#arma3_scenario
1 messages Β· Page 47 of 1
i dont have anything as conditions
_group1 setCombatMode "RED";
_group1 setBehaviourStrong "COMBAT";
and those are the onactivation
Right on. How is the trigger triggered then?
the group exists
its triggered by bluefor
type is present
i did have another problem of entities not loading in the multiplayer once
with a truck
but nothing else
When you say the trigger doesnt exist, do you mean the trigger module itself never spawns in, or the trigger doesnt work?
so
i put it down ya
i save
and i press to play
i right click as zeus
and press the add entity
set it to 250m
everythig i placed down
becomes an editable entity
Got it. And what is _group1 in this case?
but the trigger doesnt appear
group1 is the name of the group
the _
is used to signal the command
so that it actually works
i thinks
Is group1 a group of playable units or AI?
AI
they are the ones supposed to switch from peaceful combat mode
to not peaceful
aka from holding fire to fire at will
and from careless to combat
I may be out of my depth ehre unfortunately. Everything you're saying makes sense. I suggset two things;
- Delete and recreate the trigger (clear any mistakes or other mumbo jumbo)
- Rename the AI group and change trigger to match that name. See if it was naming mess up
yeah that was my next action
assuming that its the same situation
as that truck
and delete and replace
yeah kind of the IT restart the computer solution. fixes alot of problems, worth a shot
yeah im placing it again and retrying
also a thing about zeus
whenever i press Y to go into zeus
it just freezes my screen for a solid 8 seconds
is there a way to ease in?
Not to my knowledge. I believe its a factor of # of mods etc and complexity of mission/terrain.
cause its literally the reason why im going through all this trouble with auotmatizing the zeus role in the first place
this is such bs
still doesnt appear
Id recommend waiting for a more advanced scripter
and the trigger doesnt apear in my zeus view mid game either
so that i could place it down mid game
or something like that
well there was another scripter that said he could help but i thought it was more of a mission thing
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
so my suspicion is group name wrong
or the way you're referencing the group is wrong
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
Anyone got a down and dirty way to use ASL when above water and ATL (or just set pos) when above land?
Thinking maybe im overlooking an existing option that does this.
Waves shouldnt be an issue. I am using another script to spawna floating base.
Running into issues moving playable slots* when used on maps with water at 0,0,0
_randompos = [[[[-4,-20,31], 5]],[]] call BIS_fnc_randomPos;
this setPos _randompos
Not sure how to modify that to respect sea level
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]
My thought is that _randompos is being set at ATL
Essentially, but the issue is the object being spawned in is done via init.sqf. So the playable units have to be repositioned simultaneously
The object being created is the terminal from A3
So your object is spawing below the deck of that base, right?
That is correct.
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.
@vivid herald When i test your code it spawns be at 31m above sea level, that is the intended behaviour, right?
Yes.
if so, you might have missed a semicolon after "_this setPos _randompos"
_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
Ill check it out
Thank you for helping
I believe I have determined the issue.
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.
spawn it at 31.5m and call it a day, :)
ahhaa im about to be right there
The script if you're curious. its for spawning compositions
https://forums.bohemia.net/forums/topic/191902-eden-composition-spawning/
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).
i found the offset, idk why its high
But anyways
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;
Is there a syntax issue there?
Placed in unit init. Doesnt move unit at all atm.
_randompos isnt defined outside the if statement
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;
Is what connor means
That worked perfectly. Do you guys have a beer fund
simplified
private _randompos = [[[[-4,-20, [31,61] select surfaceIsWater[0,0]], 5]],[]] call BIS_fnc_randomPos;
this setPos _randompos;
Thank you guys. It was the final piece to a project will save a significant amount of time ove rhte long haul
It basically lets me copy and paste sqm from map to map with 0 adjustment.
Do you guys have a beer fund
Good idea, actually
hello is anyone good with texview2 and ace slideshow because i cant get neither to work
do u need a .paa file or a jpg
and also it cant find the file source for my images
and also texviewer crashes
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.
grezvany13 whats the scripted one like is better or?
it's just easier to manage and modify (IMHO), although since I'm a programmer and used to it I'm most likely biased π
cheeky maybe you could send said script over
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...
in short, you can't with out addons
But, most addons require CBA, which is the one that makes "soldier name#group" work.
damn. so the groups just stay stuck at Alpha 1-1, Alpha 1-2, etc?
