#arma3_scenario
1 messages Β· Page 48 of 1
wdym like?
You were talking about the story mission?
Yeah, then you said like so i was clarifying what you meant by it,
What is quest mission?
Have you played a game before?
i do, But what is quest mission means? like soldiers or smt?
@languid dune context: where did you see "Story mission" mentioned?
Never
So you pull that ex nihilo.
does anyone have any good guides/learning materials?
for what exactly?
The forums are full of useful information and examples, the wiki is a massive source of information, and Youtube has a lot of stuff (even when old) which you can use.
Is there any submarine model that you can enter or really anything that i can place underwater.
SDV, or you're out of luck in vanilla
SDV?
Should be there in Submarines tab in Editor
No i meant like a building
I didn't think anything like that existed but just wanted to ask.
Then no luck, at least in vanilla. I think I've ever seen in MOD, however you won't get βunderwater submarine but dry feet insideβ
I feel like im not the first person to ask
Thanks anyways i guess boat will have to do
In case you interested, HMS Proteus is a big submarine prop in vanilla. You can't get inside though
I don't feel like there is anything i could do with it.
ArmA won't find my campaigns OverviewPicture (paa), even though it's there. Do campaigns need a specific picture size (it's 512x1024)? or is there anything else I should check?
(it doesn't find it with filepatching, nor packed as a pbo)
Assuming you're talking about Arma 3... What exactly is the error?
And what exactly you're trying to do?
ah yes, A3. I am trying to make a campaign. When you select a campaign, it shows a picture and a text. But it won't find my picture. the error is picture "arma1.paa" not found
so in my campaign's description.ext I have overviewPicture = "arma1.paa"; and the picture is in the same folder
Check your "arma1.paa" path
it's in the campaigns root folder
CAPS_ArmedAssault/
|
+-- description.ext
|
+-- arma1.paa
|
+-- missions/
Then CAPS_ArmedAssault\arma1.paa isn't it?
I'll give that a try
indeed that worked.
thank you.
maybe the wiki should be updated. the example there only states overviewPicture = "overview.paa";
I don't see the point
well I think it's confusing. I had expected it to read it like a relative path in a mission, not needing the campaign folder in the path
gonna scare my players this week https://streamable.com/3sso1r. now to do some voice editing
anyone working on a good mission for Fapovo?
Yo Deadman, dont wanna put any pressure on you but its been a while. Did you find anything that could cause the crash?
Would there be any large buildings for cqb in vanilia?
Barracks in ARMA 3?
does that means still scanning?
path to my texture on a sign in mission show up but the content of the sign is very translucent. basically uselss. How to fix/what's causing it
adjust alpha?
It's a full colour
is it paa?
Yes
can i see?
One sec
PAA's are really tricky with the sizes
Sent on pm
What's the name of the texture? Did you use correct naming convention before converting it to PAA? What's the resolution of the image?
Is there a better way to 'black out' parts of the map so it shows only your desired AO, other than just spamming the black-colored area markers on top of one another
I'd be very grateful if you can
Oh this is a god-send, thank you!
Lou-send, but that's more or less the same π
Lou-send? Sounds like loose end... Not good
more like "send lous" :3
"send dudes" π
"requesting additional forces" < "send dudes"
now imagine a dad-jokes army taking over the serverβ¦ π π
Hey all, I am just getting started scripting here, posted on Reddit for some help with description.ext that I am seeing.
Any chance you guys have any pointers for me? https://www.reddit.com/r/armadev/comments/hhkvaz/descriptionext_not_loading/
I've nailed it down to TADST or something not loading the up to date mission files.
I will update Description.ext, initPlayerLocal.sqf, etc, and restart the mission right after saving the files and its like it has some version of description.ext saved locally that is only updating every so often or not at all
I have no idea where to go from there
not sure how to get my triggers working properly i have them set up right with my waypoints linked to where a group will move up when blufor enters the area but they move before blufor even enters the area so they are there for my when my players heli drop in
I ended up finding a "solution"
Literally the only reliable way to fix it was to pack into a pbo exactly 3 times.
otherwise it seems like some files get packed correclty and other dont. It's really strange but its working now.
Basically have an unpacked "working" directory, do my code there, then pack 3 times when it's time to run through and test
Why not test with a listen server. The editor itself can read an unpacked file and you can make your edits and restart right then.
Because the editor doesn't provide the true multiplayer functionality that needs to be tested
Would otherwise
why is it when i try to test in multiplayer my character spawns about 5km away from where i have blufor spawn but singleplayer tests work right
Singleplayer != multiplayer
i know that but im wondering why a charcter would spawn in the ocean 5km away from land and when i hit repsawn i spawn there and not at my respawn point
Incorrectly configured
so im gonna need to mess with my respawn pointt hen?
Try if this helps @rocky glacier
https://community.bistudio.com/wiki/Description.ext#respawnOnStart
Thank you
I just confused myself and forgot how waypoints work...
if i set waypoint speed, is that the speed the unit will have while travelling to the waypoint or the speed it will have after it arrived at the waypoint? π
Former
thanks :)
What's the secret to making AI pilots stop terrain following? I've done some searching and the recommended solution seems to be "use flyInHeightASL a lot". But here I am, hitting them with flyInHeightASL at every opportunity, and they're still bobbling along doing their stupid bloody wiggle to make sure they're following every little terrain detail to the centimetre. I want them to fly at treetop height and not make the camera pitch up and down 45 degrees every couple of seconds....but they won't.
flyInHeightASL should throw an error when it received an argument type it can't use. I should have gone to bed 3 hours ago. It doesn't, I didn't. Case closed.
Yep.
https://community.bistudio.com/wiki/flyInHeightASL
cobraOne flyInHeightASL [200, 100, 400];
that's the syntax
did you use veh flyInHeight number and it didn't throw error?
No I'm just wrong again
I gave it a waypoint this which is the group leader, which flyInHeightASL can't use
When I said wrong data type I misremembered it as being the group
It is in fact the right data type (object) but still not a usable argument
Be nice if there was a suitable error for that but I don't think it's detectable.
well, you provide it a unit (that doesn't fly I suppose), so there is no way for it to know
I updated https://community.bistudio.com/wiki/flyInHeightASL for readability anyway
Honestly the documentation was clear, it's just that I've been beating my head against a series of convoluted problems in this mission and I straight forgot
Not doing very well today
Despite fixing that (vehicle this), my helicopters are still ignoring their flyInHeightASL instructions and flying at whatever altitude they please. So the original problem remains.
I believe this command is somehow broken
Again?
it was never fixed, I think
Can someone explain to me how Seized by with Detected by works. I'm reading this https://forums.bohemia.net/forums/topic/53068-seized-by-trigger/?tab=comments#comment-948625
And to me sounds like, "if you enter into area full of enemies but you don't know about them then it considers that area is seized by you".

Sorry, misread the question. sounds like it still counts majority units, but sounds like it's a way to avoid the idea of fighting and rather a hide and seek style.
IE instead of requiring some random people to fight to contest the location, you can instead revert it to sorta a insurgent style clearing session. Were combat may not be constant.
Well that wasn't in the documentation
why do people keep recommending it as a working solution to this problem if it doesn't work....and is there a working solution?
Dedmen, fix next patch kthxbai!
i was just trying to work with forceFollowRoad etc. on a convoy mission. can confirm, if anything it has a negative impact on the AIs ability to follow the road lol
Does someone know how I can use this setVariable ["BIS_enableRandomization", false]; using zeus?
I thought maybe I could run that inside a curator eventhandler but I don't think that would work.
params ["_curator", "_entity"];
}];```
why not?
because the setvariable doesn't work in realtime
try and thou shalt see?
I did try
well I didn't try, I'm having my buddy do it over TeamViewer, I'm just giving him code suggestions
SOMEONE tried it and verify the code didn't work
OK, well the most important thing is that it's tried, not who does the test ^^
so now I'm working on a solution of removing headgear and face wear, and then using getText to find the config entry for the default headgears, glasses
it would be nice to have a realtime solution for removing the randomization
wait, what did you put in ```sqf
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
}];
also, https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization#Missions
@hollow rock
yeah I know about this, but I don't think that applies to zeus
so far we have this this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; hint (headgear _entity); removeHeadgear _entity; removeGoggles _entity; }];
which works
we're just trying to get the config info to reapply a new class these
and _entity setVariable didn't?
I hope your friend didn't write this setVariable π
that block is in the zeus object
the _entity setvariable doesn't work in game time
it works in the editor's init block after the game is started
has this been tried?
