Alternatively you could place a game master module in the Eden Editor and in its attributes assign the owner a variable name. Then open the attributes of the unit you want to assign Zeus to and make the variable name of the unit the same as that of the Zeus module. That should be a super simplistic way to go about it @nocturne shell
#arma3_scenario
1 messages · Page 46 of 1
Though that is your directly accessing the mission file itself rather than being a client on a server^^
I'm pretty sure he already has access to zeus
Yeah I do
I'm creating a scenario where players randomly spawn in one out 5 locations. Any thoughts on an appropriate time to wait before triggers finish their evaluation of wether or not players spawned in that specific trigger? (I have a trigger at each specific spawn location). In essence, how long should I expect players to load?
why do you have to check the spawn location?
you could use selectRandom on an array of positions, and code accordingly?
I figured it would result in less code to preplace the player's vehicles at each spawnlocation and delete the vehicles at the non-"chosen" positions. But now that I think about it, it's probably easier to just manage all of that with a line to move the players and then a switch-case for the vehicles. 😅 Apologies for a, now that I think about it, lazy question.
@cinder holly sqf waitUntil { not isNull player }; // JIP-friendly necessary for initPlayerLocal.sqf?
IDK!
I don't think so, since one can reference the player object inside the script. Would be weird if it would return objNull when the script is spawned
hey guys
anybody know why the RSPN cave system modes arnt showing up in my eden editor?
the mods are loaded but not showing up in game
any help?
Maybe they don't have editor classes.
So, I've got a blufor respawn module, players pick blue roles, "select respawn position" and "show respawn counter" are enabled, respawn delay set to 10 seconds, and respawnOnStart = 0; in the description.ext, but players still instant spawn when joining. The wiki doesn't say the function is bugged, so anyone have any guesses?
The AI also absolutely refuse to follow waypoints, so maybe the whole map is trash
afaik does respawnOnStart = 0 not trigger respawn the first time some enters the game, and it should get a value of 1.
see: https://community.bistudio.com/wiki/Description.ext#respawnOnStart
So I have respawn on custom positions enabled , and respawn menu (to choose where to spawn) , but when i spawn in (just chose my unit and clicked continue on the briefing) MP I get dropped in the bottom left corner of the map.
any ideas?
myRespawn1 = [west,"res1"] call BIS_fnc_addRespawnPosition;
squadRespawnGroup = [west,"grp_lead"] call BIS_fnc_addRespawnPosition;
squadRespawnMedic = [west,"grpMedic"] call BIS_fnc_addRespawnPosition;
I'll try replicating the same thing and see what happens to me, troubleshoot from there
thanks bud
res1 i presume is a marker?
yeah
HQ marker
grp_lead is a squadleader (also playable) and in this case what i use to test the mission
i also tried it with both having AI enabled and disabled and same result , no choosing of spawn point and just dropped in the water
might be because grp_lead does not exist at this time tho
do you select your spawn position on mission start or do you spawn in at a pre-defined location on start?
i know that same issue happens a lot in public zeus servers
3den enhanced (or its part of the base game)
allows you under MP settings to respawn on custom marker (which is probably where my fault lies as I should just go and do the config for respawning in description.ext)
but I am suppose to select where I spawn like in apex
oh it automaticaly makes you select your spawn at the start i see.
Okay i found whats causing it
how are you defining grp_lead and grpMedic? Variables in the units or in a script?
in units
So it isnt working because grp_lead and grpMedic dont exsist, your right
so i would say use myRespawn1 = [west,"res1"] call BIS_fnc_addRespawnPosition; only at first
so thats why i am being dropped into the ocean?
and theres probably a function to detect when the others exsist
you can tie the other respawns to that function
yeah
they havent spawned in the map yet when they are "playable" in mp
so they are just null
so i would say use myRespawn1 = [west,"res1"] call BIS_fnc_addRespawnPosition; only at first
@wild zenith
so another trigger to trigger this script once the units exist?
I think you can have wait until !("grp_lead"==null), followed by creating the new respawn
but why does my static respawns not work? is it because the script stops due to an error?
yeah i think respawns are all tied together in the engine so if 1 breaks they all break
otherwise the static should work fine
thanks , mind if i go test this out quick?
Weird. Even after removing the unit respawn points and having only the player and the static respawn, im still spawning in the water.
thats very weird and worrying at the same time
so is it the addRespawn function thats broken?
Not sure, playing with a few different things with it
I started a new scenario
put down a squad all playable, and two static spawns. Doesn't work.
maybe its because i have it in initserver this time tho
didnt work in init either
hmm
going to try via trigger
hmm okay ill do that quick
it works for me now with the units
one of my static respawns is respawn_west, and the other res2
working with ai disabled as well
i'll send you the file to look at
sweet , thanks so much!
[true, ["taskOfficer"],
["Capture the high ranking CSAT officer and bring him in for questioning.<br/>
Intel says he might be hard to bring in and might try take out those who come to capture him alongside himself.<br/>
Be wary of what might happen when you enter the building and be careful as it is heavily fortified by honour guard units.",
"Capture HVT", ""],objNull,"ASSIGNED",-1, true] call BIS_fnc_taskCreate;
So i create this task in a triggers activation , but when the script
if(!alive HVT1) then
{
["taskOfficer","SUCCEEDED",true] call BIS_fnc_taskSetState;
};
``` runs it just says "Capture HVT" task assigned ...
So it doesn't set task to succeeded but rather assigned and all my other tasks work perfectly
Does anyone know how to make the equipment storage infinite?
Arsenal
I mean, like increase the equipment storage of a container so i can place more items into a container
Not possible. But you can add more items via script
So i can bypass the limit with a script?
yes
crate addMagazineCargo ["HandGrenade", 999999];
``` once you pick one, you can't put it back in though.
@green zodiac ^
Thanks.
@green zodiac with 3den enhanced you can go to the storage section and just select virtual
bit of an odd one, does anyone know the grid size in OB? just trying to get an idea if my model is at the right scale
@shut zenith OB?
object builder
... my bad, hit the wrong channel. sorry
np ^^
im trying to integrate https://steamcommunity.com/sharedfiles/filedetails/?id=1447351824 into my mission, I can get the mod to work in editor but cant seem to get it to work inside my mission when its running in a multiplayer environment. I feel like im not adding it into the mission correctly, or im missing something basic. I followed the mods readme but when i add the code it asks for I receive this error.
7:03:40 Error in expression <waitUntil{scriptDone _scriptWait};
call DAPS_fnc_StartNewDefinitions; >
7:03:40 Error position: <DAPS_fnc_StartNewDefinitions; >
7:03:40 Error Undefined variable in expression: daps_fnc_startnewdefinitions
What is the proper way to get the mission in a multiplayer environment to load the 2 mission files associated with the mod?
how do i get the MP missoin it to read the expression or have it loaded
so it can call it?
What is the proper way to get the mission in a multiplayer environment to load the 2 mission files associated with the mod?
What do you mean with loading the 2 mission files? @brazen pasture
Since its a script you have to set up the script inside your own missionfile
yeah I incorporated the script so it gets called from this file, but when i do I get that error in mission, like it does not know about the sub files
how do i make it see the files?
can you post the link to a picture of how your missionfile is set up?
As in what directories and what files exist
yeah 1 sec
so i have a server init, a common init and a client init
the lines in question are 66,67 and 69
i dont really understand compile and preprocess and how it differers from compile final
or how this like DAPS_fnc_StartNewDefinitions get called
compileFinal sets the final flag onto a variable IF you store the result of compileFinal into a variable.
if you do call compileFinal you don't, and the final is completely useless
I'm not sure how it works when you're editing an existing mission like that
hmm, i dont really understand the explanation sadly
is it important for what im trying to acomplish?
I didn't read the rest of the text 😄
what do you mean by final flag
compileFinal is no use if you directly use call
call compileFinal // meh
call compile // yeah
hmm, is its what is affecting the error?
like should i be setting that code with compile final and having it be like
DAPS_fnc_StartNewDefinitions = compileFinal preprocessFileLineNumbers the file?
im trying to understand when one is used vs the other and why
like i think the mission does not know about the DAPS_fnc_StartNewDefinitions despite me making the file known
so when it trys to call it it cant find it?
no it's not an issue, just a good practice.
ok, so what is the reason for DAPS_fnc_StartNewDefinitions not being found? when that happens to you guys what is the normal reason?
DAPS_fnc_stuff not being defined
how do i define it better
i mean that stuff should all work from the content creater, im 100% sure the problem is on my end
and just how im trying to get the code to startup when the mission starts up
right now, I don't see where you define it
its defined in the 2 files
call compile preprocessFileLineNumbers "Test\Start.sqf";
call compile preprocessFileLineNumbers "Test\DefineVehicles.sqf";
then start.sqf runs from the execVM and it should all just follow from there
do I take DAPS_fnc_StartNewDefinitions and add that into the init file somehow?
compile calls?
that might be your issue.
ok, which one should i keep?
ok ill mess around with it some more, yeah i read a bunch of documentation, my understanding of it is failing me
is compile used to put it into memory, i thought the compile part was to make it get loaded easier
like to put that stuff into the ram so it could get called quickly
instead of trying to pull it from the hard drive
it is about equal in performance if you only call it once
yes, but the file is read only once.
execVM = read file, parse it, exec the code
call = exec the code
compile = parse it
preprocessFileLineNumbers = read file
what is difference between preprocessFile and preprocessFileLineNumbers, also what is different between read and call? does it not read the code when it calls it?
read and call
What read?
both preproc the file, but the second one stores line numbers, so that your error messages also list the correct line number from the source file
ic, so i should always use file line numbers then
execVM = read file, parse it, exec the code
so compile wont run the code? what does it wait for?
to be called by a execVM?
what does it wait for?
wait? why wait?
no compile just compiles the code
execVM = read file, parse it, exec the code
execVM = read file, preprocess, compile, spawn
Same asspawn compile preprocessFile
so when would you compile but not exec? when it needs to be executed later? but if exec will compile it why would i ever compile it early? is that just because the exec might call it multiple times? so you want it preloaded?
