#arma3_scenario

1 messages · Page 56 of 1

tawdry badger
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does anyone by any chance have a example script of disabling all player nvgs when a trigger is activated

wraith cloud
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you can not disable NVG use for playable characters iirc, only remove the items

tawdry badger
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that also works

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i tried figuring it out how to remove them for all playable characters but it just kinda fails

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cant wrap my head around it

wraith cloud
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another thing that might be possible, disable the "N" key input temporarily

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ask in #arma3_scripting for both, removing and re-adding NV gear, and the key input

tawdry badger
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thank you ^^

acoustic surge
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I have a question are there any SERE missions made? Our unit cannot find any.

plucky glade
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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 🙂

signal coral
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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

foggy wind
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is it possible i can could get some help making a mission for me and my friends im having trouble with triggers and scripts

plucky glade
tame sage
plucky glade
#

Well one squad of infantry 12 guys can nicely also drive 3 tanks

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it's not like IRL where a grenadier has no clue about crewing a tank

tame sage
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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.

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Figuring out how to manually fire, using tables, will definitely keep a player occupied.

plucky glade
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@signal coral kind of depends how your unit is set up / play how flexible they are

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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

earnest cove
#

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

toxic storm
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dont know if this is the right place but

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anyone here worked with firewill's before?

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and i wanna know if it works with pook sam pack

cinder holly
#

that's… quite specific, not going to lie 🙂

toxic storm
#

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

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and that is just a hypothetical of course cause me and my unit would never do such a thing!

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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

toxic storm
#

second question: are bridges. specifically tanoa bridges destructible?

toxic storm
#

shitskis

charred meteor
#

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

charred meteor
#

tah ill have a lookyloo

charred meteor
cinder holly
charred meteor
#

im not quite following you sorry

#

by mission level do mean in the missions description.ext?

storm geode
#

enabling hub? 🙂

charred meteor
cinder holly
charred meteor
#
    {
        lives = -1;
        isHub = 1; // 0: disabled - 1: enabled. Default: 0

        lost = ;
        end1 = ;
        end2 = ;
        end3 = ;
        end4 = ;
        end5 = ;
        end6 = ;
    };```
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so in the end it would look like this ?

cinder holly
#

this would make each and every mission a hub, so no

storm geode
#

yes indeed, because its broken 🙂 cpp noWeaponPool = 1;

charred meteor
#

sorry all im not the brightest spark when it comes to arma code

storm geode
#

just making a joke regarding bis wiki campaign description.ext page.

charred meteor
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    {
        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;
        };```
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okay what about here for an individual mission? would this make it a hub?

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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

storm geode
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how would you describe a "campaign hub mission"?

charred meteor
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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

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like this

storm geode
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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.

charred meteor
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oh okay

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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?

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and if thats the case how would I go about making gear persitent between missions?

storm geode
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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.

charred meteor
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okay reading into saveStatus i do that at the end of a mission and at the start of the next I do loadStatus

storm geode
#

in my campaigns I currently use persistent ammo/weapon boxes, not an ideal scenario but what can you do.

earnest cove
#

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

storm geode
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saveStatus yup, it also saves character health and everything, so if he is hurt or even DEAD that will be carried over too.

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I havent found any use for isHub or these other commands.

charred meteor
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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.

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anywho misso wants me to go to sleep so I shall. Ty for the help all.

charred meteor
storm geode
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"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.

earnest cove
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persistent crates like that are a hell to script

charred meteor
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oh yeah right

earnest cove
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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

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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

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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.

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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.

sterile bane
#

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?

shell fox
sterile bane
#

That works for respawn, but I'm trying to figure out why I'm having trouble on first spawn.

shell fox
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What is respawnOnStart set to?

sterile bane
#

0

shell fox
#

Weird. Could be mods, do you have any running?

sterile bane
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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.

charred meteor
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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

cold flume
#

Is it possible to change the success/failure music for a single mission?

vernal brook
spark ferry
#

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?

earnest cove
#

lots of scripts

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my tip: don't. have them start with that stuff equipped :>

cunning glen
#

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?

near dock
#

Looks nice as a starting point for a mission

cunning glen
plucky glade
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Has a bit "evil maniac lair" vibes

tulip hedge
#

Could someone please help me add a bluefor faction to a DUWS mission

hard hill
#

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?

near dock
#

but why do you need that info if you arent going to be posting there think

fervent temple
#

Guys can anyone tell me why i do not have slots when i put the mission on server

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???

near dock
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Maybe looking at the rpt log will help????!!!!

fervent temple
#

yes i did it twice

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we have some problems with the jsrs mod

meager pier
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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.

cinder holly
meager pier
#

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.

