#arma3_scenario
1 messages ยท Page 36 of 1
Isnโt the splendid camera only for screenshots, afaik?
You can't really pause a MP game for screenshots, though, so I imagine it would work
Oh,roger. Thanks a lot for all the info
You should really use splendid cam over Zeus, as you have additional camera features ๐
Does ACE arsenal work with regular box with limited supplies?
In the case of limited supplies, just add x number of weapons for each type you want added
is there a script for random mission makers for invade and annex
@sly linden You might wanna read #rules again. To prevent any future problems when you violate them again by accident.
i dont understand?
You violated rule number 9
Is there a simple way of checking if there are missing mods on the client, other than using mission.sqm? Signatures also don't kick if there are missing mods, and server commands are setup properly.
You can run a script clientside to gather all the clients CfgPatches entries. Then send that back to the server. Do a
_missingMods = _serverCfgPatches - _clientCfgPatches
Hi
Is there any idea for a script that force AI use full auto mode when firing?
I used fired EH but its not acceptable
give them ARs
Currently trying to get AI co pilot in the Hellcat to move the searchlight around. I have the Heli flying into the area using unitPlay. I have tried unitPlay on the copilot, setting a search and destroy waypoint.
Any ideas?
cheers for the help @rocky carbon sadly it didn't work for me. To late to spend anymore time chasing down a scripted solution, manual control it is. I will revisit it later though.
so I mande a small part of my mission inside the OPTRE crashed frigade
any suggestion on how to stop enemies from walking trough walls and falling?
my best bet is to disable moving but if you have used better ways pull them out
place vr blocks with empty textures as walls
if there are no proper pathlod for the interior you cant use it properly.
Arma AI does not really care much about objects when it walks inside a building
I have made a small Mission, its in the Beta stages and more Task/Objective will be added in the future. I would like for you guys to go and check it out and give me some Feedback so I can improve! - https://steamcommunity.com/sharedfiles/filedetails/?id=1545411563
I have problems with running Zeus on dedicated server.
Can you please check what is wrong with Zeus in this mission.
When I host the mission on a local server - everything is fine with Zeus. But on dedicated server Zeus is not working.
Is there such an object or 'weapon' as a camera for taking photos?
in Metal Gear Solid yes, in Arma nope (at least not in vanilla) @wooden garnet
There is the sqf command screenshot though. Mind, you cannot use the captured screen in game.
there was a camera model for the pistol slot in the press pack mod
but its just a prop you'd have to make a screenshot
Indeed. The idea i have is that the player must photograph a dead officers body as proof of death
With a camera, but if thats not possible thats ok
Are there 'news vans' or 'news crew' mods or props?
you can make some sort of script that needs the dead officer to be in the screen/looked at when the camera is used
no need to take a real picture
Got it. I think ill settle for a news crew XD
Hmm.. .i dobt think there are 'news crew' mods :(
What about "faking" the camera shot? have a script where you need to keep the deadbody as a cursorTarget for like, 10 seconds or something (and within X meters) and then flash a white screen for the "flash". Add in a little sound effect and there ya go! fake camera lol
I donโt think you will sell many ๐ท where you have to wait for 10 seconds to make a shot
Im actually looking for a physical news crew
Like an objective to protect
I can settle for a reskinned van or something simple XD
Actually very suprised the LoW DLC didn't have a AAN news van
Hmm.. .i dobt think there are 'news crew' mods :(
There are camera and microphone item mods, so with appropriate loadout you can easily have a "news crew"
also... any auto-generated mission mod for Arma 3? I know that designing the missions yourself is more satisfying, but I'm playing by myself and wasting time designing the mission only to know exactly where the AI are doesn't seem really fair... ๐ฆ
Cross-posting #rules, keep forgetting to mention - continue, not start over. You're playing by yourself?
I wasn't trying to start over, just skipping over the beginning, letting people know the whole situation
This is sort of one area where MCC can shine because by using a zone you can make a mission with AI etc but their placement and movements are randomised, so the mission is a lot more dynamic than with the editor (despite its percentage chance of presence)
yes, I'm playing by myself, Teizan
What I just got vet status like right now?!
you just did. congratulations โค
and @sand cairn thought you were in a milsim group?
oh, I am part of a milsim group, but most of the people are on the american timezone
Anyhow MCC's mission generator is kind of garbage or rather produces limited things but if you want to do randomised enemy placement it works. Where I think sometimes struggles is certain target scenarios, rescuing people is problematic to place randomly where maybe AA isn't.
and I'm in Europe. and sometimes I just like going up against enemies myself so I can improve my pew pew skill
Honestly you should probably find a community that is in your timezone then, it is just easier that way.
(crap, we're talking as we should in #general_chat_arma )
Something missionmakey: Make missions for your community rather than to play alone, so you can sneaky laugh at your victims instead of being a know-it-all in singleplayer.
In SP, just search missions off the workshop or make the effort to randomize outcomes as much as possible
For a long time I used to use MCC on a variety of towns throughout the game to practice some of the special ops mission techniques (was a TV show way back) since I could place however many enemies I wanted in a certain but not know where they were.
makes sense. thank you very much for helping me โค
There is also a chance setting in the editor as well so that can be used with a bit of effort to make units and groups randomly appear or not so can add some variation to missions as well.
is some way to disable the 'overview screen' after game end | ''abort'' (one with ''Mission (1/2)'',''Score (2/2)'' pages) ? (like skipLobby=1; makes 1 click join, want to make 1 click out
interesting, honestly thought anything rp would be on top.
@frozen pebble nope, debriefing cannot be disabled in multiplayer
@neon raptor :'( , thanks for answer
You can make player leave server without debriefing. I did it, but donโt remember how, but it is possible
@signal coral by kicking? :)
@signal coral can make it trough the dialog's configs i guess, would be good to have buildIn setting for this such simple thing (skipping the debriefing)
it is, but it does nothing in mp
In terms of cooperative missions, the player is only considered 'BLUFOR' correct?
Can i make a player force on bad guys side as REDFOR?
And make AI as BLUFOR?
Ok
Its just the western terms for factions
Right
yeah any side or faction's units can be a player or playable
that might work...
Hello folk ! I would like to know if it is possible to close only one door on the medical tents of the DLC "laws of war" ?
Is Artillery support provider (Virtual) broken? When I call it in I get the ETA on the map and everything as it should be but when ETA counts down to 0 there is no impact. Can anyone else confirm this or tell me why it's hapening?
@timber heart dont believe so, they open as one piece
@terse harness you likely didnt set it up right. Get a mission file off workshop that already has it, test it, and see how it works.
@dry whale I am 300% sure that its set up correctly
fixed it, issue was something else completely independent from the module.
Mmhmmmm ๐
Does anyone know a good threshold of one condition triggers to include in a mission of about 35 players? Assume about 120 AI
Yeah
I'm thinking about writing some kind inhouse system to handle them.
So I can have objectives checked maybe once every 30 seconds by a single thread.
I'm reasonably competent.
I'd prefer to avoid using a loop, but I'd rather have a system that stores stuff in mission namespace and has the server review it every like 30 seconds or so
Would interrupting a loop actually be efficient if I Paused it with like UIsleep?
Neato, that's super easy then, I can probably save these into a very easily accessible array and then just write a function to evaluate them
ArmA arrays are really flex too, so I can easily just keep stacking stuff into it, neat
anyone know how to have a roadblock but have an enemy ambush it?
i only know how to make missions where blufor attacks opfor but i want a mission where it starts with opfor attacking blufor
What you need is waypoints.
That's normally the third set of the item window on the right side - where first set is units and second set is groups.
The easiest way to set up a movement waypoint is to select what units/groups you want to move and then shift+left-click somewhere you want them to move to, though.
ok thank you
im not sure what im doing wrong @feral gate , i select the infantry i want to move somewhere with shift left click but it does not move them to that location
To clarify, are you in the editor or using something else?
Zues i found out shift right click is the thing that works sorry for that
Not left click
Anybody have a good idea on a system that basically puts people into spectator mode tell another user(admin/GM) can trigger a respawn for them?
My community uses something like that, yeah. Not exactly sure on the specifics, but we use TMF (by Team 1 Tactical) and an admin kit maybe?
I'll take a look at it, it sounds like what I might need.
I'm basically looking to do one life style missions, but I always want the option to spawn people back in if we deem a reinforcement wave is needed.
That's exactly it.
Thinking on it, I don't think TMF is it exactly, more the Admin kit. Can't help you there, don't know what it is.
Does anyone know how to revert the carrier launching back to the system where you attach to the catapult and then choose when to launch? I see a few servers that have it this way, and I need it for one of my missions.
anyone got a premade altis life pbo for sale ?
@wheat sierra Read #rules before you continue.
Crosspost from #arma3_questions and already answered there
Iโve looked at a few scripts for ambient civilian life and for airport traffic . Anyone one any experience using these are they worth it ? My assumption going in to this is they would hurt performance .
I done a few intensive civilian missions.
It's defiantly a trade off for performance. I guess it's what you want in context of your mission. I know there is a few air traffic scripts that work great. Ambient civilian generation however has been lacking
Mainly due to have the native AI(even infantry) refuse side walks ๐
I made a pretty populated Kavala, basically hand waypointing a lot of civilians to force them to use sidewalks, added ambulances on the "support" way point so civilians for radios can call for medical help. I also had a few scheduled style delivery trucks driving around that would simulate commerce.
How did civilians call ambulanceโs or am I reading that wrong ? I think Iโll test out a few air traffic scripts , and populate the map by hand . Basically the operation Iโm building is built for limited scale raids , driven by intel . But I want things like civilians to throw them off . Ie if you have fix wing following the wrong van and you do a raid on a bakery thatโs on you .
