#arma3_scenario
1 messages Ā· Page 49 of 1
I've done it once before and had a perfectly working sequence working to my utmost requirements
By camera scripts you mean, have you ever done this before and used "camera.sqs" etc??
Never with camera.sqs. As sqs extension suggests it's obsolete
Basically you only need positionCameraToWorld commands to get camera pos and target pos
hey guys, i want to make invasion kinda mission, i place the tracer module but nothing happens, is there something else i should do to make tracers work?
nvm, i just placed them too close to me š
does anyone know how to make a respawn point so infantry doesnt spawn inside the water and on the carrier?
Anyone know a good mod/script for populating a map with middle eastern style civilians, for a mid-east map?
Does anyone know of mods effecting the execution of commands like this exec "intro.sqs"
I have used this command in a vanilla mission and it works fine but when trying to execute it with mods I get absolutely no response. I've seen 1 forum post suggesting the problem I am asking of being a potential suspect
Okay so I just recreated the environment in vanilla and it worked hands down
So I believe the forum post is right and that mods are interfering with the script
Whatās the best way to learn triggers?
I tamper w Eden a lot but they tend to flop
the wiki
does anyone know how to make a respawn point so infantry doesnt spawn inside the water and on the carrier?
@weak warren
Yes. You need to define the respawn in your init.sqf file with an elevation.
Example
I ended up being dumb and set a trigger to teleport someone the second they spawn in
_marker = getMarkerPos ārespawn_westā;
ārespawn_westā setMarkerPosLocal [_mrkr select 1, 195]; @weak warren
Hello, I had a question about adding an action using an extended init event handler on a dedicated server.
https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)
I have successfully added an action on all of my vehivcles in this mission, however, when trying to apply the same techniques to a different action I am not having any success. I found a vehicle flip script on the BH forums that I am trying to apply to all dynamically spawned vehicles.
this addAction ["Flip vehicle",{ params ["_vehicle", "_caller", "_actionId", "_arguments"]; _normalVec = surfaceNormal getPos _vehicle; if (!local _vehicle) then { [_vehicle,_normalVec] remoteExec ["setVectorUp",_vehicle]; } else { _vehicle setVectorUp _normalVec; }; _vehicle setPosATL [getPosATL _vehicle select 0, getPosATL _vehicle select 1, 0]; },[],1.5,true,true,"","(vectorUp _target) vectorCos (surfaceNormal getPos _target) <0.5",5];
This script works great when adding it directly to a vehicle init. Let me explain exactly what I am trying to do to get this to work on all vehicles. I created a file named vehicleUnflip.sqf with the above code, saved it, and put that into a scripts folder. I then created another file called Extended_Init_Eventhandlers.hpp and put this in it
class Extended_Init_EventHandlers { class Car { init = "_this call (compile preprocessFileLineNumbers 'scripts\vehicleUnflip.sqf')"; }; class Truck { init = "_this call (compile preprocessFileLineNumbers 'scripts\vehicleUnflip.sqf')"; }; class Tank { init = "_this call (compile preprocessFileLineNumbers 'scripts\vehicleUnflip.sqf')"; }; class Ship { init = "_this call (compile preprocessFileLineNumbers 'scripts\vehicleUnflip.sqf')"; }; class Submarine { init = "_this call (compile preprocessFileLineNumbers 'scripts\vehicleUnflip.sqf')"; }; };
and save it into my "scripts" folder as well. After that, I open my description.ext and I add
#include "scripts\Extended_Init_EventHandlers.hpp"
are you trying to load configs changes through a mission?
I apologize, I don't understand the question.
I wish I understood half of the stuff that I end up getting myself into when it comes to mission making š
@tight glacier basically, you cannot edit vehicle configs from description.ext š
He isn't doing that though as far as I can see?
I am trying to add an action to vehicle inits based on a CBA event handler
That is CBA XEH, which are also loaded from description.ext
I have accomplished this, but in all honesty, it took a lot of trial and error
I was guessing that it had something to do with the way that the vehicleUnflip.sqf refers to the vehicle as "this" but I have no idea what I am talking about. I have 2 addaction scripts that actually do work. Again, it took me a lot of trial and error, but they do work on a dedicated server. I followed the same steps as I described above but with these scripts
claimVehicle.sqf
private "_this"; _this = _this select 0; claimVehicleAction = _this addAction["Claim this vehicle",{ [(_this select 0)] call HG_fnc_setOwner; (_this select 0) removeAction (_this select 2)},"",0,false,false,"",'(alive player) && !dialog && player distance _target < 5'];
claimVehicleRemove.sqf
private "_this"; _this = _this select 0; _this removeaction claimVehicleAction;
One of my cut and paste copycat tries looked something like this
private "_this"; _this = _this select 0; vehicleUnflipAction = _this addAction ["Flip vehicle",{ params ["_vehicle", "_caller", "_actionId", "_arguments"]; _normalVec = surfaceNormal getPos _vehicle; if (!local _vehicle) then { [_vehicle,_normalVec] remoteExec ["setVectorUp",_vehicle]; } else { _vehicle setVectorUp _normalVec; }; _vehicle setPosATL [getPosATL _vehicle select 0, getPosATL _vehicle select 1, 0]; },[],1.5,true,true,"","(vectorUp _target) vectorCos (surfaceNormal getPos _target) <0.5",5];
private "_this"; is not needed, since it's already private š¤·āāļø
And putting the return value of addAction in public scope is also not needed, and can even be removed completely (unless you plan to remove the action somewhere)
yeah, I assumed I did something wrong, and now I get that private "_this"; is redundant, thank you, I'll remove it š Are you suggesting to remove vehicleUnflipAction = as well, correct? At this point, I only did that to emulate what I did to get another addAction working with the same extended event handler. I am not a scripter by any stretch š I am just an old man trying to create a mission š Also, you are correct, I do not plan on removing the action.
it just looks cleaner and will prevent unneeded global variables (which can mess up stuff in the long run)
Hey, got a trigger for switching individual people to 3rd person in an area but wanting a trigger to enable the option to toggle between 1st and 3rd
What would the config be?
_this = _this select 0; is not needed. if you want to params 1st element you just
_this select 0 params [..... always check BIKI for syntax
Calling all creators!
Do you create your missions/campaigns with persistence?
If you do, are you using Alive or GRAD or something else?
Alive is not an option for me, so I'm basically fishing for solutions. I like GRAD alot, i just prefer not to rely on admins to remember to save the mission by copy/pasting lines in debug.
Perhaps there is another way of saving GRAD, like triggers or something?
why not call the GRAD save function on the MPEnded EH?
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#Ended
It's not that reliable iirc
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/game/save_manager.sqf#L25
but HandleDisconnect with no players left check works fine.
how to dock boats to USS liberty so boats don't blow up ?
hey guys, I'm trying to make a mission where players have to destroy 2 comm towers in a 10sec time window for objective success. If they destroy at least one of the towers too early, or if at least one of the towers is still up when the window has passed, the objective fails.
To update the objective status accordingly, I have two triggers: TR_CommSuccess and TR_CommFail
TR_CommSuccess:
Cond: daytime >= 2.49870 && (!alive Comm1 && !alive Comm2)
On Act: deleteVehicle TR_CommFail; deleteVehicle TR_ExtractFail; CommsDown=true;
Synced to an "Task State Succeeded" module
TR_CommFail:
Cond: (daytime <= 2.49870 && (!alive Comm1 || !alive Comm2)) || (dayTime >= 2.50130 && (alive Comm1 || Alive Comm2))
On Act: deleteVehicle TR_CommSuccess; deleteVehicle TR_ExtractSuccess; CommsUp=true;
Synced to an "Task State Failed" module
Now, as far as I have tested, whatever I do (too soon, on time or too late), the correct Task State will activate, but immediately after, the other will also trigger, and I can't figure out why? š¤
triggers only?
yes
ugh
Disregard. Unsynced triggers from Task State Modules, then made 2 new triggers with Cond: CommsUp or CommsDown that I synced to the Task State, and that seems to have fixed it
Hello guys, someone's here at such a late time?
I have a question about making new public RPG servers life easier.
I asked it in the channel just below and PuFu sent me here.
Here it is:
« Because I like challenges, and it could answer a bigger problem in Arma 3.
Due to BIS delegation on features to modders, a lot of the least hardcore players, those playing RPG, have already fled the game toward 5M and such...
Having to pre-download mods is "good-enought" for friends or established communities, but horrible for starting servers to atract people from the "Server" page. Thus my request is surely not appropriate in this particular channel, if I could achieve some results, I would have been already nice to share intel.Ā Ā»
The objective is to load a p3d and its paa not from an installed « addon/mod » but from the mission folder itself trough the createSimpleObject method. So people can join the server in « vanilla » and get the props through mission download, the GMod-way.
Console is returning the created object, but does not spawn it(probably because the game is seeking the appropriate texture in /a3 instead of /mission.terrain.
It did! For the p3d part, but how do I « force » ObjectBuilder to index a texture relative path in the mission folder, considering the fact that clientside, it will be in mpservercache folders, and server side in MPMissions?
Yes! Definitely! It does find the model, return a created object, but for some reason, it does not spawn...
You will have to compete with Altis life and such
But the p3d have also a compulsory texture target, you have to set in object builder, but then there is no way for me to set relative path to the missionās textures folder, but systematically goes to the /a3/addons root. It thinks that my mission itself is an addon, but in fact isnāt!
I would honestly love a Stratis life to come back
Indeed! I wanted to give Malden a chance, even if its infrastructure and size is badly suited...
