#arma3_scenario
1 messages ยท Page 51 of 1
oh, so not a task you mean...
I don't think my tasks have distance display?
Maybe difficulty setting?
the 3d task markers - they dont show on veteran, but it seems all or nothing (including range)
also in the map it shows you a feature to locate the task marker + the current range
same with waypoints... difficulty just hides them altogether.
Depends on what you need. Make fake task that says "somewhere nearby"?
i would like the marker to be shown (like "assault this outpost") in 3D , so it is immediately apparent where to go for the player. But he shouldnt have range info
hey all, i am making a mission that uses Ravage, Vandeanson's Apocalypse and a few others. I want to use Aliascartoon's Smoke Signal script and i want it to be used by ai when they are under attack. Is there anyway to make this happen?
Was pointed here by a fellow on the Bohemia server
Anyone have tips or advice on how to improve the FPS for a moderately sized mission?
So far I've been told to forgo lots of hand placed triggers
I've been using guard triggers in a line along a Highway for now for the mission
dont expect immediate answers :3
you can also search chat history
the subject has probably been gone over about sixty billion times
dynamic simulation is your friend
I can't seem to disable damage on shooting targets. Whenever I do, the target no longer pops down. But if I enable damage, the target eventually just breaks and stays backwards... Anything to overcome this?
imma try to do an event. On damage, if health less than 0.5, restore back to 1
Seems like using different pop up targets from the DLCs do work with damage disabled 
hello, guys! Have anyone managed to work out the strange arma HDR inverse darkening with an object lamps? I put some on the ceiling of some "interrior" and HDR is darkening the image when i watch into it at normal angle, and brightens back when i look directly on the light source. With the rifle flashlight or car headlights it works opposite - when you see the light source everything aside of it darkens
here is the video https://www.youtube.com/watch?v=UoIEn6tXD_w&feature=youtu.be
@tranquil lotus It's going to be different from mission to mission. It might be helpful to think about what hurts performance and why. Triggers for example, check continuously for conditions to be met. So when you have multiple of those triggers running simultaneously, it impacts performance.
How many triggers can be considered too many?
Depends on server performance. But I think it's more helpful to think how you can get away with using less.
One trigger can already be too many if it's area is too big and interval too low
5000 triggers can be just fine when on small area (or no area at all) and their interval is upped from the default 0.5 seconds
My recommendation would be to get the functionality or idea that you want. And then trim fat from there. Others might have better ideas though.
But usually you'll keep your triggers in the dozens. And not over large areas
What about guard triggers specifically? More/less performance intensive?
No idea what they do
But I guess same for all triggers that check for units inside the area
has anyone got experience with performance impact of using a large amount of mines (hundreds, thousands)? I'm assuming they would perform similar actions as triggers, but on top of that also being objects with models , so even worse ?
Mines are not like triggers.
Afaik engine only checks mines that so are close to
Same as with collisions
ok interesting... have to test it in large scale application then. Guess i first need to model a mine layer... cant lay them all by hand after all ๐
Hey guys, recently reformatted one of my drives and lost my PBO manager.
The link I've used for a long time seems to be dysfunctional: https://www.armaholic.com/page.php?id=16369
Does anybody have an alternative link by chance?
Issue was solved by having a friend send me PBO Manager directly, however, the download link seems to be dysfunctional through my client
Download seems to work for me ๐คทโโ๏ธ
Can I improve performance by using the hide terrain tool on unused areas of a map?
nope
hiding only saves performance when within drawing distance
Thanks for the answer!
Not sure I should post here or Warlords, but I'm trying to adjust a few of the scripts for a personal Warlords server, namely to save the loadout when the arsenal closes versus when the player dies. I tried setting it with a script event handler in player init and then grabbing the variable on respawn but it seems like it doesn't work or gets overwritten by something in Warlords even though I removed the onKilled loadout event handler from clientinits. Just curious if anyone else has done this for Warlords or has some idea on how to.
sorry to bring this back up, but this is very, very helpful lmfao
what is the cost of Hide/Edit Terrain Objects?
3
ha ha ๐ฉ ......... i was waiting for that.
What is the performance cost of Hide/Edit Terrain Objects?
it saves from rendering, but if you use the module it costs a lot (of network iirc) in multiplayer the bigger the area is - at the beginning of the mission
ok, say i use the modules to alter all of Altis's military bases to be rusty/destroyed, will that kill a mission?
if it doesn't cover 500 objects, it should be good yeah
don't forget to make the replacing building indestructible, as the hiding happens sometimes after joining, and therefore after new building placement (in JIP I suppose)
ah kk thanks
Tip: make sure you run the module locally only.
It will slow down joining the server (2-3 seconds when hiding a few 100k objects), but won't impact MP.
yea i thought so, im thinking of only doing building.
something like this Telos Military Base test of mine
https://twitter.com/Pakeha60631111/status/1346000035394191361
How do I make the AI exit an animation I place them in?
Tried checking "Can exit" but that's just to external stimuli
Thank you!
hmmmms milkman vs m1lkm8n fight!
There can be only one. โ๏ธ
So Im making an OP-FOR Liberation Mission for MP, any pro tips to get ahead of the game? (This is my first mission.)
start small
yeah i started a few months ago
and i got by just messing around in the editor
until i found a concept for a mission i liked
Hey guys somewhat novice editor here. I have a couple questions I need help with anyone willing to take the time to answer them I am grateful for! I know nothing to scripting so i hope someone can help me create this in a simple way 1. How do I get AI to take off the carrier?
2. How do I get the AI to take off the carrier once im ready to launch off the carrier?
3. How do I get deck crew to do launching animations for take off?
4. How do I get the game to have voice communication between the tower and player?
5. How do i implement music on launch from carrier?
example of what im asking for : https://youtu.be/kafv-h6sijg?t=60
music on launch you should be able to do with a trigger
not sure how to do the rest
I have a group with a get-in waypoint on a vehicle. The group gets into the vehicle but nobody takes the driver seat. What I'm doing wrong?
As I said in #arma3_editor, try having a look at the source code of the very mission shown in the video. You should find that source code here Arma 3/Jets/Addons/missions_f_jets.pbo/showcases/showcase_jets.altis. If you don't know how to open PBO files, you might find this helpful: http://letmegooglethat.com/?q=how+to+open+.pbo+files.
Once you've had a look at that source code, you're probably going to have some more / other questions, but then we can start making progress.
According to https://community.bistudio.com/wiki/Waypoints#Get_In it should work, so perhaps you have discovered a bug.
Are you using any mods?
both the group and the vehicle are from RHSGREF
I was wondering why my guard waypoints weren't working, so I removed the get-in from one of the squads and they started doing guard waypoint, then I realized somehow the other 2 squads are boarding the vehicle but not taking the driver seat
I just confirmed that this happens also if the get-in waypoint isn't placed on a vehicle but just near it.
Just tried changing vehicle, didn't fix the issue
I don't feel like testing right now, can you reproduce it in vanilla A3?
If it works fine in vanilla, it's probably one of the mods. Either way, you can use a script to make sure someone is driver.
Vanilla vehicle + vanilla squad board the vehicle the right way
so, ruling out LAMBS or VCOM having to do with it, I guess it's an RHS issue
I wouldn't rule out the AI mods when encountering an AI issue 
if it doesn't happen with vanilla units when the mods are loaded...
Oh, that's what you tested. Makes sense then.
yeah
another strange behaviour I noticed is that if the team leader is not the driver the vehicle won't move
can't find if this is the expected behaviour or not
and also, guarded by waypoint can have an activation set to a side and a timeout before effectively calling units?
Anyone know how to pause your code between portions? I have 2 pieces of text I want to show with a 5 second delay and I've tried using sleep 5; but it usually spits out an error |#|sleep 5;
sleep only works in scheduled environment. put your code in
spawn {
};```
oh, i didn't have spawn. Thanks mate
Hello, I try to make a mission right now and somehow I cant find a working script where I can change the loadout of the different slots, can someone please help me out, I searched for about an hour now 
Loadout of slots?
Allready got it, thanks ๐
private _parts = carrier1 getVariable ["bis_carrierparts",[]];
private _part = _parts param [_parts findIf {_x#1 == "pos_hull_7_1"}, []] param [0,objNull];
private _animations = getArray (configfile >> "CfgVehicles" >> typeOf _part >> "Catapults" >> "Catapult3" >> "animations");
[_part, _animations, 10] spawn BIS_fnc_Carrier01AnimateDeflectors;
Hey with the sector control bleed tickets module how is there some way to make tickets bleed slower?
I've got it set to 1 ticket every step, and at 60 delay or 120 delay the tickets tick down at about 1 ticket every 6-7 seconds. is that the limit for how slow i can make it or?
the dominance for how much of the points need to be captured is also seems to be stuck at 50%. setting it to even 0.9 from 0-1 still makes the other team start losing tickets even if you only have 3 out of 5 points
nvm, not sure what I did wrong but downloaded a example mission and it's working, so time to compare.
@barren dove thank you so much ive been at this for hours. Quick question how do i get them to come back down?
try changing 10 to 0 in the function call
idk what that is nor how to get to that?
[_part, _animations, 10] spawn BIS_fnc_Carrier01AnimateDeflectors;
๐
[_part, _animations, 0] spawn BIS_fnc_Carrier01AnimateDeflectors;
could I put that in the same trigger but for deactivation?
maybe ๐คท give it a go, see if it works.
ok yea, 0 is the number to put it back down.
i cant get it to go back down do you have it set on deactivation or activation?
im doing it in debug console.
Anyone know the fix to this " Cannot play Animation, Unit is NULL!"
dont provide a null unit?
it is saying you are providing an object that doesnt exist.
what function
a few of the crew functions have this
if (isNull _unit) exitWith {["[x] Cannot play animation, unit is NULL!"] call bis_fnc_error};
so you are definitely providing a unit that doesnt exist. otherwise it wouldnt be failing.
