#arma3_scenario
1 messages · Page 40 of 1
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 😅
Dedmens implentation is as easy as it can get.
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 😄
But you should start with basic profileNamespace saving imo. Saving the data is not problem.
Properly serializing/deserialzing and restoring game state is harder.
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
variables is easy.. gamestate.. oof
(take a look at my stuff from lib, most of the functions are quite easy to use)
I'm a bad teacher usually. Depends on situation I guess
I can't wait for addWeaponsWithAttachementsCargoGlobal to finish it tho.
or whatever was the command 😄
Just skimmed over the persistence module functions.
yeah that was correct
AWWACG
Code improvement suggestions and PRs always welcome Dedmen ^^
I'd love if I could 😄
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
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
createSimpleObject, and spawn it under the ground so that only the turret sticks out
Just thinking about hills and stuff
Or are you saying createSimpleObject can create the turret alone
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
Anybody know why?
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
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
check in debug console what it's set to
false if I run it via the eden editor atm, should probably boot up an actual dedi server with that mod enabled though 😃
big urban city maps? (excluding fallujah, zargabad, mogadishu, minihattan)
I've got a problem with ORBAT. Tanks are shown in the map, but not inside ORBAT.
Only tanks visible inside ORBAT are those on the lowest levels
Any suggestions ?
Is class loser called when all players die in a mission?
Trying to set a custom loss screen but having no joy
Missions ending when all players die is an optional setting in the editor, afaik
Untick it.
You'll have to make your own auto-ending on all players death, probably just using a full-AO trigger.
Ah cheers man
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";
How do you change the saturation in a mission to what you want?
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.
@sand lily
Here's the wiki page for the animated briefings framework: https://community.bistudio.com/wiki/Arma_3_Animated_Briefing
@bleak river Thank you so much
@here im trying to make randomly generated campsites, but blacklist a certain zone i have placed that is all hand-placed
Is there any easy way to do this?
The way I'm thinking of doing it involves placing a lot of potential campsites and only having camps spawn at some of them
but I want to avoid clusters of camps and wide stretches with nothing
So I've been having trouble with conversation between units, this is curerntly the error that appears. Could someone help? https://gyazo.com/e445abbd6c4b3ed854ed20827c35eb62
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?
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. 😃
@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?
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
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
It is possible to place objects (especially planes formation) in desired directory?
@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
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 ?
PlayerConnected, PlayerDisconnected event handlers, save their gear in server profileNamespace and identify the owner by steamId
I'm not sure if player entity still exists in PlayerDisconnected tho 🤔
Do i put that in the mission Init ?
@cinder holly Doesn't it fall under mission making though?
@dreamy terrace one or the other, not both 😉 I would have chosen #arma3_scenario indeed
Ohh, okay, that makes sense
@wooden frigate ??? You have been told to delete it, but I can still see it.
Well you were online 5 minutes ago
and you just now pinged me for it
Good job you are not operating a nuclear reactor
lol fr
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
discord is not my first priority waking up
the message is gone bud stop worrying about it
@delicate hinge Do i put that in the mission Init ?
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.
Wait so a loudout only for myself ?
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
Yes they need it
https://images-ext-2.discordapp.net/external/wziXTzTfSrF-utQc3RV2l1BZMoXSIcW9aSMkVgCknVw/https/i.imgur.com/tWHymgu.png?width=989&height=676 is it possible to remove these lights from VR obstacle blocks?
How to make player immortal but able to take damage? Especially with ACE.
@wild quartz What do you mean with immortal but able to take damage?
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.
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?
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.
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?
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
ahh good idea
(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
Cheers 😃
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. 😃
Specifically, I have PLP Containers objects, but I don't have the mod installed.
I know Taunus loads a few of the objects, but it looks like I have everything from the mod available.
searched plp in my addons directory - looks like between Taunus and Pandora maps, I have the whole addon, but obviously not the newest version.
