#arma3_scenario
1 messages · Page 38 of 1
Switching from a Desert to a Jungle terrain is bad for a campaign, for example, whereas switching from a desert to a desert terrain is alright.
using the MI 8T and I can't get my stupid AI to board it
@feral gate try leaveVehicle
Issue was getting the AI to stay in the vehicle, not getting them out @raven whale
To be honest I have no clue what I am doing but do know what I what I want to do so can I upload screenshots of what I have working on and get help or guidance on what I what I need to do?
If the special state of "stay on position" is enabled to prevent a friendly AI squad from moving into formation on mission start, even a synced trigger will not make them move to their next waypoint . Is there a way to fix this aside from turning off "stay on position?"
maybe order every of the units to doStop on start? @wooden garnet
Hmm....that might work
So i just set up a mission using the high command module. Trying it on a server in multiplayer wont let me switch to the high command mode it appears not to work. Any ideas why? I tested the mission and it worked as expected in single player no idea whats going on
Have you read multiplayer notes on wiki? https://community.bistudio.com/wiki/High_Command
@signal coral yes i did, however i synced a Unit without a group to the command module
Still doesnt seem to work
Not really sure where to ask this, but does anyone know what the Mission >> Intel >> minute format is?
Inside of a mission.sqm file
I assumed it would be like 1304 (1:04 pm) ->
hour: 13,
minute: 04
but sometimes, the minute is negative
it is just negative minutes, not sure why it does it 🤷
negative as in
hour=14;
minute=-26;
comes out as 1334
ive got array of simpleobjects
if (isServer) then {
_simpleObject_0 = createSimpleObject ['ca\misc3\fort_watchtower.p3d', [8203.558594,9052.0869141,470.912415]];
_simpleObject_0 setVectorDirAndUp [[-0.989166,-0.139646,0.0452765],[0.0492734,-0.0252964,0.998465]]; .............
};
how to parse this giant array to EDEN as editable and movable objects?
does anyone have an up-to-date guide for how to create coop objectives? I just want to set a few waypoints the players need to go to. I've tried several guides and YouTube videos without luck. All I've been able to do is have white directional arrows pointing to places, but can't figure out actual objectives/tasks.
Are you using the 3D Editor @hollow yarrow? If so, drop a Create Task module and set up it's attributes as you like.
ArmA III Eden Editor, without mods
Yup
I haven't been able to create any objectives. I added all the task items I could find and filled them with values (it's not clear what is what, at all). but no luck.
any actual step-by-step guides?
Not that I know of personally, but googlefu helped with that: https://www.google.com/search?q=ArmA+3+setting+up+objectives
I've looked at tons of those results. half of them contradict each other. many are years old. I want to know how it works currently in Eden Editor. I haven't found any step-by-step guides that worked, as I said. a google link that I've already done myself isn't helpful.
or someone willing to walk me through the actual steps, though that's less time-efficient than a good guide.
Bit surprised, it's very simple atm.
To clarify, you just want a floating marker in-game hovering over objective points (and some info to go with), right?
I want to have a place for the squad to go to, listed in tasks with a yellow icon. when they get there, I want to trigger another location to travel to.
I can talk you through it, I just finished making a mission with tasks in it
very basic
its very simple
sec, loading editor
Add an Area trigger, set it to BLUFOR/whatever player faction/Is Present.
Sync the trigger to the second Create Task module.
also how does it work in terms of everyone getting there, or just the first person?
Just the first person, unless you stick a brief timer to the trigger for everyone to get in
Optionally, to 'complete' the first objective at this point, add a...Task State module, set it to 'complete', sync to the first Task and to the trigger.
For the floating marker, the Create Task modules has a specific attribute that needs to be set - the 'Destination' attribute.
To clarify, syncing a Create Task module to a trigger will make the task appear once the trigger is activated.
Syncing a Task modifier (like Task State) to a trigger and a Create Task module will modify the Create Task module mid-game.
"Place two Create Task modules." Done. What is an area trigger? what do I do with the first task module? you didn't say.
The first task module is your first objective. Set it up as you want it - with a title, a description, a destination, etc.
If it's your initial game-start objective, you don't need to do anything more than that.
An Area trigger is a standard Trigger (found in the Triggers submenu on the right panel) that has been widened by it's size attributes into an area.
"Set it up as you want it - with a title, a description, a destination, etc." what do you mean a destination? you're talking like I've done this before already.
I'm listing their attributes
Double-click the module and these words will show up as attribute titles
I want to know how to set up the first task, so when the level loads it is active and tells them to go to the airport from town. the module is at the airport.
Yes.
Drag the module to where you specifically want the players to go, and then double-click it and set up the attributes I've listed to how you want them, except the Destination has to be 'Module Position'.
okay. title "Get To The Airport", description "Get your squad to the airport quickly and board the civillian aircraft.", state "assigned", destination "module position", is task type just an icon or does it change the scripting?
anything else I need to add for the first objective?
Here, add the trigger - make it an area trigger by changing the size - make it activate on BLUFOR (or whatever side your players are) Is Present, maybe add a timer,
Add the Task State module, set it to 'completed',
Add the second Create Task Module, don't bother setting it up yet.
Sync the trigger to the Task State and the Second Create Task module by right clicking it and selecting 'Sync'. Click the modules.
there is no task being created so far with what you told me to do.
not on the map, and no Tasks section
You're not syncing the First Create Task to the trigger, are you?
*oh, forgot one thing
You have to make the Create Task appear to All Players, it's another attribute
I haven't created a trigger yet. I thought the first task is just to go to the task marker itself.
Yeah, I forgot that attribute I just mentioned, my bad
owner "all playable units"?
Yup
okay, now I have the first task on the map and in Tasks. my best progress on this yet, heh. thank you.
why are the AI just standing around instead of heading to the objective?
there's currently 8 slots for AI or players
AI aren't players, objectives don't register at all for them.
If you want the AI to do things, you have to use the completely separate Waypoint system.
okay
In this case, though, whatever AI you use should be lead by Players, so this is unnecessary.
there's two vehicles to drive them there, it's tricky commanding the AI to get into both vehicles and follow you, lol
(Waypoints only work for purely AI groups)
they keep getting in and out and saying "can not comply"
AI are a pain, anyway. If you can avoid using them next to players, do so
It's a much better experience for players to talk to eachother to do things without having to manhandle AI as well
I can set them to be just player slots after, I mostly just wanted to see the squad and test stuff out. I have a pretty realistic town, a half-dozen civillians wandering around town with a 200 metre randomisation, as well as another half-dozen with specific routes, some people in the bay on water scooters, a van full of civs driving through town and off, another AI goes to the gas station, fills up, goes in to the clerk to pay, and then drives off. it creates a nice atmosphere with just 10 AI in that area.
the player controlled AIs are definitely a pain. sometimes it works out nicely, usually they just annoy.
the AI seriously do a lot of totally random stuff. like driving through fences and house yards for no reason, driving over pedestrians, stopping driving and waiting 30 seconds, etc.
It's the most broken thing in this game
without serious scripts that monitor if they get stuck they can't drive reliably
so there are 4 types of triggers (regular, 100m, 500m, 10x10x01m). is this a circle radius size, or what does that mean?
They're all just the same triggers, it's just that there're a few pre-defined sizes.
@quartz yoke Yeah. even just for these 10-12 town civillians, it took a couple hours of messing around so they didn't do absolutely dumb stuff, lol. set the vehicles up in just the right places so they don't drive like maniacs. very touchy AIs.
Anyway, the 100m trigger should do fine. Place that down on right next to the first objective's module next to the vehicles you want the players to get into.
Also place the Task State module - and set it up - and the second Create Task module. Sync both to the trigger, and additionally sync the Task State module to the first Create Task module.
weird with the giant coloured cylinder into the sky, heh. reminds me, does anyone know how to put a large circular coloured border onto the ground in the main 3D view? I played on an Invade & Annex custom server that used that so you could physically see the area you needed to stay inside. haven't seen any other servers doing this.
it was a 2 metre thick red line on the ground
afk a bit. thanks for all the help, much appreciated! I'll try to finish setting up the trigger when I get back. cheers.
who knows were i can find the original arma addons on harddisc?
arma installation folder >> addons
k thank you
how can I create spawn points for coop that are not controlled by AI?
I unchecked: attributes > multiplayer > lobby > enable AI
will try on a real server to see if removes it, it still has AI in single player testing
Tip, test using MP using the Play tab up top @hollow yarrow
Teizan, thanks
any idea how to make an AI piloted helicopter land? I have it fly from one airport to another, to meet the players, but it hovers in the air. I used the "Vehicle get out" command, which it ignored as it was in the air
Vehicle Get out isn't related to infantry at all, it's used specifically for vehicle in vehicle transport
Using Get Out will work, and if you have CBA (or maybe it's vanilla, idk), you'll get a Land waypoint in advanced waypoints.
I found Vehicle Unload as a suggestion on Google, and that worked. and an invisible helipad so it doesn't land somewhere else, heh
the Vehicle Unload waypoint is following my camera, not sure why.
when I move around in the Eden Editor, that waypoint flies around the map.
