#arma3_scenario

1 messages · Page 37 of 1

icy comet
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if thats not possible with the modules

proud salmon
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Looking for someone that knows how to create tables and or someone that is knowledgeable with working on framework feel free to message me.

cinder holly
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@proud salmon m-m-m-multipooost

marsh cipher
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@icy comet thanks for the answer

proud rock
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Is there a way I can call more than 9 artillery shells at once? I need a fire for effect kind of shelling.

feral gate
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9 Shells is pretty damn fire for effect

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If you're willing to pre-set a target position and a trigger in the editor though, the Fire Mission waypoint should do well for small area saturation.

cinder holly
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@amber viper you could script a light source, but it won't be a directional one

icy comet
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Oh nice, R3vo updated the CfgAISkill Entry on the BIKI for A3. Nice.

proud rock
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How would I make an ai drive to a waypoint at a specific speed. (6 km/h). I’m trying to make a house to house marine clearing operation

cinder holly
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@proud rock try limitSpeed and linked commands 🙂

signal coral
left mountain
marsh cipher
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guys anyone know wy I'm getting this error? It only happens when I have playable AI, it seems as though its trying to buy an asset but something isn't listed? Here: I keep getting this error https://ibb.co/sb8nCVh this is my description ext https://i.ibb.co/BcZsTnf/30.jpg

signal coral
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nothing to do with description.ext, _cheapest variable is not set thats all

marsh cipher
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how do i set it?

signal coral
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_cheapest = <your value>;

marsh cipher
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where do I put that? 😃

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description right?

signal coral
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no, put it in the script which gives you error

marsh cipher
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I don't have a custom script

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only a mission sqm and the description ext

signal coral
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are you using mod?

marsh cipher
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only cba and sound mods

signal coral
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Looks like warlords error, you probably have module or something in the mission

marsh cipher
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no modules aside from init and sectors

rancid canyon
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hello need some help i have some problem with ai jet pilots ... AI wont taxiout and park the plane in parking zone after landing it will just stop on the taxiway the problem is i have other pilots to that cant move or take of because the other ai just stops on taxiway

spare coral
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This is Bohemia AI deal with it

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On some airports the ai will use the taxiways on the other not

rancid canyon
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can only use one at a time sad its a medium size airbase i guess ... i spend so much time testing them seems got to just use 1 ai pilot

flint igloo
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Hey guys, newbie here, 3d artist* just a quick question, is there a way in arma 3 to say create two squads and have the squad leaders grouped to the player? But their soldiers being dependent on the sls?

In this scenario, player could give an order to get in into a truck or something to sl1 and his squad would follow their squad leader.. ?
Thanks a lot.

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(dont really know which thread to ask this question in as I dont think its a script query) sorry :)

balmy glen
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You can use AICommand

flint igloo
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Ai command? Will look into it

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Is it a mod I take?

signal coral
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@flint igloo it is called high command or HC

narrow edge
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Hey lads, not sure if this is the right place to ask that:

I'm making scenarios for my community. Sometimes, incidents such as friendly fire, killing civilians and POWs happen with no witnesses around, not exactly intentional at all times, but well. It's good to keep a good track of it.
I looked for different measures, but I don't want to exactly react instantly to such things by penalizing, but I'd like to monitor it for later debriefing.
Is there anything that would allow me to monitor such incidents (hopefully realtime, i.e a small hint for me only), but in a way that only me or/and another set player can see it?

tawny holly
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@narrow edge

civ_pow addEventHandler["Killed",
{
    params["_civ","_killer"];
    diag_log format["Player %1 killed civilian %2",name _killer, name _civ];
}];
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civ_pow being your civilian

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if you want it to be on all civilians you can do:

{
    _x addEventHandler["Killed",
    {
        params["_civ","_killer"];
        diag_log format["Player %1 killed civilian %2",name _killer,name _civ];
    }];
} forEach (allUnits select {(side _x) == civilian};
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although I don't think that would be the most performant

narrow edge
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Thanks lad, I'll try to implement it soon to test it out

tawny holly
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yeah, that'll work assuming the unit is created on the server, if it's on a HC the the log should show on the HC's RPT

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diag_log will log text to the RPT

rancid canyon
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@signal coral I am using Alive combat support on custom missions how can i use event handler script to work with planes? bit still new to scripting and if i could get this to script willl be so much help

lament juniper
inner sail
#

How can I make AI Blackfish to drop vehicle? I just put WP like Unload, Vehicle Unload, etc but none of these works.

cinder holly
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It should be vehicle unload

inner sail
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Thanks. I think setVehicleCargo objNull; is do its job.

cinder holly
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Regarding a mission section; is it "acceptable" to title "part 1", "part 2" or way better to say "Act 1", "Act 2" ?

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(big white text on a black background, of course)

feral bolt
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Not sure it really matters tbh

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but personally, if you're doing something that involves building rapport between the player and the characters in your mission

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I would say Act 1/2/3

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But if it's just a straightforward mission I would just say part or section

cinder holly
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it's the same mission, part 1 would be afternoon, part 2 would be night. ACT seemed a bit "too much", maybe too theatrical, but PART would seem maybe too "piece by piece", I don't know

feral bolt
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Maybe add a title to the act/part

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Part 1: Insertion
Part 2: Infiltrate/Assault
Part 3: Get the hell out of dodge

cinder holly
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yes, that is planned (Part 1: Afternoon, Part 2: Night)
(thanks for the feedback btw!)

mossy lava
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I tend to prefer Phase

feral bolt
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^ phase sounds perfect actually

cinder holly
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Too… "mechanical"

mossy lava
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Although I'm sure there are lots of other places where one can come across "phase lines" as a term.

hidden eagle
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eg picture ontop of button

cinder holly
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@mossy lava @feral bolt I will ponder about it with a clearer mind; thank you for your input and explanations!

signal coral
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Hey, im trying to make a mission for my group, and im in eden editor and im trying to figure out how to put a respawn on the USS Liberty (destoryer) and it just makes people fall through it and spawn at the bottom of the ocean, any fixes?

tough moon
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Try making the position float a little above the ship.
If that doesn't work, you can get the position of the player while standing on the ship getPos player then a trigger that is in the area and on the respawn event handler, check if they're in the trigger area, if so, set the pos to the position you grabbed player setPos [x, y, z];

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hope this helps 😄

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@signal coral

crystal oasis
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So i have made a mission but i can't seem to figure out the Spawning for it i have a marker for Respawn_West and it just give me a ariel view then throws me to the player but i can't move in Single player help would be appreciated

dire oyster
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do you have configured properly the respawn in your 3DEN editor ? check Attributes > Multiplayer > Respawn > Respawn on custom position @crystal oasis

crystal oasis
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@dire oyster Yes

dire oyster
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check if your marker is named respawn_west

crystal oasis
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Variable Name respawn_west and would respawn tickets be affecting my problem?

dire oyster
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dont think so

crystal oasis
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Well if anyone has any ideas or suggestions I'm open to them because I'm not to experienced in the Mission making

dire oyster
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can send a example mission to you later if you want so you can dig up the respawn stuff from it, @crystal oasis

crystal oasis
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yeah that would be awesome if you could @dire oyster

copper siren
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If I set waypoints for the playable characters in a scenario I'm making, these will simply appear on the players' HUDs, right? If any characters are being controlled by AI, they will still be bound by commands from their group leader, and not go off trying to fulfil waypoints on their own, correct?

quartz yoke
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@copper siren If the leader of the group which has a waypoint is an AI, he will try to follow waypoints. Remember that you assign waypoints to groups, not to individual characters. However a group might have only one unit.

vernal schooner
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how do I let AI populate structures from compositions?

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like an FOB

feral gate
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The Community Base Addons mod gives you a Garrison waypoint that you could use to randomise their placements inside buildings.

vernal schooner
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can I put it near buildings

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or do I have to put in in the building

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what if I wanna garrison a whole FOB

feral gate
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Putting it as close as possible to the building is probably best. For the latter, you can just make lots of little groups of AI for lots of garrison waypoints.

vernal schooner
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how do I make

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locations

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like

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a base location

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and it will show on map if possible

feral gate
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If you just want to stick a point on the map and say 'There's a base here', the markers list (F6?) will do fine.

vernal schooner
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so I cant do it like the cities or towns?

feral gate
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Never looked deeply into it, but I'd say no.

vernal schooner
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how do I have the half shaded area thing

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like the ones on campaign maps

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the ellipse that is shaded

feral gate
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That's also part of the Markers tab, but you have to click the Areas button on the top of it to find them.

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@vernal schooner The Eden Editor actually has a little built in tutorial, and you get an achievement for running through it. You can find it in the help tab.

vernal schooner
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how

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do I add

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air raid sirens

rocky carbon
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@vernal schooner you can add a trigger that uses one of the audio playback script commands. (Also you could write the whole sentence on single line. This is not poetry channel afterall)

mossy lava
woeful magnet
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Does anybody know if there is a mod-variant of the SDV that could carry something like 6 to 8 people?

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As I know in real life that there are hand-holds for "ride-along" swimmers. And I'm making a fun-op where the players are infiltrating an oil platform by sea.

woeful magnet
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I remember finding one mod ages ago that made the interior of the sub, added a command room, etc and a whole lot of other stuff but it required adding mission_init lines n' such so I never dabbled with it. And even if I was willing to I can't even find that one.

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But I mainly just want a mod that allows for more than four people to go along with one SDV

violet brook
signal coral
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how do I place a custom flag on map?

tawny holly
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Custom how so? Texture wise? Place a flag, change the texture in the properties menu at the bottom

signal coral
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it's basically a flag in jpg I placed in the mission folder

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want to add it on the map

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but don't know how

tawny holly
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@violet brook

if(isServer) then
{
    {
        if(_x isKindOf "CAManBase") then
        {
            curatorThing removeCuratorEditableObjects[[_x],true];
        };
    } forEach (curatorEditableObjects curatorThing);
};
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@signal coral I just explained to you how to do this

signal coral
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ok

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I'll try doing it

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Do I need to place a marker on map to do it or I need to place a object on ground?

tawny holly
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just place the object

signal coral
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I want it to appear in map not in the ground

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just a normal marker being a flag.

tawny holly
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if you want a new marker class with that texture, mod it

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otherwise, use drawIcon

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you won't be able to use any regular marker commands with it, because it's obviously not a marker

signal coral
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I think I can do it. but will requisite time

tawny holly
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class CfgMarkers 
{
    class Flag 
    {
        name = "Marker description";
        icon = "\ca\ui\data\markers\marker1.paa";
        color[] = {1, 0, 0, 1};
        size = 32;
        shadow = true;
        scope = private;
    };
};

Make a new config in mod, and bam. You have your flag.

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Otherwise, nope. Not happening

signal coral
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ok

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ty

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will it show on the mission?

