#arma3_scenario

1 messages Β· Page 48 of 1

languid dune
#

Like?

signal coral
#

wdym like?

languid dune
#

You were talking about the story mission?

signal coral
#

Yeah, then you said like so i was clarifying what you meant by it,

languid dune
#

What is quest mission?

signal coral
#

Have you played a game before?

languid dune
#

i do, But what is quest mission means? like soldiers or smt?

cinder holly
#

@languid dune context: where did you see "Story mission" mentioned?

languid dune
#

Never

cinder holly
#

So you pull that ex nihilo.

abstract fox
#

does anyone have any good guides/learning materials?

late breach
#

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.

unique tartan
#

Is there any submarine model that you can enter or really anything that i can place underwater.

astral bloom
#

SDV, or you're out of luck in vanilla

unique tartan
#

SDV?

astral bloom
#

Should be there in Submarines tab in Editor

unique tartan
#

No i meant like a building

#

I didn't think anything like that existed but just wanted to ask.

astral bloom
#

Then no luck, at least in vanilla. I think I've ever seen in MOD, however you won't get β€œunderwater submarine but dry feet inside”

unique tartan
#

I feel like im not the first person to ask

#

Thanks anyways i guess boat will have to do

astral bloom
#

In case you interested, HMS Proteus is a big submarine prop in vanilla. You can't get inside though

unique tartan
#

I don't feel like there is anything i could do with it.

zinc dawn
#

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)

astral bloom
#

Assuming you're talking about Arma 3... What exactly is the error?

#

And what exactly you're trying to do?

zinc dawn
#

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

astral bloom
#

Check your "arma1.paa" path

zinc dawn
#

it's in the campaigns root folder

CAPS_ArmedAssault/
|
+-- description.ext
|
+-- arma1.paa
|
+-- missions/
astral bloom
#

Then CAPS_ArmedAssault\arma1.paa isn't it?

zinc dawn
#

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";

astral bloom
#

I don't see the point

zinc dawn
#

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

restive bane
strong mist
#

anyone working on a good mission for Fapovo?

night stratus
#

Yo Deadman, dont wanna put any pressure on you but its been a while. Did you find anything that could cause the crash?

unique tartan
#

Would there be any large buildings for cqb in vanilia?

dusty sky
#

Hotel, airport, the barn from arma 2

#

hangar

grim hearth
#

Barracks in ARMA 3?

night stratus
#

does that means still scanning?

main pelican
#

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

dusty sky
#

adjust alpha?

main pelican
#

In what

#

The actual image?

dusty sky
#

yes

#

make sure you have full alpha

main pelican
#

It's a full colour

dusty sky
#

is it paa?

main pelican
#

Yes

dusty sky
#

can i see?

main pelican
#

One sec

dusty sky
#

PAA's are really tricky with the sizes

main pelican
#

What is an alternative?

#

Png doesn't seem to work

dusty sky
#

use PAA

#

im not sure, but tga might work

main pelican
#

Sent on pm

rocky carbon
#

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?

signal coral
#

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

cinder holly
#

there is a function for that, to grey out everything but your area

#

let me find it

signal coral
#

I'd be very grateful if you can

signal coral
#

Oh this is a god-send, thank you!

cinder holly
#

Lou-send, but that's more or less the same 😎

vernal brook
#

Lou-send? Sounds like loose end... Not good

night stratus
#

more like "send lous" :3

cinder holly
#

"send dudes" πŸ˜„

dusty sky
#

"requesting additional forces" < "send dudes"

cinder holly
#

now imagine a dad-jokes army taking over the server… πŸ‘€ πŸ˜„

signal coral
signal coral
#

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

restive bane
#

Are you unpacking then repacking after every edit?

#

@signal coral

rocky glacier
#

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

signal coral
#

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

restive bane
#

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.

signal coral
#

Because the editor doesn't provide the true multiplayer functionality that needs to be tested

#

Would otherwise

rocky glacier
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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

dusty sky
#

Singleplayer != multiplayer

rocky glacier
#

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

dusty sky
#

Incorrectly configured

rocky glacier
#

so im gonna need to mess with my respawn pointt hen?

dusty sky
rocky glacier
#

Thank you

zinc dawn
#

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? πŸ˜…

astral bloom
#

Former

zinc dawn
#

thanks :)

kindred relic
#

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.

kindred relic
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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.

cinder holly
#

πŸ’₯πŸ”¨

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do you use show script errors…?

kindred relic
#

Yep.

cinder holly
kindred relic
#

No I'm just wrong again

#

I gave it a waypoint this which is the group leader, which flyInHeightASL can't use

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When I said wrong data type I misremembered it as being the group

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It is in fact the right data type (object) but still not a usable argument

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Be nice if there was a suitable error for that but I don't think it's detectable.

cinder holly
#

well, you provide it a unit (that doesn't fly I suppose), so there is no way for it to know

kindred relic
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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

kindred relic
#

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.

cinder holly
#

I believe this command is somehow broken

kindred relic
#

Again?

cinder holly
#

it was never fixed, I think

delicate hinge
sharp axle
#

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.

kindred relic
#

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?

cinder holly
#

Dedmen, fix next patch kthxbai!

zinc dawn
#

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

hollow rock
#

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"];
}];```
cinder holly
#

why not?

hollow rock
#

because the setvariable doesn't work in realtime

cinder holly
#

try and thou shalt see?

