#arma3_editor

1 messages · Page 5 of 1

atomic whale
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anyone know how to make a heli take of after a set amount of times (in eden)

acoustic yew
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it's a built in function with triggers

primal wave
placid hull
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How to find the flag that I want in editor?

small patrol
#

Use search bar

placid hull
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I mean the flag picture

small patrol
#

You want paas?

placid hull
#

yes

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A mod have the paa I want use,but I don't know path

small patrol
placid hull
#

Solved,thanks

sinful gyro
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Hello there, i am working on a COOP Zeus mission and in the Editor it shows "no entry config vehicle classes" i am no expert at all in those things. Will the Mission work even with this error or should i find the mod or setting that causes this bug/error.

small patrol
#

Can you show the exact error?

placid hull
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I set AI an animation in editor,but it play a while then reset to unarmed state,play the animation from start again and again.How to fix it?

small patrol
#

How you've done, and why you want to do so?

placid hull
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Set environment animation in properties,want make AI repairing vehicle.

sinful gyro
#

i placed down the Zeus and when i exit the unit via Z it appears

small patrol
#

Ignorable. Or, you can remove a faulty Mod

sinful gyro
#

okay thank you :)

severe grail
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@primal wave Awesome thank you for the help Sir.

gilded tide
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Is there some way to manually create garrison points for modules such as LAMBS Garrison?

gilded tide
#

Sadge. But thanks for the info.

vocal cave
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what are the differences of the 2d editor with 3den again?

plain gale
#

3den is 3D !?😄

vocal cave
#

besides that

prisma oyster
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the 2D Editor, while still accessible, is not supported anymore

ember kelp
#

I put this in a unit's init field, but it throws up an error in game. Why?

#

this addItemToUniform "rhs_fieldcap_digi";
this addItemToUniform "rhs_1PN138";
this addItemToUniform "ItemSmartPhone";

small patrol
#

What error?

ember kelp
#

I'll try to snap a pic it pops up and disappears quick

small patrol
#

You're adding the script to a group's init not an unit's

vocal cave
glossy sierra
vocal cave
livid iris
#

Does anyone know how to spawn in the East wind device?

light pawn
#

Is there a way I can turn vechicles into wrecks instead of spawning in wrecks?

prisma oyster
light pawn
#

I put it in the innit section right?

prisma oyster
#

what is the use case?

vocal cave
light pawn
scarlet crystal
#

some vehicles may simply not have a wreck model, especially unfinished ones

light pawn
#

A panzer doesn't have one, but a plane has tho it does not work still

vestal perch
#

set its health to 0 in the slider below...

#

@light pawn

prisma oyster
vocal cave
#

lol

light pawn
#

Is there any way to delete the fooliage?

prisma oyster
light pawn
#

Make the tree not exist

#

So hide I guess

scarlet crystal
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you can use hide terrain object module

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and in attributes change to delete vegetation only

silver stream
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So I'm using a star wars mod and trying to attach turrets to a star destroyer, and when I use the attachTo command, it makes the movement of the turret extremely laggy and it twitches around a lot. Anyway to prevent this?

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I also tried the AttachToRelative command, but that did not work

runic cloud
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there's a thing with attachTo where the attached object inherits the simulation 'speed' of what its attached to

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so if you attach, for example, a turret or similar to a house/building you get what you describe as their simulation is slow

prisma oyster
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also try to not mention SW mods for your own sake, as they are illegal ^.^

#

but what Kerc said ^

vestal perch
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when you move post, please delete the old one

gilded tide
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In Eden, is there a way to mark only specific objects to be editable in Zeus? I know you can set an option which will make all objects editable every 60 seconds and in Zeus itself you can also make objects in certain radius editable (not sure if that's vanilla or a mod feature). I guess there would be a way to do it through scripting? Using https://community.bistudio.com/wiki/addCuratorEditableObjects. But is there a way to just tick something in the objects attributes or somesuch?

wind raptor
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@gilded tide No.

onyx gorge
#

Hello,

I would like to know how to make my 3d object which is placed in the lvn category, go in the binoculars category

thank you in advance
sorry for my poor english

round meadow
#

is there a way to add an inventory to an object that doesn't have it? Eg. a Locker?

scarlet crystal
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private _supply = "Supply500" createVehicle [0,0,0];
_supply attachTo [myLockerObject, [0,0,0.3]];``` perhaps
round meadow
#

appreciate it

vestal perch
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But then it would work as binoculars.

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The item slots are for specific item types only

left wasp
#

Is there a way to see garrison points on objects?

left wasp
#

Thanks

silver stream
#

is it possible to make the AI get out faster while on a transport unload command? It takes forever

vestal perch
#

you can try make them eject perhaps

silver stream
left wasp
#

Is it a ground transport or an air one?

left wasp
#

Or is it just client side like Deformer and 3den

scarlet crystal
#

its written in the comments

silent mural
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Does anyone know if its possible to get an objects just base model? For example, the "Intel_File1_F" has default take intel actions on it, but I want to be able to add my own actions to it

#

So can I just get the model instead of the prefab with default actions?

frank turtle
#

Is it possible to edit Multiple objects transform at once

small patrol
#

Yes

frank turtle
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How do i do it

small patrol
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Will do maybe

#
addMissionEventHandler ["EntityCreated",{
    {
        _x addCuratorEditableObjects [[_this],true];
    } forEach allCurators;
}];```
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Ah secs please

#

Done

#

Forgot it requires objects not an object

frank turtle
small patrol
#

Done. Next time it is better to leave what error it says, not just “no”

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¯_(ツ)_/¯

frank turtle
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for example i have a bunch of building i want to line up but the axis dosent work for it and need to edit the coords specifically. Is there a way to edit all the coords of just the x axis for the buildings at once

light pawn
#

Why are my rich curve key control points not working?

prisma oyster
#

because it's a static image, not a gif

light pawn
#

Is there any way to rotate the plane after it hit's a point?

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Rotating the point does not work like in the doc

light pawn
#

Also any way of slowing down? It is traveling at extreme speeds than it slows down heavily

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Is there a way to put a new timeline that would shoot the other timeline at a point?

ember kelp
#

To make a trigger to check the alive status of groups, would this be the correct way? (!alive G1) AND (!alive G2) AND (!alive G3);

acoustic yew
#

this will return false as soon as it iterates to a living unit

silver stream
#

what would be the best way to make waves of enemies continuously spawn in waves all coming at the same destination?

plain gale
#

You could try the Spawn AI module.

tawny jacinth
light pawn
#

Is there any way to disable the kill counter on the side? (No difficulty settings don't work)

light pawn
#

Nevermind, but I have another question. How to use the Hide terrain objects module?

prisma oyster
#

place it in the editor, set the settings, enjoy?

tawny jacinth
prisma oyster
#

wrong generation, kiddo

final idol
#

I am have trouble in editor with my Zeus not working when I play in multiplayer I also can’t edit addon options for some reason any one have a idea for a fix

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I do use mods but they all are normal stuff like cup and I have the sog dlc loaded on a sog map

hardy schooner
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Deleted and moved to correct channel

prisma oyster
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well, posting the error in #arma3_scripting would be nice
also asking the original author as well too

hardy schooner
#

Ah, shoot, I had that one hidden

#

Thanks

cyan hemlock
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is there a way to make it so only a squad leader or radio man can call an artillery strike or reinforcements?

vestal perch
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Yes. (don't know specifically how)

cinder tendon
#

is there a simple way to get AI units to rearm ammo in eden/zeus?

ember kelp
ember kelp
acoustic yew
#

I assumed those were units, you'd need to construct an array of units to use that method

ember kelp
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No I have a task to kill 3 enemy squads, and when the squads are dead, I want a trigger to activate and set the task to complete

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So how would I set that trigger up

acoustic yew
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I don't think there's an equivalent for groups besides constructing an array of units and checking if they are alive

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//probably not the most efficient way
private _groups = [G1, G2, G3];
private _units = [];
{_units = _units + (units _x)} forEach _groups;
_units findIf {alive _x} < 0;

I hope I got the syntax right it's been a while

ember kelp
#

I got it

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This was bugging me so much I knew I made a wave defense mission 2 years ago so I busted out the ol external hardrive reader and looked at the missions on my old laptop hd

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call{({ alive _x } count units Group1 ==0) && ({ alive_x } count units Group2 ==0)}

vocal condor
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how to make the bot not move until the player moves in for it?

keen jolt
round meadow
#

Would Ambient Animations created using the 3DEN Enhanced mod work on a client that does not having the mod loaded? Talking about a SP Mission.

glossy sierra
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Does it create a dependency for the mission file? (aka try and play it without and see what happens)

plain gale
#

It works without the mod

gritty tulip
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how would you go about doing a ticketed respawn for opfor but disabling respawning for blufor?

ionic grotto
#

would anyone happen to have the teleport pole script

gritty tulip
odd grotto
#

Is there a vehicle respawn script out there that preserves the wreck? I don't get why the default vehicle respawn module moves all the wrecks to [10, 10, 10]

calm shard
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I am working on a mission and I am wondering how to set up the Opfor Site with a modded faction, I am using Eden editor as well

small patrol
#
  1. Please refrain from crossposting
  2. What is an OPFOR Site? Is that a module?
calm shard
#

It places randomised troops around for like, bases and stuff so that you don’t have to manually make a military base and script out all the pathing and stuff, it just automatically does it

small patrol
#

Looks no joy. It is very hardcoded to the function

dim kindle
#

hi, how would I make my independent faction start out enemies on my blufor?

small patrol
#

Attributes > General > Misc

dim kindle
#

thank you so much

round meadow
#

Having issues with the animation

introMan1 switchMove "Acts_welcomeOnHUB03_AIWalk_1";

Using the player animation for player and it works fine, using same script. But for an AI unit, The animation running in an external sqf file pauses at a certain frame, the only fix is to play it in the units init box using

this switchMove "Acts_welcomeOnHUB03_AIWalk_1";
round meadow
#

So in the sqf external file it only plays the first part of the animation but if I put the script inside an init box in game, it plays all 6 of those animations in proper smooth sequence, very odd

open silo
#

Hey how do i set a new task to activate once a go to mission is complete??

keen jolt
dim kindle
#

hi is there a way to make ai assault a position actively instead of sitting in a field? If there's a mod to help with this please do tell me as I'll accept that kind of solution too

plush adder
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Anyone know how to have a door only slightly open? Didn't see any mods or online help.

glossy sierra
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IIRC there is a mod for it.

