#arma3_scenario

1 messages · Page 33 of 1

cinder holly
novel rune
#

Put this into some dummy objects init box:

if (isServer) then {
    private _ladder = "ACE_TacticalLadder" createVehicle [0,0,0];
    _ladder setPosASL getPosASL this;
    _ladder setDir getDir this;
    deleteVehicle this;
};
median island
#

I asked on ACE slack

If you want to place it manually, the class name is ACE_TacticalLadder. That will likely spawn it collapsed though (you could animate it) and you'll still have the interactions```
```sqf
#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
{
    _ladder animate [_x, 0];
} count __ANIMS;```
novel rune
#

That looks like how you would animate it.

fresh wave
#

Hello folks, I'm making a Ravage mission with the MP persistency setting enabled. When you die it saves (kind of) the mission state. The problem i'm having is that when you have a couple of hours in the mission, when you die the game freezes for a minute or two (my guess is that has so many things to save and is a synchronous task), after that, when I respawn it freezes again and randomly I spawn at the bottom left corner of the map (Altis) swimming in the bottom of the ocean or being rocketed to the skies (maybe a collision problem with the respawn marker?)

I'm thinking to switch from MP to SP so I can avoid respawns this situation, but I would love that more experiencied people can give a hint about what's happening.

Thanks in advance ✨

north marsh
#

any idea why IDAP attacks WEST?

feral gate
#

Are IDAP Civilian or changed to INDFOR or OPFOR? Or are you running a bad mod?

north marsh
#

no, just clean mission

#

civilian

#
WEST setFriend [RESISTANCE, 1];
WEST setFriend [EAST, 1];
WEST setFriend [CIVILIAN, 1];

EAST setFriend [RESISTANCE, 1];
EAST setFriend [WEST, 1];
EAST setFriend [CIVILIAN, 1];

RESISTANCE setFriend [WEST, 1];
RESISTANCE setFriend [EAST, 1];
RESISTANCE setFriend [CIVILIAN, 1];

CIVILIAN setFriend [WEST, 1];
CIVILIAN setFriend [EAST, 1];
CIVILIAN setFriend [RESISTANCE, 1];
#

even with that, IDAP hates WEST xD

feral gate
#

🤷

prime dome
#

I dunno, civies shouldn't attack anyone

blazing ferry
#

is there any mod compatible way to improve AI behavior? some times they get hit and dont change position, they just wait to get hit again and again, doing nothing

narrow abyss
blazing ferry
#

thanks!

faint drift
#

Does anyone use the Apex Framework, and if so, how does one edit how the base looks?

shadow panther
#

@ancient bison if the mission is not binarized then opem the mission.sqm up in notepad and remove the mod lines related to alive, and c_tablet if they are there.

#

oh wow that was some serious chat delay lol

eager ruin
#

Is there a way to add custom images to a map? I am trying to put a Austrian flag in since it doesn't come as a default marker.

cinder holly
#

you could place 3 rectangles :p

eager ruin
#

welp, that's a big shame

#

thanks for the help tho

cinder holly
#

anytime

cinder holly
#

@signal coral no cross posting as it is against the rules, please. Delete here and we will answer in #arma3_scripting

signal coral
#

Sorry, done.

cinder holly
#

Thanks! np 👍

signal coral
#

Um, do you guys know any reliable revive script that can be enabled, disabled in mission parameters while also working with ai teammates?With the A3 wounding systemit doesn't seem to be possible.

signal coral
#

hey all. I've made a mission and looking for some people to help test it and give me their opinions. Is anyone available for a playthrough?

worldly gyro
#

Any way to set up loadouts to scroll through on a vehicle? For example if you were to go to said vehicle and scroll wheel "equip Fire Team Leader Loadout" and it replaces all of your gear to the pre-designed loadout? I'm having a hard time finding this via google, is there somewhere I can find this answer or someone knows how to do this?

sinful rampart
#

addAction to add a mouse wheel action. And in it's code you just use setUnitLoadout

worldly gyro
#

I take it I would have to setup an loadout(??).sqf and in the vehicle's INIT I would put that AddAction SetUnitLoadout Fireteamleader. Something like this?

sinful rampart
#

yeah

lament juniper
#

hi

#

im working on a script for player respown that respown players in multiple positions, the most important thing is that no player respown near an other one .

#

i had been puted this script in onPlayerRespown.sqf

#

but might not work

main gyro
#

If you use
```sqf
CODE HERE
```
it will help us see your code better

lament juniper
#

sorry

#
_player = _this select 0;
    //_rpArray = [sp1 , sp2 , sp3 , sp4 , sp5 , sp6 , sp7 , sp8 , sp9 , sp10 , sp11 , sp12 , sp13 , sp14 , sp15];
    _rpArray = [sp1 , sp2 , sp3 , sp4];
    _rpRandom = selectRandom _rpArray;
    While {Count ((GetPos _rpRandom) NearEntities ["Man",5]) > 0} Do
        {
            _rpRandom = selectRandom _rpArray;
            Sleep 0.1;
        };
_rpPos = getPosATL _rpRandom;
_player setpos _rpPos;
_player setUnitLoadout (getUnitLoadout ld);

#

😃

#

@main gyro tnx for the tip

cold canyon
#

So I am looking to a HVT style mission, and instead of using my usual scripts to have just a static HVT...I would like to do something a little more elaborate. My goal is to have a HVT that will actually run away from you (and possibly drive as well) with or w/o a group dedicated to defend him with armed force. Does any kind of AI func/script exist to assist me in this? Or would I need to write something myself?

lament juniper
#

have any one any idia to complete the script ?

sinful rampart
#

You didn't say what's wrong with it.. And I don't see anything wrong.

lament juniper
#
    While {Count ((GetPos _rpRandom) NearEntities ["Man",5]) > 0} Do
        {
            _rpRandom = selectRandom _rpArray;
            Sleep 0.1;
        };
sinful rampart
#

You don't need to repost that. We can still all see it in your last post.

lament juniper
#

it dose not work

#

player respown near other players

#

sory for my English gramer (Im persian)

grizzled meteor
#

What distance do you consider close?

lament juniper
#

5 meteres

#

the problem is two player respown in same respowm point

grizzled meteor
#

Does this happen always, or only when they respawn at the same time?

lament juniper
#

always

#

i puted some ai near spown points and test but it not work yet

grizzled meteor
#

And the respawn point is always the same?

#

What/where is your default (Arma) respawn? Do you have e.g. respawn_west?

lament juniper
#

actuly there are 15 rps

grizzled meteor
#

But they always spawn on the same?

lament juniper
#

no

#

but some times one player camp in rp and get rp kills

grizzled meteor
#

Not sure I follow. I mean if the radius is only 5m it will be very easy to stay at 10m and spawn kill?

lament juniper
#

no actuly there is no space but i test it with 50 meters

#

and it not work yet

#

I think the falowing line is wrong

Count ((GetPos _rpRandom) NearEntities ["Man",5]) > 0
#

@sinful rampart what is your idia ?

sinful rampart
#

I would probably do what you are already doing

#

I don't see any problems with your code besides the incorrect uppercase letters in your commands

grizzled meteor
#

What respawn system have you configured in description.ext/editor

lament juniper
#
respawn = 3;
respawndelay = 2;
respawnDialog = 0;
#

I solved the problem

#

just change the getpos with getposALT

#

thanks every body

sinful rampart
#

Ahh... you fixed it by giving nearEntities (a command that takes PositionAGL) A positionATL instead of PositionAGL which are literally no different if you are standing on the ground...

#

Nice!

novel rune
#

He could've just deleted the "GetPos", and it'd take the distance from the actual object.

grizzled meteor
#

Seems the only reason the change works is because something else is underneath the object

#

E.g. sp3 is placed above a house or some rocks?

novel rune
#

Yeah, getPos reports AGLS, getPosATL reports ATL, and the command needs AGL. It's just that ATL is the same as AGL when over land.

#

3 different formats. He should've used either no getPosX at all, as nearEntities also works with OBJECT, or ASLToAGL getPosASL.

#

I blame the wiki.

grizzled meteor
#

Yeah. If possible I always convert to ASL

#
  • to do calculation before going to whatever the final command is
novel rune
#

Well, has nothing to do with ASL itself. But this is the only way to generate an AGL position. Alternatively use ATLToAGL getPosATL, but this is very slightly slower and just as verbose, so why bother.

#

Oh, nvm, we don't even have a command called ATLToAGL.

wicked reef
#
!(allUnits inAreaArray [[0,0,0], 1000, 1000] isEqualTo [])

Isn't better than:

(allUnits findIf { _x  distance [0,0,0] < 1000 }) != -1;

in term of performance and readability ?

wooden dove
#

it is.

#

also findif stops at the first entry

wicked reef
#

also if findif stops ?

wooden dove
#

??

#

well, no but that's a given

#

it also depends how big the array is.

wicked reef
#
!([player] inAreaArray [[0,0,0], 1000, 1000] isEqualTo [])
([player] findIf { _x  distance [0,0,0] < 1000 }) != -1;
#

I need to test this, just curious

wooden dove
#

eeeeh, I need to test this

#

0.0003ms difference with 1 index

#

so, huh, TIL first one is faster in all cases @wicked reef

wicked reef
#

Sad it is not said in the wiki ... or they should use an other exemple for the findif command

#

(but we are agree the performance impact is realllllyy low, at least for readability)

wooden dove
#

no, findIf is A LOT slower than the first one

#

and I'm actually wondering why that's the case :/

wicked reef
#

because it calcultate at each time the distance?

wooden dove
#

probably

wicked reef
#

god dam, I changed all count by findif, now I need to use inAreaArray x)

wooden dove
#

what do you want to do?

wicked reef
#

In H&M there are a lot of test to know if objects are in a distance, I am trying to updat the actual syntaxe

wooden dove
#

I was about to suggest to use distance2D but I remembered it's slower than distance

wicked reef
#

Just trying to find a syntaxe readable and optimize

wooden dove
#

you can't use findIf for that anyways, unless you just need 1 unit

#

and even the inAreaArray would probably be faster

wicked reef
#
playableUnits select {_x distance _args < 1000} isEqualTo []

Isn't equivalent to

playableUnits findif {_x distance _args < 1000} isEqualTo -1

?
I will use inAreaArray for all distance check, thanks for the help as always @wooden dove !

wooden dove
#

no it's not, findIf in this case is a lot, LOT slower

#

oh wait that's a different first line 😄

#

findIf should be faster in theory

#

findif is faster ^ in this case

#

but both are slow AF and should be used sparingly (but ded spoiled me so it should be fine for your usage :P)

wicked reef
#

let's use inArrayArea!

rapid hatch
#

Does High command module work on dedicated server?

novel rune
#

Of course inAreaArray is better. You move the looping through the array of objects from SQF to C++. This is a huge boost, because you lose all the overhead from each iteration through an SQF code block.

prime dome
#

@rapid hatch yes

jade mulch
#

Hello!

#

im having this apammed in my rpt any idea?

#

15:55:54 In last 3000 miliseconds was lost another 2015 these messages. 15:55:57 Object id 944532cc (716) not found in slot 166,162 15:55:57 In last 3000 miliseconds was lost another 2015 these messages. 15:55:57 Link cannot be resolved 15:55:57 In last 3000 miliseconds was lost another 2015 these messages. 15:56:00 Object id 944532cc (716) not found in slot 166,162 15:56:00 In last 3000 miliseconds was lost another 2015 these messages. 15:56:00 Link cannot be resolved 15:56:00 In last 3000 miliseconds was lost another 2015 these messages. 15:56:03 Object id 944532cc (716) not found in slot 166,162 15:56:03 In last 3000 miliseconds was lost another 2015 these messages. 15:56:03 Link cannot be resolved 15:56:03 In last 3000 miliseconds was lost another 2015 these messages. 15:56:06 Object id 944532cc (716) not found in slot 166,162 15:56:06 In last 3000 miliseconds was lost another 2015 these messages. 15:56:06 Link cannot be resolved 15:56:06 In last 3000 miliseconds was lost another 2015 these messages. 15:56:09 Object id 944532cc (716) not found in slot 166,162 15:56:09 In last 3000 miliseconds was lost another 2015 these messages. 15:56:09 Link cannot be resolved 15:56:09 In last 3000 miliseconds was lost another 2015 these messages. 15:56:12 Object id 944532cc (716) not found in slot 166,162 15:56:12 In last 3000 miliseconds was lost another 2015 these messages. 15:56:12 Link cannot be resolved 15:56:12 In last 3000 miliseconds was lost another 2015 these messages.