🤷
and now it's not landing again, blah
ah nice, figured it out. GET OUT is what I want, VEHICLE UNLOAD only lets other people out of the heli, so as soon as I deleted my test character in co-pilot, it wouldn't land, lol. working well, now.
VEHICLE UNLOAD sounds also related to Vehicle in Vehicle.
UNLOAD specifically is related to infantry.
So, I'm trying to make a car bomb on Zargabad (Old But Gold Map Pack version), that's meant to explode pretty much inside the archway of the mosque.
The AI for it is set to Careless, Fleeing Coefficient of 0, and a civilian.
Everything goes as planned when I put the explosive trigger on a road, but when I place it at the arch, he refuses to keep going. I assume it's because he's set to careless, but I'm not sure.
I did try setting him to Combat, but the same result happened.
Is there a way for me to force him, without remote controlling him as a Zeus, to rush the mosque archway and ignore everything around him?
If you're just placing an explosive in the middle of the road, the AI is going to spot it and avoid it. Try hiding it better.
It's not a physical explosive, it's generated by a script in the trigger
So when the driver passes through the trigger, he explodes
If he doesn't, he doesn't explode
Oh. So regardless of trigger presence, the AI doesn't drive there?
ye
if it's on a road, he'll go
Well
If the final waypoint is on a road, he'll go and it works as the trigger is infront of the waypoint
But if it's not on a road, he stops at the last waypoint
how do you make intel? like a paper that a player will pick up and it will tell them where to go?
Well there are other videos and guides but this is one way and fairly quick to do: https://m.youtube.com/watch?v=dP8Fqum98vM
Other takes on it but with slightly different results and goals: https://youtu.be/A1QsFSedMWY
Image based intel
or leaflets
And this shows how to create a task from a intel object pickup: https://m.youtube.com/watch?v=UCj2tvzGJuo
@signal coral hey man, the latest IFA update broke the cherno mission, are you guys gonna be pushing a fix to that?
or anyone that does the antistasi dev stuff, @sturdy fulcrum came up with a fix for it because hes a straight out legend
Hey guys, I'm currently using allowDamage set to false during a heli crash for all my units, now I'm currently using a Radio Alpha trigger to allowDamage true; so we can continue with the mission.
Now this is the issue, I'm using ACE3, so we go into a incapacitated state. when I set allowDamage to true, it seems to instant kill me.. this option is turned off within the ACE Server settings too.
Any help is appreciated!
@daring pendant As workaround you can heal the player completely before allowDamage ([objNull, player] call ace_medical_fnc_treatmentAdvanced_fullHealLocal;) and then allowDamage and maybe set some damage manually.
[myUnit, "leg_l", 0, objNull, "bullet", 0, 0.15] call ace_medical_fnc_handleDamage_advanced;
Applies velocity/avulsion wound for 0.15 damage to the left leg on myUnit.
[this, "body", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced;
This will apply cuts or punctures for 0.30 damage to the body of "this". After doing so, you should use
[this] call ace_medical_fnc_handleDamage_advancedSetDamage;
Awesome, thanks!
Hey guys, I noticed a bug in ACE3 long time ago, but the anger with this grew up everyday, so I'm looking for a solution. The problem is, on our multiplayer arma 3 server where we play enemy assault (it's a dedicated server), after some time in the mission, the stamina stops from regenerating completely. Does anybody know this bug and has maybe an idea to fix this?
So, I have possible stupid question, but I'm wondering how you make a respawn module spawn someone at a altitude higher then ground level, I ask this as I'm basically making a misssion for the OPTRE mod and I have a frigate about 8000-9000 m's
30mg of steroids, 1500 mg of antibiotics and a bottle of red wine
lets get down to some scripting
what could possibly go wrong?
Hi guys, I'm very new to making missions and i'm currently trying to set a trigger to activate when an AI soldier is taken captive (Taken prisoner via ACE3) to allow a helicopter to proceed with waypoints. I have tried checking the wiki but that is just telling me how to set someone as 'captive' rather than linking it to a waypoint. Any help is really appreciated, Thanks.
Does arma 3 have analog of "transparentwall" from A2?
Yep still, "Invisible wall"
Try Land_InvisibleBarrier_F
Actual need transparent, not full invis...
ah! indeed
maybe in helpers
Already found alternative with VR_3DSelector_01_complete_F for my case
@light charm how is the AI soldier taken captive? if it is by code, just add a global variable that is set to true when hes set captive.
you can add that variable as a condition to the waypoint of the helicopter so he will not proceed until the condition is met
@obsidian steeple I would have players eventually walk up to the AI and with the ACE interaction menu, select 'Take Prisioner'.
well then do a loop that checks if the AI is a prisoner or not. im sure there is a command, tho it might be an ace one
while {true} do {
if (_unit isPrisoner) then {yourWaypointVariablehere = true};
};
@light charm
https://community.bistudio.com/wiki/captive
or
_unit getVariable ["ace_captives_isHandcuffed", false]
Will them a try. Thanks!
@sinful rampart where did you find the ace command? im always having such a hard time finding them.
It's a variable not a command
I just look into their code.
Guess/know/find the module that does the stuff you are interested in and then just look at what functions it adds
There is a "canBeHandcuffed" function. And you obviously cannot be handcuffed if you are already handcuffed. So I looked in there and found the variable
alright then thanks. did that with the stamina system some time ago but it was so advanced that i decided not to mess with it
Already found alternative with VR_3DSelector_01_complete_F for my case that's like orange arrow hardly transparrent
hey there guys, just wondering if anyone knows how to change the radar range of an aircraft (not the actual toggleable ranges on the radar but the physical distance a plane can detect enemy vehicles, etc)
it's config-related I believe
@narrow abyss im not sure if thats what you are looking for but i made a script just yesterday that insta-spottes aircrafts within a certain range for AI AA ?
it makes AA actually effective and super dangerous to planes/helis
Is there a good a-10 warthog mod or mod pack, trying to make a Iraq based mission
Ive used either Fire will or RHSUSAF
Cup brings a nice warthog. the RHS one has not working cockpit Instruments, cup fixes that
just gonna throw it out there that the very good persistent mission Overthrow still needs somebody to take over development, if anybody is interested.
I thought it was pretty much done or not?
It's been abandoned. A couple devs are around in their discord to provide support for people but development stopped last year sometime, they're looking for somebody to take it up
#creators_recruiting @inland cliff
Sure
Small question: Is it possible to integrate what would normally be a mod (.pbo) into a mission file directly? Context: For the Exile server that I am configuring, I would like to have 1 or 2 custom clothing assets, but for how little data they will take, I do not wish to require a standalone mod (if possible).
you can include object directly into mission but it will be without any config or textures, doubt this is what you want
A baseball cap?
nope
Thanks.
Small question: I've been working on an ALiVE scenario for myself and some friends and when I test the scenario in multiplayer mode in the editor I am able to pick up an ALiVE Tablet and call in supports via the ACE interaction menu. It also works when I host the scenario locally on my PC and connect with a client on the same machine. When I put the scenario on my server PC (separate machine) and host it via dedicated as well as open it in the editor and test in Multiplayer mode, I am unable to call in supports with the tablet. I've tried changing the support object to the laser designator but the issue still persists the same with that. I am able to walk up to a transport chopper spawned in via ALIVE Support Module and talk to the pilot to take me to a designated LZ, but then need to tell him to fly back manually before leaving the LZ.
I've transferred the pbo to the server via USB stick, and via uploading it the workshop then downloading it. Both ways still result in the issue when hosting it on the machine that did not edit the mission. Anyone have any suggestions on a fix/work around?
is there a way to make a unit temporarily 'stop' at the start of a mission?
'stay on position' in special states and the 'doStop' commands seem to apply a permanent 'hold' to a given unit...not even triggered waypoints and 'doMove' will make them move at that point...
Try unit stop true; unit stop false;
i have another crazy problem
i have 2 separate teams, both the same speed and formation and behavior
but upon activation of their next waypoint, one walks in a safe setting, one runs in a combat mode...not sure what is causing this...ive deleted waypoints and remade them - issue repeats
@signal coral "this stop true" when applied to a unit stopped this unit from moving...but also stopped the soldiers from firing on the enemy even with a clear LOS and even when under fire...
turns out, the 'stop' command literally stops the AI from functioning entirely...
Then try disableAI "move”
but then that'll prevent them from moving at all for the duration of the mission, wouldnt it? is there a way to reactivate the "move" ability then at that point?
EnableAI?
i mean...it seems odd to me that 'stay on position' feature of special states would be so broken as to prevent AI from moving at all for the rest of the mission, even with a triggered waypoint...
ok, that might work...
No idea what you talking about
whenever i click 'stay on position' to prevent AI from moving into a formation at the beginning of the mission (i.e., so they stay near a wall or window), the AI no longer seem to be able to follow waypoints from their initial starting positions, even when these waypoints are tied to a trigger...
Maybe they need to be ordered to follow leader
Check doStop for the examples
roger. ok
disableAI "move" at least sounds like it can be reenabled
ok, disabling AI and reenabling AI seems to be working...i guess ill have to go with that
thank you
@wooden garnet disableAi "path" is better. stops ai but it can Turn all directions. move stops and forces to look one direction
@next crane #videos_arma
Please delete your post here. This is not a advertisement channel
@next crane do you do nude stuff?
