#arma3_scenario

1 messages · Page 39 of 1

scenic shard
minor idol
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that seems to have solved it

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cheers

scenic shard
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yey. i helped! only been in the community 12 years, i guess it was going to happen eventually lol

minor idol
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really appreciate it. Nice and simple explanation thanks a lot, I find some people can be almost "elitist" about this and they babble on about stuff I just dont understand and dont get why I cant understand it!

scenic shard
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asking the right question is a great start, and you did good

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most of the people around here are decent

minor idol
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yeah have had some help from here before

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great stuff

scenic shard
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very welcome mate

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as a payback, you can fix the crappy convoy driving in my mission? 😄

scenic shard
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do we know if this is well optimised? I'm not best informed with the intricacies of sort routines and use them a lot. im wondering if this is the best we have available?

cinder holly
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see the "see also" links according to your needs

scenic shard
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yes, im aware of those, im using the right one for what i need, im just wondering if there was any optimisation to be had there

cinder holly
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oh ok. well, as for the sortBy… do you use it really frequently? I'm checking the code behind it at the same time

scenic shard
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i do a LOT of dynamic stuff in my mission, so yes, i use it frequently.. finding all the roadpieces neaby and sorting them into distance, for example

cinder holly
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it seems up to date with the recent commands (params, isEqualTo, apply) yes. recent code is usually good

scenic shard
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20 times across the whole mission folder.. tbh i thought it was more

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right thanks @cinder holly

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oh wiat, i wrote it again just now... 21

mint roost
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How to disable AI like this (Alpha 1-2)

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in mission init \ in players init?

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(not manually clicking in lobby as admin)

oblique niche
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@mint roost add this to your description.ext

disabledAI = 1;

mint roost
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how to do it not for all side, but only selected squads?

mint roost
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Alpha 1-1 enabled from start

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Alpha 1-2 disabled

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like this

oblique niche
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you can't

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only solution would be, let them stay as is and delete the units ingame if those are AI

hidden egret
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looking for the mod/script with civilian spawn, so they will walk and drive cars in my random tvt mission.
I want them to be authentic (eastern closes and vehicles on desert maps, russian closes and vehicles on chernarus e.t.c.)

delicate hinge
hidden egret
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@delicate hinge and what about cars?

delicate hinge
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There's also traffic script from same guy.

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It's even listed on bottom of the post I've linked 🙃

signal coral
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The car script?

cinder holly
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We found it!

quartz yoke
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Damn does anybody remember the name of the guy who was looking for the car script? 😄

sinful rampart
quartz yoke
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Oh damn, we are too late 😄

sinful rampart
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Wow.. he left only 8 days ago. So close

signal coral
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Couldn’t you see how desperate he was you heartless animals!

wicked lichen
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Is there a way to disable player markers for a Zeus game master? I.e. if the Zeus is controlling opfor AI, he doesn't have omnipotent knowledge of every blufor players' location

delicate hinge
wicked lichen
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Excellent, thank you

glad citrus
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best way to rotate a vehicle turret in the editor?

tawny holly
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Vehicle turret? You can't.

cinder holly
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You can! via animateSource if I remember correctly, an example should be on the page (if my memory serves me well)

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@glad citrus @tawny holly

rocky carbon
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But rotating it in Editor will likely not transfer to game unless same command is run on the vehicle after init

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cant remember the details but I think either there needs to be a gunner or no gunner in the turret for it to be animateable

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but also if there is a gunner, it might start to look elsewhere

cinder holly
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disableAI all the way!
I admit having no experience with this (I don't think animateSource needs an AI though)

brazen saddle
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I did have a play with disableAI and animation viewer a while ago to get a medic AI and an injured AI soldier near a medical tent. It worked fine but I remember had trouble to get them to drop their helmets because the helmets stayed in their long edge instead of on their top or bottom. I couldn't work out how to rotate the placed helmets.

tawny holly
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Needs mods for this effect anyways

minor idol
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Ive got an ammo box I want to put into the cargo (not inventory) of a vehicle. ammo box class name is this "LIB_BasicWeaponsBoX_UK" can anyone tell me the code for the vehicle init?

cinder holly
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@minor idol

private _ammobox = createVehicle ["LIB_BasicWeaponsBoX_UK", [0,0,0], [], 0, "CAN_COLLIDE"];
_vehicle setVehicleCargo _ammoBox;``` should do the trick - don't place that in the vehicle init though, rather in an external script
minor idol
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OK thanks

wooden garnet
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im trying to create a trigger system where a unit will move to an officer's position when his behavior becomes "AWARE"; how might I go about doing this? I'm examining the behaviour syntax, but all the ARMA config list is giving me is 'setbehaviour' commands

quartz yoke
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I think it's much easier done with scripts in SQF

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there is a command behaviour which returns the current behaviour of a unit

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so you make a loop where you sleep 1; and then check behaviour of the guy, when it switches to "AWARE" you order him to doMove or give the waypoint to his group

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IDK, maybe it all can be done by putting waypoints ,triggers, filling their conditions, synchronizing waypoint with trigger, etc, but I think that the script solution is going to be simpler and cleaner

signal coral
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That is a nice solution imo sparker

earnest cove
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heh, i dont even know how the ingame waypoints and shit work together. 😄 always did it via script. feels like i have much more control over the scene this way.

sturdy spoke
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does anyone have a list of the character face classnames so i can do scripting with it?

wooden garnet
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@quartz yoke thats what im getting at, but im learning how to set up the exact syntax of the command in the trigger that's attached to the waypoint of the unit which is meant to come to the rescue of the office when he comes under fire

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of course i could do a location-based waypoint...but what if the player manages to silently get close enough to the officer to kill him? the player should be 'rewarded' thereby with no interference from the officer's reinforcements 😛

sturdy spoke
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Thank you

stable delta
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How would go about making a cruise missile strike a specific target in editor?

earnest cove
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@sturdy spoke go into the virtual arsenal and hoover with the mouse over the face selection. you'll see the class names.

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same with items, etc

scenic shard
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@stable delta create an object on your target, i use an empty helipad

stable delta
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Im using HAFM ships not the VLS turret

scenic shard
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use reportremotetarget to show it to the launcher

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then use fireattarget

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note that in MP, you might have to remoteexec them

stable delta
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The destroyers on the enemy team and its only for SP

scenic shard
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the commands are the same, you just dont need to RE them then

stable delta
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Ill show you there script ive been trying if you think you can make something out of it

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Destroyer animateDoor["hatch1L",1]; _targetloc = "079107" call BIS_fnc_gridToPos; Destroyer setvariable["Cruise_Waypoints",_targetloc,true]; ["HAFM_CruiseFire",[Destroyer]]call CBA_fnc_serverEvent;

scenic shard
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hafm_cruisefire is a fuction on the server?

stable delta
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Its the command to make the destroyer actually fire the cruise missile

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Only part thats really fucked up is the target location

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I got the hatches to open and the missile to fire, but it doesnt go to the targets location

signal coral
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can someone help me out?

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i have an ai issue

scenic shard
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@stable delta the turret has to fire at an object

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not a location

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so i create a helipad there and send that to the turret

regal talon
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anyone an idea why a scene in my intro mission is having a black screen?did everything like in the other scenes and they work.music is playing but black screen

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basically i have just this here inside the initintro file for testing now ```
[ {
playMusic "intro";

["InitDummy",["tschernobyl_terrain",[6082.97,13329.7,60.0326],135.358,0.75,[-7.37732,0],0,0,1080.03,0.999256,0,1,0,1]] call bis_fnc_camera;
}]call BIS_fnc_initWorldScene;```
stable delta
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Well i have a AA tank there so that would count yes? @scenic shard

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Theres a guide on how to write the script for it and it says to use _targetloc as an array

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But im not very fluent in writing scripts

void peak
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Hey I am making a team of mission makers to help consistently make large scale joint operations each month for my unit HUB. If you are interested let me know!

signal coral
regal talon
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ok so i found that one out by myself.my mission is finished other than one thing:

the intro music stops after like 20 seconds and the default altis soundtrack is playing.what can cause this and how can i fix it? the init contains a musicstop EH looping the sound i want to play and a playsound line.

keen robin
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We have problem with random fog appearance after few hours in the mission almost everytime. Any idea how to disable that?

signal coral
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At mission start set it to 1e10 setFog 0

keen robin
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cool, will try thanks @signal coral

shrewd phoenix
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has anyone sucessfully setup a vanguard mission before?

clever acorn
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I need to generate a large number of enemy dead bodies around my players spawn position as the next mission in my campaign is essentially following directly on from the last. Is there a way of generating dead enemy that are ragdolled?

proven portal
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Did you try spawning, setdamage 1 and the applying a weak force to them so they jiggle around a bit?

scenic shard
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@stable delta if targetloc has to be an array, then it wont work

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the vls turret has to be sent an object

stable delta
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Its apart of the vehicle on this mod

scenic shard
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you might be a bit stuck then

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unless you can get the name of the turret

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meantime... should/can I use lazy eval with or?

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if (flag1 or flag2) then {do something}

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should be

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if (flag1 or {flag2}) then {~~~~}

stable delta
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Idk feel free to download the HAFM ships mod and try your own script referencing the guide, im dont seem to be having any luck

reef wyvern
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Can somebody help with this?
https://i.imgur.com/QkNn74c.jpg
Im trying to set up a respawn and i have a circle called respawn_west that is 50x50 so far so good
Now when i play it i get a error "picture ellipse not found" and i spawn anywhere between 500-800 meters OUTSIDE the circle very confused about this

The goal is to spawn anywhere inside the circle randomly ( Which i did have working before but suddenly its not working )

reef wyvern
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Okay so i figured out what is causing the issue
Respawn is set to: Respawn on custom position
with "select respawn loadout" and "show respawn counter" ticked
IF i tick "select respawn position" it causes that error and actually crashed my ArmA
Anybody got a solution?

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Also this error is only happening when testing on a ( Lan ) server

dense grove
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I'm creating a mission which I want somebody who doesn't own any DLC to be able to play. I understand that if you don't own DLC, assets from it can be in the mission but with limitations. eg you can't drive vehicles that you don't own etc. but could you blow the vehicle up?

reef wyvern
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@dense grove like shoot it with an RPG? yes that is possible

dense grove
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@reef wyvern Yes, exactly that. Brilliant. Thanks for the help 😃

lyric yoke
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Hey will this amount of triggers possibly be able to crash a server?

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4 in total

cinder holly
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Yes. You are doomed. (just kidding, 4 triggers is fine (depends on the scripts you put in them))

lyric yoke
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player setPosATL [1924.240,8929.367,0]; ["You have been teleported to a garage.",true,"slow"] call RLSG_fnc_notificationSystem; cutText ["","BLACK IN"];

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Here's the script inside

cinder holly
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should be fine yes

lyric yoke
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Ty 😄

reef wyvern
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Anybody got another solution for making a ellipse a spawn area other than the default one i want the player to spawn anywhere inside of it at random but at the same time be able to use the apex spawn system?

signal coral
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it is built in engine functionality

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if the respawn marker shape is ellipse the position is picked up randomly inside ellipse

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not sure how much of that scripted system utilises

reef wyvern
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@signal coral It's the default system and it works pretty good as long as i dont have the ellipse able to be selected as a spawn point

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which then kinda defeats the purpose unfortunately

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This is where i spawn at and the circle is set to respawn_west and my player is blufor

plucky glade
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Perhaps you could select a random position in the area and create the respawn marker locally? Like this every player would have a unique respawn location no?

shrewd phoenix
cinder holly
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do you try it in SP or MP ?

