#arma3_scenario
1 messages · Page 31 of 1
use moveInCargo https://community.bistudio.com/wiki/moveInCargo
In some missions I've played (such as Endgame) on the map there would be a black border around the game area with everything outside of it darkened.
How can I replicate this in the Eden editor?
use the "cover map" module
thanks
Could someone explain to me how the tracer module works? The ones I place down don't fire, I'm assuming I need to do something more
Though I saw one throw a smoke grenade once for what that's worth
those are invisible AI that are told to fire in the sky from time to time
@smoky warren they won't fire if you get close, that may be the issue
It's only an environmental asset
it's not an environmental asset tho
it's literally hidden dudes firing up in the air hahahahha
they don't even spawn the bullets, they spawn AI and hide them and tell them to shoot
Lol. That’s great. Did you take a look at the module’s script or something?
yes, a while ago
there was some function, like "ambient firefight" or something like that... same there, couple hidden ai shooting each other 😀
dang! ha ha ha
Always refreshing to look at one of those and see how they aren’t just a black box. CAS module was cool.
@harsh prism Or, use rectangular marker with Alpha = 100% & black Solid-non transparent settings.
Make it as big as you wish )
@cinder holly https://community.bistudio.com/wiki/Campaign_Description.ext#cutscene I would rephrase that cutscene will be played at campaign start, not before mission. or at least change it to "before first mission".
Not in this case, it's actually a setting per mission
in this case?
I am not sure but I think there can be a cutscene parameter for the campaign itself too (and work as you said)
also author is located in different classes in campaign header of the wiki page and full example.
Anyone have an issues with ace adv medical
i want to check during game how much Ai i have in mission how do i do it?
@vapid cloak (count allUnits) - (count allPlayers) should do the trick
thanks
Probably use playableUnits instead of allPlayers, depending on where you're counting
allPlayers - entities "HeadlessClient_F" then 👌
@storm geode fixed
looking good.
@mild minnow Cross posting is against the rules.
Fair enough. I got my answer.
oops, sorry
What are some good ways to use ALIVE to make static missions a bit more dynamic? I want to do something along the lines of move into said AO, clear out opposition. But I wan't the AO we move into to to just be a bit less static, was thinking of using ALIVE to do this.
I am not trying to populate a whole map, just a few desired areas.
Also, anyone know if alive can be mixed in with scripted events such as timed ambushes / etc.
@cobalt patio you can use placement radius within the editor. At the bottom of attributes window. (Just double click on a unit or waypoint.)
That will place the AI within a predetermined area
Same with waypoints
Also shows up as a broken line for the area it could be
How can I make a large ground decal (like the helipad marker) but much bigger
For a mission
"ground decal" 🤔
@harsh prism you would need another 3D object I think (ooor... multiple helipad side by side, hacky hacky)
@cinder holly Or a user texture thingy. Never seen them used much except along the walls of buildings. As I believe the helipad "decal" paints itself on the terrain
Since you can set user textures on posters and billboards, maybe you can on "ground crack" too - I'd have to check
anyone here know the classname of a good BGM track to use as a mission intro?
has to get the blood pumping but subtle/subdued enough so as to not drown out a mission briefing voiceover
ive been listening to random tracks that are over 60s long, so far its either blistering loud, or nap time psy emitter
@lyric furnace , do you know https://community.bistudio.com/wiki/Arma_3_Utilities#Jukebox ? it sometimes helped me to find the good one
damn i made my own jukebox script without realizing there was already existing bis tool?!?! ;facepalm
welp... 'twas good training? :-p
Just remember that BIS functions / methods may not always be what you are looking for. Nor may they be very good methods.
You can always copy it and modify something you don’t like.
Just don’t say that you made it yourself
No point, might as well do it yourself
I’ve done it a few times with functions that were called as variables saved to the...missionNamespace?
Was accessible as a global variable
So I copied the function, modified it, and changed the global variable to be the new function
Okay? What does that have to do with making your own functions? I can call a function I have defined in CfgFunctions just the same
Has to do with what you do when a BIS function is almost what you want
Once again, you might as well do it yourself so that you understand the effects of everything you are executing, if nothing else for experience
You still have to understand it to some level to modify it
Not necessarily. You'd need more context to assume that.
Something complex versus super simple.
I tend to look over BIS functions before using them anyway. Some of them make me wonder if they have documentation that they're keeping from us.
I am sure there are some internal macros.
I don't think they are keeping anything we can use away from us.
I love reading this, and seeing people who know nothing about programming other than arma 3 scripting talk to people who know about programming.
I do both. It's awesome
k
Haha.
🤷 , don't need to if I'm talking about using SQF in general.
But if you have insight that you think I should listen to, please share.
Just, people thinking they need to re-work the wheel to do something BIS already does.
It's kind of a novice statement to make, as a programmer (scripting is programming, just with a limited environment).
In BI's case most often the not the wheel is a block of concrete with round edges
that's a weird way of saying i'm correct
Haha, I suppose it is.
I think the BIGGEST problem with BI is failure to document things.
^ 100% truth right there
it's going to be the downfall of dayZ / arma 4 if they don't start documenting enscript right now
SOOO much of the little bits of sqf that I have had major issues with, has been a community discovered solution.
oh god.
en isn't going to use sqf..
Here we go with re-inviting the whell.
wheel*
I just wish they could somehow make OOP a bit easier to implement, or have some sort of object model for us.
So we don't have to basicly use C style code to get anything complex done.
Actually.
No, fuck that.
I want them to make the whole schedlude and unscheldude shit SIGNIFICANTLY more predictable.
Like, some kind of promise call or something.
?
I thought they gave up on this.
Forking now.
99% feature complete.
Wat
This was like, a concept, last time I looked at it.
Is there a way that, if someone passes a through a trigger, it removes all of the ammo in their inventory?
setAmmow ould make the count 0, but want to take out the mgazines as well (no matter what they are)
so you could probably do sqf {unit removeMagazines _x} forEach (magazines unit);
@NovaInfuse#0910
@timber palm
(╯°□°)╯︵ ┻━┻
damn you discord and your broken mentions
@wooden dove yes, and it's not documented Completely wrong.
@cobalt patio I just wish they could somehow make OOP a bit easier to implement Nope they won't. You can only have one constructor. And if you do then you have to overwrite it in each subclass with the exact same parameter types. And if you know how the Backend works you'll grow a beard and it will fall of by itself.
So we don't have to basicly use C style code to get anything complex done. Enscript is C style code.
Like, some kind of promise call or something. I don't see what that would change?
I wish there was some way to write or parse JSON AFAIK someone made a JSON parser SQF library.
This was like, a concept, last time I looked at it. Intercept was a half working concept before I joined in yeah.
cheers
@prime dome I just tried popping that into an On Activation on a trigger but it didn't seem to work
Straight up copy and paste
so for example
Is there a way to handle it for a server, and just have it as "player"
{
private _unit = _x;
{_unit removeMagazines _x} forEach (magazines _unit);
} forEach thisList;```
that should work too
player is local to the client so can't use that
unless you make the trigger global
Ah right. That's very useful to know :)!
Thank youf or the help!
I'm guessing it doesn't remove the one in the mag because it's technically in the gun at that point
yeah that could be the case, although i'm not sure
there are probably other commands to handle that
so you could use things like primaryWeapon and ammo to figure that out
wiki should help
Excellent okay. I'll look into those
oh there's also primaryWeaponMagazine
Ah good. Well thank you for all the help! Really that's all amazing
It's no problem :)
Good luck!
@sinful rampart coulnt they add some json type object for us?
SURE they could.
That will be really useful for the 5 people that want to parse JSON in SQF that might aswell just use a self-made extension.
No, I mean a simpler way to represent persistant data structs rather than lists of mission global vars.
Don't understand why you are being so hostile.
What? Yes sure they are
Ask BI to implement something that very few people need. And then wait for 20 years till the next Arma game and see it still not implemented.
That's how that works.
