#arma3_scenario
1 messages · Page 53 of 1
not for now, correct
okay so, i want to run a few commands on every player at once
howabouts would i go do that
remoteexec iirc
@red tree it's probably because you have serVehiculeAmmo and not setVehiculeAmmo
yeh it was a typo LOL
XD
is it possible to make a firedNear EH require it twice? As in, if i was to have two groups, one would react after the first shot/interaction and the other one after the second
what are the mission systems that are used for the red and green squares in Insurgency?
is there a way to attach/create a respawn inside a vehicle? Eg: Select a moving truck in the respawn menu and spawn in an available seat.
You can synchronize the respawn module to the vehicle, but it may be buggy iirc
Ive tried that, it shows up with a respawn icon on map, but doesnt let you spawn there
So uh... I've made a scenario, but didn't unload some mods, thinking they wouldn't really interfere with it... but surprise, surprise, they did. Now my scenario needs those mods installed in order to run (I wanted the scenario to be playable without mods).
So, is it possible to somehow fix this without re-doing the whole scenario from scratch for it to be playable without any mods?
Thanks in advance.
the mods are real engine and jsrs soundmod btw
you can try having an empty mission and merging this one into it
how do u merge missions
do i just slap the folder on top of the new one or is there a proper way of doing it
nvm found the merge thingy
will try now
Hey everyone. I am trying to make a FOB and I want it to have a Partial Arsenal that can be loaded up with extra weapons and supplies like the Storage at the start of AntiStasi. Does anyone know how to create this?
not quite sure, but i think ACE arsenal can do something like this
https://ace3mod.com/wiki/framework/arsenal-framework.html
Magnificent. I just added Ace to the Server a few days ago. Thank you for your Time @wraith cloud
somebody here knows how to apply camonets in a specific colourway to a vehicle after respawn? I use the vanilla respawn module and under expression i wrote this:
(_this select 0) execVM "camonet.sqf"
inside the camonet.sqf is this:
[_this, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
Now when the tank (the AAF MBT one) gets destroyed, the camonets get reapplied but in that standard digital aaf scheme while I want the jungle version.
Anyone knows how to do this?
_veh = createVehicle ["I_MBT_03_cannon_F",position player,[],0,"NONE"];
[
_veh,
["Indep_02",1],
["HideTurret",1,"HideHull",1,"showCamonetHull",1,"showCamonetTurret",1]
] call BIS_fnc_initVehicle;
@leaden merlin
I used the Virtual Garage, applied the jungle net and pressed "Export"
well, i just totally forgot that this existed 😄 thanks.
having this in the camonet.sqf works like a dream:
[_this, ["Indep_02",1], ["HideTurret",1,"HideHull",1,"showCamonetHull",1,"showCamonetTurret",1]] call BIS_fnc_initVehicle;
hi its me again
so
i have a heli with the following waypoints - load > move > transport unload > move > land
And i have a unit (the player) with a get in waypoint attached to the heli
Actually wait
Nvm
I literally figured it out while typing here


also known as "rubber duck debugging"!
rubber duck or not, here i am again :)
so uh
i got some markers on the map that appear via a trigger when a certain task is assigned
however, when they pop up they arent facing the direction i want them to (obviously)
how can i achieve that
setMarkerDir?
Check its wiki page - and at the bottom there is a Markers group you can find useful too :)
yeah just checked now
looks like thats what im looking for
thanks again
idk how i missed this
ive been literally searching for a fix for the past 30mins lol
Is it possible to modify Warlords so that it’s Green against Red with Blue on the non playable independent side?
not without intense rework
Hmm maybe I could make a small faction config to copy certain units to blufor/opfor
What up my dudes? I never knew this discord/channel was a thing!
Welcome! 
Hey guys, I am trying to put down an inventory in Eden Editor, which is not in the assets library. Now I remember having used an object or module which you place down and then in it's attibutes you can select any inventory item (weapon, uniform magazine, bandage etc. etc.)... Anyone know what this module/object is called?
Arsenal perhaps?
No not arsenal :/
@unborn hawk
should be possible with all ammo crates / boxes. the bigger, the more space
should be in the attributes menu of the item
I'm thinking about making a mission on Bukovina, perhaps mech inf seize airfield or a defense misison. I've never owned the Army of Czech Republic DLC though. Just for some ideas - were there any official missions on that map and what was the situation / briefing?
Hey folks, I'm going to have to host a relatively intense mission on an unfamiliar server and want to reproduce the server load of about 20 players for testing; any tricks or recommendations on getting an approximate load similar to that?
Anyone know an easy way to convert an ACE Arsenal whitelist export to a BI Arsenal whitelist format?
how do i change the name of a squad in the slotting screen
If you are using CBA then you can add an @teamname behind the name and it will appear in the as slotting screen
So, i'm making a mission where i want player driven cars to drive into an ambush and for some reason it doesn't wan't to work when setting up the ambush
How is the ambush set up? Trigger?
is it possible in 2d or 3d view in Eden to synchronize a terrain object?
like since OFP there was the object ID to refer to a specific object
Specifically looking for synchronizing or just a way to refer?
No because of terrain streaming
Use exact position + nearest terrain object stuff
There is "edit terrain object" module which allows you to assign a variable to terrain object
Wasn't there a way to show object IDs? Don't remember if it was 3den enhanced or 101 editor addon
probably both 🙂
thanks. the "edit terrain object" works with a sphere or cylinder - means in enclosed spaces you cannot delete just the desired object
nearestTerrainObjects with very small radius and using the module 3d position is probably the way to go
on a related note Pierre MGI seems to have a few neat things in his modules
https://forums.bohemia.net/forums/topic/224274-3den-editor-terrain-objects-script-for-the-debug-console/
(sorry if not new/available in 3den Enhanced - totally not into Eden editor myself)
Hy guys n girls! Ive searched the past 2 hours to access terrain objects of a certain class name for later use in my project (for example all fuel stations on altis, or all atms on a specific map, or a bench, or whatever) Knowing it would not be easy i searched the sctipting category and so on wh...
Are you sure you are not talking about "Hide Terrain objects" module? Edit terrain object only affects the object that it is bound to(Highlighted in purple bounding box). (It is sticking to nearest terrain object and only affects them)
Anyways if you solved your issue, should not matter. 
Very nice mod. Didn't know this existed. Gonna add it into my Editor Extension collection
@humble lichen thanks for the tip (as said have not much experience with Eden) - does the job for almost all objects 👌
Is there a way to format a diary entry? Like adding linewraps.
Use <br/> for line breaks.
Thanks!
see also https://community.bistudio.com/wiki/createDiaryRecord 🙂 (click on "Show text")
https://pastebin.com/KGnWtH1a
@wraith cloud
@mortal lichen
that's a crazy irritating description.ext
mind sending me your mission folder?
upload it to google drive or similar and share the link here pls
thx. i'm gonna clean it up and do some hickery. gimme some minutes. i'll ping you with a (template) version that should be almost idiot proof and working
what terrain is it btw?
altis
thanks
no thank you. I will be able to learn a lot from your template
you made a big mistake........
you created that mission with additional mods loaded, as ACE, MCC. don't do that foe mission making. those mods will be added as a dependency
i'll try to fix that
If i dont load mods like ACE, how do I put down things like the Ace Misc box?
oh, so it was intentional? nvm then.
what about MCC?
I havent used anything from that. Anything that it offers can be added after the fact.
I am still new to creating Arma 3 missions. But I have experience in similar situations.
ok. as i said pay attention to what mods you have loaded during mission creation. even if you don't use assets or functionalities of some mods, they most likely still write a dependency to the mission
Which will hopefully be improved soon 🙂
ok. So things like the Ace compat for the RHS likely isnt needed?
if you intentionally want to use ACE in your warlords, then have ACE and the compats loaded ofc
Ok. I believe I understand. Thank you.
@mortal lichen
https://drive.google.com/file/d/11zz1swXyg08CCO1_ReL3cmvthkJiKdFG/view?usp=sharing
i've added notes to the interesting and important parts
tip:
don't place vehicles, repair stations and arsenals at the base. where is the fun in earning the CP to get access to those stuff then?
debugging and testing:
- if you open the description.ext file, there is a line called
disabledAI = 1;
set this to0so you can test with a ton of AI in the player slots - i've added a
Developement CPentry to the start CP parameters. it gives you a ton of CP 😉
always test in multiplayer. editor task par -> play -> multiplayer
I have a few questions. I see the CfgWLrequisitionPresets_RHS file. [I thought this was supposed to be line of code in the description.ext, not a separate file]
What is an M File?
Second. What is the WL_REDvBLUE?
I see the CfgWLrequisitionPresets_RHS file. [I thought this was supposed to be line of code in the description.ext, not a separate file]
it basically still is part of the description.ext
it is just separated from the description.ext for overview and editing reasons.
when you check the description.ext, you see a line called#include "CfgWLRequisitionPresets_RHS_all.m"
what this does is, looking for a file with that name in the mission root folder and then "places" the content from that file to where the line with the#includecommand is.
the file extension.mhas basically no meaning. it is just a text file that can be opened with any editor (notepad++, sublime, ect)
Second. What is the WL_REDvBLUE?
it is a placeholder image. i took it from my WL missions
you can create your own and replace it.
for example: make a new image in the same dimension, convert it to PAA format and name itRHS_WL_Logo.PAA. then you go to the description.ext and also change the names there
I saw the image as I loaded into the Server. Makes sense. Thank you for that.
