#arma3_editor
1 messages · Page 5 of 1
you can make a hold waypoint and set up a trigger with a timer to skip it
it's a built in function with triggers
I am being lazy, but you could simply adapt ( and credit ) Quicksilver by looking at his well used script for his 'Invade and Annex' scenario: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientEventGetIn.sqf
You can optionally use the seatSwitched event handler instead: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched
And compare the Player's score with score https://community.bistudio.com/wiki/score -instead of checking for a trait.
Oh pardon you were talking about Player rank: https://community.bistudio.com/wiki/rank
How to find the flag that I want in editor?
Use search bar
I mean the flag picture
You want paas?
https://community.bistudio.com/wiki/flagTexture
This could satisfy it
Solved,thanks
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.
Can you show the exact error?
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?
How you've done, and why you want to do so?
Set environment animation in properties,want make AI repairing vehicle.
yes here it is :)
i placed down the Zeus and when i exit the unit via Z it appears
Ignorable. Or, you can remove a faulty Mod
okay thank you :)
@primal wave Awesome thank you for the help Sir.
Is there some way to manually create garrison points for modules such as LAMBS Garrison?
Sadge. But thanks for the info.
what are the differences of the 2d editor with 3den again?
3den is 3D !?😄
besides that
the 2D Editor, while still accessible, is not supported anymore
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";
What error?
You're adding the script to a group's init not an unit's
i know, i'm asking for the differences between those
well 2d is 2d and 3den is.. 3d
again i'm asking specifics besides that obviousness
Does anyone know how to spawn in the East wind device?
why
Is there a way I can turn vechicles into wrecks instead of spawning in wrecks?
using setDamage's alt syntax
I put it in the innit section right?
what is the use case?
curious
Installed FOW, there isn't a wreck for the Panzer so I would need to dynamically create one
some vehicles may simply not have a wreck model, especially unfinished ones
open the two, compare, ???, profit 😄
lol
Is there any way to delete the fooliage?
kill/hide a tree, or "hide the leaves"?
you can use hide terrain object module
and in attributes change to delete vegetation only
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?
I also tried the AttachToRelative command, but that did not work
there's a thing with attachTo where the attached object inherits the simulation 'speed' of what its attached to
so if you attach, for example, a turret or similar to a house/building you get what you describe as their simulation is slow
also try to not mention SW mods for your own sake, as they are illegal ^.^
but what Kerc said ^
when you move post, please delete the old one
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?
@gilded tide No.
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
is there a way to add an inventory to an object that doesn't have it? Eg. a Locker?
private _supply = "Supply500" createVehicle [0,0,0];
_supply attachTo [myLockerObject, [0,0,0.3]];``` perhaps
https://www.youtube.com/watch?v=JJFYbfLsOiE here's an alternative solution to make a custom addaction
Mission File: https://www.mediafire.com/folder/pl16jdfdo916r/AddInventoryToAnyItem
Code:
https://gist.github.com/anonymous/792ed3b37f1f972cc5308fbbf7703f4f
Code couldn't be pasted so it is in here ^
---------------------------------------...
appreciate it
You would need to create is as binocular class.
But then it would work as binoculars.
The item slots are for specific item types only
Is there a way to see garrison points on objects?
is it possible to make the AI get out faster while on a transport unload command? It takes forever
you can try make them eject perhaps
how can i force them to do that at a specific time?
Is it a ground transport or an air one?
If I start monkeying around with that python mod, is everyone else in the server going to need it as well?
Or is it just client side like Deformer and 3den
it does not create a dependency
its written in the comments
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?
Is it possible to edit Multiple objects transform at once
Yes
How do i do it
Select multiple objects, and use this: https://community.bistudio.com/wiki/Eden_Editor:_Transformation_Widget
https://community.bistudio.com/wiki/addCuratorEditableObjects
Use this command
Will do maybe
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityCreated
Mayhaps with this EH it is better
addMissionEventHandler ["EntityCreated",{
{
_x addCuratorEditableObjects [[_this],true];
} forEach allCurators;
}];```
Ah secs please
Done
Forgot it requires objects not an object
It works fine for going certain directions but i wanna be really specific and edit the coords of the transforms of several and not just move across an axis
Not sure what is your case
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
Why are my rich curve key control points not working?
because it's a static image, not a gif
joke aside, no idea
here is the doc https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation
Is there any way to rotate the plane after it hit's a point?
Rotating the point does not work like in the doc
Also any way of slowing down? It is traveling at extreme speeds than it slows down heavily
Is there a way to put a new timeline that would shoot the other timeline at a point?
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);
[G1, G2, G3] findIf {alive _x} < 0;
this will return false as soon as it iterates to a living unit
what would be the best way to make waves of enemies continuously spawn in waves all coming at the same destination?
