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Found 280 results

  1. FIXED: First I stripped back a few larger & unnecessary mods & verified the game files through Steam. With Game Logic in mind, I investigated the timings of the errors to what I was doing and deduced: Turns out I had 4 certain persistent scripts running using Game Logic Modules when they didn't need to be. I also had scripts running which made map markers of 'locations' appear and disappear on arrival & when the location is cleared (ect ect) on a Repeatable basis, meaning the engine was attempting to create the already deleted & already created map markers over and over again when leaving and re-entering the vicinity. I've migrated the functions described above to pre-existing triggers (which now delete themselves after use) & almost instantly the issue is gone, no error in RPT logs anymore. I assume it was the map markers causing the issue predominantly and the scenario has gone from gradual degradation right back to 40-60fps with everything still present and working as it should. I also added a task cleanup system where when all of a 'locations' tasks have been finished, the Create Task Modules are deleted upon the final trigger, along with the trigger itself constantly freeing memory. Still a long way to go correcting all mission triggers & Task Modules with this technique but immediately the difference is day & night with only a fraction done so... result. Thanks for the assistance with this all. Also, if you'd like to test the next available version early September, message me over on Reddit ( proj_drk ) where I'll be sharing any news about this scenario. - I am almost finished creating a single player open world operation & in the last few sessions I have been getting the error... 'Tried to create group when group limit reached side Game Logic' The error doesn't specify the script(s) which are causing it. It will trigger after around 25 minutes of gameplay & will continue to do so a dozen times within a second every 45-70 seconds, each time dropping FPS more & more until it becomes unplayable. I am aware that it is perhaps tied to a certain script repeatedly trying to spawn a group. Anyone else had to deal with this / find a fix? I am willing and able to dig deep into the scripts to find & fix or even fully remove the error but right now, I'm not too sure where to start apart from group spawns. I am also open to the idea a script which will perhaps 'kill' this looping error when it first starts if at all possible?
  2. Hello, I'm working on a few spin off mission from the East Wind Campaign and in order to recreate the first mission I created a similar ORBAT view. My only problem is that I cannot load the TF Aegis Helmet into the ORBAT Viewer. The file I am using is the original .paa file extracted from the img folder of the main campaign, and in the Text2View Editor it can be viewed properly. In the following Code example you can see that under "texture" i've added the .paa file which is in the same folder as the mission.sqm file. Furthermore the insignia "Aegis_background.paa" works perfectly fine ... class CfgOrbat { class TFAegis { id = 1; idType = 0; side = "West"; size = "Size1"; type = "HQ"; insignia = "Aegis_background.paa"; colorInsignia[] = {0,0,1,1}; commander = "MacKinnon"; commanderRank = "Colonel"; text = "Task Force Aegis"; textShort = "TF Aegis"; texture = "Aegis_icon.paa"; color[] = {0,1,1,1}; description = "A US-led joint NATO-AAF peacekeeping force stationed on Stratis, with a strictly limited mandate and combat capacity."; }; };
  3. Hi together, Last weeks I learned a lot about localisations, using them etc. with the help of the Forum here. And 90% percent of my planned Mission is tested and works but on one finally point I get absolute in struggle. I wanna use at the very end of the mission following part: - cinemaborder fade in - keyframe animation makes a cameraride around the players - cinemborder fade out - mission endscreen But the Keyframe animation seems to be my personal "endboss" in this way. First of All: On SP and MP it works but all tries to execute on Dedicated was totally failures. And I think it is a Localisation Problem again. I am not sure because of missing Infos in BI Wiki if this Module is Local Arg and Local Exc but I expect. I tried to remoteexecute the BI Fnc direct, I tried to remoteexecute execVM the BI fnc in a separate Script, I tried to to start the BI fnc with a trigger and executed the Trigger by Script (Trigger were mostly used in Tutorials I watched), I tried different settings inside Timeline Modul to play with and without loop and also start paused and not paused, I tried to execute before the BI init fnc. And now I am just clueless. This is such a very cute Feature of Animation and I hope some of you have a idea for me. BI Wiki: Keyframe Animation: https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation BI Wiki: BIS_fnc_timeline_play: https://community.bistudio.com/wiki/BIS_fnc_timeline_play BI Wiki: BIS_fnc_timeline_init: https://community.bistudio.com/wiki/BIS_fnc_timeline_init Code Outro (last Testbuild, changed very often: Code Timeline (not needed to outsource in annother Script I think): Thanks for your support.
