#arma3_scenario
1 messages · Page 30 of 1
haha ok
Hey guys.. so I am trying to find good videos and none of them are that great.. but I am at a point in my mission where I need to have the following happen:
- Player sees intel on the table and collects it.
- Map is updated with new markers as well as the briefing section in the map is updated with new "written" intel or maybe even pictures.
- Bonus points if you can help me make it work like in the campaigns where select words in the "written" intel when clicked on take you to said markers.
- Old markers disappear
THe ones I find seem to be really crappy workarounds and I would rather do this right.
I am just not sure how though
MP?
find good videos?
Ive found some but they aren't exactly what I am looking for. They show how to do random spots for it and such.
what I would do is that the action added to the file would deleteVehicle it.
a script executed server-side detects it's deleted and deleteMarker as well as add task/whatever to blufor
Thing is there can't be a 'task;
task*
Our missions don'
don't run with any of those.
So I believe the piece I am loking for is "CreateDiaryRecord"
and to update markers on the map as well.
beware, it's local
Damn and I can't have that update to everyone on the server at once??
sure you can! remoteExecCall ftw!
Awesome
So unless I do that.... and how would that be called?? I am kind of new to the scripting of Arma so forgive me for stupid questions.
WOuld I call it via activation of a trigger?
i have a mission that does this
yeah hang on, i'll put the scripts up on pastebin
yeah but maybe someone else can use them too. will DM you the mission file though.
Okay. Thank you tons!
no problem 😄
@fathom meteor https://pastebin.com/7mFgWDbB
So a bunch of things too see here
first is init.sqf
it sets up the objective counter, and calls some scripts
then is initPlayerLocal.sqf
That executes locally for each player once they've initialised properly. Details of both here: https://community.bistudio.com/wiki/Event_Scripts
It runs another script that i use for setting up an add action on the intel object. will come back to this
next, the marker creation script
I have bunch of caches i want marked
So I pass the array of objects to the forEach block
I use the object name and a prefix string to create a unique name for each marker, and create an empty marker at each cache location
We use the F3 mission framework along with Wolfenswan's function library (folders are called f and ws_fnc respectively).
See: http://ferstaberinde.com/f3/en//index.php?title=Main_Page
https://github.com/Wolfenswan/ws_fnc
Anyway, I use one of wolfenswan's functions to collect all markers created in an array
to be honest, you don't need this, since you can do this in the forEach loop (by appending _name to an array)
Honestly I don't even need the names
I sync this array to all clients using publicVariable. This script only gets run on the server, but for whatever reason I decided that the other clients need to know them too.
I jsut want them to delete 2 markers and pop 2 more.
sure, just explaining how this all fits together 😄
feel free to drop the parts that aren't relevant
So finally, we come to the addAction file, which is probably the main one you want
the intel document is called intel_obj in this case
refer to the biki documentation for the exact addAction syntax
but here I run some code when the player uses the action (from the action menu)
first it plays a pick up animation. That part was lifted from one of BI's own functions.
Then it deletes the intel object
next it sends a notification to all clients that the intel has been recovered
the remove action is probably pointless since the object has been deleted 😅
then i increment the objective counter (that's required by the QRF script, not relevant here)
next, for each of the objMarkers (refer to the other script that created the markers), i change the marker type and colour
the next addAction is on the caches. won't go through it line by line, it's mostly the same, except then i delete the relevant marker and destroy the cache
i pass the _name of the marker to the addAction script as an extra param
That's all.
Hope this helped 😄
ping me if you have questions, either here or DM
Boy.. SOunds like I have my work cut out for me.
But I feel ALOT of what you have in there I won't really need.
I can also adjust attributes of current things on the map via scripting cant I?
So say I gave a marker a variable name... and 0 visibility (I believe thats a thing)
and then via script (The intel one)
I made it go to 100% while making others go down to 0%.
not sure about the visibility, check the wiki to see if there's something related to that
but just change the type to empty or delete it
and yeah you can manipulate editor created markers via script, just use the same marker name.
Roger. Thanks!
And visibility is the alpha property of markers so should be doable.
Hey guys so I finally figured it out. It ended up being pretty easy. Even got it working properly with images and links inside the game itself. Now I have more questions.... what are some decent ways to add ambient battle sounds in the distance for the entirety of the mission? Particularily, the team is inserting behind enemy lines to conduct a raid and there is a battle furhter south that is happening.
what are some decent ways to add ambient battle sounds in the distance for the entirety of the mission? Ive wondered the same thing
there's an ambient fire effects module
has tracers and maybe sounds too
but if there aren't any sounds then there should be a module for that too
Vanguard Sentinel, also with playSound3D you can play this sounds https://gyazo.com/4800cc7ab9b1e19d21cb7c35512d1fbc
to allow players to choose weapons (at least squad leaders?) at briefing before mission start, is description.ext/class weapons and ammo still the only way to do it, or are there new arma3 features available, like can that virtual arsenal thing be run from briefing?
the overall result is the same if you just place virtual arsenal ammo box (isnt that a thing?) at mission starting location for players to use. but I kinda would like to keep traditions and have weapons & gear available in briefing.
Working on a task for a MP mission where players have to recover a flight recorder from a UAV. Got it working ok via addaction and puts the item in the inventory.
What I'm worried about is we run a respawn with gear setup and clearly I don't want the player to still have the item when he respawn at base.
What ideas do people have for this?
@storm geode Apex campaign has a class selection screen, i assume it's tied to the respawn functionality. Don't think you can run VA on the briefing screen though.
@slate helmdog [3CB]#2890 when the carrier is dead, create a weapon holder on the ground and place the item in it, close to the body
that way even if the body is deleted by any garbage collector, the item will remain
yep I guess the old school way is to type in all the weapon, magazine and gear/item names into description.ext. of course when you do that once then its easy to copy paste into any mission. a lot of work if you compare to just place virtual ammo box and let players run to that at mission start like they always do anyways heh.
@storm geode Couple options with loadouts:
a) briefing screen > press continue > mission loading screen then this https://gyazo.com/50eba19c3786198c64617f60f1b7e5ae
b) briefing screen https://gyazo.com/b5b8e9585d696cb0c4d732bbe311540c > press continue > https://gyazo.com/498ea784bf403995f928f3f86af76545
can that virtual arsenal, your first image(?), be called upon just with sqf like in init.sqf or does it require the actual ammo box object on mission.sqm?
also does virtual arsenal stop mission time, or does it still run on the background when youre at the selection menu? sorry I have never used it, other than of course arma3 main menu -> arsenal menu thingy.
actually nevermind, second question was stupid one, how can you stop mission time in MP, you cant heh.
old way with weapons selection in briefing screen not working now 😔
its not? really?
afaik no...
well then, thats beautiful, heh.
it still does work, just tested it. https://community.bistudio.com/wiki/Description.ext#rscTitles
nice, will check it then... last time i tried it, was nothing...
Anyone know how to completely disable stamina for players?
player enableFatigue false; doesn't seem to be working.
@storm geode not working for me, can you show how you did it ? (weapons selection in briefing screen)
sure, one sec.
for CUP classes this is my description.ext: cpp class Weapons { class CUP_srifle_CZ750 { count = 20; }; }; class Magazines { class CUP_10Rnd_762x51_CZ750_Tracer { count = 50; }; };
lol
i have
class Weapons
{
class arifle_MX_F {count = 5;};
class arifle_MXM_F {count = 5;};
};
class Magazines
{
class 30Rnd_65x39_caseless_green {count = 10;};
class 30Rnd_65x39_caseless_green_mag_Tracer {count = 15;};
};
and nothing happens
we are about Arma 3 right ? 😀
yes. when I tested that on eden editor, I chose the play -> play in sp with briefing option.
it doesnt work in MP? dedicated server or hosted? are you squad leader?
We have a modpack for our unit and one of the PBO's we ship with it add some optional scroll wheel interactions. If someone deletes that PBO locally it seems that the server is still pushing those options to their client. Is there a way to configure it so that it doesn't do this? What's the mechanism that is pushing this out to the clients?
