#arma3_scenario

1 messages · Page 40 of 1

delicate hinge
#

But it's not a priority at all for now. We still need to do a lot of codework to have somewhat "pleasant" gameplay experience.

autumn glade
#

at some point I'd really like to learn using a DB but at the moment I've not found a tutorial as basic as I am yet 😅

delicate hinge
#

Dedmens implentation is as easy as it can get.

sinful rampart
#

I'd love to make some tutorials about all kinda stuff.
I'm sure that would be fun, plus I could actually explain things correctly 😄

delicate hinge
#

But you should start with basic profileNamespace saving imo. Saving the data is not problem.

#

Properly serializing/deserialzing and restoring game state is harder.

autumn glade
#

You've helped me in the past dedmen you're explanations have always been great, its the student I think thats the issue most of the time

sinful rampart
#

variables is easy.. gamestate.. oof

delicate hinge
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(take a look at my stuff from lib, most of the functions are quite easy to use)

sinful rampart
#

I'm a bad teacher usually. Depends on situation I guess

delicate hinge
#

I can't wait for addWeaponsWithAttachementsCargoGlobal to finish it tho.

#

or whatever was the command 😄

sinful rampart
#

Just skimmed over the persistence module functions.

#

yeah that was correct

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AWWACG

delicate hinge
#

Code improvement suggestions and PRs always welcome Dedmen ^^

sinful rampart
#

I'd love if I could 😄

autumn glade
#

Where I have run into issues with using something like alive is having things that don't persist and not really having a way of adding that since its someone else's work, and being too noob to be able to come up with most of it on my own

signal coral
#

I want to add some cool looking base defences for my mission, is it possible to spawn just the turret off of a particular tank?

#

SO I can just sit it like this

sinful rampart
#

createSimpleObject, and spawn it under the ground so that only the turret sticks out

signal coral
#

Just thinking about hills and stuff

#

Or are you saying createSimpleObject can create the turret alone

jolly nest
#

I'm having a slight issue, I'm running sqf if (local player) then { missionNamespace setVariable ['Ares_Allow_Zeus_To_Execute_Code', false]; }; in init.sqf but zeuses are still able to use those modules to execute code

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Anybody know why?

sinful rampart
#

if (local player) player is by definition always local

#

player is a command that returns the locally controlled unit.
And the local unit.. is always local.

#

Maybe you are setting the variable before Ares itself sets it to true and overwrites your change

jolly nest
#

yea, i'll change that to hasinterface, but I've looked at the achilles code on their git, they don't set that variable ever, they simply use the getVariable with default value true

sinful rampart
#

check in debug console what it's set to

jolly nest
#

false if I run it via the eden editor atm, should probably boot up an actual dedi server with that mod enabled though 😃

outer lynx
#

big urban city maps? (excluding fallujah, zargabad, mogadishu, minihattan)

bold trench
#

I've got a problem with ORBAT. Tanks are shown in the map, but not inside ORBAT.

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Only tanks visible inside ORBAT are those on the lowest levels

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Any suggestions ?

dire mango
#

Is class loser called when all players die in a mission?

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Trying to set a custom loss screen but having no joy

feral gate
#

Missions ending when all players die is an optional setting in the editor, afaik

dire mango
#

Yeah, I have it ticked

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but want to have a custom debriefing for that ending.

feral gate
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Untick it.

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You'll have to make your own auto-ending on all players death, probably just using a full-AO trigger.

dire mango
#

Ah cheers man

brittle python
#

hey i need to add this to my mission file to stop players from using this virtual arsenal mod, where exactly do i put it to not break the file? DCON_Garage_Enabled = 0; publicVariable "DCON_Garage_Enabled";

dapper lotus
#

How do you change the saturation in a mission to what you want?

sand lily
#

Hello guys! I wonder how to make intro where you can see markers on map and map itself. Great example is start of every Tac-Ops DLC Mission. I tried to get answer everywhere however I haven't found anything yet.

bleak river
sand lily
#

@bleak river Thank you so much

remote sinew
#

@here im trying to make randomly generated campsites, but blacklist a certain zone i have placed that is all hand-placed

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Is there any easy way to do this?

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The way I'm thinking of doing it involves placing a lot of potential campsites and only having camps spawn at some of them

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but I want to avoid clusters of camps and wide stretches with nothing

dreamy terrace
marsh rampart
#

I have a MP mission where a couple of slots are dedicated to "ANA Interpreters" so I want to override the players face with one of the Persian faces
I named one "terp_1" and tried if (isServer) then {[terp_1, "PersianHead_A3_01"] remoteExec ["setFace", 0, terp_1]}; which worked perfectly in the editor but not on the server.
Where did I go wrong and how can I fix it?

split valve
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I'm thinking that as soon as a player takes that slot, it's not owned by the server anymore. In editor, you're both the player and the server, so I suspect that's why it worked there. 😃

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@dreamy terrace looks like maybe the function you're trying to use is only expecting one element.. what's the full line 10 in your sqf file?

dreamy terrace
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I’m not able to access it atm but when I do I’ll send you the files straight away, thank you so much for helping

dreamy terrace
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Nomad KbAddtopic {"introduction","texts.bikb","",""};
Texas KbAddtopic {"introduction","texts.bikb","",""};

Nomad kbTell [Texas, "introduction","Command1"];
waitUntil{
Nomad kbWasSaid [Texas, "introduction", "Command1",5];
};
Texas kbTell [Nomad, "introduction","Command2,];
waitUntil {
Texas kbWasSaid [Nomad, "introduction", Command2,];
};
hint "Conversation finished!";```
#

@split valve

wild quartz
#

It is possible to place objects (especially planes formation) in desired directory?

split valve
#

@dreamy terrace looks like the parameters are a bit wonky for your Texas kbTell and Texas kbWasSaid - those commas look like they were intended to be quotes.

Texas kbTell [Nomad, "introduction","Command2"];
waitUntil {
Texas kbWasSaid [Nomad, "introduction", Command2",5];
};

Also, the second kbWasSaid needs a maxAge parameter

signal coral
#

Does anyone know if there is a way to make a script on a dedicated modded arma 3 server whithout any custom frameworks that saves the players gear when they leave the server and gives it to them again when the reconnect ?

delicate hinge
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PlayerConnected, PlayerDisconnected event handlers, save their gear in server profileNamespace and identify the owner by steamId

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I'm not sure if player entity still exists in PlayerDisconnected tho 🤔

signal coral
#

Do i put that in the mission Init ?

cinder holly
#

@wooden frigate #rules no crossposting, please delete

dreamy terrace
#

@cinder holly Doesn't it fall under mission making though?

cinder holly
#

@dreamy terrace one or the other, not both 😉 I would have chosen #arma3_scenario indeed

dreamy terrace
#

Ohh, okay, that makes sense

sinful rampart
#

@wooden frigate ??? You have been told to delete it, but I can still see it.

wooden frigate
#

lol sorry i was asleep

#

sorry for sleeping

sinful rampart
#

Well you were online 5 minutes ago

wooden frigate
#

and you just now pinged me for it

signal coral
#

Good job you are not operating a nuclear reactor

wooden frigate
#

lol fr

sinful rampart
#

And Lou pinged you about it 10 hours ago 🤔
When you first came online today, you saw that someone has pinged you in a channel where you asked a question.
So I would assume you'd immediately read it, and not only when someone else pings you too

wooden frigate
#

discord is not my first priority waking up

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the message is gone bud stop worrying about it

signal coral
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@delicate hinge Do i put that in the mission Init ?

delicate hinge
#

Put what? I've told you about basic things that you can utilize to get your persistent loadout working. You would need to script that.

signal coral
#

Wait so a loudout only for myself ?

subtle radish
#

if i make a mission using ALiVE, do other players who install my mission need to download that mod or can i remove the dependencies when i'm done making the mod in mission.sqm

wicked reef
#

Yes they need it

opaque raft
wild quartz
#

How to make player immortal but able to take damage? Especially with ACE.

near dock
#

@wild quartz What do you mean with immortal but able to take damage?

wild quartz
#

I want to make training ground, where you can check grenades, how they affect body, without respawns.

#

I thinking about making respawns with no time,but this could affects other respawns.

safe aurora
#

I'm trying to make an edit to an old mission that I'm missing some of the mods for, so I removed them from the addons list, and removed them from the class List, is there any way to quickly fix the numbers in class items or is it something I will have to do manually?

split valve
#

They don't have to stay the same numbers, so from wherever you removed an item in the class list, grab whatever is the highest numbered one from the bottom, cut and paste it in where you removed the old item and give it the number (so if you removed class Item17, just cut/paste the last item into that position and renumber it to 17. Make sure you change the items= line to match when you're done deleting.

safe aurora
#

Say I had class Item 1 to class Item 7, and I removed class item 5, would class item 6+7 both need to be moved down a number?

split valve
#

Well, on such a short list it's probably fewer keystrokes to manually renumber 6 to 5 and 7 to 6, but say you had 145 items. If you delete item 19... go to the bottom of the list and cut the section that is Item145, paste it in where you removed Item19 and renumber it to Item19

safe aurora
#

ahh good idea

split valve
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(I'm not sure if you even have to actually move it in the list - I just do that so I can see a nice progression in case I missed something 😃 )

#

and then make sure you reduce the number at the top by the number of items you removed. In the above example you'd change items=145 to items=144

safe aurora
#

Cheers 😃

split valve
#

Anyone know a way to determine from what addon an object originates? I have objects in my editor that I have no idea how they got there. 😃

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Specifically, I have PLP Containers objects, but I don't have the mod installed.

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I know Taunus loads a few of the objects, but it looks like I have everything from the mod available.

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searched plp in my addons directory - looks like between Taunus and Pandora maps, I have the whole addon, but obviously not the newest version.

dusky skiff
#

How to make a spectator without a bird?

signal coral
#

camCreate

#

or switchCamera

dusky skiff
#
respawnTemplates[]     = {"Spectator"};```
If player dead "respawn = 1" creates bird
how not create bird?
signal coral
pulsar wharf
#

I'm shooting myself in the leg with Addon Builder. I think I've been to this place once before so this must mean I'm going in circles in ARMA.

