#arma3_scenario
1 messages Β· Page 44 of 1
I can understand, dates are a nightmare in programming π
big box added to the wiki
Heh... if you set the date to 1/1/2020 and create a character in a mission in Eden, look at the watch... It says WED 1 in the day thing π π€·ββοΈ ARMA...
At least it will not now break my 'murshion
20(/)20 Bohemia, bravo
Hey guys.
In the Editor, after starting a test MULTIPLAYER game, is there a shortcut key/button to shut it down ?
Because having to start and immediately end a singleplayer session is a waste of time, when you just placed a unit and wanted to play from its perspective.
There is none afaik
Thank you π
you can still keep it open, but set a password if some trolls happen to join
Could install BEC and use the shutdown command...? Or use the shutdown command in chat after logging in as admin without BEC...
Does anyone know if the Tac Ops functions are also available for people without the DLC?
i.e. animatedBriefing
also BIS_fnc_TO_playSoundAndSubtitles
Yes... Bohemia always make sure core functionality is available for all: https://community.bistudio.com/wiki/Arma_3_Animated_Briefing
is anyone experienced and has the time to help? would really appreciate having someone who knows what hes doing on speed dial, im trying to do an ambitious mission and again i would super appreciate it, just shoot me a dm if your willing to help
We can't help if there is no question, that's a fact
that's what this Discord is for, so others can also learn from it
alternative is the forums
and why only have one person to ask questions to when you can have a few thousand at once π
You can't have one "knows it all" dedicated to you on hotline support
But if you are willing to search, we are more than willing to help here @signal coral
lol alright guys
@faint whale BIS_fnc_playSoundAndSubtitles was not available last I tried using that framework. I just made a quick one.
params [
["_speaker","",[""]],
["_subs","",[""]],
["_sound","",[""]],
["_sleep",0.2,[1]]
];
[_speaker,_subs] spawn BIS_fnc_showSubtitle;
sleep _sleep;
playsound _sound;
(Though it does recommend say2D)
I have the briefing room screen and the desk( I'm assuming from Jets DLC) portraying .jpg images as I want, albeit not in the res I want... another question all together... My question is , is how would I go about creating a slideshow of images on these screens? I tried a sleep 5 after code then put next entry but it throws an error [*] before sleep 5.
this setObjectTextureGlobal [0, "C:\Users\HP\Documents\Arma 3\missions\North_War.vt7\BriefingScreen2\DroneShot.jpg"]; sleep 5; then next entry...
If you are doing it in the init field of the object, that is an unscheduled environment so suspension (sleep/waitUntil) is not allowed.
Ah yes... I can't remember that for some reason. So this would need to be put in an init.sqf?
That's one way.
Thank you Ansible2... other ways? I like learning all angles. After 3200+ hours I should be learning something lol.
@mild valley also, you are giving the absolute ("C:...") path⦠be careful
Thanks Lou Montana.. yes this will be temporary
Btw, the init.sqf works just fine... some timing adjustments are needed but works. I'm assuming I'll need to adj for mp as well?
Put it into an external script and execVM it.
Put into object init.
[this] spawn {
params ["_object"];
sleep 1;
hint str _object;
};
https://community.bistudio.com/wiki/Arma_3_Functions_Library#Adding_a_Function
If it's multiplayer...
That's different.
Cool! Thanks Guys! π
Make sure you only execute it on the server if you use setObjectTextureGlobal . So you can make an initServer.sqf and place it inside instead or wrap the function in:
if (isServer) then {
// your code
};
Got it. I always copy/paste these into named ,descriptive files for further use. Keeps me from clogging the forums lol. Thanks again!
What I'm attempting to do: https://youtu.be/0a0L_kjD69E
brs setObjectTextureGlobal [0, "\BriefingScreen\map.jpg"];sleep 12;brs setObjectTextureGlobal [0, "\BriefingScreen2\DroneShot.jpg"]; After removing my exact path in init.sqf, the above script no longer works. The exact path did. How does Arma "see" the path after the init starts?
getMissionPath
@toxic coral Hey! I am trying to find Livonia in co10_Escape... you listed in in forums list of configured terrains (https://forums.bohemia.net/forums/topic/180080-co10-escape/?page=55)
Is there a release I can test, or where can I find this particular map for escape?
See dev releases
Dose any one know how to make it so I can play a mission whit out the pbo. File manager
you need the mission to play the mission @sudden sinew
Yes
good.
@sudden sinew I am pretty sure you mean something else than what you wrote. You need help converting a mission from .pbo to a mission folder? Is that the question?
I have my own, eh, question! Gents&Gals:
There's a placed building with a single door (variable name: MyShed).
I would like a trigger to fire when the door is opened.
I THINK the command-
MyShed doorphase "animation_name";
Will give the state of the door as a 0 or 1.
Although the cfg file for my building (Land_Shed_10_F) does not contain the door animation names, using the AnimationNames command gives me two animations-
["door_1_rot","door_1_locked_rot"]
Here's my problem: No matter which object and animation I give, whether the door is closed or open, the doorphase command will always give me -1 as a result.
What (syntax) am I missing?
Return animation phase of door on vehicle. shed is not a vehicle
Where from does arma take the mission name to show in server browser? From mission.sqm? From description.ext? From pbo name?
So far it seems to be taking it from .pbo name if it is omitted in .sqm, and doesn't take it from .ext briefingName entry. Is there any way to make it take the name from the .ext?
what should i work on
What did i say about not crossposting π€¦ Remove your other post in scripting
oh sorry lol
@quartz yoke
If mission name has been declared in the editor via Attributes --> General then this name will be shown in server browser. The briefingName declared in description.ext is (IMHO) shown in the server's mission selection screen (and thus is NOT the same as briefingName in mission.sqm)
Thanks man, yes, all I have observed during last hour today is exactly what you said
These configurations are weird as hell
I was trying to make it have a consistent mission name everywhere (mission list, server browser, mission description when selected in mission list, mission name in lobby). But I needed it to pick it up from an auto generated file. It's impossible. So I ended up not specifying briefingName in .ext and .sqm, so arma picks it up from .pbo name π΅
Hmm, just use:
description.ext
briefingName = "Sparker mission v1";
onLoadName = "Sparker mission v1";
Mission "Title" via in-game editor Attributes --> General:
Sparker mission v1
imho with those you should be good to go
Except that I want to generate "Sparker mission v1.2.3" with an external script
And AFAIK I can't #include anything into an .sqm, right?
I believe you can but it will wipe the next time you save it (saving whatever values you put in it)
like if you do define playerside west and then put playerside in the side for a bunch of units it would replace playerside with west
i havent tried with #include though
Well it would make no sense really. It would mean that when person is looking at server in the browser, the server would have to load a file from the mission's pbo and send the data back? Makes little sense to me π¦
Can I distribute mission .pbos through a workshop addon?
from someone else? no, not without their approval
From me, I approve this π€£
Or does my mission must be in folder called missionName.Altis in a pbo with CfgMissions entries and such?
sign yourself a paper!
if inside an addon, you have to configure something like that I think
Aww crap..
I have a Liberation builder for mission and the ACE addon builder for addon part... I hoped to ship both as addon
Just by putting the mission pbos into addon folder
not just like that I am afraid (but I don't know much more)
@wheat dagger OK, thanks. Do you know what command gives the animation state of a building (door)? Opening/Closing doors in the editor uses the command:
https://community.bistudio.com/wiki/BIS_fnc_3DENAttributeDoorStates
-In the mission.sqm file. But there is ~zero documentation on this function.
I am sure people have solved this problem before.
Anyone have an idea?
animate or animateSource
Can anyone point me in the right direction on how to 'lock' a mission file? So people can't open it up from their missions cache.
@graceful wedge no can do.
One reason to utilize server-side addons...
which would still require a client to download the mission file...
although with some fancy coding it would be possible to put critical scripts on the server only
Yeah, doesn't work for everything
@wheat dagger Appreciate it. So I wanted a trigger condition for when the door opened (not a command for opening doors). Command animate was the hint that led me to animationNames (gives names of door animations and other things), and animationPhase ! Which is the command that returns 0 to 1 based on how far along a particular animation is. Note: using this command in debug console does nothing, but it works in triggers and scripts. Thanks again.
@delicate hinge yes I've got it working like that. I'll be making the liberation builder generate such pbos soon.
I mean with the config.cpp file too
So I have been using the command module to play around on a mission but am having some issues.