  4. Hi Community, I plan to play a small highlight video for our Battlegroup at the end of an ingame campaign. This also works wonderfully on the Dedicated. As a screen, I chose the Land_Billboard_F, which works so far and is perfect for about 15 people viewing at the same time. But every time the video starts, the standard Texture with path "a3\structures_f\civ\infoboards\data\billboard_metal_co.paa" is loaded with a metal and cracked effect, which makes the quality of the display very poor. I have now tried to set a white .paa in the texture field of the object editor, but this is also replaced when the video is starting. And the setting of foreground and background colors in white or black by BIS_fnc_playVideo does not come into play either. How do I get rid of the switch to the standard .paa when starting the video? Do I have to set or change configs there? I haven't gotten into that part yet. I am very grateful for every tip and help. Part of the belonging Script:
  5. Hi Does anyone know why I get this error message when running the mission. Here is my code: Here is what is in my ORBAT module: What have i done wrong?
  6. Hello, As the title implies, I've made my first custom faction using Alive ORBAT and everything seemed fine, worked, and appeared in Editor and when I zeused it locally on my PC for trying. But when I uploaded it on the server it didn't appear when I wanted to use it in Zeus (Yes I installed the mod correctly on the server) The GameMaster Module also has enabled all the Unofficial addons. I used this tutorial https://www.youtube.com/watch?v=vC9eLS7fCWQ&t=1660s&ab_channel=WarIsHell Can somebody please help explain why? Thank you 😞
  7. I want to make a similar type of mission like a RobJ's helicopter pilot mission. But I couldn't understand anything from his mission file. There wasn't much I could refer to. And It's hard to find tutorials for this. Could someone please let me know if you know any tutorials about how to create a mission that create tasks randomly and continuously?
  8. So i am really missing an ingame mission editor, like eden was. The workbench, by all means, is way too complex just for mission creating. "Game Master" would be a start, but it's not possible to have multiple save games. If it WOULD have multiple save games, you could at least use it like a sort of editor, which would be a start or a quick fix. Without a mission editor, it's not arma for me and probably for a lot of other people. this was the pinnacle of sandbox and the reason why i spent so much hours in arma 1, arma 2 and arma 3. Please bohemia, add a a mission editor or make it at least possible to have multiple saves in the "Game Master" mode.
  9. I get it to work when I change "_killed say3D [_sound,10000,1];" to _killer instead. Then my player says those reactions when the enemy dies. But I want it to be coming from "_killed". I get no errors when doing so but there is NO SOUND at all. This is the code I'm running in my death_sounds.sqf. I would be so happy to get this working! { if (side _x == east) then { _x addEventHandler ["Killed", { _killer = _this select 1; _killed = _this select 0; if ( _killer in (units (group player)) ) then { _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _killed say3D [_sound,10000,1]; }; } ]; }; } foreach allUnits; EDIT: I tried stripping the code trying to make it work but no success. No errors but also no sound: { if (side _x == east) then { _x addEventHandler ["Killed", { _downed = _this select 0; _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _downed say3D [_sound,10000,1]; } ]; }; } foreach allUnits;
  10. Hello, i am struggling with animations in multiplayer, I am aware of methods using switchMove alternatively but as far as I know they do not have the animations i want. I am trying to make a unit sit in a chair, the issue i have is in SP everything works, in MP everything works but when I play MP with another person connected to the server the unit will spawn in the ground, or spawn in a completely different location, I tried to delay the animation, making it so the animation is called in the init.sqf at a later point, which worked initially but after testing again today was no longer working, and the units were back in the ground. I tried many different methods of calling the animation such as: if (isServer) then { [[UNIT_NAME, "SIT1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call"]; }; if (local this) then {[UNIT_NAME, "SIT1", "ASIS"] call BIS_fnc_ambientAnim}; [UNIT_NAME,"SIT2"] call BIS_fnc_ambientAnim; The most annoying thing is debugging, it's super inconsistent, sometimes it just magically works sometimes it doesn't, and i can't test unless i have another person join the server, as it all works normally if i play the mission in MP alone. I would really appreciate any help, I'm quite lost and don't know what to try, I just want a consistent way to get animations to work, not change the units position and preferably keeping it vanilla not using any mods.