How to make a spectator without a bird?
respawnTemplates[] = {"Spectator"};```
If player dead "respawn = 1" creates bird
how not create bird?
Choose another type of respawn https://community.bistudio.com/wiki/Description.ext#respawn
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.
🤔
Build fails with mystical code=1. Before it just gave me a 1KB binary
trying to repackage the directory with my mission.sqm
0:37:40: Warning: memory usage limited by a page file. Current limit 7707 MB, wanted 10537 MB.
That is not serious is it?
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?
[SourceDir]=*\ARMA3-server\Operation Mikail 1906C.Altis
[DestDir]=*\ARMA3-server\Archive1906\op-mikail-1906C.Altis
does that sound right
Ok please advise the newbie now: it seems my mission.sqm is already binarized. So am I being silly or what?
standard is binarize. -> Save as and untick binarize
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?
do I even need to have it as pbo to put it on server again, think I've done that before...
are we talking about a mission file? Yes you need that as a pbo
Good, so I'm not totally lost and there is yet hope for me
👍 working like a dream, thanks
On the BIKI about the description.ext (https://community.bistudio.com/wiki/Description.ext#disabledAI) it says that setting disabledAI = 1; will prevent JIP joining into playable units.
What exactly does that? ´Do JIPs need to respawn into a unit then?
They spawn a new unit then I guess
That is exactly what they doing
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
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)
My last unit and now my new unit absolutely HATE this stupid idle timer for our small milsim groups. Whats the current news on how to disable it? Im really surprised there isnt more uproar about it because its one of those features that Im sure 99% of server owners never aske...
details, feedback, the usual #perf_prof_branch
Hi guys
In the ModuleOrdenance_F
There is any way to silent the guy who warn yo that enemy arty is incoming?
You*
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
see #perf_prof_branch aka unsafeCVL is now in legacy mode by default
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?
Don’t have experience but you might want to do it in the intro layer
What are some possible reasons for overflow being spammed into a servers RPT about 1200 times in 3 seconds?
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?
Is it possible to prevent the VLS to fire without Human Control?
Sorry, you want the VLS to only fire when controlled by a human, correct? @hallow abyss
Yes
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
There is no such option as far as i see, i search if there is a Script / Init Command instead
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.
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?
Vanilla or ace? @wooden garnet
either, but ACE is enabled @near dock
so i can use ACE technology 😛
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...
hey can any one give me a general idea of the kinds of missions a squad sized element would undertake
like a rifle squad
and stealth apaches.
hi, i have a ia about 1200 meters distance
i put that on an script
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];
and sometimes shoot and other not
depends on objectViewDistance, too
Endurance doesn’t do anything in A3
i will delete it
but, any way to get ia shoot everytime
sometimes shoot ... restart the mission , and other times not shoot
It’s AI as in Artificial Intelligence
Maybe it is upset with you for that, it could be quite temperamental you know
and why with the same script sometimes works and other not
Random generator probably to make AI behave differently
😦
Are dimensions of your textures a power of 2 ?
hey question the idea of airborn troops performing a beach invasion is a stupidly redundant idea isnt it
It's 2035. maybe the water is too toxic to travel on
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.
Why when i set a ia a weapon, sometimes the ia get the weapon that i am set upwith addweapon, and sometimes not?
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?
I put this in editor chat as well but I'm not sure exactly where it fits
@turbid cloak if they already have a weapon, addWeapon will not replace it
@queen nova mostly here, so you can delete there 🙂
(thanks!) have you tried waypoints? Shift + right-click
Yeah, I've used seek and destroy/move/guard/destroy and not a one worked
have you tried setting https://community.bistudio.com/wiki/setCombatMode to red for non moving/attacking units?
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?
Actually it looks like nothing that I synced to Zeus module is working - costs, settings etc
mods?
Hey does anyone have an updated tutorial on making a cutscene at the beginning of a mission?
@echo imp try without mods, if it works then, it's… mods ¯_(ツ)_/¯
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.
You read https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation right?