You could try the Spawn AI module.
depends on where you execute the code.
if you want to execute code in the server, can be loaded as a servermod
Is there any way to disable the kill counter on the side? (No difficulty settings don't work)
…the kill counter?
Nevermind, but I have another question. How to use the Hide terrain objects module?
place it in the editor, set the settings, enjoy?
make a tik tok dance first
wrong generation, kiddo
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
I do use mods but they all are normal stuff like cup and I have the sog dlc loaded on a sog map
Deleted and moved to correct channel
well, posting the error in #arma3_scripting would be nice
also asking the original author as well too
is there a way to make it so only a squad leader or radio man can call an artillery strike or reinforcements?
Yes. (don't know specifically how)
is there a simple way to get AI units to rearm ammo in eden/zeus?
This returned an error something about type group expected object
I would love to know this as well. As it stands, ammo bearers and whatnot are useless
I assumed those were units, you'd need to construct an array of units to use that method
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
So how would I set that trigger up
I don't think there's an equivalent for groups besides constructing an array of units and checking if they are alive
//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
I got it
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
call{({ alive _x } count units Group1 ==0) && ({ alive_x } count units Group2 ==0)}
how to make the bot not move until the player moves in for it?
disableAI and enableAI
or enableSimulation
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.
Does it create a dependency for the mission file? (aka try and play it without and see what happens)
It works without the mod
how would you go about doing a ticketed respawn for opfor but disabling respawning for blufor?
would anyone happen to have the teleport pole script
this addAction ["Teleport" ,{player setPosATL (getPosATL pad2)}];
this is what i use. just change "pad2" to whatever variable name you wanna use.
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]
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
- Please refrain from crossposting
- What is an OPFOR Site? Is that a module?
Yes the module
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
Looks no joy. It is very hardcoded to the function
hi, how would I make my independent faction start out enemies on my blufor?
Attributes > General > Misc
thank you so much
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";
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
Hey how do i set a new task to activate once a go to mission is complete??
go to mission? like a move waypoint?
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
Anyone know how to have a door only slightly open? Didn't see any mods or online help.
IIRC there is a mod for it.
Incremental Doors or something like that (pretty sure it requires ace)
I require it in eden, for a large door that is open just enough for people to slip through
ah. I know that pain.. I don't think there is any, nor any mods with just doors in them.
door rotation is an animation phase from every door I've tried with it
Thanks man, it worked!
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...
Ai move on buildings on set paths and they interact with doors etc via action points on the path
They most likely operate the door again
For them it might not be open enough
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?
IIRC DS will dynamically switch between the 2, but requires enable sim to be on in editor.
Ah, okay, so Enable Sim is the master switch and DS is an optional additional switch.
It's not an alternative to Enable Sim?
That page shed's surprisingly little light on it xD
which is why I did the picture too.. which has both sim and DS on
yeah, thank you!
Dynamic Simulation will just enable/disable normal simulation depending on presence of an entity that can wake up simulation
@glossy sierra @rustic flume
which requires enable sim in the editor
What do you mean?
- You need to have Dynamic Simulation system enabled in Eden or via script
- 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.
Let me know how I can make it clearer on this page https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation
yet this happened for this person.
had only dynamic sim and it didnt work?
I don't know what he did. But it works as expected
If you place a vehicle with normal simulation disabled, but DS enabled. It gets "unlocked" once it got woken up by an entity
so why does this image from the wiki have both enabled?
Because simulation is enabled by default in the Editor.
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.
I tried doing it with just a fully open door, but they still just stood there and played the sound again.
I have a problem with enemy AI in my mortar scenario, it won't fire, it won't activate. How to do ?
- Crossposting really?
- Are you using mods? If you are, unload them (all of them) and try again.
So, Yes I use mods, but precisely I need them, and with the same mode it works on another map. Only I don't know if a specific mode is missing or if there is simply an adjustment to be made.
@glossy sierra
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
Are they set to fire at will?
How so ?
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
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.
ducoup = as a result sorry for translate 🙂
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 ?
What can I say, I tried that with a bunch of vehicles and couldn't enter them unless Simulation in general was enabled on the unit.
(it's two separate words, "du coup")
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.
Is there a way to disable one weapon from a vechicle?
Disable PATH, not MOVE.
removeWeaponTurret
I mean like have the main gun but not have the turret
main gun is typically on a turret. do you mean a tank's commander's sub-turret?
thank's is good for me 😉
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 🙂
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.
First option is kind of excessive, not really viable.
arsenalClosed is an EH I suppose?
Who in the what now?
BI Arsenal? It should not allow you to load things that are not added to it 
Do you have an example how you're configuring it?
