#arma3_scenario

1 messages Β· Page 44 of 1

grim hearth
#

I think Eden's biki page needs a big red warning box!!!

cinder holly
#

I can understand, dates are a nightmare in programming πŸ˜„

#

big box added to the wiki

grim hearth
#

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 πŸ™‚ πŸ€·β€β™‚οΈ ARMA...

cinder holly
#

so it's just display thing

#

kewl

grim hearth
#

At least it will not now break my 'murshion

cinder holly
#

20(/)20 Bohemia, bravo

tame sage
#

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.

cinder holly
#

There is none afaik

tame sage
#

Thank you πŸ™‚

cinder holly
#

you can still keep it open, but set a password if some trolls happen to join

grim hearth
#

Could install BEC and use the shutdown command...? Or use the shutdown command in chat after logging in as admin without BEC...

faint whale
#

Does anyone know if the Tac Ops functions are also available for people without the DLC?

#

i.e. animatedBriefing

#

also BIS_fnc_TO_playSoundAndSubtitles

grim hearth
signal coral
#

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

cinder holly
#

We can't help if there is no question, that's a fact

late breach
#

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 πŸ˜‰

cinder holly
#

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

signal coral
#

lol alright guys

frosty breach
#

@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)

mild valley
#

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...

frosty breach
#

If you are doing it in the init field of the object, that is an unscheduled environment so suspension (sleep/waitUntil) is not allowed.

mild valley
#

Ah yes... I can't remember that for some reason. So this would need to be put in an init.sqf?

frosty breach
#

That's one way.

mild valley
#

Thank you Ansible2... other ways? I like learning all angles. After 3200+ hours I should be learning something lol.

cinder holly
#

@mild valley also, you are giving the absolute ("C:...") path… be careful

mild valley
#

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?

frosty breach
#

If it's multiplayer...

#

That's different.

mild valley
#

Cool! Thanks Guys! πŸ˜„

frosty breach
#

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
};
mild valley
#

Got it. I always copy/paste these into named ,descriptive files for further use. Keeps me from clogging the forums lol. Thanks again!

mild valley
mild valley
#

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?

cinder holly
#

getMissionPath

minor wadi
toxic coral
#

See dev releases

sudden sinew
#

Dose any one know how to make it so I can play a mission whit out the pbo. File manager

cinder holly
#

you need the mission to play the mission @sudden sinew

sudden sinew
#

Yes

cinder holly
#

good.

tame sage
#

@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?

wheat dagger
#

Return animation phase of door on vehicle. shed is not a vehicle

quartz yoke
#

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?

lost plank
#

what should i work on

fiery lava
#

What did i say about not crossposting 🀦 Remove your other post in scripting

lost plank
#

oh sorry lol

vapid trail
#

@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)

quartz yoke
#

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 😡

vapid trail
#

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

quartz yoke
#

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?

vapid trail
#

oook πŸ€” πŸ™‚

#

Not familiar with such stuff sadly πŸ˜•

bold vortex
#

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

quartz yoke
#

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 😦

quartz yoke
#

Can I distribute mission .pbos through a workshop addon?

cinder holly
#

from someone else? no, not without their approval

quartz yoke
#

From me, I approve this 🀣

#

Or does my mission must be in folder called missionName.Altis in a pbo with CfgMissions entries and such?

cinder holly
#

sign yourself a paper!

#

if inside an addon, you have to configure something like that I think

quartz yoke
#

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

cinder holly
#

not just like that I am afraid (but I don't know much more)

quartz yoke
#

OMG why is everything so weird πŸ€”

#

I should stop assuming things probably xD

cinder holly
#

assuming and coding always end up wrong :p

#

well, I assume so)

tame sage
#

@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?

wheat dagger
#

animate or animateSource

graceful wedge
#

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.

cinder holly
#

@graceful wedge no can do.

grim hearth
#

One reason to utilize server-side addons...

late breach
#

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

grim hearth
#

Yeah, doesn't work for everything

tame sage
#

@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
quartz yoke
#

@delicate hinge yes I've got it working like that. I'll be making the liberation builder generate such pbos soon.

quartz yoke
#

I mean with the config.cpp file too

hasty sigil
#

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.

vernal brook
#

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

hasty sigil
#

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?

vernal brook
#

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

hasty sigil
#

Yeah

#

It seems like this system was just forgotne

hasty sigil
#

I'm using RHS assets. I have concluded tanks and apcs are on strike

vernal brook
#

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

hasty sigil
#

I've been tweaking with it. I installed VCOM and better tank AI

vernal brook
#

i make maps, so i don't use any mods that affect ai and only rhs other than that

signal coral
#

What were the condition parems again to allow a task to be complete once vehicle x entered the trigger?

vernal brook
#

set the vehicle as owner

#

and then owner only present

winged vector
#

Hello guys, you have missions for Kelley’s Island please, spawn, shop..... ?

tame sage
#

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?

cinder holly
#

so… you are moving the trigger?

