#arma3_editor

1 messages · Page 8 of 1

cloud sparrow
#

for Vanilla, shruge

foggy yoke
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anyone know how to add inventory to crates in the editor. I want to have like 500 bananas in a crate

prisma oyster
foggy yoke
dim kindle
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I added a move attribute to a two-man sentry group. Careless, Don't fire unless fired upon, limited speed. However, they still run for a few seconds before slowing down and walking like I want them to. Is this to be expected or can it be fixed

#

As in, can they be in their desired position before the mission even starts instead of getting into formation and such during the mission

dark verge
#

Hi all. just started Arma/Eden and I’m wondering where creators typically share their missions? Is there a public database to upload/download/rate? I’m sure this has been covered but I’m not finding what I’m looking for googling

sinful zenith
#

Steam Workshop

dark verge
shell dew
#

Hello, i've been looking for a solution for a while so that enemy units don't move, but they still move, do you have a solution please?

shell dew
#

@prisma oyster Okay it's work thanks ^^

radiant pilot
#

Hey there how would one be able create a mission like western sahara's extraction?

small patrol
#

Requires time, knowledge, struggle

keen jolt
young nebula
#

The old man scenario has this mechanic that temporarily turns blufor and opfor hostile towards the player when they do certain things.

Is it possible to do something similar in multiplayer?

prisma oyster
young nebula
#

Is it possible to make it so that shooting at one side makes them hostile to shooting side, and after a while they turn back to friendly?

small patrol
#

setFriend command is the one

cyan hemlock
#

What condition would you put in a trigger so only when a specified vehicle is in the trigger instead of the side

young nebula
#

How would you add a marker to the map upon activation of a trigger?

acoustic yew
#

in the "string" argument in front of the command you'll want the name that you gave the marker in the editor (might be "marker_0" or something by default) and not what displays on the map

young nebula
#

Worked like a charm, thank you.

acoustic yew
#

yw

hearty sundial
#

Hello
I have an issue i dont seem to be able to solve, i want to set up a CAS bombing run for my Players. Using the Support Module. I want a specific F-100D(from SOG) to perform the bombing run(i set up said plane on a runway). But whenever i want to call it in, the name is greyed out.
Any way to fix this ?

young nebula
#

I'd like to make it so that hostile AI ignores the players unless, A they are openly carrying things they should not (weapons, vests) or B enter area they are not allowed to be.

How difficult would this be and how would I do it?

prisma oyster
young nebula
#

So I should ask my question there?

prisma oyster
#

do you know scripting?

young nebula
#

Not really. I usually get given scripts and explained how to use them.

weak summit
#

Hello, I have a problem. I did a mission in the eden editor and some objects have the scale changed but when I load the mission in multiplayer the scale resets and I don't know how to scale objects in multiplayer, does anyone have a solution?

plain gale
#

Read the tooltip of the attribute, please.

weak summit
plain gale
#

Have you checked the Biki? There might be an example

weak summit
#

ok thanks

young nebula
#

Would it be possible to create a menu somewhere, for example in the map screen for hints I can give to players?

fading goblet
young nebula
#

I could use intel, but I already use it for actual intel players pick up on the field.

So I'm a bit hesitant to use it for hints too as to not overcrowd it and make it confusing.

fading goblet
#

With createDiarySubject you can create a new main item in that list, so if you call it "Hints" and add all your hints there it won't clog up intel or other things.

young nebula
#

Oh, thats neat. How exactly do I do that?

prisma oyster
#

properly

young nebula
#

Properly?

fading goblet
#

It's all scripted and should be ran for each player.
So something like this:

// initPlayerLocal.sqf (in mission PBO)
params ["_player"];

// Create new menu item
_player createDiarySubject [
    "mission_hints", // <-- technical name of menu item
    "Hints",
    ""
];

// For each hint
_player createDiaryRecord [
    "mission_hints", // <-- technical name of menu item
    [
        "Hint 1", // <-- title
        "Some text you want to show" // <-- content
    ],
    taskNull, // <-- no tasks attached
    "", // <-- no tasks state
    true // <-- show title
];

And you can even add hints on the fly by just running createDiaryRecord for each player.

young nebula
#

How do you run it for each player?

fading goblet
#

The above script (when placed in initPlayerLocal.sqf) will already be executed for all players when they join the mission.

