#arma3_editor

1 messages · Page 3 of 1

plain gale
#
Null = [] spawn 
{  
  {  
    if (((assignedVehicleRole _x) select 0) == "Cargo") then 
    { 
      // Store the original loadut
      _x setVariable ["OriginalLoadout", getUnitLoadout _x];

      removeBackpack _x;  
      _x addBackpack "B_Parachute";  
      [_x] ordergetin false;  
      [_x] allowGetIn false;  
      unassignvehicle _x;  
      moveout _x;  
      sleep 0.3;

      // Spawn a new script and wait till the unit is touching the ground
      // Readd original loadout
      _x spawn 
      {
        params ["_unit"];
        waitUntil {sleep 0.1; isTouchingGround _unit};
        _unit setUnitloadout (_unit getVariable "OriginalLoadout");
      };
    };
  } forEach(crew dropship1);  
}; 

Try this.

dim kindle
#

Ah thank you, let me see if that works

dim kindle
#

Error Undefined Behaviour: waitUntil returned nil. True or False expected.

plain gale
#

Try now

#

I updated the code. Sorry

dim kindle
#

Trying now

dim kindle
plain gale
#

Great 🙂

dim kindle
plain gale
prisma oyster
dim kindle
#

Ehhhhhhhhhhh

This is arma...

Me thinks I won't touch the perfectly functional code 🤣

hushed drum
#

Using the Smoke module in the editor and trying to make white smoke. Can't seem to find the right combo for the RGB to get it to be white. Comes out to grey. Anyone know best RGB and Alpha to get white smoke ?

prisma oyster
#

white is #FFFFFF

#

if it turns out grey, it is related to lighting/material/whatever 3D voodoo thing

hushed drum
#

Yeah, issue is the Smoke module uses a 1-0 instead of a Hex

prisma oyster
#

1 1 1

#

everything amped up = white

hushed drum
#

Guess it's the lighting/material issue like you said since I tried that still comes out grey instead of white. Just use a hidden smoke grenade instead that doesn't stop

magic magnet
#

got a quick question, may sound stupid but where can i find the MQ-4A?
cant find it in UAVs/drones and i also cant find it in planes, checked all factions

#

nah nevermind apparently ace changed the name? that's weird

acoustic yew
#

yeah ace does that for vanilla assets that are based on the real thing

dim kindle
#

Does anyone know how I can change the name on the dog tag while using Ace3? Editing > Object Identity > Name does not work

cosmic surge
#

Anyone got some good ideas on how I should make an arma 3 flight school for my unit? Want some helicopter pilots and have them take this course instead of looking for experienced pilots which can be harder.

dim kindle
#

How do I make a respawn point in 3den that appears mid-game? For example - My players are going to clear a second "safehouse". When they clear it, I want another respawn point to be available to them.

How do I do this?

#

My current attempt at this is to sync a respawn module to a trigger

hushed drum
#

Anyone know what alt an aircraft or drone needs to be able so that AI don't start reacting to it and aiming at it ?

dim kindle
#

Thanks

primal wave
hushed drum
# primal wave Depends on the weapon/vehicle/turret the AI is in. Ordinary riflemen ignore >300...

Using the USAF AC130 mod, and AI seem to spot it like at 3k and attempt to fire on it or run around freaking out. Was looking at changing the AI spotting distance but I can't find what distances for spotting based on percentage e.g Spot Distance at x% = x meters. What I am trying to do is have an AC-130 or Drone over head to provide support for players attacking a position but don't want the AI to goto Alerted just because they somehow see the Drone or 130.

ivory ginkgo
#

How can I make units move to a waypoint after they complete a script?
If I set a waypoint right away and run the scenario they do the script but not the waypoint.

vestal perch
#

Hold waypoint that the script triggers when done allowing them to continue maybe?

mental crow
#

there a way to steatlh ops?

prisma oyster
#

Sorry, what?

mental crow
#

steath

mental crow
#

stealth...

#

there a way to make the so not every AI on the map know theres contract

dim kindle
#

It kicked me out of the plane, saved my loadout, but didn't give me a parachute

#

Yeah it's just not giving me a parachute. I might scrap that part of the script for the server version and force the players to start with a parachute regardless as there's a limited arsenal at the safehouse they can rearm from

mental crow
mental crow
#

does anyone here know a way to do stealth ops

plain gale
dim kindle
plain gale
#
LucyTheFluffyBunny_fnc_ejectPlayer =
{
    params ["_player"];
    // Store the original loadut
    _player setVariable ["OriginalLoadout", getUnitLoadout _player];

    removeBackpack _player;  
    _player addBackpack "B_Parachute";  
    [_player] ordergetin false;  
    [_player] allowGetIn false;  
    unassignvehicle _player;  
    moveout _player;  
    sleep 0.3;

    // Spawn a new script and wait till the unit is touching the ground
    // Readd original loadout
    _player spawn 
    {
        params ["_unit"];
        waitUntil {sleep 0.1; isTouchingGround _unit};
        _unit setUnitloadout (_unit getVariable "OriginalLoadout");
    };
};

[] spawn 
{  
  {  
    if (((assignedVehicleRole _x) select 0) == "Cargo") then 
    { 
      [_x] remoteExec ["LucyTheFluffyBunny_fnc_ejectPlayer", _x];
    };
  } forEach(crew dropship1);  
};

#untested

#

@dim kindle

dim kindle
# plain gale <@456226577798135808>

Thanks man, so, there's 8 people on the C-130, and I've noticed you've added my name, am I correct in assuming that it's supposed to be a placeholder for each player's variable name?

plain gale
#

it's just a TAG

#

so the function is unique

dim kindle
#

Ohhhh

#

Thanks man, awesome work. I'll test this out shortly.

#

this totally wouldn't be an issue if my playerbase were competent enough to put their backpacks on their chest and grab a parachute...

plain gale
#

Disable respawn...they will only forget it once

dim kindle
#

Lmfao but then their team suffer

#

It's also taken me this long to realise you're the R3vo from the template intro screens lmfao. More Easter eggs, huh

prisma oyster
#

R3volutionary innit

mental crow
#

does anyone here know a way to do stealth ops

prisma oyster
#

you don't need one

#

@mental crow also don't crosspost; stick to one channel

mental crow
#

im a zeus for my guild i wanna learn if its possible

prisma oyster
#

but what do you call stealth
tell your players to stay undetected, and if players are detected enemies start shooting, that's as easy as it gets

mental crow
#

the AI not al know where the players are

#

if they attack one sqaud

prisma oyster
#

not al know
?

mental crow
#

al the Ai going on combat alert across the whole map if the players have slincers and attacking a small patrol

#

is there a way to limit there range

acoustic yew
#

this is not normal behavior in vanilla arma

dim kindle
mental crow
#

if i use hold fire till fired upon ?

#

wil that help

prisma oyster
#

try without any mods first

#

AI doesn't go danger 2km away

mental crow
#

uhm i don' think the owner is using any mods that change the Ai unless you count lambs

prisma oyster
#

………

#

that's an AI MOD

dim kindle
mental crow
#

the lambs only effects Ai if i use it on them tho so far i used default

dim kindle
#

It adjusts how they react, what they do when they react, and allows them to call upon other AI for reinforcements. I can bring up a diagram if you'd like.

mental crow
#

the calling for reinforcmeents is something i have to enable on each sqaud

dim kindle
prisma oyster
#

anyway, you got your answer
turn to Lambs documentation or turn off Lambs completely

mental crow
dim kindle
mental crow
#

jesus

#

uhm you got a bigger picture?

dim kindle
# mental crow jesus

Yeah, that's just the base changes to the AI itself. All of that is applied to the AI on mission start, some of them are enabled, some are disabled by default and need to be turned on.

mental crow
#

i can't see the words in the lambs one

dim kindle
#

That's purely the infantry part

mental crow
#

is there a way to limit the AI range spotting?

dim kindle
#

Possibly, in the addon settings.

mental crow
#

uh alright ill test things tomorrow thanks

dim kindle
#

No worries, glad I could help

plain gale
dim kindle
#

Nice

dim kindle
plain gale
#

Me too meowhuh

hushed drum
#

Trying to set up a bridge destruction mission. Know that map bridges aren't destructible, I've tried replacing them with an object using the hide terrain. But can't get them to be destroyed either. So switching to using modules and trigger to make them disappear. I've got it so the trigger makes the bridge disappear and rub appear. But I'm not sure how to set it so when the Player sets off satchel charges that it makes the trigger activate. Any know what I can put in the init line that if it detects an explosion that it will activate the trigger ?

uneven briar
bleak latch
#

This is a stupid question but Im a beginer to arma how do I setup a server or game so I can fly an a-10

small patrol
#

You don't need a server to fly one

#

Eden Editor should offer the thing, if you place an A-10, that's yours, wherever to fly

prisma oyster
bleak latch
#

@prisma oyster @small patrol Appreciated I'll try both thanks 🙏

modern hawk
#

Or you can always skip the game master part and spawn in a guy and a plane, although it can be a bit annoying to have the scenario end screen each time you fuck up or something

mental crow
#

@dim kindlehey is there a way to make a trigger if if i make enemy Ai friendly and switch to bad if they get shot at by players

dim kindle
mental crow
#

what triggers can i use?

prisma oyster
dim kindle
# mental crow what triggers can i use?

Trigger cheeseing this would be to give them a waypoint and set their behaviour to "Careless, forced hold fire" and then have a trigger that is "Bluefor detected by opfor" as a skip waypoint, then have that synced to your first waypoint. Then add a second waypoint that changes their behaviour to "combat open fire".

This will force them to stay careless and hold fire until the players are detected by them within a certain radius. It's not the most efficient way to do it and scripting will work much better

mental crow
#

oh

#

well i did a small zeus mission and kind off just the ai side to blue then if they attacking at the Ai i qirukly put them al on red side

primal wave
hushed drum
rotund urchin
#

are there injuries I can give an AI to make them unconscious in ACE but not die?

prisma oyster
#

check ACE Discord, better chances there 🙂

humble rain
#

Is there any way to have a high command group recover its lost things?

#

Like if i have a mechanized rifle squad that has lost its vehicle and some men can it be made to respawn the lost assets and have them joined back in the group with editor modules?

prisma oyster
#

it would require scripting

humble rain
#

Alright

#

how about making high command groups purchaseable inside the warlords shop system?

tacit sigil
#

I am having so many issues getting waypoints to work

#

They work, but very sporadically

#

For example is there some sort of hidden limit on the length of a move waypoint

#

I noticed on larger maps placing a move waypoint too far away will make a unit decide to just do nothing

#

I also have issues with random individual units from a group arbitrarily deciding to ignore waypoints or commands (most notably with “get out”)

dim kindle
plain gale
#

@dim kindle Define debug.

dim kindle
#

I found out that when someone joins the server while the game is running, they don't spawn in the C-130 anymore, even though it's still there

dim kindle
#

Heyo, me again.

