#arma3_scenario

1 messages · Page 43 of 1

cinder holly
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I can't help otherwise

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@uneven trench dm me if you can't post here

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We shall never know ¯_(ツ)_/¯

sinful rampart
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@uneven trench you can't.

silver girder
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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?

silver girder
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correction
it only doesn't work on dedicated servers

cinder holly
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is your code dedi friendly?

silver girder
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@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

viral briar
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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?

silver girder
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did you set up playable slots?

viral briar
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yes

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only palyable, the purple ones

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14 of them

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ive had this issue several times, may it be because something may be wrong with the respawn?

ocean void
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@viral briar dedicated?

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can anyone help me with vehicle respawn module? i tried different setting and it still does not work, where did i go wrong?

https://imgur.com/a/NQhKTHD

i have synced all of the vehicles and i doesn't even respawn at all

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is there a limit on number of vehicles that can by synced to the module?

night stratus
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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?

near dock
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Have you checked the ace addon settings?

night stratus
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@ocean void if you are on later I can try to help you

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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

ocean void
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@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

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im not sure thou

night stratus
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I just had a look and there is only a option for Mk6 Mortar :/

ocean void
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yes, ace only provide options for that

silver girder
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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?

dapper lotus
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why is it so hard just to make an AI walk forward?

cinder holly
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@dapper lotus there is a bis fnc that does that, just playing the walking/running/sprinting animation in a loop

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@silver girder it should work, but IDK if they changed anything recently

silver girder
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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

cinder holly
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What is the condition in your trigger?

dapper lotus
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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????

cinder holly
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Because they walk slowly… or because airplanes are not AI walkable surface…!

silver girder
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@cinder holly Ive tried with different condition but the current one is Blufor not present

cinder holly
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Yep this should work fine indeed

silver girder
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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

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can I send you a simple vanilla sample to see if Im doing some steps wrong?

cinder holly
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I am on mobile rn =/

silver girder
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same, Im at an hospital rn
would it be ok if I'd send it some time later?

cinder holly
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Funny thing, I was in a hospital too 😄
Sure, just strip it to the bare minimum

night stratus
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@ocean void so it seems like something, maybe a script is overwriting my MCC settings

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Does a VVS do that?

dapper lotus
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@cinder holly The airplane is standing still high in the air, but when you're inside it feels like it's flying forward.

signal coral
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@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

dusky lodge
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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

azure wraith
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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

ocean void
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@night stratus not sure, i have never use VVS and MCC.

dusky lodge
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@azure wraith
I think I tried that before and it didn't work but I'll try that later. Thanks for now

hearty nexus
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Looking for a American Militia faction for a mission I'm building, anyone have any leads on anything that could work?

near dock
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Check out the Project Opfor Private Military Company faction @hearty nexus

mossy lava
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@hearty nexus If you use CUP and not RHS, Community Factions Project has Western Ultranationalists.

hearty nexus
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Oh really?

timid rover
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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

whole river
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@timid rover what is your method you are trying that isnt working

timid rover
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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

whole river
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use bis_fnc_loadInventory

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u can predefine loadouts via description.ext

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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;
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alternatively use BIS_fnc_saveInventory

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  • there are many more ways but this is some easier ones to get u goin
velvet mortar
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Would I just put this in the Eden editor and execute?

whole river
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you would want to call that on respawn so via a respawn event handler

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you can call it on player connection also via initPlayerLocal

balmy gust
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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.

balmy gust
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Nevermind, found a few.

stable briar
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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?

balmy gust
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try not placing them directly on where the tree was

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idk if you tried that or not

dense plume
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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?

night stratus
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@stable briar try to start the map in MP, It will then firstly remove the buildings and then place the cars

past kindle
sinful rampart
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or maybe battleye is blocking it

past kindle
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@sinful rampart you talking to me?

sinful rampart
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ye

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probably not talking to the guy from 7 hours ago

past kindle
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Is there a way to stop Battleye from blocking it

sinful rampart
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if battleye is actually blocking it then no, not really

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besides waiting

past kindle
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Sorry

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@sinful rampart is there anything else that could cause this?

sinful rampart
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maybe only have 32bit dll while running 64bit arma

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check battleye log in arma launcher

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itll tell if battleye is blocking it

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and check your RPT, itll tell if the file was not found

past kindle
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Ok thanks

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@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?

sinful rampart
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youre not gonna make them

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only the mod author can

past kindle
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Ok

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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

sinful rampart
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yes

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legacy branch

past kindle
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Do you know the code?

sinful rampart
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no

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top right

past kindle
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Ok thanks

grizzled spire
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maybe just don't use xcam and use objectplacement

rapid hatch
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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.

