#arma3_scenario
1 messages Β· Page 45 of 1
Ill retrun here once i have a question that google has no answer for or something that is actually worth showing (or im close to giving up)
use duckdockgo
google is more likely to show you all kinds of rubbish than useful things when doing searches for anything but paid results
I do, but google is superior if the question is an actual question amd not a internet search
here in europe too π
Ah, a fellow with a questionable sleep rythm too i see
nothing questionable about it ... it is splendid and authentic!
For those who do milsim missions, what kind of respawn systems do you do?
I am trying to make my respawn system work in which players spawn near a specific truck with the gear they had in the beginning of the mission. Yet, it has broken on me time and time again. Anyone else have a better system?
I use the standard Respawn system with predefined roles/loadouts, or use ACE Arsenal where people can save/load their own loadouts.
@mild valley please delete your spam above
@vernal brook what did I spam?
or use
```sqf
// your code
```
to at least make it look good
@vagrant aurora The people in here can probably help you with your batshit crazy idea FAR better than I can, my dude.
We're not friends.
(yes we are)
so if anyone is listening
Im relatively new to scripting in arma and everything and all I've done is mess with the inits and opening doors on vehicles or setting animations for units.
I have been planning a "War Games" mission, I have been thinking of a way for a tank to combat a tank without a shell actually being fired via Radar locks, so basically Tank A scans for a target and finds Tank B and aims at it, Tank A then proceeds to lock onto it via radar which then causes Tank B to recieve a radar lock and it shuts down
is it possible for me
why not firing a shell?
it will be a war game scenario
I dont want any tank to be damaged
just disabled
Still think it'd be better to just fire a shell that disables the bloody thing.
you can access the hit event and remove the damage and then run whatever disabling script you want
hmm
or the fired event and remove the shot and just check the line of sight to the opposing tank
what do you mean
fired eventhandler returns the shot fired (the object) that you can do anything you like to
I mean the line of sight
barrel direction can be calculated from the barrels memotypoints and then lineIntersect command can be run to that direction and check where it collides
of course that does not take in accord ballistics
so firing a shot would be more accurate
I dont care about ballistics
I dont think Tanks by default have that kind of radars either
so you would have to create that part yourself
yeah I know that
I was told I just have to go into the config
and add it
even though I know it will be harder than that
its perhaps not quite that simple as sensor are tied to weapons too
you can look into how the new sensor systems work on the BI wiki
theres 2-3 pages about that I think
then there are pages about configs and how they work
aye
you may want to test out something simpler to begin with and then move into more complex things once you understand the configs more
but also you may want to look into solutions on how to detect the radar locks etc in the way you want
perhaps experiment with AA and planes first
Can anbody advise me as to how 'showUAVFeed true;' would work ... Ideally what I would like to accomplish is have the rugged screen project the feed of a Greyhawk ... Do I just enter that code into the screen? Or is there more to it?
I cant make sense of that in my somewhat limited knowledge :/
I think you have to mix it with this https://community.bistudio.com/wiki/shownUAVFeed
last time I wanted to show a feed from a UAV on a screen I used this and it worked well @dark fern http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/
okay was thinking it was a scripting issue so gonna move over to here now... How do you define a Small Alien to be a member leader of a team? Following the wiki guide on dealing with these. Scripting wise got it setup and can make one of the two Aliens follow/moveto named markers positions, but the other 'bin_drone_1' in the mission is a squadleader of Alpha 1-2 (with no other members but itself...) and uses WP #: Alien move commands to fly off somewhere. https://steamcommunity.com/sharedfiles/filedetails/?id=1819778427 << is the sample mission the wiki works from it works totally fine if you play the mish BUT I cant recreate how it was done in the editor so Im at a impasse now.
IE. core problem is when a Alien Entity (small) is placed in the editor its seen as a vehicle with no driver (UAV) but I cant make that 'drone' as the team leader and only member of its team like how its done in the example.
I can group them to a team, but side effect is, they dont move like Aliens anymore. they fly fluidly around like normal drone not hopscotch vanilla movement they do.
They - are - not - meant - for - that
actually jsut figured it out
drop a small drone, go under the special WP for the drones while having the drone you want moving where selected then it lets oyu place the marker and creates the group.
Looking for a Dirt Patch that matches the Livonia ground texture any ideas? None of them in the Grafitti section seem to match that terrain and dont see any with a Contact DLC icon. Ideas?
perhaps there arent any
gotta be something, unless there one to paint over the whole crater the root makes. the grafitti works good on the hole but it just doesnt blend properly dont think I noticed that while playing the campaign
perhaps if you link a picture to what you mean it might be solvable.
I dont think they use grafittis on ground
1 sec..
why im wondering how they doing it. didnt see any objects big enough to do it figured it was just some grafitti pasted about. now that I can delete the terrain object I found the spawnable one trying to make it so its destructable on demand. and have the pit prepped.
nvm just replayed it been awhile its some kind of composition. they place in the hole... so looks like I gotta go digging
found the hole found how to hide it directly. but its def got something big placed in side it totally forgot what it looked like so went and replayed the mish so now trying to find what they stuff inside the hole. cuz its round and concave like a bowl. https://www.twitch.tv/videos/550976716?t=0h24m17s
is it? i've never played the mission
look at the vid thats right where I walk up on it.
yeah exactly so trying to dig for it hoping its just a unclassed object like the cobblestone 32x32 object covering it is.
which is odd cuz i found that exact object spawnable in the editor... bwah professor im confused...
i got as far as you have and gave up. sorry i cant be more help or encouragement
heh I tried when it came out and stopped but some guys Im running with now got me back into doing mish's and stuff. was just hoping things changed π¦
if I figure it out I'll def share it
added you on steam π
Hey everybody!
For an existing task (made in the Editor, with taskID), how do you change its' owner, or synchronize it to a player?
Currently in the task attributes, the owner is set as "Synchronized Objects Only", with no units synchronized. I would like it to only synchronize to players who activate an eventhandler.
The eventhandler works fine, but I can't find the synchronize command in the wiki:
https://community.bistudio.com/wiki/Arma_3_Task_Framework_Tutorial
https://community.bistudio.com/wiki/Category:Function_Group:_Tasks
I don't want it as the current task. Just visible in the task list (eg: when you press Jx2).
Nevermind: created the task using BIS_fnc_taskCreate under the Event Handler. I should really stop relying on the Editor Modules..
Figured it out.... Perfect placement and creation of the sinkhole from the Contact campaign works for both SP and MP. Also allows viewing it in Eden also. Instructions in the comments. https://steamcommunity.com/sharedfiles/filedetails/?id=1996157802
Need some outside help. I've been trying to get a texture to load on a simple Whiteboard. It's driving me nuts, I've tried multiple ways but it always results in the same. I can run a mission sp or host from my machine and it shows, but the second I put that mission on my community server it always results in an error saying it cannot find the texture. I've tried both this setObjectTextureGlobal [0,"tex\MapBoard_Kujari_CO.paa"] in the object init and then in the Object Specific category. See IMG. https://i.gyazo.com/94caa578519ea4ea7a7a55ca7b8b48bc.png
What on earth am I doing wrong here, it looks simple, but clearly I'm the simple one here? π€¦
@bright willow classic. texture path can not be found because the command broadcasts the mission root from the server which is not the same on clients.
are you uploading the picture in correct place to your server? @bright willow
From what I could tell, yes. Evidently not though. TADST reads the mission fine out of mpmissions. Unless that is not where the image should go, within the mission file itself within mpmissions in my case.
@slender maple Thanks for that, I'll have to read through it. All of this is very new to me and I'm slow to make sense of it. I'm just a simple Zeus trying to make happy play fun time work. lol
mpmissions\yourmission\tex\yourtexture
That would be correct.
alternatively you could use a script to get the working path of the mission: http://killzonekid.com/arma-scripting-tutorials-mission-root/
@late breach getMissionPath does that more efficiently. See the thread above with the comment from @sinful rampart
I'm old skool π Since that function got only added in the latest patch and is doing exactly the same as written in KK's blog
therefore engine solution is the way to go, old fart π @late breach
continues making mods on his Commodore 64
beats @late breach inna head with a Atari 800XL taped to a 520ST
Btw turns out apparently the sinkhole from livonia is spawnable via create3DENEntity also, someone posted that on my reddit thread. when I get home I'll post that solution also.
So would it be a horrible idea to have a public variable be absolutely massive? I'm thinking of compiling a list of every weapon (including any addons the user may have installed) and throwing those into a list, and then putting that in a public variable for later use. Would there be any unforeseen consequences to using a supermassive array like that?
well, Arsenal is doing exactly that π
Oh you know that's true
I guess I should specify, I want to have the server take a list of all weapons, parse through each one for some information, and then put that all in an array
I just didn't know if it was bad practice to have an array that large or not
eg. ACE Arsenal scans for all items (weapons, ammo, uniforms, gear, etc.), creates an array of it and puts it in a variable (uiNamespace setVariable [...]).
After that it will filter out all unwanted items before putting it on screen when someone opens the arsenal.
@slim orbit if you publicVariable it, expect some network cost
Got a question trying to order a squad so in the multiplayer screen its ordered how I want
Order of insertion in the mission itself (sqm) @old flare
I mean the units in a said squad
Like the team leader at top then rifleman then AT then medic , ect ect
Doesn't work
im trying to make 4 units move and get in to there helicopters only when a trigger is activated but when i boot up the mission they just go running some where is there a way to prevent movement until the trigger is activated?
