#arma3_scenario

1 messages Β· Page 35 of 1

feral gate
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Using the JoinSilent command in the autonomous unit's init is likely to work better.

prime dome
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Thanks for the tip Teizan!

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(if you need the thing to be spawned)

neon raptor
#
/*
    Description: 
    Creates vehicle crew, removes group when empty

    Parameter(s):
    0: OBJECT - vehicle
    1: SIDE - side for the vehicle crew
    2: BOOL - delete group when empty

    Returns:
    GROUP
*/

params [
    ["_vehicle", objNull, [objNull]], 
    ["_side", sideUnknown, [sideEmpty, sideUnknown]], 
    ["_deleteEmpty", false, [false]]
];

private _group = createGroup _side;
createVehicleCrew _vehicle;

crew _vehicle joinSilent _group;
_group addVehicle _vehicle;

if (_deleteEmpty) then {_group deleteGroupWhenEmpty true};

_group
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maybe πŸ˜ƒ

prime dome
#

hah

storm geode
#

what city house to house fighting editing techniques you guys use, if you place single unit with sentry waypoint (eden even lets you "attach" the waypoint to the units location, whatever that means) they will move when the fighting breaks out. if you use disableai = "MOVE"; the unit doesnt even turn, its basically frozen just aiming with a weapon, not sure I like that frozen state...

idle plume
#

I am trying to make a mission like the pre loaded mission control Edessa, but i can’t figure out part of it

neon raptor
#

what city house to house fighting editing techniques you guys use
if you haven't tried it yet > createGuardedPoint + "GUARD" - locked wp, more info >https://community.bistudio.com/wiki/Waypoint:Guard
and for making them stay at some position you can try _unit disableAI "PATH"; < in this case better do not use guarded points @storm geode

storm geode
#

well guard waypoint is even worse than sentry. oh I totally missed that path, thanks, will try it out.

neon raptor
#

imo guard wp's should be used only with guarded points... 🀷

storm geode
#

I cant say "never" used them with guarded by triggers, but would have to powergrep search such mission of mine. I do use guard waypoints all the time, basically all missions have them. without guarded by triggers the groups come to aid friendly forces calling for help.

neon raptor
#

i have no experience at all with "guarded by triggers"... can't say how the close or far from what createGuardedPoint does

storm geode
#

trigger activation -> type -> guarded by ...

#

I assume those two are the same, result at least.

neon raptor
#

yeah got it, but i don't like triggers... πŸ˜ƒ

storm geode
#

just googled it, they are the same.

neon raptor
#

Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in Editor) from the wiki

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createGuardedPoint ^ page

storm geode
#

you dont like triggers, can you completely avoid them?

neon raptor
#

in short yes, longer version will have inArea inAreaArray commands πŸ˜ƒ

tawny holly
#

Yes, you can completely avoid them and it's best to in my opinion, easier for other people to understand your work if the code is in mission file

#

and if your functions are super portable in the sense you don't have any hardcoded data, it'll make it easier to replicate the mission functionality on a different terrain

storm geode
#

would you have any examples of standard "east not present" trigger as script?

tawny holly
#
while{alive player} do {
    {
        _east = allPlayers select {(side _x) ==  east && _x inArea "Mkr1"};
       if(count _east == 0) then {

     };
};
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Probably the worst way to do this, as I'd ask in scripting for a better solution

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aldt1ck will I guess :^)

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But it's an example of how to do such

neon raptor
#
#define EAST_ALIVE (allUnits select {side _x isEqualTo east})

EAST_ALIVE findIf {_x inArea [_position, 100, 100, 0, false]} 
tawny holly
#

😲

neon raptor
#

🀷

tawny holly
#

πŸ‘¨

#

Just throw those macros in a file and include it when you need it

storm geode
#

interesting, I'll try that. thanks.

kindred relic
#

so, I'm trying to make a mission with two Liberty destroyers in it. Everything seems normal, but when I test it on a dedicated server, it actually spawns 3 copies of each destroyer, inside each other.

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I'm guessing this is some kind of locality thing. How do I make it not do that?

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I'm not using any kind of scripting to spawn the ship, it's just an editor placed object. There are no mods involved.

livid scaffold
#

How many AI can a powerful server (eg. running 7700k) with headless client handle nowadays?

neon raptor
sinful rampart
#

Giving numbers is nonsense anyway

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It can run thousands, but it'll lag like hell.. probably

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It could also run just one AI and also lag like hell because of the other scripts running

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or it could run thousands and run smooth AF.

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Also you didn't say how many headless clients and how the AI's are distributed

neon raptor
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^^

sinful rampart
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I guess the ultimate answer is: "288 Groups"

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Because that's the hard limit of groups I think

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10 units per group.. 2880 AI's.
Will probably lag a little tho

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But if you don't have any humans on the server no one will notice the lag

neon raptor
#

πŸ˜ƒ

thorny pike
#

virtual robot party

neon raptor
#

so... somewhere from 0 units up to 288 groups... πŸ˜„

signal coral
#

288 groups per side

livid scaffold
#

I was rather looking for empirical limit for AIs running on headless client before the server and client FPS starts to drop @sinful rampart

#

I've heard someone mentioning just 100 AI

prime dome
#

Eh, the problem is that it depends on what the AI is doing

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Like I've seen a tank battle or two or more AI factions fighting among themselves is way harder on FPS than just infantry from one faction fighting players

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And then less groups apparently perfoms better too

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But typically we run with around 100-150 AI

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If you use a caching system or dynamic simulation then it can go higher

signal coral
#

Hey guys you guys know that CUP Vehicles has this cool packing future on the Marine air vehicles well is there any way to make them already be packed when the scenario starts like in the editor ?

thorny pike
storm geode
#

sldt1ck: disableai "PATH" was exactly what I was looking for my city house to house fighting scenarios, thanks so much.

neon raptor
#

nice

storm geode
#

but now I have to go through many missions and change every damn unit to this new method heh. I doubt I can remove sentry waypoint and add this command by just regexp. or at least I dont know off the bat how.

neon raptor
#

btw tried few times massive auto replacements with vscode and was no issues...

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(probably there are some better options... idk 🀷)

storm geode
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looking at the sqm now and yeah no way for me to do that as of now, dont know how. you have to remove the class item1 { datatype="waypoint" stuff completely, modify the items=2, yeah I just go through these missions manually in eden for now and of course I never place such sentry waypoint units anymore so wont be a problem.

neon raptor
#

oh you need it for the sqms

storm geode
#

do you know any building occupy scripts, just very simple "place unit at buildingPos"? I would like to randomly place units into a building, maybe give the building ID to the script or just "every building within 200m" or something. right now I placed all the units manually in eden and that is always a bit blah for replay-ability.

neon raptor
#

you can make your own script/function for that, probably with just nearObjects and move or doMove πŸ€”

storm geode
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no sorry I meant place, not move. and especially now with this disablei "PATH" so they stay put.

#

place as in create unit into buildingPos, make it disableai = "PATH" to stay put.

neon raptor
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"set pos" them ?

storm geode
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havent looked into how buildingpos's work, can you just getPos buildingposid or something. havent even though if you have to unit move pos the created units hmm.

storm geode
#

sure, but I was just asking around if someone has already made such script I could use. why reinvent the wheel.

neon raptor
#
//--- Building or House
private _buildings = (_position nearObjects ["Building", _radius]) apply {_x buildingPos -1} select {count _x > 0}; 
private _posList = selectRandom _buildings; 
_unit setPosATL (selectRandom _posList);
```something like this, maybe ^
storm geode
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I'll try it out once my eden editing task is done πŸ˜ƒ

neon raptor
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glhf πŸ˜ƒ

storm geode
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works nicely, thanks man πŸ˜ƒ

kindred relic
#

a quick question repost for the daytime crowd, since I haven't found a solution yet:

I'm guessing this is some kind of locality thing. How do I make it not do that?
I'm not using any kind of scripting to spawn the ship, it's just an editor placed object. There are no mods involved.```
sharp axle
#

How do you know there is duplicates?

kindred relic
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because it causes 3 doors in every doorway, plus z-fighting on the surfaces, and when I add it to Zeus I can see there are duplicates of each ship segment

sharp axle
#

Interesting have you tried just using a new blank map and placing only it?

kindred relic
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not as yet - but I have deleted and re-placed the ship in the existing mission, and checked in the SQF to confirm there aren't any hidden duplicates.

#

also, it doesn't do it in local testing, only on a server

sharp axle
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Yea I would try a blank slate test to rule out external mission stuff effecting it.

kindred relic
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I'm curious about what external mission stuff could be doing it, since there's nothing that even references the destroyer objects

sharp axle
#

It could be other things, you can still effect objects without calling the class directly.

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Once you do the test you will know if it’s the object or the mission at least.

kindred relic
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I've just tested it in a brand-new, totally blank mission file, and it's still doing it

sharp axle
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@signal coral You added the liberty to your mission yea? Any issues?

neon raptor
#
0 spawn {
    private _class = "Land_Destroyer_01_base_F";
    private _ship = _class createVehicle (getPosWorld player vectorAdd [0, sizeOf _class, 0]);
    playSound "faction_blufor_x05_b_nonsense_EXB_0";
};
```into debug console ^ and better try it in VR πŸ˜ƒ
eager ruin
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"nonsense"

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hmmm

neon raptor
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really important information there...

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100%

kindred relic
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well, that definitely spawned a destroyer

neon raptor
#

nice, what about "3 doors in every doorway" option ?

kindred relic
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give me a minute

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it seems the debug console is unavailable on our test server. I'll have to wrangle this into an actual mission file, so...give me another minute or 5

neon raptor
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is there any zeus addons or scripts ?

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i guess your problems is there

kindred relic
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I have Achilles loaded at the moment, but it was doing it without Achilles as well

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the only other Zeus interaction is a thing that adds everything to Zeus - but again, it did it before I'd pressed the button to make that happen (and adding things to Zeus shouldn't cause them to spontaneously duplicate themselves)

neon raptor
#

well...

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create one file

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name it initServer.sqf

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add there >

private _ship = "Land_Destroyer_01_base_F" createVehicle [worldSize /2, worldSize /2, 0];
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on the same map, if you cant open the console...

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and i think you will have no issues...

kindred relic
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I got the console to open (it was my mistake, I'd forgotten to enable it in the editor) and pasted your original code

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no mods, no zeus interaction, nothing else in the mission file - triple ships spawned.

neon raptor
#

try it with initServer.sqf ^

kindred relic
#

yeah, that's spawned triple ships

neon raptor
#

lol

kindred relic
#

is there a way I could, perhaps, automatically delete the extra ships immediately?

neon raptor
#

is that local host or dedicated server ?

kindred relic
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dedicated server

neon raptor
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dedicated server, code in the console... no issues @kindred relic

kindred relic
#

that looks...massively complicated

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the only thing I can think of is that Achilles is running on the server. But a) Achilles shouldn't affect editor-placed objects, and b) I can't not run Achilles on the server, we need that, so a workaround is needed even if that is the cause

signal coral
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Are there any ACE3 gurus here?

jaunty marsh
#

?

signal coral
#

@jaunty marsh I was wondering if there was anyone here that is good with working with the ace mod on a dedicated server.

