#arma3_scenario
1 messages · Page 13 of 1
I'm afraid I'm not sure what that means
Your overviewText value should be text1<br/><br/>text2.
Oh, thank you
I think you are thinking of AIs, not players
if this the case, just place units of a different side, they'll start firing upon the other side when they spot them
More than 3 AIs shoot each other
I mean when i played Arma 1 DM it was just like that
doesn't matter the number, if 1 AI or 10000000 AIs see a player/an AI from the opposite side, they'll shoot
Why does Tickets work incorrectly on dedicated servers (removes tickets on death rather than on respawn) but TicketsSpawn works correctly on dedicated servers (but randomy says respawn disabled on listen servers), and is there a way to have tickets-based respawns work in both cases?
Whats yalls opinion on adding mortars to your guys missions? I recently downloaded the lambs mod and want to use them but mu community lead says that mortars aren't fun to play against but I feel they play a very different style than I want to for mu missions.
Enemy mortars or friendly mortars?
Friendly mortars, especially long range ones, can be way too powerful (at least without ACE making everything hard). However, if mortar ammo is highly limited or if it's just one or two barrages through something like the support menu, it can be fine.
Enemy artillery fire often just kills you and there isn't much you can do about it, which isn't fun. However, if whatever script/Zeus does it in a way that's predictable and avoidable, like only when players are staying too still in one spot for a really long time, I think it can promote more engaging gameplay.
Yeah, my current mission im making is a big city and very easy for them to kill them and take shelter. I feel it also has difficulty for them to not play in a way to death stack on eachother. I also want them to put strategy into their decisions.
Which them?
enemy mortars (or artillery globally) can feel unfair, as you can die randomly, even in cover
if you have a Zeus, I'd recommend doing it manually
as Zeus, you can shoot mortars far enough from the players not to be killed by it but it's still a good way to force them to take cover or disperse
thanks for the info! I'll have to run a test op for my group to see how it works. I hope it's not too Op but I think I can pull it off for this missions because of all the buildings nearby for this first objective
even experienced Zeus can have troubles with balancing
good thing is you can balance as Zeus directly (by reviving players, reducing the amount of units, being meaner with artillery, etc.)
an attempt to add more features to liberation game mod to make a bit more dynamic and challenging .
https://steamcommunity.com/sharedfiles/filedetails/?id=3657743560
Correction to this, TicketsSpawn also randomly says respawn disabled on dedicated servers, so it's just broken
So to ask again, is there a way to make Tickets not remove tickets on death but instead on respawn? Or even not remove tickets at all so I can do it via scripting instead
Hey guys, I need a trigger that activates when a specific vehicle type (classname) is inside the trigger. How do I do that? (Im not able to give that vehicle a name!)
in the condition the variable "thisList" contains all objects that are inside the trigger and satisfy the activation conditions. I guess you can set the Activation to None and in the condition iterate over the thisList and if you have the vehicle with your classname in there return true
like this "B_MBT_01_arty_F" in thislist ?
if (typeOf _x == "B_MBT_01_arty_F") exitWith {true;};
}foreach thisList;```
something like that
Now I get "Type Nothing, expected Bool" (maybe I should add I'm kinda learning how to script atm. @.@)
the condition for a trigger need to return a boolean, and the condition is checked every frame if not more often
so it would be something like "B_MBT_01_arty in thisList
({
(typeOf _x == "B_MBT_01_arty_F");
} count thisList) > 0;
counts all occurrences of typeof == "B_MBT_01_arty_F" in thislist and returns true if its bigger than 0
so.. returns true if any of those vehicle are in thislist
okay, now in the activation field, how do I apply a script on each of these vehicle
The line is:
this setVariable [""NOAI"",1,false];
with "this" it seems not to work! >.<
this in that instance is the trigger itself
{if (typeOf _x == "B_MBT_01_arty_F") then {_x setVariable ["NOAI",1]}; } forEach thisList;
That goes in the condition or activation?
Activation
Okay, I'll try that ^^
Watch out discord ate the starting bracket
Bad discord (Thanks, totally overlooked that xD)
meh, I don't know if it works or not (because the AI is behaving the same). So I don't know if just the Trigger is not working, or something else f'es up the AI
FYI: I'm trying to exclude AI spawned by the ALiVE Combat Support to be ignored by VCOM!
whoops
Finally finished muh bloody arma 2 OA first level remake gahhhhhh
RHS :/
Waiting for port of A2PMC campaign using CUP Terrains, WS and RF. 😎
I was thinking of remaking Royal Flush on Sehreno but I fail to see why the dev decided to divide the main city into christian and muslim district. Doesn't really make sense for a seemingly spanish-like country
Reconquista scenario ?
The original Sahrani was also split into two architectural styles, the north being in a Czech/German style (mostly reused OFP assets) and the south being mostly Turkish (specifically Istanbul, according to the building file names) with the occasional generic huts and hotels
What's wrong with RHS?
I don't like the damage overhaul. And the US uniforms in this case.
They are pretty much spot on to the real life ones though.
I use W28 or the other BHG mods as a supplement for the uniforms. But damage wise I prefer stuff closer to vanilla.
What’s the BHG mod?
the Big Heavy Gun mod
can anyone help me with some basics. im gonna try making my first scenario
sure thing! fire away
i wanna make a scenario where i spawn at base and have virtual arsenal
and pick a compound to have an HVT that i need to capture
around compound maybe some vehicles
is there a mod to make this possible
there is the in-game Eden Editor that can help!
is there extra mods that can prove helpful
nothing that will "do everything" I'm afraid 😃 there may be some mission frameworks but I don't know them
I can assist regarding Eden eventually (and #arma3_editor too)
No prob 😄 I'll just start and see what i end up with for now if i got anything I'll ask away
I think i only knew how to put enemies😭
I also got Alive
Added the combat modules and main datas
How do i pick starting location and Arsenal and how about what vehicles do and what enemies do in AO also maybe make the officer i placed be the mission objective that i need to capture and extract
starting location, "just" place your unit somewhere
if in MP, you may need respawn points
regarding vehicles, place enemy vehicles (with crew) and give them waypoints (F4) that end in CYCLE next to the first waypoint so they loop/patrol – if you want them static, don't give them any.
regarding objectives, that's a Task system but I believe there are Task Modules to create/update them 🙂
Bryan Hates Games, he made W28, S&S and some others
oh yeah, love his mods
Does anyone know why some factions have premade squads for dynamic recon ops? wish I could set those up for gm and sog that have huge redundant unit lists
I noticed marine JTF have a pretty balanced team that loads every time instead of randomized like other factions
Probably wrong palce to ask, but does anyone remember what the item in eden is called: it looks like a display name plate, that you would have in a museum describing an item. Like a stand with white empty plack on top. Its not art of war dlc I dont think as I cant find it there
typing "sign" in the object search gets me a lot of objects 😄
Found it, its called "infostand"
any scenario creators here? dm pls
if you need help, explain it here
if you want to recruit someone for your unit, you can advertise it in #communities_arma3
how can i make a hostage in the ao and make capturing him and extracting him to a location end the mission, and maybe capturing him triggers reinforcments
Name the hostage, place a trigger where you want with the condition of the "object" (the hostage) being present
Another trigger can send reinforcements, basically there are multiple way to do it, but you could simply place a trigger with a condition if player present, and create waypoints for enemies already placed
i think ii may have changed the obj to just retreive a laptop. same way for it?
sure
name your laptop, and in the condition field of the trigger you can set "!alive [VARIABLENAME]"
basically, when retreived, the laptop will be "dead"
what about tthe part that whoever ttook it need to make it back tto base wiith it so the missiion ends?
I don't think you can actually take a laptop in your inventory
but you could add an action on it that despawns it and another trigger at base with both conditions of player being present and laptop being "despawned"
it could feel like you took the laptop with you
hmm is there an alternative? something pickable.
cuz if whoever hold it diie anothre player can take iit from his bag
depends if you use mods, ACE adds intels you pick up, or any inventory item
yes
but people will have to pick it up using Ace interaction
not a big deal, you just have to know it
iill take a look at that thank u
np
if you need help setting up the triggers, #arma3_scripting is more appropriate
You could make it an action to take it, and then once a player takes it, other players can use the action on them to take it from them.
is there a tuto on yt that has something similar
I doubt there's a good one.
i got cup squads of OPFOR in my ao i set them to aware and hold fire, also set patrol value from 0 to 1. they wont go far away from the ao right? also they wiill only move when we are there
Patrol value?
in the attribute i found a value thats set to 0
that says patrol
probably eden enhanced thing?
it was for a squad of ai
That's from some AI mod or that.
When you're making a mission, don't use AI mods unless you know exactly how they work. The first step is finding out what's adding it (usually by disabling mods until it goes away).
When you're playing a mission, only use AI mods that the scenario was designed with in mind.
nope i am using vanilla ai. but the troops are cup
It isn't a vanilla setting, so you are using a mod that affects AI (unless the setting does something completely different than what you suggest).
i use eden enhanced maybe that adds it?
Check and see.
Now, you need to figure out what all of the other stuff that Eden Enhanced does to AI is.
What are you trying to do with that squad of AI?
just let them roam the spot a bit
its working but just was worried so had to make sure
btw how can i add more mp slots?
i put max players to 8 but still 1 slot only
I'd just disable any mod setting and just manually create waypoints where you want them to go.
For patrols the best things to are:
- Set the squad to Open Fire (without keeping formation) [unless you don't want them to shoot for some reason].
- Use search and destroy waypoints if you want them to prioritize killing things they see over going between the waypoints. Use move waypoints if you really want them to stay on their path.
- Set them to safe and regular speed.
oh yea i understood what u mean. just felt like it wiill be tiring to do that so i just used tha patrol setting
and yeah they engage break position and fight when they are engaged or spot bluefor
Using the right waypoints and settings can make a pretty big gameplay difference. I don't trust autogenerated stuff like that, and sometimes they don't make the path very logical.