@old flare their rank are taken into account, too
@grizzled sleet sync the waypoint before the moving one to the trigger
if you want them to not have minds of their own, this disableAi move; this disableAi FSM; this disableAi path;
thank you both!!!!!!!!!!!!!!!
@cinder holly so If I set them as different rank it will work?
@vernal brook im really new to this mission making thing could please you explain how to reenabled the AI?
@old flare if all of them are of the same rank, it should be sorted by Eden insertion order.
Ok thank you
yall legends
Dumb question but how do i make it so that a trigger activates when all members of a group are inside of a vehicle?
im asking because in the mission, one member of the group will die and some members can die, the AI is disabled if the mission is played in COOP so its only one member of the group (the only AI) that will die
units theGroup findIf { alive _x && !(_x in theVehicle) } == -1;
```@signal coral
found a solution already but thanks
I want to have a Blackfish crash, although I want it to crash into a specific area consistently. When I tested just killing the pilot it would always be random.
Mmh if you want it crashing consistently that unitCapture or timeline thingy in the editor could be useful @coral plume
one sec let me go looking for the name
Cheers mate.
Can you move ORBAT markers created with the module around with a script?
setPos on Module doesn't seem to do the trick?
Any way for when a your soldier dies, it instantly switches to another one on the same team?
Or, just to switch between them when they are alive.
singleplayer or multiplayer? @coral plume
single
Arma already comes with a way to switch between units when you press U so you can props adapt the scripting commands from that, I recommend taking a look at the wiki's functions overview
Mkay.
Thanks again.
@near dock Any specific area I should be looking? Just found functions, but I have a lot coming at me.
yep
@carmine sparrow Moving ORBAT markers is kind of complicated. Moving the module wont do anything because the position is set when initializing the module. You can take a look at \a3\modules_f\strategicmap\functions\fn_modulestrategicmaporbat.sqf and see if you can figure sth out
Guys is there a place where I can request volunteers for translation?
otherwise I will just copy paste everything in google translate xD
Is there an easy way to spawn in the sky with a parachute not open?
I've got a multiplayer mission file. Units are on the map set playable, with loadouts pre-made including parachutes
Setting the spawn module in the sky makes them correctly spawn in the sky, but the parachute is already open. Any way to keep it closed so they have to do it manually?
Have you tried letting them spawn on the ground and then once they spawn instantly moving them to the air using setPos? @sterile bane
I have not. I'd have to put that in one of the init sqfs, right?
Yeah, it doesn't work in initPlayerLocal.sqf, the spawn still puts them exactly where the module is
@sterile bane
https://community.bistudio.com/wiki/Event_Scripts
onPlayerRespawn.sqf
I'll have to try that next
Yeah, onPlayerRespawn doesn't seem to work with multiplayer, respawnOnStart = 1;
Executed locally when player respawns in a multiplayer mission. This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance. This script will not fire at mission start if respawnOnStart equals -1.
so it does work in MP, and it does work with respawnOnStart = 1
Not in testing it doesn't.
how are you testing? because I never had issues with event scripts or event handlers (unless I did something wrong)
for example; what are your respawn settings?
With respawnOnStart = 1 in the Description.ext
So far, the closest I've gotten it to work is falling in the standing position, with no ability to steer
And that's been by using initPlayerLocal
Quick question:
If I used keyframe animations to make a plane crash, would it still knock down the trees it collides with? Haven't been behind my big computer, so I couldn't test anything.
Hi. Does anyone use the mod fhq eden tt for creating briefings? I used it but suddenly it wont work anymore...
It doesnt show the briefing anymore
Does dynamic simulation (activated within an sqf file containing units, vehicles and other objects) work in a Zeus scenario? I'm just wondering, as I'm making a dynamic MP scenario similar to vindicta/antistasi in the way that objective locations and bases, etc basically spawn/simulate when players are nearby.
The main issue I'm facing is of course with the fact that a whole island is filled with towns and cities that I have filled up with objectives and units, which means that having all of them active at the same time would get quite heavy on performance.
My current 'solution' (that I have not yet used) has been to spawn in certain areas and chunks on the map depending on where the people are, but of course this is a very slow and ineffective way of dealing with it, along with the fact that the game freezes every time I spawn in something
Now I tested having dynamic simulation on certain objects in SP, but it still appears to simulate units that are way outside of the physical and camera zeus's effective range.
it should work, just that Dynamically Simulated units can be activated by players and such
Currently it seems like dynamic simulation had no effect on anything in the scenario, in terms of performance or functionality
you have to set if the dynamic simulation impacts units or not
if you create units then no, until it is scripted they won't be dynamically simulated
for the Eden placed ones, yes
I created the units via an SQF file, so they're scripted from the get go
then you can use DynSim commands
see https://community.bistudio.com/wiki/enableDynamicSimulation and "See Also" links
Considering I have now activated everything I could and the distance settings have a default, it still appears that maybe Zeus is affecting it's functionality.
Shouldn't technically a unit that I send moving across the map stop moving once my entity is far enough or does Zeus' command overrule dynamic simulation in some way
The unit in question had nothing but units from the same side near it and by default, they shouldn't activate him
did you enable DynSimSystem, and did you enable it for this unit?
Yes, I enabled dynamic simulation system locally and dynamic simulation should be enabled on the unit. Hold on and I'll get a small piece of the SQF file, incase there's anything wrong in there
_newGroup = createGroup west; _newUnit = _newGroup createUnit ['HL_CMB_CP', [2886.98,6332.63,0.00175858], [], 0, 'CAN_COLLIDE']; _newObject enableDynamicSimulation true; _newUnit setSkill 0.5; _newUnit setRank 'PRIVATE'; _newUnit setFormDir 292.617; _newUnit setDir 292.617; _newUnit setPosWorld [2886.98,6332.63,41.3746];_newGroup setFormation 'WEDGE'; _newGroup setCombatMode 'YELLOW'; _newGroup setBehaviour 'AWARE'; _newGroup setSpeedMode 'NORMAL';
Since I had made the SQF file before even thinking of dynamic simulation, I basically just automatically added it after CAN_COLLIDE
Oh wait, do I need to also use enableDynamicSimulationSystem on each object as well?
Oh yep, just realized my mistake
enableDynamicSimulation was only for non-AI objects, so I need to somehow get a different one for each unit
wait```sqf
_newUnit = _newGroup createUnit ['HL_CMB_CP', [2886.98,6332.63,0.00175858], [], 0, 'CAN_COLLIDE'];
_newObject enableDynamicSimulation true;
*buzz*
don't worry, it happens ^^
Thanks man, I really appreciate it. One of a coder's biggest flaw is the fact they're blind to their own mistakes. I was able to make it work now π
Noice! Perf gain ++
im having a lot of trouble respawning... can anyone help me. below is what i have tried:
turned respawn function on. placed respawn position module. named variable respawn_east. Easst respawns at marker. west respawns at death location. placed respawn module position for west, west respawns. good.
created description.ext with the respawn=3; respawnDelay=5; respawnOnStart=-1; and respective markers with the respective variable names, "respawn_east". East respawns at the marker. west respawns at place of death.
All I want is for opfor to have respawn. blufor cannot respawn. Can anyone give me some pointers or tips?
I'll stream what I have if needed...
I think you could use different respawn templates per side:
respawnTemplatesWest[] = {"Spectator"}; // Only allow spectator view on respawn for blufor
respawnTemplatesEast[] = {"MenuPosition"}; // Allow Opfor to respawn at available markers
Never used this, so give me a hand.
The different phases of a scenario. How do I switch between them? I start out in intro, but I dunno how to switch to scenario phase.
Rephrased, how to end the intro and go to the scenario.
I've never used a template before. I'll give that a try. Does that go into the description.ext?
@coral plume just any endMission will do to end the intro. also, be sure to know that intro and outros do not work in MP
Oh rip they dont?
well no, never have, never will
Been a while since I done some Arma scripting for a mission, took some time out, was amateur when left anyways.
Basically, I've got 6 markers, start of the mission I'd like the game to:
- Select 1 out of 6 markers to spawn blufor at
- Once selected, spawn redfor within a random direction and within a radius of blufor's chosen marker.
How can I do this. I know it's fairly simple in practice.
private _bluforStartPos = getMarkerPos selectRandom ["marker1", "marker2", (β¦)];
private _opforStartPos = _bluforStartPos getPos [3000, 45];
@soft rover
See it's easier for me to learn now I have that. I can just look, read, learn.
you're welcome!
https://community.bistudio.com/wiki/ for more info
I've got it all.
But this getPos
According to the wiki [distance, heading]: Array distance: Number - distance from position heading: Number - in which compass direction
Why would I put my heading as 45 if I wanted it random?
Or am I missing something.
no no, I just set 45 for example
you can use random 360
same with the radius, 2500 + random 500 for example
And if I wanted this to run at mission start, past brief, could I just use this in a initServer.sqf or should I execute this somewhere else.
there is fine
nice.