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Thank you.

cinder holly
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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

meager pier
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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.

soft rover
#

Anyway to apply custom model or loadouts to the ambient civilian presence module?
I don't believe there is, right?

west silo
#

Sure. You have the script field that you can use for that.

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@soft rover

soft rover
#

Wait

#

Silly me.

full nimbus
#

May I ask a question, anybody know how to make para-dropped AI moving?

soft rover
#

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.

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Thanks

warped sierra
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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?

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they have parachutes on but the eject button doesnt appear in the scroll menu

cinder holly
#

it depends on the vehicle I suppose

warped sierra
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i used the native chinook and the rhs c130 but both vehicles dont offer the eject / get out option when aircraft is moving

cinder holly
#

try without any mods first

near dock
#

are you using ace? @warped sierra

warped sierra
near dock
#

iirc that might be disabling the eject action

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check ace options

warped sierra
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oh ok. weird. why would the ace mod do that

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i'll have a look and see

near dock
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although maybe ace just moves it to the bottom of the list?

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not sure anymore ablobshrug

warped sierra
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hmm doesnt seem to be in the ace options though

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do you actually need a separate mod to do halo jumps?

foggy wind
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Could someone help me with a heli evac?

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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

trail cargo
#

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

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@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

cinder holly
trail cargo
#

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!

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Thanks for the suggestion

inner pier
#

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!

trail cargo
#

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

inner pier
#

Alrighty, I'll tell them that. Thank you!

trail cargo
#

You have to change the respawn mode to something else, Respawn on Position I think it's called

spark ferry
#

in zeus how do i spawn as a character i just put down?

near dock
#

either use the module, or if you have a mod like zen use strg/ctrl+2xlmb

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(clicking on the units icon that is)

warped sierra
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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.

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currently i do this by using the ambient animation module and apply it to ai units 1 by 1

warped sierra
#

thanks tho 👍

near dock
warped sierra
#

no workaround doing it in zeus instead of eden?

near dock
#

think cant think of a fast way to do it in zeus right now

warped sierra
trail cargo
trail cargo
#

Will BIS_fnc_playVideo scale videos to different resolutions?

cinder holly
#

what do you mean by that @trail cargo

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

cinder holly
trail cargo
#

Fair enough

humble pumice
#

Anybody got any asset / mod packs for UK forces from '69 - late 80's?
trying to build out a Operation Banner Scenario

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been having some major issues consiering armaholic is dead

signal coral
#

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?

shell fox
#

If a unit dies when respawn is disabled, its lobby slot is removed automatically; it's part of the feature.

near dock
#

roles disappear because the peeps cant respawn, not sure what'd be the workaround

signal coral
#

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.

plucky glade
signal coral
#

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?

cinder holly
dusky shale
#

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.

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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

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NVM, figured it out. that ACE 2 comment gave me a brain wave and I dug deeper into the ACE3 documentation.

signal coral
# cinder holly **depending on the context**, man < tank < plane < man it's a rock-paper-scissor...

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

cinder holly
tawny iris
#

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 salute

Bonus points for despawning!

plucky glade
slender maple
tawny iris
safe swift
#

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?

near dock
safe swift
#

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

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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.

near dock
#

!rpt

open remnantBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

safe swift
#

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

safe swift
#

MiltonSmash tfw you get a mission working, and then change one thing and it break again. lul

cinder holly
#

ez: don't change things :p

hot warren
oblique niche
#

Anyone used CfgWorlds description.ext entry? I am trying to get the background image replacement to work without it being distorted.

cinder holly
oblique niche
#

isn'T there one vanilla mission that uses it?

cinder holly
#

it was introduced for the AoW museum

oblique niche
cinder holly
#

yep 🙃

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but it should be the same as world config, and iirc it's 2048²

oblique niche
#

yeah it appears to be 2048^2

cinder holly
#

\o/

oblique niche
#

can this be added to the wiki?

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in description ext and maybe even for terrains if it does not exist yet?

cinder holly
#

it depends

oblique niche
#

description.ext is really sparse for cfgworlds

cinder holly
#

on the amount of money you can provide

oblique niche
#

i give you 0 quid

cinder holly
#

deal

cinder holly
storm geode
#

what are you guys talking about, CfgWorlds "description.ext entry"?

astral bloom
#

Yes. You know what the Amsterdam in the showcase? That's the result of the description.ext entry

autumn cape
#

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;```
astral bloom
cinder holly
#

you could try an onEachFrame for the time of movement sure

autumn cape
near dock
#

mhh doesnt 3den enhanced have that built in think ?

