#arma3_scenario
1 messages Β· Page 55 of 1
there is a cbrn texture mod
hmm yeah should be good enough
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
anywhere on the map or only at certain positions?
anywhere on the map with the exception of exclusion zones
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
google "arma 3 respawn on carrier flight deck"
you get a ton of answers...
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 ?
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
#creators_recruiting is here for you! no money required π
Oh I didn't notice that channel. Sorry!
nah np, just for you to know - and you will get more answers there π
Let's hope so :D
How do you initialize CBA in a mission?
What do you mean? It's an addon, you load it and it just worksβ’οΈ
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")
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"
So, i am thinking it needs to be initialized in the mission somehow?
Like placing some module, or calling some script, something like that?
I placed the PBOs into addon folder
β¦subscribe to it on the Steam Workshop
i am
like i said, the addon is installed
I placed the PBOs into addon folder
which addon folder?
you said you placed the PBOs
don't touch the PBOs
You don't put things to the main Arma "Addons" folder, ever
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 π
Send your RPT please
And when i load a mission save
Some scripts might not run when you're loading a save.
Usually you need to start the mission "from beggining" for new mods to initialize properly.
So if you started the save without CBA then added it later then certain features might now work.
Yes, that is definitely the case, so is there a way to initialize CBA retroactively?
I never remember that to be a problem year ago, but maybe i was just not unlucky.
but according to that CBA initializes fine and without any errors
no, restart the mission.
It was always "a problem" it's how arma saves work.
its all there, look again, i can see it.
I can't
The DLC listing is also missing
aA big chunk between command line at the top, and the modlist is missing
between lines 3 and 4
it's in RAW paste
only
but not in the "enhanced" view
surprisingly.
oof wtf
wtf 
I've never seen that
pastebin doing weird things
Anyways... π, restart is only option.
LOL, nope, i am not restarting Old Man after playing it 2 days π
...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)
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.
Good luck...
sincerely, CBA Team member.
π
yeah, i was hoping somebody would know. I am not going to spend the time to find out - don't need it THAT badly.
Anyway, thanks everyone.
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 ?
hi, see this wiki page π
https://community.bistudio.com/wiki/Multiplayer_Game_Types
it should answer all your related questions π
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.
I thought you wanted to know which game mods are available and how to list them
regarding the implementation, that's most likely a mission making on its own!
See https://community.bistudio.com/wiki/Category:Command_Group:_Flags for scripting commands π
Hm. I was hoping some old schoolers from OFP /WGL times might know how the game mode works π 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
there is no official "ready template" for this
someone might do some at one point
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 π We'll see!
"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)
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?
wrong encoding maybe? I know corrupted OGV can do that too
you may be right, the way i converted was very bootleg to be honest
ah well π
ill try another method and see if that changes it
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
and same with audio and video being played, + difference of sqf execution π
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
my current problem is finding something that can export OGV
that isnt malware, adware ridden or asking me to signup.
perfect, ill check it out now
VLC doesnt do OGV conversion unfortunately
it does OGG, and thats about it
@cinder holly
ooooh
thats some megamind stuff
thankyou
i have an ogv file the proper way now, time to see if the problem persists
uh
its the video, it plays
but its incredibly stretched sideways
it's an encoding issue then
IDK, the wiki might know
try checking the format of official videos?
https://community.bistudio.com/wiki/BIS_fnc_playVideo
Example ffmpeg command to encode a ogv video which can be played back:
ffmpeg -i input.mp4 -c:v libtheora -q:v 7 -c:a libvorbis -q:a 4 intro.ogv
im not sure what to do with that unfortunately
is that like a command line to enter when encoding?
and where does it go?
iii'm afraid video conversion tutorials on internet will be better at explaining π¬ I'm not good at video stuff
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
ahhhhhhhhhh ive still got the weird stretch after a bunch of tries
damn OGV and its aged like milk format
hehehe
yeah sorry, I can't help you much
ive gone so far back as to use windows movie maker to output a specific resolution and bitrate, no luck
oh well. ill skip it this time
nevermind
initial format was screwing it over
because adobe premier doesnt output to mp4 apparently
until i realised it did
always export to H.264, it's mp4
mpeg4 is not mp4 and I learned this not so long ago after it produced me a 300gb video 
yes, when I chose H.264, it exported me a 6GB file
ahhh this still isnt working
no matter what its always stretched across the screen horrifically
what's the resolution?
more like vhs noise than a video
ive tried 720, 640
(two seperate attempts)
720 by 480, and 640 by 320
16:9?