@storm geode tried on local host and nope
you were squad leader or subordinate?
tl with 1 unit in group
ok maybe it doesnt work in MP then.
well MP culture is "at mission start race who gets to the ammo box first" anyways so might as well do that with virtual arsenal box.
good to know it works for SP.
well... you can fix "mp culture" and prevent "race" with arsenal or respawn templates 😀
got a very strange problem with the custom whiteboard textures. I made a jpg texture for it, it shows up for me in multiplayer but for some reason players are unable to see the texture. The server is hosted on my client. Could it be that it does not correctly upload the texture to the other clients?
The texture is in mission folder?
also setObjectTexture or setObjectTextureGlobal ?
yes and let me check
also hello dedmen
hope you are not mad at me anymore lol
I did it via init: "
this setdir getdir(whiteboard); this SetObjectTexture [0,"whiteboardpic.jpg"]; this attachTo [whiteboard,[0,-.1,0.6]];
"
The object specific texture line (think that is from 3den enhanced?) a3\structures_f\civ\infoboards\data\mapboard_default_co.paa
Should it work if I set it to global?
no the init script is executed everywhere.
The texture is in mission folder? I asked that before
If you are launching the mission from a folder instead of pbo it might not know what files are needed and only transfer the mission.sqm
making a pbo then and testing again, brb
making it a pbo did not fix it, trying the global command now
@dire wagon it's unreliable to run it from init boxes. Either use initPlayerLocal.sqf, or run it only on the server and remoteExec it with the JIP flag set to true
Global command may not be reliable either at mission start.
never had problems with that before
this is not a giant public mission, just for a small group so it is not that many clients needing to load the info
btw
Making it global and packing it as PBO fixed it
Well, if it fails then you know what to do 🤷
Hey guys... so back again with a problem with intel.
So I used the Hold AddAction to make the little icon that you have to hold to piock it up.
GOt that part working
But the part where code is executed upon completion won't work
I just want it to execute an sqf which makes map updates and such. But it doesn't like that format.
Anyone know what might be the issue??
Here is what I used for reference.
[
Intel01,
"Hack Laptop",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "_this distance _target < 3","_caller distance _target < 3", {},
{},
{_this call Collect_Intel01},
{},
[],
2,
0,
true,
false ]
remoteExec ["BIS_fnc_holdActionAdd", [0,2] select isDedicated, Intel01];
_caller and _target are undefined
I wonder how the fuck you got it to show up honestly.
code arguments on completion are [target, caller, ID, arguments]...
unless I missed something nope
and on execution it tells me can't find Collect_Intel01
_condShow = format["_eval = %1; [""%2"",""%3"",""%4""] call bis_fnc_holdAction_animationTimerCode; _eval",_condShow,_title,_iconIdle,_hint];
that's where it's called
eval is checked as is, nothing is passed to it.
Okay... uhmm.. so I guess if I wanted this to execute a sqf script I have pre written how would i make that work?
The script is very simple, just changing the alpha of a map object.
I have a trigger that handles a Diary Entry.
Sorry. I am really new to scripting in Arma so I am kind of fumbling my way through.
change the cond to true and see if your code execute, then work from there
also diag log the everloving shit out of it
or whatever you wanna use for logging
How do I manage to do that?? The 2nd one.. and I assume by the condition youre talking about that last statement in the code block I pasted?
condShow: String - Condition for the action to be shown. Special variables passed to the script code are _target (unit to which action is attached to) and _this (caller/executing unit)
condProgress: String - Condition for the action to progress.If false is returned action progress is halted; arguments passed into it are: _target, _caller, _id, _arguments
"_this distance _target < 3","_caller distance _target < 3", < your code
Btw that code was pulled straight from the example on the site. I just changed the name of some things.
The action shows. And allows me to hold it to execute
On completion of "Collecting" nothing happens. It pops the error that it can't find Collect_Intel01
I am assuming in that syntax its looking for a function named that?
well ofc
Because it doesn't like me trying to do it as Collect_Intel01.sqf
Okay.
don't think there is, but going to try asking anyway: is there a way to get rid of location markers built into the map? i.e. I've removed a radio tower from the terrain, but the map still shows there should be one there
Hi new player here. Qns, how does one enable players to have the ability the spawn targets, enemy AIs, access virtual arsenal anywhere, turn on bullet path tracing/camera, check target impact, stats on target(MV/score/distance), actually really the features found in 360 degree courses made by Ruthberg.
any way to create localized fog as in only in a certain area?
hello
i need help
if i want to create ammobox from the debug manu while i am in game
how do i do it?
on player position
You would use https://community.bistudio.com/wiki/createVehicle
and give it the players position like in Example 1 and the classname of the ammobox.Example 7 has a example for a ammobox classname
thanks
@timber grotto no, but you can either trigger it with setFog when you approach the area, or put smoke everywhere with createParticle(Source)
holy shit FSM is awesome
@quiet sedge 😃
hehe
unless they're in the air and you tell them to land
okay why is my plane just buzzing an enemy base and not shooting?
it's only like not even 1km above
because it didn't spot targets
maybe didn't notice land troops yes. try reveal some, he will find others around
set a sensor triggered by your enemies, then ```sqf
{ myPlaneName reveal _x } forEach thislist
it will reveal all sensor-triggering units to your plane, given you name it myPlaneName
why is jsrs making my incompatible?
rephrase plz?
hold on go to #general_chat_arma
Hey guys, wich mission parameter name is better for "Pre start/freeze time delay" ?
need it for english localisation... atm that is "Warm-up delay"
which is not clear i guess
Are you talking about a loading period or something when all the init files run?
well yes... also time to catch up for players, load in... etc
“Loading” is probably a good keyword
But I don’t know why you’d make something like that a param
Instead of waiting for it to finish
Load Time or something
default time for that delay is 2 minutes
2 minutes? Waiting on init files?
What happens during that briefing time?
Because I have no idea what it is you’re describing, unless it’s that part where you’re sitting in the map
you can't move... timer with countdown on screen... you just wait for start
Oh. Is this just to give players time to load so they can all be ready?
yep
“Countdown to Start” or something like that
“Start Delay”
Either would work
Though, the first assumes that there is a visible countdown
No point in saying “pre-start” when you’re talking about a delay, really. Especially since post-start delay means that you haven’t actually started.
But since you have a countdown....
More people will understand if you label it as a countdown.
rgr
preStart is a thing in arma, it's right after configs are read, don't use that term.
yeah... still Warm-up time don't know better way...
It's called warm up in the best fps game to be ever made. But that implies that you can actually control your avatar and the map is simply reset after the timer went down and the mission starts. Which I don't think is feasible in Arma, because you could just blow up a lot.
well... that why i ask this 😀
@neon raptor we call it "safe start"
What kind of game is this?
i will leave it as "Mission start delay" and thanks all for suggestions
What kind of game is this?
was doing localizations for couple old missions, there are all kind of modes, in short "pvp/pvpe", JEDMario (if you asked me)
Hm.
hey guys, sorry to be such a nuisance but i've just recently gotten into arma 3 editing stuff and now my friend made a server and i volunteered to help him out with traders and custom missions. I just have one slight problem, knowledge, i dont know pretty much anything about coding and how these missions are done correctly. I have tried to search on google but couldn't really find anything useful or so i think 😃 so if any of you could guide me to the right path i'd really appreciate it.
its going to be semi-militarised pvp exile server
How does one change group names in slotting screen? Is it setgroupidglobal ?
if you mean Alpha 1-1, Alpha 1-2, etc then that can't be changed in vanilla
^not true
CBA or self-made mod.
If you know 100% it's possible. Why don't you know how then?
class Attributes
{
name="rif_b_1";
description="#Rifleman@Alpha";
isPlayable=1;
};
That's CBA
Lol yeah if it's not true then let me know when you find out 😄
because I wanted to know how to do it with setgroupID since thats what google told me
What you just posted is CBA
nevermind in that case
It uses the unit description.
thanks for clearing this up so fast
Scripts don't execute that early to change that.
