#arma3_scenario
1 messages · Page 52 of 1
I actually found the issue; I had a "clipboard"/napkin file in the missions root folder filled with all kind of snippets and random trash and junk... and even though I never called that file, it somehow messes up the export.
Normally I delete that kind of file eventually or I add the .info extension to it, but I guess at some point I turned it into an .sqf and as such it messed up the "compiling" of the mission into an pbo
When I play people who are in a helicopter they either end up spawning on the ground under the hovering heli or at cords 0,0 is there an easy way to fix this so I can have infantry spawn inside of a helicopter at the beginning of a mission?
You place a helicopter with units inside it in Eden and when you start the mission as one of those units you are not in the helicopter?
Smells like mods
Can I assign uniform for people in my eden editor mission?
Alright so here's how I'm gonna run it:
- The setup
Personally I'm not a big fan of "open-world" scenarios since you'll have to write out lots of minor events and either build them all in or do them on the fly. But if you're gonna do it, I would suggest to write out and setup a list of minor events and send people to those during the op. Here's some ideas:
- Supplies convoy/VIP
- Recovering facilities (so no heavy weapons/explosives)
- Search and destroy over densely forested areas
- Battle clean up (just dump a load of bodies around and make the players bag bodies and confiscate weapons for 30min, works surprisingly well if you give them pure hell the hour before that)
- Intel missions to kidnap leaders or take files
idk how long you're planning the thing to last, but I would heartily suggest making the final hour of the op something big that ties everyone back into a major event.
-
Mods
Have fun doing ballistic testing between all the mods, personally would suggest go CUP and be done with it. Would also suggest LAMBS Danger for CQC, camping and manoeuvres but they tend to be very very aggressive and activate on distant audio contact. -
Squads
From what I'm seeing, I think you're trying to make Spade as recon raiders on GAZs, Diamond as infantry on trucks maybe BTRs, Club as mechanised on BMPs and Hearts as either vipers or drone ops? You'd probably want most people on Diamond and supported by the other elements instead of establishing 4 teams that are capable to work completely independently. That way you can make missions of varying sizes to get different groups involved.
Also, you can probably clump hearts and spades together and make them FSB goons with their own deep op intel missions with fancy toys. Hearts can probably just be helo/mobile hospital unit if you really want to have 4 specific teams.
When on MCC sandbox my friend who joined my server is stuck on 1 uniform in the virtual arsenal, any helpo
1 more thing.
I have NATO UAV's spawned in with eden editor, when i equip the NATO UAV, I cannot control the UAV for what so reason.
quick question
how do i put everyone into 1 squad
Make sure the UAV is manned in editor (the UAV is blue not yellow), then have your unit player have the NATO UAV terminal in its gps slot, then test the mission and you should have a scroll option to open up UAV map.
Is there a tutorial for it?
Interweb this : arma3 using uav
ik how to use a uav
but when i go in to the UAV terminal
it doesnt show any UAV
In UAV map, top left should have a drop-down showing all available UAVs
Put down several different ones in editor and see what shows up. Remember they need to be manned (blue).
. . . and the terminal faction needs to match the faction of the drone.
theres still no UAV
I have no answer other than . . .
Test in vanilla (no mods at all) . . .
Open a new map in editor.
Put down one NATO soldier.
Edit that unit's loadout to have a NATO Uav termininal in its gps slot (I know you have done this because you say you can scroll to open the Uav map).
Now put down a NATO drone and make sure it is manned (blue).
Test mission. It should be there . . . other than that, I don't know what else to say.
☆ If you're using ACE, make sure to make your unit a UAV operator in the unit's ACE section of its attributes in editor.
Does anyone know how get EODS+ to function properly with ALiVE?
¯_(ツ)_/¯
Guys need some help with creating a Briefing. I've tried diferent image sizes and formats but it still doesn't show anything
this is the code im using
player createDiarySubject ["Missão","Missão"];
player createDiaryRecord ["Missão",["Mamoon Al-Hashim","Esta é a ultima foto que temos do lider.
<img image='\img\tali.paa' width='256' height='256'/>"],taskNull,"",true];
@native echo no cross-channel posting (aka crossposting) #rules
the image itself must be 2^n × 2^o, e.g 256×512
@cinder holly Sorry for crossposting, thx for the answer
@cinder holly so my picture is 456x469, to make it appear in the briefing i would need to make it 234x469?
no; it has to be power of two sized
1024×1024, 512×64, 128×2048, etc
shrink or extend it to that size in paa, restart the game, retry 🙂
So 128x128 or 256x256 would supposedly work right?
yes
I tried both and the img still didn't show up, triedp png, jpg and paa
for a 456x469, to not lose much try 512×512
but once the game loaded the picture, you have to restart the game to take the new format again (it caches it)
once it's 512×512 it's ok, you don't have to change it anymore
that or rename it, it's a "new" pic for the game
Hi everyone, does anyone have experience with ALiVE?I was wondering if It was possible to define multiple blacklist markers under one Military Placement Module
space and a comma @severe dagger or just a comma?
either one
ive used both
or rather a comma and a space after
BLUFOR_1, OPFOR_1
BLUFOR_1,OPFOR_1
both work fine
Anyone know why my AI is frozen in this position? I placed this group down in the editor, and the only thing I changed on them was their Behavior from "Aware" to "Safe" (which is what appears to be causing this issue). Yes, the units are from a mod, but this happens with the vanilla FIA units as well. Lastly, the issue does not happen locally in 3DEN's Multiplayer mode, but does happen when I put the mission file up on the server; so maybe it's a server-side issue then?
https://i.imgur.com/yotDnkY.png
does it happen with no mods enabled? that is very odd
Haven't tried that yet, but I'm starting to reach that stage of troubleshooting, haha
Issue doesn't happen with mods unloaded. But I still find it odd that when mods are loaded, it still doesn't happen in the editor... only on the server.
Is there a mod that caches AI while zeusing a mission?
Probably better question, will zeus activate cached units.
just use Dynamic Simulation
Anyone able to help me with getting a firing drill set up? I'd like to have a firing range with a score based on accuracy but the article from bohemia states that the drills aren't working until V2.02 Is there any workarounds?
Anyone who knows how to limit the range of how long thermal vision can see?
is there a way to tell AI mortar teams to setup the mortar?
@red tree An easy way to do it... https://community.bistudio.com/wiki/BIS_fnc_unpackStaticWeapon
mmm okie doesnt seem to do what i need rip
It's a nice scenario; in my personal opinion, I like it @glossy fable
Does anyone knows how to remove NVGs, Binoculars, Map, Terminal, Communication, Navigation, Watch from the virtual arsenal
Like this?
[ BIS_ammoBox, ["NVGs","Binoculars","Map","Terminal","Communication","Navigation","Watch"], true ] call BIS_fnc_removeVirtualItemCargo
…with their classnames yes
Of every item in that section respectively?
a few months back i created some custom patches for my units to wear in OPs, we finally got around using them. The problem im having is that they wont reliably show for players, some will see the patch and some will not but then see someone else's etc. Does anyone know if this is a problem with the editor and MP or if its something on the Config side of things, thanks.
@cinder holly @west silo but if I want to remove those categories (all items in it) how could I write that?
@gloomy heron not an expert but I found out it has to do sometimes with the uniform some uniforms don't have a line where they enable insignias to be worn maybe test on some vanilla uniforms to see if that's the case, hope it helps
Is there a way to re-create the steam scoreboard stuff? Were I could send who completes my mission to a server or vice versa
why not; if you have an API endpoint where you can send data, you can call that from a mission on completion
although since that URI will be "public" in the mission file, I'm sure people will be able to abuse it and send fake data
I mean that would be fine, I mainly would like to use it as a way to understand how it would work.
Like maybe in the future for example, sending a "I completed this training on my own" code to the server.
Then I can plug that data into my db
Within missions you'll be limited to probably something like htmlLoad and ctrlHTMLLoaded, which will be client-server only (one-way).
If you use mods you can do whatever you want, direct in database or through a custom extension which does it for you.
Think that should work, DB feeds into the multiplayer server, so as long as it has a nice checkbox saying they completed X mission some how, the data will be sent back when they join the server 😄
Im setting up a mission for my unit. Im currently testing out and I find that the squad names I put in via attributes have reverted back to the vanilla game name such as (Alpha 1-1) instead of Echo 1 that I want. Can anyone walk me through how to change that ? I can provided a snap shot in dms if its confusing on what im talking about
IIRC renaming the squad does not rename the squad in the role select lobby.
You'll need to use CBA to add that functionality to your mission.
https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby
@bleak river thanks dude your a baller
this is another noob question , but from being in other units to setting up my own mission the NVG settings are vastly different, i think im using the vanilla which is very limiting while I know there are ways to set it to where its very clear and fullscreen/ playable, how do i enable ?
This isn't a global "NVG setting", it depends on the specific NVG equipment item you're using. There are three vanilla NVG items that offer full-screen night vision: the CSAT Special Purpose Helmet, which is...a helmet, and also has thermals; the Pilot Helmet, which is the same but without thermals; and the secret integrated NVG items that are used behind-the-scenes to implement this. The integrated NVG items do not appear in the arsenal by default and must be added by script. They appear as brown standard NVGs when equipped in this way. The classname for non-thermal integrated NVGs is Integrated_NVG_F
If you want more NVG options, you'll have to use a mod which adds more NVG types, such as ACE.
This is most likely doable. But with an AddAction. Is there anyway I can add a conformation button. I.e, press twice.
?
Not purpose-built like that. But you can make an addAction that does nothing except add another addAction that actually does the thing.
Check out https://github.com/LarrowZurb/ActionMenu, which allows you to make complex menus with addAction (same parameters)
@kindred relic have ace , how do i enable thoes NVGs to take place because im using modded nvgs and ace ncgs but im getting vanilla quality when using them
I don't know the exact names of the ACE NVGs but you should get different results when equipping them (except the ones that are just vanilla NVGs renamed, that's the gen 3 ones IIRC)
other than that I'm not aware of any special stuff required, just equip the NVGs
ACE has a wide version of the vanilla NVG and has several settings to make it more/less realistic.
There is an NVG setting in the addon options in the editor. You can set mission and server settings there as well, like medical features, fatal wounds, etc. I use the eden editor so not sure if it’s in vanilla, but you can adjust NVG gain and the graininess in those settings.
you place another unit?
