#arma3_scenario

1 messages Β· Page 54 of 1

mighty scaffold
#

nvm got it

honest elm
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Now I have a question... I have an idea for a couple of vehicles to slow drive through a city and when they pass a trigger som of the locals turn hostile... like a urban ambush... anyone who knows a code that can turn civilians from passiv to hostile?

humble lichen
honest elm
#

Good idea @humble lichen ... there is not a code where I can turn civilians status from civilians to enemy’s? 😁

humble lichen
honest elm
#

Thanks πŸ˜πŸ‘

hard drum
#

What does fucks up?

#

As in your addon settings dont work or stuff doesnt load in

hard drum
#

Hello I have a question. Im working on a ww2 Operation Market Garden mission but I have no clue if there is a good dutch map to use or a map that is related?

little jungle
#

are their functions in SQF?

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also, what's the difference between SQS and SQF?

astral bloom
#
  1. What do you mean?
  2. SQS: Outdated, SQF: Ongoing and preferred if you don't have any particular reason
little jungle
#

ah

little jungle
#

Lou Montana coming in clutch 100% of the time lol

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thanks

little jungle
astral bloom
#

True, you can make your own function

cinder holly
#

["str"] call RIFY_fnc_hint can exist yes πŸ™‚

little jungle
#

how would I make my own function haha

astral bloom
#

Read what Lou provided!

cinder holly
little jungle
#

thanks!!

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kinda confusing but I'm sure I'll get it done

astral bloom
#

Hi sure, I'm dad... oh no

little jungle
#

I-

near dock
astral bloom
near dock
little jungle
#

RIght! Forgot that channel existed

#

sorry aboutt hat

near dock
#

No worries πŸ‘

astral bloom
#

Never mind, some of us have their own base!

rocky sinew
#

Hi, can someone explain to me how to make a audio file, that loops, sync for all JIP players. I have a 10min audio file that plays when the sever starts that is suppose to loop once done...this all works fine but when a new player joins the server the file starts playing from start for him...as in he hear it from 0:00 even thou he joined the server say 1min later.

I want the audio heard by all clients, when in range of the object (say3D used here), to be synced....if you join 5min after server start then the audio for that client should be from the 5min mark onwards and not from the start.
Same issue seems to occur when i tp myself away from the object emitting the sound, once i tp back it starts from the beginning and still loops but it should just continue from where i left it.

Is there i way to have it synced to all clients on server not matter when you join the server?

cinder holly
#

not an ideal way I'm afraid
desync can happen

you could use the playMusic offset

rocky sinew
#

Desync i understand but the file starts to play when the player join the server...doubt thats due to desync. For every player joining the server the sound file will play for him locally...if I leave the server and join back in, well before the loop is activated, then the sound files start from beginning again.

Something is telling the sound file to play when a player is in range of the object emitting it...im trying to get it to play when the server start, regardless of whether a player is near by or not...this will, if im correct, result in the sound synced for all or at least more or less similar timing wise.

#

imma read up on playMusic but from little i know this plays as music for all players server wide does it not

#

can playMusic be used in a similar way as say3D, wiki has very limited info on this command...by similar i mean making it emit sound from object that fades as you move away from it

cinder holly
#

the file starts to play when the player join the server
depends how you call it of course πŸ€·β€β™‚οΈ
sound is local, so you have to use playMusic with an offset (well, if that is a music)

rocky sinew
#
execvm "scripts\Loudspeaker1.sqf";``` via init.sqf```sqf
while {true} do {[speaker1,["StarsBars",50,1]] remoteExec ["say3D"];sleep 1030;};``` via Loudspeaker1.sqf
Sound file specified via... ``class CfgSounds``
cinder holly
#

yep, that's why

#

the game only does what you tell it to do

"when the player join, play this music"

rocky sinew
#

hence my questions here...what am i doing wrong and what do i need to change to get the desired effect

cinder holly
#

more or less "when the user join, wait until the player is not null, then play music from time X"

#

you could use e.g time or serverTime, or get the server remoteExec with the proper offset

rocky sinew
# cinder holly more or less "when the user join, wait until the player is not null, then play m...

if not mistaken this will result in the player connecting at say 14:00 to have the sound file played for him at 14:00 + what ever time is added and the player connecting at 14:01 to have the sound file played for him at 14:01 + what ever time is added.

So is there no way to have a server play the sound file at start of the server and if a player connects 2min after start of server to then hear the music 2min into the track....and for the 2nd player to connect, if he connected 3min after server start, to hear the same sound file but 3min into the track since he connected 3min later/after server start

cinder holly
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the second part is what I am telling you

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there is a way, but it's a bit of a pain, and synch precision is not great either

rocky sinew
#

well shit...dident think it would be such a pain

cinder holly
#

on player connected, the server does something like game time % track duration and send the playMusic or whatever remoteExec to the client

rocky sinew
#

From what i experienced on the server it seems to do this execvm "scripts\Loudspeaker1.sqf"; everytime you are in range of the object, this is whats boggling my mind.

It seem to stop the audio file once the player is no longer present but when you return to the area it executes the play audio command again, i can understand if its on a trigger set yo repeat cause you keep activating it but if its set to start via init.sqf then that should only execute the command once, the loop command that is, so from the players point of view it should just loop a ten minute audio file indefinitely....but its more like stop/start effect depending on whether your close or not.

Im obviously working under a few incorrect assumptions here combined limited scripting knowledge...not a good combo im sure. My take away is that what im try to achieve here is way more effort than its worth

#

one last question then if i may

cinder holly
#

it seems to do this execvm "scripts\Loudspeaker1.sqf"; everytime you are in range of the object
then it is not synchronised

rocky sinew
#

if i want to do say a briefing with a voice over emitted from an AI, will all the players present hear the voice over audio track locally at the same time since it will be a triggered even?
My current scripting should suffice i just need to trigger it some other way...like a addaction on object to start briefing or players entering a trigger

cinder holly
#

if i want to do say a briefing with a voice over emitted from an AI, will all the players present hear the voice over audio track locally at the same time since it will be a triggered even?
depends on how you script it

rocky sinew
cinder holly
#

if the trigger waits until the (local) player to enter the trigger, then every player can enter at a different time and it won't be synched

if the trigger says "if any unit enters, play the sound" then yes it will be synchronised

#

also

trigger set to repeat
means that your while { true } loop will run twice if someone leaves/reenters… not great at all.

rocky sinew
#

thanks for all the info imma run a few tests to make sure ive got my head wrapped around the

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*this

sour nova
#

Hi, I am using a mod that requires Ace, can anyone tell me how I can use radio calls again, seems disabled i.e. 0-0-1 radio alpha/bravo/etc are unavailable

solemn oxide
#

I have the mission name set in description.ext that shows when I load it, but the briefingName command still shows the mission filename instead. How can I setvariable it so that it shows up properly? Why is this so hard?

west silo
#

@solemn oxide Seems like it doesn't work for some reason

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I tested briefingName, onLoadMission and onLoadName

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Only thing that works is the Eden Editor attribute

solemn oxide
#

Strange. I was reading briefingName in a watch field on debug in EDEN.

spark relic
#

Hey! I am having trouble loading up a mission in arma 3 dedicated multiplayer server that uses non-vanilla units. Can anyone help me out

astral bloom
#

Details must be told to do a troubleshoot

spark relic
#

Sure

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I created a multiplayer coop mission with project opfor units as spawn EI's, they all load up when I host it from my pc - internet and lan. But when I put them on the dedicated server it shows a error message

astral bloom
#

And what's the error?

spark relic
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Seems I can't put any image here, so here goes - mpmissions__cur_mp.Chernarus_Winter\mission.sqm\Entities\Item17.typeVehicle class LOP_ChDK_Static_DSHKM no longer exists

wraith cloud
#

Missing mods on the server

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Or not loaded

spark relic
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it is not the only one, it is the last one. Plenty more just like that before it

wraith cloud
#

Check your server RPT file

astral bloom
#

Either way what audio says

spark relic
wraith cloud
#

They might be the same, just not loaded correctly on the server

spark relic
#

Or is the server resisting non-vanilla project opfor units?

astral bloom
#

*Modlist

wraith cloud
#

What's your server's startup parameters?

spark relic
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I do not run the server actually but the guy that runs the server is blaming me that my mission is not working properly, which works fine when anyone hosts it from their pc

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Only problem is when I put it on the dedicated server, so I believe server is the issue here

wraith cloud
#

The server is the issue. Send the owner a list of all mods you had loaded when creating the mission.
Keep in mind tho, even mods you had loaded but did not use for the mission will be a dependency for the mission still.

spark relic
#

Understood

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Can I create the rpt file myself?

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Nah, too much work

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Thanks. I will try to reason with him on this

wraith cloud
#

RPT files are created by the dedi server / local game automatically at each startup

spark relic
#

anything I can do in description.ext?

wraith cloud
west silo
#

!rpt

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.

spark relic
#

author = "Knightshade";
onLoadName = "Operation Whiteout";
onLoadMission = "CGF gets deployed in Chernarus to fight seperatists.";

class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 12;
};

respawnDelay=10;
respawnOnStart=-1;
respawn = "BASE";
respawnButton = 1;

#

This is mine, does not give any errors in here

signal coral
#

Does anyone have the script for limited respawns per person

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I haven't been able to find anything that works

thorny plaza
#

you can set up tickets for each player @signal coral

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however I've never had a chance to test it

signal coral
#

Can you tell me how or have some sort of information? I've so far ran into a brick wall repeatedly

shell fox
signal coral
#

I assume I use this:

playerTickets = [player,nil,true] call BIS_fnc_respawnTickets;
#

is there anything it needs to be used in conjuction with

west silo
#

Nah, should work just as is

halcyon spindle
#

ive tried looking for a script where you have an Object or AI that you can interact with, with the scrollwheel menu, to teleport to a any player that is currently on the server. or would anyone have clues on how to work that out?

west silo
halcyon spindle
#

cheers! looks awesome

copper pecan
#

'ello! I was wondering if anyone could point me towards a Generation Zero-style mod with killer robots to use in missions. I know HCMS has mechs, but there is no infantry-sized units in that mod, and I'd love to find a mod to satisfy that killer-robot itch.

deft cypress
#

best I can think of is MAX TERMINATOR which has some T-whatever terminators that can take like 15 hits. Best I have right now for a similar mission idea of mine

copper pecan
#

Fair enough, I’ll use that as an alternative for now

karmic glade
#

from 20 years arma stream with timestamp.
Anybody recognize this mission ?
/watch?v=rHPsUkvdp0k&t=6858s
TL;DR jumping out from VTOL

shell fox
#

That is The Redacted from the Laws of War campaign.

lost osprey
#

Can anyone tell me if there has been any testing/documentation on how static objects (sandbags, H barriers, etc) impact multiplayer performance or performance in general?

