#arma3_editor

1 messages Β· Page 2 of 1

keen jolt
#

anyway I don't have time for this. find the zombies' side then fix this script and add it in a trigger's on activation box:

[thisTrigger] spawn {
  params ["_trigger"];
  while {triggerActivated _trigger} do {
    _zombies = units east;
    {
      _x doSuppressiveFire selectRandom _zombies;
    } forEach units player;
    sleep 3;
  };
};
sage pike
#

They are independence

keen jolt
#

then change east to independent

sage pike
keen jolt
#

yes

sage pike
#

Alright I really appreciate you sir thank you for helping me

keen jolt
#

np

modest basin
#

When a groups name is Alpha 1-1, how can i assign a vehicle to it seeing as you cant have Alpha 1-1 or even Alpha1-1?

acoustic yew
#

use the group variable name not the call sign

raw vapor
#

Hi, what's up with doStop this; command breaking AI units? Basically they turn into empty objects without brain function, but still do their idle animations and can be killed. Happens in dedicated server if that's useful information.

prisma oyster
raw vapor
#

Don't see anything regarding my issue there

prisma oyster
#

in the notes below, no?

#

well, they shouldn't be brainless-brainless actually

raw vapor
#

Literally turns into a empty object

#

in-game if I check with Zeus, they won't have the normal AI adjustments when I open the attributes

prisma oyster
#

no mods?

raw vapor
#

Well yeah, gotta test it without too

untold fiber
#

Hey, does anyone know if its possible to convert stuff that you mapped on Eden to a client sided mod/server sided mod?

vestal perch
untold fiber
#

Lets say I place down a bridge onto the map with eden editor. Can I convert that mission file to a mod to reduce the size of the mission file?

raw vapor
#

Like if you put doStop this on a playable unit it turns them to seagulls afaik

vestal perch
#

And that size would still be the same just in different place

untold fiber
#

Alrighty thanks

mortal hare
#

Technically you could ^^
Export to SQF and include into mod properly and done ^^

#

@untold fiber

untold fiber
#

Oh cheers mate I'll give that a try foxlove

prisma oyster
raw vapor
#

It's a old issue afaik.. Don't know if hasn't been yet

serene fossil
#

Does someone know how to buy the altis DLC ?

mortal hare
serene fossil
#

Was trying to enter the editor and for some reason now I need to buy the altis dlc

#

Cause if not I cannot use altis

mortal hare
#

Wait a minute, Altis is not a DLC

serene fossil
#

Exactly

#

Where I can put the photo to show you ?

mortal hare
#

any image hoster

woeful dragon
#

is there some way to use the surface texture, in a object?
I know there is the command surfaceTexture, but i don't know if there is a way to use it together with setObjectTexture.

prisma oyster
#

octocamo in mind I see

woeful dragon
#

My idea would be to use the VR objects as part of the ground, this together with the ground deformation from the RC branch can do some interesting things.

vestal perch
#

you would need dedicated objects with rvmats created to mimic terrain shading

quiet plume
#

and UV mapping, i guess

vestal perch
#

yes

#

also cant have clutter on such objects

dim kindle
#

Is there any way to format briefings?

small patrol
#

Elaborate?

dim kindle
#

When writing about various points. Like this.

A:

B:

C:

#

etc.

#

Is there any way to do that?

small patrol
dim kindle
#

Ty.

prisma oyster
#

no lists in briefings, yep

raw vapor
zenith bridge
#

hi,
does anyone know why when i spawn a car,heli or a plane it dosent spawn soldiers in it?

prisma oyster
#

it is at the bottom of the list, to the right

#

(ninja'd @mortal hare)

lapis chasm
#

For items like the portable helipad lights, is there a way to set them so their position is static / they can't be knocked around by a bad landing or a resupply vehicle?

#

I'm wanting to set up a firebase with colored landing lights so the pilots know not only where the helipad is but how they can orient themselves so they don't drop their tail rotor on something they'd rather not.

lapis chasm
#

Do it attached to the helipad?

#

That could work

safe swift
lapis chasm
#

I just realized the issue - the helipad is part of the map and not one I set.

#

Hrm.

#

lol

livid mantle
#

dont know where to ask this question and i guess its eden related but are there any mods that add bombs as props?

small patrol
#

O&T Expansion Eden does

livid mantle
#

thank you

deep violet
#

Hi gents, new here. I'm begining to edit my firsts arma 3 missions and i couldn't find the following, so i hope i can get help here from experienced scripters/mission makers. I'd like to get a trigger activated when a vehicle gets destroyed or occupied by any player from a group, MP. Any ideas how can i do that? Thanks in advance

#

I know how to activate it when it's destroyed, but not when any of those two conditions are met. No idea how to write that

safe swift
deep violet
#

Thank you! By veh you meana vehicle name, right?

#

Let's say the group is called Team1 and the vehicle is called Jeep

safe swift
#

then you would replace player with Team1 and veh with Jeep

deep violet
#

Do i have to sync the trigger at all?

safe swift
#

you don't need to sync anything

#

the code is correct, either the vehicle is destroyed, or a unit from group Team1 is inside of it

deep violet
sage pike
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
sage pike
#
dude setbehaviour "COMBAT";
_logic = createGroup west createUnit ["Logic", [0,0,0], [], 0, "NONE"]; 

_n = [dude, _logic] spawn
{
    params["_dude","_logic"];
    sleep 1; // give unit time to raise his weapon in combat mode
    while {true} do {
        _logic action ["useWeapon", dude, dude, 1];  // 
        sleep .3;
    };
};
#

How do make this for all of blufor instead of 1 guy named "dude"

small patrol
#

Excuse me, why did you moved this here?

sage pike
#

I was getting no help bro

small patrol
#

Excuse me, two of us helped you. There's completely no point to move

sage pike
#

I said I have no scripting knowledge

small patrol
#

Why this would be a reason to move?

sage pike
#

So new people can answer and actually help instead of telling me about forEach that I have no clue about

small patrol
#

If you don't want to learn, we can't help you

sage pike
#

I just asked where to put the ForEach and He just says put the code between and thats all

#

I am clueless where to put that code

small patrol
sage pike
#

Ur saying putting my code between there is going to make it for all blufor

small patrol
lapis chasm
#

Just asking, if I have an SFX trigger set up to play the sound of a gunfight in the distance, set up for when Any Player enters the area, that players instance of it will only be audible to them, right?

#

It won't case 20-30 instances of it to deafen everybody as they drive down the road?

midnight harbor
#

how do i fire bm21 grad multi-barrel rocket launcher?
no matter what i did it didn't fire

unique falcon
#

does any one know to make a task where you deliver a entity like a rifleman to a trigger
and then completes the objective

prisma oyster
midnight harbor
umbral star
#

Hey, I'm trying to set up a vehicle ambush and I'm wondering if there's a script someone could send that deletes the drivers of vehicles once a trigger is hit?

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Or if that's even possible

small patrol
#

deleteVehicle is the command to delete an object. It does work with AIs too

umbral star
#

thank you both

worthy wedge
#

hey boys

#

im looking for a grass cutter that i can control the size

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imagine enviorment remover thing but for grass anthing like that?

lapis chasm
#

At hand I know grass cutter comes in three sizes already.

