#arma3_editor

1 messages · Page 1 of 1 (latest)

turbid maple
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Can anyone help me, I have made a mission I have made my custom loadout. But when i am launching the server the loadout is not the same and the characters spawn with no weapon.

slim wedge
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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.

slim wedge
timid lake
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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

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Which probably refers to the & symbol

acoustic yew
timid lake
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After

acoustic yew
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then it's an issue with your activation expression not your trigger condition

timid lake
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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

acoustic yew
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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

timid lake
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When I delete the entire activation field it still says that error

acoustic yew
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how would it be the condition if the condition works?

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easy to rule out if you insist it's the &&

timid lake
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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

acoustic yew
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([en1,en2,en3] findIf {alive _x}) < 0

acoustic yew
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here's the same thing without the &&

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(+ lazy eval)

timid lake
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Ah okay, I'll try that out. Thanks for the help!

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Oh shit I just noticed the mistake

prisma oyster
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use Occam's razor next time 😄

timid lake
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Hahaha thanks, jeesh I'm blind

acoustic yew
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Also the units aren't all one group are they?

timid lake
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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

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But I'm fine with doing it unit by unit too lmao

acoustic yew
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don't do that to yourself:

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units BRAVO findIf {alive _x}) < 0

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there's few situations that require naming numbered variables like that

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it's just 4 this time but if you ever have to write more I highly suggest using a trick like that ^

timid lake
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You're a godsend

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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

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Alright new problem, your code needs a ; somewhere but placing it at the end is not enough apparently Sipfrog_FC

acoustic yew
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missing a ( at the start

timid lake
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Ah okay thanks

acoustic yew
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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)

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if it doesn't find one that meets the alive condition it returns -1, hence < 0

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your method before tests all of the units every time and doesn't quit when it finds one that's alive

timid lake
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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

acoustic yew
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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

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and IMO that's easier to learn than working around the available modules to do very specific things

timid lake
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Yeah, it seems like it

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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 😂

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There's probably thousands but hey, one can dream lmao

acoustic yew
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so you like scripting? Name every command

timid lake
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Hahahaha

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Jesus christ

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I guess that's something Sipfrog_FC

acoustic yew
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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

timid lake
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Thank you, I'll keep that in mind!

keen jolt
timid lake
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Oh thank you, I didn't notice

white grove
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I wanna make a single player horror mission is there any way i can make sound effects play by using triggers

rapid juniper
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Is there a way to add an ace interactable intel on a dead body or living AI?

reef moss
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What is the name of that box that opens up and the satellite dish pops out? This is driving me crazy

small patrol
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Search for device

reef moss
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Not the device the smaller one, it's got a screen and pop up dish

small patrol
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Oh yeah mb, it is Data Terminal

reef moss
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Bingo that's the one, thank you ❤️

sand garden
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is there a ladder object in EDEN?

ornate knot
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Yes, search in ladder while under the objects section

undone ermine
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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?

vestal perch
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Might need custom object

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For AI movement there would need to be AI paths on the model

timid lake
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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?

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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?

timid lake
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Nevermind I figured it out

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Needed some experimenting but I did it

undone ermine
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are there any custom objects you guys recommend i can use to act as a floor that AI can move around in?

grim grove
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Sorry for the late reply but I will take a look at that now thank you

soft estuary
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Im new to editor is there anyway to make a person stand still

acoustic yew
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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

soft estuary
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So i just type in disableai?

acoustic yew
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No you have to input arguments like the syntax says on the page

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I'll write an example

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this disableAI "PATH";

soft estuary
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ok thank you

acoustic yew
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"this" is automatically recognized as the unit in the init box and "PATH" is the feature

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If you look at the syntax ^

soft estuary
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Okay tysm for the help

acoustic yew
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yw

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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

upbeat finch
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Unsure if this is the right place to ask, but would anyone know a mod which includes WWII Landing Craft?

vestal perch
upbeat finch
vestal perch
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Most people who enjoy the theme probably have that mod already though, could be worth while to check it out.

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There is also a ww2 Arma discord where you could ask around.

glossy sierra
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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.

glossy sierra
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Yes but that only works for the aircraft while its alive.. I need it to request reinforcement when the loitering aircraft has been disabled

rain storm
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is there a mod for the editor where theres all civilians around the map?

glass hazel
rain storm
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thanks bro

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is there any move command where u tell them to move between a and b the whole time? like patrolling?

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kinda new to this

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sorry 😄

glass hazel
rain storm
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but

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where do u find this module?

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is it a mod?

