#arma3_editor

1 messages Β· Page 7 of 1

verbal igloo
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And I execute this in the debug right? I'm quite a novice with this :p

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I know basics

plain gale
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Yes

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Execute the onEachFrame code part only once in Editor

verbal igloo
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Sweet. Got it to work. Thanks!

plain gale
#

Afterwards just change the variable via debug console scale = 1.25;

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Have fun

verbal igloo
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Saves so much fun πŸ˜›

plain gale
#

If you hit preview or leave the Editor, the effect will be reset.

verbal igloo
#

I wanted to make some sleeping tarps in an environment, but there is not like that.

alpine pollen
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It seems a bunch of props in GM were not created with the option for simple objects etc. I am really hellbent on freezing one of them in place but it continues to plop to the ground despite all physics simulation being ticked off. Anyone know of a way around this or is this a GM team issue?

small patrol
#

GM props like what?

alpine pollen
# small patrol GM props like what?

Specifically equipment, a Radio Backpack SEM35. I'm trying to dangle it from a tree but it refuses to stay. It snaps to the ground in gameplay despite all simulation and terrain snapping being deactivated. I've even ran few commands in the init to attach to other objects or have it constantly reposition where I placed it all to no avail.

small patrol
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A backpack has no option regardless which Mod/DLC it came from

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I know there is a way to achieve, let me have some time to write a bit

alpine pollen
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cool thanks for the help!

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Pics of what it's doing

small patrol
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Put this into a backpack's Init. This makes a pure prop object not functional one

dim kindle
#

halo

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i'm new here, I made a scenario in the game about praetorian fighter planes, but why does my plane always get shot , how do I keep my plane from being hit by bullets from praetorian attacks?

neon nest
dim kindle
#

how to do that bro ?

small patrol
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Attributes (double click) > Skill

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Also left seem to be very close than right

dim kindle
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thank, i try it and comeback later

dim kindle
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i can't find it

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no skill

small patrol
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Oh yeah, since Praetorian is an UAV (drone/unmanned) itself doesn't have a skill

dim kindle
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any alternative?

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i hate when my plane always hits, can't dodge

small patrol
dim kindle
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yeah

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the scenario is praetorian shoot a plane but the plane can dodge attack from praetorian bullet, it's so hard, i try this scenario but always fail because the plane always got shot in 10 second by plaetorian

prisma oyster
#

fly low and use terrain as cover
attack from another angle where the praetorian cannot hit you

or put this in the praetorian's init field:

if (local this) then
{
  { _x setSkill 0.1 } forEach crew this
};
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@dim kindle ^

dim kindle
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thanks lou, i try it now

alpine pollen
small patrol
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You have no backpackPos

alpine pollen
# small patrol You have no `backpackPos`

I'm sorry I don't follow. I just copy pasted what you wrote. Do I need to change variable names or create another object? I can only vaguely interpret scripting so please bear with me.

small patrol
#

where backpackPos is a dummy object where sets the backpack pos
You need to have backpackPos, or whatever its called, like this

alpine pollen
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so any other object that can be frozen I need to call it backpackPos to link positioning to the radio backpack?

small patrol
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Pretty much

alpine pollen
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okay I'll give it a go

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@small patrol that did it! woohoo!!! thanks for being super helpful!

ember kelp
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How do I make a trigger execute once a player is in a specific named boat?

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I've got vehicle player != player but that just executes when the player enters any old random vehicle. In this case I want it to be a specific boat names "boat" lol

prisma oyster
ember kelp
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Thank you

ashen vault
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My friend has this issue Please someone tell why my server loads a scenario the first time, then back out and it stop loading?

smoky river
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like you connect, select mission, mission loading, back to slection screen?

grave cobalt
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any british groups got some uniform files they would be willing to share? in need of good british uniform for my unit

ashen vault
smoky river
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Broken mission. Check rpt

dim kindle
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halo, i have a question, why i can't fly a jet plane on nimitz ?

vestal perch
dim kindle
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I drop a jet on the Nimitz and then add the move command, when I press play scenario, the jet just stays in there and does not want to go ahead and fly.

vestal perch
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you need to use the catapult feature I believe

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(dont know how that works though, youll have to see if the mod comes with documentation)

solemn pasture
dim kindle
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yeah

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i try nimitz too but still not work

solemn pasture
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cause the AI can't do it on their own, u gotta use commands to do it.

solemn pasture
# dim kindle i try nimitz too but still not work

so what u can do for freedom is do BIS_fnc_aircraftCatapultLaunch but you gonna have to put that command in a SQF file because doing it on the init of the plane creates errors.

name your jet like jet1 ingame then go to your file explorer, find your mission folder and you make a text doc. write like this [jet1] call BIS_fnc_aircraftCatapultLaunch; in the text doc. then save your text doc to a SQF file. name it something like test.sqf
once u done that, move your jet on one of the catapults you want to launch from. in the debug console you can test it by typing this to execute the script nul = []execVM test1.sqf

vestal perch
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timed trigger could probably work too πŸ€”

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to run it

solemn pasture
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☝️

dim kindle
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im not on mission ,im in scenario editor

quick forum
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Anyone know a way to have turrets be completely upside down but still keep AI in them?

small patrol
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I don't think so, Tank simulation's limitation

quick forum
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For on a frigate for PDCs

small patrol
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So "A Defense Turret from the ceil"?

quick forum
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Sure ig

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Tryna use some modded turrets but the AI just jump out

small patrol
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Yeah, unfortunately there is no way to make it happened

quick forum
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Damn

smoky river
smoky river
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Then wiki lies

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Like they didnt stay in or they didnt target?

south scroll
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how do i make it that if a trigger is triggered a helicopter will land on a marker and pick up the player and then fly back?

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 SquadEmbark = HELIEVACFORCE addwaypoint [position ANFLUG, 0]; 
SquadEmbark setWaypointType "MOVE";                                  
 SquadEmbark = HELIEVACFORCE addwaypoint [position HELIEVAC, 0]; 
SquadEmbark setWaypointType "LOAD";

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thats whats inside the trigger now but it wont land

timid mica
south scroll
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or i think it will be easier that I get the option to call for exfil(via Support module )

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but how do i make it that I can Only call for support if im in the trigger

quick forum
neon nest
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Skip waypoint?

smoky river
fossil urchin
# quick forum They didnt stay in

Like kk says after example.

Killzone_Kid
This will stop AI disembarking when immobile

KK_fnc_allowCrewInImmobile = {
    _this allowCrewInImmobile true;
    {
        _x disableAI "FSM";
        _x setBehaviour "CARELESS";
    } forEach crew _this;
};
//example
car call KK_fnc_allowCrewInImmobile;
smoky river
#

Whatabout when upside down? Like his case. Also im pretty sure he wants ai to still use weapons.

fossil urchin
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Yeh, true. Well that's different case. Just like you said, don't know .

smoky river
# quick forum They didnt stay in

In my test, they stayed inside. They however did not fire the gun. The gun itself on the vehicle seems to freeze when upside down*. My test setup (vanilla ice):

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It is a bit deceiving in command autocomplete tho,
wiki states:
vehicle allowCrewInImmobile [brokenWheels, upsideDown]
while autocomplete states:

smoky river
south scroll
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Is it possible to remove the radio of every BLUFOR unit or do I have to remove it manually for every soldier?

smoky river
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It is possible via script. but not possible via pointy clicky, unless you do it one by one

south scroll
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whats the script?

smoky river
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id go with a loop over all units, check if blufor and use unlinkItem to remove radio

south scroll
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I have no idea what that meant

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is there a script that I can just copy and paste?

smoky river
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Oh, well we can make one

if (isServer) then
{
  {
    if (side _x == west) then
    {
      _x unlinkItem "ItemRadio";
    };
  } forEach allUnits;
};```
Try if this works, you can put it into init field of perhaps Game Logic entity that you can spawn.
But i didnt test it...
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Also will only work with vanilla radio

south scroll
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THANKS in germany we would say EHRENMANN

smoky river
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Also this will only work for units that are placed in the editor, units placed after the mission start by script or zeus will still have the radio

south scroll
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yes no problem

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Will this work in singleplayer or only on servers?

prisma oyster
prisma oyster
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in singleplayer, the local machine is considered a server

south scroll
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ok

smoky river
timid mica
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God Bless

smoky river
timid mica
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Why not do

if isServer then {
  {
    _x unlinkItem "ItemRadio"
  } forEach units west
}

One Loop to rule them all

smoky river
timid mica
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Gotta love these "newer" commands they always simplify the process half the time

smoky river
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progress

south scroll
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ThΓ© item is a backpack that is laying around somewhere on the map.

vestal perch
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for turrets pointing down Ì've always made separate turret that is modeled that way from the start

fossil urchin
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I would say we get nice testing playground of this. How to get ai shoot when vehicle is upsidedown

smoky river
smoky river
vestal perch
smoky river
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i was trying to see if its just AI thing myself

vestal perch
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from what I remember from doing my battleship hull turrets, attaching a turret upside down to the plane did enable AI to track targets but they never took the shot

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but then modeling that same turret upside down and setting up the views and turret angles to work with the flipped model they fire very happily

smoky river
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ill try it with autonomous .50 cal

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Yeah same result. it just freezes

vestal perch
smoky river
vestal perch
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there may be some sort of "this is flipped" state that activates from top of the object touching ground

smoky river
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it aint touching πŸ˜› But it does popup "Set up tripod" action.

