#arma3_scenario

1 messages Β· Page 55 of 1

noble spruce
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hold on

toxic storm
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cuz i cant find anything

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so far

noble spruce
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there is a cbrn texture mod

toxic storm
#

hmm yeah should be good enough

cinder holly
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stick to one channel, no crossposting #rules thank you

ebon cape
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I want to make it so players can click on the map where they want their respawn to be, how would I go about this

thorny plaza
ebon cape
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anywhere on the map with the exception of exclusion zones

wind cape
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Looking for how to respawn ontop of the carrier. I tried using a marker with Respawn_West but it spawns them under the carrier. I'm currently trying the respawn module but I dont think im doing it right

wraith cloud
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google "arma 3 respawn on carrier flight deck"
you get a ton of answers...

final sinew
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Hi, I have a mission, TDM, when I start the game/mission, the AI doesnt take off (AI/jets only) ...the only way to make them react is to target on of the enmies, and yet, only one reacts, can anyone please, give me a quick hint on a minimu to have a practical TDM dogfight mission game ?

tame pecan
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any idea what would cause this error? if i start a dedicated test server with 2 riflemans only i get the message "unit_type" does not longer exists and the server cant start. i just placed 2 rifleman and they are as playable. exported the scenario and started a dedicated server over the tophes dedicated server tools

cinder holly
muted flower
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Oh I didn't notice that channel. Sorry!

cinder holly
muted flower
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Let's hope so :D

sturdy crystal
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How do you initialize CBA in a mission?

delicate hinge
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What do you mean? It's an addon, you load it and it just worksℒ️

sturdy crystal
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I thought so, but it doesn't seem so.
I placed the PBOs into addon folder, started arma with the addon, i see CBA in the list of active addons, but when i go to the Options menu, i don't see any new option there (i think i remember there used to be something like "addon configuration")

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And when i load a mission save, and go to Options -> Controls, there is now a 'Configure Addons' button, but its grayed out, and says "You need to start a mission"

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So, i am thinking it needs to be initialized in the mission somehow?
Like placing some module, or calling some script, something like that?

cinder holly
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I placed the PBOs into addon folder
…subscribe to it on the Steam Workshop

sturdy crystal
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like i said, the addon is installed

sinful rampart
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I placed the PBOs into addon folder
which addon folder?

cinder holly
sinful rampart
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You don't put things to the main Arma "Addons" folder, ever

sturdy crystal
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Ok, please, everybody stop. I do know how to install addons.
I did it million times since OFP. I made hundreds of addons myself. I know where to put files πŸ™‚

sinful rampart
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Send your RPT please

delicate hinge
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And when i load a mission save

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Some scripts might not run when you're loading a save.

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Usually you need to start the mission "from beggining" for new mods to initialize properly.

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So if you started the save without CBA then added it later then certain features might now work.

sinful rampart
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huh, there's a big part missing

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it should list all the loaded pbo's

sturdy crystal
sinful rampart
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but according to that CBA initializes fine and without any errors

delicate hinge
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It was always "a problem" it's how arma saves work.

sturdy crystal
sinful rampart
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I can't

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The DLC listing is also missing

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aA big chunk between command line at the top, and the modlist is missing

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between lines 3 and 4

delicate hinge
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it's in RAW paste

cinder holly
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only

delicate hinge
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but not in the "enhanced" view

cinder holly
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surprisingly.

sinful rampart
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oof wtf

delicate hinge
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wtf thomp

sinful rampart
#

I've never seen that

delicate hinge
#

pastebin doing weird things

delicate hinge
sturdy crystal
# delicate hinge no, restart the mission.

LOL, nope, i am not restarting Old Man after playing it 2 days πŸ˜„
...there must be a way to init CBA retroactively, i can't imagine a reason why not (unless they didn't made it that way, and i have no time to disect those scripts to find what i need to do)

delicate hinge
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Well, you could initialize some parts manually from debug console I guess. But that's a lot of work and knowing what to call/set.

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Good luck...

sincerely, CBA Team member.

πŸ™‚

sturdy crystal
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Anyway, thanks everyone.

plucky glade
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This might be a bit out there but I'm looking at the multiplayer game types listed in the BI Wiki and for Armed Assault to Arma II category it lists "FF" (Flag Fight) as game mode. What does in encompass and how would I implement it in Arma 3 ?

cinder holly
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it should answer all your related questions πŸ˜‰

plucky glade
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Uunless we have two different versions of the BI wiki that is the page I am talking about - it just lists "FF - Flag fight - FF" in the table.

cinder holly
plucky glade
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Hm. I was hoping some old schoolers from OFP /WGL times might know how the game mode works πŸ˜„ Oh will I'll make my own flavor I guess, Edit: Thanks @cinder holly for the flag overview page that's a good starting point

cinder holly
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there is no official "ready template" for this
someone might do some at one point

plucky glade
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I'm imagining it's something like "Catch the Chicken" mod from Quake 2, which was a blast at LAN parties, just done with a flag instead of a chicken πŸ˜„ We'll see!

thorny pike
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"flag fight" sounds like reverse CTF (plant your flag in enemy base :D). BUT if you have the flag and encounter the enemy flag carrier, you must duel to the death (only flag pole allowed as weapon)

last dawn
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Didnt want to put it in scripting as it feels more on the side of the video but. Trying to use an OGV with the play video function, now I tested my execute line with the intro from the campaign the "nato is withdrawing from altis region" and it's no problem. Moment I swap it to mine it crashes my entire game. Any idea why?

cinder holly
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wrong encoding maybe? I know corrupted OGV can do that too

last dawn
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you may be right, the way i converted was very bootleg to be honest

cinder holly
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ah well πŸ˜„

last dawn
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ill try another method and see if that changes it

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whilst im at it, is it worth seperating audio and video into two different execs? eg one music one video. ive heard there can be audio delays on ogv's being played

cinder holly
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and same with audio and video being played, + difference of sqf execution πŸ˜„

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don't fix if it is not broken, if you don't encounter issues, don't do anything
if the video is super long, then cut it in multiple parts

last dawn
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my current problem is finding something that can export OGV

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that isnt malware, adware ridden or asking me to signup.

cinder holly
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VLC?

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@last dawn ↑

last dawn
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perfect, ill check it out now

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VLC doesnt do OGV conversion unfortunately

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it does OGG, and thats about it

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@cinder holly

cinder holly
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save as video vorbis, it will save as ogg
rename to ogv

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@last dawn

last dawn
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ooooh

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thats some megamind stuff

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thankyou

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i have an ogv file the proper way now, time to see if the problem persists

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uh

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its the video, it plays

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but its incredibly stretched sideways

cinder holly
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it's an encoding issue then

last dawn
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am in need of some definitions of resolution etc

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ah

cinder holly
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IDK, the wiki might know

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try checking the format of official videos?

last dawn
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im not sure what to do with that unfortunately

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is that like a command line to enter when encoding?

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and where does it go?

cinder holly
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iii'm afraid video conversion tutorials on internet will be better at explaining 😬 I'm not good at video stuff

last dawn
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after a search, it may be my bitrate conversion messing it up, apparently a common thing, so im gonna match it and take a gander

last dawn
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ahhhhhhhhhh ive still got the weird stretch after a bunch of tries

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damn OGV and its aged like milk format

cinder holly
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hehehe
yeah sorry, I can't help you much

last dawn
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ive gone so far back as to use windows movie maker to output a specific resolution and bitrate, no luck

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oh well. ill skip it this time

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nevermind

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initial format was screwing it over

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because adobe premier doesnt output to mp4 apparently

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until i realised it did

thorny plaza
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always export to H.264, it's mp4

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mpeg4 is not mp4 and I learned this not so long ago after it produced me a 300gb video pain

last dawn
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300gb video

thorny plaza
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yes, when I chose H.264, it exported me a 6GB file

last dawn
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ahhh this still isnt working

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no matter what its always stretched across the screen horrifically

thorny plaza
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what's the resolution?

last dawn
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more like vhs noise than a video

last dawn
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(two seperate attempts)

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720 by 480, and 640 by 320

thorny plaza
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16:9?

last dawn
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idk, i havent checked the ratio

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do u think that may be it

thorny plaza
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16:9 video should have 640x360 resolution iirc

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regarding your numbers of course

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or try 4:3 and 640x480

last dawn
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ill try 4:3

thorny plaza
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on forums I can see people do 1920x1080 videos converted from mp4 to ogg through mxf converter

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one guy did the following:

Record AVI video with Fraps
Edit video with Movie Maker
Save video from Movie Maker as MP4, using a 4:3 aspect ratio
Compress MP4 video using Handbrake to reduce file size
Convert MP4 to OGV using Theora, and reduce to lower 4:3 aspect ratio

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but it's been 5 years ago so I guess any software can do

last dawn
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aaaaaaaaa why isnt there an official tool for this

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grupe adler made a paa converter

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why isnt there an ogv converter that says "hey, this wont work. it needs this"

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instead ive got "try every editing software on the internet for a 10 or so year old format"

thorny plaza
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game is old, so you need old content for it

cinder holly
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you're old 😿

storm geode
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hows it going Lou Montana? do you know if there is any chance of getting weaponPool fixed (it duplicates contents)?

cinder holly
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yop! Fine thanks, hope you are doing alright as well πŸ™‚

storm geode
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got several campaigns where scavenging weapons/gear is almost the whole goal of the story, which are now not even same campaigns anymore if we have to do all kinds of dirty workarounds.

cinder holly
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regarding weaponPool things, I assume that it's not a high priority
but if a ticket exists, it might be worth it to bump it/ask for feedback on it in #arma3_feedback_tracker

storm geode
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roger, just checking. Dedmen long time ago said its low priority, was kind of hoping something might have happened since.