16:9 video should have 640x360 resolution iirc
regarding your numbers of course
or try 4:3 and 640x480
ill try 4:3
on forums I can see people do 1920x1080 videos converted from mp4 to ogg through mxf converter
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
but it's been 5 years ago so I guess any software can do
aaaaaaaaa why isnt there an official tool for this
grupe adler made a paa converter
why isnt there an ogv converter that says "hey, this wont work. it needs this"
instead ive got "try every editing software on the internet for a 10 or so year old format"
game is old, so you need old content for it
you're old πΏ
hows it going Lou Montana? do you know if there is any chance of getting weaponPool fixed (it duplicates contents)?
yop! Fine thanks, hope you are doing alright as well π
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.
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
roger, just checking. Dedmen long time ago said its low priority, was kind of hoping something might have happened since.
guess the simplest workaround is to use physical ammo boxes in home base and saveVar those.
you know what, im not bothering with ogv video at the start
im going the chad cutrsc + in game cutscene
I sense a tableflip here π (β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
thanks; I tend to be messy when I'm angry
I wass planning to add few videos to my single player campaign, if I manage to have some spare time in the weekend I'll do something quick and let you know whether I succeeded or not
spotlight_1_bootcamp.ogv
audio = 48000Hz
resolution = 512Γ512
maybe the 2^n resolution is the key?
every other comment on the BI Forums is about having it either 4:3 or 16:9...
exp_m01_v01.ogv is in 1920Γ1080, indeed
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
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?
π
if you figure it out please let me know
sure sure
i never table flip, i have alot of patience, and when it runs out i just stop. which is why im swapping method for this mission
maybe ill revisit down the line
maybe i wont, depends
all @ 30FPS though
what is this from?
game placeholder files π
thats amazing
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)
there is none, Arma is not made for dense cities
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).
The weapons, AI and especially the controls are not really suitable for CQB. If you ask me, Arma is best played at medium ranges.
yeah AI is not really suitable unfortunately. But weapons?
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.
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.
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.
If the weapon and damage mechanics in Arma became more like those in Escape from Tarkov, that would be a real step up.
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
https://steamuserimages-a.akamaihd.net/ugc/1702909623768743225/2F3B2F4BE3918C4FF25239C1CD15DE7FDD30A1EE/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false Just thought I would post this here. I've been making missions using ALiVE for months but get this strange error that pops up on screen multiple times per mission. It doesn't seem to affect anything, but is still rather annoying. Any idea on what it is/what is causing it?
a script error
Ty, but then what do I need to do to fix it? I dont have much experience in scripting.
you could try to trigger the error reliably and report the bug on github
maybe the Alive team can fix it
Kk, ty for the help
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
yes, through scripting
["Radio on!"] remoteExec ["systemChat"] for example
okay thanks
what are you talking about π€¨
People when developing stuff, banning editing cos of people like you 
β¦ π€£
HUE HUE HUE INTENSIFIES
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
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.
is your script being executed after player(s) have joined the server?
Actually, no
What would I have to do to run it like that?
Ah
So I don't need to do anything else other than that?
indeed
WOW
is MOM upside-down.
I spent more than 2 hours trying to execute here and there on this script and that script and now I just have to do this
Man
Yeah it isn't working for some reason
I swear: MOM β 180Β° β WOW β 180Β° β MOM
The player is still naked
something tells me that's not the only script in your mission⦠why would the player spawn naked?
I also have a briefing script that is inside initPlayerLocal.sqf
It's a requirement in my unit
no no, what makes the player spawn naked?
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
But since the command isn't working, the player stays naked
I, huh, what? why not set the uniform there then π€¨
Because the uniform doesn't appear in the ACE Arsenal
also, where did you set the naked loadout? Eden? script?
Eden
grrreat thing the ACE Arsenal is!
edit mission.sqm to replace their uniform, might be cool to do
That's possible?
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
editing the sqm will do. make a backup before doing anything
Easy peasy
Anyway, how do I edit the sqm?
can i use my etch a sketch?
Probably not
hmmβ¦ ackchyuallyβ¦
π
Anyway, what should I edit in the sqm?
- 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
I see a lot of "nulls" in the sqm file.
I assume this is because of binarization
How would I do that?
I'm sorry man, I'm not well versed in sqm editing
there is checkbox when you save or something like that
in Eden options yes @low kernel
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
you may need to restart the game to override that file
may, I am not really sure if must
smhmhmh
you do love making fun of abbreviations
Alright so I got the right uniform to appear on the player characters when I enter back into Eden after editing the sqm.
However when I load up the server and play on it the player is naked again
then something else is wrong
or the mission has not been properly updated
For some reason the exporting didn't override the file
I deleted the .PBO from the Missions folder and now it works fine
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?
found several "dont use triggers" messages with search, but no examples of how to actually do same stuff with sqf π
welcome back then π
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" ^^
Fixed it.
