#arma3_editor

1 messages · Page 39 of 1

reef lintel
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Interesting. Sounds more like a server problem.
Other than that only a script deleting units on the dedicated could cause this

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Since locally hosted isnt recognized as dedicated iirc. But its probably the server

jaunty laurel
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thank @reef lintel

reef lintel
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Does it work aussie?

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@jaunty laurel

jaunty laurel
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unfortunately it didn't work

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ill just use a kill target and manually place a commander for now.

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i am using it in the "Condition" box of the trigger, I have tried with and without the brqackets

reef lintel
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Hm can you tell me what the trigger is set to?

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Is the first trigger set to repeatable?

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Also, put this:
hint format ["trigger was activated: %1",triggerActivated yourfirdttiggername];
Inti the "on activation" of the first trigger to see if it works

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I suspect one of your two triggers doesnt fire bc of a wrong setting

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Ill look into it myself soon, will provide feedback and also make a small YT tut if it works

reef lintel
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@jaunty laurel i know what the problem is. the condition field also needs a "this" conditon, which checks if the trigger detection becomes true. so by putting only "triggerActivated fristTrigger" we actually bypassed the second trigger lol
preplace the condition with "(triggerActivated fristTriggerName && this)"

jaunty laurel
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awesome Ill give that a try tomorrow

reef lintel
oblique stirrup
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I have ace medical in my mod pack, but every time a player gets shot they die instantly and respawn instantly. How do you make it so that they will be down and you’ll have to use the ace medical to get them back up?

prisma oyster
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better ask on ACE slack I think

oblique stirrup
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Ok

jaunty laurel
reef lintel
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Glad i could help :)

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Ill happily make more of this kind, Blender has a ton of these 2 to 5 minute tutorials for small stuff and they have saved me so much time

muted shadow
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Can you somehow give a radius to a "dismissed" waypoint?
I want units to stay at their camp, but they walk halfway across the island 😅

prisma oyster
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Nope, it's really a pigeon release @muted shadow :D

muted shadow
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aww :(
well I guess I could use a guard waypoint on the camp

prisma oyster
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Or script your own

muted shadow
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it's not really that important :p

wooden forge
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guys, if I place a player enableFatigue false; in GameLogic will it work on multiplayer?

broken inlet
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if you just use that line it'll only disable it for the one entity called 'player', for a correct way to do it I recommend asking in #arma3_scripting @wooden forge

wooden forge
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thank you!

vague sundial
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How do I put an actual Intel entry in the mission? Grabbing intel leaves the category blank.

muted shadow
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Check Modules > Intel > Create Diary Record
That module will create it at mission start, or if you sync it to a trigger, it will create the entry when the trigger activates.

sacred schooner
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I'm trying to set a trigger off when an inventory item (flash drive that is on the ground) is no longer in a trigger.
how would i get this to work?

I'm trying to use _playerIsInside = player inArea _myTrigger;
from the wiki but i don't quite get it how i'm supposed to edit it.

_objecrtIsInside = OBJ2 inArea _trigger1;
or maybe
OBJ2 !inArea _trigger1;

though none of those have worked so far.

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I'm trying to run this within a trigger btw

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This && {_x iskindof "Item_FlashDisk"} count thislist == 0
tried using this but no dice

prisma oyster
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isNull MyUsbStick
@sacred schooner

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Because if you take it, it gets deleted I guess?

sacred schooner
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sadly not, it's the inventory version, the idea was one player from the team has to make it out of the AO with the stick.

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it currently get's teleported to a NPC when they die, then the players need to grab it and escape.

muted shadow
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wait, but aren't inventory object different from object in the world?
I don't think triggers check your inventory.
so if someone takes it, the actual object should disappear?

sacred schooner
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this just got a whole lot harder if that's true

prisma oyster
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You should just check if someone with a usb stick is in the exfil zone for success?

sacred schooner
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wouldn't that just use the same method as checking if the stick doesn't exist in an area?

prisma oyster
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no, because again once it is taken it is an inventory slot, not an object

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Check for each players "has a USB stick and not in area"

That is, if there is only one USB stick of course

sacred schooner
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hmm ok, so i'd need a trigger to set a bool as true once the stick is picked up.
then another bool that gets set as true once a player enters with a Item_FlashDisk (or leaves an area so there are no Item_FlashDisk in a trigger).

and finally one more trigger that checks that both of these are true.

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so "Item_FlashDisk" in ((vestItems player) + (uniformItems player) + (backpackItems player))? how would i try see if this wasn't true? not quite sure how to add a "!" to that.

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that and I'm not sure that checks every/any player

prisma oyster
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just one check, if there is one usb stick thzy cannot create it out of thin air ^^

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Server-only trigger

allPlayers findIf { "item_stuff" in items _x && !(_x in thislist) } != -1
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@sacred schooner

sacred schooner
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Item stuff the objects class name or a variable?

prisma oyster
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classname

sacred schooner
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awesome

prisma oyster
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maybe I am wrong with the items usage, try and report

sacred schooner
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tried it both in singleplayer and in a locally hosted MP sever, allPlayers findIf { "Item_FlashDisk" in items _x && !(_x in thislist) } != -1
once i picked it up ("isNull MyUsbStick" is triggered then), then walk into the trigger with that code above I don't get the hint telling me it's triggered like the Null myusbstick one.

so yeah not quite there yet it seems.

prisma oyster
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then time to use BIS_fnc_hasItem I guess

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and I made the conditions so that it checks if the unit is not in the trigger

sacred schooner
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oh for the previous one, right one sec

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na no dice so far.

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I'll have a look at BIS_fnc_hasItem and see what i can do

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ok yeah got it working using that.
just need it to work within a trigger now.

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got it

prisma oyster
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&& !(_x in thislist)? Yep

So workies?

sacred schooner
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this && part6 && [player, "ItemMap"] call BIS_fnc_hasItem;

Part 6 is a bool that turns true once the stick is picked up.

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"this" is the faction side the players are on being not present.

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oh wait

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ok ItemMap works but Item_FlashDrive doesn't hmmm.

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Item_Files doesn't work either.

reef lintel
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Items are the things that go in the slots in inventroy, like map compass binocolars. If yiu can equip it, its likely not an item

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I might be wrong tho

sacred schooner
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good thing you can't equip a flash drive or a file haha

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you can equip a map though

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just tried it weapon_arifle_MXC_F, though i think that is a pick up version. let me try without the F

prisma oyster
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@reef lintel you are ^^

sacred schooner
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looking in the CGF viewer i can't see it saying it gives you a new item when you pick it up

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this && part6 && allPlayers findIf { "Item_Files" in items _x && !(_x in thislist) } != 0

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hey, i think this works

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Thanks again @prisma oyster

though one last thing, just a general scripting thing

this && allPlayers findIf { "Item_Files" in items _x && !(_x in thislist) } != 0 && {_x iskindof "Item_FlashDisk"} count thislist == 0

the code looks like this now, i'm pretty sure it's not going to work because two bits of the code are using _x which i assume is just a variable.
would _y be just fine as a replacement?

reef lintel
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_x is a magic variable

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Its the auto assigned variable in for loops and also array select {code stuff conditoon} things (which are also loops)

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{
Hint str _x;
} foreach [1,2,"General Kenobi];
_x will becone each of thise values

sacred schooner
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right right, so _y is fine then

reef lintel
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Hm i dont think x is a problem, its probably private

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this && (allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 0) && (({(_x iskindof "Item_FlashDisk")} count thislist) == 0)
sacred schooner
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probably

reef lintel
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Make brackets around the conditions

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Its hard to read and it might mess things up

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And it doesnt work?

sacred schooner
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{_x iskindof "Item_Files"} count thislist == 0
doesn't seem to even work atm though, with just this condition it will just activate on its own even with a file object on the floor. so back to the drawing board for now.

reef lintel
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You want to make sure that no item files is im thislist?

sacred schooner
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basically i just need to check if a player has a item in their inventory and a item of the same type doesn't currently exist in a trigger

reef lintel
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Hm such an item would be placed in a weaponsholder afaik

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So it might not be detectable by its own class

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Btw, it might be easier to store all those conditions in boolean variables so you can easier tell whats going on

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_filesInTrigger = ({_x iskindof "Item_Files"} count thislist == 0);
sacred schooner
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yeah all of these will just fire triggers of when i do nothing at all and just have "item_files" just sitting in the trigger

({_x iskindof "Item_Files"} count thislist == 0);

(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != -1) 
(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 0) 
(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 1) 
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I think i'll just settle with making the players pick the item up once, then leave the AO.

sacred schooner
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how would you check if one bool is false but another is true?
Part1 && !Part2
?

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thought that would be it but it doesn't seem to want to work or (Part1) && !(Part2)

sinful zenith
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Part1 needs to be true AND Part2 needs to be false.
Thats the right way to check that.. should work fine

sacred schooner
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I've got two triggers with activations of

Part1 = true;
hint "you have been detected ";

hint "The VIP has landed, free to engage";
part2 = true;

and they go off fine, though yeah checking that part1 && !part2 doesn't seem to want to work :/
it's meant to be a fail mission state, but atm it just sets off a bunch of coloured smoke grenades and another hint so i know it worked, which it currently does not.