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Incremental Doors or something like that (pretty sure it requires ace)

plush adder
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I require it in eden, for a large door that is open just enough for people to slip through

glossy sierra
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ah. I know that pain.. I don't think there is any, nor any mods with just doors in them.

acoustic yew
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door rotation is an animation phase from every door I've tried with it

plush adder
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Now I just have to figure out why the AI stop in front of a door that is already open and replay the opening sound...

vestal perch
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They most likely operate the door again

#

For them it might not be open enough

rustic flume
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What exactly is the relationship of the options "Enable Simulation" and "Enable Dynamic Simulation"?
I thought using DS worked like an enabled simulation, as long as a player was close to the object, but it seems to make a difference for vehicles, as I can't seem to enter vehicles that only have the checkmark on DS.
Does DS only work when simulation is enabled?

glossy sierra
rustic flume
#

Ah, okay, so Enable Sim is the master switch and DS is an optional additional switch.
It's not an alternative to Enable Sim?

rustic flume
glossy sierra
plain gale
#

Dynamic Simulation will just enable/disable normal simulation depending on presence of an entity that can wake up simulation

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@glossy sierra @rustic flume

glossy sierra
plain gale
#

What do you mean?

#
  1. You need to have Dynamic Simulation system enabled in Eden or via script
  2. Whether or not an object or unit has "normal" simulation enabled in Eden Editor or via script doesn't matter, if dynamic simulation is enabled for the object unit, it will always overwrite it.
glossy sierra
plain gale
#

I don't know what he did. But it works as expected

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If you place a vehicle with normal simulation disabled, but DS enabled. It gets "unlocked" once it got woken up by an entity

glossy sierra
plain gale
#

Because simulation is enabled by default in the Editor.

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You can test this yourself. Just place two vehicles. Both with DS enabled, one with normal sim. disabled, the other one with it enabled. Make sure player unit is out of range. Both vehicle will be disabled and only get enabled once player gets in range.

plush adder
long sluice
#

I have a problem with enemy AI in my mortar scenario, it won't fire, it won't activate. How to do ?

glossy sierra
long sluice
#

@glossy sierra

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When for example I use the mortar it works, or when I take control in zeus of this said AI. But alone he won't, so I don't know why

glossy sierra
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Are they set to fire at will?

long sluice
long sluice
#

ok, what command Ducoup so that they fire at will and engage at will I must put and also how do I choose the reload time I want it to fire another cartridge / shell @glossy sierra

glossy sierra
#

ducoup???
You can set combat mode in Zeus. google it, plenty of youtube videos showing how.

Reload, Ammo etc are all config based aka creating a mod.

long sluice
#

ducoup = as a result sorry for translate 🙂

long sluice
#

I have a problem with AIs that are reduced in mobility. But on the other hand for example if I arrive on their side or from behind it does not pivot on them even. For what ?

rustic flume
prisma oyster
long sluice
#

Good morning ! I have a problem with my Example "Enemy" AI Units. They are checked only at the level of "Mobility" and therefore they do not move from their "Initial" position. But when we get to their side, or from behind them, well he doesn't turn around, he doesn't pivot on them, nor anything he tries to shoot and aim forward.

light pawn
#

Is there a way to disable one weapon from a vechicle?

kind prism
light pawn
#

I mean like have the main gun but not have the turret

kind prism
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main gun is typically on a turret. do you mean a tank's commander's sub-turret?

long sluice
sacred briar
#

Hey! Our unit is switching to a restricted arsenal for a while, because a few of the lads don't know what we're supposed to take, or not to. Only problem is, if someone loads a saved loadout, it will give them items that aren't in the arsenal. Ie: someone loads a loadout with M249, and it isn't available in the arsenal.
Is there a way to fix this?
Cheers 🙂

quiet plume
#

nuke option would be to disable the loading any saved loadout. Civilized option would be to sanitize the loadout on "arsenalClosed" scripted event 🤷‍♂️ Madman version would be to fork the arsenal script to filter the available loadouts as well.

sacred briar
#

First option is kind of excessive, not really viable.
arsenalClosed is an EH I suppose?
Who in the what now?

cloud sparrow
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BI Arsenal? It should not allow you to load things that are not added to it thomp

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Do you have an example how you're configuring it?

sacred briar
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Sure, one moment

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Ignore the circled part, I was showing off how to access it with a friend 😄

vocal condor
#

how to make the bot not move until the player moves into it

plain gale
#

@vocal condor

if (isServer) then {doStop this};

In the init field of the unit

odd grotto
#

0.8 * count ((allDeadMen select { _x inArea thisTrigger && ( [getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side")] call BIS_fnc_sideType == east ) } ) + (thisList select { side _x == east })) >= count ( thisList select { side _x == east })

How could I make this (a script which makes a trigger activate when 20% of opfor is dead in an area), but for a specific amount of dead opfor instead of a percentage?

small patrol
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
small patrol
#

This pls firstly

odd grotto
#

My bad

small patrol
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Nice

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No need to sorry, just to everyones convenience

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So sorry for being on my phone since I'm outside, can you elaborate each parts of the code please? Do you want to make it, like 20 men dead instead of percent?

odd grotto
# small patrol So sorry for being on my phone since I'm outside, can you elaborate each parts o...

So i found it in a thread, for someone wanting to make a trigger activate when 50% of enemies are dead. Eventually someone responded with code that worked. What i posted above is the code. But since most of the opfor squads in my case are spawning in via triggers, then this script will count the amount of opfor at the start of the game (which in my case is very few sicne they havent spawned yet), and then return true or whatever when there's a percent alive (in this example its 80%). So i need a script that checks to see how many dead opfor there is, and if the number is greater than or equal to a certain number (in my case, around 150) then it will return true

small patrol
#

Okay, here's the deal - the first part of the script (the allDeadMen brackets) is the one you need to keep, that counts number of dead OPFORs in the trigger

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You just don't need to compare with every OPFOR standing

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Pesudo code:
{getNumber (configOf _x >> "side") == 0 and _x inArea thisTrigger} count allDeadMen >= 150

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Not tested of course, but try

odd grotto
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Thank you!! I will try it now

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It works great! Just curious, how does the script know what side to check for?

small patrol
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0 == opfor, 1 == blufor, 2 == independent, 3 == civilian

odd grotto
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Oh, i didnt know that

#

Thanks

small patrol
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Somehow opfor (east) is 0, maybe because Czechoslovakia prior to the Prague Spring is 😓

dim kindle
#

Does anyone know of a YouTuber that has a course or a playlist of, start to finish, the basics of Arma 3 Scripting/Editing

#

I see a lot of videos showing tips and tricks, but nothing like that one

small patrol
#

And not sure how "basics" you want

dim kindle
#

Well, my questions are kind of basic to be honest. Like, I don't really understand the structure of a "mod" vs a "mission", and what/where files in a mission folder actually do

small patrol
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That's... probably nobody documented well I think

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Therefore here to ask/answer

dim kindle
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Well, where/what should I really start to learn modding?

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I can learn SQF as a language, but not really the stuff around it (like mod structure, mission structure)

small patrol
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A mission making is not a modding actually according to my knowledge/understand, it is rather different than writing/executing an SQF

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The scripting channel's pin had some reads

prisma kiln
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Idk if it’s was the question

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You need to keep in mind the client/server execution in mission

plain gale
#

@wind raptor Have you not created a new page with scenario structure?

wind raptor
light pawn
kind prism
light pawn
#

Trying to disable/remove ammo

kind prism
#

removeWeaponTurret and removeMagazinesTurret

light pawn
#

Nope, that doesn't work

kind prism
#

You can show the whole code you used in #arma3_scripting and we can see how to fix

light pawn
#

I just put in the thing you said, removeWeaponTurret; (and wihout the ;)

kind prism
#

in See also: there is the magazinesTurret command, which is useful if you need to find the correct magazineName parameter for your vehicle.

stable rock
#

Sup guys, any ideas how to scale objects in editor and so they stay scaled like that in game?

dim kindle
#

Any good references to read to learn the basics of tasks/triggers?

sacred briar
# dim kindle Any good references to read to learn the basics of tasks/triggers?

Try it, fail, try again, fail again, look it up on Google, find no results, look it up on YouTube and find a tutorial from 2012 in the old editor.
Honestly, Google and YouTube are your best friends for the basics, I personally used these back in the day.
https://www.youtube.com/watch?v=Lv7f0NZ5esE
https://www.youtube.com/watch?v=i_HZ9PaZhlo
https://www.youtube.com/watch?v=C_pZAAgY08c

Hope this helps! 🙂

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

My objective is to provide you with the basic knowledge of a certain aspect of the game so that you can watch a more detailed tutorial and not be overwhelmed.