Need a hand creating an intelligence pickup. I need to make a document that can be picked up, to then show some text on the map screen (think the Create Intel module in Zeus, but without using Zeus.)

All of the documentation on this has achieved is confusing me, no clue what I'm doing haha.

Any help would be amazing.

mental crow
#

how do you spawn air craft mid air while in zeus

safe swift
#

i don't think you can

#

put it on the ground first, then move it up 😄

mental crow
#

over the ocean

safe swift
#

put it on the land first, then move it over the ocean

#

zeus enhanced has a preview placement thing iirc

#

you can use that

hushed drum
#

Trying to setup a destroyed aircraft as a set piece for a mission but I can't figure out how to make it aircraft pre-setup in it's damaged state. Anyone know how in Eden to make a vehicle looked destroyed? I've done set damage 1 but that doesn't take affect until its in game and is messing some of the other objects up

mental crow
#

owner for guild don'est use zeus enhanced

safe swift
mental crow
safe swift
hushed drum
#

Trying to have the aircraft when the mission starts be in the damaged state without exploding when it loads in

#

And not burning because I want to add in the smoke and fire myself

safe swift
#

don't setdamage 1 then

#

do some lower value

#

or just damage the specific hitpoints

#

HitHull is one of the main ones

#

fx., _vehicle setHitPointDamage ["HitHull", 0.7]

plain gale
dim kindle
#

As when something goes wrong that's where it throws us

#

Wasn't aware that wasn't a common term lmao

#

I figured out that the issue is not that

#

Basically, when the C-130 is on the move, people aren't spawning inside of it anymore at mission start. They're spawning where the C-130 started before it started moving

#

I believe I can fix this issue - By setting them to "start in parachute" and making the C-130 start close to the island, when they join late they should spawn in a parachute instead of the C-130, close to the island. I'm hoping this will allow them to paradrop to the island at the very least

arctic geyser
#

Pretty new to editor I'd place a pistol on the table, but there's a gap between the pistol and the table
is there a way to fix it?

plain gale
arctic geyser
gaunt chasm
#

Anyone aware of what 3den mod allows you to translate relative to the object's rotation? I remember one existing but cannot find it for the life of me

small patrol
#

Vanilla?

gaunt chasm
#

To the objects rotation? I.e if I have an object 45 degrees I want to move it in a straight line along that 45 degree

small patrol
#

Yes, it is vanilla feature

gaunt chasm
#

wait what

#

h o w

small patrol
#

Top bar, click the Earth mark (circle with some curved lines)

gaunt chasm
#

bruh moment

#

i will try that in a few i probably misclicked it previously and thought it was a mod

#

i feel so stupid ive been looking for a mod for this forever 💀

#

thanks man

wintry wadi
#

Not sure why, but I can't manage to get OPFOR to move in my small sector control demo

#

I set up BLUFOR and OPFOR AI spawns in the same way - spawn AI, options, sector tactic, and spawnpoint modules and connect them all to the spawn AI module - and blufor and opfor AI do spawn

#

but only the BLUFOR AI actually go to capture a sector, and the OPFOR ones don't. any ideas that might help me resolve this?

wintry wadi
#

Never mind, apparently having two sector tactic modules breaks AI motion… so I only needed to have one in order for everything to work

polar mural
#

Is there a way to like, hide the body parts of a unit? For instance the legs and pelvis.

prisma oyster
#

no.

twilit crow
#

Okay I return with more questions! I am planning on creating a relatively big mission, like the one in CDLC Western Sahara. My question was, how did they do those transitions when you get to the fire after completing an objective? I wanted to do something like that rather than making multiple different missions, if possible.

scarlet crystal
meager ridge
#

so I noticed the "Local Only" checkbox appeared somewhat recently, is there anything I must be careful of when using it or can I safely check it for all objects that I normally disable damage, simulation and make into simple objects? like sandbags and the like

quiet plume
#

afaik if the object isn't going to change during the mission - there are no downsides in checking "Local Only"

sinful zenith
#

As long as the object doesn't "change" (move, damage, visibility, open doors) then local only is safe

#

If you already disabled simulation, these are already given

meager ridge
#

perfect, thank you

#

i noticed that when I try to use both "Simple Object" and "Local only" on a vehicle the "Simple Object" unticks itself automatically whenever i exit back from testing the map.

are they not compatible, and if so is "simple object" the better of the 2 in terms of performance?

#

oh nvm, seems like it unchecks simple object regardless, so that had nothing to do with Local only

sinful zenith
#

mh it shouldn't do that

#

On some objects, simple object is required for the local only box to show up

meager ridge
#

tried on some vanilla vics and it worked fine there, so probably just some issue with the rhs stuff

polar mural
#

What are some ways for a monster to be more powerful and scarier than the players. The monster is a Raptor from a mod.

dim kindle
#

How do I assign the players role in a vehicle to be cargo?

dim kindle
acoustic yew
slim flower
#

Unable to create protected instance of class via Eden Editor using create3DENEntity
The following script

fishy = create3DENEntity [ "Object", "CatShark_F", screenToWorld [0.5, 0.5]];

Causes the game to crash upon running. There is no note talking about this in the Wiki page for create3DENEntity either.
https://community.bistudio.com/wiki/create3DENEntity

Two step problem:

1: is create3DENEntity unable to create protected classes
2: how can I generate an instance of CatShark_F within the eden editor?
small patrol
#

Somehow animals cause crash in Eden

slim flower
#

It's a known issue then?

#

I'm also unable to create a simpleObject of the fish in runtime as well

small patrol
#

Yeah, somehow it is a thing. I actually don't know what to do

slim flower
#

I might see my error, I've gotten the tuna to display now

#

\ instead of /

#

Anyways, I do hope that a note can get added to the bottom of create3DENEntity explaining that you cannot create some animals with it

small patrol
#

True, on it

half bramble
#

How do I go about adding ace arsenal objects to a vehicles equipment storage? I have created a mission and to make it so my friends cant spend 15min playing Arma barbie at the beginning I have created custom loadouts, but can seem to add ace arsenal objects to the equipment storage of the vehicles.

dim kindle
ivory ginkgo
#

How can I order units to move to a waypoint after they complete a script? If I use the default scripts they don't move where I want them.

uneven leaf
#

Would it be possible to add a character creation before the mission starts

#

so the player could select their characters face and voice

#

a bit like at the start of ghost recon breakpoint

prisma oyster
uneven leaf
#

how would i use that

prisma oyster
#

properly 😄

#

on join → create interface to select face & other options → create a group → create a unit in it → selectPlayer this unit

slim flower
#

I'm assigning a waypoint to a UAVs and they continue to climb

for "_i" from count waypoints (group _base) - 1 to 0 step -1 do
    {
        deleteWaypoint [(group _base), _i];
    };
      _waypoint = (group _base) addWaypoint [[(getPos _shooter) # 0, (getPos _shooter) # 1, ((getPosVisual _shooter) # 2 + 100)], -1, 0];
    _waypoint setWaypointType "MOVE";
    _waypoint setWaypointBehaviour "CARELESS";
    (group _base) setCurrentWaypoint _waypoint;  
#

I've watched in the editor. The waypoints are created 100m above the player, but the UAV fails to move to the waypoint. All the UAV does is continue to climb

slim flower
#

It's not just UAVs. All aircraft want to continue to climb above that point

#
Current Position: [4808.14,6383.7,2575.9]
Desired Waypoint: [4858.6,6313.82,95.014]
#

It moves to the waypoint position, it just keeps climbing

#

uav flyInAltitude 100 results in the same issue

#

Continues to climb

safe swift
#

the only thing wrong here though is that you're using wrong position formats

#

but that's not gonna solve anything

#

i tried your exact code 1:1 with an a10

slim flower
#

do it with a UAV or helicopter

slim flower
safe swift
#

fine with uavs too

#

yeah, that's why i said it won't solve anything

#

but you should be using getPosASL

#

and also can just optimize to getPosASL _shooter vectorAdd [0, 0, 100]

#
for "_i" from count waypoints (group _base) - 1 to 0 step -1 do
    {
        deleteWaypoint [(group _base), _i];
    };

just use forEach

slim flower
#

The waypoint reindex once one is deleted, this was the recommended code from the wiki page

safe swift
#

ah yeah true

slim flower
#

same issue

#

UAV goes beyond desired altitude

safe swift
#

it's something on your side

slim flower
#

I'm base game

safe swift
#

i'm aswell

slim flower
#

It could be that VR doesn't have any support for it

#

Switched terrain to Stratis and the same script works

safe swift
#

i tested on vr and altis

ornate ridge
#

I want to use the Area Widget to reform and adjust the terrain of altis does anyone know how>

safe swift
#

no issue

ornate ridge
#

??

ornate ridge
#

i saw it being used in this vid at 0:07 https://www.youtube.com/watch?v=qr7Quxkd5_g

During a civil war on an isolated pacific island an experimental particle accelerator goes haywire and without a manual shutdown begins to warp reality. In an emergency deployment the United States military lands on the island in order shut down the facility before time and space fully collapse.

If you enjoy the video consider subscribing and s...

▶ Play video
dim kindle
#

Is it possible to create a 'cutscene' with credits (like the end of a videogame) so I can credit all the people who helped me to test and create my campaign in the final mission?

dim kindle
#

Oh awesome

slim flower
#

Can't add image, but it's now only going up 50 ft in the air, vs 100 ft.

dim kindle
safe swift
#

there are many commands

#

custom ui is probably the best

#

but also the hardest i'd say

dim kindle
#

Sweet, that'd be something I'd like to look into sometime

safe swift
#

all you need is a background control and a text control

dim kindle
#

Making campaigns is hard

dim kindle
acoustic yew
#

I usually just fade to black with cutText and then fade in/out titles. You can position text and have line breaks and stuff without delving into advanced ui stuff

safe swift
#

it isn't really advanced, you just put a structure text off screen (safezoneY - safezoneH), and commit it with a desired "rolling" delay (safezoneY + safezoneH)

iron path
#

How do I give Zeus full access to everything on my dedicated server? I have given Zeus the Editable Object module on Eden Editor but it is still lacking all features

#

Works fine on local server tho

#

Zeus has #adminLogged

#

For example Zeus only has the lightning bolt option instead of the full list

safe swift
#

make sure you also tick the "all addons (include the unofficial)" or something like that

iron path
#

Yeah done that

#

Too

#

No effect

safe swift
#

🤔

iron path
#

Should the Game Master module give its owner full access to the features by default?

safe swift
#

yeah

#

unless you add some restrictions

half bramble
#

mrap addItemCargo ["ACE_bloodIV", 15];
Using the above script in the init box of the vehicle works in the editor multiplayer testing but does not work on our dedicated server. Any thoughts?

