#arma3_editor
1 messages Β· Page 7 of 1
Sweet. Got it to work. Thanks!
Saves so much fun π
If you hit preview or leave the Editor, the effect will be reset.
I wanted to make some sleeping tarps in an environment, but there is not like that.
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?
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.
A backpack has no option regardless which Mod/DLC it came from
I know there is a way to achieve, let me have some time to write a bit
private _parent = objectParent this;
private _sObj = createSimpleObject [typeOf this,[0,0,0]];
_sObj setPosASL getPosASL backpackPos;
_sObj setVectorDirAndUp [vectorDir backpackPos,vectorUp backpackPos];
_sObj enableSimulation false;
deleteVehicle _parent;
deleteVehicle backpackPos;```Probably this is the easiest solution, where `backpackPos` is a dummy object where sets the backpack pos
Put this into a backpack's Init. This makes a pure prop object not functional one
halo
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?
Have you tried lowering the skill/ accuracy of the praetorian?
how to do that bro ?
thank, i try it and comeback later
Oh yeah, since Praetorian is an UAV (drone/unmanned) itself doesn't have a skill
This?
yeah
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
here's the example of what i want in editor
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
};
@dim kindle ^
thanks lou, i try it now
Wow, that's alota work for a stranger. I really appreciate it. However, I get pic attached and the backpack just disappears.... π€ Any other ideas?
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.
where
backpackPosis a dummy object where sets the backpack pos
You need to havebackpackPos, or whatever its called, like this
so any other object that can be frozen I need to call it backpackPos to link positioning to the radio backpack?
Pretty much
okay I'll give it a go
@small patrol that did it! woohoo!!! thanks for being super helpful!
How do I make a trigger execute once a player is in a specific named boat?
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
that's scripting,```sqf
player in boat
Thank you
My friend has this issue Please someone tell why my server loads a scenario the first time, then back out and it stop loading?
like you connect, select mission, mission loading, back to slection screen?
any british groups got some uniform files they would be willing to share? in need of good british uniform for my unit
Waiting for host and then goes back to role select
Broken mission. Check rpt
halo, i have a question, why i can't fly a jet plane on nimitz ?
what exactly does not work?
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.
you need to use the catapult feature I believe
(dont know how that works though, youll have to see if the mod comes with documentation)
that's not the nimitz, that's liberty aint it?
cause the AI can't do it on their own, u gotta use commands to do it.
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
βοΈ
im not on mission ,im in scenario editor
Anyone know a way to have turrets be completely upside down but still keep AI in them?
I don't think so, Tank simulation's limitation
For what kind of use?
For on a frigate for PDCs
So "A Defense Turret from the ceil"?
Yeah, unfortunately there is no way to make it happened
Damn
Alt syntax of allowCrewInImmobile can help with that
this allowCrewInImmobile [false, true];``` in the init field.
Dunno if they will still target and shoot tho.
Tried that, didnt work
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?
SquadEmbark = HELIEVACFORCE addwaypoint [position ANFLUG, 0];
SquadEmbark setWaypointType "MOVE";
SquadEmbark = HELIEVACFORCE addwaypoint [position HELIEVAC, 0];
SquadEmbark setWaypointType "LOAD";
thats whats inside the trigger now but it wont land
This may help https://community.bistudio.com/wiki/land
or i think it will be easier that I get the option to call for exfil(via Support module )
but how do i make it that I can Only call for support if im in the trigger
They didnt stay in
Skip waypoint?
If you are 100% sure you did everything right, then i guess you could write a strong worded message in #community_wiki that wiki lies π
But for your issue i dont see a way of doing it then...
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;
Whatabout when upside down? Like his case. Also im pretty sure he wants ai to still use weapons.
Yeh, true. Well that's different case. Just like you said, don't know .
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):
It is a bit deceiving in command autocomplete tho,
wiki states:
vehicle allowCrewInImmobile [brokenWheels, upsideDown]
while autocomplete states:
With ALT syntax, that is no longer necessary. AI stayed inside when vic was upside down, with destroyed: engine, wheels, gun, fuel tank, glass...
They only got out if vehicle destruction was imminent (overall damage/hull > 90 %)
Is it possible to remove the radio of every BLUFOR unit or do I have to remove it manually for every soldier?
It is possible via script. but not possible via pointy clicky, unless you do it one by one
whats the script?
id go with a loop over all units, check if blufor and use unlinkItem to remove radio
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...