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ok got it, just had to set part2 as false at mission start.

sinful zenith
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yeah undefined variable won't default to false

reef lintel
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you could do Part1 != Part2 && Part1 😄

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== is a very useful boolean operator

sinful zenith
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no you can't

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currently

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And your way is inefficient and confusing..

reef lintel
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Like all things in arma should be

broken inlet
sacred schooner
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last dumb question of the night
titleText [endTime, "PLAIN"];
I want to put a varible into a titleText function, not sure how though.

sinful zenith
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titleText [format ["my text is here and the time is %1", endTime], "PLAIN"];

sacred schooner
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ah the comma

sacred schooner
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titleText ["<t color='#FFFFFF' size='2'>" + str endTime + "</t><br/>", "PLAIN", 3, true, true];

sinful zenith
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format would be more efficient

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Wait.. I answered you that exact same question two weeks ago in #arma3_scripting 🤔

sacred schooner
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yeah i broke it somehow lol

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na all good just doing some experiments right now.

blissful turret
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Hi! How finish mission for spectator in mp mission?

rancid roost
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how do you make a zeus mission out of a star wars mod for TCW

little lantern
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Can I just confirm that when a trigger has its “server only” setting off, it runs the code on all machines (global) as opposed to just the unit that activated the zone trigger?

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I had a trigger which worked fine in a LAN session when testing it. In the dedicated server, it only teleported 2 players leaving the other 12 players staying in the same spot.

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The one player that activated the trigger wasn’t one of the 2 that got teleported.

cloud sparrow
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then you're using global client every client has his own copy of the trigger that executes independenlty.

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Common mistake is doing something like... let's say you're doing "teleport trigger".

you create trigger with "Blufor present" condtion and in statement you do player setPos markerPos "myTeleportTarget"

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then if one player activates the trigger (blufor present) this will move every player to the teleport target.

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(but more likely it will move part of the players as trigger condition checks are done 0.5 on every client independenlty)

obsidian pumice
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hey guys,
can someone help me with my mission
I am trying to increase the rendering distance for grass, but i can't find any command for it
right now it looks like this:
https://i.imgur.com/5ea7I6h.jpg
edit*
setTerrainGrid 3,125; is already enabled

little lantern
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@cloud sparrow That is exactly what I did with the trigger and yet only two players were teleported.

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It was set to activate with any player. The condition was then set to only run activation code when the person inside the trigger was a certain person.

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That certain person didn’t even get teleported himself...

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Two random people from the squad got teleported

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I then even used “execute code” module from Zeus Enhanced. I executed the following code globally:

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player moveInAny transportVehicle;

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Absolutely nothing happened

small patrol
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Is transportVehicle even defined?

cloud sparrow
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If it tries to move the players in the same vehicle position at once then it can fail. It would be better to do it server side sequentially

little lantern
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Is transportVehicle even defined?
Yes

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Ohh that makes sense

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So cycle through all players and do it every 0.1 second?

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But then what could’ve happened to my task trigger? It was supposed to activate once there are no more BLUFOR in the area.

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There were no more BLUFOR and it didn’t complete the task.

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I tested this in a LAN server however and it did complete the task.

wind raptor
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Well how is that trigger and task set up?

little lantern
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Trigger activation is set to BLUFOR (as that is the enemy). Condition is set to “the count of thisList is 0” (not literally). It is synced to a “set task state” which is synced to “create task”.

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Set task state is set to “complete”

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And create task is set to “Independent” (as this is the player force)

wind raptor
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Is that trigger set to BLUFOR present or not present?

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No need to count thisList if you can just set trigger activation to BLUFOR not present.

little lantern
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It is set to present

wind raptor
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If you don't use it for anything else, try setting it to not present and resetting the condition back to this.

little lantern
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Sure but what I did still should’ve worked in that mission

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I’m clueless as to why it suddenly just broke

wind raptor
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So it worked in MP but not in SP?

little lantern
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Negative. It worked in SP, it worked in LAN MP but it didn’t work in dedicated MP

wind raptor
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Is it set to server only?

little lantern
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It didn’t matter because there was no activation code

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But no, it was set to global by default

wind raptor
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If you want, and if its vanilla Arma, you can PM me the .sqm and I'll have a look.

little lantern
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It’s modded 🙂

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About 26 mods

reef lintel
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Do you maybe have different addon settings on the server?

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I havent experienced it but apparently these can cause issues

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Checked the server rpt?

little lantern
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I haven’t checked the rpt yet.

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And no, the addon settings r same

uneven badger
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Did the old man wiki suffer any change with the OPREP?

small patrol
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I don't think so. Even if so, you can contribute to the BIKI so make our work less

idle rivet
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is there a chance or a plan to bring the old man modules to work in multiplayer?

small patrol
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Never

idle rivet
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😦

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my 2 cents here: for a game that does the best in coop multiplayer, the multiplayer part should be the main focus point when new featured get developed

past sun
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If you are aiming to develop a Single Player open world mission, you develop according to that. When it comes to multiplayer, depending on the system, there are more stuff to consider occurs which impacts both on production and testing phases, resulting in the content being delivered later. Just because some people may use your modules, do not mean you would go through the entire struggle for it. I think it is cool enough that they allow their modules to be usable by anyone in any missions.

idle rivet
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you're right, but still it's a shame that we can't reliably use the module in multiplayer, it could have introduced more funny mechanics with a litte effort to make the modules compatible for multiplayer sessions, my point is that afaik most people play the arma series for the multiplayer coop anyways, that's like the main point of selling and almost all my clanmates got it for that purpose, so yea with X more effort that module would generate X^10 happiness and flexibility to the community core, that was my point

dim kindle
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For context, the mods Im using are Achilles/ZEN/Ares.

I was wondering if you could create RP/LZ modules within Eden editor. I'm having a space station map, and having to put the LZ/RPs is super tedious and frustrating, and I wanted to see if there was a way of manipulating it in Eden

fading goblet
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Im using are Achilles/ZEN/Ares
Do you use one of the three, or all three at the same time?
Always a bad idea to have 3 mods running which are doing the same thing...

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Anyhow, to answer you question; afaik is these no RP/LZ module for 3den, but you should be able to just place AI somewhere and set a move waypoint to the location you want, and if needed attach to a trigger to only let them move when players are actually there.

dim kindle
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No Im not using them at the same time, just for context what mods ive tried. So using a waypoint and a trigger would work better?

fading goblet
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In short it's the same thing, just made easier for Zeus.

Perhaps 3den Enhanced has a module/waypoint for it, but I'm not sure.

past sun
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@dim kindle Open a new mission, put the group you want, put the waypoint(s) you want, do everything you want with it, when done, generate the mission in SQF format, copy the part which creates the group and does everything related to it, paste it in a trigger activation in your actual mission , tick the repeat button, ta-da you got what you want.

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How to script without scripting 101

dim kindle
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Thank you!

remote arch
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Hey guys, I am curious I had a buddy of mine build a bunch of custom stuff on our Cherno map.. he has the original file, but I am wondering, is it possible to download the file from the server into my eden editor so I can continue on his work?

fading goblet
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if he shares the mission.sqm file with you (or better, the whole Mission.terrain directory) than you can simply put that in your missions/mpmissions directory and open it in the editor

remote arch
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ok I did take the mission.sqm from the server and put it in my mpmissions but it doesn't populate in eden when I go to open it.. hmm

fading goblet
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it needs to be in mpmissions/mission_name.terrain_name/mission.sqm

remote arch
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alright thanks

meager talon
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i need help im trying to make it so the gun is on the ground but with the bypods down like you are using it and you are sniping

rapid cradle
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hello, is there any way to make playable AI group members respawn at a given point or marker instead of right next to you, thanks.

sacred schooner
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just asking for some advice here, say you have an objective, and you want enemy reinforcements to start driving towards it once the player sets off a trigger on the objective.

However you want the reinforcements to come from one of two directions. sure you can set a random start, but you need another move waypoint next to where they start so that it can be linked to the trigger, thus they don't start moving to the objective until the objective trigger is activated. what's a good way to go about doing this? having a bool get set to true or false randomly which sets of one of 2 other triggers that have setPos for both the reinforcements and their first move waypoint?

modern locust
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quick question is there a way to load a mission without all of the required mods?

last aurora
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quick question is there a way to load a mission without all of the required mods?
you'll break the mission if you do

modern locust
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yeah yeah some objects will be removed but i got a mod that i dont want any more and i worked so much on this mission

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although not recommended you can clear the required addons array in the mission.sqm file. then you can open it up and view it.
@dim kindle thank you!

last aurora
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you have been warned

modern locust
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i made millions of backups

rapid cradle
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guys how would i make playable AI spawn at a spawn point instead of their death position

broken inlet
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Take a look at the respawn options

last aurora
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might help

rapid cradle
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ill take a look

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ty

subtle mountain
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how can i make ai to do formation flight

kind prism
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Play DCS

subtle mountain
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nah i dont want to spend 80 bucks for an f-16

vestal perch
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AI does not do very good formation flight. What kind of purpose do you have for it?