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because it doesn't have a location 🤔

tawny holly
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facepalm

_mkr = createMarker["Blah",[0,0,0];
_mkr setMarkerType "CustomBlahType";
signal coral
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ok

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ty

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good and nice time for you

signal coral
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Hi everyone. Does anyone have a good way to have Ace and utilize the in-game medical system? Previously, I've deleted the medical pbos in the Ace mod folder which works but requires every person to do it, also have issues once it updates. My understanding is that so long as Ace is enabled, you will still bleed and feel pain resulting in the screen effects. My intent is to use the in-game medical and revive system while maintaining the rest of Ace's functionality, without having to remove the medical files. Sorry for the long-winded question, just felt like I should ask if any other mission makers have run into this predicament.

tawny holly
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Use the cba settings. I am sure there is a way to disable it alltogethet

chilly wyvern
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hey do you guys know of any mp mission frameworks that might be able to do the following;

  • whitelist a zues slot
  • whitelist and black list for arsenel
  • repawn configured
  • sync zues curator to server (switching zues's)
  • group menu
  • view distance menu
  • group setting menu (name tags on/off, ranks on/off, map markers for friendles on/off)

essentially it would be for a operation server where i can let certain people get into a zues slot and create mission for players, mission would need an arsenal that we can determine whats inside and a group menu and view distance menu
my main concern is the Zeus whitelist and curator module syncing

zinc temple
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Invade & Annex does all that but it also does a lot more

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Theres probably a config to turn off dynamic mission creation though

chilly wyvern
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i currently use your apex frame work and have been for a year or so (bro unit 😭 ), ill definitely look into it

mossy lava
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@zinc meteor If you're still having trouble with your mission, upload it and link it. I'll take a look.

zinc meteor
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i dont think its neccessarily a problem, i just dont know what to set @mossy lava i didn't do any coding or anything, i just put down some FIA, and i played as 1 of 3 NATO. i shot at the FIA people and my teammates(AI) killed me

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are the FIA friendly to NATO?

mossy lava
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oh ok. you probably didn't set FIA to enemy, so your AI think you've gone rogue

zinc meteor
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how do you do so?

mossy lava
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Yeah there is a mission setting to toggle greenfor relations

zinc meteor
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ah, i see. thanks for the input!

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speaking of wich, how does the Bluefor/Greenfor thing work?

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sorry for the dumb questions, i just started arma a couple days ago. im making a map for practise

mossy lava
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By default BLUFOR is friendly to Independent and hostile to OPFOR. You can change it so IND is hostile to BLU though.

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It's under scenario attributes > General

zinc meteor
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thanks!

clever acorn
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Anyone know if it is possible to set a vehicle so that ACE repair cannot be used? I want to create a vehicle which has to be recovered by players but not just by fixing it and driving off in it.

spare coral
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Don't give them fix tools or set the variable for isEngineer to 0 so they cannot fix it if you set your CBA Settings right

clever acorn
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Well that would be one approach I guess. But not very helpful as They Will still need to fix their own vehicles etc.

opaque cairn
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@clever acorn maybe you can lock the vehicle in the attributes

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They shouldnt be able to get in that way

clever acorn
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Thanks. What I was hoping was there was a setting that could be selected to prevent ace repair. Sadly players will need to be able to get in to load it on the back of a vehicle.

mossy lava
chilly wyvern
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Hey guys, looking for some help with the ace arsenal, I've added;

this addAction ["ACE Arsenal", {[box1, player, false] call ace_arsenal_fnc_openBox;}]; 
[box1, [ "fow_w_leeenfield_no4mk1","ITEM2...","ITEM3","etc...." ]] call ace_arsenal_fnc_addVirtualItems;

It functions, except the ammo tab that show ammo for your weapon, I'm assuming it has something to do with global vs local stuff but im not sure, my scripting skills are rather novice.

sinful rampart
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ammo not showing up in ammo tab?

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Do you have the magazines in whitelist?

chilly wyvern
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i do have the magazines in the whitelist, i can post the whole init but its kinda long @sinful rampart

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itll show the ammo in the all ammo tab, just not the ammo for your current weapon equpt

zinc temple
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If you have an array with all available ammo I'd be interested

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I got everything else, just stopped at ammo cause I got annoyed

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ammo and grenades, that is

feral gate
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Post a pastebin link @chilly wyvern, if it's too long to post here

chilly wyvern
zinc temple
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God damn and I wrote them all down by myself

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Thanks 😅

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Well at least I have them categorized that way I guess

sinful rampart
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I guess it might be a arsenal bug, but that would be really weird that noone noticed it yet
afaik the names are case sensitive. The ammo names are all lowercase, did you doublecheck that that's correct?

clever acorn
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Thanks @mossy lava . Looks like that will do just what I want.

mossy lava
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Good luck!

severe shale
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I've looked around for the best place to ask this question but seems like it doesnt really fit into any of the channel descriptions.

I'm looking to run ACE with RHS and VSM. Need some gear out of VSM but vehicles and OPFOR out of RHS. The part i'm not certain on is: what ace/compat configuration should I be running for this? Should I have ace + a compat for each RHS and VSM? The RHS compat mod says you don't need to load ace along with it, but the VSM still needs ACE. Any thoughts? It works in my current config which is standard ace mod + RHS compat + VSM compat, just curious if there is a better/cleaner way to be doing this.

sinful rampart
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load the compats that you need to load. done

severe shale
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👍🏻 thanks

chilly wyvern
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I hadn’t really looked for individual syntax’s errors, I though if I missed a class name or coma it wouldn’t work.

regal turtle
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Alright, I set up an arma server file with all the required files, then to edit the mission file, I moved it into my mission file in my documents. And now I am trying to figure out how to remove trees, and they say I need to add code into my init.sqf. But, which one do I use? Video I am using: https://www.youtube.com/watch?v=gCowVgQMlv8

opal citrus
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Why don't you just use hide/edit terrain object in Eden

regal turtle
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Explain pls

opal citrus
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In Eden editor there is a thing called hide/edit that you can place and change the radius to clear a whole area if you want. Just type edit in the module tab thing and you will see it

regal turtle
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Okay, thanks

sharp axle
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Anybody have a recommendation of a good enemy AI CAS script? Something that actively makes a fixed wing attempt bombing runs?

feral gate
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I typically combine the Air strike (forgot it's actual name) module with synced triggers @sharp axle. Works well enough for my purposes.

sharp axle
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I'm looking for a bit more dynamic, as in the jet is already in the AO and it drops bombs at will.

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Or at least appears to do so, rather it drops a laser target on knows about or not.

signal coral
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Hi all. Having an issue with my dedicated server. Currently, players cannot hear other player's weapon sound effects. They can hear the impacts but not the weapon firing. Further, if I spawn in a unit and remote control via Zeus, those weapon firing sounds are able to be heard. No sound mods are being used by any players and the mod lists for each player are identical.

cinder holly
coral mirage
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Does anyone here have any experience with the post-processing effects module? I am getting a strange effect when using the 'Black and White" template on Ruha. When in-game, everything has a distinctly yellowish hue, almost Sepia-like; but if I switch to the Camera, I get the kind of neutral Black and White that I was expecting. Any ideas?

cinder holly
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@coral mirage 🖐️

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Ruha, is it an island? Any mod, any other anything?

tawny holly
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My guess that the lighting config is screwing with the effect fer, I guess you could ask in #arma3_terrain and propose that fix to the author

coral mirage
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will do - thanks 😃

copper hedge
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Hey, I'm currently working on a Bootcamp for my unit and one of the stations is shooting from different stances. Now to indicate which stance to use I'd like to put a picture on a sign symbolizing the stance like it can be seen in the UI. Does someone know where I could find those images in the game files? I wasn't able to find the u_f_data 😕

coral mirage
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@cinder holly and @tawny holly - thanks for the pointers earlier; it was ACE goggles. I am cretin 😦

cinder holly
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@coral mirage so it does happen to the best… drop the Makarov fer, it's not worth it!!

foggy vortex
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@tawny holly You a mission maker?

tawny holly
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sure...?

rose sinew
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Does someone know how to fix a such problems:

  1. If mission runned locally - all works fine for local testing. But
  2. ... if mission runned on a dedicated server - Mission briefing is missing on the map. The menu is present itselve, but an empty.
  3. Nobody can't loot items from backpacks or uniform of a dead bodies
cinder holly
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@rose sinew some scripts seems to not be executed on a dedicated, but this is all I can say from that

rose sinew
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@cinder holly thanks, this will help me in which they to find

cinder holly
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:+1:

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@rose sinew (maybe) look for isServer, isDedicated, hasInterface commands as well

rancid canyon
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i need help removing fences in editor

mossy lava
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You're using the Edit Terrain Objects module?

rancid canyon
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how can i remove fences from the map ? not all just a small area its messing with my ai driving as the fences are close to entry and exit of the base

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no i am not using any terrain module

mossy lava
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There is a module you can place down to edit (in this case remove) terrain objects (which includes fences).

rancid canyon
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omg thanks it worked i spend so much time building another base damn... should have asked earlier

unique needle
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are there vanilla big radios? or only those walkie talkie sized?

tropic sphinx
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So I Zeus a lot, but had relied on someone’s templates. They have since left our Milsim group and was curious as to how you go about setting up a missions slots. It was a huge mess of modules and I never got a chance to decode it. I appreciate any responses.

tropic sphinx
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@unique needle if you want good radios I’d use RHS with TFAR

unique needle
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Nah for my mod some feature is dependend on a long range radio - in combination with ACRE2 or TFAR that will work but I want players which do not use those mods to have access to the feature as well

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therefore I am looking for a CfgClass that reflects all common long range radios - if such thing exists

feral gate
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@tropic sphinx Feel free to poke through Dslyexci's TTP3, notably Section 3: 'The Company'. From fireteam and up it's a great source on basic ArmA force composition.

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@unique needle Vanilla has no short-range radio, and so doesn't bother defining a 'long range' radio. Vanilla considers the channel-chat to be radio, and that has infinite range.

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ACRE2 uses Items as radios, and you can fit them inside backpacks, whereas to my knowledge TFAR uses Backpack-form radios - where the backpack is the radio.

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It's going to be a pain and you should poke questions about it in #arma3_scripting rather than here.

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*oh, you mean actually setting up the characters to slot @tropic sphinx?

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If so, and you can't figure out the mess of modules that you apparently use for that, going back to basics and setting up specific units as playable in the editor ought to do.

tropic sphinx
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@feral gate just saw this. Thanks. I’ll see if they have any tips in scripting. It may be a mix of both that I need.

unique needle
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@feral gate ah ok thanks for clarification

lone plume
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Hey guys im using the HETMAN mod and im getting an error RYDHQinit.sqf not found....how do i solve this? I hot the HETMEN mod off of steam

sinful rampart
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@unique needle Vanilla afaik only has one radio. ItemRadio. Which does nothing in TFAR nor ACRE. But I think both mods auto-replace it with a short range radio.