compiling and preprocessing is expensive
doing it once, and storing it in a variable is way better for things that you call more than once
so when the start runs, its got the variables inside, so does it not have the variables it needs to call? for itself?
i guess me question is with regards to a global variable
if a global variable is inside a file that gets run from the init, does that variable have to be referanced outside the file?
for it to function properly
no, it's global
You are asking about
7:03:40 Error Undefined variable in expression: daps_fnc_startnewdefinitions right?
that is certainly part of drongo's mod, you probably didn't integrate it correctly
it should have a guide somewhere on what you need to do
yeah thats what im figuring
execVM "initValue.sqf"; // in the file: `ABC = true`
hint str ABC; // shows "true"
i followed the guide and im still not having any luck.. im trying to find where i messed up
sorry about that
/* create render surface */
tv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"];
drone lockCameraTo [tgt, [0]];
/* create camera and stream to render surface */
cam1 = "camera1" camCreate [0,0,0];
cam1 cameraEffect ["External", "Back", "uavrtt"];
/* attach cam1 to gunner cam position */
cam1 attachTo [drone, [0,0,0], "PiP0_pos"];
/* make it zoom in a little */
cam1 camSetFov 0.1;
/* switch cam to NVG */
"uavrtt" setPiPEffect [0];
/* adjust cam orientation */
addMissionEventHandler ["Draw3D", {
_dir =
(drone selectionPosition "laserstart")
vectorFromTo
(drone selectionPosition "commanderview");
cam setVectorDirAndUp [
_dir,
_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
];
}];```
This script is giving me a white screen (do note this is during an intro scene I am creating )
can anyone point out the error? im using a MQ4A Greyhawk as a drone and in its init is
```cpp
nul = execVM "screentime.sqf";
this setUnitTrait ["camoflageCoef",0];
this setUnitTrait ["audibleCoef",0];
@balmy axle
1/ forgot to camCommit
2/ PiP have a render distance limitation
3/ setCaptive
@cinder holly camCommit?
tgt is ~122m away so i doubt its PiP render limitations
what must i setcaptive?
1/ camCommit for the zoom
2/ 122m is quite big for PiP, but I don't know for certain
3/ I assumed you used setUnitTrait to make the UAV undetectable/not shot at?
(@balmy axle)
@cinder holly where will i place the camCommit
well i mean it should atleast display the ground , but ill make the distance ~50m and try that
that is correct
oh right if i make the uav a captive then it wont be shot at or detected
"detected" yes, but not considered an enemy
as for the camCommit (sorry), after your last camSetXXX (camSetFov here)
cam1 camSetFov 0.1; this one?
yes
every camSet- command requires camCommit
every camPrepare- command requires camCommitPrepared
Here is a camera tutorial if you want to know more about it
https://community.bistudio.com/wiki/Camera_Tutorial
/* create render surface */
tv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"];
drone lockCameraTo [tgt, [0]];
/* create camera and stream to render surface */
cam1 = "camera1" camCreate [0,0,0];
cam1 cameraEffect ["External", "Back", "uavrtt"];
/* attach cam1 to gunner cam position */
cam1 attachTo [drone, [0,0,0], "PiP0_pos"];
/* make it zoom in a little */
cam1 camSetFov 0.1;
cam1 camPrepareFOV 0.1;
/* switch cam to NVG */
"uavrtt" setPiPEffect [0];
/* adjust cam orientation */
addMissionEventHandler ["Draw3D", {
_dir =
(drone selectionPosition "laserstart")
vectorFromTo
(drone selectionPosition "commanderview");
cam setVectorDirAndUp [
_dir,
_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
];
}];
cam1 camCommit 0;
well i tried this and stil no luck , is it maybe because it is run during intro (want to make a main menu scene) then missionevent handlers dont work?
plenty of wrongs, let me correct this
try that @balmy axle
/* create camera and stream name */
private _camera = "camera" camCreate [0,0,0];
_camera cameraEffect ["Internal", "Back", "uavrtt"];
_camera camPreparePos (getPosATL drone vectorAdd [0,0,-1]);
_camera camPrepareFOV 0.1;
_camera camPrepareTarget tgt;
/* switch cam to NVG */
"uavrtt" setPiPEffect [0];
_camera camCommitPrepared 0;
/* apply render */
tv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"];
```should work
you did mix camPrepare/camSet,
tried creating a "camera1",
and attached to a vehicle while locking its camera to…
well, lots
can i rename "camera" to "camera1"?
no
you can rename_camerato_camera1, but ```sqf
"camera" camCreate (…)
"camera" or "seagull" iirc
my initIntro.sqf
[
//--- Underwater plane
{
["InitDummy",["Altis",[10906.5,12117.3,1.86901],320.376,0.75,[-19.7727,0],1.75474,0,1120.02,0,1,1,0,1]] call bis_fnc_camera;
setviewdistance 600;
}
] call BIS_fnc_initWorldScene;
``` this uses "camera"...
unless i can change it to something else?
it won't conflict; this is not the camera's name
it is the camera's type, which is different
strange , because when i play the into and "camera" is used for the drone then i am placed in 3rd person of the player character hiding in my scene and not through the camera co-ordinates
…you placed the stream to a TV, not to the main screen?
replace
_camera cameraEffect ["Internal", "Back", "uavrtt"];
withsqf _camera cameraEffect ["Internal", "Back"]; and remove "uavrtt" setPiPEffect [0]; and tv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"];
i know , it works as it should , but when i run the intro i am in the player view and not a camera. So basically im in third person in the briefing area and not the camera in the back
the feed works fine now tho
okay
if you don't need the stream, don't use it 🙃 :p
ah okay , so little mis understanding here now , so the setting is a briefing area and there are screens infront , 1 of which has a live feed of target location
now the intro camera (one called by bis_fnc_camera) is in the corner of the briefing area overlooking the soldiers and live feed
the live feed works now thanks , but now bis_fnc_camera does not xD
so you cannot be in a camera while you have drone feed displaying? isnt there functions for uav drone feed to display on TVs?
its not , its placing me in the back of the room
please, tell me without code what you want to do?
I am creating a custom main menu scene to display
thus I have a camera at["Altis",[10906.5,12117.3,1.86901],320.376,0.75,[-19.7727,0],1.75474,0,1120.02,0,1,1,0,1]] co-ordinates which places me in the back of the room so i can see everything inside the room , including the TV displaying the live drone feed (this is tv1 where drone feed should be displayed) and the Col. infront of the screens giving some briefing animation.
so requirements are
My camera position in back of the room must stay there as this is my view that i want when i press play
live drone feed displayed onto TV1
you could simply place yourself as a player unit
you can dismiss this then
replace
_camera cameraEffect ["Internal", "Back", "uavrtt"];with
sqf _camera cameraEffect ["Internal", "Back"];and remove"uavrtt" setPiPEffect [0];andtv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"];
if you use the "uavrtt", does it work? @balmy axle
try that @balmy axle
/* create camera and stream name */ private _camera = "camera" camCreate [0,0,0]; _camera cameraEffect ["Internal", "Back", "uavrtt"]; _camera camPreparePos (getPosATL drone vectorAdd [0,0,-1]); _camera camPrepareFOV 0.1; _camera camPrepareTarget tgt; /* switch cam to NVG */ "uavrtt" setPiPEffect [0]; _camera camCommitPrepared 0; /* apply render */ tv1 setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(uavrtt,1)"]; ```should work
@cinder holly
when i use this the feed works , but the camera i created is gone then and i am stuck in 3rd person on a character
try creating it after maybe?
how?
well, placing my code before the BIS_fnc_camera call?
never thought of doing that in the initIntro.sqf
(you can, no worries)
well dam white screen again...
then, I think I don't know! I will give it some tests along the day.
it might be to avoid endless camfeed loops
https://community.bistudio.com/wiki/Arma_3_Main_Menu i have followed ever step in this guide to create the custom main menu background scene , but its not displaying/playing when i launch arma and am on the main menu
are you making a mod?
jup
then I would recommend you head towards #arma3_config, as it is related to World (terrain) declaration
your mission (in the "intro" mode) seems to be correct
sweet will do so , thanks bud
Good luck!
Hey everyone!
So the Biki is clear on how you can gradually enable postprocessing effects: use ppEffectCommit (or the Eden module).
But how do you gradually remove a postprocessing effect? Because ppEffectDestroy is instantaneous.. Anyone know?
yes
set the ppEffect to default values
ppEffectCommit
once committed, delete
@tame sage
Hi, does anyone know of anyway to add AI pathfinding driving to map editor placed bridges?
via some sort of panel or model or script creation?
@brazen pasture what do you mean…?
bridges have always been an issue with AI, especially driving
Basically they have to have some speed so map designers "trick" them by having a piece of road underneath, and once the AI rolls on the bridge it switches to the path in the bridge's model, until it reaches the other side.
@cinder holly nah that helps actually, what im trying to do is add AI path finding to a eden placed bridge model.
is there a way to trick the AI in eden editor to use the bridge? can a road be placed in eden under the bridge to create the same effect
give them a waypoint a bit before the bridge's entrance, another one at the end, and delete the second one with a timer on the first waypoint. that would be my best take on it
how did they fix the tanoa bridges? they always were problematic.. something about the AI follow the terrain for pathfinding and they cant see the bridge as the ground or something.
they fixed the big bridge that connects main to the SW island its the small creek/concrete tube ones that they still seem to hate
give them momentum, trick them into riding the bridge, then follow the model's path
see the difference between a vehicle starting at the bridge's "entrance", and one driving to it
and that wooden one just nope lol they drive off the sides of it
we need a Kojima to connect these people with Bridges
how do AI actually see is it like a camera view like we get? cuz ever notice your 3rd person view changes angles on them bridges? wonder if its maybe related
wha?
lemme see if I can vid a example.
if the bridge is distorted because of the POV, I am afraid the game is not at fault here :p
no you'll see what I mean
https://www.twitch.tv/videos/587181526 << skip to about the 0:45 if you want happens when your camera is close/behind and low to the vehicle.
camera zooms in tight for some reason only when ya on the bridge/off the ground
oh, because of ground distance most likely
they made some performance/style tweaks to A3's camera
so you have less details on the ground when driving/flying quickly (less grass), and the FOV changes depending of that and altitude too
yeah... in a ground vic it can be really annoying
just wondering maybe if AI 'see' like how we do. not sure how their perception works but thats kinda more ai_mod' chatter
oh, nonono. AI doesn't have eyes.
