#arma3_scenario
1 messages Β· Page 35 of 1
Thanks for the tip Teizan!
btw another way to do it is by using https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle
(if you need the thing to be spawned)
/*
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
maybe π
hah
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...
I am trying to make a mission like the pre loaded mission control Edessa, but i canβt figure out part of it
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
well guard waypoint is even worse than sentry. oh I totally missed that path, thanks, will try it out.
imo guard wp's should be used only with guarded points... π€·
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.
i have no experience at all with "guarded by triggers"... can't say how the close or far from what createGuardedPoint does
trigger activation -> type -> guarded by ...
I assume those two are the same, result at least.
yeah got it, but i don't like triggers... π
just googled it, they are the same.
Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in Editor) from the wiki
createGuardedPoint ^ page
you dont like triggers, can you completely avoid them?
in short yes, longer version will have inArea inAreaArray commands π
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
would you have any examples of standard "east not present" trigger as script?
while{alive player} do {
{
_east = allPlayers select {(side _x) == east && _x inArea "Mkr1"};
if(count _east == 0) then {
};
};
Probably the worst way to do this, as I'd ask in scripting for a better solution
aldt1ck will I guess :^)
But it's an example of how to do such
#define EAST_ALIVE (allUnits select {side _x isEqualTo east})
EAST_ALIVE findIf {_x inArea [_position, 100, 100, 0, false]}
π²
π€·
interesting, I'll try that. thanks.
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.
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.
How many AI can a powerful server (eg. running 7700k) with headless client handle nowadays?
there are no "the ultimate number" which is working in any case (except maybe 0 lol) so you will have to test it...
that was long time ago, without HC, i7 3930k, numbers in the hint that's AI count > https://gyazo.com/a989a8867043394e3f151181c0e45334
Giving numbers is nonsense anyway
It can run thousands, but it'll lag like hell.. probably
It could also run just one AI and also lag like hell because of the other scripts running
or it could run thousands and run smooth AF.
Also you didn't say how many headless clients and how the AI's are distributed
^^
I guess the ultimate answer is: "288 Groups"
Because that's the hard limit of groups I think
10 units per group.. 2880 AI's.
Will probably lag a little tho
But if you don't have any humans on the server no one will notice the lag
π
virtual robot party
so... somewhere from 0 units up to 288 groups... π
288 groups per side
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
Eh, the problem is that it depends on what the AI is doing
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
And then less groups apparently perfoms better too
But typically we run with around 100-150 AI
If you use a caching system or dynamic simulation then it can go higher
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 ?
look at the config of the vehicle and look for useractions class where the packing action is defined.
Executing it manually in editor will have the same effect. Most likely it's
https://community.bistudio.com/wiki/animateSource command
sldt1ck: disableai "PATH" was exactly what I was looking for my city house to house fighting scenarios, thanks so much.
nice
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.
btw tried few times massive auto replacements with vscode and was no issues...
(probably there are some better options... idk π€·)
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.
oh you need it for the sqms
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.
you can make your own script/function for that, probably with just nearObjects and move or doMove π€
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.
"set pos" them ?
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.
sure, but I was just asking around if someone has already made such script I could use. why reinvent the wheel.
//--- 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 ^
I'll try it out once my eden editing task is done π
glhf π
works nicely, thanks man π
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.```
How do you know there is duplicates?
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
Interesting have you tried just using a new blank map and placing only it?
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
Yea I would try a blank slate test to rule out external mission stuff effecting it.
I'm curious about what external mission stuff could be doing it, since there's nothing that even references the destroyer objects
It could be other things, you can still effect objects without calling the class directly.
Once you do the test you will know if itβs the object or the mission at least.
I've just tested it in a brand-new, totally blank mission file, and it's still doing it
@signal coral You added the liberty to your mission yea? Any issues?
