#arma3_scenario

1 messages Ā· Page 49 of 1

astral bloom
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Do you know how to do camera scripts?

lone cliff
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I've done it once before and had a perfectly working sequence working to my utmost requirements

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By camera scripts you mean, have you ever done this before and used "camera.sqs" etc??

astral bloom
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Never with camera.sqs. As sqs extension suggests it's obsolete

lone cliff
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ahhh okay

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Thats the first I've heard of that before

astral bloom
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Basically you only need positionCameraToWorld commands to get camera pos and target pos

lone cliff
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Ok

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Thank you for the infomation

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I'll look into it

desert bone
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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?

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nvm, i just placed them too close to me šŸ˜›

weak warren
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does anyone know how to make a respawn point so infantry doesnt spawn inside the water and on the carrier?

sterile bane
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Anyone know a good mod/script for populating a map with middle eastern style civilians, for a mid-east map?

lone cliff
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Does anyone know of mods effecting the execution of commands like this exec "intro.sqs"

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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

lone cliff
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Okay so I just recreated the environment in vanilla and it worked hands down

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So I believe the forum post is right and that mods are interfering with the script

scenic shard
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intro.sqs?

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2013 want their stuff back

olive bobcat
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What’s the best way to learn triggers?

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I tamper w Eden a lot but they tend to flop

cinder holly
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the wiki

autumn stone
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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.

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Example

weak warren
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I ended up being dumb and set a trigger to teleport someone the second they spawn in

autumn stone
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_marker = getMarkerPos ā€œrespawn_westā€;
ā€œrespawn_westā€ setMarkerPosLocal [_mrkr select 1, 195]; @weak warren

tight glacier
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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"

rocky carbon
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are you trying to load configs changes through a mission?

tight glacier
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I apologize, I don't understand the question.

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I wish I understood half of the stuff that I end up getting myself into when it comes to mission making šŸ˜†

cinder holly
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@tight glacier basically, you cannot edit vehicle configs from description.ext šŸ™‚

sinful rampart
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He isn't doing that though as far as I can see?

tight glacier
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I am trying to add an action to vehicle inits based on a CBA event handler

sinful rampart
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That is CBA XEH, which are also loaded from description.ext

tight glacier
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I have accomplished this, but in all honesty, it took a lot of trial and error

tight glacier
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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;

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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];

late breach
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private "_this"; is not needed, since it's already private šŸ¤·ā€ā™‚ļø
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)

tight glacier
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yeah, I assumed I did something wrong, and now I get that private "_this"; is redundant, thank you, I'll remove it šŸ™‚ 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 šŸ™‚ I am just an old man trying to create a mission šŸ™‚ Also, you are correct, I do not plan on removing the action.

late breach
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it just looks cleaner and will prevent unneeded global variables (which can mess up stuff in the long run)

main pelican
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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

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What would the config be?

wheat dagger
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_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

signal coral
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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.

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Perhaps there is another way of saving GRAD, like triggers or something?

late breach
delicate hinge
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It's not that reliable iirc

karmic glade
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how to dock boats to USS liberty so boats don't blow up ?

crimson moat
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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? šŸ¤”

cinder holly
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triggers only?

crimson moat
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yes

cinder holly
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ugh

crimson moat
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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

plucky haven
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Hello guys, someone's here at such a late time?

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I have a question about making new public RPG servers life easier.

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I asked it in the channel just below and PuFu sent me here.

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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.

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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.

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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?

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Yes! Definitely! It does find the model, return a created object, but for some reason, it does not spawn...

lone cliff
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You will have to compete with Altis life and such

plucky haven
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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 mission’s textures folder, but systematically goes to the /a3/addons root. It thinks that my mission itself is an addon, but in fact isn’t!

lone cliff
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I would honestly love a Stratis life to come back

plucky haven
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Indeed! I wanted to give Malden a chance, even if its infrastructure and size is badly suited...

lone cliff
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Malden was good for a while

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But its died

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Tanoa is an interesting take but its size is its disadvantage

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Only problem is if its public like altis life

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People like me will meme it

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but if its private there is an incentive to do the right thing etc

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but

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U handicap yourself to a limited portion of players

plucky haven
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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...

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Not at all! Not tried...

lone cliff
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Well Just look at Dayz

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That has a bit more luck

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But the genre is different

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but in the same category if can see what I mean

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I also saw somewhere someone said that Altis & Stratis feel dead while Tanoa feels alive while empty

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And i feel the same about Chernarus +

plucky haven
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Isn’t a « baseĀ Ā» texture compulsory for a p3d to spawn? Even before having a chance to modify it?

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Arma is an amazing sandbox, but it’s 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.

lone cliff
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Im not bored of Vanilla terrains

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I think people just dont use them correctly in some certain ways

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Im more of a story type of man

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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 šŸ™‚

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I feel a story is important as it gives meaning

plucky haven
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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...

lone cliff
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Lul I always keep begging for offical arma 3 missions

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Lore

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Lore

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Lore

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I love Miller

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I love Kerry

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Kawaii

brisk temple
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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?

cinder holly
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you can lower it, with alt+click drag (and some "go through surface" setting)
or set negative its Z position value

brisk temple
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@cinder holly my guy, always got my back, šŸ’Æ šŸ’Ŗ thanks again lol

cinder holly
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my pleasure really šŸ˜„

signal coral
hallow abyss
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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.

earnest cove
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if the console returns [] then no dlcs are needed

sturdy fulcrum
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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?

earnest cove
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i'm pretty sure fade doesn't influence the sound settings, but is based on it

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i'm always using fadeSound/music since ever and never had issues with it.