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Just curious if this is a major concern for unit gameplay or not

wheat ferry
#

how do i make a intel pickup where a document comes up on your screen and i can put in my own text

dusk oyster
#

@lost osprey make the objects simpleObjects

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but unless you are using a large amount of objects, like over 40, then you should be fine

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but either way, I always used simple object

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BIS_fnc_replaceWithSimpleObject

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now that it's no longer a tick box

lost osprey
#

@dusk oyster Gotcha, what does that do out of curiosity?

dusk oyster
#

basically removes all simulation from the object

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so they cant be destroyed or added to zeus and such

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they aren't instantiated as objects, if I'm remembering correctly

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so anything that you dont plan on having relevent damage

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if you want barbed wire and want players to be able to blow it up, dont use simpleObject, for example

thorny plaza
#

Check out the performance tab.

karmic glade
signal coral
#

Does anyone need help with Ai?

#

I know a few things

hardy glade
#

Is there a way to make AI soldiers standing on a roof mount a vehicle on that roof? No matter how I try to make them do it what they instead do is slowly walk down to the ground level and then run through the building clipping it until they are directly below the vehicle and then warp up inside of it

coarse flume
#

moveInGunner

hardy glade
#

specifically need them to get in as cargo

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i just dont get why their pathing forces them to be on the ground when mounting a vehicle

coarse flume
#

moveInCargo

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the "LEADER DIRECT" AI pathfinding algorithm doesn't factor buildings

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only terrain

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"LEADER DIRECT" is used for stuff like "get in" movement

hardy glade
#

currently i am doing it like this:

{_x assignAsCargo _vehicle} foreach units _squad;
{[_x] ordergetin true} foreach units _squad;
{_x disableAI "TARGET"; _x disableAI "AUTOTARGET";} foreach units _squad;

private _wp = _squad addwaypoint [_vehicle,5,1];
_wp setwaypointType "GETIN";

if I change to use moveInCargo do i lose all animation, as in them straight up teleporting into the helicopter, or do they walk up to the helicopter and then enter it without an animation?

#

i guess I could use an if and check the getPosATL of the leader of _squad and if its bigger than 5 (this should mean he is on a building/object?) i can use moveInCargo instead, so that the teleporty mounting only happens while on objects

west silo
#
{_x assignAsCargo _vehicle} foreach units _squad;
{[_x] ordergetin true} foreach units _squad;
{_x disableAI "TARGET"; _x disableAI "AUTOTARGET";} foreach units _squad;

Why three loops?

#

@hardy glade

cinder holly
#

also units squad orderGetin

hardy glade
west silo
#

Stop eating crayons and wrap it all in one forEach loop πŸ˜‰

cinder holly
#

it's not incompatible with eating crayons though, you can do both

hardy glade
#

ill fix in a bit must go store first. midsummer soon in sweden and no beershopping friday and saturday

hardy glade
# west silo Stop eating crayons and wrap it all in one forEach loop πŸ˜‰

does this look right?

if (_vertical > 3) then {
    {
    _x assignAsCargo _vehicle;
    _x moveInCargo _vehicle;
    _x disableAI "TARGET"; 
    _x disableAI "AUTOTARGET"; 
    } forEach units _squad;

} else {
    {
    _x assignAsCargo _vehicle} foreach units _squad;
    [_x] ordergetin true} foreach units _squad;
    _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; 
    } forEach units _squad;

    private _wp = _squad addwaypoint [_vehicle,5,1];
    _wp setwaypointType "GETIN";
}
west silo
#

The else part looks wrong

cinder holly
near dock
#

also

cinder holly
#

…ninja'd?

cinder holly
#
    {
    _x assignAsCargo _vehicle} foreach units _squad;
    [_x] ordergetin true} foreach units _squad;
    _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; 
    } forEach units _squad;
// becomes
{ _x assignAsCargo _vehicle } foreach units _squad;
/* missing { */ [_x] ordergetin true} foreach units _squad;
/* missing { */
 _x disableAI "TARGET";
 _x disableAI "AUTOTARGET"; 
} forEach units _squad;
hardy glade
#

oops and i left two } by accident in else

cinder holly
#

yup

#

indent helps you see that

hardy glade
#
{_x assignAsCargo _vehicle; _x disableAI "TARGET"; _x disableAI "AUTOTARGET";} foreach units _squad;

if (_vertical > 3) then {
    {_x moveInCargo _vehicle;} forEach units _squad;

} else {
    {[_x] ordergetin true;} forEach units _squad;

    private _wp = _squad addwaypoint [_vehicle,5,1];
    _wp setwaypointType "GETIN";
}
#

does that look correct?

west silo
#

that format notlikemeow

hardy glade
#

hey you said i was allowed to keep eating my crayons

west silo
#

don't eat the ones with that biohazard sign

hardy glade
#

better/worse?

cinder holly
#
{_x assignAsCargo _vehicle; _x disableAI "TARGET"; _x disableAI "AUTOTARGET";} foreach units _squad;
// becomes
{
  _x assignAsCargo _vehicle;
  _x disableAI "TARGET";
  _x disableAI "AUTOTARGET";
} foreach units _squad;
#

PLEASE

#

code is meant to be read by humans, so make it easier on you πŸ˜‰

west silo
#
{
  _x assignAsCargo _vehicle; 
  _x disableAI "TARGET"; 
  _x disableAI "AUTOTARGET";
} foreach units _squad;

if (_vertical > 3) then 
{
  {
    _x moveInCargo _vehicle;
  } forEach units _squad;
} 
else 
{
  {
    [_x] ordergetin true;
  } forEach units _squad;

  private _wp = _squad addwaypoint [_vehicle, 5, 1];
  _wp setwaypointType "GETIN";
};
#

Some ppl hate that as well though πŸ˜„

hardy glade
#

i think im slowly getting slightly worse at this each time you guys help me out a bit

cinder holly
west silo
#

What you talking about?

cinder holly
#

tabs are were not the same length πŸ˜„

west silo
#

Get glasses

hardy glade
#

yesterday sharp taught me that if i dont put private infront of a variable inside a loop the value is retained outside of it. not sure if i expressed that in proper english

#

but at least i understood how it worked

cinder holly
west silo
#

Yeah, I wouldn't use toShop on a screenshot as well.

hardy glade
#

also while i have your attention, is this correctly formatted when what i want to achieve is select the Z value of the leader in _squad?

private _squadCmdr = (units _squad) select 0;
private _vertical = (getPosATL _squadCmdr) select 2;
west silo
#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
hardy glade
#

oops

#

technically any unit in _squad is fine

west silo
#

use leader _squad

hardy glade
#

i just need a z value

west silo
#

getPosATL leader _squad select 2

hardy glade
#

so i should change

private _squadCmdr = (units _squad) select 0;

to

private _squadCmdr = leader _squad;
hardy glade
west silo
#

No bracket needed

hardy glade
#

thanks

thorny plaza
#

Hi, is it possible to hide distance indicator on a 3D task marker? If it is, then how can I do that within a mission config?

west silo
#

@thorny plaza There are some settings for the description.ext

#

Did you check the biki page?

thorny plaza
#

yes, it says I can hide it with higher user difficulty settings, nothing more, and I guess I'll have to stick to it

#

I was thinking about more script-like method so it's disabled only for certain tasks

west silo
#

If you fully script the tasks, then taskCreate has an option to disable3D

signal coral
#

Hey any reason why my ai planes are going in circles? any way to stop this?

west silo
#

Give them waypoints?

signal coral
#

I gave them both hold waypoints but they are still spinning

west silo
#

Yeah, they will circle around that position.

#

Give them a few move waypoints* and make the last one a cycle waypoint and place it closely to the first one

signal coral
#

Aight ty

#

btw what do you mean by give them more weapons?

#

Like bombs?

west silo
#

waypoints*

#

My bad

signal coral
#

Ah aight ty

signal coral
#

Yo. I'mn using the default vehicle respawn module for a coop mission i'm working on

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But after testing it seems like with each respawn it multiply itselfs

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As in after the 2nd respawn it spawns 2 vehicles at the same time, causing them to blow up

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and then it conetinues... 3rd respawn, 3 vehicles, 4th respawn 4 vehicles ect.

shell fox
#

@signal coral Yes, unfortunately, the Vehicle Respawn module is currently a mess. There's no ETA on a fix, so you're probably best off using a custom respawn script / framework.

spark relic
#

Is there a way to make waypoints work for AI units in vehicle? Because mine is not working. Also I would like them to unload/disembark after they reach there

#

It's a multiplayer mission, by the way

spark relic
cinder holly
humble lichen
spark relic
#

First one is move, last one is unload. It is not vanilla. I had to use doMove with trigger and lot's of other adjustments to make it somewhat work

#

But waypoints never work in groups

humble lichen
cinder holly
#

Listen to the gagged lady

west silo
#

gagging*

spark relic
#

True

spark relic
#

How to end a MP mission when all the tasks are completed

west silo
#

How did you create the tasks?

spark relic
#

Create task module

young ginkgo
#

anyone decent at setting up alive??

west silo
#

Visit the Alive Discord

west silo
#

so what you can do is:

["1", "2", "3"] findIf {!(_x call BIS_fnc_taskCompleted)} == -1

@spark relic

#

"1", "2" ... would be your task ids set in the editor

#

The expression will return true if all tasks are completed. I believe that includes tasks which are failed/canceled as well

#

You can put that expression in the condition field of a trigger

spark relic
#

I have multiple tasks which have sub-tasks. So do I put this in a trigger?

#

Also all the tasks are already connected with task state and triggers. What I need is when all the tasks are completed, it will show mission complete and end the mission. It is also a multiplayer mission

west silo
#

You can use BIS_fnc_endMission/server to end a mission. Just execute it via a trigger.

spark relic
#

How do I connect the tasks to the trigger?