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 π
well, that definitely spawned a destroyer
nice, what about "3 doors in every doorway" option ?
give me a minute
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
okay, this definitely creates duplicate ship pieces as well https://i.imgur.com/8m6Ixx4.png
I have Achilles loaded at the moment, but it was doing it without Achilles as well
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)
well...
create one file
name it initServer.sqf
add there >
private _ship = "Land_Destroyer_01_base_F" createVehicle [worldSize /2, worldSize /2, 0];
on the same map, if you cant open the console...
and i think you will have no issues...
I got the console to open (it was my mistake, I'd forgotten to enable it in the editor) and pasted your original code
no mods, no zeus interaction, nothing else in the mission file - triple ships spawned.
try it with initServer.sqf ^
yeah, that's spawned triple ships
lol
is there a way I could, perhaps, automatically delete the extra ships immediately?
is that local host or dedicated server ?
dedicated server
that looks...massively complicated
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
Are there any ACE3 gurus here?
?
@jaunty marsh I was wondering if there was anyone here that is good with working with the ace mod on a dedicated server.
If this is the wrong chat then disregard, my bad.
What are you trying to do specifically w/ ACE?
Install it on the server and then configuring the settings for the mod.
you're in the right channel for the second part, not the first though.
but i can help in PM if you want
if not, I believe the first part is #server_windows or #server_linux
@jaunty marsh sounds good I'll pm you.
are subscribed workshop missions (multiplayer) downloaded to mpmissions folder?
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.
.bin?
For me they land in ```
C:\Users<username>\Documents\Arma 3 - Other Profiles\veteran29\Saved\steamMPMission\KP%20Liberation%20Chernarus.chernarus\mission.pbo
Also the missions are not downloaded on subscription but at the moment you try to host them.
and mission overviews are broken atm (workshop missions only) lol
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.
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
maybe you just subscribed and never played them ? π
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
where is this "cache" folder?
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.
basically all the mod folders the a3 launcher will make a shortcut into you !Workshop folder
maybe you can test it, subscribe to some mission, [advertising alert] KP Liberation for example π and check where you will have it...
what's the best way to achieve a establishingShot - like effect without it automatically closing
i'm trying to get a closing shot of a city but bis_fnc_establishingShot doesn't last long enough
You can find the script in the function viewer, copy it out and adjust it maybe.
iirc there was param for "world scene"
so it will "last long enough"
/*
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 ^
@neon raptor ah, thanks
that's quite a recent parameter, added in 1.81
so i wasn't aware of it
should check biki more tbh
hum
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
anyone else notice similar behavior?
too far away maybe?
there was a particle rendering bug, but it was fixed in one of the last updates
@keen merlin nah, i set the player location to he be center of the nuke, and i still don't see them
but without establishingshot it works ? π€
@keen merlin yeah, i can view the nuke just fine if i look at it normally
everything that's invisible doesn't render
so.... kinda? maybe?
atleast while you are looking at the objects that you don't see anymore
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
if you hide everything INSIDE a 4km radius it definitely works π
other way round : I doubt it, especially since iterating through so many objects on the fly will result in problems
its a chore already to do it on mission start
ah, didnt see modules.. so not dynamically
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
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
probably only 4 logics needed @sinful rampart
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
Basically you want KotH
@unique needle the MCC Sandbox mod has that system
Yea but I do not want the other features tbh
loved MCC but am with ALiVE now. No time for the ex
π
I enjoy ALiVE too, but it all requires preplacement, whereas with MCC one can adjust things on the fly.
@unique needle You could ghetto rig Wastland to do that.
Mesh it up with Alive, reduce to 1 faction
I'm trying to use https://community.bistudio.com/wiki/Description.ext#backpacks but it will not appear in briefing inventory, here is my description.ext: cpp class Backpacks { class B_AssaultPack_blk { count = 1; }; };
anyone know why the backpack wont appear in the briefing inventory?
@storm geode do you have weaponPool = true; before those lines in your description.ext
no when I tried it on campaign and also it doesnt work in eden editor mission play as singleplayer.
so add that line(?)
hmm, well lets try it...
