#arma3_scenario
1 messages · Page 43 of 1
@uneven trench you can't.
for some reasons the task system I've set works just fine in SP but task do not complete in MP
I've always done it but lately it stopped working
am I missing an extra step?
correction
it only doesn't work on dedicated servers
is your code dedi friendly?
@cinder holly my code?
I'm using modules and triggers which I know often isnt the best for multiplayer
but I've seen the same procedure work
Hello guys, im having trouble with one MP scenario ai created, when i upload it it kicks me out and shows "maximum number os players reached". and kicks me out. Ive got the description file already set to the max players the server allows, wich is 14, so i dont know why that is happening, any idea?
did you set up playable slots?
yes
only palyable, the purple ones
14 of them
ive had this issue several times, may it be because something may be wrong with the respawn?
@viral briar dedicated?
can anyone help me with vehicle respawn module? i tried different setting and it still does not work, where did i go wrong?
i have synced all of the vehicles and i doesn't even respawn at all
is there a limit on number of vehicles that can by synced to the module?
I have a questions, I build a training map (with mods) and now Noone can't access the vanilla arty comp only the ace one, is there some secret setting to change that?
Have you checked the ace addon settings?
@ocean void if you are on later I can try to help you
I did but didn't find any related to arty, might just not have seen it, is there any? Oh and the ace settings are server-side
@night stratus i solve it by using a script made by someone else instead. it is easier.
i think by using ace it would override the vanilla arty comp
im not sure thou
I just had a look and there is only a option for Mk6 Mortar :/
yes, ace only provide options for that
I don't wanna spam but I'm hitting a brick wall at this point
is there really no way to make task modules work in dedicated servers?
why is it so hard just to make an AI walk forward?
@dapper lotus there is a bis fnc that does that, just playing the walking/running/sprinting animation in a loop
@silver girder it should work, but IDK if they changed anything recently
my process is
place an assigned task
then place a "set task state"
place a trigger
tried to both tick and untick the "server only option"
specify the conditions
sync the trigger to the "set thask state" and sync the "set task state" with the task module
it works flawlessly in self hosted but on dedicated servers task do not get completed
@cinder holly
What is the condition in your trigger?
Got it to work. I spent 2 hours on making 8 "soldiers" walk out of an airplane at night and do a halo jump in less than 20 seconds. Why????
Because they walk slowly… or because airplanes are not AI walkable surface…!
@cinder holly Ive tried with different condition but the current one is Blufor not present
Yep this should work fine indeed
yet it doesnt
it works perfectly in self hosted but not dedicated servers
I've seen people do the exact same process and I've done it myself in the past
but now
noppity nope
can I send you a simple vanilla sample to see if Im doing some steps wrong?
I am on mobile rn =/
same, Im at an hospital rn
would it be ok if I'd send it some time later?
Funny thing, I was in a hospital too 😄
Sure, just strip it to the bare minimum
@ocean void so it seems like something, maybe a script is overwriting my MCC settings
Does a VVS do that?
@cinder holly The airplane is standing still high in the air, but when you're inside it feels like it's flying forward.
@dapper lotus I tried to set up a static c130 HALO jump earlier this week for a coop insertion. Spent 6 hours making it work. Worked fine in SP and MP. Refused to work when I tested on dedi 😭 kept spawning as a seagull with ‘remote connection not found’ message (or similar).
It hurts
Hi everyone.
Got a problem with two zeus slots. I put down a virtual entity and it works as it should. But the second virtual e. won't work. Does anyone got a solution how I can put up two zeus? Thanks
Place the two gamelogics and assign them two unique variable names, then place two game master modules and put each variable name in the Owner field of each game master module. @dusky lodge
@night stratus not sure, i have never use VVS and MCC.
@azure wraith
I think I tried that before and it didn't work but I'll try that later. Thanks for now
Looking for a American Militia faction for a mission I'm building, anyone have any leads on anything that could work?
Check out the Project Opfor Private Military Company faction @hearty nexus
@hearty nexus If you use CUP and not RHS, Community Factions Project has Western Ultranationalists.
Oh really?
this probably a really basic question but im having trouble getting custom loadouts for players to work in a mission, when a player spawns they spawn with the original kit that the unit had, tried with rhs units and vanilla units, tried disabling gear randomisation, tried loading gear from INIT script, only thing that has worked so far is creating them as a seperate unit in the orbat editor
@timid rover what is your method you are trying that isnt working
Currently tried spawning in a unit, giving it a loadout via arsenal, when the unit is the only one playable the loadout seems to work although when I go over more than 1 playable unit peoples kit gets reset to the units default loadout
use bis_fnc_loadInventory
u can predefine loadouts via description.ext
example in description.ext
class CfgRespawnInventory
{
class RIFE
{
displayName = "Standard Issue";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
weapons[] = {
"arifle_MX_F"
};
magazines[] = {
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag"
};
items[] = {
"FirstAidKit",
"FirstAidKit"
};
linkedItems[] = {
"ItemMap",
"ItemCompass",
"ItemWatch",
"V_PlateCarrierIAGL_dgtl",
"G_Combat",
"H_HelmetB_plain_mcamo"
};
uniformClass = "U_I_CombatUniform";
backpack = "B_AssaultPack_blk";
};
};
& to call
_cfg = missionconfigfile >> "cfgrespawninventory" >> "RIFE";
[player,_cfg] call bis_fnc_loadInventory;
alternatively use BIS_fnc_saveInventory
- there are many more ways but this is some easier ones to get u goin
Would I just put this in the Eden editor and execute?
you would want to call that on respawn so via a respawn event handler
you can call it on player connection also via initPlayerLocal
What's a good deep forrest styled map, I'm doing ODST and we just finished a theme in a desert. So I'm going to try to do the opposite. Can't do Chernarus, though.
Nevermind, found a few.
been using the hide terrain object thingy but having the issue were i put vehicles down and they get blown up by what ever building or tree was there before. Any easy way around this?
Has anyone had an issue with the hide terrain objects module, where when reloading your mission the editor the objects you intended to hide are visible again?
@stable briar try to start the map in MP, It will then firstly remove the buildings and then place the cars
Every time I try make a mission file with X Cam it says this... I’ve done what it says to do. Any ideas? https://gyazo.com/87d78a545110e78d5d392a138b9e1c1d
or maybe battleye is blocking it
@sinful rampart you talking to me?
Is there a way to stop Battleye from blocking it
maybe only have 32bit dll while running 64bit arma
check battleye log in arma launcher
itll tell if battleye is blocking it
and check your RPT, itll tell if the file was not found
Ok thanks
@sinful rampart ok when I tried launch the mods @inidbi and @x-cam v1.21 it said that x cam was 32bit and indibi was 64 bit and it said they wouldn’t work together. I clicked launch anyway cause I thought it wasn’t gonna effect making a mission file. I don’t know how to make both of them 32bit or 64bit. Any ideas?
Ok
I only got this message after updating Arma 3. Isn’t there a code or something like that which downgrades your Arma in steam in your game properties? @sinful rampart
Do you know the code?
Ok thanks
maybe just don't use xcam and use objectplacement
I have a mission making issue. Players slow down every mission to really unbearable slow crawling pace by being overly cautious and just eliminate the enemy little by little, while my intent is to get the feeling of large scale war.
Mission design tips highly appreciated.
A tank is coming to their position :p
Is there a way to hideobject and still allow it move around?
hideObject? 😄
HideObject is freezing whole unit
I want to attach Raven into Arma UAV and add explosives to it
Raven isn't a thing in editor so I'm having issues with it
(I might try to name backpack and add explosives to it tho)
no i can't
I just want to allow invisible vehicle to move
If it's something you can fully re-texture, just make it invisible.
almost worked
rotor is still in place :P
OH
I might have something
Pchela from RHS doesn't look that bad
is there any benefit of HC over direct control of units as GL?
More frames for the group leader, but less responsive AI in return I'd guess.
set waypoint activation between two waypoints doesn't sync them any more, it seems to serve no purpose
It works 1 on 1. If you want to sync more than 2 groups use the trigger or condition and semaphore variable.
is there a way to check if fireplace/barrel is on fire on not ?
https://community.bistudio.com/wiki/inflamed @karmic glade
Hi guys.
Forgive me if it seems a lazy question: can anyone recommend a scenario (vanilla or workshop) that is a good stress test for a dedicated server? In terms of AI, objects, and Physx simulation.
*(I am crossposting this on the advice of previous forum)
Alright so I'm running an Altis life server and basically all the channels are disabled but when people are in a gang they can hear eachother through the groupchat VON?
disableChannels[] = {
{0, true, true},
{1, true, true},
{2, true, true},
{3, true, true},
{4, true, true},
{5, true, true},
{6, true, true},
{7, true, true},
{8, true, true},
{9, true, true}
};
Even this is in my description.ext
what rule did i break?
crossposting @tulip swan
oh i posted here as a guy said this was the right place my bad
So, this may be an odd question, but how long is too long for a mission? I like to make long campaigns or just interlocked missions, but I haven't published anything, I understand people don't have hours to play Arma, and so what would be a good way to make a long campaign without making it too easy for players? Thank you 🙂
My average mission time is 3-4 hours
thanks, ill keep that in mind
well usually kinda slow paced near the begining and made usually for around 10-15 people
I love the editor, just don't know what exactly people will actually play
I prefer shorter missions with around 2 hours of playtime
Does anyone know of a way to make a trigger area / point that plays a pre-set TFAR channel?
Or is it only pre-recorded sound-bites?
"plays a pre-set TFAR channel" ? explain
@woeful magnet do you mean play a radio like sound or change the players TFAR channel?
As in broadcast that channel
So if, say, 70 is the pilot comms, its broadcasting what they say
@night stratus
So for instance, you would want maybe a radio on a table playing radio chatter from TFAR in real time?
Yeah
So if you are a pilot down and rearming your littlebird, you can hear the other littlebird and the apache talking to each other.