Sure, one moment
Ignore the circled part, I was showing off how to access it with a friend 😄
Here's a better example, I can load a weapon that isn't allowed in the arsenal by loading an old loadout.
https://media.discordapp.net/attachments/609770110793547797/1072934404869079171/20230208173708_1.jpg?width=1618&height=910
https://media.discordapp.net/attachments/609770110793547797/1072934405133324348/20230208173725_1.jpg?width=1618&height=910
how to make the bot not move until the player moves into it
@vocal condor
if (isServer) then {doStop this};
In the init field of the unit
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?
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
This pls firstly
My bad
Nice
No need to sorry, just to everyones convenience
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?
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
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
You just don't need to compare with every OPFOR standing
Pesudo code:
{getNumber (configOf _x >> "side") == 0 and _x inArea thisTrigger} count allDeadMen >= 150
Not tested of course, but try
Thank you!! I will try it now
It works great! Just curious, how does the script know what side to check for?
0 == opfor, 1 == blufor, 2 == independent, 3 == civilian
Somehow opfor (east) is 0, maybe because Czechoslovakia prior to the Prague Spring is 😓
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
You can always ask how to here or #arma3_scripting
And not sure how "basics" you want
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
Well, where/what should I really start to learn modding?
I can learn SQF as a language, but not really the stuff around it (like mod structure, mission structure)
A mission making is not a modding actually according to my knowledge/understand, it is rather different than writing/executing an SQF
The scripting channel's pin had some reads
Mod are called at the start of the game you can run SQF but it’s for game modification. In mission same thing but it’s only called at the mission start so no game modification. For example you can create a toxic zone in a mission folder by script.
Idk if it’s was the question
https://community.bistudio.com/wiki/2D_Editor:_External#Mission_Folder
Old but you find the main structure of a mission folder
You need to keep in mind the client/server execution in mission
@wind raptor Have you not created a new page with scenario structure?
Nvm, I think I am mistaking it with https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
@plain gale I did explain some file structure here: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#File_Locations
There is also this little page, but it could really use some more content: https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Folder
No I mean the 50 cal (or 7.62) one that the gunner can switch to
the 7.62 is usually the coax, another weapon on the gunner's turret. the .50 is usually the commander's sub-turret. Still not sure what you're trying to do.
Trying to disable/remove ammo
removeWeaponTurret and removeMagazinesTurret
Nope, that doesn't work
You can show the whole code you used in #arma3_scripting and we can see how to fix
I just put in the thing you said, removeWeaponTurret; (and wihout the ;)
ah, if someone tells you a scripting command, always go to the biki and see how it should be used.
https://community.bistudio.com/wiki/removeMagazinesTurret
There is actually an example very similar to what you want to do.
in See also: there is the magazinesTurret command, which is useful if you need to find the correct magazineName parameter for your vehicle.
Sup guys, any ideas how to scale objects in editor and so they stay scaled like that in game?
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 ...
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 ...
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?
IIRC 3den Enhanced has a feature for that
I have that mod. How do I use it for this specific action
vanilla buildings seem to have a door controls in their attributes (with only CBA loaded 🤔 )
ahh its CBA!
Found it. Thanks!!!
works with no mods at all 🤷♂️
anyone know why i place 1 trader on exile an they multiply as time goes on ??
How performant are triggers and tasks in the Eden editor as opposed to scripts
script > 3den task > triggers
Got a problem with my mission completing and ending the game on 30 seconds after starting scenario test, can anyone help??
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.
contact MCC
i have traders an everything in local an server but now my traders have no inventory :/ ? any ideas
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
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.
Yes. Use a file formation. Then create the new vehicles and group them one by one to the commander (main vehicle)
No. It depends on the vehicle commander's group index. Also ranks have nothing to do with this. Commander is just the unit in the commander>gunner>driver seat (in that order)
You can set the commander manually using the setEffectiveCommander command.
That worked, thank you
If I understand correctly, I was not wrong, but oh boy did I communicate it horribly. Perhaps I should only answer when its not in a foreign language. Sorry and thanks!
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
I'm almost positive it's in the game
Can't find it lol
you can use userTexture stuff
they're just flat "screens" and have nothing else (not even borders)
iirc there are 3 sizes available
and if they don't satisfy your need you can make them bigger using setObjectScale
How can I make vehicles respawn with crews?
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?
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)
I had vehicle player != player but that activates right away since the player is in the truck in the beginning lol
I looked online and saw a post from 2015 talking about the objectParent code but I have no clue how that works
Why not vehicle player == tank ? After assigning variable to your t-90 of course
Yes. Indeed. I uh... I don't know how that slipped my mind
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
Even after reading this, I don't know what to do in the Editor or how to write it in Notepad ++
I wish there were more tutorials on YouTube...
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 :)
Thanks alot
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!
Without quote
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.
No "I think" please, post what it says instead
Well are you sure you've put uns_m72rocket properly?
I made sure 3 times over.
That gives me a static figure.
Do you load Unsung for sure?
