#arma3_scenario
1 messages Β· Page 50 of 1
ill have to play around with it then
Hi, I scripted the drone to show the image as a texture on a billboard .. but the billboard is quite far from the drone and thanks to the distance the drone lags (flies flies, returns a little and then kicks and flies again quickly to the place where it should be without that return ..) something like internet lags in a file... but when I get closer as a zeus, the drone stops doing it, it does it exclusively on a dedicated server .. how to fix it ?
That's just Arma 3 MP desynch, there's nothing you can do about it.
~~I'm having issues with the Sector Tactic module.
As far as I know, I have set it up correctly, I synced the module itself to the main Spawn AI module and for ONE of the factions, it works.
The other two don't do anything, they just sit still when they spawn.
Issue I'm having is it used to work, all I did was change a spawn location for one of the factions but the entire thing broke on me. They're all set up the same, too, so I can't figure out exactly what the issue is.
CSAT attacks the sectors like they should, and the others just stand there, even though they're all set up the exact same ( I copy/pasted at first, and then tried deleting the modules and then setting them all up individually to no avail.)~~
I know it's not a scripting question or something but for the life of me I can't see what is wrong lmao.
~~I'm having no difficulties with anything else, either.
All the sectors are set up correctly, I have reverted my factions from my custom set ones in case that was the issue, and the only mods I have on that could at all conflict with the AI have been disabled.~~
Fixed it :)
Is it possible to change the loading screen text for a mission? I have the following code to do it but it seems to have no effect:
description.ext
class CfgWorlds
{
class CAWorld;
class Tschernobyl_Terrain: CAWorld
{
// Loading texts displayed on the bottom of the loading screen (picked randomly)
loadingTexts[]=
{
"Jo Mama."
};
};
};
So, has anyone messed with the firing drills since the Biki article went up?
5h ago ^^
You got it working 100%?
no, I mean, the page was edited 5h ago, oh ye impatient π
Oh lol, my bad
I've been messing with it a little personally but have run into an obstacle that hopefully and probably will be cleared up eventually.
The mission/challenge shows in the challenge list but without name and starting it simply goes to the default Stratis overview map
And of course, being dangerously ambitious as per usual, I am already wondering about the ability to make them into CO-OP challenges
So I've made a playable course, but I can't for the life of me figure out why I don't have any magazines at initial spawn.
I figured out why; magazinesCompetitor[] = { "16Rnd_9x21_Mag" }; is missing from the sample code on the BIKI. If someone with a BIKI account could make an edit to that page including that part in the sample that would be fantastic.
#community_wiki but yep, on it
My bad
no no, it's just for it to be noticed ^^
@uneven wasp sooo
magazines[] = { "30Rnd_9x21_Mag", "16Rnd_9x21_Mag" };
// and
magazinesCompetitorCount = 6;
```didn't do the trick? π€
Nope, you need to add magazinesCompetitor[] = { "16Rnd_9x21_Mag" }; to between the two to get the magazines at the start.
added
Thank you kindly.
Just doing my job sir π
Is there a way to end the mission once all of the enemys are dead? I'm new and I could not find an updated tutorial anywhere.
you could call BIS_fnc_endMission or BIS_fnc_endMissionServer
Hi new creator here. I am trying to make a single player mission and have setup almost everything correctly. There is one issue. When the mission starts, Opfor(enemy) goes to sector like the objective says they should, but Blufor(friendly team) don't go. The Ai stands at spawn point or prones, never going to objective. How do I fix this?
@somber pelican place a trigger with OPFOR not present on the area you want to cover. Then sync it with the end scenario module
Okay thank you so much!
Does anything in the init field get overwritten when AI are taken over by a headless client?
*init field of an AI unit placed in the mission
Not 100% sure but it should not overwrite anything since the Headless client is just a client without interface. So it's just changing the locality of the unit.
Better ask this in #headless_client @main pelican
Didn't even know there was a channel for that
@main pelican Transferring ownership of a unit to another client may require reexecution of certain commands.
Since change of locality resets some aspects of units to default after done.
Does anyone know anything about the error "Cannot find Base"?
Seems like it's about mission objects
No crossposting is allowed. Do it only in ONE place
Hey there, is there any way to turn the sky blood red?
@wheat dagger Two methods come to mind:
A) changing the skybox. This requires you making and loading a special mod that changes the terrain config. The red effect would persist throughout the mission.
B) Post processing effects. There is a Zeus module and scripting commands in the BIKI. But I would recommend designing it in the ReColor mod (in Steam Workshop) and exporting it as a script command that can be turned on and off whenever you choose. Pretty intuitive. Of course turning up the red color in PP will make everything get strange colors. But perhaps that could be intentional?
Thanks a lot man!
Hey guys, not sure which sub to ask in. I'm working in Sahrani (CUP) with ALiVE and I'm having some waypoint issues. So the main thoroughfare/bridge that runs through the middle of Corazol between North and South Sahrani is destroyable at two sections. The ALiVE AI will almost never drive across the bridge. I watched a Stryker keep hitting an invisible wall trying to cross the roadway onto the destroyable portion of the bridge on the South end.
So the question is, can I disable collision detection for the bridge segments? Would that even work?
Arma AI and bridges mix like oil and water.
You can try https://community.bistudio.com/wiki/disableCollisionWith, but I doubt it will work / help.
What is the map marker called where you can make a rectangle in a specific area and everything outside of the rectangle is a light grey/less visible?
That'll be the Cover Map module, not a marker.
How would i go about making AI attack one person, i want to make a protect the president mission, whereby you escort them from one side of the map to the other, any ideas?
Is there any guides on mission making you guys suggest?
there is a "mission design" guide on the wiki @signal coral
otherwise, practice and balance π
if someone doesnt have the mod with syndikat units (apex?) can they still see them if the unit it running around in game?
yes
k ty
Anybody know of a good like arsenal system that I might be able to plug numbers into for specific limited items?
I sorta been writing one out, but frankly it's a big task for me and I'm already just proud I can can write variables to a database XD
I'm not too picky on the interface, just need the back end to plug my stuff into
I only know the vanilla and ACE arsenals, and both work with infinite amounts (even when limited on classname). Not sure if an arsenal like system exists for limited amounts.
Yea, I'm actually surprised only Antastasi made something like that, and no other examples since.
I mean the dead alterative is people digging in crates.
I'm also thinking maybe I'm thinking to deep into it, and can do some sort of template system that lets peeps pull their base kit fast, then go into crates if they want to customize.
is there any way to make a vote mission menu or "type in chat x number or x prefix" and in the next round that mission will be selected without having to type any rcon command ? for instance i have a MP Mission and when it reachs X instance of the game i want to have the option to warn players that they can vote for whatever next mission
#vote mission (name) #vote mission myD.intro Users can vote on a particular mission to loaded.
Is there a pre-existing function to move all items from one inventory to another?
a command even, I believe
getUnitLoadout/setUnitLoadout?
Isn't that for characters only? My intention is adding an action to a crate that allows players to move all the items that are in said crate to a vehicle
oh, my bad then
Might be useful for mission makers. https://youtu.be/WoT930vVpQ4
Making a custom path for ai to move
@jolly nest ZEN has a copy/paste vehicle inventory, which I think will over write.
thanks, I'll have a look at that later
Not sure where to post this, but trying to make a mission that spawns the players on a moving USS Freedom or alternatively, create a pre-spawn cinematic with said moving USS Freedom. I have a feeling spawning units on top of a moving ship may cause them to hover/slide off, but was unsure if you could even move the ship like a ship in game anyway. Not looking to drive it for the record, just add (essentially) an in-game staging of the USS Freedom being struck by a missile and running aground to start the mission.
@indigo compass Interesting question. It's obviously not natively supported. But the script/mod of Duda's Advanced Train Simulator (ATS) essentially just uses setPos to move the train terrain objects as if they were vehicles. You could look into that example for some clues.
There is also the Walkable Moving Objects mod from the Steam Workshop. I read it works, but looks ugly.
Not sure where to post this, but trying to make a mission that spawns the players on a moving USS Freedom or alternatively, create a pre-spawn cinematic with said moving USS Freedom. I have a feeling spawning units on top of a moving ship may cause them to hover/slide off, but was unsure if you could even move the ship like a ship in game anyway. Not looking to drive it for the record, just add (essentially) an in-game staging of the USS Freedom being struck by a missile and running aground to start the mission.
@indigo compass
Do it in a thunderstorm and jack up the wave height. Now it's basically Paracel Storm π
Not sure where to post this, but trying to make a mission that spawns the players on a moving USS Freedom or alternatively, create a pre-spawn cinematic with said moving USS Freedom. I have a feeling spawning units on top of a moving ship may cause them to hover/slide off, but was unsure if you could even move the ship like a ship in game anyway. Not looking to drive it for the record, just add (essentially) an in-game staging of the USS Freedom being struck by a missile and running aground to start the mission.
@indigo compass
Then movie magic it. Shoot an internal shot, add some camera shake, next shot is a beached CVN
hey guys I am making a mission with unsung and for some reason whenever I start the mission random sam sites will spawn on the map and I cant figure out how to stop it
some of them spawn right ontop of my units and some go randomly throughout the jungle
they are well built and spread several dozen meters but they are killing my mission FPS and half the time they blow up everywhere
the units do not appear on MCC sandbox but appear in zeus
on the map
Do you have any population or spawn scripts/mods installed?
Does 3cb BAF have an API? I can't seem to find any documentation on it online. I'm specifically looking for an event that triggers when you use the service point, I want to tie in some resource stuff into that
anyone can share their ACE 3 NVG settings ? default one are horrible
Hello, folks! I'm a bit stuck with mission parameters, any advice will be helpful.
My aim is to expose a single setting which controls medical realism level in mission parameters (i.e.: Medical Level = ["Simplified", "Realistic"]). Then on the init phase, ACE is detected and medical system is chosen: BI Revive or ACE and corresponding settings are applied depending on mission parameter. It seems that BI revive allows to change global variables (bis_revive_*) and then init revive via BIS_fnc_reviveInit. But how to achieve the same with ACE? I didn't find anything related in CBA configuration framework, nor in ACE medical. Perhaps that's my lack of understanding of mission configuration as a whole, but any ideas?