AI's FSM reacts to environment objects, that's it
it doesn't "see" with a picture, it calculates e.g if the player should be visible to it due to 3D model position, distance and lighting values. no eyes ever 😉
as for the zoom in, it's the camera "hitting" the bridge (yeah I know…)
@cinder holly what im trying to do is have AI spawned on map during the mission
and ordered by the player to go from 1 island to another
to detect the path across the eden editor placed bridge
and cross it
via AI command move order
not pre set AI before mission start
do roads placed via eden editor have pathfinding?
for vechs?
do roads placed via eden editor have pathfinding?
nope. also, you can place roads from vanilla editor.
what im trying to do is have AI spawned on map during the mission
and ordered by the player to go from 1 island to another
to detect the path across the eden editor placed bridge
and cross it
via AI command move order
then… usemove, and they will cross by themselves?
see that Im not a fan of. AI should basically have a limited range of sense...
it's a computer game, not a swarm of AI computers fighting you (also you wouldn't stand a chance 😄)
oh ye of lil faith you never see me kiting 50+ Hecklers in anarchy online power leveling players for $$$ 😛
but Im talking in even in ther logic choices what info they given Im saying should be limited to basically how we would see viewing. hearing would be another thing (360) pain/impacts obviously you know if you shot in the back that kinda thing Im refering to.. right now its like AI see with eyes in the back/bottom and top of their heads..
I just thought maybe in terms of AI not liking bridges maybe there was a correlation to what we deal with as players for 3rd person camera. thats all Lou. 😅
even in ther logic choices what info they given Im saying should be limited to basically how we would see viewing
that's what BI tries to do, but hey they have to balance between perf and realism :p
I don't like that all the group's units share the same info about enemies either - what if one guy spots you but you shoot him 0.25s later, well too late for you! everyone knows 😛
yeah I been meaning to test that some more see if you take out the TL in a ai squad with other squads still know..
also another bug I need to repo maybe do it while we were on the topic re" landing a squad of helos on a land WP and they get confused AF after the TL lands and the 2nd goes to land and causes a domino effect of all kinda of flight wacky fun.
by squad you mean, group?
basically, AI in the same group share enemy knowledge, but only if they don't die instantly do they share being attacked to other group's members (even if 50km away).
and even if they die immediately, after some seconds there will be a "oh no, 1 is down! 2 taking command".
yeah other groups on same side. take out the TL which is their link to High Command... virtually I was thinking...
they would not care, you would have to script that
games should not have AI, what we should do is take really really poor people in countries, pay them a few cents a hour, and get them to be the AI units... when the player sends a command its translated into their language as a way point, its simple effective and supports the global economy
nope. also, you can place roads from vanilla editor.
then… use
move, and they will cross by themselves?
@cinder holly
I dont understand this, if roads can be placed from vanilla editor do those have pathfinding?
use move? you mean the ingame ui move?
roads cannot be placed from vanilla editor
oh...
and I don't get your "cross bridge" issue
so you place a bridge in the vanilla editor
if you want them to cross, give them a waypoint on the other side of the water
it goes from 1 island to the other
you have ai and are playing the mission
AI do not recongnize the bridge as a pathway
they will not drive across it
if you give them a waypoint? wont hey just either try to go into the water or not go at all
well thats what i meant lol
so is there anyway to get pathfinding on editor placed bridges?
I don't think editor-placed bridges have a road path but I may be wrong.
do a test: try aligning bridges, and place one car on top of one with a waypoint. does it drive through the bridges?
ok ill do that and get back to you
Might depend on the bridge model too.
Especially modded ones are often made wrong way.
Hi, I'm new on this discord channel so hopefully I am posting this in the correct channel. I am hosting weekly coop mission for a group I'm in. The group have now expanded to 20+ members so I have to ajust mission making acordingly. Therefore my question is: How to best learn about mission framework/template.
I think I got the basic under controll. mission, description, and init(s). Right now I am stuck in the following.
- Is it best to use script to cache units? Iv used murk and for me that is working fine. However I read that each trigger and script do stress the server.
- Is it best to script loadout on vanilla assets instead of using moded assets?
- Should I aviod using arsenal/loadout to transfer menu and rather script gear for players like F3 framework?
When I say best I mean for server preformance. I do not expect you to tell me how to do it, just the answering yes or no and I will be happy. There is so much information online so I belive I should be able to learn the scripting I need. I just want to be certain that I am not wasting my time learning something that was not needed.
with a group that large you might want to consider using zeus
set up basics and then have a zeus run it to keep players occupied
using dynamic simulation also works
We do use zeus, however only to supervise and make sure everything runs fine. However, we avoid placing units with zeus, because zeus placed AI tends to hit preformance. I am awear of dynamic simulation, but is that better then compared to scripts when it comes to server preformance?
not as i've ever heard about
i mean zeus placed units eating more performance
only if you overdo it and make too many groups
but that applies to regulaarly placed ones too
aandd yes it is better than scripts
dynamic simulation stops calculating AI/units/physics for units that ar far from players, so it is saving performances yes
Anyone know a new ace csw classnames for spg9
i can get them to add ammo into the crate
Hello guys, so i'm having a rather annoying issue with a mission i've made, thing is my server .rpt keeps saying the same error:
20:54:59 Client: Nonnetwork object d8640140. 20:54:59 Client: Nonnetwork object d865e0c0. 20:54:59 Client: Nonnetwork object d8684180.
It will say that same error 6 times and re-try to start the mission, on a loop
What clients see is actually quite different, no error, when mission finishes loading, it will just throw them back to slot slection, anyone getting that same error? Have searched on every forum and still can't find a solution
The mission has mods, my issue is that i used those same mods for a campaign last month and it didn't have any issues, so i'm guessing some other thing
@cinder holly Belated thanks. Got a civilian kill punishment script now that temporarily blurs your vision. Downside is that I think disabling postprocessing completely nullifies it :/
disabling PPeffects only disable a few, not all of them
Hello guys, I'm trying to use the enableGunLights "ForceOn" on a number of AI, but it seems random when it actually works. Every time I start the mission, it seems that about 30-70% of the AI have lights turned on, and different AI every time. Anyone know why this is happening?
try adding a little delay before maybe?
Hi guys, so i'm still having the issue where my mission loops everytime it should start, i can't find the problem, been trying to do a lot of stuff: removed scripts, removed units, trying removing mods, and i found out that it only works when i delete everything, yet can't pinpoint the problem, as i said the part that dazzles me is that i used those same mods in last month's mission and they worked
If anyone is interested i can share the .rpt of the server, it actually only happens on a dedicated server, not on player computers
Ok i think link sharing is prohibitted so can i dm you the link (it's in google drive)
not prohibited
20:56:27 Warning Message: Picture \rhsafrf\addons\rhs_decals\data\numbers\0_ca.paa not found
could be that this is the cause. Thats the only thing I see. sadly I don't think you can really fix that either
I had a similar problem yesterday too, but don't know what you could do
maybe check if your mission references that file somewhere
Hmmm it shouldn't from what i get its trying to get the decal for a license plate on a vehicle
I thought it was the "Client: Nonnetwork object" but i'll check it, thanks a lot @sinful rampart
no the network stuff is deffo not it
Ok, thanks a lot!
@sinful rampart So, found out on the RHSmods website this:
Imma try to see if it helps
Aside from normal AI spawning throughout the map, I also have small groups spawning at the bottom corners as well....just outside the play area. Is there a map area (radius) that can be fiddled with?
how to prevent them from ever showing ouside
hmm, context?
Hey @cinder holly if I get what you asking. Don't know if you are familiar with Rydygier's Pilgrimage but I am porting it to another terrain. PKLRHS. Now the terrrrain is a bit smaller of course but the general code should still work.
_value = selectBestPlaces [_mapC,RYD_JR_mapSize0 * 1.4,_expression,200,24];
I'm gonna try "1" but I think it will chop off the corners
given it's a radius, it's sqrt(2) so 1.41 yes
aren't the corners water anyway?
that's why 1.4 in the original code I believe
Hey all, looking for someone to help me with map making? Beginning the process of creating a new game mode based around the core values of liberation and insurgency. Need help with base building, scripting, etc. Capable of doing it all, but would love a partner in crime to get moving forward a little faster. Would appreciate any help from anyone who has some free time on there hands 🙂
@dusty lion for a moment there I was gonna refer you to #arma3_terrain for map making but you are actually on the right channel for mission making.
Indeed! Mission making, not terrain making, making terrains seems like an additional step up and a half to what im doing xD
Crazy respect for the guys putting literally months into making the new maps 🙂
I've been looking for a co-op respawn/clean up dead players body. Tried this but no go
// cleans up players dead body
player addEventHandler ["Respawn",{
params ["_newObject","_oldObject"];
deleteVehicle _oldObject;
}];
any other way to try fro me?
So I’m new to mission making and ArmA in general and I was wondering about something. I’ve been reading through stuff and I can’t make out if its possible for players to play as OPFOR factions against BLUFOR factions. Like say I wanted players to play as AAF while the AI was NATO, is that something I can do or are players strictly limited to playing BLUFOR factions like NATO and FIA?
Arma*
and you can play whatever you want @serene terrace , even a rabbit
Ok, good to know
morning chaps..question
One of my secondary mission sends players to destroy groups of parked and unmanned enemy vehicles ( a vehicle depot or store), often MBT or MBT derived vehicles, like sochor.
Players report these are extremely hard to kill. I've seen T140s survive a near direct hit from a Venator.