To add more slots you need to place more units and set them to playable.
Oh alright, sorry for the lots of questions
Questions are what the entire Discord's mostly for.
Optimize in what way? Performance?
Don't use props like chairs and stuff unless they're important for the mission.
Yeah performance
I used chairs at the briefing place in airport which is far from AO, that shouldn't hurt no?
A few here and there can improve the mission at little cost. It's when people put a million in each building it becomes a problem.
Btw i copy pasted the playable character but i don't see slots
Are you sure the new ones are set as playable as well? I don't think it's automatic when you copy the player character.
Place the game master module and set its owner (in attributes) to the variable name of that player.
You can also assign Zeus to the host/admin by entering #adminLogged instead.
Oh alright the command seems better
Also uhh one last question, i added slots but the chars are not in the same squad how can i group them in 1?
Select all of the subordinate units and control drag them to the leader.
is this the channel to ask for server insta crashing problems?
my first scenario was yesterday that means ii was before the 100k hits lets goo xD
btw guys m tryiing to avoid my characters going into water when respawning on the ship . can i make a helii as a respawn point
sure, simply link the respawn module to the heli
i use an empty respawner tho
idk if it'd work if you link the marker to the heli ... in any case, when they spawn you can write a script to tp them in the heli
Should make a gameplay demo of muh scenario at some point
how can i make enemy reinforcments exist without doing it myself with zeus?
script it or use a mod that does that
any mod suggetions?
xD not sure u get what i mean mate. i know i just want to automatize the reinforcments instead of zeusing. no need to reply if u wont help and just say nonsense
ah mb i just though u were making fun or something
its all good just a little mis understanding
is there a way to put a screen and have it stream realtime camera of an uav?
Ye you need to create a camera, render it to a texture, and set that texture on the screen
See: https://community.bistudio.com/wiki/Category:Command_Group:_Camera_Control and https://community.bistudio.com/wiki/setObjectTextureGlobal
This especially seems of interest to you: http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/
But it is from 2014, so be aware some of it might be outdated or no longer function. Make sure to check those wiki links if you do encounter any issues!
thanks alot ill take a look
is it possiible to do a single player respawn?
in a way, yes, but script-wise it is not the same as MP respawn (e.g event handlers don't transfer, etc)
Make it an MP mission and put down just one unit as playable. Then host the server locally to play Singleplayer. It will work like normal MP respawn, but singleplayer
but no pause
No pause... if you're weak
REAL men add a key eventhandler to catch the escape key that loops through all units and vehicles and toggles their simulation based on whether or not the respawn button GUI exists B)
Realistically and technically speaking, you can't actually respawn players in SP. However there are some workarounds available: like adding EventHandler to detect a fatal damage, revoke damage and do whatever like setPos to say "respawn"
Some vanilla showcases like Laws of War has similar "respawn"
well i know. m trying to avoid lan cuz oh boy i got like 30 fps difference between sp and lan
That is not because of LAN. That is because you are hosting and people are joining. You will obviously lose a few fps
Want the best performance? Play completely alone
nope. completely solo i meant
That's what I mean
I wonder if you can sneak in a addSwitchableUnits via killed eh, and "respawn" that way
Here’s a question. What would I have to do to make AI in a certain area salute players as they walked past?
There is a mod for it
AI Salute something something
Search the workshop
It is not a "mod", but a composition
fnc_teamSwitch = {
_u = group player createUnit [typeOf player, player modelToWorld [0,1,0], [], 1, "NONE"];
addSwitchableUnit _u;
_u addEventHandler ["Killed", fnc_teamSwitch];
};
player addEventHandler ["Killed", fnc_teamSwitch];
player setDamage 1;
with this you'll get to teamswitch to the new unit when you die
im having mad issues with plear slots selection when uploading the mission file to the server, iv enabled on playable and it works with any other server but it doesn't let me select factions or slots
missing mods on server probably
Gonna try make a mission in Chernarus during winter. Where ya play present day British and US marines fighting off the Russian Army. Take a break from the desert lol
When is the break from Chenarus and or playing NATO/fighting Russians?
All my missions have been in Takistan or Afghan lol so its a break for me lol
And I wanna play with these awesome British and USMC mods lol
Think ill start it on a aircraft carrier and give you options to be deployed to the area via air or sea
whats the best ai mod/modules for spawning zombies? like a wave based spawner or sum
Ryan's Zombies and Demons is a good mod for it and I am certain there is a module that you can place in the editor. But I personally prefer WBK creatures and script a wave based spawn/attack
@wheat garden → #videos_arma eventually
I have a trigger that's supposed to end a mission using the End Mission module however, it's not working. I have no idea why. The trigger has BLUFOR present condition and it's synced to the end mission module. Anyone know why or how this is happening? This is the 2nd scenario that I've made that causes this.
- SP or MP mission?
- What exactly is in the Condition field?
- You sure the trigger is actually running? (Let's say use
hintcommand to make sure?
MP, "this" and can't say for sure.
Then make it sure
Figured it out, thanks tho
?
I figured out the issue. Thanks for your time tho
Ok
What was the issue, for those who might be struggling with it as well?
Farooqs revive is ok.
There was an issue where the revived or the respawned remaind capturrd. Other than that its simple.
Idk what specifically was causing the trigger and module not work with each other.
I just used “BIS_fnc_endMission”
So you didn't figure out the issue, you bypassed it. Still helpful enough
Bis revive forces the player to respawn any way.
@signal coral ... MARKDOWN
USE ``` for FRKING codeblocks -.-
whats the best Cas mod that work with cup. im using simplex but jets just roam around without attacking my marks tho the helis etc work
You are not using Simplex properly then
Jets will attack your marker — laze or not
If the aircraft does not have a positive visual on the marker, they will abort
If you canot figure it out, you give Drongo's Air Ops a shot
Though, I prefer Simplex over DAO
nope m using it properly the jets just roam aimlessly
Do they not attack when you call for them?
And what do you want them to do? Attack at their own volition and loiter?
no
just roam around and attack when i use thte menu
Not sure what you are doing, but it works perfectly for me
Maybe try laser designating a target?
u use the loiter one or strafe?
Loiter does not work with jets
For CAS jets, use strafe
Loiter works for UAVs, gunships, and helicopters
it actually worked and they loitered even tho yeah its not meant for jets
yep i had the problems with strafe
but i found a combo that worked xD using simplex to make them loiter big distance then call them wiith drongo and they do their strikes
is there a way to have pre-made reinforcments in a scenario instead of just zeusing them?
maybe after certain minutes and they go somewhere
You can spawn them or have them in the game (ideally with simulation off and stuff) and enable them by script or trigger to follow waypoints (which you can create by script).
can a trigger be time maybe? like after 25m from mission start they reinforce
I think there's options for a trigger's condition to have to be met for certain amount of time (and in this case the condition might be players anywhere in the AO).
Hello, is there a way to extract the scenario of a DRO mission recently created ? The idea would be to replay the exact same scenario later instead of going through the DRO mission making setup that factors randomization anyways. Does that make sense? Thanks a lot.
You can just find and open PBO
Hello, It looks like the PBO of Dynamic Recon Ops starts the whole mission setup phase (location, objectives etc...). What I want is once I have generated a specific mission I like out of the Dynamic Recon Ops scenario, I want to find an easy way to save and replay this very mission (either starting at spawn or character customization), not relaunch the scenario which takes me back to the mission generation tool embedded in DRO. Thanks
you can't
there are ways to extract unit and object position in an sqf from Zeus (i think it was a mod) but you would have to place the objectives and script the mission flow yourself
at this point if you want predefined factions and task setup you might as well just make your own mission
Pity, that would have been amazing. Thanks for your answers.
what are the dimensions for banners?
If you mean that prop, x:y = 2:1
Hello all. Just arrived here. Been making mission in the editor for a while now. Self taught off of YouTube mostly. Can script some just based off of what I learned in college and YouTube. I am currently having an issue though with the mission I'm working on now. The FPS is all over the place up to 120 and as low as 14. The mission is what I would consider "open world" with assets all over the map. To prevent all of those assets bogging down the machine, I'm using 3den mod with dynamic simulation and have characters and manned vehicles set to 900. I also have a script in initServer.sqf that checks if player is greater or less than 1300 meters from units and vehicles of the opfor and civilian faction. It does this every 15 seconds and if they are within 1300 then it will show the unit/vehicle and enable simulation. With both the script and dynamic simulation enabled, I get the best fps
so you don't have the issue anymore?
best way to handle this would be to spawn and despawn units and vehicles (because static items, if not from some bad mod don't do much) depending on where the players are.
Well I still have the issue. Currently I have units hiding/showing disable/enable simulation based on distance. I don't know how to spawn/despawn.
TBF. Dynamic simulation should be enough.
The best way to figure out what's going wrong is do run some profiling
📍 Operation Sandstorm – Soviet‑Afghan War Scenario (Kunduz)
Post:
Hey everyone!
I’m working on a Soviet‑Afghan War mission set in Kunduz, Afghanistan. The scenario focuses on infantry combat, patrols, ambushes, and village skirmishes — aiming for that gritty, tactical feel of the 1980s conflict.
Scenario Style:
• Infantry tactics and small‑unit maneuvers
• Ambushes, checkpoints, and patrol missions
• Rugged terrain with villages, fields, and hills
I’d love to hear your thoughts, suggestions, or ideas for adding intensity and realism to the mission!
Thanks in advance!
Does anyone know if the vanilla MP missions can be un-pbod ?
Yes they can, they are mostly (didn't checked all of them) written in .fsm
Which folder are they in?
They are all in the Addon Folder and are called "mission_f ... .pbo"
Cool!
