Arma 3
fen_A3
83 Comments
Leon Portier 8 Jun, 2022 @ 5:40am 
looks awesome, can't wait to try
Fen  [author] 13 Dec, 2021 @ 2:40am 
Hi BaraBoom
I've never tried it on Linux and have no experience of them. Could it be an incomplete download if it can't find a file.
BaraBoom 9 Dec, 2021 @ 4:03pm 
is it working on linux dedic?
Cannot open file '/home/gameserver23222/serverfiles/@1238565380\addons\fen_toolsmodules'
Fen  [author] 9 Dec, 2021 @ 2:03am 
Hi Phungshok, thanks for letting me know you resolved it.
Phungshok 8 Dec, 2021 @ 8:53am 
Hey!
few minutes I understand what caused the problem, I placed 2 AIS Auto Start in different location at the mission, when I deleted 1 the issue gone.
Fen  [author] 7 Dec, 2021 @ 1:44am 
Hi Phungshok
Not something I've come across, can I ask what map and what objects?
thanks.
Phungshok 5 Dec, 2021 @ 5:01am 
Hello, I need help with AIS Objects, when I sync the objects through AIS in the editor and start up a scenario, every object that i have spawned duplicates itself and that causes vehicles to explode and throws them around all over the place. i have tried via hosting and dedicated servers and got the same result.
Fen  [author] 8 Nov, 2021 @ 1:00am 
Hi Smiley
Have a play with the AIS Group Sentry Release triggers array. Basically, if the group has sentry clicked, with a release radius greater than zero, and one of the release triggers fire, the group will be put on a GUARD waypoint. The game logic will then take over and those groups will go to support any friendly groups in contact.
Tyl3r99 6 Nov, 2021 @ 1:01pm 
for example you can always set the trigger to fire when more requirements are met, such as Group X,Y,Z are killed or !alive objectname for example.

Doesn't have to be on player location or area :)
Tyl3r99 6 Nov, 2021 @ 1:00pm 
help*,
Tyl3r99 6 Nov, 2021 @ 12:59pm 
maybe i can, what is it your wanting it to do rather
Smiley 6 Nov, 2021 @ 3:14am 
Lovely little mod here, saved me so much time. I wondered, do you have a nice solution to setting up an enemy QRF response in mission? I've always struggled with that, as a trigger/sync is often tied to a location, rather than where the player is. I ask as you seem to have the brains to pull that off, or at least maybe have come across something as a master mission maker?
Tyl3r99 3 Sep, 2021 @ 10:34am 
Ah yea I had it on 240 or something I think
Fen  [author] 3 Sep, 2021 @ 7:04am 
Tyl3r99, seen this if the AIS defaults module has a small value in the despawn frequency.
Tyl3r99 3 Sep, 2021 @ 4:41am 
it was in my rpt and popped up on screen randomly
Tyl3r99 3 Sep, 2021 @ 4:41am 
Hi mate back again,

does this mean anything to you?

12:39:58 Error Undefined variable in expression: _despawnqueuetrigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueHandler.sqf..., line 36
12:39:58 Error in expression <(crew (vehicle _x));
};
} forEach (list _despawnQueueTrigger);
};

if (_location>
12:39:58 Error position: <_despawnQueueTrigger);
};

if (_location>
12:39:58 Error Undefined variable in expression: _despawnqueuetrigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueHandler.sqf..., line 50
12:39:58 Error in expression <ais_despawnQueueTrigger";
deleteVehicle _trigger;
>
12:39:58 Error position: <_trigger;
>
12:39:58 Error Undefined variable in expression: _trigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueRemove.sqf..., line 25
Tyl3r99 1 Sep, 2021 @ 6:03am 
ah, it sets the skill or precision?
Fen  [author] 1 Sep, 2021 @ 6:01am 
Hi Tyl3r99, yes as to the setSkill command.
Tyl3r99 1 Sep, 2021 @ 4:18am 
AI aiming accuracy
Defines default aiming accuracy for AI.
Note this will be overwritten by add-ons like ASRAI and VCOMAI.

is this a value between 0 - 1?
Tyl3r99 19 Jul, 2021 @ 2:20pm 
Ah okay I'm using vanilla wipeouts and they seem to start with 0 velocity