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so i guess vics have some sort of anti gunnery prevention if its flipped beyond certain degree

vestal perch
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well even if its suspended by some physical thing its touching something and being upside down = may count as flipped

prisma oyster
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yep, most likely iirc.

smoky river
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ill try attach to

vestal perch
smoky river
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for fiddy cal about 45 deg, i can try more scientific method.
Also attach to didnt work either. As soon as i remote controlled it "Set up tripod" pops up and gun does sad downwards look (Well in this case upwards)

vestal perch
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then it sounds like its just angle based

smoky river
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Also, did you know you can set up tripod on remote controlled turret remotely?

quick forum
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I angled the turret about 70 degrees, past the AI would jump out. And it seems to be working fine

smoky river
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Okay tested: Magic angle is 77 OR isTouchingGround is false.

prisma oyster
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so a jumping tank can't shoot? shame

smoky river
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Thats for fiddy cal didnt try with tank

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but vics can shoot while being stringed from heli soo... hmmm

smoky river
prisma oyster
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must be a Boeing tank

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(thanks for the test!)

vestal perch
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or it would be because it was still touchingGround = true

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time to bring terrain deformation into this test

smoky river
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Hmm i know perfect hill for such test... united sahrani

smoky river
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Seems like tanks dont care if they are touching ground. Maybe its only for turrets
Here slope is at 77 deg and tank is driving down (barely, but still touching ground), tilted at around 79 deg. And cant shoot, nor move gun.

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i failed to find "naturally" occurring > 77 deg slope 😦

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Nor can it do such when it came to a stop.

vestal perch
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πŸ‘

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so its just angle based

dim kindle
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What land troops are suitable for shooting marine fleets?

vestal perch
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you mean like shooting at ships somehwere way out on the sea?

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and is this like hypothetical or for actual arma mission building? @dim kindle

crisp dune
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Can anyone help me with a question? I am trying to set up AI reinforcements in a scenario, i did a trigger for each reinf, set waypoint activation to the first waypoint for said units, set player as trigger owner, and set radio alpha/bravo/etc, but when i go to play and pull up command prompts the radio option is not selectable. Ive gotten this to work before but not sure why it wont now, any ideas??

sacred briar
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More on Zeus than editor but it comes from there. I'm not too sure on why, but when I copy and paste units with custom loadouts in Zeus - they don't keep their loadouts and lose all of their weapons. There are no mods that randomise loadouts when units are created.

kind prism
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Zeus is copying the original type of unit. Zeus Enhanced Deep Copy/Paste will make the new units have the same loadouts.

sacred briar
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Ahh alright, thanks πŸ™‚

dim kindle
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I want to make a simple scenario, this is javeline special forces, but why is this unit not shooting the boat? i set destroy waypoint to the boat, please help

vestal perch
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blobdoggoshruggoogly dont know, maybe it does not see it as suitable target

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or does not see it from behind the bunker

dim kindle
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do you know what weapon this is?

timid mica
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Thats the mounted Metis isn't it?

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or is it Vorona, can never tell which it is

dim kindle
smoky river
timid mica
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Yeah just been a hot minute since I have run without Ace

wispy hollow
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Am I stupid or why don't I see the state attribute (to change combat mode for example) on any of my infantry in my editor?

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it's just not there πŸ˜„

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decided to get back into mission making this morning and that's a bad start lol

timid mica
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It's on the group not the unit

wispy hollow
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thanks!

wispy hollow
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Another question and excuse me if it is not the right spot. It is about AI difficulty.
Am I right in assuming that the the server difficulty (aka what I define in the server profile) is the baseline and then the AI settings I change on a given unit are "added" or "substracted"?

E.g my server is AI general 0.7 and I set the the AI skill of a unit to 100%, the effective value is 0.7?
Likewise if I leave a unit on the default 50% then the effective value is 0.35?

timid mica
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to my knowledge it overwrites it

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100% being 1.0

wispy hollow
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okay, that's interesting! i've read conflicting opinions about it. I guess I'll need to do some testing.
Eventually I always get to the conclusion that AI is the most challenging thing in mission making

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either it's dumb or it aimbots you πŸ˜„

zenith flame
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Is the init on a unit ever run again after the mission starts?

prisma oyster
zenith flame
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my thing is more like, if I have "this setvariable x = 1"
and the only thing that cares about that is a respawn script
and I later change that to x = 2
will it ever overwrite that with x = 1 if nobody leaves or joins the server?

prisma oyster
quiet plume
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at which point in Initialization Order are JIP whatevers applied? tanking

prisma oyster
quiet plume
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i don't see JIP mentions on the wiki page. Maybe i'm just blind

prisma oyster
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it is in rework anyway, we will add this to the list (just in time!) thanks ^^

prisma oyster
south scroll
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how do i set the support modules to olnly show up after a trigger has been triggered? pls answer

smoky river
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If module supports such function, sync it to the trigger

sinful pasture
#

Hi guys, I'm not a coder or anything of that but I've been playing around with the eden editor to make a zeus mission for myself and some friends. I understand some of the basics but I want to make a cool intro, is this a hard thing to do which takes lots of coding or is there a cheap and easy way to do it?

I've already got it set up so they fly in via helicopter and land at a site to deploy automatically and it stops them ejecting before and it kicks them out on landing

This is the part Im not sure how easy it would be, I'd love to have a bit of drama, so I'd want a 2nd helicopter flying in formation but getting shot down on their way in. Is this easy to script or set up just using triggers etc?

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I'm hoping it can just be done with triggers or something

smoky river
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Flying in formation, you can just have 2 helis in same group.
Shooting down part not so easy. If you want to make it realistic. If you want other heli to just blow up, at certain waypoint, its easier

sinful pasture
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I feared as much, I might just manually take control of a AA guy and shoot it down myself lmao

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Or just add some tracers in the sky maybe, how would the blow up on a waypoint work?

smoky river
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Well give variable name to heli you want to blow up, lets say blowmaster3000 and on the waypoint, where you want it to blow up, in On Activation field put blowmaster3000 setDamage 1

sinful pasture
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is that saying the hp will be = 1 then?

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or is damage a set of states it can be in

smoky river
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No setDamage 1 will make it 100% damaged. Eg setDamage 0.5 will make it 50% damaged.

sinful pasture
#

ah thank you I was just reading the wiki at the same time

prisma oyster
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how come you don't have it always open on your second screen πŸ‘€ πŸ˜„

sinful pasture
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One quick question, why do some tutorials use the vari name and some use a underscore like "_solider1"

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I'm at work at the moment πŸ˜‚ I'm just doing eden research on company time

sinful pasture
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I will attempt to wrap my head around that link

prisma oyster
sinful pasture
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Ahhhh okay that makes much more sense

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Thank you!

prisma oyster
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the Local Variables Scope graph below in the page I linked shows it visually

smoky river
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Imagine it as LRPS scope

sinful pasture
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This is a completely unrelated question but it was doing my head in last night, I was trying to place sandbag block things on top of each other in eden last night and they were forcing themselves to try to sit on the contours of the bags rather than straight, if I clipped them into each other it was okay but and then when I copied them to make a longer wall they were like 25m above the bottom one

smoky river
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There are snapping options on top, in toolbar

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Perhaps try playing with those

sinful pasture
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I tried clicking them all ahahah but I couldn't get them to just ignore collision with each other

fresh bronze
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When I place a "get in" waypoint down, the AI wants me to drive/pilot the vehicle even though I am not the leader of the group. How can I get an AI in the group to pilot the vehicle instead of the player?

smoky river
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You are in same group, that is supposed to fly?

fresh bronze
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Yes

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I just want the AI to fly instead of the player

smoky river
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Hmm, i guess just down to ai commander decisions...