#

Gonna try ["1", "2", "3"] findIf {!(_x call BIS_fnc_endMissionServer)} == -1

#

🀣

thorny pike
#

How would i do a custom MP respawn type ? What would be the commands to do it properly? Or is there something hardcoded, and that we cant use anything other than sticking with the existing types "BASE"/"BIRD" etc?

I want to kind of combine functionality of the "GROUP" and "BASE" types, Base serving as fall back. I've seen the selectPlayer command, but from the comments it looks like there are some caveats with this? Is that the way to do it? Is there a better one?

shell fox
thorny pike
#

correct me if i'm wrong, but to me it seems they are just extending the respawn system, not governing the actual respawn (as in: move player into a new body) ? They seem to just do things on top, using the Events

mighty zodiac
#

Hey guys I could use some help. I'm on the testing phase of my mission, and I'm coming into a problem I'm not sure where to go. Its a multiplayer mission, and I've a dozen or so triggers that addAction to the player or npc. One of which is a mass grave. The trigger is to check if the player has a smartphone and checks for a publicVariable which is set from another trigger. The conditions should be set appropriately, as the player testing it does have a smartphone and the condition is true. However the dead npc isn't getting the action added to "Take Picture". How would I ensure the player close to the npc can "take" the picture?

hot warren
mighty zodiac
#

Thanks @hot warren . This dead object though is a dead civilian.

#

Is there a way to tell teh system the civilian is dead but not...."dead"

hot warren
#

animations πŸ˜‰

thorny plaza
shell fox
#

What does the dead unit have to do with the triggers?

shell fox
west silo
#

yw

signal coral
#

Is there a way to make dialog options available for AI?

#

Like I want the player to make a choice and it affects the conversation

thorny plaza
#

yes, you can script it, but it may take a while for someone unexperienced

ocean spindle
#

So I'm looking to make a 8 mission long campaign for a coop unit on the Kidal map (https://steamcommunity.com/sharedfiles/filedetails/?id=696334883&searchtext=kidal). for 40 players on a dedicated server. It's a big map with a dense urban centre last updated in 2016 so I'm concerned about performance. I was wondering if anyone had experience with the map, knew how well optimised it is, any performance issues or other stuff I should look out for before starting to put the campaign together. Many thanks in advance.

signal coral
thorny plaza
#

you could also create a stalker-like GUI where the AI says text A, you have answers 1, 2, 3, then AI says B1, B2, B3 but it would be made really carefully so it don't break if player exits the dialogue, the AI dies or anything

#

check out the Conversation Event Handler on the page i've pasted

#

iirc Vindicta has some kind of a dialogue system with multiple answers and choices, it's on github so you could dig in and search for it

signal coral
#

I’ll look into it

thorny plaza
#

I'm a coding noob so I can't give you a dedicated example you could just expand, for which I apologize, but I was also thinking about implementing the Conversations in my single player mission so I'll be learning that too

signal coral
#

Ah don’t apologize, your help is more than enough to get me going. Thank you again

#

If you want, I’d be happy to play your mission when it’s done though. What is it? If you’re able to discuss

thorny plaza
#

I thought about something focused on long range sniping (ace3 included) with some plot depth, I don't want to show all available tasks to player right away and I'm considering either activating one mission by another or trough dialogues

signal coral
#

That sounds awesome

thorny plaza
#

btw if someone knows any user-made A3 mission or campaign using the Conversations and FSM handlers I'd be grateful to play it and probably learn anything through reverse engineering

signal coral
loud kindle
#

Is there an easy way to force a mission difficulty, or specific options in the difficulty, OR an easy way of changing a unit's holdover nametag so they don't appear as 'Civilian 8 (Summer)'?

thorny plaza
tiny pulsar
#

Hello, I have a question. I placed some props in my level, and added them to a layer (to lock them). After that, i rebooted the game, only to find that those items are now unfindable in the entities menu. They are very clearly still there, but there is no way for me to see them, edit them, or unlock them. They layer just does not exist.

astral bloom
#

What do you see?

tiny pulsar
#

I still see all the items, the mission editor is still the exact same, except the layer is... invisible. As in, the folder with all the items cannot be seen.

thorny plaza
#

you mean the whole entity layer is gone, or only the layer where those certain objects were?

#

you could create a new scenario and merge it with the "broken" one, it should import your objects and let you edit them again

#

but I guess they are in a layer that's in a layer and you didn't uncheck the lock on them

sturdy fulcrum
#

is there a way to make AI from playable slots respawn at the BIS_fnc_addRespawnPosition position?

#

right now it seems the system creates respawn_XXX marker automatically but away from the playable area

#

so AI spawn pretty much off map

raw solstice
#

You might want to pull up the warlords mission and see how they do it

signal coral
#

Is anyone expierenced with uploading mods to a dedi server?

#

I need help doing it and kind of slow

sturdy fulcrum
#

what savegame size is to be expected for a mission with 100 units rather close by each other?

signal coral
#

Hey I'm having this problem where my ai helicopters and landing taking off landing taking off and so on. Anyway to fix this?

wraith cloud
#

If the landing is intentional, place an invisible helipad at the landing location

signal coral
#

Where is the invisible helipad?

#

Ah found it

earnest cove
#

filter -> heli and it will look it up

oblique egret
#

I need some recommendations. I am doing a future mission with mechs, I'm looking for a good uniform mod that'll add that aesthetics to match for infantry.

signal coral
#

If I make my bombers move over a target will they drop their bombs on it?

cinder holly
#

if they know about it, perhaps

drowsy valley
#

Is it possible to put entrenching tool and such things(misc. items) in editor for example on the floor instead of having to put them in inventory or some box, since i cant find entrenching tool in props..

signal coral
#

If I set a apc to go to a place, will it follow the road or go straight to it? if it will go straight, anyway to get them to follow the road?

earnest cove
#

tanks mostly follow the road if they are not in combat mode. if they are in safe or careless mode, they always follow the road.

signal coral
#

Hey lads,
Can I get some help with scripting
I don't do scripting at all so I'm gonna need someone to help me.
Ping me.
My problem is this:

I'm trying to put in my own music into the game, but I just cannot get it right because the tutorials being too hard for me to understand.

near dock
wraith cloud
#

@signal coral
first of all, you can not just simply put any music into the game. always have the copyright and distribution rights of the music in mind!
if you put copyrighted music into the game and publish it, you thereby violating a lot of laws.

but if you use copyright free music, you need to do some important steps...:
most important, you must convert the music to 44.1kHz / 16bit format. either OGG or WSS

signal coral
signal coral
#

I don't get what to do first, what mistakes am I doing, is the script wrong did I put the names okay?

#

I am desperate, It's been 3 hours since I have started to search and search nothing worked.

#

I need a walkthrough

wraith cloud
signal coral
#

Now I've tried the script, can't find the file in the Music in Effects on a trigger.

signal coral
wraith cloud
signal coral
#

Should I look in the list or try the trigger?

#

Okay, so it's not on the list, I'll test the trigger.

wraith cloud
#

as i said, it will not appear in any list

#

you have to call it via code

#

once you activate the trigger with the code i posted, the music plays

signal coral
#

Alright, so.

#

I activated the trigger.

#

Music is nowhere to be heard

#

class CfgMusic
{
tracks[] = {};
class 01
{
// display name
name = "01";

    // filename, volume, pitch
    sound[]    = { "\music\Music.ogg", db + 10, 1.0 };
};

};

#

This is my script right now ^

#

What's wrong in there?

#

I bet I've did something wrong there.

wraith cloud
#

code looks fine, except the volume level..... too damn high [insert meme here]

class CfgMusic
{
    tracks[] = {};
    class 01
    {
        // display name
        name    = "01";

        // filename, volume, pitch
        sound[]    = { "\music\Music.ogg", db + 0, 1.0 };
    };
};
#

see the db + 0?

signal coral
#

Alright

wraith cloud
#

that's what it should be

#

next up:
do you have a folder in your mission folder called music?

signal coral
#

Yes.

wraith cloud
#

and your track is in there

signal coral
#

Yes.

wraith cloud
#

ok. send me a screenshot of your trigger

#

use imgur or similar

signal coral
#

Alr

signal coral
#

Fuck it, Imma sign in

#

@wraith cloud Got it.

wraith cloud
#

put this in the activation field:

playMusic "01";
hint "music is now playing";```
set the trigger to ``repeatable`` 

walk into the trigger and see if a message appears on the right top corner
#

the hint command is just to check if your trigger works

signal coral
#

So now the trigger is the problem huh.

wraith cloud
#

seems like your trigger is not working then

signal coral
#

Should I make another?

wraith cloud
#

gimme a sec

signal coral
#

Oh shit shit

#

Okay it works

#

It's fixed

#

Thank you so much, mate.

#

I can finally go sleep.

wraith cloud
#

what was it?

signal coral
#

I just had to remake the trigger

wraith cloud
#

🀘

vale acorn
#

I am trying to make a jadotville style wave defense mission for my friends but for the life of me I can't find out how to do it. I have tried searching videos and what not but a lot of them have comments that say it doesn't work anymore. does anyone have any pointers on how to make waves of enemies?

earnest cove
#

well, you spawn enemies via script and count them. if the counter is 0 and condition x is right, you spawn more

drowsy valley
#

Guys is there any way to expand ranks of units in editor, like a mod or something that can give me more ranks than just PRIVATE, CORPORAL, SERGEANT, LIEUTENANT, CAPTAIN, MAJOR or COLONEL?

wraith cloud
#

iirc those ranks are hardcoded.

#

not sure tho

humble lichen
#

Although I think it would require some ui tweak on editor as well. (My bet would be they hardcoded the ui elements/size etc according to vanilla count of ranks only.)

wraith cloud
humble lichen
wraith cloud
#

(configFile >> "CfgRanks")
will output
https://community.bistudio.com/wiki/rank

Although I think it would require some ui tweak on editor as well. (My bet would be they hardcoded the ui elements according to vanilla count of ranks only.)
i'd say say too

humble lichen
#

yes thats why I kind a hesitated to answer this question but, it probably checks the value from there Id say... Well if he wants to expand it, he ll need to test it on his own.