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Mission design tips highly appreciated.

cinder holly
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A tank is coming to their position :p

boreal void
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Is there a way to hideobject and still allow it move around?

cinder holly
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hideObject? 😄

boreal void
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HideObject is freezing whole unit

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I want to attach Raven into Arma UAV and add explosives to it

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Raven isn't a thing in editor so I'm having issues with it

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(I might try to name backpack and add explosives to it tho)

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no i can't

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I just want to allow invisible vehicle to move

stable sinew
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If it's something you can fully re-texture, just make it invisible.

boreal void
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almost worked

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rotor is still in place :P

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OH

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I might have something

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Pchela from RHS doesn't look that bad

sturdy fulcrum
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is there any benefit of HC over direct control of units as GL?

azure wraith
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More frames for the group leader, but less responsive AI in return I'd guess.

rapid hatch
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set waypoint activation between two waypoints doesn't sync them any more, it seems to serve no purpose

rapid hatch
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It works 1 on 1. If you want to sync more than 2 groups use the trigger or condition and semaphore variable.

karmic glade
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is there a way to check if fireplace/barrel is on fire on not ?

cinder holly
tame sage
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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)

tulip swan
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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

near dock
tulip swan
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what rule did i break?

sinful rampart
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crossposting @tulip swan

tulip swan
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oh i posted here as a guy said this was the right place my bad

cedar plover
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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 🙂

sinful rampart
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My average mission time is 3-4 hours

cedar plover
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thanks, ill keep that in mind

near dock
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^ Can vary depending on unit size and playstyle though imo

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Also what you actually do

cedar plover
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well usually kinda slow paced near the begining and made usually for around 10-15 people

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I love the editor, just don't know what exactly people will actually play

night stratus
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I prefer shorter missions with around 2 hours of playtime

woeful magnet
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Does anyone know of a way to make a trigger area / point that plays a pre-set TFAR channel?

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Or is it only pre-recorded sound-bites?

sinful rampart
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"plays a pre-set TFAR channel" ? explain

night stratus
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@woeful magnet do you mean play a radio like sound or change the players TFAR channel?

woeful magnet
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As in broadcast that channel

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So if, say, 70 is the pilot comms, its broadcasting what they say

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@night stratus

winter peak
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So for instance, you would want maybe a radio on a table playing radio chatter from TFAR in real time?

woeful magnet
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Yeah

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So if you are a pilot down and rearming your littlebird, you can hear the other littlebird and the apache talking to each other.

winter peak
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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.

sinful rampart
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In TFAR 1.0 you can place a static radio on a table, set it to a frequency, and enable speakers

night stratus
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I would do that record thing too, since it's easier imo

woeful magnet
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@sinful rampart where is that module / item to set?

night stratus
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@woeful magnet i think Ded means a radio prop (in prop tab)

woeful magnet
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Then how is it set to a frequency? Can that be done from EDEN editor?

night stratus
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I suppose by module, maybe the "set frequency" one

zinc estuary
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Anyone able to give me a hand in my life server?

spare coral
cinder holly
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can most lifers be called creators though…

mossy lava
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Most lifers believe in a creator

woeful magnet
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@night stratus its in its ACE Options.

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I found it.

sinful rampart
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@woeful magnet place down radio in 3DEN, and double click it I think the settings should be there.

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There are no modules anymore

woeful magnet
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Yeah I found it. That simplifies things.

gritty quail
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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 ?

mossy lava
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Every mod has some sort of limitations. Consider a limited Zeus module: editable area 10 m radius around player, only fortification props available.

gritty quail
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Yeah but like for players to be able to spawn it not someone who has zeus perms

tame sage
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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 )

tame sage
mental nexus
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😛

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thank you :)

tame sage
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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..

fallow moth
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Anyone knows a way to do switchmove on a group easy

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With sleep

mossy lava
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What are you finding difficult?

fallow moth
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this disableAI "all"; [_this] spawn {
sleep 5; _this switchMove "AmovPercMwlkSnonWnonDf"; };

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I want to put an animation in the init of the AI with a sleep

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It should be this because it's large horde

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error undefined variable in expression: this when doing [] spawn {
sleep 5; this switchMove "AmovPercMwlkSnonWnonDf"; };

night stratus
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Maybe wait Until or smth like that?

fallow moth
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What do you mean?

spare coral
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@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
fallow moth
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ty

sinful rampart
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you know you don't need to pass an array to spawn?

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you can also pass "this", and get rid of the "select 0"

spare coral
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yes also possible

mental nexus
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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?

ancient lily
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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.

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Im hoping for addon suggestions that are stable with ALiVE

late breach
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instead of Ares, use Achilles

ancient lily
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ohhhhhh!

sinful rampart
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Instead of Achilles, use ZEN (Zeus Enhancements)

cinder holly
#

instead of Arma, use Call o… wait nevermind

hollow vine
#

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.

fallow moth
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How to make ai plane go full throtle and stay full throtle?

mossy lava
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@fallow moth if you're talking about throttle to idle when in menu, that's a "feature"

signal coral
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@silver girder sorry for the incredibly late reply. Make sure you give each task a unique taskID. ‘Task1’ ect would do it.

vernal brook
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has anyone here been able to use the contact radio stuff in their missions?

silver girder
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@signal coral
after countless trials I ended up solving it
thanks anyway

late wigeon
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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?