You can record some audio using TFR and OBS or some other software and then stream it as audio into the mission, However I’m not aware of any way to do it in real time.
In TFAR 1.0 you can place a static radio on a table, set it to a frequency, and enable speakers
I would do that record thing too, since it's easier imo
@sinful rampart where is that module / item to set?
@woeful magnet i think Ded means a radio prop (in prop tab)
Then how is it set to a frequency? Can that be done from EDEN editor?
I suppose by module, maybe the "set frequency" one
Anyone able to give me a hand in my life server?
@zinc estuary #creators_recruiting
can most lifers be called creators though…
Most lifers believe in a creator
@woeful magnet place down radio in 3DEN, and double click it I think the settings should be there.
There are no modules anymore
Yeah I found it. That simplifies things.
Does anyone know about any mods that allows spawning of fortifactions as a foot soldier on a bigger scale then ACEX so for example tall walls buildings trenches bridges and that kinda stuff ?
Every mod has some sort of limitations. Consider a limited Zeus module: editable area 10 m radius around player, only fortification props available.
Yeah but like for players to be able to spawn it not someone who has zeus perms
Hi everyone.
I would like to remove a previously created waypoint using BIS_fnc_removeRespawnPosition . How do I find the ID of my existing respawn positions? (They were created using BIS_fnc_addRespawnPosition )
@mental nexus I have a present for you! A book on Russian operations in Afghanistan during the 90's. Describes operations, what happened, went wrong, et cetera. Maybe good for inspiration?
https://drive.google.com/drive/folders/12-C6seLdT30XsDDP1fbhXMoClkiXLExt
Previous message: nevermind everyone. Just learned that you can name the respawn point object with " <objectname> = [] BIS_fnc_addRespawnPosition ; " . BIS_fnc_removeRespawnPosition accepts objects as argument..
What are you finding difficult?
this disableAI "all"; [_this] spawn {
sleep 5; _this switchMove "AmovPercMwlkSnonWnonDf"; };
I want to put an animation in the init of the AI with a sleep
It should be this because it's large horde
error undefined variable in expression: this when doing [] spawn {
sleep 5; this switchMove "AmovPercMwlkSnonWnonDf"; };
Maybe wait Until or smth like that?
What do you mean?
@fallow moth the error is saying what is wrong. this is not defined inside the spawn use ```sqf
this disableAI "all";
[this] spawn {
sleep 5;
(_this select 0) switchMove "AmovPercMwlkSnonWnonDf";
};
and use these ``` at start and and for your code next time
ty
you know you don't need to pass an array to spawn?
you can also pass "this", and get rid of the "select 0"
yes also possible
Im looking to create a training field for my ww2 unit but the things I came up with are low quality and I think it could be done a lot better.
If anyone has any experience would you mind dm'ing me and we'll talk about it a little?
does anyone have any interesting modules i can addto the editor/zeus? i already have MCC, 3den enhanced, AIO_SPPack, ALiVE, Ares, BABE_Raptors, CBA, Jurassic Arma, MGI Advanced modules, Ravage, Zeus Enhanced.
Im hoping for addon suggestions that are stable with ALiVE
instead of Ares, use Achilles
ohhhhhh!
Instead of Achilles, use ZEN (Zeus Enhancements)
instead of Arma, use Call o… wait nevermind
Relative noob here, so forgive me if I'm asking a stupid question or getting in over my head. I'm planning a very silly funop that involves a gokart race with OPFOR spawned into the course with GLs. I'd like to make the drivers invincible and switch their factions (but only when they're on the track), so that I can control OPFOR aggression, and that if their go-karts get blown up, they have to run back to the Vic spawn point / starting line to pick up a new go-kart.
Is the best way to set up a trigger scripted to change faction and inject invulnerability to each player as they enter, and how would I remove it?
I already plan to set the OPFOR as 'never fire' and then have a trigger that sets them to open fire as the go karts start moving, so I could conceivably combine the two.
Edit - continued research has shown me that I can use ' _allowdamage false' for the invulnerability, though I'm still figuring out how to target each player passing the trigger, and I'm not sure if that's the best solution for both damage and faction.
How to make ai plane go full throtle and stay full throtle?
@fallow moth if you're talking about throttle to idle when in menu, that's a "feature"
@silver girder sorry for the incredibly late reply. Make sure you give each task a unique taskID. ‘Task1’ ect would do it.
has anyone here been able to use the contact radio stuff in their missions?
@signal coral
after countless trials I ended up solving it
thanks anyway
I hate to ask this question but I've spent hours today failing at google fu trying to find "Helicopter time trial tutorial" and other such stuff.
I want to make a helicopter race for me and my friends in multiplayer that works something like the single player time trials in single player but for the life of me and I can't even figure out how to make the floating rings. I feel like an idiot... but can someone point me towards a tutorial or at least a wiki explaining what modules/triggers/whatever I should be looking at?
@late wigeon it's an object, under "Helpers" I think
@cinder holly oh dang thanks! Now I just need to figure out how these check points work
Evening everyone. Setting up a tutorial bit in a multiplayer misison where each player that steps into a (respawning) helicopter gets the same tutorial hint when they enter for the first time.
What kind of trigger condition do I set up for a trigger so it fires once per player ?
Alright. I've solved that for now(!). The Zeus 4+1 bootcamp triggers use this for the condition:
this && { !isDedicated } && { vehicle player in thisList }
(for future reference)
(obviously you can leave out " vehicle " if your player is on foot)
Total noob here. Is it possible to load a .ogg from an external mod for a mission, i.e. having a radio in mission point to an external file. Or do I have to package those sounds within the mission's pbo? First time doing something like this so I'm clueless.
You should be able to use .ogg files from other mods as long as it has a valid CfgMusic/CfgSounds/CfgSFX entry.
Or, when you want to modify it in some way, you can simply create your own CfgMusic/CfgSounds/CfgSFX class (in mod or mission) and set the full path to the .ogg file.
Thank you. Is this the correct way to get it to pull from that mod?
sound[] = {"@my_mod\addons\song1.ogg",db+10};
if that's the location of the file yes, although I doubt that is correct
it's usually name_of_mod\addons\name_of_pbo\path\file.ogg
Ahh. Okay, I think I see where I goofed up then. Thank you!
Can't seem to iron out the problem, using Project Sonar here and I followed what I thought the path would be, and I'm not getting it to work. I've got it working within the mission itself with the .ogg placed in that, but I must be screwing up the path. 🤦
sound[] = {"Project Sonar Custom Soundtrack for Zeus\addons\sonar\sweet home alabama.ogg",10, 1};
beside the fact that Sweet Home Alabama is a copyrighted song see Description.ext wiki page for help
Yeah I was a little surprised by that, lol. Thank you, I'm very new to this whole thing @cinder holly appreciate the response.
@late breach you should check it too 😉
Depends on how it's used. If it's satirical, could very well be fair use. (My point - it's not our place to judge unless the violation is explicit, thought a heads up / warning is fair enough.)
an extract, yes - a full song, no
also depends… on the country, and Steam is worldwide
I don't think that police will be knocking on your door cause you used this song on an Arma server lol
same for Star Wars mods and/or Life servers that steal mods from users, yet they are forbidden → #ip_rights_violations
as long as its not on the workshop it should be ok right?
illegal is ok as long as they don't know right?
I am clearly not discussing this here any further, "no" is the official, unofficial, legal and logical answer.
for non BI IP discussion #other_ip_topics
How might I get a VR Entity that isn't neon coloured, perhaps flat gray?
I recall Alias uses a grey entity for the strigoi script
could reverse engineer that
If it takes setObjectTexture you also might need to use setObjectMaterial and change the rvmat to remove the glow
Will give those a shot.
let us know how it goes
wasnt there a way to program your briefing text in the mission description file?
like, obviously you can do it with the modules, but i think you can add it to the actual description file in the mission folder too as i recall...
you can with the createDiaryRecord
3den enhanced has a built in tool to help you with all the quirky formatting line linebreakers,markers and images
roger that - ill take a look 😛 thanks
Hello all, anyone have insight on adding event handlers to power generators from the init.sqf? Can't seem to find a good way to go about it.
how do you do that?
That's what I'm asking
I mean, what have you tried 😄
Oh got it, in the init.sqf I used
{
_x addEventHandler("hit", [
Dostuff
]
}Foreach _gen
Syntax is borked because I'm on mobile and typing from memory
And _gen is
_gen={"string of power generator objects"}
My question is how do I pass generator objects without having to do it manually
I get an error about foreach needing objects not strings but I don't see a way to pass in the object without using it's string name.
@vapid night
https://community.bistudio.com/wiki/nearObjects maybe
This requires a position first. I want it to find all generators regardless of position.
take the centre of the terrain, boom, position ^^
that or periodically check around player and keep track of them to remove the action
I'll play with it. Thanks Lou
Hey, so I do PvP missions for my group. About 10-15 people join and it's a fun way to bound, could do with some suggestions for missions though.
Has to be PvP based, and fair because these players like to try break the system when ever possibly and I don't actively stop them doing so.
I tend to lean more towards control point (domination) as it's the hardest for them to derail, but don't want it to be the same repetitive mission design.
Thoughts?
Hi guys, I have a question regarding the best way to go about a particular idea I'm working on for a multiplayer mission.
In this mission, the player squad must track down an enemy in a foreign country. The police of that country are unaware they are operating there, and needless to say aren't going to be very friendly to an armed squad moving through an area where they are dealing with a hostile threat. So, in essence, factions look like this
BLUFOR: Players, police faction (unfortunately)
OPFOR: None at present
INDEPENDENT: The hostile faction mentioned above
CIV: random people in the street.
