#arma3_scenario

1 messages Β· Page 42 of 1

cobalt patio
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Anyone have recent experince doing this.

signal coral
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@cobalt patio ALiVE is also a great choice for MILSIM, we use it )

cobalt patio
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Yeah, I am not AGAINST it

signal coral
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we use DRO, Liberation and ALiVE. Lots of fun with all of them

cobalt patio
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But we just removed it.

near dock
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I've got a fair bit of experience with KP lib if thats what you mean @cobalt patio

signal coral
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so what's the issue with DRO? why do you want something different?

cobalt patio
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We where using it for cas, until we got a pilot, now that we have some flyboys we took it out.

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No issue I just wanted something easier to theme to our unit.

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We have a lot of restrictions on loadouts / kits / etc.

near dock
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Customizing KP Lib is definetly easy

cobalt patio
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Use acre, adv medical, all the bells and whistles.

signal coral
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the reason I'm asking is because DRO is very easy to customise and theme to anything

cobalt patio
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Yeah, in that menu.

sinful rampart
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I can recommend liberation, maybe Domination

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Don't know if "new" liberation is playable yet

cobalt patio
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I wish I could do it pre-launch menu.

sinful rampart
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well you can modify the mission pbo

near dock
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The KP lib rewrite is playable as a pre-release but not as a stable version iirc

signal coral
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was KP lib ever stable tough? 😏

sinful rampart
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@signal coral can you send me mission pbo?

signal coral
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give me a sec πŸ˜‰

near dock
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Stable enough that I never really had any issues with it heh @signal coral

signal coral
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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

sinful rampart
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I had tons of issues with it. But I'm a fixy foxy

near dock
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Did you ask for help in the discord Pynth owowhatsthis ?

sinful rampart
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0 references to tracks, and also not to duration.. Do other missions work?

signal coral
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let me do a quick check but should be (tried earlyer today)

near dock
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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

sinful rampart
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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

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Sadly don't have diagnose tools for this kinda stuff

signal coral
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I'll try and remove our radio mod. Stealth sounds sounds like it could be from there

sinful rampart
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Btw "DUI - Squad Radar" is a new and better ShackTac Fireteam hud

signal coral
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how so?

sinful rampart
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Can't see anything in your modlist that hits my feels

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It's just better and cooler πŸ˜„

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Dunno how. It just is

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better performance, better configurability

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Truely open source

near dock
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^

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I support the better and cooler part

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Its also very configurable iirc

signal coral
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client sided?

near dock
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Think so

signal coral
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hum... removed the radio mod and looks like it loads. I'll hop on it and see if it works

sinful rampart
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sounds more like random luck

signal coral
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Where did you get this error from Dedmen?

sinful rampart
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which one

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RPT of guy above maybe

signal coral
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CallExtension

sinful rampart
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yes

signal coral
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Vanilla?

near dock
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Heh definetly not

sinful rampart
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nono

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full rpt is linked above

signal coral
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like 90 mods lol

sinful rampart
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but tons of mods

signal coral
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Oh jeez

sinful rampart
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tho no mods that I'd connect to a "debug_console" extension

signal coral
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May be linked to the radio mod, can't see this line anymore

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Notepad++ find in files

near dock
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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' heh

signal coral
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πŸ˜‚

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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 🀦
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so I load, then get a 2nd loading screen, and now my RPT is pooping this shit out

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❀ you ALiVE

sharp axle
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Do you have the CQC module in place?

signal coral
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CQB? @sharp axle

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yes I do

sharp axle
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Those errors are probably because of that, I always had issues with it, particularly if you set it to "The dominate faction" option.

quaint creek
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anybody have a great and unique mpmission for sale ?

tawny holly
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Make one yourself

signal coral
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how much you pay?

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@quaint creek I'm confused, missions are free. Unless you really want something custom tailored but even then I usualy don't charge much

quaint creek
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OK

signal coral
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@sharp axle removed CQB, still having errors

sharp axle
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Same errors though?

signal coral
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ye

quaint creek
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anybody have a great and unique mpmission for sale ?؟

cobalt patio
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How to get a grid ref

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from eden editor

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without loading the mission

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???

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Am I crazy, I thought you could do this.

signal coral
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wut?

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I'm confused

cobalt patio
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So, if I am in eden.

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How can I get a grid coordinate in the eden editor.

signal coral
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let me double check πŸ™‚

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tbh you might as well just place a unit with a GPS, hop in game really quick and check ^^

cobalt patio
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yeah

wheat hawk
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could some1 help me out with a shop system that im implementing into a mission

signal coral
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shop like altis-life-like?

wheat hawk
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eh kinda

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i need to make a weapon and vic dealer

signal coral
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for what environment?

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because implementing is easy, creating.... that's harder

wheat hawk
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what do u mean environment,sorry im quite new to mission making

signal coral
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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...

wheat hawk
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well basically a merc group stationed on malden and they will get money per mission

signal coral
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so PVE/MILSIM?

wheat hawk
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persistent campaign

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Pve

signal coral
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do you have the script already?

wheat hawk
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well i think

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i found smth online

signal coral
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show me

wheat hawk
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wdym?

signal coral
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the script... send me the link

wheat hawk
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will do

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letme just find it

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thats it there

signal coral
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πŸ˜‚

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that's so easy man πŸ™‚

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I'm sure you can do it yoursef

wheat hawk
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ah sure i wouldnt have a clue

signal coral
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I can help you if you need me to but I'm sure you can figure it out

