#arma3_scenario

1 messages · Page 57 of 1

obtuse sundial
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just disable it for 60 seconds

rotund dagger
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There you go, sent vids in DMS

obtuse sundial
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Check on google i’ve found one

jovial fractal
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My zeus slots still don’t seem to work after doing it the way you’ve been telling me to.

jagged meteor
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How are you doing it?

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I always place a unit, name it, then pop a module down, set the owner to the name of the unit. Hasn't failed me once so far.

jovial fractal
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i have done that correctly, but it seems to be that certain mods dont show up in zeus when its on server but when i host it off my computer it works perfectly

wraith cloud
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if the mods show up in zeus on your PC, and you upload that exact same mission to your server and the mods don't show up, you can be certain that those mods are not loaded on the server

jovial fractal
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but they are though because they show up in the arsenal and work properly, unless i done fucked up chief

polar iron
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Hey guys I'm looking for what I suppose you could say is a bit specific of a map. I'm looking for a map that is primarily woodland however the building composition is very spread out (if that makes any sense). I help run an Aussie SF unit and we focus on compound raids so having those on a map is a must

I've trialed using Chernarus, Bukovina, Bystrica from CUP Maps but they don't really meet the focus above

I know it's a bit picky but any help would be appreciated 🙂

mossy lava
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Celle is a classic. You can also always clear the trees and make a compound.

exotic wadi
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Beketov is quite spread out with its towns and such, although the compounds there are mainly industrial ones iirc

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Also sahrani, but you mightve already checked that out

torn iris
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I'm trying to set up some guarded triggers so the AI will protect certain areas, and I need to script them in over time. I found createGuardedPoint, but I can't figure out how to delete the point after it's outlived its use. I can't use guard_1 = createGuardedPoint as it returns nothing and errors out. Would love some help with finding a solution to this or an alternative.

delicate hinge
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unfortunately there's no way to delete Guard points

tame sage
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Pardon my interruption. I have a related question, and perhaps someone else has an idea on how to help..

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My aim is to have all players view the same intro, before starting the scenario. The intro that I have scripted is a perfectly functional "camp maxwell" style player animation where the player's unit walks around and the player has freelook (can move the head). See intro in this YouTube video for illustration:
https://youtu.be/zyKVkOryQ0M

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Again, I'd like all players to experience the same perspective. Is there a way to do it?

cinder holly
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yes, since somebody did

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try using initPlayerLocal.sqf and the camera system 🙂

tame sage
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Do I set other players invisible and execute the intro script locally? Haven't found a way to test that for multiplayer.

Can I attach a camera to a unit's head (and script some head movement)? Any other ideas?

humble lichen
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Dont use attaching on camera, it creates unpleasant result for the camera viewer.

tame sage
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The camera system allows attachment to animated units (and thus is also animated/moved)?

cinder holly
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how it's done in the campaign is quite horrendous iirc;
it's the player, set invisible, attached to a walking unit

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now do you want every player to have a camera intro, or do you want the same kind of "first person view", also all in one unit or each their own?

tame sage
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I very much like the immersion of seeing your own body, and having free head movement, during an animation. So I am ideally looking for a 'first person view' as you describe. Am aware of the regular camera controls.

tame sage
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Ok; silence from the gurus speaks volumes. Can I force all players to view through a specific unit's eyes, and script head movement?

humble lichen
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You can hide every player from each other, and put them on that same position. If you want "free" head movement and such that is... Although I do not really remember the cutscenes of campaign so I might be wrong in here.

tame sage
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Got it. So option 1 of my initial brainstorm. Have you tried anything like this yourself before?

humble lichen
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I have messed a lot with camera stuff if that is what you ask. I have never "finished" (notlikemeowcry) a mission though.

tame sage
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I am worried about minor desyncs causing visual glitches, or player steps being repeated, things like that. I really should get an extra PC for this 😅

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Or learn HC scripting

humble lichen
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HC scripting is not gonna do any favor to you in this case :)

tame sage
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Well, if I could get 6 Amazon cloud headless clients to start the scenario with me, then I could at least see if things appear duplicated on my client. Is what I mean. But off topic.

tame sage
humble lichen
humble lichen
# tame sage Unfinished is fine! I just wanna hear of the concept has been proven. I've got a...

Ah I didnt see the link you have included. Yeah this is perfectly fine to be done with all players being invisible to each other, all set to same position, performing same animation. So each player sees their own character, they all do the same thing script wise. And head movement is just coming from player camera. It is just animation affecting player camera there, there is no additional cutscene thing or camera stuff done in here.

tame sage
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Sweet. Thank you for the confirmation. Saves me embarrassment later!

tame sage
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But I misremembered. As Lou said: player unit is actually invisible in campaign cutscenes.

exotic wadi
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Theres a script by ALIAS that could work, check out the YT vid

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something alias intro script iirc

thorny sparrow
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Hey yall !
I have a small issue that i don't know how to resolve and need your help.

So i modified some uniform on a vanilla unit and when i copy past him with zeus it put back the Nato uniform. How do i change that ?

cinder holly
thorny sparrow
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well changed all the equipment. And it works normally in the game but when i copy past a unit with modified equipment it past the default uniform

tame sage
exotic wadi
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yeah, dont know how much that can achieve what you need, but its what i use for cinematic intros

tame sage
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Thanks for thinking with me, but that tutorial, although well explained, covers using the camera in a very basic way. I wanted to mimic the camp mission intro (see video from previous post), but make it multiplayer compatible.

exotic wadi
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ah, couldnt watch that earlier, but i see now. Dont know anything for that unfortunately, good luck on your search though

cinder holly
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also, MP compatible, but what about people joining in later?

humble lichen
oblique niche
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anyone experienced with publish missions to the workshop? I wanted to update one I made and it is not showing up in the 3den workshop publisher.

rotund dagger
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So I've been trying to upload a version of a mission I've been working on on steam workshop

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And all that goes fine

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I've uploaded previous versions of it without issue

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But now after I upload it

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And when me or my friend tries to subscribe and play it

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It won't appear in senarios

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It's singleplayer

tame sage
rotund dagger
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Previous versions uploaded with the same method worked fine

signal coral
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How do I call a SQF script stored in a file? There seems to be dozens of routes to do it

thorny pike
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pick one?

slender maple
signal coral
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This is unconventional for me coming from C# 😂

slender maple
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execVM can be unary or binary

["pass this"] execVM "to\my\script.sqf";
// or
execVM "no\arguments\file.sqf";
signal coral
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Is there a way to temporarily suspend an AI & then resume/start executing waypoints when a trigger is activated)

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and to reset them somehow?

delicate hinge
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you can use waypoint condition to prevent it from completing

loud kindle
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I've put together a mission with a custom incapacitation script, basic but it works for what I want.

Trouble is, it's built around teamswitching to healthy units to keep up the fight and revive your original unit. That works fine too, got the event handler so leadership changes (if you were the leader) and all.

But the default face.

I'm trying to write a narrative here, and suddenly Lt. Azad of Viper Team Blue becomes xXJoeSmokemXx with the face of shrek and pink sunglasses.

I've lockIdentity'd everyone, but as soon as I switch units, my dopey pasty white face and combat goggles overwrites them.

Am I missing a trick here with lockIdentity, or do I need to do a bunch of getters and setters with the eventhandler?

loud kindle
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Okay, a bit of clever script work and I have the identities refreshing every time someone team-switches... but the goggles are still getting forced on.

signal coral
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any idea on whats happening

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its an arma hosts server

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and is loaded clientside

drowsy valley
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Hello guys, in the missions i make the tanks are always hurting friendlies (infantry) because of the crazy big barrel blast. I think its not normal that tank blast can hurt ppl that are 80meters away from the tank, 90 degrees from it to the side.
Any idea if it is some server settings?

wraith cloud
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using mods? ACE?

delicate hinge
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You can set the setting manually in meanwhile.

gritty sparrow
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I have a odd issue

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I can load into my mission in MP in Eden but when it's uploaded to my units dedicated server it just kicks back to the mission screen

shell fox
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I'd wager the server is missing a dependency of the mission.

gritty sparrow
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there was nothing to say that, was no x dependency missing error in the RPT.

noble steeple
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how can I get steam workshop items into my mission?

cinder holly
noble steeple
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btw what is a good basic guide to mission editor

cinder holly
shell fox
viscid adder
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Anyone have any idea how these lads got the pontoon to work in a semi decent way from RHS . https://youtu.be/9dgMFQc6Io8?t=159

Or if anyone has got it working any other way and would be willing to share. I want to be able to place it in the water push, move and drag via the tugboat and then finally attach it to another bridge section or beach

gritty sparrow
dark depot
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So i've got a trigger set to delete all civilian units in a trigger area using {if (side _x == civilian) then {deleteVehicle _x}} forEach allUnits; to check for then delete, the units if a public variable is set to false, this work when using the same set up for checking for opfor, and when the public variable is set to true, but the moment when its set for civilians it not longer works, what am i doing wrong?

cinder holly
dark depot
cinder holly
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place a hint to see if the code runs

dark depot
cinder holly
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so everything is good? 😄

dark depot
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yeahhh? i guess thanks for hacking my pc dude

dark depot
# cinder holly so everything is good? 😄

Also, sorry to bother you, but you mentioned making the trigger the specific area to delete from? I couldnt find anything on the BIwiki about this? tho i could be searching for the wrong term could you point me in the right direction?

cinder holly
dark depot
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ah okay, cheers

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but then that breaks the code again?

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changing {if (side _x == civilian) then {deleteVehicle _x}} forEach allUnits; to {if (side _x == civilian) then {deleteVehicle _x}} forEach thislist; i end up having no civilians being delete again.

cinder holly
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{ } forEach (units civilian inAreaArray thisTrigger);
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@dark depot ↑

dark depot
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I dont understand do i replace my given code with that? or do i need to modify it some how?

cinder holly
dark depot
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ah okay, i did a dumb, thank you dude

lapis cliff
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Does anyone know of a way to make individual units controllable via the UAV terminal?