Also will only work with vanilla radio
THANKS in germany we would say EHRENMANN
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
if (side _x) // ...
// can be replaced by
allUnits select { side _x == west }
// or
units west // since A3 2.02
```:)
both, SP & MP
in singleplayer, the local machine is considered a server
ok
Oh i didnt know about units <side>, (i never read changelogs for a3)
God Bless
allUnits select { side _x == west }
and this just seems to make double loop for no reason, first loop with side check and then return it to foreach to do another loop to remove radio π
Why not do
if isServer then {
{
_x unlinkItem "ItemRadio"
} forEach units west
}
One Loop to rule them all
Oh thats easy, because of ^
Gotta love these "newer" commands they always simplify the process half the time
progress
I want to make it so that the player has to get the radio from a special location instead of just killing the enemy and then taking their radio .but this script seems to be removing the item with the radio inside . How can I prevent that
ThΓ© item is a backpack that is laying around somewhere on the map.
I recall the AI cant handle aiming upside down.
for turrets pointing down Γ've always made separate turret that is modeled that way from the start
I would say we get nice testing playground of this. How to get ai shoot when vehicle is upsidedown
this script doesnt touch any backpacks or anything. It shouldnt event delete radio if its in inventory of a unit, only if it is in the radio slot (next to compass and map). So its something else doing it.
I went in as a gunner and turret was locked, like disabled simulation. Could still change zeroing and nvg mode, but moving or firing actions were disabled. When flipped right side up, normal operation resumed. So its not just AI.
ok
oh interesting. Dont remember if Ive even tested that
i was trying to see if its just AI thing myself
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
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
did you just drop it or attachTo it to something?
just flipped it and caught it in air with objects. Like hunter above ^
there may be some sort of "this is flipped" state that activates from top of the object touching ground
it aint touching π But it does popup "Set up tripod" action.
so i guess vics have some sort of anti gunnery prevention if its flipped beyond certain degree
well even if its suspended by some physical thing its touching something and being upside down = may count as flipped
yep, most likely iirc.
that could be it too yes
ill try attach to
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)
then it sounds like its just angle based
Also, did you know you can set up tripod on remote controlled turret remotely?
I angled the turret about 70 degrees, past the AI would jump out. And it seems to be working fine
Okay tested: Magic angle is 77 OR isTouchingGround is false.
so a jumping tank can't shoot? shame
Thats for fiddy cal didnt try with tank
but vics can shoot while being stringed from heli soo... hmmm
And yes, jumping tank can shoot, as long as its not "tilting over 77 deg tank"
so if there was a very steep angled hill and tank was powerful enough to climb it it might not be able to shoot?
or it would be because it was still touchingGround = true
time to bring terrain deformation into this test
Hmm i know perfect hill for such test... united sahrani
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.
i failed to find "naturally" occurring > 77 deg slope π¦
Nor can it do such when it came to a stop.
What land troops are suitable for shooting marine fleets?
you mean like shooting at ships somehwere way out on the sea?
and is this like hypothetical or for actual arma mission building? @dim kindle
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??
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.
Zeus is copying the original type of unit. Zeus Enhanced Deep Copy/Paste will make the new units have the same loadouts.
Ahh alright, thanks π
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 like this bro
dont know, maybe it does not see it as suitable target
or does not see it from behind the bunker
do you know what weapon this is?
thanks its metis
Vorona is the metis. Just named like that in vanilla.
Yeah just been a hot minute since I have run without Ace
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?
it's just not there π
decided to get back into mission making this morning and that's a bad start lol
It's on the group not the unit
thanks!
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?
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
either it's dumb or it aimbots you π
Is the init on a unit ever run again after the mission starts?
in MP, yes - every machine runs it, even JIP
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?
it will overwrite it if someone joins
an init field is a bad place to set that
at which point in Initialization Order are JIP whatevers applied? 
does the Initialisation Order say?
i don't see JIP mentions on the wiki page. Maybe i'm just blind
it is in rework anyway, we will add this to the list (just in time!) thanks ^^
There is "Object initialisation fields are called", just not JIP init order info indeed
how do i set the support modules to olnly show up after a trigger has been triggered? pls answer
If module supports such function, sync it to the trigger
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?
I'm hoping it can just be done with triggers or something
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
I feared as much, I might just manually take control of a AA guy and shoot it down myself lmao
Or just add some tracers in the sky maybe, how would the blow up on a waypoint work?