[_crewAidF,"playaction","Acts_JetsCrewaidFCrouchThumbup_loop",true] call bis_fnc_carrier01CrewPlayAnim;]
is _crewAidF defined?
defined as in variant name is that yeah
variant name, you mean variable name? you cant use underscore as the first character for variable names for objects in 3den, it is read as a local variable which wont be accessible in other scripts.
yeah this is it now
[crewman1,"playaction","Acts_JetsCrewaidFCrouchThumbup_loop",true] call bis_fnc_carrier01CrewPlayAnim;
.
still nothing though
but now its not saying unit is null
its just not doing anything
ok i finally got it
@barren dove how could find the other animations because i only see one
Ctrl+F on this page and search for Jets
https://community.bistudio.com/wiki/Arma_3:_Moves
thank you
@barren dove hey so i cant get this animation to play
[crewman1,"playmovenow","Acts_JetsFlyoverCheering_2",true] call bis_fnc_carrier01CrewPlayAnim;
any way to get this to work?
the main issue with switchmove is it is local only. so if you're making an mp scenario you may need to remoteexec the function
dang i am
You really skipped skinny dipping and went straight to deep-sea diving, didn't you?
@shell fox @barren dove helped me with the deflector script and i managed to get the ai to take off its starting to come out nice
right now im just doing animations for the deck crew but slightly disappointed it wont work in mp
it depends how you are executing them. if it is code in each object's init field it may be fine, but then other animation types (playmove/now) would be sent again and again when new players join because they have a global effect.
So its a sequence of animations
Set by triggers when the ai reaches the area
Deck crew goes from crouch to crouch thumbs up then crouch out then cheering
So would it still be possible?
Hi together,
I am building a Mission where i add Functions to add Actions to the ACE Action Tree to interact with civilians (Questioning)
I also added some Custom Texture but that should not be the Problem.
When I start it in Multiplayer the functions work fine, bu ACRE stops working
- players not able to speak,
- radio interaction not possible
so anyone has an Idea what could cause this?
I added the functions using: ./functions/DCD_CST_FUnctions.hpp
class CfgFunctions
{
class dcd
{
class cst
{
class InitZone
{
file = "functions\fn_initZone.sqf";
};
class InitCST
{
file = "functions\fn_initCST.sqf";
};
class CreateMarkers
{
file = "functions\fn_createMarkers.sqf";
};
class Populate
{
file = "functions\fn_populate.sqf";
};
...
};
};
};
can sen files as PM
Is that (included) in the mission description.ext or part of a mod?
is there any possible way to remove mods from a mission that I didn't mean to save it with?
I had cba and blastcore on when I saved it and now I'm worried that it's going to transfer over into the workshop mission and people won't be able to play it unless they download the mods
So I have a civilian character that I want to keep inside a building, so I put sandbags on the outside of the building, and he just walks right through them. Any way to fix this?
Have you tried writing in the init field: doStop this; ?
of the unit?
yes
Is there no way to just stop them from exiting the building or walled area though?
Other than making them not move?
I have a small compound with some civilian and blufor characters, our obj is to reach that compound and rescue them, but if they leave it ruins the whole thing
You could try making move waypoints and then make the last waypoint a repeat waypoint to let them have a specific pattern
What about stopping other AI from getting in?
Iยดm not that much into mission making, so that would be the things I would do. Idk if there are other options.
@signal coral yes, oben mission sqf (hopfully not having binarized ist) ande delete the entries that yo did not want to use ...
@shell fox added in mission namespace
Can you post your description.ext to sqfbin.com (or share it here if it's not too long)?
anyone know what might be causing this? I only made the mission today, correct mods are loaded server side and are the same as the mods used to make the mission, pretty confused as the template version of the mission I have with just the players base works fine but this version of the mission with enemy positions set up doesn't seem to work.
can send the server console error on request but it comes up as dependent on missing content from multiple mods, so really confused on why it ain't working, seems to be mostly 3CB related
anyone know what might be causing this?
Define "this"
What is not working and what is happening exactly?
server starts, slots do not show up, mission won't load properly, error says missing dependent items but that shouldn't be the case.
Could be that you used a mod while building the mission in the editor which adds dependencies, which don't exist in the mod list you use when playing
Some client-side mods do break missions when enabled in the editor
I use the same mods so that shouldn't affect it, hasn't affected one version of the mission I made but the one I need isn't working
error says missing dependent items but that shouldn't be the case
yet it is ๐คทโโ๏ธ what does the rpt say?
that's the thing: a class doesn't exist yet is required.
its all fine in the editor, and I have two versions, one with just a base and slots which works fine on server and the second with stuff for the mission which isn't working
how do I open an SQM file without destroying my pc?
And are you sure the mods are not corrupted on the server? Because that could also be a reason why it breaks
other missions worked fine before this so I don't think thats the problem
You can open SQM with any text editor, unless binarised. And if the file isn't too big you're computer should be able to handle it.
how do I know if its binarised or not? lol
if you can read the contents, it's not ๐คฃ
so if I open in it in lets say
notepad
my pc shouldn't shit itself and if I see the contents it's binarised?
I mean not binarised
It should work perfectly fine, even when binarised. You just can't read it anymore
ok
I'm trying to delete some mods from the file
cause I loaded them up once by accident
while in the editor
and I'm afraid if I publish it
people will have to download the mods in order to play it
OK
so I have it open
and now I'm trying to delete blastcore from the mission
and I found this Blastcore_VEP
so If I delete this in the SQM the mod should be gone from the mission right?
safe bet is to save as so if it doesn't work you don't lose the working sqm, but for me deleting it from the addon list usually works if I have a bugged mod
seem to be slowly fixing my problem, seems for some reason I need to replace all the 3CB gear on the enemy AI including weapons, uniforms and attachments
Hiya, I've stumbled onto a curious problem with my custom missions: players are able to loot items like vests/backpacks/weapons from fallen ai, but drag & drop of items inside vests/backpacks/uniforms doesnt work as long as the containers are on dead ai or the ground, only when putting on enemy vests its possible to transfer items to your backpack or similar.
I'm obsessively ticking dynamic simulation on ai groups, could this be the problem? vanilla / workshop missions with the same mods running work flawlessly.
Mods are tfar, Ace, Cup and corresponding compats. Thanks in advance for any hints on the matter.
Hello everyone, I have a problem with my ambush mission.
I set up a convoy (Bluefor) which is going to get ambushed by Opfor forces.
The convoy goes threw a trigger, destroying the first Convoy Car via AT mine.
So far so good, everything is working.
The trigger is synchronised with a Set Mode Module which switches the Opfor Units from Stealth and Hold Fire -> Combat and Open Fire.
And now the problems begin.
My Opfor Units just stand up and watch the Bluefor, not firing a single shot. I ensured that they can spot the Bluefor Units by increasing their AI Spotting Ability to 100%
They have a courage and commanding of 100% too and an escape coefficient of 0%
I also tried it with a search and destroy Waypoint but that didnt work either.
The Bluefor Convoy is set on safe and fire upon getting fired at and have the same stats like the Opfor except AI Spooting Ability which is 50%.
My Blueforce Units in their cars just sit in these, not even getting out of them if the car infront of them is getting destroyed.
After a few seconds have passed, the car drives of into the sunset with not a single shot fired.
I cannot figure out what the problem is.
https://community.bistudio.com/wiki/Side_relations
You sure these are set up correctly?
I have not changed anything, only the things I have said in my message, I just placed them. Do I need to do anything? If so then it would be a big help if you could tell me exactly
Any mods?
3den enhanced, ACE 3 with old Medical system, DUI Squad radar, CUP, Achilles, CBA, NSS Admin Console
Hi guys, I have a problem with my CTI mission. When you die, your characters body becomes static immediately. After re spawning and coming back to my death location, my body is static (interact-able with inventory) however, hasn't rag dolled. Does anyone know why?
It is similar to this
I really need help guys. I've tried everything but cannot figure out what is wrong with my describtion.ext. Cosole says on line 58 expected '}' but got
your description.ext is wrongly formatted ๐คทโโ๏ธ
try removing include's and define's?
I need that for scripts...you think there is a problem?
maybe, dunno - try to see if it still throws an error or not
I supposed that you didn't add them just for aesthetics ๐ฌ
hahaha nope i did not
#define "addons\tm4_fuelUptake.sqf"
wut, btw?
AH
found it.
class CfgSounds
sounds[] = {};
whats wrong here?
oh so before the sound i must pout {
yup
same as all other classes ๐
so this should work now?
plz use pastebin
and set type to C or something alike
np ^^
seriously, what is this??
#define "addons\tm4_fuelUptake.sqf"
{
class CfgDebriefing
{
class ErrorSteamID
{
title = "Error";
subtitle = "";
description = "-text-";
};
};
};
what?
youโฆ define an sqf?
and you wrap a CfgDebriefing in a non-existing class?
that โ is what's wrong
I dunno...It was a script and it said to define a sqf
Iโฆ uhโฆ you may want to re-read the readme about that ๐
wait
here is a script
Better to place it in init.sqf right?
to be execudet via execVM on start of mission
yyyeah ๐ฌ with an execVM or something
about?
Asking for help on basic mission stuff xD
seems ok yeah (except the indentation but suit yourself ๐)
that's this channel's point ๐ฌ no worries ๐
thank you so much. I'll test it now and I'll come back with sitrep
@cinder holly Still got some problems. If you can help
2021/01/09, 21:23:08 Warning Message: File description.ext, line 67: .CfgSounds: Member already defined. 2021/01/09, 21:23:08 Error context sound[] = {}; 2021/01/09, 21:23:08 Warning Message: File description.ext, line 68: '.': '{' encountered instead of '=' 2021/01/09, 21:23:08 Warning Message: Config : some input after EndOfFile
ah yep
I dunno how the member is already defined if it's only written once
see CfgSounds
it should be```cpp
class CfgSounds
{
sounds[] = {}; // +s
class something
{
// definitions
};
class something
{
// definitions
};
};
you did```cpp
class CfgSounds
{
sound[] = {};
class something
{
// definitions
};
};
{
sounds[] = {};
class something
{
// definitions
};
};
ok
I'll see if this fixes it
2021/01/09, 21:29:29 Warning Message: File description.ext, line 91: .CfgSounds: Member already defined.
what the actual fock
It's just }; there
this is my class cfgSounds now
Ok the mission is at least playable
but ๐ณ i don't
also would you align your braces properly, you would not have to count them ^^
a
{
b
{
}
c
{
}
}
``` ^^
i habe cfgSounds and cfgMusic
ok wait
again my whole .ext file
is CfgMusic ok?
does it respect https://community.bistudio.com/wiki/Description.ext#CfgMusic ?
yes it does
it's written just as there
also music in-game works so
right now I'm checking if maybe some script has CfgSounds in it
It actually was on one includes so i just copied the sounds from there and placed inside the. ext
Hello everyone, I have a problem with my ambush mission.