Malden was good for a while
But its died
Tanoa is an interesting take but its size is its disadvantage
Only problem is if its public like altis life
People like me will meme it
but if its private there is an incentive to do the right thing etc
but
U handicap yourself to a limited portion of players
Not so sure... As a player, I consider the « mod » way too clunky and casual-players-non-friendly. But as BIS went to bury a3 for years now, giving the hand to modders, people gave up vanilla and went GMod or 5M, where custom content is get on-the-fly. Maybe this issue will be resolved with Enfusion...
Not at all! Not tried...
Well Just look at Dayz
That has a bit more luck
But the genre is different
but in the same category if can see what I mean
I also saw somewhere someone said that Altis & Stratis feel dead while Tanoa feels alive while empty
And i feel the same about Chernarus +
Isnāt a « baseĀ Ā» texture compulsory for a p3d to spawn? Even before having a chance to modify it?
Arma is an amazing sandbox, but itās 7years now... people got bored of vanilla terrains and are wishing to move toward mods. But the tools are so difficult to use, that often, even for the masters, the results are FAR in quality of BIS content. And moreover you have to download it BEFORE accessing the server, which kills the newbie-just-try-this-server, as it was in the vanilla days.
Im not bored of Vanilla terrains
I think people just dont use them correctly in some certain ways
Im more of a story type of man
If you go through some of the other pages and even cup discord you will see me whining about not getting camera.sqs & intro.sqs working š
I feel a story is important as it gives meaning
Indeed! That's the exact reason I went from old Battlefields and CoDs to arma. It's worlds appart from the kiddy sh*t they are selling today... I cried at the end of CoD4 SP... Novadays it's just robots and colors...
Anyway, the game is amazing, and if not the RPG exode to 5M and big modded servers, I would have just created a simple OG vanilla life RPG with good scripts, but even modded servers tend to disapear, people are gone, nobody's joining...
Lul I always keep begging for offical arma 3 missions
Lore
Lore
Lore
I love Miller
I love Kerry
Kawaii
Guys, eden editor question; how do you make, say a backpack, or helmet be level with the ground? (right now the backpack stays like 30cm off ground)? is it possible?
you can lower it, with alt+click drag (and some "go through surface" setting)
or set negative its Z position value
@cinder holly my guy, always got my back, šÆ šŖ thanks again lol
my pleasure really š
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/game/save_manager.sqf#L25
but HandleDisconnect with no players left check works fine.
@delicate hinge
Looks interesting, thanks. However I don't know how to use that. Never got the hang of the scripting stuff in depth, although I understand some. Could you point me to how i would use it?
Is there a way to see, what people without owning a specific DLC can use? As example, which Gear (Backpacks / Vests / Uniforms) i can use from Contact without adding the DLC requirement to the Slot.
or equip the items and use this in the debug console https://community.bistudio.com/wiki/getPersonUsedDLCs
if the console returns [] then no dlcs are needed
if one lowers volume via script (via fadeXXX) for specific purposes, is always correct to return to the previous value (via XXXVolume) or is setting to 1 fine too?
also in regards to now available https://community.bistudio.com/wiki/getAudioOptionVolumes
i'm pretty sure fade doesn't influence the sound settings, but is based on it
i'm always using fadeSound/music since ever and never had issues with it.
it also doesnt affect the profile settings
so tl;dr - if you want to get back to the old volume, 0 fadexxx 1 is the way to go without having to think about it
yeah i did use fadeXXX 1 too. the reason for asking is that some people seem to use the restore previous XXXVolume approach
i guess it depends on context
but normally the mission designer sets the volume, so he should know when it's necessary and when it is not
i cant think of any situation right now where that would be necessary, tbh
if you want to make sure that certain audio runs in volume x, just set the fade right before it. then you're always on the green side
Hello all I was wondering if anyone could point me to some resources or a starting point to learn about mission creating, thanks
Actually, if you put a player on an island, it's already a mission. What exactly you wanted to do?
Something like setting up and exile mission or altis life? I know they are pretty different but Iād like to learn to do either but preferably exile,
I can't tell you how they work by few words. They're complex and you'll need a TONs of scripts/configs/displays/such other resources
Well Iāve got 3 monitors and a m.2 SSD, do you know of any websites or decent starter guides out there? I know itās way to much to just put in chat
First of all you better to complete Eden Editor's tutorial
For sure, in game tutorial or an online one Iāve messed around with it a bit and I think I get the basics but thatās about it
Anyone know what would cause a message in zeus that says insufficient resources when no resource settings are set? I can usually place down a few single units and then start placing groups again but occasionally it will throw that message at me while zeusing.
@sturdy fulcrum save the current setting then restore it when youāre done
@wheat dagger this is what i was asking - why should it be done if it doesnt relate to user settings.
the only meaningful reason i can see is if you want to account for 3rd party modification of the volumes (or you have a 2nd system yourself to adjust them dynamically)
some 3rd party mod would be the only thing i can think of now. like, there is a function that makes you deaf for x time. then it might be good to remember the old volume value... but if it's purely for mission aesthetics, why bother...
Is there a system for keys? I heard old man has something
Does anyone know how to make MCC groups respawn through eden?
I made a trigger (mcc zone) where the group patrols, and I want the group to respawn when it dies.
I tried syncing the MCC AI respawn group module to the group leader, but nothing happens when they die.
You could always use the reinforce feature and set different LZs with different rally points but idk if thatās what your looking for
the reinforce feature?
Wait Iām thinking about Aries my bad
Im currently working on a mission for my unit and i want when we spawn in a popup in the right corner with some text
Example:
Altis
09:00 PM
Temperature : 33 °F
Location: FOB
anyone knows how to make this happen
@brittle lodge see
BIS_fnc_dynamicText
BIS_fnc_infoText
BIS_fnc_textTiles
BIS_fnc_typeText
BIS_fnc_typeText2
BIS_fnc_EXP_camp_SITREP
ooh cheers man
How do you 'end' a combat sequence?
I mean, how do you have a mission progress without having the dreaded 'last enemy AI hiding in a closet for the player to hunt down, ruining an otherwise well designed set piece'?
Script them to die randomly when there's only x units remaining? To run away? To run AT the player?
add a timer
you can also disable them fleeing
they might still hide randomly for whatever reason, in which case a timer is the answer again
A timer is all well and good, but to what though? Once X number of units remain, would you rather have the rest die on the spot? Run away?
you could check that number of alive units < e.g 10
I feel like I'm not being clear xD
I have the script up and alls good, remaing units on blufor under something like 5, run this next section of script.
My question is one of theater; what is better in your opinions, to have the remaining units run away, die on the spot, disappear entirely?
call BIS_fnc_endMission š ?
well, the answer to that question highly depends on the kind of mission
if it's a sp mission and the player is alone, it hardly makes sense to kill off all remaining units
running away only makes sense if that supports the story
personally i'd try to avoid scenarios in which a soldier could hide somewhere forever. better design the combat scene in a way that this won't matter to the player
Depends on the the tactical situation you've setup in the mission.
If the enemy have a potentially viable retreat path, they should take it.
@loud kindle I solved something like that by adding a 3D marker on every enemy once there where less than 10 left so they could be hunted down more easily
Are there any tutorials on how to use the latest Old Man Modules?
I saw they released the wiki a little while back but any actual physical examples/tutorials?
Not yet/never maybe. Old Man scenarios are behind the pbo so free to check
Another question then
- What do I need to do so I can get an AI Heli crew to transport and unload a Human Squad at an LZ?
I remember doing it ages and ages ago but I have forgotten
nvm I got it
Anyone got any tips for making a dogfight scenario
i want buzzing and close fly bys
Trying to put down diary logs. Works in eden and shows up when I launch a mp match but does show up when I put it on my server. I have them set to all playable.
Also is there a way to set a respawn where each player can spawn once but only once?
i have a problem extracting the sqm file from the arma workshop into the eden editor, i tried youtube videos but none worked
it wont show up when i hit open mission in the editor
any way i can fix this?
never mind
i got it
Anyone got any tips for making a dogfight scenario
@signal coral my tip is to make something else :D
the jets DLC showcase is probably the closest you can get with "dogfights"
I would like to play a sound effect present in a mod, does anyone know what's the source to find it?
I put that in the description file : class 1 {name="1";sound[]={@alive\addons\amb_civ_population\audio\fear\1.ogg,db+1,1.0};titles[] = {};};
Don't work .. please help š
a classname cannot start by a number, use e.g class s1
still not working, :/ it must be the wrong source
what restriction should I put on my players this week? any ideas?
disableUserInput true; š¤£š¤£š¤£
@signal coral If your looking for flying, @cinder holly has a really nice CAS/CAP missions on steam, it has both ground attack and enemy aircraft that spawn in, and is really nice
What are the absolute best units from every category to have as a long range base defense?
Sometimes the best way to get what you want is to make it by yourself, I think is what he meant
What are the absolute best units from every category to have as a long range base defense?
@south vapor Defender SAM and its radar i guess + the turrets from the nato battleship
why
@signal coral because due to how the ai works, it will be very hard to pull off, if not simply impossible
i want to make military symbols appear over player squads how do i do that exactly???
In the map?
Hi I'm trying to make a zeus multiplayer operation with the Ares mod but I am using RHS and cannot spawn Russian units in the reinforcements module. Is there any way around this?
@cursive jackal Make sure you are using the correct Russian division. There is like 7 different russian groups to pick from, for example, if you pick the airforce once, you can only spawn helicopters and jets, no infantry. Just check and research which groups are which
I can only choose from csat nato or fia
OOOHhhhh
You have RHS loaded
Did you create the mission file, or using someone elses?