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🤔

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Build fails with mystical code=1. Before it just gave me a 1KB binary

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trying to repackage the directory with my mission.sqm

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0:37:40: Warning: memory usage limited by a page file. Current limit 7707 MB, wanted 10537 MB.

#

That is not serious is it?

soft delta
#

Question, is there any limitation to Enable Dynamic Simulation aside from the obvious "It will be frozen if observed from a distance"? Is it fine to just apply it to things (sensible of course) without needing to limit the use thereof?

pulsar wharf
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[SourceDir]=*\ARMA3-server\Operation Mikail 1906C.Altis

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[DestDir]=*\ARMA3-server\Archive1906\op-mikail-1906C.Altis

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does that sound right

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Ok please advise the newbie now: it seems my mission.sqm is already binarized. So am I being silly or what?

spare coral
#

standard is binarize. -> Save as and untick binarize

pulsar wharf
#

my missions from before came from the (text) editor as human readable scripts and this is now saved from the Eden editor with the binarize option already selected there...

#

so untick in Eden editor in order to make a working .pbo?

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do I even need to have it as pbo to put it on server again, think I've done that before...

spare coral
#

are we talking about a mission file? Yes you need that as a pbo

pulsar wharf
#

Good, so I'm not totally lost and there is yet hope for me

spare coral
#

Rightclick on the folder and hit pack into pbo

#

Not that hard

pulsar wharf
#

👍 working like a dream, thanks

cinder holly
#

@halcyon shard no crossposting please ( #rules )
Delete one of them 😉

icy comet
sinful rampart
#

They spawn a new unit then I guess

spare coral
#

That is exactly what they doing

deep cliff
#

WARNING:  this is HIGHLY experimental build
may break scripting which depends on createVehicleLocal (which could be insafe for multiplayer)
please update your scripting accordingly (either to use createSimpleObject or CreateVehicle for correct multiplayer global sync)

1.92.145742 new PROFILING branch with PERFORMANCE binaries, v07, server and client, windows 32/64-bit, included linux 32-bit server

  • more crash fixes (not included in 1.92.main yet)
  • scripting command createVehicleLocal was restricted in multiplayer 
    enter-able vehicles, shots, explosions and similar are no longer possible to spawn 
    (the old behavior can be turned on via "unsafeCVL=1;" in the description.ext or server's config)
  • new optional parameter added to scripting command createSimpleObject
    createSimpleObject [par1, par2. local]; // as bool, to enable local only effect

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3361079

note: this is manual download only, not available on steam branch until some adopting/fixing/testing ...
note: it needs both client and server for the changes to have effect (the part affects local part not remote)

undone flame
#

Hi guys

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In the ModuleOrdenance_F

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There is any way to silent the guy who warn yo that enemy arty is incoming?

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You*

sharp tartan
#

hi lads, I have a simple request but i'm really new to this stuff, so basically we're looking to setup a very simple pvp event in our unit, and we simply want to track the time that each faction has controlled a sector that zeus spawned, the module itself tells us who has the control and all but we haven't found a way to keep track of the total time of control for both factions, to basically get who won and who lost

deep cliff
sharp axle
#

Has anybody have experience in the animated briefing framework introduced in Tac-Ops DLC? If so, is it best to put it in the intro layer, or the mission layer?

quiet sedge
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Don’t have experience but you might want to do it in the intro layer

jolly nest
#

What are some possible reasons for overflow being spammed into a servers RPT about 1200 times in 3 seconds?

sharp axle
#

Cool, and one last question on that topic. IS it possible to control anything in the intro like a set of scroll wheel actions to pace out the brief?

hallow abyss
#

Is it possible to prevent the VLS to fire without Human Control?

near dock
#

Sorry, you want the VLS to only fire when controlled by a human, correct? @hallow abyss

hallow abyss
#

Yes

near dock
#

Mmh I know that its possible to disable the autonomy of a UAV using the UAV controller ingame, check if you can also do that via the editor/ a script

hallow abyss
#

There is no such option as far as i see, i search if there is a Script / Init Command instead

sage raptor
#

Hey guys, do any of you play BECTI and/or know how to port it to new maps? If so, are there any links to tutorials (written or video; either one works though written w/ pictures is preferable)? Please tag or DM me if you have any links.

wooden garnet
#

by ARMA mechanics, is there an object, besides a flashlight, that a player can carry to 'illuminate' his map in a nighttime condition while using nightvision? like an IR chem light or something?

near dock
#

Vanilla or ace? @wooden garnet

wooden garnet
#

either, but ACE is enabled @near dock

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so i can use ACE technology 😛

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also, i can't remember the trigger syntax to address a unit by its group name...like if I have them start with Move disabled...I want to enable the Move functionality by addressing the entire group rather than each individual soldier one by one...

signal coral
#

hey can any one give me a general idea of the kinds of missions a squad sized element would undertake

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like a rifle squad

split valve
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and stealth apaches.

turbid cloak
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hi, i have a ia about 1200 meters distance

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i put that on an script

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ia setSkill ["aimingShake",1];
ia setSkill ["aimingSpeed",1];
ia setSkill ["endurance",1];
ia setSkill ["spotDistance",1];
ia setSkill ["spotTime",1];
ia setSkill ["courage",1];
ia setSkill ["reloadSpeed",1];
ia setSkill ["commanding",1];
ia setSkill ["general",1];
ia setBehaviour "COMBAT";
ia setCombatMode "YELLOW";
ia doTarget player;
ia lookAt player;
ia doWatch player;
ia reveal [player, 4];

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and sometimes shoot and other not

cinder holly
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depends on objectViewDistance, too

turbid cloak
#

from who

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ia?

signal coral
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Endurance doesn’t do anything in A3

turbid cloak
#

i will delete it

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but, any way to get ia shoot everytime

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sometimes shoot ... restart the mission , and other times not shoot

signal coral
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It’s AI as in Artificial Intelligence

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Maybe it is upset with you for that, it could be quite temperamental you know

turbid cloak
#

and why with the same script sometimes works and other not

signal coral
#

Random generator probably to make AI behave differently

turbid cloak
#

😦

wild quartz
#

Why pictures in PAA have wrong colors?

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In TexView 2 looks normal, but in game not.

delicate hinge
#

Are dimensions of your textures a power of 2 ?

signal coral
#

hey question the idea of airborn troops performing a beach invasion is a stupidly redundant idea isnt it

mossy lava
#

It's 2035. maybe the water is too toxic to travel on

signal coral
#

Depends on how you execute it honestly. Replayability and player enjoyment is the most important thing. if you can sneakily put it away somewhere and make it appear when they least expect it, it could work.

#

But that goes for anything honestly.

turbid cloak
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Why when i set a ia a weapon, sometimes the ia get the weapon that i am set upwith addweapon, and sometimes not?

queen nova
#

Hello everyone, I've been trying to make like a blitzkrieg scenario in Chernarus for a couple of days now, the only problem is that the vehicles and most attacking AI either don't try to attack or they simply sit and do nothing. How do I make them actually attack?

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I put this in editor chat as well but I'm not sure exactly where it fits

cinder holly
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@turbid cloak if they already have a weapon, addWeapon will not replace it

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@queen nova mostly here, so you can delete there 🙂

cinder holly
#

(thanks!) have you tried waypoints? Shift + right-click

queen nova
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Yeah, I've used seek and destroy/move/guard/destroy and not a one worked

formal citrus
echo imp
#

Hi guys! Just got a strange issue with the Zeus editing / camera area. It just won't work. I've tried to sync'em to the Game Master module and also I've tried the way with Editing Area - Location Area - Trigger . Both sucked terribly as if there is no areas at all, no restrictions, no visualization, nothing. Any thoughts?

echo imp
#

Actually it looks like nothing that I synced to Zeus module is working - costs, settings etc

cinder holly
#

mods?

echo imp
vivid nest
#

Hey does anyone have an updated tutorial on making a cutscene at the beginning of a mission?

cinder holly
#

@echo imp try without mods, if it works then, it's… mods ¯_(ツ)_/¯

quartz yoke
#

I am struggling to make dynamic simulation work properly.
The issue I have: trucks with an infantry group inside don't get simulated from beyond 1km or so.
My intention was just to disable simulation on empty vehicles far away. Can someone check my code please if the numbers make sense?

Run at mission init:

// Enables or disables the whole Arma_3_Dynamic_Simulation system
        enableDynamicSimulationSystem true;

        // Infantry units.
        "Group" setDynamicSimulationDistance 40000; // We don't dynamicly disable units with this thing
        // Vehicles with crew.
        "Vehicle" setDynamicSimulationDistance 40000; // We don't want to dynamicly disable vehicles with crew
        //  All vehicles without crew.
        "EmptyVehicle" setDynamicSimulationDistance 1500;
        // Static objects. Anything from a small tin can to a building.
        "Prop" setDynamicSimulationDistance 50;

        // Sets activation distance multiplier of Arma_3_Dynamic_Simulation for the given class
        "IsMoving" setDynamicSimulationDistanceCoef 2.0; // Multiplies the entity activation distance by set value if the entity is moving.

Run at infantry spawn:

_hO triggerDynamicSimulation true;
_hO enableDynamicSimulation false;

Run at vehicle spawn:

_hO triggerDynamicSimulation false;
_hO enableDynamicSimulation true;

When I create a group, I don't do enableDynamicSimulation on its group handle.

signal coral
#

specifically this bit Limit by View Distance Limits all activation distances to player's object view distance (default: true). Dynamically simulated entities beyond the object view distance will be disabled. Right?

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Where it says (default: true) Right?

quartz yoke
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Probably that's the case yeah

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Is there a script command to uncheck that thing?