sinful rampart
#

Exile?

jade mulch
#

Modded arma

#

custom mods

#

Im inside a server

jade mulch
#

hmm

wicked reef
#

isn't it ?

sinful rampart
#

1Rnd_Leaflets_West_F is a magazine in 1.82

#

And pylon is a subclass of it

wicked reef
#

I don't understand why this:

a = cursorObject;
a addMagazine "Pylon_1Rnd_Leaflets_West_F";
a addWeapon "Bomb_Leaflets";
reload a;
a fire "Bomb_Leaflets";

drop leaflets and not this:

a = cursorObject;
a addMagazine "1Rnd_Leaflets_West_F";
a addWeapon "Bomb_Leaflets";
reload a;
a fire "Bomb_Leaflets";
#

Nevermind it works but you can't mix them 🤗

#

But player still can't fire manually (without the script command fire)

cinder holly
#

selectWeapon maybe?

#

is reload necessary?

charred meteor
#

Hey guys does anyone have an idea on how to make this idea possible in arma 3. So I have a mission where players need to get medical supplies and bring them back to a doctor. How can I go about this using vanilla arma

feral gate
#

@charred meteor You could fake the medical supplies by making them steal a medical truck and bring it to the end point?

charred meteor
#

Yeah thats what I ended up doing

feral gate
#

For high level medical-stealing, you could also replace the truck with a Huron/Taru medical pod to airlift out.

prime dome
#

Or a container filled with FAKs and Medkits

subtle hill
#

Is there a way to retrieve and view the inbuilt Zeus Gamemodes description.ext?

sinful rampart
#

yes. They are somewhere in the Arma 3 vanilla pbo's.

#

I'd say in the Curator folder

#

missions_f_curator sounds promising

subtle hill
#

Thanks again :)

nocturne leaf
#

Dunno if this is the correct room for it, although it is mission making. The Malden update added an old, rust hedgehog/tanktrap, now since the tank update, there is only a new hedgehog/tank trap. Is there anyway to get the rusty one back or would Ijust have to use the lower textured cup ones?

prime dome
#

you sure they removed it? it was called the czech hedgehog

#

Land_CzechHedgehog_01_new_F

#

try spawning that with createVehicle or something?

hollow briar
#

Hello all, who do I talk to about getting help with editting a Zeus mission?

novel rune
#

don't ask to ask

hollow briar
#

I can use Zeus only as long I was logged into the GameMaster-Slot upon starting the map. If I had to rejoin (because of disconnect or other reasons), I can"t enter the Zeus-interface anymore. I would just get a black screen or view of the ocean.

novel rune
#

Sounds more like an issue with the mission, not zeus specifically.

hollow briar
#

I don't think so, I copied the module layout just as BIS have it. It works perfectly until someone leaves the zeus slot.

novel rune
#

"module layout" What does this refer to?

hollow briar
novel rune
#

I don't think the error is to be found there.

#

How do you tell the module to be linked to that "gamemaster slot" of yours.

#

?

hollow briar
#

the ownername and variablename

#

they are the same

novel rune
#

Let me look into how the module handles this. Sec.

hollow briar
#

Would you like a copy of the mission?

#

The copied the modules from the default zeus missions.

novel rune
#

I can't play Arma atm, laptop and no desktop pc working.

hollow briar
#

alright

novel rune
#

That curator module is poorly written, no wonder it's wonky. I'd personally not use the module and script it myself.

#
                //--- Wait for player to stop being Zeus
                switch true do {
                    case (_ownerUID > 0): {
                        waituntil {
                            sleep 0.01;
                            {getplayeruid _x == _ownerVar} count playableunits == 0 || isnull _logic
                        };
                    };
                    default {
                        waituntil {_player != missionnamespace getvariable [_ownerVar,objnull] || isnull _logic};
                    };
                };
#

The module actually checks 100 times per second every playable object on the map for it's uid.

#

Modules are just containers for scripts written by BI, and most of the scripts written by BI are very bad.

hollow briar
#

The script that you post, is that the Zeus module?

novel rune
#

Small part of it.

hollow briar
#

This is the scipt I found that was supposed to fix the issue.

{
if (!isnull (getassignedcuratorunit _x)) then {
_unit = getassignedcuratorunit _x;
if (isnull (getassignedcuratorlogic _unit)) then {
unassignCurator _x;
sleep 1;
_unit assignCurator _x;
};
};
} foreach allcurators;

novel rune
#

Is this some band aid?

hollow briar
#

yeah, for the initPlayerServer.sqf

novel rune
#

Do you play with mods or vanilla?

hollow briar
#

mode

#

cba and ace

novel rune
#

Probably can be repurposed to automatically assign yourself as zeus if a certain slot was chosen upon jip or mission start.

hollow briar
#

I am trying to get the virtual entities to work so anyone can be zeus

novel rune
#

So slot based?

hollow briar
#

yeah

#

the virtual entities

novel rune
#

Can you give me their classname, so I can use those?

hollow briar
#

one sec, let me find it

#

VirtualCurator_F

novel rune
#
// init.sqf
if (isServer) then {
    ["commy_registerCurator", {
        params ["_unit"];

        private _curator = createGroup sideLogic createUnit ["ModuleCurator_F", [0, 0, 0], [], 0, "CAN_COLLIDE"];
        _curator setVariable ["addons", 3, true];
        _curator addCuratorEditableObjects [allMissionObjects "", true];
        _unit assignCurator _curator;

        "Registered as Curator." remoteExec ["systemChat", _unit];
    }] call CBA_fnc_addEventHandler;
};

if (hasInterface) then {
    0 spawn {
        waitUntil {!isNull player};

        if (typeOf player == "VirtualCurator_F") then {
            ["commy_registerCurator", player] call CBA_fnc_serverEvent;
        };
    };
};
hollow briar
#

This will enable zeus to work?

novel rune
#

First part will on the server add a event where a zeus module will be created and assigned to a unit.

#

Second part will on a client with interface trigger this ^ event with the local avatar if the classname of the avatar is VirtualCurator_F.

#

But then the modules from the mission are ignored, and all other modules attached to that too.

#

Idk if that is right for your purpose.

hollow briar
#

ill try it

hollow briar
#

It seems to work when I host it but now all the FOBs i made are editable now while ingame. lol @novel rune

novel rune
#

Yeah, that allMissionObjects line does make it so.

#

idk, copy pasted this from a place, it's 7 am, don't want to think yet

lament juniper
#

Hello every body
I try to make a sqf that force AI to keep weapon in holster while its behaviour is safe ; and take the weapon when not safe :D

_unit = _this select 0;
_unit setbehaviour "SAFE";

_behaviour = behaviour _unit;
while {(true)} do 
    {
        switch (_behaviour) do
        {
            case "SAFE"        : { _unit action ["SwitchWeapon", _unit, _unit, -1];};
            case "AWARE"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
            case "COMBAT"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
            case "STEALTH"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
        };
    };

this is my script but not work properly.
I call this with

null = [this] execVM "myscript.sqf";

in the units init
plz help me 🙇

#

for more informations : the AI only keep weapon in holster or keep it in hand

thorny holly
#

Don't know much about scripting but that doesn't look like behavior will change

#

try with the behavior check in the loop?

lament juniper
#

hmmmm ... Ok ill try it now

oblique niche
#
_unit = _this select 0;
_unit setbehaviour "SAFE";

while {(true)} do 
{
    _behaviour = behaviour _unit;
    switch (_behaviour) do
    {
        case "SAFE"        : { _unit action ["SwitchWeapon", _unit, _unit, -1];};
        case "AWARE"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
        case "COMBAT"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
        case "STEALTH"    : { _unit action ["SwitchWeapon", _unit, _unit, 0]; };
    };
};

behavior needs ot be checked. Still a "while {true}" is generally a BAD idea.

lament juniper
#

it work

#

thanks my friends

thorny holly
#

probably need a sleep in there at the very least.

lament juniper
#

It was really unlikely for me i should cheke it befor ask question 😄

#

Thanks again

#

@oblique niche I know but it just for test 😄

thorny holly
#

I'm left wondering what part of the sentence he edited...

lament juniper
#

@thorny holly sorry for my English
Im persian

thorny holly
#

sorry mate, wasn't meant to sound like i was having a go at you!

neon raptor
#

maybe just _unit setBehaviour "CARELESS"; 😀

grizzled meteor
#

@hollow briar Did you get it fixed like you wanted? Anyway I found this old stuff I made long time ago because my local mission creator was having the same issue with reaccessing Zeus.. From what I can tell 'zeus' is the game master unit and 'zeus_module' well the module:

// in init.sqf
if (hasInterface) then {
    [] spawn {
        waitUntil {time > 1};
        private _timeout = time + 120;
        waitUntil {time > _timeout || !isNil "zeus"};
        if (time > _timeout) exitWith {};
        waitUntil {!isNull player};
        if (player != zeus) exitWith {};
        private _jipReceiver = 0; //Fuck it, send to all.
        zeus_module remoteExecCall ["unassignCurator", _jipReceiver];
        sleep 1.0;
        [zeus, zeus_module] remoteExecCall ["assignCurator",_jipReceiver];
    };
};```
hollow briar
#

@grizzled meteor The fix that commy posted is a partial fix because it makes all modules and bases placed in the eden editor editable while on the server.

#

@grizzled meteor What does the script you posted do?

grizzled meteor
#

@hollow briar I don't remember the exact effect - I don't use Zeus personally. It doesn't modify the object possible, so either (A) You become Zeus with no editable objects, or (B) you can modify the objects as configured in the mission. I don't recall my buddy, who used it, said it changed things, and he was happy for it so I am guessing (B) (though he might have had other scripts running dunno). But try it out otherwise.

hollow briar
#

thanks, ill try it out. Hopefully it is B

hollow briar
#

@grizzled meteor It doesn't work

grizzled meteor
#

@hollow briar I see, that's unfortunate. You did name the units in the editor zeus and zeus_module ?

hollow briar
#

yeah

novel rune
#

If you don't want to make all the objects editable, just delete that line with allMissionObjects. It's a script, you can do whatever you want with it.

hollow briar
#

@novel rune Thanks for your help, I deleted that line and now it seems to work perfectly. Now for some further testing.

signal coral
#

Hi so for some resson when i put the animation script in the INIT folder of an AI unit it wont work even tho they are not in combat any idea why ?

cinder holly
#

yes, switchMove needs a sleep before it

signal coral
#

How do i do that (Im new to mission makking)

hollow pasture
#

Wondering if anyone has a suggestion for a mission out there that supports 12 players, but is relaxed in pace. Every time we tried a 12+ player mission, forces would advance on us and instantly take us out - all we want is an easy learning mission for a larger group.

prime dome
cinder holly
#

@signal coral a bit "dirty", but should do the trick : if (isServer) then { 0 spawn { sleep 0.01; this switchMove "animationName"; }; } ;

timid geyser
#

Does anyone have a Alive indexed version of Isla Abramia 3.9, or can I use an outdated version?

cinder holly
sinful rampart
#

Wow. He spammed in 4 channels. And then left the server

signal coral
#

hey guys, im trying to make the Centurion an OPFOR unit

#

how can I do this?

neon raptor
#

what is "Centurion" ?

#

if Centurion that is some vehicle

Blindside_fnc_createVehicleCrew = {
    params ["_vehicle", "_side", "_deleteEmpty"];
    private _group = createGroup _side;
    createvehiclecrew _vehicle;
    crew _vehicle joinsilent _group;
    _group addVehicle _vehicle;

    if (_deleteEmpty) then {
        _group deleteGroupWhenEmpty true
    };

    _group
};

private _groupCenturion = [Centurion, east, true] call Blindside_fnc_createVehicleCrew;

if Centurion that is uav and empty

createvehiclecrew Centurion;
crew Centurion joinsilent createGroup east;

if Centurion that is uav and not empty

crew Centurion joinsilent createGroup east;
```one of those ^ options 😀
signal coral
#