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or already in the game?

glass hazel
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already

rain storm
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hmmm

glass hazel
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Goto Systems -> Modules -> ambient -> Civilian presence

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in editor

rain storm
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ill take a lok

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look

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so i set the civilian presence but no civilians here

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i got the position and the spawnpoint aswell

glass hazel
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hmm dunno it might need syncing

rain storm
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it worked thanks bro

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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

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its synced

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btw

rain storm
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yeah

glass hazel
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dunno havent used those much but you prolly need getin WP and move WP synced

rain storm
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so

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when i make my helicopter scenario, the ai goes in the helicopter and directly comes out of the heli again?

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its so weird

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ooh

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my helicopter waypoint is too close to the helicopter itself?

uneven leaf
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how can i make the heli fly straight to a waypoint

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atm it flys a bit off the waypoint

rain storm
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anyone knows how to let ur helicopter land instead of just moving to a spot and fly around there?

grim grove
grim grove
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In waypoint activation put ```sqf
this land "LAND";

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'this' being the vehicle name

rain storm
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even with invisible helipad he keeps flying around

prisma oyster
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mods? obstacles?

agile ingot
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so if you have a move WP before the land, it might not complete if theyre unsimulated

lean shadow
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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?

marsh edge
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So how do I create my own server using the exile mod and other mods

prisma oyster
rain storm
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is there any way that u can put units into a building without manually placing them one by one?

sinful zenith
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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

dim kindle
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If or of soldiers in a trench it is possible to make them stand still and shoot the enemy without leaving it?

prisma oyster
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yyyes?

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you can disableAI "move" and setUnitPos "up"

keen jolt
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move also prevents them from turning

prisma oyster
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oh, indeed then

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thanks

rain storm
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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..

prisma oyster
rain storm
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yeah but only outside the houses

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they spawn outside the houses wich is pretty shit 😄

prisma oyster
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then scripting

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using buildingPos, createGroup and createUnit

rain storm
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thx

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do u know how to let a gunship or helicopter fire on ground units?

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they dont do anything

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if i set a move waypoint then they move to that location but wont fire the enemy

agile ingot
agile ingot
low pier
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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

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in a MP coop

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what's the best way of making this happen?

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i've been messing around with remoteExec'ing a while loop with say3D and sleep <song duration>

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however there's some issues with the song looping again before its finished, resulting in two songs playing at the same time

agile ingot
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#arma3_scripting is best place to ask probably, also recommended is posting the script itself

jade rock
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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

rain storm
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how to let men and tanks move the same speed

bleak condor
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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.

jade rock
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Is there anyway to see whats in/manipulate a units inventory from the editor menu like you can a crate?

prisma oyster
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right-click, change loadout

jade rock
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oh my god this is so much nicer than having to write the code in the init

jade rock
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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?

chilly cave
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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?

prisma oyster
prisma oyster
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ah, you mean the selection? now why did it skip my mind
ah! yes, I extrapolated and though of the BIS_door_1 thing

keen jolt
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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;
}
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@chilly cave ^

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it tells you the selection name tho

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it may have nothing to do with the animation name

dry mauve
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Can anyone help me out? Trying to make a exile survival server. Any videos you guys recommend?

rain storm
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someone knows how to set ai their gun on auto fire?

small patrol
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What do you mean by auto fire? Automatic fire mode?

rain storm
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yeah

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exactly

small patrol
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No. They try to fire whenever they want to fire their weapon in full

rain storm
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oh ok

agile ingot
prisma oyster
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oooh I see where you're going and I am not going to -suppress- you :D

agile ingot
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yeah, dont doSuppressiveFire me :)

rain storm
agile ingot
# rain storm 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

jade rock
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How can I get those attachable flashlights on my player characters?

jade rock
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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.

prisma oyster
jade rock
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Ok

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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?

prisma oyster
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yes

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wait, perhaps not

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test 😄

jade rock
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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?)

prisma oyster
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place plenty near a rock, if there is one in it you got your answer?

jade rock
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lookingaround for it on zues and cant find the tunnel haha

acoustic yew
jade rock
keen jolt
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also is that top right or top left? thonk

jade rock
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how can I get it to go away?

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top left, sorry.

keen jolt
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depends what mod creates it and how

jade rock
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crud.

keen jolt
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is that even created by a mod, or the mission you're running?

jade rock
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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.

keen jolt
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if you can unload the mods one by one to see which one is breaking it

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well did you happen to use any custom scripts?

jade rock
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nope! Dont even know what that is

keen jolt
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it doesn't show the mouse cursor right?

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also can you type in the edit box?

jade rock
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no and no. I actually loaded into a different guy and the box didnt pop up. So its just something with that specific guy

acoustic yew
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if you clear the variable and init box and it still pops up, maybe it's modded gear in the loadout?