cinder holly
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@late wigeon it's an object, under "Helpers" I think

late wigeon
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@cinder holly oh dang thanks! Now I just need to figure out how these check points work

tame sage
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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 ?

tame sage
#

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)

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(obviously you can leave out " vehicle " if your player is on foot)

bright willow
#

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.

late breach
#

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.

bright willow
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Thank you. Is this the correct way to get it to pull from that mod?

sound[] = {"@my_mod\addons\song1.ogg",db+10};

late breach
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if that's the location of the file yes, although I doubt that is correct

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it's usually name_of_mod\addons\name_of_pbo\path\file.ogg

bright willow
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Ahh. Okay, I think I see where I goofed up then. Thank you!

bright willow
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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};

cinder holly
#

beside the fact that Sweet Home Alabama is a copyrighted song see Description.ext wiki page for help

bright willow
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Yeah I was a little surprised by that, lol. Thank you, I'm very new to this whole thing @cinder holly appreciate the response.

cinder holly
#

@late breach you should check it too 😉

hollow vine
#

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.)

cinder holly
#

an extract, yes - a full song, no
also depends… on the country, and Steam is worldwide

night stratus
#

I don't think that police will be knocking on your door cause you used this song on an Arma server lol

cinder holly
#

same for Star Wars mods and/or Life servers that steal mods from users, yet they are forbidden → #ip_rights_violations

silver girder
#

as long as its not on the workshop it should be ok right?

cinder holly
#

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.

rocky carbon
mossy lava
#

How might I get a VR Entity that isn't neon coloured, perhaps flat gray?

rocky carbon
#

it might take setObjectTexture

#

if not, then no can do

silver girder
#

I recall Alias uses a grey entity for the strigoi script
could reverse engineer that

late breach
#

If it takes setObjectTexture you also might need to use setObjectMaterial and change the rvmat to remove the glow

mossy lava
#

Will give those a shot.

rocky carbon
#

let us know how it goes

wooden garnet
#

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...

silver girder
#

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

wooden garnet
#

roger that - ill take a look 😛 thanks

vapid night
#

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.

cinder holly
#

how do you do that?

vapid night
#

That's what I'm asking

cinder holly
#

I mean, what have you tried 😄

vapid night
#

Oh got it, in the init.sqf I used
{
_x addEventHandler("hit", [
Dostuff
]
}Foreach _gen

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Syntax is borked because I'm on mobile and typing from memory

#

And _gen is

#

_gen={"string of power generator objects"}

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My question is how do I pass generator objects without having to do it manually

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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.

cinder holly
vapid night
#

This requires a position first. I want it to find all generators regardless of position.

cinder holly
#

take the centre of the terrain, boom, position ^^

#

that or periodically check around player and keep track of them to remove the action

vapid night
#

I'll play with it. Thanks Lou

muted pendant
#

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?

trail cargo
#

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

muted pendant
#

In the mission settings you can make independent hostile to everyone

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Using Eden editor in "general settings" I think it's called. Or in Zeus interface there a module

trail cargo
#

I've found the Eden editor setting for independent, but the problem is that doesn't get the police shooting at the players

muted pendant
#

Change police to opfor

#

You can't have blue shoot blue

#

Not that I know off anyway

trail cargo
#

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

muted pendant
#

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

trail cargo
#

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?

muted pendant
#

Yeah, it might cause unwanted server lag if you have too many. Do you have a dedicated server and headless client?

trail cargo
#

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

muted pendant
#

Where are you friends based

trail cargo
#

Thankfully we're all out of North America

muted pendant
#

Also is this mission with mods or

trail cargo
#

Definitely, it absolutely would not be possible to do this in vanilla aRMA

muted pendant
#

Are the police custom made in the arsenal or prefabs you can spawn in

trail cargo
#

Mercifully they are prefab units, rather than arsenal generated ones

muted pendant
#

So you should just be able to spawn them in via Zeus

trail cargo
#

Right, but when I do that, they'll spawn as BLUFOR

muted pendant
#

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

trail cargo
#

Any chance you know the module name? I'd been looking for it and couldn't find it for the life of me

muted pendant
#

Can't recall, just search it in the box. Your bound to find it, even if you have to do it manually

trail cargo
#

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!

muted pendant
#

Not a problem, solves the need for Hiden army and unneeded lag

trail cargo
#

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.

sinful rampart
#

yes there is a way

#

addAction, and check in the condition that player is in vehicle

trail cargo
#

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)

muted pendant
#

You dont need to do it with scripts, use a module.

trail cargo
#

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'

boreal void
#

God Lord why almost none of big object doesn't have bottom textures

#

like pier

cinder holly
#

Because… why would they!

shut reef
#

Hi all! is there a way to enable respawn while the mission is in progress through debug console?

mild minnow
#

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?

cinder holly
#

Eden should convert just fine

Maybe the file is corrupted

wheat dagger
#

Have you edited it manually in any way?

mild minnow
#

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.

wheat dagger
#

Have you changed the version? 3D editor has different version

muted pendant
#

@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

shut reef
#

Thank you kindly Lynx

grave harness
#

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?

late breach
#

2.0 damage means twice the amount of damage inflicted (so people die twice as fast)

novel epoch
#

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.

signal coral
#

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.)

muted pendant
#

@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.