  11. I am pretty new to Arma editor, but I want to set up a trigger that is supposed to activate on IED explosion, any help?
  12. Hello, I hope this isn't too much of a stretch to ask but there's one thing bugging me. I have the Zeus Enhanced mod and I was wondering if there's any way to use systems made available by it in 3D Editor. What I mean by that is for example - I wanted to use the suppressing fire module provided by the Zeus Enhanced mod, connect it to a trigger and have units appear and fire as the module allows. Also some tools like "Tracers" are way way simpler to use as Zeus, with graphical interface instead of inputting certain weapon names and such. Has anyone encountered an issue like this? Is this mod conflict or a base game limitation? Is there a way or a workaround I could implement? I would be extremely grateful if anyone could be so kind to help me.
  13. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  14. Hi guys, I'm creating a fun map for my friends and after destroying a unit or vehicle I cannot hack UAV or operate another uav. UAV terminal disables. Here is a video: Arma 3 Editor problem. (youtube) Can you help me about it?
  15. Very new to scripting and I'm figuring out how to count the amount of AI that has died at the end of a mission. If you have any answers or help it would be appreciated.
  16. It took me a while to figure this out, if there is a better way, please let me know. This method works for people who wish to delete all of the existing traders within the Exile world. I'm using Altis for my map and will use that directory. You can use this method for any map file. Also create backups of your files incase you screw up. Files you will need: -Exilemod - Copy this folder and past it inside a different folder, rename it to Exilee or whatever. As long as it's named different from the actual mod name. -M3Editor - 3DEN https://github.com/maca134/m3e_3den - Place this in your Arma 3 game directory Start up Arma 3 and add: -@ExileMod -@Exilee (the renamed Exile folder you just copied and renamed) -@m3e_3den 1. Copy your "mission.sqm" located with your map folder under"Yourserver\mpmissions\Exile.Altis" 2. Go to your profile name folder in the documents directory, open the mpmissions folder (create it if you do not have that folder). Then create a folder and name it whatever you'd like. In my case I named it as "myserver". Open up the created folder and paste the missions.sqm into the folder. 3. Start Arma 3 with the above mods enabled, open the editor for your map. To place traders, you must only use the existing Exile units in the Independent faction under the assets tab. You may also place objects around the map, just make sure they are not interactable items (weapons, vehicles, etc.). You will need to save the objects within the "missions.sqm" file (Make sure to save scenario without npc's!). You can also copy and move existing map markers in the map window. For animations you can find them with a quick Google search (Example: Exile trader animations). 4. Once you are satisfied with the placement of your traders, select the "Exile" tab at the top of the editor. Select "Save initServer.sqf" and copy this text to a seperate text document. Do the same for the option "Save initPlayerLocal.sqf". 5. Open up the file "initPlayerLocal.sqf" that is within your server under "Yourserver\mpmissions\Exile.Altis" Delete all the lines after: if (!hasInterface || isServer) exitWith {}; Then open up the saved text file you created, copy and paste everything after the above line. It should look similar to this: /////////////////////////////////////////////////////////////////////////////// // Static Objects /////////////////////////////////////////////////////////////////////////////// // Taken away for now //#include "initServer.sqf" if (!hasInterface || isServer) exitWith {}; // 4 NPCs private _npcs = [ ["Exile_Trader_SpecialOperations", ["AmovPercMstpSnonWnonDnon_Ease"], "Exile_Trader_SpecialOperations", (I did not paste the entirety of it because it would take up this entire page) 6. Now open up the file "initServer.sqf" within your server. Delete All lines before the slashes for the Russian Roulette. Then open up the saved text file you created, copy and paste everything before the slashes. It should look similar to this at the end: } forEach _objects; /////////////////////////////////////////////////////////////////////////////////////////////////// // Russian Roulette /////////////////////////////////////////////////////////////////////////////////////////////////// 7. The final step is to copy and paste your "missions.sqm" file to your server, and overwrite. Edit: Make sure you delete all the objects you used for the trader areas, otherwise you will end up with duplicate objects clipping. Repack your PBO and enjoy.
