#arma3_editor

1 messages · Page 6 of 1

small patrol
warm escarp
small patrol
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different path? I don't know what the words mean, but no, I think

vocal tiger
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So I'm trying to set up vehicle respawns on my mission file, but since I'm doing it for a smaller group I wanted to preserve the wrecks. So I set it that way in the module and it still deletes the wrecks when they respawn.

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anyone have any clue what I'm doing wrong?

prisma oyster
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(so that actually was your question)

dusky tundra
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so

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how do I put more gun on a vehicle that have no turret

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like a humming bird

prisma oyster
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depends, do you want them to be pilot-fired?

slate shuttle
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What's a good way to stop players respawning into a parachute?

prisma oyster
slate shuttle
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when they respawn onto the flying carrier.

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which is 1k above sea level

prisma oyster
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deal with it with a respawn event handler then

slate shuttle
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wouldn't that effect other respawn points as well?

prisma oyster
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you have to make checks

static sleet
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I'm interested in setting up a 'pilot rescue' task if an AI aircraft crashes during the mission. This isn't a scripted event and would only happen if air support is targeted. Has anyone seen or made something along these lines?

kind tusk
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Been making a vibe scenario wheres theres air patrols and ground patrols but no vehicles since they keep running people over

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I save it every time i make a change since idk which mod but if a place certain things it will stop loading

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When i do have my Base up I got da zeus so I can spawn hostile forces and deploy people to get em

dusky tundra
prisma oyster
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addWeapon is the way to go then

dusky tundra
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ah

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thank you

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this addWeapon ["name",[0]];

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yea?

prisma oyster
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perhaps 🐮

dusky tundra
prisma oyster
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add magazine(s) first, then add weapon
be wary of locality too in the case of multiplayer

dusky tundra
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ye ok

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ima try

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add weapon not work

prisma oyster
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shame innit

dusky tundra
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yes

brave oar
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is there any way to set up two teams of AI, with units i give to them, give them an objective to fight over, and then have them intelligently make decisions and fight against each other? Like I dont have to make way points or anything and they control themselves?

dusky tundra
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i dunno

static sleet
limber charm
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Anyone remember how in ArmA 2, you can toss a bunch of AI with Guard waypoints, without Guarded By triggers, and they will omnisciently react to any detected enemies across the map, whether or not they know about said enemies?

I'm trying to replicate the same behavior in ArmA 3 cleanly. The problem is ArmA 3 AI is actually better and Guard actually does what it says, e.g. they won't chase randos halfway across the map they haven't seen.

molten linden
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So right now I am in editor and for some reason when my map is set during the day when the sun is out the game is pitch white like I cant see anything until the sun goes down and the game looks normal has anyone had these issues

small patrol
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Make sure is a game issue or a Mod issue, maybe terrain specific issue too

molten linden
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Alright Ill test out some stuff

molten linden
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Just wanted to say validating Arma fixed it

dim kindle
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im just starting to learn the editor and im trying to figure out how to make a spawn for every team and not just 1?
if someone could send the variable name or anything that would be great thanks

kind prism
dim kindle
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so i just gotta use respawn?

kind prism
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Looks that way. Haven't actually done that myself before.

dim kindle
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it dont work

kind prism
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are you putting the name in the marker's Variable Name or Text? I think it's supposed to be in Text. it's supposed to be in the marker's Variable Name

dim kindle
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still doesn't work

kind prism
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try to be more specific. what side, respawning in wrong place, or not allowing respawn, or what?

dim kindle
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ive just put a spawn for every team on every location

kind prism
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"I did x. Expected to see y. I saw z instead."

dim kindle
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Is there a way to get a squad to sit in the back of a heli, get it to land somewhere else, then get out. I've tried vehicle get in as well as the usual get in, transport unload, etc. none work

kind prism
craggy mortar
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Hey do anybody know how to attach scenerios together, so when you complete one scenerio it plays the next one?

craggy mortar
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Thanks

dapper topaz
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I wanna make an Attack on Titan mod really bad.

prisma oyster
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please do

rotund urchin
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Can anyone help me make an addaction script to swap a BLUFOR player's respawn to REDFOR?
Ideally I want them to be able to interact with a specific object and:

Hold spacebar for like 5 seconds
Swap their respawn
Then be killed by the object so their body remains but they are swapped over to the other team and respawn at the enemy's respawn

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I found a forum post about it but the script there doesn't seem to work when added to an object in 3den

slow thunder
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Hey guys, anyone know how to have an AI lower their NVGs to their eyes whilst in the editor?

small patrol
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Why?

prisma oyster
slow thunder
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Yep for some screenshots, and that’s what I’m using right now actually, is there a way to do it through that?

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Sorry fairly new to doing this in Arma

small patrol
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I never recommend to try to shoot a photo in Editor but in Preview

slow thunder
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As in using the splendid camera?

small patrol
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No

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Preview is preview, bottom right

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Well you will use Splendid Camera in Preview whatsoever

slow thunder
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Yeah so far that’s what I’ve been doing

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I’m more used to the DayZ editor but Eden seems a lot more technical

small patrol
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Well DayZ doesn't have one? 🤔

slow thunder
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The editor mod

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Mostly used for adding custom areas and things like that

small patrol
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Eden is not a Mod, so...

slow thunder
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Yeah it’s a lot more advanced for sure

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Very confusing to me lmao

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But yeah if anyone has any idea how to do so, I’m trying to lower the AI’s NVGs for a shot and can’t for the life of me figure it out, I found an init entry on the steam forums, but it doesn’t seem to do anything, I’ll list it below if anyone knows what might be wrong with it, any help is appreciated!

this forceItem "nvgoggles";

small patrol
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Well, actually, I can suggest Enhanced Artwork Supporter

slow thunder
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Ah I didn’t actually know there was a new version, nice

slow thunder
slow thunder
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Wow ok this is definitely enhanced lmao

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Very helpful, thank you dude

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Did a wonderful job on this

heavy fractal
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How come Edit Terrain object sometimes wont sync with players in mp?

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like I make a building half-destroyed, others see it as fine

wise depot
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Does anyone know how I can give my server limited fuel,ammo,money,supplies (I’ve seen it in drewskis server)and basicly make it where anything needed is commanded by command and stuff and they have to choose what they need

cyan hemlock
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how can you do cutscenes, like the ones like in east wind

humble rain
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enableEngineArtillery false; this should do it.

prisma oyster
cyan hemlock
prisma oyster
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ah, well I took a look and it is a slightly "ugly" hack 😄 like there are two "players", one is the body, the other is set invisible and attached to the first one - so the camera can be moved around

cyan hemlock
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thanks!

mental crow
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hello what can i use in zeus to make a warzone in the backround like gunfire and bombs

kind prism
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Tracers module

mental crow
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do they make gunfire sounds?

kind prism
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Yeah, it's a hidden unit shooting, ZEN has more customisable version as well

mental crow
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how can i use bombs that go off activly in a city or town

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or mabye artillery that ire at a location activly with out running out off ammo

civic ember
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my enemy ai is rarely following its instructions
-i place a MOVE marker at the end of a long road for a wheeled unit and the ai will steer off and drive in a straight line offroad
-i set the Composition State of a Unit to "Forced Hold Fire" and any Activity (Aware, Careless, Safe) and the AI will still turn around and shoot me

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is there a way to fix this?

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my ai also doesnt like to enter builds or walk through alleys/small spaces, as itll just walk through walls to get out as if it has claustrophobia

ember kelp
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Simple Objects: I'm attempting to make a UNSC Pelican from the OPTRE mod "crash landed" into the ground by making it a Simple Object. The problem is, every time I restart the scenario it goes back to being a regular vehicle. I have to keep going back into it's attributes and checking the simple object box.

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Is there something I can put in the init field so it's always simple object?>

glossy sierra
modern bane
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hey does anyone know how to make artillery fire on RHS?

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i tried this script
_ammo = getArtilleryAmmo [gun1] select 0;
_tgt = getMarkerPos "target1";
gun1 doArtilleryFire[_tgt,_ammo,10];

but it didnt work

mellow juniper
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how can i make the helicopter land on a thrown flare's position? after the task is assigned, player will throw the flare in a designated area and heli will fly in and land there. this area is not big, so maybe just detecting the flare and landing the helicopter in a predesignated spot would be good enough. anyone knows how to do that?

acoustic yew
long bone
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hi, what dinosaur mod do you guys recommend?

cyan geyser
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Wieso startet die Drohne nachdem sie betankt und aufmunitioniert wurde nicht mehr Autonom?

old egret
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hello, i have a issue with a trigger, i want this trigger to activate when i place down a explosive charge that i already have in my inventory, in the trigger area, so it can complete the task

small patrol
dim kindle
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how do i make decals not clip; have one go above another?

prisma oyster
dim kindle
prisma oyster
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try Ctrl+X / Ctrl+V the one you want on top (or the other way around perhaps)
but I do not guarantee anything, I have no idea how it is dealt with here

wind raptor
mellow juniper
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how do i make units randomly pick a house to garrison with lambs garrison module? so far i've been only able to either make them garrison one of the buildings or spread across multiple

mellow juniper
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how can i script the mlrs to shoot a lot of diffrent targets?

wind raptor
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@mellow juniper Use commandArtilleryFire or doArtilleryFire, for example like so:

{
  MLRS doArtilleryFire [_x, "12Rnd_230mm_rockets", 1]; //Send the order to fire one rocket.
  sleep 2; //Wait for the rocket to be fired.
} forEach [_targetPos1, _targetPos2, ...];
```Replace `_targetPos*` with the positions of your targets.
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Please note that there is a dedicated channel (#arma3_scripting) for scripting questions such as this one.

mellow juniper
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may i tag you in the script channel to ask some questions?

kind prism
# mellow juniper how can i script the mlrs to shoot a lot of diffrent targets?

use the Fire Mission waypoint, but you need to make sure that the vehicle runs out of ammo in each fire mission, using the waypoint's script custom argument, see example here https://community.bohemia.net/wiki/Waypoints#Fire_Mission.
You'll also need to make it go back and forth between a rearm vehicle and firing position[s].

So for the M5 Sandstorm, the waypoints look like this:
1,4,7 are move to ammo truck
2,5,8 are move to firing position
https://www.youtube.com/watch?v=nz-HlRecN-Y

cyan hemlock
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is there a way to parent the camera module to a helicopter?

zenith flame
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Is there a way to have the editor actually check the list of mods vs the list of placed units/modules and generate a more accurate dependency requirement list?

small patrol
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So you mean you want to narrow down which Mods you actually use instead of you load?

zenith flame
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Yeah, I don't need the mission to require RHS if there's no actual RHS units, for example.

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Or no zombie mod required if there's no zombies. etc.

small patrol
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Good question. Let me write some once I'm back, if I stll recall this topic

zenith flame
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Take your time :)

small patrol
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FYI, IIRC there is a way to see which kind of objects/Mods (aka addons in this context) are actually loaded/involved into the mission. Forgot how do I access to the viewer

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Maaybe located in top-left of the Eden

small patrol
# zenith flame Is there a way to have the editor actually check the list of mods vs the list of...
private _mission = (loadConfig "mission.sqm") ;
private _list = getArray (_mission >> "addons") ;
private _return = [] ;
{
    _return append configSourceModList (configfile >> "CfgPatches" >> _x) ;
} forEach _list ;
copyToClipboard ((_return arrayIntersect _return) joinString endl)```I've just wrote one. To use, save your mission first and put this into Debug Console, the return value is in your clipboard
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Actually there is an integrated similar function, but it does not show Mods you use but addons, so not quite suit for you and your usage. So I've wrote one

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Never knew I can load config from mission.sqm

small patrol
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Keep it mind that it only detects units/objects placed in the mission itself. Things can be different once it tries to add an object through scripting

zenith flame
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Right, the physical presence of objects is what mattered mostly to me

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this is really great

small patrol
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👍

digital compass
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Hey there does anyone know how I could set the probability of presence on a whole composition?

The idea being a bunch of pre placed enemy camps that have a chance of spawning or not spawning.

I was thinking a show/hide module but the objects still exist when they are hidden with that

wind raptor
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@digital compass Place all the camps (with 100% probability of presence), then use a little bit of scripting to randomly select and subsequently delete some camps.
Place each camp in its own layer in Eden, that allows you to easily select and delete camps using getMissionLayerEntities. Example:

private _campsToDelete = ["Camp 1 Layer", "Camp 2 Layer", ...] select {random 1 > 0.5}; //Probability to select an element: 50%

{
  deleteVehicle _x;
} forEach flatten (_campsToDelete apply {(getMissionLayerEntities _x) # 0});
digital compass
wind raptor
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The best place for it is initServer.sqf.

eager hull
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has anyone tried the Local Only attribute for objects? how reliable is it?

prisma oyster
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nobody ever tried I'm afraid
and it most likely doesn't work, at all

crimson wedge
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What? I encourage my mission makers to use it in specific situations 😅

prisma oyster
crimson wedge
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Jasper enableVehicleSensor ["Sarcasm", true];
I've re-enabled it...

eager hull
eager hull
crimson wedge
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No issues with AI as well, and no AI shooting through the local objects. So seems to work reliable.

eager hull
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I see
so if it doesn't give me problems in SP it shouldn't change in MP with many players?

crimson wedge
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Well depends if you are zeusing, its still better to remove the structures for example once the players have left the area. But if you have an large amount of objects over the whole map it does make sense to enable it for all. Also when it's local only you can't fix stuff during the mission, keep that in mind as well.

prisma oyster
eager hull
crimson wedge
eager hull
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oh absolutely not plannign to, sounds like a nightmare

prisma oyster
crimson wedge
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Yea. I had an mission where an hidden wall would disappear, so I would just make that single object not local.

eager hull
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does that mean that the limit is just the GPU one now?
I can place as many objects as I want as long as it doesn't have too much polygons/drawcalls on screen?

crimson wedge
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CPU/GPU still but yea...

eager hull
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sorry if I keep asking but I've looked for something like this for years and after the update I never got the chance to try it

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for example now there should be no difference between SP performance and MP performance ignoring desync stuff?

crimson wedge
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Well there is still network stuff going on on players and other objects. So it won't be the exact performance. Also server takes a load from client so... Hard to say really...

eager hull
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I'm afraid to try these 1K+ objects compositions and ruin the night for everyone

crimson wedge
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Only one way to find out in Arma 😂

prisma oyster
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"f- around and find out" — Arma fanbase

eager hull
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well
I'll guess they'll either be happy about it or ban me from making missions

prisma oyster
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so you could do that moving row of objects to simulate moving fast locally @eager hull 😄

sinful zenith
sinful zenith
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The only real difference this makes, is reduce server load.
Not even client as much, when an object does nothing and never moves, you're also not sending and receiving network updates for these anyway

eager hull
sinful zenith
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The thing this fixed is, the server (and clients that own the object) have to regularly (usually every frame) check if the object changed "enough" such that a update needs to be sent

prisma oyster
sinful zenith
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On server, these updates are multiplied for every player.
So with 64 players, one static object that never moves, has to do 64 "did I change enough?" Calculations every frame.
Multiply that with hundreds of static objects, and 100+ players and you quickly feel the impact

eager hull
eager hull
sinful zenith
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Haven't heard any issue reports so far besides when I broke the first implementation of that

shell arch
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Why does setObjectScale work for a mission run through editor scenario preview, but not if you publish the mission? I just recently found this out, and it makes no sense to me. It's a damn shame as I was finally going to create and publish a mission using these very functional giants: https://www.youtube.com/watch?v=TV683awG_Gw&t=3s

I know Giants will never be added to Prairie Fire, but its too fun not to include in my playlist!

Since BI recently added new setObjectScale command, GIANTS are now a possibility in ARMA 3! Here's some early raw gameplay footage of AI vs Giants.

I will be posting links to sample mission and scripts on the forums here:
https://forums.bohemia.n...

▶ Play video
prisma oyster
sinful zenith
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Yes it knows last state sent to every client

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If client1 thinks ammo is at 15 and client2 thinks its at 14. When it goes to 13 only client1 may need to be updated because only they have too out-of-date info

prisma oyster
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ah, I see. yeah I would have expected one server-side check at first, but it must have to do with network saving, units distance etc

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(thonks)

sinful zenith
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ah yeah distance would've been better example

kind tusk
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Accidently made a CSAT invasion

old egret
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How do i complete a task, when i get in in a vehicle?

small patrol
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player in car does. Where the car is the vehicle, replace with the name

keen jolt
small patrol
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“It doesn't work” is useless to troubleshoot either

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You need to specify how you've done

old egret
small patrol
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Not specific enough

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What exactly is the code

old egret
small patrol
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And what is an heli?

old egret
small patrol
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It does on my end pretty finely

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Who exactly is going to hop into the heli actually?

old egret
small patrol
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players?

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And who gets in in your test?

old egret
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so the moment they get on board they complete the task of getting in the heli

old egret
small patrol
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And what is the On Activation?

old egret
small patrol
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That's why

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If you have nothing nothing is going to happen in the first place

old egret
small patrol
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Something you want

old egret
small patrol
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Your goal is not specific either

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You can actually use some debug code like sqf hint "it works";