To add hints on the fly for all players, add the following (eg. in a trigger):

{
   // add hint entry
   _x createDiaryRecord [
       "mission_hints", // <-- technical name of menu item
       [
           "Hint 2", // <-- title
           "Some text you want to show" // <-- content
       ],
       taskNull, // <-- no tasks attached
       "", // <-- no tasks state
       true // <-- show title
   ];
} forEach (allPlayers - entities "HeadlessClient_F");
young nebula
#

What is initPlayerLocal.sqf?

prisma oyster
#

an sqf file you can create in the mission's root directory

young nebula
#

I mean, that little paragraph doesn't tell me much about what I need to do.

fallow oxide
young nebula
#

Just a regular text file? That's easier than I though.

primal wave
#

In the 2.12 patch notes, it mentions: Tweaked: Added ability to influence the fall direction of a tree, pole, or wall I set trees/terrain objects flat by using the "Edit Terrain" module, and that doesn't specify direction, just damage. How would you specify direction?

young nebula
#

Thank you. That wasn't nearly as bad as I thought it would, though even after trying a couple things, I'm still not sure how to add additional hints at the start.

What do I have to add to do that?

young nebula
#

I have multiple objectives for players to complete.

I would like them to get one final task after all other tasks are complete.

What would be the easiest way to do this?

All tasks in scenario are made using create task, set task state and triggers.

primal wave
small patrol
#

Doesn't vanilla do?

rotund steppe
#

Hey all, could someone kindly be able to point me to a work around for the setVehiclePosition command. i am attempting to have it spawn an object randomly. i have added markers to the code of the command but regardless the object refuses to spawn randomly and only spawns at the given position. any help is greatly appreciated! below is the full code i am using with the command..
obj02_tsk01_host01 setVehiclePosition [[7081.4,6753.27,15.3235], ["pow_pos_02","pow_pos_03","pow_pos_04","pow_pos_05","pow_pos_06","pow_pos_07","pow_pos_08"], 0, "CAN_COLLIDE"];

rain storm
#

Hey, i want an artillery tank to fire on a group of enemys i'v just put a marker on the ground with fire mission as the waypoint but it doesnt do anything

young nebula
#

Hey. I've run into a problem with one of my tasks. I want my players to destroy a statue for this one, but there are two problems.

First issue is that nothing short of a nuke can destroy the statue and second is that since the statue has no dedtroyed texture, it just stands there unchanged even thpugh it's "dead".

Is there anything I can do to solve these?

glacial elm
#

Hello @rain storm, make sure these are fullfilled;

  1. The distance to the target is valid
    • Some Artillery units will need more distance than others to fire.
  1. The target is set in the fire mission
glacial elm
#

The statue has no model for detroyed, you could replace it with a bunch of debris after the players kill it

#

either manually or through scripting

young nebula
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Basically, I have trigger in place that fires once the statue is no longer "alive", but nothing except atomic bomb is able to put it in the "dead" state. I have fired artillery barrages, missile barrages, put enough TNT to blow up a small nation on it and nothing worked.

Only nuke managed to put it in the "dead" state where it's icon goes from yellow to black.

spark crest
#

ok so I am having some major problems with AI here ( map name Malden 2035 )
So I have got 2 fast jets that I want to taxi to the runway in pairs however only 1 took off during the test
I have 2 propeller driven airplanes that I want to land both are miles apart and I have given them both a speed of about 70kts and 120kts.
There is 1 Griffen on the pad next to the taxiway for the takeoff runway that is also taking off however he is not using the waypoint I placed down that would take him away from active aircraft already on the runway or taxiway.
Instead he takes off and turns into the oncoming approach path of aircraft. and he doesn’t follow the route at all
The 2 jets aren’t following there route only 1 of them is moving
The 2 propeller driven planes don’t follow the waypoint I only gave them a land waypoint all there doing is flying over the runway and turning left and flying right over to the other side of the island over the water. Towards sort of towards the landing strip that sits on a tiny island remotely to the main one.
I have 3 French naval helicopters I gave a route for and they are also flying miles off course.
All aircraft invovled have got specific waypoint’s and none of them are following.
ships seem to be fine however the 1 that has got a helicopter on it the helicopter leaves the ship. I want it to be stationery.
I also gave the 2 fighter jets a hold waypoint and selected about 3mins wait time. For the others to land Wich they don’t.

