#arma3_scenario
1 messages · Page 37 of 1
Looking for someone that knows how to create tables and or someone that is knowledgeable with working on framework feel free to message me.
@proud salmon m-m-m-multipooost
@icy comet thanks for the answer
Is there a way I can call more than 9 artillery shells at once? I need a fire for effect kind of shelling.
9 Shells is pretty damn fire for effect
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.
@amber viper you could script a light source, but it won't be a directional one
Oh nice, R3vo updated the CfgAISkill Entry on the BIKI for A3. Nice.
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
@proud rock try limitSpeed and linked commands 🙂
This one is probably better, but it was buggy when was introduced, maybe fixed https://community.bistudio.com/wiki/setDriveOnPath
anyone used https://community.bistudio.com/wiki/Arma_3_Animated_Briefing yet for their missions? and does it work with coop/MP?
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
nothing to do with description.ext, _cheapest variable is not set thats all
how do i set it?
_cheapest = <your value>;
no, put it in the script which gives you error
are you using mod?
only cba and sound mods
Looks like warlords error, you probably have module or something in the mission
no modules aside from init and sectors
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
This is Bohemia AI deal with it
On some airports the ai will use the taxiways on the other not
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
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.
(dont really know which thread to ask this question in as I dont think its a script query) sorry :)
You can use AICommand
@flint igloo it is called high command or HC
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?
@narrow edge
civ_pow addEventHandler["Killed",
{
params["_civ","_killer"];
diag_log format["Player %1 killed civilian %2",name _killer, name _civ];
}];
civ_pow being your civilian
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};
although I don't think that would be the most performant
Thanks lad, I'll try to implement it soon to test it out
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
diag_log will log text to the RPT
See : https://community.bistudio.com/wiki/Crash_Files , to find this. For your server it should be within the same directory as your set profile
@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
@Meytrell#8549
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers
How can I make AI Blackfish to drop vehicle? I just put WP like Unload, Vehicle Unload, etc but none of these works.
It should be vehicle unload
Thanks. I think setVehicleCargo objNull; is do its job.
Regarding a mission section; is it "acceptable" to title "part 1", "part 2" or way better to say "Act 1", "Act 2" ?
(big white text on a black background, of course)
Not sure it really matters tbh
but personally, if you're doing something that involves building rapport between the player and the characters in your mission
I would say Act 1/2/3
But if it's just a straightforward mission I would just say part or section
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
Maybe add a title to the act/part
Part 1: Insertion
Part 2: Infiltrate/Assault
Part 3: Get the hell out of dodge
yes, that is planned (Part 1: Afternoon, Part 2: Night)
(thanks for the feedback btw!)
I tend to prefer Phase
^ phase sounds perfect actually
Too… "mechanical"
I picked it up after I read an analysis of the Battle of Fallujah https://drive.google.com/file/d/0B2sYTS1wvgPwVjVFMnpRWEdPRm8/view?usp=sharing
Although I'm sure there are lots of other places where one can come across "phase lines" as a term.
eg picture ontop of button
@mossy lava @feral bolt I will ponder about it with a clearer mind; thank you for your input and explanations!
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?
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];
Some assistance @ http://armadatabase.wixsite.com/armadb/c9
hope this helps 😄
@signal coral
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
do you have configured properly the respawn in your 3DEN editor ? check Attributes > Multiplayer > Respawn > Respawn on custom position @crystal oasis
@dire oyster Yes
check if your marker is named respawn_west
Variable Name respawn_west and would respawn tickets be affecting my problem?
dont think so
Well if anyone has any ideas or suggestions I'm open to them because I'm not to experienced in the Mission making
can send a example mission to you later if you want so you can dig up the respawn stuff from it, @crystal oasis
yeah that would be awesome if you could @dire oyster
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?
@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.
The Community Base Addons mod gives you a Garrison waypoint that you could use to randomise their placements inside buildings.
can I put it near buildings
or do I have to put in in the building
what if I wanna garrison a whole FOB
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.
how do I make
locations
like
a base location
and it will show on map if possible
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.
so I cant do it like the cities or towns?
