#arma3_scenario
1 messages Β· Page 9 of 1
So || stands for "or"?
Not EXACTLY same AFAIK. They have different priority
But basically speaking, yes, pretty much same
wait, https://community.bistudio.com/wiki/Order_of_Precedence says otherwise?
ah that yes
ModuleFrendlyFire_F
What does it do and how to configure it?
try it?
The biki is very not forthcoming, so I don't even know where to begin.....
What does it return? bool or num or string?
How do I assign side/ shooter/ victim to it?
Like... how the eff?
place the module, see its settings
Did. Didn't help.
iirc it's a "friendly fire is forbidden" mission failure thing
you need to sync it to units you want to be forbidden to FFire (iirc)
ok, that makes more sense than all the documentation so far....
that's usually how modules work π
mandatory "and then you write your own code anyways" joke
how come you dared to leave the server, you
i've taken some time out to stop treating arma like a work π€£
ask that in config makers
Hello, is the source code for MP Combat Patrol available anywhere? I can't seem to find it π¦
missions_f_patrol.pbo
is there any known way of changing an objects scale in a multiplayer mission? I understand setObjectscale doesnt always work in MP.
I'm making a CQB training area for a unit, but I can't find the ramp thingies that can be found on "the roof" of those structures, but I know it exists in vanilla. Do you know how it's called ?
Do you have a pic?
The stuff on the picture, where the instructors can watch the guys training
setObjectScale is the only way
I don't think I've seen very particular thing in vanilla A3. Maybe you can just put killhouse wall that way
This picture is maybe better. I know there's something similar in Arma (I used it to make a CQB training course years ago), but I can't for the life of me remember the name of that type of stuff
I'm not even sure it was a "military" stuff, maybe a port or something
killhouse doesn't show any returns
(Not even the "compressed wood panels" that I don't know the name of in English)
Here you can see it
It's not the exact same
But similar
Ah I found the name of the stuff ! A catwalk !
Now I need to find it in the game
Not a vanilla thing IIRC
I guess my memory isn't as good as I thought
I can't find anything similar in the game, but I found a mod that allows me to make a course (that's actually the mod used in the screen)
Guess I'll use that instead
Mmmaybe one of PLP Mods
Can I place down some sort of comments in my missions so I can tell what I was planning there a later day?
In Eden? Yes it's a feature
Right click anywhere and you'll have an option "Add comment"
This mod has the catwalks you are looking for. And the stairs. It's a WONDERFUL mod!
Oh you already figured that out π
Is there a comprehensive guide to A3 mission making, like the one Mr Murray made for A1?
https://www.youtube.com/watch?v=JSqU7EvSv04&ab_channel=UselessFodder I found this video to be quite helpful and well explained
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
Buy awesome tactical games: https://nexus.gg/UselessFodder
In this tutorial, we will make a complete mission in the Arma 3 Eden Editor and show how to set up Arma 3 missions, create waypoints, set enemy patrols and...
How to end the intro?
endMission IIRC
God I love attachTo command
https://autocompressor.net/av1?s=x6FLZPJu
Footage credit to @ripe dew.
I remember that for some time ago i saw a script for having AI civilians spawn in a vehicle and drive around within a certain distance from the player, to create some ambiance.. it looked fairly simple but cant for the love of god find it now..
Never mind found it, it was L_civs
Anyone know how i add more ammo to a Dshk Turret? I'm using RHS and they only have 3 ammo boxes
how to use African civilians with the Civilian Presence module? Only white guys are spawning on Kujari map (Africa) ... π
I got it, i have to change Identity of the spawned units
this do not change the civilians Identity contrary to Civilian Presence tutorial
_this setUnitLoadout selectRandom [ "C_man_polo_1_F_afro", "C_man_polo_2_F_afro", "C_man_polo_3_F_afro", "C_man_polo_4_F_afro", "C_man_polo_5_F_afro", "C_man_polo_6_F_afro", "C_man_shorts_1_F_afro", "C_man_p_fugitive_F_afro", "C_man_p_shorts_1_F_afro" ]; [_this, selectRandom ["AfricanHead_02", "Barklem", "AfricanHead_03", "AfricanHead_01"]] remoteExec ["setIdentity", 0, _this];
they are still snowflake and no black ppl
code is pasted in the "Code On Unit Created" field of the module
Does anyone know how to make this shitbox move in the water? It's an LVTP. This particular unit is from Cold War Rearmed III, but I can't get any of them to reliably advance in water.
Sometimes they move, sometimes they don't and I can't identify the variable
I think you need post it here
https://discord.com/channels/105462288051380224/292271129303842817
@icy zealot , thanks! Will move the post to there π
Activision/IW gave you permission to use those, right?
I thought only music related would require permission, are you sure also in game voices also require perm?
Of course
you WISH that some random guy like me could get permission from a big company
Enjoy your day ^_^
Enjoy your warning, then
Just a small hint, all "games" have their own licencing, like what is legal for you to do with their work and what isn't.
For example: Valve, works (mostly) with it's "Creative Common" licence, meaning you can use their assets for creative purpose.
But each firm/gamecompany/game ect has it's own licence, so be sure to check it to stay out of (legal) troubles π
you can find these licencing pretty easy on the internet
True I just learned this today, I really only thought that only music and cut scenes are prohibited for use, but for voices it's very new to me I was thinking it's normal because nowadays it's really easy to generate AI voices similar to characters in gaming or movies, and even hire the voice actor himself without the permission of the company to do exactly the voices he does and then using them for stuff. anyway i should not argue about this as this channel is not for this stuff. but i will warn my friends and community about it
Is there any way to see what mods your mission depends on to function? I've made a mission that uses a massive mod list and i want to cut it down from what i actually need for it so i can publish it to the steam workshop
There is no automatic way to detect it unfortunately
welp time to go through each and every mod
Pretty much
might just remake it with less mods then
That is always a wise way
i stg tho my ai just decides one time "yes we will follow orders" and the next they have fucked off half way across the map π
Hey all! How do I make a mission enable the use of an image? I name it what I want, and then put that exact name in my photo - but nothing for my dedicated server. Some say I need this to be a .pbo, but how would I go about this while adding the specified photo I need?
Put a JPG or PAA in your mission folder and use it in the mission
Would i be able to dm you a mod pack? I think its too much what i've got planned but not sure
Why? No
Well is 31 mods too much for a workshop thing π
Personally I would say yes, I personally won't download more than 5 or 6 mods. For 31 mods, I'd say its more of a dedicated server mission with a set mod list.
time to chop the list up
Would you say this is fine? 11 rn and better inventory and eden won't be needed
they are the main mods so most people should have them
3den Enhanced doesn't make any dependency
Remove stamina, Better Inventory and ACSTG don't seem to be a requirement
I look at it this way, less mods = more likely to be played, unless its like on a dedicated server.
fair
Cup ones are pretty popular, so not really an issue, I dont have remove stamina but, I just remove stamina in editor? But if its not a requirement probably no issue.
Done, ty for reminding me
Everyone should have cba too
I might add this as im removing the no stamina thing https://steamcommunity.com/sharedfiles/filedetails/?id=3135877809
whole idea for the campaign is you switch between americans and russians
like 2 individual soldiers
247.731 MB
If you still have the Eden file, you can check the depencencies by loading the mission file without any mods, it will tell you what mods are missing by the list of errors.
Depends what the group of interest you are planning it for.
I mean some mods need several other mods to function, others work fine alone.
Also depends what you want to create, do you want it to be a vanilla mission, you shouldn't need that many mods, if you need to make something very custom for a specific target audiance, you can get away with some kind of modlist.
Try to limit the use of mods for more clicks, the longer the modlist tho, the lesser the "mission" is likely to be downloaded.
Since downloads of the needed mods can function as a wall for players that might be interested in your content.
So the lower the ammount of mods the lower the wall is for people to play your content.
Example of mod list(around the size I usely do it):
You can script the stamina thing if you want, saves you another mod.
Is there a way to disable randomization for all vehicle skins in a server?
Hey, is there anyone who could point me in the right direction or help me out with making some solo missions. I'm not sure where to start with it all as it seems to be different from zeusing
Do you mean you want to learn Eden Editor?
Yeah
You can try top-right tutorial first
But everything I see isn't super in depth or easy to follow
ty
Those 2 contradict eachother.
All jokes aside, you can make the mission as complex as you want.
For example you can make a mission in just 5 min, or you can spend an entire year making one.
If you are new to Eden, I suggest you follow tutorials to get started, you can also download Arma 3 workshop missions and Un-pbo them to see how they are made, so you can learn from that aswell.
But what kind of mission do you want to make, what is the goal of your mission, what lenght do you plan to make your mission, ect ect.
Can you tell a bit more about it?
I'm not sure yet. But I was going for more of a future style combat I have some exosuit mod for the looks. Maybe a cutscene intro or something resembling that, a lengthy combat portion. Maybe a defence objective in there as a sort of "oh no your base of operations is under siege" and ultimately a helo extraction
Okey, so that is some advanced stuff, this would take a lot of time learning 3den and even (some advanced) scripting, since you need some (advanced) scripts to make those work.
For your first mission, and first project with 3den you are really making it hard for yourself.
You can do that ofcourse, but it will consome a great ammount of time, or you can start a bit smaller, instead of all those things mashed in 1 mission, why not make a "simple goal mission" with a cutscene for example? So you can focus on learning how to make a cutscene and pratice with it while also getting the basics of A3 Eden editor?
This also gives it higher chances of the product (in this case your mission) being finished. π
For making cutscenes there are great tutorials on youtube, just write in youtube for example: making cutscene/intro in A3 mission and you get some neat results.
Sounds good. I wasn't too sure if it was going to be jumping into the deep end or not. But if that's what a suggested start point would be I'll give that a go.
I do like the idea of extractions though. So would it be too difficult to add that in to a simple one?
you can do multiple ways of an extraction, for example you can fade to black when the player(s) reached the chopper and play a heli flying away sound, or you can litterly make a heli fly to the point and wait for all players present and then fly away with an end trigger somewhere, you can make it as complicated as you basicly want to.
Alright cool tyvm
can anyone give me some tips on coming up with mission ideas to implement in arma 3? im really struggling to get an idea going lol. aiming to have a mission for 2 players
you can use the TRENCH object, tilt it a bit, add a few sandbags for example and tada? Vanilla solution no mods needed π
Or use the H-barrier object and keep it open at the rear?