old egret
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ok thanks

mental crow
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there a way to hide roads

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in eden

fossil urchin
mental crow
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don'est work with roads the module

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how do i make blufor things opfor in eden?

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blue to red

grand flume
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is there a way to sync the Doors/Open module to a computer object, so a player can use the computer to reset the doors on scroll wheel action?

sinful zenith
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Module.. no
But, modules are just scripts.
And scroll wheel actions can be scripts.
You can put the modules script, into a scroll wheel action with #arma3_scripting

sinful zenith
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You could find the module in config browser, and find the script in one of its properties
Don't know where the script might be

shell arch
# keen jolt There's nothing about setObjectScale that makes it differentiate between eden an...

I'm afraid that's not true and easily proven. In VR editor I created a new mission with a player unit, and a Tanoan head statue object. In the head object's init I put "this setObjectScale 10". In editor preview the object scales up. I then publish to SP missions, exit editor and run SP mission. Head does not scale up. No other scripting is occurring. Also, wiki hints that this command is only intended for Editor: "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." If its not hard, it would be awesome if BI devs enabled this command for published mission usage.

prisma oyster
keen jolt
keen jolt
glad quail
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Is there a way to turn a vehicle's wheels in the editor for decorative purposes?

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or a turret for that matter

prisma oyster
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some turrets (UGV I think), otherwise no

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you have to place an AI, tell it to move, then remove it 😄

shell arch
# keen jolt well if you make them simple objects it'll work

Correct, but that's no good for my Giant scripts where I have an invisible normal unit with a scaled up unit attached to him. Scripts give invisible unit doMoves to move the giant, while the scaled up visible giant is playing animations to make him appear to move, wield a club, stomp, etc. The scaled up giant units can never be used in a published mission. 😢

keen jolt
glad quail
shell arch
keen jolt
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in my tests each frame worked fine

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make sure you use an actual each frame loop not just waitUntil or while

shell arch
prisma oyster
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let's say this one is an artwork supporting command and not a full scale (huhu) command

mental crow
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hello how do i turn blufor uinits to red so they are hostile to any blurfor

prisma oyster
grand flume
grave oriole
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Can anyone tell me why the task symbol is in the air but I have it placed much lower. I can only assume it has something to do with it being on the USS liberty but idk. The destination is the module position so idk it works for all my other tasks.

#

Sorry if the pics are low quality

grave oriole
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I've used the script in this video and it works fineish but what I'd like to do is have the unit fire at said target once a trigger is activated. But I can't seem to figure out how any help would be appreciated. https://youtu.be/leTXtzhCQXs

This is an Arma 3 Eden editor tutorial on how to make an Ai unit shoot at a specific object/target.

Copy & paste the following into the units init:

null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};

• Change t6 to what ever you have called the targe...

▶ Play video
mental crow
static sleet
# mental crow uh how i do that in eden sorry..

Place the squad you want, place a unit that belongs to the side you want them to be and join them to him as group leader

In the units properties, set it's probability of presence to 0%.

The group will match the side of their leader, and the leader shouldn't spawn

glad quail
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Is there a way to attach objects to the turret of a vehicle and have them move with the turret?

small patrol
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attachTo

glad quail
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That attaches to the hull doesnt it?

small patrol
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adjust offset, memPoint, followBoneRotation

glad quail
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Someone gave me this code:

number_object attachTo [tank,[0,0,0] ,"Otocvez", true];
[number_object, [0,0,0]] call BIS_fnc_setObjectRotation;
number_object setObjectScale 0.5;

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but since I dont know the commands, I dont know what I should change

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like what is otocvez

small patrol
#

That's a Czech

glad quail
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Which parts should I change in order to adapt it to other vehicles?

small patrol
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I don't know which vehicle it is

glad quail
#

Its CUP M60 I believe

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I dont want to use for modded content tho

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just vanilla

small patrol
#

? Isn't CUP a Mod?

glad quail
#

Yes

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He used it for his M60

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I want to use it for vanilla

small patrol
#

Ah

glad quail
#

for different vehicle

small patrol
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I think otocvez is good for most vehicle

prisma oyster
kind prism
#

^ Recommend you do the Eden editor tutorial via button in the top right corner

glad quail
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Is there a way to attach something to turret using bis fnc attachtorelative command?
Using coordinates is so hard because its constant trial and error to get the correct placement

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This seems to work and the object rotates with the turret, however I can't get the placement right no matter how hard I try

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Replacing the 1st line to "[this , tank1] call bis_fnc_attachToRelative" attaches it back to the hull instead of the turret

plain gale
#

You could use the debug console in scenario preview to adjust to position in real time

#

There is also Terra's Editing Extension mod that adds a Attach To Editor to Eden Editor.

grave oriole
glad quail
grave oriole
#

Damn bummer

vestal perch
winter hull
#

ok, i'm at the end of my rope right now and i need help.

i'm trying my hand at the eden editor, carrier strike group mission.

how do i save/respawn a custom pylon loadout when an aircraft with said loadout is destroyed, and how do i make sure that it'll keep it's wings folded after the respawn

also, can the sentinels use the aircraft carrier catapults? or are they just gonna fling off the edge

small patrol
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And since we have no command to get which bone does turret rotation we cannot say how to get otocvez equivalent

glad quail
#

otocvez worked fine

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tried it on vanilla slammer

small patrol
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Well then try what R3vo said

plain gale
#

Nope

winter hull
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creating a search and destroy mission w/ a lot of enemies, what's the script for squad kia as opposed to individual man kia?

grave oriole
grave oriole
lusty crag
#

Guys why some of enemy AI has infinite health when u want to test ur scenario?

small patrol
#

You may disabled Special States > Enable Damage

lusty crag
#

But he won't die

small patrol
#

Then may be a Mod's issue

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Always try in vanilla if you have some issue

lusty crag
#

He died 😐

inland scarab
#

how do you make a faction mod without using Alive?

small patrol
#

Using config

round meadow
#

How do I go about perhaps being less dependant on triggers and using more and more scripts? I don't know where to start.

coarse gorge
#

I know its possible to edit tank weapon loadouts so they can have more HE or more MG reloads etc, in the editor. But is it possible to allow players to customize this?
I know a similar system exists for helicopters/planes with a rearming pylon. Looking for something similar

grave oriole
#

null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};

I used this code in my mission is there a way to use this but with a trigger? Right now the AI shoots as soon as the mission starts I'd like for them to only shoot once the player moves into a trigger.

twilit iris
#

good morning how are you? I hope everything is fine, friends I don't speak English I use the translator I hope your understanding please. I want to ask several questions. I don't know if someone can help me, I'm new to this... I'm creating a server for simulation of an armed conflict in Colombia

#

I thank you, if you can give me a hand, I have several questions, if there is the possibility that any of you speak Spanish in private it would be better. if not I will adapt in what you can help me thank you very much

mental crow
#

is anyon here good with making tunnels in eden?

vestal perch
#

what exactly are you looking for?

mental crow
#

just soething big enough and nice looking for players to go through

small patrol
#

It's not working - how?

small patrol
#

SP or MP?

royal thicket
#

so i just noticed that if you drag an object in 3den and hit enter while dragging to enter mission preview and then exit mission preview, the game crashes.

#

should i submit a bug report about that somewhere?

keen jolt
small patrol
#

IIRC Hide Terrain Objects has some issue in MP to execute properly

#

You may need to script it

zenith flame
#

So, where in cfgRespawnInventories do you place items intended to be weapon attachments?

small patrol
#

Editor does nothing to do with a server?

dim kindle
#

then wheres the channel for help

#

@small patrol

small patrol
#

I don't know what you need

dim kindle
#

i need help with the arma editor and i want too make my own server

small patrol
#

You want to achieve both you mean?

#

And two different questions?

dim kindle
vestal perch
#

if you dont know where to ask you can use #arma3_questions, otherwise any of the subject appropriate channesl can be used for question

nocturne burrow
#

I use Persist RCO and one of the settings are to save permitted mines where you have to enter class names. An AT Mine with class name "ATMine" once placed and activated becomes 'ATMine_Range_Ammo". Now I'm looking for the correct class names for other explosives once they are placed and activated like "SLAMDirectionalMine" or "APERSTripMine" etc. I thought just adding "_Range_Ammo" to all of them would work but NO, that would be too easy. Any help please where I can find this.

nocturne burrow
#

EDIT: I found most of them in-game by escaping and click on CONFIG in the Debug Console. All but the Tripwire Flare.

oblique moss
#

Is there a way to give every placed object in eden editor dynamic simulation at once?

small patrol
#

Select multiple objects, open attributes, check the checkbox

zenith flame
#

I'm losing my mind, what's the correct dimensions for the whiteboard texture (Land_MapBoardf_F)???

acoustic yew
zenith flame
#

The black bar spacers are not optional

#

not unless my editor was glitching

#

(this is perfectly possible, once it didn't update the texture until I fully restarted Arma)

keen jolt
#

It won't update a texture when its path is the same

small patrol
#

You can update textures with the same path using Diag Exe on the fly

keen jolt