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?
Where it says (default: true) Right?
Probably that's the case yeah
Is there a script command to uncheck that thing?
I thought that I have used all the commands to set it up so there should be nothing left in .sqm, damn
To me it looks like multiplier option but undocumented, as in fuck knows what the enum name for it is
Yeah I also had a thought to look at the multiplier command to search for that enum value or something
@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.
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
Vehicles can get stuck - it's a known thing, but infantry moves very reliably
Also infantry periodycally likes to stop before firing
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
The tanks move forward but the halftracks don’t
AI in this game can be very touch-and-go at times
Its either a laser of doom or wont notice you if you tapped them on the shoulder
Well worth people reading the excellent (and pretty new) AI Facts and Myths list on the forum tbh... https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/
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.
is there a way to find a template where i can copy all the objects from this base
https://cdn.discordapp.com/attachments/476915067590410251/588826854677282836/20190613212656_1.jpg
could really use something like this base for the desert map from cup
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
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.
Same behavior goes on when I fire up a zeus session and do it
no mods loaded
seems like the most basic thing to expect it to accomplish
Do you have the AI in SAFE mode?
safe, aware, careless, doesn't seem to matter
got a sec, I'll show you
let me know when you can see my desktop
Sorry, not going to your twitch channel...
I'll export it to youtube for you then
Cool. Sorry.
waiting for it...
So here's what I did
3 tank platoons spaced out. All three have a waypoint about 500m directly north.
1 = echelon left, move slow, safe
2 = didn't touch formation. Move slow, safe.
3 = line abreast, move slow, safe.
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.
map acts a bit weird when I first start the mission but it straightens out after a few seconds
at the end, I show you the settings for each unit in the editor
Every scenario is safe mode for the AI though...
I've tried the others. Safe is just supposed to prevent combat aware behaviors right?
I've seen people post that if you want a convoy to behave itself, set them safe
But it doesn't matter because even if I set them to "aware" or "combat" I get identical results
See if you can reproduce it?
From what I read, they will generally go column in safe...
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.
I'll set it up again with them in different AI profiles tho just to be sure
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
@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.
furthermore... if I MOVE them from their default placement locations, they break
BUT if I leave them untouched and just give them a waypoint and a formation, they all move and get in that formation
proof
note: safe CVL reverted out of #perf_prof_branch
and as bonus, fixed ctd in dynamic simulation in #perf_prof_branch
How can I make a helo green without making the rotor blades, landing gear, and all that green as well?
@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.
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
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.
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
its supposed to look like a precision air strike
Just the effect or damage too?
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
createvehicle "gbu_something" on getpos "marker" ?
that could work.
thats just pseudo code
how do I make everybody, human or ai, run one script?
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?
@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
If you don't have the mods anymore (just in case) you can also edit the mission.sqm by removing the mods in the addons array without removing everything else. Then you load it in Eden, it'll give you some "not found" errors but removes these assets and loads your mission. So if you just hit save again, it's all fine.
Example where you need to remove the mods:
https://github.com/KillahPotatoes/KP-Liberation/blob/v0.96.5/Missionbasefiles/kp_liberation.Altis/mission.sqm#L30-L58
@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";
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
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
@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]);```
@cinder holly
Ok thanks for the quick response. So let me get thia right because I'm a beginner in mission editing:
- place markers means invisible markers, then name them in this example "hvtRandomPos_0" and so on
- _myHvt is the variable name of the hvt unit?
- 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.
@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)
^ what he said! 🙂 @dusky lodge
(
)
@near dock @cinder holly
Thank you a lot gents. I'm going to try that. Really appreciated
Happy to help with my little understanding of what stuff means 
I think I will ask a lot of questions in the future. Good to have a forum like this.
@dapper lotus try this: https://forums.bohemia.net/forums/topic/98539-running-script-for-all-units-inside-trigger/
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
rotating objects like that rarely works perfectly
Yeah I can imagine, the problem is its not working at all aha 😅
I think you will need to find different objects to use for walls
If you really want to use those objects as walls you might be able to hide another wall behind it though
What's a really good tutorial video mission making, i have all these ideas and don't know how to put it all together
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
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.