prisma oyster
spark crest
#

Right so you’ve used 2 words I have no idea of the meaning of and I’m yet to clarify if my issue is solved or not lol

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Sorry 1 word

#

So I want 2 different planes to land I gave them a single land waypoint right on the Center of the runway. I gave them specific speeds so they won’t overlap one another. Wil they follow ?

prisma oyster
young belfry
#

Random thing, but I am kinda proud of it. I managed to make water in Arma 3 x3

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last image

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Sorry, feels like I might be spamming a bit xD

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Also, I mean, isn't perfect, but I feel it's atleast better for the dam. Even if it breaks xD

hollow leaf
#

What does this mean? Google only gives 1 ancient thread on bohemia forums

spark crest
#

@prisma oyster choreographies

dim kindle
#

the sequence of steps and movements in dance or figure skating, especially in a ballet or other staged dance.

#

You can surely infer what it means here

prisma oyster
spark crest
#

yeah like they think there wheels are grasscutters too lol

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why didn't the developer bother there backsides to do something about it not very fan friendly or commiitted if they dont bother are they ? great game but unless they listen and act it wil go the oppisite way eventually

prisma oyster
#

sorry, what?

dim kindle
#

Need help, I wanna make this man walk up the staris but when I try to do that, his feet look goofy asf

#

💀

prisma oyster
plain gale
#

Need Arma 3 Realistic Stairs DLC

prisma oyster
#

I always have had big respect for animators that manage to make it believably work in game whatever the character's orientation

dire spear
#

Is there a way to edit the existing War Lords game mode to add additional vehicles to the list you can requisition?

dire spear
#

I've skimmed that so I might have missed something, but I'm not trying to create an entire War Lords mode from scratch I like most of how it already operates I just want to add like 3 vehicles to the NATO roster.

prisma oyster
#

you cannot without creating your own scenario

dire spear
#

That is an unfortunate amount of work.

pure sparrow
#

Hey! I'm pretty new to scripting heavily in the editor (would always just spawn 100 tanks on both sides and smash em together as a kid), but I had an idea for a mission I'm working on that requires a custom menu be made, I have some pseudocode to work on the functionality. Any help with who to ask would also be super appreciated! ❤️

plain gale
#

It's funny how everybody did that as a kid😄

pure sparrow
#

Thank you!

cyan hemlock
#

how do you make a trigger activated by freeing a hostage?

prisma oyster
cyan hemlock
prisma oyster
#

why not set the code in that action?

#

otherwise, use captive theHostage condition

cyan hemlock
#

Thanks

limpid venture
#

where can i find mission templates?

small patrol
#

For what?

limpid venture
small patrol
#

There is none I know of. Only knowledge exists

#

Or, you can try Google

limpid venture
#

i see hmm thanks anyways

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@small patrol any tips on which kind of mission i should make first if i never made one before?

small patrol
#

Anything you want

#

Place a player, place an enemy, and call it a day. This is your first mission

strong marsh
vestal perch
#

just explore the tools and how things work

young nebula
#

Is there a way to use multiple "cover map" systems at once? I'd like to mark the area the operation takes place in, but the area can't be covered by single rectangle.

Is it possible to either have multiple cover maps function at the same time, or somehow freely change the shape of the area?

plain gale
#

Copy the module's function and adjust it.

#

By default only one area is possible.

drifting sky
#

Is there a preferred way to deploy markers in Eden, rather than having to drag, drop and rename every one you need?

I've tried scripting like this, but It doesn't deploy anything

// Key Spawn areas. 
_markerName = 'spawn_player_area'; 
_marker = createMarker [_markerName, [1031,2924,0]]; 
_marker setMarkerType "b_hq"; 
prisma oyster
#

huh?

drifting sky
#

I need a way to deploy 20+ markers in Eden when setting up a mission, without having to create them manually one at a time.

prisma oyster
#

Ctrl+C / Ctrl+V?

drifting sky
#

Manually having to rename all 20 ect

prisma oyster
#

no? they rename themselves _0, _1 etc

drifting sky
#

well yeah... but they're not distinctive for use in other scripts that require the names. Like Marker_0 may be used for anything, whereas spawn_player_area is unique and can be called in scripts in the mission file

prisma oyster
#

yeah
scripting is slower than that still

#

so… I'm not sure what you want here

drifting sky
#

not really, I setup the script and it's done for all missions we use going forward