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You want to actually fly with AI in formation. Or make videos or pictures from it?

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Or something else

subtle mountain
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just pictures

dim kindle
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any recommendations for 3den arsenal mod? BI's takes a while to load compared to ACE3 arsenal but after several mod installs, I cannot open ACE3 arsenal in the editor so looking for a similar mod

dim kindle
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I don’t know which mod it could be, I also have a sickening amount of mods and didn’t have an issue. I only added some asset based mods, nothing for mechanics or scripts

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I only play to create and film in Eden so im wondering how much of ace’s pbos I can take out to still be able to use the ace Arsenal

vestal perch
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an option would be to not load everything at once but only the mods you use

blissful abyss
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anyone see an issue where the vehicles are at a crawling speed?

fading goblet
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I've seen it (as if the gear box got stuck in first gear), and you can fix it by stopping completely and then start driving again

blissful abyss
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tried that, nothing doing 😦 spawned another vehicle and same issue

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might be the mod maybe

fading goblet
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well, ACE speed limiter should reset when you get into another vehicle, so that can't be it

blissful abyss
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as in ACE mod?

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That is installed

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is there a way to change settings?

fading goblet
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simply don't press DELETE to set the speed limited 🤷‍♂️

blissful abyss
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ya, not that, thanks anyways

wind raptor
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@wooden forge A Game Logic you place in 3DEN is going to be local to the server.
To get your code executed on every client, I suggest - if you insist on using a Game Logic Module - to put something like {player addAction ["Arsenal", {["Open", true] call BIS_fnc_arsenal}, {}, 0, false, true, "", "true", -1];} remoteExec ["BIS_fnc_spawn", 0, true]; into its init field.

wooden forge
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the code I had came up with is this
if (isServer) then {[player, ["Arsenal", {["Open", true] call BIS_fnc_arsenal;}, {}, 0, false, true, "", "true", -1]] remoteExec ["addAction", 0, true]};
(the isServer is just for debug), but it didn't work, what did I do wrong?

wind raptor
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It might be that the player is the one obtained on the machine that ran remoteExec, in this case the server.

thorny ocean
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i keep getting an error that says i dont have acces and then crashes my game

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has happened 50 time now

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every time i launch the editor adn try to move around it as a player

wind raptor
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@thorny ocean In the editor preview?

thorny ocean
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@wind raptor Yes

prisma oyster
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@thorny ocean isn't it a memory access problem that Windows pops up? If that's the case, head towards #arma3_troubleshooting, thanks

sage hinge
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Say does anyone know how to fix this problem I am having with the "Create Task" module:
When server starts and everybody loads in task is there and fine for those who joined right when the mission started (before the trigger to create the task was activated), but if someone disconnect and rejoin after the trigger was activated and the task was created they won't be able to see the task, everyone else who joined before the task was created can see it, but those who joined after can't.

muted shadow
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How did you set it up? By "show for all synced units"?
That might break for JIP.
Try "show for blufor/opfor" maybe?
Also if it is created by trigger make sure your trigger code will run on JIP clients i guess
Not actually sure how triggers usually behave with jip 🤔

rich owl
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@sage hinge Missions designed for JIP need to be thought out in advance, or else a single place that wasn't safeguarded for JIP, can compromise the rest of the flow of the mission for that person.
I'm not experienced in that kind of missions but one thing you could try is in init.sqf, make the player always verify if any mission trigger has ever been activated, if yes execute it's code/chain of modules. I don't actually know how you can do this for linked modules, but if the trigger code was call BIS_fnc_taskCreate, then you could just point out something like execute trigger.code or just paste again the trigger code for the init.sqf-

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Or have every trigger code in independent .sqf so that you can just point in both cases to null =[] execVM "trigger_code1.sqf";

haughty verge
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anyone have any experience with the "intro" phase at the top of eden editor?

prisma oyster
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Yes? What is the issue?

dim kindle
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hey guys, i have a problem

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i'm trying to make the AI pilots touch down to let the people in the heli out

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and then fly away

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which is working well

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but the ai who are being transported don't get out when the pilot touches down

prisma oyster
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did you tell them to get out?

dim kindle
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i'm not the squad leader

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but i'm using waypoints

prisma oyster
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yes, but how? there should be a "get out" waypoint for the transported group

dim kindle
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yes

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that's what im doing

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but they're just not getting out

prisma oyster
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so

unitsGroup (unrelated to helicopter group)
heliGroup

heliGroup → MOVE → UNLOAD TRANSPORT → MOVE
unitsGroup → GET OUT (near UNLOAD TRANSPORT) → MOVE

correct?

dim kindle
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ohhhhhhhhhh

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no i did just an advanced land

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i'll try unload transport

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yay

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it works

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thank you

steady kraken
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Hey guys, how do i spawn an unloaded weapon?

prisma oyster
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what exactly do you want to do? empty weapon on a table, or weapon in someone's hands?

steady kraken
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on a table

prisma oyster
#

you would then need to create a weapon holder, and addWeaponCargo to it

#

see createVehicle examples, and addWeaponCargo page on the wiki

steady kraken
#

ty!

pseudo matrix
#

Is there a way to activate a module via a trigger that has been deactivated?

#

So on deactivation that is. Trying to get a script that shows a layer when player is in range but hides it when out of range.

pseudo matrix
#

Thanks I'll try that out later.

quartz wadi
#

Ehy guys! I need help for a mod. I'm following an old tutorial to create your own head. I've created the custom head, imported into object builder, applyed the texture and added the neck using the bust example. Model viewer is showing it correctly but I not understand why when I import the mod it is "white" into the arsenal.

vestal perch
#

Wrong paths/wrongly packed.

#

Wrong setup of tools perhaps if it works in buldozer

warm pond
#

Yo, does anyone know how to make a heli spin out of control in arma?? Like when it reaches a certain spot? with ai flying it

#

Please ping me if you do

vestal perch
#

Break the tail rotor

warm pond
#

how @vestal perch

vestal perch
#

Trigger with sethitpointdamage script maybe

warm pond
#

i wouldnt have clue how to do that lol

vestal perch
#

Then you need to figure out the parts. How to use triggers and how to use scripting commands in them and what scripting commands to use.

warm pond
#

oh ok thanks

quartz wadi
#

Wrong setup of tools perhaps if it works in buldozer
@vestal perch hi! Tools setup seems ok. Probably my cpp code is wrong. I'll check the cpp example in the a3 folder. ty

#

I think is necessary I create a ppa file that includes head, eyes, ecc ecc and call it from the rvmat file. correct ?

vestal perch
#

Dunno. Since you are doing some old tutorial I would wager there can be any number of issues, starting from tools setup that does not work.

quartz wadi
#

ok, TY, @vestal perch , I'll double check eveything and If I'm in trouble I'll try to ask 🙂

vestal perch
#

Id suggest the PMCwiki or Armadoc git page setup guides

#

you might be surprised on how easy it is to set them up in a way that does not work fully

quartz wadi
#

Id suggest the PMCwiki or Armadoc git page setup guides
@vestal perch thank you. I'll look at it!

vestal perch
#

Links have been passed on here on maker channels a lot

verbal rose
#

Hey guys, anyone have a "detect if entirety of player's group is in specified vehicle" script I can put into a trigger's condition field? I've tried

{_x in h1 && alive _x} count playableUnits == {alive _x} count playableUnits;

but it seems like it just immediately returns true. None of the others I've found have been any better either.

#

uh one sec, apparently I dont understand formatting

#

there we go

past sun
#

I misread as trigger instead of vehicle, nevermind

obsidian pumice
#

can someone help me with this error?

#

No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass'.

verbal rose
#

Are you playing with mods?

#

or have your saved that mission file while you had mods on in the past?

obsidian pumice
#

yeah, its a map/mission with mods that i created

verbal rose
#

Check for a missing mod, although that looks kind of like the vanilla hesco barrier classname

#

That error usually pops up when the game is looking for a classname of a mod that you don't have activated anymore

obsidian pumice
#

what is the fastest/best way to check wich mod I am missing?

verbal rose
#

one second, I'll see if I can find it in the config viewer

obsidian pumice
#

i have like over 140 mods downloaded, but only use 45 for the mission

#

yo thx

verbal rose
#

only

obsidian pumice
#

yeah hahaha

verbal rose
#

45 for a single mission is a bit high, 140 in total is a bit low

obsidian pumice
#

idk man, i have everything i need, planes, all weapons, medic stuff maps

#

naval ships

obsidian pumice
#

i have read this already

#

verifying game cache?

verbal rose
#

right click arma 3 in steam library, local files, verify

obsidian pumice
#

will do

verbal rose
#

it seems to be a vanilla item, waiting for the wiki to load

past sun
#

@verbal rose

playableUnits findIf {vehicle _x != <vehicle 
variable here>} == -1;
verbal rose
#

thanks, I'll try that

#

why is the wiki lagging my pc lol

#

my mouse is bugging out

#

search for "Land_HBarrier_1_F"

obsidian pumice
#

found it

verbal rose
#

the No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass'. seems to refer to a missing config file for it, only thing I can think of is verifying game files

obsidian pumice
#

yeah

#

makes sense

verbal rose
#

Might have to wait for a mod or something if that doesnt work, that or looking in the config viewer