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I thought that I have used all the commands to set it up so there should be nothing left in .sqm, damn

signal coral
#

To me it looks like multiplier option but undocumented, as in fuck knows what the enum name for it is

quartz yoke
#

Yeah I also had a thought to look at the multiplier command to search for that enum value or something

queen nova
#

@formal citrus Thanks for the help but they still just sit there and don’t move forward. They refused to take an objective or move or even shoot at an enemy well within their sight.

quartz yoke
#

Move waypoint should have made them move... maybe attach a screenshot of how it looks in the editor? Maybe they simply can't find the path to the destination? @queen nova

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Vehicles can get stuck - it's a known thing, but infantry moves very reliably

quartz yoke
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Also infantry periodycally likes to stop before firing

queen nova
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Yeah it’s a bunch of Sdkfz’s in a field approaching a city and they refuse to move and the infantry also just stand there and don’t try to take the objective

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The tanks move forward but the halftracks don’t

sinful oyster
#

AI in this game can be very touch-and-go at times

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Its either a laser of doom or wont notice you if you tapped them on the shoulder

grim hearth
vivid nest
#

Can anyone help me with making a simple cutscene at the beginning of the mission? I just need a tutorial and/or script to do one.

peak sparrow
#

could really use something like this base for the desert map from cup

grim hearth
#

That's Telos isn't it? In which case no. You could place the exact same objects over the top of that and use something like Maca's M3Editor to export a sqf file to be run only on the server in the mission file to achieve what you want. Or you could design your own research base and do the same

runic goblet
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If I drop a platoon of tanks on the map, tell them to be in line formation and then give them a waypoint they switch to column. I am finding it impossible to get tanks to do anything together other than travel in column, and it's making me supremely frustrated.

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Same behavior goes on when I fire up a zeus session and do it

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no mods loaded

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seems like the most basic thing to expect it to accomplish

grim hearth
#

Do you have the AI in SAFE mode?

runic goblet
#

safe, aware, careless, doesn't seem to matter

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got a sec, I'll show you

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let me know when you can see my desktop

grim hearth
#

Sorry, not going to your twitch channel...

runic goblet
#

I'll export it to youtube for you then

grim hearth
#

Cool. Sorry.

runic goblet
#

waiting for it...

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So here's what I did

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3 tank platoons spaced out. All three have a waypoint about 500m directly north.

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1 = echelon left, move slow, safe

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2 = didn't touch formation. Move slow, safe.

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3 = line abreast, move slow, safe.

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Only #2 actually has all four tanks move. In 1 and 2 only the lead tank moves at all. And it goes to the waypoint as expected.

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map acts a bit weird when I first start the mission but it straightens out after a few seconds

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at the end, I show you the settings for each unit in the editor

grim hearth
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Every scenario is safe mode for the AI though...

runic goblet
#

I've tried the others. Safe is just supposed to prevent combat aware behaviors right?

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I've seen people post that if you want a convoy to behave itself, set them safe

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But it doesn't matter because even if I set them to "aware" or "combat" I get identical results

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See if you can reproduce it?

grim hearth
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From what I read, they will generally go column in safe...

runic goblet
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if I'm in Zeus, no matter what I set them to they pop into column. Even if I set them to combat. It's maddening.

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I'll set it up again with them in different AI profiles tho just to be sure

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is there a way I can "play" the mission but not be a unit? I'd like to just be a free camera while it executes

queen nova
#

@runic goblet Yeah in the top bar there is a play button drop down menu, in that menu there is a play as spectator option. Just click it and there you go.

runic goblet
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I see what's doing it now

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if I "transform to formation" they break

runic goblet
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furthermore... if I MOVE them from their default placement locations, they break

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BUT if I leave them untouched and just give them a waypoint and a formation, they all move and get in that formation

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proof

deep cliff
deep cliff
signal coral
#

How can I make a helo green without making the rotor blades, landing gear, and all that green as well?

sharp axle
#

@runic goblet Sadly it's been that way since the beginning of Arma 3. I believe I have a old bug report ticket collecting dust some were 2-3 years ago about it.

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Tanks are unable to keep formation like they did in the A2 days. It's best to keep them as a group for a single formation, but soon as you need them to fight, it's best to split the group

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Another way is just giving them very mirrored waypoints, as long as they all start at the same time, they should stay at the same speed. Similar to what you do with aircraft.

old flint
#

whats the easiest way of creating an explosion? just need it to go off near a building. its mainly for testing so radio-activation is completely fine

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its supposed to look like a precision air strike

rocky carbon
#

Just the effect or damage too?

old flint
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Yes, damage included.

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bah, ill just take an ied

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good enuff

rocky carbon
#

that may be the simplest one. you would need to spanw a shell or missile so that it can drop on the ground and go boom

old flint
#

createvehicle "gbu_something" on getpos "marker" ?

rocky carbon
#

that could work.

old flint
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thats just pseudo code

dapper lotus
#

how do I make everybody, human or ai, run one script?

sleek pendant
#

Hey chaps was hoping for a bit of MM troubleshooting.

I've built a mission, lots of time and love etc based around my Arma Communities modset. A few days ago my community slightly changes around some of their custom mods and removes 3 of them. Now luckily I have non-binarised copies of the mission.sqm so I go and remove the mentions of the 3 removed .pbos from the mission.

The mission no longer gives me the window saying "these mods are missing" but simply gives me "error loading scenario". Is there anything else I can do to try and salvage this mission or do I need to start it from scratch again?

cinder holly
#

@sleek pendant you ideally should load the original mission (without removing anything), delete said mods objects and by saving it should remove any references to these mods

full pendant
old flint
#

@dapper lotus do you mean how to run a script on AI and/or human units?

#

you create the script in the mission folder, give it a name.sqf, and in the Init-box of the unit make it run the script. I dont recall the details but should be easy

#

i never did this extensively but i think its: this execVM "name.sqf";

dapper lotus
#

I want to create a trigger or some kind of area and everybody, ai or human in that area, has this script executed on them

dusky lodge
#

Hi everybody. Got a little question and hope u guys can help me:

I created a capture mission. I want the HVT randomly spawned at for example five different locations, so that if u play the mission several times the hvt isn't at the same position.
Anybody got an idea how to manage this? Thanks for the help

#

By the way the mission is for Multiplayer

cinder holly
#

@dusky lodge yup! so let's place markers named "hvtRandomPos_0", "hvtRandomPos_1" etc up to 4

then in initServer.sqf:

_myHvt setPos getMarkerPos format ["hvtRandomPos_%1", floor random 5]);```
dusky lodge
#

@cinder holly
Ok thanks for the quick response. So let me get thia right because I'm a beginner in mission editing:

  1. place markers means invisible markers, then name them in this example "hvtRandomPos_0" and so on
  2. _myHvt is the variable name of the hvt unit?
  3. Floor random 5 means the hvt unit is placed on the floor at the position of the placed markers? Because the hvt should be in the first floor of different houses.
near dock
#

@dusky lodge 1. Yep make sure to add the names as variable names and not as text
2. Thats correct iirc
3. I think floor random 5 means that it generates a random number up to 5 (meaning it starts at 0 and goes up to 4)

cinder holly
#

^ what he said! 🙂 @dusky lodge

near dock
#

( rooHappy )

dusky lodge
#

@near dock @cinder holly

Thank you a lot gents. I'm going to try that. Really appreciated

near dock
#

Happy to help with my little understanding of what stuff means happy

dusky lodge
#

I think I will ask a lot of questions in the future. Good to have a forum like this.

proven coral
#

Hey all, I'm working on a little tunnel op using the Dirtmount_EP1 asset from CUP as floors and walls
However, I seem to be able to walk through the walls? When walking on the floor it acknowledges it as a floor and i walk across the bumpy terrain no problem, does anyone know why its not treating the exact same terrain as a solid when i use it as a wall?
I have a screenshot if people would like me to PM it for a visual aid

rocky carbon
#

rotating objects like that rarely works perfectly

proven coral
#

Yeah I can imagine, the problem is its not working at all aha 😅

rocky carbon
#

I think you will need to find different objects to use for walls

near dock
#

If you really want to use those objects as walls you might be able to hide another wall behind it though

broken citrus
#

What's a really good tutorial video mission making, i have all these ideas and don't know how to put it all together

warped surge
#

What do you mean

#

Does anyone know how to use the Tracers module

#

it seems to just not do anything

#

and there seem to be multiple versions of it around, possibly from older builds

hallow zealot
#

Hey does anyone know how to set a mission objective to eliminate all OPFOR? I also need to know how to set a task for it and a trigger to have the mission end once everyone’s dead.

warped surge
#

oh for god's sake

#

links

#

jesus christ

#

well this is ridiculous

sinful rampart
#

Yep.. It is.

warped surge
#

aitch tee tee pee ess colon slash slash eff oh arr you emm ess dot bee oh aitch ee emm eye ay dot enn eee tee slash eff oh arr you emm ess slash tee oh pee eye see slash one one seven eight eight seven dash see aitch ee see kay eye enn gee dash eye eff dash ayy ell ell dash oh pee eff oh arr dash eye ess dash dee ee ayy dee slash

warped surge
#

thank you

#

:D

#

dangit why isn't the tracer module working

sleek pendant
#

@cinder holly @full pendant Yeah that was what I was trying, turns out removing every trace of the old mods wasn't the right call, only needed to remove the ones listen very specifically in the "Addon" section up the top. Removed everything one by 1 and tested and it eventually worked. Thanks.

#

Another question while I'm here. My group uses Fen AIS Caching for units and objects to reduce the load of the server. The issue is that anything that is cached using this system can't have anything in its INIT field as whatever is put there won't trigger/work.