Yes, i'm afraid.
meh. ok XD thank you
No problem mate
a guide is here for you! π
Is there a way to create tasks and task sequence that goes from like task a to task b without scripting
(I may help, but there is also a written guide here https://community.bistudio.com/wiki/Arma_3_Task_Framework_Tutorial)
without scripting, I guess triggers and/or logic waypoints
Is there a guide for that somewhere
not me π try and error with synchronisation
π alrighty will see what I can do. If anyone knows how to hide a task let me know
unassign it?
*crawls back to #arma3_scripting*
Missions? in the map screen?
@barren narwhal
Setup your task, then sync a trigger to the create task module.
The task won't show until the trigger fires
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
Alrighty thank you will try it now
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.
Have you already found a way to check if the player has layed eyes on it?
@brazen cape
I have not, trying to figure that out too.
I don't know the max distace but you could take a look at "cursorObject"; cursorObject's max range increases when you use bino's.
This is probably the easiest approach;
https://community.bistudio.com/wiki/cursorObject
Should that not work at range, "intersect" is what you need.
https://community.bistudio.com/wiki/intersect
ill give it a shot, thanks, i appreciate it.
@rancid imp
Where, what?
Why is that file called "Mission.sqm.Mission"?
I dont know
I cant find that file
Mission.sqm.Mission
Now I was told by @wraith cloud to change the name
But I cant find that file
π¦
Is there any file with the .sqm extesion in your mission folder?
So I go to Missions Folder and it gives me a read.txt
MPMissions
None of them say mission.sqm.Mission
it looks like your mission.sqm is broken and is missing the Mission class
@rancid imp Is there a file called mission.sqm in your mission folder?
Or any other file of type sqm?
that doesn't matter... your mission.sqm is broken...
So make a new mission?
that probably works best, since something went wrong saving the file or you changed something in it which shouldn't be changed
It almost sounds like wero is looking in his arma mpmission folder and not the profiles or other profiles.
or trying to manually write a mission.sqm file π€
I didnt change anything π¦
But he didn't change anything
To update my mission if I have already published, do I have to republish to steam or is there another way??
Thanks
is flyInHeightASL broken? I've tried to use it several times in the past and it never seems like it does anything
yes
any alternative way to do what it does?
What does the ASL version do? I googled it, I donβt understand about scripts on the BI wiki.
it's supposed to force aircraft to fly at a consistent height ignoring terrain
right now it'll always try to retain a certain altitude above the ground
which means if there's hills, it'll go up and down
even if it's like 2km up
flyInHeightASL is supposed to make it follow a certain altitude above sea level
Ohhh ok gotcha.
Howdy guys
Iβm 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 Iβm wondering is there a way to add a clip from the YouTube video as the outro to the mission?
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
Is that possible
?
Thanks in advance
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.
anybody know if theres a physical ejection seat object i can put in a mission ?
just found this
_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.
how would i get these in the eden editor?
Use create3DENEntity
Having issues with CfgMissions\MPMissions
Mission appears in the missions select screen but will not load
class CfgMissions {
class MPMissions {
class ARC_SANDBOX_01 {
briefingName = "ARC Sandbox: Altis";
directory = QPATHTOF(MPMissions\arc_sandbox_01.Altis);
};
};
};
that is the current structure
P:\x\arc_misc\addons\sandbox\MPMissions\arc_sandbox_01.Altis
that is the current path
Looking at it in configviewer it shows as this:
directory = "\x\arc_misc\addons\sandbox\MPMissions\arc_sandbox_01.Altis";
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?
@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";
Well that was an easy fix
Ok have something for mission makers that make missions for a given community. Auto join teamspeak from a link in the briefing
https://forums.bohemia.net/forums/topic/229303-txu_infolinks-briefing-with-external-working-links/
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.
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?
I tired adding this setBehaviour "COMBAT"; to the module, but there was no change.
Do you have the "Use Agents" checkbox ticked?
Tried it with and without that ticked.
Hi does anyone know any good tutorials for mission making? I'm trying to make small scale missions
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.