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it also doesnt affect the profile settings

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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

sturdy fulcrum
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yeah i did use fadeXXX 1 too. the reason for asking is that some people seem to use the restore previous XXXVolume approach

earnest cove
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i guess it depends on context

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but normally the mission designer sets the volume, so he should know when it's necessary and when it is not

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i cant think of any situation right now where that would be necessary, tbh

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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

noble hound
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Hello all I was wondering if anyone could point me to some resources or a starting point to learn about mission creating, thanks

astral bloom
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Actually, if you put a player on an island, it's already a mission. What exactly you wanted to do?

noble hound
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Something like setting up and exile mission or altis life? I know they are pretty different but I’d like to learn to do either but preferably exile,

astral bloom
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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

noble hound
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Well I’ve got 3 monitors and a m.2 SSD, do you know of any websites or decent starter guides out there? I know it’s way to much to just put in chat

astral bloom
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First of all you better to complete Eden Editor's tutorial

noble hound
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For sure, in game tutorial or an online one I’ve messed around with it a bit and I think I get the basics but that’s about it

weak portal
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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.

wheat dagger
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@sturdy fulcrum save the current setting then restore it when you’re done

sturdy fulcrum
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@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)

earnest cove
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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...

rose hedge
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Is there a system for keys? I heard old man has something

signal coral
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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.

noble hound
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You could always use the reinforce feature and set different LZs with different rally points but idk if that’s what your looking for

signal coral
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the reinforce feature?

noble hound
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Wait I’m thinking about Aries my bad

brittle lodge
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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

vernal brook
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Google arma 3 mission intro text or such

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There are several examples on wiki

cinder holly
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@brittle lodge see
BIS_fnc_dynamicText
BIS_fnc_infoText
BIS_fnc_textTiles
BIS_fnc_typeText
BIS_fnc_typeText2
BIS_fnc_EXP_camp_SITREP

brittle lodge
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ooh cheers man

loud kindle
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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'?

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Script them to die randomly when there's only x units remaining? To run away? To run AT the player?

earnest cove
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add a timer

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you can also disable them fleeing

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they might still hide randomly for whatever reason, in which case a timer is the answer again

loud kindle
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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?

cinder holly
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you could check that number of alive units < e.g 10

loud kindle
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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?

cinder holly
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call BIS_fnc_endMission 😁 ?

earnest cove
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well, the answer to that question highly depends on the kind of mission

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if it's a sp mission and the player is alone, it hardly makes sense to kill off all remaining units

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running away only makes sense if that supports the story

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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

mossy lava
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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.

vocal karma
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@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

errant topaz
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Are there any tutorials on how to use the latest Old Man Modules?

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I saw they released the wiki a little while back but any actual physical examples/tutorials?

astral bloom
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Not yet/never maybe. Old Man scenarios are behind the pbo so free to check

errant topaz
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Another question then

  1. What do I need to do so I can get an AI Heli crew to transport and unload a Human Squad at an LZ?
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I remember doing it ages and ages ago but I have forgotten

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nvm I got it

signal coral
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Anyone got any tips for making a dogfight scenario

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i want buzzing and close fly bys

old flare
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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?

calm tangle
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i have a problem extracting the sqm file from the arma workshop into the eden editor, i tried youtube videos but none worked

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it wont show up when i hit open mission in the editor

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any way i can fix this?

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never mind

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i got it

earnest cove
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Anyone got any tips for making a dogfight scenario
@signal coral my tip is to make something else :D

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the jets DLC showcase is probably the closest you can get with "dogfights"

eternal pelican
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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 šŸ˜‰

cinder holly
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a classname cannot start by a number, use e.g class s1

eternal pelican
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still not working, :/ it must be the wrong source

restive bane
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what restriction should I put on my players this week? any ideas?

late breach
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disableUserInput true; 🤣🤣🤣

cinder holly
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if they don't kill someone in the next 30s, they die

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gotta keep'em on their toes

waxen wing
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@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

south vapor
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What are the absolute best units from every category to have as a long range base defense?

signal coral
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@signal coral my tip is to make something else :D
@earnest cove hrm

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why

waxen wing
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Sometimes the best way to get what you want is to make it by yourself, I think is what he meant

split bobcat
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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

earnest cove
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why
@signal coral because due to how the ai works, it will be very hard to pull off, if not simply impossible

native gorge
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i want to make military symbols appear over player squads how do i do that exactly???

summer badger
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In the map?

cursive jackal
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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?

waxen wing
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@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

cursive jackal
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I can only choose from csat nato or fia

waxen wing
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OOOHhhhh

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You have RHS loaded

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Did you create the mission file, or using someone elses?