Never looked deeply into it, but I'd say no.
how do I have the half shaded area thing
like the ones on campaign maps
the ellipse that is shaded
That's also part of the Markers tab, but you have to click the Areas button on the top of it to find them.
@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 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)
@vernal schooner here's how to make grey box markers for placed buildings https://forums.bohemia.net/forums/topic/154604-how-do-you-make-placed-objects-show-on-the-map-screen/?do=findComment&comment=2441192
Does anybody know if there is a mod-variant of the SDV that could carry something like 6 to 8 people?
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.
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.
But I mainly just want a mod that allows for more than four people to go along with one SDV
Hey guys, being a dummy with Zeus Curators xD Making a zeus vs zeus missions but the units placed by other curators are still editable by every curator... how do I change this?
https://forums.bohemia.net/forums/topic/221180-zeus-curator-faction/
how do I place a custom flag on map?
Custom how so? Texture wise? Place a flag, change the texture in the properties menu at the bottom
it's basically a flag in jpg I placed in the mission folder
want to add it on the map
but don't know how
@violet brook
if(isServer) then
{
{
if(_x isKindOf "CAManBase") then
{
curatorThing removeCuratorEditableObjects[[_x],true];
};
} forEach (curatorEditableObjects curatorThing);
};
@signal coral I just explained to you how to do this
ok
I'll try doing it
Do I need to place a marker on map to do it or I need to place a object on ground?
just place the object
if you want a new marker class with that texture, mod it
otherwise, use drawIcon
you won't be able to use any regular marker commands with it, because it's obviously not a marker
I think I can do it. but will requisite time
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.
Otherwise, nope. Not happening

_mkr = createMarker["Blah",[0,0,0];
_mkr setMarkerType "CustomBlahType";
This would need to be in a mod config! Not mission! https://discordapp.com/channels/105462288051380224/105463244310728704/531565839552610307
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.
Use the cba settings. I am sure there is a way to disable it alltogethet
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
Invade & Annex does all that but it also does a lot more
Theres probably a config to turn off dynamic mission creation though
i currently use your apex frame work and have been for a year or so (bro unit 😭 ), ill definitely look into it
@zinc meteor If you're still having trouble with your mission, upload it and link it. I'll take a look.
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
are the FIA friendly to NATO?
oh ok. you probably didn't set FIA to enemy, so your AI think you've gone rogue
how do you do so?
Yeah there is a mission setting to toggle greenfor relations
ah, i see. thanks for the input!
speaking of wich, how does the Bluefor/Greenfor thing work?
sorry for the dumb questions, i just started arma a couple days ago. im making a map for practise
By default BLUFOR is friendly to Independent and hostile to OPFOR. You can change it so IND is hostile to BLU though.
It's under scenario attributes > General
thanks!
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.
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
Well that would be one approach I guess. But not very helpful as They Will still need to fix their own vehicles etc.
@clever acorn maybe you can lock the vehicle in the attributes
They shouldnt be able to get in that way
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.
You can remove the repair actions from the vehicle https://github.com/acemod/ACE3/blob/master/addons/interact_menu/functions/fnc_removeActionFromObject.sqf
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.
i do have the magazines in the whitelist, i can post the whole init but its kinda long @sinful rampart
itll show the ammo in the all ammo tab, just not the ammo for your current weapon equpt
If you have an array with all available ammo I'd be interested
I got everything else, just stopped at ammo cause I got annoyed
ammo and grenades, that is
Post a pastebin link @chilly wyvern, if it's too long to post here
@feral gate @sinful rampart
here it is:
https://pastebin.com/35XCSXj7
@zinc temple
these might be useful;
https://pastebin.com/tZXPH0Rj
https://pastebin.com/Bfz26pXH
God damn and I wrote them all down by myself
Thanks 😅
Well at least I have them categorized that way I guess
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?
Thanks @mossy lava . Looks like that will do just what I want.
Good luck!
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.
load the compats that you need to load. done
👍🏻 thanks
I hadn’t really looked for individual syntax’s errors, I though if I missed a class name or coma it wouldn’t work.