@cursive jackal
My own
In the Editor, select your Game Master module
@cursive jackal Make sure you set to "Use all addons, even unofficial ones" to enable the use of everything
In the Editor, select your Game Master module
@waxen wing Cheers mate cheers mate I think this made it work
Np
You're a god bro
Hi mates! Help please! When I make mission, in attributes I moved off icons and numbers from BTR, but, when I start mission they are back on! Same for script command for units "this setobjecttexture...." on Single player they are working, but on server stays just non-retextured-uniform!
What can be problem?
locality
use setObjectTextureGlobal instead š
Does anyone know how to remove items from an arsenal? I am trying to make it restricted for players
@astral bloom i've tried that command, but it does not work!
ā¦it's not a command? you have to put it in description.ext
anyone got a clue how i can get a heli to drop off player and RTB once he gets in
with a 5 sec delay preferably
like i want ti get into heli and then have it liftoff land and go back
and once the task is completed id like the heli to extract the player
heli land "GET IN";
waitUntil { player in heli };
sleep 5;
heli addWaypoint getMarkerPos "landing";
private _unloadWP = heli addWaypoint getMarkerPos "landing";
_unloadWP setWaypointType "GETOUT"; // crew will disembark; use "TR UNLOAD" if you want
just RTB
nooot in the initā¦
is it an MP mission?
2 player mission
im semi-new to editor
well new to complex tasks i know my way around triggers and such
don't put anything in init fields in an MP mission, you will save yourself many issues
somewhere else :p
umm
i mean
the code seems good
if i can implement it somehwere it should work no?
been looking thru forums and yt tutorials for a while now
havent found a way to do it
it's not that simple unfortunately; what if the helicopter gets attacked, it will go in combat mode and will never come back to pick the user up
i mean it can despawn or sumn
essentialy
this part of the mission
requires 2 players to disable an AA station
and the heli lands far away behind a mountain
and should then go back
despawn when out of sight or whatever
and come back once the last AA tank is destroyed
if someone helps im willing to buy you an ice cream
are the inventory items new since the Old Man scenario not compatible with addItem? been at it for hours troubleshooting trying to add all sorts of these items via script, Item_Money_bunch, Item_FlashDisk, Item_Butane_canister, etc
Hey I am looking to increase the speed of a boat. Any ideas?
Set unit speed to fast maybe
I mean like the vehicle only goes 10 Kph
setVelocityModelSpace
Hi guys, can I redefine a function from a mod, e. x.
SomeMod_fnc_somefunction
By redefining it in initserver or in it or playerinitlocal?
Depends on how the function has been defined in the mod;
- as code
tag_fnc_someFunction = {};simply create a new function with the same name, and make sure your mod is loaded AFTER the mod you want to override. - with
CfgFunctions: simply create your own CfgFunctions and use the same tag/function name, and make sure your mod is loaded AFTER the od you want to override. NOTE: this does not work for BI functions, since those are protected. - with
compileFinal: in this case you can not override the function. Mods which use CBAPREPuse this and therefor won't work.
What does the compilefinal syntax look like? Is there a link to this info, thanks @late breach
Anyone have any guesses what would cause stuff to not spawn in on mission start?
In Eden I put a desk and a laptop on the desk. After mission start on a dedicated server, the laptop is just on the ground.
mods?
I don't think any would have that effect, they're almost all gear/weapon mods, and ACE related.
one of your scripts then.
That's what I thought, so I moved them up. Invisible.
I'd love to try without mods, except I'd have to remake the mission from scratch at that point anyway, thanks to how Arma creates mod dependencies
just save to another dir, remove mods, edit mission.sqm to remove the dependencies and you're good
sounds like content from a mod you DO have, but using textures from a mod/mission your DON'T have
RPT should tell you more though
weirdly enough, I always forget about RPT
I only ask questions when my RPT doesn't say anything š
which usually means I did something bad good
Oddly, if I local host a dedicated session, it's fine. The problem only happens after I upload to the dedicated box.
Linux perhaps?
Windows to Windows
(up-to-date server?)
Yep
*armagic*
It's completely inconsistent which objects it does it to, too.
do the objects have setObjectTexture or setObjectTextureGlobal in their init, or a custom texture in their attributes?
Nope. Mostly vanilla stuff, with no init code at all.
u trollin' us? 
and logs on the server don't show anything?
check server's data maybe, I admit it sounds strange š¤·āāļø
RPT shows a bunch of pbos with -unknown
that's normal
There's a list of Error: Object(2 : 15) not found
Nothing jumping out at me as the obvious cause, though
In mission editor you have under Multiplayer the Revive option i can keep that disabled if i use Ace Medical right ?
I believe there are conflicts so yes
cheers
How do i fill out the mission briefing section on the map? My google fu is weak today. Also is there a better, more obvious way to issue a longer briefing to players than, say, a mere task that is more "in their face" and harder to miss ?
Turns out, the stuff spawns in on a huge delay. Hmm
Too many objects or spawned scripts?
I'm wondering if one of my scripts is causing some sort of delay on mission start that hangs the server up for a bit, yeah. I'm still pretty amateur at it.
Sorry if this has been asked before, wrecking my brain and seem to be losing to my Google-Fu. From what I gather [] execVM "myfile.sqf"; can be run from debug console to load / execute .sqf files after mission start. I've managed to get it to not complain about "file not existing" so, it hits the right file at least. The file currently consist of a simple hint "Hello World"; However the hint isn't shown, neither on Global, Local or Server Exec. Am I missing something totally obvious, or is this just not the way to do it.
@cinder holly Will try š thank you.
it's only to see if the file is the proper one, and if its content is there
Hm, strange, as nothing happened I deliberately gave it a filename that does not exist, yet - now I'm not getting any errors at all.. I think I'll have to dig into this a bit more. Basically, I load up a template, and then afterwards I'd like to load in a set of functions (loadFile/execVM) which then could be called by me, from the debugConsole.
the "missing file" error only happens once (to prevent messagebox spam)
@cyan trellis ā
so basically execVM "file.sqf" is correct, but the file should then be at the mission's root.
ah - hm, that makes things a little bit more difficult as the server + static template is remote - whereas the things I have is local. Well, I'll have to execute things via debug Console for now.
@cinder holly Ah, it seems I had run into a belief that "If it gave no error, it meant that the file was there and loaded". A bit of statements around loadFile and yeah.. the file isn't where it is supposed to be.
Looking to make a shooting range with an explosives area of it. I'd like a sign/object with an interaction for the player to spawn different vehicles on a coordinate/marker. From past experience I believe this is probably possible but I have no clue how from scratch.
I think you'd want something like...
this addAction["Spawn Target", {"B_G_Offroad_01_armed_F" createVehicle position marker_name},"",1,true,false,"",""];
@sterile bane Inside an init.sqf?
No, in the init of your sign or object.
I typoed and forgot a ". Fixed now.
Error undefined variable (the marker name)
Right, you'll need a marker where you want the vehicles to spawn
Might have to switch out position to getMarkerPos.
_heli = "AH1Z" createVehicle getMarkerPos "hspawn";
Yeah that works just fine
Is there a way to pick its rotation and clear the area once it has been destroyed?
and I'd like the have multiple spawn points for different vehicles. Would that be done by just copying everything inside of the [], replacing what's needed and seperating by a comma or something?
For multiple vehicles you could just add a different addAction for each.
Rotation is trickier, but if you're going to start doing multiple vehicles and cleanup functions, now you're in a bigger, more complex script you'll probably need to put in the mission folder.
Not that I'm aware, but someone else may know a way.
I defined a variable in a preinit function, and then defined "condition of presence" for some units by comparing the var with a value "var == 1", "var == 2", "var == 3" but none of the units are ever spawned. I set the probability of presence to 100%, and i checked that the variable is actually created. Any more tricks to this?
Does anyone know of a simple way to teleport players to a certain location - but individually?
Example:
- Player "Brian" reaches point 1. Gets teleportet to camp 1.
- Player "John" reaches point 1. Gets teleportet to camp 2.
It needs to work on dedicated mp server.
- trigger calls script
- in script
switch (player) do {
case "Brain": { player setPos getMarkerPos "camp_1"; };
case "John": { player setPos getMarkerPos "camp_2"; };
};
something like this?
I'll try! thanks
Big Brian Time š§
PS. the above script DOES NOT work, it's just a mockup of how to approach the problem š
I've got a script with an object that will tp players to a position
That works
Certain players that interact with the object
If that's what you want @signal coral I can get it for you if need be
ā¦I believe Grez' knows how to do that š he helped Muggi
Not Grez I meant to tag Muggi, my bad
That's if one Grez gave doesn't work for Muggi
is there a tutorial on how to set up the old man modules because arma wiki doesn't help all to much
Hey y'all, having an issue with the task module. I set 3 set task state modules to set 3 tasks to "assigned" when a trigger is walked into, however the tasks get assigned as already completed. Any idea how to fix this? Currently only one of the tasks has a set task state module to be completed, however it's trigger is not synced or related to the assigning trigger.
Nevermind, I'm just dumb. Had the three tasks set as sub tasks for the initial one. Once I made them children of another task then they were assigned without being automatically completed.
What would I need to do to be able to accomplish the following
- At mission start Human players spawn inside a flying Blackfish of which at a certain waypoint it kicks out the Humans in a sort of 'vanilla' HALO jump
I tried a bit with waypoints but the AI doesnt seem to like them and nothing was really accomplished.
@errant topaz To move your BlackFish in a 100% failsafe way, use BIS_fnc_UnitCapture . There are many Youtube tutorials and forumposts on it.
To kick out players, you can place a trigger at when you want them out, and paste this in the OnActivation field: https://community.bistudio.com/wiki/Arma_3_Actions#Eject
Legend thanks mate
@signal coral I believe there is not.