- A well-lit urban area going dark after the power is sabotaged
- Artillery chaos where it’s unclear if it’s a Soviet or Mujahideen barrage and everyone is getting hit
Lines of civilians evacuating an area of their own accord, signalling to Soviets that enemy guérillas are setting up in the area
thats kind of what im going for with Operation: Iraqi Trident. As you get deeper towards the city of Sa' Hatra after passing the 2nd to 3rd combat staging area youll notice a long line of Iraqi civilian vehicles evacuating the area and push further past you come across a graveyard of cars and charred bodies. On one side of the Highway the civilians will trigger an ambush leading to a giant massacre along the highway and on the other you have insurgents hiding in the graveyard. The Idea is for 1 or two player controlled humvees to split from formation to turn the civilians around before they all die while the rest of the formation deals with the iraqi insurgents hiding in the vehicle graveyard. The remaining Units are supposed to then regroup and move into the city for hostage rescue and evac.
Im also planning on having a section where the convoy is supposed to escort evac birds back to the Airbase after rescuing the hostages.
The overall idea is for most if not all roles to get a part to play.
I also wonder if there is a way I can script custom audio bits into the game. Because I'd love to have certain combat ambience for the mission like the sickness by disturbed playing during the Humvee ambush at the start.
I use a lot of solo mission scenario's that I made myself. One thing that is bothering me is that a saved mission that I continue to play the next day will have all the corpses identities erased, so they all have the player or default white guy body, which looks really weird on for instance the chinese soldiers. There is probably some existential thought behind it that in seeking war, you are actually hurting yourself.. 😅 I can't seem to find any information about this online. Does anyone else have this? Does it have to do with some garbage collection process? I looked into the dynamic entities options.. 🤔
The effect is still there if I disable all mods and dlc's. I can replicate the effect by creating a mission in VR with 2 characters. I start up the scenario in the scenario menu, I shoot the guy, turn around and look away and wait 30 game seconds. Then I save and exit the game. I restart the game and resume the scenario and the identity of the killed soldier has been replaced by the player identity..
how do you apply their identity initially?
I take no specific action with regards to the identity. So in the VR mission test I just put down a blufor guy marked as player, so he gets the default identity / my profile character when I press play and the other character is a csat ai soldier, that I don't make any changes to.
are you on stable or performance branch?
In Arma 3? Yeah totally. Look up PlayMusic and PlaySound.
betttt!
Thanks....
gonna see if i can convert the Vanilla ZvP missions to another location
Just a question, did somebody notice a Bug with Zeus when Using ACE3 in Missions that at some Point, the Zeus isn't able to use the Virtual Arsenal on AI-Units anymore.
Seems to be a non-issue for me.
Just ran an op on friday night where I used VA to give a civvie an HVT outfit in Zeus.
We do run ACE3, among a massive pile of other things. May be an outside mod causing a conflict.
Heli assualt Pov Of that scenario im working on
we saw that 👀 😁
lol ik, its an issue with the inf ammo mod \
wait so is the black box bad?
it just means that there is a script error, to be ideally fixed ^^ either by you the script user, or by them the script writers
ahhhh. lol it started happenning after I installed the infinite vehicle ammo addon
other than that omg this scenario is off to a cinematic and intense start
the Idea is for the convoy to be led down a mile long path of just pure bullets and fury on the way to sahatra. The first vehicle is supposed to hit an IED and the choppers are supposed to go down during the assault.
(if playing with AI)
\obviously its much more player dependant to navigate the situation with people
lol dual pov of the progress ive made so far...lmao my laptop really hates me rn
Just stable arma 3.. Of course it is up to date, but maybe a reinstall will help 🤔 I did a steam verify file check and one file needed to be repaired, but after that the problem was still there.
The problem is not that they don't have the right identity, all ai soldiers have the correct identity when placed and while playing. But when they are dead for a while and I reload the game the identities of the corpses are replaced by the player or default body. The corpses still wear the correct equipment and are in the correct body position like how they fell, so it is purely an identity problem.
When the single play scenario is loaded and the corpse has its original identity erased, the corpse name has changed to "" and the face is listed as "Default"
Just tested on perfomance build and no such issues.
VR map scenario, blufor Rifleman as player and CSAT Rifleman Unarmed as the other guy. I shoot him, wait until the ragdoll stops, save'n'exit, exit the game, load the game back and load the save on that scenario, he's still CSAT-faced.
Thank you for trying! Just a confirmation of the scenario that it should work properly is already valuable to me.
One point that is very important: I also managed to keep the unit id when I tested quickly: the id erase only appears when I wait sufficient time, about 30 seconds. So I shoot the guy and then time accelerate until about 30 game seconds have passed and then exit the game etc. Would you mind trying that for me?
Yeah now I get it too lol
I guess never looked at a corpse longer than ~30 seconds.
Ah shit! so perhaps it is a scenario save limitation where the id's of properly dead units are not recorded 😬
I play elaborate scenarios that take multiple evenings to complete, where I sometimes return to previously contested areas and the white skins and western faces on the dead units do become noticable after a while.. 😅
It could be a scenario-breaking bug if you have a script that checks for that killed unit's identity and it triggers only after you reload the game and scenario.
Made a ticket anyway, someone will look at it within next 5 years. https://feedback.bistudio.com/T198061
Thanks so much! The probability of this getting fixed might be low, but at least I regained my sanity a bit.
I hope it gets fixed, but I'm definitely going to look into looking creating a little script that stores and reassigns the skins of the corpses. One of the reasons I love Arma 3 so much is its persistency (if the mission maker chooses so), so it's a little big deal for me.
And of course it is not really the 30 second look, that is only the minimum time for the corpse to properly settle and activate the reload bug, but you will only notice on the reload. So I might play a scenario for 2 hours, and everything will look fine during the whole time, but when I load the save game the next night, then all the bodies are defaulted.
Besides the main problem that I described, I do have the sense that my multi-session missions degrade somewhat after playing for a long time, so I guess you are right.
Hello, quick questions, am I missing something when it come to downloading scenarios on the Steam workshop? Because most of the scenario I get, don't load or just don't work at all
What scenario
Or error message even
My guess is that you don’t have the dependencies. If you are downloading from the Steam Workshop, there should be a list of mods in the sidebar that the scenario is dependent on. Quite a few require DLCs too, which will also be listed.
But yeah a link to the scenario and a screenshot of the error would go a long way
Assuming it's a scenario. They wouldn't be the first person here thinking composition is a scenario
Yes. sorry I didn't have screenshot but I understand what you telling me, that is also something I didn't know so there is a good chance its the problems. Thanks!
Edit: I just went and check. I see the list you are talking about and the DLC requirements if there is any, problems solved!!
Lingor...Trying to make the bridge to be indestructible. However need to load up the script to assiocate the bridge..Ideas? Classsname of the sections of the bridge is "Land_ibr_most_stred30" I think...
private ["_obj"];
_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
if (_x select 4) then {
_obj setDir (_x select 2);
_obj setPos (_x select 1);
_obj allowDamage false;
} else {
_obj setPosATL (_x select 1);
_obj setVectorDirAndUp (_x select 3);
_obj allowDamage false;
};
OK so how does descruct="no" work now?
Right on! Hope you have a blast, there are some jaw dropping scenarios (and everything else) out there.
is there a way to disable wild animals in a scenario?
hello guys! anybody how can I give custom loadouts to a unit depending it's classname. For example our gaming group currently uses EOS. Can i give custom loadouts to the units spawned by it? thx in advance
There's a myriad of ways of doing that
Is there a grenade object that doesnt explode, emit smoke, emit IR strobes, and can be ace-interact thrown?
Im trying to create a smoke marker using a custom smoke effect so its less affected by wind, but can be tossed to misdirect its use. I wanted to use the Stone but it 'breaks' after a few seconds.
Hi! Are there anyway to remove the uniform restriction for sides? I'm currently updating a scenario called "DUWS_T" and there's a "disguise" feature in it. But it is often wasted because of the uniform restriction.
Only through mods, AFAIK.
or you can make the players civilians and move them to the faction of choice. They will be able to wear all uniforms
Hi guys. I'm using the new Eden editor to setup 2 missions inside on mission. At the start both is hidden and then the active on is revealed. Currently I'm using hideObject = true.
This has issues.... Does not work for Fire and smoke effect
Am I doing the right thing? Is there an alternative?
Eden editor lets met set everything up exactly like I want it. But then I want to hide it until needed
Thx in advance for any advice or help
I'm looking for some help setting up something that ultimately is probably really simple... A one-point attack/defend mission, where INDFOR wins when they capture the sector
I hope this helps:
https://community.bistudio.com/wiki/Eden_Editor:_Trigger
that did help a lot, thanks
anyone having issues with the eden editor mission attributes not having effect?
@grizzled gyro I believe the expectation is to use layers now? "If you are familiar with Photoshop, you probably already have a pretty good idea of how layers and the entity list in the Eden Editor work. In short, you now have a clear overview of all the entities placed in your scenario, and you can define custom and nested collections of entities to manipulate them as a set." - https://arma3.com/news/top-10-arma-3-eden-update-eden-3d-editor
hello guys
with the new mission editor
my loadout scripts wont work when JIP
_unit = _this select 0;
_strLoadout = _this select 1;
if (!local _unit) exitWith {};
removeAllWeapons _unit;
removebackpack _unit;
removeGoggles _unit;
removeHeadgear _unit;
switch (_strLoadout) do
{
case "rifleman":
{
// Add clothing
_unit forceaddUniform "JTG_U_RUD_Fatigue_02";
_unit addHeadgear "JTG_H_6B26_ess_rud";
_unit addVest "JTG_6b23_rud_6sh92_radio";
_unit addBackpack "B_Kitbag_cbr";
// Add weapons & grenades
_unit addMagazines ["hlc_30Rnd_545x39_t_ak", 10];
_unit addWeapon "hlc_rifle_ak12";
_unit addPrimaryWeaponItem "RH_barska_rds";
_unit addMagazines ["rhs_mag_rgd5", 2];
_unit addMagazines ["rhs_mag_rdg2_black", 2];
_unit addMagazines ["rhs_mag_rdg2_white", 2];
_unit addMagazines ["rhs_mag_m18_red", 2];
// Add items
_unit additem "ACE_NVG_Gen4";
_unit addItem "ItemCompass";
_unit assignItem "ItemCompass";
_unit addItem "ItemMap";
_unit assignItem "ItemMap";
_unit addItem "ItemWatch";
_unit assignItem "ItemWatch";
_unit addItem "ItemGPS";
_unit assignItem "ItemGPS";
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_fieldDressing";
_unit addItem "ACE_morphine";
_unit addItem "ACE_morphine";
_unit addItem "ACE_epinephrine";
_unit addItem "ACE_EarPlugs";
};
};
_primaryWeapon = primaryWeapon _unit;
_unit selectweapon _primaryWeapon;
// Fix for weapons with grenade launcher
_muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles");
_unit selectWeapon (_muzzles select 0);
yea init boxes and JIP seems to be iffy with 3DEN
consider using the baked in arsenal
Anyone know why the 2D editor is being removed when APEX comes out?
