#arma3_scenario

1 messages · Page 46 of 1

quartz lion
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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

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Though that is your directly accessing the mission file itself rather than being a client on a server^^

near dock
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I'm pretty sure he already has access to zeus

nocturne shell
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Yeah I do

quartz shoal
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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?

cinder holly
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why do you have to check the spawn location?

you could use selectRandom on an array of positions, and code accordingly?

quartz shoal
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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.

west silo
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@cinder holly sqf waitUntil { not isNull player }; // JIP-friendly necessary for initPlayerLocal.sqf?

cinder holly
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IDK!

west silo
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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

cinder holly
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weeell, init.sqf needs it

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(for JIP)

regal hatch
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hey guys

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anybody know why the RSPN cave system modes arnt showing up in my eden editor?

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the mods are loaded but not showing up in game

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any help?

rocky carbon
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Maybe they don't have editor classes.

sterile bane
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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?

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The AI also absolutely refuse to follow waypoints, so maybe the whole map is trash

late breach
balmy axle
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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;

wild zenith
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I'll try replicating the same thing and see what happens to me, troubleshoot from there

balmy axle
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thanks bud

wild zenith
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res1 i presume is a marker?

balmy axle
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yeah

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HQ marker

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grp_lead is a squadleader (also playable) and in this case what i use to test the mission

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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

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might be because grp_lead does not exist at this time tho

wild zenith
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do you select your spawn position on mission start or do you spawn in at a pre-defined location on start?

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i know that same issue happens a lot in public zeus servers

balmy axle
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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

wild zenith
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oh it automaticaly makes you select your spawn at the start i see.

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Okay i found whats causing it

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how are you defining grp_lead and grpMedic? Variables in the units or in a script?

balmy axle
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in units

wild zenith
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So it isnt working because grp_lead and grpMedic dont exsist, your right

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so i would say use myRespawn1 = [west,"res1"] call BIS_fnc_addRespawnPosition; only at first

balmy axle
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so thats why i am being dropped into the ocean?

wild zenith
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and theres probably a function to detect when the others exsist

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you can tie the other respawns to that function

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yeah

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they havent spawned in the map yet when they are "playable" in mp

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so they are just null

balmy axle
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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?

wild zenith
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I think you can have wait until !("grp_lead"==null), followed by creating the new respawn

balmy axle
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but why does my static respawns not work? is it because the script stops due to an error?

wild zenith
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yeah i think respawns are all tied together in the engine so if 1 breaks they all break

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otherwise the static should work fine

balmy axle
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thanks , mind if i go test this out quick?

wild zenith
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go for it

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ah i dont think that will work

balmy axle
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nope , getting errors

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waitUntil {alive player }; maybe

wild zenith
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Weird. Even after removing the unit respawn points and having only the player and the static respawn, im still spawning in the water.

balmy axle
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thats very weird and worrying at the same time

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so is it the addRespawn function thats broken?

wild zenith
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Not sure, playing with a few different things with it

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I started a new scenario

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put down a squad all playable, and two static spawns. Doesn't work.

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maybe its because i have it in initserver this time tho

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didnt work in init either

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hmm

balmy axle
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going to try via trigger

wild zenith
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do you have a respawn delay on

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static respawns worked for me once i added a delay

balmy axle
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hmm okay ill do that quick

wild zenith
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it works for me now with the units

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one of my static respawns is respawn_west, and the other res2

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working with ai disabled as well

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i'll send you the file to look at

balmy axle
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sweet , thanks so much!

balmy axle
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[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
green zodiac
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Does anyone know how to make the equipment storage infinite?

west silo
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Arsenal

green zodiac
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I mean, like increase the equipment storage of a container so i can place more items into a container

west silo
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Not possible. But you can add more items via script

green zodiac
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So i can bypass the limit with a script?