Let's check this out
Is there any way I can lock specific units/squads in a region?
doStop unit?
how would i check if a unit has a map
do i just hasweapon map_Classname it?
in assignedItems
elaborate pretty please?
assignedItems returns assigned items, a map is a assigned item
so you then check if that array of assigned items, contains a map (by classname)
alright, thank you
"itemMap" for the default map iirc
move waypoint on unit/squad results in same, ai move then stop depending on their behavior settings
@cinder holly Cheers for the response.
This is a weird question but are DLC forced as a requirement in mission.sqm the same way as mods are? Under the Addons = [] thing or is there another area in the sqm where DLC requirements are located?
Dose anyone know how I find the Insignia Patches tab? I have looked in the virtual Arsenal but cant see that tab anymore as am working on small co-op mission but am using a patch mod to add the unit logo for the team?
Does the !hint command in a trigger display to all clients connected in mp and is it possible to use the editor to display a message to all players in the side channel?
you can display messages in the side channel
a very simple command actually
_unitname sidechat "Hello";
And that will display to all players connected?
Yes, it works for all players on the same side of the unit
Ok gotcha
Glad to help
Ty
@signal coral DLCs are only "forced" by terrain usage ; eventually in Steam tags or Eden properties (I don't remember) where you can set "requires Apex" for example.
Eden Properties are at the top of the screen
General - Attributes - and from there there should be a little thing to force a DLC for the scenario
quick ask in here also anyone know how to disable autoreplace of vanilla medical gear by Ace?
can you elaborate on the medical gear?
vanilla medical gear gets auto swapped for ace medical gear.
so the First Aid Kits?
i don't think you can, they automaticlly get switched to ACE's stuff but maybe you can find something in the ACE medical settings
Under Addon Options btw
thanks Dedmen, trying to run contact with ace on but it breaks dialogs for atleast epi.1 where you gotta get the medical supplies out of the truck
@pulsar acorn there are ACE edits without the medical on steam :)
Yeah didn't need it just had to stop inventory auto replacements
@slate sinew wrong channel mate
@sinful rampart sorry for ping but could you delete please?
Ah nevermind it's gone
All good
is there anyway for me and another player to collaborate on a mission?
e.g. have several people work on a scenario at the same time
yes
have each of them work on various parts, then in Eden you can merge results
@lethal needle
get damage shows the current damage value
setDamage would set new damage value
@coral plume
I'll try it out, cheers.
@rocky carbon Did I get this right? Because it ain't working.
plane1 pilot1 setHitPointDamage ["hitEngine2", 1.0];
I got it working, nevermind.
I have another one my friends.
Trying to end the intro when I die, and switch to the main scenario. endMission didn't work. Cheers!
hmm it should? But intro should not be playable; use another unit as the player⦠or toy either with allowDamage (mimic your death) or onPlayerKilled.sqf (avoid death script on player's death - trickier)
I'll try it out.
let us know!
I will.
Sorry, gonna be a while since I have stuff I have to do.
unacceptabeeeeeel!
Uh oh.
I mean, no worries π
In the Tac-Ops missions, most notably Avenging Furies - Mechanized Infantry and Stepping Stone - Infantry. They got the Armored vehicles to move into specific locations, ignore enemies and all around, not act like the usual A3 AI
i would really like to know how the fricc they did that?
Oh, and also, in Fait Acompli - SF. ||they removed the "Disassemble" option from the mortars youre supposed to destroy, is it possible to remove actions like that?||
Your key to start is Combat behavior @signal coral
Thonk
We don't like to just give clear answers here Sry mate
π just check out the types of combat behavior and waypoint combat behavior
Yeah ill check in the morning
and a quick arma remove disassemble action Google\β’ search brought https://community.bistudio.com/wiki/enableWeaponDisassembly up @signal coral π
Google is love
Google is L⦠no it isn't
lmgtfy is luv π
it's tough love
exactly ^_^ albeit more like baseball bat upside the head love....
Is it possible to set a UAV as captive?
yes.
And is possible to disable the autonomous AI in scripts?
yes.
So I tried to exsport the mission as a multiplayer one using the 3den editor, set up the respawns to work on respawn_west I guess? but not when I start the mission it spawns you in the oceon, any idea why?
it also seems to disable my scripts whenever I make the mission multiplayer.
@dusty lion did you make sure all code is Multiplayer compatible?
Added the IsServer stuff
I honestly couldn't tell you my friend.... I wasnt aware it was quite as complicated as it is. I cant even get the mission to run anymore -_-
probably unrelated but sometimes my mp scripts don't work if I don't save the mission in mpmissions
spawn shouldnt be affected though
For whatever reason, the furthest I managed to get on the mission working, atleast getting in, and the scripts are running, but maybe not working. but then i setup multiplayer on 3den and now I spawn in the sea every time and the respawn system dosent work, and im honestly not sure how to fix it at this point
Ive tried rolling back also, but for whatever reason MMC_Crate fuel is stopping me from loading the mission
@dusty lion OK mate it sounds like you've been at this for a while. You have my sympathies: I too spent several hours just getting a "regular" spawn system set up (eg start at character placement, 10 second respawn timer, select respawn menu in map). I can't see what you have clicked and typed, or what exactly your spawn script does, but I can tell you the basic set up is made with these things:
a) Respawn type "BASE" and respawnOnStart in Description.ext : https://community.bistudio.com/wiki/Description.ext#Respawn.2FRevive
b) Setting respawn locations with markers: http://killzonekid.com/arma-scripting-tutorials-respawn-on-marker/
I have never gotten the respawn modules to work in the Eden Editor, only as a Zeus during a mission.
Don't know what an MMC_Crate is; could be from a mod. Google how to remove mod dependencies from a mission =] (it's not so much work).
Thank you! I've just been readying the same wiki on respawninh, I belive I've messsed up in using an object rather than a marker to define the spawn locations, and I need to redo my description. Ext to add in an overwrite on the spawn set by 3den
@tame sage is a good padawan, helping other people
I got a good one folks.
Any way I could knock down trees for a plane crash zone? It is all set up. Cheers.
there would be a couple of ways
you can damage all objects of type in an area or similar
try searching forums and biki
can someone check a PBO for me ?
it somehow doesnt show in mpmissions
just PM me if you coud, ill send the file
make sure the mission is in the mpmissions folder
it is
and youre on the right map
any mods?
weird
don't PBO it yourself
just save as MP mission
NMD%20SANDBOX%20%7c%20VIDDA.Vidda
then the editor saved it wrong as he put it out as vidda
lol
ill re-try and check
The Vidda I have, is blud_vidda
god damn
@sinful rampart NMD%20SANDBOX%20%7c%20VIDDA.blud_vidda.pbo
that shoud work or not?
ye
C:\Users\gronk\Documents\Arma 3 - Other Profiles\Cpl%2e%20Ben%20Kerry\mpmissions
and that shoud be the right directory?
wait
no
are you loading it up in the editor or ingame?
SteamApps/Common/Arma 3/mpmissions
if ingame you have to go to steamlibrary/common/arma 3/mpmissions
anyone just by chance know what mod babe_em is from? trying to play old man loaded it up now saying Im missing a mod? and google showing something about @ozzy_life but I have no clue what that is nor ever had it but was the only thing close to matching.
enhanced movement
ah okay thanks! yeah just didnt recognize the name thanks Dedmen that'll be the cause.
honestly im surprized EH even somehow got saved into the savegame files o.O
if you capture a foot soldier movement with UnitCapture, would he attack enemies on his own when replaying the path?
hope this channel is the right one to ask in:
i'd like to add an ORBAT for my missions like in the SP campaign (where you click the flags and see the army makeup)
config wise i can probably figure it out on my own, however what i don't actually have the foggiest idea of what a proper ORBAT is supposed to look like; i'm honestly not very knowledgeable on military stuff like that 
so, could someone spare a moment to explain ORBAT to me in laymans terms
https://en.wikipedia.org/wiki/Order_of_battle
If Biki doesn't have the answer, wiki has π
yeah i tried to understand it from there, but as i said most of the military jargon is lost on me
words like "division" and "batallion" confuse me 
In short; It's a list of who is commanding who
and the icons (and names) indicate the type of "group" and the size of that group
probably silly question but what does a typical orbat look like
who goes where and why is what i'm tryna get my head around
that really depends... you can make one from the president all the way down to each fireteam, or only based on the units (plus commanding unit) in the mission
Like most Arma 3 Units/Communities are Platoon (15-45) or Company (80-150) sized, and can be separated into squads (5-14), which is usually enough.
wikipedia has a lot of information about the topic like
https://en.wikipedia.org/wiki/Military_organization#Commands,_formations,_and_units
okay bare with 
let's say i had a general at the top of the tree, who might you see underneath him?
Wait a minute you can make the ORBAT yourself for missions?
you can put one together in description.ext, yeah
The more you know lol
So where are you stuck on the chain of command?
the beginning
i know nothing about this sort of stuff
For what are you trying to set up the ORBAT? Like how many units do you think you will have?
