#western_sahara
1 messages · Page 2 of 1
Nice, how does one do that?
before starting the mission, there is a parameters button in the top right corner. the interface design is terrible, which is why that one can be easily overlooked
Hrmm, not sure if I have that option. When I joined that server it went straight to cinematic movie mode. Lemme see
if you're playing on the official servers, i'm actually not sure right now if that menu is accessible.
I'd be inclined to expect as much
Joined, movie, unjoined, rejoined, no movie, squad screen, I saw Parameters, but I don't believe I can change them
Can't vote self admin there
You have to type in the chat #voteadmin youringamename
Iirc
Then you can change the parameters
If you're the only one in the server you'll become admin instantly
Depends on server settings really. It can be completely disabled.
I am again looking for volunteers for the extraction scenario dm if interested
You can use the community channels
!lfg
Are you looking to play with people?
pick one channel:
#looking_for_game to tell others you want to play
#looking_for_unit to tell others you are looking for a group
#communities_arma3 to browse through advertised groups
Note: Please follow the templates in those channels (if applicable), and don't use them for discussions.
Hey does ace tend to mess with the drone connections or am I just being dumb?
I can't seem to connect to the IED drones
Hm, this might be a DRO thing actually, works fine in the editor
Disregard all of the above, freak bug
how do the tura weapons (slr, galil, etc) compare to nato/csat weapons?
slr is very powerful, galil is similar to the ak rifles
They have le recoil though
So I'd recommend using 84mm mortars to counter any hostile infantry
Love the SLR in WS cDLC! Great job.
Is it possible to save the coop/multiplayer mission's progress for future use on a new server ?
Bro it takes like 30 minutes to complete it
just to answer here again you cant save, but there are mission parameters to skip tasks. check which tasks you have completed and disable those for the next session. it's not great, but a compromise for the missing save system.
lmao my unit barely gets 25% of the intel done in a couple hours before we have to call it a night, you'd be surprised how incompetent some units are 😆 extraction is so good but sorely let down by having no way to save
like said, you can skip tasks now. arsenal is free anyways, so there's nothing really preventing you from jumping in at a later point of the mission.
This is a bit of a minor thing, but the portable ballistic shields don't actually stop gunshots from behind while wearing them. I'm unsure if it's actually possible to give the backpack version any form of damage resist similarly to how they are when actually deployed, but it'd be a nice bonus given how heavy the shields are.
not possible, engine thing
there is probably a hacky way to make it work, but it seems quite excessive for maybe someone at some point has a shield on his back
Ahh yeah I thought so, that's too bad. The fact that BI has them show the usual damage/explosive resists that vests and helmets had made me wonder if it was possible, but I kinda figured since I've never seen any mods or otherwise that add backpacks that function protectively
cool piece of gear either way though, they're fun to use. But yeah definitely not something that warrants working around since I've only ever rarely seen people use them. Just had the thought if it was at all possible
sadly backpacks in general can't have firegeo. they will never block any damage
How do I start this CLDC as a mission on a private server?
I actually like the UNA and SFIA camos so are there any mods that has vests and helmets in these patterns?
Why not buy the DLC? Its very good and pretty cheap.
I have it but UNA vests and helmets are blue since it’s based off the UN lol
Question, recently decided to replay the Extraction Singleplayer scenario. And at certain points the game will lag uncontrollably due to everything in the game re loading, ex: buildings in the distance and my player model refresh and re appear.
I recently did a speed run and noticed that it happened around the time where Arb Said was located and then Micheal sully. I am running a modpack, and i am also running a mod that give me Zeus in all singleplayer scenarios
if this doesnt happen when you run without mods then the issue is on your modpack
i dont think this is caused by scripts in extraction. we don't really have control over such stuff
I figured as much, but it’s just weird. I can play 90% of the DLC but it just gives out at the end
in the final part there is a fight with more reinforcements, etc. but this is not something that would cause object flickering, etc.
it's pretty much using the same mechanics as it was in the scenario before -- just some more units
I was deactivating a minefield and a civilian truck decided that's the time to pass through and boom
Am I supposed to account for that or is it unintended
in war, shit happens
i once was clearing the mines, then a civ offroad came by, drove over a mine, got disabled. the driver left the vehicle, started walking away, right into another mine and exploded. felt kinda sad.
at least he helped me disable 2 mines
back then we werent using the robots / idap drone yet
His sacrifice shall be remembered
Sgt Adams Syndrome
Maybe I'll just land the Heli right on top of the road or smth lol
Call it the Adams Effect
And idk if this is a bug either, due to me reloading the save file too many times or something --
But when it asks me to clear an area of enemies -- I'll be halfway through, then I'll drive around trying to find the other soldiers. It's like they don't spawn in until some predetermined time has passed, because I'll have to drive around and to wait for a few minutes before I come back and see them
After I kill them Knight tells me to expedite
But yeah, is this a bug, that I have to seem to wait for a while before the last two enemies arrive
Often I'll take the Heli and see them 800m out
Gonna run an extraction tomorrow anyone down?
I wouldn't mind, when are you planning on doing it?
I bought this cDLC!
come play with us
Are there any active king of the dune servers?
woops. this happens if the cat runs over the keyboard.
They need the exercise. Where else will they go?
Give it a giant hamster wheel
ok
Trying to make an africa campaign in ALIVE and they just get annihilated by APCs 😢
i've added it to the todo list, but it will still take a while for the patch to be ready. don't have any release date right now
agony
Also some armed variants for UNA MRAPs would be nice 👉 👈
i want more shotties
the aa-12 is a masterpiece
but i want more
like the saiga
also there should be non desert variants of una and ion soldiers
just put the vest on any other faction and voila, UNA variant
put black vest on ION
ok
i think there should be more shotguns though
they're awesome
i know this might also sound a bit redundant and much but mark 19 grenade launchers
the engine is pretty wack on implementing pump action shotgun, but not a problem for magazine fed shotgun
like saiga
i wanna see that without a mod
i think it would be cool to have desert spetsnaz too
another issue with implementing shotgun is, the combat engagement mostly happens at 100m - 300m so having shotgun for that range is not really helps, unless you use special type of ammo (like the AA40 with HE shells)
oh its an aa40
i thought it was aa12
i mean the 40 is obviously based on the 12
truth told, the shotgun is surprisingly effective even at 300m range
syria dlc
it's a bit of a video game myth that shotguns get useless at longer range
i kinda tried to reflect it with ours. not sure if i succeeded
vest really helps surviving those pellets
its just so they aint too op
idk but i really love the suppressor
and the 40mm pellet grenades
those alchemist really does magic on that shotgun
see i haven't played the campaign or scenarios or whatever
i make missions for myself to play
they aint good at all
eh, not that it matters. it's how i started.. just placing 2 squads in mission editor and then have at them
i did this for years
until i scripted my first campfire
but seriously i would pay for a syria or ww2 pacific theater dlc
i would love that
hmm
one of my messages didnt send
but
but seriously im being 100% serious
maybe a Stalingrad dlc too
but i adore the sefrou ramal map
its beautiful
i just want more historical and middle eastern stuff
MAKE AFGHANISTAN 😂😂😂
or the 2003 invasion of iraq 🤔
i would pay for both
frfr
my first script was one i copied off a yt short
using a trigger and an ied
my second one was one i copied from online somewhere
to give the missile launchers luna nukes
that's how it begins. just small steps.
nobody wakes up in the morning and builds a laws of war campaign
lol
best part about all this
my pc is weak compared to what you probably have
i have a repurposed optiplex 3020 minitower
it has an intel i5 4590 and an msi gtx 1650
its at 3.3 ghz the cpu
it seems weak from specs but for what i do it's perfect
im a very casual gamer but still get mad real easy
but you've actually made me feel more confident in myself
thank you :))
Long range buck shells lose velocity and get caught by vests
Shotguns are effective up until used as a sniper
Snipe with shotguns ez
Are the WS CLDC scripts for money, intel and such available for mission makers who own it? I kinda wanna do an extraction scenario but set on Tanoa, and this could make it much easier.
look for them in functions viewer.
not really. it would be easier to just write new scripts, since everything in the scenario is tied into each other specifically for that scenario
Understandable. Now, regarding the DLC's own lore, what other countries would be affected by NATO's Goldseam program (assuming it is being done on more than one country, like the Apex Protocol)?
as i cycled and updated all official servers including CDLC with A. hotfix B. profiling binary C. new CDLC data, please report to me (or just @dwarden me (the correct me)) if there are any server issues
Is there somewhere I could find an example of how the Western Sahara CDLC team made their Pegasus support? (For those who don't know its a scripted helicopter support that you can have land at a 'click on map' point, Loiter and engage targets, or RTB and land on a marker). I haven't been able to find a mission file for extraction to examine.