You create a ambulance, or medics and add a support waypoint. Then you give civilians radios. If they get injured they will call for "support" aka the ambulence
You can make it a bit more dynamic by assigning them a vehicle as well, So they can be standing around then get a call and head out. It works even with helicopters on the roof of the hospital. Some reason they just warp up to it.
This also works for service and repair vehicles.
I had no idea
Im trying to get this to work, Placed down two paramedics and one civ, gave all a radio. placed down a support waypoint and linked it to the paramedics . shot the civilian and nothing happened
I'll make a example really fast
i read the wiki, and thanks
yep i have that,
They are not offically on support tell they reached said waypoint, so it's best to keep it close for testing.
Just set another civ down lower his health. Double check they don't have a FAK on them, and make sure both the paramedic and civ have radios.
Play as another civ with a radio and you should hear the request/radio chatter between the two parties
ill test as another civ
Another example of it in action.
AI will simply stay at the scene tell the next call.
so setting the heath works, i wonder why shooing him doesnt
is there a way to make them medevac wounded to a hospital ?
You would need to do some scripting at that point.
Also did a bit testing before bed on the shooting thing
Seems to be a pretty steep threshold. Had to put like 3 rounds in his foot before he called it
But it does work as intended
mine would rather die then call
Also seems that civ fleeing behavior overrides support.
from the paramedic perspective or the wounded ?
Both
If the wounded flees and calls, it's last know position so if they run further the paramedic just shows up. Parmedic will flee if shot at and abort support as well.
Can be fixed with careless mode though
You can also make a police style response to wounded civilians by hidden selections the gendarmerie variant of the van into the ambulance.
thanks ill be testing this out for the next 12 hours, it should add an interesting dynamic
anyone able to help test a mission? wont take long.
Hello guys, I have a question. How can I make a briefing start when I hit a certain trigger? I tried putting only the trigger and whatever I want in sidechat as activation, but it literally gives the sidechat message as soon as I boot up the mission.
CreateDiaryRecord I think
and link it to the trigger?
oh wait, I think I figured my problem out... the "commander" runs away whenever I boot the mission up. any way to disable his movement?
Yeah disableAI "path"
Put it in the init box
Note that it'll be disabled until you enable it again
I was just reading about it now. Thanks a lot. โค
Cheers ๐
this is my first mission created with triggers and tasks and etc. and I kept wondering why my trigger was randomly activated when I wasn't even almost in the 100m radius of it (the trigger size was 5 by 5m. only to find out 45 minutes later that the fkin commander was triggering it.
Has anyone had issues with random placement of the USS Freedom? (configured using the editor?) It just seems to spawn in exactly the same place every time
Placement Radius in the attributes (I know I could use a scripted solution, I'm just curious why or if this should even work)
It's not even being placed at the center, i.e. doing nothing, it's consistently being placed off-center in the exact same location
always about 500 metres to the east and and 200m north (placement radius of 1500m)
^ happens with Nimitz
@signal coral Thanks, will give that a go
I've had issues with Placement radius in the past, relating to waypoints. I didn't bother trying to use it with anything else after that, though.
Anyone around that could possibly help me with something? Trying to make it so while a player is inside a trigger area they have the option to open/close a gate. So, an area that gives the player an "addaction" to open or close a gate.
@hoary kelp its like a normal addaction, you just have to pull the first of type player from list
Literally my first time actually implementing code into a mission file so I'm a bit lost, all the guides online about gates are "How to make your gates open for your police!" cos Altis Life is all of arma now apparently. ๐
hey, im new to all this and i have a few questions id like to ask regarding the editor, would anyone be keen to helping me out?
General questions about the editor or coding? I can't code for crap but I like pretty things!
Just ask away. If anyone knows and has time to answer, he/she will answer.
oh wow, i didnt expect a reply this fast ๐
i want to spawn in some units inside a city
and for them to be inside houses defending the place
then ill spawn in 2 troops, one for me and one for a friend
and we will just clear the city out
sounds simple
but no idea how to do it
like how do i spawn in a few enemies and make them sit indoors peaking through windows, or not just roam around
Well, I would actually recommend Zeus to you for that, means you can make them do exactly what you want in real time and you have next to no work to do.
Do you know anything about the game master aka Zeus?
i got a mod called Mcc, was reccomended to me
but i couldnt follow a tutorial because the thing called ai manager garrison thing wasnt there lol
but yes, im aware of zeus
MCC works, yes. Good for randomisation but it is a bit fiddly for a first time thing.
If this is just you and a small group of friends I would recommend Zeus over MCC any day.
Want me to help you get a mission file prepped for Zeus use?
im doing it rn, im in zeus already
but if i spawn in a soldier he just walks around
i want him to stay put and defend a position for example
Achilles mod has a lot of really good Zeus helpers, including instant garrison and search building and garrison
Yeah, Achilles is a mod that allows you to instant garrison AI. I use it for my campaigns
Yeah, let me find it quickly.
Plug and play mod, very easy.
Yeah, it adds a bunch of additional Zeus Modules.
Drop an AI group near a building, and drop the garrison module on a group member.
Protip: Don't use MCC. It's overrated and breaks stuff ๐
@hoary kelp regarding your question, I'm happy to answer specific questions, but I obviously can't answer, "How to code" ๐
Yeaaah.... Figured I was way too vague to get a quick response or any thing that could help me quickly. I figured it out though, trial and effort got us there in the end ๐ https://i.gyazo.com/39ce0da1fa0cc25c3f163c8856bda937.png
i tried making a spawn system instead of "play as character
but it keeps spawning me in grid 000,000
in the ocean
i spawned 3 soldiers, made playable, made a respawn position, and did my settings in the attributes
anyone help pls
@hoary kelp you should never remove all actions from player.
Instead you should store action id on player object with setVariable and retrieve it later to remove only your action.
removeAllActions can remove actions from addons etc.
@mental nexus Okay..? Have you made sure your respawnTemplates are in?
@mental nexus if you want an AI unit to just not move, add this DisableAI "PATH"; to the unit's init box.
hey guys i installed ace 3 for my mission and customised it using the in game settings through cba
issue is that the medical system doesnt seem to be working so you shoot someone and bandage their wounds and they still bleed out basica and advanced you do everything nothign they still die im new so if i can get any help thatd be awesome
does anyone have some exciting long lasting mission ideas? I want to do a mission that's like 1:30 hours but still exciting with my friends
That's a really long mission - too long for a no respawn setup.
If you're trying to play with no respawn, it may be a better idea to split such a mission into a campaign of smaller missions, separated by objectives. This gives you finer control over what players have access to at the 'checkpoints'.
yes thats what I wanted to do
First mission attack and secure a base, second mission go out somewhere else and do something, maybe get ambushed en-route, third mission defend the base from a retaliatory strike?
convoy mission but the fastest road has been blocked so they have to take a longer route and worry about demining the road and ambushes
i was seeing if it was active
wanting someone to see if they can touch up a word doc i have
You can just look at the time stamp of the last reply for a clue
what?
What I said
How to configure which type of objects can be created with ACE fortify tool?
Nevermind, found it
guys, question. my trigger is not working.
I have it set to Activate on Blufor presence, with the on activation box looking like this:
hq sideChat "The enemy HVT is still in the area. Find him."
@rapid hatch where was it?
when im in the zeus, how can i spawn in some unites to attack my base / location, when i spawn them in and click for them to move there, they go there untill they spot me defending, then go prone and lay there doing nothing, i wanna make a defend this location type of objective but no luck so far :/
@mental nexus when units get in contact they go to combat mode. Combat ai fsm kicks in and your influence on them is very minimal.
You might try forgetTarget command
That will help them forget about the enemy.
Anyone know of a way to deny particular mission file objects from being "Added to Curator" by Zeus? They all have simulation disabled, but can still be added and moved via ACE utility in Zeus.
Would that be a "simple object" ?
I think there is an CBA event for that ace_zeus_addObjects, maybe you can just remove the ones you don't want.
If I want the trigger to run each 15 seconds I need to set the condition to true, check the Repeatable checkbox, Timer Type to Countdown and all three Timer Values to 15 ?
And you need to reset it after it fired so it can start countdown again
@signal coral how can I do that? I suppose I need to add some code to the end of the trigger activation code?
Try setting condition to false on activation and back to true on deactivation
Makes sense, I'll try that. Thank you
Is there any way for players to switch between characters in Zeus. Like change from a convoy driver to a explosive engineer to disarm bomb, and back to driver, since I'm playing in a small group we don't have many player roles. So something like this would be nice
As a Zeus? Yes. Use the Remote Control module.
Very uncommonly, and possibly restricted to ACE, Switch Units is an option too.
But not just me
My friend too
I want him to be able to freely switch between units
And what do u mean switch units. How do you do that
@feral gate
In singleplayer? U, with other playable units in the mission. Don't know if that works in MP.
ACE3 has a settings set for this - presumably in MP, though, so you might be able to look into that.
I don't have ace3 :/
And I'd rather not Download any mods, my game runs poorly as it is, got a bad pc
Ohh
So two players are Zeus so we can manually take control of the characters
I see
I'll try that so, thanks ^^
guys who knows what's wrong with mission, just broke after i switching language in game. all scripts does not work correctly. units does not react on init commands. even player cant loading at start (no maps, no bfiefing just camera in the sky)
language switching is not the cause of this problemย ; you changing a directory name, most likely?
nope
i was trying to fix that, creating new mission and all my files except mission.sqm i moved in new mission folder and copy all objects in there. same thing
file extensions shown? No "init.sqf.txt"?^^
nvm i figured out there was object from mod it creating camera and something ruining init AI, was a serious bug
i deleted it and all works
Does anyone know if acex headless handle Zeus spawned ai
I heared setting vehicle(tank, apc, etc) parameter 'hasdriver' to -1 disables driver and makes commander to drive vehicle.