thanks!

feral gate
#

I think you can just group autonomous units (drones) to different sides the same way you can group characters to other sides. Or you can just make an 'empty' drone in the editor and stick a rifleman of whatever side in it.

prime dome
#

^

#

That's the easiest way

signal coral
#

nope. I tried but grouping the autonomous doesnt work

past hedge
#

Need a bit of a hand here, I need to make it such that when the player parks his tank in a certain area, the engineers present fix it. how can I do this?

feral gate
#

Then make the Centurion an Empty Vehicle initially and drop a rifleman of whatever faction in it @signal coral.

errant topaz
#

Anyone know where I can find missions I've downloaded from the workshop?

#

In reference to their folder

rapid hatch
#

what do I need to put on USS Freedom Carrier so players can rearm and refuel their planes? We are using ACE.

feral gate
#

Objects which have whatever the attribute is that controls refuelling/rearming/repairing enabled placed on the deck somewhere.

#

Very simply, you can just stick some Huron containers slightly out of the way.

prime dome
#

Yeah that's the easiest way

neon raptor
#

maybe there are some easier ways ? 😄

prime dome
#

Easier than plonking down a few containers? I doubt

neon raptor
#

you sure ? 😀

#

like... 100% !!111

#

that one!

#

ok i will do exactly that, if something, that will be your fault... 😄 (all good, just joking)

balmy jasper
#

Does anyone use the vanilla respawn system for custom scenarios?

prime dome
#

Lol sldt1ck

#

I do wonder if it's possible to give repair/rearm/heal properties to the carrier itself

neon raptor
#

yes for vanilla respawn system

balmy jasper
#

You ever run into any issues? how well does it work for you?

wooden dove
#

what else would you use tho?

balmy jasper
#

custom respawn system

wooden dove
#

well.. sure you could make your own

#

but it's completely and utterly pointless to do so unless you make your own revive system with it

neon raptor
#

by system, you mean respawn templates ?

wooden dove
#

well, yes

#

just use 2, and you're good to go.

#

😄

neon raptor
#

there was issues in bf4, but afaik everything is fixed already

wooden dove
#

remember kids, if you respawn where you died nothing wrong can happen taps forehead
(use 3 tho, the 2 others are bad)

neon raptor
#

lol

#

0 < also

wooden dove
#

not respawning isn't a respawn tho 😄

#

and group / side are just meh

neon raptor
#

there is spectator now

#

eg one

wooden dove
#

it doesn't respawn you tho huehuehue

neon raptor
#

but it's kinda system 😄

#

so in short for the respawn templates > works

wooden dove
#

unless you want to do something fancy, but I doubt it

neon raptor
#

probably you can make your own

#

with fancy tings... and whichever you want

signal coral
#

Is there any BIG guide on how to make missions in Eden on Steam Guides Internet ore maybe even a book ?

prime dome
#

Nah mate just the internet

cinder holly
manic osprey
#

class CfgFunctions {

    #include "INC_airPower\cfgFunctions.hpp"

};
{
#include "vcom\cfgFunctions.hpp"
};

#

Is that right, it's for the description.ext

#

?

prime dome
novel rune
#

Looks wrong to me. Try:

class CfgFunctions {
    #include "INC_airPower\cfgFunctions.hpp"
    #include "vcom\cfgFunctions.hpp"
 };
sinful rampart
#

@novel rune already answered half an houra go in #arma3_config with exactly the same answer

#

cross-posting is awesome right?

novel rune
#

Didn't see any answer there. Oh well.

tawny swan
sinful rampart
#

you need the picture in paa format afaik

#

And that will only work if the object has hiddenSelections

#

which is not a must and most objects that don't need them for any reason also don't have them

tawny swan
#

Ah okay, I'll give the .paa a go but I'm starting to believe that the object just doesn't have a texture that is replaceable. Cheers for your help!

sinful rampart
#

you can look in the objects config class in config viewer

#

If it doesn't contain anything about hiddenSelections then it doesn't have any

tawny swan
#

I have just found it in the config viewer that it has information about hiddenSelections and yet even with a .paa it doesn't seem to wanna work for me

cinder holly
#

I believe you could use getObjectTextures or something

tawny swan
#

I think what's happening is since I tried it before with a .jpeg it is still looking for a jpeg file instead of the paa. When I start the mission file it says "could not find file "skulltexture.jpg" even though in the init field for the skull itself I have put "skulltexture.paa". I reckon that's where it's having issues and I don't know why it's even looking for a jpeg when I have checked in every init field, there is no mention of any jpegs...

wooden dove
#

you simply either didn't save after changing it or forgot one

tawny swan
#

that's what I thought too, but I exited the mission, exited Arma completely, saved the file. I made sure that I wasn't editing the mission file with the ~tilda in front of the folder name

#

It's too bloody late for this 😂 gonna try again in the morning. Cheers for the assistance fellas

cinder holly
#

CTRL+F in mission.sqm… 👀

pine sigil
#

Hello everyone...I am trying to make a hint for a single player only as he taxi's an A-10 approaching the runway. It currently only works for the entire server, not only the pilot.

#

Can anyone point me in the right direction perhaps?

#

playsound "ATC2";
hint format ["%1, this is tower. Hold for taxi onto runway 1",player ];

prime dome
#

@pine sigil remoteExec it to that unit

#

both things have local effect

#

i assume you're using a global trigger?

pine sigil
#

Yes...Looking at this now

prime dome
#

make sure the remoteExec only gets run on the server

neon raptor
#

also maybe this way, set activation to "anyplayer"
on act

0 = (thisList select 0) spawn {
    playSound "ATC2";
    hint format ["%1, this is tower. Hold for taxi onto runway 1", name _this];
};
#

@pine sigil

pine sigil
#

Actually i got it by switching it to this && (vehicle player in thislist). But thank you very much @prime dome and @neon raptor

sage ridge
#

So the tutorials ive found use the 3den editor. Is there a reason to use that over the vanilla editor?

verbal pagoda
#

EDEN is the standard now, 2D editor is outdated

cinder holly
#

☝️☝️☝️☝️☝️☝️☝️☝️

feral gate
#

@sage ridge, the ability to place things on the vertical axis without having to hit the Init sound good?

cinder holly
#

anyway, vanilla editor == Eden Editor, 2D editor is legacy

neon raptor
#

that moment when you trying to align sandbags in 2d editor, so much fun...

hoary lichen
#

i edited a mission file in notepad

#

i removed 1 class somewhere because it casued mod error

#

now it gives error missing"}" on the last line

#

and crashes

#

could someone help fix it? (if u can pm me)

#

i can send the mission to u

#

i spent like 4-5h making the mission

#

something to do with AddonsMetaData

prime dome
#

could you maybe paste the addons[] array on pastebin.com and put the link here?

#

i'd guess you've missed a comma somewhere or that the last addon in the list has a comma at the end

past hedge
#

Sorry, I'm not great at this, but can someone show me how to make an AI unit get in an AI transport, ride in it until it reaches a destination, then disembark? thanks.

scarlet ibex
#

@past hedge You must develop a good understanding of internal vehicle positions and group waypoints. Here's some things to investigate: fullCrew assignCargo assignTurret and associated scripting commands, waypoint types GET IN, MOVE, and LOAD. Also waypointCompletionRadius may come into play if they don't go exactly where you want.

charred meteor
#

Hey guys I am running my head against a wall getting the tasks in my ravage mission to work, does anyone want to take a look at the file and tell me whats wrong or help me fix it? There are some mods invovled, ravage, rhs, cup and cherno redux

cinder holly
#

if you can copy-paste the code on a pastebin or something, I can take a look

timber palm
#

Trying to get a trigger to active an explosion on/from an object. Is there any reason this isn't working?

bomb="1Rnd_HE_Grenade_shell" createVehicle (getPos object1); DeleteVehicle object1;

oblique niche
#

do you also set the damage of the bomb to 1?

timber palm
#

Ah, no I did not.

#

I just guessed that it was going to spawn the explosion

oblique niche
#

if there is still no explosion, it might be that the created vehicle does not do the desired effect. so you might want to switch it out.

#

e.g. "DemoCharge_Remote_Ammo_Scripted"

cinder holly
#

grenade shell doesn't trigger before a certain timer, if it hits the ground immediately it won't blow up

#

Better spawn a normal grenade, not an underbarrel one

balmy jasper
#

What's the mod to get all the buildings and everything thats not normally there into 3den

sinful rampart
#

afaik I have that mod too. But I can only find 3denenhanced and achilles/ares. And all of these say nothing about that in their feature lists

cinder holly
#

and people playing the mission don't have to have the addon?

sinful rampart
#

@valid matrix #rules cross-posting. Is not allowed

valid matrix
#

Oh sorry, where should I post about this tho?

sinful rampart
valid matrix
#

Aight thanks

balmy jasper
#

Thanks @sinful rampart

brazen sleet
#

anyone has ideas on how to make a coop mission more tense?