#

Yeah but without it changing the path is the only way afaik

zenith flame
#

It would make the most sense

small patrol
#

2kx2k apparently

zenith flame
#

yeah but if you crop it?

small patrol
#

Crop what?

#

Apparently this is how it is

zenith flame
#

If you crop it, is the resulting file ~2048x1024

small patrol
#

2kx1k can work. but the aspect ratio of the actual whiteboard part of the texture should be it

#

So the border is mandatory

keen jolt
#

The borders are too small

zenith flame
#

I wish it was listed somewhere

small patrol
#

What list

keen jolt
zenith flame
#

this stuff isn't listed on the wiki for people to make their own textures, I'm starting to think there should be a page on the wiki of "here's how big this texture should be for these items, you need black bars of this size, etc"

small patrol
#

Of course it is free to make an article

#

If you find something is lacking in #community_wiki , you can always suggest or make one

#

But I also doubt what kind of objects can be listed in the article

supple lagoon
#
private _vehicles = [
["CUP_Smrk_velky", [18547.1, 13243, 96.7034], [-0.639637, 0.766895, 0.0523111], [-0.0767735, -0.13145, 0.988345], true],
["CUP_Smrk_velky", [18590.4, 13210.9, 97.3972], [-0.636418, 0.770633, 0.033107], [-0.125989, -0.146199, 0.9812], true],
["CUP_t_picea3f", [18602.2, 13201.5, 100.201], [-0.636732, 0.770002, 0.0408551], [-0.12208, -0.152983, 0.980659], true],
["CUP_t_picea3f", [18510.8, 13269.7, 99.6315], [0.325249, 0.930634, 0.167729], [-0.113267, -0.137756, 0.983968], true],
["CUP_t_picea3f", [18521.6, 13255.9, 98.917], [0.326207, 0.933337, 0.149902], [-0.0837048, -0.129434, 0.988049], true],
["CUP_t_picea2s", [18623.8, 13182.5, 96.3031], [0.671691, -0.739818, -0.0387361], [-0.115227, -0.155981, 0.981016], true],
["CUP_Smrk_velky", [18532.4, 13259.2, 97.5118], [-0.638472, 0.768868, 0.0345735], [-0.0975325, -0.125387, 0.987302], true],```
#

Hi guys, how do I upload custom objects to the editor? Thank you

small patrol
#

Define upload, custom objects and the editor

#

And what is that array?

supple lagoon
#

I have chernarus 2035 complete pbo, but I don't know how to get it into the editor.

small patrol
#

Is also is hard to answer since what is the situation. We don't know the term complete pbo

#

@supple lagoon?

supple lagoon
small patrol
#

This makes zero sense

#

What exactly you want?

prisma oyster
young belfry
#

I wanna have a path up a hill, but the hill seems to be too steep xD

supple holly
prisma oyster
#

hideObjectGlobal on the server

royal thicket
#

does anyone know of a mod that shows the 3den ID of objects in the editor?

royal thicket
#

convenience of seeing the IDs without having to resort to the debug console.

#

i have some data saved in the mission folder that references objects by 3den id and it would be easier to read manually if i had the id displayed in the editor

#

just thought someone might have made a mod for that

small patrol
#

I actually made a Mod that the variable name can take its effect in Eden Editor workspace

#

Which is not a public Mod, but just for my convenience

royal thicket
#

can you send it to me? that sounds really conveinient

small patrol
#

Give me a few

royal thicket
small patrol
#

Oof sorry

elfin snow
#

Can someone provide me an init scrip for a playable character that only spawns when a player has selected him?

#

hello lou! i remember you from 2 years ago

prisma oyster
elfin snow
#

what should i do?

royal thicket
prisma oyster
# elfin snow what should i do?

I don't know about Eden Editor (but it should be possible to do so from it)
but create a description.ext file in your mission directory and write disabledAI = 1; in it

elfin snow
#

thanks!

prisma oyster
elfin snow
#

here

#

you helped me out alot

#

couldnt have made my unit without you

prisma oyster
#

from another account then 🙂

elfin snow
#

yeah an older account

dim kindle
#

Is it possible to disable all streetlights? In the mission the city got grozny'd so it doesnt really make sense for there to be street lights

prisma oyster
dim kindle
#

Ive never scripted before, where would one put that line of code?

#

also is it possible to make ai to stay on the position i placed it on? Trying to do a room clearing but the ai keeps wandering off

prisma oyster
#

scripting as well, you could disable their AI pathing

prisma oyster
prisma oyster
dim kindle
#

thanks 👍

elfin snow
#

nevermind figured it out

supple lagoon
#

Please DON'T know which mod shows the class name in the editor?

#

Map Object Finder

tawny flower
#

Been trying to figure something out for a while: I have a mission where I was planning to have my players defend an area while enemies are spawned constantly (every 90 +- 10 seconds) , via triggers, but due to how triggers work, my plans do not, since to reactivate a trigger, you have to leave and reenter the area.
Basically, I want, so long as my players are present in an area, for a trigger to spawn a group of enemies and move them to the objective area every 90 seconds or so, if that makes any sense at all.

script below:

while {this} do {
_grp1 = [getMarkerPos "testSpawnB", east, ["LOP_AM_OPF_Infantry_Rifleman_2", "LOP_AM_OPF_Infantry_Rifleman","LOP_AM_OPF_Infantry_Rifleman","LOP_AM_OPF_Infantry_Rifleman","LOP_AM_OPF_Infantry_Rifleman","LOP_AM_OPF_Infantry_AR"],8] call BIS_fnc_spawnGroup;
_wpt1 = _grp1 addWaypoint [getMarkerPos "testMove",5];
_wpt1 setWaypointType "MOVE";
sleep 90;
};

Thanks for any help
(I'm still rather new to scripts and mission creation, please be nice, thanks)

acoustic yew
# tawny flower Been trying to figure something out for a while: I have a mission where I was pl...

Two things:
For a while loop with sleep you want to wrap it in spawn {} so it doesn't try (and fail) to run unscheduled in a trigger
https://community.bistudio.com/wiki/spawn
You won't be able to use 'this' in scheduled code (wrapped in spawn {}) but you can check for players in 'list _trigger', or potentially even get a boolean value from 'triggerActivated _trigger' (not sure how this behaves with trigger deactivation)
https://community.bistudio.com/wiki/list
https://community.bistudio.com/wiki/triggerActivated

#

_trigger being your trigger variable

tawny flower
#

Aye, thanks mate

dim kindle
#

im trying to get AI to fly the plane so that the player can airdrop out of it, but for some reason every time i set markers the AI Decides to nose dive at the floor, nearly hit the ground, then pull up and start doing all sorts of dumbass high G maneuvers in a transport plane. Is there any way for it to maintain altitude?

scarlet crystal
#

by markers you mean waypoints? are you placing them on the desired height? if the plane is starting in air, does it have it's engine on from the mission start? also placing waypoints too close to each other that are not in straight line can cause the AI to freak out, planes are pretty fast and can't do 20G turns

twilit iris
#

good morning guys, could any of you help me, I need to create a teleport inside a vehicle... how can I do it, thanks

prisma oyster
twilit iris
#

ty

#

I put this script to a trigger?

prisma oyster
twilit iris
#

okay I want the player to teleport into a plane or helicopter

prisma oyster
#

this does not answer the "when"

twilit iris
#

It could be when it reaches a trigger and when activated it teleports inside a plane or helicopter that is flying

prisma oyster
#

then in the trigger activation field
undefined behaviour if it is multiplayer!

young belfry
#

What should his name be?

elfin snow
#

can anyone give me a nice fake cartel name? 👀

scarlet crystal
#

El Fuego

unkempt brook
#

Is there a way I can get really realistic volumetric clouds? And is there a way to change the max height?

#

Like this

scarlet crystal
#

cloud height is defined by map config (and can be modified through modding it, like the EO's Sullen Skies mod)
clouds can be modified to a point, Realistic Weather mod does that and again this is a map config thing.

#

but you won't get anywhere close to DCS visuals, instead just play that game rather than A3.

unkempt brook
#

Ok thanks

elfin snow
#

fnc_respawn = {

params["_sol"];
_sol addEventHandler ["Killed", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
_loadout = typeOf _unit;
[_loadout] spawn
{
_loadout1 = _this select 0;
sleep 120;
_newUnit = _loadout1 createUnit [[1873.24,4768.28,0], createGroup west, "[this] call fnc_respawn;"];
};
}];

};

#

what does this do in functions.sqf

plain gale
#

It recreates a unit of same type as the killed one 120 seconds after the kill

#

It's also recursive as the new unit will also be cloned

mortal hare
#

not possible, you can attach it via script commands and that's about it.

elfin snow
#

Hello! is it possible to control the name that comes up when people look at you?

small patrol
#

Not by a script

#

... at you? Think have misread that. Which text you talk about?

elfin snow
elfin snow
small patrol
#

Ah I haven't misread that. No you can't, it is defined in config so Mod side thing

scarlet crystal
#

if you "would like it", you can make it yourself. There are no official replay tools and unofficial ones are limited to show unit movement on the 2D map.
Instead you can prerecord your movement and make AI play it through UnitCapture/UnitPlay commands. But that's more of a #arma3_scripting thing. There is plenty of videos on how to create cinematic movies on Youtube.

elfin snow
#

can anyone tell me how to make the respawn system in the game only respawn the player when the player chooses to respawn?

primal wave
shell kestrel
#

What code would I need to make the crew of a spawned plane, have a view diamstance of 8000m?
(to match the description.ext for players)

Currently, when the crew is remote controlled, the view distance is limited to approx 1200m

shell kestrel
#

I have attempted this, with no success yet.

How would I apply this to the AI crew of a spawned plane?

#

From a trigger in the OnAct or in a script?

small patrol
#

AI crew? Why?

shell kestrel
#

I have made a support for MP, which spawns an AC130 gunship with a crew, im working on having the player take control of the gun turret, which is working, but the view distance in the air is limited

#

(I just realised that it may be limited to on ground view distance, as the player is on the ground)?

#

Plane flys in and is available for 15mins on a loiter pattern above the player, then leaves the AO, just cant see very far due to the viewDistance limitation..

#
  • That was the problem.
small patrol
#

Firstly, a view distance is a thing only for player computer(s). The gunner player unit only should have setViewDistance 8000; command upon the spawn in this context, I guess

shell kestrel
#

Thanks, I will play around with it a bit more.

Changing my onFoot* viewDistance settings in the description.ext to 8000m has given me the same viewdistance from the turret, as the player is still onFoot while remote controlling the turret.

prisma oyster
#

the thing is, you can change it on server (for AIs and the eventual host)
but then it is for all AIs

twilit iris
#

Good morning friends, I wanted to ask you a question about a tutorial about some economy mod

twilit iris
#

how to put an economy system on my server

vestal perch
twilit iris
#

would be the best!! But how do I contact him? I already looked for him on several networks and nothing

vestal perch
twilit iris
#

workshop steam

vestal perch
#

you can usually contact the maker from there

smoky river
#

Is there a way to make unit undetectable to enemy ai.
With just hidden model, enemy still detects it and blasts empty space until it runs out of ammo.
If i use setCaptive or move group to civilian, unit looses all combat behaviour, which is not what i want.

Id like for the unit to still behave normally. Unit model is hidden, but still needs to shoot.

One way i see it, would be to move it way off into debug zone...
Does anyone have possible solution, other than that?

scarlet crystal
#

AI with hiddenObject should not be detectable by others unless you're using mods

primal wave
#

Correction: not a loop, but an eventhandler-

#

Maybe give your unit a variable name and add your forgetTarget event handler to all AI groups. This is just a brainstorm.

smoky river
prisma oyster
#
guy1 setCaptive true;
```***won't*** change `guy1`'s behaviour, only his normal enemies that will ignore him
smoky river
# scarlet crystal AI with hiddenObject should not be detectable by others unless you're using mods