I saw that during my testing @obsidian steeple
Quick question, how would I add a self healing option to a vehicle, kind of like what the medical vehicles already have?
This belongs here I think
this addAction["Heal Self",
{
params["_target","_caller"];
_caller setDamage 0;
},[],1,false,true,"","(damage _this) > 0",10,false,"",""];
@south walrus
Add that to the vehicle init
Understood, thank you
I'd like to have a chat message play when a unit loses its first man, is at 50% strength, then is destroyed. What's the syntax for this other than !alive soldier1, 2, 3, 4?
something like that @wooden garnet
private _group = group soldier1;
private _units = units _group;
waitUntil { count _units != count units _group };
// message 1
waitUntil { count units _group <= (count _units) / 2 };
// message 2
waitUntil { _units findIf { alive _x } == -1 };
// message 3
Count... perfect. Thanks
hey new guy here
i wanted to ask a question
is bohemia bringing back the debug console to public zues?
no
ok
Can anyone tell me what i do wrong with respawn in mp?
i placed a flag an named it respawn_west
and set the respawn on CUSTOM LOCATION in the Multiplayer menu
but if players respawn, they respawn on their body
tried using a marker instead?
Not yet, but i thought a variable on a flag object workd too
https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Types
read the BASE info.
i placed a flag an named it respawn_west it has to be a marker
okay
Hello, I'm having a rather annoying issue where my player character is being ejected from a plane as soon as I spawn in. This happens regardless of if I'm the team leader or not, and also occurs if I disable all AI and spawn in as the only entity within the plane. I'm at a loss at to what's going wrong.
Any good "spawn loot in buildings" scripts out there?
I just noticed this Airborn Respawn marker, how does that work? When I respawn at it, I start on the ground.
Drag it up?
it's a marker so you can't even see it in 3d view
If you raise the elevation of a respawn module it'll have the same effect
I ended up just using onPlayerRespawn and starting them in the air
Anyone know how to remove the RAVAGE "holster weapon" action on players? We're using ACE so it's uneccessary
_airframe1 = [];
_mygroup = [];
_crew1 = creategroup WEST;
_airframe1 = [getMarkerPos "marker1", 140, "RHS_C130J", _crew1] call BIS_fnc_spawnVehicle;
_wp1 = _crew1 addWaypoint [(getmarkerpos "marker2"), 0];
_wp1 setWaypointType "MOVE";
_wp1 setWaypointSpeed "NORMAL";
_wp2 = _crew1 addWaypoint [(getmarkerpos "marker3"), 0];
_wp2 setWaypointType "MOVE";
_wp2 setWaypointSpeed "NORMAL";
_wp3 = _crew1 addWaypoint [(getmarkerpos "marker4"), 0];
_wp3 setWaypointType "MOVE";
_wp3 setWaypointSpeed "NORMAL";
_wp3 setWaypointStatements ["true", "{deleteVehicle _x;} foreach thisList + [vehicle this];"];
{
_x spawn {
_plyr = _this;
start=true;
waitUntil {isplayer _plyr};
_plyr moveincargo _airframe1
}
} forEach playableUnits;
Can anyone please help me with this script im trying to spawn a c130 and then teleport all players into it, but for some reason the c130 doesnt have a variable name
also would be nice if someone knew how to make it spawn at like 8000m height
_airframe1 doesnt exist in spawned script, pass it as argument
how do i do that?
[_x, _airframe1] spawn
{
_plyr = _this select 0;
_airframe1 = _this select 1;
...
thx let me try it
[_x, _airframe1] spawn
{
_plyr = _this select 0;
_airframe1 = _this select 1;
waitUntil {isplayer _plyr};
_plyr moveincargo this
}
} forEach playableUnits;
``` this didnt work
undefined variable in _plyr
moveincargo this what the f is this?
why did you change? was ok before _plyr moveincargo _airframe1
Any tips on a breach and clear mission?
yep
1/ breach
2/ clear
@signal coral
There is a breaching mod which unlocks doors with a charge .
Disable the AI’s paths . Or their ability to move around . Also make sure they can’t shoot through walls or Ceilings when testing .
For insert to the target building there are multiple options . I prefer fast roping on the roof , and having a cordon set up by another squad . If you have low numbers a clandestine option would work .
You need to have a reason to go in the door , something that couldn’t be solved with a GBU .
Guys, the position parameter in setparticleparams... does it expect ASL or ATL? Is it affected by whether its on land or water?
as wiki says
im half expecting its going to be one of those weird ones... ATL over land, or ASL over water
position argument is relative to object
i didnt give it an object
No ATL or ASL or AGL or ASLW or anything
right. back to the wiki 😃
its a good job this command doesnt have a million params lol
thanks @sinful rampart
@cinder holly thanks for the syntax, but I can't seem to figure out how to plug in my variable names into what you showed me...
My group in question is named "DeltaTeam." Maybe you can help me translate?
also, is there a way to prevent friendly AI from respawning in multiplayer missions?
What game mode are you talking about?
Is it possible to make 3DEN editor pick up island name not from *.Altis, *.Stratis, etc, but some other way? Maybe define something in mission.sqm?
nope it takes it form the folders name
Who has come up with this, why not just create some special __<ISLAND NAME> empty file name or something like that 🤦 🤦 🤦
been like that since forever, not just a3
Yeah I know
@quartz yoke currently working on a Multiplayer Cooperative Mission with BLUFOR AI in support.
My BLUFOR AI keep respawning when I don't want them to. not only that, they are respawning with the loadout of the base model from the Assets overview rather than the ACE loadout I designed for them. is there a way to prevent friendly AI from respawning without disabling the BLUFOR AI entirely for the player squad?
So I do not know where else to ask
But does anyone know what the shit is wrong with 3D sounds coming from a model?
I dropped Arma for so long and I want to bring up to date some very very popular TvTs I made but now Sounds that worked fine in 3D before are only audible 2 feet from the emitting unit
My description.ext is set up fine, so I reckon it might be this very very old script (like, lifted from Arma 2 old) but I don't know
Probably it's your lifted script...
There's been a lot of engine updates
Old stuff rarely works without remaking
uuuh... quick question, the required addons are in mission.sqm and nowhere else, right?
because I'm trying to help a friend get rid of the life_server requirement (he saved the scenario with that mod enabled) and it somehow just doesn't work
the required part is in the array of
addons[]
no need to touch AddonsMetaData list
we've removed both anyway, but it still complains about the missing addon
and I just don't understand how
I even grepped through every single file in the mod folder and the string life_server only appears in the spyglass and infistar configs
so nothing the editor should even be aware of
I know this sounds dumb, but is it possible that arma 3 mixes up files from other profiles with basically the exact same name but an extra exclamation mark or other non-alphanumerical character at the end?
because this guy has like 20 profiles with very similar names
okay, I can confirm that
I told him to delete all the other profiles, but leave this one unchanged
and now the mission doesn't load anymore
Sooo he edited the wrong file 😁
nope, it was deffinitely the right file
he literally clicked "open scenario folder" in the editor and edited that mission.sqm
and he was screen-sharing, so yeah, I'm sure he didn't click the wrong thing or something
A3 doesn't mix up files; the possible thing is that he edited the mission.sqm then started the mission from Eden Editor, which… saves the mission. He should edit the sqm then load the mission
else, idk what happened
nope
game was closed at that point
also he deleted some other profiles, changed nothing else and it worked
sigh... Does arma care if about CR/LF?
in other words, if I have a customfunctions.hpp with windows line endings, and include it into a description.ext with linux line endings, does it not work?
where are mods saved? id like to try to figure out how to create a 'force' in the Assets overview
When you say "mods" do you mean things like @mellow mortar 3? Those are in the main folder of the game.
hello creators tell me guys if you have wasteland only 2 teams blue and red
How do you edit spacing in formations?
The formations AI follow when in Aware + In Formation state?
I don't think you can.
Hi
@signal coral if for a vehicle convoy you can, but that's it
best way to get bullet cam working for turrets like Defender when manually fired using UAV Control ?
Unit formations? AFAIK it's impossible to edit in arma
does anyone know why my AI always falls slightly into the map whenever the terrain isn't perfectly flat?
totally ruins the game for me
@proper vault How does that ruin the game for you?? Increase your terrain quality
@here is it possible to scale up the size of entities in the editor?
nope, it is possible in bulldozer however.
thanks
When making a mod to address soldier loadouts, is there some syntax i can add to each config file entry to force items to appear in unforms versus vests? The exported loadout text has this sort of stuff
how to put an object using the console?
createVehicle
hmm...it doesnt look like there's a way to force certain "items" to appear in "vests" in config files....
im trying to force an Entrenching Tool to appear in a "vest" rather than the soldier's "uniform"
topics on the issue have been made, but it appears the issue is pending, unless someone has an idea
Add the Vest to the unit, then add the E-Tool, then add the uniform and backpack, then add the rest of the inventory Items
you mind if i post my current config syntax here to show what i have so far?
or does the Virtual Arsenal translate inputs in that fashion?
but ill try what you said and compare the exported syntax
ok, modifying my config file a bit...lets see if this works
no, it didnt work...
