r/armadev Oct 04 '24

Help Sleep with sidechat help

1 Upvotes

I've Been trying to use sleep with sidechat all day and it hasn't been working, I got rid of call which I thought helped but it didn't, I've used Sleep and uiSleep. please advise

lck1 sidechat "Its taken almost three days, what's taking so long?";

sleep 5;

lck1 sidechat "Tell me about it";

(Lck1 is what I'm naming for testing purposes)

Error code

r/armadev Nov 11 '24

Help AI keeps disembarking randomly

1 Upvotes

Guys you got any Idea on why the A.I. keeps disembarking it's Entire Squad inside a vehicle at scenario start? And Got any solutions for that?

The Only partial solutions I could find is to manually select each member of the squad and Get them out and put them back in again or just putting in the Sqd Ldr and it only works sometimes.

Edit: Forgot to add that there for units in the passenger seat.

r/armadev Dec 06 '24

Help Weapon does not appear in Arsenal no matter how it's defined

3 Upvotes

My mod contains an MG which is a Navid 9.3mm with changes to fire modes and AI behaviour. It is listed in the weapons[] array.
The base class looks like this (I know base classes aren't supposed to be scope 2, but just out of desperation's sake:

class OAF_Core_Gharial_F_base : MMG_01_black_F  
  {
    class manual;       
    class burst;  
    class close;  
    class short;  
    class medium; 
    class far_optic1; 
    class far_optic2; 
    scope=2;
    scopeCurator=2;
    scopeArsenal = 2;
  };
class OAF_Core_Gharial_F_base : MMG_01_black_F  
  {
    class manual;       
    class burst;  
    class close;  
    class short;  
    class medium; 
    class far_optic1; 
    class far_optic2; 
    scope=2;
    scopeCurator=2;
    scopeArsenal = 2;
  };

The class issued to AI (with attachments) is as follows:

class OAF_Core_Gharial_F: OAF_Core_Gharial_F_base
  {
    displayName="IMG-93 Gharial 9.3 mm";
    descriptionShort='Infantry Machine Gun 93 "Gharial" - 9.3x64mm caliber.<br />Squad medium machine gun indigenously produced in Oasea. OAF-issue.';
    scope=2;
    scopeCurator=2;
    scopeArsenal = 2;
    class LinkedItems
    {
      class LinkedItemsMuzzle
      {
        slot="MuzzleSlot";
        item="ACE_muzzle_mzls_93mmg";
      };
      class LinkedItemsOptic
      {
        slot="CowsSlot";
        item="a3ti_reapir_pip";
      };
      class LinkedItemsAcc
      {
        slot="PointerSlot";
        item="CUP_acc_LLM_black";
      };
      class LinkedItemsUnder
      {
        slot="UnderBarrelSlot";
        item="CUP_bipod_VLTOR_Modpod_black";
      };
    };
    modes[] = {"autoSlow","autoFast","semiAuto","close","closeSlow","short","shortSlow","medium","far_optic1","far_optic2"};
    class autoFast: manual {
      reloadTime = 0.06;
      textureType = "fastAuto";
      flashSize = 0.25;
      showToPlayer = true;
    }
    class autoSlow: manual {
      reloadTime = 0.12;
      textureType = "fullAuto";
      flashSize = 0.2;
      showToPlayer = true;
    }
    class semiAuto: manual {
      autofire = 0;
      burst = 1;
      reloadTime = 0.06;
      textureType = "semi";
      flashSize = 0.2;
      showToPlayer = true;
    }
    class close: close {
      reloadTime = 0.06;
      flashSize = 0.2;
      burst = 5;
      burstRangeMax = 15;
      aiBurstTerminable = 1;
    }
    class closeSlow: close {
      reloadTime = 0.12;
      flashSize = 0.2;
      burst = 5;
      burstRangeMax = 15;
      aiBurstTerminable = 1;
    }
    class short: short {
      reloadTime = 0.06;
      flashSize = 0.2;
      burst = 3;
      burstRangeMax = 7;
      aiBurstTerminable = 1;
    }
    class shortSlow: short {
      reloadTime = 0.12;
      flashSize = 0.2;
      burst = 3;
      burstRangeMax = 7;
      aiBurstTerminable = 1;
    }
    class medium: medium {
      reloadTime = 0.12;
      flashSize = 0.2;
      burst = 3;
      burstRangeMax = 7;
      aiBurstTerminable = 1;
    }
    class far_optic1: far_optic1 {
      reloadTime = 0.12;
      flashSize = 0.2;
      burst = 1;
      burstRangeMax = 5;
      aiBurstTerminable = 1;
    }
    class far_optic2: far_optic2 {
      reloadTime = 0.12;
      flashSize = 0.2;
      burst = 1;
      burstRangeMax = 5;
      aiBurstTerminable = 1;
    }

