That is not how it works
Set person's face. For a list of available faces, check CfgIdentities.
https://community.bistudio.com/wiki/setFace
1 messages · Page 6 of 1
That is not how it works
Set person's face. For a list of available faces, check CfgIdentities.
https://community.bistudio.com/wiki/setFace
yea ik that wasnt my question. so you cant use a face from a different path?!
different path? I don't know what the words mean, but no, I think
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.
anyone have any clue what I'm doing wrong?
setFace takes a cfg definition (which cannot happen in a mission, only a mod), not a file path
(so that actually was your question)
depends, do you want them to be pilot-fired?
What's a good way to stop players respawning into a parachute?
they don't by default; when does that happen?
deal with it with a respawn event handler then
wouldn't that effect other respawn points as well?
you have to make checks
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?
Been making a vibe scenario wheres theres air patrols and ground patrols but no vehicles since they keep running people over
I save it every time i make a change since idk which mod but if a place certain things it will stop loading
When i do have my Base up I got da zeus so I can spawn hostile forces and deploy people to get em
yea, like a pawnee, but with a 30mm brrt
addWeapon is the way to go then
perhaps 🐮

add magazine(s) first, then add weapon
be wary of locality too in the case of multiplayer
shame innit
yes
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?
i dunno
Look into HAL NR6 mod for this, it's exactly what you're looking for
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.
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
Make sure is a game issue or a Mod issue, maybe terrain specific issue too
Alright Ill test out some stuff
Just wanted to say validating Arma fixed it
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
the marker names are here https://community.bistudio.com/wiki/Arma_3:_Respawn#Respawn_Types
so i just gotta use respawn?
Looks that way. Haven't actually done that myself before.
it dont work
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
still doesn't work
try to be more specific. what side, respawning in wrong place, or not allowing respawn, or what?
ive just put a spawn for every team on every location
"I did x. Expected to see y. I saw z instead."
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
you need to connect the waypoints that complete at the same time, namely the infantry-Get In to the Helicopter-Land, and Infantry-Get out to the Helicopter-Transport Unload.
Hey do anybody know how to attach scenerios together, so when you complete one scenerio it plays the next one?
Thanks
I wanna make an Attack on Titan mod really bad.
please do
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
I found a forum post about it but the script there doesn't seem to work when added to an object in 3den
Hey guys, anyone know how to have an AI lower their NVGs to their eyes whilst in the editor?
Why?
I would recommend using POLPOX's Artwork Supporter mod if it is for screenshot creation 😎
Yep for some screenshots, and that’s what I’m using right now actually, is there a way to do it through that?
Sorry fairly new to doing this in Arma
I never recommend to try to shoot a photo in Editor but in Preview
As in using the splendid camera?
No
Preview is preview, bottom right
Well you will use Splendid Camera in Preview whatsoever
Yeah so far that’s what I’ve been doing
I’m more used to the DayZ editor but Eden seems a lot more technical
Well DayZ doesn't have one? 🤔
Eden is not a Mod, so...
Yeah it’s a lot more advanced for sure
Very confusing to me lmao
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";
Well, actually, I can suggest Enhanced Artwork Supporter
Ah I didn’t actually know there was a new version, nice
Ahh I see the option now, you’re a life saver man thank you very much
Wow ok this is definitely enhanced lmao
Very helpful, thank you dude
Did a wonderful job on this
How come Edit Terrain object sometimes wont sync with players in mp?
like I make a building half-destroyed, others see it as fine
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
how can you do cutscenes, like the ones like in east wind
enableEngineArtillery false; this should do it.
which one?
the one where someone greets you when you land at Camp Rogain
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
thanks!
hello what can i use in zeus to make a warzone in the backround like gunfire and bombs
Tracers module
do they make gunfire sounds?
Yeah, it's a hidden unit shooting, ZEN has more customisable version as well
how can i use bombs that go off activly in a city or town
or mabye artillery that ire at a location activly with out running out off ammo
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
is there a way to fix this?
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
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.
Is there something I can put in the init field so it's always simple object?>
disable the simulation. that may help
hey does anyone know how to make artillery fire on RHS?
i tried this script
_ammo = getArtilleryAmmo [gun1] select 0;
_tgt = getMarkerPos "target1";
gun1 doArtilleryFire[_tgt,_ammo,10];
but it didnt work
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?
you can place down invisible landing pads to show the pilot where to land
hi, what dinosaur mod do you guys recommend?
Wieso startet die Drohne nachdem sie betankt und aufmunitioniert wurde nicht mehr Autonom?