On another note. I have been having some issues with VCOM AI, sending my AI squads off on wild adventures. VCOM seems to be "trying" to do flanking moves, but ends up spending them to random fields WAAAY far away from the current combat happening, usally just running away,...
I have checked around, and can't seem to find any instructions on how or if I can change this in any way, and am wondering if anyone else noticed this kind of stuff with VCOM
are you sure they aren't retreating ?
set their courage to 1 and try to reproduce, if it doesn't happen then it's just them fleeing
Okay I will, also I recall seeing a snip to throw in groups that NEED to follow a scripted waypoint
To keep VCOM from taking over.
But I can't find it anywhere.
Anyone ever made a good working amphibious operation with AI landing on a shore? And wouldnt mind share that mission via pm?
@sinful rampart - too real.
Can anyone help me get my ai to keep pushing forward even when they have initiated contact
They always stop and try to return fire, and even if an area seems clear, they don't even try to push forward
I have, but as soon at the APC takes fire the BLUFOR stops and refuse to push even when they seem to have eliminated the OPFOR
group names you mean?
ye
CBA
if so, yes - double-click on the group icon, over the leader's head
Alpha 1-1 put whatever you want instead of that
thanks 😃
If you mean lobby group names - cba
Probably a super simple question coming, but how do I give people other than admin/server owners access to MCC in missions?
Wondering if someone can help me, I am designing a mission which starts off in a heavily damaged plane that you have to eject from. The problem is that when testing, I jump out o fthe plane, the plane crashes and then within a minute the planes respawns on the spot it crashed and teleports me back in to the pilot seat. Is there any way to prevent this?
well... which script is doing this =) this is not normal game behaviour
^
Hi, i am currently making a mission where i need to store variables to a player's profileNamespace. All is working well, but i was wondering if anyone knew of a 'Best Practice' sort of thing with regards to archiving or backing-up this player data, such that i could restore the data in the event that their local profile was deleted,corrupted or otherwise lost. I was hoping there would be a way to export certain data to a custom file, but from what i've been reading on the wiki there isn't an effective way of doing this.
Question: How do all of you guys go about doing this, if at all?
Aside from using extDB there is only one other way to persistently save info that I can think of.
You could diag_log an array of the variable values to the rpt.
But for that to be viable you would need to archive all of your rpts.
Or have some external tool read the rpt for a the array of variables. And this method is only viable for simple variables (integers, and strings).
You could have something like```
diag_log format["PLAYERDATA:%1",_playerdata];
There would be no way to read the data back into the game via script. So profile restorations would need to be done manually.
Yeah, i thought of the RPT thing before hand, but it seemed too tedious and inefficient.
extDB is a addon right, so it doesn't create any dependencies?
Thanks for the help btw.
Would not recommend using diag_log. And if you choose to anyway, be warned it has a rather restrictive number of characters per line, so you would have to manually split data.
I have been thinking about writing an Key-Value store using Sqlite as backend with asynchronous API, since unless you have other uses and just want persistency, setting up a dedicated SQL-server is overkill IMO. But never actually had the need for it, so never made it.
Hey guys, if I have an AI with disable pathing/damage enabled... That should keep them from moving on their own and getting any damage? Including unconciousness?
I am making a mechanized mission for my group and due to personnel constraints want to just have 2 slots for the IFV (Commander/Driver & Gunner) to save personnel for the boots on the ground. So I'm using an AI in the driver position and attaching them to the squad so when the commander holds "foward:" the driver executes the command.
see if you can add one of those "fake" AIs that used in UAVs/UGVs
iirc they don't have a model and can't bail from vehicles
Headless ones? How would I happen to manage that?
try spawning a B_UAV_AI unit as driver for your vehicle
try this in console while looking at an unmanned vehicle:
_grp = createGroup (side player);
_ai = _grp createUnit ["B_UAV_AI", getPos player, [], 0, "NONE"];
_ai moveInDriver cursorTarget```
Will try. Thanks.
Help needed. I want to give a unit its own patch ingame. Basically a SquadXML for an AI. Is there a way to add an imagefile to the mission folder and then put it as the units patch easily?
Or can I at least enforce my own SquadXML in the editor for making pictures? I could not get it to properly spawn in SP yet.
you can use insignas?
No you can't overwrite SquadXML in mission.
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
Don't know if you can add insignias in mission config. But you could take a look at BIS_fnc_setUnitInsignia. There is probably a way to do it without
^ you can in Description.ext yes
Oh. you can add in config.cpp and description.. Meaning ACE Arsenal has a bug
"If it's possible to add a cfgUnitInsignia class in a description.ext, please note that the path of the texture differs for server and client in MP environment. Config.cpp (addon) is more reliable. Description.ext, in this case, should be used for SP mission only. This function calls the setObjectTextureGlobal, which is a broken command in MP (see feedback tracker) August 2016."
Don't remember that being broken
But that's what I thought. Just use setObjectTextureGlobal instead. and directly set the image onto the shoulder
I think you can even setObjectTexture the SquadXML insignia
so what would i need to do? the wiki page is not exactly giving me answers, I used that one before
You can try adding Insignias in description.ext or use setObjectTexture to set the texture directly. Look into BIS_fnc_setUnitInsignia on how to do that
wait.. Didn't I say the exact same thing a few minutes ago?
I did! woah.
Well...
Read the wiki page. And look into the script function
they will show you how
@dire wagon
https://community.bistudio.com/wiki/Description.ext#CfgUnitInsignia
to declare insignia
https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia
to use it
It is setObjectTextureGlobal that is broken. Not BIS_fnc_setUnitInsignia
Then back to the original question:
Is there a way to add an imagefile to the mission folder and then put it as the units patch easily?
No.
@dire wagon I got my own version of setUnitInsignia that works in MP. Minor issue is that if a player switches uniform, the insignia will not reappear until he closes his inventory again. You interested?
there a way to get it so i can a fully AI scripted deck crew that works with launch animations and stuff tied to the catapults?
Assuming all the assets to do that exist, probably.
Any of you guys use Orbat?
@tawdry ermine Yeah Jets DLC totally didn't have any animations for crew and launch or anything
guys can we not start drama
Exact same answer as the last two times
Btw deleting a message and then reposting it. Doesn't make it less spam
yes but i never got a response.
Midnight, no reason for you to be like that. Not everyone has looked through all the animations
no
Weird.. A guy with the same Name as you. Asks the same question as you on the same day that you asked it twice.
No Jed, but I am pretty positive most have seen the crew move if you saw the showcase or the trailer.
it's one of those "not everyone is an expert" kind of responses I get from people.
That other "chanka" That is apparently a different chanka than this Chanka asked about the Animations from ACE Extensions
im just asking if i can tie AI actions to catapults man
and if yes, can i have help in doing so
Same answer as before. Yes. Scripts can do that.
thats great but scripts are basically black magic to me man
Oh..
Weird. The other Chanka that you said was not you said the same
Without scripts. No you can't.
https://forums.bohemia.net/forums/topic/204720-ai-takeoff-from-uss-freedom/ , take a look at this,
as well as just open up the mission bohemia made for the showcase as long as it's not ebo (which I don't think it is considering LoW just got pbo'd)
Hey guys. So my community consistently runs Zeus missions. I've noticed something hinky. I have my view settings to Max. Whenever I play a normal slot they work fine.
Whenever I Zeus hoeever, it brings it waaay down. Making it a pain to say take control of an A10 and do a proper CAS run on a Laser Designated target.
Any suggestions? Settings still show me as max VD as Zeus.
I have a short and simple question...
Is it possible to make those custom circle bars which fill when you hold space which are used by the vanilla revive and the IDAP Showcase?
yes, with this https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
THX
Okay I got another problem now...
Context: Im making a simple convoy mission where a group of players needs to drive 3 trucks and 2 armed vehicles from location a to location b with some roadblocks in their way which need to be cleared.
Problem: How can I make sure that the player will follow the main road and not just drive around all the roadblocks avoiding what makes the mission interesting.