#

might be worth a test @autumn cape

autumn cape
near dock
#

Huh I thought it did

astral bloom
#

Well, yeah what Lou said. Probably like:sqf onEachFrame { private _mouseover = get3DENMouseover; if (count _mouseover != 0) then { _mouseover#1 setObjectScale 0.1; }; };

autumn cape
#

Wonder why such feature was not included by default when the object scale was added 🤔. Thanks Polpox

astral bloom
#

Well, that object scale thingy is always “hacky” solution

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Which is... you know, it does have a lot of bugs

autumn cape
#

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

sinful rampart
sinful rampart
#

I wanted to let you use the "scale" tool in Eden directly but biiiiig nope

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sadly

near dock
#

doesnt 3den enhanced do that?

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or allow that rather

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or am I misremembering again think

sinful rampart
#

Possible, 3den Enhanced does lots of cool things

near dock
#

yush

west silo
#

There is an object scaling attribute, not a tool.

dusty lion
#

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??

storm geode
#

ah description.ext cfgworlds entry.

shell fox
dusty lion
#

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 :)

inner pier
#

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?

inner pier
#

Yes it is, they can respawn any other time but those ones

autumn cape
#

On other question, is eachframe performance hungry if I use it to add smooth rotation to a object for scenic purposes?

sinful rampart
#

a bit, but I see no better alternative

signal coral
#

heyo could anyone help me convert an arma 3 mission into argo?

sturdy zealot
#

Exported my mission and its unplayable on a dedicated server. Any reason as to why thats occuring?

signal coral
#

sorry no clue

#

could someone help me or link me how to create a respawn

open remnantBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

sturdy zealot
cinder holly
round raven
#

Am I correct to assume that simple objects have a bigger impact on server (and player) performance than objects with disabled simulation?

sturdy zealot
cinder holly
#

hah, how

sturdy zealot
#

idk, the rpt says its missing but launching another mission works fine

round raven
#

If that is shown on boot up and not at mission start its fine.

sturdy zealot
#

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.

round raven
#

What a nice write up, thanks!

signal coral
#

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

cinder holly
astral bloom
#

He's referencing the Argo, ex Project Argo

signal coral
#

^

cinder holly
#

yeah well, this is not an Argo server, hence my question 😬

autumn cape
#

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.

cinder holly
#

(anything praising me is accepted)

autumn cape
#

praise be thy name, Lou

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thanks, will keep that in mind and see how it goes.

gloomy forum
#

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?

shell fox
round raven
#

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.

autumn cape
#

Because sandbags are intrisecally defined as simpleobjects once placed

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you cant destroy, modify or affect them with physics, which are basically the characteristics of a simple object.

round raven
#

hm... setting all my mission objects to simple objects definitely improved FPS (about 2000 sandbags and HESCOS +1000 other objects, don't judge me)

autumn cape
#

if you have a lot of them you might as well try super simple objects

round raven
autumn cape
#

its because SSO are made using the Simpleobject attribute

round raven
#

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

autumn cape
#

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.

sinful rampart
sinful rampart
round raven
#

As far as I see it they are vanilla sandbag walls

#

Land_BagFence_Long_F stuff like these

sinful rampart
#

Yes they should be house simulation

round raven
#

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!

round raven
autumn cape
round raven
#

yeah didn't realise that 😅

#

makes sense now that I think about it...

autumn cape
#

is eden 2.0 and E3den supposed to get along or is it either one or another?

west silo
#

Should work fine.

#

if you mean 3den Enhanced by E3den

autumn cape
#

yep

signal coral
#

Anyone know their way around the ExileZ Mod?

low kernel
#

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

#

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

signal coral
low kernel
full nimbus
#

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?

vernal brook
#

disableAI FSM

#

and PATH

#

possible values shown there

#

you can also put a waypoint on his current position and set it to hold

full nimbus
#

@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

fallen plank
#

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? 🙂

shell fox
#

@fallen plank Try joining the character into a group of the wanted side.

fallen plank
crystal shuttle
#

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)

final birch
#

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!!

crystal shuttle
#

Attack helo crew? Sniper and spotter?