Does anyone have any solutions/workarounds/fixes for this, as it would open up a world of options for me.

warped surge
#

how does fen differ from just using dynamic simulation

#

i guess even the presence of the units is a drain on resources even if they aren't simulated

sleek pendant
#

Fen physically removes and/or hides the objects until a player is within the defined range, so the object cannot be changed in any way, seen or interacted with while not "cached"

warped surge
#

yeah

#

hmm

sleek pendant
#

I can't find anything either as it's a bit of an older system they're using and the objects don't exist when the INIT is fired.

warped surge
#

can anyone confirm that there aren't any map markers that indicate conflict

#

like a sword or something

#

i thought i remembered there beign one

mossy lava
#

There's the "attack" task icon that is crossed swords.

warped surge
#

ah that's it

#

but i don't think i can use it as a marker

mossy lava
#

Just use red ! or ambush

warped surge
#

ah

#

you mean just ! text

#

pr

#

or

#

oh no i see

#

ok

#

yeah that's what i'm doing

#

ah unfortunately the sword emoji doesn't render

#

:D

weary sinew
#

how can i convert sqm to mbproj?

cinder holly
#

…rename the file?

what is mbproj?

weary sinew
#

map builder file format i guess

dusky lodge
#

@cinder holly
Sorry man I tries but I always get an error that in Line 1 theres an undefined variabel _myHvt

#

???

signal coral
#

Question- if i use the hide terrain module in eden editor and apply it to client side, will it increase frames or run it down after say 3000 trees hidden

near dock
#

@dusky lodge Did you add _myHvt as the variable name of the HVT unit?

dusky lodge
#

Sure

#

@near dock

near dock
#

Can you pm me a pic of the editing menu of the hvt unit real quick?

dusky lodge
#

@cinder holly
Sorry man but it won't work. Tried everything. I noticed that you made a braket at the end of the string but not in the beginning. I tried with brakets at the beginning and the end, i tried without brakets. Won't work.

warped surge
#

what's your code

ornate forge
#

does anyone have any experience with KLPQ Music Radio? I'm trying to get it to play a certain playlist, but no idea how to do it

cinder holly
#

@dusky lodge
hvtName setPos getMarkerPos format ["hvtRandomPos_%1", floor random 5];

dusky lodge
#

So it has to be:

elchapo setPos getMarkerPos format
["hvtRandomPos_%1", floor random 5];

#

Variabel name of the npc is "elchapo"

cinder holly
#

Yep

dusky lodge
#

And the invisible markers are named
"hvtRandomPos_0", "hvtRandomPos_1" and so on...

cinder holly
#

wait no, this would place your npc only

#

hvtName

#

let's go with no tech term: there is a vehicle with a guy inside, name your vehicle myVehicle and use this variable in the setPos script

dusky lodge
#

So like this:
(Sorry but I'm an amateur in Scripting)

Variable name. of npc: elchapo

Place invisible markers and give them variable names:

"hvtRandomPos_0", "hvtRandomPos_1" and so on until "hvtRandomPos_5"

Then initServer.sqf and in this

elchapo setPos getMarkerPos format
["hvtRandomPos_%1", floor random 5];

????

#

@cinder holly

cinder holly
#

No underscore in front of elchapo

#

(also if you want to escape underscores in Discord, use \_)

#
elchapo setPos getMarkerPos format
["hvtRandomPos_%1", floor random 5];```
`floor random 5` will go from 0 to 4  @dusky lodge
dusky lodge
#

@cinder holly
Thanks man. I'm going to try that

mossy carbon
#

I have a lot of triggers in my mission and it affects performance. Is there a way to make the game check the conditions not every 0,5 seconds, but for instance every 5 seconds?

cinder holly
#

@mossy carbon you would need to replace your sensors with scripts yes

mossy carbon
#

Thanks @cinder holly

cinder holly
#

I would also like to thank @signal coral, I wouldn't be where I am without him; you da MVP

near dock
#

Hey any chance that anyone remembers how to seperate the owners in the game master module?

primal igloo
#

Is this the right place for people to make a custom framework

royal void
#

@near dock There is a separate input line in the game master module where you can either state UIDs from steam, or choose '#adminLogged' to give zeus to the admin that's logged in automatically

swift gust
#

If I make an MP mission using any DLC terrain, say Tanoa or the newcoming Livonia, would the non-dlc players be able to play such a mission?

cinder holly
#

@swift gust nope

swift gust
#

@cinder holly so the DLC terrains are useless in all cases except single player, making a beautiful screenshots or playing with friends?

cinder holly
#

or making MP missions for DLC owners

They are useful in all cases but for non-owners

swift gust
#

Read: "not in a case of a public multiplayer server, as it significantly reduces the number of players"🙂

cinder holly
#

then yes; same as Tanoa

#

It would sure be nice to have a camera for non-DLC owners, so they can at least check what they are missing. But for many reasons, it is not going to happen

swift gust
#

Would be interesting to hear the exact reasons of terrain restrictions.

cinder holly
#

I believe no GB to download for nothing (and for normal users, and against the data hackers), and a DLC terrain is, well, part of a DLC

swift gust
#

Well.. Makes sense from the technical perspective. But, imho, questionable from the overal game experience one.

cinder holly
#

I don't agree with this about Tanoa, Apex being an expansion. Livonia, well, maybe a bit more since it is "only" a DLC, it splits the gamers even more.

signal coral
#

You needed expansion to play DayZ and everyone bought it, because BI had it packed in a deal, I bet the same will happen with A3, Contact will be packed in a deal including all terrains. Don’t forget BI is a business.

swift gust
#

Certainly. Just thought it might make people more willing to pay if they could touch something in a real game, rather not being able to join that game at all.

#

Otherwise why make the DLC weapons accessible with ads and DLC vehicles accessible as cargo?

signal coral
#

Dont worry, it is not even out, I'm sure BI has plans how to make it appealing

cinder holly
#

would you honestly play a map where you have ads every minute?

signal coral
#

good point

swift gust
#

Well.. might be another options.. Say, low-res textures

cinder holly
#

negative, they came back from this from Arma 2 – different branches to support, people wondering if the game was low quality, etc. They already took that decision

cinder holly
#

I wonder about this if a player hosts a mission, the other players will have their viewDistance limited to the host's; what happens on dedicated; how is view distance set/limited?

peak sparrow
#

i seem to have found a bug or an issue with zeus, i have mcc fyi and achillies on i also have a zeus module linked to me i open it up and it works fine but when i went ahead and spawned in an ai and remote controlled it, the stamina of the ai just dropped instantly making it impossible for me to play against players. is there a fix for it

#

players stamina is fine though they have no issues

peak sparrow
#

never mind i somehow fixed it xD... i switched my ace settings preset to the one i use for 40k and the stamina issue is gone wtf.. the two presets have the same settings, i think the one i always use execept for 40 is completely broken lel

gritty quail
#

Can somone tell me the file path to the arma 3 directory please ?

cinder holly
#

…? it depends on where you installed it @gritty quail

#

I have an environment variable which makes it accessible through %arma% 😄

gritty quail
#

Nvm Directory means the same thing as local files

cinder holly
#

okie 👍

near dock
#

@royal void Sorry I think I didnt explain what I mean well, I know about the owner field but I forgot how to seperate multiple names in the owner field

royal void
#

@near dock as far as I know you can set UIDs seperated with comma, OR you can also place multiple zeus modules, that's how I was doing it in our Zeus missions

abstract badger
#

anyone know if it's possible to disable splendid camera access to admins per mission?

swift gust
#
what happens on dedicated; how is view distance set/limited?

@cinder holly at our server we have setViewDistance/setObjectViewDistance = 7000 at the server side, while on the client higher view distances also work.

#

(we have a scripted view distance control on clients, so I mean you can overwhelm server settings on clients via scripts)

boreal void
#

It might be a little bit of offtop but how are you guys doing with a thought that most of your missions have the same task like go attack a place and defend it?

swift gust
#

@boreal void any suggestions?

boreal void
#

I mean I'm a mission maker and firstly I see a great mission theater and with time I'm making this mission I'm just wondering if it won't be next casual mission

#

I'm loosing hope that people will enjoy it

swift gust
#
I'm loosing hope that people will enjoy it

The only way to get an answer - is to run your mission.

signal coral
#

Wrong approach. Make mission you will enjoy.

mossy lava
#

I make my missions around the firefight, not the place.

warped surge
#

i slightly struggle to focus on gameplay

#

i tend to be more interested in setting or interesting dynamics

#

well

#

like most of the firefights aren't massively innovative

#

either stealth or straight up combat

#

occassionaly something weird like being in a town with police and stuff

#

but i think a big part of arma is the immersion

#

the feeling of 'ohhh yeeaeaa' when you hera the 'dadadedeuhhh (dun duuauaaaaaaa)'

#

after a mission

#

but i think the dynamic probably creates the firefight]

autumn glade
#

Personally, I made the mistake of not making sure the tools I was using were up to the tasks I was trying to throw at them. I tend to aim for realistic over realism. Then I focus a lot on the story atmosphere setting, characters involved directly or off screen on how the whole operation takes place in way that makes sense. IMO if its got glaring errors in the plot I have a hard time not focusing on that, if its too bland then I feel less of a sense of accomplishment at the end. From there I aim to make sure there are a few twists or surprises. Once I've got that in order I get to focus on the fire fights. I've found no matter what mission you make some people will love it some people will hate it, at the end of the day you have to measure its success by how close it is to what you wanted it to be and accept if its a niche mission that only a handful of people will like it but that handful of people is who you're making for.

warped surge
#

yep same

#

i think honestly for me the arma combat is nice

#

but not lovely

#

like it's realistic movement so you kind of lurch everywhere

#

a little clunky

#

typically low framerates mean it can't be super smooth

#

so the realism of the plot

#

and not just saying 'don't go here', but actually having AA or whatever as a reason why not

#

and i tend to try to make mine as organic as possible

#

i've been making a few tutorial style missions for my friend, designed to be very unchallenging 2 player coop

#

and it was great seeing him treating it very 'realistically' (as in checking all the buildings and being aware of himself and stuff) even when i knew there wasn't anyone in this building etc

#

one thing i struggle with is to balacne tone

#

so for example when we're messing around in the sandbox we often shoot each other etc, even for testing

#

but multiplayer missions are more

#

i don't know

#

i want to make sure it's immersive, and i worry that the unimmersive sandbox experience might affect it

dusky lodge
#

Hi everyone. Nedd a little help...again. haha

I need a civi to look the same (face, clothes and face accessoires) everytime you start the mission. I noticed that the face and the face accessoires, liek face wraps and sunglasses, are randomly created everytime you start the mission on the mp server.

I tried to fix this by creating a civi loadout,sqf with the varsenal. Then I put in the init of this civi

null = [this] execVM "loadoutcivi.sqf";

But then I get an error saying that

"Theres an undefined variable" and that theres an error with the local unit.

#

I'm not allowed to send pics so if anyone can help I'll send him pics of the error and the loadout script.

Thanks for every help

sinful rampart
#

does it say which variable?