#

i'm thinking on making coops without respawn or revive but it may backfire since the group is already used to revive

#

shorter missions without respawn or revive, like one objective and only 30 min of gameplay

#

my issues are mostly the arsenal (that already extends the mission time by a lot, and i deactivate save features) and that probably people will find it annoying more than tenseful (im already thinking on just putting less AI to make it balanced)

#

also i don't know if it's better to space out action by slowly giving enemies or just mass the action in a few key points to give a better feel to the mission

#

anyone has experience with this?

balmy jasper
#

@brazen sleet More tense? more ai, higher skilled ai, vehicles, mortars, timers ( like objective must be complited in a certain time after combat is initiated )

grizzled meteor
#

@brazen sleet If you primary focus is to offer an experience rather than a fully "sandbox mission" maybe look into intensity curves. A mission where nothing happens until the very end can be boring. Another mission where there is continous/unbroken activity can get mentally tiresome. So ideally you want multiple things happening regularly but not onstantly. Does not necessarily have to be firefights. E.g. in a stealth mission where players have to travel a bit, have a vehicle drive down a nearby road if there otherwise would be no enemies around. Or fly a UAV over, doesn't have to do any real spotting, but the players don't know that. Add obvious patrols that can easily be bypassed (in addition to your "real" enemies).

prime dome
#

that's good advice there

#

i'd say drop a demining charge from that UAV if they don't engage it for too long 😄

brazen sleet
#

my next idea was to remove revive and respawn

#

and add a eventhandler for damage that halts damage to a half or 0.25

#

my problem is that i feel my missions don't have consequences for actions

#

like you can kill lot of IA or tanks without feeling empowered at all since revive makes death unpunishing

#

and the only failure is if your team as a whole goes down

#

that creates the effect that if the group fails then it feels like a shitty session, and if you go down you just know someone will come to revive you so you don't feel threatened at all during firefights

#

maybe i have some sketchy idea of what feels fun and that my thinking is wrong

grizzled meteor
#

Respawn/revive and missions for groups are always going be a problem. Even for "hardcore" groups, it is going to be annoying to be the one that died early - or even worse due to Arma "physics". Maybe remove both respawn and death. You always go into revive state, and it takes quite some time to wake you up, 30s+.

#

Due the the time taking to revive you won't "game" the system during a firefight.

#

And since you have to wait for someone to revive you - cannot respawn, people won't play "stupid towards the AI" because if everyone goes down, you all lose.

#

Of course the number of enemies should be appropriate then, no figthing 50+ and 5 tanks + as 5 guys.

brazen sleet
#

i actually do my missions without respawn and just revive, but my revive is too short (5 seconds at most) and since the group has gone large the revive have become too much of a crutch to play too relaxed like in a shooting range

#

i think my problem is that in essence i don't know what people wants from arma coops itself

#

if it's the cooperation or the feeling of danger

#

cooperation as a team*

prime dome
#

Which revive system are you using?

grizzled meteor
#

You have to find out what your audience wants. People want different things. Some people like a good story, others want a "sandbox" mission. Some people want a challenge, others just want to chill.

brazen sleet
#

the most reliable one i have found is the one used by NeoArmageddon in escape

#

it's really short and it shows it's made for escape since that mission forces you to move or you die

#

so the tension is created through the feeling that you have become fixed in a position if someone goes down

prime dome
#

Oh. BI revive has a "realistic" damage model as well (we use "advanced") which is more unforgiving. On the other hand it's got some issues (a FAK revive and Medkit revive have the same effect, for example)

#

don't know how it compares

dapper lotus
#

Does anybody know who makes the wasteland multiplayer missions?

sinful rampart
dapper lotus
#

Awesome, thanks!

charred meteor
#

hey guys I am working on the start of mission, I want it to start as a black screen playing a radio message then unfading to the player doing an animation. (in sp) How ever currently I get the sound to play but it then fades out once the black fade in happens. ////Opening scripts animations and shiz playSound "crash"; sleep; 1 [0,"BLACK",3,1] call BIS_fnc_fadeEffect; sleep 5; p1 switchMove "Acts_UnconsciousStandUp_part1"; sleep 1; [1,"BLACK",3,1] call BIS_fnc_fadeEffect;

#

I cant format right

#

but you get the jist

sinful rampart
#

```sqf
```

#

maybe swap the BIS_fnc_fadeEffect 1 and 0 at the start?

charred meteor
#

give it a try

#

nope didnt work just broke it

sinful rampart
#

should have turned the effect around

#

explain what's happening please.

#

How ever currently I get the sound to play but it then fades out once the black fade in happens. is a little confusing

charred meteor
#

So mission starts, the sound starts playing, about halfway through the sound cuts as the fade kicks in, cutting the sound short.

#

I wanting it to play during the black part

sinful rampart
#

the fade cuts the sound off?

charred meteor
#

yes

sinful rampart
#

I don't know how a fade can stop a sound from playing 🤔

charred meteor
#

beats me aswell, I will keep experimenting

sinful rampart
#

Don't know any way at all to stop a sound.

neon raptor
#

BIS_fnc_fadeEffect < will fade sound, music and speech to 0, for just "black screen" >

cutText ["","BLACK OUT"]; //--- black screen
#

@charred meteor

charred meteor
#

cheers

#

works a treat

midnight reef
#

Anyone know how to create the grayed out silhouette (for destroyed vehicles) in the orbat for a unit? I've seen it used in the Tanks DLC campaign, here's a picture: https://imgur.com/a/hSE0Ybv

trim edge
#

any idea why a mission won't load the name in the mission selection screen?

#

not using a description.ext just eden editor

balmy jasper
#

missing addon on the server

#

unbinarize and open mission.sqm in your text editor and look for

addons[]=
storm geode
#

granQ: you mean MP selection screen just shows the mission directory? I had that, tried to decipher why it happens but could not find anything wrong in the mission.sqm or other files. if you figure that out, please let me know too.

neon raptor
#

try > \☑ binarize in the attributes

sudden snow
#

Hey question, on my dedicated server how do I set it to where people load into the mission at a specific position rather than just where the respawn module is?

#

Like load into the position the unit is at in the editor?

mossy lava
#

Disable respawnOnStart

brazen sleet
#

how heavy is the performance hit for props like trees and bushes?

#

i was thinking on using the large terrains from PMC and just adding objects through the editor in the areas i will use

oblique niche
#

Each (global) object will need to be propagated through network, so each object will have an performance impact. Further ot that each physics enabled object has a larger impact then a none physics enabled object. Your best bet is to use simple objects or if the editor does not allow it, disable damage and simulation (physics and more)

#

the rest is really dependent on how many players there are, how your server connection to them is and which hardware server and clients are using.

brazen sleet
#

but bushes and trees are already simple objects?

#

rocks and so on...

oblique niche
#

you mean editor placed or map objects?

sinful rampart
#

yeah they should be.

brazen sleet
#

editor placed

sinful rampart
#

there is no answer for "how heavy". What answer do you expect? 5? or.. very? or not very?

#

it's heaver than having no trees or bushes

#

and cheaper than using cars or helicopters instead

brazen sleet
#

mmm i see

oblique niche
#

iirc some tries you can place are just spawned in as normal "vehicles" and not as simple object, so they can be knocked over. Imo depends on the mission, if it is more infantry centric i would disable sim or spawn them as simple objects at the cost of them not being "killable"

brazen sleet
#

so i should test it in multiplayer

#

thanks

oblique niche
#

I have also experimented with spawning them in as locla only vehicles and simulation disabled. tho that causes a whole lot of other issues

sinful rampart
#

the biggest impact they will have is that they will have to be rendered. And how hard that drops the players fps depends on how good the players computer is

restive bane
#

for 4 players, what do you think is a good AI count per humans for a objective?

cinder holly
#

¯_(ツ)_/¯
Do you want a frontal assault, recon, stealth, etc

#

I usually make a mission with "proper" troops quantity, and/or one I can finish with the AI

restive bane
#

its with 4 people that i will probably be introducing to arma lol

#

ill be game master

#

so ill sorta be helping them out with zeus ai units

oblique niche
#

my go to was pretty much just 8 enemies per player. however it depends heavily if the enemy hold a fortified location and such

restive bane
#

seems like a good number. ill try it out

mossy lava
#

There's such a variety of situations. You can make 2 enemies deadly, or have 20 be fish in a barrel.

#

If you want an easy scenario, put them in a good position and let them initiate contact. There's not much that won't be overcome by those advantages.

still gust
#

Yeah, a good first mission is something like an easy ambush. Also lets them figure out AT/explosives placement if you want... or they get to feel cool going hog wild on a bunch of trucks with MGs.

brazen sleet
#

make a 1 life mission and say jokingly that the first guy to die will get a medal

arctic oasis
#

Did he

scarlet ibex
#

Any way of removing the Map tab in the single player mission briefing screen? Also Tasks and Team tab?

#

Also, how about the map background (especially when player doesn't start with a map, in which case it is black)? And the "Can't connect to positioning system" warning in center of screen when player doesn't have GPS?

turbid maple
#

best script for toggling Projectile Trace and Bullet Cam in Trigger area
People can select if they want Projectile to be turned on and Bullet Cam to be Off ?

cinder holly
#

@turbid maple no crossposting please (#rules), also if this is a question please use a question mark ("?"), thanks.

broken tendon
#

woops wrong channel

prime dome
left grail
#

Hey, i have a addon with multiple contributors but the issue is that in arma3tools publisher , our mod doesnt show up for anyone else then the creator? Is this supposed to be like this?

sinful rampart
#

You can add contributors in Steam

#

not in publisher

left grail
#

Yes we did that

#

But it still doesnt show up for the contributors

sinful rampart
#

Ah you mean no one except the guy who originally uploaded it can upload updates?

left grail
#

Yes

sinful rampart
#

Yeah. That's supposed to be like that. Steam's fault

left grail
#

Any way around it?

sinful rampart
#

Make a new account, buy arma, give every contributor the password

left grail
#

And if that's so then why have contributors at all? What can they even do then?

sinful rampart
#

They can... Moderate comments on the workshop item

#

That's about it

left grail
#

lmao

#

Thanks anyway!

#

Have a good evening

sinful rampart
#

People have been asking for a better system for years. Valve didn't listen so far

uncut sail
#

Im trying to create an "outro" if you like where a player hits a trigger and then becomes AI and the end game script starts to run , the Idea is that they are driving down a road and enter the trigger it then switches to the script I have as a camera and the car will continue to drive. is this possible? Ive played missions where at the start the player is walking and the camera zooms in on them and then you take control so how would I go about reversing it?

uncut sail
#

Also does Show/Hide module work on a trigger itself? as in the trigger is hidden until its activated by another trigger and then can be activated once its "Shown"

sinful rampart
#

Which Show/Hide module? Triggers can't be hidden as they are never shown

uncut sail
#

In the game modules, I actually looked at the Entity and it only shows/hides units. Might have to look at it doing a script and create the trigger somehow after they enter an area

sinful rampart
#

or use the trigger condition to wait till the first one triggered

uncut sail
#

so im guessing the condition would be something like trig3 = true

sinful rampart
#

no.