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At least IIRC.

worthy wedge
#

whats IIRC?

lapis chasm
#

If I recall correctly.

prisma oyster
#

"yeah, what is it?"
"if you recall correctly, tell me!"

worthy wedge
#

i dont want to turn the base into a dot dot dot full of grass cutter

#

whats an IIRC?

prisma oyster
#

it's like IRC, but for Internet

worthy wedge
#

im just confused now

prisma oyster
#

hence the added I

prisma oyster
lapis chasm
#

Trying to reinvent the wheel, here, folks.

worthy wedge
#

idk what IRC?

lapis chasm
#

@worthy wedge to avoid complicating - which is too late as that's already happened.

worthy wedge
#

Internet relay chat?

prisma oyster
lapis chasm
#

I was short-hand saying that, to the best of my knowledge, by vanilla the grass cutter is already variable.

worthy wedge
#

AHHHHHH

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πŸ˜‚

lapis chasm
#

Y'all getting lost in the reeds. lol

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I'd already provided the answer.

prisma oyster
worthy wedge
#

XD

#

so anyways

#

any idea so i can INDUSTRIALLY remove grass

worthy wedge
lapis chasm
#

But yeah outside of mods or some realy creative editor scripting I don't think there's a way to place a single grass cutter and have it cut some adjustable wide swath. But I'm a baby to this, so...

prisma oyster
#

multiple simpleobject grass cutters, maybe scaled ones, IDK

worthy wedge
prisma oyster
#

IDC πŸ˜›

worthy wedge
#

youre fishing for it XD

prisma oyster
#

(I wasn't this time, I swear!)

worthy wedge
#

XD

#

aight ill see what i can do with the grass

prisma oyster
#

touch it

worthy wedge
#

i actually looked up IRC and internet relay came up

#

honestly the first guess i had was something Close to IRGC

terse marten
#

Do we have mods for terrain deformation yet?

sinful zenith
#

Deformer

terse marten
#

got it, thanks

lapis chasm
#

Are there any triggers for making explosions / flashes of light like a gunfight? Trying to make a suppositional engagement in the distance from where the players will be.

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And I'd rather not have to spawn an actual tank platoon. Save on performance. lol

acoustic yew
#

will just distant explosions suffice?

#

you can use createVehicle to spawn bombs/ordinance

lapis chasm
#

Rotation widget. 3 key.

#

Click the thing you want to rotate.

sage pike
#

polpox

small patrol
#

...?

sage pike
#

You remember that script you made me?

small patrol
#

I don't think so, what?

prisma oyster
#

straight to the point, please

sage pike
# small patrol I don't think so, what?

I want it to only activate when the ai is active and engaged in combat or sees enemy cause otherwise its just a continuous fire of bullets shooting at the ground

acoustic yew
#

you should read the contents of these pages and ask questions about syntax and terminology instead of going and saying no one is helping you πŸ™‚

#

or if there's a language barrier or something you can ask for clarification if you don't understand a sentence

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if you have specific questions about how to implement a concept then I'd be happy to help but asking for scripts like you're ordering food isn't going to work forever

prisma oyster
sage pike
acoustic yew
spare escarp
#

Does anyone have an issue with the orbat editor randomly adding stuff to predefined loadouts ?

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Trying to make a ww2 themed unit and orbat suddenly decides to give them tactical goggles

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I mean they do look badass with it but its not very cohesive

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πŸ˜…

spare escarp
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its random and intermittent within the orbat editor

scarlet surge
#

anyone else being unable to move after they've remote controlled a unit through zeus?

sick berry
#

So I set up a small convoy ambush scenario and saved it as a Multiplayer mission. How do I host it and let a freind join? I can get it set up but he can not find it. Any tips? Pretty green on Arma

acoustic yew
#

if you don't know then uncheck pnp and port forward

#

I think it tells you which ports

sick berry
#

shit ok

prisma oyster
#

see below too

formal muralBOT
#

Arma 3
To host a server or a game session locally, you need to make sure first that your WAN address / external IP uses the IPv4 protocol!
Check your router’s status page in the settings to confirm. (If in doubt, ask your ISP, Websites like β€œwhatismyip.com” give you a false positive!)
Local servers and games can not be hosted on an IPv6 network, or IPv4 via DSlite tunnel!
https://www.avg.com/en/signal/ipv4-vs-ipv6
Once you have confirmed that your connection uses the IPv4 protocol, you need to manually open / forward the ports 2302-2306 UDP (https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding)
See your router’s manual on how to do that, or ask google: β€œ<your router model> + port forwarding”

glossy sierra
spare escarp
#

I'll bring it to their attention and see if they can fix it tho πŸ™‚

glossy sierra
spare escarp
#

in that case wouldn't having an existing AI with nothing equipped "fix" the issue

if its base inheritence is empty then surely the future instances would be empty to right? πŸ€”

glossy sierra
#

Yes and no.
Best thing to do, is choose a class that has little randomisation with goggles.
I personally do this

Base Class (Something that every unit will inherit, so looks like the average soldier aka basic uniform/helmet).
^ this inherits the properties from a civilian (the civilian that has the right head/body for the faction I am using as well as something that has hardly any goggle randomisation)

Now my faction soldiers inherit from the base class, so they will inherit the basic kit and have less likely to worry about a headless taking control and making them look like a civ.

#

also, having nothing equipped or even having goggles equipped can still be overwritten by the base class.

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which means that a civ that has a chance to wear sunglasses will still overwrite the base class and subsequently the factions' soldier.

drowsy swallow
#

My Ai's uniforms are changing on mission start, I looked and couldnt find an override in the attributes... Is there a way to get around this?

drowsy swallow
#

Oh it definitely is, I'm just trying to get around it

prisma oyster
#

I don't remember how it is called though

drowsy swallow
#

I found this, but apparently its more for vehicles and it didnt work when I tried it this setVariable ["BIS_enableRandomization", false];

prisma oyster
drowsy swallow
#

I'm on that page now

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I don't think im using vanilla units, maybe thats the problem

prisma oyster
#

ah, that's different then

#

check the mod's doc

drowsy swallow
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I think I'll just switch them to vanilla. Thanks for the help Lou!

halcyon raft
#

Are there any hard set limitations within the editor?

I’ve been working on a mission for a little while and it just stopped opening in the editor. And I can’t figure it out why.

acoustic yew
#

any errors? anything in the log?

#

mods?

halcyon raft
# acoustic yew any errors? anything in the log?

Logs came up with nothing of note.
They seemed to have stopped writing at the time of hang.

I am running mods but I've made several missions with the same mod list and never run into an issue

acoustic yew
#

They seemed to have stopped writing at the time of hang.
is this a crash?

halcyon raft
#

Technically

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No

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The game still is running

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It just gets stuck in the loading screen

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I can upload a copy of the .rpt if you'd like

acoustic yew
#

sure

#

eden opens fine and then when opening the file it hangs?

halcyon raft
#

Yup, and when opening other mission files it works fine

acoustic yew
#

did it stop working with 2.10?

halcyon raft
#

No

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It was working after the update

acoustic yew
#

are you running any eden mods

halcyon raft
#

a couple, but they were working after the update as I was working on the mission post update

acoustic yew
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idk what I would try from there if the rpt doesnt give you anything. You could always try removing potentially problematic stuff from the debinarized sqm

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like if any scripts are getting called

halcyon raft
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Only a couple of minor ones

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But scripts don't get called in the editor do they?

acoustic yew
#

they can be via one of your mods

halcyon raft
#

True

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It does seem to load okay in other missions though

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I'll dm you the rpt file

acoustic yew
#

yes, but you may have ticked a box that runs a broken function

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if something problematic is called in the init stage it can hang the whole game

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the author may not have used the logging feature

halcyon raft
#

Ah right

drowsy swallow
#

I've build up a compound outside of the map, made almost entirely of vanilla assets. For some reason the AI can both see and walk through the wall... Anyone know whats up?

halcyon raft
#

So they don't get stuck

drowsy swallow
#

and that lets them see through it? I've built similar things before without issue

halcyon raft
#

Not sure about seeing through it, but definitely walking though it

drowsy swallow
#

I wonder if they did it by no longer rendering that object for the ai, that way it doesnt know its there and has no problem walking through it, would explain why the ai can see through it and try and shoot through it...

acoustic yew
drowsy swallow
woeful light
#

is there a hotkey in the editor for saving coordinates where my mouse is?

I'm working on building a library of locations to use with the new createlocation command. I have about 80 locations to do and by hand writing everything down is super slow.

halcyon raft
acoustic yew
#

i had that loaded when I tested it

halcyon raft
#

Did you just have EM or the rework?

