#arma3_scenario
1 messages Β· Page 42 of 1
@cobalt patio ALiVE is also a great choice for MILSIM, we use it )
Yeah, I am not AGAINST it
we use DRO, Liberation and ALiVE. Lots of fun with all of them
But we just removed it.
I've got a fair bit of experience with KP lib if thats what you mean @cobalt patio
so what's the issue with DRO? why do you want something different?
We where using it for cas, until we got a pilot, now that we have some flyboys we took it out.
No issue I just wanted something easier to theme to our unit.
We have a lot of restrictions on loadouts / kits / etc.
Customizing KP Lib is definetly easy
Use acre, adv medical, all the bells and whistles.
the reason I'm asking is because DRO is very easy to customise and theme to anything
Yeah, in that menu.
I can recommend liberation, maybe Domination
Don't know if "new" liberation is playable yet
I wish I could do it pre-launch menu.
well you can modify the mission pbo
The KP lib rewrite is playable as a pre-release but not as a stable version iirc
was KP lib ever stable tough? π
@signal coral can you send me mission pbo?
give me a sec π
Stable enough that I never really had any issues with it
@signal coral
I had sooooooooo much issues with lib... maybe just me being dumb but I couldn't get customisation to work well with our modded vehicles
I had tons of issues with it. But I'm a fixy foxy
Did you ask for help in the discord Pynth
?
0 references to tracks, and also not to duration.. Do other missions work?
let me do a quick check but should be (tried earlyer today)
this exact mission didn't loop 2 days ago. restarted the server and it broke. We played a few missions with this configuration (other mission) for a while, didn't have much trouble
CallExtension 'debug_console' could not be found
"Error: 'Stealth sounds' found 0 results for class song"
Also zero references to either of these in mission... I guess it has to be a mod
Sadly don't have diagnose tools for this kinda stuff
I'll try and remove our radio mod. Stealth sounds sounds like it could be from there
Btw "DUI - Squad Radar" is a new and better ShackTac Fireteam hud
how so?
Can't see anything in your modlist that hits my feels
It's just better and cooler π
Dunno how. It just is
better performance, better configurability
Truely open source
client sided?
Think so
hum... removed the radio mod and looks like it loads. I'll hop on it and see if it works
sounds more like random luck
Where did you get this error from Dedmen?
CallExtension
yes
Vanilla?
Heh definetly not
like 90 mods lol
but tons of mods
Oh jeez
tho no mods that I'd connect to a "debug_console" extension
May be linked to the radio mod, can't see this line anymore
Notepad++ find in files
I'm sorry I only measure the amount of mods loaded in 'the server browser can transmit the full data' vs 'the server browser cant transmit the full data' 
π
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
File \x\alive\addons\mil_cqb\fnc_CQB.sqf [ALiVE_fnc_CQB]..., line 3226
Error in expression <_nearplayers = [getposATL _house,_spawn + _staticRange,_spawnJet,_spawnHeli] cal>
Error position: <+ _staticRange,_spawnJet,_spawnHeli] cal>
Error Generic error in expression
``` Love it π€¦
so I load, then get a 2nd loading screen, and now my RPT is pooping this shit out
β€ you ALiVE
Do you have the CQC module in place?
Those errors are probably because of that, I always had issues with it, particularly if you set it to "The dominate faction" option.
anybody have a great and unique mpmission for sale ?
Make one yourself
how much you pay?
@quaint creek I'm confused, missions are free. Unless you really want something custom tailored but even then I usualy don't charge much
OK
@sharp axle removed CQB, still having errors
Same errors though?
ye
anybody have a great and unique mpmission for sale ?Ψ
How to get a grid ref
from eden editor
without loading the mission
???
Am I crazy, I thought you could do this.
let me double check π
tbh you might as well just place a unit with a GPS, hop in game really quick and check ^^
yeah
could some1 help me out with a shop system that im implementing into a mission
shop like altis-life-like?
what do u mean environment,sorry im quite new to mission making
what I mean by that is what is it going to be used it. Is it an altis life server? wasteland? exile maybe? what is the use? is there a money system? ect...
well basically a merc group stationed on malden and they will get money per mission
so PVE/MILSIM?
do you have the script already?
show me
wdym?
the script... send me the link
ah sure i wouldnt have a clue
I can help you if you need me to but I'm sure you can figure it out
it's literaly copy pasting files into your mpmission
nah its g i think i got it from here
but yea, DM me if needed
will do
also check that:
Note#2: Since v2.2, database support has been added that requires further configuration, see Database Wiki
apparently it has DB support, something to take into account
no idea what that is but sur ill find out along the way π
database
basicaly data is stored in a way that ressembles an exel document but on a server
ah ok also im fair dopey so could ya tell where to access the mpmissions
its in users but idk where to find that either
are you on a dedicated server?
nah host i havent set up the mission yet
then it's in your root arma 3 folder called 'mpmission'
@wheat hawk check that out: https://steamcommunity.com/sharedfiles/filedetails/?id=176
lol all it says is just problem accessin
ori nb
ill check it out,thanks!
@signal coral could u help for a sec?
I'm going to sleep bro, DM me I'll do it tmr
Has anybody actually utilized AceX hunger system?
Aside from some stamina restoration, there is little documentation.
can anyone tell me what this is?
Fault address: DA8BAFD1 00:DA8BAFD1 Unknown module```
@sharp axle what question you have? no eat == trip over your own feet, go unconscious, die
@signal coral if problem is solved, please post that you did so https://forums.bohemia.net/forums/topic/224988-help-understanding-rpt-server-load-loop/
π
Does anyone know about any winter eastern european map whith a big river in it ?
@sinful rampart how long does it take to get to those stages? Also do I need to synch the module with those I wish to effect?
The reason I'm asking is I messed with before and aside from the tons of food options never felt it effected anything.
I never tried, I'd assume long. And I'd also assume you configure all that
But you do know you in fact die yea?
the code says that soooooo
I'll poke around with it more. Thank you.
I just didn't want to spend 3 hours integrating it Into my mission and release it doesnt work in the long term
https://imgur.com/a/HkTNB4y Anyone know how to fix this? I've noticed that All my mission.sqm files start with this but now I'm getting errors & can't open my map.. I deleted an addon that I no longer use but the mission was still calling for but it did not fix it, so I put it back & now I get this error.. any ideas.. I can give the whole sqm if needed..
You probably deleted some stuff from the mission.sqm you shouldn't of had.
Double check were you deleted the addon, make sure the syntax is right
I was thinking that but I put the deleted addon back where it was.. could it possibly a spacing issue?
I think I set that correctly
no, mission.sqm is not sensitive to spaces/linereturns
ok.. I'm lost then.. All I did was take out the mod then put it back.. Fuck.. I spent 2 week making that perfect
Anything else I can try?
can I post it & see if u guys see anything that jumps out?\
is there a way to make the sqm a link?
upload it somewhere and post the link here
http://txt.do/1thfl the site wouldn't let me do the whole file cuz its huge, but this is the section that I changed.. I erased the Taliban_fighters, then when it still called for it to open mission, I put it back. Now, the 'raP' error @cinder holly
for reference.. lower right corner is where the Taliban_fighters is located
4th line up
oh! you edited a rapified file⦠yeah. shouldn't
it's a binarised version, not a text version - only the game should edit it
shit.. am I beyond a fix?
I'm still learning.. I guess I'm at a point where I know a few things so I got careless
afaik, beyond hope. you should use git or hope for a better advisor here
Damn, Ok.. thanks boss
o7
I recommend you to use a software like Git in order to "backup" your files, in case anything goes wrong. Also, to never binarise your sqm unless you want to release the file (or simply to never do it, after all)
copy that.. that's gitHub u are referring too?
Yep
GitHub is often times shortened to Git
Actually could be GitLab aswell, but I dont think so
β¦I was referring to the Git software itself π
even a local git repository can save lives
Git software
?
huh
github is the "repository" where you upload your files, git is the software that allows you to do it (and sync your local/remote repositories)
GitHub is often times shortened to Git
It's not. It's just that GitHub is really popular and newbies think that both mean the same thing.
And yeah, even using it locally can make your life a lot easier.
cool.. thanks.. Iv always see ppl talkin abt it.. just got set up.. hooefully I cabn find someone that van help
now I gotta learn that
I just wish github let me easily make multiple forks of one repo 
Why would you need multiple forks when you have branches π
If you wanna go quick, I can recommend GitKraken, very easy to use
you can always create an organization and fork there.
