#arma3_editor
1 messages · Page 1 of 1 (latest)
Do any of y’all have a recommendation of a tutorial on event handlers? I’ve been trying a few YouTube’s and Reddits but nothings working in mp so far and I think I’m missing something.
I’ll study it up thanks
Okay so apparently the && symbols aren't valid anymore for a trigger expression field? I'm using !alive en1 && !alive en2 && !alive en3 to trigger a message saying those people died but it's telling me there's an invalid number in the expression
Which probably refers to the & symbol
is it telling you that before or after they die
After
then it's an issue with your activation expression not your trigger condition
It's for a squad that helps the player out during the scenario. But I want the player to be aware when they all died
If there was an issue with your trigger condition then there would be a problem every half-second (or whatever interval you set), not after it's supposed to activate
When I delete the entire activation field it still says that error
how would it be the condition if the condition works?
easy to rule out if you insist it's the &&
Okay, here's the code that's in the trigger conditions "!alive BRAVO1 && !alive && BRAVO2 && !alive && BRAVO3 && !alive BRAVO4;"
Each unit is named to the bravo numbers from 1 to 4
([en1,en2,en3] findIf {alive _x}) < 0
&& !alive &&
use Occam's razor next time 😄
Hahaha thanks, jeesh I'm blind
Also the units aren't all one group are they?
They are all in one group. I tried to give the whole composition an ID and link it to the trigger but it wouldn't let me. Told me it needed an object rather than a group for the !alive line
But I'm fine with doing it unit by unit too lmao
don't do that to yourself:
units BRAVO findIf {alive _x}) < 0
there's few situations that require naming numbered variables like that
it's just 4 this time but if you ever have to write more I highly suggest using a trick like that ^
You're a godsend
See I would've never been able to figure that out without asking for help. Google seems very limited on the Eden editor, as most of it is super outdated
Alright new problem, your code needs a ; somewhere but placing it at the end is not enough apparently 
missing a ( at the start
Ah okay thanks
if you don't know findIf basically takes everything in the array (the list generated by the units command) and returns the index (how many it went through before finding one) of the unit that meets the condition (alive)
if it doesn't find one that meets the alive condition it returns -1, hence < 0
your method before tests all of the units every time and doesn't quit when it finds one that's alive
That does make sense, and much easier than my previous method too. Thank you. Learning to code in the Eden editor is kinda fun but for someone who has no experience with coding at all, it's hard lol
what people don't tend to realize (looking at you, youtube) is that it's so much easier to specify what you want the game to do if you know a bit of scripting
and IMO that's easier to learn than working around the available modules to do very specific things
Yeah, it seems like it
Would be nice if there's a huge list of scripts like this somewhere out there with short explanations what they do, so I can test them out myself. If I wanna make scenarios I wanna make them as good and enjoyable as possible and not half-assed 😂
There's probably thousands but hey, one can dream lmao
if you're serious about learning though there's categories for each command and you can test them in the debug console as much as you want
Thank you, I'll keep that in mind!
all of that stuff are pinned in the #arma3_scripting channel
Oh thank you, I didn't notice
I wanna make a single player horror mission is there any way i can make sound effects play by using triggers
if you want 3D sounds you can use say3D
if 2D (UI) sounds you can use playSound
Is there a way to add an ace interactable intel on a dead body or living AI?
What is the name of that box that opens up and the satellite dish pops out? This is driving me crazy
Search for device
Not the device the smaller one, it's got a screen and pop up dish
Oh yeah mb, it is Data Terminal
Bingo that's the one, thank you ❤️
is there a ladder object in EDEN?
Yes, search in ladder while under the objects section
hey all, i am making a Fortress, but i need flat ground aka a flat floor that both you and the ai can move around in, how do i get this?
Might need custom object
For AI movement there would need to be AI paths on the model
Another question. I need a trigger to be only available when three other triggers have been activated. For example, two separate AI squads need to be in a certain area to commence Stage 2 of an attack. Once they are in position, I only need the radio command to show up when the two other triggers have been met. How do I go about doing this?
I don't think I can link the radio activated trigger to both succeeded states of the Wait for Alpha and Wait for Bravo tasks, right?
are there any custom objects you guys recommend i can use to act as a floor that AI can move around in?
Sorry for the late reply but I will take a look at that now thank you
Im new to editor is there anyway to make a person stand still
when you double-click on a unit it'll open the properties, in there is a box where you can run code for that unit's initialization
So i just type in disableai?
No you have to input arguments like the syntax says on the page
I'll write an example
this disableAI "PATH";
ok thank you
"this" is automatically recognized as the unit in the init box and "PATH" is the feature
If you look at the syntax ^
Okay tysm for the help
yw
If you want to do something just a tad more advanced you can use the enableAI command in a trigger to allow it to move later
Unsure if this is the right place to ask, but would anyone know a mod which includes WWII Landing Craft?
Have you checked the popular ww2 mods already?
I've checked a few smaller mods but haven't checked IFA due to its size, trying to minimize the size of the mod list.
Most people who enjoy the theme probably have that mod already though, could be worth while to check it out.
There is also a ww2 Arma discord where you could ask around.
Is there an existing function (or script) that works in the same way that the Guard function works for Aircraft?
Looking to have aircraft looping an area in order to be shot down thus having the need for the area/loop to need reinforcement.
loiter?
Yes but that only works for the aircraft while its alive.. I need it to request reinforcement when the loitering aircraft has been disabled
is there a mod for the editor where theres all civilians around the map?
yeah, in the modules: ambient -> Civilian presence
thanks bro
is there any move command where u tell them to move between a and b the whole time? like patrolling?
kinda new to this
sorry 😄
i think the "Civilian presence position" module is used for that
already
hmmm
ill take a lok
look
so i set the civilian presence but no civilians here
i got the position and the spawnpoint aswell
hmm dunno it might need syncing
it worked thanks bro
one more question, for transporting units with a helicopter, my helicopter wont move the the location where he has to unload the transport, so my men will enter the helicopter but nothing happends after that
its synced
btw
u using waypoints?
yeah
dunno havent used those much but you prolly need getin WP and move WP synced
so
when i make my helicopter scenario, the ai goes in the helicopter and directly comes out of the heli again?
its so weird
ooh
my helicopter waypoint is too close to the helicopter itself?
how can i make the heli fly straight to a waypoint
atm it flys a bit off the waypoint
anyone knows how to let ur helicopter land instead of just moving to a spot and fly around there?
air vehicles complete their waypoint when they are in 500m if I am correct so when they enter the 500m zone then they proceed to there next waypoint.
place invisible helipad, this will determine where the helicopter will land.
In waypoint activation put ```sqf
this land "LAND";
'this' being the vehicle name
even with invisible helipad he keeps flying around
mods? obstacles?
is the crew simulated? sometimes they dont follow waypoints if theyre not, the vehicle will keep moving even if the crew isnt simulated, leading to some scenarios where the waypoint wont be completed
so if you have a move WP before the land, it might not complete if theyre unsimulated
Question: Why do compositions spawned through config (ex. ZECCUP https://steamcommunity.com/sharedfiles/filedetails/?l=latam&id=750186990) not keep their x and y rotation data or their z height data, but compositions spawned through custom comps off the workshop like this (https://steamcommunity.com/sharedfiles/filedetails/?id=2808699910&searchtext=) will
Both of these mods allow me to spawn compositions. ZECCUP is an actual mod with pbos that I have to load in to launcher for its comps to show. They show up in the Group(F2)->empty tab rather then the custom comp tab.
Can anyone give me some insight into this?
So how do I create my own server using the exile mod and other mods
This channel is about the Eden Editor. For server management, see #server_admins
is there any way that u can put units into a building without manually placing them one by one?
Because groups behave ALOT differently than Eden compositions.
Groups is a feature dating back to... I think even OFP editor, which was 2D map view only.
While Eden compositions are brand new and feature packed
as of Arma 2.10 which will release soon, mods can also add Compositions inside their mods.
I hope most of these types of mods will transition over to it
If or of soldiers in a trench it is possible to make them stand still and shoot the enemy without leaving it?
