#arma3_scenario
1 messages · Page 32 of 1
nah its good found this https://community.bistudio.com/wiki/setAperture even with gamma maxed cant see much
i found 8-15 is good
depending on how bright you want it
I placed the playable units in a plane so when the mission stars we spawn in a plane.
The problem is that when someone reconnects and spawns again, he spawns in the air, not in the plane.
Is there a way I can fix that?
Spawn them on ground at mission start and use a moveInCargo after mission start is probably what I would do.
does anyone use any mods to assist with object placement? namely i'm thinking placing hescos, walls etc. so things snap together to make things easier when building FOBs
You want to write one?
kinda, but seems painful
No, it sounds fun.
I actually expected that to be included in 3DEN. And was confused when I couldn't find the snapping button when I used 3DEN for the first time
You can set the snap grid to the "object size" but it's actually the bounding box size.
You can also set the grid to a custom size with set3DENGrid
Anyone here happen to know how to disable mission ending on tickets reaching 0? my respawnTemplates only has "Tickets" and "MenuPosition" and not the "EndMission" so I don't know why it's still ending the mission when tickets hit 0.
how do i remove the little badge that says "active" when the player steps on a trigger
Badge?
You have something in your onActivation field
That doesn't happen on it's own
hint is the command that displays text like that
Yep. No problem
back to movie makin 😄
Lol
Are end mission modules suitable for TvT multiplayer? I've used them before without issues. Do I need to set trigger owner to stop the opposing sides end modules triggering for each other?
#ip_rights_violations would be better for it. Also no, the fact he isn't active doesn't grant you rights on his creations sorry
Contact him and get a straight answer
@forest pivot In short you can't. Because there is no legal ported Taviana map.
or if his license has expired I think that's 30 years after death... So.. Not likely.
I'll move it to IP
Ive run into a problem using the remove objects module, when running a server on auto init it doesnt remove the map objects. if not in auto init, its fine. is there something i can put in the init of the module. i realize modules are not the best way of doing things. it was just something i was exploring. its easier to use than script for missionmakers.
class Mission { addOns[]= { "missions_ew", "cacharacters2", "ca_modules_functions", "chernarus" }; addOnsAuto[]= { "missions_ew", "cacharacters2", "ca_modules_functions", "chernarus" };
It's possible to just leave blank add-ons for MP mission?
{ addOns[]= { };
addOnsAuto[]= { };```
??
I've got big number of missions, I need some kind of automatize it
Hey guys just wondering is thier a way to make a respawn position unlock on a trigger and be able to start the mission in a vehicle instead of the respawn select screen
What determines what the "Mission" column in the server browser says?
Never been so mad at 3den
Saved composition just in case
delete everything
preview
It saved
try to load composition
It's on mouse click
Not pre positioned
fucking reeeeeeeeeeeeeeeeeee
@gleaming junco if you go to one of the secenario properties, maybe general or multiplayer (can't remember), then there's a drop down menu that lets you set the game type.
Question, I'm having issues with putting a image in a briefing
Image works fine on monitors, screens, ect. But when I insert it into a mission Dairy Record. It won't appear
<img image=\res\Discord.jpeg'/>
Also tried PAA and JPG
@sharp axle what's the dimension? should be a power of 2 iirc
like 256x256
also is it just me or are you missing a '
before \res
damn that is probably the issue >.<
I haven't touched Arma in quite some time and are now trying to make a mission. I am trying to create a base which we start, and I am placing AI guards. How to best make them stand still (and look natural)?
is this disableAI "PATH"; the best way to do this?
if this is a multiplayer mission, then yes
for single player, use https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
Thx
Do you think that db would work the way I'm hosting? Via loading a mission on the host tab in game?
nope sorry
but i can give ya a gameserver
Uhh it might be a bit more than what I need idk
i just load this dope mission up for an hour or two at a time then peace out lmao
?
are you a good coder?
hardly but i've been doing a fugload of stuff lately, basically trial and error
lol same
i kinda want to make small scripts as possible
i get errors but if the shit works then i consider it an accomplisment
i made a roleplay mission file with 35 files
lmao
over 1000 functions xD
you should see how big my ravage mission has gotten with scripts, it was a script heavy mission to start but i've not stopped
xD
And on top of that I'm stupidly working on 3 different versions of it at one time 😦
why use so many files?
xDDDD
60mb mission file because i'm dumb
xD
how did you do that
sound files?
yeah lmao i wanted to do an easter egg with dancing slavs and a radio that thumps hardbass tracks
4 simple songs bloated the thing
xD
dont download em on high quality then
what program you use to code
notepad++
oof
was about to say: "Please dont say notepad++"
lmao
ye
i use Atom
never heard of her
its pretty good
real time collabs
:OOOO
trying to collab lmao
collab?
@signal coral ?
it says atom has a real time collab function
xD
thats nice 😃
trying to do a collab lol
Wooooow. Codeshare is neat. Could use this for #arma3_scripting
No SQF support tho :/
Vote for Codeshare SQF support: https://codeshare.uservoice.com/forums/205006-feedback-feature-requests/suggestions/34106986-sqf-language-support
😄
"Collaborate in real time in Atom" https://teletype.atom.io/ 😀
also was "collabedit" or something like that (no sqf)
oh... and codebunk!
All these collab tools are missing something.
Generally either everyone can write and trash others work. Or only one can write. Or missing language support.
codeshare supports most languages. But everyone can write. And you don't have names to see who writes. And no seperate chat like google docs.
codebunk you need account so that others can also edit and very few languages...
It needs someone to actually write a proper collab code editing thing.
codeshare language support. codebunk's naming people. codebunk's chat.
Being able to configure who can write. Display peoples current cursor.
Maybe I should learn webdev next when I'm done with modelling 😄
can you 👍 your message ^
Nobody likes an overachiever 😝
aand 🤔 this ^ one 😀
to be honest i don't think codeshare is for large scale collaboration
more for something like showing one or two people how to do things
@prime dome I couldnt seem to find any option in the Eden editor to change the mission name in the browser by the way. I've done it before, but I've completely forgotton how.
The multiplayer server browser from the main menu in arma
For some reason its using the mission PBO name
briefingName in Description.ext I believe
click binarize maybe (if you set mission name in the "attributes")
also briefingName in mission.sqm
briefingName seemed to do the trick, cheers
Hey guys, some reason all my mission playables are close to indestructible and I can not find anything to set it to something more realistic. At the moment I can crash a helo and walk away from it or drop 800m and live. Any idea?
you using mods/cheats etc?
mods, mission building. So ace, and stuff like that
difficulty settings reducedDamage maybe... 🤔
but that will not allow you > I can crash a helo and walk away from it or drop 800m and live
drop 800m? I don't think so 😄
yes ^ 😀
so anyway, usual process is: remove every addon and mod, add them little by little, and grab which one is a pain
remove Ace, try it?
Hey guys. Looking for some thoughts. I'm building MP missions for my milsim unit's public server, the idea being that the mission is self sufficient to provide at least 24hrs game play. Tasks are generated automatically in a random sequence, randomly located in a progression of settlements to focus game play and prevent lone wolf type action. We have previously used ALIVE to drive AI actions but have grown less fond of it and are looking elsewhere. I'm looking at DAC and think it has potential although the group limits are much lower than Alive due to the lack of full virtualisation.
check your Steam cache maybe. normal soldier: drop of 800m = ded @languid wing
Anyone got any ideas about populating a full map with enemy in a way that is immersive and makes sense?
@cinder holly hence why I am asking. I mean, would save the medics some time but 😂
I suppose so yeah ^^
ok, start the Vanilla game, try, if it's still effed up check your Steam cache
also disable cheats 👀 😄
cheats I wish, my KD in a lot of things would be much better...... By steam cache what do you mean?
Like I said, its for a mission I am building and every slot has the same issue
does it happen only for this mission or every mission you create?