hollow rock
#

I did try

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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

cinder holly
#

OK, well the most important thing is that it's tried, not who does the test ^^

hollow rock
#

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

cinder holly
#

wait, what did you put in ```sqf
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
}];

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

cinder holly
#

and _entity setVariable didn't?
I hope your friend didn't write this setVariable πŸ˜…

hollow rock
#

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

cinder holly
#

has this been tried?

this addEventHandler ["CuratorObjectPlaced", { 
    params ["_curator", "_entity"]; 
    _entity setVariable ["BIS_enableRandomization", false];
}];
hollow rock
#

yes

cinder holly
#

okido

hollow rock
#

thats the second thing we tried

cinder holly
#

try the disablerandomization thing, it should work

hollow rock
#

?

hollow rock
#

oh right that

#

I'll give that a try

hollow rock
#

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);
}];```
cinder holly
#

(missing round bracket closing after the 2nd typeOf)

#

and just so you know, we have ```sqf πŸ™‚

#

Huzzah!

hollow rock
#

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

cinder holly
#
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

hollow rock
#

yeah the name conventions are just confusing

cinder holly
#

still better than Czech names πŸ˜„

dusty sky
#

That's not even the whole story

#

The naming conventions are ok, but when it comes to how theyre applied is just inconsistent

kind relic
#

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

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and then nothing happens

kindred relic
#

Any particular map or all of them?

sinful rampart
#

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

whole bone
#

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?

vernal brook
#

Try googlong or searching forum or wiki

#

Have seen this come up before

zinc dawn
#

is description.fsm documented anywhere? couldn't find it on the Biki, but maybe I'm not looking hard enough.

cinder holly
#

What is description.fsm?

grim hearth
#

Never heard of it... description.ext is

zinc dawn
#

it's used in official A3 campaigns next to description.ext

cinder holly
#

Ah yeah, but it must be called manually somewhere, it's not an engine-called thing iirc

zinc dawn
#

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 πŸ˜„

grim hearth
#

Dunno... I see an description.inc included in LoW missions...

#

So not all official SP missions

cinder holly
#

so the documentation would be more about "fsm in config"

#

it could be called "rabbitbum.fsm" for all we know ^^

grim hearth
#

In fact, LoW has fsms in the mission, missionFlow.fsm for example

zinc dawn
#

they also have missionFlow.fsm in the Campaigns missions, but I can't find a reference to that, is it called automatically?

grim hearth
#

Oh yeah, there is also a description.fsm...

cinder holly
#

FSMs are documented like missionFlow, but for config I don't know

grim hearth
#

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

cinder holly
#

what do the fsm steps contain?

#

(not on my computer rn, sorry)

zinc dawn
#

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

late breach
#

just class definitions, but in fsm format

cinder holly
#

Worth documenting

zinc dawn
#

FSMs are documented like missionFlow
they are? i can only find an "A2 AI FSM" and a very general FSM page

grim hearth
#

Open it in the FSM editor

cinder holly
#

well… yes, because FSM is just that - a flow-based code lib

grim hearth
#

You can use FSMs for a lot of things... They just define a Finite State Machine

cinder holly
#

Maybe worth documenting FSM editor, if not done somewhere

zinc dawn
#

I didn't ask what a FSM was, I asked where A3 specific FSM stuff was documented πŸ˜„

grim hearth
#

The individual ones are not documented. How to use/make one is

late breach
grim hearth
zinc dawn
#

yeah I've seen that page. but it said nothing of description.fsm or missionFlow.fsm, which is why i asked

grim hearth
#

There is no documentation on ARMA single-player mission files

late breach
#

it's just a name, nothing more

cinder holly
#

Hmm, FSM editor manual… it lacks pictures!

late breach
#

and a FSM is just a config file with some magic behind it

zinc dawn
#

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

grim hearth
#

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

late breach
#

missionFlow.fsm is executed through BIS_fnc_missionFlow

zinc dawn
#

thank you

cinder holly
#

wat

grim hearth
#

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

late breach
#
class missionFlow
{
   description = "Mission flow";
   file = "missionFlow.fsm";
   ext = ".fsm";
   postInit = 1;
   recompile = 1;
};
cinder holly
#

@zinc dawn I will dive tomorrow in the "fsm in config" stuff

grim hearth
#

So they are not documented as other files in a mission

#

Description of BIS_fnc_missionFlow... FSM for internal use. @cinder holly

cinder holly
#

I suppose it loads it automatically, and if not present takes an empty one

zinc dawn
#

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

cinder holly
#

(Can only suppose so)

late breach
#

while description.fsm is called through Campaign > Missions > #include in the different missions

cinder holly
#

That's the include I am curious about

grim hearth
#

It's a file for BI's use in SP campaigns I assume... Not for general use

zinc dawn
#

yeah, I was asking about exactly those SP campaigns

grim hearth
#

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).

zinc dawn
#

yeah but I didn't know that when I asked the question πŸ˜„

#

I do now

cinder holly
#

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

zinc dawn
#

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

grim hearth
#

The bis_fnc_missionFlow function does not even seem to be exposed in functions_f ...

cinder holly
#

maybe in another dir πŸ˜‰

#

Try to find it in the Functions Viewer, you most likely will

grim hearth
#

Nah... all bis_fnc are in functions_f and there is a missionFlow.fsm in there

cinder holly
#

Nah... all bis_fnc are in functions_f and there is a missionFlow.fsm in there
buzzz Nope

#

Try to find BIS_fnc_door ;-)

grim hearth
#

Makes me wonder whether it is even used...