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
This server requires you to speak in English.
how do i make decals not clip; have one go above another?
as far as I know you cannot, but perhaps by order of Eden creation
I believe that if you move it "up" (Y axis) it sticks to the ground right?
ive done the y axis move, and it does not work
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
ill try in a few hours
That should be possible if you set the Activation to Anybody and use something like ("MyClass" countType thisList) > 0 as the condition. Replace MyClass with the class name of the placed explosive charge (that class name usually differs from the class name of the inventory object).
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
thanks
how can i script the mlrs to shoot a lot of diffrent targets?
@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.
Please note that there is a dedicated channel (#arma3_scripting) for scripting questions such as this one.
sorry, i didn't notice. thank you
may i tag you in the script channel to ask some questions?
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
is there a way to parent the camera module to a helicopter?
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?
So you mean you want to narrow down which Mods you actually use instead of you load?
Yeah, I don't need the mission to require RHS if there's no actual RHS units, for example.
Or no zombie mod required if there's no zombies. etc.
Good question. Let me write some once I'm back, if I stll recall this topic
Take your time :)
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
Maaybe located in top-left of the Eden
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
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
Never knew I can load config from mission.sqm
Wow, thanks!
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
Right, the physical presence of objects is what mattered mostly to me
this is really great
👍
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
@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});
Thanks, does that script get put into the mission files?
The best place for it is initServer.sqf.
has anyone tried the Local Only attribute for objects? how reliable is it?
nobody ever tried I'm afraid
and it most likely doesn't work, at all
What? I encourage my mission makers to use it in specific situations 😅
… /s, your detector has to be off 😁
Jasper enableVehicleSensor ["Sarcasm", true];
I've re-enabled it...
understandable
I'll just spawn 235k physx objects simulated all within 5 square meters
does it work well?
been told it negates the network issues of having many objects and only keeps the gpu issues
is that true?
I've seen improvements (server FPS for example) but like with most things its hard to test in a live scenarios.
No issues with AI as well, and no AI shooting through the local objects. So seems to work reliable.
I see
so if it doesn't give me problems in SP it shouldn't change in MP with many players?
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.
it creates a object that is not replicated/synchronised over the network
so each client/server has its own version of it
which is why there is no network impact, this object does not exist for the network
the issue is, "desync" can happen (one client sees an object here, another see it there after setPos*ing it)
that's about it
yeah currently I have 4 areas in the corners of the vr map
each has about 1k objects in it
considering these objects won't need to move or be destroyed It should be relatively fine
Desync shouldn't really happen though... As they are static objects. Unless you are planning on moving the objects locally on all machines 
Which you shouldn't
oh absolutely not plannign to, sounds like a nightmare
yep, I edited my post just before you posted yours
Yea. I had an mission where an hidden wall would disappear, so I would just make that single object not local.
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?
CPU/GPU still but yea...
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
for example now there should be no difference between SP performance and MP performance ignoring desync stuff?
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...
I'm afraid to try these 1K+ objects compositions and ruin the night for everyone
Only one way to find out in Arma 😂
"f- around and find out" — Arma fanbase
well
I'll guess they'll either be happy about it or ban me from making missions
Works as intended
so you could do that moving row of objects to simulate moving fast locally @eager hull 😄
the train thing?
It has no effect in SP, it's purely a Multiplayer sync thing
No. The objects are still (somewhat) simulated, and the draw call and stuff are also CPU load
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
yeah I was talking broadly
before this even if a mission ran fine in SP it had problems in MP due to the amount of objects
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
ye - I did not forget 😄
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
I actually solved that in possibly better way
I just created one massive object that cfgModel animates in a direction and loops
yeah thats what I though
so it should help quite a bit considering the objects are also sim disabled
Haven't heard any issue reports so far besides when I broke the first implementation of that
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...
so it's "did it move enough since the last update to this client"?
Yes it knows last state sent to every client
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
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
(thonks)
ah yeah distance would've been better example
Accidently made a CSAT invasion
How do i complete a task, when i get in in a vehicle?
player in car does. Where the car is the vehicle, replace with the name
There's nothing about setObjectScale that makes it differentiate between eden and non-eden missions
The problem is most likely elsewhere
it doesnt work
“It doesn't work” is useless to troubleshoot either
You need to specify how you've done
well, to be specific, i put in the trigger condition
player in heli;
And what is an heli?
the vehicle name
It does on my end pretty finely
Who exactly is going to hop into the heli actually?
the players who's gonna join the mission
so the moment they get on board they complete the task of getting in the heli
rn just myself
And what is the On Activation?
nothing
then what i have to put on the activation?