I mean I understand the 3D editor is cool, and I plan on using it - but that doesn't mean I wouldn't want the option of using the 2D editor sometimes.
More options is not a bad thing.
it is when you have to maintain those options
Just seems like we're trading one system for another when we could potentially have both.
its because the mission format has changed
2D editor sqms are different from 3den ones
makes no sense to maintain two set of systems for making missions
Yeah. Tried opening the mission.sqm in notepad++ . illegible
I want to place targets (moving and stationary). How do i make them reset (move/popup again) ? Id like to do it through an addaction
That's because the Eden editor binarizes the sqm by default now, there is an option to disable that feature
ahh. There we go. thanks. Any ideas on how to reset targets?
I'm not at my computer at the moment but from a Google search I got this https://forums.bistudio.com/topic/150464-arma-3-beta-editor-help-pop-up-targets/. So it looks like you do _yourTarget setDamage 0 and _yourTarget animate ["terc", 0]
This works fine.
Thanks pennyworth. That thread helped.
That makes more sense, thanks @river nymph
@safe spire Please last question am so sorry
In the game master management window, in the owner section, the characters should be Steam IDs, right? So, 3 game masters, therefore 3 modules, each with its own Steam ID. Then the name is the Steam username, or whatever it is. And after that, I think I've entered the last line correctly.
After this, I'll stop wasting your time...
yes you can use steamID or a unit variable name for owner - you dont need name, name is just visual
@signal coral The new SQM format basically means that anyone who's not already in the know about that change (binarized-by-default mission.sqm) would be confused if they tried editing in the old way, and while theoretically Bohemia could have upgraded the 2D editor to support the new format...
... if they were able to upgrade the 2D editor in the first place I'm not sure they would have made Eden a separate thing.
Yeah that's what I figured. Thanks
Which I confess is what I suspect to be going on with all this Launcher-based server browser goodness -- I haven't heard word that any of its improvements are coming to the in-game-client one.
Anyone got any tips for getting infantry more involved in Sector Control missions? I already have scripts which drop infantry off near enemy sectors via helicopter and vehicles. Looking for any ideas
We have a mission framework, in the 2d editor we would use the merge feature to copy all the framework units (ai/player units with init lines to call gear scripts, the specpen, etc) is there a way to achieve this in 3d editor?
nope
......
dude press the map button on eden
.........
YES
BECAUSE iT'S SHIT
yep
you can place triggers in the 3D view too
you're trolling, right ?
they are going to force you to wear 3d glasses to use the editor, didn't you read the new EULA?
you'll also have to wear an anal probe for take on mars, for controlling rovers
it's in the EULA, read it :^)
Any idea on how i'd clear a missions settings in the "username.vars.Arma3Profile" file since it's binarized?
Occasionally some workshops missions break after a few weeks and I'm pretty sure it has something to do with what's stored here since removing all other mission related files doesn't make any difference.
Debinarize it using BINtoCPP from Arma 3 tools lol then edit the raw text and then use CPPtoBIN to binarize it back again
Thanks
Is there any mod or script, that I can use to delete Rocks, Ruins and Trees in a map? I'm building a base, but there are so many trees where I'm doing it. That Deleting then would be helpful.
Im paying KP Liberation Weferlingen Summer 1983 and when I go to place a vehicle im always in the way... is there a way to move the placement of the vehicle foward to not intersect with the player?
IIRC, it's an option in the scroll menu.
Strange, I've never had that problem.
The cool new fork that makes building and supplies a lot better is https://github.com/PiG13BR/KP-Liberation-PIG
I haven't tested, but saves should be compatible (back it up first if you switch just in case!).
The work on KP Liberation Mission for Arma 3 continues... - PiG13BR/KP-Liberation-PIG
Thanks 👍
@signal coral Unfortunately not
is it no longer possible to use xcam to create missions? i cant seem to import any xcam exported missions
Got an eden question if anyone might already know. Is there a way to set an air units altitude? Used to be able to do it via waypoint and spawn height of it but now in eden it seems to want to raise up super high everytime which makes it take 3+min to gain altitude then another 5 to drop off cargo... spent an hour trying to figure that out last night drivin me mad
@hearty mulch They promised they would keep it They never did.
@grizzled gyro As for merges: https://forums.bistudio.com/topic/187777-is-the-3d-editor-mandatory/?p=2982761
Hey guys, can anyone help me? I cant resume any scenarios or save anyone of them because of this
Can anyone help me
You need to load those mods (RHSAFRF and TFAR) or restart that mission.
I have all of those mods, this is in the same session
Strange, unload all mods and restart the mission.
I play the mission I go back to the game menu and qhen I try to load a sabe that happens
Will try
I am o Mac Idk if that makes a difference
Same thing happened
Did you revert/restart? If it's a workshop mission, make sure you're loading the dependencies.
I did
When I start the game its says Im missing rhs_main
I have every Rhs mod installed tough
The scenario is Dynamic Recon Ops, only dependency is the map
Any Ace wizards here? Is this even possible? https://www.reddit.com/r/armadev/comments/46mpmf/is_there_more_i_can_do_with_the_ace_cellphone/
You're tripping if you want the 2D editor kept.
A few hours playing with extending Eden/adding your own menu items/scripts/etc and you'll never want to see the old editor again.
Once I realized I could basically use it in the 3D editor by opening the map... I'll never go back
I have debug menu set to "available for everyone" in eden's attributes (states), but I'm not seeing it on the server
Hey, I'm having some trigger issues with "Seized by" It's set to Sized by BLUFOR and triggers, even though there isn't any BLUFOR on the map
Are there any config options that need to be set for Seized By?
Hi all, just a quick question. Is there any trigger that I can use, to set the lights to Turn On in certain area, when I reach a place I want?
The presence trigger should suffice
I'm trying to make a ZvZvZ sector control mission. I've placed all the sector control logic down but now I'm trying to drop in the Zeus players and am running into a strange problem. I've placed a zeus logical entity for each side and named them zb, zi, zo for each of the sides. Then I dropped down a curator module for each one of them and assigned the owner as zb, zi and zo. However, when I try to test the mission in mp, the zeus player slot jjust spawns facing the sky with no zeus interface and cannot seem to do anything. Any idea what I am doing wrong here?
Is there a way to spawn an ammo box in the editor that is completely empty and start adding from there. Instead of having to remove every dang item in it.
How do you add custom images to TV/computer screens etc?
also is their a way to change the name of a unit? like when you hover over a rifleman instead of being called that it can be whatever name you want? i want to do this out of a story driven persona? or should i just reuse the names from the arma 3 story. if it is too complicated id just do that
You can't change the name on hover as it's bound to the unit's config, and it cannot be edited outside of a mission. You can however change the names that show in the chat and in the command menu
Hover name you can turn off by difficulty I think, then you can have some other script to show the text you want.
ok no bother thanks
Ya maybe ill do that thanks#
]cheers for the link
np
if you're using 3den enhanced, some items have an additional attribute field where you can just paste the texture path rather than using a command
ya i use enchanced mainly on all themes and playthroughs
thanks
That's vanilla actually 😄
how do i work on someone elses mission
You find the mission's pbo file, extract it, put the folder in where your own missions are and then edit it
i did and it wont work do i need to restart my game
^
It works for me 
You did what, how it doesn't work, tell step by step, in details, no no need to restart the game to open
can you vc
No, why?
ah cuz im better at explaining in vc
but basically he gave me the PBO i dragged it into the MPmission file and yeah it didnt do anything
That's not how it works
You find the mission's pbo file, extract it, put the folder in where your own missions are and then edit it
OHHHH I GOTTA EXTRACT IT IM SO SORRY
it still dont work...
You did what, how it doesn't work, tell step by step, in details, no no need to restart the game to open
nvm uh how does one make an ai move on trigger
Either you sync a waypoint to a trigger
Or you click the waypoint and change the condition box from true to anything else
Holy shit i'm way late
Extract it and put it in a "Mission" folder of your profile.
Just remember, in the mission folder you're extracting to, you have to put a map identifier in the end in order to make it appear in the editor.
For example: the mission you want to extract is in Altis.
Then you wanna extract to a folder with the name:
TestMission.Altis
Does anyone here have a nice small training map?
is there a simpler mods for smaller AO like alive and drongos?
What are you putting in it? You can make it use the arsenal using ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; in the init section
that's like the only scripting thing I know lol
I think I may have asked this already, but would it be possible to use the Warlords modules in the Eden Editor to create a Battlefield-style Conquest and a Battlefield-style Operations mode?
Describe what you want.