Then how can I do that?
As a guess, put this hasdriver -1; in the vehicle's init?
What a dumb suggestion
Nothing else I can suggest, other than to just give up and WASD an AI driver around. Never heard of this before.
I'm pretty sure there's a mod on steam workshop for just this very thing, but of course now I can't find it for reference.
I googled again. I think I should edit cfgvehicle to do that. Thanks for reply.
hey guys, it's ya boi, Ryan here with yet another "stupid" question regarding mission making. So, I want to make an AI salute with a trigger, but even if I go outside the trigger range, he is frozen in the salute animation... is there any way to have him revert? I mean, to cancel the "playAction" thing?
Is there an 'Idle' playAction?
what do you mean by that
Infantrymen standing around in idle are always animated. Is that established using a playAction every time they stop doing something?
uhm.. i don't think so. all i did was to disable the path for those soldiers, so that they won't run around since their job is to stay at the checkpoint.
other than that, I haven't touched anything
I'm talking about where the idle animation comes from. Is it something that can be called or isn't it? IDK.
Make him playMove the "out" animation, this should do ;-) @sand cairn
Resolved (hopefully) in DM. Using the SaluteOff playAction.
It has been resolved.
In the trigger, the "onDeactivation" box i put:
npc1 playAction "saluteOff";
because npc1 is the name of the character i needed to do the salute
Is it possible for force the civilian presence module to use a specific units or faction?
To my knowledge it is based on terrain.
Civ Presence in Tanoa will get a lot more Tanoans, for example. Mod maps will likely not have made considerations for this.
I created a sector misson. Would love for people to test it: https://steamcommunity.com/sharedfiles/filedetails/?id=1503362669
Description on steam
how does it work with friendly AI? do i have to micromanage the entire friendly force?
i don't really enjoy being in command. i tend to get everyone killed so i would rather be commanded by AI since they do a much better job at micromanaging than me you know?
There are one AI commander for each side, which will dispatch squads, vehicles and helis (gunships / transports) as it sees fit and attack / defend sectors. You do not control this.
You can choose to join an AI team. Then you will be under their command
or you can spawn your own team and go where you would like. You can also spawn heli/ vehicles in the base. The map will show you all friendly movements and you can choose to aid your friends or go off on your own
what's the scale and average mission length and replayablity?
There are three HQ located at different spots. The three sides be given a random respawn location at the start of each mission. So the starting positions will be shuffled. Mission lenght is based on the amount of manpower which can be chosen in the mission parameters.
so i can make it quick or an all day event
i'll try it out after i get some rest. as long as i'm not having to command anything it should be a good time
Wanted to ping those out there most familiar with Warfare/CTI (specifically BECTI). We're using a version that has a feel and flow closer to the classic Warfare 2 or the version that came out during ArmA 2 days. Well we're having a problem where the MHQ disappears when the commander Mobilizes the MHQ after building a base. Anyone have a clue what could be causing this? Also why did Bohemia drop Warfare for the ArmA series? Forget games like Altis Life, Exile etc, this makes ArmA ... ArmA!
hi !
got some problem on this one
how do you pass a variable instancied in a script (_variable = true;) in an activation trigger ?
you can't pass local variables
you can make a global one
Zenyo_MyGlobalVariable
isnt the _ a global identifier ? (idk how to say it, like it declares it's a global Variable)
no. opposite
allright ! thank you verymuch ! (sorry for dumb question ๐ )
๐ค did I miss anything?
Was just finding the channel cause I have it muted ๐
Tip: CTRL+T
You no longer need the Ace Compat anymore for ACE and RHS do you?
so i need some help. i'm trying to make a combined arms mission that has you fly into the AO and take on randomly spawned CSAT troops. however all the modules i 'm able to find want to spawn more units after so many units are killed like a wave system. i want a module that spawns say 50 soldiers in that area and no more anyone know of what i'm looking for?
I'm not familiar with how, but you could theoretically use a trigger or a script to delete the module after X amount of enemies have been killed.
i thought i could use actionbuilder but i can't find a tutorial on it
im trying to make an mp mission that allows all players to use zeus but it doesnt seem to be working no matter what i try, I have players named and gave them each their own game master with a matching owner name and synced them but it wont work
is there a way to put a move waypoint stick to a unit ? (even if the unit is moving, the waypoint will still be on him)
so a unit a have a task move to go to X, the X is on the unit b, even if b is moving, the task X will still be on him
In the editor you can just drop the waypoint on the object. In script you can use waypointAttachVehicle.
thank you !
my mp mission zeus works in multiplayer lan and single player but it wont work when i upload to dedicated server. zeus wont open at all. no clue what the problem is
Depends on how you set the owner of the game master module.
theres 2 playable units and the variable names of them are set as the zeus owners
Hi
If I'm making a mission with a Zeus, what's the difference between making one using game module, with admin logged for instance, to making a virtuel entity Zeus?
Does tfar work better with the virtuel entity, meaning when teleporting to player you can actually hear them or?
Just wondering, since I tried finding the difference
With the virtual entity you don't "posses" a unit by default.
That's just about the only difference
and yes. TFAR can move the virtual entity around. So that others can hear you talking while you are in zeus.
You can hear from the camera too
Ah sweet. Was thinking tfar was the only real benefit from it. Thanks! ๐
Hi
basically, unit A move to a location in car1, then he gets out of his vehicle with doGetOut.
after that, another script start (assignasDriver car1,moveindriver car1).
His next waypoint is linked to a trigger, and in the trigger, i check if players are in the vehicle (this thing work)
but for some strange reason, he doesn't want to move to the next waypoint (unit A)
does trigger sync with waypoint doesnt work ?
is there an option for a time delay on a synced waypoint; for ex; I have 3 jets that fly over the bluez base when a player loads, however for the most part, the jets fly so fast over Malden, by the time you're at the arsenal; the planes are already shot down or right above you, ; I can't recall a delay modifier.
Does anyone know how to set the civilian presence module to only spawn a specific unit/array of units
i faced the problem then i testing my coop mission sometimes people who played with me do not see bots, i think maybe it because init code on this bots. but if i starting mission again players can see, so who know how it avoid
example bot with null = [this, "STAND", false, 4] execVM "PLP_calmSoldier3.sqf" then this script done bot appears for players
@signal coral : I think you can create a "holding" waypoint, and set its [Waypoint: timer] values to the desired holding time. (Might require 3DEN enhanced)
is there any in depth explaination about the new arma 3 animated briefing ?
@karmic gale oh thats a great idea, or possibly I can use another waypoint first then finally the move, thank you! Don't know why I didn't think of that lol
I need some help, because im lost after about an hour of trying to fix this. I've got a mission which has an objective, salvage the tank, that appears 50% of the time through the presence value. when it's active, i wanted the tank, defenses, etc to appear with it. so i put !isNull mission in the presence condition for all the units, props, and the tank. everything spawns in properly, the units are all there when the mission is, so are the props, but the tank isn't, and I can't figure out for the life of my why. when it's set to isNull mission it doesn't spawn when the mission isn't active either, and it does spawn when the presence condition is set to true.
Out of my mind, without a direct solution. Why not write a script with a random number from 1 to 2, wich is, basically, more or less a 50/50 chance? And if the script returns the desired number, spawn in everything and generate the mission over that then?
Is there a significant load diffrence between a building added in via the editor vs a map building being loaded?
Map buildings are streamed in/out. I don't know if that happens with editor placed ones
I figure Editor placed buildings are also Simple Objects, considering they don't have an option to be made as such.
No, I think the assumption is the opposite: they aren't simple objects unless otherwise specified.
If you move a building above the ground high enough, it doesn't fall does it?
No, but this was never the behavior even before simple object implementation. Not the same type of simulation
The Simple Object system is based on disabling physics movement while not fully disabling simulation, isn't it?
Since a building - terrain or editor - can't move like a simple object, but is still physically simulated to other objects including units - also like a simple object, it's essentially a simple object.
@feral gate a terrain building can be destroyed, a simple object cannot
TIL
Still, @sharp axle I don't figure there's any large difference between a standard terrain or editor placed building - except that one is pre-marked on the map and the other has to be manually marked.
Yea, I'm about to basically replace some bases on Altis, and curious what kind of limits I should look for
Actually, I've heard from here that the Hide/Edit Terrain Objects modules cause problems - and that if you bomb the removed building's location a destroyed building appears in it's place.
If you test that and it doesn't happen or don't plan to include any destruction like that, go ahead and just try it out - see what happens to your performance.
Does anyone have ideas for a fun mission including heavy artillery? I see myself always using it too much that just gets the fun away, launch one missile ddestroy the entire city from 10KM away
Enemy opposition is using artillery as a shield to stop advancement in order to withdraw critical assets. Mobilize with mechanize units to get acrossed the open ground and through the barrage to your objectives.
Hmmm interesting idea
I do understand your plight though. the 230mm rockets are beast
Yea usually anything about 120mm is for player use only, and not for receiving. You can try using various military bases that have much tougher walls to absorb the explosions though. IMO
thats a good idea
If you look at the benchmark provided in the wiki I linked, editor placed objects seem to at least cause a 10% performance hit over map objects, even if they're super simple objects
But moreover, buildings don't seem to cause much of a hit even if they're regular physx enabled objects
Whether or not you consider 10-15% significant is another matter
is there a way to lock enabled AI at lobby? on reverse disabledAI=1 people cannot enable AI, but i need reverse. a way that this command do not removes all playable units which do not have a human player
@jade ember disabledAI=0 ?
