#arma3_editor

1 messages Β· Page 63 of 1

mental zodiac
#

Oh no

plain gale
#

It can never be a unit

#

The attribute is only available for objects without simulation.

plain gale
#

There is no reliable way to make it work, there is always something that's going to break it

mental zodiac
#

This one

plain gale
#

Yes

#

But I am not going to replace objects placed in the editor with simple objects

#

Because the next reports I get is: "Why are actions not working"

#

Why is that not working.

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and why the heck is this not working

mental zodiac
plain gale
#

I'd put it into the tooltip, but people refuse to read them Β―_(ツ)_/Β―

keen jolt
#

well just apply it locally once meowsweats

#

in server init

#

no need for any remoteExec

plain gale
#

I did that before, didn't work

keen jolt
#

yeah but hopefully that workaround I posted works πŸ˜…

#

right now even that doesn't work thonk
scale had to be applied using a var

plain gale
#

It probably does, but not for ENH

mental zodiac
plain gale
#

Any minute

mental zodiac
mental zodiac
mighty island
#

Hello, is there any way to make a video with pictures doing smth like slideshow while music is playing in the background for the players when spawning? I know for the way with the text typing on the screen a little after they spawn, but can there be a black screen and then a few photos switching with the music on?

wintry wadi
#

will try that, appreciate it!

prisma oyster
#

(or awful triggers)

acoustic yew
#

Does anyone happen to know where ace intel pick-up (notepad, document, etc.) custom text strings are stored? I ran an old mission and all the intel documents were blank. I only ask because it didn't seem to be transferred with file > save as in eden. I can absolutely dig up the old file or make a test file to figure this out later but can anyone confirm off the top of their head if it's stored as a property in mission.sqm or why this may have happened? Original file was binarized and a de-binarized copy was created and ran.

keen jolt
#

my guess is that an ACE/Arma update broke it

#

if it's stored as a property in mission.sqm
I doubt it

dim kindle
#

how would i set a vehicle to start with a certain door open?

#

specifically I'd like the huron to start the mission with its rear door lowered but cant figure out what i need to do

keen jolt
#

on the left list find UserActions and expand it

#

then find the user action for opening the cargo door (look at the list to the right for an action name that matches "Open Cargo Door" or something like that)

#

the action code (statement) most likely has something like animate or animateSource

#

so just get the animation/source name and use it the way the action did

dim kindle
#

awesome

#

worked a charm

#

thanks @keen jolt

grim grove
#

How do i activate a trigger using a different trigger, e.g trigger1 fires it then fires trigger2?

acoustic yew
grim grove
unique drift
#

Hey guys quick question, how does one give a vehicle a moving map marker? Hard to explain, I've seen groups have it set in their operations that helicopters for example have a marker attached to their vehicle which updates each second or so on the map, I'd like to replicate this function for my own milsim group, thanks!

acoustic yew
#
private _marker = createMarker ["vehicleMarker_0",[0,0,0]];
_marker setMarkerType "b_air";
_marker setMarkerText "Hotel 1-1";
_marker setMarkerColor "colorBLUFOR";
[_vehicle, _marker] spawn {
    params ["_vehicle","_marker"];
    while {alive _vehicle} do {
        _marker setMarkerPos (getPosASL _vehicle);
        sleep 2;
    };
    deleteMarker _marker;
};
#

something like this

#

run only on server

#

you can define _vehicle as your asset and change the marker type to whatever CfgMarkers classname you want

#

added color and text

#

you can customize markers however you want

#

if this is something you're doing consistently I would suggest adding it to your functions library so you can easily run a function to do this automatically

unique drift
#

thank you for the response! trying to figure out how to use this, i'm assuming this goes into the players (the pilot) init, correct?

acoustic yew
#

no

#

_vehicle is a placeholder for vehicle variable

#
if !isServer exitWith {};
private _vehicle = this;
private _marker = createMarker [format ["vehicleMarker_%1", _vehicle],[0,0,0]];
_marker setMarkerType "b_air";
_marker setMarkerText "Hotel 1-1";
_marker setMarkerColor "colorBLUFOR";
[_vehicle, _marker] spawn {
    params ["_vehicle","_marker"];
    while {alive _vehicle} do {
        _marker setMarkerPos (getPosASL _vehicle);
        sleep 2;
    };
    deleteMarker _marker;
};
acoustic yew
#

BIS_fnc_netId was just a quick and dirty way to generate a unique marker id, there's less resource-intensive ways to go about it but if this works then I don't think it'll make a real difference

#

actually I take that back I'll just use the stringified object

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edited ^

#

works for me does it work for you?