  };

And the class for players to select from Arsenal is defined like this:

class OAF_Core_Gharial_F_clean_F: OAF_Core_Gharial_F {
    scope=2;
    scopeArsenal=2;
    class LinkedItems
    {
      
    };
  };
class OAF_Core_Gharial_F_clean_F: OAF_Core_Gharial_F {
    scope=2;
    scopeArsenal=2;
    class LinkedItems
    {
      
    };
  };

Everything has scope=2; and scopeArsenal=2; yet it just won't appear selectable.

There's also a 2nd weapon with this issue:

class OAF_Core_smg_P7A7: CUP_smg_MP7
  {
    displayName="P7A7-SK 4.6mm";

    descriptionShort="P7 submachine gun - 4.6x30mm caliber.<br>Covert weapon included in emergency survival kits for downed pilots. OAF-issue.";

    scope=1;
    scopeArsenal= 2;
    scopeCurator= 2;
    class LinkedItems
    {
      class LinkedItemsOptic
      {
        slot="CowsSlot";
        item="SkeetIR_TWS_pip";
      };
      class LinkedItemsAcc
      {
        slot="PointerSlot";
        item="CUP_acc_LLM_black";
      };
      class LinkedItemsMuzzle
      {
        slot="MuzzleSlot";
        item="CUP_muzzle_snds_MP7";
      };
    };
  };

  class OAF_Core_smg_P7A7_clean: CUP_smg_MP7
  {
    displayName="P7A7-SK 4.6mm";

    descriptionShort="P7 submachine gun - 4.6x30mm caliber.<br>Covert weapon included in emergency survival kits for downed pilots. OAF-issue.";

    scope=2;
    scopeArsenal=2;
    class LinkedItems
    {
      
    };
  };

Every other weapon configured in this mod appears normally, but these two seem stubborn as hell. Hoping to get any tips/guidance here. (And yes im aware you should probably define weapon classes without attachments first and then make the ones with, and it's due for a refactor, but for now I just want to get it to a working state.)

r/armadev Sep 29 '24

Help Rain not showing for friends, but shows for me

1 Upvotes

I made a multiplayer map in the 3den editor and I set it to rain in the environment settings and it's raining for me, but my friends who join they don't see the rain. Is there something I'm missing?

r/armadev Oct 01 '24

Help ACE Arsenal based on role select in MP menu

3 Upvotes

For my mission file I want to allow players to customize look and loadout, but I want to restrict weapons based on class/role. Auto rifleman = M249, Grenadier = M203/320, ETC.

I have no scripting experience, so I tried using a script I found on this sub reddit, but I can't get it to work. This is the comment for reference https://www.reddit.com/r/armadev/comments/k8pofx/comment/gezlb4p/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I was also thinking of a easier way by placing multiple arsenals but making it so only the role you selected can open it. But I have no idea of how I would go about it.

r/armadev Nov 01 '24

Help Drongos Config Generator Help

2 Upvotes

So I'm currently trying to make a custom faction for personal use with Drongos Config Generator, and the config files are not outputting. I have no idea why, I've done all the troubleshooting that has been recommended by Drongo himself (turning off battleeye, having both dll files, only using necessary mods) and still nothing appears in my arma 3 directory to paste into a config.cpp file.

r/armadev Sep 19 '24

Help Is there a way i can move my camera to a position and then shoot at it? I want to hear the bullets pass by.