#

= assigns variables. It doesn't check if true

#

in your first trigger's action code set a variable. And check that in your second triggers condition

uncut sail
#

alrighty, cheers

#

So I've got it as this in the condition to the trigger TriggerActivated trigprisoner and the on activation is nul = execvm "end.sqf";

#

Nope that doesnt work, or well it does but it just triggers straight away, after "trigprisoner" is hit rather than waiting for the player to activate it and then let the player drive into the next trigger

#

would this work? TriggerActivated trigprisoner; prisoner in thisList;

uncut sail
#

Nope not that either, even with the second part in brackets the trigger wont activate

sinful rampart
#

this && TriggerActivated trigprisoner

uncut sail
#

still isnt triggering for some reason

sinful rampart
#

"still isn't triggering" sounds like it never triggered before. But you just said "it just triggers straight away" which sounds like it actually does trigger. So what now?

#

maybe TriggerActivated trigprisoner && prisoner in thisList

uncut sail
#

Appologies for the confusion, It did the first time when it was TriggerActivated trigprisoner and it just triggered it straight away, then when I changed it to TriggerActivated trigprisoner; prisoner in thisList; and TriggerActivated trigprisoner; [prisoner in thisList]; It didnt activate. Now that I have changed it to this && TriggerActivated trigprisoner It doesnt activate either

#

Ill give the one you just suggested now a crack and see what happens, then if its not that Ill have a look into the actual conditions for the trigger, Its currently set to Any Player Present maybe thats it

#

Nope it didnt trigger again unfortunately, is it maybe because they are in cuff's using the ACE module? I dont think it would cause it but you never know

sinful rampart
#

They might become civilian if they are cuffed

#

meaning they won't trigger as blufor

uncut sail
#

Nope not that either 😦

#

Might have to go back to the route of creating the trigger when the other one has activated

#

maybe this && TriggerActivated trigprisoner && prisoner in thisList ? or would that not work?

#

or TriggerActivated trigprisoner && [prisoner in thisList];

sinful rampart
#

an array is not a boolean

#

TriggerActivated trigprisoner && prisoner in thisList should work if you set activation side to any and maybe also any units not just players

uncut sail
#

Ill give it a shot, standby

#

Thanks for all your help sofar by the way, I really appreciate it

#

Nope, still no joy, had the activation on Anybody Present

sinful rampart
#

dunno then ^^

uncut sail
#

Its something about the in thisList part, as it works if I remove it, but again, it triggers the script the second trigprisoner is activated

#

maybe moving the trigger using getmarkerpos would work? that way it still only activates if BLUFOR hit the trigger and only moves into position when the other trigger is activated. like so trigEnd setPos (getMarkerPos "endgametrig");

#

Does the trick, Thanks for trying though

narrow crest
#

not sure if I should ask this in scripting or in here, but is there a limit to the number of render-to-textures you can do in a mission? I've got 10 "security cameras" but only 8 will show at a time, and its a random 8, the ones that dont work change every time the mission is launched

robust island
#

does anyone know how to edit DRO?

cinder holly
#

DRO?

still gust
#

Dynamic Recon Ops.

neon raptor
#

with duh ro editor /s

#

also you can try just any text editor...

sinful rampart
#

@narrow crest yes there is a limit

turbid maple
#

@prime dome Thanks for that reference i used that Reference and got it working , was easy just 2 Lines code in Activation and Deactivation of Trigger

prime dome
#

Cheers!

turbid maple
#

There is only 1 issue i am facing , Any player going in that Trigger it activates for everyone and only if everyone leaves the trigger area it than only deactivates the Function and Remove Action statement

#

@prime dome
** Activation **
player addAction ["Enable Bullet Projectile","[player, 20] spawn BIS_fnc_traceBullets;"]; Hint "You have entered Trigger Area"; player addAction ["Remove bullet traces.", "[player, 0] spawn BIS_fnc_traceBullets; "];

**Deactivation **
[player, 0] spawn BIS_fnc_traceBullets; HintC "you have left the Trigger area"; removeAllActions player;

signal coral
#

Hey, I was wondering if anyone was around who know about RHS? Specifically the M1085A1P2B (CBPS)?

timber palm
#

I looked online but it's a bit vague... when I load my game as a Multiplayer game for some reason 1) the player slots do not keep their original name (they revert back to Alpha 1-1) and 2) when the mission goes into a loading screen it says Unnamed Mission instead of the name I have it in the General Tab of 3den.

I have this in the Description:

overviewText = "Codename Muteki";
overviewTextLocked = "Codename Muteki";
overviewPicture = "codenamemutekiloadingscreen.paa";
author = "NovaInfuse";
onLoadMission = "Codename Muteki";

timber palm
#

Oh amazing, you life saver

#

Thank you

mossy lava
#

(ノ◕ヮ◕)ノ*:・゚✧ ✧゚・: *ヽ(◕ヮ◕ヽ)

undone flame
#

Hi guys, there is any advance on how the memories from remanants of war works?

sinful rampart
#

someone asked that on the BI forums and I've provided the scripts there. Can't find the link now

undone flame
#

this one?

undone flame
#

there is any test mission with a simple example of this?

signal coral
#

Not yet. I believe Orange Dlc has been deprotected though, so you could rummage around the pbos until you find the script. It may have a header explaining it.

undone flame
#

I did that but its seems too complicated. the scripts has mission dependencies from BI and is very complicated to reproduce it in a simple mission

trim edge
#

ok, if anyone knows what this could be (suspecting corrupt links or similar).. I made a "medium complex" mission, all in Eden editor. It worked great in editor, in "local multiplayer" but didn't load on dedicated server

#

then i noticed the "mission name" didn't load (so something wrong with the mission)

#

So of course I deleted all things.. for instance, all bluefor, still no name, all greenfor, no name, all empty, no name, and all civillians, now the name worked again

#

as I thought i had narrowed it down to civillian, I restorted the mission.. deleted all civillians, but that didn't help

#

removed all bluefor, still nothing, and all greenfor, now it worked

#

so then i exported all bluefor to its on mission and all greenforces to its own

#

both mission loaded the name and I merged them

#

still worked

#

then i loaded them back to the mission with my triggers, and it broke again

#

my only guess is that links information or similar is causing a conflict which I can't resolve in the editor

#

any other guesses, info? been looking at this for weeks

storm geode
#

no other guesses, thanks for that info its more than I knew previously.

neon raptor
#

your mission.sqm is binarized ? @trim edge

trim edge
#

nope

neon raptor
#

that is the problem i think

trim edge
#

hm, omg..

#

you might be right

#

mission name working

#

will check dedicated

#

could you explain why? is it certain information or length? since it runs nicely in eden editor mode i mean

storm geode
#

scanning my bugs list, I have one single player campaign which has few missions without names just as same as some missions in dedicated server. so seems like its not even multiplayer related.

neon raptor
#

iirc after xx (can't tell which one) game update, some of description.ext parameters was added into mission.sqm, so now you can create mission within editor only, no extra files needed... so after that update you have to binarize it...

#
class Mission
{
    class Intel
    {
        briefingName="@STR_missionName";
        overviewText="@STR_overview_text";
/*****************************************************************/
#

in b4 overviewText was in description.ext...

trim edge
#

ah didn't know that, thank you

#

just need to win/loose my rainbow game so i can connect to the arma server (battle eye doesn't like multi tasking as much as I do)

neon raptor
#

briefingName was added in 1.12

storm geode
#

so it was a bug on initial arma3 release until fixed in v1.12?

neon raptor
#
Posted January 11, 2016
Scenarios are now binarized by to save space and improve loading times. Most people will never edit SQM manually, that's why we decided to make it default behavior. Advanced users can toggle this per scenario (in General attributes) or in editor preferences.
Karel Moricky
trim edge
#

hm, picture and name still not showing on dedicated server (works when I host locally)

neon raptor
#

set them in description.ext

trim edge
#

but still binarize mission that is

storm geode
#

sldt1ck: was it a bug or what are you saying?

neon raptor
#

yes ^ and probably still

storm geode
#

ok. didnt know that, I dont think I have any initial alpha etc release mission.sqm's here to even check it. but anyways briefingName has has been on mission.sqm since OFP (year 2001), so it definitely was a bug in arma3 until v1.12 if it was missing.

#

also, I have many MP missions and only few, maybe like three or four that has name missing in MP mission selection screen. none of my missions have been binarized. I once accidentally binarized one mission after some arma3 install as it defaulted to binarized mode.

neon raptor
#

Snake Man,it was not missing, problem was after that update, if you will not duplicate briefingName in description.ext, it will just show the pbo name on dedicated...

#

with or without binarization...

#

so in short... add briefingName in description.ext and set mission name in the attributes, click binarize, problem solved... 🤷

#

(also with localizations that is the only way iirc)

neon raptor
#

hm, picture and name still not showing on dedicated server (works when I host locally)
that's because when you connect to the server and select slot, you do not have mission file yet, when you will press ok/continue you will start downloading file from the server... and after you will dowload it, everything will show up as expected
@trim edge

prime dome
#

btw, not sure which name you folks mean

#

but if you're talking about the name on the loading screen, then you need the onLoadName variable set in description.ext

#

if it's the name on the mission list, then the name in the scenario properties in eden (or what sldt1ck said)

brazen sleet
#

you don't need a binarized mission sqm for dedicated

#

but you shouldn't have tildes on the name

#

also if the mission doesn't load then probably the server doesn't have the mods or your using an island that show errors

#

like a model doesn't load up, that type of stuff

errant topaz
#

When it comes to waypoints, when I change the AI's speed and awareness for example on the waypoint, does that mean they will change to those new params AFTER then pass over it?

#

So for example

#

WP 1 (safe) ------------------ > WP2 (Aware) ---------------------> WP3 (Combat)

Will the AI be SAFE up until WP2, then change to AWARE up until WP3 etc etc?

Or

Will the AI be AWARE up until WP2, then change to COMBAT up until WP3 etc etc?

neon raptor
#

afaik just after wp becomes currentWaypoint all of the wp settings applies to group... statements expressions will be executed after conditions are "fulfilled" and waypoint is done...

undone flame
#

Guys any tutorial or guide for the Defense module?

#

Defense game mode for sp

quiet sedge
#

does anyone know how to make the various karts modules work?

narrow abyss
#

does anyone know how to make those map markers that when hovered over, it shows a vehicle composition?

verbal pagoda
#

I believe your referring to the ORBAT module?

balmy jasper
#

Dis?

#

I know there is another one, but I've never used

errant topaz
#

Does anyone know whether the 'support' waypoint works for soley AI?

#

the AI squad I've got down is not supporting the AI when they get under attack. This is for the enemy faction not my own

sharp axle
#

Support waypoint, I believe is for logi/medic stuff

#

Basically you attach it to a unit, and the AI will know they can ask the AI for support. Like bringing a med truck over and such.

signal coral
feral gate
#

@tulip raptor Is your mission intended to be Offensively or Defensively paced?
If Offensive, place enemies somewhere, maybe include a Reinforcement force. Ensure player(s) can reach the expected combat zone in a reasonably fast timeframe.
If Defensive, give the player(s) at least half a minute to set up, and then throw enemies at them.