cinder holly
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yes

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crate addMagazineCargo ["HandGrenade", 999999];
``` once you pick one, you can't put it back in though.
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@green zodiac ^

green zodiac
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Thanks.

balmy axle
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@green zodiac with 3den enhanced you can go to the storage section and just select virtual

shut zenith
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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

cinder holly
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@shut zenith OB?

shut zenith
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object builder

cinder holly
shut zenith
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... my bad, hit the wrong channel. sorry

cinder holly
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np ^^

brazen pasture
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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?

near dock
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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

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Since its a script you have to set up the script inside your own missionfile

brazen pasture
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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

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how do i make it see the files?

near dock
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can you post the link to a picture of how your missionfile is set up?

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As in what directories and what files exist

brazen pasture
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yeah 1 sec

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so i have a server init, a common init and a client init

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the lines in question are 66,67 and 69

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i dont really understand compile and preprocess and how it differers from compile final

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or how this like DAPS_fnc_StartNewDefinitions get called

sinful rampart
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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

near dock
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I'm not sure how it works when you're editing an existing mission like that

brazen pasture
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hmm, i dont really understand the explanation sadly

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is it important for what im trying to acomplish?

sinful rampart
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I didn't read the rest of the text 😄

brazen pasture
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what do you mean by final flag

cinder holly
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compileFinal is no use if you directly use call

call compileFinal // meh
call compile // yeah
brazen pasture
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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?

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im trying to understand when one is used vs the other and why

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like i think the mission does not know about the DAPS_fnc_StartNewDefinitions despite me making the file known

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so when it trys to call it it cant find it?

cinder holly
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no it's not an issue, just a good practice.

brazen pasture
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ok, so what is the reason for DAPS_fnc_StartNewDefinitions not being found? when that happens to you guys what is the normal reason?

cinder holly
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DAPS_fnc_stuff not being defined

brazen pasture
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how do i define it better

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i mean that stuff should all work from the content creater, im 100% sure the problem is on my end

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and just how im trying to get the code to startup when the mission starts up

cinder holly
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right now, I don't see where you define it

brazen pasture
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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

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do I take DAPS_fnc_StartNewDefinitions and add that into the init file somehow?

cinder holly
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you call "Test\Start.sqf" twice actually.

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one with call compile, one with execVM.

brazen pasture
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compile calls?

cinder holly
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that might be your issue.

brazen pasture
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ok, which one should i keep?

cinder holly
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¯_(ツ)_/¯

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I believe there is a doc for this framework; refer to it

brazen pasture
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ok ill mess around with it some more, yeah i read a bunch of documentation, my understanding of it is failing me

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is compile used to put it into memory, i thought the compile part was to make it get loaded easier

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like to put that stuff into the ram so it could get called quickly

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instead of trying to pull it from the hard drive

cinder holly
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it is about equal in performance if you only call it once

brazen pasture
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the mod essentially runs a loop

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once started

cinder holly
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yes, but the file is read only once.

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execVM = read file, parse it, exec the code

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call = exec the code
compile = parse it
preprocessFileLineNumbers = read file

brazen pasture
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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?

sinful rampart
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read and call
What read?

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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

brazen pasture
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ic, so i should always use file line numbers then

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execVM = read file, parse it, exec the code
so compile wont run the code? what does it wait for?

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to be called by a execVM?

sinful rampart
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what does it wait for?
wait? why wait?
no compile just compiles the code

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execVM = read file, parse it, exec the code
execVM = read file, preprocess, compile, spawn
Same as spawn compile preprocessFile

brazen pasture
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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?

sinful rampart
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compiling and preprocessing is expensive

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doing it once, and storing it in a variable is way better for things that you call more than once

brazen pasture