I was thinking about using a trigger or a marker along the road but its not completly straight and has curves and such. I guess the best way to do it is using multiple markers and checking player position with a script?
there is somewhere a BIS_fnc_disablePlayer or something, killing the player according to its vehicle
How boring. They made the fun part for us and put it in a function.
is there a way to detect if someone is on a road or not?
Hm.. I don't think so
although.. Maybe... https://community.bistudio.com/wiki/isOnRoad .. Oh.. Nah.. I don't think that'll work
well there is this note:
Some roadobjects will return false when using this command. invisibleroadway_square_f.p3d is found by the nearRoads command, yet will return false for isOnRoad.
but I guess they will be just unlucky if the park on that square
Then again, there are multiple "roads" leading to the target location...
yeah.. You might park on a invisible road
and still want to handle it like it is a road although there is no road there
I guess the function will return true for dirt roads and normal roads too...
I think im better of using multiple invisible marker areas
good evening! are there any good beginner tutorials about the commands and configs?
or whatever is that things like limitspeed and changing colours should be classified as, seems like they're different pies
commands and configs?
or whatever is that things like limitspeed and changing colours
what ?
No tutorials, you dive right in. Either you make it, or you drown.
We really need a script that turns a set of markers into something usable by inPolygon.
Is it possible to do the visual area denial like the zeus area editing / camera but for normal players?
so that they basically see a blue wall which they can not go through?
Why not? It's a perfectly viable solution?
well I dont want them to be hunted, more like insta kill or an invisible wall
Zone Restriction kills
ah okay.
is there a more elegant way of generating a random position inside a rectangular or elliptical marker than just generating random positions and throwing out ones that return false for inArea?
ah, I found CBA_fnc_randPosArea
So Im trying to put a pair of binocs on a desk as a prop... they initially show up but as soon as I try to put an addaction on them they visibly disappear, although the object box is still there.... Any ideas?
Show the script.
nul = this addAction ["View Distance settings", CHVD_fnc_openDialog, [], -99, false, true];
thats all I am adding to it..
The binocular is editor placed?
yes,
drop them on desk... visble... edit their attribs to have that line in the init... ok... disappears
Sure it's not stuck under the desk after editing it?
show model is still ticked
nope.. the object box is still there... but the item is invisible
Can repro.
I'd say just use a simple object instead of a gwh, but you probably don't know how.
what exactly do you mean?
Binoc model created by script, instead of a weapon holder that contains a binocular item that can be picked up.
Not really that way. Sadly busy atm.
Yeah, pretty much everything in there is actually a dummy model (ground weapon holder, gwh) that contains one item in cargo. The items model is shown as proxy. GWH is the object that is created when you drop an item via inventory in the game.
i just surrendered to simplicity and chose a prop that isnt a problem
Nah, give me a minute..
this call {
if (!isServer) exitWith {};
params ["_item"];
private _pos = getPosWorld _item;
private _dirAndUp = [vectorDir _item, vectorUp _item];
private _newItem = typeOf _item createVehicle [0,0,0];
_newItem setPosWorld _pos;
_newItem setVectorDirAndUp _dirAndUp;
deleteVehicle _item;
_newItem addAction ["View Distance settings", CHVD_fnc_openDialog, [], -99, false, true];
};
Put this into the init box. It just deletes the old item and creates a new one, and adds the action to that.
lol
implementing...
I hope BI sends you guys all Birthday cards or something... I am not sure where the game wold be without you all
iis there an easy way to keep it a static object that cant be picked up... you get the reference, I hope... view distance settings.... its a prop on a desk for people to use to change that setting... I dont want them walking off
"iis"?
sec
Doesn't appear like it. Sad, seems like you'll have to create a simple object after all.
oh, you script has me thinking other thihngs, thank you
your
thanks Commy... I appreciate the help
this call {
if (!isServer) exitWith {};
params ["_item"];
private _model = "A3\Weapons_f\binocular\binoculars_proxy.p3d";
private _pos = getPosWorld _item;
private _dirAndUp = [vectorDir _item, vectorUp _item];
private _newItem = createSimpleObject [_model, [0,0,0]];
_newItem setPosWorld _pos;
_newItem setVectorDirAndUp _dirAndUp;
deleteVehicle _item;
[_newItem, ["View Distance settings", CHVD_fnc_openDialog, [], -99, false, true]] remoteExec ["addAction"];
};
@trail raven Think that should work. Simple object as I said, but it seems like one can copy position and rotations from the gwh and it fits. Also fixed the action only appearing on the server and not on the clients by using remoteExec.
Would've written something that can pull the _model from the gwh too, but would require a CBA function, and idk if you're vanilla or not.
is there a vanilla oil rig u can plop down from editor?
no
A2 had oil derricks iirc. Maybe in CUP.
with CUP we have this https://gyazo.com/4711b87e76b43920f3b690667aab786e
and for "the offshore type"... afaik there was some addons
(puzzles with... things in ocean)
puzzles with... things in ocean https://gyazo.com/7d9e6df15e783a59721a59ac9d27d059
¯_(ツ)_/¯
¯_(ツ)_/¯
so playing with dev branch and I see that the APC's have been given the tropical treatment and we have green for Tanoa... but what about trucks and MRAPs???
They haven't.
how is it that a community member has succeeded in doing something so obviously necessary for game continuity but BIS has not?
I guess I just keep running one more mod
One party has deadlines to meet and a shit ton of content to produce
In the grand scheme of this release MRAPs having an extra camo isn't really that big a deal.
Also how is this related to #arma3_scenario ?
Make missions by placing vehicles and other assets
I'm still not seeing the relevance to #dev_rc_branch
☝
Is there a way to have Ambient Animation in MP missions?
Sure, why not.
It says its disabled to save performance
How do I remove randomization of headgear on units?
Devon, if you're refering to those functions from BI, then yeah, they're bad. You'll have to write your own.
Redrum, init box:
this setVariable ["BIS_enableRandomization", false];
Thanks commy2, Is there a post about this on the forums or part of the wiki I can reference?
Maybe, never seen anything like that.
Thanks @novel rune, anyway why is it even a thing? Probably just to make mission makers life miserable
Why headgear and glasses are randomized for civs and indep? Flavour.
So the bots don't look all the same. Especially not for regular military ones.
Yeah, especially when you use some mods and civilians spawn with gas masks
hey guys, I got another question...
This one is more opinion based but ill ask it anyway? How would you guys sort / order loadouts for respawn in a pvp mission?
Currently ill seperate them all into different roles with the loadout attached to it having the name "Normal". How would you guys do it?
"Normal" -> "Rifleman"
okay. now lets say I have: Rifleman; Grenadier; Machinegunner; AT Guy; Minelayer and Spec - Ops. How would I do that then? Everything to normal except spec ops + minelayer?
if you making your loadouts with "sqf scripts" and not using respawn templates (inventory (so you dont have "config loadouts")), just make files "myCoolLoadOut_1.sqf" for every loadout you have, put them in folder and name that folder "loadouts" or whichever you like... done
Has anyone here experienced any ACRE issues where the radio works fine and when server restarts then voice and proximity works fine but radio's are completely broken then (no notice bottom right, no ACE self interact option). Same mod line - same mission - random success on reproducing the error.
@old tiger I can tag you UwU. And I do cuz you prolly know best
hah!
first time I heard of such an issue, but it sounds like something with your general setup or mods
I guess you mean just a mission restart, not full server?
full restart seems to fix it (but not always)...