I set up a convoy (Bluefor) which is going to get ambushed by Opfor forces.
The convoy goes threw a trigger, destroying the first Convoy Car via AT mine.
So far so good, everything is working.
The trigger is synchronised with a Set Mode Module which switches the Opfor Units from Stealth and Hold Fire -> Combat and Open Fire.
And now the problems begin.
My Opfor Units just stand up and watch the Bluefor, not firing a single shot. I ensured that they can spot the Bluefor Units by increasing their AI Spotting Ability to 100%
They have a courage and commanding of 100% too and an escape coefficient of 0%
I also tried it with a search and destroy Waypoint but that didnt work either.
The Bluefor Convoy is set on safe and fire upon getting fired at and have the same stats like the Opfor except AI Spooting Ability which is 50%.
My Blueforce Units in their cars just sit in these, not even getting out of them if the car infront of them is getting destroyed.
After a few seconds have passed, the car drives of into the sunset with not a single shot fired.
I cannot figure out what the problem is. I play with 3den enhanced, ACE 3 with old Medical system, DUI Squad radar, CUP, Achilles, CBA, NSS Admin Console.
If you're using Eden enhanced, did you by chance disable any part of their AI?
like Pathing, autocombat, etc.
nope
Is it possible to call a mod script from within a mission script? In my instance I'm using the Zombies and Demons mod and I want to add an eventhandler for Killed to resurrect someone regardless of infection. I have the script location in the mod, just dont know the proper way (if it exists) to call it from the mission script.
yes you can
you just call the function same as the mod would. or if it isnt compiled to a function you can compile it to one yourself or directly do [] call compile preprocessfile "path"
mission functions vs mod functions arent used differently, they are only loaded at different times.
Ah. Thanks. ๐
anyone know how i can fix this error to play the mission i made online?
[CBA] (xeh) WARNING: One or more children of class CAManBase do not support Extended Event Handlers. Fall back to loop.
the mission runs with no issues on SP and if i go thru the editor and play online it works np
Extended eventhandlers are added to the config by an addon.
That is nothing to do with your mission, an addon you are using is just created wrong.
but why can i play SP
but not MP
due to that error the mission keeps restarting every 2 seconds on MP server
Dedicated server I assume?
Check if your addons are uptodate on the server and the same as those you use for sp.
And check if the same error is produced in SP. The dedicated server could just be unforgiving compared to SP or localhost iirc.
i host my own server yes and ill check the rpt logs for sp
i did delete and recopy the mods too already from my arma folder to server folder
yes same errors but it does not restart over and over i can also host the sever using upnp and it does not keep restarting but does not appear people can join in
ik that the mod is still a work in progress however it is working for online play its the warhammer 40k mod and there are already servers that use it
Ah, that lovely piece of art.
Check your server settings, maybe lower the bar for what is considered an 'fatal error' idk. Ask the server people, I only uses dedicated for mod develepment and only when there are no errors.
Does CfgConvert.exe support binarising SQM's? As I am doing CfgConvert.exe -bin FILEPATH but it is crashing my server when used.
yes
My server crashes when I do it
Figured it out, the CS Pbo packer I am using was reading as a string then encoding to bytes causing a conversion error. Reading as bytes fixed.
can anyone help? , When i put my pbo file in my for my server when i go to use the mission on the server it just wont let me in or display any load in spots ?
This has happened to me before, try restarting your game.
Iโm not sure what then sorry
โ #arma3_troubleshooting if needed
is there a way to have some kind of radio command or button on the map screen that only an admin can see?
I wanna have the triggers in a mission for spawning ai only to start going off after all the players are ready
Anyone know how to stop AIs from walking through walls?
No one knows
Gotta love arma...
you can stop them from moving, but that's about it
you can also kill them if they enter a specific trigger area ๐ฌ
How?
place a trigger triggered by everyone, and set ```sqf
{ if (not isPlayer _x) then { _x setDamage 1 } } forEach thislist
it won't prevent them from walking in there, but it sure will stop them
yes.
How do I get the AI to only drive then the player goes into their vehicle? With helicopters its just making a Load Waypoint and then they will wait but if I try that with a car, the AI just drives away. Any script or advise?
@urban sentinel make AI driver have a "load" waypoint, and player to have a "get in" waypoint. attach the "get in" waypoint to the vehicle and then attach/sync the "load" waypoint to the "get in" waypoint.
or "sync waypoint activation" from load WP to get in WP
I'm trying to make a cqc operation, and the problem is that the AI will leave the building. I disabled its ability to path until the players are ready to start, but when that happens, the AI decides to take an Exodus out of the house, and even jump out the window sometimes. My question is that can i stop the AI leaving the house (maybe restrict the are hey are allowed to move) without disabling its ability to path, or react dynamicly?
@tulip surge thank you very much dude, that annoyed me so much!
for sure! message me if theres anything else you need help with and i can try my best!
@urban sentinel
@maiden harness maybe put a hold waypoint right in front of them and set the behavior to careless, then add a trigger to setCombatMode to red possibly? theres a command as well thats called enableSimulationGlobal that freezes them until you want them to unfreeze. an example would be:
object/unit init:
"your unit/object name here" enableSimulationGlobal false;
trigger:
bluefor or whatever unit that you want to be present to activate the trigger
trigger init:
"your unit/object name here" enableSimulationGlobal true;
and set a trigger size as well to however big or small you want it, can place it at the doors too and add a delay if you want.
there is also a "garrison" waypoint too. what it does is you place a unit outside near some buildings and add the garrison waypoint to a building or place it on the building, and at the mission start itll have the unit go inside the buildings in the surrounding area. but depending on what youre wanting, may or may not be as effective to your liking.
was wondering if there is a way to make AI hold pos like in thisforcespeed 0; or disable path while zeusing?
usually with a zeus hold command they still move about when aggro'd and such.
You can run scripts on curatorSelected
can I run if statements in a serverInit?
Yes, as long as it's a .sqf file.
Thank you
there's no easy way to set respawn loadouts for a mission in Eden like there is with the Zeus Loadout module is there?
yes and no
You can set any loadout to be used for respawning, as long as the config exists for it
but afaik is there no tool and system for 3den which allows you to create the loadouts easily
My experience has always been that 3den is a great visual tool, but nothing is going to replace coding, especially in missions
i was watching some tutorials on it, one has it change your loadout right after your spawn so you can't preview exactly what you're getting in the re spawn menu, and the other like doesn't give you control of where items like mags go. was hoping to find an option that gave the same result the zeus module. but yeah don't think there's any tutorials out there for that atm
||i'll just have to spawn in first and set them up with zeus loll||
I have a solution for that, but it requires A LOT of work... as in; loadouts have to be build twice, once as a config and once as a script
It's for a PvP thing I do with my group, got standard classes like the old Battle field games so i'd be reusing them a lot once i set it up so i wouldn't mind that much.
if there is a forum post going over it i'd glad to read over it
it's not documented anywhere
although I have 2 options which are based on the same principle:
- create loadouts in config (to show in Respawn Menu) and on spawn overwrite loadout with script
- create loadouts in config and modify loadout with script (backpack can't be changed, but you can set uniform and vest items)
thanks Grezvany I'll take a look at getting that working
is there anyway for two people to record their playable characters movement both in MP at the same time, via using unitcapture/unitplay (e.g simuating two man patrol, walking shoulder to shoulder?) ((using this code: rec = [sabtroop1, sabtroop2, 180] spawn BIS_fnc_UnitCapture;)?
a guy made a unitcapture for infantry but recording every single player during an MP game sounds expensive perf wise
@silver girder who was that? may i ask
The link is in the very video tutorial you mentioned a month ago...
https://forums.bohemia.net/forums/topic/175154-functions-unitcaptureunitplay-for-infantry-units-in-arma-3/
@shell fox thankyou very much kind sir ๐
Is it possible to define rules for a sector (I don't want west and independent to be able to capture from each other if they are friendly)
When making loadouts for players on respawn, I know you can define custom ones. But can you just reference a existing unit like a Nato Marksman and then just have the game use that loadout? (and by extension if you make a custom faction you could just reference a unit from that)
@sharp storm Yes, that is possible.
https://community.bistudio.com/wiki/Description.ext#CfgRespawnInventory
See class Blufor2.
Gentlemen and Ladies, I have a question if you guys would be most kind in answering. I am trying to make a campaign for my unit where the setting is pretty much cold war gone hot and the world ended. So Warlord bands are vying for control of what remains in the United States.
So my biggest conundrum is trying to find a map that matches well with the Ohio region. Some of the people in my unit stated Yellowstone would fit well, but I would like to get a bigger mindset on opinions for ideas on a map that would match best.
If you have any suggestions, I would be most appreciative. Tyvm.
Guys, I do not know hwo to fix this. I've created a COOP mission (8 players) and at the start they come to the base by boat, but in lobby instead of role name it's says assult boat passenger... any way to fix this
Nevermind, fixed. I just had to specify role describtion
@wispy elbow have you looked at earth 2.0 map?