#

FYI the vehicles variable name = mrap

quiet plume
half bramble
quiet plume
#

then only run it once. I.e. if (isServer) then {mrap addItemCargoGlobal [...]};

half bramble
#

Thank you. I appreciate the example. Im pretty new at all this.

dim kindle
#

Without scripting

dim kindle
#

Heyo, need a hand with something

Now I'm attempting to paradrop two vehicles from a C-130 from VIV in mid air.

How do I do this? I've attempted to use the Unload waypoint but that doesn't seem to do it.

#

A Vehicle Unload waypoint also doesn't appear to do it

dim kindle
primal wave
abstract barn
#

Hey guys, I posted in the troubleshooting area (might be the wrong area) about the respawn vehicle module not respawning with ai. It works on respawning vehicles, but if you have AI attached(pilots, drivers) they don't respawn with the vehicle once destroyed or abandoned. Can someone help me make a script or something so that the AI respawns with the vehicles once destroyed or abandoned? I appreciate it. Thanks in advance. I know the vehicle respawn module has been an issue for a while now.

fossil narwhal
humble rain
#

Hi, i made a collection of high command groups who i assigned callsigns, saved the custom composition and when i spawned it again all the group names were replaced witg the regular alphaxxx stuff. Is there any way to save the names so they persist?

abstract barn
#

@fossil narwhal THANK YOU!!

mighty island
#

Hello, i dont know if i am at the right channel to ask this, since i couldnt find the exact channel for what i need. What is the best mod that you guys can recommend to make ai unable to see trough smoke (from what i know they dont actually see trough but they are predicting players positions too well).
PS. I have seen splendid smoke and splendid smoke reworked, but still looking if there are any other, or if there is a better one between them.

fossil narwhal
#

No smoke mod will make any difference to AI firing at your previous location.

jovial mural
#

Can anyone help me, I have placed down Ace Slideshow and set it up with the Tvs and variable names but the interaction wont even pop up

solid zealot
#

how do i make for a multiplayer game AI that acts with mounted guns as turrets?

half bramble
dim kindle
#

So many creators I've seen use huge, convoluted scripts for arsenals when there's a checkbox for vanilla, and ACE arsenals can be made by clicking "blacklist"

dim kindle
#

These are full arsenals, mind.

#

If you wanna limit what's in them you have to use either scripting or specify what you want - The "Arsenal" checkbox will make a full vanilla arsenal regardless, however.

half bramble
#

Yea I had it like that before using the vanilla arsenal but everyone was playing arma barbie for 20min before each mission haha. I’ll look into the Ace arsenal though and using the whitelist/blacklist.

dim kindle
#

Ace arsenal is my personal preference but it's up to you

fossil narwhal
dim kindle
#

For me to say "You can click this button, you know"

fossil narwhal
#

Probably because the majority of Arma developing is just the blind leading the blind in most cases.

dim kindle
#

Yeah

quiet plume
#

And here i am after writing like 3 (?) different ways of having separate arsenals on different slots, none of which went to use sigh

#

And extensive(-ish) bunch of sqf code to split the available weapons between the categories (which also went nowhere) 🤣

rose copper
#

Aye.
How to place vegetation for a vanilla mission?
Is this even possible?

acoustic yew
#

look for createSimpleObject on the wiki. I don't recall off the top of my head what the command is to get the model info from an object but the command isn't hard to find. You can use it in conjunction with cursorObject to look at a plant and record the model info

half bramble
#

My mission has a enemy strong hold that needs to be cleared. Id like to set it up where once half of the enemies on the point die enemy reinforcements are sent in. Is there a script for this I can use in a trigger outlining the area of the strong hold?

#

My search only found friendly ai reinforcement scripts

#

Can they just be synced to any AI?

acoustic yew
#

No need to search for someone else's script, this is pretty straightforward. I'll help you later if no one else does first

gaunt viper
#

I wanted to come here and just share a really good resource I found regarding how to use tasks and such. Probably the best, and most simple explanation i've found. Not related to this guy in any way, but just thought i'd share because it helped me.

If this counts as advertising, just delete. It's not my video and I have no relation to the guy. Thanks!
https://www.youtube.com/watch?v=Lv7f0NZ5esE

Create tasks and use triggers to assign new tasks. This tutorial doesn't assume you know anything about mission making or tasks. Simple and easy to follow guide to start making your own missions.

If you have any questions, comments or requests, please leave them below.

Thanks to Bohemia Interactive for the best military sim ever.

Thanks ...

▶ Play video
acoustic yew
# half bramble My mission has a enemy strong hold that needs to be cleared. Id like to set it u...

Set the trigger type to "Skip Waypoint" and the trigger activation to whatever the enemy side is and leave it as "Present".

This code goes in the condition line where it says this by default.

if !((thisTrigger getVariable ["art_triggerInit",[false]]) # 0) then {
    thisTrigger setVariable ["art_triggerInit", [true, count thisList, thisList]];
};
(thisTrigger getVariable "art_triggerInit") params ["_bool","_initCount","_initUnits"];
_currentCount = {alive _x} count _initUnits;
(_currentCount <= (0.5 * _initCount)) 

You can right click and Set Waypoint Activation to a Hold waypoint on your reinforcement group.

The trigger will detect and store whatever units of the specified side are inside the trigger area on init, and when half of that group dies the trigger will be activated. This trigger can be saved as a custom composition and used multiple times. Don't forget to set Interval to be longer if you don't need the trigger to check every half second.

#
//separate block with comments since I think they trip up triggers
if !((thisTrigger getVariable ["art_triggerInit",[false]]) # 0) then {
    //this code is only run once on mission start
    thisTrigger setVariable ["art_triggerInit", [true, count thisList, thisList]]; //record what units are in the trigger area at mission start
};
(thisTrigger getVariable "art_triggerInit") params ["_bool","_initCount","_initUnits"]; //retrieve info set at mission start
_currentCount = {alive _x} count _initUnits; //count how many of the recorded units are alive through the mission
(_currentCount <= (0.5 * _initCount)) //final condition, compare current unit count to initial unit count 
half bramble
#

Wow, thanks a bunch man! That was a really good explanation. I will set this up once I am off work.

abstract barn
#

@fossil narwhal ok I input the command into the respawn vehicle module and it doesn't work

abstract barn
#

@fossil narwhal Vehicles still respawn without crew and even when put into vehicles init line as well.

deft peak
#

How can you remove the "Open Door" action on a door without making it a simple object?
I was using a door from a mod, and sadly they don't have a "locked" (as in doesn't have the normal open door action) version, so I need to remove their action, and add my own. Which is why I can't just make it a simple object. I tried using removeAllActions, but that did not work

#

Nevermind they did, it's just not called "Locked" or something like that

lime cargo
#

Does anyone know how I make a heli land, unload troops and they stay on the ground afterwards whilst idling?

#

currently Ive gotten it to land

#

but after unloading troops itjust takes off

humble rain
humble rain
#

thanks!

abstract barn
#

Ok so what I think is happening is the createvehiclecrew command doesn't trigger when vehicles already have the AI inside the vehicles. I will try this on empty vehicles using the vehicle respawn module. Hopefully it works.

humble rain
#

it did for me

astral sage
#

What are your guys thoughts on voice acting is it necessary for a good sp scenario?

acoustic yew
#

imo no voice acting is better than bad voice acting

#

I prefer stuff like intel pickups over dialog for my missions, players like it when they can figure out where to go without being told explicitly what to do

quiet plume
#

"haha, who needs tutorials?" - 3 minutes later - "how do i move in this game?"

gaunt wigeon
#

Hello i have a problem with the function [scienceGuy] join grpPlayers in Multiplayer.
A unit called scienceGuy is supposed to join the players in the middle of the mission. It is not working as soon as more than one player is in the lobby. It works in singleplayer and in multiplayer if there is only one player. It even works if all players except one leave the game mid mission.
Any idears why?

scarlet crystal
#

where do you execute this? in a trigger?

gaunt wigeon
#

In a trigger, in a script and i tried in the console. Only works as soon as only one player is in the game for each method

scarlet crystal
#
[[scienceGuy], grpPlayers] remoteExec ["join", groupOwner grpPlayers];``` should work
safe swift
#

join is argglobal so the remoteExec shouldn't be necessary?

scarlet crystal
#

uhh, so just making the unit join the groupowner should work?

astral sage
humble rain
acoustic yew
#

there are tutorials for making effects in audacity

glossy sierra
humble rain
#

@glossy sierra

https://youtu.be/-7x3CbbR-ns

i think it was this one

I've been using a new tool, Descript, for editing audio and video, and it's definitely made my life a lot easier. It's actually a game-changer. However, within the tool, there's a feature called Overdub that allows the program to read text in your voice, without you having to record it. Let me show you:

http://www.patflynn.com/descript

So what...

▶ Play video
gaunt wigeon
warped fossil
#

is there a way to change a squad from blufor to opfor?

acoustic yew
warped fossil
#

sadge, doing so now

fossil urchin
scarlet surge
#

got a question about the weather forecast option in the editor, if you set the time to one hour does that mean at the end of that hour it has arrived at your forecasted value or will it start changing to them one hour in?

lime fiber
#

A friend of mine is having trouble with the immersive cigarette mod. We're playing an Antistasi Prairie Fire server; the cigarettes work for me but for him he can only hear the sounds and see the animations. The cigs, lighter etc. are missing for him. He gets a bin.config error related to the mod when he joins, but has tried deleting and redownloading everything+the mods multiple times. Any ideas?

lime fiber
warped fossil
#

so how would I go about changing a helicopter, specifically the csat kasatka's camo through scripting? like I do in the editor garage

#

tbh I just need to figure out how to get the camo name

#

figured it out, getObjectTextures was working I just didnt realize.

_this setObjectTextureGlobal [0, "a3\air_f\heli_light_02\data\heli_light_02_ext_co.paa"];
primal wave
primal wave
stoic stream
#

In the editor with minimal scripting can NPCs be set to build the vanilla turrets from their backpacks?

quiet marten
#

In my mission I need to pick up a downed pilot in my 2 seater little bird that I am flying. For some reason the Get in waypoint doesn't work. The AI runs up near the helicopter and then just stops. I am assuming they want to be in the pilot seat but I'm not sure how to tell them to get into the copilot's seat.

#

Is there an easier way to do this? All I want is to land in an area and the guy to board and have the task complete.

abstract barn
#

Have you tried get in nearest?

quiet marten
#

yeah that didn't work either.