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it's literaly copy pasting files into your mpmission

wheat hawk
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nah its g i think i got it from here

signal coral
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πŸ‘

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fucking discord autocorrecting my emotes 😦

wheat hawk
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thanks man

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lol

signal coral
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but yea, DM me if needed

wheat hawk
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will do

signal coral
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also check that:

Note#2: Since v2.2, database support has been added that requires further configuration, see Database Wiki

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apparently it has DB support, something to take into account

wheat hawk
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no idea what that is but sur ill find out along the way πŸ‘Œ

signal coral
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database

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basicaly data is stored in a way that ressembles an exel document but on a server

wheat hawk
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ah ok also im fair dopey so could ya tell where to access the mpmissions

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its in users but idk where to find that either

signal coral
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are you on a dedicated server?

wheat hawk
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nah host i havent set up the mission yet

signal coral
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then it's in your root arma 3 folder called 'mpmission'

wheat hawk
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lol all it says is just problem accessin

signal coral
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lol my copy pasting is crap XD

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let me get is again

wheat hawk
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ori nb

wheat hawk
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ill check it out,thanks!

wheat hawk
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@signal coral could u help for a sec?

signal coral
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I'm going to sleep bro, DM me I'll do it tmr

sharp axle
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Has anybody actually utilized AceX hunger system?

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Aside from some stamina restoration, there is little documentation.

signal coral
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can anyone tell me what this is?

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Fault address:  DA8BAFD1 00:DA8BAFD1 Unknown module```
sinful rampart
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@sharp axle what question you have? no eat == trip over your own feet, go unconscious, die

sinful rampart
signal coral
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πŸ‘

gritty quail
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Does anyone know about any winter eastern european map whith a big river in it ?

sharp axle
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@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?

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The reason I'm asking is I messed with before and aside from the tons of food options never felt it effected anything.

sinful rampart
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I never tried, I'd assume long. And I'd also assume you configure all that

sharp axle
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But you do know you in fact die yea?

sinful rampart
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the code says that soooooo

sharp axle
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I'll poke around with it more. Thank you.

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I just didn't want to spend 3 hours integrating it Into my mission and release it doesnt work in the long term

median pivot
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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..

sharp axle
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You probably deleted some stuff from the mission.sqm you shouldn't of had.

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Double check were you deleted the addon, make sure the syntax is right

median pivot
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I was thinking that but I put the deleted addon back where it was.. could it possibly a spacing issue?

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I think I set that correctly

cinder holly
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no, mission.sqm is not sensitive to spaces/linereturns

median pivot
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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

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Anything else I can try?

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can I post it & see if u guys see anything that jumps out?\

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is there a way to make the sqm a link?

cinder holly
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upload it somewhere and post the link here

median pivot
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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

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for reference.. lower right corner is where the Taliban_fighters is located

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4th line up

cinder holly
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oh! you edited a rapified file… yeah. shouldn't

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it's a binarised version, not a text version - only the game should edit it

median pivot
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shit.. am I beyond a fix?

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I'm still learning.. I guess I'm at a point where I know a few things so I got careless

cinder holly
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afaik, beyond hope. you should use git or hope for a better advisor here

median pivot
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Damn, Ok.. thanks boss

cinder holly
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o7

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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)

median pivot
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copy that.. that's gitHub u are referring too?

near dock
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Yep

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GitHub is often times shortened to Git

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Actually could be GitLab aswell, but I dont think so

cinder holly
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…I was referring to the Git software itself πŸ˜‹

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even a local git repository can save lives

near dock
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Git software owowhatsthis ?

cinder holly
near dock
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huh

cinder holly
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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)

near dock
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neat

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explains the hub in github

delicate hinge
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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.

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And yeah, even using it locally can make your life a lot easier.

median pivot
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cool.. thanks.. Iv always see ppl talkin abt it.. just got set up.. hooefully I cabn find someone that van help

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now I gotta learn that

near dock
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I just wish github let me easily make multiple forks of one repo sadtoastboy

delicate hinge
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Why would you need multiple forks when you have branches πŸ˜„

sinful rampart
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If you wanna go quick, I can recommend GitKraken, very easy to use

delicate hinge
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you can always create an organization and fork there.

near dock
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I tried using branches when I wanted to commit some stuff to the icebox branch of Kp Lib and I failed at it sadtoastboy @delicate hinge

sinful rampart
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you can also have a local only repository, you don't have to upload it to somewhere

delicate hinge
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GitKraken is neat but I'm usually trying to teach people console first.

sinful rampart
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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

delicate hinge
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I would say that you need at least to understand concepts of:

  • commits
  • branches
  • merges
  • remotes
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to be able to work with git.

sinful rampart
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yeah, don't need console for that tho

delicate hinge
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yeah you don't.

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let's say you don't need to leart cli for arma. I was talking more in general.

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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 πŸ˜›

sinful rampart
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yeah wouldn't give that to a junior dev

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would tell him "Here's google, get going"

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If he's not gonna learn how to learn, he's a waste anyway

delicate hinge
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yup

sinful rampart
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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

cinder holly
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I quickly learnt to think twice before a git reset --hard…

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let's call it the hard way πŸ‘€ πŸ˜„

sharp inlet
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Is there a way to force an AI to fly a straight line to his next waypoint? Careless is not helping.

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Some kind of pathing disable? (Already tried the disableAI "ALL" to no avail)

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Literally just need him to fly straight 😠

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They keep making useless turns.

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To get to this point 6km N, let's first fly NE for 2km!

hexed crown
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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

gritty quail
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How would i make a script that unlocks a vehicle to the player after a trigger is triggered

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@hexed crown You can use this mod to make a custom faction

cinder holly
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@gritty quail sqf waitUntil { myPlayerHasCarKey }; myCar lock false;

sinful rampart
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^ will never ever possibly work

cinder holly
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ssssssssshhh

scenic shard
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waitUntil? you like living dangerously

weary sinew
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anyone here used MapBuildeR?