#

you can send links to images

warped surge
#

can you send your script text

signal coral
#

Which loadout you created, the one that refers to the unit as this or as _unit?

sinful rampart
#

he has this in script

signal coral
#

Pretty sure he has

sinful rampart
#

He showed me a screenshot of the script

#

yes he has

signal coral
#

Sounded like it even without seeing it

warped surge
#

ye same

#

hehe

dusky lodge
#

Thanks for your help guys. I will try that. Appreciate it @warped surge @signal coral @sinful rampart

warped surge
#

Quick question

#

well probably not quick

#

I have a large number of dynamic simulated units in my map, i assumed that the only performance hit if they're unactivated would be the RAM required

#

but i'm still at roughly 30fps, with none of them activated

sinful rampart
#

game also has to check whether they should be reactivated, but that's cheap

#

maybe something else is causing low fps then

#

doesn't necessarily have to be AI

warped surge
#

yeah i couldn't find an optimisation tool

#

is there a timing watcher or something

#

even just % on fsm, interactions, graphics etc

#

ah i do have my draw distance very high because i was messing around

#

hang on

#

nope stays at 30 ish

#

yep so 80fps in the settings window

#

hmm

#

so i have a number of artillery units doing fire missions on points quite far away

#

but none of them are set to wake up the dynamically simulated units

#

it's possible that having a projectile outside the draw distance means lots of loading and unloading

#

and i do have a lot of markers

#

to the extent that the editor lags

#

oh wow

#

so

#

the 'is moving' multiplier

#

for dynamic activation

#

doesn't that mean that whenever you move it loads in and starts simulating a load of stuff then stops when you stop

#

sounds like a bad idea

sinful rampart
#

There is profiling build

warped surge
#

but is that

#

well

#

involved i suppose

#

it's more mission optimisation

#

In the window you will be able to browse a lot of interesting performance information, which can be interesting.

#

hehe

#

can i test whether excluding units will help by disabling simulation

#

i.e. unsimulated objects should have no performance hit

warped surge
#

ok well this is interesting

#

didn't remove any of the many units involved, only removed the large number of map markers

#

20fps to 40fps

#

wtf

#

wait no

#

hmm

#

this is very odd

#

so it seems like loading a mission (file>open in the editor) flushes some kind of leak

#

i.e. my missions get slowly laggier and laggier and then i reload and they go back up to 40fps

cinder holly
#

just

#

one

#

question

#

please

#

could you try and write more in one line please? 🙃

warped surge
#

its how i think i suppose, but yes I can write in an easier to understand format

#

sweating profusely

cinder holly
#

thanks, no offense meant 😉

warped surge
#

ok something is definitely wrong with this: the fps in my mission goes down to 20-25, then after opening it in eden again and changing nothing it goes up to 60ish

#

and it's not even a multiplayer server so there's nothing in the background

solar mesa
#

hi there, Was wondering if someone could help me out, I have a group of infantry with waypoints sync'd to a trigger, and a vehicle somewhere else sync'd to the same trigger, when activated, the inf moves, but the vehicle does not, anyone have any idea why?

warped surge
#

so vehicle and infantry waypoints both synced to the trigger

#

are they the right kind of waypoints

quartz yoke
#

jesus, run the profiling build and do diag_captureSlowFrame

#

and see what's taking your frame time

#

I know that when AIs get hit by an artillery shell, the artillery cannon that fired that shell gets revealed to the AIs receiving damage. Maybe after they learn about the cannon, they start trying to find the proper position to attack it 🤷

warped surge
#

thanks but i've just had another realisation

#

when i run the scenario repeatedly in the editor for testing it goes down to about 20fps

#

when i reload it in the eden editor however, it goes back up to 40fps

#

some kind of leak

solar mesa
#

yeah jesus. infantry has it own set of waypoints, as does the vehicle (civi truck full of independents(no civi driver)), both initial waypoints are move ones sync'd to the trigger

valid matrix
#

How often do people do custom dialogue/voice acting for missions? I haven't seen many tbh

#

I've been doing fully voice acted missions and would like to see what others have made

cinder holly
#

I only have one that is voiced @valid matrix

#

back in OFP, I had more ^_^

valid matrix
#

Link?

valid matrix
#

Gonna sub and check it out 😄

#

I can hear the accent, but yeah it's not bad 😄

tawny holly
#

All I want to hear you say is it's not lupus

#

blank check 😃

signal coral
#

Everybody lies

tawny holly
#

Not for all the same reasons fortunately.

warped surge
#

god there was one that was terrible voice acting i heard

#

i apologise in advance if it was any of yours

#

the Dunes demo mission

#

great but the voice acting is someone pretending to be Hagrid

cinder holly
#

@tawny holly but it was lupus, with this magician

tawny holly
#

😮

cinder holly
#

I would make a terrible House voice, Hugh Laurie is perfect enough (and its French dubbing is doing a pretty good job too)
I can't say which character my voice could fit with though, I am not exactly objective on that 😄

tawny holly
#

Lol, it's weird because he's english.

warped surge
#

yeah

valid matrix
#

My voice acting isnt anything professional either, but at least it's recorded on a good mic

#

It's just fun to do something more "ambitious"

warped surge
#

yeah honestly it's fine if it wasn't distracting

#

bceause in the Dunes mission i think it was someone closer to a queen's english accent trying to sound like Hagrid

#

and therefore it was ridiculous

valid matrix
#

😄

warped surge
#

Anyone got a good way to make pickupable items into props

#

i.e. i have nvgs and binoculars and if i disable simulation i think the holder object drops them somehow and the models disappear

warped surge
#

also around the coordinate 281214 there's some terrain height weirdness

#

both placed units with BIS_fnc_ambientAnim and gameLogic-created tree objects are floating or sinking into the ground

broken hollow
#

which map

drowsy lion
#

Anyone made some special missions for tanoa? Would lvoe to see whats out there something different instead of a crate plonked on the side of a hill and a couple AI

warped surge
#

i'm in the process of something very different

#

but it's taking a lot of finishing

warped surge
#

So I have a weird issue where my mission assets aren't being downloaded

#

i.e. I tested a mission with my friend with custom textures for flags and documents and after automatically downloading the mission and connecting he got errors that the textures were all missing

sharp axle
#

Question,
When running a local function like AddAction to one the script boxes on a unit in the 3den editor. Do I still need to run it remote to make it global, or will things in those boxes always run on all clients?

warped surge
#

so you are correct that addAction is local

#

so if you just ran it on your own comptuer only you would see the action, however

#

whatever's in the init boxes gets run on every machine, so actually it gets run locally for everyone

#

the only time you would need to remoteExec the addAction is if you were in a local context like a gui event handler or something

sharp axle
#

Sweet, thank you for the clarifcation

earnest cove
#

@warped surge bceause in the Dunes mission i think it was someone closer to a queen's english accent trying to sound like Hagrid << yeah, i've cut out lots of lines last minute, because of that. released it anyway, because i wanted to be done with it.

warped surge
#

oh dear

#

is it yours

#

that was possibly unnecessarily harsh

#

yeah still better than none

earnest cove
#

it's not my voice

#

but my project and i agree with this

#

thing is, it's really hard to find a voice actor with scottish accent

#

if it would have been a bigger project, i'd hire an agency. but that's too expensive for like 200 words

#

ultimately i probably should have just dropped the scottish accent thing, but eh. shit happens.

warped surge
#

definitely not worth worrying too much about it

#

still a great mission

earnest cove
#

for something i spend 7 days on, it sure blew up in popularity. didnt expected this to happen

warped surge
#

how long do you typically spend on missions

#

i'm worried i'll spend ages on somethign and the concept will suddenyl stop making sense

earnest cove
#

dunno. depends. callsign minotaur took me years

#

my current project already went through 3 different campaigns

#

i mean, i started callsign minotaur back when a3 was still a beta. it went through a shitton of reworks. the final version took about 1 year to be done (including VO)

#

but i also made missions in less than a day

warped surge
#

yeah i've discovered that already

signal coral
#

I'm trying to make a trigger to detect when the player is out of out of magazines for a specific weapon that the player is holding, i tried magazineCargo but that shows the count for every single magazine the player has in their inventory (doesn't matter what kind of mag it is), does anyone have an idea of how to get this to work?

warped surge
#

so the issue is that the magazine doesn't know which weapon it's for

#

you could check the chamber of the magazine and see if it would fit

signal coral
#

i want it to count a specific mag

warped surge
#

are all the magazines different

#

yep

#

so you could check the count of each type of mag with

#

but multiple types of mag would fit a weapon

#

e.g. red and yellow tracer would be different magazine classnames

signal coral
#

magizinesAmmo shows the same number

warped surge
#

yep

#

but you can filter the magazinesammo returned values by their classnames

signal coral
#

not sure how to do that, im trying other commands similar to this but im still getting the same results

warped surge
#

so you'll need a while loop and some other things

#

do you know how to do some basic(ish) scripting?

signal coral
#

if messing with things like description.ext or making a .sqf counts then yes

warped surge
#

while loops

#

porogaming

#

progmai

#

n

#

fuck

#

progrmaing

#

programming

#

there we go

#

more complex structures

signal coral
#

yes

#

im just trying to get a trigger to play a sound when a player is out of ammo (including magazines for that specific weapon)

wooden frigate
#

yo

#

anyone able to help? trying to make a geiger counter effect when someone enters an area

#

i've got the nuclear_geiger from rhs and that works, just need to figure out how to loop it on a trigger area

#

anyone know? cant figure it out myself ingame, despite being on repeating it just does it once and stops

warped surge
#

is nuclear_geiger a sound

#

from rhs

wooden frigate
#

yes

#

the sound works, it just only plays once

#

can i link a trigger to an ambience sounds from ace?

warped surge
#

so the easiest thing would probably be to play the sound from a script, then loop it there

spare coral
#

I can send you a snipped on how I realized a heart beat. If you have some skills it would be a easy way

warped surge
#

How long would you say a multiplayer mission would typically be, for a 2-4 player coop mission

#

I don't really have a good idea as all i've played are ~1.5 hour milsim missions with a group

warped surge
#

just to check: a trigger with OPFOR and Not present will trigger if all opfor are dead

#

this is very basic but i generally script these things

signal coral
#

I'm trying to group an invisible object to a trench and have something happen when the invisible object is destroyed

#

Any ideas on how to put a destructible invisible object down?

warped surge
#

should just be able to uncheck 'show model' in the editor

cinder holly
#

@signal coral what is the first purpose that you want to get?

warped surge
#

So I think I'm misunderstanding some of this significantly

#

I can't get the Tracer or Flare modules to work

#

placing them in the editor or with Zeus just does nothing

#

no effects whatsoever

#

in a blank scenario

#

and as far as I know, this should just work if I add the module

signal coral
#

@cinder holly I'm trying to make a simulated tunnel system that can be destroyed. I'm sticking trench objects that peak out of the ground as the entrances and need something that can be destroyed with m112 blocks attached

#

When said object is destroyed, opfor can't pop out of said tunnel entrance

warped surge
#

yep

#

so take maybe a wall or building prop

#

make it invisible, then do whatever you want to do when getDammage > 0.5 or something

cinder holly
#

damage*
also… I am not sure you can damage a hidden object

sour dove
#

make your tunnel end model, along with a corresponding ruin model which contains geometry that will block the area you need blocked,. then when main object is destroyed the ruin model will sit in its place and block your tunnel.

warped surge
#

actually @cinder holly it is getDammage for whatever reason

#

there is also just damage

cinder holly
#

that's what I meant, use damage ^^

warped surge
#

ah

warped surge
#

I've just placed down a Camera module, and now the eden camera is locked to its position

#

how do i get out of it

delicate hinge
#

exit eden.