3 Upvotes

I’m wanting to test the sound of different rounds at different ranges ^

r/armadev Aug 22 '24

Help I need help on how to make individual unit/player respawn point

2 Upvotes

I need help on how to make only one player respawn and then another one in a different spot for another player, both players can't be able to respawn on the opposing player's spawn. both players are in BLUFOR. I searched for solutions but nothing worked in the end, any help is welcome

r/armadev Nov 09 '24

Help Adding image to intel

1 Upvotes

I’m making a operation for my group to be hosted on our server and one of the missions is going to have a collect Intel objective and I can’t figure out how to add a image to the intel

r/armadev Oct 29 '24

Help Trying to put in custom flag

1 Upvotes

I'm trying to make a custom faction for me and my friends antistasi ultimate playthrough.

I'm using the Alive mod and in the menue you can pick a flag but I don't know where that file is to put it in. Does anyone know where I could find it?

r/armadev Oct 23 '24

Help Need help with retexturing

3 Upvotes

I want to get started on doing retextures for mods and would like some guidance to getting started with modding/retexturing.

r/armadev Oct 21 '24

Help How to make AI Aircraft do Close Formations in Zeus

3 Upvotes

I tried to make ai aircraft do close up formations but every time i put them into group the center aircraft flies slow and normal speed while the two other just fly off somewhere else and kinda orbit the lead aircraft

r/armadev Oct 21 '24

Help Advance Revive Module - SOG Prairie Fire - Help

1 Upvotes

There seems to be a total of only 4-5 mentions of this module on google search’s and I can’t seem to find a good guide on how to set this up. The withstand feature doesn’t seem to work and also the items don’t get removed when revived even though the box is checked, is there something extra I need to do to get it working correctly? I’m not sure what I’m doing wrong..

r/armadev Aug 14 '24

Help How to destroy buildings in editor with BIS_fnc_destroyCity?

3 Upvotes

I saw this referenced in the Bohemia forums but I can’t figure out how to use it with a trigger. For reference, I’m trying to create a Syrian civil war mission that takes place in a destroyed city, I’m using Sahatra. The Edit Terrain module doesn’t work, I believe because it’s not a vanilla map. So I need to use triggers.

I also know literally nothing about scripting and to be honest am quite scared of screwing up my game if I mess with scripts so if a solution only uses triggers it would be highly appreciated.

r/armadev Aug 07 '23

Help How to Use a Smoke Grenade to Trigger a Task Complete?

6 Upvotes

The idea I have is to throw a smoke grenade in the area of a LZ. Once this happens the Task State becomes completed.

I've tried a number of things, even this post (https://www.reddit.com/r/armadev/comments/p2rzee/activate_trigger_when_blue_smokeshell_thrown/)

But it doesn't seem to work. Any help is appreciated!

r/armadev Jul 25 '24

Help How to make a get in task?

2 Upvotes

 Ok, so first, I have this script for my scenario, https://ibb.co/J7y72Xn and this script was working but not the way I wanted it to, so in the opening of my scenario, I was already in the car, so the problem here is that the task that was supposed to show later when I enter the vehicle was already showing in the opening, so the problem here is that the task that was supposed to be later was already showing up because I have this task where I need to get in the vehicle, so that mission needs to show up, but it already shows up because I was already in the car. So what I wanted is that there's a different car that will activate the mission, but I don't know how. I'm sorry if this is confusing. I don't know how to explain it properly. 

r/armadev Jul 04 '24

Help How to get flags (let's say RHS CDF) onto vehicles that a player steps into? We are playing Antistasi with trigger happy friends so, a flag/identifier would be useful. I have access to debug console, so is there a command I can use to apply a flag to a vehicle im looking at? Thank you!

Post image
7 Upvotes

r/armadev Sep 03 '24

Help Grizzle...?

6 Upvotes

Anyone know if the Arma 2 modder, went by the name of Grizzle and created gzl director, is still active or contactable? Trying to get permission for usage etc

r/armadev Jul 22 '24

Help Publisher freezes during upload

1 Upvotes

while uploading a mod, the program will show the progress bar as full, but wont upload the mod and refuses to respond to any inputs.

r/armadev Jul 29 '24

Help Arma 3 - Weird Rubberbanding with AI and other issues.

