#arma3_scenario

1 messages Β· Page 47 of 1

vivid herald
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copy the text in?

vestal flare
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i dont have anything as conditions

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_group1 setCombatMode "RED";
_group1 setBehaviourStrong "COMBAT";

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and those are the onactivation

vivid herald
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Right on. How is the trigger triggered then?

vestal flare
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the group exists

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its triggered by bluefor

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type is present

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i did have another problem of entities not loading in the multiplayer once

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with a truck

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but nothing else

vivid herald
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When you say the trigger doesnt exist, do you mean the trigger module itself never spawns in, or the trigger doesnt work?

vestal flare
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so

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i put it down ya

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i save

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and i press to play

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i right click as zeus

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and press the add entity

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set it to 250m

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everythig i placed down

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becomes an editable entity

vivid herald
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Got it. And what is _group1 in this case?

vestal flare
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but the trigger doesnt appear

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group1 is the name of the group

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the _

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is used to signal the command

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so that it actually works

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i thinks

vivid herald
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Is group1 a group of playable units or AI?

vestal flare
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AI

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they are the ones supposed to switch from peaceful combat mode

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to not peaceful

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aka from holding fire to fire at will

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and from careless to combat

vivid herald
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I may be out of my depth ehre unfortunately. Everything you're saying makes sense. I suggset two things;

  1. Delete and recreate the trigger (clear any mistakes or other mumbo jumbo)
  2. Rename the AI group and change trigger to match that name. See if it was naming mess up
vestal flare
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yeah that was my next action

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assuming that its the same situation

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as that truck

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and delete and replace

vivid herald
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yeah kind of the IT restart the computer solution. fixes alot of problems, worth a shot

vestal flare
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yeah im placing it again and retrying

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also a thing about zeus

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whenever i press Y to go into zeus

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it just freezes my screen for a solid 8 seconds

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is there a way to ease in?

vivid herald
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Not to my knowledge. I believe its a factor of # of mods etc and complexity of mission/terrain.

vestal flare
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cause its literally the reason why im going through all this trouble with auotmatizing the zeus role in the first place

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this is such bs

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still doesnt appear

vivid herald
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Id recommend waiting for a more advanced scripter

vestal flare
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and the trigger doesnt apear in my zeus view mid game either

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so that i could place it down mid game

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or something like that

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well there was another scripter that said he could help but i thought it was more of a mission thing

vivid herald
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Well my high level diagnosis is that ive only seen this one other time and it was when i was referencing somethign that didnt exist

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so my suspicion is group name wrong

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or the way you're referencing the group is wrong

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maybe try the triger on a single unit and see if it works? name a individua unit and get away from group for a secon

vivid herald
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Anyone got a down and dirty way to use ASL when above water and ATL (or just set pos) when above land?

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Thinking maybe im overlooking an existing option that does this.

tame needle
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Depending on if waves are an issue, you can use AGL

vivid herald
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Waves shouldnt be an issue. I am using another script to spawna floating base.

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Running into issues moving playable slots* when used on maps with water at 0,0,0

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_randompos = [[[[-4,-20,31], 5]],[]] call BIS_fnc_randomPos;
this setPos _randompos
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Not sure how to modify that to respect sea level

tame needle
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setPosASL?

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making sure z is 0.

vivid herald
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Yeah its starnge, that was my go to as well, but the playable spot still spawns short of the base which is offset [0,0,30] at [0,0,0]

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My thought is that _randompos is being set at ATL

tame needle
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You want to spawn something on top of something?

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On top of another object.

vivid herald
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Essentially, but the issue is the object being spawned in is done via init.sqf. So the playable units have to be repositioned simultaneously

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The object being created is the terminal from A3

tame needle
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So your object is spawing below the deck of that base, right?

vivid herald
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That is correct.

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The ocean is rather shallow at 0,0,0 on altis, so my suspicion is that its measuring 31m from the bottom of the ocean - while the base is correctly offseting from sea level.

tame needle
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@vivid herald When i test your code it spawns be at 31m above sea level, that is the intended behaviour, right?

vivid herald
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Yes.

tame needle
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if so, you might have missed a semicolon after "_this setPos _randompos"

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_randompos = [[[[-4,-20,31], 5]],[]] call BIS_fnc_randomPos; 
this setPos _randompos;

instead of

_randompos = [[[[-4,-20,31], 5]],[]] call BIS_fnc_randomPos; 
this setPos _randompos
vivid herald
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Ill check it out

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Thank you for helping

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I believe I have determined the issue.

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The script must add some marginal level of space when aligning to sea level. Its not exactly 0. So I believe the buffer space is shifting the spawned composition some (x)m above true +31M sea level.

tame needle
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spawn it at 31.5m and call it a day, :)

vivid herald
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ahhaa im about to be right there

late breach
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Keep in mind that sea level is fixed, although water level is not!
Waves will affect how high/low objects are on the water, which is a known "issue" for spawning objects on ships (like the USS Freedom).

vivid herald
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i found the offset, idk why its high

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But anyways

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if (surfaceIsWater[0,0]) then {_randompos = [[[[-4,-20, 61], 5]],[]] call BIS_fnc_randomPos;} else {_randompos = [[[[-4,-20, 31], 5]],[]] call BIS_fnc_randomPos;};

this setPos _randompos;
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Is there a syntax issue there?

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Placed in unit init. Doesnt move unit at all atm.

barren dove
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_randompos isnt defined outside the if statement

tame needle
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private _randompos = [];
if (surfaceIsWater[0,0]) then {_randompos = [[[[-4,-20, 61], 5]],[]] call BIS_fnc_randomPos;} else {_randompos = [[[[-4,-20, 31], 5]],[]] call BIS_fnc_randomPos;};

this setPos _randompos;
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Is what connor means

vivid herald
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That worked perfectly. Do you guys have a beer fund

barren dove
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simplified

private _randompos = [[[[-4,-20, [31,61] select surfaceIsWater[0,0]], 5]],[]] call BIS_fnc_randomPos;
this setPos _randompos;
vivid herald
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Thank you guys. It was the final piece to a project will save a significant amount of time ove rhte long haul

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It basically lets me copy and paste sqm from map to map with 0 adjustment.

cinder holly
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Do you guys have a beer fund
Good idea, actually

flat jewel
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hello is anyone good with texview2 and ace slideshow because i cant get neither to work

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do u need a .paa file or a jpg

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and also it cant find the file source for my images

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and also texviewer crashes

late breach
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TexVieww is very simple; open source image (I prefer TGA files when using transparency) and save as PAA, or use JPG directly in mod/mission.
ACE Slideshow is relatively simple to use, as long as you follow the instructions (and warnings) of https://ace3mod.com/wiki/framework/slideshow-framework.html

Although I have only used the scripted version, not the module.

flat jewel
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grezvany13 whats the scripted one like is better or?

late breach
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it's just easier to manage and modify (IMHO), although since I'm a programmer and used to it I'm most likely biased πŸ˜‰

flat jewel
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cheeky maybe you could send said script over

wooden garnet
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hey yall - without using any mods whatsoever, except for 3Den Enhanced...what syntax controls the squad name in the role assignment screen? ACE3's command in the description is 'soldier name@group name;' I tried setGroupID in the init field and even my startup scripts...this isn't working...

I'm working on a VR map that is designed to be used with whatever mods the player chooses and thus has no dependencies whatsoever...it's making reconfiguring it a challenge...

tame needle
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in short, you can't with out addons

But, most addons require CBA, which is the one that makes "soldier name#group" work.

wooden garnet
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damn. so the groups just stay stuck at Alpha 1-1, Alpha 1-2, etc?

tame needle
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Yes, i'm afraid.

wooden garnet
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meh. ok XD thank you

tame needle
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No problem mate

barren narwhal
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Howdy

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I have a question bout tasks

cinder holly
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a guide is here for you! πŸ˜„

barren narwhal
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Is there a way to create tasks and task sequence that goes from like task a to task b without scripting

cinder holly
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without scripting, I guess triggers and/or logic waypoints

barren narwhal
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Is there a guide for that somewhere

cinder holly
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not me 😐 try and error with synchronisation

barren narwhal
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πŸ˜‚ alrighty will see what I can do. If anyone knows how to hide a task let me know

tame needle
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unassign it?

cinder holly
barren narwhal
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Same issue

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It still shows on the missions

tame needle
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Missions? in the map screen?

barren narwhal
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Yes the tasks

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Even if it’s unassigned

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And a parent id is set

tame needle
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@barren narwhal
Setup your task, then sync a trigger to the create task module.

The task won't show until the trigger fires

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to create a chain just:
trigger to assign first task -> create task 1
trigger when task 1 is complete -> create task 2
trigger when task 2 is complete -> create task 3

barren narwhal
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Alrighty thank you will try it now

brazen cape
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hey gents, looking to create a task "Locate building" and complete it the task once you put eyes on it with Bino's. I'm having trouble figuring out the completion part after putting eyes on. Ideas? Thanks.

tame needle
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Have you already found a way to check if the player has layed eyes on it?

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@brazen cape

brazen cape
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I have not, trying to figure that out too.

tame needle
brazen cape
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ill give it a shot, thanks, i appreciate it.

rancid imp
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I cant find that file

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😦

tame needle
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@rancid imp
Where, what?
Why is that file called "Mission.sqm.Mission"?

rancid imp
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I dont know

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I cant find that file

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Mission.sqm.Mission

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Now I was told by @wraith cloud to change the name

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But I cant find that file

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😦

wraith cloud
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FYI: change the name to mission.sqm

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not to what it is now

rancid imp
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Yes I know but I cant find that fil

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File

wraith cloud
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anyway, no clues. i'm out

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leaving it to more experienced hands here

tame needle
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Is there any file with the .sqm extesion in your mission folder?

rancid imp
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So I go to Missions Folder and it gives me a read.txt

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MPMissions

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None of them say mission.sqm.Mission

late breach
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it looks like your mission.sqm is broken and is missing the Mission class

tame needle
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@rancid imp Is there a file called mission.sqm in your mission folder?

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Or any other file of type sqm?

rancid imp
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In TempMission

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There is sqm files

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Not in Mission

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Sorry not Temp

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MPMission

late breach
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that doesn't matter... your mission.sqm is broken...

rancid imp
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So make a new mission?

late breach
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that probably works best, since something went wrong saving the file or you changed something in it which shouldn't be changed

rancid imp
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I didnt change anything 😦

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But ok I will start a new file

novel epoch
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It almost sounds like wero is looking in his arma mpmission folder and not the profiles or other profiles.

late breach
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or trying to manually write a mission.sqm file πŸ€”

tame needle
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I didnt change anything 😦
But he didn't change anything think_turtle

craggy steppe
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To update my mission if I have already published, do I have to republish to steam or is there another way??

vernal brook
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yes

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open publisher, find your addon in the list and just update from there

craggy steppe
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Thanks

frigid dock
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is flyInHeightASL broken? I've tried to use it several times in the past and it never seems like it does anything

cinder holly
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yes

frigid dock
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any alternative way to do what it does?

brazen cape
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What does the ASL version do? I googled it, I don’t understand about scripts on the BI wiki.

frigid dock
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it's supposed to force aircraft to fly at a consistent height ignoring terrain

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right now it'll always try to retain a certain altitude above the ground

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which means if there's hills, it'll go up and down

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even if it's like 2km up

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flyInHeightASL is supposed to make it follow a certain altitude above sea level

brazen cape
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Ohhh ok gotcha.

regal hatch
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Howdy guys

regal hatch
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I’m making a mission based on the al bagdadi raid last year and I want to add the presidential address by trump right after the raid and I’m wondering is there a way to add a clip from the YouTube video as the outro to the mission?