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I want the createMarker to actually work in Eden

prisma oyster
#

make all the markers once
select them all
Ctrl+C / Ctrl+Shift+V to paste them all exactly where they were in the other mission

drifting sky
#

Ok, part of the extended work I'll be doing will automatically create markers for Towns and Military Assets, which then get relied on for spawning scripts. It sets up the mission to have them available, so my admins can utilise them for spawning assets on the markerPos.

drifting sky
#

So this creates the marker in EDEN, which is great. However it does not allow setting the Variable Name, ie markerName which is what the Attributes under here imply it should be able to do. https://community.bistudio.com/wiki/Eden_Editor:_Marker

_markerName = 'spawn_player_area'; 
 _marker = create3DENEntity ["Marker", "EMPTY", [0,0,0]]; 
 _marker set3DENAttribute ["markerName", _markerName];
 _marker set3DENAttribute ["Text", "Markers Visible Name"] 
quiet plume
#

although text isn't set for some reason tanking

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what a jolly fun, i can only get one or another to work, but not both 🤦‍♂️

plain gale
#

These are case sensitive

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Use text

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@quiet plume

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hmm wait

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is this bugged?

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Yeah, bugged 🤷‍♂️

prisma oyster
#

Dedmeeeeeen! they broke iiiiiit!!

drifting sky
#

Glad its not just me then

sinful zenith
#

tickhet

drifting sky
#

how do

#

?ticket

sinful zenith
#

!ticket

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Aww

drifting sky
#

Heh

sinful zenith
drifting sky
drifting sky
fallow oxide
drifting sky
young nebula
#

Is it possible to add spacing to task descriptions in editor? Rather than have them be just blocks of text.

mild cape
#

Hey guys, how do you set an animation for a unit in the editor?

prisma oyster
mild cape
prisma oyster
#

if you use animation mods, read their respective documentation

#

I recommend using POLPOX's Artwork Supporter for screenshot purpose

mild cape
prisma oyster
#

that would be more than a pain if such animation is not static, I do not recommend going this way

otherwise, try ```sqf
this spawn { waitUntil { time > 0 }; _this switchMove "animationNameHere" };

zenith flame
#

I'm not sure if this is editor or server-side, but I have access to both: How can I stop people from clicking through past the briefing until an admin triggers it or >90% of players have clicked Next?

#

Same for Lobby -> Briefing if possible

devout laurel
#

How would I go about creating a mission where you pull up to a checkpoint and when the guard walks up to the car he opens fire seeing you're a threat. Also if you get out and shoot the guards they open fire on you

?

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I'm trying to make like an Iraq war mission where you play as an insurgent

vestal perch
vestal vortex
#

Quick question, do i need to remoteExecCall the BIS_fnc Task Framework for a multiplayer mission? I've read that it should already work for multiplayer as is but i still see people remoteExecing it anyways. Or does it matter?

fading goblet
#

BIS_fnc_task* is global (or at least calls global commands), so no need to use remoteExecCall at all, just make sure you set the correct owner(s) to have it accessible to everyone who needs it.

vestal vortex
#

Got it, thank you.

fading goblet
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The reason why people use remoteExecCall is due to JIP, so that people who join after the task creation also get the tasks in their list.

vestal vortex
#

Ah yes, that would make sense then.

stark tinsel
#

Is ther a way to attach large group of objects to a single object at once?

civic python
#

Bis face Attach to relative

rare obsidian
#

Hey guys, i dont really know where to put this but here seems appropriate.

I'm playing modded and trying to make a mission but all of the H-Barrier items save for the big 4-blocks and H-Barrier corridors have dissapeared. If I try to load a mission that has them, they just aren't where they should be. When I place compositions that should include them, theyre just not there. I cant find them in the editor. Ive restarted my game and that didn't work. Any ideas?