Hello guys, I got a quick questions for the ALiVE mission makers around here !
I'm tryng to get an ALiVE mission running but ai don't spawn. Among rpt errors, i got Warning: This version of ALiVE is build for A3 version: 196.146114. The server is running version: 200.146773. Please contact your server administrator and update to the latest ALiVE release version. ! Does that means that i need to keep my servers and all the clients in 916.14~ to have a functionnal mission ?
no
it means you need to
Please contact your server administrator and update to the latest ALiVE release version.
update to the latest ALiVE release version.
However funny it may sounds as i'm not very capable, i am the server administrator !
And it seems that i am already at latest Alive version, but what is the proper way to check it out ? (i basically opened the changelog file in the @charred grotto folder and checked the topmost version, and it is the same as the github one )
their last update was in february :u
Next step could be to contact the alive authors
their last update was in february :u
So it can't be design to work with the 200 anyway, mhhm ! I joined their discord, will try my luck there.
Thanks for your help !
any best suggestion map for jungle warfare mission?
rhspkl is pretty good
Prei?
TL;DR - How do i setup a trigger to check if all blufor PLAYERS are dead without doing p1 !alive && p2 !alive etc etc
Context - I made a TvT mission where i have an ending trigger if one side is all dead. (i.e. BLUFOR NOT PRESENT) But since the Blufor team has access to a UAV (pre-placed drone and backpack darter), they count as blufor units as well and do not trigger the ending.
My first though was to just give them all a variable and put in the trigger activation p1 !alive && p2 !alive etc, but there must be an easier method right?
Oh, i found this on the forum:
({(alive _x) and (side _x == west)}count playableUnits) < 1;
playableUnits findIf { alive _x && side _x == west } == -1
```yes (a tiny bit more efficient)
Random question; has ALiVE been succeeded by another mod? Is it worth using in 2020?
Maybe thats more of an opinion but id prefer your opinions :)
Can anyone help me with a way to make it so I can't delete my own Zeus module on accident while i'm zeusing? Had this happen to me several times and I have to start the mission file all over again.
@weak portal you cannot edit the mission sqm while you're Zeusing - unless you mean Eden editing
You can set it in a layer, and make this layer readonly
Somehow I've been able to delete my own zeus module while zeusing, and I can't get back into it
but when you reload the mission, it's ok?
Yes
Hi everyone! I'm trying to make a persistent mission for our dedicated server work with Alive facing off an enemy Insurgent commander Vs a player force. It seems to be working but I have an issue with AI continuing to reoccupy areas we have cleared regardless of how many of them we kill and persistence to some degree. Can anyone help with the same?
Pl feel free to DM me if you have experience running persistent missions with alive on a dedicated server. Would appreciate any and all help!
Lads.
I'm trying to get a group of three tanks to stay stationary at mission start before being triggered to move.
How do you disable PATH or MOVE on a vehicle or even better the whole group/comp of all three tanks?
disableAI e.g its driver π
So each driver needs the disableAI command then?
Or attach a trigger to a move waypoint close to the start position.
This way they'll wait at that waypoint till the trigger activates
disable tank's simulation π
Hi, I have a question. In Arma i generate group using BIS_fnc_spawnGroup, this function return group reference. How separate all units in group and set individual location for any unit in group. PS. Sorry for my english
I seek trouble shoot for spawn on one location 3 and more vehicles using vehicle array and function spawnGroup
{}foreach doesn't help
units _spawnedGroup joinSilent grpNull
this is returns array of units in group?
units returns all the units in the group yes
see https://community.bistudio.com/wiki/BIS_fnc_spawnGroup for the function's result value
has anyone used moss targets before in a mission?
got a problem with holdaction function. its removed not for all players if executed even if i use remoteExec
any idea?
@tame pecan You remoteExec the holdActionAdd, you need an additional script to remove it again with remoteExec and this time using holdActionRemove. The "Remove on Completion" parameter being true only removes the action from the person that used the action, not from the rest of the players.
The easiest way to do this would be adding an codeCompleted code with this code:
actionID = _this select 2;
[player, actionID] remoteExec ["BIS_fnc_holdActionRemove", INDEPENDENT, true];
However this is not the safest way but if you have no other actions added locally to other users, actionIDs assigned for each player should probably be the same which then the ID of the action to be removed must also be the same. I have no experience with this function either, nor did I read what exactly it would be good if someone else could confirm the approach.
That's the approach I suggested earlier. Should be fine.
for some reason when I make a vehicle into a simple object it works the first time I play the mission but when I return to the editor it reverts back to normal
unload all your mods, check your game Steam data cache and retry
any1 know. when place down Warlords response team module and select:
Paratroopers (Synchronize a helicopter) group . If this allso need a group of units inside the heli? or is it only the chopper I need to sync it with. (heli with crew)?
Any good map suggestions that are/could pass for 1930-1960 United states?
Has anyone here played around with the Keyframe animation stuff? I just thought I would give it a go. I'm able to make vehicles and people move along the curve but not the camera module(In mission). In the editor I'm able to select the control points and see the camera moving along the curve like what I would like. But when I enter the mission it switches back to a ground shot and doesnt move. Anyone have any thoughts on what I could be doing wrong? Never mind I moved the camera module up and fixed it for some reason
Hi guys. Is anyone super familiar with DAC. its acting funny and cant find a fix
Pardon, what is DAC?
So this is a question that pretains to ACE 3 I am aware they have a slack but it takes a day to get a response and I dont have the time. as I need this done in a week.
I was wondering how I can increase the Carry weight using this frame work
In a mission file
Reading the documentation tells you how to do it, although not really explaining how it's done.
Simply put the following in your init.sqf:
ACE_maxWeightDrag = 800; // 800 is default
ACE_maxWeightCarry = 600; // 600 is default
is there a way to lock an ace arsenal to certain players? For example I want a few of my mission helpers to have free access to an arsenal (in a vehicle or object) so they can equip things they need for their roleplay but I dont want all other players to have access to this arsenal
or is there a way i can lock the arsenal object where only certain people can gain access through normal means
@late breach All I needm, Was confused on where to throw it. Thanks!
unitsreturns all the units in the group yes
@cinder holly I can't add Units from BIS_fnc_spawnfunction to grpNull
spawnFunction?
and what is your code?
I want separate units spawned BIS_fnc_spawnGroup, for set custom location
_array1 = (_array call BIS_fnc_selectRandom);
_st = [(getMarkerPos _marker select 0)-_rad1*sin(random 359),(getMarkerPos _marker select 1)-_rad1*cos(random 359)];
_group = [_st, WEST, _array1, 3] call BIS_fnc_spawnGroup;
_groupss = units _group joinSilent grpNull;```
1/ joinSilent returns Nothing so _groupss will be undefined
2/ if joinSilent grpNull doesn't work, try maybe each unit one by one using forEach
does anyone know a nice map i can use 20x20 km ? (@ me or dm plz)
1/ joinSilent returns Nothing so _groupss will be undefined
2/ if joinSilent grpNull doesn't work, try maybe each unit one by one using forEach
joinSilent Works
just return nothing
And him size equals = undefined
you just told me
I can't add Units from BIS_fnc_spawn(group) to grpNull
so I take it doesn't work?
you just told me
so I take it doesn't work?
it seemed to me that undefined is the error in the work of joinSilent
what should contain units _group joinSilent grpNull; ?
{ [_x] joinSilent grpNull } forEach units _group```
Okay, how I can teleport all vehicles in group on special positions? And I want to save him groups, so as not repeat waypoint functions in code.
If I separate groups, my functions for check vehicles in group will become broken.
I just want to set the interval of positions between vehicles in a group so that they do not appear in one place and fly into the sky
Using the vanilla capture. What would I put in expression to delete or add a module
Example being I want to delte a spawn Module and add one
Hey guys!
Quick question:
Is it possible to parent the camera position to an object for a cutscene for the main menu background missionfile thing?
In this case, I am attempting to get an "on-board" perspective of a helicopter landing near a battlefield.
Please tag me in your responses :D
@cold folio you can attachTo, or switchCamera
Thanks
Is there a script to make AI stay in one place until they get aggroed?
no need, they won't move until contact @tawdry rampart
unsure if this is the right place : id like to have actual brief information when you pull up your map like the campaigns do for MP missions (I host MP ops on fridays). Ive been messing around with the Create Diary Module and have gotten it to work for myself (Module is set to show to all playable units), however it doesnt show up for anyone else. Im stumped so i figured id ask here if anyone has advice or a working tutorial. thanks
@wide scroll yes sir! modules are only working for single player. if you want to make it MP compatible, you will have to use #arma3_scripting π
sad face. Works, ill transfer over there and do a search
Is there a performance difference between adding rhs units directly in the editor and gear up vainilla units by script?
Well the script has to run (probably just once though?), impacting performance while it does so.
Asked that because I was thinking of try to make a mission without dependencies from any mod. Make a checking from loaded mods with something with swich do and case
same end result in performance
Thx!
@wide scroll @cinder holly I beg to differ, sir! I have made half a dozen cooperative missions running on a dedicated server that exclusively used modules for briefing. It's an incredible pain with formatting texts and getting them to appear in the correct order. But definitely works. Can you send me a copy of your mission Mjr?
@signal coral im just going to use a simple script to do it for now
howwwwwwwww π
I have got to be misunderstanding something. But a placed "Create Diary Record" with Owner set to "All Playable Units" is what I have used in all my coop missions. I can send you a few pbo's of my early missions. Worked for 10 players π€ .
Or... do you want to do something special with this briefing?
thats how i had it, and it didnt work. or rather, it only worked for me and 1 other person out of 6
Were there other things adding or changing intel or diary records on your mission?