Actually it's better to disable path
move also prevents them from turning
Thanks for the answer 👍
is there anything i can do to automatically place some units in buildings instead of doing it manually bcs it takes alot of time to place untis all over the city..
use opfor sites modules? they populate in the area you designate
thx
do u know how to let a gunship or helicopter fire on ground units?
they dont do anything
if i set a move waypoint then they move to that location but wont fire the enemy
are the units on sides hostile towards eachother?
Are they in range?
Is the crew simulated?
Is the crew set to open fire?
Is the crew set to Aware/Combat mode?
Is their weapon type able to be used by AI to engage the type of target given?
3den enhanced mod offers many useful editor tools, among them an automatic garrison tool
Hey, im trying to get a car with a bunch of AI civilians driving around the mission AO while blasting some music on a loop
in a MP coop
what's the best way of making this happen?
i've been messing around with remoteExec'ing a while loop with say3D and sleep <song duration>
however there's some issues with the song looping again before its finished, resulting in two songs playing at the same time
#arma3_scripting is best place to ask probably, also recommended is posting the script itself
Im getting back into A3 due to SOG - is there a wiki where I can read about the different modules for the editor? Not seeing much on google
how to let men and tanks move the same speed
Unsure if this is the right place but when i make screenshots in eden, how can i make it so the soldiers are firing? Any animations or mods that would let me do that? Since i dont think i can use (rismarcks) animations in Zeus.
if you mean the SOG modules, there is
https://wiki.sogpf.com/index.php/Category:Modules
https://wiki.sogpf.com/index.php/Category:Functions
Is there anyway to see whats in/manipulate a units inventory from the editor menu like you can a crate?
right-click, change loadout
oh my god this is so much nicer than having to write the code in the init
If I have music in a trigger, how long does that take to stop? Does it play the whole track? Or just whenever you leave the trigger range?
Hi,
Does anyone know a command to put in the debug console to see the name of a door you are looking at on a building?
it plays the whole track
Hi - nope, there is no such thing - the door is part of the house
there is 
use intersect
ah, you mean the selection? now why did it skip my mind
ah! yes, I extrapolated and though of the BIS_door_1 thing
https://feedback.bistudio.com/T166368
onEachFrame {
_p1 = AGLToASL positionCameraToWorld [0,0,0];
_p2 = AGLToASL positionCameraToWorld [0,0,100];
_draw = [];
lineIntersectsSurfaces [_p1, _p2, objNull, objNull, true, 1, "GEOM", "NONE"] apply {
if (getModelInfo (_x#3)#2) then {
[_x#3, "GEOM"] intersect [ASLToAGL _p1, ASLToAGL _p2] apply {
_draw pushBack [_p1 vectorAdd (_p1 vectorFromTo _p2 vectorMultiply _x#1), _x#0];
};
};
};
{
drawIcon3D ["", [1,0,0,1], ASLToAGL (_x#0), 0.05, 0.05, 0, _x#1];
} forEach _draw;
}
@chilly cave ^
it tells you the selection name tho
it may have nothing to do with the animation name
Thanks ! It works 🙂
Can anyone help me out? Trying to make a exile survival server. Any videos you guys recommend?
someone knows how to set ai their gun on auto fire?
What do you mean by auto fire? Automatic fire mode?
No. They try to fire whenever they want to fire their weapon in full
oh ok
are you trying to get AI to spray an enemy?
oooh I see where you're going and I am not going to -suppress- you :D
yeah, dont doSuppressiveFire me :)
yes
unit doSuppressiveFire Object/[PositionASL]
you can do an array for unit aswell incase you want to have multiple AI spray at the same target
How can I get those attachable flashlights on my player characters?
which ones?
I actually dont know what theyre called, but theres a spot for them in the inventory screen and you can hold them as an ACE Item.
no idea then, check ACE's doc?
Ok
Another question. If I place an object with a certain placement radius - is there a chance it could spawn like inside a tree or something?
crap. Trying to make a mission where a tunnel spawns randomly for an SOG mission (I want the randomness so I dont know exactly where it is ya know?)
place plenty near a rock, if there is one in it you got your answer?
lookingaround for it on zues and cant find the tunnel haha
this is popping up in the top right corner of my mission - anyone know whats up with this? https://imgur.com/a/0lE69aC
it looks like an edit box
also is that top right or top left? 
crud.
is that even created by a mod, or the mission you're running?
idk, ive not changed mods in a few days and ive been making all sorts of missions and it just came up a few test runs ago.
if you can unload the mods one by one to see which one is breaking it
well did you happen to use any custom scripts?
nope! Dont even know what that is
no and no. I actually loaded into a different guy and the box didnt pop up. So its just something with that specific guy
if you clear the variable and init box and it still pops up, maybe it's modded gear in the loadout?
or something attached to the unit class
must be the gear... but all I did was change the gun and add the ammo in the arsenal
clear the loadout and see if it still happens
alright so I reset the loadout and it still came up. so not gear specific.
but I loaded into an opfor guy and it didnt come up.
so... something on the bluefor side
not even if you start as the opfor?
also do both units belong to the same mod?
yeah - all from SOG
also it just started coming up - didnt come up at all in my previous tests of the mission.
The only that I added was like a briefing and whatnot
how did you add the briefing?
Attributes -> General
then under Briefing -> BluFor
should I just use the diary modules?
maybe a mod is interfering with that
try without briefing
Hi guys, I asked in #warlords_discussion but seems appropriate here, Is there a way to change the teleport waypoint for a sector in the Eden Editor?
yea i cant figure out how to get rid of that thing. Super irritating but oh well
Whats the easiest way to just get random mortar shells landing periodically around an area without using out of editor scrips/SQFs
a module, if it exists.
why not use a script
hey guys, how would i be able to add bushes to a tanks turret
ive managed to add it to the hull
and it works fine, but the bushes dont move with the turret
im using a T-80UK btw
Is there any way I could place somewhere that it could be one multiple possible locations? Like place 4 objects for example in 4 locations, but only one would actually spawn? Is that making sense?
_myObjects = ["nameObject1","nameObject2","nameObject3","nameObject4"];
_myLocations = [[x,y,z],[x,y,z],[x,y,z],[x,y,z]];
_myObjectToSpawn = (selectRandom _myObjects) createVehicle (selectRandom _myLocations);
or place all of them in redactor and hide. And then unhide randomly selected one with a script.
Or do some placement conditions voodoo, but that would be way harder
If you only have single object which you want to spawn random position just use that hide or my opinion, just myobjectspawn add "myObjectName" createVehicle (selectRandom _myLocations)
anyone here good at making stuff in the editor ... lol i would a jail step up inside a building 👮♂️
I see the Vehicle Respawn module has a parameter called "Forced Respawn". It says it respawns the synced vehicles when the module is activated. How do I activate the module? I'm trying to add an action to an object that would force respawn the vehicle.
Sync a trigger to the module and activate the trigger.
hmm I'm trying to use addAction. I would need to create a global variable so the addAction can set it to true, and then set the trigger to activate when that variable changes. A bit too much boilerplate imo. Can't I activate the Vehicle Respawn module directly with addAction?
I think I'm just gonna make the action destroy the vehicle, so it respawns normally
any ways i can force an AI manning a static turret (a CUP searchlight turret to be exact) to move the light side to side slowly?
Perhaps with doWatch command, it does move the direction A to B really quickly so probably need to use it each frame to make it slower
any difference between that command and also "glanceAt" and "lookAt"?
Not even sure. But doWatch will do, at least
imma try all of them out, maybe ill find out
I want to clear the entire Stratis Air Base area to build a military academy, do i absolutely have to use do3DENAction "ToggleMapIDs"; and write all the Ids one by one ? There are at least 300 objects to delete ! I can't event delete them together with nearestObjects (300m for example), not all eden objects have a classname.
I would also like to know if there is a way to change the names of the cities on the map
How on my server i can make a box in which you can change equipment
see https://community.bistudio.com/wiki/BIS_fnc_arsenal
["AmmoboxInit", [ammoBox, true, { _this distance _target < 10 }]] call BIS_fnc_arsenal;
```this should do 🙂
I want to make a mission where a team has to hold out until a helicopter comes to rescue them. How can I have the helicopter wait at its Load waypoint until everyone is on board
synchronise the helicopter "load" waypoint with the group's "getin" waypoint - then you're good to go 🙂
excellent - thank you
Many thanks😀
Hmmm when I right click a waypoint, the only option is Set Waypoint Activation - does that work the same as Sync in this case?
don't you have "sync to"?