#

it works fine when I'm not in the helicopter

dim kindle
native bluff
#

Anyway to change color of fog?

small patrol
#

Unfortunately no

#

(Without making a Mod, AFAIK)

prisma oyster
#

@native bluff "🤓"?

native bluff
wind raptor
gaunt wigeon
dim kindle
#

If it can't join one unit it'll join the next, and if it can't join the next, then the one after that, etc

#

And if it's successful in joining the first then it's already in the group

#

I usually just force the players to always have at least one slot filled (eg, "Squad Leader" slot)

gaunt wigeon
dim kindle
#

There's probably a script that does it lmao

steel robin
#

Heyo

I'm setting up a mission for my arma unit with a slight spooky element.

I've got a totem from the apex DLC with a face on it, rather small one. I would like it to rotate and "look" at the nearest player to it.

Is this possible?

Cheers in advance either way!

prisma oyster
#

Yes

it is possible

you

are

welcome

steel robin
#

How would I go about doing this buddy?
I'm pretty new to the eden editor so if you need to use lil spastic baby terms to explain it you are more than welcome to do so.

small patrol
#

Well I'll slap Lou after I answer you, and it actually requires some script, not possible only with Eden Editor (unless if there is a very specific Mod that does so, but it is not a case righto?)

sweet bison
# steel robin Heyo I'm setting up a mission for my arma unit with a slight spooky element. I...

Here’s a way to make the object spin. To make it face players I have no idea but it’s possible I’ll mess around with it and tell you if I found anything out.
Put this code in the init of an object

call {
    this spawn {
        _this setVariable ["you_spin", true];
        while {_this getVariable ["you_spin", false]} do {
            _this setDir (getDirVisual _this + 3);
            sleep 0.02
        }
    }
}

End the spin

spin_object setVariable ["you_spin", false]
dim kindle
#

You could disable the units pathing if you don't want it to move, and only look at the player

#

It also has some neat stuff like Wendigos and anomalies that teleport players to a random area nearby

steel robin
steel robin
dim kindle
#

And then experiment with that

#

It's essentially what Drongos did just without all the spooky audio effects

steel robin
dim kindle
#

Good luck my man

steel robin
#

How would I disable it's ability to move?

dim kindle
#

You can use 3den enhanced to bring it up in an AI tab in attributes, or there's a script for it somewhere

#

I recommend 3den enhanced, as it creates no dependency in the mission and allows you to do a lot of things that otherwise require scripting

steel robin
#

Just found it in 3den. I didn't realise ticking "move" would stop it from moving.

dim kindle
#

I'm pretty sure it's "path" you want to tick

#

"move" might make it stop turning too as that's classed as movement

steel robin
#

I'll change it to path and give it a go. Cheers!

small patrol
#
obj_totem spawn {    // obj_totem is the totem name
    private _totem = _this ;
    while {alive _totem} do {
        private _nearestPlayer = call {
            private _r = [allUnits,[],{_x distance _totem}] call BIS_fnc_sortBy ;
            _r#0
        } ;
        
        if ((_totem distance _nearestPlayer) < 10) then {    // ignore if the closest player is further than 10m
            _totem setDir call ({
                private _dir = getDir _totem ;
                private _diff = (_totem getRelDir _nearestPlayer)-180 ;
                
                _dir + (_diff min (1.5*diag_deltaTime*60) max (-1.5*diag_deltaTime*60))    // rotates 1.5 degrees per a second
            }) ;
        } ;    
        
        uiSleep 0.03 ;
    } ;
} ;```You beat me to it actually
steel robin
#

Would that one work without having to use an AI hidden in the tomb?

small patrol
#

Yes, no AI is required

steel robin
#

I'll give it a go with that code you've got as at current it moves but it doesn't look directly at me.

#

Would I attach that code to the AI or the totem object itself?

small patrol
#

Neither. It should be a server only script

steel robin
#

Apologies for the game of 20 questions but where would I put this code?

prisma oyster
#

e.g initServer.sqf

small patrol
#

initServer.sqf is ideal I guess

steel robin
#

I'll pop it in now and give it a go.

prisma oyster
small patrol
#

w00t

prisma oyster
#

wait

small patrol
#

I know what you mean but not really a concern no?

#

it does work so it does work

prisma oyster
#

I thought you w00ted for the spanking :p

steel robin
#

I'll be the first to admit I am pretty stupid, but where is initServer.sqf located? I'm greener than grass for this code monkey stuff.

small patrol
#

You make, then there is

#

Literally is just a text file in the mission folder but with the sqf extension

steel robin
#

Ahh, explains why it isn't in the folder.

prisma oyster
steel robin
#

Have done already bud, I've made many silly file extensions with no reason to send to friends. Simple things and all that.

#

Just to check it's working, would I have to have it run on a local server or could I just 'play from here' in the eden menu?

prisma oyster
#

play from here should do 🙂

steel robin
#

I'm testing it now, it's just spinning in place instead of looking directly at me.

small patrol
#

Oh wait - I realized that it detects all units instead of players because for the debug

#
obj_totem spawn {    // obj_totem is the totem name
    private _totem = _this ;
    while {alive _totem} do {
        private _nearestPlayer = call {
            private _r = [allPlayers,[],{_x distance _totem}] call BIS_fnc_sortBy ;
            _r#0
        } ;
        
        if ((_totem distance _nearestPlayer) < 10) then {    // ignore if the closest player is further than 10m
            _totem setDir call ({
                private _dir = getDir _totem ;
                private _diff = (_totem getRelDir _nearestPlayer)-180 ;
                
                _dir + (_diff min (1.5*diag_deltaTime*60) max (-1.5*diag_deltaTime*60))    // rotates 1.5 degrees per a second
            }) ;
        } ;    
        
        uiSleep 0.03 ;
    } ;
} ;```
steel robin
#

Have changed it now, will give it a go.

prisma oyster
#

you should sort "allPlayers inAreaArray" for perf reason?

steel robin
#

I've got a "error undefined variable in expression: obj_totem"
I assume I've messed something up.

prisma oyster
#

did you name your totem obj_totem?

steel robin
#

Just checked that now, I reverted the file back one because I fucked up and couldn't undo for some reason. Just realised now I didn't set the name back.

#

I've named the totem obj_totem but I am afraid it is still spinning.

#

I've figured it out, I still had residue code from attaching the totem to the AI underneath it.
I deleted "[this, TOTEMBLOKE] call BIS_fnc_attachToRelative" and it works fine now.

#

So if I was to want multiple of these, would I need to edit it to say obj_totem2 etc etc in the files or would I get away with just spawning more totems and giving them the name?

If I can't, it's all good I am happy with just the one.

prisma oyster
#

I think this should work

// list all the totems in this array
[totem1, totem2, totem3] spawn {
    private _totems = _this;

    while { sleep 0.03; _totems findIf { alive _x } > -1 } do
    {
        {
            private _totem = _x;
            if (not alive _totem) then { continue };

            private _nearbyPlayers = call BIS_fnc_listPlayers select { _x distance _totem < 10 };
            if (_nearbyPlayers isEqualTo []) then { continue };
            private _nearestPlayer = ([_nearbyPlayers, [], { _x distance _totem }] call BIS_fnc_sortBy) select 0;

            // rotates 1.5 degrees per a second
            _totem setDir (getDir _totem + (((_totem getRelDir _nearestPlayer) - 180) min (1.5 * diag_deltaTime * 60) max (-1.5 * diag_deltaTime * 60)));