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was wondering how can i use the fencer

rocky carbon
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?

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whats that?

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@weary sinew

glacial patrol
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Anyway to make night time not as dark?

weary sinew
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nevermind got it working ty

stable sinew
glacial patrol
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Tried that :/

stable sinew
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What was the issue?

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Outside of that, setting it to a full moon night would make it brighter.

rocky carbon
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change time of the year

stable sinew
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setDate [2018, 7, 27, 7, 0]; // (7:00am Jul 27, 2018 - Full moon @ 11:20 pm)

What I use typically.

rocky carbon
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what terrain

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they are not always in the same locations

glacial patrol
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If you are asking about me its a custom map not finished yet but its 10x10

cinder holly
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type utils 3 in the debug console, you will obtain a fine moon phase tool that will help you picking the date @stable sinew

rocky carbon
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@glacial patrol yes you, are you inhertiting lighting and rest of the terrain config from one of the defualt maps?

glacial patrol
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Yes I was

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I adjusted it a bit and I think I've got it

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Thanks for your help

hexed crown
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@gritty quail Thanks, I see if that works for what I am trying to do!

wooden garnet
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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

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im looking to do a Persian Gulf-type or invasion of Egypt-type beach assault

frosty breach
cinder holly
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@wooden garnet would CUP and its Takistan/Zargabad maps suit you?

small remnant
wooden garnet
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@cinder holly possibly but id need to find that map one more time

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@small remnant that looks nice! Is it up on Steam?

small remnant
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it's small tho 5x5

wooden garnet
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Thats perfect

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Outstanding!

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Tell me the coast is to the north

mossy lava
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Just blame the direction mismatch on Russian GPS jamming.

wooden garnet
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XD

signal coral
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didnt know where to put it sry

cinder holly
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no probz, just next time choose one place. no offense! πŸ‘

marsh rampart
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@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

sharp axle
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Question for you more experienced mission makers.

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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.

upbeat prawn
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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?

quartz yoke
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Maybe you could somehow make a box for riflemen, a box for squad leaders, a box for AT specialists, etc?

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And allow to open arsenal of the associated box only if the player belongs to this class

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Making specific boxes will also be quite realistic πŸ˜„

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@upbeat prawn

upbeat prawn
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That makes sense, I'll try that, thank you!

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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?

quartz yoke
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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

upbeat prawn
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Oh lord, okay. Hopefully there is a script on the web, because I can't do it myself haha πŸ˜›

upbeat prawn
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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.

cinder holly
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Gentlemen, this is a serious time:

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I am out of inspiration for weeks.

mossy lava
spare coral
cinder holly
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@spare coral ? I can't exactly script a M27 πŸ˜„ this is the #arma3_scenario channel, hahaha

spare coral
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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

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Maybe that wasn't even the conversation

cinder holly
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ah, I thought you told me to mod that πŸ˜„

spare coral
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No πŸ˜„

cinder holly
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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

spare coral
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Can I have this script?

But iβ€˜m personally not a fan of separated missions. Why won’t you have one mission with two teams don’t 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

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Having two IFVs and two Tanks are Combined Arms at it best. Coop starts way more simpler then you expect it

cinder holly
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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.

spare coral
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One team have to find chemical weapons and the other team is tasked with destroying the enemy. Good idea

No srsly, that’s 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 don’t 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)

cinder holly
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I mean, it's always fun to lase a target and see it blown to pieces by an airfriend, at least to me

spare coral
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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

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That’s the main reason. The Olympic discipline is creating fun for everyone at the same time for at least 2 hours

cinder holly
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you think "platoon", I think small groups

spare coral
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As a special operation team. It is a bit different. I’m not a huge fan of the special operations thing so I don’t think about them

pulsar harness
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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?

cinder holly
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…the very horrible and easy way to sort this would be to do sqf 0 = if (isServer) then { /* your code */ };

pulsar harness
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ok i will try

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ty

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@cinder holly i tried but it does not work in sp?

cinder holly
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it should if you replaced /* your code */ with your code

pulsar harness
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It did, i screwed something other. Thanks a lot.

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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.

cinder holly
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server-side enableSimulationGlobal yes

pulsar harness
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Can you be more precise i am not that good with scripting arma πŸ˜„

cinder holly
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server-side:

private _myUnits = [unit1, unit2, unit3];
{ _x enableSimulationGlobal false; } forEach _myUnits;
sleep 30;
{ _x enableSimulationGlobal true; } forEach _myUnits;```
pulsar harness
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can i go forEach player?

cinder holly
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depends on your mission, if players disconnect, connect later, etc.

pulsar harness
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can i limit it somehow only for mission stary

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start*

signal coral
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Who can help me setup a ZEUS op

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That I can copy over from Map to map

ornate forge
#

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.

cinder holly
#

is Eddie the robot usable by people not owning the DLC? and do they have "DLC ads"?

near dock
#

Theres 2 different kinds of the robot

#

The one with a shotgun and the one from the contact campaign

cinder holly
#

yes, but I suppose that both share the same restrictions?

near dock
#

I'd assume so

limber blaze
#

is there a relevant performance impact of having lots of weapons, mags, etc. on the ground?

scenic shard
#

define lots? 10 or 20, probably not

limber blaze
#

maybe 200

scenic shard
#

200, yes

#

hehe

limber blaze
#

hmmm...

scenic shard
#

is this in multpplayer?

limber blaze
#

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

scenic shard
#

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

limber blaze
#

doesn't the BIS GC do just that?

scenic shard
#

last time i checked, it didnt clear away weapons and mags

#

mind you, that was some time back

limber blaze
#

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

scenic shard
#

cool. id be interested to know how you get on

limber blaze
#

btw.