Question 1. I'm assuming these vehicles has a reactive armour system that the game doesn't really simulate but gives them high armour strengths to make up for the lack of simulation. If so, presumably these systems IRL would be inactive when the vehicle is unmanned/parked up?
Question 2. How to make these easier to kill? predamage them? (If so, how much can I get away with before they take on damage textures, which would look bad), handledamage EHs? Any other ideas?
I mean… you are the tank buster, not us! 😛
I'm not as good as I used to be 🙂
you can set damage to selections, some would be invisible I think
you could also use EH indeed HandleDamage or Hit
@cinder holly I tried to put bridges down in editor with roads underneath and their plain set to the height of the bridge, but I could not get a AI veh to pathfind across them. seems like there might not be a way to do it if bridges are not baked into the original map.
ok
maybe I can make a scripted ferry or something
@brazen pasture its weird isnt it. isonroad will return true for bridges built into the map, theough their pos select2 will be > 0
yet placed bridge models dont
i gave up placing bridges and expecting AI to use them. Though, AI struggle with some original bridges too. My theory is that their pathfindin is dependent on data grabben from roadsconnectedto and that's broken on some bridges, particularly on tanoa
you can set damage to selections, some would be invisible I think
you could also use EH indeed HandleDamage or Hit
@cinder holly Thanks Lou, will fiddle with that
where can I find old_man pbo files ?
Does nyone havy any idea how to properly use the Old Man modules? I'm interested in the shop module.
trying to recreate scene from OldMan intro https://www.youtube.com/watch?v=AkffiFKrozM&t=38 with mob and politic animations. anyone got something similair ?
I suppose that they have been introduced with the patch @karmic glade
check the animation viewer?
Hiya, hope it's the right channel. Couldn't find the right keywords to google it. How do you import an .sqe composition into eden with the original position, vectors and such? I know I can just select it in custom compositions but every meter off for the objects poses a problem - I want to edit it slightly (adjust x, y, z of a few objects) and overwrite the old composition while maintaining most x, y, z coordinates for the rest of the objects in the composition. Hope it makes sense 😅
One workaround I've come up with is creating a separate mission.sqm for every composition I have, but it'll be awful to maintain - especially with compositions depending on original mission's hide terrain and permanent objects, which may be subject to change.
While not too familiar with compositions it may be there's no in build way to import them into the original location
I think their purpose may be a bit different originally that what people use them now. Like moving/sharing very very complex structures build from multiple objects.
You could try the non terrain hugging placement mode though.
True that, though the .sqe file saves the original coordinates and vectors. I am able to import it to a mission (in the original location) through a script, but can't seem to be able to import it to eden.
Will investigate the huggin placement mode, ty!
Probably running the same script but by using create3denEntity command
Will try, thanks 🙂
im having problems with the hide/show module
when i spawn in next to it (in the area i set it to show) i can see it but if i dont spawn but go there i cant see it
should be working
Hi, does arsenalRestrictedItems[] take wildcards e.g. {"U_B_soldier_*", "*_VR"}?
try and thy shalt see
I would assume no
anyone know where i can find any documentation on the new old man modules?
There is none, except what's in the Editor
try checking in the Functions viewer @granite ocean
will take a look, thank you
anyone willing to help me troubleshoot my mission?
im having trouble with the show/hide module
We can chat or talk
anyone?
while waiting for someone to come along, please describe the problem with as much detail as you can. that will help anyone who know about the stuff to jump into the help part
the bad thing is it's hard to describe.
Basically i got the hide/show modules set up correctly (i think) and they don't work when i spawn the unit outside of the hide/show radius but the module works when i spawn it in it's radius @rocky carbon
while im not the expert you need but to me that sounds logical
hide/show module works on mission start, it is not "an area where things go invisible"
@sand nacelle ^
in that case what should I do to make a mission with dynamic objectives?
I don't see the connection between the hide module and dynamic objectives?
so, you are a Wipeout pilot and there are missions you can go to and when you go near the mission (4km) the mission becomes visible and the ai turn on
use the Dynamic Simulation Manager to save resources
else use the hide/show module to hide and show what is in the area
Hello, new to this discord, I'm making an Alive Ace Insurgency Mission on Fallujah and the units are floating above ground all of a sudden, the mission worked a year or two ago when I dropped it, but now I'm having this issue. They change elevation and pitch according to the terrain but relative to their incorrect height. I tried recreating the mission with all of the modules but I'm still having the same issue, any help would be much appreciated.
I have an issue with displaying an image in-game, and used the following code of the interactive leaflet function:
[""init"", [this, ""int1.jpg"", ""Objective Tango - Devil's Castle""]] call BIS_fnc_initLeaflet;}";
It works fine, but whenever I replace the image in the mission folder using the same name ("int1.jpg"), in preview it shows the same old image even when I deleted it. It's fixed only if I change the name to something else. While it's not that a big of an issue, it's still annoying. Why is it happens?
the game loads the image in RAM so it doesn't have to reload from the drive
you can "fix" this by unloading/reloading the mission (e.g Ctrl+N / Ctrl+O)
@carmine plaza
Thanks, I'll try that.
would headless clients fool Alive into thinking AI should be spawned in at base while you are acrossed the map?
wondering why these units aren't being profiled
they're controlled by commander, and placed by modules
I don't know how Alive handles AI, but I can image they are offloaded to reduce CPU usage and only simulate them when there are no players nearby.
I fixed it with a script to profile any non profiled units every 60 seconds! thank you @late breach
I removed some of the show/hide modules with their triggers and now, not a single script in the mission works. For example animations, clear all pylons etc
and the worst part is I saved it and idk how to revert
is it possible to revert?
I get an error on mission start: No respawn inventories found
after a lot of troubleshooting, by accident, I found the issue. When you "Save as" the file, not all folders get copied for some reason
it only saves the mission.sqm elsewhere, yes
Hey guys, real quick question is init.sqf called upon every player join to an MP server? Or once and once only?
Setting up unitCapture unitPlay waypoints and don't want someone to potentially join mid mission and start the helo's on their insertion all over again.
Sorry getting back into scripting/mission making after taking a 6 month or so break and I am kind of rusty.
This could be relevant https://community.bistudio.com/wiki/Initialization_Order
Hmmm okay. So it will still fire but I should be able to use a truthy statement to negate firing of what I don't want to fire more than twice.
INTRO = compile preprocessfile "introScripts\intro.sqf";
intro_started = false
if (has Interface && !intro_started ) then {
[] spawn INTRO;
intro_started = true
};
Or am I missing anything?
semicolons*
How can I improve performance on my campaign mission ? I tried using the hide/show module but that glitched out and didn't work. I have dynamic simulation ON but I still get 40-50 fps, while 10 km from the nearest objective.
Using a plugin to manage ai-spawning, something like DAC (or even better a framework utilizing one of these plugins) will probably do wonders. In my experience lots of infantry is what sends your frames sinking.
Dynamic Simulation doesn't "pause" AI does it?
thank you so much
yes it does
that is exactly what it does
at the set distance
if you are outside the distance you set in performnce setting in your mission, that ai is disabled
I've got it to 4km due to the mission type (Aircraft) but I get 30-40 fps avg
that is when im away from the closes objective
do you have lots of stuff placed down?
My bad, I misunderstood the the concept of Dynamic Simulation then. DAC's implementation of it is pretty nice though, only squad leaders are spawned and when they get "close" to players the squad members are spawned.
ehm, kind of and kind of not. Depends how you look at it. I have 12 objectives with 2-6 vehicles most of which are empty or with disabled AI
almost all troops are with disabled AI
if you want I can send you the mission file @rocky carbon
objectives are 5-10 km apart
Nah I dont have time to take that deep look sorry. Was just wondering if you have build something that contains thousands of objects
Does anyone round these here parts know if any mod/mission makers have looked into making the new Old Man DLC into a 2-4 player co-op? Maybe called... Old Men :p
go ahead!
@north quiver Need a playtester?
Hey everyone,
(I'm using an alt Discord user because of technical problems..)
I have a question about Briefing formatting.
For some reason, some briefing text has single vertical spacing, and some lines have... 1.5 (?) vertical spacing.
The screenshot demonstrates it quite well with the "greater than" signs:
https://postimg.cc/ftL1h089
The font is monospaced (EtelkaMonospaceProBold). The picture shows multiple diary entries, but the effect occurs within a single entry as well. I made the font size bigger on the top one to clarify it. Anyone have an idea?
Well, what is the difference between those two entries?
Ah..
Ok, this is going to sound very anal. But since this detail influences the ASCII drawing that I'm making with the briefing entry (and the drawing is important to the mission), it's relevant.
https://postimg.cc/rKCNWqYw/388669b9
I've reuploaded the picture, but highlighted a detail, that shows the difference in vertical spacing (in MS Word, this is called "line spacing"). Notice that there are a lot more empty pixels between the vertical bars of entry and another. Eg: that effect of double spacing between lines you sometimes get when you copy-paste text from a website into a text editor. Normally you just click "remove formatting" or similar, and it is fixed.
But I am not seeing any examples in the Wiki entry on Briefing that talks about this. And when I open up the unbinarized mission.sqm file, I don't see any extra formatting tags either.
Is there a better place to ask something so specific?
no I mean, I got the line-height difference; I asked if there was some definition/script difference?
For the example, I used the Editor's Create Diary Entry Module for both entries.
The top one has a slightly larger font size, but you see it with equal font sizes as well.
so both created the exact same way
if so, can you try creating them in reverse order, seeing if there is a difference?
Will do.
Btw I'd like to mention that using ASCII drawings is a really interesting idea 
Heya,
So I did some experimentation. The order of created diary entries didn't change the appearance of each.
Also, it seems the spacing just changes mid-entry if I copy paste the text (without any formatting tags) from one to another.
Here's a screenshot:
https://postimg.cc/T5ng86ZH
I am boggled by this.