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I guess there is somewhere a respawnOnStart and it may kill you in SP, hence ending the mission :p @shrewd phoenix

shrewd phoenix
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MP dude

cinder holly
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I'm not your dude, pal!

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I never used Vanguard nor followed this tutorial; I may give it a try tonight (in ~8-9h)

rocky sinew
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Hi, im trying to add ambient battle sounds that needs to be triggered at some point then stopped after players leave trigger.
This works fine when starting the sound effect but need a way to stop the sounds when no longer needed...

while {true} do
{
_dir = round random 360; 
 
_dis = round random [_AMinDistance,_AMedDistance,_AMaxDistance];
_AsoundPosition = _ATarget getRelPos [_dis, _dir];
_SoundNumber = round random count _soundsArray;
_ASound = _soundsArray select _SoundNumber;
playSound3D [_ASound, _AsoundSource, false, _AsoundPosition, _Avolume, _AsoundPitch, _Adistance];
_Waitfor = round random [_AMinWait,_AMedWait,_AMaxWait];
sleep _Waitfor
};```

I tried a trigger with variable *startambient* that will detect players to activate sounds, will need to remove the sounds once the players exit the trigger
```sqf
while {_startambient=true} do
{
_dir = round random 360; 
 
_dis = round random [_AMinDistance,_AMedDistance,_AMaxDistance];
_AsoundPosition = _ATarget getRelPos [_dis, _dir];
_SoundNumber = round random count _soundsArray;
_ASound = _soundsArray select _SoundNumber;
playSound3D [_ASound, _AsoundSource, false, _AsoundPosition, _Avolume, _AsoundPitch, _Adistance];
_Waitfor = round random [_AMinWait,_AMedWait,_AMaxWait];
sleep _Waitfor
};```

Getting a generic error when i run this...1st method works fine when looping it  but need  a way to stop it, any suggestions?
mossy lava
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_startambient starts with an underscore and so is private to the scope where it was defined. If you need to access that variable from outside of the scope, make it a global variable.

signal coral
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you can set sound in trigger

sinful rampart
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_startambient=true You are setting a variable. Not checking it.
Also checking with ==true wouldn't work either as comparing a boolean to true doesn't make sense

signal coral
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it will stop when you exit it

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can also use drop down menu in editor

rocky sinew
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trigger with audio options seems to work fine ..thx

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thou i think it does not loop, will it keep looping if set to repeat

signal coral
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sfx loops

rocky sinew
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sweet thanks...thats the only ones?

tardy carbon
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Hey I'm looking into making some coop missions in Arma and I can't find any tutorials. So I was curious if sommeone could help me out? I've made zeus operations but I haven't made a linear type mission.

cinder holly
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@shrewd phoenix on it (Vanguard)

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Incorrect setup, the mission will not continue
it seems to work

cinder holly
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confirmed, it does work. the only issue I had was the lack of truck spawn, but I simply added one myself and it did the trick.

shrewd phoenix
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Thats very weird, mind sending me the mission file in a dm or a link here @cinder holly - Did you sync anything? I was baffled when it didn't work at all

cinder holly
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@shrewd phoenix why not, but before that do you use any mod or did you add anything else to the mission?

shrewd phoenix
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No I only added some vehicles for each faction. On either a dedicated server on our box or hosted from "host mission" all players got killed at start and it said "EAST WINS". Troubleshooted all the basic things and still no luck. Its a bummer the tanks DLC is still ebo'd. I was not using mods for a change aha so was all clean vanilla

ancient kite
delicate hinge
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Try to delete them localy in preInit.

ancient kite
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In preinit?

raw solstice
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Pre initialization. Before everything is loaded and all scripts are running. Ideally using a function to stop loading while doing it.

pine citrus
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Any idea? 00:49:07:538097 +03:00] [Thread 12272] extDB3: SQL: Initialized: Add Quotes around TEXT Datatypes mode: 2 [00:49:07:538448 +03:00] [Thread 12272] extDB3: SQL: Initialized: NULL = "" [00:49:07:538484 +03:00] [Thread 12272] extDB3: Locked [00:49:07:568660 +03:00] [Thread 12348] extDB3: SQL: Error MariaDBQueryException: PROCEDURE altislife.deleteOldMedihbar does not exist [00:49:07:568660 +03:00] [Thread 2960] extDB3: SQL: Error MariaDBQueryException: PROCEDURE altislife.deleteOldCopihbar does not exist [00:49:07:568691 +03:00] [Thread 12348] extDB3: SQL: Error MariaDBQueryException: Input: CALL deleteOldMedihbar [00:49:07:568707 +03:00] [Thread 2960] extDB3: SQL: Error MariaDBQueryException: Input: CALL deleteOldCopihbar [00:49:07:568785 +03:00] [Thread 9640] extDB3: SQL: Error MariaDBQueryException: PROCEDURE altislife.deleteOldMessages does not exist [00:49:07:568797 +03:00] [Thread 9640] extDB3: SQL: Error MariaDBQueryException: Input: CALL deleteOldMessages [00:49:07:568818 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: PROCEDURE altislife.deleteOldWanted does not exist [00:49:07:568828 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Input: CALL deleteOldWanted [00:49:07:788533 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Table 'altislife.gangcontainers' doesn't exist [00:49:07:788566 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Input: SELECT inventory, gear FROM gangcontainers WHERE id='1' [00:49:07:790841 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Table 'altislife.gangcontainers' doesn't exist [00:49:07:790865 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Input: SELECT inventory, gear FROM gangcontainers WHERE id='2' [00:49:07:791137 +03:00] [Thread 5560] extDB3: SQL: Error MariaDBQueryException: Table 'altislife.gangcontainers' doesn't exist

tawny holly
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do you have the tables created in your database?

cinder holly
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PROCEDURE altislife.deleteOldMedihbar does not exist
PROCEDURE altislife.deleteOldCopihbar does not exist
Table 'altislife.gangcontainers' doesn't exist

seems pretty clear to me

bad db initialisation, wrong procedure setup, etc.

sinful rampart
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If you can't make out such an obvious error, maybe you shouldn't administrate a life server 🤔

pine citrus
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I'm already managing a server i was just checking the files to have an idea about what's goin on there 😄

signal coral
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You have missing stored procedures in your db set up, that is not something you can easily miss

signal coral
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I need optimization tips from you good folks

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I want to make an African bush mission but since there is no such terrain in our modpack I need to put down a crap ton of bushes in a forested region of Altia

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Clearly I don't want to crash the server or anything.. so is there a script or any way to make sure this runs well?

rocky carbon
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It will likely run like crap

signal coral
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Thanks for the valuable input 👍

rich turtle
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Don't suppose anyone is able to help with an error?
'.rap': ' ' encountered instead of '='

They annoying thing is that I copy/pasted the mission sqm as a backup, but it's almost as if even opening the text doc has caused the error.

-File is still binarized unfortunately, and I'm unsure of where to go (if anywhere).

Think I've just lost a mission.

barren dove
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weirdly enough, i was having the same issue with an sqm loading into editor just a couple of days ago, deraping with arma 3 tools fixed it.

rich turtle
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Ok, I'll install them now and give that a go.

obtuse horizon
rich turtle
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Well I got the tools installed, but now I have no idea what I'm doing. 😶

rich turtle
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unfortunately this also has not worked. does anybody have any other ides?

rich turtle
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Don't suppose anyone else can shed light on the issue?

signal coral
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you opened binarised file? then you must have altered it somehow, autosave or whatever and now it is corrupt

mortal bramble
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Trying to make a mission in Eden.
Any way to make the scenario end with a win when all friendlies have eliminated all enemies, and destroyed a vehicle cache nearby?
(I know I'm being very basic, all new to mission making.)
(@ me if answering)

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Also, how can I make tasks for those 2 objectives? Seems a lot harder than in Zeus.

signal coral
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hey guys sry of this was asked before but .... is there any proper tutorials on how to make missions?? any help would be greatly appreciated 😃

rich turtle
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Your best friend will be youtube man.

jade mulch
#

Hello guys

mossy lava
brittle prism
radiant bridge
#

Anyone familiar with how to set up the monitors on the bridge of the USS Liberty asset? Was thinking of using user textures, but those don't have nearly the right dimensions to work properly. Doing images with transparent backgrounds also came to mind, but I'm wondering if someone perhaps knew a cleaner way to do it.

vapid rivet
#

Hey lads,

Looking for a simple Countdown script to allow me to have a timer somewhere on screen for my Unit's next mission night

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Ive found a few on google but their a few years old is all

tawny holly
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take the mission start time on a dedicated server, then subtract the day, hour, minute, seconds from the date you need set.

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Then connect the value to a control

signal coral
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@radiant bridge do they not have hidden textures you can apply directly?

radiant bridge
#

I'm not sure I understand. They're not individually selectable objects with the destroyer, nor does the destroyer have texture spaces beyond the flag, numbers, or name.

signal coral
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They don’t have to be individually selectable.

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Anyway, the creator either provided hidden textures for monitors or not, I don’t know which one it is.

radiant bridge
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As in the default list of images and such that can be called?

signal coral
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No, as the config param so that setObjectTexture could be used

radiant bridge
#

I'm unclear on what you're suggesting. Are you saying that I need to alter the config file for the destroyer to enable retexturing the whole thing to get monitors running, or doing my own texture and editing the config?

signal coral
#

No, I am saying that if creator meant to give you access to the textures of those monitors they would have included it in config. I briefly tested it and it seems you cannot apply those directly. So your other choice is to use user texture object. Use transparency in your overlay image to make it fit on screen

signal coral
#

@hollow star please do not cross post #rules

sinful rampart
#

@hollow star I told you 4 hours ago to read the rules. I assume you don't want to?

cinder holly
#

quit bumping, it's not that far in the chat!
it's day time on a weekday in Europe, too

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bye bye

sinful rampart
#

@hollow star would you stop now?

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I told you multiple times to read #rules will you do that now or not?

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!purgeban @hollow star 14d ignoring instructions of moderators, spamming, crossposting

quiet nexusBOT
#

*fires them railguns at @hollow star* Ò_Ó

sinful rampart
#

He can be happy now. Doesn't have to waste his time here anymore

signal coral
#

This is why the game is 16+ (someone asked before)

#

Hello

i using SpawnAI Module and i want to spawn my units that is from steam workshop what script i have to paste in SpawnAI module so my modded units can spawn?

radiant bridge
#

@signal coral not looking at it, but I think you need to define each unit and it's loadout with that method. What are you trying to accomplish?

signal coral
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i want that SpawnAI module spawn my unit that is from workshop