#

Good luck, back to my editor for me

obsidian pumice
#

okay thx buddy ❤️

verbal rose
#

@past sun oh duh, I was testing it in SP which appears to ignore playable characters. It works fine in multiplayer, thanks! Now to determine if I should make it singleplayer-compatible or just ignore it lol. It works fine when removing AI team members in role select thankfully, opposite from my other code

#

Guess I'll need to overhaul my scripts before release then

last aurora
#

No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass' usually indicates that a mod is overwriting configs. i guess you have mods loaded?

verbal rose
#

@obsidian pumice ^

#

i have like over 140 mods downloaded, but only use 45 for the mission

last aurora
#

just seen it, thx

obsidian pumice
#

@verbal rose
did what u said, didn't fixed it tho 😦

verbal rose
#

sorry dude, idk. See if a moderator can help you out, or maybe see if @last aurora is right by making a new scenario without mods and seeing if the error still occurs

vestal perch
#

@obsidian pumice you have some broken mod that breaks vanilla Arma. All you can do is test them each for which one is broken and delete that.

obsidian pumice
#

okay thx @vestal perch

dim kindle
#

I’m trying to set up a SS but can’t because the AI won’t pull down their NVGs, what’s the Init command to have them pulled down?

small patrol
#

In daytime or nighttime?

dim kindle
#

Night

#

@small patrol

small patrol
#

Then just run the mission

dim kindle
#

Alright

dim kindle
#

whats the difference between placing an asset in bulldozer and placing an asset in eden?

vestal perch
#

3den creates scenarios that run on a terrain, Buldozer is part of the tools to create a terrain

dim kindle
#

i knew that.

#

I meant performance wise. like is there a difference?

vestal perch
#

yes

#

otherwise we would have empty terrains where everyone is free to put down anything they want

dim kindle
#

right, but how are they different is what i wanted to know aha.

tired quest
#

anyone know something I can add to an AI's init so they always walk around with a launcher equipped?

sullen mauve
#

Hello I am looking to make a fun mission for my friends where you start off inside a house but its locked you search it for a bit nothing special but then a patrol of gendarmarie walk up to the door and then the back door becomes unlocked after 20/30 seconds of them arriving is there a way to do this?

dim kindle
#

via scripting and triggers i believe so yea, however i have no idea how at this moment of time 😄

sullen mauve
#

Oh okay well if anyone knows how to it would be very helpful

twilit glacier
#

Hey, a hypothetical, if I were to make a scenario similar to the depth of a mod like Antistasi, what should I learn about the editor to make it happen? I'd like to have AI on a multiplayer scenario, but also allow a lot of roles to be filled by players. Would I be able to do that strictly through scripting in the editor, or would I need to dive into some code?

vestal perch
#

@twilit glacier for complex game mode like that you will basically need to know everything

#

so yes it would require scripting too for more complex features

#

@sullen mauve very likely it is possible with combination of triggers and scripting

twilit glacier
#

So coding outside of scripting?

sullen mauve
#

@vestal perch Would you know how to do it as im awful with the editor and scripting in arma

vestal perch
#

not off the top of my head and dont unfortunately have the time to figur it out

#

@twilit glacier outside scripting probably not.

#

unless you want persistence that is saved in outside database

twilit glacier
#

Ok cool.

#

Thanks for the help. I'll invest time in scripting then

broken inlet
#

Star wars stuff is banned from this discord and the other official forums afaik because of IP stuff so 👀 @young belfry

young belfry
#

oh

#

Ok, different question: If I had robots....? Heh... Can I rephrase my question or no? :P

young belfry
#

Oh, new question.
Trigger with type of "guard <side>" if I make them have a radius, will any units set to guard, and who guard the area, will they only guard the acutaly position of the trigger, or anywhere inside the radius?

#

Oh no, I know why they move outside

#

Well, I tihnk so.. I heard it was b/c they'll support other units

#

Not sure if intended or not tho

#

Ah ok... Well, I have an airbase and I'd like it so the AI are guarding the whole base. And if possible, having some units standing by around the base and patrols patrolling, then having it so the patrols spot someone, and then the ones on standby go into combat and move in on enemy positions. BUT I don't want people on the other side of the map moving in to help a random unit who sees a single unit, but rather a unit within the base moving around the small space of the base...

#

If that makes any sense...

#

Also, I am curious about my scriping... As in the scripting channel... idk why that isn't working xD

kind prism
#

@tired quest you can try taking away their other weapons

tired quest
#

Yea but theyre cilivans so I dont think it works

young belfry
#

I don't think an hour is less then every 30 minutes... idk but yk...

#

Game crashed, lost an hour of work about... So fun

prisma oyster
#

that or Ctrl+S

mild hawk
#

IS any one knowing the item list name of the nato APR? I was looking in the arma 3 wiki but didnt find anything and also with google and found anything. What is its designation, I would like to add the item to every AI´s and players inventory.

prisma oyster
#

APR?

mild hawk
#

the nato gas mask

#

the one with the filter

#

is this the item name? G_AirPurifyingRespirator_01_F

#

yes it is

#

Funny its not on the wiki but I found it with search, a very painful search on this discord.

prisma oyster
#

Searching this on the wiki should bring it up

mild hawk
#

its not showing up here https://community.bistudio.com/wiki/Arma_3_Assets and if you look for APR you dont find anything. Sure if you look after the item after you found the item name is easy. But that was not the problem. The problem was not knowing the items name. So NATO APR = G_AirPurifyingRespirator_01_F

prisma oyster
#

Or hint goggles player 😏

#

But yeah, I didn't add Contact when I exported Assets - time to update it I guess

dim kindle
#

how many assets is the max I should really be placing in editor for a 30 ish player group?

broken inlet
#

Do you mean assets as in objects or assets as in vehicles and stuff? @dim kindle

dim kindle
#

objects

#

like rocks n walls n stuff

broken inlet
#

Shrug depends on what you want to do

dim kindle
#

wdym

#

im asking reguarding performance.

broken inlet
#

I dont think objects are really tied to the amount of players

#

of course you shouldnt go overboard but there isnt really a set limit I'd say

dim kindle
#

i know theres not a literal set limit, im just tying to figure out exactly how objects in eden cause player frame rate issues and how many objects roughly it takes to start having performance issues

#

I would also like to know how you can have over 100k objects in a terrain file/map but cant place that many in eden.

broken inlet
#

I sorta doubt that most maps have 100k objects on them and even if they did they arent all in one place

#

So they arent all being rendered at the same time

prisma oyster
#

Objects on the map are unloaded/loaded with terrain distance (terrain streaming)
The number of objects varies in the way that some objects have PhysX, some objects are simple objects, etc
And finally, it depends on the server and client, so there is not really an answer to that @dim kindle

vestal perch
#

@broken inlet yes they do xD

mild hawk
#

I think ait also depends on the the specs of the system you run, ssd or no ssd? how much ram, Cpu and how many cpu´s? On MP missions what kind of server and what systems are the clients running.

#

to many variables to tell when it starts to lag out, except you can only tell for your self and your specs and your system.

vestal perch
#

simulation calculations differ on terrain and editor placed objects

mild hawk
#

the question should be how many objects at once can your system handle or the average system.

#

to load and unload at what speed.

#

walking speed 2km/h?, drving speed 40km/h, flying speed 1000 Km/h

broken inlet
#

huh whats a 'normal' amount of objects for a mid sized/big map to have (roughly) 👀 ? @vestal perch

vestal perch
#

1.5-2 million maybe

#

depends a lot on the biome types used

broken inlet
vestal perch
#

desert == usually lot less objects that tropical region

broken inlet
#

Yeah fair

vestal perch
#

some numbers collected on the PMCwiki

broken inlet
#

okay my assumption was wrong

vestal perch
#

Terrains can hold even more objects but the key is the object density and scene complexity

#

its different if you have a million objects spread around evenly or tightly packed on small area

#

how much different?

#

id wager Altis might have been updated since these were taken

#

could be removed duplicates or just overall small adjustments

#

the terrain file itself reports ~~1197359 ~~ 1779908 objects

#

oh scratch that looked at the wrong line

#

1779908

#

thats the count in the terrains .wrp file

#

so possibly nearestTerrainObjects did not catch everything

#

¯_(ツ)_/¯

#

its a lot of objects though

dim kindle
#

Right I kinda get it I think.

#

Its cos I like to create lage custom strucktures. And I want to make it as lag free as possible as well as it having all the detail in it.

vestal perch
#

that equation is likely not possible

#

also AI can behave different with terrain and editor objects

dim kindle
#

yea, i knew about the AI.

vestal perch
#

you can always try of course but at some point it will start failing

dim kindle
#

Usually I turn as much as possible into simple objects.

prisma oyster
#

Nearest Terrain Objects doesn't grab e.g roads, so maybe the difference is here?

prisma oyster
#

and grass clutter too, perhaps

muted shadow
#

clutter wouldn't be counted in the terrain file either, since it's just defined in a config and spawned at runtime

vestal perch
#

yeah with clutter objects it would be quite a bit larger number xD

prisma oyster
#

*boom*

twilit glacier
#

Hey, is there a way to see what the borders of my minefield look like without having to jump back and forth between eden and playing?