How can I make it so that the police engage basically both independent and blufor, preferably including units dropped via ZEUS
In the mission settings you can make independent hostile to everyone
Using Eden editor in "general settings" I think it's called. Or in Zeus interface there a module
I've found the Eden editor setting for independent, but the problem is that doesn't get the police shooting at the players
Change police to opfor
You can't have blue shoot blue
Not that I know off anyway
Right, that would work, and it'll definitely work for units that I pre-set using Eden. But, once the mission actually begins, I need to be able to spawn them on the fly
Have units just place outside of the main AO that you can pull from / copy and paste in.
Make sure it's far enough away that players won't trigger it
Ahh, I see, so basically create a pre-set sandbox somewhere on the map, add them into ZEUS control when the mission starts, then work with them like that?
Yeah, it might cause unwanted server lag if you have too many. Do you have a dedicated server and headless client?
We will, but not for this mission. This is sort of a proof of concept for a new unit we're working on, so I'm running it locally. If they like it, we'll be picking up two 1240v3's
Where are you friends based
Thankfully we're all out of North America
Also is this mission with mods or
Definitely, it absolutely would not be possible to do this in vanilla aRMA
Are the police custom made in the arsenal or prefabs you can spawn in
Mercifully they are prefab units, rather than arsenal generated ones
So you should just be able to spawn them in via Zeus
Right, but when I do that, they'll spawn as BLUFOR
So spawn them in then change there side with a module
Do it on the leader of the group and it effects the rest
And if you want the police to be dumb af, set there waypoints to be careless then they will rarely fire if at all unless engaged
Any chance you know the module name? I'd been looking for it and couldn't find it for the life of me
Can't recall, just search it in the box. Your bound to find it, even if you have to do it manually
Found one way of doing it using achilles, wouldn't have guessed I had to 'change the side of the players'
on a unit
Beautiful, that worked! Thank you very much!
Not a problem, solves the need for Hiden army and unneeded lag
Hopefully quick question!
I'd like to know if there's a way to make an arsenal inside a vehicle. Not as in 'the vehicle is an arsenal', but literally as in if you are sitting inside this APC, you have the arsenal option.
yes there is a way
addAction, and check in the condition that player is in vehicle
Sounds good! Next one...
So, the idea behind this is that basically this APC is kind of a mobile command center, and I'd like to make it a respawn point. Now, I've been successful in this by syncing the respawn trigger to the vehicle, but it makes everyone spawn as a generic soldier with no weapons. I've tried syncing respawn to playable slots, and then putting them in the vehicle, but then they just respawn where they died
(Also, thank you for helping by the way, I definitely appreciate it)
You dont need to do it with scripts, use a module.
I've got the arsenal working, it's just the respawn that's being weird. I've got the respawn module in place - if I sync it to the infantry, they respawn fine if they're on the ground, or if I place their initial position in a vehicle they respawn wherever they die.
If I place the respawn module and sync it to a vehicle, people respawn in the vehicle like I'd expect them to, but they don't respawn as their role - like, I don't get a medic, auto rifleman, rifleman, etc. I just get 'Guy with generic kit and no weapons'
Because… why would they!
Hi all! is there a way to enable respawn while the mission is in progress through debug console?
hey guys, I've got an old mission.sqm from the 2d edtior. it won;t allow me to convert.
It says error loading scenario
What are the differences between 2d sqm and 3d sqm?
Eden should convert just fine
Maybe the file is corrupted
Have you edited it manually in any way?
nope
the file seems ok when i cfg convert it
but i've tried to orginial and the converted one, and both have the same issue.
Have you changed the version? 3D editor has different version
@trail cargo In general settings on Eden make sure you set up the respawn correctly. You shouldn't need to sync the module to the unit either, just make sure it's on the correct side as the players
@shut reef I don't believe you can via debug console however a Zeus interface may be able to do it depending on the mission settings
Thank you kindly Lynx
My unit has ACE setup this way that basically we cannot die (prevent insta-death). Now for my mission, i do want players to die if they are shot, but for some reason i cannot override the server setting, even when i click "OVERWRITE CLIENT" in the ACE option menu. Anyone any idea if i'm missing something?
The 2.0 player damage should mean, players have 200% health than normal right?
2.0 damage means twice the amount of damage inflicted (so people die twice as fast)
For your other issue it depends on how the server admin set up the CBA settings.
For my unit I have it as a server side mod which can’t get overwritten by the client or mission maker for settings that are forced.
ello, I'm making a scenario/mission, I dont want to use scripting as its well.. scripted lmao. Is there any AI mod that seems to provide the best enemy spotting of far distances e.g 300-400 meters+, and actually reacts "group-wide" to gunshots (when being shot at the group like disperses etc.)
@grave harness Have you tried changing the bleed out time for the mission in eden, if that doesnt work try what your doing but make sure you logged in as admin either with the password or vote yourself admin.
@signal coral Is this what your looking for? https://steamcommunity.com/sharedfiles/filedetails/?id=1858075458
- AI will move inside buildings
- Perform suppressive fire (Vehicles will dismantle buildings)
- Panic, with special effects
- React, even when exact enemy position is unknown
- React by hiding in the presence of powerful vehicles when without equipment to deal with it
- Check dead bodies (Rearms if possible)
- Tanks will react by rotating towards threats
- Improved civilian reactions, hiding in buildings and checking dead bodies
- Dynamic Artillery system
- Custom waypoints for specific AI behaviour
yes thanks
I'm working on a mission using the 3den enhanced features. I want to do two things (kinda related) 1: Use an addaction (the one that takes a while to complete) to make intel appear on the map and 2: same addaction but a object gets removed.
Has anybody ever worked with it before, and if yes, might lending a hand? I'm talking about this menu: https://i.imgur.com/ZQhwZxb.png
the parameters are described on https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
and for your examples you could simply create and remove objects in the codeCompleted field (so after the action is done)
if you use 3Den Enhanced to make a scenario, then turn it off before launching the scenario to actually play it live, will it adversely affect the gameplay?
ok, nevermind, it's FAQ says no XD
The mod only does stuff to the editor, so won't affect anything in the mission, even when the mod is not present.
All stuff you configure is translated to configs and scripts native to the sqm file
roger that
while were on the subject, i cant seem to get my music loaded in my mod to play on my scenario, even though I have it linked to triggers and selected...any ideas?
ive verified the music actually does play. it played when loaded into the scenario file
in that case you most likely use a incorrect path to the sound file
in CfgMusic that is
nah i double-checked it. it's valid. it doesnt play using a text entry in the trigger, nor when manually selecting the audio file to play as part of the trigger's execution options :/
totally blows my mind..
hmm....question
the configuration entry in the mission description file uses CfgMusic to enable music-playing
is this the same entry used for identifying music in a mod's config.cpp file?
Why oh why is it so frigging difficult to add your own image to the noticeboard and make it look exactly like it did in the gfx program!.. Seriously. It should be a simple job but it screws me every single time I do it.
Does anyone know the actual displayed image size vs the total texture size for the whiteboards on stands?
1024 by 512 i think @clever acorn
nope. I tried that.
Seems from a lot of trial and error, if you use a square template (1024x1024), the top and bottom 170 pixels across are not displayed give or take a few.
hello, the mission spawn, example: mission_1, can i change to bomb_1 or have more configuration to do?
moar details plz
on my server has mission spawn, Mission_1, can I just create a new one? Bomb_1 or do you have any other settings to do?
sorry my english is basic
Hi guys. Need help.
I want to create a mission where you need to hack a laptop. So I make as followes:
- Place laptop
- Place trigger, activation: blufor,activation type: present, on activation:
p1 addaction ["hack", "hacking.sqf"; //p1 is variablename of the player - Create "hacking.sqf", content:
_curProgress=0;
hacked=false;
p1 removeAction 0;
while {alive p1 && curProgress <100} do {_curProgress = _curProgress +5;
hintSilent format ["Hacking: %1", _curProgress];
if (_curProgress >=100) then {
hacked=true;
curProgress = 100;
hint "Hacking complete";
};
sleep 1;
};
- Place create task modul
- Place task status modul
- Place scenario end modul
- Place second trigger
Condition: hacked - Sync second trigger with task state modul and scenario end modul.
So this works fine. Now I want to hack two laptops. Problem is that when i hack the first one, the scenario end modul gets adtivates because the first laptop is hacked. How can I set it that the scenario end modul only geta activated when i hack the second laptop???
make 'hacked' a number and increase it on hacking
when it is equal to two, you hacked two laptops = victory
@cinder holly
Can you specify the lines I need to write? You mean in the hacking.sqf?
Does anyone know if my method is mp compatible?
Anybody know why vehicles placed in areas that used hide terrain objects still get hitboxed by objects and explode?
Ive even setup a script to slowly enable simulation & damage on each vehicle like:
{
if(
(toLower (vehicleVarName _x)) find "vic" == 0
) then {
_x enableSimulation true;
_x allowDamage true;
sleep 0.5;
};
} forEach vehicles;
and they still explode
Anybody know a fix for this?
Possibly they get damaged before simulations stops. Set their health to full too to test.
K will do when I get home
Question. How can I create lights that don't just bathe an area in a weird aura. Like... I tried to make interior lighting for a night mission in a complex, and it wound up lighting up the exterior of the complex.
through walls that should have blocked the light, I mean
Have you seen many interior lights? No? That's why 😁 although CUP managed to have a quite clean render 🤔
Answer is you just can't.
Night lighting only semi works if the building is made properly with the lights.
Adding lights does what you have seen.
hey guys . Is there any other high quality tools for making ZEUS mission like Achilles?
oh also , is it possible to make a preset for a mission in EDEN editor and then make it as zeus mission so i don't need to spend 20+ minutes to set up everything?
sure
Hi, I have a question is there a mission already made of combat patrol, but are able to chose what factions are in it, something similar to dynamic recon ops.