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If you are making a mod you'd have to add config entries to a backpack to get it to work with TFAR.
For ACRE you need to add a "long range radio" item to the backpack

unique needle
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@sinful rampart OK I see - so there is no common abstraction for a "long range radio", got it.

oblique niche
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acre does not really differentiate if the radio is a long range radio or not. it simulates frequency and antenna strength of the radio. The so called long ranged radios just have higher output und lower frequencies basically

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You can boost a 343 radio so much that you cna talk over whole stratis if you want to with scripts etc.

feral gate
silver girder
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never checked but can long range capture short ones if they have the same frequency?
(probably not since I think sr is 30-50 and lr is 50-300)

feral gate
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With ACRE, yes.

oblique niche
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i did some digging when i made my own signal calc, that info is in the config file somewher,e have not seen in a document ot wiki page so far

PRC-343
Sending Power: 100 mW

Frequencies:
Range from 2400.00 to 2402.55
===================================
PRC-148
Sending Power: 5000 mW

Frequencies:
Range from 59.375 to 63.25
===================================
PRC-117f
Sending Power: 20000 mW

Frequencies:
Range from 59.375 to 71.625
===================================
PRC-77
Sending Power: 3500 mW

Frequencies:
Range from 30 to 52.95
Channels: NONE
===================================
PRC-152
Sending Power: 5000 mW

Frequencies:
Range from 59.375 to 71.625
narrow edge
#

Is there amything I can do in order to make vehicles destructible UNTIL CERTAIN level? I. E: vehicle fully unusable, but not in completely destroyed state? (can't enter, can't access inventory)

signal coral
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Replace vehicle with simple object

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Or you can lock it and disable open inventory for player trying to use it

narrow edge
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I mean, the thing is I want the vehicle to not become completely DESTROYED if it gets under heavy fire. I just want it to be pretty much unusable, but that the inventory is still accessible and that it doesn't explode killing everyone inside

signal coral
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I’m confused, you don’t want inventory accessible but you want it still accessible? Well maybe someone can help you with that, I’m not good on contradictions.

cinder holly
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@signal coral he wants it "not destroyed", destroyed a.k.a "can't enter, can't access inventory"

signal coral
#

The vehicle damaged up to critical level which makes it explode is still drivable unless you shoot the tyres or set fuel to 0

#

So this would involve wizardry with HandleDamage EH.

#

Or you can let it explode but before that copy inventory into separate container and place this container inside the wreck

cinder holly
#

nooo
(I think) he wants the vehicle being able to be damaged, but set a damage ceiling so it doesn't explode and remains accessible

signal coral
#

So basically vehicle disable

cinder holly
#

have a working vehicle, and with event handlers that it takes damage up to a certain point, without explosion yep

signal coral
#

Yeah the critical levels are somewhere in config just need to find where

#

Do vehicles leak fuel if fuel tank is damaged?

cinder holly
#

helicopters, from painful memor_ies_

signal coral
#

Even in A3?

cinder holly
#

yes; for cars, tanks I can't affirm it

#

my guess is "yes"

signal coral
#

Yes, destroyed fuel tank leads to leakage while leaving vehicle operational. The explosion is caused by hullDamageCauseExplosion = 1;

scenic shard
#

while {true} do
{
sleep 10;
{
[_x, ["hitFuel", 0.5]] remoteExec ["setHitPointDamage", _x];
} foreach (vehicles select {(_x getHitPointDamage "hitFuel") > 0.5});
};

#

self sealing fuel tank script

#

fixes the fuel tanks just enough so they don't drain to empty

cinder holly
#

wouldn't "Hit" event handler be more appropriate @scenic shard ?

scenic shard
#

perhaps. 😃 I prefer to run an occasional check rather than an eh

#

old habits lol

#

tbh, 10 seconds is probably overkill, 30 would be better

#

my players got very annoyed by finding vehicles that were damaged always empty of fuel, while I was happy to load the players with the logistics tasks of refueling as well as repairing,

#

they would treat bobcats as the most valuable vec in the game

#

AND, they said that IRL, the hunter and the prowler both have self sealing fuel tanks,

#

so I was sort of left with no choice.. had to make self sealing fuel tanks

clever yacht
#

I hate to do this but I can't seem to get Warlords to work as I expect. I've looked everywhere including in the functions used to build the sectors but from what I can see the issue is hardcoded. The problem is most of my sectors overlap because of the overly (4x the size of the sector) large restricted zone.

feral gate
clever yacht
#

Oof I didn't scroll down far enough

magic harbor
#

hey guys

#

can anyone help me with some info real quick?

cinder holly
#

if you don't ask, you will never know @magic harbor

magic harbor
#

lol well i'm wanting to take the invade and annex framework and disable all of their missions

#

in doing that can I then add my own missions and campaigns within the invade and annex framework and use those as the mission structure instead?

signal coral
#

How do I import mission files to people so they can upload to a dedicated server?

#

I need to know badly

sinful rampart
#

@signal coral #rules no crossposting

tender oyster
#

anyone know what difficulty setting might be stopping the player from seeing themselves on the map? EG no red circle

barren dove
#

mapContent=0; or mapContentFriendly=0;

next frigate
#

hey can anybody help me with create my own zeus gamemode via eden ediot / pbo files
i think ive done the majority of it, its just 1 quick problem
i did it years ago and completely forgot how to fix the issue i have

weak yew
#

hey lads, any tips on how to change dead ai pose after setting setdamage=1? I tried to raise them to 30 meters up high and let the physics do the job, but they still drop on stomach with finger "on the trigger" pose

#

also , looking for solution with indoor dead ai

cinder holly
#

@weak yew you can rotate them in 3D, works quite well

signal coral
#

@weak yew you can switchMove on dead AI

#

Dead AI used to be stiff but I tested now and it does ragdoll after switchMove

weak yew
#

Thanks , I'll try both ways again. Rotation seems don't work for me, which is strange. Maybe editor glitch-stuck or something. any switchMove and then setDamage should do the job?

signal coral
#

you asked to change it after setDamage, no?

#

I probably misunderstood as usual, calling @cinder holly to translate it for me!

cinder holly
#

appears in a cloud of smoke

#

@signal coral you got it right :3

@weak yew use the health slider in 3den instead of setDamage 1, iirc setDamage "forces" a default position of lying down with rifle in hands on mission start.
also the orientation works when the unit is a bit above the ground (at least 50cm - 1m)

#

(a.k.a 1.5ft - 3.3ft)

weak yew
#

Ok. I will try it out. Thank you. Didn't know about the forced pancake pose.

cinder holly
#

it's something back from OFP times IIRC. in the campaign there was a cinematic about people dead on the battlefield and… only their direction changed, the pose was the same for all of them

weak yew
#

is it possible , if I init the ai with

"removeAllWeapons this;  removeAllItems this;  removeAllAssignedItems this;  removeUniform this;  removeVest this;  removeBackpack this;  removeHeadgear this;  removeGoggles this;    comment "Add containers";  this forceAddUniform "rhs_uniform_FROG01_m81";  this addItemToUniform "rhs_mag_30Rnd_556x45_Mk318_Stanag";  this addVest "V_TacVest_camo";  this addItemToVest "rhsusf_mag_7x45acp_MHP";  this addBackpack "B_Kitbag_rgr";  this addHeadgear "rhsusf_mich_bare_norotos_headset";  this addGoggles "mcu2p2_grey";    comment "Add weapons";  this addWeapon "rhs_weap_m4_grip2";  this addPrimaryWeaponItem "rhsusf_acc_rotex5_grey";  this addPrimaryWeaponItem "rhsusf_acc_eotech_552";    comment "Add items";  this linkItem "ItemMap";  this linkItem "ItemCompass";  this linkItem "ItemWatch";  this linkItem "ItemRadio";  this linkItem "ItemGPS";  " ```

it somehow takes too much time and effects the ragdoll init when the mission starts ?

I have the ai rotated , 30m in air , health slider on 0% and they still loaded as pancakes when I start scenario in eden ...
#

im this [] close to attaching some explosive to them 😉

signal coral
#

you are better off using setUnitLoadout and limiting it to local execution only

lament juniper
#

@weak yew there is a simple way
Creat a civilian with custome loadout
Give him a variable name like civ1
Use this code

Your_unit setunitloadout (getunitloadout civ1)```
mossy lava
#

I name those units man_x, short for mannequin.

karmic gale
#

how can I let a player (or group of players) view fade out and then fade in again?

mossy lava
gloomy pumice
#

is there a mission which you can leave a lone and bots will just fight and roam altis ? The extraction of data I can do myself but the randomness someone must have done that before.

mossy lava
#

Look into ALiVE

gloomy pumice
#

With ALiVE I still would have to place modules and set it up right ?

mossy lava
#

Yes. It should be a lot less work than most other solutions.

signal coral
#

You just create 2 opposite sides and set both guard the same position, guaranteed clusterfuck

gloomy pumice
#

haha.. :D

#

well might as well do that.

#

Do you know if they loot bodies ?

#

And I would like to have all kinds of random events

gloomy pumice
#

The issue with alive is it does not spawn all units at once. The units only get spawned if a player is near by

mossy lava
#

You could set the "near by" distance to sufficiently large

gloomy pumice
#

The idea was that no player needs to be on the server

mossy lava
#

Alive can model behaviour of the ai while they are not spawned

boreal lichen
#

I've tried to find this, to no avail, can anyone confirm that the 144 group limit is engine-side, unchangeable, and still a limitation?

barren dove
#

it was raised to 255 or something like that in x64 i think, but yes whatever the limit, it is engine side unable to be changed.

signal coral
#

The limit is 288 and it is config based but not the one you can make a mod for

gloomy pumice
#

@mossy lava yes but I need real units doing real interactions, looting, shooting etc.

boreal lichen
#

Thanks @barren dove @signal coral

boreal lichen
#

Follow up question @barren dove / @signal coral - is there any way to "free up" that group cap via Zeus? It's my understanding that deleting units in Zeus doesn't do it.

barren dove
#

no, not to my knowledge. scripted solutions arent hard to write up if you need to.

boreal lichen
#

So we can free up the group cap via scripting?

barren dove
#

yes, something as simple as this should do the trick

{
    if (units _x isEqualTo []) then {
        deleteGroup _x;
    };
}foreach allGroups;

put it in a loop somewhere and ur good to go

tawny holly
#

Or, use deleteWhenEmpty as the command or as a param when creating a group. iirc this is enabled by default

charred meteor
#

I opened a tutorial by accident and my entire world got delted
Ive been working on this file for 2 months
how do i get it back
it completely reset my mission.sqm folder

#

I need help bad please

feral gate
#

A: Did you save a copy of the mission as a back up?
B: Do you use some sort of backup program?
C: If neither, that sucks.

charred meteor
#

normally arma does back it up for me, but its ridden it self. My recovery software cnat find it as the mission.sqm file was overridden

#

well big rip I guess

#

Time to start again better this time

halcyon yarrow
#

Did you ever test your mission in a localhost server or on a dedicated?

#

if so, there's a chance the version of the mission you tested on those is still there

charred meteor
#

I did not no

#

But I am okay with the loss, I am redesigning all the stuff I wasnt happy with now

signal coral
#

@boreal lichen you cannot increase the cap but you can recycle the used groups. I am sensing XY problem here, what are you doing that you need more than 288 groups (per side as well)?

boreal lichen
#

@signal coral I'll setup some script solutions based on the info provided, but it wasn't me hitting the issue. Zeus for our last operation apparently hit it - not sure how yet, I'm going to review their stream and see if I can find cause. 288 groups should obviously be fine.

#

But they're also not a new zeus so maybe some weird server issue or glitch somehow... It's not been an issue before but I was tasked with finding a solution lol

weak yew
#

@lament juniper , meh way too many AI to change to a new loadout config, at the moment.