If you place an unit far away than like 15m won't be grouped by default. You can group/ungroup them with Ctrl+Drag anyways
You can also disable auto grouping in the Editor Settings
Forgive me if this is in the wrong place, but is there a way to prevent enemy AI from entering an area? The ambient AI keep getting attracted to my base, and invading, and since it’s a safe zone, no one can die.
what is ideal image size to put here?
briefing
512x551 this one
<img image='3.jpg'>
width 370x height 391 seems good hmm
hey fellas a little help eh?
[19.06]
_trig = createTrigger ["EmptyDetector",[0, 0, 0],false];
_trig setTriggerStatements [
"vehicle player isKindOf 'Air'",
"if (!(player isKindOf 'uns_heli_pilot_base') && {assignedVehicleRole player in [['driver'],['Turret',[0]]]}) then {moveOut player}",
];
[19.06]
and i want to add hint
[19.07]
_trig = createTrigger ["EmptyDetector",[0, 0, 0],false];
_trig setTriggerStatements [
"vehicle player isKindOf 'Air'",
"if (!(player isKindOf 'uns_heli_pilot_base') && {assignedVehicleRole player in [['driver'],['Turret',[0]]]}) then {moveOut player}",
hint "You are not a Pilot!"
];
[19.08]
but no bueno so.. little help? the point is to have "pilots only fly" and it kicks out peep from seat and would give hint
plz use ```sqf (see pinned message)

```sqf
/* your code */
hint "good!";
```
↓
/* your code */
hint "good!";
now you can
Are there any good FOB building mods that are ACE compatible? Something a little more realistic and time consuming than ACEX? Thinking almost in the vein of Squad style FOB building
HI everyone, I'm using ALiVE with a local DB. My missions are running fine on first load, but after a server restart everyone has severe rubberbanding and desync. I'm sure it's related to Persistence but I was wondering if anyone else had encountered this issue?
Hi, anyone who know how to disable 3D person view for infantry only?
figured it out:
if (cameraView == "External") then {
if ((vehicle player) == player) then {
player switchCamera "Internal";
};
};
You can also configure third person view to be vehicles-only in the difficulty options
I keep getting the error "No entry .Model" whenever i load into a mission-file I'm making. Does anyone have any idea why?
starting with todays update.
start your game with -debug parameter and it might tell you which script is querying that invalid entry, if its a script
Is that the full error what you posted?
maybe a missing bot
buddy, i just suck with scripts sometimes..
_trig setTriggerStatements [
"vehicle player isKindOf 'Air'",
"if (!(player isKindOf 'uns_heli_pilot_base') && {assignedVehicleRole player in [['driver'],['Turret',[0]]]}) then {moveOut player}",
""
];
hint "You are not a Pilot!";```
this code works but just wanna add "hint" message after "moveOut" so it pops up just right, help? location is "init.sqf"
moveOut player; hint 'this is my hint' ;"
and still ```sqf 😬
Hey everyone. Not sure if this is the best channel for this so just let me know.
I'm trying to tweak an existing mission, KP Liberation, but when i try to rebuild it with armake, i get a syntax error
idc = 203;
error: Failed to parse config.
error: Failed to binarize some files.```
So far, i've only removed the `disableChannels` line from the `description.ext` of the mission, so I don't think it's anything I've done
@runic briar dont remove
Line 156, just remove 0
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/description.ext
Hi, I want to ask how zeus can set player size (without disable the simulation)?
Yes, but I cannot scale player unit without disable the simulation.
Is there any way I can scale many object in simple way?
via script, gotta write your own
As expected, that didn't fix it
Something else then
ive got AI heli crews with careless behavior so they dont just take off when they respawn, how do I make them respawn with the same behavior? It seems like when they die, they are just defaulting back to normal
Maybe a trigger or a while loop that gets triggered when they die/respawn?
that sets their behaivor to careless again?
When they respawn this is the code you want to apply
_group1 setBehaviour "SAFE";
_group1 could be replaced with the group name or you could define the group as _group1 when it enters the trigger if you end up using it.
sooooo im thinkng of buying arma 3. is the mdoing built in it or do i have to download it myself?
by "mdoing" I assume you meant moding, in that case I don't think this is the correct channel for it 😅
unless you also meant mission making.
yes i meant that. still new and dont know alot of stuff
A'ighty, no worries, but yea as said in #arma3_editor it is part of the game.
It is not the easiest thing to get around keep in mind, and most videos on youtube can be outdated somewhat.
but hey, this why we have those channels, if you got questions or need help with something, ask around.
ight thx
np
Quick question, how do i change the time of the day using eden editor
On top, settings, environment
Ctrl + I too iirc 🙂
One more question, when my friend is loading to my LAN server, he is always stuck in loading screen
Any solutions?
usually due to mods mismatch / bad mods, have you tried vanilla?
yeah we have mods
we have CUP Weapons, CUP terrain, ShacTac (Discontinued), Fallujah, CBA_A3, Special stealth uniform[SSU] Etc
Also MCC4
try without mods, and if it keeps not working head towards #arma3_troubleshooting
But without mods its not fun
that's called "troubleshooting"
identifying the issue before trying to fix it
whats a good radio mod that sounds like a actual radio and does not require teamspeak
that's #arma3_questions :p
@turbid kindle thanks, did “this setBehavior “CARELESS”. That worked initially, how would I make a trigger for that?
hmmm, that depends on how things are done in the mission.
would like to help but I don't use triggers that often, so I can't be of much help here.
No worries, would you happen to know anything about AI CAS not dropping bombs? I just read something that the AI accounts for the distance friendlies are from the impact area, but never had that issue before.
Anyone here wanna give tips how to make missions good
yes!
1/ make it good
2/ ???
3/ profit
😁
but also a wiki guide, lemme find it
https://community.bistudio.com/wiki/Mission_Design @muted flower
I'll take a look at that, thanks 😁
is East Wind an example of an optimised mission/campaign
define
optimised
?
you're getting the best FPS possible for that type of mission
Are there any good FOB building mods that allow fortifications to be constructed Squad style using logistics and resource points? ACEX is instant placement and very limited with what you can do and you don't need a logistical supply chain. JustBuild is too arcady and you can place way too much, and also has the same problem of pretty much instant placement and no necessary logistics.
For CfgRespawn / MP Loadouts:
Is there any way to make the pistol have a scope and suppressor? They never seem to add in to the pistol.
Here's an example of a loadout (Pastebin)
https://pastebin.com/D88S8EAY
I think you've mentioned the existing iterations. Seems like a good modding project!
I cant mod ahhhh
more like i dont have the time and dont know how
then don't ^^
What is the best alternative to voice acting for single player missions/campaigns? In the East Wind for example, it’s more immersive because it has actual voices but what if you are not able to do that?
You could use garbled voices like in Starfox, or a typewriter sound
(or good and free voice generators)
or reddit dubbing
or reusing game voices
by default it should be enabled, although you can set it in the attributes of the unit
thx
My MCC4 is generating a mission? You know why>
Does anyone know enough about LAMBS to help stop a problem I'm having? I've made a mission where one objective is to kill a HVT, but every time the players engage the enemy around the HVT's location the guy comes charging out of his building and gets gunned down in the middle of the firefight instead of staying put.
Is there any way to prevent this other than straight up disabling LAMBS for him and his bodyguards?
I can't just disable movement on his AI, as I give the players a chance to shoot down his Heli as he arrives at the base or snipe him as he moves from the heli to the building he stays in
@tall remnant They got a discord, probably bet to ask there.
You can use triggers or waypoint on activation fields to disable movement once he arrives at the building
I'm having a little trouble with a UAV (well, remote designator). It's a BLUFOR remote designator, converted to INDFOR by grouping, because mission design. I am an INDFOR man with a UAV terminal and the UAVHacker trait. However, the remote designator does not appear in my UAV list.
I've used connectTerminalToUAV, but that doesn't add it to the list. It connects me directly to the designator's camera, and I can "control gunner" as long as I don't select anything else in the list - but the designator itself isn't in the list.
I feel like the BLUFOR-to-INDFOR conversion is the culprit here but I'm not sure what I can do to work around it.
https://community.bistudio.com/wiki/enableUAVConnectability
Try if this helps
Unfortunately, it did not
UAVs are weird
Any chance you could use BIS_fnc_spawnVehicle to create your remote designator?
yes, I think?
A designator spawned with BIS_fnc_spawnVehicle and set to INDFOR using the function, has the same result as the original test: connectTerminalToUAV grants a direct connection but it can't be selected in the terminal
Set to independent using which function?
BIS_fnc_spawnVehicle

I've just tried placing them empty and putting an INDFOR man in them. This still has the same result.
I swear I did this same exact thing with the destroyer turrets in a different mission and it worked
Yea, don't know why it's not working either 
The problem is caused by the player being setCaptive
bruh
It's still a problem though because I need the player to be setCaptive for mission reasons
(making the designator setCaptive too did not help)
The only workaround I can see is to use setFriend instead of setCaptive for my purposes. I'll do it if I have to, but the wiki page mentions it can cause problems if done mid-mission (which I would have to do)
Can't sneakily make the player civilian for a short while?
Not really in the context of the mission. There are too many things it could break, among them the fact that you can't use different sides' UAV terminals
does anyone know of any guide or tutorials in how to customize your own Antistasi scenario?
Anything similar to the R3F logistics creation factory without having to use the full R3F system?
What is the most reliable way to make AI execute support by fire task from fixed position?
Vehicle/Tank support.
Why does my mission multiply enemy units?
on a site with a HVT there is to be three chedakis
when I launch the mission they multiply
Script error
Multiplayer issues (if mp)
hey buddies,
any tips "how to" make "teleport marker" for carrier (bi freedom) so that peeps spawns on deck?
- i use empty_marker (respawn_west) method but the height is the problem, keeps spawning on water grrr...
- peeps have to select spawn location after loading to map
cheers!
@noble delta
corrected . . .
Ok, so you need to get the marker up to the deck level . . .
Place your marker and while using the 2nd translation widget click on the marker so the widget shows, exit the map and the marker's blue z axis arrow is revealed. Now make sure your surface snapping is on and grab the the blue arrow axis and lift up your marker (which you won't actually see except for the widget) above the deck and then bring it down and it will snap to the deck.
i solved it with spawn module but now it leaves the darn icon.. how to get rid of the icon?
You can't as far as I know.
There are ticks to hide some of those things, but I haven't found a correct combination to do so with the mods I run.