Tips:

  • You can also use Hotkey "4" to scale the trigger.
  • Save it as a Composition, it's easier to retrieve that ...
▶ Play video
hasty lake
#

In the Editor, I put down a building that has multiple doors. I want to change the state of one of the doors to lock. How do I do that?

glossy sierra
#

IIRC 3den Enhanced has a feature for that

hasty lake
quiet plume
#

vanilla buildings seem to have a door controls in their attributes (with only CBA loaded 🤔 )

quiet plume
prisma oyster
#

Cc @glossy sierra 😬

long plover
#

anyone know why i place 1 trader on exile an they multiply as time goes on ??

dim kindle
#

How performant are triggers and tasks in the Eden editor as opposed to scripts

prisma oyster
#

script > 3den task > triggers

open silo
#

Got a problem with my mission completing and ending the game on 30 seconds after starting scenario test, can anyone help??

long sluice
#

Hello, I'm trying to find out how to make the "Weapons Shop" of the MCC system module, I can't find it. And even to use the credit system, Shop of the MCC, I did not find a video which explains it clearly.

prisma oyster
#

contact MCC

long plover
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i have traders an everything in local an server but now my traders have no inventory :/ ? any ideas

earnest oracle
#

Trying to set up a convoy with everyone under 1 commander so they work in concert. Is it possible to dictate which vehicle goes where in the column? IE. Tank, Tank, IFV, IFV, IFV, Tank, ZSU

bronze peak
#

If memory serves, it depends on number in section. So, if vehicle one has three crew members, the vehicle with number four in it will be second. Alternatively, if your ranks are set up properly, and driver/gunner are privates while commsnders are sergdants or whatever, second vehicle sbould be the one commanded by number two.

keen jolt
keen jolt
bronze peak
ember kelp
#

Alright correct me if I'm wrong but isn't there a Rugged Large Screen without the tripod just a flat screen like would be mounted on a wall

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I'm almost positive it's in the game

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Can't find it lol

keen jolt
#

they're just flat "screens" and have nothing else (not even borders)

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iirc there are 3 sizes available

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and if they don't satisfy your need you can make them bigger using setObjectScale

vernal tusk
#

How can I make vehicles respawn with crews?

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Hi, I'm fairly new to Arma 3 and the Eden Editor in general. I would like to know how I can make vehicles respawn with their crew inside once it's destroyed or disabled.

I know how to use the vehicle respawn module, but it only respawns the vehicle not the crew. I know I need to use a script for that, but I have no idea how to do one that allows that.

Does anyone know how to make this possible?

ember kelp
#

So I have the player start out in a truck that drops them off at their tank to start the mission, I need the code for a trigger to activate once the player is in the tank (T90)

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I had vehicle player != player but that activates right away since the player is in the truck in the beginning lol

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I looked online and saw a post from 2015 talking about the objectParent code but I have no clue how that works

hallow moth
#

Why not vehicle player == tank ? After assigning variable to your t-90 of course

ember kelp
#

Yes. Indeed. I uh... I don't know how that slipped my mind

subtle talon
#

Need a bit of help, I need to attach and Object while keeping its current position,. which is Upside down in Eden , its a prop, but when ever its attached, it reverts back, In Zeus

vernal tusk
#

I wish there were more tutorials on YouTube...

fallow marlin
#

Hey guys been a while since I played Arma, so I hope this is the correct forum to ask.
I was wondering if anyone here is any familiar with ALiVE persistency or any other persistency mod; me and a couple of buddies want our campaigns to be persistent / saving of En. Locations, our game states medical etc.
But I am such a noob with anything technical, I think I got a small understanding of it, but we want to utilise a full system, if anyone could help me out I'd be very appreciative ❤️

#

Also minor addition, I tried scouring the internet, but I can't find a good source to explain it to me :)

fallow marlin
#

Thanks alot

tough crane
#

Hello, I was just writing as I have a question referring the simple object placer from POLPOX's artwork mod.

I am trying to get an entity; That being the M72 LAWs rocket. I used the simple object placer and put in, as the tag says, "uns_m72rocket", with the quotes. It ends up not rendering in. I'm not sure what I'm doing wrong, or if it's just not supported, and some help would be nice. Thanks!

small patrol
#

Without quote

tough crane
#

It gives me an error when I do it without the quotes.. The black box in the upper part of the screen- It's too long to repeat, but it says something about a string I think.

small patrol
#

No "I think" please, post what it says instead

tough crane
#

Alright, will do. Give me a sec..

small patrol
#

Well are you sure you've put uns_m72rocket properly?

tough crane
#

I made sure 3 times over.

small patrol
#

What about if you put B_Soldier_F?

#

Or arifle_MX_F?

tough crane
#

That gives me a static figure.

small patrol
#

Do you load Unsung for sure?

tough crane
#

I have the mod on, and I'm using entities from it, as seen in the photo.

small patrol
#

I see. Next up is are you sure that the classname is correct

tough crane
#

Upper right.

#

uns_m72rocket

small patrol
#

I do believe Simple Object Placer doesn't support a magazine IIRC

#

But only vehicle, weapon or ammo

tough crane
#

... Well, then that's the issue. I should've known that-

#

Sorry for wasting your time with that then.

small patrol
#

I'm here to waste my time, so no need to be sorry

prisma oyster
#

it is not wasted as people learnt & taught 😉

#

also « time enjoyed wasting is not wasted time » life enjoyment 101 😎

small patrol
#

The most important is how we die over how we live - basically how we 🇯🇵 think our life

prisma oyster
#

come here when you have time, I will teach you French style de vie 😎

plain gale
#

come here when you have time, I will teach you how to wave that white flag 🏳️

small patrol
#

Did you ever thought I'm a busy man!??!?

prisma oyster
prisma oyster
dim kindle
#

Does 3DEN Enhanced work with creating missions for vanilla?
If I change properties via 3DEN enhanced, will a client running the mission with no mods still receive the mission attributes that were changed with 3den enhanced?

scarlet crystal
#

Eden enhanced does not create dependencies, you're safe to use it only for editing purposes, scenario will work without it

dim kindle
#

Hey can someone come to VC and help me with editor?

#

I'm new to arma 3 editor but I do have good knowledge of game editors and 3d design programs like Scetchup, blender, rhino 3d, solid works, etc

small patrol
#

What kind of help? And no, I'm not coming into your VC session

dim kindle
#

Well where do I set structures and roads/airways? I'm trying to make a base for custom hearts and minds server

small patrol
#

I have no experience with Hearts and Minds, but what are roads/airways?

dim kindle
#

I cannot create asphalt roads????@small patrol

small patrol
#

?

dim kindle
#

Well that complicates things

small patrol
#

Better to elaborate what exactly is your goal instead of putting multiple question marks

dim kindle
#

Ok. I'm looking to create army base with vehicle lot and air field with barracks and fenced perimeter around it. For a server that would run 24/7

small patrol
#
  1. There is no “integrated” way to create a road than making the terrain itself
  2. Eden Editor has plenty of objects to choose from, and to place
  3. Eden Editor has integrated tutorial to learn (top-right icon)
dim kindle
#

Eden editor? Is that a mod I can download?@small patrol

small patrol
#

No. Eden Editor is the integrated mission editor to the game. You can launch it from main menu

dim kindle
#

Oh so that's Eden editor ok

#

I'm noob when it comes to arma 3 editor as I said

small patrol
#

It doesn't matter. What matters is your wish to learn/make

dim kindle
#

I do wish to do that

#

@small patrol I would wish to have a patient person who knows this stuff and is eager to teach to be able to give me a crash course on the specifics in Arma editor

small patrol
dim kindle
dim kindle
#

@small patrol ok I found some of the options but not all what I wanted to do

vocal condor
#

I want to make a race, who knows the map that will fit? for example, where there is a long highway

prisma oyster
#

Altis has long & straight roads

vocal condor
#

I need cities in the style of America and altis rather in the style of Europe

prisma oyster
#

…Altis is in Europe?

#

but yeah, if you look for big cities, browse mods 🙂

keen jolt
odd kindle
#

Endless fun with the editor and an A10. I've literally looked up and it's 3 am 😄🍻

prisma oyster
#

glad you have fun, and yeah A164/A10 + good targets make for endless fun 😄

cyan geyser
#

Wich Code i need for the virtual Garage? The Code from bis dont Work for me? Can everyone make a small Guide for me?

prisma oyster
cyan geyser
#

But nothing go

prisma oyster
#

where did you put this code?

cyan geyser
#

in a empty Helipad

#

and the comments delete

prisma oyster
#

and you see the action?

cyan geyser
#

no i dont see the addaction menu

prisma oyster
#

try in an empty mission, in a VR world

cyan geyser
#

in Eden editor on the Map Altis

#

i Try again

sinful zenith
#

Addaction doesn't work on helipad, they don't have collision

#

So they never know that you're looking at them, and actions only show if you're looking at the object

prisma oyster
#

hopefully you kept player addAction

cyan geyser
#

Yes.... Thanks.. I have switch the Helipad for a Wardrobe. And now its going

modern hawk
#

Hey all, I've been recently resizing a lot of objects for my missions and I noticed that well-

resizing objects and then running them on a dedicated server does not work- does anyone know how to make it work and make it not-so time consuming?