#

No @cinder holly I mean all exposed are there

zinc dawn
#

maybe I'll just experiment tomorrow πŸ˜„
I'll make a mission with a missionFlow.fsm and see how it and when and why it works or not

cinder holly
#

No I mean all exposed are there
buzzz nope, again 😜

#

e.g BIS_fnc_door is "exposed", but is in structures_f

grim hearth
#

Ah... got me there 😦

#

I did look in missions_f

cinder holly
#

and the Eden ones are in Eden pbo, Zeus ones in Zeus pbo, etc

grim hearth
#

That's understandable cause they were added in DLCs...

late breach
#

I'm just surprised that missionFlow.fsm doesn't exist where it's supposed to be think_turtle

zinc dawn
#

there's even a cfgORBAT.fsm, which is referenced in config.cpp (missions_f_epa)

cinder holly
#

I suppose that it is as onPlayerKilled.sqf, if none is provided it digs into the default files

#

@late breach

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

tame sage
#

Very curious about these .fsm files as well! πŸ€“πŸΏ

radiant rose
#

list of vehicles in triggerArea?
list(trigger) didnt help, that was based on the assumption that thisList on trigger itself works

astral bloom
#

thisList returns list of the objects that satisfies the trigger

radiant rose
#

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

zinc dawn
#

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

cinder holly
#

and Lou was right
Get used to it 😎

zinc dawn
#

hey you used to know about description.fsm back in 2018 πŸ˜„

cinder holly
#

why do you think I write stuff down on the wiki?? so I don't have to remember a thing!

#

But seriously? Where? πŸ˜‹

zinc dawn
#

in this channel, I just searched for description.fsm, you were talking about the weapon pool in the eastwind campaign

cinder holly
#

dang, so good I forget it

cinder holly
#

@zinc dawn found some interesting things for description.fsm, updating Campaign_Description.ext right now πŸ‘€

zinc dawn
#

Oh, nice! :D
I'll check it tomorrow ^^

#

And, i saw that xD

cinder holly
#

how so, "you saw that"? I didn't publish anything yet! πŸ˜…

zinc dawn
#

You editing the post formatting

cinder holly
#

oh no you didn't

cinder holly
#

posted! raw data, but data nonetheless

sinful rampart
#

all the data

cinder holly
#

all the data?

sinful rampart
#

datas!

cinder holly
#

dataz

grim hearth
#

ima get a taser...

cinder holly
#

btw, day-ta or dah-ta for you? tomato-tomato

mossy lava
#

What about d@ta?

cinder holly
#

d@a

floral herald
#

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:

  1. Spawn the units you want to save, modify their loadouts if necessary
  2. Select them in the editor
  3. 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";
  1. Execute local
  2. 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

solid crane
#

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

cinder holly
#

a marker on the map, a 3D waypoint for players?

zinc dawn
#

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...)

cinder holly
#

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

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!

cinder holly
#

that's whβ€”

#

all the vehicles should keep going though πŸ€”

zinc dawn
#

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...)

cinder holly
#

setConvoySeparation perhaps?

zinc dawn
#

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

vernal brook
#

the only time i could ever make a working repeatable convoy

#

was so much easier in 2 for some reason

kind relic
#

i need persistent base building

#

for a cop

#

seems like most things that do it are broken

rocky carbon
#

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

silver girder
#

why don't you add the buildings you want to use to ace fortify?

kind relic
#

yeah that was the plan but then how do i save ace fortify

#

i might save it manually

silver girder
#

there should be scripts or mods to make missions per istent

dusk matrix
#

Hello guys

restive bane
#

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

cinder holly
#

Get them parachuted, this will keep them busy and they will be careful about not getting straight into the fight

ornate forge
#

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?

sinful rampart
#

Surprise.
#include in description.ext crash?
Not for much longer salute

late breach
#

for all includes or only the param stuff?

sinful rampart
#

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

late breach
#

🍺 or β˜• for both of you!

echo frigate
#

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

cinder holly
#

allPlayers? ^^

echo frigate
#

yes

#

i used

#

"Allplayers in MATV1"

cinder holly
#

_x in _vehicle forEach allPlayers

#

(with curly brackets ofc)

echo frigate
#

ah perfect thanks man

#

ur awesome

static timber
#

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

lone cliff
#

Im sure they would be a way to script that once their state enters combat that they will eject themselves from the mortar

cinder holly
#

with FiredNear, Hit EH for example @static timber yes
or just behaviour == "COMBAT", meaning they spotted an enemy

primal kernel
#

Hello, I would like the AI ​​to do push-ups. Do you you know the code to make it work ?

primal kernel
#

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

cinder holly
#

if this is an MP mission, I strongly recommend not doing so.

primal kernel
#

why ?

cinder holly
#

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;
  };
};
primal kernel
#

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?

cinder holly
#

the (if local this) is not JIP proof if these units can be controlled
anyway, my version is better πŸ™ƒ

primal kernel
#

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

static timber
#

You can use achillies which has a module for pushups and squats

shrewd quartz
#

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.

restive bane
#

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

shrewd quartz
#

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.

kind relic
#

Anyone got a good missions using the Large Civilian Ship

#

Going through and placing everything is making me wwant to shoot myself

static timber
#

Does anyone have any easy way(s) to make a enemy QRF?

mossy lava
#

What part of making a QRF are you finding not easy?

static timber
#

Where I can have them react based on the awareness of the people around a camp or base.

cinder holly
#

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

late breach
#

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)

static timber
#

so should I have a hold waypoint they go to and then a move waypoint that is activated by the trigger?

zinc dawn
#

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?

west silo
#

move the waypoint 50m forwardπŸ˜„

zinc dawn
#

I was wondering if there's a better way, but yeah, that should work πŸ˜…

west silo
#

If that works for you there is no better way, because it simple πŸ˜„

#

I am not sure why they stop 50m away from it.