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Plz @ me if you have an answer

prisma oyster
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wellllll… there is a mod that breaks that? 😬

rare obsidian
#

Perhaps

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Something simular happened abt a year ago too, but I forgot exactly what caused it

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I'll try to troubleshoot. It's just such an odd error, and its surprising that it doesnt throw error messages when i place comps with those items in them

prisma oyster
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can't say if not vanilla ¯_(ツ)_/¯

rare obsidian
#

Yeah, such is life. I'll get to it now. I'll come back if its still an issue

digital temple
#

anyone know why this trigger isnt working

fading goblet
#

Because the respawn module is not a marker?

digital temple
#

its an empty marker called respawn_west

plain gale
#

it's

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thisTrigger instead of this @digital temple

digital temple
#

danke schon

plain gale
#

Bitteschön!

dapper root
#

He is there a good place where I can find interesting MP Missions people have made? The workshop isn't doing me much good.. Trying to find cool missions for my server

cyan hemlock
#

try sorting by popularity instead of relavancy and there are some lists but the only one i know of is for SOG missions

sterile spruce
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Hey guys!

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I am pretty new to arma 3

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as well as modding to it

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I just wanna ask, i see some servers with like some extra stuff like role selection, some gui binded to a key and activatable vehicles that respawns after sometime. Those are actually not "mods" but rather a part of the "mission" right?

vestal perch
#

mods can introduce same kind of features too though

sterile spruce
#

Usually games doesn't support such things when you do it server side

vestal perch
sterile spruce
vestal perch
sterile spruce
#

it would be pretty dope to be able use sql ngl

vestal perch
sterile spruce
#

yeah but i would have to do http request

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are you able to do that in script?

vestal perch
#

youll have to consult the wiki

sterile spruce
vestal perch
pastel wagon
#

i want to run this via addaction globaly(on a dedicated server) what should i use best for that? what should be the command for that : " ["test.ogv"] spawn BIS_fnc_playVideo; " (remotexec maybe ? )

sterile spruce
keen jolt
#

yes. but you might want to only run it on the server

sterile spruce
keen jolt
#

you can use isServer condition for example. that's not really what I'm talking about here tho

young nebula
#

Are there any rough guidelines for how much stuff you can have on the map before it starts affecting performance severely?

prisma oyster
#

"depends", as usual

young nebula
#

What about AI's? Same?

prisma oyster
#

AIs cannot be simpleObject, they can be Agents eventually

young belfry
#

Is there a way to revert a saveed mission
I broke something somehow and had the editor open after I pressed play. I pressed save b/c- eh. I reloaded and- it saved the, what I now know is the empty mission to the file.

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I spent like a week or 2 on this and it's all gone

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please, if anyone can help me at all...

prisma oyster
#

nope

wind raptor
#

No, once the file has been overwritten, the old content is gone.
I recommend you start using Git (or something similar) for projects that are important to you in order to avoid such traumatic experiences in the future.

prisma oyster
#

you may have the temp pbo file somewhere if you exported it or played it in MP

young belfry
#

I don't think so-

prisma oyster
#

sorry for your loss
as ansin11 said, Git saves lives (and hair)

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I can only recommend to create a local repository at the root of the Missions directory

young belfry
#

idek how to get that set up

prisma oyster
#

it's a tad 'advanced', but you can download Git and Git Extensions, install them, then right-click → create new repository
after that you have a UI where you can save your progress little by little

young belfry
#

bright side i still got all the seperate files...

#

just the mission sqm file is borked

prisma oyster
#

you may have a ~missionName.terrain directory, see if the sqm is valid?

young belfry
#

no

prisma oyster
#

welp.

young belfry
#

what is that anyway

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the tilda one

prisma oyster
#

a temp

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afaik

young belfry
#

funny, I did a backup of my own custom addons the other day. xD

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well, now I guess, maybe I can go for doing things differently.

#

I didn't really like the main enemy compound anyway. Lots of empty space that I felt could be better used if the compound was a different type. But spent so much time on it, I didn't want to just remove it and start over.
Additionally, the enemy high command area was a bit of a weird spot too.

#

A coastal fortification was just randomly put in too, so now I could reposition that to make more sense.
(I am trying to look on the bright side x3)

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do I wanna add the water back-

cunning portal
#

RESOLVED: It was one of the mods I had running(still no idea which one, but it was one of them).

I'm trying to set up a sort of cutscene with the Keyframe Animation modules within 3den, and I've followed the guide made by Ceb.Cin to the T. The problem, however, is when I launch the scenario to watch through the animation it plays from the camera for all of 1 second and then ends. I cannot figure out why the camera cuts so short.

I think it might be a case of the animation playing during initialization, and so by the time it actually loads the animation has finished. The only problem I see with that explanation is I have it set to loop, but it doesn't.

I keep trying to check between different tutorials and what I have, and even referencing Ceb.Cin's demo compositions I still cannot figure out why this camera only plays for 1 second of the 10 I have it set for.