You can use as an example, a square marker and adjust its transparency to invisible or slightly seen . . .
balls
Hey all, I am looking to create a custom MP gamemode - any resources to lead me in the right direction? I've been looking at the BIS wiki but it seems like most of those articles are too deep in the weeds for me at the moment. My goal right now is to just create an MP scenario where the player spawns in a random position.
https://community.bistudio.com/wiki/Arma_3:_Respawn
https://community.bistudio.com/wiki/BIS_fnc_findSafePos
@twin jay Perhaps these can help you build something to spawn players in random positions.
Thanks. I saw those resources before. I'm just messing around in the Eden editor now... is there some reference to how to structure SQM/SQF files? I think I may eventually need to add some scripts...
Ugh I have not written that part of the Introduction to Arma Scripting yet
, but code is always executed from left to right (unless parentheses dictate otherwise) and from top to bottom.
No touchy touchy mission.sqm, but everything else is game.
SOLVED
So, has anyone played around with LAMBS Danger?
Basically, in the past few ops I've hosted, LAMBS makes everyone within a mile or 2 super aggressive on audio contact. I can set up a decent tiered defence around a big town with a company of soldiers and upon first contact outside of town, the entire town abandons post to swarm the threat, which, on a zeus POV its a huge ball ache coz you completely lose control over giving the players an appropriate intensity before it becomes PTSD - the game.
Just wondering if anyone has some ideas on how to set the AIs up with LAMBS or experience mixing NR6 HAL with LAMBS (currently testing that myself)
@glass mango Best to ask on their discord
Anyone can pinpoint me to this alarm in good quality
alarm on US Navy ship before launching tomahawk
i want to add this for playSound3d..
nvm found it
the vanilla alarm sound is close enough
If I make a cool vehicle with attachto in ZEN Zeus mod, is there a way to export them and put them in a mission? Thanks.
You can also make your own sounds. You can find them for free online and then convert them to ogg files for your mission.
Not that I know of, you have to recreate it in the Editor and then either copy-paste it every time you want to use it in a mission or save it as a Custom Composition (which can't be used in Zeus).
Hello guys, I heard that community makes these really cool scenarios available on steam workshop, but when i went to check the workshop i was really confused and didn't find any scenario that plays like a campaign. I would be grateful if you gave me some recommendations on campaign type of mods (I don't own any of the DLC). Thanks
@unkempt gulch Don't worry, steam workshop is a mess because ppl don't use the proper categories most of the time
@west silo Thanks man
If you have more such questions go #singleplayer
Actually, if you export mission in ZEN zeus mod, you can export the scripting to create your attachto creations, so that they can be used in a new mission with scripting. Very useful.
Does anyone have a good mission idea for one side being Russian and one side being American
Small unit infiltration to Russian airfield and steal an aircraft?
hello! how can you make "tiny model tanks" for example just for show? like in art of war gallery there are scaled down things attach to object..
they need to be simple object though
but they grow back in i return to editor
"this setObjectScale 0.1;" works too i guess
but they still grow back in editor after play..
yes
you can only set it via script
it doesn't persist when you return to editor
ive seen people able to make it presist
Did you pay attention to that ^
oh an script? any examples?
there should be a checkbox in the objects attributes in 3den
then its not simple
Not sure how to do that part
I thought the editor checkbox would work ¯_(ツ)_/¯
How do I make a game end after one of the teams are dead
That’s a perfect idea thank you very much
okay, what are those white boxes? something on this last updated made them appear
https://imgur.com/a/qxge0gp
Ignore them for now, they will be gone with the next update.
In the future, we will be able to define icons instead of these white boxes
Understood
So im making a mission right, but my players are just killing civs for no reason, is there any way i can use scripting to freeze them for 20 seconds or flashbang them when they kill a civ?
Need some help removing mod dependency from a mission I made awhile back. There is nothing from the mod in the mission but it's still listed in the required mods and has a classname under AddonsMetaData.
I'm sure there is a scripted solution using addEventHandler.
Anyone know how I might repair this?
Merge your mission onto a blank map without the mod loaded
You'll need to set up your addon and mission settings, but your places objects will remain
Ah excellent, thank you
hey yall know how to get the pbo from a workshop mission? ive currently done the method of just playing the mission on a local host, and taking the pbo from my saved missions, but that pbo doesnt seem to be happy when uploading to my server. very possible its server side, but im trying eliminate an issue with figuring out if im grabbing the pbo wrong.
how do you hide stuff in the arsenal when starting a mission? I have all this Global MObilization/Art of War stuff I can't seem to get rid of.
Hey, dumb and slightly urgent question, but does anyone know if you can execute global code from within a trigger (without using SQFs)?
Clueless on the matter and don't know where to start
Would that be remoteExec?
Yes remoteExec should do
Has anybody figured how to use the setObjectScale to do a tiny model mockup of say a village for briefing purposes?
When i scale them all they end up all over the place, albeit the desired size
can anyone help me with this? It's specifically happening within the "Antistasi" mod's mission framework, if that affects anything
oop nvm there's an antistasi discord where i can ask questions
Hi, do anyone know if it is possible to change the name of an call down item i warlords?
class CfgWLRequisitionPresets
{
class A3DefaultAll
{
class WEST
{
class Infantry
{
class B_CTRG_Soldier_tna_F // --- must be asset class name
{
cost = 350; // --- Command Points required
requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor))
};
};
};
};
};
Oldman style missions - Is it a good idea to have the scenery/objects/sounds/anims etc in one submission folder, then the tasks actual in one other submission folder? (The idea here is that any one location can be visited at any one time, and not have to meet any minimum requirements before this zone is 'unlocked')?
Open mission.sqm file. In the first few lines you will see the required items—delete the lines that contain the modded assets.
if necessarily, use Arma 3 Tools to de-binarize too ❤️
hello, i need some help with orbatgroup code, its only showing 1 asset instead of the 10 i have no idea why, thanks in advance
{
side = "Resistance";
size = "Battalion";
type = "CombatAviation";
commander = "Moritiadou";
commanderRank = "Captain";
text = "2nd Helicopter Squadron";
textShort = "2nd Sqdn";
assets[] = {I_Heli_light_03_F,4};
};```
Hi, anyone who know where to look to set up a support mission?
(I am thinking about the support missions that came alongside the helicopter DLC)
Trigger condition with the following is probably the easiest
{side _x == west && alive _x} count allPlayers == 0
replace west with east, resistance or civilian as needed.
Question about ACE
I made a mission where i wanted the players to have a bit more stamina and recovery, so i upped the Performance Factor and Recovery Factor (higher means better it says) but in the mission debrief, everyone was complaining about the stamina being worse than normal. Did i do something wrong?
Screenshot of my ACE stamina settings
https://i.redd.it/rd2nzh8yxrl61.png
iirc advanced fatigue has some sort of a system where stamina is persistent across a long mission so exerting yourself alot early will make stamina worse later. but I haven't fiddled too much with those settings myself 🤷♂️
Another factor that comes into play here is pathway fatigue - the pathways themselves can fatigue too! That means, the more ATP the pathways have to provide, the slower they will will be able to, limiting how much ATP can overall be provided by each pathway. If we take into account that the aerobic pathways have provide their ATP first for any consumption, that means that the anaerobic pathway will have to provide more ATP if the aerobic ones are fatigued. This is how the long term fatigue effect is created.
https://ace3mod.com/wiki/feature/advanced-fatigue.html
getting some answers on Reddit stating that the performance is bugged though, but that is interesting as well
thanks
by any chance do u know the type for anti aircraft on orbat groups its no where on the wiki unless im fully blind
type = "Armored";
you mean this one? Try Air, or Helicopter
i mean this one
i cant send pics
https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology#Unit_basic_icons very first one Air defence
Oh sorry, I missed the anti aircraft
should be armored as well
type = "HQ"; // Unit type from CfgChainOfCommand >> Types
Or do you mean this one?
its for the unit icon which shows a nato symbol
i just cant find one to show the Air defence symbol
Open that link I sent earlier
Click on the show text button
All the types are listed there
yeah
it isnt there
Airborne
Armored
Artillery
Assault
AttackRecon
AviationSupport
Cavalry
CombatAviation
Fighter
GeneralSupport
Helicopter
HQ
Infantry
Maintenance
Maritime
MechanizedInfantry
Medical
Mortar
MotorizedInfantry
Recon
Service
Support
UAV
Unknown
Guess it's Artillery
no Artillery is just Artillery
Then idk
ive been through them alll
these are all the supported types
anyone know how to make addactions so group members can use them?
https://community.bistudio.com/wiki/addAction
addAction has local effect, so you have to (remote) execute it on every client that's supposed to have the action.
So im making a loudspeaker system for announcing stuff on a training map. I have trainer slots and attendee slots on the server. I want the trainers to have a useraction to announce different stuff (different sounds) And I got it working via 1 loudspeaker (loudspeaker_1) but how do I go by making it play trough multiple objects at the same time? I have 10 different loudspeakers all over the map and would like the announcement message to play on all of them at the same time when using the useraction.
this addAction ["Welcome to our server",{speaker_1 say3D["test",1000,1];}];
This is my addAction, I've tried having an array of objects like ["speaker_1, "speaker_2"] but that didnt work.
forEach?
Where would that forEach be placed in the line?
{ _x say3D "test" } forEach [speaker1, speaker2];
```something like this?
let me try!
I dont get the implementation of that line, where would I put it into my already existing code?
this addAction ["Welcome to our server",{speaker_1 say3D["test",1000,1];}];
It looks like it will replace the {speaker_1 say3D["test", 1000,1];}];
this addAction ["Welcome to our server",{
speaker_1 say3D["test",1000,1];
}];
```↓```sqf
this addAction ["Welcome to our server",{
{
_x say3D["test",1000,1];
} forEach [speaker_1, speaker_2];
}];
@lapis jacinth ↑
Yes worked perfectly mate! Thanks a lot!
Does anyone know of a module or script that can automatically heal/revive players if they are in a certain area, say in the radius of a trigger or something?
is immediate 100% health ok?
Probably, something like a zeus heal
setup a trigger, that triggers for anyone/everything
{ _x setDamage 0 } forEach thislist
```should do
Put that in the condition box?
no, the activation
Ok, let me give it a try
So I probably should have mentioned i'm using ACE medical. It doesn't appear to be working. If I set the characters damage in editor then it will heal them, but it doesn't fix my wounds
Works as a vehicle repair point
@weak portal
{
[_someMedic, _x] call ace_medical_treatment_fnc_fullHeal
} forEach thislist;```
_someMedic does not have to be anywhere near the units for this to work, at least my test run in the editor worked out fine. *objNull* works fine instead of the _someMedic too.
https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/functions/fnc_fullHeal.sqf
The ace medical functions are fun to play with, but it can be frustrating at times.