#

I cant do all the research here out of a question. notlikemeowcry

drowsy valley
humble lichen
thorny pike
#

A+++ for efford

#

i think the main purpose the config serves is to have configurable names (for the different translations)...

humble lichen
#

It is probably more like a source for UI purposes. Who knows

drowsy valley
#

Maybe some mod for additional ranks? i assume not

humble lichen
drowsy valley
#

Actually forget that, is there a way to set players rank while in game on server, and not having to do it in editor? some command maybe?

shell fox
drowsy valley
#

doesnt work for me, i type in player setRank "COLONEL" and instead of player my name and it just sends the message but doesnt set my rank

#

before that i enter the admin password so i am an admin btw

#

am i doing smth wrong?

slender maple
#

player means your player. leave it as is.

drowsy valley
#

ahh ok, tnx ppl

#

no need for prefix?

#

as # or smth

slender maple
#

you can't execute code in chat. you have to use the debug console

drowsy valley
#

which i open with?

#

btw sorry for my very poor knowledge

slender maple
drowsy valley
#

tnx

drowsy valley
#

Sorry for so many questions, just wanted to ask if anyone knows if there is another rank which has icon like a horizontal line (similar to the private icon). I saw it somewhere but cant make find it anywhere now.

wraith cloud
#

doesn't ACE3 have such stuff?

drowsy valley
#

let me check in addons

#

cant find it, can you specify where i can find it please?

wraith cloud
#

sorry, i just realised that i read your message wrong.
the ranks available are the ones you see in the character attributes

#

if yu are looking for an icon that is not there, it is not there

drowsy valley
#

and if i want some additional ones, is it possible to add them any way?

#

like a mod or smth

wraith cloud
#

nope. and this has been answered to you not so long ago in the very same channel here

drowsy valley
#

sorry and tnx for answers...

wraith cloud
#

πŸ‘

summer halo
#

hey how do you guys open your mission files as mine just show up as this white icon and prompts me to open with something

astral bloom
#

β€œThis white icon”?

summer halo
#

nvm i found out how to

#

is there another application you use to open EXT files?

astral bloom
#

description.ext?

summer halo
#

yes

astral bloom
#

Just a notepad

summer halo
#

oh

#

for some reason when i change a txt file into ext i cant open it

astral bloom
#

Because your Windows doesn't know which application to open ext by default

summer halo
#

do you open it normally by notepad?

astral bloom
#

Yes. Npp

summer halo
#

what application do you use to open pbo files

astral bloom
#

Via some pbo opener

#

Eliteness might help you

summer halo
#

is that the name of the application?

astral bloom
#

Yes

summer halo
#

thanks for helping me ill try that out

mental junco
#

hi, I'm trying to set the weather conditions in server as a zeus and with using this code on the execute code: https://prnt.sc/188kfv8
after click on the ok, it's changing for a few seconds but then turning back to server value's itself, any ideas?

astral bloom
mental junco
#

yes, but what to do for making weather changes permanent?

astral bloom
#

The effect is global only if command is executed on the server
So don't execute in Global but Server

mental junco
#

it's changing for a second then turning back

astral bloom
#

Mhm...

mental junco
#

how can I make an object play a music with "say3D" in zeus editor? the music is already exist ingame: "radio_music"

#

_this say3D "radio_music"; I tried to use that in an object but it didn't work

astral bloom
#

A music is not a sound

mental junco
#

so, how can I play a music 3D like "say3D" instead of a sound?

astral bloom
#

You can't, unless you pick the correct file path and use playSound3D

mental junco
#

thanks πŸ™‚ it's worked with like that, playSound3D ["A3\Missions_F_EPA\data\music\radio_music.ogg", _this]

marble skiff
#

I am trying to have a helicopter fly to a base and land on a helipad then wait until a trigger fires, but it seems to ignore the trigger entirely even though it is set as the waypoint activation when they are synced together. Any ideas as to things I could try to actually get it to wait?

thorny pike
# marble skiff I am trying to have a helicopter fly to a base and land on a helipad then wait u...

try following the tutorial https://www.youtube.com/watch?v=ggQcXTi0Big from 10min on or so

This is an Arma 3 Eden editor tutorial focusing on units and waypoints & following on from the basics tutorial video.

How to's...

β€’ Fire trigger on units death...
(type the following into trigger condition field)
!alive unitname
(unitname is replaced with whatever you call the unit)

β€’ Fire trigger on death of multiple units...
!alive unitname...

β–Ά Play video
mighty scaffold
#

is it possible to stack multiple scenarios into one steam workshop mission? because I want to make a relatively long mission and if I place everything in a single scenario file it would cost a lot of performance (basically multiple scenario files as one steam workshop mission)

near dock
#

you can use cfgmissions

mighty scaffold
near dock
#

Dont have a video at hand right now

#

you'd propably be interested in the Episodic Campaigns part

mighty scaffold
#

thanks

main pelican
#

Hi, Is it possible to make the respawn counter time different for either side? For example, I'd like BLUFOR to respawn in 10seconds and OPFOR to respawn in 30 when they die.

thorny plaza
#

hello, a question regarding Campaigns system. If I made a chapter with X missions and then update it with X+1 scenarios, will the progress from before the update be saved or does the player have to go all the way again?

cinder holly
#

it keeps "completed missions", unsure about savegames

earnest cove
#

should be no issue. the campaign structure is read from config and has nothing to do with savegames. in worst case player will have to revert a mission

#

though personally i'd suggest to setup the structure first, with template mission files.

#

in best case you should already know what and how many missions you are going to do for a campaign :>

thorny plaza
earnest cove
#

ok. my answer is also theoretical πŸ˜„

summer halo
#

hey anyone know how to remove g-force for planes?

#

is there a specific line of code i can put in that disables it

astral bloom
#

What exactly is the goal?

summer halo
#

sorry

#

the goal is just to remove the g force effect when flying planes

astral bloom
#

And what exactly you're referring? Black out/Red out?

summer halo
#

Both of the effects

astral bloom
#

Your both stands for what I mentioned?

summer halo
#

Yes

astral bloom
#

That's not a vanilla feature. Probably some realism Mod like ACE

mighty scaffold
# summer halo Yes

if its ace play the mission and then press ESC and go to addons configuration and disable ACE G-force (I think that's what it is called)

mighty scaffold
drowsy valley
#

Hello again guys, i was wondering if there is any way to control AI that has been placed in editor while in Zeus, if you understand what i mean.

drowsy valley
#

appreciate it!

faint whale
#

has something changed about the way init fields work?

#

I made a bunch of units with this setIdentity "etc" in their init field, but when I test my mission in multiplayer, the identity is not set on clients

#

I thought init fields executed for every client?

bold vortex
#

are the units playable units

#

cuz the players identity will override it

faint whale
#

Yes, that makes sense. I guess I'll remoteExec the setIdentity command so it's set properly

#

Does not happen in single player though, interesting

fallow tendon
#

Does the TitleCut fade to black not work in mp

#

or at least LAN mp as is?

#

im trying to run it from InitPlayerLocal.sqf

twilit terrace
#

Currently having some issues with activating the following trigger to add ace injuries to some ai. Can anyone help me get this trigger working so any player out of a specific list can activate the trigger without everyone listed being present

Type: None
Activation: Blufor
Activation Type: Present
Repeatable: False
Server only: True

Condition:
m1 in thisList || m2 in thisList || m3 in thisList || m4 in thisList || m5 in thisList || m6 in thisList || m7 in thisList

On Activation
[inj1, 1, "hand_l","stab"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "leg_l","unknown"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "chest", "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "hand_l","Unknown"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "hand_r","falling"] call ace_medical_fnc_addDamageToUnit;[inj1, true, 30, false] call ace_medical_fnc_setUnconscious;[inj2, 0.9, "hand_l", "backblast"] call ace_medical_fnc_addDamageToUnit;[inj2, 1, "leg_r","unknown"] call ace_medical_fnc_addDamageToUnit;[inj2, 1, "hand_r", "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "leg_r","backblast"] call ace_medical_fnc_addDamageToUnit;[inj1, 1, "hand_l","falling"] call ace_medical_fnc_addDamageToUnit;[inj2, true, 45, true] call ace_medical_fnc_setUnconscious;[inj3, 0.9, "leg_l", "backblast"] call ace_medical_fnc_addDamageToUnit;[inj3, 1, "chest","vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj3, 1, "hand_r","falling"] call ace_medical_fnc_addDamageToUnit;[inj3, 1, "hand_l", "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj3, 1, "leg_l", "backblast"] call ace_medical_fnc_addDamageToUnit;[inj3, true, 0, false] call ace_medical_fnc_setUnconscious;[inj4, 1, "chest","backblast"] call ace_medical_fnc_addDamageToUnit;[inj4, 1, "leg_l","stab"] call ace_medical_fnc_addDamageToUnit;[inj4, 1, "head","vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj4, 1, "head", "stab"] call ace_medical_fnc_addDamageToUnit;[inj4, 1, "hand_l","backblast"] call ace_medical_fnc_addDamageToUnit;[inj4, true, 0, true] call ace_medical_fnc_setUnconscious;[inj5, 1, "head","vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj5, 1, "leg_L","vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj5, 1, "Leg_r","vehiclecrash"] call ace_medical_fnc_addDamageToUnit;[inj5, 1, "hand_l", "explosion"] call ace_medical_fnc_addDamageToUnit;[inj5, 1, "chest","Unknown"] call ace_medical_fnc_addDamageToUnit;[inj5, true, 20, true] call ace_medical_fnc_setUnconscious;

thorny plaza
shell fox
#

What part exactly does not work?

fallow tendon
#

its worked for me in SP and in other missions

#

but doesnt seem to work in my LAN mp testing

sinful rampart
#

If you are annoyed by your unbinarized missions on your server not displaying your missions briefingName, but instead just displaying the mission folder/pbo name.

That is because Arma only searches the first 4KB of a unbinarized mission.sqm for your briefingName.
To workaround it you can cheat and edit your mission.sqm and put your briefingName at the start like so

version=54;
briefingName="My Mission Name";
shell fox
fallow tendon
fallow tendon
#

I've tried respawnonstart 0, 1, -1 but they've produced the same effect. titleCut ["", "BLACK FADED", 999]; or titleCut ["", "BLACK IN", 999]; works perfectly fine in SP, but not in MP.