#

might wanna try to set the waypoint activation distance to like 10m

zinc dawn
#

I tried setting the waypoint radius, it didn't help.
yeah, moving it along works.

cinder holly
quiet talon
#

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?

static timber
#

Well if the people you do it for enjoy it than...

hollow rock
#

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

restive bane
#

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.

late breach
#

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

restive bane
#

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

mossy lava
#

I've had good experiences having players follow an ai lead Vic that hits the mine.

restive bane
#

good idea

signal coral
#

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 :^)

sinful rampart
#

@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

shrewd zinc
#

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?

sinful rampart
#

condition
time > 30
done.

shrewd zinc
#

damn

#

I was trying to make it work with the countdown stuff that is in the trigger

#

Thanks πŸ™‚

sinful mulch
#

Hello everyone πŸ™‚

#

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?

astral bloom
#

Put _nil = or something as prefix

sinful mulch
#

Goddamn

#

Thanks, it works now

#

That's really weird though

astral bloom
#

Indeed though that's how it does

sinful mulch
#

Thank you ☺

torpid bluff
#

Where does ACE arsenal save the loadouts?

#

I want to send them to a friend

cinder holly
#

profileNamespace I suppose

sinful rampart
#

if you want to send to friend you can use the export button in arsenal

restive bane
#

best zombie mod currently? just to place and go.

silver girder
#

ravage handles a lot by itself

signal coral
#

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.

delicate hinge
#

missing addon the server.

signal coral
#

RPT doesn't pull anything about missing addons

signal coral
#

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!

obsidian steeple
#

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

meager kelp
#

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.

restive bane
#

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.

late breach
#

reading documentations might help... that's a known issue πŸ€·β€β™‚οΈ

low gate
#

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)

final ruin
#

Has anyone had an issue where Arma tools Addonbuilder doesn't take pack subfolders (in this case music) ?

kindred relic
#

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?

restive bane
#

AI in helicopters STINK! Just use unit capture it's less headache

obsidian steeple
#

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

hollow prairie
#

Hey guys is it normal that nearroads is just giving an object ID but then no classname or anything?

cinder holly
#

yes

#

most terrain objects don't have classnames, just models

hollow prairie
#

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

cinder holly
#

try typeOf on the returned object

hollow prairie
#

empty string 😦

cinder holly
#

then yep, like a marxist utopia: no class

hollow prairie
#

meaning there is very little i can do to find the right thing in cup? πŸ˜„

cinder holly
#

use the search field maybe? with "dirt"

hollow prairie
#

Well... Trial&error it is then. Thanks for the quick anwser good to know what is not working πŸ™‚

#

yeah... i tried. Still way too much. But i gotta check. Maybe i can filter those that are corners and stuff

sudden jackal
#

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?

kindred relic
#

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

sudden jackal
#

yeah the music works without the script

#

and no new music will start after the script is triggered

#

@kindred relic

sinful rampart
#

@hollow prairie newer terrains roads are autogenerated from paths/coordinates, there are no classes or models for these

obsidian steeple
#

How can a script read the pos of a road then? Is there some kind of navmesh it can access?

kindred relic
#

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

sinful rampart
#

getNearestRoads or something like th... nearRoads yeah that

obsidian steeple
#

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

sinful rampart
#

dynamically created

#

engine knows direction, position,width and textures. And it generates a 3D model from that

#

They are generated at terrain load

obsidian steeple
#

aaaaaah so its not a model but a texture

sinful rampart
#

Its a model

#

with a texture on it

obsidian steeple
#

that gets resized and retextured at need?

sinful rampart
#

But the model is not some file, its dynamically generated by the game, in ram

obsidian steeple
#

thats a lot more dynamic than arma usually is.

sinful rampart
#

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 πŸ˜„

obsidian steeple
#

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 πŸ‘€

cinder holly
#

or Roomba appartment plans

obsidian steeple
#

lmao

sinful rampart
#

We need to map players homes by processing the vibrations returned to the TV screen.
Ah no wait.. Thats was EA. Sorry wrong company.

obsidian steeple
#

"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)

cinder holly
#

looking neat!

signal coral
#

whoops, promptly posted it in the wrong channel :s

cinder holly
#

still neat, but you can move it to the proper one πŸ™ƒ

rocky carbon
#

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.

obsidian steeple
#

Yeah i was just brainstorming.
I want to get into terrains once i got more time

spice eagle
#

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. 😦

static forge
#

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

hollow prairie
#

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.

cinder holly
#

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

hollow prairie
#

Yeah that is the comment i meant. But it is from 2011 so i was wondering if it was still true.

cinder holly
#

I believe so; enabling/disabling simulation is 99% beneficial with AI and PhysX-moving objects

hollow prairie
#

Okay. Thanks πŸ™‚

acoustic portal
#

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.

cinder holly
#

you could create laser targets all around πŸ˜„

acoustic portal
#

Honesty in my 5000 hours I have never done that. πŸ˜… Also The main thing I am trying to stop is Anti Radition Missles and GPS/Laser Guided.