@pearl mica in what context or format am I "adding" objects to the unit? the config files? the Virtual Arsenal? The init of missions?
I'm working with a config file here...
I see a "this addItemToVest "ACE_EntrenchingTool";" in the exported format of the Virtual Arsenal, but adding this line to the config file entry on the infantryman failed
@wooden garnet If there really is no other way to add items to vests in config "Which I am sure there is", but you could write a function that instead parses config values for vest items, backpack items, etc.
really, im asking what my configuration syntax should look like to achieve this...
i could share with you what i have so far...
_cfgItemsVest = getArray(configFile >> "CfgVehicles" >> typeOf _unitBlah >> "itemsVest");
woah...
add "itemsVest[] = { }"
to your config, and then add the classnames of the items you want in the vest. Then the var "_cfgItemsVest" will contain these values
itemsVest[] = { "NucelarBomb_F","SuperBigExplosion"};
so then my syntax should look like
itemsVest[] = {"ACE_EntrenchingTool","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","HandGrenade","SmokeShell"};
if i wanted an E-tool, 100-round MG ammo box, smoke grenade, and frag grenade
now will i need to add, say, a "RespawnItemsVest" entry under that to make sure the unit respawns with those items in the vest?
and likewise an ItemsUniform[] entry to differentiate the items in the uniform as well?
Items != magazines in cargo space.
my example above is an sqf function, you will need to register it under cfgFunctions.
the var created in the function can be then fed to the command "addItemToVest"
You can call the function from init
O_O
i thought the whole point of the config file was to avoid calling init functions in the Eden editor... 😦
Init in config
oh
class EventHandlers
{
init = "_this call blah_fnc_addItemsBlahThing;
};
_this will be the passed object being created (your unit)
holy jesus...
🤷
I don't think linkedItems organizes backpack, items, uniform. So it was just an idea. Maybe someone else has a better one?
perhaps there is a simpler way...im not terribly familiar with calling functions...
register that with cfgFunctions
how to create invade and annex mission? help me
Yet another random question:
does arma care about spaces vs. tabs in hpp files?
(side note: next time someone asks me for help with their altis life server, I'm calling the cops on them)
arma doesn't care about hpp files at all
it doesn't look for them, nor does it know what they are or how to read them
tab is 1 char, space is 1 char, visually to have 1 tab people put 3-4 spaces, so yeah, files with tabs are parsed faster
okay, that's somewhat true, but I'm talking about files that are included in the missions description.ext; from what I've seen, people usually use the .hpp ending for them
in "real" hpp files, that is, C++ headers, whitespace doesn't matter, of course, but considering the weird things I've seen in arma 3 so far, it wouldn't surprise me if it got confused if a file had mixed tabs/spaces
config files don't care what kind of whitespace
also someone is annoying me that "the file I edited doesn't work because of my stuipid tabs"
so I want to be 100% sure it doesn't matter before telling them that's not the ****ing problem 😄
okay, I just told him spaces are not the problem and that he should look for misplaced commas, and after 3 minutes he already found 3...
Well if you copy paste code from BI forums you get this extra char at the end that throws error when you try to run it. This happened recently after forums "upgrade".
yep and it is non printable so you cant see what it is
I've noticed that a few times, but not in the file in question
and that's why you should always turn on non-printable characters and look for odd stuff when copy-pasting code xD
(Somewhat off-topic, but Ruby 🙄 allows non-breaking spaces as part of variable names)
or don't take the code from forums, write your own
but Ruby :rolling_eyes: allows non-breaking spaces as part of variable names SQF does too, but only through commands
I have a new issue: this time with items not appearing in backpacks xD
I saw something about TransportItems syntax in config files...
I'm seeing that in some config files, some classes seem to inherit from other classes
does that really do what I think it does?
can config classes inherit attributes from other classes?
because that would make life so much easier
or don't take the code from forums, write your own you're not full-stack until you smelt your own copper 😉
I think they draw from other files too. Its a little complicated
can config classes inherit attributes from other classes Yes, that's how inheritance usually works
@wooden garnet Have a look: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Backpack_configuration
Indeed
My question is whether or not these entries require a respawn line in the config file for backpacks
The config is for the backpacks, not for the unit
the unit is given the backpack, and it contains the magazines or items because the backpack is configured to have them
not the unit
ooohhh
see, that makes sense now 😛
but if the backpack already exists...isnt this essentially create a whole new 'item?'
Yes
unless i inherit traits from an existing backpack
slowly learning here...
https://a3wwaf.fandom.com/wiki/Tutorial:_Configuration_(Part_3)
with reference to this tutorial, i assumed that the syntax "class WWAF_pack_falconii_gr: rhsusf_falconii " meant that the "WWAF_pack_falconIii_gr" backpack was inheriting the traits of the "rhsusf_falconii" backpack which actually exists, but i encountered an error when I tried it on my end...
in my case, i was using "B_FieldPack_blk_Medic: B_FieldPack_blk," and the system returned an error declaring that "B_FieldPack_blk_Medic" didn't exist 😦
and when i try to load the game, I get the error saying "B_FieldPack_blk_Medic: Undefined base class 'B_FieldPack_blk"...except B_FieldPack_blk does actually exist - it's a backpack provided by a mod
and when the mod successfully builds and loads, I then get an error once I place the soldier with the backpack on: "Bad vehicle type: B_FieldPack_blk_Medic"
Issue resolved!
Turns out, I put the class backpack definition in CfgVehiclesClasses...when it needed to be in CfgVehicles
leaving this here in case anyone else has this problem
thank you 😃
force chopper fly at certant altitude flyingheight isnt working
in case that's not just a typo, the command is; flyInHeight
some errors were encountered in 2016-2017 according to the forum:
https://forums.bohemia.net/forums/topic/190333-flyinheight-doesnt-work-right/
The first flyinheight works in waypoints/triggers, but second on same unit doesnt do anything. Like this: Helicopter - waypoint (flyinheight 10) - waypoint with trigger (helicopter waits 30s) - waypoint (flyinheight 50) Helicopter wont change altitude to 50 anymore.
There is some kind of Wikipedia based list of all equipment and soldiers and uniforms, and it shows their configuration names. I found it last night, and I can't seem to find it again... Anyone have any idea?
chrome://history/
XD cute but i clear my browser history every time i close it
@sinful rampart Yes, that's how inheritance usually works I've learned to never take anything for granted, that's how dumb avoidable problems happen 😉
Indeed
@wooden garnet https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment ?
i pressed something and now i can't move objects freely, they're stuck to a grid. how do i turn it off
in eden? press ; or in the top tool bar there is a grid icon with the tooltip "Toggle Translation Grid"
Does anyone know how to configure the Arsenal in Antistasi to have certain guns / ammo unlimited?
IIRC you have to set count to -1
then it becomes endless
with an infinity sign
Hmm wait, there was some file osmewhere with unlimited items, which gets called at start... you have to search for it
And add your items
∞
😦 new problem: utilizing Independent soldier classes such as "I_soldier_F" as a base class to draw inheritance from is overriding the custom uniform for one of my loadouts meant for an Independent force...
and yes i made sure the uniform I want to use is spelled correctly
this issue appears to be happening only when using Independent classes as a base
it also appears to occur when using Independent as the assigned side with "side = 2" syntax
....is it possible that certain uniforms only work on certain sides?
forceAddUniform in SQF might do the trick if you absolutely need it for that side
add a base class with init to force config uniform
ok, i think i understand what you're saying
well, actually, i managed to create a new uniform as a man on the side i want...think I'm getting closer...
....are we sure the ARMA III wiki is up to date and correct?
not everything on the wiki is up-to-date. It's community maintained.
hm...perhaps some syntax has changed then...
@wooden garnet which one brings you doubt ;-)
hmm, wait, maybe not...
just struggling to get a uniform used by BLUFOR to be used by Independent...getting closer
i can see it in my items list....
but the soldier who should be wearing it isnt automatically wearing it XD
so im essentially 'creating' a new uniform
class CfgWeapons{
class UniformItem;
class usm_bdu_odg;
class NikoombaUniform: usm_bdu_odg{
scope = 2
side = 2; // Independent and this created a man wearing the uniform on Independent side
displayName = "Nikoomba's Uniform";
author = "[TLS] Commander A9";
weaponClass = ItemsUniforms;
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "Nikoombatwo";
};
};
};
usually that means only indep and civ are allowed to use it. u can get around it with https://community.bistudio.com/wiki/forceAddUniform though
maybe setunitloadout too, idk for sure 🤷
yeah, but i want something more permanent 😦
you know, in the config file rather than drawing from an init function
i successfully did this with backpacks loaded with ammo and medical supplies
duplicate the class for the other sides?
thats what im attempting, yeah
at first, i created it as a vehicle and made a new soldier with the uniform, but on the side i wanted XD
but...you know...it was just a man with the uniform XD
hmm...I thought modelSides[] = {TIndependent}; wouldve helped...