(@signal coral I most certainly know way less about modules than you do, I literally never use them)
I am not arguing that scripting doesn't give better control, to be clear. It's jsut more of a learning curve/debugging if your briefing is just a single text for all players.
thats how i had it, and it didnt work. or rather, it only worked for me and 1 other person out of 6
@wide scroll Was the 1 player in a different side, separate group?
(I didn't know/forgot that you could set Owner to "All Playable Units" ^^)
(No worries Merlin. We plebs have our own tricks)
@signal coral they were apart of another group. only major difference was that the other players loaded in later IE we had already "started" the mission before the other players came in
Is the module attached to any sort of trigger/script?
negative. no triggers. just had the modules down. testing showed that it worked as is
or it did local hosting.
maybe not JIP-friendly, for units created after?
Yes seems so.
i think so. new way im doing it is supposed to be tied to playerInit instead
But I don't remember having this problem myself. Having real trouble guessing what's wrong.
Yeah if you script the diary entry into playerinit it should work great.
I've had issues with the briefing modules not displaying for all players on a dedicated server quite a few times, usually when it's 20+ players a few guys wont have it display, so yeah could well be a JIP issue for the ones who loaded in a little slower?
Good to hear a different perspective. OK. From now on it's official doctrine: no diary modules for multiplayer π
Im in need of help with eden editor and setting up a mission file for my dedicated server can anyone help
can anyone help please
pm me
@fresh gust, PM me what your trying to do and ill answer tomarrow
Hello fellow players, I'm a bit stuck okay so, I'm trying to create voice lines in my mission so for the first convo everything is fine but for the debrief that's were everything gets broken so the guy does the animation but does not speak, not even the subtitles.
this is the Sqf file:
`sleep 5;
CMD playmove "Acts_A_M01_briefing"
["Brf", "ConversationsAtHQ"] call bis_fnc_kbsay;`
Ext file:
class CfgSentences { class ConversationsAtBase { class Briefing { file = "brief.bikb"; #include "brief.bikb" }; }; }; class CfgDentences { class ConversationsAtHQ { class Brf { file = "briefed.bikb"; #include "briefed.bikb" }; }; };
CfgDentences?
here is a full guide @minor bronze
https://community.bistudio.com/wiki/Conversations
heh, it happens no worries π
I've had issues with the briefing modules not displaying for all players on a dedicated server quite a few times, usually when it's 20+ players a few guys wont have it display, so yeah could well be a JIP issue for the ones who loaded in a little slower?
@signal coral have you tried using a briefing.sqf file?
Yeah, that's been a much more reliable way in my experience
How do i add the game master module to a player? I have two slots down, variables are named and assigned, each game master module is synced to one of the slots, but when i spawn, it wont let me in zeus?
in the module attributes System Specific - System: Game Master Owner field you can assign a unit, uid or admin, or you can script it with https://community.bistudio.com/wiki/assignCurator
im doing this in eden with right click and check lol. Im very new to mission making
Theres no way to see it from eden editor view and not in a console
the first option i said is in eden
Oh i understand
My apologies
See i did that though
I assigned it to a variable, and gave one of the slots a variable with the same name, but its still not working
π€· works for me
Trying to create a small 2-player coop slingload mission.
I would like to have a pilot controlling the chopper, and the co-pilot to control the slingload operations.
However the co-pilot does not seems to be able to control the robe, or using the cameraview.
I have tried to use the "TakeVehicleControl" action on the co-pilot, but this only allows him to control the chopper, and robe, but not the camera.
Any way to get the co-pilot to control the camera as well?
i don't think so. not without config changes in the vehicle

@dawn phoenix You can try an extermely ugly experiment. Attach a ED-1 unmanned robot (requires player to have Contact DLC), or uav to the underside of the helicopter. Have the copilot player control the robot via uav terminal, and use the robot's camera.
I had a different question
I'm a little confused about one of the standard buildings in Livonia
The back end of the humongous "Service Hangar" -s (left and right), is open. Classname: Land_ServiceHangar_01_L_F . As in, there are no walls or doors.
How are they covered in the Livonia map?
@signal coral Thx for the suggestion. I will try that.
Hi, I'm trying to have an AI group join an APC and have that group act like placing mechanized infantry down does in the editor, I.E. they'll board for movement waypoints and disembark on contact, however whenever they join the APC it just drives off to the first waypoint without waiting for the infantry to embark, despite syncing waypoints and an activation condition
I've tried
`_aliveUnits = (units (group1)) select {alive _x};
({_x in apc1} count _aliveUnits) == (count _aliveUnits)`
(group1 being the group in question and apc1 being the apc in question)
to no avail in the waypoint activation
I have the infantry waypoints in this order
join>load (which is synced to the first apc move command, of which that first movement waypoint has the above activate condition)
What am I getting wrong?
I don't have an exact answer to your question but if I understand correctly, maybe on the first load waypoint you could set the minimum, medium and high waiting time for the waypoint to be considered completed
did that work?
sorry, was trying to trouble shoot, unfortunately not, it seems they don't want to follow the load or get in after they join the group
https://community.bistudio.com/wiki/unassignVehicle - read the note in the description
https://community.bistudio.com/wiki/addVehicle
https://community.bistudio.com/wiki/assignAsCargo
You can try something with those, but I don't know if it'll help.
After a couple years of trying I've given up on trusting the AI with anything more complex than firing their gun.
thanks, I'll play with these some and see if I can't get something to work,
I've noticed if you add a vehicle to a squad with an infantry squad lead AI doesn't use it very well, they get stuck in a loop embarking and disembarking sometimes as well
I have a problem which is when I tell a helicopter to wait until this trigger is activated. it does wait a while, but then just leaves after about 4 min. basically, my mission is that the heli flys in, drops you off, then flies to a waypoint, waits until you kill a guy, then flies down and picks you up, and then it flies away. The οΏΌonly problem is that it only will wait and then just fly away after a while. Help?
I fixed it
So I converted a few .paa files that open fine in texview2, but when I try to load them in a mission file, it says error loading
I tried just the basic .png files too, same thing
I have no clue what's causing it
.png wont load in arma. try converting to paa with imagetopaa
Already did, same thing
and it converted successfully?
I can even re-open it in texview
Make sure your path is correct
It is, instead of getting an "cannot find" error, I get a "failed to load" error
The only thing I can think of is I have my entire documents folder on the one drive for backup and its messing with something
Just in case, relaunch your game
Relaunching worked. Odd, I had relaunched it earlier and it didn't change anything.
Oh wait, still not working for my ORBAT textures.
Where is the pictures folder?
In the mission folder
C:\Users\...\OneDrive\Documents\Arma 3 - Other Profiles\...\mpmissions\Liberation%20Eridanus.Altis\pictures\image.paa
works, but pictures\image.paa doesn't. This is actually a known issue apparently.
I have another question about the ORBAT setup though. How do you get generic names working?
That's exactly where I'm looking, but I don't understand what it means by CfgWorlds >> GenericNames
Open config viewer, navigate to CfgWorlds and it should contain a GenericNames subclass or attribute.
Further down the example shows it being used like so:
commander = "NATOMen";
Oh snap, thanks
There are so many CFGs wow
I'm going to have fun exploring them
Not 100% sure why "NATOMen" worked but "GenericNames" didn't, they're all classes under cfgWorld
Is there a way to display both first and last? I assume `commander = "NATOMen" + "NATOMen"; wont work
Not using generic names I think. Hardcoded probably yes, but that doesn't seem relevant to you.
Is NATOMen a subclass of GenericNames?
Documentation says it can be a class from GenericNames (meaning subclass of GenericNames), and GenericNames is not a subclass of itself.
Makes sense now?
Interesting
And yeah it does
I think I understand how that works on the coding level
COS_equips
armastuff
VTN_AMUN_G_TACTICAL_CF
anybody know what mod packs these are from?
i accidentally made an override of a save file, and now i cant get into one of my missions because of the assets that are missing.
any recommendations on how to find what packs they're from? i'm fairly new to mission making, and it took a fair amount of time to make; in short, i cant get into a mission because of missing assets, plz help.
if screenshots are needed, dm me, and i'll reply as soon as possible
VTN is really self-explained isn't it? Veteran MOD
what i might just do is load all my mods, remove the ones i know it isnt, and then delete the ones i dont need
@young herald COS_equips is from C.O.S.
Hopefully correct location. So i can get the orbat to work on SP, is there a way to get it to work on MP?
During SP play, the markers will follow the squads etc etc as they move. However during MP play, they init like normal but dont follow. Curious if theres a way around it or if its another module that just doesnt like MP usage
checking my modlist, i dont even have veteran mod subscribed to-
same with C.O.S
when you say modpacks do you mean separate mods in a collection or actual modpacks where people bash in who knows what
@young herald
as mods just on their own are just called mods
modpack is what is commonly known as game breaker due to usually unknown and often dated content
I'm not sure if this is the place to ask but, i am trying to create a Mission Where Certain outposts have guard with animations, my question is how do i set it up so when there are shots fired the guards stop animation split up into groups and search the area , and I'm not sure how to detect a shot being fired, and currently I'm using polpox to setup the animations and I'm not sure how to incorporate that
There are editor mods for that try 3den enhanced it might gave the option to set animations i the unit attributes and still let them take cl tact and fire back
3den enhanced has that yes but only for a select few animations
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
see the first example on this page for the wait until code. You'll have to tweak it if you're not using ambient anims but should put you on the right track
BIS_fnc_ambientAnimCombat is probably better in this case, as you can set a condition for when the animation should be stopped
hey guys, im doing a campaign on RHSPKL, (the RHS jungle map) and im worried about proformance, can i use the hide terrain object modual on a large portion of the map to increase preformance? or am i stupid?
turn down view range like it says
yeah ive done that, is there anyways to improve it further?
Hi, I'm trying to find the name of the respawn module. I've seen it in other missions of when you die, you get sent to a map view that has loadout and a button to resapawn
How would i go about setting this up in a mission I've made?