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Out of curiosity

acoustic yew
#

going off of memory

acoustic yew
#

never caused issues

halcyon raft
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Just doing a test now with my other mods enabled

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Got it working with the base mods without EM

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Loaded EM and it died

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Now trying everything without EM

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Confirmed

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Loads with everything but EM and EM Enhanced

acoustic yew
#

try repairing EM I suppose

broken pond
#

I imagine it's the way I'm putting in the code but I'm a bit brain dead and whatever I'm trying doesn't seem to be working. Trying to add an action to change a public variable but the action isn't showing

this addAction["<t color='#000000'>FOB Moray</t>",{FOB_Moray_Respawn_GV = 0; publicVariable "FOB_Moray_Respawn_GV";},nil,11,true,false,"","(side player == Civilian)"];```
fossil urchin
#

So the unit that sees your action must be on the civilian side

broken pond
#

Thanks very much, I'll try it out πŸ™‚

quiet plume
#

O_o @broken pond your code works as-is when player is civilian. At least it does in my editor and i don't see any reasons for it to not work elsewhere
@fossil urchin what you've listed are parameters that are sent to the code. Condition doesn't have any parameters, it only has special/magic variables _target, _this, _originalTarget, _actionId, with _this pointing to the player who should (or not) be shown the action.

broken pond
fossil urchin
# quiet plume O_o <@355078144438566912> your code works as-is when player is civilian. At leas...

Thx for clear out. My bad.
https://community.bistudio.com/wiki/addAction
Should read better .
There pretty clear on example

"true", // _target, _this, _originalTarget

condition: String - (Optional, default "true") expression that must return true for the action to be shown. Special variables passed to the script code are:
_target: Object - The object to which action is attached or, if the object is a unit inside of vehicle, the vehicle
_this: Object - Caller person to whom the action is shown (or not shown if condition returns false)
_originalTarget: Object - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not

golden nova
#

would anyone be able to help me with a composition from a mod? its the Halo jump mod from pandemics, im having trouble getting it to show up in my editor composition tab if anyone has experimented with the halo jump mod from pandemics and has also had trouble please let me know if im doing something wrong

prisma oyster
acoustic yew
golden nova
# prisma oyster <#122121444703338496> for this, I believe ? or what exactly is the issue

im not making a composition, im just trying to add it to my list to use in editor, but im new to compositions, so im not sure if im missing something in the game, i followed the instructions for the mod in the workshop, it says i have to copy the compositions from the mod and put the composition folder in my arma profile but im sure if im missing a step or if i need to add something when i am in the editor, again im extremely new to compositions

golden nova
golden nova
#

https://youtu.be/2lhwxIGQnGE This is the video of the mod, it has the maker of the mod explaining how to install and use it, im assuming that i have done something wrong due to it being an old mod and things have most likely changed. i am mostly assuming i havent done a step correctly and thats why it is not showing up Mr. Real Artisan Foods im thinking that this is what you were talking about when you said if the mod predates and custom comp but i am fairly new to compositions so i have no idea half the stuff, but i followed the steps on the video and it doesnt seem to work

acoustic yew
#

why don't you contact the author?

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if you're truly following his steps and it's not working

golden nova
dim kindle
#

How can I have a map marker appear with a trigger?

acoustic yew
#

make an invisible marker in the editor and use this command to make it visible

dim kindle
#

Ah okay

cloud axle
#

Anyway to tone down the sound a drone makes?

small patrol
#

No way than a Mod

cloud axle
#

Well then

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Can i make my self make no steps sounds?

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Maybe float?

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im trying to control a servo skull by attaching it to my player

small patrol
#

No steps?

cloud axle
#

Yeah, cause im a player that has no model, with a servo skull attacked

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attached*

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but people can still hear my footsteps

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im thinking of using this as a solution

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I will attach the servo skull to that, it probably makes noise, but its for sure better than normal drones sound or hearing footsteps behind a floating skull

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i mean

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this solution "works"

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its far from perfect

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im not sure if its even great

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If anybody knows how to control a servo skull from warhammer, hmu, thanks

vestal perch
solar shell
#

This is a dumb question but, I've just gotten back into ArmA after a few months-long hiatus. How do I hide the EDEN editor menu? I know there's a keybind for it, I just can't remember what it is for the life of me.

ornate knot
solar shell
#

It's Backspace.

crimson dirge
#

god i hate ai sometimes, i set a helicopter to loiter an area and it just keeps going up and up and up

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just keeps on flying upwards

vestal perch
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something is bugged in the helo

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are you using mods?

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@crimson dirge

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have you attached stuff to the helo?

crimson dirge
#

No its just an rhsusaf heli

vestal perch
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then its a mod

crimson dirge
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Only happens when i sit inside it

vestal perch
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so there is something bugged with it

crimson dirge
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like when i look at the helicopter it just acts like a helicopter

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but soon as i go inside it, pilot decides to go to the moon

vestal perch
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like I said its a bug, youll need to report it to rhs

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or it could be from some other mod you have too I suppose

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so best to test alone with rhs first

crimson dirge
#

i dont think its rhs, because it happens with any heli i do this with

vestal perch
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then id wager its some other mod you have

crimson dirge
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Weird, i dont have any ai changing mods, but then again i dont know much about arma mods

vestal perch
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do you run a lot of mods?

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and it does not have to be ai changing mod

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it just needs to be a mod that breaks some part of vanilla config

prisma oyster
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upside-down: try in vanilla, no mods.

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if you cannot reproduce the issue there, not an issue to be raised here

crimson dirge
prisma oyster
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anyway

try in vanilla, no mods.
if you cannot reproduce the issue there
it's a mod issue

vestal perch
#

dis

crimson dirge
#

after i make coffee

prisma oyster
#

can hab 1 plz

crimson dirge
#

β˜• πŸ‘

crimson dirge
prisma oyster
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ah OK πŸ˜„ I thought "no no, I just use this mod in this case" mb 😊

crimson dirge
#

Its alright πŸ‘

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okay so heres the scenario like before
heli in the air, one side facing an enemy squad

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i play as the gunner and do some target practice

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yeah the heli is just vibing in vanilla, no issue there

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so not a vanilla problem

prisma oyster
#

to identify the culprit, add half your mods
if the problem is not there, add half of the remaining ones
etc etc

crimson dirge
#

I'll try that πŸ‘

tough crystal
#

Is there a way to just make the AI be downed like in multiplayer instead of just dying ?

keen jolt
tough crystal
#

Where is this option?

prisma oyster
#

setUnconscious would be the scripting command πŸ™‚

tough crystal
#

Oh god that is confusing

dim kindle
#

Or use Ace Medical

tired mirage
#

Very simple

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It connects both computers so you can just host a lan game

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Downside is

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The other person can see your ip

acoustic yew
#

Downside is clients need to install third party software

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if you can log into your router/access point and port forward arma ports you can host just like that

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my router even had an operation flashpoint preset

spare phoenix
solar shell
#

is there any way to quickly disable simulation for a large group of entities?

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like a hotkey or something similar?

small patrol
#

In Eden Editor you mean?

solar shell
#

Yeah.

small patrol
#

I mean not ingame

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You can select a lot of object and right click, attributes, it will change every selected object's attribute in one time

solar shell
#

Oh based!

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Didn't know you could do that.

small patrol
#

Yup. One thing why we welcomed Eden Editor so much

scarlet surge
#

Is there an easy way to count the objects in just one layer?

cloud sparrow
#

get3DENLayerEntities

scarlet surge
#

that requieres me to know the layer ID, of which I have no clue how to get since I created them in GUI and there doesn't seem to way to just list layers and layer ID.

quiet plume
#

getMissionLayers?