Checked now, for every mission
sooo it's not your mission, there's something wrong somewhere. try without addons at all
there must be something in there that has a "debug" to true or whatever, making you invincible
ShackTac interface maybe? IDK it but maybe there is a debug menu from a mod or something
OK so vanilla and new mission with loaded mods die on crash, hit a pole with the art rotor and got damaged. All normal. SO it is in the mission file. ShackTac as far as I know can not change playable damage values
Ctrl+F allowDamage in the sqm maybe
mhm. you have player allowDamage true or something set somewhere
either in sqm or init.sqf
(or maybe even somewhere else...)
Can't seem to find it. Going to do the tedious thing of rebuilding and testing after every placement and script
Any seasoned creators mind spending a moment with me in voice chat re respawns?
I am trying to add a picture to a rugged screen ingame
How to do this? I have placed the image in a folder called textures inside the mission folder. Then I place this inside the textures field for the object "textures\intel_1.jpg"
However it cannot find it
What am I doing wrong?
The pic should be 2^n / 2^o, like 1024x512, 256x256, etc @onyx reef
I am still stuck with the same issue. Could someone please help me?
1920x960 wouldn't work right?
nope.
Well that might be it then
2 to the power of something
Ill try to change it to 1024x512
128, 256, 512, 1024, 2048 or 4096 top
be wary that you may have to restart the game
Well I fixed it
.jpg should work yes.
(restart the game or change the file name)
^ this is because it loaded the file in memory, so changing the file will not trigger a re-read
The field in the rugged screen takes the path like this textures\intel_1.jpg and not like this "textures\intel_1.jpg"
Thanks for the help
Does indeed
What disableAI to use for preventing autoattacking enemies?
Nvm
I will just use do not attack until getting shot
New question then
I wish for my bar gate to start open
How to achieve this?
there is an open bar gate already
or animate it
is it possible to overwrite a players identity and name with cfgidentity which will show up when inspecting with ace medical?
I am having trouble with getting the landing ramp of fow_usmc_lcvp to lower at a Unload Transport marker
@onyx reef did you come right with the image?
For your bar gate place a closed one and drop the following in the init. Not my code but works damn well. Automatically opens and closes. Can just set the entities you want it to react to.
_nul = [this] SPAWN {while {true} do {
waitUntil {sleep 1; count ((getposATL (_this select 0)) nearEntities [["Car"],30]) > 0};
(_this select 0) animate ["Door_1_rot", 1];
waitUntil {sleep 1; count ((getposATL (_this select 0)) nearEntities [["Car"],30]) == 0};
(_this select 0) animate ["Door_1_rot", 0];
};
};
I did
Now I have a question - Creating slideshows and it works, but just for me. If someone else goes up to the remote he can activate the slideshow and then see it but then it disappears for everyone else. How do I set it that it is always there and a single person affects/can change it globally for everyone
Everything is working perfectly
Nice one
Has anyone got tips for making coop missions with 60 players?
be sure to use the dynamic simulation to avoid a CPU overload about AI, I'd say
@cinder holly Is there any difference to using that than a caching script? other than one being base game arma.
the one in arma is in engine and thus faster than a script
And it can do stuff that a script can't do
Ok, I'll look into using that more.
is the one in arma actually better? does it handle weapons and dropped objects?
vanilla dynamic sim has had some bugs in the past that have prevented me from actually using it in MP
don't know where it stands now, but i know one of the bugs was fixed
I've usually found the caching system in the F3 mission making framework to be more reliable and it had slightly more features
don't know the current situation though
I converted all of the TaskType icons to be the correct size and layout for the holdAction GUI. Ex:
https://i.imgur.com/ry9uH4C.png
You can download all the files here:
https://github.com/Kalthramis/Arma3/tree/master/holdAction-TaskType-Icons
any tips for mechanized arms coops? like two tanks + 12 infantry players
how do i balance, or i shouldn't care about balancing and just let them roleplay the mission
Ensure that OPFOR can seriously compete against the two tanks and that the infantry have a valid purposes, including building clearing and optionally an anti-air attachment.
i actually overuse infantry with rpg in cities when doing those types of coops but tankers usually complain that they are too much
i tried to make a balanced playable map on beketov but it's just impossible
tanks just overpower everything there and AI from tanks is really bad, i just could spam enemy atgm and ifv with atgm but that's just frustrating
any ideas?
im having trouble with assignTeam in multiplayer. i have a squad full of playable units, intended to be used as backup characters if the player dies. the wiki says "The command requires player to be fully initialised", but i want multiple squads like this, all led by players, so i cant just set the sl to player
you could make the tankers hold at the edge of town and suppress until the infantry clears out AT, then move in. then reinforce OPFOR with IFVs and attack choppers to send them scrambling
Your question is unintelligible to me, Mr. Prophet.
where did i lose you?
so the intended result is four players each lead one squad, and if they die, they switch to the next unit in the squad. i have this working, but assignTeam doesnt do anything. there can only be one unit set to 'player', so that wont work here. all blu units need to be set to 'playable'
Are you looking for this? https://community.bistudio.com/wiki/selectPlayer
Because assignTeam just assigns a fire team.
no, the unit switching already works using respawn in the description.ext. i want to divide the squads into fireteams for the players so they dont have to do it themselves
For what purpose.
convenience. my players are new, and the order of the units is all messed up because i had to change it so you switch into the next highest ranked unit. so red team should be units 2, 4, 7, and 8, and on weapons squad its gonna be different. ill never remember that
Have you tried
this assignTeam "RED";
into the initbox?
yeah, nothing happens
this spawn {_this assignTeam "RED"};
?
No.
0 = this spawn {_this assignTeam "RED"};
It's just the editor being bugged.
0 = fixes that.
Push it to the next frame.
spawn puts the code into memory instead of executing it.
The scheduler then later walks over the code in memory and runs it.
Happens at least one frame later.
It's just another race condition in a poorly programmed game.
You're welcome.
yeah, thanks
The comment on the wiki "The command requires player to be fully initialised" is bunk.
Probably someone that encountered the race condition and had no idea what happens, and then guessed poorly after getting it to work by trying random things.
can't have run conditions if nothing runs in parallel taps forehead
Can't have run conditions if nothing runs.
http://i.imgur.com/K0KPgis.jpg
Anyone able to connect to my server for a second or two so I can test two things? much love
trying to use {_x disableAi "ANIM"} foreach allunits;
but units that are already moving (running, crawling) will keep running in same anim
oh wasn't aware of that, seems to work for my purposes
enjoy!
{
_x disableAI "move";
} forEach (allUnits - allPlayers);
@trim edge Just ensures that your only target is AI.
If you make Independent friendly to all and then stuck an ungrouped Independent soldier in a tank with two BLUFOR, which slot would the IND have to sit in for OPFOR AI to not to shoot the tank? Would it not work at all?
Can't test this now, but I figure it might be useful for starting a mission with passengers in an APC 'in danger' without actually risking Total Party Kill at the start of the mission for instance.
The vehicles takes the side of the highest ranking unit inside, the effectiveCommander.
on the one server i play they have vehicles at base and u have to scroll over them and then u can hit activate then it looks like they fall a tiny bit and are enterable does that save performance?
Yes, the vehicles - before you activate them - have their simulation disabled. They're completely immobile, don't do anything, and probably don't register damage either.
hmm... 🤔 sounds like they had a good idea 😄
they also have a respawn at base scroll wich is pretty neat
but they dont have a script to deactivate them would it be possible or is it not possible to put it back on no simulation?
for normal it should be right? but its arma
It is possible to make a script to deactivate their simulation, yes.
Problem is that would be bad for actual gameplay, and so there isn't one.
why bad for gameplay?
Vehicles can't just be driven somewhere and made invincible when they're disabled or just being left somewhere. Once in the actual area of operations - rather than at the no-combat base - every vehicle has to be destroyable at all times.
i see your point people would use it as driveable wall
just place it somewhere good deactivate it and hide behind it untill all is cleared
also if someone disables and enables it it would be repaired or does it just not get more dmg but stays at the old dmg?