I'll try it out, but if anyone has sand variety will be great
Republican Guards and ish
You can also use the "DEFORMER" mod to rework the terrain a bit so it works like in the pictures like you posted.
np
Is there a quick and easy way to use Triggers to see if an enemy is dead without using scripting? For example, if I attached a Trigger to a Wave Spawner, and once the Wave Spawner is done, and I set it to "Not Present", will that validate it as complete?
No
for some reason these two tanks just stare at each other, they fire their main gun at others but not each other (i have all the teams set up correctly)
Anyone got any idea?
What mods are loaded?
You need a script to check if "unit" is !ALIVE.
There are some tutorials on youtube that can explain this in the details :).
Love on first sight<3
sadly
my game just crashed when i replaced the T80 with a T90 and it fired at the other T80
Maybe something caused by LAMBS?, but to be fair arma tank AI is something else.
- Are you sure they are enemies each other
- If you wonder try without optional Mods
Possibly and yeah lol it only seems to work with ww2 stuff
yeah they are enemies and i'll check without mods
That sucks. Thanks though!
If i want a SFX i can just make a SFX folder right and rename this code from "sound" to SFX?
looking at it but kinda stuck as i just need it for a trigger and it doesn't mention it for a trigger there
class CfgSFX
{
class Owl
{
sounds[] = { "sound0", "sound1", "sound2" };
sound0[] = { "A3\Sounds_F\environment\animals\birds\owl1", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
sound1[] = { "A3\Sounds_F\environment\animals\birds\owl2", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
sound2[] = { "A3\Sounds_F\environment\animals\birds\owl3", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
empty[] = { "", 0, 0, 0, 0, 0, 0, 0 };
};
};
sounds[] can also be an empty array sounds[] = {};. empty[] is required param and serves as fallback sound definition.
okay ty, do i just leave owl there or?
still no clue on it rn as well u kinda copy pasted the thing idk about
@glad barn
class CfgSFX
{
class RGN_alarm_1
{
name = "Reignite Alarm";
sounds[] = { "sound0"};
sound0[] = { "SFX\Alarm1.ogg", db-10, 1.0, 1000, 0.2, 0, 15, 30 };
empty[] = { "", 0, 0, 0, 0, 0, 0, 0 };
};
};
and path to sound
MISSIONROOT\SFX\Alarm1.ogg
thank you<3
with this what can i edit so it plays consistantly on a loop constantly?
(sorry for all the questions)
ik db is the how loud it is
How do I use taskCompleted and/or BIS_fnc_taskCompleted to see if all objectives are complete, in a way that it can be pasted into a Conditions box for a Trigger to trigger the End scenes?
https://community.bistudio.com/wiki/taskState
[Task1, task2, task3] findIf {taskState _x != "Succeeded"} == -1
Thanks! π
Trying to change the horizon / horizonObject of a map in description.ext for a mission but its not working, any help is appreciated.
{
class Any
{
class Weather
{
class Overcast
{
class Weather1
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather7
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather2
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather3
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather4
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather5
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather6
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
};
};
horizontObject="A3\Map_Stratis\data\horizon.p3d";
};
};```
Testing out my mission on server. For some reason the AI spawns in this position and does not move to their assigned waypoint. Anyone know why?
Additional:
-They are meant to move to a GET IN waypoint. I've had this issue before even with a MOVE waypoint, however.
-They are meant to move on a OPFOR - Not Present trigger.
-Rather than disableAI"MOVE" I used a Set AI Mode module. I've had this issue with either system though.
I've only ever fixed this issue by deleting the AI Squad, and putting a new one down. Sometimes it takes several tries but eventually one will work. I'd love to find an actual fix since the current way is incredibly tedious.
I guess AnimDataCache issue
I'm pretty new, any particular way to fix that?
Locate your profile folder (or its parent folder) and delete AnimDataCache folder, restart Arma
Weird, no luck but worth at least trying so thank you. I'll keep checking but if anyone has other helpful tips please send them my way!
Then you have a bad Mod
Hey there, is the altis international airport available as placeable building ? i can't seem to find it
It is hidden but yes. There should be classnames
how can i place it if its hidden ?
create3DENEntity
in comination with getMarkerPos i guess
If you want to place it ingame, createVehicle
alright thanks
Is there any other way to change/upload a new cover image to a Steam Workshop scenario for Arma 3 than to re-upload the mission? Thank you.
You don't have to reupload the whole mission
Just open your mod in publisher and change the image and then select Update
Not sure if the is the right channel, please let me know. Is it possible to make a mod that just adds to an existing mods description.ext?
We're using the Antistasi and Live Radio mod, and to use other radio channels you need to edit the description.ext. I don't want to break open the Antistasi mod and deal with all that, so I was hoping there's a way to just add to or overwrite the description.ext
Hi folks. I just wanted to ask if there is a way to change the audio sound to the custom objective module for arma 3?
I want it where when my players complete an objective, they will have a completion SFX with the actual module prompt. I know SOG has a custom sound, and was wondering what way there is to get it working and whatnot π
For warlords is there a way to get a requested plane to land on a non-airport location like the dirt runways on altis
I have noticed on several videos by people and on a mission I ran (my brother made the scripts and hasnt told me how) but how do I produce a lightning storm - just a visual effect and not to cause damage.
second thing, in a recent rubix raptor video there is alot of people being flung... also how do I do that hah?
Hi guys. I have a problem when I want to load a saved scenario, the game loads it for a while and then throws me into the menu. can someone help me? Please
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
it usually means either the save is broken in some way or you're missing addons that are needed to start the scenario/you're loading with mods different than before the save.
and this is not a channel for such questions, as it says - it's for mission making, not player-debugging. #arma3_troubleshooting would be the way
I'm having trouble getting "this" to be passed through an addAction; it's important that I can because I'm trying to make a copy-and-pasteable script that relies on no Variable Names on the vehicle I'm trying to pass through via 'this'.
What's the easiest way to pass an object to an addAction without public variables?
using addAction's arguments 
cursorObject addAction
[
"Action",
{
params ["_target", "_caller", "_actionId", "_arguments"];
_arguments params ["_message"];
systemChat _message;
},
["Hello, Discord"]
]```
Okay, so if I wanted to pass on a specific vehicle though the addAction, I would replace _message with the name of the variable that is holding the object?
you would replace "Hello, Discord" with the variable you need to pass
So if that variable I want to pass is this, then I need to package it inside a private variable, right?
no
and the object the action is added to is available as _target (or _this select 0 if you don't use params) π€·ββοΈ
OH! DUH!
Thanks. π Let's see if that answers my question(s).
That did the trick! Many thanks. π
I'm getting this down arrow in my prompt instead of the addAction. It's weird because it was working before, and now it isn't. 
Actually, I think I have an easy fix.
Okay, that's weird. Any idea what's causing that collapsing scroll thing?
Usually having action without name cause this
Hm, weird. Here's the code:
[SPAWNBUTTON, ["Spawn 1 " + DisplayName + ".",
{
VehicleSpawner = 3;
VehicleQuantity = 1;
removeAllActions SPAWNBUTTON;
}
]] remoteExec ["addAction"];
[SPAWNBUTTON, ["Spawn 2 " + DisplayName + ".",
{
VehicleSpawner = 3;
VehicleQuantity = 2;
removeAllActions SPAWNBUTTON;
}
]] remoteExec ["addAction"];
[SPAWNBUTTON, ["Spawn 3 " + DisplayName + ".",
{
VehicleSpawner = 3;
VehicleQuantity = 3;
removeAllActions SPAWNBUTTON;
}
]] remoteExec ["addAction"];
(etc...)```
What is DisplayName there
For clarification, VehicleSpawner1 is after you select the relevant vehicle, and a trigger changes 1 to 2. Then this flips it to 3, that spawns the vehicle, than goes back to 0.
DisplayName is this:
DisplayName = getText (configFile >> "CfgVehicles" >> (typeOf DEFAULTSPAWN) >> "displayName");
DEFAULTSPAWN is a Quad Bike.
The TL;DR is I'm building a script that can be copied and pasted into any vehicle, so it can be used to spawn a type of vehicle on a multiplayer server without resorting to Zeus or server commands.
Hi; quick question for you.
If you have a poorly optimized map with a lot of terrain objects, and you know a large swath of it won't be used on a given night, would using Hide Terrain (locally) help or hinder performance?
I'm not sure if it would make things better (because it's less to render) or worse (because it's tens of thousands of trees, buildings, fences and other stuff to run commands on)
An easy test is to add a single Hide Terrain Objects that covers the entire map. If performance notably improves, that's your answer. π
Say 100000 x 100000 in size from the center of the map.
bear in mind it needs to be checked to be executed locally to avoid any issues during JIP. and if you plan to remove a lot of objects, the player will see a noticeable performance drop for the duration of the script execution, but how noticable it is depends on types of objects and their numbers
and the drop is only once, after that game will be smooth until player reconnects
Does anyone know what causes this? References on the issue below this post.
What is the point of the signal tab in the briefing? What info should we present to the players here?
Also is there a way to indent paragraph text so it's formatted better?
Signal means list all related callsigns that are about to operate in your operation. Not a mandatory info anyways
Also about indenting IIRC official implementation is having a image in the front of the line
I don't want an image in the paragraph if possible. You know how in any word processor if you press TAB it equals like 5 spaces or so? I'm trying to achieve that effect.
I think the reason for the image workaround is probably this:
Somebody with default UI settings sees this ...
This line is not indented.
But this line is indented by four spaces. More text.
Another indented line.
```... but if the UI is configured in a way that yields shorter lines, the same text could be rendered like so:
This line is not indented.
But this line is indented by four
spaces. More text.
Another indented line.
they are identical on mobile π
See, that's exactly what I'm talking about π
Bonus: They are not identical on my phone π
Oh so it's not recommended to indent lines because it could look different for everyone?
I already know how to create a new tab on the right. But how do you create one on the left? I'd like one that goes directly under Briefing.
Thanks! Does this go in my diary.sqf?
maybe π depends what you have in there
In that file has all my "situation, mission, signal, etc"
i assume you are using createDiaryRecord?
yes
you can set it up like this ```
_index = player createDiarySubject ["YourEntry","Your Mission Name"];
player createDiaryRecord ["YourEntry", ["Help", "test" ]];
i hope that helps, gotta run π
Could I get some help getting pointed in the right direction for making a King of the Hill-style mission?
