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Posts posted by simicsko

  1. 21 minutes ago, Harzach said:


    Just selecting the squad leader unit type does not make it the leader of its group. As Gunter says above, make sure all relevant units are grouped to your player units such that the player units are the leaders of their respective groups. 




    I made a video so you can see the scene:


    https://www.youtube.com/watch?v=nmP2lrR1EbM  (The video is in HD quality, now rendering by YouTube)


    The video shows that my player character can control the tank crew from the commander's and gunner's seats without grouping.

    In the mission, my son's playable character is set up the same way, yet he cannot control the tank crew. You can only control the tank crew by grouping them.

    What makes this difference? (If you want, I can also make a video on my son's computer)


  2. 7 hours ago, Gunter Severloh said:

    What i would suggest is checking the ranks of the AI crew and make sure they are below yours, also you could just group the ai

    crew to you so that you do have command of them, or the driver.

    What kind of tank is it vanilla, or mod and how many seats are being occupied by AI, just the driver, or another like loader and radio operator?


    It is certain that our rank is higher than the tank crew, since our rank is sergeant and they are private by default.

    Grouping works naturally for my son, but if, for example, his team is sitting in the tank and in another vehicle and he gives a DISEMBARK command, his team will get out of all vehicles, and thus also out of the tank. Issuing the command one by one is quite inconvenient.

    The Tank type is Slammer (NATO tank), although now that I've installed the ACE3 and RHS MODs, it's called Merkava.

    The question remains, why does the tank work without grouping for the machine running the mission, while the connected client machine does not? What could cause this? What can be configured to work on all machines?

  3. I have been informed that by using the RHS AFRF and USAF MODs it will be possible to insert pontoon bridges into the mission. However, I did not find any pontoon objects. Can anyone help with this?

    Here's a video about it too:



    I installed the following MODS:
    ACE  Compat - GM
    ACE Compat - RHS USAF
    ACE Copmpat RGS AFRF


    I also put the following scripts into the mission folder: https://gitlab.com/Timv3/arma-3-pontoon-scripts


    Can anyone help me how this will work?


    UPDATE: I found the PMP-60 pontoon objects, but I don't know how to use them. All I can do with them is FOLD/UNFOLD, LOAD in NEARBY VEHICLE and CLIMB ABOARD. How can I use these to build a pontoon bridge on the water surface?



  4. 16 hours ago, Harzach said:


    I think what Gunter is saying here is essentially "make sure his unit is the group leader." If not, then he will not be able to control the vehicle fully from the gunner seat. I just tested all permutations of grouping and that was my conclusion.

    The playable characters are sqad leaders. It's also a group leader, right?

    So if I sit in a tank as a squad leader, do I have enough rights to control the tank's crew?

  5. On 8/28/2022 at 6:47 AM, Gunter Severloh said:

    Hi, an idea is instead of creating a new tank with its own crew and setting up the crew like your tank is,

    just copy and paste your exact setup and then set the player your son is to be as playable, that should work.

        Just make sure that if you want your son to have full command like you of the guns and such that his unit character is not automatically being grouped

    to the other units in the tank he's in because then he may lose command or the ability to have free access to do the same as you.


    You can turn off automatic grouping in the editor go to settings at the top, then to preferences, then down to misc and it will

    say "Automatic Grouping", uncheck that box and they wont be automatically grouped together when you place them.


    If thats not the issue then at least it would eliminate a possible issue that could occur because of the group/rank hierarchy.


    The playable characters are not grouped with anything, I am convinced of this. We discovered something interesting:

    We create a simple mission on my son's machine with two identical playable characters. Both characters are squad leaders and their rank is sergeant. That's enough to control the tank crew, right?

    We put into two tanks and removed the commander from both tanks so we could sit inside.

    In this case, my son who hosted the mission was able to control and shoot while sitting in the tank, but I could not.

    So I think there is some Server/kilens issue here.

    Any ideas?

  6. On 4/21/2022 at 5:57 AM, rowdied said:

    In the mission folder.

    What I did is copy the info from above and pasted it into a text file and renamed it fuel.sqf (you can name it anything you want)

    Make sure you rename the file form .txt to .sqf and then place it into a folder inside the mission folder called scripts (the folder can be named anything you want)

    Next you have to reference it in the init.sqf which is also in the mission folder. If not you will have to create it like you did the fuel one.

    Next place this code in the init.sqf;


      [] execVM "scripts\fuel.sqf";


    and thats it


    it should now work in SP or MP and even on dedicated servers.


    Make sense?


    If not pm me


    It works, thank you very much. 😉

  7. Hi All!

    I have a problem in multiplayer:

    My son and I used to play by starting a server (HOST SERVER / LAN) and connecting to it with his computer. When we go with tanks, we both sit in a tank. There is a crew in both tanks, but I leave a place in both tanks so that we can sit inside. If I sit in the tank instead of the GUNNER, I can start with it, I can drive with it and in the meantime I can move the turret and I can shoot with it. However, when my son sits in the tank instead of the GUNNER, he can only rotate and shoot with the turret, he cannot move with the tank, even though he is defined as exactly the same player as me. You can only drive and shoot with it if the occupants are previously assigned to it as a group/team in the editor. I just sit in and go/shoot.