#

For mission making, it's best to start off simple to make sure your missions work first attempt, and then work up in complexity.

restive bane
#

any ideas on how to make ai that is driving a boat transition between waypoints smoothly? they just seem to stop at them and then move.

cinder holly
#

@restive bane set a completion radius, it should help smoothing the transition

balmy jasper
#

@restive bane


// Makes heli fly to a random position around the player
ten_trans_fnc_patrol = {
    params [['_target',objNull],['_heli',objNull]];
    _heli = [[0,0,0],_heli] call ten_trans_fnc_findHeli;

    // if no target, fly around itself
    if (isNull _target) then {
        _target = _heli getVariable ['ten_trans_patrol_target',_heli];
    };
    _heli setVariable ['ten_trans_patrol_target',_target,true];
    _heli flyInHeight 150;
    _heli flyInHeightASL [150,150,150];

    private _group = (group (driver _heli));
    _group call ten_trans_fnc_reset;

    // create 9 waypoints
    for '_i' from 0 to 8 do {
        private _pos = (getpos _target) getpos [(350),(60*_i)];
        private _wp = _group addWaypoint [_pos,0];
        _wp setWaypointCompletionRadius 350;

        _wp setWaypointType 'MOVE';
        _wp setWaypointBehaviour 'SAFE';
        _wp setWaypointSpeed 'NORMAL';

        // 6th waypoint will run the same function again
        if (_i == 6) then {
            _wp setWaypointStatements ['true','
                private _heli = vehicle this;
                [objNull,_heli] call ten_trans_fnc_patrol;
            '];
        };
    };
};
#

I had similar thing, for heli

#

setWaypointCompletionRadios 350;

#

that one did it for me

errant topaz
#

@edgy edge Has anything changed from this engine wise?

#

I can't get this to work for the life of me

brave dome
#

Hello. How would I go about changing a units name with zeus in-game. I have the debug mode on so I can edit init for units but the "this setname ["Jack Palmer","Jack","Palmer"];" init isn't doing it for zeus.

restive bane
#

also i think im using group variables wrong. if i have a squad and i set its variable name to "a1" and i want to disable the ai for movement with a trigger, would it be:

#

a1 disableai "move" ?

#

cause it returns a generic error

timid plume
#

Yes, because assigning a variable name to a group doesn't equate to the units in the group

#

even if it did i do not think disableAI takes array as left parameter

#

so you could do:

#
{
    _x disableAI "move";
} forEach (units a1);
restive bane
#

do i have to type those brackets? or could i just write in the init box, _x disableAI "move"; foreach (units a1);

#

i dont know much programming, i just understand some logic

timid plume
#

Yes, the brackets indicate the code executed for each tested element in the array for the forEach

#

_x is a magic variable that equates to the currently tested variable in the array given for forEach

restive bane
#

ok that makes sense i think i got it. which init box would you put the initial disable ai? the squad init or what? then have a trigger for the enableai when a player moves into that?

timid plume
#

You can initialize this anywhere

restive bane
#

it works perfectly for what i'm doing. thank you! i've been trying to learn by reverse engineering some other peoples missions.

timid plume
#

Yeah no worries, that's a good way to start.

restive bane
#

probably shouldnt do campaign missions though. those are SUPER advanced lol

timid plume
#

All in due time I guess :)

restive bane
#

@timid plume if i want the player to join a AI lead group "a1" then is the command "[player] join a1" on the trigger?

timid plume
#

you're in sp correct? If so, then yes. player works locally for each client in mp

#

when you can, start moving away from triggers. They limit your potential for features later on down the line.

restive bane
#

yeah i didnt have the [] which is why i was getting an error. what would you use instead of triggers?

timid plume
#

Yeah, the join command is Binary so it takes a left and right parameter. The required left parameter being an array. Instead of using triggers? It depends. you can execute init scripts inside a init.sqf in the root of your mission folder and from there start to use initPlayerLocal and initPlayServer appropriately

#

it's a lot cleaner this way and if someone decides to crack open your mission they can understand where to find what works where

#

(hopefully it's not a whole lot to put on you, but it's important if you want to start making missions)

#

For example, say I want to have a unit move to a safe position and join a group after it's squad has died.

#

I can make it into a function and then call it whenever I need to. Not that you couldn't already have done this before, but it's not practical to be copying / pasting the same code in triggers

restive bane
#

that coding is a little advanced for me atm

im looking to make the squad leader get in a helo after the area is clear of enemies. how would i do this with triggers and waypoints?

#

thinking maybe using the !alive command and adding the units I want to it

delicate spoke
#

guys need help ..

#

what i'm doing worng ..

cinder holly
#

@delicate spoke evvvvvv'rythinggg

neon raptor
#

(つ°_°)つ help... also you can try > fix 👌

quiet rapids
rapid hatch
#

I've seen official tanks dlc campaign giving player a support request "engage" to ground units. How can we do the same? As far as I know, support modules are for artillery, cas and alike.

#

Around 3:15

feral gate
#

I don't know how to get commands like that into the Support menu, but the Radio triggers work the same way - aside from being accessible to absolutely everyone in MP.

#

Place Trigger, place Squad, Make Trigger Activation Radio Alpha, make Trigger Type Skip Waypoint, add a Hold Waypoint to Squad, Sync Waypoint with Trigger, then so on and so forth.

neon raptor
#

so you can create anything with it... all of those "supports" will be avaible with comm menu..

rapid hatch
#

Thanks!

modern plinth
#

hey guys, can someone guide me on how to make ia takeoff on ground (not on an airstrip) ?

past hedge
#

Do you mean off dirt or something? @modern plinth In what aircraft?

modern plinth
#

Yes, Vanilla / mods, does it change something ? If yes, ifa 3 planes

past hedge
#

Well I have seen AI take off from large, flat pieces of non-airstrip land, eg; ochrolimni, but only the vanilla planes from Apex are able to take off from a rough terrain

#

the civillain ones.

prime dome
#

All vanilla planes use proper wheel suspension now

#

Don't know about IFA3 ones

celest pelican
#

Is it simple enough to create a mission where the player is led by an AI squad leader? Or are they more difficult than normal missions?

past hedge
#

I'd say it's easier

#

Because the squad can follow default waypoints in editor rather than using special set-up mission goals.

celest pelican
#

Might give it a go then. I enjoy playing SP missions but hate controlling the AI so feel like theres a need for missions where you can just be a cog in the machine

rapid hatch
#

campaign mission uses unit markers that are showing unit composition on mouse over, how did BI do that?

#

is it ORBAT thing?

feral gate
#

You can do it using modules in the editor, but I've not bothered figuring out how yet

rapid hatch
#

which modules?

feral gate
#

No, that's new with Tacops

rapid hatch
#

cheers

timid plume
#

ORBAT Viewer was not new with TacOps

hollow halo
#

hi I'm having an issue where AI spawned using BIS_fnc_spawnGroup absolutely refuse to enter their group vehicle

#

rf1 = [ getMarkerPos "r1", EAST, (configFile >> "CfgGroups" >> "East" >> "CFP_O_SOREBEL" >> "Motorized" >> "cfp_o_sorebel_motorized_truck_squad")] call BIS_fnc_spawnGroup; rf2 = [ getMarkerPos "r2", EAST, (configFile >> "CfgGroups">> "East" >> "CFP_O_SOREBEL" >> "Motorized" >> "cfp_o_sorebel_motorized_dshkm_technical")] call BIS_fnc_spawnGroup; wp0 = rf1 addWaypoint [getMarkerPos "rf1", 0, 0]; wp0 setWaypointType "GETIN NEAREST";wp0 setWaypointBehaviour "CARELESS"; wp1 = rf1 addWaypoint [getMarkerPos "oobj_alpha", 0, 1]; wp2 = rf2 addWaypoint [getMarkerPos "obj_alpha", 0]; wp1 setWaypointSpeed "FULL";wp2 setWaypointSpeed "FULL" ; wp1 setWaypointCombatMode "RED"; wp2 setWaypointCombatMode "RED";

#

ive tried using both LOAD & GETIN NEAREST

cinder holly
#

have you tried applying this script to editor units?

storm geode
#

its automatic, give them a waypoint, they board and then start to move.

hollow halo
#

yea i tried that

#

the truck took off and left the infantry torun behind it

storm geode
#

CFP_O_SOREBEL nice units you're using 😉

hollow halo
#

yeah i considered might be something up with cfp?

storm geode
#

no idea. I so far have used standard CUP, only did couple of editor tests with CFP.

cinder holly
#

try with Vanilla unit first, let's see if it still errors

hollow halo
#

vanilla unit, editor placed: loads most of the dude then speeds off leaving 3 behind...

#

i think it might just be Arma AI at work

storm geode
#

maybe just a bad config, more characters in the group than the vehicle has cargo slots?

hollow halo
#

Nah its the vanilla MSE madrid

#

vanilla unit, script spawned: apc speeds off without infantry

storm geode
#

how long distance is the first waypoint?

hollow halo
#

About 2km?

#

The first MOVE waypoint that is

#

Tried setting to careless, same result

#

At this point i might just spawn them a little closer and let them walk

storm geode
#

damn you're right. tested on eden editor placed group; they board and vehicle speeds off, all good. then used: sqf _grp = [(getPos player), WEST, (configFile >> "CfgGroups" >> "West" >> "CUP_B_US_Army" >> "Mechanized" >> "CUP_B_US_Army_MechanizedReconSection")] call BIS_fnc_spawnGroup; _grp addWaypoint [(getPos pmc_location), 50]; [_grp, 1] setWaypointBehaviour "AWARE"; [_grp, 1] setWaypointCombatMode "RED"; [_grp, 1] setWaypointSpeed "FULL"; [_grp, 1] setWaypointFormation "WEDGE"; [_grp, 1] setWaypointType "MOVE"; [_grp, 1] setWaypointCompletionRadius 50;
and characters will not board the vehicle, they all start to move towards the waypoint. hum.

cinder holly
#

set Waypoint Type "move"?

#

getin, no?

storm geode
#

hmm actually yeah arent all AddWaypoint created waypoints by default type move. getin? no its automatic. there is no getin waypoint in editor placed units either.

hollow halo
#

There is "LOAD" but it doesnt seem to work

storm geode
#

the old traditional transport load / getin stuff needs two groups and waypoints synchronized, I very rarely used that method. that is unrelated to this issue where characters wont board vehicle in their own group.

neon raptor
#

maybe just create vehicle > vehicle crew > cargo group > mount or order > waypoints or move/domove

errant topaz
#

The following ---> group enableAttack false; ---- doesnt seem to work on in a squad init, however ----> this enableAttack false ----> works on a squad. Just curious if this is the right way to do it?

cinder holly
#

@errant topaz it may need a little sleep beforehand, try maybe

0 = this spawn { sleep 0.001; _this enableAttack false;  };```
errant topaz
#

@cinder holly Cheers for that mate! Is there a way I can see if its actually working? Like a hint "active"; or something?

cinder holly
#

attackEnabled I think

errant topaz
#

I'll see what I can do

cinder holly
#
0 = this spawn { sleep 0.001; _this enableAttack false;  if (not attackEnabled _this) then { hint "attack is successfully disabled!"; }; };```
😉
errant topaz
#

Ok well that seems to work 😃 Now I have to apply this (or your non hint version) to every infantry squad

cinder holly
#

to allGroups ?