I have 3 platoons of vehicles (4 vehicles per platoon) and they are not staying together or moving as a group. This causes the lead vehicle of the group to crawl. The terrain they are traversing is not difficult nor presents any road blocks.
ai will always have a mind of it's own unless you work around that
if you google it there arre lots of ppls who have come up with ways to force it via various scripts
personally i gave up on it
this is the most repeatable convoy setup i've been able to make
recorded in many different angles by running the mission repeatedly and just observing
AI vs AI battle for terrain testing. 18 vs 100.
16 blufor scouts ambush massive mixed vehicle column by lighting them up for 2x a-10 CAS.
3 blue losses, enemy movement halted.
Some times it is fun to test things.
Oh and release window is still spring.
Interesting. I wonder what the issue is. Should I only have the vehicle commander as the subordinate synced member to that module?
While maintaining his subordinates are grouped to him?
the best attempts to me have been to group all drivers
disable behavior ai on them
therre's like ten vehicles in the column a bove
you also need to take vehicle speeds into account
then all the squads need to NOT be grouped to the drivers
else the leader of the 100 units can be mad about which followers are in which vehicle
so,
place lead car with driver
lead car should be the fastest car
slowest in the rear
you make the fast cars stop every X disance and allow for time for the others to catch up
you should also put deceasing ai skill on them
set driver of first vehicle to max skill
and rear to lowerst
but have it relatively high on all of them else they won't notice the vehicle in front stopping and stuff
then you use other ways to force infantry onboard for drrive and disembark at location
just whatever you do, if you can get a column to work, save it and backup it
because you might do the same setup exactly thee same twice and the column will never move
i think in a2 campaing takistan wherre you drrove in colums they forced units to drive to set cords one after one
none of the ways i used in a2 worrk anymore
I'm using RHS assets. I have concluded tanks and apcs are on strike
try changing leaders
and try hacking it with spawning the vehicles at coords via scripts give each a name
bis_fnc_stalk or whatever it is called might also help
you can also give the command dirrectly to the driver
I've been tweaking with it. I installed VCOM and better tank AI
i make maps, so i don't use any mods that affect ai and only rhs other than that
What were the condition parems again to allow a task to be complete once vehicle x entered the trigger?
Hello guys, you have missions for Kelleyβs Island please, spawn, shop..... ?
Hi everyone.
I am trying to get a trigger to fire when a particular terrain object is moved within its area (to be precise, a train- "locomotive_01_v1_f.p3d").
Have tried a few things, such as:
-
Giving the object a variable name using the "edit terrain objects" module in Eden, then setting this as the owner of the trigger.
-
Attaching a marker to the object with AttachTo , and having the trigger run a position check:
this distance (getMarkerPos "marker_name") < 5 ; -
Using a distance check with the nearest objects:
getPos thisTrigger nearestObject "locomotive_01_v1_f" inArea thisTrigger;
None of these methods work. Anyone have a suggestion?
I am using the mod "ATS Train Simulator".
This is very interesting. If the mod (which can be used as a mission script) doesn't animate the terrain object; does that mean it is animating it as a vehicle? Hm!
Regardless I took a look at the script. The created "train object" variable is (of course) private. However the script updates the player position every 10 seconds. So I just changed that to 2 seconds and set the trigger as normal (activated BLUFOR). Thanks.
so, where is Takistan said to be located? Russian Caucuses?
I ask this because I'm developing some missions that take place in Africa and I was wondering what voice dialects might be appropriate to reflect the soldiers or guerrillas there.
I was going with Farsi because I didn't know of any alternatives available in the game which were otherwise close to Arabic. Egypt, Syria, and Libya all use Arabic or derivatives as their official language, so I wanted something realistic
problem is EVERY soldier on the map is speaking Farsi and I feel like my factions are losing their variations
any suggestions?
Takistan is a fictional Central Asian country located near the fictional Green Sea. It borders the fictional country of Chernarus.
https://community.bistudio.com/wiki/Takistan
right right, but it's also, at least on a map, close to Russia, or is the entire plant strangereal in the ARMA universe?
like how Ace Combat is?
Borders Russia and Chernarus... https://community.bistudio.com/wiki/File:arma_2_island_locations.jpg
right. ok, so then if i have troops native to Africa, what voice would be appropriate for them? XD
if the native language is Arabic
AK's
French has a lot of influence and speakers in Africa @wooden garnet
right. how's about, what language available in ARMA is as close to Arabic as I can get?
i made the mistake of assuming the answer was Farsi
you have US English, UK English, GR English, Islands French, Farsi, Chinese.
I don't think you will get any closer than that
GR English... do you mean hybrid Greek Cypriot English... so called Grenglish?
Does your daily commute involve catching the 29 pason at Captain Towβ, getting off at Fishbury Park, changing for the Piccadilly Line before you finally reach your home in Koungri? If youβre too tired to cook, do you put the ketlon on and order some take out from the Chinezo?
Altian
I was amazed that Grenglish really is a thing... at least on the Internet...
They missed the opportunity to case it EnGRish π
Didn't want to break someone else's IP
XD
I've been having trouble with player retention in my unit and I think it is because of the quality of my missions. Is anyone willing to share some advice on creating "good" missions?
purpose!
(to me, at least)
knowing that what I do changes things
some may want action, some may want roleplay, some may want ambiance, it depends too
Hmm, then the aim would be to check as many of those boxes as possible.
The most important thing imo is that missions are supposed to be fun for the player, thats what a lot of mission makers/zeuses need to learn when they start out imo
If you have a discord or something like that make a survey on what your players want
I could but i wouldn't know the questions to ask.
Also
Hmm, then the aim would be to check as many of those boxes as possible.
trying to pack your missions with too much stuff is a good way to have nothing work out correctly
Fair enough.
I could but i wouldn't know the questions to ask.
"What do you like to see in a mission?"
I don't know why I didn't think of that.
also, how many of them are you? because sometimes, it's hard to feel involved in a "Capture the 270kmΒ² island in a 32v32"
I make sure to keep the missions relevant to the size of the group, which is usually around 6-10 people.
one simple way to "check all the boxes" (although @near dock's advice is good and should be remembered) is to make a recon/infiltration/sabotage mission, then something goes wrong and you have to pew pew your way out of it
this way, people work in team, cover each other, and there are grenades to be thrown at one point
For a quick one, i can suggest strawpoll.
We usually run rhs pve stuff and sometimes we spice it up with some vietnam or space stuff
Surveys are certainly a good idea.
I must admit, I'm actually quite bad at setting up fun defense missions. I find attack missions easier as most of the fun emerges from players executing their own attack plans. However, on defense, I kinda have no clue what plans to use to make an interesting defense. Players remain in one place and use everything they have. AI just kinda appear in the distance until HQ says you're done.
Any ideas for defense?
make sneaky-sneaky bombermen @astral valve :3
cover a big area with a low number of soldiers; it forces patrolling/checking
you could also hint that "something" is approaching, and if a soldier gets up with his binocs/as scout, he spots a light armor coming up
give them mortar with only a few shells, limited resources like pipebombs or low ammo, etc
kill them, sure! but not so far so you can grab their ammo
or protection mission too. object or person
These are all excellent ideas.
Is patrolling/checking an area really that fun? I had done something like that before and it very quickly became a clusterπ¦
this requires teamwork and auto regulation
you can also run around like headless chickens π
For our group for example arma isnt all about shooting stuff, for us arma is all about atmosphere, simulation and immersion. You dont have to let the players win every mission, too imho.
A big point for atmosphere is visual (fog, rain, mortar impacts, daytime etc) and sound (distant artillery impacts, or even silence) design of your missions.
Most of the time the mission itself isnt as important as the atmosphere
Yes and it "creates a new mission" as of rescueing teammates π
lazy writing, booo π
XD
Another thing i once did was letting the group navigate without gps - only with a map and compass (they had to use visual clues from their sorroundings). Or if you use tfar or acre, dont give them any radios π
using radio jamming scripts is also interesting
I made a civilian script for it to lead peeps by saying (/45Β°) directions only
North⦠South-West⦠that's here
I've always believed the contrary, that a good mission design is the primary goal to anything else, such as atmosphere. A mission focused on atmosphere I am not sure how to tackle. How can one control atmosphere?
make people feel they are in the middle of something (e.g distant fires, story context, etc) and they will not be a bunch of players, but a group of soldiers working together π
Btw, I'm also very welcome to any enlightening guides on mission making. Most guides I find are basic setup of missions.
as i dont know your group eg audience and what they are interested in - i cant give you specific ideas in what you can try :/ thats why there are so many arma groups, because they are all interested in different things like hardcore roleplay, casual tank driving, flight simulation, artillery groups etc etc...