#

because you cannot move terrain objects

tame sage
#

I am using the mod "ATS Train Simulator".

cinder holly
#

so it is not a terrain object

#

in trigger's condition: trainVariable in thislist

tame sage
#

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.

wooden garnet
#

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?

late breach
wooden garnet
#

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?

grim hearth
wooden garnet
#

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

signal coral
#

AK's

cinder holly
#

French has a lot of influence and speakers in Africa @wooden garnet

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

cinder holly
#

you have US English, UK English, GR English, Islands French, Farsi, Chinese.
I don't think you will get any closer than that

grim hearth
#

GR English... do you mean hybrid Greek Cypriot English... so called Grenglish?

#

Does your daily commute involve catching the 29 pason at Captain Tow’, getting off at Fishbury Park, changing for the Piccadilly Line before you finally reach your home in Koungri? If you’re too tired to cook, do you put the ketlon on and order some take out from the Chinezo?

cinder holly
#

Altian

grim hearth
#

I was amazed that Grenglish really is a thing... at least on the Internet...

cinder holly
#

They missed the opportunity to case it EnGRish πŸ˜„

grim hearth
#

Didn't want to break someone else's IP

wooden garnet
#

XD

astral valve
#

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?

cinder holly
#

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

astral valve
#

Hmm, then the aim would be to check as many of those boxes as possible.

near dock
#

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

shrewd veldt
#

If you have a discord or something like that make a survey on what your players want

astral valve
#

I could but i wouldn't know the questions to ask.

near dock
#

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

astral valve
#

Fair enough.

cinder holly
#

I could but i wouldn't know the questions to ask.
"What do you like to see in a mission?"

astral valve
#

I don't know why I didn't think of that.

cinder holly
#

also, how many of them are you? because sometimes, it's hard to feel involved in a "Capture the 270kmΒ² island in a 32v32"

astral valve
#

I make sure to keep the missions relevant to the size of the group, which is usually around 6-10 people.

cinder holly
#

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

shrewd veldt
#

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

astral valve
#

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?

cinder holly
#

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

astral valve
#

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 clusterπŸ¦†

cinder holly
#

this requires teamwork and auto regulation

#

you can also run around like headless chickens πŸ˜„

shrewd veldt
#

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.

cinder holly
#

^

#

fleeing catastrophically can also be atmospheric πŸ˜„

shrewd veldt
#

Most of the time the mission itself isnt as important as the atmosphere

#

Yes and it "creates a new mission" as of rescueing teammates 😁

cinder holly
#

lazy writing, booo 😜

shrewd veldt
#

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 😏

near dock
#

using radio jamming scripts is also interesting

cinder holly
#

I made a civilian script for it to lead peeps by saying (/45Β°) directions only

#

North… South-West… that's here

astral valve
#

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?

cinder holly
#

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 πŸ™‚

astral valve
#

Btw, I'm also very welcome to any enlightening guides on mission making. Most guides I find are basic setup of missions.

shrewd veldt
#

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? ^^

near dock
#

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

astral valve
#

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.

shrewd veldt
#

cool πŸ™‚ are you more focused on infantry stuff?

astral valve
#

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.

shrewd veldt
#

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

outer lynx
#

Is it possible to restrict spectator zone/radius/area? If yes, could anyone point me in the right direction, i'd greatly appreciate it.

mild valley
#

Ugh ACE is killin' me...

dapper lotus
#

how do i spawn in a goat???

#

asking for a friend

grim hearth
#

🀣

shrewd veldt
#

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?

wooden garnet
#

Is Ace Medical still having issues?

near dock
#

I've only been having issues with some mods but all seems fine for me now @wooden garnet

wooden garnet
#

Ok. Perfect

dapper lotus
#

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

cinder holly
#

use createAgent @dapper lotus

dapper lotus
#

so something like _timsgoat = createAgent ["goat_random_f", position ship, [], 0, "FORM"];
_timsgoat attachto[ship,[0,0,0]];

signal coral
#

Is there a way to detect if someone is taken prisoner through ACE? I'd like to complete a task when someone is arrested.

vernal brook
#

if it is with setcaptive you can check for is captive

#

bi wiki

signal coral
#

Alright. I'll try it out

crimson crater
#

Anyone know of a way I could let people create sitreps in the field, like alive c2istar system but i dont wanna use alive

dapper lotus
#

anybody know how I would make the grenadiers in my squad shoot their white star clusters?

wooden garnet
#

are they the only rounds they carry?

late breach
dapper lotus
#

yes, the flares

#

I'm trying to use this unit capture thing but f1 won't work. why do I even bother? lol

vernal brook
#

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

signal coral
#

Are there any dialog systems akin to ALiVE's civilian interaction?

balmy gust
#

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

tough moon
#

coudl always take a map and remove all the objects πŸ˜„

tribal crescent
#

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

cinder holly
#

more details about anims please?

tribal crescent
#

i dont have arma open right now so yeah

#

..