Something you want
is not specific
Your goal is not specific either
You can actually use some debug code like sqf hint "it works";
ok thanks
With hide object module
don'est work with roads the module
how do i make blufor things opfor in eden?
blue to red
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?
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
where can i find the script?
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
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.
https://community.bistudio.com/wiki/setObjectScale
it was indeed not meant for "normal usage", although tricks allow it be used in some cases (don't ask me, never did it - each frame setObjectScale, NOT recommended in MP but for local objects)
well if you make them simple objects it'll work
if you want to run it on non-simple objects like players and such you have to run it every fame as Lou said
Is there a way to turn a vehicle's wheels in the editor for decorative purposes?
or a turret for that matter
some turrets (UGV I think), otherwise no
you have to place an AI, tell it to move, then remove it 😄
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. 😢
not even if you set object scale every frame?
Damn...
I'll try that again for my giants I guess. But I know for a fact each frame is super janky if applied to animals. They constantly pop back to normal size and flicker.
in my tests each frame worked fine
make sure you use an actual each frame loop not just waitUntil or while
nvm looks like you're right
I guess I find it very strange that a command would behave differently in Editor Preview vs. published mission.
let's say this one is an artwork supporting command and not a full scale (huhu) command
hello how do i turn blufor uinits to red so they are hostile to any blurfor
hi, create an opfor group, join blufor, then delete the opfor - this should do the trick, blufor acting like opfor
how can i make it where pop up targets will actually pop back up
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
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...
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
Is there a way to attach objects to the turret of a vehicle and have them move with the turret?
attachTo
That attaches to the hull doesnt it?
adjust offset, memPoint, followBoneRotation
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;
but since I dont know the commands, I dont know what I should change
like what is otocvez
That's a Czech
Which parts should I change in order to adapt it to other vehicles?
I don't know which vehicle it is
? Isn't CUP a Mod?
Ah
for different vehicle
I think otocvez is good for most vehicle
join BLUFOR? place a blufor, Ctrl-click drag to the group leader should join the blufor to that group iirc
^ Recommend you do the Eden editor tutorial via button in the top right corner
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
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
Replacing the 1st line to "[this , tank1] call bis_fnc_attachToRelative" attaches it back to the hull instead of the turret
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.
Did you ever figure out a way?
nope
Damn bummer
you can also calculate the offset for the coordinates if you want the sort of "attacht to relative" behavior
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
Late to the party but attachToRelative is not able to do such, you need to attachTo manually
And since we have no command to get which bone does turret rotation we cannot say how to get otocvez equivalent
I said I managed to attach it to turret, i just cant get the right coordinates to give it the placement i want
otocvez worked fine
tried it on vanilla slammer
Well then try what R3vo said
does it create dependency?
Nope
creating a search and destroy mission w/ a lot of enemies, what's the script for squad kia as opposed to individual man kia?
I tried using that but couldn't figure how to attach something to the turret
How if you don't mind me asking
Guys why some of enemy AI has infinite health when u want to test ur scenario?
You may disabled Special States > Enable Damage
It's enabled
But he won't die
I tried this time
He died 😐
how do you make a faction mod without using Alive?
Using config
How do I go about perhaps being less dependant on triggers and using more and more scripts? I don't know where to start.
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
https://community.bistudio.com/wiki/Event_Scripts
https://community.bistudio.com/wiki/Function
I would start with these. They are a good reed.
hey thanks!
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
I know some if not all cup tanks can do that
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.
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
is anyon here good with making tunnels in eden?
there isnt really any great way to make tunnels in eden
what exactly are you looking for?
just soething big enough and nice looking for players to go through
It's not working - how?
SP or MP?
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?
yes
@royal thicket https://feedback.bistudio.com/project/view/1/
there's also #arma3_feedback_tracker for discussion if you're not sure whether to report something or not
IIRC Hide Terrain Objects has some issue in MP to execute properly
You may need to script it
So, where in cfgRespawnInventories do you place items intended to be weapon attachments?
Editor does nothing to do with a server?
I don't know what you need
i need help with the arma editor and i want too make my own server
yes
if you dont know where to ask you can use #arma3_questions, otherwise any of the subject appropriate channesl can be used for question
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.
EDIT: I found most of them in-game by escaping and click on CONFIG in the Debug Console. All but the Tripwire Flare.
Is there a way to give every placed object in eden editor dynamic simulation at once?
