#arma3_scenario

1 messages · Page 53 of 1

sterile cape
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So basically

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Theres no way to mark a scenario as completed?

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At least for now

cinder holly
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not for now, correct

sterile cape
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Welp ait

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Thanks for the help

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Appreciated

lusty summit
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okay so, i want to run a few commands on every player at once

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howabouts would i go do that

hexed loom
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@red tree it's probably because you have serVehiculeAmmo and not setVehiculeAmmo

red tree
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yeh it was a typo LOL

hexed loom
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XD

red tree
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i had ser not set and vehicule not vehicle

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i fixed it tho

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but thank youuu!

little sequoia
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is it possible to make a firedNear EH require it twice? As in, if i was to have two groups, one would react after the first shot/interaction and the other one after the second

mortal lichen
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what are the mission systems that are used for the red and green squares in Insurgency?

cinder holly
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@simple fern no crossposting thank you, #rules

burnt valve
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is there a way to attach/create a respawn inside a vehicle? Eg: Select a moving truck in the respawn menu and spawn in an available seat.

thorny plaza
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You can synchronize the respawn module to the vehicle, but it may be buggy iirc

burnt valve
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Ive tried that, it shows up with a respawn icon on map, but doesnt let you spawn there

sterile cape
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So uh... I've made a scenario, but didn't unload some mods, thinking they wouldn't really interfere with it... but surprise, surprise, they did. Now my scenario needs those mods installed in order to run (I wanted the scenario to be playable without mods).
So, is it possible to somehow fix this without re-doing the whole scenario from scratch for it to be playable without any mods?
Thanks in advance.

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the mods are real engine and jsrs soundmod btw

cinder holly
sterile cape
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how do u merge missions

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do i just slap the folder on top of the new one or is there a proper way of doing it

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nvm found the merge thingy

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will try now

mortal lichen
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Hey everyone. I am trying to make a FOB and I want it to have a Partial Arsenal that can be loaded up with extra weapons and supplies like the Storage at the start of AntiStasi. Does anyone know how to create this?

wraith cloud
mortal lichen
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Magnificent. I just added Ace to the Server a few days ago. Thank you for your Time @wraith cloud

leaden merlin
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somebody here knows how to apply camonets in a specific colourway to a vehicle after respawn? I use the vanilla respawn module and under expression i wrote this:

(_this select 0) execVM "camonet.sqf"

inside the camonet.sqf is this:

[_this, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;

Now when the tank (the AAF MBT one) gets destroyed, the camonets get reapplied but in that standard digital aaf scheme while I want the jungle version.
Anyone knows how to do this?

west silo
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_veh = createVehicle ["I_MBT_03_cannon_F",position player,[],0,"NONE"];
[
    _veh,
    ["Indep_02",1], 
    ["HideTurret",1,"HideHull",1,"showCamonetHull",1,"showCamonetTurret",1]
] call BIS_fnc_initVehicle;
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@leaden merlin

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I used the Virtual Garage, applied the jungle net and pressed "Export"

leaden merlin
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well, i just totally forgot that this existed 😄 thanks.
having this in the camonet.sqf works like a dream:

[_this, ["Indep_02",1], ["HideTurret",1,"HideHull",1,"showCamonetHull",1,"showCamonetTurret",1]] call BIS_fnc_initVehicle;

sterile cape
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hi its me again

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so

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i have a heli with the following waypoints - load > move > transport unload > move > land

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And i have a unit (the player) with a get in waypoint attached to the heli

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Actually wait

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Nvm

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I literally figured it out while typing here

near dock
cinder holly
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also known as "rubber duck debugging"!

sterile cape
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rubber duck or not, here i am again :)

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so uh

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i got some markers on the map that appear via a trigger when a certain task is assigned

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however, when they pop up they arent facing the direction i want them to (obviously)

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how can i achieve that

cinder holly
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setMarkerDir?

sterile cape
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didnt know thats a thing

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ill try it out, thanks

cinder holly
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Check its wiki page - and at the bottom there is a Markers group you can find useful too :)

sterile cape
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yeah just checked now

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looks like thats what im looking for

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thanks again

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idk how i missed this

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ive been literally searching for a fix for the past 30mins lol

distant owl
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Is it possible to modify Warlords so that it’s Green against Red with Blue on the non playable independent side?

wraith cloud
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not without intense rework

distant owl
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Hmm maybe I could make a small faction config to copy certain units to blufor/opfor

signal coral
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What up my dudes? I never knew this discord/channel was a thing!

near dock
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Welcome! ablobdoggowavereverse

unborn hawk
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Hey guys, I am trying to put down an inventory in Eden Editor, which is not in the assets library. Now I remember having used an object or module which you place down and then in it's attibutes you can select any inventory item (weapon, uniform magazine, bandage etc. etc.)... Anyone know what this module/object is called?

cinder holly
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Arsenal perhaps?

unborn hawk
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No not arsenal :/

wraith cloud
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@unborn hawk
should be possible with all ammo crates / boxes. the bigger, the more space

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should be in the attributes menu of the item

plucky glade
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I'm thinking about making a mission on Bukovina, perhaps mech inf seize airfield or a defense misison. I've never owned the Army of Czech Republic DLC though. Just for some ideas - were there any official missions on that map and what was the situation / briefing?

dreamy grail
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Hey folks, I'm going to have to host a relatively intense mission on an unfamiliar server and want to reproduce the server load of about 20 players for testing; any tricks or recommendations on getting an approximate load similar to that?

plush creek
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Anyone know an easy way to convert an ACE Arsenal whitelist export to a BI Arsenal whitelist format?

lusty summit
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how do i change the name of a squad in the slotting screen

plucky glade
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If you are using CBA then you can add an @teamname behind the name and it will appear in the as slotting screen

ripe cypress
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So, i'm making a mission where i want player driven cars to drive into an ambush and for some reason it doesn't wan't to work when setting up the ambush

serene coral
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How is the ambush set up? Trigger?

sturdy fulcrum
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is it possible in 2d or 3d view in Eden to synchronize a terrain object?

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like since OFP there was the object ID to refer to a specific object

humble lichen
cinder holly
humble lichen
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There is "edit terrain object" module which allows you to assign a variable to terrain object

plucky glade
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Wasn't there a way to show object IDs? Don't remember if it was 3den enhanced or 101 editor addon

west silo
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probably both 🙂

sturdy fulcrum
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thanks. the "edit terrain object" works with a sphere or cylinder - means in enclosed spaces you cannot delete just the desired object

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nearestTerrainObjects with very small radius and using the module 3d position is probably the way to go

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on a related note Pierre MGI seems to have a few neat things in his modules
https://forums.bohemia.net/forums/topic/224274-3den-editor-terrain-objects-script-for-the-debug-console/
(sorry if not new/available in 3den Enhanced - totally not into Eden editor myself)

humble lichen
west silo
sturdy fulcrum
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@humble lichen thanks for the tip (as said have not much experience with Eden) - does the job for almost all objects 👌

maiden harness
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Is there a way to format a diary entry? Like adding linewraps.

shell fox
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Use <br/> for line breaks.

maiden harness
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Thanks!

mortal lichen
wraith cloud
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@mortal lichen
that's a crazy irritating description.ext
mind sending me your mission folder?

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upload it to google drive or similar and share the link here pls

wraith cloud
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thx. i'm gonna clean it up and do some hickery. gimme some minutes. i'll ping you with a (template) version that should be almost idiot proof and working

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what terrain is it btw?

mortal lichen
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altis

wraith cloud
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thanks

mortal lichen
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no thank you. I will be able to learn a lot from your template

wraith cloud
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you made a big mistake........
you created that mission with additional mods loaded, as ACE, MCC. don't do that foe mission making. those mods will be added as a dependency

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i'll try to fix that

mortal lichen
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If i dont load mods like ACE, how do I put down things like the Ace Misc box?

wraith cloud
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oh, so it was intentional? nvm then.
what about MCC?

mortal lichen
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I havent used anything from that. Anything that it offers can be added after the fact.

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I am still new to creating Arma 3 missions. But I have experience in similar situations.

wraith cloud
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ok. as i said pay attention to what mods you have loaded during mission creation. even if you don't use assets or functionalities of some mods, they most likely still write a dependency to the mission

west silo
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Which will hopefully be improved soon 🙂

mortal lichen
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ok. So things like the Ace compat for the RHS likely isnt needed?

wraith cloud
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if you intentionally want to use ACE in your warlords, then have ACE and the compats loaded ofc

mortal lichen
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Ok. I believe I understand. Thank you.

wraith cloud
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debugging and testing:

  • if you open the description.ext file, there is a line called disabledAI = 1;
    set this to 0 so you can test with a ton of AI in the player slots
  • i've added a Developement CP entry to the start CP parameters. it gives you a ton of CP 😉
    always test in multiplayer. editor task par -> play -> multiplayer
mortal lichen
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I have a few questions. I see the CfgWLrequisitionPresets_RHS file. [I thought this was supposed to be line of code in the description.ext, not a separate file]
What is an M File?

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Second. What is the WL_REDvBLUE?

wraith cloud
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I see the CfgWLrequisitionPresets_RHS file. [I thought this was supposed to be line of code in the description.ext, not a separate file]
it basically still is part of the description.ext
it is just separated from the description.ext for overview and editing reasons.
when you check the description.ext, you see a line called #include "CfgWLRequisitionPresets_RHS_all.m"
what this does is, looking for a file with that name in the mission root folder and then "places" the content from that file to where the line with the #include command is.
the file extension .m has basically no meaning. it is just a text file that can be opened with any editor (notepad++, sublime, ect)

Second. What is the WL_REDvBLUE?
it is a placeholder image. i took it from my WL missions
you can create your own and replace it.
for example: make a new image in the same dimension, convert it to PAA format and name it RHS_WL_Logo.PAA. then you go to the description.ext and also change the names there

mortal lichen
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I saw the image as I loaded into the Server. Makes sense. Thank you for that.