Rydygier made a great heli taxi service mod that might interest you. https://forums.bohemia.net/forums/topic/221095-hermes-airlift-services-mod/
by Rydygier & Gunter Severloh Download Google Drive - Hermes Airlift Services Mod v1.96 - (resigned 8-25-2021) Steam Workshop - Hermes Airlift Services Mod v1.96 Script version - Hermes Airlift Services Script v1.96 Manual PDF - Hermes Airlift Services PDF Manual Video Demonstrations Eden Edi...
I wish that I could find a server that actually used this DLC without having to download 50 mods
Playing with human players is always better, but you can play the WS campaign solo with a helpful responsive AI team if you use the SOG AI mod, as shown here: https://www.youtube.com/watch?v=0THE3_gGQdo
SOG AI now works in the awesome Western Sahara DLC. It works for SP only right now. The MP Extraction seems to work, but if you Fast Travel and parachute, your spawned AI team are left behind (so that needs to be fixed). And the other MP missions need to allow you to spawn groups consistent with Western Sahara (currently it defaults to picking...
It does require you own the Prairie Fire DLC though (it's dependent on some PF components).
I think it is called an "official server"
Those are always empty, that or I'm not looking hard enough
Sadly I only have WS and GM
You can simply install Compat Mod
I could, but honestly, I do want to play the campaign
I thought I've told you to install SOG compat to play SOG AI?
Scatterbrain moment
I'll probably mess with it later
wait what?!
i always used numpad plus and minus
i only just the other day found out how to switch nade types and now this?
maybe i really dont need a numpad
You're gonna wish you had a numpad if you end up with a keyboard that doesn't have it. It comes in handy everytime especially if you play with mods
Or a mouse with as many buttons
Just found out that the gundrone turret view can't see the gun it's holding, or its shadow #arma3_model message
I'm trying to make a turret using the same system. Is there any more information or maybe a work around that was deemed too hacky for a CDLC?
i actually have no recollection of how it works
just went over the code again quickly, but i can't even see what exactly defines the visual weapon. though i think it is using the vehicle inventory now since the mechanics were reworked
originally it was using the proxy/pylon system, but that's long gone now
yeah it's the weapon cargo/inventory. It's a very cool system regardless! I'll play around with some stuff like local simple object only for gunner view or something
Unfortunately this is a part of engine limitation. Somehow (well, it is understandable but) you cannot see the cargo item from interior LOD
Is it possible to retexture the light combat fatigues?
yes, same way as other uniforms
can't remember right now, but i think it also uses vanilla textures
Well I guess it uses three different textures since its made from three different uniforms
So the hiddenSelectionsTextures should be camo1, camo2 and camo3 right?
you can check in config viewer
hiddenSelectionsTextures[] = {
"lxWS\characters_1_f_lxws\uniform\data\lxws_gloves_brown_co.tga",
"\A3\Characters_F\OPFOR\Data\officer_noinsignia_hex_co",
"a3\characters_f\opfor\data\clothing_co.tga",
"\A3\UI_F_Tacops\Data\CfgUnitInsignia\csat_scimitarRegiment_ca.paa"};```
Great
yo, last time I played WS about a year ago it's always bugging (end mission/next mission not triggered), is this bug still exist?
We don't know what bug you mean without elaboration
nobody ever reported anything like that as far as i am aware
-world=wsahara is not working for me does Sefrou-Ramal has different class name ?
sefrouramal IIRC
If you wonder save a mission on Sefrou-Ramal and check the map name that is written in the folder name
Alternatively in the editor load the map and then bring up the console (ingame, ESC) and type worldname into one of the readout fields.
anyone wanna try getting a populated zeus server up tomorrow at like 2PM EST?
Hey what's up with CSAT riflement being tagged as a WS thing? Or is this a mod acting up?
just a bug that is fixed with the next patch. it has no influence on anything
Nice DLC though, but it has an issue of trying to force objects into a map. A vanilla map that I created almost didn't load because it tried to load WS buildings, even though it's strictly a vanilla map. Is that just something I have to deal with?
"force objects into a map?"
that is not something we do at all
Does anyone know a good way to take out the AP-5 Bustard? They seem to be immune to small arms and I haven’t tested if the titan can lock onto them yet
make sure you hitting the bustard and not the gun
So it's all about the angle then?
also bustard has limited ammo depending on the gun, so you can wait until it fires of all of the bullet and kill it
That helps a little, I'm doing an Antistasi playthrough with some friends and those things are a pain
best approach, imo, is to use something with lots of bullets and just spray around it. it's hard to hit, so use more bullets
Sounds good, thank you guys
Just gotta find a way to get them out of the jungle so they stop shooting me through trees
arma 3 gun in known to deflect bullets so take that in mind
someone else noticed 🫢
My group has quite the patchwork of cdlc so weird stuff happens a lot :D
lol
Hey, so uh... In the extraction mission, sometimes the objectives to eliminate Arib and rescue Michael Sully pop up outta nowhere without me having 100% intel.
It is on purpose, you are time limited with finding intel.
Is there a reason (gameplaywise) for such timer? Can it be disabled?
Dunno and dunno. It's a HVT situation where there's no ransom and you're working off the charts. It would be rational to just make the player fail the mission if you don't get enough intel on time but it could be to harsh after playing this for hour or two.
I remember you can change the amount of intel you start with. No idea about the timer itself. You can check the scenario properties when in lobby.
there is only a limited set of missions. if you complete all main missions, you will get a target location. however, it is way more guarded than if you find 100% intel before that.
also the location changes
risk of the journalist dying is much higher this way
But doesn't your "boss" complain when you finish all the missions with less than 100% intel tho? Always thought the missions are just a form of time limit and once you're done with them, you either are congratulated on getting all intel or bashed for not doing enough.
well, he isn't all knowing
main difference is, if you get 100% intel before finishing all tasks, the journalist will be somewhere in a shack, and it's easy to get him out alive. if you fail to get 100% intel "in time" (before finishing all main missions), he will be at the fortress of main bad guy, and it'll be much harder to keep him alive.
I see. I thought it was a bug lol. Good to know it's actually a feature.
SPOILERS!
INTEL 101%
that require achievement for sure!
I like the UNA camos in this CDLC, are there any mods which add the default gear in these camos?
"Camo"? I don't think I call that a camo 😄
Default gear as in? You want some blue vests and helms?
As in instead of blue the vests, headgear and backpacks use the same UNA or SFIA camo lol
So white vest or such?
I mean, IRL UN forces uses White livery with Blue vest or headgear so...
nope the same UNA desert tiger and SFIA semi-arid patterns that are on the fatigues
Ah you mean that camo
yep
I've been thinking of how the UNA would look like as a standard military force without the blue gear
I heard the origin of camo pattern source is somewhere lost during a dev 🤔
lolwut
Pretty much literally, somehow they lost their source
wow
Lexx boo Lexx boo
yeah I'd love to see these camos be used for gear and accessories haha
The country/military that deployed UNMA is Unknown country because they wanted to have some "space" to expand after all
these are the camos I'm referring to haha
I've always wanted to see how the UNA would look like as regular troops
https://fxtwitter.com/polpoxEN/status/1538876699513098241?t=4DYIfEkSXTHAD84FraD8mw&s=19
Kinda inspired by HITMAN's soldiers but indeed I imagine similar idea
yup haha there's already mods with gear in the Syndikat camo pattern such as the Ample Camo mod which is similar but the Syndikat camo is meant for jungle environments lol
if only someone made a variant of the SFIA and UNA fatigues for the TCGM female mod lmao
Maybe I can try to recreate the camo pattern, throw them to Ample guy and call it a day
Dunno, don't quote me
haha it'll be nice to have this in SFIA camo too lol
like maybe for SFIA spec ops since their infantry already use BDU-style fatigues
nope. UNA camo is just syndikat camo with 1 color less
Guess I misrecalled, and figured out that it is
so if someone wants to make more stuff with it, need to replicate the syndikat pattern
the sfia camo was custom made. however, it never really had "real" sources in the first place. i made it specifically for the gear that is currently in the game.