I also looked further into the description.ext file to see the main differences between yours and mine.
It makes a ton of sense. I've looked at other pbo's and files trying to teach myself everything I can but it never fully clicked.
Thank you so kindly for taking your time to teach me.
your initial development was good for a start, no doubt about that. it was just missing some bits here and there and structure 😉
you're welcome. have fun
@mortal lichen
did you run it on your server yet?
yes I did. everything worked except for some reason, the warlord sectors arnt spawning any AI@wraith cloud
this might have something to do with your class CfgWLFactionAssets list. i never used that tbh
I am gunna check a few things that have always been a hang up for me. I will add that to the list and report back on the Solution or the Lack there of
i see you have used the original altis mission file as your origin point. this is a kind of outdated way of doing it. do you have CUP mods? if so, i could give you a sample mission from me
Yes I do. I dont have a ton of experience on them though apart from fallujah
load up CBA_A3, CUP Weapons, Units, Vehicles, Terrains Core and Terrains Maps. you also need an extra mod called [DEV] CUP Mission Functions
https://steamcommunity.com/sharedfiles/filedetails/?id=2426257895
this last one is a test mod needed for a custom arsenal without vanilla gear. it is workingish but not well.
then load this mission on takistan in the editor and see what modules i used
https://drive.google.com/file/d/1Cf_wFzbhf3A97k6Xl-YeBpuGPny72gLr/view?usp=sharing
I will check it out in a bit, thank you
np
hey gamers, I'm trying to get the trident module to work but I can't find any documentation on how to get it working and the AI keeps shooting me. anyone knows how it works?
Anyone know how to get the Hide Terrain Objects to work on a dedicated server before spawning in mission items? Currently everything just explodes as soon as the mission starts, even though it works fine local hosting.
Is the code for dedicated servers somehow crappier than the graphical version?
Hi ok so
yes?
that was it? 😄
oh sorry i thought id come up with a way to solve my question sorry
ok my question was can i take the stock warlords mission and edit it in the editor to change things like sector sides and AI limits
hi whats up
you can set whether sectors are uhm BLUFOR OPFOR or INDFOR in the editor
just to kinda change the dynamic of the game 
and then AI limit is just that by default on altis players can only have like 4? AI and i'd like it to be a few more
you mean the purchasable AIs?
ye
that's hardcoded and can not be changed "on the fly" or in a module
as for sectors, you can set ownership (side) in the sector module
no its not: https://catboy.shop/m5j4Y2Ij
ik this im asking can i edit the default missions
hold on... what module is that?
damn... i totally missed that
so, what is it that you want to do exactly?
you seem to know it already
i think its the 32 a side mission in altis only has a 4 AI limit by default where most other maps/counts have 9 AI
i just wanna take the default warlords mission and open it in the editor
then do 😄
extract
missions_f_warlords\MPScenarios
and move the mission folders to
..\documents\Arma 3\missions or ..\documents\Arma 3 - Other Profiles\missions
whatever you use
Hope i can get some help here with an issue, I have a mission i created, tested and played on SP and MP hosting thru BIs dedicated and everything works completely fine. Once the mission is loaded onto a server thru PingPerfect tho shortly after starting the AI will act extremely dumb as if they are desyncing i.e - walking in place, not responding to damage or anything. I will also add the server we load it onto can play missions like antistasi and BMR insurgency so don't see how it could be a issue with server specs. also in this mission i have a lot of triggers and modules placed for a reward system once areas are clear with the editor and a hefty amount of cached groups and buildings. I have tried everything for the past 4 months to figure out the issue with no luck what so ever.
do you have any mods to advise me for pmc missions? I already use USP and BJC
CUP + CFP
Having an issue where I can't get the AI to sit in a spot until an item is picked up by the player, then land at an invisible helipad
I've tried hold with a condition and that didnt work
ive been sent a mission pbo file, but idk how to get it so i can play it
it doesnt look like the other missions in my arma 3 folder
@signal coral
is it a SP or MP mission?
does anyone know where I can get the mission folder for the offical warlords mission for the new DLC? it is not in the mission_f_warlords pbo
mission_f_warlords is the vanilla games
S.O.G. warlords is in the CDLC files and obfuscated
ofc it is not, it is in the files of the DLC, if they put them in mission_f_warlords, that would mean that pbo cant run without DLC... Let alone DLCs dont modify vanilla pbos.
you can not extract it
so I cant load it onto my server?
Once again Audio, you are a godsend. Thank you.
👍
so I am in the files and most of the dlc's are clearly named. But I cant seem to figure out which one is the SOG dlc.
i think it is the file marked vn, but I would just like to confirm before I continue
yes, it's VN
magnificent. Thank you
thats what I figured. But I have been known to waste 6+ hours because I missed something simple
we call that "getting arma'd"
and it'S totally normal
😉
Having formal Programming Education most definitely helps. Which is not something I have >_>
i've learned how to make a guitar player how has no idea how to adjust his sound on the amp to not sound like a guy how has no idea how to adjust his sound on the amp 😉
so much for my programming skills
but, you get there eventually. just stick to it
lol
so, anyone know how to use all the new modules added by Prairie Fire?
There should be some decent info in the PBOs for it @long forge
it's using the encrypted .ebos ;_;
BI is pretty good about documentation
Oh is it?
I guess just checking the wiki until someone gives good detail
ebos cannot be unpacked. Don't even try.
However, you can use the functions viewer to see what functions are executed by the modules and start from there.
Are the example missions only in the arma 3 tools or are they hidden in one of the base game PBOs as well?
Example missions?
\Steam\steamapps\common\Arma 3 Tools\Samples_F\Example_Supports_Mission\MP_GroundSupport01.Altis\```
Download Arma 3 Tools and open that path
Also at least in Arma 2 there were example missions in the folder with each modules
hi guys, im having a problem with my briefing timer for a mp event. I use this code https://pastebin.com/Urj0HCLv in the initserver.sqf with the aim of having a briefing timer after which vehicles are unlocked. The problem i encounter is that the countdown doesnt go down in steps of one per second but two or three (maybe even more depending on how many clients are connected?? just tested with one person). I have no idea what is causing this, since im not really familiar with mp scripting /:
oof 
While sleep is not entirely accurate, 100 to 200% deviation seems excessive to me.
if you do sleep 0.01 then 1000% deviation or more is completely normal
Even when considering the server might be very busy plus you send a (sort of redundant) network broadcast every second...
But Dedmen has spoken.
I can suggest a workaround: Move the countdown hint to the clients using serverTime (at least I hope that serverTime will do the job).
So in initServer.sqf you just do this:
//Lock all vehicles
...
sleep 420;
//Unlock all vehicles
```And in `initPlayerLocal` you do something like this:
```sqf
while {serverTime < 420} do {
hintSilent "";
sleep 1;
};
```That way you don't send the `publicVariable` network broadcast every second, the server has to do less stuff and hopefully the clients can provide more evenly spaced countdowns.
I have formal programming skills and can’t do anything in sqf. It’s all about your desire to learn.
i did a lot with SQF but no formal training
k, thanks gonna try that. but the mission itself isnt really that complex to justify a server overload of some kind tbh. This loop is the only one that comes from me (i have like 4 triggers and some respawn/sector modules placed, thats it)
if its any help, i belive i pulled this from the offical vanguard mission
I’m trying to run a mission on a dedicated server and the player slots won’t show up for some reason, anyone have any ideas why that may be happening?
let it load for a few minutes, if that doesnt work check for missing mods
Hey, is there a way to spawn in the individual interior parts of the destroyer ship in vanilla?
Wanted it in Eden Editor or in mission?
editor
{create3DENEntity ["object",_x,screenToWorld [0.5,0.5]]} forEach ["Land_Destroyer_01_interior_02_F","Land_Destroyer_01_interior_03_F","Land_Destroyer_01_interior_04_F"]```
I'm running low on brain power right now. How do i use this?
Debug Console
ahh. Thank you two
so when I spawn these in, I PBO the mission and everything is good and playable for MP?
yes
Thanks again pal
would there be any way to make it so that RHS scopes use the illuminated night sights during the day?
Documentation for the modules is coming soon to the Savage wiki
anyone know how to make AI shoot players only when they are wearing tactical gear, visible weapons like in antistasi and the old man dlc?
