#arma3_scenario
1 messages · Page 56 of 1
you can not disable NVG use for playable characters iirc, only remove the items
that also works
i tried figuring it out how to remove them for all playable characters but it just kinda fails
cant wrap my head around it
another thing that might be possible, disable the "N" key input temporarily
ask in #arma3_scripting for both, removing and re-adding NV gear, and the key input
thank you ^^
I have a question are there any SERE missions made? Our unit cannot find any.
sere missions?
I remembered sth from Quake 2 there was a game mode 1 flag ctf, flag in the middle and you had to indeed bring it to the enemy base to score. Might try doing sth like that 🙂
Hey guys, been making missions for my arma 3 group, but i can never seem to make it balanced for the tanks, infantry, and CAS. any ideas? some things are just more overpowered than others and it leaves a group out always
is it possible i can could get some help making a mission for me and my friends im having trouble with triggers and scripts
Here's a couple: https://steamcommunity.com/workshop/filedetails/?id=1515582475
This one's well rated (haven't played it): https://steamcommunity.com/sharedfiles/filedetails/?id=1847761060
It's difficult to give everyone the same amount of things to do or engage. I'd try to focus the mission on either of the 3. Tanks mix well with IFVs / troop dismounts in urban areas for example. CAS works better with a seperate rrecon or jtac attcahment/team that identifys laze targets
Okay and although I could not find the one I played, here's two more to finish off, have fun: https://steamcommunity.com/sharedfiles/filedetails/?id=1608130495 . https://steamcommunity.com/sharedfiles/filedetails/?id=1097603596
Agreed. Battles often occur in phases eg: deployment, encirclement, (bombing), then incursion. Each unit type plays their role here. But the others will then have to wait => boring gameplay. Unless the player behind the mortar just got their pizza out of the oven.....
Well one squad of infantry 12 guys can nicely also drive 3 tanks
it's not like IRL where a grenadier has no clue about crewing a tank
You could go through the trouble of I) unlocking things in phases and II) restricting communication. Eg only provide mortars (with limited ammo) when the players reach the hill. And scripting that players cannot draw on the map or use the artillery computer.
Figuring out how to manually fire, using tables, will definitely keep a player occupied.
@signal coral kind of depends how your unit is set up / play how flexible they are
if you have fixed roles slots then you'll have to start thinking about side objectives for CAS and Armor, try thinking of different battle spaces / layers. Tanks open ground, CAS for killing helos and mobile infantry and infantry for urban warfare / difficult terrain
Thank you so much
guess you could just put some vehicle ammo crates next to the landing site. not sure if the helicopter would go down close enough tho
dont know if this is the right place but
anyone here worked with firewill's before?
and i wanna know if it works with pook sam pack
that's… quite specific, not going to lie 🙂
it aint easy dismantling the entire integrated sam system of the pla rocket force paving the way for a decapitation airstrike of high ranking ccp leaders in a third world war gone hot
and that is just a hypothetical of course cause me and my unit would never do such a thing!
also i figured it out, it does work and does lock on, to anyone reading this, just use the integrated targeting pod of in this case an f/a-18c, press t and it’ll lock on so long as your avionics detects the radar
second question: are bridges. specifically tanoa bridges destructible?
no.
shitskis
Hi all, can anyone help point me in the direction of documentation or tutorials on making a campaign "hub world" like camp maxwell in the survive mission.
I want to have an upgrade shop and quest bored for the player between story missions. Thats persistent is the goal
tah ill have a lookyloo
not sure if you can help but in regards to enabling a hub the line is present in the wiki enableHub= 1; // TBD - has to do with coming back to a "base"
But it doesnt say anywhere that i could find how to make the hub and point it towards that spot?
isn't there a isHub entry on a mission level?
im not quite following you sorry
by mission level do mean in the missions description.ext?
enabling hub? 🙂
oh wait in regards to the section here with the isHub = 1; // 0: disabled - 1: enabled. Default: 0
where would I include this line in campaign description.ext?
as the doc implies, at mission level
{
lives = -1;
isHub = 1; // 0: disabled - 1: enabled. Default: 0
lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};```
so in the end it would look like this ?
this would make each and every mission a hub, so no
yes indeed, because its broken 🙂 cpp noWeaponPool = 1;
i dont follow
sorry all im not the brightest spark when it comes to arma code
just making a joke regarding bis wiki campaign description.ext page.
{
name = "Aftermath";
cutscene = ;
isHub = 1; // 0: disabled - 1: enabled. Default: 0
firstMission = miss1;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = ;
class miss1: MissionDefault
{
end1 = miss2;
lost = miss1;
template = Aftermath.VR;
};```
okay what about here for an individual mission? would this make it a hub?
the full example on the wiki has no menition of it so im shooting in the dark mostly here. I do appreciate all the help tho
how would you describe a "campaign hub mission"?
like the main arma 3 campaign, where you returned to base if your last missions equipment, talked to npcs and choose the next mission and the like
like this
choosing a next mission is not any single description.ext command, campaign hub is not a single command, its more like... hum how should I describe it, like a way of configuring/doing things.
oh okay
so for what im thinking of, I would have separate base missions that have the appearance of a "hub world" but in realility is just another mission with various triggers to different endings to begin other missions?
and if thats the case how would I go about making gear persitent between missions?
as said weaponPool has been broken since 2014, it doesnt work, so your two options are either saveStatus for characters themselves or saveVar for ammo/weapon boxes and make player rearm in mission start.
okay reading into saveStatus i do that at the end of a mission and at the start of the next I do loadStatus
in my campaigns I currently use persistent ammo/weapon boxes, not an ideal scenario but what can you do.
is "isHub" even necessary? after a mission you'll just boot up the hub mission again. and for state changes inside the hub mission you will have to track progress via various variables
saveStatus yup, it also saves character health and everything, so if he is hurt or even DEAD that will be carried over too.
I havent found any use for isHub or these other commands.
that semi works for what Im trying to do. I want my players to able to bring back loot crates between missions. so I assume persistent ammo/boxes is what I want for that too.
anywho misso wants me to go to sleep so I shall. Ty for the help all.
how would I go about changing varibles in the whole campaign?
"loot crates"? no idea what that means. when you return to base/camp, you either offload your groups stuff into ammo boxes (saveVar) or just keep them as they are (saveStatus). if you use vehicles then saveVar also works for a specific unique vehicle, or you have to script some more complex system to detect any stolen etc vehicles in the camp area.
with saveVar etc
persistent crates like that are a hell to script
oh yeah right
fetching items in a crate and saving them is easy. but fetching items in items (backpack) ...now you open a whole other can of worms
however, i think there was some new script commands added a while ago, which returns all objects inside a container including objects inside sub-containers
in my personal project/s last year i ended up just unpacking all items in a crate first and then saving them into an array. that worked pretty well in the end.
in any case, saveVar will be your best friend in such campaigns, as you have to keep track of all kinds of stuff that can / will change later.
So, it used to be when I set up a multiplayer mission, players spawned in with the loadout I specified in Eden. Now it forces them into whatever the default is for the slot. Anyone have any idea how to disable that?
That works for respawn, but I'm trying to figure out why I'm having trouble on first spawn.
What is respawnOnStart set to?
0
Weird. Could be mods, do you have any running?
I was hoping it wouldn't be. Have about 20 I'd have to go through. Thanks for the link, at least. That'll help with a different, related problem anyway.
Hey all, random q. Anyone have any ideas of how to put a bunch of images on the players screenwhen they are hacking a console. I sort of want to get a sci-fi overload sort of thing. Like pictures of messages, schematics and plans that sort of thing
Is it possible to change the success/failure music for a single mission?
you can have them show on the screen of the terminal he is using
so I have a mission where I have a ton of people parachute onto the ground, how do i Make the AI go and grab noraml backpacks out of a supply crate?
image isn’t gonna embed (I don’t know where to put it) but what do you guys think of my small island cove FOB?
Looks nice as a starting point for a mission
Yup staging area and FOB for briefing and step-off
Has a bit "evil maniac lair" vibes
Could someone please help me add a bluefor faction to a DUWS mission
I am not advertising for a mission maker but if I was interested in hiring a mission maker to do the scripting/implementation of a mission I have written out (and partially designed) where would I go?
but why do you need that info if you arent going to be posting there 
Guys can anyone tell me why i do not have slots when i put the mission on server
???
Have you made sure that you have all the mods on the server that the mission required???!!!
Maybe looking at the rpt log will help????!!!!

Is there a reaſon that people generally ſeem to put things juſt free-floating in, for example, description.ext and init.sqf inſtead of having the various ſections in callable hpp files or folder ſtructures ? That ſeems more modular and eaſier to manage to me.
sometimes they don't know, or don't want to bother, or just copy/paste things
Oh, ſo my idea iſn’t a bad practice or poor from a performance perſpective, then. That’s good to know. I was thinking of trying to refactor the various miſſions I have to be more modular like that to ſpeed things up.
Thank you.
it's not ideal regarding performance because "it reads another file", but even if it took an additional 0.1 second, it still is a one-time loading and it also saves (at least) minutes of brain time, so go for it
It ſeems like having it ſet up for things like parameters, roles, game-mode related things, &c. that can be eaſily interchanged would ſave a lot of trouble than trying to do that with juſt blocks of code ſitting there however they want to be.
Anyway to apply custom model or loadouts to the ambient civilian presence module?
I don't believe there is, right?
May I ask a question, anybody know how to make para-dropped AI moving?
Last time I used this it was quite some time ago, maybe it had this feature then, maybe not, I don't recall. It's just Intend to use this feature later and haden't checked it when asking this.
Thanks
hi all. im not sure what the issue is but my players cant seem to eject from moving aircrafts to do a halo jump. is there suppose to be a script or something that i should put in eden?
they have parachutes on but the eject button doesnt appear in the scroll menu
it depends on the vehicle I suppose
i used the native chinook and the rhs c130 but both vehicles dont offer the eject / get out option when aircraft is moving
try without any mods first
are you using ace? @warped sierra
yup
to stop people from ejecting out of moving vehicles accidentally
although maybe ace just moves it to the bottom of the list?
not sure anymore 
hmm doesnt seem to be in the ace options though
do you actually need a separate mod to do halo jumps?