#

...

cinder holly
#

Β―_(ツ)_/Β―

tribal crescent
#

ill tell you later

cinder holly
#

roger that!

tribal crescent
#

Bravo 3-1 out

shrewd veldt
#

@balmy gust how about isla duala

balmy gust
#

I'll check it out

pseudo halo
#

Is there a way to addWeaponTurret and addMagazineTurret on a player?

cinder holly
#

if the player has turrets, sure ?

stable delta
#

Can you make the RHS landing ship turn off its lights at night?

#

The wasp

rocky carbon
#

@pseudo halo afaik player can't have turrets, so no.

#

As in the character.

#

You need to use '' vehicle player''

pseudo halo
#

That is a shame

cinder holly
#

Unless the player himself is a vehicle with turrets πŸ™ƒ

pseudo halo
#

Or if a weapon could be given a turret with scripts instead of making a mod

#

This would be cool

bold vortex
#

you probably are better off explaining what you're trying to do because players don't really uh 'need' a turret

cinder holly
#

oooooor script as it's meant to be yeah

rocky carbon
#

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

stable delta
#

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

scenic shard
#

@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

last hill
#

Otherwise the ai wouldn't pass them?

scenic shard
#

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

last hill
#

Ah I see. Thank you for the insight, I had no idea how complex it was

scenic shard
#

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

last hill
#

As long as it's some day πŸ˜‹

scenic shard
#

hehe yes

terse cedar
#

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 😦

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 😦

#

I used unitcapture with those param : [BIS_Vehicle, 300, 60, false, 0] spawn BIS_fnc_UnitCapture;

terse cedar
#

Fixed*

vernal brook
#

first off

#

where did you rip that plane model?

#

second, try recording at 20fps

#

not 60

#

this is 25fps

rotund elk
#

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

vernal brook
#

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

rotund elk
#

I do have driver separated from the passengers but it doesn’t work

stable delta
#

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?

vernal brook
#

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

mild valley
#

@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 πŸ˜‚

#

Also be sure to give the trigger an area and height restriction... keeps unwanted blufor triggering event.

stable delta
#

Hey 98% works for me lol

#

I thought you could do it with triggers makes sense

near dock
#

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

stable delta
#

Ya ya true I'm gonna try that

stable delta
#

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

spiral belfry
#

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

vernal brook
#

set up respawn as you would normally then setpos the player on the ship

digital viper
#

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.

stable delta
#

Is there an easy way to make a hold waypoint skip using a trigger that activates when a certain unit is destroyed

vernal brook
#

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

stable delta
#

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

vernal brook
#

search for it

#

biki and forums

stable delta
#

I tried no one clearly explained it

spiral belfry
#

@vernal brook does setpos still work with Zeus?

elfin moon
#

Anyone know if if might be possible to put a timer in the briefing screen?

#

Like a countdown

vernal brook
#

yes

#

search.. there are several ways depending

echo forge
#

What is the best way to create a mission file wanting to build my own server?

vernal brook
#

too abstract question

#

git lernt on eden and scripting

#

prractically anything you can imagine has been done before

echo forge
#

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

vernal brook
#

start basic

#

place some playable units

#

get the server software

#

set it up

#

admin users can change missions anytime they want

cinder holly
#

@dreamy kiln we have a channel that is dedicated to recruiting creators πŸ˜‰
It is… #creators_recruiting 😜 please post your message there and delete your message here, as to avoid crossposting. Thanks!

scenic shard
#

evening fellas πŸ™‚

near dock
scenic shard
#

ooo, a new BIOS for my motherboard

#

wish me luck everyone, IM GOING IN

near dock
scenic shard
#

iwouldnt normally mess with bios, but it did have optimixe for my CPU

#

and so far, so good

near dock
#

btw this might be the wrong chat for this topic

cinder holly
#

boom he won't be back :p

scenic shard
#

pah

#

apart from teh BSOD, BIOS u[pdate went fine

#

πŸ™‚

#

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?

coral plume
#

Is there a way to make an event like the cluster bomb and CAS activate based on a trigger?

vernal brook
#

ordnance module in editor

#

sync to trigger

#

or CAS module

coral plume
#

Got it

cinder holly
#

@scenic shard try and see (spoiler: yes)

severe nexus
#

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?

cinder holly
#

The best place to ask for Wasteland edition would be on the Wasteland Discord/TS/whatever server @severe nexus

Check playSound command too

severe nexus
#

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

cinder holly
#

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)

cyan harness
#

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

vernal brook
#

dynamic simulation

cyan harness
#

Dynamic simulation?

vernal brook
#

it stops simulation of objects outside set parameters

cyan harness
#

Ohh that

vernal brook
#

you set it on each object

#

settings are per mission and you adjust inside eden

cyan harness
#

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!

vernal brook
#

dynamic simulation doesn't despawn stuff

#

it can remove wrecks and bodies

#

also adjustible

cyan harness
#

Ohhh I will check the wiki on that, could really help with big battles and stuff like that, thaaaaaanks again!