No
thank you
as long as it's dark blue, it should work!
Probably better to put here as it’s in Eden:
Hoping someone has gotten this to work and can help here. User Texture objects in Eden. Can these be scaled? Apparently, simple objects can be scaled. But when I try and make user texture objects a simple object and then setobject scale, the object just deletes itself. Any advice? Or does it just not work with that object? if (isServer) then {private _simpleObject = this call BIS_fnc_replaceWithSimpleObject;_simpleObject setObjectScale 3.1;};
Have you tried using createSimpleObject directly?
I haven't, let me try it out!
So i got
private _picture = createSimpleObject ["UserTexture10m_F", AGLToASL _pos];
_picture setObjectTexture [0, "a3\props_f_aow\civilian\gallery\data\galleryframe_02_picture_co.paa"];
_picture setObjectScale 3.1;```
What would be the best route to feed it the rotation data?
figured it out! thanks for the suggestion!
private _tank = createSimpleObject ["UserTexture10m_F", AGLToASL _pos];
_picture setObjectTexture [0, "a3\props_f_aow\civilian\gallery\data\galleryframe_02_picture_co.paa"];
[_picture, [0,-90.001,0]] call BIS_fnc_setObjectRotation;
_picture setObjectScale 3.1;```
Im tryin to make a POW mission and have my blufor guy set to "enable captive mode" but the AI still shoot at him - what am I doing wrong?
actually nvm - think I figured out whats happening. There are still grenades in his vest, hes probably throwing those maybe
nope. not whats happening.
the AI doesn't care about the equipment
setCaptive must be executed where the unit is local
Another question here. Trying to attach a lantern to an AI. The AI has patrol in the variable name. I put "this attachto patrol" in the init field of the lantern, is this not correct?
attachTo takes an array as second parameter
So how do I make this work
this attachTo [patrol, [0, 0, 1]];
success - thank you!
you're welcome! 😄
this is one helpful discord
shut up lou that's my easy karma 😄
Jeez, having all sorts of trouble on this one. So I want to have reinforcements come by truck if bluefor is detected - so I have my trigger "Skip Waypoint" "activation blufor" "detected by opfor" that is synced to a hold waypoint with the truck full of guys and then the following waypoint for that group is a seek and destroy. This is correct right? Doesnt seem to be working when I zeus drop a bluefor guy in the middle of the town. What am I missing?
instead of doing that, I suggest disabling simulation on the truck itself, giving it a variable name (for example Truck_1), and not using a hold waypoint.
Then, in the trigger On Activation field, just do
Truck_1 enableSimulationGlobal true;
unless theres a chance that the truck is encountered before the trigger is activated, i prefer this method, as far as ive experienced it saves a little on performance aswell. (with large amount of AI/trucks)
Ill try this
hmmm... light turns on but the truck does not move to the see and destroy waypoint.
could it be a pathfinding issue on the map? (the Bra on SOG)
Im looking at the truck right now with zeus, the lights turn on but it does not move
did you make sure to only disable simulation on the truck, and not the crew aswell?
Let me double check
yep! The box is unchecked for "Enable Simulation" in the truck Special States, but the crew is checked.
try a move waypoint instead of S&D
less than a click id say, just a bit of winding jungle
gonna try it without the trigger to see if this truck moves at all
yeah its not trigger related
just a few things to check and test out:
- Is the driver the group leader?
- Is the driver in a separate group from the transported troops?
- Try multiple waypoints spaced closer together
- Test with a different vehicle
- Uncheck dynamic simulation global setting in Attributes -> Performance in editor.
If none of this fixes it, then im afraid im out of suggestions
Anyone know of any non-mod requiring scripts that allow mortars to fire at the player that require a spotter thats like using binoculars? Id like it just to be random and not scripted based on if the spotter is alive and looking at you.
it is scriptable, yes
#arma3_scripting if you want help in writing it
#creators_recruiting if you want to hire (even for free) someone to write it for you
Man Lou, you are one helpful dude
tryin'!
What is the best command to manipulate the rotation attributes?
https://cdn.discordapp.com/attachments/550116844103532585/1003826509179519037/unknown.png
I've tried setVectorDir and BIS_fnc_setObjectRotation and SetDir, when I put the x and the y in, its not represented the same as in eden.
private _rot = {
vectorDir _this params ["_dX","_dY","_dZ"] ;
vectorUp _this params ["_uX","_uY","_uZ"] ;
vectorNormalized (vectorDir _this vectorCrossProduct vectorUp _this) params ["_sX","_sY","_sZ"] ;
private ["_xx","_yy","_zz"] ;
_xx = _uY atan2 _uZ ;
_yy = -asin _uX ;
_zz = _dX atan2 _sX ;
[-_xx,-_yy,_zz] apply {(_x+360) mod 360}
} ;```From my old project. This takes an object for an argument
I don't know if it does work properly, but IIRC so
im trying to follow lol
I know you can make helicopter rotors "spin" using code for still photos in the editor - is there any equivalent for car wheels?
Car wheels don't have spin textures
Can I, as Blufor, not put on civilian or opfor uniforms?
Not put on, as in, you don't want to make a BLUFOR soldier wear civ or OPFOR uniform?
my mission.sqm has ca_modules_functions (a dependency for BIS_fnc_scriptedMove function):
// below code edited for compactness
version=11;
class Mission
{
addOns[]=
{
"ca_modules_functions"
};
addOnsAuto[]=
{
"ca_modules_functions"
};
but executing this line later:
[_agent, [_targetPos]] call BIS_fnc_scriptedMove;
throws in client rpt:
Error in expression <_targetPos;
[_agent, [_targetPos]] call BIS_fnc_scriptedMove;
_agent setSpeedMo>
Error position: <BIS_fnc_scriptedMove;
_agent setSpeedMo>
Error Undefined variable in expression: bis_fnc_scriptedmove
Error in expression <_targetPos;
[_agent, [_targetPos]] call BIS_fnc_scriptedMove;
_agent setSpeedMo>
Error position: <BIS_fnc_scriptedMove;
indicating the BIS_fnc_scriptedMove function is not available.
what gives?
(please note this is arma 2 dayz mod, but apparently a lot of things are similar to a3 and there is no a2 channel anymore)
some links:
https://community.bistudio.com/wiki/BIS_fnc_scriptedMove
https://community.bistudio.com/wiki/Arma_2:_Functions_Library
So I want my players to reach a truck that has other uniforms in the cargo, I want my players to reach the truck and equip said uniforms. Im testing it out and it doesnt seem to work sadly.
Doesn't work how? It is intentional that you can't equip other faction's uniform by default
Yeah that was my question, am I not allowed to do that, and it seems the answer is yes. Is there anyway around that?
forceAddUniform command is the way
Where would I put that?
Well... it's a script command. Anywhere you want to put and execute it
but again, I just want my players to get to this van and change into the uniforms themselves.
It is not possible to change uniform using Inventory, by manually. forceAddUniform or make a Mod to unlock it are the ways
Could I make some interaction with the van thats like "removeuniform" then "forceadduniform" then just put in the classname for what to change into?
removeUniform is not necessary. forceAddUniform overwrites it
okay.
Guess Ive gotta figure out a way to make the van interactable
this was my first guess and no dice 😦 player addAction [forceAddUniform "vn_o_uniform_vc_01_03"]
gives me a missing] error
Let's take a look at BIKI...
https://community.bistudio.com/wiki/addAction
I have that open right now, but this isnt exactly light reading haha
as I already told you, just adding these lines won't work, you need to add the module from the editor.
based on what I have seen I disagree. If I do a new mission from scratch then all it does is add the 2 relevant lines to mission.sqm. and the mission.sqm is the only file in the mission too. are there any other files that the ingame editor changes, outside the mission folder?
have you placed that module in the new mission?
yes I did
where is it in the sqm?