#

Found a solution

#

Cuttext with a layer name works

#

with local hosted mp, just have to see if it works on dedicated

mighty scaffold
mighty scaffold
earnest cove
#

check the file filter settings, there might be some exceptions

mighty scaffold
#

because there is no tutorial for it

earnest cove
#

well, your files need to be on the p drive in the correct folders and then it should do the rest. however, even though i never had issues with packing a campaign with addonbuilder, it might be better for you to just go with pboproject right away

#

if there are errors in the project, it will tell you about it, unlike addonbuilder which will just do whatever

mighty scaffold
earnest cove
#

yes

mighty scaffold
#

thanks

wraith cloud
#

if you export as MP, the mission pbo will be saved in your arma root folder / MPMissions

mighty scaffold
#

but thanks nonetheless

wraith cloud
#

my bad, i missed the campaign part

weak portal
#

I'm trying to use the show/hide system in combination with the timer on the trigger, so that it activatates the AI connected to the module after a certain period after the trigger has been activated. It seemed simple but is not working properly.

I set the AI to be hidden with blufor activation based off a trigger. I set to trigger to blufor activation, present. And then set a timer on the trigger for the duration of 5 minutes, (300 seconds) however as soon as a blufor character enters the trigger, it immediately sets off the show/hide module. What am I doing wrong?

earnest cove
#

you use modules when you should be using script instead πŸ˜„

weak portal
#

There i go assuming the shit built into the game would work properly.

earnest cove
#

well, maybe it does, i dunno. it's just that scripting such things seems like a much easier approach

#

i tried using modules a bit back when they were introduced, but quickly went back to scripts again.

#

it just feels like one has more control over everything

weak portal
#

Alright, so I got the show/hide with timer to work. But it only seems to work with a short timer. I am trying to get it to work with longer times, like 5, 30, 60 minutes. To simulate waves of enemies. Is there a better way I should be doing this?

shell fox
#

something something scripting

#

Would you like to learn more?

lost osprey
#

So I'm working on a mission and I'm not sure if I what I want to do is even possible.

#

I basically am trying to make a mission where there are two warring factions, and the players are a neutral 3rd party who can choose to join one side or another.

#

However, I also need a way for an unaffiliated fourth faction of bandits to exist, who are hostile to everyone

#

Both factions and the players. Is this even possible to do? The only thing I can think of is make one of the main factions blufor, the other greenfor, and the bandits redfor, and then find a way to force redfor to be hostile to civilians (which the players would be?)

#

and then obviously just switch the players to either blue or green via script depending on what faction they want to join

astral bloom
#

I think it's possible. Use setFriend command that can a faction friendly for someone and/or everyone/enemy for someone and/or everyone

lost osprey
#

This one?

astral bloom
#

Yep

lost osprey
#

Okay, I'll see if I can figure out how to use that, thanks

astral bloom
#

But not 100% sure about the faction swap part. As far as I tested it could be problematic. But you can try join into the side's group

lost osprey
#

Yeah I was able to set up a script for a mission I made a long time ago that changed players from civ to greenfor after a timer, so I'm pretty sure I can modify it to just be an addaction or something

astral bloom
lost osprey
#

Hmm

#

I’m reading elsewhere that making a side hostile to civilians would also make it hostile to things like dead bodies, empty vehicles, and buildings since they are all considered β€œcivilian” by the game

#

I wonder if I should look at maybe starting both the opposing main factions as BluFor, then having the addAction for the players to join one of the two instead switch all of the other side’s units to RedFor

rigid rampart
#

any good ideas how to make defensive missions a bit more interesting. players seem happy to sit around and shoot stuff for a while, but squad leaders and such would prefer to have some objectives to complete

thorny pike
#

drop some mortar on their position πŸ˜›

molten lotus
# rigid rampart any good ideas how to make defensive missions a bit more interesting. players se...

limited supply of ammunition by location.
So if you have a machine gun nest they constantly need a runner to get more ammo from a supply point.
Conservation becomes more important, especially if there aren't enough ammo carriers.

A large enough area that forces need to spread thinly, and then pivot to the main point of attack.
Essentially small guard posts with a defensive QRF.

Artillery works, but feels unfair and punishing from a player perspective.
Maybe have a IDF alarm that signals incoming? Have them move to a nearby shelter, but then enemies push during the barrage, especially if they use smoke cover to approach

thorny pike
#

you can "announce" presence of arty "softly" and realistically by having rounds fall short and/ or far of their position, signalling that arty is ranging their shots on them. At least when we talk about low tech weapon systems.
So either defenders find a shelter and let themself get bombarded, or they change position in time.

If the defenders can just sit and shoot away, they are not pressed hard enough. Which means they should consider counter attacking. If they are pressed too hard, they should consider falling back.

faint whale
#

Is it fine to, for instance, hide and disable all the objects in a layer and enable them later when needed? Could there be any unintended consequences from such a thing?

#

for AI for instance

faint whale
#

no, I mean let's say I build a camp in eden but I don't want it visible until some point later in the mission. So I hideObjectGlobal _x; and _x enableSimulationGlobal false; all the camp objects and then unhide them later. Are there any bugs and glitches I could expect from doing this, for instance AI interference, etc

near dock
#

and if the players take out those spotters the arty stops/becomes very inaccurate

thorny pike
faint whale
#

ok that's fine, I mean while the objects are hidden and disabled

thorny pike
#

no i dont think so, after all, thats how the hide object module in 3den works, isnt it?

faint whale
#

yeah although a lot of the eden modules are not very robust

#

for instance the one that edits buildings doesn't work on dedicated servers under certain circumstances

faint whale
thorny pike
#

arty doesnt even have to target the defenders. They could also fire at the "rear area" which must be prevented as a mission task.

dawn ocean
#

I'm using a trigger to complete a take off task, the triggers condition is this and it completes the task and runs smoothly, how do I get this to activate the next task?

shell fox
#

Are you using the Task Modules?

#

If yes then you can just sync the trigger to the Create Task Module of the next task.

cinder holly
candid gorge
#

how can i "demolish certain object" task

#

that
1-creates a popup of that taks
2-you select the object that has to be destroyed
3-detects when a certain object is destroyed
4-avises when was destroyed,considering the task as "done"

#

and how to do a win condition if all are destroyed under a certain time

gritty grove
#

Hope I'm posting in the right place lol.
Building a campaign for my unit and I'm trying to find a map that can represent the Caucasus region pretty well. My original thought was Deniland but that map causes a ton of lag and frame issues with my group.
Another option was Clafghan and Al Rayak, but we just recently used both of those maps.

Anything y'all recommend?

silk axle
#

And for ending the mission, google BIS_fnc_endMission

candid gorge
cinder holly
#

remoteExec

sturdy fulcrum
#

is it possible to modify the playable slot description via sqf or just via Eden?

shell fox
#

Probably Editor only, as there is no setRoleDescription and as the role descriptions are something the client can see before downloading the actual mission file.

sturdy fulcrum
#

i think to recall Terox had found a way back in A2 days, but cant find that post

#

maybe it was manual mission.sqm editing

rocky carbon
#

@cerulean steeple @signal coral might be easier to carry on here

#

no wait time

astral bloom
#

At what?

#

And why?

#

I already removed them. You got no answers there

#

You're fine to ask in one place but not multiple place

#

So,

  1. Set the waypoint behavior to SAFE
  2. Set the formation to Column
    I really don't know the situation but it could help you, @signal coral
random lotus
#

Hey guys, i wanna ask, how do you add a marker on a squadleader so that we can monitor their movement from CTab, but still invisible on the map?

jagged python
#

I think just add a ItemAndroid to their inventory.

final sinew
#

Hi there, I am creating a little mission, but I have no idea how to export to a .pbo, yes I have clicked on SAVE, then EXPORT to MP, but no luck this time, it did work once, but not again ...

near dock
#

I havent heard of it not working before

final sinew
#

I know lol, but I cant seem to find the .pbo again

near dock
#

the pbo is in the mpmissions folder in your arma 3 game folder

final sinew
#

no now all it updates it is the mission.sqm 😦

near dock
#

what?

final sinew
#

fyi I am using the Linux version πŸ™‚

near dock
#

Oh blobdoggoshruggoogly I dunno about the linux version, why are you still using that old stuff

#

although dont think I've heard of export breaking there either think

final sinew
#

please, I am tired of the non-answer every time you all ask me oh why u using linux version ..." this is tiring , it is my choice ... BI needs to respect the custumers , and many of them use Linux .. they have to deal with it, otherwise , they dont have to accept our money ...:)

#

why frustrate me, is that it worked an hour ago

#

is there a sequence of things to do ?

#

like save here then export ... ?

cinder holly
final sinew
#

lou i am not here to discuss thing , I have a question , or u answer, or u leave me alobe

cinder holly
#

as for your concern:
iirc, pbo will be saved in Arma 3/MPMissions
exporting should not change any of the source files

cinder holly
final sinew
#

i have no MPMission folder

#

let me check

#

./.local/share/bohemiainteractive/arma3/GameDocuments/Arma 3 - Other Profiles/Xy/Saved/steam/test004.utes/test004.utes.pbo' I had this , but it wont get updated when re export

shell fox
#

That's a savegame

final sinew
#

'./.local/share/bohemiainteractive/arma3/GameDocuments/Arma 3 - Other Profiles/Xy/mpmissions/test004.utes/mission.sqm' this one gets updated

#

but no .pbo

cinder holly
#

not in documents, in Arma 3 install dir

final sinew
#

no, arma3 install is in the steam game/system folder

cinder holly
#

yep

#

and go in there

#

and go in MPMissions dir

final sinew
#

yes, merci, this is BI stricking again !!!! puting files all over the place in non intuitive manner !!!

#

merci encore

cinder holly
final sinew
#

no it doesnt lol

#

i would have seen it

cinder holly
#

…maybe not on Linux Β―_(ツ)_/Β―

final sinew
#

i confirm πŸ™‚

#

it shows MPMision folder, but not where that folder is ...

#

and I have my arma3 data in another disk

#

...

cinder holly
#

that's for you to know, indeed
UI restriction, they don't want to display a 300 chars path

anyway

wraith cloud
#

Β―_(ツ)_/Β―

final sinew
#

yes, if I went there, I would have been tald to go to mission makers channel ... lol , i know you again , a lot πŸ˜‰

cinder holly
#

this is why supporting old versions is a pain, too

#

(in general)

final sinew
#

well, please lets no go into again, but, that is BI's problem, not mine, or yours πŸ™‚

cinder holly
#

check the green title again

wraith cloud
#

lol

final sinew
#

you are a BI employee ?