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
is that saying the hp will be = 1 then?
or is damage a set of states it can be in
No setDamage 1 will make it 100% damaged. Eg setDamage 0.5 will make it 50% damaged.
ah thank you I was just reading the wiki at the same time
how come you don't have it always open on your second screen π π
One quick question, why do some tutorials use the vari name and some use a underscore like "_solider1"
I'm at work at the moment π I'm just doing eden research on company time
I will attempt to wrap my head around that link
MyVariable is a variable that can be known by all scripts on the current machine
_myVariable is a variable that is local to the current script (scope and children scopes), other scripts can't know it
the Local Variables Scope graph below in the page I linked shows it visually
Imagine it as LRPS scope
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
I tried clicking them all ahahah but I couldn't get them to just ignore collision with each other
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?
You are in same group, that is supposed to fly?
Hmm, i guess just down to ai commander decisions...
Perhaps have crew group pilot/copilot and other group get in cargo?
slightly brainstorming with myself,
What about if I add a trigger and use the fireAtTarget and make it shoot at the 2nd helicopter only and after the trigger it holds fire
Well... feel free to try it π
I'll give it a shot tonight
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.
Try ctrl shift c, ctrl shift v
Ah, I'm dumb, thanks a lot! π
(I think thats the keys, i havent used it in a while)
Is there any way to replicate Contact's type of cutscenes, where it's basically playing a whole movie on your screen, in multiplayer?
I notice you also can't place the ships from contact at all
or any of the other props
what
Did you play the contact DLC?
Yes
I'd like to place, for instance, the weird fucked up underground root system in a mission
but it's not in the editor that I saw
Do you have contact loaded?
Also if u wanna play fullscreen movies, its possible i guess.
Just as a mission ender to represent the team receiving one (1) jimmy neutron brain blast
but how?
I'm looking for a way to load contact's assets without disabling all the mods and changing the rest of the interface - so really mostly just the models/textures
Ugh...not sure.
I'm trying not to fall into the inescapable doom rabbit hole of making my own monster models lmao
For video part https://community.bistudio.com/wiki/BIS_fnc_playVideo
oh hm
I wonder if I could just play the same hallucination video from contact's assets
They did in Dev-Branch
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.
They actually are, images
ah its not even video, just some full screen cutRscs
oh, interesting
yeah that's exactly what I need to figure out how to do
I wonder if I can like, unpack the mission to see how they implemented it
I tend to learn best by pulling apart multiple examples of the thing I'm wanting to do
you could depbo it on dev branch and take a look see
yeah
I also need to make a better UI element for some of these tasks that the group is doing
Like early 2000 websites? All flashing text and background music and hypertext clickable links?
No, like displaying progress without using hints
I was looking at the endgame download hud element, for example
Sure you can make one, cutRsc or titleRsc work well.
Yeah, that's what I'm thinking
I've used some of those to display things like mission chapter titles and the like
But custom gui making is a whole new universe of fun and can lead to potential alcohol problems further in life
I have better drugs than that, and it's a good mental workout when I'm not trying to do it at 4am
Have fun. And stay away from crack!
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?
all they do is fall out the sky and die
What do you mean?
when i start the mission they legit just fall out the sky straight down
like they just drop straight down from where i have them in the air
Then the plane is not located lower than they can fly
If you think so try without
yep removing that allows them to fly
welp, How can i make them respawn when i kill one?
I've just tested, Vehicle Respawn module doesn't let the plane fly whenever it respawns
yup
im trying to just practice flying against ai and keep it ongoing for me and my friends
I'm not saying about the initial spawn
I only said about whenever it respawns
You can actually try to write some scripts
nah i just want them to fly around, niothing specific
params ["_newVehicle"]; createVehicleCrew _newVehicle; _newVehicle setVehiclePosition [getPosATL _newVehicle,[],0,"FLY"]; _newVehicle setVelocityModelSpace [0,100,0];```Put this into the Expression
Can sounds in cfgSounds be played through Zeus?
I think you can
In a task, when selecting "Destination: sync';d object" how do I assign said object? Is it just a prop or what
place a prop and right click it
top option should be a submenu that allows you to sync it
click the sync option and then click the task module
thank you
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?
are you talking about Zeus, about creating a group then starting the mission preview, something else?