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or something attached to the unit class

jade rock
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must be the gear... but all I did was change the gun and add the ammo in the arsenal

acoustic yew
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clear the loadout and see if it still happens

jade rock
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alright so I reset the loadout and it still came up. so not gear specific.

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but I loaded into an opfor guy and it didnt come up.

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so... something on the bluefor side

keen jolt
jade rock
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yeah - all from SOG

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also it just started coming up - didnt come up at all in my previous tests of the mission.

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The only that I added was like a briefing and whatnot

keen jolt
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how did you add the briefing?

jade rock
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Attributes -> General

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then under Briefing -> BluFor

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should I just use the diary modules?

keen jolt
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try without briefing

earnest kindle
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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?

jade rock
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yea i cant figure out how to get rid of that thing. Super irritating but oh well

jade rock
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Whats the easiest way to just get random mortar shells landing periodically around an area without using out of editor scrips/SQFs

prisma oyster
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a module, if it exists.

acoustic yew
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why not use a script

silver tusk
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hey guys, how would i be able to add bushes to a tanks turret

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ive managed to add it to the hull

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and it works fine, but the bushes dont move with the turret

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im using a T-80UK btw

jade rock
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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?

fossil urchin
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_myObjects = ["nameObject1","nameObject2","nameObject3","nameObject4"];
_myLocations = [[x,y,z],[x,y,z],[x,y,z],[x,y,z]];
_myObjectToSpawn = (selectRandom _myObjects) createVehicle (selectRandom _myLocations);

quiet plume
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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

fossil urchin
undone basalt
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anyone here good at making stuff in the editor ... lol i would a jail step up inside a building 👮‍♂️

tender vigil
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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.

wind raptor
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Sync a trigger to the module and activate the trigger.

tender vigil
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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?

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I think I'm just gonna make the action destroy the vehicle, so it respawns normally

low pier
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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?

small patrol
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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

low pier
small patrol
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Not even sure. But doWatch will do, at least

low pier
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imma try all of them out, maybe ill find out

gleaming garnet
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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.

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I would also like to know if there is a way to change the names of the cities on the map

dim kindle
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How on my server i can make a box in which you can change equipment

prisma oyster
jade rock
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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

prisma oyster
jade rock
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excellent - thank you

jade rock
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Hmmm when I right click a waypoint, the only option is Set Waypoint Activation - does that work the same as Sync in this case?

prisma oyster
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don't you have "sync to"?

jade rock
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No

prisma oyster
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lemme check quickly

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ah yep - then use this yes 🙂

jade rock
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thank you

prisma oyster
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as long as it's dark blue, it should work!

hearty matrix
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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;};

wind raptor
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Have you tried using createSimpleObject directly?

hearty matrix
hearty matrix
# wind raptor Have you tried using `createSimpleObject` directly?

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?
hearty matrix
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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;```
jade rock
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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?

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actually nvm - think I figured out whats happening. There are still grenades in his vest, hes probably throwing those maybe

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nope. not whats happening.

prisma oyster
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the AI doesn't care about the equipment

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setCaptive must be executed where the unit is local

jade rock
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hmm okay, ill test this out

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god Im dumb. Left a blufor guy out in a field

jade rock
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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?

cloud moss
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attachTo takes an array as second parameter

jade rock
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So how do I make this work

cloud moss
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this attachTo [patrol, [0, 0, 1]];
jade rock
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success - thank you!

prisma oyster
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you're welcome! 😄

jade rock
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this is one helpful discord

cloud moss
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shut up lou that's my easy karma 😄

jade rock
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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?

agile ingot
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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;

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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)

jade rock
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Ill try this

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hmmm... light turns on but the truck does not move to the see and destroy waypoint.

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could it be a pathfinding issue on the map? (the Bra on SOG)

agile ingot
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teleport yourself near the waypoint

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and check if the truck starts moving

jade rock
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Im looking at the truck right now with zeus, the lights turn on but it does not move

agile ingot
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did you make sure to only disable simulation on the truck, and not the crew aswell?

jade rock
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Let me double check

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yep! The box is unchecked for "Enable Simulation" in the truck Special States, but the crew is checked.

agile ingot
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try a move waypoint instead of S&D

jade rock
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no dice.

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again the lights turn on so the trigger works.

agile ingot
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How far away is the WP?