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SpawnAI module spawning units every 30 seconds

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i want that my SpawnAI module spawn unit that i want

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i know i have to type code in expression but i dont know witch

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@radiant bridge

sinful rampart
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^ Don't bother answering. user has been banned for ban evasion

cerulean field
#

Jumbo that good question that will help me a lot also with mission making. @radiant bridge if you know how do that can you tell me?

radiant bridge
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@cerulean field I'm a bit unclear on what they were asking for with a "SpawnAI module from the workshop", as the only module I'm familiar with is the editor one that out of the box spawns the vanilla units. I played with it some and tried to make it spawn units other than vanilla ones, but figured out alternate solutions that weren't as cumbersome. It depends on what you're attempting to accomplish, so I'll ask you the same question.

cerulean field
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i want to spawn modded units every 30 sec so they can go to waypoint and defent their area

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example: moded unit spawn and it goes to waypoint

jolly nest
#

Anyone have an idea why zeuses and only zeuses would be kicked when the mission is doing a lot?

signal coral
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@๖ۣۜζ͜͡Fuzy#5715 Let me guess you want to use SpawnAI module?

cinder holly
#

Hahaha that dude. He keeps on trying

signal coral
#

At least he doesn’t ask for the car script

cinder holly
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the car script

sinful rampart
#

If you see anyother ban evasion of him notify me o7

cinder holly
#

of anyone
we are allowed to answer this SpawnAI module question in ~2 weeks though 😁

safe knot
#

Hello Guys, is someone of you maybe up for some help?

mossy lava
#

Just ask your question directly.

wooden garnet
#

Having an issue trying to open a scenario. While editing this scenario with a mod I didn't realize was turned on (CUP Factions Project), I saved said scenario - now I cannot open this scenario without having this unneeded mod turned on because the scenario thinks this mod is required...

...how can I open this scenario now so I can remove this 'required mod' even though none of the mod's assets are actually on the map?

I tried editing the scenario 'mission.sqm' file directly - this caused an error declaring the scenario could not be loaded until I 'readded' the associated mod entry in the mission.sqm file.

cinder holly
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@wooden garnet edit mission.sqm and remove said entries (or all entries) in cfgPatches, and check addon classes used in the scenario

wooden garnet
#

while the game is shut down obviously XD

#

i got that error when the game was still on

cinder holly
#

game on if you want but not the editor open, as it may autosave over it

wooden garnet
#

ah, that might have done it

#

ok, here goes

cinder holly
#

working?

wooden garnet
#

nope. "error when loading the scenario" 😦

#

unless there's another CFP entry in the mission file i missed. but the Find function only located 2 of them, both of which I removed...

#

wonderful...now what?

cinder holly
#

It should tell you which class it couldn't load…
Else load your file with the addon, remove said objects, save, then edit the sqm

wooden garnet
#

thats the thing - there are no objects on the map

#

Cup Faction Project adds assets in the Force overview...none of those assets were added to the actual map

#

they were just 'on'

cinder holly
#

Well then, you're screwed 😄

#

(deep edit the sqm, that's about it)

wooden garnet
#

-.-

#

wait, is there an entry in the mission.sqm file that dictates what Forces in the editor overview are available?

#

thats the only thing different between the two

#

short of that, where are missions downloaded off the Steam Workshop saved?

cinder holly
#

Forces? As in, sides?

wooden garnet
#

yes

cinder holly
#

No

wooden garnet
#

hmm, ok

cinder holly
#

CfgPatches

wooden garnet
#

then ill have to revert to the version on my workshop. no big deal since it's current

#

any idea where custom missions from the Workshop are saved in the Steam folder?

cinder holly
#

Nay, not off the top of my head. downloaded files or something, a parallel directory iirc

wooden garnet
#

Think I might have figured it out

#
{
    class List
    {
        items=39;```

Number had to be adjusted. Let's see what happens now...
#

Yup - that's what else was missing!

#

Ok, crisis averted - thank you 😛

pulsar harness
#

Guys, how i can give a new waypoint to all AI on Independent side. I have some task do destroy some Scuds and Shilkas, after that i will wait for extraction, but i want all AI left on the map to rush for my landing zone. Any ideas?

#

I did it with {[group _x, getMarkerPos "marker_13", 100, true] call CBA_fnc_taskAttack;} forEach allUnits;

#

but i would like to do it only for Independent side

#

Solved

#

_selection = allGroups select {side _x isEqualTo resistance};{[_x, getMarkerPos "marker_13", 100, true] call CBA_fnc_taskAttack;} forEach _selection;

wooden garnet
#

@pulsar harness the _selection = allGroups select {side _x isEqualTo resistance} command...would that be used to check to see how many soldiers are still alive as part of a squad?

tawny holly
#

No, just to check which groups are of the independent side

cinder holly
#

@wooden garnet { alive _x } count units _groupA; would do

wooden garnet
#

excellent

#

so if i wanted a trigger to fire when all or a certain number of soldiers are dead...

tawny holly
#
({alive _x} count units _blah) == 0

Condition

wooden garnet
#

oh perfect

#

i know that was linked for me earlier, but i had trouble implementing it

#

lets see if it works now

cinder holly
#

@maiden lodge STOP thanks

maiden lodge
#

Working on creating a death race!

#

Um, issue?

cinder holly
#

Yup, posting links without description is against the rules; but our messages crossed each other

maiden lodge
#

Well, not my fault the link isn't loading properly at the moment. It's clear what the link is for sooooo

cinder holly
#

I was afraid you were simply spamming screenshots ^^

maiden lodge
#

No, just the relevant set for my mission

#

Might want to give people more than 2 seconds to type their description next time, aye?

cinder holly
#

Or you write it before the links 👀

#

As I said I suspected abuse, and a next call would have been to moderators. Now we know it's not spam (unless a mod states otherwise), it's ok to me

sinful rampart
#

👀

maiden lodge
#

And people's tendencies are to look at the pictures first, then read down, placing it above the links makes it less likely to be read.

#

As there is no form or rule requiring me to do so, you my friend need to chill out, and get off your pretentious high horse

sinful rampart
#

As there is no form or rule requiring me to do so
#info_help_tips 22. do not post URL links w/o short description of what it is , anywhere

cinder holly
#

@@maiden lodge Just to make it clear, I was potentially preventing spam, not being sure you were one or not; and in no way was I being incorrect to you. But since my horse got upset and you didn't apologise to it, my only answer to you will be ¯\_(ツ)_/¯

balmy talon
#

Question: if I use music from one of the DLC’s does that make the mission dependent on that DLC

tawny holly
#

No

balmy talon
#

Aight cheers

wheat hawk
#

if people would like to help me set up a unit,pm me please

wooden garnet
#

@cinder holly @tawny holly

({alive _x} count units _blah) == 0

({alive _5} count units _CivilianSquad) == 0

ehh, something's not right fellas.

I have a ten-man 'squad' of civilians. id like the mission to end in failure if 5 of them are killed

I've been trying the original syntax, and making changes, but the trigger doesnt fire....i dont think im setting it up right

tawny holly
#
({!alive _x} count units _blaaa) == 5
wooden garnet
#

({!alive _x} count units _CivilianSquad) == 5;

Nope....nothing...

I put this in the Conditions field as part of a trigger that executes and reads "Mission Parameter violated: Excessive civilian casualties"....but I'm getting nothing...

#

"_blaaa" is supposed to be the group variable name, right?

tawny holly
#

Yes@

wooden garnet
#

...what else am i missing?

#

what goes in "_x"?

tawny holly
#

_x is a magic variable

#

Have you tried naming your squad just CivilianSquad without an underscore?

cinder holly
#

({alive _x} count units _grp) < 6 ? @wooden garnet

tawny holly
#

@cinder holly i thought it was 5 exactly?

#

Would exit before the entire group dies

cinder holly
#

10 - 5 = 5, but just in case two guys die at the same time (in a vehicle for example), let's try to avoid ==

#

Dead units are removed from group

tawny holly
#

No way! 10-5? isEqualTo 5? !!

cinder holly
#

unless they changed something in maths recently :p

tawny holly
#

:D

#

Im certain the new dead unit removal is on by default yes?

cinder holly
#

I am sorry, I didn't get this?

wooden garnet
#

ok, progress. it fired...but on th first casualty with a < 6 condition

#

grrrrrr...dinner

tawny holly
#

Units are removed from the group when killed by default yes?

wooden garnet
#

cheers

tawny holly
#

It used to not be the case

#

Think this was when the max unit group count was moved to 256

cinder holly
#

@tawny holly yes they are, idk since when (a long time though ; but only when leaders got notified of the KIA)

#

it's not immediate, and I think it goes along the "leader bar" unit removal ("oh no, 2 is down")

#

@wooden garnet alive _x, not !alive _x

tawny holly
#

Well that would change leadership status, but not if they were in the group or mot. They'd still be a part of the group as Alpha 1-2

cinder holly
#

I think this behaviour was there even since OFP…? At the very least in A2

tawny holly
#

Oh, when empty

#

That's what I was thinking of

cinder holly
#

Unit dead => still in group, name _unit still valid, unit still in command bar => some time => "oh no, x is down" => name _unit doesn't work, _unit not in group anymore, unit removed from command bar

I think it works like this

wooden garnet
#

({alive _x} count units CivilianSquad) < 6;

This worked! @cinder holly @tawny holly Thanks gentlemen! o7

#

Once 5 civilians are killed, the failure trigger executes with the declaration that excessive civilian casualties has resulted in mission failure - exactly as designed. 😃

wooden garnet
#

hmm, new issue: third-person view appears to be disabled in my scenario...is there an option to toggle it on or off?

tawny holly
#

Difficulty options

#

Game options if you're in a p2p instance

#

Dedicated has the difficulties available in server profile, and are set either during the mission or selected at mission vote

wooden garnet
#

Ok, ill check tomorrow - thanks ❤

scenic shard
#

Guys, I'm making a secondary mission that has players man a roadblock for a while, perhaps 20 minutes. All the of vehicles that pass through will be AI. I'm right at the first design stages, so any thoughts would be welcome

#

the actual location has to be dynamic and I plan to have it away from towns, on a striahgt strech of road

#

straight

ionic thorn
#

Can I jump straight to suggestions 😉 ?

scenic shard
#

Please do, Steve 😃

#

Your going to be playing it when it's done hehe

#

Hehe, yeah right. Can you imagine how sober Icebreakr, FM and melle would be at the start and how drunk they would be at the end?

#

LOL

#

dynamic generation of vomit pools

ionic thorn
#

Random Ai driver behaviour within the trigger area. The driver may:

  1. run away
  2. raise hands
  3. produce a weapon (pistols are always good)
  4. lie down
  5. passenger may run away
  6. for trucks and similar, there may be others in the cargo area.
  7. like 6, the "others in the cargo area" may be captives in need of rescue
  8. vehicle may be a VBIED that the player can detect
  9. vehicle may contain intel
  10. vehicle may be used as a ploy for a flanking attack on the checkpoint
scenic shard
#

oh yes! A VBIED? not rhought of that one. Excellent

ionic thorn
#

Can you imagine how sober Icebreakr, FM and melle would be at the start and how drunk they would be at the end? Who says we start sober?

scenic shard
#

lol

ionic thorn
#

I'd also suggest random tasks for the guard to do as well. Check in via radio , etc

scenic shard
#

Hehe. A beer bomb. What could possibly go wrong?

ionic thorn
#

Steal the car Beer truck

scenic shard
#

made that mission years ago 😃

#

switch (_conttype) do
{
case "B_Slingload_01_Ammo_F": {_misstxt = "require an urgent ammunition resupply"};
case "B_Slingload_01_Cargo_F": {_misstxt = "are in urgent need of food, rations, water and porn resupply stat"};
case "B_Slingload_01_Fuel_F": {_misstxt = "have an immediate requirement of diesel and oil for their vehicles to continue operations"};
case "B_Slingload_01_Medevac_F": {_misstxt = "need these critical medical supplies for their forward medical facilities"};
case "B_Slingload_01_Repair_F": {_misstxt = "need to repair a number of their heavy vehicles in theatre"};
};

#

hehe

ionic thorn
#

Basically, you dont want the guy on guard duty to be bored to tears, so give his something to do.

scenic shard
#

its stunninlgy accurate, I know

ionic thorn
#

I hated writing in the log. ..

00:00 Bar gate open and close test complete. Fully functional. No other obsevations.
01:00 Bar gate open and close test complete. Fully functional. No other obsevations.
01:30 Inspection of Guard shack revealed safety check on space heater to be 3 months out of date.
02:00 Bar gate open and close test complete. Fully functional. No other obsevations
