#arma3_scenario
1 messages Β· Page 34 of 1
gotcha, welp I guess my best bet is to just test it out
Best way to learn anything is through experimentation!
I'm gonna have to find a balance between placing units in zeus realtime or in eden beforehand ... and then I gotta find a server that'll let me use it as a testbed. π
are you able to host your own in the editor? I think i found a way to host a multiplayer server
or do you mean testing that on a whole group of players/
I can test the mission in editor just fine for technical reasons ... but I don't presently have access to a multiplayer server that can handle the load of a 36 player mission. π
Recommendations for simulating a populated town? Complete with possibly routines?
Basically wanting to heavily populate Kavala, have local traffic, ect
Oooo, Heavy Civpop with traffic, @sharp axle?
Traffic's really uncommon and the ability to abide by traffic laws isn't included in the AI, so if you want that you'll have to figure it out yourself to whatever level you feel is acceptable.
Random Civilians, however, received an improvement with the relatively recent addition of some Ambient Civilian modules, listed in the Environment module list (I think). Figure out how to use those modules and you'll be golden, especially since the civilian AI using these modules is simplified, reducing performance impact.
Ultimately, you're probably going to end up with mad drivers with no consideration for massive loss of life and lemmings who walk onto the road constantly. I'd honestly call that interesting enough to be a plus.
what gear mod would you lads recommend to replace VSM with?
I'm still running TRYK
Not sure how compatible that is or if that's even still allowed
Been some years ago since I played with them. Recall I found that armor values were completely bonkers.
Some armors you could empty pretty much a magazine into, for no effect.
hm I like the 3CB stuff but we prefer having a neutral variant of things, i.e. without nations' flags
Anyone got any tips or solutions for getting a scripted AI convoy to get from a to b without killing themselves, their vehicles, half the countryside trees / fences/lampposts etc. I'd like to use it as an objective in a coop mission so MP compat
Not any reliable way, not with Arma's AI, sorry to say. I used to have a pretty reliable test case where I simply order 3 Kamysh go cross half of Altis, individually - not even in formation. First one get's stuck trying to cross a steep hill, it ends up in a "zero-speed" point on the slope, meaning not moving forward but not falling backwards either. The remaining two, would eventually venture onto roads, and occasionally "zig-zag" off the road. This is where the second vehicle would get stuck somewhere. The last one, might arrive with some bruising and part of the map wrecked.
set them as behaviour CARELESS and formation COLUMN, that's the best you can expect
hmm I tried that ^ but they'd either leave behind the last vehicle or hit each other at every single crossing
there's a poor approach using unitPlay too⦠let me find another way
@signal coral
It doesn't even have to be many vehicles, just 2 or 3. I've tried the column careless approach and it doesnt reliably work.
setConvoySeparation helps keeping distances
doesn't work with zeus though?
Interesting @cinder holly thanks.
π
I don't see why that wouldn't work with Zeus. Place vehicles. Use the module to assign a variable name to the vehicles. Use code provided to run against those names.
Can someone help me, I've been trying to set up a respawn point
But everything I've been doing hasnt worked...
Hi all, does anyone here know how to do those IDAP info stand scripts that brings up the info sheet when you interact on it. Also can that page be replaced with custom text/images
BIS_fnc_initInspectable @rocky sinew
@cinder holly thx your message put me on the correct path...
["init", [this, "yourImage.jpg", "Your text here"]] call BIS_fnc_initLeaflet;```
add to item init, adds inspect icon with LAW icon and sound effect then brings up he image and option to read
π
Does anybody know how to make that Popuop text at the start of the mission you know like the Altis Time 4.20 Operation : Blaze it
Im looking for someone who can make me a mission for my Unit
Just a MCC / Zeus map.
@here
@clever acorn not quite mission editing but I seem to remember MCC being pretty amazeballs about producing functioning convoys
@nova solstice https://i.imgflip.com/7nrea.jpg
Two weeks ago I had no knowledge of how the editor or zeus worked. Today I have a working zeus mission ready to go.
@nova solstice Be patient, yet persistent, and you'll figure it out. Google is your friend, and people here will happily help you figure it out. The only stupid questions are the ones not asked.
But nobody here is just gonna do it for you.
i mean you can try in #creators_recruiting
You don't need Zeus modules
If you run mcc
other than that have a base you made or use one on the map
And make sure respawns work
that's all I did
I personally prefer building the AOs in EDEN first but when I asked about whether that's the right way to do it the answer was essentially "to each their own".
Can anyone make the Dynamic Combat Ops for Chernaus Redux?
@timid cypress What aspects of those Zeus missions are you trying to get?
I want to copy the BIS ZGM missions
in that it will have the same respawn missions while not forcing me to lay down hard respawns on the editor
Since there is vacancy for three sides, although they wont always play with all three sides included.
The tutorials I found all had me lay down respawn nodes in the editor, which meant that everyone could spawn as any faction at any time by just switching sides.
So to simplify I am trying to create a BIS ZGM mission like master altis, but on a CUPS map
I haven't played the official zgm missions. everyone could spawn as any faction at any time by just switching sides by switching sides do you mean backing out to role selection?
Yes
Since if I place a respawn point in the editor, they will have a place to spawn and thus possibly disrupt ongoing gameplay
While the ZGM missions dont, and gives zeus the ability to decide which factions can or cannot spawn, even if there are slots
I don't know how the vanilla missions do it. You could just isolate the hardcoded spawn points, like on a small island.
That is a solution, although I feel that doing that will be a bit cheap! π Especially considering ive seen player made ZGM missions on the workshop.
I didn't know you were aiming for something so ambitious =p
Were you able to unpack a mission and run it without otherwise editing?
I didn't try to do that
Try that. Baby steps.
Or do you mean in the editor?
Yeah, in editor.
I playtested them in the editor
but not through the multiplayer serverlist
They worked through the editor play test
When did those errors come up then?
But I also discovered you can playtest a multiplayer instance of a mission through the editor so im not sure if its the same
The errors came up once i copied the modules from the ZGM mission and the serverinit and description files into the new missions folder and ran it
But those files only have shortcuts
I think that the actual files they reference are not aimed towards anything other than the map they were made for, but im not sure
Ah, so you opened the vanilla mission in editor, copied the objects, and pasted them onto a new cup map?
yes, then i went and copied the initserver and desc files over to the cup mission
Ok. If you have the unpacked vanilla mission folder, like Original_Mission.Altis, try just renaming it to New_Mission.Chernarus and opening that in editor, and edit from there. That way you know you're not missing anything.
THat's pretty good all things considered.
As a studying programmer, I love it when things compile with almost no errors first try.
Im thinking that something about the CUPS assets does not work with the zeus setup for the default missions
Go through and check the modules. And make sure Zeus is set to have access to "all addons, even unofficial ones".
Otherwise the zeus can't interact with the modded assets.
Took me discovering this the hard way.
are you talking about the ModuleCurator_F?
I think so but I wouldn't necessarily know the modules by their class names.
That should be the Game Master module, yeah.
I also noticed that all the units in the ZGM mission have @STR_MPTABLE_NAME in their description
If you just want to port ZGM to some map maybe these ports will be useful for you:
I belive Karel created these as examples for community.
Oh neat
Sure, but where are the pbos stored from steam workshop?
i already unpacked the BIS ZGM missions, which is what caused these issues for me
I found it π
Ok so the issue was not the zeus setup at all
it was the high command modules
Would someone be able to help me with some broad strokes on MP respawns, I'm looking to have players rez at specific locations when killed by the other team.
is this simple enough to do with spawn templates, or are there a faster means purely in editor. I'd kinda like something with minimal scripting for prototyping some stuff
If you're talking about having separate spawn points for each side, that's very easy https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Types
Don't even need templates, just respawn = 3;
3 is a pre-defined template ref a marker or such so same thing
its the condition for spawn location that is really where I'm in the dark
onKilled EH is what I imagine I'd need to use for selecting the correct location
Oh, you mean like, if killed by blufor, spawn at spawn_B, if killed by opfor, spawn at spawn_O?
You're probably going to have to set the location in onPlayerKilled.sqf and move the player there in onPlayerRespawn.sqf.
thats what I was afraid of
Or possibly, only move the respawn marker in onPlayerKilled.sqf
well the spawn would be pretty static, for example everyone spawns at respective bases on mission start, and from then on till mission end. Players are penned on death
Something like this:
Create markers "killedByWEST", "killedByEAST", etc.
init.sqf
n00_respawnArray = [];
onPlayerKilled.sqf
params [_oldUnit, _killer];
private _respawnMarker = "killedBy" + str side group _killer;
n00_respawnArray append [_oldUnit, _respawnMarker];
onPlayerRespawn.sqf
params [_newUnit, _oldUnit];
private _index = (n00_respawnArray find _oldUnit) + 1;
_newUnit setPos markerPos (n00_respawnArray # _index);
My, thanks. More than I was expecting, also gives a framework to strip gear on spawn
;] I'm all for being mean to dead players.
heh, I'm hoping to resurrect an old mod/game type in which being mean to a "captive" audience is key π
_newUnit setPos markerPos (n00_respawnArray #
can you clarify that syntax?
would it not be just markerpos _index?
the above would seem to just throw undef
and if _index holds the marker already, not sure why the array is referenced
as it is _index holds the array index of the markername in n00_respawnArray.
# is the new select
doh yeah its gonna be an elemet ref
might need more parentheses
think so
_newUnit setPos (markerPos (n00_respawnArray # _index));
ah, took me awhile, but the params needed to be in ```sqf
" "
Oops. That's my bad.
Oh, you may need to do something to handle ppl respawning by menu after the first death.
Description.ext ```sqf
respawnOnStart = -1; // Default: 0
stops the EH firing on mission start
Yes, that too. Although I mean after a player enters the "pen" if they Esc and click respawn.
I suppose you can disable that.
yeah, can't remember the code for it, but can be done from eden
but I may just add standard home base spawns, for friendly fire
undecided about allowing players to suicide atm
deleteMarker is outdated right? What would one use to delete a map marker via debug while ingame (already named the markers)
Why it is outdated (you meant deprecated i guess)?