#

It's in a module.

broken inlet
#

If its created by a module I dont think so

twilit glacier
#

Hrm.

#

Well, I'm trying to create a no man's zone where the AI avoids. I thought I could create a minefield and set a trigger to the patrols to avoid it, but it isn't working

vestal perch
#

create set of triggers that orders anyone entering the area to move somewhere else?

twilit glacier
#

Would that be Combat Patrol location removed?

prisma oyster
#

@twilit glacier you can place mines with the minefield module and make them known to the AI - they will strictly avoid them

twilit glacier
#

How does the AI recognize them?

prisma oyster
#

they are revealed to them

twilit glacier
#

Ugh, I am getting so frustrated. I want Opfor to NOT FIRE on blufor unless the cross this specific threshold or are fired upon, and either the AI is just not listening, or I'm doing something wrong.

tepid depot
#

Is there a way to watch the AI play out the mission with out you playing a character just being a camera guy kinda?

broken inlet
#

You can use Zeus for that

prisma oyster
#

@twilit glacier setCombatMode "GREEN" or "BLUE"?

twilit glacier
#

In the Init?

prisma oyster
#

never in the init

twilit glacier
#

Then I don't know where to put that

prisma oyster
#

how did you do until now, waypoints?

twilit glacier
#

I have some opfor set to guard a checkpoint

#

But, of course, do not fire unless fired upon doesn't work

prisma oyster
#

@twilit glacier guard how, waypoints, group parameters settings, ?

twilit glacier
#

I've tried a bunch of stuff. The closest I've got is using a 'garrison' module that allows you to set peramiters that opfor won't shoot unless shot at

#

Waypoints don't seem to work at all. They'll either sit there not shooting back at all, or immedietly fire on me

prisma oyster
#

BLUE = Never fire back
GREEN = Fire back only when fired upon (or aimed at a bit too much)

twilit glacier
#

Yeah, but where do I put that line?

prisma oyster
#

no need to script, the group settings or the waypoint settings allow that

twilit glacier
#

In combat mode, all I see is Unchanged, Forced Hold Fire, Do no fire unless fired upon keep formation, do no fire unless fired upon, open fire keep formation, and open fire

#

I don't see green or blue

prisma oyster
#

OK, so these are the settings corresponding to BLUE, GREEN etc
Forced Hold Fire will make them NEVER return fire

#

Do not fire(…) will make them hold fire until spotted and aimed at/in immediate danger

twilit glacier
#

Nope, just tested it. They still shoot at me even when I have no weapon

#

On Do not fire...

twilit glacier
#

Yeah, I really don't understand Combat Mode.

#

Half of the options don't work.

prisma oyster
#

mods, perhaps

#

@twilit glacier ?

twilit glacier
#

I'm gonna look

#

I've tried EVERYTHING

#

It's so frusterating.

prisma oyster
#

my assistance here only covers vanilla features ^^

twilit glacier
#

It's all good.

#

Thanks for helping

prisma oyster
#

works in vanilla

#

if you use ACE and/or any AI mods, I can't and won't help!

#

yep, tested, both work as intended

twilit glacier
#

Huh, I just tried in vanilla and the two test groups I put down immedietly started shooting at each other

prisma oyster
#

of course (with "unless fired upon"), because they point guns at each others

#

I tried it myself; the AI got nervous, until I aimed at it then it emptied its mag in my chest (-:

twilit glacier
#

Having my group come over a hill was enough for the opfor to start opening up on me

prisma oyster
#

without any mods
place a BLUFOR player (you), place an OPFOR soldier (AI)

walk around, won't shoot

#

aim… ded

twilit glacier
#

testing

#

lol I did your test, and started with my guy looking a whole other direction. I then put my weapons down for good measure

#

BAM DEAD

#

It don't work

prisma oyster
#

sneaky!

twilit glacier
#

I just made myself a survivor, which is a guy without ANY weapons

#

Opfor still killed me

prisma oyster
#

change your in-game face, you're scaring the kids 😁

#

I'll retry soon 😉

prisma oyster
#

@twilit glacier I confirm your statement about hold fire unless fire upon, in VR they just wait a bit before opening fire
Never Fire works as expected though.

#

→ unless "spotted" maybe

twilit glacier
#

Yeah. See, my issue is that I want to create a sort of checkpoint where a couple of guards are. I'd like to set it so that they go aggro when you enter a specific trigger, and so that if you fire on them they don't stand there like nothing's happening. But, I don't want to be shot at just for LOOKING at the checkpoint either

prisma oyster
#

yep, they won't shoot until they are spotted, not fired upon - tested and confirmed

#

you could e.g be setCaptive

#

or them set as CARELESS

thorny ocean
#

hey all im set up a mission in arma 3 and load up the zeus on a blufor character

#

i then try to create objectives for them to capture but i cant put opfour as a defender they don't exsist how do i fix this

mild hawk
#

well I use a squad that is waiting in ambush for a second squad to get in range, one group is in danger mode and set to hold fier and hold formation, they spot the enemy 700 meters out but they do not fiere. I have set up a trigger in optimal range and synched it to the AI behavior module and that module to the ambush group. In the AI behavior module I have set the condition to open fier engage at will. Works perfectly fine. They open fier when the trigger gets activated. Blue for detected by opfor and is in the trigger box.

#

Its in vanila arma, no mods.

#

You need tot work more with moduls. Bohemia has put a lot of useful stuff in there.

#

@twilit glacier "But, I don't want to be shot at just for LOOKING at the checkpoint either" what do you mean? YOu dont want the AI to engage a hostile? You are a known enemy to them why should they not attack? Maybe you should make them independent then or your character civilian or switch the allegiance of your character to same group as the enemy.

#

and play around with the trinity module.

twilit glacier
#

Cause the mission I wanna do is set on a border. Like the Korean DMZ gone hot

prisma oyster
#

See setCaptive on the wiki, should be enough for the situation

prisma oyster
#

(I realise now, some of it - doing the rest rn)

prisma oyster
#

done 🙂

mild hawk
#

cool

haughty verge
#

whats the name of the earthquake machine again?

prisma oyster
#

the East Wind?

haughty verge
#

yeah, just trying to find it in the editor

#

found it, it simply called... device why? idk lol

prisma oyster
#

"device" yep

#

just got it

mild hawk
#

because shakingthingthatrumblesislands is to long

haughty verge
#

earth shaker

mild hawk
#

milshakemashinelarge

prisma oyster
#

the RedBurger one, the other one is always broken

sand lotus
#

how does one make a plane shoot or attack ground forces

#

its not like I know how to do it and its doesnt work I just dont know how lol

#

AI plane*

sand lotus
#

?

reef ruin
#

well the AI usually has to get some distance and line up. Make your missions adjacent to that i guess? There's also an air strike object in the Eden Editor

sand lotus
#

Interesting

#

Because when I do it I just have a seek and destroy near there and it’s like they just go over it and that’s it

#

Should I be using a different way point?

reef ruin
#

Do you want it to target things directly?

#

and what do you have for the loadout for the aircraft? I think that effects it too

sand lotus
#

I just want it to attack anything at this point lol

#

I’ve been using a lot of different modded and vanilla units so idk really what specifically

reef ruin
#

You probly just wanna put down a destroy waypoint on the enemy then

sand lotus
#

Directly or to the side?

sand lotus
#

hmm

#

I dont know what to do

#

still wont work very well

little lantern
#

@sand lotus Destroy waypoint attached to a unit or “seek & destroy” in the general area of the enemies.

sand lotus
#

alright

#

is their like a certain height the plane should be placed

little lantern
#

Regardless of where you put the plane, it’ll change its altitude on its own depending on the task given

sand lotus
#

alright

little lantern
#

Unless you specifically command it to flyInHeight

sand lotus
#

sorry to annoy you but does it always supposed to shoot on the first pass by

little lantern
#

On the first pass, it generally doesn’t tend to open fire as it is just scanning the field for enemies/threats.

#

On the second pass, it will fire by chance depending on if the enemies moved much.

sand lotus
#

alright

#

thanks

little lantern
#

np

sand lotus
#

lets see if it works this time lmao

#

@little lantern just as a question for my own editing do you know what the best AI mod is

#

or in your opinion

little lantern
#

AI mods are all down to personal preference

#

There isn’t really a “best”

#

Have a read of the features each of them have and decide what you find will suit best to your mission

sand lotus
#

tbh I honestly dont really make missions just battles lmao, I wanna get into multiplayer but idk how hard or how tasking it is on my PC

little lantern
#

Making multiplayer missions shouldn’t be any more taxing on your computer than making single player missions.