cinder holly
#

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 forgetTarget for AI
acoustic portal
#

Ok so how do I Create Virtual Targets. Just Use VR Entities?

cinder holly
#

createVehicle of a laserTarget class, if it's ok for you

quartz birch
#

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

lyric bear
#

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

quartz birch
#

let me just start arma

#

!alive f1,!alive f2

cinder holly
#

! alive f1 && !alive f2

quartz birch
#

i'll try!

cinder holly
#

right now, it only checks if ! alive f2

quartz birch
#

oooh

#

thanks!

quartz birch
#

i feel like i forgot something, do i need call BIS_fnc_endMission; ?

cinder holly
#

if it is on the server, you should either remoteExec BIS_fnc_endMission, or use BIS_fnc_endMissionServer

quartz birch
#

in "on activation" ?

cinder holly
#

yes

earnest cove
#

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 πŸ˜„

#

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.

cinder holly
#

CTRL+S

earnest cove
#

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.

mossy lava
#

CTRL+O

west silo
#

If Eden Editor could create versions of missions that would be nice

#

e.g first save _v1, 2nd save _v2 etc.

jolly nest
#

That's why I use git

cinder holly
#

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 πŸ˜…)

low gate
#

Did anyone have a problem with spawn opfor units as zeus?

#

(any zeus on server cannot spawn opfor units..)

old flint
#

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.

clever acorn
#

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?

quartz shoal
#

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?

gritty quail
#

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 ?

cinder holly
#

there is a grid icon (9 squares) that got activated, click it @gritty quail

gritty quail
#

Oh cool thanks for youre help

cinder holly
zinc dawn
#

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

vestal magnet
#

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?

cinder holly
#

You can create your own image, but it has to be e.g 512Γ—512 or 256Γ—1024

if the screen is 16/9, take a 16/9 picture then stretch it to the dimensions

@vestal magnet

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?

cinder holly
#

yes I meant the in-game laptop screen. It is either 16/9 / 16/10 or 4/3 iirc (old laptop)

vestal magnet
#

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

sturdy fulcrum
#

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)

cinder holly
#

The units are created where they are in Eden

sturdy fulcrum
#

it seems, at times?, they move into formation after mission start

cinder holly
#

well yes, but they did the same in the 2D editor

west silo
#

You mean when previewing?

#

@sturdy fulcrum

#

doStop is the only way I know

sturdy fulcrum
#

ty

delicate hinge
#

doStop + sentry waypoint which does {_x doFollow this} forEach thisListon activation so they start following the leader after contact.

cinder holly
#

nice trick!

mossy lava
#

doStop in editor seems to spawn the units as empty (yellow icon) on dedi for reason. Anyone else get that? I use disableAI "PATH"

cinder holly
#

wat

#

doStop is just a command, it should not change anything

mossy lava
#

Ikr

delicate hinge
#

no always worked fine for me, doStop this in init of the unit and it works just fineℒ️

buoyant shadow
#

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

cinder holly
#

using createDiaryRecord yes

buoyant shadow
#

I have the create diary record module which also works right? Or do I need to code it?

cinder holly
#

I don't really know modules. maybe by linking this module to said trigger it woud work

buoyant shadow
#

Hm.. The trigger is activating but it's the create diary record that isn't working. I'll try hard coding it

viscid island
#

Don't disable pathing, it can cause server crashes

cinder holly
#

really?

hollow prairie
#

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?

cinder holly
#

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

hollow prairie
#

check. thanks

obsidian steeple
#

@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

cinder holly
#

{}*

obsidian steeple
#

Happy now Lou?

cinder holly
#

πŸ”¨

obsidian steeple
#

😩

cinder holly
#

@hollow prairie ```sqf
if (!isServer) exitWith {};

#

or "better", sqf if (isServer) then { /* your code */ };

delicate hinge
#

exitWith approach is more readable in a lot of situations imho.

cinder holly
#

to me, I wonder about its behaviour in init fields (maybe for nothing, I admit)

delicate hinge
#

works just fine

cinder holly
#

*phew*
then it's just Event Handlers πŸ˜„

delicate hinge
#

only HandleDamage

#

(iirc)

obsidian steeple
#

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

cinder holly
#

I can only recomment not using init fields except for SP missions
they are source of more issues than solutions

mossy lava
delicate hinge
#

Is it on FT?

#

and have you tested with server only init execution?

#

I'm always adding if (!isServer) exitWith {}; to my inits.

mossy lava
#

Server only doesn't seem to help. I'll see about adding it to FT

delicate hinge
#

I guess

this spawn {doStop _this}

might fix the issue for now.

#

But it's a bug, should be on FT.

cinder holly
#

indeed Oo

night summit
#

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.)

cinder holly
#

yes you can πŸ™‚

#

following the tracks, though, is another story…

night summit
#

Just wanted to ask if it was possible before I spend hours digging

signal coral
#

thats actually pretty cool, i wonder if you can put 125mm cannons on it thonk

cinder holly
#

Rhaaa, how sexy it can be πŸ’–

marsh wadi
#

How do i add more than 1 role?

cinder holly
#

make a unit playable (in Eden attributes)

marsh wadi
#

ty

#

how to stop game from saying "Mission failed all people have died"

#

I have set up respawn points and synced them

#

got it

summer badger
#

On multiplayer options in Eden, in the respawn windows, untick Missi fail when everyone is dead

delicate hinge
#

@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.

sturdy fulcrum
#

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)

humble lichen
#

What is wrong with setFormDir?