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@cursive jackal

cursive jackal
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My own

waxen wing
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In the Editor, select your Game Master module

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@cursive jackal Make sure you set to "Use all addons, even unofficial ones" to enable the use of everything

cursive jackal
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In the Editor, select your Game Master module
@waxen wing Cheers mate cheers mate I think this made it work

waxen wing
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Np

cursive jackal
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You're a god bro

native sparrow
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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?

cinder holly
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locality

late breach
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use setObjectTextureGlobal instead šŸ˜‰

cursive jackal
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Does anyone know how to remove items from an arsenal? I am trying to make it restricted for players

native sparrow
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@astral bloom i've tried that command, but it does not work!

cinder holly
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…it's not a command? you have to put it in description.ext

native sparrow
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yes i mean that

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i think something is broken in server

signal coral
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anyone got a clue how i can get a heli to drop off player and RTB once he gets in

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with a 5 sec delay preferably

signal coral
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like i want ti get into heli and then have it liftoff land and go back

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and once the task is completed id like the heli to extract the player

cinder holly
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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
signal coral
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is this just for the rtb

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or also to come back and extract_

cinder holly
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just RTB

signal coral
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so i just pop this into the helis init?

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thanks man

cinder holly
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nooot in the init…
is it an MP mission?

signal coral
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2 player mission

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im semi-new to editor

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well new to complex tasks i know my way around triggers and such

cinder holly
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don't put anything in init fields in an MP mission, you will save yourself many issues

signal coral
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ok init deleted

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where do i put this code then?

cinder holly
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somewhere else :p

signal coral
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umm

cinder holly
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but that's something you can do with waypoints?

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(I think)

signal coral
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i mean

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the code seems good

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if i can implement it somehwere it should work no?

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been looking thru forums and yt tutorials for a while now

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havent found a way to do it

cinder holly
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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

signal coral
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i mean it can despawn or sumn

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essentialy

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this part of the mission

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requires 2 players to disable an AA station

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and the heli lands far away behind a mountain

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and should then go back

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despawn when out of sight or whatever

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and come back once the last AA tank is destroyed

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if someone helps im willing to buy you an ice cream

solid dew
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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

acoustic portal
#

Hey I am looking to increase the speed of a boat. Any ideas?

young valve
#

Set unit speed to fast maybe

acoustic portal
#

I mean like the vehicle only goes 10 Kph

cinder holly
#

setVelocityModelSpace

torn verge
#

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?

late breach
#

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 CBA PREP use this and therefor won't work.
torn verge
#

What does the compilefinal syntax look like? Is there a link to this info, thanks @late breach

late breach
#

although usually combined with preprocessFileLineNumbers to compile complete files

sterile bane
#

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.

cinder holly
#

mods?

sterile bane
#

I don't think any would have that effect, they're almost all gear/weapon mods, and ACE related.

cinder holly
#

one of your scripts then.

sterile bane
#

Deleted any scripts that might have done it, problem persists.

cinder holly
#

try without mods?
object with simulation disabled?

#

oh, aren't they underground

sterile bane
#

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

cinder holly
#

just save to another dir, remove mods, edit mission.sqm to remove the dependencies and you're good

late breach
#

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

cinder holly
#

weirdly enough, I always forget about RPT

late breach
#

I only ask questions when my RPT doesn't say anything šŸ˜‰

#

which usually means I did something bad good

sterile bane
#

Oddly, if I local host a dedicated session, it's fine. The problem only happens after I upload to the dedicated box.

cinder holly
#

Linux perhaps?

sterile bane
#

Windows to Windows

cinder holly
#

(up-to-date server?)

sterile bane
#

Yep

cinder holly
#

*armagic*

sterile bane
#

It's completely inconsistent which objects it does it to, too.

late breach
#

do the objects have setObjectTexture or setObjectTextureGlobal in their init, or a custom texture in their attributes?

sterile bane
#

Nope. Mostly vanilla stuff, with no init code at all.

cinder holly
#

u trollin' us? thonk

late breach
#

and logs on the server don't show anything?

cinder holly
#

check server's data maybe, I admit it sounds strange šŸ¤·ā€ā™‚ļø

sterile bane
#

RPT shows a bunch of pbos with -unknown

late breach
#

that's normal

sterile bane
#

There's a list of Error: Object(2 : 15) not found

#

Nothing jumping out at me as the obvious cause, though

brittle lodge
#

In mission editor you have under Multiplayer the Revive option i can keep that disabled if i use Ace Medical right ?

cinder holly
#

I believe there are conflicts so yes

brittle lodge
#

cheers

red belfry
#

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 ?

red belfry
#

found this, all good.

sterile bane
#

Turns out, the stuff spawns in on a huge delay. Hmm

cinder holly
#

Too many objects or spawned scripts?

sterile bane
#

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.

cyan trellis
#

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
#

try a loadFile "myFile.sqf"?

#

@cyan trellis

cyan trellis
#

@cinder holly Will try šŸ™‚ thank you.

cinder holly
#

it's only to see if the file is the proper one, and if its content is there

cyan trellis
#

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.

cinder holly
#

the "missing file" error only happens once (to prevent messagebox spam)

#

@cyan trellis ↑
so basically execVM "file.sqf" is correct, but the file should then be at the mission's root.

cyan trellis
#

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.

cyan trellis
#

@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.

main pelican
#

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.

sterile bane
#

I think you'd want something like...

this addAction["Spawn Target", {"B_G_Offroad_01_armed_F" createVehicle position marker_name},"",1,true,false,"",""];
main pelican
#

@sterile bane Inside an init.sqf?

sterile bane
#

No, in the init of your sign or object.

main pelican
#

Wont let me do it

#

Just says Init:

sterile bane
#

I typoed and forgot a ". Fixed now.

main pelican
#

Error undefined variable (the marker name)

sterile bane
#

Right, you'll need a marker where you want the vehicles to spawn

main pelican
#

Yes that's what I have

#

They both match

sterile bane
main pelican
#

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?

sterile bane
#

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.

main pelican
#

Thought so

#

Is rotation possible with just the one line?

