hc
wait syncing waypoints to waypoints?
is that even possible
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
nothing beats F5 + drag.
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
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
scripts needed
that'll do, thanks
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?
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)
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
Search for a shooting range mission and rip the code u need. There a millions out there
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
it is another variable that should be set to true
What do you mean by trigger's activation? The On activation field, or what?
Might help if you could upload a screenshot, actually ๐ค
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
upload to imgur
or dropbox or something
(you can just drag and drop into the imgur homepage, no account needed)
GRP1, GRP2 and ALPHA work fine, i have checked them in debug console
TRIG1 is only the name of a variable
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?
no, I 've meant every single one
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?
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
that statement needs to return a bool
you need either GRP1 or GRP2 to be true before the trigger is triggered
if it doesn't return a bool there's an error
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
that's good ๐
Still, thanks for making me run my head and debug ๐
I know the basics of programming, but I have almost zero experience. :<
what the fuck did you think || and && were ?
keyword keywords
From what I've already read from BISwiki you can use them both.
@wooden dove The statement will not return the bool if some of the variables are non existent at the moment of testing them
no shit
getVariable could be useful in such a case
allows setting a default value
although you could initialise the variables somewhere, too
and and or are aliases for && and ||.
Sorry I justed wanted to write this sentence.
plus they take longer to type ๐
debatable actually ๐ค
nah
not if You use Caps Locjk instead of shift ๐
๐ฟ
the pipe symbol and ampersand are kinda far away, need shift pressed
or is two characters, and is super convenient
or 2 stokes
and 3 strokes
&& 3 strokes
|| 3 strokes
you have to take the placement and repetitions of the letters
for my keyboard layout AND is 3 strokes and && 2
Repetitions are arguably slower than two different keys though.
- dvorak intensifies*
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 ๐
Ok, thanks for the help, and have a nice day (well, night in my time zone) ๐
what are you typing on, a mushy non mec?
A laptop. I thought you know me.
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?
thanks
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. ๐
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";
};
^ use that instead of the macro
lgtm as long as these units don't respawn, which I doubt.
Thanks guys! I'll have a look into it later today, to get it to work and to understand how it works. (y)
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 ?
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?
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
if it's on fire at will, then i have no idea why your helo is being retarted
anyone around who uses pboproject and worked on campaigns?
yes but not packing campaigns with pboproject, I just use makepbo from cmd line.
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
what sort of string is not recognized, something from stringtable?
do the rest work?
also it works perfectly fine when punching the addon through addon builder
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).
i am wondering if it might be related to the files being binarized by pbo project
sounds like true -> 1 magic again ....
dont tell me i should rewrite all "true" to "1" :p
i cant binarize with addon builder

... then you got an error
Just use pboProject and just.. don't binarize
Problem solved (โฉ๏ฝ-ยด)โโโ๏พ.*๏ฝฅ๏ฝก๏พ
how does the campaign look like when you unpack the pbo with extractpbo, everything in order, anything missing etc?
What is that supposes to be?
"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.
punching a star?
so the mission works in eden, but when you pack it to addon, it doesnt?
yup, via pboproject
Can you maybe show some of these error messages
or give examples of stuff that works perfectly fine in 3den suddenly doesnt work anymore ?
i just tried and ticked "dont binarize mission files" for test, but it changes nothing
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 ๐
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
Uh
21:50:16 Error Type Any, expected String
Do you save the sqm binarized from Eden?
no, unbinarized
Maybe try the opposite ยฏ_(ใ)_/ยฏ
I thought there were problems with binarized sqm's in campaigns. But might aswell be the opposite
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
The quote marks are missing.
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.
No I don't. ^^ You might tho ๐
the quote marks are not missing in the mission file
@novel rune You didn't read conversation
"mission file"
The error clearly says the quote marks are missing.
Is this a mission.sqm?
and when you unpack with extractpbo, are the quotes in mission.sqm then?
they are missing in the binarized file if i extract it from the pbo project package
Make them double quotes and try again.
this is interesting
but if i make them double quotes, they dont work in 3den anymore ๐
well ok clearly something goes belly up in pboproject then, maybe you should give the details to mikero and see what he suggests.
hint "hello world"; in eden editor turns into mission.sqm entry of "hint ""hello world"";"
yes. and if i then pack that file with pbo project, the binarized mission file will say "hint hellow world;"
are you confusing these things somehow, or does pboproject really strip quotes?
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
If you pack a unbinarized sqm it get's binarized by pboProject?
yes
And you are sure you disabled binarization?
should i make a screenshot?
Well if you think you disabled it it's enough I guess
Mikeros fault then if it for some reason still binarizes ....