unique drift
#

It works perfectly, thank you very much! (My discord just froze and crashed lol)

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I've been looking for this for a week now, very much appreciated!

acoustic yew
#

yw

#

feel free to take it on over to #arma3_scripting if you want to make it more dynamic

unique drift
#

I think what you gave me is perfect actually, All we needed was a way to give air/ground vics a marker lol, the ability to change the callsign is an added bonus!

stone sphinx
#

having an issue where backpacks are deleting items, or fully disappearing in my mission file. I'm using a modpack that has IFA3, CSA, and FOW. SOLVED FOW had a module that screwed with storage.

sterile torrent
#

Hey, I have a question regarding Zeus, When I use a prebuilt mission using zeus like altis master zeus the players have a circle on them that allows me to give them AI to command, however when I try to make a mission in EDEN with zeus, the players just do not have this circle that allows me to add AI for them to command,

stone sphinx
#

are you just trying to add the ai to the player in eden?

#

@sterile torrent

sterile torrent
#

No, when i launch the mission I make in eden as ZEUS I want to give them AI to command, but i cant

stone sphinx
#

oh, it's probably because you can't see their icon. hop into a vc

sterile torrent
#

Yes thats what I mean

grim grove
#

How do i put a break inbetween lines of code e.g for my trigger i have ```sqf

Command sideChat "Example";
sleep 5;
Command sideChat "Second Example";

However i get an error message and both lines appear at once.
small patrol
grim grove
small patrol
#

As I said spawn is enough

prisma oyster
keen jolt
grim grove
#

Ahh okay, after a little research I also found this ```sqf
call {[
["Command","Example",0],
["Player","Example 2",5]
] spawn BIS_fnc_EXP_camp_playSubtitles;}

prisma oyster
grim grove
prisma oyster
topaz glen
#

is there a way to see all the textures that are available for use in something like a computer screens like the Rugged Large Screen ?

grim grove
grim grove
#

This video provides an excellent example of what I think your trying to do

topaz glen
#

thankyou

topaz glen
#

why does the respawn module kill every player at start of the mission?

prisma oyster
#

it depends on its settings
one mode is to allow everyone to pick their loadout on startup (ApexProtocol-like)

limber coral
#

Hey Yo
I uploaded a new server with a mission I created using the same mods on a previous working server I was using - I am able to troubleshoot most of the problem but now i'm stuck on a loop(That can be seen by the system logs) when trying to enter a slot in the server. help ?

simple patrol
#

Hey everyone, is their a way to make spawns or triggers random, so say you 3 trigger zones and you want the enemy group to go to one of them but random how can you do that

plucky briar
#

I have no idea how to use or add scripts at all. Trying to make a trigger zone so if the player is within the zone and activates a radio, all of their ai squad will respawn back in that zone UNDER the players command as they were before, dead or not with full original load out. Is there a way to do this or is scripting needed?

#

Does anyone have suggestions or may be able to help me learn where to use the scripts and how to check them?

acoustic yew
#

Trying to make a trigger zone so if the player is within the zone and activates a radio
what part of this requires a trigger?

plucky briar
#

So the player can decide to go solo or use the radio alpha feature if they decide to bring a squad with them

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Trigger would allow that radio alpha to be repeatable and used as the player desires, but not outside the safe zone

acoustic yew
#

this is only at mission start?

plucky briar
#

Any time the player dies or even returns to the safe zone and just wants to set back up

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I just like the radio alpha feature for its simplicity and repeatable without issues

acoustic yew
#

can it be a scroll menu action instead

plucky briar
#

That's exactly what I'm looking for

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Radio alpha comes up on scroll menu when it's set up on the trigger

acoustic yew
#

are you referring to the custom radio menu or the scroll action menu

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the one in the middle of the screen or the corner

plucky briar
#

Actually, I'm not sure. I just scroll and it comes up under custom

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Corner

acoustic yew
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can it be a scroll wheel action in the middle of the screen instead

plucky briar
#

Yeah that'd be fine

acoustic yew
#

does the ai squad have custom loadouts or just the ones that come with the unit classes

plucky briar
#

I'm also using eden so it's making a lot of things easier but still can't find a way to do this

#

Custom

acoustic yew
#

so I'm thinking the approach here is to introduce two scripts in your mission folder

plucky briar
#

Okay, that's the part I have no clue on how to do. Can this be done in the editor or does it have to be added through a note process and inserted through the files?

acoustic yew
#

one called onPlayerRespawn.sqf which the game will automatically run when the player respawns, and one called respawnTeam.sqf which will be referenced by the other script

plucky briar
#

Ok

acoustic yew
#

there is a command called addAction you can put in onPlayerRespawn to give the player the scroll menu option