#

Hosting is another matter

sand lotus
#

possibly one last thing, should I change anything from the default plane behavior when i want it to destroy

little lantern
#

No

#

By default, the unit behaviour is “aware” afaik which essentially means that it is ready to go into a combat state as soon as an enemy is spotted

empty oasis
#

what happens if you teleport a headless client? I see that most teleport scripts purposefully exclude them, but I can't find an explanation to why

sudden cosmos
#

For some reason, an error caused the nightvision mode to have some dark outline box in the middle.

vestal perch
#

probs mods

sudden cosmos
#

oh ok

fathom quartz
#

Okay so I put down a respawn, set settings in multiplayer etc

#

I also have a description.ext file with the settings

#

And whenever anyone respawns they just respawn on their corpse

broken inlet
#

what did you set the respawn to in the attributes?

fathom quartz
#

Respawn on cursom position

#

custom*

#

Oh to clarify it works when hosting local

broken inlet
#

and did you set up a custom position with the defined variablename?

fathom quartz
#

But when I load it on my server it doesn't

#

respawn_west

broken inlet
#

Ah I dunno much about the differences between local and dedi, sorry

fathom quartz
#

Alright

fathom quartz
#

Oh heck that's what I thought

#

The respawn point is respawn_west

#

enableDebugConsole = 1;
respawn = 3 ;
respawndelay = 5;
respawndialog = 0;
respawnTemplates[] = {"Counter"};
author="1CMBG J-5";
OnLoadName = "Operation Bronze Knuckle";
OnLoadMission = "1CMBG sets their sights on restoring peace to the area and weakening the ISIL forces";
disabledAI = 1;
loadScreen = "images\mp1.jpg";
class Header
{
gameType = Coop;
};

#

That's my description

#

Oh heck

#

Would the space after respawn matter?

#

@dim kindle

fading goblet
#

why not both?

#

both should work without a problem

fathom quartz
#

using a marker?

#

I placed down the "respawn positon" from the systems tab

#

An empty marker?

fading goblet
#
respawnTemplates[] = {"Counter", "MenuPosition"};

try this

#

without "MenuPosition" you won't be able to select a position 🤷‍♂️

fathom quartz
#

Hm

fading goblet
fathom quartz
#

I have been staring at it for hours

broken inlet
#

Sidenote, language 👀 #rules @fathom quartz

fading goblet
#

the only issue I had with description.ext is that it always got overwritten by mission.sqm (no idea why, because it should be the other way around)

fathom quartz
#

language?

broken inlet
#

Profanity

fathom quartz
#

I didn't have any?

#

Oh I did

#

My bad

#

Fixed it ;)

broken inlet
#

Just edit it out and its fine Hap

#

Thank you bongocat

fathom quartz
#

haha

#

I'll try the marker thing

#

Then the other menu position

fathom quartz
#

@dim kindle thank you so much, that worked!

steady kraken
#

Can i trigger a lighting bolt?

broken inlet
#

Propably, you might be able to just create a lightning strike module on the location you want it on

steady kraken
#

But i can't time it

#

i want it to strike when a player enters a location

#

done

vestal perch
#

you probably need a trigger for that

steady kraken
#

yep

quiet flower
#

anyone got the command for forcing a AI to use a grenade

prisma oyster
#

or fire
or forceWeaponFire
or BIS_fnc_fire

quiet flower
#

aight, thanks man @prisma oyster

quiet flower
#

i cant get it to work but im just stupid so

prisma oyster
#

have you seen examples on the wiki pages?

quiet flower
#

nope, i was trying to find one

prisma oyster
#

(fyi, search bar is top-right of the wiki and should redirect you to the page - it also has a raw autocomplete)

prisma oyster
#

@quiet flower ↑

dim kindle
#

How to put arty/war sounds in background?

broken inlet
#

You can use the sound module for that

dreamy token
#

I'm trying to make a mission for friends to play on, is there a simple way to reset a composition to it's starting state by interacting with an object or anything?

turbid eagle
#

does putting a sleep; in a trigger condition cause it to be checked less frequently?

sinful zenith
#

I think the condition is unscheduled

#

meaning you just can't put a sleep in there

worn forum
#

I'm thinking/working on a concept mission of hunter vs. hunted.

#

here is a picture of the concept i'm working on. But since i'm a noob when it comes to anything related to arma scripting, i was thinking i might need help. Would anyone be interested in hearing more?

worn forum
#

obviously i have more detall on what i want to gain with the mission besides the simple imgur pic. But i figured it would not be appreciated to fill out a chat window with it.

vestal perch
#

I'd guess compiling your questions into series of smaller parts would be good approach. That way each part can be posted and answered separately.

dim kindle
#

hello i need help in making a mod cuz i dont know where to start like how do i make planes and tanks for a dream project on making a korean war mod independent on orner mods with vehicles that were there during the war and a war thunder tank and plane mod too

broken inlet
#

If you've never modded arma before a project like that is a rather steep start

#

If you want to make the models for the mod yourself you're going to have to learn how to use a software for that like blender

steady kraken
#

i still don't know how to do respawns, still stuck with the save loadout on death

#

my code is saving loadout on death but i want it to be the same every time

prisma oyster
#

then die with the same loadout, come on 😄

steady kraken
#

the problem is that magazines do not get restored

prisma oyster
#

So, I don't get it:
Do you want to respawn with the loadout you had on start, or do you want to respawn with the loadout you had on death?

steady kraken
#

on start

#

oh and i read the article on the BI forum

#

and im a newbie in coding so be gentle XD

prisma oyster
#

"i-it's my first time senpai!" rawr

steady kraken
#

XDD

prisma oyster
#

so basically, you should save the loadout whenever its state is good
on death, reapply it

at which step do you encounter an issue?

steady kraken
#

i have onplayerkilled with player setVariable["Saved_Loadout",getUnitLoadout player]; and this saves the loadout on death right?

prisma oyster
#

yes

#

but that's not what you want?

steady kraken
#

nope i want the loadout saved on start

prisma oyster
#

you want to save it on start, when you still haven't used any ammo
so not "onplayerkilled" 🙂

#

just "setVariable", no EH needed

steady kraken
#

sorry i still don't understand :/ where should i do that?

prisma oyster
#

when you want to save the loadout, so I guess right at the start

steady kraken
#

ok!

primal rain
#

Does anyone know any other ways of doing cinematics besides camera.sqs & intro.sqs

vestal perch
#

just scripting it from ground up

prisma oyster
primal rain
#

@prisma oyster So could I put that infomation into an sqf file and execute it?

prisma oyster
#

well yes, that's the point 😊

primal rain
#

Okay I will give it a try. My camera and intro sqs aren't working when I have (CUP) Units, Weapons and vehicles loaded and the people over at CUP denied responsibility so this gives me hope 🙂

prisma oyster
#

I indeed doubt CUP units are the reason ^^

last aurora
#

How would a content mod break vanilla cam scripts that are totally unrelated to what CUP does...?

prisma oyster
#

because of you, audio, because of you

last aurora
#

Damn... I got exposed...
Now I have to delete all "create random unrelated bugs" commands from CUP

primal rain
#

im actually baffled myself I dont want to be a drama queen but the issue only happend when I had units, weapons and vehicles loaded

#

I also saw there was a ticket created a while ago regarding something similar but was closed

prisma oyster
#

(ticket link plz?)
hmm that's weird indeed, but how was your camera setup?

primal rain
#

Just the usual

#

In player int this exec "camera.sqs" (& also) "intro.sqs"

prisma oyster
#

just
this exec "camera.sqs"
this exec "intro.sqs"

or
this exec "camera.sqs" && "intro.sqs" ?

primal rain
#

Im showing difference instances

#

One moment Im doing

#

this exec "camera.sqs"

#

Another time im using

#

this exec "intro.sqs"

prisma oyster
#

weird, could it be that CUP replaces these scripts 🤨

#

anyway! SQF is the way to go 😄

primal rain
#

so just to clarify

#

SQF & SQS have different syntax?

primal rain
#

thank god arma 3 coding isn't like python where the spacing is vital lul

prisma oyster
#

yeah, "we don't do that here" 😄

primal rain
#

im trying to currently convert it. Would you say its easy or hard?

prisma oyster
#

Not hard, see the guide above - once you get the hang of it, it's pretty straightforward

prisma oyster
#

I could make an sqs2sqf tool… if it doesn't exist already

primal rain
#

I had a look I couldn’t see anything but House is always right so do it 😏

hidden solar
#

So uh, I need some help but I can only really explain what's wrong with a screenshot--Cause I. Don't exactly know what's wrong.

#

Okay wait I may be able to explain-

#

So, I'm tryna make a scenario and when I load in to test the scenario, the game tells me 'Extension ace_advanced_ballistics_x64.dll not found.'

#

Now--

#

I looked for an ACE Ballistics in Steam Workshop and only found a mod that seem pretty similar to what the game was telling me I required.

primal rain
#

Verify game cache?

#

Repair ace?

hidden solar
#

Wdym?-

#

I'm kinda. New to computer mods, especially stuff like this.

primal rain
#

You know how to verify you game data on steam?