@prime dome it enabling AI at lobby but people can disabled it anyway
Only admins should be able to disable it, usually ๐ค
don't know exactly, anyway then i publish my mission someone can disable AI at lobby. then game starting with a script errors, and without units to which scripts are connected
oh this is a workshop mission?
the person hosting the mission can always disable AI
or logged in admin on a dedicated server
use isNil to check if that unit exists @jade ember https://community.bistudio.com/wiki/isNil
and then only run the script for those units
@prime dome thanks for helping, is useful but i want what units all exist. example:
sp/coop mission, player start at full of infantry truck - all playableUnits
MP: then truck reach the point and ambushed all units except Players will down (but they exists and need me for dialogs etc)
SP: then truck reach the point and ambushed no one down (or a few guys) .Player is a leader of infantry squad
i all did this but in MP with disabledAI infantry truck has a couple players, and if i use isNil dialogs will not exist, maybe it only one decision for mp...
then just add a note in the mission description, asking people to use the AI slots
and use isNil as a safeguard against script errors
So Iโm working on creating campaign/missions that are US based whatโs a good mod that has only US troops?
rhsusf
I also give my vote to RHS
We're voting now?
Good lord I canโt believe I never found that till now, thanks!
Another mod Iโm looking for is a realistic ai reactions like when a convoy gets shot at, the units react by getting out and providing cover fire, or would it be easier to do that with a trigger?
vcom ai
The one other mod Iโve been trying to look for is one where I can drag bodies and put them in cars or helis. Does anyone know if there is such a thing?
ACE3?
ace3 lets you do that
Hi. Is the RHS mods classlist at http://class.rhsmods.org/ down for anyone else?
yeah its been down for about 6 months or so
Faaaak.
What classes you need?
Sometimes you can copy the CfgPatches and get a good chunk depending on what you need.
call bis_fnc_configViewer;
@quasi delta http://tikka.ws/class/index.php?b=cfgWeapons has RHS too
So, regarding the link provided by @prime dome https://community.bistudio.com/wiki/Arma_3_Simple_Objects#Performance
Do I assume correctly that super-simple objects are the ones placed by the terrain builder? I cannot declare objects as super simple when I am just a mission maker?
oh that's dope thanks for the link
So i was trying out making a Supports mission last night https://community.bistudio.com/wiki/MP_Support_Guideline and integrating it with our F3 template
problem is, if i link the helos to the base module, it populates them with NPCs (except the driver)
if I start the crew mounted, then it doesn't, but in that case the crew (including me) can't disembark
any idea how I can make it spawn empty helicopters/not populate the crew?
can anyone help me get this to work with addaction?
http://www.armaholic.com/forums.php?m=posts&q=20610
is there a way to specify a valid target list for a unit (type)?
I want air defense units and certain aircraft in my mission to only engage enemy aircraft, and not bother with enemy ground units.
Hey guys! quick question! I want to redecorate Novyi Sobor a bit with some modern buildings. I Hid the village but Is there a possibility to Hide also those building markers on the "paper" map?
anyone know a place to get up to date RHS classnames? their site for that seems to be down for who knows how long and most places I've seen are rather out of date and I don't really want to look through cfgviewer for all the million types of ammo, unless anyone knows a better way
http://tikka.ws/class/index.php?b=cfgWeapons this site has rhs classnames too.
You can easilly find them by filtering for rhs
Thx
Maybe someone already created script to destroy assets placed on the building when building is destoryed (to prevent floating sandbags and other no-physical objects)? Please, share :3
had this problem too
don't remember how but I had a way to make them invisible
maybe a trigger
Hey, here's an idea/wish ^_^
What if you could create a mission that contained multiple *.sqm files, and you could rotate through them based of a numbered order (mission1.sqm, mission2.sqm,etc...). That way you could keep all of the same sqf functions and scripts, but have multiple highly detailed play areas (maps), without having the player needing to re-download the mission file each map rotation.
Anyone heard of something like this being possible? If not, pweease Bohemia, i want this for Christmas! ๐
it's called addons
like you move all scripts to addon pbo and all players downloads it one time, and both missions and scripts are inside, so eveybody is ready to play without additional downloads
But using addons means that the player would have to manually download and install it, creating dependencies yeah, or am i wrong?
What i am after is a way to have anyone connect to my server, only have to "Receive mission file" once, then play through all my "maps" without having to go through the "receiving mission file" screen again. (I've got 4 highly detailed maps, and i don't want all objects to be in the world at once).
Then you can try export to sqf (not sure is it vanilla or cba feature) and use script to load needed 'mission'. Mission.sqm is name used by engine, and there is no legal way to make it read different file
vanilla feature since last update
When you say export to sqf, do you mean that it will export the classname and positional information for all objects placed on a map to an array?
So i could use a script to make it change the name of another .sqm file so that the engine will load a different .sqm?
Hello there, have anyone tried to ask BIS to fix 3DEN freeze on vehicle edit?
The first try to open any vehicles attributes causes application to hang to like 20 seconds
Does anybody know for sure if description.ext overrides the attributes set in the 3DEN editor?
So Iโm setting up artillery units and I have multiple support batteries across my map is there a way to have letโs say 3 Mortar units fire from different places but with only 1 call for support?
Is this possible
Never mind I figured it out. They have to be grouped, then only the leader synced
I made a sector control mission: https://steamcommunity.com/sharedfiles/filedetails/?id=1503362669
Feel free to try and give some feedback!
This mission is currently running on one of the KP public servers
Name: KP Public arma.warfare Server
IP/Port: 195.201.56.254:2332
Needed Mods: CBA A3, KP Ranks
I don't know if people might know in here but thought ask anyone know about how to get missions to respawn after so long and gives you message when people havent done mission new spawns in etc for exile server dms? Thanks
How do I make a unit with a get in waypoint get into my helo without me having a waypoint?
It should work regardless. Is the get-in waypoint spatial or directly placed and attached on the vehicle?
Spatial
Directly attach it if possible. Just drag it onto the vehicle.
Otherwise, use Get In Nearest if you have to.
Ok
How would I make units fire in a certain direction without their being any enemy units. Iโm trying to make a case-vac but I need the friendlies on the ground provide supportive fire.
Thank you!
how do i make a respawn point ontop of an aircraft carrier using the respawn marker, they always spawn either inside or under it
Make a trigger or eventhandler that teleports them to the top on spawn?
I don't use the USS Freedom but the Nimitz has a tool for it.
Just putting one on top of the other should be fine, unless you need it to move.
I try to do that but when you zoom in, it doesn't stay together
It takes a bit of close up fiddling with where you place the markers exactly
It's a bit more work, but I personally like using ORBATcfg instead
It will dynamically adjust based on the sizes you set. IE Army groups will show up as bigger icons then a fireteam
Hey guys, i'm working on a randomly generated mission system. So far the actual mission works perfectly but i have issues with creating new ones after completing one. My issue is rather weird and it's a generic error when trying to execute SQF _taskIdNum = _taskIdNum + 1; Can anyone tell me what am i doing wrong? I have pastes of my sqf to provide
there is almost always more to "generic error". It always says generic error. But except in a few rare cases it provides the actual error message too
Like.. Maybe the variable is undefined?
https://pastebin.com/eu9hK74t this is the link to "completeao.sqf" and "missionEngine" https://pastebin.com/VJ6CgwQi
I hinted the value of taskIdNum to check if its nil and it is a number
missionengine.sqf you are deleting all your variables again in line two
private ARRAY
set's a variable to nil on the current scope
params already has private integrated
I added that to test but I had the error even before adding that
@sinful rampart lemme screenshot the error popup
maybe im wrong about something
I tried putting it in brackets just in case but that obv. didnt help either
@sinful rampart from how i understand the error popups, the generic error indeed comes from _taskIdNum = _taskIdNum + 1;
Only thing that I can see is the private ARRAY in line two. That would definitely break it.
Can you check with a hint or diag_log directly above the erroring line? that it's value is?
params ["_missionAmount","_missionType","_lastLocation","_taskIdNum"];
_scriptLocations = ["missions\clearao.sqf"];
private _noSpawningRange = 2000;
private _locations = nearestLocations [(getMarkerPos "basemarker"), ["NameCity","NameCityCapital"], 20000];
_randomTown = 0;
_randomTownPosition = 0;
for "_i" from 1 to _missionAmount do
{
_taskIdNumNew = _taskIdNum + 1;
private _accepted = false;
while {!_accepted} do {
_randomTown = (selectRandom _locations);
_townName = text _randomTown;
_randomTownPosition = position _randomTown;
_accepted = true;
private _nearBaseLoc = _randomTownPosition distance (getMarkerPos "basemarker");
if (_nearBaseLoc < _noSpawningRange) then {
_accepted = false;
};
};
if (_missionType > 0) then {
_taskid = format ["task_%1", _taskIdNumNew];
_missionType1 = _missionType - 1;
_currentMissionType = _scriptLocations select _missionType1;
_mission = [_taskid,_taskIdNumNew,_randomTown,_randomTownPosition] execVM _currentMissionType;
}
else {
_currentMissionType = selectRandom _scriptLocations;
_taskid = format ["task_%1", _taskIdNumNew];
_mission = [_taskid,_taskIdNumNew,_randomTown,_randomTownPosition] execVM _currentMissionType;
};
};``` This is how it was before I added the private array and the issue was same
currently it says _taskIdNumNew instead of _taskIdNum just for testing but it has no effect
How do I give a unit unlimited ammo?
@proud rock
this addEventHandler ["Fired" , {
params["_unit" , "_weapon"];
_unit setAmmo [_weapon, 1000];}];
im trying to make a simple mission, you spawn in, you have to kill a target, and extract.
how would i do that? sorry for the noob question but i guess its something to do with the objective markers and stuff, but im not sure how to use them + id prefer to keep this in the editor, outside of zeus so i can load and replay :) thank you
@mental nexus What do you have so far? At what point in making that mission do you need help?
I'm trying to apply a custom texture to the AAF Officer uniform, using setObjectTexture. Problem is, none of the selection values I'm trying do anything, except for "1", which puts the entire texture on a small patch on the left arm.