Is there a way to increase how many loads of ammo an RHS USAF turret has in EDEN?
try with addMagazineTurret
there was a wiki page that was showing which items are "free to use" without owning dlcs... can anyone point me to it by chance?
thanks
hi, anyone knows a way to restart a MP mission started from the server menu? serverCommand seems not to work
what do you mean with server menu?
from the "host server" i meant
#restart
yup, works on dedicated but not there, it seems
Then just press escape and quit and slot again and press continue
Did you #login? Just because you host a mission, doesn't mean you are a admin, so server commands fail
nope, problem was i had skiplobby=1 in description.ext
works now, thanks for your help
hey guys. Is decorating interiors of some houses makes the game running worse? Do you guys decorate interiors? i'm trying to stick to around 8-12 objects per interior
it can make servers fps worse, yes. It depends on your interior objects though. Objects with physics cost more performance than objects without physics. As such, its customary to have them set as simple objects, enable dynamic simulation, or use a caching script which will spawn and despawn objects.
simply objects which are outside of render distance cost basically nothing
but if they are visible they obv have to be rendered
do you guys recommend any Eden mods for preset scripts or tasks? I'm trying to make some missions as a preset before the zeus game so i don't need to do it in the game , but everything need to be scripted in eden. If there's no mod for that is there atleast good series of tutorials for it?
Eden Enhanced or 7erra's Editing Extensions
Hi guys, I was wondering and thought maybe you would know.
Is there any place in particular where I can see a list of all voiceovers in the game? I’m wanting to add dialogue to a mission but I don’t know what the files for the audio are called.
Could be a wiki article, in game menu, doesn’t really matter to me.
Config Viewer cfgSounds, perhaps
I’ll see what I can find, thanks.
Anyone know of any plugin for any editor that does reformatting? Currently already tried intellij and vscode, neither seem to have it unless I'm blind
there's a plugin for vscode
which also afaik doesn't do reformatting
you can use sqfvm to do script formatting to whatever style X39 prefers.
https://sqfvm.arma3.io
the pretty print thing
@sinful rampart use the placeholder attribute on the textarea. it's removes the annoyance to first remove the "Enter text here..." before entering code
wrong ping? Ah, Me understand. yes
Is SQF-VM meant to emulate Arma sqf exact, or is it more strict/safe? For example:
systemChat UndefinedVariable; // <-- errors in SQF-VM but not in Arma
systemChat "Not gonna show";
@waxen radish ^
// <-- errors in SQF-VM but not in Arma
warns in SQF-VM, shouldn't error. But DOES error in Arma in scheduled.
SQF VM has extra warnings that Arma doesn't have. but it should still behave the same
Okay, I was not using it direct, but rather via. the web link above... When I run it as-is, the second text does not show up - it does in Arma when run through the debugger. When I remove the first line it does show up in the web tool
maybe my web build is slightly outdated. I'll test in the latest
Yeah bug in SQF-VM
Fixing it later today Fixed in master
Also the pretty print is less to whatever style i prefer and more like a proof of concept that never got updated ever since 😄
I know how to check if player has X item
but how do I make sure the condition activates only if the player has 2 of X item
get array of all items, and use count
or findIf to find first, deleteAt to delete, then findIf to find second
Since Arma 3 v1.55.133789 arrays are limited to maximum of 9,999,999 (sometimes 10,000,000) elements
yeah sounds like its enough
i dunno man. what if i need 10.000.001 elements
Make two arrays
make one array, containing two arrays 😄
That are actually 3 arrays
Can someone DM me I need help giving routes to AI and things like that
Hey guys, I ran into a problem. I have a guy with an antitank rocket. The game isn't putting a rocket in the launcher and he doesn't have enough room in his gear for a rocket. How do I put a rocket in the launcher in the editor?
if you have ACE, you could open the unit up in the ACE Arsenal and load his weapon with a rocket
Ok, thanks! I'll see if it works. I don't understand why the normal arsenal just can't add it
yup, it worked. Thanks
How to make units respawn in vanilla eden.(4. Playable units that will be controlled by both humans and ai when needed)
See Eden Editor menus, Multiplayer Settings (they won't respawn in singleplayer preview, only in MP) @signal coral
@cinder holly rgr not home atm so ill try it later. Will they respawn with same weapons and position in squad
Like lets say squad leader dies and 2 takes lead
When 1 respawns will he retain his squad leader status
Yep
Okay cool
Do you know how to enable ai switching?
When i use abort and switch it restarts the whole mission
All 4 ai are listed as playable and i would like to be able to switch to all 4 during the mission
In SP preview it worked fine but not mp
Respawn type = group, then by pressing U you should have the units list
Dunno if this is the right channel, anyway. I was looking for some add-on that adds drug dealers assets for an anti-drug operation. If someone can point me in the right direction, would be great.
@mossy lava thanks
Is anyone experienced in making a training map? Preferably for ww2 setting? DM me pls ^^
@mental nexus I have something you might be able to take lead from
as for me, does anyone know how to configure an AI squad to communicate over globalchat as a group?
as in, i have my triggers to have a squad of friendly AI speak, but with the squad leader being the speaker
however, during one of my tests, he was killed, and as such, the group's speech did not display.
is there a way I can get the squad to display their communications as a group? I've tried replacing the specific soldier variable with the group variable name, but this did not resolve the issue
leader myGroup so someone still talk @wooden garnet ?
https://i.imgur.com/9di0vFy.png does anyone know of any workshop mods that have things similar to this? I don't really want to have to make my mission require Global Mobilization :/
@cinder holly essentially yes
well leader myGroup then 😄
very good 🙂
Hello everyone, i'm having problems dealing with ALIVE airdrop suplies. I request for some vehicles and, when they arrive, they spawn in the floor without parachuting stuff. Can anyone help me? Thank you very much 😄
did anyone figure out how to create notes in contact?
Create notes?
yes contact replaces the diary system and nobody seems to know how to make the intel like they do in contact
@vernal brook have you checked in-game the Functions Viewer for BIN_fnc_* functions?
that's where the magic's at I think
(and all this is not yet documented on the Biki)
nothing that makes me any wiser
_diaryEntry = "AlienSketch";
private _cfgRecord = configfile >> "CfgContact" >> "Diary" >> _diaryEntry;
[
_cfgRecord, // CfgContact >> Diary entry
"test", // text input
nil, // texture defaults to #define DEFAULT_TEXT "~"
false, // is leaflet
true, // update list
false // mark as read
] call BIN_fnc_setDiaryRecord;
[cursorObject, "AlienSketch"] call BIN_fnc_initInspectableDiaryRecord
diary data is in bin_createDiaryRecord_list
https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_1.94
@vernal brook (not documented, but at least listed)
Is there a go to way for spawning eden compositions via script at runtime?
thanks lou!
ben i'd also like to know
@delicate hinge but do you know how to define your own thing to put there like the "aliensketch"?
what i'd like to do is create a bunch of entries in there relate to stuff that happens in my mission
just look into the function, you can either add your own config entries to configfile >> "CfgContact" >> "Diary" >>
if you pass the config entry exists then rest of params is not needed I think.
or you can do something like:
[
["sysName", "parentSysName"],
["Title", "content"],
nil, // texture defaults to #define DEFAULT_TEXT "~"
false, // is leaflet
true, // update list
false // mark as read
] call BIN_fnc_setDiaryRecord;
I was unable to get text content in the diary. Maybe it works only with textures.
I coould my my own texturre for them i guess
I don't remember if there was any text entry in the campaign
function for inspectables works only with config defined intels.
But it's not hard to copy paste and edit it 
Go and check their code, these functions are pretty basic.
still too hard for me 😄 i can make maps.. configs i break
HI; DOES ANYONE KNOW A LAPTOP HACKIN SCRIPT THAT WORKS IN A MP SESSION?
i starrted liek this:
2. Place trigger, activation: blufor,activation type: present, on activation:
p1 addaction ["hack", "hacking.sqf"; //p1 is variablename of the player
3. Create "hacking.sqf", content:
_curProgress=0;
hacked=false;
p1 removeAction 0;
while {alive p1 && curProgress <100} do {_curProgress = _curProgress +5;
hintSilent format ["Hacking: %1", _curProgress];
if (_curProgress >=100) then {
hacked=true;
curProgress = 100;
hint "Hacking complete";
};
sleep 1;
};```
@dusky lodge no uppercase, thank you.
sorry, caps lock
also, please format your code properly in Discord using
```sqf
your code
```
thanks! 👍
my bad
np; it's for better readability so you can get help faster
so you got a solution? because you helped me a lot in the past. haha
not an easy one indeed
i get it to work in the editor, i loaded the mission on the server, started it and tryed it and it showed the hacking command. but when other players joined the session, i tried it again and suddenly no command apperaed..
that's because all the script revolves around "p1", which is your unit indeed
btw, if one of your friends reached the computer, the action would have been added to you anyway, even if you were 100m away ^^
but it doesnt show up although I am standing near the laptop
and I´m p1
it worked while i was alone on the server but as soon as other players joined, it doesnt work
if I were you, I would ditch the trigger, add the action to the computer itself in init.sqf, with a display condition to ! hacked, and in the hacking.sqf use publicVariable after you set hacked to true
also, in init.sqf above the computer's addAction, have sqf if (isNil "hacked") then { hacked = false };
that should do it!
Hey, I'm having some issues with setUnitLoadout/getUnitLoadout.
