#arma3_scenario
1 messages Β· Page 54 of 1
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?
https://community.bistudio.com/wiki/setCombatMode -> Blue (to wait till the time comes)
Armed civilians will attack either side anyways iirc,
But if you want to display them as enemies properly, you need to create a new group on whatever enemy side is, and add all those units into that team.
Good idea @humble lichen ... there is not a code where I can turn civilians status from civilians to enemyβs? π
Why dont you try yourself? It takes 1 or 2 scripts to begin creating wonders in mission making :)
not sure if this will help
but its a headstart
Thanks ππ
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?
- What do you mean?
- SQS: Outdated, SQF: Ongoing and preferred if you don't have any particular reason
ah
functions as in:
function PrintString(str)
print(str)
end
True, you can make your own function
["str"] call RIFY_fnc_hint can exist yes π
how would I make my own function haha
Read what Lou provided!
see https://community.bistudio.com/wiki/Arma_3:_Functions_Library to create your own π
Hi sure, I'm dad... oh no
I-
This seems like something more fitting for #arma3_scripting 

No worries π
Never mind, some of us have their own base!
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?
not an ideal way I'm afraid
desync can happen
you could use the playMusic offset
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
the file starts to play when the player join the server
depends how you call it of course π€·ββοΈ
sound is local, so you have to useplayMusicwith an offset (well, if that is a music)
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``
yep, that's why
the game only does what you tell it to do
"when the player join, play this music"
hence my questions here...what am i doing wrong and what do i need to change to get the desired effect
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
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
the second part is what I am telling you
there is a way, but it's a bit of a pain, and synch precision is not great either
well shit...dident think it would be such a pain
on player connected, the server does something like game time % track duration and send the playMusic or whatever remoteExec to the client
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
it seems to do this execvm "scripts\Loudspeaker1.sqf"; everytime you are in range of the object
then it is not synchronised
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
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
can you elaborate...how would you sync it then?
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 yourwhile { true }loop will run twice if someone leaves/reenters⦠not great at all.
thanks for all the info imma run a few tests to make sure ive got my head wrapped around the
*this
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
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?
@solemn oxide Seems like it doesn't work for some reason
I tested briefingName, onLoadMission and onLoadName
Only thing that works is the Eden Editor attribute
Strange. I was reading briefingName in a watch field on debug in EDEN.
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
Details must be told to do a troubleshoot
Sure
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
And what's the error?
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
it is not the only one, it is the last one. Plenty more just like that before it
Check your server RPT file
Either way what audio says
So basically the server modpack and my missions modpack are not the same, did I assume correctly?
They might be the same, just not loaded correctly on the server
Or is the server resisting non-vanilla project opfor units?
*Modlist
What's your server's startup parameters?
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
Only problem is when I put it on the dedicated server, so I believe server is the issue here
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.
Understood
Can I create the rpt file myself?
Nah, too much work
Thanks. I will try to reason with him on this
RPT files are created by the dedi server / local game automatically at each startup
anything I can do in description.ext?
Nothing related to (missing) mods.
Have a read here
https://community.bistudio.com/wiki/Description.ext
!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.
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
Does anyone have the script for limited respawns per person
I haven't been able to find anything that works
you can set up tickets for each player @signal coral
however I've never had a chance to test it
Can you tell me how or have some sort of information? I've so far ran into a brick wall repeatedly
@signal coral https://community.bistudio.com/wiki/Arma_3:_Respawn
I assume I use this:
playerTickets = [player,nil,true] call BIS_fnc_respawnTickets;
is there anything it needs to be used in conjuction with
Nah, should work just as is
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?
cheers! looks awesome
'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.
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
Fair enough, Iβll use that as an alternative for now
from 20 years arma stream with timestamp.
Anybody recognize this mission ?
/watch?v=rHPsUkvdp0k&t=6858s
TL;DR jumping out from VTOL
That is The Redacted from the Laws of War campaign.