Are you squad leader? And some mods like ace hide that bar, its a setting tho
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.
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. π
also on that note, ace default keybinds will interfere with some of commanding menu options, like 7 to adjust group formation etc
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...
Any idea why "Save Loadout" in the multiple respawn section using eden enhanced doesnt let people spawn with what they died with
because AFAIK it's "what they spawned with" not "what they died with"
ah damn, thank you. I'll use the tutorials of people making scrips
One more question, do you know how to stop the game forcing people to respawn on the first mission load?
I wanted people to load in to a helicopter as the game starts but they just get thrown into the respawn screen
you could untick a "respawn on start" checkbox somewhere
I've had a goodlook everywhere can't find it
oh apparently you gotta put it in the description.ext - can that be edited in game?
no idea
Because it was never meant to do that.
I just restores the loadout that you initially had when the mission started.
Note to myself: Update that tooltip
Yeah I've miss read the wiki my bad
Thanks β₯οΈ
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
does the code in the init of an unit run again when it respawn?
set the ais as playable units and they respawn on respawn marker
or make a code creates a new unit when it dies using "killed" event handlers
Dont think so.
thx
Also if you use it for players, id avoid init and rather use event scripts
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
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
you pressed Esc or at1 died at some point?
no, which is why im confused
just confirmed it by starting the recording and not touching anything, it ends at 180.037 seconds
Inb4 array length limit
anyway to bypass or navigate around this?
2 records, play one after another?
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
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
CfgSounds didnt infiltrate sound in there?
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
Ah, alright
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
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
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
Try making sound in cfgSFX in description.ext, maybe that will add it. (But im not sure)
from the forum threads I was looking through - I looked through about 30 - nobody had any luck
unless they made an addon
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.
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 π ?
Reduce mods and scripts...
tbh, 50-60FPS is good for MP Arma ^^
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
thats my preformance im rocking quite a high end pc some of the users are more around 40 fps ik its pretty good however i would always like it to improve even further opening up for more possibilities in the mission making
just scriptless vanilla missions will get you that, so you cannot overperform default perfs ^^
see https://community.bistudio.com/wiki/Arma_3:_Performance_Optimisation π
(and https://community.bistudio.com/wiki/Mission_Optimisation while we're at it)
thankyou very much for your quick reply ill read thru it and see what can be done
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 
yeah armas relying on only 4 cores hurts alot sometimes sometimes
that hurts me too hear im sorry
12 FPS stable.
i did not spend that much on a server and pc to be rocking 11 fps goddamit
11 is unplayable. But human eye cant see past 12 fps (if you ask arma developers)
well, I have R9 5900X and quite often i must be happy with around 40 frames xD
that better be on puplic servers tho right? right?
I need to fight myself really badly to not buy 7800X3D just for arma xD
I play only private PvE ops.
tbh im doing that
if you script bad enough, human eye cannot see any FPS at all
my pc was essentially build for arma
Still image technically has infinite fps, so i believe you π
arma is one of those games where you can spend 3 times as much as everybody else and still rock the same fps
at least I save on electricity as 4090 has barely anything to do xD
Ensures equality between diffrent rigs
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
Ace?
Yeah that'll be the one
I assume ACE3 is overriding it
But idk how to turn those settings off
Ace weather in settings
How do I turn on the lights inside the chinook by default?
Woah a doppelganger!
That did it
one fluff does editing the other does scripting
I do both π
and than they made the best Multiplayer Co-Op scenario ever
pls
Currently working on mission 3 of my 6 mission Zeusless campaign
in all seriousness tho fluffs
I kinda need help with something
I'm not a mission maker persay, but I am making a gamemode
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
There's an option for it in the multiplayer tab of the mission settings
respawnOnStart = 1? in description.ext
I turn on "Select respawn location" in the multiplayer respawn settings and that usually does it
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
Yes there isn't an Option but you could call it the Default Behaviour, If a Respawn exists in a Multiplayer Scenario
it doesnt work man
You sure?