@old tiger we were running ACE, ACRE, CBA and ShackTac for last week or so and worked fine... i reduced it to minimum milsim type mods to try and find issue
i added a retexture mod then on first start its fine then, restart then all goes tits up
thought it could have been mission script related but been having the same issue from very basic custom mission, with Liberation and now with Patrol Ops
// ACRE2
force acre_sys_core_fullDuplex = true;
force acre_sys_core_ignoreAntennaDirection = true;
force acre_sys_core_interference = false;
acre_sys_core_postmixGlobalVolume = 1;
acre_sys_core_premixGlobalVolume = 1;
force acre_sys_core_revealToAI = true;
force acre_sys_core_spectatorVolume = 1;
force acre_sys_core_terrainLoss = 0.4;
force acre_sys_core_ts3ChannelName = "ACRE-PatrolOps";
force acre_sys_core_ts3ChannelPassword = "ACRE-PatrolOps";
force acre_sys_core_ts3ChannelSwitch = true;
force acre_sys_core_unmuteClients = true;
current settings
@old tiger any suggestions, im getting to my wits end and slowly but surely loosing players due to this persistent issue...
oo and by the way we also use Vcom AI server side mod
tbh, could be anything
but I am pretty sure it's nothing in ACRE, because we've been doing mission restarts forever
make an issue if you believe it's ACRE and a developer will take a look
make sure to include as much data as possible
ive been in contact with magnetar over at ACRE's slack... he is stumped aswell, im 99% sure its not ACRE it self but i have no idea how to fix this issue. Our entire training and milsim mission schedule is up in the air and i really would rather not go back to TFAR
it's definitely weird
I'd love to help you further, but am really stomped with work atm
👍🏽
Hey, I dont know if this goes to scripting or not but I want to make a reinforcement script...
And my problem is: How can I make the unloaded troops go to position XYZ after being unloaded. I already thought about waitUntil but isn't there a way to solve they same with a waypoint?
@icy comet doesnt stacking addwaypoints work? or it doesnt wait for all the troops to unload first?
well... if I add the waypoint to the truck it will drive there but I guess you mean I should add a waypoint for the seperate group in the truck?
yeah cargo in truck must be different group
while crew of said truck is its own group that has the unload
Side Question for somebody who is very bad at making stuff that looks good (UI). What colors would you guys recommend me for good UIs? For sure bright red, yellow and other bright colors for non important stuff are right off the list, right?
Hey, can somebody epxlain to me what the difference beetween the UNLOAD and TRANSPORT UNLOAD Waypoint ist?
afaik:
UNLOAD is getting everyone out of the vehicle, crew included
TRANSPORT UNLOAD, the non-crew only
Unload
The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. Units in crew positions will not disembark. One note, on a dedicated server when using this with A.I. controlled Helicopters. This command only works if there is an A.I. team commander present in the cargo of the vehicle. If there are only human players, the helicopter will not land. It will hover too high in the air to safely disembark.
it looks like its the same but I guess its only for the group?
while transport unload works for other groups?
Unload is for the group that hopped in the vehicle
if you set "unload" to a vehicle, its crew will get out
in case you have all the units in a same group, and they all are in a vehicle, use "Transport unload" so the soldiers walk along the vehicle
you can test in 3den (:
@icy comet where did you get this description? I may have to correct the wiki
https://community.bistudio.com/wiki/Waypoint_types
meh, I'll check tonight - I may have mixed up a couple of things too, please disregard / see as unsure my previous statements
How do I unbinarize a mission.sqf file?
It won't let me open it in the editor, my game just hangs forever
Arma 3 tools CfgConvert. Mikero's deRap
maybe rename it to mission.bin
ok
so it can see that it's a bin
hey, so. this is gonna sound a bit weird but when putting together a base im kinda having trouble making stuff feel like it fits.
like it actually belongs there
@signal coral, shoot me some screenshots of your base. I'll send you some of mine, if you want some inspiration or input.
alright
How can I set up the sector control module for zeus?
A while back I asked how to change the Group name inside the slotting screen so that it is not alpha1-1, alpha1-2 etc etc.
You guys ( @novel rune and @sinful rampart ) said that the solution we found ( class Attributes
{
name="rif_b_1";
description="#Rifleman@Alpha";
isPlayable=1;
}; )
Is a feature from CBA
Now i found out that you can also simple change the name of the leading unit of that group to "Rolename@Groupname" and that works just as well. Is this also a CBA feature or would that be possible in vanilla?
so yes
cool
Much easier than just manually changing it in mission.sqm
No idea with OP did not realize its the same
@old tiger - that issue i had with ARCE a few days ago where radio's dont function apon restart..seems to have been corrupted mod...redownloaded server and all mods...FIXED!!
Nice!
TehFocus, you did the same thing twice. ¯_(ツ)_/¯
How can I set the camera position of two zeuses to two different spots? The set camera position module is not working for me
https://community.bistudio.com/wiki/Curator @harsh prism
nevermind I got my variables mixed up
Guys i've wanted to ask something, i've wondered if its possible to use Layers in editor, i've managed to create them i don't know how to add something to them, like my cursors objects or selected one, anyone could help? https://community.bistudio.com/wiki/get3DENLayerEntities
right click? iirc
copy
UI stuff is #arma3_config because it's a UI config.
If you delete your old post and repost it elsewhere it's fine-ish. Atleast no one will kill you for it. Theoretically it's still spam but if you don't go too far with it no one will care
aight, sorry
Hey, does anyone know how BI made the Dialogs between the different groups and persons in the Tac-Ops Campaign?
Bit of a learning curve, but it’s really useful if you want to use the in-game radio sounds that are unique to each voice.
Isnt kbTell for the voice only? I actually mean the text thats displayed in the bottom center of your screen.
Thank you ^^
yw!
What a coincidence that there is so much use for that. So shortly after the Wiki page for it was reworked
👀
Is there a specific function which BI uses for: Hold Space to skip, Press Space to Skip, etc. ?
Yes
Hey, if this is the wrong place to post this please let me know, but I’m looking to make a Red Dawn style mission for my group, looking for map recommendations to fit with small town America and any advice on how to build guerrilla focused missions, especiallyhow to randomise loot drops so they have to really scavenge to prepare to fight off those dirty reds.
Hello,
Anybody know if the effect of this command https://community.bistudio.com/wiki/setVectorDirAndUp is really broadcasted when objets of this command are local to the client is executed on ?
How would i COMPLETELY disable map damage to buildings?
I don't want buildings to be able to be destroyed, at all
I have an issue with my server that causes the loading sequence to be wrong in regards to how quickly the "remove all objects" module functions. I presume that the loading sequence is the issue anyways, considering that the vehicles that are placed in those areas become destroyed because of the objects that were intended to be removed, but were removed too slowly. Does anyone have any idea of how to resolve this issue? I'm running the mission through a dedicated server.
Does anyone know how to restrict a zeus so that the only module they can use is the remote control module?
is there anyway to play an .ogv video cutscene during a mission? BIS_fnc_titlecard is only at the start and cant be run again
BIS_fnc_playVideo ?
yep, perfect!
Is there any way to tune down the sound vehicle engine noises give out? I'm making a mission using ghosthawk/Comanche assets in use under the guise of "stealth" and I would like to try and make them somewhat quieter if I can.
Certainly not without editing the vehicle configs.
you can turn down the general volume of everything. That would also make vehicle engine noises more silent.
"more silent" 🤔
Lol. Unfortunately the rest of the sound needs to be about the same. I'm making it as a multiplayer mission for my group.
With editing the vehicle configs.. is that locslised to only the mission? Or is that something that is a setting changed across of the entirety of the Arma install?
it would be a addon/mod.
Hey all. Anybody know a quick way of making a restricted ace arsenal? I'm currently using an init.sqf with all of the classnames put in by hand.
that is the way to do it
Yeah just takes alot of time, no tools or shortcuts?
there are shortcuts to get the list of all possible classnames. Instead of looking every single on up manually
but no tool like "select each item you want"
sounds like it could be made into a quick and easy web tool thingymabob though
Thats what I thought, or one where I put in my classnames and it comes out formatted, I can't type and keep getting an extra comma or space when I copy it over
you can quickly do that with notepad++.
one classname per line. And at the end just replace, regex, \r\n with "," Then you add the [" at the front and "] at the end and boom you have a array of classnames without any missing commas
thanks man, I'll give it a try
Does anyone know if you can make a respawn attach to a playable unit?