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?
Just curious if this is a major concern for unit gameplay or not
how do i make a intel pickup where a document comes up on your screen and i can put in my own text
@lost osprey make the objects simpleObjects
but unless you are using a large amount of objects, like over 40, then you should be fine
but either way, I always used simple object
BIS_fnc_replaceWithSimpleObject
now that it's no longer a tick box
@dusk oyster Gotcha, what does that do out of curiosity?
basically removes all simulation from the object
so they cant be destroyed or added to zeus and such
they aren't instantiated as objects, if I'm remembering correctly
so anything that you dont plan on having relevent damage
if you want barbed wire and want players to be able to blow it up, dont use simpleObject, for example
thank you
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
moveInGunner
specifically need them to get in as cargo
i just dont get why their pathing forces them to be on the ground when mounting a vehicle
moveInCargo
the "LEADER DIRECT" AI pathfinding algorithm doesn't factor buildings
only terrain
"LEADER DIRECT" is used for stuff like "get in" movement
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
{_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
also units squad orderGetin
just poopy code. im better suited for eating crayons and such.
Stop eating crayons and wrap it all in one forEach loop π
it's not incompatible with eating crayons though, you can do both
ill fix in a bit must go store first. midsummer soon in sweden and no beershopping friday and saturday
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";
}
The else part looks wrong
why assignAsCargo/disableAI on both then & else? put that before
also
β¦ninja'd?
indentation!
THIS βοΈ
{
_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;
oops and i left two } by accident in else
{_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?
that format 
hey you said i was allowed to keep eating my crayons
don't eat the ones with that biohazard sign
better/worse?
{_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 π
{
_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 π
i think im slowly getting slightly worse at this each time you guys help me out a bit
bad indents, ban R3vo
What you talking about?
tabs are were not the same length π
Get glasses
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
screenshots don't lie π no one would dare to use toshop on them!
Yeah, I wouldn't use toShop on a screenshot as well.
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;
!code
```sqf
// your code here
hint "good!";
```
β
// your code here
hint "good!";
use leader _squad
i just need a z value
getPosATL leader _squad select 2
so i should change
private _squadCmdr = (units _squad) select 0;
to
private _squadCmdr = leader _squad;
do i need to put it as (getPosATL leader _squad) select 2 or is getPosATL leader _squad select 2 the correct way?
No bracket needed
thanks
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?
@thorny plaza There are some settings for the description.ext
Did you check the biki page?
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
Hey any reason why my ai planes are going in circles? any way to stop this?
Give them waypoints?
I gave them both hold waypoints but they are still spinning
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
Ah aight ty
Yo. I'mn using the default vehicle respawn module for a coop mission i'm working on
But after testing it seems like with each respawn it multiply itselfs
As in after the 2nd respawn it spawns 2 vehicles at the same time, causing them to blow up
and then it conetinues... 3rd respawn, 3 vehicles, 4th respawn 4 vehicles ect.
Screenshot of the parameters: https://i.imgur.com/H4uSFTm.jpeg
@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.
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
it works
use "GET OUT" iirc
Well, the thing is they do not even move in the first place, so going to an unloading point and getting out is out of the picture
More details please; in vanilla, AI follow waypoints
Is your very first waypoint the unload/getout/etc waypoint? If so, put a move first then use one of those.
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
That is exactly what waypoints should be doing and u should start questioning mods you are using
Listen to the gagged lady
gagging*
True
How to end a MP mission when all the tasks are completed
How did you create the tasks?
Create task module
anyone decent at setting up alive??
Visit the Alive Discord
You can get the state of a task with "task_1" call BIS_fnc_taskCompleted;
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
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
You can use BIS_fnc_endMission/server to end a mission. Just execute it via a trigger.
How do I connect the tasks to the trigger?
Gonna try ["1", "2", "3"] findIf {!(_x call BIS_fnc_endMissionServer)} == -1
π€£
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?
https://community.bistudio.com/wiki/Arma_3:_Respawn
Have you looked into custom respawn templates?