#

it's a bug, someone reported it on feedback tracker few days ago.

warped surge
#

dang

#

that's bad

#

yeah it shows the PIP in the top left

#

so i assume it's not meant to do both

#

so is the module unusable until it's fixed or do i place it, then reload then just modify attributes

#

and thanks

warped surge
#

In the briefing menu does it normally go
Situation
Mission
Execution
Signal

#

can never remember

warped surge
#

any ideas for callsigns

#

it's late my mind is blank

spare coral
#

Warrior
Stalker
Guardian
Black Sheep
Super
Falcon
Outlaw

#

For a us army. Russian would be senseless

cinder holly
#

PAPA_BEAR

warped surge
#

and i bet that came straight from your brain :D

#

is papa_bear from ofp or arma 2 or something

#

it's one of the default CfgHQIdentities

cinder holly
#

@warped surge OFP memories, but also present in A1 iirc

#

That's like THE reference he he

warped surge
#

this is going to sound really weird

#

you know the default American 01 voice

#

which is really deep and rich, and sounds like it's coming from his throat

#

it almost sounds unrealistic

#

like obviously it's a human voice but I can't imagine a real person sounding like that

warped surge
#

What's the best way to separate my strings from code

#

i.e. i have radio messages playing from triggers, and I want to put the strings in stringTables.csv or something like that

#

but I don't know what the best/standard way of doing this owuld be

cinder holly
#

stringtable.xml

warped surge
#

thanks, what's the difference between stringtable.csv and .xml

cinder holly
#

csv is "obsolete" and dates back from OFP/Arma1 era

warped surge
#

ok

#

I'm using StringForge, I can't find an option to add or remove keys

#

and there's no documentation

#

or do i have to create them in xml then use stringforge to verify

cinder holly
#

I don't know.

sinful rampart
#

"csv is "obsolete"" it's the standard in DayZ SA again I think

#

not obsolete, just less preferred

#

Never heard of StringForge ^^

warped surge
#

yeah i think stringforge is for verification/metadata editing

#

i can do it by hand, i only have a few messages

cinder holly
#

"csv is "obsolete"" it's the standard in DayZ SA again I think augh

warped surge
#

A trigger with OPFOR Not Present will fire if OPFOR set as captive are present

#

i.e. captive means that a unit is not recognised as opfor

#

oh nevermind

#

it's documented in the setCaptive docs but not for captive itself

#

might still be worth putting it in the trigger docs

woeful magnet
#

This is an oddly specific request but does the vanilla carrier work above sea level? That is - if I place it up to its waterline off-map on a map with no open bodies of water, will it still work to arrest and launch planes?

near dock
#

I'd assume that it still works since the scripted actions are bound to spots on the carrier @woeful magnet

warped surge
#

ace combat? @woeful magnet

woeful magnet
#

Yeah I'd be using ACE - if that effects anything.

#

Basically I just want my supporting players to suffer by making them do carrier landings for resupply and refuel.

warped surge
#

no i meant the Ace Combat series

#

semi futuristic/sci fi jet combat

#

and there's a flying aircraft carrier i think

#

and no, as far as i'm aware ACE doesn't remove flying aircraft characters :D

woeful magnet
#

Nah not flying. But in the altiplano map the average altitude is 3-4k

warped surge
#

ah i see

warped surge
#

Dang it

#

So as a test, I set the radio name of my players' squad to 'Dr. Zaius'

#

from the simpsons

#

and i can't find where i did it

warped surge
#

When I export my mission, does it pack all my mission assets and scripts

#

because I tried one of mine with a friend without exporting and he couldn't see any of my assetts

woeful magnet
#

I think you also need to ensure you are using the same mods between both of you.

#

Many mods are client-side. That's how in some less regulated public servers you'll have people you can see are in armor/uniforms being accused of running around naked.

warped surge
#

nah neither of us have mods

#

i think it was because i didn't export the scenario first

warped surge
#

Any way to allow a save load after a mission fail due to all players dying?

signal coral
#

How do you make a cinematic camera to follow AI for example in breaching for an intro

#

I cant seem to find a reasonable tutorial

cinder holly
#

basically, you camCreate a camera that you enter using cameraEffect.
you camPreparePos its location, camPrepareTarget its target/direction, then camCommitPrepared the actions (0 = immediate, other number = transition time in seconds) @signal coral

signal coral
#

Huh I see, Also another quick thing to ask, if you have like your player playing as one of the AI breaching, is there a way that after the cutscene it puts you into the body of a different character

#

so how I want it set up is like, the mission starts with a breaching then after it fades out back to the body of a different person

cinder holly
#

you can fade out using cutRsc then choosing another character using selectPlayer

signal coral
#

I see, I still need to figure out most of the coding and where to put it first, Ill keep this in mind thanks

signal coral
#

@cinder holly Actually I do have one more thing, is there a way to make the screen glitch out as if there was interference or is that an affect added into cinematics in post production

cinder holly
#

it's a video effect, there is no built-in thing

#

you could make a "white noise" texture though

signal coral
#

So like I have to find a texture to import?

#

then I have to get a command to run it

#

Where would be a good place to find a texture like that?

cinder holly
signal coral
#

Huh, so I have to still find a texture somewhere right?

#

Basically like how the drone in the trailer at one point has a little bit of interference, would that be possible with that command or not

cinder holly
#

no

#

not the "square cuts moving"

#

white noise over image, you can (even with post process effect)

signal coral
#

Oh yeah, actually that could work, cheers mate!

#

Ill take a look into all this

#

And then i guess I play the animations then put a sort of wait function till I want it to play?

cinder holly
#

the animations…?

signal coral
#

So like at the start

#

It's going to start with a breach yeah, then they will find some artifact which causes interference then the camera cuts out, with a text saying that <squad> went missing after incident

cinder holly
#

well, however is made your script yeah

warped surge
#

@signal coral There is a camera effect

#

Can't find it now, but there's a module with a load

#

not quite interference though, more like it disconnects with static

#

might still be useful

signal coral
#

Ah

#

@warped surge Would you be able to help me with the script i made for my intro

#

its not seeming to work with the trigger and just pops up with a message saying Activation On:

#

whenever I press Ok, what am I missing?

#

Hang on ill put the code here if its alright?

warped surge
#

pastebin it

#

is what i'd do

signal coral
#

Ah lemme get it then

#

There

warped surge
#

This is a long shot but does anyone know of a way to expose RWR/radar screens as a PIP feed?

thorny pike
#

pretty sure you cant. Its not a render thing. Its purely UI based. And there is no interfacing possibility with scripts in any way (other than enable/disable radar for objects...)

#

i've been lamenting this since the first version of it on devbranch, to no result

#

radar tech is a dead end. Use as is. Anything more/different/additional requires a complete remake of the entire radar system via sqf

warped surge
#

yeah it's very annoying how it's not exposed

#

so no second screen functionality etc

#

without addons

dusky lodge
#

Hi everybody. Got a little question:

I set up the zeus module but today I noticed that when I play as a slot in character and push z and go into zeus, I'm only able to hear the surrounding of the character I'm slotted in. How do I set up zeus so I'm able to hear the surrounding where my zeus camera is?

signal coral
#

@dusky lodge When you set up zeus did you put a player down in the editor, put down the Game master Module or whatever it’s called

#

Then did you go into the module and put the variable name of the player into owner and the other one below it, then click the drop down bar to unofficial addons?

#

@warped surge Basically I kinda want it to start with a screen with text in the middle that would say “<Squad> was sent in to discover and capture a weird energy that was detected” Then it fades into the game into a car driving to a house. Then when it gets there it fades and then says. “This was the last transmission ever from <squad> Which then shows a breaching occur followed by a faded out screen, I kinda wanna put a voiceover In there but I dunno how

#

Then it would teleport the player to a small camp

warped surge
#

so the cutscene stuff is quite tricky

#

i'd get the main gameplay down first

signal coral
#

I just dunno how to do all the weird and wonky

warped surge
#

that will definitely need code

#

weird and wonky is definitely correct

signal coral
#

I have a breaching scene already with animations

warped surge
#

oh nice

#

you got that working

signal coral
#

I just need to know how to make it so that when the car arrives and they all disembark the screen goes black then they are all teleported into position

#

Would I use a set pos?

warped surge
#

so i'd create the player units wherever they are

#

or is this cutscene playable

#

is it just a scripted camera which plays like a film

signal coral
#

No,

warped surge
#

ok

signal coral
#

Well it’s like they come in with a car

#

But your playing the role of the flashbang guy upon breaching

warped surge
#

yeah so put the player down somewhere, then start the cutscene, then when you remove all the cutscene stuff and remove the camera it just goes to the player

#

ah i see

#

yes

#

nice

#

so you'll need to reassign the player

#

somehow

#

hmm

#

this is honestly quite tricky :D

signal coral
#

Could I just put a trigger at the cutscene to teleport them into position when They reach the trigger?