"ca_modules_functions"
where are the position information? that's just a dependency (partial) info
so yeah, the vehicle="FunctionsManager"; thing.
again, this channel is not about manually editing sqm. so either use the info you have and accurately place it by hand in mission.sqm,
or
use the editor
so there is more relevant lines, but I just checked the actual mission I need to edit and those lines are there
then if there is already a Functions Module, there should have been the dependencies lines already
the mission seems to call dozens of BIS_fnc_ functions
not sure why this one doesn't work
then there most likely is a Functions module already
also, just placing the module is not enough, I linked something else in #arma3_scripting
you mean the waitUntil check?
yep
there was some error saying it's out of context or something
probably can't call something like that where I put that https://github.com/DayZMod/DayZ/blob/Development/SQF/dayz_code/system/zombie_agent.fsm#L511 (around that line 511)
that's back to #arma3_scripting , try spawn
will try, thanks
Hey
I'm trying to have unlimited parachutes in a vehicle, but changing the vehicle attributes object storage and adding virtual items doesn't work
For normal vehicles only the amount specified in the default listing show, and for other mods nothing shows
even though for all of them I have them set up as virtual unlimited, which automatically results in default having 1 item
virtual items only works for virtual ammoboxes
Ah
try pasting
["AmmoboxInit", [this, true]] spawn BIS_fnc_arsenal;
```in the vehicle's init
Doesn't seem to work, not seeing anything with that
you don't see an action on the vehicle?
I see the normal inventory action but nothing else
weird
I'm testing in editor single player if that matters
you should have an "Arsenal" option 🙃
Nothing shows up, the vehicle is the Nato Woodland V44 X Blackfish infantry transport
ah, doesn't work from the inside, only outside.
No I'm also outside
Hey folks not sure if this is the best place to ask. But, I am curious about making ai battles in the editor any guide on how to do that?
CBA_A3, CUP Weapons, CUP Units, CUP Vehicles, SFP: Swedish Forces Pack, Hellenic Armed Forces Mod (HAFM) - Helicopters, CUP Terrains - Core, CUP ACE3 Compatibility Addon - Vehicles, CUP ACE3 Compatibility Addon - Weapons, CUP ACE3 Compatibility Addon - Terrains, CUP Terrains - Maps 2.0, CUP Terrains - Maps, Ihantala Winter, Ihantala, Hellanmaa, Virolahti - Valtatie 7, SFP: Finnish Forces Pack, Finnish Defense Forces uniforms, LAMBS_Danger.fsm, Real Engine, Enhanced GPS, Enhanced Map Ace Version, White_Phosphor, Enhanced Movement, ACE Interaction Menu Expansion, ACE - No medical [Updated], BackpackOnChest - Redux
it would be more #arma3_scenario but it's kinda simple - place groups, give them meeting waypoints, and watch them from a hill afar with binoculars and a cocktail in hands 🍸 😎
Ie imho only relevant are ace and the interaction menu expansions
then something is interfering with that maybe perhaps. anyway that's not a solution for you.
question: will that be in MP?
Your a champ thanks my dude sorry for the ping! 😂🎉
but I said that it's not the solution
here
wat
Seems like it doesn't work on vehicles. I tried adding just a box and that ammoboxinit works on that
but doesn't work on a vehicle
in initPlayerLocal.sqf, add somewhere
myHelicopter addEventHandler ["ContainerOpened", {
params ["_container"];
if (backpackCargo _container findIf { _x == "B_Parachute" } < 0) then
{
_container addBackpackCargoGlobal ["B_Parachute", 10];
};
}];
name your helicopter myHelicopter, or replace the name in the script ofc
nope, what does it say?
[BIS_fnc_baseWeapon] Class '%ALL' not found in CfgWeapons
But the arsenal seems to work anyways
yeah remove the other thing I said, it's nooot your solution
it was a first stab
so just use this code
but shouldn't the ammobox init work on boxes normally?
it should work on everything
(but agents and simple objects ofc)
so, did the code work?
it is supposed to add 10 parachutes if there are none in the vehicle @elder lion
Yeah I saw it and it works, but it's pretty hacky lol, and does it play will if the vehicle inventory is otherwise full? Doesn't it disappear stuff if it can't otherwise fit?
it's pretty hacky
well, it's you who want unlimited parachutes hey :D
it won't "push out" anything
just that if it's full you cannot put back something you took out
otherwise add a "equip parachute" action directly?
theChopper addAction ["Equip parachute", {
if (backpack player != "") exitWith { systemChat "Remove your backpack first"; };
player addBackpack "B_Parachute";
}];
```end of story 😉
@elder lion
Yeah, but this is not only for parachutes. I'd really like to have an unlimited count of certain items in the inventory
Ie not just a parachute but also other items
ah well
then I don't know any "easy" way
@prisma oyster anycase, thanks for helping out, I'll find a solution and these helped anyways, too
Hey people, Im trying to make a mission where multiple targets can be destroyed, but only 1 needs to trigger a mission complete. How can I use the !alive tool to do this?
[target1, target2, target3] findIf { not alive _x } > -1
You are a saint
Okay, having an issue. That code you gave me goes in the condition, right? its activating as soon as I load into the mission.
I have target1, 2, and 3, set to the correct names in their variable names
I want the missions to run like this - you go, kill 1 of 3 officers, then go back to base. So I want the trigger to fire and end them mission once you A) have killed 1 of the 3 officers and B) are back at base. So I have [general1, general2, general3] findIf { not alive _x } > -1 in the condition and Activation is BluFor Present.
*beep* wrong
Damn
"blufor present" ←
Thats whats incorrect?
I guess it should be any player.
and that didnt work either.
ohhhh youre saying put that in the condition?
well yes, instead of this
I have [general1, general2, general3] findIf { not alive _x } > -1 in the condition
isn't that the case already?
I dont know
so currently my Condition is - "anyplayer present"; [general1, general2, general3] findIf { not alive _x } > -1
Ok.
create a new trigger, put just what I gave you in the condition, ????, profit
So im confused here. Sigh. So do I need multiple triggers then? One to check for the targets being alive, one to detect the presence of players?
you never mentioned players presence
well, kinda later
so, back at base
use this && -the code I gave you-
one trigger does it all
if you kill the unit, it should be dead
Not sure if this has been answered before (probably has) but I am having some issues with tasks and triggers. When I attach a task with child tasks to a trigger that sets the status to complete, it completes all the child tasks as well meaning I can't sequentially complete child tasks using triggers (example, go here, pick up intel, go here. the moment the Tigger completes go here it does so for all the child tasks too) it isn't a huge deal because I can just make them all parent tasks but it is slightly annoying.
I suppose that's probably intentional actually thinking about it now that it isn't 4am
that's how parent tasks work
if you want them to activate in order, activate them in order
if you want the not completed ones to be cancelled, cancel them before
figured as much. do you have a method for making cars look "in motion" for artwork? love your mods btw.
Adobe Photoshop blur option
Any way to show an editor placed map marker only for one faction?
you can locally delete it for others
So what Id like to do is - using the Immersive Maps addon, you can pick up enemy maps and copy them. I think it would be cool if you could look at say - a dead enemy officers map, and then see where the location of like an enemy MG emplacement is, or something like that
requires scripting.
So ideally, a marker would only show for the opfor side, then a blufor play finds the body, examines the map, and can see the location of the enemy marker.
Sigh.
I was hoping it would be as easy as placing something in the init of the marker.
Shoulda known haha
been spending a while making a large mission, everything has been going fine, all of a sudden when i move the mission file onto a dedi server all of my AI show as empty.
I have been using the show/hide module to better control when certain engagements happen. however the units are only hidden 60 seconds after mission start, meaning they are all present at launch.
now all of them show up as empty any ideas ?
Only one unit isnt affected by this as far as i can tell thats due to a typo in "doStop this;"
So Ive been giving it a shot and trying this solution here. https://www.reddit.com/r/armadev/comments/4c2fi1/hide_editor_placed_markers_for_side/d1fcrso/. I have that sidespecificmarkers SQF in my mission folder and the marker variable name is east_marker_1 but it doesnt seem to be working. Hit me with the buzzer, what am I doing wrong?
now all of them show up as empty any ideas ?