@tulip surge this is the first I'm hearing about this
@wispy elbow its a world map, not filled in with cities that are big, a lot is empty, but open space and has columbus ohio in it
its small, but could add to it
Got a link?
one sec
Thanks
@wispy elbow there is kelleyisland and cedar point too https://steamcommunity.com/sharedfiles/filedetails/?id=2289686500&searchtext=ohio
https://steamcommunity.com/sharedfiles/filedetails/?id=1182344748&searchtext=cedar+point
Thanks. I'll check them out. I have a 2 week vacation coming up and I pretty much have the story board completed. I just need to make the missions. Problem is that there hasn't been any maps that really match what I'm looking for.
alrighty, yeah if these dont work out, just click maps on side bar and go through them all haha, its what i do XD. i still find new stuff to check out
not maps but terrain
Gotcha. Thanks
Yeah. I'm trying to find something of the forest mountain wilderness of Ohio with the farmlands as well.
So it doesn't have to be ohio persay, but mountains forest of the northern Appalachian mountains basically haha
okay, here ill dm ones to check out, so we dont flood this channel
Cool
if i wanted to put respawns on an arsenal, how would i do that?
@signal coral Are you using the vanilla respawn?
@tawny holly yes
@signal coral https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition , use your arsenal as your position
@tawny holly do i piut that on the respawn init and name the crate a variable, EG, arsenalbeing the variable for the crate [<arsenal>,<position>] call BIS_fnc_addRespawnPosition;
@signal coral
//if your team is BLUFOR/west
[west,arsenal] call BIS_fnc_addRespawnPosition;
So I'm using LAMBS_Danger for my AI - as I'm aware of the consequences autnomous movement can have (last time I used LAMBS all AI in a town rushed players up a hill lol) I want to be more careful this time, but still want to give some units autonmous movement (those which aren't garrisoned).
Within LAMBS' files, I found this:
* 0: Group performing action, either unit <OBJECT> or group <GROUP>
* 1: Position to occupy, default group location <ARRAY or OBJECT>
* 2: Range of tracking, default is 50 meters <NUMBER>
* 3: Area the AI Camps in, default [] <ARRAY>
* 4: Exit Conditions that breaks a Unit free (-2 Random, -1 All, 0 Hit, 1 Fired, 2 FiredNear), default -2 <BOOL>
*
* Return Value:
* none
*
* Example:
* [bob, bob, 50] call lambs_wp_fnc_taskGarrison;
*
* Public: No```
As I'm not very familiar with scripting, I'd like to ask for some help:
Executing the example script, do I have to put it in the waypoint (within Eden) or can I put it in the Group Init?
Also, would this script work?
```sqf
[i_g1, i_g1, 5, [], 1] call lambs_wp_fnc_taskGarrison;```
Can I just use "this", instead of defining a group when using it's possible to execute in the group init?
OK nvm figured out a more efficient method:
In Eden, you can simply place down the Garrison Module, not the Waypoint. Even easier to use, simply sync the units to the point and boom! Finally I can use LAMBS without being worried :'D
Hi, did anyone know how to set up economy modul from Old Men in Editor?
Are there faster ways to retrieve a map object, than using [pos] nearestObject _id command?
I have a large list of objects to replace on Altis, and the load occurs near 15 minutes.
I wanted to speed it up, and tried to save the object coordinates in a list too, like
_id_array = [["56186",[18203.4,15506.6]],["56863",[18272.2,15496.5]],etc)
Because when checking it in the console, the speed of executing depend on the search radius.
But the loading speed wasn't changed, it became even worse.
So, maybe someone have another idea how to apply so many changes to map in a faster way?
What happens when I called playMusic on DLC track like "Music_Battle_Human_Loop" from DLC Contact and player doesnt have it. It will play or it will show ad to player or nothing happens?
it simply won't play if it is in Contact (will play if in Enoch)
My friend sent me a sqf file, how do I load it?
you have to place it in the mission directory, and from the mission (either the debug console, or a trigger etc)```sqf
execVM "theFileName.sqf";
Hello. I have 2 problems. First: Players are automaticlly dead when joining in and have to respawn (I have respawnonstart on -1), second: There is only 1 role (Granadier) avaliable to select on respawn menu even tho i have 2 squads with 6 different roles in them.
how did you set-up the description.ext file?
hey, next time can you please trim the file to the interesting part? There are like 800 non relevant lines in that file
Also, I don't see the respawn loadout classes
Do you maybe know what could be causing death on start
all essential stuff are at the beggining
is there a brief script i can use to have the AI force lower their NVG goggles?
this isn't for gameplay, more cosmetic
I meant more like put on the goggles than take them off, I was just wondering how to do that during the day. If I'm reading this right, unassignItem just takes the NVGs out of their inventory slot?
In simple terms how do I get the AI to force use their NVGs
maybe an action and disabling the "NVG" AI
https://community.bistudio.com/wiki/Arma_3:_Actions#NVGoggles
unit disableAI "NVG";
unit action ["nvGoggles", unit];
```_might_ work
@tranquil lotus โ ๐
Thanks! I'll try that in a bit, your help is appreciated!
I didnโt even know actions existed great .
Please let me know if it worked! ^.^
would there be a way for me to make certian ai respawn after awhile and the corpses to disappear
?
@drifting spear The "Killed" Event Handler with sleep, createUnit and addToRemainsCollector perhaps.
Could you create a example for me?
MyUnit addEventHandler ["Killed", {
(_this # 0) spawn {
sleep 10;
//"Respawn" unit:
MyGroup createUnit [typeOf _this, MyGroup, [], 0, "NONE"];
//Remove the corpse, not sure if this works:
addToRemainsCollector [_this];
};
}];
I will try it thank you!
If deleteVehicle works for corpses, it might be the better solution than addToRemainsCollector.
Oh okay alright.
I have a weird problem with a mission.
I have a trigger that detects any player, waits 10 seconds, then remoteExecs playMusic for a track configured in description.ext cfgMusic. Simple enough, exactly the same code I've used a hundred times before in exactly the same way. However: it doesn't work. Instead of waiting 10 seconds then playing, the music plays immediately on mission start. Only it doesn't play properly - it just plays the first 0.1 seconds of the track, over and over again, forever. Like, bz..bz..bz...
The track works perfectly fine in the editor trigger effects preview, so there doesn't seem to be anything wrong with the file. I've looked all over the place and I can't figure out, you know, W.T.F.
maybe that trigger is not "one usage only", maybe the condition is not set to this, plenty of reasons
How does one organize role selection in the multiplayer selection in editor?
Slots on the role selection screen correspond to units placed in the editor with the Playable box ticked.
Howdy folks! Making a ZAPU/ZANU scenario, and Im struggling with some things. I have set BLUFOR and INDEPENDENT as friendly, to imitate the real life border between Rhodesia and Zambia, while OPFOR will be the guerrillas. But for this mission, Im trying to make the friendly INDEPENDENTs, turn hostile(OPFOR) when the BLUFOR(Rhodesians) trespass in their trigger area.
tl;dr I need to know how to turn specific IND units hostile when BLU enters a trigger area. Anything helps thank you!!
Have the trigger run setFriend on activation. https://community.bistudio.com/wiki/setFriend
Didn't work. got a generic error
|#|disableAI is where the problem is apparently
Ok, so what would that look like? Like this?:
resistance setFriend [west, 0];
seems reasonable. give it a try.
_soldier1 disableAI "NVG";
_soldier1 action ["nvGoggles", _soldier1 ];
hmm nothing worked when I tried, I dont have the IND soldier and the trigger synched ill try that
damn I still got nothing : (
One of the notes on the documentation says setFriend needs to be used with both factions, try that.
ok so
resistance setFriend [west, 0];
west setFriend [resistance, 0];
like so?
Well yes
where is _soldier1 defined?
as a variable, he's the guy that i'm trying to get to put the goggles on
I get it, but how, where?
I have on the trigger
TYPE: Guarded by Independent
ACTIVATION: BLUFOR
ACTIVATION TYPE: Present
and On Activation
resistance setFriend [west, 0];
west setFriend [resistance, 0];
and I have that trigger synced to a single Independent soldier
Nothing is happening though lol
_soldier1 is a local variable (indicated by the _), so it has to be defined in the script with private _soldier1 = ...; at some point.
arf, and anyway "NVG" prevents them to put them on but not taking them off ๐
in the entity in question's attributes, i put _soldier1 as the variable name
nope, remove underscores
underscored _variables are local, you want a global one
ah still no
at least no errors now though
Would I put any script in the soldiers Init?
I've never used GUARD waypoints or triggers, but I'm pretty sure they require some further steps to set up, and I don't know these.
they're actually quite easy to use
just place down guard triggers in a certain order and some guard waypoints
and the AI attempts to hover over each trigger with 1 squad
I can suggest using a normal BLUFOR present trigger with that setFriend code, because, well, that should just work 
https://community.bistudio.com/wiki/2D_Editor:_Triggers#Type
Guarded triggers do not activate, they only define guard points.

hey, does anyone know how to make ai in eden editor/zeus move properly instead of
move
stop in cover
move
stop in cover
it takes like 3 hours for them to reach an objective a short distance away because of this
Set behaviour to careless, but that's about it.
@warm flint Disable ai cover logic (disableAI command) then , make them stand up so they wont lie down.
https://community.bistudio.com/wiki/disableAI
They only do the cautious cover behaviour when they've been in contact with an enemy
Or maybe you set their default state as "combat"
inwhich case don't do that
Does not matter what triggers since anything slight can trigger and lock the group to "combat" form.
Assuming he wants ai to move to the target position then fight, there are 2 solutions:
Either the one I told above (which I suggested cos I assumed they can pick fight any moment)
Or: Disabling Autocombat, which is not preferable if soldiers are about to go into a fight.
Isn't just setting the group state as careless simpler though?
also, do the AI ranks do anything besides raise the skill value?
Hello, I am having a problem with Werthles' Headless Module and that is, that it simply does not want to distribute AI groups to HC. I made one mission, worked like it should, now it just does not and i haven't changed anything.
then this module may have an issue ๐คทโโ๏ธ
ok, thank you
does High Command work with AI high commanders?
Really depends on what you try to achieve... But people mostly want basic stuff here but when you set a unit to careless, you need to check when it gotta stop being careless so it is more complex. Unless you just want an ai to run somewhere and do nothing at all rest of game...