@storm geode That changes the group name mid-mission.
Not in slotting screen
imo BI should definetly change the slotting screen so that the group name assigned in editor shows up there
I dont really see a reason why that would cause any problems besides maybe some executions on mission start but even those names could be changed through the same method to prevent this
you can write role description for that in mission editor
That's role description. Not group name
Yeah but that just changes the roles name, not the groups name
and thats what I am talking about here
Name first squad "Alpha Squad", First unit in group name "Leader"
yes, we know
okay then, if you must change the group name in MP slot selection menu then no idea how to do such thing.
All I said after that BI should make it possible to change squad name in slotting screen just through changing the group name in editor. I mean why not?
Yeah. Also don't see what that could hurt. Commy said the same when he implemented it in CBA
yup and I suggested practical solution for that. I dont see what the hell does it matter if the group name says "Alpha" but role description shows clearly that "THIS IS BRAVO BACKJACK NOOB ONE SEALZ" for any player who is looking for such group.
because one makes sense and the other is an obvious workaround
and it confuses new players alot
Before the CBA thing my missionmaker usually just used (bravo) rifleman and such as group descriptions
Simply because the squadname comes first they dont understand what you mean by alpha squad "But there are 5 squads named alpha!"
I would've based the work around on the group id instead of the group leaders role description, but that was technically not feasible.
Hello,
I would like to ask, what is the difference between GET IN and GET IN VEHICLE?
I tried looking on BIS Wiki, but have not found anything on the latter one
Are you talking about waypoints?
Yes, I meant waypoints
Yes, I have seen this... >.<
Ok, I see that there is GET In section in this article, and there is subsection Spatial / Vehicle
BUT, it says that it is divided by the point where waypoint is located, not the waypoint type
And the regular GET IN waypoint can point to a vehicle or empty space, as stated.
But in EDEN editor, You can choose either GET IN waypoint or GET IN VEHICLE waypoint.
What are you trying to do?
Oh, I think I know what you mean.
class VehicleInVehicleGetIn //sources - ["A3_3DEN"]
{
type = "VEHICLEINVEHICLEGETIN";
displayName = "VEHICLE GET IN";
tooltip = "";
icon = "\a3\3DEN\Data\CfgWaypoints\GetIn_ca.paa";
};
That's "VEHICLE GET IN" and not "GET IN VEHICLE".
It's for the newish vehicle in vehicle loading stuff.
Oh, okay. But what does this do? 😛
Probably load one vehicle into another. Like idk a quadbike into a helicopter? lol I have no idea how and if vehicle in vehicle loading works.
Okay, thanks a lot mate 😉
yeah since apex. Was a feature of the lsv´s
Hey guys.. is there any way to get AI to more precisely hover a helo at a specified altitiude?? I am trying to get blackhawks to hover at the height for fastroping from ACE3 FRIES and they seem to not want to get down to the required height.
_helicopter flyInHeight 20
How do I disable AI for the player characters in a MPMission
Huh?
think he is talking about the mission screen, where you assign playable unit roles
description.ext
DisabledAI = 1;// 0 Fills empty playable slots with AI, 1 They Don't fill the empty slots```
does anyone use weaponPool?
I wish - need help about it?
I wish
🤔
I am actually looking for a good scenario for a worthy MP campaign yes 😉
yeah I have made few campaigns in my time using weapon/magazine pools, now I'm trying it but it just doesnt work. wondering if I goofed something up or is it broken.
(I think I used weaponPool back in ofp times only)
you maybe have to add weaponPool = 1 in Description.ext
see this lovely https://community.bistudio.com/wiki/Description.ext#weaponPool entry
from such a beautiful page 😄
wha....
weaponPool = 1; is on description.ext inside class campaign.
I think so; but someone added it here =\ maybe they added this flag "to be sure"
else there is https://community.bistudio.com/wiki/Campaign_Description.ext of course
Wtf? Is that seriously a thing?
The weapons and magazines entries that allows you to pick gear during briefing has always been super buggy for me in MP.
I stopped bothering anymore before Arrowhead came out
@karmic lynx nah we type really fast to screw with you haha 😄
@cinder holly
😑 
@grizzled meteor How do you "pick up gear", never seen that in action. Especially during briefing
@karmic lynx I love you too ;-p
but more seriously yes, Campaign description.ext defines missions flow as well as some settings, such as... weaponPool
team -> pick a member -> inventory
Its: https://community.bistudio.com/wiki/Description.ext#weapons and magazines. Simply, before the mission starts ,but you are on the "map screen". You can go to your player and click 'gear'. Then everything listed in weapons[] and magazines[] is like an ordinary container you interact with.
@cinder holly Interesting, i'll have to bookmark that. Thanks Mr Wiki Wizard :p
But it always lagged horrible in MP. Don't know why. With just 5 guys, and basic equipment, sometimes dragging stuff onto or off you character would take minutes to sync.
That's interesting this briefing weapons, never seen it in action even in OA
Is that still the case MuzzleFlash?
was working since OFP v1.0
I believe so. But I haven't checked in a long time.
It works fine in SP.
Guess it follows BIS usual pattern in that regard
I guess I'll give it a run this evening. Sounds like a cool concept
Well a lot of what they design for is their content in mind initially is what i find
Sure try it out. You also as a team leader change the AI's equipment I believe. If you every try it in multiplayer with a bunch of guys let me know if it worked flawless.
so @storm geode , not working anymore?
Yeah I will make sure to test MP / SP
I think so but would be more than happy to be corrected on this.
I'll try in an hour (gf is out!)
Heh
but yeah maybe this weaponPool flag has nothing to do in mission description.ext . Will test and report
also, maybe a campaign description.ext refactor on the way, who knows 😄
its not for mission decription.ext, it never was.
we'll have to ask BIminions :-p
did few more tests it appears to be broken. or did I use wrong class names? sqf addWeaponPool ["arifle_MX_ACO_pointer_F", 2]; addMagazinePool ["30Rnd_65x39_caseless_mag", 10];
@storm geode can't you do that in the description.ext directly? Command may be broken
you mean mission description.ext?
Yes
yeah I could add weapons / gear to single mission from description.ext but thats not what I'm trying to do.
arrived! (gf on my side 😄) looking into it
I'm still sad showSquadRadar = 1; and showGroupIndicator = 1; don't work anymore 😦
when custom screens (minimap etc on the side) appeared
a few updates ago already, Jets update
let's... _re_create a Campaigns directory @ Arma 3 root...!
@storm geode doesn't work (in the editor) with addWeaponPool [primaryWeapon player, 5] ; systemChat str queryWeaponPool primaryWeapon player
learning how to create a campaign again 😄
Heyu guys, I have a question and need assistance.
I am making two soldiers from different groups get in a vehicle and "run away".
I made the first one (driver) get in and wait for the other one (officer).
BUT how do I make them not run around the vehicle like idiots ( ignoring walls) and just get straight to the car?
(Is the CARELESS mode responsible for such behaviour?)
@storm geode to no avail. it is actually broken afaik.
@gilded blaze yes, careless, speedMode "full" etc.
what do you mean by "running around the vehicle"? the usual "I walk 5m away from the car then get in" ?