Marcus that is thhe best way to start
some thinks to keep in the back of your mind:
break your ideas down to the smallest parts
the best you can do is to combine various small scripts an such to something larger
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?
even the most basic things can be great fun if you spice it up a little
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 π
thank you very much
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?
specifically AI tied to a ZU-23-2
if you group it to something looking in that direction that is an ez fix
hmmm so have the ZU-23 crew in addition to a couple squad mates looking different directions?
place down a squad next to thhe zu
or a small group
just a sentry team is enough
then make some waypoints, make sure the last waypoint is a cycle waypoint and put it next to where you placed the group
then group thhe zu guys to that group
not the other way around
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
set the first waypoint to AWARE
they will constantly be looking for enemies
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)
to understand how that works, play as the lowest ranking solier in a large group
send thhem into combat agaainst a lot of enemies
make sure all helpers are turned on in didfficulty settings
you will quickly understand how ai works
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?
that's what I ddo
does it actually help performance for you?
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
Does anyone know how to restrict AI movement to a certain area. Can't find a specific tutorial for it.
how small of an area do you want?
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?
@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
I've tried that, unfortunately no dice
what about having the vehicle invulnerable that times out with a trigger shortly after server load?
I'm not good enough with scripting to do that
I doubt so, though
due to vehicles flying into space
still worth a test. let me figure one out
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
Unfortunately, scripting is not my thing
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?
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?
save with Eden?
Can you not just edit the config inside the PBO then restart the mission?
All I'm trying to do is change like 2 or 3 numbers in the config file and then carry on @cinder holly
which config file
kp_liberation_config.sqf
and how do you "repack"?
So I'm right clicking the pbo, extracting to folder, editing the config, then right clicking on the entire folder, repacking into pbo
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
What program you use?
save with Eden
PBO manager, I figured out what it was though, I needed to resign it
Thanks for your help Lou
(and POLPOX)
@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 π .
```sqf
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.
@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.
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 } **
Miller comes, and he's super angry he wasn't invited!
and he has a tank!
and a small army of darter drones
If i attach mines to triigers will they explode when a certain Ai/Person activates that trigger
@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.*/
@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
without scripting im not certain
I don't know scripting can you help
@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. π
{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. π 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 π
Is 11mb big for a mission? i got a bunch of images and a slideshow
I'd say so, I've heard plenty of people complain about 700kb π
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.
my smallest is 2mb
besides time needed to download (Which you can improve), I don't see any problem with that
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
whats s&d?
search and destroy
boring lol
I'm all for immersion, ACE-slideshows, and playSound3D. I just advise people to think about their friends with poor connections. π
You can alsways make a custom addons that includes all the resources, keeps the mission file small
I've taken to just making datapack mods.
Just don't pack mods you did not make π
not only mods, respect the copyright of images aswell as music!
lou means moderators
don't pack the moderators, it becomes cramped and uncomfortable for them in pbos xD
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
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
"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
you can create each of them separately, and "assemble" them with a description.ext
See https://community.bistudio.com/wiki/Campaign_Description.ext @hollow gorge
Tganks
Icy dead people
all the time @cinder holly ?
around the Titanic mostly @vernal brook
@fast hull Star Wars mods are illegal, and so is discussion about anything related.
Oh
wait what
i can vaguely see why the mods would be illegal but why discussing them
cause that would be kin to encouraging them?
and at worst promoting them and stolen things
i mean why are the mods even illegal
is it a copyright issue or stolen assets or what
because they break copyright laws...
although that's more a question for #other_ip_topics
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
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 π€
if it's copyrighted that's entirely different from something being stolen anyways
using copyrighted material is still theft
assuming that whatever he's using is copyrighted
and for that matter wouldn't fall under fair use
Star Wars belongs to Disney, and they forbid any usage outside of their production... so illegal in all possible ways
@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
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...
once again disney cannot override us fair use law
What is Fair Use of litteraly implementig battlefront in arma? You arn't transforming the IP in anyway.
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
negative
and i highly doubt 100% of star wars mods for arma completely implement an entirely separate game into the arma 3 engine
π€¦ 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.
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.
Hello, guys! Anyone knows worthy "Crowd" animations? For the demonstrations, protests etc
like cheering, pitchforking, making fists etc?
The only animations I can think of for that stuff is in POLPOX Artwork Supporter
https://steamcommunity.com/sharedfiles/filedetails/?id=1341387001
But they might just be poses and not useable for any missions.
@lethal jacinth
thanks, i also have found good arma 2 animation pack https://steamcommunity.com/sharedfiles/filedetails/?id=475097974
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?
playMission or playScriptedMission I believe
Yeah, it's playMission, cheers @astral bloom
Are the Old Man mission modules MP compatible?