I also looked further into the description.ext file to see the main differences between yours and mine.

It makes a ton of sense. I've looked at other pbo's and files trying to teach myself everything I can but it never fully clicked.

Thank you so kindly for taking your time to teach me.

wraith cloud
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your initial development was good for a start, no doubt about that. it was just missing some bits here and there and structure 😉

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you're welcome. have fun

wraith cloud
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@mortal lichen
did you run it on your server yet?

mortal lichen
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yes I did. everything worked except for some reason, the warlord sectors arnt spawning any AI@wraith cloud

wraith cloud
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this might have something to do with your class CfgWLFactionAssets list. i never used that tbh

mortal lichen
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I am gunna check a few things that have always been a hang up for me. I will add that to the list and report back on the Solution or the Lack there of

wraith cloud
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i see you have used the original altis mission file as your origin point. this is a kind of outdated way of doing it. do you have CUP mods? if so, i could give you a sample mission from me

mortal lichen
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Yes I do. I dont have a ton of experience on them though apart from fallujah

wraith cloud
mortal lichen
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I will check it out in a bit, thank you

wraith cloud
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np

harsh rivet
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hey gamers, I'm trying to get the trident module to work but I can't find any documentation on how to get it working and the AI keeps shooting me. anyone knows how it works?

sterile bane
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Anyone know how to get the Hide Terrain Objects to work on a dedicated server before spawning in mission items? Currently everything just explodes as soon as the mission starts, even though it works fine local hosting.
Is the code for dedicated servers somehow crappier than the graphical version?

red tree
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Hi ok so

wraith cloud
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yes?

cinder holly
red tree
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oh sorry i thought id come up with a way to solve my question sorry

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ok my question was can i take the stock warlords mission and edit it in the editor to change things like sector sides and AI limits

wraith cloud
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sector sides and AI limits
idk what you mean by that

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@red tree

red tree
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hi whats up

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you can set whether sectors are uhm BLUFOR OPFOR or INDFOR in the editor

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just to kinda change the dynamic of the game shruggies

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and then AI limit is just that by default on altis players can only have like 4? AI and i'd like it to be a few more

wraith cloud
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you mean the purchasable AIs?

red tree
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ye

wraith cloud
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that's hardcoded and can not be changed "on the fly" or in a module

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as for sectors, you can set ownership (side) in the sector module

red tree
wraith cloud
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hold on... what module is that?

red tree
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the warlords module

wraith cloud
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damn... i totally missed that

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so, what is it that you want to do exactly?
you seem to know it already

red tree
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i think its the 32 a side mission in altis only has a 4 AI limit by default where most other maps/counts have 9 AI

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i just wanna take the default warlords mission and open it in the editor

wraith cloud
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then do 😄
extract
missions_f_warlords\MPScenarios
and move the mission folders to
..\documents\Arma 3\missions or ..\documents\Arma 3 - Other Profiles\missions
whatever you use

red tree
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finally!

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thank you :)

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now i just need to find the mission :(

radiant oriole
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Hope i can get some help here with an issue, I have a mission i created, tested and played on SP and MP hosting thru BIs dedicated and everything works completely fine. Once the mission is loaded onto a server thru PingPerfect tho shortly after starting the AI will act extremely dumb as if they are desyncing i.e - walking in place, not responding to damage or anything. I will also add the server we load it onto can play missions like antistasi and BMR insurgency so don't see how it could be a issue with server specs. also in this mission i have a lot of triggers and modules placed for a reward system once areas are clear with the editor and a hefty amount of cached groups and buildings. I have tried everything for the past 4 months to figure out the issue with no luck what so ever.

lethal plaza
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do you have any mods to advise me for pmc missions? I already use USP and BJC

wraith cloud
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CUP + CFP

twin silo
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Having an issue where I can't get the AI to sit in a spot until an item is picked up by the player, then land at an invisible helipad

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I've tried hold with a condition and that didnt work

signal coral
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ive been sent a mission pbo file, but idk how to get it so i can play it

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it doesnt look like the other missions in my arma 3 folder

wraith cloud
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@signal coral
is it a SP or MP mission?

mortal lichen
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does anyone know where I can get the mission folder for the offical warlords mission for the new DLC? it is not in the mission_f_warlords pbo

wraith cloud
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mission_f_warlords is the vanilla games
S.O.G. warlords is in the CDLC files and obfuscated

humble lichen
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ofc it is not, it is in the files of the DLC, if they put them in mission_f_warlords, that would mean that pbo cant run without DLC... Let alone DLCs dont modify vanilla pbos.

wraith cloud
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you can not extract it

mortal lichen
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so I cant load it onto my server?

wraith cloud
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you can, if your server has the CDLC

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you just need to know the class names

mortal lichen
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Once again Audio, you are a godsend. Thank you.

wraith cloud
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👍

mortal lichen
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so I am in the files and most of the dlc's are clearly named. But I cant seem to figure out which one is the SOG dlc.

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i think it is the file marked vn, but I would just like to confirm before I continue

wraith cloud
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yes, it's VN

mortal lichen
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magnificent. Thank you

wraith cloud
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VN - Viet Nam
😉

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waits for S.O.G. devs to kick my butt

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🤣

mortal lichen
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thats what I figured. But I have been known to waste 6+ hours because I missed something simple

wraith cloud
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😉

mortal lichen
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Having formal Programming Education most definitely helps. Which is not something I have >_>

wraith cloud
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i've learned how to make a guitar player how has no idea how to adjust his sound on the amp to not sound like a guy how has no idea how to adjust his sound on the amp 😉
so much for my programming skills

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but, you get there eventually. just stick to it

mortal lichen
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lol

long forge
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so, anyone know how to use all the new modules added by Prairie Fire?

raw solstice
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There should be some decent info in the PBOs for it @long forge

long forge
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it's using the encrypted .ebos ;_;

raw solstice
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BI is pretty good about documentation

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Oh is it?

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I guess just checking the wiki until someone gives good detail

west silo
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ebos cannot be unpacked. Don't even try.

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However, you can use the functions viewer to see what functions are executed by the modules and start from there.

raw solstice
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Are the example missions only in the arma 3 tools or are they hidden in one of the base game PBOs as well?

west silo
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Example missions?

raw solstice
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\Steam\steamapps\common\Arma 3 Tools\Samples_F\Example_Supports_Mission\MP_GroundSupport01.Altis\```
west silo
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Download Arma 3 Tools and open that path

raw solstice
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Also at least in Arma 2 there were example missions in the folder with each modules

leaden merlin
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hi guys, im having a problem with my briefing timer for a mp event. I use this code https://pastebin.com/Urj0HCLv in the initserver.sqf with the aim of having a briefing timer after which vehicles are unlocked. The problem i encounter is that the countdown doesnt go down in steps of one per second but two or three (maybe even more depending on how many clients are connected?? just tested with one person). I have no idea what is causing this, since im not really familiar with mp scripting /:

shell fox
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oof krtecek

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While sleep is not entirely accurate, 100 to 200% deviation seems excessive to me.

sinful rampart
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if you do sleep 0.01 then 1000% deviation or more is completely normal

shell fox
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Even when considering the server might be very busy plus you send a (sort of redundant) network broadcast every second...

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But Dedmen has spoken.

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I can suggest a workaround: Move the countdown hint to the clients using serverTime (at least I hope that serverTime will do the job).
So in initServer.sqf you just do this:

//Lock all vehicles
...
sleep 420;
//Unlock all vehicles
```And in `initPlayerLocal` you do something like this:
```sqf
while {serverTime < 420} do {
  hintSilent "";
  sleep 1;
};
```That way you don't send the `publicVariable` network broadcast every second, the server has to do less stuff and hopefully the clients can provide more evenly spaced countdowns.
novel epoch
coarse flume
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i did a lot with SQF but no formal training

leaden merlin
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if its any help, i belive i pulled this from the offical vanguard mission

meager veldt
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I’m trying to run a mission on a dedicated server and the player slots won’t show up for some reason, anyone have any ideas why that may be happening?

near dock
oblique egret
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Hey, is there a way to spawn in the individual interior parts of the destroyer ship in vanilla?

astral bloom
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Wanted it in Eden Editor or in mission?

oblique egret
#

editor

astral bloom
#
{create3DENEntity ["object",_x,screenToWorld [0.5,0.5]]} forEach ["Land_Destroyer_01_interior_02_F","Land_Destroyer_01_interior_03_F","Land_Destroyer_01_interior_04_F"]```
oblique egret
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I'm running low on brain power right now. How do i use this?

west silo
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Debug Console

oblique egret
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ahh. Thank you two

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so when I spawn these in, I PBO the mission and everything is good and playable for MP?

west silo
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yes

oblique egret
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Thanks again pal

grizzled citrus
#

would there be any way to make it so that RHS scopes use the illuminated night sights during the day?

bleak river
humble plover
#

anyone know how to make AI shoot players only when they are wearing tactical gear, visible weapons like in antistasi and the old man dlc?

shell fox
#

Scripting with setCaptive probably.

exotic prawn
#

hi all i have been playing Arma for a while now and i would really like to make a fast custom mission for me and my pals using some of the modules a good few of them i have found how to use though YouTube but is there another way i can find out how to use the models for example some require you to use tigers or to sync it with a unit or another module i have tried finding the answers on the Arma wiki but it don't see anything telling you what to connect it to or if it needs to be connected to anything hopefully i have made scenes 😂

halcyon galleon
#

Hey guys can anyone help me with the new SOGPF module for cinematic? I have the camera shots working fine however there are more than one and they seem to play in a different order every time i start the mission. I would like them to play in a specific order every time. Can anyone help? thanks 🙂

long forge
#

i'm having a strange issue with my mission, i went through and edited the loadouts of a bunch of enemies with the BIS arsenal in Eden editor and now i can't take certain loot from the enemies, like i can pick up certain items but not others (magazines, grenades, ammo mostly)

raw solstice
west silo
autumn stone
violet brook
#

Is BIS_fnc_arsenal local or global, I forget?

  • associated add weapons/mags/items functions
shell fox
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All local.

violet brook
#

Thanks

exotic prawn
woeful magnet
#

Maybe this isn't the right channel to ask this and please correct me if so: I'm looking to make a Falkland Islands War fun-op for osme friends. Anybody know of a good Argentinian military mod for / that includes that era?

dawn ocean
#

How do I get a Playable unit to hide until someone has chosen it?

cinder holly
#

in description.ext, set disabledAI = 1;

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@dawn ocean↑

dawn ocean
#

Thanks. 👍

mighty scaffold
#

does anyone have a better way of respawning vehicles than BI vehicle respawn module ? because sometimes it just double respawns the vehicle on the same location and cause everything to blow up

cloud zealot
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You will find a module for that, far more advanced than BI one.

mighty scaffold
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but it gave me more problems than BI respawn

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lol

cloud zealot
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Which ones? I usually solve them.

mighty scaffold
cloud zealot
#

No problem. I always answer for that. It's a way to progress. This mod is constantly maintained.

mighty scaffold
#

Yeah I see that

cloud zealot
#

You can join me on BI forum or on Steam page

mighty scaffold
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weirdly it doesn't

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instead it respawns on death position

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tried MGIRespEastVeh setting

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still respawns on death position

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I sent you the screenshots on dms

cloud zealot
#

Just wrong option parameters. I explain you on dms

next phoenix
#

i wonder how tfar beta works on dedicated. made a mission and it seems there no modules to place down anymore like there are in the mod called task_force_radio. so whats up with that, it seems everyone is using the beta.

wraith cloud
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@next phoenix
TFAR beta uses no modules anymore. it is all CBA settings based

next phoenix
#

sweet thanks!

wraith cloud
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g'day lads...
i got a tricky one and need your help.

i'm about to build a vehicle only mission (PvP). well, at least i got an idea for it. but since i'm not able to do the most crucial part, i haven't come far yet.

the idea i have, and at the same time issue:

  1. i want players to spawn inside a vehicle of choice, and want them also to be able to select the position (driver, commander, gunner)
  2. once the player selected his vehicle and position inside of it, the empty slots should be filled with subordinates AI (same group)
  3. player and AI must not be able to exit the vehicle

any ideas how to achieve that?
(pls ping me)

cinder holly
#

see for example createVehicleCrew to create missing operating subordinates (after having put the player in the vehicle)

lock the vehicle with lock

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and for the spawn vehicle of choice
→ get vehicles list from config
→ have a UI to offer the choice
→ same for driver/gunner/commander, I would go with buttons that you click to create everything - the button would be greyed out if the vehicle does not have such slot (e.g no commander)
then createVehicle, you know the drill 😉

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you can use fullCrew to check if a seat exists I think

wraith cloud
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for the vehicle selection i was thinking of respawnTemplates[] = { "MenuPosition" }; and respawn modules synced to the according vehicles. as for the vehicle position, i now remember that you can switch pos inside a vehicle anyway if there is AI in it

cinder holly
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oh, I understood it as "spawn + create vehicle + crew"

wraith cloud
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that'd be the second step, important for respawn

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like:
i select my vehicle in the respawn menu, go to battle and get 🦆ed.
after respawn timer, vehicle gets a respawn and i can select a vehicle again

cinder holly
#

so is it or is it not 1 player = 1 vehicle (ala World of tanks)?

wraith cloud
#

preeeeety much

#

one player, one vehicle

west silo
#

I kinda feel using the default respawn screen will be more hassle than anything else 😄

wraith cloud
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since i'm a code noob, that was the first logical way for me to try 😄

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but i guess this complexity can not be done with modules

wraith cloud
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@cinder holly
issue with createVehicleCrew:
crew is not part of my group and can't be commanded

#

*part of player group

cinder holly
#

oh? I thought it would. then```sqf
private _crewGroup = createvehicleCrew myVehicle;
units _crewGroup joinSilent player;

wraith cloud
#

how does it work with multiple players?

#

can it be scripted that the AI created by createvehicleCrew joins player group once inside the vehicle?

#

if that makes sense

cinder holly
#

yes

  • create vehicle
  • place player
  • create vehicle crew
  • join them
#

does that sound like what you want to do? 🙂

wraith cloud
#

i mean...
i have a number of vehicles on the map.
all vehicles have createvehicleCrew in the init to fill the slots.
player selects vehicle in the respawn menu
only the AI from selected vehicle joins player group

cinder holly
#

all vehicles have createvehicleCrew in the init to fill the slots.
wrooong

don't use init fields 😄

wraith cloud
#

😄

cinder holly
#

no excuses! I shout it enough times that everybody should know! 😄

wraith cloud
#

not loud enough tho, i didn't hear it 😄

cinder holly
#

in init.sqf

waitUntil { not isNull player };

player addEventHandler ["Respawn", {

  player hideObjectGlobal true;
  // add your spawn stuff here
}];

// in your respawn stuff
// create vehicle
// move player to wanted seat
// create vehicle crew
player hideObjectGlobal false;
// ????
// profit
wraith cloud
#

i see, this is another idea that is way over my skill level 😄

#

-> scratched

cinder holly
#

I can help further after office times :p

west silo
#

Time to move out of your comfort zone 😛

west silo
#

yeah, initPlayLocal.sqf

#

No need to wait for player unit

cinder holly
shell fox
#

R3vo, get the hammer

west silo
wraith cloud
west silo
#

We will help you 😉

cinder holly
#

generic enough to support all vehicles/mods etc

wraith cloud
#

help itself is no the issue, it's me not being able to connect the dots 😄

cinder holly
#

#350 and I duu eet

west silo
#

I do that for you .-.

cinder holly
#

I do that for you: @>-;---

wraith cloud
#

ok, thx 🤣

cinder holly
#

I can also do a fish

wraith cloud
#

i'm good at copypasta tho 😛

cinder holly
#

look at this beauty <°)))<)))=<

#

I can also create a boxer O=(°.°Q)

#

my art skill is immeasurable

#

I am underrated in this channel.

west silo
#

( ゚д゚)つ Bye

wraith cloud
#

what i most likely will not have issues with, creating the battlefield / scenario. CTI / sector control like

keen bramble
#

So ive got some triggers that arent exactly doing what i want them to

#

they've got a BLUEFOR owner and some waypoint activations tied to them, but on mission start all of the move orders start and dont wait for the trigger

#

pretty confused and feelin dumb

keen bramble
#

a friend and i figured it out

#

one LAMBS waypoint "Task Assault" messes with all of the triggers and WP

snow crypt
#

Is it possible to place a unit in the editor, in this case a helicopter with playable crew and make it spawn in game via trigger?

astral bloom
#

Yes. createVehicle, createVehicleCrew

cinder holly
#

BIS_fnc_spawnVehicle?

snow crypt
#

Not exactly. In Steel Beasts, one can create a unit in the editor and edit its attributes with a logic "spawn if" that will only spawn this preset unit when a condition is satisfied. This allows the designer to create a unit in the editor and make all the setup necessary for this unit, like loadouts, rank, etc and then only spawn it into the mission when necessary. Is there such a thing in Arma?

west silo
#

This is possible with Eden Editor layers

#
  1. Place the object(s) in the Editor.
  2. In the Special State attributes, uncheck "Enable Simulation" and "Show Object"
  3. Select the Objects and add them to a new layer (There is that folder with a + in it in the left menu in Eden Editor)
  4. Name the layer as you wish
  5. During the scenario you can access the layer entities with getMissionLayerEntities "AA"
  6. Activate and show all entities of that layer during the scenario
flatten getMissionLayerEntities "AA" apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
#

@snow crypt

#

I noticed there is no page for Layers on the biki. I might create one.

vernal brook
#

will this load them on mission start and insert them on need or will they load on activation so it causes lag like when spawning other things?

snow crypt
#

One question: When using the Support Module, if I switch unit ("U"), even if all the units are sync to the Support Requester Module, they don't have access to any Support Providers. Is it possible fix it somehow?

west silo
#

you need to sync it by scripting I guess when you are team switching

snow crypt
#

By any chance, would you happen to know the scripting function to call? I could perhaps input that into a repeatable radio trigger.

west silo
red stirrup
west silo
#

@red stirrup The page exists, it's not yet been published though

red stirrup
#

@west silo That’s awesome, thanks man.

leaden merlin
#

sorry for bothering you guys again, but does anybody know if it is possible to add items to the backpacks and vest you can place under -> empty -> equipment -> backpack/vest? I tried so far:
this addItem "item" (didnt work)
this addItemtoVest "item" (didnt work)
this addItemCargoGlobal "item" (put the item in the "loot pool" but not inside of the vest)

cinder holly
turbid kindle
#

In some ArmA 3 default missions there is a way to respawn on your squad, how do I achieve that in a custom scenario?

west silo
torn gulch
#

Looking to add a scroll-loadout to an item/supply box. I don't have access to the mission SQF though have zeus and can execute code. How would one add a scroll-loadout to a box?

west silo
#

What is a scroll-loadout?

cinder holly
#

maybe Arsenal in the scroll wheel action menu?

#

@torn gulch ?

torn gulch
#

Hi, where you scroll on an object and can select an option that can pull an entire load out and apply it to the player

#

So not the arsenal which loads up the entire arsenal interface

wraith cloud
#

preeeety hard to do without file access

#

why not making a new mission and replace the old?

leaden merlin
cinder holly
#

ah
well, you would have to deal with the weaponholder and get its backpack

leaden merlin
#

with weaponholder you mean the "lootpool" i talked about?

cinder holly
#

the placed object is actually a weapon holder holding (addBackpackCargo) a backpack

#

deal with it as a crate holding a backpack

leaden merlin
#

hmm ok, i tried searching for some commands that would allow me to do that but i cant seem to find them. I guess that it will be more complicated than that?

cinder holly
#

yes

leaden merlin
cinder holly
#

yep, because items placement is not perfect

leaden merlin
#

maybe this doesnt reference to the weaponholder?

#

hmm, giving the backpack object a variable name and using this doesnt work aswell.

torn gulch
wraith cloud
#

who has it then?

torn gulch
#

People who manage the mission files in my unit, who wouldn't be inclined to change it for just one mission

#

Hence the request

signal coral
#

is it possible to make a crew in a truck drive to a certain point and get out without me having to say anything?

cinder holly
#

Yes

signal coral
#

how

cinder holly
#

a "get out" waypoint could do 🙂

tawny nacelle
#

hey, in Eden when setting the environment attribute: is "time of change" in game time or real time?

cinder holly
#

Confirmed yes

tawny nacelle
#

thank you!

short shard
#

does anyone know how to turn off the cross hair for multiplayer missions? i turned it off in the eden editor but when i load it up on the server the cross hair is still there

short shard
tawny nacelle
#

easiest way I know is when you load up the mission

leaden merlin
cinder holly
#

nope

#

try debugging by checking which var is what

Or simply script the backpack from scratch, without Eden-placed object

soft rover
#

The Allow damage button in attributes. Does that only effect objects and not entities like vehicles and players?
One of our mission makers is testing something out and noticed disabling damage on entites worked in SP, but not on MP

cinder holly
#

doesn't on respawned-on-start units, because they get deleted/spawned

soft rover
cinder holly
#

noticed disabling damage on entites worked in SP

#

if you tick it and it has an effect, it works

soft rover
#

But it doesn't work in MP

cinder holly
#

yep

soft rover
#

Which is what we wanted.

cinder holly
#

for the reason aforementioned

#

doesn't on respawned-on-start units, because they get deleted/spawned

soft rover
#

I read. I couldn't deficer what you said.

cinder holly
#

in MP, units can get "respawned on start", which means you don't play the editor-placed units (if some settings are set)

soft rover
#

Right

astral bloom
#

To solve, use allowDamage command

#

Which is literally the same method the attribute took

soft rover
#

I mentioned this

astral bloom
#

Not attributes, command

soft rover
#

He seemed to think it wouldn't work as on BIwiki it mentioned The command has to be executed where the object is local and will be effective as long as the object does not change locality. If the object changes locality, the command needs to be executed again on the new owner's machine to maintain the effect.

#

So we'd need to account for JIPS?

astral bloom
#

You wanted to disable damages at the beginning of the mission right?

soft rover
#

Correct, for certain vehicles.

#

Maintain that throughout.

astral bloom
#

Oh yeah, vehicles... Since the driver took the locality of the vehicle, this should require some trick, I think? I'm not really good at multiplayer scripting so...

cinder holly
#

yes, every time it changes locality iirc

astral bloom
fallen acorn
#

Good day. When I create a mission task I want it to be hidden until previous task completed, but option 'Always visible' is just not working for me - task pops up at the very beginning. I tried deleting all 'set task state' modules (thought maybe it's something with how I synced them) with no luck so far. Pls helb, what am I doing wrong?

west silo
#

You need to activate the module via a trigger

#

Just subscribe to it and it will be available in the Custom composition list

fallen acorn
west silo
#

yw

wraith cloud
#

how can i achieve that a unit has the same loadout at respawn as it had the moment it got killed?

i have onPlayerKilled.sqf

[player, [missionNamespace, "Saved_Loadout"]] call BIS_fnc_saveInventory;```
and ``onPlayerRespawn.sqf``
```sqf
removeAllWeapons player;
removeGoggles player;
removeHeadgear player;
removeVest player;
removeUniform player;
removeAllAssignedItems player;
clearAllItemsFromBackpack player;
removeBackpack player;
player setUnitLoadout(player getVariable["Saved_Loadout",[]]);```