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If this is the wrong chat then disregard, my bad.

jaunty marsh
#

What are you trying to do specifically w/ ACE?

signal coral
#

Install it on the server and then configuring the settings for the mod.

jaunty marsh
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you're in the right channel for the second part, not the first though.

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but i can help in PM if you want

signal coral
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@jaunty marsh sounds good I'll pm you.

rapid hatch
#

are subscribed workshop missions (multiplayer) downloaded to mpmissions folder?

oblique niche
#

no, they are downloaded into the steam workshop cache folder. the pbo's are also changed to .bin files. simple renaming them back to a .pbo file format is enough.

delicate hinge
#

.bin?
For me they land in ```
C:\Users<username>\Documents\Arma 3 - Other Profiles\veteran29\Saved\steamMPMission\KP%20Liberation%20Chernarus.chernarus\mission.pbo

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Also the missions are not downloaded on subscription but at the moment you try to host them.

neon raptor
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and mission overviews are broken atm (workshop missions only) lol

oblique niche
#

really? all the missions i downloaded from the workshop ended up in the steam workshop cache. Probably because I do not have an Arma 3 - Other Profiles folder.

neon raptor
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C:\Users\<Windows profile name>\Documents\Arma 3\Saved\steam or steamMPMission\mission%20folder.stratis\mission.pbo
//--- or
C:\Users\<Windows profile name>\Documents\Arma 3 - Other Profiles\<Arma 3 profile name>\Saved\steam or steamMPMission\mission%20folder.stratis\mission.pbo
```for me
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maybe you just subscribed and never played them ? πŸ˜ƒ

oblique niche
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could be. the missions that I normally subscribe to are normally just some mission scripts. so I do have no intention to actually "play" them

delicate hinge
#

where is this "cache" folder?

oblique niche
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inside the steam folder you define basically.

C:\SteamLibrary\steamapps\workshop\content\107410

as example. in there are all workshop items you are subscribed to and that youhave downloaded. missions are also in there, just as bin format, seen here
https://i.imgur.com/OPDlqNy.png
and after chaning the file type to pbo.
https://i.imgur.com/QaFjNdF.png

This was just with starting the a3 launcher.

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basically all the mod folders the a3 launcher will make a shortcut into you !Workshop folder

neon raptor
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maybe you can test it, subscribe to some mission, [advertising alert] KP Liberation for example πŸ˜ƒ and check where you will have it...

signal coral
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what's the best way to achieve a establishingShot - like effect without it automatically closing

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i'm trying to get a closing shot of a city but bis_fnc_establishingShot doesn't last long enough

grizzled meteor
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You can find the script in the function viewer, copy it out and adjust it maybe.

neon raptor
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iirc there was param for "world scene"

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so it will "last long enough"

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/*
    Author: Thomas Ryan, modified by Riccardo Argiolas

    Description:
    Play a fake UAV observational sequence which serves as an establishing shot.

    Parameters:
        _this select 0: OBJECT or ARRAY - Target position/object
        _this select 1: STRING - Text to display
        _this select 2 (Optional): NUMBER - Altitude (in meters)
        _this select 3 (Optional): NUMBER - Radius of the circular movement (in meters)
        _this select 4 (Optional): NUMBER - Viewing angle (in degrees)
        _this select 5 (Optional): NUMBER - Direction of camera movement (0: anti-clockwise, 1: clockwise, default: random)
        _this select 6 (Optional): ARRAY -    Objects/positions/groups to display icons over
                            Syntax: [[icon, color, target, size X, size Y, angle, text, shadow]]
        _this select 7 (Optional): NUMBER - Mode (0: normal (default), 1: world scenes)
        _this select 8 (Optional): BOOL - Fade in after completion (default: true)
        _this select 9 (Optional): NUMBER - Wait time after the shot has been completed
*/
``` `bis_fnc_establishingShot` params ^
signal coral
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@neon raptor ah, thanks

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that's quite a recent parameter, added in 1.81

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so i wasn't aware of it

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should check biki more tbh

signal coral
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hum

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seems like particles aren't rendered sometimes
calling establishingshot to watch a nuke destroy a city
though it's not rendering the smoke, so it looks wimpy
i moved player unit to be in center of town, so i think it's simply due to function

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anyone else notice similar behavior?

keen merlin
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too far away maybe?

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there was a particle rendering bug, but it was fixed in one of the last updates

signal coral
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@keen merlin nah, i set the player location to he be center of the nuke, and i still don't see them

keen merlin
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but without establishingshot it works ? πŸ€”

signal coral
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@keen merlin yeah, i can view the nuke just fine if i look at it normally

sinful rampart
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everything that's invisible doesn't render

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so.... kinda? maybe?

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atleast while you are looking at the objects that you don't see anymore

signal coral
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You want to hide everything beyond 4km radius? I doubt it will improve anything, arma maps objects are streamed, so far away object might not even be there

keen merlin
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if you hide everything INSIDE a 4km radius it definitely works πŸ˜„

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other way round : I doubt it, especially since iterating through so many objects on the fly will result in problems

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its a chore already to do it on mission start

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ah, didnt see modules.. so not dynamically

sinful rampart
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modules are logics themselves. So you are also adding new objects. I don't know if they delete themselves at mission start. But I've never seen any BI module do that

keen merlin
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if you walk along the edge of the 4km area (so your object draw distance reaches out to the hidden part) you will probably see improvements

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probably only 4 logics needed @sinful rampart

unique needle
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Is there a Mod for purchasing units by a specific curreny ?

For instance I want to script my mission so every player receives some kind of reputation points for killing enemies - these can be used to purchase vehicles. I wonder if there is a mod that already allows some kind of shop/purchasing system that can be customized in terms of what units can be bought, for what amount of currency and u can hook on eventHandlers to add curreny pts to a player somehow

signal coral
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Basically you want KotH

quaint jewel
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@unique needle the MCC Sandbox mod has that system

unique needle
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Yea but I do not want the other features tbh

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loved MCC but am with ALiVE now. No time for the ex

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πŸ˜„

quaint jewel
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I enjoy ALiVE too, but it all requires preplacement, whereas with MCC one can adjust things on the fly.

sharp axle
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@unique needle You could ghetto rig Wastland to do that.

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Mesh it up with Alive, reduce to 1 faction

unique needle
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uh wasteland sounds cool

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Never heard of it before

storm geode
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anyone know why the backpack wont appear in the briefing inventory?

signal coral
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@storm geode do you have weaponPool = true; before those lines in your description.ext

storm geode
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no when I tried it on campaign and also it doesnt work in eden editor mission play as singleplayer.

signal coral
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so add that line(?)

storm geode
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hmm, well lets try it...

signal coral
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By default, a campaign allows weapons to be stored, but won't show them in briefing selection. To enable this feature, put the following line to a campaign Description.ext:

weaponPool = true;

storm geode
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nope doesnt work. weaponPool = true; is like it says, weaponpool command.

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weapons and magazines work fine, backpacks do not.

obtuse shoal
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I've looked around a lot to find the solution to this but for the life of me I can't figure out how to make respawn points work on a dedicated multiplayer server. It keeps respawning everyone on their corpse.

I am using TADST to launch the server.
The map's multiplayer attributes are set to respawn on custom position
I have placed a respawn position in the map and given it the var name: "respawn_west" for BLUFOR
I also made a Description.ext that looks like this

author = "Zorum";
loadScreen = "ODST.jpg";

OnLoadName = "Gridlock";
OnLoadMission = "Zeus/Coop";

// GENERAL
disabledAI = 0;
joinUnassigned = 1;
enableDebugConsole = 0;
showGPS = 1;
showCompass = 1;
showWatch = 1;

class Header {
gameType = Coop;
minPlayers = 1;
maxPlayers = 5;
};

// RESPAWN
respawn = 3;
respawnDelay = 10;
respawnDialog = 0;
respawnOnStart = 0;
respawnButton = 1;

quaint jewel
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As a holdover until you can get this fixed, if you have an active Zeus, he can place a Vehicle Respawn position on the map, and players should respawn there. @obtuse shoal

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Otherwise I believe if you're using the respawn position module in 3den, I thought you needed to sync it to the units. If you don't want to do that, instead of a respawn position module, use an empty marker with the same var name. That might work. I know there's probably an extra step somewhere that I'm forgetting.

obtuse shoal
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Ok so simply placing the Vehicle respawn for BLUFOR in Zeus while the game was running fixed the pre placed spawn point

signal coral
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@obtuse shoal Why not make an invisible marker with the variable name "respawn_west"? It'll have the effect you're looking for. At least, it should. I use frameworks for my missions and that might be a functionality I'm so used to from them I think it's a vanilla feature.

obtuse shoal
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Thank you SkyFire & Vauun I will try those things out.

signal coral
#

πŸ‘

fervent tiger
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hello

quaint jewel
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Hello

hasty sigil
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ALIVE keeps spawning CSAT when I override the faction as a RHS faction. as far as I can tell, everything I am doing is correct so i dont know what the issue is. there is no spaces in the typing at all. mods are loaded too.

rugged violet
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Hey guys, I was wondering if anyone could help me with the end mission trigger

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So i have one trigger with a zone with the variable name "end1", type; none, activation; any player, activation type; present

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And another trigger with the var name "end", type; none, activation; none - condition; TriggerActivated end1; and on activation; "end1" call BIS_fnc_endMission;

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Yet it doesnt work, anyone knows why?

storm geode
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end1 through 6 and lost are arma3 endings, dont use them, tag the variable with your addon tag instead, like drago_end1 (I made the tag up).

rugged violet
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Hey Snake Man, I'm kinda new to mission making so I'm not sure what you mean, I just want a standard mission ending like the ones in the campaign

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And the only add-ons im making this mission with are the task force radio and the dependency

storm geode
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do not use end1 through end6 or lost variable names.

rugged violet
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Oh okay, thanks, I will try that πŸ˜„

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Ok, so I changed the var name of the first trigger to "mission_end1"

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and the following paramaters on trigger 2; TriggerActivated mission_end1; - "mission_end1" call BIS_fnc_endMission;

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Yet it doesnt work still

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Do you have any idea Snake Man?

storm geode
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does the first trigger activate? and second? add some hint debugs there on activation line like hint "trigger NAME activated, whee!";

rugged violet
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Doesnt seem like the first trigger activates

storm geode
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hmm any player dont recall ever used that one, just change to players side to make it simple.