Conquest (1/2)
• Permanent Spawn Points (Spawn Points are locations on the Map where Players/AI can appear to start playing and reappear if they are killed) for both Teams, called Bases
• Bases can Spawn Infantry and Vehicles and are furnished with Emplacements: Machine Gun Turrets, AA Guns, Field Guns, Artillery, Mortars, etc. Emplacements have infinite ammo but can be destroyed. If destroyed, emplacements can be Repaired
• Fixed-wing aircraft spawn at an Airfield located at the Base
• Start Ticket Count at zero
• Capture Zones stay Neutral (i.e. it's not controlled by either side) until a Player/AI comes into its Capture Radius. After a fixed period of time the Zone is Captured (i.e. controlled by a side)
• If a Zone is Captured then the Team who Captured it can use it as a Spawn Point for Infantry and Vehicles
• Captured Zones are Defended by AI, which can be Infantry or Vehicles. Defenders remain at Capture Zones and attack any enemy who tries to Capture the Zone. Players/AI must defeat AI Defenders and stay within the Zone's Capture Radius for a specific period of time to Capture the Zone
• Capture Zones can be used as Spawn Points (Infantry and Vehicles) for their respective Teams until they're lost. Captured Zones create an Outpost at the Zone furnished with Emplacements: Machine Gun Turrets, AA Guns, Field Guns, Artillery, Mortars, etc.
• Players/AI can Construct objects in the environment (e.g. Sandbags, Ammo Crates, Machine Gun Turrets, etc.) and order the construction of Facilities (e.g. Bunkers, Hangars, Motor Pools, Armories, Barracks, etc.) at friendly Captured Zones
Conquest (2/2)
• Zones can be captured in any order and at any time
• When a Team controls the majority of Zones (at least more than half), their Ticket Count increases at a rate of one point per two seconds
• Zones can be Contested if Players/AI from both Teams are in close proximity within the Capture Radius and engaged in combat. Whoever defeats the other Team's forces at the Contested Zone first gains control
• Every Player/AI on each Team continuously spawns until the game is over
• Whoever reaches the fixed maximum amount of Tickets first is the winner
• Suggested number of Zones: five or more
• In addition to human/AI players, both teams get command of an army of NPCs. NPCs can also man Vehicles/Emplacements and follow Squad Commands (Go Here, Regroup, Revive Player, Heal Player, Resupply, etc.)
• Class System
• Squad System - minimum of six Players/AI per squad
• Players can customize their Class, Squad, and Loadout before they go into battle and every time they respawn
Yeah, Warlords is pretty similar.
So it's possible?
Fairly easy
Of course, not everything would be exactly the same (e.g. class system, how vehicles get spawned, etc.).
Excellent. What about Operations?
I don't know about it.
Operations in Battlefield 1 is a multi-map game mode where attackers push through sectors to advance to the next map, while defenders aim to hold their ground and deplete the attackers' battalions. The mode is based on real World War I battles and features historical narration and cutscenes.
https://duckduckgo.com/?t=fpas&q=bf1+operations&ia=web&assist=true
DuckDuckGo. Privacy, Simplified.
"Overview of Operations in Battlefield 1
Operations is a unique multiplayer game mode in Battlefield 1 that simulates the experience of World War I battles. It consists of multiple maps played in sequence, where players take on the roles of attackers or defenders.
Gameplay Mechanics
Attackers: They aim to push through sectors on the map, capturing objectives to advance to the next map. Attackers have three battalions, each with a limited number of respawn tickets (typically between 250 to 350).
Defenders: Their goal is to hold their ground and eliminate the attackers' battalions before they can progress. If defenders succeed in depleting all tickets of an attacking battalion, the attackers lose that battalion and must continue with the remaining ones.
Winning Conditions
Attackers win by successfully capturing all sectors on the final map of the operation.
Defenders win by destroying all three attacking battalions before they can achieve their objective.
Features
Each operation is linked narratively to historical battles, featuring cutscenes and narration that provide context to the gameplay.
The mode includes a variety of maps, each with different sectors and objectives, enhancing the strategic depth of the game.
Variants of Operations
Shock Operations
Description: A faster-paced variant introduced in June 2018, Shock Operations takes place on a single map and supports up to 40 players.
Gameplay: Attackers have two battalions with fewer tickets (150 each) and face a more condensed experience, making matches shorter and more intense."
That might be better using the other modules.
Which ones?
Whatever one controls things with sectors.
OK, so I guess 'Sector' would be my best bet.
Yeah, I was reading that earlier today.
you don't need it anymore, you can add virtual objects the same way you can add physical ones now
any good premade or good tools to help make missions for like maybe compound cqb raids ?
anyone here use ACE rallypoints?
or any ACE devs?
DW worked it out, you need to place the module first
hmm
doesn't work how i'd expect it to
Anybody know why a simple playMusic "indescapemus"; does not work on a dedicated server?
Connected to a "is independent present y/n" trigger
1: does it work in SP? 2: Effects are local, did you wrap it inside an isServer statement?
1.Works locally testing on either SP or MP. 2.I thought playMusic was global. 3.No idea. I'm entirely new to missionmaking
I've done the class CfgMusic in description etc.
Not that
if (isServer) then { /playMusic "indescapemus";/ };
Open the trigger attributes, under Trigger:Effects there should be a music entry. Does your music show up there?
So this then?
no no no you shouldnt in this case
since effects are local it would only play on the server
just making sure you didnt do that by accident
Ah yeah no
Try the music attribute for the trigger
custom mission side sounds have always been iffy im sorry to say tho...
It is not in that list because it's a custom ogg track I'm calling with playMusic and presenting with CfgMusic in description.ext
Sounds used to show up in there with the 2D editor, i thought that might be the case for music in 3Den as well 😦
{
tracks[]={};
class indescapemus
{
name = "";
sound[] = {"indescapemus.ogg", db+10, 1.0};
};
class Ludwig9
{
name = "";
sound[] = {"\music\filename.ogg", db+10, 1.0};
};
};```
inside of description.ext
and then playMusic "indescapemus";
and it works when locally testing either SP or MP
@warm scroll might not work until there's an arma hotfix, EDEN triggers seem to be broken: https://forums.bistudio.com/topic/188139-trigger-broken-for-dedicated-server/
inb4 BI changed triggers default behavior (local instead of global by default) and people didn't realise.
because that look to be the case.
Well...If that's the case then...A revert back would be niiiiiiice~?
try "indescapemus" remoteExec ["playMusic"];
Hm, guys hello!
As far as i saw, EDEN Editor don't show you objects ID on map... So, can someone help me? I wanna make a trigger with activation at radio alpha (for ex.), which show me hint with object ID about any object infront of me (at center of sight). I just lost that script...
it's better to hide map objects in other ways now
object IDs arent reliable
if you absolutely have to:
str cursorTarget splitString ": " select 1 (credit to /u/MosesUK)
run that in your debug console
Ok, and which way better then? Also, what about position info?
nearestObject
this is a noob question but how do i make an addaction that activates a trigger (ive set type and activation to none)? ["Trigger1", "activate trigger1"] because i cant seem to find the command that does that in the wiki
this addaction ["Trigger1", "triggeractivate trigger1"] <--- something like that
could this be it? triggerActivation
Let the condition of the trigger be a variable, then let the addaction set the variable to true or false.
oh. that worked. thanks 😃
Anyone figure out how to set an AI controlled heli's flight altitude in eden? using the height of the waypoints isn't working anymore for me.
Hey all, I'm looking to start making missions, but I have zero experience with it and pretty much no knowledge of scripting either. Can anyone point me in the right direction?
Put stuff on map, preview?
Yeah start using the editor, and when you dont know how to make something work the way you want, google.
@placid pecan A more serious response than Rabbit's.... Start small with missions. Dont let your knowledge stop you from the ideas you want to do
@placid pecan ^ this
first you start by placing a few units in a building or town
then eventually you're scripting whole campaigns
it's a slow and gradual progression
Im having a problem with empty choppers starting in flying and crashing at the start of a mission on a DE server. when they were placed on the ground in eden
Any one had issues with Players Init lines not being called when they JIP for missions made in 3d editor?
@grizzled gyro: I think everyone's having that problem. https://forums.bistudio.com/topic/188344-eden-3d-jip-init-not-firing/
Any work arounds?
I'm not sure. I guess maybe calling the script a different way? Like cfgFunctions postInit or something.
From what I've read it sounds like eden is too broken to use at the moment 😦
quick question: is there a way to use BI revive without having a respawn point, but rather just go into spectator?
BIS revive is bugged atm, it unlink you from the zeus logic you're assigned to.
(only important for zeus but it's quite annoying)
Is there a way to be able to toggle between locking and unlocking third person ingame by an admin?
I want to make a pvp event where the first tier is casual, thirdperson allowed. then switch later for championship rounds.
You can set difficulty per mission as server admin
Thanks. Found a script.
Would you know how to set any helicopters fuel to 0 when it enters a certain area, and is at or close to the ground (so that it doesnt crash but the players are forced to go on foot.) ?
They will be flying and then landing at the designated area. At which point i would like to empty the heli's fuel. Any heli actually, not just that one (others players will fly and land into the area).
Give names to the heli and remoteExec setFuel with the vehicle as target
so let's say you have a helo called helo1 it'll be 0 remoteExec ["setFuel",helo1]
it'll execute it where the vehicle is local.
Its actually part of a relay race. I want to force the players to land the heli, grab an item from a box, then proceed onward using trucks or something. So to prevent them from just using the heli again, i would like to empty the fuel as soon as it lands.
(thus having global effect)
oh there's an event for that.
LandedTouchDown is what you're looking for.
The problem is i want it to happen when it lands in the area, because if its still midair thatll not be good :p
ooh
check the z pos.
the example you gave is great and helpful but i want it to apply to any heli. including spawned ones.
as long as you can reference the vehicle it should be fine, the LandedTouchDown event would also work with a position check.
what, the LandedTouchDown?
the wiki says "
Triggered when a plane (AI or player) touches the ground."
oh shit, plane.
is there a checker for height from the ground then? So itll just check if any heli is 3 meters from the ground or lower AND also in a specific area
trigger + heigh check
especially for markers.
meh I made something for my needs, just take the current AO circle and add a random 300m variation to it.
randomPos syntax is fucking ridiculous tho.