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So everyone disembarks the ch-47s at main base and as there walking of runway the screen fades to black and fades back in to the video

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Is that possible

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?

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Thanks in advance

late breach
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You can have an outro on a (SP?) scenario which fades in/out, although I'm not entirely sure about video's. Those should be possible when embedded in the mission pbo (in ogv format), which means you'll need to get the source file and render it as ogv.

regal hatch
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way out of my pay grade

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and it multiplayer

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*coop

regal hatch
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anybody know if theres a physical ejection seat object i can put in a mission ?

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just found this

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_ejectionItems = [
"B_Ejection_Seat_Plane_Fighter_01_F",
"B_Ejection_Seat_Plane_CAS_01_F",
"O_Ejection_Seat_Plane_CAS_02_F",
"O_Ejection_Seat_Plane_Fighter_02_F",
"I_Ejection_Seat_Plane_Fighter_04_F",
"I_Ejection_Seat_Plane_Fighter_03_F",
"plane_fighter_01_canopy_f",
"plane_fighter_02_canopy_f",
"plane_fighter_03_canopy_f",
"plane_fighter_04_canopy_f",
"Plane_CAS_01_Canopy_f",
"Plane_CAS_02_Canopy_f"
];

^Ejection seats & canopies.

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how would i get these in the eden editor?

astral bloom
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Use create3DENEntity

azure wraith
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Having issues with CfgMissions\MPMissions

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Mission appears in the missions select screen but will not load

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class CfgMissions {
    class MPMissions {
        class ARC_SANDBOX_01 {
            briefingName = "ARC Sandbox: Altis";
            directory = QPATHTOF(MPMissions\arc_sandbox_01.Altis);
        };
    };
};
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that is the current structure

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P:\x\arc_misc\addons\sandbox\MPMissions\arc_sandbox_01.Altis

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that is the current path

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Looking at it in configviewer it shows as this:
directory = "\x\arc_misc\addons\sandbox\MPMissions\arc_sandbox_01.Altis";

tender grail
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Dedi box seems to be 'ignoring' my vanilla medical settings. Trying to set it to basic so I always go unconscious. I've tried both the description.ext and/or setting the eden attributes but I still die outright and get sent to the respawn screen. I'm 99% sure I've missed something simple.

Edit: Hosted MP works fine.

Anyone know why this might be?

frosty breach
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@azure wraith Arma usually doesn't like extra \ on the back left of a file path. e.g. might work with:

"x\arc_misc\addons\sandbox\MPMissions\arc_sandbox_01.Altis";

azure wraith
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Well that was an easy fix

short moss
left mountain
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anyone have any experience with BIS_fnc_TO_AS_ShowStaticText? Trying to make a A3 style intro with parallax images, but I keep getting this error whatever I do Error position: <BIS_fnc_TO_AS_ShowStaticText;. I couldnt find any documentation about it whatsoever, and TacOps is still locked so I cannot fully access it and examine the functions.

sterile bane
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Anyone use the civilian modules much? I'm using them to great effect, except one problem- I can't seem to make them flee reliably. They're even being attacked in some cases, and not running away. Any way to force them to be in flee mode full time?

sterile bane
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I tired adding this setBehaviour "COMBAT"; to the module, but there was no change.

azure wraith
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Do you have the "Use Agents" checkbox ticked?

sterile bane
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Tried it with and without that ticked.

cursive jackal
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Hi does anyone know any good tutorials for mission making? I'm trying to make small scale missions

late breach
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Youtube has some good tutorials, even those from 2014-2015 (or even from the Arma 2 era) for the basics. And on the official forums, Reddit and even Steam Guides you can find a lot of information.

vernal brook
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Marcus that is thhe best way to start

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some thinks to keep in the back of your mind:

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break your ideas down to the smallest parts

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the best you can do is to combine various small scripts an such to something larger

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like, make stuff like, find intel piece, on intel piece found, go to area, kill group, do you need to put in a marker on group location? dod you want the intel to be in a random preset spot?

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even the most basic things can be great fun if you spice it up a little

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everything you can think of has been done before and a quick websearch like "arma 3 editor how to XXXXX XXXXX" will show you various examples πŸ™‚

cursive jackal
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thank you very much

restive bane
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what's the thing I'm looking for to make an AI antiaircraft emplacement scan horizon? so that it can identify and shoot aircraft behind it without having the aircraft needing to move in front of its static line of sight?

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specifically AI tied to a ZU-23-2

vernal brook
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if you group it to something looking in that direction that is an ez fix

restive bane
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hmmm so have the ZU-23 crew in addition to a couple squad mates looking different directions?

vernal brook
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place down a squad next to thhe zu

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or a small group

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just a sentry team is enough

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then make some waypoints, make sure the last waypoint is a cycle waypoint and put it next to where you placed the group

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then group thhe zu guys to that group

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not the other way around

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this way the zu team will be last in the squad and thhe otherr group will walk arorund patrollling and firre at the plane when lead spots it

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set the first waypoint to AWARE

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they will constantly be looking for enemies

restive bane
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ok cool. so it relys on the fact that targets are shared instantly through a group. i also tried it with just the zu group and other groups around and it doesn't work which leads me to believe that targets are not shared between groups (or at least delayed significantly in communication)

vernal brook
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to understand how that works, play as the lowest ranking solier in a large group

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send thhem into combat agaainst a lot of enemies

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make sure all helpers are turned on in didfficulty settings

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you will quickly understand how ai works

restive bane
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So I have some AI around that are for filler. They are using animations and such. If I wanted to disable AI calculations for these units to decrease server load, but still want them animated, would I have to disable everything under disableAI or is there a better way?

vernal brook
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that's what I ddo

restive bane
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does it actually help performance for you?

vernal brook
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not that i'd notice but by all reasoning it should

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also use dynamic simulation

restive bane
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i use dynamic simulation as well. but i think the commander is going to be in the base all the time so for base fillers, they won't be disabled

cursive jackal
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Does anyone know how to restrict AI movement to a certain area. Can't find a specific tutorial for it.

restive bane
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how small of an area do you want?

cyan arrow
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Hoping someone could give me a hand. Is there a solution to vehicles exploding because they are placed in the eden editor where a building has been removed with the object hiding modules?

restive bane
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@cyan arrow try setting the module to operate locally. notice how theres that slight delay after loading the mission (like small load screen). thats the server syncing the modules and since vehicle could be spawning first before the hide module is run, then it explodes

cyan arrow
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I've tried that, unfortunately no dice

restive bane
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what about having the vehicle invulnerable that times out with a trigger shortly after server load?

cyan arrow
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I'm not good enough with scripting to do that

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I doubt so, though

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due to vehicles flying into space

restive bane
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still worth a test. let me figure one out

cyan arrow
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I simply think a script to spawn the vehicles or make them actual vehicles instead of simple objects or something would be the best option

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Unfortunately, scripting is not my thing

restive bane
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Any specific thing I can do to keep placed units that have been garrisoned with 3den to stay garrisoned while still in a group without disableAI pathing?

viscid wraith
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Hi guys, I'm trying to edit the factions in KP liberation mission, when I do and repack the PBO, I can't play the mission anymore, when I click play it does nothing, any ideas?

cinder holly
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save with Eden?

viscid wraith
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Can you not just edit the config inside the PBO then restart the mission?

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All I'm trying to do is change like 2 or 3 numbers in the config file and then carry on @cinder holly

cinder holly
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which config file

viscid wraith
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kp_liberation_config.sqf

cinder holly
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and how do you "repack"?

viscid wraith
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So I'm right clicking the pbo, extracting to folder, editing the config, then right clicking on the entire folder, repacking into pbo

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Then I go onto the create server screen, select the play button on the mission and clicking play doesn't work, get no messages or anything

astral bloom
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What program you use?

cinder holly
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save with Eden

viscid wraith
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PBO manager, I figured out what it was though, I needed to resign it

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Thanks for your help Lou

cinder holly
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(and POLPOX)

quartz shoal
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@cyan arrow
May I suggest trying something along the lines of this:

/* execute the code in init.sqf, since the following has global effect we only need to execute it on the server*/
sleep 5; /* Waits until 5 seconds after mission-start. */
vehicle_1 setPos getMarkerPos "marker_1"; /* Places the vehicle at marker_1. Should be placed right on the ground AFAIK.*/

For the marker place an empty marker and note it's variable name. Also in the editor place the vehicle somewhere "safe" from where it will be teleported πŸ˜‰ .

cinder holly
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```sqf

quartz shoal
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Do I get sqf-markdown that way? πŸ‘

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Nice, thanks Lou. πŸ‘Œ

deep linden
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I'm trying to get a trigger to do the following without luck:
β€’ when opfor & blufor is present = nothing
β€’ when opfor is present, no blufor = nothing
β€’ no opfor, no blufor = nothing
β€’ no opfor, but blufor present = trigger and do XYZ
The only "solution" I found was on Armaholic and it doesn't seem to work. Am I just messing up the two trigger method or is there another way I should be doing it? Thanks in advance.

frosty breach
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@deep linden Off the top of my head:

(if trigger activation is Anybody and type is Present)

(thisList findIf {side _x isEqualTo BLUFOR} != -1) AND 
{thisList findIf {side _x isEqualTo OPFOR} isEqualTo -1}

That in the trigger condition.

EDIT: Made it account for BLUFOR specifically.

hollow gorge
#

USA has deployed it's forces in South Asia ! and the civilians are very happy with it but the Dictator is against this Invasion. US has sent a patrol party to a village but it is ambushed by Gov funded militia and South Asian army, they are pinned down and they have attained some causalities and many are injured. They need to be medevacked and and the helicopters can't reach them because large number of enemies. Here US army send's its Most elite armor brigade MECHA. So we reach them in tanks but its a little far and the enemy have dug in defensive positions. Now i have got the task for armor but i need something for helicopters( we don't use planes because it might become too powerful). But by the time we reach the pinned down patrol all of the soldiers have attained martyrdom . ** Any suggestions or new ideas { pm me } **

vernal brook
#

Miller comes, and he's super angry he wasn't invited!

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and he has a tank!