V quick q: does anyone know if itās possible to mute in game sound except music in a cut scene?
Perfect, thank you.
If that's what you want @signal coral I can get it for you if need be
@main pelican I found a solution, but thanks š
What should i do/look for if i want to remove all inventory on multiplayer clients (besides map and compass etc) when they respawn?
In editor, change the loadout of the playable unit to whatever you want them to respawn with and then have Save Loadout in mission attributes turned off. Might be wrong but that's how I have it set. I use 3den enhanced and rarely do unmodded ArmA stuff unless it's KOTH so I don't know if that option exists in base game
Probably a simpler way to do it
Problem if, if i do it that way (I use ace, dont know if thats where the trouble is) - units respawn with whatever the default loadout is on the playable unit. Not what i changed it to in the editor arsenal, but the very default gear when whatever unit is placed on map.
Try with save loadout ticked?
(do you have that option?)
Save loadout should work
I dont have that setting
Is there a way to make squad of AI behaving more "at ease" but then to go to GUARD waypoint after somewhere enemy is discovered?
the "at ease" part is a problem for me
LOITER and DISMISSED, they just go bonkers
@rapid hatch Loiter is only used for aircraft (helicopters, jets, etc.) For the squad set their behavior to safe, and try setting up a move/guard waypoint that is controlled by a trigger with an activation condition of "detected by opfor;" with a timeout of ~15 second (min, mid, and max set to 15) to allow for a modicum of stealth on the players part.
You could also try the code in the post here:
make sure to set the owner of the trigger to synced objects, and sync the player or their squad to the trigger.
You could also try the code in the post here:
@indigo jay > @rapid hatch Loiter is only used for aircraft (helicopters, jets, etc.) For the squad set their behavior to safe, and try setting up a move/guard waypoint that is controlled by a trigger with an activation condition of "detected by opfor;" with a timeout of ~15 second (min, mid, and max set to 15) to allow for a modicum of stealth on the players part.
@indigo jay I know that, the problem part is making them at ease initially. Currently they can only stand in formation, even in safe stance.
@rapid hatch Currently trying to get the code here to work:
You could also have multiple individual units standing around, which are guaranteed not to move, and have a join order for each so they coalesce into a squad when a trigger is activated, with a time delayed trigger for a move order coming from who will be the group leader.
Anyone familiar with the Strategic Map 'Mission' module and how to get it to work? I cant find any tutorials for actually getting the missions to happen when you click on them in the Strat map
Guessing I need to make each individual mission, then put them all into some sort of missions folder, then link them to the allocated modules somehow
The Mission Module is nothing more than a fancy marker with some logic behind it which can by synced with the Strategic Map.
How you handle the missions themselves is up to you, although (afaik) does BI simply run some scripts to place tasks and units.
When I click on them though it just spawns me at the Strat Map board I have. Isnt the whole point of the Mission module to load a mission?
define mission; Missions in the StratMap are just like Tasks, not full scenarios
clicking the marker runs code - you pretty much have to tell it what to do before it does anything
Do any of you know any guides for this so I dont have to nag you all with questions
dont think there is any. if you managed to open the map, you pretty much did most of it already
I never used the editor modules, though, so of the top of my head I dont know how it continues after that
Not sure how to get these tasks to run though, what kinda code do I need? How indept can these tasks be? Can I use mission mods as a subtitute? etc etc
Heaps of guides ont he strat map itself just not the mission stuff
you can simply call a script in the 'On Activation' field which does whatever you want the mission to be; add tasks, place enemies, TP player to position, etc.
Hmm I dont think it does what I was hoping it does from the sounds of it
I do know that Oldman added a "scenario-in-scenario" system, but is not documented and probably won't work without adding other Oldman modules due to dependencies.
So technically everything is possible, but not in a easy to use solution
Damn. I was hoping to have basically that, a scenario in scenario system. You click on what objective you want to do, it then 'loads' into the mission with everything in place
well, there are ways.. it's not that hard.. but requires basic scripting knowledge
well, there are ways.. it's not that hard.. but requires basic scripting knowledge
I would say I have more than basic scripting knowledge and I have no idea how to do that š¤£
you can make the mission in a new file and then export it as sqf. then in your "real" mission you will execVM the sqf code to spawn the mission objects etc.
this - in a nutshell - is what oldman is doing... just much more sophisticated
smh wish there was good documentation for old man modules. BI gives us these great resources expanding mission making ten fold but then doesnt explain how it all works haha
well, OM has its limits too. for example the loading screen with tanoa stuff etc.
you cant change that unless you really know what you are doing
I'd say for what most players want to do, the OM system is overkill.
BI just needs to tell everyone how the shit works and then people can come to genuine conclusions. The stuff sounds awesome from what I've seen, but got no idea of its actual capabilities
making it work is not that hard, but actually utilizing it requires much more skill
the modules are just a part of it all. a lot must be done in script (the missions, tasks, etc)
I'm using Drongos Map Population mod which makes making tasks literally piss easy. Would love to incorporate the into stuff like Old man or the Mission Module I mentioned earlier
then the next question would be if that stuff is even compatible
honestly, most people I would advise to just write a custom loader. it wont be as fancy as OM, but can do all of the mission basics as well.
I did stuff like that about a year or two ago, but sadly I cant share it.. otherwise it would be on the workshop already
The only way to find out if it would be compatible is to get it working but I dont even know how to do that haha
hum, is there a way to make AI's land Helicopters less hard? telling them to _veh land "LAND" just makes them go "Look Ma' no hands!" and basically drop the cyclic. Also, their .. hrum, approach towards the land is a bit .. "Let's flare up and slowly descend"
yes, it's called BIS_fnc_UnitCapture :D
hmm.. heh.. welll.. š
While interesting, I'm not entirely sure I want to record 5 choppers landing in different spots š
there is no other way. ai landings are what they are
The unit capture stuff is really cool
hi this is my first time creating a mission in arma 3 and im a little confused on how to proceed. I'm trying to set a task to eliminate the OPFOR and currently have a trigger that is encompassing the OPFOR location. What i am not understanding is how to setup the create task and set task state to sucessfully give a task completed notice then start the next task after.
oops
quick question how do i create a trigger that would delete a vehicle its crew and its passengers
When a cat walks over your keyboard and accidentally pressed Enter, better to remove it @heady turtle
@grizzled sleet deleteVehicle, forEach, crew. Depends on the vehicle you wanted to remove though
yeah yeah i did it but it didnt delete the passengers that entered the heli
{heli1 deleteVehicleCrew _x} forEach crew hawk1;
{heli2 deleteVehicleCrew _x} forEach crew hawk2;
{heli3 deleteVehicleCrew _x} forEach crew hawk3;
{heli3 deleteVehicleCrew _x} forEach crew hawk4;
{heli3 deleteVehicleCrew _x} forEach crew bird4;
{deleteVehicle _x} forEach [hawk1,hawk2,hawk3,hawk4,bird4];
{
private _heli = _x;
{
_heli deleteVehicleCrew _x;
} forEach crew _heli;
deleteVehicle _heli;
} forEach [hawk1,hawk2,hawk3,hawk4,bird4];```
just replace it with that sorry but im really new to all this mission making thing
Let me explain why your code doesn't make sense:sqf {heli1 deleteVehicleCrew _x} forEach crew hawk1;This code doesn't remove crews of hawk1, since you put heli1 into deleteVehicleCrew. Both arguments must be the same in order to remove correctly in this context. Same for the other things
thank you!
Simplest way to attach objects onto a vehicle in editor? Can't be bothered doing it with about 10 objects on 5 different vehicles on the day of the event.
Anyone know what the orbiting camera splash screen that forces the player to press enter is called? Like what Antistasi uses?
Was pretty sure its a vanilla function, just cant find it
Yeah my bad, was about to delete the one here, thought scripting would be more appropriate.
Thank you ā¤
Could I ask someone for advice?
I have an enemy mortar unit placed perfectly on a hill at ~500 meters from the player. Problem is that the mortar doesn't see the player, even when shot at. Using the "reveal" command in a trigger sometimes causes a single volley to be shot at the player. So my question is: what works best as a spotter unit in the mortar units' group? Preferably this unit is invisible, immovable, and unable to shoot. What kind of setup can I use best? Or should I tackle this a different way?
(PS tried using Rydygier's "Fire For Effect" script, but the AI just keeps firing at the last known position)
mortar must be scripted
what would you say is the upper boundary for the number of players in a mission? (even assuming no bots, pvp only)
I heard most people place it at 100 ppl but I am wondering how far could I push that
also assuming using ACE and TFAR
it depends a lot on the mission settings (e.g view distance, garbage collection), on the server hardware, on the internet connection
sooo your call š
server is as follows
i5-9600k @ 4,6GHz
32GB RAM
756GB SSD (256GB NVME SSD + 500GB SSD SATA3)
connection server-side is very good and never was an issue
view distance most likely capped at 2.5km, though ch view distance will also be present, adv ballistics and cookoff most likely disabled, garbage collection will be done manually by zeuses
then try and thy shalt see!
the issue is
the more slots I put in, the more people I will potentially piss off with shitty performance
but without stress-testing it like that I will never really know xD
correct - only to find 100+ stress-testers now
that is in fact not that much of an issue fortunately
aight
I will try 120 and see how it goes
yeah. unfortunately there are no "simple formula" to find out how much you can load the system before it breaks/stutters/goes sluggish
(I wish though)
Would be a great idea if such data (eg AI FPS and ping with number of players) could be collected somewhere. A lot of Arma servers are being run. But like Lou Montana said, this is highly dependent on the content of the mission and the different scripts used.