What I'm doing is placing down a few units whose loadouts I edit in the arsenal. (ACE-arsenal if that matters). I then copy these loadouts onto other units via the other units' init-fields. (Example this setUnitLoadout (getUnitLoadout rifleman_1), where rifleman_1 is one of the units whose loadout I edited in arsenal.) This works 100% in testing in SP or in MP on a listen server (without any other players) but I get some issues when hosting on a listen-server with other players. In one mission the loadout applied correctly to all units that were not in vehicles (those in vehicles got a completely empty loadout) and in another all units got a completely blank loadout. Does anyone know what causes this? Thanks in advance!
anyone here know anything about the garbage collector?
i have:
removeFromRemainsCollector [bin_HVT,bin_HVT_1,bin_HVT_2,bin_HVT_3,bin_HVT_4,bin_HVT_5,bin_HVT_6,bin_HVT_7,bin_HVT_8,bin_HVT_9,bin_HVT_10];
but it doesn't do anything
the units are placed by hand. the line above runs from init
the units are killed a whole two minutes later
what do you want to do?
removeFromRemainsCollector also mentions addToRemainsCollector
i have 11 friendly soldiers who are MIA, the7 each have an array of possible cords they get teleported to and killed and then have an action added to them to turn them into bodybags
that all works
they are pre placed outside the map frame an then about 2 minutes after mission start, the player gets the task to find them + intel about them and then one by one they pick a coord and then teleport there and die
but garbagecollector cleans them :x
weird indeed, what does https://community.bistudio.com/wiki/isInRemainsCollector return?
nothing
trying some things
i think dynamic simulation has to do with it
making a script right now that checks all the objects
and their props
removeFromRemainsCollector [bin_HVT,bin_HVT_1,bin_HVT_2,bin_HVT_3,bin_HVT_4,bin_HVT_5,bin_HVT_6,bin_HVT_7,bin_HVT_8,bin_HVT_9,bin_HVT_10,bin_ussocom_MIA_1,bin_ussocom_MIA_2,bin_ussocom_MIA_3,bin_ussocom_MIA_4,bin_ussocom_MIA_5,bin_ussocom_MIA_6,bin_ussocom_MIA_7,bin_ussocom_MIA_8,bin_ussocom_MIA_9,bin_ussocom_MIA_10,bin_ussocom_MIA_11];
that works
if i run it twice, with the bin_HVT* in one and the ussocom* in the second, it only takes the ussocom ones
Is here a developer of a forked KP Liberation mission Liberation RX? Github nickname tbox1911. Please, contact me in a DM.
I have a strange bug with a revive function. Players dies immediately and have no chance to be revived.
while {true} do {
waitUntil { sleep 1; alive player};
{
_arr = _x splitString "_";
_pre = _arr select 0;
if (_pre in ["WEST","EAST","GUER","CIV"]) then {
if (format["%1",side player] == _pre) then {
_x setMarkerAlphaLocal 1;
} else {
_x setMarkerAlphaLocal 0;
};
};
} count allMapMarkers;
};
};
I'm trying to get that to hide markers based on faction and it doesn't seem to work
can anybody help me figure it out?
format ["%1", x] is equal to str x just that str is shorter and faster and easier to understand
have you tried just adding diag_log's everywhere and seeing what values your variables really have? And compare with what you exlected?
is your setMarkerAlpha really being executed correctly I mean
does anyone have any cool methods for changing time in missions?
in my current, you get inserted via heli, get to base, and it is evening
i have one method that is just an action on a sleepingbag that skips time four hours
but i'd like to have some sort of alarmclock like function where player can choose to get up at say 7am the next morning or such
how do i set up a trigger that checks if blufor spotted a certain object?
what do you mean spotted?
when it sees the object
you're probably going to have to fake that somehow
right. i got an idea
@sand crane side knowsAbout object
@cinder holly
Again to my issue:
Would it be possible to sync the trigger to the p1 playee as a trigger owner instead of let it activate from blufor? Like this I make sure that if any other blufor guy enters the trigger radius around the laptop the p1 player doesnt get the hacking addaction although he is standing 100m away frok the laptop...?
Only the p1 player triggers the trigger
add the action to the computer itself, so you won't have to bother about this
speaking of addAction, how do i have my addAction result in the completion of a task?
now bear it in mind, im not using an external script file; im programming it specifically in the unit's init field because it's one-time use only. I've found information about setting task states, but I think I'm missing something
this addAction ["-action name-",{-soldier name- globalChat "-chat-"; (_this select 0) setVariable ["-trigger name-", 2, true]; (_this select 0) removeaction (_this select 2)},nil,0,true,true,"","",4,false];
Ignoring fluff, this is what I have so far
it successfully is initiating the desired action, serving as a condition to a trigger which i have confirmed functional, and then removing itself since it's a one-time-use-only action
however, attempting to add (_this select 0) _tsk-task name- setTaskState "Succeeded"); to this sequence does not function
Hey can anyone help me
Trying to make a mission where a group of enemies spawn in after a certain point like a trigger or something
What would be the easiest way to go about that?
west = _units
_units = _x
if (alive _x)then
{ hint "Boss will escape";
sleep 3;
[]spawn
{
_missionTimer = 10;
while {_missionTimer > 0} do
{
hintSilent format["Time Left: %1", _missionTimer];
_missionTimer = _missionTimer - 1;
sleep 1;
};
};
};
if (_missionTimer > 0) then
{ off1 doMove (getMarkerpos "marker_0");
};
Can some please help me with the first and last part! I want that an target boss will escape the area, when an unit, which is grouped with him, is dead!
When the unit is dead, the player should get the timer hint, when the timer is zero the boss should move!
I would put the script in the init.sqf!
west = _units west is a command, as you can already see in the syntax highlight, you cannot set a command to a value
if (_missionTimer > 0) then that variable is undefined.
when timer is zero and the bos should move, you need to move it into the spawn where you set the _missionTimer
Also hi Fenris 👋
_units = _x
_x = west
if (alive _x)then
{ hint "Boss will escape";
sleep 3;
[ off1 doMove (getMarkerpos "marker_0")]spawn
{
_missionTimer = 10;
while {_missionTimer > 0} do
{
hintSilent format["Time Left: %1", _missionTimer];
_missionTimer = _missionTimer - 1;
sleep 1;
};
};
};
uh...
@sinful rampart Thanks for looking in them! Can you please look in them now, if it´s not correctly can you write it for please?
i don't know what the start part is supposed to be, you cannot check alive on a side (west)
[] spawn {
_missionTimer = 10;
while .... do ...;
off1 doMove (getMarkerpos "marker_0")
}
How should/ can i write it that the boss is moving when one unit is dead from his goup?
_units = _x
_x = west
with this i want define any blufor unit from an group!
so if ANY blufor unit dies, the boss should move?
you'd need an eventhandler
if statement in init.sqf runs once at mission start
so unless someone at missionstart is dead, that'll never work
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#EntityKilled
if (side group _killed == west) then {boss will escape; sleep; [] spawn {...}}
the group part is important, as the unit itself will become civilian on death
not any, only when the first unit dies! It´s not for the mission start, it´s for an later part
then the same. But
removeMissionEventHandler _thisEventHandler in the handler to remove itself after the first execution. Also you probably want to run that serverside only
Sorry I'm not really good to explain things for beginners, might need to wait till someone can hold your hand through that
Last try, when i use this as normal script! Should this corrtly?
unit _x == west;
if (!alive _x)then
{ hint "Boss will escape";
sleep 3;
[]spawn
{
_missionTimer = 10;
while {_missionTimer > 0} do
off1 doMove (getMarkerpos "marker_0")
{
hintSilent format["Time Left: %1", _missionTimer];
_missionTimer = _missionTimer - 1;
sleep 1;
};
};
};
with trigger activation!
unit _x == west; thats nonsense
do off1 doMove (getMarkerpos "marker_0") nonsense too, might even be syntax error.
Thanks, i had found an other variant to write it, which did´nt gives an error, but did´nt works!
can someone please explain to me the difference between if and waitUntil?
wouldn't they be the same?
One waits, the other doesn't.
They do literally what the name says. One waits until condition is true. The other checks if the condition is true
so lets say i have a code that has a waitUntil function and an if function after it
the if only compute once the waitUntil's condition is met and gone over?
Yes
Anyone know a simple script that forces Ai to have lights and collision lights on?
_unit action lightsOn vehicle;
Thanks
Do people actually use any of the missiom editor mods? Does it make making missions any easier?
Which mission editor mods?
I have a few questions about campaigns, but as there is no dedicated channel and campaigns consist of missions I'll try it here.
In the campaign description.ext you can define whether it is forced sp or not. But how would a campaign work on a server? There are just mission lists on servers and even in apex you can basically play the 5th mission first. So are varying ends and therefore different follow up missions possible in mp?
after end of campaign mission (I think in MP too) the next mission in line should start
but really playing campagins linearly in MP, cannot reaaally force.. unlessy ou set variables in profileNamespace and check them
Yeah that is what I thought off too. With parameters instead of profile namespace cause I haven't used that yet and I kinda like the idea that you have to enter a code to play the next mission but thanks for confirming my "fear" that the normal sp way isn't viable.
Hey folks I am having an error I am struggling to fix while repairing a tank with Ace and the RHS mods. Can anybody makes sense of this?
If it means anything, this does not come up when repairing a UAZ
@cinder holly how do i add the action to the laptops init?
i know how to set up the init.sqf but i don´t know the exact commands for setting up the addaction comand
// create object on the server and add action to the object on every client
if (isServer) then
{
_object = "some_obj_class" createVehicle [1234, 1234, 0];
[_object, ["Greetings!", {hint "Hello!"}]] remoteExec ["addAction"];
};
```?
does anyone know how dangerzones work? the ones contact add
Like, how are they created?
yeah i place one and nothing happens
i'd like to use them in some spots on my mission
check biki maybe, I recently imported all BIN_fnc : check Category:Arma_3_Contact
❤️
@stable delta https://community.bistudio.com/wiki/Arma_3_Lights
HeliDetected = 0
[] spawn {
while {true} do {
waitUntil { sleep 1; alive player};
{
HeliDetectionTrigger = createTrigger ["BluforHeliDetection", getPos wreck1];
HeliDetectionTrigger = setTriggerArea [600, 600, 0, false];
HeliDetectionTrigger = setTriggerActivation ["WEST", "PRESENT", false];
HeliDetectionTrigger = setTriggerStatements ["this", HeliDetected = 1;, 0];
};
if (time > 400) then
{
HeliDetected = 1
};
if (HeliDetected == 1) then
{
"WEST_HeliPos" setMarkerAlpha 1;
};
};
};
this is a script i made to create a trigger on a heli wreck (that has a random spawn pos) to check if blufor detects it and once it activates then the variable "HeliDetected" would be true
for some reason it doesn't work. something about the line with Trigger statements
is there a different way to set variables?