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approximately

jade rock
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less than a click id say, just a bit of winding jungle

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gonna try it without the trigger to see if this truck moves at all

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yeah its not trigger related

agile ingot
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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

jade rock
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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.

prisma oyster
jade rock
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Man Lou, you are one helpful dude

prisma oyster
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tryin'!

hearty matrix
small patrol
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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

hearty matrix
dim kindle
#

I know you can make helicopter rotors "spin" using code for still photos in the editor - is there any equivalent for car wheels?

small patrol
#

Car wheels don't have spin textures

jade rock
#

Can I, as Blufor, not put on civilian or opfor uniforms?

small patrol
#

Not put on, as in, you don't want to make a BLUFOR soldier wear civ or OPFOR uniform?

dim kindle
#

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

jade rock
small patrol
#

Doesn't work how? It is intentional that you can't equip other faction's uniform by default

jade rock
#

Yeah that was my question, am I not allowed to do that, and it seems the answer is yes. Is there anyway around that?

small patrol
#

forceAddUniform command is the way

jade rock
#

Where would I put that?

small patrol
#

Well... it's a script command. Anywhere you want to put and execute it

jade rock
#

but again, I just want my players to get to this van and change into the uniforms themselves.

small patrol
#

It is not possible to change uniform using Inventory, by manually. forceAddUniform or make a Mod to unlock it are the ways

jade rock
#

Could I make some interaction with the van thats like "removeuniform" then "forceadduniform" then just put in the classname for what to change into?

small patrol
#

removeUniform is not necessary. forceAddUniform overwrites it

jade rock
#

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

small patrol
jade rock
#

I have that open right now, but this isnt exactly light reading haha

prisma oyster
dim kindle
prisma oyster
dim kindle
#

yes I did

prisma oyster
#

where is it in the sqm?

dim kindle
#

"ca_modules_functions"

prisma oyster
#

where are the position information? that's just a dependency (partial) info

dim kindle
#

good point man

#

okay, let's keep it with one line:
vehicle="FunctionsManager";

prisma oyster
#

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

dim kindle
#

so there is more relevant lines, but I just checked the actual mission I need to edit and those lines are there

prisma oyster
#

then if there is already a Functions Module, there should have been the dependencies lines already

dim kindle
#

the mission seems to call dozens of BIS_fnc_ functions
not sure why this one doesn't work

prisma oyster
#

then there most likely is a Functions module already

#

also, just placing the module is not enough, I linked something else in #arma3_scripting

dim kindle
#

you mean the waitUntil check?