I tried using branches when I wanted to commit some stuff to the icebox branch of Kp Lib and I failed at it
@delicate hinge
you can also have a local only repository, you don't have to upload it to somewhere
GitKraken is neat but I'm usually trying to teach people console first.
no sense in spending a week teaching someone something he doesn't understand and probably won't need if they can also get a gui which does it in one click and explains what it does
I would say that you need at least to understand concepts of:
- commits
- branches
- merges
- remotes
to be able to work with git.
yeah, don't need console for that tho
yeah you don't.
let's say you don't need to leart cli for arma. I was talking more in general.
like if you get junior dev at work. you give him gitkraken... then he has to do something over ssh on remote server and he shits his pants π
yeah wouldn't give that to a junior dev
would tell him "Here's google, get going"
If he's not gonna learn how to learn, he's a waste anyway
yup
My first day at work as a "beginner" dev was building a SLC file parser.
"Here's a SLC file, parse it into our format, just look at our other parsers"
Using tortoise SVN out of all things
I quickly learnt to think twice before a git reset --hardβ¦
let's call it the hard way π π
Is there a way to force an AI to fly a straight line to his next waypoint? Careless is not helping.
Some kind of pathing disable? (Already tried the disableAI "ALL" to no avail)
Literally just need him to fly straight π
They keep making useless turns.
To get to this point 6km N, let's first fly NE for 2km!
Making a custom Warlords mission, the independent faction, I'd like to change their uniforms to a custom one that has a custom loadout, what steps do I take? Please and thank you
How would i make a script that unlocks a vehicle to the player after a trigger is triggered
@hexed crown You can use this mod to make a custom faction
@gritty quail sqf waitUntil { myPlayerHasCarKey }; myCar lock false;
^ will never ever possibly work
ssssssssshhh
waitUntil? you like living dangerously
Anyway to make night time not as dark?
I tried https://community.bistudio.com/wiki/setLightBrightness but didnt work
nevermind got it working ty
@glacial patrol https://forums.bohemia.net/forums/topic/180175-ch-bright-nights/
Tried that :/
What was the issue?
Outside of that, setting it to a full moon night would make it brighter.
change time of the year
setDate [2018, 7, 27, 7, 0]; // (7:00am Jul 27, 2018 - Full moon @ 11:20 pm)
What I use typically.
If you are asking about me its a custom map not finished yet but its 10x10
type utils 3 in the debug console, you will obtain a fine moon phase tool that will help you picking the date @stable sinew
@glacial patrol yes you, are you inhertiting lighting and rest of the terrain config from one of the defualt maps?
@gritty quail Thanks, I see if that works for what I am trying to do!
does anyone know of a good map that is a coastline, but a desert or arid-type map? like, African, Egyptian, Middle-Eastern, something? I know Faces of War or other World War II mods have something like that...but thats Normandy
im looking to do a Persian Gulf-type or invasion of Egypt-type beach assault
@glacial patrol https://community.bistudio.com/wiki/setApertureNew
@wooden garnet would CUP and its Takistan/Zargabad maps suit you?
@wooden garnet http://www.armaholic.com/page.php?id=32733
@cinder holly possibly but id need to find that map one more time
@small remnant that looks nice! Is it up on Steam?
Just blame the direction mismatch on Russian GPS jamming.
XD
didnt know where to put it sry
no probz, just next time choose one place. no offense! π
@glacial patrol if you want to make night brighter, just add setAperture x to your init.sqf I used 2.8 on Altis for a mission and it made it bright enough that you didn't need NVG's
Question for you more experienced mission makers.
What kind of land object count is too much? I want to make a persistant campaign on a CUP map, and have a max of 32 players on it.
Hey guys, I am new to making missions.
I want to ask a question about arsenals. It is possible to make role specific arsenals? I read something about it and someone said that it won't work if players need to join after the mission has initialized. Is it possible to make it work even if players join in progress?
Maybe you could somehow make a box for riflemen, a box for squad leaders, a box for AT specialists, etc?
And allow to open arsenal of the associated box only if the player belongs to this class
Making specific boxes will also be quite realistic π
@upbeat prawn
That makes sense, I'll try that, thank you!
Oh lord, dumb question coming up... uh, how do I make it class specific? Is there a script I need or is it there when I double tap the box?
No it's not a dumb question, there is no such option as I know, you'll have to script this all yourself I think
Oh lord, okay. Hopefully there is a script on the web, because I can't do it myself haha π
Alright so I understand like half of this, luckily they provide examples. But, he says at the end it is an JIP error, so it doesn't seem like it will fit my need.
https://en.wikipedia.org/wiki/Operation_Ivory_Coast Vietnam War SF op to rescue POWs where they intentionally crash landed a large helicopter into the camp as the infil plan.
@cinder holly How about the new 2020 marines squad system?
https://www.battleorder.org/us-marine-platoon-2020
https://youtu.be/nk-XTQgDsi0
@spare coral ? I can't exactly script a M27 π this is the #arma3_scenario channel, hahaha
I didn't read any of these messages but I saw your comment that said you are out of ideas and since its the mission maker channel you could use this new squad system for a basic attack mission
Maybe that wasn't even the conversation
ah, I thought you told me to mod that π
No π
I am looking to create a coop mission, with either atmospheric stuff (I already made a script for some rain drops on soldiers' shoulders and helmet),
and/or joint ops or at least great cooperation, e.g one separate team cannot operate if another doesn't help, etc.
usually a ground team that kills the AA for the heli to come by is "easy", but it's only one step of coop, so IDK
Can I have this script?
But iβm personally not a fan of separated missions. Why wonβt you have one mission with two teams donβt see each other. No reason to not create 2 missions with the same setting with each team. You have to script the Second team operating. But that is not that hard. And you got two Mission with same setting. So you need to do work once
Having two IFVs and two Tanks are Combined Arms at it best. Coop starts way more simpler then you expect it
I would be fine with something like Tank + infantry coming, but RPGs are everywhere therefore the armor gets covered by infantry, infantry by armor, and when they reach the AA, a plane can enter the game
I am also thinking of something like one team decides to split into two, and they communicate e.g intel they got from one source to the other team in order to get results faster.
One team have to find chemical weapons and the other team is tasked with destroying the enemy. Good idea
No srsly, thatβs ok but you need to short the time the teams operates on different positions to a minimum. I personally say having people somewhere over the map just hearing their radio will not result in gamefun (I donβt think this is a English word, I mean fun to play this game as a milsim game and having fun playing with a lot of friends)
I mean, it's always fun to lase a target and see it blown to pieces by an airfriend, at least to me
Yes for one person with the laser and for one in the plane. The rest of the platoon is sitting there and waiting to get shot
Thatβs the main reason. The Olympic discipline is creating fun for everyone at the same time for at least 2 hours
you think "platoon", I think small groups
As a special operation team. It is a bit different. Iβm not a huge fan of the special operations thing so I donβt think about them
Guys when i try to use this addItemToBackpack "rhssaf_helmet_m97_veil_digital"; in units init, when those units get on server it gives that item to each player wich get into server, and in the end i have 30 helmets in backpack for 30 players that logged to server. Can i do that somehow without typing each units variable name instead of this?
@pulsar harness https://community.bistudio.com/wiki/addItemToBackpack effect is global; don't put that into unit's init. Actually, don't put anything in there
β¦the very horrible and easy way to sort this would be to do sqf 0 = if (isServer) then { /* your code */ };
it should if you replaced /* your code */ with your code
It did, i screwed something other. Thanks a lot.
One more question. Is there any way to turn off simulation for all players 30 seconds from start. What i want to achieve is to make them stay still on mission start.
server-side enableSimulationGlobal yes
Can you be more precise i am not that good with scripting arma π
server-side:
private _myUnits = [unit1, unit2, unit3];
{ _x enableSimulationGlobal false; } forEach _myUnits;
sleep 30;
{ _x enableSimulationGlobal true; } forEach _myUnits;```
can i go forEach player?
depends on your mission, if players disconnect, connect later, etc.
So i'm trying to make like a Ghost Recon Wildlands mission where you do missions etc to take regions on the map eventually eliminating the "Cartel" from the island. But have no idea how i could do such a thing. Would ALiVE be the way? i'm using drongo's area of operations at the moment. But have no idea how to implement the sectors in that way.
is Eddie the robot usable by people not owning the DLC? and do they have "DLC ads"?
Theres 2 different kinds of the robot
The one with a shotgun and the one from the contact campaign
yes, but I suppose that both share the same restrictions?