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so when the start runs, its got the variables inside, so does it not have the variables it needs to call? for itself?

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i guess me question is with regards to a global variable

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if a global variable is inside a file that gets run from the init, does that variable have to be referanced outside the file?

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for it to function properly

cinder holly
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no, it's global

sinful rampart
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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

brazen pasture
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yeah thats what im figuring

cinder holly
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execVM "initValue.sqf"; // in the file: `ABC = true`
hint str ABC; // shows "true"
brazen pasture
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i followed the guide and im still not having any luck.. im trying to find where i messed up

cinder holly
brazen pasture
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sorry about that

balmy axle
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/* 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];
cinder holly
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@balmy axle
1/ forgot to camCommit
2/ PiP have a render distance limitation
3/ setCaptive

balmy axle
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@cinder holly camCommit?
tgt is ~122m away so i doubt its PiP render limitations
what must i setcaptive?

cinder holly
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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?

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(@balmy axle)

balmy axle
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@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

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oh right if i make the uav a captive then it wont be shot at or detected

cinder holly
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"detected" yes, but not considered an enemy

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as for the camCommit (sorry), after your last camSetXXX (camSetFov here)

balmy axle
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cam1 camSetFov 0.1; this one?

cinder holly
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yes

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every camSet- command requires camCommit
every camPrepare- command requires camCommitPrepared

balmy axle
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/* 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?

cinder holly
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plenty of wrongs, let me correct this

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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
balmy axle
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can i rename "camera" to "camera1"?

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if yes then this is still not working sadly 😦

cinder holly
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you did mix camPrepare/camSet,
tried creating a "camera1",
and attached to a vehicle while locking its camera to…

well, lots

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can i rename "camera" to "camera1"?
no
you can rename _camera to _camera1, but ```sqf
"camera" camCreate (…)

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"camera" or "seagull" iirc

balmy axle
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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?
cinder holly
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it won't conflict; this is not the camera's name

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it is the camera's type, which is different

balmy axle
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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

cinder holly
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…you placed the stream to a TV, not to the main screen?

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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)"];

balmy axle
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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

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okay

cinder holly
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if you don't need the stream, don't use it 🙃 :p

balmy axle
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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

cinder holly
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¯_(ツ)_/¯

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you can be in only one camera at a time, yeah

balmy axle
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so you cannot be in a camera while you have drone feed displaying? isnt there functions for uav drone feed to display on TVs?

cinder holly
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I think you can 🤔

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how is BIS_fnc_camera streaming to the TV though?

balmy axle
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its not , its placing me in the back of the room

cinder holly
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please, tell me without code what you want to do?

balmy axle
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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

cinder holly
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you could simply place yourself as a player unit

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you can dismiss this then

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)"];

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if you use the "uavrtt", does it work? @balmy axle

balmy axle
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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

cinder holly
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try creating it after maybe?

balmy axle
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how?

cinder holly
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well, placing my code before the BIS_fnc_camera call?

balmy axle
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never thought of doing that in the initIntro.sqf

cinder holly
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(you can, no worries)

balmy axle
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well dam white screen again...

cinder holly
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then, I think I don't know! I will give it some tests along the day.

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it might be to avoid endless camfeed loops

balmy axle
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yeah maybe

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ill try some stuff

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thanks for trying!

balmy axle
cinder holly
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are you making a mod?

balmy axle
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jup

cinder holly
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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

balmy axle
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sweet will do so , thanks bud

cinder holly
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Good luck!

tame sage
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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?

cinder holly
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yes
set the ppEffect to default values
ppEffectCommit
once committed, delete
@tame sage

brazen pasture
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Hi, does anyone know of anyway to add AI pathfinding driving to map editor placed bridges?

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via some sort of panel or model or script creation?

cinder holly