prisma oyster
#

yep

dim kindle
#

there was some error saying it's out of context or something

prisma oyster
dim kindle
#

will try, thanks

elder lion
#

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

prisma oyster
elder lion
#

Ah

prisma oyster
#

try pasting

["AmmoboxInit", [this, true]] spawn BIS_fnc_arsenal;
```in the vehicle's init
elder lion
#

Doesn't seem to work, not seeing anything with that

prisma oyster
#

you don't see an action on the vehicle?

elder lion
prisma oyster
#

weird

elder lion
#

I'm testing in editor single player if that matters

prisma oyster
#

you should have an "Arsenal" option 🙃

elder lion
#

Nothing shows up, the vehicle is the Nato Woodland V44 X Blackfish infantry transport

prisma oyster
#

ah, doesn't work from the inside, only outside.

elder lion
#

No I'm also outside

prisma oyster
#

mooods?

jade token
#

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?

elder lion
# prisma oyster mooods?

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

prisma oyster
elder lion
#

Ie imho only relevant are ace and the interaction menu expansions

prisma oyster
elder lion
#

Yeah it'll be in multiplayer

#

Doesn't show up in multiplayer either

jade token
prisma oyster
elder lion
#

eh?

#

but you asked will it be in mp?

prisma oyster
elder lion
#

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

prisma oyster
#

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

elder lion
#

Still complains about something though

#

Oh one can't paste images here?

prisma oyster
#

nope, what does it say?

elder lion
#

[BIS_fnc_baseWeapon] Class '%ALL' not found in CfgWeapons

#

But the arsenal seems to work anyways

prisma oyster
#

yeah remove the other thing I said, it's nooot your solution
it was a first stab

elder lion
#

but shouldn't the ammobox init work on boxes normally?

prisma oyster
#

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

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?

prisma oyster
#

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

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

prisma oyster
#

ah well
then I don't know any "easy" way

elder lion
#

@prisma oyster anycase, thanks for helping out, I'll find a solution and these helped anyways, too

jade rock
#

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?

prisma oyster
jade rock
#

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.

prisma oyster
#

*beep* wrong

jade rock
#

Damn

prisma oyster
#

"blufor present" ←

jade rock
#

Thats whats incorrect?

#

I guess it should be any player.

#

and that didnt work either.

#

ohhhh youre saying put that in the condition?

prisma oyster
#

well yes, instead of this

#

I have [general1, general2, general3] findIf { not alive _x } > -1 in the condition
isn't that the case already?

jade rock
#

I dont know

#

so currently my Condition is - "anyplayer present"; [general1, general2, general3] findIf { not alive _x } > -1

prisma oyster
#

no.

#

no.

#

no.

#

no.

jade rock
#

Ok.

prisma oyster
#

create a new trigger, put just what I gave you in the condition, ????, profit

jade rock
#

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?

prisma oyster
#

you never mentioned players presence

#

well, kinda later
so, back at base

#

use this && -the code I gave you-

#

one trigger does it all

jade rock
#

okay, ill test it

#

success so far!

#

ill test the kill

prisma oyster
#

if you kill the unit, it should be dead

ashen chasm
#

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

prisma oyster
dim kindle
prisma oyster
#

Adobe Photoshop blur option

jade rock
#

Any way to show an editor placed map marker only for one faction?

prisma oyster
#

you can locally delete it for others

jade rock
#

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

prisma oyster
#

requires scripting.

jade rock
#

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

kindred willow
#

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;"

jade rock
prisma oyster
kindred willow
#

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

prisma oyster
#

weird indeed, but I'm no Zeus expert.

kindred willow
#

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

jade rock
prisma oyster
#

initPlayerLocal.sqf

#

this should do for having markers display only for one side

jade rock
#

that didnt work either sadly

acoustic yew
#

They will still function if they show up as objects you just won't be able to control them.

jade rock
#

unrelated, how can I get a trigger to have 2 activations that activate maybe 10 seconds apart?

acoustic yew
#

you can set trigger2 with trigger1 activation as a condition, or you can schedule code with the spawn command

jade rock
#

Was hoping to knock it out in one trigger, is that not possible?

#

suppose that works just as well though

acoustic yew
#

that will let you run a script with sleep

jade rock
#

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.

jade rock
#

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.

acoustic yew
#

alternative add the marker to the side channel

jade rock
acoustic yew
#

you would remoteExec for the side, however I believe there's a better way now

jade rock
#

Which is adding it to the side channel?

acoustic yew
jade rock
#

Id like to have the marker only available to the opfor on a coop mission.

#

opfor would be AI

acoustic yew
#

what?

#

why would the ai care about markers

jade rock
#

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

acoustic yew
#

See bis_fnc_holdActionAdd

jade rock
#

No, this action comes specifically from the mod, and I dont want to add another action.

acoustic yew
#

good luck I guess

jade rock
#

Thanks, not sure why this is so difficult, youd think this would just be a tickbox in the marker menu.

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
ashen chasm
#

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

mighty creek
#

How do I obtain a

waitUntil { !(isnull finddisplay 46)} ;

Delay, but for the server instead of a player?

small patrol
#

In dedicated you mean?

mighty creek
small patrol
#

Dedicated doesn't have a screen therefore display 46 as well. Why you need the waitUntil in the first place?

mighty creek
#

Execute the code on the server

#

Because it seems like initServer is executed before objects are loaded

