#arma3_scenario
1 messages · Page 57 of 1
There you go, sent vids in DMS
Check on google i’ve found one
My zeus slots still don’t seem to work after doing it the way you’ve been telling me to.
How are you doing it?
I always place a unit, name it, then pop a module down, set the owner to the name of the unit. Hasn't failed me once so far.
i have done that correctly, but it seems to be that certain mods dont show up in zeus when its on server but when i host it off my computer it works perfectly
if the mods show up in zeus on your PC, and you upload that exact same mission to your server and the mods don't show up, you can be certain that those mods are not loaded on the server
but they are though because they show up in the arsenal and work properly, unless i done fucked up chief
Hey guys I'm looking for what I suppose you could say is a bit specific of a map. I'm looking for a map that is primarily woodland however the building composition is very spread out (if that makes any sense). I help run an Aussie SF unit and we focus on compound raids so having those on a map is a must
I've trialed using Chernarus, Bukovina, Bystrica from CUP Maps but they don't really meet the focus above
I know it's a bit picky but any help would be appreciated 🙂
Celle is a classic. You can also always clear the trees and make a compound.
Beketov is quite spread out with its towns and such, although the compounds there are mainly industrial ones iirc
Also sahrani, but you mightve already checked that out
Hebontes
I'm trying to set up some guarded triggers so the AI will protect certain areas, and I need to script them in over time. I found createGuardedPoint, but I can't figure out how to delete the point after it's outlived its use. I can't use guard_1 = createGuardedPoint as it returns nothing and errors out. Would love some help with finding a solution to this or an alternative.
unfortunately there's no way to delete Guard points
Pardon my interruption. I have a related question, and perhaps someone else has an idea on how to help..
My aim is to have all players view the same intro, before starting the scenario. The intro that I have scripted is a perfectly functional "camp maxwell" style player animation where the player's unit walks around and the player has freelook (can move the head). See intro in this YouTube video for illustration:
https://youtu.be/zyKVkOryQ0M
Again, I'd like all players to experience the same perspective. Is there a way to do it?
Do I set other players invisible and execute the intro script locally? Haven't found a way to test that for multiplayer.
Can I attach a camera to a unit's head (and script some head movement)? Any other ideas?
Dont use attaching on camera, it creates unpleasant result for the camera viewer.
The camera system allows attachment to animated units (and thus is also animated/moved)?
how it's done in the campaign is quite horrendous iirc;
it's the player, set invisible, attached to a walking unit
now do you want every player to have a camera intro, or do you want the same kind of "first person view", also all in one unit or each their own?
I very much like the immersion of seeing your own body, and having free head movement, during an animation. So I am ideally looking for a 'first person view' as you describe. Am aware of the regular camera controls.
Well I am chuffed my idea matches the horrendous implementation in the campaign 😅
Ok; silence from the gurus speaks volumes. Can I force all players to view through a specific unit's eyes, and script head movement?
You can hide every player from each other, and put them on that same position. If you want "free" head movement and such that is... Although I do not really remember the cutscenes of campaign so I might be wrong in here.
Got it. So option 1 of my initial brainstorm. Have you tried anything like this yourself before?
I have messed a lot with camera stuff if that is what you ask. I have never "finished" (
) a mission though.
I am worried about minor desyncs causing visual glitches, or player steps being repeated, things like that. I really should get an extra PC for this 😅
Or learn HC scripting
HC scripting is not gonna do any favor to you in this case :)
Well, if I could get 6 Amazon cloud headless clients to start the scenario with me, then I could at least see if things appear duplicated on my client. Is what I mean. But off topic.
Unfinished is fine! I just wanna hear of the concept has been proven. I've got an entire subfolder of missions titled "test_XX.stratis". 😂
I dont wanna say anything about that without seeing particular mentioned cutscene. I played the campaign in 2014 iirc. 
Ah I didnt see the link you have included. Yeah this is perfectly fine to be done with all players being invisible to each other, all set to same position, performing same animation. So each player sees their own character, they all do the same thing script wise. And head movement is just coming from player camera. It is just animation affecting player camera there, there is no additional cutscene thing or camera stuff done in here.
Sweet. Thank you for the confirmation. Saves me embarrassment later!
Fyi this cutscene: https://youtu.be/zyKVkOryQ0M
But I misremembered. As Lou said: player unit is actually invisible in campaign cutscenes.
Theres a script by ALIAS that could work, check out the YT vid
something alias intro script iirc
Hey yall !
I have a small issue that i don't know how to resolve and need your help.
So i modified some uniform on a vanilla unit and when i copy past him with zeus it put back the Nato uniform. How do i change that ?
i modified some uniform on a vanilla unit
what is this change?
well changed all the equipment. And it works normally in the game but when i copy past a unit with modified equipment it past the default uniform
@exotic wadi Are referring to this: https://youtu.be/qNALUFsTk3c ?
yeah, dont know how much that can achieve what you need, but its what i use for cinematic intros
Thanks for thinking with me, but that tutorial, although well explained, covers using the camera in a very basic way. I wanted to mimic the camp mission intro (see video from previous post), but make it multiplayer compatible.
ah, couldnt watch that earlier, but i see now. Dont know anything for that unfortunately, good luck on your search though
also, MP compatible, but what about people joining in later?
Head turning in the video you sent, works with ALT + mouse rotation or only mouse rotation?
anyone experienced with publish missions to the workshop? I wanted to update one I made and it is not showing up in the 3den workshop publisher.
So I've been trying to upload a version of a mission I've been working on on steam workshop
And all that goes fine
I've uploaded previous versions of it without issue
But now after I upload it
And when me or my friend tries to subscribe and play it
It won't appear in senarios
It's singleplayer
Pardon for late reply; I don't know, am not near a PC right now. But I'd prefer my implementation allow head turning with just mouse rotation.
Previous versions uploaded with the same method worked fine
How do I call a SQF script stored in a file? There seems to be dozens of routes to do it
pick one?
execVM "file" for single executions
func = compileScript ["file"] (or CfgFunctions) and then call func for time critical scripts or when the function needs to return a value
func = compileScript ["file"] (or CfgFunctions) and then spawn func for non-time critical scripts or when the function has a (ui-)sleep or waitUntil in it
Got it, thank you. Is it SQF syntax to pass the arguments first then the function?
This is unconventional for me coming from C# 😂
yes. sqf commands can be nullary, unary or binary, see here: https://community.bistudio.com/wiki/SQF_Syntax#Nularsic_Operators
execVM can be unary or binary
["pass this"] execVM "to\my\script.sqf";
// or
execVM "no\arguments\file.sqf";
Is there a way to temporarily suspend an AI & then resume/start executing waypoints when a trigger is activated)
and to reset them somehow?
you can use waypoint condition to prevent it from completing
I've put together a mission with a custom incapacitation script, basic but it works for what I want.
Trouble is, it's built around teamswitching to healthy units to keep up the fight and revive your original unit. That works fine too, got the event handler so leadership changes (if you were the leader) and all.
But the default face.
I'm trying to write a narrative here, and suddenly Lt. Azad of Viper Team Blue becomes xXJoeSmokemXx with the face of shrek and pink sunglasses.
I've lockIdentity'd everyone, but as soon as I switch units, my dopey pasty white face and combat goggles overwrites them.
Am I missing a trick here with lockIdentity, or do I need to do a bunch of getters and setters with the eventhandler?
Okay, a bit of clever script work and I have the identities refreshing every time someone team-switches... but the goggles are still getting forced on.
Hello guys, in the missions i make the tanks are always hurting friendlies (infantry) because of the crazy big barrel blast. I think its not normal that tank blast can hurt ppl that are 80meters away from the tank, 90 degrees from it to the side.
Any idea if it is some server settings?
using mods? ACE?
default value of overpressure was set to x5 accidently in recent ACE update. It will be fixed in upcoming hotfix.
You can set the setting manually in meanwhile.
I have a odd issue
I can load into my mission in MP in Eden but when it's uploaded to my units dedicated server it just kicks back to the mission screen
I'd wager the server is missing a dependency of the mission.
there was nothing to say that, was no x dependency missing error in the RPT.
how can I get steam workshop items into my mission?
you can subscribe to them, start the game with these mods, then find them (if the mod is configured this way) in the Eden Editor
btw what is a good basic guide to mission editor
https://community.bistudio.com/wiki/Mission_Design can be a start; it is not a solution to everything but it may contain interesting leads?
dankeschon
What about No entry blabliblub?
Anyone have any idea how these lads got the pontoon to work in a semi decent way from RHS . https://youtu.be/9dgMFQc6Io8?t=159
Or if anyone has got it working any other way and would be willing to share. I want to be able to place it in the water push, move and drag via the tugboat and then finally attach it to another bridge section or beach
turns out a mod we had loaded one of the objects was busted and that was the issue
So i've got a trigger set to delete all civilian units in a trigger area using {if (side _x == civilian) then {deleteVehicle _x}} forEach allUnits; to check for then delete, the units if a public variable is set to false, this work when using the same set up for checking for opfor, and when the public variable is set to true, but the moment when its set for civilians it not longer works, what am i doing wrong?
you are deleting all civilians, not just in the trigger
Yeah, thats what i want, but it just doesnt delete civilians at all
place a hint to see if the code runs
okay, wtf, i put in the hint code, and it worked?
so everything is good? 😄
yeahhh? i guess thanks for hacking my pc dude
Also, sorry to bother you, but you mentioned making the trigger the specific area to delete from? I couldnt find anything on the BIwiki about this? tho i could be searching for the wrong term could you point me in the right direction?
instead of allUnits, use thislist (in trigger's code)
ah okay, cheers
but then that breaks the code again?
changing {if (side _x == civilian) then {deleteVehicle _x}} forEach allUnits; to {if (side _x == civilian) then {deleteVehicle _x}} forEach thislist; i end up having no civilians being delete again.
ah yes, because the trigger is not set to trigger on civilians
so disregard, but you see the idea
{ } forEach (units civilian inAreaArray thisTrigger);
@dark depot ↑
I dont understand do i replace my given code with that? or do i need to modify it some how?