Thanks in advance
Eden editor attributes β multiplayer β respawn?
also systems β modules β multiplayer, from here place βrespawn positionβ
Thanks! I didn't know about editor attributes haha
Im pretty new to this
But that's exactly what I was looking for thanks!
Is there a way to set loadouts?
My goal is to respawn players with just an AK & a couple mags
there's supposedly "CfgRespawnInventory" but I can't see a way to use it in 3den editor
It mentions something about the files
but I don't really understand how that works
If there is a predefined class, you can use that one. See https://community.bistudio.com/wiki/BIS_fnc_setRespawnInventory
If you want to define your own: Create or open the Description.ext in any editor and add something like that at the end:
https://sqfbin.com/edajeyezebalajusewiz (not the link put the 'code' you'll find by following the link)
now put [this, "AK12"] call BIS_fnc_addRespawnInventory; in the init of every unit. Or use [missionNamespace, "AK12"] call BIS_fnc_addRespawnInventory; in the initServer.sqf
Lurker here, Question is there any way to have a Sound play at a poss and then when they leave that "Trigger area" it will move over from a location sound to a Music effekt? (i have minimal skills in Scripting)
@karmic solstice With "move over" you mean that your sound file is very long, and that you want it to continue when they get out of range?
Eg not start at beginning of dialogue again (or whatever it is)?
uh, sounds to me like "make music start playing when player enters area x"
if the sound effect should sound like a radio first and then bleed over into a real background music track ... pretty sure that's not possible
Hmm π’ ok it would be cool but i belived it was that way
Hi, I'm trying to have an AI fire a vanilla RPG7 at a specific target on a waypoint activation, in this case an invisible pen with simulation disabled named "targ1" once then stop, and continue on a waypoint, basically having it shoot at the side of a building
so far a few different combinations of selectWeapon "launch_RPG7_F";
fireAtTarget;
and
forceWeaponFire
have proved fruitless since I don't know much about syntax and scripting
are there any possible simple soluions?
the simulated target doesn't really matter, I just figured a pen would be easier since it's a small target
Not really sure how did you do that though, BIKI is always your friend:
https://community.bistudio.com/wiki/selectWeapon
https://community.bistudio.com/wiki/forceWeaponFire
or maybe
https://community.bistudio.com/wiki/BIS_fnc_fire
How much resources do mines tend to take?
Like talking large UXO fields maybe 500 units or so
yea I tried
soldier1 selectWeapon "launch_RPG7_F"; soldier1 = this fireAtTarget [targ1,"launch_RPG7_F"];
and
this selectWeapon "launch_RPG7_F"; this spawn {this dotarget targ1; sleep 0.5; while {alive targ1 and alive this} do {sleep 4; gl action ["useweapon",vehicle this,this,0]; }};
specifically but neither one works so far, both found from various BIforum posts and youtube videos
tried it on unit init, waypoint activations, trigger activations and I can't quite get it to work
though using the 2nd code I can get it to shoot its main weapon until it runs out of ammo at the pen
and the 2nd one uses a gamelogic called "gl" though I don't know what that actually means
useweapon action is kinda glitchy, of course it would work but I wouldn't recommend. I'll fetch a code for you if I can
yea I messed that second one up somehow too
thanks, the help is appreciated
or rather I tried
null = this spawn {_this selectWeapon "launch_RPG7_F"; _this dotarget targ1; sleep 0.5; while {alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};
to just try and test to get the rpg to fire
...Yeah, I know, SQF and Arma are sometimes weird to do a simple thing, looks it must be overcomplicated than it should IMO Β―_(γ)_/Β―
yea, I just wanted to add a little flare to an AI attack lol
it's not that easy
ai is very picky about when to shoot a missile launcher
you can try myUnit forceWeaponFire [secondaryWeapon myUnit, "Single"]; after using doWatch and doTarget, but it might not work
then you can try [myUnit, "the launcher weapon"] call BIS_fnc_fire; that should probably work better
however, it's possible that this also won't work, because sometimes the ai is blocking it
my tl;r is - use this only in very simple scenes. "running along a way, stopping, shooting, then continue running" is a step above "very simple scenes", so all you can do is try the above and see if it works. if not, better do something else.
Im having this issue, that i made a Headhunters mission, with mods, (copypasted the mission and all its files, replaced the Units (keeping all their INITs)) and the mission isnt showing up
fixed it
anyone know of an animation for just interacting/hacking a computer/laptop ?
Is there a way to change the order of which decals render in? In my case, I need the helipad decal to render above the dirt. https://i.imgur.com/70jQLPL.mp4
Eden order mayhaps?
What's that? π€
Ah, no I've tried that. Seems like some decals just have priority over others.
I'll just have to work around it.
@buoyant vault have you tried physically moving the helipad icon above the ground?
I know its a decal but sometimes the position helps with priority
I tried. Didn't help.
Is there anyway I can have a vehicle held in place in mid air with engines running like a transport plane that when I have players teleported into it that will then start to move once everyone is in?
yes, you can disable collision, or attach it to some invisible object
sorry, I meant disabling simulation, but then players would be frozen
I take it I can turn simulation back and then the plane will move as intended after all players are in?
yes, but I am not sure players can do anything, as in even turning their head or anything
it might be better to attach it to an invisible helipad a hidden plane for example
Its my first time Making a mission: the players have to disable 3 data terminal which i do with :
this addAction ["Deactivate jammer!",{(_this select 0) removeAction (_this select 2);hint "Jammer deactivated"; [jammer1,0] call BIS_fnc_dataTerminalAnimate}];
then after that action i want to trigger a task to complete how can i do that i have 0 experience in arma scripting how can i do that?
thx
does anyone know of any good WW1 assets? ive been looking for some infantry equipment , all i know of at the moment is Remembrance
ping me if you have any good ones, i currently have the server muted
@next oracle someone asked that not long ago and one mod was suggested. Cant remember what that was or who it was but you could do a search for WW1 on the server
how can i stop ai from going through walls AAAA
not at all
Anyway got a neat collection of mission making tools/mods they use?
3den Enhanced is the only thing I really use, and some composition mods (ZEI, ZEC, etc.)
7erra's Editing Extensions
^^ I used that more for mod developed and advanced mission development (which include a lot of scripting). Not as much for regular mission making.
But the config viewer π
just looked at the workshop picture why tf is that not standard?
https://steamcommunity.com/workshop/filedetails/?id=1673595418
I'd put there this aswell
When creating some kind of location for things to spawn on, I've always seen people use the markers (especially the empty marker), but is there any good reason to use markers instead of a Game Logic?
I'm using Game Logic because 1) I can see it in the editor 2) it has an Z position 3) it can function as a container to hold variables.
So my question is this: Any reason not to use the Game Logic over markers?
Performance - game logics have an AI, a group, where markers are only a bag of some values
I figured something like that.
You can put an invisible helipad near your terminals, since you have several terminals use the same number of invisible pads. Name them each like term1, term2 etc. You can then use deletevehicle βterm1β; at the end of your terminal action. have a trigger with condition β!alive term1β, sync it to your objective complete. Do for each terminal.
So basically, once they hit the terminal it deletes the helipad and triggers objective complete.
Also, Iβm assuming you are using the intel modules to create a task, and mark it complete etc.
The assigned task gets synchronized to the complete module, which is synced to the trigger.
what about invisible helipads? Performance wise better than Game Logic, or basically the same?
way better than game logics yes
maybe a teeny tiny bit costier than markers because they are still objects and computed by AI for landing, but really not a big trouble - if you want an anchor point visible in the editor, go for it
i'd just use helper objects
will try that thx!
Thanks mate that's perfect
as init:
this addAction ["Remove this action!",{(_this select 0) removeAction (_this select 2);hint "StΓΆrsender Deaktiviert"; [jammer1,0] call BIS_fnc_dataTerminalAnimate}]; deletevehicle jammer1a,
it deletes the jammer instant do i need to do this with *(_this select X) again?
it should delete the jammer1a AFTER the action is done by the player!
deletevehicle should be inside the action (i assume?). right now you have it outside so it is executing when the action is added, not when it is used/removed.
so in between } and ]? sry im a total noob with arma scripting?
after ...Animate,add a ; then the delete thing
thx
hi everyone :)
Im fairly new to the campaign making thing. so i was wondering if anyone could help me learn the things inside the game related to campaign making π
A campaign is a collection of single missions which are related in one way or the other. Here's the documentation about it https://community.bistudio.com/wiki/Campaign_Description.ext
@storm meteor
@west silo thx but i think my thought about what a campaign is in Arma 3 are a bit off xD i was looking to learn how to edit maps and open servers for me and my friends to play on π
Just out of curiosity does anyone know what is the difference between Sahrani and United Sahrani maps from CUP? Just curious they look identical to me
same as in Armed Assault *Queen's Gambit:
North & South are unified, no more "no man's land" nor checkpoint in the middle of Corazol
@primal star β
ohh alright makes sense I havent played armed assault so probably why I didnt see it
Hello everyone!
I'm trying to start my own arma 3 server and i need someones help. Is there anyone, who could help me setup everything? I need help with settings. Especially when it comes to ace3, mcc4 and relation between them. Thank you!
@open grove Hey bub. Not sure if I can help with everything. Seems broad. But if you have a specific question, feel free to PM me. It sounds like you're trying to load mods on a dedicated server
This post is pretty up to date and answers that:
Also you might want to head over to the server_admins channel :)
This might be a stupid question but I hit some kind of hotkey by accident in eden editor and have no idea what i've turned on, but can anyone tell me what the light-blue half-box under an object is? Its the same look as when you disable simulation, but its light blue instead of red.
dynamic simulation maybe?
that's exactly what it was! THank you!