#

with that the game can check a condition (i.e. if player is in a given area) and execute a script (the other file)

plucky briar
#

Okay. So how does it know the area that it should be looking in? I mean, I have no idea how to do anything script related at all. I need full barney style πŸ˜‚

acoustic yew
#

you input arguments to tell it what to do

#

I'll show you an example in a second

#

that link gives you the description of what the command does, the syntax (how you write the command for the game to understand what you want), and examples of implementations underneath

plucky briar
#

Okay. Thank you for all the help btw

acoustic yew
#

yw

#
params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];
if !(isNull _oldUnit) then {
    removeAllActions _oldUnit;
};

private _condition = toString {
    player inAreaArray myTrigger;
};
private _actionID = _newUnit addAction ["Respawn Team","respawnTeam.sqf", nil, 1.5, true, true, _condition];
bear_actionID = _actionID;
``` @plucky briar this will show the "Respawn Team" action in the scroll menu if the player is in the area of `myTrigger`
#

with this method the trigger only serves as an area reference, it has no other purpose

#

when the action is used it will execute the code in the file called respawnTeam.sqf

#

The variable set at the bottom is only for later reference if you want the action removed after it's used, it doesnt have to be there otherwise

#
//respawnTeam.sqf

// supply array in format [
//     [unit classname, unit loadout]
// ]
private _group = group player;
{ deleteVehicle _x } forEach units _group; //delete all existing team


// supply array in format [
//     [unit classname, unit loadout from getUnitLoadout]
// ]
if (isNil "bear_groupArray") then {
  bear_groupArray = parseSimpleArray loadfile "groupArray.txt";
};
{
    _x params ["_classname","_loadout"];
    private _unit = _group createUnit [_classname, getPosATL player, [], 5, "NONE"];
    _unit setUnitLoadout _loadout;
} forEach bear_groupArray;

//player removeAction bear_actionID;
#

this would be your other script file, or some variation of it

#

assuming I got this right on the first go-around

#

actually make a third file and call it groupArray.txt

#

optimization can come after if you stick with me here. loadFile should only be used once so that can go elsewhere

#

the next step would be to put ```sqf
private _groupArray = [];
{
private _unit = _x;
private _unitArr = [typeOf _unit, getUnitLoadout _unit];
_groupArray pushBack _unitArr;
} forEach (units player - [player]);

copyToClipboard _groupArray;

#

i swear there's a method to my madness

plucky briar
#

lmao okay. im still editing now and going crazy as i fix one issue, and 3 more arrise

#

now this is an mpmission, will this all work for both players?

plucky briar
#

also, how do i save all these files? does sqf go into the mission file?

acoustic yew
#

yes, so long as both groups have the same team loadouts

plucky briar
#

okay

acoustic yew
#

yeah next to the mission.sqm

plucky briar
#

so the first bit you gave me, hows that work

#

is that a txt file?

acoustic yew
#

the first one you make a file called onPlayerRespawn.sqf

plucky briar
#

okay

acoustic yew
#

all the code inside it will automatically execute when a player spawns/respawns in MP (unless configured otherwise)

#

and that script references respawnTeam.sqf which is the second code block

plucky briar
#

got that one, thank you

acoustic yew
#

the third code block is what you put into the debug console to get your unit loadout data to go in the txt

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so 3 files in total

plucky briar
#

what text does it go in

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or will it create it

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if it creates it, what do i name it?

acoustic yew
#

the debug script copies data to your clipboard

plucky briar
#

ok

acoustic yew
#

that you put in a txt file called groupArray.txt

#

which goes in the same place

plucky briar
#

aweomse. Thank you so much

acoustic yew
#

yw

#

i havent tested this stuff so lmk if it doesnt work

plucky briar
#

the debug, thats just once im out of editor and testing it in sp i can use that extended debug? or do i use the debug after clicking on the group marker once they are placed while still in editor?

acoustic yew
#

the script that goes into debug just copies your current group's classnames and loadouts

#

so you only do that again if you change something

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otherwise just save it in the txt file and the script will do the rest

plucky briar
#

awesome, thank you

acoustic yew
#

if I wrote it correctly you should get a big chunk of text in your clipboard

#

it's only going in a separate txt file because it would make the other script hard to read if you pasted it directly into the script

plucky briar
#

ok

acoustic yew