Hi, I try to make a support mission, but my "Spawn AI"/"Spawn AI: Spawnpoint"/"Spawn AI: Sector Tactics module" AI's wont enter the helicpter. where do I go wrong?
Anyone who know any other place to get info about the the helicopter support mod?
https://community.bistudio.com/wiki/Arma_3:_MP_Support_Guideline
i don't know when and how, but in my mission i can't repair or rearm at bobcats anymore.
its was the gom pylon manager.
thanks for the info
Anyone who knows about a script where spawned inn AI's enter into nearby helicopters and then again leave to attack an sector at the next landing point?
I'm making a small pvp mission for some friends of mine, How do I make a mission end 1 hour & 5 minutes after mission start?
thanks
When placing groups i'm having trouble getting them to stay in the proper order. Meaning which group is Alpha 1-1, Alpha 1-2, etc. So the ones I want to be at the top or bottom of the multiplayer load in screen are all messed up. How do I order these properly?
The role selection screen is a mess: The groups are ordered in the order in which they are defined in the mission.sqm, which is the order they were placed in.
If you have CBA in the mission you can at least fix the group names (https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby), but you still can't reorder them.
As such, Ctrl + X and Ctrl + V are your friends for reordering the role selection screen.
Howdy folks
So I am looking at making respawns work at height with the ingame selection menu. Each one I read talk about the marker and it respawns you instantly without the menu. I was curious if anyone knew how to make the Arma 3 in-game respawn to work letting people to spawn in at a respawn set at an altitude
Any ideas on the best fantasy style map or easiest to convert to fantasy style. Have an Idea for a GATE JSDF concept but dont know the right map.
any good modules to just make AI defend an outpost against enemy waves while players come and go for missions
You could just make the guards invulnerable and infinite mags.
i mean how do i make them stay there without moving
unitVariableName disableAI "PATH"
I have a folder full of unpacked mission folders and I'd like to pack each folder into their own pbo. In game takes much too long and I've tried several tools (arma 3 tools/mikero's/pbomanager) and they all seem to be built to pack one folder at a time or multiple folders into one pbo. Is there a tool to just select which folders I want and pack them all separately?
Here's the list I'm trying to pack. It's just the same mission ported to a few dozen maps. https://i.imgur.com/RTuOqNH.png
Every folder to be it's own pbo file requires a config.cpp file in root
Only then the tools will recognize it to be it's own pbo
I'm not sure how to structure this. I've used config.cpp for mods but not missions. I'm not trying to make an addon version of the mission, so would this still work?
question for mission makers if your mission has a helo insertion opening how far out do you make the first contact generaly
Depends. If I can land the heli behind a hill and maybe 300m
Otherwise a bit further. I personally don't like missions which tons of "running"
I'm getting a lot of unexpected network message, possible hacking attempt messages in the server RPT for my mission, is that something I should be worried about?
#server_admins might know more
if you don't think you have hackers, then ignore it
Not sure if its possible, but I'd like to have my players be able to save/load a loadout into an arsenal or something without access to a full arsenal. Something like Loadout Transfer 2, which isn't working.
not sure, but ACE might have something like that
I've checked, ACE arsenal will only load items that are available from inside it. I'd also only want them to be able to load stuff that they've saved on the server, so they cant save something in another mission and get it here.
Honestly not sure if something like this even exists or is possible haha
setUnitLoadout getUnitLoadout?
ik about that but i'm looking more for something akin to something my players do themselves
Why does it matter? You just need to make some scripts using them
whats the way to do conversations nowadays if you want to combine kbTell for auto timed conversations along with subtitles for text instead of classic radio/chat text?
https://community.bistudio.com/wiki/Conversations @sturdy fulcrum
is there any way to load straight into a scenario save without having to go into eden first?
Nvm, I missread your question
You can use the startup parameter -init in conjunction with https://community.bistudio.com/wiki/playMission but I've never done that myself
ah alright
didnt know if there was a "load" thing I was missing XD
so another question
in my mission im trying to do a custom photo on a board but no matter what I do it says the image isnt loaded
i've tried png, jpg, and paa
your image must be in power of 2 dimensions, e.g 256×512, 1024×1024, etc
they are
ye but how
I used this
this setObjectTexture [0, "airfield.paa"];
and also tried in the texture field in the properties
where is your image located?
ina folder called images in the mission file
try images\airfield.paa then 🙂
nope XD
make it work dammit 👀
try restarting, too
once a file (fail) loaded, it is cached and the game will not see the change unless you leave the editor iirc
ah
the file path itself is cached
e.g if you load myimage.paa and it's absent, woops, the game says "no file found", then you add it and retry, the game will still say "pic not found guy, told you"
ah, well its verifying and im praying XD
ty very much
@west silo sorry what to make with that link?
the Conversation system explains how to use subtitles; unfortunately BIS_fnc_kbTell uses BIS_fnc_showSubtitle only when used from configFile
https://community.bistudio.com/wiki/Conversations#.bikb_BIS_fnc_kbTell_example
well i am aware of that. 🙂 my question was is the recommended system to use
ie orange DLC has its own kbTell variants, plus diary logging for example
plus there is custom systems out there with their own pros and cons
I used a BIS_fnc_kbTell "custom" version for it to use textPlain from description.ext
one could do a ticket actually
personally i made also a customized, simplified version of the BI wrapper
my guess would be the recommended system is "use whatever works for you (and the players)" ^^
well for SP you can do more simplified system vs MP
oooh yes.
@sturdy fulcrum Bi has no consistence when it comes to that. Apex uses a special system as well as LoW.
As Lou said, use what fits your style best
ok
what confuses me with BIS_fnc_showSubtitle is the hardcoded 10s to hide again - any idea what that is?
// Hide subtitle
_ctrl ctrlSetFade 1;
_ctrl ctrlCommit 0.5;```
the fadeout after chat I suppose?
dont you want to have it in sync with the audio part?
aka was wassaid is true it should be fade out
timing yourself sounds like a nightmare and also doesnt work well for multi language
Perhaps unpack the apex campaign and check out how they did it?
// Exported by kerbervac, 02/05/2018 16:07:13
// Include to global CfgSentences config
class ta_showcase_tank_destroyers
{
// ["ta_opening_speech","ta_showcase_tank_destroyers",nil,"SIDE"] call BIS_fnc_kbTell;
class ta_opening_speech
{
id = 1;
priority = 0;
file = "\a3\missions_f_tank\kb\ta_showcase_tank_destroyers\ta_showcase_tank_destroyers_001_ta_opening_speech.bikb";
#include "ta_showcase_tank_destroyers_001_ta_opening_speech.bikb"
};
// ["am_player_in_rhino","ta_showcase_tank_destroyers"] call BIS_fnc_kbTell;
class am_player_in_rhino
{
id = 2;
priority = 0;
file = "\a3\missions_f_tank\kb\ta_showcase_tank_destroyers\ta_showcase_tank_destroyers_002_am_player_in_rhino.bikb";
#include "ta_showcase_tank_destroyers_002_am_player_in_rhino.bikb"
};
This is from one of their CfgSentences.inc files
No clue how they do the subtitles though
["10_Spotted", "EXP_m01", nil, "SIDE"] call BIS_fnc_kbTell;
is what APEX campaign uses
Hmm but they use different types of subtitles
for briefing/debriefing it uses BIS_fnc_EXP_camp_playSubtitles
with manual timing
that calls only [_name, _subtitle, true] call BIS_fnc_showSubtitle; too tho
params [
["_from", "", [""]],
["_text", "", [""]],
["_useTitleRsc",false,[true]]
];
...
// Create display and control
if (_useTitleRsc) then
{
titleRsc ["RscDynamicText", "PLAIN"];
}
else
{
"BIS_fnc_showSubtitle" cutRsc ["RscDynamicText", "PLAIN"]; //--- Cannot be titleRsc because it's used by kbTell titles
};```
are these briefings/debriefings voiced?
private _introVideosSubtitles = ["", "a3\Missions_F_Exp\Campaign\Briefings\EXP_m02_briefing.sqf"];
private _introVideos = if (!(BIS_devMode)) then {["A3\Missions_F_Exp\video\EXP_m02_vTitlecard.ogv", "A3\Missions_F_Exp\video\EXP_m02_vIN.ogv"]} else {[]};
ok so BI uses videos for them
so cannot be dynamically timed per local language (or would need manual timing for each language)
lies
you also did not want to record your barking voice acting
that damn "dog" from hell 😄
Wanna see a happy dog instead?
I swear if you send a pic of you smiling…
Maybe another time 🙂
hey, how do i make a unit (vehicle) only go to a waypoint only on a trigger activation? (like via sync)? (completely forgot)
link it in Eden?
@cinder holly https://imgur.com/a/QEwTDMQ 😄
I, huh, what am I looking at nao
basically, its going to be a recorded scene (stripped down), on trigger activation radio delta, the two indi vehicles drive to the waypoint on the main road, and units disembark?
(Alternative (is this possible?) how do i make it so that the trigger activates the vehicle capture?)
unitCapture is for air vehicles I'm afraid.
if you want to synchronise actions by a trigger, synchronise trigger → waypointA-1 and trigger → waypointB-1
thanks @cinder holly 👍 😄
Hello, in my scenario on multiplayer when the player dies, quits and then continues they spawn in as an AI right next to the person who was once the player, does anyone know why?
respawn is enabled
I've disabled respawn.
yes but it only happens when they die, if they don't die before exiting and just back out then its fine.
@cinder holly ```sqf
this addAction ["<t color='#FF0000'>TRAINING ANNOUNCEMENT",{
{
_x say3D["training",350,1];
} forEach [speaker_1, speaker_2, speaker_3, speaker_4, speaker_5, speaker_6, speaker_7, speaker_8, speaker_9, speaker_10];
}];
I once again need your assistance, I am making a loudspeaker system to announce when Trainings are starting etc on our training server. And this addAction only plays the sound locally. So if I trigger it, the player next to me won't hear the sound. How can I make this play globally?
remoteExec is the way
So I make a script for the sound to play.
Could that be done this way?
_x say3D["training",350,1];
} forEach [speaker_1, speaker_2, speaker_3, speaker_4, speaker_5, speaker_6, speaker_7, speaker_8, speaker_9, speaker_10];
}];
there is no difference to what you psoted earlier…?