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@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.

brazen pasture
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@cinder holly nah that helps actually, what im trying to do is add AI path finding to a eden placed bridge model.

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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

cinder holly
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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

pulsar acorn
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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.

cinder holly
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they are unbreakable this time 😉

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but they didn't "fix" it, it's the same

pulsar acorn
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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

cinder holly
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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

pulsar acorn
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and that wooden one just nope lol they drive off the sides of it

cinder holly
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we need a Kojima to connect these people with Bridges

pulsar acorn
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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

cinder holly
#

wha?

pulsar acorn
#

lemme see if I can vid a example.

cinder holly
#

if the bridge is distorted because of the POV, I am afraid the game is not at fault here :p

pulsar acorn
#

no you'll see what I mean

#

camera zooms in tight for some reason only when ya on the bridge/off the ground

cinder holly
#

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

pulsar acorn
#

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

cinder holly
#

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…)

brazen pasture
#

@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?

cinder holly
#

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… use move, and they will cross by themselves?

pulsar acorn
#

see that Im not a fan of. AI should basically have a limited range of sense...

cinder holly
#

it's a computer game, not a swarm of AI computers fighting you (also you wouldn't stand a chance 😄)

pulsar acorn
#

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. 😅

cinder holly
#

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 😛

pulsar acorn
#

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.

cinder holly
#

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".

pulsar acorn
#

yeah other groups on same side. take out the TL which is their link to High Command... virtually I was thinking...

cinder holly
#

they would not care, you would have to script that

brazen pasture
#

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?

cinder holly
#

roads cannot be placed from vanilla editor

brazen pasture
#

oh...

cinder holly
#

and I don't get your "cross bridge" issue

brazen pasture
#

so you place a bridge in the vanilla editor

cinder holly
#

if you want them to cross, give them a waypoint on the other side of the water

brazen pasture
#

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

cinder holly
#

you didn't tell me about you placing the bridges

#

(or I did read poorly)

brazen pasture
#

well thats what i meant lol

#

so is there anyway to get pathfinding on editor placed bridges?

cinder holly
#

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?

brazen pasture
#

ok ill do that and get back to you

rocky carbon
#

Might depend on the bridge model too.

#

Especially modded ones are often made wrong way.

zealous glade
#

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.

  1. 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.
  2. Is it best to script loadout on vanilla assets instead of using moded assets?
  3. 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.

vernal brook
#

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

zealous glade
#

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?

vernal brook
#

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

cinder holly
#

dynamic simulation stops calculating AI/units/physics for units that ar far from players, so it is saving performances yes

pulsar harness
#

Anyone know a new ace csw classnames for spg9

#

i can get them to add ammo into the crate

tiny falcon
#

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

tiny falcon
#

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

tame sage
#

@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 :/

cinder holly
#

disabling PPeffects only disable a few, not all of them

spice dragon
#

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?

cinder holly
#

try adding a little delay before maybe?

tiny falcon
#

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

sinful rampart
#

loops?

#

back to mission selection?

#

yes rpt

#

i have 5 minutes

tiny falcon
#

Ok i think link sharing is prohibitted so can i dm you the link (it's in google drive)

sinful rampart
#

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

tiny falcon
#

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

sinful rampart
#

no the network stuff is deffo not it

tiny falcon
#

Ok, thanks a lot!

tiny falcon
#

Imma try to see if it helps

opal hound
#

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

cinder holly
#

hmm, context?

opal hound
#

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

cinder holly
#

given it's a radius, it's sqrt(2) so 1.41 yes
aren't the corners water anyway?

opal hound
#

no, Cambodia by bludski

#

oh, 1.41 and not 1

cinder holly
#

that's why 1.4 in the original code I believe

dusty lion
#

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 🙂

rocky carbon
#

@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.

dusty lion
#

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 🙂

opal hound
#

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?

serene terrace
#

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?

cinder holly
#

Arma*

and you can play whatever you want @serene terrace , even a rabbit

serene terrace
#

Ok, good to know

scenic shard
#

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?

cinder holly
#

I mean… you are the tank buster, not us! 😛

scenic shard
#

I'm not as good as I used to be 🙂

cinder holly
#

you can set damage to selections, some would be invisible I think
you could also use EH indeed HandleDamage or Hit

brazen pasture
#

@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.

cinder holly
#

ok

brazen pasture
#

maybe I can make a scripted ferry or something

scenic shard
#

@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

karmic glade
#

where can I find old_man pbo files ?

quartz shoal
#

Arma 3\Expansion\Addons

#

I assume it's missions_f_oldman.pbo

desert fossil
#

Does nyone havy any idea how to properly use the Old Man modules? I'm interested in the shop module.

karmic glade
cinder holly
#

I suppose that they have been introduced with the patch @karmic glade

#

check the animation viewer?

late crag
#

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.

rocky carbon
#

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.

late crag
#

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!

rocky carbon
#

Probably running the same script but by using create3denEntity command

late crag
#

Will try, thanks 🙂

sand nacelle
#

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

hearty stump
#

Hi, does arsenalRestrictedItems[] take wildcards e.g. {"U_B_soldier_*", "*_VR"}?

cinder holly
#

try and thy shalt see

hearty stump
#

welp

#

we stepping where no man stepped before bois

sinful rampart
#

I would assume no

granite ocean
#

anyone know where i can find any documentation on the new old man modules?

west silo
#

There is none, except what's in the Editor

cinder holly
#

try checking in the Functions viewer @granite ocean

granite ocean
#

will take a look, thank you