They were built for a singleplayer mission, so most likely not
ok thnx
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. Thatβs a good place to start.
@autumn stone Nope, no mods just plain old warlords with more sectors...
@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?
@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.
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
@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.
Then whatever you're using, scripts or modules, arent mp compatible
*affect, both of you π
@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?
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
the effect π
π
ez way: effect is a noun, affect is a verb π
Dude i'm British and still don't know π
schooled by a frog, my my what a bad day π
hahaha
Affect/Effect, a battle that has affected people for centuries
Go wave the white flag somewhere 
I am not but my English teacher would probably still kill me if she knew about this... XD
But yeah that problem sounds like its caused by being when on a dedicated server.
remind me again, its warlords or something right?
So I'd just go through and see what might cause issues where the server knows something but clients don't.
@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?
It needs to be setup properly
Read this
A quick 2 second glance looks like it shows you how to set it up
@tough moon I read it before and I am quite sure it set it up exactly as shown but I'll double check.
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 π
@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.)
Hey glad you found it. Itβs always a small detail. I about gave up once over a semicolon! Cheers
Hey no problem man! π
better have the "here is the solution" message than "it's OK guys, I got it working" and nothing else π
Hahahah
The one that gets me is: Here is my problem, someone else come up with a solution
what settings do you like to keep your dynamic simulation at?
do you like the default settings?
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
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?
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)
yeah i was looking at that. you can add multipliers based on movement.
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?
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
hmmmm mk
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
even if said target takes damage
it will be disabled completely when not in range, even when you drop long-range artillery on it
hmmmm almost would be better to make a trigger area that enables/disables AI rather than simulation in that case
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
wouldn't disabling all the AI categories offload as well?
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.
just a quick question, if blufor and indie are allies, can weapons see each other's laser designators?
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
in armory, save loadout
then you can execute the sqf after mission is loaded in the script
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
Alright, I changed that
But i still dont have the sound global
Would execVM work?
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
getMissionPath +
no π’ wiki
true
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)
Talking about these dudes: https://i.imgur.com/GwbPRlF.jpg
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 π
go there and kill him!
Which game mode? Zeus? Any scripts? Mods? Pangolins?
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).
Okay. Then iΒ΄ll just put a marker over that area and kill everything inside at game start. That should work...
β¦but may break things π
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.
no, but maybe put the units you want to account for in an array (instead of direct allUnits)
not mandatory though
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 π
Thanks for the help though
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 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?
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
@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 So it's best to set it to all to avoid slow servers and too high RAM?
if you kill an AI, you already decrease CPU usage
if you clean up after, you decrease RAM usage (and slightly the CPU)
I wish I knew the setting on the official Warlords servers...
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 π
@cinder holly Please elaborate.
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
@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...
they wouldn't spawn
wanted behaviour?
@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...
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? 
@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...
ok - so non-respawnable units, but createUnit'ed
mode = 2 for corpse removal, else bodies will pile up indeed
@cinder holly Ok, thanks.
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
synchronised waypoints, trigger, or scripting
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
Set a trigger with condition to Bluefor Present, execute the convoy script in the trigger.
If your convoy is an AI group and you arenβt using a script (good luck with a convoy) , sync trigger to the move point.
Convoys in ARMA are notorious for issues.
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
@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 */
};
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
https://www.youtube.com/user/kalenderken this is the YT channel of the Lambs creator, he explains everything in his videos
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
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
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
2/ surround your code with
usually "local this" is better
not in the case of deco/reconnection
@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
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
Because of the stage my unit is at, I'd like the kits to load directly onto them instead of the box.
As you say
hoping your code has a global effect, since it will be run only from the server
I'll play around with it Dedmen and Lou, thanks for help π
Who is Dedman?
π³
Dedman is a unit of Dedmen; a Dedmen is a flock of Dedman!
Anybody have a idea/way of having a rifle sit on the ground with it's flashlight still active?
The only thing I can think of is making a light source, but I don't think you can make spotlight setups that way?
nope, just a "lightbulb" type of light, not a flashlight unfortunately
didn't the Contact DLC added coned reflectors to the editor?
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
you probably wrote the path wrong way.
like i said it showed up perfectly in the editor
Assuming you had a folder in the mission file with the images? And this was pboβd and uploaded to your server? Or was this a self-hosted op?
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
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
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.