02:30 Command Duty Officer (CDO) performed surprise inspection of Guard shack. This watchstander was placed on report for non-functional space heater. Note, external temperature is 30C.
02:40 CDO waiting for Pizza Delivery at Guard shack, smoking cigarettes. Note, no smoking at Guard shack.
02:50 Suspicious vehicle approached, would not turn off headlights. Vehicle later found to be pizza delivery. CDO claimed pizza and departed. No other obsevations.
03:00 Bar gate open and close test complete. Fully functional. No other obsevations.
03:30 Inspection of Guard shack revealed safety check on space heater to (still) be 3 months out of date.
03:45 Relief arrived with on-coming CDO, Guard shack inspected. This watchstander was placed on report for cigarette butts left by off-going CDO.

scenic shard
#

Hehe, that's exellent

#

That does raise the idea of a nighttime stag though

#

should I do a skiptime in the mission to make it dark? or would that be an immersion breaker

ionic thorn
#

let the mission dictate it rather than skiptime (unless the skiptime is global for everyone)

scenic shard
#

skiptime is global, its a serverside command

#

but yes, make the mission more likley to choose the roabblock secondary during the nighttime, yes, like it

cinder holly
#

Accelerate time maybe? An option @ionic thorn wishes he had at the time :p

ionic thorn
#

lol

scenic shard
#

lol

ionic thorn
#

goats blocking the road, you must shoo them away without injuring them...

cinder holly
#

(setTimeMultiplier I mean, not setAccTime that obviously doesn't work in MP)

scenic shard
#

Jeex man, you and goats. JUst leave it ok?

cinder holly
#

just unzip your pants, they will go :D

ionic thorn
#

Hearts and minds, hearts and minds...

#

GBIED?

#

Goat bourne IED

cinder holly
#

Goats'ed

#

as a Dark Souls like death screen hahaha

ionic thorn
#

not to be confused GOATSE 'd, that would leave a big hole

scenic shard
#

Way ahead of you mate... in my domi edit from years ago, I had dog borne IED. scared the crap out of @lost field

#

Yeah, I'm not clicking any links from you too, not again

#

goatse

ionic thorn
#

Years ago someone did a cow paradrop with satchels on their backs. They would start walking to the nearest player and detonate within a certain range.

cinder holly
#

I imagine the oh shi- moments (about the dog bombs, not goatse! Or both)

scenic shard
#

lol, i remember that

ionic thorn
#

shenanigans are always welcome in missions

scenic shard
#

preaching to the choir 😃

#

my trademark is a honeybucket with a fire underneath.. all my missions have it

ionic thorn
#

Pvt Parts is suffering from a horrendous case of gonorrhea due to frequenting the local masseuse. Transport him to local hospital for treatment.

cinder holly
#

in a wee(wee) of time (if that is a thing?)

scenic shard
#

suspiciously accurate spelling of gonorrhea there, mate

cinder holly
#

oui oui oui 👀

ionic thorn
#

Medical training...

cinder holly
#

yeaaah, riiiiiight 😄

scenic shard
#

hehe

cinder holly
#

I did put a hidden ending in my last mission (Recon), but you have to go way off the usual game area to do something stupid

scenic shard
#

teh really tricky bit ATM is, in script, finding a long stretch of straight road

cinder holly
#

Either use the roadConnectedTo stuff,

You could also use isOnRoad to check that between two points the road is "still there"

scenic shard
#

oh yes, good call

#

insisting on a stricly straight stretch of road might be overkill.. as long as its in the country side and not a dead end might be enough

#

but thats hard in itself

#

i can do the outside of town check

#

I sometimes use a dummy ATV driver.. put him in a town, tell him to drive to an adjacent town, then when he's halfway between the two, you know it's not a dead end road

#

will start with that

harsh prism
#

how can I restrict the zeus' camera area (like how you would with the 3den module Add Camera Area) to a square one instead of a circle?

grim forum
harsh prism
#

thank

grim forum
#

So I have a question: I removed all addons from my zeus module and I want the zeus to only have access to very specific objects. but if I add an object with the "manage addon" module, the object + a composition with the object gets added. is there a way to only add that specific object (corner sandbags for example) and not a composition it's in ? (I've chosen the sandbags by themselves and not from a composition)

signal coral
#

Create an object you want then add it to editable objects

grim forum
#

"editable objects" only lets me edit preplaced objects as far as im aware. it doesnt do anything if I sync it.

harsh prism
#

How would I restrict a zeus' modules tab to only have the artillery and remote control modules, but not have any other modules available

signal coral
grim forum
#

Nope. Haven't tried scripting them in directly. Only tried doing it in-editor

sweet ravine
#

This is a question I found online that relates to my problem, I am trying to create a gamemode just like the premade Master Altis/Stratis/Malden missions from Bohemia Interactive.

"I'm trying to make a Zeus map, but I can't seem to make the blufor or opfor slots like how premade zeus games are (player being able to enter as BLUFOR/OPFOR but waits for Zeus to place spawn) in the Eden editor."

#

Basically, How do I make a bunch of multiplayer lobby slots that aren't actual playable entities on the map and are forced to stand by for Zeus to place respawn markers.

sinful rampart
#

don't set any respawn points.
And enable respawn on spawn.

#

You still place them as playable entities in the editor tho

#

They just can't spawn until zeus places a point

sweet ravine
#

Oh I see thanks!

sinful rampart
#

Custom position I think.

#

ALso you need to enable respawn on spawn somewhere. or forceRespawn or smth. Dunno how it's called exactly

sweet ravine
#

@sinful rampart
https://imgur.com/a/1LQ1mfL
So as in the picture from the link above. Those are my current settings and I have multiple playable entitles on the map in a random city somewhere. But once I start the game, players will just spawn on the bottom left corner of the map and when killed they just respawn on top of their dead bodies instantly, even after Zeus places a respawn point as there is no respawn menu.

sinful rampart
#

I think "respawnOnStart" is the thing

#

maybe google for it.
I can send you a example mission that has it, but it requires mods I think

#

Afaik that has no spawnpoint set

shy olive
#

Are there any missions similar to unsung but like modern middle east?

rocky carbon
#

@shy olive unsung is a big overhaul mod with new assets and stuff and missions are made using it, but there is no "unsung mission", so you will have to be more specific

shy olive
#

I just mean the way the server stays up and the map is populated with enemies.

#

Im not really sure how to word it. Lol

tawny holly
#

Persistency?

sinful rampart
#

Liberation/Domination/Insurgency game modes

#

if you want middle east you can just play any of these on takistan/fallujah

tawny holly
#

I believe I&A does this too

shy olive
#

Excellent

#

So of I wanted to setup a sever to run one of these modes what would my first steps be, and I apolagize in advance for my newbness.

sinful rampart
#

Well first you set up a server

#

then you download any of that mode and put it into the mpmissions folder

#

and... that's it.

shy olive
#

Thanks man

modest salmon
#

hey there. I've designed a mission with Eden using modules to change the aspect of buildings. They now look damaged as hell. But there is a problem : only the host computer can see the building damaged. Other players can see the building perfectly clean. And for some buildings, the enterable ones, it's seems that both states of the buildings (clean and damaged) are present at the same time, glitching in each other. Any clue of what can cause such an issue ?

modest salmon
#

To be more specific, the module is EditTerrainObject, calling the function BIS_fnc_moduleEditTerrainObject, which stops immediately if not running on the server. But then the server version is supposed to use only global effect commands (setDamage [1, false]), so I don't understand what is wrong...

signal coral
#

Count how many buildings you have with allMissionObjects, I bet you gonna have Nbuildings * Nclients

modest salmon
#

buildings are already placed on the map, they are not supposed to be counted by allMissionObjects, are they ?

signal coral
#

Wait, you are saying you do not use any custom scripting just the module and this what happens?

modest salmon
#

yep, exactly

signal coral
#

Maybe the module is broken

modest salmon
#

to be honnest, I use this module on approx. 30 buildings

#

but I just tried with only ONE, and the same thing appears

#

and even more funny : I placedthe module with NO modification, and I used "_this setDamage 1" in the init field dedicated to the object (represented by _this). It looks like the code is ignored

signal coral
#

Gonna try myself without module

modest salmon
#

Nevermind, I set up a workaround with three lines of script. Now I remember exactly why I usually prefer doing things with script rather than with Eden ^^'

signal coral
#

works without the module

regal talon
#

Isnt "_this" supposed to be "this" in init?

sinful rampart
#

_this is never this

#

_this doesn't exist in init.
and this probably doesn't exist in any other scripts

regal talon
#

I was mistaken by testing in Eden maybe.. It would tellme something like"local var in global Space"

signal coral
#

_this doesn't exist in init. wrong, it does in main config

sinful rampart
#

main config?

signal coral
#

init EH

sinful rampart
signal coral
#

and?

sinful rampart
#

We were talking about mission making init stuff. Which are the init boxes in 3DEN

#

Which don't have _this

grizzled spire
#

Hey I'm making a warlords mission, but whenever I spawn in singleplayer as a selected unit, a company of AI spawn in from the sky and paradrop down, grouped to the playable units I placed in the editor. How can I disable this?

neon zodiac
#

I need a mission maker I hate making them all on my own. Please HMU if you can make missions for me occasionally

tawny holly
#

@neon zodiac Use #creators_recruiting , also you should just take the time to learn instead of putting off using your brain

neon zodiac
#

@tawny holly I know how to do it I just don’t want to do it 3 times a week lmao. And thank you for the reference

tawny holly
#

you don't have to.

#

3 times a week sounds sloppy to begin with anyways

neon zodiac
#

Man I don’t what I’m doing I’m just trying to run a unit

tawny holly
#

you still don't need to do the same thing 3 times a week

neon zodiac
#

Yea but I run ops and training 3x a week

#

But I just want to have fun

#

And others do have fun

tawny holly
#

LOL

#

ok

neon zodiac
#

Hey if you have some advice please lay it on me

tawny holly
#

Get your hands dirty

neon zodiac
#

Lmao meaning

tawny holly
#

Meaning, be creative. Make the missions yourself. Shape the experience that you want for your unit

neon zodiac
#

Oh yea I have been man but I run out of op ideas and I don’t really know how to make the ai do things I want them to do

tawny holly
#

Who cares if it's the same idea as joe shmo. Is it fun to play? Do you keep people around?

#

The AI part you can always learn by asking here or googling

neon zodiac
#

It’s just stressful for me

#

I’m the only one doing the making, the idea of the mission, recruiting, discipline ect

#

I want quality and i don’t make that good of missions

ionic thorn
#

Units grow organically, not by the missions/scenarios that they play.

wise frost
#

Alright I'm at a bit of a loss and could use some suggestions. I have a mission I'm uploading to our group's server. The role select screen opens up just fine -slots available and all-, ready up and launch, and the missions downloads. Once it's loading into the pre-game map screen, the loading hangs and after a few seconds it returns to the role select screen on the default mission. Anyone know what would cause that?

sinful rampart
#

server missing stuff

#

or error

#

check serverlog

wise frost
#

Copy will do;

grizzled spire
#

Anyone know how to setup vehicles for Warlords? I synced the vehicle to the sector, but they don't spawn on in when the sector is active.

#

(I'm using RHS)

#

for the vehicles

wise frost
#

Alright to continue from my last post (thank you by the way Dedmen, it was a command line issue and not the mission in that case) I have a new issue that's sprung up in missions I've built before and have no idea why it's happening; Running test of all the slots, all the standard player slots seem to work, but the Zeus slot, of which I'm using the Zeus Virtual Entity is not. Once you slot in and load the mission as Zeus, you spawn at the virtual entity location without a zeus overlay, and are a static camera placed right against the ground. Does anyone know what would cause this?

signal coral
#

rpt error... sound is not played.
unable to get word:'Sound\fueled_and_armed.ogg' in protocol:'radioprotocoleng'
wtf

cinder holly
#

Yes.

signal coral
#

Indeed.

signal coral
#

I don't understand this radio protocol eng

cinder holly
#

@signal coral what exactly are you trying to achieve?

rapid hatch
#

What happened to A-164 Wipeout, I can't see it in the editor?

We use ACE, CBA and RHS.

signal coral
#

The pilot must have taken it for a spin

rapid hatch
#

🙂

#

Seriously though

full pendant
#

Contribute your KP Liberation legacy framework presets
Due to the planned GM Update for the legacy framework, we would appreciate if some of you have some created presets laying around and want to contribute them. (e.g. CUP presets or other mods/factions which aren't covered for now)

For contribution, create a Pull Request on the gm branch of the official KP Liberation repository: https://github.com/KillahPotatoes/KP-Liberation/tree/gm

If you don't know what that means, have a look at this small article: https://guides.github.com/activities/forking/

Ref concerning the planned update: https://forums.bohemia.net/forums/topic/202711-mpcti-coop-liberation-continued/?do=findComment&comment=3353304