Yep.. It is.
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
@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.
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
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"
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.
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
There's the "attack" task icon that is crossed swords.
Just use red ! or ambush
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
how can i convert sqm to mbproj?
…rename the file?
what is mbproj?
map builder file format i guess
@cinder holly
Sorry man I tries but I always get an error that in Line 1 theres an undefined variabel _myHvt
???
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
@dusky lodge Did you add _myHvt as the variable name of the HVT unit?
Can you pm me a pic of the editing menu of the hvt unit real quick?
@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.
what's your code
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
@dusky lodge
hvtName setPos getMarkerPos format ["hvtRandomPos_%1", floor random 5];
So it has to be:
elchapo setPos getMarkerPos format
["hvtRandomPos_%1", floor random 5];
Variabel name of the npc is "elchapo"
Yep
And the invisible markers are named
"hvtRandomPos_0", "hvtRandomPos_1" and so on...
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
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
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
@cinder holly
Thanks man. I'm going to try that
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?
@mossy carbon you would need to replace your sensors with scripts yes
Thanks @cinder holly
I would also like to thank @signal coral, I wouldn't be where I am without him; you da MVP
Hey any chance that anyone remembers how to seperate the owners in the game master module?
Is this the right place for people to make a custom framework
@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
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?
@swift gust nope
@cinder holly so the DLC terrains are useless in all cases except single player, making a beautiful screenshots or playing with friends?
or making MP missions for DLC owners
They are useful in all cases but for non-owners
Read: "not in a case of a public multiplayer server, as it significantly reduces the number of players"🙂
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
Would be interesting to hear the exact reasons of terrain restrictions.
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
Well.. Makes sense from the technical perspective. But, imho, questionable from the overal game experience one.
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.
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.
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?
Dont worry, it is not even out, I'm sure BI has plans how to make it appealing
would you honestly play a map where you have ads every minute?
good point
Well.. might be another options.. Say, low-res textures
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
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?
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
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
Can somone tell me the file path to the arma 3 directory please ?
…? it depends on where you installed it @gritty quail
I have an environment variable which makes it accessible through %arma% 😄
Nvm Directory means the same thing as local files
okie 👍
@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
@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
anyone know if it's possible to disable splendid camera access to admins per mission?
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)
while the wiki says:
https://community.bistudio.com/wiki/setViewDistance
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?
@boreal void any suggestions?
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
I'm loosing hope that people will enjoy it
The only way to get an answer - is to run your mission.
Wrong approach. Make mission you will enjoy.
I make my missions around the firefight, not the place.
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]
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.
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
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
can you send your script text
Which loadout you created, the one that refers to the unit as this or as _unit?
he has this in script
Pretty sure he has
Sounded like it even without seeing it
Thanks for your help guys. I will try that. Appreciate it @warped surge @signal coral @sinful rampart
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
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
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
There is profiling build
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
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
its how i think i suppose, but yes I can write in an easier to understand format
sweating profusely
thanks, no offense meant 😉
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
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?
so vehicle and infantry waypoints both synced to the trigger
are they the right kind of waypoints
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 🤷
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
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
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
Link?
Everybody lies
Not for all the same reasons fortunately.
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
@tawny holly but it was lupus, with this magician
😮
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 😄
Lol, it's weird because he's english.
yeah
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"
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
😄
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
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
which map
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
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
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?
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
Sweet, thank you for the clarifcation
@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.
oh dear
is it yours
that was possibly unnecessarily harsh
yeah still better than none
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.
for something i spend 7 days on, it sure blew up in popularity. didnt expected this to happen
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
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
yeah i've discovered that already
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?