vernal brook
#

πŸ™‚

cyan harness
#

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

vernal brook
#

experiment

#

dynaic simulation only works on objects and characters where you set it on their properties

cyan harness
#

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 ~

silver girder
#

problem with dynamic simulation is it also enables the simulation of eden placed objects with simulation disabled

dreamy kiln
#

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?

vernal brook
#

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

cyan harness
#

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!

ember apex
#

I’m trying to edit a mission in eden editor... I have it saved as a pbo. It won’t show up though. It’s on Altis

junior quail
#

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

vernal brook
#

search the web, forums and biki

junior quail
#

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...

cinder holly
#

@ember apex you cannot edit a pbo in Eden. I take that it is not your mission?

ember apex
#

@cinder holly no... I’m trying to edit the UH60 helicopter mission by RobJ

cinder holly
#

Ask him for the source files and permission to re release it if this is what you want to do

dreamy kiln
#

bludclot,Thanx bud.Didnt see that option in the group options.:)

vernal brook
#

πŸ™‚

ember apex
#

I’m 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 it’s in a folder inside my mission folder. But it won’t show up in game @cinder holly

cinder holly
#

it should have the same structure as any other mission, /missions/missionName.island/mission.sqm @ember apex

ember apex
#

Is that all that needs to be in it? Just mission.sqm?

cinder holly
#

no, all the rest with it
but to be seen by Eden, only proper dirname and mission.sqm are needed

signal coral
#

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)

cyan harness
#

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

signal coral
#

Think that'd be a better solution yeah.

cyan harness
#

You could make it more complicated but meh, Easy is good..
"if it's stupid but it works, it's not stupid" you know

signal coral
#

.. I'm a bit unsure why I didn't think of that

cyan harness
#

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

signal coral
#

Nah. I got a waypoint activation for that on a timer.

cyan harness
#

If it's the first task that should work fine

near dock
#

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

signal coral
#

Good point. I don't think he will considering its a pretty big area.

near dock
#

Yeah but its still neat for mid-mission decisions

cyan harness
#

Yep, you could probably combine it with random paths to make the replay worth of the mission higher

signal coral
#

Very true.

cyan harness
#

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 πŸ˜‚

woeful magnet
#

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).

cyan harness
#

// 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

cyan harness
#

Oargh I'm stuck again... So I have an convoi of 3 APCs. One with the player unit and two with npc units.

  1. Player unit gets dropped off
  2. APCs drive to pos2
  3. Npc unit 2 and 3 get dropped off.
    4.??? Problem is here, as I need them to start going to point 5
  4. 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? πŸ€”

#

As usual I only need a hint to the right topic, learning by doing you know lol

lament prawn
#

Hey does anyone know how to place down a backpack mid air without it falling down when loading up the mission?

sinful rampart
#

disable simulation

lament prawn
#

doesn't work

silver girder
#

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

prisma stone
#

dose someone has an example of UnitCapture? the on in arma holic dosent work

cinder holly
prisma stone
#

yeah

#

but never mind

#

i understood it

#

thanks

cyan harness
#

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?

coral plume
#

I am trying to make a sub attack, but I can't think of any reasonable ordinance that would look nice. Any ideas?

cyan harness
#

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

coral plume
#

I'll try it out

#

Thanks

silent swift
#

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 !

cyan harness
#

@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

silent swift
#

Alright thank you sands I'll try as soon as I'm back home

rocky carbon
#

The default campaign has cutscenes with lots of talking

cinder holly
#

But not with the same subtitles though

silent swift
#

Yeah, if I was just goin for default subtitles I'd do a simple fsm with text.bikb

dusky lodge
#

Hello. Does anyone know a good tutorial site or video for the 3den enhanced mod? I know some features but not all of them.

cyan harness
#

@dusky lodge if I remember right there should be a wiki link in the eden editor now, check that

dusky lodge
#

@cyan harness
Thanks

#

@cyan harness
But where to find it in the Editor?

cyan harness
#

There should be a new tab in the top bar if I remember right. Was not on the computer for a few days lil

coral plume
#

What script would I use so a trigger only can go off from a player walking into its zone after I complete a task?

cyan harness
#

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

  1. Create an Area Trigger that you want your unit to walk into.
  1. As activation requirement put in tasktrigger && this and sync it to your Player
  1. Create a new trigger attached to nothing and insert the following: activation requirement: "TASKID" call BIS_fnc_taskCompleted and in on Activation tasktrigger == 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..

coral plume
#

Trying it out right now

cyan harness
#

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.

coral plume
#

Thanks, I like to know the crap I'm writing.

cyan harness
#

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

coral plume
#

Yeah, sure would be.

cyan harness
#

WAIT A minute I just saw that the rules allow on topic links...

coral plume
#

Goodie

cyan harness
#

So, did it work? Still not 100% sure

coral plume
#

I screwed up the sync. Doing a test again now.

#

Forgot to sync up an actual effect for the trigger to do, heh.

cyan harness
#

Ah, a man of culture as well.