#arma3_config then 😉
ok, are we joking around, or being serious? :/
because im actually trying to figure this out, and id really appreciate some help
well:
help about config editing can be found in #arma3_config
help about mission making can be found in #arma3_scenario
thank you
Hi all, can anyone give me a script to make all players unconscious for like 10s, and apply a small amount of damage to each of them, I want to simulate a heli crash, I got that sorted but I want to have more control over the injuries sustained (I don't want to kill my squad but I don't want them to walk away scratch-free)
[] spawn {_allPlayers = allPlayers; {_x setDamage 0.5; _x setUnconscious true} forEach _allPlayers; sleep 10; {_x setUnconscious false} forEach _allPlayers}
Cool thanks I'll give that a try
You guys have any good tips for making a good Ravage scenario (for co-op?)
Hello all,
I have a scenario here that I created with CUP MAPS/CORE/CWA and it wont launch on my dedicated server because of a message saying "Using downloadable content "cup_camisc""
Also 5 other scenario created with the exact same mods work perfectly well.
would anyone know what's the issue ?
@signal coral - thanks for the script to make my team unconscious etc. - if i want to put it in a trigger, or a waypoint, such that they go unconscious when the heli hits the ground, how would i do that? sorry i'm trying to learn but can't get it to work :S
what is the best way to get help with the mission/campaign im trying to make?
also, my unit uses ACE medical, can i get the script to apply damage to a particular (or random) body part?
Would anybody know of a good source for a more Russian-themed vessel that players can depart for a mission from? I'm pretty sure the Ulyansk mod went the way of the Do-Do and its hard to sell to my players that they are elite Spetznas commandos launching from the deck of the Nimitz.
Nah it only comes with small-boats which isn't my issue.
I'm wanting something for those small boats or helicopters to come from.
The context, for whatever its worth, being Soviet soldiers invading Altis in retaliation for perceived threats by NATO. I'm needing a place where the 'conventional' group players could come on and start gearing up while the 'Spetznas' players have already departed.
@wooden garnet forgot to tag, sorry.
oh, sorry man 😦
I appreciate it! You are right they got some good small-boats.
you're welcome 😃
@woeful magnet https://steamcommunity.com/sharedfiles/filedetails/?id=1118982882
How about this Mod? It includes a Admiral Grigorovich class Frigate.
What types of Unsteerable chutes are there?
Including RHS ones
wondering if anyone has a quick answer
Quick search (http://tikka.ws/class/index.php?b=cfgVehicles)
rhs_d6_Parachute, NonSteerable_Parachute_F, rhsusf_eject_Parachute
Or the backpacks for them in same order
rhs_d6_Parachute_backpack, ACE_NonSteerableParachute, rhsusf_eject_Parachute_backpack
@sinful rampart thank you! This Class finder is much better than the editor in built one thank you
sadly rarely updated.
There have been many viewers like this. But noone ever open-sourced his or allowed others to push updates
i forgot how to set up a trigger to activate once an entire squad is killed...something about unit count = 0 or something?
the last waituntil is probably the condition ur thinking of:
https://discordapp.com/channels/105462288051380224/105463244310728704/548228655466283029
gotcha...just trying to translate that into the format ive set up...
squad name is "Mike1"
Right, new guy question here. Is there a way to get semi-custom guys into the editor? As in, make a specific load-out in the virtual arsenal, and then that guy as AI in-game. I assume that's something you should be able to do, but how do you load 'em in?
Easiest way for you is probably to just save them in a.. what are they called.. The preset thingies you can place down.
Collections, combinations.. I can't figure out the name.
Because if you want to have it as a unit in the unit panel on the right. You need to make a config mod. And everyone who wants to play your mission will need that mod
and how do you do that?
It's quite alot of work.
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration
If you want a pre-filled backpack, you also have to create a custom backpack class.
Same for vest I think.
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Backpack_configuration
Then you need proper CfgPatches setup, and pack your mod as pbo and publish it somewhere so that everyone who wants to play your mission can download it
(assuming you were talking about how to make a mod)
Easiest way for you is probably to just save them in a.. what are they called.. The preset thingies you can place down. this part :p
also they're called compositions
Yes! that.
I'm not an editor guy. I think you select many or just one unit (after you've setup their loadout) then I think right click them and save to composition there.
Then you can later just drag&drop them out of the composition window on the right to place them
Right, if saving as a custom composition it asks you which folder it should go in. How do you make a new one?
Having a problem with ace medical and that vanilla circle where you can hold space to respawn. No idea if it is a problem with the mission set up or if it's a server problem.
the hold key circle revive thing is a different system
afaik incompatible with ace medical
@prime isle I always disable the BIS revive when using ACE medical.
Cool, I'll give it a shot
@karmic gale what is BIS revive?
thanks @brittle prism
Wow. Steam is up and down like a whore's knickers
@sinful rampart i believe the word your looking for is 'config' file 😛
the "config.cpp" file
@dapper brook I'm in the process of making a config file myself for my own mod im working on
youll need Microsoft Visual Studio or Notepad++ to get started 😛
save your work as a 'config.cpp' file and thats a good start
how do you 'unlink' a trigger from a task? like, if you make a mistake and accidentally sync them both?
is the only way to delete the task or trigger?
Mouse on the link, Delete
oh on the LINK
Or link to emptiness
oh no kidding!
wow, awesome. thank you
thanks ya'll for your instruction - im brute-forcing my way through learning this Eden Editor, so...im still catching up on things
can you sync a task to more than one trigger?
Anyone no what the airplane crash dirt/rubble model is called in Eden?
@storm geode go to Props and type in "ruin", it should find most or all of the ruin models.
@wooden garnet no I was not looking for config file.
youll need Microsoft Visual Studio or Notepad++ to get started standard windows notepad works too.
@fiery lava Search for crater
Ooohhh @dapper brook @sinful rampart got it
Hey guys
I'm making my first proper mission
I want a task to be created
Then
When Bluefor has been in the trigger for around 40 seconds it will trigger the state module
I have the Create task, Task State modules down, and the trigger with the countdown thing configured. I just don't know how to make the trigger, trigger the state module.
I'm looking for a Teleport/fasttravel system along the lines of the "Laws of War" dlc's Showcase mission.. a map Preview would be nice and maybe a way to Change the players gear in Teleport.... Anything out there that does this ? Asking around Here before making my own
when i turn on my mission I'll give ya a call @novel sleet
oh goodie 😛
Thanks though 😃
speaking of tasks and triggers, can a task be assigned to more than one trigger?
I assume so
yeah, i tried it....couldnt get the second trigger to modify the task state...
If I were choosing Middle Eastern insurgents, used in the Takistan map, which mod is the most popular, well done, right now?
where are templates made in the Briefing Utility saved?
Is it normal for the Rugged Tablet that came with Apex to not be able to change the screen texture, using the provided field in the object's properties like you can do fine with the other Tablet object?
Or is it just a thing that BI has yet to actually bother fixing 😛
does anyone know of a good Database system that could be used to save and load player and vehicle data for use of say a campaign?
a single player campaign? profileNameSpace
no for a multiplayer campaign sorry for not being specific
you can save to the server profileNamespace too
Sorry if I am interrupting
Is there a way to give a vehicle the same properties as the bobcat (eg repairing and rearming)?
@barren dove will it work on a hosted server?
yea.
there are mods for connecting ur server to external databases, but its not really necessary unless you want to access the data outside of the game (eg on a website).
ok, sorry im not the best when it comes to scripting so what all does the profileNamespace save, or is it what ever i tell it to save?
whatever you tell it to, using setVariable & getVariable
ok, so it would save the state and inventory of players, and vehicles if i told it to?
yes
ok and this should be my last question, will it stay present even after i say restart the save file? example being that i had to restart the save because i added something to the mission in the editor?
yes. it writes to a file in the profile folder and loads it when the server starts
ok tnx fam, i guess i have t go and figure that out and impliment it in to my mission. whoo (wispers to self) yay more fracking around in teh editor and files
in a multiplayer coop mission with respawns enabled, is there any way to prevent friendly AI from respawning?
Make sure AIs are not playable, then they should not respawn when killed
is there command for AI returning to formation? on doMove description says "After reaching his destination, the unit will immediately return to formation" but then unit reach the point he is status become "Ready". and he is stand still. i understand what player can command, but i wanna make as simple as possible for newbies, i mean on automatic
_aiGRP setFormation "LINE";
The AI aren't going to retain formation if their behaviour is at combat
i'll try this one tx
not working ☹
I, as the commander, give the order, but they stand at the point where they stood
Are you set to SL?
what are you mean SL?
Squad Leader, do you have ranking.
I'm not sure if that's entirely the issue here but it could be one
ofc
secondly, I would double check behavior and formation. You can change these both if you are SL
As they're not going to be in a big rush to fall in if they're set to limited and safe
figured out. _unit doFollow leader _playerGrp; helps
Eh, sure why not. You still should figure out why you cannot command these AI
no i can command. i mean my unit gave the order on formation "line" and they stand still. sorry for my english 😁
@signal coral the problem is i need them playable at mission start if a player does not fill the slot...or is it not possible to have them playable and also unable to respawn?
if not, i can live with it XD
If you want this kind of advanced functionality you will have to script it from scratch then
ok, so thats outside of what the game normally allows for? alright, ill live with it then XD
It is just that there is engine functionality that is very difficult to modify and easier to avoid and do it yourself
i hear that 😛
scripting is a little outside my skill set right now - ill have to teach myself that
whoo hoo! i got my 'defeat' screens working! Even made them look sexy with the "end1" call BIS_fnc_endMission; function on my 'mission ending' trigger instead of using "End 2" by default 😛
a tutorial video claims there's no way to change the 'map' splash screen that appears as your mission loads. is there any truth to this?
https://community.bistudio.com/wiki/Arma_3_Loading_Screens
Even "World Configuration" wont do it?