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
_entity setVariable ["BIS_enableRandomization", false];
}];
yes
okido
thats the second thing we tried
try the disablerandomization thing, it should work
?
this was that zeus solution though, untested and the path is prob wrong for the configs but I was just trying to get the idea across:
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
hint (headgear _entity);
removeHeadgear _entity;
removeGoggles _entity;
_headgearArr1 = (configFile >> "Characters" >> (typeof _entity) >> "allowedHeadgear") call BIS_fnc_getCfgData;
_headgearArr2 = (configFile >> "Characters" >> (typeof _entity) >> "allowedHeadgearB") call BIS_fnc_getCfgData;
_headgearArr = _headgearArr1 append _headgearArr2;
_entity addHeadgear (_headgearArr select random);
}];```
(missing round bracket closing after the 2nd typeOf)
and just so you know, we have ```sqf π
Huzzah!
I think only Identity classes contain glasses stuff, referenced using identityTypes array in char config
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
removeHeadgear _entity;
removeGoggles _entity;
_headgearArr1 = (configFile >> "Characters" >> (typeof _entity) >> "allowedHeadgear") call BIS_fnc_getCfgData;
_headgearArr2 = (configFile >> "Characters" >> (typeof _entity) >> "allowedHeadgearB") call BIS_fnc_getCfgData;
_headgearArr = _headgearArr1 append _headgearArr2;
_entity addHeadgear (_headgearArr select random);
_identityTypes = (configFile >> "Characters" >> (typeof _entity) >> "identityTypes") call BIS_fnc_getCfgData;
_glasses = (configFile >> "Characters" >> (typeof _entity) >> (_identityTypes select random) >> "glasses") call BIS_fnc_getCfgData;
_entity addGoggles _glasses;
}];```
this doesn't filter for Man units but I think this would work. I don't think we're gonna use it, we're just gonna use the disableRandomization in the description.ext. I just wanted to work out the solution in my head
Its also amazing to know that glasses are goggles but night vision goggles are hmd
if (_entity isKindOf "CAMan") then {...}; // iirc
Its also amazing to know that glasses are goggles but night vision goggles are hmd
yeah, I suppose naming was hard at that point
goggles for "eyewear", hmd for head-mounted device, etc
yeah the name conventions are just confusing
still better than Czech names π

That's not even the whole story
The naming conventions are ok, but when it comes to how theyre applied is just inconsistent
im having a problem and i cant for the life of me figure out whats going on
i get EPE manager release when loading a map
and then nothing happens
Any particular map or all of them?
ram/memory issue
no
i get EPE manager release
Doesn't mean anything but "I'm done running this mission"
you probably have missing or broken mods. Check the rest of the log
Hey, setting up a mission that is meant to take place over multiple session and I wanted to add some persistence to it. I had the Idea of people using the Ace arsenal to export their load outs, send them to me, then update the slot in the mission editor with that. Does anyone have helpful insight or advice into doing this or something like it?
is description.fsm documented anywhere? couldn't find it on the Biki, but maybe I'm not looking hard enough.
What is description.fsm?
Never heard of it... description.ext is
it's used in official A3 campaigns next to description.ext
Ah yeah, but it must be called manually somewhere, it's not an engine-called thing iirc
well it is #includeed in the description.ext, so I don't think it gets called at all. think it is used for campaign flow? but not sure without docs π
Dunno... I see an description.inc included in LoW missions...
So not all official SP missions
so the documentation would be more about "fsm in config"
it could be called "rabbitbum.fsm" for all we know ^^
In fact, LoW has fsms in the mission, missionFlow.fsm for example
they also have missionFlow.fsm in the Campaigns missions, but I can't find a reference to that, is it called automatically?
Oh yeah, there is also a description.fsm...
FSMs are documented like missionFlow, but for config I don't know
For the campaign... not individual missions... ```hpp
class Missions
{
name = "";
cutscene = ;
firstMission = Orange_Hiker;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = ;
#include "description.fsm"
};```
So just a state machine to handle you moving through the scenarios I assume
yeah that is what I meant.
it contains the mission names as states and connects them in order
so I guess its just flow control
just class definitions, but in fsm format
Worth documenting
FSMs are documented like missionFlow
they are? i can only find an "A2 AI FSM" and a very general FSM page
Open it in the FSM editor
well⦠yes, because FSM is just that - a flow-based code lib
You can use FSMs for a lot of things... They just define a Finite State Machine
Maybe worth documenting FSM editor, if not done somewhere
I didn't ask what a FSM was, I asked where A3 specific FSM stuff was documented π
The individual ones are not documented. How to use/make one is
@cinder holly https://community.bistudio.com/wiki/FSM_Editor_Manual
yeah I've seen that page. but it said nothing of description.fsm or missionFlow.fsm, which is why i asked
There is no documentation on ARMA single-player mission files
it's just a name, nothing more
Hmm, FSM editor manual⦠it lacks pictures!
and a FSM is just a config file with some
behind it
well not exactly
description.ext and init.sqf etc are also not "just names"
so is "missionFlow.fsm" automatically executed?
because it is not referenced in any sqf or sqm files
Yeah... but it's just flowcharts... helped me a lot and I use FSM Editor quite a bit now @cinder holly Maybe I could get examples and pics from my new mod work
missionFlow.fsm is executed through BIS_fnc_missionFlow
thank you
wat
An FSM is not a standard part of missions like description.ext or init.sqf... They are done, if needed - mostly not - as mission-specific things
class missionFlow
{
description = "Mission flow";
file = "missionFlow.fsm";
ext = ".fsm";
postInit = 1;
recompile = 1;
};
@zinc dawn I will dive tomorrow in the "fsm in config" stuff
So they are not documented as other files in a mission
Description of BIS_fnc_missionFlow... FSM for internal use. @cinder holly
I suppose it loads it automatically, and if not present takes an empty one
oh cool nice.
yes, I get that most things don't use fsms, but if it magically pops up, but is not referenced in any other mission file, it is either a useless file, or it is automagically used by the engine.
which is why I asked about documentation, which apparently does not exist
(Can only suppose so)
while description.fsm is called through Campaign > Missions > #include in the different missions
That's the include I am curious about
It's a file for BI's use in SP campaigns I assume... Not for general use
yeah, I was asking about exactly those SP campaigns
But if it is an internal use function then it will not be documented... unless they open it up (or you work out yourself what it does).
when it says "internal use" it doesn't mean that it is forbidden to document it (in this case)
I may document the missionFlow fnc, but mostly will look into fsm in description.ext behaviour
the description.fsm does contain like
class Mission1 {
endDefault = Mission2;
...
};
but also FSM stuff, which makes me wonder why not just use the description.ext on its own. don't really see the benefit of it :p
The bis_fnc_missionFlow function does not even seem to be exposed in functions_f ...
maybe in another dir π
Try to find it in the Functions Viewer, you most likely will
Nah... all bis_fnc are in functions_f and there is a missionFlow.fsm in there
Nah... all bis_fnc are in functions_f and there is a missionFlow.fsm in there
buzzz Nope
Try to find BIS_fnc_door ;-)
Makes me wonder whether it is even used...
No @cinder holly I mean all exposed are there
maybe I'll just experiment tomorrow π
I'll make a mission with a missionFlow.fsm and see how it and when and why it works or not
No I mean all exposed are there
buzzz nope, again π
e.g BIS_fnc_door is "exposed", but is in structures_f
and the Eden ones are in Eden pbo, Zeus ones in Zeus pbo, etc
That's understandable cause they were added in DLCs...
I'm just surprised that missionFlow.fsm doesn't exist where it's supposed to be 
there's even a cfgORBAT.fsm, which is referenced in config.cpp (missions_f_epa)
I suppose that it is as onPlayerKilled.sqf, if none is provided it digs into the default files
@late breach
it would be more "load in current path instead of the one defined in CfgFunctions"
because it's the default version that is missing I think
Very curious about these .fsm files as well! π€πΏ
list of vehicles in triggerArea?
list(trigger) didnt help, that was based on the assumption that thisList on trigger itself works
thisList returns list of the objects that satisfies the trigger
but only runs on trigger, i need to get the trigger list from elsewhere and putting that to a global variable feels wrong
also can change, and dont want to deal with updating the variable
I just tested. missionFlow.fsm is automatically executed if it exists in the mission folder.
and Lou was right, if it is not found, the default one (BIS_fnc_missionFlow, yes it is actually an fsm, not a function) is executed. which is just start -> true -> end
and Lou was right
Get used to it π
hey you used to know about description.fsm back in 2018 π
why do you think I write stuff down on the wiki?? so I don't have to remember a thing!
But seriously? Where? π
in this channel, I just searched for description.fsm, you were talking about the weapon pool in the eastwind campaign
dang, so good I forget it
@zinc dawn found some interesting things for description.fsm, updating Campaign_Description.ext right now π
how so, "you saw that"? I didn't publish anything yet! π
You editing the post formatting
oh no you didn't
posted! raw data, but data nonetheless
all the data
all the data?
datas!
dataz
ima get a taser...
btw, day-ta or dah-ta for you? tomato-tomato
What about d@ta?
d@a
Not sure if this goes here, but for anyone who wants to quickly add unit loadouts to the list of ACE Default Loadouts, you can do this:
- Spawn the units you want to save, modify their loadouts if necessary
- Select them in the editor
- Press CTRL+D to open the debug console, and write the following code:
{
private _className = typeOf _x;
private _displayName = getText (configFile >> "CfgVehicles" >> _className >> "displayName");
[_displayName, getUnitLoadout _x] call ace_arsenal_fnc_addDefaultLoadout;
} forEach get3DENSelected "object";
- Execute local
- If you go to ACE Arsenal now, all the selected units will be saved as Default Loadouts, with their names.