Could someone help me with a heli evac?
Im having a hard time with the triggers and all the videos say i need to place my playable character down first but he is already at a starting base location and i only want playable characters like me and my friends to be able to call the evac after our mission is done could someone help me with it? im super new to triggers and waypoints and such
Here's a question if you don't mind. How do you prevent an AA unit from murdering ground forces?
Just went into an op on the weekend where I watched a placed AA unit caramelize an entire squad from several kilometers away. I want a thick AA coverage, but I don't want that same coverage to target ground forces
@warped sierra Eject is in the scroll wheel menu, although there's an Addon Option that lets you remove Eject entirely. I think it's in ACE Vehicles in the addons menu
place the AA behind some walls, or a low level of ammo in the event of a human player
Hm, that's an interesting idea, basically prevent them from getting a line of sight on ground forces, plus it creates the opportunity for the air force to fly low to hit them if they want. I like it!
Thanks for the suggestion
Would anyone know how to change the amount of deaths a player can have? Apparently we are having an issue where people can only respawn a certain number of times before the respawn button grays out for them. Thanks!
Piggy: I think you're talking about the respawn tickets under the Mission General/Multiplayer settings
You can change the respawn type from tickets to something else. I know my (and a lot of people's) preferred one is to turn tickets off and to set a marker that's respawn_west
Alrighty, I'll tell them that. Thank you!
You have to change the respawn mode to something else, Respawn on Position I think it's called
in zeus how do i spawn as a character i just put down?
remote control
either use the module, or if you have a mod like zen use strg/ctrl+2xlmb
(clicking on the units icon that is)
hi all. trying to make a bunch of ai civ to be captives or hunkered down in an abandon factory. is there a way to quickly apply animation to more than one ai unit at a time? doing this in zeus btw.
currently i do this by using the ambient animation module and apply it to ai units 1 by 1
ya that didnt work idk why. scroll wheel doesnt seem to make it appear. but i found a work around where u just double tap v to eject out of the vehicle. gonna probably tell my players to do that in the next mission
thanks tho 👍
if you're using 3den enhanced you can select them all then open the attributes (right click on them) and then set the animation
no workaround doing it in zeus instead of eden?
cant think of a fast way to do it in zeus right now
noted. thanks a bunch 👍
It might be the hierarchy of settings -
Server Side can override mission, Mission can override Client. If the server is set and the option is forced, you'll need the server admin to change it
Will BIS_fnc_playVideo scale videos to different resolutions?
what do you mean by that @trail cargo
Well, if I put an ogv file in at 4k, would it attempt to display the 4k video on a 1080p screen (and thus render part of the video off screen), or would it scale it to the 1080p display
it will still display it "full screen", but stretched/compressed
the image behind would still be 4K
Fair enough
Anybody got any asset / mod packs for UK forces from '69 - late 80's?
trying to build out a Operation Banner Scenario
been having some major issues consiering armaholic is dead
…Arma 3?
I need some help with the respawn system. I'm trying to make a multiplayer mission where everybody has only one life (no respawns). So I set respawning to disabled in Eden.
Now whenever the mission fails because the whole team has died, the roles will vanish from the role selection screen.
Is there a way to fix this?
If a unit dies when respawn is disabled, its lobby slot is removed automatically; it's part of the feature.
roles disappear because the peeps cant respawn, not sure what'd be the workaround
Ok thanks.
I was hoping there was a workaround. I've played around with respawn tickets a bit but could not get it to behave the way I want.
If you are playing with no respawn and hte mission fails, you need to restart the mission from scratch. It is advisable to have additional "JIP slots" for people who die because of technical reasons/glitches or happy little accidents.
Hey guys, been making combined arms operations for my unit and there seems to be some issues in balancing, because ofc a tank is way more powerful than infantry, and planes are somewhat more powerful than tanks, it makes it very hard to make combined arms operations. Any tips to make it more balanced/fun in a realistic way?
depending on the context, man < tank < plane < man
it's a rock-paper-scissors kind of game, but you can set various parameters to amend the setup
less ammo, no air to ground missiles, damaged tracks, etc
Is there a mod or (MP compatible) mission script that forces the map grid squares to be 4 digit no matter what, instead of breaking down to 6 digit grids? I'm trying to make a land navigation course and 6 digit grids on the map is basically cheating.
I know in Ye Olde ArmA 2 OA times ACE 2 limited the map zoom to keep it 4 digit, I don't know if it's a thing in A3
NVM, figured it out. that ACE 2 comment gave me a brain wave and I dug deeper into the ACE3 documentation.
Im sure this is no sure-fire solution, but the context is that there is typically 13-15 in the infantry squad, 3 in the tank squad using the 2Sg ingame, and 4 people assigned to CAS/Transport( not 4 planes or 4 helis, these people also serve as crew in the aircraft, A-29 for CAS) Currently what tends to happen is that the Leopard will see infantry targets and enagage them and kill all the infantry, then our infantry does nothing and has little fun throughout the operation. CAS is typically fine because they are less accurate than a tank usually
as some ideas, you could:
- place other tanks and AT soldiers (the tank cannot deal with all at once)
- make the tank have to go through urban area (where it is heavily vulnerable)
- disable its TI/NVGs
- script tank misfunction and/or make it engineer-dependent
Hello guys 🙂
I'm trying to build a defense-style mission with concurring wave attacks. For the initial assault I'd like to implement a paratroop attack. But I've never made a mission where the players are on defense or in other words where the enemies have the initiative.
My question is: How can I implement a plane bound to a trigger that just flies straight and drops all of its cargo once it reaches a certain waypoint?
Much appreciated 
Bonus points for despawning!
You could just tell your armor crews to prioritize armored targets and let infantry deal with infantry? Your main issue may stem from the fact that tanks operate best in areas where infantry have the least advantages and vice versa
you can put code inside of the waypoint's On Activiation field, so one for the location of the paradrop where you make the enemy squad eject with the action: https://community.bistudio.com/wiki/Arma_3:_Actions#Eject and one waypoint somewhere far away where the plane can despawn with deleteVehicle(Crew)
thank you, that worked great 🙂
Anyone ever have any issues with missions having addon's missing, but they are linked in the command line for mods and server mods but the mission is not finding it?
you mean the server is saying it cant find them?
was getting "Warning Message: Addon 'fallujah_v1_0' requires addon 'Utes'" Which was Fallujah referencing CUP Terrains files, even though in the command lin the mods were specified to be running
Been racking my brains the past few days, when I try to get the mission running on a server, keeps telling me that missing addons are detected, but the mods are there.
can you post an rpt log in #server_admins please?
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
I've finally got it running. The server is windows based and it was being super finicky with the names of mods.
Now I know I've got a bunch of modules acting up with ALiVE
This was the error I was getting before
tfw you get a mission working, and then change one thing and it break again. 
ez: don't change things :p
Arma is always having issues with mod names, gets worse when modders add symbols to mod names. "-=+#~"
Anyone used CfgWorlds description.ext entry? I am trying to get the background image replacement to work without it being distorted.
I think background images should be 2048×2048?
isn'T there one vanilla mission that uses it?
it was introduced for the AoW museum
😐
yeah it appears to be 2048^2
\o/
can this be added to the wiki?
in description ext and maybe even for terrains if it does not exist yet?
it depends
description.ext is really sparse for cfgworlds
on the amount of money you can provide
i give you 0 quid
deal
yeah, because that was not its role until now^^ we can link to the CfgWorlds thingy
what are you guys talking about, CfgWorlds "description.ext entry"?
Yes. You know what the Amsterdam in the showcase? That's the result of the description.ext entry
hello, is there a way to keep simple object scaling size and rotation orientation along X and Y axis when positioning them in editor?
(get3DENSelected "Object" # 0) setObjectScale 0.1;```
you could try an onEachFrame for the time of movement sure
It's not efficient to have to execute the function each time I want to reposition to make cave systems hehe
does it? im currently using 3E
Huh I thought it did
Well, yeah what Lou said. Probably like:sqf onEachFrame { private _mouseover = get3DENMouseover; if (count _mouseover != 0) then { _mouseover#1 setObjectScale 0.1; }; };
Wonder why such feature was not included by default when the object scale was added 🤔. Thanks Polpox
Well, that object scale thingy is always “hacky” solution
Which is... you know, it does have a lot of bugs
I seldomly use that function tbh, but having to place 3k rocks to make decent looking caves in 3den is just a nightmare, some of the limestone giant formations works wonders using just a scale of 2.0
moving them with the move widget should work
because that'd be alot of work
I wanted to let you use the "scale" tool in Eden directly but biiiiig nope
sadly
Possible, 3den Enhanced does lots of cool things
yush
There is an object scaling attribute, not a tool.
Howdy folkes! I was looking into CRBN gear and noticed there was already an rcs layer for Gasmasks, I was wondering how I would go about detecting when a player is wearing a mask, then adding the layer, and removing it when removed? Maybe a perFrameEventHandler, but where would I want to put/run this??
ah description.ext cfgworlds entry.
There are actually even more CBRN features: https://community.bistudio.com/wiki/Arma_3:_CBRN
As for detecting when a player is wearing a mask, perhaps goggles player isKindOf "HopefullyMasksHaveACommonSuperclass"?
Yeah I've seen those after posting last night! That's great! Im going to try it using an "inventory closed" event handler, check for the class name of the mask then attack the overlay :)
Does anyone have any idea why someone wouldn't be able to respawn if they die from a crash or ai? Is it a config value somewhere?
is respawn enabled?