And figured out the same too by look very closely XD
since for uniforms it's only like 2 textures, so was never a big deal. and on vehicles it's hand painted anyways.
there should be a texture file for this in the game
they originally used those uniforms, but i changed it later so they are more different from the UNA soldiers.
should be \lxws\characters_f_lxWS\data\SFIA\ig_sfia_1_2_co.paa
Oh okay, maybe there can be an official update or mod that adds gear and accessories in SFIA & UNA camo?
AEGIS/ATLAS has some complementary stuff for WS
Ohh nice, are these in the respective camos too?
sure
Which version of AEGIS/ATLAS has these then?
get both as those are from the same team
oh i meant the standard versions or the dev ones?
standard
Ah okay, thanks!
Vehicles, not infantry gear
Ohh
Which mods have infantry gear in the UNA and SFIA camos then?
I’ve been wondering if there’s mods along the lines of Ample Camo that adds these camos.
They're unique to weastern sahara
Also the SFIA camo template as I recall was lost and can only be found in El Dorado now
^ UNA camo is Syndikat but desert
Yup haha
Wdym?
Pretty much literally. SFIA camo's source is gone
Ohh, how so? Is the UNA camo gone too?
I'm also looking to use the UNA infantry camo for a mission.
Do you know where we can find it?
try asking in their discord server, it's in pinned comment
Which server?
Where does it seep in?
it's been a whole 10 minutes and no one posted it yet 👀
What is it?
Idk if it belongs quite here based on how they've renamed their discord (from
to the company name), but we'll see
Rotators? Yeah I guess... it's a rotator... a rotor wing
It is related to bikes... or bikinis... something like that
'Riding bikes on bikini' just to be safe
Miller riding a bike in Bikinis? Just... Why??
Why not
can a player connect a server for example stratis using western sahara buildings, with the compatibility mod files or are they cdlc owner only?
they would work with the compatibility data
good sunday
i have buy the dlc western sahara there is multiplayer servers that i can play like in arma 3 launcher have??🤨
those should be the available servers https://fodev.net/pastebin/?p=135&r=1
will these servers also add reaction forces when it releases? itd be nice for there to be some servers that host both DLCs
@hallow widget many tnks 👍🏻 yea@robust fractal almost anyone play in the dlcs servers its sad😒
as today was release of Arma 3 2.16 update and CDLC branch update , official WS servers were updated too, please ping me if there is issue , thanks
Hey, just noticed that in the editor asset list, SFIA exists in INFOR compositions but not Objects.
yes, on purpose
it's only in compositions for warlords game mode
ugly workaround
I see, thanks! Would be great to have them as objects too, though. Would be great for mission makers!
(Allows ION/UNA/NATO and SFIA to be neutral to each other while hostile to Tura)
You can do this manually, but it's a little hacky. Place a unit of the faction you want, then group the units of another faction to it. This will change their side.
True... I could also just put down the composition and ungroup/delete them too.. but extra steps
does anyone know what causes the issue that randomly unaims your gun? im playing the extraction scenario and when i try to aim it very quickly unaims me
any other mods active? this is not default game behavior
could it be your mouse having click issues?
it happened earlier, now its fine again
it behaves normally everywhere else
it seems to occur rythmically?? and it occurs more often when time is sped up
got any animation mods in your cosmetics
Is there a way to have the IED UAV engage targets while under AI control?
I put one in the editor with a seek and destroy waypoint just to watch and see if it'll drop any of it's bombs, but it just flies about and never drops any on the enemies below.
Bummer 😕
hello devs. please let me mount a Titan MPRL on my brand new AP-5 Bustard. Those Tira Kamyshes won't see what hit them 
real
theres a drone with a law mounted to it i think
Doesnt make much sense paying a fixed 250 dollars for any gear change, no matter how big
In extraction
i mean, sure, but it is what it is
get a big backpack and put everything you need inside it as a workaround, or use mods
Yes, it's very easy to work around the cost of gear changes.
Creator SPOTREP / FROM: @TheRotators / TO: #Arma3 Creator DLC Users / UNIT: Western Sahara / ACTIVITY: Update 1.1.3 (Patch for version 1.1) / SIZE: ~5.2 GB Changelog: https://t.co/X8Vy8VdH1p
server updates for new CDLC shall be done, please report to me or ping me in case issues arise
no titans on my AP-5 bustard? 
The Buster is already op, and now you want Titans on it?
I was really hoping for the Reaction Forces save system to make it into Extraction 😢
this is not that easy
also extraction has mission parameters that allow you to skip tasks. in the end it's pretty much the same thing
Indeed, also Extraction doesn't have that many missions too so a save system is kinda overkill but... would've been cool anyway. But perhaps your resources are better spent elsewhere so pretty understandable
i jus want an at launcher on it could even be a mawws
Bro just use an MQ-4A
Can it fit in me and my squad mates backs?????
i mean, maybe 😄
If that's an issue, use the IED UAV and swap it's stock HE grenades with AT ones. Then learn to bomb with it.
R those a thibg
Check the arsenal
I also won't mind attaching an rpg42
Goated weapon fr
Anyone have issues with IED UAV dropping the AT grenades? It just falls to the ground and does nothing
No mods and CDLC besides WS
Ahh ok, thanks. Wasn't aware of it until a friend tried it the other day
you need to drop it from higher up for now. it's an issue with the fuse timer
If you start DRO Altis with WS loaded then there's some epic SQF error spam in lxWS\functions_f_lxWS\Functions\Vehicles\fn_DroneWeapon.sqf
Can I some favor while I'm outside still? What is spamming?
well, there are at least five undefined variable errors in that function, which appears to be recursive given the context.
5:10:18 Error Undefined variable in expression: _x
5:10:18 File lxWS\functions_f_lxWS\Functions\Vehicles\fn_DroneWeapon.sqf..., line 175
5:10:18 Error Undefined variable in expression: _mag1
5:10:18 File lxWS\functions_f_lxWS\Functions\Vehicles\fn_DroneWeapon.sqf..., line 507
5:10:18 Error Undefined variable in expression: _muzzles
5:10:18 File lxWS\functions_f_lxWS\Functions\Vehicles\fn_DroneWeapon.sqf..., line 524
5:11:05 Error Undefined variable in expression: _weapon
5:11:05 File lxWS\functions_f_lxWS\Functions\Vehicles\fn_DroneWeapon.sqf..., line 471
This doesn't look alright like at all
Had 6MB of this stuff in a few seconds. It doesn't stop.
It is incredible to see this. Why this could happen? I'll see what I can do
what's DRO
Dynamic Recon Ops
#arma3_troubleshooting message
why would it conflict with the gundrone
maybe something else went wrong and it just affects the script
Okay, couldn't confirm
My guess would be that DRO creates and deletes the AR-5 drone very quickly (eg. to read the mass). Your init script is spawned, and doesn't appear to handle the case of the drone being deleted halfway through.
Couldn't replicate with the debug console though. Might need very specific timings.
Hello there - I am wondering if it is possible to add the alchemist magic to a player via script e.g. if a player interacts with an object
depends. if it's for sp, you can probably just sync the module with a condition. in mp this is more complicated and probably needs custom scripts
I just ran into this issue with the drone, and I went with an atomic option - making a patch that gives all the AP-5 drones a scope=1 has "fixed" the issue 😄
you mean you just disabled them?
could have just made the same patch but with fixing the fuse timer
I have no clue what makes the DRO generate those errors other than that it's this single drone. Disabling it from the editor made the map not load them, while the drone is available for the missions.
ah, AR-5 drone, not AP-5. What's the bug with AP-5?