Since the thing in question is a turret -VLS, Which has an AI gunner, should gunner also be hidden, or is just vehicle enough?

Yes im using mods, so that could be it. Im suspecting real engine, as enemy assets are cup and no other ai mods were used.

Additionaly, the only units that can detect it are qrf ai with, with guard waypoint, with skill level at 100%. (These are intended to kill players if it comes to that), but they target that hidden vls insted...

smoky river
wind crest
#

Hey all - I've got a question. I'm trying to play with a modded set up and do a bit of tactical barbie to outfit my units from a faction with their own kit - so to take an existing faction and set up new uniforms for a small SF-based team. This is just with AI though. Would the best approach to outfit NPC units at the start of the mission to be just have them spawn with the desired gear? So edit using ALIVE ORBAT? Or is there a way to quickly apply full uniforms/loadouts to NPCs in game at the mission kickoff?

smoky river
scarlet hedge
#

Hey so I want to attach a flag pole to a vehicle in the corner of it, how do I find what is the required X and Y for the positioning?

#

I am all new to that so I have no clue how

#

I tried to attach it with out X,Y,Z but it just in the air

coarse gorge
#

Hello,
Are there any solutions to the issue of zeus becoming inaccessible mid mission?

gritty tulip
#

Hey everyone. I’m having issues fixing the weapon sway, stamina and AI accuracy on a KP lib map.

“Player enableStamina false” inside the initplayerlocal and onplayerrespawn doesn’t work.

Changing the accuracy in my server.cfg and profile for@my dedi server doesn’t work. Anyone have any ideas?

gritty tulip
vestal perch
gritty tulip
smoky river
gritty tulip
smoky river
supple lagoon
vestal perch
supple lagoon
vestal perch
#

could be it does not work or you did not have right required addons to use it with

vestal perch
#

its description does not really say much anything useful

supple lagoon
vestal perch
valid ether
#

Anyone know how to fix an issue based around auto-assigning slots on a server (not in lan). The auto assign slots attribute is disabled, but it continues to be an issue.

sudden nexus
#

How do I turn on the headlights of a car?

kind prism
sudden nexus
prisma oyster
#

if you are creating screenshots though, use POLPOX' artwork supporter

sudden nexus
prisma oyster
#

a car's lights is not activated by animation iirc

scarlet crystal
#

artwork supporter adds placeable light beams tho

sudden nexus
scarlet crystal
#

¯_(ツ)_/¯

sudden nexus
#

If even

scarlet crystal
#

these are literally in-game lights

prisma oyster
#
private _car = get3DENSelected "object" select 0;
_car setPilotLight true;
_car enableSimulation true; // might be needed
wild hare
#

Hey, how does one place ambient activated land mines in the editor? Without the obvious red triangle.

sudden nexus
prisma oyster
#

the init only fires on mission start, sooo no

#

use the debug console

kind prism
prisma oyster
kind prism
#

right but it seems like he's looking for (a) way to help see while placing stuff? or is it to (b) preview the effect of the car's headlights xD
(a) or (b)?

sudden nexus
small patrol
#

Why you would want to screenshot in Eden workspace when you can preview it?

kind prism
#

just press L to turn on the camera-coaxial spotlight

prisma oyster
sudden nexus
#

I don't know how to explain it properly

prisma oyster
#

you need the lights to work in Eden because you want to place the car's headlights a certain way for the mission start (and you need this lights preview)
that's it?

small patrol
#

I thought you said you use Artwork Supporter

sudden nexus
prisma oyster
#

ok so (b) it is ^^

sudden nexus
#

So I need to direct it properly and see If it affects all the actors and stuff the way I want it to

prisma oyster
small patrol
#

I think switchLight?

sudden nexus
#

Probably a stupid question but how do I access the debug console..?😬

small patrol
#

Tools > Debug Console

quiet plume
#

or just escape menu if you're running the mission in editor

small patrol
#

But the question is all about Eden Editor?

sudden nexus
#

Huge thanks to everyone who contributed for their input, sorry you had to witness me battling English

small patrol
#

Apparently Eden Editor is a singleplayer so everything you see is local, Execute Local is fine enough

prisma oyster
prisma oyster
wild hare
#

The ordance must be primed but I've noticed placing random explosives brings up the warning triangle, defeating it's hidden nature.

prisma oyster
#

only if you spawn nearby perhaps

supple holly
#

Also to disable those red triangles you can do that in Game Difficulty. But if you are gonna play on Server then you have to do that on Server as well.

wild hare
small patrol
#

Define easier, and what kind of add? Haven't seen anything that is dedicated to waypoints

small patrol
#

Well, ask actual question/wonder here and you may have an answer

smoky river
#

Guard waypoint works in combo with trigger. First put down empty triggers, with "guarded by <side>" type. Then spawn some units on that same side and give them guard waypoint (doesnt matter where). Units will then move from trigger to trigger from time to time and guard them.
In my testing they seemed to also respond to any gunfire around any of these triggers.

They guard by priority of which trigger is placed first

hallow hinge
#

Hi, is there an official map that shows the layout of faction bases? I want to create a custom scenario/map in Altis that has all factions with active bases (patrols, vehicle maintenance, entry point control, etc) and you would be able to explore all bases. Also thinking of going a step further and making the player able to join one of the factions (NATO, Independent, and the other faction I forgot what it was called), maybe add some mini missions or side quests like transporting stuff or taking out targets. But I would like to create the faction layout somewhat to how it would officially be, if there is one.

prisma oyster
#

depending on what you are after, you can either e.g add invisible markers on Altis on appropriate bases, search through location types, etc

supple lagoon
#

Guys I can't find this model, does anyone know what it is? t_stub_picea

#

ca\plants2\tree

kind prism
prisma oyster
#

where did you find this?

kind prism
#

\a3\editorpreviews_f_enoch\Data\CfgVehicles\Land_t_stub_picea.jpg
but yes it's also in a2

supple lagoon
#

Thank you very much meowheart

supple lagoon
prisma oyster
supple lagoon
prisma oyster
supple lagoon
prisma oyster
#

apologies for the wrong assumption, I am glad to be wrong!

supple lagoon
#

cool, there must be order 🙂

supple lagoon
#

Better to use the one on the left, right?

kind prism
#

well, sides are natural vs this one is sawn/axe-felled. could be a key difference.

supple lagoon
prisma oyster
#

😁

kind prism
#

it's in A2 samples too

prisma oyster
#

wait: ADPL-SA

Arma and Dayz Only - You may not convert or adapt this material to be used in other games than Arma and Dayz.

#

ugh, 'headache' so won't dig 😄

sinful zenith
#

I don't know what license is on samples

prisma oyster
sinful zenith
#

Well that doesn't say what samples are licensed as

prisma oyster
#

"check the content of the package and the license and readme file attached" dang, have to dl 😦

kind prism
#

it says in the zip name, right?

dim kindle
#

I'm trying to make a screenshot in the Editor, and was wondering if there's a way to kill units and move their bodies around?

smoky river
#

Nope. Once they are dead, you can only delete them

nova canopy
#

hi, i have a question, what does selecting "deception" for a unit in eden actually do?

nova canopy
plain gale
#

What module is that?