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and a small army of darter drones

hollow gorge
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If i attach mines to triigers will they explode when a certain Ai/Person activates that trigger

cyan arrow
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@quartz shoal Thanks for the suggestion, How would I make that work for many vehicles? Do I simply make many markers and variables for the vehicles? Will the vehicles retain their rotation when teleported? Again, thanks

(code for reference)

/* execute the code in init.sqf, since the following has global effect we only need to execute it on the server*/
sleep 5; /* Waits until 5 seconds after mission-start. */
vehicle_1 setPos getMarkerPos "marker_1"; /* Places the vehicle at marker_1. Should be placed right on the ground AFAIK.*/
tranquil wigeon
#

@hollow gorge mines should explode when someone gets near them regardless of the trigger, but i'm sure with a bit of scripting you could have one of those detonate them as well

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without scripting im not certain

hollow gorge
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I don't know scripting can you help

quartz shoal
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@cyan arrow I'm a bit unfamiliar with this myself but in this case it might be better for us to use setVehiclePosition as it has a parameter allowing us to avoid collision. πŸ˜…

{this setVehiclePosition [getMarkerPos "marker_1", [], 20, "NONE"]} forEach [v1, v2, v3, v4];

This should probably do the trick. Do note that this will place the vehicles randomly in a circle from "marker_1" with a radius of 20 metres. The setting "none" is choosen as an alternative to the two "CAN_COLLIDE" or "FLY", as I assume we are dealing land vehicles. πŸ˜‰ In regards to retaining orientation, the wiki leads me to believe that objects do retain orientation. https://community.bistudio.com/wiki/setVehiclePosition

Disclaimer: If you just want to place the vehicles in a field or on an airstrip the above is probably among the easiest solutions to implement, but if you want them neatly placed in formation I'm afraid you might have place vehicles individually as you said: So essentially a setPos per vehicle.
Hope my very limited experience with .sqf and Arma gave you any help πŸ‘

sly hare
#

Is 11mb big for a mission? i got a bunch of images and a slideshow

quartz shoal
#

I'd say so, I've heard plenty of people complain about 700kb πŸ˜‰

vernal brook
#

naahh

#

it's not

#

chuck some voice acting in there and it gets much larger

quartz shoal
#

Out of the 202 missions in my MPMissionsCache four of them are above 10mb, so I'd argue that it's big. But not necesarily too big.

vernal brook
#

my smallest is 2mb

sinful rampart
#

besides time needed to download (Which you can improve), I don't see any problem with that

vernal brook
#

ppl who complain about mission file size can stick to single objective s&d missions without any immersive qualities :)

#

meanwhile everyone else can enjoy nice things like voices and other artwork included :P

sly hare
#

whats s&d?

vernal brook
#

search and destroy

sly hare
#

boring lol

quartz shoal
#

I'm all for immersion, ACE-slideshows, and playSound3D. I just advise people to think about their friends with poor connections. πŸ˜‰

tame needle
#

You can alsways make a custom addons that includes all the resources, keeps the mission file small

frosty breach
#

I've taken to just making datapack mods.

cinder holly
#

Just don't pack mods you did not make πŸ‘€

tame needle
#

not only mods, respect the copyright of images aswell as music!

vernal brook
#

lou means moderators

#

don't pack the moderators, it becomes cramped and uncomfortable for them in pbos xD

hollow gorge
#

So i made a large campaign type thing where there are 5-6 missions, is there a way i can make enemy units used in other missions which i m not doing disappear or don't move, so it doesn't burden cpu

cinder holly
#

If this is really made as a campaign (with a description.ext and everything) missions are loaded/unloaded one by one, they do not "overlap" @hollow gorge

hollow gorge
#

"Type thing". I have madr 25 missions for a story and i don't know how will i load them one by one or i can just place all the missions together in a map

cinder holly
hollow gorge
#

Tganks

cinder holly
#

Icy dead people

vernal brook
#

all the time @cinder holly ?

cinder holly
#

around the Titanic mostly @vernal brook

cinder holly
#

@fast hull Star Wars mods are illegal, and so is discussion about anything related.

fast hull
#

Oh

tranquil wigeon
#

wait what

#

i can vaguely see why the mods would be illegal but why discussing them

vernal brook
#

cause that would be kin to encouraging them?

#

and at worst promoting them and stolen things

tranquil wigeon
#

i mean why are the mods even illegal

#

is it a copyright issue or stolen assets or what

late breach
#

because they break copyright laws...

tranquil wigeon
#

i still don't see any issue with helping someone with their zeus op

#

it being star wars is just a side detail anyways and there's not even that much reason to believe that what he's using would be relevant to copyright law

late breach
#

I do see a problem helping someone who is using stolen content... just as a car mechanic wouldn't fix your broken car if he knows it's stolen πŸ€”

tranquil wigeon
#

if it's copyrighted that's entirely different from something being stolen anyways

tame needle
#

using copyrighted material is still theft

tranquil wigeon
#

assuming that whatever he's using is copyrighted

#

and for that matter wouldn't fall under fair use

late breach
#

Star Wars belongs to Disney, and they forbid any usage outside of their production... so illegal in all possible ways

tranquil wigeon
#

@fast hull i'll pm you with some stuff on how to set up zeus on maps that don't have a scenario already

#

also disney is not the US government and its word is not law

#

fair use still applies to disney's property

late breach
#

Copyright Laws are followed by the US government (or any government).
And Fair Use still doesn't mean breaking copyright laws... The fact that people don't know what Fair Use means doesn't make it legal...

tranquil wigeon
#

once again disney cannot override us fair use law

tame needle
#

What is Fair Use of litteraly implementig battlefront in arma? You arn't transforming the IP in anyway.

tranquil wigeon
#

so if this star wars mod was non-commercial (which im assuming was the issue of some prominent one) and isn't part of the arma 3 base game it should reasonably fall under fair use

late breach
#

negative

tranquil wigeon
#

and i highly doubt 100% of star wars mods for arma completely implement an entirely separate game into the arma 3 engine

tame needle
#

🀦 That is not what is being said, either way, using someones IP with out transformation (e.g reviews or complete redraws using the IP only as an inspiration) is copyright infringement and is procecutible under US and EU law as theft.

fleet steppe
#

I have a Warlords mission that works perfectly in the editor and even when launched from my PC but when I put it on my server it doesn't work (all normal objects get spawned as usual but none of the modules are there/work). I tired launching a standart warlords mission on from the server and that worked fine leading me to the assumption that there's something in my warlords mode that is causeing the problem (strangely only one the server and not when launched from my PC or in the editor).

If someone with more knowledge could take a look at it and maybe find whatever is causeing the error, that would be awesome. Please DM me if you could be able to help.

lethal jacinth
#

Hello, guys! Anyone knows worthy "Crowd" animations? For the demonstrations, protests etc

restive bane
#

like cheering, pitchforking, making fists etc?

upbeat osprey
lethal jacinth
true burrow
#

Hey, does anybody know if it's possible to have a custom launcher that when pressed on "Play" will instantly load and play a custom scenario/mission, without actually needing you to select a scenario?

astral bloom
#

playMission or playScriptedMission I believe

true burrow
#

Yeah, it's playMission, cheers @astral bloom

tribal belfry
#

Are the Old Man mission modules MP compatible?

sinful rampart
#

They were built for a singleplayer mission, so most likely not

tribal belfry
#

ok thnx

autumn stone
#

I have a Warlords mission that works perfectly in the editor and even when launched from my PC but when I put it on my server it doesn't work (all normal objects get spawned as usual but none of the modules are there/work). I tired launching a standart warlords mission on from the server and that worked fine leading me to the assumption that there's something in my warlords mode that is causeing the problem (strangely only one the server and not when launched from my PC or in the editor).

If someone with more knowledge could take a look at it and maybe find whatever is causeing the error, that would be awesome. Please DM me if you could be able to help.
@fleet steppe

Did you have mods running in the editor? If so, the server needs to be running the same mods. That’s a good place to start.

fleet steppe
#

@autumn stone Nope, no mods just plain old warlords with more sectors...

autumn stone
#

@autumn stone Nope, no mods just plain old warlords with more sectors...
@fleet steppe

What modules are you using? Have you verified they are MP useable?

fleet steppe
#

@autumn stone It's quite a list but whenever I tried the mission in the 3DEN editor in multiplayer or launched it from my PC in multiplayer everything worked.

#

@autumn stone Whenever I start my Warlords mission in 3DEN editor (singleplayer) I get the following error message:

_owned = _sectorsListed # 0;
_available = _sector...'
Error Undefined variable in expression: _sectorslisted```and in the log-file it says```14:07:55 Error in expression <rsArray%1", side group _this];
_owned = _sectorsListed # 0;
_available = _sector>
14:07:55   Error position: <_sectorsListed # 0;
_available = _sector>
14:07:55   Error Undefined variable in expression: _sectorslisted```but after a few seconds it disappears and the mission works just fine.
tough moon
#

If the mission works fine and it doesn't effect the game, then its an error in the function and can be ignored for your use, might be worth reporting it, only if its the BIS fncs though

fleet steppe
#

@tough moon The thing is it doesn't effect the mission while played in the editor or launched from my PC but when I put it on my server it doesn't work at all.

tough moon
#

Then whatever you're using, scripts or modules, arent mp compatible

cinder holly
#

*affect, both of you πŸ‘€

fleet steppe
#

@tough moon But why does it work when I play it in multiplayer in the editor or laumch it as a multiplayer mission from my PC?

#

@cinder holly I don't understand what you mean. Can you explain?

tough moon
#

We both used the wrong affect/effect

#

A instad of E

#

In the editor you're the server and client

#

in the dedicated server

#

you're the client

#

The code is running on server only atm

#

so you never see the affect

cinder holly
#

the effect 😁

tough moon
#

πŸ˜›

cinder holly
#

ez way: effect is a noun, affect is a verb πŸ˜‰

tough moon
#

Dude i'm British and still don't know πŸ˜…

cinder holly
#

schooled by a frog, my my what a bad day πŸ˜‚

tough moon
#

hahaha

torn iris
#

Affect/Effect, a battle that has affected people for centuries

tough moon
#

Go wave the white flag somewhere kekw

fleet steppe
#

I am not but my English teacher would probably still kill me if she knew about this... XD

torn iris
#

But yeah that problem sounds like its caused by being when on a dedicated server.

tough moon
#

remind me again, its warlords or something right?

torn iris
#

So I'd just go through and see what might cause issues where the server knows something but clients don't.

fleet steppe
#

@tough moon But you can play Warlords on a server (I put a standard Warlords mission on it and it worked) so how do I fix this?

tough moon
#

It needs to be setup properly

#

Read this

#

A quick 2 second glance looks like it shows you how to set it up

fleet steppe
#

@tough moon I read it before and I am quite sure it set it up exactly as shown but I'll double check.

tough moon
#

Double check, then try again

#

But i'm sure that it would have been reported if that guide was outdated. I mean, warlords isn't that old so I doubt very much the guide is wrong πŸ‘

fleet steppe
#

@tough moon @autumn stone @torn iris Thank you very much everyone. I found the error. The problem was that I linked the Warlords Init module with the Warlords Base modules because I had seen it in a Video. I am quite certain that this is what caused the error. The thing was that in the 3DEN editor, when I launched the mission directly from my PC as well as when I joined the server while the mission .pbo was in my MPMissions folder the error appears to have been fixed "on the fly" but when I joined the server without the original mission .pbo file im my MPMissions folder like every other player would the error caused the mission to be virtually nonexistent.