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I feel like there's a way to do it since the UAVs all have hidden units in them

cinder holly
drowsy valley
pearl vault
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I am trying to find a way to create an arctic situation using existing terrains. On many snow maps I have noticed that if I use the hide terrain objects -module remove vegetation, some small trees or hay bunches remain. I think they are a feature of the surface texture or something like that and not terrain objects in the usual sense. Is there a way around this?

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is this more of an editor question?

noble pagoda
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isnt there some arctic map?

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dunno if thats good tho

pearl vault
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there are multiple but i dont like them and one is a reupload with a "i couldnt reach the original author"

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i sloved the problem with script

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by setTerrainGrid

turbid harness
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I plan to make a mission for a new USCG UNIT. Does anyone know where I can get m16’s? And USCG cutters

gleaming birch
turbid harness
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Ok

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Think people would be interested? I mean in a USCG unit, less combat, but more aviation

exotic wadi
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CUP has added some new Helos you could pass of as CG. Youd get the m16s there aswell. Dunno about boats though

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If you do RHS, use 3CB Factions aswell, youll get some boats for enemies and civilians

gleaming birch
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I know that RHS (and maybe CUP) have RHIBS and patrol boats but iir. There's nothing the size of a cutter that isn't static. Anything that size that's dynamic would murder performance.

exotic wadi
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CUPs anzac class would beg to differ

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atleast from my experience

gleaming birch
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Fair enough, I local host my stuff so I have to avoid giant things like boats and buildings

loud kindle
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Am I losing my mind, or did there used to be the open Taru bench pod as a separate entity?

exotic wadi
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should still be there iirc

loud kindle
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There's the transport pod, but it's the full case version :/

mossy lava
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It's side=0; for some reason. You can place a different pod and change the classname in the mission.sqm tho.
Land_Pod_Heli_Transport_04_bench_F

native pine
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hey question, how do i make it so that after you kill a target in a mission, you win?

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im just making a simple mission in a swamp where you gotta kill some guy

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and once you kill him, mission over

native pine
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new question: how do i get it so that when i enter this vehicle, the mission is over? I looked at those links, but it doesnt explain what i need to edit or change in the code for it to function

native pine
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this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
}];

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so my plane has the variable name EscapeVehicle

cinder holly
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!code

open remnantBOT
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How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
native pine
#
// this addEventHandler ["GetIn", {
    params ["_vehicle", "_role", "_unit", "_turret"];
}];
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aight there that should be it

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so

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the green is what i change?

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so _vehicle would be changed to EscapeVehicle

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what would _role be changed to?

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and if i have multiple players what do i do to _unit?

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and can i just delete _turret if theres nothing there?

cinder holly
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you never scripted before, right?

native pine
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nope

cinder holly
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this addEventHandler ["GetIn", {
  params ["_vehicle", "_role", "_unit", "_turret"];
  if (_unit == player) then
  {
    [] call BIS_fnc_endMission;
  };
}];
```should do I guess
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if this is a singleplayer mission

native pine
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nope

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multiplayer

cinder holly
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so if any player enters that vehicle, victory for everyone?

native pine
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yep

cinder holly
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if (isServer) then
{
  this addEventHandler ["GetIn", {
    params ["", "", "_unit"];
    if (isPlayer _unit) then
    {
      ["EveryoneWon"] call BIS_fnc_endMission;
    };
  }];
};
```this should do
native pine
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and i put this into conditions for the trigger?

cinder holly
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no, into the vehicle's init field

native pine
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alright so that probably means theres no need for a trigger the, correct?

sterile cape
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from my time being in this discord, ive learned that u should avoid triggers as much as u can

native pine
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got it

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thanks so much you guys

turbid harness
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What is the best mod for handling ai? I don’t have Zeus

jagged meteor
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...a Zeus tearing his hair out why the AI isn't listening to him THIS TIME. 😄

cinder holly
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(ignore this)
no

native pine
#

aw

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oke fine

cinder holly
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wait 😄

native pine
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aight, so im trying to make it so that when the red teams total unit count is less than 4, the task is complete, but for some reason it is insta-completing the task