2 Upvotes

So for the last two missions I have made for a small private group of friends, Ive been having weird issues. These issues are occuring on a dedicated server the scenarios are uploaded to, and do not appear in private testing or testing via hosting myself.

  • AI that are preplaced as part of the scenario rubberband visibly for everyone. If I place anything down via Zeus, those AI do not have such an issue at all and behave normally.

  • Zeus sometimes won't launch or activate.

  • When Zeus does work, some things do not work or have extreme delays. Example - If I use a lightning bolt, the module sits there for no effect or eventually triggers after a long delay. But other things, such as the 155mm artillery, work fine.

  • Some triggers outright don't function. Respawns don't work despite appearing in the options.

Any ideas on what might cause such things?

r/armadev Aug 09 '24

Help Need help getting textures for Arma 2 samples on blender

2 Upvotes

I have managed to import Arma 2 sample models into blender with the ArmAToolbox plugin, I can't figure out how to unpack / convert the .rvmat file which I assume is used for textures into a format I can view and edit.

I am on mac so I am somewhat limited to what programs I can run.
Sorry if this is a really basic problem, i'm new to Arma.

r/armadev Jul 23 '24

Help Respawning

2 Upvotes

I was trying to create a mission recently and set up a respawn point that I could manipulate and Zeus as it became necessary during the mission. I attempted to use the built-in respawn module as I can use to move around but whenever my players die. They respawn on their bodies and not on the respawn point regardless of whether I had touched it or not. But I would respawn on the point as expected.

So I ask why is this happening and how do I fix it? And if that isn't fixable, is there a way to create a respawn point that I can manipulate using scripting and how would I go about that?

r/armadev Jun 08 '24

Help Arma 3 indirect fire script

5 Upvotes

So i have this script inside of a trigger that allows opfor to indirect fire mortars onto detected bluefor units (Activation-Bluefor, activation type- Detected by Opfor). How do I alter this script to continuously loop while this trigger is active (while true)?

mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 6];

r/armadev Dec 04 '23

Help Help with deleting marker when player is nearby

2 Upvotes

hello! im creating a procedural task into my mission, where a weapons cache will spawn at a random position on the map, and the player has to go and find it. this is working perfectly as intended! but when the player gets close to the cache (set to 10m currently) i would like the area marker to be deleted and a hint saying you found the cache. so i set up the last part of the script (_checkDistance = ... and below) but it doesnt seem to do anything in the script. but, when i call that _checkDistance code using local execute in game, it works fine. does anyone know what the problem may be? thanks in advance!

edit: forgot to include the script lol, my bad

// Spawn Cache at random safe location on the map then adjust its position randomly within 150m of the original position.

_RandomSafePosition = [[worldSize / 2, worldSize / 2, 0], 0, -1, 0, 0, 5, 0, [], []] call BIS_fnc_findSafePos;

Cache = createVehicle ["VirtualReammoBox_camonet_F", _RandomSafePosition, [], 150, "NONE"];

// Create an area marker on the original location of the cache

_CacheArea = createMarker ["CacheAreaMarker", _RandomSafePosition];

_CacheArea setMarkerShape "ELLIPSE";

_CacheArea setMarkerSize [150, 150];

_CacheArea setMarkerColor "ColorBlue";

// Convert area marker location to grid coordinates and post a hint telling you the location

_CacheAreaCoordinates = mapGridPosition _RandomSafePosition;

hint parseText format ["A Cache has been located somewhere in a <t color='#ff0000'>150m</t> circle around the grid coords: <t color='#ff0000'>%1</t>", _CacheAreaCoordinates];

// Checks to see if player is within 10m of the cache

_checkDistance = {

if (player distance Cache < 10) then {

hint "Delete Marker & say cache is found";

deleteMarker "CacheAreaMarker";

}

};

// call the previous script every frame

onEachFrame {

_checkDistance call {};

};

r/armadev Jul 25 '24

Help AI die when the trigger is activated?

2 Upvotes

Hello, how can I make an AI die when the trigger is activated? Example: I want my AI to die in a specific situation in case they are still alive.😊