I tried setting this up, but...it seems I'm missing something
you should not go messing around in world configs
that wont end well
A you would have to do it for all custom terrains and that will make the makers grab their pitchforks
B you might break something while doing stuff
well you could make a duplicate terrain whilst inheriting the old terrain and only changing the splash with the duplicated one
no derivatives would still apply I think. If such license were applied to a terrain
the mission box is the one that mission maker can alter
without any fuzz
I do a minimal config addition to my mod to change the loading screens... something like this. Do not think it is an IP violation but might be (if so, would suck since that is the only way BI lets us do it): ```hpp
class CfgWorlds
{
class Tanoa;
class EpochZTanoa: Tanoa
{
author = "Bohemia Interactive"; // Author
description = "Tanoa"; // World name
pictureMap = "x\addons\EpochZMod\data\epochz_loadscreen2.jpg"; // Background map
// Loading texts displayed on the bottom of the loading screen (picked randomly)
loadingTexts[]=
{
"Hey look, I can change the loading screen quotes.",
"On EpochZ servers the frequency jammer has its old plot pole name back.",
"Don't cheat or you could risk a global ban.",
"Watch out for trolls."
};
};
};
class CfgWorldList
{
class EpochZTanoa
{
};
};```
hmm...
now would this go in mission description or mission config file? because, yeah, this seems a little extreme just to modify the blasted map splash screen...
If you mean the background big loading screen then afaik it has to be modded. If you mean the small image on that screen then that can be done in the mission in description.ext. the loadscreen parameter iirc
i mean the big screen, the one in the background that actually shows the map as the mission is loading
id rather it show something else
...i mean, i can live with it if it's too much of a pain in the ass...
Big screen can only be modded in as far I I know because it is part of CfgWorlds (as I showed above). I may be wrong on that... been wrong on stuff before. But if so, I would like to know any alternate way to do it
me too 😛
ill keep it the way it is for now...perhaps with a little trial and error we can figure something out later on...
You do only need to do the minimal that I did (so not copying over entire configs)... the mission will obviously have to be named for the new derived map name you use and if you use a mod like Epoch or Exile you will have to do more than that in their configs (to ensure those mods know what "map" you are using)
oh boy....where do you drop your configuration? the mission description file or a separate config file in the mission folder?
No that one has to be in a server and client side mod
It would basically be a mod with that and the CfgPatches headers in a file and image. Afaik you can upload that to Steam so no different from telling people to download 20GB of mods but your mod is 200kB
perhaps...
Issue only is that @rocky carbon has implied that what I do is an IP infringement... so... (luckily for me I do not do that at this time). Again. If the only way BI provide to change the loading screen cannot be done due to IP infringement issues then they really should provide an alternate way in the mission file (tbh they should have anyway)
i agree - alright no problem
sighs see AI Modifications for my latest and hopefully last issue...
thanks for all your help so far
https://forums.bohemia.net/forums/topic/210049-full-screen-mission-loading-screen/ 👀
Edit: In order to don't break the rule of posting links without description. This mod would solve your problem @wooden garnet and you wouldn't need to make a new config for each mission
Hey guys.
I have a module that only loads in from mission start making it only work if the players thats synced to it is there on the mission start time.
Does anyone have an idea to a script/function that repeatedly activates this module whenever one of the players die or reconnect?
Maybe you can use https://community.bistudio.com/wiki/onPlayerConnected
Hm okay thx ill try.
Maybe its just a shit module
Is it possible to make a mission in which i drop off ai with a vehicle and for them to get into a firefight while im in an a-10 and if so how?
Like i want to make one where i am playing as air support and fire at targets on the ground but i want actual units on my side to get into a firefight
1 name your vehicle
2 place units down and use moveInDriver or moveInCargo commands in units init statements to place them in the named vehicle
3 give the units a unload (or getout? I forget the name of it) waypoint
4 give the next waypoint a move towards the units you want them to fight
they will react to contact which will likely consist of crouching/laying down and firing
whats the syntax for triggering mission failure when a given side runs out of respawn tickets?
It might happen automatically, if you're using a module.
If I have a heli on a continuous waypoint cycle and if I set him to be a support attack heli once he is done supporting will he then continue his cycle,
@wooden garnet https://forums.bohemia.net/forums/topic/207249-check-tickets/?tab=comments#comment-3213160 found this after a quick googlin', might help you. Just run BIS_fnc_endMission inside the clause
You can probably run that all from init.sqf aswell, so no need for triggers
it worked @solid dew !
😦 my mod.cpp file isnt displaying the info or pictures properly in the ARMA launcher...and theyre the right dimensions and file type too...
does it have to be posted to Steam first?
also, what controls the unit picture in the Assets overview? is that "picture?" i tried implementing an image at 1024x512 and it didnt show...
and there we have it 😛 new mod is up - thanks for your help ya'll! hopefully I can learn more about this stuff!
[transferred to Production Releases]
I appreciate all the help!
#production_releases is more appropriate, but nice job.
oh very good
Anyone want to clarify some basic things about the Editor phases at all? I have an idea for something but I'm not 100% on the details required
Most missions just use the "Scenario" phase because that makes like, sense. You want to load in, play, and then leave
But the Intro and Outro phases, though meant for cinematics...ate basically just empty maps you phase into right?
Meaning you could say, make your unit play a mission on one scenario and when it ends they wake up in the next one?
This may be a plan for an incredibly high level april fools joke.
@shell star these phases are for single player only, and are meant for cutscenes, you cannot play your unit in them
i'm trying to lock door at house from mod setVariable ['bis_disabled_door_1',1,true]; don't work :(. are there any other options?
There's no unary setVariable, https://community.bistudio.com/wiki/setVariable unless that's not your whole line, it obviously won't work.
whole is ```sqf
hq setVariable ['bis_disabled_door_1',1,true];
the house from mod might not be done right for stuff like that to work
what mod is it?
@cinder holly I thought that might be the case.
Damn
I have seen this done before I just don't know how
cutText ["","BLACK OUT", 3];
sleep 4;
player setPosASL [0,0,-1];
cutText ["","BLACK IN", 6];
@shell star ?
Can you call the display for a mission completion withot it actually being a mission completion?
Fading out is p easy but I need to sell that the mission is over before I groundhog day 30 people
check BIS_fnc_endMission to know how they make the closing shot, then copy or just call only the UI effect
yeah you can copy-paste the whole file except what's after //--- Respawn player to close all respawn menus
remove eventually missionnamespace setvariable (…)
and
enablesaving [false,false];,
maybe some other stuff too
@rocky carbon IFA3 i will ask about it in their discord
Is it possible to make a potential convoy switch routes based on the scenario?
I'm making a mission where SEALs have to rescue captured US Marines from a few locations. One of these is a convoy transporting some of them to a designated point for a transfer.
There's two potential routes. One of these routes can be disrupted by another platoon of Marines assaulting a base, which would then be used to divert the prisoner convoy along a route more in line with the other objective, though it will result in heavier contact overall.
What I'd like to do is let the players decide if they'd like to do that, so that if they do, they reroute, and if they dont, they follow that other path, without manually telling the convoy units to move.
Is that possible?
So, like, I put down one route, then put down the other, and then put a trigger that skips one of the routes entirely?
i would just script it. place some invisible markers, then later once the convoy is supposed to start, you add new waypoints based on the markers
it's super easy
Is there a way to add a vehicle repair and rearm script to a vehicle other than the bobcat?
How do I set up a full repair/rearm facility with Ace3? I've tried setting things as repair facilities but I cant see anything come up. All the stuff I've found online is about modules I don't see in the Systems tab, which I assume mean they were moved to the checkbox in the attributes that I've been trying to get working
Does anyone know how to turn off the stamina drain of fast travel in Warlords?
You ask over in #warlords_discussion ?
no, haven't. Thanks for the tip
there's a special state you can switch on and off associated with stamina i believe @wind ravine
enableFatigue
@wooden garnet That disables the stamina system completely (and causes a bug with our mod list).
Ideally, I want to have fatigue, but I don't want it to drain completely when teleporting.
oh 😦
There are mods to make stamina disappear
hello there i am using Isla Abramia for an escape mission i have removed map from the players but the map still appers on loading into the mission. But not on mapscreen once playing the mission.This only happens with Isla Abramia and not vinilla maps any advice on how to disable it please.
thx
I'm not 100% sure but I think the map you see during the loading screen is random... once again I could be wrong
i maybe confusing your answer but this map is clickable and is at the start of the mission not the loading screen.
oh...