Learn to script, learn to concept a mission, learn to make a mission, more
What is a good way to have a helicopter pick up my team then deliver them somewhere. I decided not to use the SOG radio support module because it;s kinda overkill for what I need to do. Just a simple: Helo lands, player uses and addaction to start the transport and it flys to the destination and lands.
I'm messing around in the editor and used a load waypoint but it wont land. Is there more this?
Better to use Invisible Helipad to tell where to land
Hmm it still wont land. Right now I've chosen load as the waypoint is that correct?
And I placed the helipad near.
interesting i changed the waypoint to loand instead of load and it did it!
Thank you. Only other question I have, is what to use for a "marker" to define a spawn point. Even with "Spawn on Custom Position" and multiple Respawn Points, people still spawn where they died.
I think I asked in the wrong location, so I'll ask here: #arma3_scripting message
I've finished making my vehicle spawner; the only issue is that my 'display' models aren't sitting on the table correctly. Is there a way to fix it?
The relevant part of the script:
SpawnTable = createSimpleObject ["FoldTable", getPosATL this, false];
SpawnTable attachTo [this, [0,0,0]];
detach SpawnTable;
SpawnTable setPosATL [(getPosATL this select 0) + 0, (getPosATL this select 1) + 0, (getPosATL TableHeight select 2) + 0];
this setPos [(getPos this select 0) + 0, (getPos this select 1) + 0, (getPos TableHeight select 2) + -2.5];
this setDir 135;
this setObjectScale 0.1;
I think it MIGHT be a limitation of setObjectScale, but I'm not 100% sure.
Because I've noticed that some objects will sink through the ground, and they are at different heights despite the icons being at the same level.
Here's using the actual scale function in 3den.
Is there a way to compensate for this?
Actually, now I have this visual reference, I think I can see how. So if the scale is 0.1, that means I need to move it up an equivalent distance. But since each object has its own distance, I need to figure out how tall an object is, and move it down effectively half its original height.
I'm thinking Bounding Box, but I need to figure out what math to use.
I've gotten pretty close:
private _bbr = 0 boundingBoxReal TankTest3;
private _p1 = _bbr select 0;
private _p2 = _bbr select 1;
private _p3 = _bbr select 2;
private _maxWidth = ((_p2 select 0) - (_p1 select 0));
private _maxLength = ((_p2 select 1) - (_p1 select 1));
private _maxHeight = ((_p2 select 2) - (_p1 select 2));
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3", _maxWidth, _maxLength, _maxHeight];
//hint format ["p1 %1, p2 %2, p3 %3", _p1, _p2, _p3];
TankTest3 setPos [(getPos TankTest3 select 0) + 0, (getPos TankTest3 select 1) + 0, (getPos TableHeight1 select 2) - (_maxHeight * 0.9) + 3.15];
TankTest3 setDir 135;
TankTest3 setObjectScale 0.1;
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3, TableHeight1 %4, MaxHeight x 0.1 %5", _maxWidth, _maxLength, _maxHeight, (getPos TableHeight1 select 2) - (_maxHeight / 1.5)];
I think the math is a tad off, so any help would be appreciated. π
TableHeight1 is an object that's at Z zero, and is used as a point of reference for the other objects.
Still no luck.
TankTest2 setDir 135;
TankTest2 setObjectScale 0.1;
private _bbr = boundingBoxReal TankTest2;
private _p1 = _bbr select 0;
private _p2 = _bbr select 1;
private _p3 = _bbr select 2;
private _maxWidth = (((_p2 select 0) - (_p1 select 0)) / 2);
private _maxLength = (((_p2 select 1) - (_p1 select 1)) / 2);
private _maxHeight = (((_p2 select 2) - (_p1 select 2)) / 2);
TankTest2 setPosWorld [(getPos TableTest2 select 0),(getPos TableTest2 select 1),((getPos TableTest2 select 2) + 0.8) + 18 + (_maxHeight * 0.1)];
TankTest2 setDir 135;
TankTest2 setObjectScale 0.1;
hint format ["MaxWidth %1, MaxLength %2, MaxHeight %3, TableHeight1 %4, MaxHeight x 0.1 %5, BoundingCenter %6", _maxWidth, _maxLength, _maxHeight, (getPos TableHeight1 select 2) - (_maxHeight / 1.5), boundingCenter TankTest1];
OKAY FIGUERD IT OUT. Using a completely different method. π
_spawnTable = createSimpleObject ["FoldTable", getPosATL this, false];
_spawnTable attachTo [this, [0,0,0]];
detach _spawnTable;
_spawnTable setPosATL [(getPosATL this select 0) + 0, (getPosATL this select 1) + 0, (getPosATL TableHeight1 select 2) + 0];
_spawnTable2 = createSimpleObject ["FoldTable", getPosATL this, false];
_spawnTable2 attachTo [_spawnTable, [0,0,0.45]];
_spawnTable2 setObjectScale 0.1;
this attachTo [_spawnTable2, [0,0,2.3]];
this setDir 270;
is there a guide somewhere that explains how to make custom factions?
I'm looking to create a faction with TRYK's uniforms for a snow map
Seeing as this is the mission making channel, do you just want to make some scripts to dress em up or create an actual mod?
probably make a script, as I don't want the players to have to download anything extra
Then export a loadout from the VA and paste into notepad. That should give you direction into what you need and which commands are useful.
i am moving my question here from #arma3_scripting :
i have a vehicle in the mission with variable name "OBJECTIVE_VEHICLE_1" that MUST exist always meaning if it gets destroyed or deleted it should respawn at the last known position with the same variable how i do this?
You can attach deleted/ killed eh on your vehicle.
Your use
https://community.bistudio.com/wiki/respawnVehicle
That will be improved on 2.18 so it will be better
inb4 3DEN Multiplayer > Vehicle Respawn module for the ultimate meme
but this would respawn all vehicles, i only want that vehicle to respawn though
Description: Set vehicle respawn, compatible both with SP and MP. Parameter(s): 0: OBJECT - vehicle...
no, it wouldn't
the module only works on vehicles that are synced to it in the editor (right click - Connect - Sync To)
unfortunately, it that didn't seem to be what I wanted
my final goal was to be able to make a winter faction with tryks and use them in zeus/editor/mcc
Does anyone know a way to make a helicopter crash land but not damage/kill the people in the helicopter?
allowDamage
ok nvm, I think I found a good guide thing
Does someone know what the command is for moving a soldier in the cargoTurret of the vehicle with the MoveIn command ?
and put in the command "your heli land "Land";
moveInTurret
thanks
hi,
have placed an oval marker "m1" and an artillery piece controlled by AI named it "a1". I have placed a trigger with desired conditions, how do i make the artillery fire on any area in this marker and preferably stop after some time?
Will it fire to the center of the area marker or spread it out?
It mentions this is via radio
im pretty sure there is spread when firing because its realistic, that no artillery is super accurate
Need the spread of artillery + spread of the size of the marker
then you can use random to add spread to the targetting
_ms = (markerSize "m1") # 0;
_rand = [(random -_ms) + (random _ms), (random -_ms) + (random _ms)];
then ```sqf
_center vectorAdd _rand
_center = (markerpos "m1");
_ms = (markersize "m1") # 0;
_rand = [(random -_ms) + (random _ms), (random -_ms) + (random _ms)];
_p = _center vectorAdd _rand;
a1 commandArtilleryFire [_p, (getArtilleryAmmo [a1]) # 0, 3];
Will this work in a trigger or I got call it via a sqf?
doesnt matter
One more thing how do get the barrage to stop, reverse the commandArtilleryFire?
dont know, the last parameter is the number of rounds fired
Ok
Hey, is there any way to allow a certain mod in without having it be included in the scene? I am trying to get LAMBS to work in Zeus, but I need it so that Zeus is configured so that not every addon loads in. That's because I am using 3CB and I don't want to see every single faction while I am moderating a game. So is there any way to include LAMBS in being loaded in Zeus interface?
hi everyone im trying to make a mission where the player's goal is to destroy aircraft using explosives, however both satchel charges and rockets seem to be ineffective against grounded aircraft
is there any way to make it easier for explosives to destroy aircraft?
That is weird 1 satchel or C4 should be more then enough to destroy aircraft.
something interesting, when the aircraft has crew it seems to go down no problem
but if there's no one inside it seems invulnerable
Are you playing with mods ? is the plane simulated ? Is the plane damage disabled ?
im playing with sogpf and some quality of life mods
hmm without mods it seems to work
i should probably go through them..
You will have to make a faction then. The script way will work only on preplaced units that can execute loadout script or if you have AI spawning script which when unit spawns will execute loadout script also.
You might want to hold out on TRYK, it didn survive the 1.54 update that TRYK armor is effectively no-armor and you still die with one shot..
If hes gonna do the units. He can alter armor values himself and have his units with armor
it makes sense why it doesnt explode, crash landing prevent explosion damage of air vehicle classes for the crash landing stuff
The vests still need some love from the authoring tools and isn something you can fix through scripting (maybe adding and EH that reduces damage).
By love from the authoring tools you mean updating the model?
Si
Models haven't changed
There were no new selections added
I think it is script related
And you can alter script if you take lets say tryk vest base and redo the armor values
Are there any good tools for populating areas with AIs or for automatic AI commanding other than ALiVE, which I find a bit janky for smaller scenarios.
NR6, Drongos?
Painful... Can't Mikero help out?
Is there another winter clothing mod then?
Hi I got a random urge to try and learn making missions, is there anything I should know/learn about before trying it out?
Keep the wiki open in your browser
then just open the editor and go wild
start small
just mess around a LOT
guys, let's say I want to make a game mode like for example Warlords, Wasteland or KOTH; should I use the 3DEN editor to do it and paste the scripts or there is another method better (external tool or something else)? Just a simple gamemode, not nearly like the complexity those above, mostly for learning
Start small is great advice, many people forget that bit not just in mission making. :P
The best advice I an give is when you get to MP mission making, make sure to understand the concept of locality and how things interact over the network. Many people fall down the "but it worked in the editor just fine" hole.
They are all not even "simple" gamemodes. But yes, Eden is your first step
Is there anyone who can convert Arma maps to FBX files?\
not allowed unless they are part of the officially distributed datapacks
Totally agree with the start small advice. In general you could refer to an old Navy expression from the 60's "Keep it simple, stupid" aka. The KISS philosophy
If you're looking to do MP stuff, checkout the F3 framework which @coral mirage links to. It might seem overwhelming at first, but once you get the hang of it, it's pretty straightforward.