Well I meant I put what I posted into a sqf, then use addAction with remoteExec to call that sqf.
this addAction ["<t color='#FF0000'>TRAINING ANNOUNCEMENT",{
{
[_x, ["training",350,1]] remoteExec ["say3D"];
} forEach [speaker_1, speaker_2, speaker_3, speaker_4, speaker_5, speaker_6, speaker_7, speaker_8, speaker_9, speaker_10];
}];
```should do
Only tested on local host MP, but seems to be working perfectly so far! Thanks again Lou, you're a legend!
how do I make it so a respawn point lets people spawn on the carrier/destroyer without going under it?
there are several solutions on the internet
one could be
https://www.reddit.com/r/armadev/comments/6c4mft/respawn_on_uss_freedom/
if that doesn't work, try anoter solution the shows up in your google search
Does anybody know what might cause the briefing room screen to cut out a part of a picture? I have a 2048x2048 "objective1.jpg" with the top half being the actual picture and the screen cuts of some of the top and bottom. I tried the Mogadishu example picture from the forums and had the same problem. The rugged screen displays the image correctly when in 1024x512. Both pictures are here: https://www.dropbox.com/sh/fe9sb5zgfsxfhy2/AAB2F-bRi1pElWQw9fZfCDaha?dl=0
just how the model is done
use a different image for that one
So should the part that I want displayed be some other specific resolution centered on the top half?
Also I understood that the Mogadishu example was the correct size to be displayed but for me atleast it seems to be cutting in a similar fashion? (https://imgur.com/eBXKD2c)
same resolution, but with emptiness top/bottom
Is the resolution of the displayed part known? I guess you can just brute-force it by dialing different sizes, centering on the top part and checking how it looks, but if somebody has came across the problem before, I would appreciate the help.
I for one do not know; try with what is cut "more or less" :-S
Thanks. I'll see if I can figure it out, and post the result here.
hey there, im trying to get something simple to work but it just wont. Im trying to have some unarmed ai walk on move waypoints and i want them to surrender when they detect the player. I'm using setCaptive but i just can't get it to trigger. Anyone ever done something like this?
has been answered a buzilliuon times before :3 search this chatlog or internet for how to know when ai detects you
basically anything you can think of has been at least attempted before, doing some searches is usually faster than waiting for a response in here 🙂
Thanks,just been searching google for a while, a little more refreshing when its a person lol but i will give that a search on here
also setCaptive will not make the unit surrender, only prevent them to be shot by their enemies
Thanks @cinder holly , took me a while but i eventually had that oh shit moment when i realized what it actually did lol
hi, anyone knows why the gunshooting sounds dont work for me when i play with a friend?
@naive prawn are weapons vanilla weapons?
We use CUP & RHS mod
well my wild guess would be you guys using different versions of same mod. Asset creators are more likely to know it.
Say a trigger area is captured by a side and the condition is "seized by", and then they leave the area so there are 0 units in the trigger area.
Does this trigger continue to be "seized by" them?
The reason I ask is I want a timeout of "guarded by" triggers to delete themselves after 15 mins of being owned by a single side, which works fine with "timeout", however only if it stays owned by them.
Is there any way to make lights work better in dark places during the day? I've googled and googled but apparently they only give off any light whatsoever at night
What lights are you talking about? And what do you mean by "work better"?
I guess I should've said work full stop. I've tried weapon torches, lamps in the editor, even chemlights and nada. They don't give off any light at all. Is it a video settings issue?
You didn't answered what audio asked you
UTG Defender, tent lamps, and the camping lanterns
I'm playing on a workshop map in an underground area, and due to how deep underground it is its really dark even at 12pm
Hey guys, sorry if this isn't the best channel, but would there be a way to limit what players can select the Platoon Commander role in KP Liberation?
We've been looking for a map like that - would you mind linking it?
So our mod has an MP mission in it with CfgMissions, we're trying to load it on our server to reduce mission load times, but whenever we try to start the mission from the roles screen, it kicks us back to the missions screen-anyone know why?
What does your rpt logs say?
Could you pastebin your latest rpt file?
DM me the file
Wilco
Most of the errors have to do with a mod tthat has forward slashes instead of backslashes. Not sure if this is your mod.
The other error I see is:
16:00:55 File description.ext, line 11: '.overviewText': Missing ';' at the end of line
16:01:00 Warning Message: File description.ext, line 35: Config: .: 'w' encountered instead of ']'
There are syntax errors in your description.ext. Take a look at it and make sure it's all correct.
Most of the description.ext errors are at the bottom of the RPT so read from bottom to top to debug description.ext
We had an error like this last week despite us triple-checking the desscription.ext, and for some reason it waslooking at a description.ext from a completely different file
Would you mind having a glance at it for us to see if there's any issues?
And yeah, we'll have a look at it, might know the culprit
Sure, I can try to take a look.
if you pastebin lets you, paste it there so everyone can see. Otherwise, dms are fine.
Looking at this description.ext, I don't see anything wrong with it.
If your config for the addon is messed up and it is a required addon for the mission, it could kick you out because the mission is missing the addon.
My best guess would be to change all the forward slashes to backward slashes and test it again. At least, it'd make the rpt easier to read.
check your functions.hpp"
Okay, sounds good @astral valve
Think I know the culprit, I'll have a look in config to try and fix it
Map is just chensrus Redux @crisp hollow
Apologies 😄 meant @runic briar
No prob 😁
Thank you 🙂
Hey guys, sorry if this isn't the best channel, but would there be a way to limit what players can select the Commander role in KP Liberation?
I'm working with a mission that has a lot of hand placed road textures, but it seems like when I place them down they are layered correctly, but then when I reload the mission file it suddenly places roads on top of other roads which were layered correctly when placed down. Any way to fix this?
I'd upload a pic but this discord don't allow that for whatever reason
Use imgur or any other file hoster if you need to upload a screenshot. Uploading screenshots directly is prohibited for a good reason
I'm currently making a mission that uses respawn tickets for the players. I've ran into the problem that the mission will automatically end once a side has ran out of tickets, even if there's still players alive on said side. How can I stop automatic mission failure on full depletion of tickets? If that's not possible, how can I make automatic mission failure only occur when both tickets are empty and all players from the same side are dead?
This is what I have in my description.ext:
respawn = 3; // Sets respawn type
respawnOnStart = -1; // (Disabled) Respawn player when he joins the game. Available only for INSTANT and BASE respawn types
respawnDelay = 10; // Sets respawn time for players
respawnVehicleDelay = 300;// Sets respawn time for vehicles
respawnButton = 1; // 0: disabled 1: enabled. Default: 1
respawnTemplates[] = {"Counter","Tickets"}; //Sets the spectator type once a person is dead, delete if no spectator needed
respawnDialog = 1; // Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type 3
you can make a custom respawnTemplate (see: https://community.bistudio.com/wiki/Arma_3:_Respawn#Custom_Respawn_Templates) which does exactly that
Where can I find the code behind the official templates?
Okay so I've made my own custom respawn template. Tickets work fine, but mission still ends when tickets run out even if there's still players alive, even though I'm using BIS_fnc_respawnEndMission which according to the wiki "End a mission if all players are dead and there are no more respawn tickets (if any)."
This is what I have in my description.ext:
class CfgRespawnTemplates
{
// Class used in respawnTemplates entry
class customTickets
{
// Default respawn delay (can be overwitten by description.ext entry of the same name)
respawnDelay = 10;
// 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types
// Can be overridden by description.ext attribute of the same name
respawnOnStart = -1;
// By default onPlayerKilled and onPlayerRespawn function are spawned
// set to 1 to run in unscheduled, called functions MUST NOT return an assignment or respawn will break
isCall = 0;
};
};
This is what I have in my onPlayerKilled.sqf. Ends mission when tickets run out even if players are alive.
_playerSide = side group (_this select 0); //Check side of _oldUnit (aka the player before he died)
[_playerSide, -1] call BIS_fnc_respawnTickets;
player call BIS_fnc_respawnEndMission;
This is what I have in my onPlayerRespawn.sqf. Player somehow respawns even when tickets run out instead of switching to a spectator.
_playerSide = side group (_this select 0); //Check side of _oldUnit (aka the player before he died)
_numTicketsOnSide = [_playerSide,0] call BIS_fnc_respawnTickets;
_numPlayersOnSide = _playerSide countSide playableUnits;
if (_numPlayersOnSide >=1 && _numTicketsOnSide isEqualTo 0)
then {
player call BIS_fnc_respawnSpectator;
};
Yes. You can whitelist the commander slot by player ID.
Aye, I've figured it out 🙂 Thanks for the response
Hey, any idea how to make setObjectScale work on dedicated? For some reason it's not wanting to cooperate
it is not working in MP environment, therefore not available
yes
But we've done it before, literally just last week
Like one of my other missionmakers did it
well, it is not intended behaviour. it is hacky and wonky AF, so no intention to have it in MP
try to remoteExec it, results not guaranteed 😄
worked flawless for me
and I used it violently
even made scaled stuff move
going to piss off @sinful rampart with a ping, but he's the only one who can shed some light on this 😄
Nah we think we got it
it does
I have no wish to disturb the elders without due cause
no its not. MP support is there, I specifically added that
it changes the objects rotation. but doesn't force a network update.
a setPos might help
wait what?
last i remember was that you don't want to add it to MP since it is wonky AF...
did i miss something here?
apparently
don't remember ever saying that, if I said that it would've been a lie
I explicitly made netcode changes to support it in MP
it was pre stable release / introduction to dev iirc
what kind of missions could you run for a squad size element only
Has anybody ever sussed how to reorder players in the selection screen without having to delete and replace them?
@west silo Will take a look, i know they have a description thing for changing the way groups appear i.e. 'Alpha@Alpha 1-1' but not sure about the order...
Also we love your mods whilst you are here! Especially the extended functionality for the mine detector, inspired!
Wow, the mine detector 😄 Haven't update that in years. Thanks 🙂
CBA has that feature in development, but wasn't finished
Okay
Yep, it's not merged yet.
Do you have problems with scaling static objects? like buildings? in multiplayer?
Nope! Got it working just fine
there is a problem of it not syncing for buildings/statics in MP
How do I create a position which AI's regards as a helipad?
place invisible helipad object
how to only make part of the map playable?
wdym?
How to limit the playable area of a map?