Never ran into that type of problem
but once you push continue the map goes back to what it was supposed to be?
yup if i press M no map
really wird
ied post a screen shot but seems its disallowed
at firs i assumed it was down to haveing an Alive tablet in the inventory or the commander role but happens on other roles and without the alive tab
Don't know how much I could help you, maybe start messing around with settings in the mission, or the server itself
Maybe run around old conversactions and see if anyone has had this problem before
nw thx anyway ive googled it to no avail so far and tried looking at settings but it only effects Isla Abramia and not vinilla maps.
As long as the player base cannot see anything majour in the breif moment of seeing the map, you should be good
it shows for all players and markers and way points can be placed untill continue is clicked way points stay. I could disable waypoints but the commuinty its made for want that function once they have looted a map.
it also shows player posision.
kind makes random spawns pointless.
I cannot remember if you can edit map markers in missions settings...
nw ty for your help anyway. if i ever fix it ill post solution.
That would be nice
not like im in a rush got a cba error stoping alive menu working so mission is borked anyway (i have alredy submited a issue on cba github and has been added to pull requests)
is "zeus" an option that is switched on and off in the Eden Editor? or is it...available by default?
i know what "Zeus" is, but i don't know if it has to be activated somehow
I think it requires modules
gotcha
also, is there a way to allow for spawns using AI soldier positions, but NOT have those soldiers appear, and still be able to use AI?
No idea wha you just said
alright
I want to use friendly AI in a mission again....but i do not want to have a particular squad of AI appear in the mission if there are not enough players to fill those slots
as in...
Squad 1: 10 guys (either human or AI)
Squad 2: 10 guys (either human or AI)
Squad 3: should only appear if there are 10 additional players available to play the mission and should not appear as friendly AI
Are you talking about role selection screen?
i suppose something like that XD
like, I know our Enable AI options are limited, so I'm at this point:
Option 1: player spawns in control of 10-man squad of AI with a 2nd squad of AI nearby
Option 2: player spawns alone because "Enable AI" is disabled
Preferred Option: Player spawns in control of 10-man squad of AI. 2nd squad does not appear because there are not enough players to fill those slots
my question: is there a way to achieve this WITHOUT disabling the "Enable AI" function?
Tried to set condition of presence for units?
Hello~
I've got a specific and weird issue, considering respawns...
I've got a server running, with missions and mods all set up; respawn locations are all fine and everything; but when my players (or myself) respawn, we spawn with everything we died with, including the gear from the original loadout...
I don't have an scripts or anything running; and I have the 'choose loadout' option off.
So, I'm wondering how;
A: I can stop players from spawning with the gear they died with.
and
B: How can I just make it so players spawn with a 'basic' loadout (Uniform, gun, gps, nvg, etc)?
I belive if you look in the multiplayer settings or wherever you find spawn settings, you can find those types of things
Hm... Not seeing an option to prevent people from respawning with everything they died with there; and not seeing a way to spawn with a basic-preset loadout without having to select it... Tried to set the folder and loadout script; but that doesn't seem to work for me either.
@placid scarab , there might be a setting as lucky suggested, but you could probably work around it by saving the starting loadout in the init as a global variable, then load it in a respawn event handler.
https://community.bistudio.com/wiki/BIS_fnc_saveInventory
is there a way i can set all units in an intro mission unconscious? i tried sqf {_x setunconscious true}foreach allUnits;but to no avail
trying to do this in an InitIntro file
Does allUnits return array of all units or an empty array in intro?
ill check
@signal coral all units returns all units ^^
18:10:20 [opponent,B Alpha 1-1:1 ([2301] B.A.D. ),B Alpha 1-2:1,B Alpha 1-3:1,B Alpha 1-4:1,B Alpha 1-5:1,introheliD,B Alpha 1-6:2,introheliG,B Alpha 1-6:4,first_heliD,B Alpha 2-1:2,R Alpha 1-1:1]
opponent is a story char for the intro and the rest are standard units
Maybe the command is not designed to work in intro
Nothing looks wrong with the script, but you may have to wait to run it until all the units are initialized. Locality may matter if its MP, but if its in the init sqf, it should run on all comptuers.
unless the forEach expects the last statement to terminate in a ; which I don't remember if it does or not.
it works in mp but an intro is not exactly "ingame " id guess
can confirm, doesn't work in intro
Hello guys, i'm making a mission where i placed bluefor units and virtual units (zeus, spectator, headless client). Whenever I join the lobby, i'm forced to click on the bluefor side to see bluefor units because i'm on virtual side by default. How can i make bluefor side by default when joining the lobby ? Thanks for your help !
the roles tab you start on is the last playable unit you placed in editor. so just delete and remake one of the blufor roles.
Having a mental block here, I know I can sync a trigger to the respawn module to turn on that respawn, but how do I turn it off?
I only want these respawn points available when a vehicle is in the area, (this is the bit I've got sorted) but when the players drive away I want the module to deactivate
Nevermind <modulename> call BIS_fnc_removeRespawnPosition; does the trick
Can anyone recommend a good mod for parachute insertion, preferably HALO, of playable characters not AI.? Thanks
what kind? as HALO is already in the base game
Like, if you want "teleport these players 5km above the DZ with a parachute option", Achilles has that.
Thanks for replies. Shows what I know. Didn't even know HALO was in the base game despite googling. 😳 Have to look at Achilles as we don't have any air element to fly us in. Thanks again.
Yeah, just use the teleport players > instant HALO option
another one from me:
in our intro mission, when the intro starts (like being in main menu and stuff) it will play our music like for 10 seconds and then a standard arma sound is playiing until the intro scene reaches its end,then our music starts playing again. we have set up the sound file in an addon ,gave it a class and its playable. set up an addmusiceventhandler "musicstop" to loop it too.
aaaand,what do i have to do that our intro mission is playing right away? at the moment its only playing after you loaded it via (for example) entering editor
Would this be the right place to ask if Prei Khmaoch has any sort of airfield?
is there a way to make a given unit surrender when an enemy enters a trigger area? i see "setCaptive" but i'm not sure thats quite what I'm looking for
If you use ACE, it's fairly simple.
I don't know much about doing it in Vanilla, though.
i am using ACE, yes
looking up functions now....
i saw some info about a 'surrender module,' but im not finding anything listed as 'surrender' in the Eden Editor
Ok, I got it
they kneel...but I guess that's good enough. no on-your-knees-with-your-hands-on-your-head style huh?
@torpid jackal Prei a has a sorta short and Bumpy stretch of land that could be considered am airfield. It's besides one of the big bases in the South Eastern Region of the Map.
I think you can get a cessna on it but it definitely won't work with a C-130 I tried that 😅
But there is no buildings there (besides the nearby base) Why don't you take any other fortified Position. On that side of the river?
I'm looking for a map with the following criteria:
As large as possible.
Only a single large town but other small settlements/villages are OK
Only a single airfield but other smaller strips are OK.
Preferably not desert.
Preferably an island.
Any recommendations?
Kidal, but it is desert and the airfield sucks. But kidal
https://steamcommunity.com/sharedfiles/filedetails/?id=932317301
Collection of Arma 3 Maps
Hello all
Hello again
I'd like to know if anyone knows of any script to prevent AI from laying down for 5 minutes when getting shot at. Not asking for something that will prevent them from laying down, just not 5 freacking minutes...
_unit setUnitPos "UP";``` ?
that would prevent them from laying down
I need to act like they do but just a little less dumber
this will keep them up
@tawny holly FSM uses setUnitPosWeak afaik
¯_(ツ)_/¯
they will eventually be dumber, as they will not look for cover 😄
😄
You can have an AnimDone eventHandler that checks if they are prone and then set them to kneeling for some amount of time and then sets it back to AUTO
What about prone rotation?
what do you mean ?
They don't have just one prone animation, when they rotate to look at something when prone they move their feet to adjust. Do you never want them to be prone?
That's how I understood it =p
Trying to understand
No it's just that when they go prone to avoid getting shot, they just lay there without doing anything.
going prone isn't the problem
they've still probably got the suppression value ramped
is they just slow the hole scenario down by waiting there like idiots
what is the suppression value ?
The AI understand when they're being suppressed. It goes down very quickly after being shot at though.
There has to be some reason why they wont move. Usually they counter the attack
well mine don't they just wait there until an enemy shows up OR the group leader decides to move his fat ass
whoooohoooooo !!
{_x disableAI "FSM"} forEach units grp;```
THEY ARE SPINTING IN COMBAT 😄
well that is a bit too excessive 😄 they just went to cuddle the enemy basically 😄
Would be a good for a sprint to objective waypoint
Capture The Flag, Paintball, etc 😄
Stack up!
okay so disableAI "COVER" doesn't do anything. the laying down and acting stupid really comes from the FSM
i know it's possible to save a custom composition of structures and such to the Eden Editor...but is there a way to implement this 'composition' into a mod?
as in, extract it the same way you would an arsenal loadout to add to a config file?
in essence a composition is a collection of offset positions related to a single anchor point
indeed...but can the information pertaining to that and those structures be added to a config file?
you can add custom classes or attributes into your config and read those in custom scripts
but then again you can save those outside of the building config too
making a mission where I want there to be a potent and real AA /SAM threat for helicopters not flying low and carefully. I think I've solved it by adding an R750 and S750 unit to the map a fair distance from the AO. However, the SAM just spaffs off all its missiles immediately, rather than waiting to see if the first one or two hit. Is there anyway of controlling this without reducing the ammo of the unit?