Scripting with setCaptive probably.
hi all i have been playing Arma for a while now and i would really like to make a fast custom mission for me and my pals using some of the modules a good few of them i have found how to use though YouTube but is there another way i can find out how to use the models for example some require you to use tigers or to sync it with a unit or another module i have tried finding the answers on the Arma wiki but it don't see anything telling you what to connect it to or if it needs to be connected to anything hopefully i have made scenes 😂
Hey guys can anyone help me with the new SOGPF module for cinematic? I have the camera shots working fine however there are more than one and they seem to play in a different order every time i start the mission. I would like them to play in a specific order every time. Can anyone help? thanks 🙂
i'm having a strange issue with my mission, i went through and edited the loadouts of a bunch of enemies with the BIS arsenal in Eden editor and now i can't take certain loot from the enemies, like i can pick up certain items but not others (magazines, grenades, ammo mostly)
Your best option is to use the wiki and pull up the modules on there and it should give you a guide for basic setting them up. You can also pull up missions that use them in the PBOs and then open that up in the editor to see what they did.
Would help if you tell us what module you wanna use exactly.
As said above, whatever mods you built the mission with need to be running on the server as well. Also check to make sure you didn’t exceed the ai group count.
Is BIS_fnc_arsenal local or global, I forget?
- associated add weapons/mags/items functions
All local.
Thanks
all really so i can learn what they do but for example the Defence module?
Maybe this isn't the right channel to ask this and please correct me if so: I'm looking to make a Falkland Islands War fun-op for osme friends. Anybody know of a good Argentinian military mod for / that includes that era?
How do I get a Playable unit to hide until someone has chosen it?
Thanks. 👍
does anyone have a better way of respawning vehicles than BI vehicle respawn module ? because sometimes it just double respawns the vehicle on the same location and cause everything to blow up
I tried it
but it gave me more problems than BI respawn
lol
Which ones? I usually solve them.
let me "reproduce" it
No problem. I always answer for that. It's a way to progress. This mod is constantly maintained.
Yeah I see that
You can join me on BI forum or on Steam page
I have selected it to spawn on start position
weirdly it doesn't
instead it respawns on death position
tried MGIRespEastVeh setting
still respawns on death position
I sent you the screenshots on dms
Just wrong option parameters. I explain you on dms
i wonder how tfar beta works on dedicated. made a mission and it seems there no modules to place down anymore like there are in the mod called task_force_radio. so whats up with that, it seems everyone is using the beta.
@next phoenix
TFAR beta uses no modules anymore. it is all CBA settings based
sweet thanks!
g'day lads...
i got a tricky one and need your help.
i'm about to build a vehicle only mission (PvP). well, at least i got an idea for it. but since i'm not able to do the most crucial part, i haven't come far yet.
the idea i have, and at the same time issue:
- i want players to spawn inside a vehicle of choice, and want them also to be able to select the position (driver, commander, gunner)
- once the player selected his vehicle and position inside of it, the empty slots should be filled with subordinates AI (same group)
- player and AI must not be able to exit the vehicle
any ideas how to achieve that?
(pls ping me)
yes! beside the spawning seat, I already did the "spawn AI" thing 😉
see for example createVehicleCrew to create missing operating subordinates (after having put the player in the vehicle)
lock the vehicle with lock
and for the spawn vehicle of choice
→ get vehicles list from config
→ have a UI to offer the choice
→ same for driver/gunner/commander, I would go with buttons that you click to create everything - the button would be greyed out if the vehicle does not have such slot (e.g no commander)
then createVehicle, you know the drill 😉
you can use fullCrew to check if a seat exists I think
for the vehicle selection i was thinking of respawnTemplates[] = { "MenuPosition" }; and respawn modules synced to the according vehicles. as for the vehicle position, i now remember that you can switch pos inside a vehicle anyway if there is AI in it
oh, I understood it as "spawn + create vehicle + crew"
that'd be the second step, important for respawn
like:
i select my vehicle in the respawn menu, go to battle and get 🦆ed.
after respawn timer, vehicle gets a respawn and i can select a vehicle again
I think the former is more complex to have 😄
so is it or is it not 1 player = 1 vehicle (ala World of tanks)?
I kinda feel using the default respawn screen will be more hassle than anything else 😄
since i'm a code noob, that was the first logical way for me to try 😄
but i guess this complexity can not be done with modules
@cinder holly
issue with createVehicleCrew:
crew is not part of my group and can't be commanded
*part of player group
oh? I thought it would. then```sqf
private _crewGroup = createvehicleCrew myVehicle;
units _crewGroup joinSilent player;
how does it work with multiple players?
can it be scripted that the AI created by createvehicleCrew joins player group once inside the vehicle?
if that makes sense
yes
- create vehicle
- place player
- create vehicle crew
- join them
does that sound like what you want to do? 🙂
i mean...
i have a number of vehicles on the map.
all vehicles have createvehicleCrew in the init to fill the slots.
player selects vehicle in the respawn menu
only the AI from selected vehicle joins player group
all vehicles have createvehicleCrew in the init to fill the slots.
wrooong
don't use init fields 😄
no excuses! I shout it enough times that everybody should know! 😄
not loud enough tho, i didn't hear it 😄
in init.sqf
waitUntil { not isNull player };
player addEventHandler ["Respawn", {
player hideObjectGlobal true;
// add your spawn stuff here
}];
// in your respawn stuff
// create vehicle
// move player to wanted seat
// create vehicle crew
player hideObjectGlobal false;
// ????
// profit
I can help further after office times :p
Time to move out of your comfort zone 😛
In what?!
…initPlayerLocal.sqf, excuse the old-timer me
R3vo, get the hammer
no need. after some more digging and thinking, this mission design requires some real pro level scripting and crafting which i will not be able to handle due to lack of too much knowledge.
We will help you 😉
we can get you the basic system working if needed
generic enough to support all vehicles/mods etc
help itself is no the issue, it's me not being able to connect the dots 😄
#350 and I duu eet
I do that for you .-.
I do that for you: @>-;---
ok, thx 🤣
I can also do a fish
i'm good at copypasta tho 😛
look at this beauty <°)))<)))=<
I can also create a boxer O=(°.°Q)
my art skill is immeasurable
I am underrated in this channel.
( ゚д゚)つ Bye
what i most likely will not have issues with, creating the battlefield / scenario. CTI / sector control like
So ive got some triggers that arent exactly doing what i want them to
they've got a BLUEFOR owner and some waypoint activations tied to them, but on mission start all of the move orders start and dont wait for the trigger
pretty confused and feelin dumb
a friend and i figured it out
one LAMBS waypoint "Task Assault" messes with all of the triggers and WP
Is it possible to place a unit in the editor, in this case a helicopter with playable crew and make it spawn in game via trigger?
Yes. createVehicle, createVehicleCrew
BIS_fnc_spawnVehicle?
Not exactly. In Steel Beasts, one can create a unit in the editor and edit its attributes with a logic "spawn if" that will only spawn this preset unit when a condition is satisfied. This allows the designer to create a unit in the editor and make all the setup necessary for this unit, like loadouts, rank, etc and then only spawn it into the mission when necessary. Is there such a thing in Arma?
This is possible with Eden Editor layers
- Place the object(s) in the Editor.
- In the Special State attributes, uncheck "Enable Simulation" and "Show Object"
- Select the Objects and add them to a new layer (There is that folder with a + in it in the left menu in Eden Editor)
- Name the layer as you wish
- During the scenario you can access the layer entities with
getMissionLayerEntities "AA" - Activate and show all entities of that layer during the scenario
flatten getMissionLayerEntities "AA" apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
@snow crypt
I noticed there is no page for Layers on the biki. I might create one.
will this load them on mission start and insert them on need or will they load on activation so it causes lag like when spawning other things?
Thank you mate!
One question: When using the Support Module, if I switch unit ("U"), even if all the units are sync to the Support Requester Module, they don't have access to any Support Providers. Is it possible fix it somehow?
you need to sync it by scripting I guess when you are team switching
By any chance, would you happen to know the scripting function to call? I could perhaps input that into a repeatable radio trigger.
They are there the entire time.
No lag spikes. The units are created when the mission is initialized and only their simulation is enabled and their models are shown when the script is activated. I am pretty sure Old Man scenario does that as well.
You should. I’ve been experimenting with Layers recently and had no idea this kind of function existed. I always wondered if something like this did.
@red stirrup The page exists, it's not yet been published though
In case you wanna take first look see https://community.bistudio.com/wiki/User:R3vo/Sandbox1. Feel free to post feedback #community_wiki
@west silo That’s awesome, thanks man.
sorry for bothering you guys again, but does anybody know if it is possible to add items to the backpacks and vest you can place under -> empty -> equipment -> backpack/vest? I tried so far:
this addItem "item" (didnt work)
this addItemtoVest "item" (didnt work)
this addItemCargoGlobal "item" (put the item in the "loot pool" but not inside of the vest)
what are you trying to do, add an item to a soldier's vest or add an item into a vest that is in an ammo crate?
In some ArmA 3 default missions there is a way to respawn on your squad, how do I achieve that in a custom scenario?
https://community.bistudio.com/wiki/Arma_3:_Respawn @turbid kindle
Much appreciated
Looking to add a scroll-loadout to an item/supply box. I don't have access to the mission SQF though have zeus and can execute code. How would one add a scroll-loadout to a box?
What is a scroll-loadout?