Does anyone know the file name for the Co-op extraction mission from the Western Sahara DLC? I cant seem to find it anywhere. Trying to setup a persistent server for that mission. Thanks
thank you!
Hey I was wondering if there's an easy editor driven way of adding the 40mm and 58mm grenades for the IED drone to an ammo box? It doesn't appear in the arsenal choices.
it's just the regular rifle grenades. you can add them to the ammo box like any other magazines
ah thanks! found them now, was looking in grenades instead of rifle magazines
uh btw do these 58mm AT actually work? on profiling branch they seem to do nothing, just disappear when they hit the ground or vehicle
there is a bug with the trigger delay right now
it's fixed on our side but we don't know yet when we can release the new patch
ahhhh thanks!
currently we are trying to get the new RF patch out asap. once that is done, we will be pushing on the WS patch
thanks for your work, looking forward to the patches!
Just for completeness of info, I tried the HE grenades too, and while they explode correctly on the ground they don't explode on vehicles (at least not tanks). AT grenades seem to not explode in either case. I didn't drop a smoke grenade on a vehicle but it does work correctly when it hits the ground.
Also, how does the Camel module work? It doesn't seem very reliable -- i placed a few down on the map, but seems just one or none of them actually spawn camels
it spawns random camels in the amount you define. nobody ever reported issues with it and it always worked fine when i tried it
it's also used in the extraction scenario, so should not cause issues in mp as well
Sir, free camels.
Okay... i don't know what else to say, i'll check if there's an MP vs SP difference or a performance branch vs stable difference
mystery solved
the camels don't render unless the player character is nearby
ah well. yeah, that's part of the idea behind the module
for performance reasons etc
right. so as zeus or splendid camera they don't spawn / despawn if the players aren't close enough 😅
that's why we have a crapton of camels in extraction and they dont hit the performance at all
yes, zeus etc. is not working like regular player
it's same mechanic as the goat spawn etc
Could there be an option added to customise the spawn radius? like how close the player has to be... i don't plan to use many camels, just don't want them popping in visibly
(although what's the default distance?)
ah, fair
isn't that the radius of the camels spawning?
like how far from the centre the camels spawn
true
(related to "stay in area)
but it also influences the spawn/delete distance
you can also just spawn regular camels and dont use the site module at all
then they stay at all times
it's not a very complicated system. would be easy to write your own too
Alternatively download Leopard20s advanced dev tools, view the module function in game, rewrite code to your liking and execute as a script
i did poke at the config entry
but it's fine, it seems to be quite a big radius actually
probably over a km
MP server viewdistance default is like 1600m anyway, should be okay for my purpose
thanks again
Camel hunting?
Haha no just set decoration 😛
Players be blind
what's a camol
lol
i have a camel if someone wants to modernise the scripts let me know ive not done arma 3 for a very long time .
I wish I had a camel too though
seems MY camel is private
its your video
ah my vids private 🙂 , cheeers i didnt recognise the pic
That's a smooth character there 😎 🐪
Arma 3 official servers should be all running at 2.18, please report if any issue 
Argana Gendarmerie updated: https://steamcommunity.com/sharedfiles/filedetails/?id=2713024286
as all the Arma 3 official servers were updated to hotfix build, please ping me if there is problem with CDLC servers, ty in advance!
Does Western Sahara have a Rhino (Rooikat version)? Someone said that but I don't remember that, can't find anything on it and don't have the cdlc installed right now
Hidden texture is there
the textures are lxws\vehicles_f_lxws\data\AFV_Wheeled_01\rhino_africa1_co and 2_co
there is at least one mod that enables it
not sure if aegis enables it as well
Aegis IIRC did
Seems like Marid HMG leaves some agents(invisible uniform) when they're deleted.
They are visible because i'm using ZEN.
However I'm afraid if those remnants will remain and harm any kind of mission design or maybe performance issue in persistent games.
Confirm.
And yes, they harm missions, for example, friendly units attack Marid wrecks instead of doing something more useful.
known bug, fixed with next patch
Any ETA?
Oh, nice!
By the way, has the issue with wheels falling off and jumping weapons been fixed?
wheels falling off?
jumping weapons etc. is an engine issue. there is nothing we can do about it
Wheels falling into the ground.
engine issue, we cant fix it
Understood, sadly.
hey, where can I find the missions list for the dedicated server?
here is the mission and server list for ws and rf https://fodev.net/pastebin/?p=135&r=1
Just simple suggestion... It would be great if AP-5 drones could use weapons with attachments such as lasers. Then we could let them use lasers. Wouldn't it be cool?
Seems like currently the attachment is not rendered when attached to drones.
i don't think that's technically possible
Indeed it is not happening for technical limitation/purpose
T_T
Question. I am trying to use the Units from Western Sahara for warlords but for whatever reason Its not recognizing unit names. E.G...
"B_UN_medic_IxWS"
Anyone here ran Into this problem before?
Seems I can use the units but for whatever reason warlords will not show It.
I guess faction config should be updated: https://community.bistudio.com/wiki/Arma_3:_MP_Warlords#3._Custom_factions
Found the Issue. IxWS Is suppose to be a 1xWS
and definitely not |
Huh I noticed that the ZU-23 (I_Tura_ZU23_lxWS) has the electric turret moving sound when being, well, moved/turned
is that intended? Sounds a bit funky
@cunning junco
Is lxws_fnc_droneWeapon meant to be run on server or client or its local?
I'm trying below code to set drone use full tracer when it's spawned.
if ((typeOf _newvehicle) in ["O_UAV_02_lxWS"]) then {
_newvehicle setVehicleAmmo 0;
[_newvehicle, {[
_this,
"SetWeapon",
[
"LMG_S77_lxWS","","","",
["100Rnd_762x51_S77_Red_Tracer_lxWS", 100],
[],
""
]
] call lxws_fnc_droneWeapon;}] remoteExec ["call", _newvehicle];
};
However, when this is run on dedicated server and when I inspect drone gunner with zeus, the drone does not have any ammo left.
Previously, I tried remoteExec on every machine and it ended up not removing basic weapon magazine and additional dozen(which is same with player number) of mags. Now I'm trying something in zeus command. But I can't determine where the function should be run. Thank you in advance and would appreciate anyone ping me when answering or need more information.
Some of players also noticed me that when they arm the drone with another weapon, they still can use default gun and changed gun with 'F' button.
maybe should I change drone's weapon after the function? It would be best if those actions were done in the function.
Yes. I should press F several times to change fire mode to the weapon I added to the drone. How should I delete firemode from default gun?
What is "default" firemode?
For csat ap5, it seems zafir single shot seem to be default fire mode. Even though I set it to SA-77
In clean scenario, one can change the weapon. They still can press F to use zafir and new gun together.
🤔 Will check
So you set, eg SA77 midgame (through script) you can still use Zafir along with SA77?
Yes. Even not by script but also with action menu.
I will post video asap after work.
Prioritize the investigation, will back home in 1
🫡
Oh before I test, is it SP or (dedi or local) MP?
I run dedi server with remote PC
So dedi Bustard, local player controls?
Who controls the Bustard when you execute the script?
Tried all. Player local, server, target exec(guess it should be local or server)
I'll prepare short vid in 1-2 hour.
but if you place a drone in 3den with custom weapon setup it will work fine?
the issue is swapping the weapon via script mid-game?
or also if a player swaps the weapon manually via action menu?
Didn't test first case, but it happens for second & third case.
Hmm, cannot really confirm
neither links work for me
Reporting problems with mods installed. Cue the Homer d'oh gif.

Sneak Peek: Alongside Reaction Forces 🚁, our Western Sahara CDLC is getting an update too! 🐪🐪 In addition to bug fixes, we’ve overhauled the Motion Sensor feature—it’s now a functional inventory item. Here’s a tiny preview: www.youtube.com/watch?v=9aF7... #Arma3

Good job at ensuring every new aliens mission requires the CDLC! Any way we can make it make a sound when it detects movement?