Because after a certain amount of units it would be to complicated to list each fireteam
in the mission itself you'll only have your group of 4, but i want an ORBAT to make it feel like you're part of a larger force if that makes sense
The units are part of Blueforce?
yeah
Okay, 4 people are mostly a fireteam (aka something like Alpha 1-1 & 1-2)as most units are based on a two group or more group system with 4 people in each
the largest ORBAT I have is Squad > Platoon > Company > Battalion
That would be the best solution if you don't want to go to much into detail^
It's an good overview without the pain of setting up 197346 fireteams
yeah i don't really want anything super detailed, just a rough overview with some examples of other units in the area
Or you could go
your team as fireteam 1 > Squad > platoon > Company > Batallion
So let's say I use my standard SP campaign unit
if you capture a foot soldier movement with UnitCapture, would he attack enemies on his own when replaying the path?
the unit will simply slide on the ground and not walk @ornate forge
unitCapture/play is used for aerial vehicles
Taskforce Olympus Company 2 (Callsign Olympus)
^^^^^^^^^^^^^^^part of^^^^^^^^^
Taskforce Olympus Platoon 1 (Callsign Hades)
^^^^^^^^^^^^^^^part of^^^^^^^^^
Archon 1-1 | Archon 1-2 (4 ppl each)
I obviously could add more Archon squads to fill the platoon, as well as adding more platoons to fill the company
But that's the most basic layout
so if i'm reading that right, archon 1 and 2 are under the command of hades, and hades is under the command of olympus?
Yep, that's how it's supposed to work in real life and normal arma missions , but because of the lore of taskforce Olympus it's a tad bit more complicated xD
i thought of using ORBAT for my upcoming campaign but like with everything else in the editor i dunno how to set it up
i thought of using ORBAT for my upcoming campaign but like with everything else in the editor i dunno how to set it up
@signal coral I feel you on that, you always learn a ton of things just while tinkering around tho
Bi Wiki is your friend, not gonna lie
i know
and from that link grezvany posted earlier, archon 1 and 2 are commanded by a sgt, hades is commanded by a lt and olympus is commanded by a captain?
In normal settings yes, but as it's a Taskforce of special Operation Units its General, COL, Lt
But that's just me fcking around normaly you would be right @tulip stream
well... the best way to figure out how it works and how it looks is bby checking https://community.bistudio.com/wiki/Arma_3_ORBAT_Viewer
Which also explains all the different values
You're a treasure Grez, thank for the link
hmm, thought i had it but still a bit confused 
What's the problem cake?
alright so let me see if i'm getting this right...
lets say i have a general at the top, he commands the army?
Yep, that's right
and x amount of regiments under him commanded by colonels?
The general is most likely a BGen tho, a Brigadier General
@tulip stream exactly, these Colonels would be classified as COs, Commanding Officera
hmm, where do captains come in to this? on that wiki page it says major and captains both command companys
where should i use major and where should i use captain
You could make it that Major leads the Company and a Captain is leading your platoon
but then where does the LT go
You dont always have each rank
But he could be either leading an really important unit, or could help the Captain with leading his platoon
right, that makes much more sense now
then finally sgts at the bottom commanding the squads
It can be a higher rank tho
sgts or lts
It's based on priority, how long the unit exists
So an really important unit could have a lt as leader and directly respond to the Platoon CO, an CPT
and if not, i'm sure someone will complain that the orbat is wrong 
You know what's the best about arma?
is that its arma?
It's your personal universe, you decide what's right or wrong
There is no wrong lore
And if someone is triggered you can always say "but that's how it works here, deal with it"
true, just want something that at least resembles something accurate to the real world
But for that you would need extended military grade knowledge :/
I tried it and then just flipped my table and went for the alternate Universe
heh, i don't really care if it's not 100% accurate, but i'd like it to be somewhat authentic
alright, cool, now to figure out how to actually make it a reality 
thank you for your patience everyone 
All good that's what we're here for!
And a good start would be checking the actual arma ORBAT of the campaign
It's accurate as hecc
yeah i tried looking at the TF Aegis and AAF ones, but didn't know why they were arranged the way they were
Well both the link and the ORBAT together should be an good start
You can cross reference each other if you are not sure
will do, into the favourites bar they go
@cinder holly or unit play? Whichever records infantry. I seen videos of people doing it
That one
none record infantry, afaik
@tulip stream Interesting question.
If you wondered why military ranks don't always correspond to a certain unit size, it's because- generally speaking, rank reflects your level of responsibility.
Usually this is proportional to the number of men under your command, but that is not always the case.
A trained radio technician in a unit, for instance, may have a higher rank NCO rank (eg Sergeant) without being the one who issues orders. Or medical doctors, who usually start at Captain, but "command" only a handful of people.
The example with Special Forces (in the US, any unit that falls under Special Operations Command; "SOCOM") is apt. Joining often requires prior service experience and recommendations from previous units. They receive a great deal of specialized training, and their "high value" missions require a lot of independence from other units and logistics. They thus report directly to senior COs during missions.
In other words: if your mission has a handful of guys doing heroic things by themselves, then make them Special Forces. Otherwise you will probably need to include a lot of friendly Non-Player Characters in your missions (and a lot of waiting during the mission!) to make it immersive, which just takes time and mission performance.
Here's a youtube video that gives some explanation of CO rank roles. Try to ignore the recruitment pitch:
https://www.youtube.com/watch?v=PAH6Evb590I&t=365
One more thing I'd like to add about the ORBAT: the larger the unit gets (from Company onwards), the more soldiers you have doing logistical, administrative, and other support tasks. You can certainly say there are several battalions represented on the battlefield in a single mission. Especially if they have different roles (eg Armored Vehicle, Medical, Artillery, Logistics. Marine, Airforce, Army. List goes on)
Or just pretend your unit is the exception: @cyan harness is completely right concerning artistic license!
Jesus fcking wall of text @tame sage now I know who I can harass about ORBAT soon
seconded, that's super helpful for trying to make this look somewhat authentic, thanks
yeah, my mission itself is just a few spec ops guys, but want to give players the option if they feel so inclined to check out the other units (that don't actually exist physically in the mission) that are supposed to be present
i mean chances are it won't even be noticed, but i know it's there and that's good enough for me 
i do like putting little details like that in
Another cool option I use in my, campaign is the same scenario I different perspectives, that would make a good ORBAT even more important
oh and to give something back in return
@ornate forge in addition to what lou has said, you can however use playMove with walk animations to simulate the effect
doesn't look too crusty either
oh i had another orbat-related question too that i just remembered:
what determines the nth number of things like battalion, squadron, etc. figured it out, i'm a dummy 
@tulip stream yeah but if I record a movement. Will the ai shoot any enemies he sees during the path? Or could I add pauses for him to react?
@ornate forge you'll need to stop recording at points you want him to shoot, then capture again when you want him to move
bare in mind that he may decide to run for cover if he sees enemies once his first unitPlay is finished unless you disable his AI or something
Ok sweet thanks
this might result in teleporting when you start a new capture
From a design and "fun" standpoint, does it make sense to have scripted mission failures in multiplayer? If you fail in SP you can just load from a save and try again, but that obviously isn't an option in dedicated server MP. Would players be frustrated if they had to start over?
well⦠if you can manage to spread the word that players failed and come back to a previous point, go ahead!
i think so, most players would probably be pissed off that "hurr durr we lost and you didn't give us anymore chances" but a few people might actually enjoy the change of pace in the fact that they can lose their missions
it also depends on the MP mission style π
It's a "traditional" coop, I have an objective where you have to scout and soften up enemy defenses before an attack by AI friendlies. I balanced it so that if the player does nothing, the AI attack will certainly end in failure. It's not an insta-failure, I added an objective along the lines of "the operation failed, retreat!", but I wonder if this kind of practice is something that is generally done in MP for non-frustration reasons.
In your case, its actually pretty reasonable to fail the mission, the players didn't do their objectives, so the consequences are reasonable
Yeah I was thinking there could be a way out of the failure branch if the players really are persistent and take it all by themselves
you could turn this branch into a sneaking mission, as in "we need some intel from there, sneak in, grab the data and run away"
or "we just got the news that El Super Badguy is leading the troops, try and assassinate him"
How does one make an image for the whiteboard?
Any specific file type requirement? Size requirement?
a 2048x2048 paa
@woeful magnet to expand on the above answer: make sure your .png image is a 2^x and 2^y size (whiteboard is squarelike, so 2048x2048 is of course great). Save it in RGBA 8 bit format (GiMP is a free alternative to Photoshop that lets you specify this). Use the ImageToPAA program in Arma 3 Tools to convert to the .paa format.
Awesome, thanks for the detail. @tame sage
I have a question myself..
My aim is to have my placed buildings and objects indistinguishable from the terrain.
Terrain buildings show on the map with a "Default" grey marker color. This is easily replicated with a properly sized rectangle marker.
However, walls and H-barriers have a darker color. How do you apply that to map markers/objects?
(PS. Of course I have tried "black" with 100% alpha)
Do note that if you use a lot of objects and markers that will affect the performance of your scenario
#arma3_troubleshooting or #server_admins. Also you need to post the exact error.
Thanks
can you change group names without CBA?
so i am working on a mission when i try to run the server on tadst and i try to login i get error "Cannot open file 'mpmissions\Infestation'."
does your server have that file in the mpmissions folder?
Yes
but that folder has all the missions files iv created so far so the mission.sqm the initplayerlocal.sqf functions.hpp description.ext and a sound folder i have
so i create a pbo based off the Infestions folder
are you refering to files so that you have wih mpmissions\infestation in their path?