Am I going insane, or do camo selections just not work with this uniform?
Check your HiddenSelections, see which number matches the main uniform
As far as I can tell it should be the 0 selection, but that doesn't do anything
I've confirmed the texture itself works by successfully applying it to a different uniform
mcc 4 is a tool for mission-makers. And i use it temporarily to have sorta campaign running with the gaia ai. The description of the campaign init says that i may change the day/night cycle to my liking but does not explain how i do it.
other module where i can change it does not work. Does anyone have any idea how to achieve it? Google doesnt spit out any help for that topic either.
could someone please help me out
im trying to add a helicopter extraction
when task complete, helicopter flies in and lands
waits for all units to enter, then takes off and mission complete screen,
how do i go about doing something like this ???
hi all, simple question , why do I get an error with this please, _wp1 setwaypointstatements ["this land 'land'"];
_wp1 setWaypointStatements ["true", "this land 'land'"];
I'm not 100 but try that?
will do thanks Uv
Does HIGH COMMAND module work on dedicated server, multiplayer?
yes. It's a bit crap but it does work.
so sometimes when i go in zeus, when i go back to being a player it wont let me turn my body
like i can look around but i cant actually turn to look anywhere and move anywhere i want
It sounds like you might be accidentally toggling free-look. Try tapping or double-tapping ALT. (I think it's ALT by default, you might want to check in the controls)
Or numpad * yup
Anyone got a link to explain editing a mission.sqm to remove a dependency?
@iron pond
Launch Arma with correct mods
Open editor with new mission on same map
Merge in the mission containing old mods
Save
@mossy lava you get 5 internet cookies for that response you magnificent bastard :)
sorted all my problems in 1 go
Glad to hear it. Have fun!
I just updated a old FOB Template I had from back in the day if any of you mission makers wants to use it for anything! I have a lot of hours in it so if you use it for anything let me know so I can play it lol
If you need the unpacked version just PM me
sometimes people join my mission and cannot spawn into certain people on the map. it just shows them the map, but no respawn option.... WTF did I do wrong?
if (vagueQuestion) {
return vagueAnswer;
}
...probably didnt set respawn_west
That is a "known" bug with the vanilla respawn system
even when everything is correctly set up.
Workaround is to kill yourself.
- hi, I need help about my script!
- kys
@cinder holly ask in scripting ๐
zing! ๐
So "question for a friend" here
He had an error in his mission, and he seems to have figured it out that it was caused because he had a mission image set in his editor options AND in his description.ext
Is this normal? Shouldn't description.ext override any image defined in the in-editor settings?
@grave harness it should yes... Reproducible with an empty mission?
could ask, didnt try myself ๐
he only had the problem with a dedi server though
not locally
And our unit uses a modified F3 framework, so that could be a culprit as well
Can you have a friendly vehicle, and prevent the player from actually trying to drive it?
Like a static unit?
Set lock to Locked for Players?
lock the vehicle
Or just locked?
^Unnecessary, the simple locking stuff can be found in the double-click attributes of a vehicle.
_friendlyBlahMobile setVehicleLock "LOCKEDPLAYER";
You say this now, but when you forget about it and wonder why it's locked then you're screwed into looking for hours
Eden Attributes I'm not talking about complexity
I'm saying is that you can't manage it as easily as you can in a sqf file. Creation, crew init, set lock. Done.
I disagree. Mostly because I don't get your Point of view.
Sure.
That is, if a truck the players used to respawn is destroyed, and the players can therefore no longer respawn, that can be Mission failure right?
@feral gate It's exactly like using init fields for everythint player related. It's an easy way to get lost in finding what was happening and how it happend. Less options for debug, alltogether less control.
Especially if someone wants to edit your mission, good luck.
As an almost purely editor user, I just really don't get the problem.
@wooden garnet
waitUntil{damage(vehicle player) > 0};
["end_1",false] call BIS_fnc_endMission;
@feral gate The same thing applies to triggers as well, triggers will only hinder how large you can expand functionality.
Still don't get the problem. Are you talking about how editor placed objects don't have variable names by default (and so are difficult to find?)
No. Eden attributes!
๐
Thanks @tawny holly
@wooden garnet Keep in mind, that needs to be ran where suspension can occur (scheduled environment)
so in case you are not running the script in a schedule environment, spawn it.
Is there a way to stop the USS Freedoms landing outline from showing up on the map?
I'm trying to hide it, and I can't really do that if everyone can see it on map ๐
To be fair, if a faction has the means to attack it it seems like it'd also have the means to detect such a big hunk of metal.
Yeeeah you can't disguise an aircraft carrier sadly.
Now if you made it a submersible aircraft carrier, that's a different story.
Hey, just wondering if anyone knows how to spawn an object using the createVehicle using the positioning and angle values found in a mission.sqm.
Example mission.sqm ```sqm
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={5372.332,219.72102,5250.2388};
angles[]={0.059930447,2.7307997,0.017500184};
};
side="Empty";
flags=4;
class Attributes
{
};
id=6;
type="Land_Wreck_BMP2_F";
};
Object will be spawned with something like this: ```sqf
private _veh = "Land_Wreck_BMP2_F" createVehicle [0,0,0];
_veh setVectorDir [0.059930447,2.7307997,0.017500184];
_veh setPos [5372.332,219.72102,5250.2388];
it doesn't look like sin-1, cos-1, etc... that setVectorDir might require, but neither can i set the direction using setDir.
perhaps a question for #arma3_scripting?
yeah, but "2.7307997" in "[0.059930447,2.7307997,0.017500184]" isn't between 0 and 1, so it can't be used with setVectorDir anyway?
Either way i will try.
Does it even really matter what units that is? I mean.. Just try normalizing it. That should do it I think?
Or maybe it's just that that object has been rotated multiple times
The end goal is to be able to parse the mission.sqm to array, clear the objects from the game world, then repopulate object placements via sqf script when the player comes into a specified distance to an object (sorta like object streaming). Thus avoiding object overpopulation and the performance issues with that. I know... it's very clunky, but i can't think of anything else.
Why don't you grab the positions before you delete the objects?
"Or maybe it's just that that object has been rotated multiple times" - Do you mean that perhaps createVehicle sets the direction, then setVectorDir tries to rotate it again too soon?
instead of trying to get them from mission.sqm
No. When you rotate a object 360ยฐ's. Usually it's rotation should be 0. But I think 3den doesn't do that. So when you rotate twice, you'll end up with a rotation of 720ยฐ's even though it's really 0ยฐ.
That's probably why that value is so big
ahh, ok makes sense.
I might be able to work with that.
"Why don't you grab the positions before you delete the objects?" for over 1400 objects, would take a long time ๐
@sinful rampart
Yes it is XZY
For position. Thanks.
Now just gotta work out direction XD.
And angles are in radians https://forums.bohemia.net/forums/topic/188595-angles-in-missionsqm-objects/
I'm not a dev but a friend of mine is starting a server and would like to know, can you input lightweigh mods (a few vest and helmet textures) into a mission file or do players need them downloaded beforehand?
you can put textures into mission yes
if you apply the textures with a script
which afaik you cannot do for... vests and helmets..
I understand that, my question is if those textures were put into a mod, could the mod be put in the mission file that everyone downloads when connecting?
you cannot put a mod into a mission file no
-download commandline? ๐ค Que x-files theme
plays stargate theme
Hey guys, I'm pretty new to making missions, in fact this is the first time I've tried, so I've been following a simple video guide to add ALiVE modules to an OPTRE map, however when I get to the point to test the function of the commanders occupying their TAOR I get some error that says a script is missing
http://tinypic.com/r/fwope8/9 this is the error message
@bronze furnace did you used any ''execVM'' ?
nah my dude
Try to repair or redownload Alive and try again
Its look like some sqf file was missed from your addon
And if you trying to use the script without module , you must use the addonse class that defined in CFGpatch of each addon
Could it be that the map isn't indexed with the alive mod?
No
honestly IDK what any of that means but I found the GIThub for the alive mod and it's got a list of maps that are indexed
Can you give any photo from yor editor
Where you put the modules?
Np
Try to re do this totarials
http://alivemod.com/wiki/index.php/Mission_Editing
It looks you dont have some PBO's
https://www.youtube.com/watch?v=7dqDyVLbJHs this was the tut I was following
Ok we shoud do a test
Open your Arma 3 luncher
Right click on the alive mod in mod tab
Hit open folder
Move inside the addon folder
kk
Look for main.pbo
here's the photos of the modules I have in any case
main.pbo here
just to save time, alive works on the liberation mission I have
just showed blufor side, the opfor side is the same just opposite
I cant acces the photos
yea I'm gonna try now
Ive never be seen this error befor
hey by chance do you know of any mods or methods of making AI act as a medic?
@bronze furnace yes search for injured Ai that maked by [DAM] PersianMo
kk thanks my dude
do you use this mod?
okay, have you ever tried it with ace?
It dont work with ACE
because the AI wont to use it XD
I kinda figured
I think ace has an option to have only player's using the ace medical system though?
IDK
Anyone have any top tips for troubleshooting "local variable in global scope" RPT spam in a big mission? I'm probably just going to do a binary search, deleting half the objects / scripts, but the turnaround on that is about 10 minutes as I need to change the mission, export it, restart the server, upload it to the server, join the server, then restart ArmA each time. Any way I can speed that process up?
can't you just test in local MP?
I only get the error on a proper dedicated server, the editor's play in MP button doesn't do it. It's a client side error - the RPT gets spammed even after leaving the server, so I have to actually close ArmA.
Oh, that might not be right. The error still shows up on screen but that could just be it trying to catch up.