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;
nope doesnt work. weaponPool = true; is like it says, weaponpool command.
weapons and magazines work fine, backpacks do not.
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;
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
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.
Ok so simply placing the Vehicle respawn for BLUFOR in Zeus while the game was running fixed the pre placed spawn point
@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.
Thank you SkyFire & Vauun I will try those things out.
π
hello
Hello
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.
Hey guys, I was wondering if anyone could help me with the end mission trigger
So i have one trigger with a zone with the variable name "end1", type; none, activation; any player, activation type; present
And another trigger with the var name "end", type; none, activation; none - condition; TriggerActivated end1; and on activation; "end1" call BIS_fnc_endMission;
Yet it doesnt work, anyone knows why?
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).
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
And the only add-ons im making this mission with are the task force radio and the dependency
do not use end1 through end6 or lost variable names.
Oh okay, thanks, I will try that π
Ok, so I changed the var name of the first trigger to "mission_end1"
and the following paramaters on trigger 2; TriggerActivated mission_end1; - "mission_end1" call BIS_fnc_endMission;
Yet it doesnt work still
Do you have any idea Snake Man?
does the first trigger activate? and second? add some hint debugs there on activation line like hint "trigger NAME activated, whee!";
Doesnt seem like the first trigger activates
hmm any player dont recall ever used that one, just change to players side to make it simple.
Still don't get a hint after changing it to BLUFOR
Snake Man helped me fix the problem π You need something in the condition field
@storm geode you can re-tag "end1" to be your own custom debriefings in cfgDebriefing.hpp though
that's what i usually do tbh
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
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.
So i'm back again π
I basically have tre tasks set up and they are all operational
three*
But I only want the first one to appear, and after that has been completed, then the second one would appear and so on
i thought that TriggerActivated x would to the trick in the "init" field on the task, but that did not work
any ideas?
so how did you set them up?
A create task module linked to the player, a set task state linked to create task and a trigger linked to set task state
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
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).
hmm I believe init is wrong place for that condition thingy, check system: presence and try to add that line in condition of presence?
Nice, it doesnt show, im going to try and see if it will after i complete the requirement
All right, it doesnt seem to show at all now
even after setting off the trigger
Maybe i need to set up a trigger to create the task?
yeah sorry I dont know jack about the module, I just do my tasks with scripts.
haha no worries Snake Man
Sounds a bit more complex
But I'll look around and see if i can find an answer to that
you want the tasks to show up one by one in the order you activate the triggers?
Yeah
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
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;
I dont have an init, but i think i might hve found a way
i linked the trigger for task 1, to the create task module for task 2
I cant believe that actually worked
Sorry for wasting your time Snake Man, i do appreciate your help
All right guys, just one final question and then I'll stop spamming here for help π
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?
I had problems with that, never managed to resolve it
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 π
which map there ?
Altis
NearestBuilding in the BI wiki, btw
or similar
ID works best, but IDs doesn't stay the same after updates.
Hmmm, hadn't found that one
Do you know how I would use that to determine whether it's destroyed or not?
I failed at this, so no.
Guess I'll have to do it the manual way
you can try this way > https://gyazo.com/5dc9f140e413e9711d0ff2a20af56d94
if your object has the ID you can just > waitUntil {!alive ID29623};
if no ID's > https://community.bistudio.com/wiki/nearestTerrainObjects
command for those ids > do3DENAction "ToggleMapIDs";
console is there > Tools > Debug console
Nothing shows though when I enter the command for the map IDs
zoom in, maybe π
so... you pasted command in the console > Local exec ?
Yup
and you see this > https://gyazo.com/5dc9f140e413e9711d0ff2a20af56d94
No, I dont get any IDs
Seems like they removed it at some point during EDEN
or the 3D editor I mean
no, it works fine.
dude, i made that screenshot like few minutes ago and was no game updates after... π
oh btw... probably you are using triggers anyway, so you can just "sync" your object and trigger π€ nope, not working in eden
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?
go to multiplayer, create host, edit missions there
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
Are there any AI-lead groups passengered in the aircraft?