        } forEach _totems;
    };
};
```Cc @small patrol / @steel robin
steel robin
#

I've assessed the area I am putting together and I think the one shall do. I really do appreciate you putting that together and I'll keep it saved if I should need it in the future. Genuine, thank you.

prisma oyster
#

to be fair I very much enjoyed your hilarity in the YT video showing it works

steel robin
#

I am just very excited to see the units reaction during the op come saturday

supple holly
#

Hi guys i have a question how would i spawn n number of objects in a line in certain direction ?

prisma oyster
#

by script

supple holly
# prisma oyster by script

You dont say 🤣 But how would i loop so the object spawn in front of another object in direction. Is it by vectors or offsets ?

safe swift
prisma oyster
dim kindle
fossil urchin
# safe swift `private _nearbyPlayers = call BIS_fnc_listPlayers select { _x distance _totem <...

Is Lou Montana/ POPLOX command faster/less heavy than example which i got earlier from you guys (John Jordan)

array findIf {isPlayer _x} returns the index of the first player in the array, so to get their object you can do:

private _plrNear = _unit nearEntities ["CAManBase", 10];
private _index = _plrNear findIf {isPlayer _x};
if (_index > -1) then { 
  _targetPlayer = _plrNear select _index;
  ...
};
quiet plume
#

inb4 "CAMan_Base" (or whatever is the proper base class)

prisma oyster
sacred briar
#

Hey! I'm trying to set up a convoy, which is something I've done 1000 times before, but for some reason, when I go into game, the vehicles will automatically switch to the Wedge formation, they're set on Column right now in both the editor, and for around 5-10 seconds in game, before they automatically switch. I've checked in Zeus, even setting it there only keeps it this way for an extra 30 seconds or so.

I'm using some AI mods like VCOM and LAMBS, but they've never caused this issue before (Although I can't fully speak for LAMBS, only been using it for around a month.)

The AI is set to careless, and the waypoints are all set on unchanged.

If anyone knows anything about this, or has any suggestions, I'd be glad to hear them, but it is getting a little late, so if it's taking ages, I'll have to come back to it tomorrow! 😄

acoustic yew
#

first step is to try without vcom and lambs

#

@sacred briar

sacred briar
#

I'll give that a go 🙂

#

Right, it looks like its working, but I've never had issues with Vcom, and I had disabled the LAMBS FSM in the original mission, so I'm not too sure if its just the mods in general Thonk

vestal perch
#

It's very hard to say when mods are involved. You'll just need to do empirical testing to figure out what mod combination does it.

wintry lintel
#

hello everyone, i´ve got a question about the arma 3 editor

#

Can anyone tell me how i can change the weapon loadout for the Blackfoot in the arma 3 editor ?

quiet plume
#

double-click on it and select the Pylons section of properties

wintry lintel
#

@quiet plume wow this is it 😄 thank you so much 🙂

quiet plume
#

to the left of pylon dropout menus are crosshair-shaped icons/buttons. Those allow to switch the weapon owner to pilot and back

wintry lintel
#

nice , thx

#

is it possible to lock on vehicles as pilot?

quiet plume
#

iirc yes. I remember AA missiles working good from the pilot seat

wintry lintel
#

have not been able to so far, thats why im trying to create a little scenario where i can try and test to lock on vehicles as solo blackfoot pilot and still be able to fire cm bursts

quiet plume
#

do the vehicles have their engines running?

wintry lintel
#

yes, i make them drive a path

dim kindle
wintry lintel
#

i think i did that

#

can i have a vehicle patrol between 2 waypoints ? and how ?

dim kindle
#

Use a Cycle waypoint near the first waypoint you placed

wintry lintel
#

i can already set waypoints, just havent found yet how to connect the last with the first one again

dim kindle
#

The vehicle will return to the first waypoint after the last waypoint has completed. You may wish to path back to the first waypoint, to prevent issues.

wintry lintel
#

thats what im looking for

#

havent found the cycle option yet

dim kindle
#

It's right at the top of the waypoint tab in 3den

#

Under 'Default'

wintry lintel
#

ah i found it, thank you 🙂

#

the NPC leaves the vehicle when i shoot, can i make it stay in there? like not recognizing anything and just keep driving ?

dim kindle
#

Click on "Forbid Disembarking" in its attributes. This may require 3den Enhanced to do, but 3den Enhanced won't leave a mission dependency and can be unloaded once the mission is done

quiet plume
#

or double-click the group icon and set its behavior to "Careless" instead of "Aware" (or whatever it defaults to)

wintry lintel
#

whats the group icon ?

#

ah i found it

#

tyvm

dim kindle
wintry lintel
#

tysm guys - this helped me a lot 🙂

azure steeple
#

Anyone know if there's a way I can add a flat plane with a water texture/shader in the editor?

haughty root
#

Hey I just got the East Asia mod, how does Melee work? How do I get the Ai to Banzai charge me?

prisma oyster
azure steeple
#

Yeah, just a lake, or a pond or something
I don't even need physics, just a shallow bit of water

primal wave
#

Are there any 'pond' objects in the regular game? Or only via CUP & other mods?

vestal perch
#

there are one or two but they are not configured to be accessible by default

primal wave
#

Oh! Do you know where they can be found/Cfg reference?

prisma oyster
#

see the wiki for createVehicle iirc

stoic stream
#

Any best-practices for setting up NPC reinforcements/counter attack? Show/Hide modules, spawn them via script, somthing else?

primal wave
prisma oyster
primal wave
#

Searched "pond object" in the BI forums. Only references to Arma 2. Do you know perhaps how they are referred to in the game (engine)? Or, are there any 'ponds' in Livonia (so I can search further)?

vestal perch
#

@primal wave sorry I meant they are not configured at all

#

the p3ds exist somewhere in the altis terrain pbo

#

CUP has some of their own

#

and there might be some in other mods too

primal wave
#

Thank you both 😊

spare dawn
#

Hey all. I want to set up a zues mission for a dedicated server. Its nothing fancy because im not great with 3den. I am using basic mods (cup stuff, RHS stuff, and achilles, zues enhanced, and 3den enhanced). I test the scenario in muliplayer through 3den and all the player slots are there as should be. But when I export the scenario to the dedicated server and load the mission, there are no player slots. I get no errors in the lobby, when i click the enable ai button, nothing happens, and there are just no slots to use. Does anyone know how to troubleshoot this?
sorry if this is posted in the wrong channel. there are like a million

acoustic yew
#

that happens when mods don't match on dedicated

little crystal
#

hey guys, does anyone know what it means when my mission has a blue color instead of green? It also does not run when i hit play. However, if i load in the mission through the editor I can hit play in multiplayer and get to role selection but there are no roles. Note: This is a kp liberation mission i downloaded from github

prisma oyster
#

oh, do you mean "in the server's missions list" perhaps?

little crystal
#

yeah, like where you select the map you want, then you can load any missions you have for that map.

#

i can send a screenshot if needed

humble rain
#

Hello, im having a issue on a multiplayer scenario im making.

I have 2 ctrg teams with bunch of modules and arsenal attached to their cars.

These all work fine for the 2 squad leaders but other members of squad dont seem to be able to access them when i change to them with U menu. These squad members alsu dont seem to be able to enter mortars as gunners.

Is this some sort of command thing or a bug and any ideas how i can bypass it?

patent thorn
#

Hello! I forgot the command and I would like to ask real quick, what is the command I put in the trigger module to open a gate via player detection? I just need the command/script

prisma oyster
#

animateSource

umbral shard
#

Hi, a quick question
I'm trying a simple script for a radio, but the coding windows are very small (just 3-4 rows). Is there any way to enlarge them, so I can properly ident the code?

quiet plume
#

run Arma with CBA_A3 addon. Or ADT. Or write the big scripts externally only checking small snippets in Debug Console

umbral shard
#

Thanks, I think I'll try out CBA since I'm gonna need it anyway for mods

half bramble
#

Will syncing an enemy unit to a patrol module and a hunt module cause any issues? I want them to patrol but also hunt players once that said player enters the specified AOI. Currently the unit is only using the lambs hunt module and they stay still until a player enters the AOI.

steel robin
dim kindle
#

Sweet, glad it works

light panther
#

Hello I was wondering if you guys know any way to use commands such as setunitpos, disableAI, etc in arma 3 zeus editor? I don't know where to access or find the init field

glossy sierra
#

Zeus editor?

small patrol
#

Zeus is not Eden Editor

light panther
#

@small patrol @glossy sierra i mean the game master modification in eden

small patrol
#

Game Master Modification in Eden?

#

We do not use such term - do you mean just Zeus?

small patrol
#

Then you would need some Mod to enter it

light panther
small patrol
#

No

light panther
obtuse crag
#

Any one know a way to build in a "purchase" terminal where people can scroll wheel and then pick a vehicle to spawn?

Trying to have it so my players can build their attack force with vehicles I approve but still have some freedom as to what exactly its comprised of.

quiet plume
#

except with pre-filled vehicle list and economics :3

obtuse crag
obtuse crag
fossil urchin
obtuse crag
#

Cheers, will try out

ember nacelle
#

Hello guys,
Does anyone knows if In game rank like lieutenant, captain etc makes them more prioritised target for AI ?
It's the feeling of my players had during coops
Thanks for your knowledge 🙂

ember nacelle
#

Mmh yes so it's a thing but it's about single player

#

but I will test the values with rating player; thanks for helping 🙂

#

(It returns 0 to all ranks in multiplayer)

ember nacelle
#

yes

glass hazel
#

weird

reef flume
#

Hey everyone, i am a bit lost,

I want to spawn a single man with a “spawn AI” that automatic walks to a plane and boards it.

is there any tutorial out the that can help, or is there any easy solution for my problem?

ember nacelle
reef flume
#

you cannot connect waypoints, to System-> Moduel-> AI spawn
:/

#

unless i am missing something.

plain gale
#

IIRC you need to script that. Isn't there a "init" field in the spawn AI module?

humble rain
#

Hi everyone

#

Im tryi g to make a set of quadbikes not targetable by aircaraft ir missiles and i found out that happens with isirTarget in config.

Any ideas how i can fiddle that for my scenario? Can it be changed trough init field?

vestal perch
reef flume
#

My Spawn AI modules, i cannot see the group units in the edit list when they spawn, playing as Zeus in multiplayer.
anyone know why that is?

primal wave
#

I don't know why that is. My first guess is that the units are not created using create3denEntity in the module. But you'd have to look it up in the function viewer to get the details.

reef flume
#

it works in singelplayer but not in multiplayer, cant get it to work.

#

and now to problem number 2.
when i play my game, and save and exit game, if i chose to resume, no one on the game can no longer capture any objectives.
this is getting ridiculous.

round meadow
#

Is there any way to disable the action of picking up weapons/hats you put in an editor as decoration, tried disabling simulation and making it a local object

glossy sierra
round meadow
olive needle
#

when i create vehicle with screenToWorld getMousePosition and go into like map screen and briefing first it no longer spawns the vehicle where im looking in game

round meadow
#

I am trying to use a Hide Terrain Module to hid certain objects on a map, it seems to work fine locally, I.e when I am testing the scenario on my pc, but as soon as I export it to and put the PBO on a sever, the modules are very inconsistent, only a few work and the rest just do not seem to work at all. Anyone may have any ideas as to what this issue could be?

reef slate
#

Is there a way to have players spawn correctly on placed air craft carriers? Whenever I try it they spawn in the sea

runic orbit
#

I've looked and can't find much, can anyone point me to a tutorial or anything that will show me how to have the players start spawned into a vehicle. The intent is to have them paradrop into their scenario

primal wave
primal wave
runic orbit
primal wave
#

I am confused now. Although I did not make this (scripted) composition, the page says: activates a script where if a player with a backpack goes into freefall they will receive a parachute automatically