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
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?
Just a guess; if its a dead object then its high unlikely to be 'active' enough to be present in any trigger.
Try a "dead" object aka something that looks dead but as far as the game is aware, it isnt.
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"
animations π
you can either give him an animation and disable his simulation, or place a invisible target of a same size on/over the body and let the player interact with it
What does the dead unit have to do with the triggers?
That description sounds like the problem could be the local nature of triggers and addAction.
What exactly are the trigger conditions? Are the triggers server only?
Hey it worked! Thanks!
yw
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
yes, you can script it, but it may take a while for someone unexperienced
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.
Thank you. The only way I can think of is making context options available as players activate a trigger for conversation. But how to switch them as the conversation goes, Iβm unsure.
this is the easiest of all hard ways I believe: https://community.bistudio.com/wiki/Conversations
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
I appreciate the help
Iβll look into it
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
Ah donβt apologize, your help is more than enough to get me going. Thank you again
If you want, Iβd be happy to play your mission when itβs done though. What is it? If youβre able to discuss
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
That sounds awesome
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
Same for me, if anyone knows
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)'?
you can overwrite the difficulty settings but only for a mod, so you would have to publish your mission as a modification, not just a scenario
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.
What do you see?
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.
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
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
You might want to pull up the warlords mission and see how they do it
Is anyone expierenced with uploading mods to a dedi server?
I need help doing it and kind of slow
Here is a guide from armahosts https://billing.armahosts.com/knowledgebase/1/Uploading-Mods.html
what savegame size is to be expected for a mission with 100 units rather close by each other?
Hey I'm having this problem where my ai helicopters and landing taking off landing taking off and so on. Anyway to fix this?
If the landing is intentional, place an invisible helipad at the landing location
filter -> heli and it will look it up
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.
If I make my bombers move over a target will they drop their bombs on it?
if they know about it, perhaps
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..
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?
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.
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.
Sounds like something for #arma3_config
@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
if it is for a mission, have a look at the description.ext
https://community.bistudio.com/wiki/Description.ext#CfgMusic
It should be copyright free since I've saw it in another mod on another game.
And this is the part that I just simply don't understand
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
make sure it is copyright free. just because another dude uses it doesn't automatically means it is.
I don't get what to do first
this:
most important, you must convert the music to 44.1kHz / 16bit format. either OGG or WSS```
Now I've tried the script, can't find the file in the Music in Effects on a trigger.
Oh let me check those kHz and 16bit format
because it is not in any list.
you have to call it via command, like in the link i've sent you
on trigger activation put playMusic "MyIntro";
change "MyIntro" to the class name you have used in cfgMusic
Done, now?
Should I look in the list or try the trigger?
Okay, so it's not on the list, I'll test the trigger.
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
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.
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?
Alright
that's what it should be
next up:
do you have a folder in your mission folder called music?
Yes.
and your track is in there
Yes.
Alr
Hold up, you got any websites where I can upload them, Imgur wants me to sign in.
Fuck it, Imma sign in
@wraith cloud Got it.
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
Doesn't appear.
So now the trigger is the problem huh.
seems like your trigger is not working then
Should I make another?
gimme a sec
Oh shit shit
Okay it works
It's fixed
Thank you so much, mate.
I can finally go sleep.
what was it?
I just had to remake the trigger
π€
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?
well, you spawn enemies via script and count them. if the counter is 0 and condition x is right, you spawn more
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?
cfgRanks is the cfg you are looking for.
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.)
can'T find it on the BIKI
thats why I never check BIKI. I check in game. ^^" (sry lou, still love u)
(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
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. 
Tnx
But yeah you were right, it doesnt work. Checked now out of curiosity. Welp I tried.
@drowsy valley
A+++ for efford
i think the main purpose the config serves is to have configurable names (for the different translations)...