Hi, where you scroll on an object and can select an option that can pull an entire load out and apply it to the player
So not the arsenal which loads up the entire arsenal interface
preeeety hard to do without file access
why not making a new mission and replace the old?
neither. add items to a vest/backpack that has been placed through the menu: "Objects"->"Props"->"Equiment"->"Backpacks"/"Vests" like this https://imgur.com/AXf9qvf
ah
well, you would have to deal with the weaponholder and get its backpack
the placed object is actually a weapon holder holding (addBackpackCargo) a backpack
deal with it as a crate holding a backpack
hmm ok, i tried searching for some commands that would allow me to do that but i cant seem to find them. I guess that it will be more complicated than that?
https://community.bistudio.com/wiki/firstBackpack maybe this? Use the myvariable to utilise the additemtobackpack command? Gonna try that real quick
yes
hmm, am i doing something wrong? https://imgur.com/rRqobSY The gps isnt added. And something else is weird, initially the backpack is placed on the chair but when i load the mission it spawns on the floor next door?? https://imgur.com/cq0ICrt
yep, because items placement is not perfect
addItemToBackpack no
https://community.bistudio.com/wiki/addItemToBackpack
addItemCargo
https://imgur.com/tWbIdd4 still isnt working /:
maybe this doesnt reference to the weaponholder?
hmm, giving the backpack object a variable name and using this doesnt work aswell.
No access to the mission file, or server
who has it then?
People who manage the mission files in my unit, who wouldn't be inclined to change it for just one mission
Hence the request
is it possible to make a crew in a truck drive to a certain point and get out without me having to say anything?
Yes
a "get out" waypoint could do 🙂
hey, in Eden when setting the environment attribute: is "time of change" in game time or real time?
in-game time iirc
Confirmed yes
thank you!
does anyone know how to turn off the cross hair for multiplayer missions? i turned it off in the eden editor but when i load it up on the server the cross hair is still there
mission parameters
can i do it in eden or do i have to load up the missions?
easiest way I know is when you load up the mission
@cinder holly got any ideas left?
nope
try debugging by checking which var is what
Or simply script the backpack from scratch, without Eden-placed object
The Allow damage button in attributes. Does that only effect objects and not entities like vehicles and players?
One of our mission makers is testing something out and noticed disabling damage on entites worked in SP, but not on MP
so it does work 😬
doesn't on respawned-on-start units, because they get deleted/spawned
What do you mean sorry?
noticed disabling damage on entites worked in SP
if you tick it and it has an effect, it works
But it doesn't work in MP
yep
Which is what we wanted.
for the reason aforementioned
doesn't on respawned-on-start units, because they get deleted/spawned
I read. I couldn't deficer what you said.
in MP, units can get "respawned on start", which means you don't play the editor-placed units (if some settings are set)
Right
To solve, use allowDamage command
Which is literally the same method the attribute took
I mentioned this
Not attributes, command
He seemed to think it wouldn't work as on BIwiki it mentioned The command has to be executed where the object is local and will be effective as long as the object does not change locality. If the object changes locality, the command needs to be executed again on the new owner's machine to maintain the effect.
So we'd need to account for JIPS?
You wanted to disable damages at the beginning of the mission right?
Oh yeah, vehicles... Since the driver took the locality of the vehicle, this should require some trick, I think? I'm not really good at multiplayer scripting so...
yes, every time it changes locality iirc
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetIn
Use allowDamage with this EH, perhaps
Good day. When I create a mission task I want it to be hidden until previous task completed, but option 'Always visible' is just not working for me - task pops up at the very beginning. I tried deleting all 'set task state' modules (thought maybe it's something with how I synced them) with no luck so far. Pls helb, what am I doing wrong?
You need to activate the module via a trigger
@fallen acorn https://steamcommunity.com/sharedfiles/filedetails/?id=2263912981 Check this out. It should give you an idea how it works
Just subscribe to it and it will be available in the Custom composition list
Thank you very much 👍
yw
how can i achieve that a unit has the same loadout at respawn as it had the moment it got killed?
i have onPlayerKilled.sqf
[player, [missionNamespace, "Saved_Loadout"]] call BIS_fnc_saveInventory;```
and ``onPlayerRespawn.sqf``
```sqf
removeAllWeapons player;
removeGoggles player;
removeHeadgear player;
removeVest player;
removeUniform player;
removeAllAssignedItems player;
clearAllItemsFromBackpack player;
removeBackpack player;
player setUnitLoadout(player getVariable["Saved_Loadout",[]]);```
but all it does is to remove the initial spawn gear from mission start. looks like the loadout at death is not saved...
solved it:
onPlayerRespawn.sqf
params ["_newUnit", "_oldUnit"];
if (isNull _oldUnit) exitWith {};
_newUnit setUnitLoadout (getUnitLoadout _oldUnit);
well... not quite there yet...
it doesn't give me my rifle and launcher back (if i have it on me)
i guess this only reads the loadout of the dead unit that throws away rifle and launcher at death
i give up for today.
if anyone can come up with an idea on how to preserve the loadout on death, pls ping me
Try using https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Respawn and see if its quick enough
is there any way to enable respawns only for certain roles/slots/units? (or disable for those). I could use tickets for this if necessary however I cannot find any info if it's even possible to implement respawns as I want
anyone got a fortification script that doesn't clutter the addaction / scroll menu?
From what I have read i can only change the respawn rules only for sides, not players within one side, right? My goal is to have some blufor with respawn and some with one life
I believe you have have multiple respawn points in game to select from for the player to choose upon respon, but I'm not sure how
I know that doesn't really help but it is possible in game as far as I know
I know about the respawn positions, but my goal is to make half blufor people to be able to respawn while the other half can only play once and when they die, they go to spectator.
Only thing I could image is to work with respawnTickets
Any advice on making a trigger that teleports all the people on the group into a heli at lets say 6000m altitude with their existing loadouts ? I need this for a HAHO insertion
Thanks for any advice
Check out these commands: units, group, moveInCargo, setPos
Might be able to achieve this using a custom respawn template (but don't ask me how, I don't know that).
Anyone know what the correct way is as to how to use the Transport Unload waypoints? I have two helicopters with move waypoints as waypoint 0, then transport unloads as waypoint 1. The infantry in the helicopters have get out waypoints sync'd to the transport unload waypoints
My player unit is in the first helicopter, which lands correctly and unloads troops at the unload marker with the invisible helipad
but the second helicopter either lands and unloads troops below its position as soon as the mission starts
or it lands then takes off again immediately, without unloading
it isn't going through the first move waypoint
not by default, it lands first
is the call supply drop module still broken in multiplayer? As in changes to the crate init dont work when used in multiplayer? Tested in both Editor, SP and MP. i did some digging and it seems that this has been broken for a while
I’m trying to set up a good single player experience, could someone help me out?
Yes - the whole channel!
Pog
wrong channel
looking for someone to help me setup a good singeplayer experience (solo missions and what not)
thx
Sorry didnt notice you already went there
all good
does a loading image need to be a paa or does it not matter
Jpg works too
sweet thanks
Howdy, so I'm trying to make a mission where there is a pool of respawn tickets. and when those tickets are used up respawns are disabled and any player killed from thereafter goes into spectator mode. I've got the ticket system working, but it seems the game makes the mission fail instantly upon hitting zero tickets.
Is there any way around this? Even if I had to forgo the spectator portion that would be okay, but the idea is that surviving players would be able to continue on without the others.
Why might this trigger not be working? https://i.imgur.com/bWdPbQu.jpeg
What part of it is not working?
I figured it out, the trigger itself wasn't large enough
which seemed kinda weird but eh
Good day. I'm trying to use 'LOITER' waypoint for blackfish, but it seemd to be disregarding waypoint options, always circling on its own random altitude and radius, no matter what I setup. Radius I understand - it's a big plane, must have min radius of some sort, but why does it ignoring altitude, I wonder?
altitude is set by setFlyInHeight/setFlyInHeightASL, not waypoint's altitude itself 🙂
Thanks! 👍
Any particular reason why https://community.bistudio.com/wiki/magazinesAmmo
Wouldn't give me all ammo types of a vehicle?
Attempting to remove 40mm grenade rounds from a gunboat but the above command only seems to return .50cal ammo for the front turret.
it may only work for the main turret
you have specific commands for turrets
magazineTurretAmmo
https://community.bistudio.com/wiki/magazineTurretAmmo
but it's broken in a way
you may want magazinesAllTurrets though
Right. Thanks Lou.
uhhh, what's goin wrong here? https://i.imgur.com/7C6NKlM.png
doGetIn is not a command
how do I create missions for prairie fire or vietnam with eden? Thx
If it is unclear, Singleplayer > Editor
ok, I'll try. thx
any suggestions as to a good site or video to learn to create intros? thx
I am kind of wondering, what singleplayer scenarios would people suggest playing and generally looking at to learn from?
uff… that's quite a wide question
I would say, first look at the missions you like, and look at the missions of the type you want to mimic/enhance
That makes sense, yeah. Been looking at some of the ones I do primarily enjoy. But I guess I'm wondering about finer design details for arma stuff tbh
like, am I weird in enjoying playing with AI squads? I know a few friends in my arma group mention disliking being squad leads for AI, so wondering just how common something like that is as a complaint.
to learn from them like that is a kind of weird approach
the best is to find out what you want to do, break it down into components and then search the biki and forums for how to do things
Hi, i'm new on making arma missions. i did one long time ago, but i want to create a new one. i have some questions for you:
- Is there a way to test some milestones or objetive completion on a mission without playing the mission each time from the start? i remember this took me much time just to test if scripts or triggers worked.