I have the mod on, and I'm using entities from it, as seen in the photo.
I see. Next up is are you sure that the classname is correct
I do believe Simple Object Placer doesn't support a magazine IIRC
But only vehicle, weapon or ammo
... Well, then that's the issue. I should've known that-
Sorry for wasting your time with that then.
I'm here to waste my time, so no need to be sorry
it is not wasted as people learnt & taught 😉
also « time enjoyed wasting is not wasted time » life enjoyment 101 😎
The most important is how we die over how we live - basically how we 🇯🇵 think our life
come here when you have time, I will teach you French style de vie 😎
come here when you have time, I will teach you how to wave that white flag 🏳️
Did you ever thought I'm a busy man!??!?
oh yeah baby, you'll beg me to stop
never - you are trapped in here with us 😄
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?
Eden enhanced does not create dependencies, you're safe to use it only for editing purposes, scenario will work without it
Okay, thanks
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
What kind of help? And no, I'm not coming into your VC session
Well where do I set structures and roads/airways? I'm trying to make a base for custom hearts and minds server
I have no experience with Hearts and Minds, but what are roads/airways?
I cannot create asphalt roads????@small patrol
?
Well that complicates things
Better to elaborate what exactly is your goal instead of putting multiple question marks
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
- There is no “integrated” way to create a road than making the terrain itself
- Eden Editor has plenty of objects to choose from, and to place
- Eden Editor has integrated tutorial to learn (top-right icon)
Eden editor? Is that a mod I can download?@small patrol
No. Eden Editor is the integrated mission editor to the game. You can launch it from main menu
It doesn't matter. What matters is your wish to learn/make
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
- There is no ONE and ONLY way to do, especially when I am not you
- So no Crash Course for it, or, if it does exist as I said:
Eden Editor has integrated tutorial to learn (top-right icon)
- If you want some readings, you can check this wiki out: https://community.bistudio.com/wiki/Category:Eden_Editor
Oh shit. Here we go to the rabbit hole.....see you in a week. I'm an information sponge and I'm gonna hyperfocus the shit out of this
@small patrol ok I found some of the options but not all what I wanted to do
I want to make a race, who knows the map that will fit? for example, where there is a long highway
Altis has long & straight roads
I need cities in the style of America and altis rather in the style of Europe
as POLPOX said you cannot make "roads" in Eden (at least not ones useable by AI)
there are some road objects which you can find by going to the Empty (yellow icon) tab on the right hand menu. but that would only be useful if you don't plan on using AI on those roads
Endless fun with the editor and an A10. I've literally looked up and it's 3 am 😄🍻
no it's 2pm!
glad you have fun, and yeah A164/A10 + good targets make for endless fun 😄
Wich Code i need for the virtual Garage? The Code from bis dont Work for me? Can everyone make a small Guide for me?
not everyone, anyone ^^
what is your code?
I Have 3. example from BIS: https://community.bistudio.com/wiki/BIS_fnc_garage
But nothing go
where did you put this code?
and you see the action?
no i dont see the addaction menu
try in an empty mission, in a VR world
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
hopefully you kept player addAction…
Yes.... Thanks.. I have switch the Helipad for a Wardrobe. And now its going
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-
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
Yeah, you use Object Builder, open your p3d, make sure it has the associated textures and rvmats already set and then just launch Buldozer
Is there a way to disable the collision on a building without making it invisible
Found disableCollisionWith
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
you need to have respawn enabled for the slots to not vanish.
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
It should prevent all slots from being gone.
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
or just disable the respawn via respawnDelay but having the system enabled.
respawn = 3;
respawnDelay = 1e10;
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
// onPlayerKilled.sqf
["Initialize", [player]] call BIS_fnc_EGSpectator;
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
that would explain why me changing it in the editor was having no effect
Hello guys, boys, I now solving 7 hard questions in the advanced mission editor.. in the game Operation Flashpoint - Cold War Crisis + Resistance
- 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
- 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..)
- 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.
- Is there any command to increase the amount of time TEXT is displayed in the middle of the screen after launch in the trigger?
- 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
- 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.
- 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?
- 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.
-
boarding/unboarding does not prevent you to have heli AND group waypoints; you can even synchronise them
-
huh?
-
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
-
no
-
not "one" command, but a system could be made
-
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
-
a script can be made
-
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
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..
- 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..
- 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
Does anyone know the location of downloaded workshop compositions?
if so pls ping me
GUYS.. YOU HAVE INSUFFICIENT EXPERIENCE, INSUFFICIENT KNOWLEDGE OF THIS GAME.. 🙂
Master has already answered me and there is a way. The correct command is like this for number 4: "titleText ["LONGER TEXT", "PLAIN", 10]" --- and must be entered in the trigger ---) effects ---) activation 😉 I tried it now and works it well. 👌
- Yes.. 🙂 , right command for this in the trigger is: enemylist=[a1,a2,a3] a than use "not alive _x" count enemylist --- if someone this also needed.. 😄
- , 7. and for this is correct command to trigger: Condition: count thislist<=10 ; 😉
This is a script that will disable all lights in the map
how and where do I copy paste it
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?