Alright, hopefully you dont get pissed off :-p The format will be completely wrong, this scripting stuff is alien language to me but i hope it gives an idea of what i want to do:
Set a trigger area that detects blufor player, set as repeatable
that has this:
if (vehicle player isKindOf "air") && (isTouchingGround player) then {vehicle setFuel 0;}
would that work? (if it was correctly made)
nope missing ().
also the trigger would also activate when a new blufor unit enters the trigger.
bit of a noob question here - I don't usually map edit - but, how can I export the project I've created in xCam into sqm format? I'm using xCam v1.05.
@small bane I believe you can figure it out from this https://youtu.be/FI7ulhIr7u0?t=12m13s
Where can you edit the missions description in EDEN?
think it was tools
Is there a way for Respawn not to happen automatically? So that when the timer goes to 0, the player has to click confirm or something before he respawns.
im using http://www.armaholic.com/page.php?id=27948 spectator script and i want players to be able to spectate while waiting for respawn but to be able to continue spectating even when the timer goes to zero.
Can anyone confirm if the bis_fnc_managerCuratorAddons function is working? Also the allowCuratorLogicIgnoreAreas function?
Is there any way to use the Vanilla revive, except when players die they go into a spectator?
You can't use respawnTemplates for this, the wiki page says it won't work that way
You'll have to modify the BI function and add it as your own template.
Ah alright, that's a little more in depth than I'm wanting to go right now, just a simple mission for me and some friends
Thanks
Hey guys I've ran into a situation that seems to be pretty new dealing with the (( Unit say3D "Track"; )) feature. I've always done it this way and as worked for both SP & MP, now that eden is in effect it seems only I can hear it when hosting and other players connected cannot hear the sound. Has anyone else experienced this? Is there now some sort of Say3D Global or something?
hey guys, so what if i was trying to replace the textures of an object - in mission not with addons. how would i go about that
trying to get VR objects to take and Orange Gridlike pattern
It's not possible to change VR block textures without addon unless something changed very recently
Which is the best Dynamic Mission Generator type thing?
Is it possible to add objects to mission, such as static chairs, without adding them to mission.sqf file? So, basically, to have a file specifically for adding objects?
in a way. You can jus write a script that spawns them all in game and keep that in a separate file.
would that compromise performance for dedicated server in any way?
because, i'm kinda weary of adding scripts unless necessary. have you ever used scripts to add stuff to missions? 😃
mostly ai
adds a bit of overhead at mission start
but theres no inherent differences
Looking for a couple folks to help me test a ALiVE mission if any are interested, required mods are CBA;ALiVE;RHS;CUP TERRAIN. PM me if you'd like! thx!
is there any detailed tutorials on the new vanilla spec cam system?
the documentation is....lacking
Has anyone looked for small barrier in new ace update?
I must be doing somehing wrong
https://i.imgur.com/5wlERXJ.jpg
Is there a filesize limit on how big a .ogg can be when used with say3d?
@lucid dew Dont think so... only limitation i see is integer size... so you shouldnt go above 2gb...
hello. i have a question: is there a way to put movable barriers into missions. i'm looking for a way to cover an entrance to a doorless building....
well.. youd have to script the picking up and playing back down yourself... but sure.. maybe there is even a mod out there that supports that already
aww. so this is something that would require scripting. okay, i'll get back to this when i learn it 😛
another question, is there any SUV mods for arma, that add some special forces Sicario tinted windows looking jeeps?
@fresh spruce Depends on how you define those... CUP implemented the SUVs from Arma 2: Private Military Company
those were perfect.
buuuut, i reeally don't want the whole CUP pack just for 1 vehicle.
I'm trying to make the VR map and VR blocks dark to allow for a Pitch black VR map
Dark enough that without playing with the gamma like a cheat, the players have to use flashlights and glowsticks to find their way about
Is anyone can explain me how to randomize loadout correctly for MP?
I'd split loadouts by separate SQF files and execute them global... But i wanna add some difference between each soldier in same class. So, for example: 4 grenadiers have 2-4 different headgears etc.
So, how i can make it?
Hey. Is the radius argument for addAction still TKOH only? And if, is there a way to define how far away from an object the action appears (without heavy scripts)?
Use the condition parameter?
Hey guys,so happy that there is chat room for us guys 😄 I am making one mission and i am interested if anybody knows am i able to turn on lights with trigger,for example i want to turn on portable lights (double) to turn them on when Opfor detects blue. but cant find any code witch is gonna turn on lights
I think for lights you need to break and fix them for on and off. . setdamage 0 or 0.95.
use setHit with the right hitpoint, much better.
Can anyone explain to me why my mission will appear to have no playable players in it?
https://mega.nz/#!CdtWQT7B!86t3rwv4xIIDHNg8JbVuYMwj-Lxx2lNcpuMy3-qtiRA
This could be the result of a merge of missions. Otherwise, you have to place down one guy and make him as playable.
If you can't open the mission in 3DEN cuz it says "no playable unit", open your mission via 2D Editor and place down a playable unit, and you're good to go
@analog talon nope
I have playable units and it works in the editor launching as a multiplayer server
I just switched to the PERF binary on the server side and suddenly the same file is showing the playable units
so it looks like something is wrong on stable
@signal coral, @unkempt bear ^
or just arma behaving like arma and working at random ^^
nah, it's really repeatable
@high blaze I dont have an answer at the moment, but will look into it on Monday.
Is there any way to set it up so AI is disabled and there's still JIP?
I'm using the spectator respawn template, "BASE" respawn, and have no delay
bump
in description.ext DisabledAi = 1;
there is probably option for that in eden
and respawn = 3; (which is "BASE") is JIP compatible
oh and if you don't want actually respawn at all, then just set the time high enough
Yeah I think I was having issues with Eden trying to change respawn stuff w/o using description.ext
it uses something else
Is there a way to have JIP, but also have dead players go into spectator?
DisabledAi = 1; respawn = 3; respawnDelay = 9999999; respawnDialog = 0; respawnTemplates[] = {"Base"};
copypasted from my mission
The real MVP
Thanks man
So if I understand correctly I could use
respawnTemplates[] = {"Base", "Spectator"};
Right?
i guess, I don't know how the new eg spectator works
Alright
Well it was working fine when I set it up in Eden
the issue was that JIP wasn't working
actually respawnTemplates[] = {"Spectator"}; might be enough for the egs
I mean just replace base with spectator
egs?
and that's what it was set to before I beleive, but JIP wasn't working...
I'll try it again with it all going through the description.ext
it seems the "base" respawn template should be ok because "spectator" starts the old spectator by default
Alright, we're testing it right now
Description.ext
when players join they don't get a character or a body
they just kinda float
DisabledAi = 1;
respawn = 3;
respawnDelay = 9999999;
respawnDialog = 0;
respawnTemplates[] = {"Base", "Spectator"};
Question about "set random start": if I select multiple entites (in the same layer if that helps), and set random start to markers, will they all appear in the same place each time?
What are you trying to do? Have all units start at the same random marker?
@pallid obsidian Yeah, Basically I have an OP & 3 AI, was hoping that I could randomise the location of the OP with each playthrough
If not I'll just do it through something like condition of presence scripts
Anyone else run into this issue since Eden:
Player X joins slot 1... disconnects... player Y JIPs slot 1 after player X... spawns as seagull and has to go back to the lobby and respawn to get a unit.
This problem was (aparently) fixed in the latest Arma 3 (hotfix) update
Hmm.. seems so. I'll try revalidating the files and see what happens
Oh thank god, that did the trick. I really need to start reading patch notes. Thanks anyway o7
Anyone has idea how to respawn vehicle with Locked player option. Should respawn as Locked to specific player as before they spawned in.
Anyone has idea how to respawn vehicle with Locked player option. Should respawn as Locked to specific player as before they spawned in.
What was the command to stick things to vehicles/other things again? AttachTo?
Say I move this piece of cover to the back of the driver side of a pickup in the 3D editor. an attachto to the pickup should make it stay there with 0 weight with it right?
@lucid dew the way ive done that before is to randomly select 1 out of an array of markers and then create a marker on that position which becomes the spawn. I can give an example tonight if needed.
Sounds good, thanks!
probably been suggested many times but I'm not seeing a search option for this discord, like to suggest that there be a "clear all" button on the ammo boxes in eden & maybe even a "clear catagory"?
Yeah i agree with a clear all button. Until then u can do it fairly easy by selecting the object and running a debug command. Will post that tonight aswell if u want it
sooo @lucid dew , sounds like you are playing single player due to having 1 player and 3 AI. this setup is used for multiplayer in our TVTs so if it doesnt work straight off the bat youll have to change it to suit. Its setup like that coz we have to check if they are JIP or not and if they are it doens run on them.
In the editor there are 5 markers. base1 base2 etc
initserver.sqf
// Server sets BLU spawn
_marker_array = ["base1","base2","base3","base4","base5"];
_pos = markerPos (_marker_array call BIS_fnc_selectRandom);
_marker = createMarker ["west_selected_spawn", _pos ];
initplayerlocal.sqf
// Random Blu Spawn
_this execVM "scripts\randspawn.sqf";
Scripts\randspawn.sqf
params ["_player", "_isJip"];
if !(_isJip) then
{
if (side _player == west) then
{
private "_marker";
_marker = "west_selected_spawn";
waitUntil { sleep 1; !(getMarkerPos _marker isEqualTo [0, 0, 0]) };
_player setVehiclePosition [getMarkerPos _marker, [], 5, "NONE"];
};
};
@smoky basin , highlight as many obkects as u want and run this in debug
{
_x set3DENAttribute ["ammoBox", "[[[[],[]],[[],[]],[[],[]],[[],[]]],false]"];
}
forEach get3DENSelected "object";
plenty more of that stuff written by @median pelican found here http://foxhound.international/arma-3-eden-scripting.html
Hello, im building a weapons pack, how might one access weapons in the editor for testing?