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Perhaps have crew group pilot/copilot and other group get in cargo?

sinful pasture
smoky river
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Well... feel free to try it πŸ˜‰

sinful pasture
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I'll give it a shot tonight

sacred briar
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Not sure if I'm being dumb, I can't see Deep Copy and Paste in the addon options for Zeus Enhanced. I have Randomise Deep Copy and Paste but it's apparently a different setting.

smoky river
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Try ctrl shift c, ctrl shift v

sacred briar
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Ah, I'm dumb, thanks a lot! πŸ™‚

smoky river
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(I think thats the keys, i havent used it in a while)

zenith flame
#

Is there any way to replicate Contact's type of cutscenes, where it's basically playing a whole movie on your screen, in multiplayer?

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I notice you also can't place the ships from contact at all

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or any of the other props

prisma oyster
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what

zenith flame
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Did you play the contact DLC?

prisma oyster
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Yes

zenith flame
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I'd like to place, for instance, the weird fucked up underground root system in a mission

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but it's not in the editor that I saw

smoky river
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Do you have contact loaded?

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Also if u wanna play fullscreen movies, its possible i guess.

zenith flame
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Just as a mission ender to represent the team receiving one (1) jimmy neutron brain blast

#

but how?

zenith flame
smoky river
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Ugh...not sure.

zenith flame
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I'm trying not to fall into the inescapable doom rabbit hole of making my own monster models lmao

smoky river
zenith flame
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oh hm

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I wonder if I could just play the same hallucination video from contact's assets

smoky river
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I dont think you can unless others have owned and loaded contact dlc

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Its like a mod

zenith flame
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hmmm

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ok

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is Contact still encrypted or did they decrypt the assets

small patrol
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They did in Dev-Branch

smoky river
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I mean it was a short video of couple of flashing images, if i recall correctly. You could make one yourself, if you feelin artistic.

small patrol
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They actually are, images

smoky river
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ah its not even video, just some full screen cutRscs

zenith flame
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oh, interesting

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yeah that's exactly what I need to figure out how to do

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I wonder if I can like, unpack the mission to see how they implemented it

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I tend to learn best by pulling apart multiple examples of the thing I'm wanting to do

smoky river
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you could depbo it on dev branch and take a look see

zenith flame
#

yeah

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I also need to make a better UI element for some of these tasks that the group is doing

smoky river
#

Like early 2000 websites? All flashing text and background music and hypertext clickable links?

zenith flame
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No, like displaying progress without using hints

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I was looking at the endgame download hud element, for example

smoky river
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Sure you can make one, cutRsc or titleRsc work well.

zenith flame
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Yeah, that's what I'm thinking

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I've used some of those to display things like mission chapter titles and the like

smoky river
#

But custom gui making is a whole new universe of fun and can lead to potential alcohol problems further in life

zenith flame
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I have better drugs than that, and it's a good mental workout when I'm not trying to do it at 4am

smoky river
#

Have fun. And stay away from crack!

dim kindle
#

Can someone help me real quick? Im adding Enemy jets to my eden editor mission, and all they do is fall out the sky and die
it used to be i could put a jet in the air and when i start the mission they start flying
is it because im hosting it as a multiplayer mission?

small patrol
#

all they do is fall out the sky and die
What do you mean?

dim kindle
#

when i start the mission they legit just fall out the sky straight down

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like they just drop straight down from where i have them in the air

small patrol
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Then the plane is not located lower than they can fly

dim kindle
#

they are at a height of 470

#

do they need to be even higher?

small patrol
#

No

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Do they have pilots?

dim kindle
#

sure do

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I have them linked to a vehicle respawn

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could that be causing issues?

small patrol
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If you think so try without

dim kindle
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yep removing that allows them to fly

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welp, How can i make them respawn when i kill one?

small patrol
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I've just tested, Vehicle Respawn module doesn't let the plane fly whenever it respawns

dim kindle
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im trying to just practice flying against ai and keep it ongoing for me and my friends

small patrol
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I'm not saying about the initial spawn

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I only said about whenever it respawns

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You can actually try to write some scripts

dim kindle
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I havent done any scripting in arma LOL

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is it easy to pickup? or a pain in the butt?

small patrol
#

Both

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Do they need them to fly to the place where you want to let them fly?

dim kindle
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nah i just want them to fly around, niothing specific

small patrol
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params ["_newVehicle"]; createVehicleCrew _newVehicle; _newVehicle setVehiclePosition [getPosATL _newVehicle,[],0,"FLY"]; _newVehicle setVelocityModelSpace [0,100,0];```Put this into the Expression
zenith flame
#

Can sounds in cfgSounds be played through Zeus?

smoky river
#

I think you can

sinful pasture
#

In a task, when selecting "Destination: sync';d object" how do I assign said object? Is it just a prop or what

zenith flame
#

place a prop and right click it

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top option should be a submenu that allows you to sync it

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click the sync option and then click the task module

sinful pasture
#

thank you

clear plinth
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I'm trying to set up my own local server to base my scenarios on. Whenever I create a team in Editor, the unit command bar does not show up on the bottom left at all. I messed around with the controls, the video, and the game settings to show this. No joy. What am I doing wrong?

prisma oyster
smoky river
clear plinth
#

I start off in Eden editor. From there, I created a six-man SOCOM team of US Green Berets, and designated the squad leader. I was careful to ensure that the team was attached to the leader. But when I play test, no bar, no commands for the unit. I didn't consider ACE settings.

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I found it. The Group Bar, located in Ace User Interface in the Addons section. Damn, I hate asking questions I could have figured out myself. 😝

smoky river
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also on that note, ace default keybinds will interfere with some of commanding menu options, like 7 to adjust group formation etc

clear plinth
#

Thanks. I'm having troubles trying to switch to different members of the unit. I made sure they were all playable. Bet if I sat down and gave it more time...

sinful pasture
#

Any idea why "Save Loadout" in the multiple respawn section using eden enhanced doesnt let people spawn with what they died with

prisma oyster
sinful pasture
#

ah damn, thank you. I'll use the tutorials of people making scrips

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One more question, do you know how to stop the game forcing people to respawn on the first mission load?

sinful pasture
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I wanted people to load in to a helicopter as the game starts but they just get thrown into the respawn screen

prisma oyster
#

you could untick a "respawn on start" checkbox somewhere

sinful pasture
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I've had a goodlook everywhere can't find it

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oh apparently you gotta put it in the description.ext - can that be edited in game?

prisma oyster
#

no idea

plain gale
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I just restores the loadout that you initially had when the mission started.

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Note to myself: Update that tooltip

sinful pasture
#

Yeah I've miss read the wiki my bad

paper idol
#

Is thier a respawn module or of sorts for AIs in the regular arma 3 eden editor

#

I'm trying to do a scenario where me and ais defend a base and the enemy keep respawning until the tickets run out i know on SOG PRAIRIE you can do that

brave dove
#

does the code in the init of an unit run again when it respawn?

brave dove
#

or make a code creates a new unit when it dies using "killed" event handlers

brave dove
#

thx

smoky river
#

Also if you use it for players, id avoid init and rather use event scripts

idle ermine
#

When editing warlords factions where do i find these faction tags that i put in bluefor and redfor places i was looking in config viewer but i cant find it

restive ivy
#

anyone that can help me understand why my unitCapture stops at 180 seconds?

rec = [at1,50000] spawn BIS_fnc_UnitCapture;
rec = [at1,50000] spawn BIS_fnc_UnitCaptureFiring;

i had it happen once, hence the incredibly high number

prisma oyster
restive ivy
#

no, which is why im confused

#

just confirmed it by starting the recording and not touching anything, it ends at 180.037 seconds

quiet plume
#

Inb4 array length limit

restive ivy
#

anyway to bypass or navigate around this?

smoky river
#

2 records, play one after another?

restive ivy
#

that would work for some of the units, tho i dont know how to "unpause" the game when finishing a recording :P

#

tho that method might not work for 2 of the units, attack helicopters providing fire support for an amount of time and then leaving

restive ivy
#

im so foolish, i had a record trigger already placed for another object...

#

mb

zenith flame
#

so having checked around

#

there is no good way to play custom sounds from zeus without making the sounds into a mod

#

same for music

timid mica
#

CfgSounds and CfgMusic in the Description.ext

smoky river
zenith flame
#

no, it sounds like the curator UI doesn't iterate over that

#

from what I've been reading

#

you can play custom ones from triggers or with scripts

#

but not with the zeus UI

smoky river
#

Ah, alright

zenith flame
#

I've been trying not to make a custom mod for my shit

#

but it looks like I'm going to have to make a little content mod

smoky river
#

Hmm, doesnt zeus interface have a little init field, if you enable debug console and double click an object?