kindred willow
jade rock
#

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.

jade rock
#

would I also delete the && then?

acoustic yew
#

yes

jade rock
#

okay, thats the only change that needs doing?

acoustic yew
#

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

jade rock
#

Makes sense.

#

Let me test it

acoustic yew
#

triggerActivated is one word as well in case that's not just a typo here

jade rock
#

it is a typo

jade rock
#

could I do sleep 10?

wind raptor
#

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 ...
};
jade rock
#

so just put that in the trigger activation?

wind raptor
#

Yes.

jade rock
#

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

zenith bridge
#

Hi,does someone know why when i respawn a vechicle the vechicle appers with no people in it?

jade rock
#

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.

jade rock
#

its so frustrating watching them instantly go off the road and into a tree.

acoustic yew
#

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

jade rock
#

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

toxic plume
ivory night
#

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.

acoustic yew
#

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

lost peak
#

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!)

sinful zenith
#

look in workshop for "Deformer"

lost peak
#

Awesome cheers!

jade rock
#

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

jade rock
#

@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?

gaunt chasm
#

if morale gets too low then yes it'll automatically retreat iirc

jade rock
#

huh, thats cool. Yeah like I said 1000+ hours in Arma 3 and I dont recall ever seeing that

gaunt chasm
#

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

jade rock
#

yeah could be

gaunt chasm
#

i never notice it until i check in zeus either because i just see a ton of dead bodies

dim kindle
#

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?

past sun
dim kindle
#

Any other ideas?

past sun
dim kindle
#

I used the Vehicle Get Out module like you said

#

And they just flew over it

past sun
#

Are you sure you gave it to VTOL and not to vehicle inside it?

dim kindle
#

Yep it was given to the VTOL

past sun
#

use any waypoint, try this onActivation of waypoint (Assuming Squad leader is inside the VTOL):

(vehicle this) setVehicleCargo objNull;
acoustic yew
#

example 4

jade rock
#

Anyone know how I can make trigger1 not activatable if trigger 2 has already fired and vice versa?

past sun
dim kindle
acoustic yew
dim kindle
#

On the waypoint

#

onActivation

#

And Arma just crashed

past sun
# jade rock thanks

If it has no possibility to deactivate, you can also use in onActivation of trigger2 (disables condition evaluation of trigger1) the following:
trigger1 enableSimulation false;
Actually nvm, just use the first one, this one may cause problem based on your trigger setup.

dim kindle
celest mountain
#

Heyo, is this a good place to ask a question/get some help about a spawn composition?

celest mountain
#

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

prisma oyster
#

I am not sure what is the end result you expect

celest mountain
#

I want to hide the debug respawn point from the selection screen so that players can't see it

prisma oyster
#

what happens if there are none?

celest mountain
#

They bypass the spawn point selection screen and are spawned at default coordinates that are different based on the map

prisma oyster
#

hmm, weird but okay
IDK much about the respawn system; the wiki may know more though

celest mountain
#

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

ivory scaffold
#

Do respawn tickets subtract when a player disconnects and re-slots?

livid mantle
#

how do i make it so helicoptor rotors rotate polys enhanced artwork supportor?

small patrol
#

Sync with Fix Planes/Helis module

livid mantle
#

done then what

small patrol
#

Preview

livid mantle
#

where is that?

small patrol
#

Bottom Right

livid mantle
#

thank you

rose copper
#

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

prisma oyster
rose copper
# prisma oyster 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

prisma oyster
#

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

rose copper
#

its the vehicle

#

changed the vehicle through a vanilla one

#

problem solved

prisma oyster
#

heh

rose copper
#

i have vehicles that drive to my position when im running over a trigger at some point on the map

prisma oyster
#

so, ev. ok?

rose copper
#

yeah kinda

#

:]

dim kindle
#

anyone who knows how to make ai battle so i can make 2 teams fight of ai

vestal perch
#

Put down units of blue and red teams and hit play basically.

dim kindle
vestal perch
#

then you have to give them waypoints so the have something to do

jade rock
#

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

jade rock
#

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

prisma oyster
#

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)

jade rock
#

Again its not showing up for me

prisma oyster
jade rock
#

Huh, that doesnt show up for me. That sucks.

#

Could it be because of some of the mods Im using or SOG related?

prisma oyster
#

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

jade rock
#

I am the mission designer

alpine quail
#

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

acoustic yew
#

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

alpine quail
#

ok

junior zenith
#

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 😄

cyan escarp
#

anyone just help me with this mission im trying to make dm me for more info

dim kindle
#

how to make capture or secure

with ai

one team has to capture and the other have to defend

radiant nebula
#

How do you organize units in the editor to appear in a certain order on the MP player select screen?

prisma oyster
radiant nebula
#

I hate this game

#

why do i have near 5000 hours in it

prisma oyster
#

…masochistic much?

radiant nebula
#

pretty much

wind raptor
#

If you have CBA, go to Tools > Lobby Manager in the Editor.

radiant nebula
#

no wayyyyy

#

wait one

#

gotta check

#

mods fix everything wrong with this game

dim kindle
#

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

acoustic yew