Should have used "Let me google that for you" 😄
Editor - In markers and other Eden Editor fields (e.g Mission Name), translation keys should be prefixed with @, without any quotes around - e.g @STR_myMarkerName. Casing does not matter here either.
from https://community.bistudio.com/wiki/Stringtable.xml#Editor
is it possible this only work for standalone missions but not "mod missions" (defined via cfgMissions)
as it causes for the latter: String STR_XXX not found on game startup despite the stringtable.xml being present
No clue, I've never used that before
from what i recall the @ notation was always necessary for strings inside mission.sqm, no?
Only for localisation
well yes 🙂
A while back I asked in #arma3_questions how to remove a guarded by trigger. After deletion of the guarded by trigger the AI would still move to the trigger location. Jakerod suggested deleting the guard waypoints and creating new ones. I wrote a script to do that and after some testing I concluded the AI would still move to the trigger location. The only other information I can find on this subject is: https://forums.bohemia.net/forums/topic/197599-completely-deleting-triggers/. Does anyone know how to stop AI with an guard waypoint going to a deleted guarded by trigger?
Q: Is there any way to disable the Bluforce tracking on the CTab mod?
Yes? I believe it's just a setting somewhere
I am in need of a mission maker for my server. Is anyone available to help. Compensation possible
@normal otter Try in #creators_recruiting (using the template pinned there) please.
Thanks
Hey ! Does anyone have a good tutorial for a full noob on how to add custom music to the Zeus module: Play music ?
Cause all i find on youtube is outdated or don't work with triggers as i just want to add some music...
Thanks a lot
Look for CfgMusic in description.ext, you should be good with that! 😉
you write your own requisition table and just don't add it in
Would anyone be able to direct me towards the wiki article for those "Hold Enter to view" actions where if you perform the action on a document object for example an image will show?
oo yes thats the one thank you!
@versed sparrow
did you group the units to your character after placing tham?
did you give yourself a higher rank?
i dont know how to group them to me yes im a sgt
Ctrl+Drag units to a desired unit (leader)
you right click on a unit > group to > and then click on your character
or what POLPOX said
oh ok thank u so much
👍
i really appreciate it
np
also this is zeus not eden editor not sure if it makes a dif
IIRC no
I mean, Eden and Zeus are completely different thing but some controls are the same
No
quick question: can you create cba_settings.sqf in the mission folder and have the mission overwrite stuff? Otherwise: where are the mission changed CBA settings saved?
Is there any mod that lets you make/use zeus compositions? Achilies seems to have stopped working completely at this point
ZEN
Achilies
I thought Zeus Enhanced is the new thing
Achilles has been dead for a while already and ZEN (Zeus Enhanced) is indeed the go-to Zeus mod
And what else does the ZEN?
Everything that Achilles did, more and working
Hi All, do any one you use TFAR on your missions?
either i have found a bug or i have done something wrong
i am running ACE3 also and i should have the ability to talk on the vehicle intercom to the crew or passengers but i am not getting that option
Could be that the vehicle isn't supported.
And I'm not sure if TFAR 0.9 already had that feature, 1.0 beta does, so check the version you use as well
do you know how to do that as i am running the latest from Steam. I have been on servers that have it and i am sure i have seen it on mine before
@lone night
Just another thing to try :
When I lose the radio squelch sound in TeamSpeak, I need to uninstall TFAR from TS>Options>AddOns and reload it back into TS.
Hi, I could use a hand if anyone is willing. I keep running into an issue that's getting me frustrated.
When I place down units in the editor, and make them playable it messes with the unit structure. I always end up having the SL at the bottom and the TL right above him and everyone else in a complete random order. I've tried so many things, been googling it for days. Does anyone know what I'm doing wrong?
mods?
about 46 mods, 3den Enhanced, CBA_A3, Cup, Ace, Acex, ALiVE, CTAB, LAMBS, RHS and other skin/weapon stuff
I could send you the modlist, if thats easier?
Trying to make a Narcos (tv series) themed mission, anyone know of a good map that would be good to use? Something sort of like Medellin slums
no
try without any, and if it doesn't happen in vanilla add mods one by one until you find the culprit
okay thanks
@tawny nacelle
Units will list in MP lobby according to what got created first.
If you are adding individual units in and then grouping them, be sure to set their ranks. Then set the group to 'column' and then right click the group and 'arrange in formation' to see how/who is first to last.
To rearrange the lobby list, cut and paste the group you want first, then do the same for each following group ect.
(Editing unit/group numbers to set the MP listing doesn't work.)
Thank you
Does setting the damage on specific vehicle parts (Like: Body) influence whether the vehicle will explode or not upon destruction?
I am currently using damaged vehicles as part of mission decoration and if I fire a grenade at them their model switches to the wreck model but no explosion happens.
has anyone made any maps that you just have to clear the area? like: https://steamcommunity.com/sharedfiles/filedetails/?id=2434220660 ("virtual battle online v8" by Kurimer). If so pls dm me or ping me, i would love playing them :D
does anyone know if the Junk Barricade object from Tanoa is destructible via explosives in any way? (Land_Barricade_01_10M_F) - I've set the damage/health to very low and there seems to not be a way to destroy it via demo charges. Is there any similar barricade objects that are destructible via demo charges or satchels?
or if there's a way to make an object detect an X amount of damage or the explosion of a charge to then have it deleted - maybe have an invisible destructible object so that when it's not !alive it'll delete the other object I suppose?
you can set up a script to trigger it to go away
or hack it by putting another object at it that can be destroyed and then set a trigger for it to detect that the destroyable one is gone and then delete the barricade
yeah, I was thinking to maybe have an invisible destructable object be the 'health'/alive condition for the barricade and once that's dead to have it removed
should work
is there any specific object that breaks with demo charges/satchels? I was thinking of a small drone but it'd be too weak, and a box would probably let you interact with it's inventory if it's invisible (not sure)
I figure I'd need something as wide as the barricade so it can be destroyed from any position and not just a centered one
I'm not sure though
just experiment a little
thank you!
I use the wire loop and an explosion event handler for my breaching charge
How do I fix this? I had not any extra mods loaded when editing, I have no idea what this is?
https://i.ibb.co/RNBbtJ2/Arma3-x64-2021-04-02-07-55-23-054.jpg
Perhaps the mod got removed from the workshop and therefor removed from your preset
No idea which mod it is though
Anyone having an issue with the vanilla Arsenal where players can load saved loadouts regardless of arsenal restrictions?
Actually the LYTHIUM mod was updated, that might have broken my mission. Now I need to find an older version of the mod so I can still edit.
My mission is looking for mil, and it should be Jbad_mil. I made a quick mod named mil and the mission loaded in EDEN.
what is the name of the BIS interaction (hold 'spacebar') menus? for e.g. when you want to search intel or pick up an object or do some sort of action. What is it called? Either so I can use it or search for info on how it works.
I mean the other one aside from addAction, the one with the circle and the progression bar
BIS_fnc_holdActionAdd
thank you very much!
https://youtu.be/y0RdVjhsgEk?t=286 I'm trying to replicate something as seen here. What's a good logic to have behind it in order to replicate a similar function? Do I make a group of civs as careless with waypoints synced to a trigger to activate off of it when it detects X action (e.g. throwing a smoke within proximity)? How could I make it detect something like that? Can I somehow make that work with a gunshot fired in proximity? And how about the sounds? I'm interested in doing something similar.
Probably Fired EH?
I looked at Fired EH but from what I read that triggers based on the unit that shot/fired, so I'd need to specify every possible unit/player that could fire at them, or so I believe
I wonder if there's some sort of EH or command that detects when the civs/protesters got fired at so any unit could do it
I might be misunderstanding how EHs work though since I only learned about those recently
I've done that with fired near EH
That's max 70m
I didn't watch all of the video, is there a longer range activation later on in it?
Any good workshop maps for an IRA op?
I'm only gonna be needing close range activation for my case
What's the best way to create absolute pandemonium and chaos on a MP game?
Chaos in the term of, not overwhelming player forces but letting them feel a sense of "oh god oh god".
parachute explosive goats on them
That's revenge for what Pvt. Nelson did to the goats...
Another question already - how to create desperation?
make them do objectives that are useless soon after
e.g "bring the fuel truck here!" difficult and all, "done! here it is" "our last tank just blew up" "oh okay, did that for naught"
"go grab your pal there!" pulling the guy to safety "ng… I is dead" etc
e.g: even in success, they fail
Make sure they stay alive, but barely. Send enough AI to cripple the player(s), the right before they are done patching up the next bad thing happens.
And all that while under time pressure and having a HVT which they need to escort and is annoying the 💩 out of the player(s).
how to put custom photos on a photo in eden editor? must be .paa?
png, paa, jpg, 2^n resolution
e.g 256×512, 1024×1024, 128×64
is that 256x512 pixels right?
Yes
@cinder holly .jpg works but not .png, not sure why, but hey 😄 thanks guys
hello, is there any way to make border line in mission editor for template?
http://prntscr.com/112v291
is there a way to reduce the maximum distance for a FiredNear EH check? I know the maximum is 70m, but I actually want it to be less
I've tried messing around with the "_distance" parameter but I'm not sure how to tell it what number it should be
@west silo it doesn't seem to be working for me, and what would the exitWith{} command be for?
This is what the code looks like:
this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance > 5", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"]; if (_distance > 5) exitWith {}; group _unit setSpeedMode "FULL"; group _unit setCombatMode "BLUE"; group _unit setBehaviourStrong "AWARE"; group _unit move getMarkerPos "CivsFlee"; }];

this addEventHandler ["FiredNear",
{
params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"];
if (_distance > 5) exitWith {}; //Exit if _distance variable is greater than 5. Code after this will not be executed
group _unit setSpeedMode "FULL";
group _unit setCombatMode "BLUE";
group _unit setBehaviourStrong "AWARE";
group _unit move getMarkerPos "CivsFlee";
}];```
Thank you very much, it works perfectly
yw 🙂
Does anyone know the Alive system?
the ALiVE team does. link to the discord can be found in #channel_invites_list
Oh thank you!
Hey I really like if you've ever been on the 7th cav invade & annex server they have a re-insert option where you click on the map and paradrop from that spot. Anyone have any idea as to how i can implement that in my own mp mission?
Does anyone have the path to the Laws of War whiteboards? I'm pretty sure there were some "Dont kill innocent people" textures. Anyone know the paths?
@marsh rampart the wiki has all the assets locations, I'm not familiar enough with it to know if that's in there but I imagine it is https://community.bistudio.com/wiki/Arma_3:_Assets
a3\props_f_orange\Civilian\InfoBoards\Data?