As a workaround you could say3d sound there

zenith flame
#

yes

#

but that's not really what I wanted

#

I wanted to be able to use the Play Music interface

#

like I can do it

#

it's just not what I was hoping for

smoky river
#

Try making sound in cfgSFX in description.ext, maybe that will add it. (But im not sure)

zenith flame
#

from the forum threads I was looking through - I looked through about 30 - nobody had any luck

#

unless they made an addon

smoky river
#

Im having a feeling it may work. But cant test until later

#

CfgSfx in description is fairly "recent" as of 1.7 so mayhaps...

#

That wont solve your musical issue tho.

dim kindle
#

so i and my group have a really buff server that typically runs around 180 fps even on larger campaign scenarios

and have 4 headless clients running on the same server

however client fps is typically from 50-60 fps for me on a decent computer and lower for some of the other dudes in my group

so how do i transfer as much stuff as possible onto the server instead of the client

objects are all on the server so is ai is there even more i can transfer onto the server than what i already have?
or should i just tell them to get a better cpu πŸ˜† ?

smoky river
#

Reduce mods and scripts...

prisma oyster
#

tbh, 50-60FPS is good for MP Arma ^^

dim kindle
#

yeah thought so im actively cutting down the modlist however we utilize the living fuck out of our modpack so its a bit hard sometimes

dim kindle
prisma oyster
dim kindle
#

thankyou very much for your quick reply ill read thru it and see what can be done

cloud sparrow
#

If you want more than 60 frames in MP consistently you basically need R7 5800X3D, 7800X3D or Intel equivalents.

#

40 fps is still okayish numbers, I know numerous people that play sub 30fps for years NotLikeThis

dim kindle
#

yeah armas relying on only 4 cores hurts alot sometimes sometimes

dim kindle
#

i did not spend that much on a server and pc to be rocking 11 fps goddamit

smoky river
#

11 is unplayable. But human eye cant see past 12 fps (if you ask arma developers)

cloud sparrow
#

well, I have R9 5900X and quite often i must be happy with around 40 frames xD

dim kindle
#

that better be on puplic servers tho right? right?

cloud sparrow
#

I need to fight myself really badly to not buy 7800X3D just for arma xD

#

I play only private PvE ops.

dim kindle
#

tbh im doing that

prisma oyster
dim kindle
#

my pc was essentially build for arma

smoky river
dim kindle
#

arma is one of those games where you can spend 3 times as much as everybody else and still rock the same fps

cloud sparrow
smoky river
worn fossil
#

Soooo

#

Having an interesting issue

#

I have set the wind in a scenario to blow southwest

#

I've set it via the weather override settings in the editor

#

But the wind is blowing north when I run the scenario, blowing my paradropped vehicles off-course

smoky river
#

Ace?

worn fossil
#

Yeah that'll be the one

#

I assume ACE3 is overriding it

#

But idk how to turn those settings off

smoky river
#

Ace weather in settings

worn fossil
#

-_-

#

Am I actually that dumb

#

Appears so

#

I'll try it now

lyric rose
#

How do I turn on the lights inside the chinook by default?

timid mica
#

Woah a doppelganger!

worn fossil
#

XD

worn fossil
lyric rose
#

one fluff does editing the other does scripting

worn fossil
#

I do both πŸ˜„

lyric rose
#

and than they made the best Multiplayer Co-Op scenario ever

worn fossil
#

Well...

#

Mine are pretty good tbh

lyric rose
#

pls

worn fossil
#

Currently working on mission 3 of my 6 mission Zeusless campaign

lyric rose
#

in all seriousness tho fluffs
I kinda need help with something

timid mica
#

I'm not a mission maker persay, but I am making a gamemode

lyric rose
#

I am trying to make a spawn on air and when the players are filled in a heli the heli will land on the designated area
how do I force respawn on start for the team?

#

Semi-Zeus Missino

#

I got some of the script done thanks to the other fluffs

worn fossil
timid mica
#

respawnOnStart = 1? in description.ext

lyric rose
worn fossil
#

I turn on "Select respawn location" in the multiplayer respawn settings and that usually does it

timid mica
#

Yeah I think Respawning at the Start is normal behaviour if there is a respawn location

#

in Multiplayer that is, I don't think you can respawn in Singleplayer so you will never start dead in SP

lyric rose
#

no option like that

timid mica
#

Yes there isn't an Option but you could call it the Default Behaviour, If a Respawn exists in a Multiplayer Scenario

worn fossil
#

Literally

#

Right there

#

XD

lyric rose
#

it doesnt work man

timid mica
#

You sure?

worn fossil
#

It's not checked

lyric rose
worn fossil
#

You gotta check it

lyric rose
#

I spawned in the zeus position

#

it is checked

timid mica
#

Play in MP not clicking Play in Singleplayer

worn fossil
#

Not in the screenshot you sent

lyric rose
worn fossil
lyric rose
#

Thank you fluffss

timid mica
#

Fluffi

worn fossil
#

Fluffles

timid mica
#

Don't they match your stance when they are on automatic?

#

Nevermind, I must be thinking of something else

#

I must be going crazy, it's not a thing, there is apparently a mod for it but I don't know if it's still around

zenith flame
#

I'm struggling to find a really good way to like, playMusic but for everyone in sync in such a way that it can't be retriggered either

#

maybe a function that has execVM playMusic and the function is called from a server-only trigger?

timid mica
#

you could remoteExec in the activation with the trigger being serverside

zenith flame
#

hmm

#

that's smart

#

the function isn't needed in the middle, I guess, unless I want to do something else with the music that has a sleep

timid mica
#

remoteExec'ing functions serves the same purpose as spawn function if I recall

#

It's just doing it for everyone

zenith flame
#

right

#

I'm thinking about how to do like, synchronous cutscenes

#

or well

#

"cutscenes"

#

more like just synchronous story talking and music

timid mica
#

Depends on the commands used during the cutscenes

#

If they are all Local, just use a Server side trigger to remote the function locally on everyone

zenith flame
#

cutRSC, playSound, and then playing death/knockout animations for all the players so that they sync with the sound

#

so yeah

#

I think a function executed locally but triggered globally is ideal

timid mica
#

I think only the Animations are Global in terms of their Effect, but that needs the animation command to be run where the unit is local

#

cutRSC and playSound are local

zenith flame
#

right

smoky river
#

Anims are global and a bitch to sync. If you want some camera action, even more so

timid mica
#

I feel like you can cheat the system by using RemoteExec on the Unit

#

Something to this effect.
[cursorObject, "Acts_Dance_01"] remoteExec ["switchMove", cursorObject];

#

Since making the Target of the RemoteExec the Object it self as explained by Wiki, Object - The order will be executed where the given object is local

smoky river
#

At that point it would be better to make a function that does both, server and client and run it global with remote exec

timid mica
#

Sure why not, calling a function is better than writing it each time manually

#
/*
  Makes sure Unit does the Animation and Syncs in MP

  Arguments:
  0: Unit <OBJECT>
  1: Animation <STRING>
  Return Value: Nothing
  
  Example:
  [player, "Acts_Dance_01"] call TAG_fnc_doAnimation
*/
params ["_unit", "_animation"];
[_unit, _animation] remoteExec ["switchMove", _unit];
smoky river
#

Ive meant more like
fn_dance.sqf

params["_unit"];
if (local _unit) then
{
     _unit switchMove ...;
};
if (hasInterface) then {
playMusic ...;
cutRsc ...;
};

[Unit] remoteExec ["..._fnc_dance"];

timid mica
#

Sure you could do that but the only thing I wanted to achieve was the unit playing an Animation and that syncing in Multiplayer

#

It would work for any Unit you point at, player or otherwise

zenith flame
#

It's "play 3 sounds", wait 5, "play getting electrocuted animation and a sound at the same time", wait 1, and then "play mission end1"

dim kindle
#

Does anyone know any good videos on how to get started on making scenarios. Just though it seemed interesting so I wanted to try it out.

smoky river
#

you can probs find quite a few of them if you search "arma3 editor tutorial" in youtube

hot sage
#

Is there a way to change a object color?