The tutorials I linked will step you through it with plenty of hand-holding
Thank you all I already dove into it
Understanding locality is the first and most important step in making Mp stuff
Anyone got some good terrains/maps from the workshop for building a mission?
Anything that you feel it is good is
Just dont think about MP when youre just starting in general
where did my msg go
Deleted
So I've been working on a large-scale scenario involving an expansive underground missile silo complex. Unfortunately I cannot find for the LIFE of me any steel catwalks that work for what I need, does anyone know any good mods for it?
For reference, what I have so far and what the end result should look like
CYTECH has those π
is the file size worth that though? I'm led to believe it's massive and I don't wanna burden my players with that.
It is 15Gig, so that is indeed alot of data however, it is a direct answer to your question, as far as I know there are no other mods with this kind of objects. π
truly awful, thank you for your help lol
No prob :).
You also have https://steamcommunity.com/sharedfiles/filedetails/?id=2975882889&searchtext=shoothouse
witch adds catwalks.
π
I'm not very experienced in arma scripting, but does anyone know if there's a way to do an auto teleport script instead of an interaction or hold button?
Yes. You could make a trigger and teleport anyone who steps into the area
Do you want to teleport to a specific position/coordinates?
Coordinates would work, but I've been trying to have it go thru via a variable name
I tried to find some stuff online but one thing was in russian the other didn't work
Place a trigger.
Set it to activation by anyone.
In the onActivation script, place
{ _x setPos [x,y,z]; } forEach thisList;
replace xyz by your coordinates, or use a variable.
This just sets the position, of everything that enters the trigger area
Awesome thanks! I'll see if I can get it working
Im fairly new to mission making but was wondering how to focus the in game map on an AO I'd like for a mission like in this picture:
Ive seen it done in singleplayer as well but never understood how to gray out parts of the map
Cover Map Module
Got it thank you Ill give it a look now
how common is it to use modules in game modes? should I mix them with scripts as much as possible or do most things in scripts?
are "Sides" valid varspaces?
Heyo! How do you place the VR Vehicle Targets, and make them react in color to damage as per the VR arsenal map?
Oh, and build yourself a template mission to use that contains all your default module settings for stuff like ACE, ACRE, etc.
does anybody know y the tsk isn't show? the notification comes up the veh are spawned the EH were added but i can't find the tsk destination on the map or find it in the "j" menu.
"tsk0" exists and has a destination... strange
well a destination when i call ["tsk0"] call BIS_fnc_taskDestination
i think the function is broken -.-
Ayup, SO, Im making a mission where my players find a tunnel system, where they can then enter said tunnel with an addAction that will tp them to a seperate area where ive built the tunnel
Im getting an error on load "Invalid number in expression"
What am i doing wrong? lmao, Teleport stuff attached, I have my markers and such on the mission and everything in mission corrosponds to this script
you call this from an object's init?
"\Teleport,sqf"
comma sqf?
leading backslash is also weird
and if that file is called teleport.sqf, are you trying to make it call itself? that won't do a teleport, that'll just keep adding more actions
didnt notice the comma lmao, Fat thumb, Called from object init, Im not suuuper knowledgable on codes so i got the call from a video that, Worksss, Unsure if its the best way or not just need it to work lmao
I fixed it, thank you for pointing out my blind ass didnt notice lmao
Hey everyone, does anyone know a script that allows players to drag or carry unconcious players using arma 3s vanilla down/revive mechanic? I know SOG and other CDLCs have the option but I cant replicate it in vanilla.
Thanks in advance for the help. π
@signal coral thank you for the reply. That is a big help. Is there a way to include all vehicles in that statement except a certain class? Sorry for the late reply. I was working yesterday.
Grimes's Revive Script can do it, also get them out of vehicles, at least you can drag/carry ai, cant say Ive tried with players
maybe see how he does it.
anyone got any idea how i would set a trigger condition to be true when a specific item is dropped by the player? I want to detect if the class name of a specific backpack is in the trigger area (its a tactical nuke lol) Here is the trigger setup for now :
Try such condition:
(thisList findIf { (_x isKindOf "WeaponHolder") and { "<backpackClassName>" in (backpackCargo _x) } }) >= 0
Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item5/Entities/Item84.type: Vehicle class vtf_kf_O_Heli_Light_02_unarmed_F no longer exists
10:47:30 Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item111/Entities/Item0.type: Vehicle class vtf_kf_B_SquadLeader_F no longer exists
10:47:30 Warning Message: mpmissions__cur_mp.daggerislandsummer\mission.sqm/Mission/Entities/Item111/Entities/Item6.type: Vehicle class vtf_kf_B_Rifleman_AT_F no longer exists
10:47:30 vtf_kf_vehicles
10:47:30 vtf_kf_units
I keep getting this error in my server from my mission anybody know what it could be?
missing a (VTF? KF?) mod
That'll be Korsac or whatever its called I think
Its the authors name
Took me awhile to find it lol the faction for some reason was saying its units don't exist
The reason is you didn't load the Mod
Its loaded
I was using it actively just when I place the units down it flashes that error on a dedicated server
Haven't attempted to recreate though
If it surely is, the author removed those units then
Fixed my issue so I left it at that
They were still in the 3den editors options to spawn so thats kinda scary lol
I'll just be wary
Only use the map
I'm having a new issue if anybody could take a crack at it though
None of my 3den placed assets are spawning in and players spawn as seagulls
On a dedicated
Can anyone help me show a picture for the load screen/overview screen? Im thinking its something simple. I put the name in the "picture" tab in the general attributes in eden but it doesnt show up when i start the mission. its a png file
thank you!
do i need to place it in the MP mission folder, too?
or, wherever the mission is?
Your mission folder. Not MPMissions or smwhere
So I have a stealth mission and one of the things I want to add is I want the AI to stop what they are doing either standing still or following move way points and automatically set a search and destroy way point at the players location when they fire a shot within 100m, would anyone know how to do that?
The hard bit is probably not getting them to notice the player before they get to 100m
Hi ! I have a problem concerning the Use of the Zeus Module when trying to into the zeus camera, I just get the Zeus Ping on a dedicated Server, like i'm not a Game Master. I've checked everything, i've checked the module it's the same has every other mission we ever used(Mission A is the one with the bug and Mission B does not have the bug).
In advance I use mods.
The problem just popped out of nowhere, and appears on some mission but not other ( I've tried two different missions on the same server)
I've checked the config of the module of mission A, it's the same has mission B. When trying to host the mission directly on my computer it works but when exporting it to the dedicated it doesn't. (While mission B works just fine on both)
I've waited 10 minutes in hopes it was just a "Slow Initialisation" problem, didn't do anything.
Mission A & B have a different map maybe it comes from that ? But it seems far stretch ? Mission A just has the same structure we put in every missions and like 50 AIs while mission B has far more props and AIs. The scripts are exactly the same and they don't even affect the Zeus.
The problem is not local to me, other player in the same Game Master slot have the bug.
I know the usage of a lot of mods can make the diagnosis of the problem tricky. But I'm lost honestly. I don't know what to do.
If you need other info I will happily give them !
Thank you in advance !
I'd like to learn how to make small mission scenarios for practicing inserting troops (AI) and extracting them after they complete a mission objective; however, I'm not really sure if I should be doing this using the mission editor or using zeus. From what I understand of zeus missions, you don't have as many options for setting up the AI's behavior. Also, would I be able to zeus while also flying my heli?
An example scenario I'd like to make: Loading 6 infantry onto my little bird, transporting and landing them on a roof of multistory building where inside is a high priority target that needs to be taken out, along with any other hostile people that happen to be in the building. I'd like to set up somehow the conditions for some of the enemies in the building to remain on the building level I place them on and only engage my AI squad when they see them entering their room. I'm guessing if I didn't set any conditions and just placed them, they would all run out of the building as soon as they hear my helicopter arriving. I also thought it would be interesting to have a group of enemies down the street from where we're raiding and having them come to investigate what's happening after a certain amount of time of us being in the objective area. After the building is clear and the LZ is safe, I'd like to land and exfil the squad back to base for mission completion.
Do you recommend me learning about and using the eden editor to do this, or should I zeus while trying to fly at the same time? Also, if I wanted to sometime later be able to replace the AI teammates with players, is it easy enough to change? Any recommendations on resources I could use to learn about editing and zeusing would be greatly appreciated
using Zeus, you have more or less to start from scratch every time, whereas Eden Editor you get to start from the same setup every time you start
and nothing prevents you from mixing Eden Editor and making the mission Zeus-compatible to add/remove things
when you add things in zeus, do you have many options for setting AI behavior? Or are you just placing enemy troops that do their own thing?
tbh, IDK!
You can tell them what to do to a degree in Zeus but nothing complex pretty much point a to b navigation but theres a few mods that make it more like an RTS where you can assign more complex commands to the AI in Zeus
Use the Zeus Enhanced mod to get the most out of Zeus
So I made a small mission like I described in the editor just with waypoints for the AI. I linked the zeus sytem to the player controlled pilot that I use, and pressing the zeus keybind brings me into the zeus menu, however there aren't any objects on the left sidebar where all the spawned items usually appear. I'm guessing the objects I created in the mission editor don't appear in the zeus menu, but how do I add objects through zeus that persist through when I die or start the mission over?
If you use 3den Enhanced there is a mission attribute for that.
Zeus Enhanced I think has a solution for that as well.
Or script it. See the note on this page
Hi to everyone, just found this Discord, I want to get into mission making, I already doing basic stuff but want to go deeper, any place where I can find documentation to editing and doing some basic script commands on Eden editor??
Anyone have any suggestions for how to get some mission ideas, i feel like i get stuck a lot on what i want the whole scenario to be based on, i value the storytelling side a lot
could anybody walk me through a way to make an intro cinematic that is based off a trigger and works on a dedicated server?
The channel "Gunter Severloh" is pretty good it shows you different type of script and what they do Like AI Patrols and that kind of thing. Other than that i would recommand just going on the arma 3 Wiki to see what module do what and try just try them
Play other missions and or watch some youtube on those missions. It can give you different idea of what do to.
Maybe try other type of media, film, books (Tom clancy's Books maybe ?) even real life operation.
And if it does not help maybe try AI ? I know it's a bit controversial but maybe it can generate some good idea that you can explore on.