Select multiple objects, open attributes, check the checkbox
I'm losing my mind, what's the correct dimensions for the whiteboard texture (Land_MapBoardf_F)???
if you're making your own texture, try multiples of 512 (512x512, 512x1024 for example) the engine likes 2^x dimensions
So as it turns out this requires a very specific width of texture within a 2048x2048 block?
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)
It's not a glitch. The game caches textures by path
It won't update a texture when its path is the same
You sure it's not 2048x1024?
You can update textures with the same path using Diag Exe on the fly
Yeah but without it changing the path is the only way afaik
No, that's probably it
It would make the most sense
2kx2k apparently
yeah but if you crop it?
If you crop it, is the resulting file ~2048x1024
2kx1k can work. but the aspect ratio of the actual whiteboard part of the texture should be it
So the border is mandatory
Actually no I don't think so
The borders are too small
I wish it was listed somewhere
What list
Open it in Photoshop and then use the magic selection thingy 
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"
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
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
compositions?
I have chernarus 2035 complete pbo, but I don't know how to get it into the editor.
Is also is hard to answer since what is the situation. We don't know the term complete pbo
@supple lagoon?
I wanna have a path up a hill, but the hill seems to be too steep xD
Then flatten the hill 🤣 .
does anyone know of a mod that shows the 3den ID of objects in the editor?
may I ask why?
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
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
can you send it to me? that sounds really conveinient
Give me a few
Try it
i get Warning Message: Script plp\PLP_3DENMod\fn_assignName.sqf not found on startup
Oof sorry
Haven't tested this as well
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
it is not a script, but a respawn type
what should i do?
that one works, thank you
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
thanks!
(from where? 👀)
from another account then 🙂
yeah an older account
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
yes, via scripting (perhaps there is an Editor Module but I don't think so)
see switchLight (https://community.bistudio.com/wiki/switchLight)
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
scripting as well, you could disable their AI pathing
place some object somewhere and use in its init field:
private _lamps = nearestObjects [this, ["Lamps_base_F", "PowerLines_base_F", "PowerLines_Small_base_F"], 500]; // 500 is the radius
{ _x switchLight "OFF" } forEach _lamps;
in the init field of to-be-static units:```sqf
if (local this) then { this disableAI "PATH" };
thanks 👍
lou how do i do that if my mission can only be included in the server as a pbo?
nevermind figured it out
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)
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
Aye, thanks mate
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?
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
good morning guys, could any of you help me, I need to create a teleport inside a vehicle... how can I do it, thanks
through #arma3_scripting I believe 🙂
player moveInCargo theTruck;
depends, IDK what you want to do nor when
okay I want the player to teleport into a plane or helicopter
this does not answer the "when"
It could be when it reaches a trigger and when activated it teleports inside a plane or helicopter that is flying
then in the trigger activation field
undefined behaviour if it is multiplayer!
What should his name be?
can anyone give me a nice fake cartel name? 👀
El Fuego
Is there a way I can get really realistic volumetric clouds? And is there a way to change the max height?
Like this
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.
Ok thanks
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
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
thanks
not possible, you can attach it via script commands and that's about it.
Hello! is it possible to control the name that comes up when people look at you?
this, its the name you set in the main menu right?
Ah I haven't misread that. No you can't, it is defined in config so Mod side thing
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.
can anyone tell me how to make the respawn system in the game only respawn the player when the player chooses to respawn?
I didn't read the message you replied to. But, based on your message, wouldn't this mod/script allow for gameplay recording and replay: https://steamcommunity.com/sharedfiles/filedetails/?id=2835388393
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
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?
AI crew? Why?
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..
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
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.
AI usually have the server's view distance, they cannot see past it, even if players can locally change it for themselves
the thing is, you can change it on server (for AIs and the eventual host)
but then it is for all AIs
Good morning friends, I wanted to ask you a question about a tutorial about some economy mod
whats the question
how to put an economy system on my server
you will have to ask from who made it
would be the best!! But how do I contact him? I already looked for him on several networks and nothing
where did you get the mod then?
workshop steam
you can usually contact the maker from there
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?
AI with hiddenObject should not be detectable by others unless you're using mods
I don't know what the "debug zone" is. But my first guess would be making a loop that checks whether AI knowsAbout your unit. Then using forgetTarget to make your unit ignored.
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.
Debug zone as in off the map into the sea.
Making every enemy unit forget about it would be quite a resource consuming process. Since there is 200+ enemies, of that about 70 of them could spot turret in question...