Thank you, pm has been sent
Hey guys, is there anyone here that can coach me into complex mission making? I know a lot but do not know how to do those automated strongpoint things where you go around the map killing targets, trying to make a map like that for a large group of friends, any help is appreciated
Better to sort the word: you're making a MISSION not a MAP ( #arma3_terrain ), so wouldn't confuse anything
Oh yeah, trying make a MISSION for the group of friends
So well, anything advanced will require some SQF codes. Better learn step by step
Where do i start
Check the pinned in #arma3_scripting
ah damn, scripting is a weakpoint of mine, time to try to learn
Right so i am trying to get into a bit of zeusing cus it looks like a bit of fun, one issue i am having is when i link a waypoint in eden to a trigger rather then waiting for that trigger to be set off right at the start of the mission they simply head to the waypoint.
Anyone know a way to fix this or am i just doing something massively stupid that i haven't noticed?
Zeus β 3DEN
Now I'm not entirely sure and I can't test it now, but I think synchronizing a trigger with a waypoint has a slightly different effect:
The group moves to the waypoint and then waits there until the trigger is activated before moving to the next waypoint.
Set a hold waypoint on the unit then their move/SnD etc waypoints. Sync hold waypoint and trigger with blufor presence or whatever then try. The squad will move to the hold then wait for baddies to enter the trigger area before moving again.
Evening friends, I'd like to know: How is it possible to make a Loadout Selection screen similar to Apex Protocol, where once every player selected their loadout, it begins the mission?
I think Apex Protocol uses https://community.bistudio.com/wiki/Description.ext#CfgRespawnInventory.
How to use that is explained here, in the last table entry:
https://community.bistudio.com/wiki/Arma_3_Respawn#Official_Templates
Would there be a way to count how many civilians are killed in a village? if so, can i make a mission fail if X amount of civilians are killed.
does anyone have any links or now how to use script in server missions
There's no one and only way
Of course. Are all the civilians in your mission in that village?
Yes
I would eventually like to have the missions sprawl over many villages
But Iβm starting small because I donβt know how to script, any further than doStop this;
@shell fox
SP or MP?
MP
initServer.sqf:
CiviliansKilledCounter = 0;
{
if (side _x == civilian) then {
if (_x distance CenterOfTown < 200) then {
_x addEventHandler ["Killed", {
CiviliansKilledCounter = CiviliansKilledCounter + 1;
if (CiviliansKilledCounter > 10) then {
"EveryoneLost" call BIS_fnc_endMissionServer;
};
}];
};
};
} forEach allUnits;
```This can be improved by using `units civilian` from A3 2.01 on.
For multiple villages it gets more complicated, this also does not work with HC.
@signal coral 
[missionNamespace, "CiviliansKilledCounter", 0] call BIS_fnc_getServerVariable;
@west silo and that would pop up in a window? or a little bar?
systemChat str ([missionNamespace, "CiviliansKilledCounter", 0] call BIS_fnc_getServerVariable;)
Now it pops up in chat
If it was executed from a client.
Ok
anotehr unrelated question
I made respawn works right, but I keep respawning on my body
i wnat to respawn on a point
how do i do that?
set a respawn point
respawn point and respawn position are the same thing right? @cinder holly
yep
I set them
they are placed down
and i synced them to some vehicles
@cinder holly
but it still says "force respawn" and i respawn by my body
FIXED IT
β¦aaand did you happen to sync them to the unit you are trying to respawn there?
I had to go and tick the "select respawn position" in the MP settings
I'm using Civilian Presence module to simulate alive cities and I'd like to change their appearance. According to wiki, the "Apply random loadouts" works perfectly, but I'm unable to change their identity. Everytime a NPC spawns, it has a default "white" face, not what I defined in my script.
[_this, selectRandom ["UK3CB_ADC_C_CIV_CHR_01","UK3CB_ADC_C_CIV_CHR_02","UK3CB_ADC_C_CIV_ISL_01","UK3CB_ADC_C_WOOD","UK3CB_ADC_C_CIV_CHR"]] remoteExec ["setIdentity", 0, _this]; How is it possible it's not working if it's same script as in wiki, with just classes changed?
Can you post the script context of that code?
Have you defined CfgIdentities?
https://community.bistudio.com/wiki/Arma_3_Civilian_Presence it's somewhere in the middle of this article
same code, just with other classes
i'm trying to use already-made identities, not customs
Are you sure that 3CB provides these identities?
okay, I confused head identity with unit class
π
How would I make an AI stay in a building by all means? Or make them stay within a boundary?
Hoping there is a module
Because having to trace boundaries with a script would be a pain, and I donβt even know how to script
can't remember it it is a vanilla module, or from 3den Enhanced, but I use the Garrison Module to put them in buildings and keep them there (with a few exceptions)
Oh yeah, garrison module exists
Not on PC rn, but you can edit the garrison bounds right?
you can set the range on which the unit/group will find suitable locations
So the AI finds the house?
If I put them into the house it is most likely that they will stay in it, Iβm sure
they will be moved into that location
Ohhhh
and not being able to move anymore
would any of you guys have experience editing the sqf files for dynamic recon ops
by any chance
just now implementing this, what console do i put it in
What you trying to change?
friendly ai in squad from 8 total including player to 12
and maybe the transport heli to a chinook but that seems more extensive
The AI in the squad wouldnβt that be an editor change?
im not even sure how to get the mission into the editor
Is a there a way to co-op edit, with like 2 people?
no
it is possible to have multiple zeuses and uses some scripts to export whatever you made; but the editor is 100% singleplayer
imagine a 2 player eden editor that would be sick!
@signal coral only way I can think of is using the merge function
you make a piece of the mission
your friend makes another piece
and then you merge
it's pretty annoying to use though... if you merge 2 missions which have objects at the same place, than you'll get both objects, which will result in fireworks when you start the mission.
so it works if both people work on different parts of the mission (aka different locations), and don't have any shared objects
yup, not that great, probably not meant for that purpose anyway
I recall someone managed to create a coop mode for terrain making though
not sure if Plopper supports that, or X-Cam π€
but I guess the same applies; editor is SP, Zeus can be MP
yeah don't think it use that to eden
but maybe its a proof that its possible? not sure on the differencies
trying to make a mission start scene brutal, and cinematic, do these look good?
now I just have to figure out how to make music play when I walk out of a corridor
is that possible^
playMusic
how do i specify what music to play, would I have to import an MP3?
alright, how would I trigger it?
Somehow. That's what you need to think by yourself
is there any way to add more health points to a character in a mission?
using the "HandleDamage" event handler, but it is tricky
Console? None.
You place the code in a file called initServer.sqf in the mission root folder. That file runs on the server when the mission is started.
If you don't know how to find your mission root folder, open your mission in 3DEN and go to the top left: Scenario > Open mission folder (or something like that).
if (CiviliansKilledCounter > 10) then {
"EveryoneLost" call BIS_fnc_endMissionServer;
};
```This part of the code makes the mission fail (for everybody) once more than 10 civilians (that were in the town when the mission started) have been killed. If that's not what you want to happen, you have to edit that code (change the `10` to a different number for example).
`CenterOfTown` has to be a position in the center of the town. To achieve that, you either replace `CenterOfTown` with a position of your choice (positions look similar to this: `[0, 0, 0]`) or you write `CenterOfTown = [0, 0, 0];` at the very beginning of the code (replace the `0`s with appropriate numbers!).
As it is, the entire thing will only work for a single town and the civilians have to be placed in the editor (not dynamically spawned during the mission).
Holy cow, thanks so much dude, true saint
are the addon options not exported via workshop upload?
β¦which "addon options"? π€
uff ok i need to get back in the game then
basicly the stuff for ace medical etc u can setup in the taskbar above
let me find the right name
settings->Addon options (ctrl+alt+s)
then u get a window for game options
server/mission/client
workshop uploads are for uploading your own mods, missions, and creations (objects set)
so settings are local to your machine, I don't see how/when you would want settings to be uploaded π€·ββοΈ
hm okay
basicly i need this // A3TI
`force A3TI_ALLOW_VANILLA_TI = false;
// ACE Nightvision
force ace_nightvision_aimDownSightsBlur = 0;
force ace_nightvision_fogScaling = 0;
force ace_nightvision_noiseScaling = 0;
` to be included as settings for the mission
would that be in the initserver?
hm maybe i did something wron i try puplish and run it from the workshop
strange it did but not on the first puplish
Those look like CBA settings
ace works with cba so yes
it worked on the second puplish but no clue why not on the first
Did you add a cba_settings.sqf in the mission folder before publishing?
no
In that case it won't work...
At best it used your local settings
it was set as mission settings via Addon options and did set them for the second puplish to the workshop and it worked fine
π€ I doubt that works
Because if you set them on your PC, it of course works when you test the settings
could give u the link to the workshop file u need few mods though
but i loaded the mission from the workshop
not the editor
my client settings are diferrent
Doesn't matter; your graphical settings also don't change per mission π
no but these arent set via server, mission or client
So in cba_settings.sqf inside the mission folder/pbo
Or from the user profile settings
Hey guys. I am making a campaign with a series of small missions. Every mission has a unique insertion and extraction point carried out by your transport helo piloted by AI. Since i want missions to feel a little dynamic, the Helo takes off (with ground team) to the insertion marker on map, drops off the team to complete the mission and moves to a wait point untill team reaches extraction point. Helo then picks up the team and returns to hq. The problem is that the helo lands at extraction point for around a couple second before taking off and RTB. Typically this time is just enough to get into the helo but i want to increase the window of time helo waits at LZ (preferably until the group leader boards). I don't want to use triggers as the mission is supposed to place markers dynamically and helo waypoints are linked to those markers. I only know how to move markers on the map and not triggers. Any suggestions for the commands that i can type in the waypoint " on activation" or "Condition"?