I may try countering this with height as you mentioned above maybe they get the speed from falling to pull up haha
Fen  [author] 19 Jul, 2021 @ 1:57am 
Hi Tyl3r99, not had an issue with this but I've always place planes very high (z axis above 800) when used with AIS so they get a chance to sort themselves out.
Tyl3r99 18 Jul, 2021 @ 4:53am 
Vince, any clue on how to make it so planes spawn with acceleration? they just drop to the ground. (synced to group module)
Tyl3r99 7 Jul, 2021 @ 5:21am 
Not in zeus no
ahmed007boss 7 Jul, 2021 @ 1:49am 
do all Eden module available in Zeus also ?
ChimpWarrior 23 Jun, 2021 @ 12:54pm 
Fab, thanks for this. It works perfectly. And yeah that sentry option is just what I'm looking for.
Fen  [author] 23 Jun, 2021 @ 8:39am 
Hi Chip Warrior

Think the syntax of the command is incorrect, not sure if it’s a typo but it should be…
{_x disableAI ‘PATH’} forEach units %1;

But that is the painful way of doing it. If you want to stop the AI moving simply tick the Sentry option in the AIS Group module they are synchronised to. That will automatically issue disableAI ‘PATH’ for all units in synchronised groups.

I’m not familiar with LAMBS, but you should be able to use any of those functions in the Command to execute on spawn. In the string the %1 simply replaces with the group id. So, if the function wants group put %1, if the function wants unit use (leader %1) to pass the group leader.

For example
[%1, %1 ,50] spawn lambs_wp_fnc_taskGarrison;
[%1, %1, 500] spawn lambs_wp_fnc_taskPatrol;

Just remember to use spawn, not call otherwise you’ll delay AIS execution until the function completes.

ChimpWarrior 23 Jun, 2021 @ 6:12am 
I'm using FEN AIS to optimize my missions and it's great with vanilla waypoints. However I'm also looking for a way to spawn in units with pathing disabled.
I've tried using the below field in AISgroups, but unfortunately I don't quite understand the syntax here:

Command to execute on spawn
The command entered here will be executed when the group is spawned in. The variable %1 will be substituted when the command runs with the group. For example {removeGoggles _x} forEach units %1; or [%1] spawn fen_fnc_bldPatrol;.

I've tried {disableAI 'PATH'} forEach units %1; but no luck.

A related question, would there be any way to use this to spawn in units with LAMBS waypoints: https://github.com/nk3nny/LambsDanger/wiki/waypoints Being able to spawn guys in to rush or do CQB would be great.
Tyl3r99 27 May, 2021 @ 8:30am 
Thanks buddy will let you know ASAP
Fen  [author] 27 May, 2021 @ 6:54am 
Tyl3r99 today's update should fix that issue, let me know if not.
Tyl3r99 25 May, 2021 @ 2:22pm 
Some more clarification.
======

In this instance he is using a turret
Single ai unit
But he said he has tried it with vehicles and the crew that are captured inside the vehicle load back in on their original faction.

However units spawned normally, keep the faction that he made them I.e. csat into independent faction
Tyl3r99 25 May, 2021 @ 2:16pm 
Hey Vince one of my guys found a bug and has sent me a repo
=======
1. Place unit from one faction
2. Switch it to another faction by grouping it with a unit of the other faction
3. Put it into any vehicle and delete the unit you used to change faction.
4. Sync the squad leader in the vehicle to a group module
5. Chaos ensues when it spawns in as it is part of its original faction

**If not placed in a vehicle, the unit will stay as the faction it was switched to when it spawns in**
========
Fen  [author] 10 Jan, 2021 @ 9:56am 
Cheers Tyl3r99 I'll have a watch.
Tyl3r99 9 Jan, 2021 @ 1:51am 
https://youtu.be/oPLnoHMBXMA made a video on using fen to make missions perform better.

just leaving it here as it could.. help someone
Tyl3r99 27 Nov, 2020 @ 10:36am 
yep works a treat!! :) are you planning on adding any more juicy stuff or you happy as it is for now
Fen  [author] 27 Nov, 2020 @ 7:04am 
Tyl3r99 I know I've spoken to you, but adding here for clarity.
Rearm faction should not be an array, so just put...
rhsgref_faction_chdkz
Tyl3r99 25 Nov, 2020 @ 11:31am 
19:28:42 Error in expression <ch (getArray(configFile>>"CfgVehicles">>_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:42 Error position: <_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:42 Error Undefined variable in expression: _civcls
19:28:42 File fen_A3\addons\fen_functions\functions\fn_hiddenEnemy.sqf [fen_fnc_hiddenEnemy]..., line 182
19:28:57 Error in expression <ch (getArray(configFile>>"CfgVehicles">>_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:57 Error position: <_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:57 Error Undefined variable in expression: _civcls
19:28:57 File fen_A3\addons\fen_functions\functions\fn_hiddenEnemy.sqf [fen_fnc_hiddenEnemy]..., line 182
19:29:41 A null object passed as a target to RemoteExec(Call) 'bis_fnc_objectvar'