#

Now, I see the faile update, but it s size is zero,

#

but when i exporet it as single player, it is not zero

cinder holly
leaden merlin
#

anyone here knows what the classname for the ace crew served weapon ammo of the rhs kornet is? I tried unloading it ingame and then using this:
hint str [getModelInfo cursorObject, typeOf cursorObject];
but unfortunately I only get the .p3d as a return..
I already searched the config entry of the the kornet launcher (9K133) but I only found the "internal/vanilla" mags which are not loadable via ace csw. Any help would be appreciated!

thorny pike
#

have you searched for the p3d in the config? Sounds to me like it is a simpleobject. alternatively search in rhs functions

sudden jackal
#

is there anyway to get the alien root props for multiplayer?

gritty sparrow
#

How do I set a different object to be dropped from Support Provider: Supply Drop?

#

I tired to sync a differnt box to the system module but that did not change things

thorny plaza
#

wait what? objects are always in the same order as you place them in editor, unless you're testing it on a different version of your mission than you edit. What is that vehicle bay, do you place them in a building or where?

#

oh sorry. I meant that if you have A B C D vehicles and you place them in editor in order: B A C D, they will show as B A C D when you play the mission.

#

UNLESS the "vehicle bay" is something using vehicle in vehicle system or you're using a mod/method you haven't mentioned here

plucky glade
#

Just turn on the grid, set it to 1m and space it like that "Toggle translation grid"

neat gale
#

Hello everyone! I make a lot of missions for my friends and I to play. Mostly use Ace and RHS with some additional QoL mods.and I’ve been trying for a while to create a medevac. I use Simplex Support for transports usually. My idea for the medevac is that my friends can call in the helicopter, that I have already put some OP combat medics in the back of, and attached to the heli’s group. Ideally the players can load their unconscious teammate into the heli, and the medics in the back will work to save him. Either that, or the medics get out and do their thing in the field. Has anyone tried anything like this?

edgy coral
#

What's a good map to make a fckn huge naval invasion with Russian marines ?

cinder holly
#

not VR

#

any terrain with a long coastline I would say? e.g Chernarus

wraith cloud
edgy coral
jagged python
#

I heard old Chernari (summer/autumn/winter) have better perf than 2020. Lower poly buildings or something?

void onyx
#

There an good oil rig compisitions I can place down in eden???

near dock
#

I recommend having a look at the workshop maybe you find some!!!

plucky glade
#

I'm having trouble using the vanilla ammo caches as destroyable objectives. Even though damage is enabled and the object's simulation is on, they seem to be indestructible.
Object in question is: '''VirtualReammoBox_camonet_F'''

#

3DEN Attributes are Eneble Damage, Showmodel, Enable simulation on, eveything else off.

#

Using both charge and satchel do nothing.

cinder holly
#

VirtualReammoBox_camonet_F
might be the issue, don't know?
if you see in the debug console damage theAmmoBoxit should still say 1 even if it's not visually destroyed?

plucky glade
#

It's the same with Box_FIA_Ammo_F, box boxes with camo nets on top

cinder holly
#

what does damage theAmmoBox return?

plucky glade
#

interesting if placed by zeus it works, but not if preplaced

cinder holly
#

some script, mod, w/e then

plucky glade
#

I'm only running cba and ACE for testing, let me get that damage box status ..

#

indeed the damage is 1 even though the box remains intact. Odd.

#

Cheers @cinder holly

signal coral
#

For the love of god, I can't figure it out, how do I make the units not appear when you play? Like in servers where in order for a unit to appear, you need to play as it.

signal coral
#

I don't understand. What is description.ext?

cinder holly
#

it is a file (one has to create manually) to set some mission settings πŸ™‚

signal coral
#

WHERE do I create it!?!

astral bloom
#

It is described in the article

#

Very top of it

cinder holly
signal coral
#

@signal coral you can also disable this in eden editor multiplayer options if you dont want to dig into the game directory. simple tickbox called 'enable AI' which is ticked by default.

cinder holly
neat gale
#

Does anyone know of a good bomb vest mod? Looking for something that’ll detonate when shot if it’s not set off by the wearer

cinder holly
#

that's scriptable (see e.g attachTo wiki page)

signal coral
#

Does anyone else have an issue that a spawn point is created at the point of death of a player?

cinder holly
signal coral
#

Well a respawn point, usually named "N/S/W/E of Location" is created when a player dies, it doesn't happen 100% of the time either

#

I have not placed any markers or modules for a spawn point there, it just gets added, the only mod I have that might be capable of that is MCC but I don't know how

cinder holly
#

try without mods or identify the one that causes it

signal coral
#

I'll have to take a closer look into it, however I have another question

#

I am trying to figure out to set up the respawn tickets, so that each player gets, for example, 2 tickets per individual

#

I placed this in
if (!isDedicated) then {[player,2,false] call BIS_fnc_respawnTickets;};
in Init.sqf

#

However in testing, I get 2 lives, my friend has 200, and a third person has 2 lives

#

Everytime one of us with 2 lives dies, we take a life from his 200 as well

#

Does anyone have some ready-made system because I've searched everywhere and flipped the script upside down to find a solution

#

It seems that everyone new who joins has 200 tickets

shell fox
#

Shouldn't it be [player, 2, true]?

signal coral
shell fox
#

Is 200 the default value?

signal coral
#

And I read the wiki but I'm not getting any more info, no matter what combination I try it either doesn't work, closest I got to it working is that it the people who are in the mission during the initial initialization it seems to work, for others they get 200 tickets upon spawning

#

and yeah I think 200 is the default value for the sides

#

So it looks like it just added the 4 tickets from the players on top and shared it

shell fox
#

The documentation leaves some open questions

#

If 200 is the default value, perhaps subtracting 198 from that would work, but then again you arrived at 204 tickets for two distinct players, so it might subtract 198 twice too.

#

Other question is where the 200 tickets belong to - namespace, side, group, object?

signal coral
#

They belong to side

#

After testing it now:

if (!isDedicated) then {[player,2,false] call BIS_fnc_respawnTickets;};

It works fine, but only for people who are there at the very start of the session, if anyone reconnects or joins later, they get 200 tickets

#

Is there a way to make this run the script on a person everytime he connects?

#

Should I move it to InitPlayerLocal.sqf?

shell fox
#

Always

signal coral
#

Dum dum on my side

#

thanks for the help fellas, seems to have worked

drowsy valley
#

Hello, TFAR automatically gives radio to every player on the mission, any option to stop that?

sinful rampart
#

yes addon options you can disable that

#

But if you give every player a vanilla radio in their loadout then..

signal coral
#

Alright ,how would i organize a house search

#

I know the thing about setting a trigger down that activates when x faction is not present in it

signal coral
#

Like how would i make friendly ai participate in it, and shit

raw solstice
#

Houses have internal positions iirc. You would probably tell the AI to move to positions within the house on stealth mode and limited speed.

#

Not sure how to actually enact the first part though

#

Attentively you could go with the easier (and buggier) method of just putting a move waypoint in the center of the building

jagged python
#

LAMBS_danger.fsm mod has some facilities for AI building clearing

thorny pike
flint venture
#

Hi! Was wandering how do you play an animation on a character when the character hit a trigger?

astral bloom
#

You wanted to do what actually?

flint venture
#

k let's name this character a c1

#

so if c1 walks into the trigger

#

he will play an animation

astral bloom
#

switchMove, playMove, playMoveNow. These are the commands to use. Pick one that fits it

flint venture
#

playMove ig

daring palm
#

looking for UK or German people to do a few small voice lines for AI in the trenches of ww1. no files needed I can record directly off discord. DM me if this sounds like fun, wont take long.

cinder holly
signal coral
#

Looking for someone to teach me how to make basic missions

cinder holly
#

FIRST COMMANDMENT: place a unit

#

then I don't know

…joke aside, what do you want to know? it's quite a broad topic ^^

signal coral
#

eh not too much (i think)

#

Just like a hostage rescue mission and stuff

cinder holly
#

so you need:

  • a pen, a paper a computer, Arma 3, notepad
  • a "hostage setup" system
  • a "hostage rescue" system
  • a success condition
  • a failure condition
    and you should be good! πŸ™‚
wraith cloud
#

Time... A lot of it...

cinder holly
#
  • hostage setup:
// initServer.sqf (if the hostage is an AI)
myHostage setCaptive true;
  • hostage rescue: either an addAction or a simple distance check
  • success condition: hostage near a vehicle
  • failure condition: hostage death
// initServer.sqf
myHostage addEventHandler ["Killed", {
  "EveryoneLost" call BIS_fnc_endMissionServer;
}];
thorny pike
#

there a fair bit of youtube tutorials for how to create arma missions, going into the basics like waypoints, triggers, etc.

drowsy valley
drowsy valley
near dock
drowsy valley
dawn ocean
#

Can I upload many missions as one pack?

sinful rampart
#

as a mod yes (campaign)

#

as a workshop mission no

dawn ocean
#

Is there a video on that?

#

I could never find one

sinful rampart
#

Don't know of one

dawn ocean
#

Thank you.

#

I think I can get this to work.

halcyon shard
#

Hello, I have tried to search on google for: "Helli ai load waypoint" because I have a helli with AI, that are going to transport a squad to a location and than go back. The squad are clients(playable's) (can be AI too) that have waypoint 1: get in (synced with hellis Load waypoint) and than 2: get out (synced with helli's Unload waypoint). This does not work. The helli starts moving if just one of the playable's are inside and it does not land to unload. It stops in air and starts hower over the waypoint.