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
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
i dont use vcom anymore, ai seem kinda dumb and suicidal
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?
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.
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
Check my Compilations Masterlist https://forums.bohemia.net/forums/topic/229297-all-arma3-compilations-masterlist/ Might be a tutorial or guide amongst one of the complilations, maybe the one for the editor may have one.
@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!
wdym by rigid?
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.
it's a syntax, it is to be respected yes π
Hello! I'm trying to find all of the gear classnames from the following mod to add them to a custom KP-Liberation arsenal":
https://steamcommunity.com/sharedfiles/filedetails/?id=1496363537
Is there a way for me to export all classnames for every uniform, vest, backpack, etc. to a clipboard and/or some sort of text file? I found this, but can't get it to work:
https://gist.github.com/Wolfenswan/82eb0019f2f3b0319ead
Any help would be greatly appreciated!
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 Here's two links that explain step by step:
https://forums.bohemia.net/forums/topic/159171-how-to-integrate-custom-sound-files-in-missions/
http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html#step 1
https://community.bistudio.com/wiki/playSound3D
"Description: Plays positional sound with given filename on every computer on network."
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...
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 π¦
@signal coral I was wondering the same thing, but my solution will be that if they carry a weapon, they will become targets. https://community.bistudio.com/wiki/hasWeapon
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
@dark fern you wouldn't happen to be making a slideshow script, would you? π
@summer badger thanks. Although in my scenario, the humanitarian workers are the target. Will ask elsewhere.
@tame sage Haha, sort of ... I find the addaction 'action' to be a little easier to use than the ACE Slideshow UI
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?
https://www.youtube.com/watch?v=KapzuebsbDg a video every mission maker should watch
oh yeah, watch that three times actually
@plush plover i know im a bit late to this response, but https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_playSubtitles might be what your looking for.
if you are making it for dedicated server, you may need to call it with remotexec to ensure all clients get it.
Mafia Team Work Freemode - Teaser ! π - GTA like gamemode [Single, Coop, PvPvE] - release date, June 19, 2020 π₯³ https://youtu.be/qCbt2z06lQ8
@wild zenith im making SP/COOP not interested in servers but either way thank you for the information
quick question when i make a mission using 3den enchanced do players have to have 3den enchanced to play the mission??
3den enhanced in itself does not need to be installed for the mission to run, no.
3den enhanced itself doesn't add animations.
If you have installed mods that add animations, players will need those
ow kk
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
Anyone have a good way to simulate combat nearby? Tracers, explosions, gunfire, that sort of thing?
in editor you have effects modules
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?
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
if you make the trigger local ("not server-side only") and only trigger the condition locally yes
only trigger the condition locally
@cinder holly could you explain how to do this?
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
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.
the best I have is this link
https://community.bistudio.com/wiki/Multiplayer_Scripting
you could write a simple condition that checkes if the player is in the synchronizedObjects of the trigger.
https://community.bistudio.com/wiki/synchronizedObjects
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?
If you only synchronise those 3 players to the trigger, then yes only those players will be in the synchronizedObjects array.
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
just check if the player is in synchronizedObjects
player in synchronizedObjects thisTrigger;
invalid number in expression?
yeah, forgot to tell it what object to find synchronizedObjects for, oops
ok, thanks for explaining i will try to make it work for me π
Anyone know of any backpack on chest scripts compatible with ACE? I seem to only be able to find mods for this, not scripts
nvm, found a mod with a license that allows me to put it in my mission as a script
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?
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;
};```
Got it! Thanks very much!
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
How do you delete objects using a trigger
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?
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
https://community.bistudio.com/wiki/addAction
["atspawner","atspawer1"] is intended to be used as an argument for the atarc.sqf?
@hidden plover intended - new ones are created on top of the others
Ah, that's a little irritating. I'll have to remember to create them in reverse order in the future. Thank you @cinder holly! β€οΈ
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?
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
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 π
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```
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.
@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
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
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 π€·ββοΈ
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
arrrrg I remember putting my nose into SQF but damn thing is confusing af
Anyone know why keyframe animations will not play unless you set the timeline to loop?
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
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
probably a description.ext issue if it crashes as soon as you load, better off sending us your .rpt
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?
Can you just create a crash ticket on feedback tracker?
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Missions shouldn't be able to crash the game
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
So are you talking about ArmA or Arma?
There isn't any ArmA support around anymore
uhm arma 3?