Well, for one guy it is more than usual "5m away and get in"
it is more like "i run around the building next to he car, then noclip through the stone fence and get into car
the other guy has much more waypoints earlier, but he gets into "as usual 5 metre rule"
dunno, maybe put them in the same group to see if it changes anything
that or make them move to vehicle position and when they are close, order them to getin - the "runaround" may reduce
...why not?
well, I do not know why, but I had to wqrite a couple lines of code to get tehm inside the vehicle, when the regular "GET IN" and "LOAD" combo should work ;/
[unit2] joinSilent unit1
They are on the opposite sides of the town and one of them has many waypoints and the other dont
They're not in the same group then
put them in the same group, assign them the car, and they will find their way? or the waypoints are mandatory
Well, waypoints are quite mandatroy for me
Okay, I tried moving vehicle a bit, and he quite changed the "loop" he goes around
Well... it seems that the AI's have quite trouble when getting into vehicles from sides that are close to obstacles
I moved the car slightly further from the wall, and - bam - no problem
Still, thanks for the help guys 😉
Much obliged
you're welcome! with pleasure, this channel is here for that
@storm geode UPDATE: weapon pool works
just that queryWeaponPool doesn't
so far,
pickWeaponPool myVehicle empties it well
putWeaponPool myVehicle fills it well
queryWeaponPool "arifle_AK12_F" doesn't give a damn
hmm pick and put huh, okay. well the traditional goal was to have weaponPool contents fill the briefing inventory. arma3 even says "weapons pool" when you use it, but adding stuff there just doesnt work.
heh didnt even remember that, but reading that through refreshes memory amazingly 😉
OFP times?
summer of 2015
ah!
also: updated https://community.bistudio.com/wiki/Category:Command_Group:_Weapon_Pool commands
from which, btw, I found By default, a campaign allows weapons to be stored, but won't show them in briefing selection. To enable this feature, put the following line to a campaign Description.ext: weaponPool = true;
so this weaponPool = 1 is broken, given the ticket
This is probably no longer supported in A3.
filling ammo boxes with stuff works sure, but its painful to guide your AI subordinates to the box compared to just setup everything in briefing inventory.
Add arsenal to your ai group members?
virtual arsenal? can it be limited to mod specific classes? and thats not really what I'm looking for as often these campaigns are about scavenging weapons/gear, if you can just summon up anything from virtual thing its not the same thing.
The arsenal has white lists. So it can be limited to anything you like. Although there will be unlimited amounts of each asset.
yup, I'm following the OFP Resistance campaign footsteps 😃
You're making a SP campaign?
Is there other kind? Jack Nicholsons voice 😃
Razer team type!
doesn't the official campaign make it available to change gear in briefing?
Not that I remember.
yep was just thinking about that, they even had one sitrep or something where they discussed about the cool weapon scavenging features.
it... does 😮
yeah it has, big time.
I mean, you could place some kind of special crate in the base and when the player starts mission 2, the contents of the crate are copied. Wouldn't that work?
I guess it would work if we can fill/put stuff from weaponpool into crates. not sure how it chooses the classes though for example if the pool gets so huge it fills up more than one crate.
yeah b-but the official campaign has a WORKING WEAPON POOL in the briefing screen!
assuming query and briefing inventory are broken, but other commands work.
unPBOing right now
yeah b-but the official campaign has a WORKING WEAPON POOL in the briefing screen!
Never noticed that.
they have a description.fsm, funny thing really! they are using it to define mission flow
isHub = 1
isHubMission = 1
isSkirmish = 1
etc
oh wow I found it: https://dev.arma3.com/post/oprep-campaign-updates
yet all they seem to have in their campaign description.ext is a simple weaponPool = 1;
what he talks about in that oprep sounds bit more advanced than simple OFP style weaponPool, like Lou pastebin just shows.
damn I hate that 2035 data with a passion, but reading that oprep makes me want to play the campaign again just to enjoy the structure/features like patrols and scavenging weapons 😃
it's quite good now actually
and hey, if you miss the old-time feeling... you can always remove the scope 😉
yeah actually I will test the campaign just to see how the squad rearming is done, cant remember if it was from briefing inventory, I think at least in the first stratis episode you just picked your own stuff from the ammo boxes or the armorer dudes suggested action menu item, or something like that.
here we go, updated Campaign Description.ext page while I was at it
https://community.bistudio.com/wiki/Campaign_Description.ext
you can test your campaign structure by allowing file patching (in Arma 3 launcher, or arma3.exe -filePatching) and placing your campaign in the campaigns directory does this really work, you can do edits while arma3 is running?
yes, found, tested and approved® that's what I used to test weaponPool
well thats great to hear, thanks. today when I edited my campaign I probably restarted arma 50 times 😉
save yourself some time!
not only that but its pig slow to start.
anyhow, played bis campaign a bit in the beginning, did couple of missions and three patrols with the ATV. it was odd that the ammunition box was filled I believe the first time you went to the armory. sure its nice to have guns & ammo, but one box already full in campaign start, a bit odd.
will continue playing and making more notes tomorrow.
Lou Montana: did you decipher the campaign pbo some more, anything interesting?
not yet really, the current A3 campaign structure is very different and should be observed thoroughly
heh yep, scary complex stuff or at least alien compared to the normal campaigns we've known since OFP 😃
yes indeed! let's figure it out properly. but for now, I'm off to bed 😉 2am here 🕐
I'll populate Campaign Description.ext with more details as soon as I find more
// TODO: unPBO Tanoa campaign
sounds good
ok good night, and see you soon™ for more adventures 😃
📢
Retreat Plays
🎶
@Lou Montana#8901
Err, that was meant to say....
📢
🇫🇷
La Marseillaise
🎶
...you. I shall reset my edits and findings just for that!!
Hehehe. I know what I will be doing after work (and maybe during), populating Campaign Description.ext 😉
-Difficult part is about waking up-
Lou Montana: morning. you should also check out the stuff in our wiki, quite a lot of pages written over the years https://pmc.editing.wiki/doku.php?do=search&id=campaign+description.ext
last night I played east wind campaign to again check out its campaign features, as you are alone on the armory parts you always pick up the weapons from the ammo crates. I totally forgot to check briefing inventory and will do that next.
Morning, and thanks
I'll go for a coffee FM. But it won't change my mind about retaliation
I have contacted Bohemia...
and asked them to delay gib tonks...
for ONE MINUTE!
...while you pick up that dropped rifle...
(I don't have this reference, sorry 🙁 )
@storm geode I may borrow from https://pmc.editing.wiki/doku.php?id=ofp:missions:campaign_design&s[]=campaign&s[]=description&s[]=ext indeed, thanks
still playing east wind first chapter on stratis. this is now fourth or hmm maybe fifth patrol I'm doing and honestly the scavenging of weapons continues.
[SPOILER]
you do know that you may lose it later right? 😄
my advice is: mostly grab for you two optics (long range with if possible NVG, short range), effin' magazines to never run out, and nades nades smokes and nades
also, lightsticks for the lulz (j/k, drop that one)
its so odd that the left most crate, ammunition one, is already full at campaign start, yet weapon crate was empty I believe.
they give you a starting pack I suppose
what I mean is that if one crate is full, why not add just another one if the whole design was to have that much ammo at start.
ah, that...
over the years I noticed on my own campaigns that scavenging weapons is fun at the beginning, but then when you reach that level where you have everything you need + more, there is no point to continue for your own sake. you would need to distribute that wealth to other AI squads not just your own subordinates. been thinking of system that the more you scavenge weapons the more AI you can recruit under High Command or something. obviously this depends on mission design, are you lone warrior, is it HC campaign or what. heh.
so in east wind campaign at least on the stratis parts, I'm now going to "radio silence" mission and I went from the cutscene briefing into rearm and now to assembly. I recall the actual briefing menu comes up at the assembly point... in which point the briefing -> team -> inventory is no longer needed as you already selected your gear.
whoah, I was wrong. you do get briefing -> team -> inventory, and its filled with goodies!
so weaponPool does work. hmph!?
I don't know how yet
yeah me neither, I built my campaign just like Ive done since OFP times and it just doesnt work, "weapons pool" inventory is empty. but in east wind its filled. hmm hmm.
take a look at their campaign description.ext for a "nightmare" story 😄
yup still having nightmares of taking a quick peek at it years ago 😉
on my next gameplay break I'll make a quick searches for all those weaponPool command in east wind pbo, just to see what magic they used.
insert Shia LaBeouf -magic- gif
Re: having more weapons/than you’ll ever need.
Maybe when you reach a certain threshold, enemy raid your camp and sabotage/steal equipment...
or are underweaponed
ooh well this is interesting, just finished "radio silence" mission and now armory has one extra table with weapons and big weapon crate (which is just cosmetic unfortunately, you cant interact with it).