It works fine and should be used to deleteMarker
Just I checked the wiki and it only mentioned the first arma, thats mainly why I assumed
It says when the command was introduced, not where it is supported.
yeah, it works fine
Heya, got a question. Does anyone know how to put custom texture on bigboard for example? I was trying to use setobjecttexture but it seems like it aint working in mp x) Any help is helpful.
@indigo galleon setObjectTextureGlobal is compatible with MP. setObjectTexture is local
π€ Will try it out. Thx
@indigo galleon if you use it from the init boxes than the global version can fail some times. Or even from init.sqf. I don't know how exactly you're doing it, but the reliable way is usually to remoteExec the local command with the JIP parameter set to true.
I've been making a bunch of "realistic" kp liberation scenarios with RHS, project opfor, and some others
Do you guys think if I put up a server that runs these on rotation it could actually get a decent player count of 10-20 people?
Or would the general unpopularity of modded pub arma kill it off
So far I have a Philippines ISIS, Pershmerga vs Turkey, and Ukraine scenarios
Turkey OPFOR or BLUFOR?
I'd love to play that some time
Ill let you know once it's up if you want
@signal coral Yeah KP Liberation but the units and some of the configs edited
Have a question
Im making a mission that requires the player base to spawn in on certain locations. now i wanted to do this in a way that they dont have to repawn in the first time. The roles are all set to playable. They spawn in ok but when they die they go to spectator and even tho i place a respawn down before hand (in zeus) they cant respawn. Is there a way around this with out selecting the custom respawn position in the editor?
I think it could work if you would use "MenuPosition" respawn template with respawnOnStart=0 in description.ext
If I'm not mistaken zeus respawn module adds respawn positions for "MenuPosition" ?
@prisma stream Could you maybe make a PVPPVE where there are human NCOs and COs on both sides please (just a suggestion but would be pretty cool)
Hello! Sorry to be a pain! Does ACE rename units?
I set names in Identity in eden editor, but when they spawn, their name is a generic greek name. Their hover over name is typically the identity name I set, but their actual name isn't. So they identify as the generic greek name.
Solved it myself!
Instead of:
_this setName "Name";
It is:
this setName "Name";
As well, I added:
lockIdentity this;
Hi
I got an issue with the ACE3 ambient sounds module
or rather placing any sound at all
even via the simplistics of triggers
Can someone really fast confirm that this actually works when placed on the map via eden editor and then tested via play in multiplayer
@prisma stream I'd love to play that.
Is there a way to set the briefing modules Server side? everytime i load in to our server they dont show up? all i did was place them down and write the briefings in them.....
Didint think there was more to them...
Briefing modules?
Check that you have them properly assigned to sides or all playable units. They should work after that, nothing else required.
Some research will also tell you how to make briefings the old fashioned way, via mission files @signal coral.
Hello. Am I missing something with respawning and loadout? I'm trying to get people to respawn with the loadout they had on death, but have their ammo, etc. refilled?
Everything I've found online only handle the first thing but not the 2nd.
I'm trying to get people to respawn with the loadout they had on death, but have their ammo, etc. refilled?
https://community.bistudio.com/wiki/setUnitLoadout
unit setUnitLoadout [loadout, rearm]
rearm (Optional): Boolean - Partially emptied magazines will be refilled when the loadout is applied
sorry for this nooby question.
I am trying to create mission where players can choose different helicopters.
Once the player is in the helicopter they can fly to different HLZ markers on the map where a squad of AI will board, flown back to base and disembark.
Also when the player is within 1000m of the HLZ a green smoke will pop on the landingzone.
So my problems is:
The squad will not board the helicopter with "Get in nearest" even though the waypoint is not triggered untill the helicopter is within 100 meters.
The squad will not board the helicopter with "Get in nearest"
{
_x assignAsCargo <heliName>;
[_x] orderGetIn true;
} forEach units <groupName>;
```try this way ^
Problem is there is multiple helicopters, it depends on which the players selects to fly..
So make it vehicle player instead of heli name
aha
also i know guys was having some troubles with dismounting troops from the vehicles with waypoints...
<groupName> leaveVehicle <vehicleName>;
```ez way ^
is there anyway to just make any ai disembark?
there is many squads that is going to be picked up and dropped at the samme spot
So i should be able to do like this in the the trigger on activation? fullCrew
fullCrew [H2, "cargo", false]
and the crew will be removed, or am i retarded?
haha so, fullCrew [H2, "cargo", false]; is apparently not allowed when i put it in the trigger
okay so i tried: {deleteVehicle _x;}forEach crew heli
and it works
I mean, that gets them out of the chopper alright.
Haha
@ancient kite you can, you just have to store the return value.
myArray = fullCrew [...]; should work
Was wondering if anyone could walk me through the process of getting the diary modules in the editor to show up. It works fine when i host the misssion on my local machine, but when i put the sqm on our server they dont appear. I have tried the diary.sqf with a initServer.sqf (both of these are just templates i found on the server, have no idea how to really script) and put them in the mission folder on the server. but i still get nothing. not sure what im doing wrong. I would really love some help with this. if someone could DM me who has done this before. thanks
@signal coral check this > https://community.bistudio.com/wiki/createDiaryRecord
remoteExec is your friend for any non local clients
I am having issue with one of my triggers, If someone activates the trigger it gets activated for everyone. How can i make it that it only activates the trigger for that specific people in that trigger only
If it's one person or a group then "set trigger owner" to a unit in that group
And then edit the trigger properties
Otherwise you can do stuff with thisList in the trigger's condition field
how do epoch and exile deal with so many objects created after the server started? Do they just disable simulation and thats it?
to prevent lag
Yes
Ok, can you add a sound file as a globalhint like you can a picture and text?
Example, the platoon finishes the first part of the mission, and the home base calls them over the radio and gives them intel on the next part of the mission.
(Of course it is not really over the radio but the recording I will make will sound like it is being broadcast over the radio) Just a short clip maybe 30 seconds long so not a huge file.
you can make it as actual radio call. class CfgRadio https://community.bistudio.com/wiki/Description.ext#CfgRadio
ty π
@storm geode Ok, I am looking more and more into your suggestion, and correct me if I am wrong, isn't that just to add a call out on your options? What I am wanting to do is when the player reaches a target (i.e. the intel) The game automatically plays the audio file to everyone in game without a player triggering it manually. So would I need to do it a different way? Or the same way just not have it able to be used manually somehow?
have you created any missions before?
I am new yes. I have made small missions that required very little. I am coming here to learn is that ok?
how do you know when player has reached intel?
I have it set as a trigger that I am thinking I have attatched to a task correct?
have to have*
well then put that radio sound bit into that triggers activation line.
ok
How would you create hybrid conflicts, where civilians and military agents are mixed? Civilian AI is pretty simple and would break the immersion of such theme.
That state of latent war and peace, full conflict mixed with random small violent incidents.
Does anyone know how to make that file thing where it shows the Diferent units sizes like the thing that was in the campaign whith Task force Aegis you click on it 1st infatry regimeant 2nd infantry regimeant 16th helicopter support battalion you know that thing
Thanks
@prime dome If you can help me with Trigger activation only allowing players to get option inside that Trigger
Trigger Conditions i am writing them below
Activation : Any Player
Condition: this
On Activation :player addAction ["Enable Bullet Projectile","[player, 20] spawn BIS_fnc_traceBullets;"]; HintC "You have entered Marksman Area. Bullet Projectile is now enabled"; player addAction ["Remove bullet traces.", "[player, 0] spawn BIS_fnc_traceBullets; "];
On Deactivation : [player, 0] spawn BIS_fnc_traceBullets; HintC "You have left the Marksman Area. Bullet Projectile will no longe work outside"; removeAllActions player;
I think your condition should be this && (local player) @turbid maple but I remember @neon raptor disagreeing with me on that, a couple of months ago
You could also do use the condition player in thisList
Yeah trying it right now
@prime dome Do i also need to replace player in every location or just COndition
@prime dome Is there any software like TacVIew for Arma ? Where we can use Recorded 2d path tracking and other things done in game and keep the whole records
you can try it this way
0 = (thisList select 0) spawn {
hintC "You have entered Marksman Area. Bullet Projectile is now enabled";
private _id = _this addAction ["Enable Bullet Projectile", {
params ["_target", "_caller", "_actionId"];
[_caller, 20] spawn BIS_fnc_traceBullets;
_target removeAction _actionId;
_caller spawn {
waitUntil {
sleep 5;
!(_this inArea triggerName)
};
[_this, 0] spawn BIS_fnc_traceBullets;
hintC "You have left the Marksman Area. Bullet Projectile will no longe work outside";
};
}, [], 1, true, true, "", "_this inArea triggerName"];
};
onActivation ^ triggerName that the name of your trigger
Activation: Any player
Condition: this
@turbid maple
also your hint "...Bullet Projectile is now enabled" but they're not enabled, that is just "option added to enable"... imo not clear π
How much of a difference does "AI offloading to client" make?
Performance wise?
X amount.
Answer is. "it depends"
moving one AI from the server to a client won't do much at all
moving 500 AI's from the server to a single client will probably kill his performance.
20 AI's on the server don't matter at all. The server can handle that on it's own just fine.
Depends on how loaded your server is.