#

I've done my best to search for an answer but there's comically no proper/easy answer to this as far as I understand-

tender surge
#

Is it possible to preview items such as uniforms, objects, or vehicles with their textures using Buldozer?

Personally I never really used buldozer or the P drive but if its possible to preview textures on the fly I might

covert trench
tall goblet
#

Is there a way to disable the collision on a building without making it invisible

tall goblet
#

Found disableCollisionWith

tiny gull
#

Heya! Me and a few buddies were trying to set up some hosted zeus games, and ran into a weird issue

#

our connections seem to be a bit jank, and there's a lot of disconnecting and reconnecting early on

#

the issue is that on our custom made maps and slots, the roles of the people that disconnect vanish

#

apart from that we've also had a weird thing where only the host is able to enter zeus mode, but that was fixed, mostly with an init

#

the main thing would be, how to prevent the role slots of disconnected players from vanishing

cloud sparrow
#

you need to have respawn enabled for the slots to not vanish.

tiny gull
#

Right, that's probably why it works on some and not the others

#

thanks!

#

will that affect the zeus virtual object as well?

#

or would it be preferable to make zeus a unit for this purpose as well

cloud sparrow
#

It should prevent all slots from being gone.

tiny gull
#

switch to spectator didn't keep the roles :(

#

guess we need to fully respawn the given player

#

right I can respawn at location and tick spectator, and that'll do it

cloud sparrow
#

or just disable the respawn via respawnDelay but having the system enabled.

#
respawn = 3;
respawnDelay = 1e10;
tiny gull
#

that would work quite well too

#

spectating is a premium at that point

#

thanks!

cloud sparrow
#

Spectator can be enabled via scripts too.

#

Depends on your use case.

tiny gull
#

I think the intent here was just one life, enter spectator to watch the rest of the team

#

but then the whole role vanishing thing transpired

cloud sparrow
#
// onPlayerKilled.sqf
["Initialize", [player]] call BIS_fnc_EGSpectator;
tiny gull
#

still spawned a unit but I was booted into spectator this time

#

the delay will fix that

#

thanks for the help!

#

I assume this will fix it for when we host, limited in testing solo

#

the way we got the zeus role to work was this

#
    if (!isnull (getassignedcuratorunit _x)) then {
        _unit = getassignedcuratorunit _x;
        if (isnull (getassignedcuratorlogic _unit)) then {
            unassignCurator _x;
            sleep 1;
            _unit assignCurator _x;
        };
    };
} foreach allcurators;```
#

plus joining after the lobby

#

but since the role won't vanish anymore, that should be fine

#

yup spectate on death works like a charm!

#

I wonder if the eden editor respawn attribute and my mucking around in the description.ext bothered eachother

cloud sparrow
#

missionConfigFile (description.ext) has priority.

tiny gull
#

that would explain why me changing it in the editor was having no effect

prime valve
#

Hello guys, boys, I now solving 7 hard questions in the advanced mission editor.. in the game Operation Flashpoint - Cold War Crisis + Resistance

  1. a group of units in a helicopter - get out of it (waypoint unload/disburden), but I can no longer tell the group commander (which is loaded as all his units in helicopter) to have his own waypoint (after exiting the helicopter have waypoint find and destroy ), than the helicopter returns to the base his next and own waypoint, where it lands (waypoint get out/off how solve this problem? Units from HELI get out, but they than have no their own waypoint, all next is unite/d, together, go, mainly to HELI waypoints lool.. xD

  1. Another problem in another mission is that sometimes the switch reacts badly, mainly from the helicopter, when they have a waypoint move or get off, then the trigger in the switch does not work, or there is a 50% chance (probably some bug or I'm entering it wrong again) when I have to switch at the helicopter waypoint "hold position", that's how it usually works, but waypoints "move" with at activation HELI land "land" or waypoint "get out" are problematic on switch next waypoints over radio and best control is over radio signals, exist also better switches in trigger for activation than only radio signals, but are also more complicate for easy signals (for example concrete soldier in thislist (in concrete trigger circle..)

#
  1. If I am an inferior member of the west group and not its commander, then tanks support (trigger - switch - radio) can only be called by its Commander. I don't know under what circumstances will commander of group give the support a signal, if automatically or if it needs a command. If it's by command, then what command does a commander with the name "unit1" give an order for tanks support via the Bravo radio that he need support to come?.. 🙂
  • I can triggers and switch, but I do not know, how has unplayable commander to press, squeeze signal for radio Bravo :), possibly under what circumstances (for example, when 50% or 5 tanks, 5 rocket launcher soldiers are destroyed, it presses, presses, summons American tanks via Bravo radio)
    When 5 eastern soldiers with a rocket launcher are killed, or when 5 Russian tanks are destroyed, then the officer, the commander of the western group presses, squeeze command radio Bravo to call tank support.

  1. Is there any command to increase the amount of time TEXT is displayed in the middle of the screen after launch in the trigger?

#
  1. Is there a command for counting enemies killed? I've read about this type of command, but I'm probably writing it in the initialization or trigger wrong

  1. In the list of weapons Operation Flashpoint, there is this weapon that can be added to the initialization of the soldier (machinegun): "BISCamelMGun" ----) this addmagazine "BISCamelMGun" ; this addweapon "BISCamelMGun" ; but it doesn't work 🙂 and so my question is. Does the given weapon exist in the game, or does it have to be entered differently in the initialization field? If there is no error in Bohemia studio when writing the given command.

  1. Now I need, I would like a command to the trigger for the situation 🙂 , that the music starts, when most of the east units die in the given circuit, for example 50% or when for example 15 east units die in the trigger circuit, then the song starts, can such a command also be created?

  1. a combat helicopter with a "destroy" waypoint does not shoot at soldiers who are hidden in the village behind houses and who are lying on the ground, although they fly low above the ground, there are many of them in the village and they do not shoot.. and often even if the helicopter has a "find" waypoint and destroy" and behavior "combative", he shoots mainly at tanks, or larger targets, a grounded machine gun that is well seen from a distance, in his radar or that makes a big noise that cannot be overlooked.
    --- so is there some command to force it to fire blindly, something like if I give the ground soldier a waypoint "destroy" to shoot like crazy at that target to destroy everything in a small radius, even if it should destroy its own allied, friendly units to make the "destroy" waypoint work correctly for the helicopter as well --- if there is a forced attack command.

prisma oyster
# prime valve Hello guys, boys, I now solving 7 hard questions in the advanced mission editor....
  1. boarding/unboarding does not prevent you to have heli AND group waypoints; you can even synchronise them

  2. huh?

  3. triggers Alpha etc are for player action; if you want AI to do something you have to trigger it - maybe in another trigger's condition perhaps

  4. no

  5. not "one" command, but a system could be made

  6. well you say this weapon exists, where did you get it from? see the wiki perhaps or some other resource listing the game's weapons

  7. a script can be made

  8. reveal - the helicopter won't shoot an enemy it doesn't know about

#

also, one problem at a time is really the best way to go

prime valve
#

Unfortunately, I'm not good at scripting.. 🙂 , 1 stranger/foreigner advised me only commands to the mission editor and considering that everyone who advised me, I believe that there are probably many ways or at least 1, how all this can be achieved with just commands, but almost no one probably knows or can do it.. 🙂
--- he is probably the only person who can help me with this.. He is probably a real master in this.. 🤣 If there are, exist ways, then he 100% knows what commands they are and where exactly to enter them.. 🙂 🤔 🙄 to good work. He also can scripting 🙂 , but I am like, that he can me good advise even without using scripts, that's amazing.. :))

#

The foreigner already advised me about 30 correct commands for my questions and everything worked exactly as I wanted..!! 😄 So, according to this logic, probably every question of mine can be solved, I just have to figure out how.. 🙂 🙄 🤔 It, this is work for real master..

#
  1. at least, for example, it can be solved, yes.. 🙂 The alternative is that you check the "repeatedly" option in the trigger and put "unit names" in the condition "inthislist" and "West" activation 😉 --- this style or way will display the text again, it's not exactly what I wanted, but this problem can also be solved this way, if there was no delay end text :)) I am already big proffi, but still no master..
prime valve
#
  1. it could probably be bypassed 🙂 , those helicopters usually shoot at any occupied vehicle or tank and especially when it is in motion, if he put 1 such in the middle of the village, it would also kill the soldiers and he would continue to shoot at the whole area for some time even after what that tank or light armored vehicle would be destroyed xD --- the "destroy" command is aggressive, it can also destroy friendly, allied units in the radius. I also tried the combat shooting mode. I'd prefer if he could do it without the addition of the manned tank, he needlessly has to be destroyed to start shooting. Maybe there is also a complex command for this, which is not official or must be complex 🙂 , not only scripting but also creating a command is a lot about cleverness and logic.. 🙂
    --- yes, that's probably it, a helicopter doesn't shoot at an enemy it can't see 😄 It's more complicated with soldiers. There were many missions in the campaign where the player shoots at a helicopter and it then returns fire, at least it returns xD, in the mission editor it doesn't fight back, it doesn't react to the shooting, I also tried all the waypoints.. 🙂 , I even cleverly made the helicopter fly like high, so very low to the ground to see me.. 🙂 , command HELI FlyInHeight 30 or HELI FlyInHeight 200 but it doesn't work, this time he didn't shoot, while I think he had better waypoint commands, I don't know what's wrong.. 🙂 , just in that area there was a hill, it also turned a lot.. 😄
#

however, the helicopter was flying from the direction where the plain was and saw me, this time it didn't shoot at me at all.. :))) I even thought of giving the option "guarded by the East", but that probably didn't work either, so I have to think of something else, but experience and I've probably run out of smarts.. 🙂

#

That helicopter arrived first in my mission 🙂 , so the foot soldiers haven't seen the western troops yet, however I don't want to remake the mission if there is a way or command to achieve this naturally.. xD There are definitely correct answers 🙂 , I know about them but they would be more complicated and I would have to redo my mission, my mission would have to adapt to the bug.. 😄

#

scenario of my own mission.. xD

steep hearth
#

Does anyone know the location of downloaded workshop compositions?