!(unit1 in helo1) && !(unit2 in helo1) && !(unit3 in helo1) && and so on... Should work
On condition. You have to name the units tho
For pick up wait you should check the ones alive or boarded
(unit1 in helo1 OR !alive unit1 ) && (unit2 in helo1 OR !alive unit2) && (unit3 in helo1OR !alive unit3 )...
hi,m can anyone give a code i can put in the init of an object to play a 3d sound?
i tried some but they wont work.
i tried this one:
speaker1 addAction [ "PLAY SOUND", { speaker1 say3D ["hades", 1000, 1]; } ];
speaker1 is the variabel name of the speaker i placed
PLAY SOUND is the hint which is shown
hades is the name of the sound file
this code adds an action, it does not play the sound by itself
how does it not work then?
i watn the player to walk to the speaker, then he will see an addaction and if he activates, he hears the sound in 3d, i need 50 meters
d@cinder holly ok now it works, strange. haha. can u tell me how i can set the hearing distance to 50 m do i need tp set it in the speaker init itself or in the description.ext?
in the sound definition (CfgSounds), there is a max distance setting
// filename, volume, pitch, distance (optional)
sound[] = { "fx\wolf1.ogg", 1, 1, 100 };
ah ok thanks. and what are the 1000 and 1 in this init code?
speaker1 addAction [ "PLAY SOUND", {
speaker1 say3D ["hades", 1000, 1];
} ];
ahok, so if i want to hear the sound just 50 m i need to put a 50 in the description.ext and erase the number 1000 in the init code of the spwaker?
or put also a 50 in it
?
I suppose one of the two - you could set it in CfgSounds and just use obj say3D "mySound" without the array
anytime
Hey man, I tried that. The problem is that if it is the activation condition for the "Load" waypoint, then the helo never lands. And if i use it as an activation condition for the next waypoint then the helo lands, takes off and stays in the air.
You could use just move waypoints with https://community.bistudio.com/wiki/land on the activation
And after that you can place anothet move waypoint next to it with the condition on
You can use invisible helipads for more accurate landing spot too
You can have the second waypoints complete radius to cover the whole landing area, so it uses the second waypoint just for condition checking
The extremely lackluster A3 AI and waypoints... my least favourite combination of them all 
It might be possible to wait until the helicopter has landed, then use disableAIon the pilot(s), wait until boarding is done, then use enableAI to allow the AI to do what it does worst (move to the next waypoint) again.
No idea if this will work.
Yup i tried that too. It works when placed manually and run independent from the main scenario(i like to test buggy parts in a separate testing file so that I don't have to go through the entire scenario just to test one bit) but when placed via script doesn't work. I did a temporary solution by increasing the waypoint completion time to 45 secs (from 0) so that once the helo takes good 10-20 secs to land, it'll stay for around 20 secs more and allow players to get in. But I still have the same problem that if noone gets in, the helo will not wait and RTB.
i can create a loop and keep the pilot AI disabled untill the group leader gets in. I'll let you know how it goes.
and thanks a lot for quick reply and suggestions guys. Really appreciate it.
I tried using a hold waypoint but the problem is that it needs an external trigger and i am trying to avoid using those.
Here is a example mission
@grave pelican
Works little different that i earlier said. It counts players group units and checks how many in vehicle. Like this {_x in _helicopter} count units _playersgroupname == count units_playersgroupname"
i am looking through the file right now. You used transport unload waypoint to check if the player is in the helo or not. I'll try using that waypoint
I was using the move waypoint to check if player is in the helo or not
Other than that, the script is same.
It doesn't actually matter i think. The transport unload automaticly kicks the player out when landed.
Theres another check in the transport unload waypoint that is just reversed version of the same condition {!(_x in _helicopter)} count units _playersgroupname == count units_playersgroupname
also I didn't place the invisible helipads either. Do they effect the script?
only the landing spot afaik
They doesn't affect the script but the AI pilots land better on helipads
sometimes if lot of trees and bushes in the area the AI pilot can sometimes land pretty far from the waypoint, if no suitable places found
I'll place them. Maybe the helo is landing a little too far away from the exfil marker to be in the completion radius.
ah unfortunately i am having the same problems with the new condition. Helo barely touches the ground and then takes off. @Toksa your sripts are working provided i manually place the waypoints. And I can't do that. The waypoints needs to be dynamically placed depending on the mission and player choice in game. I'll place a hold waypoint if its possible to complete it without a trigger.
You are making the waypoints with scripts?
Do you need to place them multiple times during mission?
You could place the waypoints already in the mission and give the waypoints new position with the scripts
I have created the waypoints in editor and the first waypoint is scripted that it sets the precreated waypoints at different markers. So what i am doing is making a campaign where the helo takes you to insertion, waits at a specific marker and then picks us up when we reach the exfil marker taking was back to base to report to command as "mission complete" and the command then gives us the next mission.
Did you use the Land command on the waypoints btw?
yeah i did
Helo also lands when you order the group to get in. (Of course you need to group to do that thou)
i was experimenting with the "waitUntil" command but couldn't get it to work quite right
you could use waitUntil command on script. Im not sure can you use it on waypoint or trigger (except you spawn it)
what i wanted to do was waitUntil{(isTouchingGround helo1)== true}; helo1 EngineOn false.
then i use the next waypoint to turn engine back on.
I'll check out the spawn command
maybe i am missing that
lmao the waypoints work now.
Idk what exactly made them work though. I added helipads. Changed the placement radius to -1, switched move and load waypoints and finally increased the completion radius of second waypoint to 500m.
Thanks a lot @eager smelt for your help man.
π
Hello
I have created a mission and I wanted to start it . then i accidentually klicked on save and not on loading. Then the mission was gone. How can i bring it back ?
hello @cinder holly
no my mission was replaced by an empty map. And all the things i created are gone.
ah yes, save instead of load - then, if you didn't make any backups, you are out of luck
Ok then i am out of luck. thank you!
sorry about it!
bye
is there a way to make the spawned AI move to a specific area and stay within those limits? let's say it spawned 1000m from it the AI will move to that area and stay on its limits. side note (I'm spawning units via module)
Which module?
@sly lake If you are using the Spawn AI module, then look at the "Expression Field"
you can for example create a waypoint when a group is spawned
(_this select 0) addWaypoint [position player, 0];
_this select 0 is the group
that one (Spawn AI), now refering to _this select 0 it will be always 0 or do I have to number every group that will be created?
ok thank you
Thanks!
does anybody know the pixel size for images to replace the briefing screen object ingame? (i think this is the right channel for this?)
the default image is 2048x2048 but it is split in two between the tv and table feed
look at a3\boat_f_destroyer\destroyer_01\data\destroyer_01_screen_01_co.paa
so it is basically two 2048x1024 images, tv feed on top and table beneath it
Thanks! is it the same for the "Briefing Room Screen" from the jets dlc? ( it has 2 legs and is a standalone object
π€ i only saw the jets one when i searched in editor
ive tried searching around online and most places only seem to talk about the one in the USS freedom or the destroyer and there doesnt seem to be much about this one
whats the class name?
"Land_BriefingRoomScreen_01_F" , i think this is it?
that is the jets one
yeah
then what object were you talking about in your first message?
i think the confusion is what was said after. my reply was for that standalone Land_BriefingRoomScreen_01_F object.
would you happen to know what it is for the object im asking about?
if you arent asking about Land_BriefingRoomScreen_01_F then i dont know what object you are asking about. thats what i'd need the class name of.
that is the one im asking about, i assumed it was different from the one inside the destroyer you told me about
nah. i think it just shares the destroyer filepath because that is what it was introduced with.
so they are the same size?
idk. i only know what it is for Land_BriefingRoomScreen_01_F
ok, thanks anyways
you should try with 2048x1024 or similar. the pixel resolution doesnt matter as much as the aspect ratio because the image will be stretched to fit.
if you are saving as jpg it can be any resolution of that ratio, but as a paa is needs to be 2^x / 2^y. (2048x1024, 1024x512, etc).
ive tried keeping the ration from 512x256 up to 2048x1024 and the image doesnt seem to change size on the screen at all 
the pixel resolution doesnt matter as much as the aspect ratio because the image will be stretched to fit.
so if 2:1 isnt it then try other ratios but yeah idk what object you're talking about exactly.
i would post a picture but i dont think im allowed in here D:
#screenshots_arma might allow it
or you can link to imgur or whatever
just describe what the link goes to when you post it
ive tagged you with it
yea, that is Land_BriefingRoomScreen_01_F. it is 2048x2048 where that screen only uses the top 2048x1024 and the table variant uses the bottom half.
so i should make all my images 2048x1024?
you should design them as 2048x1024, and save them as the top half of a 2048x2048 image.
How to make a city part be destoryed on Altis ? is there a script I wanna make a scenario like in a completely bombarded Kavala so the houses have to all be destoryed
grab the buildings, setDamage 1?
I believe there even is a module for that (and if it exists, I don't know if it is MP friendly)
is tehre a way to do combat patrol except it does not TP you to the location, and you can just go to any location that is marked?
it is possible, but requires quite a bit of scripting.
hey people, can two players use unitcapture at the same time in MP?
Probably.
Is there a place to find the image resolution size to fit the various rugged monitors, white boards, and propaganda flyers in the editor?
I'm trying by trial and error right now but my images keep getting cropped.
Personaly i search the default image of the white board for example and i import it to photoshop. If you don't know how to found the path just put your object in the editor, right click and show in config viewer, than at the left bottom u see cfgvehicles\"classname of ur object" click on it and search the line "hiddenselectiontextures = ["folder\nameoftexture.paa"];"
Here it's the folder of boards textures :
a3\structures_f\civ\infoboards\data
For convert .paa to .png just open the image with texview (arma3tools) dans click on file and "save as"
Thanks you ππ»
np
Does anyone know of a command that i can use in zues to make a Player turn into an AI?
You want a player to control an AI?
Only Zeus can do that, with the 'remote control' module right in the same submenu with arsenal and zeus lightning.
no i want a player, who is playing the game normally, turn into an AI, such that he either gets kicked out or just watches how the AI is controlling his body.
There is selectPlayer
How do you guys plan for a campaign? Writing my first campaign plan uo now for me and a few friends and it proves tricky coming up with ideas. Any hints or tips would be appreciated
it depends on what kind of action you are after, and what the resources are π
So is there a way I can have x amount of tickets per side, and when they run out, switch to spectator?