Or did i missunderstood your question? ^^
I've always believed the contrary, that a good mission design is the primary goal to anything else, such as atmosphere.
Why do the two have to be exclusive? Imo things like atmosphere are part of good mission design
No, you answered my question perfectly Una.
Regarding mission design and atmosphere, perhaps you are correct and I was thinking about it wrong. One of the ways I try to maintain atmosphere is to utilize ALIVE solely for the purpose of having civilians and distant gunfire. However, they are always janky. Civilians are walking through walls and moving in the middle of the road with no purpose. For soldiers, they spawn at the worst places such as on the shores or the middle of road junctions.
I think my unit is most interested in cooperation, atmosphere, and action.
cool π are you more focused on infantry stuff?
Yes, very much so. The only vehicles we possess is a truck and APC, we have yet to use the APC because everyone despises the viewports on it.
some ideas aside from patrols or attack this and that would be building a fob while under attack or a delivery job while protecting the convoy
Is it possible to restrict spectator zone/radius/area? If yes, could anyone point me in the right direction, i'd greatly appreciate it.
Ugh ACE is killin' me...
π€£
If i setup a warlord mission and place down the main module and the two base modules, Team A and Team B but dont add playable units to team B, will it be PVE only right? Or do you still need players in Team B to make warlords work?
Is Ace Medical still having issues?
I've only been having issues with some mods but all seems fine for me now @wooden garnet
Ok. Perfect
I'm serious, how do I spawn a goat. I want to stick in at the front of my ship
my createvehicle thing didn't work
use createAgent @dapper lotus
so something like _timsgoat = createAgent ["goat_random_f", position ship, [], 0, "FORM"];
_timsgoat attachto[ship,[0,0,0]];
Is there a way to detect if someone is taken prisoner through ACE? I'd like to complete a task when someone is arrested.
Alright. I'll try it out
Anyone know of a way I could let people create sitreps in the field, like alive c2istar system but i dont wanna use alive
anybody know how I would make the grenadiers in my squad shoot their white star clusters?
are they the only rounds they carry?
Didn't knew Arma backpacks had enough room to hold complete Star Clusters π€£
But if you mean the flares being shot by AI, then it won't work unless you script them to do it.
Here's a thread on the topic: https://forums.bohemia.net/forums/topic/167150-ai-command-to-launch-flare/
yes, the flares
I'm trying to use this unit capture thing but f1 won't work. why do I even bother? lol
just use the flare module
that's what i do for that purrpose
if you want to actually see the ai shoot it, it is more complex to set up
Are there any dialog systems akin to ALiVE's civilian interaction?
anyone know a good LARGE fairly unknown desert map which could be associated with a north African country
unknown part is kinda whatever, it's just important that I havent done it before
coudl always take a map and remove all the objects π
guys i was creating a scenario about an american army base but with the animations im using i cant make the units move any tips how to make em move
more details about anims please?
Β―_(γ)_/Β―
ill tell you later
roger that!
Bravo 3-1 out
@balmy gust how about isla duala
I'll check it out
Is there a way to addWeaponTurret and addMagazineTurret on a player?
if the player has turrets, sure ?
@pseudo halo afaik player can't have turrets, so no.
As in the character.
You need to use '' vehicle player''
That is a shame
Unless the player himself is a vehicle with turrets π
Or if a weapon could be given a turret with scripts instead of making a mod
This would be cool
you probably are better off explaining what you're trying to do because players don't really uh 'need' a turret
oooooor script as it's meant to be yeah
makes no sense to have a turret on a player weapon.
on a player perhas sure but youre probably approaching whatever problem you are facing right now from the wrong angle. So as Kerc there said please explain what you want to do and someone here might be able to help you come up with a solution. @pseudo halo
Any good statics in the game to blow up? Kind of like the tanoe radio tower at the summit of the volcano
Or mods with good static objectives to destroy
@stable delta , most of the radio towers can be destroyed on vanilla terrains
look through the objects in the editor, search for ruins and that will show you which objects can be changed from a normal object into a ruin
most bridges can't be destroyed as they are road type objects
Otherwise the ai wouldn't pass them?
bridges are road objects so the AI should use them
the problem lies with the roadsConnected to attributes of some road objects
they are missing on a lot of bridges and other parts of the road network
when we see a stretch of road, it's obvious to us they are connected and we can drive along them, for the AI, they need to know that a given road piece is connected to another and sometimes, that data is missing
Ah I see. Thank you for the insight, I had no idea how complex it was
you're welcome
it's possible to code 'fixers', i've got a few in the pipeline, but God knows when they'll see the light of day
As long as it's some day π
hehe yes
Hey, I need some helps.
I'm creating a cinematic intro scene for my server with a plane but when I use unitplay with my unitCapture, the plane path isn't smooth.
I don't know why π¦
The issue : https://youtu.be/EtaTptEwMH0
I thought it was because the camera had to follow the pos of the plane but I tried with a camera following a parallel path but it does the same π¦
I used unitcapture with those param : [BIS_Vehicle, 300, 60, false, 0] spawn BIS_fnc_UnitCapture;
Fixed*
first off
where did you rip that plane model?
second, try recording at 20fps
not 60
this is 25fps
Hello, I'm making an assault/intel grab mission and I'm struggling with waypoints. I had a working "assignasdriver" and "assignascargo" working a couple days ago but, it no longer works
I'm simply copy/pasting the scripts from the wiki documentation.
I need to create a load waypoint and link it with the passengers "getin" waypoint but when I do link it, nothing happens
those things arre overriden by ai behavior
it is easiest if drivers are NOT in the group that leaves
and you can then force them via script to board
I do have driver separated from the passengers but it doesnβt work
How can I script it so that when a player is detected a helo will take off and search the area
Or can I do that with triggers?
search for the individual parts of that
how to know if player is detected
how to spawn X
then combine
in here and on bif/biki
@stable delta, I use a trigger "blufor present" with a "skip wp" on the helos "hold" waypoint. This is NOT 100%... I've noticed over time, if there's a lot of things in the are going on, this sometimes begins to "degrade" to about 98% effectiveness. And it could just be my shoddy mission building skills π
Also be sure to give the trigger an area and height restriction... keeps unwanted blufor triggering event.
Btw it might be smarter to use a 'blufor : detected by opfor' condition than just a 'blufor : present' condition, that way the helo only starts searching when the player is detected rather than when the player enters the trigger @stable delta
Ya ya true I'm gonna try that
Now I just gotta figure out if any of these RHS or CUP helos have working searchlights and I can make some real nice stealth missions
Hey, what do you guys reccomend for setting a respawn on one of the vanilla ships?
it's one i've not been able to sort out
set up respawn as you would normally then setpos the player on the ship
During a zeus op i did yesterday, as the zeus, i couldnt take control of any of the AI's
it said simply "YOU CANNOT LEAVE ZEUS INTERFACE"
keep in mind this is just me and my friend.
Is there an easy way to make a hold waypoint skip using a trigger that activates when a certain unit is destroyed
yes
that's a very basic triggerr
just set the destroyed unit as owner
sync the waypoint to the triggerr
condition not present
type, skip waypoint
Thanks! what if I wanted to call in a helo using the radio command alpha trigger to skip a hold waypoint? How do I make that work @vernal brook
I tried no one clearly explained it
@vernal brook does setpos still work with Zeus?
Anyone know if if might be possible to put a timer in the briefing screen?
Like a countdown
What is the best way to create a mission file wanting to build my own server?
too abstract question
git lernt on eden and scripting
prractically anything you can imagine has been done before
like how would i construct a mission file so i built my own server i can access it but it get to choose missions i want to run other then get the editor to create a new game type if you know what i mean
start basic
place some playable units
get the server software
set it up
admin users can change missions anytime they want
@dreamy kiln we have a channel that is dedicated to recruiting creators π
It isβ¦ #creators_recruiting π please post your message there and delete your message here, as to avoid crossposting. Thanks!
evening fellas π


iwouldnt normally mess with bios, but it did have optimixe for my CPU
and so far, so good
btw this might be the wrong chat for this topic
boom he won't be back :p
pah
apart from teh BSOD, BIOS u[pdate went fine
π
and , it disabling the igpu, and turning off the XMP for the ram
apart from all that, its fine
does hidebody work? last time i used it was back in arma 2
{
if (not (alive _x)) then
{
hideBody _x;
};
} foreach allplayers;
not hiding the bodies
ah.... are dead bodies local to the server?