@south cedar Right click the player unit, select Arsenal, equip the weapon, and preview the mission.
What's the best source/site you could recommend for starting to get into mission_making? Preferably already making use of the 3D-Editor 😃 I am overwhelmed by so many videos that are mostly outdated, thank you in advance 😉 @everyone
I don't know anything that would be created past 1.56 but I think that most of the old tutorials still apply. Core mechanism of creating a mission (units, groups, waypoints, triggers) is still the same.
thanks Azza!
But do you know any great guiding turorials? @astral tide
I never used any, sorry. Maybe someone else will be able to help.
There is a site called arma 3 tutorials
The guides are outdated but most of the function stays same.
Anyone has idea how to use ambientanim with perfect way including to perfect location of the xyz of attached object like chair
Hello
Hello
Hey hey
olla
How is it going?
So I am just getting into mission making and I have a decent start. However I can't seem to find a lot of tutorials for the Eden editor? How much of the content from the old 2d editor is still effective. Could I watch those videos (which there are a lot of) and learn usefull stuff?
There are vanilla tooltips and such when you open the Eden Editor. Or, at least, there should be. I wouldn't say you can follow 2D editor tutorials to the letter, but you can probably pick up on the gist of things with them.
Thanks for the response! I have read through the tooltips but they don't give to much information. Though a lot of trial and error I have been able to figure out everything I need for the mission I am making, witht he exception of making supports availble mid mission. I have tried syncing the moduals to a trigger but no combination of syncing works, the support is just always availble.
And I found a tutorial for the old editor explaining the synchronizeObjectAdd command. Works like a charm!
Yeah, the tooltips won't give you in-depth mission tips or anything. You could probably script the supports if you figure out the functions attached to them. I've never made use of those myself, but you can probably dig something up through Google or go ask over in #arma3_scripting.
Yeah, now that I know that most of the scripting is the same, there are a lot more teaching resources availble. synchronizeObjectAdd allows me to synchronize the player to the support requester mid mission on a trigger. Which is just what I needed. I now have the framework for the mission all laid down. Enemies, tasks the whole nine yards. All I have left to do is polish things up. I still have to figure out how to set the briefing, and how to sync the tasks to map markers but from what I gather it's pretty simple.
Is the F3 Mission Making Framework compatible with Eden?
It is.
Does anyone know how not to allow people to show inventory option on something created like Ammo Area with guns lean to the walls. I dont want people to get option of inventory of it
Thanks cptnnick. Gonna download it and give it a go. Seems like I will really help out the workflow.
hey. is there a way to make a vehicle damaged in a specific way? for example: i want to disable a tanks engine, but not it's turret
in Eden is there a button anywhere to show object IDs on map mode?
Dont think so no
RIP, i am trying to hide objects by ID on a map and I cant load it in 2D editor to see it because its not backwards compatable
aah too bad,
Why is it
Cause map object ids can change / break with every update to a map, theyre not bound in any way.
can missions actually hide objects that are baked into maps?1
@river nymph Thats not an issue here the map reached end of life so it wont be updated.
Yes but its the reason BI chose to not display them anymore
Well as I said its not an issue in my case
@fresh spruce yeah use (getPos this nearestObject 120536) hideObjectGlobal true; on a game logic marker (place the marker on the object you want to hide) and change the number to the ID of the object
you can use classname
Using ID is quicker to use in cases of custom maps wiht custom content though, no need to hunt class names
i know that only sun casts shadows, but is there a way to only light interiors? like for example using only a faint light?
what light sources can i use that have a very low radius?
I used to use glowsticks
@high blaze Have you find a solution for bug with no playable unit on dedicated ?
@split tide It actually turned out to be corrupted mod data
there was a 1 bit difference when I used rsync on the files from my local machine
while i was investigating it also turned out the same thing can happen if you binarise missions with extra scripts or if you have certain mods on the modline twice
I know ASR_AI3 can cause it if included twice
as for others, i havn't found any
@split tide so you're getting the same issues then?
yes same with ASR ai disabled
are you able to load stock missions?
ok, and are you adding extra scripting to your mission file?
yes i have add a script for interact with civilian
ok, make a brand new mission, add that script and when you go to save, untick binarise
btw, I found that if you have ever binarised a mission that it's then totaled and you have to recreate it from scratch
dafuq are you talking about ?
The eden binarizing only applies to the mission.sqm, your scripts and functions are untouched.
I have the same result with sqm not binarised 😒
then it's a mod issue
ok i go check all the mod set
Ok i have find the bad mod. It's https://forums.bistudio.com/topic/184485-werthles-headless-module/
I have remove module and mod and it's work good
Heya. Im trying to go about displaying a hint whenever certain named civilians are killed. there are about 10 civilians/hostages. So i named them c1 to c10. Created 10 triggers for each civilian all saying "a hostage has been killed" when their assigned civilian is !alive. Am i doing it right or is there a more proper way of doing this?
"Killed" event handlers are nice
Anyone know if the LEA "Loadout Editor" from armaholic is ever going to be updated to be compatible with eden?
Probably.. What is not compatible with Eden? Maybe my Loadout Editor will be done faster than Lea fixes Eden ^^
you mean loading of Eden SQMs?
Posted 19 February 2016 - 14:50 major_shepard : "Yes but no ETA."
Yes they will update it
Hey since no one is looking for the /r/armadev megathread I'll post here: Looking for a Zeus dev to work with me on the perfect (no less) ZvP mission
Send me a message directly if you are interested!
hey guys
dunno if this is the correct channel for this question. do redirect me if its not.
I am having a death loop bug in one of my mission in Sahrani map (using RHS). If players are killed and they respawn, they die immediately. This loops continues on for like 60-80 times.
I have noticed that if using Zeus, we place any units (mostly vehicles with crew) there's a 70% chance that the placed unit/crew will spawn dead. BTW am using ACE3 advanced medical and MCC sandbox on the mission but AIS_Injury is disabled.
remove MCC.
always the answer
Campaign Broke while running MCC? Remove MCC and Restart the Mission
Don't use MCC > easy fixes.
Any good scripters around?
removed mcc. not fixed 😦
from your reports I would assume it's due to bad scripting on your end
@sinful rampart Cool, thanks man.
I've been having issues using [bump,"radio"] remoteExec ["say3d"]; to play music. It works fine when the mission is played single player but as soon as more than one player is present on the mission it plays over itself in two seperate instances. I used the remoteExec because the way I had previously done it bump Say3d "radio"; only played the music for the server host in multiplayer. It had worked before the Eden update and remoteExec was the only thing I could get all parties to hear the music with. Any thoughts?
How is it being activated? A trigger?
If it's in a trigger you can do if (isServer) then {[bump,"radio"] remoteExec ["say3d"];};
Pretty sure the way you used to do it would work now though. There was an issue with triggers in EDEN where they would only activate on the server but not for clients. That's been fixed so that might be where your new problem came from.
Yea it's activated on a trigger. I'll try the way you posted & the old way and post what works when I get home today.
Old way works like it should now, so everything is back to normal.
Hey guys! I'm making a mission for myself and friends to play on our dedicated server. We want to play on the Mogadishu map, but I'm not seeing a .bikey for it in it's mod folder. Is this a problem? Anyone know where I can find it? All other mods we use required the key to be put on the server.
If you need to have signing enabled on your server then you have to make your own bisign.. tools for that are in the Arma3Tools package on Steam
is there a mission file size limit?
The patience of your players gets exceeded well before you hit any limit.
awesome, thanks
Does anyone know how to make ai hunt and track down players in MP? Im trying to make enemy qrf search for players after blufor is detected by a trigger.. Ive used the S&D waypoint but they usally stop searching when they reach the waypoint.
S&D only affects the AI to search the vicinity of the waypoint.
I think around 50m.
Honestly, it's better just to put a waypoint to MOVE to a generalized location in the trigger, from there if they see players, they will react to it, either firing or flanking.
Is there no longer a way to merge missions in the eden editor?
no but you can now create compositions and paste these
Anyone know what the RHS Independent "Eastern Militia" faction name is so I can use it w/ ALIVE? It's not listed on ALIVE's website under RHS, only US & Rus is.
@signal coral I was unaware RHS had a Independent force. Usually they just listed their Militia-type factions on OPFOR. I'll look.
Thanks bud.
What other mods are you using? @signal coral I'm pretty sure RHS only has Russia & US, and then there are seperate mods that allow for factions such as ChDKZ, and militia's.
which require RHS.
The classname is rhs_faction_g and it is said to not be currently supported by ALiVE.
ah ok, thanks anyhow though.
I had to figure that classname out, but there seems to be no "official" statement that it is the classname. @signal coral
@signal coral I looked at the config viewer of CfgFactionClasses, and found this. https://i.gyazo.com/87ff5cab07297753aceea29b07692d52.png
Hopefully that helps out.
@signal coral it rhs_g_F. But we use to use a mod RHS Insurgents- Alive compatitbility addon.- @rhs_alive_insurgents. We use to have an issue with AAF spawning in with them. But pretty sure it was fix with the last RHS update. I would do some testing because its been awhile since we use them.
clearMagazineCargo this; clearWeaponCargo this; clearItemCargo this; this addgogglescargo ["EWK_Cig1", 2];
"Missing semicolon"
Hey, guys. Is there a way to set a units respawn loadout?