#

Or you want faces to look each other, specifically?

obsidian steeple
#

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

sturdy fulcrum
#

@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

humble lichen
#

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. πŸ˜„

#

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)

dreamy kiln
#

I've been working with the LookAt command too and have noticed some serious flaws with head shakes and the likes

cinder holly
#

glanceAt then?

dreamy kiln
#

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

summer badger
#

@obsidian steeple Check out data link send/recieve

dreamy kiln
#

Nvm, Got it working.Musta just screwbied it.:)

sturdy fulcrum
#

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

tiny summit
#

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.

humble lichen
tiny summit
#

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.

humble lichen
#

Vanilla or modded?

tiny summit
#

Modded

humble lichen
#

Might be the reason.

dreamy kiln
#

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.

zinc dawn
#

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.

zinc dawn
#

fixed it with doGetOut

cinder holly
#

@dreamy kiln setUnitPos is for unit stance, setPos is for position

silver musk
#

how can you get multiple units to switch side at the same time in zeus?

humble lichen
#

@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.

carmine spear
#

will RHS tanks react "properly" when shot by vanilla CARL_G rounds?

earnest lodge
#

When i turn my scenario into a PBO the definitions in the description.ext and the intel menu stop working

#

fix?

sinful rampart
#

did you check if the description.ext actually is in the pbo? maybe it didn't get packed

obsidian steeple
#

tactical tourist RHS brings its own Carl gustav

#

so why not use that one?

dreamy kiln
#

@cinder holly , sry bud.

carmine spear
#

so why not use that one?
@obsidian steeple The sights on it suck.

earnest lodge
#

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

wind mason
#

anyway to take a mpmission made on client to a dedicated serveR?

humble creek
#

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.

lean lichen
#

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.

viscid island
#

@wind mason pack the mission folder into a PBO and then put it in your server's missions folder

wind mason
#

Thank you @viscid island πŸ™‚

viscid island
#

No problem sir

mossy lava
#

@lean lichen check out ALiVE

lean lichen
#

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.

mossy lava
#

ALiVE can only run in marker areas

vestal magnet
#

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

mossy lava
#

Is your action running on player or ace_player?

vestal magnet
#

I have no idea lol

#

You mean in my script?

#

Sorry lol. Player

mossy lava
#

Try using ace_player?

#

I think it takes into account remote control

vestal magnet
#

I shall try this. Thank you

fiery sonnet
#

I have a multiplayer mission set up, when I test play it it removes my primary and uniform

late breach
#

that message shows a clear scripting error

#

so there are scripts somewhere in your mission or mods you use

fiery sonnet
#

I dont have any sqf files or anything

late breach
#

so you use a mod which is broken

fiery sonnet
#

outdated?

late breach
#

no, made by someone who doesn't know SQF

fiery sonnet
#

This modpack has been used for months and several missions

late breach
#

well, it obviously breaks something...

#

so find out which mod is causing it and have it fixed or remove the mod

fiery sonnet
#

Thanks

lean lichen
#

@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.

mossy lava
sturdy fulcrum
#

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

late breach
#

got any AI mods running, like VCOM (is a pain with manual waypoints)

sturdy fulcrum
#

no AI mods obviously

#

assignedVehicleRole also returns a vehicle as normal if assigned

#

canMove returns true

#

switching into the AI, i can move it

mossy lava
#

Try doMove in console?

cinder holly
#

@sturdy fulcrum are you setting a move command very frequently (1 every 10 seconds or less)?

sturdy fulcrum
#

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

cinder holly
#

ah yes, stop stops them straight in their tracks. They cannot even turn around to shoot units (only change stance)

dire osprey
#

Does hiding objects in EDEN improve FPS? ( Hiding placed objects, not hiding native objects )

sinful rampart
#

!issuewarning @barren fulcrum crossposting

quiet nexusBOT
#

Done.

sinful rampart
delicate hinge
#

lol he just asked it in our discord and also made an reddit post xD

sudden elbow
#

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?

late breach
#

You can use the Race modules in the editor to make a race track.
Although tbf I have no idea how they work

sudden elbow
#

I cant find any docs, neither did I find any info in depbo'd karting missions

late breach
#

documentation seems to be missing indeed... but the missions_f_kart pbo contains a lot of information πŸ€·β€β™‚οΈ

sudden elbow
#

most info is in modules_f_kart

rigid yoke
#

You may have to mess with .fbx files btw (I think that's what the format was called)

molten hinge
#

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

cinder holly
#

@molten hinge when you are in Eden, save as - export to workshop

molten hinge
#

Is there an option to set a thumbnail there? I must have missed it

#

and are there any requirements like file type/resolution?

cinder holly
#

I think there is an explanation there, recommended is 1024Γ—1024 iirc, jpg, png

molten hinge
#

alright thanks

kind relic
#

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

shadow canopy
#

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.

barren dove
#

CfgAILevelPresets

#

low:

precisionAI=0.2;  
skillAI=0.5;  

medium:

precisionAI=0.5;  
skillAI=0.7;  

high:

precisionAI=0.7;  
skillAI=0.8;  
signal coral
#

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?

rigid yoke
#

Make the trigger only activate once

cinder holly
#

that or make the trigger server-only, depending on how you want it

signal coral
#

right, so just tick the server only option. I have it on only activate once but that didnt stop it multiplying sound on server

quartz shoal
#

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

rigid yoke
#

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.