I'd say just go for a Headless Client instead of hurting the players performance
I see, thanks! I see if I can receive more data somehow π
Oh one more question. Will it hurt the server performance or client performance?
will what hurt it?
moving processing load from the server off to the client
I think you can tell yourself who's performance will be hurt there
I see
ok I am completely lost. I am trying to trigger a sound file over the radio with a trigger NOT sideradio. The sound file is not listed under effects in the trigger, and the closest I have gotten for the game to even look for it is when I did playsound and the file name and in game it says it can not find the file. With permission I will post my lines for the CFGRadio in my description.ext file and what I am placing in Activation. All I want to do is when (A MP game) a player hits the trigger, a Message from base (the sound file) will come over the radio to all of the friendly players. I have been reading everywhere and can not find the issue. Most of the tutorials I find either talk about adding the files as a sideradio item or do not give a full explination on how to do what I want. Yes I am a noob at this Yes I want to learn how. Please help.
unitName sideRadio class_name_of_CfgRadio_entry;```
yes post your lines. CfgRadio should be enough
class CfgRadio
{
sounds[] = {};
class RadioMsg1
{
// display name
name = "RadioMsg1";
// filename, volume, pitch
sound[] = { "\sound\test.ogg", db + 60, 1.0 };
// radio caption
title = "This is Hawk's nest calling Hawkeye, again this is Hawk's Nest calling Hawkeye. We have an increase in chatter on the Taliban Cell network. Apparently they knew you were coming. Cyclops was shot down just above the target site. But before it was hit we were able to see the group of Taliban Leaders enter 3 black SUV's and make their way out of the town ahead of your attack. We are marking a new location on your map that should give you Intel on the new meeting place. Get their and find that Intel! Hawk's Nest Out!";
};
class RadioMsg2
{
name = "";
sound[] = { "\sound\filename2", db - 100, 1.0 }; // .wss implied
title = $STR_RADIO_2;
};
};
That is from my Description.ext
And then I just added what snakeman said and it does nothing
You just copy pasted that from the wiki and expected it to magically work?
And yes I changed the class_name... to the class name
Do you have \sound\test.ogg in your mission like you say you do in the config?
I said I was new @sinful rampart I am trying to learn ok? And I have been tweeking it around trying to find what I am doing wrong.
Yes
I know yall have been doing this for years and you are laughing at my idiocy but please understand I am trying to learn just like all of you did when you started.
Didn't even read that last sentence
so yeah. To play a sound over radio you need... a sound.
And the sound entry in that config specifies the path to that sound
yes I have the sound file and yes it is in the directory specified
and with the same name?
You said you are getting an error about a file not being found. What exactly does it say?
Also you should remove RadioMsg2 if you don't intend to use that
Says sound file RadioMsg1 not found or when I changed it to test it said sound file test not found when I tryed adding playsound RadioMsg1 or playsound test to the on activation section of the trigger
You just put it directly into description.ext?
I do eventually. once I learn how to do this I have 5 radio msgs I want to add
Im sorry what do you mean?? The playsound I put into the trigger
or the line of code I gave you? yes I copy/pasted and tweeked
wait...
one sec
I think I know where you are going...
ok, no I made sure all the Brackets were in the right spots
including the end brasket
bracket*
; < semicolon
I wanted to know whether it's directly inside Description.ext
And not maybe
class somethingElse {
class CfgRadio {...};
};
Also you just said playSound again. Although Snake Man already posted what you should use
playSound doesn't play a CfgRadio entry. It plays a sound from CfgSounds
yes it is completely in the desription.ext file
Ok, but what unitName do I need to use for what he said if I want ANY unit to be able to trigger it?
https://community.bistudio.com/wiki/sideRadio
The unit is the one sending the radio message
You don't have to use a unit. See the wiki page you can also let the HQ send it
Ok so I need to create a seperate unit away from the main force to get it to work?
Ok one sec ill read that
So... HQ sideRadio RadioMsg1; ?
No.
Syntax 2 on the wiki
And there are examples on there too
second parameter is a string. a string has quotes
[west, "HQ"] sideRadio "RadioMsg1";
didnt work
no sound...
one sec checking sound settings again
YEP STILL NO SOUND
crap sorry caps
just do player sideradio "radiomsg1"; to test, at least you know the entity exists.
lftctrl+space right?
huh?
o0k I did that and walked into the trigger and nothing happened
sorry tired and getting confused
can you test it from the debug console?
I just did and still nothing
And it shows up in the config viewer just fine
sound[] = {"\sound\test.ogg",1,1}; Except it looks like this O.o?
is not reseting the DB to 1?
if you think it's too low volume, try https://community.bistudio.com/wiki/playSound3D and raise the volume
ya it does not seem like it is the volume it just is not playing
tried player say3D "radiomsg1"?
maybe there's something wrong with the ogg itself
so save your test.ogg and replace it with one from the game, can be ogg or wss, doesn't matter
say3D doesn't work with CfgRadio entries.
Neither does playSound3D
just checked the OGG and tried player say3D "radiomsg1" it gave me the error again Sound RadioMsg1 not found
I was wondering
my bad, sorry
so obviously the game is at least searching for it when I have the coding [west, "HQ] blah blah blah it just isnt playing it
anyone have any other ideas as to the cause?
scenario: respawn_west is where players respawn, however that location often gets overrun by enemy (base defend mission, marker middle of the base). I previously did trigger to detect opfor and then setMarkerPosLocal the marker into safe spot where players can respawn. however this was many years ago. are there any automated "respawn overrun protection" in arma3 now?
@storm geode Not that I know, but a trigger should do which deletes enemy units or moves them away could do the trick.
ok. in my case I just move the respawn marker to safe location without enemies, once players re-take the area/base, marker is again moved back there.
https://gyazo.com/19aad4e468df45d0cc33fa8fb9dc2c32
that ^ is respawn screen from one of my last stand/hold missions, position "West" has [!] < warning icon, that is info for the players that there is enemy nearby, to give them "safe position" there is dynamic respawn position on group/group leader, with spectator options... so they can see what's going on around, from the first person perspective before respawning @storm geode
you can add all of those options with just vanilla "respawn templates"
is this the page for that info? https://community.bistudio.com/wiki/Arma_3_Respawn
yep
how can I make an addaction so it's only accessible by the driver/pilot of the vehicle?
condition driver vehicle player == player
thank you
Is it possible to place weapons in Eden with their magazines?
Visually I mean. Some update changed it so they now spawn without a magazine in the model.
Try adding a magazine to the weapon inventory.
I've been attempting to get the helicopter support transport module working but getting some odd issues. The helicopter will take off, come back down, and take off again. Rinse and repeat. It only goes up about 100 m the continues the cycle. Any ideas?
I've tried different helicopters to no avail. Some of them won't even take off, they'll just say "we're here" without starting the rotors at all, when clearly the unload waypoint is 1km away
beginner question, but how do you do pre-mission briefing and weapons selection?
there are now many ways to do briefing, you could use the age old method which is not very MP friendly, maybe Shuko's taskmaster, or the eden editor tasks. weapons/magazines selection comes from description.ext class weapons and class magazines.
thanks
Hello all I execute this intro scene on start of my mission any ideas how to stop it from running for JIP players?
I execute the intro.sqf via the init
//--- file: initPlayerLocal.sqf
params ["_player", "_didJIP"];
if !(_didJIP) then {
/* code */
};
also check this > https://community.bistudio.com/wiki/didJIP
@quiet snow
Ahh thanks man
sldt1ck, does the arma_3_respawn pop up the respawn menu on mission start by design or did I mess up adding it to my mission?
you can change it with this > https://community.bistudio.com/wiki/Description.ext#respawnOnStart
oh nice, thanks. will try that then.
np
btw dumb question, with that system is "respawn_west" now obsolete?
if you mean respawn marker names, afaik still works
but should marker be used anymore if you now place those location modules.
private _pos = [player, [14110.3,21256.3,0], localize "STR_West"] call BIS_fnc_addRespawnPosition;
```if you're using respawn templates ^ if not, just "the old way" with markers > `respawn_west` (also you can mix them)
Hi so i made a BIG killhouse while Fps is totaly fine in SP im getting reports from players who played in MP that Fps is around twenty does anybody know how to optimise it ore fix it here is a link just so you get the idea of how it looks like https://steamcommunity.com/sharedfiles/filedetails/?id=1453641459&searchtext=Killhouse+City
ok so I have had problems with respawns, on my own side when hosting Multiplayer on my mission, the respawns work correctly and respawn on my custom position, but when I host it on my Box it respawns me where I died? I have tried it over multiple different missions all with the same result. i am hosting through hosthavoc and have updated all the server files.
@mossy lava Late reply, the weapons have magazines inventory-wise, just not model-wise.
using the arma_3_respawn it gives me on first respawn menu load "picture rectangle not found" warning. the bis wiki page have no "picture" word mentioned. any idea how to fix that?
i got another question, how do i put selection for weapon attachment in description.ext
I dont know, never done those.
Hello, I am looking for a skilled mission maker to help with WW2 themed PvP mission setup. If anyone is interested in helping out please PM me.
@signal coral #creators_recruiting
best way to store Player Score , Kills and Deaths in Database ?
wrote a small and simple multiplayer mission validator because I have over 300 missions which I needed to quickly check if they have proper values like disabledAI = 1; etc.
https://github.com/SnakeManPMC/arma-3-Mission_Validator
Is there a away to make a backpack a object, eg you place on a table
@teal wyvern yes, see in Eden Editor - if you want it scripted, look for weaponholder object
You can use createSimpleObject with class name, this will create just backpack object without weapon holder that you can texture too.
it's the middle of the night in europe. have some patience
Okay? Then know, a majority of people sleep at night
In case you know, you don't sleep or you're not a human
(or have a very messed up sleep schedule)

Your question isn't really explained simply
Go and look at the Biki a bit, look around for resources on SQF. Youtube is a bad source, much mis information and bad solutions
Triggers and init boxes are an okay place to start. After that, you should be looking into mission structure and how sqf works
Don't get attached to triggers or init boxes of units, it will only limit your functionality and make the mission unreadable by other people who potentially may learn from your work
event scripts are a good way to plug in some sqf code and see it work. Although, each init event script has it's own purpose and locality, read what it does first.
This also seems like a good resource: https://community.bistudio.com/wiki/6thSense.eu:EG#Locality
Or, just leave the server. That's cool too
Just, activate the addons in your launcher ? and you'll see the availables vehicles in the editor ?
Discord says you left the server at 00:58:52.444 (my timezone) Β―_(γ)_/Β―
18 seconds after your last message..
Could also have been a moderator kick. But I see no reason why a moderator would π
can anyone point me in a good direction if i want to make a ammo box that contains items that the player picked up from the previous mission? sort of like in the campaign and how to do that?
don't cross post, delete the message from one of the channels so people don't respond to you twice
Added: A new respawn template where tickets can be decreased either on player death or on player spawn
Is there a more specific documentation of this? Couldnt find it in the respawn category in the biki...