Hey guys, im trying to use getPos setPos to make a player move to a stretcher
ive managed to do the getPos, setPos and ATL
But the player faces a different direction each time on the stretcher, how/should i use setDir?
player setPosWorld (getPosWorld medtent);
player setPosATL (getPosATL medtent);
player switchMove "UnconsciousReviveBody_B";
That ^ is in the trigger atm
Attach player to the stretcher how you like then detach
@dark fern you only need the ATL line, no need for the World line
You can also use e.g player setDir getDir medTent
how to you set the distance on the arsenal? thank you
What distance @graceful sage
@spring oxide distance on activating the arsenal. to set loadout.
Like you get close to arsenal and it will give you a ladout
Or the distance you need to be from arsenal to be able to access it
Does anybody know why this wouldnt be working on a dedicated server? Specifically the trigger not moving players to the getPos position ..
CONDITION :
this && (player in thisList)
ACTIVATION :
player allowDamage false;
player setPos (getPos medtent);
player setPosATL (getPosATL medtent);
player setDir getDir medtent;
player switchMove "UnconsciousReviveBody_B";
PP_wetD = ppEffectCreate ["WetDistortion",300];
PP_wetD ppEffectEnable true;
PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2];
[1,"WHITE",15,1] call BIS_fnc_fadeEffect;
The switchmove, and ppEffects are working fine
just not the getPos
setPos*
how is medtent declared?
Sorry mate, what do you mean by that?
medtent is an object on top of a bed that the player is meant to be moved to ... Just an antibiotics bottle ive named 'medtent'
is it placed and named in Eden or created by script?
Ah, placed in Eden
named too?
again though,```sqf
player setPos (getPos medtent); // useless
player setPosATL (getPosATL medtent);
Okay ill remove that and give it a test, is that likely to fix the issue of it not moving the player at all?
Yeah it positions the player in the bed so theyre facing the right direction
I mean, do you see this setDir effect?
Yeah, without it the player would end up facing random directions each time
The setDir effect wasnt working on dedi though
…no, I mean you said "the switchmove works, ppEffect works"
HA, thanks
and did the ppEffect work too?
No mate, before respawn
the idea in its entirety
- MEDEVAC heli drops player off at landing pad with the above trigger attached
- They move into a 'hospital bed'
- a scene plays out around them then fades to black
- they respawn on custom position and effects end
maybe add as a condition that the player is out of a vehicle, dunno
since you use the player command, do not make this trigger server-side, too
Yeah ive got it set to run locally
This is it running on my machine, it works the same tested in SP and MP (With MP obviously working with the respawn at the end)
and you have an error showing
Yeah its to do with the fade effect, but that works on dedi too haha
remove errors first ¯_(ツ)_/¯
Aye ill give that a go
Does making the missions in 'missions' and 'mpmissions' make a difference? Realised this has been saved to the 'missions' folder
no, as long as you have files in it
Gotcha, thanks for the help
So I've got an emergency question here, with an hour left. I've got a situation where when a player respawns, it keeps everything in their kit, but strips off their primary weapon.
This is not desirable behavior.
Using "Custom Respawn on Position"
I've got all the relevant .sqf's in the folder.
@eager wyvern Need more info. Is this your own mission? Did this ever occur in testing? What mods do you have loaded.
First guess is a bug involving the Respawn Event Handler and SOME other script. Got the files uploaded anywhere?
This is a mission I'm testing, there are mods involved, and it's a mission I'm building right now. Previous missions didn't have this problem, I'm thinking its a setting bork.
Mods are quite a few, but CUP, ACE, Ravage, and some miscellaenous
Goodness. Could be several things then. Does any script or anything in the mission change the inventory/equipped items of players?
Nope. This is an extremely script light mission. I prefer
Less scripting in missions
OK. And does respawn mean Death --> Respawn. Or do players that start the mission have this problem?
Players start in fine, it's only death or forced respawn, I've narrowed it down, by loading the addon settings for the server I'm on, it narrows it to only occuring when they respawn in the MHQ vehicle
Which addon's settings are you changing?
If you read this, I ask because: Whatever addon lets you assign special respawn points (such as MHQ's) may also have some sort of loadout script. Might be worth a look.
Yeah, I'll track that later. I'm declaring it shippable having deleted the MHQ, subbed in 6 UAZ's for them to drive to the AO, and pinging me for tele if needed.
Thanks tho
Gives me some leads to work
@spring oxide yes distance needed to acess it. ty
Oh than I can't help you but I'm sure someone will be able
I'm sure that there is a way to do it
Try asking in #arma3_scripting
Is there any reason why a moving non-vehicle physics object might interact differently with an AI (i.e. fail to interact) as compared to a player?
Excellent.
Does anyone know what the weapon mount walls are called?
Been going through the editor and can't find them haha.
weapon mount walls?
like the ones that you can mount weapon on?
if yes than you can mount weapon anywhere
yes, but what is it called. I tried searching mount and weapon wall in the eden editor
nothing came up
what do you mean "weapon mount"?
Static turrets are listed under "turrets" @dire mango
ah, didn't check Old Man yet. Maybe it's a script, though
I believe he means mount as one would a trophy, rather than as a firing position.
did anyone figure out how to use any old man modules yet?
↑ if you know, please be sure to notify us in #community_wiki so we can document them ☻
woulda thought it was just plopping them down and synching but no go
Question, anyone know why AI turns in my mission? They are on waypoint waiting for trigger. At first they were standing still facing correct way but later on i checked them and this is happening:
https://gfycat.com/welloffthoughtfulamericanriverotter
…a passing plane? 😋
i would love so, nothing is flying or driving on map
can i repair it without adding move off/on to every trigger?
😄
I don't know, but it might be a conflict of one trigger saying "go" while another says "stop"; they try to turn in order to leave, and never leave because they are constantly recalculating the path
There is only one trigger, can this still be an issue?
hmm, is there chance that civilian presence module is overwriting it?
it should not affect civilians you spawn, no
try setting a systemChat "go!" and systemChat "stop!" on every thing that could change their behaviour
also if you have only one trigger that repeatedly fires "unit move position", the unit will never move because it will keep on calculating
Thanks for help but i couldn't find whats causing it (switched off simulation and enableSimulation true; in trigger)
i don't know how to make missions i would like to learn from someone the yuotube videos just arn't that helpful for me
start basic
have an idea
break it down to components
then search for how to do each of them
to use OldMan modules in edtor: #include "\a3\Missions_F_Oldman\Systems\commonDescription.inc" in description.ext
you also need to have the old man init module to use all the other ones
guy
guys i got a small issue, im looking to include addactions with all of my tasks (e.g accessing laptop when 'downloading files'), but right now my character is stuck still in animation although the downloading files part has passed,
{(_this select 1) playMove 'Acts_Accessing_Computer_out';}, ERROR MISSING ;
wheres the issue?
full code plz
[this,
"Upload Program",
"\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"isNil 'var_dataUpload' && _this distance _target < 3",
"isNil 'var_dataUpload' && _caller distance _target < 3",
{(_this select 1) playMove 'Acts_Accessing_Computer_Loop';}, {parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FFFF00'>Transferring</t><br/><t color='#FFFF00'></t><br/><br/><t size='1.25' color='#CCCCCC'>%1% Complete</t><br/><br/>",round ((_this select 4) * 4.16),name (_this select 1)] remoteExec ["hintSilent"]},
{parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#00FF00'>Uploaded</t><br/><t color='#00FF00'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]; missionNamespace setVariable ["var_dataUpload",true,true]; {(_this select 1) switchMove 'Acts_Accessing_Computer_loop';},
sleep 5; "" remoteExec ["hintSilent"]}, {parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FF0000'>Aborted</t><br/><t color='#FF0000'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]},
[],
10, 10] call bis_fnc_holdActionAdd;
now as far as my coding/scripting and fault finding knowledge goes, i tried {(_this select 1) switchMove "";}, aswell as {(_this select 1) switchMove "'Acts_Accessing_Computer_out";}, to no avail
(and im not a coder, this isnt my code) (for the record)
[this,
"Upload Program",
"\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"isNil 'var_dataUpload' && _this distance _target < 3",
"isNil 'var_dataUpload' && _caller distance _target < 3",
{(_this select 1) playMove 'Acts_Accessing_Computer_Loop';}, {parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FFFF00'>Transferring</t><br/><t color='#FFFF00'></t><br/><br/><t size='1.25' color='#CCCCCC'>%1% Complete</t><br/><br/>",round ((_this select 4) * 4.16),name (_this select 1)] remoteExec ["hintSilent"]},
{parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#00FF00'>Uploaded</t><br/><t color='#00FF00'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]; missionNamespace setVariable ["var_dataUpload",true,true]; {(_this select 1) switchMove 'Acts_Accessing_Computer_loop';},
sleep 5; "" remoteExec ["hintSilent"]}, {parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FF0000'>Aborted</t><br/><t color='#FF0000'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]},
[],
10, 10] call bis_fnc_holdActionAdd;
reference documentation: https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
too many Code arguments I guess.