It is probably more like a source for UI purposes. Who knows
Maybe some mod for additional ranks? i assume not
What do you want to achieve with ranks? Depending on your case, you can create your own rank system instead of expanding the existing one since commands do not support it apparently.
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?
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?
player means your player. leave it as is.
you can't execute code in chat. you have to use the debug console
part of the escape menu https://community.bistudio.com/wiki/Arma_3:_Debug_Console
tnx
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.
doesn't ACE3 have such stuff?
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
and if i want some additional ones, is it possible to add them any way?
like a mod or smth
nope. and this has been answered to you not so long ago in the very same channel here
sorry and tnx for answers...
π
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
βThis white iconβ?
description.ext?
yes
Just a notepad
Because your Windows doesn't know which application to open ext by default
do you open it normally by notepad?
Yes. Npp
what application do you use to open pbo files
is that the name of the application?
Yes
thanks for helping me ill try that out
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?
https://community.bistudio.com/wiki/setWind
The effect is global only if command is executed on the server. Wind set locally will sync back to server value in a while.
yes, but what to do for making weather changes permanent?
The effect is global only if command is executed on the server
So don't execute in Global but Server
Mhm...
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
A music is not a sound
so, how can I play a music 3D like "say3D" instead of a sound?
You can't, unless you pick the correct file path and use playSound3D
thanks π it's worked with like that, playSound3D ["A3\Missions_F_EPA\data\music\radio_music.ogg", _this]
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?
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...
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)
yup but then it'll have to work like a mod rather than a pure mission
you can use cfgmissions
hmm, any head start you have please? (a video tutorial or the name of this method)
Dont have a video at hand right now
but this is the wiki page for cfgmisisons @mighty scaffold https://community.bistudio.com/wiki/CfgMissions
you'd propably be interested in the Episodic Campaigns part
thanks
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.
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?
Saved
it keeps "completed missions", unsure about savegames
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 :>
of course I should, but it doesn't change anything, my question is theoretical
ok. my answer is also theoretical π
hey anyone know how to remove g-force for planes?
is there a specific line of code i can put in that disables it
What exactly is the goal?
Also please no crosspost. Your post in #arma3_scripting has removed
And what exactly you're referring? Black out/Red out?
Both of the effects
Your both stands for what I mentioned?
Yes
That's not a vanilla feature. Probably some realism Mod like ACE
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)
restart the mission after for the effects to take affect
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.
appreciate it!
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?
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
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
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;
it works, I made a MP mission year ago using this in intro for playerlocal, paste your code por favor
Do yourself a favour and place that On Activation code in a script file please 
What part exactly does not work?
titleCut ["", "BLACK FADED", 999];
[] Spawn {
titleText ["TEXT","PLAIN",2,true,true];
titleFadeOut 10;
sleep 11;
titleText ["TEXT","PLAIN",2,true,true];
titleFadeOut 10;
sleep 15;
titleCut ["", "BLACK IN", 6];
sleep 15;
};
its worked for me in SP and in other missions
but doesnt seem to work in my LAN mp testing
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";
Is Respawn on start enabled?
negative
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
https://community.bistudio.com/wiki/Campaign_Description.ext#Chapters
what the purpose of the cutscene parameter in the chapter's class? I thought it plays a cutscene as soon as you start the chapter? (yes I placed a mission as a cutscene)
I have made a test campaign, when I test it using file patching it works, my question is how do I pack it as a pbo (so I can publish it to steam workshop?) I have tried using addon builder but it didn't pack the campaign and just took the the image files and packed them
check the file filter settings, there might be some exceptions
I have went into the options, but I'm not sure what I should change
because there is no tutorial for it
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
pboproject is a software right?
yes
thanks
you can either export your mission within eden editor or directly release it to the workshop.
if you export as MP, the mission pbo will be saved in your arma root folder / MPMissions
nono that's a different topic, read the link to understand what I mean
but thanks nonetheless
my bad, i missed the campaign part
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?
you use modules when you should be using script instead π
There i go assuming the shit built into the game would work properly.
