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Found 513 results

  1. I'm currently editing my trainings mission with some spawning and admin management stuff and i noticed a new error that pops up when the mission is started. params["_player"]; if (!(isNull (findDisplay 999))) exitWith { closeDisplay 2; }; createDialog "adminMenu"; The code is from my openMenu function and the above mentioned error is thrown at line 3. Can't really tell where the issue lies, i already tried to remove the semicolon at "closeDisplay 2" but the result is the same!
  2. Hi all, this is going to be fairly long-winded with no tldr and is an extremely large project, at least for me. There's a lot of "I would like" in this post, I'm not a supercilious person I'm just unsure how else to word things. I'm making a scenario to run with my mates whenever we feel like it, usually 8 hours or so every second night, I have a dedicated machine I run the server from but I don't like leaving it on 24/7. I have maybe 200 hours basic scenario creation experience and the scenario itself is a big passion project for me, the basic issues I run into are a nice thing to sort out, the scripting issues or more so lack of scripts are stopping my ideas. I have a few problems which naturally snowballed into more what-ifs and issues. I haven't delved into scripts at all, just basic commands in triggers and game logic, improving along the way. I have very minor coding experience, 2 University courses worth and a lot of this is way above my head so I'm reaching out for help, I'm hoping people will help out of the kindness of their heart but I know time is money and there are a lot of issues, so if it is allowed I'm willing to pay privately with details also discussed privately. I'd hire a private programmer but much of the arma3 context would be lost which is important. Persistent saving/loading: The scenario is essentially a campaign completing tasks as we see fit to retake land and reach an ultimate goal, which I'm undecided on. I'd like essentially all vehicles, player loadouts, player positions, gear in 'crates' and a virtual arsenal we can load with gear from missions, to save upon server shutdown and load upon server start-up. I've looked at a few mods that promise some of these things but they all require player intervention or won't work with custom scenarios, I want an automated system from the moment we first join the server to the moment the campaign finishes. The virtual arsenal is a problem on it's own as I have no clue how to create something that saves gear, much like the antistasi community have made. The other things I know exist because there are multiplayer servers with these features but I'd have no clue how to go about setting it up properly. Problems with the start of the mission: The mission starts with no respawn and 6 playable characters in a boat, spectator enabled, with respawnOnStart -1 and respawn as BASE. Once the first objective is complete the respawn enables (lore critical). Disabling spectator mode isn't an option as people just respawn on their dead bodies, plus I'd rather people have something to do after they die in the first section of the scenario. The mission plays out how I want it to with AI disabled and all players connected when I launch the mission (not using autoinit) however there are other issues. With AI Disabled, players that hotjoin once the mission has started spawn where the playable characters are placed, rather than as a spectator until the respawn is enabled, which I want to fix. Furthermore if players die and rejoin they spawn in the initial playable character spot, out in the ocean, 2km from land, even if they have already died as that character. In my experience not using respawnOnStart -1 results in everyone being a spectator when the mission starts, so I assume 'running the respawn script' once the mission has started would fix this since players that join would be spectators due to being forced to respawn on joining, but I'm not sure how to do that. I also suspect this would cause more issues with further questions about persistent saving and loading. With AI Enabled, players that hotjoin once the mission has started replace the AI, which is fine for something temporary, but the issue is I don't want to run the mission with AI Enabled on the playable characters. Again much like with AI Disabled with an added bonus, upon leaving the server an AI spawns on the playable characters initial position and then once the player joins they take control of it, even if they have already died. I haven't tested with autoinit but I presume they would spawn in the boat if taking control of an AI with AI enabled, otherwise in the water underneath the boat with AI disabled. The same issues with leaving and rejoining would likely occur in either case. I realise this is a complex issue once taking into account persistent saving and loading and will involve a custom respawn script, but I'm not even sure where i'd begin myself. What I would like to work up to: I would like to have the initial 5 minutes of server start to be the editor placed player positions from the roles selected, even if the boat has moved (which i'm not sure is possible and open to alternatives) as people may take longer to load. Further respawns and hotjoins should be spectator up until the point the respawn is enabled, spectator should then disable, then a custom loadout be the default respawn loadout and the respawn point be a selectable spawn after death, it must be selectable since we'll have more respawns enabled as the campaign continues. After the initial respawn is enabled any players positions and gear are saved and loaded on player disconnect and reconnect respectively, along with their gear. When the server is shutdown I would like the mission file to save and overwrite (completing missions triggers deletion of clutter not needed anymore), vehicles to save where they are, in their current health/fuel state with current 'gear', containers with 'gear' to do the same. I would also like to have a virtual arsenal as mentioned before that takes in gear and saves it much like antistasi does only with no 'unlock' feature, just what is put in. On server startup I would like all of this to load in and continue from where it was saved. If you're interested in helping me out please send me a message, any comments that can help are welcome.