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.
let me try and remove the other "AI"
@neon raptor @rugged violet you can open mp editor from the 3den screen
you don't need to go into the multiplayer menu
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
@signal coral correct and after you will export your mission to mp, you will test it in mp on your host π
(btw you can edit mission with players on your server)
Oh cool
yeah i've used that feature before, works quite well
also kinda fun just to mess around
anyone good with alive
Presumably those people in the Alive Discord in #channel_invites_list
3 new diagnostic modes were added to the debug console https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation#Ingame_diagnostics so how do I activate them from debug console, that page doesnt go into any specifics?
blah dev branch. okay, thanks.
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?
no /
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?
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.
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 π
guys, check this > https://community.bistudio.com/wiki/Arma_3_Communication_Menu
if someone made an icon for cruise missile fire support for that menu, so much goodness would come
Illustrator is great for simple vector stuff like that, if somone took the time they could.
i dont have illustrator, but it's worth a go
Illustrator is worth every penny. Very easy, very fast and lightweight.
there was some free tools.... lemme...
@neon raptor Okay, listen. If you're gonna say gimp or paint.net I am going to be slightly upset.
i have paintshop pro, but never really got into it
Inkscape for Windows < google that
sldt1ck, would you like some burn cream?
yes pls
gives sldt1ck burn cream
ty,m8
yw
I kinda read it "soldier tick"β¦
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.
spawngroup works with cfggroup classes, I dont know any way to make such classes on the fly.
Ahh damn, thanks. I'll just name my stuff and save the ones I do manually haha.
what name typing are you referring to?
#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;
π€
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?
(units _npcGroup) findIf {alive _x} == -1
π€
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?
i can't help you with the tasks modules (never tried/used those), maybe someone will/can help...
No problem, at least I have the right syntax now so I'll try and work it out myself. π
fyi: Not the task init field π
Got it π 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 π
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 π
@scenic shard I did some cruise missile fire support icons for you: https://imgur.com/a/LWV455E
@hard saddle Wow, those look great.
How'd you make them? Icon making always interested me.
did you guys see my dynamic simulation #videos_arma
Thanks. I just did them in inkscape. I based it on the icons from https://community.bistudio.com/wikidata/images/a/ad/CommunicationMenuIconsA3Beta.jpg and then traced a screenshot I took of the USS liberty and VLS missile and resized them.
@hard saddle
Can you please tell us on what License you distribute them? Without any license/permissions they can't be used freely.
@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.
I think that is enough permission for people to use it in their missions, thank you!
would probably not be difficult
i imagine that op uses an FSM
so it's just a matter of making a new branch
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
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
heresy
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
unchecking "Show Briefing" in eden should be enough, even though it says "singleplayer only"
Not sure if this is up to date:
http://killzonekid.com/arma-scripting-tutorials-how-to-skip-briefing-screen-in-mp/
Ofc try show briefing in eden first, this article is old.
@hard saddle thanks for that. I'll use them both! much appreciated
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 ^ π
anyone know how to make a custom made artillery battery usable for support?
@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
Easiest is just use the support modules
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
I want to be able to have the ability to do firemissions
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.
so I sync the custom real time groupp I made to the module?
The Sync chain should be as so:
Synced Player <> Support Requester Module <> Support Provider Module <> AI Support Provider.
@hasty sigil Yes, and you sync the modules as Teizan describes
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.
What do you mean by safestart?
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
//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
};
}];
π€·
so you wont open a mission pbo to see how its done but you come here asking for help. umm okay ...
aren't you f3 snake?
nope, no idea what f3 even is.
Hm, maybe it was Folk Arps peeps.