Yes it is, they can respawn any other time but those ones
it did work, alternatively, using the polpox snippet did work too. For testing purposes/visual aid you can uses that same code changing the function to maintain pitch for objects while moving them. 😄
On other question, is eachframe performance hungry if I use it to add smooth rotation to a object for scenic purposes?
a bit, but I see no better alternative
heyo could anyone help me convert an arma 3 mission into argo?
Exported my mission and its unplayable on a dedicated server. Any reason as to why thats occuring?
check rpt
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
I know the desc.ext is broken, I did that intentionally to see if that was the cause but it was not
https://sqfbin.com/evahuwiqemeqowomivah
if something is broken, fix it first
Am I correct to assume that simple objects have a bigger impact on server (and player) performance than objects with disabled simulation?
I was looking to see if it was something I had in the desc but found out that its missing
a3_characters_f
hah, how
idk, the rpt says its missing but launching another mission works fine
If that is shown on boot up and not at mission start its fine.
no
So it occurs after Physx3 SDK is started.
I posted the rpt and spent all day trying to figure out what the issue is
the rpt compared to another working mission looks nearly identical.
What a nice write up, thanks!
Would anyone care to test my mission on argo? I want to see if the massive fps drop is bc of my pc or the script itself
It's a zombies version of combat Patrol
"on Argo", you mean on Eden, in Arma 3?
He's referencing the Argo, ex Project Argo
^
yeah well, this is not an Argo server, hence my question 😬
I was wondering, is there any prohibited topics to be included into the missions? Like, something that will get you banned from workshop or similar? Im making a "spooky" mission that will lean more into a thriller-esque experience but i dont really want to get over the top that much since some really freaky ideas have come to mind for ambiance setting that could be ethically incorrect.
what could get you in trouble would be praising terrorism, civilian mass-murder and things like this; now making a spooky/gruesome mission may not be to the taste of everyone but it remains in the "acceptable" range of course - good or bad taste, just keep it legal 😉
(anything praising me is accepted)
So I created a mission and created some spawns and respawns. Does anybody know which option it is to make people spawn where their character is first time rather than starting in respawn screen?
so after learning the advantages of simple objects, thanks Lou!, I'm wondering why any of the sandbag objects in the editor have the "simple object" checkbox.
I'm aware it needs a config entry and I could? replace them with a simple object by script I'm just wondering if there is a reason that checkbox isn't there.
Because sandbags are intrisecally defined as simpleobjects once placed
you cant destroy, modify or affect them with physics, which are basically the characteristics of a simple object.
hm... setting all my mission objects to simple objects definitely improved FPS (about 2000 sandbags and HESCOS +1000 other objects, don't judge me)
if you have a lot of them you might as well try super simple objects
isn't listed in the 3den attributes https://community.bistudio.com/wiki/Eden_Editor:_Setting_Attributes#Attributes so I don't think I can even set that
Disabling simulation doesn't help enough and Super-Simple Objects don't net any performance boost over Simple Objects.
This suggests I won't get any additional FPS from that
Simple Objects - represent simple objects created from original object config. These simple objects contain type information which improves scripting capabilities, are automatically adjusted according to the config data and can be re-textured. They are ideal for almost any situation, with exception of objects that do not have config definition where using the Super-Simple Objects is the only possible way or complex objects that support re-texturing but we don't need it, there using Super-Simple Objects can net some significant performance boost (check Performance section). EDEN editor uses these Simple Objects, there is currently no support for Super-Simple Objects in EDEN.
What are the sandbags? ACE sandbags with physx are "thingx"
sandbag walls that you can place in editor are "house"
Referring to this graphic https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance
Refer to the above performance graph and its "house" bars for why the option is not available.
Atleast I think that was the idea behind whether to show it or not
As far as I see it they are vanilla sandbag walls
Land_BagFence_Long_F stuff like these
Yes they should be house simulation
gotcha, so already as performant as it can be
same for hescos "Land_HBarrier_Big_F" I'm guessing
explains why the server FPS didn't change outside margin of error after turning them all to simple objects
thanks!
don't think it contradicts itself, my quoted section talked about PhysX objects
https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance Chapter Conclusion
ah, but we were not talking about physx objects. Atleast sandbags are not 😮
is eden 2.0 and E3den supposed to get along or is it either one or another?
yep
Anyone know their way around the ExileZ Mod?
Try the module in the eden editor called "Post Processes" or something like that. There you can choose the color grading you want for the mission
I tend to use the "Mediterranean" preset for desert environments and the like
I dunno, maybe you can learn how to use the PlayMusic command to play custom music during the mission.
Of course you still have to define the song you want in the description.ext file.
Here's an example of how you would do that:
https://community.bistudio.com/wiki/Description.ext#:~:text=for more information.-,CfgMusic,-Defines music you
It really depends on how you wanna make the mission, so I can't tell you to do this and that every single time you want to make something immersive
https://forums.bohemia.net/forums/topic/222828-release-sarogahtyps-simple-loot-spawner-ssls-v-12/?tab=comments#comment-3350045 Could someone pls show me how to implement this into my argo server, if not help me find one that can be used, pls I have been searching for hours
I honestly don't know if this is possible in Argo, also this is an Arma 3 group and most of our methods in mission making and scripting may or may not apply for Argo
I wonder how to make a Ai stay at his position but still capable of firing at all directions , I tried "disableAI "Move" but want to know something better. any ideas?
disableAI FSM
and PATH
possible values shown there
you can also put a waypoint on his current position and set it to hold
@vernal brook thank you
Another question, what is the ASL range for mode "LocalAltitude" when dropping bomb, I would like to set it as low as possible, but sometimes AI don't drop the bombs
Hello!
I'm trying to make a scenario in MP, I want to make a playable character change side when a trigger activates, for example from Opfor to Blufor. But I also want an option where it changes back to Opfor when the attributes for the trigger is no longer met. Could anyone please help me? 🙂
@fallen plank Try joining the character into a group of the wanted side.
Yes, I did that
call{
[name] joinSilent (side);
};```
The problem is that the player will hear the Ai groupleader with example "player regroup". I don't know how to overcome that?
To stop AI from talking with script, use
unit setSpeaker "NoVoice"
(you can find it with speaker and store it first so you can revert after joining)
Hello Im new to mission building What would be the best method to build a if you guys know it like a Domination type mission with multiple zones that are there, but disappear when destroyed, as well as random enemy patrols with not a constant threat but they are there type deal and also coding a way for the mission to automatically send garrison forces to said zone to occupy with a chance with a enemy counter attack. Plz DM im desperate!!
Attack helo crew? Sniper and spotter?
Anyone know how to set a flag texture on this (if possible)?
i tried: forceFlagTexture
https://cdn.discordapp.com/attachments/798431249235443732/892037184541065246/20210927141352_1.jpg
SAS Style Commando Raid, Sneak in during the dark.. plant some demo charges on enemy infrastructure..
take enemys out sleeping in there beds.. and blow them all sky high.. after kaboom! make it an escape and evade mision 🙂
see also https://community.bistudio.com/wiki/Category:Command_Group:_Flags
try setFlagTexture
Hmmm, that didn't work either 
then maybe it is not made to be changed this way (non-vanilla asset).
@pliant egret try not to edit other people's models 🙂
(without permission that is)
I guess the issue can be reported to CUP
Nah, was talking about like stock arma
@cinder holly Or you could always not distribute it.
no, as ripping vanilla content is a big no as well 😬
for community mods, just ask, all you risk is a yes.
#other_ip_topics
You can't even rip vanilla content? Shit, I should delete some stuff
I thought as long as you didn't distribute it it was all good, but I guess I was wrong
hey guys i'm trying to make an alive mission with limited vehicles and i'm trying to figure out a Antistasi-type virtual garage. I've tried a workshop mod called HR_GARAGE but it's got some problems which the author is trying to troubleshoot. is there anything I can use in the meantime? I can't seem to find scripts which do something simillar
Hello everyone, is there anyone who can help with the voice acting of the characters? American accent, 24-50 years old, good sound quality. For a big campaign. Need two votes, ~ 10 lines each
see #creators_recruiting, you will have better hits 🙂
I'm working on a Warno and Commanders intent for my units upcoming campaign. And want to include photos in the Google doc that look like they've been taken by a satelighte or reconnaissance bird. Anyone have any ideas?
is there any detailed editor walkalong guide for making a mission?
im kinda new to mission making and would prefer anything without scripting
and is there some kind of list for the most important things in that trigger slots?
First you should learn and get familiar with Eden Editor. Second you need to specify what exactly you want to make. It's even possible to say “a mission” just with a player unit in an empty island
the things i do know how to do in eden is to place objects, units, and other stuff. i got my problems especially with triggers and the dependencies of those towards each other.
the missions i would like to do are usually 3 or 4 step missions with every new step being shown when the previous one was done. i would also like to do the missions kinda player- and newbie-friendly with shown tasks and objects like in those ingamecampaigns for example.
how i imagine a possible mission is for example:
clear city 1 --> clear the police station at city 2 --> free the prisoner in the police station --> bring the prisoner back to your hq
maybe with some small optional side missions like "clear city 2"
yeah thats what i thought of. i hope this is kinda understandable since my english isnt the best and i dont really know any editing "slang" :]
Okay so what you wanted to do is impossible without ANY scripting indeed. You need to learn a bit
oh ok. is there any way to start learning this. or epsecially any kind of order that i should follow while learning this. like never start with b when there is an a
and are there any good tutorials? i know there are many of them
@noble pagoda https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Useful_Links This is a pretty good entry point. Also check the links at the bottom of the page
thank you
can description.ext containt cfgWeapons
or do i have to make an addon for a new weapon
addon yes
ive made an addon before but my workflow is: edit addon -> start arma -> test addon -> notice error -> edit addon -> restart arma -> ...
can i make arma reload the addon
nope you can reload the config, see below (in diag branch only)
diag_mergeConfigFile?
i seem to need the dev branch then👆
how would I go about opening a gate with triggers? I have the gate linked to the trigger and named, and the command down, but what are the possible animations I need to put in. For instance, it says something like "setDoormode opened", but it won't let me use it as the command.