You may want to post links to social media that people actually use, and not some obscure one that many people won't even click on.
nope
Ok, I just though it may be helpful to have more visibility.
sometimes things take time. and not many people browse around here anyways.
the same was posted on all other channels as well
"Bluesky" "obscure" lol
I mean it might be nice to post the direct link to the video too, but eh
pretty sure bluesky doesnt block posts if you aren't logged in
that was indeed a nice change of pace 😄
Arma Platform is on bsky too
@robust fractal many devs and BI official account are also now on bsky
BIsky
Marek should buy X/Twitter and name it BI
Truth social BI account when
Good because I'm not going to X to get through the BS to get info from BI
Or just keep track of #announcements / #socials on discord, all news from blsky is copy and paste and also gets posted in those channels 😉 Armaplatform is even on insta threads 😁
Yeah true, I get the info from there and everywhere I can so I'm covered, just wanted another avenue of information when I doomscroll there.
I know the feeling and suspect more official CDLC accounts to hop over at some point, as X really is not twitter anymore, but enough of the social channels and back to #western_sahara 😬
Fair enough, I saw the video with the motion tracker. Now we need an LV-426 map and go on a bug hunt. Looking forward to the update though.
is it possible to give a player the alchemist magic midway through a mission?
seems like the module is go all in and add it at start or nothing
you'll have to call the script on your own
got it
but syncing it with a trigger should be possible?
so whoever walks into the trigger acquires the magic?
no. you have to prep the module as usual but also sync it with a trigger
ok i just tested it. trigger doesnt work, we didnt implement that
so you'll have to run the script on your own
if (isPlayer _x) then { _x setVariable ["Alchemist",true,true]; };
} forEach allPlayers;
if (isNil "lxWS_magicTime_value") then {
lxWS_magicTime_value = 200;
lxWS_regeneratePoint_Value = 2;
lxWS_slowmoPrice_Value = 1.5;
lxWS_teleportPrice_Value = 30;
lxWS_teleportDistance_Value = 60;
lxWS_RagePrice_Value = 50;
lxWS_RageDistance_Value = 30;
lxWS_HealPrice_Value = 35;
};
[] call lxWS_fnc_init_alchemistMagic;
[] spawn lxWS_fnc_alchemistMagic;```
this is the module setup
you can easily change it to whatever you want
i've trimmed down the code example above. running that will give all current players the alchemist ability
one thing of note is that you can't really change the magic stats per player. that requires more work and possibly some deeper script changes
Creator SPOTREP!
FROM: @TheRotators
TO: Arma 3 Creator DLC Users
UNIT: Western Sahara
ACTIVITY: Update 1.1.4
SIZE: ~3.1 GB
Changelog: https://t.co/wgURTmRJ5n
⚠️ Official Arma 3 WS CDLC servers were updated to new release https://arma3.com/news/reaction-forces-and-western-sahara-creator-dlcs-receive-updates , ping me if there are any issues
Hi, random question of the day: Currently mission making for some friends and I plan on utilizing the Alchemist Moduel. I am wondering if there's a way to disable two of its features. Those two being the Explosion and Time Focus. Current work around I have is just upping the price to be unusable, but still makes the explosion sounds.
no other way except upping the cost
you can always make a copy of the script and take out what you don't need. it's accessible via the function viewer
I am fairly new to coding arma, and running eden as a whole, how exactly do I access that and apply it to the moduel? I've tested it and apparently it doesn't just Sync to one person sadly.
if you sync the module to only one player, it should only for work that player
Might just be something I’m doing wrong, thank you anyways friend!
nah, looks like something is going on 🥲 we'll investigate
it's possible that this is only an issue with team switch. in mp it could work fine, but havent tested yet fully
Hopefully there’s a way to go around. The whole premise I’m going for is the guys are infiltrating a base to capture a guy but he has the Alchemist abilities so it’ll be a wild goose chase
did you test this in sp with team switch or in actual mp?
because for sp this 100% will not work. it's not designed for that
i just tested it in MP and it works fine.
@fresh wasp Cheers and thx for the update, however it completely bricked both CDLCs - invisible units/vehicles/weapons, cannot be placed in the editor etc... Been playing Steam version on Mac, running the game with "mod=WS". Same stuff with the recent Reaction Forces update.
mac version has issues right now, sadly because version 2.18 is not out yet
to solve this issue, you can opt-in to the current 2.18 beta branch
beta key is Arma3Update218MacRC
+, thank you! Alternatively - is it possible to install pre-Dec-17 versions of WS/RF with Steam?
sadly not that i am aware of
thx for the info, will try out the beta! learning the lesson to backup the working configuration of CDLCs somewhere the hard way)
Yes, unfortunately we did not expect the Mac 2.18 update to take this long. RC should hold you over until early in the new year. Sorry for the inconvenience.
thx for the heads-up. beta branch suggestion was a life-saver - maybe its placebo but after verifying WS and RF, I've turned back all my mods and now seeing performace improvements across the board.
yep sadly the #linux_mac_branch wasn't updated to 2.18 and afaik those CDLC use the new script commands/functions {nvm i see others already suggested use beta/rc branch}
i need a little help
im trying to make a single unit have the powers but synchronizing the module with that unit is not working (everyone in the server can use it)
Has this bug been reported?
Once you use motion sensor, you no longer able to use gps even if you change to gps/uav terminal. This time, tested in no mod/only WS loaded, in virtual arsnel.
And... it does not fit to side window if you changed the ui size.
First is fixed internally and pending to the update. Second, do you restart your game?
Yes
It always render in square. In rectangular side window, both sides are clipped
Clipped how?
can you show a screenshot?
#offtopic_bot_cmds and #rules check
looks like your box is not a square?
how does it look like with e.g. the mine detector?
ew
Then this is your UI's issue
so basically our ui should stretch to the borders. it will look ugly in some sizes, but it'd be like the mine detector
If its to be used in square window, sides better get covered and no dots and direction marks(N,E,S,W) should be visible. Just my thinking.
What I can suggest is, reset your UI
This is not what we intended or the game itself does anyways
for now at least.
also becaues as you can see on your mine detector, not even base game stuff expects such window sizes
https://imgur.com/YmsZJNj
The sensor view seem to fit to any size of ui. However I don't want to insist this is a big deal. Just a small suggestion.
it's different system. not super comparable to our sensor, which is mostly scripted
we need to investigate first. dunno right now.
Anyways, what I suggest is reset your UI. It still is not supposed to happen on vanilla screens
Well. thank you for your suggestion. But i prefer this way as it has wider gps view 🙂
How it could happen anyways?
Pretty sure he's running custom FOV no?
i'm pretty sure you can resize the panels freely in the ui editor
at least some UI elements can be resized
(Late but) Actually I've never figured how it is possible. Tooltip shows nothing about it either
right mouse button
widedar
Oh... oh, I see. That is exclusive to Right Panel
wait the left one doesnt allow adjustment or just doesnt have the hint? I didn't check
that's... really odd, the left panel at least, that seems like an oversight as its not like the left panel has exclusive elements or anything
Hi, hope it's the correct thread to post in. Is there any chance (even the slightest) of having a small re-texture/livery option for the UNA variant of the Marid-3 APC ("B_UNA_APC_Wheeled_02_hmg_lxWS")? The interior features a distinct OPFOR feel (Russian texts and interface). Would it be possible, let's say, for a more international usage, that these could be retextured to English? 2nd part of the question would be, if it's possible to retexture these elements of the vehicle in the scope of mission .pbo (not creating a new dedicated mod). Thanks!
- Unlikely
- Due to 1 no
i've read up on the setTexture options for a "mission .pbo only" use, but I guess the interiors are a whole different ballgame then? Well, thanks anyways! Will try to adapt the use differently.