#
  • 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
signal coral
#

yes thanks

signal coral
#

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.

late breach
#

and for your examples you could simply create and remove objects in the codeCompleted field (so after the action is done)

wooden garnet
#

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

late breach
#

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

wooden garnet
#

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

late breach
#

in that case you most likely use a incorrect path to the sound file

#

in CfgMusic that is

wooden garnet
#

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..

wooden garnet
#

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?

clever acorn
#

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?

wooden garnet
#

1024 by 512 i think @clever acorn

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.

fleet goblet
#

hello, the mission spawn, example: mission_1, can i change to bomb_1 or have more configuration to do?

cinder holly
#

moar details plz

fleet goblet
#

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

dusky lodge
#

Hi guys. Need help.

I want to create a mission where you need to hack a laptop. So I make as followes:

  1. Place laptop
  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;
};

  1. Place create task modul
  2. Place task status modul
  3. Place scenario end modul
  4. Place second trigger
    Condition: hacked
  5. 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???

cinder holly
#

make 'hacked' a number and increase it on hacking

#

when it is equal to two, you hacked two laptops = victory

dusky lodge
#

@cinder holly
Can you specify the lines I need to write? You mean in the hacking.sqf?

dusky lodge
#

Does anyone know if my method is mp compatible?

bleak prawn
#

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?

rocky carbon
#

Possibly they get damaged before simulations stops. Set their health to full too to test.

bleak prawn
#

K will do when I get home

trail cargo
#

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

cinder holly
#

Have you seen many interior lights? No? That's why 😁 although CUP managed to have a quite clean render 🤔

rocky carbon
#

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.

white sparrow
#

hey guys . Is there any other high quality tools for making ZEUS mission like Achilles?

sinful rampart
#

ZEN

#

Zeus Enhancement

white sparrow
#

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?

sinful rampart
#

sure

signal coral
#

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.

woeful magnet
#

Is there a way to increase how many loads of ammo an RHS USAF turret has in EDEN?

silver girder
#

try with addMagazineTurret

earnest cove
#

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?

earnest cove
#

thanks

wanton dome
#

hi, anyone knows a way to restart a MP mission started from the server menu? serverCommand seems not to work

spare coral
#

what do you mean with server menu?

wanton dome
#

from the "host server" i meant

spare coral
#

#restart

wanton dome
#

yup, works on dedicated but not there, it seems

spare coral
#

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

wanton dome
#

nope, problem was i had skiplobby=1 in description.ext

#

works now, thanks for your help

white sparrow
#

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

astral valve
#

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.

sinful rampart
#

simply objects which are outside of render distance cost basically nothing

#

but if they are visible they obv have to be rendered

white sparrow
#

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?

mossy lava
#

Eden Enhanced or 7erra's Editing Extensions

winter peak
#

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.

mossy lava
#

Config Viewer cfgSounds, perhaps

winter peak
#

I’ll see what I can find, thanks.

jolly nest
#

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

mossy lava
#

there's a plugin for vscode

sinful rampart
#

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

lyric spindle
#

@sinful rampart use the placeholder attribute on the textarea. it's removes the annoyance to first remove the "Enter text here..." before entering code

sinful rampart
#

wrong ping? Ah, Me understand. yes

grizzled meteor
#

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";
cinder holly
#

@waxen radish ^

sinful rampart
#

// <-- 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

grizzled meteor
#

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

sinful rampart
#

maybe my web build is slightly outdated. I'll test in the latest

#

Yeah bug in SQF-VM

waxen radish
#

Fixing it later today Fixed in master

waxen radish
#

Also the pretty print is less to whatever style i prefer and more like a proof of concept that never got updated ever since 😄

silver girder
#

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

sinful rampart
#

get array of all items, and use count
or findIf to find first, deleteAt to delete, then findIf to find second

silver girder
#

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

earnest cove
#

i dunno man. what if i need 10.000.001 elements

spare coral
#

Make two arrays

sinful rampart
#

make one array, containing two arrays 😄

spare coral
#

That are actually 3 arrays

swift salmon
#

Can someone DM me I need help giving routes to AI and things like that

dapper lotus
#

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?

astral valve
#

if you have ACE, you could open the unit up in the ACE Arsenal and load his weapon with a rocket

dapper lotus
#

Ok, thanks! I'll see if it works. I don't understand why the normal arsenal just can't add it

dapper lotus
#

yup, it worked. Thanks

signal coral
#

How to make units respawn in vanilla eden.(4. Playable units that will be controlled by both humans and ai when needed)

cinder holly
#

See Eden Editor menus, Multiplayer Settings (they won't respawn in singleplayer preview, only in MP) @signal coral

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

cinder holly
#

Yep

signal coral
#

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

cinder holly
#

Respawn type = group, then by pressing U you should have the units list

spiral meteor
#

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.