#

would it help to also enable dynamic simulation on containers?

#

until they are eventually collected, that is

scenic shard
#

always

limber blaze
#

hmmm... then I guess I'mma do that πŸ™‚

#

thanks for the help so far

scenic shard
#

np

limber blaze
#

also, are there any good resources on optimizing for performance?

#

I know the basics (simple objetcs and such), but not much more

scenic shard
#

there is a biki page devoted to it

#

dont know how up to date it is

limber blaze
#

found it

#

thanks for that as well πŸ™‚

scenic shard
#

its actually a very good page, i wrote one or two bits for it

#

πŸ™‚

cinder holly
#

@scenic shard I don't see you name in the changelooog πŸ‘€ πŸ˜„

scenic shard
#

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

cinder holly
#

no one does Tankie, no one does

#

but me ❀

scenic shard
#

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

signal coral
tawny holly
#

I thought you died Tank.

unique patio
#

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

cinder holly
#

maybe you used some Contact items in the map

unique patio
#

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

cinder holly
#

some items are in Contact (the expansion), some are in Enoch (the "platform update")

unique patio
#

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

cinder holly
#

that IDK, check with the DLC commands

unique patio
#

The.... getObjectDLC command right?

cinder holly
#

something πŸ˜…

unique patio
#

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

cinder holly
#

I'm at work, I can check :^)

scarlet depot
#

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?

uneven wasp
#

Anyone else have trouble with Triggers when it comes to being detected?

scarlet depot
#

can someone pls help me

#

making a map

cinder holly
#

@scarlet depot go to the Steam workshop, find the units, download the mods, use them in the editor

scarlet depot
#

@cinder holly i already have them

cinder holly
#

then next step

scarlet depot
#

yes?

#

tell me more πŸ™‚

cinder holly
#

use them in the editor

scarlet depot
#

yeah but i mean like

#

its hard

#

xd

near dock
#

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)

mossy lava
#

Do the editor tutorial via the graduation cap button on the top right.

scarlet depot
#

omg

#

im not talking about unites bruhh

near dock
#

Unites?

scarlet depot
#

I mean like

#

uhh

#

like syrian arab army vs isis

#

but when i start the map they team together

#

like whutt

mossy lava
#

Are they both red?

scarlet depot
#

yes

near dock
#

Are they the same color?

scarlet depot
#

yup

near dock
#

Switch the side on one of the two sides

scarlet depot
#

how

near dock
#

@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

mossy lava
#

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.

near dock
#

That seems a bit advanced heh

copper hedge
#

There once was a time when rhs came with mp missions. Any Idea how I can find them again?

near dock
#

Do they not show up in the mission select screen anymore?

near dock
#

Hm is there a way to see the full error messages generated by arma when starting a mission locally?

sinful rampart
#

what mean with "full"?

near dock
#

Oh nvm ignore that, I was looking in the wrong place blobcomfy

dire mango
#

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.

near dock
#

Hm is there a good way to quickly get weapons classnames from the arsenal (other than using the loadout export feature)

wooden garnet
#

for anyone familiar with Red Hammer Studios Mk. 19 Grenade Launcher systems, how do you brace them in terms of ARMA mechanics?

near dock
#

furretpeek brace them? @wooden garnet

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

snow palm
#

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 πŸ™‚

near dock
#

I assume you're trying to change over a custom mission? @snow palm

cinder holly
#

@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

snow palm
#

@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 πŸ˜•

stable sinew
#

Put the pbo in the mpmissions folder and then put the name in your server.cfg's mission rotation.

snow palm
#

ah ! great thanks !

fair sonnet
#

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 πŸ‘Œ

cinder holly
#

when you host other missions, or when you host other games @fair sonnet ?

fair sonnet
#

other missions

cinder holly
#

ah ok, then, idk

fair sonnet
#

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―_(ツ)_/Β―

#

Β―_(ツ)_/Β―

quartz yoke
#

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

sharp axle
#

Anybody used ALIVE extensivly? If so, do you know how to remove SITREPS and PATROLREPS?

fair sonnet
#

@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..

quartz yoke
#

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

signal coral
#

@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 don’t 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

fair sonnet
#

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 :/

signal coral
#

No idea what the cause of your trouble so I cannot answer that, but speaking hypothetically, sure, you can always optimise your stuff

fair sonnet
#

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

quartz yoke
#

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 🀷

fair sonnet
#

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

cinder holly
#

remove piece by piece until the issue is solved - in under an hour you should have it

fair sonnet
#

ok i found at least the issue that caused long loading, so that's good lol

gaunt temple
#

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

sharp axle
#

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?

faint whale
#

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?

signal coral
#

Put the house on chernarus, go to steam and disable contact dlc, restart, join your chernarus to find out.

fair sonnet
#

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...

sinful rampart
#

@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?
πŸ€” 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

fair sonnet
#

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.

sinful rampart
#

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

fair sonnet
#

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 🀦

signal coral
#

Place them only where player can see and remove where he can’t

#

Dynamically

grave harness
#

Does anyone know if ALiVE works with F3 Framework? Or do they conflict?

rocky carbon
#

@fair sonnet the problems you are facing are why it's not recommended to do "terrain editing" equivalent stuff in scenarios.

fair sonnet
#

yeah :c i'll see how this solution holds up and go from there. seems to work the best so far though

faint whale
#

@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

signal coral
#

The map is not free, dunno what @sinful rampart told you

faint whale
#

ah but the assets are? I uninstalled contact through steam and livonia was still available in the editor

#

I'm confused now

signal coral
#

You haven’t uninstalled then. You can’t use map if you don’t have dlc

sinful rampart
#

I said the map assets are free

#

they are in enoch

#

never said the map is free ^^

faint whale
#

Ok, I know the map's internal name is enoch so I thought you were talking about that

#

overthinking :S

grave harness
#

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

cinder holly
#

looks like you made your trigger server-only @grave harness

#

also triggers baaad

grave harness
#

i tried both Server Only checked and unchecked

cinder holly
grave harness
#

triggers in general ?