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guess the simplest workaround is to use physical ammo boxes in home base and saveVar those.

cinder holly
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I am not assigned to nor do I dare touching A3 code 😬

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sorry ^^

last dawn
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you know what, im not bothering with ogv video at the start

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im going the chad cutrsc + in game cutscene

cinder holly
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I sense a tableflip here πŸ˜„ (β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

thorny plaza
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┬─┬ γƒŽ( γ‚œ-γ‚œγƒŽ)

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unflipped

cinder holly
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thanks; I tend to be messy when I'm angry

thorny plaza
cinder holly
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spotlight_1_bootcamp.ogv
audio = 48000Hz
resolution = 512Γ—512

maybe the 2^n resolution is the key?

thorny plaza
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every other comment on the BI Forums is about having it either 4:3 or 16:9...

cinder holly
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exp_m01_v01.ogv is in 1920Γ—1080, indeed

thorny plaza
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also it's a little inconvinient to have a square video instead of one with premade or overlayed cinematic borders, unless I can make the square video go beyond the monitor resolution and show it so only 1/3 is visible

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I don't know how codecs work, but it should be impossible to have them updated between years 2013-2021, thus making all nowadays videos "unusable", right?

cinder holly
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πŸ˜‚

last dawn
thorny plaza
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sure sure

last dawn
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maybe ill revisit down the line

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maybe i wont, depends

cinder holly
last dawn
cinder holly
last dawn
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thats amazing

deft cypress
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Anyone know of some good (western) city maps that aren't small or unfinished? I've taken a look at bra_minihatten, New York, and Seattle. While Seattle fits the bill for what I want for size and terrain features, it's super painful to set up for infantry. (it seems even more so than PMC maps)

thorny plaza
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there is none, Arma is not made for dense cities

thorny pike
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i think if you really work hard and optimize all your models you want to use (that you have to make yourself. Vanilla wont do), it could run decent enough... The amount of work required to find out if that is true, is as high as the risk that it fails, so nobody really bothered to try yet (to my knowledge).

shell fox
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The weapons, AI and especially the controls are not really suitable for CQB. If you ask me, Arma is best played at medium ranges.

thorny pike
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yeah AI is not really suitable unfortunately. But weapons?

shell fox
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Well, mostly because of how the weapon mechanics combine with the movement mechanics, the "gunplay" lends itself much better to medium ranges.
Ranges at which the player has the time to use the slightly awkward, slightly inconvenient stance and movement speed controls to get himself into a suitable firing position. Ranges at which it doesn't matter that the weapon handling around tight spaces (doors) is unintuitive. Ranges at which the very simple reload model (a potential bullet in the chamber is not modeled and different reload speeds for different situations (like quickly dropping the old magazine to the ground vs. properly placing it in the vest) are not available), the very poor transition time to the sidearm, the lack of melee combat, the rather lackluster performance of shotguns and the sometimes severe network delay have no impact on the outcome of the firefight.

thorny pike
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Guess it depends on what you expect out of urban combat. If its call of duty level sprint&hose&oneclickknife gameplay, then yeah, arma doesnt do that. Apart from that i dont see much issue with urban combat per se. Urban combat isnt just "enter the room". In a dense city its actually a lot of crossfire between buildings, streets, etc.
If you look at combat footage from Syria, the proportion of room clearing is quite low in comparison with medium range fire exhanges inside the city environment.

shell fox
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That is true, but breaching and clearing buildings (and often entire towns - my least favourite) is the urban gameplay you usually end up with in Arma (or at least in the gamemodes and missions hosted by my community). It is very challenging to craft a scenario similar to real urban warfare in Arma.

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If the weapon and damage mechanics in Arma became more like those in Escape from Tarkov, that would be a real step up.

deft cypress
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For urban, I was thinking more of rolling tanks down streets that won't look bad. I started making a pseudo-campaign for my arma group based on the old 1999 rts Warzone 2100 and the entire second campaign of that is in a ruined city, though I wanted to bring infantry fighting into it too since the game I got inspiration from is really just tanks

So not really clearing individual buildings level of detail. If one of the missions required that, I'd just make a small area by hand in eden

wraith dagger
cinder holly
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a script error

wraith dagger
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Ty, but then what do I need to do to fix it? I dont have much experience in scripting.

slender maple
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maybe the Alive team can fix it

wraith dagger
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Kk, ty for the help

wind cape
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Is there a way I can place down a radio and when someone interacts with it have it send out a message in the global chat and play music after

cinder holly
wind cape
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okay thanks

cinder holly
humble lichen
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People when developing stuff, banning editing cos of people like you notlikemeowcry

cinder holly
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… 🀣

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HUE HUE HUE INTENSIFIES

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no but for real I wanted to switch to systemChat and forgot before pressing Enter

anyway, it's 3:30, time to watch my eyelids I guess

low kernel
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Ok, here's my very "simple" problem.

player forceAddUniform "U_B_Protagonist_VR";

I've tried globally executing that command on scripts, but it did not execute on multiplayer and the player characters walked naked.

The only way I got it to work was to be an admin on the server and personally execute the code in the Debug Console.

My question is: Is there an alternative method (like scripts) to typing it out into the debug console?

Thanks guys for the help.

thorny plaza
low kernel
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What would I have to do to run it like that?

cinder holly
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place that in initPlayerLocal.sqf (Cc @silk axle)

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@low kernel ↑

low kernel
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So I don't need to do anything else other than that?

cinder holly
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indeed

low kernel
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WOW

cinder holly
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is MOM upside-down.

low kernel
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Man

low kernel
cinder holly
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I swear: MOM β†’ 180Β° β†’ WOW β†’ 180Β° β†’ MOM

low kernel
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The player is still naked

cinder holly
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something tells me that's not the only script in your mission… why would the player spawn naked?

low kernel
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I also have a briefing script that is inside initPlayerLocal.sqf

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It's a requirement in my unit

cinder holly
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no no, what makes the player spawn naked?

low kernel
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Because I've set the loadout of the player to be naked, so that when the command executes they will have their uniform on the server

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But since the command isn't working, the player stays naked

cinder holly
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I, huh, what? why not set the uniform there then 🀨

low kernel
cinder holly
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also, where did you set the naked loadout? Eden? script?

low kernel
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Eden

cinder holly
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edit mission.sqm to replace their uniform, might be cool to do

low kernel
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Because I thought that since the ACE Arsenal doesn't show the uniform I want to add, then that means I would have to manually force the uniform on the player character using scripts

cinder holly
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editing the sqm will do. make a backup before doing anything

low kernel
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Anyway, how do I edit the sqm?

cinder holly
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notepad++

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VSCode

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needle and a magnet

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your call

low kernel
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Notepad ++ it is then

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I backed it up

thorny pike
low kernel
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Probably not

cinder holly
low kernel
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Anyway, what should I edit in the sqm?

cinder holly
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  • add a very specific uniform to the players (like, IDK)
  • save the mission
  • Ctrl+H (search & replace) with your value
  • save the sqm file
  • load the mission
  • ????
  • profit
low kernel
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I see a lot of "nulls" in the sqm file.
I assume this is because of binarization

cinder holly
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oh ffs

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save it as unbinarised of course! πŸ™ƒ

low kernel
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I'm sorry man, I'm not well versed in sqm editing

thorny pike
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there is checkbox when you save or something like that

cinder holly
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in Eden options yes @low kernel

muted flower
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Anyone know why changes to my SP mission wont show up when I try to play it through the scenarios menu? I've saved it and exported to SP several times but it still shows a older version through the menu. Through the editor it works fine

cinder holly
#

may, I am not really sure if must

muted flower
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Probably

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should've thought about that smh my head

cinder holly
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smhmhmh

muted flower
#

you do love making fun of abbreviations

low kernel
cinder holly
#

then something else is wrong
or the mission has not been properly updated

muted flower
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I deleted the .PBO from the Missions folder and now it works fine

storm geode
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Lou Montana: havent been editing missions in a long time, feels like couple of years heh, must be a bit out of date. you said "don't use triggers", hmm lets say basic capture/clear town objective trigger, east not present radius 200m, how would you replace that with sqf code, can you point to some guide, example mission or specific search term here in discord?

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found several "dont use triggers" messages with search, but no examples of how to actually do same stuff with sqf πŸ˜‰

cinder holly
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welcome back then πŸ˜›
as I said one can use inArea/inAreaArray now, or scripting with e.g allUnits select { _x distance2D _capturePoint }

I strongly disapproved triggers when their cycle could not be defined; now you can set the refresh rate and it's "less evil" ^^

low kernel
cinder holly
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no

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πŸ˜„ go ahead

low kernel
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How do I make OPFOR become hostile against Civilians?

storm geode
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indeed, objective captured "condition" should not be checked very often, for example if you have few objectives, the last ones will be left alone for HOURS sometime, whats the point of hammering these every 0.3sec heh.

low kernel
cinder holly
low kernel
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Still waiting for your answer man

cinder holly
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hey, I'm hopefully not a 24/7 customer service πŸ˜›

cinder holly
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np ;-p

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create an indep group, make civilian units joinSilent it

low kernel
cinder holly
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yep

low kernel
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Lemme give this a shot

low kernel
# cinder holly yep

Also I have a lot of civ units and I can't just give them all variable names and put them in an array

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It says that " joinSilent" requires an array of unit names

cinder holly
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correct

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units civilian joinSilent createGroup independent;
```_one-lined baby_ 😎
cinder holly
#

worth the wait huh? 😜
this one will change ALL existing civilians to independent - if this is what you want

low kernel
cinder holly
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I thought you wanted to have it on an event?

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other than that yeah, initServer.sqf is gud

cinder holly
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note that it will also make all the civilians into one group

low kernel
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Ah, so I'll just have to trigger at an event then

cinder holly
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otherwise,

{ units _x joinSilent createGroup independent } forEach (allGroups select { side _x == civilian });
``` to keep the groups structure
low kernel
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Oh man here comes the dang problem again

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Alright so here's what's happening

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I'm trying to get a VR Suit on a player and when I run the server the VR Suit disappears

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That's the entire problem I'm trying to fix

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The only time the VR Suit appears on the player is when the mission is run on singleplayer

cinder holly
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you said "fixed it"?