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
Why don't you just use hide/edit terrain object in Eden
Explain pls
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
Okay, thanks
Anybody have a recommendation of a good enemy AI CAS script? Something that actively makes a fixed wing attempt bombing runs?
I typically combine the Air strike (forgot it's actual name) module with synced triggers @sharp axle. Works well enough for my purposes.
I'm looking for a bit more dynamic, as in the jet is already in the AO and it drops bombs at will.
Or at least appears to do so, rather it drops a laser target on knows about or not.
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.
@signal coral head over to #arma3_troubleshooting , please. test without any mod and let us know there
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?
Ruha is a terrain: https://steamcommunity.com/sharedfiles/filedetails/?id=1368857262
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
will do - thanks 😃
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 😕
@cinder holly and @tawny holly - thanks for the pointers earlier; it was ACE goggles. I am cretin 😦
@coral mirage so it does happen to the best… drop the Makarov fer, it's not worth it!!
@tawny holly You a mission maker?
sure...?
Does someone know how to fix a such problems:
- If mission runned locally - all works fine for local testing. But
- ... if mission runned on a dedicated server - Mission briefing is missing on the map. The menu is present itselve, but an empty.
- Nobody can't loot items from backpacks or uniform of a dead bodies
@rose sinew some scripts seems to not be executed on a dedicated, but this is all I can say from that
@cinder holly thanks, this will help me in which they to find
:+1:
@rose sinew (maybe) look for isServer, isDedicated, hasInterface commands as well
i need help removing fences in editor
You're using the Edit Terrain Objects module?
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
no i am not using any terrain module
There is a module you can place down to edit (in this case remove) terrain objects (which includes fences).
omg thanks it worked i spend so much time building another base damn... should have asked earlier
are there vanilla big radios? or only those walkie talkie sized?
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.
@unique needle if you want good radios I’d use RHS with TFAR
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
therefore I am looking for a CfgClass that reflects all common long range radios - if such thing exists
@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.
@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.
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.
It's going to be a pain and you should poke questions about it in #arma3_scripting rather than here.
*oh, you mean actually setting up the characters to slot @tropic sphinx?
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.
@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.
@feral gate ah ok thanks for clarification
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
@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.
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
@sinful rampart OK I see - so there is no common abstraction for a "long range radio", got it.
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
You can boost a 343 radio so much that you cna talk over whole stratis if you want to with scripts etc.
lots of relevant ACRE info: http://acre2.idi-systems.com/
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)
With ACRE, yes.
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
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)
Replace vehicle with simple object
Or you can lock it and disable open inventory for player trying to use it
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
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.
@signal coral he wants it "not destroyed", destroyed a.k.a "can't enter, can't access inventory"
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
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
So basically vehicle disable
have a working vehicle, and with event handlers that it takes damage up to a certain point, without explosion yep
Yeah the critical levels are somewhere in config just need to find where
Do vehicles leak fuel if fuel tank is damaged?
helicopters, from painful memor_ies_
Even in A3?
Yes, destroyed fuel tank leads to leakage while leaving vehicle operational. The explosion is caused by hullDamageCauseExplosion = 1;
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
wouldn't "Hit" event handler be more appropriate @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
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.
The dev pays attention to #warlords_discussion. Raise the request for smaller sizes there.
Oof I didn't scroll down far enough
if you don't ask, you will never know @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?
How do I import mission files to people so they can upload to a dedicated server?
I need to know badly
anyone know what difficulty setting might be stopping the player from seeing themselves on the map? EG no red circle
mapContent=0; or mapContentFriendly=0;
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
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
@weak yew you can rotate them in 3D, works quite well
@weak yew you can switchMove on dead AI
Dead AI used to be stiff but I tested now and it does ragdoll after switchMove
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?
you asked to change it after setDamage, no?
I probably misunderstood as usual, calling @cinder holly to translate it for me!
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)
Ok. I will try it out. Thank you. Didn't know about the forced pancake pose.
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
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 😉
you are better off using setUnitLoadout and limiting it to local execution only
@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)```
I name those units man_x, short for mannequin.
how can I let a player (or group of players) view fade out and then fade in again?