#

or get3DENSelected "layer" after selecting the layer in the left menu

#

ending up with count get3DENLayerEntities (get3DENSelected "layer" select 0). Works okay with empty objects, would need some extra massaging to work with groups containing units

#

and all3DENEntities select 6 apply {[_x, _x get3DENAttribute "name"]} to get layer-number-to-name pairs

scarlet surge
# quiet plume `getMissionLayers`?

doesn't return anything in the editor, I guess I have to start the mission for that.
But thanks for the pointers, I'll try them tomorrow!

glad sierra
#

Hello, I’ve been having some trouble trying to figure out how to give a variable name to a group. I am trying to give this specific group a set amount of respawns in a script, but I can’t seem to figure out how to give the group a variable name to use in the script.

keen jolt
glad sierra
dim kindle
#

How can I make a trigger activate without using the activation stuff? Like, I just want a trigger to play music on mission start. I don't want it to stop, I just want it to play an SWU Immersion Sounds music file on repeat on mission start

dim kindle
prisma oyster
#

oh, found it yeah
I thought "Star Wars Universe" at first :-Þ

dim kindle
#

They're accessible in 3den like normal stuff

prisma oyster
#

to trigger a trigger "immediately" (0.5s) use true as condition

dim kindle
#

Bruh

#

Man I need to use my braincells

#

It didn't trigger

#

ack

#

I'll just use the sound module after I launch the server lmao

#

Actually, changing the trigger to trigger when the player is in the area nearby seems to work just fine

stable grove
#

How can I create my units (just small squads) for editor selection?

mossy narwhal
#

How would I get an AI operated helicopter to turn engine off after landing the helicopter????

mossy narwhal
plain gale
#

setfuel 0 always works

dim kindle
#

It's a little janky but it does work 100% of the time. It just looks weird if players are looking

lucid tiger
#

anyone know how to get or make a Invade and annex mission?

#

i have 0 clue and im trying to get one hosted on my first server

broken pond
#

So I'm trying to sync a strategic map marker with a trigger in a scenario. When the trigger activates the marker appears as desired, but when the trigger deactivates the marker stays present, is there anyway to change this behaviour? Ideally with little to no coding and instead using triggers/modules as I have over 100 markers this applies to. Thanks!#

acoustic yew
broken pond
#

Is there a way I could code it such that it would only effect synced objects of a type (markers synced to each trigger), rather than having to give over 100 different markers unique identifiable names which I can then call in the deactivation fields in over 100 different triggers and simply copy paste into their deactivation fields instead? Also, I only need to "hide" these markers, as they may be reactivated later in the scenario.

acoustic yew
#

i don't think markers are objects. I may be wrong but if you want a trigger to "own" a marker you may have to set a variable to that trigger with the unique marker name

broken pond
# acoustic yew i don't think markers are objects. I may be wrong but if you want a trigger to "...

So this is basically the chain of events currently:
-So in each instance I have a global variable that can have a value of 0 or 1 and change mid mission.
-This global variable being equal to 1 activates the trigger.
-I have a strategic map mission module synced to each trigger.
-If the scenario starts with the global value of 0 the marker on the strategic map doesn't show up (as anticipated)
-If after the scenario has started the global value changes to 1, the marker on the strategic map shows up (as anticipated)
-If the global value then changes back to 0, the marker on the strategic map doesn't disappear and stays visible on the strategic map (not anticipated)

Also, apologies if I wasn't clear but I'm using the strategic map mission module (linked, with upsettingly little info) rather than a normal marker

https://community.bistudio.com/wiki/BIS_fnc_moduleStrategicMapMission

acoustic yew
#

does it have to be a trigger?

#

I don't know what the strategic map mission module is

#

but you can just write a function to make markers appear/disappear

broken pond
# acoustic yew I don't know what the strategic map mission module is

In this Arma 3 Tutorial I'm going to show you how to create a Strategic Map without using a trigger.
If this video helped you then please consider to like the it and subscribe to my channel! Thank you!

Β» Arma 3 Community Wiki
Wiki: https://community.bistudio.com/wiki

Β» Social Media
Twitter: https://twitter.com/Mixuray
Instagram: https://instag...

β–Ά Play video
broken pond
acoustic yew
#

okay let me just test something new with 2.10 that might work well for this

broken pond
broken pond
acoustic yew
broken pond
#

pretty much

acoustic yew
#

same marker every time?

broken pond
#

for the purposes of this that should work

acoustic yew
#

is the trigger server-only?

broken pond
#

currently set to clientside

acoustic yew
#

are the triggers already placed or are you making a template

broken pond
#

already placed

acoustic yew
#

Do they all have different conditions?

#

I have a way to create/destroy unique markers on top of a trigger but it uses the activation/deactivation fields inside the trigger

broken pond
#

yup, basically I have ~18 global variables, they each have 4 different potential values, and I have logic for each value for each variable so 18*4=72 different conditions.

acoustic yew
#

Are these the only triggers?

#

I'm thinking the best way is to just add trigger statements via script on init instead of modifying every single one

broken pond
#

Unfortunately not I have a bunch of other logic happening also

acoustic yew
#

anything that can filter them down to the triggers you want the markers on?

broken pond
#

not really unfortunately, it's why I've been trying to do this using the modules and syning them to the triggers, less coding and logic to go wrong aha

acoustic yew
#

any way you can make an eden layer and select all the triggers and put them in there?

broken pond
#

I've never used the layers before, so maybe?

acoustic yew
#

on the very bottom left of eden there's a new layer butotn

#

If you toss your triggers in there you can access an array of objects via script and batch edit the trigger statements

#

if there are no unique trigger statements already you might even be able to get away with shift-click selecting them and editing them all as a batch in eden

broken pond
#

ok will do πŸ™‚

acoustic yew
#
//On Activation

_marker = createMarker ["triggerMarker_" + getObjectID thisTrigger, thisTrigger]; 
_marker setMarkerType "hd_dot";

//On Deactivation

deleteMarker ("triggerMarker_" + getObjectID thisTrigger);

#

marker types

#

getObjectID is a 2.10 command that gets a unique id from an object, which you can use to generate a marker name unique to that trigger

broken pond
#

thanks, I'll have a go at implementing all this shortly πŸ™‚

acoustic yew
#

I'm not too experienced with triggers so the locality stuff may be weird

#

worst case scenario you just define a serverside function for handling the markers or handle it on the client

#

I'll add a check for it so it'll just work wherever

#
_markerStr = "triggerMarker_" + getObjectID thisTrigger;
if (markerType _markerStr == "") then {
  _marker = createMarker [_markerStr, thisTrigger]; 
  _marker setMarkerType "hd_dot";
};
nova canopy
#

how to read the position of the AGL on the map?

keen jolt
#

position of the AGL?

#

what do you mean?

nova canopy
#

I'm doing a script for artillery and I need to enter the AGL position and I don't know how to do it 😦

keen jolt
#

right click on the map then select Log Position to Clipboard

alpine sail
#

How do i add Custom Images to my Mission file? i tried to follow Tiber Brutus's Video, but the Flag ended up turning white.

small patrol
#

You can add jpg or paa image into the mission folder, that's it

#

And, what exactly you've done?

alpine sail
#

then i put the JPG into the Texture slot

#

and it didn't do anything

#

just turned white

small patrol
#

What flag? What texture slot? What JPG?

alpine sail
small patrol
#

What resolution the jpg has?

prisma oyster
#

we will never know :p

alpine sail
small patrol
#

And are you sure that the file path is correct?

alpine sail
#

Yep

small patrol
#

Any errors then?

alpine sail
#

Says β€œHawaii-Israel-Joint-Task-Force.jpg is not found”

small patrol
#

Then file path is wrong

#

In the first place the error says very literal reason of why it doesn't work

alpine sail
#

I feel like this gonna go in a circle

small patrol
#

Is it Hawaii-Israel_Joint_Task_Force.jpg? Or Hawaii-Israel-Joint-Task-Force.jpg?

alpine sail
#

I just explained to you, I know the exact file path, have tried it in all variation, including using the Document\Arma-3 Profiles type of File path, I’ve tried doing Img\ before the File name, it won’t work

small patrol
#

Where exactly is the file location?

alpine sail
#

Semantics, the difference between a - and _ do not matter whatsoever, when I don’t care about the issue anymore, considering it was like 2 hours ago

#

I got off

#

Because I didn’t care anymore

small patrol
#

Β―_(ツ)_/Β―

modern bane
#

does anyone know how to make firing artillery rocket???

primal wave
alpine sail
#

That’s the problem with the arma discord, there’s like, 20% genuinely helpful people/funny people, like Lou, and the other 80% are condescending assholes who act like they’re annoyed they have to answer questions

alpine sail
#

Like, a script for the rocket to fire automatically?

primal wave
#

Or you want a Howitzer to shoot rockets instead of shells? πŸ€”

primal wave
alpine sail
small patrol
#

Looks he blocked me ☺️

acoustic yew
#

Serves you right for pointing out a mistake

alpine sail
acoustic yew
#

He pointed out a discrepancy in your file name, which causes that exact error. This is a helpful thing.