…what does that mean?
ok well ive rulled it down do the doStop this; placed in the inits of the units. I was under the assumption that would prevent movement until they are shot at,
empty as in yellow on the zues interface , like a empty tank without ai/players in
i have dm'd the image as i cant post here
yeah, because there is this code linked too
https://gist.github.com/MosesUK/ef6dcdb4c595f57ec7ba
yea, very new to me, ive always used doStop in editor placed units to prevent reforming / none combat movement, but now they are like this, very strange
so I have that coped into my init.sqf, is there anything in there that needs to be manipulated?
that didnt work either sadly
This has been a bug with doStop for a long time. You can add a delay potentially or use commandStop instead. Not sure how that effects Zeus but it might have to do with the doStop being applied before the unit is added to the interface
They will still function if they show up as objects you just won't be able to control them.
unrelated, how can I get a trigger to have 2 activations that activate maybe 10 seconds apart?
you can set trigger2 with trigger1 activation as a condition, or you can schedule code with the spawn command
Was hoping to knock it out in one trigger, is that not possible?
suppose that works just as well though
I told you how. Use the spawn command
that will let you run a script with sleep
I dont know what that means
or sleep
I just want the mission complete text to show on the screen then 5 seconds later then fade to black ending pops up.
okay, I think Ive figured it out - thank you! Now back to my previous conundrum of figuring out how to make editor placed markers only available to one side.
setMarkerAlphaLocal
alternative add the marker to the side channel
where would I put this?
you would remoteExec for the side, however I believe there's a better way now
Which is adding it to the side channel?
https://community.bistudio.com/wiki/createMarker see updated syntax for 2.02
Id like to have the marker only available to the opfor on a coop mission.
opfor would be AI
Its not for the AI. My group use the Immersive Maps mod, were you can like check the map of a dead body. So I think it would be sweet, if I could say.... kill a vietcong officer, and if I check his map, his map can show me where are all the opfors MG positions (reflected as markers on the map) are located.
Surely theres a way to do this.
ive tried a few scripts in my google searching but none of them seem to work for me.
tried this in an init.sqf, but this didnt work.
[] spawn {
while { !isDedicated } do {
waitUntil { sleep 1; alive player};
{
_arr = x splitString "";
_pre = _arr select 0;
if (_pre in ["WEST","EAST","GUER","CIV"]) then {
if (format["%1",side player] == _pre) then {
_x setMarkerAlphaLocal 1;
} else {
_x setMarkerAlphaLocal 0;
};
};
} count allMapMarkers;
};
};
no idea what any of this means, but I got it from a google search
This has nothing to do with map markers showing for opfor. You want the map marker to show for blufor after a "check map" action
See bis_fnc_holdActionAdd
No, this action comes specifically from the mod, and I dont want to add another action.
good luck I guess
Thanks, not sure why this is so difficult, youd think this would just be a tickbox in the marker menu.
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
Not sure if anyone knows but I have a slight problem with the task modules. I have a mission that's segmented into task which has been going rather well so far but I ran into a slight road bump. One of my tasks has two sub tasks Essentially Task 1 = Overall goal (find an officer), Task 2 = Search Area 1 for Intel, and Task 3 = Search Area 2 for Intel. All of the tasks work as intended but obviously my players can complete tasks 2 and 3 in any order so I can't just have a trigger that completes Task 1 once the final subtask is done because I want them to do both and they could do one before the other (I will never know which one is the final subtask essentially). Is there a call that I can use on a trigger (or some other method) to tell when both task 2 and task 3 are finished to then finish the parent task?
Please note that I have also been doing this all with ingame modules and triggers since I don't know much scripting
How do I obtain a
waitUntil { !(isnull finddisplay 46)} ;
Delay, but for the server instead of a player?
In dedicated you mean?
Yes
Dedicated doesn't have a screen therefore display 46 as well. Why you need the waitUntil in the first place?
Yeah that's what I meant, I want to execute code when the level is loaded in
Execute the code on the server
Because it seems like initServer is executed before objects are loaded
It's not
thanks for a bit more insight ill look into it
So I want to have one trigger fire, then 5 seconds later (after the first trigger) another. I have the condition set for this && trigger activated (nameoffirsttrigger) and then the min and max of the trigger set to 5. The second trigger does not fire. Whats going wrong
the second triggers type is non and activation is none as I only want it to do anything after the first trigger fire.
Delete the this
would I also delete the && then?
yes
okay, thats the only change that needs doing?
this is filled in by whatever you enter in the gui
so if you put no activation you're telling it not to activate by including this
triggerActivated is one word as well in case that's not just a typo here
it is a typo
Is there any way to just do this in one trigger to simplify my life? I want it to run this code (I tried to run the sqf thing Lou, but failed haha)
[["Patrol Complete", "Mission Complete"], 1, 1] call vn_ms_fnc_sfx_typeText;
Wait 10 seconds, then run
["end1", true, 2] call BIS_fnc_endMission;
could I do sleep 10?
Yes, if you wrap the whole thing in spawn (because suspension is not allowed in the On Activation expression of a trigger):
[] spawn {
//Do stuff ...
sleep 10;
//Do more stuff ...
};
so just put that in the trigger activation?
Yes.
cool - that would make life so much easier for me haha. Ill test it out
Didnt work. Wont even let me hit ok on the trigger.
just says "on activation:"
this is what I have in the trigger activation
[] spawn {
//[["Test Complete", "Mission Complete"], 1, 1] call vn_ms_fnc_sfx_typeText;
sleep 10;
//["end1", true, 2] call BIS_fnc_endMission;
};
wait
it did work, I see what I did wrong.
this is amazing, thank you so much - time to go update all my current missions
Hi,does someone know why when i respawn a vechicle the vechicle appers with no people in it?
god arma driving AI just makes me want to cry with frustrating.
trying to have a three truck convoy move through a map on SOG and neither truck made it more than 100 meters down the road. All stuck on rocks or trees.
its so frustrating watching them instantly go off the road and into a tree.
I had a mission where a BMP would randomly decide to drive into the water. Shouldn't be an issue because it's amphibious right? Well it would turn 180 degrees and reverse into the water so the engine gets wrecked
its maddening. Arma 4 could be a re-release of Arma 3 with just better AI and id be satisfied.
no matter what I do I cant seem to get them to get to the first waypoint without getting stuck in a tree or running into each other. Guess convoy destruction missions are off the table haha
Try setting waypoints closer and have multiple waypoints to guide AI to the OBJ, make sure every waypoint is set the ai awareness to Safe and speed is limited, you tend to have to give AI like a 100-300m to organise themselves so generally make sure they have a flat space where they can't manage to blow all their vehicles up
anyone able to help me with an eden question?
Im looking to have 4 huey fully manned fly into an area, land, unload troops and fly out of sight on map, then would like to have the guys that were dropped off move and engage enemy troops that are already in the area.
transport unload WP for the pilot and get out > move (or maybe just move) WP on the cargo
drop an invisible helipad so the pilot knows where to land
Does anyone know of any on-going projects using setTerrainHeight and making an 3DEN terraforming mod? Something I'd like to look into making but don't wanna start such a big project if its on-going elsewhere. (been away from arma recently so haven't kept up with mod news!)
look in workshop for "Deformer"
Awesome cheers!
Hey people, just a general question. I like my bases whether friendly or enemy to feel alive and immersive. What touches do you put on your bases to make them feel alive? Like items, animations, etc
@prisma oyster yesterday you mentioned the base game has some sort of retreat mechanic. Is this something that needs to be activated by the mission make or is it just in automatically?
based on the AI squad's morale value
if morale gets too low then yes it'll automatically retreat iirc
huh, thats cool. Yeah like I said 1000+ hours in Arma 3 and I dont recall ever seeing that
iirc its fairly rare, ive only ever seen it a few times and that's been when ive had a ton of enemies in the same squad and all but one or two have been wiped and they've fled
unless youre using zeus and such then chances are it's happened before and youve just not noticed it
yeah could be
i never notice it until i check in zeus either because i just see a ton of dead bodies
Hey guys, so you know how the V-44X Blackfish can load the NATO IFV inside it? I want it to fly to a drop zone and paradrop the IFV on a waypoint like you can if you're piloting it, but I need it to be an AI pilot, any ideas how I can make the AI paradrop the IFV from the Blackfish?