#

in the sign

sterile bane
#

Not that I'm aware, but someone else may know a way.

red belfry
#

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?

signal coral
#

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.

late breach
#
  1. trigger calls script
  2. in script
switch (player) do {
   case "Brain": { player setPos getMarkerPos "camp_1"; };
   case "John": { player setPos getMarkerPos "camp_2"; };
};

something like this?

signal coral
#

I'll try! thanks

cinder holly
#

Big Brian Time 🧠

late breach
#

PS. the above script DOES NOT work, it's just a mockup of how to approach the problem šŸ˜‰

main pelican
#

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

cinder holly
#

…I believe Grez' knows how to do that šŸ˜‰ he helped Muggi

main pelican
#

Not Grez I meant to tag Muggi, my bad

#

That's if one Grez gave doesn't work for Muggi

signal coral
#

is there a tutorial on how to set up the old man modules because arma wiki doesn't help all to much

indigo jay
#

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.

indigo jay
#

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.

errant topaz
#

What would I need to do to be able to accomplish the following

  1. 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.

signal coral
#

@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

errant topaz
#

Legend thanks mate

rocky carbon
#

@signal coral I believe there is not.

coral mirage
#

V quick q: does anyone know if it’s possible to mute in game sound except music in a cut scene?

cinder holly
#

0 fadeSound 0 @coral mirage ?

#

fadeSpeech and fadeRadio too

#

V quick a šŸ˜„

coral mirage
#

Perfect, thank you.

signal coral
#

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 šŸ™‚

#

What should i do/look for if i want to remove all inventory on multiplayer clients (besides map and compass etc) when they respawn?

main pelican
#

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

signal coral
#

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.

main pelican
#

Try with save loadout ticked?

#

(do you have that option?)

#

Save loadout should work

signal coral
#

I dont have that setting

rapid hatch
#

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

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.

#

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.

rapid hatch
#

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.

indigo jay
#

@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.

errant topaz
#

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

late breach
#

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.

errant topaz
#

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?

late breach
#

define mission; Missions in the StratMap are just like Tasks, not full scenarios

earnest cove
#

clicking the marker runs code - you pretty much have to tell it what to do before it does anything

errant topaz
#

Do any of you know any guides for this so I dont have to nag you all with questions

earnest cove
#

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

errant topaz
#

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

late breach
#

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.

errant topaz
#

Hmm I dont think it does what I was hoping it does from the sounds of it

late breach
#

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

errant topaz
#

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

earnest cove
#

well, there are ways.. it's not that hard.. but requires basic scripting knowledge

late breach
#

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 🤣

earnest cove
#

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

errant topaz
#

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

earnest cove
#

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.

errant topaz
#

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

earnest cove
#

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)

errant topaz
#

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

earnest cove
#

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

errant topaz
#

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

cyan trellis
#

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"

earnest cove
#

yes, it's called BIS_fnc_UnitCapture :D

cyan trellis
#

hmm.. heh.. welll.. šŸ˜‰

#

While interesting, I'm not entirely sure I want to record 5 choppers landing in different spots šŸ™‚

earnest cove
#

there is no other way. ai landings are what they are

errant topaz
#

The unit capture stuff is really cool

inland belfry
#

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.

heady turtle
#

oops

grizzled sleet
#

quick question how do i create a trigger that would delete a vehicle its crew and its passengers

astral bloom
#

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

grizzled sleet
#

yeah yeah i did it but it didnt delete the passengers that entered the heli

astral bloom
#

You did what?

#
{
  deleteVehicle _x
} forEach (crew heli + [heli]);```
grizzled sleet
#

{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];

astral bloom
#
{
  private _heli = _x;
  {
    _heli deleteVehicleCrew _x;
  } forEach crew _heli;
  deleteVehicle _heli;
} forEach [hawk1,hawk2,hawk3,hawk4,bird4];```
grizzled sleet
#

just replace it with that sorry but im really new to all this mission making thing

astral bloom
#

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

grizzled sleet
#

thank you!

main pelican
#

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.

safe pagoda
#

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

cinder holly
#

it's BIS_fnc_establishingShot @safe pagoda šŸ˜‰

#

and no crossposting šŸ‘€

safe pagoda
#

Yeah my bad, was about to delete the one here, thought scripting would be more appropriate.
Thank you ā¤

signal coral
#

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)

earnest cove
#

mortar must be scripted

brave tundra
#

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

cinder holly
#

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 šŸ™ƒ

brave tundra
#

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

cinder holly
#

then try and thy shalt see!

brave tundra
#

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

cinder holly
#

correct - only to find 100+ stress-testers now

brave tundra
#

that is in fact not that much of an issue fortunately

#

aight
I will try 120 and see how it goes

cinder holly
#

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)

signal coral
#

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.

earnest cove
#

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

signal coral
#

@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?

earnest cove
#

nah

#

1 sec in google

#

script doesnt need to be complicated. it just has to loop based on your set conditions

signal coral
#

Thank you, this saved a bunch of googling alternative keywords: "Arma ordnance target", "arma mortar script", et cetera. :)!