  3. So, in my current mission file, I have a limited zeus. However, this limited Zeus has no access to the modules section, the yellow one, in his spawn menu. Is there a way to add this back to a Zeus? If so, is there a way to specifically add only certain modules back to that spawn section. Thanks!
  4. So I'm trying to make a system where players can go up to an AI and select a series of weapons which they are then given. I've managed to get one down but I'm stumped on how to add multiple addactions to one unit.
  5. Bingo-66d21d294c551e45

    Help with sleep command

    Hello I'm trying to create a battle royal zone type thing. I've been trying to use the sleep command and it does not seem to be working, Any pointers? the error is '...= [1,2,3,4] call BIS_fnc_selectRandom; sleep 1; if (_random == 1) then {...' Error Generic error in expression. Thanks
  6. I'm currently attempting to make a trigger set units that are present in the trigger to be civilians, and when they are not in the trigger to set them to blufor as well as to be repeatable. This is what i currently have however it isn't working correctly and I know that I'm doing something easy that must be super simple to fix but I'm at a loss of what it may be. ifPresent true then { _newGroup = createGroup CIVILIAN; [player] joinSilent _newGroup; hint "You are a prisoner." } else { _newGroup = createGroup blufor; [player] joinSilent _newGroup; hint "You are escaping." }
  7. Quite new to the editor and I want to make a trigger that activates their pathing (enableAI "Path") when the units enter a compound so they come out from behind buildings and stuff like that. If anyone who knows how to use a trigger like that or another way to achive that "ambush" effect a reply would be appreciated.
  8. I am pretty new to scripting and Arma 3 mission editing in general. I want to create a template mission that I can copy code from and such for future missions, I am currently trying to figure out spawning AI with triggers and have made a separate post on that topic. I want to implement a headless client into this mission to improve performance, I want to avoid using mods if possible and would rather keep everything vanilla. I have looked into the Headless Client wiki page and many videos and guides, however I am still pretty much at square one trying to figure this out. Essentially what I want is for AI spawned via triggers, throughout the mission to be automatically transferred to the headless client if one is available, otherwise to continue normally if there is no headless client available. I would also like to know how to setup the headless client in general, my smooth brain does not understand the explanations given on the wiki page for the Headless Client, a step by step explanation would be very useful to me. Thanks any help is appreciated. ❤️
  9. Hey, I'm new to coding and mission editing in Arma, so please go easy on me. I'm attempting to create a template of sorts to build future missions out of, I want to have a clean, easy & modular spawn system that can be easily tweaked for different scenarios, I also want to do this without mods. I am aware of 2 main ways of handling spawning AI, "createUnit" and "BIS_fnc_spawnGroup" I'm not exactly sure what is best for my specific use case, and I'm not entirely sure how to use either of them properly. Essentially what i want to do is have a trigger spawn multiple units of my choice on a marker and then have the units move towards another marker, I also want to be able to modify the behavior of these units (ex. start on limited speed.) I have tried a few different methods to achieve this, these are the issues I'm having with each: With "createUnit" the only way i have found to spawn multiple units is to repeat the code over and over, I'm sure there's a better way to do this and if so I'd love to know. Also with my current setup i have to repeat the domove code for each individual unit, I would also like to know if there is a better way to do this. Here is the code located in the triggers "On activation" field: With "BIS_fnc_spawnGroup" I'm not entirely sure how to order the units spawned within to move towards a marker, I would like to know how to do this, and I also read somewhere that the group will not be automatically deleted when all units are dead so I added a line at the end, I have no idea if it works though. Here's the code for that from the triggers activation field: I read that createUnit is better for performance when paired with the sleep command, however i have no idea how that works, and I also have my doubts, at-least with my current code repeating the same lines over and over for each unit seems very inefficient, the BIS command seems much cleaner however i don't know how to issue a move order with it which is my main problem. Additionally i would like to setup a headless client but that's a whole different topic and I don't want to draw this out any further, though if you feel like you have some useful advice on that please do share. Thanks and any advice & methods is appreciated. ❤️
  10. Hi everyone, I'm trying to make my AI-flown helicopter to fly in a straight line. I've scoured some forums and some suggested the use the command disableAI "PATHPLAN". However, not only that the "PATHPLAN" feature is not listed on the arma scripting wiki's entry for disableAI (https://community.bistudio.com/wiki/disableAI). It also doesn't seem to work in-game. The only official mention of the "PATHPLAN" feature is on another wiki on VBS scripting reference which also made by BI (https://sqf.bisimulations.com/display/SQF/disableAI). The question is, why is the command not working? Is it obsolete/deprecated? If so, is there any other alternative to force the AI pilot to fly in a straight line without using unnecessary pathfinding?