No. Not possible anyways
Looks like none of the 5.56 75rnd tracer mags have tracers. Can't post the screenshot here for some reason, but the config viewer is showing me that "tracersEvery" is set to 0 on all of them. I'm just running WS, btw. (Also, I think the discord link is expired in #channel_invites_list)
- You need to verify in #offtopic_bot_cmds and check #rules reaction
- None of them are expired to me anyways
The bot says I already verified, and I did react to the thing in #rules. Weird.
idk about the discord link, probably just bugging out on my end.
regular user cant post screenshot in these chat, best you can upload the picture to an image hoster and post the link here
Makes sense. Here https://imgur.com/a/fkqOLg1. All of the 75rnd tracer mags show the same thing.
no need for screenshots for this
it's inheriting from default mag and has different tracer ammo defined, but it's missing the actual tracer config
however, i just saw that it is exactly the same with regular 5.56 tracer mags
{
picture = "\a3\Weapons_F\MagazineProxies\data\UI\icon_30Rnd_556x45_Stanag_green_CA.paa";
author = "$STR_A3_Bohemia_Interactive";
displayName = "$STR_A3_CfgMagazines_30Rnd_556x45_Stanag_green0";
ammo = "B_556x45_Ball_Tracer_Green";
};```
30Rnd_556x45_Stanag_green and 30Rnd_556x45_Stanag_red inherit from non-tracer mag and should in theory not show tracers either
ah wait, i see
they inherit the lastRoundsTracer = 4;
the 75rnd are reload tracers, not full tracers. same as the regular 5.56 mags
oh
this looks like an issue with magazine string names
okay that makes a lot more sense lol. mb
yeah, the magazine names are wrong. they should be reload tracer, not "just" tracer
this kinda sucks
maybe i should just turn them into full tracers
ok, will change them to full tracer
easier to do it like that, and i feel like it's more useful as well
so are we getting new mags for next update?
hidden assets for modders to use?
modders can do it even easier than we can
if we add a new string it has to go through localization
ah the bane of modding
modders can just inherit the class, rewrite the name, add that other shebang and done
press release button
⚠️ Official Arma 3 WS+RF CDLC servers were updated with hotfix https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3537965 , https://forums.bohemia.net/forums/topic/284155-reaction-forces-changelog/?tab=comments#comment-3537966 ping me if there are any issues
@hallow widget love the new ZU sounds 
the rotation reminds me a little bit of trying to start a lawn mower 😄
Hi, @hallow widget, do you check Feedback Tracker? I'm just wondering why my tickets weren't resolved neither in the recent update nor in hotfix (the same for RF). Maybe you're unaware about them, and I should have written about issues here?
i rarely look there
it's often spammed by bots
stabilized turret is on purpose, because it was a pain to use them
But this is unrealistic, especially considering that even Nyxes have unstabilized turrets!
yes, i call that a bug in the nyx turret
it's weird that it isnt stabilized
it's not really about realism, but being a pain to use when actually playing
Why wasn't this done for all offroads then? It's weird that armored offroads have stabilized turrets, but regular offroads don't.
because it's not good for us to change it in vanilla vehicles
mods like aegis do this
which is what we adapted to in this case
OK, understood.
it's like that for years. nobody ever complained 😄
https://feedback.bistudio.com/T181629 can be marked as resolved.
https://feedback.bistudio.com/T180845 -- what about this ticket? Seems like it was missed?
nah, it was on purpose. we have no texture variant for that
snake camo is just sprayed over the black one
I don't know when it happened, but the motion sensor has been not working since some time ago . It doesn't detect any living things within range. Is there any way to solve this? Of course, I tested it without loading any mods or CDLC other than WS.
https://imgur.com/a/X7OR1iE
Works fine for me.
Try outside of the arsenal. The guys there don't even show up on thermal.
It works in Arsenal for me.
Yup, still not working
https://imgur.com/a/VV0MrfQ
- 100% vanilla?
- Ever moved UI elements in the settings?
- Yes
- No
Verify the game?
It might take a very long time, so please wait.
Cause identified.
Motion sensors do not work in profiling builds.
But to use multithreading I have to use profiling build, anyone knows when this will be fixed?
We don't know. Up to us or them
Multithreading is always in vanilla arma, the perf_prof just improve it a bit.
... oh
Indeed issue is found. But due to how Profiling is having frequent changes, I'm not going to push into our internal
The Profiling build always breaks everything. One time it made it so** all missile launchers could not lock on** (luckily they fixed it very quickly).
Actually Dedmen should use the dev branch for these experimental stuff until they're ready, but since pretty much no one uses the dev branch at this point and there are no dedicated testers for A3, he has to use the perf branch to get as many testers as possible 😅
i'm always on dev
Please can I request SIFA get a Rifleman with a PSRL-1 in Eden/Zeus.
I think that it's too high tech for them and they would just use the RPG-7 (Apex though). Nobody ever uses the default loadouts anyway so just make your own in Eden and make a composition or mod for Zeus.
Why do you ctrlMapSetPosition every frame 😢
// dunno why I have to do this but somehow I need to tweak map pos
But whaaai
Yeah 2.20 you can just do ctrlMapSetPosition [] once, instead of that babble, and it'll stay in its control group. and ctrlSetPosition to set width/height
Initially, it was actually done once, but due to IIRC some issues especially with save/load it is just really easier to implement the "fix"
save&load is really a huge pain in the ass when it comes to scripts. a lot of stuff breaks when you reload the game
And the intention is to do this is to sync the control with the UI elements
Ah but the UI is closed on save&load anyway right?
So if you store variable on the control whether it was initialized yet
huh the map isn't even in a control group 🤔
ctrlMapSetPosition is only needed as a workaround for a bug with maps in controls groups.
If your map isn't even in a group, which that one isn't, then you can use normal ctrlSetPosition
uff something is broken there 
The map IS inside a controls group.
But ctrlParentControlsGroup returns null 💀
Huh, does that mean we did something bad or?
i bet this is all dedmens fault 😡
AH gosh, its the display of the side display that is positioned 💀
wtf is that emoji
yeah, it's very.. uhm.. you know.. i can't write it here 😄
The emoji that shows love and affection to Dedmen of course
official a3 server lore
It is an easy fix for the WS team, they need to add the hold action to an invisible wall (EDEN ITEM) and then place that invisible wall on top of the object that is supposed to have the holdaction. Otherwise the players have a very hard time aiming at the exact model of the object that has the hold action. The smaller the object the more chances that players are not able to see the hold action interface...
Are you on the Profiling/Dev build? They break A LOT of stuff.
How are your FPS now compared to before?
It would be great to report such issues in Profiling branch to #perf_prof_branch , otherwise they may easily slip into 2.20 main 
I hope you're making sure that we get told about stuff that breaks.
Because if no-one tells us, we might not notice and it will go into the next main game update..
Even right at start, the very first hold action for recruiting contractors on the laptop, is already not working for me.
Maybe its all hold actions in the mission 🤔
But non-profiling also has its issues 😄
on profiling that atleast says 0% like it should
Mh. extractions initPlayerLocal is a bit weird.
That question mark, is a zero-width space.
But that will break the remoteExec
&& cursorTarget == lxWS_MerLaptop
There is the bug that breaks WS.
cursorTarget only finds AI targets that you're looking at.
cursorObject finds the object you are looking at.
In profiling branch, I didn't want to waste performance by making AI groups calculate targets for hundreds/thousands of static objects that realistically will never ever be targeted. Guess I have to revert that optimization...
when does the update hit? we can squeeze out a hotfix for ws in the meantime
well, could try to
The optimization is only enabled on profiling branch. It won't go into 2.20 update
ok, so we have time to do it
however, now all content that uses cursortarget probably needs to be investigated, not just our stuff
Maybe I can just exclude the players group for that optimization. So for player it should keep working.
But its still a waste
https://community.bistudio.com/wiki/cursorTarget the wiki page probably should mention that. since truth told, i never even bothered with cursorObject ever, as far as i am aware.
feels like a pretty big change that can break a lot of missions / mods
The target has to be known to the player to some degree (knowsAbout > 0). If target is completely unknown, command returns objNull.
That part of the wiki is the part that matters here.
cursorTarget also returns locked target for the duration of the lock even if there is another target under the cursor.
And that isn't what you want anyway is it? You don't want the locked target, you want what the player is looking at. What if player locks the laptop as target, but then turns around and looks away.
so cursorObject is anyway what you're actually intending to be doing.
sure. just saying. i actually never saw cursorObject being used anywhere at all
even if you google issues relating to "looking" at stuff, you get people mentioning cursorTarget, and not cursorObject
Many mission scripts use thje command, it is very useful in many scenarios.
Would be great to have an alternative that does not require knowsAbout > 0 thou...
Perhaps already exists?
cursorObject...
Ohhh wait, that was recently changed or has always been like that?