#

This should meet your requirements. Otherwise you can place a trigger and script your own parachutes.

runic orbit
#

We're missing the part where the scenario starts with them in the C-130

#

nothing i've tried allows them to spawn in a moving/flying vehicle

primal wave
#

To (re)spawn in a vehicle? That's a different issue ☺️. You can set vehicles as spawn points eg by synchronizing a respawn module to them.

runic orbit
#

Haven't tried syncing a spawn point to it yet, I'll give that a go

plush verge
#

Hey folks, hope this is the right place to ask this. I am trying to make a mission to run on a Dedicated Server with the Task Modules from BI. It works great in the Editor, but on the server it falls flat. By basic set up is I have a parent task created on mission start for a synced group (that part works). When the player enters a trigger, it should create a new sub-task of that parent task. Even when trying to create a new parent task, it does not work. I know it is not my triggers that are the problem, as they are running code as they should. But I can't figure out why the activation of the trigger in the editor creates a task, but not on the dedicated server. All triggers are set to server only. Any thoughts? Thanks in advance.

fossil urchin
runic orbit
#

So I have a scenario I'm creating. I run everything in singleplayer and it works flawlessly now. BUT when I move it over to multiplayer even when I load up as Zeus, or as a player in one of the 6 roles assigned, it automatically puts me down in the bottom left hand corner of the map, even though I have a vehicle respawn synced to the starting vehicle, and when I add in any kind of delay to choose a different respawn position, it tells me respawn is disabled even though I've clearly enabled it. I'm so lost, anyone know what I've done wrong?

#

I do also get a message on abort that says "[CHVAddon_fnc_updateSettings] Error: type DISPLAY expected SCALAR on index 0 in [Display #46,4] but that looks like it's for CHView Distance Mod, which shouldn't impact respawns I wouldn't think.

uneven leaf
#

im trying to make a briefing scene in the intro sequence, how do i make it so its in first person, atm when i click play intro it automaticly puts the character in third person, how can i lock it into first person

#

also, scripts dont work in the intro scene, im not sure why this happens but ive placed down a trigger and put in a script that should call the cinematic borders but nothing happens

spice prairie
#

Is there anything similar to the zeus Attach to in eden?

warped fossil
#

is there vanilla placeable dirt/city roads or a way to pave some? I cant seem to find any in the objects tab like you can with CUP.

dim kindle
glossy sierra
#

*Make it easy for yourself to access hidden content and content without classes in configurations. *

dim kindle
gaunt chasm
#

no real need to when the game was initially made and has just been forgotten

warped fossil
#

Sick, thanks ill be checking this out

rigid urchin
#

I am in a DESPERATE need for a batman mask, I know it exists but I can not find it I have seen multiple videos and images of the mask being used, I have been searching for 3 days and found nothing. I made a reddit post to try and see if anyone had leads and someone told me to ask the ArmA discord. I don't know if this is the right channel to be asking, so uh my bad if not.

gaunt chasm
#

can you show some images or videos please just to check youre not confusing it with smth else and so we know what it looks like

rigid urchin
#

yeah hold on

rigid urchin
#

★ ARMA 3 Life (german/deutsch) Lets Play ★ Meeting Batman & Batman ★ Ausflug mit dem Motorrad ★ Tankstellenraub ★ Cops machen Probleme ★ RDM Fail ★

Endlich ist es wieder soweit. Die Jungs sind zurück in Lakeside. Was sie dort alles Spannendes erwarten wird, seht ihr wieder in Zukunft auf diesem Kanal.

Das und mehr im folgenden Video. Viel Sp...

▶ Play video
#

and another one

#

i been looking for a while but i can't find it

#

as long as it is a batman mask is fine doesn't have to be the exact one in those videos I can't find anything related to batman at all, its incredibly important I can acquire this mod

solid zealot
#

Hello, i'm just here for a question
how to i make AI to stay still
i want to make a garrinsong if enemy units get too far into enemy territory

#

to encounter enemy fire on one mayor garrinsong

scarlet crystal
silk nacelle
#

Anyone able to help me with this problem its seems pretty simple but I've been trying to get it to work for a hour. I made a convoy in Eden works perfectly but I want the convoy to dismount at a certain point so I set up a trigger that is linked to a unload module however they dont unload. Any help?
also Im not sure if this is of any significance but the convoy lead gets blown up by a IED. Im not sure if this posses as a problem to the activation of the module or anything but I hope it can pose as some help.
Ive tried looking up different methods and everting and nothing seems to be working.
Im sure that I set up the trigger correctly, because I have 4 other triggers that have the same "presets" I guess you would call them working amazingly.

feral hornet
#

does anyone know how to disable the friendly fire message while on a multiplayer server?

dim kindle
#

I'm new to eden and stuff but I'm having an issue.

I made spawns for our unit and we have premade loadouts per MOS.

In the editor i made it so their loadouts are there when they spawn. As in the unit is wearing / holding those items.

However when the player spawns in, they get half the clothes, half the attachments and whatever was in the inventory of the clothes. For the record, we're using RHS equipment, but vanilla unit troops that I renamed.

When enabling AI they spawn with everything, it's only the players who dont. Any fix?

acoustic yew
#

might be another mod causing the issue

#

in vanilla eden loadouts either apply or they don't, anything in between is likely a mod conflict

sacred briar
#

Hey! Is there a way I can optimise something I've made for MP? I spent around 3 hours designing a cave system, it only uses 304 objects, so its pretty slim by my other bases, and I've definitely used more intensive compositions before.
It currently runs at around 75-80 fps in SP in 4k with decently high settings and view distance. But if I throw a grenade, shoot, take damage, I can get freezes that will last for anywhere between 0.1 seconds a full second, which kinda makes it unplayable in a real game.
I've already disabled simulation (They're all rocks, shouldn't really make a difference but might as well try), is there anything else that I should do?

I'm happy to upload the composition if needed, thanks!

green egret
#

how do i disable grid snapping in eden editor

sacred briar
#

Either by pressing ; or clicking 'Toggle Translation Grid' at the top toolbar 🙂

green egret
#

ahh

sacred briar
#

It may be a 3den enhanced thing to be fair, I could be misremembering it 😅

green egret
#

and then what do i set it at

sacred briar
#

Well if you want it disabled, turn it off by clicking on the actual icon, rather than the dropdown arrow 😉

green egret
#

oh shit im stupid lmao thank you so much

sacred briar
#

Haha, no worries, glad I could help! 🙂

wispy adder
#

Hello I have a question, I am thinking about making a Seal team scuba raid on a tropical island base, however if the players are caught, Instead of just mission failing them, I give them a very little mission impossible level second chance and send absurd amounts of resistance their way, however I want the AI to be realistic, I don't want to use lambs hunt wp etc because it means that the ai will basically follow the players getting closer and closer, i want to give the players a chance to like stealth out of there. Any ideas on what way points \ modules to use?

dim kindle
dim kindle
# sacred briar Hey! Is there a way I can optimise something I've made for MP? I spent around 3 ...

Heya, these freezes are actually commonly due to running Arma 3 on a computer with slow read speeds on its storage. This happens because the audio for those gun shots, flinching from being hit and explosions are all files on your computer's storage that the game needs to access, and if it can't access those files quick enough, the game will wait (freeze) until it has them loaded. Try installing Arma 3 on an SSD (or if you don't have the cash for a big SSD, you can try my method, which was buying 4 500GB HDDs and using RAID 0 to get SSD speeds and 2TB of space - it mushes all the HDDs together and combines their speed and storage into one 'drive') or you can try to disable any mods you have installed that mess with the games audio, such as JSRS or Enhanced Soundscape. This can also happen if your CPU is busy and can't make the request for Audio, but given your game is at 75-80fps I'm not sure that's the issue. It's also dependent on how much RAM is in use too, as some of these files that are access frequently are saved in RAM for fast access, but if there's no space for them in RAM then Arma 3 has to grab them from storage instead, which takes longer.

Sometimes Arma 3 can just be fucky as well - Try the mission on your server instead of in the editor and see if that improves the freezing, as running a mission designed for a server on your local PC means your PC has to do everything, whereas testing it on the server will give you more of an idea of how it'll perform on the day.

dim kindle
# wispy adder Hello I have a question, I am thinking about making a Seal team scuba raid on a ...

Have you tried using VCOM AI? It's an AI mod like LAMBS but means all AI on the map are 'linked'.

If you're seen by one group of AI, that group will notify other groups in their immediate area and begin moving to where they last saw you. It's also possible for them to call for artillery support from placed artillery on the map too, as well as request support from nearby armour, air and mechanised assets depending on the threat.

VCOM is also compatible with Enhanced Movement - and allows the AI to move around the environment via vaulting walls, climbing onto rooftops, all like a player would.

#

You can fine tune VCOMs settings in 3dens Add-on settings tab, use the Mission tab to tweak them and then when you load the mission, as long as the server you load it onto doesn't overwrite the mission settings, the settings should stick.

wispy adder
#

Oh that's really cool

dim kindle
#

Yeah I'm using it for my single player CoD-like campaign

wispy adder
#

Can you use it with lambs?

#

Danger.fsm

dim kindle
#

Makes the AI act way more realistically and I believe it is LAMBS Danger compatible

wispy adder
#

And does everyone joining in need the vcom mod

#

Or is it server sided

dim kindle
#

I think everyone needs the mod, yeah, but it's not big

wispy adder
#

Ok

#

So what if for example you wanted certain patrols not to be affected

#

And run after the player

#

Can you exclude them

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From the vcom module

dim kindle
#

Just be warned though - VCOM gives the AI the ability to create their own waypoints based on the situation. This can make them extremely unpredictable during operations when you have a ZEUS.

wispy adder
#

Ok

#

So is there a way to exclude certain ai from making their own waypoints

dim kindle
# wispy adder From the vcom module

I'm not sure if you can exclude VCOM AI from units but you could set those patrols to dynamicsim so they don't start doing anything until the players are close by

dim kindle
# wispy adder So is there a way to exclude certain ai from making their own waypoints

There might be a setting for that in VCOMs add-on settings but I haven't used it in a while, I know there's settings to prevent them calling artillery, as well as settings to decide how close other AI have to be for them to be affected by an AI seeing an enemy - By default I think it's 1.5km - I'd recommend just experimenting with it and see what you can come up with

#

There's a setting that sets how close an AI has to be for it to react to another AI's call for reinforcements, if it's not on that range, it'll just ignore the call and stay put

#

VCOM does have its bonuses, but it's hopeless to Zeus with because of how the AI make their own waypoints, they'll just kinda ignore any waypoints you give them in Zeus unless it's something they're already doing

wispy adder
#

Ok

#

Thank you

dim kindle
#

There's a few mods for it in the workshop that are different versions (all of which have different features) but I use the one that shows up first when you type VCOM into the search bar

dim kindle
# wispy adder Thank you

Just took a nosey in #arma3_ai - there's a conversation in there about enabling or disabling certain VCOM functions on units via a script in their init box, might be helpful for you

dim kindle
dim kindle
#

Yea

#

And I’m using Eden

sacred briar
#

And my ArmA 3 is currently installed on my m.2 ssd