I'd assume so
is there a relevant performance impact of having lots of weapons, mags, etc. on the ground?
define lots? 10 or 20, probably not
maybe 200
hmmm...
is this in multpplayer?
yes
I'm considering how to handle garbage collection in a way that doesn't despawn your backpack with all your ammo right behind you
yeah, it's tricky, the default BIS garbage collection is, erm, garbage
the trick is to delete these objects when players are distant,
or, to make them into simpleobjects
doesn't the BIS GC do just that?
last time i checked, it didnt clear away weapons and mags
mind you, that was some time back
yes, but you can add objects to be deleted
so you can still rely on it to actually delete the items, you just have to specifically mark them
which is what I'm probably going to do
cool. id be interested to know how you get on
btw.
would it help to also enable dynamic simulation on containers?
until they are eventually collected, that is
always
np
also, are there any good resources on optimizing for performance?
I know the basics (simple objetcs and such), but not much more
@scenic shard I don't see you name in the changelooog π π
Nor do I!
thought I best check after blowing my own trumpet lol
I'm sure i wrote (or edited) the para about nearentities vs nearobjects
AND I wrote a para about nearestterrainobjecst which isnt even there
killzonekid doesnt love me anymore
bless you
i might rewrite something about nearestterrainobjects because it's a monster command, really good for us MP dynamic mission makers
jesus christ.. someone on my steam freinds list is playing fishing planet
what has thw world come to
If you contributed it will be here https://community.bistudio.com/wiki?title=Code_Optimisation&offset=&limit=500&action=history
I thought you died Tank.
Has anyone had an issue where the Livonia map creates a dependency even when you aren't on it or have Contact loaded in Optional DLC? I made a mission and half the people couldn't connect because they didn't have Livonia, but it was on Lythium and I only used a few props, which shouldn't have created a dependency that would stop them
maybe you used some Contact items in the map
The only things I saw were the spill bunds which apparently are now from the DLC, but another guy in my unit has been using the rugged desks and such and we haven't had issues
some items are in Contact (the expansion), some are in Enoch (the "platform update")
Oh, I didn't see any Contact dependencies then, only Enoch decorations
Or do the spill bunds count as Contact and not Enoch. Before they were called Secondary Containment Berns and were from I think the helicopters dlc
that IDK, check with the DLC commands
The.... getObjectDLC command right?
something π
I'm in class rn so I can't actually check, but I bookmarked a bunch of commands for when I get back to my dorm lol, ty
im like new to arma 3 im trying to team with syrian arab army against isis how do i make syrian arab army my team and the enemy isis?
Anyone else have trouble with Triggers when it comes to being detected?
@scarlet depot go to the Steam workshop, find the units, download the mods, use them in the editor
@cinder holly i already have them
then next step
use them in the editor
It takes like 2 click to put down a unit, its really not that hard @scarlet depot
Well lets say 4 click
(Starting from the editor window that is)
Do the editor tutorial via the graduation cap button on the top right.
Unites?
I mean like
uhh
like syrian arab army vs isis
but when i start the map they team together
like whutt
Are they both red?
yes
Are they the same color?
yup
Switch the side on one of the two sides
how
@mossy lava Was there a way to do it through the extended options menu? (as in when you double click on a unit)
The only way I can remmeber o.o.t.t.o.m.h. is by grouping them with another side
That's the most straight forward.
You could copy the groups to an empty mission, save, open the sqm, find and replace side="West";, open it up and copy them back... maybe.
That seems a bit advanced 
There once was a time when rhs came with mp missions. Any Idea how I can find them again?
Do they not show up in the mission select screen anymore?
Hm is there a way to see the full error messages generated by arma when starting a mission locally?
what mean with "full"?
Oh nvm ignore that, I was looking in the wrong place 
Anyone use the vanilla dynamic group system?
I've been toying around with it and the game gets really laggy/framey when it's used.
Hm is there a good way to quickly get weapons classnames from the arsenal (other than using the loadout export feature)
for anyone familiar with Red Hammer Studios Mk. 19 Grenade Launcher systems, how do you brace them in terms of ARMA mechanics?
brace them? @wooden garnet
that is, when it fires, it kicks back and physically moves backwards a short distance @near dock
someone told me that you use sandbags to prevent this....but how do i enable this in the Eden Editor?
i tried putting sandbags down on the tripod - they ejected when i started the mission XD
hey. i have a server but my developer has resigned form his position therefor im stuck doing everything solo. I have absolutely no idea in what im doing when it comes to editing my mission file. Basically the issue i am having currently is that we are in the process of changing over from altis to our custom map but like i said i have no idea what im doing when it comes to migrating the mission file to my new map. is there like any quick run down anyone can give me ? tips/tricks? or a good proper tutorial someone can refeer to me ? must appreciated and thanks in advance π
I assume you're trying to change over a custom mission? @snow palm
@snow palm rename the missiondir missionName.Altis β missionName.newMap , open it in Eden, place the units and markers in proper spots and you should be good
@near dock yes
@cinder holly thanks ! now would you happen to know how i would go about slapping it on to my test server? i have Tdast set up and all before my developer left i asked him to put the mission on the test server (we had altis mission set as a placeholder until my dev finished making the mission we need ) but he never update it to the server π
Put the pbo in the mpmissions folder and then put the name in your server.cfg's mission rotation.
ah ! great thanks !
what's the best way to analyse network traffic in the game? My friend says that when he joins my server I look really laggy to him, but he looks fine to me as far as I can tell. Wondering if there's something in my mission that's causing lag since when I host other stuff it's usually π
when you host other missions, or when you host other games @fair sonnet ?
other missions
ah ok, then, idk
yeah, it's weird. at first i thought it might be something to do with an EveryFrame EH i run but it shouldn't be since it gets removed when players leave a certain area and.. we weren't in that area Β―_(γ)_/Β―
Β―_(γ)_/Β―
I don't know the best way but you can try to use wireshark maybe
you won't see contents of arma packets as they are encrypted AFAIK, but you can filter packets by port and IP and maybe measure some statistics
Is your server a dedicated one? Or is it in game?
Whatever it is, check server FPS
Anybody used ALIVE extensivly? If so, do you know how to remove SITREPS and PATROLREPS?
@quartz yoke I had a crack at it with wireshark but nothing useful.. packet sizes seemed fine and since it's encrypted it's hard to check much else.. Still, i suspect it might be my computer struggling with the game + the server running at the same time, usually i player host for my friends rather than dedicated but this mission can't be player hosted..
I think that the #monitor 10 admin command should show diagnostic info of the server, try it to see what FPS it has
Although I can't remember exactly if it shows FPS or not
@fair sonnet you can enable netstats it will log extended net statistics, you can log JIP queue too, in case lag is caused by huge amount of syncs every new client need to perform. Also donβt forget that if you start the game with a few objects then dynamically create more, a new client will have to create all objects at once, which could also create lag
hmm, thanks for the tips - i'll look into it. Is there a way to easily resolve an issue with syncs like that? I do have a few heavy scripts that would do that potentially :/
No idea what the cause of your trouble so I cannot answer that, but speaking hypothetically, sure, you can always optimise your stuff
yeah :/ annoyingly there is a script I have that likes to spam RPTs with sync messages so i wouldn't be surprised if it just absolutely fills up the JIP queue too.. :/
nothing seems wrong with #monitor output, server FPS is only like... 45 but that's usually playable in game at least
yeah 45 is ok, i'd start to worry if it was below 10
if you look laggy to him... there is a basic.cfg file (or how is it called...?) where you can set the bandwidth you are allocating to your server, could try to make it higher π€·
i'll just keep tinkering and see how i go, it's a co-op mission anyway but i haven't actually tested any AI yet so if they have problems then i'll have to get serious about it
remove piece by piece until the issue is solved - in under an hour you should have it
ok i found at least the issue that caused long loading, so that's good lol
so i was just making like a small scenario because i was bored
i set a squad to get in a vehicle
it took them well over 2 minutes even though they were relatively close to the vehicle
negative
no can't do
Sometimes if the car is between a lot of walls and other things the AI check for i can screw up there pathing
Also I have a question as well. Is there a way to make allied unit icons visible on the map, but not the enemy?
Hey guys, I know that Livonia itself requires purchase to use, but do the map assets require it as well? If I put the enterable houses from Livonia on, say, Chernarus, will the mission be playable for people who don't have Contact?
Put the house on chernarus, go to steam and disable contact dlc, restart, join your chernarus to find out.