{ deleteVehicle _x } forEach (units civilian inAreaArray thisTrigger);
```the full code
ah okay, i did a dumb, thank you dude
Does anyone know of a way to make individual units controllable via the UAV terminal?
I feel like there's a way to do it since the UAVs all have hidden units in them
like, soldiers?
maybe with a mod, but not even sure of it
I would do a different interface and use selectPlayer instead
sorry for late reply, where can i find it and how do i fix it manually?
I am trying to find a way to create an arctic situation using existing terrains. On many snow maps I have noticed that if I use the hide terrain objects -module remove vegetation, some small trees or hay bunches remain. I think they are a feature of the surface texture or something like that and not terrain objects in the usual sense. Is there a way around this?
is this more of an editor question?
there are multiple but i dont like them and one is a reupload with a "i couldnt reach the original author"
i sloved the problem with script
by setTerrainGrid
I plan to make a mission for a new USCG UNIT. Does anyone know where I can get m16’s? And USCG cutters
M16's are in the RHS and NIarms mods. Not sure about Coast Guard boats tho.
Ok
Think people would be interested? I mean in a USCG unit, less combat, but more aviation
CUP has added some new Helos you could pass of as CG. Youd get the m16s there aswell. Dunno about boats though
If you do RHS, use 3CB Factions aswell, youll get some boats for enemies and civilians
I know that RHS (and maybe CUP) have RHIBS and patrol boats but iir. There's nothing the size of a cutter that isn't static. Anything that size that's dynamic would murder performance.
Fair enough, I local host my stuff so I have to avoid giant things like boats and buildings
Am I losing my mind, or did there used to be the open Taru bench pod as a separate entity?
should still be there iirc
There's the transport pod, but it's the full case version :/
It's side=0; for some reason. You can place a different pod and change the classname in the mission.sqm tho.
Land_Pod_Heli_Transport_04_bench_F
❤️
Thanks so much!
hey question, how do i make it so that after you kill a target in a mission, you win?
im just making a simple mission in a swamp where you gotta kill some guy
and once you kill him, mission over
new question: how do i get it so that when i enter this vehicle, the mission is over? I looked at those links, but it doesnt explain what i need to edit or change in the code for it to function
which code?
this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
}];
so my plane has the variable name EscapeVehicle
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
// this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
}];
aight there that should be it
so
the green is what i change?
so _vehicle would be changed to EscapeVehicle
what would _role be changed to?
and if i have multiple players what do i do to _unit?
and can i just delete _turret if theres nothing there?
you never scripted before, right?
nope
this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
if (_unit == player) then
{
[] call BIS_fnc_endMission;
};
}];
```should do I guess
if this is a singleplayer mission
so if any player enters that vehicle, victory for everyone?
yep
if (isServer) then
{
this addEventHandler ["GetIn", {
params ["", "", "_unit"];
if (isPlayer _unit) then
{
["EveryoneWon"] call BIS_fnc_endMission;
};
}];
};
```this should do
and i put this into conditions for the trigger?
no, into the vehicle's init field
alright so that probably means theres no need for a trigger the, correct?
from my time being in this discord, ive learned that u should avoid triggers as much as u can
What is the best mod for handling ai? I don’t have Zeus
...a Zeus tearing his hair out why the AI isn't listening to him THIS TIME. 😄
(ignore this)
no
wait 😄
aight, so im trying to make it so that when the red teams total unit count is less than 4, the task is complete, but for some reason it is insta-completing the task
count units opfor < 4
```?
i have this code in the condition:
(({alive _x && side _x isEqualTo east} count thisList) < 4);
oh i can just use opfor?
https://community.bistudio.com/wiki/units
since 2.02
😁
the wiki is quite up-to-date with scripting commands; it lacks many tutorials of course, but external sources may have old code as well
yes
its still insta-completing
then you have another issue
i have the trigger synced to the set task state, and the create task synced to the players and set task state
well if you sync a trigger to set task, the task will only be set if the trigger triggers
you might have something else
and if it takes time after killing the 4th survivor,
try
count (units opfor select { alive _x }) < 4
```to make sure to count only living units
should i have the trigger synced to the enemies or no?
alright, i fixed it. i realized i put the end mission code into the wrong place
thanks for the help
Hover over that thin blue line between units and press delete to unsync and set the unit as captive if u dont want him to be shot at by ai (note that he will shoot at them unless he is careless, i think)
Does anyone know if there is a way to increase the wind speed over a specified time gradually (with out the visible jumps on vegetation)?
idk about setWind but setGusts changes the values smoothly
how do i make it so that you win in a mission by having all living players get into a vehicle?
eventhandlers
call BIS_fnc_listPlayers select { alive _x } findIf { !(_x in MySuperTruck) } == -1
^that only find IF all players are in the vehicle. Not when. So either you constantly check in a loop. Or you check this^ every time someone gets into the vehicle.
so i put that in, and replace "MySuperTruck" with whatever variable name the vehicle has?
What is the best way to organize mission files for execution?
My current project is a nightmare stem-and-leaf thing, with a staging.sqf executing other .sqfs that sometimes execute their own .sqfs, then waiting for them to end before executing the next one down the line - usually through a variable defined at mission start waiting to be flipped at the end of each leaf.
While it makes sense in a linear way, its a nightmare to expand to a freeroaming platform, and to balance for MP with deciding what needs to be called where and keeping things synchronized enough.
Thats not to say it doesnt work, but if theres a better way, Id love to know.
you don't "execute SQF" nowadays
you declare and use CfgFunctions
👀
Ive started down that road for small things, but not for whole sections of script.
Nothing more intense than storing a conversation so it can be called and displays in multiplayer properly
how so?
I built a custom dialog using bis_fnc_campSubtitles as a base; instead of a winding line of arrays, I simplified it to a title and an array per line, including the channel used, the speakers name, what they say, and how long since the last line should it be displayed.
As such;
["DialogTitleToAppearInTranscriptsTab",
[chatGroup,chSgtAlvin,"Lets Go!",0]
] call SR_fnc_chatLog
With chatGroup being defined at mission start as the hexvalue for the vanilla groupChat color and coloring the name, chSgtAlvin similar being defined as, in this case, "Sgt. Alvin", and even the chat can be replaced with a string in a variable.
Reduced my dialog sections to almost half their original size, made them way easier to read, and easy to edit to boot.
While spawn also works, Ive found that with call, I can also name the block of dialog and do scriptDone, which returns true when the last line is displayed, so I dont need to have 'sleep 143' after a wordy section.
But back on point; say for instance I have an .sqf, "task1.sqf", that right now I have the server remoteexec-execVMing to everyone.
Task1 creates a task, then waits for a variable to be flipped from a holdaction (should change to something more refined...) before it completes the task, ending by flipping a variable that tells the parent file to remoteexec-execvm
Task2.sqf.
In the above link, id define the file in a Description.ext, then call it as say Scripts_fnc_Task1?
flipping a variable that tells the parent file to remoteexec-execvm
Task2.sqf
U G H
I know, I know, thats why Im asking!
Its gross but it functions, now I gotta make it pretty
If theres a best practice, id prefer to use it, but this project began in my 'big dreams and no skill' phase :p
that's the thing, you're stuck with it
usually, make it proper to make it cleaner
one function → runs another function → gets the result of it → triggers rest of the code according to it
not global variable switches etc
idk if this is the right place to ask, but does anyone know where I can find a relatively simple coop mission
Like, for roughly two people together, no enemy players
vs ai
We have no DLCs
just search the steam workshop
I mean, I can live with it, for this mission. But going forward, learning this method would likely be best, eh?
I suppose theres no reason to bootstrap it up; ive got the same effect going, if aggressively dumbed down.
Since call suspends the calling script, id just call each mission-section-function in a row, yeah?
I genuinely have no idea about what you are currently talking
Does anyone have an useful database for scripts? Like a google drive to share
Tbf, i dont entirely either, but thats why Im asking questions :)
Okay, simplify...
Right now, I have a staging file with
spawn task1.sqf
waituntil task1done = true
spawn task2.sqf
waituntil...
to the end of time.
The preffered method would be defining the same contents of my .sqfs as function-variables, and just staging them as
Call SR_fnc_Task1;
Call SR_fnc_Task2;
Or am I missing a point here?
for example yes.
@loud kindle this is how I do things (for singleplayer):
I don't bother making functions out of mission flow scripts that only run once.
To preserve my sanity, the scripts are numbered in the order they are supposed to be executed, e.g. 04-InflightChatter.sqf. The execution chain starts in one of the init event scripts (e.g. init.sqf), after the setup / initialization for the mission, usually in the last line: execVM "scripts\01-Start.sqf";.
From then on, the next script is always executed either at the end of the preceding mission flow script, by things like EHs and (hold) actions, or by a trigger (just like the scripts, the triggers are numbered as well).