dim kindle
#

Ah gotcha deffo not a store issue then

dim kindle
dim kindle
#

Try using the BI Virtual Arsenal

#

I've had issues with ACE too

#

Alright

glossy sierra
#

How are you spawning these kits for players to grab?

sacred briar
#

I'm stumped on a really simple issue. My trigger isn't working. (hint is there as a debug, to ensure it's working, and it's not appearing)
https://media.discordapp.net/attachments/783324536656363541/1036659812097867786/20221031151528_1.jpg?width=2427&height=1365
https://media.discordapp.net/attachments/783324536656363541/1036659811254804520/20221031151524_1.jpg?width=2427&height=1365

I thought it may be because hint is local, but since it's on singleplayer at the moment, it should still appear.

prisma oyster
#

Type: None

#

trigger is Server Only
so hint won't work

sacred briar
#

Granted, thats an oversimplification, but that was my understanding

#

Just tried turning that off too, nothing new. I'm not sure what you mean by Type: None though? Triggers that I've used before have always been set to that, have I been doing it wrong? 😅

#

My only other thought is that maybe the trigger too large or something?
1000x1000 is surely a large area to check, and it might just give up as its rather intensive. But I'm sure I've seen larger before.

prisma oyster
sacred briar
#

Worked it out. I don't want to talk about it.

hearty path
#

Here's a fun one.
I was saving a new mission, a quick Cutscene mission for a mission I've been spending roughly a month making - full of scripts and procedurally generated stuff.

Entered the name. The cutscene saved over my main mission - except it left all the other folders and name intact, just changed the mission.sqm.

Is there absolutely ANY way to revert that?

hearty path
#

Anywhere it would have saved me playing it in both single and multiplayer local testing through the editor

wind raptor
#

@hearty path No, unfortunately not.

#

I recommend you start using Git (or something similar) to avoid such traumatic experiences in the future.

sacred briar
#

Another question, possibly related to scripting, but I'm not too sure if its even possible.
Is there a way to add some sound processing? I'd love to have a reverb effect for being inside of this structure, but the mod doesn't have it by standard. The footsteps, gunfire, etc all sounds a little empty right now.

dire frost
#

its been 2 years or so since I played and im having trouble keeping a vehicle on standby until needing it
could anyone give some advice or assistance on what i can do to possibly have it only come when needed or possibly called

#

thank you in advance

dim kindle
#

How can I add storage to a box that doesn't have any by default? Is it possible?

#

I want to use the stacked water bottle pallet (Land_WaterBottle_01_stack_F) to actually have an inventory of water bottles (From ACE) but it doesn't have an inventory by default.

lucid comet
dim kindle
lucid comet
#

Its a GE (Global Effect) - ensure you verify it by if (isServer) or if (isDedicated) before executing

dim kindle
#

It won't work

#

It doesn't add the action to the box

#

maybe I'm stupid

#

Nope that didn't work either

lucid comet
dire frost
#

although apparently I am not a great driver due to the fact i flattened them besides hitting the breaks

dim kindle
#

My range for it to add the action was smaller than the box derp

dim kindle
#

How do I make a UGV part of the player's group at mission start? So it follows them like an independent AI

acoustic yew
#
this action ["IRLaserOn", this];
fossil delta
#

using the loiter waypoint for a drone in the editor can I set the loiter distance? There doesn't seem to me an option in the waypoints attributes.
And can it me set beyond 1500m?

prisma oyster
#

hi new, I'm dad! 😄
place this in the unit's init field (double-click on the unit in Eden)

fossil delta
#

Ok i found the [_grp, 2] setWaypointLoiterRadius 200; command, but now sure where to name the waypoint group

#

i tried adding that command to the drone, with a radius of 2500, but im guessing i need to name the waypoint group somewhere... but where?🤔

small patrol
small patrol
#

Well, not working how? How did you wrote?

#
this enableIRLasers true; this action ["IRLaserOn",this]; this setBehaviour "COMBAT";```
Well it actually requires some condition to get lased
small patrol
#

Variable Name and Callsign are different thing. Latter is just visible name, former is something supposed to be used

fossil delta
#

or is it the planes variable name

small patrol
#

No, an object doesn't have a waypoint but only a group does

fossil delta
#

so why is that not working?

small patrol
#

You probably trying to use the command to a WP that isn't loiter

fossil delta
#

the loiter waypoints index is 1, and thats what i have in the script

small patrol
#

How'd you think it is 1? Which index says so?

fossil delta
small patrol
#

Actually, WP #0 == 1

#

So #1 == 2

fossil delta
#

So give the group (not the drone itself) a var name of Falcon and then use [Falcon, 2] setWaypointLoiterRadius 3000;

dire frost
#

what are you trying to do?

fossil delta
#

make a drone loiter at 3000m radius

small patrol
#

It should do

dire frost
#

let me see if i can further assist you
give me a moment and ill see if I can help

fossil delta
#

thank you 🙏

#

ok so i deleted everything and started again and it work

#

i must be going crazy

#

thankyou for your help guys

dire frost
#

and remember anytime you think your failing at something just take a step back and take a moment
you only truly fail when you give up

cloud sparrow
#

this setSpeaker "NoVoice" might help

hasty gorge
#

Stupid question, but it's stumped myself and a couple of friends...
In Multiplayer we want to have custom loadouts on mission start.
We are able to edit and make the loadouts in Eden, but then once the mission starts, the character reverts back to it's original default loadout.
I'm assuming that the only way to make this happen is through scripts but I keep seeing lots of contradictory info and was hoping someone here could shed some light on the subject? Thank you in advance!

prisma oyster
hasty gorge
#

"respawn on start" = yes, scripted loadouts = no.

prisma oyster
#

bingo

hasty gorge
#

I see what you did there

prisma oyster
hasty gorge
#

Is it really that simple?

prisma oyster
#

yeah, sorry 😦

hasty gorge
#

Thank you haha We've been struggling through this for months haha

haughty root
#

Is there a way to put a turret down and have it not move-react to terrain? For example, put one in a window?

#

I keep trying to put a turret into a bunker, and as soon as I load in the camera moves and I die.

#

There is a ww2 mod I use where the turrets dont move, and its awesome, however I was wondering if I could do it with other turrets.

haughty root
#

Hello?

scarlet crystal
vestal perch
#

AttachTo is the only way yeah

glossy sierra
# hasty gorge Is it really that simple?

This is what i use/stick to.
respawnOnStart = -1; //-1 = Spawn at eden-pos incl EDEN loadout, 0 = Spawn at eden-pos and run respawn script*, 1 = Respawn & choose respawn location

fossil delta
#

So we via a mod I have thermals globally disabled on all vehicles
I thought i would be able to use this disableTIEquipment false; on a specific vehicle in the editor and it would re-enable thermals but its not working.
Any ideas?
PS: already tried putting a 20s sleep before the execution of this disableTIEquipment false; but that didnt work either

plain gale
#

@fossil delta Don't use disableTIEquipment in init, it has global effect already

#

Also, how does the mod disable TI Equipment? Maybe it uses a loop?

fossil delta
plain gale
#

Sorry to hear that.

#

You could execute it in the initServer.sqf or init.sqf with if (isServer)...

#

If the mod you are using is using CfgFunctions you might find the code in the Functions Viewer

fossil delta
#

if (isServer) disableTIEquipment false; like that yea?

#

if that doesnt work ill take a look at the function viewer

plain gale
#
if (isServer) then
{
  vehicleVarName disableTIEquipment false; // vehicleVarName is the name you gave the vehicle in the editor
};
fossil delta
#

thanks ill give it a shot

fossil delta
fossil delta
#

omg im an idiot i forgot A3TI changed the keybind for thermals 🤣

lime totem
#

I don't know if this it's the right channel, but I have a mission in Altis where I set the fog to 0 and fog forecast 0 as well in editor but after some time I have fog, I would prefer not making a script for that, tried with ACE_weather enabled and disabled but it does not make difference. Just wondering why

minor phoenix
#

Does anyone know if there's a quick way of adding only a certain mod's gear to an ace arsenal?

dim glade
#

Is there a way to access the player that triggered a radio trigger? I've been trying to look it up for a couple hours now and I haven't managed to get anything working

prisma oyster
lime totem
prisma oyster
frail cliff
#

was wondering if there is a way to change an eden only object to something i can place and edit in zeus instead for a mission im running and would rather not have to open it up and manually place it in with eden

frail cliff
#

I got it sorted out

runic orbit
#

So I want to have a nuclear explosion tied to a firing device/trigger. Anyone know how I can make this happen?

lime totem
prisma oyster
lime totem
#

I see, thanks for the explanation, I wanted to avoid the script so now it's ok like that for me

prisma oyster
#

roger! otherwise, it's quite simple to do really
e.g in initServer.sqf

// 0 being the fog level here
0 spawn {
  params ["_fogLevel"];
  while { true } do
  {
    0 setFog _fogLevel;
    3600 setFog _fogLevel;
    sleep 3600; // sync every hour
  };
};
lime totem
#

Yes thank you! The reason I didn't want the script is that I have already many of them so I wanted to avoid another one (performance wise)

#

Even it is a light script

prisma oyster
#

no, it is a fog script 😁 alright yeah, I understand

lusty wave
#

I posted a message in arma 3 trouble shooting and I believe it may be a better fit for this channel, but I didn’t want to double post. I’m looking for some help regarding editor and mission errors I’m getting playing a mission off my server box. Any insight would be greatly appreciated!

#arma3_troubleshooting message

green egret
#

So I set some squads to "do not fire unless fired upon" but they still engage, how can I fix that?

prisma oyster
lusty wave
lusty wave
prisma oyster
glossy sierra
surreal vigil
#

Hey i have this problem with respawns that when i launch the server on lan (not the editor preview) it spawns me in 00000 coords and i dont have the respawn map. i do see the respawn points in zues but they just dont work

#

mhm

#

the problem fixed it self

#

after relaunching server 3 times

#

i think its some kind of spiritual thing

#

you know

green egret
surreal vigil
#

"you shall restart the server 3 times and the respawns will work"

narrow radish
#

So I'm trying to do a thing where I have jets respawn midair with a pilot inside. So far, I've managed to get the pilot inside, but I have a problem where when the jet respawns, it simply falls to the ground and blows up.

narrow radish
#

I'm using the Respawn Vehicle module

safe swift
#

okay apparantly i can't post a github link in here, anyway, that classname is part of CfgWeapons, you can't createVehicle it

#

i can't post links here (got timed out? :D), you need to use ace_attach_fnc_attach

#
 * Arguments:
 * 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
 * 1: unit doing the attach (player) <OBJECT>
 * 2: Array containing a string of the attachable item <ARRAY>
 *
 * Example:
 * [bob, bob, ["light"]] call ace_attach_fnc_attach;

ace_attach_fnc_attach

#

` * Example:

  • [bob, bob, ["light"]] call ace_attach_fnc_attach;so,[aiUnit, aiUnit, "ACE_IR_Strobe_Item"] call ace_attach_fnc_attach`
twin hill
#

should I deactivate simulation on stationary guns?

safe swift
#

why would you do that?

twin hill
#

to save performance, like i do that on all other objects that arent moving

#

thought that would be a thing

safe swift
#

stationary as in just for looks?

#

if you disable simulation they won't be able to fire

twin hill
#

ok ty, good to know

safe swift
#

oh yeah

#

pass true after the item

#

[aiUnit, aiUnit, "ACE_IR_Strobe_Item", true] call ace_attach_fnc_attach

#

otherwise if the unit doesn't have the item, it will fail

#

are you testing in sp?

#

try running it in console

#

is aiUnit defined?

astral sage
#

anyone know how to end a scenario (ideally successfully) when the player dies, i want to make a mission where the player is supposed to die but whenever i use !alive player in a trigger linked to end scenario module it brings me to that death screen where you can load an earlier save

prisma oyster
astral sage
#

ok is there a way to change that

prisma oyster
astral sage
#

Aight thx I’ll look into using that

paper vapor