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
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?
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
I think it's possible. Use setFriend command that can a faction friendly for someone and/or everyone/enemy for someone and/or everyone
Yep
Okay, I'll see if I can figure out how to use that, thanks
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
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
https://community.bistudio.com/wiki/setSide
This command itself isn't for it, but look at the bottom note
Hmm
Iβm 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 βcivilianβ 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 sideβs units to RedFor
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
drop some mortar on their position π
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
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.
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
https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation that what you mean?
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
additionally you can also have soldiers acting as spotters for the artillery
and if the players take out those spotters the arty stops/becomes very inaccurate
if you switch on simulation, it may take some seconds before it works and is recognized as object by AI afaik
ok that's fine, I mean while the objects are hidden and disabled
no i dont think so, after all, thats how the hide object module in 3den works, isnt it?
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
there are functions for AI to set up and take down emplaced weapons, you could have a HMG team that sets up someplace and needs to be killed
arty doesnt even have to target the defenders. They could also fire at the "rear area" which must be prevented as a mission task.
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?
Are you using the Task Modules?
If yes then you can just sync the trigger to the Create Task Module of the next task.
have waves coming from various sides, making the leader using his drone
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
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?
Google these (I'm on mobile so can't give you the links):
ARMA task framework
Arma killed event handler
And for ending the mission, google BIS_fnc_endMission
I've tried myself and worked,but how to make it so one side is declared winner and other loser?
remoteExec
is it possible to modify the playable slot description via sqf or just via Eden?
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.
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
I also suggest you guys to proceed this here. Posts in #arma3_ai , #arma3_questions will be removed
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,
- Set the waypoint behavior to SAFE
- Set the formation to Column
I really don't know the situation but it could help you, @signal coral
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?
I think just add a ItemAndroid to their inventory.
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 ...
export to mp is the way to do it
I havent heard of it not working before
I know lol, but I cant seem to find the .pbo again
the pbo is in the mpmissions folder in your arma 3 game folder
no now all it updates it is the mission.sqm π¦
what?
fyi I am using the Linux version π
Oh
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 
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 ... ?
the "why" is a valid question as a Windows version of A3 is apparently easily runnable on Linux
also note that Arma 3 is provided on Linux as kind of "courtesy" and not as a mandatory, supported version
lou i am not here to discuss thing , I have a question , or u answer, or u leave me alobe
as for your concern:
iirc, pbo will be saved in Arma 3/MPMissions
exporting should not change any of the source files
and you got your answer, so move along.
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
That's a savegame
'./.local/share/bohemiainteractive/arma3/GameDocuments/Arma 3 - Other Profiles/Xy/mpmissions/test004.utes/mission.sqm' this one gets updated
but no .pbo
not in documents, in Arma 3 install dir
no, arma3 install is in the steam game/system folder
yes, merci, this is BI stricking again !!!! puting files all over the place in non intuitive manner !!!
merci encore
sorry to help
also, Eden tells you that in the confirmation messagebox
β¦maybe not on Linux Β―_(γ)_/Β―
i confirm π
it shows MPMision folder, but not where that folder is ...
and I have my arma3 data in another disk
...
that's for you to know, indeed
UI restriction, they don't want to display a 300 chars path
anyway
yes, if I went there, I would have been tald to go to mission makers channel ... lol , i know you again , a lot π
mostly #arma3_editor
this is why supporting old versions is a pain, too
(in general)
well, please lets no go into again, but, that is BI's problem, not mine, or yours π
check the green title again
lol
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
it's out of #arma3_scenario scope I'm afraid
try #arma3_troubleshooting with little luck
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!
have you searched for the p3d in the config? Sounds to me like it is a simpleobject. alternatively search in rhs functions
is there anyway to get the alien root props for multiplayer?
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
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
Just turn on the grid, set it to 1m and space it like that "Toggle translation grid"
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 Iβve 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 heliβs 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?