but all it does is to remove the initial spawn gear from mission start. looks like the loadout at death is not saved...
wraith cloud
#

solved it:

onPlayerRespawn.sqf

params ["_newUnit", "_oldUnit"];
if (isNull _oldUnit) exitWith {};
_newUnit setUnitLoadout (getUnitLoadout _oldUnit);
wraith cloud
#

well... not quite there yet...
it doesn't give me my rifle and launcher back (if i have it on me)

#

i guess this only reads the loadout of the dead unit that throws away rifle and launcher at death

wraith cloud
#

i give up for today.
if anyone can come up with an idea on how to preserve the loadout on death, pls ping me

lime sleet
thorny plaza
#

is there any way to enable respawns only for certain roles/slots/units? (or disable for those). I could use tickets for this if necessary however I cannot find any info if it's even possible to implement respawns as I want

wraith cloud
#

anyone got a fortification script that doesn't clutter the addaction / scroll menu?

thorny plaza
limber widget
#

I believe you have have multiple respawn points in game to select from for the player to choose upon respon, but I'm not sure how

#

I know that doesn't really help but it is possible in game as far as I know

thorny plaza
#

I know about the respawn positions, but my goal is to make half blufor people to be able to respawn while the other half can only play once and when they die, they go to spectator.

west silo
#

Only thing I could image is to work with respawnTickets

storm lily
#

Any advice on making a trigger that teleports all the people on the group into a heli at lets say 6000m altitude with their existing loadouts ? I need this for a HAHO insertion

#

Thanks for any advice

west silo
#

Check out these commands: units, group, moveInCargo, setPos

shell fox
manic crown
#

Anyone know what the correct way is as to how to use the Transport Unload waypoints? I have two helicopters with move waypoints as waypoint 0, then transport unloads as waypoint 1. The infantry in the helicopters have get out waypoints sync'd to the transport unload waypoints

#

My player unit is in the first helicopter, which lands correctly and unloads troops at the unload marker with the invisible helipad

#

but the second helicopter either lands and unloads troops below its position as soon as the mission starts

#

or it lands then takes off again immediately, without unloading

#

it isn't going through the first move waypoint

#

not by default, it lands first

worthy otter
#

is the call supply drop module still broken in multiplayer? As in changes to the crate init dont work when used in multiplayer? Tested in both Editor, SP and MP. i did some digging and it seems that this has been broken for a while

grand sapphire
#

I’m trying to set up a good single player experience, could someone help me out?

cinder holly
#

Yes - the whole channel!

grand sapphire
#

Pog

grand sapphire
#

wrong channel

#

looking for someone to help me setup a good singeplayer experience (solo missions and what not)

grand sapphire
rugged kettle
#

Sorry didnt notice you already went there

grand sapphire
#

all good

crimson scarab
#

does a loading image need to be a paa or does it not matter

west silo
#

Jpg works too

crimson scarab
#

sweet thanks

lost osprey
#

Howdy, so I'm trying to make a mission where there is a pool of respawn tickets. and when those tickets are used up respawns are disabled and any player killed from thereafter goes into spectator mode. I've got the ticket system working, but it seems the game makes the mission fail instantly upon hitting zero tickets.

#

Is there any way around this? Even if I had to forgo the spectator portion that would be okay, but the idea is that surviving players would be able to continue on without the others.

indigo oxide
mighty scaffold
indigo oxide
#

I figured it out, the trigger itself wasn't large enough

#

which seemed kinda weird but eh

fallen acorn
#

Good day. I'm trying to use 'LOITER' waypoint for blackfish, but it seemd to be disregarding waypoint options, always circling on its own random altitude and radius, no matter what I setup. Radius I understand - it's a big plane, must have min radius of some sort, but why does it ignoring altitude, I wonder?

cinder holly
soft rover
#

Any particular reason why https://community.bistudio.com/wiki/magazinesAmmo
Wouldn't give me all ammo types of a vehicle?
Attempting to remove 40mm grenade rounds from a gunboat but the above command only seems to return .50cal ammo for the front turret.

cinder holly
#

you may want magazinesAllTurrets though

soft rover
#

Right. Thanks Lou.

indigo oxide
slender maple
limber widget
#

how do I create missions for prairie fire or vietnam with eden? Thx

astral bloom
#

If it is unclear, Singleplayer > Editor

limber widget
#

ok, I'll try. thx

limber widget
#

any suggestions as to a good site or video to learn to create intros? thx

indigo oxide
#

I am kind of wondering, what singleplayer scenarios would people suggest playing and generally looking at to learn from?

cinder holly
indigo oxide
#

That makes sense, yeah. Been looking at some of the ones I do primarily enjoy. But I guess I'm wondering about finer design details for arma stuff tbh

#

like, am I weird in enjoying playing with AI squads? I know a few friends in my arma group mention disliking being squad leads for AI, so wondering just how common something like that is as a complaint.

vernal brook
#

to learn from them like that is a kind of weird approach

#

the best is to find out what you want to do, break it down into components and then search the biki and forums for how to do things

subtle sapphire
#

Hi, i'm new on making arma missions. i did one long time ago, but i want to create a new one. i have some questions for you:

  1. Is there a way to test some milestones or objetive completion on a mission without playing the mission each time from the start? i remember this took me much time just to test if scripts or triggers worked.
  2. I want to fix my last mission but i dont have the original files, just the mission avaliable on steamworkshop. Can i extract the file to bring back the folder? i have mikero tools pro btw.
  3. Is there a way to test myself the multiplayer mission as i cant be asking my friends to log and test with me each time. i remember some audio and image custom assets wont work properly on their ends, due to the need of server boilerplate. i remember problems with playsound3D not firing properly.
  4. Is there a friendly 2021 video tutorial to start making missions right away.