spiral meteor
#

@mossy lava thanks

mental nexus
#

Is anyone experienced in making a training map? Preferably for ww2 setting? DM me pls ^^

wooden garnet
#

@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

cinder holly
#

leader myGroup so someone still talk @wooden garnet ?

fair sonnet
#

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 :/

wooden garnet
#

@cinder holly essentially yes

cinder holly
#

well leader myGroup then 😄

wooden garnet
#

very good 🙂

wraith pumice
#

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 😄

vernal brook
#

did anyone figure out how to create notes in contact?

cinder holly
#

Create notes?

vernal brook
#

yes contact replaces the diary system and nobody seems to know how to make the intel like they do in contact

cinder holly
#

@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)

vernal brook
#

nothing that makes me any wiser

delicate hinge
#
_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; 
delicate hinge
#

diary data is in bin_createDiaryRecord_list

cinder holly
pallid hemlock
#

Is there a go to way for spawning eden compositions via script at runtime?

vernal brook
#

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

delicate hinge
#

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.

vernal brook
#

I coould my my own texturre for them i guess

delicate hinge
#

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 blobshrug

#

Go and check their code, these functions are pretty basic.

vernal brook
#

still too hard for me 😄 i can make maps.. configs i break

dusky lodge
#

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;
};```
cinder holly
#

@dusky lodge no uppercase, thank you.

dusky lodge
#

sorry, caps lock

cinder holly
#

also, please format your code properly in Discord using

```sqf
your code
```

#

thanks! 👍

dusky lodge
#

my bad

cinder holly
#

np; it's for better readability so you can get help faster

dusky lodge
#

so you got a solution? because you helped me a lot in the past. haha

cinder holly
#

not an easy one indeed

dusky lodge
#

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..

cinder holly
#

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 ^^

dusky lodge
#

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

cinder holly
#

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!

quartz shoal
#

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!

vernal brook
#

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

cinder holly
#

what do you want to do?
removeFromRemainsCollector also mentions addToRemainsCollector

vernal brook
#

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

cinder holly
vernal brook
#

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

vernal brook
#

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

rose sinew
#

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.

sand crane
#
    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?

sinful rampart
#

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

vernal brook
#

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

sand crane
#

how do i set up a trigger that checks if blufor spotted a certain object?

vernal brook
#

what do you mean spotted?

sand crane
#

when it sees the object

vernal brook
#

you're probably going to have to fake that somehow

sand crane
#

right. i got an idea

cinder holly
#

@sand crane side knowsAbout object

dusky lodge
#

@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

cinder holly
#

add the action to the computer itself, so you won't have to bother about this

wooden garnet
#

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

wooden garnet
#

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

stable delta
#

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?

vernal brook
#

that way :3

signal coral
#
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!

sinful rampart
#

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 👋

signal coral
#
_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;
      };
  };
};
sinful rampart
#

uh...

signal coral
#

@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?

sinful rampart
#

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")
}

signal coral
#

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!

sinful rampart
#

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

#

the group part is important, as the unit itself will become civilian on death

signal coral
#

not any, only when the first unit dies! It´s not for the mission start, it´s for an later part

sinful rampart
#

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

signal coral
#

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!

sinful rampart
#

unit _x == west; thats nonsense
do off1 doMove (getMarkerpos "marker_0") nonsense too, might even be syntax error.

signal coral
#

Thanks, i had found an other variant to write it, which did´nt gives an error, but did´nt works!

sand crane
#

can someone please explain to me the difference between if and waitUntil?

#

wouldn't they be the same?

sinful rampart
#

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

sand crane
#

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?

sinful rampart
#

Yes

stable delta
#

Anyone know a simple script that forces Ai to have lights and collision lights on?

vernal brook
#

_unit action lightsOn vehicle;

stable delta
#

Thanks

#

Do people actually use any of the missiom editor mods? Does it make making missions any easier?

astral valve
#

Which mission editor mods?

hollow prairie
#

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?

sinful rampart
#

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

hollow prairie
#

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.