Also I have another question I'd like to ask if I may
How do I make OPFOR become hostile against Civilians?
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.
I know very well that this question may not be the easiest to answer though
make the civilians join side "independent"
How would I do that?
Still waiting for your answer man
hey, I'm hopefully not a 24/7 customer service π
Sorry man
So the Civilians become Indeps?
yep
Lemme give this a shot
Also I have a lot of civ units and I can't just give them all variable names and put them in an array
It says that " joinSilent" requires an array of unit names
correct
units civilian joinSilent createGroup independent;
```_one-lined baby_ π
WOW
Miracle worker right here
worth the wait huh? π
this one will change ALL existing civilians to independent - if this is what you want
I assume that's to go in initServer.sqf or something?
I thought you wanted to have it on an event?
other than that yeah, initServer.sqf is gud
Oh
note that it will also make all the civilians into one group
Ah, so I'll just have to trigger at an event then
otherwise,
{ units _x joinSilent createGroup independent } forEach (allGroups select { side _x == civilian });
``` to keep the groups structure
Alright, I will try this out
Oh man here comes the dang problem again
Alright so here's what's happening
I'm trying to get a VR Suit on a player and when I run the server the VR Suit disappears
That's the entire problem I'm trying to fix
The only time the VR Suit appears on the player is when the mission is run on singleplayer
350?
three fiddy
that's the price π
otherwise, HAVE A GOOD DAY SIR
the VR suit thing
you added it on every unit in the sqm?
Yes. And when I ran the server the players were still naked
then something else is wrong π
I honestly don't know what that is
you have some script somewhere that is toying with the gear, and it's not vanilla, and I don't support that π
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.
juuuuuuuuust a little bit.
KNEW IT
DON'T MENTION THAT SCRIPT HEY!
gniiiiiiΒ³
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?
Give me a second, I'll try the whole thing again but without those scripts
they apparently know, indubitably!
HOLY FRICK
LOU IT WORKS
IT FRICKING WORKS
AND ALL I HAD TO DO WAS REMOVE THOSE SCRIPTS
woeutgbfs;rgg
β¦protip: if you have loadout issue - mention and sort loadout scripts π¬ π
Yep
How silly of me
How TRULY silly of me
at least it's sorted! π
Oh man
I'm so sorry Lou that I had to bring you down the rabbit hole
I apologize man
appreciated, though it was more funny than anything π
Yes
Indeed
Thanks a lot man
Really means a lot π
My gratitude is almost immeasurable and my day is made better
hehehe!
why does my script get executed even tho the trigger isn't activated
it might be getting executed from somewhere else or you set the activation to anybody and an animal entered the area
It doesn't have an activation other than the condition
and the condition isnt fulfilled before task4 is completed
whats the condition?
task4 call bis taskcompleted == succeeded
not excactly like tjat
on phone rn but u get the point
well I'd need the exact code
wasnt it supposed to be task4?
Ye same code but for task4 i just quickly grabbed it from scripting channel
same script works for other tasks
but not task4
how do you succeed task4? in what way and with what code?
I now occasionally hop on to this channel to satisfyingly watch people's mission-making problems become solved
So basically
You fire a RPG at a tank
I got an eventhandler to handle the event of explosion near the tank
task4 gets created after you finish task3
it might be worth tracking (debugging) your steps. so add log messages to the eventhandler and see if it fires when you want it to
Apparently it fires instantly
I found a workaround over that, like the whole mission is a mess of workarounds xd
I got no clue how to make and workaround to another one but idk
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.
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."]];
how do I make a PAA image file for my mission's loading screen / overview screen?
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."
or just use https://paa.gruppe-adler.de/ to convert it
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"?
Put the path to your picture inside your description.ext
I don't have that file on the root. do I need to generate it?
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
okay... how do I create this file?
Make a notepad file and save it as an .ext
alright. how do I know which information I should/need to put in?
Check this out
can I import definitions from eden?
Uh, what
Just so u know, i dont know complicated stuff
Just helping u out with the basics
I've set things like text on scenario overview, text on loading screen, etc. I'd like to transfer those to the .ext file
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
I've made a short and easy air combat mission. it's my first ever ArmA 3 mission. any feedback, suggestion and criticism is welcome. https://steamcommunity.com/sharedfiles/filedetails/?id=2569985254
congrats on your first mission π
you can advertise it in #production_releases where people will run to try it!
thanks. i'll post there! it's not much of a production hah
'tis π
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 π
w00t w00t! a converted one π
well played though, sometimes it's tough due to sync links and all
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
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?
minefields
enemy presence, armored, snipers, such thingies
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"
that's why a good situational briefing helps
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
true dat! a blessing and a curse.
me: spends time on decorating a little village and making it look nice
playerbase: yeah let's go around it
me in zeus: 
trololo playing in the distance
great thing about ofp/arma is that its not a spoon fed corridor shooter.