If i use setCaptive or move group to civilian, unit looses all combat behaviour, which is not what i want.
AI mods somewhere then, because this is not vanilla behaviour
guy1 setCaptive true;
```***won't*** change `guy1`'s behaviour, only his normal enemies that will ignore him
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...
Okay, ill give it a shot. Last i tried it refused to fire, but ill test again
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?
Welp, while some ai mod is defo making them detectable no matter what i do. And not enough willpower to figure out which one, i found a janky solution and just moved them to indie side and made it friendly to both opf and blu 🙂
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
Hello,
Are there any solutions to the issue of zeus becoming inaccessible mid mission?
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?
For stamina, perhaps you are looking for
https://community.bistudio.com/wiki/enableFatigue
I’ll give it a shot. Thanks man.
Test different values. They are in meters.
That seemed to take care of my character getting tired, the sway is still all over the place. Tried setcustomaimcoef but that has no effect. Is there a different way for a dedicated server?
Uhh, make sure u run it local to player, and maybe not set it to 0 but very low, like 0.001
Tried that in the initplayer local and onplayerrespawn, still bouncing around like crazy. starting to think the best fix is a mod lol
You could also do setFatigue 0 right after you disable it, perhaps check first if player is alive when you run it.
But mod would be simpler solution. No need to reinvent a wheel.
Guys how load this custom mod(objects)in arma 3 editor ?
you donwload the mod and add it to local mods in launcher
Thank you
I tried, but there was nothing on the map.
could be it does not work or you did not have right required addons to use it with
This addon use CUP mods
well you will have to ask the author of the mod how is it supposed to work
its description does not really say much anything useful
the author does not respond.
not much can be done about it then im afraid
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.
How do I turn on the headlights of a car?
if you have 3den Enhanced, there's a checkbox in attributes. If not, you can put the following in the car's init
this setPilotLight true;
I put it in, but it doesn't show until I press play, which is the opposite of what I need. Is there a way to make the light seen within the editor, so I could make adjustments with it on? Any recommendations for that?
if you are creating screenshots though, use POLPOX' artwork supporter
I do use it. Is there a way to turn the light on via assigning animations?
a car's lights is not activated by animation iirc
artwork supporter adds placeable light beams tho
Those work very poorly
¯_(ツ)_/¯
If even
these are literally in-game lights
private _car = get3DENSelected "object" select 0;
_car setPilotLight true;
_car enableSimulation true; // might be needed
Hey, how does one place ambient activated land mines in the editor? Without the obvious red triangle.
Do I put everything in init or one of?
in editor you can turn on light with L or night vision with N
the car's lights 😁
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)?
Yep. Tried with 3den Extention, this is the result...
a
Why you would want to screenshot in Eden workspace when you can preview it?
just press L to turn on the camera-coaxial spotlight
this is why you should ask regarding your goal, not "how to make your solution work" ^^ for the next time 🙂
I don't need to screenshot in Eden workspace. I need to see if the lighting works the way I want it to. I want to be able to adjust it in real time and see how it affects the scene
I don't know how to explain it properly
so… (b)?
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?
I thought you said you use Artwork Supporter
If by mission start you mean spawning in to make a screenshot, then yes. The scene takes place at night near the house in the middle of nowhere and the cars' headlights are the only light source
ok so (b) it is ^^
So I need to direct it properly and see If it affects all the actors and stuff the way I want it to
so use the code I posted (and fixed) here
select only one car, run the code, the lights should follow
I think switchLight?
Probably a stupid question but how do I access the debug console..?😬
Tools > Debug Console
or just escape menu if you're running the mission in editor
But the question is all about Eden Editor?
Yay! This worked. Only I had to choose every car and "Execute Local" it, But it seems to work just fine
Huge thanks to everyone who contributed for their input, sorry you had to witness me battling English
Apparently Eden Editor is a singleplayer so everything you see is local, Execute Local is fine enough
the " ` " key (top-left key, below Esc)
or eventually Ctrl+D (if some mods)
hi, what do you mean by "ambient activated"?
Meaning; I want to put a minefield down in front of trench line without having ai or players do it.
The ordance must be primed but I've noticed placing random explosives brings up the warning triangle, defeating it's hidden nature.
only if you spawn nearby perhaps
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.
Got it.
That maybe an issue if the positions I wanna have defended are manned by ai or you have to drive there from base.
Unless ai spawned nearby activates the 3den placed mines.