rugged violet
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Still don't get a hint after changing it to BLUFOR

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Snake Man helped me fix the problem πŸ˜ƒ You need something in the condition field

signal coral
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@storm geode you can re-tag "end1" to be your own custom debriefings in cfgDebriefing.hpp though

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that's what i usually do tbh

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oh, i see he was using it as a variable name now that i read more closely, though there's nothing particularly wrong with that

storm geode
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havent done any tests but its just common sense. actually I did make some mistake of naming my cfgDebriefings class end1 at one point and I recall having some issues. never a good idea to use the arma3 ending names as variables.

rugged violet
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So i'm back again πŸ˜„

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I basically have tre tasks set up and they are all operational

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three*

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But I only want the first one to appear, and after that has been completed, then the second one would appear and so on

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i thought that TriggerActivated x would to the trick in the "init" field on the task, but that did not work

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any ideas?

storm geode
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so how did you set them up?

rugged violet
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A create task module linked to the player, a set task state linked to create task and a trigger linked to set task state

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The exfil task is at the spawn and by doing the TriggerActivated x it doesnt register as complete until you have done that trigger, but it is still there

storm geode
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I used those modules once, when I was learning about new tasks the first time so dunno. umm put some screenshots up to imgur for us to see (dont PM them to me I rather read in the channel, others might beat me to the help too).

rugged violet
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Maybe for tasks you need to use a TriggerActivated but for tasks?

storm geode
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hmm I believe init is wrong place for that condition thingy, check system: presence and try to add that line in condition of presence?

rugged violet
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Nice, it doesnt show, im going to try and see if it will after i complete the requirement

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All right, it doesnt seem to show at all now

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even after setting off the trigger

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Maybe i need to set up a trigger to create the task?

storm geode
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yeah sorry I dont know jack about the module, I just do my tasks with scripts.

rugged violet
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haha no worries Snake Man

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Sounds a bit more complex

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But I'll look around and see if i can find an answer to that

storm geode
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you want the tasks to show up one by one in the order you activate the triggers?

rugged violet
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Yeah

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So the first is infil, and i want that to be the only one until i complete it, and then the second should show up

storm geode
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if you dont have init.sqf then create it into the mission dir, then write following there replacing your name with the trigger variable name, let me know if you see it: sqf [player,["t0"],["Infiltrate.","Infiltrate","text1"],(getPos DRANGENATOR),1,2,true] call BIS_fnc_taskCreate;

rugged violet
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I dont have an init, but i think i might hve found a way

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i linked the trigger for task 1, to the create task module for task 2

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I cant believe that actually worked

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Sorry for wasting your time Snake Man, i do appreciate your help

rugged violet
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All right guys, just one final question and then I'll stop spamming here for help πŸ˜„

#

This is a tough one, so essentially I want to create a task to destroy a radio tower, now the thing is that this radio tower is a part of the enviroment

#

So how can I tell that a part of the enviroment has been destroyed?

feral gate
#

I had problems with that, never managed to resolve it

rugged violet
#

Yeah, this is a difficult one

#

I suppose you might be able to do it with scripts or something, but I'm far from there πŸ˜›

neon raptor
#

which map there ?

rugged violet
#

Altis

feral gate
#

NearestBuilding in the BI wiki, btw

#

or similar

#

ID works best, but IDs doesn't stay the same after updates.

rugged violet
#

Hmmm, hadn't found that one

#

Do you know how I would use that to determine whether it's destroyed or not?

feral gate
#

I failed at this, so no.

rugged violet
#

Guess I'll have to do it the manual way

neon raptor
#

command for those ids > do3DENAction "ToggleMapIDs";

#

console is there > Tools > Debug console

rugged violet
#

Nothing shows though when I enter the command for the map IDs

neon raptor
#

zoom in, maybe πŸ˜ƒ

rugged violet
#

haha I did try that πŸ˜„

#

Seems like it was discontinued

neon raptor
#

open map first > tools > debug console

#

zoom in....

rugged violet
#

Just nothing happens

#

Seems like it was discontiued after what i read on a thread

neon raptor
#

so... you pasted command in the console > Local exec ?

rugged violet
#

Yup

neon raptor
rugged violet
#

No, I dont get any IDs

#

Seems like they removed it at some point during EDEN

#

or the 3D editor I mean

storm geode
#

no, it works fine.

neon raptor
#

dude, i made that screenshot like few minutes ago and was no game updates after... πŸ˜ƒ

#

oh btw... probably you are using triggers anyway, so you can just "sync" your object and trigger πŸ€” nope, not working in eden

rugged violet
#

That's weird

#

Your UI looks different than mine tho

#

But i did set it up with manul triggers, so i have an object with an action, that action deletes it and the trigger is !alive on that object

#

But do you use another editor?

neon raptor
#

no... 100% vanilla, no mods πŸ‘Œ

#

mp editor ^

rugged violet
#

Oh, I have SP

#

how do you change that?

neon raptor
#

go to multiplayer, create host, edit missions there

rugged violet
#

Ah all right

#

But actually, I have one last thing before I'm finally done with this mission

#

So, I'm being transported in a blackfish by AI for an airdrop, but the pilot doesnt follow my waypoints

feral gate
#

Are there any AI-lead groups passengered in the aircraft?

rugged violet
feral gate
#

It might be an AI mod, but such a group - when starting in the passenger slots - automatically force a landing to let one or two of them out and leave them behind.

rugged violet
#

let me try and remove the other "AI"

signal coral
#

@neon raptor @rugged violet you can open mp editor from the 3den screen

#

you don't need to go into the multiplayer menu

rugged violet
#

So I tried to remove the other AI's in my squad - same result

#

I removed the pilot - same result

#

I removed everyone in the aircraft but me (still staying as a passenger) - same result

#

I did see that the waypoint you see on the screen was actually misplaced on my squad, but the same issue still happens

neon raptor
#

@signal coral correct and after you will export your mission to mp, you will test it in mp on your host πŸ˜ƒ

#

(btw you can edit mission with players on your server)

rugged violet
#

Oh cool

signal coral
#

yeah i've used that feature before, works quite well

#

also kinda fun just to mess around

hasty sigil
#

anyone good with alive

feral gate
storm geode
delicate hinge
storm geode
#

blah dev branch. okay, thanks.

rugged violet
#

Hey again fellas

#

So I have this dataterminal in one of my missions that I want to hack, I found a simple enough script that I have placed in the missions folder

#

But when I try to actiavte it i get an error that the script was not found

#

this addAction ["Acquire Intel", "/Dataterminal1.sqf"]

#

And yes, I have checked that the name is correct, anyone that can see what I'm doing wrong?

storm geode
#

no /

rugged violet
#

lol

#

thanks for saving me once again Snake Man

#

btw, when I start the mission the support requester says "Support on standby" or something along those lines, do you know how to remove that sound without removing all sound?

storm geode
#

nope, funny that you ask because I was going to find out how to remove the support icon from left side of the the screen. hmm just a wild guess, take a look at the support module attributes, maybe there is something you can turn on/off. edit: just checked while was in the editor anyways, doesnt appear to be such attributes to change. hmm maybe there is something for description.ext, dunno.

rugged violet
#

Yeah, I tried doing that, I can change the HQ name and then it doesnt make a sound, but i do get an error

#

and sometimes one of the units aren't listed

#

guess I'll just have to live with it πŸ˜›

neon raptor
scenic shard
#

if someone made an icon for cruise missile fire support for that menu, so much goodness would come

tawny holly
#

Illustrator is great for simple vector stuff like that, if somone took the time they could.

scenic shard
#

i dont have illustrator, but it's worth a go

tawny holly
#

Illustrator is worth every penny. Very easy, very fast and lightweight.

neon raptor
#

there was some free tools.... lemme...

tawny holly
#

@neon raptor Okay, listen. If you're gonna say gimp or paint.net I am going to be slightly upset.

scenic shard
#

i have paintshop pro, but never really got into it

neon raptor
#

Inkscape for Windows < google that

scenic shard
#

oh yeah, accept google search suggestions from a user with dick in their name

#

πŸ˜ƒ

tawny holly
#

sldt1ck, would you like some burn cream?

neon raptor
#

yes pls

tawny holly
#

gives sldt1ck burn cream

neon raptor
#

ty,m8

tawny holly
#

yw

cinder holly
#

I kinda read it "soldier tick"…

amber abyss
#

Hey, I'm very new to eden editor and scripting in ARMA3. Just messing about at the moment and wondering if it's possible to pre set groups or squads that I can use in the spawngroup function?

#

So if I want a select few units rather then a complete fire squad I don't have to type in the full name of all the units every time.

storm geode
#

spawngroup works with cfggroup classes, I dont know any way to make such classes on the fly.

amber abyss
#

Ahh damn, thanks. I'll just name my stuff and save the ones I do manually haha.

storm geode
#

what name typing are you referring to?

neon raptor
#
#define COOL_SQUAD (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")

private _coolGroup = [_position, east, COOL_SQUAD] call BIS_fnc_spawnGroup;
private _megaCoolGroup = [_position, west, [<unit1_classname>, <unit2_classname>, <unit3_classname>]] call BIS_fnc_spawnGroup;
#

πŸ€”

amber abyss
#

That's what I was attempting to ask for but the looks of it haha. I'm just in the middle of working out how to add scripts and stuff to a map and how to activate them and mess around what what not.

#

Actually, I just gave up on trying a second ago but is there an easy way to activate a task on a NPC squads death?

neon raptor
#
(units _npcGroup) findIf {alive _x} == -1

πŸ€”

amber abyss
#

I don't really want to place a trigger in the massive area and set it to say Opfor not present' or something.

#

Thanks! Throw that into the init of the task?

neon raptor
#

i can't help you with the tasks modules (never tried/used those), maybe someone will/can help...

amber abyss
#

No problem, at least I have the right syntax now so I'll try and work it out myself. πŸ˜ƒ

#

fyi: Not the task init field πŸ˜›

amber abyss
#

Got it πŸ˜ƒ Set a trigger with that condition (What you gave me) and then sync that to the create task module. Once all are dead, task appears πŸ˜„

amber abyss
#

Is it possible to sync a support requester module with a trigger? I've tried sync to and Set trigger owner but everyone synced to the requester module has the supply drop upon spawn.

#

That was tricky but got it πŸ˜ƒ

hard saddle
signal coral
#

@hard saddle Wow, those look great.