Save for my looping back to a staging file, thats very much what Ive been doing.
How do you handle multiple choice paths/open objectives?
Am I right in my jimmy neutron brain blast moment of 'because thats the same as copy-pasting the code in at that point'?
call is like c/p yes
🤯
See, that put a lot of it into perspective. Its not so much a staging file, as a longass 'this is the mission' but each step is loaded in, with much easier methods for handing off parameters.
If there are multiple or optional missions available, they usually get dedicated subfolders in the scripts directory; the numbering in each of these subfolders begins with 1 again.
Again, besides the method of calling, sounds pretty much how ive been doing things; a core mission file and multiple subtask files executed with a final waitUntil x and y and z in the core file.
Does the core mission file offer any specific advantage for your mission?
More for mental organization, I suppose. Say an attacking objective, with two target objectives within, and a surprise objective that spawns as the engagement happens.
I guess I could fold the core into the start of one of the subtasks, then have it hold at the end until all three subtasks are finished and save an instance, but for my mind it made more sense to just run it as its own with a waituntil+sleep for the subtasks to finish.
I see 🙂
Anyone here fermilliar with the becti missions? Im trying to make one on malden but everytime mission starts, it just says the west wins. Almost like opfor isnt spawning properly
@sudden rover don't crosspost (#rules) I removed your post in #arma3_editor.
Im having a peculiar problem; all of my playable units, and fully half or more of the nonplayable units placed at mission start, immediately take my profiles default face and forced goggles t_t
This only happens when running as a multiplayer mission, and I have not confirmed if its just me or if it takes any host's defaults.
At least with the playable units, I have their identities defined and can re-set them easily enough, but for the rest its just offputting how many pasty faced white guys are in the Iranian CSAT regiment.
Now this is just a hunch, and i don't know if it is possible, but are the non playable units identities set to "default" or anything similar?
Not as far as I've seen; the leader of the group has a general doStop foreach to keep everyone from moving, plus a lockIdentity that does sweet fanny adams apparently. He has a set face and voice, but on starting the mission as a server (not testing in MP, and not in SP), he reverts to my default face for every player connecting.
someone know where/what pbo the KOTH and other MP missions are stored? wanted to do some minor unit edits and im having issues locating them
@wide scroll C:\Users\%USERNAME%\AppData\Local\Arma 3\MPMissionsCache
Question , how do i add Zeus created Squads to the Command Module ? ps. Using the HCC mod (HighCommandConverter)
I just do high command via Zeus. I mean, I'm basically playing the opposition to the players, so might as well.
hello is there any way i can download Bon's Infantry Recruitment for arma 3 since armaholic is down?
on the workshop most likely, if it is there
Hi. I have a question about dynamic simulation, which might be placed in the wrong channel here.
If a player gets close to an object that has dynsim enabled, is the simulation on that object enabled only for that player, or is the simulation on that object then enabled globally? I could imagine that it is sufficient if the simulation is only needed for that one player, as they are the only instance that could interact with the object in any way. A related question would then be, how the simulation enabled for an object is affecting the network traffic. I'm curious for some insight on this. Thank you.
Hello all good people of Arma 3 community. I have bought the game yesterday, watched couple of videos regarding the mods and now when I started to making my first mission I am thinking that I might have too many of them. Should I create missions without mods at all so everybody can play them, or there is like 5-10 mods that pretty much everybody have?
RHS mods are a solid bet.
Don't use ACE for singleplayer missions, it just adds headache for you.
I see, there is so many of them that I have no idea which ones to use. Also where do I start to create a map from scratch, not just edit
Good luck, you will bloody well need it - also, the appropriate channel should you decide to go this path after all is #arma3_terrain
Thank you very much, yes I wanted to clarify the missions first, glad I am working from home so I have a lot of time to read stuff
Oh, maps as in missions?
Sorry, yeah, the terminology might be a bit different from other games, but if you mean a "mission" or a "scenario" then this is obviously the place to ask.
Making a terrain is essentially developing a big ol' map, going through all the steps and ending up with something that (hopefully) is more resembling of Altis or Stratis than a mission.
Hope I wont get lost in the process, thanks again 😄
And if you just need help with missions or scenarios, then ya know. Also possible. A lot simpler.
Globally, as troop movement must be synchronised
Ok, makes sense, of course, for moving units. But is this also true for static objects like all the props? Or are those handled differently by the dynsim system?
global global global
Ok, thanks
@wicked reef hey, can I ask you some questions about Hearts and Mind mission in private?
How to make my AI kill civilians? I tried seek and destroy, destroy, fire mission, task assualt and guard but they do not shoot back no matter what
and they randomly go around and get into vehicles which is ultra funny
I just want them to go to the point and kill everyone they see
is there a way to make AI stable? Everybody acts differently everytime I do a simulation
Hey, you can do it here: https://github.com/Vdauphin/HeartsAndMinds/discussions
How can i hide task marker for player?
do you mean the destination? set it to objNull
Im trying to do small hvt capture mission and i would like to remove the task marker showing the exact location of the hvt
okay, nevermind i figured it out :D
I did it!
quick question, how do i make the mission end when all objectives have been completed
nvm
Im struggling on making a.i extraction with helicopter after mission is done with radio code command. I have checked all the yt videos but cant make it to seem work, any advise with this? 😅
ok my solution didnt work i just managed to somehow kill the main targets before the trigger checked if they were alive'
Do you already have a working way to determine that all objectives have been completed?
no, im still new to scripting and mission making
i figured out how to make objectives to eliminate targets but i still havent figured out how to make the mission end when the objectives are completed/both triggers for them are enabled
Singleplayer or multiplayer?
its meant to be single player but i've added a kinda co-op version just by making the ai squadmates playable
but im focused on single player rn
Is the order for the triggers defined by the mission flow or is it up to the player which one activates last?
theres no order for the triggers
its all up to the player on what order to do things
also im using 3den enhanced
Since it's only two triggers, I suggest giving variable names to the triggers and adding something like this to the On Activation of both triggers:
if (triggerActivated OtherTrigger) then {
["Success"] call BIS_fnc_endMission;
};
```This also requires you to create the `description.ext` file in the mission folder (if it doesn't exist yet) and add something like this to it:
```hpp
class CfgDebriefing {
class Success {
title = "Mission Completed"; //Can be any text you want
subtitle = "Subtitle"; //Can be any text you want
description = "Description"; //Can be any text you want
pictureBackground = "";
};
};
```More info on configuration options for `CfgDebriefing` here: https://community.bistudio.com/wiki/Arma_3:_Debriefing
do i need the second part if i use the end mission thing though and activate it via triggers?
If you are not sure how to create description.ext, check this out: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Script_Files
Which end mission thing?
theres a module or whatever its called in 3den enhanced thats like the zeus end mission except its in 3den and more customizable
I have no experience with that, @west silo is the expert on 3DEN Enhanced.
ah
What is the problem? Can you be more exact.
No problems anymore, figured it out 😄
End mission casualties? It just a simple way to end a mission with a predefined ending if a certain amount of unit of given side were killed.
is there a way i can have all players have infinite ammo? im making a mission that could really use something like that
this addEventHandler ["Reloaded",{
_unit = _this select 0 ;
_mag = _this select 4 select 0 ;
_unit addMagazine _mag ;
}] ;
for local mission just put it in the unit config
where do i put this?
for a multiplayer mission
would i put this in the init for all the units? or something else?
unit_x addEventHandler ["Reloaded",{
_unit = _this select 0 ;
_mag = _this select 4 select 0 ;
_unit addMagazine _mag ;
}] ;
maybe? I don't know I don't do init stuff for MP missions
try asking for help in #arma3_scripting as you would most likely have to make an SQF file and make it run just copy that initial code with 3 ` in front of and behind the msg to put in a code box like so
this addEventHandler ["Reloaded",{
_unit = _this select 0 ;
_mag = _this select 4 select 0 ;
_unit addMagazine _mag ;
}] ;
how do i make it so that when i kill two specific squads, mission end?
Is there any easy way to get the map that you're actually playing on to display on a whiteboard or does there have to be a specific asset for it? Setting up a mission on Chernarus 2020 and I wanna have a little briefing area at the start with the actual map displayed instead of altis, stratis, etc.
or idk if there's somehow a mod that has a bunch of whiteboards in it
you cant get the whole terrain easily but you might like this: https://steamcommunity.com/sharedfiles/filedetails/?id=2422853226
Mods
I don’t think you can code an image to show up
Make a screenshot of the map, crop it and display it on the map.
hello my fellow gamers i have a general mission making question
I'm looking to have a loadout selection on spawn, but limited for each role.
I have a slot called medic, and on the respawn screen I would like for him to only have the option of selecting various medic loadouts, as opposed to all the roles and all the loadouts.
Is this possible?
yes
if you have a bit of scripting practice, glance at BIS_fnc_addRespawnInventory @signal coral
10 4 
im trying to set up a mission where when you get into a vehicle it automatically spawns an AI into the drivers seat under your command
Just in case you weren't aware. I found this today. It's incredibly useful!
https://forums.bohemia.net/forums/topic/236073-all-arma-3-terrains-compilation-list/
Has 377 Terrains sorted into location categories.
Not sure if it's proper here or #arma3_scripting , but eitherway - I want to make JIP players be put directly into the spectator camera, with no way of spawning. Respawn is disabled & dead players are also put in spectator.
How do I do it?
Probably scripting
initPlayer.sqf
if didJIP
BIS_fnc_spectator? Is that the right name?