#

Hey guys! I have a quick question about the AI in the editor. I want a tank to shoot to another tank from far away but i can't really achieve it. For some reason, when they see the enemy, they just start moving around and never really shooting

#

I tried using destroy but didn't really get to anything and i also tried adding the fire mission thing

paper vapor
#

So everything kinda requires some coding? 😅 Thank you, i will try to do my best

whole hemlock
#

Hey yall, I am using Zeus inside the editor, and my unit is a civilian. How do I control a new unit?

wise lichen
#

hey, does anyone know how to place a door? like a structure door, if i were trying to build a killhouse?

whole hemlock
quiet plume
#

you mean you want to open a scenario, not use the map? Then probably Multiplayer - Host server - Select the mission in the list - Edit (or something to that effect in the bottom) can help 🤷‍♂️

whole hemlock
#

No I don't think u can

#

Just make it zeus on multiplayer and then add a password so no one can join

fallen bobcat
#

you can, use Gunter Severloh's video on "How to open Pbo files for arma 3"

#

should be able to edit the scenario itself, but *** DON'T UPLOAD IT CLAIMING ITS YOURS***

sacred briar
#

Is it bad if Arma is taking 10 minutes to load into a 0.5mb mission and using 12gb of ram? 😄

vestal perch
#

Yes

#

I'm gonna go ahead and say there is something gone wrong in the mission design if it does that.

fossil urchin
steep knoll
#

how do I force this aircraft to go to an altitude or just maintain altitude?

dim kindle
#

u gotta move the waypoint to the altitude u would like it to be at

#

cuz now its going to land obviously

steep knoll
#

wrong

#

flyInHeight sends the aircraft to that altitude and will not resume following waypoints until it reaches that altitude

#

however, for some reason, in chernarus map it doesn't work, so I resorted to putting that command everywhere including waypoints and putting them wherever to see if it makes the plane behave in any way different, which it doesn't

#

actually this is probably wrong channel

astral sage
#

is it still possible to make "random" spawn points for vehicles in arma using markers? I dont want smth that spawns in the entity completely random but i want it to pick from three or four different spawn positions

#

nvm just figured it our

#

out

loud wind
#

I've got an issue with AI helicopters; I'm trying to get two Hueys (SOG) to take off and then fly at 40m ASL, as part of an insertion. They do it fine with AI passengers, but the moment a player is in the cargo, they continue climbing until they're practically in space?

carmine goblet
#

I put slides in ACE slideshow with images and everything yet it pops up that the image is missing, what do?

quiet plume
#

inb4 it's because of / not being \

carmine goblet
#

you called it.

cyan hemlock
#

Is there a way to get a soldier be in an injured (but conscious) state?

fossil urchin
bold estuary
#

can dynamic simulation mess up scripts that are applied to a unit? we were doing an op where units have setobjecttexture on their inits, but in game some players see texture some others not

modern brook
#

hi, i downloaded some composition mods (oil rig and similar things) but when i try to install them on my server, they are installed incorrectly, how can i fix it.

crimson wedge
modern brook
crimson wedge
quiet plume
#

' toggles AGL/ASL mode, \ toggles surface snap

unique tinsel
#

hello, good evening. I was wondering how to use high command. Specifically, is there an addon i need to use voice commands? I tried using speech recognition and AI voice control. I saw that Jester's video he was able to command units by verbal commands and was wondering if he was hitting a button to input that? I thought it would be more straight forward, i suppose not.

dim kindle
#

hey guys

dim kindle
#

meanwhile

silent dome
#

Good afternoon, my question is how big is the report room table in px? to change the image

serene vigil
#

Is there any way to hide factions in the side bar? It gets pretty bloated with modded factions

potent spire
#

Anyone here experianced with ALiVE orbat creator, that could help me with something.

I am only using the alive orbat creator to take editor preview images of units (its automated, why not) but for reasons i cant figure out, it will not take photos of custom vehicles (custom vehicles as in config altered ones).

glossy sierra
serene vigil
potent spire
potent spire
#

has any1 released a up-amoured off road? I found some comp but want something i can use in a custom faction.
Other than the Sahara cdlc one. (I dont own it so cant use it)

acoustic yew
#

any mods that might affect eden besides 3den?

#

next step would be to isolate which mod causes the issue

#

assuming it works fine on a blank mission with no mods

sacred briar
#

Never had it in any other mission other than one, and in both of these recently, I've been calling scripts with remoteExec. Not sure if that has anything to do with it, but its weird that it happened twice

gritty tulip
#

how do you stop an object from resetting itself when you move it? I'm trying to rotate a helmet to make it look like its hanging, when I move it into correct position it rights itself

acoustic yew
#

idk what the icon looks like but there's one that'll just translate it around

gritty tulip
#

yup yup I see that and I move/rotate every which way. but when I go to move it front/back/left/right. It rotates itself back to its orginal state

acoustic yew
#

you're clicking the arrows and not the center point?

gritty tulip
#

correct

acoustic yew
#

is it a standalone helmet prop or equipment?

gritty tulip
#

nevermind, I'm an idiot. I have to cycle through the transformations before it lets me use the lateral movement tool

acoustic yew
#

if it's equipment it might be spawning a weapon holder entity in that position

gritty tulip
#

I was using space to cycle through and not clicking the icon

gritty tulip
ionic smelt
#

Maintaining a mission that was last updated in 2019 and the Arma revive system is bugged. you can be revived, but you still bleed out. Any suggestions?

cerulean pebble
#

Is there a drawing function inside Ed3n Editor perchance? IE so i can draw the outline of where i want walls before committing to placing them?

quiet plume
#

i don't think so. I've done some experimenting with placing walls with scripts, but i've either done that in straight line between markers in 3den, or exported the freedraw-on-the-map from running game and then imported/pasted it in 3den-running script

cerulean pebble
#

Booo, Wishful thinking. back to freehanding this lol

fossil urchin
#

Hi, is there possiblity to set 1 st box to declare 2nd box arguments?
I mean if i choose from 1 st box let's say "bomb1" and bomb1 have 5 variations , and if choose from 1st box "bomb2" and it have 6 variations.
And i want 2nd box to show when i have "bomb1" 1,2,3,4,5 and when i have "bomb" 2 i want 2nd box to shown 1,2,3,4,5,6 .
Now it shows only to 5 because i only have 5 classes , but if i add 6th class it will shown that on "bomb1" too

small patrol
#

Are you making that module?

fossil urchin
#

Yeh

#

THat's from my module

small patrol
#

If I was you, I'd probably make my own combo controls to achieve it. It could have custom scripts which is relatively easy to understand (hard to debug tho)

#

I'd highly suggest to use Diag exe to debug configs

#

Basically, my idea is:

  • make two combos into one attribute control
  • make a script pretty dedicated for the control (which nobody would blame, since the only user is you)
  • ???
  • profit
#

If you have Western Sahara (or its compat Mod), my gun drone's attribute is done in similar way

#

You can check it out

fossil urchin
#

well i found something else what i will need later, how this is possible to add to module?
Like that's marker (ellipse/ square) with attibrutes, that's cool.
this i didn't find gun drone's attribute

cyan hemlock
#

Is there a way that you can only radio alpha once an area is captured?

acoustic yew
twilit dragon
#

Q: is it possible to set the VR 'terrain' colors to something other than the gray, or grid patterns?

forest laurel
#

anyone know any good mods that have WWII gasmasks or specifically the GP-5

small patrol
twilit dragon
#

thanks, fair enough

glass hazel
dim kindle
#

Don't know if this question belongs on this chat
So i made a mil base in Eden editor and i want to know can I save it as a custom composition to use in Zeus

fossil urchin
#

Hi, can i somehow do command/function/eh to get error message of module , i mean if i add some attributes and let say i have area of module and I define that if size is let's say 400, maximum of spawn an object is 4, and if some1 write 5, it give error in editor "too many objects to area",
I mean i do not need play game and via function get this same error and return to editor and modify my count of objects

fossil urchin
fallen rain
#

Is it possible to make a unit start with the launcher as active weapon?

fallen rain
prisma oyster
fallen rain
#

It does but than the unit switched back to primary weapon immediately XD

safe swift
#

remove their primary weapon, switch and readd, i think then they no longer switch back

fallen rain
prisma oyster
#

ah then, yes

zealous wolf
#

anyonr know of any good civilian occupation system/ ambient civilians

grave oriole
zealous wolf
grave oriole
scarlet crystal
unique drift
#

Hey guys, for whatever reason in the screenshot I’m trying to take through the editor, placed units won’t flip their nods down even though it’s nighttime, I’m pretty sure that I’ve never had this problem, is there a way to force it?

small patrol
#

Nods? Or is it NVGs?

#

Yeah well, I guees it is. Are you in Preview?

scarlet crystal
nocturne burrow
#

It will spawn civs and civ vehicles in towns. They walk around and occasionally get i a vehicle and drive around. You also set the distance a player has to be from that before it spawns and de-spawns so it has minimum impact on your server

trim elbow
#

It adds radio's playing in homes, dogs barking, people screaming during fights and occasionally crowds will get together and protest.

zealous wolf
modern bane
#

does anyone know how to make a BM-21 GRAD firing?

#

i use "Fire Mission" Waypoint but it didnt work

safe swift
modern bane
#

i dont put any script

safe swift
#

in the attributes, you should see a "Script" field, in there you want to pass amount of rounds to fire + what magazine to use

#

fx., A3\functions_f\waypoints\fn_wpArtillery.sqf [4, "8Rnd_82mm_Mo_shells"], but that classname is for vanilla mortar, your vehicle probably uses a different one which you would need to look up

modern bane
#

OK i will try it

humble rain
#

How performance intensive it is to check line of sight between units?

safe swift
#

depends on how many units you're willing to check

humble rain
#

Well the checking side as a whole has a bit over 100 AI, but im sure checking them all fries something so im thinking of maybe 3 closest groups or units . something like that Every 5 or 10 seconds for example

safe swift
#

yeah checking 100 is definetly not a great idea

#

what's the purpose of this?

humble rain
#

Im having a pvp scenario that has other side commanding 100 ish troops and other side of 10 players fighting them. Im trying to get rid of the player marta map markers in sensible time like crossing behind a hill. Right now im trying to do it with knowsabout but knowsabout seems to behave too erratically for it. Leaving marta to default state leaves players visible for 5+ minutes no matter where they are

#

Getnearestenemy seems pretty good for choosing the unit to scan from too

coral oxide
#

Hi guys i've got an interesting question, not sure which channel to ask in

#

So i'm interesting in adding a VTOL aircraft as a "transport heli" in the popular mod Scenario antistasi

#

The problem i'm facing is that VTOL waypoint commands are for planes instead of heli's

#

So when it's supposed to land and drop off troops it will instead fly high and paradrop

#

Trying to find a workaround for this

unique drift
glad gazelle
#

Hello I am wondering how I can make a custom sign with Text on it and a logo

ember bough
#

hi all folks. some time ago I was using DAC (Dynamic Ai creator) to create complex scenarios. I haven't edited scenarios in a while and it seems those script tools are outdated. Can anyone more knowledgeable than me recommend something like this? 🫶

scarlet crystal
#

Alive and Drongo's Map Population are the most popular I guess

ember bough
#

I've heard good things about Drongo's... ALIVE is beautiful but setting it up correctly (to have good fps and good gameplay) is a feat I don't have time to pursue... something based on scripts and not on mods? I used the web version of DAC that without the need for mod

glad gazelle
#

Is there a way I can turn off the player logo on the map

small patrol
#

Player logo?

glad gazelle
#

Yeah that way player don’t know where they are

#

I am using ace