cinder holly
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count units opfor < 4
```?
native pine
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i have this code in the condition:

(({alive _x && side _x isEqualTo east} count thisList) < 4);
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oh i can just use opfor?

cinder holly
native pine
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i love finding outdated sources on the internet

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so i just put that into conditions?

cinder holly
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😁
the wiki is quite up-to-date with scripting commands; it lacks many tutorials of course, but external sources may have old code as well

cinder holly
native pine
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its still insta-completing

cinder holly
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then you have another issue

native pine
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i have the trigger synced to the set task state, and the create task synced to the players and set task state

cinder holly
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well if you sync a trigger to set task, the task will only be set if the trigger triggers
you might have something else

cinder holly
native pine
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should i have the trigger synced to the enemies or no?

cinder holly
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no

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are your enemies opfor though 😄

native pine
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alright, i fixed it. i realized i put the end mission code into the wrong place

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thanks for the help

native pine
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how do i unsync units?

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also, is there a way to make a unit untargetable for AI?

sterile cape
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Hover over that thin blue line between units and press delete to unsync and set the unit as captive if u dont want him to be shot at by ai (note that he will shoot at them unless he is careless, i think)

distant venture
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Does anyone know if there is a way to increase the wind speed over a specified time gradually (with out the visible jumps on vegetation)?

thorny plaza
native pine
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how do i make it so that you win in a mission by having all living players get into a vehicle?

thorny pike
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eventhandlers

cinder holly
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call BIS_fnc_listPlayers select { alive _x } findIf { !(_x in MySuperTruck) } == -1
thorny pike
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^that only find IF all players are in the vehicle. Not when. So either you constantly check in a loop. Or you check this^ every time someone gets into the vehicle.

cinder holly
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EH being better for CPU cycles ofc 🙂

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also check on killed unit, too

native pine
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so i put that in, and replace "MySuperTruck" with whatever variable name the vehicle has?

cinder holly
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yep

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or name your vehicle MySuperTruck 😄

native pine
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lol

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thanks

loud kindle
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What is the best way to organize mission files for execution?

My current project is a nightmare stem-and-leaf thing, with a staging.sqf executing other .sqfs that sometimes execute their own .sqfs, then waiting for them to end before executing the next one down the line - usually through a variable defined at mission start waiting to be flipped at the end of each leaf.

While it makes sense in a linear way, its a nightmare to expand to a freeroaming platform, and to balance for MP with deciding what needs to be called where and keeping things synchronized enough.

Thats not to say it doesnt work, but if theres a better way, Id love to know.

cinder holly
loud kindle
#

👀

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Ive started down that road for small things, but not for whole sections of script.

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Nothing more intense than storing a conversation so it can be called and displays in multiplayer properly

cinder holly
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how so?

loud kindle
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I built a custom dialog using bis_fnc_campSubtitles as a base; instead of a winding line of arrays, I simplified it to a title and an array per line, including the channel used, the speakers name, what they say, and how long since the last line should it be displayed.

As such;

["DialogTitleToAppearInTranscriptsTab",
[chatGroup,chSgtAlvin,"Lets Go!",0]
] call SR_fnc_chatLog

With chatGroup being defined at mission start as the hexvalue for the vanilla groupChat color and coloring the name, chSgtAlvin similar being defined as, in this case, "Sgt. Alvin", and even the chat can be replaced with a string in a variable.

Reduced my dialog sections to almost half their original size, made them way easier to read, and easy to edit to boot.

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While spawn also works, Ive found that with call, I can also name the block of dialog and do scriptDone, which returns true when the last line is displayed, so I dont need to have 'sleep 143' after a wordy section.

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But back on point; say for instance I have an .sqf, "task1.sqf", that right now I have the server remoteexec-execVMing to everyone.

Task1 creates a task, then waits for a variable to be flipped from a holdaction (should change to something more refined...) before it completes the task, ending by flipping a variable that tells the parent file to remoteexec-execvm
Task2.sqf.

In the above link, id define the file in a Description.ext, then call it as say Scripts_fnc_Task1?

cinder holly
#

flipping a variable that tells the parent file to remoteexec-execvm
Task2.sqf
U G H

loud kindle
#

I know, I know, thats why Im asking!

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Its gross but it functions, now I gotta make it pretty

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If theres a best practice, id prefer to use it, but this project began in my 'big dreams and no skill' phase :p

cinder holly
copper zephyr
#

idk if this is the right place to ask, but does anyone know where I can find a relatively simple coop mission

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Like, for roughly two people together, no enemy players

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vs ai

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We have no DLCs

sterile cape
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just search the steam workshop

loud kindle
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I mean, I can live with it, for this mission. But going forward, learning this method would likely be best, eh?

I suppose theres no reason to bootstrap it up; ive got the same effect going, if aggressively dumbed down.

Since call suspends the calling script, id just call each mission-section-function in a row, yeah?

cinder holly
#

I genuinely have no idea about what you are currently talking

signal coral
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Does anyone have an useful database for scripts? Like a google drive to share

loud kindle
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Tbf, i dont entirely either, but thats why Im asking questions :)

Okay, simplify...

Right now, I have a staging file with

 spawn task1.sqf
waituntil task1done = true
spawn task2.sqf
waituntil... 

to the end of time.

The preffered method would be defining the same contents of my .sqfs as function-variables, and just staging them as

Call SR_fnc_Task1;
Call SR_fnc_Task2;

Or am I missing a point here?

shell fox
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@loud kindle this is how I do things (for singleplayer):
I don't bother making functions out of mission flow scripts that only run once.
To preserve my sanity, the scripts are numbered in the order they are supposed to be executed, e.g. 04-InflightChatter.sqf. The execution chain starts in one of the init event scripts (e.g. init.sqf), after the setup / initialization for the mission, usually in the last line: execVM "scripts\01-Start.sqf";.
From then on, the next script is always executed either at the end of the preceding mission flow script, by things like EHs and (hold) actions, or by a trigger (just like the scripts, the triggers are numbered as well).

loud kindle
loud kindle
cinder holly
#

call is like c/p yes

loud kindle
#

🤯

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See, that put a lot of it into perspective. Its not so much a staging file, as a longass 'this is the mission' but each step is loaded in, with much easier methods for handing off parameters.

shell fox
loud kindle
shell fox
#

Does the core mission file offer any specific advantage for your mission?

loud kindle
#

More for mental organization, I suppose. Say an attacking objective, with two target objectives within, and a surprise objective that spawns as the engagement happens.

I guess I could fold the core into the start of one of the subtasks, then have it hold at the end until all three subtasks are finished and save an instance, but for my mind it made more sense to just run it as its own with a waituntil+sleep for the subtasks to finish.

shell fox
#

I see 🙂

sudden rover
#

Anyone here fermilliar with the becti missions? Im trying to make one on malden but everytime mission starts, it just says the west wins. Almost like opfor isnt spawning properly

cinder holly
loud kindle
#

Im having a peculiar problem; all of my playable units, and fully half or more of the nonplayable units placed at mission start, immediately take my profiles default face and forced goggles t_t

This only happens when running as a multiplayer mission, and I have not confirmed if its just me or if it takes any host's defaults.

At least with the playable units, I have their identities defined and can re-set them easily enough, but for the rest its just offputting how many pasty faced white guys are in the Iranian CSAT regiment.

exotic wadi
#

Now this is just a hunch, and i don't know if it is possible, but are the non playable units identities set to "default" or anything similar?

loud kindle
#

Not as far as I've seen; the leader of the group has a general doStop foreach to keep everyone from moving, plus a lockIdentity that does sweet fanny adams apparently. He has a set face and voice, but on starting the mission as a server (not testing in MP, and not in SP), he reverts to my default face for every player connecting.

wide scroll
#

someone know where/what pbo the KOTH and other MP missions are stored? wanted to do some minor unit edits and im having issues locating them

shell fox
#

@wide scroll C:\Users\%USERNAME%\AppData\Local\Arma 3\MPMissionsCache

sonic turtle
#

Question , how do i add Zeus created Squads to the Command Module ? ps. Using the HCC mod (HighCommandConverter)

jagged meteor
#

I just do high command via Zeus. I mean, I'm basically playing the opposition to the players, so might as well.

solar bay
#

hello is there any way i can download Bon's Infantry Recruitment for arma 3 since armaholic is down?

cinder holly
#

on the workshop most likely, if it is there

tough bobcat
#

Hi. I have a question about dynamic simulation, which might be placed in the wrong channel here.
If a player gets close to an object that has dynsim enabled, is the simulation on that object enabled only for that player, or is the simulation on that object then enabled globally? I could imagine that it is sufficient if the simulation is only needed for that one player, as they are the only instance that could interact with the object in any way. A related question would then be, how the simulation enabled for an object is affecting the network traffic. I'm curious for some insight on this. Thank you.

silver anvil
#

Hello all good people of Arma 3 community. I have bought the game yesterday, watched couple of videos regarding the mods and now when I started to making my first mission I am thinking that I might have too many of them. Should I create missions without mods at all so everybody can play them, or there is like 5-10 mods that pretty much everybody have?

jagged meteor
#

RHS mods are a solid bet.

#

Don't use ACE for singleplayer missions, it just adds headache for you.

silver anvil
#

I see, there is so many of them that I have no idea which ones to use. Also where do I start to create a map from scratch, not just edit

jagged meteor
#

Good luck, you will bloody well need it - also, the appropriate channel should you decide to go this path after all is #arma3_terrain

silver anvil
#

Thank you very much, yes I wanted to clarify the missions first, glad I am working from home so I have a lot of time to read stuff

jagged meteor
#

Oh, maps as in missions?

#

Sorry, yeah, the terminology might be a bit different from other games, but if you mean a "mission" or a "scenario" then this is obviously the place to ask.

#

Making a terrain is essentially developing a big ol' map, going through all the steps and ending up with something that (hopefully) is more resembling of Altis or Stratis than a mission.

silver anvil
#

Hope I wont get lost in the process, thanks again 😄

jagged meteor
#

And if you just need help with missions or scenarios, then ya know. Also possible. A lot simpler.

cinder holly
tough bobcat
cinder holly
#

global global global

tough bobcat
#

Ok, thanks

sand ginkgo
#

@wicked reef hey, can I ask you some questions about Hearts and Mind mission in private?

silver anvil
#

How to make my AI kill civilians? I tried seek and destroy, destroy, fire mission, task assualt and guard but they do not shoot back no matter what

#

and they randomly go around and get into vehicles which is ultra funny

#

I just want them to go to the point and kill everyone they see

silver anvil
#

is there a way to make AI stable? Everybody acts differently everytime I do a simulation

hearty jolt
#

How can i hide task marker for player?

cinder holly
hearty jolt
#

Im trying to do small hvt capture mission and i would like to remove the task marker showing the exact location of the hvt

#

okay, nevermind i figured it out :D

clear vessel
#

quick question, how do i make the mission end when all objectives have been completed

clear vessel
#

nvm

hearty jolt
#

Im struggling on making a.i extraction with helicopter after mission is done with radio code command. I have checked all the yt videos but cant make it to seem work, any advise with this? 😅

clear vessel
# clear vessel nvm

ok my solution didnt work i just managed to somehow kill the main targets before the trigger checked if they were alive'

shell fox
#

Do you already have a working way to determine that all objectives have been completed?

clear vessel
#

no, im still new to scripting and mission making

#

i figured out how to make objectives to eliminate targets but i still havent figured out how to make the mission end when the objectives are completed/both triggers for them are enabled

shell fox
#

Singleplayer or multiplayer?

clear vessel
#

its meant to be single player but i've added a kinda co-op version just by making the ai squadmates playable

#

but im focused on single player rn

shell fox
#

Is the order for the triggers defined by the mission flow or is it up to the player which one activates last?

clear vessel
#

theres no order for the triggers

#

its all up to the player on what order to do things

#

also im using 3den enhanced

shell fox
#

Since it's only two triggers, I suggest giving variable names to the triggers and adding something like this to the On Activation of both triggers:

if (triggerActivated OtherTrigger) then {
  ["Success"] call BIS_fnc_endMission;
};
```This also requires you to create the `description.ext` file in the mission folder (if it doesn't exist yet) and add something like this to it:
```hpp
class CfgDebriefing {
  class Success {
    title = "Mission Completed"; //Can be any text you want
    subtitle = "Subtitle"; //Can be any text you want
    description = "Description"; //Can be any text you want
    pictureBackground = "";
  };
};
```More info on configuration options for `CfgDebriefing` here: https://community.bistudio.com/wiki/Arma_3:_Debriefing
clear vessel
#

do i need the second part if i use the end mission thing though and activate it via triggers?

shell fox
clear vessel
shell fox
#

I have no experience with that, @west silo is the expert on 3DEN Enhanced.

clear vessel
#

ah

tame needle
hearty jolt
west silo
native pine
#

is there a way i can have all players have infinite ammo? im making a mission that could really use something like that

tender gust
#

for local mission just put it in the unit config

native pine
#

for a multiplayer mission

#

would i put this in the init for all the units? or something else?

tender gust
#

unit_x addEventHandler ["Reloaded",{
_unit = _this select 0 ;
_mag = _this select 4 select 0 ;
_unit addMagazine _mag ;
}] ;
maybe? I don't know I don't do init stuff for MP missions

#

try asking for help in #arma3_scripting as you would most likely have to make an SQF file and make it run just copy that initial code with 3 ` in front of and behind the msg to put in a code box like so

this addEventHandler ["Reloaded",{
    _unit = _this select 0 ;
    _mag = _this select 4 select 0 ;
    _unit addMagazine _mag ;
}] ;
native pine
#

how do i make it so that when i kill two specific squads, mission end?

subtle sorrel
#

A task

#

?

runic basalt
#

Is there any easy way to get the map that you're actually playing on to display on a whiteboard or does there have to be a specific asset for it? Setting up a mission on Chernarus 2020 and I wanna have a little briefing area at the start with the actual map displayed instead of altis, stratis, etc.
or idk if there's somehow a mod that has a bunch of whiteboards in it

vivid plank
subtle sorrel
#

I don’t think you can code an image to show up

west silo
#

Make a screenshot of the map, crop it and display it on the map.

signal coral
#

hello my fellow gamers i have a general mission making question

I'm looking to have a loadout selection on spawn, but limited for each role.

I have a slot called medic, and on the respawn screen I would like for him to only have the option of selecting various medic loadouts, as opposed to all the roles and all the loadouts.

Is this possible?

cinder holly
#

yes

#

if you have a bit of scripting practice, glance at BIS_fnc_addRespawnInventory @signal coral

signal coral
#

10 4 salute

red tree
#

im trying to set up a mission where when you get into a vehicle it automatically spawns an AI into the drivers seat under your command

hot warren
dreamy siren
#

Not sure if it's proper here or #arma3_scripting , but eitherway - I want to make JIP players be put directly into the spectator camera, with no way of spawning. Respawn is disabled & dead players are also put in spectator.

#

How do I do it?

sinful rampart
#

Probably scripting

#

initPlayer.sqf
if didJIP
BIS_fnc_spectator? Is that the right name?