Just name any object mission_respawn and add this script to your mission:
// initPlayerLocal.sqf
params ["_unit"];
_unit addEventHandler ["Respawn", {
params ["_unit"];
_unit setPosWorld getPosWorld mission_respawn;
}];
ok, thanks a bunch! do i name this script "initPlayerLocal.sqf"
Yeah, that's a hard coded name of a script that runs when your player object is created.
oh, i think im being dumb. does this go in the init of a playable char? or in the mission folder?
mission folder
ok, thanks again
You can read about it here: https://community.bistudio.com/wiki/Event_Scripts
thanks
IF i wanted two people to be able to respawn on, would they both be called mission_respawn_x ?
The way the script is written atm means, that any player respawns, and then is automatically moved to the position of mission_respawn.
If you want different objects to teleport the specific players to, you need to edit the script.
I think he wants the respawn point to move with the unit, a.k.a respawning close to the guy
Which guy?
Squad Leader/2IC
What if the squad leader dies?
then would want the 2ic to become the resapwn
What if everyone is dead?
and if both dead, game over.
ok, so do i need to name the Squad Leader and 2IC anything via their variable in the editor?
No.
I wonder if this works for the group leader actually, let me change something to make sure.
ok
// initPlayerLocal.sqf
params ["_unit"];
_unit addEventHandler ["Respawn", {
params ["_unit"];
private _target = leader _unit;
if (!alive _target || {_target == _unit}) then {
_target = ((units _unit select {alive _x}) - [_unit]) param [0, objNull];
};
if (isNull _target) then {
systemChat "you loose";
};
_unit setPosWorld getPosWorld _target;
}];
ok, let me test that real quick.
I edited in some parenthesis that I think are needed.
When everyone's dead, it's a bit lame.
that's cool
Just prints some string in the chat and keeps you at wherever the actual mission respawn is.
it works is the main thing
really do appreciate it
also means if the squad leader goes down
he can respawn on the 2ic
Thanks again!
yw
HEYY I was wondering if yall can help me with a quickie
I want to set up the Official Zeus Gamemodes to work with Mods! What do I need to edit? I've got the mission files/folders unpacked from the pbo on my desktop. They open just fine in editor
You might have to set the curator modules to "all addons" instead of "vanilla only"
otherwise you don't have to edit anything
How might one go about sending a radio message to all players in a server in the editor? From my understanding, just using this sideChat "Saying stuff..." won't send the message to all players. It says in the wiki to use remoteExec, but I cannot decode how it would work in this scenario.
(im really bad at scripting, if you couldn't tell)
unitName sideChat chatText;
->
[unitName, chatText] remoteExec ["sideChat"];
@wheat kiln ^
perfect! thanks @novel rune
okay @sinful rampart I'll give that a try
@novel rune Sorry, but I'm having trouble with this. Should the correct script be [zeus, "Saying stuff..."] remoteExec ["sideChat"]
With zeus being the Variable Name of the player
lgtm, but why is the player named "zeus". 🤔
the op will be a small 4-man thing, where i am both zeus and the team leader
Sorry, it was just me being an idiot and not giving zeus a radio
thanks, it works
https://i.imgur.com/rZDpA2b.jpg
Just worried why no mags?
And how i can drop (via editor obviously) the rifle with attachments & loaded mag on the floor?
the only change I made was "all addons(including unofficial" and now when zeus starts there are no RHS units except a russian drone
@earnest plover you can't.
You can only place pre-made weapons that include attachments. And I think most of them that exist don't show up in Eden
I try'd the script+trigger way which was found on BIForum, but it won't work...
And... ofc i tested in scenario...
Someone else here havin this: https://imgur.com/a/9LjeV error? Any idea how i can remove that it gets shown?
report it to the cup devs
I need some help with the suppressFor command. The idea of the scenario is: 3 or so BLUFOR walk up to a BLUFOR Present trigger, and to simulate an ambush, the trigger has the command enemy1 suppressFor 10; so that the BLUFOR units are suppressed, but make it out alive. So far, when the trigger fires, the AI only fire one shot, which is just pathetic. Does anybody have experience with this?
can any <@&105622502444711936> help me with this issue?
Why did I get notified for that
idk, but I tried just editing the addons portion of the game master module, and it left me with a functioning zeus mission still without mods
How would i go about when shooting a target it stays down until a triggers condition is met?
the pop-up target is what im talking about
this would be for a multiplayer mission
^
Update
I have named all my targets t1 up to t22
I have a trigger so that when Blufor are present this is what activates
t1, t2, t3, t4, t5, t6, t7, t8, t9, t10, t11, t12, t13, t14, t15, t16, t17, t18, t19, t20, t21, t22 animate ["terc", 0];
within each target, it has this in the init (x being the number of the target)
tx addEventHandler ["HitPart", {tx animate ["terc", 1];}];
It isn't working, could anyone explain why?
Thanks!
Lord, read: https://community.bistudio.com/wiki/forEach
so in the trigger would i do something liek this?
{
_x addEventHandler ["HitPart", {animate ["terc", 0];}];
} forEach units group this;
?
Doesn't look right, and animate having no argument on the left side is definitely invalid.
also
_target setVariable ["popDelay", 30]; //--- set automatic target popup delay
_target setVariable ["nopop", true]; //--- disabe automatic target popup
_target animate ["terc", 0]; //--- popup target manualy (0 - up, 1 - down)
I'm completely a noob when it comes to this.
so i could do?
_t animate ["terc", 0];
within my trigger in the on Activation
so i need to define what _t is
U still can group them also.
would this work?
{
_x animate ["terc", 0];
} foreach doopopup;
within my trigger?
How @neon raptor said, u need to watch locallity of variables.
Try.
Ok, I'll do some more googling tomorrow, thanks for not just handing me the answer, i really do appreciate it as im now forced to understand and learn it.
If that comes across sarcastic, I do not intend it to be like that.
Thanks!
Ok I've obviously done something while building my mission and I don't know a) what it was or b) how to fix it.
I've got a number of vehicles and a couple of props placed down on the map, everything is fine when I preview the mission in the editor, but when I upload it to the server the vehicles and props disappear. When you go into Zeus you can see icons for them but not the models. This happened last night and after a while the models actually appeared somehow and all was right with the world. I've got a feeling it has something to do with dynamic simulation but even when there players are right next to the vehicles they still don't appear>
Anyone have any ideas as to what I've missed???
Ok I just deleted the Simulation Manger module and that solved the problem. Still not sure why the vehicles weren't showing even when standing right next to them
Dynamic simulation can be buggy
Use of doSuppressiveFire
I'm trying to get some enemy AI (variable name m m_1 etc) to suppress a vehicle (variable name suv) on a trigger BLUFOR Present trigger. This is what is currently in the Activation field:
m enableAI "ALL"; m hideObject false; m doSuppressiveFire suv;
m_1 enableAI "ALL"; m_1 hideObject false; m_1 doSuppressiveFire suv;
m_3 enableAI "ALL"; m_3 hideObject false; m_3 doSuppressiveFire suv;
m_2 enableAI "ALL"; m_2 hideObject false; m_2 doSuppressiveFire suv;
In the Init field of the AI I have the script:
this disableAI "ALL"; this hideObject true; this forceWeaponFire ["rhs_weap_aks74n","FullAuto"];
so that the Ai fire in full auto. This isn't what happens however, and the Ai fire single, slow shots at suv.
Does the doSuppressiveFire command not work with forceWeaponFire?
Sorry, to correct, the AI fire small FullAuto bursts every 5 seconds or so
That might be how doSuppressiveFire works. It probably just has the ai fire every x seconds. If you want them to fire full auto constantly, use bis_fnc_fire and put it in a loop.
I'll try this, cheers
Hello, I'm messing with an idea but since I have limited scripting knowledge I'm having trouble working it out. My idea is to have civilians go through a security checkpoint where they will ACE surrender, have their inventories checked, and then released. I so far have successfully managed to get a single civilian to surrender when I activate this trigger via addaction on a table. {if (side _x == civilian) then { ["ace_captives_setSurrendered",[_x,true]] call CBA_fnc_globalEvent;}} foreach thisList;
Trying to make a mission and I want to take some screen shots using the splendid camera. And I get a black box with text in it. And it wont go away.