Where in the config can I fin dthe amount of flares of an aircraft?
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
Should be able to change faces via Virtual Arsenal
Right, but wont the player slotting into that just overwrite the given face?
It does when I test it.
zoom out
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?
guys is there a way to make blufor fight blufor?
yes group some of them to opfor
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 )
Don't know the answer to your question. But good looking appearance on tablet
Thanks, it's MRH i love this mod but gdamn the headaches to make it works fine
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
Do you have a lot of AI?
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
@cinder cape What's your weather forecast?
i just set it to overcast to make it more cloudy no rain or thunder or anything else just cloudy for ambient effect
Ok, did you do a lot of mapping?
mapping?
the mapping is the modification and contribution of object or other on your map
i have waypoints set for AI groups to occupy specific areas or buildings and triggers and intel pieces but thats about it
I think it's your AI so... I know that the more there are the more there are lags... So you should use "Spawners"
how do i setup spawners?
So, there... Even I don't have this level, I'm looking for how to do it haha 🙂
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
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...
yea most are years old from what ive seen
Yes, that's what's annoying. No renewal.
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
Do you know anything about scripting? Or in general on Arma in this kind of thing etc?
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
OK
if u manage to find something for spawners feel free to DM it to me im still looking myself
ok
the playSound command now returns the sound source. You can store that as a variable and stop the sound later with deleteVehicle
thank you, my problem was solved 🙂 @acoustic yew
playSound takes a CfgSounds entry, which you can find in the config browser if it exists in-game or define a new one in description.ext https://community.bistudio.com/wiki/Description.ext#CfgSounds
crossposting 
is it possible to make an object without collision without making it invisible
and multiple of those can get you one-on-many
huh
(see the doc: https://community.bistudio.com/wiki/disableCollisionWith)
yeah I looked into it earlier
but long story short, there is no "disableCollisionWithEverything _myObj" command
well, again depends on what you want to do 😄
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
not afaik
why is arma so arcane
only with model changes
the ai can phase through walls just fine why can't I ;(
okay
how would that work
you can with per-frame setPos*. Just like AI does when it's on its in-building rails 🤷♂️
then you have explosions and all 😄
not like there aren't any reasons for explosions everywhere all the time in arma
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)
i had a car explode because of a collision with a camo net
so all good?
if not, please tell what you are trying to achieve 🙂
all good 👍
w00t!
how can i do to have a dead man switch active when player spawn? (idk if it's possible without script)
meaning?
i want to have an active dead man switch attached to players with a c4 when they spawn
scripts
then sorry to ask it here
np at all, that was a valid concern
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?
deleteLocation?
wait no 😅
createLocation alt syntax
👋
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
class CfgEditorSubcategories
{
class EdSubcat_Personnel
{
displayName="$STR_DN_MEN";
};
}
class CfgVehicles
{
class B_Soldier_base_F: SoldierWB
{
...
editorSubcategory="EdSubcat_Personnel";
};
};```in config.cpp/.bin
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#editorSubcategory/https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization related docs. And probably #arma3_config for further questions if there are any 🤷♂️
anyone available to help me with an addaction problem Im trying to solve?
not without the actual issue at hand I have to say
right, just didnt want to type it all out if noone was around who can help.
and probably in #arma3_scripting
😘
thanks
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
You could use tasks to mark them
Tyy I'll try it out
if you place Contact DLC buildings (as empty objects) on lets say Altis, will players need Contact DLC in order to play?
Guys i need help, how can i make a trigger that spawn a crewed vehicule/plane,helicopter ?
unlikely.
if it comes from one of the Enoch pbos
everyone has those
Anyone know how to Sync keyframe animation to a trigger, so it starts when the trigger is hit?
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
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

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
Are normal waypoints not doing it? A search and destroy waypoint for example?
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
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.
Is that seek and destroy?
Ah yes
Thank you I will try it out
How do I make enemy’s stay in building a defend the building
How do I make ai move at a delay reaction
Is it possible to spawn in a custom composition on a trigger?
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
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..
Can someone help me please
not unless you state your new issue!
So I want my units to go in the buliding and go up stairs but they just stand at the bottom
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.
I tried tu give them move waypoint but they won’t move up stairs
waypoints are more "go to this area". for precise positioning you need to script a move command. https://community.bistudio.com/wiki/move
Oh thank you
you will need to order the AI to move to predefined building positions in a building (assuming it has those)
AI interacts with buildings through a object built in AI path tracks
a move waypoint can be placed straight on a building, then you have to edit that waypoint to select a building position
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
You could put their combat mode to safe, that should let them lower their weapons.