@earnest cove Lexx thanks for the reply. What exactly do you mean with scripted? Triggers with the default CAS modules? An AI script? Something else? I can think of many ways to procede. But I imagined that adding extra group members to the mortar team might be the simplest and most realistic.
you cant depend on ai mortar. it usually never works
so what you're doing instead is a simple script loop that will order the ai to shoot the mortar at a specific position every x time
@earnest cove Sounds great. I could probably adjust the target location with area triggers. You have the link, or know some search engine keywords, for this script?
nah
1 sec in google
script doesnt need to be complicated. it just has to loop based on your set conditions
Thank you, this saved a bunch of googling alternative keywords: "Arma ordnance target", "arma mortar script", et cetera. :)!
well, mortar is not CAS :>
I stand corrected
!issueWarning @signal coral spam showing a phone number. First and final warning about such behaviour.
Done.
@signal coral don't forget that such number display can also be one of an unwilling victim. Do not engage.
@cinder holly Agree. Should have reported. Thanks for the action.
he got permbanned anyway, as he did continue in other channels.
š¤¦āāļø
Well, another question for the group: how to define an alternative ending.
This article talks about overriding the class loser in the CfgDebriefing of Description.ext: https://community.bistudio.com/wiki/Arma_3_Debriefing
I successfully made a new (win) condition. But defining the class "loser" or "Loser" didn't override the default fail ending. Anyone know how to do it properly?
with BIS_fnc_endMission? set the "victory" parameter to "false
Do you know if it has the same syntax as BIS_fnc_endMissionServer ?
Yeah I was reading that. So there's no alternative syntax
you can remoteExec BIS_fnc_endMission⦠I believe that's what endMissionServer does, actually
yup, that's what it does (but not only)
If I were to use "remoteExecCall" in a regular trigger... that would execute said code for all players (and server), yes?
depends on how you set it up yeah
I'm listening
.
Let's say this is the OnActivation section of my (any player) activated trigger:
["end1", false, 3, false, true] remoteExecCall ['BIS_fnc_endMission',0];
That should execute on all machines, yes? I would test it but I don't have multiple machines next to me.
(ps am aware this is technically scripting)
set the trigger to be server-only, and yes
(no worries, editor_arma3/scripting/mission_makers overlap most of the time)
Why server only? To save networking?
so the server decides when to end the game, not a player
and to prevent multi triggering, as well
Well, it definitely works as a way to end multiplayer missions with all of BIS_fnc_endMission options.
But it doesn't override the default "lose" debriefing. I experimented with trigger conditions for all dead players, but the ending executes before the trigger does.
So I guess I'm still at my original question: how to override the default lose debriefing š© .
what do you mean, "lose" briefing?
how do you trigger the bad ending?
Yes, the eh "Default Lose Debriefing" mentioned in this BIKI: https://community.bistudio.com/wiki/Arma_3_Debriefing
Note that I have managed to create a new ending with custom picture, texts, et cetera. But I can't change the default bad ending for all players killed.
Overriding Loser class didn't do�
Also, you can trigger your own ending and disable the "auto-ending", iirc
Overriding Loser class didn't do�
@cinder holly Correct :(. I even copy-pasted the BIKI example to check
Also, you can trigger your own ending and disable the "auto-ending", iirc
@cinder holly That would fix it! Where do you disable it?
in the Eden mission settings I think.
Also,are you sure you didn't declare CfgDebriefing twice?
Good question :). I only copied the "class" part. Again, my alternative winning ending works, and the game doesn't give errors on mission runtime.
Fixed it. Didn't replace "loser" class. But like you said, there's an option under the Attributes menu > General > States , called "Show Debriefing", that you can un-check. Then you can specify your alternative ending in CfgDebriefing and use that as a parameter in BIS_fnc_endMission. Phew. Thanks for the help.
Would also like to add that it having my character bounce grenades off the trees to die over and over again was perhaps the most depressing debugging I have ever done.
(debug console : player setDamage 1)
Or plant a charge, or anything really. Just didn't think.
how can i deactivate this
and how can i deactivate this for the server in the custom server config
Hey mission people
What factions are we using these days? Iām doing a mission with the British Army and some type of Insurgent element
Hello, i've run in a small problem that confuses me. I was build a Mission and on local SP and MP Testing all AI units are fine. But as soon as i start the Mission on a Dedicated Server, every time, the same units are marked as "Yellow" and "ERROR: NO UNIT". I've tried perf and normal branch. And the AI is preplaced not spawned in. Has some one a hint where i should look?
Also sometimes even when the AI seems to be Empty, she's moving
Vanilla Units no custom Gear
perhaps, but there might still be addon dependencies in the mission
try loading a vanilla Arma then loading this mission in Eden?
The Mission uses, ACE, ACRE2, CBA, LAMBS and ZEN all Mods are loaded and equal on Server and Client.
I was build the Mission and setup the Server, using Keyfiles and ACE PBO Check.
So when a Mod should be missing, it shouln't be possible to load it on the Server.
well, something is wrong š ĀÆ_(ć)_/ĀÆ
try getting help in #arma3_troubleshooting, I don't think it belongs here now š¦
What is the best way to prevent AI vehicle from moving out of position? Removing all the fuel from the tank? Disable "PATH" behavior for driver?
whatever you like, even removing/killing the driver works
doStop or stop (stronger) exist too
yeh, but it's not always good
if you run a vehicle on a defined path and want it to stop temporarily, you just disable ai move. if you want the vehicle to continue the path, you reenable move
easy and needs no extra steps
yep true
cheers
Evening everyone!
I had a question posted in the sounds section, but perhaps this is a better place-
What is your preferred method of setting up environmental sounds? That is, the CfgSFX sounds played with createSoundSource .
Do you trigger each sound separately when players come close? Create them all at start in the init.sqf? An external script file?
What is a good balance between mission start time and lag, that always works in multiplayer? Knowing of course that environmental sounds are not necessarily synchronized..
Beg your pardon; my message hasn't been deleted on the other channel?
I don't know, you tell me š
it seems so š
so back to the question, environmental sound = CfgSFX for me (even though I almost never do any)
if they don't need MP synchro, it's good
otherwise remoteExec playSound3D
it seems so š
so back to the question, environmental sound = CfgSFX for me (even though I almost never do any)
@cinder holly Yes this is what I meant
I am apparently not clear. My question is: how you do you normally actually implement the CfgSFX in the mission?
createSoundSource iirc
iirc it's automatically played according to configured settings
CfgSounds follows Say3D and playSound3D - this is logical through a trigger. Especially because you often want a one-time scripted event.
But evironmental sounds can have a range of 100s of meters, and loop. So do you just place them at the mission start in the ini.sqf, with a script file, or use large triggers, or something else?
just place them yeah, the game will do the rest
So you recommend just several lines of
soundSource = createSoundSource ["machine_hum", position marker_1, [], 0]
soundSource_2 = createSoundSource ["machine_hum2", position marker_2, [], 0]
In the init.sqf ?
Sorry if it seems self evident. Just checking best practices
Yup
Probabilities and range are defined in the config, so "just" create them
CfgSFX exists to simplify your life š
It does. Once you figure it out (and not forget the corresponding CfgVehicles entry)! Long live the BI forums!
Thanks
Trying to make some sort of "Highway of Death" mission for my unit:
https://imgur.com/a/6lRsIvp
surprised how the AI is able to walk through it without much issues
vehicles however š
I need some help
My friend sent me a mission file
how to i add it my game so i can edit it?
ask him the source files
what
your friend
ask him the editable files
ohhh
i sent it to him
then he edited it and i deleted my copy
to insall his
i think
oh, too bad then
so what now then?
you ask him
your friend
ask him the editable files
so you sent him the mission you made, he edited it, and none of you know what it is? if that's the case, it sounds VERY fishy š
K
so can i screenshare and if you dont mind you can help me wtih it?
no, you can wait for him to be online. Let's end this conversation here, as it is not in the #arma3_scenario scope.
i think ive done it
cool
Can anyone help me with some task work? I'm trying to assign a task to a player, not a whole group or side, just whichever player enters the trigger area to activate the task
@hearty minnow do you use the task framework?
ya, only the modules and basic triggers though, never written a config for it (though i probably could with some help from the wiki)
these links may help you, but it's scripting:
https://community.bistudio.com/wiki/Arma_3_Task_Framework
https://community.bistudio.com/wiki/Arma_3_Task_Framework_Tutorial
i'll give it a look, ty
Hi, is there a way to prevent AI from moving in formation after mission start, without using doStop this; since it looks like, this command is broken and has some wired side effect ( Error: No Unit )
@hallow abyss Do they have to move in any particular way? By default, setting the group to "Combat" mode should make the units move outside of formation.
You just want each unit to stay where you placed them?
Yes
First thing I could think of is splitting them all up into their own groups.
On a large Scale Mission this could impact the Performance maybe. Since i know GroupLeader AI need more CPU Power then normal Group Member.
I don't know the specs of your mission, but up to 10 players (and without a long list of mods) I have never encountered any AI lag (low AI fps). But back to your original idea
Where did you put the doStop this ?
Not the Group, each individuel Unit was get it manually
Spec of the Mission ~700 AI Units crossing Paros to Molos using Dynamic Simulation on some. Mission itself can have up to 100 Players
Wow you have 100 players in your missions?
Browsing the BIKI; https://community.bistudio.com/wiki/commandStop
Actually arround 70 Players have reserved Slots, some slots are open to be filled
So i really need to take care of Performance and i must be done a lot of testing. commandStop would be the right choice, because they should be allowed to move, when they have contact.