How to fix this? πŸ™‚
regards.

wind cape
#

Any ideas on how to make a RHS Skud truck have no missile inside it (No the ammo slider doesnt work) I want it to be a thing where they find the truck but no nuke\

near dock
#

something like setammo might work

#

or removing the turret itself

#

but I dunno how specifically the skud truck works, so

cinder holly
#

most likely an animation, but if it is anything like OFP (…yes, I'm young) one may not be able to hide the missile itself

near dock
#

Maybe shoot it off into nothingness at mission start?

thorny pike
#

check in cfgVehicles -> class Animationsources inside the skud vehicle class should have the animation sources listed - unless the missile hide animation has special hiding scripts

#

wasnt there a script command to list all animations too?

wind cape
#

Okay. I'll see what I can do. If I can't figure it out I'll set a truck outside the map and fire it off then move it. No biggie. Kinda want a bf3 moment of "where's the nuke?!"

thorny pike
#

"look up"

wind cape
#

Lol, I want them to find the empty skud then have it go off and have them scramble to get to a bunker/research facility

thorny pike
#

doesnt it have a special script attached to prep and fire it? If so, look at the function on what it does and you should be able to see how it works

wind cape
#

I'm not sure. I'm not at my PC right now. Had to get off to go pay some bills

thorny pike
#

i only remember the OTR-23 Oka had one, so i guess this one should have it too

#

Or was it OTR-21? One of them... i think it was OTR-21

sudden jackal
#

is there anyway to apply the malaria faces from the old man dlc to units

astral bloom
#

It's a face. You can find one in CfgFaces and set by setFace command

delicate hinge
#

They only show the sick effect if unit is hurt a little, the malaria effect replaces damage rvmat

drowsy valley
#

Any way to set up AI to shoot at specific place when triggered?

astral bloom
#

Way scripted and dumb workaround only, I'm afraid

drowsy valley
#

oh, ok tnx

earnest cove
#

doWatch, setTarget, bis_fnc_fire? :>

real pendant
#

Anyone how to make secure the president task?

cinder holly
#

1/ have a president
2/ have a safe zone
3/ create danger
4/ ???
5/ profit

real pendant
#

Safe zone being a trigger to making the mission succeed?

cinder holly
#

whatever you want actually

real pendant
#

Alright

real pendant
#

haha

#

So what do i put in the init field so if he dies?

wraith cloud
cinder holly
#

nothing in the init field, unless it is a singleplayer mission

thorny plaza
# real pendant So what do i put in the init field so if he dies?

if you mean "what should I put in the init field [of the unit] so the mission ends if he dies" then nothing, just define a variable for him like president and set up a trigger with Condition !alive president and either sync it with a End Scenario module or write a script to end a mission in the On Activation field of the trigger

cinder holly
#

although a Killed EH would be ideal but let's go step by step πŸ™‚

thorny plaza
#

ah yeah, I thought the president is going to be a NPC

real pendant
#

It is

#

never wrote script on arma before how does that work?

cinder holly
thorny plaza
real pendant
#

how would i make the mission fail if the npc would die

#

and how do i make the npc join the desired group

cinder holly
thorny plaza
#

so how would he do that, this addEventHandler ["Killed", "'end1' call BIS_fnc_endMission"]; in the unit's init?

cinder holly
#

ideally not in the unit's init, or if isServer then {} wrapped

#

EH can take code btw πŸ˜‰

solemn oxide
#

I am editing Warlords Redux with RHS and I keep getting crashes when opening the Warlords menu.

This is the error.

 9:33:34 Warning Message: Picture any not found

This is completely useless.

thorny pike
#

it means, somewhere, there is an undefined variable

#

if i had to guess, a script tries to read a picture path from a config attribute , but the attribute wasnt defined in the class its trying to look at

solemn oxide
#

It crashes when I click the Defences tab. The game freezes and then crashes. I will look around in the defences code.

thorny pike
#

check your rpt file. It should give you the error line

low kernel
#

I'm working on a script that essentially makes a Tron Lightbike possible.

Essentially what I'm trying to make is:

  • Player rides on motorcycle
  • Player rides the motorcycle to a trigger area
  • Player activates the trigger
  • While the player is driving the motorcycle, VR Walls spawn behind him in a loop (thus making a trail of VR Walls).

I hope to see if anyone knows how this could be possible, and I've highlighted below my previous and failed attempt at scripting the lightbike trail.

//Tron Lightbike Trail Script -- Demo Test Version
//Written by Dog
//I ain't the sharpest programmer in the shed

if (!isServer) then {
    hint "Lightbike trail script activated";
    sleep 1; //Sleep for a bit before executing.
    //waitUntil the trigger is activated.
    waitUntil {
        sleep 1;
        triggeractivated trailact;
    };
    //Once trigger is activated, the lightbike trail will commence.
    //For the trail, we just createVehicle some retro gates at the position of the lightbike, in a loop of course.
    for "_i" from 0 to 1 step 0 do {
        sleep 1;
        "VR_Billboard_01_F" createVehicle position lb; //Variable "lb" is the lightbike vehicle
    }; 
    
};

//////////////////////////////////////////////////////////////////////// END OF SCRIPT////////////////////////////
cinder holly
#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
low kernel
cinder holly
#

so basically, your code

if (hasInterface) then
{
    hint "Lightbike trail script activated";
    sleep 1;

    waitUntil { sleep 1; triggerActivated trailact; };

    while { sleep 1; true } do
    {
        sleep 1;
        "VR_Billboard_01_F" createVehicle getPosATL lightbike; // Variable "lb" is the lightbike vehicle
    };
};
leaden merlin
#

is it possible to set the azimuth of a unit to the same one as the marker it spawns on BUT when using the "empty" type marker and utilising its "random start" function?
I want to have an IFV that could be in a few selected positions so when replaying it is always in a different spot. When just using the inbuild "random start" function of the empty marker, the IFV keeps the orientation that it had when it was placed and not that of the marker ):

leaden merlin
#

i know, but how would i know which marker to reference?

cinder holly
#

how do you (re)spawn it?

#

you could e.g use a Respawn event handler

leaden merlin
#

1sec

cinder holly
#

I, huh, don't know what that is;
is that one vehicle linked to two respawn positions?

leaden merlin
#

like i said, the vehicle is syncronised to the three "empty" type markers. When doing that it automatically and randomly places the vehicle on one of the markers position at mission start. Or what are you unsure of?

cinder holly
#

yeah I think you would have to script your way here

leaden merlin
#

is there maybe a way to get a look at the code that is executed when using this function? Form there you could maybe know which marker gets used.

leaden merlin
#

Ok, so I tried to script what I want but (as expected :D) it doesnt work.
Here is what I have inside my "vehiclesetpos.sqf" which gets called in the init of the vehicle:

_marker = selectrandom ["marker1", "marker2", "marker3"];
_dirmarker = getdir _marker;

_pos = this setpos _marker;
_dirvehicle = this setdir _dirmarker;

but I get this error: https://imgur.com/a/00msmtv
I know what it means, but not how to resolve it ):

astral bloom
#

getDir, setPos, setDir cannot take a string (aka marker). getMarkerDir, setMarkerPos, setMarkerDir instead

leaden merlin
astral bloom
#

Ahh πŸ™ƒ

fast copper
#

what is a good idea for a "destroy the ammo cache" objective?

#

like what should the player do in order to destroy it?

exotic merlin
# fast copper what is a good idea for a "destroy the ammo cache" objective?

What do you mean exactly? I would assume an explosive of some sort maybe add a satchel charge to the players inventory or make an objective to take a satchel charge from somewhere.

It's hard to understand what you're meaning exactly but I am thinking the player should have to walk, fight, engage the ammo cache in order to destroy it .

fast copper
low kernel
cinder holly
low kernel
# cinder holly Yes

I recently tried the script on initServer.sqf, the lightcycle trail didn't appear.

So I'm wondering how to fix the problem

cinder holly
low kernel
cinder holly
low kernel
#

I think I know where this is going

#

I'll need to set the object texture of the wall

low kernel
cinder holly
#

also check distance from previous wall
also set wall's direction based on vehicle's direction as well

coarse flume
#

@fast copper you need a nearby simulated object which receives damage

#

make it invisible

thorny pike
#

or simply put other ammo boxes directly next to it that can receive damage

void trout
#

Hello!
Can someone tell me the correct way to create a campaign from existing missions?
I've found some instructions (create description.ext etc.), created .pbo file, loaded it as local mod. But the campaign doesn't show up in game. And there is no any errors

thorny plaza
#

did you create a Campaign(s) folder in Arma 3 directory and put your campaign there?

#

@void trout

void trout
#

No. I've created "@ campaignName/Addons" folder and put .pbo there.

sinful rampart
#

your pbo has CfgCampaigns?

#

CfgMissions*

#

something like this

thorny plaza
#

is there any difference between briefingname = $STR_A3_MissionName; and briefingname = "$STR_A3_MissionName";? Because in Biki the first one is used as an example for the SP missions and latter one for MP.

void trout
#

Oh wait there is CfgMissions class in config.cpp file

#

The structure of pbo is:

-campaign folder
- Missions folder
- description.ext
-config.cpp file

sinful rampart
#

mission pbo and mod pbo's are different

#

mod pbo's need a config.cpp with CfgPatches and in your case CfgMissions

#

its not just a mission pbo dropped into a modfolder

void trout
#

But I have such config.cpp file

class CfgPatches {
    class CA_Missions {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};

class CfgMissions {
    class Campaigns {
        class NDL {
            directory = "NDL\campaign";
        };
    };
};
thorny plaza
void trout
#

Still not working.
Maybe would be better to start from the beginning.
Say I have two missions: M1.VR and M2.VR in documents/Arma3-Other Profiles/<Profile Name>/missions.
First of all. Do I need to create anything specific inside the missions themselves? Any essential files like maybe mission description.ext etc.?

cinder holly
#

no, nothing specific inside the missions

void trout
#
class NoEndings
{
    // Arma 3
    endDefault = ;

    // pre-Arma 3
    end1 = ;
    end2 = ;
    end3 = ;
    end4 = ;
    end5 = ;
    end6 = ;
    lost = ;
};

class MissionDefault : NoEndings
{
    lives        = -1
    noAward        =  1;
    cutscene    = ;
};

class Campaign
{
    name = "My Great Campaign";    
    briefingName = "My Great Campaign";
    author = "John Doe";
    overviewText = "You are a soldier on an island. Try killing the enemies and not dying to survive.";

    firstBattle = Chapter1;
    disableMP = 0;

    class Chapter1 : NoEndings
    {
        firstMission = Chapter1_Mission1;
        end1 = Chapter2; // other endings are defined by inheritance from NoEndings

        class Chapter1_Mission1 : MissionDefault
        {
            end1 = Chapter1_Mission2;                
            template = 123.Esseker;
        };
        class Chapter1_Mission2 : MissionDefault
        {
            end1 = ;
            template = 123-2.Esseker;
        };
    };
};

Ok. I've created description.ext like in the example

#

Now I need to create Missions folder and put my missions there. And this description.ext on the same level as Missions folder?

cinder holly
#

yes - the architecture is explained on the page πŸ™‚

void trout
#

I must be certain.
So after this I create directory and put Missions and description there.