Many thanks in advance. 🙂

cinder holly
full pendant
#

Thought about it also, but as we won't recruit someone and just ask for "if you have something laying around in your community edit, you could contribute it now", I thought it's more suitable for "Discussion about anything related to mission / campaign creation [...]".

rapid hatch
#

What's the trick to get UCAV sentinel working with support module? It doesn't want to drop lgb

slim walrus
#

Hello does anyone know.how @ravage persistence works. Is it worth sticking with ALiVE?

spark zealot
#

hello, given asset structure names, i.e. Land_House_L_1_EP1, I am looking for a way using the editor that I may look these up in order to review the model and so forth.

signal coral
#

Anyone know a way to set a buildings doors to lock, have an object that acts as a key, and let player with said object lock, unlock, doors?

west relic
#

Hi guys, would anyone know a way so, in a mission, I could make certain aviation assets spawn at random heights, maybe using flyinheight? What sort of file would I write this in in the mission folder also

mossy lava
#

@spark zealot you can select any existing object and change its class (get3DENSelected "object" # 0) set3DENObjectType "Land_House_L_1_EP1"

signal coral
#

@cinder holly everything is working but custom sound is not played

#

No other errors

cinder holly
#

are you trying to edit radio protocol?

abstract badger
#

Hey I'm trying to set off a trigger when two specific vehicles have entered and can't manage to get it working. I had it setup with the first vehicle set as trigger owner but I'd rather have it go off when both are present not just one of them (they are vehicles being captured so can't do whole group present). I've tried this && v3 && v5 in thisList which gave me a generic error in expression and ({_x in thislist} count [v3, v5] == 2); which just didn't give me any error but also didn't do anything at all.

cinder holly
#
({ _x in thislist } count [v3, v5]) == 2;``` maybe
it will fail if v3 or v5 is not defined
#

or "logically" "better"

({ !(_x in thislist) } count [v3, v5]) == 0;```
abstract badger
#

alright, I'll give that a try

abstract badger
#

hmm

#

neither of those worked, again no errors popping up on screen or in RPT

#

I am the big confuse

sinful rampart
#

do both v3 and v5 exist?

abstract badger
#

yep

#

I double checked that to make sure I didn't typo their variable names

#

it is indeed v3 and v5

cinder holly
#

what is the trigger set to? anything?

sinful rampart
#

this && (v3 in thislist) && (v5 in thislist)
? The stupid way maybe?

abstract badger
#

tfw can't upload screenshto directly

#

gib minute

#

@sinful rampart I think I tried that but I can give it another go

cinder holly
#

well it has to be triggered by something; set "Anything"

abstract badger
#

🤦

#

@cinder holly thank you

#

now if you'll excuse me I need to go beat my head into a wall

mossy lava
#

Also set up a support group for triggered triggers

cinder holly
#

don't we have a "Safe Space" Module somewhere? ^^

@abstract badger leave some of that wall to others!!

abstract badger
#

lol

night trail
#

I'm trying to organize my mission folder, and I am trying to put my pictures into a folder named images. I tried this in the description.ext but it didn't work,

overviewPicture = "\images\Loading_Image.paa";

How do I get it to use the mission folder as it's root directory?

sinful rampart
#

maybe don't start with leading \

night trail
#

yeah... that worked 😒

fathom meteor
#

Hey so I just noticed this. Must have been a recent update. But what is the rope item used for in ACE? Just saw it when editing a loadout and hadn't seen it before.

night trail
#

You can use it for fastroping from helicopters, but you need to turn on "Require Rope Item to Deploy" in "Addon Options >> Ace Uncategorized >> Fastroping"

woeful magnet
#

Hey I'm on the hunt for a good mod for a faction that could act as a sort of - 'placeholder' - for Argentinian forces during the Falkland Island War.

#

Any good suggestions?

signal coral
#

Can't i change the position of a simple object with setPosASL? I'm trying but the object don't move!

feral gate
#

||Trying to get AI to Javelin a tank but anemic AI maximum view distance is killing me.
Tips, anyone?|| Resolved, Classified Spoilers.

cinder holly
#

AI max view distance should be your computer's view distance 🤔

feral gate
#

Spotting distance, at any rate - tried SetViewDistance in mission init

cinder holly
#

ah okay (: then reveal it is

feral gate
#

Nope.
||Trying with tank Engine on and puffing up on TI, because ACE Javelin?||

#

That Solved it @cinder holly, TY

little jewel
#

Hi folks, hope these questions are in the right place,
no1 - if I want to edit a mission/scenario allready existing in the game I just need to extract the pbo? and other files for example if its mp?
no2 - assuming the first question I did need to extract pbo.. whats the current go to pbo editor?

sinful rampart
#

"pbo editor"? I don't know any pbo editors that I would recommend, I only know one and it's garbage

#

Mikeros extractPbo to unpack. Mikeros makePbo to pack

#

Can even put it into context menu so you can just pack a folder by right clicking

little jewel
#

ye by editor i meant packer/unpacker

echo ibex
#

Its been a minute since I've used the editor and all my googlefu is turning up is old stuff that dones't work anymore.

What I want to do is delete a map marker when a particular static is destroyed

west silo
#
if (!alive _static) then 
{
  deleteMarker _marker;
};
echo ibex
#

Does that only work for placed statics? Can you use that to target say a building included as part of a map?

#

Specifically I'm wanting this to trigger on the radar base on Altis

signal coral
#

I think you can still sync trigger with map building and make it fire when it is destroyed

signal coral
#

@signal coral i tried many times, and even with Houses and Towers complete objects it not work.

#

IF you do the setPos right after creating the object, it work, if not, it don't work or response is extremely slow if work

signal coral
#

@signal coral thanks for the help, i'm using deleteVehicle + createVehicle now.

signal coral
#

Why would you create a simple object if you want to move it dynamically? It goes against the whole purpose why simple objects were introduced in the first place. They are supposed to be simulated rarely for better performance.

#

When you attach object it inherits simulation frequency of the parent object

#

Like when you attach a trigger to a vehicle, it will start checking condition every frame instead of every 0.5 sec

signal coral
#

@cinder holly Yes im trying to make it work... no luck.

*****missionconversations.sqf
case "mc_fueled_and_armed": {
mc_heloleader = leader wEcho;
["mc_fueled_and_armed", "maj_ad12_defend", nil, "SIDE", nil, nil, 0.5, true] call BIS_fnc_kbTell;
};

********fueled_and_armed.bikb
class Sentences
{
class mc_fueled_and_armed
{
text = "We are fueled and armed, E.T.A. 5 minutes, stay alive! Echo Out!";
speech[] = {"Sound\fueled_and_armed.ogg"};
actor = "mc_leader";
variant = "";
variantText = "";
class Arguments {};
};
};
class Arguments{};
class Special{};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university};

***** description.ext
class CfgSentences
{
class maj_ad12_defend
{
class mc_fueled_and_armed
{
priority = 0;
file = "sound\fueled_and_armed.bikb";
class Sentences
{
class mc_fueled_and_armed
{
text = "We are fueled and armed, E.T.A. 5 minutes, stay alive! Echo Out!";
speech[] = {"Sound\fueled_and_armed.ogg"};
actor = "mc_heloleader";
variant = "";
variantText = "";
class Arguments{};
};
};
class Arguments{};
class Special{};
startWithVocal[] = {"hour"};
startWithConsonant[] = {"europe","university"};
};
};
};

cinder holly
#

You are not editing the radio protocol, you are "just" adding sounds

#

Try using a \sounds\ instead of sounds\

#

@signal coral

signal coral
#

Ok

grizzled spire
#

Are there any benefits to packing your mission into a PBO?

signal coral
#

Not sure how modding configs work but if I remove a weaponturret in a transport help does that remove the actual weapon or what exactly?

#

Helo

rocky carbon
#

if you reamove a weapon or a turret that will not remove it from the model if that is what you are after

#

you might be able to hide the turret parts with scripting (hideSelection for example)

#

oh and also just to make sure are you talking about configs or scripting? because removeWeaponTurret is a scripting command

stable delta
#

I need some help with triggers

#

Im trying to set up two

#

One is just a simple ambush

#

And the other i want a helicopter to seek amd destroy an area once bluefor steps into the zone

#

They dont really seem to be working i have them both with a move waypoint then the triggers linked to that, triggers are set to guarded by Opfor, activation Blufor, present

#

Then the seek and destroy waypoint after that

#

I got the ambush working with a skip waypoint action and using a hold waypoint

#

Probably do the same with the helicopter

dreamy seal
#

Hello I was wondering what is the best way to get help with designing or building a giant multiplayer missions for Arma 3? I know what I want to do however, I do not now how to go about designing it. I want design a giant full fledged war either US and a highly fictionalized EU Military or World War III (but think of it as World War II same history and everything but with modern weapons). However, I want to kinda combined RTS elements of Battlefield, Risk (the board game) and MMO through into the mix. I have no experience with mission making other then messing around with eden Editor a few. Please let me know now if this is ether to ambitious or what I can do to get help with creating this or whom I can learn from?

stable delta
#

Can someone help me with setting up a trigger that causes an action to happen after you destroy something

#

Like if i destroy a SAM site a plane will come in for a CAS run

signal coral
#

Condition: !alive SAM_site
OnActivation: script to send CAS

sinful rampart
#

"500 hours of learning SQF and SQL" no need if you already know both.
"500 hours of testing and bug fixing" can cut down on that by thinking while writing code, or by planning everything beforehand

sinful rampart
#

For a inexperienced user who doesn't even know the language I'd say it's a bad idea to start with a huge project right away

#

You'll end up rewriting your code/starting from scratch because you learn things along the way and notice that what you've written is garbage.
Doing that on a small project isn't that big of a problem.

delicate hinge
#

Liberation is in rewrite for 1 year, but mostly because we're not targeting in mission that "just works" but want to make easily extendable and well documented framework.

#

Ofc that's 1 year of working after hours after job etc.

#

But if you know what you're doing and you're not aiming into "best code evar" you can get something really nice in a lot less time.
Eg. arma.warfare from Sondrebakken (small kp advertisement :P)

#

Oh yeah but the topic started with "giant mission".

#

I would disagree I have a one year experience and I'm just fine with knowing what's going on.

signal coral
#

Don’t forget that Arma was changing as well adding new features breaking shit and all

plucky glade
#

Yeah just seeing all those tutorials out there that still have BIS_fnc_MP (if they touch the subject of multiplayer at all) in there whereas everyone remotexec has replaced it can be quite confusing.

stable delta
#

Is it possible to have a group of units spawn after you complete an objective?

#

Like if i destroy a sam site then 2 jets spawn in to seek and destroy remaining units

dreamy seal
#

@signal coral I am willing to commit to it

#

But what would be something that I could learn on

cinder holly
#

@stable delta yes
but instead of scripting all this, you could place the planes and their waypoints, hideObject and enableSimulation false them, and "unlock" them when needed

stable delta
#

Okay cool id rather use waypoints amyways

stable delta
#

@cinder holly how do i go about unlocking them?

quartz yoke
#

500 hours of testing and bug fixing
I would multiply it by 'SQF factor' which is 1...3, depending on the usage of certain debug tools

stable delta
#

Oh does it have to be global

#

Cause i have hideobject true; enables simulation false;

#

In the jet

#

And on the trigger its enablesimulation true; hideobject false;

cinder holly
#

effect would be local only, aka on the server

#

global it is!

stable delta
#

I dont really get what that means but ill give it a shot

cinder holly
#

make the triggers server-only

a "global" command means the effect is transferred to all clients, not just the local machine where the command is executed

stable delta
#

Nice it worked great

#

Now i can make some even sweeter missions

#

Is there a way to move waypoints up and down a queue without having to delete last waypoints?

runic goblet
#

So... I place 4 slammer tanks. Select them, group to Alpha 1. Then I give Alpha 1 a simple "move to" waypoint. What happens? Alpha 2 follows Alpha 1 for about 100 yards and stops. Alpha 3 and 4 turn sideways and never follow anybody, and shut their engines off.

#

WTF?

#

If I place them as a platoon object then they move together, but don't hold any sort of formation

#

and then one of them just stops...

stable delta
#

Did you edit them and transform into formation

runic goblet
#

yes

#

as soon as I transform them into formation they go full stupid

#

If I don't set any formation for their initial state they seem to be saner

#

When they were just in a column and I hadn't set any formation they all followed the leader. Then I set them to line abreast and hit play... and the leader sped off but the other three got in line with each other and followed. Then I did a transform on the starting position to get them in line to start with... at that point the leader speeds away and the other three tanks just sit still