i am getting many error messages
but im not a scripter
so at a loss
im trying to finalise all different tasks into one intel room in training base, before copy pasting and editing respectively into each mission of campaign to increase workflow
Something tells me that you started from a working script, copied/pasted the code that seemed to do the job and hoped it worked
something like that yh
heres the full story:
[this,
"Disable Pump",
"\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa",
"isNil 'var_pumpIsDisabled_1' && _this distance _target < 3",
"isNil 'var_pumpIsDisabled_1' && _caller distance _target < 3",
{(_this select 1) playMove "Acts_carFixingWheel";},
{},
{(_this select 0) say "repair"; sleep 1; {private _ppEffect = "#particlesource" createVehicle position PUMP_1; _ppEffect setParticleClass "AmmoSmokeParticles2"; _ppEffect attachTo [PUMP_1, [0, 0, 0]];} remoteExec ["BIS_fnc_spawn", 2]; missionNamespace setVariable ["var_pumpIsDisabled_1",true,true];},
{(_this select 1) switchMove "";},
[],
14,
10] call bis_fnc_holdActionAdd;
steampump 'Damage steam pump task' this is where i extracted the '{(_this select 1) playMove "Acts_carFixingWheel";},' and adapted with access computer loop
[this,
"Upload Program",
"\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"isNil 'var_dataUpload' && _this distance _target < 3",
"isNil 'var_dataUpload' && _caller distance _target < 3", {(_this select 1) playMove "Acts_carFixingWheel";},
{parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FFFF00'>Transferring</t><br/><t color='#FFFF00'></t><br/><br/><t size='1.25' color='#CCCCCC'>%1% Complete</t><br/><br/>",round ((_this select 4) * 4.16),name (_this select 1)] remoteExec ["hintSilent"]},
{parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#00FF00'>Uploaded</t><br/><t color='#00FF00'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]; missionNamespace setVariable ["var_dataUpload",true,true]; sleep 5; "" remoteExec ["hintSilent"]},
{parseText format["<br/><img size='2' image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa'/><br/><br/><t size='1.5'>Upload Data</t><br/><br/><t size='1.5' color='#FF0000'>Aborted</t><br/><t color='#FF0000'>(%1)</t><br/><br/><br/><br/>",name (_this select 1)] remoteExec ["hintSilent"]},
[],
60,
10] call bis_fnc_holdActionAdd;
laptop this is where the {(_this select 1) playMove "Acts_carFixingWheel";}, was pasted
yep, you should get the help of a scripter
I mean, a dedicated that could help you on this, not just "hints" from here
my knowledge goes as far as making sense of all that i can read, but any further depth, even a little, and my brain is like CPU overclocking about to go on fire
lol
can you do this?
nope, it's way too late on my side
Hello, I might be posting this in the wrong channel, I apologize for that...if this is the wrong one please suggest where should i do it.
Last few days I've been dealing with a RHS Stryker that when combined with ACE mod becomes almost indestructible. I am using the latest RHS and ACE compatibility mod.
First plan was to use this addEventHandler ["HandleDamage", {(_this select 2)/0.1}];. This does change vehicle overall Health/Armor, however the problem is actually that the stryker doesnt take ANY damage to most of its components. Only engine and fuel tanks can be damaged.
Has anyone experienced something like this? Is there a way to fix it or work around the problem?
I think i am looking for a way to adjust the damage to each component the same way I've done to the overall Health/Armor...if that is possible
might be a stupid question, SP scenario I am making. Trigger activated bombing run, I would like if I could do the run myself and implement that in the scenario. Is that possible?
there is a module for that already
CAS module
synch to trigger
select plane and weapon
done
My MP mission always resets to slot selection during joining process. Anybody here has an idea why?
Vanilla Arma? Do you use an MP framework?
My MP mission always resets to slot selection during joining process. Anybody here has an idea why?
@idle river
Its quite often missing addon(in my case), check server RPT
nope, it's way too late on my side
@cinder holly What does this mean, sorry?
it was night time 🌜
Anyone know how to get textures to work in cfgORBAT defined in description.ext
__EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])
class CfgORBAT
{
class 1stDiv
{
id = 7; // Unit ID
idType = 0; // Unit ID type
side = "West"; // Unit side from CfgChainOfCommand >> Sides
size = "Division"; // Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon
type = "HQ"; // Unit type from CfgChainOfCommand >> Types
insignia = "/crest.paa"; // Unit insignia, displayed in ORBAT background and in tooltip
colorInsignia[] = {0,0,1,1}; // Insignia image color (white default), can be either RGBA array, or class from CfgMarkerColors
commander = "Colin Weir"; // Name of unit commander. Can be either direct name, or class from CfgWorlds >> GenericNames (random name from the list is then selected)
commanderRank = "GENERAL"; // Rank of unit commander (by default selected based on unit size)
text = "%1 (United Kingdom) %3";
textShort = "%1 DIV UK";
texture = "crest.paa"; // Custom texture, will replace icon set by 'type' param.
color[] = {0,0,1,1}; // Custom color, will replace color set by 'side' param. Can be either RGBA array, or class from CfgMarkerColors
description= "All of your text would go here."; // A brief description of the group or unit.
// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.
};
};
im getting texture errors
the wiki gives this example
texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");
``` so I assume you need to define your texture paths from the mission root, in your case it would probably be
```cpp
texture = __EVAL(MISSION_ROOT + "crest.paa");
how do you get blud's oldman-activating code to work?
i have zero experience with using description.ext
what would it take to get it working?
put a description.ext file in your mission folder and put that inside it
just the " #include "\a3\Missions_F_Oldman\Systems\commonDescription.inc" " specifically?
ey its doing something now
I've had this issue for ages in multiplayer missions that I make/host where other players cannot properly loot dead enemy units.
For example, when the client player opens an enemy vest to take magazines, the magazines do not transfer to the client players inventory when they right click them. They also cannot drag and drop the items from the enemy inventories to their own.
The client players have to use a walkaround where they ultimately move the magazines from the enemy inventory to the ground then in to the client players inventory.
Side note, I mostly use loadouts that I save in virtual arsenal to replace the gear of AI units. No sure if that's related.
Is anyone familiar with this issue? Or know a fix for it?
13:17:38 Dedicated host created.
13:17:52 Game Port: 2302, Steam Query Port: 2303
13:17:52 Host identity created.
13:18:11 RCT Arcane uses modified data file
13:18:11 Mission Tazer%20Tag%20MP.VR read from bank.
13:18:11 Player RCT Arcane connecting.
13:19:14 Player RCT Arcane connected (id=76561197990551750).
13:19:14 Roles assigned.
13:19:14 Reading mission ...
13:19:14 mpmissions__cur_mp.VR\mission.sqm/Mission/Entities/Item0.type: Vehicle class Land_Ammostore2 no longer exists
i get this when I try to host a server with tadst
it just repeats the last two
you have a object in your mission that doesn't exist
id assume im looking for a Land_Ammostore2
ye
I have 60 playable characters that show up in single player but not in multiplayer
any ideas
zero in multiplayer?
no player slots show up in multiplayer
missing mods
but all are there in single player
yes hosting it from my computer using tadst
Hey guys just wondering is there a command for teleporting that is relative to the objects postion? To explain in case that question doesn't make sense im using attachto command and detach to help simulate landing craft for a vehicle but since it the vehicle doesn't fit to well it decides to explosible decompress when detaching. Is there a way to have the vehicle move say 5 meters then detach? I would use preset coordinates and just teleport but the boats are player driven so it won't be a preset dropoff.
If not it's not the end of the world will just find another way or just spawn it in in zeus
see worldToModelmodelToWorld @fallow star
Awesome thank you so much!
So i tried adding Vic1 modelToWorld [0,10,0];(Vic1 being the vehicle to be moved) to a triggers' condition then setting it off and nothing seems to be happening(The trigger works since i set it up to activate a sound so i could rule that out. Is anything in that line wrong as far as it seems?
it gets the position, that's it
if you want to set the vehicle 10m forward "itself", do```sqf
vic1 setPosATL (vic1 modelToWorld [0,10,0]);
@fallow star ^
ohhhhh ok thank you so much that worked. Apparently i cant read lol.
Hey everybody, new to mission making and I havent been able to find an up to date and complete answer.
Is there a way to add custom loadouts to units in a mission and make it stick completely? Whenever I edit the loadout everything is fine but on starting the actual scenario the uniform reverts to what it originally was
Hello there, i have medium Experience with Mission making, i was thinking about making a new Version of antistasi, with different Moddet factions, i don't quite know where to start Here, If there is anyone which could provide me a way of doing this/a Link to a Tutorial would be already enough
Is it possible for an enemy faction only engage when they 100% know you're an enemy? I thinking of a behind enemy lines style thing, I'm wanting to wear OPFOR kit but dont want OPFOR to instantly shoot on sight as if we're wearing BLUFOR stuff etc
But also if we do start killing people then they know were enemy
Scenario idea is basically - pretending to be separatists so we can go behind their lines and hack some info and destroy some things dressed up as the bad guys
is there a way to make all placed objects in the editor have no damage instead of going into each object and setting it to disable damage
@lethal scarab select them all right click, attributes
Did you mean to post this in missions? Anyway, did you define all that fun dust stuff in the config outside of cfgSurfaces?
oh sorry lets continue in terrain
Is there any documentation on the Old Man Modules?
not yet
😦 Any possible eta? Theres so much good jazz in here that would be awesome to use
no eta 😢
Damn 😦 I'm sad haha
i posted above a line you have to put in description to activate the modules
so you can at least start playing around with them
many of them are easy to understand when opening them
Hey anyone would happen to know why respawnOnStart in description.ext would cause the MP version of a scenario to, not load any player slots at all ? (though it could be unrelated)
I simply want to have players to spawn in at the start and have them to respawn on unlockable respawn points over completion of objectives.
I searched around and checked through documentation, but nothing really helped
@vernal brook How far up was this may I ask?
nvm found it
so, lou made it into the community profile
you have no evidence this is me
it is a conspiramacy
Hey i got this problem and it's happening with all player no mater what unit they're playing as, or group, and also it's effecting all my custom missions right now. everyone's invincible. they can get hurt but never die. any ideas? is there a setting or something i might have flipped?
perhaps
a mod, or something maybe?
yeah no it was the mod having an issue with armor values making you invinceable or something if you ran a basic revive, all good now.
Afternoon all,
Any ideas on this error?
Multiplayer mission with:
Respawn = 3;
RespawnDelay = 15;
respawnDialog = 1;
respawnTemplates[] = {"Base","Counter"};
respawnOnStart = -1;
respawnButton = 1;
As the relevant description.ext lines. Respawn module used as 'BASE' position for respawn.
Result: Respawn occurs on place of death UNTIL does places down a respawn point. At which point the placed Zeus respawn module is ignored but the respawn position dictated in 3den now start functioning correctly.
Additional symptom: If a player respawns any players with Zeus enabled (slot or admin) crash to desktop. Abort before respawn timer activates seems to avoid this.