Happens to me at least once per mission I create kekeke

coral plume
#

Heh

cyan harness
#

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

coral plume
#

Yeah, well my team didn't just get blown up

#

So I dont think it worked

cyan harness
#

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

coral plume
#

Yeeh

cyan harness
#

Hmmm

#

Remember step 1? Replace tasktrigger == true with the hint thing and check if that part works

coral plume
#

On it

#

Might take a sec, running a huge download in the background

cyan harness
#

Update day?

coral plume
#

The king of em

cyan harness
#

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

coral plume
#

Careful, you might unplug those headphones, ri ging gunshots everywhere

cyan harness
#

tbh here in Berlin nobody would give a damn probably

coral plume
#

Heh

cyan harness
#

At least not in the part where I am right now

coral plume
#

Guess Americans are paranoid and crazy

cyan harness
#

I will not approve of that statement, but I will not deny it either

coral plume
#

No hint

#

Heh

cyan harness
#

Oh wait a minute

#

Your using the task ID or the task name?

coral plume
#

Id

cyan harness
#

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?

coral plume
#

On it

cyan harness
#

And after that try if it works if you sync the tasktrigger trigger to your player. Sometimes arma is just arma lel

coral plume
#

"1" call BIS_fnc_taskCompleted

cyan harness
#

What's your task name looking like? I'm not familiar with the editor module, I create them with sqf files tbh

coral plume
#

I dont have it titled, just the Id of 1

#

Named, correct me

cyan harness
#

Is this task created from the beginning?

coral plume
#

Aye

cyan harness
#

I'm checking eden editor right now if I made any mistake with the code for a module

coral plume
#

Aye

cyan harness
#

Okay so do me a favor and name your task "task_1"

coral plume
#

Mhm

#

The name or ID?

cyan harness
#

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

coral plume
#

20 bucks on function

cyan harness
#

BET

#

Oh wait no, I'm poor.

#

Forget the bet

coral plume
#

Ugh

#

I'm trying to go from 20 bucks to 1
40 bucks

cyan harness
#

LOL

coral plume
#

I'm equally poor my guu

cyan harness
#

Please tell me it worked lol

coral plume
#

While we wait since blew myself up..

cyan harness
#

Or else I really Boot up my machine

#

wait so did it work?

coral plume
#

No, this was from a satchel

#

Sorry

#

Well see this time

cyan harness
#

Rest in pieces

coral plume
#

Yeah, my arm is in the right corner

#

Congrats my guy

#

It has worked

cyan harness
#

FINALLY

coral plume
#

I was greeted by 3 letters

#

R

#

E

#

E

cyan harness
#

Ah thank God that it works now..

#

I almost started my laptop

coral plume
#

Thanks arma devs

#

For making this happen before we break stuff but cataclysmically close.

cyan harness
#

Cleaned up as one text:

TRIGGER THAT ONLY ACTIVATES IF TASK COMPLETED WHILE WALKING INTO IT

  1. Create an Area Trigger that you want your unit to walk into.
  1. As activation requirement put in tasktrigger && this and sync it to your Player
  1. Create a new trigger attached to nothing and insert the following: activation requirement: "TASKID" call BIS_fnc_taskCompleted and in on Activation tasktrigger == 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

coral plume
#

Bueno!

cyan harness
#

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.

coral plume
#

Let's see if my murder of my team works

#

Oh, nice

#

I did a secret one

cyan harness
#

Let's see if my murder of my team works

Oh, nice
@coral plume

coral plume
#

It was just swimming under the boat

#

Chocolate 2020

cyan harness
#

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

coral plume
#

That sounds nice

cyan harness
#

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

coral plume
#

Well

#

The bomb didn't come

#

Oof

cyan harness
#

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?

coral plume
#

I have a module

#

Ordnance, mortar type

cyan harness
#

Is it the support module?

#

That's supposed to be called by a player

coral plume
#

No, I believe it is..

#

One sec

#

Effects

#

The kind that do damage

cyan harness
#

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];

coral plume
#

Any chance I could do the effect. I'm basically in the middle of the ocean

cyan harness
#

Well morters would not have that range so how about you just make them get rekt by a Jet?

coral plume
#

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

cyan harness
#

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!

coral plume
#

Thanks mate

#

Stay frosty.

cyan harness
#

Well as it's fcking cold here in Germany that's not a problem

#

Kekekeke

coral plume
#

Hehe

lost briar
#

Hello! I’m wondering if there is a way to have a typical respawn MP Mission, however you don’t start the scenario at the respawn screen. Like starting where you’re placed, however when you die you still get that option to respawn

near dock
#

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

lost briar
#

@near dock so would I be able to use that and it wouldn’t make config issues if I put it on a dedi?

near dock
#

Yep

lost briar
#

And where would I find this option?

near dock
#

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

lost briar
#

Alright, I’ll look into it, thank you!

near dock
#

No problem

tawny glacier
#

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.

signal coral
#

what’s the part that you can’t get to work?

tawny glacier
#

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

stable aurora
tawny glacier
#

thanks @stable aurora

cyan harness
#

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

azure wraith
#

Post script?