Yeah, but sometimes in missions you want part of it to be corridor shooter
it can be good to have some scenarised moments, but it's tougher to design π
you have objectives and only your imagination and skillset how to complete them.
And then even if you try to block it off with assets
it's arma
people just glitch through it

classic fade out, setPosATL, fade in ^^ even tougher in MP
For the briefing, I recommend using the fancy map thingy, forgot the name
the one with the animated icons and stuff 
BIS_fnc_fancyAnimatedMap
yush, that
hmm is that a real thing, search leads me to https://community.bohemia.net/wiki/BIS_fnc_mapAnimAdd instead
or https://community.bistudio.com/wiki/Arma_3:_Animated_Briefing ?
β¦it's not π
right, should have known better.
sorry for failing you π I plead "collateral damage" π
but yes, Animated Briefing is the thing π
maybe it should be π
on it π

nah for now I am working on that rain effect and other stuffs I hope to be able to make vanilla one day
Still sounds fancy!
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 *
Yes haha, correct
https://community.bistudio.com/wiki/allMines returns all the mines
{ deleteVehicle _x } forEach allMines
```@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
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?
To prevent the pump from getting flung into air
Uh, WaterPump shouldn't be a physx object I'd think
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
Seems like the pump inherits from Machine_base_F which itself inherits from ThingX
disableSimulation should disable the physx
and might keep the action working? not sure
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 π
...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.
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
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...
nope
sad moment
i think you could, but it involves hand crafting a death animation for each animation... sooo... if you got time on your hand...
Maybe a HandleDamage event handler to make it stop the animation then apply a physical collision to unit to achieve it...
Never tried, just an idea.
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.
Is there a way to make an explosive go off at the end of a sound thats placed with a trigger?
when i Use ACE the animation somewhat improves so i think he can use that
getting a 1 meter / pixel resolution mapview image out of terrains could be useful for creating campaign and mission design docs. see #arma3_terrain #arma3_terrain message
I sort of found an answer to my question by reading through the "Arma Combat Operations" manual. In there it states:
Flag.Fight β free for all with flags for extra points.
So it's not TVT CTF but FFA with some flags involved that somehow can be captured. Sounds interesting. Thought I'd share FYI
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
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.
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/
Simple Single Player Cheat Menu v1.1.5 Hey everybody, here is my first addon, so be nice :)This addon is accessible inside any single player mission or scenario, Including the official campaign. Includes access to Zeus, debug console, Virtual Arsenal and a few other cheat functions. This addon is...
I vote for a ticket! 
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?
that's⦠a bit broad
which mod, which mission, one you can edit in Eden Editor?
It is an old milsim map.
Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=2250126734
you'll have to figure it out by yourself I'm afraid
too many dependencies and too many aspects are at work here
Ok thanks anyway
What is the correct MP-compatible way of forcing units out of vehicle?
According to https://community.bistudio.com/wiki/leaveVehicle it seems to require using leaveVehicle, then moveOut, and then unassignVehicle? ...in that order?
And according to https://community.bistudio.com/wiki/AI_Group_Vehicle_Management it seems that orderGetIn/allowGetIn may be also required.
Surely it cannot be that complicated, but what is the correct way?
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 π
moveOut does (or should) work with dead units
see alt syntax
the alt syntax is for game exe 2.05.147819, but current version is 2.04.something
Spawn a unit, hide it, disable it (optional, he cant really react by the time you are done with him), put him on each cargo slot of vehicle, then delete it , traditional solution.

OMG, that is just horrible π
Obviously a solution, i know, so thank you. But solutions like that are imo only reason to just forget the whole idea and do something else that doesn't require me forcing units to eject from a vehicle π
You cant imagine how many horrible solutions you are using till you write them. Just saying 
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
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.
I've thought about. Been thinking about it but if i cant find any ill check it out
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?
Sorry, just realised this might be better placed in the #arma3_scripting section
The problem occurs when playing on a persistent mission I'm maken on a dedicated server.
Or does it make a difference if I put the code into an initPlayerLocal.sqf instead of an init.sqf?
https://community.bistudio.com/wiki/Initialization_Order
You might wanna check the "Applies To" column in here to find that out.
Thanks for the feedback, will check it outπ
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
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
https://forums.bohemia.net/forums/topic/225826-under-construction-mission-maker-framework/ @median mountain I think this framework does it.