sand nacelle
#

anyone willing to help me troubleshoot my mission?

#

im having trouble with the show/hide module

#

We can chat or talk

sand nacelle
#

anyone?

rocky carbon
#

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

sand nacelle
#

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

rocky carbon
#

while im not the expert you need but to me that sounds logical

cinder holly
#

hide/show module works on mission start, it is not "an area where things go invisible"

#

@sand nacelle ^

sand nacelle
#

in that case what should I do to make a mission with dynamic objectives?

cinder holly
#

I don't see the connection between the hide module and dynamic objectives?

sand nacelle
#

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

cinder holly
#

use the Dynamic Simulation Manager to save resources
else use the hide/show module to hide and show what is in the area

loud forge
#

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.

carmine plaza
#

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?

cinder holly
#

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

carmine plaza
#

Thanks, I'll try that.

loud forge
#

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

late breach
#

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.

loud forge
#

I fixed it with a script to profile any non profiled units every 60 seconds! thank you @late breach

sand nacelle
#

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

sand nacelle
#

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

cinder holly
#

it only saves the mission.sqm elsewhere, yes

fathom meteor
#

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.

near dock
fathom meteor
#

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?

fathom meteor
#

semicolons*

sand nacelle
#

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.

quartz shoal
#

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?

sand nacelle
#

thank you so much

vernal brook
#

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

sand nacelle
#

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

rocky carbon
#

do you have lots of stuff placed down?

quartz shoal
#

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.

sand nacelle
#

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

rocky carbon
#

Nah I dont have time to take that deep look sorry. Was just wondering if you have build something that contains thousands of objects

vernal brook
#

spawning causes stuttering

#

dynamic sim avoids that

north quiver
#

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

cinder holly
#

go ahead!

signal coral
#

@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?

cinder holly
#

Well, what is the difference between those two entries?

signal coral
#

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?

cinder holly
#

no I mean, I got the line-height difference; I asked if there was some definition/script difference?

signal coral
#

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.

cinder holly
#

so both created the exact same way

if so, can you try creating them in reverse order, seeing if there is a difference?

signal coral
#

Will do.

near dock
#

Btw I'd like to mention that using ASCII drawings is a really interesting idea blep

signal coral
#

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.

dark fern
#

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

wheat dagger
#

Attach player to the stretcher how you like then detach

cinder holly
#

@dark fern you only need the ATL line, no need for the World line

You can also use e.g player setDir getDir medTent

graceful sage
#

how to you set the distance on the arsenal? thank you

spring oxide
#

What distance @graceful sage

graceful sage
#

@spring oxide distance on activating the arsenal. to set loadout.

spring oxide
#

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

dark fern
#

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*

cinder holly
#

how is medtent declared?

dark fern
#

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'

cinder holly
#

is it placed and named in Eden or created by script?

dark fern
#

Ah, placed in Eden

cinder holly
#

named too?

dark fern
#

Yeah mate

#

Theres no external scripts the above 'script' is all within a trigger

cinder holly
#

again though,```sqf
player setPos (getPos medtent); // useless
player setPosATL (getPosATL medtent);

dark fern
#

Okay ill remove that and give it a test, is that likely to fix the issue of it not moving the player at all?

cinder holly
#

nope

#

does the setDir do anything?

dark fern
#

Yeah it positions the player in the bed so theyre facing the right direction

cinder holly
#

I mean, do you see this setDir effect?

dark fern
#

Yeah, without it the player would end up facing random directions each time

#

The setDir effect wasnt working on dedi though

cinder holly
#

…no, I mean you said "the switchmove works, ppEffect works"

#

HA, thanks

#

and did the ppEffect work too?

dark fern
#

Sorry haah

#

Yeah the ppEffect was fine

cinder holly
#

on dedi

#

do you run this on respawn?

dark fern
#

No mate, before respawn

the idea in its entirety

  1. MEDEVAC heli drops player off at landing pad with the above trigger attached
  2. They move into a 'hospital bed'
  3. a scene plays out around them then fades to black
  4. they respawn on custom position and effects end
cinder holly
#

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

dark fern
#

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)

cinder holly
#

and you have an error showing

dark fern
#

Yeah its to do with the fade effect, but that works on dedi too haha

cinder holly
#

remove errors first ¯_(ツ)_/¯

dark fern
#

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

cinder holly
#

no, as long as you have files in it

dark fern
#

Gotcha, thanks for the help

eager wyvern
#

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.

signal coral
#

@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?

eager wyvern
#

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

signal coral
#

Goodness. Could be several things then. Does any script or anything in the mission change the inventory/equipped items of players?

eager wyvern
#

Nope. This is an extremely script light mission. I prefer

#

Less scripting in missions

signal coral
#

OK. And does respawn mean Death --> Respawn. Or do players that start the mission have this problem?

eager wyvern
#

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

signal coral
#

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.

eager wyvern
#

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

graceful sage
#

@spring oxide yes distance needed to acess it. ty

spring oxide
#

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

kindred relic
#

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?

rocky carbon
#

simpler simulation

#

especially at distance

#

so yes

kindred relic
#

Excellent.

dire mango
#

Does anyone know what the weapon mount walls are called?

#

Been going through the editor and can't find them haha.

spring oxide
#

weapon mount walls?

#

like the ones that you can mount weapon on?
if yes than you can mount weapon anywhere

dire mango
#

yes, but what is it called. I tried searching mount and weapon wall in the eden editor

#

nothing came up

cinder holly
#

what do you mean "weapon mount"?
Static turrets are listed under "turrets" @dire mango

dire mango
#

The wall you can mount weapons on in Old Man.

#

In the shed.

cinder holly
#

ah, didn't check Old Man yet. Maybe it's a script, though

crystal atlas
#

I believe he means mount as one would a trophy, rather than as a firing position.

vernal brook
#

did anyone figure out how to use any old man modules yet?

cinder holly
#

↑ if you know, please be sure to notify us in #community_wiki so we can document them ☻

vernal brook
#

woulda thought it was just plopping them down and synching but no go

shut lake
cinder holly
#

…a passing plane? 😋

shut lake
#

i would love so, nothing is flying or driving on map

