Arma 3
MMBA
63 Comments
H0STILE 26 Mar @ 4:58am 
github page down?
Alkanet_smörgåstårta  [author] 9 Jul, 2024 @ 2:25pm 
@sideguy
Sure
sideguy 6 Jul, 2024 @ 1:47am 
V Just saw the non active with arma anymore comment, could I possibly reupload a version and to make the changes so that it doesn't force whitelist.
sideguy 6 Jul, 2024 @ 1:43am 
Hey, would it be possible for you to upload a version of the mod without adding the whitelist function to the CfgRemoteExec? Loaded it on a mission and it messed up with another mod and wouldn't allow it to remote exec say3d and a custom script. Would be nice for people to have the option whether to make it secure on their server or to trust their people more, especially for smaller units.
honger 16 Jan, 2024 @ 12:32pm 
The example missions do not exist anymore and the tutorial does not explain even how to get the conversation choices to wok (no matter what one would do, it will just hint [any,any]), so I guess this is a dead mod now?
Predator14 28 Jan, 2023 @ 2:22pm 
Ok...........
Alkanet_smörgåstårta  [author] 28 Jan, 2023 @ 12:21pm 
Sorry, not active with arma anymore.
Predator14 28 Jan, 2023 @ 8:27am 
Can you put back the black color of the modules because the player is useless except to hurt the eyes and the red and not very professional
Predator14 28 Jan, 2023 @ 7:54am 
french translate ?
Alkanet_smörgåstårta  [author] 25 May, 2021 @ 4:22am 
@Zetsumi
First i would check is if the example mission works. Play it through. If it does not work properly it´s broken (This mod is 2 years old and i haven't played for awhile).
Unfortunately, i don´t think what you want will work. Radio is not something i added. And for triggers i can´t remember if it works. If i use triggers in the example mission, it should work.
Zetsumi 24 May, 2021 @ 3:12pm 
Sorry if this is a dumb question, but I wasn't able to figure it out from the example mission or experimentation + Arma wiki and google. How would I go about activating a MMBA module/chain using a trigger? Say I wanted to activate a multiple choice menu when the player used Radio Alpha, or a BLUFOR player in a trigger area was detected by OPFOR?
Kentain 24 Jan, 2021 @ 7:09am 
Or add in the interact with a duration module and distance too
Kentain 24 Jan, 2021 @ 7:04am 
Or maybe add the same function as the interact with stuff

Like you can make task with it you can choose time and stuff like that.
Kentain 24 Jan, 2021 @ 7:02am 
Hey, love your mods but can you add in the add action a way to change the icon of the hold action ?
Alkanet_smörgåstårta  [author] 28 Sep, 2020 @ 10:07am 
Hold action timer to the Add Action module has been added.
Alkanet_smörgåstårta  [author] 28 Sep, 2020 @ 7:15am 
@Jaymes
Thank you :)
Sure i will add it.
I never consider anyone want to donate but i have added a link now.
Jaymes 27 Sep, 2020 @ 11:43pm 
This helps so much, thank you again for your work. Would it be possible to add a hold action timer to the Add Action module? Something like BIS_fnc_holdActionAdd does, I think this would be a great addition to the addon. Also consider putting up a paypal donation link!
revoi bista 19 May, 2020 @ 5:36am 
Thanks
Alkanet_smörgåstårta  [author] 19 May, 2020 @ 5:29am 
@Rhodesia [RRR]
Both. Most function runs on the server and will call on the clients when needed.
revoi bista 19 May, 2020 @ 12:01am 
Client-Side? or Server-side?
Comanche6 2 Oct, 2019 @ 11:08am 
@Alkanet(smörgåstårta) It does, thanks.
Alkanet_smörgåstårta  [author] 2 Oct, 2019 @ 10:58am 
@Comanche6
The "SIDE = PLAYER module" need a player to activate the previous synced mmba module. So in your case you should have SIDE = ALL on the addaction and then on the multiple choices SIDE = PLAYER. Then the player who activates the addaction first will get the multiple choices.
Hope this helps you.
Comanche6 2 Oct, 2019 @ 10:41am 
@Alkanet(smörgåstårta) ModuleAddAction_F
Alkanet_smörgåstårta  [author] 2 Oct, 2019 @ 9:18am 
@Comanche6
What module do you use SIDE = PLAYER on?
Comanche6 2 Oct, 2019 @ 8:59am 
Here's another one: Object > Add Action > Multiple Choices > downsteam stuff, triggered by player.
Works fine when SIDE = ALL, does not display when SIDE = PLAYER
Comanche6 1 Oct, 2019 @ 9:03pm 
I get it: MMBA unchecked means the module inits on system start.