#

@dim kindle debinarize the mission.sqm and find the classname in there

#

you can just file>save as and uncheck the binarize box

naive cedar
#

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

small patrol
#

You can't right now. In 2.10 update you should be able to

naive cedar
#

is there an expected timeframe for that release? I see its close to finished?

small patrol
#

AKA late Aug

prisma oyster
#

earlier if you buy Arma 3 DLCs

dim kindle
#

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

prisma oyster
#

simple object, no?

#

no wait, that's grey iirc

quiet plume
dim kindle
scarlet surge
#

in the editor there's an option to allow/disallow from choosing their respawn points, how would that be defined in description.ext?

hybrid geyser
#

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 😭

naive cedar
# keen jolt 2-3 weeks from now

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?

naive cedar
#

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?

keen jolt
carmine wagon
#

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

prisma oyster
twilit crow
#

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?

prisma oyster
twilit crow
#

Oh lord..would you mind pointing me towards a tutorial on that one? Is there one on the wiki? xP

prisma oyster
#

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 😉

twilit crow
twilit crow
#

It'd be an MP scenario!

prisma oyster
#

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)

twilit crow
#

I think it'd work for anyone being able to

prisma oyster
#

but if player1 talks, can player2 later talks as well or should that option be removed?

twilit crow
#

Hm..I suppose that option can be removed for player2!

prisma oyster
#

oookido (why did I even ask, it adds so much complexity :p)
gimme 5 😉

twilit crow
#

Thank you so freaking much!

prisma oyster
#

just wait until you see the awful mess I deliver

twilit crow
#

I will copy and paste it into the init with glee

prisma oyster
#

who is this glee? from where do you know her??

#

so! I did all my work for now, let's see now 😄

prisma oyster
#

a pinch "ugly" because remoteExec call but for a one time I shalt allow it ^^

twilit crow
#

and post this directly into the init?

prisma oyster
#

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
#

Alright I will try it in a moment!

twilit crow
#

YVEY to IVEY right? Just a typo?

prisma oyster
#

oh yes, typo indeed 🙂

twilit crow
#

Okay! "setVariable" is whatever I make the variable name?

prisma oyster
#

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
wispy adder
#

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?

deep sail
#

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

keen jolt
#

also is the pad touching the ground properly?

deep sail
deep sail
#

Nope that wasn't the problem

#

Redone em all

blazing quartz
#

Hi how would I change a boolean variable to false
this && !Hacked
I tried this but it hasn't worked

acoustic yew
#

what does false this mean

#

oh!

#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
prisma oyster
blazing quartz
#

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

prisma oyster
#

then what you wrote

blazing quartz
#

That's weird then cause it doesn't work

prisma oyster
#

your condition says "if trigger is activated & hacker is false"

outer creek
#

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

narrow radish
#

Is there some way to make it so I can have players spawn on the vanilla USS Freedom?

prisma oyster
#

yes, set the marker's altitude with scripting

copper loom
#

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

small patrol
#

So urm, what do you wanted to do? Want to create a mission right?

copper loom
#

I'm trying to get the enemy team to attack my location however some units respond and other's dont

small patrol
#

Please explain what is the exact situation

copper loom
#

@small patrol are you able to jump into a voice channel?

small patrol
#

Always preferred to explain in text

#

And/or with image

copper loom
#

Im trying to replicate this scenario

#

but with Helicopters and enemy Surface to surface missiles

small patrol
#

And what exactly is the issue? How some units respond and some don't?

copper loom
#

The jets seems to have no problem

small patrol
#

Did you ordered them via waypoints?

copper loom
#

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

copper loom
#

could be what im missing

#

i need to head off, thank you @small patrol for the assist

fierce nebula
#

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

stark turtle
#

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?

small patrol
copper loom
#

Still cant get these helicopters to attack 😕

small patrol
#

Did you ordered them via Waypoints for sure?

copper loom
#

is the eaypoint different to a flag?

#

haven't seen waypoint yet

small patrol
#

I don't know the term a flag

copper loom
#

apologies triggers not flag

small patrol
#

Triggers don't do anything with AIs

copper loom
#

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

fossil urchin
#

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

glass hazel
fossil urchin
#

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

prisma oyster
#

what is the use case?

fossil urchin
#

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.

prisma oyster
#

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

fossil urchin
#

Yeah, i will test these out.
Maybe that simple object is easiest way. Thanks alot.

ashen chasm
#

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)

hasty sparrow
#

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?

hasty sparrow
marble tusk
#

On PM you have links to sample missions (Steam Workshop).

modest basin
#

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.

prisma oyster
#

it is possible
and if it weren't, there would be no workshop scenarios featuring that (-:

modest basin
#

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

copper loom
#

Hi all, does anyone know to get change the tracer rounds on the predator C-RAM to red?

small patrol
#

I don't know which is Predator you mean but you'll need some config change, not by script

modest basin
#

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?

modest basin
#

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?