Thanks

hot warren
# subtle sapphire Hi, i'm new on making arma missions. i did one long time ago, but i want to crea...
  1. Testing, you can just play the mission straight from editor. (Personally I have a separate testing slot, with Zeus access for this)

  2. Shove that into your MPmissions folder in your Arma 3 docs. Load the game and try to load the mission in editor; it will give you a list of dependencies you need to load the mission.

  3. Same as No.1 but instead use, play-->multiplayer within editor. Doing so, sets up a "server" aka you can quick load into it using the normal play mission button within editor.

  4. Editor tutorial (also covers MCC and Zeus) - https://www.youtube.com/watch?v=tSyOI3vNExw
    General tutorials etc (War Is Hell) - https://www.youtube.com/channel/UCU_UuUC1huYMbToetISN1kQ
    for example to those asking about ALiVE orbat creator: https://youtu.be/vC9eLS7fCWQ

subtle sapphire
#

thank you so much!!

#

, so in order to test, can i teleport the player close to the objetive using zeus?

indigo oxide
#

How do you guys feel about ai squads under player control

signal coral
#

I am not sure where to ask this.... How can i make trigger zones of DLC missions visible in the game? I cannot load the mission into the editor and i just cannot finish the mission as the vehicles i need to enter a specific zone, well i send them there, i send them here, but the mission does not progress.

west silo
#

Which dlc?

woeful magnet
#

Is there a way to set up a map marker in Editor so that only certain personnel will see it?

#

Its important to note, this is for a PvE event so its not a team based thing.

#

But I just want to set up things like markers for the various LZs so that only the helo pilots and RTO can see them, to avoid cluttering other peoples' maps.

west silo
#

This is unfortunately not possible out of the box without scripting. I am actually wondering why

woeful magnet
#

I mean I've got to get a grasp on scripting anyways. I want more or less Zeus-less PvE ops / operations where Zeus is there to spice things up and fix issues more than to actually run the mission.

formal geyser
cinder holly
#

@woeful magnet ^

woeful magnet
#

Much appreciated @formal geyser

formal geyser
#

Yessir.

woeful magnet
#

Not quite what I had in mind. I was thinking markers I'm putting on the map in the editor.

formal geyser
#

Yeah that would have to be scripted

woeful magnet
#

Any idea where I'd look to get started on it? I'm a novice when it comes to scripting. Most of my mission stuff has been active Zeus work before now.

formal geyser
#

There's a compiled list

soft rover
#

I have a strange problem with a mission I just made for our community.
It regards the AR2 Darter drone.

So for an operator to be able to connet to it he needs the correct terminal.
That's all fine. Got it work, mission was well received, but a bug the operator ran into was that for me to make the drone connectable to the terminal I had to add an ai to the drone in the editor.
Now when the drone is destroyed the ai is kicked out and the operator is viewing through his camera but all keybinds are being activated on the ai.

Is this a massive oversight from BI in the drone or am I doing something wrong?

#

Obviously I want the player to regain full control of himself.
Experienced mission maker but never played with drones.

cinder holly
#

You are doing something wrong indeed

#

You placed an empty drone instead of a filled (with invisible AIs) one

#

its icon is yellow in the editor, instead of blue

#

@soft rover

soft rover
#

It was yellow. Until I placed a unit down and then dragged it into the drone.

cinder holly
#

Yep
Try placing a non-empty one directly

soft rover
#

Am I mean to place with crew box ticked?

cinder holly
#

Yep

soft rover
#

Hmmm

#

Hmmmmmmmm

#

BI

#

I'll try tomorrow and report 😋

cinder holly
soft rover
#

Thank you

cinder holly
#

(I swear it should be only that 😉)

soft rover
#

Carrying on. 1am, in bed after a Saturday arma sesh, one mission played was mine.
We archive and play any of the hundreds of in-house mission made, so updating our missions is vital for playability, not just a mission that if broke don't matter because it was a one off OP kinda thing.

solemn oxide
wraith cloud
#

afaik vanilla can do that by now also

tawny jungle
#

Does anyone know how I can disable all the vanilla addons?
I am making a Zeus scenario for IFA3 and want the Zeus to not be able to place the default NATO, CSAT, FIA units and so on.

#

I know there's a 'Manage Addons' object but how do I use that exactly?

#

I read this, but it's not making sense to me.

west silo
#

I guess there are more ppl who know that

tawny jungle
#

Thank you

#

Then again. This is specifically a function in the Eden Editor.

west silo
#
if (isServer) then 
{
  allCurators apply { removeAllCuratorAddons _x;  _x addCuratorAddons ["A3_Modules_F_Curator_Lightning"]; };
};
#

this should add the Lightning Bolt module to all curators

#

So now all you have to do is figure out the class names from CfgPatches which belong to the IFA3 Mod.

#

@tawny jungle

tawny jungle
#

So I add this to the 'init' part in the Game Master module?

west silo
#

yeah, init would probably work.

#

Alternatively, init.sqf or initServer.sqf, if the latter you can omit the "isServer" check

tawny jungle
#

Could you maybe have some time to go on a voice channel?

cinder holly
#

his secretary says: no 😄

west silo
#

What do you want to know?

#

Just ask

tawny jungle
#

Well. It doesn't seem to work. Even the line of text you gave me.

#

Nothing changes, and yes. I run it as server.

west silo
#

It works for me if I host the mission

#

You are running a DS?

tawny jungle
#

No. I go to play and specifically select to play multiplayer.

west silo
#

Same here

#
  1. Open your scenario folder (where mission.sqm is)
  2. Create a files called initServer.sqf (make sure its ending is .sqf)
#
  1. Copy allCurators apply { removeAllCuratorAddons _x; _x addCuratorAddons ["A3_Modules_F_Curator_Lightning"]; }; in it
#

Try again

tawny jungle
#

In my file explorer I assume?

west silo
#

yes

tawny jungle
#

Ok, done.

west silo
#

In the Editor you can also go to Files and click on "Open Scenario Folder"

tawny jungle
#

Lets try.

west silo
#

ok

tawny jungle
#

Doesn't work.

west silo
#

All addons are still available in zeus interface?

tawny jungle
#

Yes

#

Let me reload Eden editor.

#

Same result.

west silo
#

Did you change anything in the Zeus Module?

tawny jungle
#

With the init part?

#

No, it's empty.

west silo
#

Default Addons? What is selected there?

tawny jungle
#

All, including unofficial (because of those mods, obviously.)

west silo
#

Set it to "All Official..:"

tawny jungle
#

Now it works. bcaBounceExcited

#

What I want is the opposite though. I want to keep all the addons and only remove the default unit ones.

#

So, I don't think that this is ideal.

#

I could also do only the addons present in scenario add all those units and make them despawn on the actual loadup of the scenario.

west silo
#

Okay, let me check if there is a way

tawny jungle
#

I wish I could send screenshots, then I could show you exactly what I want.

#

Or is it fine if I DM some?

west silo
#

I know what you want. Anything not related to IFA should be gone from zeus

tawny jungle
#

Yes!

west silo
#

These Zeus module are super complicated. No clue who designed that.

tawny jungle
#

I noticed that. lol

#

Quite a spaghetti.

west silo
#
copyToClipboard str (("getArray (_x >> 'units') isNotEqualTo [] && getArray (_x >> 'weapons') isNotEqualTo []" configClasses (configFile >> "CfgPatches")) apply {configName _x})

Can you execute that and send me what it copies into your clipboard?

tawny jungle
#

Execute where?

west silo
#

Debug Console inside editor

tawny jungle
#

Should I set the game master back to include all addons?

west silo
#

No

#

Any other value than default will overwrite the script for some reason

tawny jungle
#

["Core","A3_Weapons_F","A3_Weapons_F_LongRangeRifles_GM6","A3_Weapons_F_LongRangeRifles_M320","A3_Characters_F","A3_Data_F_Curator","A3_Data_F_Curator_Virtual","A3_Weapons_F_Kart_Pistols_Pistol_Signal_F","A3_Weapons_F_Mark","A3_Weapons_F_Mod","A3_Weapons_F_Exp","A3_Characters_F_Exp","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets_Vests","A3_Weapons_F_Orange","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Weapons_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Sounds_F_Enoch","A3_Weapons_F_Enoch","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Missions_F_Oldman","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_AoW","A3_Characters_F_AoW_Headgear","WW2_Assets_c_Weapons_InfantryWeapons_c","WW2_Assets_c_Weapons_Mines_c","WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht_Gear","WW2_Assets_c_Characters_Soviets_c_SOV_RKKA_Gear","WW2_Assets_c_Characters_Americans_c_US_Airborne_Gear","WW2_Assets_c_Characters_Americans_c_US_Airforce_Gear","WW2_Assets_c_Characters_Americans_c_US_Army_Gear","WW2_Assets_c_Characters_British_c_UK_Army_Gear","WW2_Assets_c_Characters_Germans_c_GER_DAK_Gear","WW2_Assets_c_Characters_Winter_c"]

#

(First time using the Eden Editor BTW.)