So I try now a suggestion, to disable path and activate when in combat
DisableAI "move" could also work. But you'd have to enable it via some sort of trigger. Could be a hassle..
this disableAI "move";
this setUnitPos "UP/MIDDLE/DOWN"; (standing, crouched prone)
is what have always used and works fine
If you're Zeusing and want to do it in the mission, place them down then in the unit init (don't select the group marker) put
_this disableAI "move";
and if you want to determine their stance
_this setUnitPos "UP";
Perhaps there's an easier way but that all works for me so I've never needed to bother finding an alternative
On a different note,
How does one attach x amount of objects (in my case, bushes) onto a vehicle via editor. I don't want to waste time attaching them to the vehicle via Zeus on the day.
@hallow abyss try creating a trigger with condition 'true' and listing doStop [units 'groupname']; (I'm a scrap coder so if that doesn't work, either get someone who can code or list each unit individually [enjoy].)
I'm setting up (keep it hushed up) a TIOW session for my group, semi milsim, they're all bastardly good operators and it makes mission making hell. I'm using AORAKI3 and wanted to create a fun little mission, but I'm only passingly familiar with the setting. Enough to know how the astra militarum works - not enough to know how an ork army is composed. Any recommendations for enemy factions and ORBAT compositions thereof would be greatly appreciated ā¤ļø
Is there a way to get the support requester and artillery modules to work on a dedicated server? I've placed them both and have them working with the mission leader when testing in 3den, but when testing the mission on a dedicated server the AI communication message comes up about artillery support available, and it can be selected from support 0-8, I can select the artillery, the ammo and map click, the map marker appears with the ETA ticking down by it... so far so good... however once the ETA timer reaches 0 and the AI reports "SPLASH", nothing happens and no rounds arrive.
I never hear the artillery fire either, it's like they just do nothing. This is only on dedicated, offline the same mission works flawlessly.
@violet mantle afaik, the base support requester/arty modules are SP only. could be wrong though.
Bummer... I've had no luck finding a scripted solution for dedicated either š
When multiple GL flares launched into the air
Light starts blinking
Any possible solution here?
"Dynamic lights - Ultra" in graphics
negative
@mint roost blastcore, some fx mod?
ā #arma3_troubleshooting though š
yeah ask there, they know what's going on
Loking for cool ideas for Special/Black op missions. Like "we were never here" kinda special forces
anyone have a list or just suggestions
Im talking more unique as well, not basic specops raids or simple stuff
If one doesn't have friends that play as much as himself... Where can he put his mission for testing? š®
By just random people that isn't the workshop because there is, 1. No way anyone will ever see it and 2. leave feedback haha
You could publish it and then share it out, is probably the easiest way to actually run it. If not you have to add as friends and send the PBO or SQM if someone knows that they're doing
What kinda mission is it?
Just a missions to have some fun on. Defend an attack, use drones and support for a bit, take out a VIP, extract, just a bunch of random stuff in succession that I wanted to learn to do or thought would be cool haha. It started as a "Let's see how this has changed since like 2014" but the editor is god damn pretty amazing now so I've ended up putting way too many hours into it./
I'll keep building it out into a full "Take back Livonia from CSAT" style mission but I've done so much that I can't really test as a solo player and my mates are funnily enough all out in the bush on exercise
BI forums could be a good place to make a thread about it
I think there is even a dedicated section for such
I'm assuming your using Triggers and such to delay the deployment of units?
Heyo, looking for some help making a procedural mission akin to Invade and Annex. I've looking into multiple public pbos and have been unable to get the missions to work. I'm fairly new to scripting and am trying to learn how to build scripts that will create missions, both main and side ops, for players. I haven't found any tutorials on youtube or anywhere else. If anyone knows where to look for this information I would greatly appreciate it!
The BI wiki covers all the available commands and some concepts on how they are used
for more complex things you just need to practice as there are not really any ready tutorials to "How to make complex mission"
it mostly comes down to figuring out how to get to wanted result step by step
Okay awesome. I'll take a look at the wiki then. Do you know where i can go to get a basics on scripting in general? its not my strong suit and I would like to know a bit more about it
Awesome thank you!
Does anyone know how to change the group names in the spawn menu?
double-click on the group icon (above the leader's head)
I've tried that in the past, and it never worked. It would always show in Eden, but when I loaded the actual mission up on server, the names would be back to the default group names
https://cdn.discordapp.com/attachments/610496692558495762/758719866738835516/unknown.png
For example, I'm trying to change the 'Alpha 1-1' to 'Platoon Command'
can you screenshot the Eden part?
Yeah, gimme a sec
There we go
Eden screenshots are of a different mission, but I'm still having the same issue
You are aware that you can't change that unless you use the CBA method?
Set the unit names to "Unit name@Group name"
@quaint plaza incorrect channel.
I'm trying to make a multiplayer mission/gamemode where opfor defends a sector and blufor tries to attack and they both have limited respawns. Blufor is operating from an Amphibious Assault Ship group and opfor would be defending the sectors. Blufor would vote for a sector to attack (they can only attack one at a time) and the winner would be the last team standing or the last team with respawns still available. Then upon choosing a new sector their respawns would be renewed
All i wanna know is if this is even possible
yes
no
@signal coral might want to check warlords modules and how the warlords scenario is made.
those links might help as well
So you want to basically build a warlords mission with limited respawns, and don't have the ability to buy things, making the points of killing your enemies useless unless you want to implement that.
as for the respawn renewing I am not sure on how to do that, you might have to set a trigger with a script to reset respawns to a specific number, I got no idea how to work with triggers with the warlords modules so you'll have to do research on that.
If you need help just tag me and I'll try to help where I can, just don't expect much regarding the warlords module.
Is there a better way to update custom textures (like on a billboard) with a new version without using a new file name? Save and replace the old file. it seems the mission caches the image?
More like your launch of the game caches. Use Diagnosis exe if you don't want to rename it
Does anybody know how to set up a Seize or Defense module? I've tried watching the videos on YouTube that the forums link to, and I am not having great luck.
@turbid kindle thanks
anytime
Units that i put down with a specific Identity for lore reasons (in my case Petrenko) get a default/random face when the op is executed
what do
Oh I get similar w/ placing down "story" characters
Use setFace command
Use
setFacecommand
Would this by any chance work on players too?
what is suspension?
sleep or such
oh oki, thanks ^_^
Hey guys, how do you make animations play and work in MP missions?
I'm not sure this is the correct place to put this
Mission's giving EPE Manager Release ( 0 | 501 | 0 ) when running on a server
I've had this problem before but it was randomly fixed, sort of, by essentially removing everything. Different modpack and server now, so not sure what's causing it?
Hi there, quick question, is it possible to define custom Items for a mission (small no 3D model, gut texture and name) in description.ext?
no
ok found that now too.
I nee to retexture an item a unit is wearing on the fly. With vehicles it is possible using objectTexture, so i hoped to be able to do this with Items like uniform or Helmet as well ...
For Backpacks there is unitBackpack unit but no clue how to access otehr objects
with uniform it works
you can access the hidden selections as with other objects
dont remember what happens if the critter dies and someone picks up the uniform, though
it's possible that it will revert to the original textures
it does, Yes uniform works when using units object. But cant access the headgear Object yet.
even if creating a helmet with h = "classname" createVehicle [...]; h just references the weapon holder object.
I donst think it would be able to equip with script afterwords anyway.
cant do that with other objects
anyone here experience with MURK spawning script ?
to the point question: Does anyone know if the trigger that spawns units need to have "Server Only" ticked or not?
hello, comrades! Do we have any limitations on including files to description.ext from the addons? I dont really get what i do wrong
i consistently get crash when i try to use pbo mission with the following in description
#include "\tu_addons\frontline\A3A_SETUP\a3a_header.hpp"
it should work perfectly fine, as long as the included file exists (and the mod is loaded)
do you get any errors?
yep, it crashes with the error on any included file, but it has no " \ " symbol at start
that either means the mod is not loaded, or the file path is incorrect
There were some issues with includes in missions on dedicated servers but I don't remember the details anymore.
Try loadFile "your/path" if it does not return the file contents the path is wrong.
although based on that screenshot I can tell that the amount of illegal content is massive... @SGtu stuff contains stuff from other mods, and is usually part of Russian Arma Torrents...
what? illegal content?
ACE, RHS, different terrains (MBG stuff, Fallujah, Bornholm, OPX)...
didnt know that mods are illegal
if they steal content from other mods, yes
rhs is stealing? no way
SGtu is stealing...
what is stealing to you?
taking assets from other people...
How did you get the files if they are not redistributed?
i download them from steam
I did a 30sec Google search and found a dozen torrents which have SGtu embedded
how?
Because Copyright Laws
taking content from mod A and put them in mod B
that is not allowed
Armaholic is only hosting mods which they are allowed to host
many armaholic uploads are allowed, but not all of them, they don't care much about copyright either
how to use the multiplayer with mods then?
download the real mods from the real sources
thats what we do
i am sorry that thats so big deal for you guys, im really upset that such a small thing like the mod pack for the server is a reason to blame someone stealing
and it's illegal; so I would suggest to remove all mods you don't own
Well the pack with exactly the same name as yours, contains stolen stuff and is redistributed online.