It's not checked
You gotta check it
Play in MP not clicking Play in Singleplayer
Not in the screenshot you sent
That too
Thank you fluffss
Fluffi
Fluffles
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
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?
you could remoteExec in the activation with the trigger being serverside
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
remoteExec'ing functions serves the same purpose as spawn function if I recall
It's just doing it for everyone
right
I'm thinking about how to do like, synchronous cutscenes
or well
"cutscenes"
more like just synchronous story talking and music
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
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
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
right
Anims are global and a bitch to sync. If you want some camera action, even more so
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
At that point it would be better to make a function that does both, server and client and run it global with remote exec
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];
Ive meant more like
fn_dance.sqf
params["_unit"];
if (local _unit) then
{
_unit switchMove ...;
};
if (hasInterface) then {
playMusic ...;
cutRsc ...;
};
[Unit] remoteExec ["..._fnc_dance"];
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
this was the plan
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"
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.
you can probs find quite a few of them if you search "arma3 editor tutorial" in youtube
Is there a way to change a object color?
Exemple i want to make the Sugarcane Factory (Shed) Yellow
Depends of the object and it most unlikely to have a way
Building color changing is not very easy
Could maybe be done with a mod that basically overwrites original files
Is there anyway to change the WL sectors from Rectangle to Eclipse?
@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 π
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";
};
I hope you aren't doing that for many units
while loops with no sleeps are insanely fast
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.
idk how CF BAI works.
If you worry bout preformance, just stop the thing doing it in the first place...
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
SQF File:
Well error is in the sqf file. So youve done all that for nothing π
What does that mean, does that mean i need to create a new mission file on eden and rebuild it again?
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?
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
are you building mission in eden editor or zeus?
editor, then exporting to sqf @smoky river
why exactly are you doing that tho?
Because i load the SQF file into public servers
i worked out the problem, the map markers were messing things up
dk why
ah, makes sense. well goodluck
Sorry then. I somehow thought you were the creator... https://github.com/veteran29/cf_bai
resemblance is uncanny
I'm not, it's just a fork I made at some point.
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.
i see, thanks for the clarification π
my dirty hack does what i need for the time being!
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.
My mistake: apparently AI still shoots in careless mode. π¬
Yo, any idea how i can set the npc/ai to drive slower/set a speed limit?
in init field of a vehicle, do
this limitSpeed 20, now ai will not go beyond 20, unless threatened.
How would I go about making some sort of intro for my mission
depends on singleplayer/multiplayer and the kind of mission
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 itβs 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 (theyβll shoot at any enemy that comes within range)?
I invite you not to mention illegal mods (Star Wars, etc)
yes, attach them to an invisible object with attachTo
Oh ok gotcha. And sorry
(and don't crosspost thanks)
I didnβt know which channel that question would go in
So like an invisible platform?
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)
upside down won't fire, that's an engine limitation
yes
no
Goooootcha thanks
Where can I find an eden scenario in the game files?
it's in
My Documents\Arma 3\missions or
My Documents\Arma 3\Other Profiles\<profileName>\missions
Thank you.
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?
do you have debug console available
I was able to delete it using the deletevehicle command
Help pls
Altis.
he asks to buy and when i click nothing happends
!steamverify
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.
Ah could help if you attached translation.
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.
Huh?
pls help. How do i undo a save
cant
only way is if you got backup of the file somewhere
if you still can Ctrl+Z to the earlier wanted state, do that then save again
otherwise there is no way (but backups / repositories etc)
I suspect this is more the case of saved over other mission file by accident
I suspect so too, unfortunately
@final turret (from #general_chat_arma message)
in the waypoint activation field, use time > 15
I need them to just stand and after 15 seconds go to perform
create a waypoint next to them and set this, they will wait where they are then they will move to the other waypoint
maybe make trigger and hold?In trigger write this
group β waypoint 1 "MOVE" (time > 15) β waypoint 2
oh,looks like work,thanks!
and you don't know with airstrikes (via the module)will this work too?
I do not know how to work with modules, sorry - maybe a synchronised trigger can work
What was the key combo to drag copy the objects in 3DEN?
So hard to find it for some reason π€
Found it, its Ctrl+Shift+V and THEN you drag

Ctrl+Shift+V is "paste on original position" indeed π
How to fix loadout resetting itself bug
what bug
When I copy a unit or I go back to Arsenal the Loadout changes back dispite changing it
do you happen to have mods?
Yes, why?
it might be related
it should not (does not) happen with vanilla Arsenal & units
youre probably using one of them mod units that are set to have random gear
hey, how can I fix that ?