Use the "Vehicle Get Out" waypoint on the transporting vehicle. It will paradrop the vehicles in it on the waypoint's position if above a certain altitude.
Thanks!
This didn't work, unfortunately
Any other ideas?
There is something wrong with what you got if it didnt work, it has to work.
Are you sure you gave it to VTOL and not to vehicle inside it?
Yep it was given to the VTOL
use any waypoint, try this onActivation of waypoint (Assuming Squad leader is inside the VTOL):
(vehicle this) setVehicleCargo objNull;
Anyone know how I can make trigger1 not activatable if trigger 2 has already fired and vice versa?
Modify condition of trigger1 to include: !triggerActivated trigger2 , you can include it with && for e.x: this && !triggerActivated trigger2 (trigger2 being the variable)
This didn't work either
Where did you put it?
thanks
If it has no possibility to deactivate, you can also use in onActivation of trigger2 (disables condition evaluation of trigger1) the following: Actually nvm, just use the first one, this one may cause problem based on your trigger setup.
trigger1 enableSimulation false;
I've fixed it
Heyo, is this a good place to ask a question/get some help about a spawn composition?
I suppose, what is the issue?
Some context, I'm currently making a layer for a dedicated server we use for missions. Instead of creating our missions through Eden, we create a base mission file and all the mission building is done on an SQF. So right now I have a small pet peeve with the way we force players into the spawn point selection screen right out of the lobby.
Essentially for our spawn composition we place a spawn point and just name it DEBUG so that the spawn point screen can display at least one spawn point when there is no SQF loaded. I was wondering is anyone had a better way of doing this, or maybe if it was possible to have everyone except for the Zeus to get into the spawn selection screen after they load in without having a random spawn point placed in the mission file as a placeholder. Im not super experienced with this stuff to be honest so I don't entirely know what to expect is possible
I am not sure what is the end result you expect
I want to hide the debug respawn point from the selection screen so that players can't see it
what happens if there are none?
They bypass the spawn point selection screen and are spawned at default coordinates that are different based on the map
hmm, weird but okay
IDK much about the respawn system; the wiki may know more though
Ah its no big deal, I appreciate your time. It doesn't impact gameplay at all, just one of those things that picks at me
Do respawn tickets subtract when a player disconnects and re-slots?
how do i make it so helicoptor rotors rotate polys enhanced artwork supportor?
Sync with Fix Planes/Helis module
done then what
Preview
where is that?
Bottom Right
https://polpox.cyber-ninja.jp/articles/arma3mods/EnhancedAS/
If you wonder please refer to this
thank you
How do I make a vehicle wait on a specific waypoint and then delete the waypoint so it uses the next waypoints?
I can’t find the skip waypoint trigger type
you can skip a waypoint with a trigger
Found out. Now I’ve got another problem. Whenever I as a player then join the vehicle and give it the command to Drive to the next waypoint it won’t do that. The vehicle where no player joins executes the command.
What could be the problem here. May have to say that this is a modded vehicle so this could be the reason here
if it happens in vanilla, the mod is not the problem
QED
also I have no idea how you setup your waypoints or how you "join" stuff or whatever
heh
i have vehicles that drive to my position when im running over a trigger at some point on the map
so, ev. ok?
anyone who knows how to make ai battle so i can make 2 teams fight of ai
Put down units of blue and red teams and hit play basically.
but they just stand and do nothing tank do not drive or anything happends
then you have to give them waypoints so the have something to do
ah okay
A server I used to play on had the ability to view your gear from the briefing screen. How can I add this to my missions? Not change or pick gear - just view what you have
You can already…?
How do I set that up?
Not showing up for me in the missions Im making for my group
Not seeing anywhere in the Mission Editor to turn that setting on
press shift+enter to have the briefing preview, and I believe you can see your character's loadout by clicking on you in the "units" thing (though, I may misremember here)
Again its not showing up for me
Huh, that doesnt show up for me. That sucks.
Could it be because of some of the mods Im using or SOG related?
OH COULD MODS INTERFERE WITH THE VANILLA BEHAV— yes, it may be that indeed.
I don't know why they would hide/remove this possibility though, maybe a mission design
I am the mission designer
i have a question
so when i give a soldier diffrent ammo for a gun, for example tracker rounds
and i click play
he still has one mag withput tracer
and i need to reload to get tracer rounds
anyone know how to make that there will be no non tracer mag
I believe you can remove the magazine with this
and replace it with the magazine you want in the next line
or if you have ace loaded remove the magazine in ace arsenal
ok
The way I do it without Ace arsenal is use the regular main arsenal that you get to via the main menu.
Add an extra mag into the inventory
Then click play
Then by hand move the new mag into the gun and drop the old one
Back into arsenal and save 😄
anyone just help me with this mission im trying to make dm me for more info
how to make capture or secure
with ai
one team has to capture and the other have to defend
How do you organize units in the editor to appear in a certain order on the MP player select screen?
order of placement
so Ctrl+X Ctrl+V to place them at the bottom of the list 😉
…masochistic much?
pretty much
If you have CBA, go to Tools > Lobby Manager in the Editor.
i loaded a mission im working on with a mod adding a specific backpack. i used that backpack on a unit, saved the mission, changed my mind and removed it, saved and relaunched the game without the mod many times since. but every time i launch the mission i get "bad vehicle type invisi_small_bp" as if the mission still relies on it or something
so how do i remove all references to this mod in the mission file so it stops throwing up this error? the backpack itself doesnt feature in the mission anywhere anymore so im not sure why its giving me this error
@dim kindle debinarize the mission.sqm and find the classname in there
you can just file>save as and uncheck the binarize box
wait.. this is a thing?
Is there a walkthrough anywhere on how to change town names on a 2d map? I see that its more complicated than I would expect but I'm not sure where to start
You can't right now. In 2.10 update you should be able to
is there an expected timeframe for that release? I see its close to finished?
2-3 weeks from now
AKA late Aug
earlier if you buy Arma 3 DLCs
when you disable simulation a red symbol appears on the corner of object markers, yeah?
but what does the light blue one mean? ive somehow enabled it on one and don't know
https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation#Eden_visualization
To allow fast checking of the simulation states a brand new simulation underlay texture was added to every object icon. Color specify the simulation state - dynamic is blue, disabled is red.
maybe this?
ah. dynamic simulation, that'll be the one. cheers
worked a charm, thanks
in the editor there's an option to allow/disallow from choosing their respawn points, how would that be defined in description.ext?
I need help, I am going insane. [ I am using 3den Enhanced ] I have searched all setting an the entirety of google xD
***You used to be able to reset the object rotation by holding left shift + Mouse left-click and drag. This would reset the X and Y rotation. ***
But I can no longer do this, ever time I put down a object it's slanted, and 'toggle vertical mode' and 'toggle surface snapping' are off.
It's been a couple of weeks like this but I am going insane about this. Please help, please if anyone knows, I need to fix this 😭
if i start editing a mission now will I be able to change the town names after this update or should I just wait for the update?
If I want to use and addaction to destroy a building but want a delay for the player to exit the building, can I put a delay in the addaction parameters? If not, how do I activate a trigger with a delay by using addaction?
You can switch to the RC branch if you don't want to play online multiplayer
hey is there a tutorial anywhere for making new bodies im making a warhammer 40k mod and i need to make a different bodey for a humanoid species
Hiyo
- you need WH40k permission iirc (https://community.bistudio.com/wiki/Intellectual_Property)
- making new 3D models would be #arma3_model
- making textures would be #arma3_texture
- making new animations would be #arma3_animation
I hope you do have previous A3 modding experience beforehand
Alright so i'm back for another round of probably already answered questions!
I want to make a mission and make my players "Talk" to an NPC on the map using the scroll menu, I'm pretty sure I need to use AddAction right?
you can, or you can use the wonderful box of worms that is the Conversations system! 😄
Oh lord..would you mind pointing me towards a tutorial on that one? Is there one on the wiki? xP
sure thing!
i maded dis https://community.bistudio.com/wiki/Conversations
if you only want to have an action, the person says something and that's it, don't even dive into that, just use addAction though 😉
Okay! Can you give me possibly a like..just tiny example of an addaction i'd toss into the init? If that's not too much, of course x)
Something like just a scroll menu option for "Hello" and then the NPC says "Hello!" in sidechat?