Comanche6 1 Oct, 2019 @ 8:40pm 
I take that back, it works as long as it is synced to another MMBA module with MMBA checked. But if Wait is synced to a non-MMBA module (a trigger for instance), it fails.
Comanche6 1 Oct, 2019 @ 8:23pm 
This mod is great. I've been using it but I believe that the Wait module does not function--when I link it to a trigger, and then the effect after the Wait module I want to achieve, it simply skips wait when the trigger is activated. Any thoughts?
OneShotz177 17 Aug, 2019 @ 2:12pm 
I still don't understand. It's better if u do a video tutorial because words don't always make sense
Alkanet_smörgåstårta  [author] 8 Aug, 2019 @ 6:39am 
@COCKHEAVEN
Both server and client need to have mmba.
COCKHEAVEN 7 Aug, 2019 @ 12:35pm 
Hi, I was reading the comments (speed reading) so forgive me if i missed this. Is this required client-side?
Alkanet_smörgåstårta  [author] 27 Jul, 2019 @ 3:09pm 
@Bish
Download the example mission and check how i did. Link is in the description.
Bish 27 Jul, 2019 @ 2:14pm 
Hey mate , I tried what you said but couldnt get it working :/. I have uploaded it here https://drive.google.com/file/d/1LRViSkWaKCdshadV0aRPno4tk1nMeDwX/view , so perhaps if you get the chance you could take a look and see what I did wrong?
Alkanet_smörgåstårta  [author] 27 Jul, 2019 @ 4:50am 
@Bish You can also create many multiple choices modules, each of them should have a choice module. Then you can just sync a choice module to another multiple choices module, the last choice module you can sync to a go to module.
Alkanet_smörgåstårta  [author] 27 Jul, 2019 @ 4:43am 
@Bish
1: Place a Multiple Choices module
2: Place out Choices Modules
3:Sync all choices modules to the multiple choices module.
4:Place an Add Action module and sync it to the multiple choices module.
5:Last thing is to sync one of the choices modules to a go to module.

If you look at the second picture, one of the two car symbols you can replace with a goTo module.
Feel free to ask if you have more questions.
Bish 27 Jul, 2019 @ 2:31am 
Hi could you explain how to set up a basic conversation with someone? For instance asking an informant a few different questions and one of the questions then ending with a go to module?
Alkanet_smörgåstårta  [author] 8 Jul, 2019 @ 2:17pm 
@Blaze
Deactivate mmba on it, it will then run on mission startup. You need to sync all units. They spawn on the module but you can add a position logic to it if you want them to spawn somewhere else.
Blaze 8 Jul, 2019 @ 12:51pm 
Is it activated by a trigger, because its not working for me.
Blaze 8 Jul, 2019 @ 12:16pm 
also do i just need to sync the squad leader?
Blaze 8 Jul, 2019 @ 12:11pm 
Wait, do they spawn on the module or their start pos?
Blaze 8 Jul, 2019 @ 12:05pm 
great!
Alkanet_smörgåstårta  [author] 8 Jul, 2019 @ 12:04pm 
@Blaze
Yes, objects, units, vehicles.
Blaze 8 Jul, 2019 @ 11:59am 
good! does this work with vehicles and helis?
Alkanet_smörgåstårta  [author] 8 Jul, 2019 @ 11:57am 
@Blaze
I just uploaded the respawn module. It´s under modifiers. Try sync soldiers to it, add a waypoint called GUARD. They should go to that position when they respawn.
Blaze 8 Jul, 2019 @ 10:47am 
yes but when they reach it and die, they will just stand there, at their spawn
PS. im dumb
Alkanet_smörgåstårta  [author] 8 Jul, 2019 @ 10:35am 
@Blaze
This can be done with arma 3´s waypoints. I will add so a respawned unit will join the same group as the old unit, they will then have the same waypoints.
Blaze 8 Jul, 2019 @ 9:29am 
can you also make it so they are always moving to one point?
Alkanet_smörgåstårta  [author] 7 Jul, 2019 @ 2:29pm 
@Blaze
This is very easy to do so i can probably add it sometime this week.
Blaze 7 Jul, 2019 @ 9:53am 
can you make an easy way to get AI units and vehicles to respawn when they die? i would like this so I can make missions like defend to outpost or town, if you know what i mean.
Alkanet_smörgåstårta  [author] 14 Jun, 2019 @ 1:18pm 
@Jaymes
MMBA is only server side. The dialog data is stored on the server and then sent to the client when needed.
The only way is to do your own scripting. You can make a client call the "MMBA_Modules_fnc_setText" function.
Example:
[["_text","_x","_y","_duration","_fadeIn","_deltaY","_border","_code","_index"]] call MMBA_Modules_fnc_setText;