    I believe that this difference may be caused by some game setting...

    So the question is:

    What needs to be set so that the player on the machine connected to the server running on my machine can use the tank in the same way as me?


    Thanks in advance.

  8. On 4/19/2017 at 10:45 PM, aimgame said:

    Thank you all!

    Now i got this one working well on dedi server:

    KK_fnc_setFuel = {
        private ["_veh","_fuel"];
        _veh = _this select 0;
        _fuel = _this select 1;
        if (local _veh) then {
            _veh setFuel _fuel;
        } else {
            PVsetFuel = _this;
            publicVariable "PVsetFuel";
    "PVsetFuel" addPublicVariableEventHandler {
        _veh = _this select 1 select 0;
        _fuel = _this select 1 select 1;
        if (local _veh) then {
            _veh setFuel _fuel;
    _rate =  0.001 ;
    _loadMultiplier = 0.001 ;
    _tooStopRate = 0.001 ;
    _tooSlowRate = 0.003 ;
    _tooFastRate = 0.005 ;
    _speedMult = 0;
    while {true} do 
    _veh = vehicle player;
      if (_veh != player) then {        
        if ((alive _veh) and (count (crew _veh) > 0) and (isengineon _veh) and ((fuel _veh) > 0)) then 
                _crew = count( crew _veh);
                _load = _crew * _loadMultiplier;
                _speed = speed _veh;
                _fuel = fuel _veh;
            if (_veh isKindOf "Air") then 
                        _speedMult = _tooSlowRate; 
            } else {
                        if(_speed == 0 ) then { _speedMult = _tooStopRate; };
                        if(_speed < 60 ) then { _speedMult = _tooSlowRate; };
                        if(_speed > 60 ) then { _speedMult = _tooFastRate; };
                _realLoad = _rate + _load + _speedMult;            
                _fuelc = (fuel _veh) - _realLoad;    
                [vehicles select 0, _fuelc] call KK_fnc_setFuel;    
    sleep 10;

    Have some small fps lags there... but still not sure about the reason... I'll do some more checks with and without this script, and give a feedback. Any way im realy glad its even working now!


    Hello. Where do you install this script? What do you call it?

  9. On 3/30/2022 at 8:29 PM, dreadedentity said:

    Init fields are run before any of the init scripts, so even if this were possible it wouldn't do anything. Check out the Initialization Order. Also, does this require the function to be called in the init field? Why not this:

    _myVehicle = createVehicle [etc...];
    ["init", [_myVehicle, "PHOTOS\Photo_1.jpg", "Target Area"]] call BIS_fnc_initLeaflet



    It works! Thank You so much. 😉

  10. On 7/15/2016 at 4:41 PM, Tajin said:

    I tend to just delete those hold waypoints when I don't need em anymore. (the downside is that the waypoints get renumbered)



    If you don't want to do that, you could also use this to activate the next waypoint:


    _grp setCurrentWaypoint [_grp, (currentWaypoint _grp)+1];


    It's perfect! 👌

  11. I would like to place the following code in the init field of an spawned object by a script:

    ["init", [this, "PHOTOS\Photo_1.jpg", "Target Area"]] call BIS_fnc_initLeaflet

    As I have read, the setVehicleinit command has been removed from the Arma, but I have not found a clear replacement for it.

    Can anyone show me a solution for this?

    Thanks in advance...

  12. Hello! There is a script I found on one of the forums and formatted it for my own use. However, I have a little problem with it:

    The task would be for the helicopter pre-positioned in the editor to lift the also pre-positioned Prowler jeep with a wire rope and transport it to the player's (Alpha_1) current position (WP1) and place it there. It then leaves the area and is deleted.

    When I test, it works fine in both Single player and Multiplayer modes as long as only one player is present on the quest. Once we’re two, he’ll deliver the jeep to where I’m going, but he’ll put it down for a moment and then pick it up again and take it. I emphasize only if we are already on more than one mission.

    What could be the problem? What needs to be changed to work properly? Do I need to set anything else for multilayer mode?

    Thanks in advance...