I recall in the beginning it was only one table, then came second and now third. wonder if that is somehow dynamically created depending of the amount of gear you scavenge(?).
also I notice that after completing a mission (actual mission not side mission / patrol), there seems to be more soldiers in camp maxwell.
it would be nice to have a kind of addUnitPool, too 😃
we have saveStatus/loadStatus, but it's SP only so far (and it doesn't say if the unit is a medic/engineer/etc)
well talking about a campaign and MP is moot point anyway, there is no multiplayer campaigns. the apex protocol uses some fancy GUI stuff to link several single missions together, in dedicated server at least you see all the missions on the lobby, there is no campaign in traditional sense.
not sure if you can use profilemissionnamespace or what it was in MP? I guess that would be your saveVar for MP then? hmm so loadStatus does nothing on MP?
btw the clock runs constantly while on patrol and when returning to base you continue with correct time, I love those kinds of little details.
yep briefing -> team -> inventory seems to be on many (all?) missions. have all the goodies there, heh have 68magazines of 5.56mm rounds already.
Arma 2 campaign is MP, they left this model because only the host (as it had to be hosted) had the save file
saveStatus/loadStatus is said to do nothing in MP on the wiki
now I'm in the mission where they destroy our gear... except ALL the ammo/support/weapon crates are now filled to the gills, hmm. they didnt clearWeaponPool at all, hum.
oooh I missed these two include lines in Apex campaign description... here we go!
to no avail.
I have a doubt here... what if weaponPool is a mission parameter? allowing mission by mission to have access, or not, to weapon pool
then you need weaponPool in campaign description.ext AND mission description.ext for it to work
dunno, it never worked like that before.
just finished stratis portion of the campaign and now I'm already in the base in altis. hopefully start to learn its features now, cant even remember the last (first?) time I played but hopefully you had the squad and a vehicle to use on patrols.
did you search for the usual weaponpool commands within east wind addon files?
ah altis patrols are called "scouting" 😃
in the first mission in base when you take the car/truck, you still go alone. I recall you get squad later(?).
a3\functions_f\Inventory\fn_inv.sqf and fn_invString.sqf both have lines //putWeaponPool object then in a3\missions_f_epa\Campaign_shared\Functions\fn_camp_onMissionExit.sqf you have clearWeaponPool; and addWeaponPool [_class,_amount];, but other than that... its pretty slim pickings for weaponPool string search on a3\ unpacked (searching *.sq?, *.?pp and description.ext)
also magazinePool and (new) addItemsPool
a3\missions_f_epa\config.cpp has odd noWeaponPool = 1;
yeah... let's investigate on that
^ for all pool-related commands (some may be missing, I added 2-3 only recently)
no matches for those two.
oh addItemPool, excellent. thank you for adding that and updating the page overall.
be wary of queryItemsPool ... item_S_
if you manage to make it work, I might be interested in a curiosity: that is, can you addWeaponPool ["weaponClass", -5] ?
heh yeah might be worth to try.
still wondering whats in east wind that it has briefing inventory working hum.
author = $STR_A3_Bohemia_Interactive;
allowSubordinatesTakeWeapons = 1;
enableCampaignSystems = 1;
ha-HAH!
Campaign/Missions/description.hpp
^ this is included in mission description.ext, not campaign
roger, subordinates sounds promising.
funny as it is already described in Description.ext ; it should only forbid subordinates to take weapons, not team leader
enableCampaignSystems is undocumented though
...I could create a campaign description.ext maker...
ooouh noice!
oh wow with -filepatching and copying campaign directory into arma3root\campaigns\ dir it will work great, thanks for that info!
tested campaign in that dir which mission has an ammo crate, then init.sqf has: clearWeaponCargo mybox; addWeaponPool ["arifle_MX_ACO_pointer_F", 2]; putWeaponPool mybox; and weapon & mag appears in the box! whohuu 😉
so why in the world briefing -> team -> inventory is not working, hmph.
yes! and if you query, 0 is returned
any (good) news Snake Man? 😃
nope, just wondering why it works on east wind but not on very simple test campaign. must be some odd command switch we are missing.
I'll check again
has anyone used this before? https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation:_Tutorial_-_3DEN
Out of curiosity, Does someone have a link to some documentation on the select loadout screen like seen in the APEX protocols?
@Major Mittens#2794
https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen
Thanks 😗
Fucking discord 
🤣
How hard is it to learn how to create 'basic missions'? example such as "destroy the Vietcong ammo truck" whilst I'm also running an escape mission?
Not hard at all.
I've always wanted to add little sub missions that you need to trigger before you can actually escape, instead of being A to B mission
i imagine there are guides for it that dumbos like me can follow? lol
Ye I will keep it in mind, just finally figured out how to have triggers for both VC and Marines so I'm going to have some fun with enemy placement
feels great to get over the wall I couldnt get over and keep on going 🙂
Always
hello, was wondering does the eden edtior have a option to move a group of selected objects to one condensed spot?
what do you mean by "condensed spot"?
all on the same point pos? nope (and I don't see why you would want that 😄)
hey Lou Montana, anything new on weaponPool? 😃
I cant think of anything else. it works on east wind so "it works", but there must be some other switch or something we are missing because at arma3 v1.80 the weaponPool is not working like it used to in ofp, arma1 and arma2.
What's the problem with it?
nothing shows up in briefing -> team -> inventory.
But in the official campaign it does?
yes
May look into it. Sounds mildly interesting.
I searched the whole a3\ files through for "weaponpool" string but didnt come up with any answers, weaponPool = 1; was used the same way as always, then I found some odd "noWeaponpool" or some commands but thats exactly what I dont want heh. there must be something new, some odd command that disables it or that we dont use it so we dont get it enabled, who knows.
Which campaign has this?
you mean mine, like to test on?
if you mean bis, its east wind, right at the start on stratis after first patrol mission you can see the gear put into the ammo crates, then on next "official" mission where you get the briefing, you click team and inventory from there to see all the weapons/gear there.
East Wind, roger.
@storm geode it. works.
weaponPool = 1; must be outside description.ext Campaign class
oh, hmm I recall seeing it inside class campaign in ... some example files, hmm although it might have been some faulty user made campaign I looked.
I'll try it bit later when its outside class campaign.
Yeah, I noticed that the campaign itself had a description.ext and weaponPool = 1 was defined there.
oh right, a3\missions_f_epa\Campaign\description.ext its outside class campaign. hmm wonder where I picked up the inside class campaign info, hrr. ok will test it right away...
dang, this stoopid thing 😄 glad it works though
I'm editing the wiki to emphasise on it
no need, my stupid mistake to read some garbage guide or whereever I picked that up 😃
son of a bitch! it does work when weaponPool = 1; is outside of class campaign! NNNNGGGHH! 😄
I have it on the correct spot in my campaigns since OFP times, but now in early 2013 campaign editing time with arma3 I googled something and must have changed it at that time by some newbies false guide 😃
I tried to google but cant find that or any post now, I recall it was some bis forum post from the arma3 early days. oh well, fixed now time to move on.
but hesus, I actually created two brand new arming missions where player can use teamswitch to arm his group members because doing that from ammo box using AI commands is hopeless. all this is for nothing just because weaponPool=1; was wrong side of a class 🙄
frustrating yes... but hey we won't forget it now
found two campaigns which were updated to have weaponPool=1; wrong side of the tracks, also for irony my weaponpool test campaign had it wrong also heh.
https://community.bistudio.com/wiki/Campaign_Description.ext
Updated
good work, thanks.
R3vo updated Description.ext introduction. indeed, the previous version had too many yellow boxes (warnings, notes, etc)
Is there any update mission creators, the one I just used completed the mission but didn't show the 'task completed' that it showed in his video.
it was very basic so I know I didn't do anything wrong
it does say that its complete just no notification
update mission creators ?
I know I didn't do anything wrong
did you type anything in the Title or Description field at least? @crude jacinth
Ye I followed the video, every step
what did you type?