#
if (isNil "bear_groupArray") then {
  bear_groupArray = parseSimpleArray loadfile "groupArray.txt";
};
``` basically this checks if you already have that data stored in memory for the mission and if not to load it out of the txt file and store it
#
{
    _x params ["_classname","_loadout"];
    private _unit = _group createUnit [_classname, getPosATL player, [], 5, "NONE"];
    _unit setUnitLoadout _loadout;
} forEach bear_groupArray;
``` and this takes that data and uses it to spawn your group
#

do make sure you don't have file extensions hidden when you're naming these files so there isn't a hidden .txt at the end of every file

#

it's a windows explorer setting

plucky briar
#

always have that on to make sure. also, its not copying. keep getting an error

acoustic yew
#

put str before _groupArray

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copyToClipboard str _groupArray;

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I forgot to make it a string before copying it

#

@plucky briar

plucky briar
#

i got no error this time

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but nothing copied to clipboard

acoustic yew
#

continued in dm ^

grim grove
#

When using ```sqf
this flyInHeight 30;

#

so the flight is alot smoother as the ai pilot jolts back and fourth.

prisma oyster
#

no

#

you can perhaps use flyInHeightASL

vague mica
#

is there any known solution for that Hide Terrain Objects Module not always working? some players have objects removed, some not

#

ok nvmd, "Operate Locally" was not ticked and it deletes only 10 objects, I'll try this first

lean shadow
deep sail
#

Is there anything that will block shots but is invisible?

keen jolt
keen jolt
#

and what do you mean by compositions spawned through config?

lean shadow
grim grove
#

how do I go about checking if a players group has entered a vehicle, this will be used to complete a task?

keen jolt
robust tundra
#

would anyone know if kat is required for adding airway managment or if its doable with just ace

grim grove
#

I have created an array which is supposed to delete the vehicle and crew but only the vehicle is deleted and the crew just fly through the air to there death am i missing something here? ```sqf
{deleteVehicle _x} ForEach [ambientJet1,ambientJet2];

acoustic yew
acoustic yew
#

Assuming ambientjet is an object

grim grove
#

I have got it working but it requires copy and pasting the same line multiple times.

{deleteVehicle _x} foreach (crew ambientjet1); deleteVehicle ambientjet1;
acoustic yew
#

you can add
deleteVehicle driver _x;
at the start of the forEach loop

#

and keep it cleaner

grim grove
#

I don't fully understand what you mean? Do you mean like this?

{deleteVehicle _x} ForEach {deleteVehicle driver_x [ambientJet1,ambientJet2]};
acoustic yew
#

no

#

a foreach loop can contain multiple commands separated by a semicolon ;

#

{
deleteVehicle driver _x;
deleteVehicle _x;
} forEach [ambientJet1,ambientJet2];

#

forgive the formatting I don't know how to make code blocks on ios

grim grove
#
{
  deleteVehicle driver _x;
  deleteVehicle _x;
} forEach [ambientJet1,ambientJet2];
acoustic yew
#

Yeah

grim grove
#

If i was to use this for any other object can i put anything in between the {} and it will apply to them all?

acoustic yew
#

a forEach loop basically goes down the list in your array and runs the code while replacing _x with whatever element it's working on

#

when it's done executing the code it will move to the next element on the list

umbral wind
#

Hello, I have a problem and IΒ΄m not sure where to ask. I placed some AI units on the map and want to let them respawn at their placed position after they die. Not only once, but as long as the scenario goes

grim grove
acoustic yew
#

driver just returns the pilot

#

you can either nest a forEach loop inside the other one or append crews to the end of the array of vehicles

grim grove
acoustic yew
#

alternatively

{ deleteVehicle _x } forEach ([ambientJet1,ambientJet2] + crew ambientJet1 + crew ambientJet2);
#

I like the first one better, easier to adjust it

grim grove
#

In the first one what does "private" mean/stand for?

acoustic yew
#

that's just habit for defining variables locally

#

not strictly necessary in this case

prisma oyster
grim grove
grim grove
spice ridge
#

how do you make AI aircraft fly in formation (player on ground)

dim kindle
#

How do I make INDFOR (Greenfor - in this case the AAF) hostile to BLUFOR on a trigger?

acoustic yew
#

tick the server-only box and put that in the on-activation field

#

you might have to do it both ways for it to work like the editor setting, unsure

independent setFriend [west, 0];
west setFriend [independent, 0];
dim kindle
acoustic yew
dim kindle
#

Yes

dim kindle
acoustic yew
#

I don't know why that would be the case, the same thing is being applied to both sides

dim kindle
#

I'll try applying the second line of code on a separate trigger that triggers at the same time