So special thanks to you, @tough moon since double checking the bistudio wiki page of the Warlords game mode, reading through it carefully step by step and looking at one of the default Warlords mission let to the discovering and solving the error.

(PS: I hope I don't get a warning for posting this message in here since it's strictly speaking not about mission making but I thought I should thank them to keep them going because they are doing an amazing job helping people out. On the other hand this message also includes the solution to my mission related problem so if anyone else has a similar error reading about what caused it in my mission might help them to find it in theirs so this might belong in here after all.)

autumn stone
#

Hey glad you found it. It’s always a small detail. I about gave up once over a semicolon! Cheers

cinder holly
#

@fleet steppe you are now perma-banned.

#

j/k, good job ^^

tough moon
#

Hey no problem man! 😁

cinder holly
#

better have the "here is the solution" message than "it's OK guys, I got it working" and nothing else πŸ˜„

tough moon
#

Hahahah

#

The one that gets me is: Here is my problem, someone else come up with a solution

restive bane
#

what settings do you like to keep your dynamic simulation at?

#

do you like the default settings?

cinder holly
#

it depends on the mission settings and terrain, actually
are you on an aerial vehicle at some point or do you only have ground action, etc

#

forest vs urban vs valleys

restive bane
#

its more open. my players have a heli to use. currently populating bases away from the AO so that they activate if my players just decide to go WAY out there for no reason (so they shoot them down). so i guess it doesn't really matter. I just don't like creating a kill zone w/ warning wall around an AO, takes away from the immersiveness.

#

would a 2k distance be good for valley infantry that is open? or maybe 1k?

cinder holly
#

I can't tell specifically, it really belongs to the eye of the mission maker
Also note that view distance can vary depending on the server

#

the Dynamic Simulation also varies depending on the vehicle type / movement (there is a wiki page, but I am not on my computer rn)

restive bane
#

yeah i was looking at that. you can add multipliers based on movement.

restive bane
#

Is Moving Multiplies the entity activation distance by set value if the entity is moving (default: 2x).

Is this for the waking unit or the disabled unit?

late breach
#

it's a modifier for the activation distance, so the multiplier will kick in if the entity (disabled) is "dynamically" moving (eg. a patrolling infantry group, or jet over the AO)

#

at least that is how I understand it

restive bane
#

hmmmm mk

late breach
#

further on the page it has this note:

Vehicles in the open are fine. If you set Is Moving to some higher values, like x2 or even x3 you can quite seriously lower the activation distance for vehicles, to lets say 512m. If they are static they will look fine, player won't see the activation transition. When they will move, the activation distance will be with x3 multiplier 1536m.

#

so I believe it will trigger the activation (with multiplier) when the simulation thinks the vehicle should move

#

it will only wake up when in range, not when you shoot near it

restive bane
#

even if said target takes damage

late breach
#

it will be disabled completely when not in range, even when you drop long-range artillery on it

restive bane
#

hmmmm almost would be better to make a trigger area that enables/disables AI rather than simulation in that case

late breach
#

technically it's just a massive trigger

#

although the benefit is that is disables simulation, which in AI heavy missions will help server FPS (and therefor lag on clients) to stay low

restive bane
#

wouldn't disabling all the AI categories offload as well?

late breach
#

simulation (which is included in props, statics, buildings, vehicles, etc. as well) always takes FPS, because even if you disable FSM on AI, all the scripts and stuff will still run in the background.

restive bane
#

just a quick question, if blufor and indie are allies, can weapons see each other's laser designators?

sly hare
#

I edited the loadout of a specific Opfor unit and i specifically gave him clothing choice because he is supposed to be some sort of target, but when i commence the mission he has some random gear on

#

this unit is from "Islamic State" from the project Opfor mod

#

i press apply in the bottom right aswell while modifying him

cinder holly
#

yep, this is due to BI randomisation

#

(facewear/headgear)

vernal brook
#

in armory, save loadout

#

then you can execute the sqf after mission is loaded in the script

green zodiac
#

I'm trying to play a sound globally when someone interacts with an object, but i'm failing miserably. I've seen on the wiki that i need to use remoteExec for it to work, but i dont know how to incorporate it into this script:
this addAction["<t color='#0000FF'>Play Sound</t>", {_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
_soundToPlay = _soundPath + "sounds\sound.ogg";
playSound3D [_soundToPlay, radio, false, getPos radio, 10, 1, 0]];}];
Can anybody help out?

#

It only plays locally for the person who interacts with it

sinful rampart
#

[(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
no.

green zodiac
#

Alright, I changed that

#

But i still dont have the sound global

#

Would execVM work?

cinder holly
#
this addAction[
  "<t color='#0000FF'>Play Sound</t>",
  {
    playSound3D [
      getMissionPath "sounds\sound.ogg",
      radio,
      false,
      getPos radio,
      10,
      1,
      0
    ]
  }
];

But: you cannot remoteExec playSound3D easily as filepath could change.

better define a CfgSounds, the sound in it and use playSound

sinful rampart
#

getMissionPath +
no 😒 wiki

cinder holly
#

true

hollow prairie
#

Hey guys, can someone tell me how i can stop the "HQ" from spawning? For me they spawn with a unit attached to it and that even though i placed survivors for each side so they wouldnt spawn (i thought they spawn only if there is no other unit from that side around)

cinder holly
#

centers are automatically created in Arma 3

#

If you are talking about Zeus, no idea

hollow prairie
#

yeah but they spawn with an infantry unit. That is actually kinda killing my mission cause i want a new wave to start when all enemies are dead. But the HQ dudes count as enemies. And i cant have a guy swim to 0,0,0 πŸ˜„

cinder holly
#

go there and kill him!

Which game mode? Zeus? Any scripts? Mods? Pangolins?

hollow prairie
#

A LOT of scripts, and mods are CBA, Ace, Acex, TFAR and BWMod. But i wrote the scripts and nowhere am i spawning a unit (at least not at that point in the mission).

cinder holly
#

Β―\_(ツ)_/Β―

#

maybe some mods create them!

hollow prairie
#

Okay. Then iΒ΄ll just put a marker over that area and kill everything inside at game start. That should work...

cinder holly
#

…but may break things πŸ™ƒ

hollow prairie
#

Well i killed them with Zeus for a long time now and never noticed strange behaviour. So iΒ΄m gonna assume that i can savely do that. Cause i cant just account for them in the code as they sometimes like to drown. So i cant just +1 them in the scripts.

cinder holly
#

no, but maybe put the units you want to account for in an array (instead of direct allUnits)

#

not mandatory though

hollow prairie
#

That would be an option but quite a big rewrite... so i am gonna put that off until i notice some unwanted behaviour from killing them πŸ˜„

#

Thanks for the help though

fleet steppe
#

Which corpse manager mode (garbage collection) would you recommend for a large multiplayer Warlords mission on Altis with ~115 sectors (some large one's included)? Also what happens to the units that are not managed by the manager?

cinder holly
#

mode?

fleet steppe
#

@cinder holly Yes, which one of those is the best to have bodies laying aroud but still get rid of them before they start impacting the server performance to much?

cinder holly
#

well the description makes it pretty much clear?

use corpseManagerMode and wreckManagerMode to your will, depending on what respawns, what doesn't, etc

#

it's corpseLimit/wreckLimit that maybe would be an issue if you kept them too high

fleet steppe
#

@cinder holly So if I have it on 2 (only units that respawn) all the AI corpses from the sector garrisons will lay around indefinitely?

cinder holly
#

yeah, if those AI are not set to respawn

#

a good AI is a dead one, CPU-wise

fleet steppe
#

@cinder holly So it's best to set it to all to avoid slow servers and too high RAM?

cinder holly
#

if you kill an AI, you already decrease CPU usage
if you clean up after, you decrease RAM usage (and slightly the CPU)

fleet steppe
#

I wish I knew the setting on the official Warlords servers...

cinder holly
#

if your server cannot run well the mission at first, it will be better to delete everything

but the server shouldn't run the mission to begin with πŸ˜…

fleet steppe
#

@cinder holly Please elaborate.

cinder holly
#

your server runs the mission - uses 50% CPU, 50% RAM
you kill a unit = -1 AI
45% CPU, 50% RAM

you delete the corpse = -1 body
45%CPU, 45% RAM

#

the main risk is having respawned unit corpse__s__ accumulating again and again and again
if you avoid that, it's 99% problems avoided

#

because +1 corpse +1 corpse +1 corpse +1 corpse etc

fleet steppe
#

@cinder holly My problem was/is that after some time the sector garrisons would spawn very slowly (like between one and three people every 30 seconds or so) and later they wouldn't spawn at all leaving the sectors completely empty...

cinder holly
#

they wouldn't spawn
wanted behaviour?

fleet steppe
#

@cinder holly No, defiantly not. When a side first targets a sector a sector garrison is meant to spawn (the number of AI relative to the sector size). The problem I had was that you targeted a sector for the first time but no AI would spawn at all and you could just walk in, take it and proceed to the next sector where the same thing would happen...

cinder holly
#

I don't think it is a performance issue, more like a group limit issue

#

and you are telling me they don't respawn, then you tell me they (re?)spawn? thonk

fleet steppe
#

@cinder holly The sector garrison only spawns once when the sector is targeted for th first time and (if taken by either BLUFOR or OPFOR) another sector garrison (from the side that owns it) will be spawned once the other side targets it for the first time...

cinder holly
#

ok - so non-respawnable units, but createUnit'ed

#

mode = 2 for corpse removal, else bodies will pile up indeed

fleet steppe
#

@cinder holly Ok, thanks.

hollow gorge
#

How can i make the ai's move when players reach a certain point, Like when i reach a city and an enemy convoy starts moving

cinder holly
#

synchronised waypoints, trigger, or scripting

hollow gorge
#

No i know i can make it work with triggers but i was trying it out and i m like using it wrong or something

#

We connect the trigger with the move marker or the vehicle

autumn stone
#

Set a trigger with condition to Bluefor Present, execute the convoy script in the trigger.

If your convoy is an AI group and you aren’t using a script (good luck with a convoy) , sync trigger to the move point.

Convoys in ARMA are notorious for issues.

main pelican
#

Certain player slots have loadouts in their init. Whenever someone connects, the kits of the other people are doubled and so on as more people connect. How do I prevent this. Lmk if you need to see the config

cinder holly
#

@main pelican
1/ don't use init fields for this (it's run every time someone connects)
2/ surround your code with ```sqf
if (isServer) then {
/* your code */
};

night ridge
#

working on a single-squad op for my group
does anyone know what the lambs danger waypoints allow you to do?