Hello everybody! Tell me please. task: there are two triggers T1 and T2. when the player is assigned to T1 he runs T2 and the bots spawn at the location of the T2 trigger. condition: if the players who got into the T1 trigener are two then the bots will spawn more.
Question regarding coordinates. ["positionSpawn",[2374.67,5466.9,0,126],false];
how do you find those specifc numbers?
if you're in eden, the bottom left of your screen shows the exact cords you're looking at iirc
Wait @pure jay the 2374.67 is X, 5466.9 is Y, 0 is m/pix, what is 126?
what is 126
direction ?
how do you find those specifc numbers?
right click > log > copy position to clipboard ?
So I've been tossing around an idea for a sandbox mission in my head, and i was wondering what the performance impact of spawning in several hundred weapons and magazines at once would be
My immediate question would be "what task requires that which cannot be fulfiled by keeping them inside an inventory, or by a virtual arsenal?"
Something with looting like bulwark defence
Wish Animated maps could be broadcasted on a screen :\
Anyone can recomend a good vanilla mission pack?
Eh?
Multiplayer coop 3-20 ppl, one life
Yes ask in #multiplayer_coop
Hello guys.. so i was wondering how i could start a private-friends server where i could make mini missions in zeus... when i turn on unpn it says ''failed to portforward your router'' im new to arma so i dont know what info u need so just ask
i did get to play something called a scenario or whatever but thats not the same as i played through my firend
uPnP didn't work and thus couldn't automatically port-forward your router.
and some zeus features did not appear
well it does work for my other friend and he needs to know how to make missions
co op
with all zeus features
when he starts a server it doesnt appear for me or anyone else
another thing.. we are trying to play on altis but we dont know wich mission to choose? and how to make one
ProudCatOwner, to host a server you might want to setup the port forwarding. So via the host computer's internet browser go to the IP address 192.168.0.1 (By default, a router's IP address is configured to 192.168.0.1 or something similar). Login using the username "admin" and password "admin", which are usually default otherwise google for your specific router. Look through the options until you see something about port forwarding. Setup a forwarding rule for ports 2302-2305 to the ip address of the host computer (which can be found via "command prompt"->"ipconfig"->ipv4 or ipv6 Address). Once the forwarding has been enabled, via Arma 3->Host server->Internet, leave the UPNP unticked. Then people connect to the host server via Multiplayer->Server Browser->Direct Connect->IP (of the host server can be found by googleing "what is my ip address" on the host computer)->port: 2302. Then it should show up.
If there are problems it might be the firewall of the host computer.
my dumbass cant understand shit
is it alright if I direct message you? I can help you in an hour or so, otherwise maybe someone else can.
i mean sure but i wouldnt know if its safe since i dont know what it is
@tulip raptor i was thinking of having a Commander choose gear to outfit his troops with, and purchase it en masse
So I'm having a little bit of a problem, I was creating a mission and had it completed pretty much. but now when i go to test it (I have been periodically testing it as I progressed so I know it has worked previously) it will go through the loading splash screen, then flick into the mission for about a second and then snap back to the loading screen with no loading bar. I have tried placing it as a new mission with a new folder, tried the loading screen init trick and restarted my PC as well as verifying the integrity. Has anyone got any ideas?
it's close to impossible to tell what's wrong in your mission without seeing files/scripts or knowing how and what you're doing there... aka just no info at all Β―_(γ)_/Β―
my version > something went wrong!
I just made it a new mission and copied over and it seems to have done the trick, other than now it comes up with a TFR Error. but Ill just disable it for the time being
Aaaaaaand not sorted it its broken again, this time doesn't get past the green bar Theres quite a big mod list for the file and I can send the scripts/mission to anyone thats willing to look into it, its stumping me now
This new SQM to SQF could be a real gamehanger
Has anyone had the problem of PBO manager not giving you the option to repack a file?
I used to be able to do it in the past. I have .NET framework installed and I cant find anything about it online that helps.
Is there any way to remove the waves sound at certain area?.
im making/trying to make a huge naval base placing platforms and objects over the water to walk in but i dont want those enviroment sounds in that area
Try enableEnvironment
So I'm having a trouble wiuth this exporttoSQF function
I now get an error objectvheicle |#|+ objectsSImulated + Objectdestructible
Error generic error in expression
This is being executed in a mission with only units and some static turrets in it
Hm π€ objectvheicle
maybe you need an array of objects
Anyone here ever use HAL[NR6] to build any large scale multiplayer Co-op missions?
Pretty much a noob when it comes to building a mission by script, but this system looks like it could provide a good war-front feel.
Hello, I'm really new to mission making and came across a little problem, I wanted to add text chat as a base for the later voice acting subtitling BUT I'm using the independent faction, and things such as the sideChat or groupChat won't work (and I need them to work for the indie faction, actually under the form of a guerilla).
Another issue I have is, I can't figure out how to change the name of the speaking entity if I want it to be a Fictional HQ with a none generic name (e.g. Station)
That really is my second scenario and I'm experiencing scripting for the first time, any help and tips will be welcome to give me more KNOWLEDGE. Thanks
PS: how do you make a sub faction ? ^^
Create a Unit and then add a Callsign in the modules section, sync the module and the unit and then open the modules attributes and set a custom callsign
as for the sideChat not working you could maybe try customChat
I didn't quite catch your give a unit a callsign thing, like do you put this particular unit and then make it speak to use it as a substitute for a HQ ?
And, about the custom chat, I should try it out, don't really remember how to use the module I only saw it for a second in a video
Yeah so create a stand in unit (I do it that way to make it easier) or you can just assign a call sign to the unit you actually want to use aswell if you prefer
it already have a call sign, but I don't know how valve Bohemia did for their solo campaign of A3 and showcases, they side chat doesn't display as <UnitCallsign (faction/groupID) - Message> but as <UnitCallsign - Message> this feels better for a conversation.
But your solution still is a good one for the time beeing and the sake of making the scenario more lively
valve? π
what ?
"how valve did for their solo campaign and showcases"
wrong idea / chat I guess ? =p
Yeah, you know it's not Valve cuz there's a 3.
anwway, I'm still blocked on my mission just because I want to use Idies instead of BLUFOR, kinda sucks bohemia
Do your units have radio on them, https://community.bistudio.com/wiki/sideChat wonβt show if no radio
I think I might've missed that part, but does it also affect group chat ? That would make sense. But I think they do have radio from the loadouts I've made
Yes, look up on wiki, it has info for every chat
well, thanks, I'm really new to all this and my first workshop submission was in collab with a friend who did it I only made balances and aesthetic thingies.
okay so, half of the squad had radios, and the other half did not... facepalming on the desk
0 spawn {
private _moduleHQ = createGroup west createUnit ["ModuleHQ_F", player getPos [0, 0], [], 0, "CAN_COLLIDE"];
_moduleHQ setVariable ["callsignCustom", "DUH BASE"];
missionnamespace setvariable ["BIS_HQ_" + str west, _moduleHQ call bis_fnc_modulehq];
_moduleHQ sideChat "ah boom";
};
```into debug console ^
this is ^ just an example, if you will use this way, create that module on the server only and getter on clients will be >
```sqf
private _sideHQ = missionnamespace getvariable ["BIS_HQ_" + str playerSide, objNull];
```or just use `remoteExec` from the server
@silent swift
I fell asleep on my chair xD
It's supposely a MP mission that can be played SP, so for the test I'll go with a SP configuration
so, again, I'm really new to all this, I've read a bit through the wiki and all that, but I don't get how to create a "server only" module and a "getter" (I do understand what they should do)
"getter"
let's say you want showsideChatmessage fromHQwith your unique callsign only for one player, so in this case you can use ^ example withgetVariableaka get it aka getter... and >
private _sideHQ = missionnamespace getvariable ["BIS_HQ_" + str playerSide, objNull];
_sideHQ sideChat "some text";
```on the client ^ so that message will be shown only for that client...
> how to create a "server only" module
create it on the server side... for example in this file >`initServer.sqf`
@silent swift
all right, thanks
Can you add addActions whilst the game is running in Zeus?
Sure can.
Imagine I add ~100 "House"-simulation-type objects around Altis for my scenario, like benches, chairs, or military towers. Is it going to affect the performance of the mission, if at all? Does simulation of editor added map objects cost more CPU for the server than default map objects?
yes to my knowledge editor placed objects are worse than map objects. Also yes, 100 additional objects will have performance impact - in most part due to the computational cost of rendering them. The smaller part is that of the "objects presence itself" but it's small compared to the rendering cost - unless it's out of view range of course.
In Eden people often build extensive fire base or outpost prefabs with dozends of wall sections etc. If they plonk down a couple of such larger prefabs, server performance will degrade - not sure if exclusively due to CPU or simply due to network constraints.
I think it's related to AI pathfinding
if you put some AI in danger mode in custom made compositions fps go to shit
also there is some network stuff going on with objects
best thing you can do is createsimpleobject with the p3d model
I would advice anyone trying to build firebases and so on - to not use objects with a width of 1-2m to create walls. Use dedicated wall sections that are really long in the model so you dont skyrocket the object count pointlessly
also there are tons of mods that use nearestentities or nearestobjects to check some mundane stuff
and if you have tons of objects those mods literally wreck your performance compared to normal maps
i have done some createsimpleobject with thousands of objects before and didn't had that huge of performance impact in mp, just the lag from the gpu and that's manageable
(they were trees and rocks, tested through dedicated, with createsimpleobject using p3d from the server)
quick way to see if it's gpu lag from graphics or cpu is running a test and then looking to the ground or to other place without the objects
if it runs better then its gpu lag
if it still runs bad, then it's cpu or network related
(cpu or network = scripts, per frame checks, scripted mods, scripted AI, looping while or for...)
"if it runs better it's gpu lag" - gpu is the wrong word, "graphical lag" would be more appropriate, because in many cases cpu can bottleneck gpu when many objects are on screen, as cpu has to prepare render batches for gpu and can't keep up with gpu
yeah but didn't want to get in detail
fair enough
for example, if you are really testing performance, you should run the game with tons of AI in danger mode, tons of AI in aware mode, no AI, multiplayer dedicated, etc
Hey guys. I was wondering if it was possible to change the ammo type of a vehicle to smoke grenades for example. Doing this without modding.