Thanks. I have also seen videos where in briefing ai officer (for example) are holding his hands crossed on his chest. How that is done?
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.
How do I make ai helicopter attack then fly off
I don’t understand how this works
What are you trying? See https://community.bistudio.com/wiki/doMove
Yeah I don’t understand how to script it
I’m trying ti have the AI move up the stairs without me having to command them
How would one hide AI when players aren't in a trigger zone and appear when inside it
with the appear/hide module, have you tried it?
not a clue on how to configure it
so you have your units, appear/hide modules and triggers placed down
yeah
pardon me its show/hide not appear/hide
yeah I got the idea
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
so in the condition box anything needed?
nope, not at all, let me send you a collage of the example
its an ambush so dont mind the rest of the triggers 😄
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
then it should work fine when trigger's activation is satisfied
np, cheers mate
seems like they still are in simulation tho, so its affecting performance, anything I can do to fix that
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🥲
Might be a scripting thing, ill see if I can figure it out
they have to get completely deleted, might be a deleting script, but few videos i checked didnt satisfy my curiosity
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
You need to create ground holder configs for them. Ground holder is a cfgVehicles type invisible object that can contain and show items/gear in it.
Oh, I see, thank you 😄
I'm trying to find any documentation online, but nothing so far
Is this something I need to change in the config files?
Just to clarify, a lot of RHS weapons and gear (for instance) is available in the Eden editor to place as static objects, so I'm assuming it's something that's set up in the configs of the mod?
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.
Something like that yeah
I'll get to work then, thank you very much!
Does anyone know how I make enemy AI fire the launcher at my apc?
most of the time they do that on their own
is there a variable for a player that activates a trigger
thisList inside trigger activation code, contains the units inside the trigger
do I put thisList in the trigger condition and the activation code
no
thislist is a list of units in the trigger
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","")
Oh great, thanks!
Hi what Troop do I place down for the Emmy to shoot anti apc missiles
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?
yes
https://community.bistudio.com/wiki/setObjectScale
This command works on all objects in Eden Editor or scenario preview, but it will not save and will reset when objects get moved. Eden Editor support is only intended for artists.
- an Emmy
- an APC
Thanks Lou
Enemy and APC
I Place a Unit with a launcher but he won’t shoot the apc I’m driving
what unit, what APC, what launcher
I mean, editor names please
does it work with vanilla units?
Done it, I was using AA units not AT
cheers
How can I make a tank spawn with no turret?
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
The Curator or Game Master module needs to be properly configured to allow all add-ons.
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.
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
Yea, it's an enhancement to Zeus.
ok, thanks again
For these changes you only have to change the module that gives you Zeus in the mission.
i ll try
You don't have to alter any files
How do you save your missions on this I want to use it but don’t want to loose all my progress
i just go to save and exit and when i wan t to go back on the server to host it
when i go back on the server to host it i go to resume'' button
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
anyone?
can't unless the tank has been created with that in mind
usually with animateSource, iirc
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.
What are your triggers trying to do and under what conditions do you want them to activate?
For now let's just say they active AI spawn somewhere. I'm just curious if I can make triggers specific to one unit that are triggered with the little menu where radios are
Maybe with addAction
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.
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?
you would need to do some scripting for that
depends a bit how dynamic you want it to be
Nothing special I don’t want it too complicated
[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;
@eager spade ↑
What about a vanilla tank model?
nope, maybe one APC and I cannot remember which
quite a few will work with this animate ["HideTurret", 1]; https://imgur.com/a/HxEYn
Damn it doesn't seem to work with the Slammer/Merkava which is what I wanted to do it with
you could do it another way
but its cursed asf, cuz you will see the turrets shadow
idk if thats a issue for you
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
Works for panther, and cheetah, although that one is kind of cursed
dang, I thought there was only one vanilla
I was a happy mission maker when I learned about it n_n
player setName ["Ben Kerry","Ben","Kerry"];
Yeah I just scrolled down to the bottom and say it needed quotes my bad
Is there a way or a mod to change a unit title? So instead of "rifleman" or "officer" it appears as "Bodyguard" or "Mayor"?
you would need a mod, yes
TBH it would be cool to change the name via script...
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?
https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance
Can refer this fig
A'ighty, thanks a lot :D
Can't seem to find anything about them being local objects tho, this is setting I'm referring to btw:
https://cdn.discordapp.com/attachments/547250110359142402/1081579579430416404/image.png
Ah! Sorry, think I've misunderstood your question. What kind of downside you wonder?
nothing at all, it's like simple objects but without any network possible synchro
all you do is let the player's PC "calculate" that - which is nothing
keep that for immobile and indestructible objects ofc
Ah, a'ighty thanks ^_^
Was more or less asking if the object being "calculated" on the player's PC would result in more performance cost than it would save.