No, you misunderstand me, said solution that AFI uses is made inhouse for them, they have not distributed it anywhere and based on this I will not rip and steal it
Info about F3 can be found here:
http://ferstaberinde.com/f3/en//index.php?title=Main_Page
I understand how it works, but it also requires an addon, meaning it is not modular (enough) for my use
stealing haha
π΅
Not going to discuss ip issues here, theres #ip_rights_violations for that, thanks for your time though
thanks for wasting ours.
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
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?
@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
@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
never heard of anything like that
not saying it's not possible but i hold my doubts
Maybe it was possible before then things changed 
Was that a modded server?
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
enable filepatching and load the file with whitelist from userconfig
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.
Does anyone know how it is possible to add custom buildings on a non modded server ? Iβve seen it on an Altis Life server and wondered how they did it
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
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
you cannot add new models to arma 3 without modding it
Thats exactly my opinion but im just wondering how they did that.
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
Well you can go in and it has doors and everything. Its just very confusing.
you cant make that lvl of detail with vr blocks, are u sure there are no mods on the server?
Yes completly.
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
its not, and the spots where they would touch each other would be clearly visible
And that one isnt the only custom building on that server
on what map is that? and where
Thats Altis near docks in Kavala
@signal coral Yes you can add custom models to Arma 3 without modding
But how?
big think
createSimpleObject
Lemmie see if I can find a video where Iβve seen it
But can you make such an building with createSimpleObject?
There is a note on wiki and I cannot find where Iβve 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
alright thanks anyways that was very helpful
oh
keep in mind having an excessive amount of .p3ds will lead to mission filesize bloating
that's interesting, though
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
Hey guys, im pretty new to mission making, is there any way i can set an ungrouped unit to only fire when fired upon?
not easily
could set AI mode to SAFE
but i'm not sure that'd be your desired result
hmmm thx il give it a try see what happens
thats super easy sqf groupName setCombatMode "GREEN";
Lou Montana: sqs is love, sqs is life I see, bet you find this amusing https://github.com/SnakeManPMC/arma-3-Campaigns_PMC/commit/5f971b2e7228ccc4aa7fd3f5555bf52cdb0e9c06
π€
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 π
it'd require a fair amount of scripting, but possible
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?
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.
Oh.. that makes sense, much simpler than I thought
should work with base and instant respawn types. not sure how it will work with others.
Hey, does anyone know if you can play as blufor and have CSAT not attack you unless you attack them first?
https://community.bistudio.com/wiki/setFriend @rugged violet
thanks @signal coral
sure thing
set value to like
.6000000000000000001 or something hilariously small like that
haha ait
Well, they still see me as friendly for quite a while
want them to sorta become hostile immidietely
did you shoot one
Probably use an event handler on the opfor ai that checks if a blufor unit has firedNear it. On phone, so canβt really help with the wording of it.
Changes setFriend from 0 to 1 once itβs fired etc etc
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)
I would suggest just using the hint function or something similar, and stuffing all the rules in a briefing page.
problem is because its a public op i need something that got to manually okayed by the player so they cant miss it.
you can try > https://community.bistudio.com/wiki/BIS_fnc_guiMessage
looks like that > http://i.imgur.com/WUZLaK1.jpg
thats what im after π
@neon raptor that's pretty sick
bretty gud
oh that is nifty
Indeed π
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.
@wheat egret
maybe this will help
https://forums.bohemia.net/forums/topic/86962-what-do-location-and-game-logic-units-do/
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.
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)
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
also you can just disable "renegades" and negative score/rating completely...
with > https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleRating
and > https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleScore
renegades are enemy to everyone, including themselves βοΈ
is it possible nowadays to script AI infantry to sprint/run along a given path - like on a beach landing make them advance quickly
You can just loop running animation with event handler if you want them to run in a straight line
did you try this ingame yet - how well does it work?
It should work fine, you are just limited with straight runs
thanks. so with those settings you will get a brain dead AI just moving from WP to WP?
@sturdy fulcrum there is a BIS fnc scripting straight line AI walking / whatever animation you put
well how practical is straight line though?