If you want them to have the faction as prefix, you can execute this instead:
{
private _className = typeOf _x;
private _displayName = getText (configFile >> "CfgVehicles" >> _className >> "displayName");
private _faction = getText (configFile >> "CfgVehicles" >> _className >> "faction");
private _factionName = getText (configFile >> "CfgFactionClasses" >> _faction >> "displayName");
[format ["%1 - %2", _factionName, _displayName], getUnitLoadout _x] call ace_arsenal_fnc_addDefaultLoadout;
} forEach get3DENSelected "object";
that saved me a lot of time
Hey guys, trying to make a air refueling plane show up for BLUEFOR on the map. Any ideas on how to have its position show so other aircraft can find it
a marker on the map, a 3D waypoint for players?
since convoy order seems to be equal to group order... can I force group order?
I'd like BMPs at first and last pos, but the game keeps putting the BMPs both at the top, so it then takes over all the trucks and hits and damages them /)_-
(well, i guess I should simply not rely on AI working...)
yes, link them in order (and give the leader an equal/higher rank)
also, a tank that is set to "lieutnant" will be "higher" than a foot soldier set to "lieutnant" because of the commander's role being "+1"
@zinc dawn
I got them to stay in order now, but the convoy still breaks at waypoints... soon as they reach a waypoint, all except the first vehicle stop moving forever
I'll just scrap the mission... it was never that much fun in A1 anyways...
but thanks for the tip!
I just moved them further along and gave them a timeout so they wait there for 2 min instead of driving there. So now they don't have to take a left at the crossing that I needed that extra waypoint for.
(without it they still take the left, but the bmp is too fast, overshoots it, turns around, all the while the trucks run into each other... oh Arma AI...)
setConvoySeparation perhaps?
tried that before... anyways, moving them along and stopping them seems to have worked. even though the 2nd bmp won't move, but oh well, easier for the player I guess
i had stuff break before, because I moved units into cars instead of using "moveincargo", so I guess its just all a bit buggy
AI vs AI battle for terrain testing. 18 vs 100.
16 blufor scouts ambush massive mixed vehicle column by lighting them up for 2x a-10 CAS.
3 blue losses, enemy movement halted.
Some times it is fun to test things.
Oh and release window is still spring.
the only time i could ever make a working repeatable convoy
was so much easier in 2 for some reason
i need persistent base building
for a cop
seems like most things that do it are broken
Arma by default is not quite meant for such so it is quite difficult to make right
you may need to learn how scripting and database saving works to create such mechanic
why don't you add the buildings you want to use to ace fortify?
there should be scripts or mods to make missions per istent
Hello guys
what do you guys like to do for getting back into the fight after respawns? do you think teleporters are too easy? normally i have a 10s respawn but then it takes some time to get back into the fight, either someone has to come pick you up or you take a vehicle back to the zone (most missions are all within a 3km box anyways) and I still get complainers that it takes too long. its as if they want me to spawn them right on the SL but then the missions would be too easy. Just want to hear what you guys do so I can try to give some compromise I guess.
I want people to care about getting killed
Get them parachuted, this will keep them busy and they will be careful about not getting straight into the fight
So I'm trying to incorporate Liberation style capture zones into my ALiVE mission so once BLUFOR has captured majority of the town's they win the mission. But have no idea how to do that, is it doable?
Surprise.
#include in description.ext crash?
Not for much longer 
for all includes or only the param stuff?
all
all includes to outside of mission pbo
Also KK made so that not found includes from description.ext only print warning, and don't kill game anymore
KK fixed game dead on not found and I fixed not found. Finally. After being broken since 3DEN
πΊ or β for both of you!
hey guys I make missions and was wondering
say if i made a task needing all players to get in "MATV1" . How do i call by variable name all available players?
that are in the mission
allPlayers? ^^
Is there any way to make enemies that are on mortars get off them when they are getting shot at? I always have them just sit on them even when I stand directly next to them
Im sure they would be a way to script that once their state enters combat that they will eject themselves from the mortar
with FiredNear, Hit EH for example @static timber yes
or just behaviour == "COMBAT", meaning they spotted an enemy
Hello, I would like the AI ββto do push-ups. Do you you know the code to make it work ?
Thank you but I have already tried. Nothing is happening. I'm new to editing.
I want to say that commands like: [this, "REPAIR_VEH_PRONE"] call BIS_fnc_ambientAnim; works
if this is an MP mission, I strongly recommend not doing so.
why ?
because it would execute once for every server + client - not just server-side
if (isServer) then
{
this spawn {
sleep .1; // maybe needed; try without too
[_this, "REPAIR_VEH_PRONE"] call BIS_fnc_ambientAnim;
};
};
On some forums people said to use this: if (local this) then {[this, "REPAIR_VEH_KNEEL"] call BIS_fnc_ambientAnim; };
The command that you gave me I must fill it in the "init" of my units?
the (if local this) is not JIP proof if these units can be controlled
anyway, my version is better π
ok
I'm sorry, but the game doesn't want me to enter command. I'm really new in it and I don't understand everything
You can use achillies which has a module for pushups and squats
I want people to care about getting killed
@restive bane
You wouldn't belive how much they start caring once you take the respawn away.
If that's not an option, maybe give the players a certain amount of tickets, and when they get to 0, respawn disables.
One option I like is also to make a smaller side objective near the main one. And when the players complete the side objective, they get a new respawn point there.
yeah this next campaign I'm going to experiment with 2 lives each person
they need to pony up and start acting like a unit
Oh one thing I also used, was a mobile respawn in a form of an LAV or something similar that the team could move around the field, but couldn't realy risk to use as a main assault vehicle, because if it got destroyed...no more respawn.
Anyone got a good missions using the Large Civilian Ship
Going through and placing everything is making me wwant to shoot myself
Does anyone have any easy way(s) to make a enemy QRF?
What part of making a QRF are you finding not easy?
Where I can have them react based on the awareness of the people around a camp or base.
you could set a trigger "BLUFOR detected by OPFOR", link it to the QRF's waypoint, and set some timeout
so when an enemy is spotted - in 30s they start moving
and to make it more interesting, set the timeout somewhere between 30sec and 2min (depending on size of AO), to never know when they are coming (even when you have alarms going of)
so should I have a hold waypoint they go to and then a move waypoint that is activated by the trigger?
do vehicles have a larger waypoint activation radius or something?
my hmmwv keeps stopping 50m in front of the actual waypoint position. Can I do anything about that?
move the waypoint 50m forwardπ
I was wondering if there's a better way, but yeah, that should work π
If that works for you there is no better way, because it simple π
I am not sure why they stop 50m away from it.
might wanna try to set the waypoint activation distance to like 10m
I tried setting the waypoint radius, it didn't help.
yeah, moving it along works.
I'm I considered a mission maker if I build borderline empty Zeus Missions, but I'm good at making on-the-fly mini-operations as Zeus? Or does that just make me a good Zeus?
Or does that make me... Lonely?
Well if the people you do it for enjoy it than...
So I have a question relating to mission performance, and possible optomizations. Why is it that when I face the direction of a populated area in the mission, my performance drops DESPITE being inside an interior space where the outside area should be culled and not rendering? It appears that distance and object culling really isn't helping me in terms of performance
how do you guys like to do some sort of at mine in your missions. it seems like there is barely any counter play (since most of the time they just one shot things like BTRs and stuff) if you don't already tell your members, hey there might be mines in this mission.
in my missions I usually place them at places where I don't want the players to go (eg. to force them on a specific path), although I always make sure they are visible (through signs) and tell people that they "might" be there
Well I want them to run into them but they seem to do too much damage to RHS BTRs and AP mines don't pop the tires on them... I think I might have to make a trigger that pops the tires when they move past them or something
I've had good experiences having players follow an ai lead Vic that hits the mine.
good idea
Zeus is inherently different from missionmaking imo
But the end goal is fun for the player, no matter what
If you achieve that with Zeus or with traditional mission making, it doesn't matter
Fun is your end goal, unless you're a sweaty nerd in a hardcore milsim group :^)
@hollow rock culling hundreds of objects is still more expensive than not even having to cull.
Also doesn't mean that the building that you're inside of has geometric occluders that are required to cull objects in the direction you are looking at.