#

I think initPlayer runs before first spawn

#

Or... The stupid alternative
if didJIP then setDamage 1

dreamy siren
#

I'll try those, thx)

loud kindle
#

Im getting close to publishing my passion project mission here in the coming days likely, just waiting on some friends to playtest it for me.

At the moment, its a standalone mission, for both SP and MP. However, Ive envisioned the plot going forward, and could probably make a (imo) decent minicampaign out of it, provided I can work up the focus to do it.

What can I do for the current mission, assuming the next would take place almost immediately after it ends, to help in the transition between a one-off and a campaign? Saving loadouts, recording variables, etc...

Or would any such actions require it to be turned into a campaign to begin with? Would be a bit of a waste if I do end up just making the one mission :/

cinder holly
loud kindle
#

Hrn... disappointing if true, but not a huge problem; itd mostly be for set dressing anyhow, since the first thing happening is a resupply. XD

waxen umbra
#

Hello everyone. Apologies if this question has been asked countless times, but here's one more! I was curious how you handle porting older ArmA content into III, particularly missions. Do you just recreate it by repeating what's in the Editor in III with how the mission looks in a previous game, is there an automated process to help convert old functions to new ones, are there any tools to make this process easier? Obviously things aren't as simple with different assets (IFA3 and CUP having different filenames than the original game files means this isn't a drag-and-drop affair) but I was curious if there are any tools and tips if one wants to bring old content into the current game.

cinder holly
echo ibex
#

So I'm working on a mission and in testing I'm finding out that its near, if not entirely, impossible to destroy a jet with small arms. Even if I set the jet to 99% damage I can unload with belt after belt of MG and that last percentage point never ticks down.

A single grenade or rocket blows the jet as expected.

Is there anyway to script or otherwise force small arms fire to destroy the jet?

cinder holly
#

you can set that one hit will kill it, sure
use a HandleDamage EH

echo ibex
#

And a google later I think I have a solution. Literally forgot event handlers even existed

#

Danke!

signal coral
#

What's that one mod name where you can be zeus in any scenario or single player mission?

signal coral
signal coral
#

Anyone have a good guide for single player mission making?

cinder holly
#

otherwise, plenty of detailed tutorials are available on YouTube and such

signal coral
#

No, all the YouTube videos cover the basics which a kindergartner could understand and the rest is just YouTubers spewing and referencing their own videos which nobody cares about if you're there for a tutorial

#

If you know of anything I can read or something that covers advance AI information sharing and triggers that would help

signal coral
little sequoia
#

hi, if I want to add a parameter to a mission for spawning or not a certain object under a specific variable name to a true/false presence, how would I go about doing that? Thanks.

shell fox
#

@little sequoia https://community.bistudio.com/wiki/Mission_Parameters
These can be set by the admin in the MP lobby before the mission starts. You can then use BIS_fnc_getParamValue in the condition for spawning the object.
Instead of using mission parameters, you can also use the diary to run code with <execute> during the mission.

#

Maybe CBA settings will work too, I don't know.

noble steeple
#

What waypoint would I use if I wanted my paratroopers to parachute of a heli mid-air?

noble steeple
#

ok

edgy hearth
#

When you use hide terrain objects, is it better to do locally or no when doing a large amount of objects?

sinful rampart
#

terrain objects are local-ish anyway

edgy hearth
#

I'm wondering b/c I need a completely desolate planet so I am removing all buildings (It's a halo map so I think I'm fine with just buildings)

cinder holly
edgy hearth
#

ok so I should do operate locally :P

cinder holly
#

yes - no benefit in doing it from the server here!

edgy hearth
#

hmm... Bit weird to have buildings on the map...

little sequoia
noble steeple
cinder holly
#

AI will open their parachute AFAIK

#

landing point not guaranteed, please do some try & error in Eden

hearty jolt
#

Any idea how to remove rain sound from cup snow effect?

wraith cloud
#

By rewriting a shit ton of configs

lime quartz
#

Hi all, would anyone have a solution for this - while creating a mission on a custom map with Ravage, everything works well (loot, gear, AI, etc.), but this crazy annoying bug happens - in towns/villages, this caravan model "Land_Caravan_01_green_F" keeps spawning in random and absolutely buggy locations. This seems to be an attempt to generate "lootable" buildings, but fails. My question is, how would I approach to ensure this model gets deleted around a reasonable distance from the player? This is SP, btw.

lime quartz
lime quartz
cinder holly
#

true - there is Epoch and Exile, not Ravage
don't know then

signal coral
#

yo

signal coral
#

nvm i think alive is messing with the spawned unit inits

wind cape
#

Is there a way I can make it so a missile launches from the VLS when a player enters a trigger?

muted summit
#

Place down trigger

  1. Type - none
  2. Activation - any player
  3. Activation type - present

Then get target (if you want it just for cinematic shot, you can place invisible helipad somewhere far away), put "target" in variable name. Then get VLS, make sure it's manned, then go into attributes and put "VLS" in variable name.

After that, go back to trigger, and in "On activation" write

VLS doTarget target

Basically, on activation, this trigger should force VLS (with "VLS" variable name) to start engaging invisible helipad (with "target" variable name).

Not 100% sure though, since I ain't no scripter

native pine
#

how do i make it so that once all members of an enemy squad have been killed, mission end?

cinder holly
native pine
#

thanks man

glass canopy
#

Is it possible to share a mission file with a friend for them to edit, as well?

glass canopy
cinder holly
glass canopy
glass canopy
# cinder holly yes

Okay. I've shared my mission sqm and also the sqf but it isn't appearing for them

cinder holly
#

¯_(ツ)_/¯

exotic wadi
#

theyve made the folder with the proper .mapname and put it in there yes?
(missionname can be whatever . mapname)?
so MyMission.Altis for example
Under documents\arma 3 (- other profiles if used)\profilename\mpmissions (or missions)

exotic wadi
#

If you want to work on a mission with someone, best way to divide work is do seperate things and then merge, or one person works and then the other continues on the same thing

azure rain
#

So this is more about best practice vs how to accomplish... but I'm working on a ravage map with nests similar to Days Gone... what would be the best way to determine where to randomly spawn the nests?

#

I'd like to randomly spawn them without it feeling too obvious... no real idea how to identify good spawn locations short of manually doing it

#

That could be rough on a map like cherno redux

toxic marten
#

its coop btw

short sentinel
#

I understand #production_releases is the intended channel to promote your mission/user content creations.

toxic marten
#

oh sorry then

#

XD

glass canopy
#

So, I haven't had much success with establishing a waypoint that's activated by presence, while keeping the whole crew in the vehicle when a threat is detected (intended for ambush scenarios)
but I finally figured it out, and if anyone has the same issue let me know

azure rain
#

Still sort of trying to come up with a good way to randomly place structures so it doesn't feel completely random. Anyone have any ideas?

exotic wadi
#

@azure rain use 3den enhanced, then in editor under tools -> placement tool -> fill area

#

Basically youd copy paste a bunch of objects you want to place a certain way, select them and then use the tool.

azure rain
#

What I'm trying to do is place a bunch of "nests" randomly without having to manually place markers or whatever in each map I want this behavior... I guess I'm trying to see if there's a way to identify what a good location for these nests would be

#

I fully accept the possibility that what I'm trying to accomplish just isn't realistic but idealy I would put down my module and it would populate the map with the nests in areas that would make since for nests to exist

#

like corners of rooms etc

mossy lava
#

Try something like ALiVE

glass canopy
# azure rain Still sort of trying to come up with a good way to randomly place structures so ...

In my opinion, the best setting you can find is one of your own. Might be time consuming, but you'll get the results you want the players to see.
Use the hide module to change things up around the area if you need to, but all in all an environment made by someone oppose to a RNG script will make it feel more dynamic because you'll get a feeling of how it should look; opposed to just having them placed assorted manner to get the job done and be satisfied

pearl fulcrum
#

Is there an easy way to find the classnames for modded objects and characters outside of just opening the editor?

wind cape
#

Is there a way i can put down a radio jamming area for task force radio?

split bobcat
wind cape
#

I found a script for it, now im trying to get it to work

wind cape
#

So sorry if this isnt the right channel for his but if there a script/trigger i can place on a radio for the players to interact with and activate to set off a bunch of explosives?

The players basically mouse wheel on a radio and select a function and it sets off a series of explosives

tame sage
#

Extend as necessary.

wind cape
#

thank you very much

tame sage
wind cape
#

If you know, how would I put it on the radio itself because thats what i want to do

#

ok ty

wind cape
#

this addAction ["Destroy Charges",{charge1 setDamage 1;}];

So using this script how would i add charge2, 3, 4, 5 etc to the list

tame sage
#

(In other words, which part of that is the "script" that your action will execute?)

wind cape
#

setDamage, but i tried putting {charge1, charge2, charge3 setDamage 1;}];

but that didnt work, im fairly new to scripting/triggers etc so im still learning how it works

tame sage
#

eg charge1 setDamage 1; charge2 setDamage 1; And so forth

wind cape
#

okay

tame sage
#

Sorry if I'm sounding like Mr. Garrison 😆 . I just figure this would be more interesting than simply copy+pasting some random dude's answer.

wind cape
#

all good, honestly just trying to set off like 32 satchel charges along a bridge but I might just have one of the players go and place them in the mission while they are waiting on the enemies to start pushing it

#

but trying to have a "alamo" position where they fall back to it and blow the charges

subtle lotus
#

heyo, Just made like 30+ units to have custom loadouts in the editor through the ace arsenal but when the units spawn they just have the default character loadout. Any idea what this is about?

thorny plaza
#

CFP, 3CB Factions, Alive and much more override your loadouts. Be more specific and we can help

subtle lotus
thorny plaza
#

when double-clicking a unit, do you have any option on the bottom regarding the loadout? Disable randomization or something like this