#

garrison, camp, and patrol in particular

summer badger
night ridge
#

thanks

#

i've already got a basic trigger thing set up and working
when the squad engages a checkpoint early on in the op, a truck will drive in from a nearby town to reinforce the small group at the checkpoint

#

there's only 4 at the checkpoint itself, with no medic, so the players will probably clear out most, if not all before the truck gets there

main pelican
#

So,

if (isServer) then {
this add etc etc arsenal export
this add etc
this . . . .
};

@cinder holly Whereabouts should I put the code instead of the init on the unit(s)?

#

There's ~50 slots with different kits on them in their init fields

summer badger
#

Why not play dress-up in the Virtual Arsenal? With the copy loadout (if you're using ace) you can easily copy and paste and make slight adjustments

sinful rampart
#

2/ surround your code with
usually "local this" is better

cinder holly
#

not in the case of deco/reconnection

main pelican
#

@summer badger The kits used to come from a scroll wheel box which loads stuff onto them. Because there i so many, I'ts 10x easier to edit the contents of the kit via config

sinful rampart
#

i only runs once (which is what you want) but you don't need to worry about locality/global commands, because you know its local

main pelican
#

Because of the stage my unit is at, I'd like the kits to load directly onto them instead of the box.

sinful rampart
#

As you say

hoping your code has a global effect, since it will be run only from the server

main pelican
#

I'll play around with it Dedmen and Lou, thanks for help πŸ‘

sinful rampart
#

Who is Dedman?

main pelican
#

😳

cinder holly
#

Dedman is a unit of Dedmen; a Dedmen is a flock of Dedman!

sharp axle
#

Anybody have a idea/way of having a rifle sit on the ground with it's flashlight still active?

sharp axle
#

The only thing I can think of is making a light source, but I don't think you can make spotlight setups that way?

cinder holly
#

nope, just a "lightbulb" type of light, not a flashlight unfortunately

late breach
#

didn't the Contact DLC added coned reflectors to the editor?

sharp axle
#

Oh snap your right.

#

literally listed as "Light Cone" as well πŸ˜„

sly hare
#

Quick question, today for the first time i played my Operation with my Unit, i put some pictures into the game that really aided me in my Briefing, they worked perfectly fine during my tests in the Editor and they worked fine for my friend who i sent it to aswell, but when hosted on the server, there was a large amount of data loaded when loading in for the first time, but when you finally spawned in it said "cant find "name of specific picture file"" and every single image i placed down in the editor had been replaced by their default texture

#

We didnt have time to troubleshoot so i had to start the OP that way and i was upset i didnt get to show off the cool pictures and such

#

Is there a reason why this didnt work, because it worked on both my PC and on that of a friends

#

Other than that the Operation went great but they had some trouble ID'ing the target because i couldnt show a picture of the target

rocky carbon
#

you probably wrote the path wrong way.

sly hare
#

like i said it showed up perfectly in the editor

autumn stone
#

Assuming you had a folder in the mission file with the images? And this was pbo’d and uploaded to your server? Or was this a self-hosted op?

sly hare
#

yes, it had its own folder called "Pictures", but according to the friend who uploads it to the server, our missions do not get pbo'd to the server

#

@autumn stone

rocky carbon
#

missions are pbod before putting them on the server I suppose

#

also if you have a C:\something_path\to\misssion\folder\textures\thingy.paa it might work locally but not on server

late breach
#

missions are not required to be pbo-ed on a server, although I remember something about images in mission which do require to be in a pbo.

sly hare
#

I put the images into a folder inside of the mission folder so i only have to write "Picturesfolder\texture.jpg" in the appropriate place, that way all included images are inside of the mission folder

#

I will test it out tomorrow with the mission pbo'd to see if that works

summer badger
#

All I know is that in a Lambs+VCom AI combo I managed to get an AI A-10 and 2 Apaches to come to support a group with actual rockets and missiles and I'm super happy

strange river
#

i dont use vcom anymore, ai seem kinda dumb and suicidal

sharp axle
#

So I'm trying to make a APC go backwards into a wall. But SendSimpleCommand doesn't seem to work beyond reaching it.

#

Is there something I missing with how the AI interacts with those commands?

bold zenith
#

Hey anyone know how to get building destruction to work properly on a dedicated server? For example using the edit terrain object module in editor works fine in testing, but on my dedicated for some reason there is the damaged/destroyed building, but an undamaged building spawns on top of this so there are 2 buildings spawned inside eachother. Not sure how I get them to sync up. Or some other method to destroy specific buildings that would work would be appreciated as well, I've tried googling and can't find anything on this topic.

deep knoll
#

Useful script for those mission makers that want to have alot of enemies

sly hare
#

Could anybody point me to a tutorial that will show me how to add music to my mission? basically i just want a small radio player that plays a couple songs on loop at the spawn

deep knoll
tame sage
#

@sly hare You want to look up PlaySound3D and how to add cfgsounds to a description.ext . There's several tutorials online with those keywords. Be aware that the syntax is... Very rigid!

sly hare
#

wdym by rigid?

tame sage
#

I mean that the game accepts no alternative syntax for those things, and if something is wrong it will not give an error message. So you have to write it exactly correct.

cinder holly
#

it's a syntax, it is to be respected yes πŸ˜›

inner belfry
tame sage
#

At risk of overkill, what I mean with no alternative syntax is that PlaySound3D isn't as flexible as, say select :

https://community.bistudio.com/wiki/select

And often the error/typo in your object init, script file, or description.ext results in the same outcome: no sound played in the mission, without a helpful error. It's just a bit tedious the first time you do it.

sly hare
#

will that play the music from objects

#

like you know, a radio

tame sage
soft rover
#

Trying to get the ammo classnames of a turret

#

command for this?

#
  • if there is one
signal coral
#

Hey everyone,

I have an open question. I want to include humanitarian workers in a COOP mission (along with "regular" soldiers). The major difference being that the humanitarian players can't use weapons or carry heavy gear.

I am thinking of an elegant way to removing this part of gameplay. All I can come up with is a tedious check of the players backpackItems , uniformItems , and vestItems with a long array of classnames, with subsequent removeItemFromBackpack . But this seems inefficient, and it will probably irritate players in that they can pick up items that disappear from their inventory.

Ideally the players would not be able to interact with weapons at all. However things like removeAction only work with user added actions, not default ones (such as take).

Anyone have any ideas? Or is there a better way of removing gunplay from particular players?

#

hiho, is there any reason why only the leader of my squad is entering buildings with waypoints? i set up me as subordinate in a squad. and i miss the buildings positions in 2D Editor. you could choose them...meowhuh

dusty lion
#

Anyone know if theres an MSO out there for arma 3? Just like ace3 no alive mod? Dying to play some clafghan MSO like the good old days and there dosent seem to be one 😦

summer badger
dark fern
#

Hey guys, can addaction and setObjectTexture be used in conjunction with one another?

I.e. this addaction ["Show Slide", "slidescreen showObjectTextureGlobal [0, "slide1.paa"];];

And if so what would be the correct way to write it out? Im pretty sure thats not right above haha

tame sage
#

@dark fern you wouldn't happen to be making a slideshow script, would you? πŸ˜…

#

@summer badger thanks. Although in my scenario, the humanitarian workers are the target. Will ask elsewhere.

dark fern
#

@tame sage Haha, sort of ... I find the addaction 'action' to be a little easier to use than the ACE Slideshow UI

plush plover
#

i have a problem here i need help with
i have a police mission triggers set up and all but one thing is missing.... dialogue. I cant for the life of me how to add dialogue. i want to have a simple back and forth.

They move to a trigger task complete.
player: bla bla bla
dispatch: bla vbla vla
player: bla vla vla

trigger
bla
bla
bla
how do i make that happen?

summer badger
wild zenith
#

oh yeah, watch that three times actually

#

if you are making it for dedicated server, you may need to call it with remotexec to ensure all clients get it.

trim ginkgo
#

Mafia Team Work Freemode - Teaser ! 😁 - GTA like gamemode [Single, Coop, PvPvE] - release date, June 19, 2020 πŸ₯³ https://youtu.be/qCbt2z06lQ8

plush plover
#

@wild zenith im making SP/COOP not interested in servers but either way thank you for the information

plush plover
#

quick question when i make a mission using 3den enchanced do players have to have 3den enchanced to play the mission??

tame needle
#

3den enhanced in itself does not need to be installed for the mission to run, no.

plush plover
#

thanks

#

animations will still work right?>??

tame needle
#

3den enhanced itself doesn't add animations.
If you have installed mods that add animations, players will need those

plush plover
#

ow kk

plush plover
#

hey @wild zenith im having trouble understanding a word BI is saying

#

where do i type that stuff out
do i type it into a trigger a certain module or do i need to look for a specific are in the mission file to type it in

sterile bane
#

Anyone have a good way to simulate combat nearby? Tracers, explosions, gunfire, that sort of thing?

vernal brook
#

in editor you have effects modules

summer badger
#

Modules->Effects

#

Then tie some triggers to them

vernal brook
#

it is better to spawn and despawn them via scripts

#

for that valuable cpu

sterile bane
#

I know there's modules for tracers and gunfire, but they don't seem to repeat. Unless simply being in the trigger will loop it?

vernal brook
#

tracerrs do repeat

#

using them in this insertion sequence

shut lake
#

I was looking for it but couldnt find anything, is there a way to make trigger SFX/music/effect appear only to few selected ppl? Like everyone can activate it but effects of it ie. music/screen shake appear only to selected few

cinder holly
#

if you make the trigger local ("not server-side only") and only trigger the condition locally yes

shut lake
#

only trigger the condition locally
@cinder holly could you explain how to do this?

cinder holly
#

well, if you link the trigger to "player" and the said player enters it, it will only trigger for the current player, not the others

shut lake
#

or maybe you have link to wiki or smthing. So effects will only appear to synchronized player? Just to be sure, testing it in SP isnt working for me.

cinder holly
tame needle
shut lake
#

To be precise what i want. We have a group of 8 people, all players and i want to shake screen for only 3 of them. Will synchronizedObjects work like that?

tame needle
#

If you only synchronise those 3 players to the trigger, then yes only those players will be in the synchronizedObjects array.

shut lake
#

Ok, thank you. I will try it

#

So it will be easier if i ask, how would you do it? i am quite bad in arma scripts.