  11. I'm having an bit of trouble with with scripting a config for team loadouts. I'm not sure what I'm doing wrong with my code but Bluefor is able to access the respawn loadouts where as Opfor is not. I'm rather new to the forums and I don't know what tags I should apply to this post, any help will be greatly appreciated. 🙂 this is my config. Description.ext: //START OF WEST RESPAWN LOADOUTS! respawnTemplatesWest[] = {"MenuPosition", "MenuInventory"}; // Player loadouts class CfgRoles { class Assault { displayName = "Assault"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Defense { displayName = "Defense"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; }; class CfgRespawnInventory { //******************* // US EQUIPMENT //******************* class Alpha1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_xm177_short", }; magazines[] = { "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", "vn_m16_20_t_mag", }; items[] = { "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m34_grenade_mag", "vn_m18_white_mag", "vn_m18_white_mag" }; linkedItems[] = { "vn_b_vest_aircrew_05", "vn_b_helmet_aph6_02_01", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_b_item_map", "vn_b_item_radio_urv10" }; uniformClass = "vn_b_uniform_k2b_01_02"; backpack = "B_Parachute"; }; //START OF EAST RESPAWN LOADOUTS! //******************* // VC EQUIPMENT //******************* class Gamma1 { displayName = "Pilot"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "vn_izh54_shorty" }; magazines[] = { "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", "vn_izh54_so_mag", }; items[] = { "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_t67_grenade_mag", "vn_rdg2_mag", "vn_rdg2_mag", "vn_o_item_firstaidkit" }; linkedItems[] = { "vn_o_vest_vc_04", "vn_o_helmet_zsh3_02", "vn_o_acc_km32_01", "vn_b_item_watch", "vn_b_item_compass", "vn_o_item_map", "vn_o_item_radio_m252" }; uniformClass = "vn_o_uniform_nva_air_01"; backpack = "B_Parachute"; }; }; and init.sqf: //West Loadouts [west, "Alpha1"] call BIS_fnc_addRespawnInventory; [west, "Alpha2"] call BIS_fnc_addRespawnInventory; [west, "Alpha3"] call BIS_fnc_addRespawnInventory; [west, "Alpha4"] call BIS_fnc_addRespawnInventory; [west, "Alpha5"] call BIS_fnc_addRespawnInventory; [west, "Alpha6"] call BIS_fnc_addRespawnInventory; [west, "Alpha7"] call BIS_fnc_addRespawnInventory; [west, "Alpha8"] call BIS_fnc_addRespawnInventory; [west, "Alpha9"] call BIS_fnc_addRespawnInventory; [west, "Bravo1"] call BIS_fnc_addRespawnInventory; //East Loadouts [east, "Gamma1"] call BIS_fnc_addRespawnInventory; [east, "Gamma2"] call BIS_fnc_addRespawnInventory; [east, "Gamma3"] call BIS_fnc_addRespawnInventory; [east, "Gamma4"] call BIS_fnc_addRespawnInventory; [east, "Gamma5"] call BIS_fnc_addRespawnInventory; [east, "Gamma6"] call BIS_fnc_addRespawnInventory; [east, "Gamma7"] call BIS_fnc_addRespawnInventory; [east, "Gamma8"] call BIS_fnc_addRespawnInventory; [east, "Gamma9"] call BIS_fnc_addRespawnInventory; [east, "Zeta1"] call BIS_fnc_addRespawnInventory;
  12. I cannot seem to get the custom/filtered list working for the BIS_fnc_garage function. The documentation for the function does not seem to work when I add the BIS_fnc_garage_data which takes an array of whitelisted vehicles. Official Docs: https://community.bistudio.com/wiki/BIS_fnc_garage Here is my code: I put this together with an example from Larow and the documentation if memory serves me right. Any help with getting this working would be appreciated. 👍
  13. I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Steam guide (fore more thorough explanation) Showcase missions: Vanilla CUP SOG PF Showcase videos: Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
  14. I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Showcase missions: Vanilla CUP SOG PG Showcase videos: Steam guide (more thorough) Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