'...;
};
_isActive = {
{BIS_fnc_camera_keys |#|select _x} count (actionkeys _this) > 0
...'
Error Zero divisor
File A3\functions_f\debug\fn_camera.sqf [BIS_fnc_camera], line 492
And no there is not scripts in the mission yet. I do however had a controller plugged in and activated. Could that be the issues?
bis_fnc_camera uses actionkeys which is not reliable and in some cases fails when players have custom keybinds/macro/controllers... so maybe you can try just change settings for your controller or unplug it... 🤷
@dull wigeon
Anyone know if there is a way to make it where you can add entities to the BLUFOR side, without having players spawn where the entities are placed?
Make it where zeus has to place a respawn position for players to spawn in
instead of spawning in as soon as the mission starts
Are you using the vanilla respawn system?
You could set a Base and then just use a Teleport pole using Ares to get them to a certain location. I think this would be easier. @signal coral
@signal coral if you want to have them not spawned right away i would recommend the respawn template "MenuPosition" with an addition respawnonStart = 1 parameter in description.ext
Hello, guys, still trying to make a decent kill house, and keep it so the targets stay down once shot, until my reset script is called via a trigger.
Basically, it can not detect any of my targets placed, I'm using GameLogic called iCenter to detect them within a 50m radius and using the "Moving Target 1 - Front" targets. Nothing is working..
//disable targets from moving automatically
nopop = true;
//start the main script
_0 = [50] execVM "reset.sqf";
//will affect all targets in 50m area around iCenter
params [["_dist",50,[1]],["_center",player,[objNull]]]; //in params
_targets = nearestObjects [position _center, ["TargetBase"], _dist]; //take all nearby practice targets
if (count _targets < 1) exitWith {
systemChat "No compatible targets were found."; //exit if no targets have been found
};
{_x animate ["Terc",0];} forEach _targets; //get all targets to upright pos
{_x addEventHandler ["HIT", { //add EH
(_this select 0) animate ["Terc",1]; //if hit, get to the ground
(_this select 0) RemoveEventHandler ["HIT",0]; //remove EH
}
]} forEach _targets;
//systemChat "Ready.";
Any help is appreciated!
maybe you can try it this way
name your targets somehow T_1,T_2,T_3... add nopop = true; in targets init
//--- file:init.sqf
gvar_targetsArray = [T_1,T_2,T_3,T_4,T_5];
now add action to any object you want for the "reset action" with this action script
[gvar_targetsArray, {_this apply {_x animate ["terc", 0]}}] remoteExec ["bis_fnc_call",2];
@daring pendant
Ima sorry 😄
@neon raptor my targets are called t1 up to t22, so simply just change your array.
As for the addaction you mentioned, do you mean something like this?
this addAction [gvar_targetsArray, {_this apply {_x animate ["terc", 0]}}] remoteExec ["bis_fnc_call",2];
Thanks.
do you mean something like this?
yes... but you need check wiki https://community.bistudio.com/wiki/addAction
@daring pendant
I'm trying to get the script to activate during a trigger when blufor is present
I'm trying to find the sound file that gets played when a tank fires, but looking in the config viewer under the CfgVehicles listing, no gun sound is present. Where would I need to look to see where that sound is referenced?
no, RHS, but rhs launchers use vanilla sounds, might be the same thing
Looking rn.
rhs_ammo_M1069 has a bunch of hit and flying sounds but no fired one from the looks of it
I found the vanilla sounds.
It sounds like a tank firing to me, at least.
cannon_1
do you have the full path?
sec
arma 3 is being dumb
I have the file path via extracted arma 3 files, if that helps.
sure ill take what i can get
a3\sounds_f\weapons\Cannons\cannon_1.wss
Is there a possibility to implement the steam list of the official time trials into a self created scenario?
yes
Does anybody here knows how to unbinarize mission without Eden editor?
i made a mission with a mod and the owner of that mod change some configs now i can't open the mission
Arma 3 tools CfgConvert should be able to unbinarize it
don't know how it works
Open the cfg convert tool, select the sqm as source, select destination, bam
pbo manager could work as well tbh
pbo manager can unbinarize files that aren't even in a pbo? since when?
I always thought pbo manager was the dumb tool that can only do the most basic stuff
Woah woah woah, pbo manager? No.
mbad i thought he like exported it or someshit
forgot about the whole "check to binarize" in editor
Just use cfgConvert 🤷
@daring pendant when you get that kill house down are you going to upload it to the workshop? would love to see that in action
Well it is for my Unit's training yard. But I'll upload if the other creator is happy to.
I'm not sure if this is the best place to ask, but I have encountered a weird problem when export a mission from the editor.
class ScenarioData
{
author = "R3ign";
overviewText = "JTF2 & 1-SOFD gear up for a night insertion and a dual snatch and grab .";
overViewPicture = "images\operation.jpg";
onLoadMission = "Date: April 18th, 2018 <br/>" \n "A joint group gears up for a night op.";
loadScreen = "images\operation.jpg";
respawnDialog = 0;
disabledAI = 1;
respawn = 2;
class Header
{
maxPlayers = 20;
};
};
The issue being
onLoadMission = "Date: April 18th, 2018 <br/>" \n "A joint group gears up for a night op.";
Is this actually valid? It is messing up a script of ours that reads mission.sqm files.
@main gyro https://community.bistudio.com/wiki/cutText
But a bit strange to see what '\n' stay between two quotation marks.
@main gyro It's not va......... Actually that is valid yes. was added with 3DEN. Don't ask why. I also don't know...
And that has nothing to do with cutText
@main gyro yeah. which script?
A c++ script that converts the mission.sqm to a JSON object
arma-class-parser was updated to handle it, but that's Node
We updated our script to handle it, I was just really suprised to see that and was confused by it
it's definitely a weird way of doing it
I'm trying to play an animation, but I when I play the animation. It teleports the unit to a different position from where I had the unit. How do I remedy this?
Offset the unit
Animations like the walking surrendered one start the unit somewhere else
Is there a way I can create a task by shooting a character a few times?
yes
Cool.
Trying to set up somewhat of a interrogation deal where you have to shoot a character a few times without killing them in order for a task to be created afterwards as if you're getting information from them.
Maybe use FiredNear event handler.
you shoot people to interrogate them?
You don't? =p
I usually use the bright light directed straight into face tactic
And if they say "officer that isn't mine" what do you say?
"Bake'em away, toys."
add event "Hit", and in it something along
if isNil "var" then "var" = 0;
var = var + 1;
if (var >= 3 and alive guy) then { addTask };
Damn, it's 4/20/18
no it's not. it's 20.04.2018
@cinder holly FiredNear could trigger a "scared" phase and you can detain them from there
Right, it's actually 04/20/18
Madness
ITS STANDARDIZED FOR A REASON GUYS
Wrong
ISO 8601 says hi
we're technically exchanging data since we're on the internet, thus i'm right
^ +10e10
👮
Actually it's 2018-04-20T14:30:26.046+02:00
even better
Fun fact. That time is actually correct to the millisecond.
I wonder when we can use ISO time displays in Arma
we can just use ZULU
That time is way off by the time you post it
aka 1632 right now for me 😄
@tawdry ermine Yes. But I edited it afterwards to match exactly
doubt it
Well. Do that then. But that is the exact timestamp discord gave to my message when it assigned the message ID on it's worker.
About times, if anyone needs to format them, I have an almost complete strftime https://gist.github.com/senevoldsen/018ee3fbf91931de997ae7556dc0a73c
Keep in mind that ISO is private and standards cost money.
FM destroying all the fun
There's just something wrong about the "International Standards Organisation" charging money for people to use their "standards"
I can see that for physical standards. As they also sell things made according to the standard.
and thus they should also sell the guidance to make something according to standard.