#

_objects = synchronizedObjects _logic; this one didnt work

tame needle
#

just check if the player is in synchronizedObjects

player in synchronizedObjects thisTrigger;
shut lake
#

invalid number in expression?

tame needle
#

yeah, forgot to tell it what object to find synchronizedObjects for, oops

shut lake
#

ok, thanks for explaining i will try to make it work for me πŸ˜„

jolly nest
#

Anyone know of any backpack on chest scripts compatible with ACE? I seem to only be able to find mods for this, not scripts

jolly nest
#

nvm, found a mod with a license that allows me to put it in my mission as a script

velvet wolf
#

Is it possible to restrict players from spawning on certain spawn points until after a certain time/a timer is reached? For example, when the players load into the mission, they are randomly assigned a faction and are spawned at only certain spawn point and upon respawn they can spawn at any of the other spawn points?

signal coral
#

yeah

#

hold on

#

you'd want this in like

#

initServer.sqf

#

if you just want it to hit as a timer

#

so what you'd do is something similar to this;

#
//initServer.sqf
_countdown = time + (number of seconds you want to wait);
waitUntil {time > _countdown};
[west, myRespawnAPC] call BIS_fnc_addRespawnPosition;```
#

keep in mind if you do it this way you will need to put this at the very bottom

#

because waitUntil will suspend execution of the script at that line until its conditions are satisfied

#

i don't like sleep because it's not as reliable

#

if you have to have other stuff below this code for whatever reason you will need to spawn the above code snippet

#

so it'd look something like

#
[] spawn {_countdown = time + (number of seconds you want to wait);
waitUntil {time > _countdown};
[west, myRespawnAPC] call BIS_fnc_addRespawnPosition;
};```
velvet wolf
#

Got it! Thanks very much!

signal coral
#

no problem, ping me if you have any questions or run into problems, i got super burnt out on missionmaking so it's been like a solid year since i've cracked open the editor

#

i'm a touch rusty

#

oh, actually, you may need to call it

#

oh. wait, nah, you don't

ruby siren
#

How do you delete objects using a trigger

hidden plover
#

When I'm dropping down my Create Diary Record modules, it's organising them in the Briefing tab in the inverse of the order I've put them down in - is this intended, or is there a way I can re-organise them correctly?

normal axle
#

Ok I need help with this line

#

_aspawn1 = ["atspawner","atspawer1"] addAction ["<t color='#00FF00'>Spawn Target (CLOSE)</t>", "scripts\atarc.sqf"];

#

I want both Variables to work with the code

astral bloom
cinder holly
#

@hidden plover intended - new ones are created on top of the others

hidden plover
#

Ah, that's a little irritating. I'll have to remember to create them in reverse order in the future. Thank you @cinder holly! ❀️

velvet wolf
#

So I'm trying to create a "CCTV" area where you can view different cameras (essentially, uav's with simulation, damage and show model disabled) in a certain area. However, I do not want the player to grab the UAV Terminal with them always to connect to them and view it. Is there a way to make the player use a specific object (like a static keypad) or even a designated area to use the UAV Terminal?

signal coral
#

why not just use cameras?

#

could do some finangling with VR objects and setting textures on them to have multiple CCTV screens on like, a single "main" screen

signal coral
#

Hey guys, could any scripter give me hand? I couldn't find an answer online. I'm making a killhouse for training and I'd like to put a bunch of target objects (thinking of the VR humans) which a script that I could implement in an addAction. The point of the script would be to spawn a random number of these targets on predefined spots in the house and maybe having a 'cleanup' addAction as well? Basicaly allowing to repeat an exercise and allowing for a bit of random?

Here is a little pseudocode I made of my idea, not sure how much of this can be done as I know no SQF.

get edenPlaceObjects as array

if addActionSpawn then
  get i from 8 to 10 as int
  spawn i number of edenPlaceObjects randomly
elseif addActionClean then
  for i
    remove edenPlaceObjects
  end
end

Thanks in advance for any help πŸ™‚

signal coral
#

The point of the script would be to spawn a random number of these targets on predefined spots in the house
Why not just place all of the VR entities in whichever position you want and then set their attributes to be like 25% probability of existing or whatever? No coding needed

#

Alternatively if you want to be able to reset the house without restarting the mission, just roll a dice with X amount of sides for each unit that deletes them if the dice roll is a certain value

#

something like

#
[code that spawns units in all possible locations and sticks their objects in a single array]
{
_dice = random [0, 2, 4];
if (_dice > 3) then {deleteVehicle _x};
} forEach arrayVariable```
late breach
#

I actually made a killhouse and placed some dummy objects (eg. a pole or road cone) at the spots I wanted targets to spawn; used nearestObjects to find those objects and get their positions and orientation; and with a script I placed pop-up targets or actual AI units based on the setting I selected.
Near the killhouse I placed a desk with a laptop which has different presets (easy, medium, hard || targets, static AI, active AI), which calls the above script to put down the correct units.

signal coral
#

@late breach that sounds really interesting, may I have a look at your script?
@signal coral I was looking at the % system but I'm a bit confused at the part you explained to reset the house without mission restart

late breach
#

that script is part of a larger (private) framework, so difficult to share...

#

although what I wrote before should give a good indication on how its done

signal coral
#

I understand, id does indeed make sense but as I said I totaly lakc SQF knowledge so as muh as I understand what it does, I've got no idea how or what πŸ€·β€β™‚οΈ

late breach
#

And that's where the fun starts ;)
Although that's more a question for #arma3_scripting, but you'll be able to find a lot of information on the wiki and forums

signal coral
#

arrrrg I remember putting my nose into SQF but damn thing is confusing af

dusty sky
#

Anyone know why keyframe animations will not play unless you set the timeline to loop?

autumn stone
#

Do you have the module set to adminlogged or to your player ID?

#

@signal coral

dusty sky
#

i presume addCamShake is local function, is that correct?

#

so would it be enough to remoteExec it on each connected client to get the desired effect

night stratus
#

I have a mission that basicly crashes everyones ArmA, or the mission itself crashes when being loaded onto a dedicated server. In EdenMP it kinda worked fine tho and I have absolutely no clue why. If someone is willing to help, that`d be appreciated, gonna upload the Mission on G-Drive or send it per PM then

signal coral
#

probably a description.ext issue if it crashes as soon as you load, better off sending us your .rpt

sinful rampart
#

FYI You are probably talking about Arma @night stratus ?
ArmA would be #end_of_life_arma.
It crashes yeah? that means you have RPT and .mdmp files for the crash?

night stratus
#

I suppose the .rpt is being stored somewhere in the sever log files? Like ArmA only crashes when I load this mission, so it has to be something in there that isnt just working correctly

#

oh and i can`t seem to find the .rpt or .mdmp files

sinful rampart
#

So are you talking about ArmA or Arma?

#

There isn't any ArmA support around anymore

night stratus
#

uhm arma 3?

sinful rampart
#

Thats Arma 3 then, ArmA was Arma: Armed Assault

night stratus
#

so how should I proceed, still need the log files?

sinful rampart
#

the log files say why it crashed, without them one cannot know

#

they are wherever it crashed, if you say it also crashes clientside then these would work too

night stratus
#

Is it stored in ArmA root directory?

sinful rampart
#

As I said, there is no ArmA support anymore

night stratus
#

ArmA 3 root

sinful rampart
#

There is no ArmA 3

night stratus
#

Arma 3?

sinful rampart
#

There was only ever one ArmA.
If you mean Arma then please say so. I can only help with Arma 2/Arma 3, but not with ArmA

#

The link I sent above explains where its stored for Arma

summer badger
#

What a troll @sinful rampart

astral bloom
#

Telling the truth to tell the truth is a troll? notlikemeow

summer badger
#

It took me a while to understand, but he's trolling through spelling

sinful rampart
#

I'm not

#

ArmA and Arma is a definite difference.
As I said I can help with Arma stuff, but specifically ArmA I don't know anything about and cannot help with.

astral bloom
#

There's some story and meaning behind those words, that's it

night stratus
#

So you want me to send the Arma 3 files in here or to the feedback tracker

sinful rampart
#

I cannot look at them now, a feedback tracker ticket would make sure that I can't forget

summer badger
#

Looking through the wiki, the commands on ArmA are pretty much the same as Arma

sinful rampart
#

Arma also has script commands that were added back in ArmA/OFP yes

#

pretty much the same not really though, many were updated/changed since then, and also all the new ones

#

plus the underlying engine has 14 years of extra development in it, changing lots of stuff

summer badger
#

That is what you hope for in the versions of the game, iteration on things already built and improve them

spring oxide
#

hello just a question
idk if it is possible but i want to have the bullet amount and weapon on top right disabled for players but when i do that they cant see what grenade they are holding
is there a mod/a script that will enable players to see only what grenade they are holding but not the ammo and weapon?

cinder holly
#

@nocturne mirage wrong channel

glacial glacier
#

right so, the situation: I've bolted an RHS SPG-9 to the top of an M113 as a poor man's ACAV using attachTo. Issue is that as a static weapon it has the Disassemble SPG-9 on the scroll wheel, and that you can hit that while inside the vehicle. I don't want anyone to accidentally select that while trying to do other things inside the vehicle, so is there a way to disable actions? My googling has found that I can disable actions, but only ones that I have placed myself, not ones that are already there. I'm going to keep searching while waiting for an answer

cinder holly
glacial glacier
#

that'll do it, thanks

#

yep, it worked. big thanks

cinder holly
#

w/ pleasure!

dark fern
#

Any ideas why this wouldnt be working on a dedicated server guys?

this addEventHandler['hitPart', {[(_this select 0 select 0), true] call ACE_captives_fnc_setHandcuffed;}]; this allowdamage false;

on AI* i should add

late breach
#

While you can add "HitPart" handler to a remote unit, the respective addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. The event will not fire if the shooter is not local, even if the target itself is local.

dark fern
#

Thanks @late breach , any advice on making it work on dedicated?

The idea is simply to make an AI that is hit go into the handcuffed

late breach
#

you could try 'HandleDamage' EH, check if damage > 0, set in handcuffs and return 0 (so other EH's won't bother). No need to set allowdamage false either

dark fern
#

Ill look into it, thanks mate

teal raptor
#

Hey guys, im brand new to mission creation, so I want to make it possible for the AI to call in air support, and as an optional objective you can destroy a radio tower that will disable them being able to call air support, is this possible? I'm fine with downloading mods.

night stratus
#

Hey Demen, did you have a look?

#

Hey guys, im brand new to mission creation, so I want to make it possible for the AI to call in air support, and as an optional objective you can destroy a radio tower that will disable them being able to call air support, is this possible? I'm fine with downloading mods.
@teal raptor there is an CAS module, place it whereever you want the CAS to happen, link it to a trigger and set it to "Radio Alpha" for example.
You can also use the virtual/normal support, where you can basicly call an CAS at any desired location real time. You will need an extra support module in order to call it

karmic glade
#

When I start my arma 3 editor I cannot see any of my missions. When I save new one, the path of missions is changed from my profile path in Documents/missions to arma 3 root/missions folder. Anybody have same issue ?

night stratus
#

you can save and export missions. Exported missions will be saved as an PBO in arma 3/missions or mpmissions. Saved missions will be under documents/arma 3...
Do you save or export them?

sharp axle
#

So I'm making a scene with a very...very large object in the background. I get that you can make models visible at any distance, but what about particles? Is it possible to adjust how far they get viewed out?

karmic glade
#

I save them, they are saved in arma3/missions

woeful fulcrum
cinder holly
#

@sharp axle ↑

sharp axle
#

Sweet, yea the object is only one time and for a 2min very tailored cutscene.