All of the recommended ways are working for AI ragdoll, in a newly created missions, but not in my old custom one. At the moment I'm checking the possibility of 3-rd party revival script that have a lot of switchMove-s , so most probably its the script who drop dead AI in pancake pose.
Thank you for your tips, lads.

white sparrow
#

Hey guys. I'm new here but i played Arma 3 for around 300 Hours. I want to create Zeus Scenario for Custom mulitplayer game where we use around 20 mods which mainly are CUP mods and ACE.
I want to create missions where my friends are in Russian Federation army and they have a premade loadout that i will make. i also want to make ACE working on it because it's the most important mod for us.

Can you guys please give me some links to tutorials or advices on how to do that type of scenario for a map like chernarus? Because most of tutorials are just for standard NATO , CSAT and AAF scenarios without ace or anything

mossy lava
white sparrow
#

oh okay , thanks

white sparrow
#

also i have a one question: is it possible in editor as already ACE is working in it , to make all players only be heavily damaged when they get hit and had possibility to get revieved but not killed? because i don't want to make my scenario like everyone dies and they respawn near some checkpoints

paper ledge
#

so you want people to go down and need reviving

white sparrow
#

yes. Their only way to die is to click respawn when nobody in the area can't help them

#

i know how to do it in vanilla but i don't know how it works with ACE

paper ledge
#

so go to ace medical settings, scroll down and tick prevent instant death ad enable revive

#

how to revive for both basic and advance

#

also you can still use the vanilla revive system it will just be buggy with ace

white sparrow
#

ok thanks for the help

paper ledge
#

np bud

weak yew
#

is this an overkill for creating 3d sounds for MP coop mission?
[[{evi12 say3D "broadcast1"}],"BIS_fnc_Spawn",true] call BIS_fnc_MP;

sinful rampart
#

it's... stupid

#

not sure if overkill.. Just stupid

#

BIS_fnc_MP has been replaced by remoteExec.
And why are you spawning a piece of script that calls a single command, instead of just calling that single command directly

#

That code might've been "good" 4 years ago

signal coral
#

What cemetery are you digging on @weak yew ?

weak yew
#

Bohemia Forums )

signal coral
#

Central then

weak yew
#

I need to do stupid things in order to learn

paper ledge
#

true

#

best way of learning imo

signal coral
#

You could safely ignore anything older than 3 years I reckon

sinful rampart
#

Unless someone reposted a 5 year old script last week.. 😄

sharp axle
#

Anybody have recommendations for a good none-exile based salvage script? All I really want to do is convert a vehicle into a box(scrap). I can hook it all into liberation, just don't know what to do with the MP portion of adding the option.

brittle laurel
#

I'm trying to work out how to get units to activate after triggers, events to happen etc. Is there a resource that explains mission setup well? I can't quite get a grip on the official resource wiki

paper ledge
#

so do you want a waypoint to fire, a script to be called? what do you mean by activate?

sinful rampart
#

Would be happy enough with a deprecation RPT warning :D
Spam the crap out of people who are too lazy to update

signal coral
#

This is inhumane

rancid canyon
#

can you burn fields? i have placed some opium farms and i would like to know if u can burn those fields? m working on a mission where a team has to raid a opium farm

mossy lava
#

You can spawn some persistent fire/smoke and then either hide the grass or create grasscutters.

signal coral
#

You can emulate it via some trickery and scripting, but it would probably be quite cpu intensive

mossy lava
#

Now if you're talking about your team inhaling the smoke and having effects...

cinder holly
#

ppEffect blur incoming 👀

signal coral
#

Anyone have the problem where after setting up CBA setting with ace and stuff in your@mission and saving it, it still doesn’t load it? We even have the same setting saved in a cba setting under userconfig on dedicated box and for it to load we have to login to admin and on mission screen hit configure addons for it too work

buoyant heron
#

what's arma capabilities ai-number wise? Can i make 100ai + 30players?

feral gate
#

@buoyant heron The game itself can do that, yes.
The server you're playing on, however, has limitations that can vary.

buoyant heron
#

does mods like vcom affect performance noticeably with higher bot count? What are good way's to monitor performance? i'm trying to make something like gta style missions (designed for lowplayer coop servers)in arma utilising epoch (i'm gonna strip down every feature that i don't need to improve performance) and for my concept i would use about 30 npc's that wouldn't need more than basic walk logic, and probably up to 50 combat ai at a time for missions (i figured if that's to much i'll limit the number of active missions, and make missions actually spawn ai only when you accept the mission or something, again, performance reasons) and what i figured for the rest of the ai limit i would try to make pedestrians( i saw there is pedestrian module in tac ops, but i don't know can i use it on map and not require players to have it, if it wouldn't work i guess i could script the base logic of them). so my questions are 1) does "advanced ai behaviour" mods slow down the game much more than standard ai(i guess it depends on the scale of mod) 2) how can i monitor the performance of server (like should i just make several missions with different ai and just wait for the server to desync and log that?) 3) can i use dlc modules (will they work for people without dlc) 4) same question but for objects. thanks

feral gate
#

I can recommend you use the Civilian Presence modules with 'Agents' (simplified AI) set for using random NPCs

#

It doesn't require everyone to use Tacops.

tawny holly
#

TacOps isn't even a MP Based DLC

buoyant heron
#

@feral gate ty ❤

mild minnow
#

How can I fix this?

cinder holly
#

@mild minnow transparent outlines…?

#

if you mean the rifles on the table, you have to delete + replace them

mild minnow
#

ah that's nice... lol

#

not.

cinder holly
#

it happens if you have tried to add more magazines or weapons to a weapon holder (painful, I know)

white sparrow
#

hey guys. does anybody know the problem with custom scenarios not opening up on other peoples servers? i've made a custom scenario with bunch of mods [which all of them my friend have] and when he clicks on my scneario when he hosts server it simply does nothing. he just click play but scenario won't open up. what can be the problem?

fossil verge
#

its probably throwing an error, have him switch on logging and send you the rpt file

#

I have a sandbox mission that works well locally hosted, but on a dedicated server wiht 1 player logged in, the mission ends instead of respawning the player. Been banging my head against this one a few days now

white sparrow
#

okay i will try

signal coral
#

How does one

#

change the name of squads in the MP lobby

#

instead of Alpha 1-1 etc I want something written by myself

mossy lava
gloomy pumice
#

Hey, I wanted to try this again. Does someone know if there is a mission where AI of two sides attack each other and respawn as well as well as loot bodies to rearm etc. Alive does not work because of how they virtualize AI.

silent kite
#

Hey guys, is there any known issue with the "Hide Terrain Objects" Module? I hid some buildings to prepare a base where players spawn but vehicles placed in locations where buildings "used to be" explode on mission load.

rocky carbon
#

Im pretty sure the hiding just hides them visually

#

so the geometry still stays and if you place things in it they will collide with the invisible object and be destroyed

barren dove
#

not quite... it removes collision and all that stuff but it would spawn in vehicles before running the module to hide the buildings.

rocky carbon
#

aa

#

makes sense

#

so you need something to spawn the stuff after mission start

signal coral
#

@rocky carbon this was a bug but as I recall it got fixed at some point

rocky carbon
#

👌 splendid

magic harbor
#

hey guys is it possible to take my user created missions and upload them into the invade and annex framework rather than their original included missions?

pseudo halo
#

Is there a way to make objects invisible or somewhat transparent?

sinful rampart
pseudo halo
#

No I mean semi-transparent so it's like a hologram or a ghost if you can understand what I mean

signal coral
#

Yeah setObjectTexture/setObjectMaterial

summer kelp
#

You could get fancy and use pip and a camera

quartz yoke
#

I want to simulate AI/player discovering different locations (bases, outposts, roadblocks). Any idea how I can do that?
From player's point of view it should be like this: he looks into the direction of the outpost, my script detects that and I can do other stuff (adding this outpost to database and so on).
I thought, maybe I can put 1...3 dummy objects at some height above this place, then use side knowsabout with these object. Maybe there is a better solution?

#

Maybe I can do this just by checking if enemy side knows about any of the units attached to this location... should be doable if I don't poll it too often. Anyway, ideas are appreciated.

#

Hmm sometimes the location can be totally empty... 🤔 that's the problem

frank umbra
#

can anyone provide a rough estimate to the total area of Almyra salt flats on Altis? I'm pre-planning a mission build and need the numbers for my airfield. I'd check myself, but i cannot get in game at the moment.

cinder holly
#

@frank umbra an ellipsis of ROUGHLY
(2×866) × (2×1145)
~= 3 115 109 m²?

frank umbra
#

thank you! that helps alot.

cinder holly
#

you're welcome! more or less 3000000 m² indeed

frank umbra
#

The main runway at Edwards AFB is too big to build in game but i think i can scale it down

hallow abyss
#

Is it possible to change the orientation of a vehicle weapon in a mission with a script command?

cinder holly
#

@hallow abyss see animateSource!

#

Example #2

signal coral
#

Can put AI in the gunner seat order to aim then remove it

cursive forge
#

@frank umbra 3254075.5

cinder holly
#

someone did a crazy job about it 😄

dawn oxide
#

Can someone direct me to a simply fast and easy Mobile respawn tutorial

dawn oxide
#

Maybe a Sync or simple init command, I’m new to scripts but manage with alive modules

#

I did back in arma 2 it’s been a while, relearning, but that seems simple I’ll give a try, thanks XD

#

So I also have a Zues module down and have the owner as Adminlogged according to a tutorial I watched on YouTube but nothing seems to happen when testing

#

Yeah I did not add the # lol 😃

brittle laurel
#

In the mission I'm making, I'm trying to get a trigger to trigger another trigger. As far as I could find, I should use 'triggerActivated VariableName', eg triggerActivated trg1, in the On Activation portion of the trigger.
However, whenever I try to click 'OK', a warning stating "On Activation: Type Bool, expected Nothing" appears, and won't let me confirm the trigger until I remove the triggerActivated. My question is, what does the warning mean, and how should I be triggering a trigger with a trigger?

cursive forge
#

@brittle laurel The code must return Nothing. Assign the expression to a variable, or a number which will not assign at all but fulfill the requirement = returns Nothing. 0 = triggerActivated trg1

#

Howevere that makes no sense in OnActivation

#

That should be in the condition of another trigger

#

eg. this && triggerActivated trg1

#

Instead of triggerActivated you can also assign a bool in the on activation of the first, and then check that bool in the second

brittle laurel
#

Thank you! I'll try those

cursive forge
#

For example if the first trigger checks for a building or target to be destroyed, in its OnActivation you could do TargetDestroyed = true then in the other trigger this && TargetDestroyed

feral gate
#

Having an issue with RHS's BMD-1, where I'd like to hide the turret to make a BTR-D (in order to make a BTR-ZD) but this Animate ["HideTurret",1]; doesn't work like it does for vanilla vics.

Suggestions anyone?

#

*found animationNames, nvm for now - guess RHS just doesn't have that anim.

brittle laurel
#

How do I get 4 squads to stay immobile until a trigger is triggered, and then all move to the same location?