  15. I've been working on a little something and discovered the function BIS_fnc_kbTell which makes conversations so much easier. I thought .bikb files were barbaric until I discovered this function, now it's a breeze to just throw down some audio/lip files and let it do its thing. However, there is one caveat. The normal radio channels, for discussion within vehicles, are not up to what I want. If I set it to vehicle chat (which is the default if you're in a vehicle), it will only display unit names if the unit is passenger. If they are a function seat (which includes FFV), it will display their seat name (see fig 1). This is really annoying since I'm using the CUP Huey which, on the transport, has FFV seats on the sides, meaning my team is split up into displaying as their actual names and as the seat they're occupying. I've tried to make a custom radio channel to use for it, but despite the wiki saying otherwise custom channels don't seem to work with the command (putting in the string name of the channel will make the internal function throw a hissy fit and putting in the id will say "Not expecting number"). Is there any other way I can force the game to use unit names ONLY? Also, for the record, I tried direct chat but it was far too quiet. Even a unit sitting less than 3 feet away was practically silent. Fig. 1: Problem Example
  16. So, I set up a bunch of modules, waypoints, and triggers for the Civilian Presence Module all over the map. Everything works great in editor. I wanted to try exporting it to sqf so I could use as a script and not have all the clutter for use in future missions. It somewhat worked, as everything will load off the script but all the areas become active and spawn as soon as it loads even though nobody set off the trigger. This only happens if I use script, works fine loaded from editor. They are all set to any player - present - repeatable and synced to their respective module. Is there a way to edit the sqf export so it will work correctly and only activate triggers when actually present. There things I could remove? If you want to know what I’m looking at set (at work currently) up the civilian presence mod for one city real quick and do an export. I know I could just merge with missions but I’d like it to not be cluttered if someone decides to edit the missions I upload. Any help would be appreciated, I’m not too savvy on scripting but have a general understanding. I know there’s other options, just want to see if I can get this to work.
  17. 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.
  18. Good morning, I am starting up a milsim and I need help. I was wondering is there any way to create an arsenal that only certain ranks have access to certain weapons? If so does anyone know of any scripts to use. I was hoping for this to be done using ace arsenal without having to use a tonne of separate arsenal's. If anyone could help that would be amazing. Thank you in advance 😊
  19. For the life of me I can't get this example from the BIS webpage to work. It keeps throwing an error... [] spawn { while {not isNull hq6} do {"hqm6" setmarkerpos getpos hq6; sleep 1;}; }; [] spawn { if (!alive hq7) || {hq7 nearEntities [hq6,50]} exitWith {[hide,"hqm7"] call BIS_fnc_showMarkers}; else while {not isNull hq7} && (alive hq7) do {[show,"hqm7"] call BIS_fnc_showMarkers; "hqm7" setmarkerpos getpos hq7; sleep 1;}; }; pos = hq7 getPos [10, 0] vectorAdd [0,0,2]; addMissionEventHandler ["draw3D", {_k = 5 / (player distance pos); drawIcon3D ["", [1,0,0,1], pos, 1 * _k, 1 * _k, 0, "Company Executive Officer", 0, 0.04 * _k, "RobotoCondensed",];}]; This is supposed to: 1) Move a pre-placed map marker onto a players position 2) Hide the map marker if hq7 is within 50 meters of hq6 3) Hide the map marker if hq7 is not present in the worldspace 4) Display a name over the top of hq7 I have achieved 25% of this (item no.1) Are any of the scripting gods willing to help?
  20. 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.