Define easier, and what kind of add? Haven't seen anything that is dedicated to waypoints
Well, ask actual question/wonder here and you may have an answer
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
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.
no.
depending on what you are after, you can either e.g add invisible markers on Altis on appropriate bases, search through location types, etc
Guys I can't find this model, does anyone know what it is? t_stub_picea
ca\plants2\tree
\ca\ is pre-Arma 3 I believe
where did you find this?
\a3\editorpreviews_f_enoch\Data\CfgVehicles\Land_t_stub_picea.jpg
but yes it's also in a2
Thank you very much 
I am converting Chernarus 2035 to Dayz.
are you Chernarus 2035 author?
No Chernarus 2035 was created by Crazy Mike.
you should ask for his permission, it is his work after all
Yes i have. 🙂
apologies for the wrong assumption, I am glad to be wrong!
cool, there must be order 🙂
it doesn't look very good in Dayz. 🤔
Better to use the one on the left, right?
well, sides are natural vs this one is sawn/axe-felled. could be a key difference.
Well, if I use it with the cut, the map will require the Livonia DLC🤔
it's in A2 samples too
but Arma samples don't allow for DayZ port 👀
see https://www.bohemia.net/community/licenses/
may @sinful zenith confirm?
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 😄
I don't know what license is on samples
Well that doesn't say what samples are licensed as
"check the content of the package and the license and readme file attached" dang, have to dl 😦
it says in the zip name, right?
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?
Nope. Once they are dead, you can only delete them
hi, i have a question, what does selecting "deception" for a unit in eden actually do?
What's that?
I don't know dude, I just have the tom option in eden and I don't know what it's for 😦
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?
aaah, now i understand, thanks for the answer
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
You need to use create3DENEntity for Eden Editor.
What do you think ? Can you be more specific please?
if you just use createVehicle/simpleObject/etc instead of create3denEntity, the object will not be saved in the Eden mission and will be lost on the next preview/load
OK, and how should I do it?
why cannot you merge missions?
Anyone want to team up and make, together?
love?
mods. lol
this channel is about Eden Editor 🙂
I made a map with zombies. How do you autopopulate the map?
scripts
Are there scripts available to download somewhere?
I don't know, I just write them
Google may know
Wow, that's cool!
having an odd issue
Guerilla Garments appear as AAF Uniform for some reason
aswell, FIA Rifleman appears as an AAF Rifleman
without mods?
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?
question : what does the Object Attribute Skill change ? how does it improve the AI on soldiers ?
https://community.bistudio.com/wiki/Arma_3:_AI_Skill
Maybe this helps
thank you 👍 😎
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 🤣 🔫
here, we can help you understand the editor if you need help
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 🤣
waypoint, press F4 to enter waypoint mode, click a unit/group, right-click somewhere, et voilà a waypoint!
et voila lol you know french ?
markers, F6 to enter marker mode, then M to open the map, then double-click to place or edit one
a bit
hehe French Montana
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
awesome. thank you very much dude !
wait a sec. @prisma oyster is the guy in your profile picture, the guy from Grey's Anatomy ?
it's Hugh Laurie, shot at the Harcourt studio I believe
With what
hi is there a way to make hitboxes with character or objects scale
Make hitbox?
make hitboxes [...] scale
iirc you can't unless you make a new model
how would you make a hitbox?
no there was a misunderstanding ; basically, you cannot change the hitbox by scripting
Make sure all mods are up-to-date, as the massive message is telling you
they are
Are you using the official mods or some repacked crap`?
the official
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
how do i make a actually good mission
What are some good mods for mission design?
have you tried playing workshop (or official) missions you consider good or even decent? You could just note what made you think they are cool and try to mimic it in your work.
3den Enhanced and Advanced Developer Tools are must-have IMO, they do not create any dependencies and make the workflow way smoother than what you get when working with vanilla tools
get the zeus mods because half the time you'll be testing in a live mission where you dont have all the editor tools
like Zeus Enhanced, Zeus Additions
i have mods, but none of updated and i havent added any more
Terra's Editing Tools.
I mean, try completely without mods and report if the issue is still there
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?
Unpack mission PBO, put the missionName.mapName folder into Documents\Arma 3 Other Profiles\Your Profile\mpmissions, in game go to Multiplayer -> Host -> in mission picker find your I&A scenario (will be displayed with green text) and choose "Open in editor"
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
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
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...
Cheers bro
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?
Does anyone know of any Rifle qualification compositions out there ? Looking for one for my unit.
yes, through drawIcon
I can just import any .paa file into it?
^ disregard, i looked it up in the wiki, and yes i can
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.