MISSION MAKER FRAMEWORK for ARMA III, ver. 0008 (2021) This MODULE is compatible with BASE GAME (current version) MMF is an easy-to-use function library for mission designers.Live readMeDiscord Channel (new) Change Log (new) FAQ (new) MMF Version 8 (install to mission root) (dev) MMF_vX (drive) (...
this was pretty interesting, tried it out and looks to be working nicely. "Drongos Map Population" https://steamcommunity.com/sharedfiles/filedetails/?id=1990653162
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
you can put the blame on the ill-configured addon :)
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
maybe with a config mod
how would I put together a mod to do that
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?
(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)
you can enable Dynamic Simulation in Eden, to save some perfs π
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 π
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.
you can set the triggering distance from players, as well as exclude the units you want from such contraption!
regarding AI, they are processed on the server unless Headless Client is configured and scripted
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.
never has been in MP :p
I'm sure your not alone. Soo many neat tools and functions now, but all the devs for the older frameworks are not around to implement.
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 π
so many missions to update it feels overwhelming.
but I love editing so its all good hehe
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?
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.
The launcher under the DLC tab
No unfortunately. That in the community wishlist, but nope
yes it lists the DLCs however I cannot unload them.
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions
Every vanilla things should be listed here, tho
cheers. I may use my server's arma key to test that
The list is 100% accurate should be
That is helpful, thanks
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
https://github.com/R3voA3/3den-Enhanced/wiki/Custom-GUIs#zeus-addons This might give you a bit more control.
@sand nacelle
thank you so so so so much!
ive been trying to figure this out for 9 hours
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.
Hi, R0adki11, it seems infantry starts chasing planes and helicopters (ignoring group's current move waypoint) unless the vehicle (plane or helicopter) is in CARELESS behaviour, in this case infantry continues with original waypoint. π€·ββοΈ
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.
i wanna do missions solo when my milsim isnt active is there any way to get preset missions
Hey I'm still having trouble with this. I select everything and paste it in an addons manager set to remove but it still keeps a lot of things
create a function and remote execute it
It only removes the items listed in the Ui @sand nacelle
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?
yes
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?
I don't think you can do a direct channel marker? if so, it most likely is done in the group/vehicle one
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?
sent to everyone currently in that vehicle
there is no check later
π great, thanks
Problem is that these are Zeus spawned enemy AI attacking a FOB with players in. With player controlled helis flying into the FOB. So I don't see how careless can be used.
maybe one of the setBehaviour's works on player groups.
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.
Any reason you do not use setCaptive for players during that period?
How would we do that in a Zeus based mission?
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.
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.
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.
run it on respawn for pilot classes only.
That would work.
Cant say anything without knowing full conditions. :)
Though we have no scripters in the community, which poses another problem.
Do your pilots ever leave the heli?
Yes we do, we land to refuel etc.
another EH on getOut if so π
I doubt you would need a script that runs constantly, EHs are the way to go
Are helis always the same, or do they respawn?
They respawn if they are shot down or crash etc.
with respawn vehicle module, I assume
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.
You can only fill civilians if pilot is civilian, so no go
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.
Thanks, much appreciated. Should that be added in the already placed helis inits?
It should be fine putting there. But I dont know what will happen upon another unit enters and changes locality of helicopter. So definitely do a test.
Thanks
replace heli -> this
I guess 'heli' will be the classname of the helicopter? Or name specified.
if you are putting into init, it will be as RCA3 told.
not class, but instance(variable name or simply "this" without quotes).
it's name, on init's = this
ok so instead of heli it will be this. Sorry I am not much of a scripter.
mission maker should be understanding that much I believe if you tell them.
actually nevermind, they may not. 
So the code should be this? this addeventHandler ["GetIn", {_this select 2 setCaptive true}]; this addeventHandler ["GetOut", {_this select 2 setCaptive false}];
yep
Great, thanks π
Please make sure the mission maker actually selects the vehicle itself and not the pilot of it, then blame the code not working persistently. 
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. 
@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)
Actually , I believe it is enough for server to do it, so if you are using init, just use this instead.
if (isServer) then {
this addeventHandler ["GetIn", {_this select 2 setCaptive true}];
this addeventHandler ["GetOut", {_this select 2 setCaptive false}];
};
And if you notice code doesnt work upon a pilot entering, then you ll need a locality change EH, just ask it. 
Thanks π
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)
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
driver helicopter setPilotSkill over 9000
well, no such thing. try mods perhaps
Some smart people here may know this but TIL the object "FoldChair_with_Cargo" also exists in Arma 3 and it works π
thank you
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) π
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 π
that's, what I used to make my script, because it's the only way I found to have both new subtitles and actual voices in a compact form.