Thanks guys. I was going to decorate bases wth benches and campfires and make bots sit on/by them when relaxed. Qbout 4 total per base. From what you sad I understand it shouldn't be a big deal. If it is, I can replace them with smple objects.
Quick pair of questions: Iβm having some issues with a mission file that runs fine on local hosts, but when moved to my dedicated server a few aspects of it breaks. Namely:
-
I have βbillboardsβ with custom images on them, problem is when put on the dedicated server instead of .paa appearing the front part of the billboard just stops existing, leaving only the frame remaining.
-
I have a trigger set so an ambient sound starts playing from the beginning of the mission. Itβs a 1x1 box set to activate on βanyone not presentβ, which again works in local hosting just fine but breaks on my dedicated server.
Any ideas would be appreciated.
How do you set texture on billboard?
@lost osprey Your locality is messed up on both. playSound is local effects and setObjectTexture has local effects. Use setObjectTextureGlobal for global effects and remoteExec your playSound to the target clients
and you kinda just went offline after asking your question . . .
@quasi grove Here you can add a vehicle magazine: https://community.bistudio.com/wiki/addMagazineTurret , with this you can remove all the magazines and just add the smoke grenades if you please: https://community.bistudio.com/wiki/removeMagazinesTurret
@tawny holly Sorry, I appear offline a lot. Call it a bad habit. Iβll give those a shot though, thanks for the tip!
@lost osprey Aye no worries, report back if you run into any issues
@tawny holly Thanks man for the links. Greatly appreciated
π
@tawny holly So, having an issue with sound effect. I was just using the trigger effects box and not actually using playSound, and I'm now having the issue of the sound returning a "mysoundname not found" error on mission startup
Is it possible to use a sound effect in the game itself with playSound or would it need to be an actual file in the mission file?
Try using the actual classname of the sound instead of the displayName that it's been given. It could be different. Use the config viewer for this. Under CfgSounds
remember, remoteExec is your friend in this. Playsound has local effects. Meaning the client it's executed will see or hear the effects. So if you produce this affect across multiple clients with remoteExec they will all see effects
Sorry, kind of new to this, but have been reading the BIS wiki pages in order to understand this. Right now my script looks like this, is the proper format at least? I'll still have to check the classname in config viewer
remoteExec playSound "DeathStarBackgroundAmbience_SFX"
[Object Name,"DeathStarBackgroundAmbience_SFX"] remoteExec ["Say3d",-2];
Use, that instead for dedicated servers.
Is there a way to get AI to drop sling loaded cargo on specific points? Mine has the habbit of dropping it far away if it comes under fire, even if its set to careless
maybe similar to putting an invisible helipad there?
Hey all. So I have been trying to get this to work forever and idk if I'm missing something crucuial or what. But I design missions for my group, and when I am editing and testing the mission I want to use our server configs, which I have saved.... So I import them. But even then they seem to not do anything and I have to manually go in and make every single server setting overwrite the missions.
Is there a much simpler way to do this that I'm just being stupid about?
what is that "server configs" or "server setting" thing supposed to be? That doesn't exist in vanilla Arma
Sorry. Add-on configs. Specifically ACE. That's what I meant.
The CBA Settings system?
If the text file that you import doesn't have force/force force correctly set then it will also not auto enable the overrides.
I don't know if it even does that automatically at all. I'd ask the guy who made it.. But he got banned here :/
Can someone teach me how to use the VLS as a fire support option? Basically i want to make a mission where you go behind enemy lines and laze a small HQ. Then the VLS fires on your laze
@stable delta try
west ReportRemoteTarget [laserTarget player, 50000];
laserTarget player confirmSensorTarget [west, true];
MK41_VLS fireAtTarget [laserTarget player, "weapon_vls_01"];```
https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3307618
Ill give it a shot thanks
Hello im making a mision and i want to make a supply drop, but not the standard supply crate, i want to add my custom items to that box, is it posible?
Yeah there's a module that you can just sync to a crate, I think
did anyone ever achieve a MP campaign mode in A3?
we tried to understand what BI has done for APEX (config stuff and overall layout) but cant get it working π©
(aka you can launch as hosted server for your friends to join)
hello gentlemen. what would be reasonable ai aimingaccuracy settings for a more realistic gameplay? i am currently building som SF mission raiding some taliban compounds. now the standard settings of the ai makes it very unrealistic when the sf comes under fire. so i went down with the accuracy to 0.002 and now the ai gets more reasonable in shooting the place up. you know, since its some taliban not using sights and such. have you guys had similar experiences while creating some missions? what are your settings?
from one mission >sqf #define DIFF_AIM_ACCUR (0.075 + (ALL_PLAYERS_NUMBER * 0.025)) for 1 player > 0.1 for 20 > 0.575 etc...(that probably will be too much for your sf mission, but you will have the idea)
and to check skills values you can use this > https://community.bistudio.com/wiki/skillFinal
(that example there is outdated, skill "endurance" was disabled)
@signal coral
also good option for that ^ will be mission parameters, after few test runs you will find which values works best for you
Hi guys! I'm using ALiVE for creating insurgency mission which relies on limited weapons and ammo. And if player position is persistent after plaer reconnect there is his copy dead body with all his gear, which making loophole for looting π
Anyone know how to defeat that so players would reconnect and be placed on their last position but without dead body copy close to them?
"HandleDisconnect" mission eh ?
private _id = addMissionEventHandler ["HandleDisconnect", {deleteVehicle (_this select 0)}];
```like zo ^
@neon raptor ill look into skillfinal. thanks for sharing
@neon raptor init.sqf on server side did the job, much thanks
make sure you did it like that >
if (isServer) then {
/* here */
};
```π
@golden echo
Oh it is dedicated server, there is no client
if you have that init.sqf in main mission root folder, next to mission.sqm, that init.sqf will be executed everywhere and you need isServer check,
if you have your init.sqf inside of some folder in mission root folder and that is server side, then π
@golden echo
@neon raptor yeah, I guess I will add it if I ever distribute mission outside
Hi all. Does anyone know of a way to remove Ace's medical settings from a mission (to include the damage system that induces pain, bleeding, etc) without removing the medical files from the PBO? I'd like to use everything in Ace but their medical, in favor of the base game's medical system.
The problem I'm running into is that: even if I disable Ace's medical revive, etc in the editor's Addon Options for the mission, being injured still induces pain and bleeding which obviously requires Ace's items to treat.
So... when a vehicle is set to careless (or any other mode), is it the driver that's set to careless or the whole crew? or the group?
the group
hmm interesting.
If you set a helo to careless, the door gunners still engage
which is good, of course, but i thought maybe they don't get set to careless
Engagement behavior of crew can be specified with setWaypointCombatMode
but shouldn't careless override that?
not in vehicles
So a driver/pilot that does not deviate from his waypoint under threat while the gunners still can engage is usefull
Several players in my group are reporting that, after being revived, they are unable to go into third person or ADS. Anyone else ever run into this?
@drifting meadow thanks! And yeah, it is useful π
Anybody attempted to use the monitors in the USS liberty?
can I paste jpgs on them like for billboards?
I'm not sure, if hidden selections was made for them.
I think I've read about that somewhere, might be mixing up things though
guys, i'm missing some addons from shared mission
=== Missing Addons ===
Helipad_MapObject
Test_House_01
Gaol_MapObject
A3L_Markers
any idea where to find those?
Test_House_01 That's Arma 3 samples
A3L_Markers Some Life crap
Gaol_MapObject That's from some Life-Only modpack which doesn't seem to be available standalone outside of Life modpacks.
It has the same _MapObject so I guess it belongs together with the other one
random weather on multiplayer, so if you do the following on server at mission start it will be synced into clients and JIP players as well? sqf skipTime -24; 0 setOvercast random 1; skipTime 24;
Use forceWeatherChange and forget about that skipTime hackery
ok and what about syncing, no need to handle clients with scripts anymore?
Does this explain it? https://community.bistudio.com/wiki/forceWeatherChange
it does, thanks.
does clear/add backpack cargo global work OK or am I running it wrong, I have a truck and its mission.sqm init line executing 0 = [this] execVM "PMC\PMC_VehicleClearCargo.sqf"; and the sqf looks like sqf private _v = _this select 0; clearMagazineCargoGlobal _v; clearWeaponCargoGlobal _v; clearBackPackCargoGlobal _v; clearItemCargoGlobal _v; _v addBackpackCargoGlobal ["CUP_B_AlicePack_Khaki", 5]; _v addBackpackCargoGlobal ["CUP_B_AlicePack_Bedroll", 5];
but when I go to see the trucks inventory the backpacks are there, when trying to pick them up they disappear from the truck yet nothing shows up on my characters inventory. I can pick up all the 10 backpacks and they just disappear.
I'm thinking cargoglobal might have to be run on one machine only, like server. the wiki page says nothing about it though, mission.sqm is ran on all machines unless I'm mistaken.
the wiki page says nothing about it though
https://community.bistudio.com/wiki/addBackpackCargoGlobal does. Argument global icon at the top.
mission.sqm is ran on all machines If you mean init field then yes.
yes? what are you saying, the SomeCommandNameGlobal kinda gives it away, its global. but am I running it wrong then if its on mission.sqm? should I use non global version of those commands, if on SQM?
no it doesn't give it away actually. The Global stands for global effect. Not global arguments.
Where did you place that "in mission.sqm"? If it's in an init field every player that joins will remove all backpacks and re-add you 10 backpacks. Which is not a good thing to do.
Easy fix
if !(local _v) exitWith {}
right after where you define _v
That will only have it execute where the vehicle is local. Which can only be in one place
in vehicles init line.
I added that if ! line to the sqf, it fixed it. great! thanks for your help π
It should actually work fine without it.. Dunno what's cracking Arma up there.