Im not sure if your folder structure is correct
and mission folders usually contain the terrain name too
so that the game knows what terrain to load
can i direct message you a pic
paste the link to it here.
guys, in vanilla game, what is the best AI flown OPFOR aircraft for killing BLUFOR player tanks?
I'm thinking probably Kajman or Neophron
you're the @scenic shard, you tell us
hehe π
my players are stealing too many enemy tanks, and rather than make them harder to steal, I want the enemy CAS to attack them, so am spawning an aircraft specially to hunt them down
I'm going to go with neophron for now
if the players don't have big AA, they will have a hard time avoid it indeed
yeah
the Kajman can be taken down, the Jet less likely
thats miy thinking
its not like the good old days when a shout of "KA52!" over the net was enough to make everyone scurry for cover
The Kajman doesn't have that scare factor
Depending on the scenario some artillery could work nicely to de-track tanks aswell
Yeah, ive considered that
well, you could always make one or two Kajmans fly around, and if it gets taken down, respawn it 5 minutes later
also yes, some mines π
twisted thinking :3
oh yeah thats a good idea
indeed
reveal them to the OPFOR though (and obviously not to your BLUFOR)
yeah, reveal to push up the knowsabout
oh, revealmines, yes
What does reveal do? I assume it just means the AI knows about the mines and thus avoids them?
oki
its weird when you're searching on how to do something and it turns up a wiki page that you added to some years back lol
that createmine thing was done when i was making my clearlandmine and clearnavalmine secondary missions
even with setskill 1, he's messing about with cannon, with isn't hurting blufor mbt
searches script commands, im spawning this in script not in editor
crikey, another arma rabbit hole to disappear down, dynamic loadouts in script
good luck bustertank
hehe
tbh, im planning a mission rease in afew days, might slam down the datalock now
so i dont have to try to learn this now
aha, there's some presets hidden away in the config of the dynamic loadout version
Hello!
So i have a massive issue.
I made some mission files for my unit that should respawn you, in a respawn room.
On my version of the files, you first spawn on the playerslot npc-s position, and then you respawn i nthe respawn area afterwards.
However when they placed my missions on the server, they all switched to "respawn on body" and i have no clue how to fix this
@alpine kettle if you have a description.ext file, check respawn type (should be 3 instead of 5)
if not, check the Eden parameters for Respawn type in the menu
Thank you ,i gonna check it right now
its set to 3 , and it still does that. Also i check my mission i neden and it respawn you on the respawn position
And the server also took away the second zeus's Game master rights even tho in my file it works.
How are people doing HALO/HAHO Jumps from a static C130?
Eject? Parachutes are not opening automatically (except for AI)
I mean like getting to the static C130 from the ground, and red/green lights.
the static c130?
the static c130?
the static c130?
if you have a mod c130 vehicle, you're going to have to make it so that either ai takes off and flies to destination
or you can use UnitCapture to record it flying where you want them to drop
as for red and gren light, that's trickier
in the past you could attach a lightpoint but that ddoesn't worrk gudd anymore
start here for getting the plane to fly where you want it
I have read some of the posts and I am still having trouble getting BIS_fnc_UnitCapture working in Arma 3. I was able to get it to work in the Alpha but since then I have not been able to get it to work. So I am wondering whether someone could advise me how to get it working. ...
Hello everybody im trying to make a capture VIP type mission and i want to get a convoy to extract the target after it have been captured im sure that its pretty basic but i got 0 idea on how to make something like that
as in all parts of mission making, think like this:
break what you want to do down to the smallest bits
then search for how to do each of them
cause it will depend on lots of things
you mighth be able to get the vip to join a group
you can force it into a vehicle position , yourtag_VIP moveInCargo yourtag_yourparticularvehicle
lots of ways
alright thank you
I got the convoy set they stop and wait for the VIP i set up a timer for that using the hold waypoint but after the timer end nothing happens
they wont continue on there path
use a normal load waypoint
"hold" WP will⦠hold, timer or not
no
has nothing to do with timer
if you use a hold wp you can use a trigger with skip waypount synched to the hold waypount that activates when the vip is ther and then run something like wip moveincargo myvehicle" on activation
but there would be simpler ways to do it all with scripts if you do some searching
never mind i got it set with disable ai triggers
but still thank you both!!!!!!!!!!
man there's so much to learn on this goes so deepppppppppp
@grizzled sleet Watch your language π
@deep lantern I attach the plane to a game logic in the air.
How about lighting and getting players into it?
@deep lantern
There are some placeable lights that Contact added that could be of use. Just use something like hideObject on them to change the color back and forth.
Getting the players inside will just boil down to using a setPos on them to put them inside the interior of the floating aircraft. You won't be able to get past the freefall animation automatically playing, just need to let it sort itself out for a few seconds.
What i did for my last mission was have the transport aircraft sitting near the runway, let players board, give the AI pilots a move point as soon as everyone is inside the aircraft so they takeoff, have it fly a bit and then fade to black, teleport the aircraft while the screen is black and then fade out.
This was an action I gave them to get out inside the aircraft.
player addAction [
"--Get Out Interior",
{
private _plane = objectParent player;
moveOut player;
player setPosATL ((getPosATL _plane) vectorAdd [0,0,4]);
},
[],
1.5,
false,
false,
"",
"typeOf (objectParent player) == 'USAF_C17'",
5,
false
];
You would just need to change USAF_C17 to the class aircraft you are using and play with the vectorAdd (or remove it entirely) to have them hop out of their seats in the spot you want inside the aircraft.
Are there any tutorials on mysql corresponding sqf script writing?
made a new ammo purchase system
@jolly dome SQL and SQF are different things. Not sure how one is related to the other, besides that there are database mods
I believe this is what he means, how to use SQL from SQF
how to use a database mod depends on the mod.
The SQL you write is just normal SQL
Hey dudes.:)Anyone remember or know of any radio chat regarding the destroyer and/or its Vertical Launch System weapon platform in any of the vanilla missions?
Thanks
@sinful rampart Yes, for example, I want to query the player UID through the server and add it to the newly created table in MySQL. Exdb3 is closely related to mysql. If the two can be linked, it can be achieved
just let extdb execute a a INSERT query then, check the extDB documentation for the how
if you need Intercept Database advice I can help, but I dunno much about extDB
Hello every one im trying to make a classic black hawk Sean where the tail rotor is blown up any suggestions on how to achieve the effect? Any help will be great
set damage to the rotor hitpoint perhaps
can i sync it to a trigger?
not "sync" as in Eden syncing, but you can set the code in the trigger's "on activation" field yes
is there a way to force change the brightness, saturation and contrast in a mission to make it feel hot?
@dapper lotus check out Post processing!
https://community.bistudio.com/wiki/Post_process_effects
I suggest trying out this mod called Recolor.
Thanks guys, really appreciate it. I'll try out both.
yup, the recolor mod worked. Thanks!
How much does it cost for someone to make me an attack and defend mission? π
100.000$
left leg and arm + soul
#350 if you want CUP
_puts a sandbag wall down, 1 blufor, 1 opfor. sets one side command defend the sandbag wall, waypoints others to move/attack the sandbag Done π
@vernal brook if so, he will be all right
Really? @cinder holly π
Really!
Anyone know of a script for shorter nights?
The wiki has info for Arma 1/2 is the coding still valid for Arma 3?
ok thank you
time multipler is best unless you want to endless hear sponge bob '(x) hours later' on VOIP.... from skiptime.
Hello. Is there any more specific method than using setAmmoCargo to adjust the ammo available to a supporting mortar unit? What I'm after is specifiying exact amount of rounds for each type of ammo. When I for example used this setAmmoCargo 0.5 the mortar in question had a full supply of HE rounds but significantly less smoke and flare rounds. Thanks in advance :)
Set amount of ammo resources in cargo space of a rearm vehicle
Guess it's the wrong function for what you try to achieve
Now that you mention it, yes.
Pulling the ammo slider had a very inprecise result. I hope you can understand my line of thinking in that players having ample of smoke and flares available encourages clever gameplay but too much HE allows for "too effective" problem solving ;)
I believe you can simply use addMagazine to add specific rounds to a static weapon
Thank you, Grezvany, that worked brilliantly!
β In Eden/Mission making would it be best not to unique name a object if you never going to reference it in any way? placing down like a ton of edit terrain objects just wondering if I should put a name on them and let autoname# do its thing or not cuz they not being called/used for anything other then what their own scripts are doing.
If you don't need to name them, why bother?
Not to mention it will most likely add a lot of stress on the mission since it needs to keep track of all the variables.
Would probably bloat the file size too.
well its gonna be a one off thing just perf is what Im worried about
so yeah empty it is thanks.
if I drop a sleep in the inits of those modules I can offset the times that they run correct Im likely gonna have to employ some kind of schedule(r)
Question, what makes a good mission? Like should alot be scripted or?
A good mission is fun to play.
I had very bad and very good fully scripted missions.
Also had very bad and very good Zeus missions.