acoustic yew
#

are you sure blufor aren't just failing to spot their targets

#

depending on their location

dim kindle
acoustic yew
#

is the group's behavior set to careless or do not engage

dim kindle
#

Nope

#

Can confirm, the second trigger has fixed the issue

#

The AI are being a little dumb about it but they're now opening fire

kind tusk
#

So i wanted to make a nice little outpost but idk how to make soilders just have a pose or something like when i see ai
Hands on hips

#

Or just sitting around

dim kindle
glossy ledge
#

Ayo, idk if yall do Operation Trebuchet here but I'm having an issue with the spartans. Issue is that for some reason I can't set them to invincible, tried everything I could think of. Any help appreciated.

acoustic yew
#

If those don't work then a mod is overriding with its own damage handling

glossy ledge
vestal perch
#

Are you using other damage related mods?

#

Like Ace

dim kindle
#

Heyo, got a question again

Looking to detonate explosives using a trigger.

I assume this would have something to do with setDamage, but idk how to use it or code it in. Could someone give me an example of setting the damage of an object to 0 on a trigger?

fading goblet
#

in short: give the object a name (eg. blowmeup) and in the trigger you run blowmeup setDamage 1
There are some tutorials on YT explaining it more in depth

dim kindle
#

I'd think it would be something likesatchelCharge setDamage 0; to reduce the satchels health to 0 and make it explode? Or would it be satchelCharge setDamage 1;

dim kindle
grim grove
#

Is there a way to hide a aircraft from hostile radars?

prisma oyster
#
setDamage
grim grove
prisma oyster
#

*boom*
a dead aircraft is not radar-spotted πŸ˜„

#

joke aside, it would be a config thing
maaaybe something with camouflage trait but I wouldn't bet on it

#

yeah no, I take that setUnitTrait "camouflageCoef" only applies to units, not vehicles.

grim grove
#

ahh okay, thanks anyway.

safe swift
grim grove
dim kindle
#

I know that's already been suggested via vehicle sensor - I mean disable simulation on the whole object

grim grove
dim kindle
#

Because that will just straight up turn the entire object off.

#

There's probably a way to do it on a trigger but idk

grim grove
#

Another thing, how do i make ai wait until i have completed my waypoint before moving?

wintry wadi
grim grove
wintry wadi
grim grove
dim kindle
#

Can I design and publish an entire mission in 3den without needing to mess with the filesystem?

small patrol
#

filesystem?

dim kindle
# small patrol filesystem?

Opening files in explorer, etc..

I’m a little confused about the stuff that can be set up in 3DEN and the stuff I need to open in text editors, for example

small patrol
#

You can of course

dim kindle
#

how would I write scripts?

small patrol
#

In Init directly?

dim kindle
small patrol
#

Not sure what separate means here but SQF files are preferred because easy to write, easy to debug

dim kindle
small patrol
#

That's it

dim kindle
#

Ah ok

dim kindle
small patrol
#

SQF: newer syntax, always preferred in Arma 3
SQS: legacy syntax

grim grove
#

I was wondering is there a way to show the units name instead of a number when using groupChat? ```sqf
unit1 groupChat "Example";

dim kindle
#

Usually it uses their identity I think? Not sure.

grim grove
#

it just says 1

#

or there equivalent number no names

vagrant garnet
#

Hi can I have some basic help with editor

keen jolt
vagrant garnet
#

I can’t post pictures so it’s going to be hard to explain

#

Can I pm you?

acoustic yew
pseudo flare
#

anyone able to assist me in taking a mission file and putting it onto host havoc? im having a ton of issues.

#

@keen jolt

#

@acoustic yew

acoustic yew
#

Please do not tag me

vagrant garnet
#

Basically I want my enemy ai to enter a building and try kill me but I heard that is quite impossible

neon rock
#

Not sure if this is editor related, anyone know about any SAS-Looking gas masks that fit on the CBRN Suit?

small patrol
vagrant garnet
#

How would I do that

#

I want to make some really cool missions for single player

small patrol
#

Place a waypoint inside a building?

vagrant garnet
#

I tried that but it kept going outside the building maybe I need to zoom it in more, I I way point the squad in the building will they all enter and seek and destroy?

small patrol
#

It is possible. Note where the WP is

vagrant garnet
#

Oh I see so basically anywhere that’s attached to the building

#

Is they a way I can make ally heli hover around and just lay down fire

dim kindle
#

Anyone know to how make an operation / mission? I'm very new

small patrol
#

Use Editor

dim kindle
#

I know, but what do I do

#

Like do I just spawn in random people?

small patrol
#

Whatever you want. If you place an unit and play, it already is a mission

dim kindle
#

mmm

#

I see

small patrol
#

AKA your question is too vague