The way it works is it does a raytrace from your eyes to the object, if there is a occluder in the way the object is not rendered. A raytrace is way more expensive than checking if the object is behind you out of view
Can't bring myself to make a countdown trigger work, I just want the trigger to be activated 30s after the mission has starterd. Can anyone help me?
condition
time > 30
done.
damn
I was trying to make it work with the countdown stuff that is in the trigger
Thanks π
Hello everyone π
I'd like to ask for help with adding subtitles to missions - it always seemed to work in the past but now I can't get it to work.
This example is straight from the community wiki:
["CROSSROAD", "Mission is a go, I repeat, mission is a go, Crossroad, out."] spawn BIS_fnc_showSubtitle;
But when I paste it into a Trigger's Activation field, I get
'On Activation: Type Script, expected Nothing' error
What am I doing wrong?
Put _nil = or something as prefix
Indeed though that's how it does
Thank you βΊ
profileNamespace I suppose
if you want to send to friend you can use the export button in arsenal
best zombie mod currently? just to place and go.
ravage handles a lot by itself
Any reason why a mission that displays slots in MP Editor might not display player slots on a dedi? Losing my mind trying to figure this out and nothing Google is giving me is helping. Mods are up to date across server and game, other missions display slots fine. Even vanilla units don't work when selected as playable.
missing addon the server.
RPT doesn't pull anything about missing addons
Huh, you were right, even though the RPT wasn't mentioning anything I noticed the mission.sqm had a dependency on JSRS for some reason. Cleared it and it's working fine. That's what I get for not unloading optional mods. Thanks!
Jsrs and st.george island tend to create Ghost dependencies if they are loaded while the mission is created.
Always use the obsolute minimal mod setup for creating or remove ghost dependencies by hand from
the sqm
Anyone know how to change the EG Spectator parameters when using the Spectator and MenuPosition respawn templates? Seems it is locked to 1st person when entering spectator via the button at the bottom of the respawn menu and lacks the usual spectator UI.
I've been trying to learn that as well Martin. I have at least figured out that "ace_spectator" is not compatible with "menuPosition" template as well.
reading documentations might help... that's a known issue π€·ββοΈ
Hi, i havr little issue with zeus as virtual entity some times after relog isnt working any same issue ? (its some thing with ace and forced respawn after start mission)
Has anyone had an issue where Arma tools Addonbuilder doesn't take pack subfolders (in this case music) ?
Fun with AI helicopters:
two invisible helipads, about 50-100m apart. Careless helicopter has a Land waypoint attached to one of those helipads. Both helipads are completely in the open, clear of obstructions, on a flat road.
The helicopter arrives, goes to land on the wrong pad, stops 15 metres above it. Lifts again, goes over to the other pad. Stops 15 metres above it. Lifts again, goes back to the first pad. Repeat infinitely.
How do I prevent this from happening without the use of unitCapture?
AI in helicopters STINK! Just use unit capture it's less headache
hello people! can someone recommend a mod that brings a landing craft that can transport vehicles? (not CUP, we already looked at that) thanks it advance
Hey guys is it normal that nearroads is just giving an object ID but then no classname or anything?
I am basically just trying to find a road that looks kinda like the tanoa "main" dirt roads without having to place all the 100s of roads that are in cup terrain
try typeOf on the returned object
empty string π¦
then yep, like a marxist utopia: no class
meaning there is very little i can do to find the right thing in cup? π
use the search field maybe? with "dirt"
Well... Trial&error it is then. Thanks for the quick anwser good to know what is not working π
yeah... i tried. Still way too much. But i gotta check. Maybe i can filter those that are corners and stuff
I could use some help, i used this script:
0 = [] spawn
{
[0,"BLACK",3,1] call BIS_fnc_fadeEffect;
sleep 8;
[1,"BLACK",3,1] call BIS_fnc_fadeEffect;
};
to fade in and out of black, but after that script is triggered no music will play in the mission at all, am i missing something in the script?
fadeEffect does have an optional parameter for music but since you left it out it shouldn't do anything...shouldn't
Have you verified that your music plays as expected if you leave this script out?
Oh, the music parameter looks like it could potentially stop any music that's currently playing if left empty, but it shouldn't prevent new music from being started
yeah the music works without the script
and no new music will start after the script is triggered
@kindred relic
@hollow prairie newer terrains roads are autogenerated from paths/coordinates, there are no classes or models for these
How can a script read the pos of a road then? Is there some kind of navmesh it can access?
Well, soon it will be able to use getRoadInfo. But as it is now, I believe you can still do things like getPos on the result of a road-finding command such as nearRoads - you just can't reference the class name as it has none
getNearestRoads or something like th... nearRoads yeah that
ah so the road objects still exist, just dont have a class name
just for the curios, how are they created ingame if they dont have a class, and why would they not have one?
also when are they created and can i manipulate the road data for custom mission roads
dynamically created
engine knows direction, position,width and textures. And it generates a 3D model from that
They are generated at terrain load
aaaaaah so its not a model but a texture
that gets resized and retextured at need?
But the model is not some file, its dynamically generated by the game, in ram
thats a lot more dynamic than arma usually is.
Models are just triangles, the engine is generating the triangles on its own based on size of road and stuff.
Yeah its relatively new system π
thats pretty neato. im glad to see arma is moving in the right direction.
now we need that system for dynamically creation of houses based on floor blueprints π
or Roomba appartment plans
lmao
We need to map players homes by processing the vibrations returned to the TV screen.
Ah no wait.. Thats was EA. Sorry wrong company.
"now new to arma 3! have you ever wanted to train raiding someones home with real houses! rob your neighbour based on his roomba and amazon echo data!"
(BI not responsible for any negative outcomes)
looking neat!
whoops, promptly posted it in the wrong channel :s
still neat, but you can move it to the proper one π
Just as a side note on the road thing, terrains can also have object roads too.
Also @obsidian steeple there are no good ways to add dynamic mission roads.
Adding a lot (city scale) things in mission is not a good idea either. If you need different environments you need to create a new terrain for that.
Yeah i was just brainstorming.
I want to get into terrains once i got more time
Hello, im new to mission building and got a question: I placed some Units (friendly & enemies) on the Map and switched to Zeus using GM Module. For some reason now in the Zeus entity list those placed Units (enemies opfor) are not listed. Can you tell me why? I must have changes a setting, because yesterday that worked just fine. π¦
There is a game logic you can put down if you want to RC units or moves objects via zues placed in Eden. I think there is also a box you can check in MP settings? that will make units that spawn in available/seen via zues.
You can also still RC those units even if they arent listed if you get the camera just right over them
Hey guys, is "disabling simulation" or "enabling dynamic simulation" on static objects (like barriers, houses etc.) any good for server performance? Cause on the "enableSimulation" command there is a quite outdated comment that it has no effect.
simulation and dynamic simulation are two different notions (dynamic simulation using enable/disable simulation)
on the wiki
https://community.bistudio.com/wiki/enableSimulation
it is stated
using "this enableSimulation False" on static objects has no effect on a dedicated server's bandwidth usage or FPS (as per current 1.59 Release version).
@hollow prairie
Yeah that is the comment i meant. But it is from 2011 so i was wondering if it was still true.
I believe so; enabling/disabling simulation is 99% beneficial with AI and PhysX-moving objects
Okay. Thanks π
Hey I am looking for a way to make it so Air cant lock onto or has a hard time finding a ground asset. Like even if its clouding the AO with Fake contacts.
you could create laser targets all around π
Honesty in my 5000 hours I have never done that. π Also The main thing I am trying to stop is Anti Radition Missles and GPS/Laser Guided.
ah well, you cannot easily counter a config thing; what you can do is:
- create tons of virtual targets (for AI or player pilot)
- allow to lock and fire, but disable missile guidance (for AI or player pilot)
- use
forgetTargetfor AI
Ok so how do I Create Virtual Targets. Just Use VR Entities?
createVehicle of a laserTarget class, if it's ok for you
Im currently working on a manhunt, there is a team of four people (bounty hunters) and 2 fugitive, i set up the tasks but i have a problem... I if i kill fugitive 1 the mission go on without any problem, but if i kill fugitive 2 the mission ends instantly even if the other one is alive
how is your ending setup? a trigger with !alive fugitive1 and !alive fugitive2 as condition should be what you want, if those are the names you gave those units
! alive f1 && !alive f2
i'll try!
right now, it only checks if ! alive f2
i feel like i forgot something, do i need call BIS_fnc_endMission; ?
if it is on the server, you should either remoteExec BIS_fnc_endMission, or use BIS_fnc_endMissionServer
in "on activation" ?
yes
i just saved over my mission file and lost 9 days of work. for unknown reasons i havent done any backups the last few days. remember people: do your backups π
thinking of it, the load and save buttons are way too close to each other. also save interface should be like, red colored or something.
CTRL+S
i wanted to load a mission :p
turns out most of the work i did in the last days was in scripts only. that's quite some luck.
CTRL+O
If Eden Editor could create versions of missions that would be nice
e.g first save _v1, 2nd save _v2 etc.