Because such command doesn't exist
hol up, gimme a sec
animateDoor or something
yeah, think that's what it was
But what is the correct anim to put after it to open it
IDK, depends on the gate
it's one of those boom gates at the bases
I'd watch a video but none of them are working for some reason
1 or 0
Nobody can help you if you describe nothing about the situation and details
oh, so it's just a simple number. thanks
yeah, read the doc 😉
https://community.bistudio.com/wiki/animateDoor

So since Armaholic stopped being a thing we've lost a lot of publicly available scripts. Anybody know of a place to find George Floros scripts?
maybe ask him on the forums? I don't know if he still is active there
I saw someone post saying he hasn't, sadly
how far does and AI can see in a heavy fog situation during the night? I know both affect the ai visibility and that they report to group, but how bad would AI skill need to be to be able to stealth them? Same for hearing, how close can you get when you try to sneak by them?
[SCRIPT] AI Detection test tool by Greenfist
https://forums.bohemia.net/forums/topic/191696-script-ai-detection-test-tool/
You can use this script to test all that.
ight having trouble loading a missionfile to my server, place it in MPmissions and it wont show up, anyone available to help out?
sounds like something for #server_admins , what file format is the missionfile in?
hm that should be fine, whats the filename?
its simply named 25th_MEU_Training.126map
mission file and general config is a weak point for me tbh
did you export it using the 3den export function, or?
yay more questions...
Is there a way to save initation and import it to Zeus?
Like loading in a composition with the initations
what is an initation?
thanks, might help
If anyone is familiar with the USAF mod, how do you get the tanker module to work for air to air refueling?
I'm trying to make a scored range for my community, to have some friendly competition. I am no scripting master, so I was wondering if anyone here has put one together.
see the workshop 🙂
I've looked. Haven't been able to find anything yet
https://community.bistudio.com/wiki/Arma_3:_Firing_Drills
That's (probably) how the official Firing Drills work, don't know about MP compatibility.
That's a guide on making a single player firing drill
Correct 🙃
this channel is made to help Mission / Campaign creation 😉
Oh my Butter
Hi Whiskey
Anyone?
I've actually been trying to get it to work myself
@long berry Official tutorial by the USAF mod guys
Quick question, might not be the right thread for this and if it it isn't let me know where I should direct this.
For any of you out there making missions for, or running missions for larger scale milsim style groups on dedicated servers, is there any performance benefit from having all clients load the mission at the same time, or does launching the mission and letting clients JIP work just as well? I have seen it done both ways, but wanted others observations on this.
It depends on the mission. If you wanna have a briefing with all players at the beginning it makes sense to wait till everyone joined the server and start the mission then.
But there is no perf. Benefit
Is there any way for me to place intel for players to find while zuesing?
with a mod like zeus enhanced, yes
I Jane zues enhanced, placed down the intel, but players said when they found it, it was just a blank map
And not the text or was supposed to be
huh ok
they should be able to pick it up and then have an entry added to their intel diary
Hey all, how would you go about adding text (im using https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_playSubtitles) with a picture of the speaker above it or next to it?
Quick, Well possibly quick question.
So what im trying to do is get Tickets to subtract on death of a playable character (for the one life event)
Each side (BLUFOR/OPFOR) starts with corresponding Tickets to each side, so 30 (Blufor), 70 (Opfor).
however what im seeing is when a blufor player dies the tickets subtract, but when an opfor player dies they do not.
this is what i have in my trigger
[west,30] call bis_fnc_respawnTickets; [east,70] call bis_fnc_respawnTickets; [[west,east], 0,0,0] call bis_fnc_bleedTickets;
because it's set as a "sector control" kind of mission for this one life event I have the ticket bleed set to 0,0,0, because I dont want ticket bleed
Are you using modules? If so, you don't even need the bleed tickets one, it would make things a bit easier if you left it out
@pliant egretI left the bleed tickets module out, all I have placed is the sectors
but when I went in to test; Without the bleed tickets function that is. BLUFOR was bleeding tickets because I want OPFOR to be in control of all the sectors at the Beginning, so they were bleeding tickets. Henceforth I added the bleed tickets function, which stopped it.
what im thinking is happening is that because OPFOR has control of all the sectors it's not counting the deaths as deaths... its just counting the Tickets in the sense that they have control of all the sectors
Anyone have any suggestions of how to set a stealth mission up? (IE AI have to see or hear them to go to combat mode?)
Is there a way to make it so when I load a mission.sqm that doesn't have the necessary mods loaded, it just deletes the assets from said mod, instead of just not loading the file at all???
Its just frustrating to try to port a mission file to a new modlist, but have to comb through it beforehand and find out which assets from the old modlist are gonna cause it to not load at all.
thats a feature of the next version 2.06 afaik
'tis
and if you are in an absolute emergency, start a new mission, and merge the one you have into this empty one
how do i do that?
there is an Eden Editor option to do so
ah i found it
why are my missions running so terribly i am banging my head against the wall
say, for a 8-10 man mission what is the usual ai number for you guys running lambs and vcom?
we usually fight about 40-50 give or take and that seems to clobber the game performance like multiple fine gentlemen surrounding a lady sitting on a white couch
try without mods? 😬
@toxic storm had 0 lag or fps issues last sunday. Anyway maybe have Framerate Monitor running for clients so you can see FPS as zeus and if you are admin do #monitors to keep eye on server performance.
So I just added an arsenal to one of my scenarios with an absolute ton of stuff in it, the file size skyrocketed. Is there any way to have arsenals with large contents in the mission without driving up the overall file size?
I don't want players to have to download 79 mb worth of file every time they join the server
How did you add it that it is so much larger? If you do it by script even with tons of items it should not bloat that much
Look at the BIS_fnc_addVirtualWeaponCargo and related functions
did you do that “how to optimize your arma thing?” with allocation of memory and stuff?
Nope, I also don't have the beefiest battle station. First step is to analyse where or what kind of problems you have. One of the guys in the OP said he doesn't even have a dedicated GPU
1/ adding an arsenal does not add 80MB to the mission file
2/ once a file is downloaded, it does not need another download 😉
so what, 75mb of image files in there? 😛
hello, i am trying to make a mission using the new S.O.G map but i keep getting this error on connecting No entry 'bin\config.bin/CfgWorlds.vn_khe_sanh'.
i have enabled creatordlc on my server
error on your server? then your server doesn't have the latest update
Maybe wait a bit
creatordlc branch needs to be updated seperately, steam needs to sync it across their backend
ahh its fine now. i tried updating it a few more times and its good to go now. Thanks dude.
Is there a way to force clan insignia besides utilizing the Bohemia system?
why do you want to avoid using this system? if it is meant to be used for it
lollll they just added this feature in today's new update. lets hope it works better that Merge does...
What is the darkest Date/Time combo i can use in Eden? I saw i can mess with the players aperture but i rather stay away from that if possible.
Im trying the Columbia terrain for a Halloween mission
I will give it a shot thank you
So we’re using that new arsenal script called Ace Arsenal Extended, I ended up adding everything from our custom modpack to the arsenal with the script on, and for whatever reason it just skyrocketed the size.
Sorry mate not familiar with that but if it creates such bloat maybe you want to re-evaluate that mod
is there any other ways to direct AI to attacking point instead of using WP?
Hi there, idk if this is the right place to ask this but if not, can you send me in right direction? Thanks
It's quite a while since I created something for ARMA or OFP (lol) but I have some concept or SP campaign in mind and somewhat it works so far but I really adore the briefing stage of mission like DynamicReconOps where you can see and select how much AI teammates you will have and their equipment. Then start the mission. Maybe I googled wrong keyword but I cant find anything remotely like this that I could use.
Thanks for any advice.
That GUI is s a feature of DRO, not a vanilla function. Closest thing you'll get without any scripting on your behalf is the RespawnInventory system
some other ways, but why not waypoints
probably for easier scripting?
is there way to lock/unlock a composition you put on the map so you can't edit it or so you can only move it as one object?
kinda sucks i gotta select like 70 mines but i realize i only selected 67 and left 3 across the map
Putting the objects in a layer helps with such things
yeah ive been putting them into layers (the folders right?). but is there a way were you can just instantly move the layer with having to deliberately select all the objects within it?
like is there a way where if i select an object in the layer, it automatically selects all objects in the layer?
compositions put themselves automatically into the layer
no
boooooooo boehemia booooo
but can't you just click the layer on the left once, and it automatically selects all objects?
no it doesnt do that for me in eden currently, but maybe the eden enhanced mod changed something?
Would you think thats a good idea? maybe we should add that 
or maybe some hotkey combi, like CTRL+Click on layer selects whole layer
i have to do this "weird right click > select > select immediate descendants" option every time
what do you mean we? you work on eden advanced or something?
No my name is green
wait are you a dev??
I did the "compositions are automatically put into a new layer" thing
So I might aswell make layer object selecting a bit easier maybe
dude that'd be freaking amazing! whoa
Need to talk with Eden designer about it, but even if normal click is not ok then some hotkey combo will be
you know what i did notice is a liiiiitle annoying "about compositions are put in a new layer" thing?

it may be better if it could be a lock toggle option?
like toggle a folder on and off to "lock" the objects in "select all" mode? unless thats ridiculously harder to code
it probably would be 😄
Stupid question since I havent used it yet, why do you have to select all the items in the composition?
tell 
@near dock
yeah cant you lock/hide the full layer?
sorry
from editing at least
try again
@near dock
select the 3 mines and then drag them into the existing layer
🙃
then all 70 are in the layer
but selecting all objects in layer is like 3 clicks, and you have to find the layer first
He's asking if it can be locked in a way where you can only move all objects in layer at once, and not individually unless you unlock it.
To prevent from accidentally missing some
well when im trying to make a composition from another composition, the new composition has the old nested layer in it. now i understand why you did that - to organize complex compositions with sublayers.
but sometime lil have THE DEAD LAYER LIST
I don't think the locking thing is viable much, too much work for too few people needing it
oooh, so they're all already in the layer but he hasnt selected them all
oh... yeah I know.