#

can i repair it without adding move off/on to every trigger?

#

😄

cinder holly
#

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

shut lake
#

There is only one trigger, can this still be an issue?

#

hmm, is there chance that civilian presence module is overwriting it?

cinder holly
#

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

shut lake
#

Thanks for help but i couldn't find whats causing it (switched off simulation and enableSimulation true; in trigger)

noble spruce
#

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

vernal brook
#

start basic

#

have an idea

#

break it down to components

#

then search for how to do each of them

vernal brook
#

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

vernal brook
#

have so far gotten several things to work

#

shops (semi), patrrols, bases

brisk temple
#

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?

cinder holly
#

full code plz

brisk temple
#

[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)

cinder holly
#
[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&#37; 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;
#

too many Code arguments I guess.

brisk temple
#

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

cinder holly
#

Something tells me that you started from a working script, copied/pasted the code that seemed to do the job and hoped it worked

brisk temple
#

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

cinder holly
#

yep, you should get the help of a scripter

#

I mean, a dedicated that could help you on this, not just "hints" from here

brisk temple
#

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?

cinder holly
#

nope, it's way too late on my side

placid vessel
#

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

frigid latch
#

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?

vernal brook
#

there is a module for that already

#

CAS module

#

synch to trigger

#

select plane and weapon

#

done

idle river
#

My MP mission always resets to slot selection during joining process. Anybody here has an idea why?

cinder holly
#

Vanilla Arma? Do you use an MP framework?

shut lake
#

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

brisk temple
#

nope, it's way too late on my side
@cinder holly What does this mean, sorry?

cinder holly
#

it was night time 🌜

bleak prawn
#

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

barren dove
#

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");
bleak prawn
#

yeah i just read that last part
big brain move from me

#

ill test that

tranquil wigeon
#

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?

vernal brook
#

put a description.ext file in your mission folder and put that inside it

tranquil wigeon
#

just the " #include "\a3\Missions_F_Oldman\Systems\commonDescription.inc" " specifically?

#

ey its doing something now

exotic quiver
#

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?

jovial lily
#

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

sinful rampart
#

you have a object in your mission that doesn't exist

jovial lily
#

id assume im looking for a Land_Ammostore2

sinful rampart
#

ye

jovial lily
#

I have 60 playable characters that show up in single player but not in multiplayer

#

any ideas

sinful rampart
#

zero in multiplayer?

jovial lily
#

no player slots show up in multiplayer

sinful rampart
#

missing mods

jovial lily
#

but all are there in single player

sinful rampart
#

check server log

#

or you mean local multiplayer?

jovial lily
#

yes hosting it from my computer using tadst

sinful rampart
#

so not local then

#

missing mods as i said, check serverlog

jovial lily
#

just randomly started working

#

thanks

jovial lily
#

tazer tag if anyones interested

opal hound
#

thanks everybody for so much help!

#

RHSPKL is next

fallow star
#

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

cinder holly
#

see worldToModel modelToWorld @fallow star

fallow star
#

Awesome thank you so much!

fallow star
#

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?

cinder holly
#

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 ^

fallow star
#

ohhhhh ok thank you so much that worked. Apparently i cant read lol.

topaz saffron
#

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

wraith hull
#

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

errant topaz
#

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

lethal scarab
#

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

silver girder
#

@lethal scarab select them all right click, attributes

craggy path
#

Did you mean to post this in missions? Anyway, did you define all that fun dust stuff in the config outside of cfgSurfaces?

vernal brook
#

oh sorry lets continue in terrain

errant topaz
#

Is there any documentation on the Old Man Modules?

cinder holly
#

not yet

errant topaz
#

😦 Any possible eta? Theres so much good jazz in here that would be awesome to use

sinful rampart
#

no eta 😢

errant topaz
#

Damn 😦 I'm sad haha

vernal brook
#

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

silent swift
#

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

errant topaz
#

@vernal brook How far up was this may I ask?

errant topaz
#

nvm found it

earnest cove
#

so, lou made it into the community profile

cinder holly
#

you have no evidence this is me

vernal brook
#

it is a conspiramacy

sharp storm
#

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?

cinder holly
#

perhaps
a mod, or something maybe?

sharp storm
#

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.

crystal frost
#

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?

late breach
#

what is the "Base" template?

crystal frost
#

Hmm looks like it might be double-defining it

#

Should I drop the "Respawn = 3" in favour of respawnTemplates[] = {"Base","MenuPosition"};

late breach
#
Respawn = 3; // = "BASE"
respawnTemplates[] = {"MenuPosition","Counter"};

Unless you have a custom template called Base

crystal frost
#

"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
#

Base Currently empty.

#

you can add it, but doesn't do anything

crystal frost
#

aaaaah, i see. I thought that was due it is being obvious

#

Muppet moment

crystal frost
#

@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.

errant topaz
#

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?

vernal brook
#

you can add actions to tthem and triggers

errant topaz
#

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

vernal brook
#

well what are the interractions?

errant topaz
#

The vanilla circle ones, literally called 'interact'

#

The hold action interact

#

BIS_fnc_holdActionAdd

hidden quiver
#

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

tranquil wigeon
#

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

hidden quiver
#

Nope, cause im using mods so all apex items appears with this mods logo

tranquil wigeon
#

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

hidden quiver
#

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?

tranquil wigeon
#

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

hidden quiver
#

Yep, but it just showing in some of them

tranquil wigeon
#

it should show in anything that requires the DLC and then some

hidden quiver
#

I cannot disable dlc or something like this?

tranquil wigeon
#

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

hidden quiver
#

nope

tranquil wigeon
#

can you still edit the scenario?

hidden quiver
#

yes of course, the error is poping up when i try to play as a player

tranquil wigeon
#

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?

cinder holly
hidden quiver
#

what is the kit you start with specifically?
@tranquil wigeon I started it with C_Man_polo_1_F

tranquil wigeon
#

that's just a civilian right?

hidden quiver
#

Yep

#

Arma3 Base

#

Is there a way to filter the objects by dlc?

tranquil wigeon
#

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

hidden quiver
#

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

tranquil wigeon