#

Next - create config.cpp like the one in one of my previous messages (assuming that the name of the campaign folder is "NDL")

cinder holly
#

that I do not know but assume so

void trout
#

And I put config.cpp on the same level as NDL folder?

earnest cove
karmic glade
#

looking for breath-fog script for use in multiplayer

cinder holly
void trout
#

I don't know what was the problem, but after recreating file structure from scratch it started to work. Thanks to everyone who tried to help

near dock
#

might be wrong though

cinder holly
#

@near dock ^
the "no quotes" format tries to interpret as if quotes were there, with more or less success

near dock
#

FoxBlepDerp oki

sterile cape
#

How can I have a scenario be marked as completed (with a check mark and all that fancy stuff)?

#

Is that thing still bugged?

ebon cape
#

do old man modules work in multiplayer?

cinder holly
sterile cape
#

^

#

Y'all told me it's bugged a couple of months ago blobdoggoshruggoogly

cinder holly
sterile cape
#

yes

#

i think

#

that's the command that ends the mission and shows the debrief thingy right?

#

if yes, then i have that

cinder holly
#

yep that one

#

theeen it's still brokeded, and requires dev fix

sterile cape
#

ait, thanks

#

also, what does markAsFinishedOnSteam do?

cinder holly
#

I don't know more about it I'm afraid πŸ˜„

sterile cape
#

okey dokey, ty

languid escarp
sturdy crystal
#

Any suggestions for a non-futuristic Arma 3 plane that can carry at least 6 people (pilot included)?

Ideally some old rust bucket, but beggars cannot be choosers, so i'd settle for anything i can get (as long as it is non-futuristic).
Unless i missed something, the vanilla game + DLCs do not provide any plane like that, so it will have to be a mod.
I thought i would port the AN-2 from Arma 2, but the model looks too bad, too outdated next to other Arma 3 assets, and the scale looks off too.

Obviously, i'd prefer to use existing assets in the game (maybe i missed something???), or something i could incorporate into the accompanying mod (the mission requires its own modified island, so i might as well throw in a plane too), but since i cannot find anything, i am open to suggestions.
Any mod you'd recommend for this?

void trout
#

RHSGREF mod has AN-2 plane. But idk if it is any better than the one you've seen

sturdy crystal
#

Unfortunately, from what i saw, it looks exactly like a port from Arma 2.

#

It is a shame though, because the An-2 would be absolutely perfect for what i need it for. 😦

sturdy crystal
#

ummm... Armaholic doesn't exist anymore?
It's just Steam Workshop now?

void trout
#

Yes

#

Closed a month ago

sturdy crystal
#

That is sad. I suddenly feel much older now.
Any other places where to get mods from? (besides Steam Workshop)

thorny plaza
#

a lot of milsim units have their own private mods but they are usually ripped/illegal, most of Armaholic mods are already on the workshop

#

you can try your luck and check out BI Forums, some older mods have been uploaded there through mediafire or other file hostings

#

but personally I do not see any point of making/utilizing any other source of mods besides the Workshop

sturdy crystal
#

I just went through all "plane" mods on Steam Workshop, and what a disappointment (unless you are crazy for F-18 or A-10).

I think Arma 2 had way more planes, so maybe i could find something good there, and who knows, maybe i would be allowed to port it to A3, but that is all gone with Armaholic.
Looks like the forums is the last chance to find anything.

thorny plaza
#

regarding Antonovs, I don't think there are any other version than the one ported from A2. You can find them in 3CB Factions and in CUP

#

if you want to port some by yourself, you could get in touch with some boomer units that still play ops in Arma 2 or even OFP, they should have their own repos with some content you'd like to have too

#

can't suggest any unfortunately

sturdy crystal
#

yeah, i ported it myself from Arma 2 already, but when i saw it in game, yuck...

thorny plaza
#

personally I don't find flying planes in Arma a good experience, maps are small, combat is wacky, I'd rather spend my free time and money in DCS

#

iirc there is at least one unit that makes some kind of cooperative missions where all land combat is in Arma and aerial support plays in DCS and they have made a scripted environment in Lua so everything that happens in DCS has it's own effect in the Arma 3 scenario

sturdy crystal
#

Yep, Arma is far from a Flightsim for a lot of reasons, but i need some plane like that for a mission, i don't care the flight model is not certified by FAA for logging flight hours and whatnot.
I just need some non-futuristic civilian plane as an asset for a mission πŸ™‚

thorny plaza
#

what about this?

sturdy crystal
#

the first link doesn't look good imo - the models seem to be lacking a lot of details, but it could be just that the image quality is crap.
The An-2 there looks better, i will have a close look at both of these.

#

Thank you

#

Ahh, that An-2 is still terrible.
Same misalignments and gaps and things not lining up properly.
It is a good port, but unfortunately the Arma 2 source is crap as it is πŸ™‚

thorny plaza
#

well looks like you have to redesign your mission and use a car instead πŸ˜›

sturdy crystal
#

If only it would be that easy πŸ™‚
The mission is a variant of "Escape the Island", but a bit longer and more complicated than usual.
There are several options when it comes to escape vehicles - boats, helicopters, and a plane (except i don't have it yet).
And all of those options have specific unique twists to them and mini missions i don't want to get into to not spoil the fun for anybody who may want to play it.

For the plane i need something that fits the situation and world the mission takes place in, which means nothing futuristic and nothing too fancy.
And i want it to make sense, so i need to have a logical reason why that plane was left behind.
The first and simplest is that it is broken, and players will need to find a way to fix it.
Another could be that the plane landed at that airport by mistake, and requires longer runway to take off again, so it got temporarily sort of stranded there.

#

Anyway, search for plane continues...

sturdy crystal
cinder holly
#

I mean, "why not" the workshop now πŸ™‚

sturdy crystal
#

Oh, Workshop is fine, i went there, looked for planes, but didn't find any that fit my needs 😦

One annoying bit is that there is no Workshop for Arma 2, so most Arma 2 mods probably disappeared with Armaholic.

#

Ok, "most" is probably gross overestimation, but i bet there will be some that are no longer available.

noble socket
sturdy crystal
sturdy crystal
#

Crap, i finished going through all mods on the forums, and unless i missed something, there are no good small/medium civilian planes (some may look suitable at a first glance, but then you load them in game and see terrible MS paintbrush-quality textures and in few cases even parts with textures missing completely, which is unfortunate as some of those addons would be otherwise really sweet).
This sucks.

drowsy valley
#

I cant get it to work, my scripting knowledge is poor so im asking you guys

wind cape
#

All my units start dead. Which is fine because they spawn on the spawn point right after they do. Except the zues all starts dead. I use the virtual zues with forced interface so now im not sure how to not start dead

near dock
wind cape
near dock
#

description.ext

#

check the wiki

wind cape
#

thats not it

#

.....i think it was a single apers mine throwing a error.... thanks arma

#

....yup.... thanks arma

rotund igloo
#

can someone please help me

thorny plaza
gritty sparrow
#

anyone got a copy of Sushi's Breaching Script?

spiral lantern
#

hey im trying to put an image in my briefing and its in the mission file itself but it keeps saying it cant find it

spiral lantern
cinder holly
#

it keeps saying it cant find it
does it specifically say that or does it simply not show the image?

spiral lantern
#

Yea it says "joicaop.png could not be found" and it doesnt show the image

cinder holly
#

jovicaop.jpg

joicaop.png

#

png files are not supported. jpg & paa are

spiral lantern
#

yeah its a jpg sorry im dumb

cinder holly
#

where is the jpg?

spiral lantern
#

in the mission folder im working on rn

cinder holly
#

in the mission file itself
in the mission directory, in an /image/ subdir, other?

spiral lantern
#

Nope i looked all over the other profiles

cinder holly
#

sorry what?

spiral lantern
#

Oh lol its in Account>missions>Mission>

#

do you just want me to send you a screen shot lol

cinder holly
#

e.g this + missionDir.terrain ?

spiral lantern
#

Let me send u a pic

cinder holly
#

(Arma 3 or Arma 3 Other Profiles\YourNick ofc)

cinder holly
sterile cape
#

How can I have a task be set to completed when the door(s) of a container with a certain ID (an already existing one, not put by me) has/have been opened?

cinder holly
sterile cape
#

Uh, what would the full form be? :d

sterile cape
cinder holly
#

read the doc and see also's :p

#

animationNames should do

pine dew
#

Hello! I had a question, trying to set something up and wanted to make some units with kind of heavier armor? If there is a way to change the local variables of armor for a unit?

earnest cove
#

no. you'd have to use the damage event handler and reduce the damage they get on a hit

scenic onyx
#

Hey is it possible to make objects spawned by scripts (createVehicle, simpleObjects) usable again in the 3den editor? when i spawn them by script i cant drag and drop them

cinder holly
scenic onyx
#

kk thx πŸ™‚

#

found it but sorry to ask again πŸ˜„ is there a fast way to get classname of an simpleObject? or do i have to look up for each of them in der Cfg and compare to the object attribut?

#

i mean a transform from shapeName to className

cinder holly
scenic onyx
#

hey no unfortunately typeOf returns "" for simpleobject for me :S

scenic onyx
#

kk found a working solution by looping over cfgvehicles

#

thx πŸ™‚

thorny pike
#

looping over cfgvehicles ... ouch

jaunty patrol
#

Hello, had a question for anyone more versed in the modules of eden. I have a mission set up with capture zones and I want the team who owns that sector to be able to spawn there. Is there any way I can get that working?

karmic glade
#

I feel like ace3 was never intended for ww2 mods. We don't have efficient way to heal people up. Uniforms/backpack/vest cannot hold too much stuff, you can barely fill up your ammo and you don't have free space for medical stuff. Only way you can heal up people is to bring a lot of blood but you can't take many. You take 1 hit and you are down for 10 minutes or die instantly.
Can't use defibrilator because it breaks immersion.

scenic onyx
exotic merlin
#

I am using the hide/show nodes and want units to appear upon a units death.

Example wave1group1 wave1group2 wave1group3 are the units that will die first and I want wave2 to unhide upon their death.

I am having trouble getting a script working

toxic storm
#

idk if this fits but for the shits and gigs im trying to find the sas counter terrorism uniforms, like the iranian embassy siege ones, or the one like in cod if you know what i mean?

#

sorry if this is in the wrong place

toxic storm
#

yup

#

that type

noble spruce
#

if you can re-texture

#

the cbrn shit from contact is that

toxic storm
#

no im looking for anything publicly availabe first if theres anything on the ws

#

if