Disabling simulation stops anything from changing.
alright
so any has an idea of what is the best caching system nowadays for arma 3?
do people use zbe caching or something else? do dynamic simulation suffices?
Dynamic simulation may suffice depending on what you do. It doesn't allow execution of waypoints while cached though
The F3 framework's system is what I've used mostly
im mostly worried of CPS issues building up from so many groups with spawn scripts checking if they should be cached or not
I had that issue with zbe caching sometimes in my coops
Also, now triggers are performance friendly in large coops? I should use the server only option if im just running server side scripts?
but last time i checked triggers were local to every machine
like it created a trigger for every client and then the server multiplied that
it's still like that or the server only trigger solves that?
sorry if im too stubborn about it but sometimes it isn't that simple about how locality is handled
@brazen sleet by default yes, but they added a "server only" option a couple of years ago
So if you're running server side scripts or whatever then tick the server only box
oh okay, thanks, i was asking because i used to make missions for arma 2 and i'm trying to get on with the new stuff
Ah
Triggers keep checking their condition even after the condition is true though, so I add a deleteVehicle thisTrigger at the end
I have a specific mod, Enhanced Movement, that I would like to disable during certain missions in multiplayer. Anyone know what I need to do to achieve this?
Ask the author how to do it.
Either you remove the pbo, or you need a 100% mod specific way to disable it, or you can't disable it at all.
Interesting, thank you.
Is there a way to make AI avoid certain small areas? I am working on some scripts which are placing triggers around the map which are basically traps for players. The issue is, the AI constantly walk into them.
there is a zone restriction module but i haven't ever used it, so not sure if it is what you want
Zone Restriction is focused on the player. It's almost entirely broken to my knowledge, besides.
ah
well in that case, maybe you could set up the triggers so that they are only activated by players?
I encountered issues if the player got in a vehicle, but that was back in A2
(with ZORA)
Nah, the nature of the traps are they activate if anything enters. I still want them to trigger if AI walks into them, I would prefer the ai to not constantly walk into them
why is the AI walking into them, though? waypoints or on their own
Path finding in general
I do randomly generate the positions of those traps and they sometimes are at roads or near roads or allay ways. General paths any AI would use
any one knows tips for night stealth missions?
i just can't get a good AI detection value for spotdistance and spottime
they either spot you at 300m or are completely unaware of you walking to the side of them
Hi every one
First Sorry for my english (I'm persian)
I wanna make no firing zone that work with triger and in triger area
Any one can help me?
@lament juniper
I have this one: https://gist.github.com/commy2/351c1262933016ce313e0c74be89480a
Put it into initPlayerLocal.sqf, If you don't have that file, just create one.
Then in the mission name a marker safezone.
@novel rune thanks i will check it soon
anyone knows a revive system that works in pvp?
vanilla one works fine
its free, without sms and registration, worldwide, no addons needed 👌
it's free
🤔
taps head
yes revive was added with apex afaik and its free 😀
You hurt me sldt1ck. Bastard.
😔
ok serious question, "Dynamic groups" do not have any respawn options (like in End Game mode) just group management, right ? I mean that respawn options is end game exclusive ?
(is dynamic groups a Description.ext parameter btw? 👀)
Thanks
probably that respawn option is built in feature for the end game mode missions... only
What is the said respawn?
fixed with couple EH's and BIS_fnc_addRespawnPosition 👌
Hi again
Any one know how to encript sqf files that start with "call compile{" ?
This metod change string to number
That can use in mission but not readable by human
I wanna find this metod to use it and encript my sqf's
...whyyyyyyyyy?
^ +1
@lament juniper
@cinder holly
Because some one steal my missions and say they made em
So i wanna encrypt the main script that call other one's
😬
your "best" shot at it would be to put all your scripts in the mission.sqm and binarize it 👀
no but seriously this is at the same level as "encrypting" a webpage; in the end you can always get the content, because the game itself needs to open it to interpret it
You cannot protect your mission that way. People can still just copy them. And if they are willing to put 10 minutes of effort into it they can just decrypt the script within seconds (with the method you proposed)
if he steals and republishes your mission, put a copyright claim on Steam
if he just claims among your friends, "deal with it" and tell him to f-off
There are a couple solutions that are supposed to prevent people from unpacking the pbo or reading the scripts. But you just can't reliably protect a mission because Arma has to be able to read it. And at that point a human can also read it
@lament juniper
I feel like trying to lock up scripts hat you have made is counter productive for the community.
And that's very much not liked around here. Especially by all the people in this discord that are here to help people learn.
If you want to learn about that go to a Life forum. They know such stuff very well. Which is also why Life people are generally not liked that much here.
I appreciate the irony of asking for help with trying to prevent other people accessing content though. That’s pretty funny.
Well, one can understand it is no joy to see his work getting taken away and rebranded without safety, let alone punishment.
Unfortunately, Intellectual Property of virtual items is a far-too-often forgotten value
@lament juniper I recommend you to go towards #ip_rights_violations and see what you can do with people there
Hello there, I could use some feedback on a COOP mission I made. Anyone willing for a playthrough? Cheers
Do the virtual entity Zeus units also need a game master module or do they just work?
Like B_Soldier_VR_F?
@warped moon yes, just give them a variable name like Bob then set the game master own field to Bob
And make sure the virtual entity is set to playable
I think the question was that if you need a zeus module for the units to work on their own, if that is the case then no
Do you mean being able to access the Zeus menu without the game master module? @mudnut#8357
@nocturne leaf No, re read what I said. For the unit, as in a playable or non playable unit to function (work) on it's own without the need for zeus
@mudnut#8357 oooooh, ok I understand it now lol
I was just asking if you also need a GM for the virtual entity way of doing zeus, I've done zeus linked to a normal slot plenty times before
but yeah, sorted it a while ago
Hey fellas, does anyone here know how to make a good loadout box. Now what I mean by this is something like in Project Reality or Squad. I want to make it easier for my unit to change loadouts in the persistent campaign we have.
Basically what I am trying to do is take my VA loadouts and make the accessible by selecting them at a box. The reason I don't want Virtual Arsenal, even if its only with a few items in is because certain people have a tendency to abuse it.
If anyone knows a good mod/script/tutorial I'd appreciate it. Thanks!
Go into VA. Press the Export button at the bottom right. There you have a script. Then use addAction to add a action to the box that gives you the loadout
But in the end that's not really different from a arsenal with a whitelist.
yeah you can take unlimited amount of ammo from the arsenal. But you could also execute the loadout script, dump everything onto the ground, execute it again. And essentially get unlimited items
The problem I have with the arsenal is not the infinite amount of items, its just the fact that with a whitelisted Arsenal people can load their saved loadouts and some do abuse this to load in certain gear
I also have a problem when people respawn, they respawn with what they died with rather than the original starting gear, any way to change this?
ACE mod should have a module that you can use to have people respawn with the gear they died with. If you don't have ACE you could build that yourself.
basically you use a eventhandler that fires when the player dies and stores his inventory. Then a eventhandler when the player respawns that restores his inventory
Yeah I have ACE and I want to disable that feature, I want them to use their starting gear and act more as a "reinforcement" rather than just a respawn
I wanted to tell you to google for it.. But most scripts that you quickly find are either outdated or crap..
Ohh I missread that then
Do you want the same loadout for everyone?
Go to arsenal. Make the loadout and use the export button. Then create a onPlayerRespawn.sqf file next to your mission.sqm.
paste params ["_varname"] into the first line and the loadout script after it.
I don't know what variable name the vanilla arsenal uses. You'll have to replace _varname by what the loadout script uses
Yeah I just found some stuff online along with what you posted, thanks!
its just the fact that with a whitelisted Arsenal people can load their saved loadouts crappy bug in vanilla arsenal.