#

and also click on all your ace mods and hit the three buttons

hidden solar
#

I don't know how to verify game data on steam--But continue.

primal rain
#

right click your game

#

Click properties

#

Click

dreamy token
#

Anyone know of a mod/module that lets you change the rank of AI during a mission?

primal rain
#

Local Files

#

Verify integrity of game data

#

but before that

#

repair your ace mods

#

@dreamy token Should be able to be done without mods or modules

hidden solar
#

Okay--

#

So.

#

I'll get back to you once/if I've repaired the ace mods.

primal rain
#

Want me to show you?

dreamy token
#

@primal rain I'm trying to avoid using Zeus or MCC or anything else but I have a recruiter where you can recruit troops and HCC so you can put them into High Command units, but I'm trying to make sure the right AI ends up as the leader of the HC unit

primal rain
#

Are you using any scripts?

#

I would most importantly give your ai a variable name

#

like HC1 or HC2

dreamy token
#

that's what I was thinking, but the mod generates the unit, I don't know enough about ARMA scripting to figure out how to deal with dynamically generated entities

primal rain
#

What mod are you using to generate the units

dreamy token
#

I can pretty much only manage to adjust a default loadout in an init field in fact, with lots of corrections during the progress

#

Spyders Addons

primal rain
#

Im not entirely sure

#

but

#

I would give your units a variable name

#

and mess around with triggers but I'm not familiar with
addons despite workshop showing me as of having downloaded it

hidden solar
#

@primal rain Okay so--I probably should have done this before seeking help but, I restarted my Arma and it's working well.

primal rain
#

Swt

#

all g

hidden solar
#

Thanks for offering the help tho--Have a good one.

dreamy token
#

any suggestions for an alternate recruitment mod or script? I'd love to have something like in DUWS but dunno if thats a plug and play type thing

#

I was thinking something where I'd have a template of the unit with skill level and rank set and it clones it and spawns it nearby or something but like I said I know jack about ARMA scripting

primal rain
#

so

#

you trying to recruit units correct?

dreamy token
#

yeah, mainly to replace units lost during missions

#

I'm using High Command Converter to do Platoon level operations on MCC generated missions

#

so I have 10+ High command units and I set their waypoints etc. do the mission, and then when I come back I'd like to recruit more people and add them to the HC units (which can be done, just the rank is messing with some of HCC functioning)

#

like if I recruit a new teamleader they join the team as the lowest ranking person

primal rain
#

you must have some balls to try using MCC

dreamy token
#

I just use the mission generator really

primal rain
#

I have never seen or heard of anyone using MCC to make a mission

dreamy token
#

lol, it's just me and a friend or two, more about planning the mission and doing it than about the mission itself

#

so it adds objectives and enemies and that's all we really need

primal rain
dreamy token
#

do you think I could have a trigger that sets the rank of any BLUFOR units with a certain name? like all TeamLeaders would become Sergeants, any Grenadiers become Corporals etc.

#

if you think it's possible I'll try to figure it out, but I'd rather not go on a wild goosechase

primal rain
#

yuh

#

You would have a trigger and when it activates it would be something of along the lines of

#

(your unit is called h1 for eg)

#

h1 setRank "SERGANT";

dreamy token
#

I'll give it a shot, thanks for the help

hidden solar
#

So, I'm tryna make NPCs in vehicles move in a convoy when the player reaches a certain point, but I don't know a thing about game coding.

#

Anyone who may be able to give some help?

dreamy token
#

give them waypoints to set up their convoy formation, sync all those start waypoints with the players waypoint that you want them to start moving and then have them move to the location desired, put them on safe if you want them to follow roads

#

I think that'd work, but I'm no expert

hidden solar
#

Aight, thanks

primal rain
#

I personally have everything bound to a trigger

hidden solar
#

Where can I put the setTimeMultiplier command and how do I properly use it? I'm just tryna get the time to move a bit faster in game instead of waiting for 4 hours.

small patrol
#

Anywhere

#

Depends on the mission though. If isn't yours, probably no luck

hidden solar
#

Like--I mean, in the editor. Do I use the debug console?

small patrol
#

That'll work

hidden solar
#

Alright. If I want like, 1 in game hour to be like? 20 minutes Irl, what number would I put after the setTimeMultiplier command?

small patrol
#

1 = 1 hour per an hour, 2 = 2 hour per an hour and so on

hidden solar
#

Aight, thanks for the help.

small patrol
#

As BIKI says, you only can set 0.1 to 120 because of performance things

hidden solar
#

Aight

hidden solar
#

So, I assign a waypoint for a vehicle to drive down a road and make the front passenger into the player so I can make sure the vehicle is like, actually doing what it needs to. But, for some reason, me and the other front passenger AI get out of the vehicle and the vehicle just drives off. What can I do to fix this?

little lantern
#

@hidden solar Make the player the leader of the group

hidden solar
#

Thanks.

#

So basically, LAMBS artillery isn't working. I've set up the proper things I need to provide to the artillery vehicles, and they refuse to budge. Previously, only one artillery vehicle actually worked, but it only seemed to shoot after OPFOR was killed. Any help would be great.

#

And yes, all units (including OPFOR) have a radio, and should be in constant contact with the other AI.

primal rain
#

@hidden solar Just set it through intel and look at the time multiplier

proud magnet
#

Hello, for some reason I am unable to open the Debug Console in the editor, never had this issue before, restarted multiple times. Any ideas?

hidden nymph
#

could someone help me a bit with trigers?

broken inlet
#

No crossposting please @hidden nymph

hidden nymph
#

ahhhh ffs

#

u literally just told me to post here

#

@broken inlet

broken inlet
#

I said to ask your question, not post the exact same message again 👀

hidden nymph
#

do you want me to rephrase it?

#

does someone know how to st up trigers?

#

how do i set up trigers?

#

@broken inlet better?

broken inlet
#

The more precise the better, and I recommend deleting the message in #arma3_scripting since that on especially violates the crossposting rule

hidden nymph
#

pastes exact same message

broken inlet
#

Yep you've figured out how to break the rules, congrats

hidden nymph
#

xD

iron pulsar
#

I'm trying to simulate a shooting range with AI. I'm using the invisible enemy target so the AI will shoot at the targets.The issue I am running into is the AI continues to shoot until the mag is empty without taking a break. Is there any way to make an AI pause in between shots?

fathom quartz
#

So I saw a video of an automatic bargate with a gatekeeper

#

I know the script for the gate to open, but how can I go by the animation?

sweet rune
#

oooh those are fun to make.

fathom quartz
#

As in hard or?

sweet rune
#

Nah it's really just a Trigger, a Variable, and some code on activation and deactivation of the trigger.

fathom quartz
#

Well I know that

#

A variable though?

sweet rune
#

So, you'd place the bargate down, then give it a variable name, so you can call it in the trigger, so that it can be activated.

fathom quartz
#

Yeah

sweet rune
#
//On Activation
barGate animate ["Door_1_Move", 1];

//On Deactivation
barGate animate ["Door_1_Move", 0];```
fathom quartz
#

Yeah

#

But what about the animation part?

sweet rune
#

That's the function you're using, "animate"

#

It animates using the Door_1_Move animation.

fathom quartz
#

I mean an AI thing

#

A gate keeper

sweet rune
#

Oh, you'd have to look at animations, bare with I'll grab the link

#

https://community.bistudio.com/wiki/BIS_fnc_ambientAnim

fathom quartz
#

And is there a way to like it to the activation/deactivation?

sweet rune
#

Hmm, you can call it when the trigger is activated, then call it again putting them back to default state on deactivation.

fathom quartz
#

And are those the only animations? I have a bunch of mods with other animations

sweet rune
#

Or wait sorry you can do something like this, there is a terminate function.

fringe flax
#

anything that uses model configured anims can be found in config

#

For example, Land_BarGate_F has one animation source: "Door_1_sound_source"

sweet rune
#
//On Activation
barGate animate ["Door_1_Move", 1];
[_unit, "STAND2", "NONE"] call BIS_fnc_ambientAnim;

//On Deactivation
barGate animate ["Door_1_Move", 0];
_unit call BIS_fnc_ambientAnim__terminate;```
fathom quartz
#

Awesome

#

Is _unit the AI with variable

sweet rune
#

Yes.