- I want to fix my last mission but i dont have the original files, just the mission avaliable on steamworkshop. Can i extract the file to bring back the folder? i have mikero tools pro btw.
- Is there a way to test myself the multiplayer mission as i cant be asking my friends to log and test with me each time. i remember some audio and image custom assets wont work properly on their ends, due to the need of server boilerplate. i remember problems with playsound3D not firing properly.
- Is there a friendly 2021 video tutorial to start making missions right away.
Thanks
-
Testing, you can just play the mission straight from editor. (Personally I have a separate testing slot, with Zeus access for this)
-
Shove that into your MPmissions folder in your Arma 3 docs. Load the game and try to load the mission in editor; it will give you a list of dependencies you need to load the mission.
-
Same as No.1 but instead use, play-->multiplayer within editor. Doing so, sets up a "server" aka you can quick load into it using the normal play mission button within editor.
-
Editor tutorial (also covers MCC and Zeus) - https://www.youtube.com/watch?v=tSyOI3vNExw
General tutorials etc (War Is Hell) - https://www.youtube.com/channel/UCU_UuUC1huYMbToetISN1kQ
for example to those asking about ALiVE orbat creator: https://youtu.be/vC9eLS7fCWQ
thank you so much!!
, so in order to test, can i teleport the player close to the objetive using zeus?
Thats what I do
How do you guys feel about ai squads under player control
I am not sure where to ask this.... How can i make trigger zones of DLC missions visible in the game? I cannot load the mission into the editor and i just cannot finish the mission as the vehicles i need to enter a specific zone, well i send them there, i send them here, but the mission does not progress.
Which dlc?
Is there a way to set up a map marker in Editor so that only certain personnel will see it?
Its important to note, this is for a PvE event so its not a team based thing.
But I just want to set up things like markers for the various LZs so that only the helo pilots and RTO can see them, to avoid cluttering other peoples' maps.
This is unfortunately not possible out of the box without scripting. I am actually wondering why
I mean I've got to get a grasp on scripting anyways. I want more or less Zeus-less PvE ops / operations where Zeus is there to spice things up and fix issues more than to actually run the mission.
@Slamdingo#2591. There's a mod called interactive map that might have the functions you want
https://steamcommunity.com/sharedfiles/filedetails/?id=2222778153
@woeful magnet ^
Much appreciated @formal geyser
Yessir.
Not quite what I had in mind. I was thinking markers I'm putting on the map in the editor.
Yeah that would have to be scripted
Any idea where I'd look to get started on it? I'm a novice when it comes to scripting. Most of my mission stuff has been active Zeus work before now.
I have a strange problem with a mission I just made for our community.
It regards the AR2 Darter drone.
So for an operator to be able to connet to it he needs the correct terminal.
That's all fine. Got it work, mission was well received, but a bug the operator ran into was that for me to make the drone connectable to the terminal I had to add an ai to the drone in the editor.
Now when the drone is destroyed the ai is kicked out and the operator is viewing through his camera but all keybinds are being activated on the ai.
Is this a massive oversight from BI in the drone or am I doing something wrong?
Obviously I want the player to regain full control of himself.
Experienced mission maker but never played with drones.
You are doing something wrong indeed
You placed an empty drone instead of a filled (with invisible AIs) one
its icon is yellow in the editor, instead of blue
@soft rover
It was yellow. Until I placed a unit down and then dragged it into the drone.
Yep
Try placing a non-empty one directly
Am I mean to place with crew box ticked?
Yep
no need, thank me already and carry on 😄
Thank you
(I swear it should be only that 😉)
Carrying on. 1am, in bed after a Saturday arma sesh, one mission played was mine.
We archive and play any of the hundreds of in-house mission made, so updating our missions is vital for playability, not just a mission that if broke don't matter because it was a one off OP kinda thing.
If anyone needs a good vehicle respawn script, I tried this one. It actually respawns vehicles when abandoned: https://forums.bohemia.net/forums/topic/158621-light-vehicle-respawn-script/ Light vehicle respawn script.
afaik vanilla can do that by now also
Does anyone know how I can disable all the vanilla addons?
I am making a Zeus scenario for IFA3 and want the Zeus to not be able to place the default NATO, CSAT, FIA units and so on.
I know there's a 'Manage Addons' object but how do I use that exactly?
I read this, but it's not making sense to me.
if (isServer) then
{
allCurators apply { removeAllCuratorAddons _x; _x addCuratorAddons ["A3_Modules_F_Curator_Lightning"]; };
};
this should add the Lightning Bolt module to all curators
So now all you have to do is figure out the class names from CfgPatches which belong to the IFA3 Mod.
@tawny jungle
yeah, init would probably work.
Alternatively, init.sqf or initServer.sqf, if the latter you can omit the "isServer" check
Could you maybe have some time to go on a voice channel?
his secretary says: no 😄
Well. It doesn't seem to work. Even the line of text you gave me.
Nothing changes, and yes. I run it as server.
No. I go to play and specifically select to play multiplayer.
Same here
- Open your scenario folder (where mission.sqm is)
- Create a files called initServer.sqf (make sure its ending is .sqf)
- Copy allCurators apply { removeAllCuratorAddons _x; _x addCuratorAddons ["A3_Modules_F_Curator_Lightning"]; }; in it
Try again
In my file explorer I assume?
yes
Ok, done.
In the Editor you can also go to Files and click on "Open Scenario Folder"
Lets try.
ok
Doesn't work.
All addons are still available in zeus interface?
Did you change anything in the Zeus Module?
Default Addons? What is selected there?
All, including unofficial (because of those mods, obviously.)
Set it to "All Official..:"
Now it works. 
What I want is the opposite though. I want to keep all the addons and only remove the default unit ones.
So, I don't think that this is ideal.
I could also do only the addons present in scenario add all those units and make them despawn on the actual loadup of the scenario.
Okay, let me check if there is a way
I wish I could send screenshots, then I could show you exactly what I want.
Or is it fine if I DM some?
I know what you want. Anything not related to IFA should be gone from zeus
Yes!
These Zeus module are super complicated. No clue who designed that.
copyToClipboard str (("getArray (_x >> 'units') isNotEqualTo [] && getArray (_x >> 'weapons') isNotEqualTo []" configClasses (configFile >> "CfgPatches")) apply {configName _x})
Can you execute that and send me what it copies into your clipboard?
Execute where?
Debug Console inside editor
Should I set the game master back to include all addons?
["Core","A3_Weapons_F","A3_Weapons_F_LongRangeRifles_GM6","A3_Weapons_F_LongRangeRifles_M320","A3_Characters_F","A3_Data_F_Curator","A3_Data_F_Curator_Virtual","A3_Weapons_F_Kart_Pistols_Pistol_Signal_F","A3_Weapons_F_Mark","A3_Weapons_F_Mod","A3_Weapons_F_Exp","A3_Characters_F_Exp","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets_Vests","A3_Weapons_F_Orange","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Weapons_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Sounds_F_Enoch","A3_Weapons_F_Enoch","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Missions_F_Oldman","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_AoW","A3_Characters_F_AoW_Headgear","WW2_Assets_c_Weapons_InfantryWeapons_c","WW2_Assets_c_Weapons_Mines_c","WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht_Gear","WW2_Assets_c_Characters_Soviets_c_SOV_RKKA_Gear","WW2_Assets_c_Characters_Americans_c_US_Airborne_Gear","WW2_Assets_c_Characters_Americans_c_US_Airforce_Gear","WW2_Assets_c_Characters_Americans_c_US_Army_Gear","WW2_Assets_c_Characters_British_c_UK_Army_Gear","WW2_Assets_c_Characters_Germans_c_GER_DAK_Gear","WW2_Assets_c_Characters_Winter_c"]
(First time using the Eden Editor BTW.)
But it's quite easy and understandable. Except for this part...
if (isServer) then
{
allCurators apply { removeAllCuratorAddons _x; _x addCuratorAddons ["WW2_Assets_c_Weapons_InfantryWeapons_c","WW2_Assets_c_Weapons_Mines_c","WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht_Gear","WW2_Assets_c_Characters_Soviets_c_SOV_RKKA_Gear","WW2_Assets_c_Characters_Americans_c_US_Airborne_Gear","WW2_Assets_c_Characters_Americans_c_US_Airforce_Gear","WW2_Assets_c_Characters_Americans_c_US_Army_Gear","WW2_Assets_c_Characters_British_c_UK_Army_Gear","WW2_Assets_c_Characters_Germans_c_GER_DAK_Gear","WW2_Assets_c_Characters_Winter_c"]; };
};
Try that.
In 'iniServer.sqf'?
Just replace the other script you added there
Negative on that.
It does work when I add it to the init part under the character that is the Zeus.
But now I have to do it the other way around though.