That's why I use git
Sometiles I wish for a "save as" that would also copy the mission files, but it is dual-sided too
So copying manually is not that much of a hassle (except when you wonder why init.sqf doesn't fire on the new mission π
)
Did anyone have a problem with spawn opfor units as zeus?
(any zeus on server cannot spawn opfor units..)
i suppose this channel is for just discussing ones created missions?
in that case im so happy with the one i created today
first: im so tired of the urban/woods setting, for once i ventured to scenarios in industrial site, le port, malden
just put a bunch of terrorists in there, and maybe 20 swat gendarmes rolling up in an apc and raiding
final point: most fun part was being the sniper on the hill west of, and "supporting" the swat raid.
Has anyone made a framework for PvP, where respawn tickets are the "currency", so buying different vehicles etc reduces the tickets available for that faction?
I realize I'm not answering your question but wouldn't using BIS_fnc_respawnTicketsto remove tickets in conjuncture with the spawn be doable in a handful of lines?
Or am I wrong in thinking that can be used to remove tickets?
Guys for some resson when i try to move stuff in eden it moves by like small 10m grid squares instead of moving wherever i point the mouse anyone know how to turn this off ?
there is a grid icon (9 squares) that got activated, click it @gritty quail
Oh cool thanks for youre help
this I think
Do we know what "idObject" and "idStatic" do in the mission.sqm?
I'm pretty sure they control what Waypoints are attached to.
idStatic might be a terrain object ID, but idObject is negative, and it's a different number from idStatic
they are not unique and can appear on multiple waypoints
Howdy folks, so I'm relatively new to the mission making scene, and I've learned a lot as I go, but one thing I can't seem to get to work properly is importing custom textures onto computer screens. I have a few vehicle spawners hooked up to computers, and I'd like to display either an image of the vehicle class or just the name of the class, but I can't get the pictures to fit lol. I've searched and found the sizing parameters you're supposed to use, but the image never fits the screen properly. To be honest, it would always come up the same, no matter what size it was. I know it can be done...any suggestions?
You can create your own image, but it has to be e.g 512Γ512 or 256Γ1024
if the screen is 16/9, take a 16/9 picture then stretch it to the dimensions
@vestal magnet
@cinder holly thanks for the response! Do you mean if the screen on the in-game object is 16/9? Does it show the screen size?
yes I meant the in-game laptop screen. It is either 16/9 / 16/10 or 4/3 iirc (old laptop)
Perfect. Thank you. Hopefully I can get it to work. I mean, it's fine for myself, I know which screen has what, but if I ever wanted to release it, that's a different story. Cheers
can you disable in Eden editor that group units get put into formation?
the 2d editor had an option for that (special state: flying, in formation, none)
The units are created where they are in Eden
it seems, at times?, they move into formation after mission start
well yes, but they did the same in the 2D editor
ty
doStop + sentry waypoint which does {_x doFollow this} forEach thisListon activation so they start following the leader after contact.
nice trick!
doStop in editor seems to spawn the units as empty (yellow icon) on dedi for reason. Anyone else get that? I use disableAI "PATH"
Ikr
no always worked fine for me, doStop this in init of the unit and it works just fineβ’οΈ
Is there a way I can use a trigger to create a diary entry? I've found very mixed results online that don't work for me
using createDiaryRecord yes
I have the create diary record module which also works right? Or do I need to code it?
I don't really know modules. maybe by linking this module to said trigger it woud work
Hm.. The trigger is activating but it's the create diary record that isn't working. I'll try hard coding it
Don't disable pathing, it can cause server crashes
really?
Hey guys, IIRC a few years ago the init field of a unit (placed and filled in editor) was executed every time a player joined a dedicated server. E.g. if a unit was set handcuffed in the init, then freed and then a player joined again it would again be in handcuffs. But in the last few missions where someone used these object inits i had differing experiences. Sometimes it seemed to still be executed sometimes not. Therefore the question: Are the unit initfields still beeing executed globally on JIP aswell?
Or are they local now? (That might explain some of the stuff)
Or were they always local and i knew to little to notice it back then?
this didn't change ; it is still run for every player connecting, but if a command has a local effect, it won't have any effect for others @hollow prairie
check. thanks
@hollow prairie
You can use if (!isServer) exitWith {_null = ([])};
Before any code inside the initfiled to only run it on the server = once, on mission start
{}*
Happy now Lou?
π¨
π©
@hollow prairie ```sqf
if (!isServer) exitWith {};
or "better", sqf if (isServer) then { /* your code */ };
exitWith approach is more readable in a lot of situations imho.
to me, I wonder about its behaviour in init fields (maybe for nothing, I admit)
works just fine
*phew*
then it's just Event Handlers π
I recommend getting comfortable with the if isserver exitWith statement. It will keep dumb Bugs away like code that gives AI 3 handgrenades which gets executed for every client which results in every AI having 3 grenades * 25 players which makes their backpack 800kg heavy and after 1 hour into the mission we are wondering why the ai never moves and always stands there.
Bc it was to heavy to move
I can only recomment not using init fields except for SP missions
they are source of more issues than solutions
Editor init dostop leads to "empty" unit on dedi
@delicate hinge @cinder holly https://youtu.be/UgyQJcaObqY
Is it on FT?
and have you tested with server only init execution?
I'm always adding if (!isServer) exitWith {}; to my inits.
Server only doesn't seem to help. I'll see about adding it to FT
I guess
this spawn {doStop _this}
might fix the issue for now.
But it's a bug, should be on FT.
indeed Oo
Sorry for I am new and just wanted to ask if you can make a train move in vanilla arma? (Doesn't have to be animated, just gliding along.)
Just wanted to ask if it was possible before I spend hours digging
thats actually pretty cool, i wonder if you can put 125mm cannons on it 
Rhaaa, how sexy it can be π
How do i add more than 1 role?
make a unit playable (in Eden attributes)
ty
how to stop game from saying "Mission failed all people have died"
I have set up respawn points and synced them
got it
On multiplayer options in Eden, in the respawn windows, untick Missi fail when everyone is dead
@mossy lava played a mission on dedi yestarday and none of the AI was broken so idk. Vanilla + only an addon with units. (no cba no anything else, just units)
I will test it vanilla later.
is there a BI function to make an unit turn (fairly smoothly) towards each other during conversations?
also does one have to apply lookAt from time to time? or in other words how to keep an unit facing another without the weird headshakes (or idle anims)
What is wrong with setFormDir?
Or you want faces to look each other, specifically?
does someone know how the vanilla SAM and radar work?
why does the ai radar not spin and has radar turned off?
why the hell do the SAMs have to be direct fire
@humble lichen thanks. setFormDir is the whole group, isnt it? (even when applied on an unit)
also it doesnt full face the target angle - i guess one could add the offset manually tho
I dont exactly know what sort of environment you are trying to create and from the first sentence I understood like you needed it, about 2nd sentence, I do not know what your issue is regarding lookAt. What sort of headshakes is caused? I believe you can try to work your way with disableAI MOVE, AUTOTARGET, ANIM, FSM. You can also try doWatch? Since I do not exactly understand 'headshakes', I will even suggest enableMimics command. π
Are you using lookAt command with object or position parameter?
Object parameter may cause some weirdness so I would suggest to directly take and pass position of the object, if you are feeding object parameter to it. (considering the unit to be watched is stationary of course)
I've been working with the LookAt command too and have noticed some serious flaws with head shakes and the likes
glanceAt then?
I might have to try that also.I think a disanle ai move might have to be used to calm him down.:)
I am having trouble removing my squad mates in my ui during establishing shots.Anyone know about that?Ive used the show hud false array and it wont kick in untill the establishing shot is over..
its in my initplayerlocal.sqf
ive tried other places but the same results
Thanks
@obsidian steeple Check out data link send/recieve
Nvm, Got it working.Musta just screwbied it.:)
glanceAt is only a weaker version of lookAt
i think the underlying issues is the ambient anims and behavior A3? introduced with no regard of conversations or previous conversation system (made initially in OFP)
@humble lichen its kbTell conversations between player and AI, or between two AI. inside cutscene or outside camera scenes
Anyone know if there is a way to make a plane instantly go to a specified altitude as zeus? Tried some stuff but can't really figure it out.
@tiny summit Whatever altitude you set the air vehicles in the editor/zeus, it 'tries' to maintain that altitude. If that does not work, you can use one of the following commands according to your needs:
https://community.bistudio.com/wiki/flyInHeight
https://community.bistudio.com/wiki/flyInHeightASL
I spawn them while in Zeus, if I drag them up (even if I set a waypoint) they will just nosedive straight to around 1000.
Vanilla or modded?
Modded
Might be the reason.
use a setunitpos to set start heights but use the flyinheight commands to set the flying height.Theres no other way to alter flying heights for ai.Providing you can execute commands on the fly in Zues (I dont use it) that should be your solution.
any reason why a Transport Unload waypoint doesn't remove AI group from the vehicle, only removes player?