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if you want to reopen that file, it's #350

cinder holly
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three fiddy

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that's the price πŸ˜„

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otherwise, HAVE A GOOD DAY SIR

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the VR suit thing
you added it on every unit in the sqm?

low kernel
cinder holly
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then something else is wrong πŸ™‚

low kernel
cinder holly
#

you have some script somewhere that is toying with the gear, and it's not vanilla, and I don't support that πŸ˜„

low kernel
# cinder holly you have some script somewhere that is toying with the gear, and it's not vanill...

Maybe it's this script that's messing it up? I don't know.

removeAllWeapons player;
removeGoggles player;
removeHeadgear player;
removeVest player;
removeUniform player;
removeAllAssignedItems player;
clearAllItemsFromBackpack player;
removeBackpack player;
player setUnitLoadout(player getVariable["Saved_Loadout",[]]);

It's a script that my unit requires me to use in order to have players respawn with the correct loadout.

cinder holly
#

juuuuuuuuust a little bit.

low kernel
#

KNEW IT

cinder holly
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DON'T MENTION THAT SCRIPT HEY!

low kernel
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No wonder this problem started happening when I added that script

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It all makes sense

cinder holly
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gniiiiiiΒ³

sinful rampart
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It's a script that my unit requires me to use in order to have players respawn with the correct loadout.
Uh....... but they know that setUnitLoadout already does ALL that stuff anyway?

low kernel
cinder holly
low kernel
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HOLY FRICK

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LOU IT WORKS

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IT FRICKING WORKS

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AND ALL I HAD TO DO WAS REMOVE THOSE SCRIPTS

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woeutgbfs;rgg

cinder holly
#

…protip: if you have loadout issue - mention and sort loadout scripts 😬 πŸ˜‰

low kernel
#

How silly of me

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How TRULY silly of me

cinder holly
#

at least it's sorted! πŸ˜„

low kernel
#

Oh man

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I'm so sorry Lou that I had to bring you down the rabbit hole

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I apologize man

cinder holly
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appreciated, though it was more funny than anything πŸ˜‰

low kernel
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Indeed

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Thanks a lot man

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Really means a lot πŸ˜„

cinder holly
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tremendous

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too

low kernel
cinder holly
#

hehehe!

muted flower
#

why does my script get executed even tho the trigger isn't activated

slender maple
muted flower
#

It doesn't have an activation other than the condition

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and the condition isnt fulfilled before task4 is completed

slender maple
#

whats the condition?

muted flower
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task4 call bis taskcompleted == succeeded

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not excactly like tjat

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on phone rn but u get the point

slender maple
#

well I'd need the exact code

muted flower
#

wait a sec

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["task3"] call BIS_fnc_taskState == "SUCCEEDED"

slender maple
#

wasnt it supposed to be task4?

muted flower
#

Ye same code but for task4 i just quickly grabbed it from scripting channel

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same script works for other tasks

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but not task4

slender maple
#

how do you succeed task4? in what way and with what code?

low kernel
# cinder holly tremendous

I now occasionally hop on to this channel to satisfyingly watch people's mission-making problems become solved

muted flower
#

You fire a RPG at a tank

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I got an eventhandler to handle the event of explosion near the tank

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task4 gets created after you finish task3

slender maple
muted flower
#

Apparently it fires instantly

muted flower
muted flower
#

I got no clue how to make and workaround to another one but idk

safe chasm
#

On the briefing, what's the execution I need to do to make the map pan to a certain position/marker? like clicking on "Enemy position" on the diary record would move the map and zoom in to where I want to.
Another question is about the temporary markers on briefing. I'd like to set up some markers that are only shown in the briefing.

storm geode
#

briefing link to a marker: sqf player createDiaryRecord ["Diary", ["Mission", "Your <marker name='start'>insert</marker> position is on the beach. Proceed to eliminate the two assigned objectives."]];

safe chasm
#

how do I make a PAA image file for my mission's loading screen / overview screen?

storm geode
#

create image in GIMP (or photoshop if you have it), export as PNG, then convert PNG to PAA using texview2 or imagetopaa. dunno cant recall the last time I did paa for a mission hmm. just remember image resolution, "overviewPicture should be in PAA format and 1024 x 512 resolution."

near dock
safe chasm
#

Okay, got it. where do I put the overview image? mission root? and on the eden editor, on general scenario attributes, there's the "Picture" field. what do I put in? "overview.paa"?

sterile cape
#

Put the path to your picture inside your description.ext

safe chasm
#

I don't have that file on the root. do I need to generate it?

sterile cape
#

I never tried doing it from that Picture field, so can't help you with that

#

Yes

#

I think you need to have it if you're making a scenario/campaign or whatever

safe chasm
sterile cape
#

Make a notepad file and save it as an .ext

safe chasm
sterile cape
safe chasm
sterile cape
#

Uh, what

#

Just so u know, i dont know complicated stuff

#

Just helping u out with the basics

safe chasm
#

I've set things like text on scenario overview, text on loading screen, etc. I'd like to transfer those to the .ext file

sterile cape
#

Having them at one place should be enough. Like I said, I never did it from the General >> Attributes thingy, so dunno..

#

Just copy and paste them to your .ext file

safe chasm
storm geode
#

congrats on your first mission πŸ™‚

cinder holly
safe chasm
cinder holly
storm geode
#

Lou Montana: edited today to replace triggers with sqf, managed to do it. now have very relaxed a lot of sleep using script setup, very happy with this new setup feels much easier to control than clunky triggers πŸ™‚

cinder holly
#

w00t w00t! a converted one πŸ˜„
well played though, sometimes it's tough due to sync links and all

scenic onyx
#

hey guys, how is the get3DENAttribute "DoorStates" meant to be understand? It returns always an array with Three numbers (e.g. [266,0,0]) . How can i translate this data to script? i mean how do i know out of this array which door should be locked and which is open? thanks in advance

charred cedar
#

So one thing that I've always found difficult in my missions is trying to get players to take a certain path. Sometimes I'd put down a roadblock but they'd just drive around it. Playerbase plays on veteran so I can't use UI elements or tasks either. Anyone have any tips or "level design articles" for open world games?

cinder holly
#

enemy presence, armored, snipers, such thingies

charred cedar
#

HA as much as I'd like to make their lives hell if they go offroad. Not sure if it makes sense

#

And putting down enemies, just makes them go to those places more. Enemies in games = "I must be on the right path"

cinder holly
#

that's why a good situational briefing helps

charred cedar
#

True.

#

Open world really is a bit of a double edged sword

cinder holly
#

and Arma is indeed a sandbox, so either make dead areas ala Battlefield ("return to the area in 10s!") or allow them to roam around, whatever it takes to reach the objective

cinder holly
charred cedar
#

me: spends time on decorating a little village and making it look nice
playerbase: yeah let's go around it
me in zeus: ameowree

cinder holly
#

trololo playing in the distance

storm geode
#

great thing about ofp/arma is that its not a spoon fed corridor shooter.

charred cedar
#

Yeah, but sometimes in missions you want part of it to be corridor shooter

cinder holly
#

it can be good to have some scenarised moments, but it's tougher to design πŸ˜›

storm geode
#

you have objectives and only your imagination and skillset how to complete them.

charred cedar
#

And then even if you try to block it off with assets

#

it's arma

#

people just glitch through it

cinder holly
#

classic fade out, setPosATL, fade in ^^ even tougher in MP

near dock
#

the one with the animated icons and stuff wobbonked

cinder holly
#

BIS_fnc_fancyAnimatedMap

near dock
#

yush, that

cinder holly
#

…it's not 😁

storm geode
#

right, should have known better.

cinder holly
#

sorry for failing you πŸ˜… I plead "collateral damage" πŸ˜„

#

but yes, Animated Briefing is the thing πŸ™‚

near dock
cinder holly
near dock
cinder holly
#

nah for now I am working on that rain effect and other stuffs I hope to be able to make vanilla one day

near dock
#

Still sounds fancy!

signal coral
#

Hi all, could anyone guide me towards a proper cleanup script for mines, tripwires etc that the player placed but didn't activate. I found an old script from "pickinthatbanjo" on youtube but I cut get it to work. The rest all links to armaholic. Thanks buds!