quartz shoal
#

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?

rigid yoke
#

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.

quartz shoal
#

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;

rigid yoke
#

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)];```
quartz shoal
#

Oh, I see. Thank you. I will try that experimenting that snippet.

rigid yoke
#

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 πŸ˜‰

quartz shoal
#

I guess it's better if there are new waypoints injected into the sequence after mission start πŸ˜…

barren fulcrum
#

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

tender gust
#

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?

main gyro
#

ACEX has that I'm fairly sure

little sequoia
#

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!

signal coral
#

@tender gust supposedly, this is gonna be a setting in the next game update

quartz yoke
#

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

night stratus
#

Hey @sinful rampart found a solution yet?

cinder holly
sinful rampart
#

Did I ever look into that thing? don't member

signal coral
#

Gotta question, how many objects placed in eden editor does it take to start impacting performance?

cinder holly
#

1

#

But a very little impact

quartz birch
#

Suggest the best song for a convoy that just departed

#

that will pump up my rebels

cinder holly
#

Pumped up Kicks?

quartz birch
#

from arma πŸ˜†

#

better run better run faster than the ifrit

#

Music found!

fringe ravine
#

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];

cinder holly
#

get all "CAMan", then select { side _x == east } @fringe ravine

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

cinder holly
#

@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 &&)

quartz birch
#

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

cinder holly
#

If no object requires Ares, you can remove Ares reference from the top of the mission.sqm file (see the wiki)

quartz birch
#

the problem is that i didn't even opened some missions while ares was loaded but they stilll request it

cinder holly
#

Should not, stop making magic issues, only Arma can

quartz birch
#

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?

cinder holly
#

If you asked it to be binarised, yes

#

(a save/Eden option)

quartz birch
#

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...

humble lichen
#

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.

quartz birch
#

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

cinder holly
#

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

quartz birch
#

i didn't tought it was rude, it's pretty relatable actually XD

humble lichen
#

When was the mission made?

quartz birch
#

one week ago

humble lichen
#

Ok

quartz birch
#

I left some empty folders like Bunker_Lines in the eden editor

carmine sparrow
#

I making a mission specific English stringtable.xml. What is the purpose of the "original" tag, and can it be omitted?

sinful rampart
#

If you omit, the first language will be the default fallback

#

so yeah, if you put english on top, you could omit original

carmine sparrow
#

thanks

quartz birch
#

the problem returned, at this point im just going to remake all of the 8 missions ares destroyed

humble lichen
#

Binarized and unable to open?

dusk lichen
#

i dont mean to bother anyone, but does anyone have any experience with Domination missions?

rocky glacier
#

Does anyone have any good PMC mods like ION in cup and stuff I’m 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

lyric bear
#

what do you need? they also have hunters, fennek, that british mrap and a superhind

#

adds more ION stuff, but I don't know if/which vehicles

echo imp
#

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?

quartz birch
#

Hey, i think im missing something with my respawns
when a unit dies the loadout does not get restored.

humble lichen
#

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.

quartz birch
#

im very new to this kind of stuff, i don't get any error tho

humble lichen
#

do you have -showScriptErrors on?

quartz birch
#

yep

#

i think

humble lichen
#

Oh it actually doesnt cause issue...

#

my bad.

quartz birch
#

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

humble lichen
#

You said the loadout doesnt get restored?

#

It gets restored but partially, you meant?

quartz birch
#

yep

humble lichen
#

That is because you are saving the loadout on death

quartz birch
#

oh

humble lichen
#

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.

quartz birch
#

do you know what i should put in playerkilled?

humble lichen
#

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

quartz birch
#

not a problem

humble lichen
#

So you want the loadout the player spawned (for the first time) at the very start, whenever they respawn?

quartz birch
#

yes

humble lichen
#

In that case, remove the onPlayerKilled.sqf code.

quartz birch
#

oh ok thanks alot!

humble lichen
#

Put this into init of your player objects.

if (!local this) exitWith {};
<put the code u took from the onPlayerKilled.sqf>
quartz birch
#

i'll do that now

#

sorry, in init.sqf?

humble lichen
#

no, into init of your unit.

#

the big box (says Init on left side) when you double click on a unit

quartz birch
#

ooh sorry

quartz birch
#

i think i did something wrong, when i respawn im naked

rancid heart
#

Any more recent / updated information regarding QRF triggers ? Spent some time searching, not finding many things that are working :/

#

*Tutorials

late breach
#

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

rancid heart
#

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 :/

late breach
#
  1. create a normal MOVE waypoint near the T55 and a second MOVE or SEEK&DESTROY waypoint near gringo.
  2. create a trigger with Condition !alive gringo and attach the trigger to the first MOVE waypoint
  3. additionally you can add a countdown to the trigger to randomize the time it will start moving
rancid heart
#

Connect to > waypoint activation right?

late breach
#

yup

rancid heart
#

Thank you

lean lichen
#

Have any mission makers here used drongos mods?

brittle lodge
#

How can I make sure the people stay in the lobby

Only admin can start it ?

dire osprey
#

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

cinder holly
dire osprey
#

XD haha I made a circle

brittle lodge
#

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 ?

vernal brook
#

Bis fnc unitcapture

#

Google it

#

Blue privelege

#

We know things

#

xD

cinder holly
#

wait, we do?