Maybe enhanced movement rework fixes that
ah no thats not enhanced movement
you probably can't fix that
its a mod that hasn't been updated for a long time
its not really broken, this used to be correct code
In short, its broken
Read the bottom of the error message
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
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.
okay, I'll try that
thanks
Hello, do you guys happen to know a code how to make AI garrison building automatically? and disable Pathing
Is there a way to change colour of factions on the map? (e.g. OPFOR red to yellow)
No. It is a Game Option, not something you can change on the fly
I believe you can in user settings? you should be able to change colour of UI, including opfor/blufor
That's what I meant yeah
mb, I did read it as "it's game-hardcoded"
_bpos = [];
{_bpos append (_x buildingPos -1)} foreach (nearestObjects [(get3DENSelected "Object" # 0), ["House", "Building"], 50]);
{_num = Random count _bpos;_pos = _bpos deleteat _num; _x setpos _pos} foreach (get3DENSelected "Object");
Try this
There is a yt video that explains it I believe
made a quick method to garrison units in buildings in eden editor
select units
open console: ctrl + D
code is:
_bpos = [];
{_bpos append (_x buildingPos -1)} foreach (nearestObjects [(get3DENSelected "Object" # 0), ["House", "Building"], 50]);
{_num = Random count _bpos;_pos = _bpos deleteat _num; _x setpos _pos} foreach (get3DENSelected "Obj...
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
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?
#arma3_config may help you π
you can use a cycle waypoint after the S & D one (next to it), so once S & D completes it starts again
then skip the cycle waypoint, that should do
i fixed it
thanks!
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)?
How do you make a trigger activated once the player has placed a specific type of mine?
You can use Fired event handler
Unless you mean in ACE
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
don't crosspost
yes, make all the units you want "playable" (purple highlight)
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)
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)
Ok I think I got it, Thanks (:
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?
try without mods
Its working pretty fine without mod, but i search to optimise the editing with mod
there is no such thing
Having an issue where my server keeps respawning a vehicle and after a certain amount of times it just stops respawning, yet there isnβt anything defining how many tickets this vehicle has nor a delay
The vehicle has a marker attached and says itβs in the bottom left of the map but physically itβs not
Any clues
?
bottom-left = [0,0,0], so most likely an error somewhere.
what is the respawn system used here?
Vehicle respawn
Like base module
hm, weird
but it's not flawless either so IDK
Lol
The only thing attached to the vehicle is a teleport feature
But thatβs not even directly attached
Are you using a lot of mods that add weapons and such? If so, it's probably the Equipment Storage Attribute that takes long to load
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
@wispy hollow No, it does not complete automatically.
How to create a move task and a convoy?
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
OK also how do I make it where it transport unloads troops? @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
Alright but what if I told them to get in when the scenario starts? @smoky river
Then i guess you would tell them to get in, when the scenario starts.
Are there individual pieces of Liberty and Freedom and Proteus available in the editor?
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?
kinda
only the drawing thing, which is not the weak point of the engine
thanks
Hey guys, I want to asi if is some way how to set parachute drop from helicopter without RHS mod? Ideally without any mod.
https://www.youtube.com/watch?v=4f3caomt6Lw&ab_channel=OnlineCombatBN should work with no mods as well.
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
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 ...
Thank you. β€οΈ
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
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
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.
How do I apply the texture to the turret / launch tubes as well?
hey everyone im new to making missions in editor/zeus are there any good referances/ maybe a video that is good for starting off?
A YouTuber called OnlineCombatBN makes excellent tutorials
Do anybody know how to create wave attacks
A YouTuber called Gunter Severloh has several tutorials on creating AI wave attacks.
Is there an easy way to make the editor icons like BI have done for basegame items?
there is BIS fnc making that for you more or less
Oh? Is there an entry on the BiKi for that?
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 didnβt think of using it to get preview images of inventory items
results are not guaranteed, but it should work
Thanks
Can somebody help me how to spawn a convoy with waypoints ?
Is there an easier way to retrieve classnames from mods other than manually taking them from the editor?
Specifically for units and vehicles
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?
I am talking about spawning in the mission
@solemn reef no file without description really π
Just tried this... unfortunately no bueno
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.
can't without scripts
can you give me an example of a script?
no
can someone reference me a good tutorial on how to use the old man mission modules?
There is literally no tutorial how it works. Or, One or two of them. I barely remember there is an article on BIKI
Can i use the show/hide module to optimize the Performance?
im finding Arma 2 tutorial videos easier than i am finding tutorials for these modules
Again OM Modules are only understood by Bohemians not for us
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.