#

If you have a hard time understanding his English you should work on your reading comprehension

prisma oyster
# alpine sail He pointed out literally nothing new, I had already explained to him the issue, ...

While I appreciate the kind words, please be also respectful of the other people trying to help. POLPOX here is in no way demeaning or talking down to you - if you read it cool-headed, I swear I cannot see that in his words, but I can in yours when you say "semantics" and "too late, I am done with this issue" when he points a valid issue in scripting. As you stated English is not his first language, hence why some misunderstanding may occur, too.

Nothing but meaning well here, and fighting frustrating issues together
Thanks πŸ™‚

rich peak
#

updating a mission of mine that I made a long time ago and published on the workshop

#

CAS style mission, gonna be in voice, any feedback would be appreciated

neat hill
#

Not sure what channel this would go under so ill put it here. Is it possible with the current state of the arma engine to redefine something that standardly goes in the rifle slot, to go in the Launcher slot. I am aware of Dual Arms, but am wondering if there is another way to do it. For example taking RHS's M590A1 5rnd and making it go in the launcher slot.

small patrol
#

No unfortunately

neat hill
#

Dang

runic cloud
#

there's a problem a hacky method but it probably wont work and would require messing with animations (as it will still have the 'launcher' animations)

#

and will have similar restrictions - so basically, don't bother lol

past abyss
#

for some reason my civ trigger is picking up containers and cars as civilians, is there any work around to this issue?

#

sorry if this is the wrong channel

small patrol
#

They are civilians indeed AFAIK. What exactly you want to detect?

past abyss
#

i want it to end the mission if there are no civilians alive or in the area, but the vehicles and containers are preventing this

small patrol
#

You can filter the trigger so it will only detect humans (more like take only humans into count) I think

past abyss
#

civilian humans in particular?

small patrol
#

It's already detecting civilian right? So you'll need to add a filter for human then

past abyss
#

how would I go about adding that

small patrol
#

What condition your trigger has so far?

past abyss
#

can i paste a link to my screenshot

small patrol
#

Yes but why, you can just paste the condition code here

past abyss
#

figured youd want to see the rest as well nvm

#

its an actual trigger module so the condition is just this;

call{this && fj_checkpoint_active}

small patrol
#

Okay so, it has to fire the trigger whenever:

  • No civilian units in the trigger
  • No alive civilian units in the trigger
    satisfies both?
past abyss
#

actually just no alive civilian units in the trigger, because they arent supposed to be outside of the trigger radius anyways

small patrol
#

Mhm, so let me see...

#
(thisList findIf {_x isKindOf "CAManBase" and alive _x} == -1) and fj_checkpoint_active```I think this will do. Not tested so try on your end
#

I'm just using and because I prefer over &&, you can replace them if you need

past abyss
#

yep that worked out, thanks a lot

#

also just curious, can probability of presence be applied to players/playable's

versed escarp
#

Anybody know of any solid mod packs for 1980's Britain? im trying to make a solo situation of the SAS Op Nimrod, the main issue im having is trying to find any buildings that can replecate the embassy, is there a way to custom build a building to my specs? i'd rather not but seems the only way

safe swift
primal wave
#

Note that Arma AI will not be able to navigate this, and perhaps even walk through the walls. So you will have to mess around with disabling movement or set triggers with dis/enabling simulation.

acoustic yew
#

i'd bet on them walking through walls

plucky herald
#

I have a new annoying behavior in the order of groups in role selection.

Normally i cut and paste the entire group to push them to the bottom of groups playable in role selection, but now it's not consistent in that regard ending in my groups being in a mess. Anyone else experienced this, any solutions?

plain gale
plucky herald
#

Thanks R3vo. I even duplicated my groups one by one and removed the originals. Still some groups don't change the order but most will. Strange

modern hawk
#

Hey all, when making modded missions/files, has anyone encountered a problem where when spawning in on a player slot and at a respawn position, the unit would be reverted to the original uniform/gear they were originally spawned in?

(if i for example used a NATO soldier and modified him to havve a custom kit, and hoping to spawn in with that kit when I join through its respective slot)

glossy sierra
modern hawk
modern hawk
#

I was able to do it before but.. for some reason doesn't work anymore.

#

That's what I am trying to solve (being able to spawn on a location but with the slot's Eden loadout)

acoustic yew
#

If nothing else you can store the loadout to a variable and retrieve it in onPlayerRespawn.sqf

modern hawk
acoustic yew
#

getUnitLoadout in initPlayerLocal and setUnitLoadout in onPlayerRespawn

#

store to and retrieve from a global variable of your choice

modern hawk
acoustic yew
#

That's an ace error. if you can reproduce it on a clean mission file without other mods then that's something you should report to ace team

modern hawk
#

gotcha, will look into

modern hawk
#

Is there a way to get insight into the spawning logs / internal game .ext files?

I want to compare settings with the other savefile where it works as I want it to but it's not really the easiest of processes.

small patrol
#

diag_log?

modern hawk
# small patrol `diag_log`?

context above if its helps, not sure how to go about this otherwise 😭

frustrating issue cause I have no clue what's going on (talking about the first thing, not the ace error)

small patrol
#

Gargh yeah true, let me see..

#

Well, savefile as in what?

modern hawk
# small patrol Well, savefile as in what?

well, If anyone knows a way to just get a look at the settings or something, cause I know I can use an external description.ext file to update settings myself but.. is there a way to access the ones bound to the savefile or something similiar?

if it helps/you have time later today I would be glad to get on and troubleshoot the issue through screenshare and all

again this issue wasn't a thing last 3 other times i made a mew campaign modpack and file.

silver tusk
#

hey, so im having problems with the keyframe animation thing

#

everything works but there is no camera movement

viscid minnow
#

Hey if anyone could tell me in eden, what’s the function or string of text so I can see where a specific AI is on the map

vague sundial
#

setobjectscale works in editor when I load in SP to test but exported to SP scenarios the object stays the exact same size?

acoustic yew
vague sundial
#

Just normal objects, I'm using poles mostly

sacred jungle
#

I'm looking for some help with getting a group of props to all have a chance to spawn (Like the Probability of Presence attribute) but having the whole group spawn in together. I suspect it would have to be something like using the condition of presence to see if a master object has spawned but I have no experience with the functions Eden uses

acoustic yew
sacred jungle
#

So we are trying to build an RP type mission on Porto where a variety of object groups have a chance to spawn. (Weapon with its ammo or a race track for example) So far we have vehicles spawning at random to make the map more repayable. None of us are familiar with scripting and we hoping there was an easy solution.

#

@acoustic yew

acoustic yew
#

I'll write you a function in a minute

acoustic yew
#

see "functions as files"

#

i wrote in a tag in the commented example but you can change that

#

basically the way this function works (i just wrote it so bear with me) is you open up initServer.sqf and write [0.25,"random_structure_1"] call artlib_fnc_layerPresence; or whatever the TAG will be

sacred jungle
#

Awesome thank you so much!

acoustic yew
#

so you can write this line multiple times with different layers and different probabilities

#

with that said if eden layers already have a probability of presence option in the editor im going to perish

bleak tusk
sacred jungle
acoustic yew
acoustic yew
sacred jungle
#

oh that i'm not certain

#

I does for items

bleak tusk
#

oh hold on let me take a look at the layers function witch i did not know existed

acoustic yew
#

the eden layers are the folders on the left, you can make your own, my function will need to be manually defined using the instructions on the wiki

#

my function takes the name of the folder as an input

bleak tusk
#

well now i kinda feel dumb. ya this should be able to do what we were looking for

#

is there any performance hit for having many of these folders/layers

acoustic yew
#

no, it's just a way of organizing

bleak tusk
#

ok and its fine to run this script multiple times for diffrent layers with diffrent variables?

acoustic yew
#

all it does is collect the entities in the layer and deletes them if it fails the probability check

bleak tusk
#

this script should run in eden when i do play as or play from here right?

acoustic yew
#

if you're talking about the script itself and not the function call, you need to define the function

#

or execVM the file (much slower)

dim kindle
#

Is there a way to make the AI hostile towards player civs during a mission?