#

How'd you make them? Icon making always interested me.

storm geode
hard saddle
delicate hinge
#

@hard saddle
Can you please tell us on what License you distribute them? Without any license/permissions they can't be used freely.

hard saddle
#

@delicate hinge this is my first time making an icon. I was making a mission that involved calling in a cruise missile, but was just going to use the default cas icon. Then when I saw sldt1ck mention inkscape, I thought I would give making a custom icon a go. Which is a round about way of saying I do not know about the proper licensing. But I would say free or open license.

delicate hinge
#

I think that is enough permission for people to use it in their missions, thank you!

signal coral
#

would probably not be difficult

#

i imagine that op uses an FSM

#

so it's just a matter of making a new branch

unique needle
#

Is it possible to substitute the standard mission entry screen (map with continue button right down corner) with some kind of... let's say character creation GUI ?

#

Or is it not customizable

signal coral
#

You can

#

But making GUIs in arma 3 is literal hell unless you're a wizard

minor basin
#

The briefing you probably don't want to adjust anyway, that creates a messx

#

You could skip the briefing, and then AFTER that do you character creation

unique needle
#

heresy

signal coral
#

as far as i'm aware there are methods to immediately skip the map screen, but i don't know how to do it

#

@naive hollow do you know anything about that

naive hollow
#

unchecking "Show Briefing" in eden should be enough, even though it says "singleplayer only"

delicate hinge
#

Ofc try show briefing in eden first, this article is old.

scenic shard
#

@hard saddle thanks for that. I'll use them both! much appreciated

neon raptor
#

as far as i'm aware there are methods to immediately skip the map screen, but i don't know how to do it

//--- description.ext
briefing = 0;
skipLobby = 1;
```try this ^ πŸ˜ƒ
hasty sigil
#

anyone know how to make a custom made artillery battery usable for support?

signal coral
#

@hasty sigil there are plenty of methods to do this

#

from creating custom ACE self-interact menu entry to using the support radio to having a hold action where you give coordinates to a static object like a radio

sharp axle
#

Easiest is just use the support modules

signal coral
#

give coordinates to a static object
i might do this with one of my ops tbh

#

it'd be a great way to balance artillery to not be insanely powerful

hasty sigil
#

I want to be able to have the ability to do firemissions

sharp axle
#

In Eden, under modules their is ones called support modules

#

Allows you to hook up either real time units, or virtual ones. Define how much munition is available, and assigning a operator either via triggers or simply giving it to the player.

#

Just look at the descriptions in each one and it will explain how to hook them up.

hasty sigil
#

so I sync the custom real time groupp I made to the module?

feral gate
#

The Sync chain should be as so:
Synced Player <> Support Requester Module <> Support Provider Module <> AI Support Provider.

sharp axle
#

@hasty sigil Yes, and you sync the modules as Teizan describes

ember jasper
#

I'm looking for a ~publicly available safestart solution that is either run serverside and broadcast to players, or at the very least synced between players to avoid players going "weapons hot" at different times.

I've used the safestart present in the F3 framework before, but it does not seem to handle syncing between players/server properly, and is seemingly outdated.

#

United Operation's Olsen Framework was recommended to me elsewhere, but seems to be a bit too unmodular for my use case.
I've also checked out the solution ArmaFinland uses, which is run serverside and broadcast to players, but it is not publicly available and I wont dissect a mission and/or mod to steal the code unless given explicit permission.

tawny holly
#

What do you mean by safestart?

ember jasper
#

So my question summed up:
Is there any publicly available safestart solution that is preferably somewhat modular (like F3 is) out there?

#

In short a way to prevent players from killing each other for a set time at the start of a mission

#

Think of it as a starting pistol, before it goes off you are able to move around in the mission, but you can not fire your weapon

tawny holly
#
//tick fnc
private _tick = 60;
while{_tick < 0} do {
    _tick = _tick - 1;
    missionNamespace setVariable["safeTick",_tick];
    sleep 1;
};
#
player addEventHandler["HandleDamage",{
    if((missionNamespace getVariable "tickSafe") > 0) then {
        0
    };
}];
#

🀷

storm geode
#

so you wont open a mission pbo to see how its done but you come here asking for help. umm okay ...

tawny holly
#

aren't you f3 snake?

storm geode
#

nope, no idea what f3 even is.

tawny holly
#

Hm, maybe it was Folk Arps peeps.

ember jasper
#

I understand how it works, but it also requires an addon, meaning it is not modular (enough) for my use

tawny holly
#

FER

#

The above does not require addon. but is not perfect either

storm geode
#

stealing haha

tawny holly
#

πŸ•΅

ember jasper
storm geode
#

thanks for wasting ours.

frail rose
#

Does anyone know a way to prevent someone accessing a slot in a lobby, if his UID is not Whitelisted for that slot?

#

As in, you click on the slot, either u can't click on it or it kicks you out of the slot

#

Way before you even try to log into the mission

burnt lintel
#

theres prob. a better place to ask this but does anyone know how to set up intel so that after you collect it, it says the intel in the intel section of teh map screen?

signal coral
#

@frail rose there's no way to prevent slotting in but you can check the steamID64 against an array of whitelisted ones and just BIS_fnc_endMission on that client if their ID isn't a part of that array

frail rose
#

@signal coral yeah I figured how to kick people that join from that slot

#

But I remember a long time ago I joined a server that had something to prevent to even join the slot, it would kick you out of it

signal coral
#

never heard of anything like that

#

not saying it's not possible but i hold my doubts

frail rose
#

Maybe it was possible before then things changed fonking

signal coral
#

Was that a modded server?

frail rose
#

Yes @signal coral. Which I also know that this can be done via mod. The problem is, I would like to find a way so that if I'm doing it via mod, I wouldn't have to update the mod everytime I need to add or remove a whitelisted id from it, which would be a pain in the butt

delicate hinge
#

enable filepatching and load the file with whitelist from userconfig

summer latch
#

Hello, I am making a Ravage mod mission file for my friends and I modelled after DayZ overpoch mod for arma 3. I've got pretty much everything I want implemented except base building, I know missions like Wasteland and Epoch etc have base building but I have no idea how they work and doubt they could be adopted to Ravage (by me at least as I am pretty clueless) but I was wondering if I could perhaps implement say EDN Fortifications (http://www.armaholic.com/page.php?id=26964) but add a variable to enable persistent saving onto say an extDB database. Ive got no idea where to start but would really appreciate help possibly implementing persistency to it.

In addition to that I am also trying to figure out how to have persistent storage using extDB or something similar.

stone topaz
#

Does anyone know how it is possible to add custom buildings on a non modded server ? I’ve seen it on an Altis Life server and wondered how they did it

signal coral
#

you cannot add new models to arma 3 without modding it

#

what you likely saw was some level of 3den editing mixed with scripts

#

even though 3den editor is just a frontend for scripts

signal coral
#

yes

#

you cannot add new models to arma 3 without modding it

#

i can't explain that, but i stand by original statement

#

might be some clever texture artistry

stone topaz
#
you cannot add new models to arma 3 without modding it
#

Thats exactly my opinion but im just wondering how they did that.

signal coral
#

my guess would be that they used some VR blocks and they got really creative with transparency and textures

#

that building looks like an extremely involved process

stone topaz
#

Well you can go in and it has doors and everything. Its just very confusing.

chilly oxide
#

you cant make that lvl of detail with vr blocks, are u sure there are no mods on the server?

stone topaz
#

Yes completly.

signal coral
#

you cant make that lvl of detail with vr blocks
missed my point

#

i was suggesting that custom textures were being applied to VR blocks to make them look like that

#

though i don't really mess with texture artistry in arma 3, so i don't know if transparency is possible like that

chilly oxide
#

its not, and the spots where they would touch each other would be clearly visible

stone topaz
#

And that one isnt the only custom building on that server

chilly oxide
#

on what map is that? and where

stone topaz
#

Thats Altis near docks in Kavala

signal coral
#

@signal coral Yes you can add custom models to Arma 3 without modding

stone topaz
#

But how?

signal coral
#

big think

#

createSimpleObject

#

Lemmie see if I can find a video where I’ve seen it

stone topaz
#

But can you make such an building with createSimpleObject?

signal coral
#

There is a note on wiki and I cannot find where I’ve seen it, was basically a Humvee created out of the model in mission folder. Not sure how to link textures from model though, I guess someone figured it out

stone topaz
#

alright thanks anyways that was very helpful

signal coral
#

oh

#

keep in mind having an excessive amount of .p3ds will lead to mission filesize bloating

#

that's interesting, though

neon raptor
#

did that long time ago >

_obj = createSimpleObject [(str missionConfigFile select [0, count str missionConfigFile - 15]) + "A3_vest_example.p3d", _pos]; 
_obj setObjectTexture [0,"a3\characters_f\BLUFOR\data\armor1_co.paa"];
_obj setObjectMaterial [0,"a3\characters_f\BLUFOR\data\armor1.rvmat"];
```idk is this way still working
alpine bronze
#

Hey guys, im pretty new to mission making, is there any way i can set an ungrouped unit to only fire when fired upon?

signal coral
#

not easily

#

could set AI mode to SAFE

#

but i'm not sure that'd be your desired result

alpine bronze
#

hmmm thx il give it a try see what happens

storm geode
#

thats super easy sqf groupName setCombatMode "GREEN";

storm geode
neon raptor
#

πŸ€”

storm geode
#

btw sldt1ck, with your buildingPos script snippet I created a mission that places bad guys randomly into buildings, oh my that mission is sheer murder and so much fun πŸ˜ƒ

signal coral
#

it'd require a fair amount of scripting, but possible

scenic prism
#

Hey I'm not sure if this is possible or not, but does anyone know a way to have a player to die and go into spectator (normal spectator or ACE spectator) and once there is a certain number of players and / or on execution of a script force all players that are dead / spectating to respawn?

delicate hinge
#

In on player killed setPlayerRespawnTime 1e10; then after your condition for spawn is met set it to 0 to force spawn and then back to 1e10 in on player respawn so he won't respawn instantly on next death.

scenic prism
#

Oh.. that makes sense, much simpler than I thought

delicate hinge
#

should work with base and instant respawn types. not sure how it will work with others.

rugged violet
#

Hey, does anyone know if you can play as blufor and have CSAT not attack you unless you attack them first?

signal coral
rugged violet
#

thanks @signal coral

signal coral
#

sure thing

#

set value to like

#

.6000000000000000001 or something hilariously small like that

rugged violet
#

haha ait

#

Well, they still see me as friendly for quite a while

#

want them to sorta become hostile immidietely

signal coral
#

did you shoot one

thorny holly
#

Probably use an event handler on the opfor ai that checks if a blufor unit has firedNear it. On phone, so can’t really help with the wording of it.