arctic smelt
#

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

dusky lodge
#

@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

grim hearth
#
// 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"];
};
```?
vernal brook
#

does anyone know how dangerzones work? the ones contact add

cinder holly
#

Like, how are they created?

vernal brook
#

yeah i place one and nothing happens

#

i'd like to use them in some spots on my mission

cinder holly
#

check biki maybe, I recently imported all BIN_fnc : check Category:Arma_3_Contact

vernal brook
#

❤️

wheat dagger
sand crane
#
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?

wheat dagger
#

This script has many syntax errors, please check the wiki for command usage

wooden garnet
#

Is theres a means of making a trigger execute multiple actions with a delay between each? Is that what the "sleep" function does?

jolly nest
#

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?
rocky carbon
#

broken mod perhaps

#

some object cant be loaded

grim hearth
#

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

jolly nest
#

There's no mods running on server, just some server mods but it might be those lootpiles

rocky carbon
#

It's not exactly vanilla either.. So something is modded.

vernal brook
#

commander9 make the trigger run an sqf

#

@wooden garnet

#

and inside a spawn

wooden garnet
#

Right...

jolly nest
#

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?

late breach
#

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

signal coral
#

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.

cinder holly
#

@signal coral mods? Height?

vernal brook
#

google arma 3 disableAi

signal coral
#

Mods: ACE, ACRE, ND_Units, I want itto hover at Fastrope height (because Achilles fastrope waypoint work equally as dumb)

cinder holly
#

the ASL version is non-working iirc

#

@signal coral maaaybe a mod is overriding it, more than likely ACE (if one does)

signal coral
#

Gotcha. That's a bummer.

cinder holly
#

try in vanilla just to be sure

signal coral
#

Willdo.

dusky lodge
#

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.

stable aurora
dapper lotus
#

how do i find out what a map object's class name is?

#

like a road?

vernal brook
#

an road won't have a classname i think unless it is a pre placed arma 2 style one

dapper lotus
#

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

stable delta
#

Whats the best way to make a group of vehicles to stay together in a convoy on the road

vernal brook
#

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

dusky lodge
#

@stable aurora
Thanks. I'll try that

signal coral
#

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

muted pendant
#

When I load the mission file, it auto respawns everyone. How do I stop that happening?

cinder holly
astral valve
dusky lodge
#

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.

cinder holly
#

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

vernal brook
#

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

late breach
#

in the "Code on Unit Created" field add:

_this setUnitLoadout selectRandom ["CIV_CLASS_NAME"];
dusky lodge
#

@cinder holly
Ok thanks. Where do I need to put your code in?

cinder holly
#

in game

#

@dusky lodge which scripts do you already have? initServer.sqf?

dusky lodge
#

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?

cinder holly
#

no, use a forEach on all units you need of course

sand nacelle
#

Attributes > Multiplayer > Respawn >

#

that's the path in eden

astral valve
#

ok, i see, lemme do a bit of research

sand nacelle
#

Omg

#

fixed

astral valve
#

What did you do?

sand nacelle
#

im a dummy dumm dumm

#

so it's respawnOnStart = 0;

#

in my file it was always respawnOnStart 0;

#

i never changed it

astral valve
#

ah ok.

sand nacelle
#

like my brain doesnt work at this point

#

haha

#

thanks for everything man!

astral valve
#

np

cinder holly
#

we should prevent this Discord access to sleep-deprived scripters 😄 (me included!)

sand nacelle
#

^^

late breach
#

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"

grim hearth
#

Put down your drink and turn off your computer in my case...

desert fossil
#

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.

vernal brook
#

easier to do via some scripts to spawn them

desert fossil
#

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

languid agate
#

Is there a way to compile a bunch of mods into an HTML file, without installing all of them?

cinder holly
#

@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? 🤔

languid agate
#

Something like that. But without the hassle of installing all of them

cinder holly
#

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 ^ ?

languid agate
#

Oh yea, totally forgot about that. Thanks

silent swift
#

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"];

cinder holly
#

There is a BI_fnc_EXP_ something

silent swift
#

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

cinder holly
#

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 😐

silent swift
#

no worries, you try to help ^^

#

If only I could decompile the script files of bohemia for like the tac-ops missions

cinder holly
#

you… can?

#

or are they still .ebo?

silent swift
#

I guess they are PBO

#

but, can you get just the script with the voice line references ? That I don't know

cinder holly
#

only one way to know 😄

silent swift
#

It's gonna be a pain lol

cinder holly
#

directories are well organised, iirc it's easy to find

silent swift
#

well first I have to find the proper mission

sand nacelle
#

is it possible to make every bullet a tracer and have it still deal damage?

#

Please ping me if you have an answer

sinful rampart
#

yes

sand nacelle
#

I mean without manually going in the arsenal of units and doing it

#

also non vanilla weapons

#

ill just use the mod

rocky carbon
#

Tracers deal damage just like non tracer bullets I do wager you need a modded magazine for that though

coral mirage
#

does anyone know if the 'combat ambience' effect on triggers has been disabled?

vernal brook
#

the sound effect?

#

maybe it gets replaced with old man

#

it works in contact

coral mirage
#

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?)

faint whale
#

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

cinder holly
#

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 ?

late breach
#

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.

faint whale
#

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

late breach
#

depends on the mission, the players and how well they know the mission maker / zeus

cinder holly
#

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

late breach