#

in init.sqf:

sleep 0.01;
{ _x enableAttack false; } forEach allGroups;```
#

try without the sleep, just to be sure it wasn't a mistake at one point

#

@errant topaz

errant topaz
#

I hear that the enableAttack makes the Squad Leads not issues orders, so the AI can more freely engage in combat without having the SL make everyone lie down for no reason at all etc

balmy jasper
#

If 1 member of the squad is not in formation, they will be a lot slower

#

if 1 ai get shot in leg and is crawling slowly, it will slow the whole squad down if they are trying to keep formation

#

Use full speed if you want units to not stick to formation

signal coral
#

Guys so i made a mission however suddenly when i want to start up the mission file it says im missing an addon i typed the missing addon in the browser but it didnt show anything so i cant recover my op save unless you help me can somebody give me a link to what this addon could posible be ik it has something to do whith VSM vests and project zennith it says this : VSM_Zenith_Vests_Config

balmy jasper
#

Open your mission.sqm

#

search for vsm

signal coral
#

How do i do that im sorry im just realy new to makking missons

prime dome
#

Right click -> open with notepad

#

Ctrl F

signal coral
#

In game ore on the windows ?

prime dome
#

Mission.sqm should be in the mission folder located in Documents/Arma 3/missions or mpmissions

#

Windows

signal coral
#

Oh ok

#

Says file is empty

safe wing
#

dumb question, is there a way to disable the auto reveal of enemies on the map? where it shows a unit on a player's map because your character AI has seen them.

storm geode
#

dont play as recruit difficulty level.

#

never seen any scripting mission making option to disable that.

prime dome
#

should be one of the difficulty settings i think

pulsar harness
#

Hello guys, i am curently making some PvP scenario wich we tested tonight but its not working properly becouse of triggers. Idea of scenario is to have "Object" wich needs to be secured spawning on different location, player of certain faction needs to be in "precondition" trigger around it and activate addAction "Secure Object", after it i will activate second trigger, called "condition" wich should initialize hint wich says "Object is secure, keep it for 30 minutes!" but it only appears for the guy who activated the action. "Condition" trigger is condition for next trigger called "present_x" (i have one for blufor and another for opfor) wich will activate with coundown of 30 minutes and in its init it will call for "end6" call BIS_fnc_endMission; wich in the end again is only executing for the guy whom activated first trigger, and it makes him go to lobby while we dont get any end.

Does anyone has idea where i am going wrong and why my triggers not run globaly on my dedicatet server?

feral gate
#

Not familiar with this, but Triggers do include a 'Run only on Server'(paraphrased) tickbox. Check that, might fix it.

pulsar harness
#

I did tried that one, with it there was no hints for anyone.

signal coral
#

How can I include a mission inside an addon? That is, I already have an addon, but I want to include a mission with it.

sinful rampart
#

I think Arma 3 Samples has a campaign example

#

Huge Deja'vu right now.

#

Yep Arma 3 Samples\Scenario_Design\Example_Campaign

#

Think if you make them MP missions they also show up in the mission list on a server

signal coral
#

Sweet, thanks man.

prime dome
#

@pulsar harness have a look at command locality on the wiki

opal hound
#

I want to use Gnat's cessna pbo directly in my mission. How can I do this so that users do not have to DL the plane? If it's possible,....could you also provide me with the init line of code if I am thinking along the correct idea. As a rookie Iwas thinking I could just place the folder with the PBo and bikey in the root of my mission and then call it in the init

#

If I have success with this, I also want to try the same thing with Realweather mod

timid plume
signal coral
#

Looking for someone to make me a mission. Will pay

sinful rampart
signal coral
#

whoops ty

little berry
#

Thanks for linking me @timid plume. I've been trying to sort the mission out now. The mission trigger is working, but there are some more issues. I'll work on that tomorrow and see what happens

quiet rapids
#

Hello - why does ACE require SUCH special treatment to it?
It won't work on Listen servers without desync that causes weapons to 'spool up' aka fire slowly and accelerate over time (Even when they're reloading),
the same thing happens on my dedicated server that I used TADST for
Setting up headless clients is so fucking confusing I want to blow my brains out
and I don't know why I would NEED one for a dedi server I'm hosting on my computer in the first place
Other than the fact it APPARENTLY, POSSIBLY alleviates ACE desync problems
People say "Oh your computer just can't handle it! 😄 :D" but I'm never past 25% CPU or 40% RAM even during intense things
I am so frustrated -- very sorry for it -- but I've been trying to get this to work for 3 weeks.
My players are asking when the next session is but they also want ACE and I am trying to figure things out but I'm not Arma expert.
I just need help please. I'm sorry for frustration.

ionic thorn
#

https://ace3mod.com

All the info you'll need about ACE in one handy place.

sinful rampart
#

Setting up headless clients is so fucking confusing I want to blow my brains out heh yeah.. Without ACE you need to find some headless client mod that takes care of distributing AI's. With ACEX you just add a HC slot and done.

#

but I'm never past 25% CPU or 40% RAM even during intense things That's just Arma. Not ACE.

#

I have no problems with ACE whatsoever ¯_(ツ)_/¯

grizzled meteor
#

@quiet rapids The thing with weapons "spooling" up is hard to diagnose. It has nothing do with ACE on its own. The guys I play with, have no problems running ACE or intense battles without the problem. But we have a custom AI run by a half-full server rack. If we dump extract too much information too quickly from Arma we get the weapons spooling up problem - so we have to reduce the amount of information extracted, and it happens less frequently. At this stage my best conclusion is that it is the Arma server itself under certain loads, it exhibits that problem. We spent hours trying to nail down the problem by disabling mods, but none that had an effect in our case.

#

But if anyone knows the real cause of weapons "spooling up", I would be very interested.

quiet rapids
#

@grizzled meteor I've noticed the ONLY time it happens is with ACE, and it's only ACE. Even with no mods and only ACE, it will do the spool up problem if there are more than 5 (about) NPCs around, even if they are far away. Even if you gut ACE entirely, and have, for example, only ACE Medical working, it still does the spool up. And I mean gut as in remove the PBOs et cetera. However, if no NPCs are around, ACE works fine.

#

No NPCs around as in, no NPCs in the game at all.

#

Is there anything you can recommend that may alleviate this?

grizzled meteor
#

No not sure what you can do. The only other reference I could find to this problem was being having slightly different version of sound mods. But in our case it was as mentioned nothing to do with audio mods.

quiet rapids
#

Ugh. Well, thank you for the help regardless.

#

I hope somebody else can help pipe in. I'm at a complete loss.

grizzled meteor
quiet rapids
#

@grizzled meteor literally exactly that

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they could be reloading, and still firing a spool up full auto

grizzled meteor
#

Yeah. Get's quite confusing when people go in room clearing, come out and from your perspective they are shooting at you, or the ground, etc..

quiet rapids
#

Yeah. I have no way of fixing it

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I don't use custom AI even

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I do not want to pay for a dedicated server host

#

my computer can handle it easily - without ACE, it runs perfectly, even with 2 headless clients (that I THINk work .. though I think not)

#

but it just .. gets so awkward with ACE, even if no modules are running

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it just .. stops full auto

signal coral
#

Fine, don't like, don't use it 🤷

feral gate
#

^It's non-intended gameplay for ACE, @signal coral. If it's not working properly, it's not about liking it or not.

signal coral
#

Sure, works for everyone but him, obviously ACE it's bugged

feral gate
#

"Even with no mods and only ACE, it will do the spool up problem"
He might have messed up the install somehow, but the issue's there.

#

although I wonder if he disabled CBA.
@quiet rapids Did you?

quiet rapids
#

@feral gate CBA was enabled along with ACE for the test. I originally forgot, but I couldn't launch the server with ACE and not CBA and I went "ohh, duh, I'm dumb"

#

I've purchased a dedicated Arma server with unlimited memory (or so they say)

#

I spent all night putting the mods, etc in, configuring everything

#

I'm just waiting for my friend to get on to test if there's a full auto bug.

#

If my computer can't handle it, surely a dedicated server can.

#

Takes the load off my computer.

prime dome
#

The full auto bug... I wonder if it's related to the reloadSpeed AI sub skill 🤔

#

I've never seen it, but apparently setting it to less than 1 causes issues for players

quiet rapids
#

So.

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Turns out a dedicated server

#

purchased

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does not fix the full auto bug

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amazing.

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it's purely to do with ace

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I am INCREDIBLY angry.

signal coral
#

Certainly, it's bugged, don't use it.

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Wow, an AI just dumped a 100 round mag in full auto, just my lucky day I guess 🤷

quiet rapids
#

ACE is bugged?

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But everyone uses ACE

feral gate
#

🤷

delicate hinge
#

¯_(ツ)_/¯

feral gate
#

All I can suggest on the subject is going nuclear on ArmA's files and whatnot

#

32bit/64bit?

quiet rapids
#

64bit.

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Like, this dedicated server isn't hosted on my computer. It originally was but I figured "oh maybe it's my computer that's the problem"

#

so i send it to an ACTUAL server, y'know, MEANT to handle these things

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literally nothing changed

delicate hinge
#

most calculations are still done client side aren't they?

quiet rapids
#

I'm not sure myself

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And if they are, I don't know what would be the place to modify

delicate hinge
#

With arma architecture it would not make sense if balistics would be calculated on server.

feral gate
#

Rather than modify, I'd say reset to default. 'Go nuclear'.

quiet rapids
#

Reinstall arma?

delicate hinge
#

So either your pc can't handle ballistics or you fucked something up.

quiet rapids
#

But my PC is rather high end.

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How can it not handle that?

feral gate
#

Reinstalling might be a start, since Verification is iffy

quiet rapids
#

I even tested - I had 70 mods on my server, mostly items etc. All of them working on dedi server

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No ACE -- Just fine

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But the moment I put ace on - problems.

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ACE alone - problems.

#

And furthermore, this only happens primarily when there are NPCs in the game, no matter how far away they are.

#

If there are no NPCs, there is no spool up.

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At least, from what I tested on a blank canvas mission.

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The rpt log does not note any of the ballistics, of course

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Just an endless spam of:

Server: Object 2:619 not found (message Type_121)
Server: Object 2:619 not found (message Type_93)

once the server is running, I'm on, and I'm just there.

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Nothing happens out of it

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but there are about 200 lines of it

delicate hinge
#

Unrelated.

#

Just arma bug.

quiet rapids
#

Alright.

sinful rampart
#

I'd say what I heard so far. A Fired EH from ACE could be causing that. But that shouldn't get faster the more you shoot. Unless CPU cache

quiet rapids
#

The CPU didn't spike at all during full auto fire attempts.

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Nor did the server memory reach its max.

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It's just .. odd.

sinful rampart
#

Arma doesn't spike your CPU in general

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Arma always uses 100% of what it can

quiet rapids
#

Fair -- and please forgive me for being so .. unhelpful during all this. I'm not the best at this stuff.

sinful rampart
#

unless vsync

quiet rapids
#

But if we're using ace - the one not just from workshop, but the one provided by the server host which takes it from workshop - why would it not be able to process the full auto?

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Wouldn't so many other servers have this problem too?

sinful rampart
#

shooting speed is not related to the server

quiet rapids
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Hm

sinful rampart
#

As I said. It's probably a firedEH on the client. But that should only take longer the first maybe 2 shots

quiet rapids
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No, it's the entire time

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YOUR full auto si fine

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but perception of others .. it spools up, until it reaches the amount of bullets fired,

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the people can even be reloading mid-fullauto

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it'll still shoot,

#

as well I've noticed movement is a bit more desynced when full autoing, at least at the very beginning

sinful rampart
#

Can't see anything weird in the video. Maybe it's only hearable. I don't have audio

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Amount of bullets you can shoot depend on your fps. low fps == low shooting

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if your fps increases while you shoot. Your firerate also increases.

quiet rapids
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I promise you my friends have good FPS.