dim kindle
#

I have a buddy who plays arma daily, he said it takes hours to make a mission

dim kindle
small patrol
#

Depends. It could take minutes to make a mission, or years

dim kindle
#

Years!?

#

Holy shit are they making a government!?

small patrol
#

Chill. It could

dim kindle
#

Yea

#

mm, welp

#

Alright

#

How can I make a spawn point?

#

NVM i'll look it up

acoustic yew
#

You can plop down playable units and enemies and call it a mission, but uh some people are obsessive about details and those people can spend weeks on a single mission

#

couldn't be me

#

and then the players just walk past the scripted event you spent hours making just in case they ran into it

#

pain

snow bear
#

If I disable the Loop, i can see the preview correctly, but when I get it game, nothing will happen

distant merlin
#

Please tell me how to remove a building or other object on the Stratis map?

fallow thunder
#

Place it down over an object and it hides it

distant merlin
fallow thunder
mental crow
#

hello

#

i forgot how to make a task for HVT

#

i say !alive HVT and i sycned it with the tasks but it won't complete after i kill him

small patrol
#

Make sure you named him HVT

mental crow
#

i did

small patrol
#

Check every steps once again

mental crow
#

WHY CANT' YOU POST SCREENSHOT HERE

#

wtf is the point!

small patrol
mental crow
#

verfiy stil cant post imega

mental crow
#

i can't use google while arma is open...

small patrol
#

You can Alt+Tab anytime

mental crow
#

what am i missing i don't know what i did wrong

#

i have 8 gig ram for pc

small patrol
#

This image tells nothing actually. You need to elaborate more

mental crow
#

........................

#

what am i missing i said !alive HVT in the trigger next to task complete

#

yet it doesn't show

small patrol
#

Are you sure that your player character has the task?

mental crow
#

what?

small patrol
#

It shouldn't show the task's completation notification you don't see

mental crow
#

create task is on all players

small patrol
#

Did you checked the trigger itself worked fine?

#

Using hint or systemChat or some command to do debug

#

This tells why. You should to put it into Condition not On Activation

mental crow
#

oh..

#

uh how do you put captives on there kneels?

#

they always up right when captive

small patrol
#

I don't think Arma 3 has such animation

dim kindle
vagrant garnet
#

Guys is they anyway I can get my friendly helicopter to attack a certain position then get and enemy helicopter to come in and destroy my friendly helicopter and then proceed to attack my friendly ai on the ground

uneven marsh
#

how do i make a ai pilot land a helicopter without getting out of it

grim grove
#

Land waypoint

grim grove
uneven marsh
#

alr, thanks

dim kindle
#

bro, i'm struggling so how on how to make a functional convoy

#

anything I can do?

acoustic yew
#

Have you tried grouping the drivers and setting them to form column

#

you can also force a speed limit now

#

I think the command is setcruisecontrol or something

grim grove
#

if you have eden enhanced then it is one of the attributes

#

special states > speed limit

prisma oyster
dim kindle
#

My real problem is the AI will go ham when set to anything but careless

#

Is there a way to force the drivers to not enter combat mode but let gunners react to targets

#

(for convoyS)

grim grove
#

or that ^

dim kindle
#

I just want the drivers to ignore enemies

keen jolt
#

so disable the driver's autocombat

#

and set him as the group leader and effective commander

grim grove
#

Hello guys, currently using the eden enhanced establishing shot tool however I want a task to appear when the player skips past this, how do i check when it is over or the player skipped?

acoustic yew
#

I think BIS_missionStarted is an affected variable?

grim grove
grim grove
acoustic yew
#

no, i mean I believe it's a variable that changes in the function

#

look at the code

grim grove
#

Okay bare with me

grim grove
acoustic yew
#

let me know if it works, I'm thinking of using that function for my mission

autumn shale
#

Does anybody have problems using Arrow Keys in the editor fields?

For example, in the Variable or INIT field on the Attributes window of any object...
Up and Down arrow keys work just fine, but Left and Right do not.
The weird thing is, when i start the mission and pres Esc to go into the little "console" field - all arrow keys work in there just fine.

I have no idea why is this happening. I do not use any special equipment, i have a very standard old school keyboard, that always worked reliably since the day i was born and some old sage placed it in my crib.

grim grove
acoustic yew
#

I can't look at it right now but I'll tag you if i find it later

grim grove
keen jolt
autumn shale
dim kindle
#

how would i lock a vehicle to a specific side?

acoustic yew
#

you can add a getIn handler to check the side of the unit