#

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

faint whale
#

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

late breach
#

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

mild valley
#

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.

cinder holly
#

@mild valley ebo is not meant to be opened, period.

mild valley
#

Ah... I see talk in communities about opening them for research. Although most were sketchy. Just wondering.

cinder holly
#

yep, sketchy

mild valley
#

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?

cinder holly
#

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

mild valley
#

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
#

saveGame command maybe?

mild valley
#

@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

cinder holly
#

not in the bed init? init is run on mission start

what is your action code?

mild valley
#

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

cinder holly
#

no, place saveGame after the hint 😄

mild valley
#

Exactly how in that script? Sorry, once I see how to implement then I begin to learn the structure.

cinder holly
#

@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"

mild valley
#

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

cinder holly
#

cutText might be ["", "Black out", 1] @mild valley

mild valley
#

@cinder holly Thanks again. Will test this soon.👌

fickle gull
#

Hi, does anyone know of a way to stop arma from creating a ~missionname? Its being a bit of a stopblock

cinder holly
#

why do you need this specifically? it should delete it by itself, too

fickle gull
#

Its my belief that launching the mission direct from the editor loads the ~ version, no?

#

Or am I being a bit thick?

cinder holly
#

I don't know, I know it's a save backup in case something goes wrong

vapid trail
#

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 🤷🏼‍♂️

cinder holly
#

#include '..\myFile.hpp' ?

#

@vapid trail

vapid trail
#

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\

cinder holly
#

#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 😬)

vapid trail
#

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'

cinder holly
#

\o/

#

I had doubts that it was exactly what you tried and I was being a pain for stating the obvious 😁

late breach
vapid trail
#

Grezvany, probably could have achieve with that as well 👍🏼

late breach
#

I'm old skool 🤣

cinder holly
#

@late breach nah, it's actually needing? a file path :p

sinful rampart
#

@late breach can't do that with #include, preproc runs before code

late breach
#

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

sinful rampart
#

but you cannot get the path from kk, into a preproc string to use with #include

dapper lotus
#

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?

sinful rampart
#

yeah

#

[] spawn {
sleep 5;
this sideChat "bla"
}

#

need to wrap it in a spawn

dapper lotus
#

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

late breach
#
[] spawn {
sidechat "line 1"; 
sleep 5; 
sidechat "line 2";
// etc
};
dapper lotus
#

got it to work, thanks guys!

unborn aspen
#

How hard is making a mission?

cinder holly
#

not

unborn aspen
#

Really?

cinder holly
#

now, depending on the level of details you want, it can be from 5 minutes to (1)50h

unborn aspen
#

Do you think for a better outcome i should make my own map?

late breach
#

if you plan to learn that for 5-10 years instead 😉

cinder holly
#

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" 😉

unborn aspen
#

Nope i meant new terrain

late breach
#

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

unborn aspen
#

Welp i dont stand a chance

late breach
#

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

unborn aspen
#

Ima try to make a Mission!

#

How do i make the camera go up?

#

Or down?

unborn aspen
#

No i havn't thanks keep forgeting thats a thing

unborn aspen
#

Now i gotta figure out how to make the player do a airdrop

unborn aspen
#

How does it sound to have three artillery pieces in a town you gotta attack

late breach
#

arty can be pretty OP when active (same as AA vehicles)

unborn aspen
#

So no artillery?

late breach
#

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

unborn aspen
#

Thanks for the advice!

#

Im trying to kinda do a shock and awe thing

late breach
#

using some "cheats" once in a while will make a mission more enjoyable

unborn aspen
#

Ok got it

#

How do i get people to repel from helicopters?

#

Or maybe Paratroop

late breach
#

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
unborn aspen
#

Is there any way i can castomize the troops?

late breach
#

right click on a unit and there will be an option to change the loadout

unborn aspen
#

Thank you!

#

Oof as soon as i played one of the guys in plane i died

unborn aspen
#

My tanks are autistic

faint whale
#

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

untold shadow
#

(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

faint whale
#

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

untold shadow
#

oohhhhhhhhhh wow that makes sense, never thought of that, thanks!

mild valley
#

@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!

untold shadow
#

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?

cinder holly
#

yes, yes and BIS_fnc_establishingShot (amongst others) @untold shadow

untold shadow
#

Sweet, i'll look into it, thanks!

gritty quail
#

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 )

hushed osprey
#

if i want to use Ares as Zeus do i need to have it loaded when creating the mission?

wooden garnet
#

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

faint whale
#

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

cinder holly
#

@faint whale +deadCivCount?

deadCivCount = deadCivCount+1;
wooden garnet
#

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?

faint whale
#

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

cinder holly
#

@faint whale sqf (unfortunately) doesn't have += or ++

faint whale
#

:/

spiral meteor
#

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.

cinder holly
#

Some object geometry may bother the AI, yes

spiral meteor
#

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

cinder holly
#

Ah, convoys in Arma…

I don't know much more though.

spiral meteor
#

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

dusky lodge
#

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.

late breach
#

Alive should be MP compatible, since it's build for MP... Not sure to specific issues though...

sinful rampart
wooden garnet
#

@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

wooden garnet
#

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"}];

cinder holly