If your mission uses ACE anyway, use the ACE arsenal. it doesn't have that problem
Yeah, I was hopping to add like a box where you can scroll and select Machinegunner for example and it applies the loadout to you
you can use example 2 to execute a script file. And just put the exported script from arsenal in there
but again. Don't know what variable name the arsenal export uses. You might have to replace that
A3_Characters_F_Axiom_Headgear - this is the name of a mod or something in a mod i think, i am making a mission and my computer glitched and deleted my preset for my mission, i dont know what mod it belongs to and its the only one im missing now, could anyone help identify it? - thanks
is anyone able to help?
@whole pilot Cross-posting is bad.
delete one or the other anyway, much less likely to get moderator punishment that way.
Anyway, not many people would be able to help you with a mod-based filename. A better thing to do would be to just search through every mod folder you have on your computer for it and find the mod that way.
the thing is i deleted some mods before i realized that had happened
@whole pilot it is from Arma 3 Aegis mod
^oo, not many right there
thanks
ill check it
okay so sorry to cover it up but i have that mod enabled and it still says its missing
jansen mind if i PM you about this?
If its not from there then i cant help
I had a mod conflict issue like this once @whole pilot, and someone suggested to me to go through the mission.sqm and delete the specific mod-demands.
I don't know how exactly that would work because it was a JSRS issue and JSRS has another method, but it's worth looking into.
gotcha
Is anyone aware of a line of code i could put into my description.ext for example that looks for say personalarsenal.pbo and kicks the player if its present. I dont want to restrict all mods just specific ones. Cheers.
Pretty sure https://community.bistudio.com/wiki/ArmA:_Addon_Signatures is related to that, Jansen
https://forums.bohemia.net/forums/topic/181586-how-do-i-restrict-mods-in-my-dedicated-server/
i put a screenshot in the screenshot chat if youd like to look at it
Sorta but i used to have a script that was like - if personalarsenal.pbo then failmission
And itd show the player with the mod the mission failed screen instead of letting them play
i guess ill restart even though i put so much time into it, can someone tell me how you delete missions ive rtried to make
Let me rephrase my question. How can i make it so that the misdion failed screen appears for a player and prevents them from loading past the lobby if they have a certain pbo/mod activated?
probably check if some variable is null in their client
if it isn't null, then the mod is activated
some mods use global variables to check some things, see if you can pick some of those
you can also read the cfgpatches and see if the mod is loaded
i think...
CfgPatches would be the way to go
i have no idea what that means
@whole pilot if anyone replied with some help i would delete the other one That is not how violating #rules works.
@summer latch if they have a mod that's not whitelisted by the server, they won't be able to join anyway
Nah the premise is therent isnt any mod whitelisting
as by default we have no mods and allow any
but would like to disallow certain ones
hmm. Why not just allow certain mods, in that case? I'm not aware of any method that lets a script check which addons are loaded.
isClass configFile >> "CfgPatches" >> "ace_main" -> is ACE loaded?
ah, interesting.
So i'm making my first mission got everything but a zeus role ready. How does one go about adding a zeus role?
https://community.bistudio.com/wiki/Curator is a good start 😉
Got it thank you though!
Just be aware than anyone with the knowledge can unpack pbos from a mod you check for and change the CfgPatch, thus defeating your checks
They can't if you habe bisigns enabled
then they won't enter with any mod unless the server has kays for them (all of them) I think
Are there any scripts for ACE aresenal restrictions? (ie restricting certain class names / weapons, etc)
Well. The ACE arsenal itself can do that
I've got a question. Is it possible to make a vehicle gunner fire in a certain direction with unitCapture and unitCaptureFiring?
@wheat kiln A) Don't cross post. B) Is your unit not turning in the direction it was captured in?
A) Sorry. I won't in future.
B) To give a bit of context, the unit in question is a main gunner of a ship. The gun fires, but not in the desired direction - it just fires straight off the bow, not at an angle like I recorded it. Here is my script:
[gun2, wp5] spawn BIS_fnc_Unitplayfiring;
wp5 = <movement data> ;
[gun2, wp5] spawn BIS_fnc_Unitplay;```
With gun2 being the name of the ship.
To summarise, the problem basically is the gunner won't turn his gun as in the unitCapture recording.
performance-wise, is deleting/recreating out-of-view simpleObjects worth it? Like "if the player is out of the city then delete simpleObjects in it"
C:\Users\<username>\AppData\Local\Arma 3\SteamMissionsCache
answer to a now deleted question about Steam mission cache 🙂
or after mission was played, in one of the directories:
C:\Users\<Windows profile name>\Documents\Arma 3\Saved\steam\mission_name
C:\Users\<Windows profile name>\Documents\Arma 3 - Other Profiles\<Arma 3 profile name>\Saved\steam\mission_name
😬
is deleting/recreating out-of-view simpleObjects worth it?
afaik no 😀
Saved\Steam is only the saves
and that's what I think about simpleObjects, but I am not "100%" sure
I plan to populate houses with furniture, and I wonder if it's better to clear where there are no players around
nigel did some experiments in that direction, maybe he knows the truth (deleting/recreating stuff) 😀
@balmy jasper ← this one? let's tag him 😄
that one ^
iirc nigel did say it made a difference
@cinder holly yeah I already found it out myself but I found it in a different folder...
C:\Program Files (x86)\Steam\userdata\STEAMID\ugc\referenced\440575616537413628
hm, funny
I'll check
C:\Program Files (x86)\Steam\userdata<steamId?>\107410\remote , but these are my uploaded ones
I
Deleting out of view units and vehicles is 100% worth it. I never tried simple objects. But since they don't move, no physx etc. That's where most of the performance goes for vehicles.
Deleting simple objects is mostly likely not worth it
But then again houses with furniture, sounds like a lot.
I'd make a script similar to tpw
TPW has a script that gives houses furniture if ur close to them
Also houses should not be simple objects, cuz u wanna open doors
When u have 100s of houses. Ur gonna wanna optimize the routine of checking if it's close for uncaching. Cuz checking 100s of things is gonna take time and it might end up being quite expensive.
Cluster the things u wanna cache. And cache it all.
I didn't use simple objects but 10k objects and around 500 ai, disabling simulation for all of those, out of view, clientside I went from 13 to 40 fps.(altis)
Simple objects will work like map objects, hiding and disabling those out of view won't do much if anything.
Ok then (I populate terrain houses w/ about 20 simple objects each)
I will check and see if it's worth it
If I want to "cache" AI units, would it be enough to just hide their model and disable their AI and simulation or do I need to completly delete them for an effect?
Hide and disable has less effect. Delete for max effect
hmm... then I need to find a way to save them smh after deleting them...
track them in an array or namespace.
Hi
how can i decript this cod?
_Decrypt = {_Key='t7cckr';_DecryptMe = _this;_counter = 0;_Array = toArray(_Key);for '_i' from 0 to (count(_decryptme)-1) do {if(_counter > (count(_Array)-1)) then {_counter = 0;};_var = (_decryptme select _i) / (_Array select _counter);_decryptme set[_i,_var];_counter = _counter + 1;};toString(_decryptme);};call compile([1508,550,10395,10098,3424,4560,4640,1815,10395,11385,8881,11514,13224,6490,9999,11286,4387,3648,4408,2090,3168,3960,11984,12312,11252,6655,9999,11286,3424,3762,7076,1760,11088,10692,10379,13794,11716,6270,4059,4059,3424,13224,12064,5555,10890,3168,13161,13566,11252,5775,11484,8415,11770,13224,12180,5940,3168,12177,11984,12312,11252,6655,9999,11286,3424,6954,7076,1760,11088,10692,10379,13794,11716,6270,12375,5841,13375,6726,3712,715,990,1287,1070,11514,12760,5335,9702,10692,10807,13110,11252,6490,10395,10890,11021,3648,10556,5610,9603,10692,12305,11514,5104,1760,10098,9603,11556,13110,11716,5115,5841,1287,1070,1482,1160,715,990,10395,10914,3648,12064,5335,11385,7227,11770,13224,11716,6270,10098,9603,10593,11514,3712,6380,10296,
With the decrypt function which was used to encrypt it.
so do you know wich fun. used here?
Nope, no clue.