Haven't been having any luck with this script _unit = unit select 0;
removeAllweapons _unit;
removeheadgear _unit;
removeVest _unit;
removeBackpack _unit;
unassignVest _unit;
_unit unassignItem "NVGoggles";
_unit removeItem "NVGoggles";
"Add containers";
_unit forceAddUniform "TRYK_U_B_BLKTANR_CombatUniformTshirt";
unit addVest "TRYK_V_ArmorVest_Delta";
In a file called onPlayerrRespawn.sqf
Also, thanks Dobie and all of you for the help with the scripts.
_unit = _this select 0; and not _unit = unit select 0;
And just to make sure, nothing needs to be put anywhere inside of the units in the editor?
It's been a long time since I used this script
Edit-It respawns me without the vest and such, but I do not have the kit that is in the script
_unit = _this select 0;
removeAllweapons _unit;
removeheadgear _unit;
removeVest _unit;
removeBackpack _unit;
unassignVest _unit;
_unit unassignItem "NVGoggles";
_unit removeItem "NVGoggles";
"Add containers";
_unit forceAddUniform "TRYK_U_B_BLKTANR_CombatUniformTshirt";
__unit addVest "TRYK_V_ArmorVest_Delta";
syntax error on
"Add containers";
the original line probably was
comment "Add containers";
and you copied wrong
and on the last line you have a double _ instead of a single _
and btw removeAllWeapons should also remove the NVGoggles... and if not.. they would disappear with unassignItem because it cant put them anywhere so removeItem is not needed
unlinkItem really should be used
_unit unlinkItem (hmd _unit) removes any item in the NVG slot
Dedmen, I fixed the double __ and it didn't work
Is it possible that all of this is being caused because the units have custom loadouts?
(in 3d Editor)
dont know if the init script is executed after the loadout... can you send your fixed script again
_unit =_this select 0;
removeAllweapons _unit;
removeheadgear _unit;
removeVest _unit;
removeBackpack _unit;
unassignVest _unit;
_unit unassignItem "NVGoggles";
_unit removeItem "NVGoggles";
"Add containers";
_unit forceAddUniform "TRYK_U_B_BLKTANR_CombatUniformTshirt";
_unit addVest "TRYK_V_ArmorVest_Delta";
well... i tell you two mistakes... you fix one and wonder why its not working?
Oh, brain derp. So, do I just remove the _unit...nvgoggles and _unit...unassignitem nvgs and replace it with _unit unlinkItem (hmd _unit) ?
uhm..... I ment the problem I <<< told you... syntax error and such...
Anyone know of a script I can use to detain civilian AI? Like that would actually put them in a hands behind the back animation and allow me to move them/load them/transport them?
Hey, Dedmen, it seems as though my script somehow works using the one I said yesterday. I don't know why it wasn't working before, but it seems I did a bit of black magic with my server and it worked. Thanks a lot for the help, still. My template is almost working, I just need to figure out some gear box stuff, but I'm gonna try messing about with that before I ask you.
Hi
Hi guys, ive been having some issues getting a mission file set up with the description.ext file and im not sure whats up; this is the error im getting: http://prnt.sc/akq2s7 and this is the whole description file: https://drive.google.com/file/d/0B-XQYeDlTa-LUXZrWHpBQXdNX0k/view?usp=sharing if you can find out whats up with it that would be a big help 😃
class Squad Leader should probably be class Squad_Leader
Hey! I copied a script which runs on the whole side (OPFOR in this case) yet I need to make an exception for 4 characters (2 groups) how do I do that? EDIT: this particular script basicly spawns a parachute for each player and moves the players into them. EDIT2: this is the script: http://pastebin.com/dyjytQN2
The script decides whether to run the paradrop script in this line: if (side player == east) then ... So you could add another condition to it that is not true for those four characters, so maybe something like if (side player == east && !(player in [char1, char2, char3, char4])) then
Works beautifully, thanks!
thanks for the help gents, i also found another problem and I tried to fix it but it didnt help, here's a screen grab of it: http://prntscr.com/akrxsy
Looks like you never put a closing bracket for any of the cfgRespawnInventory classes.
okay thanks ill check to see if i did or not lol
Guys, I'm having an issue where JIP Players often spawn as seagulls, and the only way to fix it seems to be for them to join another squad. This is sort of an issue, is there any fix?
I got an issue with a mission, better said with the respawn system. If I die i respawn at the "custom position" that i placed in editor but that is not the case for other players... they respawn right where they died, any ideas?
Is your side different to them?
cptnnick-How's that?
I have custom names set for all of my units, and they're all set that way. Can I not have custom role names?
i think a reply went wrong somewhere - my earlier reply was in regards to the callsigns when slotting in a MP mission
Oh
ty
Question for you mission makers: Is it possible mid-mission to switch between having dead people respawn and having them go to spectator?
How would you go about doing it?
How would you make people start in parachute... So that they wouldnt lose the backpack they have already. Since the RHS c130 is lil bit bugged
If you're talking about players themselves, there's an addon that will allow them to put their gear backpack on their chest. Let me see if I can find the name of it.
FSF SacVentral. I'll get the link.
Damn... Looks like it's broken.
just parachute their packpacks in a box with them 😉
How about torpedos >D
@low fable How about torpedos >D Keep an eye on that one thread with cervantes and Aplion, interesting stuff there
Willdo
How do you guys get someone to play as dog...
Dont know if that works with createunit... so that it would work in MP
I have a script to do it somewhere but you'd have to figure out the camera position as it's a bit fucked
I'm not sure of the current state of dog's but in a ton of updates leading up to 1.54 they were saying it was fixed "in the next update", but since the feedback tracker is down I'm not sure what happened
I've never used it, is it just controlling the dog?
Its just like the sheeps
spawns dogs who just do something >), for to add life in villages etc
_oldBody = player;
_pos = getpos player;
_grp = creategroup side player;
"Alsatian_Sandblack_F" createUnit [_pos, _grp,"myDoge = this"];
selectPlayer myDoge;
deletevehicle _oldBody;
That should work for turning you into a dog and deleting your previous corpse
The camera angle is beyond bad and you have no inventory as a dog. All you can do is run around and sprint
k ty
Hey, I want to copy units from one mission to another. The problem is, that I want them to keep their original name. Is that somehow possible (since you can't merge with 3Den anymore T^T) (The Problem is that "unit" is renamed "unit_1" when I copy it into a new mission!)
I've got a question-Is there a way to respawn items that aren't vehicles or players without digging into the games files? I'm trying to create an arena type thing, but the issue I'm finding is that once a "round" is over, the only way to have the weapons be replaced is via a Game Master spawning them again. Is there a way to make it so after a unit takes a piece of gear, it "respawns" x time later?
Can someone direct me to a topic / tutorial on how to do custom crates for dedicated? Whatever I try it lags the server or crashes arma. A2 scripts dont work no more.
Unless I'm completely misinterpreting what you want, and I'm assuming what you want is custom contents of crates, it's just a thing in 3Den. May need 3Den enhanced though.
Someone wouldn't happen to have DAR HMMWV documentation on hand, or at least the ammoclassnames for the mod, would they?
With ACE 3 is there any quick way to disable all modules except for the medical one or would I need to manually add all modules on the mission and disable them?
@real venture some modules make changes on the config level, so you can't disable them just like that, you have to remove their pbos. For those that allow disabling via in-game module, you can do multiple setVariable, but you'll have to find all the names.
@wheat lantern weapons that are on the ground are in groundWeaponHolder; you'd have to respawn them. Try spawning them via script in the first place, so you can call this script after each round: https://www.youtube.com/watch?v=fdaHEEH5b5I
Thanks @astral tide I'll try it out soon
anyone know have to end a mission once a sector is controled by blufor
Is there a way to on server start delete all of a type of an object on the whole map?
Don't think so, at least I don't know of any way.
Not sure of usage, but https://community.bistudio.com/wiki/hideObjectGlobal would work
I'll try that thanks
I tried to put that in the init.sqf would that not work?
I dont know if anyone would be able to help but i have used my lakeside mission and transfered all nps's etc onto the kelleys island map however when i go into the lobby, there are no slots or no info?
In th 2D editor when you copy/pasted the playable units you need to make them all playable again. In Eden I believe they remain playable after pasting but worth checking. You can select all units you want to be playable, right click and go to attributes and set them playable. One unit should also be labelled "player"
i merged the lakeside edited map with the uneditted kelleys
do i still need to make them 'playable' ?
?
worth checking, cos that's why nothing is showing in the lobby
only the factions you want to play
thankyou so much, the lobby is working now i need to test ig
@loud galleon new problem, no spawn menu's now..
Eden editor - settings menu - spawn options (iirc) - check "custom spawn locations"
and I think something like "select from menu"
i thought eden broke the mission?
no idea, never edited these missions nor played them
if you're using 2D, then it'll all be in the description.ext
so make sure that's been copied over to the new folder
and any other files alongside the mission.sqm
probably an init.sqf as well
its the same file i just changed the mission.sqm
could be the markers are missing
i cant find the spawn options in eden?
can't really tell anymore without looking, which isn't going to happen as I'm at work!
where is the spawn menu?
its not in there
have a look around until you find it 😉
does anyone know a .bat for starting the serveR?
oh lovely, spawning as a bird now....
FIXED IT
THANK GOD
TY
hey guys
can u help?
i need to use the vanilla spectate with the eden editor
and have jip
but i cant find a solution
any ideas?
the documentation on the new vanilla spec cam is non existant 😦
Hi guys I have a problem with Kelly 's Island .... bulldozer does not show me his roads
some idea ?
Hey, everyone, some times, in my missions, all of the vehicles randomly explode, without being shot. I'm unable to guess why this is happening, any ideas?
they spawning clipping with something?
yeah, if it's happening to all vehicles at once, sounds like a malicous script
Or when someone JIPs?
sounds like a script kiddie playing with setDamage 1.
It's on my dedicated box, so unless I messed up one of the trillion scripts I'm running, I dont know. It could be a JIP issue, come to think of it.