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.
Look into ALiVE
With ALiVE I still would have to place modules and set it up right ?
Yes. It should be a lot less work than most other solutions.
You just create 2 opposite sides and set both guard the same position, guaranteed clusterfuck
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
The issue with alive is it does not spawn all units at once. The units only get spawned if a player is near by
You could set the "near by" distance to sufficiently large
The idea was that no player needs to be on the server
Alive can model behaviour of the ai while they are not spawned
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?
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.
The limit is 288 and it is config based but not the one you can make a mod for
@mossy lava yes but I need real units doing real interactions, looting, shooting etc.
Thanks @barren dove @signal coral
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.
no, not to my knowledge. scripted solutions arent hard to write up if you need to.
So we can free up the group cap via scripting?
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
Or, use deleteWhenEmpty as the command or as a param when creating a group. iirc this is enabled by default
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
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.
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
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
I did not no
But I am okay with the loss, I am redesigning all the stuff I wasnt happy with now
@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)?
@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
@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.
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
You can just place down the correct units and change the loadout to your liking. ACE settings are handled through CBA https://ace3mod.com/2017/12/20/cba-settings.html
oh okay , thanks
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
so you want people to go down and need reviving
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
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
ok thanks for the help
np bud
is this an overkill for creating 3d sounds for MP coop mission?
[[{evi12 say3D "broadcast1"}],"BIS_fnc_Spawn",true] call BIS_fnc_MP;
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
What cemetery are you digging on @weak yew ?
Bohemia Forums )
Central then
I need to do stupid things in order to learn
You could safely ignore anything older than 3 years I reckon
Unless someone reposted a 5 year old script last week.. 😄
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.
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
so do you want a waypoint to fire, a script to be called? what do you mean by activate?
Would be happy enough with a deprecation RPT warning :D
Spam the crap out of people who are too lazy to update
This is inhumane
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
You can spawn some persistent fire/smoke and then either hide the grass or create grasscutters.
You can emulate it via some trickery and scripting, but it would probably be quite cpu intensive
Now if you're talking about your team inhaling the smoke and having effects...
ppEffect blur incoming 👀
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
what's arma capabilities ai-number wise? Can i make 100ai + 30players?
@buoyant heron The game itself can do that, yes.
The server you're playing on, however, has limitations that can vary.
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
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.
TacOps isn't even a MP Based DLC
@feral gate ty ❤
So. the editor bugged out and I now have transparent outlines for each of the objects: https://gyazo.com/294ed213d3c8bd7f56d7a770ca41c8a2
How can I fix this?
@mild minnow transparent outlines…?
if you mean the rifles on the table, you have to delete + replace them
it happens if you have tried to add more magazines or weapons to a weapon holder (painful, I know)
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?
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
okay i will try
How does one
change the name of squads in the MP lobby
instead of Alpha 1-1 etc I want something written by myself
https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby
Also, did you know that you can separate parts of your sentence with comma instead of new lines?
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.
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.
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
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 this was a bug but as I recall it got fixed at some point
👌 splendid
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?
Is there a way to make objects invisible or somewhat transparent?
No I mean semi-transparent so it's like a hologram or a ghost if you can understand what I mean
Yeah setObjectTexture/setObjectMaterial
You could get fancy and use pip and a camera
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
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.
@frank umbra an ellipsis of ROUGHLY
(2×866) × (2×1145)
~= 3 115 109 m²?
thank you! that helps alot.
you're welcome! more or less 3000000 m² indeed
The main runway at Edwards AFB is too big to build in game but i think i can scale it down
Is it possible to change the orientation of a vehicle weapon in a mission with a script command?
Can put AI in the gunner seat order to aim then remove it
@frank umbra 3254075.5
someone did a crazy job about it 😄
Can someone direct me to a simply fast and easy Mobile respawn tutorial
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 😃
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?
@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
Thank you! I'll try those
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
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.
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
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
how to convert a project from notepad to mission.sqm?