#

Can't *

scenic onyx
#

what do you mean by didnt activate? πŸ˜„

#

you mean didnt explode?

signal coral
#

Yes haha, correct

cinder holly
#
{ deleteVehicle _x } forEach allMines
```@signal coral
signal coral
#

Thanks @cinder holly!

#

@cinder holly, made a small trigger with this in the activation field and it works like a charm. Thanks a million

sturdy crystal
#

What is the best way to disable collisions for an object, while keeping the object visible, and able to addActions to it?

I place the water pump (WaterPump_01_Sand_F), but i need it to appear as static part of a structure (its on a trailer with wheels, can't have that) so i hide the trailer+wheels by submerging it into a concrete slab (BlockConcrete_F).
To prevent the pump from getting flung into air due to the collision with the concrete slab, i had to set the pump to Simple object.

Problem is, now i cannot addAction to the pump.
I tried disableCollisionWith, but that doesn't work with these objects.
So, what to do?

sinful rampart
#

To prevent the pump from getting flung into air
Uh, WaterPump shouldn't be a physx object I'd think

sturdy crystal
#

Hmm, i guess i could use attachTo to attach the pump to that concrete slab - that should solve the collision problem with the concrete without having to set the pump as simple object

sturdy crystal
sinful rampart
#

disableSimulation should disable the physx

#

and might keep the action working? not sure

sturdy crystal
#

hmm, that seem to be helping, and the action sticks too.
But, i also need to attach a rope to it, which doesn't work with simulation disabled πŸ™‚
...but its something to play with, thanks.

EDIT: the rope may not be working with it for other reasons (its not a "transport" vehicle, which seems to be required).

#

Nope, once the simulation is disabled, no ropes can be attached.

#

...aaand even if i disable simulation on the pump, and/or make it a simple object, it still collides with other objects which do have their simulation enabled (i thought i could just use some invisible thingie placed in the pump, to aadd the action and attach rope to, but it gets flung out of the pump).

#

I guess i'll have to make a custom object where i merge the concrete slab model with the pump model.
But surely there must be another way.

#

Oh yes, i forgot, the attachTo might help.

upbeat tendon
#

hey guys how is everyone doing , i am looking for a script that keeps spawns mines every said time and it keeps a maximum of Mines in a certain radius so it dosent over spawn

sterile cape
#

Is there any way to make killing the AI while they do an animation look more realistic? Cause right now they just glitch out and either fall through the ground, get stuck in it and other crazy shit...

cinder holly
#

nope

sterile cape
#

sad moment

thorny pike
#

i think you could, but it involves hand crafting a death animation for each animation... sooo... if you got time on your hand...

humble lichen
#

Never tried, just an idea.

dry pivot
#

So I'm trying to figure out how to have a mission only start when an admin presses start. I'm not the one who sets up servers, but I make some missions every now and then and want to figure it out.

sacred lynx
#

Is there a way to make an explosive go off at the end of a sound thats placed with a trigger?

upbeat tendon
storm geode
plucky glade
storm geode
#

debug console doesn't work with campaign missions. enableDebugConsole = 1; or 2 value also neither of them work, tried it on campaign\description.ext, mission\description.ext and both, doesn't work. tried it on eden editor Attributes -> General -> States -> Debug Console, doesn't work. am I doing something wrong? https://community.bistudio.com/wiki/Arma_3:_Debug_Console

thorny plaza
#

maybe it should be enabled somehow in mod config? I'm not sure how to do that, but there's the Simple Single Player Cheat Menu mod adding an option to enable debug console for base campaigns.

storm geode
#

that addon does enable it, just what I needed (spectator mode to debug missions like AI, waypoints etc). thanks honger.

#

howto enable debug console in campaign missions, single player cheat menu https://forums.bohemia.net/forums/topic/179688-simple-single-player-cheat-menu/

stark jay
#

Hey, I have a mission that is a bit older and would like to play it again.
However, I keep getting errors when I try to start it.
When I start it on a server I can't select a character to play.
Does anyone have an idea what I could do to play this on the current mod versions?

cinder holly
#

that's… a bit broad
which mod, which mission, one you can edit in Eden Editor?

stark jay
cinder holly
#

you'll have to figure it out by yourself I'm afraid
too many dependencies and too many aspects are at work here

stark jay
#

Ok thanks anyway

sturdy crystal
sturdy crystal
#

Aaand as if it wasn't enough convoluted, moveOut doesn't work with dead units, so... i guess we're back to action["eject",..]? will i also need to unlock the vehicle first, in case it would be locked?
This is getting ridiculous πŸ˜„

cinder holly
#

see alt syntax

sturdy crystal
cinder holly
#

oh
adding the icon.

#

simply wait for the next patch πŸ˜„

humble lichen
sturdy crystal
humble lichen
wind cape
#

Anyone know where i can find some radio transmissions to use in game? Like i know a lot of people use the MW2 radio traffic. I need some that base around survivors or emergency broadcast especially after nuclear war or zombies

#

made a post on the subreddit but it was removed for no reason

wraith cloud
#

most likely sound libraries

#

or soundsnap

sturdy crystal
# wind cape Anyone know where i can find some radio transmissions to use in game? Like i kno...

I know you didn't asked for this, but have you considered creating your own?
It shouldn't be hard - all you need is some voice files, to apply some radio static and some background noises (if you are really fancy) - that is fairly easy to do using free software like Audacity.

And as for creating the voice files, if you don't want to use your own voice, you can try the xVA Synth to synthesize something (https://github.com/DanRuta/xVA-Synth) - the results may vary depending on what kind of voice you use, how it was trained, etc., but it should be good enough for some background radio noises.
Put some noise over it, and most ppl won't even know it is a synthesized voice.

wind cape
signal coral
#

Hi all,

Question regarding the Support requester module. (Standard incorporated in the eden editor). It's all sinced together correctly and works like a charm. The problem occurs when playing on a persistent mission I'm maken on a dedicated server. Every time a player disconnects from the server and reconnects later again there is no support available at all.
I found a few older posts online from davidoss where they solved this problem but I can't get it to work. https://forums.bohemia.net/forums/topic/183524-mulitplayer-support-modules-helicopter-transport/?page=2

So I made an init.sqf with the following lines in it:

if (hasInterface) then {

  [player, supportreq, supportprov] call BIS_fnc_addSupportLink;

};

Unfortunately this doesn't work for me. Since I am a noob at scripting I was hoping someone of you experts are able to guide me in the right direction.

Do I have to place the following above that for example:

waitUntil {!isNull player};

Or:

if (! isDedicated) then { waitUntil {!isNull player};

Or does it make a difference if I put the code into an initPlayerLocal.sqf instead of an init.sqf?

signal coral
humble lichen
signal coral
#

Thanks for the feedback, will check it outπŸ‘

signal coral
#

Managed to achieve it by some old posts from pierremgi on the bohemia forums, if you are here, thanks a lot!

So in initLocalPlayer.sqf:

if (str(player)in ['VN1','VN2']) then {

[_this select 0, SupportRequester, TransportProvider] call BIS_fnc_addSupportLink;

[_this select 0, SupportRequester, HelicasProvider] call BIS_fnc_addSupportLink;

};

In this situation I gave the 2 playable units a variable name of VN1 and VN2 and named the 3 modules SupportRequester, TransportProvider and HelicasProvider

median mountain
#

Is there a mod/script that automatically populates a map with civilians and vehicles that dose not add a dependency to the mission file? (MP mission)

#

TPW Mods will not work for me

west silo
#
storm geode
livid forge
#

How the heck am I supposed to remove a dependency from a mission when it says "Unknown" and when I go under advanced it doesn't name anything under the missing addons

cinder holly
ashen gazelle
#

is there a way to control what type of waypoints zeus can place for instance I have Iron front installed and it adds the waypoint amphibous assault however I'm on a map with no water so I want to remove it and replace it with another waypoint type

near dock
#

maybe with a config mod

ashen gazelle
#

how would I put together a mod to do that

storm geode
#

got some old missions ported from who knows arma1/2 with tons of editor placed units (mission.sqm), these tend to lag a bit when playing MP. are there any "easy" fix for this as I really dont want to chop up the mission(.sqm) to create all units in dedicated server?

sand nacelle
#

(Zeus view) Does something like this exist or is it possible? The gamemode is RTS and is inspired by C&C Generals:Zero Hour

How to win: Gain more points than the enemy until you reach the maximum or before the timer ends
How to get points: Capture and hold zones
Ways to increase resources per minute : Capture and hold oil rigs 


Possible:
Autodelete bodies every 10 min
Add zone and base markers to the Zeus map (and UI if possible)
Clear the empty tab
Healing and repairing pad in base 


Possibly impossible:
Restrict player from changing health from attributes
Attempt adding UI for points for Zeus (UI or map)
Display enemy soldiers when within 50m of friendlies in the interface but make all interaction except commanding friendlies to attack impossible
Add some kind of inaccurate fire support module that you can call in as Zeus
Remove arsenal/garage button on units
AI Oponent (with arma commander)
cinder holly
storm geode
#

hmm cant really use dynamic simulation as two of the latest example mission in mind both had AI in view or just beyond horizon.

#

was kind of hoping there is some sqf voodoo magic trick which could offload sqm units to dedicated server or something πŸ˜‰

#

I could of course rip those missions apart and redesign them under the hood with latest proper scripting methods, creating AI in dedicated server, but I dont think they could be done with the same feeling as the originals, therefore all the nostalgia "original" stuff would be gone heh.

cinder holly
#

regarding AI, they are processed on the server unless Headless Client is configured and scripted

storm geode
#

ok, will have to inspect the missions in more detail to see whats going on. its not a bad performance issue, still fully playable, I can just see that oh right this aint 60fps anymore.

cinder holly
#

never has been in MP :p

sharp axle
storm geode
#

yup I just took over a year break from arma3 editing (well everything basically) and feel like fish out of the water with all the updates πŸ˜‰

#

so many missions to update it feels overwhelming.

#

but I love editing so its all good hehe

silk plover
#

For those that run MP missions with lots of helicopters, do any of you use a script or other means such as a addon to prevent enemy AI getting fixated on helicopter and continually shooting at them or even trying to chase them?

plucky glade