I want to keep everything and solely only remove the units from NATO, CSAT, FIA, etc...
So I can keep all the buildings and other assets.
If that makes sense.
So you need to use removeCuratorAddons
And go through CfgPatches one by one to figure out what to remove and what not.
if (isServer) then { allCurators apply { _x removeCuratorAddons ["A3_Characters_F"]; }; };
Like this?
That would be too smart 🙂
Before you do it all manually check out https://steamcommunity.com/sharedfiles/filedetails/?id=1779063631
Maybe that has something which makes this easier
Okay
But it doesn't seem to have anything for it.
I remember a list of addon names on the wiki on community.bistudio.com
But I cannot remember where to find it.
That's the one yes! 
{
allCurators apply { removeCuratorAddons; ["A3_Characters_F"]; };
};```
Will try that first.
That should already remove a metric ton of units.
And it did not work.
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
also _x in front of the command
Says I miss an ';' symbol
Oh now it works.
Typo...
Nope, still doesn't work.
allCurators apply { _x removeCuratorAddons ["A3_Characters_F","A3_Characters_F_Common","A3_Characters_F_Kart","A3_Characters_F_Mark","A3_Characters_F_Exp","A3_Characters_F_Exp_Civil","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets","A3_Characters_F_Jets_Vests","A3_Characters_F_Patrol","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Characters_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_Contact"]; };```
I will try the full A3_Characters_F suite. So to say.
Why there are no wildcards, this is so sadistic to do...
you could get a list from the config, then check if "A3_Characters" in ...
Enlighten me.

My array didn't work.
allCurators apply { removeAllCuratorAddons _x; _x addCuratorAddons ["A3_Characters_F","A3_Characters_F_Common","A3_Characters_F_Kart","A3_Characters_F_Mark","A3_Characters_F_Exp","A3_Characters_F_Exp_Civil","A3_Characters_F_Exp_Headgear","A3_Characters_F_Exp_Vests","A3_Characters_F_Jets","A3_Characters_F_Jets_Vests","A3_Characters_F_Patrol","A3_Characters_F_Orange","A3_Characters_F_Orange_Headgear","A3_Characters_F_Orange_Vests","A3_Characters_F_Tacops","A3_Characters_F_Tank","A3_Characters_F_Tank_Headgear","A3_Characters_F_Tank_Uniforms","A3_Characters_F_Enoch","A3_Characters_F_Enoch_Headgear","A3_Characters_F_Enoch_Vests","A3_Characters_F_Oldman","A3_Characters_F_Oldman_Headgear","A3_Characters_F_Contact"]; };```
I will try it the other way around, see if it even works at all.
That DOES work.
:|
There must be something wrong in my invocation of the command itself then?
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
:)
It doesn't seem that 'removeCuratorAddons' works at all.
Seems the addons of the mod themselves are 'broken'
They don't show up even though they're used.

Gonna do it differently... Just going to add one unit of all the units and objects I want. And have only addons available in the scenario.
And have those despawn.
Have you looked into ZEN, and the configure available factions options?
No
But I already got it working.
I managed to get the manage addons entity to work in Eden editor.
And I used MS command prompt to 'poop' out the filenames and I used regular expressions to delete unneeded filenames for the 'ww2_objects' .
Got over 334 names I then put in. And you can use multiple addon manager entities! So I use one for each mod to main a bit of oversight.
Do you just so if the 'init' part allows for doors to open on buildings?
@tawny jungle Would that have helped you today?
It's a prototype, so I am looking for feedback and you are the perfect candidate. Feel free to dm me.
Yeeeesss, that would help do much as I still hit walls with it and also want to make scenarios fit other maps with this same idea of disabling addons.
I will DM later. It's 1:56 am here and tomorrow I need to work.
Is this a mod?
This will be part of a mod. It's 2 am here as well going to sleep now 🙂
In case you have GitHub you can also post here https://github.com/R3voA3/3den-Enhanced/issues/193. Whatever you prefer
Ok. Would love to test it out! I hit some weird problems today with the addons relating to local and remote servers.
Will talk tomorrow, yes.
Is there a way to create a trigger to only spawn a bunch of units I placed down until the trigger is activated, such as a player moving into the area
@nimble crypt
In Eden Editor, to make things "invisible" then appear when a trigger is activated, use the Hide/Show Module(s).
Search interweb for :
arma 3 hide/show module
Awesome thank you
Also another question, would I minimize frame drops in larger operations? When I've got a bunch of people playing in my milsim op, the frames drop when people are near each other. Im assuming this is solvable seeing as I had 20 people and bigger units get 40 or even more
Steam cloud error when publishing missions thru editor SOLUTION:
open steam console with WIN+R type steam://open/console
In steam console type this command: testappcloudpaths 107410 This worked for me.
I have a weird problem...
-I made a zeus scenario, added resources.
-I disabled all the addons for zeus and only enabled the needed addons manually.
-When I host a local MP server I can place all the units I enabled with the addons, edit them and delete them and such.
-When I run the same scenario on my public server, with the same maps and mods. It wont let me and I get 'insufficient resources'. Although, my top bar in Zeus shows I got full resources.
Why do I only get that on my online server? I also added default Arma 3 units and cannot edit them either anymore.
If I enable all the addons for Zeus I can edit and add everything. (including all the default Arma 3 items, which I want to avoid.)
Hmm
If I do it the other way around by enabling all the addons and disabling all the A3 addons, it does work. But I then also got to disable a lot more and it's not future proof since the newer addons added to the base game will work.
It seems I simply miss some addons. Question is which ones...

I will just do it so everything is enabled I just disable the basic Arma 3 units and some buildings.
Will in the meantime just figure out how to do it the better way.
Now it doesn't work...
Everything is still available.
Fixed it
I think.
I added the costs. and made them real low.

This is the first time I am using Eden editor. Hope I am not doing too bad. 
I wonder if thats a bug
no costs added should mean everything is free
but I also have a still todo tweak to make that better
trying to make a combined arms mission with players on foot and AI flying, driving and running around. There is one instance I'd like friendly AI to enter a city in a convoy (parallel to the players) and pretty much do their own thing - what AI mod would would best be suited? I was thinking either VCOM or LAMBS, but what to pick?
I think it's a bug yes. It only occurs if I host the scenario on my remote server. If I host it locally as server, it works without issues.
All that's left is to add a few costs for some buildings that are not included as classes... 
Like structures>trenches
I mean...
I could try one more thing.
Gonna host it on my remote server again.
I am struggling with this for three days now.
And the pain is not over... I got to edit the arsenal as well.
Does anyone know how I can restrict items in the arsenal? Or would I really need to set all the items manually?
Yes.
Fixed it online now also.
By adding resource points to Zeus and literally setting the cost for all objects/actions to 0.
Which now results in me only being able to place down WW2 objects and IFA3 units as Zeus.
But we're not done yet. Oh nooo. My map is now version 0.3.2 where 0.3 was to figure this out. That's done now.
Now it's time to figure the arsenal out.
Yeah, seems the camera position thing also doesn't make Zeus spawn its camera correctly.
Hi. i need your help. I'm trying to make a trigger that change the weather conditions on a multiplayer game. I used:
50 setOvercast 0.5
but as far i know it took many time, even hours. I want to make a smooth transition like 5 minutes to be executed on all the players .
I used:
´´´
skipTime -24;
86400 setOvercast 1;
skipTime 24;
0 = [] spawn {
sleep 0.1;
simulWeatherSync;
};
´´´
but is instant aad kind of weird. ¿What should i do?
thanks
hey everyone, I had a mission making question. I'm making a multiplayer scenario for friends and I'm not sure of a few things, to start:
-
Can I set a player on opfor to be in command of all AI opfor units, allowing them to issue orders to the various elements?
-
How do I make all units on a coalition visible to each other on the map page? (I thought having them equipped with GPS would allow this)
Does anyone know how to delay an onslaught module? using a trigger doesnt work. I also tried using show/ hide module
@hazy geyser
That's not possible in the vanilla game.
You have to use an AI mod like ALiVE to have multiple elements be coordinated from a single source. These elements, in the case of ALiVE, can strategically act together to perform their tasks.
However, too many ALiVE units could tax multiplayer server performance. Keep to the basics and close to the minimum.
huh, High Command exists in vanilla?
OHHH YEAHHHHH
@cinder holly You're a genius
@low kernel @cinder holly Thanks guys! I'll check it out!
anyone having trouble with groups of vehicles following the group leadeR?
new question from me, how do I make players/units on the same side visible to one another on the map like a blufor tracker?
I've looked for every setting I can and tried a couple scripts, but either I'm not completely getting the scripts or I'm not sticking them in the right boxes. At the very least I want to make sure the players on a team can see each other on the map at all times, which is necessary to keep the experience enjoyable
Google up, "Arma 3 Blue Force Tracker,"
That's all I can say
You go from there
@hazy geyser
Good day. What has to be done for AI to fire a mortar? I place one (with gunner of course) but it just sits there till the end and never fires a round. I tried walking right before its commander and commander responds, says some grids and tries to fight me himself, but mortar never fires 🤔
You have to be a certain range from it, but idk if it will fire on its own. Mortars are for the most part used by calling in support.
what can you do to avoid the ai from walking through walls? can this also be the fault of a bad made map?