#

if so pls ping me

prime valve
prime valve
dim kindle
#

Hi I have a question

dim kindle
#

how and where do I copy paste it

cyan geyser
#

Hello, which height and loiter radius are to be used with a blackfish? So far I only have a radius of 1250 and a height of 1000 at a speed of around 300.... There must be more, right? Unfortunately, at a radius of 3500 and a height of 1700, even 320, the railgun no longer hits. Anyone have experience with the Blackfish?

light pawn
#

Where in the config can I fin dthe amount of flares of an aircraft?

jade rock
#

in the Eden Editor - is there a way to make it so that the players customized head for their profile does not override the default appearance for a character. Looking to make an ARVN mission and want the characters to look vietnamese - not whatever the players have defined

tender surge
jade rock
#

Right, but wont the player slotting into that just overwrite the given face?

#

It does when I test it.

unreal pivot
#

why is everything so close?

prisma oyster
unreal pivot
#

and how do I get that map where is like gray with white lines with those dummies?

#

is it the arsenal test map or something?

prisma oyster
#

M

#

oh, you mean the VR map

#

open the VR terrain

unreal pivot
#

where?

#

sorry I am kinda new

#

oh nvm

#

thanks

zenith bridge
#

guys is there a way to make blufor fight blufor?

vestal perch
clever fox
#

Hey !
I know PAA files love to be like 512X1024 or like 1024X248...
But i need a specific resolution and it always gets negative like this image. Anyone has a solution ? (blues lines should be red and yeah that's the map )

fossil urchin
clever fox
cinder cape
#

can anyone here help me with a mission im building? it is quite large but not too massive but the problem is the FPS is absolutely horrid well under 15 constantly im still new to the whole mission making but ive learned a lot recently but im half way into my mission build and its just unplayable, and i have ensured my PC and connection isnt an issue for it as ive got plenty enough cores and bandwith to handle even the biggest of missions but i just need this to smooth out a bit to finish the mission

cinder cape
#

i would say its aa decent amount i have roughly 120 enemy AI and the 22 player controllable ones that arent spawned on mission start unless a player controls them

#

problem is the mission relies on the amount of enemies i have determined any less would just turn it into a target practice

long sluice
#

@cinder cape What's your weather forecast?

cinder cape
#

i just set it to overcast to make it more cloudy no rain or thunder or anything else just cloudy for ambient effect

long sluice
#

Ok, did you do a lot of mapping?

cinder cape
#

mapping?

long sluice
#

the mapping is the modification and contribution of object or other on your map

cinder cape
#

i have waypoints set for AI groups to occupy specific areas or buildings and triggers and intel pieces but thats about it

long sluice
#

I think it's your AI so... I know that the more there are the more there are lags... So you should use "Spawners"

cinder cape
#

how do i setup spawners?

long sluice
#

So, there... Even I don't have this level, I'm looking for how to do it haha 🙂

cinder cape
#

oh dam lol i saw a video of using a marker with code for it but it didnt explain how so idk lol but might be the best because the AI only need to appear when the teams are at certain capture points

long sluice
#

I have a lot of trouble with the videos, I find that a lot of them are not good enough to explain to be able to then do everything in the direction that we want...

cinder cape
#

yea most are years old from what ive seen

long sluice
cinder cape
#

yea ive found lot of help from exile server folk but sadly it doesnt really translate to what im building so unfortualtely i gotta try to find anyone who knows this stuff here to help lol

long sluice
cinder cape
#

i know python and lua and css and html but only to a very limited extent i found the code i needed for my intel online

long sluice
#

OK

cinder cape
#

if u manage to find something for spawners feel free to DM it to me im still looking myself

long sluice
#

ok

acoustic yew
#

the playSound command now returns the sound source. You can store that as a variable and stop the sound later with deleteVehicle

long sluice
#

thank you, my problem was solved 🙂 @acoustic yew

acoustic yew
long sluice
acoustic yew
#

crossposting notlikemeow

vale yoke
#

is it possible to make an object without collision without making it invisible

prisma oyster
#

not exactly

#

there is disableCollisionWith, but that's one-on-one

quiet plume
#

and multiple of those can get you one-on-many

vale yoke
#

huh

prisma oyster
vale yoke
#

yeah I looked into it earlier

prisma oyster
#

but long story short, there is no "disableCollisionWithEverything _myObj" command

#

well, again depends on what you want to do 😄

vale yoke
#

bruh
I guess I can make it work with scenery (tanks hidden under camo nets) and players (no camo net impenetrable wall)

#

okay second question
can you make an object shoot-throughable

prisma oyster
#

not afaik

vale yoke
#

why is arma so arcane

runic cloud
#

only with model changes

vale yoke
#

the ai can phase through walls just fine why can't I ;(
okay

vale yoke
quiet plume
#

you can with per-frame setPos*. Just like AI does when it's on its in-building rails 🤷‍♂️

prisma oyster
#

then you have explosions and all 😄

quiet plume
#

not like there aren't any reasons for explosions everywhere all the time in arma

vale yoke
# vale yoke how would that work

I guess if I wanted to have extra camoflaged positions I could just make the camo net have 1 health so immediately after one side shoots through it it stops being an obstacle

I'm not sure if I can trust the AI to shoot through it though
(nvm vanilla camo net works fine and can be shot through)

vale yoke
prisma oyster
prisma oyster
#

w00t!

long bone
#

how can i do to have a dead man switch active when player spawn? (idk if it's possible without script)

long bone
#

i want to have an active dead man switch attached to players with a c4 when they spawn

prisma oyster
#

scripts

long bone
#

then sorry to ask it here

prisma oyster
#

np at all, that was a valid concern

crimson wedge
#

Is it not that something recently got added that allowed you to edit/remove Locations on maps from description.ext?
Or was that just in my dreams?

keen jolt
#

wait no 😅

#

createLocation alt syntax

dim kindle
#

👋

#

Hey folks, how're you doing?

#

I'm working on making EDEN factions for one of my projects

#

And I cannot figure something out

#

How do I make custom unit categories like these?

#

I have an idea how to make custom group categories, but I have no idea about individual units

quiet plume
#
class CfgEditorSubcategories
{
    class EdSubcat_Personnel
    {
        displayName="$STR_DN_MEN";
    };
}


class CfgVehicles
{
    class B_Soldier_base_F: SoldierWB
    {
        ...
        editorSubcategory="EdSubcat_Personnel";
    };
};```in config.cpp/.bin
jade rock
#

anyone available to help me with an addaction problem Im trying to solve?

prisma oyster
#

not without the actual issue at hand I have to say

jade rock
#

right, just didnt want to type it all out if noone was around who can help.

quiet plume
jade rock
#

Okay, Ill ask there

#

Posted

tulip yoke
#

Heyyyy, does anyone know how to make objects (in this case: ammo crates) have visible markers (both map and HUD) shown when nearby.

#

Or just placing a marker in an area to indicate things like: supplies, medical room, etc

kind prism
tulip yoke
#

Tyy I'll try it out

tender surge
#

if you place Contact DLC buildings (as empty objects) on lets say Altis, will players need Contact DLC in order to play?

supple tree
#

Guys i need help, how can i make a trigger that spawn a crewed vehicule/plane,helicopter ?

prisma oyster
#

properly

#

going to bed

vestal perch
#

if it comes from one of the Enoch pbos

#

everyone has those

quiet flower
#

Anyone know how to Sync keyframe animation to a trigger, so it starts when the trigger is hit?

cinder cape
#

when i place a trigger and set the code for a text output, i also set music or sounds to play with it, but for some reason in my current mission im building the sound gets overruled by something and i have no idea whats causing it it completely cancels out the trigger and repeats a track on a loop that i never set and im not sure why, if anyone knows how to fix this plz let me know

glossy sierra
# vestal perch unlikely.

Yes, Just like Apex. (So in answer to you @tender surge it's a no)

The 3den Assets are free to use/add to maps and you don't need the DLC to play with those assets on maps. (Even though people still create compositions/scenarios with the DLC as a dependency).

It's only the vehicles, weapons and terrains that require the DLC

blissful egret
#

Hi can someone help me

#

I’m making a mission and I want a team of soldiers to enter the buildings and clear it out

crimson wedge
blissful egret
#

So would I pin point each way point to certain points in the building? For example like if I wanted him to clear up stairs keep adding waypoints through the building until he goes to the point I want them to go to

crimson wedge
#

I don't think waypoints can be used like that in buildings. But I believe a search and destroy waypoint on a building should let the AI move in and clear it.

blissful egret
#

Is that seek and destroy?

crimson wedge
#

Ah yes

blissful egret
#

Thank you I will try it out

blissful egret
#

How do I make enemy’s stay in building a defend the building

blissful egret
#

How do I make ai move at a delay reaction

cyan hemlock
#

Is it possible to spawn in a custom composition on a trigger?

blissful egret
#

I’ve sorted it

#

I need help im trying to make a us solider go in a building and up some stairs but he enters the building and don’t go up stairs

prime valve
#

Condition: unit1 knowsAbout unit2 >= 1
On Activation: unit1 move (getmarkerpos "test")
yet are commands in inicialization field unit: unit1 dowatch HELI ; unit1 doTarget HELI ; unit1 dofire HELI ;
He look or he aims at him, but he still no shoot on enemy HELI (helicopter). ---) to their inic. field or pole trigger condition, or at activation. Is one, where this will write, I will only glad, when this will work..