This script has many syntax errors, please check the wiki for command usage
Is theres a means of making a trigger execute multiple actions with a delay between each? Is that what the "sleep" function does?
Anyone know what could be causing a few thousand
2019/12/10, 14:12:44 Server: Object 2:3730 not found (message Type_120)```
messages?
If it's a server with loot piles then it's someone taking the loot and the cleanup script not finding the weapon holder's former contents... that's the sort of thing that generates those warnings
There's no mods running on server, just some server mods but it might be those lootpiles
It's not exactly vanilla either.. So something is modded.
Right...
New day, new RPT, today I got 283 880 (yes, exactly that many, i counted them (with a script)) of those server: object not found messages. That's a rather ridiculous amount of them, right? Now the server is running the following mods as server mods:
CBA, blastcore edited (standalone), dynasound 2, enanced soundscape, JSRS, outlaw mag repack and shacktac UI.
Could any of those cause those messages?
it could be any of the loaded mods (not only server-mods), but also terrains and missions could trigger some nasty stuff in the logs
So. Is there any way to actually have the AI helicopter hover at a certain height? I tried using FlyinHeight and FlyInHeightASL and tried it in the unit init and waypoints but they always go back to the 50/55 meter default.
@signal coral mods? Height?
google arma 3 disableAi
Mods: ACE, ACRE, ND_Units, I want itto hover at Fastrope height (because Achilles fastrope waypoint work equally as dumb)
the ASL version is non-working iirc
@signal coral maaaybe a mod is overriding it, more than likely ACE (if one does)
Gotcha. That's a bummer.
try in vanilla just to be sure
Willdo.
Hello everyone.
Does anyone know a page in the internet which describes step by step how to set up that the players are able to lock and unlock their vehicles only with a key?
I searched the inet but i only found out that you can use a custom key and you need to write it down in a script. But I need a.step by step list because im a completely noob how to set up a new ace action.
@dusky lodge there is no page with a step by step list how to write a script for altis life or the other cancer gamemodes. you can find the ace interaction menu framework here: https://ace3mod.com/wiki/framework/interactionMenu-framework.html
but you first need a functional script. take a look here: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
an road won't have a classname i think unless it is a pre placed arma 2 style one
a road from CUP
they have roads in the editor but I'm trying to use the winter road but I can't find the classname
Whats the best way to make a group of vehicles to stay together in a convoy on the road
the road textures?
controllerless that is actually very hard to make work
unless you use the same vehicles
and set them to careless and column
@stable aurora
Thanks. I'll try that
Mhm. I'm going to ask once again since It didn't quite work as well (at all actually). How to actually make a respawn wave type thing? as in every 5 minutes or 10 minutes people are autospawned or able to spawn? The base game wave respawn doesn't seem to do jack shit
When I load the mission file, it auto respawns everyone. How do I stop that happening?
in description.ext, set respawnOnStart to -1 or 0 @muted pendant
see https://community.bistudio.com/wiki/Description.ext#respawnOnStart
@signal coral The answer lies here, my friend:
https://community.bistudio.com/wiki/Description.ext#Respawn.2FRevive
Specifically respawnDelay
Does anyone know why every civilian I place in the eden editor has a different facewear? Some have none, some have normal glasses, some have some special operation goggles, some have a shemag...etc. Can you turn this off, because it's annoying if you just want to place some normal civis.
it's a headgear randomisation made to add diversity, you can disable it through scripting @dusky lodge
myUnit setVariable ["BIS_enableRandomization", false];
that or Description.ext
lou do you know if it is possible to change what sort of civs spawn when using the ambient civ vanilla modules?
i'd like to have tanoa civs spawn .. not altis
in the "Code on Unit Created" field add:
_this setUnitLoadout selectRandom ["CIV_CLASS_NAME"];
@cinder holly
Ok thanks. Where do I need to put your code in?
If I remember correctly only a teleport script. That's the only script in the initSer er.sqf.
@cinder holly
So I only need to write your line in the initServee.sqf?
no, use a forEach on all units you need of course
ok, i see, lemme do a bit of research
What did you do?
im a dummy dumm dumm
so it's respawnOnStart = 0;
in my file it was always respawnOnStart 0;
i never changed it
ah ok.
np
we should prevent this Discord access to sleep-deprived scripters 😄 (me included!)
^^
there should be a bot which checks how long you have been online and the moment you start to ask stupid questions gives a message: "Take a break, eat something or go to bed before you hurt someone"
Put down your drink and turn off your computer in my case...
Hello, I'm trying to make a a (relatively) simple mission utilizing the Vanilla Spawn AI and Spawnpoint modules, but WITHOUT the sectors modules.
Basically I just want the spawn the modules to spawn the AI. However I also want to control the spawn modules and turn them off and on depending on triggers, but I just get the triggers to affect the modules the way I want.
So, I want a module to be active until trigger is activated (area captured by BLUFOR) with disables the module, then I want that deactivate module to reactivate if other trigger is tripped (area recaptured by opfor).
Sadly all I can achieve is triggers toggling the trigger with stating it at off.
easier to do via some scripts to spawn them
nah, I like the spawn modules
They work with different faction (I tweaked them to allow that) and spawn random stuff without me having to do much setup
ok, so the spawnpoints have this: _spawnpoint setVariable ["activated",_activated]; I'll check it out ingame to see if I can set that variable via script and control the spawnpoint that way
yup, you can totally control the spawner using setvariable
Is there a way to compile a bunch of mods into an HTML file, without installing all of them?
@languid agate if you can defragment your RAM by decompiling medium-Endian, sure
sarcasm aside, wat
what is it that you want; put 100's MB mods into one html file? 🤔
Something like that. But without the hassle of installing all of them
as… list them, or having them in-game from the HTML? Oo
the former, you can create Steam Workshop item collections and share them iirc
the latter, dude, no
@languid agate ^ ?
Oh yea, totally forgot about that. Thanks
Hi there fellow mission makers, I am currently in the final part of a small mission project and I would like to include voice acting and display the subtitles in the apex style.
But I'm facing a problem, the only way I can do this for now is to put the apex subtitles with the KbTell and manually sync them, is there any less heretic way to it ?
For those who would not understand quite right what I mean, my voice acting script template looks like this
sleep 3;
[
["RandomName","Random Text 1",0],
["RandomName","Other Text",2.5]
] spawn BIS_fnc_EXP_camp_playSubtitles;
player kbAddTopic ["test","texts.bikb"];
player kbTell [player,"test","Line_1"];
There is a BI_fnc_EXP_ something
Well I searched through the wiki and functions and couldn't find something useful
that's why I'm asking here, maybe some peoples know a more optimized way of doing this
let me check when I can, I'll be back
hmm negative, I can't find it @silent swift
maybe I was just remembering BIS_fnc_EXP_camp_playSubtitles 😐
no worries, you try to help ^^
If only I could decompile the script files of bohemia for like the tac-ops missions
I guess they are PBO
but, can you get just the script with the voice line references ? That I don't know
only one way to know 😄
It's gonna be a pain lol
directories are well organised, iirc it's easy to find
well first I have to find the proper mission
is it possible to make every bullet a tracer and have it still deal damage?
Please ping me if you have an answer
yes
I mean without manually going in the arsenal of units and doing it
also non vanilla weapons
ill just use the mod
Tracers deal damage just like non tracer bullets I do wager you need a modded magazine for that though
does anyone know if the 'combat ambience' effect on triggers has been disabled?
i just want to add that general sound of gunfire etc. in the distance, but the method using a trigger and trigger effect doesn't seem to work
(I'm running ACE, so perhaps that offers an option?)
What are some good principles to follow when making a defensive objective in a mission? I have a scenario where a small force has to occupy a blocking position but I want it to be more engaging than just "stand here and wait for the enemy to come to you"
What do people find works best from a general, mission design standpoint? This objective is going to be at the end of a ~hour long mission so I don't want to bore the player
you could for example setup a sentry upfront / put a player in that role that would tell you what is coming, a.k.a a tank, soldiers etc
and your position doesn't have strong walls, so you would have to expose yourself and place mines with cover fire @faint whale ?
I usually have like 2-3 small tasks which players need to do before they can proceed to the final (main) objective. This can be "speak to a contact", "find intel at location", or something similar. And in combination with ambushes it will keep people busy and on their toes.
Yeah that's a good idea. This is a very forward position behind enemy lines so not heavily fortified and no forward recon. Maybe I can detach someone to use as a scout
In your guys' experience, do players figure out what to do on their own or is some handholding a good idea?
i.e. "setup mines" objectives, etc
depends on the mission, the players and how well they know the mission maker / zeus
depends on the players mostly ^^
if they are experienced, you may want to give them some challenges and no pre-thought ideas
if they "just" want to enjoy the game, you can tell them to place mines, but I would go with implying/suggesting to place mines
I prefer not to hold hands, but do give some pointers in the briefing:
- "enemy armor has been spotted" = bring AT
- "insurgents have stolen explosives" = watch out for IED's
- "enemy has heavy armor on stand-by" = bring AT, mines, prepare ambush
and, besides the basic briefing for everyone, take the leading player (SL, HQ, etc.) and give some extra information about what to expect when you're not sure if it's clear enough
hmm ok
I don't like spelling things out so I think I'll add some ammoboxes with mines and some dialogue about "this might come in handy"
and some exposition in the briefing about where the enemy is likely to come from
that is a perfect way to say "take it, or you'll regret it" 😉
and adding map markers with locations/directions of enemies is also a great idea to have players know what to expect from where
So currently to date, is there any utility that opens EBO files? Mikero's pbo extract states it does but doesn't.