    _success = Supply_Heli_1 setSlingLoad Jeep_3;

    _POS11 = getPosATL Alpha_1;
    _POS12 = getMarkerPos "Supp1_WP2";
    _POS13 = getMarkerPos "Supp1_WP3";

    _Supp1wp1 = SupplyTransport_1 addWaypoint [_POS11, 0];
        _Supp1wp1 setWaypointType "UNHOOK"; 
        _Supp1wp1 setWaypointSpeed "FULL";
        _Supp1wp1 setWaypointBehaviour "CARELESS"; 
        _Supp1wp1 setWaypointCombatMode "GREEN";
        _Supp1wp1 setWaypointStatements  ["true", "Supply_Heli_1 flyInHeight 10;"];
        _Supp1wp1 setWaypointStatements  ["true", "_success = Supply_Heli_1 setSlingLoad objNull;"];

    _Supp1wp2 = SupplyTransport_1 addWaypoint [_POS12, 0];
        _Supp1wp2 setWaypointType "MOVE"; 
        _Supp1wp2 setWaypointSpeed "FULL";
        _Supp1wp2 setWaypointBehaviour "CARELESS"; 
        _Supp1wp2 setWaypointCombatMode "GREEN";

    _Supp1wp3 = SupplyTransport_1 addWaypoint [_POS13, 0];
        _Supp1wp3 setWaypointType "MOVE"; 
        _Supp1wp3 setWaypointSpeed "FULL";
        _Supp1wp3 setWaypointBehaviour "CARELESS"; 
        _Supp1wp3 setWaypointCombatMode "GREEN";
        _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"];




  13. On 5/9/2017 at 5:11 PM, TheDragon117 said:

    I'm using a Huron and a Wrangler so I don't think its the weight. it doesn't even reach the point that it attempts to descend to lift.


    I know if the few very old threads I'd found about this it was commented that part of the issue is that the waypoints can't snap to a spawned vehicle for some reason (well beyond my understanding assuming it is still true.)

     If I'm fully understanding your function to hook the jeep, the helo should be looking to pick up that type of cargo at the waypoint which I would imagine should  correct the snapping to a spawned vehicle issue. The thing I can't seem to fully wrap my head around, is the way I tried to work around it, the helicopters seem to clear the waypoint long before reaching it. somewhere between 50-100 meters. I'm wondering if you think switching from markers to invisible helipads might make the waypoint completion radius smaller. currently I'm using empty markers. 



    Hi. I would be interested in that too. Did you finally get the solution?

  14. On 9/6/2015 at 5:55 PM, l337acc said:


    I just gave that a try. Unfortunately it doesn't seem to work either. I've made a demo mission just to be sure:




    Here's another version with how your "supposed" to use the lift cargo waypoint (i.e. putting it directly on the vehicle). However, the problem is that the helicopter is moving to the previous truck position (beginning of where it starts) before actually picking up the truck. Even with setWaypoingPosition it keeps heading towards the truck but going back to the start position of the truck. I'm desperately trying to avoid this, because in the actual mission the truck starts off like 10km from the helicopter.




    The CargoLiftTest2 version working perfectly. Nice work! 😉

  15. 3 hours ago, Harzach said:

    As @POLPOX says, createVehicle creates an empty vehicle (as opposed to BIS_fnc_spawnVehicle, which spawns a fully crewed vehicle). Reading the Biki entries for these commands/functions will provide you with this information.




    Yes, now I understand. Sorry to ask too simple questions at times, but now I'm learning this scripting method, so it's not always clear to me what's being described. Thanks for help. 🙂

  16. 1 hour ago, Harzach said:


    I've seen this website before. Where on this website is the solution for me? What do I do wrong?


    I tried this but it doesn't work:

    _car1 = ["B_MRAP_01_hmg_F", getPos player, 180, west,[], 0,"NONE"] call BIS_fnc_spawnVehicle;
    { _car1 deleteVehicleCrew _x } forEach crew _car1;


    I got this error:

    { _car1 deleteVehicleCrew _x } forEach crew _car1;

    Error Generic error in expression


    The vehicle spawned, but the cerw is inside.



    sorry, I didn't focus enough: the deleteVehicleCrew command only works with the createVehicle command:


    _car1 = "B_MRAP_01_hmg_F" createVehicle position player;
    {_car1 deleteVehicleCrew _x} forEach crew _car1;


    It works, thank You for Your help Harzach. 🙂

  17. 1 hour ago, _foley said:

    One way to achieve this is to give the trigger a global variable name instead. Then you can do this in your spawn script (assuming that your trigger is assigned to myAreaTrigger) 

    _REDSquad1 = [getMarkerPos _spawnMarker,East, (ConfigFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup;
    _REDSquad1 spawn {
    	waitUntil {
    		sleep 1;
    		(leader _this) inArea myAreaTrigger;
    	// Your "on activation" code goes here
    	// _this refers to the spawned group 


    How to define this group leader for a trigger condition in the editor?



    Found it:   leader REDSquad1 inArea thisTrigger


    Harzach and Foley, thank you very much for your help! 😉

    • Like 2

  18. 40 minutes ago, _foley said:

    As Harzach pointed out, you need to use a global variable (without the _).

    Be careful when using it in trigger, as it will throw an error if the trigger is created before the variable is defined. If that's the case, you'll need to first check if the variable is defined (isNil).

    Thank you.

    The triggers are currently static, the group is coming to play during the game. i don't judge yet how can I detect this group when it enters a trigger zone?