Maybe it's an old and bugged version of pboProject.
possible. but that doesnt explain why it works with my old project which i just recently repacked again :>
A bug can explain everything.
binarize settings in the Setup... ?
says same "do NOT binarize" etc
Interesting.. There is no "don't binarize configs" option
it's verson 1.73 as the title says
nah
Tried single quotes?
what do you mean, tried single quotes
dude. of course i did. otherwise it wouldn't work in 3den.
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.
And where are the single quotes in this screenshot?
ok, now i get what you mean.
i'm not trying it though, because this can't be the problem.
OK, bye.
the problem is somewhere else.
Good luck.
thanks.
Ah.. Yeah. Bye
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.
try to pack the campaign with makepbo directly.
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.
"Files to copy directly.", but I doubt Addon Builder works for missions.
they read the documentation
They use proper tools
or that
(armake hint hint)
Yeah
You only want to pack files into a pbo without any binarization or processing
armake is perfect for that
Does it "work" or can I use it to get something I can actually play with,
as in. You disable binarization and it actually disables binarization instead of still binarizing without telling you about it
It will work fine
Don't believe this shill.
' ' 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.
and like commy predicted, it's single quotes
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.
cough versionning
yeah, i could revert until everything works. but not today anymore.
oooor, you could use git blame or check the history of what you think breaks everything
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
Is mission making sqm or pbo
Both.
I can swear I answered this question last week
Don't remember if it was the same person
Looks like the same person to me.
maybe just identical nicknames... and avatars ๐ค
ah good ol internet sarcasm ๐
So you were joking when you said it was a different person or do you have bad eyesight?
i'm assuming the former ๐
Aha. Funny...
๐
Is Black Dog also a funny guy repeating a dumb question again and again disingenuously or are they really confused?
he asks every day same thing just to make sure...that the things didn't changed since the last time..
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.
whats this has got to do with mission making?
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.
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?
Anyone know what other textures are available for the APEX laptops? The "Device Readings" texture is the default, but I know there's more.
you can try this
copyToClipboard str (getObjectTextures _laptop);
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?
placed or you can do cursorTarget or cursorObject
then there is only one in config for that model
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"
};`
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
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
Just copy paste the file from P drive and put it into the mission. Then include the copy.
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
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?
So I guess I'd have format the entries and make work somehow.
I guess you can add whitespace to the start of the title
Ok then, I hoped for a more elegant solution ๐
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 ?
replace the true in the while loop by a variable
you can spawn the loop from your action
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)
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.
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
There is a page for variables https://community.bistudio.com/wiki/Variables, but people tend to respond annoyed and angry when I post it despite thinking they should read it carefully.
and then they don't read it
@novel rune thx
The page is also rather bad, but it's better than nothing.
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?
while { true } is usually bad practice anyway
The only way to stop say3D is to kill the object.
aaa dammit i feared that might be the case
According to KK's last comment on the wiki page though...
You can get the sound object
but you probably need to attach that to the vehicle
True, but that should be no problem.
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
createSoundSource handles this by looping automatically.
oooh, good to know ๐
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.
"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.
Yeah, ยฏ_(ใ)_/ยฏ
on first glance it seemed like you have to use default sounds, my bad ..obviously not so
Since Arma 3 v1.69.141183 it is possible to define sounds for use with createSoundSource in mission config
He said first glance.
delete the source that would work like a charm
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
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
https://community.bistudio.com/wiki/createSoundSource
It's pretty much all you have to do. Except that you also have to attachTo the sound source to the police car, so the sound source follows around the car.
good thing im familiar with attachTo ...thx
Doesn't it get distorted when moving?
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.
doppler effect will be a thing
I'm not sure Arma does the doppler effect correctly. It would just get louder and come from a different direction.
Afaik it doesn't
mm good point...just loader softer
It sort of gets really high pitched.
can i post a dump of my init.sqf here to ask a question while a conversations in progress
@opaque raft hastebin or pastebin
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.
0_0 why tf do you have so many spawns? This should all be one loop if anything
idk I'm really new to this stuff
Checked the RPT? It probably ends the script, because these units are undefined and therefore it errors out.
no i haven't yet
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
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.
[
[s1, "marker1"],
[s2, "marker2"],
[s3, "marker3"],
[s4, "marker4"],
[s5, "marker5"],
[s6, "marker6"],
[s7, "marker7"],
[s8, "marker8"]
];
๐ค
_arr = [];
for '_i' from 1 to 8 do {
_arr pushback [(missionNamespace getVariable [(format['s%1',_i]),objNull]),(format ['marker%1',_i])];
};
๐
@novel rune
๐
maaybe ?
What if you want to give the marks and units real names?
medic1, marker_medic?
Wouldn't writing static info be faster than grabbing already known info?
or better, only take the units array as input and create/update markers in the script
(if all markers are the same, that is)
@karmic lynx Yeah. Nigels is slower
Sure, but having them all definied in one place is already better than in 8 lines separate from each other.