I think initPlayer runs before first spawn
Or... The stupid alternative
if didJIP then setDamage 1

I'll try those, thx)
Im getting close to publishing my passion project mission here in the coming days likely, just waiting on some friends to playtest it for me.
At the moment, its a standalone mission, for both SP and MP. However, Ive envisioned the plot going forward, and could probably make a (imo) decent minicampaign out of it, provided I can work up the focus to do it.
What can I do for the current mission, assuming the next would take place almost immediately after it ends, to help in the transition between a one-off and a campaign? Saving loadouts, recording variables, etc...
Or would any such actions require it to be turned into a campaign to begin with? Would be a bit of a waste if I do end up just making the one mission :/
I think the weapon pool system is broken, perhaps at least in MP
Hrn... disappointing if true, but not a huge problem; itd mostly be for set dressing anyhow, since the first thing happening is a resupply. XD
Hello everyone. Apologies if this question has been asked countless times, but here's one more! I was curious how you handle porting older ArmA content into III, particularly missions. Do you just recreate it by repeating what's in the Editor in III with how the mission looks in a previous game, is there an automated process to help convert old functions to new ones, are there any tools to make this process easier? Obviously things aren't as simple with different assets (IFA3 and CUP having different filenames than the original game files means this isn't a drag-and-drop affair) but I was curious if there are any tools and tips if one wants to bring old content into the current game.
You can use a text tool tocsearch and replace classnames, then import the sqm like any 2D editor mission
So I'm working on a mission and in testing I'm finding out that its near, if not entirely, impossible to destroy a jet with small arms. Even if I set the jet to 99% damage I can unload with belt after belt of MG and that last percentage point never ticks down.
A single grenade or rocket blows the jet as expected.
Is there anyway to script or otherwise force small arms fire to destroy the jet?
you can set that one hit will kill it, sure
use a HandleDamage EH
And a google later I think I have a solution. Literally forgot event handlers even existed
Danke!
Got any screenshots??
What's that one mod name where you can be zeus in any scenario or single player mission?
SSPCM, iirc
Thx!
Anyone have a good guide for single player mission making?
design advices yes
see https://community.bistudio.com/wiki/Mission_Design 🙂
otherwise, plenty of detailed tutorials are available on YouTube and such
No, all the YouTube videos cover the basics which a kindergartner could understand and the rest is just YouTubers spewing and referencing their own videos which nobody cares about if you're there for a tutorial
If you know of anything I can read or something that covers advance AI information sharing and triggers that would help
Awesome that's great
hi, if I want to add a parameter to a mission for spawning or not a certain object under a specific variable name to a true/false presence, how would I go about doing that? Thanks.
@little sequoia https://community.bistudio.com/wiki/Mission_Parameters
These can be set by the admin in the MP lobby before the mission starts. You can then use BIS_fnc_getParamValue in the condition for spawning the object.
Instead of using mission parameters, you can also use the diary to run code with <execute> during the mission.
Maybe CBA settings will work too, I don't know.
What waypoint would I use if I wanted my paratroopers to parachute of a heli mid-air?
none, it has to be scripted
ok
When you use hide terrain objects, is it better to do locally or no when doing a large amount of objects?
terrain objects are local-ish anyway
I'm wondering b/c I need a completely desolate planet so I am removing all buildings (It's a halo map so I think I'm fine with just buildings)
I think the Hide Objects module says so, better to hide client-side for a big amount of objects (network gets saved, and it's a one time)
ok so I should do operate locally :P
yes - no benefit in doing it from the server here!
hmm... Bit weird to have buildings on the map...
I wanted to make an "optional" parameter, e.g. add an arsenal to a mission, and then have the parameter on mission start control whether it spawns or not, so for it to prefferably be set before the mission is launched/loaded in an MP instance
is it possible for me to place the paratroopers high up where I want them to land, would they parachute down?
AI will open their parachute AFAIK
landing point not guaranteed, please do some try & error in Eden
Any idea how to remove rain sound from cup snow effect?
By rewriting a shit ton of configs
Hi all, would anyone have a solution for this - while creating a mission on a custom map with Ravage, everything works well (loot, gear, AI, etc.), but this crazy annoying bug happens - in towns/villages, this caravan model "Land_Caravan_01_green_F" keeps spawning in random and absolutely buggy locations. This seems to be an attempt to generate "lootable" buildings, but fails. My question is, how would I approach to ensure this model gets deleted around a reasonable distance from the player? This is SP, btw.
this may be best asked @ Ravage - see #channel_invites_list
Oh, thanks! I didn't notice Ravage had discord. Will do!
On a second thought, I can't seem to find the server.
true - there is Epoch and Exile, not Ravage
don't know then
yo
nvm i think alive is messing with the spawned unit inits
Is there a way I can make it so a missile launches from the VLS when a player enters a trigger?
Place down trigger
- Type - none
- Activation - any player
- Activation type - present
Then get target (if you want it just for cinematic shot, you can place invisible helipad somewhere far away), put "target" in variable name. Then get VLS, make sure it's manned, then go into attributes and put "VLS" in variable name.
After that, go back to trigger, and in "On activation" write
VLS doTarget target
Basically, on activation, this trigger should force VLS (with "VLS" variable name) to start engaging invisible helipad (with "target" variable name).
Not 100% sure though, since I ain't no scripter
how do i make it so that once all members of an enemy squad have been killed, mission end?
units theGroup findIf { alive _x } == -1
```in a trigger, and name their group `theGroup` 😉
thanks man
Is it possible to share a mission file with a friend for them to edit, as well?
Or a simpler way would be to make it so trigger activation is OPFOR not Present
not two editors at once, but one can do a part, the other another, then missions can be merged
note that this will duplicate eventual common items
So essentially when you merge a mission, you need their mission file?
yes
Okay. I've shared my mission sqm and also the sqf but it isn't appearing for them
¯_(ツ)_/¯
theyve made the folder with the proper .mapname and put it in there yes?
(missionname can be whatever . mapname)?
so MyMission.Altis for example
Under documents\arma 3 (- other profiles if used)\profilename\mpmissions (or missions)
.
If you want to work on a mission with someone, best way to divide work is do seperate things and then merge, or one person works and then the other continues on the same thing
So this is more about best practice vs how to accomplish... but I'm working on a ravage map with nests similar to Days Gone... what would be the best way to determine where to randomly spawn the nests?
I'd like to randomly spawn them without it feeling too obvious... no real idea how to identify good spawn locations short of manually doing it
That could be rough on a map like cherno redux
https://steamcommunity.com/sharedfiles/filedetails/?id=2681580822 this is my first mission on arma 3, i made it quickly since i really wanted to post something on the workshop, simple BAF CQB on kavala, ha
its coop btw
I understand #production_releases is the intended channel to promote your mission/user content creations.
So, I haven't had much success with establishing a waypoint that's activated by presence, while keeping the whole crew in the vehicle when a threat is detected (intended for ambush scenarios)
but I finally figured it out, and if anyone has the same issue let me know
Still sort of trying to come up with a good way to randomly place structures so it doesn't feel completely random. Anyone have any ideas?
@azure rain use 3den enhanced, then in editor under tools -> placement tool -> fill area
Basically youd copy paste a bunch of objects you want to place a certain way, select them and then use the tool.
What I'm trying to do is place a bunch of "nests" randomly without having to manually place markers or whatever in each map I want this behavior... I guess I'm trying to see if there's a way to identify what a good location for these nests would be
I fully accept the possibility that what I'm trying to accomplish just isn't realistic but idealy I would put down my module and it would populate the map with the nests in areas that would make since for nests to exist
like corners of rooms etc
Try something like ALiVE
In my opinion, the best setting you can find is one of your own. Might be time consuming, but you'll get the results you want the players to see.
Use the hide module to change things up around the area if you need to, but all in all an environment made by someone oppose to a RNG script will make it feel more dynamic because you'll get a feeling of how it should look; opposed to just having them placed assorted manner to get the job done and be satisfied
Fair enough, thanks
Is there an easy way to find the classnames for modded objects and characters outside of just opening the editor?
Is there a way i can put down a radio jamming area for task force radio?
I believe crows electronic warfare mod provides a module for that
I found a script for it, now im trying to get it to work
So sorry if this isnt the right channel for his but if there a script/trigger i can place on a radio for the players to interact with and activate to set off a bunch of explosives?
The players basically mouse wheel on a radio and select a function and it sets off a series of explosives
Name your explosive object (eg place an explosive charge) "explosive1"
Place this in an trigger activation:
player addAction
[
"bang bang",
{
explosive1 setdamage 1;
}
];
Extend as necessary.
thank you very much
Place the trigger area over your radio object. You can also code the addaction on the radio object init itself, with minor modifications. See: https://community.bistudio.com/wiki/addAction
If you know, how would I put it on the radio itself because thats what i want to do
ok ty
this addAction ["Destroy Charges",{charge1 setDamage 1;}];
So using this script how would i add charge2, 3, 4, 5 etc to the list
OK. Can you identify which part of that makes the explosive go off?