i get that error when using the hidden enemy module with
this box and faction name for weapon
["rhsgref_faction_chdkz"]
["VirtualReammoBox_camonet_F"]
Fen  [author] 25 Nov, 2020 @ 7:23am 
Hi Tyl3r99
1. Ticking that just issues a doStop command on all the units in the group. Bit like sentry but sentry has more flexibility as you can release them based on targets within radius (sentry release radius) and/or sentry release triggers.
2. Not used the ace surrender with AIS. However, I’ve put this into the Command to Execute on Spawn (AIS Group module) and it makes the unit appear surrendered,
{_x action ["surrender",_x]} forEach units %1;
3.There is a link on the steam workshop page to a YouTube channel, this shows off some of the other FEN_A3 modules you might not have tried out. Nearly all of them can be added to AIS by simply clicking the Include in AIS box.

Hope that helps.
Tyl3r99 24 Nov, 2020 @ 11:59pm 
Hey Vince.
Back again lol love the mod helps so much with performance.

1. On the group module next to sentry what is the do stop thing?

2. Is there any way of capturing whether a unit is ace surrendered or handcuffed. When a unit is synced and spawned in its back in its original state

3. I mainly use this for optimising my missions is there any other tips or hints I can use fen for?

Thanks bud!!
Tyl3r99 9 Nov, 2020 @ 4:26pm 
ahhh thats a shame, never mind thank you bud
Fen  [author] 9 Nov, 2020 @ 11:22am 
Hi Tyl3r99, there used to be a function just for that, allowing locations to be respawned for training. Sadly, it no longer works, I think I broke it when despawning locations where introduced.
Tyl3r99 9 Nov, 2020 @ 10:23am 
Viiince I'm baaack lol

I got an interesting question. Using the location and group and object modules is it possible to
Respawn the units that were synced to it if they are all killed?

Long story short making a training thing where there's lots of little ops and was wondering if there's any way fen stores the info from the editor and can spawn all the AI in again

If not could it be something fen could support? Love this mod!! Its epic for mission making and performance
Tyl3r99 1 Nov, 2020 @ 1:19pm 
thanks vince! i did give the wiki a look but some of the module pages were kinda empty haha :)
Fen  [author] 1 Nov, 2020 @ 10:53am 
Hi Tyl3r99
For static units try using the Sentry option in the AIS Group module. If you sync a group and tick Sentry they will stay in place no matter what. If you add a Sentry Release Raduis on the module they group will be allowed to move when they have a target within the radius or take a causality.

Triggers sync'd to waypoints aren't supported by AIS. The easiest workaround is to name the trigger and then add triggerActivated triggername in the waypoints activation statement.

As the disable simulation this should be working if you tick disable simulation on the object.
Tyl3r99 1 Nov, 2020 @ 10:18am 
Also is there a way that a despawned prop had disabled simulation to keep that state when it spawns back in also? I just had a cargo net despawn and spawn back in and then kinda flattened itself
Tyl3r99 1 Nov, 2020 @ 6:59am 
Hey Vince hope you've been well!

I found some things that would really really be beneficial to the despawn/spawn modules

A. When I sync units that have path disabled to the module and are obviously despawned. When the location is activated the units spawn in perfectly however the "path" is re enabled again.

Is there any way around this?
Lastly.

B. When I have a group on a waypoint activation trigger when the unit spawns in he is supposed to hold at the waypoint until a trigger is set-off so to speak. However they ignore this rule
I fixed the issue by removing them from the group module

Any tricks up your sleeve :)
Maybe another tick box in the group module to keep stuff like that?
nigel 21 Oct, 2020 @ 5:08am 
can i use this on my life server
Tyl3r99 21 Sep, 2020 @ 10:24am 
no wait... its working... kek
Tyl3r99 21 Sep, 2020 @ 10:21am 
the faction name is LOP_TAK_Civ
Tyl3r99 21 Sep, 2020 @ 10:20am 
Hi Vince, hope you been doing well. Im wondering if you can help me.

I use project opfor and im trying to make the ambient civ module spawn Middle Eastern civs but when i put the faction classname into the module nothing spawns. Any ideas?
Tyl3r99 31 Aug, 2020 @ 9:46am 
thanks pal, purely for our group only not a public thing