#

Exemple i want to make the Sugarcane Factory (Shed) Yellow

small patrol
#

Depends of the object and it most unlikely to have a way

vestal perch
#

Building color changing is not very easy

#

Could maybe be done with a mod that basically overwrites original files

fickle forge
#

Is there anyway to change the WL sectors from Rectangle to Eclipse?

wispy hollow
#

@cloud sparrow hope you don't mind the direct ping - I am using CF_BAI for my mission and I love it. I am just wondering if it is at all possible to disable CF_BAI for a given AI unit?

#

I have an unit placed in Editor that I'd like to dumb down.. but I find the value keeps getting adjusted back (I assume it is CF_BAI)

#

thanks for your time anyways πŸ™‚

wispy hollow
#

well, here is my dirty hack to solve it

#

while { alive sniper1 } do
{
sniper1 setSkill ["general", 0.2];
sniper1 setSkill ["aimingAccuracy", 0.1];
sniper1 setSkill ["spotTime", 0.1];
systemChat "its werk";
};

timid mica
#

I hope you aren't doing that for many units

#

while loops with no sleeps are insanely fast

cloud sparrow
#

while {true} with no sleep is the worst thing you can do for your scripts performance

#
  waitUntil { 
   sniper1 setSkill ["general", 0.2];
   sniper1 setSkill ["aimingAccuracy", 0.1];
   sniper1 setSkill ["spotTime", 0.1];
   systemChat "its werk";
   
   !alive sniper1
  }; 
#

this will execute once per frame max.

smoky river
#

If you worry bout preformance, just stop the thing doing it in the first place...

steel elk
#

Trying to load my SQF sinario from eden editor and its giving me an error. I tried literally everything to fix it but it refuses to work. I even deleted and rebuilt the entire mission and it didnt work.

I deleted all layers and put all of the objects into a new layer, it still didnt work. I deleted the layer and put all objects in empty, still didnt work. Got no clue what else i can do to fix it at this point

smoky river
#

Well error is in the sqf file. So youve done all that for nothing πŸ˜‰

steel elk
steel elk
smoky river
#

You can always do that, it wont help, but if it makes you feel better why not...

#

Or you can tell, how are you calling the script?

steel elk
#

Through the esc init box thing

#

worked many times before for loading all my other missions but sometimes I get random errors that are pretty much unfixable apparently

#

I know 0 about coding etc but I think something im doing is corrupting the eden file making the SQF not load properly. but idk

smoky river
#

are you building mission in eden editor or zeus?

steel elk
#

editor, then exporting to sqf @smoky river

smoky river
#

why exactly are you doing that tho?

steel elk
#

Because i load the SQF file into public servers

#

i worked out the problem, the map markers were messing things up

#

dk why

smoky river
#

ah, makes sense. well goodluck

wispy hollow
smoky river
#

resemblance is uncanny

cloud sparrow
#

The original author threw a tantrum when community did not agree about his point of view on CDLCs on reddit and removed all his Arma 3 mods so it's the one that pops up first in google now.

wispy hollow
#

i see, thanks for the clarification πŸ™‚
my dirty hack does what i need for the time being!

primal wave
#

How can I force a tank crew unit to remain turned out? I found a solution to set the AI to "Careless", but I still want the unit to shoot its machine gun and respond to the player.

primal wave
#

My mistake: apparently AI still shoots in careless mode. 😬

wispy hollow
#

forced hold fire?

#

but then it would also not shoot the machine gun AFAIK

limpid saffron
#

Yo, any idea how i can set the npc/ai to drive slower/set a speed limit?

smoky river
#

in init field of a vehicle, do
this limitSpeed 20, now ai will not go beyond 20, unless threatened.

dim kindle
#

How would I go about making some sort of intro for my mission

prisma oyster
#

depends on singleplayer/multiplayer and the kind of mission

tacit dew
#

Does anyone know of a way to keep turrets and such suspended in air and still be active without disabling their simulation?

#

I have an Imperial 1 Star Destroyer object and I put Turbolaser turrets on it to make it seem like it’s a living star destroyer and not just a prop

#

But whenever I start the game the turrets fall from the sky

#

Is there a way to keep them suspended in air but also still have them functional (they’ll shoot at any enemy that comes within range)?

prisma oyster
prisma oyster
tacit dew
#

Oh ok gotcha. And sorry

prisma oyster
#

(and don't crosspost thanks)

tacit dew
#

I didn’t know which channel that question would go in

tacit dew
#

And does the platform have to be anywhere specific? Like below them or on top of them?

#

Because some of the cannons are upside down (on the bottom of the ship)

prisma oyster
prisma oyster
tacit dew
#

Goooootcha thanks

frosty tapir
#

Where can I find an eden scenario in the game files?

prisma oyster
frosty tapir
#

Thank you.

woeful vortex
#

Hi all. I'm not sure I'm in the right channel for this. Feel free to correct me if so. I'm currently playing an antistasi game and I would like to delete on object. Basically, you can place a sandbag wall using the mission mechanics. We misplaced one and need to remove it. Any suggestions?

acoustic yew
woeful vortex
#

I was able to delete it using the deletevehicle command

final turret
#

Help pls

smoky river
#

Altis.

final turret
small patrol
#

!steamverify

formal muralBOT
#

Steam file verification process:
Right Click on game -> Local Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.

smoky river
zenith flame
#

I'm so fucking baffled by these issues with the dedicated server and it also makes me want to rip the antistasi missions out of their modpack so I can look at the guts and figure out what's wrong.

smoky river
#

Huh?

stoic bay
#

pls help. How do i undo a save

vestal perch
#

only way is if you got backup of the file somewhere

prisma oyster
vestal perch
#

I suspect this is more the case of saved over other mission file by accident

prisma oyster
#

I suspect so too, unfortunately

final turret
prisma oyster
final turret
prisma oyster
#

group β†’ waypoint 1 "MOVE" (time > 15) β†’ waypoint 2

final turret
prisma oyster
abstract nova
#

What was the key combo to drag copy the objects in 3DEN?

#

So hard to find it for some reason πŸ€”

#

Found it, its Ctrl+Shift+V and THEN you drag

small patrol
#

...Wait what?!

#

Never knew that

quiet plume
prisma oyster
#

Ctrl+Shift+V is "paste on original position" indeed πŸ™‚

dim kindle
#

How to fix loadout resetting itself bug

prisma oyster
dim kindle
dim kindle
#

Yes, why?

prisma oyster
#

it might be related
it should not (does not) happen with vanilla Arsenal & units

vestal perch
#

youre probably using one of them mod units that are set to have random gear

pulsar haven
#

hey, how can I fix that ?

sinful zenith
#

Maybe enhanced movement rework fixes that

#

ah no thats not enhanced movement

#

you probably can't fix that

pulsar haven
#

is it a broken mod ?

#

called ''babe nvg'' ?

sinful zenith
#

its a mod that hasn't been updated for a long time

#

its not really broken, this used to be correct code

smoky river
#

In short, its broken

pulsar haven
#

yeah lmao I see

#

and how do I know where this broken code is from ?

smoky river
#

Read the bottom of the error message

pulsar haven
#

yup but what can I do about it ? I used to have mods with ''babe'' in it and already disabled them
also, the ''nvg'' makes me think about a Night Vision Goggle mod but I don't have any

smoky river
#

Guessing by the name it would be "babe nvg".

Option 1 you could fix it, if you included allowFunctionsRecompile=1; in description.ext, and then overwritting broken function with working one. But you would have to do that in every mission.

Option 2 is borederline illegal, opening pbo, fixing code, then recompile it.

Option 3, pester mod maker to fix it.

pulsar haven
#

okay, I'll try that
thanks

dapper totem
#

Hello, do you guys happen to know a code how to make AI garrison building automatically? and disable Pathing

open imp
#

Is there a way to change colour of factions on the map? (e.g. OPFOR red to yellow)

small patrol
#

No. It is a Game Option, not something you can change on the fly

prisma oyster
small patrol
#

That's what I meant yeah

prisma oyster
cyan hemlock
#

There is a yt video that explains it I believe

wanton venture
#

Idk if this is the right place but ive made a faction with Alive and ive made it into a PBO but when i launch the game i get this error

serene vigil
#

Is it possible to force an AI to continue with a waypoint and not have it complete at all? Ex: Have an AI stay on seek and destroy indefinitely before using skip waypoint trigger to a move waypoint?

prisma oyster
wanton venture
viscid monolith
#

I'm using the User Texture object to display some bloody writing on a wall (paa texture).

Would it be possible to make it look more "watery" or "bloody" without creating a custom rvmat for it (so using what's available in Arma)?

cyan hemlock
#

How do you make a trigger activated once the player has placed a specific type of mine?

small patrol
#

Unless you mean in ACE

uncut fossil
#

I there a way to switch between ai mid mission in mp, like in editor missions when you press U?