severe field
#

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 🙂

severe field
cinder holly
#

@pliant egret try not to edit other people's models 🙂

#

(without permission that is)
I guess the issue can be reported to CUP

pliant egret
#

Nah, was talking about like stock arma

#

@cinder holly Or you could always not distribute it.

cinder holly
pliant egret
#

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

stable aspen
#

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

bleak zealot
#

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

lime mesa
#

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?

noble pagoda
#

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?

astral bloom
#

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

noble pagoda
#

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" :]

astral bloom
#

Okay so what you wanted to do is impossible without ANY scripting indeed. You need to learn a bit

noble pagoda
#

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

west silo
pearl vault
#

can description.ext containt cfgWeapons

#

or do i have to make an addon for a new weapon

cinder holly
pearl vault
#

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

cinder holly
#

nope you can reload the config, see below (in diag branch only)

astral bloom
#

diag_mergeConfigFile?

pearl vault
#

i seem to need the dev branch then👆

pliant egret
#

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.

astral bloom
#

Because such command doesn't exist

pliant egret
#

hol up, gimme a sec

astral bloom
#

animateDoor or something

pliant egret
#

yeah, think that's what it was

#

But what is the correct anim to put after it to open it

astral bloom
#

IDK, depends on the gate

pliant egret
#

it's one of those boom gates at the bases

#

I'd watch a video but none of them are working for some reason

cinder holly
#

1 or 0

astral bloom
#

Nobody can help you if you describe nothing about the situation and details

pliant egret
#

oh, so it's just a simple number. thanks

cinder holly
pliant egret
#

won't load on wifi for me

#

being at school sucks

cinder holly
pliant egret
#

it's whatever, sometimes you gotta do what you gotta do

long forge
#

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?

cinder holly
long forge
#

I saw someone post saying he hasn't, sadly

autumn cape
#

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?

vestal lintel
signal coral
#

ight having trouble loading a missionfile to my server, place it in MPmissions and it wont show up, anyone available to help out?

near dock
signal coral
#

PBO

#

@near dock

near dock
#

hm that should be fine, whats the filename?

signal coral
#

its simply named 25th_MEU_Training.126map

#

mission file and general config is a weak point for me tbh

near dock
#

did you export it using the 3den export function, or?

still knot
#

yay more questions...

#

Is there a way to save initation and import it to Zeus?

#

Like loading in a composition with the initations

cinder holly
#

what is an initation?

long berry
#

If anyone is familiar with the USAF mod, how do you get the tanker module to work for air to air refueling?

runic zealot
#

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.

cinder holly
#

see the workshop 🙂

runic zealot
#

I've looked. Haven't been able to find anything yet

shell fox
runic zealot
#

That's a guide on making a single player firing drill

shell fox
#

Correct 🙃

cinder holly
#

this channel is made to help Mission / Campaign creation 😉

low kernel
#

Hi Whiskey

still knot
#

Init

pliant egret
#

I've actually been trying to get it to work myself

#

@long berry Official tutorial by the USAF mod guys

waxen grove
#

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.

west silo
#

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

lime mesa
#

Is there any way for me to place intel for players to find while zuesing?

near dock
lime mesa
#

And not the text or was supposed to be

near dock
#

huh ok

#

they should be able to pick it up and then have an entry added to their intel diary

charred meteor
neon herald
#

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

pliant egret
#

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

neon herald
#

@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.

pliant egret
#

huh. Keep it in that case then.

#

lemme think for a sec

neon herald
#

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

long berry
#

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?)

upbeat plover
#

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.

near dock
cinder holly
#

'tis

cinder holly
upbeat plover
#

how do i do that?

cinder holly
#

there is an Eden Editor option to do so

upbeat plover
#

ah i found it

toxic storm
#

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

cinder holly
#

try without mods? 😬

plucky glade
#

@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.

compact briar
#

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

plucky glade
#

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

toxic storm
plucky glade
#

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

cinder holly
vernal brook
#

so what, 75mb of image files in there? 😛

ocean void
#

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

sinful rampart
#

error on your server? then your server doesn't have the latest update

ocean void
#

is it? does it need multiple updates?