Does anybody have any ideas on what might be my problem?

gleaming vortex
#

Can anyone tell me what's wrong with this pls
acex_fortify_locations_pushBack [constructionVic, 50, 50, 0, false];

It keeps kicking back an error saying it's missing a ";"

acoustic yew
prisma widget
#

idk if its the right channel or not but how do i make the trace module fire in the air?

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and also make the sounds and tracers last forever

prisma widget
#

And in eden

agile ingot
#

tracer module by default fires pretty much only into the air.

By setting a custom target (Assign a variable to an object and input that into the custom target field) you can have it shoot wherever you want. I havent tested but theoretically it should also shoot at moving targets.

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for random shooting youd ideally have an invisible object switch positions using BIS_fnc_randomPos or something

lucid comet
#

The position attribute in the editor - Are they ASL or ATL

agile ingot
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iirc ATL but could be wrong

prisma widget
agile ingot
#

you can delete the module to stop the firing, but no, they have infinite ammo

quiet plume
#

except it explicitly tops the magazine to full before each firing blobdoggoshruggoogly

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                while {time < _time} do {
                    // Restore ammo
                    _gunner setAmmo [_weapon,999];
                    [_gunner,_weapon] call BIS_fnc_fire;
                    sleep _delay;
agile ingot
#

i mistyped there 😅 yeah, inf ammo on modules

prisma widget
quiet plume
#

no, that's in the code that module runs by default

prisma widget
#

oh k

agile ingot
#
deleteVehicle ((_smokeModule getVariable "effectEmitter") select 0);

this is deletion for smoke module, I dont know if its the same for tracers, cpuld be that tracer module is just a simple

deleteVehicle VarNameTracer
young nebula
#

One of the scripts I have requires faction identifiers, like OPF_F for CSAT.

I need to add some factions added by mods, but I have no idea where to find what I need.

Any ideas?

small patrol
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CfgFactionClasses

young nebula
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Is that a file somewhere?

small patrol
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Config

young nebula
#

Where is it located?

small patrol
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You can check in Config Viewer

young nebula
#

Thank you.

plush dawn
#

hi i want to make hold point scenario in arma 3 but idk how to script

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can someone help me pls

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i have player team at a radio station and u have to hold the point and kill every wave of enemies

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idk how to make it so that a wave will spawn and attack and how to make it so that when u kill all of the waves u win

prisma oyster
#

this would require scripting, but if you are not familiar with it it may take some time
start small or recruit (even for free) @ #creators_recruiting

plush dawn
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ok 😦

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ty tho

untold fiber
#

Hey, does anyone have any tips on how to align gates and other objects straight/aligned properly? Does Edan have something like a grid like 3D modeling softwares have?

rapid mortar
#

Hello I’m new to the Eden Editor and I was wondering if there is a way to make a IED go off when a certain vehicle goes over it?

sonic root
#

there's a film on youtube how to do this

surreal belfry
#

Hello, how can I stop an AI following waypoints (break out of the loop) when he detects a player? I have a guard patrolling an area, but when he sees a player, he then still continues patrolling even though he returns fire.

prisma oyster
stray cedar
#

I have followed the ALIVE Population Module guide multiple times now and it is still not spawning anything at all. Does anyone have an Updated tutorial, or a different / easier to use module that works?

drifting sky
stray cedar
#

I just followed a whole playlist tutorial on youtube for about an hour, and end the end, absolutely nothing worked at all.

#

i take that back a group of enemies just spawned, no civs spawned yet though

#

and they dissapeared

#

theyre all spawning in the wrong area aswell

stray cedar
#

Whats the absolute best Population mod?

drifting sky
#

One you make yourself 😄

vagrant trout
#

how come when I export a mission to MP it will pack and export some cached version instead of the actual files? annoying. nvm thats not what was happening :D

glad quail
#

Wish it was easier to place objects on the turret of a tank. This method with attachtorelative obviously doesn't work.