Is there a way to make an event like the cluster bomb and CAS activate based on a trigger?
Got it
@scenic shard try and see (spoiler: yes)
I am running a wasteland server and I want it to play a sound for a player when they capture a territory, local only not for everyone in the server. Due to me lack of experience i am not sure how to do this. I assume I will need to add something to the territoryactivityhandle.sqf but i dont know how to code it so it plays and at a correct volume. Is there anyone here who might be able to assist?
The best place to ask for Wasteland edition would be on the Wasteland Discord/TS/whatever server @severe nexus
Check playSound command too
roger, ill find the wasteland discord if they have one (im sure they do) and the playsound command on the wiki/forums show somple commands but dont go into the specifics or for events or aiming it at a player and not global. thanks for the reply
https://community.bistudio.com/wiki/playSound says the effect is local
Regarding the command itself, the wiki has everything you need
Regarding the Wasteland events/system, of course it will be on their Discord (maybe an invite link exists in #channel_invites_list btw)
Heyo mission makers! Not a coding question but how do you balance the npc amount? Is there an formula for it or do you just build it fitting for your pc and be like "meh, I can run it so live with it."
Did a ton of cinematic things and now I got into missions finally and I feel like I often do to much
dynamic simulation
Dynamic simulation?
it stops simulation of objects outside set parameters
Ohh that
Yeah I saw that option but I never thought it would be useful to me, as most stuff despawns after a while
I will look into that, thanks!
dynamic simulation doesn't despawn stuff
it can remove wrecks and bodies
also adjustible
Ohhh I will check the wiki on that, could really help with big battles and stuff like that, thaaaaaanks again!
π
DS seems pretty useful to be honest, but you said something about it has the ability to remove wrecks etc. Would it be better for performance (e.g. Jet flying by) to despawn it or to use it for an cool explosion and let DS take care of the wreckage?
I'm always into making it epic while realistic so I always look for spicy opportunitys xD
experiment
dynaic simulation only works on objects and characters where you set it on their properties
FCK YES, MORE EXPLOSIONS!
Yeah I saw that I have to set it per unit, but as I place them all by hand and change loadouts etc that's just an extra tap for me ~
problem with dynamic simulation is it also enables the simulation of eden placed objects with simulation disabled
Vehicles have "dynamic simulation" but the infantry only have the "wake up dynamic simulation" option.Also.if there are multiple ai groups in the area and they have the default setting of "wake up dynamic simulation" turned on, will all the ai groups within given distance be simulated? therefore not utilizing the dynamic simulation feature?
dynamic setting on unit is on the group
wake up dynamic simulation on aa char means that char can wake the group
if not then only leader
it absolutely works on units
Hey just wanted to tell you guys that I got it to work! Dynamic Sim can be real good for checkpoints and stuff, for the rest I just used despawn triggers at the final locations.
Thanks for the quick help yesterday!
Iβm trying to edit a mission in eden editor... I have it saved as a pbo. It wonβt show up though. Itβs on Altis
hey I was wondering if anyone could tell me how to have loadouts save in eden after respawning. after i respawn it changes the loadout back to whatever default loadout I had, even though I am using a saved loadout from the arsenal.
please @ me if you have an answer
search the web, forums and biki
I did. I couldn't find a satisfactory answer
but I will try again
oh yeah that was it. I couldn't find the mission root, even in c/users etc...
@ember apex you cannot edit a pbo in Eden. I take that it is not your mission?
@cinder holly no... Iβm trying to edit the UH60 helicopter mission by RobJ
Ask him for the source files and permission to re release it if this is what you want to do
bludclot,Thanx bud.Didnt see that option in the group options.:)
π
Iβm not trying to rerelease it. Solely just looking to edit it for my own pleasure.
I mistyped last night too.. I used pbo manager and itβs in a folder inside my mission folder. But it wonβt show up in game @cinder holly
it should have the same structure as any other mission, /missions/missionName.island/mission.sqm @ember apex
Is that all that needs to be in it? Just mission.sqm?
no, all the rest with it
but to be seen by Eden, only proper dirname and mission.sqm are needed
Hey. I'm trying to do a objective where if a unit is killed its complete, but if the unit leaves the area its mission failed. Basically time sensitive. How do I ensure the failed trigger doesn't go off if the unit is killed?
I currently have it set to: Completed: Indep not present (this) && (!alive unit) en as a failed state !(unit in thisList)
I would create two triggers directly next to each other. One big with the AO using alive to check if they are killed in the area and another one outside of the first one on the path that fails the mission if the unit activates it
Think that'd be a better solution yeah.
You could make it more complicated but meh, Easy is good..
"if it's stupid but it works, it's not stupid" you know
.. I'm a bit unsure why I didn't think of that
You could even go as far and disable the move ai until your squad reaches the AO to make sure that The target does not start walking until your guys reach it
I feel you on that, just scroll up a bit when I struggled with lag and did not think about Dynamic Simulation lmfao
Nah. I got a waypoint activation for that on a timer.
If it's the first task that should work fine
I personally would props put the second trigger all around the first trigger and add !(triggerActivated firstTrigger) to its condition to make it more unsiversal
that way the mission doesnt only fail if the guy passes through the one small trigger area
Good point. I don't think he will considering its a pretty big area.
Yeah but its still neat for mid-mission decisions
Yep, you could probably combine it with random paths to make the replay worth of the mission higher
Very true.
But I'm here with a problem as well.
How the HECC do I disable Player faces? I just need a hint for the right Wiki, I don't want peeps to slap gasmasks etc on my carefully made main characters π
Is there a way to make a trigger for players to shut off lights on a map, particularly in a certain area?
I basically want to make an Entebbe-style raid and have the players able to shut off the airport's lights (on Malden).
// off: 0 = [0.95] execVM "lights.sqf"; // on: 0 = [0] execVM "lights.sqf";
_types = ["Lamps_Base_F", "PowerLines_base_F","Land_LampDecor_F","Land_LampHalogen_F","Land_LampHarbour_F","Land_LampShabby_F","Land_NavigLight","Land_runway_edgelight","Land_PowerPoleWooden_L_F"]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // lightsmarker is a marker I placed. 1000 is the distance around the marker _lamps = getMarkerPos "lightsmarker" nearObjects [_types select _i, 1000]; sleep 1; {_x setDamage _onoff} forEach _lamps; };
Thats the script I use. You maybe need to change some things around, but it's a good hint into the right direction
Oargh I'm stuck again... So I have an convoi of 3 APCs. One with the player unit and two with npc units.
- Player unit gets dropped off
- APCs drive to pos2
- Npc unit 2 and 3 get dropped off.
4.??? Problem is here, as I need them to start going to point 5 - Units Board an plane.
So how do I make them do that? Is there a way to create a waypoint for these two units? Or am I overthinking again? π€
As usual I only need a hint to the right topic, learning by doing you know lol
Hey does anyone know how to place down a backpack mid air without it falling down when loading up the mission?
disable simulation
doesn't work
backpacks have some weird problems when you want to place them
I suggest you use some placement helper from a mod
I recall PLP containers had one
@lament prawn
dose someone has an example of UnitCapture? the on in arma holic dosent work
https://community.bistudio.com/wiki/BIS_fnc_UnitCapture ? @prisma stone
Hey hey mission makers, I just encountered a strange bug
Ai APC won't drive if player unit is inside
Did anyone run into this yet?
I am trying to make a sub attack, but I can't think of any reasonable ordinance that would look nice. Any ideas?
I did it once with the cruise missile launcher for ships. Did hide it behind the Sub and made it fire at invisible targets lasered by an npc JTAC
Hi, so, I wanted to get to know how BI does to add voice acting to their scenario without doing some very silly looking scripts, so I wanted to unpack some of their recent scenarios, to see how they use the Camp_subtitle together with the KbTell/Discussion script (assuming they do that).
My issue is : pbo manager somehow fails to unpack the mission files.
So, is there a way to peek through anyway / am I doing something that could be wrong ? (yes I checked if the files were not ebo =p)
And, does anyone have a way to make proper voice acting + subtitles in the apex style without doing lots of silly organized script files ? Thanks in advance, anything can help !