I even tried (group player) leaveVehicle truck; but the AI just keeps sitting inside
the truck is unlocked.
fixed it with doGetOut
@dreamy kiln setUnitPos is for unit stance, setPos is for position
how can you get multiple units to switch side at the same time in zeus?
@silver musk You add them to a group of that side. Side of a unit is defined by the side of the group so changing group of that unit to another side's group serves this purpose. Make sure you get them out of group first then add to another group though to avoid any potential issue that can rise with it.
will RHS tanks react "properly" when shot by vanilla CARL_G rounds?
When i turn my scenario into a PBO the definitions in the description.ext and the intel menu stop working
fix?
did you check if the description.ext actually is in the pbo? maybe it didn't get packed
@cinder holly , sry bud.
so why not use that one?
@obsidian steeple The sights on it suck.
yes
i checked it and it was in the PBO
i also tried manually packing the mission using PBO manager and the same thing happened
anyway to take a mpmission made on client to a dedicated serveR?
I made MP mission, dead players becomes spectators.
How to finish the mission for spectators after the end of the game?
I use this on a trigger in activation:
["Spectators_red_win",true,true] remoteExec ["BIS_fnc_endMission", civilian];
And this in desctiption:
class CfgDebriefing
{
class Spectators_red_win
{
title = "MISSION COMPLETED";
subtitle = "";
description = "BLUFOR LOST";
};
};
What's wrong? Because this didn't work.
Does anyone know the best way to dynamically fill a AO without running a mission generator? I wish to have my own objectives but have randomly spawned enemies.
@wind mason pack the mission folder into a PBO and then put it in your server's missions folder
Thank you @viscid island π
No problem sir
@lean lichen check out ALiVE
Not what I really want. Alive is whole map population. I only want units in certain areas. Plus if I use alive I have a ton of other systems running I don't want.
ALiVE can only run in marker areas
Does anyone know how Zeus Enhanced does the remote control unit? I've made a quick little script to create an addAction on repair and medical facilities/vehicles to remoteControl an engineer or medic in the respective vehicle, and then another to switch back to the player. It all works fine, until I realized, when I try to use ACE, it still thinks I'm the player, not the unit I'm controlling, so like medical for example, I switch to the medic and go to heal a unit, but it thinks I'm the player, so pulls up the player medical menu. When you do it through Zeus Enhanced, it's no problem, and I'm wondering how they achieve that.
Yeah, what @mossy lava said. You can make it pretty lightweight if you want
Is your action running on player or ace_player?
I shall try this. Thank you
I have a multiplayer mission set up, when I test play it it removes my primary and uniform
https://cdn.discordapp.com/attachments/611637405690232897/739950789405179985/unknown.png also get this error but I dont have any scripts
that message shows a clear scripting error
so there are scripts somewhere in your mission or mods you use
I dont have any sqf files or anything
so you use a mod which is broken
outdated?
no, made by someone who doesn't know SQF
This modpack has been used for months and several missions
well, it obviously breaks something...
so find out which mod is causing it and have it fixed or remove the mod
Thanks
@mossy lava can you maybe run me through this is a DM or something? I've only seen alive be used for whole map wars.
@lean lichen http://alivemod.com/wiki/index.php/Quickstart see BLUFOR 2
running into the issue that single unit group AI infantry ignore all move commands
removing all wps doesnt help
disableAI seems not to be an issue either
expectedDestination returns the assigned position
got any AI mods running, like VCOM (is a pain with manual waypoints)
no AI mods obviously
assignedVehicleRole also returns a vehicle as normal if assigned
canMove returns true
switching into the AI, i can move it
Try doMove in console?
@sturdy fulcrum are you setting a move command very frequently (1 every 10 seconds or less)?
it seems the issue was doStop _unit/_unit stop true and/or not being in a group - one unit didnt want to enter the vehicle no matter what, and ejected from any moveInXXX command - still need to re-test to confirm its working reliable
ah yes, stop stops them straight in their tracks. They cannot even turn around to shoot units (only change stance)
Does hiding objects in EDEN improve FPS? ( Hiding placed objects, not hiding native objects )
copying this over from #arma3_troubleshooting
no
!issuewarning @barren fulcrum crossposting
Done.
lol he just asked it in our discord and also made an reddit post xD
Im trying to have a MP race weekend in arma once including actual qualification. Is there a way to use the ingame time trial stuff to time someones lap and create a leaderboard out of that in MP?
You can use the Race modules in the editor to make a race track.
Although tbf I have no idea how they work
I cant find any docs, neither did I find any info in depbo'd karting missions
documentation seems to be missing indeed... but the missions_f_kart pbo contains a lot of information π€·ββοΈ
most info is in modules_f_kart
You may have to mess with .fbx files btw (I think that's what the format was called)
How can I set a thumbnail for my scenario in the steam workshop? Only thing I can find is 3 years out of date, and it says to use the Publisher, which no longer supports scenarios
@molten hinge when you are in Eden, save as - export to workshop
Is there an option to set a thumbnail there? I must have missed it
and are there any requirements like file type/resolution?
I think there is an explanation there, recommended is 1024Γ1024 iirc, jpg, png
alright thanks
has anyone been able to get the multiple Zeus's working
seems assigning them to variables is no bueno
are you using #adminLogged
or UID?
is ther esomething i need to do besides making multiple game masters
Does anyone know where to find the AI skill and precision values for the 3 default difficulty levels are? I want to know where my custom values are falling relative to the preset values but I cant seem to find those values on the BIS wiki.
CfgAILevelPresets
low:
precisionAI=0.2;
skillAI=0.5;
medium:
precisionAI=0.5;
skillAI=0.7;
high:
precisionAI=0.7;
skillAI=0.8;
hey, I'm having a bit of a mind blank on triggers and cant find anything about it anywhere.
What I'm trying to do is play a 3d sound on trigger activation when a player comes into the trigger. How i have it works fine for Singleplayer however, In MP the 3d sound is played once for every player that enters the zone.
How can I fix this?
Make the trigger only activate once
that or make the trigger server-only, depending on how you want it
right, so just tick the server only option. I have it on only activate once but that didnt stop it multiplying sound on server
Suppose an ai-group has a series of waypoints (search and destroy in this case). Could I somehow cancel the waypoint in the middle of the sequence without cancelling the later ones? So if group 1 has cleared Compound A (examined by a bog-standard capture trigger (count side in the area and using the seize condition)), group 2 will not stop to clear Compound A and instead proceed to Compound B? Thanks in advance
Perhaps force it to skip the current waypoint. Or just copy only the next waypoints and paste over the existing order (I've messed before with AI waypoints but don't remember exactly the gist of it)
Or just reorder or delete a specific index waypoint
Or restructure the way waypoints are issue to the unit. Make a states machine. When waypoints are empty, run your algorythm to determine what to do next.
When something important happens. Clear existing waypoints and add new ones.
Alright thank you. I'll experiment with deleteWaypoint (simplistic enough chain of waypoints for that to maybe work). But I'll take a look at your solution as well. Thanks
Am I correct in thinking that deleteWaypoint [_grp, 0]; will always delete the current waypoint and make them proceed with the next one?
Just make sure all waypoints are well defined. As in their settings. AI is quite fragile in regards to priority and alert levels.
Am I correct in thinking that
deleteWaypoint [_grp, 0];will always delete the current waypoint and make them proceed with the next one?
Yes I believe it just deletes that index waypoint and they'll skip to the next
Is like a queue
I don't know the context of what you're doing but test a lot. AI even when very strictly ordered, many times have a mind of their own, or just become numb. Expect the unexpected.
Alright thanks. Due to the simplicity of the mission (and a bit of crunch-time) I'm thinking of just deleting all ai-waypoints on the "task sucession" and giving them all a new one at the next "task". Something along the lines of:
//Trigger fires to say that the ai has captured the first objective which would have been accomplished with waypoint 1
{if (side == east) then {
_x setCurrentWaypoint [_x, 2];
};
}forEach allGroups;
Judging from my old notes, you may need to step waypoints to activate.
//create waypoint
_wpa = _ambGroup addWaypoint [getPos vh_sup,0];
_wpa setWaypointType "DESTROY";
_wpa1c = currentWaypoint _ambGroup;
_ambGroup setCurrentWaypoint [_ambGroup, (_wpa1c+1)];```
Oh, I see. Thank you. I will try that experimenting that snippet.
at least I find strange the "(_wpa1c+1)"
Or else they may get stuck in a idle stage of a blank waypoint
Just test it out π
I guess it's better if there are new waypoints injected into the sequence after mission start π
i just edited a liberation file to fix a bug where the enemies wouldnt spawn
its one i took from the workshop
but now only the host can spawn on FOB's and bases, build, access the arsenal and see towns on the map
the other players cant see the "liberation" aspects of the mission if that makes sense
Is there a way to restrict view for 3rd person for infantry only? me and my group likes the 1st person only aspect of infantry gameplay but for helicopters and other vehicles we like 3rd person, is there a way to get 3rd person in vehicles only?