#

Its just so massive it would be very illogical to have it up in your face and not question why the ground below you isn't already vaporized πŸ˜„

restive bane
#

any good ACE nightvision settings? been messing around trying to find a nice balance. Default seems too unforgiving for my units playerbase

austere oxide
#

is there any British aircraft carriers on the steam workshop?

late breach
#

@restive bane this is what we have on our server and seems to work pretty well:

force force ace_nightvision_aimDownSightsBlur = 0;
force force ace_nightvision_disableNVGsWithSights = false;
force force ace_nightvision_effectScaling = 0.1;
force force ace_nightvision_fogScaling = 0.132903;
force force ace_nightvision_noiseScaling = 0.1;
force force ace_nightvision_shutterEffects = false;
#

IMHO still god-mode version, but works well in bad-lit locations

restive bane
#

what about advanced fatigue?

#

I already have performance on 2.0, I don't want to raise it too high cause they like to load their kits around 60-75% and I want a little punishment

restive bane
#

@late breach

austere oxide
#

how do triggers work, I've tried setting some waypoints to activate once units walk into the trigger area so reinforcements will arrive for opfor

austere oxide
#

that's all just gobbldegook to me

vernal brook
#

chexk some youtube tutorials

#

basically trigger has owners

#

and conditions

austere oxide
#

I've got mine set to Blufor, detected by opfor

cinder holly
#

if you just want "when blufor enter", don't set "detected by opfor"

austere oxide
#

the problem I'm having is the waypoints activate upon mission start instead of if opfor sees blufor

cinder holly
#

did you edit its "conditions" field?

austere oxide
#

of the waypoint?

cinder holly
#

of the trigger

#

actually, the waypoint synchronised to the trigger will execute then be left "on hold"

you want to add a first waypoint to the reinforcements on their starting point and synchronise it to the trigger, and another waypoint that brings them as reinforcement

austere oxide
#

aah thanks

cinder holly
#

like
starting point β†’ A (sync'ed with trigger) β†’ B (destination)

austere oxide
#

hmm, random bunch of guys keep getting out of the transport trucks on the hold maker

signal coral
#

What would be the largest acceptable mission file for a multiplayer mission would you say?

#

Also does removing objects add to the mission file?

cinder holly
#

removing objects removes from file (but a little)
Biggest parts are videos, sounds and pictures

tacit lily
#

removing object, makes the mission file bigger, no?
i mean, the removal logic gets placed, which needs positioning and everything and the settings it uses. The objects are only removed on mission start.

sinful rampart
#

the hide object module, yes

tacit lily
#

i guess thats what zeevo is asking for, as he is talking about removing object

#

but, is there an actual way, to remove objects in a much smaller way?

sinful rampart
#

the logic just runs script

#

run the script manually

#

without logics

tacit lily
#

guess i ll look more deeply into it then

wraith pumice
#

Hello everyone, a quick question about ACE and explosions.
Is there a way to simulate shrapnel at one point?

main pelican
#

When people die, it says ____ was killed

#

How do I turn off, haven't encountered it before

#

When changing to the mission on the server difficulty is set to Veteran

karmic glade
night stratus
#

Deeeedmen my baby

sinful rampart
#

no time

#

But I also didn't see a FT ticket

night stratus
#

its on the bottom

#

by "DerWahnsinn" aka. me

sinful rampart
#

Creating Ticket:

#

you wrote a comment under a wiki article, not a ticket

night stratus
#

that`s a big oof, where can I do that, cant seem to find it

sinful rampart
#

top right, the star symbol

night stratus
#

Bug Report or Private Bug Report

sinful rampart
#

do you want it to be private or is it fine if people can look at it?

night stratus
#

right, thank you

summer badger
#

I can't find the answer anywhere: is Livonia available to every player?

fervent dagger
#

It's a DLC

#

Contact DLC

late breach
#

Livonia is part of the Contact DLC, and therefor only available for people who have bought the DLC. So missions made on that terrain, or server running a mission on Livonia are required to have it.

fervent dagger
#

Grezvany... For some reason... i love you ❀️

#

in the good way

late breach
#

of course πŸ˜‰

solid dew
#

having some wonky issues with a trigger that I've never experienced before in my time making missions, I have a simple trigger set up to activate by Any player Present, in the condition I'm checking if two other triggers have been activated or not with triggerActivated trg_target1 AND triggerActivated trg_target2
On activation I'm running end server mission with
"EveryoneWon" call BIS_fnc_endMissionServer;

now here's where the strange stuff starts happening - when the two triggers are activated, the mission immediately ends regardless of if any player is present in the trigger or not which is not intended, I've even tried using multiple condition clauses such as:
((triggerActivated trg_target1 AND triggerActivated trg_target2) && (vehicle player1 in thisList OR vehicle player2 in thisList OR vehicle player3 in thisList))

the intended effect here is that at least 1 player should have to be present inside of the trigger after the other two triggers have been previously activated, however this still doesnt work despite the simplicity of the condition, and now the trigger refuses to trigger at all

kindred relic
#

What part of a unit/group's attributes in mission.sqm controls which unit is the group leader? Looking for patterns suggests it's the flags parameter with flags=6 indicating group leader, but it's not really documented.

cinder holly
#

true (also partially because mission.sqm should not be edited by hand)

kindred relic
#

I'm doing it for a Github upload, and going into the editor to change stuff also generates a number of unrelated file changes that make it annoying to read the commits

cinder holly
#

notably, camera position (e.g -0/0 replacements)

kindred relic
#

From a quick experiment it seems flags=6 controls group leadership to the extent that I need it for my specific case, but there are anomalies such as some group leaders having flags=2 and some units having no flags parameter at all, so I don't fully understand the system.

cinder holly
#

given it is named flags, it might be that there are boolean flags behind

#

010 = 2
110 = 6

kindred relic
#

Yeah, but it's hard to figure out what they signify. Like, we've got:

6: group leader but...?
5: ???
4: not group leader (e: vehicles can have 4 as well)
2: group leader
no flag: ???```
cinder holly
#

boolean flags mean "1 = true, 0 = false"

so binary "010" ("2" in base 10) means false/true/false
binary "110" ("6" in base 10) means true/true/false

we could guess that the second boolean value means "isGroupLeader"

kindred relic
#

Oh, I see

cinder holly
#

you could also see it like this

#define isXXX 1
#define isLeader 2
#define isYYY 4
#define isZZZ 8
flag = isLeader + isYYY
kindred relic
#

That seems to correlate with 7 also indicating a group leader

cinder holly
#

so definitely flags, and definitely "2 = leader" too πŸ˜‰

#

4 + 2 + 1

#

DedBoopeeer?

sinful rampart
#

dunno what talk

kindred relic
#

I haven't found any instances of flags 0, 1 or 3 in my...fairly comprehensive mission.sqm

cinder holly
#

we are talking about the flag value set on objects, in mission.sqm

kind relic
#

Are there any mods that allow for persistant base building in alive

wild quartz
#

It is possible to override difficulty settings (skill and precission, NOT for every single AI unit) on server?

cinder holly
#

you can setSkill units, you can force the server to run a mission in a given difficulty (by server configuration) but you cannot force this from the mission itself, as far as I know

wild quartz
#

Even using mod?

cinder holly
#

no way afaik

delicate hinge
#

You can't.

solid dew
#

is there any way to have the scroll wheel action menu show up during a screen being faded out with titleCut, or will it always conceal it no matter what?

restive bane
#

how do you guys like to balance your Unit having CAS? since air units are so brokenly good.

kindred relic
#

Remove thermals, introduce light AA threats, and have ROE restrictions on what they can engage without a direct and specific call from the ground

restive bane
#

i had a ton of light AA threats and they just pop flares right when they get a launch. they never really have to manuver

kindred relic
#

You may have a problem if their flares are 100% effective

restive bane
#

as in a problem with the mission or a problem with the targeting? The AI were using igla's

kindred relic
#

I mean there could be something wrong with the missiles or flares, I don't know. But it's absolutely going to be a major balance problem if the flares are guaranteed to defeat missiles every time.

restive bane
#

it def seemed like it. could be because those man pads are IR. I know the radar lock missiles are pretty much garanteed to hit

restive bane
#

whats a good view range you guys like to restrict for your units? I think that might be the best/easiest way to limit CAS heli effectiveness

zinc dawn
#

Does anyone know why I might get "Cannot load texture"?
I am trying to use the Strategic Map custom image module, and I have the .paa image in my missions root (same folder as the sqm).
I tried entering it as icon.paa, \icon.paa, /icon.paa and just icon, all result in "cannot load texture icon.paa"

cinder holly
#

@zinc dawn what are the dimensions?

zinc dawn
#

512 x 256

cinder holly
#

Hmm, so yeah it should work

zinc dawn
#

hmm, if I place down the strategic map mission module, and set the icon as image, it works, but in the custom image module, it does not. strange...

zinc dawn
#

loading an image from a pbo (like \A3\Ui_f\data\Logos\arma3_white_ca.paa), works...
is there a special path for a mission? thought it was just \

cinder holly
#

no prefix should work

zinc dawn
#

ah, it uses drawIcon internally, which cannot use relative paths.

cinder holly
#

then getMissionPath "icon.paa" @zinc dawn

zinc dawn
#

since it's a module, I can't put that in the value, but on init

_value = getMissionPath "m3_icon.paa";
this setVariable ['Texture',_value,true];

worked :)

sinful rampart
#

,true don't do that

#

mission path can be different for different players/server

zinc dawn
#

it's a singleplayer mission anyways

sinful rampart
#

well that means its useless still

zinc dawn
#

okay, thanks for the headsup :)

restive bane
#

In I&A there are scripted AA tanks that can fire across the map
@signal coral

I guess I could use those SAMs that were put in with the jets DLC and script a reload and rearm. Didn't really think of just flooding them with missiles.

sinful rampart
cinder holly
#

@sinful rampart oooh you, thank you!

brazen pasture
#

Did BI make it so thermal acts different based on the month in mission? IE winter or anything

sinful rampart
#

yes

brazen pasture
#

....jesus.... im guessing this started around the old man update?

sinful rampart
#

no

brazen pasture
#

is it set by map

#

or by date?

sinful rampart
#

both

brazen pasture
#

is geolocation a factor?

#

how do i turn this "feature" off

sinful rampart
#

don't think you can

brazen pasture
#

so can i force the date in mission and change it?

sinful rampart
#

yeah

brazen pasture
#

thx

cinder holly
#

or Ctrl+I in Eden, you can set the date there

brazen pasture
#

anyone know what the best dates are for working thermal on altis, tanoa etc?

cinder holly
#

Winter I suppose?