@crude jacinth , could you share your mission folder as a zip so I can take a look?
I moved on from it sorry, its just the exact basic mission the guy does in that video 'Kill Bob'
it seems like a simple kill mission for one guy
ok, np
@storm geode I couldn't find yet a use for noWeaponPool = 1;
dont remember the proper cmd name but I think that was it, its on east wind campaign.
I tried a campaign with weaponPool = 1 and a mission with noWeaponPool = 1, pool was still available. I'll dig
oooh it's directly in the class Campaign→Chapter→~Mission~
and it of course disables the weaponPool for this mission. makes sense a weaponPool setting would happen in campaign definition after all
aaand it doesn't work like that. grr.
heh
At this point it may be easier to write the ui for this yourself.
I am populating campaign Description.ext on my PC... I didn't expect it, but it may be huuuge now, given some new extracts
we lack good documentation because community-made campaigns are, unless I am mistaken, not legion
campaigns definitely are the minority. seems like every community guy is making addons, nobody is making missions and even fewer of those "nobodys" are making campaigns hehe
let's show 'em!
honestly if you want to team up for a campaign / set of missions, I'm in
my mission and campaign making days date all the way back to OFP, I'm currently slowly porting those old ofp, arma1 and arma2 missions into CUP https://github.com/SnakeManPMC/arma-3-Campaigns_PMC
I am looking for a simple-yet-interesting scenario for a small coop campaign, based on a PMC Queen's Gambit like.
I have competences, dubbers, time, all I need… is this scenario, along a bit of long-term motivation.
was reading this conversations about "weaponPool and weapons in briefing screen" and i'am thinking now what if execute expression + what commy said above... 🤔
now trying to figure out where you can force difficulty, like in Bootcamp mission...
Does anyone know Command to make the Pilot turn on the engines of the chopper as soon as every player from that group gets in and than run a Trigger based UnitPlay
Because UnitCapture doesnt take the Engine On / Off Functions and if i keep Engine On by Default using 3Den Enhanced Command. It will auto take off in few seconds as soon as it has gained thrust.
@turbid maple there's just a regular engineOn script command.
@Lou Montana#8901 Look to this for inspiration http://www.ofpec.com/missions_depot/index.php?action=details&id=265
One of the most enjoyable missions I've ever played.
@turbid maple i just did that a while ago and used.
_a = true;
sleep 10;
while {_a} do {
_b = true;
{
if(!((_x in heli1) || (_x in heli2))) then {
_b = false;
}
}foreach allPlayers;
if (_b) then {
[] execVM "Scripts\roleAssign.sqf";
heli1 setFuel 1;
[] spawn PathHeli1;
sleep 3;
heli2 setFuel 1;
[] spawn PathHeli2;
_a = false;
};
sleep 1;
}
fml... probably 12 hours too late xD
You can make that script much better when we get the new find syntax
How?
_b = false;
sleep 10;
while {!_b} do {
_b = allPlayers find {(!((_x in heli1) || (_x in heli2)))} != -1;
if (_b) then {
[] execVM "Scripts\roleAssign.sqf";
heli1 setFuel 1;
[] spawn PathHeli1;
sleep 3;
heli2 setFuel 1;
[] spawn PathHeli2;
};
sleep 1;
}
That wouldnt even start the while loop would it?
hey
uh
making one of my first missions
how do i get an officer zeus control?
like in the multiplayer bootcamp default scenario
@hollow prairie Yep. oops. Fixed
I probably wont need that exact script again but it is copied under the old one and i will probably find ways to use it. New syntax will arrive with tank DLC i guess?
ye
Thanks 😃
Hello guys!
I have managed to put a .PAA file as a mission overview screen, but I can't make it visible by other players when mission is in MP mode.
Where does the file need to be located for others to see during mission loading?
Well, the mission file is packed so I hoped that it might be implemented in the pbo
In what folder? In the documents, or in Arma folder?
"How would that work on any other computer than yours"
Actually, what would be the difference in keeping it in ANY place on my PC when it would not be packed to a pbo file either way?
Okay, but when I put the file in a folder where mission.sqm is it will be packed with it?
I think yeah. It should
Not 100% sure that the default 3DEN pbo packing would pick that up
I always pack manually
Ok. Because, BISWiki does not actually state where exactly the file should be put so it works in MP...
Could you please provide a link or sth on the manual packing?
I use Mikeros makePBO tool
could also use Arma 3 Tools Addon Builder or PBO Manager or Armake or any other of the dozens of pbo packing tools
Ok, thanks 😉
But just try first if 3DEN packs it correctly
then you might not need to go the manual route
I will try to put the file in "Documents", where the mission editor file is located and see if it works.
Next to the mission.sqm in the same folder
And where you put the path to the picture before
Okay, got it.
you now don't put the path but just the filename
I will still need another player and a server to test if it works properly, but thanks for the tip
If you load it on a server and you have changed the filepath to just use the filename like I said
If it works then it will also work for others
I had it working on MP when I was the server, but other players could not see it
a dedicated server that is.
Local hosted (aka you are the server) then yeah you can't really test 100% with just local hosted
There is a possibility to create a dedicated server and then test it as a client on one PC, am I right?
Yeah.. But that's so much work 😄
You can also launch Arma twice
host server with one client and join with the other ^^
Sadly most missions don't account for local hosted games and use the shitty isDedicated command everywhere. You're spoiled by ACE, Dedmen.
local hosted games only exist in my dev env
Only local hosted games exist in my dev env
🔨
Working with the ACE Arsenal, running into trouble. I want to make loadouts available over the arsenal but for that, all items that this loadout requires need to be part of the arsenal inventory. Problem is adding a few douzen if not houndreds of diffrent items is a pain and just adding a full arsenal is not an option. Basically I want to have an arsenal with only the stuff part of this one faction.
My question is: Is there a way to automatically make an ACE Arsenal with ONLY the items from the loadouts i made availalbe in it (plus manually added items)?
Nope.
The item configs don't know of which faction they are. So you can't even let a script scan config and put the classnames together
Well in this case they are just loadout files inside the arsenal already
has nothing to do with an actual faction that is spawnable or such
Iterate through all classnames of the faction and get their loadout with getUnitLoadout. Squash all arrays with splitString/joinString into one one dimensional array. Filter duplicates using arrayIntersect. Then whitelist all items that appear in that array.
Probably ~10 lines of code.
Now in english or german please
Cool that you know this stuff but as a computer science first semester, no idea what it means.
: /
I'll write it for you if you tell me what the faction you're talking about and how items are added to the ACE arsenal.
Just need array of classname of all items
Its not a faction ingame as I said 2 times now
It is just a faction that I built in the arsenal for a mission that is spawnable in the ace arsenal for players
I want to have an arsenal with only the stuff part of this one faction. cough cough
Arsenal just needs plain array of classnames. Uncategorized
So the mission already has some units placed with all the items?
a faction that I built in the arsenal
wat
Are you dense? It is a custom faction for the players via spawnable loadouts in the ACE Arsenal. Not a spawnable faction that you have in the editor or zeus interface. What is so hard about that ._.
I made the ace arsenal, you made loadouts
Sorry if am rude.. but this is like the third or fourth time someone asks that
not a faction
You're using faction wrong and that confuses everyone. It's like saying you made a group, but the word already has a meaning.
a set of loadouts ?
A set of loadouts is also applicable yes. In my sense of understanding, having 12 players play a certain type of military iwth self made loadouts does sound a lot like a faction to me. But thats not the point. Lets just do it again.
Made a bunch of loadouts in the ace arsenal. Want them to be spawnable for players during the mission without giving them a full arsenal. The arsenal needs all items part of the loadouts but nothing less. What is a fast and effective way to do it that doesnt force me to write a gigantic list of items? Commy suggested some kind of algorythm that puts all classnames in a list but tbh, no Idea how to do that.
Place the 12 units in a dummy mission, collect their loadout the way I described and copy the array into the clipboard. That's the items you need to white list using the arsenal.