earnest cove
#

well, mortar is not CAS :>

signal coral
#

I stand corrected

cinder holly
#

!issueWarning @signal coral spam showing a phone number. First and final warning about such behaviour.

quiet nexusBOT
#

Done.

cinder holly
#

@signal coral don't forget that such number display can also be one of an unwilling victim. Do not engage.

signal coral
#

@cinder holly Agree. Should have reported. Thanks for the action.

cinder holly
#

he got permbanned anyway, as he did continue in other channels.

signal coral
#

šŸ¤¦ā€ā™€ļø

#

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?

cinder holly
#

with BIS_fnc_endMission? set the "victory" parameter to "false

signal coral
#

Do you know if it has the same syntax as BIS_fnc_endMissionServer ?

signal coral
#

Yeah I was reading that. So there's no alternative syntax

cinder holly
#

you can remoteExec BIS_fnc_endMission… I believe that's what endMissionServer does, actually

#

yup, that's what it does (but not only)

signal coral
#

If I were to use "remoteExecCall" in a regular trigger... that would execute said code for all players (and server), yes?

cinder holly
#

depends on how you set it up yeah

signal coral
#

I'm listening aviator .
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)

cinder holly
#

set the trigger to be server-only, and yes

#

(no worries, editor_arma3/scripting/mission_makers overlap most of the time)

signal coral
#

Why server only? To save networking?

cinder holly
#

so the server decides when to end the game, not a player

#

and to prevent multi triggering, as well

signal coral
#

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 😩 .

cinder holly
#

what do you mean, "lose" briefing?
how do you trigger the bad ending?

signal coral
#

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.

cinder holly
#

Overriding Loser class didn't do…?

#

Also, you can trigger your own ending and disable the "auto-ending", iirc

signal coral
#

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?

cinder holly
#

in the Eden mission settings I think.
Also,are you sure you didn't declare CfgDebriefing twice?

signal coral
#

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.

cinder holly
#

(debug console : player setDamage 1)

signal coral
#

Or plant a charge, or anything really. Just didn't think.

signal coral
astral bloom
#

Game options

#

Difficulties to be precise

signal coral
#

and how can i deactivate this for the server in the custom server config

late breach
signal coral
#

perfect thanks

#

and what is the part abouth this

somber parrot
#

Hey mission people

#

What factions are we using these days? I’m doing a mission with the British Army and some type of Insurgent element

hallow abyss
#

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

hallow abyss
#

Vanilla Units no custom Gear

cinder holly
#

perhaps, but there might still be addon dependencies in the mission
try loading a vanilla Arma then loading this mission in Eden?

hallow abyss
#

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.

cinder holly
#

well, something is wrong 😐 ĀÆ_(惄)_/ĀÆ

rapid hatch
#

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?

cinder holly
#

whatever you like, even removing/killing the driver works

earnest cove
#

I usually just disable path

#

or move

cinder holly
#

doStop or stop (stronger) exist too

earnest cove
#

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

cinder holly
#

yep true

rapid hatch
#

cheers

signal coral
#

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..

cinder holly
#

what about the don't crosspost #rules…?

signal coral
#

Beg your pardon; my message hasn't been deleted on the other channel?

cinder holly
#

I don't know, you tell me šŸ˜„

#

it seems so šŸ™ƒ
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

signal coral
#

it seems so šŸ™ƒ
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?

cinder holly
#

createSoundSource iirc

#

iirc it's automatically played according to configured settings

signal coral
#

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?

cinder holly
#

just place them yeah, the game will do the rest

signal coral
#

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

cinder holly
#

Yup
Probabilities and range are defined in the config, so "just" create them

#

CfgSFX exists to simplify your life šŸ™‚

signal coral
#

It does. Once you figure it out (and not forget the corresponding CfgVehicles entry)! Long live the BI forums!

#

Thanks

grave harness
#

surprised how the AI is able to walk through it without much issues

#

vehicles however šŸ˜…

signal coral
#

I need some help

#

My friend sent me a mission file

#

how to i add it my game so i can edit it?

cinder holly
#

ask him the source files

signal coral
#

what

cinder holly
#

your friend
ask him the editable files

signal coral
#

ohhh

#

i sent it to him

#

then he edited it and i deleted my copy

#

to insall his

#

i think

cinder holly
#

oh, too bad then

signal coral
#

so what now then?

cinder holly
#

ĀÆ_(惄)_/ĀÆ

#

if he edited it he still has the source

signal coral
#

yeh

#

so what do i do

#

to edit it

cinder holly
#

you ask him

your friend
ask him the editable files

signal coral
#

i dont know what that is

#

lmfao

cinder holly
#

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 šŸ™‚

signal coral
#

erm he does

#

hes offline

#

its my first mission

#

in 2k hours

cinder holly
#

K

signal coral
#

so can i screenshare and if you dont mind you can help me wtih it?

cinder holly
#

no, you can wait for him to be online. Let's end this conversation here, as it is not in the #arma3_scenario scope.

signal coral
#

i think ive done it

cinder holly
#

cool

signal coral
#

he sent me the folder

#

in a zip

#

so i took out the zip

hearty minnow
#

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

cinder holly
#

@hearty minnow do you use the task framework?

hearty minnow
#

ya, only the modules and basic triggers though, never written a config for it (though i probably could with some help from the wiki)

cinder holly
hearty minnow
#

i'll give it a look, ty

hallow abyss
#

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 )

signal coral
#

@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.

hallow abyss
#

Directly placed in the Editor, manually positionied.