Well you'd have to manually move it out of the layer first then.
The editor doesn't know that a object or layer was created from a composition, and it doesn't know if you want the layers in the new composition or not so its safer to just add/keep them
yeah, i just wish there was an option to select that said (do not use existing layers in this comp) or something
like a DONT ADD SUBLAYERS box
Something like a "remove layers" checkbox might be neat.
But adding UI stuff is 
only one layer allow box?
i know, these are just suggestions... im pretty sure yall got a list of your own in the office already lolllllllllllllllllll
I JUST noticed the lil lock folder icon at the bottom right. thank you lol.

i fund that WP is not perfect, take time to layout and sometimes not running well, like in the air or on the sea. And sometimes, I hope the "WP" could be dynamic.
Solved my question earlier about damage. Choose to do it through the .init
If I wished to then later turn on damage for all connect clients, what would be the best way?
Would a trigger, set to server only, with this in the On Act [player allowDamage true, 120] call CBA_fnc_waitAndExecute; work?
I'm looking to make all clients 2min after blufor touch a trigger, once again have damage enabled.
Hi all, just wondering if there is a way to make the joining player automatically be assigned to Civilian side?
I have joinUnassigned = 1; in description, but that doesn't do what I am trying to do. Cheers
@crimson carbon Use a join and lead waypoint for a civilian AI. Because the AI is leading, player should be changed to civilian
Or do you mean when a player joins the game?
Yes when a player joins the game.. When they arrive to the lobby, it doesn't assign them to either bluefor, independent or civilian.. I am wanting to auto join them to a free civilian slot
Afghanistan-Uzbekistan border looks kiiiiiiinda like the river on CLAfghan, if anyone is so inclined. https://cdn.discordapp.com/attachments/870087256214478909/895892547250036766/unknown.png
So, this should be an easy one. When adding an image to a prop such as a laptop or a whiteboard, I notice some images I use are visible from quite far away while others will appear blank and the image pops in when the player gets closer. Someone told me this is because of the aspect ratio/size of the image but could not tell me what the magic number was for it to not pop in. I also can't seem to find it after several google attempts. Could someone help me out? 😅
images should be paa (not jpg) in power of two (2^m x 2^n, e.g 256x1024, 512x512, etc)
Awesome, thanks @cinder holly 👍
Not sure if to put it here or #server_admins but here it will be for now.
We just did some testing with 3den Enhanced for multiplayer missions. Long story short, do not use it, it crashes servers. Long story long:
We've been having issues over the last few weeks with player made missions crashing our server. We have a series of template missions that all our mission makers build from, so all missions will run be an identical experience for players. These missions were built with vanilla, however we have a series of mods that our mission makers can use, as they bring useful tools without adding dependencies, ZEI, ZEC etc. including 3den Enhanced. As soon as a mission maker opened up a mission with these tools, it didn't matter if they just placed down a building, 300 ai or nothing at all, that mission would then crash our server after reaching 30+ players.
We've been testing various things over the last few weeks; Number of AI placed in 3den compared to Zeus, rate at which players join in, not using editor modules. Today we tested the one thing that we hoped it wasn't, 3den Enhanced. The test was a mission that had been attempted to run recently but crashed the server, and then a copy of it, that was saved over without 3den Enhanced being loaded when exporting.
With 3den Enhanced
Clients: 30
Server: Crashed
Without 3den Enhanced
Clients: 80
Server: 35fps
We then tested the same missions, this time with headless clients loaded
With 3den Enhanced
Clients: 60
Server: 30fps
Without 3den Enhanced
Clients: 60
Server: 50fps
As well as our RPT being drowned by entries of
Ref to nonnetwork object Agent
I am amazed at how badly just the one mod effects server performance, as it was known in the past that a lot of the tools in that mod were not to be used in multiplayer, but they have removed that restriction at some point, and it appears that it causes more damage than anyone of our mission makers could have ever presumed
Not sure if to put it here or server_admins but here it will be for now.
Any why not write me directly?
You post on Steam that you been testing for 3 weeks and yet you fail to send me a repro mission or a rpt file. @faint sonnet
generally don't like to randomly message devs, I'll send you the mission sqm and RPT if you'd like (mission uses some in house mods so you'll only be able to look through the file, sorry)
I read every single feedback I receive so please do that.
Sorry if my message came off as hostile, but this is what we've found and wanted to publicly post it
Not a nice move tbh. You post something public I haven't had a single minute of time to look at it.
That’s kinda how a public PSA works…
A little update to the posted stuff above:
- RPT is full of thousands of errors from other mods
- Other missions that not use 3den Enhanced crash the server as well.
point still stands though, two identical missions same modset, ran back to back. One error showed up in the RPT with missions made with 3den enhanced that was not there when it was not used.
and that is the complete opposite of what I said, that is not correct
Having seen the RPT I would like to add that most of the errors are from CUP and other mainstream mods.
Hey guys i need some help
I have a mission that im trying to load but it keeps loading with zero player slots.
It runs fine in zeus though so i think its some mod problem
How can i see what is missing?
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Neat! where can i find commands like this? Is it pinned somewhere?
😅 there's a google doc pinned in #discord_server , but we dont have an actual command to list them yet
Thank you very much, this will be very helpful!

Woot! mission works now. i was missing JSRS. didnt think that would need to be on the server
make a !help command!
how i make so when all OPFOR enemys are dead a helicopter comes to extract the player
So, how do you enable respawns (of the type a zeus can place down a respawn marker for)?
@fossil gale Here's a couple of guides: https://steamcommunity.com/sharedfiles/filedetails/?id=629976492 https://community.bistudio.com/wiki/Description.ext#Respawn.2FRevive
Is there a good VR block for putting an image on as a texture? The available blank billboards are really rough and don't fit the 𝓐𝓮𝓼𝓽𝓱𝓮𝓽𝓲𝓬 I'm going for
Nvm, found the player texture blank object >_<
I don't know where else to look, but does Drongos have a discord?
I have a question about the DFC module that makes missions
is there a way to make a spawn ai module spawn whatever faction owns the zone its synced to?\
nvm
whenever i try to play this mission, i get an infinite loading screen, any ideas why?
i get stuck on this screen with this same frame https://imgur.com/a/dD1TqSW
hey folks, quick question (hopefully)... if I've got custom loadouts on my guys at the start of the mission, how do I get them to respawn in those loadouts and at the respawn location (which I dropped)? right now, they're respawning with base class loadouts and right on top of where they die. (maybe that's two separate issues, I guess...)
Have you had a look at https://community.bistudio.com/wiki/Arma_3:_Respawn ?
checking it out in depth now
Maybe I'm dumb but I've been googlin' for a while and I'm having trouble finding how to make an Invade & Annex mission? Is it closed info or something?
@tepid quarry It's all in their BI forum post, including GitHub and Discord invite: https://forums.bohemia.net/forums/topic/212240-apex-framework/
Oh sweet! Thanks so much!
there is a bug in the latest version, due to change in how BIS handles simulation-disabled vehicles
Is it the helos not being accessible thing?
I got the mission working generally (Through Faster which added some issues) but helos seem to not work, everything else is fine so far.
does using hide terrain module increase FPS? if i hide stuff on the map
if you hide objects that you would normally see, yes
Is it an easy fix or something more involved?
it is an easy fix yea @tepid quarry
simply delete this line
and this line
and this line
Reason being when we spawn vehicles, we disable simulation on them until players want to use ... detected by the "Get In" action, then simulation is re-enabled seamlessly .... however with recent Arma update, they removed the ability to get in simulation-disabled vehicles
Where do I find fn_core.sqf?
is it in the apex_server.pbo?
Will check
Ohh found it, in the mission pbo
Thanks!
Anybody know the texture and rvmat path cup terrain use for "fake water"
props best to ask on the cup discord @rose hedge
Where could I find an invite? On the steam workshop page?
asking google might be an idea worthy of trying 
Idk discords can be private or limited sometimes shurgs thank you for the direction non the less
Idk discords can be private or limited sometimes
it'd have taken less time to just try to ask google than it took to reply to me and ask for the invite
and then if you didnt find anything you could always ask
Hey im kinda new to Mission making and I’m trying around in the editor after I’ve watched a couple of videos.
Now I want to put a helicopter anywhere and let it fly to another position on the map on command.
So I Set up a waypoint with the move command, made a trigger with type none and activation radio alpha and then connected the waypoint through waypoint activation with the trigger.
The problem is now that the heli is starting instantly without waiting for the command via radio alpha.
What did I do wrong?
@noble pagoda https://community.bistudio.com/wiki/Eden_Editor:_Waypoint#Waypoint_Completion
Waypoint Activation actually means Waypoint Completion, i.e. the unit moves to the waypoint and waits there until the trigger is activated before moving to the next waypoint.
Unfortunately, triggers and waypoints in general are just 
ah thank you. then that name is confusing. so i basically have to do another waypoint first to get it on a position i want to have it waiting. thanks
Tbh I would just get Zeus enhanced and order it around that way
yeah im playing on a kinda old laptop atm so i would rather rely on pre-made waypoints than on my potato pc
i know its a hard thing to calculate but this is arma and here are a lot of absolute madlads. so has anyone made a chart or anything to make a mission balanced? speaking about number of player vs number of ai with different weapons and so on.
its impossible to balance a mission without knowing what difficulty do you set up on the AI, what terrain do you use, do you have any AI overhaul etc. you just have to test this by yourself and adjust things manually.
if it's a multiplayer mission where you are the Zeus, then you can simply add or delete enemy units depending on how your players perform
ok thanks. im using the lambs mods for example. do they make the ai units better or worse?