#

@wooden garnet I recommend using > 1, as two or more civilians could be killed between trigger checks!

vapid trail
#

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?

cinder holly
#

yes

#

(and related links of course)

wooden garnet
#

@cinder holly gotcha

vapid trail
#

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)

sinful rampart
#

Unless the key is a keycombo with shift/alt/strg

vapid trail
#

Who in their right mind would do such a thing!

#

Well just to open inventory at least

sinful rampart
#

Yeah. Unlikely. Buuuuuuuut possibru.
I want to get a better solution for that someday

quartz yoke
#

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?

cinder holly
#

that's it I think

the latter would be the same as Old Man DLC, an addon including a mission

quartz yoke
#

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?

cinder holly
#

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

quartz yoke
#

Thanks. Don't really understand how it works. Thanks anyway.

wheat dagger
#

if you made an addon might as well distribute it with the mission inside unless the addon is not yours

quartz yoke
#

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?

turbid kindle
#

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?

wheat dagger
#

@turbid kindle no crossposting

forest jewel
#

i have question how to open uav terminal on laptop or any device with add action

this addAction ["UAV-Terminal","???"];

#

withaout outside script

forest jewel
#

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

cinder holly
#

seems not really possible? add the item and remove it maybe

forest jewel
#

then i stey with uav terminal on gps slot.

#

thanks for help 🙂

regal hatch
#

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?

vernal brook
#

many of those don't work anymore and are leftovers from arma2

#

if the sound plays there it worrks, if not then not

wheat dagger
#

@regal hatch repro please

rancid imp
#

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

cinder holly
#

this lacks… punctuation? I don't get what you want to do @rancid imp

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

cinder holly
#

yes…?

#

what do you want to achieve
what are you trying
what goes wrong?

rancid imp
#

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.

cinder holly
#

you put activation for movement, but with activation, they move

#

that's what I get from what you say

rancid imp
#

Let me send pictures to show 😦

cinder holly
#

copy/paste link to hosted image here

rancid imp
#

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

cinder holly
#

it should not be opfor guarded, it should be blufor detected by opfor, no?

#

from what I know, the configuration you try cannot work.

vernal brook
#

usually when lou says it, i take it for good fish

signal coral
#

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?

cinder holly
#

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

signal coral
#

yeah, I saw that and I really hope that this will reduce the buggy behaviour. Would be great ...

rancid imp
#

@cinder holly So your saying to flip it?

cinder holly
#

flip it?

rancid imp
#

Like the options

#

Guarded by Blufor and if Opfor steps in then the move?

cinder holly
#

what do you want to do in human words?
that blufor units move when they are spotted by opfor?

rancid imp
#

No flip that

cinder holly
#

. . .

rancid imp
#

that OPFOR units move when they are spotted by BLUFOR

#

😄

#

Want to do a call?

cinder holly
#

then make the trigger BLUFOR spotted by OPFOR

cinder holly
#

spotted by

rancid imp
#

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

cinder holly
#

you have a type that is "skip waypoint"

#

set that on a "hold" waypoint and it's all fine

rancid imp
#

Ok I am new to this editor so where do I put those

#

😦

cinder holly
#

synchronise this trigger
Type Skip Waypoint
Activation BLUFOR
Activation Type Detected by OPFOR

to a "HOLD" waypoint (change its type)

rancid imp
#

Ok also

#

When one detects a blufor

#

They all get activated?

#

Right?

cinder holly
#

no, only this one trigger

#

if a blufor is spotted in its area

rancid imp
#

Thank you for all the help! @cinder holly 🙏

cinder holly
#

I take it's working!

rancid imp
#

Yes sir, 😉

#

Really appreciate it

cinder holly
#

noice 👌 × 2

sand nacelle
#

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;```
sand nacelle
#

fixed it

#

correct one was {_x enableAI "ALL";} forEach units _g1;

cinder holly
#

@primal osprey still need help with your dynamic simulation question?

primal osprey
#

@cinder holly yeah

cinder holly
#

what is the issue then

#

@primal osprey

cinder holly
#

One shall never know 👀 😄

primal osprey
#

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?

cinder holly
#

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

primal osprey
#

Ah alright thanks

primal osprey
#

@cinder holly is there a way to force a unit to keep formation no matter what?

cinder holly
#

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

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

cinder holly
#

setBehaviour "CARELESS" might do @primal osprey
Try disableAI?

primal osprey
#

Hm not luck with that either @cinder holly

woeful magnet
#

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.

cinder holly
#

you can createMarkerLocal yes

woeful magnet
#

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.

cinder holly
#

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)

woeful magnet
#

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.

cinder holly
#

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

wheat dagger
#

Make global marker, use setMarkerAlphaLocal to alter visibility on individual machines

hasty sigil
#

Good mod for controlling a battery of guns?

rocky carbon
#

Controlling them how?

hasty sigil
#

Giving data to the gun line

#

ITC land systems has something

lapis jasper
#

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.

hollow vine
#

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)

copper hedge
#

What Calendar Format is Arma using?
Why is the 1st of January 2020 a Thursday?

cinder holly
#

2035

copper hedge
#

?

cinder holly
#

it should be valid

mild valley
#

😄

grim hearth
#

I must be missing something here 🤷‍♂️

cinder holly
grim hearth
#

Oh shit.... Was so drunk back then that I thought the 1st was Thursday 😉

cinder holly
grim hearth
#

Weird. Only January is off

#

Look at 1/31/2020 and 2/1/2020 - both a Saturday...

#

And the rest of 2020 looks good

cinder holly
#

Quick!! A bugfix/ticket!!1!!

grim hearth
#

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! 😉

#

😉

cinder holly
#

zOMG!!1!ONE!1eleven