#

ah dang, I'm not blue (dabadi dabada) anymore

fickle kite
#

Hey so I am trying to increase the Distance AI can use anti air

vernal brook
#

View distance and skill

fickle kite
#

Max Range still seems to be 3 clicks

vernal brook
#

That might bee limit

fickle kite
#

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

vernal brook
#

Use the carrier turret if you. Want. OP aaa

cinder holly
#

now is a triple-A AA a AAA or a AAAAA

regal hatch
#

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?

regal hatch
#

legend

#

sweet as man

#

thanks

vernal brook
#

wait, we do?
@cinder holly Yes you don't know anything anymore, Lou.

cinder holly
#

Hmm, I don't know…

waitaminute

#

(under the orange paint, I am still blue at heart πŸ’™)

vernal brook
#

Yeah I am not convinced

cinder holly
#

Check my roles, I am veteran and veteran moderator, twice the veteran plus a hammer 😁

vernal brook
#

That is like divide by zero

cinder holly
#

I am veteraner than u!

vernal brook
#

Maybe

#

I have no opinion on that

#

But they say orange man bad. You are orange, man.

supple zinc
#

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

late breach
#

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.

supple zinc
#

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?

regal hatch
#

@signal coral thanks brother really appreciate it

eternal pelican
#

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

cinder holly
#
grpOrUnit enableDynamicSimulation trueOrFalse```
eternal pelican
#

I must therefore remove the simulation manager module and use dynamic simulation on all unit ?

cinder holly
#

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"

cinder holly
#

@eternal pelican ↑

eternal pelican
#

I try, but it doesn't work πŸ™„ AI from two different side can activate the simulation ?

cinder holly
#

yup

eternal pelican
#

so that's it! ^^

cinder holly
#

you can set that an AI will not trigger AIs around it, even if it moves itself

eternal pelican
#

How ?

cinder holly
#
unit triggerDynamicSimulation false
winged badge
#

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?

cinder holly
#

like in the singleplayer campaign?
in which context do you want to do that?

winged badge
#

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

cinder holly
#

so you are making a campaign?

winged badge
#

yeah

winged badge
#

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?

cinder holly
#

you can in initbox, unless it is a multiplayer campaign

winged badge
#

purely singleplayer campaign

cinder holly
#

you're good then!

winged badge
#

ok!

cinder holly
#

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)

winged badge
#

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

cinder holly
#

ah, it might be due to BI randomisation; lemme check

#

add this to the init:```sqf
this setVariable ["BIS_enableRandomization", false];

winged badge
#

doesn't seem to work, he switches from balaclava, to isis clothheads everytime i launch the map up :/

#

randomization is still there

cinder holly
#

where did you put this code?

winged badge
#

in his init box

cinder holly
#

weird! I can't check rn though, only tonight

winged badge
#

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

cinder holly
#

names? in Eden, right-click > properties > unit details
you can set name, face, voice and pitch in there

winged badge
#

yeah, i named a unit "Lucas", but whenever the globalchat starts, he just appears as "Independent" in the chatbox

cinder holly
#

ah, globalChat
yeah, globalChat only shows side

tight glacier
#

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; }; }; }; };

late breach
#

ok, so there are a couple of things you most likely need to know:

  1. 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.
  2. 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.
  3. If you want to use scripts (aka #arma3_scripting) you'll need createVehicle to spawn the crate, but again, only when defined in a mod (and not mission).
  4. Of course it's also possible to use scripts to add items in an (empty) crate, or even a full arsenal when needed.
tight glacier
#

I see

#

Thank you, that really helped me understand

winged badge
#

the trigger is synced to create task and the task itself is synced to the player

cinder holly
#

…you made a trigger that will trigger when it triggers

winged badge
#

i still get confused with these various Activated scripts alot so what did i wrong?

cinder holly
#

mission1Activated = true will not activate "mission1" trigger, it just sets a global variable to true

winged badge
#

ok

cinder holly
#

tell us what is the end result you are trying to obtain

winged badge
#

i synced the trigger with a create task and i want to trigger it in the .sqf file

cinder holly
#

no, the end result

#

you want to create a task via script?

winged badge
#

i want to create task

#

by triggering that trigger with a script command

cinder holly
#

no, the trigger is a mean, the end result (creating a task at some point) is what you want to do πŸ˜‰

#

it is important because if there is a simpler way to your end result, we won't try and fix a broken situation πŸ™‚

winged badge
#

how do you do it simpler?

cinder holly
#

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 ↑

winged badge
#

it is expecting a bool

#

error

cinder holly
#

what did you put?

winged badge
cinder holly
#

that's weird, 'cause it's a boolean!
anyway, only use ```sqf
not isNil "mission1Activated"

winged badge
#

that works

cinder holly
#

kewl

signal coral
#

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

cinder holly
#

Yes, rename missionName.Livonia directory to e.g missionName.Altis

signal coral
#

Thanks

delicate ruin
#

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

deft gazelle
#

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?

quartz shoal
deft gazelle
#

ok thx!

surreal vortex
#

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 😦

sinful rampart
#

you can edit the mission.sqm in notepad, if its not binarized

lone cliff
#

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

astral bloom
#

Isn't it obvious? Use BIS_fnc_cameraOld

lone cliff
#

@astral bloom Well I followed the example on the wiki and got no resolve

astral bloom
#

What exactly you wanted to do?

lone cliff
#

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

astral bloom
#

to get camera shots
For what purpose?

#

You just wanted to make a intro of a mission?

lone cliff
#

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