No, it's a safety feature of Ai to make sure they don't get stuck
having issues with a custom mission where once i select a role it trys to load and then kicks back to the mission select screen i have the RPT just cant post it here aparently
Thank you.
@true mango Use sqfbin.com to post long files
or pastebin for txt files ^^
For Zeus, the 'set camera position' doesn't seem to work. What would I need to do to use it. Link it to the game master module. right?
Good day. Is there a way to group empty items? There must be 🤔
how do i make NVG fill the whole screen? and not all blurry
or simply use the script from the very first result. how to use it is described in the script
Depending on what you want to do, maybe
Perhaps not how you want to do, too
Get several items, make some sort of composition, copy and paste, place in several different places. Not needing to shift+click every single item in case I want to change the height or angle of composition.
drag & drop selection - copy/paste
Thank you, will try
I place a camera spawn for Zeus. But it doesn't work on my public server. It does work on my local server though.
Also, a random spawn point appears on the online server, but not on local server.
I used the original Zeus files from the Altis map.
I still have to figure out why it happens, but maybe someone knows already. Or is this a known bug?
I mean. I did remove the markers. But not the timer. So there must be some leftovers. But it's just so weird that a local server behaves very different from an online server with exact same scenario.
odd question but, can a mission enforce keybindings in it? I see some options in the settings that allow you to define server/client. Is it actually possible to set up a different key layout than the client's enforced only by the mission (or server) ?
Can someone help me ??
Im making a base for a unit on Cam lao Nam and the "hide terrain object" just isnt working when i load into the game
plz @ or Dm me :)
thanks
Are you using the vanilla "edit terrain object" module? Because this one is borked in my experience. Dont know about sog stuff, but try using the "hide terrain objects" (plural!) which is hiding all in a defined area. This one definitely works @potent remnant
ok thanks you for the help. is that module in EDEN base ?
Im only talking about vanilla modules@potent remnant
If theres some new modules with sog im not of much help
I lost my file for dePBO when I reinstalled my machine... anyone can point me in the direction of a good download would be great.
you mean where to download depbo?
That thing that you get as first result when you google "arma depbo download"?
This https://mikero.bytex.digital/Downloads ?
I noticed that when I create a new Zeus Scenarion with the 'game master' module attached to Zeus, it creates a random spawn point. How can I stop this?
Detaching the module is not helpful. I want the timer and random spawn locations as well as users forcing to place a spawn first of all.
Not sure what channel this goes in but is there a way to scroll wheel spawn in an ammo crate with a custom inventory?
Kind of like the scroll wheel custom loadout spawn but with an ammo crate?
Context:
Want to do resupplies with certain ammo boxes but would like to be able to spawn them in without having to pre-place them in the editor. Can just scroll wheel to the ammo box of choice ex. Rifle ammo, MG ammo, Launcher boxes, medical supplies etc etc
How do I set up a C130 to drop a vehicle or supplies using radio and simplex?
how would i get AI to drive a landing craft to a beach then dismount and run up a beach ?
and how to make waves of opposing
lot of scripting 🙂
oof
Noticed it is created around the virtual entity 'Zeus'. But only when the gameplay mode 'Game Master' module is used and attached/synced to the Zeus 'Game Master'.
Has anyone else stumbled into the issue where respawn points are appearing on the location of player's deaths? They are usually named "S of LocationX", "Direction of Location" type of ordeal. Currently the only mods that could do that in our list are MCC or ace, if they have a setting like that, the rest is just the DLCs and Enhanced Movement and I highly doubt they generate dynamic respawn points like that.
Any help would be appreciated!
Noticed that it now also happens on the original Zeus scenarios. It might be my game?... So confusing.
Anyone had issue where Hide Terrain Objects doesn't work? is there a fix for it? As in when loaded onto Dedicated server it just doesn't hide anything.
How would I go about uploading a mission I've made to a dedicated server? I understand going into file manager, and hitting upload. However, when I save my mission it saves as a sqm file not .pbo. How do I change that/make it work?
Thanks
Never mind. It's Zeus Enhanced causing it when running on the server side. 
Simlilar question to Sittin's question, I have tried doing that, but it still just makes an mission.sqm file. When I put that on the server it still bugs out. Everything that I was reading online was saying it had to be a .pbo file but even then, it's only worked 1 out 3 times that I have tried compiling the mission. Am I mission something else that should be included?
where are you grabbing the file from? @marble skiff
Documents>ARMA 3 - Other profiles>(My profile)>mpmissions>(My Mission Folder)
you gotta grab them from the arma 3 files-> mpmissions

One last follow up, now that I'm pulling the right file, what do I do if after loading it to the server and trying to run it, it just returns to the voting screen?
check your rpt log
!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.
I don't think I can pull that as it is a rented server from Nodecraft, but it seems like the console provides the same function. Looks like the mods I was trying to use weren't loading, like because their reference parameter had spaces and didn't use quotes.
I thought I was onto something when I had noticed this, but still keeps returning to the vote screen. @near dock (I don't want to keep pestering you like this but hopefully it doesn't keep going on like this for long)
cant do much without the rpt log
I tried using logFile = "server_console.log" to get at least something but it doesn't look like that save in the area that I can access still.
If you are available in about 2-3 hours, while I can't out-right send an .rpt, I can stream the console which at least has more recent entries of what would likely be what you are looking for.
It'd be easier if you just copy/pasted the console output into #arma3_troubleshooting
or posted screenshots
Google and download pbo manager. In your mpmissions folder you will see your saved mission folder. Use pbo manager to convert that folder into a pbo file. Upload that to your server and either use a config.sqf to run the mission or log in as admin and choose the mission using the chat command #missions .
by the gods... no
do not use pboManager
to convert missions from your editor into PBO files:
in the editor, export as multiplayer.
the PBO will be stored in the arma 3 root folder in MPMissions.
copy that file to your servers MPMissions folder
never pack a PBO with the BS of pboManager
Does PBOManager break anything? I'd like to know so I can someday convince the mission makers in my unit to do things more efficiently.
Yes, it does break more like everything
As far as I know, it ever makes a corrupted pbo so cannot be signed
Is there more?
Broken p3ds, or whatever. Fortunately I stopped to use it forever so I don't know more
Oh hey I've got the perfect thing for this!
!quote 1
NOOOO
audiocustoms; Thursday, 3 June 2021
I’ve never had an issue with packing or unpacking pbo files. I’ve been making custom missions for years. cPBO works well too.
why not just use the built in 3den function 
or addonbuilder...
that seems more annoying than both 3den and pbomanager
? just put path in click pack, done...
yeah but then you first have to start addonbuilder, go to the path of the mission and then pack it (presumably)
rather than just clicking the 3 buttons to export it to pbo
if you never close addonbuilder, you dont have to start it - trick 17
and path is saved...
Guys I've just ran a mission where I was using those FIA crates coverd with net as sideobjectives that need to be destroyed. They have no special scripts or anything, just named objects and a trigger checking for their status. When playing on dedicated something weird happened - players got some kind of interaction (Non - ACE) and they told me they could "disable" the cache - it looked like a "Holdaction" option. When testing MP locally this never happened. Is this a vanilla Arma feature or something else? Using a basic modified F3 framework for the mission that just takes care of loadouts, zeus and basic things. Example of class ``Box_FIA_Wps_F (fiacache3)` Edit: Mods being used CBA, ACE, ALIVE, RHS/CUP and the rest mostly effects like enhanced soundscape / helicopter dust / ragdoll etc.
Also any ideas how to disable this would be welcome
Problem:
When using keyframe animation (timelime) and hosting using client server (launch the server from the editor itself), when I switch to camera thats is attached to the keyframe animation, on my POV it works fine, but when it moves my friends POV is basically the camera clipping through the map, while for me its fine (moving smoothly).
Trying to make a cutscene.
How I have done the camera keyframe:
I ran (started) the timeline of the keyframe using
[Timelinename] remoteExecCall ["BIS_fnc_timeline_play"];
And to switch to the camera linked to the rich curve I use:
[cameraname, "INTERNAL"] remoteExec ["switchCamera];
Thanks!
I know I immigrated the server asking this, but I have been told to come here, thanks for help.
When I wanted to publish a new mission, I noticed that the original map is not shown but only OtherMaps is shown as a tag. I wanted to publish a mission using the S.O.G PF map, Cam Lao Nam. Last time I did that, it just added it directly by itself and now it isn't doing it, any ideas how to force the map to be added as a tag on the workshop?
Good day. I face the problem with loadScreen - it's OK on the first run but whenever players rejoin the server they get an error message that 'loadingScreen.paa' not found (the loadScreen itself shows normally after that)
I tried placing it into root mission folder (with changing path in description.ext, of course)
I tried to name it like in documentation 'loadScreen.paa'
I triple checked that it is .paa and 1024*512 resolution - still the problem repeats.
Any suggestion please? 🤔
If that matters I used online converter from png to paa
gruppe adler has a good online converter
Yeah, I used that one. Good indeed.