(In other words, which part of that is the "script" that your action will execute?)
setDamage, but i tried putting {charge1, charge2, charge3 setDamage 1;}];
but that didnt work, im fairly new to scripting/triggers etc so im still learning how it works
Ah, I understand what you're trying to do. But the setDamage command only accepts 1 object. So if you wanted to write one line that setDamage 's 3 objects, you would have to use forEach For today, just write a separate line for each charge you want to blow up. It doesn't make any practical difference to Arma.
eg charge1 setDamage 1; charge2 setDamage 1; And so forth
okay
Sorry if I'm sounding like Mr. Garrison 😆 . I just figure this would be more interesting than simply copy+pasting some random dude's answer.
all good, honestly just trying to set off like 32 satchel charges along a bridge but I might just have one of the players go and place them in the mission while they are waiting on the enemies to start pushing it
but trying to have a "alamo" position where they fall back to it and blow the charges
heyo, Just made like 30+ units to have custom loadouts in the editor through the ace arsenal but when the units spawn they just have the default character loadout. Any idea what this is about?
mods
CFP, 3CB Factions, Alive and much more override your loadouts. Be more specific and we can help
Only one out of those that I have is 3CB
when double-clicking a unit, do you have any option on the bottom regarding the loadout? Disable randomization or something like this
btw how do you spawn them? if they are placed in editor then they will maintain their loadouts, but if you spawn them through a script with classnames then they will always use the default preset, you would have to create your own faction then
Yeah I manually place them, Ill also check for that randomization thing in a sec however they dont spawn with random equipment, they spawn with the gear of the default character.
You tried 3den?
Doesn't 3CB have a module that disables randomization?
that, but the units have an attribute for that aswell, i think someone mentioned that
the editor that im using to make the mission?
ill check these out now, thanks
Is there a way to join publicly accessible scenarios? Or would that be somewhere in quick match
This doesnt seem to affect anything when I disable unit randomization
I cant find the mentioned attribute on the character. Im using the default B_Helipilot_F
only in 3cb units attributes
I see
how would I get the custom loadout I created for each unit to actually persist when the scenario is played?
No the mod
im not sure? I know when I go into the editor the loading screen says its 3den editor
Look up the mod 3den it’s has a function which allows to set custom load out
alright, do you know if the clients must have this loadout?
sorry, mod
got the mod 3den enhanced, adds lots of new things but I dont see anything new regarding a loadout. I still have the normal right click on the unit and I can choose loadout and pick between ace arsenal and BI Virtual Arsenal but nothing new
Try using the tool category at the top of the editor and look for loadouts
can someone help me, the ai is driving me bonkers
ive got some guys in a helicopter, it takes off, drops them off, then leaves
i did it before with another heli in the same mission
but somehow the ai decides it always needs to drop off two or three guys no matter what
even if i start it in the air it will land just to drop them off, then move along
cant find anything about it and nothing ive tried works
found that, applying loadouts just doesnt seem to help either. When I export the selected units loadout config it has all the correct items though
Hmm strange it always with worked with me

So, my concept here is to make the AI as aggressive as possible.
To simply charge the position, fire, and have as little care about anything else other then killing blufor.
I have the script all done and they do just that, but in general, what methods do mission makers use for achieving the above?
Script base, editor based, etc.
Also, let's say you have 100 enemy in a group give the above task.
Would it be more better to group them all together, in small multiple groups, or lose as individuals?
I've found that while my script makes them as aggressive as I can get them, they still seem to do alot of stopping to calculate across alot of open barren ground where theres little to calculate - I'd imagine.
I also imagine 100 lose enemy groups of 1 person each would be worse for network performance compared to 100 in a single group.
@soft rover Aggressive as possible, eh? So, not necessarily with self preservation in mind?
Because, as you prolly know, there are lots of AI mods that introduce more aggressive AI (VCOM and LAMBS, for instance, which has a dedicated destroy waypoint). But they typically also have lots of functionality to take cover.
If you wanted to script AI that charges, I think you could lower the AI skill level, so that it makes less checks for cover and targets, and runs more.
You are right that making more groups requires more processing time for the server. So I'd just stick to very large ones.
++++
I have my own question though-
I have a mission design problem.
My mission has players using CAS. It's set up using the default "CAS requester" and "CAS provider" modules.
For minor realism, I opted to use uav's / drones. However, the default radio commands allow players to select both laser guided and unguided bombs. Problem is: I have not been able to get the drones to drop an unguided bomb.
When you select "unguided", the drone instead circles the target endlessly and cannot be called upon again.
Since experienced players are likely to call CAS from the map screen (unguided), there's a large chance of soft-locking the CAS functionality.
Does anyone know a way around this?
So either making drones drop unguided bombs, or disabling the player from commanding drones to do that.
Are you having issues with AI or Player randomization?
player
whats your respawn options set up?
I think I just have it set to respawn on a respawn module, Ill check in a sec if there is any unique options or anythin
Either in 'Attributes > Multiplayer' or by using a description.ext
idk how the attributes version handles it. But description.ext has some settings you can define which change the respawn / spawning system
hmm, where would I find out what to add to description.ext to affect that?
Luckily, I have a template I use that has info
currently Im pretty sure the only thing in my decription.ext is code to add the KP Player Menu
respawnOnStart = -1;
//-1 = Spawn at eden-pos incl EDEN loadout, 0 = Spawn at eden-pos, 1 = Respawn & choose respawn location
*I also know that if you have the onPlayerKilled / onPlayerRespawn scripts, spawning without respawning first will trigger the script that deletes gear, and will not load any gear as the "onPlayedKilled" hasn't been called.
**I believe there is a chance that a respawn mechanic may be ran without the above method
Thanks man, ill give this a try and see if it fixes my issue
This fixed my issue, thanks again!
Anyone know where to input cutText
depends how you want to use it
init.sqf / initplayerlocal.sqf for on join titles etc
some custom script.sqf for other things
Can someone explain the significance of addOns and addOnsAuto to me? I'm curious why in some mission files these are not the same lists. Obviously they are calling files outside of the mission.sqm itself, but why the difference between the two?
heyo its me again, I seem to be having some troubles with zues, I put the game master module with some synced modules in and put my steam ID in the owner category but once the mission is loaded up on the server I can destroy units but thats it, cant move entities or create new units
ALL ARMA 3 TERRAIN SPREADSHEET (Last update: 02.02.2023/v2.10)
https://docs.google.com/spreadsheets/d/16-srIucQjue-FM3SOb6zJ15zQq0zTdnfbyEsNKHDaYM/
This doc is a list of all (playable) Arma 3 terrains available on Steam Workshop and on 3rd party websites, with all the details needed for screenshoters and mission makers before downloading one: description, geographical location, performance, urbanization, FOBs, airfields etc.
Maps highlighted with 🟥 are obsolete, bad or/and unplayable.
Maps highlighted with 🟧 are missing a repository or any download source.
If you see the sheet is missing any map, feel free to ping me here.
Hey all, does anyone know any good scripts or light weight mods that I can use to have the player spawn a vehcile in particular jets.
I want the player to able to spawn a plane on an aircraft carrier. without the need to cover the carrier in planes
@thorny plaza You guys should hook up: https://forums.bohemia.net/forums/topic/236073-all-arma-3-terrains-compilation-list/
Can anyone help me making really simple arrest task? Something like having ''arrest'' in interaction menu --> civi ends up handcuffed on ground and task done
there are no such animations in vanilla Arma 3 afaik
I dont really need the animation of handcuffing itself. Just change the animation from standing to handcuffed on floor is good enough
Ok, i was able to do this with: this addaction ["Arrest", {(_this select 0) Switchmove "Acts_AidlPsitMstpSsurWnonDnon_loop";}];
Another question :D. how can i trigger new task when this is done?
How do you know it is done?
Im quite new to scripting and im just googling scripts 😅. After i have interracted with addaction ''arrest'' it would launch a new task after that
I was able to figure this out aswel nvm 😅
Im looking for a very woody/jugle map, anyone know of such maps
check the document in the pinned message, it lists (good) terrains 🙂
danks
thank @thorny plaza 
thx
yoooo i just made my first mission or like im working on it its so cool! i made a thing where you spawn in a helicopter and then have to fast rope into enemy grounds, and its really fun not sure how to have a mission end thing yet :/ still working on it though
So I'm making a paradrop mission, and the ai once landing are still running around with parachutes. Is there a way I can make them drop their parachutes once they land or something?
they should drop them automaticly? are you using the vanilla chutes?
then use vanilla ones
I don't think it's the parachutes.
Reserve chute perhaps (an ACE feature I believe)?
I'm porting a mission to Livonia, however it's not comming up in the editor, is Livonias map name not Livonia?
it is .Enoch
if in doubt, you can create and save an empty mission then replace the directory's content 😉
Weird Livonia is ".Enoch" and not ".Livonia"
I'll probably do that and transfer the files, it will be much easier, Thanks
Hey does anybody here have experience with mp4/OGV mission intros? I want to be able to play an MP4/OGV when a trigger is activated or just on mission start (whichever is easier) I have no idea where to start and i cant seem to find any youtube videos only a few very old posts that I don't really understand, would anyone be able to guide me through it?
Yeah, issue is like ive got no idea where to even begin
What kind of scripts do i need, do i need multiple etc
https://community.bistudio.com/wiki/BIS_fnc_playVideo keep experimenting until it works, most "old" tutorials, even ones for Arma 2 may still work
Yeah i found that as well, do i only need that one line of code in an sqf?
you won't know if you don't try it out
you can use any of the example commands in the debug menu providing you adjusted it with your values
yeah ill test around but if anyone has experience with this i would appreciate a little help just so im not so lost lmao
just make sure you properly encoded the video to ogv or it won't work
I have an issue with a mission in which i want to have big canyons in a desert. to do that i took rocks from vanilla arma and used the setObjectScale script building rock compositions is too CPU consuming and lags the mission. In editor and during testing all seems to work, but when the mission is on the server all objects are reset to their normal scale.