I asked this a while ago, do the AI ranks do anything for them?
Besides make their skill level higher
just trying to lower the accuracy of an Ifrit gunner with set ""this setSkill ["AimingAccuracy", 0.0001];"" no luck, same for AI tanks. any idea;-(
?
@runic gazelle
if its just ponds you're after and not the hundreds of non editor stuff thats in the game files then xin ponds sounds like the best choice
Yeah I've seen Xin ponds before. Actually have it loaded now to test it
It makes AI slightly better, but also makes them a more important target for enemies (which also applies to players with a higher rank).
some perhaps but not a lot and not if they are not in view anyway
Does the hide module just hide the object or remove the geometry?
The object is invisible and intangible. I'm not sure whether it's really 100% completely deleted but for all gameplay purposes it may as well be.
If you want to control the order units appear in the slotting screen, it's in order of placement. Changing the unit's type, copy/pasting it or moving it between layers counts as placement, so you can exploit this to organise the slotting screen without carefully placing everything in order first time. So to organise slots within a group, Ctrl+X > Ctrl+Shift+V each unit then regroup, top first. Or to organise groups in the list, move them all to a new layer, then one-by-one back to the side layer, top first.
It is not actually deleted, no.
Hi, im making a mission in which the player needs thermals to see "invisible ink"/symbols on walls. So far I have it set up so the symbols are only visible in thermal optics, but im struggling to figure out how to make the symbol white hot, it currently just blends into the wall and is barely visible...
the symbol is just a user texture of a .paa in my mission folder, ive looked around and seen rvmats might do what i need but i have no idea how to create/mess with those?
Hello, I have a quick question. Has any of you ever used ACIM script (https://www.armaholic.com/page.php?id=27355)
I cannoy get it to work. I placed it in my addos folder (Just so everything is organized) but it didn't work so i re-downloaded and placed it where mission.sqm is (If i forgot to change some path or something). I copied init.sql and describtion.ext but still it does not initialize, neither do I get an option to interact with CIVs. Can somebody help me?
Or if you know any other script that does the same and it works.
@upbeat rock I am also interested in this. Our dear Dedmen talks about setting a texture: https://forums.bohemia.net/forums/topic/203522-make-object-appear-on-thermal-vission/?tab=comments#comment-3174029 . Other threads on the BI forums talk about specific RVMATs, but neither the BIKI on RVMATs (https://community.bistudio.com/wiki/RVMAT_basics) or the Thermal Maps (https://community.bistudio.com/wiki/Thermal_Imaging_Maps) explain where to find the particular texture or rvmat sources, or how to apply them. Anyone have experience with these?
You can try the Skin or SuperExt pixelShader, which have Thermal at Stage14 and Temperare Tc Table at Stage15.
afaik is there no documentation for it, but perhaps you can find something in the source code
Thanks @late breach . Will look some more ๐
So I successfully created an AI Paradrop out of a Dekota, but for the purposes of the mission I need to somehow make it so the plane will only take off the runway when I call radio alpha. It starts at the end of the runway and I need it to hold until I call it in. Is there a trigger I use for this?
Hold waypoint for the plane crew, Trigger Type: Skip Waypoint/Radio Activation, rightclick trigger -> Set Waypoint Activation
set the plane crew to uhhhh Careless or they might take off on their own anyway
Don't forget to test it, runways do have defined takeoff directions which the AI respects, so you need to make sure the plane starts at the right end or it'll take six years taxiing to the other end
DANKE
Is there a relatively simple way to have an AI plane spawn in when a trigger is activated?
through Eden, maybe hide/unhide it with modules
through scripting, hideObject(Global)
if it's hidden will it freeze in the air?
yes
Works, thank you!
Is there a way to include a .hpp file, without access to the description.ext
what is the name of that thing
which will replay your movements?
found it ( unitCapture and unitPlay)
Hey all, I've got a logo for my mission, and whilst it calls the file correctly, the image in the loading screen is stretched to a square instead of filling the load screen bar. Whilst looking at the properties for the .paa it doesnt show the dimensions, but opening it up in GIMP shows that the dimensions are correct, i.e 1024x512. Nonetheless when loading into the scenario the image is stretched to square proportions.
Any ideas?
I dont know much about .paa , but when I publish various things I am required to make it into square dimensions. Is a .paa required for mission image? try alternate file format?
I tried using a PNG first, but it's the same as applying textures in mission. Throws up an error about not being able to load the texture.
https://community.bistudio.com/wiki/Arma_3:_Loading_Screens
This guide says that it must be a .paa, and should be 2:1 ratio (obv powers of 2 for each dimensions because paa files)
paa and jpg are supported. not sure why it says it must be paa.
@short jacinth I don't mean to be rude. But the images I've made for the loading screen definitely are 2:1 ratio and a power of 2. In my case: 1024x512. Send me your image in .paa and maybe I can guess what's up.
Can you open your .paa image in Texture Viewer, and does it have the correct dimensions there?
Welp, okay, don't know why, but I restarted the game to test it again, and now it fits correctly. Don't ask why, cause I have no clue lmao, arma works in mysterious ways i guess. Thanks for the help though!
possibly an old image was cached under the same name ๐คท doesnt make much sense otherwise.
"without access" ?
I figured it out, load the .hpp in the config file, thanks
can anyone give me realistic ace3 fatigue settings?
sure, but first you need to upload your exercise tracking data from your smart device to be processed and turned into config values
Perhaps a simple question but I haven't had the opportunity to test it in a multiplayer environment.
Would the following briefing-entry display correctly for all players not just for squad_leader_1? (Script executed on every player's machine)
_commanderName = name squad_leader_1;
_situationText = format [
"A brave squad under the command of %1 is attacking the enemy.",
_commanderName
];
player createDiaryRecord ["Diary",["Situation", _situationText]];
What I'm essentially asking if the evaluation of another player's name works in a locally executed script?
Yes, you are specifically asking for the name of squad_leader_1, which is a global variable so it always refers to the same unit regardless of client, and player names are always known to every client
You would only potentially run into trouble if it referred to an AI unit that you'd given a custom name, as the custom identity commands for AI have local effect. Making sure those commands are properly remoteExec'd would avoid that.
It refers to a player slot and it's being run through initPlayer. Thanks ๐
Hi. Can anyone tell me how exactly the ace fast roping system works? I tried it and as soon as I leave the helo, i fall. Is there a trick?
Thereโs advanced rappelling mod
I know but i want to try the ace rapelling@tame flax
Does the helicopter have FRIES enabled?
Try that out
@tame flax i read that already thanks. Yes I was sitting in the helo and then I opened the side door. Then I was able to select the "prepare fast rapelling" with the ace menu. After I was able to put down the ropes and then I could fast rope....but I felt down immediately
Is there a known way to spawn the large, supported comms tower located at [16084.996,16997.844] on Altis? I tried to find its classname using typeOf and nearestObject but it just returned an empty string.
Isn't that just one of the radio masts? Should be available in the editor.
It's the same model as the Communications Tower editor object, but it's larger and has cables supporting it
Have you tried all of the communications towers? There are several.
Yes
it is not any of the editor objects containing the words "communications", "radio", "transmitter", "tower", "mast", "antenna", or "pole"
Map designers might have worked some magic on the model then.
Try with nearestObjects, see what that gives you.
located the supporting cables as communication_anchor_f.p3d
Lists the model as communication_f.p3d, which is the same as the smaller one. So it must be upsized, which....may now/soon be possible with the new scaling commands? Still have to figure how to actually spawn the support cables though
It's possible for map designers to change object scale when placing their map objects.
Yes, I get that. I'm concerned primarily with how I, a missionmaker not a map designer, achieve it.
createSimpleObject can be used with .p3d, you might be interested in that.
That seems like it should do it, but in practice it returns <NULL-object> and apparently does nothing
createSimpleObject ["a3\structures_f_ind\Transmitter_Tower\communication_anchor_f.p3d",(getPosWorld o_test3)]```
Maybe cables are special.
This is as far as we can go without modding as far as I know.
you can scale simple objects when the next update comes out, which is likely what you need to get that tower to be the same size
your anchor is returning null object because thats not the right file path
"a3\structures_f\ind\transmitter_tower\communication_anchor_f.p3d"
close though
@kindred relic โ
but it is actually in structures_f_ind.pbo, not structures_f.pbo
yea, and the structures_f_ind.pbo prefix is a3\structures_f\ind
well that's stupid
k
I mean, "sometimes the file path to an asset is not actually the same as what the file path appears to be" strikes me as fairly stupid. I understand now that is how it works, but it's definitely an extremely.......Arma.....way of doing it
now you got it ๐
๐
Hey, so I am looking for an object that I can use as a small elevated position for a briefing, is there any objects that are good for this?
pallets?
Well apparently i fucked somthing up in init.sqf but I don't know what. It is not initializing, there is no debug error code, nothing. I check with notepad++ with sqf coloring, nothing strange.
Could someone please take a peak what I did wrong. It worked but when I tried to make it more organized everything went dark
https://pastebin.com/c2y0W2R1
It initializes AFAR, from there only initPlayerLocal initializes
the military platforms that were added with contact?
Good lord you need to split that up between initServer.sqf and initPlayerLocal.sqf, this is horrible
BIS_fnc_MP 
anyone have experience vehicle getting wiggly? when i turn left, it will counter to right for a bit after finishing turn. like those physic ball experiments lol. and when i move forward and brake it will do a frontflip.
Modded vehicles?
yes
Poor config most likely
yea thats what i thougt, but i couldnt find the thing that affecting this
See #arma3_config ^^
np, just re-routing you!
This chaos needs a good amount of refactoring before debugging can start.
There could be a myriad of causes for it not working, for instance it could be you trying to use player addAction on dedicated server and then waiting for a variable from the server or whatnot, there really is no telling in this messy mix of client and server code.
@cinder holly I am looking for an object but I can't post images in here, any other channel I can do it in?
#screenshots_arma ? or image hoster + link here
But Sir, the quality...
Could be part of the building, part of a (Livonia) train station, or something else entirely.