Maybe AI can stir on its own, animation is just animation, try giving AI a waypoint while at it
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?
@keen merlin can you confirm or disprove this?
forcespeed and limitSpeed both made fps go down if executed on vehicles
no idea, i only use it on infantry
@keen merlin to what extent (numbers and for how long)? or asked differently do you see even on mass use no impact?
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
is there a way for AI to call in artillery using the artillery support module?
you can just use this > https://community.bistudio.com/wiki/BIS_fnc_fireSupportVirtual
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
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 π 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 π£
@deep cliff are you rejoining the server usa #04
???
@lone bough mods?
@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;```
why not
0 spawn {
for "_x" from 1 to 4 do {
endLoadingScreen;
sleep 3;
};
};
?
hmm thats a good idea, I'll try that out! Thank you!
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)
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
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!
^ @dusky crane This, because the Carrier and Destroyer have to be in the mission file to begin with to work properly.
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.
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...
^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.)
quick question: can CfgMarkers be defined in mission/description.ext or does it have to be in a mod/config.cpp?
Mod only
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
@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.
@tawny swan very good! thank you for that, actually had no idea this tab existed
many thanks
No problem! There's tonnes of stuff there
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
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
You want to know how to set up the slotting screen?
As in before the mission, or is this another slotting screen?
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
Role Description, under Object: Control in the Attributes.
this moveincargo C1
For instance, stick this in there: US Airborne ASL Squad Leader
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
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
Lol
Idap is like red Cross.
My crew just hit the jungles and started a Vietnam war campaign.
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
#arma3_editor probably
@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
sadly it does not
and why tf are u here, too
I thought I can start fresh here not being a stupid person
You asked a question? I tried to answer?
I am not quite sure why you hate me so badly.
All fun bro - just making fun of the fact you are the first answering my partwise stupid questions
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.
Every1 stoopid
Yea am aware - fortunately we are free to ask for intentions
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?
You can ask them how they do it
And if they wonβt tell you you can always look up the code yourself
Well atleast i can tell you it's not something you're just gonna make by yourself in an hour or a day
You can make it in a day come on
Something simple like locate helicopter crash or something
If you are a "professional" who knows exactly what they are doing yes
but then you wouldn't ask here how to do it ^^
Haha, professional implies you code sqf for a living, I doubt this is even possible
It is possible yes
get a job at BI
Or just at some life server
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
not sure about the volume limits, but you can try say3D and just set higher values for the maxDistance π€
[<source>, [<sound>, viewDistance ^ 2]] remoteExec ["say3D"];
```something like this ^
that will be hearable from the moon...
@signal coral
arigatou
dou itashi mashite
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.
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
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.
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
Actually I want to create my own respawn script because of reasons
you can try > https://community.bistudio.com/wiki/Arma_3_Respawn#Custom_Respawn_Templates @unique needle
you should probably just do instant respawn, and then use the onPlayerRespawn event to setPos the player where you want them to go.
@unique needle you can take a look how I've implemented fully custom respawn system if you want to handle everything by yourself:
https://github.com/KillahPotatoes/KP-Liberation/pull/499/files
tl;dr use onRespawn/onKilled scripts with respawnTemplates as sldt1ck suggested.
@delicate hinge dude that link ^ is "pull request"
? And the pull request contains code with fully custom respawn implementation.
So whats wrong with that?
oh kk... nvm then...
Should i link the whole repo so the guy will have to find the relevant code by himself? π
btw: I'm getting a little bit sassy after few π» .
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
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?
I personally tend to make missions over wider, open spaces, and place few to no non-mission related props.
Several areas in my case
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.
You do that each time?
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.
Trouble is its gonna be isolated pocket of the generally unpopulated map
As long as your mission guides them there it's fine.
^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
Open world? Hard to guide them like in blocked missions
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.
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
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.
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
@storm geode what is so funny?
Eh, Division isn't really comparable to Arma...