What is this communities opinion on what is "too many mods" in creating missions? I find it difficult not to have several mods in a scenario just for the fact of sheer variety/functionality and eye-candy each one brings. Just curious as I have a few missions on workshop, and the "Sort of" vanilla ones get more sub's than large modlists. The large modlist ones are more complex and just better looking in my opinion.
@mild valley ebo is not meant to be opened, period.
Ah... I see talk in communities about opening them for research. Although most were sketchy. Just wondering.
Fully understood. No desire to hack. I've noticed that the Argo folder has all .pbo entries. Is this something BI does at intervals to allow editing of content?
Yes, at one point when for example they release a DLC, they would decrypt the one two DLCs before
it's a matter of time really, the same as removing copy-protection after a while in some games, because piracy mostly hurts shortly after release
Thanks @cinder holly! I'm currently searching for a working way of making a bed create a scroll menu action to manually save progress. I've got all the visual stuff working, but not the actual game saving at that point.
@cinder holly Tried that in the bed init along with the scroll menu addaction... no joy. I'm really unsure as how to implement it.
Tried the enableSaving thing as well
not in the bed init? init is run on mission start
what is your action code?
bed addAction ["<t color='#FF0000'>Save your Nightmare</t>", {hint "Listen to my voice... sleep..."}]; savegame; I'm relatively new to this particular scripting so please bear with me lol
What I want is player come home... reach bed, get action to save
no, place saveGame after the hint 😄
Exactly how in that script? Sorry, once I see how to implement then I begin to learn the structure.
@mild valley
bed addAction ["<t color='#FF0000'>Save your Nightmare</t>", {
hint "Listen to my voice... sleep...";
sleep 3;
cutText ["Black out", 1];
sleep 1;
hintSilent "";
skipTime 8; // hours to skip
saveGame;
cutText ["Black in", 2];
}];
of course, one would need to hide the action if you want to sleep multiple times "at once"
Awesome thank you @cinder holly! I believe this is EACTLY what I want... gonna test.
@cinder holly works great! Has an error around //cutText ["Black in", 2];// something about expect string (maybe lol) interface size is xtra small to accomadate resolution. But works nonetheless. Thank You! 😃
Error typed number expected string to be exact
cutText might be ["", "Black out", 1] @mild valley
@cinder holly Thanks again. Will test this soon.👌
Hi, does anyone know of a way to stop arma from creating a ~missionname? Its being a bit of a stopblock
why do you need this specifically? it should delete it by itself, too
Its my belief that launching the mission direct from the editor loads the ~ version, no?
Or am I being a bit thick?
I don't know, I know it's a save backup in case something goes wrong
Is there any way to #include a file that is not directly in the parent folder? I have a file test.hpp in
test.Stratis\folder_1\ and would want to include it in another file that's located in
test.Stratis\folder_2\fldrBeen poking around this for a while but the game explodes everytime at the start of a mission because of the missing #include file.
Sure I could just place test.hpp file under \folder_2\ but isn't that a bit silly to have the same file in two different places
To me it seems that the game/engine seems to want to stubbornly assume that the included file should be found from the same folder path that the file calling the included file resides but I could be and probably am wrong 🤷🏼♂️
Lou, that's the thing
Including myFile.hpp to a file that is in
test.Stratis\folder_2\fldr makes the game crash when myFile.hpp is in test.Stratis\folder_1\
#include '..\..\folder1\myFile.hpp' then
.. means "get up one level"
so
test.Stratis\folder_2\fldr
.. goes to
test.Stratis\folder_2
.. goes to
test.Stratis
folder1 goes to
test.Stratis\folder1
😉
(unless this is precisely what you tried and it crashes 😬)
Ahh, thanks for chiming in with a quick reply Lou.
I already had tried with #include '....\folder1\myFile.hpp' and the game crashed. I might have had my example wrong in the first place but I now got the #include to work with
#include '..\..\..\folder1\myFile.hpp'
\o/
I had doubts that it was exactly what you tried and I was being a pain for stating the obvious 😁
Why not setting a variable with the correct root of the mission, so you can simply to to ROOT + path/to/file ?
http://killzonekid.com/arma-scripting-tutorials-mission-root/
Grezvany, probably could have achieve with that as well 👍🏼
I'm old skool 🤣
@late breach nah, it's actually needing? a file path :p
@late breach can't do that with #include, preproc runs before code
Actually, preproc of missions run when mission load, so the path is fixed at that moment, and the solutions by Killzone work without a problem.
And all it gets is the root, not the path to each file
but you cannot get the path from kk, into a preproc string to use with #include
hey, is it possible to put a delay in the on activation field of a trigger? For example, sidechat something, delay for a few seconds, then sidechat something else?
so it would look something like this? this sidechat "test"; [] spawn {sleep 5; this sidechat "test2"}; [] spawn{sleep 5; this sidechat "test3"}
that's not working
[] spawn {
sidechat "line 1";
sleep 5;
sidechat "line 2";
// etc
};
got it to work, thanks guys!
How hard is making a mission?
not
Really?
now, depending on the level of details you want, it can be from 5 minutes to (1)50h
Do you think for a better outcome i should make my own map?
if you plan to learn that for 5-10 years instead 😉
but for starters, you can create a trigger that would cover the whole area of operations, and set the condition of "EAST" "NON-PRESENT" "END1", so when you kill all the peeps the mission ends
@late breach "new map" might mean "new mission" here, not "new terrain" 😉
Nope i meant new terrain
I've made missions since the start of Arma 2 and still not a pro... Tried to make terrains in the same time, and still have no idea what I'm doing
Welp i dont stand a chance
although feel free to try it out, the amount of information is way better now (PMC guide) and this Discord has a lot of people who can help with problems
No i havn't thanks keep forgeting thats a thing
Now i gotta figure out how to make the player do a airdrop
How does it sound to have three artillery pieces in a town you gotta attack
arty can be pretty OP when active (same as AA vehicles)
So no artillery?
it's your mission 😉 so try it out
eg. I had a plane insertion with active AA (WW2 setting), and 9 out of 10 times nobody would be able to even land without dying. The 1 time that people could land the squads were down to 1-2 people or heavily wounded.
So I ended up with making the planes and units invincible till they landed to at least give them a change to complete the mission.
so simply place down what you think is needed for the mission, play test it, and modify from there
using some "cheats" once in a while will make a mission more enjoyable
For rappel/fast-rope you'll need mods which add that to the game, and players will be able to do that manually (not sure if it can be scripted).
Paratroop also requires some scripting;
- place plane in the air flying
- place units in plane
- fly plane to target area
- kick out units from plane
Is there any way i can castomize the troops?
right click on a unit and there will be an option to change the loadout
My tanks are autistic
Is there any advantage to using editor-placed units over scripted units? I like using scripted units but I feel like I'm wasting my time sometimes and making my missions way more complex than they need to be
(Sorry to cut Ranger off) but, I’ve got a question. How can I make a helicopter fly to a specific waypoint, deploy it’s troops, fly away, the troops move to an area to search for players? All of this occurring after a task has been completed
Simplest way I can think of is to create a squad and give them a search & destroy waypoint at the desired location. Then create a helicopter, load the squad into it, and give it a transport unload waypoint near the desired location. Put an invisible helipad if you want to determine the helicopter's LZ more exactly.
To hold the helicopter until needed, you can _heli enableSimulation false; at init and flip it back to true whenever needed
You can also attach the helicopter's first waypoint to itself and put your desired conditions in the condition field so that the waypoint isn't complete until you say so
@untold shadow
oohhhhhhhhhh wow that makes sense, never thought of that, thanks!
@faint whale I never thought of that way, as I always use the trigger skipping a "hold" waypoint just before it moves on the S&D wp. I find the trigger method is not always 100%. Thanks for the pointers!
would it be possible to make a opening text screen before a scenario starts? is it possible in a multiplayer environment? How can i do this?
yes, yes and BIS_fnc_establishingShot (amongst others) @untold shadow
Sweet, i'll look into it, thanks!
How do i script a vehicle to act as a repair , fuel and ammo vehicle at the same time ? ( Im using ACE3 If that matters )
if i want to use Ares as Zeus do i need to have it loaded when creating the mission?
hey dudes - is there a relatively simple way to create a trigger that will fail a mission if ten civilians are killed? ive been doing research on this, and what ive found so far looks wildly complex...
I have a working system wherein if the count of a group of civilians dips below a certain number that the mission will fail, but this is forcing me to stick all civilians into this group, which means this group is literally stretched all over the map rather than encompassing all personnel on CIVFOR
you could give each civilian a "Killed" event handler that increases a variable that counts dead civilians
A quick and dirty way to do this is this:
deadCivCount = 0; allUnits apply { if (side _x == civilian) then { _x addEventHandler[ "Killed", { deadCivCount = deadCivCount + 1; } ]; }; };
Then do whatever you want with deadCivCount.
@wooden garnet
AllUnits loops through every unit to check if it's a civilian so this isn't ideal if you have a lot of units. You can also stick the event handler in their init fields, e.g. this addEventHandler["Killed",{deadCivCount = deadCivCount+1;}]; You can also put all the civilians into a layer together in the eden editor and then your array of civilians becomes (getMissionLayerEntities "yourLayerName")#0
@faint whale +deadCivCount?
deadCivCount = deadCivCount+1;
I see. Excellent
Ill try this :)
Now can I make this with an in-game Trigger, or should I use an sqfscript loaded into the scenario file?
Ahh wasn't what I wrote an abbreviation of that? I thought there was a shortened operator for that but couldn't remember what
Commander A9 you can just put that code snippet in init.sqf. Then just make a trigger to fail the mission when deadCivCount is greater than some number
@faint whale sqf (unfortunately) doesn't have += or ++
:/
recently I'm having a problem both in zeus and in the editor missions. Whener I command a group to do a "move" waypoint, the last unit of the group the waypoint is assigned to, doesn't move. In zeus sometimes if I pick that unit and move only it a few meter in a random direction when it will land on ground sometimes it goes to the waypoint.