Whoosh
cursorObject is more precise tho, cursorTarget mostly behaves like a scroll menu in terms of detection IIRC
I'm the opposite. I've never seen anyone use cursorTarget 🤷 (until now)
yeah when cursorObject got added I basically stopped using target entirely
Has anyone experienced an issue where the motion detector for whatever reason functions as a GPS only? Some patterns I noticed are usually after dying and respawning.
Not sure if this is a bug or maybe one of my mods is causing an issue.
in mp?
Yeah, in MP.
There's one mod that's immediately relevant that comes to mind, enhanced GPS, but I don't have a clue if that would actually be the issue. I'll test without it.
Actually, according to some codes, that does not have a check of Respawn. That might be it
Fixable but don't expect it in days
Few hours back I made a test and failed to make a repro. What kind of Respawn you use (in description.ext?)
Unsure. I’m not the mission maker. It was just something I had noticed while playing.
Granted, it could also be a result of a convoluted conflict arisen from a lot of mods, though only one of the mods that was being used would be immediately applicable.
I would have to try and reproduce myself.
If you play a Workshop mission that happens, post the link. I'll check later
Failed to repro still after some tests. It even already checks for respawn (TIL EntityCreated is working for it). If you believe there is an issue, please report more info @gleaming anvil
It is a known issue on the dev brach that dropped weapons keep jumping in the air every 5 seconds or so?
I don't play on stable so I don't know if that happens there too
Also, the "Press Space to Skip" on the extraction starting cutscene doesn't work on DEV either
it's a bug in a3. known, but for now nobody seems to know how to fix it
happens on all terrains. on some more often than others
regarding press space to skip, did you rebind the use action key?
Yes, to the F key, but F doesn't work either
Pressing SPACE makes the UI flintch but it doesn't continue
I guess the UI lies because it states SPACE when it should state "Action Key"?
Playing on Malden doesn't replicate the issue. Maybe it is due to the Garbage Collection system? It is obviously some sort of check that happens every 5 seconds or so
no it has something to do with terrain size / cell size
ws terrain has a smaller cell size since we needed more terrain detail. this is likely the reason why the issue pops up more frequent there. however, it has also been reported on spe terrains, and i saw it on livonia and at least once on tanoa
Have you tried disabling the collision for those weapon containers? https://community.bistudio.com/wiki/setPhysicsCollisionFlag?useskin=darkvector
no that's not how this works
i just checked the intro code in extraction. pressing enter key should also do the trick. even though it says to hold space, different keys can skip it as well
Lets hope that @past quartz eventually looks at it then, can be immersion breaking when lots of stuff is on the ground
I've had some instances of running around buildings getting killed by the building's physics and then falling into its geometry while unconscious (so inaccessible for revives from other players)
Don't know how fixable is that without messing with handledamage to prevent building collision damage on players
we cant fix that at all
Would it be possible to make UNA an INDFOR faction as well? Currently there's no (easy?) way of having them neutral (which would probably be the most common use case for UNA assets)
Why is the map blacked out with the error message "cannot connect to the positioning system" when I'm flying a drone?
is this normal?
No I'm talking about the western sahara senario
it's always with drones
drop a drone into 3den, connect to it and open the map screen - same behavior
oh wait, it's not. maybe difficulty settings
Most likely, protection against things falling under ground. Logs in RPT that thing was falling, and teleports it up above ground.
it's the same issue with the vehicles / wheels jumping. i posted videos about it some months ago
Please fix it! Or at least tell the map makers how to prevent it 😉
Also, when the engine teleports the thing above ground it does so unnecessarily high for some reason and then when it falls back to the ground the object again rests beyond the threshold that is considered by the engine "below ground" and then does the teleport thing over and over again...
You should be able to vote yourself admin.
Are there any mods that take extraction to other maps? Such a good scenario 👏
No
We need Western Sahara - Playable Content Plus! 😄
Reaction Forces
I know, but it's for RF, we need the same mod for WS.
tbh it's kinda for both by now
it adds content for both dlcs
at some point in the future i might rename it
Extraction would fit perfectly for Takistan or similar terrains.
we cant really port it. it's too tied in with the ws terrain
and tbh it's more fun to make something new than reheating the old
I used WS assets in my Wasteland Takistan and they fit perfectly.
it's not the assets, it's the text, vo, videos, images, etc
Yes, agree.
Technically "if you don't care you can use, otherwise ignore it" would work
Anyone want to do this Coop?
Put it in #arma3_official_servers I think. BI runs them and it shouldn't be happening.
Hello, is it possible to somehow use animations from the WS dlc in Zeus? specifically "Acts_ws_anim_prayer_loop" I tried playMove/playMoveNow and SwitchMove but neither worked when I tried to enter it into init AI. Could someone advise me how to do that?
Holy fuck. How many mines did you put in this village to disarm? I know it's an optional mission but I have to have removed at least 50 over the last hour. Jesus Christ.
Use an ED-1D drone and drive over the APERS mines and shoot the AT mines and it will take less than 20 minutes.
depends if you play SP or hosted MP
LoL, Yes, Lex's threshold for repetitiveness is significantly higher than mine. Throw in the having to check all the bodies for intel, and I just can't take it. I've tried to play Extraction 2-3 different times, but have never been able to complete it for these reasons.
you can ez skip the mine task. it's mostly made for the mp version. however, it shouldnt take that long even in sp if you use the demining drone or the robot to drive over them
regarding the bodies, that's what the hold action is for. go to body, hold space, and it will tell you if there is something or not
if there is not, no need to go into the inventory and you can move on right away. takes a second
I opt to bring my own explosives 🤓
Or spot all the mines with the demining UAV and shoot them with the Marid
ehem mortar the entire neighborhood is acceptable to clear it out of mines
It's not like there's much there to save anyway 😁
then you have never been in location like that irl 😄
I'm talking about the game tho 🥲
The village has like 1 house that's not in ruins
The village has like 1 house that's not in ruins
yet :D
i am talking about game too.. i doesnt have 1 house that not in ruins.. I have feeling that players here have really hard times with basic counts.. since you are saying there is 1 house and other say there is in SP more than 50 mines which is also not true at all .. 😄
I mean, I'm not exactly being overly serious. Just goofing around lol
But the village where the task usually spawns is very small. There's like 2 intact buildings inside the mine area iirc?
I think I've only had it spawn in the other larger village in MP
Not sure if intended or not, but that's what I've observed anyway, from rough recollection
It's been a while since I last played extraction. But I completed the demining task on every playthrough 
I ended up just finishing it the hard way. It was probably worth it for the 2000 dollareedoos. I am enjoying the scenaro overall. FWIW the corpse searching doesn't bother me that much because as a compulsive packrat (and long time RPG player) I search every corpse for potential goodies anyway 😛
Is it possible to disable the changed running animation in WS cDLC?
Whut?
ws does not change the running animation
All servers or just some? I image you have a corrupted/old file.
!steamverify (I love the bot)
Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
I tried to join 2 or 3 yesterday and they all worked.
Hey is there still an issue getting the IED drone to drop it's grenades?
If there ever was it was many years ago.
So they will autonomously drop the grenades? Becuase I'm having trouble tryingg to get that to work. It works if I take control, but I want the AI to do it
If it's doesn't it probably just isn't possible in A3 for the AI to do something like that.
Look I know you're trying to help, but guessing doesn't help.
The demining drone will drop it's demining bombs just fine, it's only the IED UAV that seems to struggle
The demining drone doesn't though.
Yes it does, I literally just did it
Prove it. It just flys off into infinity for me.
I said i literally just did it. If you don't believe me why would I waste my time proving it to someone who calls me a liar?
I'm not calling you a liar, I'm telling you to show me.
And I'm not your dancing monkey
And now it doesn't matter because I've got it working with the IED drone too...
How though? It neither works for me.
I thought you meant getting the AI to do it normally.
the IED drone is pretty much using the exact same mechanics as the demining drone. just with a stronger payload
Is anyone else getting this issue with RC40 drones, expecially the Scout version, where it just randomly gets deleted? It only seems to happen when I get it far enough away from players.