#

Is there a way for me to disable all DLCs to only have "vanilla Arma 3" when testing a mission? I need to find out if some items that are given through script give the DLC pop up window or not. I want to do this to be 100% on the same level as someone with out the DLCS.

median mountain
#

The launcher under the DLC tab

astral bloom
#

No unfortunately. That in the community wishlist, but nope

plucky glade
#

yes it lists the DLCs however I cannot unload them.

astral bloom
plucky glade
astral bloom
#

The list is 100% accurate should be

sand nacelle
#

Is it possible to hide specific units from the Zeus menu, so that operators cannot see them to spawn them in. So for example is it possible to hide the 'AT team' from Zeus so they cannot see it as an option to spawn?

#

Please ping me if you have an answer

#

removeCuratorAddons doesn't really work because it removes the whole addon and not only the unit I want to remove

west silo
#

@sand nacelle

sand nacelle
#

ive been trying to figure this out for 9 hours

soft rover
#

If I wanted to create a post effect on every users screen in a MP mission, what would be the best way to achieve this?
I don't wish to use the A3 module as it's not got the effect I require.

vestal lintel
vestal lintel
#

It seems to be related to either the helicopter is in combat mode engaging or not. Another fun fact, if the helicopter is in SAFE or CARELESS, disableAI "AUTOCOMBAT" works, but if it's AWARE it doesn't and switches to COMBAT. I take that back, BEHAVIOUR is not changed, it's just that the helicopter engages in AWARE mode.
Alright, infantry only chases the helicopter about 50m and stops, and only IF infantry has a waypoint already, otherwise they hide.
In conclusion: I don't see many issues with infantry being "fixated" on helicopters when stationary, being able to engage infantry nearby. If they are moving however, in the presence of infantry (after spotting an heli), they lose the ability to go prone/crouch and die quite fast, Squad to Fireteam ratio. They can fight if the heli ignores them with CARELESS.

signal coral
#

i wanna do missions solo when my milsim isnt active is there any way to get preset missions

sand nacelle
cinder holly
west silo
#

It only removes the items listed in the Ui @sand nacelle

fallow tendon
#

Just a quick question, i'm trying to make navigation more realistic in a mission and i want to ensure that map markers are restricted to the ones only you place, to accomplish this i've disabled every channel except local, would this reasonably work in an mp environment?

fallow tendon
#

Would markers in local direct channel only appear on other players maps if within speaking range? i'd be willing to accept that as a reasonable compromise.

#

and if so, do they last on other players maps?

cinder holly
#

I don't think you can do a direct channel marker? if so, it most likely is done in the group/vehicle one

fallow tendon
#

To my current understanding you could do direct channel markers, just wasn't sure if they appear on other players maps if within speaking range.

#

nvm

#

i was wrong

#

can only draw in direct i think

#

What about keeping everything on the vehicle channel?

#

How exactly does that work i mean. Does that keep markers seperate for everyone until they enter a vehicle? or do they remain seperate and any markers or drawings placed while in the same vehicle are shared?

cinder holly
#

sent to everyone currently in that vehicle
there is no check later

fallow tendon
#

πŸ‘ great, thanks

silk plover
vestal lintel
#

maybe one of the setBehaviour's works on player groups.

plucky glade
#

This may be waaaay out there but I'm looking for a Francophone who can tell me if some slot names are funny, offensive or perhaps has ideas for improvement. It's for a rebel group in Mali and they all are supposed to have nicknames that they give themselves.

humble lichen
silk plover
#

Its a dynamic battlefield, players been ferried in after been re-spawned at the main airbase, we normally have 5 helis flying. Plus 40-60 players playing on the server.

humble lichen
#

then you just need to create a script that automatically handles that, there is no easy way, as for zeus it would be annoying to handle manually.

silk plover
#

So essentially your saying that for helis to be ignored we would have to use setCaptive which will technically make them civilian. Likely we would have to have the script running every couple of seconds. Sounds like it could be a expensive script for server peformance.

vestal lintel
#

run it on respawn for pilot classes only.

silk plover
#

That would work.

humble lichen
silk plover
#

Though we have no scripters in the community, which poses another problem.

humble lichen
#

Do your pilots ever leave the heli?

silk plover
vestal lintel
#

another EH on getOut if so πŸ˜›

humble lichen
#

I doubt you would need a script that runs constantly, EHs are the way to go

humble lichen
silk plover
#

They respawn if they are shot down or crash etc.

humble lichen
#

with respawn vehicle module, I assume

silk plover
#

I think so, I am not a mission maker of the community. I look after the Linux servers from a server admin perspective. The easiest one could be just make all the Pilots on the civilian side, but that wouldn't work for the CAS Heli really.

humble lichen
silk plover
#

Shame.

humble lichen
# silk plover Shame.
heli addeventHandler ["GetIn", {_this select 2 setCaptive true}];
heli addeventHandler ["GetOut", {_this select 2 setCaptive false}];

You need to handle the respawn as well, mission maker most likely uses vehicle respawn module, which has an init for new respawned vehicle. He has to apply this code in there as well.
Same code but starting with _this select 0 on expression line in vehicle respawn module.

silk plover
#

Thanks, much appreciated. Should that be added in the already placed helis inits?

humble lichen
silk plover
#

Thanks

vestal lintel
#

replace heli -> this

silk plover
#

I guess 'heli' will be the classname of the helicopter? Or name specified.

humble lichen
#

if you are putting into init, it will be as RCA3 told.

#

not class, but instance(variable name or simply "this" without quotes).

vestal lintel
#

it's name, on init's = this

silk plover
#

ok so instead of heli it will be this. Sorry I am not much of a scripter.

humble lichen
#

mission maker should be understanding that much I believe if you tell them.

#

actually nevermind, they may not. meowsweats

silk plover
#

So the code should be this? this addeventHandler ["GetIn", {_this select 2 setCaptive true}]; this addeventHandler ["GetOut", {_this select 2 setCaptive false}];

vestal lintel
#

yep

silk plover
#

Great, thanks πŸ‘

humble lichen
# silk plover So the code should be this? ```this addeventHandler ["GetIn", {_this select 2 se...

Please make sure the mission maker actually selects the vehicle itself and not the pilot of it, then blame the code not working persistently. meowsweats
If he is sure and does not work, then the issue is either locality change caused by players becoming pilot or the init usage as this is not the proper way but should be handling in my opinion. Could properly handle it but you are not the mission maker sooo. meowtrash

#

@silk plover And if you get annoyed by players showing up as purple on map etc, you can also use this:
Change the setCaptive code to this:

for getIn EH:

_this select 2 setUnitTrait ["AudibleCoef",-3.40282e+038];
_this select 2 setUnitTrait ["CamouflageCoef",-3.40282e+038];

for getOut EH: 

_this select 2 setUnitTrait ["AudibleCoef",1];
_this select 2 setUnitTrait ["CamouflageCoef",1];

This will make them basically invisible and silent (unless guns are lit up, then they may attack both with small firearms as well as AAs for a short period within 10 seconds or so)

humble lichen
#

And if you notice code doesnt work upon a pilot entering, then you ll need a locality change EH, just ask it. meowtrash

silk plover
#

Thanks πŸ‘

silent swift
#

Alright fellow mission makers, I'll need a hand for something about subtitles and voice acting
I tried to unpack some Bohemia recent scenarios, and only found that what I was looking was not there or that some content I needed was just, not around the files.

So, just to give you an idea, I'm currently using a very monkey way of making a voice acted dialogue alongside the Apex style subtitle :

[ 
  ["Night","bip boop, Over.",0],
  ["contr","boop beep",5],
  ["contr","random stuff",10],
  ["Night","trains",15]
] spawn BIS_fnc_EXP_camp_playSubtitles;

contr kbAddTopic ["Nigh_Call","texts.bikb"];
night kbAddTopic ["Night_Call","texts.bikb"];

night kbTell [contr,"Night_Call","Night_Call_N1"];
waitUntil {
    sleep 1;
    night kbWasSaid [contr, "Night_Call", "Night_Call_N1", 3]
};

contr kbTell [night,"Night_Call","Night_Call_C1"];
waitUntil {
    sleep 1;
    contr kbWasSaid [night, "Night_Call", "Night_Call_C1", 3]
};

contr kbTell [night,"Night_Call","Night_Call_C2"];
waitUntil {
    sleep 1;
    contr kbWasSaid [night, "Night_Call", "Night_Call_C2", 3]
};

sleep 0.5;
night kbTell [contr,"Night_Call","Night_Call_N2"];

Now, if you have a more optimised way than this, I'm willing to take it.
(PS: Yes I know the waitUnil are not necessary)

sand nacelle
#

How can I buff helicopter AI? Their skill is at max and they can't hit anything. I want it to be really good

#

and preferably use missiles and gun

#

not only gun on infantry

cinder holly
#
driver helicopter setPilotSkill over 9000
sand nacelle
#

hehheh

#

is it impossible

cinder holly
#

well, no such thing. try mods perhaps

plucky glade
#

Some smart people here may know this but TIL the object "FoldChair_with_Cargo" also exists in Arma 3 and it works πŸ™‚

sand nacelle
#

thank you

storm geode
#

Lounder: I was just testing out various settings for helicopter gunships.

#

I have a mission with quite few armored vehicles in objective area, BMP-2s and dunno if there are tanks (yeah my mission but did it ages ago cant remember).

#

two CUP AH1 Cobras attack the location... and get shot down in first pass.

#

so what to do...

#

well its not really suitable for normal game-play / missions, but if you increase viewDistance and objectViewdistance then gunships can see vehicles and engage with hellfires much further out.

#

also if you add like 500m flyInHeightASL, then the bad guys on the ground have much harder time hitting the helicopters.

#

but that is another issue with default or very short viewdistances, the helos are so high up in the air that they almost overshoot the vehicles, "oh bad guys on the ground, oops sorry we fly over them already" heh.

#

one thing I havent tested yet is to reveal enemy vehicles to the helos.

#

the thing about arma3 and real world is that no real gunship helo would let himself be shot down when he has hellfires to touch bad guys 8km away. plus plethora of other electronic warfare assets, radar aircraft which paint every bad guy vehicle in hundreds of kilometers. its just not the same with arma3 hundreds of meters engagement distance (by default) πŸ˜‰

#

I dont have problem of helos shooting bad guys, its the other way around, helos get shot down too easily (within context). one cheaty way is to disable helicopter vehicle damage in mission editor. not sure how that works in the long run though and is it too quake fragfest clown act then to have invincible gunships.

#

anyways πŸ˜‰

silent swift
cinder holly
silent swift
#

I'm guessing it would be the best way to organise dialogue and the overall scenario rather than... spamming triggers with conditions