ACEX has that I'm fairly sure
Is there some sort of guide somewhere for making or modifying mission generators to do other things you want from them? Whether it's by scripts or by in-game modules to have it constantly generate different scenarios. Would really appreciate some pointers, thanks!
@tender gust supposedly, this is gonna be a setting in the next game update
Is there some sort of guide somewhere for making or modifying mission generators to do other things you want from them? Whether it's by scripts or by in-game modules to have it constantly generate different scenarios. Would really appreciate some pointers, thanks!
I guess not because it heavily depends on the code used, and without serious changes you are unlikely to change anything much
Hey @sinful rampart found a solution yet?
for memory: https://feedback.bistudio.com/T151813
Status: not assigned. Should be better in #arma3_feedback_tracker, even though only about assignation, not resolution (bumping is useless if the task is assigned)
Did I ever look into that thing? don't member
Gotta question, how many objects placed in eden editor does it take to start impacting performance?
Pumped up Kicks?
hi all, i am trying to make a detection script for a mission. I want to have players be able to know when any opfor units are within 50 meters of the player. Would anyone know how I can do this?
I'd assume it would be with the nearEntities radius detection but idk how to detect a opfor side with this? would anyone know?
this is the only way I can think of
ASLToAGL getPosASL player nearEntities [["east"], 50];
get all "CAMan", then select { side _x == east } @fringe ravine
I guess i dont understand "CAMan" is @cinder holly
this is what i tried earlier
if (side player == west && ASLToAGL getPosASL player nearEntities [["SoldierEB "], 50] ) then
but it had a boolean error
@fringe ravine don't do that.
use nearEntities "CAMan" (iirc it is the "man" base class)
You cannot get the side from there, so get the units then filter by their side
@fringe ravine
also, ASLToAGL getPosASL can be replaced by⦠getPos
also, you are trying to use an array of units as a boolean (with &&)
Mmmh, i left ares loaded and now some of my mission require it even i didn't use anything from the mod
im looking inside mission.sqm but i cannot see anything related
oh no
alot of my mission needs ares
that's no good
If no object requires Ares, you can remove Ares reference from the top of the mission.sqm file (see the wiki)
the problem is that i didn't even opened some missions while ares was loaded but they stilll request it
Should not, stop making magic issues, only Arma can
at this point i thinks something going on with my game
i loaded a mission and it's empty and im in the middle of the ocean
let's verify some files
is it normal that the mission.sqm it's a mess?
oh
didn't know that
so i can just delete this? className Ares name Ares Β€
no ok i shouldn't do that
guess i have to use ares now
even worse, i have tu use ares and achilles together now
the problem is that i have lost hours of work...
the problem is that i didn't even opened some missions while ares was loaded but they stilll request it
@quartz birch
Should not, stop making magic issues, only Arma can
@cinder holly
The issue may be caused due Achilles containing Ares in it. That may be the 'magical' part.
The original ares had nothing that could cause any dependency inside 3Den afaik.
odd
can i unbinarize a saved mission or is it too late?
oh wait a second
i think i used some kind of ares bases
i could have missplaced something
SOLVED
in every mission i used some type of fob presets, even if it's not using custom models you need ares to be running
sorry if i wasted your time
Should not, stop making magic issues, only Arma can
BTW this one lacked a smiley, sorry if it came out rude! @quartz birch @humble lichen
i didn't tought it was rude, it's pretty relatable actually XD
When was the mission made?
one week ago
Ok
I left some empty folders like Bunker_Lines in the eden editor
I making a mission specific English stringtable.xml. What is the purpose of the "original" tag, and can it be omitted?
If you omit, the first language will be the default fallback
so yeah, if you put english on top, you could omit original
thanks
the problem returned, at this point im just going to remake all of the 8 missions ares destroyed
Binarized and unable to open?
i dont mean to bother anyone, but does anyone have any experience with Domination missions?
Does anyone have any good PMC mods like ION in cup and stuff Iβm trying to make a mission where PMCS go in and extract a deserter from a prison but the standard ION only has some SUVs and infantry
what do you need? they also have hunters, fennek, that british mrap and a superhind
as you are already using CUP have a look at CFP https://steamcommunity.com/sharedfiles/filedetails/?id=1369691841
adds more ION stuff, but I don't know if/which vehicles
Hi guys!
Just had a very strange issue in my MP mission. If members of the same team are in the car, one of them can't se other when he comes out (the model is shown as sitting in the car) and the one who stayed in the car can't get out anymore and doesn't receive damage outside. Did anyone have same issues?
Hey, i think im missing something with my respawns
when a unit dies the loadout does not get restored.
https://imgur.com/8KVnfc7 description.ext
https://imgur.com/oZFVbcu onplayerkilled
https://imgur.com/Cld7z8P onplayerrespawn
Yes, you are definitely missing some spaces after getVariable, setUnitLoadout, getUnitLoadout commands
Make sure you activate -showScriptErrors on your launcher to detect such scripting issues.
im very new to this kind of stuff, i don't get any error tho
do you have -showScriptErrors on?
don't worry
i respawn with the loadout i selected in the lobby but if i die and i fired some rounds those rounds does not get back to me
rounds or any kind of usable stuff
You said the loadout doesnt get restored?
It gets restored but partially, you meant?
yep
That is because you are saving the loadout on death
oh
so it records all mags including how much bullet left etc, and if you used FAKs, grenades etc, they will not be recorded since they no more exist during death.
do you know what i should put in playerkilled?
you need to record upon the player 1st time(?) respawns, if you want to record at that moment
but then the loadout will not have stuff if player acquired some stuff during his lifetime
not a problem
So you want the loadout the player spawned (for the first time) at the very start, whenever they respawn?
yes
In that case, remove the onPlayerKilled.sqf code.
oh ok thanks alot!
Put this into init of your player objects.
if (!local this) exitWith {};
<put the code u took from the onPlayerKilled.sqf>
no, into init of your unit.
the big box (says Init on left side) when you double click on a unit
i think i did something wrong, when i respawn im naked
Any more recent / updated information regarding QRF triggers ? Spent some time searching, not finding many things that are working :/
*Tutorials
Depends on what you expect exactly...
eg. I usually have some pre-placed AI outside the AO, and the moment players get there (with a simple trigger) the AI will drive to that location with a Search&Destroy waypoint
you can also use some more advanced scripting with BIS_fnc_spawnGroup and BIS_fnc_taskAttack
I am still re learning everything and am hoping to use the in game editor and basic scripts
I have a unit placed, it has a variable gringo
I have another unit placed, t55, a ways away.
I would like !alive gringo (when gringo has been destroyed) , t55 moves to gringo's last location (or just a position). I understand this can be done via skip waypoint, I'm not sure where to put this though :/
- create a normal MOVE waypoint near the T55 and a second MOVE or SEEK&DESTROY waypoint near
gringo. - create a trigger with Condition
!alive gringoand attach the trigger to the first MOVE waypoint - additionally you can add a countdown to the trigger to randomize the time it will start moving
Connect to > waypoint activation right?
yup
Thank you
Have any mission makers here used drongos mods?
How can I make sure the people stay in the lobby
Only admin can start it ?
Hey everyone! I've been re-redirected here in search for a way to disable specific environmental sounds for a specific duration. E.G. the birds in a forest.
What I have discovered so far in these last 2 days is that this is not directly possible but the most likely way of achieving this would (i think) be to disable the default forest soundset and activate a whole new soundset. However, while I can come up with this possible roadmap I have very little experience with this let alone the knowledge how to pull this off.
So if anyone here could tell me i am correct to ask this in #arma3_scenario and if not where to ask and if this is the right approach and/or where to possibly find guide's on this
I would say #arma3_scripting, and that would be the last stop ^^
XD haha I made a circle
Hey lads so we haveing a problem we want in our mission
that our guys spawn in a chopper flying and then the chopper flys to a location and drops us off
we got everthing sorted expect when we dismount we get spawned somewhere on the map anyone had this before ?
Hey so I am trying to increase the Distance AI can use anti air
View distance and skill
Max Range still seems to be 3 clicks
That might bee limit
Thats a bit Um
Well any way to increase it?
Cause right now all a pilot needs to do is sit outside the AO and drop a Laser Guided GBU
and then no more AA
Use the carrier turret if you. Want. OP aaa
now is a triple-A AA a AAA or a AAAAA
remaking the border crossing sequence from sicario, is there any mods that add a black bag i can put on a prisoners head?
either with ace or just as a headwear item?
wait, we do?
@cinder holly Yes you don't know anything anymore, Lou.