I've been faffing with this for days and i'm stumped. any ideas?
what is the "Base" template?
because I think you want to use "MenuPosition" instead (see: https://community.bistudio.com/wiki/Arma_3_Respawn)
Hmm looks like it might be double-defining it
Should I drop the "Respawn = 3" in favour of respawnTemplates[] = {"Base","MenuPosition"};
Respawn = 3; // = "BASE"
respawnTemplates[] = {"MenuPosition","Counter"};
Unless you have a custom template called Base
"Base" is an official template, so it should have the same outcome as Respawn = 3
I'll try what you suggested though, cheers for the input
@late breach That seems to have fixed it, made my day bud. Now just need to see if Zeus still crashes 🙂 But that's one bug squished.
Situation: I want to have a task where once players vanilla interact with multiple objects the task completes. How would I go about this, mainly the conditions wise since I'm shocking at scripting?
you can add actions to tthem and triggers
I've got the task down pat, its the "once _item1 interact, once _item2 interact" etc etc I dont know how to do
Once all the items have been interacted with the task completes
well what are the interractions?
The vanilla circle ones, literally called 'interact'
The hold action interact
BIS_fnc_holdActionAdd
Hi, is there any way to disable apex objects? It seems that i have added some objects from this dlc but i dont have it boughted so i wanna remove them. I filtered by "apex" and there is no object with that name
objects added with the apex update have the apex icon next to them in eden and in the arsenal
the only thing you should have to worry about is player-usable vehicles and equipment since the rest should work without the DLC
Nope, cause im using mods so all apex items appears with this mods logo
that sounds like a bad mod
if you want to find specifically apex stuff i would recommend either getting rid of the mod or asking the mod author to fix it
I mean
It says I need downloadable content, but it doesnt says addons, just content, and i was playing a few hours ago
if you want to find specifically apex stuff i would recommend either getting rid of the mod or asking the mod author to fix it
@tranquil wigeon in fact, how can this be solved?
i mean unless a mod is changing something you should be able to see the apex logo on any apex content
off to the right of its name in eden and arsenal
this symbol right here
Yep, but it just showing in some of them
it should show in anything that requires the DLC and then some
I cannot disable dlc or something like this?
no the dlc is autoloaded
and even if you could unloading it now would just break the scenario
wait are you trying to do something with tanoa
nope
can you still edit the scenario?
yes of course, the error is poping up when i try to play as a player
i think that might just be using DLC content as a player
so i would recommend checking the player gear and if you're in a vehicle that as well
what is the kit you start with specifically?
@hidden quiver , see https://community.bistudio.com/wiki/Arma_3_DLC_Restrictions for a list of restricted (w/ advertisement) items.
what is the kit you start with specifically?
@tranquil wigeon I started it with C_Man_polo_1_F
that's just a civilian right?
sort by mod should put all the DLC content together
it's going to be something your character is wearing at the start of the mission
or if you start in a vehicle it will possibly be that
sort by mod should put all the DLC content together
@tranquil wigeon how
or if you start in a vehicle it will possibly be that
@tranquil wigeon Nope, just a player in the middle of the map
in the arsenal click on sort by alphabet and change it to sort by mod
it's just above the list of items
in the arsenal click on sort by alphabet and change it to sort by mod
@tranquil wigeon Can you open the arsenal without being a player?
in the editor you can right click on any placed NPC including the player
and then open the arsenal through that
or i believe it was just through right clicking them although i don't remember off the top of my head
Not working, player is clean with removeAllWeapons this; on init
Maybe i have added some stuff onto the map without noticing
it's not Apex content then.
@cinder holly I think yes cause when i enter without player (as camera) it says i used apex premium content
if you place units with Apex content/weapons or even if you place Apex buildings in a mission, you won't get any warning.
ads come only if you use Apex content you don't own
yeah, you're using apex content on that character
@cinder holly Mmm, I just found out that now with nothing in the mission (only a civilian) he doesn't leave either, when before he left me and tells me that downloadable content is missing.
the civilian is presumably wearing or carrying something from apex
@cinder holly Mmm, I just found out that now with nothing in the mission (only a civilian) he doesn't leave either, when before he left me and tells me that downloadable content is missing.
@hidden quiver Let me check equipment
delete your civilian, place a BLUFOR Soldier (not Tropical) and start the mission
Im using face "Ximi"
…buy Apex, really 😄
…buy Apex, really 😄
@cinder holly Nice solution! 😆 . It could but it is a mission for a server where not everyone has it, I do not think it is a thing on the map because as I said earlier this afternoon I was able to play.
…if you are using Tanoa…
isn't ximi an asian face?
No, it isnt Tanoa
because that may be from apex if it is
isn't ximi an asian face?
@tranquil wigeon Yep, i also tried with Collins
alright collins is vanilla i think
Not working
is your character wearing a scarf or anything?
@tranquil wigeon https://i.gyazo.com/bb5b8d42d5e36215695098659fe9d246.png
what is that map?
Quite odd, anyway, thanks for the help!! @tranquil wigeon
np
Hi I need help https://prnt.sc/s8b2bt
i just realized the dlc restrictions are... completely unreliable
went over the list again because it was posted further above and just noticed that the vorona and maaws launchers are not restricted?!
why? and why is the rpg-7 restricted?
what makes the difference?
there's so many clothes that are not restricted, but then suddenly other stuff is restricted. at first i thought it's because restricted items obviously have new 3d models... but that's not an ultimate truth either, because as we can see with the launchers above, which are also new 3d models..
really makes me wish we had another icon in the virtual arsenal which makes it clear what is restricted and what isn't... i mean, what's the use of the dlc icon if the objects are still available for everyone anyway? right now it obviously just adds to the confusion
@earnest cove I know 😢
There are DLC items, and the Premium DLC items are restricted! They should be marked, e.g with a lock
y u not have dlc boombooms?
tbh the most fun guns in old man are the marksman dlc one
s
What is the most reliable and efficient way to have pre-destroyed buildings in multiplayer?
i.e. one that works under all environments
Mortar strike
a tiny lock icon next to the DLC icons would indeed be very useful
@sinful rampart…?
I am sure @astral bloom would be very happy with it too! 😁
Think of his eyes, filled with joy and sparkles
huh what
would having a teeny tiny distinction for premium DLC assets in Arsenal be (easily) possible? I know it implies UI…
sssshh! leave dedmen alone! he has important things to do!
I don't do UI nor Script, and Arsenal is both
KK already made a command to retrieve restrictions, I assume it'd be trivial to add something to arsenal
I mostly want to know, is it worth a ticket?
I won't do it, can't tell
Mission making is the best
amma request that 😉 it is lacking from the very beginning, I thought for far too long that Apex icon == non-accessible for non-Apex owners
same here
I didn't even know until a few days ago that the apex nvgs aren't restricted. I could swear they were in the beginning.
I think I found this fact when I noticed that some icons on DLC items like Full Ghillie and Driver Coverall were disappeared. That's weird... I know what would cause this, but I think devs, especially Moricky and KK would need to work. Luckily there's a new command to get info, getAssetDLCInfo might be the thing to do it.
added to the FT ticket 😉
What's the current subtitle meta? I'm jumping into building a coop mission and don't want to flood the radio channel when the players could use it, but I can't seem to get BIS_fnc_EXP_camp_playSubtitles to accept color changes :/
pretty sure it never allowed color changes
you'd have to make your own function or i'm pretty sure there was a mod for that
... nevermind
It does o.0
The example I was tweaking didn't have </t> at the end
Okay, booping this one to scripting help.
Worked it out on my own with a little reddit help. And discovered I can load .paas into subtitles.
Welp, now one of my units only talks in emojis.
VIPER BLUE 1-3: 😃
personally i never liked the color change, because it represents the radio channel color
and side channel is... blue
if you don't set any colour, it's all white
oooh yeah, in the campaign it was blue!
class Altis : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class Stratis : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class Tanoa : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class Malden : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class Enoch : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class VR : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
class Livonia : CAWorld
{
cutscenes[] = {"TF461JungleOverwatch"}; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
``` can anyone tell me why Livonia , stratis and what ever enoch is , are the only ones that run my cutscene...
the rest of the maps cutscenes are not replaced by mine
@sinful rampart I want you to know your mod has made zeusing missions and running them in general so so much better. Thank you
been fighting with playsound3d all day
aim for the eyes
I've got
playSound3D ["sound\generator_run.ogg", p1, false, getPosASL p1, 4, 1, 120]
cfg sounds is set up right because it works with say3D
sound\generator_run.ogg ?
(as it is an absolute path that is needed)
CfgSounds does nothing with playSound3D, as Lou mentioned
so I would use something like this?
_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
_soundToPlay = _soundPath + "sounds\some_sound_file.ogg";
playSound3D [_soundToPlay, _sourceObject, false, getPos _sourceObject, 10, 1, 50];
getMissionPath "sounds\some_sound_file.ogg"```This is enough to get path
what do I do with that?
This returns full path so you can use this to use playSound3D
so this?
getMissionPath "sound\generator_run.ogg";
playSound3D ["sound\generator_run.ogg", p1, false, getPosASL p1, 4, 1, 120];
playSound3D [getMissionPath "sound\generator_run.ogg", p1, false, getPosASL p1, 4, 1, 120];```
that works thanks
however I can't seem to make it any louder
I set the volume value from 4 to 20 all the way up to 800 with no effect
Since A3 v1.91.145537 the maximum volume allowed is 5. Exceeding this will result in sound not being played when executed remotely.
do I have to edit the ogg file to increase the volume?
Or maybe duplicate playSound3D
and I'm guessing the +db in cfg sounds has no effect
so run the playsound3d command twice?
Is one of the solution
hay i was wanted to know if there was a way to make the paradrop way point drop all the multiplayer people and not just one team
have you tried unload? it might be a long shot tho
@vagrant cape you could do the following server-side:```sqf
_heli spawn {
private _cargo = fullCrew [_heli, "cargo", false];
{
[_x, _heli] remoteExec ["leaveVehicle", _x];
[_x, ["eject", _heli]] remoteExec ["action", _x];
sleep 1;
} forEach _cargo;
};
Ok and that works with the cup add on right
yes
Ok I will try it when I get on becouse it weird like when it just me playing one of the three teams SL that all jump when it me and my friends playing just my team jumps
Is it better to use 3DEN to create complex scenes, or struggle through with scripting them out?