#

I tried syncing a move waypoint to a trigger, but the waypoint just activated immediately

oblique locust
#

place the first waypoint close to the group and the next one on your target location, sync the first one to the trigger, now the soldiers will move 1-2 to the first waypoint and will wait until the trigger condition is true and move to the next one

onyx geyser
#

how to convert a project from notepad to mission.sqm?

mossy lava
#

Rename it from .txt to .sqm

signal coral
#

You re not supposed to edit mission.sqm by hand

onyx geyser
#

@mossy lava not work

mossy lava
#

Then your text file is not correctly made. Try using the editor =p

onyx geyser
#

what is editor = p?

signal coral
#

what is editor = p? Not sure if troll or just..

mossy lava
#

I'm leaning toward just.. considering his first question xD

signal coral
#

😃

old tapir
cinder holly
old tapir
#

Thanks

clear briar
#

hey folks, im putting together a mission using the ZEI mod to autopopulate buildings with furniture, equipment etc. to add a bit more immersion. If i were to fill up a town full of buildings with stuff in the editor, is this going to cause huge lag issues for players once the mission starts due to all the new assets being added to the map?

#

or does that all load in when they are downloading the mission file so performance wont suffer once they are in game?

#

i dont want to sacrifice playability for immersion

signal coral
#

Yes the game has to sync and simulate every object you add, so the more objects you add the worse it is for performance. This is why people choose to dynamically populate buildings so that it looks like every building has stuff when in fact only nearest building has it

clear briar
#

thats what i figured

#

what would be the best way to dynamically populate buildings that players are near?

signal coral
#

Could always do that with triggers

clear briar
#

forgive me as im still new to the editor, would that be as simple as syncing the items to a trigger and setting that trigger to Any Player -> Presence?

#

or is this something that would require more scripting

woeful magnet
#

Are there any good mods for like - static explosions?

#

The fire and smoke being there and still.

#

So I can pair it with static poses n' such? Maybe something that additionally allows for effects like weapons firing?

dry whale
#

I've blacklisted a ton of items from an ACE Arsenal, and the blacklist works correctly in singleplayer/local multiplayer, however when I export the mission to PBO and load it up on a dedicated server, the arsenal is not blacklisted, and all items are accessible.

Does anyone know how to make the blacklist work, or does it just not work in multiplayer right now?

sinful rampart
#

how do you blacklist? script or editor attributes

thin willow
#

@dry whale this way works as whitelist.

_box = _this select 0;
_side = _this select 1;

0 = ["AmmoboxInit",[_box,false]] spawn BIS_fnc_arsenal;

/////////////////////
// Common // Общее //
/////////////////////

// Equipment // Снаряжение
[ _box, [
    "MineDetector","Binocular","ACE_NVG_Gen1","ACE_NVG_Gen2","ACE_EntrenchingTool"
],true] call BIS_fnc_addVirtualItemCargo;
// Ammunition // Боеприпасы
[ _box, [
    "SmokeShell","SmokeShellRed","SmokeShellOrange","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer"
],true] call BIS_fnc_addVirtualMagazineCargo;
// Weapon // Оружие
[ _box, [
    "launch_RPG32_F","launch_B_Titan_F","launch_B_Titan_short_F","LMG_Zafir_F","LMG_Mk200_F"
],true] call BIS_fnc_addVirtualWeaponCargo;
// Backpacks // Рюкзаки
[ _box, [
    "Bag_Base","B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_O_Parachute_02_F","tf_mr3000","tf_mr6000l"
],true] call BIS_fnc_addVirtualBackpackCargo;

Usage - place this code at any object that will be as arsenal

0 = [this] execVM "fn_limitArsenal.sqf";

Sorry for my English 😉

sinful rampart
#

That is not ace arsenal

#

Also he was talking about blacklist not whitelist

dry whale
#

@sinful rampart editor attributes

#

yeah it's easier to blacklist the stupid stuff that you don't want, then whitelist the things you do want

sinful rampart
#

might very well just be a bug

dry whale
#

(at least for me)

#

Well

#

Crap

sinful rampart
#

if you can reproduce with just ACE, CBA then just create a bug report

#

Contrary to vanilla arsenal, ace arsenal bugs will be fixed

thin willow
#

What if try this with ACE arsenal?
Could it works?

sinful rampart
#

actually.. When you export to pbo it's broken on dedicated. Also broken in singleplayer if you load from pbo?

#

@thin willow no

#

Would need different commands, and then it would still be whitelist. And he still wants a blacklist

tranquil canopy
#

Hey, I have made this loading screen image, but I don't know how to remove the black lines effect, any ideas ? Thanks

dry whale
#

@sinful rampart I'll see if I can replicate it sometime within the next couple days. Freetime is stretched 😛

tawny holly
#

@tranquil canopy The black lines over the image is likely how BI pulls other logos with the same effect, so it's probably just there from that.

weak yew
#

anyone managed to use BIS_orange_fnc_switchPeriod function in their mission? Trying to understand how this thing works.

cinder holly
#

@weak yew what does the biki state about it?

#

Huh, not much it seems

weak yew
#

yep, not much info, was wondering if its done on purpose or I'm missing something...

#

I'm talking about the "memory" effect that was introduced in Laws of War dlc

#

Looks great, have some cool ideas on how to use it in missions too

robust flume
#

anyone willing to try out my new missions?

cinder holly
robust flume
#

huh

cinder holly
#

you're welcome!

robust flume
#

much appreciated

sinful rampart
#

You can probably disable the lines overlay thing with a mod, but it's not gonna be trivial and it'll need a mod

cinder holly
#

@sinful rampart but don't you already need a mod to change this background image?

sinful rampart
#

Not sure. You can define a image thing in mission, don't know if it's different. But as he posted in #arma3_scenario I assume he's talking about making missions, not mods

cinder holly
#

the only mission image you can set is the thumbnail, the background is reserved to the island (in A3 you cannot change loading screens as in TKOH)

signal coral
#

Is this a psychics club, can I join?

feral gate
#

?

signal coral
#

Trying to figure what @tranquil canopy is asking

cinder holly
#

Sit back and take notes @signal coral 😜

#

He's mentioning top and bottom "overlay" horizontal lines

signal coral
#

Yeah, but what is this screen vanilla or modded?

cinder holly
#

seems modded

tranquil canopy
#

It's good I managed to remove that

cinder holly
#

@tranquil canopy may I ask you how?

wooden garnet
#

Is there a way to make specific forces?

#

Like, in the list of men that you can deploy when you make a mission, you can see entries for different armies and they come from mods... How do you make those?

mossy lava
#

ALiVE ORBAT is an option. It basically spits out the files you need to pack into a mod.

normal halo
#

Looking to randomize some chat thats through an SQF. FILE. The code below is spawned, however its not randomized and produces the entire code. Help please.. //

#

_randomElement = selectRandom [player sideChat "Code1", player sideChat "Code2"];

sinful rampart
#

What you are doing is putting the result of the sideChat command into that array, to get the result it first has to call the command ofc

#

meaning you get both outputs

#

player sideChat (selectRandom ["Code1", "Code2"])

normal halo
#

thank you so much. I appretiate it.

lapis isle
#

Hey guys! quick question. Does anyone knows how RHS's 5.56 suppresed ammo is named?

cursive forge
#

@lapis isle How it's named?

lapis isle
#

yeah

#

Is it
556x45_NO_TRACER
556x45_MK318 or maybe something else?

sinful rampart
#

neither

#

rhs classes usually start with rhs_

lapis isle
#

yeah I skipped that part 😉

cursive forge
#

You could just spawn with one and check it with a command

lapis isle
#

rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer

#

I have the class names but there is no "subsonic" note

sinful rampart
#

Don't even know if there is subsonic 556 in rhs

lapis isle
#

That's why I'm asking. Maybe someone have delt with that... "issue"

#

I know that they don't name them that easy. There is
5,56
5,56 no tracer
5,56 mk262
5,56 mk 318
I'm just wondering if you faced same problem. That you needed suppresed ammo

sinful rampart
#

Was never in the need. I always shoot mk318

lapis isle
#

Well.. OK thanks for that link anyway 😃 I will look into it

tribal zealot
#

Anyone with ACE3 and RHS want to playtest a map before it goes live for beta?

sinful rampart
#

@tribal zealot #rules rule number 9.

tribal zealot
#

I realized this was a better place to ask.

#

Unless you have a better idea

obsidian steeple
#

WHat kind of map is it?

#

@tribal zealot

tribal zealot
#

I should say "Scenario", it's VR

#

Terrorist hunt, play tested tons with my group but want to see how other people manage to get a better grasp of the difficulty level.

obsidian steeple
#

sure why not

tribal zealot
#

Have some buddies to rope in?

#

It's built to hold 9, is POSSIBLE solo, provides challenge for 3-6.

obsidian steeple
#

for now just solo

tribal zealot
#

Would it be better to put this into looking_for_game?

wooden garnet
#

Is there a way to make objects float? Like I'm trying to put a soldier sleeping on a bed... But he's appearing under the bed and on the ground

obsidian steeple
#

press alt and pull up

#

uncheck the adjust to ground level buttons

#

@wooden garnet

wooden garnet
#

Oh perfect

#

I wonder if that's why I can't get one of my guys to stand and lean against a table too...

obsidian steeple
#

watch out as units will drop to the floor when starting the mission, if you re bed has no surface they fall through

wooden garnet
#

It appears to be a rack that's part of a barracks

#

The entire building and everything in it appears to be one solid unit

wooden garnet
#

Can you replace maps and pictures with custom ones?

#

I've got some officers looking at a map in a landlocked Battlefield..... The map shows an island

feral gate
leaden veldt
#

Ok @feral gate thank you

#

is there a way to add modded items as well

feral gate
#

No change necessary, I'd figure.

leaden veldt
#

well it didnt add them

#

i just dunno

robust flume
#

@leaden veldt just get a 3DEN Enhanced and be done with it

#

it leaves no dependency so you dont have to worry about it

#

all it takes is a single checkbox to make an object available for the whole arsenal

#

although later on when you want to re-edit and save your mission again, you will have to load that mod. or the changes related to the mod will be reverted

#

here

wise frost
#

Hey, bit of a strange question, is there a way to force an object to render at further distances than normal via it's ini field? Example being building a mountain in the editor and wishing for it to pop in and look like the terrain at very long distances.

feral gate
#

That's object view distance.

#

It's probably not a good idea to force it unless you're working on an otherwise almost completely empty terrain, or your mission is singleplayer. MP client capabilities vary wildly.

wise frost
#

I'll give it an attempt and test it with a few buddies to see if it seriously impacts them. I just need the handful of objects to render even if it's outside their normal view range so this artificial mountain doesn't just 'pop in'

feral gate
wise frost
#

The proper way would just to edit the terrain, but that seems excessive for a one off scenario.

#

Awesome, ty

jade ember
#

why AI not shooting at enemy? a little bit foggy and night in a mission but still in script:

 {_x setBehaviour "COMBAT"} forEach units bordGrp1;
    {bordGrp1 reveal [_x, 4]} forEach units playerGrp; ```
bots are start looking at enemy but didn't shoot even with ```doTarget``` and ```doFire```
they start attacking  when someone from enemy start firing, or getting closer. Is it because of night? there is a way how to avoid blind?
obsidian steeple
#

400 m max viewdistance for infantry i believe

#

also i had huge problems with doFire, had to forceweaponfire and made a wobbly MG suppress script. works not perfect but usually players dont notice the difference

jade ember
#

i have ~200 m but bots have strange behavior trying to aiming but they cant like invisible wall between enemy and them (open field, no bushes etc), it seems because weather settings and without a night vision device. so yeah need a made script

rocky sinew
#

Hi all, im having issues with ACE Advance Fatigue, my players all become massively fatigue half way into missions. Makes no difference how well you manage your fatigues or your gear weight. Can someone please help me with this as it basically break all immersion as every becomes walkers.