modest basin
acoustic yew
#

post your code

modest basin
#

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

acoustic yew
#

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

modest basin
#

Like half of the text is murky to me :/

#

I got good coding knowledge but not advanced english

acoustic yew
#

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

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
modest basin
#

i figured out how to make him unconscious but now it wont let me heal him

prisma oyster
modest basin
#

And aslo,is there an opposite to the setUncosnsious command so that the unit gets up?

prisma oyster
#

set it to false

modest basin
#

oh

#

the game wont let me heal him if he's unconsious though

prisma oyster
#

ah

#

mods?

modest basin
#

the eden editor ones

modest basin
#

Actually none

#

Still not healing

#

Even with a medikit]

prisma oyster
#

lemme try a thing

#

yep, the action indeed disappears

#

@modest basin is that a singleplayer thing?

modest basin
#

the character is a singleplayer model

#

not a player

prisma oyster
#

no, I mean, is the mission single or multiplayer

modest basin
#

Is that a setting or

prisma oyster
#

you can make a mission to play with people, or alone
alone is single player
w/ people is multi player

modest basin
#

There wasnt a selection from what i remember

#

im using it by myself,if thats what you mean

#

but healing an NPC

prisma oyster
#

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
];
modest basin
#

I already have code in there so do i merge it or

prisma oyster
#

place it after the rest

#

IDk what you have

modest basin
#

works now,thankfully

#

thank you

onyx garnet
#

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?

wind raptor
vale yoke
#

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?

prisma oyster
#

(and synchronise them both)

vale yoke
#

?

#

Okay

prisma oyster
#

ye

vale yoke
#

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

prisma oyster
#

so, the sync wp worked?

vale yoke
prisma oyster
vale yoke
#

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

prisma oyster
#

if it is in danger, it will not stand still

vale yoke
#

it isn't though, and just moves to the waypoint

prisma oyster
#

tried without mods?

#

they will wait at the waypoint location, not before going there

vale yoke
#

it only works for one bound, though.

prisma oyster
#

more details please

vale yoke
#

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.

prisma oyster
#

what do you mean by WP #0 , the first one visually visible in Eden?

vale yoke
#

I added one #0 WP for both units, so that one stands still before moving

prisma oyster
#

group 1 → WP1 not sync → WP2
seems normal to me

#

no idea what you expect / want

vale yoke
#

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

prisma oyster
#

0 1 2 (grp1)
/\/\/\
0 1 2 (grp2)

vale yoke
#

On sync?

prisma oyster
#

I guess that's how your sync should look like

vale yoke
#

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

scarlet surge
#

I've looked through the wiki page but that kinda requires me to already know what I'm looking for.

prisma oyster
#

also, what is this screen, MP role selection? mission selection?

scarlet surge
#

MP role selection

#

so yeah, I'm asking where to define the description in the file description.ext 😅 (I assume its in there..)

prisma oyster
#

overviewText I believe

vale yoke
#

The triggers work

scarlet surge
scarlet surge
#

turns out the class Mission...class Intel one is the one needed to shop up in the description...

light pollen
#

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?

ocean badge
#

hey guys

#

where do i get the arsenal for MP missions

#

i can't find it

sterile bison
# light pollen For HC use I have it on the server I bought. But I feel like things are acting d...

@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

acoustic yew
#

ex: ```sqf
["AmmoboxInit", [this, true, { _this distance _target < 10 }]] call BIS_fnc_arsenal;

ocean badge
#

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>

safe swift
ocean badge
sacred briar
#

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 🙂

sacred briar
#

Would that work for players? I haven't used it too much haha

prisma oyster
#

yes

sacred briar
#

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! 🙂

runic cloud
#

which should put them in the same place they were when the script is run

sacred briar
#

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!

modest basin
#

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?

acoustic yew
#

assign the position and then use this command

modest basin
#

where do i assign the position and how?

upper pawn
#

@sage pikeDon't crosspost and don't PM people with the same question.

modest basin
#

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

acoustic yew
modest basin
#

but there is only Arrey and Order

acoustic yew
#

If you skip the description, sure

pure horizon
#

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

modest basin
tropic quail
#

Anyone know how do i make opfor shoot at civilian ? tried addrating but it isn't working

scenic relic
#

hey guys can somebody help me make a faction?

vague sundial
#

How can I make an AI driver ignore the player's wasd etc commands?

keen jolt
keen jolt
sage pike
#

My ai does not shoot enemies(zombies) unless the zombies are like 15m infront of them even though theres clear sight from far away

scenic relic
scenic relic
#

Oh my bad

keen jolt
sage pike
#

Look up

keen jolt
#

I know. I mean idk what causes it

sage pike
# keen jolt 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

keen jolt
#

if suppressive fire works for you you can use the doSuppressiveFire command

sage pike
keen jolt
#

something like that yea

#

it should

sage pike
keen jolt
#

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?

sage pike
#

But there is multiple zombies not just 1

sage pike
keen jolt
keen jolt
sage pike
keen jolt
#

if it's all in one specific area it is simpler

#

you can just make them randomly pick a zombie

#

and do suppressive fire

sage pike
keen jolt
#

no

#

I said it's simpler but it's not that simple

#

are all "soldiers" in your group?

sage pike
#

yes

keen jolt
#

are they opfor?