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
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
magizinesAmmo shows the same number
not sure how to do that, im trying other commands similar to this but im still getting the same results
so you'll need a while loop and some other things
do you know how to do some basic(ish) scripting?
if messing with things like description.ext or making a .sqf counts then yes
while loops
porogaming
progmai
n
fuck
progrmaing
programming
there we go
more complex structures
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)
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
yes
the sound works, it just only plays once
can i link a trigger to an ambience sounds from ace?
so the easiest thing would probably be to play the sound from a script, then loop it there
I can send you a snipped on how I realized a heart beat. If you have some skills it would be a easy way
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
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
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?
should just be able to uncheck 'show model' in the editor
@signal coral what is the first purpose that you want to get?
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
@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
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
damage*
also… I am not sure you can damage a hidden object
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.
actually @cinder holly it is getDammage for whatever reason
there is also just damage
that's what I meant, use damage ^^
ah
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
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
In the briefing menu does it normally go
Situation
Mission
Execution
Signal
can never remember
Warrior
Stalker
Guardian
Black Sheep
Super
Falcon
Outlaw
For a us army. Russian would be senseless
PAPA_BEAR
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
@warped surge OFP memories, but also present in A1 iirc
That's like THE reference he he
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
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
thanks, what's the difference between stringtable.csv and .xml
csv is "obsolete" and dates back from OFP/Arma1 era
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
I don't know.
"csv is "obsolete"" it's the standard in DayZ SA again I think
not obsolete, just less preferred
Never heard of StringForge ^^
Most ACE people use Tabler https://github.com/bux/tabler
yeah i think stringforge is for verification/metadata editing
i can do it by hand, i only have a few messages
"csv is "obsolete"" it's the standard in DayZ SA again I think augh
~~Can someone try to verify this and if so update the wiki here: https://community.bistudio.com/wiki/Eden_Editor:_Trigger~~
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
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?
I'd assume that it still works since the scripted actions are bound to spots on the carrier @woeful magnet
ace combat? @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.
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
Nah not flying. But in the altiplano map the average altitude is 3-4k
ah i see
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
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
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.
nah neither of us have mods
i think it was because i didn't export the scenario first
Any way to allow a save load after a mission fail due to all players dying?
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
https://community.bistudio.com/wiki/Camera.sqs can help too
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
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
you can fade out using cutRsc then choosing another character using selectPlayer
I see, I still need to figure out most of the coding and where to put it first, Ill keep this in mind thanks
@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
it's a video effect, there is no built-in thing
you could make a "white noise" texture though
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?
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
no
not the "square cuts moving"
white noise over image, you can (even with post process effect)
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?
the animations…?
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
well, however is made your script yeah
@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
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?
This is a long shot but does anyone know of a way to expose RWR/radar screens as a PIP feed?
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
yeah it's very annoying how it's not exposed
so no second screen functionality etc
without addons
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?
@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
I just dunno how to do all the weird and wonky
I have a breaching scene already with animations
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?
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
No,
ok
Well it’s like they come in with a car
But your playing the role of the flashbang guy upon breaching
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
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
No
basically use this to 'move' the player from flashbang guy into the unit they actually play as
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
ah i see
so it starts with main guy
then switches to flashbang guy
then switches back?
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?
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
another story thing relating to it ||it was also used to cause the tsunami in the Horizon islands||
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
do you mean what makes the transmission cut out
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 I managed to make a script, I’ll send it over dms this after noon if you wanna take a look
@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
Isn’t it Y?
Y is the default hotkey for zeus yes
Y on English keyboards atleast my swedish friends have different binds for it by default
I'm from germany so it's z. Haha
Y the default hotkey for Zeus :U
Abomination
yeah, Germans are the wurst 😄 ba-dum tsss
such brats
wurst käse scenario yeah
Zes! Oh wait Yes!
Am I allowed to advertise my own mission here? 😄 If not, is there another channel for that?
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?
can you not pilot the uav?
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.
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.
Is it possible to place AI pilot in the jet on the airfield without it taking off automatically?