Maybe its just a very big coincidence that your pack has the same name
no i think me and you guys just have really diferent points of view for that
So is that your mod repack?
we think in legal laws
i know that many life servers and so blame they made others mods and even charge money
that is what i can say illegal because they take money for others work
i think thats is even a violation of intellectual property
although as i know all mods are property of bis, and modders just define rules of redistribution of their art
as i know all mods are property of bis
they are not.
but when someone is making a mod pack for server user - i dont get where the stealing is
there is like a thousand of mod, and there is a ton of people. If they want to get to server in time they need a repository which will syncronize the mods, just like the steam
Arma Launcher can already do that, it lists all the mods that are required to join the server
no need to repack and reupload mods
come on, there is no way you can manage all the mods in separate folders
huh? why not
they conflict, they update
If you try to run conflicting mods, tell the authors to fix it or don't use it
just imagine bwa3 mod updated and all missions stopped working))
doesn't give you the right to violate the mod authors rights and teh steam subscriber agreement
and 400 people loose their evening
mod updates especially big mods usually don't break missions, they pay special attention to that
well, bwa3 1.6 or 2.0 mod changed 80% of classnames
still doesn't allow you to repack mods...
I dont know what to say to you, i would never tell that i made the mod i didnt. I have several mods actually. But personaly i have nothing to say to anyone who is using it, because that is the purpose of creating the mod - to give people new content or abilities ingame
have made several mods*
huh, anyways there is no right words. If you are here to judge and accuse - so be it, im non running away.
I just pointed out that it looks like an illegal repack with the SGtu prefix (no idea what it is, but based on my info it contains several other mods).
If I'm right than you won't be able to get any help here, and if you even support illegal repacks you might even get banned from here since it's against the rules.
If I'm wrong, than my original answer stands:
that either means the mod is not loaded, or the file path is incorrect
allright, i have downloaded mods and put them in the single folder
i use the mods like that from ofp times
also, i redistribute that folder for my friends, so they dont need to manage like one hundred mods in launcher
its way to easier, because they are fixed in version, and you can predict how missions work
although support is non-existing, because it doesn't contain the latest fixes...
i track mod changes
and when we test the changes we updeate our folder with mod
thats what we do from 2011
we have publick web site and servers
you can check our battleye
or at least have the exact same name
dont think you can run 200 people single life mission without battleye
BE tracks hackers, not people using illegal reuploads
just couple posts above
Grezvany, are you part of some arma community? May be you should just participate in some multiplayer events and you get all the problems of mods really quick
Actually there is a hell of a pain to support large mod pack, to make it work reliable balanced and optimized
yes I am, and I know how to host servers and I know the pain of compatibility between mods and updates...
But I also know that I would never want to support all those mods myself, not to mention risk getting my mods being taken down and don't have a working server for days/weeks to get everything working again
Allright i think i managed to at least bring my point of view on that upleasant and touching topic, i will investigate my strange problem.
interesting, i am copying BIS include frome some dlcmarksman mission and it doesent work with the same error
Interesting, thanks
Would there be an example (template) mission that has a simple use of (almost) all aspects that you should do and set in a mission?
not really
hmm
I know that you recently updated uploading of object compositions to the workshop to make it easier but i cant find an updated guide on how to use it can someone send me a guide please
it's next patch, not officially out yet
Oh ok
I'm experiencing massive lag until the enemies see me and start to engage me, after which the lag goes away.
What's the cause?
most likely a heavy waitUntil somewhere?
No scripts anywhere
mods
What's the difference between respawn module and respawn marker?
The respawn marker marks a possible position which will be available to respawn at
The respawn module, handles the actual respawning
So you'll need both?
Sorry, I was wrong.
The respawn module also marks a respawn position, but also has some more options.
The marker just adds a basic respawn position and everything else needs to be handle via scripting.
You should not need both, just one of them.
hmm also it seems that if you place respawn timer at 0 you will not be prompted for a respawn, is this intentional?
it's a bit buggy; I suggest having a respawn timer of 3-5 seconds
Are you using the Eden Editor respawn?
Yeah
@west silo which/what would you use?
Hmm for some reason using those modules results in duplicate respawn locations
And they are not visible during briefing
While with marker they are visible, and work as advertised, ie no duplicates
With markers, if you give them names, there will be horrible double drawing of text while respawning...
Using the modules works fine for me
Hey I was wondering someone can help me figure out an issue. I want to make it so a trigger can't be fired until another trigger is fired first.
I've tried looking for it online but could only find 5 to 6 year old videos where I couldn't read the scripts.
this and triggerActivated theTriggerThatLocksThisTrigger something like this
(Not even tested)
Ok thanks
@signal coral can you be more specific?
you tried it on RC or DEV?
Your Arma 3's version
RC = v2.00 Release Candidate
DEV = dev branch
if you don't know any, then you are on "stable" - the public version of the game (v1.98)
Current stable doesn't have loiter radius fixes. Also when reporting problems always check latest DEV in case it has been fixed already
so im planning on building mini campaigns for arma all set around one story but multiple sub stories that build it up, things is for the main modern-ish campaign idk what mods to use, CUP or RHS, big all in one mods or multiple small mods, an all in one mod with small mods? I want it to be accessible but at the same time unique
the more mods you use, the less people will play your campaign
is all i can tell you
yeah
Hey, is there any way to enforce difficulty settings server side? Even if the mission options were different?
Ping me if you have any answers, thank you :)
Yep already read those, but that doesnt override the actual mission?
the settings in server.armaprofile define the settings at the server, which overrule all other settings; given that the correct difficulty is set
afaik is it not possible to set difficulty in missions
afaik is it not possible to set difficulty in missions
@late breach You definitely can set the difficulty in the editor btw, and sadly thats overriding the server at times - whenever someone forgets to set them right
set difficulty in mission rotation on the server
any way to force SP mission difficulty btw? the same as Bootcamp does?
There was a config class for that somewhere. Needs a mod.
dang. thanks
a Move or Search & Destroy waypoint should do
it won't fire without targets though.
myHeli allowFleeing 0
though usually, the heli will use its cannon to get you to stop shooting
the AI will do
if they don't know where their targets are, use reveal
also, language
there is no "one command that does it all" @signal coral no
you can disable some AI aspects with disableAI
I am working on a simple mission to do in singleplayer when I am bored. Not too many issues showed up yet aside from the usual AI getting stuck on bridges. I know in the code of the game bridges are recognized differently from roads so when the AI has to follow a road and encounters a bridge, there is an error. Is there a way to brute force this issue on my end and get the AI to drive over a bridge or will I need to find a different path for the AI to follow? For added context I am playing with some mods (though they shouldn't interefere since I am using vanilla assets and waypoints) and I am on Tanoa (the bridge I am having issues with is the one leading into Harcourt).
though they shouldn't interefere
never assume mods do not interfere; even with vanilla assets/waypoints, the AI can be tempered with by mod tweaks
try in Eden without any mods first
if it is a mod, how would I deal with this issue?
not using it ^^
or script the vehicle's position, buuut let's say it may need fine tuning.
So I set up the section of mission where the AI needs to cross the bridge in vanilla
they did it successfully which is nice
but how would I go about fixing this on my modded game?
try spacing your vehicles more, try setting up waypoints differently (position, speed mode, behaviour etc)
if everything fails then scripting
@signal coral setPosASL doesn't "propel" anything, you may be thinking of setVelocityModelSpace?
SOLVED!
Solution: Use DreadPirates vehicle respawn script.
https://forums.bohemia.net/forums/topic/174661-jebus-just-editor-based-unit-spawning/
Hi! I'm trying to find a way to attack my problem:
I have an MP mission.
In there, I want waves of planes that respawn which players can do jumps from.
I managed to make my planes which people can respawn into and drop from.
I want the plane to despawn, and spawn again at starting position, just to fly to the waypoint and be despawned again.
Issue now:
How do I create the vehicles and keep the synced respawn points for players inside of them each time they spawn? And how would I go about respawning deleted vehicles and crew?
I'm a noob at this, so pointing me to any literature on this topic would help tremendously.
Such a nice script! Thanks for sharing š
If anyone had ever made a horror mission of some sort pls HMU, kind of stuck on mine and need some ideas
I think I have the mods down just the story is stagnating
So i'm putting together a mission where we need to blow up a bridge with satchel charges. I'm using the wooden pier model as the bridge, it's on PKL and need it to look old and run down... However, I can't seem to do any damage to the pier object. Is there any way to force an object to be destructable?
I came across this mission, looks interesting: https://steamcommunity.com/sharedfiles/filedetails/?id=2251528937
Itās obviously based on current events, but I am wondering if the terrain is real or not. Is there any way to tell what map this mission uses?
presumably it uses Vinjesvingen because it lists it as a required item
Thank you! I just saw it says OtherMap, not sure what that meant! Iām quite new to this! š
Is there any easy way to check addon dependencies without messing around with PBOs?
I'm making a mission that runs fine on my personal editor and such with no errors, but when uploaded to my linux server with the same mods as I run clientside, I keep getting "bin\config.bin/CfgPatches.task_force_radio" after role selection (booting me back to the role selection after initalizing), so I'm looking about trying to see which PBO to remove serverside that may be causing the issue.
I've already checked all my mods on the workshop and none of them list TFAR as a dependency, nor do I run it. I have a pretty hefty mod pack and snooping around tons PBOs isn't easy, just wanted to see if there was a better established way to check.
Okay, so I am working on a multiplayer co-op campaign and have encountered an obstacle. I have put the campaign files in \Arma 3\Campaigns and can see and play the campaign flawlessly in singleplayer. How do I make it playable in MP?
Okay, so I am working on a multiplayer co-op campaign and have encountered an obstacle. I have put the campaign files in
\Arma 3\Campaignsand can see and play the campaign flawlessly in singleplayer. How do I make it playable in MP?
@uneven wasp Note the localization and if you can't host it through the campaign menu you have to add disableMP-command to your campaign's description.ext
need help making respawns happen in a pvp multiplayer mission. 1v1 and the respawning isnt working when someone dies
even when the respawn point is synced to player, it does not allow respawning
Did you follow any guide or anything to set it up?