Any idea how to fix it?
are they simple objects?
Does anyone have any Idea how they got this animation on this screen in Frankie's newest video? The following link is the time code for what im talking about https://youtu.be/Wd1tUXjy5TY?t=238
There are a few other segments in that video that show animations on screens as well.
Would love to know that as well actually!
Yeah, I saw that and lost my mind, it looks so cool and would love to use it in missions
Yeah, im trying to figure out playing ogv files as mission intros so would love to know how this works as well
Yeah everything I've googled just shows how to display images on those types of screens and how to use ogv's as intros, but nothing on how to do that type of thing in his video
Oh? Do you have a video tutorial for how to use ogvs as intros?
because all i could find is little pieces of information on forums
Its really just a quick google, there are tons of em out there
- FFS 33 seconds advertisement so I can watch a 2 second video clip f'ing youtube
- Yes you can play videos as a texture on a billboard or ingame screen.
You set a special texture name on the screen (forgot what the name is), and then you just play the video (look inside BIS_fnc_playVideo for how to script that
setObjectTexture sets texture, or you can do it right in Eden.
The texture name starts like #(
Ok, and how would one loop said video? Cause in Frankie's vid it looks like it just continuously loops
I think the playVideo function tells you the name, i can't look at it now
You can't loop afaik.
But you can just restart the video every few seconds via script
Gotcha, appreciate it
I think that might be the problem, but I haven't found any settings where I could turn that off.
You can remove the reserve chute with removeBackpackGlobal after landing.
Is someone able to help look at a mission i have made.
Its a Stalingrad inspired mission with mods.
For some reason, when i test it in MP, the player takes no damage.
I have tried:
player allowDamage true;
in the init.sqf
the initplayerlocal.sqf
and even the initServer.sqf with no change?
We have a mission template that works well that we load off, i fear there mite be an error somewhere and i dont know how to find it
What mods
ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057
CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997
CUP Terrains - Core Steam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184
CUP Terrains - CWA Steam http://steamcommunity.com/sharedfiles/filedetails/?id=853743366
CUP Terrains - Maps Steam http://steamcommunity.com/sharedfiles/filedetails/?id=583544987
DUI - Squad Radar Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
Enhanced Movement Steam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405
Faces of War Steam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622
IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283
Immersion Cigs Steam http://steamcommunity.com/sharedfiles/filedetails/?id=753946944
Pecher Steam http://steamcommunity.com/sharedfiles/filedetails/?id=708597484
Task Force Arrowhead Radio (BETA!!!) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=894678801
@ace
@CBA_A3
@CUP Terrains - Core
@CUP Terrains - CWA
@CUP Terrains - Maps
@DUI - Squad Radar
@Enhanced Movement
@Faces of War
@IFA3_AIO_LITE
@Immersion Cigs
@Pecher Steam
@Task Force Arrowhead Radio (BETA!!!)
- i can send you the PBO if you think you can help
its something to do with the mission.sqm
i have deleted everything from the mission except whats required to spawn in, plus some enemy ai
still no damage
but with a new mission and a few ai they cause damage
so its something to do with the mission.sqm but i dont know what or how to solve it
you need faces of war and ifa3 compat @dark bear
ah ok ty will try now
wilco
i had that mod installed initailly, i removed it thinking it may have been the cause
@exotic wadi do you have the links for ace Compats? Im struggling to find them
ok ty, ill try these
the werid part is when i open our mission template and test it, the damage is on and working
@exotic wadi you fixed it! Thanks
Is it possible to make missions together with someone… like 2 people on the same server in Zeus and then save it for later?
Hello. I'm a bit new to the eden editor but for a week I was attempting at making a mission that combines Webknight's newest avionics mod, NR6 HAL, and MGI modules. It was a pretty bad idea and a lesson learned to make this mission in Stratis because of it's size for air combat. My idea was for a massive combined arms (dogfight focused) mission. Would the Take on Helicopter's Seattle be suitable? because it is pretty damn huge. I could even do a World in Conflict setting as a throwback to that neat RTS game. The map even has some water so I could try placing the Nimitz carrier as well. Maybe the use of RHS US vs RU units can play out good with NR6 HAL too. Or CUP? I'll try experimenting but would like to hear suggestions from experienced mission makers.
guess I should stick with Altis for now. Seattle is a major lagfest. 
if you dont mind desert, Kidal Mali is 60x60km iirc, and flat areas for custom airfields.
I havent touched webknights avionics or NR6, so can't say much to that.
CUP offers quantity, with quality in certain areas
RHS offers quality, but as you guessed, compared to CUP, is limited in quantity. Though with 3cb factions you can expand your options a bit.
So fun thing.... I am making a mission for this saturday and every time I load onto the server there are a few map builds that spawn in when they shouldn't. They are only the ones where there is a vehicle inside the area that the building is placed. (See images)
nvm
cant send images here
Yes, for some reason, the Hide Terrain Objects module does not work properly in MP.
Try hiding each object individually with an Edit Terrain Object module.
The dome at the tower doesn't work with that
I found that manually moving the vehicles inside of the zone as a driver works and it doesnt explode
also for some reason the pictures that work in the hosted servers and in the singleplayer testing in 3den dont work on a dedicated server
Thanks for the suggestions. I'll check that map and RHS out. I guess I could use my current Stratis markup for a SP heli cas mission since the A3 carrier wouldn't let me have AI jets land properly.
hey anyone have any idea why my zues modules work fine locally but when I throw the mission into the server zues can only edit some things, keeps getting told you cant move entities or spawn/place etc
Front ones are synced to slots the back ones have Steam ID's put in the owner box
oh, I cant send the image
Im trying to get players to spawn people on the position I marked them but they die and respawn
Does anyone know if its possible to create custom mike force maps for sogpf?
According to the SOGPF license "Re-uploads or modifications of our mod content are not permitted at this stage." So you would have to create the Mike Force itself from the scratch. No reusing their code, unless you manage to make some kind of a deal with the devs
aww boring
Yeah well, they don't want to be blamed for your mod not working and Mike Force is still beta, kinda understandable
I guess so, so I cant modify settings either?
Depends on what settings I guess, if you host one you could properly adjust something that is in mission parameters.
Rimmy and his Cadians have a 32player version of MF (or even bigger) but it was done on a request
If I were you I'd simply ask @mild coral about what exactly you can or can't do
Not me, you can post in sogpf discord in the mike force modification channel and see what’s possible. We try to accommodate variations but only to an extent while it’s in beta
Any mission idea kinda running out of ideas
Intense ambushes left and right
an intense pounding, then ease pounding, then intense again
i just use songs for inspiration
Done that
Mmm
Search up starset and listen to their songs, maybe a creative idea will pop up
or specifically their lyrics
This is an example: And all of the horses
And all of the men
Won't put it back in place
Or bury it where it had been
When all of the forces
Have been overrun
You'll whisper, serpent tongue
What you fear you have become
A group is gonna go after another group. Oh no, the first group betrays everyone and attacks them all. When hope is gone, reinforces comes
hot damn, do i love trying to script even some basic movement for ai and watchnig them sit there and do absolutely nothing
heli transport, four groups inside, two fire teams, a two-man team of an officer/general character, and two pilots in their own group, tell the pilots "move here" followed by "land here", and give each group a "get out" wayponit at the landing, followed by a move order
simple right?
nope, far too complicated, the pilots freeze and don't move, or if they do move, they go land in the water killing everyone
is there something i'm missing here?
i just want them to land long enoguh to let everyone out
i'd be happy with them just landing and staying there
instead of a "land" waypoint use a transport unload waypoint exactly where you want the pilots to land
and to ensure even more accuracy, where you exactly want them to land place an invisible helipad
stil la no go, attached to a helipad too
for some reason they just hover where i spawned them and refuse to travel
did you script this or just add waypoints in Eden?
no they usually work fine
try removing the get out waypoints of the groups inside
just boil the whole thing down to the AI in the helicopter being told to move somewhere and disembark troops
describe what's happening when you play the scenario
they were moving beofre the first few tiemsi tried, problem was they wouldn't land long enough for the groups to get out
transport unload makes the vehicle stop on the waypoint and unload all the groups it's carrying before going to the next waypoint
i have thre helis, but have reduced it to one until i get them working
they are offshore about 1 klick out, groups are as mentioned above
i start the mission,and they hover there, donig nothing
are you giving the helis time to get moving
i remote control and fly a bit, they stay there and hover, i move them, they hover, but go higher
editing in eden, testing via zeus
maybe remote control is breaking something? if they're 1000m offshore I'd give them time to get going since there's usually a period where the AI are just issuing the order of where to move
how long have you tried waiting anyhow
no, remote control isn't the problem
i give them minutes of time while i inspect their waypoints
they jsut hover and do nothing, i tried the remote control once or twice to see if it would trigger the ai, but it does nothing
do they start on the ground or in the air
in the air
try on the ground?
that defeats the purpose of havign them fly in
try putting down a platform for them to take off of
i don't see how this changes anything
what helicopter are you using?
i had the pilots grouped, and the pilot had a higher rank, but i even had them at equal rank and it worked briefly
were pilots grouped between helicopters or was it 1 group for the pilots of 1 helicopter
one two-man group, per helicopter
might want to check that the pilots and not copilots are the group leader
I'm not too sure if that'll change anything
i did
i made sure the main pilot was group leader and copilot lesser rank
but i had them same rank when i started and they were at least moving then
I don't think rank matters just the status of being group leader or not
and what helicopter is being used here
something vanilla?