#

btw how do you spawn them? if they are placed in editor then they will maintain their loadouts, but if you spawn them through a script with classnames then they will always use the default preset, you would have to create your own faction then

subtle lotus
#

Yeah I manually place them, Ill also check for that randomization thing in a sec however they dont spawn with random equipment, they spawn with the gear of the default character.

jagged meteor
#

Doesn't 3CB have a module that disables randomization?

exotic wadi
#

that, but the units have an attribute for that aswell, i think someone mentioned that

subtle lotus
subtle lotus
oblique ermine
#

Is there a way to join publicly accessible scenarios? Or would that be somewhere in quick match

subtle lotus
subtle lotus
exotic wadi
#

only in 3cb units attributes

subtle lotus
#

I see

#

how would I get the custom loadout I created for each unit to actually persist when the scenario is played?

weary cypress
subtle lotus
weary cypress
#

Look up the mod 3den it’s has a function which allows to set custom load out

subtle lotus
#

sorry, mod

subtle lotus
weary cypress
green bronze
#

can someone help me, the ai is driving me bonkers

#

ive got some guys in a helicopter, it takes off, drops them off, then leaves

#

i did it before with another heli in the same mission

#

but somehow the ai decides it always needs to drop off two or three guys no matter what

#

even if i start it in the air it will land just to drop them off, then move along

#

cant find anything about it and nothing ive tried works

subtle lotus
weary cypress
subtle lotus
soft rover
#

So, my concept here is to make the AI as aggressive as possible.
To simply charge the position, fire, and have as little care about anything else other then killing blufor.

I have the script all done and they do just that, but in general, what methods do mission makers use for achieving the above?
Script base, editor based, etc.

Also, let's say you have 100 enemy in a group give the above task.
Would it be more better to group them all together, in small multiple groups, or lose as individuals?
I've found that while my script makes them as aggressive as I can get them, they still seem to do alot of stopping to calculate across alot of open barren ground where theres little to calculate - I'd imagine.

#

I also imagine 100 lose enemy groups of 1 person each would be worse for network performance compared to 100 in a single group.

tame sage
#

@soft rover Aggressive as possible, eh? So, not necessarily with self preservation in mind?

#

Because, as you prolly know, there are lots of AI mods that introduce more aggressive AI (VCOM and LAMBS, for instance, which has a dedicated destroy waypoint). But they typically also have lots of functionality to take cover.

#

If you wanted to script AI that charges, I think you could lower the AI skill level, so that it makes less checks for cover and targets, and runs more.

#

You are right that making more groups requires more processing time for the server. So I'd just stick to very large ones.

#

++++
I have my own question though-

#

I have a mission design problem.

#

My mission has players using CAS. It's set up using the default "CAS requester" and "CAS provider" modules.

#

For minor realism, I opted to use uav's / drones. However, the default radio commands allow players to select both laser guided and unguided bombs. Problem is: I have not been able to get the drones to drop an unguided bomb.

#

When you select "unguided", the drone instead circles the target endlessly and cannot be called upon again.

#

Since experienced players are likely to call CAS from the map screen (unguided), there's a large chance of soft-locking the CAS functionality.

#

Does anyone know a way around this?
So either making drones drop unguided bombs, or disabling the player from commanding drones to do that.

hot warren
hot warren
#

whats your respawn options set up?

subtle lotus
#

I think I just have it set to respawn on a respawn module, Ill check in a sec if there is any unique options or anythin

hot warren
#

Either in 'Attributes > Multiplayer' or by using a description.ext

#

idk how the attributes version handles it. But description.ext has some settings you can define which change the respawn / spawning system

subtle lotus
#

hmm, where would I find out what to add to description.ext to affect that?

hot warren
#

Luckily, I have a template I use that has info

subtle lotus
#

currently Im pretty sure the only thing in my decription.ext is code to add the KP Player Menu

hot warren
#
respawnOnStart = -1;

//-1 = Spawn at eden-pos incl EDEN loadout, 0 = Spawn at eden-pos, 1 = Respawn & choose respawn location

*I also know that if you have the onPlayerKilled / onPlayerRespawn scripts, spawning without respawning first will trigger the script that deletes gear, and will not load any gear as the "onPlayedKilled" hasn't been called.

**I believe there is a chance that a respawn mechanic may be ran without the above method

subtle lotus
#

Thanks man, ill give this a try and see if it fixes my issue

subtle lotus
eager pasture
#

Anyone know where to input cutTextFitzOkay

exotic wadi
#

depends how you want to use it

#

init.sqf / initplayerlocal.sqf for on join titles etc
some custom script.sqf for other things

waxen umbra
#

Can someone explain the significance of addOns and addOnsAuto to me? I'm curious why in some mission files these are not the same lists. Obviously they are calling files outside of the mission.sqm itself, but why the difference between the two?

subtle lotus
#

heyo its me again, I seem to be having some troubles with zues, I put the game master module with some synced modules in and put my steam ID in the owner category but once the mission is loaded up on the server I can destroy units but thats it, cant move entities or create new units

thorny plaza
#

ALL ARMA 3 TERRAIN SPREADSHEET (Last update: 02.02.2023/v2.10)
https://docs.google.com/spreadsheets/d/16-srIucQjue-FM3SOb6zJ15zQq0zTdnfbyEsNKHDaYM/


This doc is a list of all (playable) Arma 3 terrains available on Steam Workshop and on 3rd party websites, with all the details needed for screenshoters and mission makers before downloading one: description, geographical location, performance, urbanization, FOBs, airfields etc.

Maps highlighted with 🟥 are obsolete, bad or/and unplayable.
Maps highlighted with 🟧 are missing a repository or any download source.

If you see the sheet is missing any map, feel free to ping me here.

charred meteor
#

Hey all, does anyone know any good scripts or light weight mods that I can use to have the player spawn a vehcile in particular jets.

I want the player to able to spawn a plane on an aircraft carrier. without the need to cover the carrier in planes

tame sage
hearty jolt
#

Can anyone help me making really simple arrest task? Something like having ''arrest'' in interaction menu --> civi ends up handcuffed on ground and task done

cinder holly
hearty jolt
#

I dont really need the animation of handcuffing itself. Just change the animation from standing to handcuffed on floor is good enough

hearty jolt
#

Ok, i was able to do this with: this addaction ["Arrest", {(_this select 0) Switchmove "Acts_AidlPsitMstpSsurWnonDnon_loop";}];

#

Another question :D. how can i trigger new task when this is done?

shell fox
#

How do you know it is done?

hearty jolt
#

Im quite new to scripting and im just googling scripts 😅. After i have interracted with addaction ''arrest'' it would launch a new task after that

hearty jolt
#

I was able to figure this out aswel nvm 😅

void onyx
#

Im looking for a very woody/jugle map, anyone know of such maps

cinder holly
void onyx
#

danks

cinder holly
#

thank @thorny plaza salute

void onyx
#

thx

wind zealot
#

yoooo i just made my first mission or like im working on it its so cool! i made a thing where you spawn in a helicopter and then have to fast rope into enemy grounds, and its really fun not sure how to have a mission end thing yet :/ still working on it though

dry pagoda
#

So I'm making a paradrop mission, and the ai once landing are still running around with parachutes. Is there a way I can make them drop their parachutes once they land or something?

wind zealot
#

they should drop them automaticly? are you using the vanilla chutes?

dry pagoda
#

No, I'm using the parachutes from unsung

#

@wind zealot

thorny plaza
#

then use vanilla ones

dry pagoda
#

I don't think it's the parachutes.

shell fox
#

Reserve chute perhaps (an ACE feature I believe)?

rotund storm
#

I'm porting a mission to Livonia, however it's not comming up in the editor, is Livonias map name not Livonia?

cinder holly
#

if in doubt, you can create and save an empty mission then replace the directory's content 😉

rotund storm
#

Weird Livonia is ".Enoch" and not ".Livonia"

rotund storm
brazen glen
#

Hey does anybody here have experience with mp4/OGV mission intros? I want to be able to play an MP4/OGV when a trigger is activated or just on mission start (whichever is easier) I have no idea where to start and i cant seem to find any youtube videos only a few very old posts that I don't really understand, would anyone be able to guide me through it?

brazen glen
#

Yeah, issue is like ive got no idea where to even begin

#

What kind of scripts do i need, do i need multiple etc

thorny plaza
brazen glen
#

Yeah i found that as well, do i only need that one line of code in an sqf?

thorny plaza
#

you won't know if you don't try it out

#

you can use any of the example commands in the debug menu providing you adjusted it with your values

brazen glen
#

yeah ill test around but if anyone has experience with this i would appreciate a little help just so im not so lost lmao

thorny plaza
#

just make sure you properly encoded the video to ogv or it won't work

brazen glen
#

yee

#

will do

copper bramble
#

I have an issue with a mission in which i want to have big canyons in a desert. to do that i took rocks from vanilla arma and used the setObjectScale script building rock compositions is too CPU consuming and lags the mission. In editor and during testing all seems to work, but when the mission is on the server all objects are reset to their normal scale.
Any idea how to fix it?

sinful rampart
#

are they simple objects?

jaunty ore
#

Does anyone have any Idea how they got this animation on this screen in Frankie's newest video? The following link is the time code for what im talking about https://youtu.be/Wd1tUXjy5TY?t=238

#

There are a few other segments in that video that show animations on screens as well.

brazen glen
jaunty ore
#

Yeah, I saw that and lost my mind, it looks so cool and would love to use it in missions

brazen glen
#

Yeah, im trying to figure out playing ogv files as mission intros so would love to know how this works as well

jaunty ore
#

Yeah everything I've googled just shows how to display images on those types of screens and how to use ogv's as intros, but nothing on how to do that type of thing in his video

brazen glen
#

because all i could find is little pieces of information on forums

jaunty ore
#

Its really just a quick google, there are tons of em out there

brazen glen
#

really? I found none

#

just forum posts

#

Could you send me one?

sinful rampart
#
  1. FFS 33 seconds advertisement so I can watch a 2 second video clip f'ing youtube
  2. Yes you can play videos as a texture on a billboard or ingame screen.