Guess I'll have to do an FSM for the entire mission
an FSM? (I know what that is, but wonder why a FSM?)
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)
β¦everything > triggers
exactly why I try to get away from them
so, yes π
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
What's the purpose of an agent and when should one use it?
I need someone to enlighten me!
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.
Best way to provide legit RP immersion I just portray the AI my players have to speak with. Complete with accents and all.
Thanks for the explanation. 
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
with mods like zen that add the strg/ctrl+2xLMB hotkey to remote control, you can select the ai from the entity list on the left of your screen and then remote control via the icon
but thats not possible in vanilla arma afaik as the icon disappears when you select the remtoe control module
in Zeus Enhanced it will kick the AI out of the vehicle unfortunately
Huh
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. 
arma machine broke I guess
It's kind of a "hacky" approach but you can use the HandleChatMessage mission event handler to intercept kbTell messages and show them as Apex-style subtitles instead.
Idk if that's relevant to your use case, I did this when porting A2 campaign missions to avoid breaking the original conversations
Naaah, There's no subs in the chat, I'm using the Apex style subtitling.
Unless handleChatMessage takes in account no-sub talked sentences
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.
Could be anything. Check the .rpt and/or run the mission with diag.exe
is there a specific channel for Alive?
you mean the mod?
thank you
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?
That worked! Thank you very much
Hi peeps. I'm having some trouble with the ACE Slideshow module.
Problem: (see screenshot) https://gyazo.com/542fc4ce7a4bacca353893697be9f65e
proof that files are in correct location: https://gyazo.com/47ba06e45c9ede6b2059e252f6f330b3
if anyone knows what's wrong, please send a reply here or via dms! β€οΈ
Arma does not support png textures.
so convert to jpg?
Hello need some help so I have a dedicated server. Itβs 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
no. convert top PAA by using the image converter from the arma tools
hmmm, apparently it's supposed to work with JPG as well. Image stays white for me, but no error this time
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
ok,thank you!
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
maybe something that looks like its partially in the ground?
so it cant be pushed out because of that
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.
JPGs work fine with ACE slideshow, just be wary of quality which depends on what you're displaying your slideshow on https://gyazo.com/2865aa1cc3eeb4ba0f068a11f6bf3b2f
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
Any tips on how to balance missions for different player counts?
Try this test mission, which has the player scripted walking automatically like in the video you sent.
https://drive.google.com/file/d/1L3u25XG9sNraipLEt7rWr9m8kbWFbSLM/view?usp=sharing
Thank you
Don't thank me.
I wasn't the original guy who made this.
I found it on this gc:
https://discord.gg/6aw7ZTvQ
It's a gc for mission makers. It has a bunch of cool scripts and demo missions which you can unpack and apply in your own creations
Mmm, thanks
Anyway, you're welcome
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
Try selecting the vehicle, then right-clicking on the vehicle.
Then clicking in "Change Vehicle Appearance."
Maybe you'll find a setting there to have the door of the vehicle opened by default
it doesnt have an arsenal option like dog suggests, but ive got the init script. @ me in a few hours when i get home π
All good mate, havent mission made in a hot minute and forgot about the config viewer. Had it working within seconds after I saw the code i needed :p
Thanks anyway!
π
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
you can use 3den Enhanced and in the leader's name write Role@Callsign.
oh, I think it is a CBA feature
right, my bad, but 3den Enhanced is a good addition anyway, and it requiresn't CBA too, so I recommend using it
R3vo is typing ...
It does not require CBAπ©
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
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.
mods exist π
what is the name of the mod
I don't know
use the search field in Arma 3's Steam Workshop to find what you like π
i did and i found nothing
ah well.
also note that trailers are usually not welcomed by the game, because PhysX/reasons
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"
I think you need to put it in On activation instead of condition
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?
Sorry disregard this one
I didnt see your message correctly
No worries haha, thanks for taking the time anyway π
Is if fixed or still not working?
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
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
What is the script you are using?
"player in triggerAttachedVehicle thisTrigger" in the on activation field of the trigger. (if you can call that a script).
So the music you are using is from a mod?
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.
this trigger might most likely be made "server only"
@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!
you could place a normal trigger, without link or anything, name the vehicle myVehicle and have in trigger's condition player in myVehicle
@cinder holly , sorry took a while to test on the dedicated server but this does the trick! Thanks a million.
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.
You can't really control how messy the battlefield ends up in a mission, because the flow of the mission is decided by the players who do the mission.
But if you really want them to panic, have 'em face something greater then their own force can bare. Enemy tanks, enemy CAS, anything that can scare them away.