one sec
it's rhs
Mi-8MTV3
i'd show a screenshot of the group layouts and where markers are, it's really super basic setup
aight
can't post images here though
Yes you can. Post imgur link or such
i can upload to imgur
what about changing the get out waypoints to just move waypoints
with transport unload the idea is you don't need get out waypoints
and infantry trying to complete a disembark order on a helicopter while it's in the air can do weird things to the helicopter's ai
like force it to land or go random places
at this point i've tried so many combinations
getting the damn thigns just to even start moving is the newest of my problems
the passengers themselves may be screwing with the pathing of the helicopters is my thinking
but then again I've also been spitting out random stuff I think I'd try in that situation
i don't know why but even when i do get them moving, by deleting the copilot while in zeus, they all gravitate towards this one spot on the island where they can't land, and jsut crash into each other
despite move orders being spaced far apart
they just ignore them
ok
sounds like the AI passengers are screwing with the helicopters
someone is trying to disembark from the helicopter which I think is causing the pilot ai to path towards the nearest spot they can touch down
from their starting point in the ocean nearest landing spot might be the same place
ok, but i set the pilot rank as high as possible, noone in the helo is equal or higher
shouldn't matter
any AI that try to disembark from an aircraft will force the pilot AI to land
i really wish the ai wasn't so "free-thinking"
as in, a waypoint should be their top priority
supersceding all other thoughts
it is what it is ig
group leader is also seperate from rank I believe
the most surefire way to make sure a unit is group leader is to right click on it in Eden and in transform click on make group leader
I also think that by deleting the copilot you might be sending the AI into their emergency routine
when the main pilot is killed the copilot or next up in control can take control but they don't do anything besides land the helicopter safely and get out
hmm
the rank vs group leader thign seems to have made a change
i jsut did it to each pilot to be sure they were group leader
they are at least moving at mission start now
let's see if they still like Crash Hill
cool
now they jsut hover there and THEN don't move
so they get to where they're supposed to land and just don't land?
no
they go to the same random spot every time, a spot i've never had a move marker near
where is it on the island
in a clearing or something
map devs seem to be able to place down propositioned helicopter landing sites so that when helicopter AI need to land they don't land at the waypoint, they take the nearest available premade landing spot and land there instead
not evena clearing
a very steep side of a hill
my only guess
it's the closest point of land to where they are
ok now I'm more sure the passenger groups are messing with it
change the get out waypoints back to move waypoints
in eden
that or even delete the passenger groups in zeus, the helicopters should still land and hopefully without passengers they'll follow their own waypoints
over my time using eden in Arma I've run into the same issue a few times where no matter what you do some passengers just really don't want to stay in a helicopter on mission start
it realyl shouldn't take hours to get something as basic as "land and get out"
it is what it is
i'm a patient man, but dear god
why has noone just lobotmized the ai and make them do exaclty as told with little deviation
you can do that with scripts
scripts that the server likes to skip or ignore
something like this disableAI; in the init of each soldier
bwiki has better documentation on it
it took me hours to find out what waypoints were necessary and which were superfluous in the land and disembark process
apparently the only necessary waypoint is the vehicle's transport unload waypoint everything else either is dealt with after the transport unload wp is completed or harms its completion
at bare minimum you should be able to
- take a helicopter and put an infantry group inside it
- give the helicopter a transport unload waypoint
- watch it fly to the waypoint, land nearby and kick off the infantry
I'm very late to the party, but... are they landing?
i've managed toget the mto function
i made every passenger the same rank, and that seemed to help
i also had a group of an officer and squad leader, set their rank to the same, but they insist on getting out first and force the pilots to ignore move orders
so i just removed them entirely and put them waiting on the ground
Hmm. I had no such trouble with separste groups, transport unload wp and invis helipads
i had to kick out anyone of rank, because they wanted to be let off early for some reason
Actually got zhe ai to properly air assault a player force just before chrostmas
then proceeded to wander aroudn on foot ignoring move orders
turn off the ai when those units are in transit
if they are feeling threatened etc underway, pilots may want to throw them out.
lots of different useful values
that is also extremely useful if you want to place ai as stationary sentries and lookouts etc
or say place a sniper on top of a smokestack and keep him there
also useful if you place say some sandbags etc, you can use that to set the unit to prone, face a particular direction and never deviate from that until he dies
i appreciate the idea, and i've used it plenty, but it means i'd have to script the enabling of their ai, since i want them to be able to get out when they arrive
i generally avoid scripting as much as posible because i've seen the dedicated server just straight up ignore, fail, or refuse to actually do what i script
An issue with locality, most likely.
What you asked was executed. On a specific machine, where it took no effect.
Hi, I was looking into unit spawning for a mission (patrols for players to run into on an undefined path). I was trying to stresstest different methods (copypasting to 288 group limit) and discovered that using "show / hide" module still shoves off a solid 20-30 frames with no unit "showed" in. Are there methods to spawn in groups, without zeus, that cost absolutely no performance if untriggered?
Will creategroup have any effect on performance if I have a gazillion of these on the map, untriggered?
Well... they do not exist until the command is called.
Just mind your locality.
I'd pair it with a NOT logical operator and isServer
Or even isDedicated if that is what you'll be running it on.
I think in SP the player machine is returned as server, but it will not be returned as a dedicated server.
There's also a max number of groups allowed.
(288 in A3)
(Per side)
hmph I was sure it's a global limit
it was 63 per side in OFP 😬
Anyway I can limited UAV access?
Basically want a JTAC to only have access to some UAVs not all.
Limit amount of UAV terminals.
That limits access overall, which isnt what I want
Sorry, I had a moment and misunderstood the question.
at least that's what it says in-game, I tested around May
you could create the uav locally so only the certain player would see and use it
I mean I saw that solution on BI Forums so I guess it would work, don't mark my words on this
Thanks man that helped a lot!
If the other uavs don't need to be accessed by other players, you can have them be connected to someone else.
Need everyone to see it, (in the air).
The others (Armed ones) need to be accessed elsewhere ideally.
Only wanting the unarmed / ISR ones to be access by JTAC
disableUAVConnectability perhaps, or use different side ai/terminals.
Does anyone know how to remove stamina from characters from my mission i am maeking
yes, see https://community.bistudio.com/wiki/enableStamina 🙂
theUnit enableStamina false;
Am I able to put down assets in a mission from the Contact DLC without people having to have the DLC to join the mission?
This is what happens when I check channels as I go... 😄
and please don't crosspost
Yeah, pretty please 😄
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions statics are okay, only when used they give a pop up
Cheers. Just needed to use some of the Alien tendrils. Can't remember what they're called because I just woke up and I'm about to go back to sleep
How do I make my AI troops unload from their helicopters, when the helos are using unitcapture for their flight paths?
probably a scam ^
Place down a "Transport Unload" waypoint at the point they land... Or put down a trigger that makes them eject the moment the chopper is inside the trigger, if it's a more of a touch and go landing.
I'm new to mission making, I am trying to make a survival game mode. Whenever I or another player dies, we keep what is in our inventory, I've checked 3den enhanced and it says save loadout isnt checked, any one got ideas why this is happening?
Hey, do you know if you can increase the volume of an audio file played in a .bikb? Everything works fine but the sound played is too low...
class Sentences
{
class Brief_Line_0
{
text = "hello world";
speech[] = {"\talk\brief\Brief_Line_0.ogg"};
class Arguments {};
actor = "Haworth";
};
class Arguments {};
class Special {};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university};
no
you can increase the file's sound itself
is it possible to add a mission to an existing campaign (that is a mod) as a separate modification? either only a mission or a chapter with X missions
Does anyone know of a mod that contains heavy steel doors or gates? Working on a mission in a tunnel system and would like to have heavy doors to separate sections of tunnels
@wild storm do you have a problem?
Hey I'm trying to add a single player mission to our units addon (just an arsenal without our gear so the guys can p[lay dress up in their own time)
Been trying to follow the wiki but with no success, I assume I just have something/s in the wrong place?
This is what I have currently, in the missions folder is the mission folder arsenal_nzf.Altis copied from my single player missions folder.
https://imgur.com/a/oNTgycR
Addon folder structure seems wrong to me.
Should be: e:\Arma Local Addons(backslash here, doesn't show up 😂 )@NZF_test\addons\nzf_test\config.cpp
Name your class MyAddonClass class nzf_test and move all files outside addons, inside of it, including missions.
I didn't think referencing my local e: would work once it's packaged and uploaded?
you're not referencing, it's the structure in order to build properly.
your files are out of place
addon builder won't know where to find them 😛
But when I build the addon I point it to the @NZF_test folder and that all gets PBO's, so then when it's on someone elses machine won't the config.cpp still be trying to find the mission in E: ?
nah
do you have files inside those pbos?
it's on your drive folders they are out of place
need to move them
that's all
So at the moment my mod structure is @NZF_test > addons > pbo's is that not right?
no, there's no pbo's
you need this -> @NZF_test\addons\nzf_test\config.cpp
and feed this -> @NZF_test\addons\nzf_test to addon builder
plus e:\etc...
in config.cpp rename class MyAddonClass class nzf_test
when I say pbo's I mean our units mod pbo's
thats on your arma mods folder, we're talking master folder where you're building the pbo
its not building properly
Ok let me go work on this, thanks for your help
np
I have a problem that I feel like has to have a simple answer but I just can't figure this out. So I have 2 helicopters using unitCapture to come in and land at an LZ to drop 2 squads of troops. I can't use something like the 'transport unload' waypoint because it breaks the unitCapture for the helos flying away smoothly... I need the 2 AI squads to disembark from the helo when they reach the LZ, so I figured... use a trigger right? BUT WHAT DO I USE AS A SCRIPT to tell them to GFTO!!!?! I have tried everything I have seen online I can find with my google-fu, and the closest I have gotten is getting one guy to hop out, and get right back in.... how can I, with a trigger and script get the WHOLE squad to get out and walk to a waypoint?