What are possible reasons for spawning in as seagulls? There's a few slots in my mission file that are always seagulls, and I cannot figure out why. I'm doing it the same way I've always made my slots ๐
This is a long shot but I remember reading about respawn tickets and a option to spawn as a seagull when you run out . Could be tied into something like that .
It only happens with certain slots though
I deleted every slot and replace them all
and it still happens with certain slots
specifically, certain squads
in 10yrs of mission making for Arma I've never had something like this happen ๐
maybe they don't have a respawn pos?
ive seen the seagull thing happen before, in an invade and annex server, not entirely sure why but it sure is funny as hell
Re. my "local variable in global scope" troubleshooting: I made the workflow much nicer by running two windowed ArmA processes, one with the mission editor open, the other for joining the dedicated server. It got the turnaround time down to about a couple of minutes.
how do i make a zeus vs zeus game, were both zeuses have limited points, and gain points from capturing places, i also want them to only be able to place stuff in certain places
@signal coral search bohemia forums for limited zeus
This is all you need to know about zeus
@signal coral _unit join (group player); should work. How you activate the script is, however, a different question. This should be better discussed at #arma3_scripting
Hello everyone, I have this problem with ALIVE ied's on zargabad. They are working all expect that if i find one. and i want to blow it up with a charge. it doesn't blow up and when the explosion goes off the ied model just starts to float away
Using the line #include "\A3\Missions_F_Warlords\cfgMissionParams.inc" in my description.ext after the warlords update crashes my server
(after I do #missions )
Without my mission on the server, the missions menu comes up fine
correct
3DEN update broke external includes in mission pbos
just copy that file into your mission and include it locally
Sooo, wheres that file then? ๐ฎ
Cool, thanks. Will try that now
So I added that inc to my mission, and funny enough, now I got this error
a3\Functions_F_Heli\Params\paramViewDistance.inc not found.
Hoping right now, that it'll be the last file I need to add, xD
@final heath You can do the following: sqf copytoclipboard loadfile "\a3\Functions_F_Heli\Params\paramViewDistance.inc" This can be ran inside the mission, in SP or MP via the debug console, or even in the editor by using the shortcut CTRL+D
I done the same to actually edit Warlords.
Yes. You can run that code. Which will help you exactly 0%
I found it, I was being silly, the functions_f_heli was in the helicopter dlc folder, xD
just search for that in your Arma directory
If you had done that. You'd have found it ;)
I didn't say addons directory.
can you send me your RPT?
Also.. Didn't you mean to post that in #arma3_troubleshooting or #server_admins? You know... Some channel that's atleast somewhat related to your problem...
hi just would like to know if there is a way to spawn a unit based off a trigger
Having a hard time adding a respawn to this mission...
I add a respawn for a certain side, but the side doesn't appear in the Side menu
Is there some way to make the AI stop fleeing? I am trying to make a mission where the players and AI storm a beach, but the enemy AI keeps causing the allied AI to flee
Never mind, I figured it out. Now I need to know if I can set loadouts before a mission starts
@tulip gazelle use https://community.bistudio.com/wiki/createUnit and for groups, use https://community.bistudio.com/wiki/BIS_fnc_spawnGroup (or the command createGroup if you wish)
Place the code in the activation of the trigger, or make execVM to a script file and have your code there instead.
Anyone know if there's a way to de-binarize a mission.sqm file, for purposes of corruption recovery.
Hey, do you guys have tips on how to brainstorm mission ideas?
Also is there a collection of terrains somewhere? Id like to use a desert terrain for some middle east action, but the CUP Packages are just too big for my friends.
I get most of my mission ideas from documentations and movies. You might also look on YouTube, a lot of guys upload their mission replays.
how to brainstorm mission ideas? Use a paper and scribble on it. Keywords, snippets, drawings. Use another paper, refine the snippets. Put it into digital for further refinementsteps.
Or use a pen tablet and scribble directly digitally
unless you mean ideas for story missions... then i would not watch hollywood movies. Documentaries (preferably from before the "drama documentary" time), wiki articles of battles, interviews with participants
tbh I just want to create COOP mission for my friends so they can learn tactics and the game while having fun on a mission with a bit of story background and logical explaination of the mission and the available assets. Also the objectives should make sense and should feel realistic. Like no army would send 5 random dudes to take over a whole AO or something like that.
A very open learning mission with story, background and realism basically
I just can't really think of any story though, as some part of me wants to make it fit into the campaign story line
@tough moon lol thanks, that could help
I think that will certainly help
One thing I learned is to keep the scope to a certain aspect. When writing out a story, I tend to lock up with the idea of why hasn't NATO and CSAT started WWIII over Altis, ect.
A good way to deal with a flexible foundation. Assuming you are not 100% sure on how many people may join or leave, is to simply put the player base as a "detachment".
5 people? A detachment of Charlie Platoon. 32 people? Charlie Platoon itself.
@sharp axle Thats actually a genius idea. I usually play with one or two friends, rarely with like 4 which makes it hard for me to design missions that are challenging and fun. The distribution of skills in arma in our group make it also hard. We got two "Rambo" like guys, who literally kill half an enemy army with a single vehicle by just driving over them for example. And in gun fights they are extremly deadly too, while the other members are quite new to ArmA.
I still consider making something like a learning mission for them or something...
I guess im also approaching my missions totally wrong. Before I even got a area of operations where I place the objectives im preparing a fancy HQ with NPCs with animations and stuff, and "cutscenes" where vehicles transports them to the AO and stuff like that.
Getting this error from BIS_fnc_getArea. I am not calling the function within my scripts so its called by one of the functions I'm using. The only one that I'm sure calls getArea is randomPos. This error seems to be caused by changes to getArea in 1.86 since my script worked perfectly fine before. They added a new format but that shouldn't matter because i use a simple [position, radius] format for my randomPos. Can anyone else reproduce? https://media.discordapp.net/attachments/302560274681167874/521404996374364170/20181209201614_1.jpg?width=1202&height=677
how did you call it?
@sinful rampart You didnt read the thing, I didnt. I've just confirmed that the issue is caused when BIS_fnc_randomPos calls BIS_fnc_getArea. This is how Im calling randomPos:
_randomPos = [[[(position _hvtHouse), 150]],["water","out"]] call BIS_fnc_randomPos;
I just ran that single line trough debug console and the error popped up again
hmm
if it's none of them. Then it passes that as parameter to BIS_fnc_getArea
mustve changed it in 1.86 cause it worked perfectly before
meaning it calls "out" call BIS_fnc_getArea
you might wanna try ["out"] instead of just "out"
I actually don't know what "out" even refers to, i copied the line from some other script and then edited it but didnt pay attention to "out", only to water. Do you know what "out" means?
well it's invalid in randomPos
And get's passed to fnc_getArea. String argument to getArea is a marker name
No, i meant as what the person who used "out" thought it might do.
Maybe he had a marker called "out" and wanted that in his blacklist
Or that person also just copied it from someone else and didn't know what it does
Ah you're right, must've been a marker
hm no idea whether this is the place for it. but i guess this might be the place for people who worked with a lot of different maps
yesterday we had a funny bug during mission while playing on Kapaulio
while inside a building (apparently only certain buildings), opening of the map would make a sound somwhat like rolling dice
also it appeared that the sound was only there, while the flashlight on the map was on
although not everyone can confirm that
it seems that nobody recorded it unfortunately
Is it normal that #includes in the description.ext to vanilla things, like parameter templates and the warlords settings, inside PBOed missions doesn't work?
https://community.bistudio.com/wiki/Arma_3_Mission_Parameters
The warning under the list of templates for Params atleast says so...
Yup, use Steam to distribute your file (don't know why, maybe prereading is only active with Steam "mod" files)
I've my Markers in layers, is there a way to just call the whole layer?
example this is my script
ADDMARKER(west, "MARKER1");
i just want to name the layer with the markers in it
instead of listing each markers
marker
fiddling with this atm getMissionLayerEntities layerName
Looking for ww2 SAS uniforms. Re-Creating "Hidden & Dangerous 2" missions and I am searching for mods that can provide SAS gear (desert uniforms)
Faces of War @karmic glade
They might not have desert camo specifically but guaranteed they and other mods that depend on FoW should have something
Just a bird that can provide a radar overlay of some kind, similar to what the USAF mod AWACs does if possible? Basically so it can see and coordinate aircraft that are BVR from each other. @celest cosmos
@woeful magnet To answer your question I would say that if you're not needing something authentic the Apex DLC's V-44X Blackfish does this -- pilot toggles the fixed-forward active radar, copilot pitches and rotates the FLIR (infrared and "visual" sensor on the same axis with near-identical characteristics), 360-degree laser/IR-strobe tracking, a radar warning receiver (RWR) is included, and by default its broadcasts its tracks and own-position to same-side vehicles which have Data Link Receive enabled
I was more wanting something where the person monitoring radar could accurately relay something like, "Uzi 4, there is a bogey at Angels x", etc. @celest cosmos
You can sort of do that if you can line up the Blackfish enough to the bogey to use the Lock Target/Reveal Target keybinds (default T) because active radar provides speed/altitude/range-from-Blackfish readouts for the selected target in the SENS panel
@woeful magnet But if you mean a full-screen thing... hmm, have you heard of the Arma 2 version of Swedish Forces Pack? It had a static radar 'vehicle' which with its search/track radar toggled on would overlay air targets' positions (with altitude, bearing/heading, and [ground] speed readouts next to the icon and displayName) within the radar's range (represented by a yellow ellipse) onto the fullscreen map, and with the RBS 70 static launcher you could connect to said radar to get cuing hints while operating the RBS 70 (e.g. Target is to the left and up); video of the latter is here: https://www.youtube.com/watch?v=9TSJOXPxXEc
Anyone know how to sort this error out? https://cdn.discordapp.com/attachments/522195344600072213/522212654241021984/20181211194544_1.jpg It's when the Export to SQF is pressed.