You set a special texture name on the screen (forgot what the name is), and then you just play the video (look inside BIS_fnc_playVideo for how to script that

#

setObjectTexture sets texture, or you can do it right in Eden.
The texture name starts like #(

jaunty ore
sinful rampart
#

I think the playVideo function tells you the name, i can't look at it now

#

You can't loop afaik.
But you can just restart the video every few seconds via script

jaunty ore
#

Gotcha, appreciate it

dry pagoda
shell fox
#

You can remove the reserve chute with removeBackpackGlobal after landing.

dark bear
#

Is someone able to help look at a mission i have made.
Its a Stalingrad inspired mission with mods.
For some reason, when i test it in MP, the player takes no damage.
I have tried:

player allowDamage true;

in the init.sqf
the initplayerlocal.sqf
and even the initServer.sqf with no change?
We have a mission template that works well that we load off, i fear there mite be an error somewhere and i dont know how to find it

jagged meteor
#

What mods

dark bear
#
#

@ace
@CBA_A3
@CUP Terrains - Core
@CUP Terrains - CWA
@CUP Terrains - Maps
@DUI - Squad Radar
@Enhanced Movement
@Faces of War
@IFA3_AIO_LITE
@Immersion Cigs
@Pecher Steam
@Task Force Arrowhead Radio (BETA!!!)

#
  • i can send you the PBO if you think you can help
#

its something to do with the mission.sqm

#

i have deleted everything from the mission except whats required to spawn in, plus some enemy ai

#

still no damage

#

but with a new mission and a few ai they cause damage

#

so its something to do with the mission.sqm but i dont know what or how to solve it

exotic wadi
#

you need faces of war and ifa3 compat @dark bear

dark bear
#

ah ok ty will try now

exotic wadi
#

Also recommend you get the ace compats for both

dark bear
#

wilco

#

i had that mod installed initailly, i removed it thinking it may have been the cause

#

@exotic wadi do you have the links for ace Compats? Im struggling to find them

exotic wadi
#

fow doesnt have an ace compat afaik

dark bear
#

ok ty, ill try these

#

the werid part is when i open our mission template and test it, the damage is on and working

#

@exotic wadi you fixed it! Thanks

honest elm
#

Is it possible to make missions together with someone… like 2 people on the same server in Zeus and then save it for later?

jagged meteor
#

Well... yes.

#

But for best experience, you should go in with a custom PBO.

sharp wave
#

Hello. I'm a bit new to the eden editor but for a week I was attempting at making a mission that combines Webknight's newest avionics mod, NR6 HAL, and MGI modules. It was a pretty bad idea and a lesson learned to make this mission in Stratis because of it's size for air combat. My idea was for a massive combined arms (dogfight focused) mission. Would the Take on Helicopter's Seattle be suitable? because it is pretty damn huge. I could even do a World in Conflict setting as a throwback to that neat RTS game. The map even has some water so I could try placing the Nimitz carrier as well. Maybe the use of RHS US vs RU units can play out good with NR6 HAL too. Or CUP? I'll try experimenting but would like to hear suggestions from experienced mission makers.

sharp wave
#

guess I should stick with Altis for now. Seattle is a major lagfest. oldman

exotic wadi
#

if you dont mind desert, Kidal Mali is 60x60km iirc, and flat areas for custom airfields.
I havent touched webknights avionics or NR6, so can't say much to that.
CUP offers quantity, with quality in certain areas
RHS offers quality, but as you guessed, compared to CUP, is limited in quantity. Though with 3cb factions you can expand your options a bit.

cosmic ember
#

So fun thing.... I am making a mission for this saturday and every time I load onto the server there are a few map builds that spawn in when they shouldn't. They are only the ones where there is a vehicle inside the area that the building is placed. (See images)

#

nvm

#

cant send images here

shell fox
#

Yes, for some reason, the Hide Terrain Objects module does not work properly in MP.

#

Try hiding each object individually with an Edit Terrain Object module.

cosmic ember
#

I found that manually moving the vehicles inside of the zone as a driver works and it doesnt explode

#

also for some reason the pictures that work in the hosted servers and in the singleplayer testing in 3den dont work on a dedicated server

sharp wave
subtle lotus
#

hey anyone have any idea why my zues modules work fine locally but when I throw the mission into the server zues can only edit some things, keeps getting told you cant move entities or spawn/place etc

Front ones are synced to slots the back ones have Steam ID's put in the owner box

#

oh, I cant send the image

cosmic ember
#

Im trying to get players to spawn people on the position I marked them but they die and respawn

subtle lotus
#

Does anyone know if its possible to create custom mike force maps for sogpf?

thorny plaza
subtle lotus
#

aww boring

thorny plaza
#

Yeah well, they don't want to be blamed for your mod not working and Mike Force is still beta, kinda understandable

subtle lotus
#

I guess so, so I cant modify settings either?

thorny plaza
#

Depends on what settings I guess, if you host one you could properly adjust something that is in mission parameters.

#

Rimmy and his Cadians have a 32player version of MF (or even bigger) but it was done on a request

#

If I were you I'd simply ask @mild coral about what exactly you can or can't do

mild coral
#

Not me, you can post in sogpf discord in the mike force modification channel and see what’s possible. We try to accommodate variations but only to an extent while it’s in beta

weary cypress
#

Any mission idea kinda running out of ideas

dry swift
#

i just use songs for inspiration

dry swift
#

or specifically their lyrics

#

This is an example: And all of the horses
And all of the men
Won't put it back in place
Or bury it where it had been
When all of the forces
Have been overrun
You'll whisper, serpent tongue
What you fear you have become

A group is gonna go after another group. Oh no, the first group betrays everyone and attacks them all. When hope is gone, reinforces comes

wise haven
#

hot damn, do i love trying to script even some basic movement for ai and watchnig them sit there and do absolutely nothing

#

heli transport, four groups inside, two fire teams, a two-man team of an officer/general character, and two pilots in their own group, tell the pilots "move here" followed by "land here", and give each group a "get out" wayponit at the landing, followed by a move order

#

simple right?

#

nope, far too complicated, the pilots freeze and don't move, or if they do move, they go land in the water killing everyone

#

is there something i'm missing here?

#

i just want them to land long enoguh to let everyone out

#

i'd be happy with them just landing and staying there

tranquil lotus
#

and to ensure even more accuracy, where you exactly want them to land place an invisible helipad

wise haven
#

stil la no go, attached to a helipad too

#

for some reason they just hover where i spawned them and refuse to travel

tranquil lotus
#

did you script this or just add waypoints in Eden?

wise haven
#

eden waypoints

#

are they 100% borken and i shouldn't bother?

tranquil lotus
#

no they usually work fine

#

try removing the get out waypoints of the groups inside

#

just boil the whole thing down to the AI in the helicopter being told to move somewhere and disembark troops

wise haven
#

still no

#

i msut be missing something basic

tranquil lotus
#

describe what's happening when you play the scenario

wise haven
#

they were moving beofre the first few tiemsi tried, problem was they wouldn't land long enough for the groups to get out

tranquil lotus
#

transport unload makes the vehicle stop on the waypoint and unload all the groups it's carrying before going to the next waypoint

wise haven
#

i have thre helis, but have reduced it to one until i get them working

#

they are offshore about 1 klick out, groups are as mentioned above

#

i start the mission,and they hover there, donig nothing

tranquil lotus
#

are you giving the helis time to get moving

wise haven
#

i remote control and fly a bit, they stay there and hover, i move them, they hover, but go higher

tranquil lotus
#

you remote control?

#

using zeus here?

wise haven
#

editing in eden, testing via zeus

tranquil lotus
#

maybe remote control is breaking something? if they're 1000m offshore I'd give them time to get going since there's usually a period where the AI are just issuing the order of where to move

#

how long have you tried waiting anyhow

wise haven
#

no, remote control isn't the problem

#

i give them minutes of time while i inspect their waypoints

#

they jsut hover and do nothing, i tried the remote control once or twice to see if it would trigger the ai, but it does nothing

tranquil lotus
#

do they start on the ground or in the air

wise haven
#

in the air

tranquil lotus
#

try on the ground?

wise haven
#

that defeats the purpose of havign them fly in

tranquil lotus
#

if they start on the ground they'll take off

#

the helicopters

wise haven
#

i'd have to put them where they are going

#

they start hoverign above ocean

tranquil lotus
#

try putting down a platform for them to take off of

wise haven
#

i don't see how this changes anything

tranquil lotus
#

neither do I but it probably could

#

there is no harm trying

wise haven
#

still anogo

#

but i did get them moving again

#

i removed the copilot

tranquil lotus
#

what helicopter are you using?

wise haven
#

i had the pilots grouped, and the pilot had a higher rank, but i even had them at equal rank and it worked briefly

tranquil lotus
#

were pilots grouped between helicopters or was it 1 group for the pilots of 1 helicopter

wise haven
#

one two-man group, per helicopter

tranquil lotus
#

might want to check that the pilots and not copilots are the group leader

#

I'm not too sure if that'll change anything

wise haven
#

i did

#

i made sure the main pilot was group leader and copilot lesser rank

#

but i had them same rank when i started and they were at least moving then

tranquil lotus
#

I don't think rank matters just the status of being group leader or not

#

and what helicopter is being used here

#

something vanilla?

wise haven
#

one sec

#

it's rhs

#

Mi-8MTV3

#

i'd show a screenshot of the group layouts and where markers are, it's really super basic setup

tranquil lotus
#

aight

wise haven
#

can't post images here though

tranquil lotus
#

oh right

#

can post links?