What's a good map to make a fckn huge naval invasion with Russian marines ?
*chernarus 2020 π
Was thinking about that but chernarus can get pretty performance heavy at times
I heard old Chernari (summer/autumn/winter) have better perf than 2020. Lower poly buildings or something?
There an good oil rig compisitions I can place down in eden???
I recommend having a look at the workshop maybe you find some!!!
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.
VirtualReammoBox_camonet_F
might be the issue, don't know?
if you see in the debug consoledamage theAmmoBoxit should still say1even if it's not visually destroyed?
It's the same with Box_FIA_Ammo_F, box boxes with camo nets on top
what does damage theAmmoBox return?
interesting if placed by zeus it works, but not if preplaced
some script, mod, w/e then
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
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.
you need to disable AI in description.ext π
I don't understand. What is description.ext?
it is a file (one has to create manually) to set some mission settings π
WHERE do I create it!?!
IN THE *ahem* in the mission directory, dear
@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.
oh, it's in the mission settings
Does anyone know of a good bomb vest mod? Looking for something thatβll detonate when shot if itβs not set off by the wearer
that's scriptable (see e.g attachTo wiki page)
Does anyone else have an issue that a spawn point is created at the point of death of a player?
"spawn point is created" how?
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
try without mods or identify the one that causes it
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
Shouldn't it be [player, 2, true]?
see https://community.bistudio.com/wiki/BIS_fnc_respawnTickets for third argument
That didn't work, instead of 200, now both my friend and I have 204
Is 200 the default value?
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
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?
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?
Always
Hello, TFAR automatically gives radio to every player on the mission, any option to stop that?
yes addon options you can disable that
But if you give every player a vanilla radio in their loadout then..
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
Like how would i make friendly ai participate in it, and shit
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
LAMBS_danger.fsm mod has some facilities for AI building clearing
AI always seem to move in houses with limited speed. They never run
Hi! Was wandering how do you play an animation on a character when the character hit a trigger?
You wanted to do what actually?
k let's name this character a c1
so if c1 walks into the trigger
he will play an animation
switchMove, playMove, playMoveNow. These are the commands to use. Pick one that fits it
playMove ig
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.
@daring palm #creators_recruiting is here for you and doesn't always imply monies πΈ π
Looking for someone to teach me how to make basic missions
I shalt!
FIRST COMMANDMENT: place a unit
then I don't know
β¦joke aside, what do you want to know? it's quite a broad topic ^^
so you need:
a pen, a papera computer, Arma 3, notepad- a "hostage setup" system
- a "hostage rescue" system
- a success condition
- a failure condition
and you should be good! π
Time... A lot of it...
- hostage setup:
// initServer.sqf (if the hostage is an AI)
myHostage setCaptive true;
- hostage rescue: either an
addActionor a simpledistancecheck - success condition: hostage near a vehicle
- failure condition: hostage death
// initServer.sqf
myHostage addEventHandler ["Killed", {
"EveryoneLost" call BIS_fnc_endMissionServer;
}];
there a fair bit of youtube tutorials for how to create arma missions, going into the basics like waypoints, triggers, etc.
tnx, sry for late response
Its the give MicroDAGR to soldier option? I assume it is but just checking
microdagr is something different
oke
Can I upload many missions as one pack?
Don't know of one
and the wiki also doesn't seem all to helpful https://community.bistudio.com/wiki/Campaign_Description.ext
But I think Arma 3 Samples on steam has a campaign sample
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? π
regards.
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\
something like setammo might work
or removing the turret itself
but I dunno how specifically the skud truck works, so
most likely an animation, but if it is anything like OFP (β¦yes, I'm young) one may not be able to hide the missile itself
Maybe shoot it off into nothingness at mission start?
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?
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?!"