Thats Arma 3 then, ArmA was Arma: Armed Assault
so how should I proceed, still need the log files?
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
Is it stored in ArmA root directory?
As I said, there is no ArmA support anymore
ArmA 3 root
There is no ArmA 3
Arma 3?
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
What a troll @sinful rampart
Telling the truth to tell the truth is a troll? 
It took me a while to understand, but he's trolling through spelling
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.
There's some story and meaning behind those words, that's it
So you want me to send the Arma 3 files in here or to the feedback tracker
I cannot look at them now, a feedback tracker ticket would make sure that I can't forget
Looking through the wiki, the commands on ArmA are pretty much the same as Arma
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
That is what you hope for in the versions of the game, iteration on things already built and improve them
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?
@nocturne mirage wrong channel
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
@glacial glacier
have you checked https://community.bistudio.com/wiki/enableWeaponDisassembly ?
w/ pleasure!
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
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.
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
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
Ill look into it, thanks mate
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.
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
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 ?
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?
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?
I save them, they are saved in arma3/missions
https://community.bistudio.com/wiki/Arma_3_Particle_Effects smokeGenMinDist and smokeGenMaxDist however these should override video settings, so be carefull regarding performance
@sharp axle β
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 π
any good ACE nightvision settings? been messing around trying to find a nice balance. Default seems too unforgiving for my units playerbase
is there any British aircraft carriers on the steam workshop?
@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
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
@late breach
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
that's all just gobbldegook to me
I've got mine set to Blufor, detected by opfor
if you just want "when blufor enter", don't set "detected by opfor"
the problem I'm having is the waypoints activate upon mission start instead of if opfor sees blufor
did you edit its "conditions" field?
of the waypoint?
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
aah thanks
like
starting point β A (sync'ed with trigger) β B (destination)
hmm, random bunch of guys keep getting out of the transport trucks on the hold maker
What would be the largest acceptable mission file for a multiplayer mission would you say?
Also does removing objects add to the mission file?
removing objects removes from file (but a little)
Biggest parts are videos, sounds and pictures
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.
the hide object module, yes
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?
https://prnt.sc/sz8u0v
This here is 1 single edit logic
guess i ll look more deeply into it then
Hello everyone, a quick question about ACE and explosions.
Is there a way to simulate shrapnel at one point?
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
When people die, it says ____ was killed
@main pelican https://community.bistudio.com/wiki/server.armaprofile setdeathMessages = 0;
Deeeedmen my baby
that`s a big oof, where can I do that, cant seem to find it
top right, the star symbol
Bug Report or Private Bug Report
do you want it to be private or is it fine if people can look at it?
right, thank you
I can't find the answer anywhere: is Livonia available to every player?
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.
of course π
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
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.
true (also partially because mission.sqm should not be edited by hand)
if you have intel, gib to #community_wiki π π
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
notably, camera position (e.g -0/0 replacements)
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.
given it is named flags, it might be that there are boolean flags behind
010 = 2
110 = 6
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: ???```
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"
Oh, I see
you could also see it like this
#define isXXX 1
#define isLeader 2
#define isYYY 4
#define isZZZ 8
flag = isLeader + isYYY
That seems to correlate with 7 also indicating a group leader
dunno what talk
I haven't found any instances of flags 0, 1 or 3 in my...fairly comprehensive mission.sqm
we are talking about the flag value set on objects, in mission.sqm
Are there any mods that allow for persistant base building in alive
It is possible to override difficulty settings (skill and precission, NOT for every single AI unit) on server?
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
Even using mod?
no way afaik
You can't.
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?
how do you guys like to balance your Unit having CAS? since air units are so brokenly good.
Remove thermals, introduce light AA threats, and have ROE restrictions on what they can engage without a direct and specific call from the ground
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
You may have a problem if their flares are 100% effective
as in a problem with the mission or a problem with the targeting? The AI were using igla's
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.
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
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
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"
@zinc dawn what are the dimensions?
512 x 256
Hmm, so yeah it should work
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...
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 \
no prefix should work
ah, it uses drawIcon internally, which cannot use relative paths.
then getMissionPath "icon.paa" @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 :)
it's a singleplayer mission anyways
well that means its useless still
okay, thanks for the headsup :)
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.