1/ I see no question here 👀 😄
2/ it's best to ask on ACE's server (invite link in #channel_invites_list) 🙂
Hello
Hi,
disableAI = 1; in a description.ext file in your mission directorysorry, it's disabledAI
https://community.bistudio.com/wiki/Description.ext#disabledAI
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
as displayed in Eden Editor menu (Ctrl+M it is I believe though - here is an AZERTY keyboard)
It won't destroy the current scenario right ?
no, but if you are scared of this, make - a - backup
make backups
always
always make backups
backup
always
End up with Mission_final_merge_v2
`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
};`
They are still shooting
in Eden singleplayer preview, yes
I believe you can set their probability to zero to prevent that in SP
Are they a different faction from you? What even are they shooting at?
no
Your description.ext will overwrite the settings in 3DEN, try launching it in multiplayer
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
You can straight up copy in source scenario, and paste-in-place in destination scenario.
How ?
Ctrl + Shift + V to paste in original position.
I'll try that thanks
Any fix for my script problem ? 🙂
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 ?
see the scripts' documentation
some initServer.sqf or something must be missing (scripts don't get auto-called but some specific ones listed here https://community.bistudio.com/wiki/Event_Scripts)
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 ?
a file?
initPlayerLocal.sqf
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
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 ?
yes, but it is tedious. try googling to find the original download or online doc
this addAction["Virtual Vehicle Spawner",VVS_fnc_openVVS,[GS_2,"Air"]]; if (isServer) then { [[this,"STAND_U1", "ASIS"],BIS_fnc_ambientAnim ] remoteExec ["call"] };
this is the line to open the virtual arsenal but it doesn't open it
I don't think it is
{_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
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
but yeah please read doc or refer to old code, because nobody is going to blindly dumpster-dive with you here 😬
I also have a teleport script that doesn't work...
titleText["Select Map Position", "PLAIN"];
onMapSingleClick "vehicle player setPos _pos; onMapSingleClick '';true;";
hint "good!";
hm-mh
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.
How do you try to fetch? What's the code?
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).
You need to use property not the name IIRC, so instead of "color" you should to use "baseColor"
Thank you!
I would be happy to contribute and example for the next person who encounters this issue.
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?
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
https://forums.bohemia.net/forums/topic/190697-how-to-force-ai-to-holster-weapons/
In the unit's Object: Init Attribute, put in this code.
this action ["SwitchWeapon", this, this, 299];
I did find that thread, but being new to editor, I have no idea how to get it to work.
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
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
Anyone know why the ACE advance medical modules aren't popping up for me?
HI,I am the only one who can not open the doors of the police station of the map australia?
How do I make ACE Intel in Eden? I tried the actual object but they don't work at all
@crystal lagoon - I believe you need to set a variable in your mission to access those doors.
Check the info on Steam for details
How i do that ?
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?
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.
is there still no way to draw on the map in eden editor
What draw?
They do work.
Open attributes, at the bottom input what it asks (photo needs a photo file, text needs text)
Then ingame, use world-interaction on the item to pick it up, then on your map, self interact > intel items and there it will be to view.
I mean it's not usable in missions if that's what you want
the thing is
i tried that
i couldn't pick it up
wack
did you disable the simulation? and tried picking it up with ACE
any fix?
what do you mean. It appears for 3 seconds? what does? what are you doing??
the option to pick up appears for like 3 seconds for the ACE intel objects
and then its gone
ACE intel has a weird hitbox.
lol.... checking the configs, and it has tracer ammo for 127x99, but no magazines for it 
But it does have it in the RHS compat mod for a couple of their weapons 🤔
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
How to open Animation Viewer with Unsung Mod on because when I click on Tools the Animation Viewer Option is gone
Anyone able to help me make a survival map?
This channel is all about assistance
Does that mean someone can loan me some assistance, Dr House?
If you have specific questions this is the place, but too broad questions may not be answerable in meaningful way.
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
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
as in "playable"? You can select multiple units, right click and set "Playable" for all of them at once
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?
Ye
now the question of how large they should be xD
But you xan easily test that. I ussualy go for 1km around the village so civies spawn and start strolling around
1km more? So a presence 100x100 would be 1100x1100?
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
no its like the possibility of presence or something
probability/condition of presence can also be mass-edited 🤷♂️
yes, select all units, right click any of them, open Properties, edit stuff, press OK - every selected unit gets edited
ok but is there a way where i can just select units in opfor? turn like 300 clicks into 3-4 🙂
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
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
Make sure your brackets are all closed properly
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
some editors (like VSCode) like to limit the amount of text that gets copypasted into them. Check your brackets.