#

i have tried updating it 2 times already

sinful rampart
#

Maybe wait a bit

#

creatordlc branch needs to be updated seperately, steam needs to sync it across their backend

ocean void
#

ahh its fine now. i tried updating it a few more times and its good to go now. Thanks dude.

raw scarab
#

Is there a way to force clan insignia besides utilizing the Bohemia system?

cinder holly
upbeat plover
trim brook
#

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.

sinful rampart
#

Depends on terrain

#

No-moon midnight will be darkest

trim brook
#

Im trying the Columbia terrain for a Halloween mission

#

I will give it a shot thank you

compact briar
plucky glade
#

Sorry mate not familiar with that but if it creates such bloat maybe you want to re-evaluate that mod

full nimbus
#

is there any other ways to direct AI to attacking point instead of using WP?

rugged slate
#

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.

plucky glade
#

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

cinder holly
pliant egret
#

probably for easier scripting?

upbeat plover
#

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

plucky glade
#

Putting the objects in a layer helps with such things

upbeat plover
#

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?

sinful rampart
#

compositions put themselves automatically into the layer

upbeat plover
#

boooooooo boehemia booooo

sinful rampart
#

but can't you just click the layer on the left once, and it automatically selects all objects?

upbeat plover
#

no it doesnt do that for me in eden currently, but maybe the eden enhanced mod changed something?

sinful rampart
#

Would you think thats a good idea? maybe we should add that think_turtle

#

or maybe some hotkey combi, like CTRL+Click on layer selects whole layer

upbeat plover
#

i have to do this "weird right click > select > select immediate descendants" option every time

upbeat plover
sinful rampart
#

No my name is green

upbeat plover
#

wait are you a dev??

sinful rampart
#

I did the "compositions are automatically put into a new layer" thing

#

So I might aswell make layer object selecting a bit easier maybe

upbeat plover
#

dude that'd be freaking amazing! whoa

sinful rampart
#

Need to talk with Eden designer about it, but even if normal click is not ok then some hotkey combo will be

upbeat plover
#

you know what i did notice is a liiiiitle annoying "about compositions are put in a new layer" thing?

sinful rampart
upbeat plover
#

like toggle a folder on and off to "lock" the objects in "select all" mode? unless thats ridiculously harder to code

sinful rampart
#

it probably would be 😄

near dock
near dock
#

yeah cant you lock/hide the full layer?

sinful rampart
#

sorry

near dock
#

from editing at least

sinful rampart
#

try again

near dock
#

ablobshrug select the 3 mines and then drag them into the existing layer

sinful rampart
#

🙃

near dock
#

then all 70 are in the layer

sinful rampart
#

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

upbeat plover
#

but sometime lil have THE DEAD LAYER LIST

sinful rampart
#

I don't think the locking thing is viable much, too much work for too few people needing it

near dock
sinful rampart
upbeat plover
#

like a DONT ADD SUBLAYERS box

sinful rampart
#

Something like a "remove layers" checkbox might be neat.
But adding UI stuff is meowtrash

upbeat plover
#

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

upbeat plover
near dock
full nimbus
soft rover
#

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.

crimson carbon
#

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

pliant egret
#

@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?

crimson carbon
#

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

mossy lava
onyx quarry
#

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? 😅

cinder holly
onyx quarry
#

Awesome, thanks @cinder holly 👍

faint sonnet
#

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

west silo
#

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

faint sonnet
west silo
#

I read every single feedback I receive so please do that.

faint sonnet
#

Sorry if my message came off as hostile, but this is what we've found and wanted to publicly post it

west silo
#

Not a nice move tbh. You post something public I haven't had a single minute of time to look at it.

scenic sparrow
#

That’s kinda how a public PSA works…

west silo
#

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.
faint sonnet
#

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.

faint sonnet
scenic sparrow
#

Having seen the RPT I would like to add that most of the errors are from CUP and other mainstream mods.

trim brook
#

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?

open remnantBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

trim brook
# near dock !rpt

Neat! where can i find commands like this? Is it pinned somewhere?

near dock
trim brook
near dock
trim brook
#

Woot! mission works now. i was missing JSRS. didnt think that would need to be on the server

abstract vector
#

how i make so when all OPFOR enemys are dead a helicopter comes to extract the player

fossil gale
#

So, how do you enable respawns (of the type a zeus can place down a respawn marker for)?

loud kindle
#

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 >_<

hollow copper
#

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

neon kiln
#

is there a way to make a spawn ai module spawn whatever faction owns the zone its synced to?\

#

nvm

neon kiln
#

whenever i try to play this mission, i get an infinite loading screen, any ideas why?

simple frigate
#

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...)

shell fox
simple frigate
#

checking it out in depth now

tepid quarry
#

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?

signal coral
coarse flume
#

there is a bug in the latest version, due to change in how BIS handles simulation-disabled vehicles

tepid quarry
#

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.

empty wraith
#

does using hide terrain module increase FPS? if i hide stuff on the map

sinful rampart
#

if you hide objects that you would normally see, yes

tepid quarry
coarse flume
#

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

tepid quarry
#

Where do I find fn_core.sqf?