@woeful magnet May I DM?
@celest cosmos go ahead.
@woeful magnet While I cannot name a mod off the top of my head, look for helicopters with 360 radar as well. Many armed forces actually use helicopters for the AWACS role instead of fixed wing aircraft because they can not only launch from carriers but also from support ships, littoral craft and dry land. The downside is that they tend to have reduced time in the air and shorter overall radar range (due to flying at a lower altitude).
for example with their brand new carriers, the UK Navy is intending to using Merlin helicopters equipped with Crowsnest radars for the role, in British terminology ASaC (Airborne Surveillance and Control).
The Blackfish would not be out of place, they did also look at using Osprey's fitted out with an AEW system. That said, aircraft in those roles tend to be equipped with 360 radar and not the forward facing radar that the Blackfish has now.
As dumb as it sounds, the drawback of using the Blackfish is that this operation is supposed to take place in the early 2000s. It's also off the deck of the Nimitz so a Merlin doesn't seem like it's quite fit either.
does anyone knows why the AI disappears when i play my missions when they should be playing an animation
for example i'm using AI switchMove ""; but when i play the mission the AI is no longer there
What are some things that you thought added a more "alive" feeling to an area in ArmA? I'm making a base and it feels so cold and dead. I've added some AI here and there, random sound etc. Is there anything you always add, have seen in a mission, or always wanted to add? ๐
You can add like everything to a base. But the problem will be AI is dumb and still drive against walls. So what you can do is random animation by AI, but you will never get this nice. I'll add flight operations to a airport if one is near. And what you can do is add simple objects for immersion feeling. A table is nice. A table with a map is standart. A table with a map, a compass, a water bottle, a radio is more realistic. Add briefing table with a real briefing for your actual mission. You can add very very simple music as 3D from a speaker. Also a guard for the entrance who will open the bar gate. But first of all, everything have to functional. Better 3 nice things which are functional, then 30 giving out error or glitching around.
i'll post a imgur link in one or two mikes
I left the markers to see what I added and what not. https://imgur.com/a/t15PHUZ
You will see the same object in four or five pictures. These are template objects. Try to use the same object for the same things. The red object is our logistic depot. The flag a teleporter and the briefing board our loadout changer for technical problems. The TV is a spectator when you are death. The vending machine actually works. Try to use these objects you place. The rest are just ideas that worked very well for me
Cheers! I've already added most of what you've said. I do that stuff. The ammount of detail is pretty low for FPS reasons though.
Are you guys also adding vending machiens wiht ACEX's new mre system? ๐
no you can buy cigarettes and matches from there, but a good idea too.
If you put the most on simple object without simulation. nearly no fps issues will be provided
yeah, noticed
is there any way to "fake" an airstrip to a map that has not got one?
maybe try putting a carrier underground (no warranty)
Thanks Lou, I just now tried that but no dice. Would need to somehow "fool" Warlords to think that a map that does not have and airstrip has one. If there's no airstrip Warlords modules won't initialize correctly
Hello guys. Small question. What faction, units will fit best for the upcoming WINTER Chernarus? Thank You.
@vapid trail yeah that is a bug that will be fixed in a patch next week. Sorry about that :(
It's been resolved
Quick question for making a mission. I was wanting to have it be a SEAL team (or Green Berets, haven't decided) off of the Nimitz, meeting up with and assisting local fighters in a Cold War-style conflict.
Are there any passenger/air-drop capable birds that can launch and recover from the Nimitz?
trying to make a warlords mission is there a way to change the loadout vehicles spawn with? like say the Po-30
And https://community.bistudio.com/wiki/landAt (Second Example)
Not sure if there is already a vanilla Dynamic Airport, but I strongly believe there is because of the second example.
oooh, noice
I kinda expected something like that to exist, how else would planes be able to land on the carrier (which can be literally anywhere on my map) for example? ^^
MP question, can one skip debriefing?
Yes. But don't really know how. Had it happen to me a couple times.. Maybe if server just ends mission, and you don't end clientside. Maybe then you are thrown to lobby?
(I mean by that, can the mission skip the debriefing screen and bring the player back to slot selection or some other screen)
hmm, I may try that then
my working lazyness will create an adaptive newspaper debriefing (according to the in-mission events) then just leave the mission, 30ish seconds later
This might be a weird question...
But what do soldiers who enter a helicopter say to tell the pilot that everybody is ready?
Where could I find information too such things, like military jargon and what is said in specific situations?
"all loaded up, ready to go"? I am no military; @ionic thorn ?
I've always just been a passenger, you cant hear sh*t. So, the answer is "i'm not sure" ๐
some official missions (campaign or showcases) involve a helicopter, you may check their translations / sounds @icy comet ?
GL ๐
There's no real "jargon" for it. You just tell them when everyone is in and the pilot takes off. It's pretty simple really
If anything, the crew chiefs will tell the pilot when the aircraft is clear and ready to take off
"all of the soldiers in the unit I have the chance to command today have been properly and safely seated. You may then proceed to a delicate take-off, as to bring us to our next destination, without demanding, my good sir!"
lol
The leader of the group boarding should be the last one in, and will tell the crew chief something like "All in, good to go."
Watch the documentary series "Inside Combat Rescue".
@hoary basin
I would do ChdkZ. They have some winter splinter camoflauge stuff and generic cold weather looking gear. Can be found in both PO4 and RHS: Gref. Probably CUP units too. As opposing force I'd say maybe USA (UCP) or USMC woodland.
Does anyone have a frigate (Vanilla, forgot the name) template I could use? Nothing with 300 ketchup bottles or tanks on deck. Just the guns, a-boats etc.
Build yourself? There a 3 Guns and 2 Boats?
But, how do I get the baots on the racks?
I want it to spawn with the orange/black a-boats (zodiac whatever) on the racks, but IDK how lol
Drag and drop
Maybe yeah?
In Eden you spawn a boat and a rack and take the boat with left mouse button and move it in the Object Icon from the rack. Voila
Oh, you need a boat rack?
hahahaI thought you could just place it under the "hook" on the destroyer.
๐ณ
There's like a boat "hook" on each side of the destroyer. For what I assumed was boats. I swear I've seen it before with interaction to deploy
Oh then I think I helped you
Can anyone help me with the Sector module, i can't seem to get it to work.
I placed a Sector module, and made it 500x500 and placed it where i wanted.
Then i placed a Location Logic (Area), a Blufor logic and an OPFOR logic and synced those to the sector module
Just like explained in this guide: : https://www.youtube.com/watch?v=lnRs_MEqwSs
but nothing happens for me.
Additonally, the wiki states using a trigger and syncing the module and sides to the LOCATION logic instead of the sector module
never mind figured it out... forgot to sync the OPFOR module to it... thought i did that but the lines were overlapping
damn, that felt almost as if i missed a ; somewhere in my code
Question
do yall know how to limit the use of a trigger?
specifically radio triggers?
Yesโฆ?
Simplest way: in activation field: this && activationVar
and set activationVar to true or false whether you need it or not
I see, well, how would I go about setting that? I'm relatively new to scripting.
So would I do that in the init or the trigger itself?
Hello I've an array G= [[1st,2nd,3rd,4th],[1st,2nd,3rd,4th]] , I'd like to make X=[4,4]
how would i do that
figured it out ty
Looking for a little help here with setting faces of players in a mission. In order to use the full Incognito functions of the scripts done by Incontinentia (https://github.com/1ncontinentia/Incon-Undercover). I am looking to over ride the profile setting of players and force certain types of face on certain slots in the mission.
Below is one of my loadout for the players and all players have a variation of this SQF for each unit when they join the server or respawn after getting killed:
`
waitUntil {!isNull player};
_unit = _this select 0;
//comment "Remove existing items";
removeAllWeapons _this;
removeAllItems _this;
removeAllAssignedItems _this;
removeUniform _this;
removeVest _this;
removeBackpack _this;
removeHeadgear _this;
removeGoggles _this;
//comment "Add containers";
_this forceAddUniform "U_BG_Guerilla3_1";
for "_i" from 1 to 4 do {_this addItemToUniform "ACE_fieldDressing";};
for "_i" from 1 to 2 do {_this addItemToUniform "ACE_elasticBandage";};
_this addItemToUniform "ACE_EarPlugs";
for "_i" from 1 to 2 do {_this addItemToUniform "ACE_tourniquet";};
for "_i" from 1 to 2 do {_this addItemToUniform "hlc_13Rnd_9x19_B_P228";};
_this addItemToUniform "ACE_MapTools";
_this addItemToUniform "ACE_Flashlight_XL50";
_this addItemToUniform "ACE_epinephrine";
_this addItemToUniform "ACE_morphine";
_this addItemToUniform "ACE_wirecutter";
_this addVest "V_Rangemaster_belt";
_this addItemToVest "ACE_SpraypaintRed";
_this addItemToVest "ACE_EarPlugs";
_this addHeadgear "H_Booniehat_tan";
_this addGoggles "G_Aviator";
//comment "Add weapons";
_this addWeapon "hlc_Pistol_M11";
_this addHandgunItem "HLC_optic228_Siglite";
_this addWeapon "Binocular";
//comment "Add items";
_this linkItem "ItemMap";
_this linkItem "ItemCompass";
_this linkItem "ItemWatch";
_this linkItem "tf_anprc148jem";
_this linkItem "ItemGPS";
//comment "Set identity";
_this setFace "TanoanHead_A3_03";
_this setSpeaker "Male02FRE";
//comment "Set Medical Class";
_this setVariable ["ace_medical_medicClass",2];
`
If someone can point me in the right direction on how to get that โฌ done I would appreciate it. I have looked at the https://community.bistudio.com/wiki/Arma_3_CfgIdentities page as well as https://community.bistudio.com/wiki/Description.ext#CfgIdentities
protip. Use ace arsenal for your loadout script.. It's a single line
Honestly never looked at ACE arsenal. Can it do what I am looking at for the units @sinful rampart ?