Just don't copy paste that's all ^^ Use those support as ways to help have ideas.
Working on a little England based training mission for my small unit - would love to add some ambient plane flyover that just happen randomly - anyone know a super easy script/module/trigger that will activate that?
How can I have an AI squad start crouched, and then move to their waypoint normally?
Put them in low stance position in editor.
im having a problem where i cant get an ai heli to land, it has a load waypoint, and there is a connected inf get in waypoint, but it just hovers for a bit then flys off to its(the helis) next move waypoint. Any help?
Try what John said.
Under units --> empty is helipads.
You select the yellow category and write to the search bar "heli", you will see an invisible heli pad there.
Place that position of waypoint.
Copy, that worked. Thanks. Now i can kill the taliban
is there an easy way to create a weapon/ammo box with selected weapons?
and is there a function that finds the correct mag and accessories for a weapon I choose to add?
hey yall, i have 2 squads with the init "doStop this;" to make them stay on point until they see a player, im getting this error, anybody know what i need to change?
You are doStop'ing a group, not object
doStop units this;
thank you so much!
What line did you use, in entirety? Just wondering, making smth rn and that int for a group would be usefull
on the init for the group i just said doStop units this;
i dont get an error anymore and the guys stay still now
Any good tutorials for getting started in mission/campaign making
You tube maybe
there is one by Useless Fodder that covers it very well
Join in future operations: https://discord.gg/UselessFodderSupport the channel and community: https://patreon.com/UselessFodderBuy awesome tactical games: ht...
its a long ass tutorial but it shows virtually everything you need to know for the core bits and pieces, then of course if you want to delve into other aspects with SQL scripting you can find more niche tutorials. he also did one for reforger/enfusion
SQL scripting 
im more of a C# boy currently, but one day i might dip my toes in that 
OH SHIT I GOTTA CODEEEEE
SQL is just numbers to me xd
I hate coding 
sameish
Can I just use HTML lmao
depends what im making
some of the classes might transfer over im not sure
you would need to check
its a query based language so...
Ohh okay
also HTML is not really a language if you delve into it
the M is for Markup
but i digress
its still good to know lol
Yeah, Hypertext Markup Language
What is that
basically arma 3.5
so the latest arma version on the new enfusion engine
im surprised you've never heard of it
I thought that was a mobile game lmao
π
Do I need it? I kinda have no money lmao
no no, it was just that if you have reforger maybe you would prefer scripting in enforce
rather than SQL
some people find enforce easier
SQF, please
Also, I have to do all my modeling from scratch because Iβm doing a Star Fox based campaign
interesting, im guessing you have blender know how?
if not use Sketchfab or TurboSquid to find models that are CC Atribution
and then make them high poly
I have Blender know-how-ish
Blender Guru will save you
But yeah, Iβm currently using assets from The Kuiper Engagements and OPTRE
gotcha
i would say first learn how mission making works, then start adding in your own assets into the mix
especially if those assets need components and their own unique scripts for certain non vanilla features
makes it seem less daunting as well
Mostly new weapons and stuff, and uniforms
fairs, weapons just need to be animated and rigged correctly and uniforms gotta love some weightpainting in blender
Oh god, I have a lot to learn lmao
Chances are Iβll just use mods that OTHER people have made
Because they are smarter than me
i jointly run a reforger modding server and even i dont know half of what enfusion does
just collab with people
thats what i would do
there are lots of people who would love to work on a project like that and have the skills, you just gotta find them
Can anyone share experiences with DCOM & lambs? if they've used both, which one they recommend or even if they play nice together
So im getting some weird oddities that I cant figure out. So I place down a unit from a mod - I edit that units inventory in the unit arsenal. Save the mission. Then the next time I load the mission they are back to the default load out. It only happens with certain units. Whats going on here?
which mod
attributes -> go to bottom -> disable unit randomisation
if there isnt a box there then its not possible to stop it
Iβll try it, if thatβs not possible I guess Iβll try just cloning the loadout on a different unit I suppose
Trying to do some gulf war stuff
so i made a small base but everytime i have people spawn in it they phase through the floor
Am I misunderstanding the "Cover Map" module? I assumed that it would black out everything on the map except for where the module covers, but it seems to just add a gray tint over the map.
Gray tint it is
You can change the marker alpha of the markers though.
Check allMarkers to find the cover map ones.
not sure waht allmarkers is
i need somebody that knows how to make a working lap timer and lap counter for a race pls
Anybody have an idea why a Custom Composition will not save when you attempt to save it?
Does it give some error?
Or does it log in .RPT why is not saved?
I have no way of knowing if an error occurs, nothing happens. I fill in the required fields, select my category, click OK, and nothing.
you have a way and it's checking the RPT
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Users\Your Profile\AppData\Local\Arma 3 = path to RPT file
My players suck at shooting and burn through all their ammo to quickly and ask for more - this leads to me needing to go into zeus and create ammo boxes. Id like a more immersive option where a truck drives to you, or a helicopter drops a box, or one is paradropped in. Whats a good method for this without me going into zeus to do it all while Im squad leading?
ok, How the hell do I remove this prompt? haha
This is most likely a mission bug.
seems to be in all my missions
There is no such action in my mission.
I have never seen it before, there is even in new missions that I start to make in the editor
What you you all think is a cleaner presentation regarding subtitles from NPCs that are next to you (not over the radio).
- Chat at the bottom left that you commonly see for radio traffic
- Chat that is center near the bottom of the screen like in movies
Hey I'm new to mission building with an ambitious project is anyone here able to help out?
Don't ask to ask. State your issue
I don't know what I'm doing and i want to build a SAR mission that has replayability. and i don't know how any of it works
2
what a SAR mission
and what game are you talking about
guys state the game your talking about
how the hell can we help with out knowing the game your talking about
The channel and roles pretty stating it is Arma 3
nice thats good
cuz thats all i know about lol
atm i'm trying to make ,,, team respawn for 2 teams, its was easy to make team respawn for 1 team, but im trying
maby ill just make all players stay in the specat mode till only 1 player is left maybe i can do that easyer, but i never take the easy way π§
ofcorse it will be in params to set team respawn on or off ofcorse
ArmA 3 WooHoo
love this game
SAR is usually "search and rescue"
Search and rescue (SAR) is the search for and provision of aid to people who are in distress or imminent danger. The general field of search and rescue includes many specialty sub-fields, typically determined by the type of terrain the search is conducted over. These include mountain rescue; ground search and rescue, including the use of search ...
ah thx i see
im more of a search and Destory kind of guy SAD π
oh its just popped into my head a great idea, ok back into the editer WooHoo ArmA 3
anyone know good resources to learn about 3den editor?
Internal tutorials + https://community.bistudio.com/wiki/Category:Eden_Editor
there are tutorials on Youtube too.
^ plus knowing what you are more specifically trying to achieve always help, since you can ask people around this channel and #arma3_scripting
their age does not matter, as long as stuff is done in the 3D editor, not 2D, stuff will work properly 95% of the time
can you put animations in a mission file?
no - mod only
Hey. just wondering, how do you set a triggers hight? I have one set up for if blufor enters, but I don't want helis overhead triggering it. Just guys on the ground. So is there a way to set a trigger to max height of, say 10 meters?
Thank you
uh start with simple stuff dude and ask specific questions along the way, thats whats helping me figure it out.
Seriously speaking nobody can help you if you have no solid and feasible idea, how it works, and feasibility
Is there a way I could put custom sound files in to have an AI talk to players?
give briefings and such
Does anyone know why in sp my ai helicopter lands fine, and picks me up, but in mp the heli doesn't work and just hovers
mod issue probably
or a bad script
is there a way to "embed" compositions with a mission? i want to have some compositions when i zeus specific to the mission, without bloating all the other missions
no
ok, is it possible to place the groups off map and register and delete them at mission start or similar?
You can't register compositions like that
you can copy-paste them from there with zeus
ah alright, thank you
Hey not sure if you got it sorted but given that this happens even with new missions it's clearly a mod
If you're new to mission making, you should probably postpone your greatest ambitions and start off with easier scenarios.
Anyone have recomandations for a good halo jump mod with plane that works in mp
I have a question when the mission will be
What are the bad ones you have tried then
Does anybody have any up to date tutorials and mods for making cinematic intros/outros and for in game briefing such as a video player that lets me put a video on an in game screen
I need it to work in a dedicated server as well
Anyone know of any good mods that add dogs? Like ones that you can take in your squad or maybe ones that can attack enemy units?
Or even playable ones possibly
This light pole is non-essential asset on my mission. I would like to optimize for performance as I have a lot of assets. Which boxes should I check/uncheck?
Not sure, I ended up with immersive halo jump mod that one works great
Is there a way to add intel, or notes, to a ai's inventory? for example, you kill an ai and check his body, and find a piece of paper that says whatever.
if you hover mouse over the texts it tells what they are good for. "local only" maybe one you should select. Disabling "Enable simulation" means there is no collision (or so it says...)
for that you probably need to create new item (piece of paper) via addon. unless there is something existing you can use
Alright So i gave up on placing paper in an inventory, so I found the normal ace intel folder, placed it and added text at the bottom. I am able to pick it up thru ace interface. However, in the map screen there is no way to see it, there isn;t an "intel" tab, or anything. Do I need to add something to int?
maybe double click it in inventory? sorry not ace user
You know how players can put their weapons on their back by hitting 0 - is there any way to do that with AI in the editor? Like just select a weapon and place it on their shoulder instead of in their hands?
If you're running SOGPF you can do this with switchMove and one of our "weapon on back" animations.
I am indeed, how do I do that?
Can they walk around with wepaons on their backs though if they are in an animation?
My goal here is to make a little bit of uncertainty in my missions - I want my players to think "is that an insurgent, or just some civilian out hunting"
if (isServer) then {this call vn_ms_fnc_weaponOnBack}; in unit init should do the job.
EXACTLY what I was looking for - thank you sir
Having some problems with the QRF module from DMP, Can't get them to activate... tried to sync helis and ai, not syncing and everything but nothing happens, they are just still
Anyone know of a way to have an AI group follow the player group while not in the same group?
Any way to get this nonsense to stop?
My composition list is getting super disorganized - is there any easy like "Composition Manager" tool that I can use to unfuck the list
this disableAI "RADIOPROTOCOL" on the pilot unit should help.
Hey veteran29! Thanks I'll check it out.