#

is it in the apex_server.pbo?

#

Will check

#

Ohh found it, in the mission pbo

#

Thanks!

rose hedge
#

Anybody know the texture and rvmat path cup terrain use for "fake water"

near dock
#

props best to ask on the cup discord @rose hedge

rose hedge
near dock
#

asking google might be an idea worthy of trying sip

rose hedge
#

Idk discords can be private or limited sometimes shurgs thank you for the direction non the less

near dock
#

Idk discords can be private or limited sometimes
ablobshrug 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

noble pagoda
#

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?

shell fox
#

Unfortunately, triggers and waypoints in general are just krtecek

noble pagoda
long berry
noble pagoda
noble pagoda
#

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.

thorny plaza
#

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

noble pagoda
thorny plaza
#

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

noble pagoda
#

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

thorny plaza
#

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

noble pagoda
#

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 aviator )

thorny plaza
#

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

noble pagoda
thorny plaza
#

understandable

noble pagoda
noble pagoda
#

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

near dock
#

and then let it play out the recorded movements

thorny plaza
#

making them careless and having both move and land in the same spot might help

noble pagoda
#

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

mossy lava
#

One of these

doStop _unit;
_unit disableAI "PATH";
viscid edge
#

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

boreal needle
#

Do Triggers that already got activated and which can only be activated once, still get checked for their condition?

delicate hinge
#

IIRC yes

#

You can check it with something like this && {systemChat "test"; true}

boreal needle
#

Thank you

whole steppe
#

hey I want to make a mission with damaged body parts I tried so many stuff like setdamge but didn`t work

slender maple
#

any mods?

#

and what code did you use?

whole steppe
#

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

slender maple
whole steppe
#

it worked

inland mesa
#

So, am trying to make a capture mission but am not fully sure what to do

terse harness
#

Does anyone know if it is possible to remove the icons showing respawn tickets in the top right corner?

tardy widget
#

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

delicate hinge
#

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

inland mesa
#

So, what does a waypoint do exactlt?

vernal brook
#

you can make a chain of them which ai can follow

#

each type work differently

soft rover
#

If i'm using ACE mod and wish to disable damage for players. Do I have do something through ACE damage?

inland mesa
minor drift
#

hey all trying to enable the black list in liberation RX but not having much luck enabled it in params but

#

ye no work

sharp widget
#

hi @minor drift , how did you build your pbo ?

minor drift
#

already got in contact with pskio ahah

#

thanks though

drowsy valley
#

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?

near dock
#

ok nope ablobshrug

thorny plaza
drowsy valley
thorny plaza
#

how about My Documents\Arma 3 - Other Profiles\YourProfileName\?

drowsy valley
#

Yes ye

#

Did that

drowsy valley
thorny plaza
#

dunno then, I don't have access to my PC right now so can't check my case

drowsy valley
#

ok, try checking when you can since it would help me a lot, if its not a problem ofc. tnx

round raven
#

is there an easy way to have two bluefor factions fight each other?

delicate hinge
#

No, they need to have different side.

#

You can group blufor units to opfor unit in editor to change their side.

round raven
#

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?

delicate hinge
#

I think so, or try making a composition out of them

thorny plaza
#

yes, the easiest way I found is to simply copy the faction through Alive orbat creator

delicate hinge
#

As you can use them in zeus now.

thorny plaza
#

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?

delicate hinge
#

Side depends on the group side

#

Not tl

chilly seal
#

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.

cinder holly
chilly seal
#

thank you

dry pivot
#

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?

drowsy valley
#

hello, any way to make it so a specific heli cant be used for fast roping(that people cant rapel themselves from that heli)?

cinder holly
drowsy valley
#

ok, tnx

noble pagoda
#

Is it possible to add characters that are dead and if yes how am I gonna do that?

mossy lava
loud kindle
#

Making progress in mission building:._.

Spending all night painstakingly handcrafting a different way of scripting your subtitles: O_O

real nest
#

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?
plucky glade
slender maple
# real nest Hey hey there. I encountered following issue with the respawn: if I place an ico...