#

Changes setFriend from 0 to 1 once it’s fired etc etc

signal coral
#

that would make units friendly

#

values under .6 make sides angry towards each other

hollow fiber
#

i want to put in a pop up that has to be okay'd when you first load into the mission.
mainly with rules and some basic info.
how would i go about doing thing (links to forums or videos would be awesome)

feral gate
#

I would suggest just using the hint function or something similar, and stuffing all the rules in a briefing page.

hollow fiber
#

problem is because its a public op i need something that got to manually okayed by the player so they cant miss it.

neon raptor
hollow fiber
#

thats what im after πŸ˜ƒ

mild minnow
#

@neon raptor that's pretty sick

neon raptor
#

bretty gud

oblique niche
#

oh that is nifty

rugged violet
#

Indeed πŸ˜ƒ

wheat egret
#

What are those Locations (i.e. Area, Town, Village) under Logic Entities -> Locations are how they can/should be used? Can't seem to find any information on those by googling.

gritty grove
hollow prairie
#

Can renegades organize in groups? i want to play a TvT mission with 6-10 teams. And obviously there arent enough sides for that. Therefore i want to make them all renegades but i am not sure whether they can help each other (medic and stuff) and organize in groups if they are renegades.

pulsar wharf
#

Hmm what are renegades? Have you tried them in the editor?

#

Is it a problem if you can't recognize them as enemies? You'd want to mod in more sides I think. And what about friendly fire ??

#

(would think any character in the game can be grouped, I've seen a zeus video where they add a civilian - normally CSAT friendly - to a NATO group so it even switches side and NATO units will not shoot it)

pure jay
#

i believe a renegade is the term for a player after too many teamkills or civillian kills

#

aka your friendly faction turning hostile to you

neon raptor
cinder holly
#

renegades are enemy to everyone, including themselves ☝️

sturdy fulcrum
#

is it possible nowadays to script AI infantry to sprint/run along a given path - like on a beach landing make them advance quickly

signal coral
#

You can just loop running animation with event handler if you want them to run in a straight line

sturdy fulcrum
#

did you try this ingame yet - how well does it work?

signal coral
#

It should work fine, you are just limited with straight runs

keen merlin
#

running is also possible with waypoints, but not sprinting afaik (without anim eh)

sturdy fulcrum
#

thanks. so with those settings you will get a brain dead AI just moving from WP to WP?

cinder holly
#

@sturdy fulcrum there is a BIS fnc scripting straight line AI walking / whatever animation you put

sturdy fulcrum
#

well how practical is straight line though?

signal coral
#

Maybe AI can stir on its own, animation is just animation, try giving AI a waypoint while at it

red belfry
#

When using ACE and putting down a box in Eden, i can whitelist some items and get a nice ace arsenal with those items. But how do i do a full unrestricted one?

sturdy fulcrum
#

@keen merlin can you confirm or disprove this?

forcespeed and limitSpeed both made fps go down if executed on vehicles

keen merlin
#

no idea, i only use it on infantry

sturdy fulcrum
#

@keen merlin to what extent (numbers and for how long)? or asked differently do you see even on mass use no impact?

keen merlin
#

mostly only for one waypoint, but on dozens of units at once

#

but i cant say anything valid as there are so many factors in a mission to take into account

#

so i didnt test it in an isolated system, which would be necessary to prove anything

grave sleet
#

is there a way for AI to call in artillery using the artillery support module?

neon raptor
lone bough
#

Can someone help me with a short scenario i'm making?For some reason, it'll launch in single player. But it won't launch in multiplayer (lan or internet)
it'll go to the loading screen and load to about 70% and just stop forever

pulsar wharf
#

Hmm Addon builder works if I check Binarize, fails without... CfgConvert task failed it says

#

strange?

#

If I just copy the dir (files) without building, the mission loads 😁 same as with non-dedicated server...

#

Hmm it didn't even load any data from the mission... this was supposed to be Altis not middle of the sea next to Tanoa 😣

warm marten
#

@deep cliff are you rejoining the server usa #04

signal coral
#

???

cinder holly
#

@lone bough mods?

lone bough
#

@cinder holly I just figured out how to fix it, i had to put in a certain init script

#
    for "_x" from 1 to 4 do {
        endLoadingScreen;
        sleep 3;
    };
};

[] spawn _EndSplashScreen;```
tawny holly
#

why not

0 spawn {
    for "_x" from 1 to 4 do {
        endLoadingScreen;
        sleep 3;
    };
};

?

lone bough
#

hmm thats a good idea, I'll try that out! Thank you!

karmic gale
#

Hello!
I'd like to build a shooting range with (careless) AI soldiers that will respawn a few seconds after they are killed. Any help would be appreciated. (I'm using 3DEN enhanced and i tried to google but it only turned up results about player-respawning)

storm geode
#

dont use addon breaker, instead use pboproject, there is some options for mission making (never tried it though, I create my mission/campaign pbos with cmd line makepbo) varis: Hmm Addon builder works if I check Binarize, fails without... CfgConvert task failed it says

dusky crane
#

Greetings! Recently we have made a mission for our server that includes the use of the USS Liberty destroyer. In doing do, it brought up several questions. First, is there a way to spawn the ship as 1 piece instead of the several pieces it spawns in as? Second, is there anything special that needs to be done in order to be able to spawn the destroyer on the server? Like how to spawn the Carrier USS Freedom? Thanks in advance for your time!

feral gate
#

^ @dusky crane This, because the Carrier and Destroyer have to be in the mission file to begin with to work properly.

feral gate
#

It'd just be such a pain to script it all, including the dynamic airfield part for the carrier I imagine. Probably worth it for non-editor mission making frameworks that people apparently use, though.

neon raptor
#
player spawn {
    private _class = "Land_Destroyer_01_base_F";
    private _ship = _class createVehicle (getPosWorld _this vectorAdd [0, sizeOf _class, 0]);
    private _ship2 = "Land_Carrier_01_base_F" createVehicle (_ship modelToWorld [100, 0, 0]);
};
```this ^ https://gyazo.com/3d31b5771a7efb601fee832cdd1ea14b
#

looks like one piece per ship...

feral gate
#

^It's a weird, isolated issue, which I guess has entirely to do with in-mission mission making and how the ships are placed in that.

#

(editur iz best and all that.)

lethal flint
#

quick question: can CfgMarkers be defined in mission/description.ext or does it have to be in a mod/config.cpp?

signal coral
#

Mod only

signal coral
#

is anyone familiar with a method to disable the ACE blackout thing where when you go through too many Gs it tries to make you faint?

#

i.e as a jet pilot

#

i'm making an ace combat themed mission and in order to be mobius one you have to be immune to the effects of intensive G-forces

tawny swan
#

@signal coral You can change ACE addon settings in editor, by going to settings on the top, going addon options (or pressing Ctrl + Alt + S) and then finding the pertinent tab, which is in this case ACE Uncategorized. Top option is GForces Effects.

signal coral
#

@tawny swan very good! thank you for that, actually had no idea this tab existed

#

many thanks

tawny swan
#

No problem! There's tonnes of stuff there

tawny swan
#

anyone know how to make an explosive placed in the editor do no damage to units or structures? I just need the effect of the explosion

vapid rivet
#

Hey everyone, not sure if anyone will be able to help but I need some help with the IFA mod!

Need to know how I can move my playable units into the standing position of the C47 at the very start of the mission. As so I can allow the slot up screen to display what the class's are and have the planes be in the air already

feral gate
#

You want to know how to set up the slotting screen?

#

As in before the mission, or is this another slotting screen?

vapid rivet
#

Nah i know how that all works. If i start the units in the C-47 it displays them as (C47 Skytrain Standing Up) I want to have the units start in the C47's but have the slot up screen display (Squad Leader, Riflemen, blah blah)

#

I tried using the init and doing

feral gate
#

Role Description, under Object: Control in the Attributes.

vapid rivet
#

this moveincargo C1

feral gate
#

For instance, stick this in there: US Airborne ASL Squad Leader

vapid rivet
#

ooo Ok ill try that

#

Wow im dumb, I honestly didnt think that would work due to them being in the vehicle

#

@feral gate You're a fkn legend. Cheers mate

signal coral
#

Does anyone know about any mods that gives reskins to combat vehicles whith IDAP paint. My Milsim performed to many warcrimes so we fighting IDAP and UN now

lunar frigate
#

Lol

#

Idap is like red Cross.

#

My crew just hit the jungles and started a Vietnam war campaign.

unique needle
#

I just used to create layers in the 3DEN editor. I wonder if I can completly disable a layer so no units, trigger, etc. gonna appear when previewing the mission

signal coral
tawny holly
#

@unique needle Yes, press the eye in the layers part, it will disable visibility in the editor. This should disable the layer ingame as well

#

not totally sure though

unique needle
#

sadly it does not

#

and why tf are u here, too

#

I thought I can start fresh here not being a stupid person

tawny holly
#

You asked a question? I tried to answer?

#

I am not quite sure why you hate me so badly.

unique needle
#

All fun bro - just making fun of the fact you are the first answering my partwise stupid questions

tawny holly
#

Sorry you had to endure my partwise stupid answers, your initial reaction didn't give much to humor. Although, internet text can be hard to interpret tone with.

sinful rampart
#

Every1 stoopid

unique needle
#

Yea am aware - fortunately we are free to ask for intentions

scenic pilot
#

Can someone tell me what I would have to do to have random mini missions spawn in my server like what happens in exile servers?

signal coral
#

You can ask them how they do it

#

And if they won’t tell you you can always look up the code yourself

sinful rampart
#

Well atleast i can tell you it's not something you're just gonna make by yourself in an hour or a day

signal coral
#

You can make it in a day come on

#

Something simple like locate helicopter crash or something

sinful rampart
#

If you are a "professional" who knows exactly what they are doing yes

#

but then you wouldn't ask here how to do it ^^

signal coral
#

Haha, professional implies you code sqf for a living, I doubt this is even possible

sinful rampart
#

It is possible yes

signal coral
#

get a job at BI

sinful rampart
#

Or just at some life server

signal coral
#

Are they this gangsta?

#

Life servers

signal coral
#

is there a limit to how loud you can make a sound?

#

trying to play a sound over the roar of a jet engine and you can't hear it at all

signal coral
#

oh

#

wait

#

bi devs made this in the fuckiest way possible

neon raptor
#

not sure about the volume limits, but you can try say3D and just set higher values for the maxDistance πŸ€”

#
[<source>, [<sound>, viewDistance ^ 2]] remoteExec ["say3D"];
```something like this ^
#

that will be hearable from the moon...

#

@signal coral

signal coral
#

arigatou

neon raptor
#

dou itashi mashite

signal coral
#

Is there any way to make an area darker? I'm trying to make this psuedo tunnel bunker thing I'm making out of objects, and even though it's pretty sealed it's still light inside.

unique needle
#

I have disabled the Respawn. When my player is killed now the mission will end. I kind of want to get rid of the Respawn function and spawn my player to a place I want to through the "killed" event. How can I make a missing respawn NOT end the mission and kinda revive my player to a new position. Actually I want to create my own respawn script because of reasons

feral gate
#

After parsing the 'I want to get rid of respawn' combined with 'and revive my player to a new position', I can tell you that you do want a respawn. Just not where the player started.