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
A Mod does
(and that's unrelated to #arma3_editor)
can you explain it, im newbie
so sorry
A Mod does. Literally that's what I mean
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
okay thanks
Most likely caused by ACE as I said before
Does anyone know if the "User Texture" object can have transparency in its texture? Can it take PNGs? Can PAAs be transparent?
Paa can be transperent and user texture object when you apply on the a texture they will show it with out the background.
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.
Soldier's name, as in?
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?
setName command
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";
Not even sure what exactly is happening there
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.
Most unlikely
ok cool, just don't wanna be stupidly tanking frames because I like having a certain effect
The texture is just generated once. Arma doesn't support PNG, just paa or jpg (please don't do jpg)
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
You can place the folder that your friend sent into the right place
Does it have .pbo extension?
yes it does
Then you need to unpack the pbo
βThe official wayβ is BankRev from Arma 3 Tools
Okay, thank you very much bro
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
you don't need a P drive if you work in Eden Editor
for modding though, you still need one
yeah I wanted to make a mod to hold sounds and like a few textures for missions...
Use HEMTT:
https://brettmayson.github.io/HEMTT/
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.
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
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
you need to look how it's handling its own respawns and then mimic it
"like hicom" = ?
βLike the big bossβ = ?
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 π
Life would be so much easier if everyone is you
imagine plenty of internet-lacking Chrome dinosaurs everywhere!
please no, one of me is too much already.
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
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?
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?
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.
OK
What benefit does HEMTT provide over the "classic" P: Drive and let's say Mikero's tools? Prob wrong channel for this but yeh
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.
*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?
There are only 3 settings in game, none of which are called SuperAI. Novice, Normal and Expert. The current setting is Normal for me
ye, that's 2007 note though.
some reading if you're interested:
https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it
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.
Simplistic method (but tedious for many compositions) would be to make a new mission, place your composition, and save it unbinarized. Then open your mission.sqm file and read the addons list. See: https://community.bistudio.com/wiki/Mission.sqm#addons
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?
Which computer screen you mean?
i've never had this issue before, only one unit will load into a vehicle and the other will stay behind
nvm fixed
Use the camouflageCoef instead. See:
https://community.bistudio.com/wiki/setUnitTrait
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?
Our revive module works with player units only.
thanks
Where do I find the downloaded steam workshop missions?
Have you tried the folders mentioned in https://steamcommunity.com/app/107410/discussions/0/135510669599552443/ ?
They don't always use the whole texture
May or may not have just created the hardest scene in ArmA history.
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
Depending on the texture you can have n^2 size but the actual content of the texture is 16:9 by "filling" the rest with alpha
my confusion is around things like the rugged laptops, which display 16:9 jpgs, but I would assume that a square texture on that would be hopelessly squished?
Most likely this
hmmm yeah
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
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
// 1) add tracer magazines
// 2) reload magazine
_this reload [currentMuzzle, "name_of_mag_with_tracers"];
// 3) remove all non-tracer magazines
How do I do 3) from editor??
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
Doesnt that require a mod to replace the starter mag in arsenal?
No idea how it works with the vanilla Arsenal... Have been using ACE since forever π€
Ya I think with ACE your mag is an attachment
But you dont get that option in Vanilla
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
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
Is there anyway to get my AI loadouts into the actual unit drop down list for editor?
Would require a mod.
You need to create your own faction and save each type of soldier (rifleman, marksmen, etc.)
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?
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!
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.
you can try vanilla crates if they have hiddenselections to allow texture changes. but generally they dont I think
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.
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
change friend
mod mismatch perhaps?
No, we both are using the same mods
in fact we only have like 3 mods funny enough
could it be a setting?
a network issue perhaps
other games/missions go fine?
I'm the person he was asking about. Yes, all missions and games work perfectly fine, other than this mission.
This seems to only happen when there are custom respawn points placed down on the map.
How do you add vehicle animations? (Like keeping the doors or hatches open)
You will most likely need to make a mod
Im unsure if you can do it on any vic
Probably needs custom animations made
Is there a way to slow NPCs down when driving for a SP mission? Iβm trying to make a pickup do a patrol around some rounds but theyβre driving absolutely mad when I hitch a ride.
Iβve tried setting the driver to slow
yes, through the limitSpeed scripting command
Thank you π
Top credit to my driver though, may drive like a madman, but heβs rally fast.