cyan harness
#

It's this action ["nvGoggles", this] in the units init field

stable aurora
cyan harness
#

Oh wow, how did I miss that page in the wiki?! Thanks so much Ralf!

stable aurora
#

you're welcome

tulip stream
#

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 πŸ˜–

cinder holly
#

I believe it has to do with the overview @tulip stream

#

is it a pbo you copied/paste in the missions or mpmissions directory?

tulip stream
#

exporting via the eden editor at the moment

cinder holly
#

briefingName should be the one in the menu,
onLoadName should be the name while loading

tulip stream
#

should be, but for whatever reason it isn't πŸ˜–

cinder holly
#

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)

tulip stream
#

hmm, that's a bit of a pain in the backside then if the name only shows up when downloaded from workshop

cinder holly
#

no issue in your description.ext?

tulip stream
#

not as far as i know, everything else works fine

#

briefingName = "Test Mission Name" for instance just shows MissionNameTest in the scenarios menu

cinder holly
#

; ?

tulip stream
#

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

cinder holly
#

ah maybe that's that
did you try restarting the game?

tulip stream
#

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

cinder holly
#

yep, I get that.

cyan harness
#

So I tested this linkItem "ACE_NVG_Gen1"; but it does not start the mission with it activated

cinder holly
#

you can add this action ["nvGoggles", this] after I think

#

@cyan harness

cyan harness
#

So I could do the linkItem in the init and this action in the iteminit right? It should load the init.sqf first