I tryed searching up on google but with little to no results. Anyone knows why is this happening?
Game is modded, using CUP (the whole mod) and ACE3 (but not acex), no AI mods active.
Some object geometry may bother the AI, yes
this happens indipendely from the geometry under the vehicle tho. even with vehicles spawned on road. Is there any rule of thumb to get all the group working?
because is always the last men on the group and only with vehicles
on foot soldier are okay, helicopters and planes too, but wheeled and tracked vehicles, the last one in the formation is almost always stuck
Ah, convoys in Arma…
I don't know much more though.
well, it's only convoys, even a single unit in it's own group will not move
if you add another the first will move, the second will stay stuck
same with a third one
the first 2 will move the last one will be stuck
Merry X Mas everyone.
Does anyone have experince with the alive mod?
I read that since the update it should be mp compatible. But some users write that it don't.
Alive should be MP compatible, since it's build for MP... Not sure to specific issues though...
I know who has experience with ALiVE mod. The people on ALiVE Discord in #channel_invites_list
@faint whale @cinder holly ah it worked gentlemen!
i created an init.sqf file with simply "deadCivCount = 0;", then added this addEventHandler["Killed",{deadCivCount = deadCivCount+1;}]; to each civilian's init field. then i added a trigger with "deadCivCount == 2;" and it executed exactly what i wanted to do when 2 civilians were killed. outstanding
even found a way to add an audio clip that declares "civilian killed!" if you kill a civilian:
this addEventHandler["Killed",{deadCivCount = deadCivCount+1; playSound "CivilianKilled"}];
@wooden garnet I recommend using > 1, as two or more civilians could be killed between trigger checks!
Is there a way to hint a user/player what key they have bound for some action? Just for example's sake: if the player has bound key "I" to gear is there a way to get the bound key and then for example create a hint for the player?
yes
@vapid trail see https://community.bistudio.com/wiki/actionKeys
(and related links of course)
@cinder holly gotcha
Hey Lou 🙂
I've been eyeballing actionKeys stuff the past moments and while I got 'somewhere' on my own I still couldn't get where I wanted to be. This sparked my question, and your answer and ta-dah! I now got what I think I need at this point (which is actionKeysNames that can be used to to return the bound key)
Unless the key is a keycombo with shift/alt/strg
Yeah. Unlikely. Buuuuuuuut possibru.
I want to get a better solution for that someday
Hey guys, how should I distribute my mission through steam workshop?
What I have is:
- A mission
- An addon required by the mission we've made, which has stuff like custom markers, pictures, etc.
- Mission has a custom saving feature, which often makes old saves incompatible, so I'd like to not force-break old saved games for users, maybe I'd have to publish new mission version as a separate .pbo or separate item.
I think I can upload a plain mission to workshop, but I can also upload an addon which adds addon stuff plus the mission, or what other options do I have?
that's it I think
the latter would be the same as Old Man DLC, an addon including a mission
Ok, interesting. Thanks. Another issue which bothers me is that we currently have 3.5 megabytes of code, which can be moved to addon then, so that users can save mission download time. But how can I setup my environment so that I can easily develop the mission code then?
I would setup a file prefix in Description.ext, then change it once everything is done to put the addons' path
if you place the mission inside the addon, it's not an issue
Thanks. Don't really understand how it works. Thanks anyway.
if you made an addon might as well distribute it with the mission inside unless the addon is not yours
Yes the addon is mine, that's how I will do then I think.
@cinder holly Maybe i understand now. Did you mean the cfgFunctions prefix?
Hey guys (hope this is the right place):
Does anyone knows how to disable Voice chat and Text chat in the in-game channels but still keep them for marking?
@turbid kindle no crossposting
i have question how to open uav terminal on laptop or any device with add action
this addAction ["UAV-Terminal","???"];
withaout outside script
i try it and it not work like i want or mayby i can't use it proper
i want anyone come to that laptop can open terminal everyone that don't have terminal too
seems not really possible? add the item and remove it maybe
hey guys, in the waypoint attributes menu, you can set a sound to play on activation, and i want an explosion but the play button in the menu that previews the sound doesnt play anything? possible fix?
many of those don't work anymore and are leftovers from arma2
if the sound plays there it worrks, if not then not
@regal hatch repro please
Why does my Trigger zone not work. I already adjusted the zone and put people in then put people who move then I put the trigger zone as the activation trigger then I start the game and they move without Blufor even being there
Anyone got a clue
this lacks… punctuation? I don't get what you want to do @rancid imp
Ok the Trigger zones
I am trying to use them but I dont get what I am doing wrong with them
@cinder holly
So I put the Trigger Zone with troops in there and make some of them move to places. Now I put the Trigger zone as the activation thing for the movements but for some reason the troops still move with the activation thing turned on.
you put activation for movement, but with activation, they move
that's what I get from what you say
Let me send pictures to show 😦
copy/paste link to hosted image here
Lets suppose that's there movement
Then I put waypoint activation on that first movement
I have the Trigger adjusted to Opfor guarded and if blufor step in then it should activate
Thing is with everything theoretically correct it doesnt work
it should not be opfor guarded, it should be blufor detected by opfor, no?
from what I know, the configuration you try cannot work.
usually when lou says it, i take it for good fish
In co10 Escape and other MP missions I often encounter the problem of flying vehicles: you shoot the driver of a car, it starts spinning in circles for a few moments and once you get in as driver the vehicles is sent into the sky like a rocket. However, this happens unpredictably. Question: is there any tweak from a mission/scripting-side which can prevent such buggy behaviour? I know ArmA has some problems with physics in MP but maybe the state of such a "rocket car" can be detected beforehand and reset in some way?
thank you @vernal brook ❤️ 🙂 (I might be wrong though)
@signal coral Arma*
also next patch should bring PhysX update, so maybe no more rocket car in the future
yeah, I saw that and I really hope that this will reduce the buggy behaviour. Would be great ...
@cinder holly So your saying to flip it?
flip it?
what do you want to do in human words?
that blufor units move when they are spotted by opfor?
No flip that
. . .
then make the trigger BLUFOR spotted by OPFOR
Ik
I am trying it out
Ok but why do they move if no blufor are in the zone?
I set Waypoint activation to the first move that I put
you have a type that is "skip waypoint"
set that on a "hold" waypoint and it's all fine
synchronise this trigger
Type Skip Waypoint
Activation BLUFOR
Activation Type Detected by OPFOR
to a "HOLD" waypoint (change its type)
Thank you for all the help! @cinder holly 🙏
I take it's working!
noice 👌 × 2
Why does this not work {_x enableAI "ALL";} forEach units group _g1;
i also tried {_x enableAI "ALL";} forEach _g1;
every unit whict i have with disabledAI is with code:
_g1 = group this;```
@primal osprey still need help with your dynamic simulation question?
@cinder holly yeah
One shall never know 👀 😄
Lol sorry
@cinder holly If I have dynamic simulation will it automatically engage targets when the player gets within range? Will dynamic simulation units follow waypoints when player enters the range?
yes and yes
having a player will "wake" them, and they will follow their orders as if nothing happened
but if you createUnit , you have to add these units to the dynamic simulation plan
read https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation for more info @primal osprey
Ah alright thanks
@cinder holly is there a way to force a unit to keep formation no matter what?
not really? They are "human", they don't want to take a bullet
Maybe if you disable some AI they won't take cover @primal osprey
@cinder holly I wanted my humvee Collum to no matter what stay on that road and support infantry
So I have zones for infantry so when they enter the humvees are supposed to move up and support, giving the infantry heavy MG support
But when the they are engaged the trucks scatter out and no longer follow the file formation
Even if I have them set to careless and file formation
setBehaviour "CARELESS" might do @primal osprey
Try disableAI?
Hm not luck with that either @cinder holly
Is it possible to limit who can see a marker if they'reo n the same team in Eden?
The specific situation is I want to mark out a Bullseye reference but I think it would clear up the map if the riflemen didn't see it, only the aviators and JTAC.
you can createMarkerLocal yes
Would I be able to limit that to specific players?
As I'm very code-dumb and don't know how that would work/what it would entail/do overall.
And if its a range of effect thing, these are two parties who are going to be several km from each other.
you can, yes
a potential issue would be if a player disconnected or JIP, the marker would be lost (but you could fix it if absolutely needed)
Ooof that's a point. And at full strength there's gonna be like 50 people in this op... I may just change where Bullseye is to avoid visual clutter and leave it where anybody can see it.
it would be lost only for the disconnected role, if you didn't apply a fix
you can remoteExec the createMarkerLocal command (and all the styling), and mark them with the JIP flag - I think it would be enough
Make global marker, use setMarkerAlphaLocal to alter visibility on individual machines
Good mod for controlling a battery of guns?
Controlling them how?
ITC Land is geared towards multi-player missions with player controlled guns, we don't yet have AI controlled battery features if that is what you were looking for.
Not up to speed on other options but I hear good things about drongos stuff for doing artillery with AI.
Drongo's is great, but we ran into some bugs with it (and switched to ITC). If it gets ironed out,or we find the bug on our end, I could envision switching back.
(Drongo's automates the Arty, so you don't need players sitting in the battery, which you DO need with ITC)
What Calendar Format is Arma using?
Why is the 1st of January 2020 a Thursday?
2035
?
it should be valid
😄
I must be missing something here 🤷♂️
he's right, the 2020 calendar is off
Oh shit.... Was so drunk back then that I thought the 1st was Thursday 😉
yet 2019-12-31 is Tuesday
Weird. Only January is off
Look at 1/31/2020 and 2/1/2020 - both a Saturday...
And the rest of 2020 looks good
Quick!! A bugfix/ticket!!1!!
Maybe one of the BIN folks "fixed" it in 1.96 to get another day off at Christmas 😉
Just another sign of how broken this game is though! 😉
😉
zOMG!!1!ONE!1eleven