I was working on a mission for some weeks, just 10 min ago I was gonna open it so I launched the eden in a world then instead of pressing open file button I pressed save file and saved empty mission to my mission file
so everything is gone.. is there a way to recover it maybe?
@nocturne quarry No, unfortunately not.
I suggest using Eden Enhanced's backup feature (https://github.com/R3voA3/3den-Enhanced/wiki/Backup-Feature-for-mission.sqm) or a version control system like Git (with a service like GitHub) to avoid this in the future.
Thanks
If you ever exported the mision as a pbo at some point you can unpack that and get your files back. The down side is it will only as uptodate as the time you exported it. I used this method to save one of my missions.
rip
it happens to the best of us
thank god for GitHub
genuinely such a perfect program
idk how anyone develops a mod not on a GitHub or SVN
Is it possible to stop mods from updating? just made my server work with all mods and wants to keep it that way haha
Is there a way to change the ranks of these units? I see a field to change their name, but not their rank.
you can script ranks or chose them in the Editer for every soldier
What do you all think about subtitles. Do they add a layer of professionalism or are they distracting or they dont matter?
depends on situation and info they give to the player
I assume you mean subtitles as conversations, not text for a spoken line, because in the 2nd case they are pretty important
Hello I need help on something
Hey, so i made a mission and made it into a pbo but im not sure where to put it to play the mission when i host it. can anyone help? there are multiple locations for mpmissions one in Documents\Arma 3 - Other Profiles, SteamLibrary\steamapps\common\Arma 3
Export from Eden Editor and you're good to go
Hey. looking for "Is this possible/ has someone done it before" A smooth feeling airborne jump into water with a boat, and getting into the boat while in water. I am currently useing the halo jump mod, wich lets you set uo a nice jump with a boat, but not sure if you can get into the boat while you are in water
*Also would need to work in mp
Anyone know of a simple CTF HowTo? This used to be super easy in OFP.
Subtitles are important for accessibility. People who are hard of hearing or have audio processing issues need them.
@ocean pivot Please dont spam the chat!
Good point. I worried about immersion considerations too. For example, right now I'm using side chat for subtitles but the issue with that is it get sent to all clients regardless if they are near the NPC or not. So from a players perspective that is across the map some side chat popping UP for some unknown reason looks like a bug to them.
Is there a way to get subtitles to play just for the people near the conversation?
Cfgsounds has a subtitles thing iirc and it can be done in description.ext
I was testing this out a few days ago. I will revisit it and seem if its the same behavior as sidechat.
I think it depends on the defined range in there but it's been a minute since I've touched it
Unfortunantly not. There are only two values to edit. The first is number that changes how long it takes for the subtitle to display. And the second is the text field.
There is a bis function with local effect.
Use remoteExec to control where the subtitle is shown then.
I meant for the sound itself, not the subtitles
Iirc our old defibrillator used that and had subtitles which showed if you could hear it
Cba events are usually better for this, can just do localEvent
Or depending on where you want your processing to be done, globalEvent with a distance check
Which
... Distance 2d is really cheap, so it may be better?
Rather than nearObjects which is real slow
If he uses CBA, sure
Who doesn't use cba
I am using CBA. But just to be clear I want the sound to play globally. (remoteExecing say3d at the moment) but I want the subtitles to play only for players in the area.
Cba event, do say3d then do a distance check for subtitles
What is a CBA event? I haven't heard of this yet.
Cba has functions where you can call a custom event (defined by a string, basically) and it does all the handlers you added to it previously, targeting specific machines
Look up the cba docs on addeventhandler and cba target event (and global event)
Without having any experience with CBA, I can vouch that BIS_fnc_showSubtitle does work for this purpose.
I had a project where, when the player medevac pilot would pick up wounded soldiers, one of them would drop a line and the pilot would reply with a reassuring remark. RemoteExec'ing it meant any player within the vehicle could hear and see the convo.
15:02:39 Missing addons detected:
15:02:39 objects_f_vietnam_c
15:02:39 modules_f_vietnam
15:02:39 structures_f_vietnam_c
15:02:39 characters_f_vietnam_c
15:02:39 weapons_f_vietnam_c
15:02:39 sounds_f_vietnam_c
15:02:39 air_f_vietnam_c
15:02:39 env_assets_f_vietnam_c
15:02:39 armor_f_vietnam_c
15:02:39 static_f_vietnam_c
15:02:39 weapons_f_vietnam_04_c
15:02:39 armor_f_vietnam_03_c
15:02:39 armor_f_vietnam_02_c
15:02:39 wheeled_f_vietnam_c
15:02:39 wheeled_f_vietnam_04_c
15:02:39 characters_f_vietnam_04_c
15:02:39 armor_f_vietnam_04_c
15:02:39 wheeled_f_vietnam_02_c
15:02:39 wheeled_f_vietnam_03_c
15:02:39 weapons_f_vietnam_03_c
15:02:39 characters_f_vietnam_02_c
15:02:39 weapons_f_vietnam_02_c
15:02:39 boat_f_vietnam_02_c
15:02:39 static_f_vietnam_04_c
15:02:39 boat_f_vietnam_c
15:02:39 missions_modules_f_vietnam
Any reason why SOGPF refuses to run on my Dedi/Mission? I have the vn folder fully installed with all of these assets but the server just continuously throws the error out on each rpt as I try to troubleshoot.
I apologize if this is the wrong area for this question btw.
Found my issue, didn't have the DLC marked in FASTER. Apologies.
Does anyone have the script handy that disables the garbage collector for specific dead units?
I once did a SCP op where I had a custom zeus module that I could type a message into, and a character that the players had to escort would "talk" by showing text on nearby player's screens. Also, kind of having a simple fallout style chat system is always nice interaction for players if you script one up.
I made a scenario to play with my friend, but we don't know how to play.
!localhost
Arma 3
To host a server or a game session locally, you need to make sure first that your WAN address / external IP uses the IPv4 protocol!
Check your routerβs status page in the settings to confirm. (If in doubt, ask your ISP, Websites like βwhatismyip.comβ give you a false positive!)
Local servers and games can not be hosted on an IPv6 network, or IPv4 via DSlite tunnel!
https://www.avg.com/en/signal/ipv4-vs-ipv6
Once you have confirmed that your connection uses the IPv4 protocol, you need to manually open / forward the ports 2302-2306 UDP (https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding)
See your routerβs manual on how to do that, or ask google: β<your router model> + port forwardingβ
nice info way to go guys awsome
Beachhead is that for Team respawn or what is the script for
Is there a way to randomize overcast at mission start? In my initServer I have:
skipTime -24;
86400 setOvercast .5;
skipTime 24;```
But it appears to have no effect. I was trying to get this working first then try to randomize.
skipTime -24;
_rand= (random 1);
0 setOvercast _rand;
forceWeatherChange
999999 setOvercast _rand;
skipTime 24;
try it
if need other
(random [0.6, 0.8, 1]) -> 0.6 - 1.0
(random [0.1, 0.2, 0.4]) -> 0.1 - 0.4
TYVM! After meesing around without it, it appears you can refine the code to this as well:
_rand = (random 1);
0 setOvercast _rand;
forceWeatherChange;
999999 setOvercast _rand;``` overcast never changes π
Does this look correct?
_rand = (random [0.6, 0.8, 1])
... i wanna cry... and my eyes blooding
_rand = (random [0.6, 0.8, 1]); yes
Lol sorry
[0.6 min 0.8 middle 1 max] can be
In most cases, closer to the middle.
if need other method
[0, 1] call BIS_fnc_randomNum;```
Selects without average value. Only from and to.
better functions for math
https://community.bistudio.com/wiki/Category:Function_Group:_Math
Awesome. I change the weather in my mission with remoteExec. Will that overwrite the random weather in initServer like I want it to?
This is the other way right?
_rand = [0, 1] call BIS_fnc_randomNum;```
yes
I know how to get sidechat to work but how do you get globalchat to work? I dont want to use sidechat because it wouldnt make sense for the player himself or the friendly he killed to say this line:
["Check your Fire! Friendly Fire!"] remoteExec ["globalchat"];
globalChat requires an unit as an argument, who says that line
I wanted it to not be a specific unit. Because you could kill the unit and he would say that line and it would make sense that a dead person can say that line. I guess I could use systemchat but the best would be if it was just a random unit in the group.
Working over an idea here.
The finale for a scenario im working on - a followup to my Viper Blue mission - is going to be a rapid CQB/assault of a construction site building, from the top down.
The problem is that its not just the players, but a full squad of AI to boot, and I know theyre already Not Great st handling buildings.
Ive got a revival system already in place, so Im not concerned about casualties causing an instant game over state. But it is supposed to be a very fast paced attack, not stopping every second to repath the AI or heal them up for getting shot a billion times.
So, the introduction is already going to be tightly scripted as a hotdrop taru bench pod on the roof and simulated flashbangs... what if I just tightly script every encounter?
Like, after the initial drop and clearing the roof, theres a cut to black/cut sound (is that possible?), then snap back in with the player teleported to one of the hallways, some enemies popup from cover. After the player takes them down, cut to black, snap back in further down the building, etc etc.
Pros: no needling with pathing, everyone is put in place already, I can use various animations to really up the immersion. Its already supposed to be a very action-forward campaign so it shouldnt feel too out of place.
Cons: tightly scripted in Arma is already a hard goal to reach, and some players (lmao none of my projects get much attention anyways...) might prefer the opportunity to run the course without breaks, which would be doable - just not while expecting the AI to provide anything like actual backup.
Actually, thats a hybrid option... player is free to run through the entire attack, but the AI squadmates get teleported to key positions - the MG lugger snaps into cover behind a crate gunning down a hallway, etc. Hrm.
Hi. I just did something along these lines yesterday. If you add a BLUFOR unit, give it a (global) variable name and place it somewhere out of the way and uncheck "Show Model" and "Enable damage", no one can see or kill it. Then when you do varOfHiddenUnit globalChat "Check your Fire"; it will show up in the chat as BLUFOR: Check your Fire.
I think you can also use a Headquarters Entity module instead of a hidden unit, but I found out that will then also be used for other messages like vehicle respawn notifications.
Hey Bud!
Hey everyone! I'm currently making a mission and I want a task to be created when the players find a truck through binos or a rifle scope and move their reticle directly on top of it. Does anyone have any idea how this can be done?
Thanks! I'll try this hopefully tomorrow!