#

we use plenty of triggers in other missions

cinder holly
#

triggers on a dedi

grave harness
#

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

grim hearth
#

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

cinder holly
#

what was the issue?

grim hearth
#

Triggers place via Eden did not work on dedicated servers... Was back in 2016

cinder holly
#

wait, so is this still a thing, or not?

grim hearth
#

Not as far as I know...?

cinder holly
#

oh okay then πŸ˜„

grim hearth
#

Couldn't you just check the biki?

#

πŸ˜‰

signal coral
#

also triggers baaad
Wait, what?

grim hearth
#

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... πŸ˜‰

cinder holly
#

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

grim hearth
#

Oof 😭

#

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 πŸ˜‰

cinder holly
#

well, why don't you ask already 😊

grim hearth
#

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

cinder holly
#

Dwarden can create you an account πŸ˜‰

grim hearth
#

The elite!

cinder holly
#

Join us… we have cookies

grim hearth
#

He doesn't talk to me anymore... I think I've asked about the ARMA 2 EOL patch too often... 😭

#

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...

cinder holly
#

he may be offline at that time yeah

grim hearth
#

Never seen him fully offline. Now I am concerned...

grim hearth
#

He lives @cinder holly All is good with the world...

#

Either that or they rebooted him

cinder holly
#

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

grim hearth
#

I'll add that to the biki πŸ˜‰

cinder holly
#

Dad Jokes are my topic, find yourself one! :p

grim hearth
#

I'm 53 son!

#

Get off my nice new lawn πŸ˜‰

cinder holly
#

I know you're an old fart, hue hue

grim hearth
#

You live in France, hue hue

cinder holly
#

aren't you… British?

grim hearth
#

English mate

cinder holly
#

Mate, that's Australian

grim hearth
#

They stole it from us... like the Ashes

#

But they are just a bunch of convicts... ANZUS Gaming is my counter to your counter...

cinder holly
#

"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 ?)

grim hearth
#

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 πŸ˜‰ 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)

cinder holly
#

"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.

grim hearth
#

Yep

arctic oasis
#

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!

halcyon spindle
#

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 ?

signal coral
#

2D? Woah. Place unit far away first then move closer after or place, select blue line, press delete

main ravine
#

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?

near dock
#

Is that a plane engine failure? @main ravine

main ravine
#

yeah

near dock
#

Because of it for cars the "Oh my god! We're gonna die!" one seems abit exeggerated heh

main ravine
#

indeed πŸ˜„

near dock
#

"Well that didnt sounds good" could be interesting

cinder holly
#

OH SHI–

mossy lava
#

how many parachutes do we have again?

cinder holly
#

I wanna liiive!

I want to get out!!

main ravine
#

@cinder holly I'm gonna go with "I want to get out now!"

cinder holly
#

for 5 000$ John!

main ravine
#

maybe "Uhm. I'll just get out here."

cinder holly
#

some panic moment can give stupid reactions
such as "open the door, I'm out NOW!!"

robust meteor
#

Hey, would anyone be willing to help me get my headless client working?

cinder holly
#

have you checked the biki page about HC @robust meteor ?

main ravine
#

yeah I like that, "Open the door! I'm gettin' outta here!"

#

that's like 8-- more than enough-- thanks!

near dock
cinder holly
#

πŸ‘

#

have fun killing AIs!

main ravine
#

@near dock "Well that didnt sounds good" could be interesting-- that's what the PC says

robust meteor
#

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.

near dock
#

heh_r Sounds about right wogz

cinder holly
#

@robust meteor be sure to make a vanilla example mission work before throwing in a full-scale modded mission though

main ravine
#

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!

boreal void
#

Is there a way to curve arrow with fnc_drawArrow?

#

or make something similar

signal coral
#

no but you can make one with drawtriangle

scenic shard
#

_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 πŸ™‚

main ravine
#

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
cinder holly
#

there are DLC commands on the wiki @main ravine

#

like "get object's DLC" or something (on mobile rn)

main ravine
#

@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

wooden garnet
#

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

signal coral
#

Set trigger activation for group

sterile bane
#

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?

short ether
#

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

little bay
#

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 ?

distant venture
#

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".

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(The issue seems to only appear in this one mission)

cinder holly
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some units may still depend on KAWeapons?

distant venture
#

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

cinder holly
#

not especially, no

look at normal units, their equipment is not listed if it is the class's default

distant venture
#

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?

cinder holly
#

a script maybe?

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oh wait, not on loading the mission in Eden

distant venture
#

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).

cinder holly
#

well, it's something somewhere Β―_(ツ)_/Β―

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now: can you load only the mission.sqm without anything else?

distant venture
#

if you mean without init.sqf and scripts and such, yes - still the same error. If you mean without mods, no because of dependencies.