Try not to focus on whats fun for you to do as a Zeus/Editor, focus on what is fun from the player's perspective
This question comes back often, I wonder about writing a wiki article on the topic⦠it would be a "broad" one, given all the situations - large guidelines, etc
Hmm i see
This is the gist of the op after the start some plot an whatnot youd be on your way with your fellow mech pilots(plot will be explained in op) youll be Crossing the border between west an east germany disguised as civies (insert plot backstory for needing to return to east)carrying suppressed AK47U's watching things happen in the background as you hope not to give yourself to the stasi an NPA. The main objective is to find info on east german mechs then in the end after some stuff where you get found out if you play it a certain way itll be a fighting withdrawl to the border at night. Thats the gist of it. Inbetween youll see life in east germany, stasi tracing refugess in the forest at night. Mass executions n meeting up with resistamce to get the intel on the mechs location. An so on
How would i make some americans assault some bunkers like, what marker i gotta place?
Waypoints (F4 or shift+right-click) is what you are looking for @unborn aspen
Danke
Bitte !
Hey guys, let me lay this question on ya's.
I have had requests to add in some scripting to some of my missions both MP and SP.The script code requested is spawning addon vehicles along side or instead of BI vanilla units that are already in game, while mission in progress.
The inquiry i have is,
in Arma 2 if an addon is spawned while mission is in progress, that addon would write itself into the mission sqm and would therefore require the addon next time the mission was loaded.Is this still applicable or does Arma 3 operate differently now in Arma 3?
I'am assuming this functions the same in SP as it does in MP.
Thanks
in Arma 2 if an addon is spawned while mission is in progress, that addon would write itself into the mission sqm and would therefore require the addon next time the mission was loaded
hmmm⦠no?
is it possible to have a convoy fire back at an enemy but drive like nothing happend?
and is it possible to have a convoy separate to different routs when it reaches a way point?
set the driver's behaviour as CARELESS@grizzled sleet
and for the split, just create another group with another waypoint
if i do that will the convoy drive in formation?
have them in one group, then when you want them to split create a new group and join wanted units to it
There's some weird stuff going on within my mission files. First of all, I've made a whole island scenario into an SQF file, currently over 1MB large. And when spawning in the whole thing, my game always crashed, but when spawned in segments it would work perfectly until the last segment which turned rendering distance as well as graphics and fps into garbage.
Now that I'm spawning in the same segments, but starting from the last, there so far doesn't appear to be anything like it. Also when I first spawned the whole thing or in segments, all BLUFOR units that belonged to the 80% of textfile didn't spawn, whilst the ones from the 20% did spawn in. Civies and Independent units spawned completely normally.
I'd assume it has something to do with my addons, but so far that doesn't seem to be fully the case.
Now it doesn't want to spawn in whatever was in the last few segments
And some entities, such as a Radar is not on the right faction that it has always before been on
On the textfile, it states west yet it is on the independent side ingame.
Something on the text file breaks everything, starts huge amounts of performance issues, makes spawning AI impossible and otherwise messes with manned vehicles.
*magic*
Split your file into small pieces until you find the piece that breaks, that and/or use debug messages /systemChat to know where you are @sick summit
I see, but my issue is that the breaking point seems to change depending on what I load in first
At first it was the last segment of the file which caused huge performance issues and for some reason made my render distance next to non-existant, the second time it was the 'first' one.
However it would appear that it simply does not like me adding so many units at once through debug console, considering the way it starts restricting what is spawned in. Although it does seem odd that only BLUFOR get the special treatment
The whole thing is spread in 36 files, I deleted one that only had zombies from ryan's zombie mod since it first seemed to be the problemful one. Guess I'll just have to go through them location by location, in case it only bugs out when there's too much stuff at once.
it should slow the server down, not crash it. Does it work locally, in the editor?
In Zeus it pretty much always crashes if I spawn in the whole thing, In eden it takes a moment but is able to spawn in, however the same issue still stands where a chunk of the objects are not placed
I mean AI
For example, I had a file including a military base with helos, ammo boxes and units, but it only spawned in the ammo boxes and helos.
DynSim is activated on all of the AI units and triggerDynSim is off on all of them.
how many objects are we talking about here?
Unsure of the specific amount, but it should be about 3445 newObject's in the text file according to text search
Tried it with a friend and in MP scenarios people cannot respawn and I cannot place any new objects in Zeus when whatever the bug is, happens.
But the only stuff I've added to the previous SQF files, which were directly copied from in-game is the dynSim stuff
hmmm⦠no?
@cinder holly ,It was this way in arma 2 and prolly the same now.I had a mission on my server years ago with vanilla units ,someone joined and seen that i had other addon's on the server and thru script created one of these addons that was on the server but not in the mission.Next time i tried to load the mission it required the hacked addon,which wasnt loaded the second time.Which is how i realized this can happen when spawning/hacking missions with addons not loaded in the mission.
This represents a problem with scripts that spawn in addons dynamically into missions.
Has anyone any info relating to this issue.
Thanx
server rewriting pbo mission is not a thing. What may have happened was that the addon was needed, but you didn't notice as it was loaded.
I wonder, is it possible that adding dynSim to an object that wouldn't normally have it messes up with it somehow? It's just odd that putting 36 working files together and adding dynSim as well as removing triggerDynSim would somehow break the game.
it should not, but you can easily test it
Actually nevermind that, I just remembered that I added dynSim via newGroup so it couldn't be in objects other than AI
I'd assume that it doesn't matter in which order I add in triggerDynSim and enableDynSim within the unit SQF, but I still need to make sure considering that last time I loaded in the mission, some units had dynSim disabled and some were simulated for a split second.
This I noticed from the units moving without a player nearby and some units having started their animations, whilst some didn't even have their helmets loaded onto their heads
I know that this should probably go over to scripting side, but it is still the whole mission and it's functionality that is my problem. Currently the way I've added triggerDynSim and enableDynSim is by searching a part of the unit's SQF, like for example: _newGroup setSpeedMode and replacing that with _newGroup enableDynamicSimulation true; _newGroup setSpeedMode
Quotes are not wanted here
Oh right
Accidentally left it as is, but now it should reflect on how it actually looks in here
And for triggerDynSim I used the same method but with _newUnit setRank as the place that gets replaced, going to try this thing again now that I've redone the whole textfile
Second segmented textfile which I added and already ran into the issue of civilians not being dynamically simulated, whilst BLUFOR are
do you even use the -showScriptErrors startup parameter?
No, I haven't. Last time I was told to dig up some Arma 3 crash files, but usually it shows errors everytime I use a faulty debug console script
No wait, it should be on
Time to
If it's the one that gives me a comment with the faulty script as well as the name of the error, it's on
I guess I could just go to Eden editor though, since that's where they're on by default
Tried it in eden, but there's no errors, still more than half of the civies are simulated
The amount of dynSims that are in the file is the same amount as there are groups of BLUFOR and Civilians together, so I'm not missing any for sure.
Oh now I'm getting somewhere, if I just and only spawn in the file with the civies, they're all working as intended
im again making a convoy but for some weird reason every time i test the convoy randomly a section of the convoy stops it usually happens when the vehicle in front stops for a turn or some thing like that is there a way to make a fool proof convoy?
i was thinking about unit capture but then i wont be able to control when the convoy moves on or not
and it just complicates thing to much with no reason i think
What group behaviour are the units on?
Since if they're not on careless or safe they will try and stay in a formation, which usually means that they will go off-road
i put them on careless
i want them to keep formation if there are getting shot
and to keep on driving but thats not my problem
yeah i think if i combine it with a speed limit line it would come out good
is there any mod that grants access to a Mother of All Bombs weapon or thermobaric explosive, or fuel air explosive? im looking for something that creates a bigger explosion than a 152mm howitzer shell impact, but not as powerful as a 5kt nuclear missile...there seems to be nothing in between that i can find yet
server rewriting pbo mission is not a thing. What may have happened was that the addon was needed, but you didn't notice as it was loaded.
@cinder holly This was confirmed to me by BI devs.Hacking servers has alot of weird side effects.
Hmm then it is the first time I hear about it. I don't have any more information on that.
@wooden garnet What about the MLRS rockets? I believe they are more powerful than the 152mm shells
I see.
https://gyazo.com/91fa0dc617e9287a8ce5a7fd237ee121
Quickest and most simple script to spawn an ammo box in a random building , 1 per zone?
createVehicle, random, forEach
im still working on some convoy #$@# and i want the vehicles to be loaded with people i put some ai in the vehicles but the convoy wont move any idea on how to make the convoy act as normal if it got ai in its vehicles
waypoints
if i only got the drives in its works flawlessly but if i load up the vehicles with other ai the convoy wont move
I think I grouped the drivers after I loaded my AI to get them to move properly. Can't remember 100% at the moment though.
~~If you don't intend on players or other ai disrupting the convoy you could use BIS_fnc_UnitCapture. ~~Otherwise to my knowledge grouping all units of the convoy and making them following several waypoints (file formation) every few hundred meters should work well enough.
unitCapture won't have rotating nor turning wheels - it's meant for aerial vehicles, nothing else
My bad. I guess I should be happy it worked the one time I used it on a land vehicle then π haha
didn't you hear screaming tyres though? :p
I used it because an ai driver was unable to drive past "stiches" of a bridge on Isla Duala. When we played the mission we saw him from far away and when I edited it I guess I had music on ;)
hehehe
Anyone know how to make a addAction that gives the user ammo for their equipped weapons?
addAction, addWeaponItem, addMagazines, currentWeapon, currentMagazine and similar is what you are looking for. https://community.bistudio.com/wiki/Main_Page
Thanks, I'll give them a shot π
Hello everyone (who suddenly has more free time to edit things in Arma)!