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;};};
Here is a little useful link to a sprouting page, https://community.bistudio.com/wiki/Mission_Optimisation
@bold vortex doesn't work nothing plays now
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?
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
@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
ah yeah it also has to be power of 2
but texview2 fails to open improperly sized files
unless you just use jpeg
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
#production_releases @valid matrix
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
How to use FOLLOW waypoint?
@rapid hatch UAV one or Editor one?
@cinder holly Editor one.
erf, the wiki is not really good on it. it says "reference to commandFollow and doFollow" =
I never used it @rapid hatch sorry
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?
@dusky lodge I assume you're using TFAR?
@near dock
Thats right
Virtual zeus should be able to repspond to the radio like every other character
Same hotkeys aswell
@near dock
Ok. So the virtual zeus has a virtual radio? Haha
Heh actually the virtual zeus has multiple virtual radios @dusky lodge
Iirc the virtual zeus has access to all radios, both LR and SR
@near dock
Ah cool..and how do I set the radio up or where?
@dusky lodge kinda late, but CTRL+P, and do what you would do normally. I think that should work, not sure though.
Yep same controls as always,a small list of all the radios should pop up, there you can choose one @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
@dusky lodge You have access to both, STRG+P for SR and Alt+P for LR
@near dock
Thanks
No problemo 
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.
@dusky lodge I recommend making your own zeus template, that way you can quickly get around all the restrictions to the standard ones
@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
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)
Yeah got that already
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
I don'tknow how to set up the ressource settings
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?
No limit. Limitless option to put down as many units I want
Yep then you dont need to do anything
If you only put down the game master module the zeus doesnt have a limit
Aaaaah okay...because in my last self made mission I used zeus and got the hint "insufficant ressources" or something like that
if you didnt put down a limit for the zeus that might have been an issue with the mod
Or maybe I got that hint when I wanted to delete a unit which I couldn't delete, I don't remember
sometimes mods arent configured correctly and you cant edit them, even in zeus
Happy to help
, if you have any more questions always feel free to ask 
How do I make it so there is an infinite amount of an item in a vehicle's storage?
@cedar bronze afaik the only way to do that it to set it as an arsenal
Or virtual storage
Double click on it in Eden and where you edit what's in the container, switch it to 'virtual'
Is it possible to use the reveal syntax on groups instead of individual units?
What does the wiki say?
Not a whole lot, to be honest-
@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
does anyone know how i can make an npc always look the same everytime you start the mission? same face, same clothing etc?
@dusky lodge disable randomisation, see the biki for more details
@cinder holly where do i find the biki?
https://community.bistudio.com/wiki/Main_Page @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
@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
@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?
@dusky lodge yup (or replace with normal units)
If you know what you are doing, you can ctrl+h in the file directly
@cinder holly
It worked man. Thanks a lot
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?
_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
How would you enable debug for Zeus? Without having to be a logged in admin or for everyone ?
Mission Params
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.
\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
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;
};
Thanks
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
If FPS is important, CUP
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
*** 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?
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
maybe attach it to a static object at first and then detach it ?
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.
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
@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.
@unborn pilot this && rating player > 9999
@cinder holly Thanks!
hi is it possible to let an AI steer my jet and strafe run?
@slate sparrow as in order an ai to fire its gun in a strafe?
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
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.
Quick question how do I make ai to laser designate a tgt?
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.
@thorny pike So tried your way of doing an attaach to. Unfortunately it locks the SDV from being able to detach.
Oh well.
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.
Is there a way to make respawns unlock after certain objectives are completed? I do recall it happening in the Tanoa Campaign
Hmm... Trying to let the player acquire a new squad if his dies, is there a function that does that?
use an infantry spawn script and execute it as many times as he needs squadmates 😛
Hmm... Using Ace, I wonder if I can make it so squadmates never die, only get injured and need treatment 🤔
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
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.
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
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?
Sync a first load waypoint with the other group's get in waypoint, this should do @spiral ingot 🙂