Try typeOf cursorObject in the debug console while looking at it.
Its bad quality because its from a video lol
I just saw it in an operation and it looks like exactly what I am looking for
Hey, me a nd a friend of mine have been playing one of the missions that are available by default and theres so changes to it he wants, where could I find that mission and make a cop of it so I can edit it?
%USERPROFILE%\AppData\Local\Arma 3\MPMissionsCache
thanks!
hello, I'm sorry if this sounds dumb... I'm making a mission in the editor for multiplayer and I'm having a problem with respawning... I've gotten to a point where the player respawns but they respawn on their dead bodies... I've tried the maker and the module and its not to how I would like it.
I checked the drop down menu and have it working to how I want it but still nothing,
I figured I am doing something that is simple wrong... any tips? or could someone walk me though this problem? ill do a VC if needed if you need to see what I have done so far...
please @ me, any help is useful... Thanks
@tulip oyster have you checked that you 'respawn on custom position'?
Yes
how do I make opfor units a specific faction (Islamic State)
when making an alive mission
For that you'd have to download a mod
what mod?
im trying to make a restrepo style mission with towns to capture and things like that do I need a specific mod to make sure I can do this?
No, just any mod that has I.S. looking models. If you want to get creative though, you could custom make AI with basegame FIA uniforms for CSAT and the weapons from Apex
I have mods including the factions I want
how do I add them as the AI commander faction?
See documentation of Alive, which explains it
Why am I getting hundreds of lines of this in my log? I am developing a mission and testing from MP in editor.
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
12:05:13 "Yurik/BIS_fnc_log: [[Control #999],Control #-1]"
Is it possible to turn this off? Thanks.
looks like you're using a script/mod which is logging stuff; so either fix the script or disable the mod which is doing that
how would I make it so at a certain time in game AI would go to a certain place? for example at 12:00 I want the AI to find the nearest loud speaker so they can immatate call to prayer.
How do you get this show/hide module to work with a trigger? (got as far as having units hide while player is in trigger zone, but once they show, they dont rehide) ๐ please help
hey
is there an object like a yellow marker on the ground, typically called loading bay in real life?
@bitter phoenix I'm afraid not, I have done what the article says and when I load the mission, there's no spot to even spawn (even when there is preplaced units, which they should start at...) if anything I feel I have moved backwards from the spot I was at... anything else I should try?
@tulip oyster That's real strange. I imagine you don't have any loaded mods that have some sort of respawn mechanic?
i do have mods but not any that change respawn
@tulip oyster If I understand, you want to have it so when you die, you choose a certain point to respawn, or a spawn location right when you start the mission?
yes... if you wish for a possible better understanding i can screen share what i have so far... just PM me
You have the units you want to have playable checked as playable and one checked as player right?
what you could also try is the respawnOnStart script
im not following on the player aspect... i have tried the respawnOnStart script (if you are referring to the .ext). that hasn't done anything either
What I mean by playable units is when you open a unit's attributes in the editor and you check the box saying 'player' or 'playable'
that i have done
they are playable and not players
i know that
I have gotten to the problem, if you wouldn't mind a VC, I could explain my problem in greater detail
keep in mind that when testing directly from the editor you might not have all the multiplayer features so try hosting a LAN server and testing it there. I'm not that experienced with Arma so I might not be right
also if you tried the .ext with respawnonstart then make sure you also don't have a respawn module
failed, nothing changed
what is the problem?
would you fine with a VC so i may be able to explain in greater detail?
sorry but I'd rather not do that
that is fine... i shall not pry
@bitter phoenix I have gotten to the point of having the players spawn on the playable characters...the problem is that when a player dies they respawn right where they died with the standard loadout of the model I used, not what I want... I want them to go to the loadout screen and spawn on a point I have placed
does that make since?
that makes things more clear. What exactly do you mean by the 'loadout screen'
where you pick your loadout, and pick where you spawn... what else are you thinking?
So are you using any respawn scripts?
It's default behavior to respawn with the loadout of the unit you spawn as.
If you want to keep your gear, you'll need some custom scripts in your mission to make that work.
I remember keeping my gear when respawning without any scripts. It might have been part of a mod though
Can anyone please help? I used to have a client side mod that let me spawn trees and bushes in Zeus, but for the life of me I can't remember what it was called
I don't think it was Metis Nature as far as I can remember
ObjectPlacement or Plopper?
although I there are some mods which simply add the tree objects in Zeus
It was a mod, I remember that much
i have a question, so i make like lets say 5 playable Rifleman units, and i decide to customize them in arsenal, so i lets say take of them of all guns, so they are all unarmed, and i want to all 5 of those riflemans to be Unarmed, and if they respawn i want them to still be the same as in eden editor so that they dont have anything on them same as i selected in editor, but when they spawn in they spawn with all their default gear, cuz i use Multiplayer> Respawn module and i make it so that players can respawn.
What is the question though?
Has anyone used mp campaign instead of individual mission files. Iโm looking at the ones in samples. And if you did used is there a benefit over regular mission files ?
The only benefit is that it shows in campaign list like apex missions.
You can't even require to have them finished to unlock another one.
Does it help with follow on missions like having the same scripts used across different mission . Or am I going to have to build the mission folders like regular
Ie VCOM in one area instead of in each additional mission
Im looking to try something new and see if I can simplify things
Does anyone here know how to make a spawn on a carrier like the modded USS Nimitz?
It's buggy at best. Since the spawn location is based on ground level (so sea floor), while the carrier will move based on waves.
You can place the carrier, make sure the weather is quiet (less waves), and place the respawn module slightly above the deck
And then test and modify the height till it works
PS. parachuting on the deck or broken legs are not uncommon
I Figured out I was very unlucky and just happened to choose a bad spot to set a spawn, it is now working after relocating the spawn.
Q: Alongside my mission score, sometimes there are red X's, sometimes there are studs that look like pearls and sometimes there are gold stars.
A: Each OFP mission has it is own definition of what constitutes a distinguished, average or poor score for that particular mission. Poor scoring will result in 1 to 3 red X's being displayed alongside your score. Average scoring will result in 1 to 5 pearl-like studs being displayed alongside your score. Do very well and you should see 1 to 5 gold stars appearing alongside your score.
Scores can also be negative. This can occur for a variety of reasons, such as killing friendlies or not achieving objectives.
By the way, earning a high score while playing in cadet mode will result in earning less studs and gold stars than you would otherwise have earned achieving the same score in veteran mode
is this still in A3?
not afaik
its just not exposed in the new debrief screen, but the underlying tech is probably still there i would assume
ah that yes, I think penalties and such still exist
rating is for that. score is the awards stuff
in config space the score awards and ranks are defined
you want those back? ๐
was a fun feature for campaigns or even SP missions
Oops I said something wrong
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
It was indeed!
Anyone here familiar with High Command? I need to know what the "Create task" and "Radio" waypoint properties do
Sry was sick for some time.
Yes this is the description.ext
#include "functions\DCD_CST_Functions.hpp"
Original Question
How do i make another objective appear by trigger or waypoint I did hide a second objective In Init.sqm and i want to know how to make the second objective appear
Well that looks like it should work and it really shouldn't interfere with ACRE... 
If you are using the intel mods to assign a task, use another to mark the task completed (sync them), and sync the trigger to the completed task. You can then sync the next objective to the previous completion trigger and repeat the process.
Thanks so far ...
Quick runtime efficiency question:
I was planning on creating a custom sector that utilizes a trigger allUnits and inTriggerArea to evaluate which sides are present in the area, is there a significant performance difference from the sector module? How many times a second does a sector evaluate it's zone? and what is the runtime efficiency of the sector's function?
and what is the runtime efficiency of the sector's function?
It's 75.535912% more efficient.
Joking aside. If you can write something yourself it might be more efficient since the sector module probably has some additional features. The question is, does it really matter? I doubt you will create enough sectors to drop the fps.
im more worried that my sector will be extremely less efficient based on how often it fires and how it preforms the check
but it should be an O(N) algorithm if I did my math correctly
hi i am make a custom mission coop mission to play among my friend i need help to make 1 if the player character a super solider where the super solider would be as tanky as a armour vehicle.
You need a Hit event handler and a bit of maths. And also to bypass and then reapply the BI medical event handlers. I have a script for it already, which I will prepare for you in the next few hours if no one gets there first.
thanks @kindred relic
@vernal latch Read carefully and follow the instructions.
https://sqfbin.com/asedajesavahawuyovex
This is designed for vanilla medical and I cannot provide support if you want to use it with alternate systems like ACE medical.
thanks
How to enable the other sides in Zeus modules, without adding other sides' lobby slots ? (only blue and civ is available in Control Sector and etc)
Trying to make a blurry fade in to start a mission. Ive got the blur working, but how do I add text as well without interfering with the blur?
can I interest you in https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_SITREP ?
thank you thats perfect
Hello everyone! I was looking into making a mission (with zeus) and wanted to find a way to hide the units available in the Create tab on the Right while in the zeus interface. In essence I want to disable/hide specified groups from that menu completely.
@lone viper this is not directly an answer, but you can use Zeus Enhanced to create own collection of Custom Compositions (/groups/etc) in 1 menu .
How can i make it so only a vehicle can make the trigger activate ๐
Only any vehicle, or only a specific vehicle?
Does anyone know why my chopper wont land on a land marker (With invis helipad) he just hovers about 50 meters before it...
It could be obstructed, or the helo could be detecting enemies
Make sure it's set to Careless and definitely has a Land type waypoint
Try moving the pad to a few different nearby positions. Could be some tiny oddity in the terrain that freaks it out
Yea i tried a lot of locations, i got another chopper that drops me off at start of the mission (Which works, unloads and flies off) but this pick-up (land) doesnt seem to work at all and i tried moving it to a lot of new positions it just comes close to it and starts hovering
Welcome to Arma helo AI hell
Yeah, I only wanted one to two groups available (others non-visible)
if you want to do reliable heli insertions, use unitcapture and just record yourself flying
Either way, I guess it's cool. Thank you for your help.