MP or SP?
It'd be an MP scenario!
sooo anyone could talk to that person, and if one person talked to them nobody else should, I suppose?
(or just the squad leader, etc)
I think it'd work for anyone being able to
but if player1 talks, can player2 later talks as well or should that option be removed?
Hm..I suppose that option can be removed for player2!
oookido (why did I even ask, it adds so much complexity :p)
gimme 5 😉
Thank you so freaking much!
just wait until you see the awful mess I deliver
I will copy and paste it into the init with glee
who is this glee? from where do you know her??
so! I did all my work for now, let's see now 😄
try… this?
https://sqfbin.com/ukunarozanodehejobix
a pinch "ugly" because remoteExec call but for a one time I shalt allow it ^^
and post this directly into the init?
yyyup
oh wait, not exactly
it will work, but JIP will be an issue, I thought about that before but not while writing the code 😄
as of now:
- two peeps connect
- peep1 talks = peep2's action disappear (all good)
- peep3 connects = he sees the action
@twilit crow
this should be better - JIP friendly etc
https://sqfbin.com/opacelaxasogomocedun
Alright I will try it in a moment!
oh yes, typo indeed 🙂
Okay! "setVariable" is whatever I make the variable name?
so for those who want to know,
},
nil,
```(add the comma after the `}`)
and remove the `// distance` comment, as it does not work well in init fields
Hi, I was wondering how I would make a river patrol boat mission in cam lao nam?
Also what would be the best way to create a mission for me and a friend to fly a cobra around and kill VC?
Anyone any suggestions on how to fix this problem I'm having?
I've set up a helo to transport unload.
There's a invisible heli pad.
The troops have a get out waypoint.
The pilot has auto combat off.
....
It was all working fine.
Then I moved the waypoints a few inches.
And now.. they tap the ground and fly away. They won't unload.
I tired a trigger to get them to run out of fuel.
But. When they where on the ground. The troops wouldn't get out.
I'm at a loss
did you move the invisible helipad too?
also is the pad touching the ground properly?
Hmm I'll check that out
Hi how would I change a boolean variable to false
this && !Hacked
I tried this but it hasn't worked
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
theBool = !theBool
```to invert a boolean
I'm doing it in a trigger condition box, I want the player to be in there but also the bool to be false
I phrased the question badly
then what you wrote
That's weird then cause it doesn't work
your condition says "if trigger is activated & hacker is false"
Anybody know a mod where I can get a VH-60n? It's the Marine One Helicopter.
I'm working on a mini-op in my unit that involves it
Is there some way to make it so I can have players spawn on the vanilla USS Freedom?
yes, set the marker's altitude with scripting
Good day, I am new to this discord. I was wondering if there is anyone experienced in scenario creating who would be able to assist me with some basics. I have done some research on youtube and I've been playing around with it for a few hours. If anyone is able to assist me it would be highly appreciated
So urm, what do you wanted to do? Want to create a mission right?
Correct, i have set out my unit but i think i'm getting the logic wrong\
I'm trying to get the enemy team to attack my location however some units respond and other's dont
Please explain what is the exact situation
@small patrol are you able to jump into a voice channel?
[Zone 3000] Air Defense System Shooting Down Incoming Jets - C-RAM CIWS in Action - F-35 A-10
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Im trying to replicate this scenario
but with Helicopters and enemy Surface to surface missiles
And what exactly is the issue? How some units respond and some don't?
correct, particularly the helicopters and vehicle missile launchers
The jets seems to have no problem
Did you ordered them via waypoints?
i set a flag on the position and selected them all and dragged them via CTRL + left mouse button which they lock onto but still no luvk
luck
sorry shift not CTRL
I will google this
could be what im missing
i need to head off, thank you @small patrol for the assist
Loaded up zeus does anyone know how to get the create box and edit box to the side?
I got a picture aswell if you don’t get what I mean
hey
what prop has the most storage space
for putting in equipment
i can't fit all of what my unit needs in one box
maybe a truck?
https://community.bistudio.com/wiki/setMaxLoad
You can enlarge a container as bigger as you want
Still cant get these helicopters to attack 😕
Did you ordered them via Waypoints for sure?
I don't know the term a flag
apologies triggers not flag
Triggers don't do anything with AIs
oh wait i think i may have it
yes i brought up the waypoint menu and setting the target for each groups seems to make it work now
thank you
Hey,
I don't know if this is an editor's question or a script, I can move the question to the right place, so I'll ask 1. here.
Is it possible to remove/ disable the option to pick from the ground to the invertory from the object
i think: addEventHandler ["InventoryOpened",
which use case?
currently I only use !alive myObject in another whileloop.
If someone picks it up then myObject is not alive and my bomb script makes a bomb in myObject's position.
I could also maybe use killedEH, but I'm wondering if there is an ability without the EH/while loop disable option to pick up an object if the ied bomb on the object has not been defused
what is the use case?
Sorry I don't understand your question.
If you mean where I use or something.
I have laptop where is ied bomb (script) and trying disable ability to pick up object if my IED is not defused.
yes this is the use case 🙂 "what is the context to your request"
I ask that often, because sometimes people ask for a technical solution that is not adapted to their needs 😉
I believe you can disable simulation on it - the option will still appear but you won't be able to pick it up (iirc?)
that or create a simpleObject laptop, and when the IED is defused replace the laptop with a pickable one
Yeah, i will test these out.
Maybe that simple object is easiest way. Thanks alot.
Does anyone know why the Diary Module entries only show up for one player (seemingly the first player to load in) is it because he is usually the only one there when the mission starts (he is the one who usually gets the server going and thus starts the mission file)
Is it possible to change the default magazine for the rifle in the arsenal? For example the mx mg version uses a magazine with larger capacity. I know I can use 30rnd mags which I can add to my gear. But the mag already loaded in the gun is the larger one. How can I change this so I only have let’s say 30rnd mags?
Have you tried linking it to every playable character? I don't know the answer to this but that's what I would try
On PM you have links to sample missions (Steam Workshop).
Is it possible to make it so that i can make a scenario where i revive a a character? As in,the character issnt able to move or get up until i treat him and if not are there any good workshop rescue scenarios you know.
it is possible
and if it weren't, there would be no workshop scenarios featuring that (-:
How would i do it then? I was saying that if someone knows a good one that would be great
I dont even know how i would search it up on google
Hi all, does anyone know to get change the tracer rounds on the predator C-RAM to red?
I don't know which is Predator you mean but you'll need some config change, not by script
How can i make it so that an injured character spawn lying down but then,once healed, would stand up an follow me?
Also, how can i group me and the injured in a way that they follow my orders?
Also then,how would i make it so that several people are my group but make it so that when i give an order it doesn't apply to all of them?
Did this but the character is still lying down
post your code
this addEventHandler ["HandleHeal", {
_this spawn {
params ["_injured", "_healer"];
private _damage = damage _injured;
if (_injured == _healer) then {
waitUntil { damage _injured != _damage };
if (damage _injured < _damage) then {
_injured setDamage 0;
};
};
};
}];
for the character and
this addEventHandler ["HandleHeal", {
params ["_Worker", "_Paramedic", "_isMedic"];
}];
for the player
wait no
worker being the character,paramedic the player
Perhaps consider reading?