I don't even see any option to configure respawn tickets
Ah it's on a module and not the damn menu
ok I see
frick
Watch some war documentaries. You'll get lots of ideas for different engagements.
hwo would i edit a supply drop that the support modules provide?
found out how to do one item, but how do i do 2 types of ammo?
anyone willing to make me a training base? for my unit?
#creators_recruiting is the place to find out
If I wanted to rate limit my JTAC to call in a supply drop once every hour, how would I do so?
Depends on how you enabled him to call in supplies.
Via support requester/provider modules
The provider is AI, my the requester is going to be a player
@shell fox
That probably requires advanced magic that I can't provide without access to the source code of the (module) functions involved.
That's what I think (right now) at least, maybe someone else knows a better alternative.
There might be some timer script that only lets it be available if the timer is on 0, once requested the timer goes to 60 minutes
The problem is getting notified when the request is made.
The problem is also making the request option available / unavailable.
Yeah
Iβm trying to make it so the JTAC canβt just spam requests for loads of ammo
We played part of the op and supplies were somehwat scarce and that is what made it fun
I only want that chinook to drop some every hour or 2, but if I canβt I either have to tell the JTAC myself or just remove the supply drops
I had to do the latter with CAS
They said it was fun getting pinned down, and having CAS would ruin the fun, so I had to remove CAS, or I could make it really stupid CAS
Or just really easily shot down
@signal coral Just a timed loop and this https://community.bistudio.com/wiki/BIS_fnc_limitSupport
You can access the value from the namespace in SupportRequest module you drop and add on top of it using this function. Notification wise, it may be autohandled by module or u can just play a radio notification just like the module does.
is there anything different in Eden vs 2d editor to define playable slots also usable by AI?
it should not be any different, did you spot something?
can't get them to shows for playableUnits
in sqm they have:
class Attributes
{
init="BIS_grpMain = group this;";
isPlayable=1;
aiRadarUsage=2140110735;
};```
yes
waitUntil {((count allPlayers) > 0)};
diag_log ["allPlayers",allPlayers];
diag_log ["playableUnits",playableUnits];
diag_log ["switchableUnits",switchableUnits];
_units = [];
{
_units pushBackUnique _x;
}
forEach (allPlayers + playableUnits + switchableUnits);```
in my old game mode playableUnits works just fine. yet for some reason in Escape mode/Eden based something is bugged
(stating the obvious) but Eden is singleplayer, so maybe the following?```sqf
[switchableUnits, playableUnits] select isMultiplayer;
Eden, SP, hosted works fine
just DS bugs out for some reason
also super annoying is it updates mission.sqm/addons[] and AddonsMetaData[] despite auto save disabled
seems like if you do a test from Eden as SP/Hosted, it saves automatically
ah, ok!
i dont get it π
group player => <NULL-group>
the playable slot AI => <No group>:3 (O_Soldier_AR_F) REMOTE
15:05:27 ["BIS_grpMain 1",[O Alpha 1-1:1 (test) REMOTE,O Alpha 1-1:2,O Alpha 1-1:3,O Alpha 1-1:4,O Alpha 1-1:5,O Alpha 1-1:6,O Alpha 1-1:7,O Alpha 1-1:8,O Alpha 1-1:9,O Alpha 1-1:10]]
15:05:27 ["BIS_grpMain XXX",O Alpha 1-1,[O Alpha 1-1:1 (test) REMOTE,O Alpha 1-1:2,O Alpha 1-1:3,O Alpha 1-1:4,O Alpha 1-1:5,O Alpha 1-1:6,O Alpha 1-1:7,O Alpha 1-1:8,O Alpha 1-1:9,O Alpha 1-1:10]]
15:05:39 Cannot create object 4:5 with type[AIGroup], param[group], NMT code[103]:
15:05:39 Cannot create object 4:6 with type[AISubgroup], param[subgroup], NMT code[107]:
15:05:39 Client: Object 4:6 (type Type_108) not found.
15:05:39 Client: Object 4:5 (type Type_104) not found.
15:05:39 Cannot create object 4:8 with type[AIUnit], param[unit], NMT code[112]:
15:05:39 Client: Object 4:5 (type Type_104) not found.
15:05:49 Client: Object 4:8 (type Type_113) not found.
15:05:49 Client: Object 4:8 (type Type_114) not found.
15:05:50 ["BIS_grpMain XXX",<NULL-group>,[]]
15:05:50 ["BIS_grpMain XXX",<NULL-group>,[]]
15:05:50 Setting invalid pitch -0.0000 for L Alpha 1-1:1 REMOTE
15:05:50 Setting invalid pitch -0.0000 for L Alpha 1-1:2 REMOTE```
no join, no leave, no deleteGroup
Any way to prevent the respawn notification from being put in chat in missions?
Yeah
So go to the MP SETTINGS, go down to respawn, and disable that things that says βNotificationβ
@wheat dagger
Thanks, wasn't able to find it though. In Eden, I selected Attributes > Multiplayer > Respawn but there was no setting called "Notification" there.
Try in look in the respawn module @wheat dagger
ohh, alright. Found it now, thanks. Will it also disable the "player forced respawn" messages?
Yeah Iβm positive
thanks I'm gonna check that out
One way to test it, just go to play and go to play in mp, you Can host in LAN so no internet connection is taken up
would be cool because I'm making a mission where after a short intro all players are force-respawned but don't want the mass notifications to break immersion
Yeah
alright it still displays the forced respawn but that's no biggie, I'll check again. On another note, you know any way to force player respawn past a certain trigger so they get thrown into the loadout selection screen?
So once they step on it it loads a load out screen right?
I would just place a virtual Arsenal down (in props menu) and let them pick out of that, you can limit what they use too
oh don't worry there will be one, but I follow the principle of Apex Protocol where after dying players will be able to select a new loadout
arsenal only at start and checkpoints, so to force players to remain tactical and not rush since their gear is valuable
That is in respawn options too, you can tick βselect respawn loadoutβ
How do i set multiple custom respawns on a map? im having a hard time figuring it out
how did you set one?
I havent been able to. the videos ive found are outdated.
oh okay!
well you can either place respawn position modules, or place respawn_west_0 markers iirc
I have the respawn position modules down, with different var names, and the setting in multiplayer attributes set to respawn on custom position, however, they dont show up on the spawn screen, and i respawn exactly where i die
ah, you may need to also enable "respawn selection" something-something in Eden
let me find you a tutorial on the wiki, it should exist
I havent made a mission in arma in like 4 years. forgot how. im just glad its not like it used to be with a 2d editor
"menu position" or something
see https://community.bistudio.com/wiki/Arma_3_Respawn for some more info
oh. i have to write the description thing?
nope, you should not need to
Do i have to add the menu position to the position module?
I am launching Arma in order to check π
I believe the Menu Position thing is in Eden MP settings
correct, same for me
I have the var name for the module as respawn_west
tick "select respawn loadout"
module name doesn't matter here π
ticked it. still nothing
@agile grail I had the same problem, you have to delay the respawn timer.
Do not make the respawn time zero seconds.
Fuck.
might yeet 3den enhanced and see if that fixes it
Alright good luck chief.
Nope π
No clue what's wrong. Menu works fine for me
huh.
Im gonna re-install and see if doing it in vanilla is ok
you don't need to reinstall anything to play vanilla, just play without mods from the launcher?
i have modified so much of the game itself as well
that, and i re-install games from time to time
checking game files cache should do, but whatever floats your goat π π
Does anyone know if there is a way to over-ride the garbage collector script? For example if i want to have certain dead bodies that do not despawn, but others do?
garbage collector is not in charge of respawn, only deletion?
Right, what I'm saying is I want to have some corpses that remain, that the garbage collector won't touch
See also
addToRemainsCollector,isInRemainsCollectorandremoveFromRemainsCollectorcommands.
π
is there a way to remove a particular item from all units (blu+redfor), and add some other items?
regardless of inventory size
Basically, I want to remove FAK from all of them, and add some ACE medical stuff instead
actually, seems like FAK is automatically converted with ACE, I'd like to add some more than just 2 bandages tho
removeItem/addItem?
I suppose so
Just making like 6-7 missions with different units, about 40 per side for a big PvP event
so going into each of them with arsenal is impossible :P
Could also just have a box where they can grab stuff from
that too!
Question, does hiding half the map then setting the hide module to "Operate locally" improve FPS?
I have a mission with 16 objectives/task. The task all tick correctly to complete as needed. However I want my mission to end when any four objectives are completed, (the players are not meant to complete them all). I have the logic down in my head how it should work but I don't know the syntax on how to get it to work. In the mission.init I have...
goalscomplete = 0
Each of the task when completed also include...
goalscomplete +1;publicVariable "goalscomplete"
I have a trigger to end my mission, and in the condition field i have...
goalscomplete = 4
Then in the activation field...
["end1"] call bis_fnc_endMissionServer;
However it doesn't work. I guess it's because the condition field is only boolena? Which is true/false? What could I do to make this work?
Essentially, each time an objective is completed, no matter which one it is, the goalscomplete counter should go up by one. Once it reaches 4 the endmission trigger should go off.
on task completion: goalscomplete = goalscomplete + 1;publicVariable "goalscomplete";
condition: goalscomplete == 4
Might become a race condition, better count on server only.
Example:
//goalscomplete starts as 0.
//Now, a task is completed.
``````sqf
//Client 1:
goalscomplete = goalscomplete + 1;
publicVariable "goalscomplete";
//goalscomplete is 1 now.
``````sqf
//Client 2, slower than Client 1 for any reason:
goalscomplete = goalscomplete + 1;
publicVariable "goalscomplete";
//goalscomplete is 2 now, but only one task was completed.
Anyway to make a driver camera set a different location when they enter a vehicle?
It works now. The only thing I did different is in my mission end trigger is change goalscomplete = 4 to goalscomplete == 4 literally all I changed was adding two = instead of having one. I was not aware this would make a difference. Thank you @barren dove ππ» I've been pulling my hair out all night over this and that finally solved it.
np. one = is to assign a value to a variable, two == is to compare two values.