None
That is a local function
Doesn't even use private, garbage
Make ur own from scratch ur better off
Don't encrypt your code at all..
@west silo the decryption function is right there
Pointless performance loss or extra loading time
tell the guy that made that encrypted script to kill himself please.
It's garbage
@sinful rampart 😄
Whoever made that can't code for shit or is stupid
And then decrypt all his stuff and open source it on github
@lament juniper send me that whole script. What you sent above is not complete
no you don't
lol
why?
because you have it already
but i dont think have
you don't need to send me a friend request to message me
ok
{
if ((!isServer) && (player != player)) then {waitUntil {player == player};};
enablesaving [false, false];
if hasInterface then {
[] execVM "scripts\f_drawAO.sqf";
};
t1d = false;
t2d = false;
null = [] execVM "intro.sqf";
player addEventHandler ["Fired",{ if (_this select 1 != "THROW" && _this select 1 != "PUT") then {_this execVM "fs.sqf"};}];
if (isServer) then {
radm = false; publicVariable "radm";
[] execVM "\copy\version.sqf";
};
sleep 60;
if (!radm) then {
titleText ["", "BLACK OUT"];
disableUserInput true;
titleText ["", "BLACK IN"];
disableUserInput false;
failMission "end1";
};
}
i had send it
laaaame
I used my eyes to read and a tiny bit of logical thinking
There is a function right at the start. Called _Decrypt What the hell do you think that does?
i cant find the fun.
actuly i found some but i had never decrypt or encript any sqf
Dedman was that code u posted the result
ye
_Decrypt = {
_Key='t7cckr';
_DecryptMe = _this;
_counter = 0;
_Array = toArray(_Key);
for '_i' from 0 to (count(_decryptme)-1) do {
if(_counter > (count(_Array)-1)) then {_counter = 0;};
_var = (_decryptme select _i) / (_Array select _counter);
_decryptme set[_i,_var];
_counter = _counter + 1;
};
toString(_decryptme);
};
call compile ([<encrypted gibberish>] call _Decrypt);
That is the script you sent me.. Come on it isn't that hard
You can guess 0 times what [<encrypted gibberish>] call _Decrypt does. KTHXBYE
seriously?
@balmy jasper dedmen*
Before you go and try decrypting and taking other peoples scripts. You maybe should learn the basics yourself first.
Not his fault he encrypted it
i dont need them i just wanna know about encripting and decripting
ISAR baby steps
No you don't want to know about encrypting
Encrypting is worthless in arma
Also go to collage major in encryption
Boom
Unless ur encrypting people's names and passwords. Encryption in a mod or Arma in general is pointless
Just don't do it
encrypting just prevents the noobs from reading and learning from it. The guys that need stuff to learn from the most.
Dedmen nails it
Seriously, if you going to write a crappy decryption function, at least make it 1% less crappy by having the server send the key or something rather than embed it (not that it would matter anyway)...
First decrypting other peoples code (totally not trying to steal anything! I promise) and now wanting to hide his own code..
I don't get such people
😂 👌
Wow, just went afk for a few minutes and now it turned from someone wanting help to insults
@sinful rampart who u think u are ?
Someone who absolutely hates people thinking they need to hide their stuff from everyone and never give anything back to the community
How do they learn in first place?
If everyone was like that we'd still be banging rocks in caves. They are neanderthal s
@sinful rampart i think you are a american only the yankes like you
😂
You're thinking wrong then.
@sinful rampartno i dont
@lament juniper dedmen has made invaluble contributions to the community and helped hundreds directly and thousands indirectly. Dedmen and people like him are what make the Arma community great
Also don't forget I just helped you. And now I find out that you are trying to not have to give anything back to the community
Thanks dedmen <3
@balmy jasper that is not important for me
I asked a questoin
But you try to mock me
I'm just saying encryption has no real benefits. Invest in faster code and more important things
Your question was like "Hey guys can you help me open this lock?"
After we were done you were like "haha! No I can go an open everyones lock and break into their houses"
You should expect to be mocked...
Ok
I think we cant understand other one
Im weak at english so if i sad any thing that upset u
Forgive me
Yeah I agree. It was my fault. I should have looked up your message history and should've seen that you are just trying to encrypt your missions so that others cannot read them and should've decided not to help in the first place.
I'm done here now. Have fun with your encrypted stuff
Hey guys I am wondering if anyone's made an insurgency mission using vanilla (no alive) that has a working intel cache system, and be willing to let me take a squiz so I can see how it works
I think BMR insurgency can do that. And I think that's vanilla too
Yeah I rooting around the files for that rn, but I cant find the scripts that correlate to the intel system
I think encrypting not the true way to protect my missions , how can I protect em , some people take my missions and use em in them craced dedicate server
also there was vanilla insurgency missions by DAP (i remember first one was in a3 alpha times and it was ported from a2), just google "insurgency by DAP Arma 3" @charred meteor
@lament juniper move all your serverside code into a serverside mod that no one can access. Then the mission can only run on your server.
can i put some scripts on server that mission need em to protect?
That is exactly what I just said..
@sinful rampart this is great I will do this thanks man
@sinful rampart i just typing ... hahaha
😘
Wow, just wow.....
Why would they even encrypt their sqf code XD
Didn't I already tell you that encrypting is useless?
And it won't prevent anyone from copying your mission
but noobs cant find the metod as i cant some times ago
@sinful rampart I wanna work on encrypting metod that use a mod on server and editors can use the functions of that mod so any player cant get the functions but the mission will be run on server as you say "move all your serverside code into a serverside mod that no one can access. Then the mission can only run on your server." i will do but with an other way for all missions
@sinful rampart @lament juniper Holy! This went from acceptance to insults and back rather quickly! But i still think ISAR doesnt get what you just said 🙄 😁
well acceptance isnt the right word for this but... I guess you guys know what i mean.
@obsidian fossil I know what he said but i wanna try an other way
I gotta say: I think you wont find anything better then @sinful rampart ´s idea. But yea sure... carry on 😉
Than? Then? Grammar. Shit.
than/then is currently top topic in this discord
maybe we should pin a message explaining the difference 😄
just tested couple missions with unlocked server exe... hory shet, difference is really noticeable...
the lowest fps was about this much > https://gyazo.com/3cbb7f986fbb8c947d5f5638245badc7
with less action > https://gyazo.com/43f30cddaade8c7856f5ac7b0a1455e9
and without action was some crazy numbers, everything feels smoother 👍
what is unlocked server exe ?
Side project by me. Server has FPS lock to 50. My thing removes the lock
ask Dedmen 😀
theoretically faster scheduled script execution and faster AI reactions
I'm currently running locked version and the AI is already overkill 😄 But our mission today ended with server at 0 fps soooo 😄
lol
Just got a question, Ive been using the DisableAI "path" command however I was told it causes alot of errors on servers when its used...
I dont entirely believe this though, can anyone confirm this??
Hey guys does anyone have experience with Jboys MoveNearObjects script? https://forums.bohemia.net/forums/topic/190743-release-jboy-move-collection-of-objects-script/ I am having trouble figuring out how to get it to move"randomly" on differnet locations.
to clarify I am having trouble figuring out to make the "array" work so that the object will move to one of the array thingys one mission start
Or if anyone knows some good scripts that allow me to do the same thing. (Essentially I want to have 8 ammo caches spawn in different places each playthourgh, that players need to hunt down and destroy)
A workaround without that script thing:
Place and customise many ammo caches, see if the cache parts and defenders all delete if grouped in a layer and the layer is deleted, and place a trigger for each individual cache; the trigger needs to have a chance to spawn or not and to auto-activate (the activation deleting the cache's layer). Include a Task Module with the Cache to mark it's position and presence.
If you can group everything in a layer and they delete along with that layer, that'd probably work.
Cheers Ill give it a try
@vapid rivet haven't heard of that issue, we use it frequently in our missions
okay maybe not frequently but enough to have seen any problems
Ok good just trying to clarify, had someone in my community say it causes "so many issues" but i call bullshit.