#

or not

astral bloom
#

Yes you can. Post imgur link or such

wise haven
#

i can upload to imgur

tranquil lotus
#

ye

wise haven
#

left side shows group layout

tranquil lotus
#

what about changing the get out waypoints to just move waypoints
with transport unload the idea is you don't need get out waypoints

#

and infantry trying to complete a disembark order on a helicopter while it's in the air can do weird things to the helicopter's ai

#

like force it to land or go random places

wise haven
#

at this point i've tried so many combinations

#

getting the damn thigns just to even start moving is the newest of my problems

tranquil lotus
#

the passengers themselves may be screwing with the pathing of the helicopters is my thinking

#

but then again I've also been spitting out random stuff I think I'd try in that situation

wise haven
#

i don't know why but even when i do get them moving, by deleting the copilot while in zeus, they all gravitate towards this one spot on the island where they can't land, and jsut crash into each other

#

despite move orders being spaced far apart

#

they just ignore them

tranquil lotus
#

ok

#

sounds like the AI passengers are screwing with the helicopters

#

someone is trying to disembark from the helicopter which I think is causing the pilot ai to path towards the nearest spot they can touch down

#

from their starting point in the ocean nearest landing spot might be the same place

wise haven
#

ok, but i set the pilot rank as high as possible, noone in the helo is equal or higher

tranquil lotus
#

shouldn't matter

#

any AI that try to disembark from an aircraft will force the pilot AI to land

wise haven
#

i really wish the ai wasn't so "free-thinking"

#

as in, a waypoint should be their top priority

#

supersceding all other thoughts

tranquil lotus
#

it is what it is ig

#

group leader is also seperate from rank I believe

#

the most surefire way to make sure a unit is group leader is to right click on it in Eden and in transform click on make group leader

#

I also think that by deleting the copilot you might be sending the AI into their emergency routine

#

when the main pilot is killed the copilot or next up in control can take control but they don't do anything besides land the helicopter safely and get out

wise haven
#

hmm

#

the rank vs group leader thign seems to have made a change

#

i jsut did it to each pilot to be sure they were group leader

#

they are at least moving at mission start now

#

let's see if they still like Crash Hill

#

cool

#

now they jsut hover there and THEN don't move

tranquil lotus
#

so they get to where they're supposed to land and just don't land?

wise haven
#

no

#

they go to the same random spot every time, a spot i've never had a move marker near

tranquil lotus
#

where is it on the island

#

in a clearing or something

#

map devs seem to be able to place down propositioned helicopter landing sites so that when helicopter AI need to land they don't land at the waypoint, they take the nearest available premade landing spot and land there instead

wise haven
#

not evena clearing

#

a very steep side of a hill

#

my only guess

#

it's the closest point of land to where they are

tranquil lotus
#

ok now I'm more sure the passenger groups are messing with it

#

change the get out waypoints back to move waypoints

#

in eden

#

that or even delete the passenger groups in zeus, the helicopters should still land and hopefully without passengers they'll follow their own waypoints

#

over my time using eden in Arma I've run into the same issue a few times where no matter what you do some passengers just really don't want to stay in a helicopter on mission start

wise haven
#

it realyl shouldn't take hours to get something as basic as "land and get out"

tranquil lotus
#

it is what it is

wise haven
#

i'm a patient man, but dear god

#

why has noone just lobotmized the ai and make them do exaclty as told with little deviation

tranquil lotus
#

you can do that with scripts

wise haven
#

scripts that the server likes to skip or ignore

tranquil lotus
#

something like this disableAI; in the init of each soldier

#

bwiki has better documentation on it

#

it took me hours to find out what waypoints were necessary and which were superfluous in the land and disembark process
apparently the only necessary waypoint is the vehicle's transport unload waypoint everything else either is dealt with after the transport unload wp is completed or harms its completion

#

at bare minimum you should be able to

  1. take a helicopter and put an infantry group inside it
  2. give the helicopter a transport unload waypoint
  3. watch it fly to the waypoint, land nearby and kick off the infantry
jagged meteor
wise haven
#

i've managed toget the mto function

#

i made every passenger the same rank, and that seemed to help

#

i also had a group of an officer and squad leader, set their rank to the same, but they insist on getting out first and force the pilots to ignore move orders

#

so i just removed them entirely and put them waiting on the ground

jagged meteor
#

Hmm. I had no such trouble with separste groups, transport unload wp and invis helipads

wise haven
#

i had to kick out anyone of rank, because they wanted to be let off early for some reason

jagged meteor
#

Actually got zhe ai to properly air assault a player force just before chrostmas

wise haven
#

then proceeded to wander aroudn on foot ignoring move orders

vernal brook
#

turn off the ai when those units are in transit

#

if they are feeling threatened etc underway, pilots may want to throw them out.

#

lots of different useful values

#

that is also extremely useful if you want to place ai as stationary sentries and lookouts etc

#

or say place a sniper on top of a smokestack and keep him there

#

also useful if you place say some sandbags etc, you can use that to set the unit to prone, face a particular direction and never deviate from that until he dies

wise haven
#

i appreciate the idea, and i've used it plenty, but it means i'd have to script the enabling of their ai, since i want them to be able to get out when they arrive

wise haven
#

i generally avoid scripting as much as posible because i've seen the dedicated server just straight up ignore, fail, or refuse to actually do what i script

jagged meteor
#

An issue with locality, most likely.

#

What you asked was executed. On a specific machine, where it took no effect.

plain plover
#

Hi, I was looking into unit spawning for a mission (patrols for players to run into on an undefined path). I was trying to stresstest different methods (copypasting to 288 group limit) and discovered that using "show / hide" module still shoves off a solid 20-30 frames with no unit "showed" in. Are there methods to spawn in groups, without zeus, that cost absolutely no performance if untriggered?

plain plover
#

Will creategroup have any effect on performance if I have a gazillion of these on the map, untriggered?

jagged meteor
#

Well... they do not exist until the command is called.

#

Just mind your locality.

#

I'd pair it with a NOT logical operator and isServer

#

Or even isDedicated if that is what you'll be running it on.

#

I think in SP the player machine is returned as server, but it will not be returned as a dedicated server.

mossy lava
#

There's also a max number of groups allowed.

cinder holly
#

(288 in A3)

wicked reef
#

(Per side)

thorny plaza
#

hmph I was sure it's a global limit

cinder holly
#

it was 63 per side in OFP 😬

jagged meteor
#

Wasn't it 64?

#

0-63?

hot warren
#

Anyway I can limited UAV access?
Basically want a JTAC to only have access to some UAVs not all.

jagged meteor
#

Limit amount of UAV terminals.

hot warren
#

That limits access overall, which isnt what I want

jagged meteor
#

Sorry, I had a moment and misunderstood the question.

cinder holly
thorny plaza
#

you could create the uav locally so only the certain player would see and use it

#

I mean I saw that solution on BI Forums so I guess it would work, don't mark my words on this

mossy lava
hot warren
hot warren
mossy lava
#

disableUAVConnectability perhaps, or use different side ai/terminals.

signal coral
#

Does anyone know how to remove stamina from characters from my mission i am maeking

wind cape
#

Am I able to put down assets in a mission from the Contact DLC without people having to have the DLC to join the mission?

jagged meteor
#

This is what happens when I check channels as I go... 😄

jagged meteor
#

Yeah, pretty please 😄

wind cape
stoic iron
#

How do I make my AI troops unload from their helicopters, when the helos are using unitcapture for their flight paths?

stoic iron
#

probably a scam ^

jagged meteor
#

Place down a "Transport Unload" waypoint at the point they land... Or put down a trigger that makes them eject the moment the chopper is inside the trigger, if it's a more of a touch and go landing.

velvet falcon
#

I'm new to mission making, I am trying to make a survival game mode. Whenever I or another player dies, we keep what is in our inventory, I've checked 3den enhanced and it says save loadout isnt checked, any one got ideas why this is happening?

green grove
#

Hey, do you know if you can increase the volume of an audio file played in a .bikb? Everything works fine but the sound played is too low...

#

class Sentences
{
class Brief_Line_0
{
text = "hello world";
speech[] = {"\talk\brief\Brief_Line_0.ogg"};
class Arguments {};
actor = "Haworth";
};

#

class Arguments {};
class Special {};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university};

cinder holly
green grove
#

🥲

#

thank you ^^

thorny plaza
#

is it possible to add a mission to an existing campaign (that is a mod) as a separate modification? either only a mission or a chapter with X missions

indigo citrus
#

Does anyone know of a mod that contains heavy steel doors or gates? Working on a mission in a tunnel system and would like to have heavy doors to separate sections of tunnels

cinder holly
#

@wild storm do you have a problem?

marsh rampart
#

Hey I'm trying to add a single player mission to our units addon (just an arsenal without our gear so the guys can p[lay dress up in their own time)
Been trying to follow the wiki but with no success, I assume I just have something/s in the wrong place?
This is what I have currently, in the missions folder is the mission folder arsenal_nzf.Altis copied from my single player missions folder.
https://imgur.com/a/oNTgycR

vestal lintel
marsh rampart
#

I didn't think referencing my local e: would work once it's packaged and uploaded?

vestal lintel
#

you're not referencing, it's the structure in order to build properly.

#

your files are out of place

#

addon builder won't know where to find them 😛

marsh rampart
#

But when I build the addon I point it to the @NZF_test folder and that all gets PBO's, so then when it's on someone elses machine won't the config.cpp still be trying to find the mission in E: ?

vestal lintel
#

nah

#

do you have files inside those pbos?