#

I just get their positions and such where they are at the cutscene and that

warped surge
#

so the issue is

#

well

#

does the flashbang guy die?

signal coral
#

No

warped surge
#

aha

#

i didn't know about this

signal coral
#

They push in and find an object

#

Like an alien object

warped surge
#

basically use this to 'move' the player from flashbang guy into the unit they actually play as

signal coral
#

Oooooh

#

So after the cutscene ends then I can use that

#

Oh oh!!!!!

#

I hide the cutscene characters in the building and upon getting to the trigger it switches the player to the flashbang guy then it plays the animation

#

And removes the other guys in the truck

warped surge
#

ah i see

#

so it starts with main guy

#

then switches to flashbang guy

#

then switches back?

signal coral
#

To a different unit to start the main story yeah

#

Where they investigate that same energy in a different place

#

Yet there’s another faction there first

#

So you have to fight them off

#

I could make it so that CSAT decides to drop in or something else. Actually is that alien ship in the game yet?

warped surge
#

nope

#

but what you might be interested in is the 'Device'

#

prop

#

editor>units>props search 'device'

#

in the story it: (minor spoiler for the plot of one of the campaigns but you already know CSAT are dodgy so this isn't really a surprise) ||causes earthquakes and natural disasters, and is intended to allow CSAT to build their influence over Altis through coming in to 'stabilise' the region||

#

and i'm not 100% on that, but having not played all the campaings its what i think

elder oyster
#

another story thing relating to it ||it was also used to cause the tsunami in the Horizon islands||

signal coral
#

Ooooh

#

Because I thought of making some force appear

#

Like some alien force

#

But if that won’t work I could always make a y-32 or jet fly over as your exiting

warped surge
#

do you mean what makes the transmission cut out

signal coral
#

So like you Enter the building and capture the device, then drive back when a CSAT jet flies over

#

Or when your at the area

#

Then more friendly forces are called in to defend the area from CSAT

warped surge
#

hmm

#

is this in the opening thing still

#

or

signal coral
#

Nah

#

Main thing

#

I might just focus on the opening for now

signal coral
#

@warped surge I managed to make a script, I’ll send it over dms this after noon if you wanna take a look

dusky lodge
#

@signal coral
I placed the game master module and several playable units. In the game master module I wrote adminVoted. And when I'm ingame with my playable unit amd as an admin I push z to go into zeus @signal coral

signal coral
#

Isn’t it Y?

tawny holly
#

Y is the default hotkey for zeus yes

elder oyster
#

Y on English keyboards atleast my swedish friends have different binds for it by default

dusky lodge
#

I'm from germany so it's z. Haha

sinful rampart
#

Y the default hotkey for Zeus :U
Abomination

cinder holly
#

yeah, Germans are the wurst 😄 ba-dum tsss

warped surge
#

such brats

cinder holly
#

wurst käse scenario yeah

signal coral
#

Zes! Oh wait Yes!

valid matrix
#

Am I allowed to advertise my own mission here? 😄 If not, is there another channel for that?

fickle cliff
#

I'm running into an issue where if I order a UAV to land after a mission to rearm and refuel. Once the UAV lands and taxis in it will shut down engines. I service the aircraft with ordinance and fuel. Then after all of that he will no longer carry out commands issued in the UAV terminal or anywhere else, its almost like the AI turns off completely and is unresponsive. I have tried unselecting autonomos and reselecting it, I've tried to install towing scripts to see if moving the aircraft to another location has any effect. I am trying it with vanilla only and no mods. Any ideas?

warped surge
#

can you not pilot the uav?

fickle cliff
#

yeah I can, but the problem is im usually in combat on the ground and will switch to the turret on occasions to recon or do CAS.

#

So I cant be piloting it constantly.

warped surge
#

yeah

#

is this something you can script?

fickle cliff
#

Im not good at that kind of stuff honestly.

#

If I start up engines manually when the AI is not responsive, he will take off and just fly in circles over the runway. Sometimes he just taxis to the runway and stops completely with engines still running.

#

Its almost like Landing autopilot never disengages for the AI or perhaps it disables it entirely.

#

I tried to mess around with C2 because they have a pretty awesome waypoint system where when the plane lands it is teleported to an empty hangar nearby but once that happens the aircrafts fuel is completely removed and it just sits there. I have tried to refuel the aircraft but it is still unresponsive afterwards.

rapid hatch
#

Is it possible to place AI pilot in the jet on the airfield without it taking off automatically?

lost sonnet
#

So i'm making a scary alarm for one of my missions and it plays but its not following how loud i want it to be and how far it can be heard. This is what i have in my description.ext class CfgSounds
{
sounds[] = {Alarm};
class Alarm
{

    name = "Alarm";
    sound[] = {"sound\alarm.ogg", 10, 1, 780};
    titles[] = {0,""};

};

};

#

This is one the ingame object thats playing the sound as well nul = [this] spawn {while {true} do {(_this select 0) Say3D "alarm"; sleep 263;};};

bold vortex
#

try alt syntax of say3d

#

so (_this select 0) say3d ["alarm",780,1];

cinder holly
lost sonnet
#

@bold vortex doesn't work nothing plays now

clever acorn
#

I'm having terrible trouble with getting a custom image on a whiteboard. My image is square, so I started off with 1024x1024 size, but that didn't work, essentially cutting off the top and bottom of the image. So, I copied it into a new 2048x1024 image, and now it not only cuts the bottom off, but it appears squashed from the sides. What exactly are the requirements/recommendation sizes for an image to not be distorted but fit on the whiteboard exactly?

warped surge
#

most of them are 1:1

#

but trial and error can be used

#

alternatively look at the default texture which is applied by extracting the relevant pbo, then look at its aspect ratio

cinder holly
#

@clever acorn make your image the whiteboard ratio, then stretch it to 2^n sizes

let's say your base pic is 320×240, stretch to 512×256 - the texture itself will look ugly, but in-game will be fine

warped surge
#

ah yeah it also has to be power of 2

#

but texview2 fails to open improperly sized files

#

unless you just use jpeg

vapid rivet
#

Anyone had the issue with the RHS Barrel Art changing from what you set it to

#

On the Abrams I set the barrel art to 17 which is "War Pig" However whenever I play the mission or load the mission its changed

mossy lava
urban pine
#

That moment you go "crap I forgot to add respawns to my mission!" when your mission is already on the steam workshop

#

10/10 would spawn again

rapid hatch
#

How to use FOLLOW waypoint?

cinder holly
#

@rapid hatch UAV one or Editor one?

rapid hatch
#

@cinder holly Editor one.

cinder holly
#

erf, the wiki is not really good on it. it says "reference to commandFollow and doFollow" =
I never used it @rapid hatch sorry

dusky lodge
#

Can anyone help me? In the past I placed the game master module with the owner "adminVoted" and so I'm able to take any playable character in thr slot in menue. Then in the mission I'm able to switch to zeus. I can listen to the radio my slot in character has equipped. The problem is that I just hear the sound of the surrounding of my character. If he stands in the base and the zeus camera is far away at the soldiers in the field, I can't hear what they are saying.

If I put a virtual zeus entity, I'm able to hear the surrounding around the zeus camera but I can't listen/respond to the radio.
I want to hear the surrounding of the zeus camera AND listen/respond to the radio if they call my character.

Anyone has a solution to my problem?

near dock
#

@dusky lodge I assume you're using TFAR?

dusky lodge
#

@near dock
Thats right

near dock
#

Virtual zeus should be able to repspond to the radio like every other character

#

Same hotkeys aswell

dusky lodge
#

@near dock
Ok. So the virtual zeus has a virtual radio? Haha

near dock
#

Heh actually the virtual zeus has multiple virtual radios @dusky lodge

#

Iirc the virtual zeus has access to all radios, both LR and SR

dusky lodge
#

@near dock
Ah cool..and how do I set the radio up or where?

dense plank
#

@dusky lodge kinda late, but CTRL+P, and do what you would do normally. I think that should work, not sure though.

near dock
#

Yep same controls as always,a small list of all the radios should pop up, there you can choose one @dusky lodge

dusky lodge
#

@near dock @dense plank
Thanks buddys. I will try that. Last question: Only Short Range or Long Range too? Strg+P is ShortRange

near dock
#

@dusky lodge You have access to both, STRG+P for SR and Alt+P for LR

dusky lodge
#

@near dock
Thanks

near dock
#

No problemo blobcomfy

dusky lodge
#

Can anyone give me any further informations about the zeus ressources? Especially how to deactivatr them because I want to have full control when I'm zeus. I don't want to be limited in placing units.

near dock
#

@dusky lodge I recommend making your own zeus template, that way you can quickly get around all the restrictions to the standard ones

dusky lodge
#

@near dock
And how?