Thanks @prime dome
they probably didn't know how to use it XD
Hey, is there an easier way to create artifical unit group + size markers? (Like the Icon for infantry and then one of the size symbols from https://en.wikipedia.org/wiki/Troop ontop) ?
I know BIS used them during their tac-ops and tank dlc campaigns so I assume they have a function that they use to create those...
Maybe one of you knows that function and could tell me its name. 😃
Can't remember exactly where. But it is used by the Orbat module. If you use the ingame config viewer somewhere there should be the various options, including size and unit type for orbat groups. Each of those configs should have a 'texture' something property which specifies a string. You should be able to pass that to setMarkerType directly.
i want to be able to wear Opfor uniforms as blufor but i can't it is possible to do this?
Yes. With a mod.
@vapid cloak https://community.bistudio.com/wiki/forceAddUniform
but if you drop it, you won't be able to wear it anymore
i found a way
u no de wey 😄
be civilian with blufor gear and kill opfor and then you will able to take the uniform
just tested this
but they won't shoot at you. you can walk to them and they won't do anything, unless you are a renegade (enemy of all sides)
Anybody know any mods that quickly allows you to put entities into an animation without having to script it?
True
Hey guys just wondering is there something I can place in an objects int line where it will spawn slightly above where it spawns. (I am using random start on markers in editor, but sometimes the object spawns in the floor of a house, just wondering if theres a way so when it spawns it will spawn a little higher and not be stuck in the floor.
if (isServer) then
{
_posATL = getPosATL this;
_posATL set [2, (_posATL select 2) + random 5 /* random here*/];
this setPosATL _pos;
};
@charred meteor
replace random 5 with the height you want (in meters)
okay sweet and this just goes in the init of the object
yass
you're all set 😄
that or
if (isServer) then {
[this, random 5] call BIS_fnc_setHeight;
};
too
even better:
if (isServer) then { [random 5] call BIS_fnc_setHeight; };
hehehe
https://community.bistudio.com/wiki/BIS_fnc_setHeight
does "if (isServer)" mean it will only run with ran on a server?
yes, else every connecting player will execute the script
server = dedicated or player hosted
👍
Hey guys I am wondering if there a way to make EOS persistent, as in marker progress is kept green after restart?
@charred meteor profileNamespace probably
Okay so after a while of doing things, I came up with 5 different ways to do the thing but none are the thing I want it to be. Well that was confusing.
Anyhow, anyone here knows how to set it up, so that I can use a crate, as a way to get a loadout. So basically allow it in game, for a person to approach a crate, scroll, and simply select "Explosive Specialist" and then they get the full Explosive Specialist loadout? I'm trying to do this for my ALiVE Persistent Mission
if you use ace, then use their arsenal, have this functionality included
Otherwise i guess it would just be to make an action that calls a loadout file. Have used that in passed but now we just use ACE arsenal, much more dynamic
I haven't used ACE arsenal much as ORBAT uses the VA and I use ORBAT to create factions
is it possible to move loadouts from the VA to ACE arsenal and how do I go about making these loadouts accessible by players
is it possible to move loadouts from the VA to ACE arsenal
Yes:
https://ace3mod.com/wiki/feature/arsenal.html#121-importing-loadouts-from-virtual-arsenal
and how do I go about making these loadouts accessible by players
Use default loadouts:
https://ace3mod.com/wiki/framework/arsenal-framework.html#4-default-loadouts
Ah okay, so how do the players access these Default Loadouts whilst in the game?
same as they do for their own loadouts, there's a different tab
there's 3 tabs for loadouts:
"My loadout" loadouts saved to your profile
"Default loadouts" loadouts saved in the mission
"Public loadouts" loadouts shared by others
Okay so I would just put down an ACE arsenal object and make the loadouts that I want default loadouts
is there a way however to blacklist Public/My loadouts, and make them not able to select their own weapons/gear since we had a problem with this before
I know, I'm just bad at expressing myself
if the arsenal is whitelisted / blacklisted you won't have that issue
you can't load items that aren't available in ACE Arsenal
So kind of like selecting specific items to be available in the VA arsenal
no, because you can load items that aren't available in VA arsenal
also you can't load partial loadouts
in ACE Arsenal you can
We've managed to create a script that removes the export/import/load/save options out of the VA arsenal, that is the same thing I want to do for the ACE arsenal, if it makes sense. The only option I want available is for them to load in default loadouts that are determined in 3den
importing is disabled in MP in ACE Arsenal, and it also should be the case in VA
Well that scratches one thing of the list then, what about people loading up their own loadouts that they have saved in ACE arsenal
well, they can't load items they don't have access to, should be fine
Suppose best way would be testing as usual, and figuring it out from there. I know I'm a bit of a pain in the ass with these questions as ACE arsenal does confuse me a bit sometimes.
The last thing I wanted to know was, you know how you can spawn an ammo box, and select which items specifically you want them to be able to have in the arsenal, for example only 2 rifles, a pistol and etc. And if you do that they can't have any other items.
I'm asking if there is a way to do the same thing for the ACE arsenal, because the only thing I am looking to offer them is magazines/medical supplies, and the ability to load in default loadouts
you basically have to do it with classnames on this release, next release a 3DEN menu will be added.
either add everything and remove what you don't need or add just what you need
Ah good, seems easy enough, well thanks for the help, I've been looking for something like this for a few days now.
would've been faster to ask on the ACE3 slack, i'm more active there
sidenote, I made ACE3 Arsenal.
Didn't know ACE3 had a slack, and I am certain I will like it once I learn it, as is the case with anything in ArmA
Speaking of which, whilst I'm here, is there a way to change the dynamic loadouts of aircraft whilst in-game, I think if I remember correctly ACE had a function for that?
Like the ability to exchange the weapons on the pylons when near an ammo truck
Is that any ammo truck or just the vanilla ArmA 3 ones?
I didn't make that so I can't really help more than give you the wiki link 😛
any vehicle / object with the rearm option should work
Oh wow you guys do have everything on the wiki, I should really look at the wiki more 😄
don't quote me on it tho
Well thank you alganthe, you've given me tons of help right now
Apologies for the slightly dumb questions and confusing ones sometimes
oh don't worry for that, you clearly haven't seen the steam workshop comments
the first release of ACE3 arsenal people were like I entered their home and burned their pc.
Hey, we know you did
Hmm, I see that happen a lot
Gonna ask again.. Got a problem with Zeus on my server. Server is currently running RHS, JSRS, Achilles and project OPFOR. Can spawn units from RHS just fine trough Zeus. But can´t find anything from OPFOR in Zeus.... All the content from project OPFOR can be accessed trough the arsenal. Anybody got an ide what the problem might be?
What zeus method are you using? I know there are blufor/opfor zeus logics. Never tried but maybe the blufor variant can only spawn blufor
Currently using the Achilles standard module
But that would not reallt make sense, becouse can spawn opfor units from RHS :/
What? But you said But can´t find anything from OPFOR in Zeus....
Ment the mod project OPFOR 😃
Make sure you set the game master settings in the module to "all addons including unofficial ones". Also are you using Achilles or Ares?
I had a bug once in which bluefor was gone, it is an Achilles problem, close and open zeus interface again and it might be fixed.
Thanks for the advice, But tried both.. Neither working 😩
If you run your mission in self-hosted multiplayer. Does it work there maybe?
guys, is there any guide for ACE3 server install?
ir i just load it in -mod=@ace and done?
ahh ok, ty
Cross-posting is bad @wind grove
Delete your old question then to avoid annoying the mods.
Does anyone here know a good way or mod to have a persistent campaign?
So I used ALiVE, but I set it up so that the enemy has the numbers, and friendlys have like 30 men, and their objective is just to guard the base. Whilst Zeus takes care of the rest whilst playing, and there are troops on te ground that get their orders from Zeus.
So I tried using ALiVE persistence but it doesn't save FOBs that I create, neither does it sa ve Zeus units. Is the only way to do this to use ALiVE for Player Persistence, and Achillies Save/Load function for persistence of other units.