It has guns
and buildings? π
Never heard of that game is it good? π
It is like Arma basically π
Me I have a problem, the animation doesn't work but on the tuto video all works π
Cool story bro
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
Achillies mod I believe does that. Otherwise you might have to write a script.
thanks!
Might anyone know where you can find some decent 3D models? I'd like to import an underground base type thing into my mission.
@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.
The site module seems useful but I just canβt figure out how to use it
EOS also works fine
EOS?
I would disagree, it's very excessive and induces a lot of lag. There are better ways if you strip it down enough
Iβm 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 thatβs as far as I have gotten
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.
You can try to setObjectTexture and setObjectMaterial with bloody textures from config if unit has them
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.
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
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.
Iβm doing a SP police mission and I was wondering is there a way to have order commands like βput your hands in the airβ or βget on the groundβ and have them actually do it but sometimes work and sometimes not.
Not without a lot of scripting
@proud rock Audibly or visually? This is actually pretty simple and the concept of "a whole lot of scripting" seems subjective apparently.
Either one, I just need something that works.
Is it possible to defuse the ACE placed explosive?
For different side, I mean.
One side places explosives, other side defuses. Possible?
Yes, there is a chance of failure though iirc
Thanks
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?
I guess we will soon find out
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?
no. These are case insensitive
ok that simplifies stuff...
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?
Do AI groups need to have 'Delete when Empty' enabled in order for their waypoints to be deleted on death?
I think this setting is only to delete the group
whyever this is not done automatically
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
π
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?
I can't get the unlock logic entity to work with a sector to change the default owner
"ownerChanged"> https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/ScriptedEventHandlers
is it possible to make the Sector Control module to not override BIS_fnc_music in the init?
wut π
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
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
Don't suppose anyone could help make an op for a NATO style multi unit group?
anyone know how to set a waypoint to a player after an insertion
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.
Is it possible to create triggers as Zeus in game or can certain things only be done as Zeus in game?
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.
you can create triggers in a running game no problem but zeus doesnβt have any built in support for size etc if thatβs what youβre asking
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
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.
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.
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
Tutorials about�
@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".
ok
Thanks ^_^ @mild minnow
np
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?
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)
@leaden hare yep, it even made me check the game files twice
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.
@cinder holly Did verifying game integrity fix that?
@leaden hare nope π
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
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?
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
That does sound fun.... We use Alive on our deployment operations
Download mech - robot mod
Create faction with orbatterer
Enjoy widescale mech warfare
Does anyone know common causes for infinite load screens?
You can try to launch your mission on a test server to get a log file.
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 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
I already saw that yesterday morning and put it onto my todo
One of the weapon positions mod conflicts with another mod and does the infinite loading screen bug . Iβve had some success with https://community.bistudio.com/wiki/endLoadingScreen. Others is usually an βextraβ clientside mod .
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
I would go for an area-based invisible helipad spawn, lazily?
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
@signal coral try get out waypoint
@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
never used that, where can I find the script for it?
Not a clue, I was thinking more an init/TriggerActivation line.
sorry I don't usually have scripts in my missions so no idea what you mean
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.
This is probably relevant: https://community.bistudio.com/wiki/setPosition
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
i'll figure something out thanks for the tips
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
tbh I don't know if the freefall animation is gonna be a problem
its just a couple of hundreds
oh nevermind I made it because I'm a genius
made a _caller setPos [ ship cordinates]
didn't trigger
sePos does not work vertically
weird
it did
setPosATL or setPosASL2 is what you should use
is there any difference?
btw we have BIS_fnc_setHeight
this ^ https://pastebin.com/8beHvQ09 π
(i mean... that was kinda hint, check the code (don't use that function)) π
π x2
@signal coral place invisible Heli pad in desired locale
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?
The order in which they were created is generally the order in which they appear in the slotting screen, yes.
Rip
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)?
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";
};
indeed
@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.
goodie
@unique patio
https://github.com/CBATeam/CBA_A3/pull/996
This allows to change lobby groups order. But it is still WIP.