Rename it from .txt to .sqm
You re not supposed to edit mission.sqm by hand
@mossy lava not work
Then your text file is not correctly made. Try using the editor =p
what is editor = p?
what is editor = p? Not sure if troll or just..
I'm leaning toward just.. considering his first question xD
😃
I created a collection of a mission I made on different maps: https://steamcommunity.com/sharedfiles/filedetails/?id=1639321392
@old tapir → #production_releases 😉
Thanks
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
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
thats what i figured
what would be the best way to dynamically populate buildings that players are near?
Could always do that with triggers
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
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?
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?
how do you blacklist? script or editor attributes
@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 editor attributes
yeah it's easier to blacklist the stupid stuff that you don't want, then whitelist the things you do want
might very well just be a bug
if you can reproduce with just ACE, CBA then just create a bug report
Contrary to vanilla arsenal, ace arsenal bugs will be fixed
What if try this with ACE arsenal?
Could it works?
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
Hey, I have made this loading screen image, but I don't know how to remove the black lines effect, any ideas ? Thanks
@sinful rampart I'll see if I can replicate it sometime within the next couple days. Freetime is stretched 😛
@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.
anyone managed to use BIS_orange_fnc_switchPeriod function in their mission? Trying to understand how this thing works.
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
anyone willing to try out my new missions?
@robust flume go #production_releases and spread the word! 😉
huh
you're welcome!
much appreciated
You can probably disable the lines overlay thing with a mod, but it's not gonna be trivial and it'll need a mod
@sinful rampart but don't you already need a mod to change this background image?
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
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)
Is this a psychics club, can I join?
?
Trying to figure what @tranquil canopy is asking
Sit back and take notes @signal coral 😜
He's mentioning top and bottom "overlay" horizontal lines
Yeah, but what is this screen vanilla or modded?
seems modded
It's good I managed to remove that
@tranquil canopy may I ask you how?
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?
ALiVE ORBAT is an option. It basically spits out the files you need to pack into a mod.
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"];
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"])
thank you so much. I appretiate it.
Hey guys! quick question. Does anyone knows how RHS's 5.56 suppresed ammo is named?
@lapis isle How it's named?
yeah I skipped that part 😉
You could just spawn with one and check it with a command
rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer
I have the class names but there is no "subsonic" note
Don't even know if there is subsonic 556 in rhs
http://tikka.ws/class/index.php?b=cfgAmmo use search for 556
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
Was never in the need. I always shoot mk318
Well.. OK thanks for that link anyway 😃 I will look into it
Anyone with ACE3 and RHS want to playtest a map before it goes live for beta?
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.
sure why not
Have some buddies to rope in?
It's built to hold 9, is POSSIBLE solo, provides challenge for 3-6.
for now just solo
Would it be better to put this into looking_for_game?
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
press alt and pull up
uncheck the adjust to ground level buttons
@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...
watch out as units will drop to the floor when starting the mission, if you re bed has no surface they fall through
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
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
@leaden veldt According to the biwiki Virtual Arsenal page https://community.bistudio.com/wiki/Arma_3_Arsenal#Virtual_Ammo_Box, just paste 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; into the init of something to make it a full arsenal box.
No change necessary, I'd figure.
@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
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.
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.
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'
Check out https://community.bistudio.com/wiki/setViewDistance, and it's see also: setObjectViewDistance
The proper way would just to edit the terrain, but that seems excessive for a one off scenario.
Awesome, ty
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?
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
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
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
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 ?
the server isn't releasing the overwrite option for player name view distance, is there anyway to fix that? https://gyazo.com/55b117b165aae51263fb17b6ef22ac5f
@cunning steeple you could do something like that
waitUntil {
sleep 0.5;
private _pos = getPosASL myPlane;
surfaceIsWater _pos && (_pos select 2) < 2
};```
I would attach a progress bar progress to the distance traveled over the surface at certain height. the full bar would equal setVehicleAmmoDef 1
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
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..
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
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
there is a Spectator respawn template i think
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 🤷🏿
r u testing in MP or SP?
Multiplayer LAN from the editor
do you have a respawn template set?