#

Marker based respawns might help you there, but I don't know much about the subject of respawns in the first place.

unique needle
#

haha you might be right tho

#

Problem is I do not want the respawn button available in the main menu when a player died - instead he immediately should respawn on a position which might vary depending on specific variables in the "custom respawn" script

#

that is why I do not want to use the build in respawn

neon raptor
onyx heart
#

you should probably just do instant respawn, and then use the onPlayerRespawn event to setPos the player where you want them to go.

delicate hinge
#

tl;dr use onRespawn/onKilled scripts with respawnTemplates as sldt1ck suggested.

neon raptor
#

@delicate hinge dude that link ^ is "pull request"

delicate hinge
#

? And the pull request contains code with fully custom respawn implementation.

#

So whats wrong with that?

neon raptor
#

oh kk... nvm then...

delicate hinge
#

Should i link the whole repo so the guy will have to find the relevant code by himself? πŸ˜„

#

btw: I'm getting a little bit sassy after few 🍻 .

rapid hatch
#

When creating missions, do you place props, where and how many? Considering that maps are large and filling out interiors is not possible, does it improve immersion if only pockets of map are filled with credible amount of props?

#

Trouble is that most "classic" FPS games have small levels and populating that is feasible even for one level designer. But for large open world such as Arma, which could be compared to Division for example, it would require probably a different engine (not sure Arma could handle it) and large team of designers.

#

I'm asking that 'cos Eden editor is nice, and I love to make it "more real" but the time consumption is big and it's still far away from what other open world games tend to have... of course, due to resource constraints

sharp axle
#

It depends on your scope of mission. Are you planning to run a mission spanning the entire map or isolate it to one or two towns?

feral gate
#

I personally tend to make missions over wider, open spaces, and place few to no non-mission related props.

rapid hatch
#

Several areas in my case

sharp axle
#

So for a sake of a example in design process. My Zeus Company (CSAT) mission the base has about 120 pre-built objects in it. It uses the SE airfield of Altis. The first thing I wanted players to feel is the base felt "secure" that met patching up fence holes with fortifications, and adding bunkers near the entrance. Being a Zeus framework mission. I know there can be quiet a bit of downtime waiting for Zeus to set up and such. So I added a shooting range.

#

To continue to add narrative to the base, I included places that you would expect from a active base. Medical station, with various medical equipment, motor pool with a Ifrit being worked on, a briefing room, ect.

#

Now on the other spectrum, In my liberation mission, I know for the most part that the Operations base is going to be nothing more then a 10min visit to redeploy some were else. So why I might set up some buildings, a flag, some fortifications ect. You won't expect say a full interior decorated HQ.

rapid hatch
#

You do that each time?

feral gate
#

If you have the time and the will for it, the Laws of War DLC's Oreokastro demonstrates that taking time to decorate is in no way a bad thing.

#

Since you're making this base as part of a framework for multiple missions, there'll definitely be payoff.

rapid hatch
#

Trouble is its gonna be isolated pocket of the generally unpopulated map

sharp axle
#

As long as your mission guides them there it's fine.

feral gate
#

^The players sit around in the base while the Zeus sets up (or so I think you said), so that shouldn't be an issue. Oh, liberation, nvm

rapid hatch
#

Open world? Hard to guide them like in blocked missions

sharp axle
#

Guided doesn't mean literally pointing from waypoint to waypoint. It's about the pace of action.

#

If your driving a jeep going 100kph from point A to B, your not going to even glance at a house that might have heavy detail in it.

#

But if all the sudden your task is to take out a insurgent hide out, the pace all the sudden becomes meticulous.

rapid hatch
#

Thats true. Still, for example Georgetown as objective. Its huge to detail it

#

Urban areas in arma campaigns are in general avoided for example

#

Probably because of this

#

Official ones i mean

sharp axle
#

Georgetown I theorize was more avoided because the nature of the Apex and technical issues on the initial release of it.

#

But no one is going to question say a empty shop to their left they can enter. If their focus is on the enemy a few blocks down the street.

#

You could always keep it basic as well, add a few tables, beds, ect. Make it look like most civilians have fled with their smaller stuff.

storm geode
#

hahah, that was funny, thanks for the good laughs TomAutobahn: But for large open world such as Arma, which could be compared to Division for example

rapid hatch
#

@storm geode what is so funny?

prime dome
#

Eh, Division isn't really comparable to Arma...

signal coral
#

It has guns

prime dome
#

and buildings? πŸ˜„

pulsar wharf
#

Never heard of that game is it good? πŸ˜ƒ

signal coral
#

It is like Arma basically πŸ˜‚

signal coral
#

The Division is good if you uh

#

Like bad games

modest glen
#

Me I have a problem, the animation doesn't work but on the tuto video all works πŸ˜‚

signal coral
#

Cool story bro

echo plume
#

may be a silly question, but is there any way to get the AI functionality that the Eden Editor has into the multiplayer Zeus interface?

#

like telling AI's to go loiter around and disperse, instead of having them all in a bunch

sharp axle
#

Achillies mod I believe does that. Otherwise you might have to write a script.

echo plume
#

thanks!

signal coral
#

Might anyone know where you can find some decent 3D models? I'd like to import an underground base type thing into my mission.

thorny pike
#

decent and free and legal? not existing

feral gate
#

@proud rock Shift over here. Anyway, the obvious method is to just place all enemies down on the map yourself - however, the mission making framework that I use (TMF, from Team One Tactical) includes a neat little Garrison module, that randomises enemy placement in buildings. Other frameworks might share something similar, etc.

#

I myself have never used sites (aside from Minefields), so I can't say anything on that.

proud rock
#

The site module seems useful but I just can’t figure out how to use it

oblique locust
#

EOS also works fine

tawny holly
#

EOS?

tawny holly
#

I would disagree, it's very excessive and induces a lot of lag. There are better ways if you strip it down enough

proud rock
#

I’m trying to figure out how do I get Ai troops to get in a helo across the island fly to my location drop of and fly away? I can get them to get in but that’s as far as I have gotten

wary agate
#

Is there any way to have units spawn bloodied without actually damaging them? Trying to create a zombie mission for Halloween without adding a zombie mod.

signal coral
#

You can try to setObjectTexture and setObjectMaterial with bloody textures from config if unit has them

signal coral
#

Hello, can someone help me with my mission? It loadscreen locks people when we start, it otherwise acts normal leading up till we start it after the map screen, they can hear sounds etc but its stuck at a loadscreen.

#

Other info, kicking them shows them the game for a split second, but the same issue happens when they rejoin.

#

I got rpt from my local machine and the non-local pc's rpt file.

regal talon
#

Is there a way to fill a whole area with a Grass pattern? I want to un-new the good ole Taunus airport as it looks like from a furniture takeaway

#

Like making a rectangle and fill it with clutter automatically

clever acorn
#

I'm trying to think of a way of setting up an Intel gathering mission where the Intel is around the guys you're fighting. So in RL, one of the key tasks having taken out enemy is to search their bodies for not only documents and papers etc but also for insignia and uniform details to help identify what unit you're fighting. How best to try to replicate the latter, ie the insignia is the question?

#

If like to have a campaign where several identically uniformed units are in the AO and identifying who is where be part of the challenge and the narrative.

proud rock
#

I’m doing a SP police mission and I was wondering is there a way to have order commands like β€œput your hands in the air” or β€œget on the ground” and have them actually do it but sometimes work and sometimes not.

sharp inlet
#

Not without a lot of scripting

tawny holly
#

@proud rock Audibly or visually? This is actually pretty simple and the concept of "a whole lot of scripting" seems subjective apparently.

proud rock
#

Either one, I just need something that works.

rapid hatch
#

Is it possible to defuse the ACE placed explosive?

main gyro
#

Yes?

#

With the ACE defusal kit

rapid hatch
#

For different side, I mean.

#

One side places explosives, other side defuses. Possible?

main gyro
#

Yes, there is a chance of failure though iirc

rapid hatch
#

Thanks

rugged violet
#

Hey guys, I've added some pictures to the tasks and the briefing. Going to play the mission with some friends where I'll be hosting on my pc (not a dedicated server).

#

Will they be able to see them?

signal coral
#

I guess we will soon find out

thorny pike
#

does it generally matter when stating config paths (e.g. config >> CfgVehicles >> myVehicle) if the letter casing is correct? or does it also work with all lower letters?

sinful rampart
#

no. These are case insensitive

thorny pike
#

ok that simplifies stuff...

rugged violet
#

Hey again

#

When I host a MP game no one can control the difficulty becuase that's server side, but I don't host on a dedicated server

#

Anyone know how I can configure that in like a config file?

feral gate
#

Do AI groups need to have 'Delete when Empty' enabled in order for their waypoints to be deleted on death?

keen merlin
#

I think this setting is only to delete the group

#

whyever this is not done automatically

neon raptor
#

after last unit leaves his group, empty group gets auto deleted, if you manually removing (deleteVehicle) units there,

#

those empty groups will be not auto deleted (that how it was in b4) and in this case you'll need deleteGroupWhenEmpty

#

and after empty group deleted/auto deleted, all of it's waypoints are deleted too (editor placed/scripted) @feral gate

feral gate
#

πŸ‘

shell laurel
#

I can't get the unlock logic entity to work with a sector to change the default owner to the capturing faction so it doesn't uncapture itself to empty when a player leaves it, I've followed exact tutorials and it just does nothing, doesn't fire hints or anything.

#

and is it possible to make the Sector Control module to not override BIS_fnc_music in the init?

neon raptor
#

is it possible to make the Sector Control module to not override BIS_fnc_music in the init?
wut πŸ‘€

shell laurel
#

it overrides a custom music set in the init for players, the sector control module is overriding it with the default arma 3 soundtrack about a second later

weary ice
#

I'm new to Arma 3 mission editing. I wanted to make was a extraction and then a insertion. I was wondering if someone knows of a geed video that makes it as simple as possible

#

My searches on youtube come up with very little or maybe even a sample mission would help

heady igloo
#

Don't suppose anyone could help make an op for a NATO style multi unit group?

weary ice
#

anyone know how to set a waypoint to a player after an insertion

feral gate
#

You could do it using scripts, or you could mess with waypoint activation delaying waypoint starts, or you could try running a Skip Waypoint trigger.