You can (with some difficulty) choose which add-ons (e.g. Apex, Contact, any pbo in the Addons folder basically) to register in Zeus, but there isn't really group-level granularity without the use of mods
How could I do that? Out of curiosity.
And thank you for your quick response.
i figured it out, it had something to do with 'loiter' changed it to hold and triggered it (like i did with loiter) and now its just lands without a problem
removeAllCuratorAddons and addCuratorAddons
It's a bit annoying and if you have e.g. Achilles it will try to re-add everything whenever you open Zeus, so you have to make an irritatingly complex workaround
The vehicle we start the mission with
Give the vehicle a variable name (I'll assume it's vic1 but it can be whatever). Place your trigger and set the activation to Anybody. In the Activation Condition field, where it says this, replace this with the following:
vic1 in thisList
Did you read https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer ?
How would i do truck1, truck2, truck3, So either of them get through
(truck1 in thisList) or (truck2 in thisList) or (truck3 in thisList)
Thank you works Perfect ๐
BI probably uses lots of FSM for that
Just so you know, that "Arma Reforged" supposed leak is baseless, sourceless. afawk it could be a DayZ SA mod for the hype.
BIS missions are not meant to be a beginner's guide to mission making, they are meant to provide a good gameplay experience to paying customers - in fact that's quite the opposite of what a beginner's guide to mission making would encompass.
Trying to view scripting in Eden is really not the way either.
how would i go about making a recon/observe task to be completed when I spot a certain dude? Ive got the task created and everything, and tried a trigger to be detected by blufor and no luck. any ideas?
@brazen cape Maybe you can get something going with knowsAbout or targetKnowledge.
You could try putting an addAction on yourself that becomes available (through the addAction's Condition parameter) when cursorObject is the dude
Hi, anyone who know how to turn of the option to reinforce ("Fast travel to a sized sector") when the sector in question is targeted("Contested") by the enemy in a warlords mission that you make?
One thing you could do is participate in a unitโs custom operations. There are many units that host ops every weekโthere are several in the other channels for that stuff. Once you participate in a mission, those missions get stored in your mpmissionscache folder. You can then unpack these mission and bring them into your missions folder, then check them out in the editor and also see how they build the mission files and scripts. Arma is highly cooperative; sometimes the best way is by participating in a unit and helping to build missions! Good luck.
just a question can the game handle more ai in singleplayer or is it the same for multi and single player ?
i was thinking about buying the game mainly as a sandbox for myself
Thatโs a โdependsโ answer. Are you hosting from your computer or a dedicated server? Are you running a headless client? Etc.
just on a local pc ๐
i just want to build small scale scenarios for my own sake no big modding or stuff ๐
Whatever is on your PC mission for mp ops will need to be pushed to your connected clients as well. High AI loads will slow things down.
With smaller missions I find it best to build your basic op and then use Zeus to reinforce it. Plus, that will dynamically add to your mission.
i mean im mainly thinking if Singleplayer is able to handle more Ai than Multiplayer
Your players will always surprise you with tacticsโbest to reduce your initial AI load and supplement along the way. There are Zeus mods like Achilles that add lots of great functions in gameโreinforcements, parade ops, etc.
I read you...I just donโt ever single play Arma....
ye i dont particulary care about multiplayer ideally the ai in the mission should be able to beat it by itself ๐ with me just playing along i guess
Iโve found itโs much more rewarding to play MP. But if you are playing on your own machine, you can probably handle more AI then if you try to load up a lot and host a MP game from your machine.
thx ๐ thats what i was looking for ๐
hi i tried Script: Soldier Tracker by Quiksilver by cant seem to make it work
i did include this [unitname] execVM "QS_icons.sqf"; into init but nothing is showing
Did you name the unit and put that name in the [unitname]?
Hey y'all, I'm new-ish to mission making and I'm trying to populate the description.ext file so I can modify it to add a custom insignia. How do you get it to auto-fill from the mission.sqm? Or do I have to code it myself?
Unpack the mission file itself and then you can access and edit the description file. You can unpack/repack mission files using pbomanager . Thatโs one method, Iโm sure there are others.
I exported it as a MP mission, hoping the ext file would populate and it didn't. I already have the paa file for the insignia already in the folder, could that be the issue?
you have to write description.ext yourself
the documentation is here ๐
https://community.bistudio.com/wiki/Description.ext
I saw that, but I didnt know if every one of those lines needed to be in the file or not.
no, only what you need
if you need insignias, you add the CfgInsignias part, and so on ๐
Oh ok! That was what was confusing me. I appreciate y'alls help!
w/ pleasure! if you have a question, head towards this channel ๐
1. Download the SQF file "QS_icons.sqf".
2. Copy it to your mission file.
3. Configure script to your liking (inside the file).
4. Ensure it is executed by the mission.
In client/player init (initPlayerLocal.sqf)
[] execVM "QS_icons.sqf";
or
[] execVM "scripts\QS_icons.sqf"; (if in a folder called scripts in your mission directory.)
Follow instructions posted in the below link
http://forums.bistudio.com/showthread.php?184108-Soldier-Tracker-(-Map-and-GPS-Icons-)
5. Run mission!
That's what the readme says
Yup followed it
It show in eden it loaded but nothing change on the map
I cant see the hostile ai in location is it poissible with the script to do it
?
No clue
oh well
since i cant get it working does any one know how to get unit marker to spawn on respawned player cause currently the marker stay on the dead body instead of moving.
How can I get a loiter waypoint to be attached to a moving object?
As of now "applying" it to a object on the Eden editor simply will place it at that position, even if the target moves. Or do I need to just do a constant loop update?
Speaking of that I'm also noticing that when I attempt to manually update a position with say a move command with helicopters, it seems to just auto-clear them without moving despite the AI stating a new position
@vernal latch how are you executing that script
initPlayerLocal.sqf or editor init field?
init field
@vernal latch Why are you using the init field. The readme.md on github clearly says initPlayerLocal.sqf
arent they the same?
nope
no, no and no
I cant see the hostile ai in location is it poissible with the script to do it
I dunno if that is possible.
Read this
manage to get it working but cant see hostile unit?
is it possible to set on the script to see hostile players?
Dunno, read the forum post. It has all the features listed
This is gonna be a bit of a long message but I'm trying to give enough information to get a decent answer.
I'm attempting to open up my own server and I've got my map picked and made the 3den mission for it but when I export it and add it to the server it tells me I'm missing addons. I've updated the server files m repaired them and even reinstalled all of them and nothing seems to work.
Can anyone help?
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item0.type: Vehicle class RHS_UH60M_d no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item1.type: Vehicle class RHS_UH60M_MEV2_d no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item4.type: Vehicle class CUP_I_Hilux_unarmed_TK no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item5.type: Vehicle class CUP_I_Hilux_unarmed_TK no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item6.type: Vehicle class rhsusf_m1a2sep1tuskiwd_usarmy no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item15.type: Vehicle class CUP_VABox no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item16.type: Vehicle class CUP_VABox no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item17.type: Vehicle class CUP_VABox no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item19.type: Vehicle class CUP_VABox no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item20.type: Vehicle class CUP_VABox no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item25.type: Vehicle class RHS_UH60M no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item26.type: Vehicle class RHS_UH60M no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item27.type: Vehicle class RHS_AH64D_wd no longer exists
15:50:28 Warning Message: mpmissions__cur_mp.clafghan\mission.sqm/Mission/Entities/Item28.type: Vehicle class RHS_UH60M_MEV2 no longer exists
15:50:28 Missing addons detected:
15:50:28 RHS_US_A2_AirImport
15:50:28 ace_realisticnames
15:50:28 CUP_WheeledVehicles_Hilux
15:50:28 rhsusf_c_m1a2
15:50:28 CUP_Weapons_AmmoBoxes
15:50:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.RHS_US_A2_AirImport, ace_realisticnames, CUP_WheeledVehicles_Hilux, rhsusf_c_m1a2, CUP_Weapons_AmmoBoxes
The last line tells you exactly why it doesn't work; it's missing RHS:USAF, ACE, and CUP Vehicles
I noticed that part but the issue is I have them installed to my server and loaded
All the other vehicles I used from cup work but its only giving me an error for the CUP_WheeledVehicles_Hilux
try to repair the mods on the server (could be corrupt)
I'll try
I'm letting it repair now in case this doesn't work do you have any other tips? ( Edit - Still getting error )
Can you open the mission file in the editor?
Because I don't think those addons don't exist anymore
it is dependent on downloadable content that has been deleted
It would be a bit unusual not to provide backwards compatibility (especially for these major, popular mods), but those vehicle classes might have been removed or renamed in an update.
I checked my folders and it showing that they exist, I'll go check it in the editor now though.
Do you think it could be a map issue or something? I'm still pretty new to this
terrain doesn't care, mission could be bugged (although it would simply crash, and not tell you that stuff doesn't exist), so either you don't load the mods correctly or they're corrupt (or you using old versions).
I'll try loading the mods in a different way thanks for all your help
Well now I have all the mods fixed except 1 model is doing some weird shit
17:17:19 [CBA] (xeh) INFO: [2096,60.636,0] PreInit started. v3.15.2.201119
17:17:20 [CBA] (settings) INFO: Reading settings from settings file.
17:17:20 [CBA] (settings) INFO: Finished reading settings from settings file.
17:17:20 [ACE] (common) INFO: Parsed Settings Configs [56.0 ms]
17:17:20 [CBA] (xeh) WARNING: One or more children of class Car do not support Extended Event Handlers. Fall back to loop.
17:17:20 [CBA] (xeh) INFO: [2096,61.051,0] PreInit finished.
17:17:20 Warning Message: Cannot open object rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d
17:17:20 rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d: No geometry and no visual shape
17:17:20 Warning Message: Cannot open object rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d
17:17:20 rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d: No geometry and no visual shape
17:17:20 Warning Message: Cannot open object rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d
17:17:20 rhsusf\addons\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d: No geometry and no visual shape
Hi, anyone who know how to disable fast travel to a sector which is controlled by your team but which is also right now being contested by the enemy?