Eden
in MP, everyone has the mission.sqm file and network is not used for object creation
Fair. Does that apply to unit creation too? I'm detailing my big ambush scene, but dunno if I want to have all the actors in place at mission load, or script them in when the players are near.
that' server performance issue, although you could create everything then disable simulation until needed
@loud kindle you could place the units in Eden and set them to both invisible and enablesimulation false, then activate them later by script. Gives you a decent overview during editing and saves server performance during showtime.
enablesimulation I know, but invisible? @tame sage
hideObject
Huh... I'll give that a try. Not that performance has been an issue so far.
Or... tested, really ._.
But hey, anything to help.
Hi. I'm looking for a way to show the shooter his hits on a target. For example yellow circles on a target. Does anyone know a way? I saw this once in a clan I played with. Thanks for help.
Query: I'm looking for a file. A very particular file. One related to MCC. I'm sure it must be there, because there's no way one would add dynamic ambient fire to a game with out, if you're having people as missionmakers and zeus build and then be compelled to interact with it.
Specifically, the file I want is called "EXTINGUISH*********** DAMNFIRESNOWBECAUSEMYPLAYERSAREBURNINGALIVE.sqf
Any leads?
Is there a way to filter/whitelist what zeus can spawn in mission ?
I want to prevent zeus to spawn certain vehicles or units.
Where do I need to put this CfgVehicles for the F/A-181 Black Wasp II [B_Plane_Fighter_01_F] and the F/A-181 Black Wasp II (Cluster) [B_Plane_Fighter_01_Cluster_F] for the edited presets to be applied to my warlords mission?
https://discordapp.com/channels/105462288051380224/122121444703338496/706843459746660383
my guess would be: in an addon
Anybody knows mods with good modern western radar models?
Anyway to customize the Edit Terrain Object module's coverage radius? I am attempting to destroy some cities in large amounts, and Edit Terrain Object is the only way to have it done before the mission starts (unlike destroycity function, and setdamage)
Use hideobjectglobal and foreach loop. I.e., for each object of "Building" kind.
are you saying hide the object and then replace it with the destroyed model?
because I am wanting the destroyed models there, of course, not just buildings hidden
"are you saying hide the object and then replace it with the destroyed model?"
Ah, sorry, setdamage 1, of course. And you can do it before the mission start. To avoid creating sqf, you can add new logic to your map, and place the script there.
Works perfectly, thanks!
I have been racking my brain trying to get the fog to stop creeping in on mission start. I think I've tried everything. Class Intel Forecast=0, I have fog parameter set in my ini. I don;t get it
How would I go about having a support asset not disappear due to dynamic simulation. I wish to use said support asset to call in tomahawk missiles, but its so far away it vanishes due to DS
Is there some sort of code I can put in the init that disables it from vanishing?
@opal hound in Eden: Ctrl + i → fog to zero
@errant topaz there is a tickbox in the object's Eden properties
@cinder holly It disappears regardless of whether its ticked or unticked
Dynamic Simulation does not hide objects
Then why would said asset get hidden? The game recognises its there, but when I call in support nothing happens because its physically not there
Dynamic Simulation disables the simulation, it doesn't -hide- the object (a.k.a it is still visible, just disabled)
as for "ticked or not it does not change anything", which box are you ticking?
The special states, enable dynamic simulation
yep, just that should do
note that it can also depend on its group
I was under the impression that dynamic sim hides the object but still simulates its path finding etc until you get close then spawns then in?
Dose someone have the Vanilla Warlords config AS a preset fro me?, I am struggeling to make one
I mean Requisitiom thing
unsure, but have you checked https://community.bistudio.com/wiki/Arma_3_MP_Warlords ?
Thats exactly what i needet TY
wich programming language is that in?
what is?
the Warlords code
…which one?
there is cpp-like config, and sqf scripts
Nvm, I got it
I clicked something and i can't move anything in Eden Smoothly
Its annoying
set and unset the translation grid
The major staging of my mission is done... now on to dialogue and beautification T_T
i have an issue anyone can help me?
i have just created a map with no object but my friend whitout Apex dlc can't go inside my server
and in config.cpp, apex is not requered
i'm going crazy for solve that 😫
I created a prop from one of my backpacks , does anyone know how i can make it stand upright and not fall flat when i run the mission?
enableSimulation
tried turning that off but no luck
Is there a way to give my self Curator/zeus through the debug console?
yes
Cool any info or what the code line is? Please
In what part of the code needs to change in order to get to work for my arma 3 profile?
😦
Hey guys , so i am trying to loop an animation indefinitely in the intro phase of a mission```cpp
this switchMove "HubShootingRangeKneel_move1";
while {alive this} do {
waitUntil {(animationState this) != ("HubShootingRangeKneel_move1")};
this switchMove "HubShootingRangeKneel_move1";
};
can anyone tell me why this is happening?
if you put this in the init field, the error is from the waitUntil @balmy axle
yeah i just moved it to sqf and the error is gone , but my animation is not looping , any idea how i can fix that?
is it played?
Code?
man1 switchMove "HubShootingRangeKneel_move1";
while {true} do
{
if((animationState man1) != ("HubShootingRangeKneel_move1")) then
{
sleep 0.1;
man1 switchMove "HubShootingRangeKneel_move1";
};
};
``` i changed it to this to try and see if i can fix it
no success
man1 spawn {
while { sleep 0.1 ; alive _this } do {
waitUntil { animationState _this != "HubShootingRangeKneel_move1" };
_this switchMove "HubShootingRangeKneel_move1";
};
};
```else you can use an AnimationDone EH
so i can place this in the intiIntro sqf?
yep
maybe the animation doesn't "end" but "freezes", IDK
try
man1 switchMove "HubShootingRangeKneel_move1";
man1 addEventHandler ["AnimDone", { params ["_unit", "_anim"]; _unit switchMove _anim; }];
w/ pleasure
O7
hey guys i think i migght need some help, so i was making an opfor base for my mission right, and i had set up a shooting range, is there a way i can get some guys to shoot at the tarrgets? so farr i had just maade them lie down on the floor?
btw im still fairly new to eden and arma 3 scripting
Hey fellas, I got what should be a quick and easy question.
If I throw down Livonia assets (like buildings, for example) in a mission, will it have a forced DLC Dependency?
@leaden hare nope, only weapons and the map
Danke!
Lookign for someone who can make a mission on Altis with a U.S. Military base with basic MilSim stuff. I dont want to jam this chat up with the details, but if anyone can do something like that I would appreciate the help.
@smoky kelp you should move this post to #creators_recruiting, I suppose - even if it is not paid, this is the channel for it
Im trying to get a working spawn point on the CUP LHD
but right now player still spawn under the LHD in the water
ive tried just about every solution i could find
I've created a starting zone for player on a template in the VR Range. I plan to take this SQM and copy it to other map folders. Some maps the starting zone appears beneath the terrain. Is there anyway to get the starting zone objects to always be set at the base terrain level? If that makes sense.
you can have a script that would set the items to terrain level, but creating them by script would be easier
Arma 2 🙃
Time to play A2
Thye link to a thread about compat
So we'll see if there is anyway to leverage it or not
I'm working with a friends mission and making a few changes. what do the last two numbers mean?
_value = selectBestPlaces [_mapC,RYD_JR_mapSize,_expression,200,24];
I think I need to know so I can get something to work better
not sure yet😳
@opal hound see https://community.bistudio.com/wiki/selectBestPlaces
and no, I don't have more info than that (unfortunately)
👊
🔨
Following up to hopefulyl benefit someone else
This seems to work very well for the intended purpose
Unfortunately goign to have to do some work arounds to get to somehow preinit the playable slots, otherwise you cant slot to start mission
Is it possible to have all playable slots ina mission spawn from a script?
yes, playableUnits
see https://community.bistudio.com/wiki/playableUnits @vivid herald (and bookmark the wiki!)
Right on, ill get to digging. Ty
Perhaps im lost on the order of this. I have been unsuccesful as of yet to get the playable slots to spawn via script and be available at mission start
What do you mean / have you tried? @vivid herald
The script side that spawns the playable slots / starting area is working as intended. On mission start through the init.sqf it calls a function to place a composition from the mission folder. The composition contains a building and all the playable slots for the mission. Problem is the slots don't appear in the lobby screen. My first thought was to attempt to move it to preinit by including preinit = 1; in the function. But I don't think that will work to have the playable slots appear in the lobby screen before the mission "loads".
My second thought was to place the playable slots at 0,0,0 in mission file then move them to an object in the composition after mission start, unfortunately that doesn't seem ideal either as terrain elevation differences can make the playable slots below/above terrain.
In short - I need a way for the function to run so that the slots appear in the lobby screen before mission start. I looked into the playableunits wiki but I am not sure that addresses this issue. I am thinking its maybe a lack of knowledge on initialization order on my part.
The mission file/config contains the amount of slots and need to be set before the mission is even loaded. So it's not possible to run scripts from the mission beforehand
im trying to make an ambush for 3 hours now only trying to figure out why a trigger doesnt want to go from normal mission making to multiplayer server
can you share the trigger code?
its not about it
the trigger as an entity
doesnt appear
everything else i place does though
the code works when i apply it dirrectly to the group
the trigger is the problem cause it just pops out of existence
Is it syn'd to units? with the sync to function?
IIRC if a uni that a triger is sync'd to doesnt spawn in, the trigger ceases to exist/work
i didnt sync anything to the trigger
actually i syncd but i desyncd it
would it still keep the state either way?
Would you mind providing the condition / activation field?
it shouldnt retain the state, couldnt hurt to remake ont he off chance it clear it
but i think the issue is buried in the condition/act field. Probably a similar reference to a unit, and when it doesnt exist, the trigger ceases to work/exist.
can i send them as screenshots?
Sure
dont have perms for it tho