@scarlet lantern Machine Gun Gunnery Table?
Yes. Have a truck with a 50 cal go through a designated route that at certain points they either stop at a Birm or drive through a fire box and shoot at targets that are either moving or stationary.
It's a qualification senario
You'll need to, at the least, use triggers to control when the truck moves, tied to it's waypoints, as well as createVehicle/createUnit to spawn in targets as desired (outside of targets you can place when the mission is being made).
While you can achieve something very basic with just the editor alone, I'd highly recommend getting familar with SQF, the scripting language, as well as the official wiki. You'll find you have much greater control and access than just the editor alone.
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
I recently got back into mission making and noticed the AI has a excessive use of binos instead of sticking to rifles. There was a fix for it but I can not for the life of me remember what / where / when that did not involve removing the item from the AI invent. Does anyone by chance have an idea?
hello, i use the editmodule for buildings preplaced, how do you add code to require an object to open the doors ?
In the object Attributes in section Object: Special States* you can set the Door States.
perfect, then how would i implement opening those locked doors with a key?
first tell us how did you implement those keys
i've been looking at making a mission where a helicopter flies in and drops troops off via fast rope, and have landed on UnitCapture for making it fly in and then after the UnitCapture allow the AI to take over and have it loiter around, but I don't know how to get the fast roping done at the given position
anybody able to help?
yeah i remember that fast roping stuff that was cool
but i dont use it any more so if you dont use it you lose it right !
just let the leader use binos
Filthy Casual just let the leader have binos
Hello, when I upload a modded mission file to my server, it gives an error in the Arma 3 console. error: Bad vehicle type tmt_patrolback_1.
I don't know how to fix it can you help me
you probably are missing the mod that adds this item on the server
Okay, so I am creating a mission. I am a noob when it comes to this stuff. But I am enjoying it as I go. I am working on a plane crash, I have the plane crash setup for the most part. But I wan't to spawn the AI or the crew at the crash either knocked out and need first aid, or on the ground with a handgun or something to defend themselves until help arrives. And so far I have had no luck making the AI knocked out or disabled on the ground.
@deft rapids What are you using (code wise) to disable or knock them out?
Well I found something I would prefer to use... Something like this: unit switchMove "Acts_SittingWounded_loop";
But when I try that the animation doesnt change. Do I need to create a script to run that for each unit or am I missing something?
Great tutorial @deft rapids https://www.youtube.com/watch?v=winQxPAYeZY
Thanks Garrett. Very useful
Need some help, if anyone has any answers.
Recently I made a mission for a milsim unit and published it onto the Arma3 steam community, they downloaded the map but itβs not working what so ever? Can anyone help.
give the link, maybe?
several possible things you could have done wrong. Missing mods, mission not saved as multiplayer (or not exported as one), broken scripts...
everything's in place.
i've been doing this for a couple of years now, the issue was the folder i was sharing had a privacy setting switched off, so everytime he went to download the link it failed to download.
no idea then Β―_(γ)_/Β―
your milsim unit members could check their RPTs to see if game shows any error regarding the mission.
Im trying to host my mission with FASTER for a friend that has SOG compat in his mod list but the join button has a strike through. How do you get compat working?
Anyone use X-Cam?
@deft rapids i do from time to time
Is it pretty simple to use after you get it set up?
Ehh its... well yeah when you figure it out.
But that took some time
Only uses it till EDEN comes out for sure.
Its certainly more focused towards map builders and such, but i have managede to make som pretty nice things for missions with it
ask in sog channel
Yeah it has been sorting my objects for an hour or so now.
EDEN? Haven't heard of that.
The new 3D editor for arma is called EDEN,
Opt into the dev branch and check it out. 3D Editor
Its amazing, but not that easy to export to stable with all settings intact π
Ya, I am just waiting for it. Patience...
Same, but untill id say X-cam is a pretty great alternative. Its certainly not as user friendly.
but it will get the job done
@deft rapids cant remember how long the index took, but dont recall it taking that long
Just because I have so many objects
Might be,
I asked on their discord. You have to own the CDLC to play on their maps.
well that's a detail you didn't tell us here (that you're playing on a SOG map)
Its amazing, but not that easy to export to stable with all settings intact π
Then again that's because of all that got added/is replacing something from the 2D Editor... to say nothing of the latter being on its way out
Can you use BIS_fnc_randomNum; in the Description.ext ?
hmmmmmm
maybe not im thinking
No
if you want simple random number you can do: ```sqf
rvar = __EVAL(1 + (random 2));
but if you want BIS_fnc_randomNum this is the code it uses (linearConversion): ```sqf
#define RANDOM_NUM(beg,end) __EVAL(linearConversion [0, 1, random 1, beg, end])
rvar = RANDOM_NUM(1,2);
you should be able to use any function that's from the mods/game as they're compiled to ui namespace at preStart.
__EVAL(call (uiNamespace getVariable 'fncName'))
All correct
Can't seem to get a clear answer on this online so I'll ask here
I've got about 20 missions in individual folders and I'm looking for a way to make them an actually playable campaign, similar to that of the East Wind or Prologue, where you can replay specific missions, and in particular, one where you can go from one mission to another once you complete it
I read something about a general missions folder and a description.ext in there that has all the paths but I can't for the life of me get it to work in the editor and I even more can't figure out how to make it one campaign instead of many missions
I googled this for you out of curiosity π https://community.bistudio.com/wiki/Campaign_Description.ext HTH
Yeah I've tried that and got nothing, unless I'm beyond confused
I've used this within my first few missions to test it, gave up, and finished the campaign missions first, now I'm coming back to actually work on it but I can't figure out the issue
Unless it's meant to be
template = "Mission\missionName.Malden";
wish I could help you more there but make you figured how to load the changes because that is first step with any config editing
Wdym
typically going to the editor loads description.ext
Sorry I'm lost today, what'd that change?
it reads the changes you typed in description.ext
arma not reading the latest version of your campaign config
I tried launching it way after completing this, even now it doesn't work
ok
I've never created a campaign, but I've spotted a few differences between that Wiki page and your screenshot:
- Wiki places the missions in a directory called
missions, notmission. - Where is your
MissionDefaultclass defined? The Wiki example at the bottom explicitly defines it before inheriting from it. - On the Wiki, the
templateattribute is not a string. - Wiki explicitly statest that the campaign has to define a
firstBattleattribute.
The same Wiki page also mentions that campaigns can be tested by placing them in a subdirectory of the A3 directory called campaigns. To upload a campaign to the Workshop, you have to package it as a mod.
The Editor should not be able to edit or preview campaigns. As far as I'm aware, it can only handle individual missions.
ok π
Is something like ADAM by Pwner Actual still around?
google does not return a single thing about this being related to any Arma title, are you sure you got the name right
i mean, name looks alright https://www.moddb.com/mods/adam-arma-3-mission-builder, except the thing doesn't seem to be updated since 7 years ago
Yep, I thought it was a neat tool, wanted to see if anyone came up with something similar lately, but so far no luck
It just helps to save a bit of time I guess but its not a necessity
how do I make a trigger if there are less than 3 people in the enemy's group, then it is activated?
Just change trigger activation condition.
for what exactly?
You want the trigger to activate as soon as there are less than 3 alive units in the enemy's group, right? So count them and compare quantity.
that's right, but I do not know what to enter in the trigger conditions
Something like this:
({ alive _x } count (units myEnemyGroup)) < 3
where myEnemyGroup is the enemy's group name.
Thanks you!!!
and how do I make sure that, say, I raise a terminal called "terminal1" to the inventory, then the trigger will be executed?
I remember there was some kind of command for the condition, but I don't remember exactly which one
It's impossible to do this reliably. The only solution is to check that there is no terminal1 (in fact this is a weapon holder that contains the terminal), but it's in the player's inventory:
((isNull terminal1) or { (((getItemCargo terminal1) select 0) findIf "TerminalClassName") < 0 }) and { (((assignedItems [player, false, false]) + (items player)) findIf "TerminalClassName") >= 0 }
But this solution will also work for those who already have a terminal in their inventory and takes extra one.
it's very big, I remember it was simple and short, like "terminal1 in player"
in cannot be used to check if a unit has an item in unit's inventory: https://community.bistudio.com/wiki/in
But in may be used in my condition:
((isNull terminal1) or { !("TerminalClassName" in ((getItemCargo terminal1) select 0)) }) and { "TerminalClassName" in ((assignedItems [player, false, false]) + (items player)) }
An interesting bug:
A mission PBO file from another admin, if I upload directly to the dedicated server, everything is fine, no error at all
If I extract and repack this PBO on my own computer before uploading it to the server, I get a script error saying Undefined variable in expression
What could cause this? Different software and/or versions? Different system language and time zone ?
is there a way i can make the USS Nimitz rotate so its listing to one side?
Aren't big ships static, though?
thx
do i do this in Eden? im pretty new to all the mission making stuff
What might cause an "init.sqf" not found error on mission startup? (the init is in fact findable at the listed directory. No errors)
It does mean the game failed to find init.sqf. Make sure there is one
It shouldn't show an error
Latest profiling branch build.
Fix is coming in a couple hours
Dev branch gonna stay brokey till next week
I've extracted a bunch of the official missions from vanilla campaign, Tac-Ops campaign missions, Showcase missions, Tanks, etc.... and noticed that there are almost no AI placed on the maps at all. What gives?
how are these missions handling/spawning enemy and friendly units?
it seems the only units that are actually placed on the maps are units for logic, or ones that are placed in static positions like indoors behind a table, at windows, or behind sandbags.
BIS missions are usually entirely scripted. They don't make missions in 3den they probably have their own workflow. But basically all BIS missions are like that
If you look at some community missions you might get better insight on the 3den side of things
honestly I'm just trying to understand how BI sets up the AI for their missions. I hate when I'm making a mission and the AI is just totally braindead and doesn't react to anything, hardly ever shoots back. But I pretty much never notice this in the official missions
AI is spawned on the fly along with all the logics, and there are custom FSMs. You wrote you unpacked the missions so it's all there
what are FSMs?
so basically each mission has it's own .fsm that dictates how the AI reacts to things?