LAMBS makes AI more aggressive. They throw nades at you, use launchers at both vehicles and infantry, tend to push buildings you are in and forces your players to cooperate if they don't want to be overwhelmed
for Zeus though it makes AI a little unresponsive, you can try remote control one and the bot may not "listen" to you at all
there are a lot of things you can tweak through CBA, open them and see how complex the mod is
ok thanks. but yeah thats good i wanna see my team suffer
i will do some kind of respawn whenever there are 5 people dead so there will be no big problem about a not possible mission
check the settings anyway, in my unit's case when we used it with default ones the AI just sniped us from hundreds of meters away
yeah thats a thing. everybody says chess bots are good but what about elite forces arma bots :]
im working on a 4 mission campaign on tembelan island (indonesia). basically just a very good map that uses only vanilla assets (which is great cuz of this i was able to make my whole modset like 4gb small)
playing pmc working for nato forces to push back the indonesian army that suddenly joined csat (filthy communists
)
i wouldn't call CSAT commies, it's a military based pact, not system-based and no strict commie regime would produce equipment as CSAT has
but it sounds good anyway, make sure you post at #production_releases once you're finished
yeah but we work for the us and for us everything thats not themselfes is commie. and we are a pmc so we basically just make fun of both us and commies
yes i will try to do so. with my understandings of all that stuff it would need a zeus that pretty much knows everything i try to do so i will get way more into all that stuff to publish that in any good way
how do i get the ai controlled helicopter not to circle for a minute first before they land on enemy terrain?
i was using unload or something like that as the waypoint since move only doesnt let the heli land
If you only want it to land at one specific point, you could always unitcapture it
and then let it play out the recorded movements
making them careless and having both move and land in the same spot might help
question. when placing enemy units for a mission they are usually running clueless through the area. how do i let them stay in a specific room/house for example. i guess i need at least a waypoint but i have no idea what to do
One of these
doStop _unit;
_unit disableAI "PATH";
I have a question regarding the guard waypoint in the eden editor, is it true that AI with guard waypoints will hunt down players outside of the trigger area?
because when I tested out the mission it seems that the AI that I intended for them to guard a specific position went out of their way to attack the player position outside of their trigger area
Do Triggers that already got activated and which can only be activated once, still get checked for their condition?
Thank you
hey I want to make a mission with damaged body parts I tried so many stuff like setdamge but didn`t work
didn`t work
I have a lot of mods loaded and I used this script [player, "hitLegs", 0.9] call BIS_fnc_setHitPointDamage;
=== Active Addons ===
achilles_modules_f_achilles
AchillesEffects
CUP_Weapons_Curator
Swedish_Forces_Pack
sfp_ammocrates
A3_Props_F_Orange
A3_Modules_F
CUP_CAMisc
CUP_Weapons_NVG
CUP_Creatures_People_Core
CUP_Weapons_Items
ace_hearing
ace_attach
CUP_Weapons_Grenades
ace_medical_treatment
ace_medical_engine
A3_Characters_F
Tun_Gear
A3_Weapons_F
Tunisian_Army_v2 ( local version of active mod )
CUP_Creatures_Military_USArmy
HZ_RealWorldWeather
yeah that's ace. not much experience with it script wise. maybe this is what you are looking for: https://forums.bohemia.net/forums/topic/219273-how-to-script-damage-to-specific-body-parts-in-ace3-environment/
it worked
So, am trying to make a capture mission but am not fully sure what to do
Does anyone know if it is possible to remove the icons showing respawn tickets in the top right corner?
Is there something I can put in a tank's init field to turn its turret around at the start of the mission? It is supposed to be a storage depot raid on empty vehicles. Tank in question is 3CB Factions M60A3
you need AI in the vehicle.
you can have only the gunner, tell him to look at certain spot and then delete him
something like this:
if (!isServer) exitWith {};
gunner this doWatch ((this getPos [10, random 360]) vectorAdd [0,0, 10]);
this spawn {
sleep 5;
deleteVehicle gunner _this;
};
random 360 is the direction
vectorAdd [0,0, 10] adds 10m up to the look pos
So, what does a waypoint do exactlt?
If i'm using ACE mod and wish to disable damage for players. Do I have do something through ACE damage?
So I want to make a chain where once the players hit a certain point, a trigger is activated ot send down a patrol
hey all trying to enable the black list in liberation RX but not having much luck enabled it in params but
ye no work
hi @minor drift , how did you build your pbo ?
hello, every time i load my editor, it says "Error when loading steam composition 2528950257. Now i know nobody probably knows which one that is, but the problem is that i have over hunderd compositions subscribed so its a bit hard to check which one makes a problem. Any way to show compositions as those numbers, or to find subscribed compositions folder if there is one?
looks to me like thats the compositions steam workshop id
ok nope 
go to your Profile directory as this is the place where compositions usually land. Search for the composition folder and the one broken should have the same name as the ID you provided
In profile directory it shows me 2 profiles, default and mine. When i open default then there are missions and compositions. I open compositions and there are just the ones i made
how about My Documents\Arma 3 - Other Profiles\YourProfileName\?
still just missions, compositions, screenshots and some other, but in compositions there is just my compositions
not the ones that i subscribed to
dunno then, I don't have access to my PC right now so can't check my case
ok, try checking when you can since it would help me a lot, if its not a problem ofc. tnx
is there an easy way to have two bluefor factions fight each other?
No, they need to have different side.
You can group blufor units to opfor unit in editor to change their side.
Thats what I was looking for!
I'm guessing If I want to have the units as opfor in zeus I'd need to make a mod with a dependency on the original and inherit configs?
I think so, or try making a composition out of them
yes, the easiest way I found is to simply copy the faction through Alive orbat creator
As you can use them in zeus now.
btw if blufor squad is assigned to an opfor TL and then he dies, will the blufor teammates still be hostile? and if yes, will regrouping them with another blufor teammate make them blufor-friendly again?
Can someone tell me how to set my dedicated server/mission to where the (shift+click)waypoints do not fade away after a couple of seconds?
I tried to search to see if this had been asked before, and if it has, then i apologize in advance. I also google searched the topic as well there were some results but I couldn’t find anything that helps. I did read it’s in the mission settings but they didn’t specify where or what I should put.
it's a difficulty setting AFAIK, more of a #server_admins thing
thank you
How do you make it so that the lobby cannot continue past the soldier select screen until an admin presses ok, or majority is ready? I tried resetting the mission before anyone got on, but that didn't work. Is it something in the server files that I would need to add/change?
hello, any way to make it so a specific heli cant be used for fast roping(that people cant rapel themselves from that heli)?
this is not a vanilla feature but most likely an ACE one, see their doc 🙂
ok, tnx
Is it possible to add characters that are dead and if yes how am I gonna do that?
Place them and set health to zero. You may need to prevent some garbage collector or clean up scripts from deleting them, if your mods contain such things.
Ah ok thanks
Making progress in mission building:._.
Spending all night painstakingly handcrafting a different way of scripting your subtitles: O_O
Hey hey there. I encountered following issue with the respawn: if I place an icon on the ground of the carrier and add it via
[west, getPosATL this vectorAdd [0,0,0.1], "USS Freedom"] call BIS_fnc_addRespawnPosition;
as a respawn players get spawned in in a parachute. Best case would be to disable spawning in a parachute.
Second best approach I tried to delete the parachute after respawn, but this is unreliable:
if (objectParent _newUnit isKindOf "Bag_Base") then {
deleteVehicle objectParent _newUnit;
};```
Third best approach I thought about was to simply spawn the player on [0,0,0] and move him to the icon. But that limits the respawn positions to only the carrier, which I would like to avoid.
Anyone got any idea?
I believe that is the default behavior when an admin is logged. AFAIK there is no "majority ready" check.
this is because BIS_fnc_addRespawnPosition uses BIS_fnc_moveToRespawnPosition which has these line of code:
#define SPAWN_PARACHUTE_HEIGHT 30 //--- minimum height for parachute, borderline suicidal
// ...
if (_this select 2 >= SPAWN_PARACHUTE_HEIGHT) exitWith
{
isNil //--- atomic, move unit into parachute as soon as possible
{
private _para = createVehicle ["Steerable_Parachute_F", _this, [], 0, "CAN_COLLIDE"]; //--- use precise position
_para setDir getDir _unit;
_unit moveInDriver _para;
};
``` so move the respawn to a z coordinate of <25 and move the player afterwards
The Livonia Sinkhole Object. When I use the script to spawn it as an EDEN Editable object in the editor and then try to go ingame and go into it, I walk across it like there is an invisible floor keeping me from descending into the sinkhole itself. Ideas?
yep
Has anyone a good tutorial to recommend to set up Headless client ?
Cause youtube doensn't help me at all and we have a really big game tonight :/
this is a #server_admins issue
have you seen this page? https://community.bistudio.com/wiki/Arma_3:_Headless_Client
if you still encounter issues, please head to #server_admins
sorry i didn't taught about it. Yeah i have someone translating it to me rn thanks a lot !
and good luck, and good game!
Anyone got some good liberation that I can actually edit lol
you can edit any mission, just download it
so i tried that but i couldnt
Heyo, Got a question. Been having an issue with kills not being tracked in the vanilla Arma scoreboard. So for example. You kill an AI Infantryman. It should show up as 1 Inf kill 0 soft skin, 0 armor, 0 helo, 0 deaths.
Any knowledge on how to fix that?
For those who make missions with a team, how do you collaborate on a mission? How do you share your mission files and avoid overwriting each other's progress? Do you use git to sync your changes? I'm looking to share my mission files with other people without manually sending the mission.sqm. Any advice would be appreciated.
Are you using (something like) ACE medical?
Because of features added by that (such as bleeding out for example), the vanilla systems can no longer reliably keep track of kills.
@shell fox Yea we are using Ace, We didnt have problems till the most recent ace update.
Is there an easy way to get a list of classnames in a specific mod for an arsenal whitelist? Going through the config viewer will take a long time
report it to ACE then
Any tips for AI vehicle pathfinding on roads? I have several vehicles I want to go to a waypoint. If grouped together, then at intersections the lead vehicle passes but the others get stuck. If ungrouped, then the vehicles all drive to the same exact point and explode. This is for an opfor QRF.