I am doing the respawn_west marker, as well as just normal respawn points synced to players
and respawn_east obv for opfor faction
and you went to Attributes > Multiplayer?
I dont see that
In the mission editor there should be an attributes menu at the top and then a multiplayer option I think
ah, I knew i was forgetting something. I did it last night and had it working but I was a little wasted
and couldnt remember what extra step we took
thank you
No problem. I was pretty sure that was it but couldn't remember the menu options so I started watching this: https://www.youtube.com/watch?v=gKTEKeJRZ9s
Might be worth watching. Not sure if it has any other useful information in it or not
This is an Arma 3 Eden editor tutorial focusing on single and multiple respawns.
Copy & paste the following into trigger activation:
marker1 = createMarker ["respawn_west_2", [14606.4, 16887.3, 0]];
marker1 setmarkershape "ICON";
marker1 setmarkertype "Empty";
marker1 setMar...
So I have like 691 units on the map. Is this how I should do stuff or what's the correct way?
That is a lot of enemy unit @wraith storm you always want to try to limit your assets if you can for performance reasons.
either "only spawn the units you need" to keep the illusion of a big warzone, and/or use Dynamic Simulation
Question: does anyone know of a mission on Armaholic or the Steam Workshop, where people added railways to Altis?
I had found this mission: https://steamcommunity.com/sharedfiles/filedetails/?id=1809866404
But I bet there are several "Altis Life" maps with tracks. Feel free to respond or DM me with suggestions!
What's the correct way to activate something when unit reaches a waypoint?
I'd like to trigger some ordnance when a unit reaches a waypoint
In order to get better performance can i disable simulation and that will save performance?
In most cases yes, but a lot of smaller objects don't have simulation to begin with. @peak anchor
ty
Hello guys what's up ?
I've a small question about alive as I am sure there is a lot of experts here. Does the position of any module matters or can i pack them all ?
hello, I have an issue, I am making a modded mission with custom loadouts derived from RHS troops. However, those are reset to default on respawn. None of the standard solutions appears to work (ACE respawn settings, multiplayer atribute from 3den enhanced,
onPlayerKilled.sqf:
player setVariable ["Saved_Loadout",getUnitLoadout player];
onPlayerRespawn.sqf:
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]);
do not work as well)
is there any other solution to this?
It always worked before but I didn't make any mission in 6 months
I can send the file and modset if necessary
edit: solved by increasing cooldown on respawn
What would be causing https://prnt.sc/v0qedq ?
Recent A3 Update broke all missions my unit uses as per usual
a poor config perhaps? mods?
A lot of mods to say the least
Usually every time an A3 Update happens, mod heavy communities get it rough for a while
Was wondering what type of problem throws an error like that
from there I'll be able to debug a lot easier because I know our modset
.model looks like a 3D model config. #arma3_troubleshooting š¤·āāļø
I'll debug myself, will just take longer. Won't get anywhere in #arma3_troubleshooting, using 50GB+ of mods
Thanks Lou.
Game just closes whenever someone goes into Zeus as well so that's probably another issue. ArmA Zeus Cache / ZEN
What a fun way to spend part of my evening
reported as Zeus Cache issue
Hmmm... Didn't notice any issues with AZC+ZEN, but seen more reports with this combo.
Having some trouble currently
My local hosted mission, or rather, the players within, cannot drag items or clothing's from enemy or civilian bodies. Is this fixable? In a bit I can give some pictures and gifs, but am on phone atm.
The mods we were using were CBA, Ace, remove stamina, remove stamina ace 3, and Achilles, which shouldn't do anything.
How do I add premade loadouts to an ACE arsenal?
No I want the premade loadouts to already be in the arsenal when others go into it a unit I used to be in had it set up like that
Hey. I'm trying to figure out the strigoi stuff from alias, But for some reason his Strigoi script doesn't work on a dedicated, even if all variables and stuff are all executed properly. Anybody have any experience with the script?
one of these days I will burn the disk with arma 3 on it
maybe someone can help me with this:
When I play a mission in multiplayer, there's no playable roles
There's four playable units on the map though
no clue why the game is just not showing them
uh...
never mind that
it just took the very reasonable amount of one minute and some change to figure it out and show the roles
don't burn the Steam exe
youtube has been somewhat short of "pouring thermite over X" type of videos
Evening fellas I'm trying to create a mission/gamemode using sectors and I'm having difficulty trying to "conceptualize" things.
What I want to do is create groups of sectors that are independent of each other, e.g. Sector A-D in one group, Sector E-H in another, etc. But I'm not sure how to organize this or if this is even possible using the editor. The idea is that at mission start players can choose which sector group they want to play in, after the sector group is completed (win or lose all sectors) they can choose another one. Each sector group completed would contribute to the overall "war" on the island. There are other features I would like to throw into the mission but that's basically it.
I can create a regular sector control mission with several groups and I toyed with the idea of chaining the groups using the LOCK module but that didn't work out. So now I'm kind of stumped.
Or alternatively is there a way to create something akin to mission layers with modules independent of each other.
Sorry for the long post
I would actually prefer scripting
just created a mission from scratch
placed 4 playable characters
doesn't show them
Hi Ive got this problem that the AI keeps driving into a concrete wall which blocks the road cause it thinks theres no obstacle in the way, is there any way to make it realise the paths blocked?
call{synchronizedObjects thisTrigger findIf { _x isKindOf "man" and alive _x } == -1}
this triggers on mission start on all clients for whatever reason
any idea why?
there a tutorial on doing pickupable intel in eden editor? been looking and im not really finding anything on google. while i could brute force it using the task module, im looking for the actual interactive intel
@hasty orchid You could try a larger object like a truck, but without scripting, the AI will just try to find a way around it, if it works at all.
@limber blaze Any reason why that code is inside a call?
Without more knowledge of your mission I'd assume that alive _x returns false on mission start (clients in respawn screen?) and then your findIf returns -1 and, well, -1 == -1 returns true.
@wide scroll Do you mean intel that you can pick up and drag into your inventory or intel that you can "pick up" by pressing (or holding) spacebar?
alive _xreturns false on mission start
I assume that's it
as for the call{} thing, I accidentally loaded the mission with some mods enabled and it added that code; I have tested it in a blank mission though and the same thing happens, so the mods probably didn't cause the actual issue
unless the call itself is causing it, which I doubt
No, using call is not an issue, it's just weird in this context, that's why I was wondering.
changed the code a bit and now I'm also checking that I have at least one synchronized object of type "man"
now it seems to be working
however now I'm seeing that other players are just getting kicked to the character selection instead of getting a proper mission end screen
am I not supposed to use end triggers in multiplayer or something?
BIS_fnc_endMissionServer
then BIS_fnc_endMission
music doesn't play either, so no, the trigger only runs on the server
before it always ran instantly on the clients
Is the "Server only" box ticked?
so I assume it's the extra condition that now fails, so the clients don't see the synchronized man
Is the "Server only" box ticked?
nope, the trigger can run on the client and it did before
synchronizedObjects thisTrigger findIf { _x isKindOf "man" and alive _x } == -1
this runs instantly on mission start on all clients
And so it does.
if I add an additional check like
synchronizedObjects thisTrigger findIf { _x isKindOf "man" } >= 0
then it suddenly never triggers on clients
removing the extra conditions and setting it to server only semi-fixes it
but then I can't use the trigger to play music
So with that additional condition what does your full condition look like?
anyway, only the server should determine the mission's end, not the client
anyway, only the server should determine the mission's end, not the client
Yes, I can set up an additional trigger, so I have one for mission end (server only), one for the task (server only) and one to play music (server and clients)
but that still leaves the problem that the music will play as soon as the client joins
okay
set up a trigger, synchronized it with a unit and threw this in activation field:
hint str ({true} count synchronizedObjects thisTrigger)
when I activate the trigger, I (host) get a 1, but my friend gets a 0
so synchronization is local then? or am I missing something?
Exciting. Can you test that on a dedicated server?
I could but I would have to set one up or reconfigure one to run without mods
but I can definitely confirm that the bug did happen on a dedicated server yesterday
as in, synchronizedObjects thisTrigger findIf { _x isKindOf "man" and alive _x } == -1 did run instantly for all clients
and it would kick them into role selection while the server would continue running the mission
oh okay, this is interesting
switched it around now; hint str ({true} count synchronizedObjects bbbb) where bbbb is the civilian that's synchronized to the trigger
and we're both getting a 1 now
so it's only for triggers that the synchronization doesn't seem to be propagated to the clients
hmmm... is this a bug? can anybody confirm if this was always like this?
Intriguing indeed.
Either way, do you want or need more advice on how to get a working system for your mission's ending?
I can find a hackety hack myself, but I'm curious if there's a "proper" way to handle that
- Serverside trigger that evaluates the end condition (without using synchronization, because that seems to act... funny) or just a
waitUntilon the server (since you seem to be checking foralive _xonly). - Use step 1 to call
BIS_fnc_endMissionServerwhen the time is right and add some more code to play music on all clients.
I should possibly add that I'm trying to keep the scripting down to a minimum because it's a published composition š
the composition lacks the end-mission thing though, that's added for my mission but I assume it's an addition I will be doing often
Then you might indeed have to resort to hacky ways of doing it.
I guess this is the most suitable channel for my question.
Has anyone experienced their character freezing in Zeus sometimes? Can't move when you exit Zeus, can't control AI, can't move your player at all etc. Fixed by leaving and rejoining the server
@shell fox pickup via space bar like the zeus intel