"look up"
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
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
I'm not sure. I'm not at my PC right now. Had to get off to go pay some bills
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
is there anyway to apply the malaria faces from the old man dlc to units
It's a face. You can find one in CfgFaces and set by setFace command
They only show the sick effect if unit is hurt a little, the malaria effect replaces damage rvmat
Any way to set up AI to shoot at specific place when triggered?
Way scripted and dumb workaround only, I'm afraid
oh, ok tnx
doWatch, setTarget, bis_fnc_fire? :>
Anyone how to make secure the president task?
1/ have a president
2/ have a safe zone
3/ create danger
4/ ???
5/ profit
Safe zone being a trigger to making the mission succeed?
whatever you want actually
Alright
nothing in the init field, unless it is a singleplayer mission
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
Alright thanks
although a Killed EH would be ideal but let's go step by step π
ah yeah, I thought the president is going to be a NPC
Killed EH works on AI too
but it may be too much hassle to set it up instead of !alive imo, works same way for AI and the execution time is identical afaik
how would i make the mission fail if the npc would die
and how do i make the npc join the desired group
β¦why more hassle? I am not talking about onPlayerKilled, but addEventHandler's "Killed" EH
so how would he do that, this addEventHandler ["Killed", "'end1' call BIS_fnc_endMission"]; in the unit's init?
ideally not in the unit's init, or if isServer then {} wrapped
EH can take code btw π
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.
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
It crashes when I click the Defences tab. The game freezes and then crashes. I will look around in the defences code.
check your rpt file. It should give you the error line
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////////////////////////////
!code
```sqf
// your code here
hint "good!";
```
β
// your code here
hint "good!";
Understood
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
};
};
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 ):
see setDir usage π
i know, but how would i know which marker to reference?
I, huh, don't know what that is;
is that one vehicle linked to two respawn positions?
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?
yeah I think you would have to script your way here
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.
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 ):
getDir, setPos, setDir cannot take a string (aka marker). getMarkerDir, setMarkerPos, setMarkerDir instead
Yep
just learned that there is no getMarkerDir command, somehow its called just markerDir
. But now ive got this code and it works like intended (:
_marker = selectrandom ["marker1", "marker2", "marker3"];
_this setDir (markerDir _marker);
_this setPos (getMarkerPos _marker);
Ahh π
I am going to test this
what is a good idea for a "destroy the ammo cache" objective?
like what should the player do in order to destroy it?
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 .
Its because an ammo cache is a static object and doesn't have "health" as such so how do I allow them to destroy it?
Is there any way to improve it?
Yes
I recently tried the script on initServer.sqf, the lightcycle trail didn't appear.
So I'm wondering how to fix the problem
it is not really efficient nor maybe functional, so the concept itself should be done first :-)
What do you mean by, "the concept itself should be done first"?
As of now, it simply "doesn't work"
it drops a wall every second, without texture, even if the vehicle is stopped
Ahhh
I think I know where this is going
I'll need to set the object texture of the wall
I assume the next step here is using something like
setObjectTextureGlobal
also check distance from previous wall
also set wall's direction based on vehicle's direction as well
Understood
@fast copper you need a nearby simulated object which receives damage
make it invisible
or simply put other ammo boxes directly next to it that can receive damage
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
did you create a Campaign(s) folder in Arma 3 directory and put your campaign there?
@void trout
No. I've created "@ campaignName/Addons" folder and put .pbo there.
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.
Only description.ext file. In which I set the order of the missions,
Oh wait there is CfgMissions class in config.cpp file
The structure of pbo is:
-campaign folder
- Missions folder
- description.ext
-config.cpp file
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
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";
};
};
};
https://community.bistudio.com/wiki/CfgMissions#Examples maybe try adding the values from the mission example? briefing name etc for the campaign root
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.?
no, nothing specific inside the missions
you will need a campaign's description.ext though:
https://community.bistudio.com/wiki/Campaign_Description.ext
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?
yes - the architecture is explained on the page π
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")
that I do not know but assume so
And I put config.cpp on the same level as NDL folder?
the a3 sample pack has a template campaign folder / structure
looking for breath-fog script for use in multiplayer
exists on the forums iirc
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
afaik with the "" 's it will show the name of the stringtable entry if the entry isnt available
might be wrong though
"$STR" is optimal
@near dock ^
the "no quotes" format tries to interpret as if quotes were there, with more or less success
oki
How can I have a scenario be marked as completed (with a check mark and all that fancy stuff)?