#

Oh, that's the radio thing from Contact I guess?

nova canopy
#

I don't know dude, I just have the tom option in eden and I don't know what it's for 😦

kind prism
#

In the campaign you can transmit false orders and have patrols move away from where you want to go. maybe this determines whether that effect is temporary or permanent?

nova canopy
supple lagoon
#

Guys, I need to finish the upper right corner of the 2035 map. One person finished it and I would need to import it using the console into the arma 3 editor. Is this command enough for import? ```private _vehicles = [

["CUP_Smrk_velky", [18547.1, 13243, 96.7034], [-0.639637, 0.766895, 0.0523111], [-0.0767735, -0.13145, 0.988345], true],
["CUP_Smrk_velky", [18590.4, 13210.9, 97.3972], [-0.636418, 0.770633, 0.033107], [-0.125989, -0.146199, 0.9812], true],
["CUP_t_picea3f", [18602.2, 13201.5, 100.201], [-0.636732, 0.770002, 0.0408551], [-0.12208, -0.152983, 0.980659], true],
["CUP_t_picea3f", [18510.8, 13269.7, 99.6315], [0.325249, 0.930634, 0.167729], [-0.113267, -0.137756, 0.983968], true],
["CUP_t_picea3f", [18521.6, 13255.9, 98.917], [0.326207, 0.933337, 0.149902], [-0.0837048, -0.129434, 0.988049], true],
["CUP_t_picea2s", [18623.8, 13182.5, 96.3031], [0.671691, -0.739818, -0.0387361], [-0.115227, -0.155981, 0.981016], true],
["CUP_Smrk_velky", [18532.4, 13259.2, 97.5118], [-0.638472, 0.768868, 0.0345735], [-0.0975325, -0.125387, 0.987302], true],
["CUP_Smrk_velky", [18566.7, 13231.8, 97.447], [-0.635159, 0.771439, 0.0381455], [-0.140589, -0.164033, 0.976385], true],
];

{
private _simpleObject = createSimpleObject [_x select 0, _x select 1];
_simpleObject setVectorDirAndUp [_x select 2, _x select 3];

{
    if ((toLower _x) in _invisibleSelections) then 
    {
        _simpleObject hideSelection [_x, true];
    };
}
forEach (selectionNames _simpleObject);

}
forEach _simpleObjects; ```c

plain gale
#

You need to use create3DENEntity for Eden Editor.

supple lagoon
prisma oyster
supple lagoon
#

OK, and how should I do it?

prisma oyster
dim kindle
#

Anyone want to team up and make, together?

prisma oyster
dim kindle
#

mods. lolthonk

prisma oyster
#

this channel is about Eden Editor 🙂

dim kindle
#

I made a map with zombies. How do you autopopulate the map?

prisma oyster
#

scripts

dim kindle
#

Are there scripts available to download somewhere?

prisma oyster
#

I don't know, I just write them
Google may know

dim kindle
#

Wow, that's cool!

civic ember
#

having an odd issue
Guerilla Garments appear as AAF Uniform for some reason
aswell, FIA Rifleman appears as an AAF Rifleman

prisma oyster
#

without mods?

zenith flame
#

In Zeus you can set a vehicle up to be a Respawn point. Is there any way to change the name of that respawn point to "Mobile Respawn" instead of "Offroad" or similar?

dusky lintel
#

question : what does the Object Attribute Skill change ? how does it improve the AI on soldiers ?

small patrol
dusky lintel
#

thank you 👍 😎

dusky lintel
#

i suck at Editor 😭 and I did the tutorials for Editor

#

is there anyone who can help me finish my scenario ? its very simple. i just dont understand it 🤣 🔫

prisma oyster
#

here, we can help you understand the editor if you need help

dusky lintel
#

there so much i dont understand, i dont even know where to begin

#

been trying to figure out how to place and set up things like : waypoints, markers, timers, and other slightly tehcnical stuff

#

at best, all i can do is place and rotate objects 🤣

prisma oyster
#

waypoint, press F4 to enter waypoint mode, click a unit/group, right-click somewhere, et voilà a waypoint!

dusky lintel
prisma oyster
#

markers, F6 to enter marker mode, then M to open the map, then double-click to place or edit one

prisma oyster
dusky lintel
prisma oyster
#

a couple of words here and there in some languages always help

#

anyway, "timers" are more of a scripted thing, but you can do that with a trigger too - F3 for trigger mode, then check trigger condition and time values in one of them

#

as for "other slightly technical stuff", we can see when we get there

dusky lintel
#

awesome. thank you very much dude !

#

wait a sec. @prisma oyster is the guy in your profile picture, the guy from Grey's Anatomy ?

prisma oyster
#

it's Hugh Laurie, shot at the Harcourt studio I believe

small patrol
#

With what

frank turtle
#

hi is there a way to make hitboxes with character or objects scale

small patrol
#

Make hitbox?

scarlet crystal
#

iirc you can't unless you make a new model

frank turtle
#

how would you make a hitbox?

prisma oyster
frank turtle
#

oh

#

i see

crystal lagoon
fading goblet
crystal lagoon
#

they are

fading goblet
#

Are you using the official mods or some repacked crap`?

crystal lagoon
#

the official

fading goblet
#

well, the compat mods are obviously not up-to-date.
Try repairing the mods in the launcher, or in a worst case unsubscribe (which deletes them) and subscribe again to ensure you have the latest version

#

Although looking at the mods loaded, which includes star wars crap, it's most likely due to those mods which are broken as hell and break everything

feral acorn
#

how do i make a actually good mission

carmine turtle
#

What are some good mods for mission design?

scarlet crystal
scarlet crystal
lilac cedar
#

like Zeus Enhanced, Zeus Additions

civic ember
plain gale
prisma oyster
green perch
#

Hey, I managed to get Invade and Annex to work on my server, but I can't figure out how to get it into the scenario editor so I can tweak the vehicle spawns. Anybody know how to do that?

scarlet crystal
feral acorn
#

How do I make it so u gain points while holding objectives (sectors) over time and the game ends when u reach 500 points etc

green perch
#

Yeah, i was doing that, but someone else helped me figure out it was trying to pull a mission list from the main folder when I was signed in to another account. Didn't know it made a entirely new folder and put it nowhere near the main Arma one for my second profile

tired ore
# feral acorn How do I make it so u gain points while holding objectives (sectors) over time a...

https://www.youtube.com/watch?v=KWYblZS0PlE&ab_channel=SayUnkl, here is a definitive guide to show you all about this. I think theres an option to reverse the BleedTickets to add tickets instead of subtract one.

I know this is long! Sorry, but this is about setting up a Sector Control mission using the respawn tickets as a scoring system. I will link directly to the timeline for specific items once uploaded.

The basics are to use the Bohemia Interactive's function bleedTickets to set up ticket bleed when your enemy team owns more sectors than your team...

▶ Play video
quick forum
#

Noticed a lack of documentation, How would one have the respawn settings set to spawn on selected position, then in mission be changed to spectator with a trigger?

dim kindle
#

Does anyone know of any Rifle qualification compositions out there ? Looking for one for my unit.

glacial elm
#

Is there any way to load custom images onto the map?

#

Even if didguised as markers

prisma oyster
#

yes, through drawIcon

glacial elm
#

I can just import any .paa file into it?

#

^ disregard, i looked it up in the wiki, and yes i can

mortal mirage
#

i have a hopefully simple question, im currently trying to create a full ace arsenal box for a simple whenever zeus mission template, using [_this, true] call ace_arsenal_fnc_initbox; in the init, but it doesn't add a full arsenal of everything besides one rifle I set to infinity, and whatever the user is wearing.

prisma oyster
vapid fractal
#

Hello

  1. I put bots in my scenario (check my screenshot) to allow players to respawn. However, they are shooting. How can I disable that ?
  2. How can I copy and paste elements from one scenario to another ? (for example I set up an aircraft with vehicles, bots, weapons, etc on it, how can I copy and paste everything in another scenario)
prisma oyster
vapid fractal
neon nest
#

You can also disable it in 3DEN under Attributes -> Multiplayer, if memory serves me

#

Merging is CTRL+M, or under the Scenario tab in 3DEN

prisma oyster
vapid fractal
#

It won't destroy the current scenario right ?

prisma oyster
#

no, but if you are scared of this, make - a - backup

#

make backups
always
always make backups
backup

always

neon nest
#

End up with Mission_final_merge_v2

vapid fractal
#

`author = "TheIntelloBox";
onLoadName = "Stratis - Aircraft Sandbox";
onLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "picture.paa";
disabledAI = 1;

class Header
{
gameType = Coop; // Game type
minPlayers = 1; // minimum number of players the mission supports
maxPlayers = 20; // maximum number of players the mission supports
};`

prisma oyster
vapid fractal
#

They are still shooting

prisma oyster
#

I believe you can set their probability to zero to prevent that in SP

neon nest
#

Are they a different faction from you? What even are they shooting at?

vapid fractal
#

Should I enable it ?

prisma oyster
neon nest
#

Your description.ext will overwrite the settings in 3DEN, try launching it in multiplayer

prisma oyster
#

do this (for all of them), it should work in SP too

#

@vapid fractal all good?

vapid fractal
#

Thanks to both of you 🙂

#

I'm trying the merge tool now

#

In the past I had a virtual vehicle spawner and a menu to heal yourself, rearm vehicle, etc, but when I launch the map it seems like nothing works anymore, where can I check the problem ?

#

I can see them in my scripts folder

kind prism
kind prism
#

Ctrl + Shift + V to paste in original position.

vapid fractal
#

Any fix for my script problem ? 🙂

prisma oyster
vapid fractal
# prisma oyster what's your script problem?

In the past I had a virtual vehicle spawner and a menu to heal yourself, rearm vehicle, etc, but when I launch the map it seems like nothing works anymore, where can I check the problem ?

prisma oyster
vapid fractal
#

I have a file with this :

#

sleep 3;
hint "initPlayerLocal.sqf";
systemChat "initPlayerLocal.sqf";

#

Where do I need to put initServer.sqf in the editor ?

prisma oyster
vapid fractal
#

initPlayerLocal.sqf

prisma oyster
#

just creating the file won't make your scripts magically work, read their documentation or copy-paste the old file from where it worked before

vapid fractal
#

I unfortunately don't have the documentation or the old file (changed my computer), is there a way to know what I must do by looking inside the files ?

prisma oyster
#

yes, but it is tedious. try googling to find the original download or online doc

vapid fractal
prisma oyster
#

I don't think it is

vapid fractal
#

{_x allowDamage false; doStop _x; removeAllWeapons _x; _x enableSimulation false;} forEach (units (group this)); this addAction["Virtual Vehicle Spawner",VVS_fnc_openVVS,[GS_1,"Air"]]; if (isServer) then { [[this,"STAND_U1", "ASIS"],BIS_fnc_ambientAnim ] remoteExec ["call"] };

#

Here is another one

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

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

but yeah please read doc or refer to old code, because nobody is going to blindly dumpster-dive with you here 😬

vapid fractal
#

I also have a teleport script that doesn't work...