The many remove/add/remove/add's are probably confusing Arma
Donβt add xxxGlobal to init field, unless you like nasty surprises
I remember way back when people put their loadout scripts into the units init field (which the arsenal even encouraged because it exported the script with this)
That ended in everyone having their complete loadout reset as soon as someone JIP'd
Remember? People still do that shit...
Hello all, does any one know how to make the missions respawn type an optional parameter? Would like to give the players the option of enabling/disabling respawn. Cant find any working solutions myself
Would the easiest way be to set it as respawn, but just set the tickets to 0 if they choose to disable respawn?
For the parameter itself you should look into Mission Parameters https://community.bistudio.com/wiki/Arma_3_Mission_Parameters
For how to deal with it being disabled, maybe your ticket to 0 solution will work, have not tried that. Another option is to "end the game" for the respawning player only. A more drastic option is to kick the dead player. Or you can move the respawn position far away.
I think I've got it figured. I've set the respawn time to an obnoxious time in the desctiption.ext. Then the Param asks them if they want to enable/disable respawn. If they enable it shorterns the respawn time down to its real value. Either way they still go into spectator.
also execVM in the vehicles inits is bad option imo, if you need clear cargo/add/remove stuff, just use spawn with checks for local or isServer lags shall not pass π
you can just do if !(isServer) exitWith {} in the script as well, if you execVM
sure, but first you will execVM it and after... will be exit
execVM>derp > exit... spawn>that went smooth > exit π
@sinful rampart
no it doesn't give it away actually. The Global stands for global effect. Not global arguments.
Where did you place that "in mission.sqm"? If it's in an init field every player that joins will remove all backpacks and re-add you 10 backpacks. Which is not a good thing to do.
Easy fix
if !(local _v) exitWith {}
right after where you define _v
That will only have it execute where the vehicle is local. Which can only be in one place
You sure that's still the case?
I believe that was fixed with eden
What do you mean, fixed? Init of each unit is executed for every player locally, this is major piece of Arma functionality. Are you saying in Eden this is not the case?
If A, B, C are three soldiers, and they have things in init code, and C JIPs, A and B's init codes should NOT get rerun on their machines when C joins - at least not with a local check
Shit will happen if it's a command with global args and global effect, though
Otherwise shouldn't
@west silo Not sure. But they should I think. For example setting local variables on units. If that script doesn't re-execute on JIP the variable will not be there. But people expect it to be.
So it has to execute all init scripts for each player
A and B's init codes should NOT get rerun on their machines when C joins Yes. And it doesn't and it was never the case.
init scripts always run local. Not on someone elses machine
Yeah okay, then alles is klar π
Ello guys, How do you disable the autonomous mode on a drone through script?
Want to stop the thing automatically firing
Ahh cool, nice and easy, ta dude
Do any of you guys know how they made it possible for the player to choose which group to play as in the Tac Ops dlc? For example, in Stepping Stone, it allows you to choose to play as either the recon team, or the infantry before starting both missions. Im just guessing here, but could it have something to do with the strategic map use, and that new feature they rolled out last update about being able to save a mission file as a .sqf? Im guessing that they possibly made it execute a different mission file depending on which option you choose.
@signal coral Hello again.
Disregard, my hunch was correct. If you save a mission file as a .sqf, and call upon it to be executed it will switch everything over to that scenario. The way I did this was set up the strategic map, with a simple test mission. The base mission you start in has the player spawn as a fighter pilot, which you then open the strategic map, click the test mission, and that test mission marker is scripted to exec the saved .sqf file of a mission on the same map, but with the player spawned as a rifleman next to an apc. Works like a charm.
Neat little trick, would have never thought of using the missionToSQF feature in such a way
is it possible to restrict a curator to only being able to use the remote control module?
Well it doesn't switch everything, more like it just adds on the script called mission onto the current running one. The original "player" unit will be transferred to an AI, and the player will then become whatever the player was set as in the mission file that was called.
Hi, I have a problem with a coop mission I'm making. I have 2 squads lead by players, but the problem is that only the host actually has AI units in his squad. The other player has no AI in his squad. They are on the map but no command bar is shown for the other player.
If I use a trigger to make them join the other player, they join the hosts squad.
group them in editor?
they are grouped, that's the thing that really blows my mind.
what could go wrong with such a simple thing π
They're set as playable and in lobby they are in their right squads, but for some reason player 2 loses control of the squad when mission starts
Squads work well in singleplayer
maybe a locality issue?
picking a non leader slot and then switching to the leader slot solved the problem. weird...
the same problem has returned. Join command has no effect in multiplayer. It seems that the game doesn't recognize the other player properly while loading the mission or something...
is there some ezpz code snippet i can use, to send AI to a random part in town, and then they'll take some places in houses
part of the same group, ideally I'd not have to split them up from the group
@minor basin idk what's in current CBA version but in b4 there was CBA_fnc_taskSearchArea < exactly for that ^
thanks, was hoping for something outside the waitUntil and doStop shit
surprised to see a spawn waiUntil, instead of waitUntilAndExecute though
sweet thats pretty much what i need π
nice
but it doesnt send half of the group random part of the town while others stay put (if thats what you meant).
didnt mean that, but if i did i could adapt that to do it π
i have very low experience with AI shit, so not sure on any of the ways to do things or commands
there are the default no addons needed functions as well
https://community.bistudio.com/wiki/BIS_fnc_taskDefend
https://community.bistudio.com/wiki/BIS_fnc_taskPatrol
check them from inside now... π
yea when i can i dont use BIS functions
Instantly fucked up in half the cases, so had to write hacky workarounds for them
i will not say that most/all of them are crap, but a lot of them just outdated or was made for some limited usage, with protection from noobs mistakes, it's close to impossible for devs to refresh hundreds of functions every game update and test every single one... if you have some "scripting experience" just check how they was made and if you will find some deprecated/outdated/unreliable stuff, just make your own version...
The respawn module fncs though, that is just straight up bad.
π€·
So I need a trigger to trigger on mine detonation - but not on defusal, so I can't use !alive for activation. What could I use instead?
Hello there, I wonder if the "Drop Cargo" / Unhook WP works? Does anyone know and if, how? I cant get the heli to lower and unhook the cargo...
Drop Cargo should work exactly as advertised.
But, setting the Heli Pilot's group as Careless could help.
Given I am scripting the waypoints and not putting them down in the editor somehow it does not function
Idk, i cant get it to lower down, it always remains hovering in around 50 meters
Did you attach the waypoint to the cargo?
:+1: happens π
private _pos = [player, 17882.3,10472.3,0, "Insertion Point"] call BIS_fnc_addRespawnPosition;
private _pos = [player, 15160,17334,0, "Norwegian NATO Base"] call BIS_fnc_addRespawnPosition;
private _pos_1 = [player, [17882.3,10472.3,0], "Insertion Point"] call BIS_fnc_addRespawnPosition;
private _pos_2 = [player, [15160,17334,0], "Norwegian NATO Base"] call BIS_fnc_addRespawnPosition;
try that ^
respawn menu working ?
The options don't come up, did a fresh MP export and made sure everything was set right in the MP attributes
Maybe I need to set the respawn locations as BLUFOR somehow?
how you set repsawnTemplates there ?
In the EDEN editor, "Attributes" -> "Multiplayer"
I already have one so I dont die when I launch the mission π
What code do I need in that file?
you have description.ext ?
Yeah, but I only have the code "RespawnOnStart = 0;" in it
i see
respawn = 3;
respawnDelay = 5; //--- set delay here
respawnOnStart = 1;
respawnTemplates[] = {"MenuInventory", "MenuPosition", "Tickets", "Spectator"}; //--- add or remove templates here, for positions you only need "MenuPosition"
I pasted all of that code into my description.ext file, but they still don't show :/
To get them to work with the other way, I had to assign them to BLUFOR, is there any code for that? Or is that a shot in the dark?
you can set them as respawnTemplatesWest
And how would I go about doing that? π
replace that > respawnTemplates with > respawnTemplatesWest
can you show what you have in descriptin.ext ?
respawn = 3;
respawnDelay = 20; //--- set delay here
respawnOnStart = 0;
respawnTemplatesWest[] = {"MenuInventory", "MenuPosition", "Tickets", "Spectator"}; //--- add or remove templates here, for positions you only need "MenuPosition"
lol
read that //--- add or remove templates here, for positions you only need "MenuPosition"
so for now you need only respawnTemplatesWest[] = {"MenuPosition"};
and reset everything about respawn templates and respawn in the attributes
Still nothing even after that :/
no respawn menu at all ?
respawnOnStart = 0; < maybe that your problem ? π
set it to 1
respawn = 3;
respawnDelay = 20;
respawnOnStart = 1;
respawnTemplatesWest[] = {"MenuPosition"};
that what you need there ^
No, I do get the meny, but now it says that respawn is disabled
I'll try the last code
btw, does it load the file with the positions automatically? Maybe that is the problem=
yes it does π
Ah okey π
But it still doesnt work π‘
Got any more tricks up your sleeve? π
if you have there less than 20 gigs of addons, just pm me that mission... probably the fastest way π
idk
My reinforcement trigger didn't work last night
I think I didnt sync the skip waypoint trigger to the player activated trigger
Do I need to do that?
just put up screenshots of my #arma3_editor mission editor directory structure, gotta love that feature as you can even edit campaign missions straight outta campaign dir.
Hey guys π
I have a question about the newly added SAM turrets. Are there any other ways to launch them then via CSAT terminal?
The idea is like this. OUr forces must take certain town from which SAM is being fired upon friendly forces. To avoid additional FPS loses and making battle scene I'd like to take SAM turrets and fire them on the enemy possitions (which don't really excist).
I saw that it's impossible to use only UAV terminal as the target has to be laser designated
any good operation redwing missions on steamworkshop?
is it possible to edit a lythium exile mission file?
oh ok thnx
@lapis isle those are radar guided missiles, so you need a radar target. There command like reportRemoteTarger and confirmSensorTarget. Along with the various fire and fireAtTarget commands, you can spawn an aircraft out at see and make the SAM fire at it, and then delete the aircraft, or hide it, or something
Does anyone one know how i can use a trigger to spawn ai or objects?
i want to have that when you drop a certian crate is dropped in the trigger then all the objects iv placed appeare
so for example when your offload a container in the compound then all my fortifications i placed beforehand appeare
and is it possible if i can use a trigger to change an objects condition of presence
I'm not 100% sure if this works for buildings, but try using the show/hide module.