The way you described was more a "What you need to do" and not a "How you can do it" Because i have no idea how to do it.
Would you be so kind as to explain how it works?
private _items = allUnits apply {getUnitLoadout _x};
_items = str _items splitString "[]," joinString ",";
_items = parseSimpleArray ("[" + _items + "]");
_items = _items arrayIntersect _items;
copyToClipboard str _items;
I think this is right. Can't start the game atm.
Thanks.
debug console, LOCAL EXEC
debug console, and you'll have some numbers in there
I forgot about the mag capacity / count
There're numbers in the array right?
private _items = allUnits apply {getUnitLoadout _x};
_items = str _items splitString "[]," joinString ",";
_items = parseSimpleArray ("[" + _items + "]");
_items = _items arrayIntersect _items select {_x isEqualType ""};
copyToClipboard str _items;
also item quantity
fixed.
forgot about empty strings, also check string length huehuehue
yes
private _items = allUnits apply {getUnitLoadout _x};
_items = str _items splitString "[]," joinString ",";
_items = parseSimpleArray ("[" + _items + "]");
_items = _items arrayIntersect _items select {_x isEqualType "" && {_x != ""}};
copyToClipboard str _items;
Just in case.
splendid
Only took 3 tries.
brb testing
plus he won't face the capitalization issue
which will be fixed once findif hits stable.
["rhs_weap_m4a1_blockII_M203_wd","rhsusf_acc_anpeq15side","rhsusf_acc_ACOG_USMC","rhs_mag_30Rnd_556x45_M855_Stanag","launch_NLAW_F","ACE_PreloadedMissileDummy","hgun_P07_F","16Rnd_9x21_Mag","VSM_M81_BDU_od_pants_Camo","ACE_fieldDressing","ACE_bloodIV","immersion_pops_poppack","murshun_cigs_cigpack","murshun_cigs_lighter","cpc_Fastbelt_coy","ACE_atropine","ACE_Banana","VSM_ProjectHonor_Backpack_Compact","ACE_CableTie","rhsusf_hgu56p_visor_saf","G_WirelessEarpiece_F","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles_OPFOR","rhs_weap_sr25_d","rhsusf_acc_SR25S_d","optic_Arco","rhsusf_20Rnd_762x51_m118_special_Mag","bipod_02_F_hex","rhsusf_weap_m1911a1","rhsusf_mag_7x45acp_MHP","rhs_uniform_df15","ACE_Chemlight_Shield","rhsusf_20Rnd_762x51_m62_Mag","rhsgref_6b23_ttsko_mountain_medic","rhs_acc_dtk1","H_HelmetB_light_snakeskin","rhs_googles_yellow"]
mhhhh seems like it works just fine
no duplicates either
Yup, managed to spawn an arsenal with only those items
top notch guys, thanks alot for helping me!
You should maybe add this to your arsenal documentation on the ACE wiki as this is very powerful
@novel rune
Add this to documentation because this is really powerful? This is just a basic SQF script. Not really relevant to Arsenal documentation
ooh that script is going in my little stash of scripts!!! useful! thanks @novel rune
I have the best scripts. I'm like a PHD in scripting.
well it helps those of us who want to do things but can barely script themselves out of a brown paper bag...... so ty
dedmen being cynical again
maybe my assumptions back in the day was reasonable after all 🍆
He's just mad, because his script can't compete with mine.
@dire wagon Why don't you add it yourself. ACE is open source 😉
I can change stuff in the ace wiki?
Yeah sure
If so I would actually do it
Talking about this https://ace3mod.com/wiki/framework/arsenal-framework.html
who uses github?
Everyone?
I always go to the site I sent to look things up
yeah but a diffrent address. Its also what googles spills out when looking for answers on ace
No.. Like.. Literally
So if you tell me how to change the wiki entry I might just do it
so anyone can just write dickwaffles in there and it shows up on the ace wiki site?
One is the editable version on github. And the other is the nice design wiki page.
But the wiki page is automatically built from the github version
Yes you can
🤦
You should check out the history of hot button topic wiki pages like "Assault Weapon".
changes need to be PR'd PRs which are reviewed
You can still write dickwaffles in the PR.
so its not auto
anyhow, algenthe, are you cool with me adding this to your github file?
As if you check the PR.
feel free to make a PR, not sure what you mean.
pull request
Pull request
So I click edit, save it, you get a PR and then may or may not approve it?
not at all
you make a fork, create a feature branch, commit your changes to the feature branch then create a pull request
It's all automatic on the page, you just have to give commit and pr a name.
think I give up. @sinful rampart what where you babbling about ._.
What?
You literally click the edit pencil. Make changes and done.
If you are unable to do that you might aswell just quit this Discord and disappear.
No that's exactly what happens
when that file is updated the wiki page automatically updates too.
well then why does agenthe say something else
ooooooh, since when can you create PRs from github?
lol alganthe
alganthe doesn't say anything else than that?
alganthe - Today at 4:10 PM
not at all
you make a fork, create a feature branch, commit your changes to the feature branch then create a pull request
It's been what, 4 years?
TIL
That is completly unrelated to "just change it on the github and it updates the wiki pages automatically"
No that is the exact same topic we talked about
No it's not ^^
so one of you misunderstood something at some point
Just google how to make a Pull request on github. I'm sure someone has made a tutorial about that
I am just the unknowing peasent here trying to figure this out without any pre knowledge
If I figured it out, you will too.
I'll finish the draft of the tutorial first, translate it and then look into that github stuff
Diffrent question about how to best init an arsenal: Putting it into the init of the box and changing _box to "this" works perfectly fine but wasn't there a compatibility issues with JIP players?
I think it automatically takes care of not adding it twice
Unless alganthe fucked it, it should work with the init box.
Atleast that's what it should do. One can't teach idiots to stop doing that anyway..
it handles JIP
it never had issues with JIP (ACE Arsenal) since it's first official release
nice, thanks
@wooden dove https://github.com/acemod/ACE3/compare/master...35thForceRecon:patch-1is this readable?
I just hit create pull request now, yes?
Yes.
If possible, direct chat isn't affected by earplugs.
direct is tied to effects though?
yeah unfortunately that wasn't the case when we checked last
Why are my AI aim-bot status?
I am using VCOM, with the intention of the mission being multiplayer.
i don't know what you mean exactly, but lower the difficulty
or set the various AI skill parameters to something lower
see https://community.bistudio.com/wiki/setSkill_array for more details
Can I do that in the desc of the misson
I would like the difficulty to be baked into the mission honestly.
Via the skill bar is not ideal
but the server difficulty settings decide the final overall skill
from the wiki The value of a sub-skill is interpolated into a range defined in CfgAISkill
and then it's modified again with the server/client profile's set difficulty
Yep, missed that part
So no matter what the server overides it
thats what I needed to hear
well, you can set a baseline
Thanks man
Yeah, but it will be on my server anyways
So I may as well configure the server for it
Rather than the missions
ah ok
Question, does using PBO manager to pack my mission any different to the export option in the editor?
I assume that is the mission title, some params like revive and such?
No
The PBO header. Something you usually don't see or even know about
Might only be relevant if you #include external files in your description.ext.
So yes it's different. But you probably don't need to care about the differences
3DEN is F*ing up the PBO header.
Oh? didn't know
Open a PBO in Notepad++ and look at the first line. Then compare 3DEN generated one vs normal pbo
any bad sides to it?
I think that's what's causing it to be unable to #include files from description.ext
Never really tested that though
Do any of you know what resolution the texture for the Rugged Large Screen is. When I use a 1080p .JPG, it works and renders correctly, but when I use a 1080p .PAA, the some colours are inverted. On the BI forums, it claims this colour change is down to the .PAA being the wrong size. What is the right size for the Rugged Large Screen?
PAA's are 1:1 aspect ratio with leaflets being the only exception
try 1024x1024 resolution and stretch the picture
^ paa's must be 2^a × 2^b, so 1024×512, 256×256 etc
A non power of two resolution will behave erratically indeed
Asked this in my own groups discord too, but maybe there are some good suggestions here too:
"How would you envision a "Militia" loadout compared to a "Rebel" loadout?"