This is probably simple for someone but, I'm looking to trigger this addaction on the variable.
It's activated when opfor are present in a trigger (Which I have set to server only). It works in single player and local MP, but when on our test server, it doesn't activate when said team enter the trigger.
bomber addAction ["<t color='#FF0000'>DETONATE</t>","'Bo_GBU12_LGB' createVehicle position player; removeAllActions player"]; ```
bomber* no? instead of player
bomber is correct
its 1 person who needs it, trigger by anyone on opfor tho
I thought a IsServer would be needed
Would ifServer really matter tho? Couldn't the command above just be ran on the variable anyways.
not sure, best to ask in #arma3_scripting
What is the best way to save vehicle stats? I also want to have vehicles that were destroyed to not spawn after restarting. Is this possible?
what stats?
Like health, inventory, fuel
Hello, I have... once again, a nooby question: I have made several markers that are the spawnpoints for a an AI group. Problem ist, when I use the "sync for random start" function, the group doesn't start at the same marker, but thats what my target was. What is the solution for this?
thx
when I set a module for an AI to Seek and Destroy down does that mean the unit will head towards any gun fire in its general area?
It's more like they get random waypoints within the vicinity. They won't specifically seek out or investigate things that are further away. Once the group is done searching the area they'll just stick around.
I've searched for this and I've seen this asked before both here and in the forums but replies were mostly inconclusive, so I was meaning to ask: Is it possible to make a multiplayer COOP campaign? (e.g. progressive mission unlocks, choices affecting mission unlock, and other campaign-related features). Also, is there a section or way to know what scripts are MP-only ready or do you just learn this by word of mouth/digging wiki? Cheers and thanks!
yes, it is possible.
Is there any specific documentation or procedure different from SP-campaigns that should be followed for such case, or just setting MP player slots as usual works? From what I searched it needed workarounds and regular MP mission setup didn't work
anywhere I can read more on that? (if you happen to know). I don't seem to find much on the BI forums.
same as a normal campaign really 🙂 just with open slots
see https://community.bistudio.com/wiki/Campaign_Description.ext @little sequoia
is it that simple? I saw people mentioning that just adding more slots didn't do it but I guess the mistake was elsewhere. I'll look into it, thanks!
We got a problem in one of our missions. Some of the opfor ai spawns with the weapon holstered and won't do anything until Zeus took control of the group leader once
Anybody has an Idea what could cause this?
Disabled FSM on init of the AI?
Or start with an animation (which doesn't work properly on MP)
Im using effects module ordnance (82mm mortar) and have found a way to get it to fire more than once by typing - this setVariable ["repeat",1] ; into the init. It works but fires every 2 -3 seconds. Question- is there a way to alter the time between firing?
Nope and Nope
Does anybody know what might be stopping a static object from displaying the ACE Arsenal option on a dedicated server despite it being available in both local SP & MP tests?
If it helps at all it also doesnt show up as a Zeus editable object
Think I found my own answer, for anybody looking for the same thing in the future
Solve : Item must have scope = & scopecurator = enabled in the addon config```
I'm interested in making a mission using the unitCapture/unitPlay feature. I was wondering though, do AI return to their normal behaviour after the 'recorded behaviour' is done? And also, can that 'recorded behaviour' be interrupted e.g. by combat and such? Will they interrupt the path and return to normal AI behaviour? Or do I need to script around that for it to happen aswell?
Would simply adding Sleep 10 after work?
Haha, I love how the suit vibes!
Hey guys, noticed on every mission I have, once I use team switch to switch unit, each unit I have switched to loses their facewear/glasses. Any clue on that ?
I suppose it styles the character with player's profile customisation
hm, any way to prevent it ? I think I remember someone talking about "goggles=x"
not really, though you could go around it (as in storing their goggles somewhere and reapplying them on player switch)
I am not sure how though
I cant get that (sleep 10) to work..btw throws an error
sleep and such suspend commands won't work in some context. You need to spawn or execVM it.
https://community.bistudio.com/wiki/Scheduler
Thanks for your reply - very helpful - Can the code be altered to spawn from within the object init box or does it need to be moved into an sqf file ?
One of either will do. Not sure what is the goal/the code right now, though
Im using effects module ordnance (82mm mortar) and have found a way to get it to fire more than once by typing - this setVariable ["repeat",1] ; into the init. It works but fires every 2 -3 seconds. Question- is there a way to alter the time between firing?
Using a trigger set to repeat doesnt work, hence the work around
I had thought sleep might do it but Im sure there must be a less clumsy way
Recently, my group began to build missions through the editor rather than zeus. We've done three missions so far with AI units pre-placed through the editor, and each night we've experienced significant desync when someone JIPs, looses connection, or disconnects. This desync usually consists of each player seeing everyone else (AI included) run/move in place for 10-60 seconds, followed by quickly catching up and then proceeding as normal. Any idea as to what can cause this?
We haven't had this issue as often when we built our missions through zeus (it happened, but not as often). Could pre-placing AI units cause desync? I've seen other groups recommend building missions through the editor compared to zeus, so I doubt it. But the desync makes the game unplayable
Any mods used, custom scripts etc?
https://streamable.com/y905t3 HOW THE HELL I PULLED THIS OFF????
same server - different islands for each player?! 😄 😄
https://streamable.com/zeaywu they are even synchronized! 😄 😄 😄
One player doesn't load the terrain mod == player gets default.
Or one player loads a mod that replaces terrain classname, other player doesn't load it
Unsung and other common mods (ace, cba, etc) that we've used before without incident
It may be just that map. I know there is a germany map that causes crazy desync.
Hm, possible, but we've used this map months ago with no such desync. There are a lot of variables involved, and I'm just trying to rule out all that I can. I organize AI units into folders in the editor, and use the hide/show module to keep them out of action until activated through a trigger. If no one else has had a similar issue, I can rule out mission making as a cause of this desync.
Well.. Only CBA addon was used on the host machine and vanilla instance was running on the client (second) machine.
The mission itself was made on VR island and the client loaded Stratis
I tested and tried to replicate the behaviour and I figured out why it happened just to some extend
The host loaded the mission before client connected and returned to reassign (not restarting the mission). Later when mission was started with both instances connected, the nonexistent save (or mission itself?) was not propagated to the second client and it ended up on Stratis without launching any scripts or creating any objects
The whole thing was fixed by just restarting the mission completely
And now I am dealing with different issue 😄 BIS_fnc_playVideo playback has the maximum audio volume regardless of player's audio settings.. 😄
So in Zeus I want to place units then REPLACE their guns & vest quickly. I don't want to overwrite their uniforms I only want to overwrite their gun and vest (for ammo). The ZEN loadout copy & paste function and arsenal overwrite every part of the loadout. Changing their gear using the arsenal interface obviously takes too long.
My question is; is there a way to replace and/or add to a loadout via script without overwriting the whole loadout? Or any other suggestion?
Can I get an opinion on mission I'm preparing? It's just for me and my brother. He's new to ARMA but wants to get into milsim. The mission goes like this:
At night we take a car to a house on the outskirts of city. City's basically run by the bad guys and there's curfew too so we don't expect to meet many civilians on street. First objective is to quietly make our way to a small outpost which is on the hill overlooking the city. But you can only get there trough the city. So we use silenced weapons and advance. I prepared patrols on foot and some vehicles too. Also random civilians to make things more interesting. Anyways when we're on top of the hill the goal is to use my sniper rifle to eliminate three targets each further away from us. He can be a spotter and callout targets for me. He really wants to get into milsim so I want to show him how everything works first. Also I try to introduce him to the whole chain of command thing and see him eventually get enough courage to be the team leader himself. Anyway after that we go for the last target on other end of the town. Target's inside of the houses. But there's 3 houses. We go through them and clear them together. Should be fun. After that we fight our way to the extraction LZ. Get picked up and brought back to base for debrief.
sounds great! not so difficult but a bit challenging mission, with variety and vehicle. a good onboarding thing I would say!
@fathom notch you're making a lot of assumptions about how it will proceed
"quietly thru the city" until your friend clicks his left mouse button and alerts the entire city
@coarse flume Well he "accidentally" threw a grenade. So that's how it went. @cinder holly In the end it went pretty well. There's were some funny errors like him throwing a random grenade. But we had a ton of fun. Some great encounters shorter and longer ones too. CQB combat, overall I was surprised by how much fun it was. I didn't include anything like enemy APCs, Helicopters, Snipers etc. That's all waiting for him in the next mission haha. In the end I had prepared AI heli extraction that took us back to a big base. So he gets that feeling that we were out there fighting and now finally we're going safely back to base and we can be at ease haha. Dude immediately wanted to go for another mission.
Anyone got a script for custom sounds? I used one with a .ogg file but it won’t pick up. I checked the scripts and it’s fine so I assumed it was the file, it’s not that either. I just can’t hear anything. Is it possibly due to the size? 1.3MB sound folder? (@me if you’ve got an answer). There’s no error log as it’s properly done though I’ll drop the script down now.
class CfgSounds
{
sounds[] = {}
class hh
{
//how the sound referred to in the game
name = “hh”;
//filename volume and pitch levels
sound[] = {“sound\hh.ogg”,1,1};
//subtitle delay in seconds, subtitle text
titles [] = {};
};
};
(No error shown)
I've asked you to post more info, not crossposting...
I mean it wasn’t really specific was it, give a chance to edit just posted lol
Nah I’m playing
Editing it rn
Not funny
And the script?
It’s above there
The CfgSounds one
I have no errors
I know it’s working but the sound doesn’t register for some apparent reason. I went over it and it’s working fine since before I made a small typo and corrected it. But I’m not sure, any suggestions?
check your RPT files
description.ext isn't a script, but a config
I was told to put the script in the description.ext so I did so. I fixed the issue anyways, thanks tho
If I have my functions folder on my server in the root directory, how can I then call the CfgFunctions.hpp file from a description.ext file in the mission pbo? I want to have the functions folder separate from the mission file. Would this work?
I have this ATM.
class CfgFunctions {
#include "functions\cfgfunctions.hpp"
};
But how can I call the cfgfunctions file and load functions from a folder on my server instead? Thanks for any help.
Missions are executed on all machines, and CfgFunctions must be available on all machines.
Including a file from the server won't work because of that...
So either put scripts in the mission, or a client side mod.