#

note that Winter also changes depending on North/South hemisphere

astral bloom
#

Does IR acts differently based on the date? πŸ€” Think never heard of this...

sinful rampart
#

no

#

but in winter the ground is colder than in summer

brazen pasture
#

@astral bloom apperently so, had a player send me picks of the same map on 2 different months

#

in winter you cannot see terrain features

astral bloom
#

Which is when and when?

brazen pasture
#

Tanoa :: 1st December and 1st June

#

I wish to god someone had written this down somewhere

astral bloom
#

So Summer vs Winter?

brazen pasture
#

yeah

astral bloom
#

Hmm. Nice feature, as usual

brazen pasture
#

to think some dev spent time coding this but never fixed darter wobble.....🀣

#

but hey at least they aint naughty dog....

signal coral
#

What is the correctly name for the Map Slot and GPS Slot in the Unit inventory? An trigger should activate when the player has the map and gps in the slot!

cinder holly
#

player hasItem "itemMap" or itemGPS" iirc @signal coral

#

woops, hasItem isn't a thing

#

BIS_fnc_hasItem is

signal coral
#

thanks!

zinc dawn
#

how do you properly sync a "Get In" waypoint? I got my player with a get in waypoint (attached to the vehicle), and a vehicle "Move" waypoint, the 2 waypoints are synced (set waypoint activation). But as soon as I get in the vehicle, the "get in" turns into "wait" and the vehicle does not start moving.
Should I not be using a move waypoint for the vehicle?

dim beacon
#

Use Get In Nearest

zinc dawn
#

that didn't work, now it shows "Wait" instead of "Get in" right away

#

and still won't move

dim beacon
#

is this SP?

zinc dawn
#

yes

dim beacon
#

If so, you can have the normal get in Waypoint for the player on the Bird. Have the Helo have a Hold waypoint under the bird. Create a trigger with an area around the bird (Make it small-ish), make it 'Skip Waypoint', sync it to the hold maker. Make sure there is a move marker after it

#

Make sure the trigger sets off for the trigger owner, make the player the trigger owner

#

so it pretty much means, once the player enters the trigger, it'll 'Skip' the helos hold waypoint, moving it onto the move one

#

long winded, but it works πŸ™‚

zinc dawn
#

hmm, I'll give it a try, but still strange that the players Get In waypoint does not even activate.

#

right, I deleted and remade the waypoints and it work. interesting xD

night stratus
sinful rampart
#

Thanks

signal coral
#

Hey guys, so I'm making a bootcamp map for my unit. We are airborne and I would liek to my guys to be able to train jumping without a pilot online. I would like to have a 'addAction' in the plane that woudl start a series of waypoints to fly around the map in a predefined pattern, land and parc back to the original spot. Maybe even add a 2nd addAction to the same plane for a different fly pattern (higher altitude for example?)

https://imgur.com/a/Sunyryp

So far I've tried experimenting with HOLD waypoints and trigger conditions but I can't seem to get it to work in any way (plan just goes for the waypoint on mission start and sucks at landing back down). Anyone may be able to help me out? Thanks

cinder holly
#

you could try something with BIS_fnc_UnitPlay if you want - it replays the exact flight on each execution

signal coral
#

O.o that looks.... complicated....

silver girder
#

once you get the hang of it its not that hard
this guide is pretty helpful

signal coral
#

Will have a look, might take me a few days ^^ thansk guys

restive bane
#

how far can players see direct chat text?

kind relic
#

anyone know how you can edit vcom settings in 3den?

restive bane
#

can you? i don't think you can. its usually a userconfig file

carmine spear
#

I'm looking for an oil platform mod. Has any one used one ?
I've searched and didn't find an that have been updated in the last 9-12 months.

signal coral
#

Is there any way to integrate a sound (via trigger) into a mission, i'm really in need of one since Arma 3 one's are a bit of lack for what my ambience needs

restive bane
#

Yes look up 'playSound3D'

signal coral
#

Noice, i've read the article but i can't seem to understand how it works, i've looked for videos as well and they use Say3D but it has a local effect and not global. If someone is willing to help me i can stream the game and hopefully do whatever is necessary to get it to work

night stratus
#

you put this here in your description.ext

class CfgSounds
{
 sounds[] = {};
 class music1
 {
  name = "music1";
  sound[] = {"\sounds\music1.ogg", 25, 1};
  titles[] = {0,""};
 }
  class music2
 {
  name = "music2";
  sound[] = {"\sounds\music2.ogg", 25, 1};
  titles[] = {0,""};
 };
};  

in the trigger goes

_object say3D ["music1", 50, 1];

On the wiki it says Plays positional sound with given filename on every computer on network -> https://community.bistudio.com/wiki/playSound3D
so it does play for everyone

signal coral
#

ooh i see

#

basically, my audio files have to be on the same folder as well, and will the trigger spawn the sound in where it is located?

signal coral
#

trigger has: _object say3D ["policechatter", 5, 1];

cinder holly
#

try without the leading slash, sounds\ instead of \sounds\ @signal coral

astral bloom
#

name =/= className. You need the className, in this case music1 for the say3D command

cinder holly
#

oh, true

astral bloom
#

Wonder why it has name but not displayName

cinder holly
#

in CfgSounds "name" is "display name"

signal coral
#

then it'll be _object say3D ["music1", 5, 1]; right?

cinder holly
#

yep

signal coral
#

i'll try now

#

nop, it doesn't work πŸ€”

astral bloom
#

Did it threw an error?

signal coral
#

not really

#

i have the trigger set to activate via radio, when i activate it, it doesn't play anything

astral bloom
#

Make sure the trigger itself is working properly, via some debug commands like hint or systemChat

signal coral
#

yup, the trigger is working perfectly

astral bloom
#

...Wait, you're doing sqf _object say3D ["music1", 5, 1];in a trigger right?

signal coral
#

yup

astral bloom
#

Then that's most likely why. _object isn't defined in any triggers

signal coral
#

oh

#

sorry for not knowing this haha, i'm pretty much new to this

astral bloom
#

Nah, you're closing to it

signal coral
#

then should i thisTrigger say3D ["music1", 5, 1];

astral bloom
#

If the object has a name like object1, put it there

signal coral
#

okey

astral bloom
#

thisTrigger is invalid against say3D suppose? Never tried though

signal coral
#

there's only one way to know

astral bloom
#

Test? πŸ˜„

signal coral
#

yep haha

#

lol

#

it works

#

πŸ˜‚

astral bloom
#

πŸŽ‰

signal coral
#

Thanks guys!!

#

now it's time to save the whole script for another time 🀣

zinc dawn
#

When porting old missions (from the 2d times) what's the best way to replace logic waypoints?
If they are all AND, i can transfer them to sqf easily (though if it's efficient...), but i don't know how to handle OR waypoints

tight cairn
#

Anyone know of a reason why when i add an image to a infostand in editor the file path works but as soon as i upload it to a dedicated server i would be getting an image not found error?

late breach
#

what is the path, what is it relative to, and how is the mission present on the server?

tight cairn
#

Its in the texture field of the info stand file path is written images/arsenal/imagename.jpg
Ran through tophes dedicated server tool

late breach
#

the root of the path is the mission? an addon? your local computer?

and did you make a PBO of your mission, is it binarized?

tight cairn
#

The root is in the mission

#

No i did not make a pbo or binarize it

late breach
#

Mission MUST be in a PBO format (not bare folder) when used on a dedicated server with images inside a mission due to an issue to prevent errors.

tight cairn
#

Ok, i had no idea

#

I appreciate that

late breach
tight cairn
#

Thank you for the help

late breach
#

np, that's what this Discord is for

eternal ibex
#

I've modified a mission, followed the instructions to a T, but now my server is stuck in a boot loop. It's not generating new rpt files for me to examine.

cinder holly
#

revert your changes Β―_(ツ)_/Β―

eternal ibex
#

How helpful.

cinder holly
#

what do you want us to do here?
it worked before, it doesn't anymore, you made changes

well, what were the changes to begin with! πŸ™ƒ

eternal ibex
#

It's an Epoch server. The default traders suck, all have the same inventory with zero variation. The bit I added was to add more, much more varied traders that owuld sell, like, ammo and vehicles.

neon sigil
#

Hey guys, my missions always end abruptly upon reaching 0 tickets,am i able to just make it so when there are no tickets left the player can't spawn in, instead of it just ending?

abstract fox
#

Hey

#

I am crying to find the class name of a vehicle with a skin on it

#

struggling a little does anyone know the best way?

cinder holly
#

when aiming at it in Eden, typeOf cursorObject?

abstract fox
#

how do I run that ?

#

KA-60
rhs_ka60_grey

but this is just the default I want the one with the blackskin on it

#

_veh = createVehicle ["rhs_ka60_grey",position player,[],0,"NONE"];
[
_veh,
["Black",1],
true
] call BIS_fnc_initVehicle;

when I use the edit vehicle appearance it gives me above but its no good to me

barren dove
#

it is most likely the same vehicle class with a black texture instead.

abstract fox
#

yeah ^

#

but is there no class name?

barren dove
#

rhs_ka60_grey is the class name

abstract fox
#

but that spawns the default one and not the black variant

barren dove
#

the call to BIS_fnc_initVehicle would change it to black

#

how are you spawning the vehicle? placed in 3den or by script?

abstract fox
#

Basically what I have got going is a list of vehicles I can spawn using their class names but I want this one in specific

barren dove
#

so this is a script?

abstract fox
#

yes

barren dove
#

so you should modify it to allow for specifying a texture

abstract fox
#

could you point me in the right direction?

#

is there like a setTexture

barren dove
#

setObjectTexture

#

though you could just support the calling of BIS_fnc_initVehicle if a texture class like "Black" is defined. would be simpler.

grim hearth
#

It's derived from the Orca. The black version in the Arsenal uses the ARMA 3 Orca black textures...

#

So spawn O_Heli_Light_02_unarmed_F πŸ˜‰

grim hearth
#

For this helo RHS just retextured it... that's why it's in the a3retex package @abstract fox

wide scroll
#

ive been testing out the Simplex support mod and theres an vehicle array box for having a "garage" of sorts. is it possible to have this be a path to a file (IE \TestMission\vics.hpp) rather then an array of vehicles (IE, ["Vic_1","Vic_2"])? hopefully this is the right channel

abstract fox
#

I thought of a way of doing it

#

[_veh, "", []] call bis_fnc_initVehicle;

#

using the code above

#

but between the ""

#

how do I insert a variable ?

#

is it just as sim

grim hearth
#

I already said that the black one is just the ARMA.3 La-60 though πŸ€·β€β™‚οΈ

cinder holly
#

…type slower ^^

abstract fox
#

my keyboard automatically entering wt

#

I don’t just need it just for the KA60 @grim hearth

#

For other vehicles as well

#

So between the β€œβ€ could I just put _texture which will call the variable from a different script?

#

texture = β€œblack”; it should just insert it right? Or is that not how you call variables into a function?

grim hearth
#

But for other vehicles RHS has models that can be spawned with different colours. This is an exception cause RHS just retextured the Ka-60s for their camos... So the black Ka-60 you see is simply O_Heli_Light_02_unarmed_F

abstract fox
#

But I don’t just need the KA60 I need other vehicles with different textures

#

I get it in this case I’m just using the KA60 as an example

languid dune
#

Does anybody know what "Story mission" means

signal coral
#

I think it's a side quest honestly

#

Like you do that one in your spare time