Got this really weird issue at the moment where placing 10 groups massively staggers performance compared to say 3 groups
3 is fine, but a few more and things like scripts start being mad delayed and FPS takes a dive.
Anybody ever experienced this?
If you're looking for people to help you out on a project (small or big), please use #creators_recruiting.
If you have specific questions about mission making feel free to ask them here.
Just placing or actually having ten groups running around doing their thing?
morning chaps... ideas for objects in compositions for enemy airbases?
I have scripts that spawn OPFOR men, vehicles and statics, radars and HQ building. Then I have compositions that spawn parked aircraft and vehicles,, both OPFOR and civilian, other scenery objects like bomb racks, fuel tanks, windsocks etc
I'm after further ideas for objects that might be found on an airfield, either for spawning by these compositions or by the enemy spawn system
How about an equipment box with pilot equipment?
I don't know how to make this work, but what about the small trucks, luggage transport, queue-line, registration desk, patrolling security.
I should say, I'm using vanilla arma... no addons
I've added the aircraft carrier tractor just now... just need more inspiration
How about the above (pilot equipment station, registration desk etc.) ?
Civilian parking lot? (since you've adde civilians already)
Luggage laying around.
How would I be able to play tfar audio over speakers ingame?
There's a static radio part of TFAR that's under modules in Zeus. I haven't looked in editor yet though. But I think you have to use a backpack radio for it to work.
Thank you kindly.
Iโll test it when I get home
I already have a script that dynamically puts cars in parking spaces ๐
https://puu.sh/HfL4N/318ad7bbe7.png
The cars in the car park are done dynamically by a script, the helos and planes are the composition... 2 different systems
I might remove the tractor from the list of classnames it can choose from though lol
its the composition I want to expand
both backpack and handheld radios should work. And you can do it in Eden too.
Place down handheld radio, double click it in Eden, you can preconfigure frequencies and enable speakers.
Oh ok, I tried it the other day with a handheld and it didn't work. Maybe it was glitched out.
I've no roles in role selection on my multiplayer server, but have them if I host off my PC
For the Firing Drill framework, would they technically work on a dedicated server? Or if not, is it possible for me to upload players times to my own DB some how?
is there a way to have a group member use an action? I the player command unit to use addaction that is available to me
How do I make it so I have a unit placed down that players can grab kits from? Like a static mannequin almost type thing.
I have a question, How do I change the location of the respawns, like where the bodies are stored
While people are picking where they are going to spawn
You could probably put the bodies in a freezer haha. But what do you mean? If you use a respawn position, there's nothing to really worry about when it comes to that.
Hello
Any of you know what parameter to config to set limits about being unconscious in ACE Medical ?
Like I want 50% of chances to get unconscious instead of native dead
https://ace3mod.com/wiki/feature/medical-system.html contains most info
I already read it, in pain
Even setting damage threshold to 25
Player gets native dead after being shot in torso for instance
ace_medical_statemachine_fatalInjuriesPlayer = 1; // Fatal injuries only occur in Cardiac Arrest
so you won't die instantly, only when your wounds aren't being treated fast enough
Keep in mind that some settings don't work well together (eg. statemachine doesn't care about fatalDamageSource)
I don't understand
Still dying frat
I set config in userconfig\cba_settings.sqf
and overwrite settings manually in addons options in game
nothing changes
@late breach can we see that in private message ? I will send you the config I put, you'll tell me if I'm wrong
I have DM's disabled; so that won't work ๐
You can put the configs on pastebin or similar, and put a link here.
30k people will see more than 1
So from the campain, in the beginning they do radio stuff like " Green on Blue" or AAF forces have overwhelmed the Airfield ecetera. how can we obtain these lines in mission making
By recording by yourself or?
@halcyon spindle They can be found in config.
Easier way is get 3den Enhanced and use the CfgSentencesBrowser. You can search the lines and export them.
Hi guys i was wondering where i could find the Apex Campaign missions code to learn from it.
Arma 3\Expansion\Addons\missions_f_exp.pbo*
missions_f_exp
[[tom]] call BIS_fnc_EXP_camp_IFF;
tom setVariable ["BIS_iconAlways", true];
How would i run it for all the players in the game? Instead of just tom.
rookie question; when your designing a mission with several tasks, some optional, and you set up a referencing system to keep track of tasks during its dev, do you lay down markers? if yes, are they only temp? or do you have another recommendation?
If you use the Task Framework (see https://community.bistudio.com/wiki/Arma_3:_Task_Framework) the tasks will be available on the map and can be managed through scripts the way you want (required, optional, show/hide/success/fail depending on situation, etc.)
Anyone who know how to disable fast travel to a sized sector when the sector in question is being contested by the enemy in warlords?
hi
I'm trying to create a custom mission which plays a song that I downloaded in .ogg format
When I upload this mission as a .pbo file to my dedicated server, this mission essentially has a trigger which plays this song
The song being in the directory of mpmissions/missiontest1/sound/fortunateson.ogg
does anyone have an idea?
When I join a multiplayer mission on an online server for the first time, the mission is downloaded from the server before being able to enter the mission. Which folder is used to save the mission data? I already looked in the %username%\Documents\Arma3 folder, but did not find it.
Is there any other place where mp missions are saved?
Found it. is is path C:\Users%username%\AppData\Local\Arma 3\MPMissionsCache
Who knows how to use the HAL N6R mod?
Anyone know how the server side can play custom songs? Mine still doesn't work, I tried both playMusic and playSound but when I host the server and I connect to it, I don't hear it
playMusic and playSound both have local effect.
And you probably shouldn't distribute (the mission files are sent to everybody who joins the mission) and play copyrighted music without obtaining a presumably expensive license to do so.
Quick question what is the best map for performance?
Virtual Reality
Probably the smallest then, so Stratis or Malden.
I see and what about 3rd pty ones?
cuz i was doing a nice scenario in tanoa and its a hell
You'd have to test them.
Because you might run across a small map that's badly made and has major performance issues.
proving grounds maybe?
I rmb there's some old game ports that are 1x1km or something silly?
Well maybe i should have said it different but i am looking for a nice map thats not too laggy.
what kind of madness are you trying to host
Well i wanna play with my friends and creating my custom missions but i had about 5 tasks on tanoa and started the MP session went from 130 fps to 50 in about 1h
lol
Even tho there where like maybe 50 ai on the map tops?
whats wrong xD
Most people get 30 fps on a good night on Tanoa if the op involves more than 10 people
When i play SP on maps like kunduz for example i got 200 - 300 fps
Make sure you enable dynamic simulation and all that helpful stuff to help with performance.
@bleak river where?
in 3den, it's basically freezes all AIs in place until a unit with "wake up dynamic simulation" enabled gets within a given range
correction it freezes everything that has "dynamic sim" on
the models will show and damage will register but it won't move not even with a 120mm shell
It disables simulation of items outside of a predefined range from players.
Ah
Nice thats the only performance fix i could do?
cuz it seems i lose atleast 30% of my frames when i switch from SP -> MP
depending on which part of Tanoa you're playing on, you can also reduce draw distance
That is just due to multiplayer, there isn't anything you can do about that.
but your issue isn't the game's performance, it's the internet

just be happy you're playing on Tanoa unlike one of my Ukrainian friends who managed to achieve 3 seconds per frame and not crash
hahah
Well i got a pretty beefy machine
but still
i run on high refresh rates so getting 50 - 60 on a 170hz monitor almost makes me puke
Arma is a game built in 2013, it's not supposed to handle modern machines and performance requirements
Best way to increase performance is,
Lower draw distance, decrease visual fidelity, reduce the number of simulated objects and units, only spawn units when they are required, don't overload the mission with to many loops or computation heavy functions, etc.
in around 2-3 years time, latest news I heard they're trying to complete the enfusion engine that's partially built in DayZ standalone now
I think so
also for performance you want the server to be beefy as shit as well
since that's the machine that's handling the heavy-lifting with parsing information
I have no idea how servers work beyond what I said, good luck on that
What does it mean by "local" effect? Like local in the area of the map it is being called, or local for only the client?
Is there any way to play the .ogg sound/music for everyone in the map
Local effect means the effect is only noticeable on the machine it was executed on
That's weird, because I create the mission on my local PC, host it in multiplayer, and my friends can hear the sound?
but when I then transfer the files to the dedicated server, it doesn't play
It depends where you execute it. playMusic will not work on a dedicated server.
Hi. Anyone who know how the:
[] call BIS_fnc_WLArsenalFilter
works?
Or how to limit the arsenal in a warlords mission?
both playMusic and playSound?
how about using remoteExec command instead? would that fix the problem?
ah yeah as I feared...
but it's weird how if I host this mission on my local PC, when my friend joins, he can hear the music?
despite the mission file & soundfile being in my directories?
hi anyone know of a good horror mod that can go well with drongo spooks and anomalies
https://streamable.com/ev1wph it begins
for some reason i cant spawn on the respawn point in arma 3 eden editor, even though i have spawn on custom position turned on and blufor option selected,
You need to start the MP preview, the normal one is singleplayer
personally I find it easier to just use respawn_west markers
So I tried to find something online about this issue, but couldn't:
When I try to export my map to Multiplayer, I'm getting this strange error when trying to just host a game.
Expected 2331508 B, got 1220815 B```
Clearly something is breaking in the export... but I have no idea what and how to solve it
Does anyone have suggestions for in-game radios that are not TFAR reliant?
ACRE
sorry, that are not at all reliant on editing the game files / adding things? @shell fox
There are some purely script-based solutions, but as far as I'm aware they can not offer the same amount of features and quality provided by the big radio mods.
Hi is there not a way in Eden editor to set mission attributes, instead of having to save as an .sqm file, create a description.ext file in the mpmissions/mission directory?
For eg. I just need to set the attribute respawnOnStart = 1; but I make a lot of versions of the mission, which I then upload to my dedicated server
Could somebody help or advise what the best solution here is? If a .pbo file basically consists of everything of the custom mission, including the .sqm file and a description.ext, shouldnโt I be able to configure within Eden editor before exporting as .pbo file?