What's the most efficient way to place a huge (roughly 10k) number of objects on the map in a scenario? I have a perimeter fence that goes around the whole map and it's made the .sqm massive.
Previously I used a script but it caused a lot of problems for players joining in progress...
@faint whale the terrain assets are in Enoch, which is free for all
What's the most efficient way to place a huge (roughly 10k) number of objects on the map in a scenario?
π€ just don't?
I hope these are all simple objects :x
You could script it, make it local only, and math the coordinates instead of storing every coord
they were simple objects with the script but they're not flagged for 3Den itself to make them simple objects so right now they just have no simulation :/
I am thinking maybe a local script that just places and removes them near the player(s) but i'm not sure if it's worth it.
I'd say just place all of them via script with createSimpleObject with local flag set
in initPlayerLocal
and with spawn such that it distributes the load over long time
yeah that sounds the most viable to me, originally it was a quick & dirty script in a handful of object init boxes... hence it ran unscheduled and a whole bunch of other problems π€¦
Does anyone know if ALiVE works with F3 Framework? Or do they conflict?
@fair sonnet the problems you are facing are why it's not recommended to do "terrain editing" equivalent stuff in scenarios.
yeah :c i'll see how this solution holds up and go from there. seems to work the best so far though
@signal coral I tried that and Enoch was still available so I thought I'd done something wrong but I didn't realize that was because the map and its assets are free as @sinful rampart said. I'm not up to speed on the new DLC policy and what's free/what isn't
The map is not free, dunno what @sinful rampart told you
ah but the assets are? I uninstalled contact through steam and livonia was still available in the editor
I'm confused now
You havenβt uninstalled then. You canβt use map if you donβt have dlc
Ok, I know the map's internal name is enoch so I thought you were talking about that
overthinking :S
Can someone explain me what i'm doing wrong with Triggers and a Dedicated server?
I have mostly 2 triggers that
- Do a
hint parsetext format - Do a Mission End
On a dedi server, the Hints do not show up at all on any trigger
And the Mission End don't seem to trigger, but my Console does seem to state "Game Finished" when trigger conditions are met
they were broken at one point, can't say if fixed
https://forums.bohemia.net/forums/topic/188139-trigger-broken-for-dedicated-server/
Ive notice the trigger wont work when the mission is hosted on a dedicated server, is this a known bug?
triggers on a dedi
on a dedi yes
Anyway, there was 1 trigger still in server only... and that caused all of them to fail for some reason
Also calling BIS_fnc_endMission in the trigger ended the mission properly
I use triggers all the time on my dedi... no issues
Looks like that was just an issue when placing triggers in Eden, which I (perhaps wrongly) assume that Bohemia would have fixed... I think that when they fix a 15-year old bug they have to create a new one that won't be fixed for 15 more years... It's in their handbook iirc
what was the issue?
Triggers place via Eden did not work on dedicated servers... Was back in 2016
wait, so is this still a thing, or not?
Not as far as I know...?
oh okay then π
also triggers baaad
Wait, what?
Doesn't say that in the biki so Lou must be mistaken or misled... He lives in Paris though so his definition of good is warped... π
I am obviously right, how dare you Β°^Β°
Triggers are "bad" not per se, but in their non-customisable refresh rate (0.5s) and their unscheduled execution.
All what they do can be scripted for less performance hit, but of course it needs more advanced knowledge
Oof π
I am sure that one day the biki maintainers will get around to putting example code for that there so us poor ignorant coders can better utilize resources within ARMA π
well, why don't you ask already π
I just did... Would do so myself but I am not in the exalted list of you, R3vo and Dedmen that can write stuff there
The biki mafia... a subset of the blue mafia
Dwarden can create you an account π
The elite!
Join us⦠we have cookies
He doesn't talk to me anymore... I think I've asked about the ARMA 2 EOL patch too often... π
Did he quit by the way, cause I think that this is the first time ever I have not seen his avatar - even offline, dnd in the sidebar?
Just noticed that...
he may be offline at that time yeah
Never seen him fully offline. Now I am concerned...
He lives @cinder holly All is good with the world...
Either that or they rebooted him
Haha. PS I now have a theory as to why they wait 18 years before fixing a bug :3
Because before that, the bug is minor
I'll add that to the biki π
Dad Jokes are my topic, find yourself one! :p
I know you're an old fart, hue hue
You live in France, hue hue
aren't you⦠British?
English mate
Mate, that's Australian
They stole it from us... like the Ashes
But they are just a bunch of convicts... ANZUS Gaming is my counter to your counter...
"The beauty of their wives and the quality of their cuisine made the British excellent sailors!" a line I read recently I lol'ed about ^^
(What, ANZUS is French ?)
French Navy... La Royale... Yeah... hid in port for the Napoleonic Wars... probably a good decision cause when they came out we invited their defeated captains and admirals to the Officer's Mess π But we're probably a bit OT now... Dedmen will be coming with his hammer hanging out (LOL, the Kriegsmarine, we can all laugh at that)
"you French fight for money, while us English fight for honour!"
"yes, we are both fighting for something we don't have"
- Surcouf corsair :p
But I am in no way erudite enough to hold an historical conversation I am afraid.
#community_wiki is usually the OT place to be, hehe
Yep
Hey, not sure if this is the correct channel, but I'm looking for some help testing a multiplayer mission. Would anyone be interested in testing? It includes mods/not vanilla. I am looking for feedback on environment and emotions during the mission, as well as technical feedback. Any help is appreciated!
First time using 2D Editor, when placing units they automatically have the blue line so they are all in a squad, how to i make them all not being in a squad ?
2D? Woah. Place unit far away first then move closer after or place, select blue line, press delete
Dynamic passenger reaction to engine failure,
passREACT= ["Whoa! What the hell was that!?", "Oh my god! We're gonna die!", "Is it supposed to make that noise?", "What's going on?", "Uhm. Just so you know, I can't swim.", "Oh, boy! I hope you know what you're doing!", "Great! I'm gonna die trapped in a tin can with you two a**holes!", "Aren't you gonna like, call somebody?", "I'm not even supposed to be here today!", "Ah. Here we go.", "Don't do that!", "Ma, I love ya!"];
Got any more to add?
Is that a plane engine failure? @main ravine
yeah
Because of it for cars the "Oh my god! We're gonna die!" one seems abit exeggerated 
indeed π
"Well that didnt sounds good" could be interesting
OH SHIβ
how many parachutes do we have again?
I wanna liiive!
I want to get out!!
@cinder holly I'm gonna go with "I want to get out now!"
for 5 000$ John!
maybe "Uhm. I'll just get out here."
some panic moment can give stupid reactions
such as "open the door, I'm out NOW!!"
Hey, would anyone be willing to help me get my headless client working?
have you checked the biki page about HC @robust meteor ?
yeah I like that, "Open the door! I'm gettin' outta here!"
that's like 8-- more than enough-- thanks!

@near dock "Well that didnt sounds good" could be interesting-- that's what the PC says
I have. But I feel like I'm missing something. I've got the HC working on the server (as in it can connect), but it feels like I'm missing a script or something in the mission. The HC just keeps connecting and disconnecting, even though there's a slot for it. But when I try it on something I've downloaded like Antistasi it works right away and I'm not sure what I'm missing. I'm really not very good at scripting or anything like this. Sorta learning it peace by peace. I've followed tutorials but I'm still not sure what I'm doing wrong.
Sounds about right wogz
@robust meteor be sure to make a vanilla example mission work before throwing in a full-scale modded mission though
I asked a couple times about expected loss of performance in a mission versus an empty scenario. After some research and testing on my own, 20% is a very common number.
This is super dependent on hardware, and several other factors, but 20% is the number I've seen the most.
For the record I've got FTA down to less than 1%. It's pretty much un-measurable. (ex empty scenario vsync
is 60, mission flutters to 59)
quick maths!
no but you can make one with drawtriangle
_myarrow = [(getpos (_this #0)), ((_this # 0) getRelPos [(speed (_this #0)), 0]) ] call BIS_fnc_drawarrow;
sleep 0.1;
_myarrow call BIS_fnc_drawarrow;
};
the arrow points in the direction the vehicle is going
and gets bigger the faster it goes
great for debugging when the otherwise reliable AI driving gets a bit dodgy π
How do I get LOW DLC out of my mission? I've gone through every character but it still says "Orange Clothing and Accessories", in my required DLC. Is there a way to make the system report where the object is?
or what object is?