#

you'll replace _unit with the Variable you chose.

fathom quartz
#

Alright cool

fringe flax
#

recommend just using animateSource, less work

sweet rune
#

Oh yeah, I didn't take into account MP logics.

fringe flax
#

goes from that to:

Activation:
bargate animateSource["Door_1_sound_source",1];
Deactivation:
bargate animateSource["Door_1_sound_source",0];
fathom quartz
#

Alright this is a lot of stuff now

fringe flax
#

you can change the speed on the deactivation if you find it crushes you, but I just make the trigger extend past it so that it remains activated until you're clear past it

fathom quartz
#

Yeah it's setup like that

#

Whenever the AI goes to do an animation he just loses his kit

#

And the animation doesn't stop

fringe flax
#

"NONE"

#

[_unit, "STAND2", "NONE"] call BIS_fnc_ambientAnim;

fathom quartz
#

I have that in the activate

fringe flax
#

equipmentLevel: String - the equipment level of the unit. Possible values:

#

NONE

fathom quartz
#

Where does that go?

fringe flax
#

look

sweet rune
#

When you do ambientAnim there are booleans for the amount of KIT they should have.

fathom quartz
#

So like equipmentLevel:NONE

sweet rune
#

You want yours to say "FULL"

fathom quartz
#

Or full

fringe flax
#

full

sweet rune
#

"NONE" means they will only wear their uniform if they have one.

fathom quartz
#

The terminate thing isn't working

#

For the animation

#

I mean personally I am even just happy for this gate working, but the animation would be awesome

sweet rune
#

I don't see why it wouldn't be working..

fathom quartz
#

me neither

#

I have put exactly what the wiki says

fringe flax
#

are there two spaces?

fathom quartz
#

Nope I checked

fringe flax
#

BIS_fnc_ambientAnim__terminate

#

why is there a second space, that messes with me

fathom quartz
#

Oh wait there's suppose to be

sweet rune
#

That might've been my fault whoops.

fathom quartz
#

nah it wasn't

fringe flax
#

its on the biki too

fathom quartz
#

I was manually typing the code

sweet rune
#

Oh, err I can do a double check here in a second, I'm writing up my nofirezone

fathom quartz
#

You did yours right

sweet rune
#

Wait so there is two spaces?

fathom quartz
#

Yes

#

Unless it's a bug on the wiki

fringe flax
#

Nah, it's two spaces

sweet rune
#

That's... confusing and stupid.

fathom quartz
#

Ain't working

#

I'll try to fix that at a later time

#

It's a funk man

prisma oyster
#

two underscores*

sweet rune
#

Which are spaces.

prisma oyster
#

spacing, eventually, but I was looking for spaces in code

bronze marten
#

ok guys

#

Im making a game and I want the objective to be to clear out all or most of the enemies in a given area and 'capture it', but I dont want it to be like a 'capture and hold' the zone type of thing

#

How do I manage this

#

its PvE so my idea is that BLUFOR goes in clears out an entrenched OPFOR position in a city, then captures it, game ovah, but I dont know how to set that up in Eden

#

Any help would be appreciated

prisma oyster
#

you can make a trigger that triggers ending when OPFOR "not present" @bronze marten 🙂

bronze marten
#

Okay that would work but here is the problem

#

I have OPFOR that isnt in the area but in more mundane things like patrols, which includes convoys and helicopters scattered in a 1km radius around the island

#

around the city*

#

Id send a screenshot but its my first level and Im p embarassed ab how messy it is lol

prisma oyster
#

where is the

entrenched OPFOR position in a city
?

bronze marten
#

Its in Malden in Larche, 1.5km west-southwest of the airport

prisma oyster
#

and don't worry about the "mess", we've seen it (almost) all ^^

yes but what I mean is - if there is no OPFOR to kick, how to "capture" it?

bronze marten
#

wdym by kick?

prisma oyster
#

make it so no OPFOR + BLUFOR present = city conquered?

#

(kick their bum, fight)

bronze marten
#

Kind of, but Id also like to have it so my team doesnt have to go house to house tracking down every last OPFOR

#

Maybe when there is only like 20-30 guys left in the city

#

I was gonna post picture here but I realize the reason I cant is because picture posting isnt enabled

#

Can I just upload like an imgur link or smth

prisma oyster
#

you can post a link (with description) here no problem

bronze marten
prisma oyster
#

TBH, I expected more mess ^^ it's pretty standard 😛

bronze marten
#

Nice

#

Independent Force will do a little bit of stuff, skrimishing with the OPFOR on very minor scale, and hopefully if it works at one point they will assault the BLUFOR base. OPFOR has a lot going on like patrols, helicopters, SAM sites scattered both within and outside the city,

#

But back to what you were saying, how could I do that with the 20-30 guys left=win idea

prisma oyster
#

in the OPFOR trigger condition field:```sqf
count (thislist select { alive _x && not fleeing _x }) < 30

#

remain 29 fighters, you win ^^

bronze marten
#

okay, so now how do I link that trigger to like, an area

#

I made a sector game module that covers the city area

#

Do I have to link it to that?

prisma oyster
#

make the trigger bigger?

bronze marten
#

So the trigger automatically ends once they all dead? I dont need to do anything with a sector?

prisma oyster
#

I don't know a lot about modules unfortunately

#

So the trigger automatically ends once they all dead? I dont need to do anything with a sector?
yep

#

if you didn't need the sector module for anything else, you can remove it

bronze marten
#

ok

#

Ima screenshot this trigger settings

#

then Ill just make sure its all good

#

Im also a lil curious if Im just going to have to kill the sector on my own or if there is an easy way to test the win condition that doesnt involve me spending a half hour clearing the area

#

Is there like a debug command or anything like that

prisma oyster
#

name your trigger "theTrigger" and execute the following in the debug console:```sqf
{ _x setDamage 1 } forEach list theTrigger

this will kill every OPFOR
bronze marten
#

The trigger I already made for the win condition right?

#

Name that one TheTrigger?

prisma oyster
#

yep

bronze marten
#

Ill give it a try

#

How do I actually uhhh

#

execute the debug one its typed in

prisma oyster
#

press Enter or "EXEC" under it

bronze marten
#

the nthats prob bad news cuz nothing is happening

prisma oyster
#
{ _x setDamage 1 } forEach (allUnits select { side _x == opfor });
```then ^^ @bronze marten
bronze marten
#

yeah I aint got nuttin

#

I think I did the trigger wrong then

#

Cuz trigger is what gives the victory message or condition or whatever right

#

Dont I need something to put in the "activation" box that will show a box or something when the condition (less than 30) is satisfied?

prisma oyster
#

my latest code line doesn't rely on any trigger, so it should kill all opfor

#

did it at least kill them?

bronze marten
#

Ill run it again and head over there to look

#

Its just hitting enter after I type the line right?

#

or paste the line

prisma oyster
#

you can paste it, then press Enter (if in solo Eden) or press "local exec" (if in multiplayer Eden)

bronze marten
#

I believe while Im doing everything solo, this is a multiplayer session technically

#

Ill press local exexc

unreal zodiac
#

Anyone know how use the module: A3U Tfar inhibitor?

I place a inhibitor 1000m and intensity 100, and this not work...

bronze marten
#

yeah Lou they all look dead to me

#

so then what do I need to put in the activation bxo for that trigger to make it give the server a victory message or at least something to let us know mission complete?

prisma oyster
#

is it a server-only trigger?

bronze marten
#

I wouldnt know what you mean by that

prisma oyster
#

in the trigger option there is a "server only" checkbox, make it server-only, and in the activation box paste```sqf
"EveryoneWon" call BIS_fnc_endMissionServer;

bronze marten
#

Ill try that

#

Can I give it any nice little text message?

prisma oyster
#

if you define your ending in Description.ext, yes

bronze marten
#

just so Im clear what is supposed to happen when that condition is satisfied and that most recent line of code activates

#

How do I know its worked

prisma oyster
#

you have a big "you won" end screen like in official missions

bronze marten
#

yeah that didnt happen

#

I need a colon in the condition box's line of code dont I?

#

Maybe something in the Activation settings, or an end game isn't set up perhaps?

prisma oyster
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trigger set to OPFOR present
condition =sqf count (thislist select { alive _x && not fleeing _x }) < 30 activation =```sqf
"EveryoneWon" call BIS_fnc_endMissionServer;

bronze marten
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Aight ran over everything and checked and eliminated the timer too

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I think that will fix it

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Do you mind if I dm you the trigger thing instead of posting an imgur? its a bit of a hassle. If ur not comfortable with it Im fine with just doing imgur again though

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(it didnt work again btw)

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wait

dim kindle
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So wait editor is like a mission/level editor

bronze marten
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Wait wait wait I need the Trigger Activation Type to be End #1 instead of Guarded by OPFOR dont I

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Will try that

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YAY

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it worked

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thanks bro @prisma oyster

prisma oyster
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no need for End 1 technically, but hey if it works ^^

fathom quartz
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Woo I got the animation working with switchmove

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@dim kindle Editor allows you to build missions/levels, so yes

dim kindle
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@fathom quartz nice another reason to buy this game thanks

fathom quartz
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Editor is awesome to learn how to do, albeit sometimes a struggle but you can make some really cool things

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Ah my animations are a little buggy but it's okay they atleast work

dim kindle
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I'm pretty good at level editor things so it would be fun

small patrol
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You can't edit terrain on-the-fly without development software but in Editor almost everything is possible, just like any other Sandbox games. You would find some fun there

fathom quartz
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What development software could you make terrains?

dim kindle
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O I see

small patrol
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Nothing, since I've no skill to do 😛

dim kindle
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But I will have a look into it I'm sure I'll find a SDK/CDK or something

fading goblet
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check the pinned messages in #arma3_terrain (hint: PMC Wiki and Armadocs)

fathom quartz
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Oh cool

broken inlet
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You can't edit terrain on-the-fly without development software but in Editor almost everything is possible, just like any other Sandbox games. You would find some fun there
Note that that doesnt include editing the actual terrain (as in the ground) in 3den

dim kindle
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So this game doesn't have a built in level editor