You mean in description? No
description or in sqm. you need one set otherwise yes it will just end the mission
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?
right, so did u disable "Mission fail when everyone is dead" in the editor attributes?
yes
it doesnt matter if its in description.ext or mission.sqm, just needs to be in one of them
I just double checked, it's set in the mission
🤷 appears to be working as intended when i try it
is there a way to make AI units "patrol" along a circular path?
loiter, either with a script created waypoint or with an editor placed one
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?
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?
how would I do that?
ideally, everyone starts the match at the same time
I guess I could move the spawns in initPlayerLocal too
So it seems like absolutely nothing in my initPlayerLocal fires off on our server
well... if its a dedicated server it isnt meant to run initPlayerLocal... thats for players, locally.
I see
If I copy the contents of initPlayerLocal into a separate sqf, would remoteExec fire it?
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?
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
yea, is most likely doing it while players are downloading the mission file/receiving data
so when does Init fire then?
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
dont know what to say man 🤷 ur doing something wrong.
no shit
welp figured out the spectator thing at least, Min Players should be 0 apparently
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;```
didnt you confirm this is running before any players load in though?
Uhh yeah I think so
I'm looking at a thread https://steamcommunity.com/app/107410/discussions/0/350543389014952275/ but I'm a little confused about the Init. I would want the spawn position to be decided in initServer right? And then use that position in Init? Do I need to add something like "waituntil {!isNull player};" in Init or is that redundant?
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
is there a separate spawn script for players?
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
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
seems to be a widely accepted innacuracy then because I've seen it all over forum posts
some people arent the brightest 😦
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)
initServer: decide the spawn points
init/initPlayerLocal/whatever :move the players there
do I just throw that at the top of my scripts?
everywhere in ur init scripts. every few lines otherwise you wont know how far into each script ur getting before it fails
Huh ok, I mean if it works on LAN just fine, would it show anything different by testing it on a server?
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
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?
no, not exactly.
Because what I'm seeing is all the stuff in init that uses variables from initServer, according to the log, are undefined
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
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";
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?
use public variable after u set the variable. in the client init you should wait until the variable exists before using it
Here, he's saying to initialize variables in Init http://killzonekid.com/arma-scripting-tutorials-variables-part-3/
So I put all my public variables into Init, make the location script it's own script
Can an outside script change a publicVariable though?
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.
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
at the top of ur client or server init?
just init
it looks like I need to wait until the location script is finished to continue with the rest of the init maybe
you use publicvariable right after you set the variable... using it in init.sqf will broadcast a nil variable if it isnt already defined
AFTER you set it, ok
I didn't read the whole thing yet
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
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
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
Ok, how do I make sure it doesn't get sent until the server has set it?
@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);```
so is there no need to use InitServer then?
Depends on when you need it to run
I'm setting positions randomly, then moving the players to them
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
it's not in a loop, it's a one time thing at the beginning
Should be fine in init.sqf with a isServer check. But you may want to check the initialization order https://community.bistudio.com/wiki/Initialization_Order
I'm still getting undefines in my rpt file
Is this correct?
waitUntil { !isNil "emptyposwest" && !isNil "emptyposeast" && !isNil "preptime"};```
yes that is correct
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
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?
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 !
@low scaffold none I know, sorry!
Making a Vest of Holding is a config thing =p
Is there a way to program an objective where you have to speak to an officer?
Like by having a player enter a small trigger area in front of the npc?
I guess that would work
Holdaction script?
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
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 ?
See apex mission collection section https://community.bistudio.com/wiki/server.cfg
well that was weird
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
is there no "SEEK AND DESTROY" waypoint type you can assign via setWaypointType?
I couldn't find wat SAD was called, thnaks
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
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)"
You are not supposed to have a config.cpp in a mission pbo
you are doing something VERY wrong here
I don’t even understand what this wall of text mean so no idea how to solve it
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?
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
i understand bud. Thank you 😃 @sinful rampart
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?
no
is there any planned support for anything like that?
no
alright
This is what the launcher is supposed to be for, or at least this was the idea
I know that some weapons can destroy existing buildings... Can you destroy walls that preexist on maps?
simulationEnabled I guess
probably need to look in config
Which menu?