  21. I'm making an Eden mission where I have 3 compositions which I am going to place copies of each around the map, I want each type of composition to spawn a key feature for only one of the copies. Ex. A flag randomly spawns in only one copy of a base and not the others. As far as randomizing item spawns I am currently using the "Object: present" slider but I'm open to any ideas on how to do that better as well. 1 Item is a prop, 1 is a unit, 1 is a vehicle. I'm so sorry that this reads like a homework question but I've been smashing my head into the wall for a few days trying to get this to work and I can't seem to figure it out. Any help would be appreciated, thank you.
  22. Hey, i want a script ive written to dynamically spawn ai to repeat twice for each Player in the Trigger boundaries. I know that i need to be using some form of in thislist command to do that but i dont know how to do it TWICE foreach as i dont think foreach has the ability to take a multiplier _Marker = ["Mark1", "Mark2"]; //Add more marks for more spawns _group = ["_1group"]; _Enemy_Class = ["LM_OPCAN_CMA_Engineer"]; //UnitType Here { _Ai_Selected = selectRandom _Enemy_Class; //Selects A Random Class _Marker_R = selectRandom _Marker; //Gives Unit a Random Spawn _Marker_R_M = selectRandom _Marker; //Selects a Random Move Objective _1group = creategroup [independent, true]; { _unit = _1group createunit [_x, getmarkerpos _Marker_R,[],0,"NONE"]; _unit domove (getmarkerpos _Marker_R_M); } forEach [_Ai_Selected]; } forEach Units in thisList; //is my current code
  23. Hi I have been trying to create a Attack and Defend so far I things have been moving along nicely but I have been having issues with spawning Ifirts for the Attackers. When I am just testing the script by myself it will only spawn one ifirt because there is only one Opfor player. But if someone else is playing with me it will spawn two Ifirts. Even though there will still only be one Opfor Player. TL;DR Trying to use allPlayers select {side _x == east}; to count the number of players on OPFOR to then spawn Ifirts for them. For some reason it always spawns one extra then what it actually needs? TeleportArea.Sqf This at the moment is mostly pointless but in the future will hold all the different areas for spawning. TeleportArea = "TeleportArea\TestArea.sqf"; NatoUnits = allPlayers select {side _x == west}; OpforUnits = allPlayers select {side _x == east}; execVM "RoundStartTimer.sqf"; TestArea.Sqf player removeAction weaponSafety; NatoUnits = allPlayers select {side _x == west}; OpforUnits = allPlayers select {side _x == east}; _Pos = [11362,11442]; { _x setpos [11682 + random [-5,0,5],11917 + random [-5,0,5],1] } forEach NatoUnits; { _x setpos [11362 + 10,11442 + 10,1]; GetinVechicle = VechicleSpawn createVehicle [11362 + 10, 11442 +10]; _x MoveInDriver GetinVechicle; } forEach OpforUnits; [300] execVM "GameTimer.sqf"; The highlighted areas in TestArea is what I belive is causing the issue. But I don't know why. I am fairly new to Arma 3 mission File scripting... Infact this is my first Mission file. So I do apologize if this may seem trival. Thanks, JarrodsC
  24. *** Fixed *** I changed this: _wp1 = _heliGroup addWaypoint [_heliLz,0]; to this: _wp1 = _heliGroup addWaypoint [_heliLz,-1]; Totally missed it in the biki *************** Hi, I'm new to scripting in Arma and I have been trying to create a script to spawn a helicopter, load it with other group and unload them in a position. The problem comes when their landing zones are close and they start to fight between each other for them, however I have tried to do it with the eden editor and if you attach each waypoint to each helipad they seem to respect it. I have tried to attach the waypoint to the helipad with waypointAttachObject but I don't get the same result. I have also read in the forum that the helicopter AI claims the lz when flying over them but even if I assign them routes without hovering other landing zones there is no change. The code: (it's supposed to be executed in a dedicated server) This is what happens when I execute the script: And here you can see how one of the helis didn't like his assigned lz Here is the behaviour with the eden created waypoints:
  25. brotherreaper

    Reserved Slots;

    I followed the guide provided in one of the threads on how to set up reserved slots. I just need ONE reserved slot for ZEUS for admins only. But I don't want it to be #adminlogged or an npc. I trying to set up a virtual entity as Zeus (interface only). My problem lies on who can access the slot. I set up the allowedIDs.txt and put my steam ID in there but it still continuously kicks me out of the slot. the server has -filePatching enabled to 1. Where am i messing up at???
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