#

I unloaded all mods and DLC and I'm just running base ARMA 3

#

So I selected all the crewmen and turned their skill up to 100% and set them to SGT rank. No change.

#

This is supremely frustrating

#

Now I see why all the missions with tanks just have them sitting still, jesus

#

@stable delta Do you ask if I transformed them into formation because it's known to make the AI blow up?

#

Seems this isn't unusual stuff

ionic thorn
foggy breach
#

@ionic thorn thanks will check him out rn

low scaffold
#

hello guys,
I have a problem with a mission where i'd like the players to start from the USS Freedom : vehicles on deck just keep exploding ... How can I fix that (like with a sleep to make them spawn after and not at the same time as the carrier) ?
Thanks a lot

mossy lava
#

spawn them a little higher off the deck. they should be fine.

low scaffold
#

yeah i try that but it does not work : explosions happens now randomly (not sure about my englidh on this one)

mossy lava
#

Try making a copy of the mission with just the carrier and the vehicles, and see if they explode.

low scaffold
#

Done, same problem : they randomly explode.

mossy lava
#

Which vehicles?

low scaffold
#

Vanilla mohawk and gryphon plus 2 rhs helos

#

the mohawk seems to be the most problematic

low scaffold
#

ok i reboot my game

#

seems ok now

#

thanks

subtle hill
#

Is it possible to place bushes / vegetation in the Editor? (please tag when responding)

#

solves all the issues.

signal coral
#

It is possible with createSimpleObject but they will not be your normal bushes

subtle hill
#

Yeah I saw a post on that but it didn't quite achieve what I desired

#

Or I was just using it incorrectly

outer lynx
#

text that will display only to the person that left the trigger area, not to everyone on server?

Cond: !(player in thislist)
On Activation: ?

cinder holly
#

make the trigger not server-side, then condition = player in thislist and on DEactivation = hint "you left the area!";
@outer lynx

outer lynx
#

ty!

real marten
#

Is there a way to break the windows of a house, and then make it damage-proof? Trying to make a building a "stronghold", but it always ends up collapsing, leaving story elements floating in the air. Making the building not receive any damage makes the windows bulletproof too, so trying to shoot out with AT or similar is impossible. What to do? :c

real marten
#

okay now I just broke the game again. Now the building just turned bulletproof. Tried to remove the edit terrain object module, no effect, added a new one and enabled damage in that, no effect, added This enabledamage true to init, still no change. 😄 weird..

#

might need to just hide the building and re-add it via editor 🤔

#

Yup, above one did the trick, got the windows to break and after that the building is tank-proof. No more floating files 😄

rustic trail
keen skiff
#

someone knows what are the CUP flag paths ?

#

like this but for CUP mod :
\A3\Data_F\Flags\Flag_us_CO.paa

hollow yarrow
#

Can someone point me to an up-to-date guide for how to make respawn points for a Deathmatch mission? so far I can't get it to stop ending the mission when a player dies, or it spawns the player out in the ocean.

#

I unchecked the "end mission when all players die" option, but it had no effect. tried the "respawn on side" option and several playable characters on the map, but the mission just ends if the player dies.

hollow yarrow
#

so I sort of have the respawning working now, but Arma is ignoring the loadout I have saved for the unit, and instead uses the Arma default loadout for that character. how to work around this?

hollow yarrow
#

anyone know why creating a Respawn Position module is creating two separate spawn points? one has the name I chose, the other is called "at grid 060075" or similar, showing up on the respawn map at the same location, but when they spawn it is elsewhere on the map.

urban pine
#

holy crap yes
i got an end game i made on weferlingen to boot up
it gave me a lot of errors but thats progress i guess

potent meadow
#

hi boys anyone know why my AI after spawning with JEBUS automatically creates a Waypoint to the coordinate x0 y0 of the map (left bottom corner). It's been happening to me for a while now and has driven me crazy, haven't found any solutions anywhere, hope some of you have had this problem and knows how to fix it, cheers!

dull wigeon
#

Anyone here?

signal coral
#

No

cinder holly
#

Sorry. We are closed for maintenance right now

#

PS : don't cross-post. delete your message in #arma3_editor and we will help here @dull wigeon

dull wigeon
#

lol @signal coral And alright, done @cinder holly

cinder holly
#

still, we can't help if you don't tell us what the issue is 😉

dull wigeon
#

Sorry, I'm watching a documentary. But I'm trying to do some cinematics. And I want to use this animation "Acts_SupportTeam_Front_Move" One for each unit. But it seems the units cross each others paths and eventually spread out. I've tried grouped, not grouped.

#

They start out like this.

x
 x      x
 
x

And shortly after they end up like this.

x
    x  x

x
#

It's really frusterating. I can't get this animation working properly. Or the room breaching animation.

signal coral
#

If they are in the same group they will naturally try to get into group formation

dull wigeon
#

Just tried, and didn't have them grouped.

#

And it only seems to be the Left side man that decides he wants to get close with the right side guy.

signal coral
#

Make sure they face exactly the same direction

dull wigeon
#

They are.

#

And all proper code is in the proper unit.

signal coral
#

I said exactly the same if it is a little bit off then the unit will not go in straight line

#

You can force the same dir with this setDir ...

dull wigeon
#

They are all facing the exact same direction.

#

Alright. What would I put after that? Directions like N,E,W,S? or?

signal coral
#

0...360

#

Open compass and take number from it

dull wigeon
#

Alright. I'll try that. give me a few.

#

I'm not sure if I did it right. But here's what's in my init section {this switchmove "Acts_SupportTeam_Left_Move"; this setDir 293;}

#

Minus the {}

#

Or would I want the setdir before the animation? I'm gonna try that.

#

Kind of helped. the Left hand man still seemed to wander over a little.

#

Is there a way to find these animations in the campaign and exract how they have it set up?

tough moon
#

You can open the offical missions yeah, you'd need to extract game data and open missions_f_ to actually see how they did it.

#

Via A3 Tools

signal coral
#

Are they all the same type of unit?

dull wigeon
#

Well yeah, there all infantry. Rifleman.

#

@tough moon And finding the exact animations in the cinematic in game would be a nightmare wouldn't it? I'm not sure how cinematics are compiled in the game.

tough moon
#

WhatThe
If you're referencing the campaign, one would presume you have seen it used before. You then just open that mission up and then you can see it's usage there.

#

Not being funny but that's how the rest of us learn stuff if people can't help when you ask

dull wigeon
#

I know. Well it's in the campaign. The Tanoa campaign. I've tried using it. But they've always went full retard and crossed paths and shit.

cold canyon
#

how do you clear profilenamespace data?

signal coral
#

setVariable to nil

broken jungle
#

Hi all! Hope you´re having great time, regardless of timezone 😃 Hope im in the right chanel, but listen... Ive spent almost 500hrs in Eden, creating a huge SP campaign... tonight, i finally finished it... But... Now im supposed to write Campaign description.ext... Remembering the hell i went through while learning to do Descrtiption.ext, I´d REALLY REALLY appreciate any kind of help... (Like... Where should be the file located? Is there any tutorial online?) Thank you very much! Love, SKS

broken jungle
#

I know, I know, i read the hell out of it, but there si no info on how to do it... (well maybe it is, but my brain is not capable of comprehending that kind of stuff... 😃 )

signal coral
#

is there was to execute a trigger upon a player picking up a uniform, i tried using "uniform" in (items player) but that won't work because i guess that the uniform is not considered an "item"

cinder holly
#

uniform player == "uniformClassYouWant" maybe?

slim walrus
#

Hey does anyone know how to get rid of the corpses left behind due to @ravage mod persistence? Example: player corpse

cinder holly
#

See garbage collection in Eden @slim walrus
You can check the wiki

slim walrus
#

Not sure think the mod is broken, when we spawn in we get "created new server save etc" then we we restart we login where we saved but I can see his corpse and he can see mine. We can not see our own. There non physical objects so you cannot loot them. The worry is that when 20 of us spawn in after a restart we will see everyone duplicated.

icy comet
#

Is it possible to animate the briefing screen? Like show and hide markers while the actual Briefing is open, before the user pressed the continue button.

cinder holly
#

thanks to animated briefing, yes

icy comet
#

Thanks!

peak sparrow
#

kinda struggling with something so i've organised a liberation gamemode event for my group on sunday and we've always had the issue where when pilots have flew about the ai spawns in causing us to lag, i just want only for ground forces to get the ai to spawn in and not allow the pilots who are flying about to cause more spawning in as they're flying around...

icy comet
#

Well you could add where it spawns stuff when players trigger a check if he is in a ground unit.

delicate hinge
#

Exclude air from checked vehicles if _side is equal to GRLIB_side_friendly

icy comet
#

If your mode is KP liberation that is

peak sparrow
#

so this stops the pilots from spawning more crap in yes?

delicate hinge
#

For further support i suggest our discord. We're not actively monitoring this discord.

peak sparrow
#

awesome 😄

#

@delicate hinge so how do i exclude air from this script

#

im on the script rn but no idea how to lower down the threshold or you know actually Stop the pilots from spawning crap in

#

do i remove the "air"]

peak sparrow
#

never mind i got it it works 😄

#

also how do i change the rhs chinook spartan 1 to a vannila huron because the rhs chinook for us is broken it seems like when the chinook is almost full or the last person gets in the chinook blows up...

blazing ingot
#

@peak sparrow join the KP discord for further support

stray bone
#

And if not, is it possible to do it any other way?

delicate hinge
#

it's not to overwrite squad insignia, you can only completly disable them via server settings.

stray bone
#

OK so I can't replace them, only disable them?

azure wraith
#

@stray bone You can overwrite player insignia, though you need to call that function after the player has loaded in.

stray bone
#

@azure wraith which function? Because I know I can set the unit insignia but I'm specifically talking about the clan insignia that the arma3 units fills in

azure wraith
#

BIS_fnc_SetUnitInsignia

#

@stray bone

stray bone
#

@azure wraith so that does the Left Shoulder - how do I make that do the right shoulder where the clan logo is?

#

Thanks for your help so far too bud, appreciate you taking the time

dull wigeon
#

@cinder holly You just have all the answers eh bud. 😛

#

Does anyone know how to create a campaign? Just like the one we get when we buy the game?

cinder holly
#

@dull wigeon and if not, I write them!! 😄

dull wigeon
#

lol

cinder holly
#

@dull wigeon easy for the campaign: create the mission, then create a campaign's Description.ext to declare them as campaign. then, pbo the directory and put it in <Arma3rootDir>\Campaigns dir !

dull wigeon
#

Yeah, I was skimming over that campaign description link you posted a bit ago. But wasn't sure if it was the same thing as to going about to creating an actual campaign just like the campaigns we have.

cinder holly
#

it's more or less the same, but if you want a "nexus" you come back to in-between mission, it needs some configuration (but still it's possible yes)

dull wigeon
#

What you mean Nexus?

cinder holly
#

a "core" mission like the East Wind campaign, where you complete a task then "go back" to the camp

dull wigeon
#

Yeah. That's kind of what I'd liek.

#

like.

#

...East Wind.. Thats the first campaign right.

broken jungle
#

What a campaign that was... Oh man...

dull wigeon
#

With 3542 in arma. I think I have like 3 hours in the first campaign.

#

I finished the Tanoa one.

#

Wish it was longer.

broken jungle
#

Btw, while creating a campaign, is it ok to use stuff from dlcs? Like... The civilian presence module?

#

Was playing Apex alone... Didn't get far.. is it possible in "sp"? Have you done it?

#

(civilian presence module is tac-ops, I think, right?)

dull wigeon
#

You should be fine with using things from the DLC. The game seems very open source. Just credit the correct person.

spare coral
#

A campaign in Arma using Arma stuff isn’t needed to credit Arma stuff

hollow yarrow
#

any help on creating multiple spawn points for a Deathmatch server? I can't get it to work.

#

well, can't even get a single spawn point to work.

outer lynx
#

theres this power line pole with a lamp attached to it on tanoa.
https://imgur.com/a/c8uoPSp
Could anyone help me find the object/classname ?

delicate hinge
#

Fly close to it in editorand execute something like this:

private _fnc_getName = {[typeOf _this, (getModelInfo _this)#0] select (typeOf _this == "")};

private _searchDist = 100;
private _camPos = (positionCameraToWorld [0,0,0]); 
private _nearest = nearestTerrainObjects [_camPos, [], _searchDist, true]; 
{
    diag_log (_x call _fnc_getName);
} forEach _nearest; 
#

It's possible that map object has no classname assigned, if that is the case it will log model name instead.

outer lynx
#

i executed it in editor locally, flew pass it. Where should i see the results?

delicate hinge
#

in the rpt

outer lynx
#

alright

delicate hinge