ACE Fatigues Setting

// ACE Advanced Fatigue
force ace_advanced_fatigue_enabled = true;
force ace_advanced_fatigue_enableStaminaBar = true;
force ace_advanced_fatigue_loadFactor = 0.5;
force ace_advanced_fatigue_performanceFactor = 5;
force ace_advanced_fatigue_recoveryFactor = 5;
force ace_advanced_fatigue_swayFactor = 1;
force ace_advanced_fatigue_terrainGradientFactor = 0.5;```
Even set to max stamina setting
cunning steeple
#

hi guys i have some question

#

how i can make a script for airplane to fill water when he's sliding on the water ?

#

i made munnition for my plane and he's has water bombing and it's working now i need to set how he can "rearm" refill on the water surface ?

signal coral
cinder holly
#

@cunning steeple you could do something like that

waitUntil {
    sleep 0.5;
    private _pos = getPosASL myPlane;
    surfaceIsWater _pos &&  (_pos select 2) < 2
};```
signal coral
#

I would attach a progress bar progress to the distance traveled over the surface at certain height. the full bar would equal setVehicleAmmoDef 1

wooden garnet
#

I noticed something interesting with my scenario

-spawning inside a structure is causing 'rubber-banding' issues
-spawning OUTSIDE this structure allows for normal play

Any idea?

#

ok, scratch that

#

new development

#

as of now, spawning inside a structure while controlling a squad preset to Stand Default A3 animation is causing rubber-banding issues...

#

im experimenting now to make sure that i can articulate this properly...

#

also...AI don't open doors? XD

#

ok, correction - AI arent opening the doors to my building - theyre just passing through them XD

#

lucky enough i can set the doors to remain open and still complete the effect

#

Ok, so...as of now...starting your mission while controlling a soldier or squad set to Stand (Default A3 Animation) is causing rubber-banding issues...regardless of where he starts

#

I can counteract this by setting the squad's Behavior to "Safe" and Special States to "Stay On Position" to prevent them from moving for the moment

#

@signal coral

wooden garnet
#

damnit, where do you find the menu that allows you to adjust which side indigenous forces are hostile towards?

#

i stumbled on it several times, and now i cant remember how to adjust it..

barren dove
#

in the editor, or is there another one somewhere else?

#

if ur talking about what i think ur talking about in the editor go to Attributes > General > Misc

wooden garnet
#

there we go XD

#

thank you

signal coral
#

I'm testing a multiplayer TVT with AI. Is there a way to stop the mission from ending when the only Player dies? You're supposed to go into spectate mode

barren dove
#

there is a Spectator respawn template i think

signal coral
#

so my group uses ACE, but I'm trying to make this mission vanilla compatible. Spectator mode seems to work normally for us when using ACE, but in vanilla (at least testing against AI), it just ends the mission on death

#

["Initialize", [player, [], true]] call BIS_fnc_EGSpectator; I'm guessing that's the ticket

#

didn't work in testing, but I guess I'll have to try it on our server 🤷🏿

barren dove
#

r u testing in MP or SP?

signal coral
#

Multiplayer LAN from the editor

barren dove
#

do you have a respawn template set?

signal coral
#

You mean in description? No

barren dove
#

description or in sqm. you need one set otherwise yes it will just end the mission

signal coral
#

weird, we never set those in our server missions, we just use the Spectator tick box from the in-editor mission attributes

#

and we go into spectator on death or respawn

#

how do I declare that in description.ext?

barren dove
#

right, so did u disable "Mission fail when everyone is dead" in the editor attributes?

signal coral
#

yes

barren dove
#

it doesnt matter if its in description.ext or mission.sqm, just needs to be in one of them

signal coral
#

I just double checked, it's set in the mission

barren dove
#

🤷 appears to be working as intended when i try it

wooden garnet
#

is there a way to make AI units "patrol" along a circular path?

tawny holly
#

loiter, either with a script created waypoint or with an editor placed one

signal coral
#

now the issue I'm having is I'm running the script to set the spawn points on initServer, and I guess it's not moving the players

#

is there a way to wait until the players are loaded in or something?

barren dove
#

yes there is, but cant really tell you how to do that cause it depends on when you consider ur units ready to move. why not have the player move itself to the spawn when its ready?

signal coral
#

how would I do that?

#

ideally, everyone starts the match at the same time

#

I guess I could move the spawns in initPlayerLocal too

signal coral
#

So it seems like absolutely nothing in my initPlayerLocal fires off on our server

barren dove
#

well... if its a dedicated server it isnt meant to run initPlayerLocal... thats for players, locally.

signal coral
#

I see

#

If I copy the contents of initPlayerLocal into a separate sqf, would remoteExec fire it?

barren dove
#

sure, but why? if you want the server to run it why not put it somewhere that both client and server will run? perhaps... init.sqf?

signal coral
#

that works too, I'm asking because I have no clue

#

I had most of the stuff in initServer, but I think it's firing that before the players are able to load in

barren dove
#

yea, is most likely doing it while players are downloading the mission file/receiving data

signal coral
#

so when does Init fire then?

signal coral
#

Still getting nothing. The players are supposed to be teleported to the battle zone at the start. I tried putting the setPos in initServer, initPlayerLocal, and now init, and not a single one seems to work on the dedicated server

barren dove
#

dont know what to say man 🤷 ur doing something wrong.

signal coral
#

no shit

signal coral
#

welp figured out the spectator thing at least, Min Players should be 0 apparently

signal coral
#

So I stripped everything but my initial spawning script out on a new mission to test if that would work on the server, and of course it does not, but here it is. Interesting thing is the AI are being moved where they should be and the markers are doing what they should, it's just players (or at least me) who aren't being teleported to the zone.

//create array of all zone markers
zoneMarkers = [];
{    
    if(_x select [0, 6] == "mrkAct") then {
        zoneMarkers append [_x];
    };
     _x setMarkerAlpha 0;
} foreach allMapMarkers;

//choose random marker from array, make it visible
playzonemarker = selectRandom zoneMarkers;
playzonemarker setMarkerAlpha 1;
startingpos = getMarkerPos playzonemarker;
zonesize = getMarkerSize playzonemarker; //returns [100,200]

boundaryTrigger setPos startingpos;

//move respawn points to opposing sides of battle zone
_bluespawn = startingpos getpos [zonesize select 0, random 360];
_dir = [_bluespawn, startingpos] call BIS_fnc_dirTo;
_dist = (zonesize select 0) * (2);
_redspawn = _bluespawn getPos [(_dist) - (10), _dir];

//move respawn points to opposing sides of battle zone
_bluespawn = startingpos getpos [zonesize select 0, random 360];
_dir = [_bluespawn, startingpos] call BIS_fnc_dirTo;
_dist = (zonesize select 0) * (2);
_redspawn = _bluespawn getPos [(_dist) - (10), _dir];

//move intial players spawns to same location
_emptyposwest = _bluespawn findEmptyPosition [0,20,"Man"];
_emptyposeast = _redspawn findEmptyPosition [0,20,"Man"];
{
    switch side group _x do {
    case west: {
        _x setPos _emptyposwest;
    };
    case east: {
        _x setPos _emptyposeast;
    };
};
_rotation = [_x, startingpos] call BIS_fnc_dirTo;
_x setDir (getDir _x)+_rotation;
} forEach allUnits;```
barren dove
#

didnt you confirm this is running before any players load in though?

signal coral
#

Uhh yeah I think so

#

Shit, may have found the issue:

 _x setPos _emptyposwest

I was setting the positions as local variables and trying to reference them from the Init.

#

Nevermind, that still didn't fix it

barren dove
#

is there a separate spawn script for players?

signal coral
#

well nothing in init or initplayerlocal seems to fire, but I did have a !isServer check as well as a waitUntil player==player thing, so I'm gonna try ditching those checks

barren dove
#

player==player does absolutely nothing. player always == player, even if player isnt ready...

#

same as doing 1 == 1 or anything of that nature. comparing something to itself

signal coral
#

seems to be a widely accepted innacuracy then because I've seen it all over forum posts

barren dove
#

some people arent the brightest 😦

signal coral
#

ahah

#

that makes sense then

barren dove
#

im understanding ur mission set up less and less and this goes on. i suggest pasting the following log everywhere and seeing how far things get to before the logs stop.

diag_log format["%1 %2",__LINE__,__FILE__];```
#

(dont need to replace those variables btw, they will do it for u ingame automagically)

signal coral
#

initServer: decide the spawn points
init/initPlayerLocal/whatever :move the players there

#

do I just throw that at the top of my scripts?

barren dove
#

everywhere in ur init scripts. every few lines otherwise you wont know how far into each script ur getting before it fails

signal coral
#

Huh ok, I mean if it works on LAN just fine, would it show anything different by testing it on a server?

barren dove
#

maybe. works on LAN but not MP so there is a difference somewhere, logs are going to help you find it.

#

assuming those logs dont help at all u can log ur variables as well to see if anything is undefined

signal coral
#

I'm seeing some undefined variables right in the log actually

#

If a variable is set in in initServer, is it automatically availabe to init.sqf?

#

22:18:17 Error Undefined variable in expression: playzonemarker

playzonemarker = selectRandom zoneMarkers;``` 
what?
barren dove
#

no, not exactly.

signal coral
#

Because what I'm seeing is all the stuff in init that uses variables from initServer, according to the log, are undefined

barren dove
#

on the server it has a chance of being available, because its a scheduled script so init.sqf may overtake it/get to using the var before it is set. it wouldnt be available at all for players because its a global var for the server, not publicvar

signal coral
#

so I should define all my player teleporting variables to public variables like sqf publicVariable "CTFscoreOne";

#

?

#

can you add them all to the same line like ```sqf
publicVariable "var1","var2","var3";

barren dove
#

no

#

i said this earlier today, thats what loops are for

#

repeating tasks

signal coral
#

Oh yeah

#

well I set all of the variables that were saying undefined as public, but still getting them as undefined in the rpt. I'm guessing they need to be set as something too?

barren dove
#

use public variable after u set the variable. in the client init you should wait until the variable exists before using it

signal coral
#

Can an outside script change a publicVariable though?

barren dove
#

yes. any script can change a public variable for the client it is changed on, and they can broadcast that change if desired.

#

it doesnt matter where you set these variables or run that location script. the only thing that matters is it happens in the right order.

signal coral
#

Yeah, so I set my variables to public at the top of my Init, then I ran the location script (which uses those variables), but I'm still getting some of those variables as undefined in the rpt

barren dove
#

at the top of ur client or server init?

signal coral
#

just init

#

it looks like I need to wait until the location script is finished to continue with the rest of the init maybe

barren dove
#

you use publicvariable right after you set the variable... using it in init.sqf will broadcast a nil variable if it isnt already defined

signal coral
#

AFTER you set it, ok

barren dove
#

the wiki shows examples for this doesnt it??