- characters and clothing
there are DLC commands on the wiki @main ravine
like "get object's DLC" or something (on mobile rn)
@cinder holly thanks
to answer my original intention though it's just ctrl+F in mission.sqm
A3_Characters_F_Exp_Civil A3_Characters_F_Orange_Facewear
//and
className A3_Characters_F_Orange
ah, that's no more useful than the advanced tab of the required add-ons window
Is there a way i can delay a trigger's rate of repeat, or 'reactivate' a trigger to fire again after its been fired (other than repeatable?)
I have a series of triggers in close proximity to one another that I am trying to enable to activate only once when a new group of soldiers enters the training area rather than each time a soldier enters the trigger field... and then activate when the next group of soldiers enters the area
Set trigger activation for group
Anyone run into this issue- placing AI with one type of camo on, and they wear a shemag/glasses from an entirely different camo pattern and look stupid?
So im trying to get a ai to move to waypoint on trigger. I have followed a video tutorial and he still won't move all the other stuff (sidechat) is working but he just wont move. Any clue whats happening?
huh i remade my trigger and he is moving i didnt change any of the code or parameters it just started working
computers are strange
maybe more fitting here:
Question:
Im currently making an ORBAT, but for whatever Reason, when I give a Unit the Type "HQ", theres no Symbol in the Orbat Viewer. After some testing, I found out that some Types get "replaced" by others, f.e. Airborne -> Infantry, Cavalry -> Recon, etc. I have no f*cking Clue what I can do/whats going on. Anyone has any Suggestions ?
Hi everyone, I have an issue right now.
Recently I removed KAWeapons from our modlist. Now I have the issue the issue that the game always throws the Error No entry 'bin\config.bin/CfgMagazines.KA_17Rnd_9x19_Mag'. Usually no issue, I'd just go in the mission.sqm and see where the item in question is however there is absolutely NOTHING left of KA_... in the mission.sqm or any other file in this mission folder.
Now I thought: "Maybe it helps when I copy all objects in a fresh mission but as soon as I paste the objects I get that error again.
I'm super confused since whenever I had similar issues it usually was just something waiting to be removed in my mission.sqm but this time its not and I have no clue how the game still thinks there is something of that mod "in the mission".
(The issue seems to only appear in this one mission)
some units may still depend on KAWeapons?
But wouldn't their equipment also be in the mission.sqm, therefor I'd find it when I search for the (in this case) magazine
not especially, no
look at normal units, their equipment is not listed if it is the class's default
I mean yeah I know that. I changed my mods accordingly aswell. So while this units indeed spawned with the magazine all magazines have been changed in the mission.sqm and in the mod where they are configured.
But even then, the unit has to somehow know what equipment it has. Since the mod does (100%) not tell it to look for this magazine and the mission.sqm doesn't do it aswell...where else does this unit "know" to look for this magazine?
Nope, I have searched through all scripts
I mean I know that at this point it is a guessing game. You don't have the mission and the mods...I understand it. This is also not the first time I changed something like this but its the first time I have this issue (to an extend where I can't find a trace of the mod in question).
well, it's something somewhere Β―_(γ)_/Β―
now: can you load only the mission.sqm without anything else?
if you mean without init.sqf and scripts and such, yes - still the same error. If you mean without mods, no because of dependencies.
So I'm sure something is with the darn mission.sqm, I just find it funny that I can't find anything in there.
if there is no mention of the magazine itself, then it's in a unit's default loadout, 100% I'd say
I'd guess the same but I looked through the mod. However, guess I'm just gonna do that one more time. Maybe I forgot to update the mod and it still has an old loadout (but then other missions should also throw that error)
. . . I think I found it. That one mod that I appearantly forgot to update @.@ Sorry for bothering >.<
No prob, it happens ^^
Yeah usually I would expect something like this but this mod in particular is a mod I update quite often. Oh well...as usual a user error.
as long as it is sorted out and it doesn't happen every other day, hehehe
ahh sorry wrong channel
Hi, guys. Any ideas on why my Curator editing areas have no radius in mission while actually having them in EDEN? Minding that if I create zones by scripts they do have radius.
Correction: they have "x-width" of the radius but with a zero "y-width", so they look like a 1 pixel wide walls of a 12 meters length.
any mods?
Plenty of them.
But I think that this is a zone drawing issue. The object is decorated with glowing liney walls and they just don't fit small sized areas. Starting from a 40 meters radius it looks ok-ish. Anything below 20 - complete crap.
And I lied. Scripted areas of 12meters radius also look crap.
50 meters example: https://monosnap.com/file/V6Ca25jsA7h0exYaws88kCj1gvha5N
12 meters example: https://monosnap.com/file/lBGRQUlYMCCcZXL6K7aYXJSIaBXQ3E
What's a good way for collaborators to leave notes in-sqm, as it were? Text in Empty markers?
@mossy lava β
Oh sick
@signal coral triggers in group?
Or do you mean triggers enabled only for specific groups?
Is there a trick to get AI to surrender/captive with ACE, anyone know? Do I have to script an addaction in their init?
@wooden garnet found this for you http://killzonekid.com/arma-scripting-tutorials-triggers-v4/ check GROUP section
I'm trying to spawn in some snipers once a trigger is activated but they won't shoot once they spawn. I'm trying to change their skills (spotting distance) through the spawning function BIS_fnc_spawnGroup maybe i'm not doing it right tho.
Here is code for on activation:
[ getMarkerPos "markerAmbushSpawn", OPFOR, ["SWOP_CIS_droid_sniper", "SWOP_CIS_droid_sniper"],[],[],[[0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5,1.0,1.0]],[],[],[]] call BIS_fnc_spawnGroup;
They definitely look like they're in range enough to shoot down on the troops I want them to when they spawn
so idk why they won't
this is kinda what I want to do should I be doing this through editor inits and on spawn or mostly through scripts?
Does anyone know how to set up respawn tickets per player? Or does anyone have a link to anything concrete.
You could probably sync a soldier the same way you synca vehicle @signal coral
Thanks @signal coral ill see what i can do
TL;DR: How do I give Zeus-spawnable items a cost, and how do I make those points regenerate over time?
I'm trying to set up a simple Zeus mission where spawning units costs points, and those points regenerate over time, like the official missions do when the godmode parameter is turned off. I've been able to set up a Zeus player and a few other things, like limiting where stuff can be spawned, but I'm having a hard time figuring out how to assign point costs to actions, and how to get points to regenerate over time.
I've found the following page on the wiki, but to me it looks like it's saying I'd have to make a spreadsheet with costs for every single spawnable item. Is there an easy way to just set default costs to everything that I just haven't found?
https://community.bistudio.com/wiki/Arma_3_Curator#Costs
How to make a character unkillable?
unit allowDamage false @signal coral
ok
Hey I'm running on a dedicated server. I have an existing template that I want to edit thr NVG effects settings and the Ace Medical Prevent Instant Death setting. I've loaded up the pre existing template and ensured the correct boxes were ticked and the nvg effects were on 0. Server and mission tabs have overwrite client for these options.
I'd load in and none of the server changes tool effect. I exported it correctly and uploaded .pbo to ftp and referenced correctly in cfg. What am I missing?
Have you tried setting the settings by setting the addon options ingame on the server? @hollow jungle
So as in individual clients setting their options to reflect that?
Because in the template the mission and server are in an overwrite client status, or are you referring to something else
Nop, if you're logged in as an admin you can change the servers settings ingame
You can also import/export settings
Oh i understand what you mean. I will try the logged in as admin changes. Is the import export for the initial template settings or the admin
Sorry, any chance you can reword this bit? I dont think I'm understanding it correctly
Is the import export for the initial template settings or the admin
What does the import/export relate to? I don't think I've seen this.
Import/export lets you import/export settings
I dont think I have an example file on hand, but basically when you export your settings it spits out a text block that contains all the settings you've changed, something like this:
setting_1=true
setting_2=false
setting_3=29573
And it only includes the settings you've changed iirc
then when you click import you get a text box that you can import that text into
Does anyone can give all scripts? if you can please contact me.