That way they'll go, "Oh frick, we can't take 'em on now, just run!"
a nuke can do
I'm legit about to use that in my mission soon
It's the Zeus Atomic Bomb
Is this where I should go for a question about repacking Liberation missions after altering parameters and factions?
it depends... what's your question?
KP Liberation? Maybe the KP discord
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 π
if you're packing a mission can't you do it by exporting it from eden?
That's just the mission file, not all the accompanying files part of the scenario
Parameters, faction definitions, and other files
that's a mod then
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.
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)
@dire cave
jup... that's your bigest issue right there
PBO Manager
I stopped worrying about packing the entire package and no issues, so yay
Oh hey Siege
ngl idk who you are
"hello" by adele slowly fades in
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 π Sydney based server.. kicking off within the hour.. Tama
You're from Soldiers in Arms
I'm a relatively new player from the unit, but I've heard stories about you mate
hi,
does someone remember which plane (and from which mod) have working jump lights?
RHS C-130 iirc
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
I'm not too sure what the Central African Republic looks like, but I've used this map for Africa based missions before: https://steamcommunity.com/sharedfiles/filedetails/?id=1726494027
Hello, I'd just like to ask a question.
How would I be able to allow animation keyframe modules to run on dedicated servers?
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
check your moon stage and cloud cover. No moon and many clouds will make it as dark as possible.
Right now, it looks very dark in the editor with these settings. However, it becomes much brighter (previous screenshot) when the mission starts
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?
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.
Easiest way is to fiddle with aperture.
https://community.bistudio.com/wiki/setApertureNew
https://community.bistudio.com/wiki/apertureParams to see default settings.
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
If you think trigger usage is getting messy, it's a good indication that you should switch to scripting instead.
Same problem though, hundreds of if statements?
What kind of design pattern do they use to create the effect of your "choice" mattering though
Thanks for the info, it seems that I'm too dumb to make this work at all
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
_alivegroup = { alive _x } count yourgroup
or something similar, not tested
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
adds a massive file and can be very janky. I only recommend it if you are doing a cutscene or other kind of cinematic event
See I would like to just have a small situation where a unit deliberately moves to a specific section, crouches, plays an audio file or voice line, faces a few directions then continues on with a waypoint
Is this possible?
Sort of like a cutscene
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?
I see
sounds exactly like what you are looking for actually, I remember the animation, just not the name
How do I ensure the AI wont be rardes though because they need to consistently be at one specific location
disableAI
I mean how do they get there in the first place since move waypoints can suck
the AI can't be stupid if there is no AI 
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
?
in the case that you need them to move a distance >10 meters or so, there probably isn't an animation, so that is when you would use unit capture and play (https://community.bistudio.com/wiki/BIS_fnc_UnitCapture) (https://community.bistudio.com/wiki/BIS_fnc_unitPlay)
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
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
How big usually?
erm, it depends a lot on your fps and duration
Also fps? Is it capturing 3d model data and not just a sequence of actions?
from the wiki:
Copies to clipboard an Array in format [frameTime, unitPosition, unitDirectionVector, unitUpVector, unitVelocity] for each frame.
I see
so where it is, where it's facing, and its speed
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
tbh waypoints should be able to do that unless there is combat
even then, just diable FSM
How?
Is there a way to make a unit move while disabling reactions?
I am new to mission making btw
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
Right
I only need this because I want to have triggered scenes where a few units move to a position, crouch down and βplanβ something BEFORE engaging in combat
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.
Ive never used a camera π€ I didnt know that even existed
Do they use cameras for cutscenes
it is possible and, in my opinion, very annoying
I know very little about cameras, smart people made a wiki page on it anyways: https://community.bistudio.com/wiki/Camera_Tutorial
It is difficult to get the AI to do what you want WHEN you want it
indeed
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
animations, yea, just use playMove
I see
If I have something like Polpoxes Animation do clients need that mod to play missions I make with it also?
idk how that mod works so I can't say
Ah
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
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?
Then you ask what is confusing you, and we help you. There are many people every day asking questions in #arma3_scripting , you are not dumb for not knowing something, you can learn it, if you wish and make use of it. A mission having custom scripts can extend your mission building capabilities up to your imagination, if you are interested...
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?
yes, use waypoints
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
There is cover map module that has prevention for leaving the "designated area" afaik.
Where is this module?
Misc I think
Where can I find documentation for it, it doesnt say anything about preventing leaving
just removing the map visibility
if you check the parameters of it, it should be having something about warning players that they re leaving the playable area
Is this vanilla?
doesnt seem to do anything
hmm, then I recall wrong I guess, weird, was pretty sure I saw such thing last time I checked
How do I use UnitCapture/UnitPlay?