Checking right now
No. But atleast you don't have to uselessly copy 50 lines of loadout code with bad formatting into discord chat
yeah well I never said I was a good code guy....maybe back when I learned BASIC way back in the old days
What is your problem actually? ACE also uses setFace
๐
Players keep spawning in with all sorts of faces and the incognito script actually looks at the face since it has a racism function
I need certain human players to be Tanoan and not camo face, white, Asian, etc...
Add a sleep before your loadout script. Like 10 seconds
In my initPlayerLocal.sqf?
`waitUntil {!isnull player};
missionNamespace setVariable ["tfr_playerSpawnData",[getpos player,getUnitLoadout player]];
player addMPEventHandler ["MPRespawn", {
_parameters = missionNamespace getVariable "tfr_playerSpawnData";
_respawnLoadout = _parameters select 1;
_respawnPos = _parameters select 0;
player setUnitLoadout _respawnLoadout;
_respawnPos
}];
if (player getVariable ["isSneaky",false]) then {
[player] execVM "INC_undercover\Scripts\initUCR.sqf";
};`
Or where?
OK ๐
@sinful rampart would it be better to run it in the init of the unit instead of running it from the SQF for the loadout? Such as:
[unit, "faceName"] remoteExec ["setFace", 0, unit]
I don't see why
If you run in init. You don't need remoteExec
as the init would run everywhere. I assume you mean editor init.
But that would probably not reapply on respawn then
yes that is what I meant...sorry trying to do real job work while working on this function as well
Hello, does anyone know why on respawn, a message is being sent in chat with the unit variable name?
[ct_mc,ct_mc]
I checked everything about the mission and there's nothing that causes it.
I even created a new mission and placed only a unit and typed "asd" in the variable and I got the same result [asd,asd]
Using mods?
Yes
I have CBA. ACE, MCC, RHS (GREF USAF AFRF), TFAR, SHACTAC, ACHILES, CUP (MAP CORE)
Try it with out MCC
Switch mods off one by one until it doesnโt show
So i installed with that pmc guide. But i dont know where i put the p drive mount i honestly cannot remember.
Anyone know where it tells you to put it?
@stiff bone we got similar mods but not MCC so Iโd bet on that
Okey, I'll try without mcc. Thanks!
How do i make sure that Zeus-Spawned AI will get offloaded to a Headless client?
@distant fog How do you offload them to ZEUS in the first place? AFAIK It's not a trivial thing, requiring other mods or custom scripts.
@distant fog if you have acex running as well you can set some cba settings so it does it for you. I am personally a fan of spawning ai directly on HC tho.
Heia, is this the place to ask about help with changing a vehicles loadout in the eden editor?
I'd say it's ok.
Here or #arma3_editor, your call ! @signal coral
But since you are already hereโฆ drop your coat, have a seat, may I get you a drink?
@cinder holly apprechiate^^ So i am currently working on part 2 of my first campaign and it starts out with a vehicle for the team serving as their "base" in regards to all their equipment being stored in it. However, i cant seem to figure out how to add equipment to the vehicle. I managed to get all the equipment i want in the vehicle, into a copy paste however i dont know how to add these things to the vehicles inventory. The copy pasta is as follows:
i know that you can add this copy pasta to the vehicles inventory once you start the mission as a zeus, however i'd apprechiate if there was a solution in the eden editor right away.
@signal coral you should be able to right click on the vehicle, go to attributes and there should be a tab you can open called Object: Equipment Storage where you can edit the vehicles contents, unless you want to do if via script or init?
@stiff saffron i was hoping i could use a list like posted above. Is that possible somehow?
@signal coral well if you want to do it in the eden editor you would then have to put it in the init tho the code above would need a bit of editing since you would need to use something like addItemCargo
May i ask how it would have to look to make it work?
2bh i have 0 experience with coding related stuff in regards to arma ๐
sure tho I'll send you it in a pm
Is anywhere here familiar with the GRAD Buy Menu?
I'm attempting a PMC-style campaign soon(seeing as my unit IS a pmc unit) where players need to buy their equipment based off a monetary pool, and thats the only thing I can find atm
gruppe adler? yeah. They are on this discord

Actually good to know
You wouldn't happen to know of any other buy-menu type mods/scripts, would you?
Got a quick question. Ive got a Zues in a mission Im working on and want to restrict it to only modules and not actually able to place down units, any idea how I would go about doing this?
I got kinda problem with one of my missions.
When I host it on my server, upon join (mission select screen) it says that It can't find the picture called picture.paa in mpmissions/MISSIONNAME. But it is exactly there and is loaded fine by everything else (loading screen, etc.). Could this be because I did not PBO the mission? Or maybe because I have already downloaded the mission since I created it on my ArmA instance?
"Could this be because I did not PBO the mission?" yes
or maybe because the actual files of the mission aren't even loaded. Besides just the description.ext being parsed
hmm could be
but If I PBO it, Vanilla params like guerfriendly and enable debug console and the revive template (Basically all param templates) stop working...
Also I just had the weird bug that the Arsenal stops working if I use it with a remote controlled unit at an ammo box. Which is very weird
do you binarize?
I'd say don't
Okay. And the only way to fix the picture problem is by PBOing the mission... thats kinda bad...
I guess my mission not showing what game mode it is, is also resulting of not PBOing the mission?
@sinful rampart
ยฏ_(ใ)_/ยฏ
Kinda sad that mission PBOs are "broken" in that specific way...
@sinful rampart Are actually references to all /a3/ things broken? or just the param templates?
ahhh
hmm
guess I need to somehow make my own Revive Param thing then
same goes I guess also for the debug console stuff
What is the difference between an .hpp and an .inc? they both look similiar
none different arrangement of letters one has a h and two p's. and the other has a i and a n and a c.
file endings mean nothing
you could have a .sqf file as a config. Or a .cpp file as a sqf script
Or a .takatukaland include file
Might have problems packing with unknown file extensions
k yeah. packers might be confused if you have a .p3d script file ๐
But only if they binarize. without binarize they should ignore all file endings
i have a problem with spawning
i made a spawn point of players and a helicopter above the LHD in the CUP but when i start the game, player and helicopter is spawned on the LHD but on the sea
how can i make them spawned on the LHD?
how did you make spawn point?
@signal coral base chimera in greuh liberation
don't know what you are saying
I have a script that runs every 5 mins it does some objective relocation stuff, how can i only run this on the mission startup?
try adding terminate _thisScript; at the end of the loop
@sinful rampart so I uhh... pboed the mission. And it still says it can't find the picture.paa for the overview picture...
how do you make someone holster their damn sidearm without a primary?
@dapper lotus unfortunately, you don't without scripts.
You could use (iirc) unit selectWeapon "", but no guarantee with AI
I've had interesting experiences in which the AI tend to holster their sidearms if they don't have primaries.
Interesting as in they were only identifiable as enemies by holding weapons.
Might have to do with Tpwcas or ASR_AI
So I'm having two issues trying to set my mission up.
-
The BI revive system seems to make modded units not die. They will take damage to what looks like the threshold, but not actually go into a unconscious state. I managed to bypass this originally by having vanilla units simply put on the mod gear. However, this time I have units that have a custom rig and can't do that.
-
If that doesn't seem to work. I would like to try selective properties for each unit (determining who has revive enabled). I have the params all set up in the mission folder. However, it seems that the Eden multiplayer options tab won't read from the custom set up and vice versa. What function can I call or place into a units inti to disable the revive for that specific unit?
nvmd
Yea, was about to say units = us >.<
I ended up just disabling it and using a 3rd party revive.
I think it has to do with the fact that the global armor values of the unit classes are diffren't from vanilla
In mission like Warlords, any player could disable/enable AI.
Is there any way to prevent that?
#warlords_discussion maybe?
this is no longer relevant? does not work
https://forums.bohemia.net/forums/topic/152083-strategic-map-module/?tab=comments#comment-2490943
@icy comet pbo on serverside or clientside?
I've seen it happen alot with serverside.
Because the Arma server only sends you the description.ext over so that the client can display proper name and description.
But it also contains the path to the image, which doesn't get sent over
@sinful rampart PBO on Server side
but I also had the PBO (MPMissions ArmA Directory) and the folder version my client (Profile/mpmissions)
Anyone have issues with Edit Terrain/Hide Terrain Objects on the map of United Sahrani? (I tried global and without global and they do not work on MP)
Do you guys also have sometimes this happening to you?
You got a great idea for a mission and make a mission based on this idea, but then you somehow feel the idea is utter shit?
How can I avoid / deal with this?
have better ideas
or get a mission making group so there is someone that can slap you in the face when needed
has anyone successfully made a warlords mission yet?
@marsh cipher no. No one ever could. Not even BI.
a tumbleweed rolls in the background
@cinder holly The official Warlord missions are actually quite good
@marsh cipher Here's the documentation, let me know if something is missing https://community.bistudio.com/wiki/Arma_3_MP_Warlords
@cinder holly oh snap!
Is it possible to make a light shine even when its daytime? I'm trying to light up the namalsk bunker but at daytime the lights don't produce light, they are 'on' but yea.. arma
@@west silo j/k, obviously ๐
( @final prism I actually didn't try it yet!)
@amber viper not 100% sure but for 80% I say no it is not possible
@spare coral yea ๐ฆ
Iโve had the same trouble some months ago
i guess its arma and we have to deal with it ๐
Yes
@marsh cipher you can even enhance it with scripts, like persistent command points ^^
@icy comet is it possible to make the sector only capturable when 0 enemy are around via a trigger synced to the sector?