@kindred relic @cinder holly
https://discordapp.com/channels/105462288051380224/105463244310728704/723587245361201253
enum Flags
{
KeepHorizontal = 1,
IsGroupLeader = 2,
IsSnappedToSurface = 4,
ContainsArea = 8
};
@sinful rampart oooh you, thank you!
Did BI make it so thermal acts different based on the month in mission? IE winter or anything
yes
....jesus.... im guessing this started around the old man update?
no
both
don't think you can
so can i force the date in mission and change it?
thx
or Ctrl+I in Eden, you can set the date there
anyone know what the best dates are for working thermal on altis, tanoa etc?
Winter I suppose?
note that Winter also changes depending on North/South hemisphere
Does IR acts differently based on the date? π€ Think never heard of this...
@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
Which is when and when?
Tanoa :: 1st December and 1st June
I wish to god someone had written this down somewhere
So Summer vs Winter?
yeah
Hmm. Nice feature, as usual
to think some dev spent time coding this but never fixed darter wobble.....π€£
but hey at least they aint naughty dog....
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!
player hasItem "itemMap" or itemGPS" iirc @signal coral
woops, hasItem isn't a thing
BIS_fnc_hasItem is
thanks!
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?
Use Get In Nearest
that didn't work, now it shows "Wait" instead of "Get in" right away
and still won't move
is this SP?
yes
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 π
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
Deady... or Booper, it`s right here https://feedback.bistudio.com/T151813
Thanks
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?)
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
you could try something with BIS_fnc_UnitPlay if you want - it replays the exact flight on each execution
O.o that looks.... complicated....
Will have a look, might take me a few days ^^ thansk guys
how far can players see direct chat text?
anyone know how you can edit vcom settings in 3den?
can you? i don't think you can. its usually a userconfig file
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.
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
Yes look up 'playSound3D'
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
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
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?
https://imgur.com/a/FAJ5m29 welp i've tried it but it doesn't play my sound back, any idea why?
trigger has: _object say3D ["policechatter", 5, 1];
try without the leading slash, sounds\ instead of \sounds\ @signal coral
name =/= className. You need the className, in this case music1 for the say3D command
oh, true
Wonder why it has name but not displayName
in CfgSounds "name" is "display name"
then it'll be _object say3D ["music1", 5, 1]; right?
yep
Did it threw an error?
not really
i have the trigger set to activate via radio, when i activate it, it doesn't play anything
Make sure the trigger itself is working properly, via some debug commands like hint or systemChat
yup, the trigger is working perfectly
...Wait, you're doing sqf _object say3D ["music1", 5, 1];in a trigger right?
yup
Then that's most likely why. _object isn't defined in any triggers
Nah, you're closing to it
then should i thisTrigger say3D ["music1", 5, 1];
If the object has a name like object1, put it there
okey
thisTrigger is invalid against say3D suppose? Never tried though
there's only one way to know
Test? π
π
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
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?
what is the path, what is it relative to, and how is the mission present on the server?
Its in the texture field of the info stand file path is written images/arsenal/imagename.jpg
Ran through tophes dedicated server tool
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?
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.
and this is a good read about the topic as well: http://killzonekid.com/arma-scripting-tutorials-mission-root/
Thank you for the help
np, that's what this Discord is for
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.
revert your changes Β―_(γ)_/Β―
How helpful.
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! π
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.
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?
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?
when aiming at it in Eden, typeOf cursorObject?
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
it is most likely the same vehicle class with a black texture instead.
rhs_ka60_grey is the class name
but that spawns the default one and not the black variant
the call to BIS_fnc_initVehicle would change it to black
how are you spawning the vehicle? placed in 3den or by script?
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
so this is a script?
yes
so you should modify it to allow for specifying a texture
setObjectTexture
though you could just support the calling of BIS_fnc_initVehicle if a texture class like "Black" is defined. would be simpler.
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 π
For this helo RHS just retextured it... that's why it's in the a3retex package @abstract fox
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
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
I already said that the black one is just the ARMA.3 La-60 though π€·ββοΈ
β¦type slower ^^
my keyboard automatically entering wt
I donβt just need it just for the KA60 @grim hearth
For other vehicles as well
So between the ββ could I just put _texture which will call the variable from a different script?
texture = βblackβ; it should just insert it right? Or is that not how you call variables into a function?
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
But I donβt just need the KA60 I need other vehicles with different textures
I get it in this case Iβm just using the KA60 as an example
Does anybody know what "Story mission" means