Hmm, I don't knowβ¦
waitaminute
(under the orange paint, I am still blue at heart π)
Yeah I am not convinced
Check my roles, I am veteran and veteran moderator, twice the veteran plus a hammer π
That is like divide by zero
I am veteraner than u!
Maybe
I have no opinion on that
But they say orange man bad. You are orange, man.
I'm working on a mission for my unit. And just for fun, I want there to be randomly spawned vehicles with loot in them. A perfect example of this is wasteland's loot system. I would absolutely love to add their system into my mission. I don't have much experience scripting so I downloaded the wasteland mission files. Does anyone have any idea how I would go about copying the loot scripts into my mission? Credit will be given
Better ask the Wasteland devs for permission first, and perhaps even their help before stealing their hard work...
And I'm not familiar with how they do it exactly, but I doubt it's something you can just C&P.
While I wait for a response from them. Does anyone know of any released scripts that spawn vehicles randomly around towns with loot in them?
@signal coral thanks brother really appreciate it
hi, is it possible to remove the simulation manager for one unit ?
it's a convoy, I would like it to advance even beyond the limit set
I must therefore remove the simulation manager module and use dynamic simulation on all unit ?
you can use the simulation manager module, but I would recommend you to use the Eden settings for it
and in the vehicles properties, untick "dynamic simulation"
@eternal pelican β
I try, but it doesn't work π AI from two different side can activate the simulation ?
yup
so that's it! ^^
you can set that an AI will not trigger AIs around it, even if it moves itself
How ?
unit triggerDynamicSimulation false
how do you save the equipment from a last mission and make it go over to the player in a new mission like in the singleplayer campaign?
like in the singleplayer campaign?
in which context do you want to do that?
i'm new to 3den so i don't know alot but upon finishing a mission the game like saves the current gear of the player and upon loading the next mission from there the player will spawn in with the gear he had in the last mission
like East Wind campaign
so you are making a campaign?
yeah
so upon a end game trigger i put these two scripts in and in the new mission in the player init box i write the load version of it?
you can in initbox, unless it is a multiplayer campaign
purely singleplayer campaign
you're good then!
ok!
i get an error upon writing savestatus in the trigger http://prntscr.com/u0w2b2
yep, try ```sqf
nul = player saveStatus "mission01endStatus";
btw, it will save your equipment and your health status @winged badge, so be sure to loadStatus then setDamage 0 (if that's what you want)
i got it to work, also, i can't seem to find a way to lock the appearance of a unit. the briefing man's uniform and headwear keeps changing everytime i start the scenario, how can i lock that?
not the uniform really but headwear mostly
ah, it might be due to BI randomisation; lemme check
add this to the init:```sqf
this setVariable ["BIS_enableRandomization", false];
doesn't seem to work, he switches from balaclava, to isis clothheads everytime i launch the map up :/
randomization is still there
where did you put this code?
in his init box
weird! I can't check rn though, only tonight
alright
one more thing though do you know how i can change names of units? in my globalchat text message .SQF files everyone appears as Independent
with a grey color
names? in Eden, right-click > properties > unit details
you can set name, face, voice and pitch in there
yeah, i named a unit "Lucas", but whenever the globalchat starts, he just appears as "Independent" in the chatbox
ah, globalChat
yeah, globalChat only shows side
Hello, I am trying to make a custom supply/ammo/weapon crate. As an example:
`class CfgVehicles
{
class NATO_Box_Base;
class Custom_Ammo_Box: NATO_Box_Base
{
scope = 2;
vehicleClass = "Ammo";
displayName = "Custom Ammo Box";
model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F";
icon = "iconCrateWpns";
transportMaxWeapons = 25;
transportMaxMagazines = 250;
class TransportWeapons
{
class _xx_arifle_MX_ACO_pointer_F
{
weapon = "arifle_MX_ACO_pointer_F";
count = 10;
};
};
class TransportMagazines
{
class _xx_30Rnd_65x39_caseless_mag
{
magazine = "30Rnd_65x39_caseless_mag";
count = 40;
};
};
class TransportItems
{
};
};
}; `
When creating the custom box during the mission, am I supposed to call forCustom_Ammo_Box?
Here is a different example that I came across:
class cfgVehicles { class Thing; class ThingX; class ReammoBox; class Strategic; class EAST_Box_Base; class NATO_Box_Base; class Railgun_Transport_Box: EAST_Box_Base { scope = 2; vehicleClass = "Ammo"; displayName = "Railgun Box"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Box_East_Wps_F.jpg"; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; hiddenSelections[] = {"Camo_Signs","Camo"}; hiddenSelectionsTextures[] = {"A3\Weapons_F\Ammoboxes\data\AmmoBox_signs_OPFOR_CA.paa","A3\Weapons_F\Ammoboxes\data\AmmoBox_OPFOR_CO.paa"}; icon = "iconCrateWpns"; transportMaxWeapons = 4; transportMaxMagazines = 48; class TransportMagazines { class _xx_10Rnd_Railgun_Mag { magazine = "10Rnd_Railgun_Mag"; count = 24; }; }; class TransportWeapons { class _xx_srifle_DMR_02_F { weapon = "srifle_DMR_02_F"; count = 4; }; }; }; };
ok, so there are a couple of things you most likely need to know:
- Since this is #arma3_scenario I assume you placed that config in your mission, which is wrong and won't work. CfgVehicles is a class which can only be used in mods, not missions.
- If you have a mod with that config you can find the crate in the editor and place it down without any issues, same applies to Zeus.
- If you want to use scripts (aka #arma3_scripting) you'll need
createVehicleto spawn the crate, but again, only when defined in a mod (and not mission). - Of course it's also possible to use scripts to add items in an (empty) crate, or even a full arsenal when needed.
i've been trying to activate a trigger by script in .sqf file, i took two pictures. trigger "mission1" won't create a new task and everything is correctly synced with eachother. how to fix?
http://prntscr.com/u1mr0n
http://prntscr.com/u1msak
the trigger is synced to create task and the task itself is synced to the player
β¦you made a trigger that will trigger when it triggers
i still get confused with these various Activated scripts alot so what did i wrong?
mission1Activated = true will not activate "mission1" trigger, it just sets a global variable to true
ok
tell us what is the end result you are trying to obtain
i synced the trigger with a create task and i want to trigger it in the .sqf file
no, the trigger is a mean, the end result (creating a task at some point) is what you want to do π
it is important because if there is a simpler way to your end result, we won't try and fix a broken situation π
how do you do it simpler?
by scripting, but I suppose you want to keep your triggers and modules
so, to activate your trigger with mission1Activated = true, set in its Condition ```sqf
not isNil "mission1Activated" && { mission1Activated };
@winged badge β
what did you put?
that's weird, 'cause it's a boolean!
anyway, only use ```sqf
not isNil "mission1Activated"
that works
kewl
I made mission on Livonia by accident without dlc(i didnt knew that iactually need to buy it)
Is there any way to copy stuff from it ?
I mean i just need units because of loadouts
Yes, rename missionName.Livonia directory to e.g missionName.Altis
Thanks
Anyone know how to edit the OPEX mission ? It's awesome but it would be nice to add a Zeus function to alter it accordingly to our numbers . Already tried to change it so a Sqm file but it wasn't having it
hey I'm quiet new to mission making..I made mission to me and my friends and I made a loadout for each one, but when I lunch the mission in multiplayer (with respawn) the loadout isn't showing up when u respawn. can someone help me?
@deft gazelle One solution for making the user retain the exact loadout at time of death is presented in this thread: https://forums.bohemia.net/forums/topic/188187-eden-retain-custom-spawn-loadouts-after-respawn/
Otherwise you may want to reapply the loadout as it was at the start of the mission. Then I'd suggest to simply store the loadouts in arrays and use setUnitLoadout or similar to apply it on respawn.
ok thx!
Is there a way for me to disable a mod on a mission I've built? I'm trying to remove the JSRS soundmod as a dependancy from one of my missions because my server isn't picking it up π¦
you can edit the mission.sqm in notepad, if its not binarized
No idea where to put this so here it goes but
Trying to use "Camera.sqs" but when loading in It is giving me and error basically stating "This method is obsolete please now use BIS_FNC_CameraOld"
Any way to get around this method?
It also doesnt load into the camera screen
Isn't it obvious? Use BIS_fnc_cameraOld
@astral bloom Well I followed the example on the wiki and got no resolve
What exactly you wanted to do?
Basically I'm wanting to use the original "Camera.sqs" Function to get camera shots that I can then paste into another SQS file to run a short intro cinematic
Im having a few more cracks at trying to run BIS_Fnc_CameraOld
to get camera shots
For what purpose?
You just wanted to make a intro of a mission?
Yes & no
I am getting camera shots for an intro for a mission. But I'm not using the intro sequence provided in the editor because that only works in single player. But by doing your little intro in the main scenario sequence of the mission it allows for it to essentially be multiplayer compatible
So I am using camera shots for an intro cinematic in scenario