#

in the arsenal click on sort by alphabet and change it to sort by mod

#

it's just above the list of items

hidden quiver
#

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?

tranquil wigeon
#

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

hidden quiver
#

Not working, player is clean with removeAllWeapons this; on init

#

Maybe i have added some stuff onto the map without noticing

cinder holly
#

it's not Apex content then.

hidden quiver
#

@cinder holly I think yes cause when i enter without player (as camera) it says i used apex premium content

cinder holly
#

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

tranquil wigeon
#

yeah, you're using apex content on that character

hidden quiver
#

@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.

tranquil wigeon
#

the civilian is presumably wearing or carrying something from apex

hidden quiver
#

@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

cinder holly
#

delete your civilian, place a BLUFOR Soldier (not Tropical) and start the mission

hidden quiver
#

Ok im gonna try with "B_Soldier_F"

#

Not working

tranquil wigeon
#

do you have facewear set in your profile?

#

check your facewear in the inventory

hidden quiver
#

Im using face "Ximi"

cinder holly
#

…buy Apex, really 😄

hidden quiver
#

…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.

cinder holly
#

…if you are using Tanoa…

tranquil wigeon
#

isn't ximi an asian face?

hidden quiver
#

No, it isnt Tanoa

tranquil wigeon
#

because that may be from apex if it is

hidden quiver
#

isn't ximi an asian face?
@tranquil wigeon Yep, i also tried with Collins

tranquil wigeon
#

alright collins is vanilla i think

hidden quiver
#

Not working

tranquil wigeon
#

is your character wearing a scarf or anything?

hidden quiver
tranquil wigeon
#

what is that map?

hidden quiver
#

@tranquil wigeon One on a mod

#

But as I said, I was able to play this afternoon :/

tranquil wigeon
#

idk

#

that's an odd issue

hidden quiver
#

Quite odd, anyway, thanks for the help!! @tranquil wigeon

tranquil wigeon
#

np

quaint creek
earnest cove
#

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

cinder holly
#

@earnest cove I know 😢
There are DLC items, and the Premium DLC items are restricted! They should be marked, e.g with a lock

vernal brook
#

y u not have dlc boombooms?

#

tbh the most fun guns in old man are the marksman dlc one

#

s

faint whale
#

What is the most reliable and efficient way to have pre-destroyed buildings in multiplayer?

#

i.e. one that works under all environments

cinder holly
#

Mortar strike

earnest cove
#

a tiny lock icon next to the DLC icons would indeed be very useful

cinder holly
#

@sinful rampart…?

I am sure @astral bloom would be very happy with it too! 😁
Think of his eyes, filled with joy and sparkles

sinful rampart
#

huh what

cinder holly
#

would having a teeny tiny distinction for premium DLC assets in Arsenal be (easily) possible? I know it implies UI…

vernal brook
#

sssshh! leave dedmen alone! he has important things to do!

sinful rampart
#

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

cinder holly
#

I mostly want to know, is it worth a ticket?

sinful rampart
#

I won't do it, can't tell

mossy slate
#

Mission making is the best

cinder holly
#

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

earnest cove
#

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.

astral bloom
#

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.

cinder holly
#

added to the FT ticket 😉

loud kindle
#

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 :/

earnest cove
#

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

loud kindle
#

... nevermind

#

It does o.0

#

The example I was tweaking didn't have </t> at the end

#

Okay, booping this one to scripting help.

loud kindle
#

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: 😃

cinder holly
#

kill it with fire!

#

but yeah it does work, because the text is parseTexted 😉

earnest cove
#

personally i never liked the color change, because it represents the radio channel color

#

and side channel is... blue

cinder holly
#

if you don't set any colour, it's all white

earnest cove
#

did they change the apex subtitle code?

#

because back then it was fixed to blue

cinder holly
#

oooh yeah, in the campaign it was blue!

balmy axle
#
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

old flare
#

@sinful rampart I want you to know your mod has made zeusing missions and running them in general so so much better. Thank you

signal coral
#

been fighting with playsound3d all day

cinder holly
#

aim for the eyes

signal coral
#

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

cinder holly
#

yep, but playSound3D takes the file path, not a config name

#

see getMissionPath

signal coral
#

sound\generator_run.ogg ?

cinder holly
#

(as it is an absolute path that is needed)

astral bloom
#

CfgSounds does nothing with playSound3D, as Lou mentioned

signal coral
#

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];

astral bloom
#
getMissionPath "sounds\some_sound_file.ogg"```This is enough to get path
signal coral
#

what do I do with that?

astral bloom
#

This returns full path so you can use this to use playSound3D

signal coral
#

so this?
getMissionPath "sound\generator_run.ogg";
playSound3D ["sound\generator_run.ogg", p1, false, getPosASL p1, 4, 1, 120];

astral bloom
#
playSound3D [getMissionPath "sound\generator_run.ogg", p1, false, getPosASL p1, 4, 1, 120];```
signal coral
#

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

astral bloom
#

Since A3 v1.91.145537 the maximum volume allowed is 5. Exceeding this will result in sound not being played when executed remotely.

signal coral
#

do I have to edit the ogg file to increase the volume?

astral bloom
#

Or maybe duplicate playSound3D

signal coral
#

and I'm guessing the +db in cfg sounds has no effect

astral bloom
#

As I said CfgSounds never works with playSound3D

#

There's no relationship with them

signal coral
#

so run the playsound3d command twice?

astral bloom
#

Is one of the solution

vagrant cape
#

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

balmy axle
#

have you tried unload? it might be a long shot tho

cinder holly
#

@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;
};

vagrant cape
#

Ok and that works with the cup add on right

cinder holly
#

yes

vagrant cape
#

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

loud kindle
#

Is it better to use 3DEN to create complex scenes, or struggle through with scripting them out?

cinder holly
#

Eden

#

in MP, everyone has the mission.sqm file and network is not used for object creation

loud kindle
#

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.

cinder holly
#

that' server performance issue, although you could create everything then disable simulation until needed

tame sage
#

@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.

loud kindle
#

enablesimulation I know, but invisible? @tame sage

cinder holly
#

hideObject

loud kindle
#

Huh... I'll give that a try. Not that performance has been an issue so far.

Or... tested, really ._.

#

But hey, anything to help.

dusky lodge
#

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.

eager wyvern
#

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?

karmic glade
#

Is there a way to filter/whitelist what zeus can spawn in mission ?

#

I want to prevent zeus to spawn certain vehicles or units.

fleet steppe
cinder holly
#

my guess would be: in an addon

hallow adder
#

Anybody knows mods with good modern western radar models?

cold canyon
#

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)

hallow adder
#

Use hideobjectglobal and foreach loop. I.e., for each object of "Building" kind.

cold canyon
#

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

hallow adder
#

"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.

cold canyon
#

The buildings will still blow up when the mission starts

#

In my experience

hallow adder
#

Then you need to disable effects on damage 🙂