Ah thank you. I never knew that, I always thought they meant the same thing. Now it makes sense to me why I've seen both in different scripts.
Is there a way to disable "enter" to play the mission in EDEN?
We have our Zeus module set up that it requires "enter" to search for something, so out of muscle memory I keep on pressing enter after searching for something
and this massive mission takes a solid minute or two to load π€
Hi all. How do I make a video skippable? Been using this, but when holding SPACE it won't skip.
["cinematic.ogv"] call BIS_fnc_playVideo;
missionNamespace setVariable ["BIS_fnc_playVideo_skipVideo", true];```
@charred cedar Check this out https://steamcommunity.com/sharedfiles/filedetails/?id=1774491737
There is a mod which disables preview shortcut
@wheat dagger
Did you try to end it with [""] spawn BIS_fnc_playVideo;?
That works for me
Make sure it's executed on the client where the video is playing
I am using 3den Enhanced, not sure which other one would be advantageous?
@charred cedar Please scroll through the mods π
It's one of the first mods you are interested in
Okay thanks! I'll have a good look at them
Added it to my code, still doesn't work.
["cinematic.ogv"] call BIS_fnc_playVideo;
missionNamespace setVariable ["BIS_fnc_playVideo_skipVideo", true];
[""] spawn BIS_fnc_playVideo;```
It's for MP btw
where are you executing that code?
and I put it in init.sqf
Code is in the init.sqf file, so it executes at the start of the mission during which you'd normally see the "Select your Loadout" screen
try using initPlayerLocal.sqf
for the full script?
got it hold on
Nope, still doesn't want to skip. You should be able to skip by holding SPACE right?
No
How does skipping work then?
[""] spawn BIS_fnc_playVideo;
This line will skip it
I don't think the function adds a hold action but I am not sure either.
yeah I only want to allow players to skip it when they want to by holding space
so this is kinda odd
There is a function or that
HoldKey or so
@wheat dagger
["A3\Missions_F_EPA\video\A_in_intro.ogv"] spawn BIS_fnc_playVideo;
[findDisplay 46,36,2, {[""] spawn BIS_fnc_playVideo;}] call BIS_fnc_holdKey;
If that doesn't work then it's a locality issue.
I g2g now. Maybe some else can help you π
OK I figured it out - I think it's because the mission starts as MP on the Map Respawn. Your version worked though, so I'll fiddle with that. Thanks a ton!
i've got 100 bluefor slots, playable, gamemode Deathmatch
I want keep "DisableAi=true" for keep unusable playable models of bots out of game
But while playercount is low < 5, i want keep alive 10 green resistance bots ingame for some shooting
I guess it is very basic question, but it's my first time making scenario with bots 
please calm down and ask again friend π
less allcaps thank you π
How do i make the car drive to the player i have not been trying to figure it out for an hour
Are you using waypoints to scripts?
*or
yeah, what did you try so far?
(Discord allows you to edit messages, but π€«)
thanks mate - new to the place β€οΈ
welcome aboard then!
you are doomed then. uninstall Arma, reinstall Windows, reinstall Arma, uninstall it again, turn three times clockwise on yourself and say "APRICOT" for your issue to be solved
or show us your tried script(s) π
Give me a second
I was kidding about reinstalling Windows
@cinder holly Thank you! and loved the disclaimer hahaha
@balmy dew 2 moments mate and we'll try help
years after years after years, this channel only tried to fill its one purpose and us to serve it: make Arma work. Our efforts keep going
@balmy dew Ok dude, so what have you got so far
of course - a vehicle with a driver given a name like 'car1' for exmple
the player - which for the sake of this example, lets name him 'player1'
You have a few options
easiest is creating a waypoint from the vehicle 'car1' to your preferred position near the player, which we called 'player1;
Another option is double-clicking 'car1' and within the INIT Box, type this: car1 getPos player1;
@cinder holly If Anemone has actually followed your advice mate, id expect a few angry emails later and maybe a few legal documents in the post within a few days π€£
Ya all good friend?
ah, I sense a disturbance in the sqforce
Glad you sorted it mate! And dont worry - editing/scripting is very tedious at the best of times but keep at it and persevering!
me too π
I will take "stupid SQF mistake or typo" for 5000$ Alex!
@balmy dew if that is so, don't worry, we all do that π
it is also a way for SQF to tell you "don't code if tired"
^ Very wise words there
timeToDebugLater = timeSpentWhileTired * exhaustionFactor π
timeToDebugLater = timeSpentWhileTired * exhaustionFactor / amountOfCoffee π€£
ahahahah
Love the old man editor modules, but the documentation on them is very sparse. I've managed to get most of them working, but I can't for the life of me figure out insurgent agent or insurgent team. I've been using ALiVE for that but it just feels hacky. Anybody had any luck getting those working?
if you happen to know, ping us in #community_wiki so we can document it π¬
certainly
Not sure if im in the right place but i am in need of some help im still new to all this but well working on a BMR map the BTC revive system it has, has an issue when u revive someone they lose the gear they had and get a basic loadout how can i fix this?
I've seen a lot of tutorials for mission making that end up turning into "how to make x mission"
Are there any good resources other than scripting API's on how to make missions in general? How to get started? Triggers? Linking scripts and using FMS?
may someone help me
not until you state your issue?
Ok so.... Just want to get this correctly and not feel embarrassed when something breaks regarding respawns.
In multiplayer settings:
- Respawn in Wave
- Show Respawn Counter
- Subtract tickets upon Respawn
Respawn delay: 2:00
Respawn tickets BLUFOR: 30
Respawn tickets OPFOR: 30
This means that ever 2 minutes there will be a respawn wave, 30 tickets per side, once tickets run out, players have the option to go into spectator mode and spectate the battlefield correct?
Not sure how wave respawn works exactly, but this should be about correct.
Why not test it yourself?
Because I don't really have anyone available at the moment to test it with XD
you can test without anyone
let me search the link
You can either setup the dedicated server from your pc and join that or host a mission
if you do a mod mission and have a separate container for functions (aka pbo), how do you make it recompile all these functions?
a) set recompile = 1; to each file/function definition
b) use [1] call BIS_fnc_recompile;
?
(if you use -filePatching and modify the unpacked files)
Afaik you set only once allowFunctionRecompile? See CfgFunctions wiki page
Not sure if this is the right place to ask but wanted to know if there's a way to modify Liberation to run with a separate modset or units and such? Appreciate any and all help. Feel free to @ me or DM with responses.
Basically looking to make a liberation mission for my unit using our modpack and units. Would appreciate any pointers in the right direction. Thanks!
Definitely possible, but I can't point you in the right direction as I have never done it myself.
So ACE adds ammo handling to most static weapons, but I can't seem to just find the ammo for it anywhere in 3DEN. Anyone know what it's called?
If I look at them, it's for example [CSW] 12.7x99mm Tracer HMG Belt (Red) for the RHS M.2's, how do I just drop those down tho?
I can also see all the [CSW] weapons inside of equipment storage, but just can't find their ammo anywhere....
AFAIK: At the very least they should be available to put in unit's backpacks through the ACE arsenal. From there you can copy the classname with CTRL+C
Is there any documentation regarding the rules of where groups get put in the Lobby list in MP-missions? Or rather how the alphanumerical order is done as groups starting with letters seemed to get placed before numbers as well as before spaces. 1 seems to go before 0. π€
Suppose I have the two groups Alpha and Bravo, anyone know any tricks that'd place Bravo above Alpha?
Pretty sure that order is determined by the order in which the groups were created in the editor (as such probably equal to the order in which the groups are defined in the .sqm).
Ah, I see. Thanks, I'll have to figure out a clever way to shuffle them to the correct order then π
edit: liberal use of cut-and-paste resolved my issue. Thanks π
Thanks for that, I'll give it a shot!
just a quick question is there a way to remove the option of picking up a weapon that i place in eden i just want it to be a decoration
the disable simulation thing will (unfortunately) not work as it will disable simulation on the weapon holder, still allowing the option "take" while being unable to take the weapon - and it will also move it
hmm, i was sure i used to be able to spawn weapons as their Weapon_* class directly from editor and it not be a container... guess not π€
IIRC you can setDamage 1 the weapon holder and it will continue to exist but won't have any actions to interact with it.
You'll just want to make sure you exclude it from the garbage collector if you have it enabled.
oooh, hacky hacky but still lovely :3
is there a reload mission(.sqm) way/button in Eden or do you have to select via open dialog gain?
I do Ctrl+O/Enter, I don't think there is something else
Sorry if this is super simple, Im trying to make sure the player controlled unit is lead of the group, how can I do that? I was testing it and one of the AI units were lead
if (isPlayer leader _myGroup) then
{
hint "leader is a player!";
};
```π
looking for a way to generate random "convoys" in an Escape setting (aka players are moving throughout terrain, so enemies are to be dynamically generated - and removed)
the convoy can be also a single vehicle - its more how to define start and end point in relation to the players position. anything out there along these lines or ideas how to design this?
I am not super well versed in the editor and I need to make certain zones instantly kill the player when they enter the zone. I am basically making a border around a section of the map that kills players when they try to leave. How can I do this?
I have already made the border using rectangle ellipses. I just need to make them a kill zone.
@ me
where do I enter that? Im slightly lost, tried group init, also unit init neither of which worked. this is multiplayer mission if that changes anything, I have AI disabled and this player is only player in the unit
then you don't need to check? since only a player can connect
theres multiple player slots, only one playable in that group
Hi! I'm a relatively intermediate skilled mission builder and I was wondering if I could chat with some veteran mission designers about good methods to make engaging objectives during missions. I've been making homebrew missions for my unit for a couple years now, and I was looking to see if I could up my game.
Hello looking to see if anyone would know how i can make a trigger for a task to be completed once a EOS marker is cleared does anyone have any ideas?
there is a "Mission Design" article on the wiki that may interest you π
Noob asking - Is it possible to remove the range displayed on task markers?
afaik, no
ugh... so if i put an "assault position" on something, its like an automatic, permanent range finder.
how is that done?