But I don't see that for something "virtual"
“To abide by our internationally recognised standards, you need to pay us money 💰 “
@cinder holly Do you have the BI page for more help with that line? I'm not understanding how it works really.
@last jewel sure!
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Hit
What could cause a player to spawn at their death location for a split second before they are respawned at respawn_side with the RESPAWN option as 3 (base)?
Actually no
You need to ask a question to be able to get an answer.
Or state a problem to be able to get a solution
you can see the problem on gyazo
No I can't really..
But if you tell me about what it is I'm sure I can quickly give you an answer
The player is in water.
- is it expected behaviour?
- does it change after mission startup?
- is a script the culprit?
- is the respawn template to blame for it?
so many questions 👀
is the player being in water even the problem or is that supposed to be like that
Arma does have boats after all.
which are used once in a blue moon.... "going in" the water is a once in a 10 000 years experience huehuehuehue
aaand I still have this problem where sound files are played at a 20× rate, making Mickey Mouse voices - and sometimes restarting the mission, it's all fine
@cinder holly what's the sample rate?
16 bits, 44100Hz, mono
about wss
converting with -d4 doesn't help, -d8 is "fine" (but still, the problem is not always reproducible!)
I'm trying to convert to ogg and see if this is a safe workaround
Ogg may be more consistant in that case.
and here I had voices like that:
player, hq, player, hq, player, hq
the three HQ go fast, player's voices work fine – so OK, maybe it's a wrong HQ wss saving
I restarted Arma, recreated the wss, to no avail.
I replace the first HQ voice with an ogg, the rest unchanged, and voilà , everything works fine e_e
I would burn this wss bug down… If I could find it!
...restarted the game, same issue with the .ogg. fuuuuuuuuuuu
could it be... that... it's because HQ is a (well created I suppose) logic e_e
I'll look into it
... I think it was that!
Is it possible to make an arma 3 campaign where weapons and stuff you pickup carry over like in the vanilla campaign?
"Is it possible to do something that somebody else already did" ?
If somebody else did it.. How did they do it if it's not possible to do that
would it be possible to overwrite a function class from a mod in a mission by using the same classname?
@sinful rampart to be fair it's not evident that you can do everything the studio did - it's quite specific to Arma I'd even say
Well obv i didnt know someone else did it already.... thanks snake man
@deep blade
allowFunctionsRecompile = 1;
Then overwrite the global variable in postInit / init.sqf / whatever.
that goes into description.ext?
also I am talking about a "CfgFunctions" function class not just a script variable
That goes into description.ext.
And CfgFunctions is just a wrapper to set what in the end is just a "script variable".
So can I just redefine the function in the mission's description.ext and add the allowFunctionsRecompile = 1; line into it and it will 'overwrite' the original function?
Or do I need to do it in .sqf somewhere
No, but you can, as I said, put allowFunctionsRecompile into the description.ext and then redefine functions from CfgFunctions with a script.
The only reason
BIS_fnc_initDisplay = {/nothing/};
doesn't work, is because those functions are protected from, I guess being recompiled, the name doesn't fit.
Ok, thanks. I'll give it a shot
hello everyone!
can somebody tell about script command attachTo in a3.
i try attach zu_23 from rhs to some object like squareblock on screenshot, and after when i try get in zu and do fire i cant control weapon - dont turn it (left,right,down, up), and after first shot weapon blocked.
https://i.imgur.com/8sSHBfj.jpg
zu-23 have name zu_23, platform under it, zu_base, and command : zu_23 attachTo [zu_base, [0,0,2.07]];
if set zu_23 on platform without attach it will be "jump" every time when gunner will fire
you cannot control something that is attached to something else
The simulation of the attached object is disabled
I see what you are trying to do. I don't think that's possible. Atleast I can't think of a way right now
maybe you can use that. To make it so heavy that it won't "jump"
it try it, no have results.
it is tvt mission, and when mission was started on server, zu fly in the sky :]
will try use setpos in high without attach, and "play" with mass param, thx @sinful rampart
I wonder what happens if you attachTo then enableSimulation (I don't have high hopes though)
It is disabled on a lower level
btw I think it was you that asked Maruk about SQS/SQF thing? I guess no answer?
no wasn't. What thing?
Status Quo Syntax/Status Quo Function thing
Someone posted a twitter post of him saying that it's called Status Quo
but I think only about SQF. Not SQS
this shall remain an Arma secret…
Is it possible to make a mp mission start with players in an airborne plane including a player pilot?
Ive seen it done with an ai pilot but not a player one
I don't see why not
The plane might start with engines of and falling towards the ground.. but if the pilot reacts quickly enough that shouldn't be a problem
haha i was thinking that, just chuck them really high up 😉
you can use setVelocity to give it a initial velocity so that it won't plummit straight down
oh nice hadn't thought of that
Is their anything special that needs to be done to get players to start in a vic?
if a plane is put with alt > 20-30m in 3den Editor, the vehicle is placed in "FLY" mode and will have its engines on and initial velocity 😉 just drag & drop units in the plane and you're good to go
awesome thanks
@cinder holly @fiery lava yeah but in MP, it very well might be plummeting to the ground, so that's something to be careful about
we've had that once
helicopters hover though, so they're fine
although if both pilots and passengers start inside the helo, and the helo is on the ground, it may explode
if it's flying then it should be fine
no problems with ground vehicles though
unless someone joins in progress... in which case weird things can happen with editor-mounted units
(unless AI is turned on, in which case it should be fine)
(moveInCargo should always work correctly though)
did you encounter this w/o mods and with empty init fields?
(and a flying plane when starting in the editor of course)
yeah, no mods
can't comment on the init fields
usually not empty
if you start in a plane in single player there aren't any problems
on a dedi though
exploding helicopter bug is some 5 years old at this point
oooh, dedi… okido, didn't know about this one
all the special arma bugs emerge in MP/dedi 🤣
dedi especially, I would at least say that MP is quite stable these times :p
What are some good static ships to use for a ship raid mission??
carrier, definitely?
Yes i got the carrier and burke class destroyer, know of any cargo ships or anything?
everything is in the editor really. unfortunately Arma is not really filled with big fregates
so... ace + tanks + 3Den vehicle respawn = broke
anyone have a vehicle respawn script to reccomend?
@trail raven I don't think ace3 + tanks + 3Deden = broke , necessarily. I think they just aren't compatible, ace doesn't handle damage like vanilla arma does. You'll need to design a respawn script based on ace kill events, not arma ones.
"need to design a respawn script based on ace kill events, not arma ones."
I think in this case that means that one's broken.
ace + eden respawn = popcorn
its amazing
dozens upon dozens of insta resapwns...
the combo is broke... each one on its own is fine
@feral gate No, just as i explained ace handles damage differently. Meaning arma doesn't recognize ace kill events nor does ace recognize arma kill events.
It worked until tanks just fine
so tanks added something that the acemod doesnt jive with
Armour simulation + damage was the only thing that changed. Which in fact could effect these mods.
yeah... its just armor vehicles
Only thing that changed in terms of armour rather
Make sure they don't explode when being killed, what is happening is that they are respawning within a short time of each other
In the same or near the same spot
no, its just set for delete
So the explosions of the old vehicle are exploding the new ones
30 second resapwn
What are we talking about? The vehicle respawn module?
That has been broken since it's inception, and it is broken without ACE too.
Wrong.
Just script it. Easy.
The problem with the vehicle respawn module is simple.
ok... im imagining things... but seriously we had no issue with 3den veh resp and ace until tanks
It creates a new vehicle on the wreck.
Thus the new vehicle explodes.
And a third one is created.
Chain reaction.
3D Eden? What do you mean?
the veh resp in eden, Mud
3den is the internal name for the editor.
The respawn module was never exlcusive to 3d eden if that is what you a4e saying
The vehicle respawn module is older than 3den.
Yes
And it has been broken even back then.
Definitely.
Idk, from what I've used of it it worked well enough
Just don't use it and create your own custom solution. kiled eventhandler plus createVehicle. It's all you need.