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?
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.
I'm attempting to use the built in setup with the eden editor, as I said I've been trying to keep it basic. π
Have you read through this? https://community.bistudio.com/wiki/Arma_3_Respawn
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.
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
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.
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.
Probably best to read this: https://community.bistudio.com/wiki/Description.ext
Trying to work around the respawn position issue though, do you have one or more than one respawn point in your missions?
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?
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
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!
π
Would you happen to know why my map wouldn't be showing player positions on the same team (including myself)?
player positions as in the default player marks, or custom group markers?
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.
Regular
then check the config, the setting's probably disabled
Where sorry? I couldn't figure that part out
every server has a config to determine settings
Oh wow... Yeah just found it. Thank you!
but yea there's a setting somewhere that's probably toggled off on that
friends had the same issue a while back
Would you happen to use respawn mechanics in your missions you've made?
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
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
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
Yeah... that is a very good point
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
So what do you do in the zeus one? Create a new respawn point each time it breaks?
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
Wait, can players re-respawn and end up in the right spot?
Not from my experience... That's what I'm trying to figure out haha
if you ALWAYS respawn at 0,0 then someone messed something up while making that file
π€·
If you can figure out how to make a teleport flag, you could stick one at 0,0 to workaround as well
if you only sometimes respawn at 0,0 it just means Bohemia is pulling their nasty tricks again
What if it starts off fine, then eventually becomes always?
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
I see... well if you're getting to 3 hours before those odds you're doing better than me haha
Running dedicated?
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
Oh official... nevermind then haha
best we've done is 2 and a half hours before everyone's fps is lower then 20 with nothing on the map
Well, thanks for the information. π
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.
That was mentioned at the bottom of the respawn wiki page iirc
More work intensive than usual to implement, though
anyone have a good US vs Russia mission that i could play? modded or not modded isc
idc
π
Is there a block-by-block version of Sector Control?
Kinda like this: https://i.imgur.com/3JhBtv8.jpg
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
Looks neat and easy doable with some quite recent Arma 3 commands
What sort of commands?
drawTriangle, inPolygon
Is it possible to draw a custom shape into a trigger?
No
didn't think so
How do I make the polygon?
Take positions of its vertices
How do I create vertices?
They are arrays of [x,y,z]. Put player in the map, open debug console, type getPos player, execute BOOM you have first vertex!
It's geometry, intersecting lines on x and y
You need minimum 3
Why? It's concerned with two values, x and y on a 2 dimensional plane. Z is never used?
In order to make a polygon you need 3 vertices minimum
Why? Because triangle is a polygon, but line is not
oh, i thought you were talking sbout vertice array
Also polygon commands take Position3D regardless
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?
You can place markers where your vertices are and then make a script to read marker positions in an array, but Iβm afraid there is no simple way to explain it and editor might not be the best tool
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?
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
in Eden, where do I find the custom loadouts I save in the Virtual Arsenal? or is that not possible?
@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.
@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?
Assuming you're using the editor (some people don't), yes.
gotcha
π¦ some of my uniforms are clipping through some of my vest choices. sometimes, im focusing on vests not native to that mod
depressing
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
commandFire?
Nope
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
Just fire dont need to destroy
doTarget? commandFire? fireAt? Anything work?
Nope
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.
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
^yup
once got targeted 600 meters from an rpg squad
still have ptsd
:D
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. Iβve looked into both of these separately, but I donβt know how could I combine them so that the task appears after the cinematic.
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.
Iβm basically new to arma 3 and all of its concepts (retexturing, terrain making, scripting). All Iβve done in terms of βmissionsβ are some small Zeus missions. From the tutorials Iβve 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 havenβt 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.
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.
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
You can make a briefing using newfangled CreateDiaryRecord modules (most useful for syncing to specific units), or by making a briefing file in the mission file.
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)
Oh, ok. Also, any mods/how to remove the UI completely in Zeus so I can shoot a video?