#

I don't think you can lock a vehicle for a specific unit

dim kindle
#

How do I get the animations of a unit to play in the editor? ive seen videos of builders having the anims play in the editor itself

keen jolt
#

they typically do it using a mod, POLPOX's Artwork Supporter

dim kindle
dim kindle
#

How do I make it so the AI respawn?

#

Like in the Vanilla "Escape from Altis" scenario, for example

vague moat
#

Hi

#

How do I make artillery attack a certain area when the reds hit the trigger?

distant merlin
acoustic yew
#

wdym

#

you can check the mission sqm for the author's tag if you mean how it's used in the mission

acoustic yew
#

go to save the mission and uncheck it to generate a plaintext mission.sqm

#

then you can see the dependencies and the classnames present in the mission

keen jolt
#

Sometimes nothing

#

You can just remove the mod from the sqm like nothing happened meowsweats

acoustic yew
#

I believe if you save over the mission without the mod it'll remove the assets but don't quote me on that

distant merlin
acoustic yew
#

when you save the mission in the editor what it's doing is generating a mission.sqm file which tells the game what's in the mission

#

when you save the file it will save as plaintext if you uncheck the binarize box. You can then open and edit it. The checkbox says "binarize the scenario file" or something like that

#

sorry got distracted writing that

vague moat
#

How do I know the name of the ammunition that the artillery shoots to record in the script?

acoustic yew
#

that will give you the classname of the projectile if that's what you're looking for, if you mean the magazine or ammo swap _projectile with _ammo or _magazine

#

it copies the classname to your clipboard when you fire the arty, taking out any guesswork

#

oh nevermind that was a crosspost 🀦

#

the nerve

#

only post in one channel it's rude (and against the rules) to post the same question in multiple channels

distant merlin
acoustic yew
#

scroll down to addons[]

distant merlin
acoustic yew
#

then ignore it and load the mission i guess

#

it wont pop up on that list unless it's a named dependency in the sqm though

#

that doesnt mean assets are actually used

distant merlin
acoustic yew
#

If it's not in there I suspect you already removed the dependency in the process of saving into a non-binarized sqm

dawn topaz
#

i made a mission, published on steam, stuck it on my server, but its showing player count as 0, all are playable ?

prisma oyster
dawn topaz
#

Ahhh. I`ll take a lok πŸ™‚
That worked, Thank you

dim kindle
#

how would i make a radio prop locally play some music that can be heard within a certain distance?

#

the distance doesnt have to be specific. i just mean when people go near it

tough crane
#

So, I want to place down a helmet, right. It's from a mod by 556Moe. The pilot suite one.. I'm trying to get the "JHMCS / MBU-23/P" helmet. Though I can't seem to get it in the editor. Only in the loadout section. How can I, if I do have permission, get the helmet as a separate entity to place down.

#

Just let me know when anyone has an answer, go ahead and ping me..

small patrol
tough crane
#

WeaponHolder... I was using SimpleObjectPlacer. Wow I'm an idiot.

small patrol
#

Ey what?

tough crane
#

I was using the simple object placer, putting in the classname.

small patrol
#

What is your intention after all?

tough crane
#

Just to make a scene more detailed. I do not intend on using it without giving credit.

small patrol
#

Credit doesn't matter, is it for a mission or just a screenshot thing?

tough crane
#

Screenshots. I'm trying to make it look as if the pilot took off his helmet and placed it on a desk.

small patrol
#

Hm

#

Simple Object Placer is not perfect to place things than vehicles. weaponHolder is a better choice

tough crane
#

Alright.. I'll see if I can find that, and try that-

#

As you can tell I'm not that good in the realm of like- Coding and whatever... Anything related to that, and whatever... So, sorry if I'm being a bother.

tough crane
#

Well. I improvised. Lol..

grim grove
#

When using setTaskState in a .sqf file I keep getting an error and I'm not sure why
The variable is intelTask
In the .sqf I have intelTask setTaskState "Succeeded"; However this doesn't work...?

keen jolt
grim grove
#

BIS_fnc_taskSetState?

keen jolt
grim grove
# keen jolt https://community.bistudio.com/wiki/Arma_3:_Task_Framework

Edit: 1st task activates as normal, it waits 5 seconds and fires the hint but not the task assigned am I doing something wrong?

[] spawn {
    ["briefTask_1","SUCCEEDED"] call BIS_fnc_taskSetState;
sleep 5;
    hint "task2 active";
    ["intelTask_2","ASSIGNED"] call BIS_fnc_taskSetState;
}

However the hint fires in the corner?

keen jolt
#

the function you used doesn't assign the task

grim grove
# keen jolt

I assumed the setTaskState would apply to all of them, I will give it a read now thank you.#

keen jolt