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So I'm sure something is with the darn mission.sqm, I just find it funny that I can't find anything in there.

cinder holly
#

if there is no mention of the magazine itself, then it's in a unit's default loadout, 100% I'd say

distant venture
#

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)

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. . . I think I found it. That one mod that I appearantly forgot to update @.@ Sorry for bothering >.<

cinder holly
#

No prob, it happens ^^

distant venture
#

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.

cinder holly
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as long as it is sorted out and it doesn't happen every other day, hehehe

ocean void
#

even Rhino MGS is not available

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how do i solve this?

cinder holly
ocean void
#

ahh sorry wrong channel

echo imp
#

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.

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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.

cinder holly
#

any mods?

echo imp
#

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.

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And I lied. Scripted areas of 12meters radius also look crap.

mossy lava
#

What's a good way for collaborators to leave notes in-sqm, as it were? Text in Empty markers?

cinder holly
#

there is an Eden "Comment" object

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in the layers or something

stable sinew
cinder holly
#

@mossy lava ☝

mossy lava
#

Oh sick

wooden garnet
#

@signal coral triggers in group?

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Or do you mean triggers enabled only for specific groups?

sterile bane
#

Is there a trick to get AI to surrender/captive with ACE, anyone know? Do I have to script an addaction in their init?

signal coral
valid mango
#

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;

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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?

signal coral
#

Does anyone know how to set up respawn tickets per player? Or does anyone have a link to anything concrete.

wooden garnet
#

You could probably sync a soldier the same way you synca vehicle @signal coral

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Thanks @signal coral ill see what i can do

sand sable
#

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

signal coral
#

How to make a character unkillable?

cinder holly
#

unit allowDamage false @signal coral

signal coral
#

ok

hollow jungle
#

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?

near dock
#

Have you tried setting the settings by setting the addon options ingame on the server? @hollow jungle

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

near dock
#

Nop, if you're logged in as an admin you can change the servers settings ingame

#

You can also import/export settings

hollow jungle
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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

near dock
#

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

hollow jungle
#

What does the import/export relate to? I don't think I've seen this.

near dock
#

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

signal coral
#

Does anyone can give all scripts? if you can please contact me.

near dock
#

Give all scripts? @signal coral

grim hearth
#

All your script are belong to us!

cinder holly
#

the car script amongst others πŸ‘€

signal coral
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Can I has all script?

cinder holly
#

that might be the situation here ☝

@signal coral , care to elaborate?

signal coral
#

@cinder holly sure

cinder holly
#

. . . πŸ‘

signal coral
#

@cinder holly thank you

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With the support of helping me

sinful rampart
#

Wow Lou, you're a natural at this

cinder holly
#

Reading through the calls for help lines you mean?

sinful rampart
#

no, actually helping people

jolly nest
#

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?

sinful rampart
#

waypoints are always attached to a unit/group

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it means linked to a target, a target to destroy

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its not that slow that it really matters

jolly nest
#

Well that line is spammed into the RPT several dozon times a second

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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];
        };```
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Should I just put an waypointAttachObject in the else as well?

sinful rampart
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maybe attach first, before setting type

jolly nest
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I'll try that, thanks

silver girder
#

is it possible to make blufor shoot at blufor? maybe by giving teamkiller status to AI

cinder holly
#

each to their own @silver girder ?

signal coral
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try killing few AIs on the same side, that will certainly give you the answer

silver girder
#

yeah but I was looking for something like, you activate a trigger and every Blufor AI shoots at every blufor AI

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@signal coral @cinder holly

cinder holly
#
west setFriend [west, 0];```
or if it's just for a bunch of guys, `addRating`
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@silver girder

silver girder
#

thanks I'll check it out

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works flawlessly @cinder holly thanks

novel bear
#

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?

cinder holly
#

Using imageToPaa or Tex2Viewer?

sinful rampart
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"The checklist" which checklist?
Are they correct dimensions?

night trail
#

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.

stable sinew
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@novel bear Make sure the dimensions are a power of 2.

novel bear
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ImagetoPaa, set to 8bit, sized to 256x256 px.

fair sonnet
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Is there a way to disable some of the Dismiss waypoint's behaviour (sitting, specifically)?

dusky lodge
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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

spare coral
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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 don’t thing so. If not you need to initialize the leaflet action yourself. addPlayerDiaryRecord would add something to the diary.

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@dusky lodge im just on the phone but I hope that will help you

near dock
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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

dusky lodge
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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.

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@near dock

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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

dusky lodge
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Nobody got an idea?

cinder holly
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addPlayerDiaryRecord
and remoteExec

cinder holly
#

noice

dusky lodge
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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?

cinder holly
#

one of the three examples

dusky lodge
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Yeah sure. Sorry I wrote a bit complicated.

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@cinder holly

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Do you know the difference?

cinder holly
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not more than what the biki says

dusky lodge
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Ok thanks. I will try that later

signal coral
#

is it normal for AI to complete a faraway waypoint when you teamswitch?

gritty quail
#

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

cinder holly
#

none I know

signal coral
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pvp diving mission
not the best feature Arma 3 is known for

cinder holly
#

his choice tho

near dock
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And could actually work with players

cinder holly
#

I imagine the best strategy being to spray&pray and to swim away from the weapon's short range πŸ˜„

mossy lava
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Bind a custom action to Vault that removes dive goggles from target if close enough =D

cinder holly
#

ow yasss πŸ˜„ love the idea hahahahahaha

near dock
#

psst no crossposting plox blep @lunar drum

charred meteor
#

Hey all is there a code I can use that spins an object around on the spot

cinder holly
#

yes

charred meteor
#

can someone point me in that direction for my use

cinder holly
charred meteor
#

is there a way to use this to make it spin

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constantly

signal coral
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sure make a loop and change dir on every iteration

austere nimbus
#

The derserted distance for the vehicle respawn module only works once, any ideas?