@silent swift I was able to unpack the Jets Showcase not to long ago, it has voice acting too. See if you're able to unpack that with the Arma tools software and if not pm me, I can maybe send it to you
Alright thank you sands I'll try as soon as I'm back home
The default campaign has cutscenes with lots of talking
But not with the same subtitles though
Yeah, if I was just goin for default subtitles I'd do a simple fsm with text.bikb
Hello. Does anyone know a good tutorial site or video for the 3den enhanced mod? I know some features but not all of them.
@dusky lodge if I remember right there should be a wiki link in the eden editor now, check that
There should be a new tab in the top bar if I remember right. Was not on the computer for a few days lil
What script would I use so a trigger only can go off from a player walking into its zone after I complete a task?
If i did feel free to correct me tho, I did read it 3 times and it should work
Cleaned up as one text:
TRIGGER THAT ONLY ACTIVATES IF TASK COMPLETED WHILE WALKING INTO IT
- Create an Area Trigger that you want your unit to walk into.
- As activation requirement put in
tasktrigger && thisand sync it to your Player
- Create a new trigger attached to nothing and insert the following: activation requirement:
"TASKID" call BIS_fnc_taskCompletedand in on Activationtasktrigger == true
if you did everything right the trigger should now only work if you completed the task
As long as I did not fck it up..
Trying it out right now
A little explanation of what is going on with the code:
With "TASK_1" call BIS_fnc_taskCompleted you simply check if the task you provided the ID from is completed. See wiki for more Infos. (Wiki entry for above function: https://community.bistudio.com/wiki/BIS_fnc_taskCompleted)
With the on Activation tasktrigger == true the trigger will broadcast that the variable tasktrigger is true. That's important because a trigger will only fire if all activation requirements are true.
The second part && this just makes it wait for you to step into the circle, as you are THIS because you made the player the trigger owner.
Thanks, I like to know the crap I'm writing.
Ah I feel you on that i usually feel pretty dumb when reading something new so a tad bit of explanation is always good
It's to bad that NORMIES can't post links, it's always useful to directly link the wiki page as well
Yeah, sure would be.
WAIT A minute I just saw that the rules allow on topic links...
Goodie
So, did it work? Still not 100% sure
I screwed up the sync. Doing a test again now.
Forgot to sync up an actual effect for the trigger to do, heh.
Ah, a man of culture as well.
Happens to me at least once per mission I create kekeke
Heh
What do you want to trigger btw? An exfil? Or a cutsceen? Or a new task?
And for future if you want to debug something like the tasktrigger just place another trigger with activation requirement tasktrigger and the on Activation hint "IT'S ALIIIIIIIVE."
That's what I usually do to check if a trigger fires
How did you try to blow em up?
And is the up blowing working without the tasktrigger?
So just with this in on Activation
DEBUG TIIIIMEE
Yeeh
Hmmm
Remember step 1? Replace tasktrigger == true with the hint thing and check if that part works
Update day?
The king of em
I'm legit about to slap my laptop on just to figure out what's not working... In the middle of a train. In the middle of Berlin
Careful, you might unplug those headphones, ri ging gunshots everywhere
tbh here in Berlin nobody would give a damn probably
Heh
At least not in the part where I am right now
Guess Americans are paranoid and crazy
I will not approve of that statement, but I will not deny it either
Id
Can you show me the code you have in tasktrigger activation requirement? And do you use sqf files to make the tasks or eden editor modules?
On it
And after that try if it works if you sync the tasktrigger trigger to your player. Sometimes arma is just arma lel
"1" call BIS_fnc_taskCompleted
What's your task name looking like? I'm not familiar with the editor module, I create them with sqf files tbh
Is this task created from the beginning?
Aye
I'm checking eden editor right now if I made any mistake with the code for a module
Aye
Okay so do me a favor and name your task "task_1"
Then change the activation requirement to "task_1" call BIS_fnc_taskCompleted
Both
Just for good measure
We are rn just trouble shooting if the function is dumb with the module or I'm dumb with explaining
20 bucks on function
LOL
I'm equally poor my guu
Please tell me it worked lol
While we wait since blew myself up..
Rest in pieces
FINALLY
Thanks arma devs
For making this happen before we break stuff but cataclysmically close.
Cleaned up as one text:
TRIGGER THAT ONLY ACTIVATES IF TASK COMPLETED WHILE WALKING INTO IT
- Create an Area Trigger that you want your unit to walk into.
- As activation requirement put in
tasktrigger && thisand sync it to your Player
- Create a new trigger attached to nothing and insert the following: activation requirement:
"TASKID" call BIS_fnc_taskCompletedand in on Activationtasktrigger == true
IMPORTANT, MAKE SURE TASK ID IS UNIQUE
if you did everything right the trigger should now only work if you completed the task
A little explanation of what is going on with the code:
With "TASK_1" call BIS_fnc_taskCompleted you simply check if the task you provided the ID from is completed. See wiki for more Infos. (Wiki entry for above function: https://community.bistudio.com/wiki/BIS_fnc_taskCompleted)
With the on Activation tasktrigger == true the trigger will broadcast that the variable tasktrigger is true. That's important because a trigger will only fire if all activation requirements are true.
The second part && this just makes it wait for you to step into the circle, as you are THIS because you made the player the trigger owner.
There we go, one easy to search post
Bueno!
I use this for secret tasks by the way if you ever look into doing things like that. So you need to be at a special place with a special task completed.
Let's see if my murder of my team works
Oh, nice
@coral plume
If you do something like that often you can look into triggers more. You could make that your player has something in his inventory a requirement as well
That sounds nice
I did one where if you have a Laser on your gun it would give you the possibility to take out guards that would spot you by silenced snipers
So instead of the task check you check for the Player having something and is in the area you want him, the guards would just die
Script for the bomb?
Just place down some real morters with a hold waypoint and after that a fire mission waypoint. In your to enter trigger put
variable of morter group setCurrentWaypoint [morter group variable,2];
Any chance I could do the effect. I'm basically in the middle of the ocean
Well morters would not have that range so how about you just make them get rekt by a Jet?
Mm
Well, I considered
I'll try that out
Sounds better when someone else says that
Well, I best run
I appreciate your help, twice now
With what I gave you its easily doable
Name the yet RIPBOYS, place it in the air far away with an idle waypoint and create a second waypoint that's search and destroy onto the boat. Then just use the second script
Good luck with your mission!
Hehe
Hello! Iβm wondering if there is a way to have a typical respawn MP Mission, however you donβt start the scenario at the respawn screen. Like starting where youβre placed, however when you die you still get that option to respawn
Iirc 3den enhanced adds an option to disable respawning at the start, not sure if base game arma has it aswell @lost briar
3den enhanced doesnt leave any dependencies though so
@near dock so would I be able to use that and it wouldnβt make config issues if I put it on a dedi?
Yep
And where would I find this option?
You can use 3den enhanced without needing to use it on the server
The option with 3den enhanced is inside the respawn menu together with the other respawn related options iirc
No problem
I am trying to build a mission for my unit where they start at an air field, load up some boats with their kit, load these into a C130 and then all HALO drop over the sea.
I am having issues making any of it work to the point i might just have to Zeus HALO them.
Has anyone achieved this feat? I would really like the group to have the proper experience.
whatβs the part that you canβt get to work?
finding it hard to get the boats to load in a C130. Then to get them pushed out. Also cant find a c130 in CUP that can carry both
@tawny glacier take a look here: https://forums.bohemia.net/forums/topic/214960-vehicle-in-vehicle-scripts-to-force-a-vehicle-to-load/
thanks @stable aurora
Anyone here that works with ACE in his missions? Wiki is not helpful. I want to start the mission with ACE NVG enabled. If I use the standard script to do so it end up starting the mission with the Arma 3 nvg
Post script?