Lou answered it, so thanks to both of you for the help, the link you sent actually helped in understanding how simulation and simple objects help ^
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 🙂
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!
Use code line:
this setFlagTexture "test.jpg"
If there are any specific aspects of Public Zeus you would like to see a tutorial on then feel free to place a comments and I'll see what I can do!
@supple holly i did exactly this and it didn`t work only in sp do i need to run it via execvm ???
- Make sure your textures must have resolution 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256).
2.In the Init of the flag pole it should say like thisthis setFlagTexture "sometexture.paa";orthis setFlagTexture "sometexture.jpg"; - Should work in MP and SP becouse setFlagTexture is Global Effect
hmm should be that already i look again thanks
https://community.bistudio.com/wiki/setFlagTexture claims awfully specific .paa resolution is required Since Arma 3: Dimension 512×256, file extension .paa 
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?
editor is fun
but when i put 2 separate squads in a vehicle the ai breaks and does not move, have yall seen this?
you need to put the driver and commander (or gunner, whichever it has) in one squad
ahhhh
many thanks
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?
How could I make the trigger activate if 10 or more civilians are dead and if 100 opfor and independent soldiers are dead?
{getNumber (configOf _x >> "side") == 3 and _x inArea thisTrigger} count allDeadMen >= 10 && {getNumber (configOf _x >> "side") == 0 && 2 and _x inArea thisTrigger} count allDeadMen >= 100 does not work
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
The calculation cost doesn't change actually.
It's the server load that's reduced because it doesn't need to check it it has to sync changes for that object
does anyone know a way to make a ammo and medical box deploy on a parachute
Thanks for the clarification 👍
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
Hide/show module + triggers
or rather, use the dynamic simulation system?
how i use it?
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?
try and see
Use dynamic simulation on the AI and all of the props, if it is still too laggy use create as simple object on the props and they will use up even less. ut at first just use dynamic simulation on everything
I do that my Friends have no more fps Problems thx guys!
Hi, is there a way to get lights in buildings to work?
you would have to script them as lightpoints with createVehicleLocal
okay, thanks!
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[] = {};
};
};```
What is first
","
In classes
Fixed, but still not working.
You must save the mission to update description.ext things
It doesn't update itself upon the saving the description.ext
Ohhh.
Let me try that, then. 😄
Does it only work under description.ext? Or can you add that in the init?
No, only description.ext
Ah okay.
BEAUTFUL! 😄 Thank you both!
So all those changes for nothing. 😂
Well, some of them anyway.
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.
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)
I have a squad of special forces that will have a slightly different intro - namely, the location of where they fade in. Every has the same intro otherwise. I've set up a variable to tell it when to diverge.
so "a different soldier in game" OK (good, no DNA shenanigans)
in your intro:
if (player in units specOpGroup) then
{
hint "I'm different!";
};
I was hoping it was that easy. Thanks! 😄
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?
🙏
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.
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
don't attach the task to the target, just place it some where near ish? there are also some position randomization if you want it to be different each play thru, via Placement Radius.
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)
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
)
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
I recommend you do the 3den tutorial if you haven't yet. It's the graduation cap icon on the top right.
yes i just discovered that too
i started doing this yesterday
and i've been intuiting and googling a lot
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
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.
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.
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
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).
have the effect in the addAction (code runs locally) and have the action either set some (object's) variable to true or remoteExec an action removal
Ah, okay. So basically addAction would run the animation, and remoteExec to disable it by adding a variable to the addAction's presence that becomes false (AKA hidden) once run.
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)
Nice! Thanks!
🙂
Could be anything causing it. though its not vanilla (in terms of how it appeared) I do see you're using MCC, could be that or I guess another mod.
Yes it's probably that, forgot it was on. Thanks!
@prisma oyster thank you bro. Some of the yours answers to my 8 questions are helpful when I translated them once more and understood
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.
I'm designing a very simple mission with a Blackfish VTOL with 3 waypoints:
- Move (steerpoint to avoid enemy AA).
- Transport Unload (to unload the embarked infantry that will execute the rest of the mission.
- 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.

Maybe the Blackfish was overloaded so the overloaded infantry was making constant requests to disembark
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?
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?
to both: "yes, yes it is possible!"
Excellent, I'm so glad you were here.
Any pointers or advice on how I could do it?
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!";
};
That makes sense. I think I'm a little too smooth brain to set it up correctly but I'll tinker with it
...Anyone? 😅
yes
How does it work?
it uses setObjectTexture
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?
You should ask ACE - see their invite link in #channel_invites_list 🙂
Hey! I've been seeing these kinds of compositions around - https://steamcommunity.com/sharedfiles/filedetails/?id=2682443421&searchtext=interior - and I was wondering how they're made.