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
coral vault
#

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?

cinder holly
#

yep

thorny sparrow
#

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 :/

thorny sparrow
cinder holly
#

and good luck, and good game!

signal coral
#

Anyone got some good liberation that I can actually edit lol

thorny plaza
#

you can edit any mission, just download it

signal coral
neon herald
#

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?

astral valve
#

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.

shell fox
neon herald
#

@shell fox Yea we are using Ace, We didnt have problems till the most recent ace update.

strong jolt
#

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

jagged python
#

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.

jagged python
#

Ideally I'd like the vehicles to have some cohesion and look like a convoy.

thorny plaza
#

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.

jagged python
#

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

thorny plaza
#

😬

#

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

jagged python
#

Yeah, spreading out the waypoints a bit did the trick. Crazy stuff.

pliant grail
#

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

whole steppe
#

hello i want to ask how to spawn modded faction with BIS AI spawner

rugged turret
#

anyone have any suggestions for high intensity lights? like that will illuminate out to like 100m+ or so.

crisp hollow
#

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?

tulip hedge
#

How do I edit a dynamic mission

drowsy valley
#

Any way to allow players to sit on chairs? Searched internet but havent found anything good or effective

wraith cloud
#

ACE mod can do that, but it seems to be broke since last update

leaden merlin
#

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

thorny pike
#

yeah, but only by modding the config. Idk if you can do that via mission config file, or if you need a dedicated mod

gritty sparrow
wraith cloud
#

mayhaps, idk

whole steppe
#

hey is there a way to call Infantry or Armor Backup

cinder holly
#

only if the mission is made to do so

whole steppe
#

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

latent tundra
#

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?

latent tundra
rich frost
#

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.

cinder holly
rich frost
cinder holly
#

so don't use Eliteness 😄

rich frost
# cinder holly 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.

clear vessel
#

is there any door like structures in vanilla arma?

cinder holly
clear vessel
#

#standalonedoorswhen

cinder holly
#

nevah

#

Doors DLC - 25$

clear vessel
#

seriously though why is there no standalone doors?

cinder holly
#

why would there be? houses are not LEGO in Arma 😄

clear vessel
#

tryna make comps for zeus

#

atleast we have apex dlc walmart pole

graceful matrix
clear vessel
#

the comps are for official zeus though

wicked oxide
#

Does anyone know how AI can use freestyle nukes

cinder holly
wicked oxide
cinder holly
clear vessel
#

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

wicked oxide
signal coral
#

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

signal coral
#

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?

cinder holly
cinder holly
signal coral
#

ive found it, its a JPG i tried loading onto a screen on base for a slide show

signal coral
#

such a tiny thing completely breaks mission

#

simply phenomenal

wraith storm
#

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?

obtuse sundial
#

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

wraith storm
#

@obtuse sundial check those missions where?

obtuse sundial
#

for tanoa : a3\missions_f_exp\mpscenarios\mp_escapefromtanoa.tanoa

#

for malden : a3\missions_f_patrol\mpscenarios\mp_escapefrommalden.malden

rugged turret
#

Is there any way to do a param that the player enters in?

obtuse sundial
#

but Enter in what ?

void quarry
#

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.

leaden merlin
rugged turret
#

@obtuse sundial no, I mean like the parameters in the role select screen. can you do a custom parameter there. just arbitrary text

rugged turret
#

yes. can you enter arbitrary text there

#

or does it have to be done dynamically on mission start

obtuse sundial
#

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...

restive marlin
#

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.

slender maple
#

pls no crossposting

restive marlin
obtuse sundial
#

by default all objects are following the terrain if you don't press their buttons

restive marlin
#

Wow that seems so obvious now lol thanks

obtuse sundial
livid forge
#

Is there a way to enter the zeus console with an admin command in the mission

obtuse sundial
livid forge
#

thanks ill try

obtuse sundial
# livid forge 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"

livid forge
#

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?

obtuse sundial
#

u need variable

#

like

#

_curatorname = selectPlayer Timey;
[_curatorname, _curatorModule] remoteExec ["assignCurator",2];

#

_curatorModule need to be created

livid forge
#

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

obtuse sundial
#

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

livid forge
#

nope

#

damn

obtuse sundial
#

becareful with copy paste on the debug

livid forge
#

hmm

#

ill try to fix it another way

limber inlet
#

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.

obtuse sundial
#

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 ?

limber inlet
#

yes my ai are opfor

obtuse sundial
#

So activation : OPFOR

#

check the video on youtube i think you will understand the mechanic

limber inlet
#

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.