It's this action ["nvGoggles", this] in the units init field
@cyan harness the classnames for the ace nvgs can be found here: https://ace3mod.com/wiki/class-names.html
you should use this linkItem "ACE_NVG_Gen1"; in the units init field instead of "action"
https://community.bistudio.com/wiki/action
https://community.bistudio.com/wiki/linkItem
Oh wow, how did I miss that page in the wiki?! Thanks so much Ralf!
you're welcome
daft question, but how does one set the scenario name so that it appears properly in the scenarios menu? i've tried setting the title in the eden editor and briefingName in the description.ext but it still shows the file name instead. what am i doing wrong here?
when i pause in-game it shows up fine, but in the scenarios menu or the multiplayer lobby it doesn't π
I believe it has to do with the overview @tulip stream
is it a pbo you copied/paste in the missions or mpmissions directory?
exporting via the eden editor at the moment
briefingName should be the one in the menu,
onLoadName should be the name while loading
should be, but for whatever reason it isn't π
I remember there was an issue with pbo's that are not subscribed from Steam, but maybe it is not the issue (barely remember what it was about)
hmm, that's a bit of a pain in the backside then if the name only shows up when downloaded from workshop
no issue in your description.ext?
not as far as i know, everything else works fine
briefingName = "Test Mission Name" for instance just shows MissionNameTest in the scenarios menu
; ?
oh, yeah that too ^^
none of the other elements show up on the main menu either it seems, just shows my mission as the filename, Unknown Community Author and no overview picture even though i've set all of these things up
ah maybe that's that
did you try restarting the game?
yes, even after each export
in the mission itself, they all appear just fine, but on the main menu it's like they're not set up at all
yep, I get that.
So I tested this linkItem "ACE_NVG_Gen1"; but it does not start the mission with it activated
So I could do the linkItem in the init and this action in the iteminit right? It should load the init.sqf first
this linkItem "ACE_NVG_Gen1"; this action ["nvGoggles", this];
``` directly in the init (even if using init fields is not recommended in MP)
That does not work and the mission is part of an SP campaign
Tried it
Wait nvm I did not, inserted Ace etc in action as well lmfao
YES IT WORKS!
Now i just have to figure out how to make the driver wait if all ai bois are back in & how to make them automatically get back in
That's the best about arma mission making, you always learn new stuff!
I have multiple boxes in my mission, in order to avoid my genius teammates flinging it through the air i used [this, box_fix] call BIS_fnc_attachToRelative; in all the boxes inis. I works so far but i have 2 questions. 1. Will it be a problem if i use just one invisible helipad named "box_fix" to use the function with multiple boxes 2. Do i need to make changes to the function or will it work on a dedicated server
β οΈ code in init fields will be run for every connecting player
so other than my add action that i have on some of the boxes where should i put them ?
extra file in mission folder ? sorry first time preparing a dedicated server
@near dock hey i cant find that setting
The dont respawn at start one?
ye
Hm gimme a sec to boot up arma
Huh you're right its not there
Sorry I thought 3den enhanced added that, must have misremembered
aw, do you know what might be the answer to muh solution @near dock
It's probably mission maker framework @lost briar @near dock
But no guarantee, it's the only tool on my mind that does so deep changes
ok, thanks :).
Np mate
Hello. Can anyone describe me how to set up a new ace action for locking amd openig vehicles using this side? I'm not seeing thorough this.
https://ace3mod.com/wiki/framework/vehiclelock-framework.html#1-overview
How do I put a mission on my custom map? for example a mission is altis_life.altis so what would I replace the .altis with since it is custom?
you would have to edit it in Eden to e.g place units to proper places
I can have a mission file with just the mission.sqm in it correct?
the directory name defines the island that will be used.
In eden if I save the mission on that map it will do the end for me right?
yes.
Thank you (=
As well, will I really need a database all I am gonna put on the server is some units and xcam triggers
I would strongly recommend you to get closer to L*fe Discord in order to have support setting all this up, this is not a simple simple task
Will do, regardless thank you
it never ceases to amaze me how server operators come into the community and are surprised at how complex these life modes are. Anyone would think the majority of them are doing it just for the money
Unsure if a different location would be better for this, but I have an issue where I've placed like 300+ objects into a textfile which I use in the map via init to get the objects loaded, but I didn't remember to make them simple objects. Is there a way where I could edit the objects while in eden even if they're loaded via debug console, since normally I'm unable to edit them and they're not saved over to zeus phase from there.
The other, bad solutions I know would be to remake the whole thing which I will not do, and manually adding the "simple objects" factor for every single object in the textfile
Creating the objects via the debug console is definetly an interesting way of doing it
Not a good one, but an interesting one
Yeah, I use it because I wanted quick access to the items regardless of whether I start the mission from eden or from a zeus gamemode
I should've done it via making a scenario, but I wasn't sure on how I was going to host the mission
Basically now I have the objects in the eden editor but I'm unable to edit them in any way, and zeus doesn't give such editing options. This is not a huge issue since I assume that the static objects don't cause much more performance issues in comparison to simple objects anyway.
Oh, nevermind half of that, it was actually how I assumed, meaning that 90% of the objects cannot even be given simple object status
If you create objects in Eden use create3DENEntity command
Oh aight, I assume that comes before the "_newObject = createVehicle..." stuff
you never wanna use createVehicle inside the editor
just do something like if (is3DEN) then {//code with create3DENEntity} else {createVehicle};
It's like this because I used the copy mission SQF module from Achilles
As it's the quick option to save separate parts
But thanks though, I assumed the issue was caused by a mismatch with the objects between Zeus/Eden
Hey guys! I want to do some nice briefing via briefing room desk but I just can't get the resolution right π¦ Does somebody know the resolution of briefing room desk?
From the forum:
the texture is 2048x2048 BUT it is doubled, that's a technique bohemia uses to put two texture in one file, in other words in your pic the top part 2048x1024 will be displayed if the texture is applied to the briefing screen and the bottom part (same size) will be applied if it's on the briefing desk (maybe the other way around, I don't remember for sure) so you should get something that looks like this:eBXKD2c.jpg
@sand lily
@near dock Thanks!
No problem, do let me know if its the right resolution please
This is going to sound crazy, but is there a way to - auto-target players in some way?
I'm going to be coordinating a large operation (over 50 people over various assets)
And I want to make sure the "LOA" on one portion of Malden is potentially enforced in my absence.
Or rather, while I might be busy coordinating OPFOR assets or puppeting something.
How do I load a vehicle onto the transport black fish
@near dock It works very well! Exactly same as from the forum. Thank you.
Good to know, thanks for the update!
@sand lily
Iβm using the transport black fish and I still canβt put a vehicle on it
@subtle notch are you trying to do this in the editor?
Yep
you probably know this, but you drag the vehicle into the aircraft
if it doesn't fit, the game tells you
some vehicles look like they should fit, but don't, usually those with aerials
for example, hemmt flatbed doesnt fit, while hemmt mover does
hunter unarmed does, hunter gmg and hmg doesnt
Is it possible to make a mission like that?
A corrupt officer gets arrested and escorted to jail, but Syndicate doesn't want him confess anything about them so they attack the convoy. You're the officer and your goal is escape to a safe area.
Note: I have all DLC's
Dont see why that wouldnt be possible
@signal coral check out how to make an convoy and how to make an ambush, rest is just combining and triggers in the right area! If you can't get it to work feel free to pm me, probably have such a mission somewhere laying around
You could take it apart and learn from it
Got two questions first it is possible to make a box that players can go up and scroll like an arsenal but instead it gives you zeus? Also does anyone know a good Arma 3 No fatigue script?
player enableFatigue false; π
wow.. I feel dumb
SO I'm currently working on a Warlords edit and I would like to have a Board with image be at the player bases. The problem is the bases in Warlord are random. Anyone know how to make the boards go to the spot with the designated bases?
How to completely remove any trace of a specific mod from a mission file? Ive incorporate NIarms core and NI all in one into a mission to find out these two mods themselves for some reason cause every other mod on my server to show up as signature mismatch. do i just need to remove the mod dependancy somehow or just any trace. (gun etc) from the mission.
this, and sometimes edit the mission.sqm too
this, and sometimes edit the mission.sqm
it depends if you can completely get rid of all traces of NI in the mission itself you probably don't, if you can't you might want to have your sqm unbinarized
I think it was with ACE, but I never set any ACE item or reference and I had to remove some references manually
It's the same with CBA, you don't create an item, yet it sets a dependency which can only be removed by editing the mission.sqm
It's a pity BI didn't come up with a solution for that since many players seem to have issue with that.
It would easily be possible tho, you just need a simple gui that lists up addons inside of the sqm where you can just delete entry's and both is gone
Thats... going to be unpleasant to deal with lol
Now i have to go around and check what belongs to nia
Mh about that, the editor already has a gui that let's you look at the mission.sqm when you get a mod requirement error but iirc you can't actually edit it through that @cyan harness
@near dock it wont even let you see the mission, itll just give you a map untill you load the correct mods
Ye I know, but you get an error message and that also let's you see the mission.sqm iirc @signal coral
I've had my fight with that stuff already aswell 
I normally just see the mods followed by author if thats what your talking about
And it truly is a terrible fight π€ͺ
Ill defo take a look when i get home see if i can pull anything from it
@near dock I was mir thinking about third party tool. Just a simple gui where you load the sqm and it scans for everything important so that you can add or remove things
*whipcrack* to the work!