#

you can always change diag_log to systemChat to have it in chat

outer lynx
#

is searchDist the radius?

delicate hinge
#

yeah

outer lynx
#

thanks m8

#

got the classname

signal coral
#

Does arma have a tool for building fences?

#

Or do I manually have to fence of a perimeter one prop at a time

icy comet
#

Okay so I need help with little bit of decision making.
I'm currently making a mission where players should only respawn once their alive counter-parts have met a goal or something. Like reached an checkpoint.
While the team mates try to reach that goal the dead players should be able to spectate.

Which respawn-type should I use?
And how can I make BIS_fnc_EGSpectator show all its stuff when used on a dead players?
I tried to use ["Initialize", [player, [], true, true, true, true, true, true, true, true]] call BIS_fnc_EGSpectator while being dead and even though everything is set to true it didn't show all the option it normally shows when using the debug menu spectator.

urban pine
#

i am so happy rn
after about 5 hours of placing units, scripting, (repeated) troubleshooting, and multiple sodas and slices of pizza, i have finally made a fully working end game gamemode on chernarus

peak sparrow
#

has anyone got any good scripts to use to punish players in game using the achillies script module thingy thing

#

because some of these nubs in the server act like children and start shooting each other at spawn. and i'm sick of manually using the change height module on each player

cinder holly
#

strike'em with a lightning

urban pine
#

Make them do push ups and jumping jacks, then strike them with lightning

weary sinew
#

hi anyone got good 3d editor mod that makes stuff easier

earnest cove
#

that's a very broad question

coarse condor
#

Can someone help me set up a whitelist for a mission im making

sinful rampart
#

@coarse condor #rules no crossposting. Choose one channel, just one.

coarse condor
#

didnt know which one the question belonged in.

rapid hatch
#

What is the best way to use sentry waypoint?

icy comet
#

At which point in the initialisation is missionFlow.fsm called? Before or after init.sqf?

signal coral
#

Don’t think it is called unless you call it

oblique niche
icy comet
#

@oblique niche doesn't contain missionFlow.fsm sadly.
@signal coral Huh you sure? I think I used it once without calling it and it worked. Not sure anymore though. I will just give it a slightly different name and call it myself just to be sure.

Thanks for the help! 👍 😃

oblique niche
#

if ti does not contain the file then it just means it is not executes automatically

sly lake
#

So Im creating trainning mission and would like to add an accurity measure at the end of the mission like how good where you at aiming, does anyone know how, is that even posible?

rocky carbon
#

probably possible but might not be easy

sly lake
#

Damn how hard?

rocky carbon
#

how much you know scripting?

#

you would have to find out how many shots each player takes and how many of those hit intended target.

signal coral
#

Is it possible to disable certain features for curators? I don't want curators to have the ability to modify a units skill/ add respawns/ add init fields

cinder holly
#

@sly lake there are these round targets with hit areas you can use ; otherwise you could have a "fired" EH on the player and a lot of "Hit" EH on each potential target

broken jungle
#

Hi guys! Got a stra he question... Is it okay to use music to play in ones campaign? Like... Isn't that some kind of author rights violation or something? I got pink Floyd playing there... And I really wish it were there... ;)

#

@sly lake whoa, that seems pretty cool!!

sly lake
#

@cinder holly so with those EH will I get a stat at the end of the mission? It will be my first time using them

cinder holly
#

@sly lake you would add all these events, you would then have to collect all this data in one point and make your stats yes 🙂 nothing is automatic (unfortunately 😉)

sly lake
#

@cinder holly well seem that there is a lot to do, thank you mate

cinder holly
#

Good luck 👍

broken jungle
#

@sly lake let us know how it went! (Pretty please)

sly lake
#

@broken jungle sure 👍

stiff nimbus
#

can you not assign EHs to simple objects?

sinful rampart
#

what EH would you want to add?

stiff nimbus
#

Was going to use EH Hit , i need to detect when a player shoots a certain object, that is a simple object.

sinful rampart
#

Simple objects are not simulated

#

so I assume you can't

#

They cannot receive damage (hit)

stiff nimbus
#

Okay, then is there a way to convert a model/model path to a class name. Any other way the editing the string manually. For example

bench_05_f.p3d  -> "Land_Bench_05_F"
sinful rampart
#

Not really..

#

Iterate through all existing classes, and see if any has the model path that you are searching for

stiff nimbus
#

it would be better to make a mission config file myself then :/

stiff nimbus
#

what if i use EH Fired on the player and get the last position of the bullet, then is it possible to tell if the bullet is close to the geometry of model?

#

other than distance (different model shapes)

sinful rampart
#

Might be easier to just spawn the real object and not a simple object

stiff nimbus
#

maybe, the reason why it's simple in the first place is that, i'm copying terrain objects, and using their model to spawn an object

-Thanks for the help

mild minnow
#

Does anyone know the path for the helipad textures?

#

I love User Textures

icy comet
#

How does JIP work when disabledAI = true; exists in the description.ext? Will players that JIP use onPlayerRespawn.sqf or onPlayerKilled.sqf?
Do they actually use the respawn system to spawn?

spare coral
#

They will use initPlayerLocal.sqf

icy comet
#

so they will not use the respawn system?

spare coral
#

No why should they?

icy comet
#

well because the unit they are joining into does not exist.

#

and with respawn types like "BIRD" they seems from what I read to spawn as birds

spare coral
#

What?

#

No if you got a JIP he will join at the point the unit is moved in 3den

#

They don’t respawn then they join.

icy comet
#

Okay great 😃

viral briar
#

hello guys, i want to create a sinking ship mission but i cant figure a way to make steam blowing of from pipes, like in the movies, is there any way to do ir?

#

it?

signal coral
#

You need to create smoke particle effect and attach it to the ship's pipes. How? Goooooooooooogle

viral briar
#

yes i tried taht but it does not look like pressurized steam, its like the ship its vaping a 420 all in. i wonder if theres any way to make the particles on the effect to move faster

signal coral
#

There is even module in 3den that can let you play with the smoke params

delicate hinge
#

There was also this particle editor addon... I don't remember the name. 🤔

stiff nimbus
#

When an object is delete, i assume all event handlers attached get deleted too?

signal coral
#

yes

autumn spruce
#

Not sure if this is the correct catagory for the question. If not mods have mercy on me. 😅

Is it allowed to modify the apex protocol campaign and play it in a private server?

signal coral
#

Is the campaign .ebo or .pbo?

autumn spruce
#

Pbo

signal coral
#

Then you are allowed to unpack it to make a mod

autumn spruce
#

Great, Thanks.

jolly nest
#

Anyone happen to know in which category I can find the paradrop animation in the animation viewer? It's not under parachute as one would expect

hollow yarrow
#

@signal coral If you're still stuck, I recommend trying out Eden Enhanced mod. it has some nice placement features, including objects in a line. great for bridges and fences, etc.

signal coral
#

@hollow yarrow I just copy and pasted them haha, thanks though

hollow yarrow
#

if you copy and paste, just make sure you use "paste-in-place" then the movement tool for dragging it perfectly horizontally.

#

I about went crazy trying to get fences lined up to each other until I realised paste-in-place existed, lol

signal coral
#

Oo thanks I’ll look into that

silver girder
#

safest way is to place them on water so the necessary allignment is minimal then save the composition or simply copy paste

outer lynx
#

i want my trigger to activate once a player has been inside trigger area for 15 seconds.

What should the condition be?
Currently my trigger activates after 15 seconds if a player is/was present in it and he's not needed to stay in it.

winter vector
#

I wanna build a mission, and I want a character to essentially be as tough as a tank. How can I do that in the mission editor?

quartz yoke
#

You double click on player, and find a checkbox 'Enable damage'

winter vector
#

I still want the character to be killable.....

broken jungle
#

Hi all! I have a terrible thing to ask... ive been torturing mysefl and mr. @cinder holly with my campaign desc.ext for a week now... All seems to work.. EXCEPT overview pictures... I tried every possible thing, even some imposiible ones, that Lou kindly suggested. But still its a no go... Would anybody be so kind as to provide me with a copy/example of any campaign desc.ext file that works, so i can see what I´m doing wrong? Thank you VERY much!

broken jungle
#

(is this even the correct server?)

violet brook
#

Blah.

How does one get an array with every classname for vehicles that inherit from Boats_F?

signal coral
#

Iterate through all classes and see which one inherits from it

violet brook
#

Useful

signal coral
#

You think I’m joking?

violet brook
#

You've essentially said get an array for every classname by getting an array for every classname, which isn't a particularly helpful answer

sinful rampart
#

use that to iterate through all classes and see which ones inherit from it

#

"get an array for every classname by getting an array for every classname"
No he didn't. He said
"get an array for the classnames that you want, by getting all classnames and checking which ones are the ones you want"

violet brook
#

But the question was how not what

Anyway - I've been using configClasses but it's not been returning anything

#

///sqf

#

Oops

sinful rampart
#

That means your condition always returns false

violet brook
#
cfgArray = "( (getNumber (_x >> 'scope') >= 2) &&  
    getText (_x >> 'vehicleClass') in ['Ship'] 
)" configClasses (configFile >> "CfgVehicles");
sinful rampart
#

getText (_x >> 'vehicleClass') in ['Ship'] wat?

violet brook
#

So I have done this and gotten a list of the configs

#

Wat wat?

sinful rampart
#

I thought you wanted Boats_F

violet brook
#

Well yeah

sinful rampart
#

Why are you doing something completely different now

violet brook
#

Ok it's not completely different

#

Anyway, forget it

sinful rampart
#

Also why in and an array with one value.
Just use ==

signal coral
#

You want classes that inherit from Boats_F or you want all boats?

violet brook
#

Forget it

prime dome
#

hmmm i think the AI can see through vehicle smoke 🤔 I deployed a smokescreen upon hitting contact, then dismounted. AI kept shooting accurately through the smoke...

quartz yoke
#

Even after you changed position, they kept tracking you?

prime dome
#

i only demounted after the smoke

#

and yeah, they appeared to keep tracking

#

will test further though

prime dome
#

yup, they definitely see through the smoke

quartz yoke
#

So what other AI issues do you have?

prime dome
#

this is enough for a day

#

(but otherwise, randomly breaking waypoints, helicopters refusing to land on their assigned landing pad, vehicles running off the road and into trees and getting stuck eternally, vehicles being able to accurately know where they're being shot at from and sniping the shooter without an issue... yeah that's all i can remember)

cinder holly
#

All tested in vanilla of course?

quartz yoke
#

I can recall seeing two of the three mentioned problems, but it's only because I didn't try helicopters much yet 🤣

prime dome
#

@cinder holly yeah

#

Making co-op missions for 4 years shows you things 😫

distant venture
#

Not sure if here is the right place to ask so pardon me if it isn't:

Is there any downside to assign two zeus modules to a unit. As an example: In my mission I have a Zeus module thats assign to a specific Player ID and to #adminlogged. If now that player logs in as admin he'd have two Zeus Modules attached to him. Is there any downside to this?

sinful rampart
#

unit can only use one

distant venture
#

So it doesn't matter?

sinful rampart
#

Don't think so

distant venture
#

Sounds good (thought so aswell, just wanted to make sure)

real marten
#

Trying to get AI to fire the CSAT SAM using forceWeaponFire ["weapon_s750Launcher", "semi"]; not sure what I'm supposed to put as mode as it's not a rifle so semi or full wouldn't do 😄 Although full auto S750 would be cool

real marten
#

Mkay, checked all possible firemodes for the launcher, tried 'em all but still no missiles coming out..

#

AAoperator forceWeaponFire ["weapon_s750Launcher", "single"];
AAoperator forceWeaponFire ["weapon_s750Launcher", "single_medium_optics1"];
AAoperator forceWeaponFire ["weapon_s750Launcher", "single_far_optics2"];
AAoperator forceWeaponFire ["weapon_s750Launcher", "FullAuto"];
AAoperator forceWeaponFire ["weapon_s750Launcher", "fullauto_medium"];

opal hound
#

_chute = createVehicle ["LIB_NonSteerable_Parachute", position RYD_JR_Aleks1, [], (_iDir + 90), "FLY"];
_chute setPos (position RYD_JR_Aleks1);
_chute setDir (_iDir + 90);

RYD_JR_Aleks1 moveInDriver _chute;
_chute setVelocity [0,0,-0.5];

_iPos = _camPos getPos [100,(_iDir - 15)];
_iPos set [2,(_camPos select 2) + 25];

RYD_JR_Filip1 setPos _iPos;

_chute = createVehicle ["LIB_NonSteerable_Parachute", position RYD_JR_Filip1, [], (_iDir + 120), "FLY"];
_chute setPos (position RYD_JR_Filip1);
_chute setDir (_iDir + 120);
RYD_JR_Filip1 moveInDriver _chute;
_chute setVelocity [0,0,-0.5];

#

I am creating an opening scene where two paratroopers slowly fall while text is being written on the screen. It works but I want them to fall a bit faster. When I change the vz value, they do not go faster.

cinder holly
#