Give all scripts? @signal coral
All your script are belong to us!
the car script amongst others π
Can I has all script?
that might be the situation here β
@signal coral , care to elaborate?
if you want a reference for all script commands, here they are:
https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
@cinder holly sure
Wow Lou, you're a natural at this
Reading through the calls for help lines you mean?
no, actually helping people
Probably a stupid question but I keep getting this line:
2019/09/22, 11:25:52 Destroy waypoint not linked to a target: Near target acquisition is slow and may even select friendly unit. in my RPT. The thing is that the destroy waypoint is attached to a unit, the seek and destroy one isn't. Should seek and destroy waypoints also be attached to units?
waypoints are always attached to a unit/group
it means linked to a target, a target to destroy
its not that slow that it really matters
Well that line is spammed into the RPT several dozon times a second
This is the code that's causing the issue:
if (_jet knowsAbout _shootingVehicle >= 2) then {
_attackWP setWaypointType "DESTROY";
_attackWP waypointAttachObject _shootingVehicle;
_jetGrp reveal [_shootingVehicle,4];
} else {
_attackWP setWaypointType "SAD";
_attackWP setWaypointPosition [((getPos _shootingVehicle) getPos [(50 + random 100), random 360]) , -1];
};```
Should I just put an waypointAttachObject in the else as well?
maybe attach first, before setting type
I'll try that, thanks
is it possible to make blufor shoot at blufor? maybe by giving teamkiller status to AI
each to their own @silver girder ?
try killing few AIs on the same side, that will certainly give you the answer
yeah but I was looking for something like, you activate a trigger and every Blufor AI shoots at every blufor AI
@signal coral @cinder holly
west setFriend [west, 0];```
or if it's just for a bunch of guys, `addRating`
@silver girder
Hey, so I'm trying to convert PNG images to PAA to put them up as signs. The checklist says they're valid, but when I try to convert them it says they all failed. Any ideas?
Using imageToPaa or Tex2Viewer?
"The checklist" which checklist?
Are they correct dimensions?
Making a composition for a mission, I want to hide a turret of a T-80 from RHSGREF. I WANT to use this line of code Custom_T_80 animate ["HideTurret",1]; but it doesn't seem to work on it, I can get it to work on vanilla vehicles. A friend said something about classnames regarding the turret itself but don't know where I'd find that our how I'd incorporate it. I don't want to just hide the texture because the shadow looks super sloppy.
@novel bear Make sure the dimensions are a power of 2.
ImagetoPaa, set to 8bit, sized to 256x256 px.
Is there a way to disable some of the Dismiss waypoint's behaviour (sitting, specifically)?
Hi community. I need your help again.
I want to create a note or something similar with a free text and a picture in it. If a player sees the note, he should be able to inspect it (see the picture and read the free text) and after picking the note up EVERY PLAYER of the same side is able to see and read the picture/text in their journal (open the map).
Can anyone help me what I need to type in the init of the object?
I tried a variante but the every player seeing the note won't work...
Thanks for help
That contains more then a couple of commands.
First you need to create the inspectable item. There is something called leaflet. Start there.
Maybe you can directly add them to the journal but I donβt thing so. If not you need to initialize the leaflet action yourself. addPlayerDiaryRecord would add something to the diary.
@dusky lodge im just on the phone but I hope that will help you
Hm is there a create intel module? With Achilles you can do pretty much what you want in zeus, but I dont know if theres a module for it in 3den @dusky lodge
Yeah with achilles i can set a note, but only with text. No pic. And i want to place the note before the mission starts.
@near dock
I place a document and i write something in the init and it works, but it won't work that everyone is able to see the intel. That's the big problem I need to fix
Nobody got an idea?
addPlayerDiaryRecord
andremoteExec
noice
Found this on the bi wiki. Can anyone explain to me the difference between the three examples?
So I need to place an object (i.e. a leaflet or a document), put the codes shown in the three examples in the init of the object and then it should work?
Did I get that right?
one of the three examples
Yeah sure. Sorry I wrote a bit complicated.
@cinder holly
Do you know the difference?
not more than what the biki says
Ok thanks. I will try that later
is it normal for AI to complete a faraway waypoint when you teamswitch?
Does this help? https://community.bistudio.com/wiki/teamSwitch
Guys im makking a pvp diving mission where two teams fight throuch a flooded underwater facility is there any way i could disable the bloom and fog underwater since its realy annoying when building the facility
none I know
pvp diving mission
not the best feature Arma 3 is known for
his choice tho
And could actually work with players
I imagine the best strategy being to spray&pray and to swim away from the weapon's short range π
Bind a custom action to Vault that removes dive goggles from target if close enough =D
ow yasss π love the idea hahahahahaha
psst no crossposting plox
@lunar drum
Hey all is there a code I can use that spins an object around on the spot
yes
can someone point me in that direction for my use
is there a way to use this to make it spin
constantly
https://i.imgur.com/7qttfnm.gif like this
The derserted distance for the vehicle respawn module only works once, any ideas?
Hi. I just noticed, that arma shows objects/unita in the eden Editor which you haven't bought yet. Is it possible to turn this option off so its safe that you don't built a mission for the clan server with unita that no one has???
afaik, no
but some objects can be used even if they have DLC icons
See https://community.bistudio.com/wiki/Arma_3_DLC_Restrictions (WIP page but still)
calls thunder strike on @left falcon
@cinder holly
As always you helped me 1000%. Thanks man!!!
I'm losing my mind. I try to set up independents to be hostile to blufor, on mission start it sets them back to friendly with a big friendly message.
I change it midgame with Achilles -> Set side relations hostile
It changes it back after 5 seconds.
That is really awkward, never saw that before.
What mods are you running? "big friendly message" doesn't sound vanilla.
Define "big friendly message", because it could be an error in a script which does something unwanted
So perhaps an RTP log would give us some more information
It's a popup like you'd get for a task added. I'll screenshot it if it does it again
My first question is what kind of situation leads to a "Diplomacy Update" popup
and my second thought is, I wonder if it has something to do with the CBA settings.
Distant third - civilian presence.
I know that both CBA and ACE don't mess with side relations, and Achilles just changes the settings during the mission.
so it has to be either a script in your mission, or a mod which is causing it
Is there a way I can make the AI basically charge an area? I lead a Pacific theatre WW2 unit so having charges like that are nice, additionally I'm looking to make friendly AI make their way up the water to a beach (Tarawa) and I'd like them to be targeted and killed, but respawn and do continue up the beach for some added ambiance
I'm just gonna set this down right here,
https://forums.bohemia.net/forums/topic/225826-pre-release-mission-maker-framework/
have fun!
Hi. It's me again. Does anyone know how I can play a sound with a loop?
I place a trigger, I put in the on activation line as followes:
h1 say3D ["sound1", 1000, 1];
h1 is the variabelname of the object which should play the sound, here a vehicle.
Sound1 is tht name of the soundfile.
I get it played after a player walks in the trigger. Problem is the sound file is only 23 seconds and I want it to play the whole time.
Anyone an idea how to solve this in the activation line of the trigger?
And what's the meaning of the 1000 and the 1? Got the kine from the inet
Hey guys! I really want to learn how to "save missions" to continue them next time. I have read something about GRAD - persistence, but I have no idea how this thing works. Can you guys help me please?
Can anyone tell me for what the numbers are standimg when you are defining a soundfile in the description.ext?
For example:
class CfgSounds { sounds[]=(sound1}; class sound1 { name="sound1"; sound[]={"sounds\sound1.ogg", 1, 1, 100}; titles[]={}; };
I mean the numbers behind the sound1.ogg file
as usual, the wiki can @dusky lodge
https://community.bistudio.com/wiki/Description.ext#CfgSounds
@cinder holly
Found the page but didn't find the explanation im the line. Thanks
I think I figured it out
during creating that mission I placed down a Trident module for like
1 second
I recreated the whole mission without doing that, almost identically, and no problem
Trident would make sense because that would probably give big friendly diplomacy updates to people.
im trying to get an image ingame displayed in front of the screen. im using BIS_fnc_dynamicText
[_chapter1,-1.1,1.0,60,5,0,0] spawn BIS_fnc_dynamicText;```
nothing happening. not even an error...
evening fellas π
Hello
π
If anyone knows how to get AI to engage long range (think 700m or so) pls let me know
reveal and long distance weapons
hey yall back again, quick q does anyone know how to get the apex style scenario name text to pop up via a trigger
What name text you mean?
the one that pops up on the right of the screen on mission start or the one zueses can put down
You gotta screenshot it my dude.
it's ya'll
@charred meteor https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_SITREP
Also check out "See Also" at the bottom of the page. There are several functions which can do that.
ty
Hi everyone, I have tried to suss this on my own, but am now at the point where I need to ask for help. I'm getting into MP mission making, and am trying to set up a laptop with an addAction that simply generates a marker. Of course, everything works find in SP, but when I run the mission in MP I don't get the hint or see the marker.
this is the addAction:
this addaction ["Create LZ Mission", {"scripts\missions\mh6_mission.sqf" remoteExec [ "BIS_fnc_execVM",2 ] }];
this is the mission (marker) script:
_spawnPointOPFOR = [position player, 3000, 5000] call BIS_fnc_findSafePos;
deleteMarker "spawnpoint1";
_spawnArea = createMarker ["spawnpoint1", _spawnPointOPFOR];
_spawnArea setMarkerShape "ELLIPSE";
_spawnArea setMarkerColor "ColorRed";
_spawnArea setMarkerSize [100, 100];
_spawnArea setMarkerAlpha 0.9;```
I'm sure this is super basic, but any help on this would be appreciated!
position player, executed on a dedicated server, is [0,0,0] as player doesn't exist
Damn. I really wish there was a mod that added mission objectives. Bombs, canisters, machines, bioweapons, and other macguffins to be moved around and fought towards.