#

(and to avoid calling sqf scripts that call some other scripts)

cinder holly
#

…everything > triggers

silent swift
#

exactly why I try to get away from them

cinder holly
#

so, yes πŸ˜„

earnest cove
#

fsm is awesome, simply because it gives a much better overview

#

my missions today are much better structured than 10 years ago when i still did everything in raw script

sterile cape
#

What's the purpose of an agent and when should one use it?

#

I need someone to enlighten me!

sturdy crystal
# sterile cape What's the purpose of an **agent** and when should one use it?

Agents have simplified AI, running on some very simple FSM, having no groups and very limited capabilities, usually used for ambient creatures.

You can place hundred of agents without too much of a performance cost, because they are literally retarded, worse then the dodo birds.
Downside is, they cannot fight and do any "advanced" decisions.
Good when you need some ambient creatures, or ambient crowds.
Or for zombie hordes, if you give them some custom FSM and script the hell out of them.

lyric atlas
#

Best way to provide legit RP immersion I just portray the AI my players have to speak with. Complete with accents and all.

dark fern
#

Does anybody know if there is a way around the fact you cant remote control a vehicle you are inside of as zeus?

#

I.e. You are in the passenger seat as a player, but want to remote control the AI in the drivers seat

near dock
#

but thats not possible in vanilla arma afaik as the icon disappears when you select the remtoe control module

thorny plaza
#

in Zeus Enhanced it will kick the AI out of the vehicle unfortunately

near dock
#

Huh

thorny plaza
#

I tested this in any vehicle in any possible configuration, and whenever I got into a vehicle with a bot as a driver, and tried to remote control him, he always jumped out automatically. When tried to remotely get him back inside, he went in and out. shrug

#

arma machine broke I guess

faint whale
#

Idk if that's relevant to your use case, I did this when porting A2 campaign missions to avoid breaking the original conversations

silent swift
#

Unless handleChatMessage takes in account no-sub talked sentences

crystal mulch
#

Hello,

I am making my first mpmission for a realism unit as a replacement for a very performance heavy variant. However, upon uploading it to the server last night, myself and others were met with status access violations upon loading in after selecting our roles.

I am wondering if there is anything specific that may have caused this. I stacked all of the individual slot npc's on top of each other and not side to side. We tried spreading them out of a far away platform and placing a teleport and still the same issue.

No change in the mods that were in the previous mission.

west silo
#

Could be anything. Check the .rpt and/or run the mission with diag.exe

versed stirrup
#

is there a specific channel for Alive?

wraith cloud
#

you mean the mod?

versed stirrup
#

yeah

#

probably under mods i assume?

wraith cloud
#

they have a discord

versed stirrup
#

thank you

drowsy idol
#

Is there anyway to refrence content from the arma 3 dubbing pbos as custom sounds?

#

id like to use some of the chatter from the campaign for some soldiers to talk

#

Ive founds the file refrenced in the LoW mission files "a3\dubbing_f_orange\orange_hub_hiker\017_ex_step_bodybag\orange_hub_hiker_017_ex_step_bodybag_SOLDIER_0.ogg"

#

but is there a way to call this from a CfgSounds? Do I need some special syntax?

drowsy idol
#

That worked! Thank you very much

valid nimbus
#

if anyone knows what's wrong, please send a reply here or via dms! ❀️

delicate hinge
#

Arma does not support png textures.

valid nimbus
#

so convert to jpg?

vital pumice
#

Hello need some help so I have a dedicated server. It’s set up and everything, everytime I try to go as Zeus it has its only team. It lets me on the team but the screen stays black I can open up the map and everything else. It just stay black

wraith cloud
valid nimbus
#

ok, got it

#

thanks

wraith cloud
#

BUT:
images must be either square, or power of 2

#

512x512
512x1024
...

valid nimbus
#

hmmm, apparently it's supposed to work with JPG as well. Image stays white for me, but no error this time

thorny plaza
#

it is supposed but not recommended, you have to stay really close to the projector to see the image instead of a blank screen - not an issue when paa @valid nimbus

valid nimbus
#

ok,thank you!

amber cave
#

so, i have an idea for a mission for my unit - basically restore an airfield to be usable for a covert extraction. Runway has all sorts of stuff on it, aircraft wreck, a few old mines/IEDs and some vehicles - unit will have a nemmera which can deal with mines and move vehicles off runway, but i want there to be something on runway that cannot be pushed or smashed with the APC, they will have to Demo it. Any thoughts on what i could realistically have on the runway (so not a building) that cannot be moved, but can be demo'd to clear? nemmea can push anything up to an MBT out of the way, so i think vehicles are out - pretty much use vanilla items only, no RHS or other mods

near dock
#

so it cant be pushed out because of that

obsidian frigate
#

Could anyone tell me how to do this
Trying to create this kind of intro, with the text on the black screen and in-game, and where the computer walks your character forward a bit.

https://youtu.be/3jXmKcAiV8Q?t=5

hot warren
stable delta
#

I try to make missions where AI clears a town and they usually have a numbers advantage but the AI is usually too damn stupid to actually clear it theyll usually take way too long or just die easily to the defenders camping

Is there a way to make AI better at clearing towns or better at fighting people who defend cause they usually just walk around a corner and die to AI thats prone or something

#

Also is there a way to make defending AI do more than just camp or lay prone wherever you spawn them like i want them to stay in the area but atleast move a little bit

#

Thought about a gaurd waypoint on the entire town or multiple around key locations, or just giving them a loiter waypoint

blazing spade
#

Any tips on how to balance missions for different player counts?

low kernel
obsidian frigate
#

Thank you

low kernel
obsidian frigate
#

Mmm, thanks

low kernel
vapid rivet
#

Anyone got any idea on how to open the CUP C-130 rear ramp via an init command?

#

So its open at the start of the mission

low kernel
signal coral
vapid rivet
#

Thanks anyway!

signal coral
#

πŸ‘

amber cave
#

how can i rename units (Alpha1-1 etc.)? i can change their callsign in editor, but this doesn't change their name in the lobby

thorny plaza
cinder holly
#

oh, I think it is a CBA feature

shell fox
#

(requires the CBA mod)

thorny plaza
#

right, my bad, but 3den Enhanced is a good addition anyway, and it requiresn't CBA too, so I recommend using it

shell fox
#

R3vo is typing ...

west silo
#

It does not require CBA😩

whole steppe
#

hey .. why there is no HET truck ( Heavy Equipment Transport ) like Oshkosh M1070. because i m going to try to make a large convoy mission .. like an army evacuating from an island

wheat dagger
#

MISSION MAKERS, in your opinion:

what's the best way to create 'chaos' in a mission, and make the player think "uh oh"? for MP Scenarios. I want to attempt to once create a messy withdrawal from an arena, and a messy battlefield.

whole steppe
cinder holly
cinder holly
#

ah well.
also note that trailers are usually not welcomed by the game, because PhysX/reasons

signal coral
#

Hi all, dumb question but hope you guys don' t mind ;). For my mission I would like to have some music played when a player enters a vehicle. So i created a trigger, connected that via;" set trigger owner" "pressent" to the vehicle and put the following in the "on activation" field of the trigger: "player in triggerAttachedVehicle thisTrigger". This works in SP and on a local server but on a dedicated it doesn't. Anyone has a hint how to change this code so it works on a dedicated server?

#

sorry disregard the "on activation" field, i meant the " condition"

hard drum
#

Hey all, I need some help. Currently Im working on the Battle of Saipan WW2 (Mods: IFA3, NF, FOW, CSA) but I need some custome bunker designs anyone a good idea?

hard drum
#

I didnt see your message correctly

signal coral
#

No worries haha, thanks for taking the time anyway πŸ˜‰

hard drum
#

Is if fixed or still not working?

uneven moon
#

ik this isnt a mission but this is the only active channel. i need help with my faction, i made it in alive downloaded the pbo converter right clicked and pbo manager isnt there
i uninstalled it and tried to reinstall it but it says that i already have it installed. except i dont

signal coral
#

No unfortunately not. My scripting knowledge sucks so i was hoping someone would be able to give some advise. Since it works on a local server and on SP its probably something simple as an underscore or "this is 0" but i can't figure it out

hard drum
signal coral
#

"player in triggerAttachedVehicle thisTrigger" in the on activation field of the trigger. (if you can call that a script).

hard drum
#

So the music you are using is from a mod?

signal coral
#

No, standard sogpf, the cdlc.

#

But i think that that is not the issue in the first place tbh. Basically i just need this line, " player in triggerAttachedVehicle thisTrigger" to work on a dedicated server.

cinder holly
signal coral
#

@cinder holly , thanks for the tip but unfortunately that's not the case. Trigger is set to repeat but not to server only. I will digg further, thanks so far guys!

cinder holly
signal coral
#

@cinder holly , sorry took a while to test on the dedicated server but this does the trick! Thanks a million.

astral inlet
#

Anyone ever used "fake town" from the location list on the wiki?

in warlord redux the sector looks for a local, village, city, etc within 300 meters when naming the sector if It can't find one it just gets assigned a random ##.

looking for ideas on something pretty simple I can do from the locations to assign every sector a real name.

edit: I wasn't able to find any info on fake town on wiki/google/quick look at the editor which is why I am asking about it. it seems perfect for my use case.

low kernel
#

That way they'll go, "Oh frick, we can't take 'em on now, just run!"

cinder holly
#

a nuke can do

low kernel
#

It's the Zeus Atomic Bomb

dire cave
#

Is this where I should go for a question about repacking Liberation missions after altering parameters and factions?

wraith cloud
#

it depends... what's your question?

sinful rampart
#

KP Liberation? Maybe the KP discord

dire cave
#

My PBO Manager does not have a right click function to pack stuff. When I try to pack with Addon Builder, it forces me to binarize or I get code=1.

#

The funny thing is that they sent me here πŸ˜„

broken pine
#

if you're packing a mission can't you do it by exporting it from eden?

dire cave
#

That's just the mission file, not all the accompanying files part of the scenario

#

Parameters, faction definitions, and other files

cinder holly
#

that's a mod then

dire cave
#

Scenario

#

But yeah

#

I spent a year barely learning how to make a mod for my community, mostly by myself, so this is very much out of my comfort zone.

cinder holly
#

you don't need to repack the whole thing, you can make the whole mod a dependency of your mission

#

(unless you change stuff in there, ofc)

wraith cloud
#

@dire cave
jup... that's your bigest issue right there