#

I need to write my own description.ext right? I searched the Bohemia I webside but I didn't find the right lines

near dock
#

Its pretty simple, basically go into the editor and choose which map you want to play on, and then put down some units and mark them as playable and then put down the unit that represents the zeus and in the editing for that window set that units name to something like z1, not put down a Game Master module and in that modules editing window set the owner to be the name of your Zeus unit and enable editing using all loaded addons (including unofficial ones)

dusky lodge
#

Yeah got that already

near dock
#

Another thing that you'll want to do is go into the attributes (top of the editor window), then click multiplayer attributes and enable respawning on custom position (if you want respawns to be possible), now put down a marker with the correct variable name and you should be able to respawn there

dusky lodge
#

I don'tknow how to set up the ressource settings

near dock
#

if you hover over the 'Respawn on custom position' field in the editor it'll show you which variable names should be used

#

Do you want to have a resource limit, or no resource limit?

dusky lodge
#

No limit. Limitless option to put down as many units I want

near dock
#

Yep then you dont need to do anything

#

If you only put down the game master module the zeus doesnt have a limit

dusky lodge
#

Aaaaah okay...because in my last self made mission I used zeus and got the hint "insufficant ressources" or something like that

near dock
#

if you didnt put down a limit for the zeus that might have been an issue with the mod

dusky lodge
#

Or maybe I got that hint when I wanted to delete a unit which I couldn't delete, I don't remember

near dock
#

sometimes mods arent configured correctly and you cant edit them, even in zeus

dusky lodge
#

Ah ok. Thanks again man

#

Helped a lot and I learned something again

near dock
#

Happy to help rooHappy , if you have any more questions always feel free to ask blobcomfy

cedar bronze
#

How do I make it so there is an infinite amount of an item in a vehicle's storage?

boreal lichen
#

@cedar bronze afaik the only way to do that it to set it as an arsenal

warped surge
#

Or virtual storage

#

Double click on it in Eden and where you edit what's in the container, switch it to 'virtual'

cedar bronze
#

Is it possible to use the reveal syntax on groups instead of individual units?

signal coral
#

What does the wiki say?

cedar bronze
#

Not a whole lot, to be honest-

tender grail
#

@cedar bronze might be a bit late to the party but wiki says reveal can take a group as its toWhom parameter so should be able to, you'd have to get the group though

dusky lodge
#

does anyone know how i can make an npc always look the same everytime you start the mission? same face, same clothing etc?

cinder holly
#

@dusky lodge disable randomisation, see the biki for more details

dusky lodge
#

@cinder holly where do i find the biki?

near dock
dusky lodge
#

@near dock
Thanks.
Last question. I deleted every loadout sqf and every line in the init of the npc to start all over again. Now I get an error message that says that theres a problem with the mission.sqf. Now I need to know if theres a possibility to rewrite the mission.sqf or something like that because I don't want to create the whole mission all over again. I don't know whats the problem with the specific line. I looked at other mission.sqf's of other missions and the line is 100% the same. It's my last question because I'm tired of finishing this ###mission. Haha

cinder holly
#

@dusky lodge you ideally should load the mission with the used addons, delete all addon units, save, then restart without addons. If the sqM is damaged as in corrupted file, unless you have a backup, you only get to open the file with n++ and pray it's legible

dusky lodge
#

@cinder holly
So you mean delete everything not vanilla like (units). Triggers, markers etc can stay in the mission?

#

Then place everything again and try?

cinder holly
#

@dusky lodge yup (or replace with normal units)
If you know what you are doing, you can ctrl+h in the file directly

dusky lodge
#

@cinder holly
It worked man. Thanks a lot

smoky warren
#

I'm trying to blacklist a bunch of items in ACE Arsenal - I set up a box like so:
https://i.gyazo.com/76ee338645b9fb1b732dd6608ff3f9af.png
This works fine when hosting locally, but on the actual server, all items still show up in ACE arsenal.

I tried using the following to remove the items:
[arsenal,[listofclassnames], true] call ace_arsenal_fnc_removeVirtualItems; where "arsenal" is the name of the box, but it didn't help. Any ideas?

smoky warren
#
_classnames = class1,class2;
[arsebox, true] call ace_arsenal_fnc_initBox;
[arsebox,[_classnames], true] call ace_arsenal_fnc_removeVirtualItems;``` Tried this, this time even local-hosting the blacklisted items still show up
novel epoch
#

How would you enable debug for Zeus? Without having to be a logged in admin or for everyone ?

signal coral
#

Mission Params

dapper plover
#

I have a question regarding headless clients. My group has one right now for the Liberation missions we've been running, but soon we're going to start doing Zeus missions. I understand that HCs help a lot with the Lib scenario because of the immense amount of AI on the map, but I was wondering if having an HC set up for Zeus missions is still beneficial since you only (ideally) spawn the amount of AI that you want.

novel epoch
#

\a3\functions_f\Params\paramDebugConsole.hpp

any one one able to send me that example or have a working version to give Zeus debug console? I won’t have arma available to test or I would do it myself , thanks

sinful rampart
#

That file contains

/*
    Include this file to description.ext of your mission

    Optionally, you can set default value:
        #define DEBUGCONSOLE_DEFAULT    1

    Example:
    class Params
    {
        #include "\a3\Functions_F\Params\paramDebugConsole.inc"
    };
*/

#ifndef DEBUGCONSOLE_DEFAULT
    #define DEBUGCONSOLE_DEFAULT    0
#endif

class DebugConsole
{
    title = $STR_A3_paramDebugConsole_title;
    values[] = {0,1};
    texts[] = {$STR_DISABLED,$STR_ENABLED};
    default = DEBUGCONSOLE_DEFAULT;
};
novel epoch
#

Thanks

opal hound
#

I am researching information for my next mission which will be based on the Chechen military conflict of the mid 90's. I need an opinion on which mod to use, RHS or CUP. FPS is is a high concern. THanks

grand cape
#

If FPS is important, CUP

opal hound
#

Thanks @grand cape !

#

I've read where CUP has more inventory but much of is ported from A2 but RHS has better (more reliable) functionality

devout atlas
#
*** Wait until _wp3 got completed before moving on ***

    if (GotPlayerPos) then {
    _PatrolPoint = position player;
    GotPlayerPos = false;
    
    } else{
    _PatrolPoint = [[[position player, 100]],["water"]] call BIS_fnc_randomPos;
    };

    _wp0 =_group addWaypoint [_PatrolPoint, 0];
    _wp0 setWaypointSpeed "FULL";

    _wp1 =_group addWaypoint [_PatrolPoint, 1];
    _wp1 setWaypointType "GETOUT";

    _wp2 =_group addWaypoint [_PatrolPoint, 2];
    _wp2 setWaypointType "SAD";
    [_group, 2] setWaypointTimeout [10, 10, 10];

    _wp3 =_group addWaypoint [_PatrolPoint, 3];
    _wp3 setWaypointType "GETIN";

};```
I have this script that spawns an patrol. The the patrol will be sent either to a random location, if the position of the player (GotPlayerPos) is not known or it goes to the player position.
Now the thing is before sending the patrol to a new waypoint the last waypoints have to be first completed. Does somebody know how that could be archived?
fathom meteor
#

Hey all. So I'm using HAFM subs and wanna do a swimming insert from a DDS to a SDV on one of the submarines. Problem is when you spawn in unless you are the "commander" and quickly set depth to not the surface the sub immediately does so. Is there a way through scripting somehow to counteract this? Disable simulation and stuff doesn't work because the DDS can't open when you interact with it to. Which isn't ideal

thorny pike
#

maybe attach it to a static object at first and then detach it ?

woeful magnet
#

Hey does anybody know how to make an AI take off in a plane? I'm trying to test to see if the IFA gliders work and what their flight profile is like but I can't remote control the plane pilot or I lose the tow. And he won't take off from just issuing a waypoint.

fathom meteor
#

@thorny pike

#

That's smart. Idk why I didn't think of that.

#

Derp

shy tree
#

Anyone else having issues with adjusting DB levels of their audio files? For the past week no matter what I do in my description.ext files the perceived DBs do not change in game. I have been playing with custom sounds for over a year and this only started last week in all my scenarios

unborn pilot
#

@woeful magnet I’ve noticed on some maps there are airfields that just don’t seem to agree with AI. Try putting it at the other end of the runway. Usually they prefer one direction over another when taking off.

#

I have a question of my own. How would I go about making a trigger that fires when the player’s rating is at or higher than a specified value? I’m trying to make a mission in the vein of Ace Combat’s score attack levels where your objective is to just blow stuff up.

cinder holly
#

@unborn pilot this && rating player > 9999

unborn pilot
#

@cinder holly Thanks!

slate sparrow
#

hi is it possible to let an AI steer my jet and strafe run?

halcyon flax
#

@slate sparrow as in order an ai to fire its gun in a strafe?

slate sparrow
#

I just want to hear my A10 shoot with the GAU. but it doesnt do anything

#

he is just using other weapons than the minighun

#

and If I remove the weapon he doesnt shot at all

halcyon flax
#

So I with good old vanilla I dont know of a way unless you use the Zeus gun run, if you have the Achilles mod you can set a target and use the advanced cas module. Set it to the main gun and how many passes and what the size of the area it can strafe.

sly lake
#

Quick question how do I make ai to laser designate a tgt?

unborn pilot
#

I think as long as they have a laser designator in their inventory, they only need to be told to target a something they can’t destroy like a tank and they’ll lase it instead.

fathom meteor
#

@thorny pike So tried your way of doing an attaach to. Unfortunately it locks the SDV from being able to detach.

#

Oh well.

sharp axle
#

Anybody good with ACE medical scripting? I would like to make some really messed up incapacitated AI for players to find and patch up, but every setting I attempt eventually kills them, which is logical with bleed out and such.

dull wigeon
#

Is there a way to make respawns unlock after certain objectives are completed? I do recall it happening in the Tanoa Campaign

grand cape
#

Hmm... Trying to let the player acquire a new squad if his dies, is there a function that does that?

thorny pike
#

use an infantry spawn script and execute it as many times as he needs squadmates 😛

grand cape
#

Hmm... Using Ace, I wonder if I can make it so squadmates never die, only get injured and need treatment 🤔

thorny pike
#

you cant recover someone that just got down directly in the middle of the street under fire of heavy weapons ....

#

personally i really dislike "invicible wounded" that can be healed from anything...
grenade launcher to the face? Oh your head is bleading, let me fix that with bandage.
Better respawn somewhere close and reapproach than spending 10min applying bandaids

grand cape
#

Player dies and has to respawn, I just can't figure a way to replenish their squad. I'm doing a counter-insurgency persistent mission, one IED and suddenly you're on your own.

thorny pike
#

in such a situation some quick reaction force would be there to bail out a team in need... so create one somewhere distant and have it drive to the player. Player can try to gain as much distance as possible

#

or airborne reinforcement (enough distance away from hot zone)

#

considering you are counter insurgent, your forces have the number advantage. You (should) be able to complete the mission usually. But if it was successfull or not depends on how much you lost.

#

so (talking persistency) less of your men will be there in the next battles to come

spiral ingot
#

Trying to get a vehicle to start its waypoint only after a selected group of people get in the back, but when the scenario starts it leaves anyway? Is a trigger what im supposed to be using and im just not doing it right?

cinder holly
#

Sync a first load waypoint with the other group's get in waypoint, this should do @spiral ingot 🙂

spiral ingot
#

Thank you 🙏

#

Get in or vehicle get in waypoint?