I'll see if I can find a video on it. Using layers in the editor plus the show/hide module is something I wish I'd known about years ago
Here's a long video that includes it, I'm stuck at work right now so can't find the exact spot but this should work
https://youtu.be/toKg8BAjE48
And here's another example of using the show/hide module
https://youtu.be/Vgjly3ejI3Y
Hope those help you @tulip gazelle
Could someone help me with a little issue of mine? I have an AI squad that is supposed to get into the player's APC. My problem is that they come up to the apc and stand next to the door but they dont enter it. If i move the apc they will move with it until they reach the door position and then sitll wont go in. I found out they get in only if i exit the apc. The player is the same side as the squad and hasn't shot any friendlies.
I'm trying to make a mission using the 3D sounds and they work but they're not using my distance or loudess numbers. If anybody can help me please just @karmic ore.
Heres my code class CfgSounds
{
sounds[] = {alarm, radio};
class alarm
{
name = "alarm";
sound[] = {"sound\alarm.ogg", 10, 1, 800};
titles[] = {};
};
class radio
{
name = "radio";
sound[] = {"sound\radio.ogg", 0.4, 1, 2};
titles[] = {};
};
};
@karmic ore how are you playing the sound ingame?
@sinful rampart Like this nul = [this] spawn {while {true} do {(_this select 0) say3D "music"; sleep 300;};};
then the object haves the variable name "music"
has*
well according to your config you have alarm and radio. But no music
say3D doesn't magically read variables off of units
my bad thats an old one
in my mission music is alarm
i used this same thing 2 years ago and it worked fine
it worked in 2017 fine https://youtu.be/D7aeHn2MLdw?t=792
from https://community.bistudio.com/wiki/say3D
For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated```
@cinder holly Did the max distance of a sound change because in that video i had it set to 800m and now this is saying the max is 100m
now this is saying the max is 100m
default ^
anyone know if its possible to enable and disable first person via debug console?
that's ^ something I wonder too, as the main campaign does lock you in 1st person view when walking and entering the base camp in Survive; pressing Numpad Enter doesn't change anything, nor does the screen go black
I have a mission where there are some custom buildings placed (i.e. the military tower), but if i run the mission on a dedicated server, the doors of those buildings do not work
i.e. i do get the option "Open Door" but nothing happens
@grave harness mod building?
modded game?
oh! you may have disabled its simulation. the action would display, but you wouldn't have any reaction @grave harness
have to check that, but dont believe so
simple objects on buildings deactivate doors too
@brazen sleet doesn't it disable actions themselves too?
@grave harness with console use simulationEnabled cursorObject to check your building maybe?
@grave harness Sometimes you get option for the door behind so it could seem that nothing is happening, just wondering if this could be the case
@prime dome thank you ! π
@signal coral not anymore since a "recent" update (1.7x or 1.8x) π
@cinder holly Oh really? I think I had this thing happening to me quite recently on dev build
I know there should have been some change related to that
@cinder holly pressing Numpad Enter doesn't change anything Guess one could use keyDown EH to override it
The mission isn't made by me, but i put the PBO in the editor and saw that Simulation is enabled for those buildings
So i guess either the culprit is some sort of Dynamic Simulation in the mission framework
or a mod in our modpack that's being difficult
@sinful rampart that's what I thought too, but never checked
Does anyone know if any functions of "3den ehanced" create dependencies?
The description states "no dependencies" but i heard some people say that some functions/modules still do
Not sure if this is okay to do this, so sorry in advance, but @west silo ?
None do
Thanks for the confirmation π
You're welcome.
does anyone know why AI won't enter a vehicle until the commander (player) leaves it or moves to driver?
I figured out something. The AI won't enter the vehicle until the crew's orders are completed. It seems that driving (as a commander ordering the driver) is an infinite order and can be canceled by some other like stop, move or regroup
is there a way to order a group trough a script
Can you use apex objects in a mission, and people without apex can join okay without any annoying messages?
just static stuff, no weapons / vehicles or anything
If the players are not "using" the stuff then yes. But as soon as put on the piece of clothing, weapon, or enters a vehicle you get it.
custom terrain with objects from the apex requires dlc, just mission with any kind of apex objects (vehicles,items,weapons) - do not require dlc,
but players will have those messages when they will interact with "the dlc objects"...
Is there a way to change the way an object explodes? I'm trying to change the way the "cup -usmc vehicle service point" blows up. By defualt it's just a big 3 sec explosion then the object disappears and leaves a crater. I want to make it so when it explodes the ammunition starts "cooking off" and the object changes leaving only a shipping container so that it looks like the ammo boxes and fuel barrels were destroyed.
This is the object I'm referring to - https://ibb.co/mfOPYK
@cinder holly yeah passenger is fine
All Terrain objects are also fine @minor basin as everyone has the files now
friend of mine was making custom map with the apex objects, idk if he added required dlc class in the config, but his map requires apex (will ask him later)
aaand passengers will have those messages too π
@lost ember #rules read them.
but his map requires apex Between Apex and the next DLC you did indeed require to own apex to get the models for it's objects
not so anymore tho
i see, good to know π
#thanks @sinful rampart
Is there a way to disable the autonomous option for drones at the start without having to use a terminal to connect and disable it? found it in search "<drone> setAutonomous false"
so i've got an issue with my mission when i launch it
AI will not stay in animation no matter if i try forcing with init or just setting it
they'll get out of it if i approach or fire near them
which for some animations may make sense
but
the wounded animations and stuff
no bueno
we do run VCOM
so
im thinking its the culprit but i dont know.
pls @ me if you know anything at all or dm me
@wooden frigate first step. try without VCOM. after that i'd try disableAI "ANIM" or any other of its paramters. maybe setBehaviour "CARELESS" too
anim is disabled
didnt touch behavior though ill try that
and unfortunately i cant disable vcom because our clan leader has a raging hard on for it
how do you set the anim? and what's the environment? SP? MP? dedi?
i don't know. never used VCOM. but if you are using the script version (which i think there is one) you could make a mass search for anim commands through its files. playMove, switchMove and maybe others.
careless didnt work so i can almost guarentee it's vcom
yea try the mass search then and see what it does in terms of anims. maybe comment it out, if it's not important stuff
hey thanks for trying though
could anyone tell me where im going wrong with assignCurator command?
im doing this first
unitname unassignCurator myCurator;
then unitname assignCurator myCurator;
but nothing happens, unit name is zeus1 and the module name is myCurator
zeus1 is also listed in the owner but still no luck for some reason, I know its possible to do it via debug in game
You could start by reading wiki and noticing that unassignCurator takes only one argument https://community.bistudio.com/wiki/unassignCurator
ive done that, it's assignCurator that doesnt seem to work
And that both commands server only execution
im doing zeus1 assignCurator myCurator; on server
turns out you need unitname= player; publicvariable "unitname" run locally
and then assignCurator afterwards on server
can anyone tell me what the F*@!k it's wrong with that trigger
i'm using a blufor character and it's not working
and even with anyplayer, or anybody it's not working
tested with square also, and different sizes
condition maybe? xD
o fak yes
-.-
Put this in condition
I wish they expand on civilian presence module in the next edition. In operations other than war (OOTW) like insurgencies the civilian population plays a big part. Now, civilian life in Arma are not very credible, missing normal behavior (not all can repair the cars or pretend to heal someone), lacking females etc.
I think it's just mainly how things are simulated
A good example is civilians use of sidewalks
I was actually surprised that for example Tanoa has footpaths the AI will use, but they never bothered adding them to the side walks. So I assume it must been glitchy or something.
Wonder if there is a cleaner way to disable AI desire to use roads and simply go for a direct waypoint route. Would cut down the 10+ Waypoints you need to keep them on a sidewalk
Wonder if there is a cleaner way to disable AI desire to use roads and simply go for a direct waypoint route
you can experiment with ai "behaviour" https://gyazo.com/eb6a9e308b1b1885c2ccbe4d810427c1
also maybe just setDriveOnPath π€
I'm having an issue with the key frame animation system in Eden. It requires for looping to be enabled for it to even move in the anim. In Eden it moves perfectly fine but in game without looping (in the Timeline module) enabled it doesn't want to budge. Any ideas or is it just broken?
Ok, had a bit of luck
Aware mode at limited speed will keep them on the sidewalks
As for traffic, I could make a mod that reduces the AI max speed down a lot to keep things slow.
I think next would be to create a array of WP that all the civilians share, with various checks like making sure to wait tell it's clear to cross roads and such.
Why you won't be able to do a entire map, it would allow people to simulate a handful of cities.
hey everyone π for a long time i have been looking for a way to stop people from using the endmission command to quit the mission, now after having forgotten to check on this for a while it seems to have stopped working in multiplayer. Does anyone know if arma patched that at some point and i did not notice ? or did they add a setting for that ?
The only way people can use that is if they have admin access I thought.
for a long time everyone could use it sadly π¦
i tried it in a local multiplayer session and it does not work, in singleplayer it works so they might have fixed it for MP wich would be fantastic
hey
This might help - itβs a while since I updated the tutorial, but F3 was designed so newish scripters could look at the components and adapt / learn / experiment. http://ferstaberinde.com/f3/en//index.php?title=Main_Page
thx
hey guys anyone know how to make ai do ACE animations in editor?
what ace animations?
Animations from ACE3mod
iirc ace uses only vanilla animations
Hey there, we figured out that we have an ASR dependency in our mission, that we would like to get rid of. If I only delete the dependency line in the mission.sqf file, as soon as we re-open the mission in 3DEN the dependency is re inserted. The PBO required is asr_ai3_skills, but the mission is not using anything related to ASR. How can I remove this dependency ?
You need to overwrite the dependency, removing it may cause corruption of your sqm file.
There are 2 entries, both have asr_ai3_skills in their name somewhere.