cinder holly
#
this linkItem "ACE_NVG_Gen1"; this action ["nvGoggles", this];
``` directly in the init (even if using init fields is not recommended in MP)
cyan harness
#

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!

steady basin
#

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

cinder holly
#

⚠️ code in init fields will be run for every connecting player

steady basin
#

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

lost briar
#

@near dock hey i cant find that setting

near dock
#

The dont respawn at start one?

lost briar
#

ye

near dock
#

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

lost briar
#

aw, do you know what might be the answer to muh solution @near dock

near dock
#

Nop

#

Sorry simple_sad

cyan harness
#

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

lost briar
#

ok, thanks :).

cyan harness
#

Np mate

dusky lodge
zinc estuary
#

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?

cinder holly
#

you would have to edit it in Eden to e.g place units to proper places

zinc estuary
#

I can have a mission file with just the mission.sqm in it correct?

cinder holly
#

the directory name defines the island that will be used.

zinc estuary
#

In eden if I save the mission on that map it will do the end for me right?

cinder holly
#

yes.

zinc estuary
#

Thank you (=

#

As well, will I really need a database all I am gonna put on the server is some units and xcam triggers

cinder holly
#

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

zinc estuary
#

Will do, regardless thank you

scenic shard
#

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

sick summit
#

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

near dock
#

Creating the objects via the debug console is definetly an interesting way of doing it

#

Not a good one, but an interesting one

sick summit
#

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

west silo
#

If you create objects in Eden use create3DENEntity command

sick summit
#

Oh aight, I assume that comes before the "_newObject = createVehicle..." stuff

west silo
#

you never wanna use createVehicle inside the editor

#

just do something like if (is3DEN) then {//code with create3DENEntity} else {createVehicle};

sick summit
#

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

sand lily
#

Hey guys! I want to do some nice briefing via briefing room desk but I just can't get the resolution right 😦 Does somebody know the resolution of briefing room desk?

near dock
#

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

sand lily
#

@near dock Thanks!

near dock
#

No problem, do let me know if its the right resolution please

woeful magnet
#

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.

subtle notch
#

How do I load a vehicle onto the transport black fish

sand lily
#

@near dock It works very well! Exactly same as from the forum. Thank you.

near dock
#

Good to know, thanks for the update! bongocat @sand lily

subtle notch
#

I’m using the transport black fish and I still can’t put a vehicle on it

scenic shard
#

@subtle notch are you trying to do this in the editor?

subtle notch
#

Yep

scenic shard
#

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

signal coral
#

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

near dock
#

Dont see why that wouldnt be possible

cyan harness
#

@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

old flare
#

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?

sour dove
#

player enableFatigue false; πŸ˜‰

old flare
#

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?

signal coral
#

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.

cinder holly
#

this, and sometimes edit the mission.sqm too

cyan harness
#

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

cinder holly
#

I think it was with ACE, but I never set any ACE item or reference and I had to remove some references manually

west silo
#

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.

cyan harness
#

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

signal coral
#

Thats... going to be unpleasant to deal with lol

#

Now i have to go around and check what belongs to nia

near dock
#

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

signal coral
#

@near dock it wont even let you see the mission, itll just give you a map untill you load the correct mods

near dock
#

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 heh

signal coral
#

I normally just see the mods followed by author if thats what your talking about

#

And it truly is a terrible fight πŸ€ͺ

near dock
#

Yeah its horrible

#

But iirc you can click something like see advanced info

signal coral
#

Ill defo take a look when i get home see if i can pull anything from it

cyan harness
#

@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

near dock
#

Hm ye

#

I guess that could work

#

Damn you people for giving me new gui tool ideas!

cinder holly
#

*whipcrack* to the work!

near dock
cinder holly
#

dang it
hmm… *cold water hose* then

near dock
#

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 simple_sad

#

But the Vindicta preset builder seems to be working well so thats neat simple_happy

astral valve
#

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.

cinder holly
#

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

astral valve
#

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.

cinder holly
#

well, you can make smaller teams help each others πŸ™‚
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

astral valve
#

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?

late breach
#

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).

astral valve
#

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.

late breach
#

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.

astral valve
#

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.

late breach
#

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.

astral valve
#

What are some ways you give players intel? I have learned I am pretty piss-poor at that as well.

cyan harness
#

There are a couple of ways

#

Interaction with NPCs

#

Items

#

Even being in a certain area works some times

cinder holly
#

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

cyan harness
#

What are you aiming for @astral valve?

#

@cinder holly splitting up? That never ends good, just look at horror movies!

astral valve
#

A workflow to create weekly missions (as part of a whole campaign) for my unit.

cinder holly
#

@cyan harness it's all fine until a black guy wanders alone πŸ˜„

astral valve
#

One where I can be sure that it will turn out well and fun.

cyan harness
#

So you want to keep them easy?

#

@cinder holly I will neither agree, nor decline your statement as I'm german

astral valve
#

I don't have much time to make them too complex. Though I am not averse to scripting or anything like that.

cyan harness
#

Best solution would be an item with an interaction on it to create a new task and diary entry

late breach
#

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)
astral valve
#

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.

late breach
#

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.

astral valve
#

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.

late breach
#

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

astral valve
#

A very appreciated tip. I'll see if criticisms during debrief works out.

cyan harness
#

@astral valve yes I am either doing a complete Briefe myself or attach a SITREP style brief for the unit lead

astral valve
#

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.

cinder holly
#

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

cyan harness
#

I did an interactive briefing once with RemoteExec cam and stuff. That was Hella fancy

subtle notch
#

Is there a way to add a patrol group of NPC. To travel a certain road?

cinder holly
#

yes, BIS_fnc_spawnGroup and add waypoints @subtle notch

#

or (from the editor) F2 for groups and F4 for waypoints

subtle notch
#

What is BIS_fnc_spawnGroup?

cinder holly
signal coral
#

@subtle notch an easier way may be to set move markers along the path and use cycle so it constantly repeats

cinder holly
#

move markers
β†’ waypoints

signal coral
#

Thanks dad!

subtle notch
#

So I’m trying to make one that goes all the way around tanoa how many do I add

signal coral
#

@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

subtle notch
#

To give you an idea. I’m trying to ambush a patrol

cinder holly
#

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

subtle notch