You could give it another missile of ammo every so often
And I may well do that as I will be zeusing so I can have one missile in the tube at any one time relatively easily.
Problem is if I get distracted by something else, the airframe will likely get quite bold.
I mean like, a fired eventhandler that waits 30s before loading another missile.
ooh. That's a good idea.
Guys.. when I'm testing, I run the mission as server and client on my PC and have my laptop join the session over the LAN. If, on the PC I close the server, make a few script changes and restart, the laptop client stays connected and the mission restarts, but always comes up with a missing PAA error. It's always a PAA from the mission folder.
Is this part of the wonder of ArmA mission making?
if the error is about the load screen image then yes its normal
there are other situations where the same error will show though, for example switching missions in the editor. its usually safe to ignore unless you are actually loading an image that doesnt exist.
NFA
Normal For ArmA
😃
It just means I have to press enter on the laptop to clear the popup, nothing major, but was hoping for a simple fix that I should have known about 6 years ago lol
thanks @barren dove
yo noob question; what is the file path to access files inside the senario you're directly playing in?
player setObjectTexture [1, "C:\Users<user>\Documents\Arma 3 - Other Profiles<dudemanbro>\missions\textest.VR"];
for example I want to touch a file in that folder.
inside the senario you're directly playing in? none
If you have a "test" file in your scenario. The path will be "test"
the path is relative to mission directory
Hello, would anyone know anything about how to make Orbat made factions work with DCO/DRO (dynamic recon /combat ops)
or do i need to go directly to the mod author
What would be a good way to provide actions on doors of non-enterable buildings? gameLogics don't seem to work with normal actions or ace actions.
Those buildings are harder to destroy after 1.90 update? ["Land_i_Barracks_V2_F","Land_u_Barracks_V2_F"]
I was destroying it with 2 or 3 PCML, now i need more than 10.
Anyone know why one of my missions I have created is coming up saying it is reliant on WW2 mods, despite me making this mission when I hadnt downloaded the mods in question
maybe you had enabled it at one point and saved. Just open the text files and remove the dependancy
Is anyone else having troubles with the random patrol module? I have put down different groups, synced the group lead to the module, created civs and synced them aswell to the module, but every time i start the mission every one of them just spawns?
I will need a Destroyer platform to get a boat out of water; what could be a good (vanilla) object to mimic such a thing? all the platforms I could find have pylons under them.
Maybe one of the ContainmentArea_01_forest_F variants or Land_Canal_Dutch_01_plate_F @cinder holly
oooh thanks for the latter @drifting meadow ; I already noticed #1 and some others, I will check all of them tonight
ended using Land_ConcreteKerb_02_8m_F repeated every 0.75m to give some 3D aspect
…oh wait, vehicles go through them when attachedTo -_-'
anybody have a link to a resource on how to make and use custom loadouts for dynamically spawned units?
Is their any way to copy a large object made structure to another map without things going funky? Specifically im trying to copy a oil rig from the workshop to Lingor but everytime i paste its original position it still fucked up :/
Possibly save it as composition
How do I do that, ive never done it @rocky carbon hahaha
Google probs has answers
Whats a google?! Nah all good ill go and suss it
Thought it might just be a button or 2
Cheers man ❤
Omfg im so blind, its so easy. Im so embarrassed I asked this
If you ask, you may look stupid for 5 minutes. If you don't, you will be stupid for the rest of your life @vapid rivet 😉
Does anybody know what the two halves of that big hangar on Tanoa are called in the Eden editor? The huge one, open front, with an inner walkway.
I'm trying to find it for making an "off-map" hideaway/warehouse for a mission.
they arent listed in 3den.
Any work-around to get my hands on them?
place a dummy object and save the mission. edit the sqm in a text editor, replacing the dummy class name with the class name of the hangar. reload the mission in editor.
Will I be able to move them around/edit them like any other object at that point?
yes
And Notepad++ is enough to edit the SQM?
yes
Sorry for the noob questions.
its just another config
Much appreciated.
Anyone know if a car chase is possible?
@signal coral can be done with this command, however you gotta script a bit to get it right
https://community.bistudio.com/wiki/setDriveOnPath
Wish there was a way to keep them driving like safe mode but at a high speed
Cause once they go in combat they don't follow paths and act crazy
might be a long shot, you could try this one
https://community.bistudio.com/wiki/forceSpeed
it says the object/unit will not go faster than this, but it might also mean they are trying this speed no matter what. who knows
Could you make the driver and Gunner separate squads?
Have the driver set to carless so he keeps on a path and ignores enemies and the Gunner goes into combat and shoots
@signal coral AI driving is a massive pooch screw in this game. And high speed stuff is even worse. Unless you want months or years of frustration, leave it 😃
https://community.bistudio.com/wiki/BIS_fnc_UnitCapture might be the only way for you, but it's a lot of work
plus wheels don't move
@woeful magnet "Land_Airport_02_hangar_left_F" and "Land_Airport_02_hangar_right_F"
@cinder holly yes, true
I'm just wondering why - of so many structures - they didn't allow those halves to be in Eden editor for object placement.
Also is there some way to have attachments on weapons for the players to find? Or in this case, for show (an arms room in a staging site).
If I place some assets from DLCs (Apex, Marksmen) in my mission. Do players need to have the DLCs for the mission to load at all and be able to use those?
only for using
can't pick up marksman weapon (but can use if they already have it in hand). Can't drive apex vehicle (but can sit in back) if they don't own dlcs
So the mission will load but clients will see the purchase window/popup?
yes
yes
There is an option to make a mission require a specific DLC to be played.
It's probably not something you should tick, but it might be useful for singleplayer missions which depend heavily on DLC assets (and might not be completable without picking up or getting into a DLC vic)
in case I have missed something: is there a way to set a Multiplayer slot "needed" and the game not start until filled?
Yes, minPlayers would be your golden ticket. Put it into your description file
needs to be under header class
isn't it "just" an informative field ?
iirc it is just a informative attribute. you can set max players to 2 but have 50 slots and it still allows 50 people to join
your best bet is most likely an SQF check after mission start if that slot you need is filled and if it is not, end the mission.
Yep, I thought so but hoped otherwise. Thanks for all the input!
Hey guys, can anyone help me with "Respawn Position" module?
Is there any way to make people spawn through them randomly?
how do i force the intro mission of a mod to be shown at game start,not only after entering editor or something?
Oh shoot I didn't even mean to post it in this discord channel my b
np at all! :+1:
sorry, wrong channel... asked in the right one
anyone free to help me? its been a while since I made a mission and im having some troubles. I need to pick some brains
start at the beginning, then do the middle, finish with the end 😃
not with the mission idea...more the scripting etc
what sort of thing are you after?
trying to make the enemy invisible till the players hit a trigger (MP) as my dumb AI pilot is now trying to target the enemy instead of doing what I want him to do
Using IFA3, in a glider. I had the pilot landing in the same spot every time, until I added enemy...now he uses the glider as a pretend bomber and is trying to bomb a Flack Gun
oh jeez.. ai pilots?
good god no, players are much more of a PITA than AI
exactly
ok, so backtrack a little , the ai pilot is on players side?
yes
ww2 mission, taking as glider into attack a bridge
it was landing in the same spot every time
now I added enemy, it tries to attack them with the glider
So best thing I can think of is make the enemy invis or "friendly" until the players reach the landing zone
setcombatmode "green" on the pilot will make him ignore them
"blue" too
yesm making the enemy civ will work, using setcaptive
its a widely used thing in missions
could you possibly give me the exact code and where to put it? its been so damn long
the pilot of the glider
_gliderpilot setCombatMode "BLUE"
how is the aircraft and pilot spawned?
they start spawned in the mission
with all the players inside already gliding to the LZ
pilot Variable name = _gliderpilot ?
right, oh ok and instead of landing somewhere sensible, they dive on the enemy?
blue as in BLUFOR?
yes
you need to find how the aircraft ad pilot are spawned.. it will either be by a script or via the eden editor
ok, can you open the mission in your own editor
right
im not familiar with doing this in the ditor, but lets have a bash at it
😃
99.9% of my stuff is spawned by script, but lets have a go
so the mission starts with the players already in the air in the back of the glider...with the AI roughly following some waypoints
yes, that sounds about right
he lands in the same spot every time, until now, when I started placing the enemy.
😄
i dont have ifa installed so im using a fa181, but the essentials are the same
no, its fine, we'll do it here, wont take long
so the aircraft is in the editor and i can see the pilot
yep
doudleclick him
yep
the edit pilot screen will open
in the init type
(group this) setCombatMode "BLUE"
👍
😃
so the pilot will technically be bluefor?
/ closes editor. reopens posiedon... relax.... breathe
no, thats the combat mode, not side
ah k
for info, you cant actually change the sides of units , the setside command doesnt do what you'd hope
right
you can setcaptive true on units which will make them civilian, and the pilot should ignore them, so you've got 2 methods to throw at this