#

Read the manual at setdamage

cold canyon
#

Works perfectly, thanks!

opal hound
#

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

errant topaz
#

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?

cinder holly
#

@opal hound in Eden: Ctrl + i → fog to zero

#

@errant topaz there is a tickbox in the object's Eden properties

errant topaz
#

@cinder holly It disappears regardless of whether its ticked or unticked

cinder holly
#

Dynamic Simulation does not hide objects

errant topaz
#

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

cinder holly
#

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?

errant topaz
#

The special states, enable dynamic simulation

cinder holly
#

yep, just that should do
note that it can also depend on its group

errant topaz
#

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?

wraith hull
#

Dose someone have the Vanilla Warlords config AS a preset fro me?, I am struggeling to make one

#

I mean Requisitiom thing

cinder holly
wraith hull
#

Thats exactly what i needet TY

wraith hull
#

wich programming language is that in?

cinder holly
#

what is?

wraith hull
#

the Warlords code

cinder holly
#

…which one?
there is cpp-like config, and sqf scripts

wraith hull
#

Nvm, I got it

#

I clicked something and i can't move anything in Eden Smoothly

#

Its annoying

mossy lava
#

set and unset the translation grid

loud kindle
#

The major staging of my mission is done... now on to dialogue and beautification T_T

humble junco
#

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 😫

balmy axle
#

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?

humble junco
#

enableSimulation

balmy axle
#

tried turning that off but no luck

rain gazelle
#

Is there a way to give my self Curator/zeus through the debug console?

sinful rampart
#

yes

rain gazelle
#

Cool any info or what the code line is? Please

rain gazelle
#

In what part of the code needs to change in order to get to work for my arma 3 profile?

sinful rampart
#

Don't know

#

thats 3 years old

rain gazelle
#

😦

balmy axle
#

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?
cinder holly
#

if you put this in the init field, the error is from the waitUntil @balmy axle

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?

cinder holly
#

is it played?

balmy axle
#

it plays 1 time then stops

#

and the unit freezes

cinder holly
#

Code?

balmy axle
#
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

cinder holly
#
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
balmy axle
#

so i can place this in the intiIntro sqf?

cinder holly
#

yep

balmy axle
#

cool let me try this quick

#

@cinder holly animation still only runs once 😦

cinder holly
#

maybe the animation doesn't "end" but "freezes", IDK
try

man1 switchMove "HubShootingRangeKneel_move1";
man1 addEventHandler ["AnimDone", { params ["_unit", "_anim"]; _unit switchMove _anim; }];
balmy axle
#

yeah that might be the case

#

@cinder holly you brilliant genius!!

cinder holly
#

w/ pleasure

balmy axle
#

O7

foggy breach
#

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

leaden hare
#

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?

cinder holly
#

@leaden hare nope, only weapons and the map

leaden hare
#

Danke!

smoky kelp
#

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.

cinder holly
#

@smoky kelp you should move this post to #creators_recruiting, I suppose - even if it is not paid, this is the channel for it

signal coral
#

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

vivid herald
#

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.

cinder holly
#

you can have a script that would set the items to terrain level, but creating them by script would be easier

vivid herald
#

Hmm. Lots of objects. Seems like it would take some time.

#

thanks for response

vivid herald
#

Thinking this may work

cinder holly
#

Arma 2 🙃

vivid herald
#

Time to play A2

#

Thye link to a thread about compat

#

So we'll see if there is anyway to leverage it or not

opal hound
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I'm working with a friends mission and making a few changes. what do the last two numbers mean?

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_value = selectBestPlaces [_mapC,RYD_JR_mapSize,_expression,200,24];

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I think I need to know so I can get something to work better

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not sure yet😳

cinder holly
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and no, I don't have more info than that (unfortunately)

opal hound
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👊

cinder holly
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🔨

vivid herald
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Following up to hopefulyl benefit someone else

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This seems to work very well for the intended purpose

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Unfortunately goign to have to do some work arounds to get to somehow preinit the playable slots, otherwise you cant slot to start mission

vivid herald
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Is it possible to have all playable slots ina mission spawn from a script?

cinder holly
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yes, playableUnits

vivid herald
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Right on, ill get to digging. Ty

vivid herald
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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

cinder holly
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What do you mean / have you tried? @vivid herald

vivid herald
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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.

late breach
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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

vivid herald
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That is what i expected but needed confirmed

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Thank you

vestal flare
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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

vivid herald
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can you share the trigger code?

vestal flare
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its not about it

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the trigger as an entity

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doesnt appear

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everything else i place does though

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the code works when i apply it dirrectly to the group

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the trigger is the problem cause it just pops out of existence

vivid herald
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Is it syn'd to units? with the sync to function?

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IIRC if a uni that a triger is sync'd to doesnt spawn in, the trigger ceases to exist/work

vestal flare
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i didnt sync anything to the trigger

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actually i syncd but i desyncd it

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would it still keep the state either way?

vivid herald
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Would you mind providing the condition / activation field?

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it shouldnt retain the state, couldnt hurt to remake ont he off chance it clear it

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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.

vestal flare
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can i send them as screenshots?

vivid herald
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Sure

vestal flare
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dont have perms for it tho