That's what I am doing now, but is there any way to do it in another way.
Technically speaking you could save objects and their positions to the server profile via profileNamespace
memory overflow
saturated HDD
corrupted profile
pick one 😄
Hmm that's what I was thinking 😄
@wooden dove @cinder holly what causes that, though? Too many writes, too big a file or simply using the server profile namespace at all?
I see. Would you know what the limit is?
no idea
And yeah, I think a big request for Enfusion based Arma would be to allow for some sort of .ini or SQL or even text file for mission related data
I meant without extensions/mods, of course
So let me see, the answer to if there is a way to have persistence, is "There's three things that WILL go wrong"
Nice, just nice 😄
no, it was "here's a method, here are the pitfalls, here are the ways around it"
just not from the same person in the same sentence 😉
hi, does anyone know how i can setup an AI unit that will sit quietly in a location and radio report anything he sees (enemy units) to me ? .. just like any AI unit of your own squad does do.. "machine gunner, south west, 500 meters" etc.. ???
some sort of a spotter
but that is not a part of your AI squad
asking that, because i have encountered already in a number of mission similar situations.. of some AI unit reporting / pin pointing on the map enemy units he sees
i presume there is a way to do it using vanilla assets; but how?
we have this https://community.bistudio.com/wiki/BIS_fnc_spotter
but it's broken, that ^ function uses kbtell which is not working in mp, so maybe you can check how that was made and create something similar or better
@signal coral
hmmm thanks for pointing this out; i see it dates back to arma2 .. so probably it is unusable and broken as you say..
its weird though, it seems logical to have some 'spotter' AI unit you would place some where (with hold fire attribute) that would simply spot and report enemy units his sharp AI eyes sees..
and that would be triggered/actionned as a "support module" just like some CAS/ARTy stuff...
can't believe , over years of arma3, nobody at BIS ever thought to do that..
unfortunately im not a coder, if i had coding skills, i could scrip that out, but the time itll take me to learn and acquire arma spcified scripting skills.. ; but u see the idea
whats sad to see, all the necessary 'routines' & 'functions' are already present, its just a matter of "assembly" of those in a usable dynamic AI MODULE that would act as "support" class, simply reporting enemy units he sees and marking them on the map...
yea.. u would say, why not to use the Darter UAV , the Designator etc...
not the same thing
that 'ai spotter' i'm talking about could be an unarmed civilian within the enemy territory or else.. many possibility
When creating cooperative missions, do you guys spend a lot of time placing AI on good firing positions? Trouble is, AI doesn't think like a mission maker and it often leaves that place. Is it worth to waste time on it?
you can just tell the AI not to leave
disableAI 'PATH'?
yeah. Or MOVE
Isn't MOVE a bit odd because they can't turn at all
yeah
Thanks.
I tend to disable PATH, SUPPRESSION, and COVER when placing AI that I want to fight back properly, seems to work pretty okay despite being clunky
setunitpos (or just do it by the UI in the editor) is also good to use if you want to make sure that the AI unit stays visible/able to fire out of a window etc.
Hi guys so i made a mission however whenever i try to play it it automaticly says Mission failed the moment i start it up any idea why ?
2 possibilities:
- if this is on a dedicated server, it could be something to do with locality/desync. try enabling AI units as well.
- if this is on your locally hosted server or singleplayer, then check the end trigger condition
@signal coral
Thx
How can I make AI planes fly level? I'm trying to fly in formation with the AI, but they're all over the place.
Hey all, I've been having some difficulties with getting my mission to load on a dedicated server.. Anyone able to assist?
The mission will load if I host a Server and all that jazz, but when I throw it on the Server, load the same mods I used to make the mission, it has no slots in the mission. Command line looks fine, mods and server were reinstalled today. I'm at a loss here.
You're sure the player slots are set to Playable, right? =p
Yes.
i...remember dealing with this directly or indirectly quite a while back, can't remember what was wrong
double check the mods at the least
try loading the PBO (not the folder) on localhost too
see if that gives you issues
sounds like you are missing some addons on the server... 😀
make small test mission with vanilla playable units and see if it will work, maybe
Is there a way to disable a respawn module if enemies are nearby or take over a position?
You should take a good look at Sector Control modules in the wiki, @signal coral. Most of what you need should be there.
Will do
I’ve got the same mods on the server that I used to build the missions. I’ll attempt to load the PBO locally.
If were it so easy. I requested the RTP files for the server from the host.. Cause mine never say anything and there isn’t a log system in their GUI or any in the server files that I can find useful
I get that whenever I have a mod mismatch. Mainly client sound mods or Athena, Achilles etc. double check you mission.sqm mod list vs the server I would say.
How many AI with dynamic simulation at default settings is maximum recommended for pure coop?
Rough estimate of course
@rapid hatch There really isn't a "Hey this number is stable" kind of result for what you're talking about. Best thing to do is test it with the hardware you're going to be using.
depends a lot about the server, mods, terrain etc.
Hi all,
Quick question. How do I ensure players at the start of a multiplayer mission spawn with their weapons lowered??
Thanks
This is actually an interesting problem you have there.
That's how it is in campaign missions, no?
That's a lame problem. The difference is MP.
a very annoying problem. starting a realism operation with friendlies aiming at one another is not what I aspire to
put the group in "SAFE" mode, then after a waypoint or some seconds set them "AWARE @buoyant gate
I will give this a go. Appreciate the reply
👍
Would that work for players? I don’t see how changing awareness on players would do anything after the initial safe mode.
it'll change it for the AI that exist before the players occupy them
although i don't think it'll work if you don't enable AI slots, but idk
It worked fine for the player back in OFP 😄
Especially when coming out of a vehicle... You're under fire and you leave armored with your rifle on your back, that's... not good I would say hehe
Ahh that’s to have ai teammates. Yeah ok gotcha.
How do I ensure players at the start of a multiplayer mission spawn with their weapons lowered??
0 = this spawn {
_this action ["WeaponOnBack", _this];
};
``` unit init ^ @buoyant gate
if not jip then what, Lou ? 😀
it works fine, also there is one more option with guaranteed success, but that will require a bit of scripting
You tried in MP as client, right?
yes ^
I assume there would be a way to set a trigger so that you can change what an entity is wearing, how would I do so?
set a trigger. and use setUnitLoadout onActivation
thanks
Okay, so I've basically changed almost nothing except for some loadouts and added a couple triggers/variable names, but for some reason when I get to the point where Adams gets out of the truck to check if mackinnons still alive, He bolts off into the woods instead. Help?
I’m willing to share the mission file to fix the problem as well
Anyone?
That doesn't necessarily tell us anything
wdym
The problem is that something that you have changed or added has caused what sounds like a campaign mission, to fail.
He may be going to [0,0,0] location :3
For any fans of HoldActions (me), I converted all of the icons added in the Task Overhaul to the Hold Action format. I've also been slowly adding some of my own, such as a keylock, key, and crowbar icon. Available in PNG or PAA
https://github.com/Kalthramis/Arma3/tree/master/holdAction-TaskType-Icons
i have big base for MP 200+ pvp mission
which option i should choose?
disable simulation or simple object?
Simple object and dynamic simulation
Simple objects for props
buildings and ladders just tag for dynamic simulation
simple object + show model is ok for all?
i dont need simulation if no doors or ladders, right?
Huh? If you turn a building or a ladder into a simple object, then actions like opening doors and climbing ladders will be disabled
anything that you need simulated to say take damage or use, tag for dynamic simulation
otherwise. Simple object
Dynamic Simulation is active by default, but it affects only objects that are flagged to use Dynamic Simulation, which are none, by default. Flagging such object for Dynamic Simulation can be done either manually by ticking a checkbox in object or group attributes directly in EDEN editor or by script during the mission runtime.
Simple Objects is feature that allows creation of objects with very limited simulation, low performance impact and network traffic. Simple objects are ideal for decorative objects in situations where fully simulated and destructible objects are not required or we can sacrifice full simulation and destruction of some objects to get some performance improvements.