#

But it's quite easy and understandable. Except for this part...

west silo
#
if (isServer) then 
{
  allCurators apply { removeAllCuratorAddons _x;  _x addCuratorAddons ["WW2_Assets_c_Weapons_InfantryWeapons_c","WW2_Assets_c_Weapons_Mines_c","WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht_Gear","WW2_Assets_c_Characters_Soviets_c_SOV_RKKA_Gear","WW2_Assets_c_Characters_Americans_c_US_Airborne_Gear","WW2_Assets_c_Characters_Americans_c_US_Airforce_Gear","WW2_Assets_c_Characters_Americans_c_US_Army_Gear","WW2_Assets_c_Characters_British_c_UK_Army_Gear","WW2_Assets_c_Characters_Germans_c_GER_DAK_Gear","WW2_Assets_c_Characters_Winter_c"]; };
};
#

Try that.

tawny jungle
#

In 'iniServer.sqf'?

west silo
#

Just replace the other script you added there

tawny jungle
#

Under what?

#

That file?

west silo
#

initServer.sqf

#

lets hope it works

tawny jungle
#

Negative on that.

#

It does work when I add it to the init part under the character that is the Zeus.

#

But now I have to do it the other way around though.

#

I want to keep everything and solely only remove the units from NATO, CSAT, FIA, etc...

#

So I can keep all the buildings and other assets.

#

If that makes sense.

west silo
#

So you need to use removeCuratorAddons

#

And go through CfgPatches one by one to figure out what to remove and what not.

tawny jungle
#

if (isServer) then { allCurators apply { _x removeCuratorAddons ["A3_Characters_F"]; }; };

#

Like this?

west silo
#

Perhaps there is a better way but I haven't used Zeus in like 5 years or so

#

yes

tawny jungle
#

Are wildcards in this also possible?

#

Like A3_Characters_ or A3_Characters_*

west silo
#

That would be too smart 🙂

tawny jungle
#

Well. No other choice I guess. lol

west silo
#

Maybe that has something which makes this easier

tawny jungle
#

Already ahead of you.

#

I have it installed already.

west silo
#

Okay

tawny jungle
#

But it doesn't seem to have anything for it.

west silo
#

Too bad.

#

Seems like a nice idea

tawny jungle
#

But I cannot remember where to find it.

west silo
#

→ by addons

tawny jungle
#

That's the one yes! cheeky_intense

#
{ 
  allCurators apply { removeCuratorAddons; ["A3_Characters_F"]; }; 
};```
#

Will try that first.

#

That should already remove a metric ton of units.

#

And it did not work.

west silo
#

remove the ; behind the command

#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
west silo
#

also _x in front of the command

tawny jungle
#

Says I miss an ';' symbol

#

Oh now it works.

#

Typo...

#

Nope, still doesn't work.

#
allCurators apply { _x removeCuratorAddons ["A3_Characters_F","A3_Characters_F_Common","A3_Characters_F_Kart","A3_Characters_F_Mark","A3_Characters_F_Exp","A3_Characters_F_Exp_Civil","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets","A3_Characters_F_Jets_Vests","A3_Characters_F_Patrol","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Characters_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_Contact"]; };```
#

I will try the full A3_Characters_F suite. So to say.

#

Why there are no wildcards, this is so sadistic to do...

cinder holly
#

you could get a list from the config, then check if "A3_Characters" in ...

tawny jungle
#

Enlighten me.

#

My array didn't work.

#
allCurators apply { removeAllCuratorAddons _x;  _x addCuratorAddons ["A3_Characters_F","A3_Characters_F_Common","A3_Characters_F_Kart","A3_Characters_F_Mark","A3_Characters_F_Exp","A3_Characters_F_Exp_Civil","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets","A3_Characters_F_Jets_Vests","A3_Characters_F_Patrol","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Characters_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_Contact"]; };```

I will try it the other way around, see if it even works at all.
#

That DOES work.

#

:|

#

There must be something wrong in my invocation of the command itself then?

cinder holly
#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
tawny jungle
#

:)

#

It doesn't seem that 'removeCuratorAddons' works at all.

#

Seems the addons of the mod themselves are 'broken'

#

They don't show up even though they're used.

#

Gonna do it differently... Just going to add one unit of all the units and objects I want. And have only addons available in the scenario.

#

And have those despawn.

tawny jungle
#

Nope

#

That's no option either.

hot warren
#

Have you looked into ZEN, and the configure available factions options?

tawny jungle
#

No

#

But I already got it working.

#

I managed to get the manage addons entity to work in Eden editor.

#

And I used MS command prompt to 'poop' out the filenames and I used regular expressions to delete unneeded filenames for the 'ww2_objects' .

#

Got over 334 names I then put in. And you can use multiple addon manager entities! So I use one for each mod to main a bit of oversight.

#

Do you just so if the 'init' part allows for doors to open on buildings?

west silo
#

@tawny jungle Would that have helped you today?

#

It's a prototype, so I am looking for feedback and you are the perfect candidate. Feel free to dm me.

tawny jungle
#

I will DM later. It's 1:56 am here and tomorrow I need to work.

#

Is this a mod?

west silo
#

This will be part of a mod. It's 2 am here as well going to sleep now 🙂

tawny jungle
#

Ok. Would love to test it out! I hit some weird problems today with the addons relating to local and remote servers.

Will talk tomorrow, yes.

nimble crypt
#

Is there a way to create a trigger to only spawn a bunch of units I placed down until the trigger is activated, such as a player moving into the area

fluid bridge
#

@nimble crypt
In Eden Editor, to make things "invisible" then appear when a trigger is activated, use the Hide/Show Module(s).
Search interweb for :
arma 3 hide/show module

nimble crypt
#

Awesome thank you

#

Also another question, would I minimize frame drops in larger operations? When I've got a bunch of people playing in my milsim op, the frames drop when people are near each other. Im assuming this is solvable seeing as I had 20 people and bigger units get 40 or even more

unreal river
#

Steam cloud error when publishing missions thru editor SOLUTION:

open steam console with WIN+R type steam://open/console

In steam console type this command: testappcloudpaths 107410    This worked for me.
tawny jungle
#

I have a weird problem...

#

-I made a zeus scenario, added resources.
-I disabled all the addons for zeus and only enabled the needed addons manually.
-When I host a local MP server I can place all the units I enabled with the addons, edit them and delete them and such.
-When I run the same scenario on my public server, with the same maps and mods. It wont let me and I get 'insufficient resources'. Although, my top bar in Zeus shows I got full resources.

#

Why do I only get that on my online server? I also added default Arma 3 units and cannot edit them either anymore.
If I enable all the addons for Zeus I can edit and add everything. (including all the default Arma 3 items, which I want to avoid.)

tawny jungle
#

Hmm

#

If I do it the other way around by enabling all the addons and disabling all the A3 addons, it does work. But I then also got to disable a lot more and it's not future proof since the newer addons added to the base game will work.

tawny jungle
#

It seems I simply miss some addons. Question is which ones...

#

I will just do it so everything is enabled I just disable the basic Arma 3 units and some buildings.

#

Will in the meantime just figure out how to do it the better way.

#

Now it doesn't work...

#

Everything is still available.

tawny jungle
#

Fixed it

#

I think.

#

I added the costs. and made them real low.

#

This is the first time I am using Eden editor. Hope I am not doing too bad. bcaBounceExcited

sinful rampart
#

notlikemeow I wonder if thats a bug

#

no costs added should mean everything is free

#

but I also have a still todo tweak to make that better

tawny nacelle
#

trying to make a combined arms mission with players on foot and AI flying, driving and running around. There is one instance I'd like friendly AI to enter a city in a convoy (parallel to the players) and pretty much do their own thing - what AI mod would would best be suited? I was thinking either VCOM or LAMBS, but what to pick?

tawny jungle
#

All that's left is to add a few costs for some buildings that are not included as classes... PAIN

#

Like structures>trenches

#

I mean...

#

I could try one more thing.

#

Gonna host it on my remote server again.

#

I am struggling with this for three days now.

#

And the pain is not over... I got to edit the arsenal as well.

#

Does anyone know how I can restrict items in the arsenal? Or would I really need to set all the items manually?

#

Yes.

#

Fixed it online now also.

#

By adding resource points to Zeus and literally setting the cost for all objects/actions to 0.

#

Which now results in me only being able to place down WW2 objects and IFA3 units as Zeus.

#

But we're not done yet. Oh nooo. My map is now version 0.3.2 where 0.3 was to figure this out. That's done now.

#

Now it's time to figure the arsenal out.

west silo
#

There seem to be tons of bugs with Zeus.

#

Some modules also spam the rpt

tawny jungle
#

Yeah, seems the camera position thing also doesn't make Zeus spawn its camera correctly.

subtle sapphire
#

Hi. i need your help. I'm trying to make a trigger that change the weather conditions on a multiplayer game. I used:

50 setOvercast 0.5

but as far i know it took many time, even hours. I want to make a smooth transition like 5 minutes to be executed on all the players .
I used:
´´´
skipTime -24;
86400 setOvercast 1;
skipTime 24;
0 = [] spawn {
sleep 0.1;
simulWeatherSync;
};
´´´
but is instant aad kind of weird. ¿What should i do?

#

thanks

hazy geyser
#

hey everyone, I had a mission making question. I'm making a multiplayer scenario for friends and I'm not sure of a few things, to start:

  1. Can I set a player on opfor to be in command of all AI opfor units, allowing them to issue orders to the various elements?