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)
Can i make the FIA fight the NATO if both are in the Blue ?
FIA are in every sides
Yes but if I have units that only exists in one side and I want them to be enemies
You can group them into one group even are from different sides
Oh ok thanks
Also one more question if i have a unit let's say alpha 1-1 it have cars and tanks and I want to make separate them tanks on a unit and cars on a diffrent one is that possible I mean in gameplay using zeus or after assigning them in the editor ?
You can mix or separate everyone
How ?
A vehicle doesn't belong to a group (technically does, but no need to think about it) and a group only contains human units
Yeah only the soldiers inside can but i meant if u selected you can add a multiple vehicles to a group thats what I meant
Not sure if I follow
Ok ignore my last statement so how do I separate diffrent human units in a group
Left Ctrl and drag
please make this go away
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
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
Anyone know why the ace arsenal I'm placing in Eden is turning into a virtual arsenal when I load the scenario?
You sure you adding stuff into ace arsenal not virtual?
Also some objects have virtual arsenal integrated. Mayhaps try vanilla equipment box
[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?
Untick the "arsenal" tickbox thats in the picture
Full
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
that doesn't work either
Select virtual in equipment storage, must be empty.
Did you try other box?
I've got it working
Quick save it as composition so I don't have to do settings all again
What was it, in the end?
If you're using 3DEN attribues you should not need to use script in the init.
all I needed to have it working with full arsenal.
Alternative approach:
[this, true] call ace_arsenal_fnc_initBox; in its initHis issue was that he got both. Vanilla and ace
And then neither 😆
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.
The two arsenals were fighting each other. I ended up with them cancelling out to nothing working
Nice!
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...
Either this one or mission makers
are there any sources here I can use to learn more about Editor?
you can try searching youtube for example for videos about it. There are no official resources though
except BI wiki where there are pages about some of the features
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?
*no longer attached?
Script doesnt save.
Or rather script effect doesnt save.
The objects must have attachTo commands in lets say... their init fields
Thanks for the replies. Just noticed I can attached objects with zeus enhanced so no worries.
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.
Nevermind, think I found it https://community.bistudio.com/wiki/create3DENEntity
Hey I’m trying to make my own battle scenario is there any videos on tutorials
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
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?
If you use 3CB factions it has boats with zu-23s on 👍
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.
Awesome. Thank you my friend!
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
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.
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?
Difficulty settings will hide them i believe.
if ZEN doesn't have an option to do it, MCC can export a mission.sqm on runtime
Depends on the mission/game mode. Money is not a vanilla feature in the game but such things can be built in to a mission
Drewski I believe plays a lot of custom stuff.
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 ??
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?
where do I change those?
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
Read from here on down #arma3_scripting message
Umm server settings then: https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings
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
{getNumber ((configOf _x >> "side") == 1 and (configOf _x >> "side") == 2) and _x inArea thisTrigger} count allUnits >= 1 i tried this and got a generic error
in [1, 2] instead of == 0 would do
Wow i don't know how i missed that
Thanks
I've been learning a lot of sqf lately and have been making functions and missed that somehow so thanks
Well, learning any programming language only requires your patience. Stay focused!
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??
MP?
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
yes
Two players you got when you test?
there were 6 players in the chopper and the music played both going in and coming out
instead of only on the way in
Mmaybe because you ran the trigger on everyone's end
yeah I'll try server only
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?
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
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.
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
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
For the BIS Arsenal you will have to consult this https://community.bistudio.com/wiki/Arma_3:_Arsenal#Add
For the ACE Arsenal you will have to consult this https://ace3.acemod.org/wiki/framework/arsenal-framework.html#21-adding-virtual-items
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
I'm not sure what you mean by that
so like, when you mouseover a Rifleman it says Rifleman
and when you mouseover a Zodiac it says Zodiac
Ah, those are from the Config of the Object
any way to override them
Without hard overwriting them with a Mod, I don't think so
ok, no worries then
Probably the best you can get is changing the role Description, but it's not exactly a solid solution but it might help you
mmk
Would anyone be willing to run me through a few steps on how to set up some simple missions in editor? Free most evenings
Axe away?
What is the easiest way to set up friendly units to accurately complete given commands?
Is there an AA which intercepts incoming missiles? (Not modded, i just wanna know for the base game)
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
Nah there's mods which can do it, i was just wondering if the base game had that stuff
ty for answering
what kind of accuracy are you talking about? and what kind of commands?
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.
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;