obtuse sundial
#

yes sometime we are just searching for something complicated, welcome to edition ^^

jovial fractal
#

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.

modern shadow
#

Hi, is there any video tutorial on how to setup a proper helicopter support mission the "Support 08 Sofia" mission?

obtuse sundial
jovial fractal
jovial fractal
#

Also why does it seem to not work while on my server, is there a setting i am missing in my configs?

obtuse sundial
#

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

modern shadow
#

Hi, is there a way to delay the initiation of a module by 10 seconds?

cinder holly
modern shadow
modern shadow
#

The sectors in question are those under : Modules, Multiplayer, Sector

cinder holly
#

and how is the locking trigger set up?

#

(@modern shadow)

modern shadow
#

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.

cinder holly
#

with no size at all, no need for it 🙂

modern shadow
#

Where do I write this?

cinder holly
#

Timer: 10 10 10
Activation: true

modern shadow
#

I've sett: Condition true, Trigger: Timer 10/10/10
unsuccessfully.

cinder holly
#

oh, weird then.

jovial fractal
#

I shall attempt this

obtuse sundial
#

on my mp mission it's working I hope for you too

pallid sentinel
#

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;
        };
...
pallid sentinel
pallid sentinel
gritty sparrow
#

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

sick drum
#

idk why, but my AA will not work whatsoever. Does it matter that I'm using a CUP map?

cinder holly
sick drum
#

frick

#

been typing too much

#

AA*

#

and particularly, standalone radar. I can't get these Rhea's to fire for the life of me

wraith cloud
#

Terrain has no influence

severe field
#

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

wraith cloud
#

allAI makeDroneGoBoom false;

#

seriously tho, nope

#

if the AI shoots your drowns, you're not using them right

severe field
#

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 😛

cinder holly
#

200m above their head should be enough

#

(or was it 120+, can't remember)

cinder holly
severe field
jagged meteor
#

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.

red tree
#

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

jagged meteor
#

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.

cinder holly
#

make a straight North-South or East-West line with value-edited meowthis position, and copy-paste-rotate where you will indeed 😉

mossy lava
#

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.

solemn oxide
#

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.

cinder holly
#

Also not sure you can override them

rotund dagger
#

Hey, how can I make a mission into start in first person?

#

singleplayer

cinder holly
rotund dagger
#

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

cinder holly
#

magic

rotund dagger
#

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

cinder holly
#

I… have no idea what you mean here

earnest cove
#

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

shadow temple
#

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

pseudo thorn
#

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

shadow temple
#

I use movies for my inspiration, classic military movies and looking at their situations and objectives

jagged meteor
#

"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.

gritty sparrow
slender maple
gritty sparrow
#

Yeah got no idea why I'm getting stuck

rotund dagger
#

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

obtuse sundial
#

hi like the opening of the first mission ?

obtuse sundial
#

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

rotund dagger
#

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

obtuse sundial
#

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 ?

rotund dagger
#

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

obtuse sundial
#

oh ok i understand

rotund dagger
#

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

obtuse sundial
#

but all intro stuff must be in a .sqf it's very powerful and much easier to do what you want

rotund dagger
#

Im not really used to using SQFs for animation stuff so thats a whole new book for me

obtuse sundial
#

it's the same commands just add some sleep if needed

rotund dagger
#

Will it solve my issue or prevent others?

#

becouse the animations themselves work fine atm

obtuse sundial
#

trigger are for in game changes

#

it can prevent yes

rotund dagger
#

welp

#

would it help me deal with my main issue of a player having the ability to dislocate their head?

obtuse sundial
#

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

rotund dagger
#

hm

#

May test that

obtuse sundial
#

but i don't remember if it's can play animations

#

what is the name of the animation ?

rotund dagger
#

"Acts_UnconsciousStandUp_part1"

#

Yeah "enableSimulation" false dosent work

obtuse sundial
#

so the only command are disableuserinput

rotund dagger
#

it works fine for the most part

#

just that split second at the start

obtuse sundial
#

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

rotund dagger
#

yes im aware

obtuse sundial
#

I tested the animation I do not find it disturbing because even bis did not block in his campaign the look

rotund dagger
#

thats why I cant for example enable it in the senario init becouse it prevents you from going from intro to main senario

#

I could send an MP4 in DMS

#

as an example of whats going on

obtuse sundial
#

if you want

#

but just create the initIntro.sqf in your folder write

   sleep 60;
   disableuserinput false;