Or, write complex code with event hand handlers which allow you to call functions on any machine per server.
hey, im looking for script/function to spawn enemy ai with waypoint any help?
- spawns ai>walks to sector>fights>dies>respawns>repeat
hi. does anyone know the exact size of the land_poster_05_F? i want ro replace the image with my own but i cant figure out the exact size i need to put the image, so that the whole image is shown.
size format is px
i use gimp
1024x512, which the shorter is the horizont-axis
And the image itself is 1024x1024, so the left part is used for the object
(Although the px size itself is not considered for objects, only the aspects)
You can also try having a picture with sized squares in it so you can see where it starts/stops
You can also check \A3\Structures_F_EPB\Items\Documents\Data\Poster_05_Protest_CO.paa for the reference
hello everyone! made a scenario and used an unorthodox way to save it, Scenario>Open>MPMissions and saved, which apparently wont show the scenario in the folder(?), instead of extracting it to MP and i also binarized it. Later i wanted to remove a mod, and that created dependency issues, so my dumb ass opened the scenario file in a c++ program and got greeted by a page full of question marks and white boxes. it gets even worse, i deleted some words that i found in there of the mod that i didnt want
....and saved
. so now when i go to editor, and then Scenario>Open>MPMissions, it crashes with no report, same thing happens when I go to host a server... ik i messed up, but yeah, any solutions?
cus i absolutely cant do anything with the editor, and thats basically arma for me, ive spent 700hrs+ in there. also, there are no scenarios in the mp folder, in the directory
I would say… RIP if you didn't make any backups at any point
well i dont care about the scenarios at all, i just want to fix this issue to start making new ones again ;-; thing is, i reinstalled the game, and i also repaired it through steam
If you want to make a new one, use "save"
i know that, my issue is, that even if i make a new one, and then go to the editor>Scenario>OpenMPMissions the moment i press MPMissions, it crashes my game, same thing happens when i want to host a server. the moment i press the green "HOST SERVER" button in the multiplayer tab, it crashes no matter what
Remove any weird data from the directory then
@astral bloom thanks, helped me a lot@cinder holly
Check out the vanilla ground support mission for one way to do it.
Hey, I've been thinking about creating a zombie-ish scenario for guys from my unit. If I'm not mistaken, there are only two zombie mods that are "decent" and support ACE: "Ravage" and "Zombies and Demons".
Which one is considered better when it comes to multiplayer performance? Which one will make my server struggle less, with ~30 people online and a significant amount of dead meat? I should test it by myself, but I have no resources for such, that's why I'm asking you, because probably some of you have already made scenarios like that.
so, i want to slightly edit the vanilla missions to play with some buddies, but Ihave no Idea where to find the campaign missions, pls help
Apex Protocol is a COOP campaign... 
there, edited it
Expansion/addons/missions_f_exp.pbo
much appreciated
I'm trying to make a scenario where it has sector control, is there a way I can make it so that each side only loses tickets when someone dies? On mission start all sectors are owned by IND and Opfor have none. Both sides start with 200 tickets. However, straight away OPFOR tickets will begin 'bleeding' and they will lose tickets before anyone even spawns in. Is there a way I can make it so it just takes away tickets when people die?
Is the ticket bleeding off on their ticket count?
Hi, how I can test HC spawn script in localhost?
Thanks @shell fox
have you went to attributes -> multiplayer yet?
check the menu up there
Is there a way to disable custom heads?
maybe in server options IIRC
otherwise you can force setFace
Thanks that is perfect.
in MP:
https://community.bistudio.com/wiki/basic.cfg#Other_Tuning_Options
MaxCustomFileSize=<size_in_bits>;
Users with custom face or custom sound larger than this size are kicked when trying to connect.
set that to zero and no one can have it 🙂
Thanks!
I'm surprised there's enough people who use custom faces to warrant wanting to disable them like that haha, I thought I was one of the only few oddballs using the feature. It's a shame it's got way less support than it did in A2, but I assume most people use them for laughs more than customization lol
anyone know some good sound mods? (like the zeus sound module stuff)
No crossposting please 👍 @late crown
When placing a sign in the eden editor. Do i need to load the jpeg onto the server as well? If so. Where do i save it?
in the mission directory
With the mission pbo?
inside the mission directory
before pbo-ing it
I assume you don't give the sign an absolute file path… right?
Ooooh. Inside. With the text file
Yes. That makes much more sense. Thank you once again, M'Lord.
thou shalt be crowned with success!
One more question, M'Lord. Is there a place I can advertise a server? I see the communities tab for arma 3 but that mostly contains discord communities. Can I advertise just a server in there?
that's a community place yes 🙂
Thank you
Hey, to anyone that understands how servers/making missions work, I thinking about making a Fallout-based unit and I am new to server making/mission making. I'm thinking maybe either the NCR or BoS
Hey there bub!
Speaking as a relative n00b here.
Everyone loves new blood (even if we can be rude sometimes).
Your question seems a bit broad, have to say. Making missions is indeed a major part of the fun of sandbox games like Arma. Setting up a server, and getting your missions and mods to work on them, is also an interesting challenge.
Based on your wording, it sounds like you haven't much experience with those things. So I would first try ONE of the two, without your "Fallout" restriction, or the pressure of a unit (those only grow via word of mouth reputation, anyways).
So either first set up your dedicated server (with an extra PC at home, or in the cloud) and run a few pre-made missions and mods with your buddies. Spend time configuring it just as you like.
Or first build a few multiplayer missions to run with your own PC. Add some triggers, some scripting, an in-game image or video, a custom respawn template, et cetera. My advice: always include a Zeus module for yourself so you can fix bugs/adjust things on the fly without players noticing.
And then, put your missions, with mods like this one (https://steamcommunity.com/sharedfiles/filedetails/?id=1285636607) on your server. At that point you will have the infrastructure, expertise in Arma scripting and server management to keep your audience interested.
Every step will be fun, I assure you. Just don't do everything at the same time, or face several evenings with disappointed players 😬 .
Wow, thanks man, I will try to take this all into account, do you think I can start a dm with you if I ever need assistance, if not that's alright, thanks anyway
I don't play Arma full time any more. Just mess around making missions "playing with my train set" when I have a few hours free in evenings.
So you can DM me, but don't expect a quick turn around 🙃
No problem, just wanna open a dm so I can contact you
Hey does anyone know how to save a multiplayer mission mid game? Or how to set it up?
Grad persistence
I am new to this and having multiple issues even starting the sandboxing process . Ive been watching videos and my head is just spinning at this point. I have made some custom composition docs but im not sure how to actually apply them to the starting players. Ive tried just putting them into a units init and it tells me a bunch of generic errors naming things like optics or ammo. Also if I need a description .ext and pbo im lost on those because half the stuff im seeing is 5+ yrs old and there been many changes apparently from video to video I notice. In a nut shell I need help with initial description.ext and related command scripting as well as what to do with pbo and how its made and why my compositions wont pull when sometimes they work on a new scenario when mp test works but on my mission im already working on they give the errors. Like at this point I cant even get
removeALLWeapons this;
removeallassigneditems this;
removeallcontainers this;
removeuniform this;
removevest this;
removebackpack this;
use codeblocks for your code please 👍
See pinned message
(s)
@dapper elbow I suggest taking one specific problem at a time and asking for help with it in #arma3_editor or #arma3_scripting.
I think a big part of the issue is not having the description.ext up anymore I deleted the old one because I wasnt sure I needed it still or if did right. Im working on that right at moment and kind of muddling through with the arma3 bistudio wiki
Has anybody used the animation briefing framework for MP?
If so, does it work and can you manually toggle through each animation.
Unsung mod sucks, the map I wanted to use has no mil areas defined, so Alive mod wont work. Do I have to define custom military zones with scripting? I hope the new DLC actually has a working map config FFS.
I recommend asking on the alive discord, the people there can propably help more
Go to empty groups, Alive has a ton of bases, sites, so forth. You can then drop down a custom objective module on top of it.
It does not work, there are no defined mil areas on the map. Unsung mod just sucks and is outdated. The maps are poorly made.
Unsung mod just sucks and is outdated. The maps are poorly made.
hey feel free to help the team with fixing that 👍
Just complaining wont help anyone
As I said feel free to help them fix that
Turns out the map has not been indexed. Maybe I could do that and submit it to Alivbe devs.
In the Eden editor, when you select the option to "Select Respawn Loadout", it only has one role available. How do I add more roles to this selection?
On that same note. Is there a way to make toolkits available to be used by any player without the need of a perk? I found the settings for the Medkits
BIS_fnc_addRespawnInventory @mortal lichen
@west silo what does that do, M'Lord?
Sorry, i shouldhave properly stated my inquiry as my previous posts had multiple questions. Thank you kindly. I shall use thia information Post Haste.
yo can someone enlighten me with the activationkey and donekey thingy
ive put the activationkey in the ending trigger
and a donekey in the description.ext
but the scenario still doesnt show up as completed
Pretty sure those keys are for out of mission stuff not for use in triggers
like if you want a mission to only show up when another mission has been completed
nana
not sure about that though as I've never used them
i only got one scenario
and when u complete it, i want it checked and stuff like that
i do have the bis end function thingy
but when ur done the scenario still acts like its not completed
if u know what i mean
there no check mark on it and th square thingy aint filled and stuff like that
thats what i wanna have
kinda lost there
try the end mission module
use BIS_fnc_endMission
with the proper style and all?
yeah
the only thing that im missing
is the check thingy when ur in the scenarios tab in the menu
and the filled square
weird, that fnc should make the tick
maybe there has been a bug, try re-completing it from scratch maybe?
ive tried numerous times
ive read somewhere on the forums
and reddit
that i need an activatonKey
and doneKeys
put those
still nothing
Hello guys. I need help with learning how to make missions and being a zeus. I have an idea for what to make, Just pleas DM me if you can teach me a bit
there are tutorials, e.g https://community.bistudio.com/wiki/Eden_Editor:_Preview
Without telling us what you wanna do we can't help.
Thanks for that very precise description
You mean Entebbe?
Yeah sorry
Make the bot fly the players to a point (Altis main airport), Make some bots walk around, kits and i think thats all
There should be plenty of videos which explain that
Yo @west silo can i know what the 1st and 3rd line do over here
markasfinishedonsteam;
activateKey format ["BIS_%1.%2_done", missionName, worldName];
endmission _end;
Im assummimg theres afunction somewhere called markasfinishedonsteam
Oh
it's a command, and it's already used in endMission fnc
I thought thats like a fix or smth lol