That would be pretty awesome as an MP mission.. I guess it would be a script pack rather than a mod that each player (and the server) has?
I mean the mod only has to have objects
the objects don't have to be functional
they just need to be dead or alive and you can code a script for them
I'm having some trouble, and hopefully someone can help me out.
When I load my mission in 3Den editor, all the AI and 'vehicles' like ammoboxes and cars spawn in just fine - visible, interactable. However, when that same mission file is loaded onto a dedicated server, everything fails to show up. Zeus says that the objects are there - and I can edit them - but they are not visible.
createVehicleLocal?
Negative. I am using pre-placed vehicles in 3Den.
Figured it out. Server was using parameters AutoInit and Persistence.
is there any reason to offer missions/campaigns as SP, vs as hosted/MP even when played alone?
the latter would allow mission parameters
You basically answered your own question.
For single player missions it depends on if you want mission parameters to make changes to the mission.
For multi player missions... Well, you'll need a MP mission.
For campaigns a SP setup makes more sense so it can automatically go to the next mission, otherwise they're just separate missions.
with hosted server you can have a campaign structure too, no? (plus saves)
Is there anyone that would like to help me play test a Operation I have been working on
Ok now I have a problem, every time I try to host the mission from my own computer I get this
no entry 'bin config.bin/cfgpatches.a3_data_f_mod_loadorder
UPDATE 1: I found our what Port fowarding is, now investigating\
no entry 'bin config.bin/cfgpatches.a3_data_f_mod_loadorder
Remove the ADR-79 (or 97?) mod from the workshop. @pallid hazel
Thx
Hi. Newbie here, I'm trying to configure ACE medical on a template, just basic with no bohemia revive system. I edit what i want in the addon options for the 'server', i turn the 'Revive' to disabled. When i load the file on the DS, there's still some weird interaction icon visible (bohemia revive) and the screen has a grey effect when incapacitated; (not the pain display effects).
I guess in other words, is it just addon options for the ace medical settings or is there something else I might be overlooking?
@hollow jungle The 'Revive' Option in the ace addon options isnt the BI revive system, you have to turn off the Bi revive ystem either in the mission parameters if the mission allows that, or by editing the mission file
@near dock ty. Would you be able to specify where these parameters are?
I have a few locations i'm thinking of. Is this editable in the servers profile
Are you hosting as SP or MP?
MP on DS
Then you should see the parameters in the lobby
(ingame)
If the mission has any parameters set up that is
As in role selection?
Ok i haven't tried that, ill look into that. Also just to confirm a side thing, it's actually possible to run both ACE medical and BI's system simultaneously?
Eeeh I'd avoid it
Thanks a bunch!
anyone know a good forresty/mountaine/deserte map
going to do a kyrgyzstan campaign
takistan might work, but i think my guys might think it's overused
CLA CLAFGHAN: https://steamcommunity.com/sharedfiles/filedetails/?id=761349672
A lot of mountains, some nice locations, but not a lot of trees
Vidda: https://steamcommunity.com/sharedfiles/filedetails/?id=1811220898
A lot of (snowy) mountains, decent forests, some hidden features π
For an Afghan type terrain, I do like Lythium... but nothing really beats Takistan π€·
@late breach That first map is awesome! I'll definitely be using it for my campaign. Thanks so much!
setCaptive seems not fully reliable - when you get close AI tends to fire you regardless
what is the best way to handle it - disableAI?
AI shouldn't shoot? π€
shouldn't shoot at captives. I don't think I ever had that happen
@sturdy fulcrum Vanilla? Repro?
not vanilla, repro yes - but kinda pointless as it wouldnt be fixed anyway
i am looking for alternatives
if not vanilla, it is not pointless as you could identify the mod that bothers
its not the fault of the mod
at best its due to amount of AI, or low fps
AI has always been finicky in regards to setCaptive or riding civilian/other sides vehicles
so again i was asking for alternatives and not about setCaptive
I have never seen it fail, hence the question about a Vanilla repro
now if you're positive it is setCaptive, I don't know any alternatives
maybe you can join the unit to a civilian group, idk
disableAI should work, or removal of ammo i think
if you like your AI to lie down and take cover π
i guess changing player side may be another option
this is SP
modmodmodmodmod
Back in the day there wa a Mission which spawned enemy AI patrols in around the layer and the patrols would hunt you.
The mission was made for training small unit tactics. Been looking for it forever. Anyone know what I'm talking about?
I am afraid this is a very wide description, but maybe someone knows!
I know xD. Really can't remember the name.
It was on Altis and it was called something like Small unit Tactics training mission or something.
It would spawn in the AI patrols around the player and then they would just keep spawning in around the player as the player kills them.
It would spawn in Independent guys as enemies.
Hope thats more descriptive but that's all I 've got
There was no mission objective other than just engaging the enemies.
@tardy hill I found a script that could probably help. The source of the discussion is here: http://www.armaholic.com/forums.php?m=posts&q=34605
The script functions based on triggers around the map, so theoretically, they would be BLUFOR triggerable and repeatable.
_IndiGroup= [getmarkerpos "marker name/s", resistance, ["I_Soldier_TL_F","I_Soldier_F","I_Soldier_F","I_Soldier_AR_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup;
{null = [_x, 100, 200, "Same marker as above", "Marker to patrol", 200, true, "SAFE", "RED", "LIMITED", "FILE", 0, 30, 0, [true,35,25,3,1]] execVM "USPS.sqf";} forEach units _IndiGroup // customize this to suit you.
This essentially spawns in units around the player and gives them patrol points every time they enter a trigger.
Interesting. I was guessing I had to just remake the mission myself xD
Thanks for the help brother!
No problem.
Anyone know how to make it to where there is a certain zone and everything outside that zone is sort of greyed out? I've seen it before but not quite sure how to describe it (hence no luck in searches).
Never mind, found it, Cover Map module is what I was looking for.
@near dock hey, i was looking at the role selection to disable the BI medical and am unable to locate where that setting is exactly.
If the mission has parameters there'd be a small 'Parameters' button in the top right
Ok I might not even have set that. In the case no parameters?
If there isnt a parameter button the mission doesnt have parameters
I understand. In the context of disabling bohemia medical, is there an alternative?
I guess as in when creating the template? I just haven't even seen this setting before
Its a very basic template. No description file, just sqm
@hollow jungle what do you mean by disabling bohemia medical?
@rocky carbon The BI revive system
Hi everyone. I would like to assign players to the RIGHT bench of a helicopter (hummingbird), so they get a nice first person view as they are transported. By default, Arma spreads characters out across the Heli (as is realistic). Specifying "MoveInCargo" in the init of a passenger unit, places them in the back seat of the heli, no matter what number I use. MoveInTurret and MoveInGunner do nothing. What am I missing?
I believe if they are already in the vehicle they won't be moved
@cinder holly True. But in this case I keep the units floating outside the helo π
I keep the units floating outside the helo
not possibru
init field
@cinder holly sorry sir I don't understand your tip :(. I have been using the command " unit1 MoveInCargo [heli , 1] " in the unit attributes of each passenger. Should I be putting it int he init field of something else? The Heli? The Scenario? A script file?
Some useful notes there at the bottom https://community.bistudio.com/wiki/moveInCargo
@signal coral Firstly: danke! But, there are no troubles unloading the passengers (the "UNLOAD" waypoint for the pilot is fine). Unloading is not the issue. The issue is getting passengers to occupy the right bench seats of the heli. I had of course already read this wiki, and experimented with " assignAsCargoIndex ", just in case, but this did not change the position of the passenger. As per usual, they are sitting in one of the two back seats of the Hummingbird heli...