And don't forget to delete the wreck.
I don't use modules, they're pretty much just for beginner drag drop stuff
And don't spawn the new vehicle ontop of another one.
commy I dont want to argue the finer points of a system that worked just fine previously.... I set them, synched them and my vehicles always respawed just fine until tanks
Obviously.
commy I dont want to argue the finer points of a system that worked just fine previously.
But it didn't.
You're wrong about that.
Commy, seriously, it did.
No it didn't.
ug
Yes, it did. Look at how this debate is going.
Well, explain to me how the flaw I described wasn't a flaw before tanks.
ok... prior to tanks I could synch all my mission vehicles to the respawn module and when they were destroyed or diabled afield, they would respawn on their start location just fine
after tanks, armor goes bonkers on respawn
That's because they respawn on top of another vehicle and collide, take damage and explode. If that happened not before to you, then you were just lucky.
(actually need to launch ArmA to look at it again, brb)
ok, I was lucky... but the original question still stands... can anybody recommend a good vehicle respawn script
No, but I can tell you that it's done quicker than arguing against objective facts in a chat.
Just google "arma vehicle respawn module". I'm sure there're funny videos on youtube from 2013 showing chain explosions.
I used it at release of arma 3, and pre apex release, and post apex release. The exploions occured in all releases. I can concur with commy's observations
Thanks.
Looked at it again, bit confused.
Reviewing what'd been said, Commy was talking about an issue separate (but similar) to what LawnDart was talking about. What was it exactly?
pre tanks.... place all my mission vehicles, synch to 3den veh respawn module... set parameters (delete only, no explosions)
have a veh disabled or destroyed in field... ite would respawn after 30 seconds on the start location
no explosions
Explain
now, same mission... veh gets diabled or destroyed in field... specifically armor), it starts respawning like popcorn
there is delete wreck
and delete with explosion effect
I do not use the explositon effect
just delete
What explosion effect?
look in the 3den options for the vehicle resapwn module
you can just delete the affected vehicle
or delete with explosion effect
i just delte them
But?
but?
Where's the problem.
after 30 seconds ( the time I have set for veh resawpn) ... the vehicle in question resawpns about a dozen copies over and over and over and over
a'la popcorn
in the proper respawn location
but not just one vehicle
dozens and dozens and dozens
over and over
Tried placing dozens of respawn positions to see what would happen?
heh
maybe
really, kind people... I am just looking for advice on a preferred script that people have had luck with
I'm like 99% sure they just collide with some other object in the spawn location.
It's pretty simple to write your own, commy has listed the needed commands to reproduce effects of the module
(done testing without ACE, no issues whatsoever. Shifting to ACE)
ACE is not the problem.
Testing that now.
Not saying ACE is the problem... but for me at least... I cant use the module when ACE is active... the two are incompatible
Yes, there would be no reason to think they are compatible
a works, b works but a + b does not
They handle damage differently
This isnt where I intended to go and I am out of time... sleep calls... later!
Okay.
private _fnc_replicate = {
params ["_wreck"];
private _position = _wreck getVariable "commy_spawnPosition";
private _fnc_replicate = _wreck getVariable "commy_fnc_replicate";
private _vehicle = typeOf _wreck createVehicle [0,0,0];
deleteVehicle _wreck;
_vehicle setPosWorld _position;
_vehicle setVariable ["commy_spawnPosition", _position];
_vehicle setVariable ["commy_fnc_replicate", _fnc_replicate];
_vehicle addEventHandler ["killed", _fnc_replicate];
};
{
_x setVariable ["commy_spawnPosition", getPosWorld _x];
_x setVariable ["commy_fnc_replicate", _fnc_replicate];
_x addEventHandler ["killed", _fnc_replicate];
} forEach [tank1, tank2];
This is the simplest thing I can come up with. Dunno, it's pretty early and can't be arsed to test this.
ill have to read up on how to implement a fnc
It also has the same problem. If there's something on the location, it will chain react.
init.sqf
positions are/were clear
Tanks named tank1, tank2.
yep... that I get
Tested Vehicle Respawn with ACE, no issue either. No idea what the problem is.
did you destroy an armor piece?
They collide with something at their respawn location.
Destroying an armor piece didn't set off the respawn timer
only destroying the tank started the timer and it respawned perfectly fine
The same thing happens with all vehicles, it's just very inconsistent
In my experience with it, it was helicopters and hunters.
heh... love ArmA
ok... gotta go... thanks for the code commy, I will work on implementing
The vehicle respawn module has been broken since it's inception. I said this already, but you somehow refuse to believe it, which is very frustrating.
What is broken about it? Seriously, not seeing an issue with it.
Let's just say LawnDart's issue is separate. What was broken about it before, when LawnDart could use it without an issue?
Same issue.
It's been an issue for a long time, since it's inception. Nothing has changed
It's possible bi doesn't know about it if there is no ticket, thus it never gets a chance to be fixed
The module is just shit. If you look at fn_moduleRespawnVehicle.sqf, the script uses 8x spawn and addmpeventhandler twice.
It's for the trashbin.
Yeesh, yeah no need for over complication. Write your own shiet
I can confirm this happens. After about 30 minutes or so the respawn module fails to respawn new vehicles also.
This is so typical of scheduler scripting. Game gets slow, script's in scheduled show their ugly race conditions and bug out.
Seen this shit for years now.
Always the same core problems.
Aug 5th 2013....assigned to moricky. Was the above problem the same case as we are seeing it now?
There's probably 20 of those on the tracker.
Read last comment, mass closing of these tickets. Could be more since then, maybe. Maybe not. Most people like to complain about their problems and not report them
I have \a3\modules_f\Multiplayer\functions\fn_moduleRespawnVehicle.sqf open and am looking at it, and I have no idea wtf is going on in there.
Tried to test respawn with ACE and RHS but now the tank is literally indestructible. I give up.
Huh, wonder if senses were not so common the night of reviewal
@feral gate Wonder why.
Idfk, but wasn't the Vehicle Respawn. That would have come with notification spam. Wasn't LawnDart's issue either.
RHS hasn't updated to support latest tank changes, so it's expected for the tanks to act abnormally. Everyone was given a heads up and a dev version to make changes with shrug
Can confirm, reading through \a3\modules_f\Multiplayer\functions\fn_moduleRespawnVehicle.sqf was an issue in frustration. I envy a mind that can create such confusion that surprisingly works part of the time.
In some cases it doesn't even respawn stuff at all: https://feedback.bistudio.com/T123940 , and then when you tell them exactly the problem, the cause, and even offer a solution, nothing gets done...
But stay away from it, not worth your time, you deserve better: https://feedback.bistudio.com/search/query/TE.8rf7URd7Z/#R
hey guys, I have a little problem that is driving me crazy, I've made a scenario in the editor and it works fine but when I export it and try to play it in single player it crashes when launching the mission... I've been looking on forums for about three days now but still cant find the answer and I think I've dug myself a hole there... I'm really new to the game and have no scripting experience so I'm absolutely lost and was hoping maybe someone could point me in the right direction
Hastebin a rpt
basically I got an Invade and Annex SP scenario from the workshop and added the Ravage modules on it so I could have a Zombie Invade and Annex mission, I built my base and deleted the original one that came from the workshop mission but now nothing works and there was a ton of script in the original mission so I don't know what to change and what to keep to tidy it up and find out whats making it crash
hastebin a rpt
Im sorry what does that mean? I'm a real noob when it comes to this...
Your rpt is stored underneath your application data folder
WIN +R : %appdata%
Go to local, select arma 3, you'll find a whole bunch of files generated by date ending extension being rpt
Paste that into hastebin.com and click save
Copy the link and send
Ok im in the folder now, do I copy all of them or just the latest one?
this is the latest one
the mission works fine in editor but gives me a "Bad Module Info" error while trying to play it normally, everything else works fine
anyone know of how to make night time actually dark and counter gamma boosting?
Pick a moonless night then it will be pitch black.