--- Can you guys solve at least this problem..? 🙂 Please.. This is a heavy, armored M2 machine gun (unit of the west). Will not fire on enemy Mi17 and Mi24 helicopter when in range.. (east unit) I do not know, where or what is the problem.. 🙄 🤔

#

I also gave the heavy, grounded machine gunner the height advantage to get a shot on the helicopter and he still doesn't fire..

blissful egret
#

Can someone help me please

prisma oyster
#

not unless you state your new issue!

blissful egret
#

So I want my units to go in the buliding and go up stairs but they just stand at the bottom

kind prism
#

If you want them to walk up, you can give each a move order.
If you want them to just start there and stay, you can place them at the spot and use this disableAI "PATH" to make them stay.

blissful egret
#

I tried tu give them move waypoint but they won’t move up stairs

kind prism
blissful egret
#

Oh thank you

vestal perch
#

AI interacts with buildings through a object built in AI path tracks

prisma oyster
#

a move waypoint can be placed straight on a building, then you have to edit that waypoint to select a building position

fossil mantle
#

Hello. Very basic question, but I can't figure it out. How can I place friendly units to map so that their gun is holstered and they stand there nicefully not aiming at me

crimson wedge
fossil mantle
crimson wedge
#

Those are most likely animations.

#

There is (I'm pretty sure in vanilla, but might be 3DEN Enhanced) an module to setup animations for units.

blissful egret
#

How do I make ai helicopter attack then fly off

blissful egret
blissful egret
#

Yeah I don’t understand how to script it

blissful egret
nimble surge
#

How would one hide AI when players aren't in a trigger zone and appear when inside it

radiant topaz
nimble surge
#

not a clue on how to configure it

radiant topaz
#

so you have your units, appear/hide modules and triggers placed down

nimble surge
#

yeah

radiant topaz
#

pardon me its show/hide not appear/hide

nimble surge
#

yeah I got the idea

radiant topaz
#

you have 2 of those placed, order doesnt matter but you have the one in show action and the other on in hide action. Then you sync the unit/units with with these

#

but the show module is synced with a trigger, and then you select the condition that make the unit to show when something that you decided to occur in the trigger

nimble surge
#

so in the condition box anything needed?

radiant topaz
#

nope, not at all, let me send you a collage of the example

#

its an ambush so dont mind the rest of the triggers 😄

nimble surge
#

yeah dw

#

so this is what im goin on rn

#

all config is the same

radiant topaz
#

if you want to have them showed up for example when a blufor get in the trigger then you have to scale up your trigger

nimble surge
#

trigger is huge, you just cant see it

radiant topaz
#

then it should work fine when trigger's activation is satisfied

nimble surge
#

right, time to test rq

#

Horray!

#

thanks for the help

radiant topaz
#

np, cheers mate

nimble surge
#

seems like they still are in simulation tho, so its affecting performance, anything I can do to fix that

radiant topaz
#

well, thats something i want to know too. I tried it for performance but it didnt work because the answer is that they exist as entities even hidden. If you find out tell me as well🥲

nimble surge
#

Might be a scripting thing, ill see if I can figure it out

radiant topaz
#

they have to get completely deleted, might be a deleting script, but few videos i checked didnt satisfy my curiosity

spark ridge
#

Would anyone know if there's a way to make items usable in the editor?
Specifically, I'm trying to use our mod's custom vests in the editor as a static object, but they're not in the list of usable items

I've been rummaging through our config file, but I can't find anything :/µ
I know it's possible, since other modded items from our modlist are spawnable in the editor, but I can't find how

vestal perch
spark ridge
vestal perch
#

Configs of the mod yea. You might not find much about it online.

#

Look into vanilla configs maybe. Place one of those items on editor, right click it and use the find in config tool.

spark ridge
#

I think I found the line in the config of a mod we use 😄
Something like this:

vestal perch
#

Something like that yeah

spark ridge
#

I'll get to work then, thank you very much!

blissful egret
#

Does anyone know how I make enemy AI fire the launcher at my apc?

vestal perch
#

most of the time they do that on their own

cyan hemlock
#

is there a variable for a player that activates a trigger

sinful zenith
#

thisList inside trigger activation code, contains the units inside the trigger

cyan hemlock
prisma oyster
#

no
thislist is a list of units in the trigger

magic portal
#

Okay, so we've got UI on texture now. I'm trying to see if there's a way to move exactly what part of the map is shown or if that's possible. https://i.imgur.com/l9RCse9.jpeg This is on the billboard (blank) prop using #(rgb,4096,2048,1)ui("RscMap","")

magic portal
#

Oh great, thanks!

blissful egret
#

Hi what Troop do I place down for the Emmy to shoot anti apc missiles

weary island
#

Hey everyone, so I set the scale of objects in eden to scale 2, but when I transfer the mission over to a server it resets all the sizes to 1, any ideas?

prisma oyster
blissful egret
#

I Place a Unit with a launcher but he won’t shoot the apc I’m driving

prisma oyster
#

what unit, what APC, what launcher

blissful egret
#

Missile specialist, my truck I mean

#

Ppv hmg

prisma oyster
#

I mean, editor names please
does it work with vanilla units?

blissful egret
#

Done it, I was using AA units not AT

prisma oyster
#

cheers

harsh ermine
#

Never knew this to be a thing'

#

😂

prisma oyster
#

the parentheses are at fault here

#

hopefully not the URL :p

ember kelp
#

How can I make a tank spawn with no turret?

dire lantern
#

Hello guys, i have a question, if someone can help me, on arma 3, i made a normal local server and my friends are joining with hamachi, we play just for us, but i like to make the things more immersive, like, scenario, i like to control everything so, i got takistan and the sandbox mod, but, i can use from ''Y'' editor menu, but not entire, or properly. Some things like AI menu - tasks or some spawn like talibans are missing after the first edit or preset, so, how can i edit more then that while i m in the session with the boys? what do u recomand?

#

so i need someone to explain what i m doing wrong or what mod can i get to make this more, editable while i host the local server, like spawning and control every bot and have the same options like the first time.

#

A good example to know what i mean is :

#

at the first, i host it now, i have the ACE AI

#

but after a lil time

#

those are disapr

#

same as some bots unit

crimson wedge
#

The Curator or Game Master module needs to be properly configured to allow all add-ons.

dire lantern
#

oh

#

thanks.

#

i ll search some tutorials maybe

crimson wedge
#

Under the addons bit, make sure to select All addons (including unofficial ones)

#

Also if you intent to use Zeus in a more advanced way, it's recommended to use ZEN.

dire lantern
#

i ve never been on the files before, i ll try to make some modifications, i ll make some researches based on ur infos

#

ZEN is a mod right? like an editor or sm

crimson wedge
dire lantern
#

ok, thanks again

crimson wedge
dire lantern
#

i ll try

crimson wedge
#

You don't have to alter any files

blissful egret
# dire lantern

How do you save your missions on this I want to use it but don’t want to loose all my progress

dire lantern
#

i just go to save and exit and when i wan t to go back on the server to host it

dire lantern
#

and that s it :)) idk bro i m pretty new i just play with my friends, if there is a possible way to save progress.. ohooo it will be awesome

ember kelp
prisma oyster
glass turtle
#

Hey hey, anyone knows if there's a way to create radio triggers for one specific player? Like I'm the mission maker playing with others and it would be nice to have some triggers ready.

quartz ferry
#

What are your triggers trying to do and under what conditions do you want them to activate?

glass turtle
#

Maybe with addAction

quartz ferry
#

addAction could work as an alternative if you don't mind it being in the action menu.

#

If know scripting, you could go description.ext and create support menu actions for each unit you want. Other than that, if you want per unit actions, addAction is the best I can figure. There is no way to specify radio triggers down to a specific unit.

eager spade
#

Hey guys I have a quick question. Where can I set that the civilians join my team when I’m in a certain range from them?

vestal perch
#

depends a bit how dynamic you want it to be

eager spade
prisma oyster
#
[theCivilian] joinSilent player;

for simplicity, you can add a trigger around that civilian and put this in onActivation

or in one with the following onCondition:```sqf
player distance theCivilian < 5;

prisma oyster
#

@eager spade ↑

prisma oyster
#

nope, maybe one APC and I cannot remember which

kind prism
ember kelp
#

Damn it doesn't seem to work with the Slammer/Merkava which is what I wanted to do it with

opal juniper
#

you could do it another way

#

but its cursed asf, cuz you will see the turrets shadow

#

idk if thats a issue for you

ember kelp
#

Yeah I don't want to see the shadow lol. I wanted to attachTo an AA missile launcher onto a tank chassis to make a huge armored mobile AA system

kind prism
#

Works for panther, and cheetah, although that one is kind of cursed

prisma oyster
kind prism
#

I was a happy mission maker when I learned about it n_n

fossil urchin
#
player setName ["Ben Kerry","Ben","Kerry"];
ember kelp
#

Yeah I just scrolled down to the bottom and say it needed quotes my bad

ember kelp
#

Is there a way or a mod to change a unit title? So instead of "rifleman" or "officer" it appears as "Bodyguard" or "Mayor"?

prisma oyster
#

you would need a mod, yes

small patrol
#

TBH it would be cool to change the name via script...

sage hinge
#

Hello everyone ^

Question in regards to making objects local in the editor.