#
titleText["Select Map Position", "PLAIN"];
onMapSingleClick "vehicle player setPos _pos; onMapSingleClick '';true;";
hint "good!";
prisma oyster
#

hm-mh

sturdy jolt
#

I have been trying to pull information on attributes of a marker placed in 3DEN using get3DENAtribute. I have pulled the text identifier for the marker using all3DENEntities and can pull the position and text for any specific marker. I have been unable to get the type, color, shape or size for markers. I am using the names of attributes listed on the wiki at: https://community.bistudio.com/wiki/Eden_Editor:_Marker

#

I assume I am making a rookie mistake but have not been able to find it.

small patrol
#

How do you try to fetch? What's the code?

sturdy jolt
#

all3DENEntities params ["_objects","_groups","_triggers","_systems","_waypoints","_markers","_layers","_comments"];
diag_log format["_markers = %1",_markers];

if (_markers isEqualTo []) then
{
diag_log "No Marker Found, no Marker Definitions Will Be generated";
} else {
private _m1 = _markers select 0;
diag_log format["_m1 = %1",_m1];
private _pos = _m1 get3DENAttribute "Position"; // Returns expected value
private _text = _m1 get3DENAttribute "Text"; // Returns expected value
private _type = _m1 get3DENAttribute "Type"; // Returns Null
private _color = _m1 get3DENAttribute "Color"; //Returns Null
private _shape = _m1 get3DENAttribute "Shape"; // Returns Null
private _size = _m1 get3DENAttribute "Size"; // Returns Null
diag_log format["_pos %1 | _text %2 | _type %3 |color %4 | _shape %5 | _size %6",_pos,_text,_type,_color,_shape,_size];
};

#

I realize that the value returned will depend on whether the marker is an icon or a shape (rectangle or elipse).

small patrol
#

You need to use property not the name IIRC, so instead of "color" you should to use "baseColor"

sturdy jolt
#

Thank you!

#

I would be happy to contribute and example for the next person who encounters this issue.

young nebula
#

Hello. Been trying stuff in editor and for some reason AI refuses to lower it's side arm no matter what.

Primary weapons they lower no problem when they aren't in a fight, but ones with pistols keep them ready all the time.

Is there a way to get AI with just pistol to lower it?

stiff forum
#

Try looking for mods with rifle sling movements or a CQB mod might have what you need?

#

Also I need SERIOUS help with one of my maps, if anyone's able to help pls dm me

kind prism
young nebula
#

I did find that thread, but being new to editor, I have no idea how to get it to work.

young belfry
#

There isn't a way to have a text sign the generates the text is there? Like, for a billboard or something.

#

oh wait

#

#(rgb,512,512,3)text(0,0,"Caveat",0.3,"#0000ff7f","#ff0000","Hallo\nWelt") horray

young belfry
#

Do things that stop rain get determined by their size?
Changing scale on an object, scale of 2.8, rain still goes through, 2.9 and it acts like a successful umbrella x3

violet basin
#

Anyone know why the ACE advance medical modules aren't popping up for me?

crystal lagoon
#

HI,I am the only one who can not open the doors of the police station of the map australia?

fiery junco
#

How do I make ACE Intel in Eden? I tried the actual object but they don't work at all

sturdy jolt
#

@crystal lagoon - I believe you need to set a variable in your mission to access those doors.

#

Check the info on Steam for details

crystal lagoon
#

How i do that ?

worldly nacelle
#

does this kind of radar acts as one?

#

if not can I artificially give it the ability to detect targets and connect to the opfor team datalink?

cyan geyser
#

Hello, how do the reward points transfer from a captured sector (sector control module) to the Zeus? So that vehicles can be built with the points gained.

fickle forge
#

How do I limit what’s in the arsenal to a specific mod pack

#

Is that scripting or?

fiery junco
#

is there still no way to draw on the map in eden editor

small patrol
#

What draw?

fiery junco
#

like

#

yk how you can draw on the map normally?

keen jolt
#

no

#

even if you could what's the point?

#

it gets deleted anyway

glossy sierra
fiery junco
#

by what

keen jolt
#

I mean it's not usable in missions if that's what you want

fiery junco
#

i tried that

#

i couldn't pick it up

glossy sierra
fiery junco
#

ok

#

so it appears for like

#

3 secpmds

#

and then dissappears

fiery junco
#

any fix?

glossy sierra
#

what do you mean. It appears for 3 seconds? what does? what are you doing??

fiery junco
#

the option to pick up appears for like 3 seconds for the ACE intel objects

#

and then its gone

dim kindle
#

ACE intel has a weird hitbox.

sly panther
fading goblet
#

lol.... checking the configs, and it has tracer ammo for 127x99, but no magazines for it meowfacepalm

#

But it does have it in the RHS compat mod for a couple of their weapons 🤔

sly panther
#

weird

#

see I did try the ACE Tracers and Particles optionals, and found tracer ammo for .300 caliber (M2010) but it didnt work

#

i.e. couldnt see any tracers

dim kindle
#

How to open Animation Viewer with Unsung Mod on because when I click on Tools the Animation Viewer Option is gone

stiff forum
#

Anyone able to help me make a survival map?

prisma oyster
stiff forum
#

Does that mean someone can loan me some assistance, Dr House?

vestal perch
dim kindle
#

hello im streaming now my progress of making 3d models in creativity lounge. if you are interested to check it out or help me, please join

spare escarp
#

hey is there a way I can add like a button to the eden gui to make all opfor units have a value of spawning in

I know you can do this individually but I want to do it for every single opfor unit in my scenarios

quiet plume
#

as in "playable"? You can select multiple units, right click and set "Playable" for all of them at once

young belfry
#

I haven't really messed with triggers before. If I have this trigger sync'd to a civilian presence, will it only spawn civilians if a player is in the trigger area?

smoky river
#

Ye

young belfry
#

now the question of how large they should be xD

smoky river
#

But you xan easily test that. I ussualy go for 1km around the village so civies spawn and start strolling around

young belfry
#

1km more? So a presence 100x100 would be 1100x1100?

smoky river
#

Well as ive said. Try it. I always try to look for line of sight. So if a player is observing town from just outside still sees them. So its not suddenly... civilians

spare escarp
quiet plume
#

probability/condition of presence can also be mass-edited 🤷‍♂️

spare escarp
#

how? by selecting every single unit and editing attributes?

#

or some other method?

quiet plume
#

yes, select all units, right click any of them, open Properties, edit stuff, press OK - every selected unit gets edited

spare escarp
#

ok but is there a way where i can just select units in opfor? turn like 300 clicks into 3-4 🙂

smoky river
#

Yes? On left side right click on opfor and select all children. Then right click one of them and select attributes. It will set attributes of them all

spare escarp
#

ah

#

thanks

serene vigil
#

Need some assistance. I keep getting a GIF pre stack size violation when I'm trying to playback my Unitcapture recording. I think the script is correct, but I'm not sure

small patrol
#

Make sure your brackets are all closed properly

serene vigil
#

I copy pasted it from the game, so I don't think there are any brackets that need to be closed. I did this before and it worked fine, and I followed my exact steps

quiet plume
#

some editors (like VSCode) like to limit the amount of text that gets copypasted into them. Check your brackets.

sinful zenith
#

add a 0; at end of your init.sqf and it probably goes away

#

apparently init.sqf expects you to return a value (which it doesn't if the last line is a variable assignment)

fallow moss
#

Can i make the FIA fight the NATO if both are in the Blue ?

small patrol
#

FIA are in every sides

fallow moss
#

Yes but if I have units that only exists in one side and I want them to be enemies

small patrol
#

You can group them into one group even are from different sides

fallow moss
#

Oh ok thanks

fallow moss
small patrol
#

You can mix or separate everyone

fallow moss
small patrol
#

A vehicle doesn't belong to a group (technically does, but no need to think about it) and a group only contains human units

fallow moss
small patrol
#

Not sure if I follow

fallow moss
small patrol
#

Left Ctrl and drag

sinful zenith
#

I shall leave your message on unread, and use it as a temporary ticket that constantly shows me a unread message indicator to nag me till i do it

sinful zenith
#

uff I guess every spawned script expects to have a result value 🤔
Or rather, not have a broken messed up stack at the end
no fix, k thx bb

frosty tapir
#

Anyone know why the ace arsenal I'm placing in Eden is turning into a virtual arsenal when I load the scenario?

smoky river
#

You sure you adding stuff into ace arsenal not virtual?