All I know is that it's a complete pain in my experience.

spiral jasper
#

Is it possible to create triggers as Zeus in game or can certain things only be done as Zeus in game?

feral gate
#

To my knowledge triggers aren't manageable in Zeus. This is largely because the Zeus takes over much of a trigger's duties, making them redundant - and triggers are best setup in editor when gameplay isn't active besides.

raven whale
#

you can create triggers in a running game no problem but zeus doesn’t have any built in support for size etc if that’s what you’re asking

desert fossil
#

I'm looking for a mission similar to the Combat Patrol MP mission, but with downtime between missions where you have access to arsenal and AI recruitment (those 2 can be covered by the spyder addon).
Hell it could even be the Combat Patrol mission, just edited a bit

desert fossil
#

It seems that there isn't that much to the CP. The CP module only runs BIS_fnc_CPInit function with handles pretty much everything. I wonder if you could run it using something other than the module, even a simple radio trigger. That way you could have the control over when the CP starts. Then its just the matter of teleporting AI squadmates to player.

sharp axle
#

@desert fossil Trying to intergrate AliVe with CP?

#

If you are that is awesome idea.

desert fossil
#

Not really

#

Alive its pretty CPU intensive, i just want random missions with no setup needed. I also realized that the Dynamic Recon Ops is what I needed.

weary ice
#

Does anyone know of anyone that has updated video tutorials. Everything I have fount is older then 1 year. I just need them to be less then 6 months. The game would be the same. The windows or menus would be the same

cinder holly
#

Tutorials about…?

mild minnow
#

@rugged violet If you are hosting locally, then it would be based on your profile Configure > Game > Difficulty settings. You need to be NOT hosting, to change these settings. #server_admins might be a better place to put this question.

#

@weary ice Most things about this game, apart from scripting, are basically the same as it was in 2013.

#

@weary ice Yes, a different/better menu. But it's still ALL there.

#

If you want to follow along with the videos. Press M and do it "2D mode".

weary ice
#

ok

rugged violet
#

Thanks ^_^ @mild minnow

mild minnow
#

np

strong turtle
#

So lately I've been making a PVP Mission and I set up a bunch of sector modules but for some reason when I test it in lan none of the sectors actually pop up on the map or in the mission itself can anyone help me with that?

leaden hare
#

Anybody else have issues with the doors on the USS Liberty?

#

Some of the doors on the USS Liberty open, but then there's still a second door there (but you can walk through it)

sinful rampart
#

probably spawned it twice

#

I've seen that before from other people yes.

cinder holly
#

@leaden hare yep, it even made me check the game files twice

leaden hare
#

It didn't spawn twice

#

What was interesting though is when I deleted it in eden, half of it was still there

#

The aft section with the helipad was still present, even though technically not an object

#

This had me pretty confused

#

Still does

#

It only disappeared completely when I moved the camera out of view distance

#

Placed a new USS Liberty and deleted it and that didn't happen, however the door issue still remained so I don't think it was related.

leaden hare
#

@cinder holly Did verifying game integrity fix that?

cinder holly
#

@leaden hare nope πŸ˜…

leaden hare
#

Yeah I tried it and nada

#

Curious issue

#

I was excited to make a new mission utilizing the USS Liberty since I'

#

since I'm just now getting back into things for the first time since the Encore update

#

I might just settle for the USS Freedom since that's worked for me in the past

#

On another note, does anyone know of the best ways to have a dynamic FOB system in a mission?

#

I thought about utilizing R3F but I couldn't find information in their documentation about setting an item (like a flagpole) as "spawnable"

#

Ideally I want a scenario where the players will start at sea on the USS Freedom, and deploy via helicopter from there to set up a FOB at whichever location they feel like

thin crescent
#

Anyone have any fun and interesting ideas for a "fun" op for a milsim unit.. We are currently on deployment, so all our missions have been based on that.. But I am thinking about doing some fun ops.. "Star Wars, Zombie" etc to break up the norm. Anyone have any ideas that you have had a lot of fun and success with in the past?

leaden hare
#

Usually my group does persistent whole-map missions doing COIN ops utilizing ALiVE and a number of other modules. But that's for the serious stuff

#

If we're feeling less serious, using mods like Operation Trebuchet and dropping in via ODST pods into ridiculously hot zones is always a blast, some real Michael Bay-stuff

thin crescent
#

That does sound fun.... We use Alive on our deployment operations

verbal pagoda
#

Download mech - robot mod

#

Create faction with orbatterer

#

Enjoy widescale mech warfare

signal coral
#

Does anyone know common causes for infinite load screens?

flint light
#

You can try to launch your mission on a test server to get a log file.

signal coral
#

I got a few but it doesn't seem to have much info

#

i mean it does but i don't see anything noticeable

#

Sleeping or errors

signal coral
#

Sleeping?

#

Do you mean like a sleep loop someplace in a script or something?

sinful rampart
#

@signal coral postInit script not ending.

#

Some postInit script has a waitUntil or while true inside it.
Are you running MCC? That's one example of a mod with such a defect.

#

There is not log file that'll help you out with that

sinful rampart
#

I already saw that yesterday morning and put it onto my todo

novel epoch
signal coral
#

Is there a way to have helicopters land in a zone, rather than an exact waypoint/location? I have around 10 helicopters filled with AI units for a invasion type mission, and don't want to have to fine tune every single individual helicopter to a helipad

#

I just want them to cleverly understand that they should land "here" but not exactly in one spot and crash into other helis

cinder holly
#

I would go for an area-based invisible helipad spawn, lazily?

signal coral
#

Is there any other way to land a chopper if not with helipad?

#

Who?

#

How do you force land the chopper without helipad?

#

I know you can make it hover, even quite low but still

#

And then cut fuel?

#

I suppose AI landing without helipad could be as bad as AI driving

novel epoch
#
2018/10/13, 17:37:06  - no person```
#

Spammed in dedicated server RPT any idea ?

rapid hatch
#

@signal coral try get out waypoint

feral gate
#

@silver girder Have you tried figuring out an XYZ coordinate teleporter?

#

I've never seen this case, don't know if the falling state would actually trigger immediately, or after a few seconds of falling

silver girder
#

never used that, where can I find the script for it?

feral gate
#

Not a clue, I was thinking more an init/TriggerActivation line.

silver girder
#

sorry I don't usually have scripts in my missions so no idea what you mean

feral gate
#

If you stick this AllowCrewInImmobile true;
in a tank's Init field, the crew won't bail when the tank is heavily damaged for instance.

#

Scripting is something different and I've never personally touched that.

#

But until you figure out how to get the particular player that tripped a trigger, you'll probably not manage to figure this out.

#

Going to bed now, wish you well

silver girder
#

i'll figure something out thanks for the tips

rocky carbon
#

the free fall animation has hardcoded height trigger so you will need to force a standing animation after moving the character high up to negate the freefall and get the character to recognize its on a legit surface

silver girder
#

tbh I don't know if the freefall animation is gonna be a problem
its just a couple of hundreds

rocky carbon
#

meters?

#

it will trigger there

silver girder
#

oh nevermind I made it because I'm a genius

#

made a _caller setPos [ ship cordinates]

#

didn't trigger

rocky carbon
#

sePos does not work vertically

silver girder
#

weird
it did

rocky carbon
#

setPosATL or setPosASL2 is what you should use

silver girder
#

is there any difference?

neon raptor
#

btw we have BIS_fnc_setHeight

#

(i mean... that was kinda hint, check the code (don't use that function)) πŸ˜‰

#

πŸ˜‰ x2

signal coral
#

@signal coral place invisible Heli pad in desired locale

unique patio
#

Is there a way to adjust the positions of squads in the MP select screen without renaming the units and splitting them apart where they currently are? I have all my unit spots renamed (Alpha 1-1 Alpha 1, Alpha 2-1 Alpha 2) and they're all scrambled in the MP select screen. Is there a like, easy way to adjust this or do I need to wipe them/save the individual role loadouts, replace each team in a specific order, and then go in and give each unit its loadout?

feral gate
#

The order in which they were created is generally the order in which they appear in the slotting screen, yes.

unique patio
#

Rip

wooden garnet
#

can you assign a specific loadout to a specific soldier rather than a role (like, squad 1's rifleman has an AK, squad 2's rifleman has an M-16)?

obsidian lance
#

Here is a Small script that will restore a units loadout after a respawn. Save this in your mission folder and call it "loadout.sqf" Then in your INIT.sqf file place this "[player] execvm "scripts\loadout.sqf";" Here is the Script hint "Loadout Saved";

while {true} do {

waitUntil {!alive player};

_myWeapons = weapons player;
_myMagazines = magazines player;
_myVest = vest player;
_myBackpack = backpack player;
_myBackpackitems = backpackItems player;
_myVestitems = vestItems player;
_myUniform = uniform player;
_myHeadgear = headgear player;
_myWeaponItems = primaryWeaponItems player;

waitUntil {alive player};

_p = player;
removeAllItems _p;
removeAllWeapons _p;
removeUniform _p;
removeVest _p;
removeBackpack _p;
removeHeadgear _p;

_p addUniform _myUniform;
_p addHeadgear _myHeadgear;
_p addBackpack _myBackpack;
_p addVest _myVest;
{_p addMagazine _x} forEach _myMagazines;
{_p addWeapon _x} forEach _myWeapons;
{_p addItemToBackpack _x} forEach _myBackpackitems;
{_p addItemToVest _x} forEach _myVestitems;
{_p addPrimaryWeaponItem _x} forEach _myweaponItems;

hint "Loadout Restored";

};

wooden garnet
#

indeed

feral gate
#

@wooden garnet Less complicated, you can just edit the unit's loadout by right clicking the unit in the editor and selecting the arsenal(?) option.

wooden garnet
#

goodie

delicate hinge
marsh sundial
#

Hey everyone, I know very little about creating stuff in Arma so far, however I wanted to create some basic missions for playing with friends. We're running the ravage mod and after playing for a bit with a few deaths we end up respawning at [0,0] Doesn't matter what option of respawn is selected. (At death, at base etc.) This appears to be a known issue however I haven't been able to find a solution. Could someone please help me out?

feral gate
#

I don't know what respawn system you're using and so can't say anything to help you with it (poke poke) @marsh sundial, but my community's had great success with one-life-and-then-spectate missions, even at minimum playercounts.

marsh sundial
#

I'm attempting to use the built in setup with the eden editor, as I said I've been trying to keep it basic. πŸ˜ƒ

feral gate
marsh sundial
#

I've been using the editor respawn stuff through the UI, I cannot even find the .ext file so I got a bit lost when I was looking through this.

feral gate
#

Mission files can be found in user/documents/ArmA (possibly Other Profiles)/Username/Missions. Looked in there?

#

Anyway, the conventional way to handle respawn locations is through naming Markers (not Modules) as that wiki file suggests. I've heard modules aren't reliable.

#

Not sure if markers would have the same issue because I almost never run respawn missions though

marsh sundial
#

Indeed I have, I've only got sqm files in there.