Is that thing still bugged?
do old man modules work in multiplayer?
how so "still", since you do not know how to do?
what did you dro, what did you try, what is broken?
ah, perhaps indeed
did you try BIS_fnc_endMission?
yes
i think
that's the command that ends the mission and shows the debrief thingy right?
if yes, then i have that
okey dokey, ty
New map coming this winter for you mission makers > https://steamcommunity.com/id/jsoc85/images/
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?
RHSGREF mod has AN-2 plane. But idk if it is any better than the one you've seen
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. π¦
ummm... Armaholic doesn't exist anymore?
It's just Steam Workshop now?
That is sad. I suddenly feel much older now.
Any other places where to get mods from? (besides Steam Workshop)
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
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.
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
yeah, i ported it myself from Arma 2 already, but when i saw it in game, yuck...
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
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 π
what about this?
https://steamcommunity.com/sharedfiles/filedetails/?id=375881770 and here's the An-2, also ported from A2 but it looks better than the CUP one i think
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 π
well looks like you have to redesign your mission and use a car instead π
If only it would be that easy π
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...
I have nice memories of that old era. Armaholic wasn't perfect, but i already miss it π
I mean, "why not" the workshop now π
Oh, Workshop is fine, i went there, looked for planes, but didn't find any that fit my needs π¦
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.
There is Bidentify; it has a fair amount of addons for OFP, Arma and Arma 2.
http://bidentify.jerryhopper.com/
I don't see any mods there - it shows "0 files" in every category.
Maybe that site died while you weren't looking?
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.
Is it the respawn module that i put with vehicle or can it be respawn marker
https://steamcommunity.com/app/107410/discussions/18/1760230682462890419/
And is this the right way to make a vehicle a mobile respawn piont
I cant get it to work, my scripting knowledge is poor so im asking you guys
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
disable respawn on start if you're using the respawn system
where do i find that because im not seeing it
thats not it
.....i think it was a single apers mine throwing a error.... thanks arma
....yup.... thanks arma
can someone please help me
you have to click the category and then choose one within the folder. It's a content software bug
anyone got a copy of Sushi's Breaching Script?
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
β¦as in, "how do you put your image in the briefing?"
i copied this off of the wiki <img image='jovicaop.jpg' width='200' height='200'/>
it keeps saying it cant find it
does it specifically say that or does it simply not show the image?
Yea it says "joicaop.png could not be found" and it doesnt show the image
yeah its a jpg sorry im dumb
where is the jpg?
in the mission folder im working on rn
in the mission file itself
in the mission directory, in an /image/ subdir, other?
Nope i looked all over the other profiles
sorry what?
Oh lol its in Account>missions>Mission>
do you just want me to send you a screen shot lol
e.g this + missionDir.terrain ?
Let me send u a pic
(Arma 3 or Arma 3 Other Profiles\YourNick ofc)
sure (in DMs, here won't work)
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?
you can check animationSource state
Uh, what would the full form be? :d
How can I find the name of the container's door?
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?
no. you'd have to use the damage event handler and reduce the damage they get on a hit
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
Yes, there is an add eden entity command somewhere on the wiki π
kk thx π
found it but sorry to ask again π 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
typeOf?
sorry I was on mobile, hence why I did not provide the command
hey no unfortunately typeOf returns "" for simpleobject for me :S
looping over cfgvehicles ... ouch
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?
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.
yeah.. but needed it only once so no problem with the 7 secs to run π sadly theres no conversion for shapeName to className
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
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