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But that's not the problem, what you're saying.

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Say a person with an M249 fires a full 100 round belt full auto, reloads, and then fires another 100 round belt.

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To them, that 100 round belt will go as per normal. The reload will as well, as well as the subsequent 100 rounds.

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To myself, and others viewing him, their fire rate will start at a round per second .. escalating to 2. .. 5 ... 10 ... 15 .. 30 .. etc etc.

sinful rampart
#

Arma is batching network packets together if there are too many

quiet rapids
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They could literally be in the reload animation, and their gun is firing off.

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Ah?

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Hmmm.

sinful rampart
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It see's that many packets are coming in. So it waits till it got a bunch of them together. And then sends all in one go

quiet rapids
#

Is there a way to change that?

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maybe changing Guaranteed/Nonguaranteed byte rates? (I have no idea.)

sinful rampart
#

think so yeah

quiet rapids
#

Are you sure? I kinda just threw that out there haha

sinful rampart
quiet rapids
#

MinBandwidth=800000;
MaxBandwidth=25000000;
MaxMsgSend=384;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=256;
MinErrorToSend=0.003;
MaxCustomFileSize=100000;

#

Do you have alternate recommendations? This is what was present while doing the full auto test that failed.

#

That, is, by the way, the entirety of the basic.cfg, other than language setting at English.

#

and adapter=-1

sinful rampart
#

You could try setting MaxSizeGuaranteed to 256. Like the nonguaranteed

quiet rapids
#

Do you think that would affect the fire rate?

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Rather, the bug?

sinful rampart
#

it would affect what I described previously

quiet rapids
#

Okay.

#

Would you also recommend increasing MaxMsgSend along with that?

sinful rampart
#

could yeah.

quiet rapids
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1024?

sinful rampart
#

yeah. Need to try. It's probably fine

quiet rapids
#

Okay.

sinful rampart
#

But I'd just say why even care. All it influences is the sound you hear. The bullet firing speed itself and the bullets flying are not influenced by that

quiet rapids
#

Saved -- I'll try with this new maxsizeguaranteed and increased maxmsgsend.

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And yes they are actually.

sinful rampart
#

bullets are clientside.

quiet rapids
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I'll have to do a double test.

#

Because I remember my friend firing at an AI and the bullets only hitting at the spooling up fire rate.

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I'll do another test.

sinful rampart
#

yes. Because the bullet hit messages are also grouped up for you

quiet rapids
#

The light desync with movement happens at the same time as full auto, as well

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They'll shift around in sudden motions

grizzled meteor
#

@sinful rampart To see the issue in the video I linked. Each empty two clips on full auto. Look on the walls to the right, how slow the rate of impact is compared to my fire. Also as I am walking behind them, they done shooting (locally for them), but on my screen the gun is firing while reloading.

#

But yeah, it is not game breaking, but immersion breaking.

#

Gets me everytime: "Why is our LMG single-shotting again?"

#

I believe it is network related. But not sure why it then happens. Surely there is no reason to send as guaranteed. And if the message does not get there, or in time, it might as well be dropped / not processed.

quiet rapids
#

It is game breaking for me

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I just did a test with my friend

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I set 3 NPCs in front, told him to full auto all three with his M249

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it took the entire belt to kill them, and you could see the delayed impacts

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like, when the npc was killed, you'd see my friend still full autoing where his body WAS, along with the 20+ bullet impacts hitting mid air

#

this is absolutely game breaking

grizzled meteor
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Did the AI die quickly, or not until the bullet started appearing?

quiet rapids
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the AI did not die quickly at all

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It was incredibly delayed - the AI should have been dead in under five seconds

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instead, it took 20-25 seconds of full auto fire before they fell over, one by one

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point blank, m249, full auto

grizzled meteor
#

Okay, that is game breaking. Was this dedicated server or hosted?

quiet rapids
#

https://puu.sh/ATqO0/2dce3a2b9e.png

The link above is a reference to show CPU usage during him full-auto, along with memory. Memory is that high just because of arma, did not spike or lower due to these actions, and I have much more memory than that says

#

This is a dedicated server hosted at a, well, a host.

#

This is not a server hardware performance issue, I don't think

#

What I'm doing is a prolonged test --

#

The person spooled up still, but the shots still eventually accelerated up to the proper full auto, and things looked normal

#

I'm thinking that maybe, it only spools up once

#

So I'm having him wait ten minutes, have the server do nothing for ten minutes

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just idling, with parameters/NPCs etc around

#

and then, in ten minutes, have him full auto at NPCs again .see if the sudden change in packets causes the spool up again

#

If he does not suddenly desync again, then perhaps I've fixed it to where it only spools up at the beginning

prime dome
quiet rapids
#

Ah, sorry, sorry.

#

Would you like me to go there?

#

Ah -- I'll finish off by saying that the test again failed.

We waited ten minutes, and immediately jumped back into fighting 3 AI, telling my friend to full auto.

#

The desync came back immediately, and his gun once more spooled up, proving that this doesn't just happen at the beginning of the mission.

#

I'm at a complete loss.

sinful rampart
#

I believe it is network related. But not sure why it then happens. Surely there is no reason to send as guaranteed. And if the message does not get there, or in time, it might as well be dropped / not processed.

#

Dropping gun shots is a bad idea

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Not hear shot. No muzzle flash. No bullet flying/crack. No impact. But you suddenly just die out of nowhere

quiet rapids
#

Hm

prime dome
#

Oh shit I wonder if that's what's been happening to us sometimes 🤔

#

Just hear the impacts, suddenly die

prime dome
#

@quiet igloo no spam, please

coral mirage
#

@quiet igloo please remove that post

delicate hinge
#

fer i pinged u in scripting but nvmnd i see you have seen this.

sinful rampart
#

@coral mirage he is still spamming over tons of channels

delicate hinge
#

👌🏽

coral mirage
#

shot in the face

mossy lava
#

He got smoked.

sinful rampart
#

FM got notified like.. 4 times or so 😄

coral mirage
#

Why do people do this? Don't they know they are going to get FM's hammer or my Makarov?

nova solstice
#

I am looking for a Zeus and a Mission making expert...

#

for I am shit

feral gate
#

Practice makes perfect!
There's a zeus mod, Achilles, that you might be interested in as well.

stuck sable
#

@nova solstice, I might be your huckleberry. PM me your requirements.

tulip raptor
#

So here's a random question: When designing a scenario to be played as zeus co-op, what kind of balance should I be looking at between placing down units in EDEN versus placing the enemy squads in the zeus interface while the players are gearing up?

north loom
#

quick question east Opfor right?

feral gate
#

East is OPFOR (for ArmA), yes.

north loom
#

thx

prime dome
#

@tulip raptor there is no right answer, depends on how much time you want as a Zeus to put stuff down, and how impatient your players are

balmy jasper
#

@tulip raptor Unless you are using a mod or a script which moves units from your client to the server or Headless client.
Place down at least the ones you need for the first objective the players will hit

#

I'd also recommend to place 1 of every enemy unit you will place throughout the mission in the beginning

#

So there is less stuttering when you place the units

sinful rampart
#

Added: Ability to export editor mission to SQF script. Calling such script will dynamically recreate the mission.
Dev branch changelog.
Do you guys remember Arma 2 times of placing things in the 3D editor, then exporting it as script and running that script in your init.sqf just to get nicely placed objects? :D
No we got it back

neon raptor
#

also was mission.biedi format and "almost 3d editor" in a3 alpha, i hope we will miss that return... 😃

#

btw Dedmen + Dedmuuuuuuhn = Dedmuhmen 😄

cinder holly
#

doodmoon

#

not related to mooning I hope 👀

signal coral
#

Hello all. have a question in regards to settings. Is there a way on a dedicated server to set certain ACE settings to overide any mission placed on the Server? instead of manually going through and changing all your missions on the server

patent pawn
#

@signal coral I have a dedicated server, but I basically copied the whole framework from someone else. Don't know much about it myself, but this is one way of doing it.

https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System
Userconfig is what you're looking for. If I'm wrong, someone please correct me.

signal coral
#

yea tho i have done that i placed the ACE settings inside the Userconfig, but it wont overwrite the missions on the server.

#

Im not very familiar with all this stuff , feel like im groping in the dark here lol

patent pawn
signal coral
#

Recreate the mission? That.. wha? Like, everything? Modules, mission name, named units? If so that's nutty.

mortal zealot
#

Hi there mission makers, I've started using the eden editor to create my own encounters. I'm able to make some very basic commands for the units, but having trouble making the missions more robust. I've watched quite a few youtube guides on how to use the editor, but frankly they all are kind of "the same" and don't go into to much detail in to what each waypoint does. Additonally, i've been referencing the wiki, however I think I need to "see the feature in action" to really understand some of the functions before the wiki will be of much more use to me.

Does anyone have any good resources they point newbies, when it comes to the eden editor - that goes into the waypoints, systems, and trigger systems in detail?

#

oh i see the editor channel. I'm going to move my post down there

tulip raptor
#

THe gurus here can probably offer some tips. As a fellow newbie I'm sort of sidestepping the problem by designing zeus co-op missions. A lot of the more complex reactive AI can be tasked to another player in real time rather than having to figure it out in EDEN.

#

@mortal zealot What kind of encounters are you creating specifically and what kind of complex actions are you attempting to achieve?

mortal zealot
#

Well that's a great question. Ideally, I'd like to be able to set up multiple objectives that my squad will need to accomplish. So essentially what i'm doing now is setting up 2-5 "seek and destroy" waypoints that my squad is commanded to do. i then set up the enemies to guard waypoint the spaces that I'm seek-and-destroying, with a trigger tied to the guard for CSAT to defend.

#

I'd like to make the enemies, on queue (whenever/wherever that might be), make an offensive maneuver against me - just to spice things up a bit

#

i fake this by doing what you suggest. I include the game master and then just spawn in enemies and tell the enemies to attack my troops "RTS" style

#

so that's very basic, but I'd really like to build out an entire story campaign, centered around the Russo-Chechen war in 1994-95, and make it very dynamic and fun for coop

tulip raptor
#

I think what you could do is set a trigger to detect your squad, and then attach a flanking maneuver to that trigger. Though if you're designing it yourself then for one you know its coming and for two you'll always get flanked in more or less the same way unless you start playing with multiple different defense setups and existence probabilities.

#

Theoretically you could set up three different patrol groups with three different flanking routes and set each composition to a 50% chance to exist.

mortal zealot
#

you mention flanking maneuvers. this sounds super useful. Is that a waypoint?

tulip raptor
#

Its just a move or a seek & destroy command or something to relocate enemy forces to an alternate position.

mortal zealot
#

so i would place a trigger in an area, when my troops enter the blue zone it will trigger. How do I tie that event to an attack maneuver by an enemy?

#

ah okay, so I would connect the trigger to the OPFOR seek and destory?

tulip raptor
#

I believe that involves synchronizing the move waypoint to the trigger so it only applies once the trigger becomes true