I am doing all of this for a cinematic/mission I'm putting together and I'm a bit of a newb, but I am dedicated!! please help me if you think you can help me solve this issue. I'm willing to hop into a VC and screenshare if necessary! DM me if I do not respond right away because I have been trying since yesterday to figure this out...
!issuewarning 147925479230275584 crosspost spam. please refrain from posting the same question more than one topic.
Done.
Right soooooo, I’m making missions for me and my buddies to play on and I noticed that when I place a building down, and add all the decorations/props/ai etc nobody but me can exit the building. Is this a common problem with a somewhat easy fix?
are you doing that in eden or on fly through zeus? and do you and your buds have the same mods?
Editor, and we do have the same mods, even switched how they loaded up.
Any chance anyone would know of a rank progression mod or script? I want to add a rank system where if you level up you unlock better gear and get the ability to recruit an extra ai solder to accompany you and scale it up. I noticed TRGM2 did this but I can't figure out how!
hey is this the right place to ask for missions makers for a help ? 😄
so yea i am intressted to learn on how to make a mission its for friday fun ops that we have in our unit section i am lookin for a mission maker who could give me some tips on how to make awesome missions
yup, that's the place!
so boys, I need assistance I have 2 Zeus in game (A&B) I have PASSIVE resources being spoon fed to each at a rate of .05 BUT I want to make a capturable resource that's not initially owned by (A&B) but when captured by (AorB) would allow for say a .05 increase to the corresponding Zeus.
Hi there, I’ve made a mission with a secondary objective to destroy a radio tower. I’d like to set it up so if the tower is destroyed, a trigger calling in a mi8 ferrying troops won’t activate
I spent a decent amount of time testing last night but couldn’t get a solution with the nearestbuilding function, perhaps because I couldn’t correctly classify the type of object the transmission tower was
I also tried naming the building as a variable, and used “!alive” or just “alive” with no results. Really scratching my head on this one… thanks!
Not sure but maybe you can place another Manage Resources module, sync it to both Curator modules and also sync it to a trigger that determines if the objective has been captured. Otherwise I would go for a scripted solution
is it an editor placed tower?
I want to attack a base, then have reinforcements arrive a minute after I start firing
how 2?
trigger > yourSide detected by enemySide > time 60 60 60 > synchronise to reinforcements' intermediate waypoint
thanks, and a way to send further reinforcements if around 80% of the reinforcements are killed?
and if those new reinforcements are killed…etc?
I think i'll stick to 2 waves for now, but yeah
and 80% not 100% because I don't want to spend an hour looking for that one dude cowering behind cover
I would use scripting in that case
That's what I thought, but I have no idea how
isn't there a dead check trigger? I could just manually put them on only 80% of the reinforcements
count the units, then check how many survivors regularly
"dead finding" trigger doesn't exist
also using ace, so the units being down but not dead might add a complication
I think scripting is necessary here
Also I have no idea how to apply this
where do I type that stuff in?
yes then
also, not when spotted, but when I start firing
you could disable unconsciousness for AI, will make scripting a bit easier without breaking any immersion or anything you want to achieve
then add yourself a "Fired" (or "FiredMan") Event Handler through scripting
alright
I think I'll just add another timer for further reinforcements, because if you're having that much trouble with a guy then you'd probably call for backup
Why won't the sky car go
I put a move waypoint on a helicopter
it doesn't move to the waypoint
¯_(ツ)_/¯
wait it's because they're not getting in
how 2 i make them get into the car
(how 2 = how to, not how do)
use a get in waypoint
(I know, i've been saying "how 2 i x" for a while now sarcastically)
I think i did
Wait is it not vehicle get in?
no
vehicle in vehicle
WHY IS HE NOT GETTING IN
I click on the dude
add a getin waypoint and place it on the helicopter
and they just stand there
scripting where
waypoint? object? trigger?
How would I make AI move when you start firing
yes
in that case it should be possible to give the tower a name and check for
alive var_tower
How can I edit or limit the loudout of artillery so people can only use specific shells like laser guided or smokes and nothing else
I'm running a MP mission and have intel on available that functions off a diary record module that is synced to every playable unit, but they only receive it the intel if they are present on mission init so anyone that run late or god forbid has to relog they are SOL. how can I fix this?
with this command: https://community.bistudio.com/wiki/removeMagazinesTurret
How do I make a dead check system?
I want to base a trigger off of how many units are alive in a squad
What I'm actually trying to do: Send additional reinforcements if you kill off around 80% of the first wave
for that you need to know how many units there were initially. how are you spawning the wave?
They're sitting in a corner waiting to skip a hold waypoint
not the reinforcements, but the ones in the trigger
the ones that you want to check if their strength is below 20%
okay. add this to the init of the group:
if (isServer) then {
MESALON_fightingGroup = this;
MESALON_groupStrength = count units this;
};
``` then add this condition to a trigger (trigger has to be server only):
```sqf
{alive _x} count units MESALONG_fightingGroup <= 0.2 * MESALON_groupStrength
``` this trigger will be activated when 80% of the group is killed
What group?
nvm
Why isServer? Just wondering @slender maple
clients don't need to know those variables since they will not control the group's behaviour. also due to locality. if a client joins that field gets executed and overwrites the initial value with the amount of units currently in the group. but I am not 100% sure in that regard as I try to avoid init fields as they are hard to debug and a PITA for locality
@slender maple your thing works great, but there's an issue
i use ace, so the unit could be just knocked unconscious
is there a check I can use for this?
oof i have not scripted with ace. but if there is a check you can add it to the count condition
{alive _x && !(_x getVariable ["ACE_isUnconscious", false])} count units MESALONG_fightingGroup <= 0.2 * MESALON_groupStrength
You're a lifesaver, thanks for the help :)
Hi! question:
Is it possible to make enemy SAM sites ignore drones while allowing them to still attack players in aircraft?
probably have to set the vehicle as setCaptive true
does that still allow the drone to be used by the UAV operators?
yes, but no hostile will attack it
Hi!
Has anyone got some ideas for some missions I can make?
I don't have long anymore and I don't waste the rest of my time sitting here thinking. ._.
Me!
Agents I spawn in via script are disappearing when the player gets too far away... I would expect them to no longer be drawn once getting too far but when I enter back into range, they do not respawn
Is there anyway to address/correct this behavior?
I'm actually not sure what is happening
To further that with some testing... units placed in the editor do not despawn... I can watch them despawn via zeus
Might be an issue with Ravage the more I mess with it
Thanks!
How do I edit a unit's group?
double click the group icon above the leaders head
Cool, and how do I delete a massive amount of groups?
like 288 massive
without manually doing it for every single one
I can't spawn more units because it breaks the group limit
in 3den?
yep
you should be able to filter the list in the left panel
hmm or maybe via command (WARNING: THIS WILL DELETE ALL GROUPS, but you can CTRL-Z to revert it):
collect3denHistory {delete3denEntities (all3denEntities select 1)};
Where's the console in eden?
Don't see it
New, Open, Save, Publish, ?
the key on the keyboard
uuh i think the biki is wrong, thats the keybind for cba
oh right
You mean the ~`?
^ is shift+6
oh yeah, that was for the german keyboard
Frig it, let's go with the classics, foot patrol from roughly 1km NNW of Syrta (there's a nice LZ there) down the road towards Oreokastro. There's a cache and a hidden insurgent in or around the windmills.
would greatly appreciate help
is the intel unlocked during the mission or available from the start?
available from the start
hmm that's weird
if you are okay with a scripted solution you could use the initPlayerLocal.sqf
thank you ill look in to it
So, I’m making a mission that’s a part of a larger campaign. I’m used to primarily zeusing as I’m more “hands on”, though for this one particular mission I want it to run on scripts and triggers.
Now my question is, with triggers, how do I preview: effects (sound, voice, environment , SFX, etc) without having to set them and keep playing in editor. It’s a pain in the ass as there’s hundreds lmao.
(@ me if ya got an answer)
There is a play button next to a lot of them that should give you what you desire.
Strangely enough, I’ve never really seen that in my Eden. I’ll play around with it later on today to see if it’s there.
Hmm. Maybe it's an 3Den Enhanced feature. Can strongly recommend.
In that case, mea culpa.
Shaaaaaame 🔔
...do I have to walk naked?
*places a pillow on his lap*
I use 3den enhanced by default because easy. Still nothing, I’m going to readjust my interface size. Maybe it’s being cut out…Or maybe I’m just blind. 
Rather odd, I must say.
heyo, found an old video about making a trigger activate when a building is destroyed however I cant seem to get Static Object as activation, is that no longer possible?
https://www.youtube.com/watch?v=A6DNX0LLmhI
Hello, how can I add a logo for my mod instead of the puzzle piece? 🧩