The only method that works requires me to use coordinates for each and every object, and that takes painstakingly long as I have to keep changing each coordinate to make sure it's placed wherever I want it to be

quiet plume
#

🧠 attach one Logic or whatever empty object properly to the turret, BIS_fnc_attachToRelative everything else to it, done

glad quail
quiet plume
glad quail
#

Im using a command I found online but it only works for some tanks, not all

#

this attachTo [tank1,[1,0.5,0.2] ,"Otocvez", true];

#

the Otocvez part

#

it doesnt work for all tanks

#

only some

drowsy swallow
#

Otocvez is a memory point, not all memory points are named in that format

#

Could try the gun one

keen jolt
#

you can read it from the config instead

#

that way it'll work with any vehicle

young belfry
#

Does cvilian precense position work for the entire area size or?

wind raptor
young belfry
#

doesn't say. I mean will the civs go toward the center or go anywhere within the area of the position module.

#

although, I wish I had read it before, I've been trying to get triggers working with trigger owner and stuff, but looks like it's just sync'd xD

#

Also, side question, does it matter how something is sync'd? Syncing from an object to game logic vs game logic to object.

civic python
glad quail
#

I haven't been able to test it yet, so if you have a different method it wouldn't hurt to know it

cloud sparrow
#

synchronization is bidirectional

tall robin
#

Does anyone know why using this command in editor

[cursorObject, "LMG_Mk200_F", 2] call BIS_fnc_addWeapon;

on C_Man_ConstructionWorker_01_Blue_F (civilian)

makes the civilian shoot everything in sight?

#

not everything, only BLUFOR and OPFOR - it ignores other CIV and INDFOR

small patrol
tall robin
#

Right

#

if I understand this, they're friendly to BLUFOR, and I cannot recreate this with other units

#

It is only happening specifically with the classname I put above

tall robin
#

well, nvm, it happens with a handful of other civilian classes as well, but when applied to VR_Entity for civilian it doesn't

thick wigeon
#

How do I make an Eden object follow the surface angle, I noticed that sometimes it happens and sometimes it doesn't and I feel that it may just be some bind I accidentally press and cannot find.

#

Nevermind, as I had suspected it simply doesn't work for all props, while some have it on by default

tall robin
#

off the top of my head, I believe you can toggle it with \

#

On the toolbar at the top it is the icon to the left of the square grid, "Toggle Surface Snapping"

#

iirc

lyric wagon
#

I downloaded the "Dual weapons"-mod. But now when I equip a rocketlauncher, it´s invisible.. Anyone know what´s wrong?

young nebula
#

How do I make activation of a trigger condition for another triggers activation?

lyric wagon
prisma oyster
surreal belfry
#

What happens if I synchronize a zone trigger with an NPC?

prisma oyster
#

the two are synchronised

surreal belfry
#

What does synchronized mean? 😄

prisma oyster
#

so you don't know what you did?

surreal belfry
#

Just partially

#

I dont understand what happens internally when two entities are synchronized

prisma oyster
#

in this case, it makes the trigger about this unit - edit it and you will see options have changed

prisma oyster
worn fossil
#

Huh. Today I learnt.

#

Interesting

surreal belfry
#

How can I reference a unit which activated a trigger in the On Activation field within the trigger? Instead of using _soldier1 ... or player ... something like activatedBy.

prisma oyster
surreal belfry
prisma oyster
#

no idea what you want to achieve here

surreal belfry
#

Lets say I would like the trigger to be repeatedly reactivated by the same object and condition.

prisma oyster
#

then link that trigger to that unit

young belfry
#

Simple objects won't get reflectors right?

wintry wadi
#

Was playing around with the remoteControl feature in the editor by allowing the player to remotely control the driver of a van. However, once the van got to about 140m away from the player's position, I literally lost control of the van and my inputs weren't doing anything. Does the remoteControl feature have a limited range or something?

glad quail
#

They move a little

#

I wish I could record it to better explain, but I can't for the life of me get OBS to not create extremely laggy and choppy videos

glad quail
civic python
#

Attach too, some tuurrent lart

civic python
finite thistle
#

Can i create an area on the map with vehicles garage (limited to only editing vehicle extras - like extra armor or RHS duke systems) I can't figure it out. There is a mod to do this but its a warlords mission and i dont want people to be able to spawn any vehicle they want. Thanks in advance

surreal belfry
#

Do you know why civilian presence module doesn't work properly with Old Man systems set up in the map?

cedar flower
#

Does anyone know how to save settings to a mpmission file to send to a friend

cedar flower
#

Hello

plain gale
#

What settings would that be?