#

maybe it does blobdoggoshruggoogly

#

what did you expect to see there?

#

I don't think assigning a task shows a notification thonk

grim grove
keen jolt
#

so did that function work?

sacred briar
#

Is there a way to disable collisions in static objects? I'm using Flat rocks to create a cave system, they all have simulation disabled and can't be made into simple objects. The setup in game is fine, but when I load in, they all explode out and become frozen in new positions, closing off the caves and base.
In editor: https://cdn.discordapp.com/attachments/783324536656363541/999815977623625738/20220722001052_1.jpg
In game: https://cdn.discordapp.com/attachments/783324536656363541/999815977162248262/20220722000916_1.jpg

keen jolt
#

rocks don't collide with each other

grim grove
keen jolt
#

or in general all static objects just don't collide with each other

sacred briar
#

I'm not too sure what would be causing this then?

keen jolt
#

are you testing in MP?

sacred briar
#

SP

keen jolt
#

have you resized the rocks or something?

sacred briar
#

Nope, all default

grim grove
# keen jolt so did that function work?

The first and second method worked I thought I had changed who the task applies to but I hadn't, sorry for wasting you time. meowfacepalm meowfacepalm They also both posted with notifications. Thank you

keen jolt
sacred briar
#

I'll try loading it without it πŸ™‚

keen jolt
#

it might give you dependency errors thonk

sacred briar
#

I might have to force load it, but 3den doesn't create a dependency, it just shows a warning that any features that you change without it will undo the things that 3den has done (because its not loaded)

#

Its the same case sadly :/

#

I might try asking on bi.studio, someone may have had a similar issue or something. I'm going to try loading it vanilla quickly though, too

keen jolt
sacred briar
#

Oh really? Damn

keen jolt
#

anyway, it looks like one (or more) of your rocks has rotated?

#

or has it just changed position entirely?

sacred briar
#

Thats the case for pretty much all of them aha

keen jolt
#

there's no script or something messing with them right?

sacred briar
#

Nope, but something interesting just happened

#

I saved it as a composition before I quit my game, loaded it, and now in the editor it looks the same way, glitched

keen jolt
#

oh so it's a composition

#

you should've said that first

sacred briar
#

Sorry πŸ˜…

keen jolt
#

well compositions need vertical alignment stuff disabled
but it looks like you've already done that

#

but either way what you see in editor should be the same as what you see in the game

#

if it's ok in the editor -> ok in game, and vice versa

sacred briar
#

Its weird isnt it lol, I'm going to try going through it vanilla, reopening a cave system, then loading that in my modded game and see if it works

#

If so, i gotta go back over everything πŸ˜„

grim grove
#

Could someone* help me to understand how the intel works when you pick up a document and how to change what is displayed... or a wiki page that explains it, haven't found one so far.

timid lake
#

Please can someone help me out? I've been pulling my hair out trying to figure this out and it's probably extremely obvious. For some reason when a player is a passenger in an AI controlled vehicle, the player automatically has control of the vehicle as a commander and the AI won't follow the waypoint it's been given.

#

How do I turn this off?

#

I tried to give the AI gunner, driver and commander higher ranks but that doesn't work

prisma oyster
#

For some reason when a player is a passenger in an AI controlled vehicle, the player automatically has control of the vehicle as a commander
that's not vanilla feature - if you are a passenger, you are just a passenger

you may have mods or something
or you are the driver's leader

timid lake
#

I am using Eden Enhanced, maybe that's why then. I'll have to figure out how to disable that then. Thank you, at least you helped me get one step closer to disabling that option πŸ˜…

keen jolt
prisma oyster
keen jolt
#

setEffectiveCommander

#

or maybe the vehicle does it automatically

prisma oyster
#

…yes, but not natively/vanilla

timid lake
#

I wonder if there's a way then to use disableEffectiveCommander on the player init field, or something like that

keen jolt
#

does the vehicle have AI in it at the start?

#

also is it a SP or MP scenario?

timid lake
#

Yes. The mission starts with the player team in the boat, and the AI is supposed to bring them to the waypoint to unload. But it doesn't do that because the player is in control of the boat even though he's a passenger.

#

SP scenario

#

The AI and the player team are separate teams

keen jolt
#

put this in the boat's init:

this spawn {
  _this setEffectiveCommander driver _this
}
timid lake
#

Oh my god that worked, thank you!

#

Usually I can find these things on google but this specific issue wasn't out there lol