Also some objects have virtual arsenal integrated. Mayhaps try vanilla equipment box

frosty tapir
#

[this, true] call ace_arsenal_fnc_initBox;

I've got this code in the init box and both the ace arsenal and equipment storage sections are empty. Is that the problem and I'm just being dumb; not putting the stuff in the ace arsenal box?

neon nest
frosty tapir
#

I tried that

#

made no difference

neon nest
#

Also, you don't need to call the function

#

Is it a limited arsenal, or a full one?

frosty tapir
#

Full

neon nest
#

Been a while since i've done that, switch the "whitelist" tab to "blacklist"

#

It not having anything whitelisted is the only option i can think of rn

frosty tapir
#

that doesn't work either

smoky river
#

Select virtual in equipment storage, must be empty.
Did you try other box?

frosty tapir
#

I've got it working

#

Quick save it as composition so I don't have to do settings all again

neon nest
#

What was it, in the end?

cloud sparrow
#

If you're using 3DEN attribues you should not need to use script in the init.

#
  1. Place ammo box (Box_GEN_Equip_F)
  2. Open attributes
  3. Switch ACE Arsenal to blacklist
  4. Play
#

all I needed to have it working with full arsenal.

#

Alternative approach:

  1. Place any object
  2. Put [this, true] call ace_arsenal_fnc_initBox; in its init
  3. Play
smoky river
#

His issue was that he got both. Vanilla and ace

neon nest
#

And then neither 😆

cloud sparrow
#

Ah, well the "Arsenal" checkbox in his screenshot is for vanilla as it's in vanilla category.

#

also it's not here for me, I guess it's from 3den enchanced or smth.

frosty tapir
neon nest
#

Nice!

dusky lintel
#

hi, can anyone tell me which channel in creative editing is good for these things : object placement, mission making, AI set up ? I tried the tutorial but...

sinful zenith
#

Either this one or mission makers

dusky lintel
#

are there any sources here I can use to learn more about Editor?

vestal perch
#

except BI wiki where there are pages about some of the features

molten merlin
#

I used the attachto script to attach some anti air guns to a boat. Problem is when I save it as a custom composition and try to use it in another mission the guns are longer attached to the boat. Am I missing something?

small patrol
#

*no longer attached?

smoky river
#

Script doesnt save.

#

Or rather script effect doesnt save.
The objects must have attachTo commands in lets say... their init fields

molten merlin
#

Thanks for the replies. Just noticed I can attached objects with zeus enhanced so no worries.

viscid monolith
#

Are there separate functions (like createUnit) for eden editor? I'd like to create a couple of groups programmatically - kinda like a composition.

#

Never had a chance to look into eden modding, so sorry if this is a dummy question

#

I'm creating a web app that hosts platoon ORBATs. Ideally, you'll have the ability to export the ORBAT into Arma 3, so you don't have to create every unit manually.

granite pollen
#

Hey I’m trying to make my own battle scenario is there any videos on tutorials

vestal perch
#

probably not specifically what you try to do but the editor has some basic tutorials inbuilt. You can also browse the BI wiki on various topics and for video matrial youtube might have useful stuff

severe sun
#

Hello, I have a task that requires you to take out OPfor troops within a trigger area, I know how to make vehicles move but scriptwise, what’s the best way to get 3-4 helicopters to come land in the area upon the completed task?

#

Using triggers and waypoints, I know I probably give the Helis variables and such right?

#

Wouldnt I just use the opfor not present in the trigger and sync them to the helis that have move and land waypoints?

charred gazelle
smoky river
# severe sun Hello, I have a task that requires you to take out OPfor troops within a trigger...

Give helicopters waypoints in such order "Hold" -> "Move" -> "Land". Place "Hold" close to your helicopters. If there are no helipads nearby, i suggest you also place down invisible helipads (as many as there are helicopters, spaced out so they dont crash into eachother).

Next, for trigger activation: not present will work fine, or siezed by blufor (blufor has more men than any other faction in trigger area).
Type of trigger should be "Skip waypoint".

Then right click on "Hold" waypoint, select "Set waypoint activation" and link it to trigger. Do that for all other "Hold" waypoints for other helis.
(Perhaps Set WP activation needs to be drawn from trigger, i dont quite remember)

If done correctly, once trigger activates, helicopters will start up, fly and land at designated landpoints.

severe sun
#

Awesome. Thank you my friend!

hexed ether
#

how do you disable seeing every single friendly squad on the map?

#

like even if i dont have their group marker on i still see them on the map, I dont want that

weak gale
#

am i a dummy or is there really no way to bring objects created in zeus into the 3den editor?

#

i have a composition i saved in zeus, i assume its a feature of zeus enhanced. was hoping to later use it in the editor, but i can't seem to find a way to do that.

wise depot
#

Hello, is there a way to give all players or like Blufore a Set Fuel amount,Money for vics,and all that. I saw it in a Drewski video but i can find it, is there a way i can do this?

smoky river
dry parrot
vestal perch
#

Drewski I believe plays a lot of custom stuff.

severe sun
#

I have a task to take out a convoy which is cycling throughout a town. How do I get the objective marker to show up on the moving vehicles instead of the module position?

#

I see an option for

Destination > Synchronized Objects ??

severe sun
#

Also I’m doing kind of an open word mission where there’s some ambient vehicles set on cycled waypoint paths , how would I make the vehicles not run out of fuel?

hexed ether
#

well i know how to change them but how do i change it for the entire server? im making a mission and I dont want the other players to see the markers

odd grotto
#

How can i check for more than one side, in my case blufor and independent? I can not come up with a solution for the life of me

odd grotto
small patrol
#

in [1, 2] instead of == 0 would do

odd grotto
#

Thanks

#

I've been learning a lot of sqf lately and have been making functions and missed that somehow so thanks

small patrol
#

Well, learning any programming language only requires your patience. Stay focused!

odd grotto
#

Thank you

#

It gave me a long error

#

wait nvm

#

its because i didnt remove the ==

zenith flame
#

So I'm a little baffled

#

this plays music when people are flying in via helicopter via the most reasonable flight path

#

and it worked fine

#

but even though "repeatable" is off, it triggered twice??

small patrol
#

MP?

timid mica
#

Does the Triggers effects get executed Globally?
if so that means for each player that enters the area it might trigger the music for everyone no?

#

I have only ever done this via scripts, but it might be worthwhile testing with Server Only ticked

zenith flame
small patrol
#

Two players you got when you test?

zenith flame
#

there were 6 players in the chopper and the music played both going in and coming out

#

instead of only on the way in

small patrol
#

Mmaybe because you ran the trigger on everyone's end

zenith flame
#

yeah I'll try server only

timid mica
#

Wait so it played when you went through it once and a second time on the way through it again?
Did you have someone join in progress after the trigger had been fired the first time?

zenith flame
#

uh, I don't think so, but possibly

#

actually yeah

#

one player crashed

#

fuck

#

I'll use a variable check next time

#

I have a different question

#

I have a list of like, items I want in an arsenal

#

any way to add a ["list","of","items"] to arsenal INSIDE the editor interface? I'd like to be able to edit it like it's a normal list later

timid mica
#

The Trigger thing Server Only will solve the issue, since the trigger is only evaluated on the Server, or if Locally hosted The Host's PC

#

Depends on the Arsenal but one of the Tabs in the Objects Attributes will be the Arsenal Equipment Storage, in the case of The Vanilla BIS arsenal you can swap it to a virtual Arsenal and just add the Items you want by clicking the little icon on the most right side of the Item.

For ACE Arsenal it's a little further down, If it's set on whitelist you can choose items to add to the arsenal just like the BIS one.

zenith flame
#

yeah the issue is I have an array of "this is all the items that are anywhere on a playable unit"

#

and I didn't wanna have to click each and every one

timid mica
#

Are we talking about the BIS Arsenal or ACE?

#

I know how to with Ace but I haven't looked into how to do it with BIS Arsenal

zenith flame
#

mmk, did it with ace

#

my only remaining question is how I can change what pops up when you mouseover an object

#

to make an FIA Equipment Cache look like something else

timid mica
#

I'm not sure what you mean by that

zenith flame
#

so like, when you mouseover a Rifleman it says Rifleman

#

and when you mouseover a Zodiac it says Zodiac

timid mica
#

Ah, those are from the Config of the Object

zenith flame
#

any way to override them

timid mica
#

Without hard overwriting them with a Mod, I don't think so

zenith flame
#

ok, no worries then

timid mica
#

Probably the best you can get is changing the role Description, but it's not exactly a solid solution but it might help you

zenith flame
#

mmk

crisp dune
#

Would anyone be willing to run me through a few steps on how to set up some simple missions in editor? Free most evenings

smoky river
#

Axe away?

crisp dune
#

What is the easiest way to set up friendly units to accurately complete given commands?

karmic saddle
#

Is there an AA which intercepts incoming missiles? (Not modded, i just wanna know for the base game)

small patrol
#

An Anti-Air gun in this game doesn't intercept missiles. A bullet doesn't have a collision with each other either

#

Maybe you can script the entire system to fake it

karmic saddle
#

ty for answering

vestal perch
verbal igloo
#

Hi guys, I've been playing around with setObjectScale but is it possible to actually see what I'm doing in the editor ? I've only got it to work while loading up. Makes it very difficult to place items in the correct position.

plain gale
#

Select the entity you wanna adjust and copy the first part of the code (until 2.)

#

Even easier

onEachFrame
{
  private _entity = flatten get3DENSelected "object" param [0, objNull];
  _entity setObjectScale (missionNamespace getVariable ["scale", 1]);
};
#

Just excute that. Afterwards, adjust the scale variable via debug console

#

e.g.

scale = 1.25;