Ideally I'd like the vehicles to have some cohesion and look like a convoy.
if they do not get stuck when ungrouped then you can set their max speed in 3den (with 3den enhanced mod probably), give them the same waypoint layout and make a trigger so they move one after another every X seconds.
if you want to keep them grouped then I guess you have to change their path or clear some buildings so they don't get stuck. Also make sure they have Safe behaviour.
I'll try safe behavior. In group, there weren't even any obstacles within about 50m, they just kind of get stuck on the road intersection itself (I think pathfinding bug). Ungrouped seems more reliable, and I'll probably tweak the waypoints so they arrive approximately the same time. If they waypoints are to the same destination, they explode as shown (classic arma lmao): https://youtu.be/Du_xzDg2H0E
😬
funny thing they will avoid a small rock 30 meters in front of a car, but will drive into another car without any issue. Moving the last waypoint behind the first truck or outside the road should do the trick
Yeah, spreading out the waypoints a bit did the trick. Crazy stuff.
Anyway to message specific players? Either give messages through chat or through tfar, me and my other zeus joked about having each and every player get on a different .1 frequency and give them commands privately that way but unironically that seems to be the mostt private way. Are we being stupid and missing something obvious or is there really no easy way to do it? We're trying to avoid teleporting them away and whispering if it isn't obvious, i posted it in the zeus thing too but there might be an easy solution in eden
hello i want to ask how to spawn modded faction with BIS AI spawner
anyone have any suggestions for high intensity lights? like that will illuminate out to like 100m+ or so.
Hey, is there any way to get a specific attribute (in SQF code) for an object in the 3den editor?
Looking to alter a large amount of objects using {} forEach get3denSelected, but I need to figure out the cleanest way to find a specific attribute for each asset, check it, and use it in code
The nature of the problem means I can't just select all objects and mass-edit attributes at the same time
Actually, scrap that, may have figured it out, but
Is there a way to check all attributes an entity has in 3den?
How do I edit a dynamic mission
Any way to allow players to sit on chairs? Searched internet but havent found anything good or effective
ACE mod can do that, but it seems to be broke since last update
anyone knows if its possible to limit the zoom on vehicle optics? Like if a tank has 5 levels of magnification as standard, can i disable the last two? cheers
yeah, but only by modding the config. Idk if you can do that via mission config file, or if you need a dedicated mod
ah is that why _this call ace_sitting_fnc_addSitActions; isnt working?
mayhaps, idk
hey is there a way to call Infantry or Armor Backup
only if the mission is made to do so
I m making a mission and I want to call backup if i need to
but i don`t know how
and the backup come to me
Testing a mission I made. The helo are acting a little weird. Pilots are saying that the helo throttle is not acting normal. Too nimble(for example; UHy1), hard to control???? Any idea what wrong?
I want to make the helo just normal/standard control!
But based on the feedback I got from pilots it going to advanced settings….
When using Eliteness to turn my mission into a pbo, it gives a rapify error saying that files that I included are unincluded. I have no idea how to make the file stay included.
You can "save as" from the editor
Yes, and the "export as" works as well.
so don't use Eliteness 😄
I suppose. But I just found out I get the same issue with trying pack mods. This is a recent thing for me since I hadn't updated it in over a year. I was just hoping someone might know why it doesn't want to include other files. Oh well.
is there any door like structures in vanilla arma?
there are gate objects, but not "house door" standing by itself no
#standalonedoorswhen
seriously though why is there no standalone doors?
why would there be? houses are not LEGO in Arma 😄
making custom buildings as custom comps i guess?
tryna make comps for zeus
atleast we have apex dlc walmart pole
Ampersand created this mod. Not exactly a door that you can open/close, but functionally the same thing. Hope it helps https://steamcommunity.com/sharedfiles/filedetails/?id=2611499331
the comps are for official zeus though
Does anyone know how AI can use freestyle nukes
there is no such thing in vanilla Arma.
Oh well I just noticed in the freestyle nuke mod there's options for AI to use it
ask the mod author 🙂 he is the one who might know
is there any way to make a (vanilla) melee script that can be put in a objects init? once again, trying to make compositions for public zeus so it cant have scripts in the server init thing
Idk why I didn't think of that, thank you
Hey guys I've looking for a person who would be able to help me out to do a fun mission for tonight?
Mission would be it self like an escorting mission to escort a citizen to the spot safely ..
But it's not going to be easy because we're going to get attacked
Would some one would be able to help me by any chance if you're free and nothing to do?
I am asking for helping because I am new to Zeus and to host an op mission
Maybe someone can help me out. I keep getting a screentime.sqf error on my mission and it refuses to load on my server
Anyone have ideas what it is?
there most likely is an error in that file
sometimes people can help for project creation, but "for tonight" may be a bit short notice even for the fastest of them 😊 but if you encounter a specific issue, we can help
ive found it, its a JPG i tried loading onto a screen on base for a slide show
I'm trying to make a dynamic escape mission and I'm wondering how to best handle the ai
How should I handle enemy AI creation and patrolling? I'm thinking about having enemies patrol roads, villages and also more sparsely other terrains but handle this not as actual AI but dynamically spawned in AI
Does this make sense, is there some good readymade mod/script to get this done etc?
Or should I use say Vcom and have it manage the AI entirely?
Check the missions named « escape… » they have a lot of stuff and i think you can round your answer
And you have DAC script but it’s not very good for ai population its good for 1 city cause vehicles doesn’t work very well
@obtuse sundial check those missions where?
for tanoa : a3\missions_f_exp\mpscenarios\mp_escapefromtanoa.tanoa
for malden : a3\missions_f_patrol\mpscenarios\mp_escapefrommalden.malden
Is there any way to do a param that the player enters in?
use alive
Event handlers
but Enter in what ?
has anyone come across a nice way to create a dynamic QRF based on player location or local area? I get that I can sync units to a trigger and set it to "detected by" but I am hoping for something more responsive to the physicality of the player or area. Part of me was hoping for some sort of vanilla module but I can't seem to find anything that would pool from a nearby force and set waypoints for them on the fly.
someone else here having trouble with ace's cargo framework? I want to add sparetracks to a container but using
["ACE_Track", crate1] call ace_cargo_fnc_loadItem
doesnt work. Am I doing something wrong?
https://ace3mod.com/wiki/framework/cargo-framework.html
@obtuse sundial no, I mean like the parameters in the role select screen. can you do a custom parameter there. just arbitrary text
yes. can you enter arbitrary text there
or does it have to be done dynamically on mission start
yes you can make custom parameters with your proper script like viewdistance :
class Params
{
class ViewDistance
{
title = "View distance (in metres)";
values[] = {500,1000,2000,5000};
default = 1000;
file = "setViewDistance.sqf";
isGlobal = 1;
};
};
and you have some template like : coutdown mission, starting hour...
Does anyone know why when I import one of the custom compositions I have it puts everything out of order? When I use a different map the composition completely moves it’s pieces. Is there anyone that can help me on this any help would be appreciated. I have a video as well that demonstrates what I’m saying.
pls no crossposting
I’m terribly sorry I’m just trying to figure out this. Won’t happen again.
it's simple u just need to click on their icons to have the same as picture :
by default all objects are following the terrain if you don't press their buttons
Wow that seems so obvious now lol thanks
np ^^
Is there a way to enter the zeus console with an admin command in the mission
this but i never tried : https://community.bistudio.com/wiki/openCuratorInterface
thanks ill try
or you need to create the curator module (zeus) by command and assign him to a player.
So i think you need the command "selectPlayer", "createVehicle"
_unit is the unit you want to set as curator so if you have multiple player you need to select THE player you want. Like : _unit = selectPlayer "Greg"
to create the module by script command i don't know if the createvehicle command are working for module if this is the case :
_curatorModule = "BIS_fnc_moduleCurator" createVehicle position player;
for SP : _unit assignCurator _curatorModule;
for MP : [_unit, _curatorModule] remoteExec ["assignCurator",2]; // exec on the server side so "Exec Server"
so I have the debug console open in the mp mission on the server
I type in [Timey, _curatorModule] remoteExec ["assignaCurator",2] that for my username? or would I use the variable name of the character I'm using?
u need variable
like
_curatorname = selectPlayer Timey;
[_curatorname, _curatorModule] remoteExec ["assignCurator",2];
_curatorModule need to be created
is there no way to do it from the like debug console when logged in as admin
without stuff on eden
there are game master modules they're just broken somehow for only this mission other missions work and it works in singleplayer
try :
_curatorname = selectPlayer Timey;
_curatorModule = "BIS_fnc_moduleCurator" createVehicle position player;
[_curatorname, _curatorModule] remoteExec ["assignCurator",2];
exec server
but i don't think it's working
cause u need the module in your mission
becareful with copy paste on the debug
So I am fairly new to arma 3 and the eden editor, I also don't know any coding language so idk if what I am asking for is easy. I have a capture the mission island I kept fairly simple since learning coding takes a while and I was wondering how to make an task/objective complete marker activate after all the setup AI in the area are dead.
If anyone can shed some light to a possible solution I would greatly appreciate it.
For task you have a video on youtube "basic tasks" with that you also need a trigger to check if all units are dead or not. to do this just put a trigger with a size (to have all units in) edit it and : Activation : OPFOR Activation Type : Not Present
You're AI are OPFOR (red) right ?
yes my ai are opfor
So activation : OPFOR
check the video on youtube i think you will understand the mechanic
gotcha will do
Also with that basic trigger I realize how easy that was, damn my mistake. My brain just had an oh shit moment reading that.
yes sometime we are just searching for something complicated, welcome to edition ^^
I have Zeus modules in a map file not using the mods even though i have it selected to use all addons including unofficial ones. I can't seem to figure out why it is not working.
It only seems to have a problem when it is on my server.
Hi, is there any video tutorial on how to setup a proper helicopter support mission the "Support 08 Sofia" mission?
try to define players in the module or try to sync it with a player
When you say "define players" do you mean the Variable Name?