#

Doing an insurgent OP. I'm looking for a way to have my guys be able to infiltrate a location as civs and when they say, blow something up, it make them hostile.

dim kindle
#

Cool. And how would I turn it off?

acoustic yew
#

status: Boolean - true means captive

winged sun
#

Are the rugged boxes and containers from contact available in the editor? I'm trying to find them, but no luck so far

small patrol
#

Should be

winged sun
#

Ah, found them, they are called cases, I was looking for boxes

prime comet
#

Im trying to set up a object/vehicle spawner but its not working. Im trying to set it up so there is a scroll wheel menu on an object and I cant get that to appear

small patrol
#

Show us the code you wrote so far

prime comet
#

ill send you a screenshot

small patrol
#

And any errors? Can't get that to appear at what context?

prime comet
#

As in, I can load into the game fine with no errors, but when I load in and go upto the laptop the scroll wheel menu item is not there

small patrol
#

Oh wait, yeah I know why. _object is not defined there, I assume you want this instead

prime comet
#

still nothing sadly

#

hang on

#

im an idiot

#

I left a underscore in

#

so how would I set a custom position, cause now it spawns on me and kills me aha

small patrol
#

Change position player part into something else

#

If you want to spawn it on, let's say, an object that named spawnPos, position spawnPos

prime comet
#

ah ok, so would getMarkerPos "containerSpawn" spawn it on a marker with the variable name containerSpawn

small patrol
#

It should

prime comet
#

Perfect, then I just find a way to hide the markers on the map and that would be perfect, thanks for your help

small patrol
#
this addAction ["Container Building", { 
_containerFort = "Land_Boxloader_Fort_iso_Green" createVehicle getMarkerPos "containerSpawn"; 
}];
this addAction ["Container Building - Medical", { 
_containerMed = "Land_Boxloader_Fort_iso_Aid" createVehicle getMarkerPos "containerSpawn"; 
}];
this addAction ["Container - FOB Exterior", { 
_containerExterior = "Land_Boxloader_iso_20ft_green" createVehicle getMarkerPos "containerSpawn"; 
_hesco1 = "Land_Boxloader_Hesco_Flat" createVehicle position {getPos _containerExterior];
_hesco2 = "Land_Boxloader_Hesco_Flat" createVehicle position {getPos _containerExterior];
private _success = _containerExterior setVehicleCargo _hesco1;
private _success = _containerExterior setVehicleCargo _hesco2;
}];```
#

    _hesco1 = "Land_Boxloader_Hesco_Flat" createVehicle position {getPos _containerExterior];
    _hesco2 = "Land_Boxloader_Hesco_Flat" createVehicle position {getPos _containerExterior];```This line, wrong bracket @prime comet
prime comet
#

ah perfect, clearly tired πŸ˜‚

#

does it want to be the square or curly?

small patrol
#

Nothing. Also position getPos _object is wrong, use either of them

#

getPosWorld is preferred also

prime comet
#

ah ok

#
_hesco2 = "Land_Boxloader_Hesco_Flat" createVehicle {getPos _containerExterior};```
#

like that?

small patrol
#

I said no brackets

prime comet
#

oh right

#

sorry mate

#

that works perfect, thanks

#

i need to put 73 hesco cargo in it, surely there is a way to do all at once instead of having to do 73 lines?

prime comet
mighty island
#

Hello, i was wondering if there is a way to make a mission with a whole bunch of objects that is still FPS friendly, i have tried simple objects but they dont suit my need cuz i need enterable houses for example. I heard smth about A3 objects that work like simple objects but with simulation, i may be wrong but is there anything like that?

prisma oyster
#

nope

keen jolt
#

But they only help in multiplayer

tidal crater
mighty island
#

Understood, thank you

harsh rune
#

im having issues all my stuff in editor is big as i think the UI is big

#

and also how do i set up a zeus

glossy sierra
harsh rune
#

are there any animations for using a shield?

#

like a riot shield

prisma oyster
#

not in vanilla no, for there are no riot shields in the first place

queen nebula
#

Oh

lime cargo
#

Does anyone know how I can nicrease teh max speed of a vehicle

#

(specifically an SDV)

harsh rune
#

I need some help, for my attributes, for my insignias it has Rank insignia under I don’t know where that goes

small patrol
#

Uniform. Usually left shoulder

wispy adder
#

hello, does the arma 3 Alive work with the 3CB factions mod

#

I want to populate an area with the 3CB Middle eastern Extremists faction

kind tusk
#

Just told the enemt squad dont fire unless fired upon yet they stilled fired at me

verbal rose
wanton trout
#

I want to create a trigger that checks altitude above surface of any blufor helicopters and provides a mission failure if they fly too high (above the ground, not sea level). Need help

onyx garnet
#

does anyone know where I can find the art of war DLC animations/poses?

near mulch
#

any way i can hide a pointer in the editor?

#

whenever i kill an ai sitting in a chair that uses the pointer in editor

#

its still there

prisma oyster
#

a pointer?

near mulch
#

i think thats what its called

#

you can find it in eden editor if u look up pointer in props

rotund urchin
#

Is there a way to make a fire like the one after a vehicle explodes except without the vehicle?

acoustic yew
#

You could always make your own particle effects

#

I looked for the function that produces vehicle fire a while aog but I never found it

rotund urchin
#

I’m looking for something like an oil fire since I’m planning an Iraq op

rotund urchin
#

Thnx

wind raptor
faint tusk
#

I hope this is the right spot for this. I'm in the Eden editor and I'm trying to set up some squads. I can't for the life of my figure out how to move units between squads. Google has some things for "on trigger change team" but that's not what I'm looking for. I have more questions too but this one has been stumping me for a bit so I'll start with this.

acoustic yew
lime cargo
#

On conditions

#

does anyone know how I can make a trigger only trigger if all other tasks are completed

#

this is waht I have right now

#
triggerActivated boatdestroyed;
triggerActivated eagledead;
triggerActivated samdestroyed;```
#

these triggers are for when the tasks are destroyed etc.

#

but I cant seem to make it only trigger when ALL are done

#

not sure how scripting works but im guessing we use triggerActivated xyz and triggerActivated xyz

#

etc.

#

but not sure what expression is used for arma

#

is it &&?

prisma oyster
lime cargo
#

alright so my condition should be

#

triggerActivated artydestroyed && triggerActivated boatdestroyed && triggerActivated eagledead && triggerActivated samdestroyed;

#

thanks

#

I think it should work now

#

(hopefully)

prisma oyster
#

yep! it should

lime cargo
#

I think it works

#

did one task and it didnt trigger the end objective

#

alright thanks

prisma oyster
#

w00t! good luck w/ the rest

faint tusk
#

How about removing a unit from a squad into a new squad. The only what I've found is cut > paste them.