  2. How do I make all units on a coalition visible to each other on the map page? (I thought having them equipped with GPS would allow this)

dusty acorn
#

Does anyone know how to delay an onslaught module? using a trigger doesnt work. I also tried using show/ hide module

low kernel
cinder holly
low kernel
#

@cinder holly You're a genius

low kernel
#

@hazy geyser Listen to Lou Montana

#

He is your Senpai

hazy geyser
#

@low kernel @cinder holly Thanks guys! I'll check it out!

worthy otter
#

anyone having trouble with groups of vehicles following the group leadeR?

hazy geyser
#

new question from me, how do I make players/units on the same side visible to one another on the map like a blufor tracker?

hazy geyser
#

I've looked for every setting I can and tried a couple scripts, but either I'm not completely getting the scripts or I'm not sticking them in the right boxes. At the very least I want to make sure the players on a team can see each other on the map at all times, which is necessary to keep the experience enjoyable

low kernel
#

That's all I can say

#

You go from there

#

@hazy geyser

fallen acorn
#

Good day. What has to be done for AI to fire a mortar? I place one (with gunner of course) but it just sits there till the end and never fires a round. I tried walking right before its commander and commander responds, says some grids and tries to fight me himself, but mortar never fires 🤔

raw solstice
#

You have to be a certain range from it, but idk if it will fire on its own. Mortars are for the most part used by calling in support.

blazing ferry
#

what can you do to avoid the ai from walking through walls? can this also be the fault of a bad made map?

west silo
#

No, it's a safety feature of Ai to make sure they don't get stuck

true mango
#

having issues with a custom mission where once i select a role it trys to load and then kicks back to the mission select screen i have the RPT just cant post it here aparently

west silo
cinder holly
#

or pastebin for txt files ^^

tawny jungle
#

For Zeus, the 'set camera position' doesn't seem to work. What would I need to do to use it. Link it to the game master module. right?

fallen acorn
#

Good day. Is there a way to group empty items? There must be 🤔

opal nest
#

how do i make NVG fill the whole screen? and not all blurry

opal nest
#

the third option?

#

and is it serverside?

wraith cloud
#

or simply use the script from the very first result. how to use it is described in the script

cinder holly
fallen acorn
cinder holly
fallen acorn
tawny jungle
#

I place a camera spawn for Zeus. But it doesn't work on my public server. It does work on my local server though.
Also, a random spawn point appears on the online server, but not on local server.

I used the original Zeus files from the Altis map.

#

I still have to figure out why it happens, but maybe someone knows already. Or is this a known bug?

tawny jungle
#

I mean. I did remove the markers. But not the timer. So there must be some leftovers. But it's just so weird that a local server behaves very different from an online server with exact same scenario.

true rain
#

odd question but, can a mission enforce keybindings in it? I see some options in the settings that allow you to define server/client. Is it actually possible to set up a different key layout than the client's enforced only by the mission (or server) ?

potent remnant
#

Can someone help me ??

Im making a base for a unit on Cam lao Nam and the "hide terrain object" just isnt working when i load into the game

plz @ or Dm me :)

thanks

signal coral
#

Are you using the vanilla "edit terrain object" module? Because this one is borked in my experience. Dont know about sog stuff, but try using the "hide terrain objects" (plural!) which is hiding all in a defined area. This one definitely works @potent remnant

potent remnant
signal coral
#

Im only talking about vanilla modules@potent remnant

#

If theres some new modules with sog im not of much help

fallow veldt
#

I lost my file for dePBO when I reinstalled my machine... anyone can point me in the direction of a good download would be great.

sinful rampart
#

you mean where to download depbo?

fallow veldt
#

I need to DePBO and PBO missions

#

thanks

tawny jungle
#

I noticed that when I create a new Zeus Scenarion with the 'game master' module attached to Zeus, it creates a random spawn point. How can I stop this?
Detaching the module is not helpful. I want the timer and random spawn locations as well as users forcing to place a spawn first of all.

signal coral
#

Not sure what channel this goes in but is there a way to scroll wheel spawn in an ammo crate with a custom inventory?
Kind of like the scroll wheel custom loadout spawn but with an ammo crate?

Context:
Want to do resupplies with certain ammo boxes but would like to be able to spawn them in without having to pre-place them in the editor. Can just scroll wheel to the ammo box of choice ex. Rifle ammo, MG ammo, Launcher boxes, medical supplies etc etc

sullen gust
#

How do I set up a C130 to drop a vehicle or supplies using radio and simplex?

random condor
#

how would i get AI to drive a landing craft to a beach then dismount and run up a beach ?

#

and how to make waves of opposing

coarse flume
#

lot of scripting 🙂

random condor
#

oof

tawny jungle
signal coral
#

Has anyone else stumbled into the issue where respawn points are appearing on the location of player's deaths? They are usually named "S of LocationX", "Direction of Location" type of ordeal. Currently the only mods that could do that in our list are MCC or ace, if they have a setting like that, the rest is just the DLCs and Enhanced Movement and I highly doubt they generate dynamic respawn points like that.

Any help would be appreciated!

tawny jungle
obtuse turret
#

Anyone had issue where Hide Terrain Objects doesn't work? is there a fix for it? As in when loaded onto Dedicated server it just doesn't hide anything.

signal coral
#

How would I go about uploading a mission I've made to a dedicated server? I understand going into file manager, and hitting upload. However, when I save my mission it saves as a sqm file not .pbo. How do I change that/make it work?

near dock
#

3den -> scenario (top left) -> export -> mp

#

-> mpmissions folder in arma 3 game files

signal coral
tawny jungle
marble skiff
# near dock 3den -> scenario (top left) -> export -> mp

Simlilar question to Sittin's question, I have tried doing that, but it still just makes an mission.sqm file. When I put that on the server it still bugs out. Everything that I was reading online was saying it had to be a .pbo file but even then, it's only worked 1 out 3 times that I have tried compiling the mission. Am I mission something else that should be included?

near dock
#

where are you grabbing the file from? @marble skiff

marble skiff
#

Documents>ARMA 3 - Other profiles>(My profile)>mpmissions>(My Mission Folder)

near dock
marble skiff
#

That makes more sense. Thank you!

near dock
marble skiff
open remnantBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

marble skiff
#

I don't think I can pull that as it is a rented server from Nodecraft, but it seems like the console provides the same function. Looks like the mods I was trying to use weren't loading, like because their reference parameter had spaces and didn't use quotes.

marble skiff
near dock
#

blobdoggoshruggoogly cant do much without the rpt log

marble skiff
#

I tried using logFile = "server_console.log" to get at least something but it doesn't look like that save in the area that I can access still.

marble skiff
near dock
#

or posted screenshots

autumn stone
#

Google and download pbo manager. In your mpmissions folder you will see your saved mission folder. Use pbo manager to convert that folder into a pbo file. Upload that to your server and either use a config.sqf to run the mission or log in as admin and choose the mission using the chat command #missions .

wraith cloud
#

by the gods... no

#

do not use pboManager

#

to convert missions from your editor into PBO files:
in the editor, export as multiplayer.
the PBO will be stored in the arma 3 root folder in MPMissions.
copy that file to your servers MPMissions folder

#

never pack a PBO with the BS of pboManager

cinder holly
#

(to browse files, I mean)

mystic cloud
astral bloom
#

Yes, it does break more like everything

#

As far as I know, it ever makes a corrupted pbo so cannot be signed

mystic cloud
#

Is there more?

astral bloom
#

Broken p3ds, or whatever. Fortunately I stopped to use it forever so I don't know more

near dock
#

!quote 1

quiet nexusBOT
autumn stone
#

I’ve never had an issue with packing or unpacking pbo files. I’ve been making custom missions for years. cPBO works well too.

near dock
#

why not just use the built in 3den function blobdoggoshrug

thorny pike
#

or addonbuilder...

near dock
thorny pike
#

? just put path in click pack, done...

near dock
#

yeah but then you first have to start addonbuilder, go to the path of the mission and then pack it (presumably)

#

rather than just clicking the 3 buttons to export it to pbo

thorny pike
#

if you never close addonbuilder, you dont have to start it - trick 17

near dock
#

tru

thorny pike
#

and path is saved...

plucky glade
#

Guys I've just ran a mission where I was using those FIA crates coverd with net as sideobjectives that need to be destroyed. They have no special scripts or anything, just named objects and a trigger checking for their status. When playing on dedicated something weird happened - players got some kind of interaction (Non - ACE) and they told me they could "disable" the cache - it looked like a "Holdaction" option. When testing MP locally this never happened. Is this a vanilla Arma feature or something else? Using a basic modified F3 framework for the mission that just takes care of loadouts, zeus and basic things. Example of class ``Box_FIA_Wps_F (fiacache3)` Edit: Mods being used CBA, ACE, ALIVE, RHS/CUP and the rest mostly effects like enhanced soundscape / helicopter dust / ragdoll etc.

#

Also any ideas how to disable this would be welcome

mighty scaffold
#

Problem:
When using keyframe animation (timelime) and hosting using client server (launch the server from the editor itself), when I switch to camera thats is attached to the keyframe animation, on my POV it works fine, but when it moves my friends POV is basically the camera clipping through the map, while for me its fine (moving smoothly).
Trying to make a cutscene.
How I have done the camera keyframe:
I ran (started) the timeline of the keyframe using
[Timelinename] remoteExecCall ["BIS_fnc_timeline_play"];
And to switch to the camera linked to the rich curve I use:
[cameraname, "INTERNAL"] remoteExec ["switchCamera];

Thanks!