I personally just copy paste the one dependency above the bad one over the bad one, save it and reopen in editor
I don't understand... Using ctrl+F I can ensure you that there is only ONE entry with asr_ai3_skills in the file. Even with just asr the finder show no other entry.
is your mission file binarized?
no it is not
moreover, when I use "show required extensions" in Eden ASR is not displayed in it...
but if we try to launch the mission without ASR, it fail
what I meant with overwriting is this. Lets pretend that "A3_Weapons_F_Exp" is the culprit and you want to get it of it
then you look into your mission.sqf and see these entries
addons[]=
{
"A3_Characters_F",
"A3_Weapons_F_Exp",
"A3_Weapons_F",
"ace_realisticnames"
...
class AddonsMetaData
{
class List
{
items=3;
class Item0
{
className="A3_Characters_F";
name="Arma 3 Alpha - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item1
{
className="A3_Weapons_F_Exp";
name="Arma 3 Apex - Weapons and Accessories";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
You change it to
addons[]=
{
"A3_Characters_F",
"A3_Characters_F",
"A3_Weapons_F",
"ace_realisticnames"
...
class AddonsMetaData
{
class List
{
items=3;
class Item0
{
className="A3_Characters_F";
name="Arma 3 Alpha - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item1
{
className="A3_Characters_F";
name="Arma 3 Alpha - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
sqve it and reopen in editor.
if you do not find the ASR dependency in there then itis gone
Okay I understand. Here we have some strange things : ASR is included in the addons[] array, and if I delete it from here it is automatically re-added by Eden. However, it is never in the AddonsMetaData class. And it is not added in it by Eden. It might not be the only problem because it seems that addons[] contains 39 addons whereas AddonsMetaData contains only 33 subclasses
weird. overwriting the dependency, saving it and then loading it in eden WITHOUT asr ai loaded will most likely get rid of it
with saving it i mean in a text editor
Using ctrl+F I can say that all other missing addons in MetaData compared to addons[] are some A3_* stuff. Probably some addons containing objects that were once in the mission file but are no more used.
Do I have to delete them as well ?
seems fine then
nah
if they are vanilla arma then it is fine
as they should be there anyways
What if I delete everything ? Is Eden able to rebuild the whole list, hoping that it will clear some errors ?
well, normally you do not go ahead and edit the sqm by hand π
We never do that, I only investigated this because of the unability to launch the mission without ASR on the server π
@oblique niche New tool idea: SQM editor
tho i know of some sqm parsers for automated mission sign up stuff. not really the same, but hey there are some
what is "sign up stuff"?
You upload a mission.sqm and it generates a site for sign up
Meh, there isn't a tool with a UI or anything. Not really even executable or operation, so it's still in idea phase.
??, generates a sign up?
like this
if the mission has not happened you can reserve your slot like this
just click on the slot you want and done it is reserved for you
Unmm. So that definitely is not something that happens without external tools.
depends, my solution was a c# program because i did not want to do it in php. The group i play with does it in node.js.
the parsing is primarly for the groups/slots
Right, but it made zero sense without context at first
ah sorry
M242 already helped me into the right direction with random weather, but still having issues ...
as according to https://community.bistudio.com/wiki/forceWeatherChange I have enabled manual override, also set intel -> overcast, both start and forecast to 100% (cant remember where I read this), then on dedicated server at mission start I run sqf 0 setOvercast (random 1.1); // 1.1? yeah to give more chance for a bad weather / rain forceWeatherChange;
yet I seem to always get nice skies with only few clouds even though it might start to rain soon or even immediately. so the cloud "weather" is not at all synchronized with the "background weather" which can include darker sky in front of the sun (heh difficult to explain), rain and thunder sounds.
what am I doing wrong?
setOvercast is local only
you can run simulWeatherSync so it syncs to all clients
https://community.bistudio.com/wiki/simulWeatherSync
Sounds about right for that random range
btw we have BIS_fnc_paramWeather (mission params option)
//--- description.ext/Params
class Weather
{
title = $STR_A3_rscattributeovercast_title;
values[] = {0,25,50,75,100};
texts[] = {
$STR_A3_rscattributeovercast_value000_tooltip,
$STR_A3_rscattributeovercast_value025_tooltip,
$STR_A3_rscattributeovercast_value050_tooltip,
$STR_A3_rscattributeovercast_value075_tooltip,
$STR_A3_rscattributeovercast_value100_tooltip
};
default = /* default value */;
function = "BIS_fnc_paramWeather";
};
so on dedicated server I need to run this instead or does it also require force change? sqf 0 setOvercast (random 1.1); simulWeatherSync;
simulWeatherSync only sync the current keyframes and values, if you want an instant change, you need to force the change before sync
right right, force change on mission start, but then with long duration changes simulw, gotcha. thanks.
Hi all, if I disable thermal imaging on vehicles how does it effect AI vs players...will AI vehicles have lower chance of spotting enemy AI/players or does it just effect player spotty potential
Also does anyone know of a way to disable thermals for newly spawned vehicles for game modes like liberation?
Depends if you want to do it for player vehicles or all vehicles.
You would need to add it around here:
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/shared/functions/F_libSpawnVehicle.sqf#L30 - For AI
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/game/save_manager.sqf#L255 - Loaded from save
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/client/build/do_build.sqf#L329 - Player built
I need advice, I'd like to make a credible mission in Georgetown (capital). Besides using civilian presence module, what more (within Arma engine capabilities) could I add to the mission to make the impression of living city, capitol of Tanoa?
I'm afraid of adding cars because they tend to crash each other (ENIGMA script) or lose control and run over people.
Animals
Civilian units w/ Move waypoints
Civilian units in vehicles that are locked.
Civilian presence module already spawns and moves civilians around. Locked cars (simple object) is a good shout.
@rapid hatch use sound. it's cheap and adds a lot of atmosphere
ambient chatter perhaps
all kinds. play radio or tv sounds from inside buildings (even or esp closed ones). also just random neighbor noise. dogs barking in back yards
yeah, sounds good
@delicate hinge thx ill give it a go
For ambient sounds of city, what is the best way to "play them"? Which command?
localizing to a fixed position makes little sense, maybe just playSound then?
in many games mappers use a soundscape, multiple fixed locations for ambient sounds. Obviously one sound emiter wont be enough, but fixing to a none directional sound is also not the way to go if you move around the city.
Maybe it is best to make a system which will create sounds with say3d if the player is in certain radius near them. So you do not broadcast all the sounds to all players over the net and everyone has their won local soundscape
How can I set up a UAV to respawn with autonomous set to off?
you can try > https://community.bistudio.com/wiki/setAutonomous
@rapid hatch use playsound3d. it is broadcasted over the network automatically. its only draw back really is that you can't attach the sound to moving things. but for your use case that is irrelevant.
@neon raptor does it persist through respawns? I thought it only applied to the editor placed units
you can check it yourself with > https://community.bistudio.com/wiki/isAutonomous
I'm having the same issue https://forums.bohemia.net/forums/topic/172837-weapon-pool-duplicates-itself-in-campaign-progress/ with my campaign, weaponPool stuff duplicates itself on the next mission. I noticed it early and though I messed up my ammobox/truck scripts and kept playing, several missions later I had 38,000 magazines of 5.56 ammo heh. does anyone know anything about this, could it be that I messed up my campaign/sqf/weaponpool instead of this being arma3 bug?
Hi guys!
I'm using the weapon pool in my campaign but I'm experiencing a weird bug... When I add something to the weapon pool (e.g. one rifle), in the...
If a mission is delivered via Steam Workshop, what happens when you create a new version? Does it sync for all subscribing players automatically?
Yes.
Thanks.
only if you will upload/publish it on top of your existing upload aka overwrite it @rapid hatch
Anyone maybe have any idea why things like a helipad would sit below a runway beton? Tried dragging it up but it does not raise above the beton.
@languid wing - try disabling simulation on the object. Not sure how it will influence other things though.
helipad I recon is a land decal so it sticks to the terrain
@languid wing whats this runway beton you speak of? an object?
@neon raptor it only works for the editor placed UAV, all the respawns are autonomous
you already know how you can fix it > https://discordapp.com/channels/105462288051380224/105463244310728704/484789710389248011 π
(discord pls)
@cinder holly https://community.bistudio.com/wiki/Campaign_Description.ext#cutscene doesnt work on campaign ie chapter start, it wont play. if I do SHIFT - "campaign" cheat, it appears on the mission list and can be reverted/replayed.
I went around with this issue simply by making campaign/chapter opening cutscene as normal mission, like in https://github.com/SnakeManPMC/arma-3-Campaigns_PMC/blob/master/pmc_powder_bat/description.ext
also do you know about the weaponPool duplicating its contents on next mission?
I see, cutscene worked in OFP iirc (but may be wrong!)
And about duplication no, my first thought would be "are you readding from a container where you already added all pool weapons", but that's about it =\ @storm geode
yes cutscene=; still worked in arma2 I believe.
weaponpool duplication, I also found https://forums.bohemia.net/forums/topic/172837-weapon-pool-duplicates-itself-in-campaign-progress/
Hi guys!
I'm using the weapon pool in my campaign but I'm experiencing a weird bug... When I add something to the weapon pool (e.g. one rifle), in the...
he posted that topic four years ago, heh
still kinda hoping there is something wrong in my campaign, but dunno..
That's what I read⦠but testing a normal campaign without chapters worked fine for me
This year :p
yep we (well I) had the weaponPool = true; in wrong class issue previously, hoping that this duping would be similar oversight.
I'll try some of my older campaigns to verify and double check.
Yes it was during these tests
I powergrep searched my campaign files through and no add<something>Pool commands are issued, yet weaponPool contents are duplicated.
Just found a bug that affects some cross-faction drones, be advised.
If you spawn an empty BLUFOR Autonomous unit (like the Hammer naval gun) in the editor and drop an OPFOR rifleman into it, and then spawn an OPFOR UAV Operator as Player and then connect to and use the turret - there will be a Get Out option that lets the Rifleman get out.
This is not work-aroundable by locking the autonomous units in question, as that prevents their control via the UAV terminal.