#

even that kk blog you linked shows it

signal coral
#

I didn't read the whole thing yet

cursive forge
#

publicVariable doesn't make a variable synchronize. It only broadcasts the current value of the variable at the time of the call, and stores that value to send to players who join.
Every time you change the value, you need to call publicVariable again to broadcast the new value to other players

signal coral
#

Ok that helps a ton, but I'm only setting each one once

#

The issue is the other scripts not being able to read it apparently

cursive forge
#

You need to call it after you set the variable

#

And make sure that others wait for it to be set

#

If you do it immediately on init, then the clients will have already read it ,before the server has sent it

signal coral
#

Ok, how do I make sure it doesn't get sent until the server has set it?

cursive forge
#

@signal coral

#

init.sqf

if (isServer) then
{
    // Set fun fact.
    funFact = "The Nike clothing brand is named after the Greek goddess of victory.";
    // Broadcast it to all machines.
    publicVariable "funFact";
}
else
{
    // Wait for the server to send us the fun fact.
    waitUntil { !isNil "funFact" };
};

// Both server and client shows the fun fact.
hint ("Fun fact: " + funFact);```
signal coral
#

so is there no need to use InitServer then?

cursive forge
#

Depends on when you need it to run

signal coral
#

I'm setting positions randomly, then moving the players to them

cursive forge
#

If you're running something in a loop over the course of the mission, then it doesn't really matter whether it's serverInit or init. Except serverInit is only executed on the server

signal coral
#

it's not in a loop, it's a one time thing at the beginning

cursive forge
signal coral
#

I'm still getting undefines in my rpt file

#

Is this correct?

waitUntil { !isNil "emptyposwest" && !isNil "emptyposeast" && !isNil "preptime"};```
barren dove
#

yes that is correct

signal coral
#

Оkay, so I have my publicVariables being declared in initServer right now, because Init gave the same results. I'm trying to move the players in initPlayerLocal, but that's still throwing undefineds too

#

and I have ```sqf
waitUntil { !isNil "emptyposwest" && !isNil "emptyposeast" && !isNil "preptime"};

#

player==player does absolutely nothing. player always == player, even if player isnt ready... if player is null the expression returns false @barren dove

#

@signal coral it cannot be throwing undefined var on those vars because wait until won’t finish until they are all not nil. You must be executing your scripts regardless of the wait

#

I guess man, I have no idea

#

Me too

#

is it possible my report file is holding old data? It says variables are undefined in "init" but I only have initServer and initPlayerLocal

#

wait a fuckin second

#

I just deleted my rpt file that kept showing old info

#

the new one shows no undefined variables

#

which means for probably the last two hours, everything was (theoretically) working, but the report was wrong

#

Arma creates new rpt each restart otherwise it appends to the existing. Now you know everything

#

haha yup goddamn is that frustrating though

signal coral
#

I'm using BIS_fnc_EGSpectator for spectator mode, but it doesn't allow night vision or have any of the player tracking options on it. How do I enable those?

low scaffold
#

hey there, fellows mission makers ! I'm trying to get customs loadouts on my mission but seems that my vest and uniform are too small to get all the stuff i want in. Is there a way to force it in ?
Thanks !

cinder holly
#

@low scaffold none I know, sorry!

low scaffold
#

ouch thanks anyway

#

ain't it possible to setCapacity or something ?

mossy lava
#

Making a Vest of Holding is a config thing =p

wooden garnet
#

Is there a way to program an objective where you have to speak to an officer?

mossy lava
#

Like by having a player enter a small trigger area in front of the npc?

wooden garnet
#

I guess that would work

raven shard
#

Holdaction script?

signal coral
#

I use triggers where an HVT surrenders if the players get close to him all the time

#

I'm using BIS_fnc_EGSpectator for spectator mode, but it doesn't allow night vision or have any of the player tracking options on it. How do I enable those? It's weird because when you die it momentarily flicks the specator HUD on and off

nimble badge
#

How can i run missions in .pbo files ? For example: SPK\Missions\Exile.Altis = Missions.pbo

#

Can I make the missions foldere work inside the any .pbo ?

#

I don't want to use the mpmissions folder located in the root arma 3 server directory

#

possible ?

signal coral
wooden garnet
#

well that was weird

wooden garnet
#

a new OPFOR squad, and a separate officer, i placed on my map...were causing framerate and performance issues at player spawn points...

#

these new AI for whatever reason were trying to 'group to' entities which werent even on the map...or were extending their group to lines off map

#

....fuckin ARMA XD

signal coral
#

is there no "SEEK AND DESTROY" waypoint type you can assign via setWaypointType?

cursive forge
#

You can assign any waypoint type

#

_wp setWaypointType "SAD"

signal coral
#

I couldn't find wat SAD was called, thnaks

wooden garnet
#

ive seen it

#

its in the same menu that you can select waypoint type

#

also, is there a way to arrange tasks in the map view when theyre stacked top to bottom? mine are out of order

nimble badge
#

Thanks @signal coral But i have a problem.. I want to package the Exile.Chernarus misson file by Obfuscated. But I Get Error. ```XM8 Extra apps, the Exile way of doing it

Here is an example app layout:
class XM8_App01_Button: RscExileXM8AppButton1x1
{
textureNoShortcut = ""; // Path to picture. This can be via mission file or client side PBO
text = ""; // The name of the app to be display on the button
onButtonClick = ""; // The code to fire when the app is clicked
resource = ""; // The name of the resource to load for the app, leave as an empty string if you just want to run code without a GUI, like BOOM or spawning a bike
};
*/

class XM8_App01_Button: RscExileXM8AppButton1x1
{
inherit class 'RscExileXM8AppButton1x1' does not exist
\Exile.Chernarus\config.cpp has errors
In File \Exile.Chernarus\config.cpp: circa Line 7350 rap: missing inheritence class(es)
"Exile.pbo not produced due to error(s)"

sinful rampart
#

You are not supposed to have a config.cpp in a mission pbo

#

you are doing something VERY wrong here

signal coral
#

I don’t even understand what this wall of text mean so no idea how to solve it

nimble badge
#

understand bud. Thank you. @signal coral

#

There is a config file in the original Exile MOD missions. @sinful rampart

#

can I call this config file elsewhere?

sinful rampart
#

I have no idea. But i know Exile is doing a bunch of stupid nonsense. You're better off at asking on a Exile forum about that

nimble badge
#

i understand bud. Thank you 😃 @sinful rampart

undone river
#

is it possible to include a addon with a mission file, so when they join the server they will download the mod with the mission file?

sinful rampart
#

no

undone river
#

is there any planned support for anything like that?

sinful rampart
#

no

undone river
#

alright

signal coral
#

This is what the launcher is supposed to be for, or at least this was the idea

wooden garnet
#

I know that some weapons can destroy existing buildings... Can you destroy walls that preexist on maps?

signal coral
#

you can

#

if the walls are destructible

wooden garnet
#

How can you tell?

#

Aside from shooting it XD

cinder holly
#

simulationEnabled I guess

signal coral
#

probably need to look in config

wooden garnet
#

Which menu?

rapid mirage
#

Hey y'all, I don't suppose anyone has a version of the normal altis full island warlords mission that has a Zeus slot and/or the debug console enabled? Been trying to finagle something to work for days now but I don't know shit so I've just been editing what looks like the right thing and it's not been going very well.

plush spindle
#

anyone got ACE 3 preset I can use for an Antistasi server?
not sure if this is the right channel to ask in....

#

tag me or PM if you got an answer

#

doesn't have to be anything special, just as long as its smooth and playable

#

or if you know where I can find presets I might... have one

distant mauve
#

I have recently began to redo an old Hearts and Minds mission I used to make years ago. I ended up forgetting to how set an area that AI could not spawn in. Any suggestions?
All I think I need is a little line of code to put in an ellipse around the base
@ me if you can figure it out

wooden garnet
#

excellent. my walls can be destroyed 😄

#

i have an odd error at the beginning of my scenario and i think its due to some syntax i cant find

#

'_this setFeatureType |#|parseNumber (_value)'
Error parsenumber: Type Number, expected Bool,String

#

I'm pretty sure...some entity on the map somewhere has an error in its init field

#

found it XD

#

....it was the American flag i placed on the map XD wow...

#

so, question - is there a way to arrange tasks as displayed in the journal in order, from top to bottom?

#

or is it by the order in which they are created?

signal coral
#

Is there a reason this doesn't actually end the mission on our dedicated server, but instead puts everyone in a some sort of temporal loop where shooting people doesn't kill them and you can't actually interact with anything?

if (leloup_escaped && militiacmdr_dead) then {
["End6",true,15] call BIS_fnc_endMission};
#

Nevermind, didn't realize there was BIS_fnc_endMissionServer

signal coral
#

OOPS sorry. it's an TYPO miss

gloomy salmon
#

hey is there a way to place explosives in EDEN that are not ARMED?.. I just want to place them as an item to pick up not explode in my face when I get close to it :(

cinder holly
#

@gloomy salmon try looking in "magazines" not mines ^^

gloomy salmon
#

Thank you :)

#

am trying to make this composition that was amazingly made by a guy named NFC3SPECTRO but reconfigured it to make it interactable and with RHS instead of vanilla

gloomy salmon
#

@cinder holly hmm.. odd.. for some reason none of those explosives are showing up.. i found RHS mines that are mags

#

but nothing else..

#

oh well

onyx heart
#

You can disable simulation, if that doesn't wreck them for your purposes. They still get the red identifying triangle though, and can't be used for anything but glorified decoration. That's what I've been doing, at least. I'd love a better solution if there is one.

gloomy salmon
#

yeah that's what I'm doing as well.. but i want to be able to grab them and then use em later

#

I've seen the campaign missions do it so...

gloomy salmon
#

That irks me a lot! that for some reason you cannot place unarmed explosives on like.. a table or something to be picked up

cinder holly
#

you can, but it would be scripted
the class may not exist in Eden indeed

gloomy salmon
#

hmmm interesting..

rapid mirage
#

anyone who can help me with editing Warlords?

cloud drift
#

What is the best way to debug what's hurting your server performance wise?

quartz yoke
#

Running profiler might help

#

If you are playing a well known mission people might tell you what's hurting your server already 😄

cloud drift
#

Well essentially it's a custom altis life server

#

It uses the base framework that's been edited quite a bit

rapid mirage
#

anyone able to help me get warlords up and running with the debug console enabled or a zeus slot? all my attempts have been pretty unsuccessful and i'm not too sure what i'm doing at all

uncut sail
#

Currently having trouble with triggers in Arma 3 and multiplayer missions, The Hide/Show Modules that work perfectly in single player but doesnt work in multiplayer

signal coral
#

I have this on a trigger in the editor, set to "ANY PLAYER" "PRESENT". It's supposed to kill people who leave the area but doesn't work on dedicated. Any ideas?```sqf
0 = [] spawn {
_rad = triggerArea boundaryTrigger select 0;
damagePlayer = true;
for [ {_i=10} , {_i>=0} , {_i=_i-1} ] do {
_str = str (format ["WARNING: %1", _i]);

titleText [_str,"PLAIN"];
titleFadeOut 0.5;
sleep 1;
if (player distance boundaryTrigger < _rad) exitWith {damagePlayer=false};
};
if (damagePlayer) then {player setDamage 1;
[player] execVM "ACEdeath.sqf";
};
}; ```

#

It briefly appears when a player dies though, like it says "Warning: 10"

sinful rampart
#

@cloud drift best way. Run profiler and see what takes the longest time.
That's not that simple though, but that's the best way, and there is really no other way that gives you good results.

rose sinew
#

Is there a some way to put a hyperlink to a diary record in briefing? The <a href= doesn't works there

cinder holly
#

it seems no web link is allowed; maybe elsewhere

rose sinew
#

I thought the same. Tanks

wooden garnet
#

Do pictures use local pathways, or are they only linkable through internet links?

cinder holly
#

local pathways of course; you don't have to be connected to internet to play!

rapid mirage
#

Fellas? Any help? Please? Been trying to get zeus/debug console warlords working for days ;-;

#

closest i've gotten has the debug console which is what i intended, but doesn't run like warlords should. no parameters menu, ends mission if all players die, probably a lot more broken i haven't seen yet

signal coral
modest glen
#

Hello, i make a mission and i would like to make a discussion of two person but like the DLC tac-ops (like white below the screen) but I don't know how to make this [pls make @ for i have the notification]

rapid mirage
#

yo real quick is there a way to spawn the carrier/destroyer with their weapons already there or do i have to do that manually in the editor?

wooden garnet
#

question: is there a way to have Tasks temporarily hidden, like how you can trigger hidden markets to reveal themselves on the map?

feral gate
#

Hidden how? Not shown in the tasks menu @wooden garnet?