#

Doesn't have to be vanilla, any mods would also help

prisma oyster
uncut fossil
#

Will people playing the mission after it is released be able to switch aswell?
(Sorry about the crossposting, I wasn't sure where to ask)

prisma oyster
#

it is not per-PC, it is a per-mission feature :)
if you can switch units, they can too

it may depend on SP vs MP though (SP = guaranteed, MP = depends on the respawn type)

uncut fossil
#

Ok I think I got it, Thanks (:

loud wedge
#

Hello, i search some help, When I open the attribute editing window the editor freezes for a period of time between 1 and 5 minutes. I edit with mods on the server, but before I didn't have this problem.

I have a fairly substantial config (64go of ddr5 / Ryzen 9 / 2070 Super)
So I don't think it comes from here, I would have missed a parameter that can play in there?

loud wedge
#

Its working pretty fine without mod, but i search to optimise the editing with mod

prisma oyster
#

there is no such thing

fickle forge
#

Having an issue where my server keeps respawning a vehicle and after a certain amount of times it just stops respawning, yet there isn’t anything defining how many tickets this vehicle has nor a delay

#

The vehicle has a marker attached and says it’s in the bottom left of the map but physically it’s not

#

Any clues

#

?

prisma oyster
#

bottom-left = [0,0,0], so most likely an error somewhere.
what is the respawn system used here?

fickle forge
#

Like base module

prisma oyster
#

hm, weird
but it's not flawless either so IDK

fickle forge
#

Lol

#

The only thing attached to the vehicle is a teleport feature

#

But that’s not even directly attached

plain gale
wispy hollow
#

is a parent task supposed to complete automatically once all children are completed?
right now for me they don't and i need to create a manual trigger that checks the status of all children and then triggers the parent task state change

wind raptor
#

@wispy hollow No, it does not complete automatically.

craggy mortar
#

How to create a move task and a convoy?

smoky river
#

Spawn vehicles, see that they have approx same speeds, like dont spawn tractor and racing car.
On group settings of first vehicle set formation file and speed limited.
Group vehicles behind it to the first vehicle in order that they should follow (select it, then ctrl and drag to lead vehicle)
Then give them MOVE waypoint, as little as possible, works better if they choose their own route

craggy mortar
#

OK also how do I make it where it transport unloads troops? @smoky river

smoky river
#

Put troops in, after youve done steps above, and dont link them to the group

#

Then give convoy waypoint unload cargo. And give troops waypoint so they move away from convoy

craggy mortar
#

Alright but what if I told them to get in when the scenario starts? @smoky river

smoky river
#

Then i guess you would tell them to get in, when the scenario starts.

frosty tapir
#

Are there individual pieces of Liberty and Freedom and Proteus available in the editor?

dim kindle
#

in the eden editor, i just used the module for environment, HideTerrainObjects, ModuleHideTerrainObjects_F, now lots of stuff is now hidden, by making lots of stuff Hidden, will this improve performance in the game?

prisma oyster
timber karma
#

Hey guys, I want to asi if is some way how to set parachute drop from helicopter without RHS mod? Ideally without any mod.

supple holly
# timber karma Hey guys, I want to asi if is some way how to set parachute drop from helicopter...

This shows you how to add a para drop into your mission. This works for AI troops as well as human players.

Paste Bin Link for the codes used

https://pastebin.com/H1FZWpiM

The Red Hammer Studios (RHS) Mods are required for this to work properly.

Questions or comments? Want to ask for help with something or just want to be involved in our ...

β–Ά Play video
dim kindle
#

Hey guys , how to make Close Air Suppot ( CAS ) Delay time, i mean im on eden editor and want to make my CAS running after 5 minutes

amber spoke
#

my game drops to 4 fps when in editor, if i play the mission i get back up to 120 fps. I have put all the big areas into layers and hidden them but still no luck

ember kelp
#

How do I find the classname of a group? For example 3CB FIA Opfor infantry group? I want to spawn groups in a script and need the group classname.

glad quail
#

How do I apply the texture to the turret / launch tubes as well?

bleak crystal
#

hey everyone im new to making missions in editor/zeus are there any good referances/ maybe a video that is good for starting off?

ember kelp
craggy mortar
#

Do anybody know how to create wave attacks

sleek lantern
earnest grove
#

Is there an easy way to make the editor icons like BI have done for basegame items?

prisma oyster
earnest grove
earnest grove
#

Oh of course! We can use the same function on individual items aswell as units?

#

I have used this before for getting my editor previews of different units (e.g. Autogunner) but didn’t think of using it to get preview images of inventory items

prisma oyster
#

results are not guaranteed, but it should work

urban mortar
#

Can somebody help me how to spawn a convoy with waypoints ?

odd current
#

Is there an easier way to retrieve classnames from mods other than manually taking them from the editor?

#

Specifically for units and vehicles

crystal narwhal
#

Hey, trying to quickly create roads.
Is there a mod or perhaps a way to quickly copy a road that already exists in the map and continue with that?

Long story short all these Roads are terribly labeled and Zero Ref images, So far having a terrible experience making them
Anyone got any tips?

urban mortar
prisma oyster
#

@solemn reef no file without description really πŸ‘€

earnest grove
timid marsh
#

How to bind a unit to an object? i.e. I set, for example, the radius of the bunker placement, but for the unit to appear together with the bunker in a certain radius.

timid marsh
prisma oyster
#

no

stoic bay
#

can someone reference me a good tutorial on how to use the old man mission modules?

small patrol
#

There is literally no tutorial how it works. Or, One or two of them. I barely remember there is an article on BIKI

urban mortar
#

Can i use the show/hide module to optimize the Performance?

stoic bay
#

im finding Arma 2 tutorial videos easier than i am finding tutorials for these modules

small patrol
#

Again OM Modules are only understood by Bohemians not for us

sage hinge
# urban mortar Can i use the show/hide module to optimize the Performance?

In a way yes.

Keep in mind I am talking based on asking my players "Hey is have you had better FPS during this test/OP?", and looking at my own FPS so not exactly the most proper testing.

But we noticed that on maps such as Tanoa or Livonia it did help a bit when we hid entire parts of the map with the hide modules, just make sure to tick the "Operate Locally" box otherwise the server will crash when trying to hide all those objects.

Expect a small lag spike in the first 10 seconds of you loading into the mission, after that things get stable.

dim kindle
#

so i have this question, whenever we get too close to an exploding object, sometimes our screen turns black and white, how can i turn it off
or maybe is there any way so whenever i got near an exploding object my screen doesn't turn black and white

small patrol
#

A Mod does

prisma oyster
dim kindle
dim kindle
small patrol
#

A Mod does. Literally that's what I mean

prisma oyster
#

the base game does not turn your image black & white, a mod does
find this mod and remove it
if it's a mod "suite" you have to deal with it unfortunately, unless it offers a setting
we can't help more than that

dim kindle
#

okay thanks

keen jolt
zenith flame
#

Does anyone know if the "User Texture" object can have transparency in its texture? Can it take PNGs? Can PAAs be transparent?

supple holly
#

Paa can be transperent and user texture object when you apply on the a texture they will show it with out the background.

sharp pilot
#

Does anyone know how to change a soldiers name in the editor? When I change the name in the "Attributes" menu, it gets automatically reset to default when playing.

small patrol
#

Soldier's name, as in?

sharp pilot
#

I'm not sure how I can further clarify what I mean by that. Do you know when you right click a soldier/unit/character/whatever you may call any of those things and then click attributes? Within that menu there is a section called "Identity" where you can specify aspects of a character such as its name, voice actor, voice pitch, call sign etc. Are you aware of that feature?

small patrol
#

setName command

sharp pilot
#

Thank you, that command does work when used in the following example in the character "Init" section, however the GUI version which I described above appears broken. Example: this setname "Smith Smith";

small patrol
#

Not even sure what exactly is happening there

zenith flame
#

Are large numbers of the User Texture object, with the texture set to #(argb,8,8,3)color(0,0,0,1) likely to slow down framerates? Like 20 total of these black planes.

small patrol
#

Most unlikely

zenith flame
#

ok cool, just don't wanna be stupidly tanking frames because I like having a certain effect

sinful zenith
#

The texture is just generated once. Arma doesn't support PNG, just paa or jpg (please don't do jpg)

peak solar
#

How do i make missions that my friends sent me editable in the mission editor?