Context: I want to make a mission where US troops help a (not very pro-US) militia group to take out Russian backed Rebels.
I was playing the TacOps campaign where you play as FIA (militia) against AAF-rebels
and the mission warns that they kinda look-alike
militia has vests and helmets. Whereas Rebels don't
i mean, it's a very context sensitive question.
In TacOps it's the other way around :p
also dedmen that's not a rule 😄
¯_(ツ)_/¯
Russian backed rebels would have some more russian gear, maybe one or two heavier things
in TacOps, the rebels are AAF coups and thus have pretty good military hardware (APCs, helmets, full camo) while the militia look they scavanged all their gear
then it depends on whether the support is overt or covert
assuming it's overt then indeed it's how TacOps shows them to be
But the US backed militia could have US-supplied stuff
or equipment raided from rebels or russians
It's all pretty narrative what they use then
terminology is kinda political in itself - they're both technically irregular militia, but then the question is "who considers who as being rebels"
See: the recent Ukraine-Russia conflict, Syrian/Iraqi Civil War
polite green people
In Arma's context FIA is made up of AAF deserters (so, technically rebels wrt AAF)
full russian military spec gear, but they are rebels :p
And they steal AAF gear because that's what's available locally
but in short: It doesn't really matter how they are equiped, as long as it fits the narrative
Yup
gotcha
Of course, there are limits
So no Militia with tactical nuclear submarines?
was going for the Squad militia loadout for the russian backed rebels, but i was wondering if i had my terminology right
also, our repo doesn't have enough Gorka variants 😦
Depends on.
Due to lack of financial, tech &/or armament support, rebels obviously using what they can find/capture...
Ok, you, as political supporter – still can drop them TOW or something, but...
That's why FIA (Rebels) had too many AAF's (Small Armed Forces, not militia) stuff.
Also, watch US National Guard's (Militia/Army Reserve with Federal & State Allegiance) gear, weaponary & equipment...
Militia most often formed by current government (doesn't matter if that's puppet) to control & defense their territories.
Depends, really. That's an example of a militia, not exclusive
The word "militia" - in Russia was used in this context at the end of the 19th century for the "public security service" (and not for the police yet) ... "militia" was based on the volonters (also it was called civil police)... Later "militia" becomes actual police,
at some point later "militia" was reformed and renamed to police...
"rebels" or "opolchenie" - exactly the same meaning with russian version is "insurgents"... 😀
Does someone know of a tutorial or a wiki entry on how the briefing in TacOp Missions is done?
Thanks. 👍
does it work in multiplayer though?
I have no idea. I just assumed it did 😂.
@neon raptor Soviet Militia = Милиция = Police (because of duties) & then renamed & reformed (2012(?) - RF).
Yeah, you're right.
But... Can't say what rebels & insurgents are equal.
Where are you from, JeuDeTarot ?
Guess you know. )
But... Can't say what rebels & insurgents are equal.
like i said, it's political and depends on who you talk to
Yup
No i don't sorry, your nickname looks kinda french to me 😄
I'm Russian. :)
Also, "opolchenie" (ополчение) means, whoops, Militia. Not rebels.
Troops, that were created to help for the regular army, that is actually who is "opolchenie"... tbh
also privet and we are so hard off topic in this channel 😀
The closest to Opolchenie is Landwehr.
And Russian Militia (Opolchenie, not to be confused with Militia as "Police") was used only in wartime how i know. But, not far ago RF formed RosGvardia (Russian Guard) based on units controlled by Ministry of Internal Affairs (former Riot Police troops to be sure).
Also, historically, Russian (Soviet) Riot Police was under Ministry of Defense's control & in '80s was transferred to Militia (Милиция = Police).
So, now RosGvardia closer to U.S. National Guard.
So, that's what need to know – "Mitilia" in Russian means – "Police" & "Militia" at the same time.
I guess the problem in historical times when translators did that mistake which leads to misunderstanding.
But... Anyway – any Militia can act as Police & vice versa.
I'm still trying to give more info to @grave harness so.
Anyway, if his conflict consist 2 sides: Militia (+US support) vs. Rebels, then would be easier to say what Rebels acts like Revolt's Forces & using what they able/capture/steal in their homeland.
👍
I think i would go with a general rebel look for both, and the militia uses western camo (M81, DPM, etc) and non-M4 weapons (Mk20, Augs) and the rebels use eastern camo (Partizan, EMR, fleck) and AK platforms
Why then u call them Militia?
rebels vs rebels would be odd :p
i was thinking of making the Militia just the local military (i.e. AAF) but i want the US to have a bit of a challenge with identifying targets
Uhm... Dude...
AAF is Armed Forces. Small but still Armed Forces.
Ok, do you have a conflict where Goverment (supported by US) did something what citizens don't like & the sitizens start Revolt?
one's militia is another's rebels
Like "US works with a group irregular forces against other irregular forces"
just make sure they have different recognizable apparels
W/o background they both would be Rebels/insurgents
Like US, the FIA is committed to fighting the separatist rebels and ridding Altis of Russians. The Altian govenment did not rquest the assistance of NATO, and there are fears they may turn on them in order to stop NATO from erecting a new, NATO friendly government.
The FIA has recently discovered a rebel weapons cache, but require the help of US forces to seize it. A meeting between the FIA and US forces has been arranged.
Honestly you could literally have one group surrounding the fact that they don’t support their government because they allow a superior government to do whatever they wish within their government. So they fight back to ensure a stronger, more superior government for their country.
And then US comes
LMAO
Yass
¯_(ツ)_/¯ - Tasting the good altis wine ?
😃
Ukraine 2.0
Anyway, thanks for the input. I'll see what loadouts I can come up with 😛
Well, if FIA based on former AAF's staff then just give them what AAF have.
Maybe i'll just search up some airsoft group pictures and base the loadouts on them 😛
Also, if Rebels only supported by Russians, they would have the same gear but with implementation of Russian stuff.
And same to Militia - mix their gear with US stuff.
Anothe example from 2014 (early Donbass war)
// July , '13 (Pre-War)
https://www.army.mil/e2/c/images/2013/07/15/304089/size0.jpg
// June, '14 Ukranian
https://en.wikipedia.org/wiki/War_in_Donbass#/media/File:2014-06-12._War_in_Donbass_20.JPG
//May, '14 DPR
https://en.wikipedia.org/wiki/War_in_Donbass#/media/File:2014-05-09._День_Победы_в_Донецке_077.jpg
DUWS-R got some commits https://github.com/DUWS-R-Team/DUWS-R/commits/master
is anyone familiar with mission making with IFA3?
why
Trying to figure out what I would need to do to make the AI Artillery and Mortars function
look for the WW2 projects discord in #channel_invites_list
they should be able to help you
but in general arma terms, there is a FIRE MISSION waypoint
causes arty to fire at that point
and then there's https://community.bistudio.com/wiki/doArtilleryFire
Yeah the config is super messed up for IFA3 and the firemission doesnt work
Nor does doArtilleryFire
best ask on their discord then
Well it looks like i am stuck with finding an actively supported mission type that can generate AO's with varied realistic objectives that has proper threat response that can escalate with active players.... and iam finding Nothing that fully fits my bill... guess i might have to cobble something together with my horrid coding skills....
vanilla only no mods as its for a recruiting server so scripting magic only.
im looking for a KC-10 Extender or similar plane that has a refueling boom in CUP/RHS ?
all i found was a civilian CUP_C_A300_CIV airbus.
is there a military livery/skin for it? is there fnc / script to animate the boom?
thanks @earnest plover ill take a look at those, but was hoping not to add another dependency
Just google "ArmA3 air-refuelling"
Hey, is there a way to get players to spawn in say a blackfish but not the pilot seat, and then have them automatically eject after a set time with custom load outs
Have them spawn and immediately move in cargo