#

Just sync a trigger to the task module to set up it's appearance at some point.

opal hound
#

If I spawn as Independent is it possible that Opfor and Blufor can then be friendly to each other but both enemies to me?

bleak river
fiery willow
#

Does the editor have a budget or is it "how much your computer can handle before it crashes or just catches on fire"

sinful rampart
#

second

fiery willow
#

cool

#

casually buys server rack and makes 1000 vs 1000 battle

signal coral
#

Yeah you could only create 288 groups per side

fiery willow
#

last time i tried to copy paste spam troops

#

there wasnt a cap

#

it kinda just went on until my fps died

sinful rampart
#

then you didn't copy paste enough

signal coral
#

How do you know, you counted groups?

fiery willow
#

well there was alot more than 288

sinful rampart
#

288 per side afaik. Before that the limit was 144

signal coral
#

Groups? @fiery willow

fiery willow
#

wait

#

confused

#

288 troops or teams?

#

like teams as in squads

signal coral
#

Thought it was clear in editor what is group in left panel

fiery willow
#

ok

#

so 288 groups of troops

#

is the cap

signal coral
#

Per side

#

And we call them units

#

Not troops

fiery willow
#

same difference

#

¯_(ツ)_/¯

signal coral
#

Civilian units are not troops

wooden garnet
#

is there a "list" of potential trigger syntax somewhere? ive looked on the ARMA ED3N wiki but i havent found too much

signal coral
#

But they have own side

#

What is potential syntax?

sinful rampart
#

ED3N It's 3DEN or EDEN. but never ED3N

wooden garnet
#

right XD

#

like, all possible entries you can type into "conditions" and such

#

is there a list somewhere i can learn from?

signal coral
#

There is drop down list in editor

#

Which changes dynamically depending on trigger type

sinful rampart
#

there are trillions of possibilities

signal coral
#

Probably would be better if you say what you want to do

sinful rampart
#

I don't think making a list of every possible SQF script that could ever exist would work out that well..

sour knot
#

Someone could go insane trying.

sinful rampart
wooden garnet
#

oh fabulous

#

hmm...i cant seem to get my briefing to show up when i test my scenario, and yes i have briefing enabled...

#

i click "Briefing" and nothing displays, even though I have a paragraph typed...

#

am i missing something?

wooden garnet
#

hmm....can you only assign one task at a time?

wooden garnet
#

hmm...is the ACE canteen bugged?

#

i cant drink from it...

opal hound
#

Frrom what am reading here......a value of <0.6 the resilt is enemy.....does that mean a value of > 0.6 results will friendly?

#

I have this:

#

west setFriend [resistance, 0];
resistance setFriend [west, 0];

east setFriend [resistance, 1];
resistance setFriend [east, 1];

//west setFriend [sideEnemy, 0];
//east setFriend [sideEnemy, 0];
//resistance setFriend [sideEnemy, 0];

civilian setFriend [west,1];
west setFriend [civilian,1];

//west setFriend [sideFriendly, 1];
//east setFriend [sideFriendly, 1];
//resistance setFriend [sideFriendly, 1];
//civilian setFriend [sideFriendly,1];

#

and I've tried everything but they still kill each other

#

by everything I mean differnet lines above on or off

#

I know it sounds ignorant on my part but I'm trying to understand how scripting works,....one bit at a time lol

#

I am independent and I want east and west to be freindly to each other,......but not to me

fading spear
#

are the min/mid/max on the trigger countdown in seconds?

signal coral
#

yes

fading spear
#

kk tnx

wooden garnet
#

what's the file path for briefing templates?

#

actually, begs the question...in what folder do you put pictures and music that you want to use for your start screens and such

tawny holly
#

there is no pre determined folder

#

just make a new folder in your mission directory

#

and the path will be relative to the mission directory

wooden garnet
#

oh good 😛

#

hmm...i dont see a Description.ext file in my mission root folder...

feral gate
#

You can create it.

wooden garnet
#

oh, with Notepad++?

barren dove
#

yea

tawny holly
#

or with any text editor you like

bleak river
#

@opal hound First off if your running your mission on a server make sure your running these commands on the server or else they won't work.

// 0 = Hostile | 1 = Friendly
west setFriend [east, 1]; 
//West see East as friendly
east setFriend [west, 1];
//East see West as friendly
west setFriend [independent,0];
//West see Independent as hostile
east setFriend [independent,0];
//East see Independent as hostile
independent setFriend [west,0];
//Independent see West as hostile
independent setFriend [east,0];
//Independent see East as hostile

Using that West & East are friendly towards each other and hostile towards independent. Independent are hostile towards both West & East

opal hound
#

Yup , I found out this afternoon! Thanks you kindly. This is a SP only

bleak river
#

Make sure to set it for both sides. Or else you'll have one side shooting hostiles while the other sees friendly's shooting them.

opal hound
#

I may still need help along the way ,...since you've stuck your neck out HAha

#

It's getting there though

signal coral
#

Is there some sort of 3d area marker I can use to show players the radius of an area in game?

earnest cove
#

you could spawn the helper objects maybe

#

or the vr blocks with applied custom color (transparency etc)

#

then again, you can't resize them, so that's quite a limitation

modest glen
#

Hi, i want to make a discussion in my mission but I don't know how I use the white text blow and in middle of the screen (not sideChat but it's the same things). Can someone help me pls

modest glen
#

No it is look like but i cant show toi with a picture because we have not the law

barren dove
modest glen
#

Okay thx i will test it

white sparrow
#

hey guys. I'm planning to make mission in the skies [above 10000 M] where i can make some badass jet dogfights. but the problem is we are playing on zeus and camera of zeus stops in like 7 KM above the ground. is it possible to unlock that camera and go higher?

white sparrow
#

Thanks

thorny depot
#

hi

#

gays how to we playe to getha game arma 3 Im new on descordi>

signal coral
#

🤔

wooden garnet
#

well, good news - i got my respawn system working (in multiplayer)

#

i had to change the mission type from "coop mission" to "undefined" strangely enough

#

new issue: friendly AI when they respawn are not respawning with the custom loadouts I created for the mission...this occurs even when enabling the "save loadout" option in Settings - AddOn Options - ACE Respawn menu

#

also new issue: creating multiplayer respawn system breaks respawn system for single player :'(

this is frustrating...

wooden garnet
maiden lodge
#

@wooden garnet An unfortunate glitch I've been encountering recently too. Only way I've been able to fix it is by a cold reboot of the game

wooden garnet
#

😦 alright tried that too @maiden lodge

#

ill try making a brand new scenario with barebones minimum and see if it still happens

maiden lodge
#

I don't think it's anything to do with a scenario's complexity, just a strange glitch when trying to test where it brings up the camera as well.

wooden garnet
#

except that means there's no way to test the scenario's playability in single player...

#

.... my callsigns between single player and multiplayer are different.... 😦

tawny holly
#

this isn't a glitch, look at your respawn templates and it should be obvious

wooden garnet
#

respawn templates?

#

you gotta help me out here...

tawny holly
#

I'm assuming you don't have a description.ext created/

#

go to your respawn settings in eden, make sure you have at least one respawn position

#

make sure you have one template ticked just for testing

wooden garnet
#

you mean the individual soldier? and yes i have the description.ext file created. there's only one entry in it though

#

respawnOnStart = 0;

#

this was suggested to me so i could have players spawn on the initial soldier positions in multiplayer

#

ok, going back to square one...

wooden garnet
#

ok, got it sorted. but another issue. enabling "single player death" screen seems to be preventing respawning in multiplayer. is that how things are, or...is there something else im missing?

signal coral
#

@modest glen you want TitleText

wooden garnet
#

thanks for helping fellas - and for your patience as i try to brute-force my way through this XD

wooden garnet
#

i think the only major thing left for me that's really mission critical is getting a friendly AI squad to move along a waypoint path once the player reaches its trigger area....

#

im researching "move" commands now, but...

wooden garnet
#

hmm...figured out how to get AI to move using map markers 😛 i guess i can live with that

modest glen
#

@signal coral no it's subtitle I found it

signal coral
#

I'm trying to have an AI drop paratroopers in a mission, and it works, but the damn chopper keeps landing to pick them all up after they eject. Do I need to switch it's group or something?

#

using this on a waypoint:

{_x leaveVehicle vehicle _x;
_x action ["Eject", vehicle _x]
} forEach units group p1;
feral gate
#

I have problems with the AI if they start in a vehicle that isn't grouped to them. Resolved by starting them outside of it and getting in.

#

Sounds like the vehicle is grouped to them, which would cause this issue though?

signal coral
#

Well, I made the vic its own group "drop1" and then I spawned a squad "p1" and dragged it into the chopper. I'm wondering if it will act differently if I start the troops unloaded and have them board first

feral gate
#

Worth a shot

quartz yoke
#

@feral gate Did you try to assignAsCargo the units to the vehicle? This way they shouldn't try to get out the vehicle which doesn't belong to their group

feral gate
#

Nope
I've just made do with Get In waypoints

quartz yoke
#

Well... if player doesn't need to see them getting in, it's worth just assigning them and performing moveInCargo or something like this

#

One poor guy might get stuck somewhere and fail to board the vehicle sometimes

signal coral
#

I made sure to define their groups when I made them, then just loaded them in by dragging them and it worked this time. I think leaveVehicle had something to do with it working

#

Is there any easy way to trigger events as Zeus? I've started making trigger areas with ANYBODY PRESENT and dropping troops in there to trigger different things

dreamy seal
#

how do i create a series of interconnecting missions or campaign throught the editor? the reason i am asking is cause i am trying to create an invasion and ive noticed that there is a lot of planning and prep that goes on before it

feral gate
#

How important is it that any minor things (like picked up guns, etc) carry over? (Frankly I don't know much about this.)

dreamy seal
#

Idk

#

Not very just the big things the main players

feral gate
#

Is the campaign Singleplayer or Multiplayer?

dreamy seal
#

idk yet most likey single player but it might evolve into mulitplayer

#

who knows

#

be honest with you i know what want to do as of right now

#

but not how best to implement it

feral gate
#

And that is?

dreamy seal
#

do the maps have to be the same or not?

#

yes and that is it