I need to find an object in the game that can be destroyed by a blast from a demo charge, but won't be destroyed by simple gunfire. I have a script for a large explosion that I want to be triggered by the destroyed object, but I don't want it to be so delicate that a few rounds from a rifle will set the whole thing off. Something that could be found in a warehouse or an IED factory. Any ideas?
handleDamage, if bullet or physX don't trigger, if blown by defined types of weapons, boom
(I think I would do it this way haha ^^)
I'll look into that, thanks
so im using the recording function in eden with trigger alpha and bravo, and I have tried unit1 disableAI "ANIM"; to stop the stupid wiggle dance, but it isnt working, anyone knows a working command ?
I'm trying to make a video but this stops me from making something
https://gyazo.com/bbdf9bc51bafd22ca5921e6233cd25e9
I think you'd have to script it by changing its position and rotation slowly
Since its not technically a boat,i think
Only sinkable carrier I've found is some old Russian one
There’s an old sinking script out there somewhere for the LHD that should work
Just nuke it and delete it.
aiming accuracy accept values lower than 0.1?
i don't find any difference between 0.1 or 0.01 or 0.001
in setskill
That's because the difference between 0.001 and 0.01 is only about a hundredth of between 0.1 and 1. Of course there is not much difference. What made you think it's a logarithmic scale?
_unit setSkill ["aimingAccuracy", 0.0001];
hint str [_unit skillFinal "aimingAccuracy", _unit skill "aimingAccuracy"]; //--- [0.000100017,0.0001]
but during actual gameplay you will not able to see any difference with small steps... like 0.01-0.05 😀
So im trying to make single missions with ai do u guys have any tips on making missions and making them fun?
If i use hide object module in local to erase lots of trees, would that cause problems in multiplayer?
if it only is local. The trees would still be there for other people
They apparently made it have multiplayer support a while ago, but I never tested it
@silk jackal if you are about coop, I can tell you joint ops are often very welcome. e.g one group is counting on another, e.g infantry removes mines and RPGs, so a tank battalion can come in and destroy tanks and AA, then air support can blast the place 🙂
Why am I getting "create BLUFOR objective" "create BLUFOR respawn" as tasks when starting mission?
I've actually got a functioning respawn and an objective.
Your mission is based on a standard Zeus mission but didn't remove those objective triggers - and editor-placed respawns and objectives don't trigger those?
hey guys, help real quick, I'm not sure if this is the right place for it
but can i turn off ACE Advanced Ballistics for my mission?
in the Eden-Editor (Settings → Addon Options... shortcut: Ctrl + Alt + S).
hmm i checked it
ACE Advanced Ballistics seem to be unchecked (box not filled in) but zeroing still seems to be using the ACE system
Advanced ballistics just give, well advanced ballistics, does not change the scoping.
Oh I see, my bad
what i'm trying to disable is the ace scoping system
and use the regular vanilla zeroing system again
Well there is an entire menu, "Ace Scopes".
So I'm trying to host a SWAT-style hostage mission. What are the best mods to help me do that?
Funny that you ask that. This was just released https://steamcommunity.com/sharedfiles/filedetails/?id=1394517910
can someone help me
depends
im trying to figure if i can load on the editor arma 3's tac ops missions
@mossy lava that's awesome I'll try it out
Heya folks. Primarily scripter here, looking to make mods and templates to help speed up mission creation.
What is the most time consuming part of making a mission, in your opinions?
probably making a mission

well... you can stuck on something simple for really long time and that something is completely random 😀
True that. I was thinking of making some auto-task modules. Say, you place a S&D task in the editor, then in the editor it generates a squad, garrisons them in a nearby building, then places a task module down with a destructible intel object.
Click down and bam, mission.
maybe you can try to create something for the object compositions "grab/set/save data" and then "create/spawn it" system... 🤔
for the tasks modules... idk never tried them
take a look at the F3 and TMF mission making frameworks
they should give you good ideas as to what's already out there
^
I am getting this error in my .rpt
21:28:56 Error in expression <count _chars) - 1) do
{
_item = _chars select _ia;
if (isClass _item) then
{
21:28:56 Error position: <select _ia;
if (isClass _item) then
{
21:28:56 Error Generic error in expression
I don't know if more info is needed
Hoping it might be a simple typo
I don't know if more info is needed your actual script would be good
@opal hound what is _chars, what is _ia?
aaand the full error. There is mooost likely more than Error Generic error in expression
unfortunately, I am simply trying to port a mission and now this error. I have "0" scripting knowledge😩
oh then copy-paste it in pastebin or elsewhere and share the link with us
I had suspected it might be mor thana simple typing eror
might be faster
do you mean the whole .rpt or the actual file I am workingon?
-maxvram Startparameter is useless and hurts more than it helps
Great. A script without reference to which file it belongs
I'd say look through all script files in the mission to find the if (isClass _item) then
no need to be a jerk! Look at my previous post where I said I have no scripting knowledge
why would you say " Great. A script without reference.......
Don't you think that is a bit sarcastic?
All I ask for is abit of help,
No...
I don't..
I was talking to myself.. That "Great" was ironic...
And it's not your fault.
I thought you were saying I needed to post more info
so your saying the .rpt is flimsy?
I'm saying the missiong or mod that causes that error is not well made
And yeah I need more Info. I'd like to see the script file that is causing that error. But the RPT is not telling us which script file it is.
Hey guys quick question
texting can be cruel at times😳
Trying to enable ACE blufor tracking in my mission but cant fin the module
Does the server need to run a variable or something?
https://ace3mod.com/2017/12/20/cba-settings.html <-- No more modules. All CBA settings now
^You sir
Are a god
Ive been looking for answers for like 35 minutes
Trying to organise a 80 Player co-op mission as our group has group quite rapidly
Any pointers or helpful tips would be very helpful
ACE slack has got a bot specifically for that. It automatically detects if people ask for missing modules and redirects them there 😄
that's the file
That script looks old 😄
I think this mission was made late 2013?
Sounds right yeah
_chars = _this select 2; comes from parameter that calls that function
Which ultimatively comes from the RYD_JR_SpawnGroupSafe variable. Now to find out what is in that variable.
someone here to help
There are 3000 people online. So most likely yes
but no one will bother to ask you what you need help with
Just throw your question in here. If someone knows the answer he will help.
If you don't say what you need. No one knows if he could help you. Thus noone will help you.
i removed the alive mod from my current modlist but the mission i created fails to load and needs some kind of ''c_tablet''
idk what to do
open the mission.sqm in a text editor and remove the c_tablet manually
that easy?
yes
Hello gentlemen. I have a question about ACE 's telescopic ladder. I would like to place it as an object pre-placed. I look for functions in ACE GitHub, but I don't know where should I look for.
tl;dr I would have the tactical ladder in game near a house, without player interactions.
https://github.com/acemod/ACE3/tree/master/addons/tacticalladder/functions
hey guys, im creating a small mission for me and my mates and I have set up a task to kill a csat officer, it all works ok, it's in the right position and it's completed when the officer is killed but the thing is, it shows up as a sub objective for a main objective that is untitled... anyone know how to fix this?
this is what happens
how do you create your objective?
hello. i try now to ask this here. i have a problem with VAS in DUWS. i cant find ammo/missles/magazines anywhere
…VAS? DUWS?
@cinder holly any ideas?
ok np
virtual ammo box system in Dynamic Universal War System, i am not familar with VAS, and i dont know where to find the ammo magazines
i found it, its all in the backback section
Also, try a newer mission like Antistasi, Liberation, or Overthrow.
how can i use virtual ammo box system for squad members?
place an ammobox and paste ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; into the init for virtual arsenal
hello guys, i search wasteland 1.5 mission, anyone cand sent me? thanks for any info
@median island Why do you assume any of these functions would give you a placed ladder?
@novel rune deployTL = deploy Tactical Ladder?
That's for placing the thing as soldier when you have it in inventory.