Oh my god while writing this it just occured to me: is the RC40 somehow being added to garbage collection? My scenarios in which it happens only use vanilla garbage collection which has a minimum distance from players before deletion
Also on the topic of the RC40, could their Visible/Audible coefficients be adjusted so that the AI is not able to just spot them from 200m away? The AI goes nuts as soon as one is in the air, while I struggle to find it when its right next to me so that I can pick it up.
#reaction_forces tho
whoops
hey @cunning junco idk if you remember me lol
but I posted this bug that Independent Faction's Tura Infantry group doesn't show up on Zeus back in 2022...
and I think it was fixed in this patch thanks!
but now I'm here again in 2025 to say... I don't see it anymore again 😆
and I'm still not able to post images 😆
Is this an appreciation post or bug report? Why I got a ping?
a report of appreciation
I did add the ✅ but I still cannot post...
also it's a bug report
Independent Tura's Infantry group is not showing up for Zeus somehow... again now in 2025...
also I DM'd you the screenshot for proof
zeus configuration is just absolutely terrible. i have no idea why indep tura classes dont show up
they use the exact same setup
damn, so we don't know why?
I'll take a look if the pbo files are decrypted later today I've done some share of scripting with Arma
they are not decrypted
the vehicle groups show up, only infantry doesnt. but the soldier classes themselves are all fine and show up
so why the infantry groups dont show up... makes no sense to me
ok, fixed it. had to create new classes for some reason. should have made that a long time ago anyways, so whatever
omg thanks!!!
How does the release for these creator dlc's work?
Will it be out in the next big patch or will it be released in like a single minor version bump fix?
next patch. dont know yet when exactly
btw super curious what do you mean by need to make new classes to support these groups for Zeus?
I'm also wondering this to see if it's possible to write my own patch in the meanwhile before this is officially released
Lexx about next update:
it's just some fixes
so if anyone still has something that smells like an issue, now is the time
the next time might be a year away
also some personal experience with groups not showing up for Zeus but individual units are, is that all the units within the group need to be added to the first hashmap at the top of the CfgConfig file, like the exports?
I wonder if the fix is needing to add the units to that hashmap Lexx
no, pboproject automatically fills the array on compiling
dang so what is the real fix and what are the new classes for?
I dont know the conditions for units to show up in Zeus. it is not just the scope Curator property, but might also be related to the base class config
so you made separate classes for the units for blufor/opfor/indep as the fix?
if you inherit from a class that has scopeCurator=2, it won't work. your new class needs to have scopeCurator=2 as well.
the independent tura soldier classes are still the very old names, which all others are then based on. what i did now, was disabling those classes (hiding them, to keep old compatibility intact), and adding new classes with correct names
basically class I_Tura_scout_lxWS: I_SFIA_scout_lxWS { DLC_META_PUBLIC; uniformClass = "U_lxWS_Djella_O_02_Sand"; }; etc
for generic player, nothing changes
old classes are still valid and exist
technically nothing in those classes is different from the base class. but zeus can see them now, unlike before
ahhh I see, that does sound like some shenanigans in there
so blufor/opfor had new classes that inherited the base indep class, and has scopeCurator: 2
and the base indep did not?
and we just had to create a new class for indep with scopeCurator: 2 that inherited the original base indep Tura?
long story short, i still don't know why zeus can't see the old classes, but it sees the new classes, so whatever - i don't question the dark arts, i'm just glad the problem is solved
base indep class also has scopeCurator=2
that is indeed dark magic...
which is why i say that i have no idea why it doesn't work
maybe it's a compiler bug
so the base indep Tura class was not added to the array at the beginning of the CfgConfig class
the class having scopeCurator 2 and being in the array at the beginning of the CfgConfig class is the only two conditions I'm familiar with for groups with those units showing in Zeus that I know of anyway
the classes are there, you can check in config browser
make sure you list them in CfgPatches
are the working and not working classes in same addon?
yes
it's possible that some other object causes them to now show up in zeus. my theory is that it's the uniform connection.
similar to how vehicles wont show up in zeus if the driver doesnt also show up in zeus
It is not supposed to work like that 🤔 As far as I can see, inheriting that should work
Can you give me classname of an old class? In CfgGroups?
for example I_Tura_InfSquad_lxWS in current release version
wait, wrong
😄
no, that was correct indeed. i did not change the group name, i changed the soldiers inside that group
I_SFIA_enforcer_lxWS to the new I_Tura_enforcer_lxWS etc.
as mentioned before, the classname was wrong anyways. the guy was part of SFIA pre-release and then got moved to the tura faction. should have been changed years ago.
i'm 90% sure the group works now in the new build, because i swapped the uniform in that new soldier class.
however. still odd that the vehicle groups are showing just fine, and they used the same soldier classes. so it might as well be something else entirely. who knows (certainly not me)
The group gets hidden because `vehicleClass = "I_SFIA_deserter_lxWS"``is not allowed. Probably the one you said is missing
it's not missing, and it does have scopeCurator=2
since the soldier class itself does show up in zeus
just the group doesnt
it's.. weird
actually wait, deserter is the only class that is missing?
Ok investigating, it has that unit down as not allowed. Its not in the allowed units list.
But that should also mean its not shown as single unit.
Only the direct members are checked, Not crew in vehicles in group.
After that class it aborts..
i think i see the problem then
for some reason, this class is set to be protected
yess only the deserterr is missing
ok, then i understand it
I_SFIA_deserter_lxWS is indeed an old class. i have added the new I_Tura_deserter_lxWS already in patches before for some reason that i can't remember anymore. in that same update i did not update the group configuration, since who the hell can think of all of that shit
this is why in an earlier update the soldier classes groups were showing correctly, then not anymore.
I'll try to add some debug log there to tell you why its missing
since i have now revisited everything with new classes, i accidentally fixed the issue at the same time, so the groups are showing up correctly again.
still, though. is this really necessary? why can't a group config force the units to show?
why would the whole group hide from zeus because of a single unit?
The unit is considered "not alllowed".
And not allowed units should not be spawnable. And can't spawn the group with a missing unit
a debug log entry about it would be useful indeed
who knows what else is missing 😄
in any case, i'm happy that i finally changed the unit class names. this was bugging me for years 😄 (old classes remain for compatibility, though. just hidden now)
Hmm Lexx is active in WS chat, i sense Yupdate
not exactly a secret

Fairly sure scopeCurtator had to be defined explicitly in each class - maybe it has changed by now [A3 uses also macros for that along with author from what i recall]
one can check via sqf if a parameter is inherited or defined by a class; naturally the engine can do the same
yeah, i'm pretty sure it's a must-have. i've added it to my own macro, so by default it will be everywhere, specifically because i ran in to this very issue in the past.
The Arma 3 Creator DLC: Western Sahara update v1.1.7 has been released! Changelog can be found here: https://store.steampowered.com/news/app/107410/view/537746474022209056
FROM: Rotators Collective TO: Arma 3 Creator DLC Users UNIT: Western Sahara ACTIVITY: Update 1.1.7 SIZE: ~2.7 GB Changelog DATA ADDED: Offroad (Zu-23) variant for the Tura and FIA factions ADDED: Zu-23 texture variants (Black, Beige, SFIA2, White) FIXED: Side window on the Offroad (Desert) variant wouldn't hide correctly on destruction FIXED: Re...
jokes on you they barefooted
jokes on you that is not a toyota
Official Arma 3 CDLC WS servers were updated, due to some issues they on #perf_prof_branch server binary , please let me know if there are any other troubles.
The Offroad (Zu-23) is amazing!
Now more than ever WS is, besides APEX, the must have extra content for any and all Arma 3 fans.
God I wish those middle east buildings made it into the vanilla pool so we didn't rely on CUP or JBAD anymore but the world can't be that perfect
Official Arma 3 CDLC WS servers were updated, due to some issues they on #perf_prof_branch server binary , please let me know if there are any other troubles. {forgot to post it, already happened yesterday around 15:00-16:00 CET)
2.20.153799 new PROFILING branch with PERFORMANCE binaries, v71, server and client, windows 64-bit, linux server 64-bit
- Fixed: When PhysX object repeatedly falls below terrain, it will now be put on top and put to sleep to prevent it from falling again
☝️ Did that fix the issues in WS @hallow widget ?