Or make a proper framework for it and just set the marker name in the unit's 3DEN attributes
Is it possible then to attach 3DEDEN EVH's and Commands with just the mission file?
Can you explain that better?
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.
@sinful rampart What i mean is: User is using eden evh in editor: no mods: mission file alone
what eden evh :u
Okay, would that be time sensitive Commy?
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.
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
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
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
wrote @ commy2 and pressed tab then \ infront of it
I have a tripple dubs in my id.
๐ฒ
works
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?
@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
so safe mode will make them turn around somewhat randomly here and there @cursive forge ?
dismissed is too much, yes, they stop guarding anything ๐
aye lads, let's buy ourselves a pint and go for a night out
@rapid hatch There's some funky shit going on with Safe mode after they made it retarded
So they might
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.
well, is it?
they feel safe, why should they stand idle? In my case it's a very useful change.
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
@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"
Hello there I'm struggling with the RHS vehicles : how can i get rid of their default inventory ? thanks for helping
@low scaffold, we do this to clear out vehicles:
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearBackpackCargoGlobal _vehicle;```
That's for MP
Where you paste it ? ๐
in my helo's init field ? shouldn't I ?
then use this instead of _vehicle
hmm
0 = this spawn {
clearItemCargoGlobal _this;
clearMagazineCargoGlobal _this;
clearWeaponCargoGlobal _this;
clearBackpackCargoGlobal _this;
};
vehicle init ^
nope thoses things are hard in that chopper
you don t wanna know
i just realized what i said
english's not my language please forget that
ok... done ๐
so can i send screens ?
upload to imgur/dropbox/etc and paste the link here
ok 'll do
take your time
So this is in the Helo init http://image.noelshack.com/fichiers/2018/07/6/1518827121-20180217012446-1.jpg
And this is what I get http://image.noelshack.com/fichiers/2018/07/6/1518827121-20180217012446-1.jpg
๐
same here
not sure on which screenshot you have a problem... ๐ค
maybe that's because they are the same...
ok i messed up
this is the 2nd one http://image.noelshack.com/fichiers/2018/07/6/1518827123-20180217012006-1.jpg
can you try it one more time... but after you will close the heli init, press CTRL + S
if not, restart the game maybe...
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
@low scaffold Why don't you just remove them under "Object: Equipment Storage" ?
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.
They have to be set to 0, and ACE doesn't have any hexagons.
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
@cursive forge It was my first shot but it wasn't working either
๐ค
just checked for RHS_UH60M_MEV2
vehilce init https://gyazo.com/21993c7125a6f502dcf6199480a69567
result https://gyazo.com/fa4754b0d4a67a58600405c271752eda
works ๐
@low scaffold
ok ... and you pasted this
0 = this spawn {
clearItemCargoGlobal _this;
clearMagazineCargoGlobal _this;
clearWeaponCargoGlobal _this;
clearBackpackCargoGlobal _this;
};

that spawn is literally useless
object init field is unscheduled...
so?
yeah i don't think you need spawn there
why ? ๐
why would you?
object from addon... problem that guy cant get his code working from object init... which way more reliable ? unscheduled vs scheduled ? ๐
and why ?
takes cookie
@neon raptor takes cookie away
bulli ๐ฅ
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
@humble tree Import feature.
Whilst in eden -> Scenario -> Import
Thank you, I knew there was a way to do it, just been that long since Iโve not just updated the old File
Yep yep
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.
@timber grotto Stop the spam. Delete the other messages and keep it to one channel
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
@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)
also no spawn or anything else
๐
I pinged the wrong person, didn't I?... oh welp. ๐คฆ
Well.. Not completly. He was part of that conversation about that stuff..
myeah, but "knapp daneben ist auch daneben" ๐
isnยดt it "knapp daneben is auch vorbei"?
German 101 for Armarists.
@turbid hamlet I'll Try this
@shell bay #creators_recruiting
Okat nvm? This is disussion for creators alike, not to seek creators.
You're wasting no ones time, just read the channel description next time.
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
Lol
I think there was a command to find an empty space or something
Not sure though
isFlatEmpty perhaps?
"Given position will be magically transferred into given position + getTerrainHeightASL value"
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
Tried exile discord?
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
this setDamage 1
I tried that already
I now checked in my dedicated server and there they are ragdoll
.-.
Is there an explanation for that?
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
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.
another one is im trying to make these 2 soldiers walk or/stand around but were it looks like there talking .
@neon raptor Thanks alot ๐
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!
How do you add it?
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"
Thanks, @Dedmen :D
But i still feel like a moron ๐
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.
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
so considering the array is blank, that means no ๐ฆ
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
how to know if they can be changed? By setObjectTexture command with random number?