PBO Manager

dire cave
#

I stopped worrying about packing the entire package and no issues, so yay

broken pine
#

ngl idk who you are

wraith cloud
#

"hello" by adele slowly fades in

cyan mauve
#

anyone keen to come in on a mission tonight? looking for 2 more players.... it's a really slow and steady game play with a few old blokes.. send me a direct message if your keen πŸ™‚ Sydney based server.. kicking off within the hour.. Tama

low kernel
#

I'm a relatively new player from the unit, but I've heard stories about you mate

karmic pecan
#

hi,
does someone remember which plane (and from which mod) have working jump lights?

broken pine
#

RHS C-130 iirc

karmic pecan
#

❀️

#

thank you

whole steppe
#

what is the best map to simulate the Central African Republic

#

i got the idea for my mission after my country ( Tunisia ) is going to send Light Quick Reaction Force (LQRF) to the Central African Republic

broken pine
low kernel
#

Hello, I'd just like to ask a question.

How would I be able to allow animation keyframe modules to run on dedicated servers?

sand talon
#

Hey! Trying to make a night mission inside of Chernarus Redux. The nights seem to be awfully bright? Here is a screenshot of 100% overcast at midnight. Anything I can do to change it so it is pretty much pitch black and closer to vanilla? Thanks!
https://imgur.com/dv9dhCz

broken pine
sand talon
#

Right now, it looks very dark in the editor with these settings. However, it becomes much brighter (previous screenshot) when the mission starts

https://imgur.com/4EP0Rri

broken pine
#

I don't know then, I'd doubt it's the ambient light from the villages. The Eden screenshot says it isn't a saved file, is it the same when saved? If it is, can you see where the light is coming from?

sand talon
#

I switched onto another mission since I tried only loading the necessary mods for the map. Original screenshot is from a saved scenario. I don't think it relates to ambient lights on the map, though I honestly know nothing about it.

signal coral
#

How do you make dynamic missions?

#

Like missions where a decision being made effects the future course of events

#

Is it just hundreds of triggers that execute depending on a condition cause that seems messy

sand talon
#

If you think trigger usage is getting messy, it's a good indication that you should switch to scripting instead.

signal coral
#

What kind of design pattern do they use to create the effect of your "choice" mattering though

sand talon
signal coral
#

Got a lot of questions about missions actually

#

With SQF how do you check if a group has completely died?

#

like if a whole fireteam is dead

sand talon
#

_alivegroup = { alive _x } count yourgroup

or something similar, not tested

hard hill
#

Any way to make AI units in a mission move VERY specifically

#

Like move exactly to a point, crouch, face a direction, etc

#

I heard about that record/replay player movement thing but that sounds like a b*tch to deal with

broken pine
hard hill
#

Is this possible?

#

Sort of like a cutscene

broken pine
#

I'd check out animations and see if there are any that can have the desired effect. iirc there are some that are called viper something?

hard hill
#

I see

broken pine
#

sounds exactly like what you are looking for actually, I remember the animation, just not the name

hard hill
#

How do I ensure the AI wont be rardes though because they need to consistently be at one specific location

broken pine
#

disableAI

hard hill
#

I mean how do they get there in the first place since move waypoints can suck

broken pine
#

the AI can't be stupid if there is no AI think_turtle

hard hill
#

True

#

But its a situation where I need the AI to move to a point, then transition to an animation, then return to a unit

#

?

broken pine
hard hill
#

I see

#

Can I do a bunch of unit captures then transfer the capture data accross missions

#

With the same unit

#

Aka go into eden editor capture a bunch of stuff then in a different editor session replay the data

broken pine
#

yea, the unit capture is intended to be pre-recorded and stored in a file (but the file size can be big if you have a high fps capture or long capture time)

#

it copies the data to the clipboard

hard hill
#

How big usually?

broken pine
#

erm, it depends a lot on your fps and duration

hard hill
#

Also fps? Is it capturing 3d model data and not just a sequence of actions?

broken pine
#

from the wiki:

Copies to clipboard an Array in format [frameTime, unitPosition, unitDirectionVector, unitUpVector, unitVelocity] for each frame.

hard hill
#

I see

broken pine
#

so where it is, where it's facing, and its speed

hard hill
#

I need to ensure that characters in a mission are able to cohesively move from points without being too off, like I can only have a 2-3 meter margin of error

broken pine
#

tbh waypoints should be able to do that unless there is combat

#

even then, just diable FSM

hard hill
#

How?

#

Is there a way to make a unit move while disabling reactions?

#

I am new to mission making btw

broken pine
#
MyUnit disableAI "FSM";

Disables the attached FSM scripts which are responsible for the AI behaviour. Enemies react slower to enemy fire and the enemy stops using hand signals. Disabling FSM can give the impression of untrained units as they react slower and are more disorganized compared to when FSM is enabled.
note that this does not completely disable their reactions, so they could still get messed up

#

I don't want to get to script-intensive here since you are new and this isn't scripting, so I'd go for waypoints if it isn't in the middle of a firefight

#

There might be a clever way to keep a unit on path AND able to have reactions, but I don't know it if there is

hard hill
#

Right

#

I only need this because I want to have triggered scenes where a few units move to a position, crouch down and β€œplan” something BEFORE engaging in combat

broken pine
#

ohh, waypoints should do fine then. The accuracy will not be too accurate, but should get within 2-3 meters. If you are using a camera, then you could even have it pan away from them for a few seconds and use setPosATL or something.

In any event, waypoints along with disableAI should work. you could also try disabling "path" AI and seeing if that works? It might keep them moving where they are, but not able to move off.

hard hill
#

Ive never used a camera πŸ€” I didnt know that even existed

#

Do they use cameras for cutscenes

broken pine
#

it is possible and, in my opinion, very annoying

hard hill
#

It is difficult to get the AI to do what you want WHEN you want it

broken pine
#

indeed

hard hill
#

Is there an easy way to get a unit to do an animation/move completely ignoring that they are being shot at

#

Like at all

broken pine
#

animations, yea, just use playMove

hard hill
#

I see

#

If I have something like Polpoxes Animation do clients need that mod to play missions I make with it also?

broken pine
#

idk how that mod works so I can't say

hard hill
#

Ah

broken pine
#

playMove is a global command, meaning it will work with all clients, but something like BIS_fnc_ambientAnim is local, meaning you need to do some weird stuff to make sure it works correctly

low kernel
#

No one answered my question so I'm gonna ask it again:

How would I be able to allow animation keyframe modules to run on dedicated servers?

humble lichen
deft saffron
#

I don't know if this is the correct channel but I want my helicopters to only take off when people have loaded into it. Can this be achieved? Like once all members of a group has gotten into the heli it will start to move to its way point if that makes any sense?

signal coral
#

What is the easiest way to force players to stay within a certain area (waypoints, scripting, etc)?

#

I want them to stay within 10-15 meters from a point

humble lichen
humble lichen
signal coral
#

just removing the map visibility

humble lichen
#

if you check the parameters of it, it should be having something about warning players that they re leaving the playable area

humble lichen
#

hmm, then I recall wrong I guess, weird, was pretty sure I saw such thing last time I checked

signal coral
#

How do I use UnitCapture/UnitPlay?

storm geode
signal coral
storm geode
#

havent done firing.

humble lichen
# signal coral Where is this module?

Apparently the one I mentioned was in the same list called Zone Restriction in case you have not noticed yet. I just recalled them being together for some reason. Most likely due someone had wanted restriction + visual.

gaunt badge
#

When i make a Mission in Eden Editor its dosent let me Edit it in Zeus is this something i can change

shell fox
#

What would you like to edit in Zeus?

gaunt badge
#

Like Buildings and unites i have placed in the Eden Editor before i launch the server

#

~units

shell fox
#

(might need to be adjusted to work with buildings)

grim meadow
#

is there a way to play custom music for the mission completed screen? or even change the text that displays? i briefly looked around but couldnt find anything that gave me a solid answer

cinder holly
grim meadow
#

ah cheers. i'll play around with it

pseudo gale
#

Hey guys, I'm just asking for some general mission making tips. This weekend I'll be hosting a cold-war era mission and I wanna know jow to make it really good

uneven moon
#

hey when i setup my respawns i spawn in the corner of the map, its just a simple mission so i dont have any scripts running how would i fix this?

pseudo gale
#

Try that if you haven't already

uneven moon
#

ok thank you

pseudo gale
#

Yeah

#

Oh wait are u asking HOW to set up respawns as well?

uneven moon
#

kinda

#

i know how to setup respawns

#

im asking if i need anything else

pseudo gale
#

Idk, depends on how u set it up

uneven moon
#

any scripts or files

pseudo gale
#

I do it by going to markers, and Infantry Respawn. In the variable name, I put "respawn_west" for bluefor, "respawn_east" for opfor, and "respawn_guerilla" for indfor. Then i go up to mission attributes and make it so that it says "custom respawns" in the respawn section

uneven moon
#

im doing a pve op

#

so

pseudo gale
#

I never had that issue on my servers, but as i said one of my friends had that happen on his server when we played on it and we just restarted the server and it worked

uneven moon
#

do i need to do that?

pseudo gale
#

Yeah try that out

uneven moon
#

ok thanks

pseudo gale
#

If it doesn't work, dm me

lilac tulip
#

Is there a way to blacklist a certain mod?

tiny pulsar
#

Hello. I made a submarine, and AI keep shooting through the walls (made out of table objects, and they do not see them as obstacles, so they can just shoot through me). Is there a way to fix that? If not, how do I force an enemy to face a toward direction constantly? I tried "myUnit setDir 94.153;", but that didn't work.

#

Any help is greatly appreciated!

broken pine
# tiny pulsar Hello. I made a submarine, and AI keep shooting through the walls (made out of t...

I've had similar problems with AI shooting through custom walls; haven't found a fix. disabling the AI's movement can be done with myUnit disableAI "MOVE";. Keep in mind the note on the wiki (https://community.bistudio.com/wiki/disableAI):

Units will still change stance and fire at the enemy if the enemy happens to walk right in front of the barrel. Units will watch enemies that are in their line of sight, but will not turn their bodies to face the enemy, only their head.