#

I've tried markers, that's the "base" option. It has been having the same issue.

feral gate
#

Well, in the case of the description.ext, you can create it yourself, open it with Notepad++ (or something similar), and add in what you need through that.
It can get more or less complex, though.

#

Trying to work around the respawn position issue though, do you have one or more than one respawn point in your missions?

marsh sundial
#

Just one, I've been pondering the idea of having a couple, however I couldn't work out how to code that in through the eden editor. the .ext might be the solution to that problem?

feral gate
#

You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here. Alternatively you can also use the Respawn Position module.

#

The 'here' in that case links to another respawn tutorial on the respawn wiki page

marsh sundial
#

Oh, that's straightforward then. I thought that seemed to easy! Being honest, I don't feel like it'll fix the issue, I will definitely try it though!

feral gate
#

πŸ‘

marsh sundial
#

Would you happen to know why my map wouldn't be showing player positions on the same team (including myself)?

feral gate
#

player positions as in the default player marks, or custom group markers?

marsh sundial
#

Not certain, I guess anything? Basically if I open up the map, there is no indicator showing where I am or anyone else. It's a specific issue to my server yet a mate and I built servers together following the same settings and never encountered a setting about player markers.

pure jay
#

well let's go for the first one

#

is the server on veteran

marsh sundial
#

Regular

pure jay
#

then check the config, the setting's probably disabled

marsh sundial
#

Where sorry? I couldn't figure that part out

pure jay
#

every server has a config to determine settings

marsh sundial
#

Oh wow... Yeah just found it. Thank you!

pure jay
#

but yea there's a setting somewhere that's probably toggled off on that

#

friends had the same issue a while back

marsh sundial
#

Would you happen to use respawn mechanics in your missions you've made?

pure jay
#

i'm not one to note; i always just cheat and hop into zeus and toss down a respawn, so i'm not helpful there

marsh sundial
#

That could be a decent workaround... We keep ending up with our respawn's throwing us to [0,0]

#

Like they start off fine, but as we play it starts to glitch then we appear in the ocean in the corner of the map haha

pure jay
#

pretty much every workaround i've ever used breaks after a while

#

and it's clear bohemia's too lazy to fix it either; it happens on official servers more often then normal respawns do

marsh sundial
#

Yeah... that is a very good point

pure jay
#

so there never really is a hard fix tbh, the zeus one's probably the most reliable but honestly none of them are 100% foolproof

marsh sundial
#

So what do you do in the zeus one? Create a new respawn point each time it breaks?

pure jay
#

i just do it before the mission even begins, just toss one down

#

(or just toss it on a player or whatever depending on the context w/e)

#

and if it still remains a issue i just toss a very angry group of divers in the corner to slaughter all those who where decided unworthy to respawn in the proper place

feral gate
#

Wait, can players re-respawn and end up in the right spot?

marsh sundial
#

Not from my experience... That's what I'm trying to figure out haha

pure jay
#

if you ALWAYS respawn at 0,0 then someone messed something up while making that file

feral gate
#

🀷

#

If you can figure out how to make a teleport flag, you could stick one at 0,0 to workaround as well

pure jay
#

if you only sometimes respawn at 0,0 it just means Bohemia is pulling their nasty tricks again

marsh sundial
#

What if it starts off fine, then eventually becomes always?

pure jay
#

that's just bohemia being bohemia

#

as a guy who does public zeus often

#

i'll tell ya

#

after three hours the odds of having a player respawn at the respawn points instead of 0,0

#

is pretty much the same odds as getting a full server of serious milsim players all ready to play within 5 minutes of server booting

marsh sundial
#

I see... well if you're getting to 3 hours before those odds you're doing better than me haha

#

Running dedicated?

pure jay
#

n i do public zeus on offical servers

#

if i do zeus with friends the session always ends up getting to laggy to progress by then

marsh sundial
#

Oh official... nevermind then haha

pure jay
#

best we've done is 2 and a half hours before everyone's fps is lower then 20 with nothing on the map

marsh sundial
#

Well, thanks for the information. πŸ˜ƒ

#

One last query... At least for now haha. How do I setup custom loadouts on respawn? if I modify the starting gear when they respawn they've back to the stock loadout.

feral gate
#

That was mentioned at the bottom of the respawn wiki page iirc

#

More work intensive than usual to implement, though

marsh sundial
#

Oh, I'll go have a look. My bad

#

Thanks for all the help Teizan!

abstract portal
#

anyone have a good US vs Russia mission that i could play? modded or not modded isc

#

idc

#

πŸ˜•

zealous pike
#

Is there a block-by-block version of Sector Control?

#

I'm in the process of making my own. I'm just wondering if a mode already exists

#

And if there's a better chat for this particular question

signal coral
#

Looks neat and easy doable with some quite recent Arma 3 commands

zealous pike
#

What sort of commands?

signal coral
#

drawTriangle, inPolygon

zealous pike
#

Is it possible to draw a custom shape into a trigger?

signal coral
#

No

zealous pike
#

didn't think so

signal coral
#

That’s why you have inPolygon

#

And drawTriangle to fill that polygon

zealous pike
#

How do I make the polygon?

signal coral
#

Take positions of its vertices

zealous pike
#

How do I create vertices?

signal coral
#

They are arrays of [x,y,z]. Put player in the map, open debug console, type getPos player, execute BOOM you have first vertex!

tawny holly
#

It's geometry, intersecting lines on x and y

signal coral
#

You need minimum 3

tawny holly
#

Why? It's concerned with two values, x and y on a 2 dimensional plane. Z is never used?

signal coral
#

In order to make a polygon you need 3 vertices minimum

#

Why? Because triangle is a polygon, but line is not

tawny holly
#

oh, i thought you were talking sbout vertice array

signal coral
#

Also polygon commands take Position3D regardless

zealous pike
#

I'm a bit lost on the process. I'm in eden editor, right now. Do I hit play, position my character, then console the position, or can it be done in editor?

signal coral
#

You can place markers where your vertices are and then make a script to read marker positions in an array, but I’m afraid there is no simple way to explain it and editor might not be the best tool

zealous pike
#

Should I use any particular marker, or will they all work the same

#

So, I've got a number of markers placed in editor. Where do I enter inPolygon?

zealous pike
#

I need help scripting something

#

for Sector Control: If sector is neutral, use tickets to capture. If sector is owned, clear all enemies to capture

#

Or, more precisely, tickets are still used. However, they're halted when enemies are in the sector

wooden garnet
#

in Eden, where do I find the custom loadouts I save in the Virtual Arsenal? or is that not possible?

feral gate
#

@abstract portal Search through the Steam Workshop for what you want

#

@wooden garnet (there are two of you in the @ list?), Edit the loadout of an individual (or multiple) units via the right click menu and load the loadout in there.

wooden garnet
#

@feral gate one is me on the desktop program - the other was a temporary entry using browser when i was looking for the server

#

ok, so just drop some random trooper into the ground and edit?

feral gate
#

Assuming you're using the editor (some people don't), yes.

wooden garnet
#

gotcha

#

😦 some of my uniforms are clipping through some of my vest choices. sometimes, im focusing on vests not native to that mod

#

depressing

lament juniper
#

Hey guys
How can i force AI to fir Rpg to Helicopter?
I have used the selectweapon , dotarget , dofire
But just looking at choper and dosent fir

#

Please help me if possible

tawny holly
#

commandFire?

lament juniper
#

Nope

tawny holly
#

I think it's based on the limitations that: it's extremely hard to fire a rpg at a helicopter without missing

#

AI is looking for a more predictable shot. I guess if you got the helo closer it could try

lament juniper
#

Just fire dont need to destroy

tawny holly
#

doTarget? commandFire? fireAt? Anything work?

lament juniper
#

Nope

tawny holly
#

Have you tried this?

lament juniper
#

No ill try

#

Tnx

vernal widget
#

I tried that a while back and found I needed to spam the do fire command repeatedly. Doing it once just gets them to pull out the rocket, the command needs to arrive while they have the launcher ready. You can also try removing ammo for their other weapons to make them more likely to use rockets on targets they'd otherwise shoot at.

lament juniper
#

Ok guys
The best way for this problem is using RHS mod
They fixed this problem
When AI use the RHSs Rpg-7 (any mag type) he fire on any air and ground unit

silver girder
#

^yup
once got targeted 600 meters from an rpg squad
still have ptsd

lament juniper
#

:D

sand cairn
#

Hey guys, question. I want to set up a mission for my unit, but I want it to be both with an intro cinematic then a task appearing. I’ve looked into both of these separately, but I don’t know how could I combine them so that the task appears after the cinematic.

oblique niche
#

Pretty sure you are running the cinematic in some scheduled environment, you can just execute them after the cinematic script.
That said, It is kind of hard to tell how to od things if we have no reference points on how your scripts are done, as in how they are executed, are you running them all in the same schedule etc. Also we do not know if you are running that mission on a listen server or dedicated server, which can also be a factor.

sand cairn
#

I’m basically new to arma 3 and all of its concepts (retexturing, terrain making, scripting). All I’ve done in terms of β€œmissions” are some small Zeus missions. From the tutorials I’ve been following I understood that it is good to have the intro made in init.sqf, otherwise it can be a bit of a headache. I haven’t started doing anything to the mission just yet, I am looking for the best approach in order to not mess things up. I will be hosting the mission on a dedicated server.

oblique niche
#

Okay, in arma having an intro is always a bit weird as not all players are loading at the same time (even when they all are present and such). This means the intro will not play technically at the same time for everyone. this means you need to keep all the cinematic stuff local to that player. That means the camera (which most likely already is) and sounds otherweise it will be really weird when you see some terrain scene and you hear vehicles moving which are either a scene infront or behind. BTW the vehicles are global and you should account to that.

For tasks it depends on how you use them, if you are using BIs implementation, then that means these are global ot everyone. You can safely execute the task creation on any client or server as bi's implementation will catch multiple execution of the task creation function with the same task.

#

All in all, it depends on how oyu call your cinematic.

#

you will never be able to sync the cinematic unless you wait for all players to load in and then trigger it either with a timed script or manually.

sand cairn
#

Now that you said it, I think the cinematic would be a bit too much. But I would like to keep the briefing and all that

#

My plan is to actually make a campaign based on a fact (terrorists kill a bunch of aid workers and UN peacekeepers, things escalate from there)

#

The usual go-to motive for invading 3rd world countries

feral gate
oblique niche
#

for tasks, it would be the easiest to just execute them on server with initServer.sqf if you want to them to pop up for everyone at the same time, you can also use the editors tasks modules for that. Then they will just pop up as soon as the player has loaded in for them. (which basically is the same really)

sand cairn
#

Oh, ok. Also, any mods/how to remove the UI completely in Zeus so I can shoot a video?