```sqf plz

#

also, _chute setVelocity [0,0,-5] should work?

opal hound
signal coral
#

setAccTime 0.08;
wonder if slowing down time has anything to do with chutes falling speed 🤔

opal hound
#

Since I am trying to edit an existing file I am still experimenting/learning. I will give that a go

#

@signal coral ...you nailed it, Thanks! I should have seen that. I've been looking at it for an hour, lol

neon sigil
#

does anybody here know how to make it so when shot once the player doesn't immediately go unconscious when using ace

chilly oxide
#

In the editor you can place down Ace modules to configure the health system

wooden garnet
#

after making an enemy unit "surrender," is there a way to break its 'tether' to the player?

i have this issue wherein i approach 2 enemy officers, they surrender, but then because im so close to them, they 'float' through the floor above me as i go up the stairs...very frustrating....

wooden garnet
#
_x setCaptive true;
_x action ["Surrender", _x]
} forEach units UNDelegates;
Hint "The United Nations delegate has surrendered.";```

i tried removing 'setcaptive'. this did not resolve the issue...
boreal orchid
#

@wooden garnet Are they attached to the player or something?

wooden garnet
#

not upon initial deployment

  1. OPFOR (player) rifleman approaches BLUFOR man wearing a suit
  2. BLUFOR suit goes into surrender state because he is unarmed
  3. OPFOR player ascends flight of stairs near BLUFOR man wearing suit = man wearing suit levitates/floats upward and clips through ceiling and appears on next upper floor X(
    Note: when testing this in virtual reality, this occurred again, but when OPFOR player moved a distance away from the 'floating' BLUFOR suit, the BLUFOR suit suddenly fell to the ground, as if a 'connection was broken'
boreal orchid
#

Thats odd, setting someone to setcaptive shouldnt alter the world space position. Are there any scripts running that move the guy?

#

Does this happen if you run vanilla?

wooden garnet
#

ill try vanilla, but im pretty sure it has something to do with the 'surrender' system 'tethering' the individual to the player

it happens when i remove 'setcaptive' as well

#

it even happens when i dont have a 'surrender' action when an armed OPFOR soldier approaches an unarmed BLUFOR soldier, who immediately kneels

dark shard
#

Ok so how exactly do you stop a plane from taking off with a pilot in it. Apparently disabling the simulation of the pilot doesn't affect how the vehicle operates (Which is really weird.)

#

The pilot has enablesimulation = false; then the jet itself has disableAI "MOVE"; and disableAI "FSM"; and its still taxing and taking off

paper ledge
#

try this forceSpeed 0;

#

or remove the fuel from the jet

dark shard
#

Nope

#

still doing it

stark whale
#

have you tried "vehicle (unit) enableSimulation false;" ?

dark shard
#

well IDK if I want to disable simulation of the vehicle ITSELF, I just want it to not MOVE

stark whale
#

hmm the one that usually makes AI stop is "doStop"

dark shard
#

Though, its an intresting discovery, if you dont want pilots ejecting from a vehicle, disable the crew, the vehicle still operates normally

stark whale
#

yea arma has a weird split between units in vehicles and the unit itself

#

maybe combine doStop and turning off the engine

#

vehicle <unit> engineOn false;

dark shard
#

I tried that, they just turn it right back on

nimble grail
#

A Hold waypoint placed on the vehicle maybe?

dark shard
#

Wotn work with aircraft, they'll try to hold from the sky

nimble grail
#

suspected as much

#

never encountered this problem myself

dark shard
#

I think the only way is to delete the pilot or disable the vehicle's simulation entirely

#

bit of a shame

nimble grail
#

I'm surprised setting the fuel to 0 doesn't stop it moving.

cinder holly
#

setFuel should totally stop it, AI doesn't have a fuel can at hand 😄

nimble grail
#

The fella claims it still moves. 🤷

paper ledge
#

make sure you are running it on the plane not the pilot
thats my only guess

cinder holly
#

kill the pilot

prime dome
#

@dark shard make the pilot start outside the plane with a hold waypoint. Let him get in only when you want him to using a SWITCH type trigger.

#

Setting fuel should work too, though they might exit the plane if you do so, never tried that myself

dark shard
#

Yea, I'm just having the pilot run on enablesimulation false and be dead

#

and letting the plane operate off waypoints

#

thats working fair enough

autumn glade
#

Just looking for some suggestions on methods of persisting missions run on a dedicated server. Until now I've been using alive, which is great at what it does, but I'm looking for something that is specifically just for saving things as they are and was hoping someone could suggest some names so I can google them and get reading up on some current tools

delicate hinge
autumn glade
#

Thanks these were right in the vein of what I was hoping to find

sinful rampart
#

@delicate hinge is it persisting to profileNamespace?
Is an option for database persistence planned?
I guess if everything just ends up in one array, stringifying that into a DB is easy

delicate hinge
#

For now it's profileNamespace only.

#

There is single loop in main module that asks all other modules for their save data and persists them.

#

At some later stage I would like to allow to define your persisting function so it will be easy to change where it's saved.

#

I wanted to give an ability to integrate your interceptDB at some point.

#

Also change it so it doesnt gather all modules data in single run but eg. single module data per frame or smth.

sinful rampart
#

I need something to need InterceptDB on my server, to make it linux compatible.
Currently I don't use it for anything