I opened the FSM for one of the tacops missions and have no idea what im looking at lol
When it's needed, yeah. Conversations are based around them iirc
There is the FSM editor that displays the code stuff ina form of graph, but not sure if you can use it to simplify whatever is in the campaigns. Anyway it is a lot of code in them and that's why BI's campaigns are prone to breaking when mods are used
Contact is the biggest mess
but do these actually dictate how the AI reacts and acts in combat? A lot of what i'm seeing is just stuff related to waypoints, objectives, removing or adding gear, adding markers, etc.
basically what I want to try to achieve is have enemy defensive positions that actually try to shoot at enemies (the player and his squad). As it stands right now I can run across an open field with no problem at all. Enemy doesnt suppress and almost never even notices my squad.
just seems like the only way I can make an objective hard to secure is by flooding it with a lot of units, but I don't want to go the cheap route
but even then that doesn't work because I can just run in solo and wipe out an entire squad that is looking in different directions or just prone in the grass somewhere doing nothing
You never specified where exactly in the official missions the AI does that
Sounds like a mod issue.
I mean... basically anywhere in any of the missions. When playing official missions the AI is never as braindead as they are as when I'm playing in the editor. I'm also not running mods except for JSRS
I've never had any issues with the default ai. They are capable of engaging me from more than 500 meters if I am not actively trying to creep up on them.
You might want to modify their skill settings while in editor. There is a bar for it.
well I've done that as well as manually setting their general skill to max
it makes them pretty accurate but thats about it
it's still easy to just steam roll over an entire squad
Isn't defending positions about being accurate?
yes but not when the enemy isn't even shooting at you or detecting you
I need kind of way to make the enemy detect the player's squad I guess
because relying on just a standard placed unit does not work
You're being to vague imo. Describe an actual situation you're trying to create in editor, make it, record it and then say how it is different from what you wanted
ok
Hearts and Minds mission, the variable is btc_gear_object, its inside mission.sqm, it is in an object's init in Eden editor
Maybe the object its referring to, doesn't exist
maybe
SOLVED: the other adminis using PBO manager v1.4 beta from 2012, im using PBO manager from 2024.
i changed to his version, no more errorπ
yeah i am using this
@spiral vigil why do you have extra {} around everything?
ive never seens syntax like that...
nice that you try helping but i still think the code wont run. few problems there
Man, ready that made me think he's chatgpt π
That code does nothing but allocate a bunch of code.

first, you write the if statement: ```sqf
if (isServer) then {
}then you write the `forEach` statement:sqf
if (isServer) then {
{
} forEach allUnits;
}then you write whatever you want to do with all those units:sqf
if (isServer) then {
{
_x setSkill ["aimingAccuracy ", 0];
_x setSkill ["aimingShake", 0];
// ... and so on
} forEach allUnits;
}```
logic says no
code says no
heart says yes
therefore, it works 
wth is wrong with some people
Because multiple people multiple times pointed how your code is not going to run and you failed to listen and admit
Read what? The code? No it's not going to run as how you expected
Unless I miss some of your posts, I can confirm that your posts and codes don't make sense
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation check this page out for vehicle modification thru scripting
hi friends, is there a easy way to mass destroy terrain? This includes trees, buildings, fences, street light, ect. As if a nuke went off.
What zeus mod adds the zeus ping notification box to the zeus UI?
You want to use nearestTerrainObjects most likely.
Well until Eden...I have X-Cam. Which actually has worked great up till exporting. For some reason when I export my project to a mission it does not export vehicles. It only exports objects? Ideas?
@deft rapids Yeah have the same problem, havent found out how to get around that
hmmm, annoying. I love when I place the wrong module and go preview the mission to find goats running around my base...
setDamage
["Tree"] For trees https://community.bistudio.com/wiki/nearestTerrainObjects
Yeah i use it mostly as a builder. Then i use zeus to do the rest.
I haven't really used zeus much. If I place things with zeus can I save it in the mission.sqm? Or will it not save that stuff.
i normally use ARES to save my zeus builded missions
how do you remove players unit tag and unit logo? is it server settings or addon options?
What tag what logo
Anyone here know how to use "ace's ambient sounds" ? I am trying to add distant war like sounds, such as gunfire and possibly even explosions, and can not figure out what i have to put in the "sounds" box
hover over the "Sounds" and see what the tooltip shows
so as it says, you insert sound classes there and separate them with commas
sounds probably have to be defined in cfgSounds
so you either need to define your own sounds in mission config or provide classes from a different mod or the game itself, assuming they have any "distant war like sounds"
alr, ty
X-Cam is actually pretty good once you get the hang of it. Still haven't figured out the Vehicles thing...
Why did they get rid of Clutter Cutters in A3?
Because they are still useful
is it possible to force aiming deadzone in a mission?
or is this something for #arma3_scripting
Nope. It is a game options not something you can in scripts or something
? They don't work in ArmA 3. I know they are useful, but why don't they work.
i might be doing something wrong but it doesnt seems to me working
are you sure there's not something? i swear i remember removing grass somehow in arma 3
You know the arma 3 unit from their official website
Or Clan whatever you call it
nope, you can't
either force people to play with no tags (idk kick them until they join with none) or live with them
it does remove grass AFAIK, same for helipads
i wasnt trying to do the destroyed just the carrier
It only removes grass.
I still wish there was a way to clear trees >.<
hey people, is there any way, in hosted Multiplayer, to make a custom name show for the player instead of its actual profile name sidechat?
im using this ["radio_topic_1", "camp01",nil, "side", nil, nil, 1, true] remoteExec ["BIS_fnc_kbTell",0,false];
but after the callsign its allways the player name which is shown, even if i define via this setName "Peter" for example in the units init
thx, i tried that, but profile name of player ist still shown instead of the name in description.ext
i might remoteexec the setidentity command in the init line. how would that look please any idea?
thanks! but still shows the profle player name ....;-(^
then it is what it is
Anyone know a good means to simulate a missile hit on a helo?
I want to say, have a missile come up, hit the helo, deal some damage, but not turn it into a fireball.
Tempted to allowDamage false the helo and passengers for the duration of the hit, then do a set damage to the helo, but is there a better means?
Play the effect and sound and apply the damage yourself ?
Yea, but I'd like to simulate the launch and what not as well, given that the pilot will be a player.
And there is no way to create a radar warning via script AFAIK
I love EDEN...can't wait for it to be released.
I hope they will add like what X-Cam has though to allow you to align/rotate things according to an object that is already placed on the map i.e a road.
If they don't you should be able to add it yourself, that's one of the big things with it.
How would I be able to add that feature myself?
It designed so addons can add functionality.
I would wait for another person to come along and make that addon. I am not much good in the way of creating addons. I can create missions and I do know how to make maps, I do that in my spare time. But addons in terms of functionality and things like that I am useless.
I'm trying to make a terrain myself. How can I merge items from an addon into my project?
hello, I am editing a mission on the Kobbvatn map, which has a tunnel through a mountain. I would like to create objects inside that tunnel, but whenever I use the getpos or position command it places it on top of the tunnel, on the surface of the mountain, how should I adjust the script?
I have put in the field to activate a trigger this line, but it happens as mentioned before:
_debris = βLand_Mil_WallBig_debris_Fβ createVehicle position thisTriggerβ;
Place your trigger inside the tunnel, or pass exact position.
yes, it is placed just inside tunnel
what I want to do is to turn that barrier into debris when it receives a demolition blast
here you can see the debris created but above and to the left of the tunnel
You can also try alt syntax of https://community.bistudio.com/wiki/createVehicle.
for that type of thing id use getPosASL / setPosASL only
I'm trying but I can't get it
partial success! debris in place...but a little bit tilted! π€
setdir should also fix π
setdir worked like a charm!
thanks you! I put here a capture of the code used:
Condition:
{_x inArea thisTrigger} count allMissionObjects "#explosion" > 0
On activation:
{deleteVehicle _x;} forEach (nearestObjects[thisTrigger, [], 5] inAreaArray thisTrigger);
debris = "Land_Mil_WallBig_debris_F" createVehicle position barrier1;
debris setPosATL [getPosATL barrier1 select 0, getPosATL barrier1 select 1, getPosATL barrier1 select 2];
debris setDir 45;
be careful with nearestObjects command as the way you are using it now deletes all kinds of objects near the trigger. you should put something in the type other than just []
like ```
nearestObjects[thisTrigger, ["Wall"], 5]
I would sync each trigger with own barrier and use these trigger statements:
- Condition:
((synchronizedObjects thisTrigger) findIf { alive _x }) < 0
- On act.:
_barrier = (synchronizedObjects thisTrigger) select 0;
_position = getPosATL _barrier;
_direction = getDir _barrier;
_debris = "Land_Mil_WallBig_debris_F" createVehicle [0, 0, 0];
_debris setDir _direction;
_debris setPosATL _position;
deleteVehicle thisTrigger;
With that many AI, and that many players, probably better off using ALiVE. That's what ALiVE was made for
Thanks you @north stone and @past sparrow , i will give It a try!
Pretty sure ALiVE need to run both sides.
But yeah without proper HC handling DAC will absolutely wreck your framerate with that many AIs
Are you spawning them on the fly or via triggers placed in editor ?
I noticed that calling DAC_fNewZone was faster than using in editor triggers (at least after DAC init)
otherwise it takes fucking ages
Can't figure out a way to get naming to work, for my campaign I want the names to be how BI does it, but it keeps putting the name of the mission as just the name of the folder the mission is in.
Any ideas?
Hello!
I am looking for experienced Mission Makers for a soon-to-be-opening ArmA III WW2 unit based around Spearhead β44.
The unit is based on a U.S. Ranger battalion, however, a multitude of options are available to play as certain countries and factions in other operations.
If anybody is interested - shoot me a DM! Everything is already established server side, itβs just a matter of creating a dedicated team!
Hey is it just me or do defense missions just not work well? The ai arenβt very good at attacking and end up being lackluster, a lot more happens with attacking
Looking for any help regarding ALIVE Persist with a dedi server, just wanting to save player loadouts and locations.
guys, I want to make a convoy in Zeus. How can I make drivers so that they do not react to the shelling and drive further down the road? And the shooters were shooting
Iirc, lambs has some waypoints that will make ai push more, but they do not do proper move and fire.
Static defense missions are just bad. RubixRaptor did a how to make mission video and he goes over that well.
A better way I have seen defense missions done is where you give multiple objectives to defend, more than the players can directly handle, forcing them to guard certain objectives and retake unguarded objectives.
.
Only issue here is that sometimes, player command will stretch forces too thin anyways and it ends up being a bad time for everyone....
Create some dynamics in a defense mission, and it will just be better