Tried ImageToPAA (docu says it uses the same conversion engine as TexView2), it did compress image better, saving me some kilobytes, but the problem remains 😒
I prefer TexView2, some issues were reported with ImageToPAA (can't remember which)
Pls remind, what to do about missing registry entry?
dunno 😄 reinstall/rerun it?
Okay, still not working, and I'm out of options
Any help or hint would be appreciated
No clue really. Can you try an official texture?
Took the one from rugged tablet - working, no errors. So that's at least something
Hey 🙂 little question, does anyone know if it’s possible to restrict the respawn to civilian once a bluefor is dead?
Was considering a little Mission where you only get 1 life and than if you loose i you will be forced to some roleplay.
Sorry @fallen acorn for jumping into you issue 😅
@mint karma You can probably get something going with this: https://community.bistudio.com/wiki/Arma_3:_Respawn#Respawn_Templates
Hello to all,so we've been playing liberation recently and I wanted a put shotgun into my bag but game mode didnt allowed it,is there any way to redo it?
it depends on the bagpack/weapon size, not the game mode I believe
It was empty and biggest bag avalible and message appread on top of screen saying "KA_KS not allowed (something)"
ah, then, IDK
try their Discord server? Linked in #channel_invites_list
alrighty,I'll do just that.Thank you
LoadingScreen and loadscreen are not the same name. Make sure the called-for file is actually there!
Thanks. But the file is defintely there and is definetly working when mission loads (I and others can see it), also working inside the mission, it is set to be one of computers screen. The problem is that second+ time you join the server - you see this error message.
when using "play in multiplayer" in the 3d editor, i dont think my initplayerlocal is firing. is this normal?
It should fire normally.
anyone familiar with the diary/briefing modules from BI? are they busted in general?
like this makes it get executed twice
does it have to be run only by the server?
It's busted
The module is set to isGlobal = 1 so it's executed for every player
So if set to playableUnits it will add the record multiple times
At least that's how I read the function
Oh wait. I might be wrong. Gimme a sec
Okay, I take it back. I don't see why it should be duplicating. Anyhow I'd recommend to use createDiaryRecord with initPlayLocal.sqf or remoteExec. Then it's definitely not going to be duplicated.
The module is also not JIP compatible from what I can tell.
ty
To anyone using ALiVE for spawning enemies occupation or insurgency - is it normal that there is a very high ratio of AT / AA soldier within the groups? We encountered a squad of 12 soldiers of so of which 5 were AT and 3 were AA - disproportionate amount. Anything we can do about that to have more regular forces prefereably with 2-3 Autoriflemen instead? This was a random patrol in a town and later on in an industrial building - so many launchers!
Is there a way to "resync" a vehicle to a module after respawn ?
Give the module a designation and use syncrhonizeObjectsAdd?
already tried that and it didnt work
https://i.imgur.com/66jQZf6.png
I have an error that I don't understand and can't seem to find
It seems to say that I'm missing a } somewhere but it doesn't say which script it's missing from. Can someone help me locate it?
looks like Arma 2?
It’s Arma 3, that’s just the spawn in screen
oh
but nope, can't really help
there is "a function" that throws an error, no further details
any mods? any scripting?
Yep a pretty massive mod list my friend gave me
then most likely that 😄
Heck
Well, I’ve also got an issue with an AI squad leader that dithers around after leaving a vehicle
how is all that related to #arma3_scenario, is it a mission you make?
His squad follows waypoints and he sort of sits around
Yep I’m designing a mission at the moment
maybe an AI mod 🤷♂️
How do I let a ai helicopter wait on the ground till people are inside?
Im currently using the MGI Vehicle respawn and i want a certain init to be added to the ini of the respawned vehicles "veh_logic synchronizeObjectsAdd [MGI1280];" any chance someone can help with that ?
I simply want the vehicle to be connected to the logic after it respawned
that could be an error in a config
So you just gotta put a Load waypoint and a unload waypoint at the spot you want it to go
make sure to put the load command right in front of the helicopter
and make sure to put transport unload at the spot you want it to unload
can someone tell me how to change starter side for Liberation missions?
Could it be that you are"adding" the module to the veh, imo it should be the other way around " module / gamelogic" synchronizeObjectsADd [ArrayOfObjects]
does anybody know how knowsAbout works in ArmA 3 as opposed to ArmA 2? I am porting an A2 campaign mission to A3, and one of the objectives relies on Razor team having a knowsAbout of a civilian object greater than 1.5
except when I create this object in A3, it automatically starts with maximum knowsAbout regardless of whether the player has seen it
I can work around this by using forgetTarget but then the knowsAbout doesn't increase even when the player sees the target
What are some other ways to implement an objective like this?
it seems that knowsAbout is weird with civilian objects in general
Hello. I have a question. I have, for no reason at all, every playable character float. I have used the exact same modlist ever since I started, never ever seen this issue, and I never changed anything this time. I would share a screenshot if this channel allowed it.
imgur it
Can you give me more clear photo? I can't get it
Did you tested it with an empty mission?
I actually copied most of the assets present from my previous mission, which worked absolutely fine. I haven't messed with anything, nor added any scripts
Everything seems to be squeaky clean, with the exception of a few decorations/clothing changes
I am obviously running mods, but I have had these mods FOREVER, and never saw this issue
Okay, the issue is even worse - every single NPC, friendly, enemy are all floating in the air
Try it anyways
For no particular reason, just like it came, it left
I didn't restart the game nor change any setting, just continued doing my thing
Sorry for the trouble
im in a bit of a predicament and im not even really sure if this is the best place to ask this but
Is there any way i can make UAVs linked to a singular person instead of the entire team (independent team)
Are there a way I can code a trigger so the enemy turn from total passive to hostile when a humwee pass through it?
How do you sett a the capture of a certain sector to trigger a victory?
stating the game mode might help ^^
Warlords
So all of my players have asked me to make a GATE campaign
But I cannot for the life of me find a mod that adds Dragons to ARMA
What would be the best way to add dragons?
https://community.bistudio.com/wiki/Side_relations. Once you setup the trigger’s init with this code, set the trigger activation to “synchronized objects” and sync it to any Humvee you want.
got a little issue, we created a mission with respawns and the first players spawns normal, the rest of the 3 guys always spawn as birds
stuff got placed with eden editor
or do i have to use a description.ext?
well now 2 players can walk around and i spawned as a bird. why game.. why.. sigh
how is your respawn set up?
wth the eden respawn module, then i changed the attributes, i can share my mission if you'd like.
Sorry my arma uninstalled itself so I cant take a look right now 
I can take a peek but not sure how much I'll be able to say
allrighty, gimme a sec
Here's the Respawn Module https://gyazo.com/c1fc5a65062de43c57fac7377bae433c
and heres the Multiplayer Respawn Attributes https://gyazo.com/ef03151e1823e274a023bfe09e356757
Hmm cant see anything standing out right now, sorry
thats what i say, i really dont get why it wouldnt work :/
would have to make a new model and animate it
quite a big job
I believe there is a middle age mod that adds some creatures or also a good one is Dingo's spooks mod.
Spooks mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2262255106
Medieval mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1872401085
the spooks mod is hella scary, i made a op in vietnam and randomly placed one xD
Indeed
ill bump this as im absolutely out of options :/
i can also happily provide my mission file
make your respawn as "spawn on your body" maybe
anyone know how to keep AI in a certain area, they keep running off
allowFleeing maybe
how would i do that?
in attributes?
@summer cobalt https://community.bistudio.com/wiki/allowFleeing
Thanks
would anyone mind looking at my mission.sqm ? its just weird... when i go into eden and load it, then press play and then play on Multiplayer everything works as it should, when i save it and export it to Multiplayer, move it to the dedicated server and the whole mission is f*cked. i tried everything i could but it absolutely doesnt work.
mission requires S.O.G Prairie Fire dlc.
Please @ me if you'd be so kind
also let my friend try the file, when he hosts it locally it also works, it just doesnt on dedicated servers
How do i stop the Ai from trying to play safely and just obey the zeus command regardless if its dangerous? I'm trying to have a sort of banzai rush with vehicles and soldiers but they just hop out of the vehicle or go lay prone and get shot up
set them as careless or speed mode "full"
will they still shoot from the vehicles as well?
and how do i stop them from switching to combat
"careless" as infantry
and they'll just rush?
It is better if you disableAI autocombat , imo. If you have access to scripting that is of course.
https://community.bistudio.com/wiki/disableAI
if you dont want ais to disembark from vehicles:
https://community.bistudio.com/wiki/setUnloadInCombat
well the idea is my friend wanted to do an arty support mission, so my idea was to do support for a convoy that will pushclose to the objective before dismounting and engaging, problem is the second a bullet whizzes by they all hop out and stop the convoy entirely and refuse to push at all
and the ai are kinda supposed to be pushing the town to clear it with whoever is on the frontlines but they just refuse entirely to move an inch
or hop in and hop out of the vehicles over and over
forgive me if this is an easy question,
is there a way I can check how much time did I spend on making the mission?
Fortunately not, as far as I'm aware.
negative indeed
how is that