dang it
hmm⦠*cold water hose* then

And I should finish making and testing the gui tools I've been working on already before I start something new
Still havent figured out a good way to make the kp lib preset builder for the blufor side work 
But the Vindicta preset builder seems to be working well so thats neat 
Are there any good tutorials (preferably text) on good arma 3 mission design? I still firmly believe that my mission making is bad even when I have grasped all of the rudimentary elements.
Heck, I'd even take tutorials on game mastering in general.
Not really on the wiki, maybe mostly on YouTube
generally, make the player feel that what he does matter
whether it is artillery strikes, toilet cleaning, sniping, make him have an impact on the course of the story - that, or simply survive
I've noticed recently that I have already made every mission feel like what they do matters. However, when they get on to do it, it doesn't feel like they have done anything relevant. For most of the time, the story becomes background to my teammates having fun cooperating with each other. This means if they can't cooperate then the mission is bad and no amount of story can solve that.
As an example, my squad recently encountered an APC. Due to the AI's incredible spotting, it saw my squad and split the group up into ones. They were pushed into the forest, far away from each other, with no idea of what to do next but to run away from the vehicle and not die.
well, you can make smaller teams help each others π
e.g a specop team disabling a mortar nest to save another platoon, a ground team destroying AA for a helicopter to reach the area and cover tanks, etc
That sounds like it'd work, it could introduce friendly AI who could soak up the damage instead of the players.
However, adding more AI and more sides does make it less predictable for me. Who can know if the friendly AI decide to oneshot all of the enemy's vehicles or tip over a rock and die?
if they can't cooperate then the mission is bad
I disagree on this. If people can't work together, the people are bad.
However, if a mission/scenario forces players to split up, it's bad.
If a single APC can break up a group of players then teamwork/communication between the players is bad and doesn't mean a bad mission (of course it can, but shouldn't).
I think the team was cooperating fine. They were making strides bounding cover to cover and avoiding the APC until it spotted them a mile away! Afterwards, it was a cat and mouse chase as the AI APC divided and conquered.
Personally I like a backstory (for immersion) and having the feeling that my/our actions have an effect on the outcome of the mission.
For example; if I failed to help the local resistance with their problem, then I won't get important intel or have more enemies at the AO because resistance didn't ambushed a incoming convoy.
In a perfect world, I would have had the APC as blind as they are in real life. BTRs have very limited sight without the commander turning out.
I agree that AI in Arma can be extremely OP, but also extremely dumb at times. But same applies to IRL situations.
I usually tend to lower the AI skills, but add more AI for difficulty. And give the players the proper intel and tools to counter stronger enemies.
What are some ways you give players intel? I have learned I am pretty piss-poor at that as well.
There are a couple of ways
Interaction with NPCs
Items
Even being in a certain area works some times
if a mission/scenario forces players to split up, it's bad
nooot always, I would say. Sometimes it's smart to hint that a group should split (and remain in radio contact) to have intel/tasks done faster, or send spotters to determine incoming threats
the goal of course is not to have people lost without any idea what to do
What are you aiming for @astral valve?
@cinder holly splitting up? That never ends good, just look at horror movies!
A workflow to create weekly missions (as part of a whole campaign) for my unit.
@cyan harness it's all fine until a black guy wanders alone π
One where I can be sure that it will turn out well and fun.
So you want to keep them easy?
@cinder holly I will neither agree, nor decline your statement as I'm german
I don't have much time to make them too complex. Though I am not averse to scripting or anything like that.
Best solution would be an item with an interaction on it to create a new task and diary entry
I usually use something like this:
- WHY are the players doing the mission (aka background story)
- WHO are the players facing (amount and strength of enemy)
- WHAT resources do the players have access to (vehicles, weapons, reinforcements, CAS, etc.)
- HOW are the players supposed to proceed (order of objectives, vehicle use)
which is a very narrowed down version of a IRL SITREP (https://www.armystudyguide.com/content/the_tank/army_report_and_message_formats/commanders-situation-repo.shtml)
Sands, do you usually brief the players beforehand?
Grezvany, I'm glad you explained that because that list confirms that I am at least briefing my team correctly. I do explain the why, who, what, and how.
However, does it not feel like it's lacking intel? Should I mark all enemies on the map specifically, mark them generally (with area marker), or just mark objectives? Should I say how many enemies they will encounter such as "There are 3 APCs and 14 infantry?"
I feel like the players don't realize the size of what they are going to encounter until they see it.
I either mark objectives or mention the location in the SITREP (eg. "enemies are located at North West airport").
For enemy presence I try to keep it relatively vague:
- no numbers, just "small force", "heavily weaponized", "capable of AA"
- vehicles are mentioned, but again no numbers; "BTR's have been reported", "enemy is known to own several Russian bought tanks", "no vehicles have been reported, but technicals can be expected"
This SHOULD give enough information for the players to know which equipment they should bring with them (AT and AA), and if it's wise to use an armoured vehicle instead of HMMWV or worse.
and you could even give rough locations like "an APC have been seen south of the objective patrolling the area"
But in the end, it really depends on how you run the mission and how the players like to play.
Especially with Zeus missions where you see that nobody took care of AT, and suddenly have a BTR driving up to their location.
Yeah, I really wish I could have removed that APC but I couldn't think of a good reasoning for it leaving the players alone.
But thank you for the advice, more is always welcome. This brings to my knowledge that I should watch videos on how other people make missions and Zeus for their units to improve my own.
And a small final tip from me; do debriefings after a mission (and in-between missions at larger OP's) and ask people what they enjoyed and what not.
Don't be afraid of critic or tell people they did something wrong (eg. didn't read or listen at briefings). This way everyone learns from it, and usually comes with some good laughs after a massive fail
A very appreciated tip. I'll see if criticisms during debrief works out.
@astral valve yes I am either doing a complete Briefe myself or attach a SITREP style brief for the unit lead
Ah, okay, that sounds interesting.
I could certainly try briefing as well. I never thought of handing the lead a brief. document to the lead before.
and regarding immersion AND mission design, it is nice to hear people asking questions about the setting: "will we encounter armor?" etc
you can tell them or not, your call :p
I did an interactive briefing once with RemoteExec cam and stuff. That was Hella fancy
Is there a way to add a patrol group of NPC. To travel a certain road?
yes, BIS_fnc_spawnGroup and add waypoints @subtle notch
or (from the editor) F2 for groups and F4 for waypoints
What is BIS_fnc_spawnGroup?
a function β see https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
@subtle notch an easier way may be to set move markers along the path and use cycle so it constantly repeats
move markers
β waypoints
Thanks dad!
So Iβm trying to make one that goes all the way around tanoa how many do I add
@subtle notch thats up to you play with it on a smaller scale first(not the whole map) to get a feel for how it works
Just make sure you plot moves on the roads you want them to travel to
To give you an idea. Iβm trying to ambush a patrol
you can add as many waypoints as you want (be wary that infantry will walk through forests, not follow roads - you may want to be more precise with waypoint placement)
as for the last waypoint, make it close to where the group started and make its type "CYCLE", so it will restart the loop all over again
Iβm assuming same thing if I want a helicopter to fly around?
Yep!
Would I have to put it in the air or on the ground would be fine
sorry?
Like for the helicopter would I have to use the way point in the air or leave in on the ground
your call, placing them as they are by default (on the ground) works fine if you don't change their flight altitude
How do I disable either vehicle thermals or thermals in general for a mission?
disableTIEquipment and disableNVGEquipment @old flare
Iβm still having trouble setting up the patrol
@cinder holly where do I put that?