#

I’m assuming same thing if I want a helicopter to fly around?

cinder holly
#

Yep!

subtle notch
#

Would I have to put it in the air or on the ground would be fine

cinder holly
#

sorry?

subtle notch
#

Like for the helicopter would I have to use the way point in the air or leave in on the ground

cinder holly
#

your call, placing them as they are by default (on the ground) works fine if you don't change their flight altitude

old flare
#

How do I disable either vehicle thermals or thermals in general for a mission?

cinder holly
#

disableTIEquipment and disableNVGEquipment @old flare

subtle notch
#

I’m still having trouble setting up the patrol

old flare
#

@cinder holly where do I put that?

regal hatch
#

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

silver girder
#

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

regal hatch
#

how exactly?

silver girder
regal hatch
#

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

silver girder
#

make sure you're not using any stolen assets

regal hatch
#

im pretty sure

#

the sign on the terminal says "Rhein Main Airport"

#

but i cant find the mod online or on steam workshop

silver girder
#

if its not on the workshop it usually for some shady reason

regal hatch
#

YES

#

X-Cam-Taunus Version 1.1

silver girder
#

see if you can find the classname and use the link I wrote above

subtle notch
#

Heya. Is there any way to breach a locked door?

vernal brook
#

there are several mods and scripts to do that

subtle notch
#

I don’t do scripting

vernal brook
#

then you should start

#

at least a tiny minimum to at least implements scripts others make is vital to mission making

subtle notch
#

Basically I want to use a shot gun to breach

cinder holly
#

ok

subtle notch
#

^?

cinder holly
#

if you don't do scripts, check mods

subtle notch
#

Can someone help me set up a patrol

#

ASAP. Appreciated

late breach
subtle notch
#

Like what do I put down. That’s where I’m confused

late breach
#

the first link is a step-by-step explanation of how to create waypoints (with animated gifs)

#

can't mess that up

subtle notch
#

I cant make the AI do a patrol

#

I’m trying to get a enemy vehicle to drive over a bridge into a ambush

subtle notch
#

Nvm I’m just slow

glacial patrol
#

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.

cinder holly
#

bad addon maybe

#

copy/paste your mission, and delete all foot units - what does it return?

glacial patrol
#

@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

cinder holly
#

weird.

spice hornet
#

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

cinder holly
#

png not supported @spice hornet

#

jpg or paa

spice hornet
#

ahh thanks

vernal brook
#

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

spice hornet
#

yeah i heard people reccomend TV2, the arma tools paa converter is trash and wasnt working

vernal brook
#

:)

spice hornet
#

hence why i tried regualr png

vernal brook
#

i didnt even know it could read jpg ingame...

#

would never use jpg for anything cause it is really lossy

spice hornet
#

yeah i just assumed since it accepted jpg it would accept png

vernal brook
#

hehe makes sense

cinder holly
#

@vernal brook lossless jpg is a thing

vernal brook
#

🀷

#

used tga since 1997

#

no raisin to stop :D

late breach
#

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)

vernal brook
#

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

sick summit
#

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.

wooden garnet
#

is there a way of implementing no bullet penetration on a wall, like a wall made of wood that normally gets penetrated by bullets?

cinder holly
#

I am not sure, but maybe with simple objects @wooden garnet

wooden garnet
#

indeed, but some walls dont have that option 😦

cinder holly
#

that or (more expensive I believe) add an event handler on "hit" that would delete the bulled

wooden garnet
#

so is there a way to 'force' it like a command in the init field?

#

hmm!

cinder holly
#

maybe BIS_fnc_replaceWithSimpleObject

wooden garnet
#

oh!

#

oh..."should not be used on many objects and in MP games"

well there goes that XD

#

still ill experiment

cinder holly
#

well you can still hide the original wall and create a simple object

wooden garnet
#

indeed?

yeah, i tried that code...didnt work X(

#

ah well, i can live with it i suppose

sick summit
#

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.

sick summit
#

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.

near dock
#

Any chance you'd be willing to share the way you made it work blep ? @sick summit

coral plume
#

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.

near dock
#

depends on the distance imo

coral plume
#

What do you think would be more interesting or enjoyable, because I can switch up the distance all I want.

near dock
#

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

coral plume
#

I like that, thanks.

near dock
sick summit
#

@near dock At what point are you in with the mission?

#

In terms of what have you added, coded in, etc

near dock
#

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

coral plume
#

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?

late breach
#

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.

coral plume
#

How would I make a task to get into a vehicle?

#

A task, to be clear.

vernal brook
#

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

coral plume
#

I know tasks, just vehicles.

#

Thanks.

vernal brook
#

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

coral plume
#

Got it working, thanks again.

vernal brook
#

np :3

grizzled sleet
#

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

vernal brook
#

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

grizzled sleet
#

alright but how can i randomly spawn them

#

like with the civilian presence? @vernal brook

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

manic pumice
#

Hello

near dock
rocky carbon
pearl magnet
#

ok

near dock
mighty phoenix
#

Thanks!

mild valley
#

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...?

cyan harness
#

@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

mild valley
#

Unfamiliar with this or I don't quite understand or both lol. Could you elaborate @cyan harness? Thank you for the response.

#

OHHHH!

cyan harness
#

Well I guess I don't have to anymore?

mild valley
#

Ok lol I think you mean the !alive check?

cyan harness
#

Yep!

vernal brook
#

tip: in duckduckgo: search for "arma 3 editor + <i want to do this>"

#

that's what i do

cyan harness
#

Saaaame

vernal brook
#

99/100 cases i find severaly ways to do what i want to do cause everything has been tried before

cyan harness
#

But i always give hints into the right direction when I am able to

mild valley
#

Ok thank you!

vernal brook
#

and you will find links to biki with lots of entries

#

and tips πŸ™‚

#

usually a lot faster than asking in here too

cyan harness
#

The Bi Wiki is Bae <3

vernal brook
#

then if you can't figure that out and have additional trouble, just ask here in relation to that

mild valley
#

Cool. I appreciate the pointers!

#

Sorry about the messiness lol

late breach
#

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

mild valley
#

So you are saying to call this from an sqf.?

late breach
#

it's a lot easier that putting some code in the init of each unit, which disappears the moment he respawns

mild valley
#

Copy that. Makes sense and thank you.

#

And during searching (lol) I found the author of above script! Larrow. Gotta thank this author!

high oxide
#

What is the best (text/video) guide to mission making that is current and up to date?

vernal brook
#

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

near dock
#

I havent seen a full guide to mission making, only individual bits like using xyz script command

rocky carbon
#

Its impossible to write such a guide as theres million variations you can make

vernal brook
#

you will however find 100s of videos on how to do particular things

high oxide
#

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

vernal brook
#

stick with it

#

try things

#

it's more about getting a feel for it

high oxide
#

Thats assuring

vernal brook
#

it is complicated but not impossible

high oxide
#

Well, then ill carry on and try to find out how to setup tasks

vernal brook
#

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

high oxide
#

Because the map, encounters and "story" are all setup and done

vernal brook
#

there are several ways to make tasks

#

all explaines LOTS of times on forums and biki