dusky lodge
#

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???

cinder holly
#

afaik, no

#

but some objects can be used even if they have DLC icons

late breach
#

calls thunder strike on @left falcon

dusky lodge
#

@cinder holly
As always you helped me 1000%. Thanks man!!!

frosty pilot
#

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.

austere nimbus
#

That is really awkward, never saw that before.

mossy lava
#

What mods are you running? "big friendly message" doesn't sound vanilla.

frosty pilot
#

CBA - ACE - Achilles

#
  • a couple extra terrains and armies
late breach
#

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

frosty pilot
#

It's a popup like you'd get for a task added. I'll screenshot it if it does it again

frosty pilot
#

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.

late breach
#

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

signal coral
#

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

main ravine
dusky lodge
#

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?

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And what's the meaning of the 1000 and the 1? Got the kine from the inet

sand lily
#

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?

covert stump
#

wonder if thats actual gameplay or video edition

stable sinew
dusky lodge
#

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

cinder holly
dusky lodge
#

@cinder holly
Found the page but didn't find the explanation im the line. Thanks

frosty pilot
#

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.

stable aurora
#

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...
scenic shard
#

evening fellas πŸ™‚

near dock
#

Hello

scenic shard
#

πŸ™‚

signal coral
#

If anyone knows how to get AI to engage long range (think 700m or so) pls let me know

cinder holly
#

reveal and long distance weapons

charred meteor
#

hey yall back again, quick q does anyone know how to get the apex style scenario name text to pop up via a trigger

west silo
#

What name text you mean?

charred meteor
#

the one that pops up on the right of the screen on mission start or the one zueses can put down

frosty pilot
#

You gotta screenshot it my dude.

cinder holly
#

it's ya'll

charred meteor
#

I would if this chat allowed screenshot

west silo
#

Also check out "See Also" at the bottom of the page. There are several functions which can do that.

charred meteor
#

ty

pale charm
#

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!

cinder holly
#

position player, executed on a dedicated server, is [0,0,0] as player doesn't exist

pale charm
#

ahhh

#

ofc

#

thank you @cinder holly

frosty pilot
#

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.

pale charm
#

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?

frosty pilot
#

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

arctic oasis
#

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.

cinder holly
#

createVehicleLocal?

arctic oasis
#

Negative. I am using pre-placed vehicles in 3Den.

#

Figured it out. Server was using parameters AutoInit and Persistence.

sturdy fulcrum
#

is there any reason to offer missions/campaigns as SP, vs as hosted/MP even when played alone?
the latter would allow mission parameters

late breach
#

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.

sturdy fulcrum
#

with hosted server you can have a campaign structure too, no? (plus saves)

pallid hazel
#

Is there anyone that would like to help me play test a Operation I have been working on

pallid hazel
#

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

pallid hazel
#

UPDATE 1: I found our what Port fowarding is, now investigating\

sinful rampart
#

no entry 'bin config.bin/cfgpatches.a3_data_f_mod_loadorder
Remove the ADR-79 (or 97?) mod from the workshop. @pallid hazel

pallid hazel
#

Thx

hollow jungle
#

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?

near dock
#

@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

hollow jungle
#

@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

near dock
#

Are you hosting as SP or MP?

hollow jungle
#

MP on DS

near dock
#

Then you should see the parameters in the lobby

#

(ingame)

#

If the mission has any parameters set up that is

hollow jungle
#

As in role selection?

near dock
#

Yep

#

The lobby that you select the roles in

hollow jungle
#

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?

near dock
#

Eeeh I'd avoid it

hollow jungle
#

Thanks a bunch!

balmy gust
#

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

late breach
grim hearth
#

For an Afghan type terrain, I do like Lythium... but nothing really beats Takistan 🀷

balmy gust
#

@late breach That first map is awesome! I'll definitely be using it for my campaign. Thanks so much!

sturdy fulcrum
#

setCaptive seems not fully reliable - when you get close AI tends to fire you regardless
what is the best way to handle it - disableAI?

cinder holly
#

AI shouldn't shoot? πŸ€”

sinful rampart
#

shouldn't shoot at captives. I don't think I ever had that happen

cinder holly
#

@sturdy fulcrum Vanilla? Repro?

sturdy fulcrum
#

not vanilla, repro yes - but kinda pointless as it wouldnt be fixed anyway
i am looking for alternatives

cinder holly
#

if not vanilla, it is not pointless as you could identify the mod that bothers

sturdy fulcrum
#

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

cinder holly
#

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

sturdy fulcrum
#

disableAI should work, or removal of ammo i think

cinder holly
#

if you like your AI to lie down and take cover πŸ˜„

sturdy fulcrum
#

i guess changing player side may be another option

sturdy fulcrum
#

this is SP

cinder holly
#

modmodmodmodmod

tardy hill
#

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?

cinder holly
#

I am afraid this is a very wide description, but maybe someone knows!

tardy hill
#

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.

arctic oasis
#

@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.

tardy hill
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Interesting. I was guessing I had to just remake the mission myself xD
Thanks for the help brother!

arctic oasis
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No problem.

uneven wasp
#

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).

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Never mind, found it, Cover Map module is what I was looking for.

hollow jungle
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@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.

near dock
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If the mission has parameters there'd be a small 'Parameters' button in the top right

hollow jungle
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Ok I might not even have set that. In the case no parameters?

near dock
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If there isnt a parameter button the mission doesnt have parameters

hollow jungle
#

I understand. In the context of disabling bohemia medical, is there an alternative?