Which is impressive for a pickup
Think if you literally put speed to slow on a waypoint stance they will as well
but they will slow down to some engine-default speed while with limitSpeed you can set your own value. Also not sure about this command but changing group speed mode will affect their speed in combat too
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
BIS_fnc_endMission is a function to make 1:1 vanilla mission endings.
Ah well that really simplifies it thanks
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
nope - it's still a mystery to this day on how to get any custom things in this game
etc. π
@hidden questβ
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?
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?
https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation
or
Better CPU with more single thread performance
or
Run it on a dedicated server if you don't already
and
maybe even with headless clients (probably overkill with just 100 AI)
Ty
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
Split the mission areas into layers and only activate them when necessary.
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.
What is unclear for you right now? Activate trigger part?
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
I am not asking how new you are, but "you need help on which part of it"
- make a trigger
- set the activation BLUFOR
- On Activation, use
enableAI
Still trying to find an easy solution to this besides taking a screenshot and photoshopping it
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
- where?
- what error?
How do you enable the debug console for mp again?
How can i create a trigger condition, where the trigger activating, when 2 named unit (p1, p2) leaving the trigger area?
Thx @small patrol, trying this!
thisList instead of thisTrigger.
Oof
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?
Yes - removeMagazine
How do I use it?
Hmm correction probably removeMagazineTurret is better
https://community.bistudio.com/wiki/removeMagazineTurret
Is it possible to turn lights off on vanilla carrier and it's interior?
Setting their damage to 0.99 does not help
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
paste it in a text file?
you said arsenal, why assets
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
yep nope
Ctrl+S saves
Damn alright, thanks
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
Can I make blufor and opfor friendly in editor? If so, how?
not from editor UI, by script yes
How do I do that?
blufor setFriend [opfor, 1];
opfor setFriend [blufor, 1];
```in some init π
I have no idea how to use scripts, where do I put that?
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.
It's giving me error
What error
+{
meh, phone sucks
is this the latest iOS update??
Nah, Windows OS 2013
It didn't work. π¦
Again βgives me an errorβ βdidn't workβ will not provide any help - describe how it doesn't work
moar details plz, otherwise our answer can only be "then it should be fixed"
Sorry. The the error went away. But when I try the mission, blufor and redfor still shoot at each other
What about "Make a ticket, we fix it soonβ’οΈ π
+" /trololo
R3vo fixed the code already
Where do I put the +{?
Again the code is fixed
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?
Do the same code, but with 0 instead of 1
How do I do that once the missions is running?
depends
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?
Is there a method or mod that shows an artillery unit/weapon minimum and maximum engagement ranges in the editor?
yo, how do i activate Picture in Picture for scopes?
you don't, it doesn't exist for vanilla assets. if RHS, see RHS options
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?
// stop after the current animation (which usually are looped)
unit switchmove "";
How do I use it?
How/When do you want to stop the animation?
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.
Do it at that point then
You can use a trigger for that. Which can run a script to change sides, stop the static animations and continue the attached waypoints.
How would I do that? Sorry, I'm still quite new to using the editor.
Perhaps start with something simpler then π
But you can find a lot tutorials on Youtube (like: https://www.youtube.com/watch?v=JJbgEEh70bM) and the BIKI has information about both triggers and scripts as well (https://community.bistudio.com/wiki/Main_Page)
is it posible to make helicopter ai follow the convoy ? i'm using better convoy mod but doen't work for helicopter
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?
as in "crosshair isn't always dead center on the screen"? Increase Options - Game - General - Aiming deadzone a bit 
How do i make a soldier spawn only if it is selected by a player at the start of a mission?
disabledAI = 1; in your description.ext
otherwise you can do that in the Eden Editor Multiplayer options but I don't remember the name (maybe "disabled AI" hehe)
Thank you dr house
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
Just to clarify via script?
I mainly work with zeus, so on the fly would be good.
I know I can overfill via script, but then you wouldnt be able to pick stuff up
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).
https://community.bistudio.com/wiki/setMaxLoad
Recently added this would help
Someone had fun
How do I use that for specific equipment? Do I need the classname of the item?
Backpack of a specific unit for instance
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
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;
see also setUnitTrait if the whole thing is too heavy for the person itself
And then some mod runs setUnitLoadout and all containers are recreated and changes are gone π
Yeah... Currently trying to figure that out as well.
Especially when using an Arsenal it will be a pain...