I notice that when displaying images inside briefings and tasks using <img image='...' /> that-
-At certain sizes the image is rendered incredibly large, allowing only the top left corner to be seen. I don't have this with all my .jpgs .
To save a lot of trial and error, my question is:
Does the briefing prefer a certain aspect ratio or maximum dimension size for images? (And is there a difference with .jpg vs .paa besides loading time?)
Addendum: I searched the forums but got mixed answers. https://forums.bohemia.net/forums/topic/186173-size-of-picture-in-briefing/
Anyone have experience writing out briefings?
have you used the width and height parameters correctly to set the image size on screen?
The sizes in that post should work fine
@tame sage are your pictures 2^x Γ 2^y sized?
Can you create playable slots in a script or description.ext? I'm trying to create an universal zeus mission I could switch to another map with minimal setup in editor.
@forest radish no slot creation while in mission, unfortunately.
Ok, thanks for the info
So i have been looking for a while last night but google failed me so i figured i would ask here.(sorry if another channel would be better there is a lot of them!)
I'm trying to create a "live" shoot area . Basically just a walled in part of a town with enemy AI that can be used to practice CQC. Is there a script that anyone knows of that would allow AI to respawn when a player activates like a scroll menu action?
Thanks in advance if anyone is able to help
private _units = allUnits select { side _x == opfor }; // or an array of your units
private _unitData = [];
{ _unitData pushBack [typeOf _x, side _x, getPosATL _x, getDir _x] } forEach _units;
while { true } do {
MAFF_respawnEnemies = false;
waitUntil { sleep 0.25 ; MAFF_respawnEnemies };
{ deleteVehicle _x } forEach _units;
_units = [];
{
_x params ["_type", "_side", "_pos", "_dir"];
private _unit = (createGroup _side) createUnit [_type, _pos, [], 0, "CAN_COLLIDE"];
_unit setPosATL _pos;
_unit setDir _dir;
} forEach _unitData;
};
```it will respawn them as non-grouped and their ground weapons may remain, but it's a good start
@fallow star
to respawn them, just set MAFF_respawnEnemies = true
Lou over here hammering out some code in a few minutes 
I also have a fully functional, group-friendly waypoints-friendly DarkSouls-like respawn system in my files :p
if you die or rest, all enemies respawn
I made a system that grabs all the data at the beginning of the mission and if you trigger something, they all respawn - group, waypoints, behaviour are respected
ooh fancy
My guy thank you so much! could i link the respawn function to say a trigger?
you can yes, just set MAFF_respawnEnemies = true in the onActivation field and if you enter the area, they are auto respawned
Awesome thanks!
do that server-side though!
Will do
GLHF, and tell me if it (doesn't) work π
@cinder holly Sorry to bother you but my brain is not working right now, where do i put that?
place the code in initServer.sqf, surrounded by:
[] spawn {
/* all the code here */
};
Cool thanks! setting up right now
Worked awesome thanks again
with pleasure ^^
Now to make it jussst hard enough
is it possible to attach a prop to a vehicle?
yes, attachTo
alright thank you
How do I go about having a unit play an animation once a player has activated a trigger?
You can props use a function like this to have an AI play an animation @gleaming ore https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
Just add the coresponding code in the 'On Activation' field of the trigger
playMove or switchMove too
Is there a way to get activating a trigger to complete a task?
You can use the set task state module @gleaming ore
make sure you link the trigger to the set task state module and the module to the original task module @gleaming ore
im having some trouble whit the playsound function
im trying to play a short audio file but it repeats 3 times when the eventHandler condition is achieved
i have it set up so that when a target is hit the "Hit" sound effect from the firing range plays
but it repeats three times
the sound also stops playing after i hit the target several times
Anyone knows a way to prevent that?
it's not a playSound issue @earnest lodge ; the "Hit" event handler triggers multiple times for multiple zones of damage
What alternatives do i have instead of using that eventHandler?
you can still use it, but you would have to use e.g a public variable to say "don't trigger sound for the next 0.5s"
if (isNil "MAT_lastHit") then {
MAT_lastHit = 0;
};
if (MAT_lastHit + 1 < time) then {
MAT_lastHit = time;
hint "boom headshot"
};
```@earnest lodge
ok here it's 1s, but you get the idea
Thx il try that
I'm making a mission for a small player count and thus I will teleport players to their group leader when they respawn (in OnPlayerRespawn.sqf) but how do I make make the group leader teleport to the "second in command", making it somewhat context-agnostic by not relying on him teleporting to a specific unit (that might be dead or not selected)? Is group sorted by hierarchy so that I somehow could make the group leader teleport to the second person down the line? I have to admit I'm a bit rusty on switch-cases and the like. π
not that connected to this channel but any one knows of a mod that adds a stationary radio like a radio table that you can use tfar from or is there a way to apply such option on to an object?
not really expecting for answers but if some can surprise it would be nice π€·
I believe that you can interact (you can certainly listen) to a backpack radio on the ground that is set to speakers, with TFAR.
you cannot, yet
damn π
btw isnt just the backpack, any radio with speakers on the ground dropped will relay any coms on that freq or alt if you got it set also
Anybody know where to find a mod for some WWII and Cold War era vehicles? Specifically trucks and jeeps. I had one at one point but uninstalled it and have since forgot the name, but think itd fit perfectly for a Falklands themed operation.
@woeful magnet faces of war? IFA3? (Iron front?)
No this wasn't a complete overhaul, IIRC.
It was just the trucks and jeeps. But I may not be remembering correctly.
@pulsar acorn
Guys is there a possibility to make a script wich checks wich side is controling more sectors/triggers and define winner of mission. I am ussing sector modules from game, but i dont want to use ticket bleeding system, i want mission to be time limiter, and to define winner in the end.
IIRC its possible to set up ticket bleed and timer, and if timer clicks out the highest tickets win. But IDK, I don't do PvP mission creation all too often.
I dont want tickets, just who is holding more
Hey, I'm trying to make a mission with a task that only gets completed once two objectives are done, an area seized and a comms tower destroyed.
I have a trigger synced with the set task state, in this trigger I have put "!alive tower && triggerActivated seize" inside the condition. There is an area trigger with the variable name "seize" that is activated when seized by BLUFOR and a comms tower with the variable name "tower". I suppose there's something wrong with this arrangement because it's not working.
It would be really helpful if someone could point me in the right direction.
is the comms tower destructible?
Yes.
try using "OPFOR/INDFOR Not Present" for the Seize trigger
your welcome, as a tip dont use "Seize" use "Hostile side not present" instead
Seize looks at unit size and strength, so if a tank was in an area that had 12 soldiers, the tank alone would be enough for the area to be considered Seized
another thing to consider when using "Side not present" is to make the area a little bit bigger, as some AI may wander out of it
Copy that, thanks!
@shrewd zinc If I were to make the seize trigger I would do something like this put activation to "Captured by BluFor" and in activation condition: this && {alive _x && side _x == east} count thisList < 5. In this case the trigger is approved if there are less than 5 OpFor units in the area as well BluFor having a numbers advantage in the town. This gives the players some leeway so they're not waiting for a unit lying prone in the 25th identical two-story to die, but means you can't just put blufor vehicles in the edge of the trigger to capture it.
Nice! I'll try it out
i'm pretty sure you can do that even without crediting BI
If you just use the files in the game without copying or modifying anything. No need to credit, the credit is already in the games credits
anyone knows how to make those targets which we can reset with the laptop
https://youtu.be/ehIzXg2Ttqw Script controlled pop up target example.
@hollow gorge ^ here is a video example
Any Milsim mission makers ever done close protection/undercover style missions?
I'm interested to find out how people are going about it
@deep lantern The basic setup is very straightforward to set up(eg fail mission when VIP dies). What aspect are you wondering about?
hey guys, question, the Escape missions played on the official servers are not the same as CO10 escape missions distributed their authors, correct?
if you are asking if Steam Workshop content may be different from the official missions, the answer is yes
well yes, obviously, but my question was if the missions in Escape mode of ARMA3 are a fork of the Escape mods that were adopted into the main game, or if they are a completely separate development
Separate
Thanks, then I'll try to figure out how the setup works
I have a question if i use a terrain mod from steam and add sone structures in it and make it fully functioned UNIT trajning center can i post it on steam?
You can publish a scenario with your changes, but not repost the complete map, as long as the maps author doesnt say otherwise @hollow gorge
Require the map mod for your mission - assuming you are scripting the additional structures and all good
Well even if the author agrees you kinda arent allowed to iirc because of the steam agreements iirc? But thats an #ip_rights_violations / #other_ip_topics question
I assume you are not responding to my comment
Nop, adding to mine
is it possible to prevent a target from being destroyed whitout disabling damage?
if i disable damage then the "hit" event handler wont work
and my range targets keep breaking
actually im not sure if theyre taking damage or if playsound bugs after it repeats a few times
each target will only trigger the eventhandler a maximum of 6 times
and then it stops
heya fellers wondering if anyone can point me to a good loot spawn script that's customizable to building type and loot list
trying to get something working with Ravage but it's giving me a lot off issues with loot spawns
is there a way to remove grass from a whole area without having to place loads of grass cutter helpers?
also removing bushes is that possible?