#

No move command at all

signal coral
#

You just want each unit to stay where you placed them?

hallow abyss
#

Yes

signal coral
#

First thing I could think of is splitting them all up into their own groups.

hallow abyss
#

On a large Scale Mission this could impact the Performance maybe. Since i know GroupLeader AI need more CPU Power then normal Group Member.

signal coral
#

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 ?

hallow abyss
#

init of the Unit itself

#

as suggested by some Videos

signal coral
#

Not the group?

#

OK.

hallow abyss
#

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

signal coral
#

Wow you have 100 players in your missions?

hallow abyss
#

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

signal coral
#

DisableAI "move" could also work. But you'd have to enable it via some sort of trigger. Could be a hassle..

main pelican
#

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.

dreamy grail
#

@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

violet mantle
#

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.

wide scroll
#

@violet mantle afaik, the base support requester/arty modules are SP only. could be wrong though.

violet mantle
#

Bummer... I've had no luck finding a scripted solution for dedicated either šŸ˜•

mint roost
#

When multiple GL flares launched into the air

#

Light starts blinking

#

Any possible solution here?

#

"Dynamic lights - Ultra" in graphics

cinder holly
#

negative

quartz birch
#

@mint roost blastcore, some fx mod?

mint roost
#

nope

#

cup rhs

#

@quartz birch

cinder holly
quartz birch
#

yeah ask there, they know what's going on

waxen wing
#

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

amber abyss
#

If one doesn't have friends that play as much as himself... Where can he put his mission for testing? 😮

#

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

waxen wing
#

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?

amber abyss
#

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

rocky carbon
#

BI forums could be a good place to make a thread about it

#

I think there is even a dedicated section for such

waxen wing
#

I'm assuming your using Triggers and such to delay the deployment of units?

woven kraken
#

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!

rocky carbon
#

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

woven kraken
#

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

cinder holly
woven kraken
#

Awesome thank you!

stray lily
#

Does anyone know how to change the group names in the spawn menu?

cinder holly
#

double-click on the group icon (above the leader's head)

stray lily
#

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

cinder holly
#

can you screenshot the Eden part?

stray lily
#

Yeah, gimme a sec

#

There we go

#

Eden screenshots are of a different mission, but I'm still having the same issue

late breach
#

You are aware that you can't change that unless you use the CBA method?

#

Set the unit names to "Unit name@Group name"

cinder holly
#

@quaint plaza incorrect channel.

signal coral
#

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

cinder holly
#

yes

signal coral
#

any idea how to do it?

#

efficiently

cinder holly
#

no

signal coral
#

alright

#

thanks

turbid kindle
#

@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.

steep pasture
#

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?

astral bloom
#

More like your launch of the game caches. Use Diagnosis exe if you don't want to rename it

tired socket
#

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.

signal coral
#

@turbid kindle thanks

turbid kindle
#

anytime

sly hare
#

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

tired socket
#

Oh I get similar w/ placing down "story" characters

astral bloom
#

Use setFace command

turbid kindle
#

Use setFace command
Would this by any chance work on players too?

astral bloom
#

It should

#

May requires a bit of suspension before execute, maybe not

turbid kindle
#

what is suspension?

astral bloom
#

sleep or such

turbid kindle
#

oh oki, thanks ^_^

brisk temple
#

Hey guys, how do you make animations play and work in MP missions?

junior dirge
#

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?

sonic tinsel
#

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?

rocky carbon
#

no

sonic tinsel
#

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

earnest cove
#

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

sonic tinsel
#

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.

earnest cove
#

cant do that with other objects

grave harness
#

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?

lethal jacinth
#

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"

late breach
#

it should work perfectly fine, as long as the included file exists (and the mod is loaded)

#

do you get any errors?

lethal jacinth
#

yep, it crashes with the error on any included file, but it has no " \ " symbol at start

late breach
#

that either means the mod is not loaded, or the file path is incorrect

delicate hinge
#

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.

late breach
#

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...

lethal jacinth
#

what? illegal content?

late breach
#

ACE, RHS, different terrains (MBG stuff, Fallujah, Bornholm, OPX)...

lethal jacinth
#

didnt know that mods are illegal

late breach
#

if they steal content from other mods, yes

lethal jacinth
#

rhs is stealing? no way

late breach
#

SGtu is stealing...

lethal jacinth
#

what is stealing to you?

late breach
#

taking assets from other people...

sinful rampart
#

They are illegally repacking, modifying, redistributing mods

#

That is stealing

lethal jacinth
#

there is no redistributing

#

we play on closed community

sinful rampart
#

How did you get the files if they are not redistributed?

lethal jacinth
#

i download them from steam

sinful rampart
#

So they are redistributing them over steam

#

which they cannot legally do

late breach
#

I did a 30sec Google search and found a dozen torrents which have SGtu embedded

lethal jacinth
#

how?

late breach
#

Because Copyright Laws

#

taking content from mod A and put them in mod B

#

that is not allowed

lethal jacinth
#

what about armaholic

#

are they stealing?

late breach
#

Armaholic is only hosting mods which they are allowed to host

sinful rampart
#

many armaholic uploads are allowed, but not all of them, they don't care much about copyright either

lethal jacinth
#

how to use the multiplayer with mods then?

sinful rampart
#

download the real mods from the real sources

lethal jacinth
#

that is really strange point

#

how end user will use like 1000 mods?

sinful rampart
#

Download... them all?