Also why does it seem to not work while on my server, is there a setting i am missing in my configs?
so @jovial fractal
place your master module
give it a name like ZEUS_1 go in the init of a man and add :
this assignCurator ZEUS_1
now this man can be the curator master.
if you want more player or unit with this ability just make add multiple curator module and repeat this
Hi, is there a way to delay the initiation of a module by 10 seconds?
with a timeout trigger I suppose 🙂
I do not get it to work. I want to delay the Support ModuleMPTypeGroundSupport_F
how do you set it up?
As a module in the editor with all the linked sectors linked onwards to their own Logic Entities, Locations, Area
The sectors in question are those under : Modules, Multiplayer, Sector
It is synced to a trigger set to: Type None, Activation Anybody, Activation Type Present. And Size so that everyone in the mission is inside it.
make it "activation: 10s", "condition: true"
with no size at all, no need for it 🙂
Where do I write this?
in the trigger's respective fields, see https://community.bistudio.com/wiki/Eden_Editor:_Trigger
Timer: 10 10 10
Activation: true
I've sett: Condition true, Trigger: Timer 10/10/10
unsuccessfully.
oh, weird then.
That’s hot thank you
I shall attempt this
on my mp mission it's working I hope for you too
In description.ext, when I'm creating a custom GUI class, is it possible for me to include classes straight from A3 which my own new classes could then inherit from?
I know class inheritance works, but I'm just wondering if the cleaner inheritance straight from from ingame is possible.
For reference, this is how I'm doing it right now
class LaptopTitle
{
idd = -1;
movingenable = false;
duration = 15;
class controls
{
// LABELS \ text boxes
class LabelText
{
// ton of definitions, most of which won't need edits
};
class DistLabel: LabelText
{
text = "Distance:";
x = 0.2025;
h = 0.08;
y = 0.46;
w = 0.115
sizeEx = 0.045
style = 32;
};
class WindLabel: DistLabel
{
text = "Wind:";
h = 0.08;
y = 0.54;
};
...
One option I had in mid was that I could export GUI classes from Arma (this is the bothersome phase I really dunno how to do) to a separate file in mission folder and then include that file in description. Then I could inherit from those classes, right? But even then, that would require defining the original classes in the mission folder, too.
use import
Ah, I see. Cheers! Just what I was looking for.
Anyone got a guide on how to port Liberation-RX to different mods? as there's no wiki/documentation on the github for me to know where to look to swap units and buildings.
NVM think i got it figured
idk why, but my AA will not work whatsoever. Does it matter that I'm using a CUP map?
"will not work"
meaning what?
frick
been typing too much
AA*
and particularly, standalone radar. I can't get these Rhea's to fire for the life of me
Terrain has no influence
Question; is it possible to stop the AI from shooting drones down, since we use them alot and the AI tend to shoot them out of the sky very easily even at very high altitudes
allAI makeDroneGoBoom false;
seriously tho, nope
if the AI shoots your drowns, you're not using them right
I mean, if having a drone so high in the sky you cannot visually see it by eyesight or even a 4x optic, but an AI with an AK can hit it out the sky is "not using it right"
then idk what else to say 😛
it's possible with the use of setCaptive (but a bit tough)
Thanks i'll look into it 
Hey guys. I tried to BankRev a mission file, and it told me a prefix is missing, and it can not unpack the file. So I thought "Ok, fine, guess apparently there's actually some layer of security to this?"
Except then I had the idea to try my own pbo file that I packed using 3Den editor. That one also fails, same reason. Anyone have any idea why BankRev fails? It's not really a major deal for me, I'm just curious.
im trying to make a compound and i cant get the walls to form straight lines is there anyway to snap them into straight lines?
idk if that makes sense
Whenever I actually needed things to align, hard, I would go for the hard number adjustments in attributes. Just rewrite the numbers there so that X or Y is identical, but that trick only works really well on walls that have cardinal direction bearings. What you could try instead is to make sure in attirubutes that the walls have the same bearing, and then use the little arrow things (I forget the proper name... they're on the tools in the top, and you can also bring them up by pressing the 2 above your W key - maybe position widget or something?) which will give you a little more precision, plus you will only be moving the object in one direction no matter the exact mouse movements once you grab one of the axis.
make a straight North-South or East-West line with value-edited
position, and copy-paste-rotate where you will indeed 😉
Ctrl+Shift+V pastes to the same position (on top of what you copied). then you use object-scope translation arrows to move it, and set snapping grid to object size to snap.
Why am I getting this message? I have copied all of the Warlords functions into my mission to override them, but I am getting this msg.
https://i.ibb.co/4YVKLR0/Arma3-x64-2021-11-11-10-55-28-434.jpg
This is part of my CfgFunctions.hpp
class KER
{
tag = "KER";
class functions
{
file = "functions";
class replace{
PreInit = 1;
};
class viewdist{};
class local{};
};
class A3_Warlords
{
tag = "BIS";
project = "arma3";
class Warlords
{
file = "functions\Warlords";
class WLAICore
{
ext = ".fsm";
};
class WLAIPathSegmentation{};
class WLAIPurchases
{
ext = ".fsm";
};
The functions are under the functions\Warlords and functions\Misc folders. This should be working or what have I missed? Thanks.
Too many levels
TAG > Category > function
Also not sure you can override them
it should start first person camera anyway
buuut if not, switchCamera
The main senario part starts in first person but the intro dose not
I also wonder if there is a way to reset head view to forward aswells
since im trying to start the post-intro start with a wakeup animation that locks player controls for a few seconds but for some reason sometimes the player starts looking in a weird direction like upward
magic
I guess while im here
should I utilize external scripts/ configs to make animations sync more consistantly
trying to recreate the execution animations to sync up but they just dont sometimes
I… have no idea what you mean here
check with this command https://community.bistudio.com/wiki/positionCameraToWorld
or
i think for you it's lookAt
the way i understand it, he wants to use the mission intro chapter for animations and stuff. but that's not what it's made for. the intro thing is for scripted cameras, etc
player animations and anything that allows player actions should be put into the mission directly and scripted accordingly
Arma 3 Eden Keyframe Animation Camera not ending, it finishes its animation but the camera is always on the screen and doesn't switch to the players POV, here are the scripts we've tried using under event finished:
player SwitchCamera "INTERNAL";
[1, 1, false] call BIS_fnc_cinemaBorder;
player playMoveNow "amovpercmstpslowwrfldnon";
_camera cameraEffect ["terminate", "back"];
true
What’s some stuff y’all use for inspiration? I used to do a lot of mission making back in the day but I haven’t quite had a stride in a long time. Liked to do historical stuff a lot, often down to the detail but I’ve found it rather stringent. Idk I’m just wondering how I can get the ole spark back
I use movies for my inspiration, classic military movies and looking at their situations and objectives
"Hmm, this looks like it could be here."
Recently, I've been using ArmA: Queen's Gambit as an inspiration to figure out a follow-up to that story many years after the original campaign, as well as taking artistic freedoms on the Malden conflict with the newly released SnS: New Wave.
Hardest part, I tell you, was finding the M16A2s and M60s, but even that worked out nicely.
Alternatively, when doing a modern COIN/insurgency mission that is largely set in stone, I like to put myself in the shoes of either side.
"If I was an insurgent in this area, what would I be doing, how would I be doing it, when would I be doing it?"
"If I was a company commander tasked with COIN operations in this area, how would I attempt to hinder the insurgents?"
If you answer both those questions, you can probably figure out an interesting mission scenario.
any help trying to add a mod to RX Liberation? getting this error.
https://www.imgpaste.net/image/KJxKyx
- Run in Debug Mode: https://community.bistudio.com/wiki/Arma_3:_Debug_Mode
- Check RPT
You should find more information what is causing the error
TY
I'll take another look
Yeah got no idea why I'm getting stuck
Hey so
is there any way to make AI control the player character at the start of a mission?
like they do in the intro/ outro stage
in singleplayer
im currently having issues with a mission intro cutscene where the player has a split second control of their head before control is locked so their head can be turned 180 from where its suppose to be
hi like the opening of the first mission ?
If yes :
Name your unit like : Greg
and use switchMove and playMove. To walk forward (loop) :
Greg switchMove "Acts_PercMwlkSlowWrflDf2";
to stop the animation :
Greg playMove "AmovPercMstpSlowWrflDnon";
You can find all campaign missions in : "a3\missions_f_epa\campaign\missions"
Very cool for learning intro/outro and tips to make your proper missions
I know how to play animations
I have switchmove
I have disableuserinput
all that
but disableuserimput is set from a trigger at the start of the mission because else it seems break the ability to go from intro to main mission
but triggers seem to spawn or load a microsecond after the player gets control
so the player can move their head out of line
so that the guy is looking up for example when they should look forward
initIntro.sqf on the base folder of your mission and do it with script
or do the switchMove in the player init and the playmove in the trigger
but why are u using disableuserinput ?
I use disableuserimput because else the player having free head movement makes it super acward
its a wakeup animation
so the head moves from the animation
oh ok i understand
Yeah else its super wobbly
Its like being possessed
I could share examples but I have a strong feeling sending MP4s isnt so easy here
but all intro stuff must be in a .sqf it's very powerful and much easier to do what you want
Im not really used to using SQFs for animation stuff so thats a whole new book for me
it's the same commands just add some sleep if needed
Will it solve my issue or prevent others?
becouse the animations themselves work fine atm
welp
would it help me deal with my main issue of a player having the ability to dislocate their head?
think no cause u are using a specific animation or u can try with a enablesimulation false
u can't be shoot, move... with a "enableSimulation" false
but i don't remember if it's can play animations
what is the name of the animation ?
so the only command are disableuserinput
be careful with disableUserInput cause it's a very powerful command and if u don't use it with extreme vigilance u block the all games and the only thing u can do it's ALT+F4
yes im aware
I tested the animation I do not find it disturbing because even bis did not block in his campaign the look