Should I post this in the "Scripting" channel?
How would I go about assigning a role to medic/engineer within the CfgRespawnInventory class? Is there a way to retrieve the loadout class that the player selected?
Does anyone have any ideas for medium to long milsim missions for a group of 4 - 6 players?
@mental nexus It turns out I am producing a string of EXACTLY these! Short 20 minute missions. Focus on teamplay. Optional Zeus and OPFOR slots to balance difficulty. Would you like to try one and tell me what you think?
how would I produce an intro similar to this? https://www.youtube.com/watch?v=3jXmKcAiV8Q
I want the player to walk along a path like in this intro where they can control the head but I control the speed they move at
I already have triggers set up for the voices to play (im going to play it as a radio transmission not a second ai moving with the player)
Basically i have someone briefing the player via custom audio that plays and I want to ensure that the PC doesnt move too fast and trigger additional voices before the first one finishes
@potent crest no crossposting
@mental nexus Alright. Here's an old one: VIP escort. One player gets a vest and pistol, the rest get normal gear and bring him from A to B. Zeus/scenario triggers try to get him.
You can mix it up with all kinds of vehicles. Should be a decent mission.
I actually have a question for the group- Do you think it could be possible (and fun) if we set up a "Where's Waldo" mission? Given a photo, find a specific NPC in a civilian filled Kavala, for instance, with drones but perhaps also a sniper hidden in a building...?
eh here is the thing tho, were a milsim group with a specific theme and setting
normally it wouldnt be a problem but there arnt much of us atm so we cant do proper ops
*shameless self-advertising* check mah musshons? :3
Hehe yes, shamelessly advertising free entertainment. Will work for snacks!
@mental nexus Errr I was pretty sure the American military escorted government VIPs. In small groups. Maybe if you could tell us the theme and setting, we could help better :)
we're a russian motorized unit set in the 1990's
we need like 15 members to run proper missions i made, but atm its just dull ;-;
@tame sage
So, here's a fun one for you guys. I'm trying to up a call to prayer play at 0504, 0609, 1145, 1509, 1736, 1843, 0114. So far, I have this to play the sound itself:
playSound3D ["\Sounds\azan1", player, false, getPos "Loudspeaker1", 1, 1, 5]
How would I set it to play at set times?
probably something like this:
_prayTimes = ["0504", "0609", "1509", ...];
while {true} do {
_date = date;
_time = format [
"%1%2",
(if (_date select 3 < 10) then { "0" } else { "" }) + str (_date select 3),
(if (_date select 4 < 10) then { "0" } else { "" }) + str (_date select 4)
];
if (_time in _prayTimes ) then {
playSound3D [...];
};
sleep 1;
};
I'm sure there are better, more optimized solutions, but this should do the trick
I'll give that a try, thanks!
oh... you might want to change the sleep to 60, otherwise it will start the sound every second (till the minute is over) π
did you fill in the 2 missing spots? @novel bear
Yup.
My next attempted solution
while {true} do {
_timeFormatted = [dayTime, "HH:MM"] call BIS_fnc_timeToString;
if (_timeFormatted in _prayerTimes) then {
playSound3D ["Sounds\prayer.ogg", player, false, getPos speakers, 1, 1, 5]
};
sleep 60;
};```
This is in my serverInit.sqf for reference.
could you check if the script is actually triggering? so instead of playing the sound, simply use a hint or systemchat
since you're running it from your mission, you might need to define the mission root, because Arma isn't that smart when it comes to that...
see this article http://killzonekid.com/arma-scripting-tutorials-mission-root/ (I prefer Edit6)
a friend just told me you can have in game websites in your missions, but I'm not sure where to start, and they don't know
any tips?
(sorry, not sure which category this should be in)
anybody got IDAP showcase mission pbo ?
@karmic glade IDAP you mean?
yes
I don't know what the rules are about official pbo (ebo?) sharing π€·
Isn't just missions_f_orange? Which is extracted automatically when you setup your P drive?
that's also data you should have I think; I presume M1ke doesn't have the Orange DLC, so I honestly don't know the rules/restriction. <@&105621371547045888> could enlighten us maybe?
boink
any game file sharing is a eula violation
B: you are not entitled to:
i. Sell or transfer reproductions of the Program to other parties in any way, nor to rent, lease or license the Program to others
ii. Publish and/or distribute the computer Program or any of its parts
Personally I don't make any fuss about it if you are giving someone files that he already has anyway.
Just sharing anywhere public is big no-no, and sharing DLC files to non-owners obviously is too.
But he owns arma anyway, so just tell him where it is
Yes should be missions_f_orange I assume.
Thanks @sinful rampart
@karmic glade β
already found it, but thank you for "no-no" speech
"no-no" speech?
well... simply sharing pbo's (or their source) is a no-no ;)
helping to find it the legal way is a OK π
Does "using" deleteVehicle for an already deleted object create any issues?
I guess it should give an error/warning, since it can't find the variable you try to delete
Gotcha. Thanks, I'll find a non-repeating solution then ;)
I think it's like deleteVehicle objNull / getDir objNull , it does nothing
deleted object becomes objNull, so it just does nothing.
Hi everyone. Is there a mod or mission that has towed gliders/planes?
I'm pretty sure IFA3 adds them @tame sage
@near dock Thanks! I will bug them on their own Discord π
Oky
hey guys, what's the command to make a AI on your squad switch to their primary weapon and vise verse? I'm trying to make it whenever the squad is stealth they switch to suppressed pistols.
I figured it out. Thanks
Well it only works part way...I'd really like to know what this "stealth" behaviour does. It doesn't make them use suppressed weapons and it doesn't make them not shoot unless they have to.
You can change AI ROE
You can make them hold fire completely, dont fire unless fired upon, fire at will. Etc.
For some reason Box_IND_AmmoVeh_F is not rearming AI in vehicles, only players. is it intended?
its the Vehicle Ammo box
Does anybody know if there's a way to make ambient animations run in multiplayer other than "bis_fnc_ambientanim"? I'm trying to get some of the other animations playing in the background for a set piece I'm designing, and that command has a very limited set of animations that it'll work for
playMove ?
That only seems to work locally
If the argument is local, the effect is global
How so? I'm really new/bad with Arma scripting/editing beyond just placing stuff down and copy-pasting commands from the wiki, so I'm not sure what that means
Like, I've been told that SwitchMove/PlayMove only works in single player, or it only works on a single computer in multiplayer
it's not what the wiki says, but it may be wrong, I don't know that.
Even if it has a local effect, you can still use remoteExec to send it to all machines
So to play, for example, the command "act_executioner_end", it would be this playMove "act_executioner_end" [remoteExec];
Or would it be different?
So I have it backwards, then
[unit, "animationName"] remoteExec ["playMove"];```
**if** the effect is _local_, a.k.a happens only on the machine that executed the command
Thank you. Like I said, I'm really new to this, bad at the syntax, and I'm not sure what to even look up (my google searches came up with no answers that I could understand, which is why I came here)
Sure, take your time and ask your questions
Also, how would I get animations to play out in sequence, possibly on a timer?
Since I'm trying to get the execution scene to play out, I want it to go from the standing loop, transition into the backhand, and then transition into the kill animation, and have matching animations for the target character
This has probably been asked many times before (pardon): For a group mission, I am planning a nighttime paradrop, during a large battle.
How could I show a large battle over most of Altis from the perspective of an overflying plane, with low CPU cost?
I could place a whole lot of modules for CAS, ordance, smoke, and tracers throughout the island. But turning these all on at once would slow things to a crawl. How would I manage this more efficiently, while keeping the view interesting for the passengers?
You could spawn smokeshells, bombs/grenades here and there, and some tracer modules too (or spawn bullets) @tame sage
Is there a standard trigger condition for (de)spawning pre-placed objects, based on the radius of a vehicle (in this case, the plane)?
Nay
@signal coral Appreciate the advice. I left out quite a bit from my original question. My scenario has the pilot taking off from Altis and flying ~10 km to land on a carrier. The "twist" is that the planes engines and fuel will be disabled by missile about halfway through. So it'll be an unplanned drop. Point is they won't get very high, so I think it will be necessary to use @cinder holly 's suggested modules. Thank you for the "moving" tip!
Hi, how can I open the .Ebo extension
@uneven trench you cannot, why ?
How do I open bohemia files with the .ebo extension ?. Are there any programs?

@uneven trench W.H.Y