#

Like it has always been done?

lethal jacinth
#

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

late breach
#

and it's illegal; so I would suggest to remove all mods you don't own

sinful rampart
#

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

lethal jacinth
#

no i think me and you guys just have really diferent points of view for that

sinful rampart
#

So is that your mod repack?

late breach
#

we think in legal laws

lethal jacinth
#

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

sinful rampart
#

as i know all mods are property of bis
they are not.

lethal jacinth
#

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

sinful rampart
#

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

lethal jacinth
#

come on, there is no way you can manage all the mods in separate folders

sinful rampart
#

huh? why not

lethal jacinth
#

they conflict, they update

sinful rampart
#

If you try to run conflicting mods, tell the authors to fix it or don't use it

lethal jacinth
#

just imagine bwa3 mod updated and all missions stopped working))

sinful rampart
#

doesn't give you the right to violate the mod authors rights and teh steam subscriber agreement

lethal jacinth
#

and 400 people loose their evening

sinful rampart
#

mod updates especially big mods usually don't break missions, they pay special attention to that

lethal jacinth
#

well, bwa3 1.6 or 2.0 mod changed 80% of classnames

late breach
#

still doesn't allow you to repack mods...

lethal jacinth
#

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.

late breach
#

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

lethal jacinth
#

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

late breach
#

although support is non-existing, because it doesn't contain the latest fixes...

lethal jacinth
#

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

late breach
#

or at least have the exact same name

lethal jacinth
#

dont think you can run 200 people single life mission without battleye

late breach
#

BE tracks hackers, not people using illegal reuploads

lethal jacinth
#

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

late breach
#

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

lethal jacinth
#

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.

lethal jacinth
#

interesting, i am copying BIS include frome some dlcmarksman mission and it doesent work with the same error

sinful rampart
#

description.ext is broken in 1.98 and before

#

fixed in next update

lethal jacinth
#

Interesting, thanks

wraith storm
#

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?

cinder holly
#

not really

wraith storm
#

hmm

gritty quail
#

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

cinder holly
#

it's next patch, not officially out yet

gritty quail
#

Oh ok

wraith storm
#

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?

cinder holly
#

most likely a heavy waitUntil somewhere?

wraith storm
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No scripts anywhere

cinder holly
#

mods

wraith storm
#

What's the difference between respawn module and respawn marker?

west silo
#

The respawn marker marks a possible position which will be available to respawn at

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The respawn module, handles the actual respawning

wraith storm
#

So you'll need both?

west silo
#

Sorry, I was wrong.

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The respawn module also marks a respawn position, but also has some more options.

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The marker just adds a basic respawn position and everything else needs to be handle via scripting.

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You should not need both, just one of them.

wraith storm
#

hmm also it seems that if you place respawn timer at 0 you will not be prompted for a respawn, is this intentional?

late breach
#

it's a bit buggy; I suggest having a respawn timer of 3-5 seconds

west silo
#

Are you using the Eden Editor respawn?

wraith storm
#

Yeah

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@west silo which/what would you use?

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Hmm for some reason using those modules results in duplicate respawn locations

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And they are not visible during briefing

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While with marker they are visible, and work as advertised, ie no duplicates

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With markers, if you give them names, there will be horrible double drawing of text while respawning...

west silo
#

Using the modules works fine for me

simple summit
#

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.

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I've tried looking for it online but could only find 5 to 6 year old videos where I couldn't read the scripts.

astral bloom
#

this and triggerActivated theTriggerThatLocksThisTrigger something like this

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(Not even tested)

simple summit
#

Ok thanks

wheat dagger
#

@signal coral can you be more specific?

wheat dagger
#

you tried it on RC or DEV?

astral bloom
#

Your Arma 3's version

cinder holly
#

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)

wheat dagger
#

Current stable doesn't have loiter radius fixes. Also when reporting problems always check latest DEV in case it has been fixed already

final palm
#

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

earnest cove
#

the more mods you use, the less people will play your campaign

#

is all i can tell you

final palm
#

yeah

harsh jetty
#

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 :)

harsh jetty
#

Yep already read those, but that doesnt override the actual mission?

late breach
#

the settings in server.armaprofile define the settings at the server, which overrule all other settings; given that the correct difficulty is set

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afaik is it not possible to set difficulty in missions

harsh jetty
#

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

wheat dagger
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set difficulty in mission rotation on the server

cinder holly
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any way to force SP mission difficulty btw? the same as Bootcamp does?

delicate hinge
#

There was a config class for that somewhere. Needs a mod.

cinder holly
#

dang. thanks

cinder holly
#

a Move or Search & Destroy waypoint should do
it won't fire without targets though.