Does making decorative objects or things that are not simulated or destructible [i.e. sandbags] local have any bad effect on players in a multiplayer scenario?

sage hinge
small patrol
#

Ah! Sorry, think I've misunderstood your question. What kind of downside you wonder?

prisma oyster
sage hinge
#

Ah, a'ighty thanks ^_^

sage hinge
prisma oyster
#

simple object is "one (unfrequently and on change) network-synced object that is indestructible", local object is "each PC has its version, deal with it, not synced so one could be in posA while on another PC it's in posB" - local, no sync 🙂

pastel wagon
#

so if i set a flag texture with " setflagtexture" do i need to define the flag.paa somewere? i can use the logo as as loading screen but it wont work on the flag pole!

supple holly
pastel wagon
#

@supple holly i did exactly this and it didn`t work only in sp do i need to run it via execvm ???

supple holly
pastel wagon
#

hmm should be that already i look again thanks

quiet plume
#

disregard that, seems to work alright with random 2k texture

#

and another random 256x256 texture with transparency. And copies of 2k texture inside the mission folder both with and without "_ca" suffix in the name.

#

tested with "Flag_Blue_F" specifically

#

what's the error you get? "Picture <path> not found" popup? Or flag just having an unaltered texture?

hallow cipher
#

editor is fun

#

but when i put 2 separate squads in a vehicle the ai breaks and does not move, have yall seen this?

keen jolt
glad quail
#

How can I attach an object to the turret of a vehicle?

Using [this , x] call bis_fnc_attachToRelative, I can attach an object to a vehicle, but this only attaches it to the "hull" of the vehicle. So if I put for example a bag or an ammo crate on the turret of a tank, it will not move together with the turret. How can I make it do that?

odd grotto
fallen cradle
#

Is there a way to lower viewdistance on specific objects only?

#

I decorated an interior but want to avoid clients having to render it at their MAX view distance as it cant be seen from more than 100 meters away anyway

sinful zenith
mental crow
#

does anyone know a way to make a ammo and medical box deploy on a parachute

sage hinge
tough rune
#

hello guys i just created a mission for me and some friends but not every one of theme have that good PC as me so is there any way to make the AI only spawn when you in a radius of like 2km or smth

prisma oyster
tough rune
left wasp
#

So, I'm setting up a mission where each vehicle class that I'm using is connected to a different respawner with different ticket numbers. Is it going to work correctly?

prisma oyster
#

try and see

indigo tartan
tough rune
#

I do that my Friends have no more fps Problems thx guys!

earnest siren
#

Hi, is there a way to get lights in buildings to work?

prisma oyster
#

you would have to script them as lightpoints with createVehicleLocal

earnest siren
#

okay, thanks!

smoky citrus
#

Hey all! I'm having trouble getting to game to accept my inputs for a sound effect that's already in the game. It doesn't seem to have its own config.bin, which may be a part of the problem, but even pointing at the path hasn't seemed to have worked. Does anyone have any ideas?

#
class CfgSounds
{
    sounds[] = {};
    class zeroing_knob_tick_metal
    {","
        // how the sound is referred to in the editor (e.g. trigger effects)
        name = "zeroing_knob_tick_metal";

        // filename, volume, pitch, distance (optional)
        sound[] = { "@a3\Sounds_F\arsenal\sfx\shared\zeroing_knob_tick_metal.wss", 1, 1, 100 };
        titles[] = {};

    };
    class zeroing_knob_tick_plastic
    {","
        // how the sound is referred to in the editor (e.g. trigger effects)
        name = "zeroing_knob_tick_plastic";

        // filename, volume, pitch, distance (optional)
        sound[] = { "@a3\Sounds_F\arsenal\sfx\shared\zeroing_knob_tick_plastic.wss", 1, 1, 100 };
        titles[] = {};
    };
};```
fossil urchin
#

What is first
","
In classes

smoky citrus
#

Good eye. lol Let me check.

smoky citrus
small patrol
#

You must save the mission to update description.ext things

#

It doesn't update itself upon the saving the description.ext

smoky citrus
#

Ohhh.

#

Let me try that, then. 😄

#

Does it only work under description.ext? Or can you add that in the init?

small patrol
#

No, only description.ext

smoky citrus
#

Ah okay.

#

BEAUTFUL! 😄 Thank you both!

#

So all those changes for nothing. 😂 mild_panic Well, some of them anyway.

smoky citrus
#

New question... if I wanted to create a different intro for a different player, what's the easiest way to program that?

#

This is for multiplayer.

prisma oyster
#

initPlayerLocal.sqf and define "a different player"
different how - a specific soldier unit? a specific Steam profile? a specific person behind the computer? (the latter would require DNA IO which A3 doesn't have I'm afraid)

smoky citrus
prisma oyster
#

so "a different soldier in game" OK (good, no DNA shenanigans)
in your intro:

if (player in units specOpGroup) then
{
  hint "I'm different!";
};
smoky citrus
dull kestrel
#

hi guys. just started making a map yesterday. i'm having difficulty finding something on my own.

i'm trying to set a task marker to appear as a radius where you have to search in that radius for the object. the objective is to blow up an AA battery found anywhere within a certain radius (it's pre-placed, but players will have to search for it).

i can't seem to think of the proper phrasing to search this on my own. probably something super obvious that i'm not seeing. but can anyone tell me how to do this, or at least point me in the right direction?

#

🙏

kind prism
#

I think you mean making a mission, not map (map usually means #arma3_terrain )

Generally a "do x in this area" task is done as a task and an area marker.

dull kestrel
#

sorry yeah

#

i meant mission

#

so i have no trouble getting the task up

#

my question is how do i get it so the marker isn't exactly on the object, and is instead spread out like a "find it in this area" objective

#

sorry if im not being clear

kind prism
dull kestrel
#

ok but how do i get a nice big orange circle to overlay the area on the map when that task is assigned?

#

to indicate "it's somewhere in here"

#

(ty for helping me)

median tangle
#

As I remove the limit of 1000 meters of distance for all players in a multiplayer mission, I don't find this anywhere ? (I mean leave it the same way as the singleplayer where the player decides where to leave his sight distance adjusted
)

dull kestrel
#

thank you, i dont know why that specific phrasing never occurred to me

#

🤦‍♂️

#

thank you so much

#

how did i not notice this

#

hahahahahaha it's always something super obvious

kind prism
dull kestrel
#

yes i just discovered that too

#

i started doing this yesterday

#

and i've been intuiting and googling a lot

ember kelp
#

Any idea why units placed in vehicles dissappear when starting the scenario? 4 vehicles in a convoy, each loaded with men, and when I start they are just gone. I'm the only occupant of a vehicle.

#

And then, when I checked their box to make them playable, it fixes it and they are all in the game

coarse gorge
#

Does anyone know what this symbol is? next to my custom respawn module?
It seems to be creating an extra respawn point i dont want. Not sure how/why its there
It's not in the editor. shows up in-game. Changes to another respawn position when i respawn elsewhere.

ember kelp
#

Idk why it's showing up but I do know that it's a standard map marker symbol. Could just be an indicator built into the respawn system.

glass hazel
#

how can you place object halfaway underground and drag it so it stays there? (the z doesn't change). other than with the translation widget

smoky citrus
#

Hey. So if I were to, say add some kind of animation via BIS_fnc_TypeText2, but want it to ONLY show to the person who interacts with an action, what's the best way to go about it? Also, I would only want the action to work once (so no multiple attempts).

prisma oyster
smoky citrus
prisma oyster
#

I'd say this (pseudocode)

private _actionID = _obj addAction ["blah", { { _obj removeAction (_obj getVariable "actionId") } remoteExec ["call"] }];
_obj setVariable ["actionId", _actionId];

this way every client has the action ID stored locally and values could be different (depending on mods etc)

glossy sierra
coarse gorge
#

Yes it's probably that, forgot it was on. Thanks!

prime valve
#

@prisma oyster thank you bro. Some of the yours answers to my 8 questions are helpful when I translated them once more and understood

broken path
#

Does anyone know if there's a way to change the mobile spawn vehicle of the KP liberation mission? Like changing the hurons by the CH-53E for example.

limber charm
#

I'm designing a very simple mission with a Blackfish VTOL with 3 waypoints:

  1. Move (steerpoint to avoid enemy AA).
  2. Transport Unload (to unload the embarked infantry that will execute the rest of the mission.
  3. Get Out (located far away at a safe airstrip).

Somehow the AI pilots are 300 IQ and crashing maybe 25% of the playtests, but in 100% of the playtests they do this thing where, despite nobody having disembark orders, random AI infantry on board begin disembarking a solid 3 kilometers from the drop point. The VTOL half-complies, landing early to help the disembark, but also taking off early and flinging AI infantry all over the place. Then finally the VTOL lands at the right place, the AI-led squads disembark properly (or what remains of them), and the VTOL just sits in place at the LZ without doing anything.