#

Sorry if this is a stupid question im a bit new to arma

small patrol
#

You can place the folder that your friend sent into the right place

smoky river
#

Does it have .pbo extension?

peak solar
#

yes it does

small patrol
#

Then you need to unpack the pbo

#

β€œThe official way” is BankRev from Arma 3 Tools

peak solar
#

Okay, thank you very much bro

zenith flame
#

Can... anyone tell me simply speaking why I need a P drive instead of just working with longer paths

#

or DO I even need one anymore

prisma oyster
#

you don't need a P drive if you work in Eden Editor
for modding though, you still need one

zenith flame
#

yeah I wanted to make a mod to hold sounds and like a few textures for missions...

cloud sparrow
#

P Drive is old concept, HEMTT is an opinionanted build system for Arma mods but it's also a lot more modern in its design.

lilac osprey
#

How do i add a spawn point for kpliberation? respawns when called respawn_west arent showing as an option under the list and people respawn on their bodies

lilac osprey
#

Like i dont see it say "join the fight" when i load it up, so im worried it isnt running properly

#

when ran in multiplayer in eden it does but no on the server

zenith flame
autumn galleon
#

in arma 3 editor

#

is it possible to make like hicom

#

of all the squads?

prisma oyster
#

"like hicom" = ?

autumn galleon
#

i mean

#

like the big boss

#

incharge of all the squads

small patrol
#

β€œLike the big boss” = ?

cloud sparrow
#

he wants to enable high command for all squads in the mission I guess.

#

Life would be so much easier if people would describe their problems in full sentences πŸ™ƒ

small patrol
#

Life would be so much easier if everyone is you

prisma oyster
#

imagine plenty of internet-lacking Chrome dinosaurs everywhere!

cloud sparrow
fresh blade
#

More of an editor question now based on the other one, how do I properly set up vehicles and the AI inside when trying to force target something and waiting until a trigger to open fire

#

trying to do it based on system modules, but the vehicle is competely static regardless of what I do with it

void fractal
#

Hi. I've been tinkering with some compositions just for fun and was thinking of publishing them on the workshop. Problem is I made some of them a Long time ago am unsure of all the mod they are dependent upon, is there a way to get a list of mods required by a composition or other mod so i don't leave anyone hanging on the off chance that they wanted to try them?

south scroll
#

how do i switch the teams of an uav . for example my unit is opfor but i want to fly a uav from blufor because it doesnt exist on blufor like the sentinel drone?

wind raptor
#

You could use some scripting or you could (I think) use the Editor to spawn the UAV without crew, then spawn some OPFOR units and drag them into the crew slots of the UAV.

south scroll
#

OK

raw vapor
sharp pilot
#

Does setSkill work currently? I'm currently testing it with the spotDistance string and no matter what I set it to, AI spotting distance remains the exact same.

#

And by no matter what, I really mean it. Setting it to zero has the same behavior as setting it to 1. Placing the AI on a waypoint walking towards a target and the AI always notices the target at roughly the same distance.

crystal bone
#

*If "SuperAI" is turned on in the Difficulty Menu, the skill level is always 1, no matter what was defined in the editor or via this command. *
Have you checked that?

sharp pilot
#

There are only 3 settings in game, none of which are called SuperAI. Novice, Normal and Expert. The current setting is Normal for me

crystal bone
#

ye, that's 2007 note though.

sharp pilot
#

Fair enough, I figured given how out of date/incomplete much of the documentation is. Thanks for the suggestion though

#

I just ran a test, and with spotDistance set the 0, the AI actually spotted the target from farther away in its waypoint travel then with spotDistance set to 1.

crystal bone
#

🀣

primal wave
zenith flame
#

So I'm... confused. Computer screens want like a 5:4 image, or a 16:9-ish image, but paa has to be power-of-two

#

do you just stretch your 16:9 image out to be a square/2:1 rect?

small patrol
#

Which computer screen you mean?

smoky river
#

Like laptop?

#

2:1 rect will do. Those briefing tables have more screwed up ratio

ocean badge
#

i've never had this issue before, only one unit will load into a vehicle and the other will stay behind

#

nvm fixed

dreamy kayak
#

Does anyone know how SoG prairie fire AI revive work? I mean does it work in single player Eden editor mission where I can revive AI and AI can do the same?

cloud sparrow
#

Our revive module works with player units only.

terse marten
#

Where do I find the downloaded steam workshop missions?

wind raptor
vestal perch
dapper topaz
#

May or may not have just created the hardest scene in ArmA history.

hidden quest
#

Is there something that dictates how far an AI will engage? I made a mission where a bunch of AI kind of bum rush you over a dune but none of them really seem to fire they just run down the hill and go prone

plain gale
zenith flame
small patrol
#

Most likely this

zenith flame
#

hmmm yeah

hidden quest
#

Is there a way to change the starting mag in an AIs weapon? I want all of my AI to be using tracer rounds but I can only load them with extra tracer mags not change the first mag in the gun

hidden quest
#

Also how can I make mortars fire on my position or make the gunners away of my location when im far away and out of sight?

#

Kind of want to recreate that mission from campaign where you run across the field with mortar fire hitting you

#

Or like on escape from Malden where if you get located by troops they sometimes shoot mortars at you

fading goblet
fading goblet
#

If you set everything in 3den, you can simply replace the starting mag with the Arsenal

#

then you don't even have to use any scripts

hidden quest
fading goblet
#

No idea how it works with the vanilla Arsenal... Have been using ACE since forever πŸ€”

hidden quest
#

Ya I think with ACE your mag is an attachment

#

But you dont get that option in Vanilla

fading goblet
#

No, it isn't, it just has the option to select a specific mag

#

although to remove it afterwards

_this removeMagazines "name_of_mag_without_tracers"; // aka original
hidden quest
#

Okay cool Ill try that if I cant find a way to replace the starting mag in Vanilla arsenal

#

I think I figured out how to do it in vanilla just have to start the mission and manually get rid of the first mag then save that in virtual arsenal and import it to the AI

hidden quest
#

Is there anyway to get my AI loadouts into the actual unit drop down list for editor?

lean linden
jade rock
#

So I want to make a mission where a general is moving around a base and doing animations at each waypoint then moving on; I know how to make him animate at a waypoint, but how do I make him stop the animation and move on after say 30 seconds?

steel robin
#

Hello!

I'm looking to change a props texture through the script editor thing but I am unsure how.

I'd like to change this green box from RHS into the gold texture of the trophy on the right.
How would I do this?

Cheers!

steel robin
#

RHS crate doesn't seem to allow the texture to be changed even to an MH9 skin I found online. Need to find a different crate and the texture path for that gold trophy. Any hints?
Cheers in advance.

vestal perch
dim kindle
#

I made a Force Recon mod. The object of the game is to provide food to a supply box, as the food is deposited the Area of Operations grows larger. There are also zombies.

low silo
#

Hey there, I keep having this issue with my friend.

I set up custom respawn points that actually worked. for me

Whenever I start the mission we load in, get to the briefing, go past the briefing, and fro mthere things change.

My friend's loading screen gets stuck at like "95" percent while I load past it and go to respawn points.

Screenshots below:
My friend - Me

prisma oyster
#

change friend

low silo
#

:|

#

Any idea tho?

prisma oyster
#

mod mismatch perhaps?

low silo
#

No, we both are using the same mods

#

in fact we only have like 3 mods funny enough

#

could it be a setting?

prisma oyster
#

a network issue perhaps
other games/missions go fine?

minor helm
#

This seems to only happen when there are custom respawn points placed down on the map.

craggy mortar
#

How do you add vehicle animations? (Like keeping the doors or hatches open)

glacial elm
#

You will most likely need to make a mod

#

Im unsure if you can do it on any vic

#

Probably needs custom animations made

feral kestrel
#

Is there a way to slow NPCs down when driving for a SP mission? I’m trying to make a pickup do a patrol around some rounds but they’re driving absolutely mad when I hitch a ride.

#

I’ve tried setting the driver to slow

prisma oyster
feral kestrel
#

Top credit to my driver though, may drive like a madman, but he’s rally fast.

#

Which is impressive for a pickup

hidden quest
scarlet crystal
hidden quest
#

Anyone know what the short music track is that is played on vanilla when you end a mission?

#

And also the screen overlay effect?