#

Seem it's a vehicle thing. I fixed my issue at least. I had to take all the units out and mess with the squads then put them back and put them in the right spots. It's weird you can't just move them around on the right side pane. If you drag a unit it hightlights the other squads like you can move it but it doesn't seem to work.

acoustic yew
#

grouping them before putting them in vehicles is the easiest way

harsh rune
#

I’m having a issue that says this for when I spawn in a FSB soldier in

#

Could someone help me

#

If possible Dm me

small patrol
#

"this"?

lime cargo
#

Ok so

#

So

#

hmm

#

how should I put this

#

how do I make two conditions which both trigger a set state for a task

#

currently only one of the triggers will actually complete the task

#

I thought it would be just syncing both triggers to the same complete task

#

do I need two set tasks or smth?

acoustic yew
#

if you have a question you can ask here

lime cargo
#

ok that's exactly what I had to

#

nice

harsh rune
#

oh ok

#

well It won't let me put a photo in here

#

of my problem

acoustic yew
#

you can upload it elsewhere and send a link

#

or if it's an error copy what the rpt says

gaunt wigeon
#

I try to make a drone accessable via terminal in the middle of the mission. In order to do that i first place an empty drone in the editor and my plan was to move an AI into the driver position of the drone once i want the players to be able to use it. But it seems like the unit moveInDriver drone command isn't working on drones. It works on every other vehicle. Is there a different command that i can use?

prime comet
#

So i was faffing with my servers ace medical settings and I have made everyone superman, their wounds magically heal. Anyone know what I have done

worthy pelican
#

Hello, does anyone know how can i fix this issue?
So I'm making a scenario in the editor and when i test it in multiplayer, I spawn like normal and everything is fine but when I die I'm respawning on my corpse all the time i checked attributes, respawn options and etc. I disabled the respawn on death position and its still happening (I'm playing on mods)

acoustic yew
#

actually fresh mission with your current mods

#

and if it still happens repeat the process without mods

#

that'll rule out whether it's the mods or the mission file

vague moat
#

Hi

vague moat
#

Can you tell me how to change the color of the thermal imager?

small patrol
#

Not possible without a Mod

vague moat
#

My color is orange, and I want it to be black and white.

small patrol
#

I think I'm misunderstanding your issue, what exactly is orange?

vague moat
#

With the help of a script can I do something?

vague moat
small patrol
#

And?

vague moat
small patrol
#

And when you get the screen? What N? When N?

#

Is your second screen someone else's?

vague moat
vague moat
small patrol
#

Do you have any Thermal Imagery related Mods? Or do you have night mode on your screen?

vague moat
small patrol
#

There is. Since the TOW is not a vanilla thing

vague moat
prisma oyster
prisma oyster
#

you were talking about thermal imaging, and when POLPOX asks you about details to help solve your issue you switch to removing weapons reloading

vague moat
dim kindle
#

how can i have infinite ammo in editor?

acoustic yew
#

crosspost moment

vague moat
#

Is there a script to remove the reloading of weapons?

small patrol
#

If you don't want to get an answer for thermal imaging anymore, say so. Then I'll answer about reloading thing

keen jolt
vague moat
vague moat
fossil urchin
keen jolt
#

he means auto reload with no delay basically

fossil urchin
keen jolt
fossil urchin
#

My Bad, though that he want shoot wo reloading

keen jolt
dim kindle
#

how do i stop 3den automatically assigning "player" to new units

keen jolt
dim kindle
#

its no worries though. is there a good guide for making units do facial expressions? mimic command doesnt seem to work for me

small patrol
#

What doesn't work? What code you try? How do you try?

dim kindle
#

nothing seems to change about his facial expression

small patrol
#

And

How do you try?

prisma oyster
#

given the this usage, I'd wager init field

small patrol
#

...Perhaps if it is, he didn't start the preview

dim kindle
#

i put that in the box of the unit and start the scenario

small patrol
#

Did you tried to spawn it?

prisma oyster
#

it might require a delay indeed, try

this spawn {
  sleep 0.1;
  _this enableMimics true;
  _this setMimic "hurt";
};
small patrol
#

enableMimics is true by default IIRC, so no need to do that

prisma oyster
#

@dim kindle ↑

dim kindle
#

yup, works now, cheers

vague moat
#

After I set the parameters of some character in the editor, all textures disappear and the map becomes white, loading the map again helps, but the problem does not disappear, anyone had this?

fossil urchin
#

Maybe you have pressed N button when you got nightvision mode on?

gleaming garnet
#

is there a reason the player is not dying anymore in the editor ?

small patrol
#

In Editor's preview?

gleaming garnet
small patrol
#

Then that's what I mean

#

Pick one:

  1. A Mod does
  2. A script does
#

Can't really say anything more when we don't know what's the actual situation

gleaming garnet
small patrol
#

You can do either:

  • pick one Mod, remove it, test it. If it fixes, the Mod is the faulty
  • pick half of the Mod list, remove them, test it. If it fixes, one of the Mod in it is the faulty, then pick half of the half and continue. If it doesn't fix, remove other half instead.
gleaming garnet
vestal perch
bleak tusk
#

hey any one know why doors would unlock after export and vehicles would go back to default configuration?

vague moat
#

Hi, how do I write this script "player setAmmo [handgunWeapon player, 10];" in the initialization.
I want to use it on "M220 TOW"

nimble trail
#

Is it normal, that Livonia's church doors and windows can be opened in editor, but it's ignored after mission starts? (also got a message saying there's no doors in this building when trying a zeus module)

tropic gorge
#

is there a mod or some way to have it so you can walk around in a moving c-130?

vestal perch
#

not properly

tropic gorge
#

im just doing a singleplayer mission

tropic gorge
vestal perch
#

as far as I remember each method is pretty unreliable and glitchy

tropic gorge
#

the method of having a static plane and then jumping out and teleporting to the moving one, no

vestal perch
#

you could perhaps use the keyframe animation system to animate the C130 to fly away once you jump off

#

you are not the first one to want this thing but there is no fool proof easy solutions

tropic gorge
#

im not sure how I would go about doing that

tropic gorge
#

alright im all good

sage hinge
#

Hello, question in regards to the respawn system:
I have a Respawn Position Module set to the side of players and also has the var name PRP but when I load into the dedicated server and die I respawn on my dead bodies, settings in attributes and description.ext are both correct.

Any idea what could be causing this?

harsh rune
#

For some reason my interface is big for editor

#

everything isn't normally the same or normal as it should be

prisma oyster
harsh rune
#

Ok

#

Where do i find that? @prisma oyster

fossil delta
#

how can i get the class names of the weapons equipped on a plane in eden?

prisma oyster
#

(select (only) the vehicle by a click ofc)

deft peak
#

Not entirely sure which channel would fit this best, but how can you disable the, Curator owner not defined, player used instead in single player. error from displaying when playing a mission from the editor?

small patrol
#

Open Game Master module, set the owner

deft peak
#

Is there a way to do it so that it just hides the error instead?
I create a lot of different mission files since I make a lot of screenshots, figured it might be easier to essentially hide the error so I didn't have to set up the module for every mission

small patrol
#

The error will be hidden after a few seconds whatsoever, no?

deft peak
#

Yeah, it's just a bit annoying at times
Because right now specifically, I was going to use some of the parasites from the Necroplague mod, but even after disabling their AI and turning off simulation, they begin to move again and kill the Unit Animators before that warning goes away

small patrol
#

Then solve the error

fossil urchin
thorn belfry
small patrol
#

It shouldn't disable function errors AFAIK

#

Also in Eden scripting errors are forced to shown

dim kindle
#

I'm new to the 3DEN editor. Any tips or a rundown on how it works?

vestal perch
#

it also has short inbuilt tutorial

harsh rune
#

are there animations for a military funeral?

#

like the animation where its like a 21st gun salute?

scarlet crystal
#

there aren't except for normal salute, if you want to fire artillery you can just give them a fire mission and let them shoot automatically

fathom dew
#

anyody here know how i can make ingame time run 2x faster on a server? (antistasi)

fathom dew
acoustic yew
fathom dew
#

Cause I tried adding it to my server.cfg and nothing

acoustic yew
#

do you have access to the mission file

#

as in, is it packed in a pbo or not

fathom dew
#

I believe I do have access

#

I think it is a pbo file but I can open and edit it

acoustic yew
#

you asked in #arma3_editor so I assumed you were asking about how you can edit a mission file

fathom dew
#

Someone just pointed me here

#

Ahh sorry, I might have to do that. But what I'm asking is this. I have dedicated server running Antistasi and I want to make it so the ingame time runs x2 faster

#

And someone sent me that setTimeMultiplier but I believe I can only enter that in game in the admin console. Doing so only changes the time that play session until the game reloads

acoustic yew
#

does antistasi give admin access to zeus

#

are you sure you're running setTimeMultiplier with server exec?

#

does the mission run persistently after you log off?