  17. Hi there. I go to my question straight away. Is there a way or a script to tell AI they can walk freely inside a certain area. Like making an area on a city and then they walk around randomly inside this city until something happens. I'm pretty new to builiding missions and any help on this would be useful., Thanks.
  18. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  19. Hello everyone, I managed to build my own 1v1 map with some additional handy scripts. Now I want to add something else but I didn't manage to find anything on the internet to start with. We realized while playing the game that it would be useful if the enemy player would get pinged on his current location. So my question is if someone has an idea. Quick description: Every minute a position marker (like the tacitcal ping (strg+t)) appears ingame on the position of the enemy player and remains there for 5 seconds. Addition: It would be the best if you could turn this option for the position marker on and off. I would appreciate it if someone can help me.
  20. DennyFrontier

    Enemy AI Behavior

    Very new to the editor here; I am trying to make a simple firefight but I am having trouble getting the enemy behavior correct. I have a small OPFOR patrol walking in a circle around a very small village with waypoints. The waypoints are set to SAFE mode, not careless. There are four enemy characters per group and two groups total. The problem is, when I attack them as a BLUFOR, I can shoot anyone in the group from a distance, lets say as close as 60 meters away and no one else in the group cares that their friends have been shot. And if I run up on the enemy group, they might get a little figgity and shoot a few rounds off at me, but it seems like nobody will refuse to abandon their waypoints I set for them and continue on their way despite me being there. In the base game, it seems like once they know you are there, they stop everything they are doing and try to find you as hard as they can. What am I doing wrong that I cant replicate this? I havent found any good tutorials on youtube because this is probably a very basic thing Im struggling with. Any advice is appreciated.
  21. Hi, basically the question is in the title. How can i group multiple Artilliry units so they fire all at once, once i called Fire Support? (my config so far: Player <-> Artilliry Request node <-> Artilliry node <-> M4 Scorcher in group with three other Artilliry units - in this constellation, unfortunately, they all fire individually one after the other ) thanks in advance!
  22. Hello people, I'm new to the forum and Arma 3, I've never worked with scripts or codes and I really appreciate it if you can help me. I'm having fun with the game editor doing cinematics and I wonder if it would be too complicated a script for the following situation; Imagine an AH-64 or AH-1Z and 3 targets (t1 to t3), a delay of 10 seconds (to open and set GCam) then the helicopter shoots at t1 with machine gun, t2 with hellfires and t3 with rockets. Would it be possible? Thanks for the help.
  23. Hello all OFP fans in 2021. I'm proud to announce (in behalf of OFP community member TonyHawk) new remastered czech "Ruprtova poradna" website was re-released to celebrate 20 years of OFP. https://ruprt.ofpr.info/ Feel free to visit and enjoy the nostalgic feeling. It should contain all original content and some enhancements. Please report any problems or requests at https://github.com/Hawkie94/ofp-ruprt. PS: Original version is still available at http://ofp.ruprt.cz/, but it doesn't work properly anymore and links to downloadable content are mostly broken.
  24. Hi, I'm relatively new to mapmaking and have been so far learning through trial and error (mostly error), but am currently rather stumped with a problem vastly outside my base of experience. I am trying to set a trigger to activate when players collect any 3 pieces of intel (of 6 available), regardless of the combination of intel collected. Only 3 pieces need to be found, and currently I am referencing their collection via a seperate trigger with 'thisNull objectName', as the intel is deleted on pickup, and then trying to get another trigger to check 'triggerActivated triggerName' (horribly inefficient, I know). Apologies if this doesn't make much sense, its 3am and mission making has fried my brain. Any help would be greatly appreciated.
  25. arkadaşlar, edenle öğretimle bir animasyonu nasıl modele sokabilirim pls da bir şey sadece eden merhaba ya da kapsamlı var. Hi guys how can ı loop an animation with eden editor ı cant using sqf.Thanks for your help
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