There are 4 rifle squads aboard and each has a simple guard order to the same-ish location.

I could swear I made missions like this before and it worked in ArmA 3 (and in ArmA 2 previosly). I literally have no clue what the issue could be.

#

Actually I solved the issue. It makes no sense but the solution was to delete some of the infantry on-board.

limber charm
#

Maybe the Blackfish was overloaded so the overloaded infantry was making constant requests to disembark

smoky citrus
#

I'm looking at the Old Man mission, as it has this laptop that changes what appears on the screen based on a script. Is there a way to utilize that in my own mission, with my own images?

static sleet
#

I am trying to set up an objective where the players have to destroy a percentage of the enemy vehicles in a base - Rather than a clean sweep. Is it possible to complete a task when 80% of vehicles are destroyed?

prisma oyster
#

to both: "yes, yes it is possible!"

static sleet
#

Excellent, I'm so glad you were here.

Any pointers or advice on how I could do it?

prisma oyster
#

anytime 😎
depends on how your system is setup; how do you reference enemy vehicles?
once you have a list of vehicles, you could do e.g

private _countTotal = count _targets;
private _countDestroyed = { alive _x } count _targets;
if (_countDestroyed >= 0.8 * _countTotal) then
{
  hint "yep, ok!";
};
static sleet
#

That makes sense. I think I'm a little too smooth brain to set it up correctly but I'll tinker with it

smoky citrus
prisma oyster
hexed ether
#

Does the revive option in the multiplayer server settings affect ace? if i have it disabled, can players still revive other players with ace, or no?

prisma oyster
sacred briar
small patrol
#

create3DENEntity

sacred briar
#

Awesome, thanks 🙂

smoky citrus
# prisma oyster it uses `setObjectTexture`

Ah, it was simpler than I thought. 🙂 I thought the entire model used the texture, but it's split into two; the screen, and everything else on the screen. It works perfect, thanks! 😁

young belfry
#

I think I asked before, but there ain't a way to hide map markers is there?
Like, this "military" on the map.

small patrol
young belfry
#

next you'll tell me I can make map marker icons with text that follow entities but also only show below a certain map zoom level ;P

#

Horray! Although-

#

setText might work for my intentions maybe?

#

The brown text locations, I could put base names there or is there another color I should use for military base name?

#

I think I could

#

is there a way to remove the building markers on map x3

kind prism
#

attachTo it to something that doesn't have physx

#

or you can place a platform that doesn't fling the turret

#

the brick pile could be good, or some smallish concrete block

prisma oyster
#

the base game has parade uniforms

smoky citrus
smoky citrus
prisma oyster
#

I mean, your code
You tell me "there is an error", and the question is which one where

smoky citrus
#

OH! The _obj variable; it needs to be declared but didn't know where to declare it.

#

On the keyboard? In init.sqf?

prisma oyster
#

wherever you want?

dim wraith
#

hi where are composition workshop arma 3 stored in windows ?

scarlet crystal
dim wraith
#

Ok thx and if i want to store them where are mine composition

#

How should i do

scarlet crystal
#

Start game, open editor, place the composition, Right click on your composition and save it

#

it will be added to the compositions tab under your chosen name for that compo and stored in your Documents folder

dim wraith
#

Thx

smoky citrus
smoky citrus
#

Oh! Okay! Thanks. 🙂

prisma oyster
limber charm
#

Does anyone know why, when I place a mechanized/motorized infantry group and task them with moving some distance, then place all the infantry inside their vehicles, that when the scenario starts they immediately dismount some random selection of infantry before proceeding at a snails pace?

#

I've a number of fixes but I'm trying to zero in on the AI decision tree that's making this happen.

fallen peak
#

Sorry to add to the heap of questions but i cant find a clear explanation through my own searching that i can successfully follow so im hoping for help.

Im trying to activate a trigger when the player looks at a target from up to around 1000km away, I know i want to be using cursortarget somewhere, but can't get it working on my own.

prisma oyster
fallen peak
fallen peak
#

ffs hahahaha

#

1000m my apologies

#

hahahaa

prisma oyster
#

heeence the confusion yes 🙃 😄

#

do you want to know as soon as the cursor is passing on it, even though the player may not know about it?

fallen peak
#

i think that would be the better option, as the player will certainly get actual eyes on shortly after and things are self explanatory

#

if its left till the ai fully knows its there it might just seem janky?

#

im not too sure to be honest

prisma oyster
#

usually "until the player's """AI""" knows" is good enough (reveal with T)

waitUntil { cursorTarget == _thatDude && { player knowsAbout _thatDude > 2 } };
rose holly
#

So I was zeusing a mission, and realised in debrief that my jet pilot got every single enemy armour I spawned on his radar display immediately. He could see them spawning on his radar. How would I avoid this?

fallen peak
#

would i be placing that into a trigger condition? its throwing me a type error expected bool, im sorry

#

it lets me place it in the unit init field, damn i wish i had a clue what i was doing

prisma oyster
fallen peak
#

think i found the culprit

#

lemme test again

#

damn man there was a rogue line break but it wasnt that

#

class CfgSentences
{
class ConversationsAtBase
{
class Briefing
{
file = "brief.bikb";
#include "brief.bikb"
};
};
class ConversationsAtObjective
{
class Complete
{
file = "objective1.bikb";
#include "objective1.bikb"
};
};
class ConversationsAtObjective2
{
class Complete2
{
file = "objective2.bikb";
#include "objective2.bikb"
};
};
class VisualContact
{
class SquadChatter
{
file = "eyesoncamp1.bikb";
#include "eyesoncamp1.bikb"
};
};
};

#

no idea why that wouldn't work

#

ARGH

#

ODIN

#

FORSAKE ME

prisma oyster
#

🧔‍♂️ "you are forgiven"

fallen peak
warm folio
#

anyone know how to get only certain ai to exit vehicles?

#

theyre in there own unit, i want to drop off overwatch first then move on and drop off the assault team

prisma oyster
rose holly
glossy sierra
#

Spawn things further away... don't use player jets... add proper CAS calling (aka they don't fire at everything)... hide your vehicles properly...

fallen peak
# prisma oyster what's wrong?

i cant get my dialogue to work now after the script you gave me worked haha, im getting an error saying no entry cfg sentences SquadChatter, i can show you my description ext if you like because im absolutely puzzled as to why it wouldn't work.

prisma oyster
rose holly
glossy sierra
fallen peak
#

aw man this is gunna take some learning hahahaha

#

the f is a conversation fsm 😦

glossy sierra
alpine galleon
#

Just a quick question.. If I beef up some encampments and add detail to a lot of areas in a map, will setting them as "Simple objects" and Disabling simulation make the areas/map loading not as load bearing?

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Trying to make a Guadalcanal campaign on henderson airfield (fow) and I want the whole map to be finished before I start breaking it up into ops

ocean badge
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these APCs refuse to enter the water

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they are deathly scared of it

grand flume
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My Ace Slideshow will not work.
This is what i put under "Images"

and this is what i put under interaction names:

Login,Fireteam_Wedge,Fireteam_Echelon,Fireteam_Column,Fireteam_Skirmishers,Fireteam_File,Fireteam_Line,Fireteam_V,Squad_Wedge,Squad_Echelon,Squad_Column,Squad_File,Squad_Line,Squad_V
wind raptor
velvet compass
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I'm having some trouble with the spawnAI modules. Is there any way to stop the vehicle from driving off towards the sector before any of the units get in?

slim bough
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hey my friend is having a problem with respwn disabled for him

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any reason why i can spawn in maybye bc he is civ team

prisma oyster
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it depends on how respawn is setup yes

slim bough
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ok

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so would he need a serperate one

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would it also be down to if he is zeus

prisma oyster
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how are respawn points defined? editor modules? if so, there should be one for each available side (add a civilian one here)

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"side: BLUFOR"

slim bough
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nvm he i bluefor aswell now

slim bough
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but it says spawn denied for him

prisma oyster
slim bough
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ik but hes changed it

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anyway would it be down to as hes zeus?

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we have 2 seperate spawns

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one is blue and one is civ he is hooked to the civ spawn

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and its saying repswn disabled

prisma oyster
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I do not know.
you say he is civ, he is blufor, etc

have one respawn setup for each available side (no need to name them respawn_west at all)
check if there are MP settings
otherwise I do not know.

faint steppe
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Make sure the group has the following attributes selected:

Combat Mode - Any, as long as "keep formation" is selected.
Behavour - "Safe"
Formation - "Column" or "File"

Keep in mind the AI might act weird with certain vehicles. I haven't done it in a while, but I remember tanks being incredibly frustrating to deal with.

slim bough
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how do i crete a ied in eden

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i know how to in zeus

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but it wont show up in modules for eden and how to make a ace arsenal

mighty vale
eager spade
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I’ve downloaded a scenario but i think it’s a physical object, the creator describes it as an object and I don’t know what do do with it. I want to add it to a mission I make but I don’t know if I can do that. Can anyone help me?

kind prism
eager spade
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Alright thank you!

thorny yarrow
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Did it shoot?

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Thanks a lot btw

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Does this work with infantry

kind prism
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It'll probably need extra help detecting the targets.

thorny yarrow
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Should I use seek and destroy instead of just move

thorny yarrow
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doesnt work

warm escarp
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you can only use default faces with setFace?

small patrol
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Not sure what you mean. What is the situation? How you've wrote?

warm escarp
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i want to change my face through the debug console

player setFace "dialogs\face\faces\face1.jpg";