#

this may be a better question for the antistasi discord as they may have a parameter built in to the mission file for this

acoustic yew
#

ask antistasi discord if they have a parameter for it

fathom dew
#

maybe if i set it to persistent then itll stay until a server restart

acoustic yew
#

afaik the only way to permanently set it on a non-persistent mission is to run the command on init, which you need access to the mission file to do

#

server.cfg is very limited in what the server can execute from there

south trout
#

Looking for the best way to get target vehicles to move around, but not drive too far. For bombing practicing

#

Just set a waypoint and tell them to loiter?

small patrol
#

Loiter is for helicopters/planes, won't work for ground vehicles AFAIK

#

If you don't want to do with some coding works, waypoints and Cycle it

south trout
#

Gotcha, just set the last one as cycle?

small patrol
south trout
#

gotcha

#

Oh wait, do the ai not like to drive off road by default?

small patrol
#

Depends on the Behaviour, which is your current one?

south trout
#

Idk haven't touched it

small patrol
#

Then it should be AWARE, try to change it Combat

#

Basically the AIs try to use the civilized (try not to off the road) route when they detect no sign of enemies

south trout
#

Okay, new to editor lol, do I just type the command in console while I have the units selected?

small patrol
#

No, it should be available in Editor workspace. Click on the semi-transparent Group Icon over the group and select Behavior

south trout
#

Ohhh gotcha

#

That worked! Bless <3

south trout
#

Are there any good premade training maps?

violet aurora
#

does anyone know how i can export a mission i make to someone, if so could you show me how?

acoustic yew
#

export or save as PBO

#

whichever it says

#

PBO is the key word

violet aurora
#

ok

acoustic yew
#

that's the packaged file you can send to someone

#

alternatively you can export to steam workshop

violet aurora
#

it doesnt sat PBO at all

violet aurora
acoustic yew
#

it mgiht not say PBO in the menu, but that's the file you want

#

Ingame

When in mission editor, click on Save button.
Select 'Export to single-missions' or 'Export to multiplayer missions', depending on type of your mission
viscid minnow
#

So I’ve created all my tasks and make sure they work, how do I go about making the mission complete itself?

#

Like when all the objectives finish

#

How do I get the game to say mission complete?

viscid minnow
#

How do I do it globally?

#

Very new to editing, so talk to me like im an idiot lol

acoustic yew
#

i dont think you even need arguments, you can just write sqf call BIS_fnc_endMission;
It depends where you run the code.

viscid minnow
#

Hmmm okay

#

So let me put it this way

#

Let’s say I finish all my objectives

#

Can I make a trigger area near base that calls that function when I step inside it ONLY when all objectives are finished?

fossil narwhal
#

Yes

viscid minnow
#

Elaborate on how I would go about that

fossil narwhal
viscid minnow
#

Okay, but i don’t want it to end the mission if I step inside it and all the other objectives aren’t complete

acoustic yew
#

where the trigger condition says this you can append other conditions like this && (taskState _yourTask) == "Succeeded"

#

or use findIf to test multiple tasks

violet aurora
acoustic yew
#

yw

viscid minnow
#

Okay, most of my tasks involve the !alive command

#

And I have it say task complete perfectly fine

#

So I just want the game to recognize that as soon as those are all succeeded

#

Itl say mission complete

#

I know I sound like a thick skull moron right now lol. I’m a little slow

#

Visual learner if you will

acoustic yew
#

you can use taskState to check if all tasks are complete

viscid minnow
#

Okay taskstate is a condition yes

acoustic yew
#
[task1, task2, task3] findIf {taskState _x in ["Assigned","Created"]} == -1
``` as an example will return true if none of the tasks are "Assigned" or "Created"
#

caveat i don't use task framework often so there may be a quicker way

viscid minnow
#

Okay so basically I create a trigger that I walk into, and in that trigger I put call bis_fnc_endmission

#

What would the condition be to allow this to be true if all tasks are completed?

acoustic yew
viscid minnow
#

Errr could be let me try it out

#

Just seemed worded differently

acoustic yew
#

so long as your tasks are defined in an array like my example

#

what I wrote checks if the tasks are not "Assigned" or "Created", essentially checking if all the tasks are completed, failed, or canceled

viscid minnow
#

Okay I think I’m beginning to get it now

acoustic yew
#

findIf wiki page explains the syntax

viscid minnow
#

I can’t for the life of me understand why this game is so dependent on single core performance, what we’re the devs thinking

primal wave
primal wave
#

IE the game engine is 23 years old. Multi core CPUs were not a thing then for desktop computers

viscid minnow
#

Hmm could of sworn this game came out when the 3570k was on the market

#

Strange

#

But the engine may of been dated older than that I suppose

velvet compass
#

looking for some help as to why my spawn AI sector tactic module is freaking out

#

it complains that the sector has no valid area connected to it

#

though I am quite sure that there is an area attached to it

#

Thats interesting, I just copied that setup over to altis and it works

#

well... disregard. I copied it and pasted it back into chernarus and now it works...... aight I guess

violet aurora
#

anyone have a good uh-60 mod where it has a good looking interface so my guys know where their rockets and guns are going to hit

fluid pollen
#

is there a way to change damage done via event handler? e.g., bullet hit does x damage, but given y conditions it is set to 0.

small patrol
#

HandleDamage EH can overwrite things

fluid pollen
#

how does that work? is _damage a ref that you can overwrite and it applies to the unit after the eh finishes?

small patrol
#

If the EH returns 0, it overwrites the damage value 0 (which means will fix the unit/vehicle). So if the condition is met, you can tweak the damagesqf unit addEventHandler ["HandleDamage",{ params ["_unit", "_selection", "_damage"]; private _curDam = call { if (_selection == "") exitWith { damage _unit; }; (_unit getHit _selection) }; if (/*put the condition*/) then { _curDam // it cancelles the damage } else { // return nothing, it produces damage normally }; }] ;Something like this

south trout
#

Anyone know how I can stop myself from being forced to control an AI when playing a scenario in editor

south trout
#

Its forcing me to play as an ai I placed, and even when I start as spectator, it puts my character as that ai, which then doesn't move

small patrol
#

Check this box, what it says?

south trout
#

Scenario, but I kinda figured it out I just created another ai in the corner of the map, and set it as player lol

dim kindle
#

How can I delete an asset when it reaches a destination?

I'm doing a paradrop with some infantry for the start of a mission, and I want the C-130J to de-spawn shortly after dropping the infantry

small patrol
#

So basically it reaches into the WP, it deletes?

dim kindle
#

Yeah my solution didn't work

small patrol
#
{deleteVehicle vehicle _x; deleteVehicle _x} forEach thisList```Probably this would work fine
plain gale
#

Then delete the vehicle.

#

Given that all units in that group are in the vehicle.

small patrol
#

Ah, forgot that thing

prisma oyster
dim kindle
#

Yeah.... The wiki is horrible.

small patrol
#

slaps Lou

dim kindle
#

I'd rather not use the Wiki lmfao

small patrol
#

Actually, the wiki (BIKI) should be your go-to reference, what's wrong with it?

dim kindle
#

Do I replace 'vehicle' with the name of the C-130?

dim kindle
small patrol
#

No, my example should be work as-is

dim kindle
#

I require extremely clear and precise step-by-step instructions

small patrol
#

Or, rather it is better to use the command R3vo suggests indeed

dim kindle
#

All this work for a paradrop insertion lmfao

small patrol
#
private _veh = vehicle this; deleteVehicleCrew _veh; deleteVehicle _veh;```
dim kindle
#

Okay so now I'm having another issue

#

I've noticed that, when I paradrop, it takes my backpack and swallows it into the void

#

This is my script for the paradrop:

{  
  if(((assignedVehicleRole _x)select 0) =="Cargo") then {  
  removeBackpack _x;  
  _x addBackpack "B_Parachute";  
  [_x] ordergetin false;  
  [_x] allowGetIn false;  
  unassignvehicle _x;  
  moveout _x;  
  sleep 0.3;  
 };  
 } forEach(crew dropship1);  
}; ```
#

How do I have it add the backpack back again

plain gale
#

You actually remove it with removeBackpack _x

dim kindle
#

So if I remove that part of the script, will they still get the parachute given to them, and then have their backpack given back once they land?

plain gale
#

nope

dim kindle
#

Well how do I give them their backpack back again

plain gale
#

It is a vanilla backpack with default content?

dim kindle
#

No, it's a set backpack with set gear on mission start

plain gale
#

okay

#

one sec