Obviously, it's using the debug console, but I can't see how to spawn it in and allow it to be edited, as createVehicle doesn't seem to work whilst in the editor, and spawning it in game wouldn't help me get it back to eden haha.
If anyone knows how, I'd appreciate it 🙂
create3DENEntity
Awesome, thanks 🙂
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! 😁
I think I asked before, but there ain't a way to hide map markers is there?
Like, this "military" on the map.
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
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
the base game has parade uniforms
I've adapted it to this, but I'm getting an undefined variable error (the _obj). Before I add it, am I missing something? Where should it be put?
I need more details.
I have a keyboard object that when a player activates it, it 'turns off the screensaver', which changes the monitor image to reveal intel.
I mean, your code
You tell me "there is an error", and the question is which one where
OH! The _obj variable; it needs to be declared but didn't know where to declare it.
On the keyboard? In init.sqf?
wherever you want?
hi where are composition workshop arma 3 stored in windows ?
\Steam\steamapps\workshop\content\107410 same place where other mods are
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
Thx
Oh, I mean what is _obj supposed to be in this context? The Keyboard?
https://community.bistudio.com/wiki/addAction see the "Syntax:" line
Oh! Okay! Thanks. 🙂
the thing to which you wish to add the action, yes
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.
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.
from up to around 1000km away
pixel-perfect hey? not gonna work in Arma (also genuinely pointless)
what's your situation, what's the use case
spot a target and it triggers dialogue to say "eyes on target" essentially
can't from 1000 km.
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?
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
usually "until the player's """AI""" knows" is good enough (reveal with T)
waitUntil { cursorTarget == _thatDude && { player knowsAbout _thatDude > 2 } };
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?
cool man thank you, I'm gunna start her up and give it a go
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
the condition would be cursorTarget == thatDude && { player knowsAbout thatDude > 2 } provided you named the target thatDude
man its working but im having now another problem, I've tried to add the conversation lines into my description ext but something must be off as its saying SquadChatter isnt found in cfgsentences
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
🧔♂️ "you are forgiven"
im lost 😦
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
what's wrong?
How do I remove this dumb square that tells my CAS where the enemy is, before the infantry on the ground even knows anything about it...? This is really ruining the element of surprise 😦
Spawn things further away... don't use player jets... add proper CAS calling (aka they don't fire at everything)... hide your vehicles properly...
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.
sure - but did you follow the Conversations wiki page first?
This picture was produced in the easiest way possible to give an example of what I talked about... that is not the scenario I will give the boys🤦♂️
You asked for help.. I gave you advice on proper legitimate ways of dealing with it.
Or feel free to remove all the radars on everything -That's my Mr Helpful sarcastic answer)
i followed a youtube vid off an ozzy fella, ill dive on there and take a look
aw man this is gunna take some learning hahahaha
the f is a conversation fsm 😦
PassiveRadarSensorComponent seems likely
nope, this requires the vehicle that has been detected to have an active radar.
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?
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
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
The problem with having lots of objects is not (really) loading time but FPS. More objects means lower FPS. Simple Objects and objects without simulation have less impact on FPS compared to simulated objects or units.
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?
hey my friend is having a problem with respwn disabled for him
any reason why i can spawn in maybye bc he is civ team
it depends on how respawn is setup yes
how are respawn points defined? editor modules? if so, there should be one for each available side (add a civilian one here)
"side: BLUFOR"
nvm he i bluefor aswell now
ye but his guy is bluefor now we are all same faction
but it says spawn denied for him
you just said he's civ
ik but hes changed it
anyway would it be down to as hes zeus?
we have 2 seperate spawns
one is blue and one is civ he is hooked to the civ spawn
and its saying repswn disabled
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.
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.
how do i crete a ied in eden
i know how to in zeus
but it wont show up in modules for eden and how to make a ace arsenal
[_box, true] call ace_arsenal_fnc_initBox; _box being the object you wish to add ACE Arsenal to (or this when called from the box’s init field).
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?
What did you download?
It is called Terror Cell HQ https://steamcommunity.com/sharedfiles/filedetails/?id=2942579131
Probably ask for it to be published as a composition instead.
If you really want it now, you can find where the downloaded scenario pbo is, open it up, put it in your profile's missions folder. Then either a) copy the objects out and paste into your mission; or b) Merge it into your existing mission.
Alright thank you!
@thorny yarrow plane shoot tank
#general_chat_arma message
https://www.youtube.com/watch?v=CiZ2Wr_VGJE
It'll probably need extra help detecting the targets.
Bring the spotter man closer?
Should I use seek and destroy instead of just move
doesnt work
you can only use default faces with setFace?
Not sure what you mean. What is the situation? How you've wrote?
i want to change my face through the debug console
player setFace "dialogs\face\faces\face1.jpg";