@hoary sequoia to remove bushes from an area you can use the "hide terrain objects" module
or simply use the "edit terrain objects" to remove individual bushes
go to the modules tab and if you search "edit" or "hide" they will show up
that does not remove grass though
great thank you, does it have any impact on performance?
Man the edit terrain objects module is frustrating
Parts of it work on dedicated servers, parts don't
The global init field doesn't seem to work at all
Dose anyone have any understanding on how the Aers Advanced Composition works??
Is there anyway to access the class names for the tanoa runway?
iirc tanoa adds runway platforms, dont think you can access the actual textures in the editor though @hoary sequoia
aw thats a shame, the cup runways look horrible @near dock
@earnest lodge Having a problem where it loads the objects causing vehicles to explode then after a few seconds hides all the objects. Any ideas?
The objects you place are placed before the hiding is done so they get inside the terrain objects and go boom.
You need some way to delay that or make your placed stuff have no simulation at start or something that disables the damage
all sorted
found a way to do it via init
struggling to remove grass in the same area though @rocky carbon any suggestions?
Get bigger grasscutters
how would one do that?
Make one or find the one Dedmen posted on here somewhere
ok ive found his P3d file but how do I get that in the editor? @rocky carbon
@sinful rampart would you be able to assist?
trying to clear a large area of grass for an airfield
I uploaded my big grasscutter p3d in here somewhere
https://discordapp.com/channels/105462288051380224/105462984087728128/664915949534707722
Here it is, dedmen big grasscutter
where do I put the P3d?
so drop in in the mission folder as a P3d?
then where is the create simple object thing?
Guys, any ideas how i can spawn items in editor wich are not available in assets like new ACE CSW mags
ace_csw_50Rnd_127x108_mag
if ACE did not make them, not in editor: by script
Can't you also put something down, close the editor, edit the mission.sqm, change the classname from the item you put down to whatever it is you want to put down, save and reopen the editor?
no, as for magazines it is an empty weapon holder with a magazine
so if this object doesn't exist, you can't "simply" do this
hey does anyone know the trigger condition to have a module activate on the death of a certain character?
give the certain unit a variable name (box at the top) and put in an empty trigger the following in the activation field: !alive nameYouGaveHere
see this YT tutorial: https://www.youtube.com/watch?v=Y9Q0Y2_rqLo
thanks!
@cinder holly do you have any specific script in mind
yes, createVehicle a WeaponHolder and addMagazineCargo
can you pls give me an example, i am not that much into scripting
off the top of my head, this should work @pulsar harness
place any object, and in its init
if (isServer) then {
private _holder = createVehicle ["WeaponHolder", getPosATL this, [], 0, "CAN_COLLIDE"];
_holder addMagazineCargo ["ACECSW_50Rnd_127x108_mag", 1];
_holder setPosATL getPosATL this;
_holder setDir getDir this;
deleteVehicle this;
};
shouldnt it be _this
no
@cinder holly Ty a lot
another one, i am using some kind of redres script, and i want it to add 10 mags for primary weapon to AI no matter wich weapon it is, i tried with _addWeapon = [_unit, currentWeapon _unit, 10] call BIS_fnc_addWeapon;
but it didnt worked
do you have any idea what i could try
addMagazine ?
managed it
_addWeapon = [_unit, ak, 10] call BIS_fnc_addWeapon;
i did it like this
works like a charm
@sinful rampart in that case I apologize, I am still going through the tutorials, arma scripting is.. exotic
how do you set up a trigger in the 2d editor to catch any units and vehicles inside it repeatedly with list triggerName
F3 β double-click iirc
I would say ANY, repeated, not sync to anything
(2D or 3D doesn't change though)
yeah tried that but no dice (and various other combos)
maybe it bugged out for other reasons tho (very low fps)
ah, plz try in empty VR, grrr :p
Are there any good resources for making missions w/ do's and don'ts for 40-80+ players? Most resources seem to be tailored for smaller groups, but from my experience a lot of that breaks down when you introduce a decent amount of mods and a large amount of players.
@swift wedge if the mods are poorly optimised, perf will be awful nonetheless
For MP recommendations, see the wiki https://community.bistudio.com/wiki/Multiplayer_Scripting
Well, the server can run a mission file w/ a Zeus running things just fine. I feel like that's a very base-level use of the available tools though- is making mission files with so many players, in principle, the same as with lower player numbers, or should special considerations be made placing AI, scripts, objects, etc.?
it is mostly about what is added due to the number of players (each a base, a group, etc?)
and what you can do to free the server from calculation. in that regard the Dynamic Simulation system does wonders
Hello, question, when does the stringtable become available when loading up a mission? is it available to description.ext, for instance?
yes
I am curious what others are doing to roll up their missions, mods, generally PBO packages. I have at least KP Liberation as a frame of reference, their build tools, for instance, i.e. an npm driven approach. But I wondered what other approaches others might be using. Thanks...
In the npmjs sphere, seems like https://www.npmjs.com/package/gulp-armapbo is THE choice. whereas https://www.npmjs.com/package/pbo-tools is several years old and in an early 0.0.1 version.
why would you ever use a javascript pbo tool π€
is there a better approach? throw in if you have one. cheers...
I'm creating a mission and this message appears everytime I preview the mission:
Error missing )```
What is that?
Can I locate the source from where its showing this error?
why would you ever use a javascript pbo tool
I just wanted to see if it works and ended using it.
I would use armake2 if I would be doing the build script again xD
thanks, does it work well with the VSCode extensions?
Hello there people, i'm getting tired of placing the same barracks and tents everytime, can you guys recommend me a mod that adds new millitary structures?
indochina mod has some stuff
is it possible to have player control during intro/outro scenes?
nope
hacked in my dev console (DevCon) - at least switchCamera and such works
i prefer to do the intro cutscene with player control. like this insertion https://youtu.be/wsiXMPbRpEg
i was making a briefing file and for some unknown reason it wont work
here's the text/script:
player createDiaryRecord ["Diary",["Mission Info",
"A meeting of Aidid's senior cabinet may take place today at 1500 hours. I say "may" because we all know by now......with the intel we get on the street,nothing is certain. This is actual intel confirmed by three sources. Two tier-one personalities may be present:<br/>
Omar Salad Elmim, Aidid's top political advisor.<br/>
<img image='Omar Salad Elmim Pic.jpg' /><br/>
and Abdi Hassan Awale, Aidid's interior minister.<br/>
<img image='Mohamed Hassan Awale Pic.jpg' /><br/>
These are the guys we're after. Today we go. Same mission template as before. will infiltrate the<br/>
<marker name='Target Builling'>Target Builling</marker> and seize all suspects within. Security Force Rangers:<br/>
4 Ranger chalks, under command of Capt. Steele The 4 Ranger chalks will rope in at 1546 and hold a four-corner perimeter around the target building. No one gets in or out.<br/>
Extraction Force:<br/>
Lt. Colonel McKnight's humvee column will drive in at 1547. and hold just short of the Target Builling. Wait for the green light. Now once Delta gives the word McKnight's column will go to the target and load the prisoners onto trucks. Immediately after
the prisoners are loaded. the four Ranger chalks will collapse back to the target building. Ioad up on humvees. and the entire ground force will exfil the 3 miles back to base. Mission time, no longer than 30 minutes.<br/>
Now, I had requested light armour and AC-130 Spectre gunships. but Washington, in all its wisdom, decided against this. Too high-profile. So Black Hawks and Little Birds will provide the air cover. with miniguns and 2.75 rockets. Colonel Harrell.
In the C-2 bird, Command will coordinate the air mission. and will coordinate ground forces.<br/>
Mission launch code word is Irene.]];
and i already got a initPlayerLocal.sqf
@grizzled sleet
```sqf
your code
```
please
you should add before anything ```sqf
waitUntil { not isNull player }; // JIP-friendly
what do you mean add before anything sorry if its a stupid question but i have no idea on the basics of editing and stuff like that
add this line to the very first line of your initPlayerLocal.sqf
if ((!isServer) && (player != player)) then
{
waitUntil {player == player};
};
_null = [] execVM "diary.sqf";
like this?
no. -just- what I posted
alright
Hey everyone. One quick question.
Is there a difference using the arma civilian presence mod or the civi scriot from enigma? Pros and cons?
Β―\_(γ)_/Β―
Arma Civilian Presence Module: works great for groups of civies at small areas, but the AI is extremely stupid where they only walk from their spawn location to the assigned locations and that's it...
Enigma Civilians Script: is great for having a lot of movement in and around cities, all over the map. AI spawns inside building and then walk to another random building. However it's relatively heavy since it spawns/despawns AI on the fly, which can lead to FPS drops.
I'm pretty sure thats covered under the no spam rule, no?
stop being a pansy
!issuewarning @fresh island spam
Done.
Yep it is Pi Β―_(γ)_/Β―
@cinder holly god bless you π
Is there a way to connect to local dedicated server with 2 clients from 1 arma account? I want to simulate 2 players on server, but don't have second Arma 3.
you would have to use kickDuplicate = 0; in server.cfg
https://community.bistudio.com/wiki/server.cfg#Server_Behavior
but with Steam I don't know if you can run two instances anymore π€·ββοΈ
aight im super new to this so please bear with me, is there any way to make units placed in the editor, interactable with zeus?


I just wanted to see if it works and ended using it.