*if English isn't your first language or you have difficulty understanding the documentation then don't be afraid to ask questions
Like half of the text is murky to me :/
I got good coding knowledge but not advanced english
Event handlers like "HandleHeal" let you attach a function to the event that will be executed. Everything inside the {} will be executed when the unit the handler is installed on is healed. You can use the Join command to add the unit to the player's group when the unit is healed, for example
the params line defines variables for the data passed to the {} expression when it is executed
so you can use _injured and _healer for the join command
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
i figured out how to make him unconscious but now it wont let me heal him
unit1 setUnconscious true;
unit1 setDamage 0.5;
unit1 addEventHandler ["HandleHeal" {/*some code here to reset consciousness on healing*/}];
```if that can help
And aslo,is there an opposite to the setUncosnsious command so that the unit gets up?
set it to false
the eden editor ones
lemme try a thing
yep, the action indeed disappears
@modest basin is that a singleplayer thing?
no, I mean, is the mission single or multiplayer
Is that a setting or
you can make a mission to play with people, or alone
alone is single player
w/ people is multi player
There wasnt a selection from what i remember
im using it by myself,if thats what you mean
but healing an NPC
I will guess singleplayer then.
in the unit's init, place this:
this setDamage 0.75;
this setUnconscious true;
this addAction ["Heal", {
params ["_unit", "_actionMan", "_actionId"];
_unit removeAction _actionId;
if (not alive _unit) exitWith {};
_actionMan playActionNow "MedicOther";
[_unit, _actionMan] spawn {
params ["_unit", "_actionMan"];
sleep 1;
if (not alive _unit || not alive _actionMan) exitWith {};
_unit setDamage 0.25;
_unit setUnconscious false;
};
},
nil,
1.5,
true,
true,
"",
"true",
3
];
I already have code in there so do i merge it or
A quick search didn't help and couldn't find it via google. Is there a way to stop a Zeus from being able to delete an object that was placed in the editor in the mission file?
@onyx garnet Use https://community.bistudio.com/wiki/addCuratorEditableObjects.
How can you make AI load into a vehicle occupied by another group
I have a BTR that's its own group, and another infantry group. The infantry will get in using the GetIn Waypoint, but only if the vehicle stands still or is about to move out to run them over
Is there at least a way to make the vehicle wait before moving?
you need to give the vehicle a "load" waypoint too
(and synchronise them both)
And sync them
?
Okay
ye
My stopgap solution was to have one "get in" and the other wait on a move waypoint before getting in
Now I'm trying to make two vehicles 'bound' I assume syncronizing move waypoints means they'll try to accomplish them in sync, not the success of one waypoint triggering the other
so, the sync wp worked?
I'll try it out on the infantry now, it should prolly
I assume syncronizing move waypoints means they'll try to accomplish them in sync, not the success of one waypoint triggering the other
you assume properly, they will hold the waypoint until the other is completed
triggers skip the linked waypoint, waypoints wait for it
Hm
I have one tank sent to move to a spot
and that move WP is synced to the second tank's move WP
but the second tank starts moving before the first tank's WP is completed
if it is in danger, it will not stand still
it isn't though, and just moves to the waypoint
tried without mods?
they will wait at the waypoint location, not before going there
I see, wonderful
it only works for one bound, though.
more details please
Both groups have a #0 WP and another #1 WP
first group doesn't stop at its #0 WP and goes to its #1 WP immediately
once it arrives, the WP synced to the second group's #0 WP activates and the second group begins moving
if I add any more movements, the groups move at the same time.
what do you mean by WP #0 , the first one visually visible in Eden?
I added one #0 WP for both units, so that one stands still before moving
Yes first visible WP
I want one group to a position while the other sits still, then once it arrives I want the other to move, repeat that a couple times
Except if I try to repeat the cycle more than once, (more than one movement per group) it breaks at the very start
and if I sync the first waypoints only, once the first bound is complete the groups move at the same time
is there some simple script i can write into the waypoints to make my own synchronization? Like WP#1 being completed sets off a trigger bound to the other group's WP
0 1 2 (grp1)
/\/\/\
0 1 2 (grp2)
On sync?
I guess that's how your sync should look like
I tried something similar, let's see if it works
Nope
The sync is theoretically perfectly correct, but apparently it can't handle multiple syncs
I'll try using triggers
Where do I define this text in the description.ext?
https://imgur.com/a/f3Fp8Ya
I've looked through the wiki page but that kinda requires me to already know what I'm looking for.
Description you mean?
also, what is this screen, MP role selection? mission selection?
MP role selection
so yeah, I'm asking where to define the description in the file description.ext 😅 (I assume its in there..)
overviewText I believe
The triggers work
I've tried that but that only shows me the text in the mission selection screen just below the previewpicture
so adding it in the editor itself it shows up in two different places, once in class ScenarioData as overviewText. Another time in class Mission...class Intel also as overviewText
turns out the class Mission...class Intel one is the one needed to shop up in the description...
For HC use I have it on the server I bought. But I feel like things are acting differently since I have HC on (headless client) we are using Alive. Is there anything I need to do to make sure the HC if focusing where it needs to?
@light pollen to add to this post, we are also running on SOG Prairie Fire. It seems that the Headless Client interfering with the air support the “Radio Support” feature spawns and will ruin CAS strikes.
In terms of issues with ALiVE the Headless Client is now overriding our artillery and preventing the artillery from firing on our fire missions.
There are also situations where ALiVE arty will fire but it will be off by hundreds of meters
ex: ```sqf
["AmmoboxInit", [this, true, { _this distance _target < 10 }]] call BIS_fnc_arsenal;
question, you know those gate things that you pay and then they lift and you cross the road (think they're called a boom gate) where can i find them in the editor>
should be Land_BarGate_F i guess?
thanks
Is there a way to stop a player from clipping through objects? I've designed this "trap" in which a player goes inside of a shipping container, it closes behind the player and then drops off an edge. Don't ask, the people that I play with are dumb enough to walk into it lmao. The problem is, when the object is in freefall, the player will more often than not clip outside of the container. Does anyone know a way to fix this or if it's not possible? Thanks 🙂
attachTo?
Would that work for players? I haven't used it too much haha
yes
Alright, I'll give it a go
Well it works haha, I just need to figure out how to get them in the correct place as attachTo just sticks them ontop of it 😄
Thanks Lou! 🙂
Ah thank you, sorry I didn't get a ping for this, I've found where it should be now anyway.
Thanks for the help anyway!
Does anyone know if it is possible to make it so that an ai goes into a vehicle,regardless of position, without teleporting directly to it?
where do i assign the position and how?
@sage pikeDon't crosspost and don't PM people with the same question.
Also i want to have AI driving for me but he only moves,or at least tries to, if im not in the vehicle. How can i fix
you can find this through the link
but there is only Arrey and Order
does anyone have an idea on how to make it to where helicopters only start moving towards their designated location after troops get inside the vehicle
https://community.bistudio.com/wiki/in https://community.bistudio.com/wiki/findIf and for the actual execution i have no idea how you have things setup
how would i make it so that he gets in the backseat of an ambulance when there inst an option to put him in passenger 2 for example?
Anyone know how do i make opfor shoot at civilian ? tried addrating but it isn't working
what did you try?
hey guys can somebody help me make a faction?
How can I make an AI driver ignore the player's wasd etc commands?
change the effective commander
#arma3_config
anyway, I've heard Drongo's config mod or whatever it's called makes it easy
My ai does not shoot enemies(zombies) unless the zombies are like 15m infront of them even though theres clear sight from far away
Thanks, I looked at that mod and the alive orbat thing but it's not really something i'm looking for as it doesn't allow for alot of customization, are there any manual tutorials? I want to be able to create custom sub categories rather than just ones named 'Infantry'.
Could you help?
ask in that channel
Oh my bad
no because idk what the problem is
Look up
I know. I mean idk what causes it
Ok and is there a way to change the fire rate of ai because I want my ai soldoers to full spray from far away but the only way I can achieve that is zeus suppressive fire but I need to do it in eden editor
if suppressive fire works for you you can use the doSuppressiveFire command
So
soldier1 doSuppressiveFire zombie;?
would that make my soldier spray far range instead of shooting 1-2 bullets
I put it in a trigger but nothing happens do I have to loop it?
no I don't think so
what if you pass the position of the zombie?
soldier1 doSuppressiveFire aimPos zombie;?
also have you defined both soldier1 and zombie?
But there is multiple zombies not just 1
How would I do that?
you right click on something, go to its attributes and fill in the variable name
if you want something dynamic it's a lot more complicated than that
Ok so the zombies are coming in one area so would I be easier to set all the soldiers to shoot at a invisible target or position?
if it's all in one specific area it is simpler
you can just make them randomly pick a zombie
and do suppressive fire
So just put the dosuppressive fire in a trigger act box and that should work?
yes