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myHeli allowFleeing 0

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though usually, the heli will use its cannon to get you to stop shooting

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the AI will do

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if they don't know where their targets are, use reveal

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also, language

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there is no "one command that does it all" @signal coral no

you can disable some AI aspects with disableAI

dense bison
#

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).

cinder holly
#

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

dense bison
#

if it is a mod, how would I deal with this issue?

cinder holly
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not using it ^^
or script the vehicle's position, buuut let's say it may need fine tuning.

dense bison
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So I set up the section of mission where the AI needs to cross the bridge in vanilla

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they did it successfully which is nice

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but how would I go about fixing this on my modded game?

cinder holly
#

try spacing your vehicles more, try setting up waypoints differently (position, speed mode, behaviour etc)
if everything fails then scripting

cinder holly
#

@signal coral setPosASL doesn't "propel" anything, you may be thinking of setVelocityModelSpace?

river mist
#

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.

split bobcat
#

Such a nice script! Thanks for sharing šŸ˜„

tawdry rampart
#

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

weak portal
#

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?

midnight flower
#

It’s 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?

barren dove
#

presumably it uses Vinjesvingen because it lists it as a required item

midnight flower
#

Thank you! I just saw it says OtherMap, not sure what that meant! I’m quite new to this! šŸ˜…

worldly aspen
#

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.

uneven wasp
#

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?

silent patrol
#

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?
@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

buoyant iron
#

need help making respawns happen in a pvp multiplayer mission. 1v1 and the respawning isnt working when someone dies

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even when the respawn point is synced to player, it does not allow respawning

craggy path
#

Did you follow any guide or anything to set it up?

buoyant iron
#

I am doing the respawn_west marker, as well as just normal respawn points synced to players

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and respawn_east obv for opfor faction

craggy path
#

and you went to Attributes > Multiplayer?

buoyant iron
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I dont see that

craggy path
#

In the mission editor there should be an attributes menu at the top and then a multiplayer option I think

buoyant iron
#

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

craggy path
#

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...

ā–¶ Play video
wraith storm
#

So I have like 691 units on the map. Is this how I should do stuff or what's the correct way?

tawny glacier
#

That is a lot of enemy unit @wraith storm you always want to try to limit your assets if you can for performance reasons.

wraith storm
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Yeah I know šŸ˜„

#

So I suppose it's just "script moar"

cinder holly
#

either "only spawn the units you need" to keep the illusion of a big warzone, and/or use Dynamic Simulation

signal coral
#

Question: does anyone know of a mission on Armaholic or the Steam Workshop, where people added railways to Altis?

wraith storm
#

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

dusty carbon
#

Meaning something like this?

peak anchor
#

In order to get better performance can i disable simulation and that will save performance?

dusty carbon
#

In most cases yes, but a lot of smaller objects don't have simulation to begin with. @peak anchor

peak anchor
#

ty

low scaffold
#

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 ?

brave tundra
#

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

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edit: solved by increasing cooldown on respawn

main pelican
#

Recent A3 Update broke all missions my unit uses as per usual

cinder holly
#

a poor config perhaps? mods?

main pelican
#

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

cinder holly
main pelican
#

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

cinder holly
#

reported as Zeus Cache issue

late breach
#

Hmmm... Didn't notice any issues with AZC+ZEN, but seen more reports with this combo.

dense plank
#

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.

compact thistle
#

How do I add premade loadouts to an ACE arsenal?

late breach
#

use the import button

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to use the save button when you have the loadout on

compact thistle
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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

signal coral
#

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?

limber blaze
#

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

cinder holly
#

don't burn the Steam exe

limber blaze
#

youtube has been somewhat short of "pouring thermite over X" type of videos

deep needle
#

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

limber blaze
#

Do you want to avoid scripting?

#

if no that sounds quite doable that way

deep needle
#

I would actually prefer scripting

limber blaze
#

just created a mission from scratch

#

placed 4 playable characters

#

doesn't show them

hasty orchid
#

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?

limber blaze
#
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?

wide scroll
#

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

shell fox
#

@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?

limber blaze
#

alive _x returns 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

shell fox
#

No, using call is not an issue, it's just weird in this context, that's why I was wondering.

limber blaze
#

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?

cinder holly
#

BIS_fnc_endMissionServer

limber blaze
#

hmmm...

#

technically, the trigger should run on all clients...

cinder holly
#

then BIS_fnc_endMission

limber blaze
#

music doesn't play either, so no, the trigger only runs on the server

#

before it always ran instantly on the clients

shell fox
#

Is the "Server only" box ticked?

limber blaze
#

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

shell fox
#

And so it does.

limber blaze
#

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

shell fox
#

So with that additional condition what does your full condition look like?

cinder holly
#

anyway, only the server should determine the mission's end, not the client

limber blaze
#

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?

shell fox
#

Exciting. Can you test that on a dedicated server?

limber blaze
#

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?

shell fox
#

Intriguing indeed.
Either way, do you want or need more advice on how to get a working system for your mission's ending?

limber blaze
#

I can find a hackety hack myself, but I'm curious if there's a "proper" way to handle that

shell fox
#
  1. Serverside trigger that evaluates the end condition (without using synchronization, because that seems to act... funny) or just a waitUntil on the server (since you seem to be checking for alive _x only).
  2. Use step 1 to call BIS_fnc_endMissionServer when the time is right and add some more code to play music on all clients.
limber blaze
#

I should possibly add that I'm trying to keep the scripting down to a minimum because it's a published composition šŸ˜„

#

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

shell fox
#

Then you might indeed have to resort to hacky ways of doing it.

main pelican
#

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

wide scroll
#

@shell fox pickup via space bar like the zeus intel