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I guess as in when creating the template? I just haven't even seen this setting before

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Its a very basic template. No description file, just sqm

rocky carbon
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@hollow jungle what do you mean by disabling bohemia medical?

near dock
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@rocky carbon The BI revive system

tame sage
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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?

cinder holly
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I believe if they are already in the vehicle they won't be moved

tame sage
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@cinder holly True. But in this case I keep the units floating outside the helo πŸ™‚

signal coral
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I keep the units floating outside the helo
not possibru

cinder holly
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init field

tame sage
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@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?

signal coral
tame sage
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@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...

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Should I post this in the "Scripting" channel?

buoyant vault
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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?

mental nexus
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Does anyone have any ideas for medium to long milsim missions for a group of 4 - 6 players?

tame sage
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@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?

potent crest
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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

signal coral
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@potent crest no crossposting

mental nexus
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im looking for mission ideas, missions

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sry

tame sage
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@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.

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You can mix it up with all kinds of vehicles. Should be a decent mission.

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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...?

mental nexus
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eh here is the thing tho, were a milsim group with a specific theme and setting

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normally it wouldnt be a problem but there arnt much of us atm so we cant do proper ops

cinder holly
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*shameless self-advertising* check mah musshons? :3

tame sage
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Hehe yes, shamelessly advertising free entertainment. Will work for snacks!

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@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 :)

mental nexus
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we're a russian motorized unit set in the 1990's

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we need like 15 members to run proper missions i made, but atm its just dull ;-;

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@tame sage

novel bear
#

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?

late breach
#

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;
};
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I'm sure there are better, more optimized solutions, but this should do the trick

novel bear
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I'll give that a try, thanks!

late breach
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oh... you might want to change the sleep to 60, otherwise it will start the sound every second (till the minute is over) πŸ˜‰

novel bear
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Seemingly no love there.

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I'm getting Error: Generic error in expression.

near dock
#

foxblep did you fill in the 2 missing spots? @novel bear

novel bear
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Yup.

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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;
};```
novel bear
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This is in my serverInit.sqf for reference.

late breach
#

could you check if the script is actually triggering? so instead of playing the sound, simply use a hint or systemchat

broken tendon
#

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

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any tips?

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(sorry, not sure which category this should be in)

karmic glade
#

anybody got IDAP showcase mission pbo ?

cinder holly
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@karmic glade IDAP you mean?

karmic glade
#

yes

cinder holly
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I don't know what the rules are about official pbo (ebo?) sharing 🀷

late breach
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Isn't just missions_f_orange? Which is extracted automatically when you setup your P drive?

cinder holly
#

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?

sinful rampart
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boink

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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.

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But he owns arma anyway, so just tell him where it is
Yes should be missions_f_orange I assume.

cinder holly
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Thanks @sinful rampart
@karmic glade ☝

karmic glade
#

already found it, but thank you for "no-no" speech

cinder holly
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"no-no" speech?

late breach
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well... simply sharing pbo's (or their source) is a no-no ;)
helping to find it the legal way is a OK πŸ˜‰

quartz shoal
#

Does "using" deleteVehicle for an already deleted object create any issues?

late breach
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I guess it should give an error/warning, since it can't find the variable you try to delete

quartz shoal
#

Gotcha. Thanks, I'll find a non-repeating solution then ;)

cinder holly
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I think it's like deleteVehicle objNull / getDir objNull , it does nothing

delicate hinge
#

deleted object becomes objNull, so it just does nothing.

tame sage
#

Hi everyone. Is there a mod or mission that has towed gliders/planes?

near dock
#

I'm pretty sure IFA3 adds them @tame sage

tame sage
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@near dock Thanks! I will bug them on their own Discord πŸ™‚

near dock
#

Oky

dapper lotus
#

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.

dapper lotus
#

I figured it out. Thanks

dapper lotus
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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.

tawny holly
#

You can change AI ROE

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You can make them hold fire completely, dont fire unless fired upon, fire at will. Etc.

austere nimbus
#

For some reason Box_IND_AmmoVeh_F is not rearming AI in vehicles, only players. is it intended?

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its the Vehicle Ammo box

balmy verge
#

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

cinder holly
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playMove ?

balmy verge
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That only seems to work locally

cinder holly
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If the argument is local, the effect is global

balmy verge
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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

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Like, I've been told that SwitchMove/PlayMove only works in single player, or it only works on a single computer in multiplayer

cinder holly
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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

balmy verge
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So to play, for example, the command "act_executioner_end", it would be this playMove "act_executioner_end" [remoteExec];

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Or would it be different?

cinder holly
balmy verge
#

So I have it backwards, then

cinder holly
#
[unit, "animationName"] remoteExec ["playMove"];```

**if** the effect is _local_, a.k.a happens only on the machine that executed the command
balmy verge
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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)

cinder holly
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Sure, take your time and ask your questions

balmy verge
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Also, how would I get animations to play out in sequence, possibly on a timer?

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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

tame sage
#

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?

cinder holly
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You could spawn smokeshells, bombs/grenades here and there, and some tracer modules too (or spawn bullets) @tame sage

tame sage
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Is there a standard trigger condition for (de)spawning pre-placed objects, based on the radius of a vehicle (in this case, the plane)?

cinder holly
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Nay

tame sage
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@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!

uneven trench
#

Hi, how can I open the .Ebo extension

cinder holly
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@uneven trench you cannot, why ?

uneven trench
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How do I open bohemia files with the .ebo extension ?. Are there any programs?

near dock
cinder holly
#

@uneven trench W.H.Y