#

it's on your drive folders they are out of place

#

need to move them

#

that's all

marsh rampart
#

So at the moment my mod structure is @NZF_test > addons > pbo's is that not right?

vestal lintel
#

no, there's no pbo's

#

you need this -> @NZF_test\addons\nzf_test\config.cpp

#

and feed this -> @NZF_test\addons\nzf_test to addon builder

#

plus e:\etc...

#

in config.cpp rename class MyAddonClass class nzf_test

marsh rampart
#

when I say pbo's I mean our units mod pbo's

vestal lintel
#

thats on your arma mods folder, we're talking master folder where you're building the pbo

#

its not building properly

marsh rampart
#

Ok let me go work on this, thanks for your help

vestal lintel
#

np

stoic iron
#

I have a problem that I feel like has to have a simple answer but I just can't figure this out. So I have 2 helicopters using unitCapture to come in and land at an LZ to drop 2 squads of troops. I can't use something like the 'transport unload' waypoint because it breaks the unitCapture for the helos flying away smoothly... I need the 2 AI squads to disembark from the helo when they reach the LZ, so I figured... use a trigger right? BUT WHAT DO I USE AS A SCRIPT to tell them to GFTO!!!?! I have tried everything I have seen online I can find with my google-fu, and the closest I have gotten is getting one guy to hop out, and get right back in.... how can I, with a trigger and script get the WHOLE squad to get out and walk to a waypoint?

I am doing all of this for a cinematic/mission I'm putting together and I'm a bit of a newb, but I am dedicated!! please help me if you think you can help me solve this issue. I'm willing to hop into a VC and screenshare if necessary! DM me if I do not respond right away because I have been trying since yesterday to figure this out...

astral bloom
#

!issuewarning 147925479230275584 crosspost spam. please refrain from posting the same question more than one topic.

mental forge
#

Right soooooo, I’m making missions for me and my buddies to play on and I noticed that when I place a building down, and add all the decorations/props/ai etc nobody but me can exit the building. Is this a common problem with a somewhat easy fix?

thorny plaza
#

are you doing that in eden or on fly through zeus? and do you and your buds have the same mods?

mental forge
livid snow
#

Any chance anyone would know of a rank progression mod or script? I want to add a rank system where if you level up you unlock better gear and get the ability to recruit an extra ai solder to accompany you and scale it up. I noticed TRGM2 did this but I can't figure out how!

signal coral
#

hey is this the right place to ask for missions makers for a help ? 😄

#

so yea i am intressted to learn on how to make a mission its for friday fun ops that we have in our unit section i am lookin for a mission maker who could give me some tips on how to make awesome missions

cinder holly
frozen shard
#

so boys, I need assistance I have 2 Zeus in game (A&B) I have PASSIVE resources being spoon fed to each at a rate of .05 BUT I want to make a capturable resource that's not initially owned by (A&B) but when captured by (AorB) would allow for say a .05 increase to the corresponding Zeus.

late citrus
#

Hi there, I’ve made a mission with a secondary objective to destroy a radio tower. I’d like to set it up so if the tower is destroyed, a trigger calling in a mi8 ferrying troops won’t activate

#

I spent a decent amount of time testing last night but couldn’t get a solution with the nearestbuilding function, perhaps because I couldn’t correctly classify the type of object the transmission tower was

#

I also tried naming the building as a variable, and used “!alive” or just “alive” with no results. Really scratching my head on this one… thanks!

slender maple
slender maple
vast sleet
#

I want to attack a base, then have reinforcements arrive a minute after I start firing

#

how 2?

cinder holly
#

trigger > yourSide detected by enemySide > time 60 60 60 > synchronise to reinforcements' intermediate waypoint

vast sleet
cinder holly
#

and if those new reinforcements are killed…etc?

vast sleet
cinder holly
#

I would use scripting in that case

vast sleet
#

isn't there a dead check trigger? I could just manually put them on only 80% of the reinforcements

cinder holly
cinder holly
vast sleet
#

also using ace, so the units being down but not dead might add a complication

#

I think scripting is necessary here

vast sleet
#

where do I type that stuff in?

cinder holly
#

in… the trigger?

#

create a trigger to define the "spot" area

vast sleet
#

also, not when spotted, but when I start firing

thorny plaza
#

you could disable unconsciousness for AI, will make scripting a bit easier without breaking any immersion or anything you want to achieve

cinder holly
vast sleet
#

alright

vast sleet
vast sleet
#

Why won't the sky car go

#

I put a move waypoint on a helicopter

#

it doesn't move to the waypoint

cinder holly
#

¯_(ツ)_/¯

vast sleet
#

how 2 i make them get into the car

cinder holly
#

(how 2 = how to, not how do)
use a get in waypoint

vast sleet
#

I think i did

#

Wait is it not vehicle get in?

cinder holly
#

no

vast sleet
#

oh

#

wtf is that then

cinder holly
#

vehicle in vehicle

vast sleet
#

WHY IS HE NOT GETTING IN

#

I click on the dude

#

add a getin waypoint and place it on the helicopter

#

and they just stand there

vast sleet
#

waypoint? object? trigger?

#

How would I make AI move when you start firing

late citrus
slender maple
#

in that case it should be possible to give the tower a name and check for

alive var_tower
copper sage
#

How can I edit or limit the loudout of artillery so people can only use specific shells like laser guided or smokes and nothing else

nova fog
#

I'm running a MP mission and have intel on available that functions off a diary record module that is synced to every playable unit, but they only receive it the intel if they are present on mission init so anyone that run late or god forbid has to relog they are SOL. how can I fix this?

vast sleet
#

How do I make a dead check system?

#

I want to base a trigger off of how many units are alive in a squad

#

What I'm actually trying to do: Send additional reinforcements if you kill off around 80% of the first wave

slender maple
vast sleet
#

They're sitting in a corner waiting to skip a hold waypoint

slender maple
vast sleet
#

in the trigger?

#

wdym

slender maple
#

the ones that you want to check if their strength is below 20%

vast sleet
#

also sitting in a corner

#

they're sent out via a hold skip when you start firing

slender maple
#

okay. add this to the init of the group:

if (isServer) then {
  MESALON_fightingGroup = this;
  MESALON_groupStrength = count units this;
};
``` then add this condition to a trigger (trigger has to be server only):
```sqf
{alive _x} count units MESALONG_fightingGroup <= 0.2 * MESALON_groupStrength
``` this trigger will be activated when 80% of the group is killed
vast sleet
#

nvm

#

Why isServer? Just wondering @slender maple

slender maple
#

clients don't need to know those variables since they will not control the group's behaviour. also due to locality. if a client joins that field gets executed and overwrites the initial value with the amount of units currently in the group. but I am not 100% sure in that regard as I try to avoid init fields as they are hard to debug and a PITA for locality

vast sleet
#

@slender maple your thing works great, but there's an issue

#

i use ace, so the unit could be just knocked unconscious

#

is there a check I can use for this?

slender maple
#

oof i have not scripted with ace. but if there is a check you can add it to the count condition

slender maple
vast sleet
tawny nacelle
#

Hi! question:

Is it possible to make enemy SAM sites ignore drones while allowing them to still attack players in aircraft?

earnest cove
#

probably have to set the vehicle as setCaptive true

tawny nacelle
#

does that still allow the drone to be used by the UAV operators?

earnest cove
#

yes, but no hostile will attack it

midnight citrus
#

Hi!
Has anyone got some ideas for some missions I can make?
I don't have long anymore and I don't waste the rest of my time sitting here thinking. ._.

midnight citrus
#

Me!

azure rain
#

Agents I spawn in via script are disappearing when the player gets too far away... I would expect them to no longer be drawn once getting too far but when I enter back into range, they do not respawn

#

Is there anyway to address/correct this behavior?

#

I'm actually not sure what is happening

#

To further that with some testing... units placed in the editor do not despawn... I can watch them despawn via zeus

#

Might be an issue with Ravage the more I mess with it

tawny nacelle
vast sleet
#

How do I edit a unit's group?

slender maple
vast sleet
#

like 288 massive

#

without manually doing it for every single one

#

I can't spawn more units because it breaks the group limit

slender maple
#

in 3den?

vast sleet
#

yep

slender maple
#

you should be able to filter the list in the left panel

slender maple
#

hmm or maybe via command (WARNING: THIS WILL DELETE ALL GROUPS, but you can CTRL-Z to revert it):

collect3denHistory {delete3denEntities (all3denEntities select 1)};
slender maple
#

use it on a test mission first please

#

on the ^ button (top left next to 1)

vast sleet
#

New, Open, Save, Publish, ?

slender maple
#

the key on the keyboard

#

uuh i think the biki is wrong, thats the keybind for cba

vast sleet
#

oh right

vast sleet
slender maple
#

oh yeah, that was for the german keyboard

jagged meteor
slender maple
nova fog
#

available from the start

slender maple
#

hmm that's weird

#

if you are okay with a scripted solution you could use the initPlayerLocal.sqf

nova fog
#

thank you ill look in to it

olive bobcat
#

So, I’m making a mission that’s a part of a larger campaign. I’m used to primarily zeusing as I’m more “hands on”, though for this one particular mission I want it to run on scripts and triggers.

Now my question is, with triggers, how do I preview: effects (sound, voice, environment , SFX, etc) without having to set them and keep playing in editor. It’s a pain in the ass as there’s hundreds lmao.

(@ me if ya got an answer)

jagged meteor
olive bobcat
jagged meteor
#

Hmm. Maybe it's an 3Den Enhanced feature. Can strongly recommend.

#

In that case, mea culpa.

cinder holly
#

Shaaaaaame 🔔

jagged meteor
#

...do I have to walk naked?

cinder holly
#

*places a pillow on his lap*

jagged meteor
#

Very well!

#

Walks tall.

olive bobcat
jagged meteor
#

Rather odd, I must say.

subtle lotus
signal coral
#

Hello, how can I add a logo for my mod instead of the puzzle piece? 🧩