#

I know I immigrated the server asking this, but I have been told to come here, thanks for help.

frail notch
#

When I wanted to publish a new mission, I noticed that the original map is not shown but only OtherMaps is shown as a tag. I wanted to publish a mission using the S.O.G PF map, Cam Lao Nam. Last time I did that, it just added it directly by itself and now it isn't doing it, any ideas how to force the map to be added as a tag on the workshop?

fallen acorn
#

Good day. I face the problem with loadScreen - it's OK on the first run but whenever players rejoin the server they get an error message that 'loadingScreen.paa' not found (the loadScreen itself shows normally after that)
I tried placing it into root mission folder (with changing path in description.ext, of course)
I tried to name it like in documentation 'loadScreen.paa'
I triple checked that it is .paa and 1024*512 resolution - still the problem repeats.
Any suggestion please? 🤔
If that matters I used online converter from png to paa

west silo
#

Online converter?

#

Try ImageToPAA or TexView 2

sinful rampart
#

gruppe adler has a good online converter

fallen acorn
west silo
#

😮

#

They got a paa plugin for gimp

fallen acorn
# west silo Try ImageToPAA or TexView 2

Tried ImageToPAA (docu says it uses the same conversion engine as TexView2), it did compress image better, saving me some kilobytes, but the problem remains 😒

cinder holly
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I prefer TexView2, some issues were reported with ImageToPAA (can't remember which)

fallen acorn
cinder holly
fallen acorn
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Okay, still not working, and I'm out of options blobdoggoshruggoogly Any help or hint would be appreciated

west silo
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No clue really. Can you try an official texture?

fallen acorn
mint karma
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Hey 🙂 little question, does anyone know if it’s possible to restrict the respawn to civilian once a bluefor is dead?
Was considering a little Mission where you only get 1 life and than if you loose i you will be forced to some roleplay.
Sorry @fallen acorn for jumping into you issue 😅

shell fox
untold hazel
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Hello to all,so we've been playing liberation recently and I wanted a put shotgun into my bag but game mode didnt allowed it,is there any way to redo it?

cinder holly
untold hazel
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It was empty and biggest bag avalible and message appread on top of screen saying "KA_KS not allowed (something)"

cinder holly
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ah, then, IDK
try their Discord server? Linked in #channel_invites_list

untold hazel
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alrighty,I'll do just that.Thank you

autumn stone
fallen acorn
dim mantle
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when using "play in multiplayer" in the 3d editor, i dont think my initplayerlocal is firing. is this normal?

west silo
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It should fire normally.

sturdy fulcrum
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anyone familiar with the diary/briefing modules from BI? are they busted in general?
like this makes it get executed twice
does it have to be run only by the server?

west silo
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It's busted

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The module is set to isGlobal = 1 so it's executed for every player

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So if set to playableUnits it will add the record multiple times

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At least that's how I read the function

sturdy fulcrum
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thanks!

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did you ask KK to fix it yet?

west silo
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Oh wait. I might be wrong. Gimme a sec

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Okay, I take it back. I don't see why it should be duplicating. Anyhow I'd recommend to use createDiaryRecord with initPlayLocal.sqf or remoteExec. Then it's definitely not going to be duplicated.

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The module is also not JIP compatible from what I can tell.

sturdy fulcrum
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ty

plucky glade
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To anyone using ALiVE for spawning enemies occupation or insurgency - is it normal that there is a very high ratio of AT / AA soldier within the groups? We encountered a squad of 12 soldiers of so of which 5 were AT and 3 were AA - disproportionate amount. Anything we can do about that to have more regular forces prefereably with 2-3 Autoriflemen instead? This was a random patrol in a town and later on in an industrial building - so many launchers!

steady basin
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Is there a way to "resync" a vehicle to a module after respawn ?

plucky glade
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Give the module a designation and use syncrhonizeObjectsAdd?

steady basin
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already tried that and it didnt work

gaunt nymph
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It seems to say that I'm missing a } somewhere but it doesn't say which script it's missing from. Can someone help me locate it?

gaunt nymph
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It’s Arma 3, that’s just the spawn in screen

cinder holly
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oh
but nope, can't really help

there is "a function" that throws an error, no further details
any mods? any scripting?

gaunt nymph
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Yep a pretty massive mod list my friend gave me

cinder holly
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then most likely that 😄

gaunt nymph
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Heck

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Well, I’ve also got an issue with an AI squad leader that dithers around after leaving a vehicle

cinder holly
gaunt nymph
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His squad follows waypoints and he sort of sits around

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Yep I’m designing a mission at the moment

cinder holly
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maybe an AI mod 🤷‍♂️

edgy coral
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How do I let a ai helicopter wait on the ground till people are inside?

steady basin
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Im currently using the MGI Vehicle respawn and i want a certain init to be added to the ini of the respawned vehicles "veh_logic synchronizeObjectsAdd [MGI1280];" any chance someone can help with that ?

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I simply want the vehicle to be connected to the logic after it respawned

slender maple
signal coral
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make sure to put the load command right in front of the helicopter

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and make sure to put transport unload at the spot you want it to unload

untold hazel
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can someone tell me how to change starter side for Liberation missions?

plucky glade
faint whale
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does anybody know how knowsAbout works in ArmA 3 as opposed to ArmA 2? I am porting an A2 campaign mission to A3, and one of the objectives relies on Razor team having a knowsAbout of a civilian object greater than 1.5

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except when I create this object in A3, it automatically starts with maximum knowsAbout regardless of whether the player has seen it

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I can work around this by using forgetTarget but then the knowsAbout doesn't increase even when the player sees the target

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What are some other ways to implement an objective like this?

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it seems that knowsAbout is weird with civilian objects in general

tiny pulsar
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Hello. I have a question. I have, for no reason at all, every playable character float. I have used the exact same modlist ever since I started, never ever seen this issue, and I never changed anything this time. I would share a screenshot if this channel allowed it.

astral bloom
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imgur it

tiny pulsar
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give me just a second

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There you go

astral bloom
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Can you give me more clear photo? I can't get it

tiny pulsar
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Alright.

astral bloom
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Did you tested it with an empty mission?

tiny pulsar
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I actually copied most of the assets present from my previous mission, which worked absolutely fine. I haven't messed with anything, nor added any scripts

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Everything seems to be squeaky clean, with the exception of a few decorations/clothing changes

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I am obviously running mods, but I have had these mods FOREVER, and never saw this issue

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Okay, the issue is even worse - every single NPC, friendly, enemy are all floating in the air

astral bloom
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Try it anyways

tiny pulsar
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For no particular reason, just like it came, it left

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I didn't restart the game nor change any setting, just continued doing my thing

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Sorry for the trouble

deft vortex
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im in a bit of a predicament and im not even really sure if this is the best place to ask this but

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Is there any way i can make UAVs linked to a singular person instead of the entire team (independent team)

honest elm
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Are there a way I can code a trigger so the enemy turn from total passive to hostile when a humwee pass through it?

modern shadow
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How do you sett a the capture of a certain sector to trigger a victory?

cinder holly
modern shadow
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Warlords

coral nova
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So all of my players have asked me to make a GATE campaign

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But I cannot for the life of me find a mod that adds Dragons to ARMA

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What would be the best way to add dragons?

red stirrup
halcyon spindle
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got a little issue, we created a mission with respawns and the first players spawns normal, the rest of the 3 guys always spawn as birds

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stuff got placed with eden editor

halcyon spindle
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or do i have to use a description.ext?

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well now 2 players can walk around and i spawned as a bird. why game.. why.. sigh

halcyon spindle
near dock
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Sorry my arma uninstalled itself so I cant take a look right now ablobderpy

halcyon spindle
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ill screenshot my settings

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would that give you enough info?

near dock
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I can take a peek but not sure how much I'll be able to say

halcyon spindle
near dock
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Hmm cant see anything standing out right now, sorry

halcyon spindle
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thats what i say, i really dont get why it wouldnt work :/

rocky carbon
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quite a big job

coral nova
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F welp

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Time to add a static model, make it an object, and attach it to a darter

hard drum
halcyon spindle
hard drum
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Indeed

halcyon spindle
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i can also happily provide my mission file

cinder holly
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make your respawn as "spawn on your body" maybe

summer cobalt
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anyone know how to keep AI in a certain area, they keep running off

cinder holly
halcyon spindle
summer cobalt
shell fox
halcyon spindle
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would anyone mind looking at my mission.sqm ? its just weird... when i go into eden and load it, then press play and then play on Multiplayer everything works as it should, when i save it and export it to Multiplayer, move it to the dedicated server and the whole mission is f*cked. i tried everything i could but it absolutely doesnt work.

mission requires S.O.G Prairie Fire dlc.

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Please @ me if you'd be so kind

halcyon spindle
hasty drum
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How do i stop the Ai from trying to play safely and just obey the zeus command regardless if its dangerous? I'm trying to have a sort of banzai rush with vehicles and soldiers but they just hop out of the vehicle or go lay prone and get shot up

cinder holly
hasty drum
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will they still shoot from the vehicles as well?

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and how do i stop them from switching to combat

cinder holly
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"careless" as infantry

hasty drum
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and they'll just rush?

humble lichen
cinder holly
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how DARE you question me, MORTAL!!

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…but yeah, that works too ^^

humble lichen
hasty drum
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well the idea is my friend wanted to do an arty support mission, so my idea was to do support for a convoy that will pushclose to the objective before dismounting and engaging, problem is the second a bullet whizzes by they all hop out and stop the convoy entirely and refuse to push at all

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and the ai are kinda supposed to be pushing the town to clear it with whoever is on the frontlines but they just refuse entirely to move an inch

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or hop in and hop out of the vehicles over and over

mighty scaffold
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forgive me if this is an easy question,
is there a way I can check how much time did I spend on making the mission?

shell fox
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Fortunately not, as far as I'm aware.

cinder holly
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negative indeed

honest elm
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Can’t you jus check the age of the mission save folder?

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@mighty scaffold

mighty scaffold