PMC Editing Wiki: unitCapture / unitPlay https://pmc.editing.wiki/doku.php?id=arma3:scripting:unitcapture-unitplay
What about capturing a unit firing
havent done firing.
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.
When i make a Mission in Eden Editor its dosent let me Edit it in Zeus is this something i can change
What would you like to edit in Zeus?
Like Buildings and unites i have placed in the Eden Editor before i launch the server
~units
I do it this way: #arma3_editor message
(might need to be adjusted to work with buildings)
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
https://community.bistudio.com/wiki/BIS_fnc_endMission this is the documentation
you could "play no music" and use playMusic for it π
ah cheers. i'll play around with it
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
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?
His happened to me and one of my friends when we played on Chernarus 2035. Idk why but we spawned at the southeast corner of the map. We just restarted the mission and it worked
Try that if you haven't already
ok thank you
Idk, depends on how u set it up
any scripts or files
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
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
do i need to do that?
ok thanks
If it doesn't work, dm me
Is there a way to blacklist a certain mod?
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!
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.
Thank you! Will definitely try that!
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.
Disable vanilla revive
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?
@tall field
have a read here:
https://community.bistudio.com/wiki/Arma_3:_Respawn
i highly suggest you go the manual route and use a description.ext to define all your respawn specific stuff there
thankyou
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
I don't think that pops up on its own. You gotta put your own text there via: https://community.bistudio.com/wiki/BIS_fnc_infoText (or other similar commands).
I tested it and it shows up for players. Just never shows up for zeus, when using that module
hey there, sorry if this isnt related but im having trouble with my respawn points duplicating
i can provide pic if needed
@toxic storm How do you create them?
Any scripts or triggers involved with that?
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
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.
i recommend that you make it so that players can choose their respawn point in the attributes setting of the mission.
helps out a lot when you're dealing with finnicky respawns
does anyone know how to remove the rotor from a heli like when you hit it? etc
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;```
```sqf
// your code here
hint "good!";
```
β
// your code here
hint "good!";
@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
Sorry, will have that in mind
Thank you
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
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.
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?
you can add the kit to the respawn menu 
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.
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.
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).
You can preserve the loadout you created in the Editor like this: https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn
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?
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).
On a whim, I removed a module that spawns an IR grenade. That fixed the mission ... somehow
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
The strobe was a relatively recent addition to the mission
why that creation failed, I have nfc
Spawning it as Zeus works just fine
Ok, I can work with this, since I will Zeus the mission anyway.
Still. How bizarre.
That error gets printed when you receive a object creation message over the network, but you aren't in the mission yet
So the logged error might just be a race condition?
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.
I'm not sure this IR grenade thing is a vanilla Eden object/effect, so it might be a broken mod
Sure, the p3d is, like the IR strobe item. But I dunno if placing one (and triggering the effects etc) in Eden is vanilla
https://i.imgur.com/yUt8c4w.png I think it's vanilla. Not sure if I ever used it before.
But how do I get them to spawn in with my custom made loadout?
Like I set in editor but it restores back to a default kit
Instead of my custom one
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.
We use ace Arsenal not BI
No difference in terms of respawn behaviour 
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
What scripts can do is what trigger can do. Use setPos to move an object
@silk axle !!!!!!!!! π
π
Did I - what? π
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?????
This is killing ME
No crossposting.
yes okay sorry, wasnt sure which one I should message too. Do you have any idea how to fix my issu e?
So, wait until the firefight ends and let them get into the convoy?
yes. that is what I want the AI to do
not sure how to script is so they wait a few minutes until they hop in
Make a waypoint before the get in, and make the condition like:
behaviour this != "COMBAT"```
hmm thanks, I just got arma yesterday and I am still learning, would you mind to explain what this code does?
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
Wow! Thank you so much, I was wondering should I put that in all of the units attributes, or in the vehicles?
Make a waypoint before the get in, and make the condition like
Ah sorry
Not trigger but waypoint
do I just put the waypoint anywhere? Or should I put it near the vehicles they are going to enter?
Technically you can put it anywhere. But you want it near the vehicles so it is easily recognizable
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
Alright, just scripted everything like you said, ill test it out now
alright it didnt work, they all still just hop in the convoy
Make sure they find the enemy beforehand
ohhhhhh there is the issue, I have the enemy come in from choppers, Ill spawn some random enemies around the place beforehand though
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?
And is there any mod which removes stamina for all entites ina scneraio?
https://community.bistudio.com/wiki/enableFatigue (or uncheck the Enable Stamina thingy in the attributes of the units)
@sharp axle Disabling vanilla revive didn't work π¦ I still can't die. Unless I remove the warlord ini module.