#

Im trying to mimic the vanilla mission endings for my own

#

Nvm the tracks called Mission Accomplished

scarlet crystal
#

BIS_fnc_endMission is a function to make 1:1 vanilla mission endings.

hidden quest
#

Is there a way to get voice lines in missions? When I go to the voice drop down it just shows the same stuff as the sounds drop downs

#

Just simple stuff like "request support" or other 1 liners

prisma oyster
#

nope - it's still a mystery to this day on how to get any custom things in this game

#

etc. πŸ™‚

#

@hidden quest↑

fickle forge
#

Having an issue with my arsenal. It shows up for one side, the other side just disappears here and there. Any idea how to fix that recurrent issue?

abstract widget
#

when making a big mission using over 100 A.I.s, how can you get the game to like run better? like maybe not load in the entire map & all its assets at once with all their commands running at once too, or is this just impossible?

#

would the disable simulation option help? and use a trigger to enable that simulation as the players approaches the faction?

smoky river
#

You have dynamic simulation on units

#

For that specific reason

signal plaza
abstract widget
#

appreciate the help

signal plaza
#

And i suppose if you don't like your units being stuck stationary with dynamic simulation things like ALIVE and similar can help scale up missions as well

plain gale
#

Split the mission areas into layers and only activate them when necessary.

devout laurel
#

Okay so how do I make a trigger where when blufor reaches a certain area, a unit will have its ai enabled... I'm using ARMA 1 also.

small patrol
#

What is unclear for you right now? Activate trigger part?

devout laurel
#

I'm really new to all this
..

#

I just want to enable the ai when Blu for enters the trigger

#

Of some op for units

#

Essentially

#

Because its kinda boring for the enemy to stand and wait to get shot if I'm too close

small patrol
#

I am not asking how new you are, but "you need help on which part of it"

#
  1. make a trigger
  2. set the activation BLUFOR
  3. On Activation, use enableAI
earnest grove
devout laurel
#

I tried that

#

It gave me an error something about bool

#

@small patrol

#

I typed in

this enableai "move";

#

And it just gave me an error

small patrol
#
  1. where?
  2. what error?
devout laurel
#

Haha I see

#

I'll try and walk you through it maybe sometime

patent thorn
#

How do you enable the debug console for mp again?

hazy moat
#

How can i create a trigger condition, where the trigger activating, when 2 named unit (p1, p2) leaving the trigger area?

small patrol
#
!(p1 in thisList and p2 in thisList)```
#

If my understanding is right

hazy moat
#

Thx @small patrol, trying this!

wind raptor
#

thisList instead of thisTrigger.

small patrol
#

Oof

young nebula
#

Is it possible to adjust ammo level for specifin weapons on a vehicle?

Like tank having rounds for MG, but either no or very few shells for it's main gun?

small patrol
#

Yes - removeMagazine

young nebula
#

How do I use it?

small patrol
thorn belfry
#

Is it possible to turn lights off on vanilla carrier and it's interior?
Setting their damage to 0.99 does not help

rare obsidian
#

Hey, guys. Is there anywhere that copied assets in 3den are stored? My game crashed after I made an arsenal manually restricted but not before I had copy-pasted it somewhere else in the mission. It was the last thing I have copied to my clipboard

#

I really just dont wanna have to make it again

prisma oyster
#

you said arsenal, why assets

rare obsidian
#

I didnt export the items in the arsenal. I had done it in the attributes of an ammo crate and copy and pasted the ammo crate

prisma oyster
#

yep nope
Ctrl+S saves

rare obsidian
#

Damn alright, thanks

undone raven
#

Hi I have a question again about the Intel modules. I have a problem when objective 1 is succeded i think it is in Notification. After the Objective 1 succeded the notification will appear that Objective 2 is created and after that notification it will show the Objective 1 succeded notification will appear. It seems it is in improper order about showing notifications it Seems whats happening is Objective1 Success >> Objective2 Created Notification >> Objective1 Succeded notification. I just want to happen is to reorder the notification like Objective1 Success>> Objective1 Succesded notification>>Objective2 Created Notification

#

I am using Intel Module and using only one trigger

young nebula
#

Can I make blufor and opfor friendly in editor? If so, how?

prisma oyster
young nebula
#

How do I do that?

prisma oyster
#
blufor setFriend [opfor, 1];
opfor setFriend [blufor, 1];
```in some init πŸ™‚
young nebula
#

I have no idea how to use scripts, where do I put that?

plain gale
#
if (isServer) then
{
  blufor setFriend [opfor, 1];
  opfor setFriend [blufor, 1];
};

In the General attributes of Eden Editor. There is an attribute called "init"

#

Copy and paste the code above into it.

#

This is the attribute.

young nebula
#

It's giving me error

small patrol
#

What error

young nebula
small patrol
#

Ah

#

What Lou said is the answer

plain gale
#

meh, phone sucks

prisma oyster
#

is this the latest iOS update??

plain gale
#

Nah, Windows OS 2013

young nebula
#

It didn't work. 😦

small patrol
#

Again β€œgives me an error” β€œdidn't work” will not provide any help - describe how it doesn't work

prisma oyster
#

moar details plz, otherwise our answer can only be "then it should be fixed"

young nebula
#

Sorry. The the error went away. But when I try the mission, blufor and redfor still shoot at each other

plain gale
prisma oyster
#

+" /trololo

plain gale
#

πŸ˜„

young nebula
#

What exactly should the whole script look like?

#

I'm dum, sorry.

small patrol
#

R3vo fixed the code already

young nebula
#

Where do I put the +{?

small patrol
#

Again the code is fixed

young nebula
#

Oh, sorry. Didn't realise.

#

Okay, it works now. If I wanted to turn blufor and redfor hostile again later, how would I do that?

small patrol
#

Do the same code, but with 0 instead of 1

young nebula
#

How do I do that once the missions is running?

prisma oyster
#

depends

abstract widget
#

does anyone know how to get a UAV to switch factions? Like making a NATO Mk41 VLS (missile turret) work for CSAT w/o having to just disable its faction entirely for the UAV operator to manually connect to when next to it?

ember kelp
#

Is there a method or mod that shows an artillery unit/weapon minimum and maximum engagement ranges in the editor?

limpid saffron
#

yo, how do i activate Picture in Picture for scopes?

prisma oyster
young nebula
#

If you give NPC's animations, is there a way to stop them from doing them in game? Apart for shooting them if the option for them to exit the animation when in combat is on?

fading goblet
young nebula
#

How do I use it?

fading goblet
#

How/When do you want to stop the animation?

young nebula
#

There is a point in mission when I turn blufor and opfor hostile to each other. I want opfor to stop their animations and start following the waypoints I've given to them in editor.

prisma oyster
#

Do it at that point then

fading goblet
#

You can use a trigger for that. Which can run a script to change sides, stop the static animations and continue the attached waypoints.

young nebula
#

How would I do that? Sorry, I'm still quite new to using the editor.

fading goblet
dim kindle
#

is it posible to make helicopter ai follow the convoy ? i'm using better convoy mod but doen't work for helicopter

limpid saffron
#

Any mods that make the gunplay like the one in unrecord

#

so that the gun moves and dosnt just stay there the whole time

#

yk?

quiet plume
#

as in "crosshair isn't always dead center on the screen"? Increase Options - Game - General - Aiming deadzone a bit blobdoggoshruggoogly

potent plinth
#

How do i make a soldier spawn only if it is selected by a player at the start of a mission?

prisma oyster
terse marten
#

There is one aspect to mission making, especially loadout creation, that I am yet to find a way for:

How do I either increase carry capacity or weight of items so that I am 100% able to decide how much or how little people can carry? I do not want to be at mercy of the devs or mod creators.

#

If I want them to carry 100x 40mm HEDP Rounds, then I should have the liberty to do so

small patrol
#

Just to clarify via script?

terse marten
fading goblet
#

since both the carry capacity (through containerClass) and object weight (through mass) are defined in configs, and AFAIK there're no commands available to override that, it's simply impossible to do that with scripts or even without mods (could make a custom mod which overrides those variables).

small patrol
terse marten
#

How do I use that for specific equipment? Do I need the classname of the item?

#

Backpack of a specific unit for instance

small patrol
#

It is the messy part to understand, but here is the idea: actually vests, uniforms, backpacks... are vehicles. While an unit has no load, you need to find the ones

#

To find uniform/vest/backpack vehicle, check see also there

fading goblet
#

I guess something like this, except it should run on the server (and not for the player locally)...

(backpackContainer player) setMaxLoad 100;
(vestContainer player) setMaxLoad 50;
(uniformContainer player) setMaxLoad 50;
prisma oyster
#

see also setUnitTrait if the whole thing is too heavy for the person itself

cloud sparrow
fading goblet
#

Yeah... Currently trying to figure that out as well.
Especially when using an Arsenal it will be a pain...