HEY GUYS
does anybody know the name of the mod where these airport assets came from?
i have the mod installed but i cant find the name anywhere
what mod is that?
probably the terminal classnames are locked off the editor
you should still be able to spawn them with the debug console
how exactly?
i have a mod preset with a tonne of mods and i started making a scenario a while back and just found the assets, there under structures, airport - and they all have a 'RM' before the name
one sec
make sure you're not using any stolen assets
im pretty sure
the sign on the terminal says "Rhein Main Airport"
but i cant find the mod online or on steam workshop
if its not on the workshop it usually for some shady reason
see if you can find the classname and use the link I wrote above
Heya. Is there any way to breach a locked door?
there are several mods and scripts to do that
I donβt do scripting
then you should start
at least a tiny minimum to at least implements scripts others make is vital to mission making
Basically I want to use a shot gun to breach
ok
^?
if you don't do scripts, check mods
just give the group/unit some waypoints
https://community.bistudio.com/wiki/Eden_Editor:_Waypoint
https://community.bistudio.com/wiki/Waypoint_types
Like what do I put down. Thatβs where Iβm confused
the first link is a step-by-step explanation of how to create waypoints (with animated gifs)
can't mess that up
I cant make the AI do a patrol
Iβm trying to get a enemy vehicle to drive over a bridge into a ambush
Nvm Iβm just slow
https://i.imgur.com/UhTy74l.png
Keep getting this when trying to make a mission
ive taken off all the glasses off everyone(the playable characters)
and also tried to replace them
doesnt start the mission due to this error
ty for help in advance.
bad addon maybe
copy/paste your mission, and delete all foot units - what does it return?
@cinder holly I deleted everyone and the error no longer came up
I made all the characters naked and changed their faces
but still nothing
also when I go character selection it does the same thing
weird.
hey. having trouble with getting an image to load on screens, have put the filed in a subfolder called pictures in the mission folder and i am typing "pictures\KAACMap.png" in the Texture#0 field of the screen but nothing is displaying on the screen
ahh thanks
tip: associate common images with texview2
you can chuck any images in there and save as paa or open paa and save as any image
yeah i heard people reccomend TV2, the arma tools paa converter is trash and wasnt working
:)
hence why i tried regualr png
i didnt even know it could read jpg ingame...
would never use jpg for anything cause it is really lossy
yeah i just assumed since it accepted jpg it would accept png
hehe makes sense
@vernal brook lossless jpg is a thing
Animated png is also a thing...
If an engine doesn't support it but has good alternatives I don't really care.
TGA is perfectly fine, especially because it supports transparency (where jpeg doesn't)
well so does png but in a wonky way
png is a web format so it has a kind of simple alpha channel compared to tga or tif where it is a channel equal to rgb
example if you make textures and use png to paa it won't be the same levels as with a tga to paa
if you load a png into photoshop it treats the transparency like a layer with opaque pixels where as if you use tga it is a true channel
so if you use it to for instance modify a texture, you get artifacts
Quick question, how can I make the respawn screen not show for the virtual curator, or do I need to use a player zeus in this multiplayer situation. I noticed that due to me having forced interface on, upon starting the mission as the zeus, I would get into a laggy state between the respawn screen and zeus interface. After being able to respawn, it turned me into a zeus just fine and everything worked well after that.
The easy fix would be to just check off forced interface, but as the curator/game master I assumed that I wouldn't have to wait for a respawn duration, like normally.
is there a way of implementing no bullet penetration on a wall, like a wall made of wood that normally gets penetrated by bullets?
I am not sure, but maybe with simple objects @wooden garnet
indeed, but some walls dont have that option π¦
that or (more expensive I believe) add an event handler on "hit" that would delete the bulled
maybe BIS_fnc_replaceWithSimpleObject
oh!
oh..."should not be used on many objects and in MP games"
well there goes that XD
still ill experiment
well you can still hide the original wall and create a simple object
indeed?
yeah, i tried that code...didnt work X(
ah well, i can live with it i suppose
Let me rephrase my previous question since it was unclear and now I have some kind of an idea how to do it. But how do I make the respawn system like in public zeus, where it starts the zeus (game master) automatically without a specified respawn location, whilst others need to wait for a respawn point to be added by said zeus. Or do I have to make a respawn location for the zeus, considering he's a virtual object and I can't find any fitting modules to add him a respawn point.
Since the only respawn options are for the main factions, whilst Zeus is a virtual object who doesn't have a physical form nor a faction
One option would be to make the Zeus into an actual player from one of the main factions, but I would've rather have him be from a completely neutral standpoint incase any other problems would arise with that.
Welp, I'm not able to make my description.ext stuff work so I'll just go through the easy way and make game master into a player and then force interface, etc
Nvm all that, I had a tiny mistake in the description.ext which made everything fail, even though it didn't warn me of an error. Now it works perfectly like in Pub Zeus, right down to the fact that the physical game master is a person with their camera near the ground.
Any chance you'd be willing to share the way you made it work
? @sick summit
I'm going crazy over this:
I'm doing a jump out of a heli into the water. Should I have them in dive suits swim up to the beach to assault or get into a boat and approach the beach, then change into something more suitable.
depends on the distance imo
What do you think would be more interesting or enjoyable, because I can switch up the distance all I want.
mmh I personally think diving suits are more interesting if you do something like have an enemy boat come check out what the noise was
I like that, thanks.

@near dock At what point are you in with the mission?
In terms of what have you added, coded in, etc
I'm not making a mission with that at the moment, what I meant was that it'd be neat if you could share it for people who may be trying to do something like that in the future
Like shown in the campaign, how could I make it so that when I approach/open a box full of gear and guns it automatically changes my equipment?
Not sure how it's done in the campaign, but you should be able to attach a script to the box (addAction) which uses setUnitLoadout on the player.
there's tons of ways and posts about how to create tasks
just search for that
then search for a way to detect if player is in vehicle or if vehicle is no longer inside a trigger
there are several ways depending on your need
in my most recent mission i have a similar setup
but the task is optional, i have a trigger withh the car set as owner
and not present triggers task completed
Got it working, thanks again.
np :3
So im making a mission and I want to spawn civis randomly that will fight opfor right now im using the civilian presence modular they got guns and gear and I made them hostile to opfor but they run away because of the modular is there a way to turn it off
or another script that i can use
don't use civilians
this is what GREEN is for
civilians are noncombatants
if you make one of the 3 combatant sides enemy of civs they will attack anything civ, like buildings and street lights etc
alright but how can i randomly spawn them
like with the civilian presence? @vernal brook
search
there are lots of ways
will involve some minor scripting or at least implementing scripts already made by community depending what you want to do
Hello


ok
wrong chat I think, that should props go to #production_releases @mighty phoenix
Thanks!
Concerning the ALiVE combat support, I have a Transfer Provider script running (I wish to God I could find the author to thank him... but lost org file with the authors name... just have copy)(shew)... and this script allows just what it says... but for the vanilla supports only. I'm looking to somehow trnsfer the supports from the ALiVE cst to another team member if the Leader dies. Is this possible? Would I have to assign each individual their own module or...?
@mild valley you could use an alive check together with the link entity
If leader is dead it Re links the Support entity to the next member
Unfamiliar with this or I don't quite understand or both lol. Could you elaborate @cyan harness? Thank you for the response.
OHHHH!
Well I guess I don't have to anymore?
Ok lol I think you mean the !alive check?
Yep!
tip: in duckduckgo: search for "arma 3 editor + <i want to do this>"
that's what i do
Saaaame
99/100 cases i find severaly ways to do what i want to do cause everything has been tried before
But i always give hints into the right direction when I am able to
Ok thank you!
and you will find links to biki with lots of entries
and tips π
usually a lot faster than asking in here too
The Bi Wiki is Bae <3
then if you can't figure that out and have additional trouble, just ask here in relation to that
use
```sqf
// your code
```
and to answer your question; you could use the 'Killed' event handler to handle the death of a player, check if he was a leader and if yes; transfer the support stuff to the next leader
So you are saying to call this from an sqf.?
it's a lot easier that putting some code in the init of each unit, which disappears the moment he respawns
Copy that. Makes sense and thank you.
And during searching (lol) I found the author of above script! Larrow. Gotta thank this author!
What is the best (text/video) guide to mission making that is current and up to date?
never ever seen such a thhing
best practice is to get an idea and do a search like i wrote above
@mild valley please delete your spam above
I havent seen a full guide to mission making, only individual bits like using xyz script command
Its impossible to write such a guide as theres million variations you can make
you will however find 100s of videos on how to do particular things
Is there such a thing as a does and donts guide? Because what im currently doing feels like trying to hammer a screw with a powerdrill
Thats assuring
it is complicated but not impossible
Well, then ill carry on and try to find out how to setup tasks
you just have to have ideas and then persistance to try things out
and see a couple of pages up whhere i wrote how to search for thihngs
Because the map, encounters and "story" are all setup and done