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.
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
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
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?
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
OOPS sorry. it's an TYPO miss
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 :(
@gloomy salmon try looking in "magazines" not mines ^^
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
more in #screenshots_arma
@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
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.
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...
That irks me a lot! that for some reason you cannot place unarmed explosives on like.. a table or something to be picked up
you can, but it would be scripted
the class may not exist in Eden indeed
hmmm interesting..
anyone who can help me with editing Warlords?
What is the best way to debug what's hurting your server performance wise?
Running profiler might help
If you are playing a well known mission people might tell you what's hurting your server already 😄
Well essentially it's a custom altis life server
It uses the base framework that's been edited quite a bit
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
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
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"
@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.
Is there a some way to put a hyperlink to a diary record in briefing? The <a href= doesn't works there
I thought the same. Tanks
Do pictures use local pathways, or are they only linkable through internet links?
local pathways of course; you don't have to be connected to internet to play!
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
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]
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?
question: is there a way to have Tasks temporarily hidden, like how you can trigger hidden markets to reveal themselves on the map?
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.
If I spawn as Independent is it possible that Opfor and Blufor can then be friendly to each other but both enemies to me?
@opal hound This should help you with what you need https://community.bistudio.com/wiki/setFriend
Does the editor have a budget or is it "how much your computer can handle before it crashes or just catches on fire"
second
Yeah you could only create 288 groups per side
last time i tried to copy paste spam troops
there wasnt a cap
it kinda just went on until my fps died
then you didn't copy paste enough
How do you know, you counted groups?
well there was alot more than 288
288 per side afaik. Before that the limit was 144
Groups? @fiery willow
Thought it was clear in editor what is group in left panel
Civilian units are not troops
is there a "list" of potential trigger syntax somewhere? ive looked on the ARMA ED3N wiki but i havent found too much
ED3N It's 3DEN or EDEN. but never ED3N
right XD
like, all possible entries you can type into "conditions" and such
is there a list somewhere i can learn from?
There is drop down list in editor
Which changes dynamically depending on trigger type
there are trillions of possibilities
Probably would be better if you say what you want to do
I don't think making a list of every possible SQF script that could ever exist would work out that well..
Someone could go insane trying.
@wooden garnet https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 here is a list of all possible commands. You can chain as many commands as you want together
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?
hmm....can you only assign one task at a time?
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
are the min/mid/max on the trigger countdown in seconds?
yes
kk tnx
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
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
music, you need to define in CfgMusic:
https://community.bistudio.com/wiki/Description.ext#CfgMusic
Use: https://community.bistudio.com/wiki/playMusic , to play your music.
You can create it.
oh, with Notepad++?
yea
or with any text editor you like
@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
Yup , I found out this afternoon! Thanks you kindly. This is a SP only
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.
I may still need help along the way ,...since you've stuck your neck out HAha
It's getting there though
Is there some sort of 3d area marker I can use to show players the radius of an area in game?
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
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
No it is look like but i cant show toi with a picture because we have not the law
@barren dove go on the channel #screenshots_arma
i think that might be
https://community.bistudio.com/wiki/BIS_fnc_kbTell
Okay thx i will test it
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?
Thanks
🤔
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...
https://cdn.discordapp.com/attachments/393783973131583488/544249604091150348/20190210151249_1.jpg
what the hell did i do wrong here?!
@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
😦 alright tried that too @maiden lodge
ill try making a brand new scenario with barebones minimum and see if it still happens
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.
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.... 😦
this isn't a glitch, look at your respawn templates and it should be obvious
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
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...
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?
@modest glen you want TitleText
thanks for helping fellas - and for your patience as i try to brute-force my way through this XD
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...
hmm...figured out how to get AI to move using map markers 😛 i guess i can live with that
@signal coral no it's subtitle I found it
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;
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?
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
Worth a shot
@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
Nope
I've just made do with Get In waypoints
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
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
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
How important is it that any minor things (like picked up guns, etc) carry over? (Frankly I don't know much about this.)
Is the campaign Singleplayer or Multiplayer?
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
And that is?