Movement can not be controlled via script either, this feature has to be reenabled for that. The unit will still be able to aim within its cone of fire.

tiny pulsar
#

Thank you! Will definitely try that!

paper gazelle
#

Hey guys I'm currently creating a Halo Warlords map. However I ran into something weird. Whenever I place the Warlords INI module my player character becomes invincible. As soon as I remove it, I can die again. Any ideas? I appreciate your support.

tall field
#

hi, i have 3 unit factions in my mission, BLUEFOR, INDEPENDENT , CIVILIAN. ive set 3 markers in the map and named one respawn_west , another respawn_guerrilla, another to respawn_civilian.
ive set the respawn setting of the mission in the multiplayer tab to custom position with show respawn counter ticked. but when i exported and start the mission, i first see no connection (the role i chose has GPS and MAP), then it gets stuck in the air and doesnt spawn me, what is wrong with this?

wraith cloud
tall field
#

thankyou

rigid rampart
#

what is it that makes the "x hours/days later" screen pop up when skipping time? I use the skip time module and it just instantly changes from my perspective. Will that pop up appear for players who aren't in zeus

sterile cape
rigid rampart
#

I tested it and it shows up for players. Just never shows up for zeus, when using that module

toxic storm
#

hey there, sorry if this isnt related but im having trouble with my respawn points duplicating

#

i can provide pic if needed

shell fox
#

@toxic storm How do you create them?

toxic storm
#

i get a respawn module, respawn_west_emergencyrespawn

#

thats what i called it

shell fox
#

Any scripts or triggers involved with that?

toxic storm
#

nope

#

just put that in and it shows up doubled

#

like it would have Emergency Respawn as a respawn point

#

and then W of wahteverville

#

i do use 3den and zeus enhanced but idk how that can affect it

#

in the end ill just use markers

shell fox
#

Do you already have a marker there? If it has the respawn_ prefix the respawn system should create a respawn position on the marker while the module (presumably) creates a separate respawn position on its position.

toxic storm
#

yeah for both

#

dont worry this is pretty much solved

young herald
#

helps out a lot when you're dealing with finnicky respawns

tawdry badger
#

does anyone know how to remove the rotor from a heli like when you hit it? etc

fallen plank
#

Hi there. How do I get this code to work on a dedicated server? It's in a trigger.

Condition
({alive _x} count units Alpha1_2) < 6

On Act.

_x setCaptive true;
_x action ["Surrender", _x]
} forEach units Alpha1_2;```
open remnantBOT
#
How to use SQF syntax highlighting in Discord

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

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

@fallen plank don't crosspost, thank you.

#

for your issue: setCaptive is local and action usually is too, so you would have to remoteExec those

fallen plank
broken pine
#

one thing you could do is have a time based objective (say an ammo truck is just about to leave) and if the players don't reach the obj in time, they have to stop it in transit or attack a more difficult objective.

A harder thing to do is have a shit ton of scripts to make everything dynamic, but the 1st is easier and still pretty fun

low kernel
#

Or you could give your mission players choices.

They could get to decide whether to attack this section or that one, and they can be strategic about it.

#

More and more mission makers are beginning to realize that adding a level of decision-making to an op is good.

broken pine
#

scripts

#

otherwise just make both and let em choose

weary cypress
#

Is there anyways in eden to make players spawn with a kit you made before hand, Instead of them picking it in the respawn menu?

near dock
storm geode
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the great thing about ofp was that it allowed players to accomplish objectives the way they wanted, not like in other games for example how COD kiddie corridor developers scripted them.

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of course for todays arma3 mission making, there are various "depths" of making options for players. "linear" mission, that to me sounds like mission editor pre-placed enemy groups, this can be avoided by using scripts and create enemies on random locations with random waypoints, no chance of mission ever playing the same.

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then there is the question of does briefing lay out all objectives or are tasks created on the fly when mission is running. that adds another layer of randomness (well, kinda).

teal summit
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So... I have a mission that loads and runs fine on a local server (MP>Host Server>Load mission in editor>Play/Test mission). But on my dedicated server it just crashes back to mission select after hitting "Continue" on the slotting screen (not instantly, the server does something). The server-side rpt is ... not exactly helpful. How does one debug why the server goes Nope in this situation?

shell fox
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Start by adding a diag_log line to the beginning of initServer.sqf. If that line shows up in the RPT, there's some problem with the mission, if it doesn't, there's probably a problem with the server configuration (like missing mods for example).

teal summit
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On a whim, I removed a module that spawns an IR grenade. That fixed the mission ... somehow

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I did this because I spotted this in the log:
20210903-13:42:21.272653 Creation of object 2771462: o_irstrobe_f.p3d failed, state LOGGED IN

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The strobe was a relatively recent addition to the mission

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why that creation failed, I have nfc

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Spawning it as Zeus works just fine

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Ok, I can work with this, since I will Zeus the mission anyway.

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Still. How bizarre.

sinful rampart
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That error gets printed when you receive a object creation message over the network, but you aren't in the mission yet

teal summit
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So the logged error might just be a race condition?

sinful rampart
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State says logged in, meaning you are still pre-role selection, you don't even know the name of the mission you're gonna play, not even the terrain.
But despite that for some reason the server sent you an object.

teal summit
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I'm not sure this IR grenade thing is a vanilla Eden object/effect, so it might be a broken mod

sinful rampart
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Its vanilla naming style

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o_irstrobe_f
Opfor, IRStrobe, Futura

teal summit
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Sure, the p3d is, like the IR strobe item. But I dunno if placing one (and triggering the effects etc) in Eden is vanilla

weary cypress
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Instead of my custom one

shell fox
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The respawn system does that if you have respawn on start enabled in your mission. To compensate that (without disabling respawn on start), follow the steps explained in the guide that I linked.

shell fox
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No difference in terms of respawn behaviour meowhuh

earnest sluice
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Is it possible for a trigger to move an object? For example; I have a temple and at the entrance I have a Basalt Wall blocking entry. Would it be possible to trigger it to where it lowers down to make entry possible

astral bloom
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What scripts can do is what trigger can do. Use setPos to move an object

cinder holly
silk axle
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πŸ™€

cinder holly
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how I imagine @astral bloom now πŸ˜„

astral bloom
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Did I - what? πŸ™ƒ

spark ferry
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So pretty much, I need help on making a convey, so I have one army attacking another army who are about to all load onto trucks and convoy to another town, How do I make it so the soldiers dont straight away hop in the trucks, but wait and fight the other army and then all hop in the trucks a few minutes later?????

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This is killing ME

astral bloom
spark ferry
astral bloom
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So, wait until the firefight ends and let them get into the convoy?

spark ferry
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not sure how to script is so they wait a few minutes until they hop in

astral bloom
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Make a waypoint before the get in, and make the condition like:

behaviour this != "COMBAT"```
spark ferry
astral bloom
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behaviour = The command that gets the unit's group's behavior (in combat, or careless or...)
this = In this context, this is the waypoint's group leader unit
!= = not equal
"COMBAT" = One of the possible values of behaviour. Which means they're in combat or preparing for. If everything is default, the group will turn behavior "COMBAT" once they find an enemy, and they decided to turn it "AWARE" when they find enemy no more for a while

Translates to:
If the group is not in Combat, you can proceed

spark ferry
astral bloom
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Make a waypoint before the get in, and make the condition like

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Ah sorry

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Not trigger but waypoint

spark ferry
astral bloom
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Technically you can put it anywhere. But you want it near the vehicles so it is easily recognizable

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Or, maybe you should. By default the group wants to get to the waypoint, so they probably move to the waypoint despite the firefight is on

spark ferry
spark ferry
astral bloom
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Make sure they find the enemy beforehand

spark ferry
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ohhhhhh there is the issue, I have the enemy come in from choppers, Ill spawn some random enemies around the place beforehand though

spark ferry
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Thank you @astral bloom for the help! I just have one more question, is there anyway to make helicopters and units appear maybe half way through a scneario? Instead of having them placed down straight away?

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And is there any mod which removes stamina for all entites ina scneraio?

sterile cape
paper gazelle
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@sharp axle Disabling vanilla revive didn't work 😦 I still can't die. Unless I remove the warlord ini module.