hot scroll
#

has anyone ever had all your bullets become explosive in sp? i cant find any settings related to this, modded or vanilla

rare obsidian
#

I remember my weapons would fire claymores for some reason when I had Fire Support+ loaded

hot scroll
#

I got FS+ loaded

#

Is there a way to fix it?

rare obsidian
#

Just unload it

#

I think you have another mod with it that messes it ip

#

Up

#

But idk whst that is

#

Like the combination of the two makes the bullets turn into claymore mines

cedar flower
plain gale
#

Difficulty is set via AI skill directly in mission and server / client difficulty settings.

hot scroll
rare obsidian
near token
#

whenever i place people in eden edittor, and then during that sandbox game, i place people using zeus, the people i placed in eden edittor cannot be editted by zeus

#

how do i disable this

acoustic yew
#

ex:
yourZeusModule addCuratorEditableObjects [allUnits, true];

opaque wren
#

Can somebody point me in the direction of how to get players to teleport from a pole into a vehicle?

#

Not looking for hand holding just think link towards a guide or something, but all of the videos I'm finding are of TPing into static spots

acoustic yew
# opaque wren Not looking for hand holding just think link towards a guide or something, but a...

Sure! you might have seen guides on using addAction to run a command of the setPos* variety. The only change you need is to use one of the moveIn* commands to place the unit inside a vehicle instead of the setPos* command. Here's a link to the moveInAny command with additional links at the bottom of the page if you're looking for something more specific: https://community.bistudio.com/wiki/moveInAny

Here's the addAction page: https://community.bistudio.com/wiki/addAction

#

if it's a pre-placed vehicle you can name the variable within the vehicle's properties and just use that variable to represent the vehicle in the command arguments

opaque wren
#

I saw moveIn* but couldn't find it in reference to players, only AI in the tutorials. Didn't think to replace it with the setPos, but I'm still very new to Arma scripting.

Really appreciate the help, cheers

sullen quiver
#

Hey could anyone help me in putting images on signs in eden and having them work in mp?

devout laurel
#

How do you start with a village having its buildings destroyed?

#

I'm playing arma 1

#

Is that possible I wonder?

#

That's something that's really missing from the original game... like if you look at any actual battlefield, all the buildings are gone. The trees are destroyed, and there's craters everywhere

#

So the battlefield in arma is like way too ordinary looking.

raw parrot
#

howdy i been trying to edit a workshop mod and for some reason it doesnt show up in my eden

#

i can see the mission in the map selection but when i launch eden it isnt in my mpmissions or missions

keen jolt
#

See the nearObjects and nearestObjects commands
For iteration, use forEach

#

Quick example:

{
   _x setDamage 1;
} forEach (getMarkerPos "marker" nearObjects ["building", 1000])
gentle mango
#

Hey guys, I only just started using the Eden Editor and therefore have very little knowledge or experience with anything in that aspect. I started creating a basic military base to try and learn the basic functions and it was going great. However, when I saved my base as a composition and re-placed i down, lots of little objects and items I placed started sinking into the ground. I was told to change the attributes of those objects to disable simulation and enable simple object mode, which I did. It didn't really fix anything though, so was then told to disable object snapping one other setting which solved my issue with items disconnecting from their placements or sinking etc, but now the entire base started floating. Only my large buildings remained connected to the floor, but with some concrete looking slabs which weren't present before

#

The picture shows what I mean with floating assets now, along with the concrete looking slabs underneath buildings which werent present before

plain gale
#

@gentle mango Play around with these settings. They influence how objects of compositions are placed

gentle mango
#

Yea I've tried all combinations of those exact two settings. None of them properly place down my items

plain gale
#

What you can try. Mark all objects and press CTRL + Space (3DEN Enhanced only)

#

This will snap all objects to the surface below.

gentle mango
#

Will give it a go

#

Yea that helped, but now all my walls have sunk into the ground

#

I'm so confused

rocky swallow
#

excuse me guys, quick question what asset takes up the least graphical capacity? im trying to make fallout new vegas in arma 3. looks great but slows pc down too much, how can i get my assets to go farther?

#

i already pick the more geometrically simplistic ones

#

i have gone through several itterations of wall sections spliting the city. at first it was stone and sheet metal fences. looked great, no way anyone could run it though.

low 30s before i even added the mounds of npcs.

tried double stacked broken trucks but collisions proved to become a mess. passing through stuff or floating. very inconsistent to place.

last i tried sand bag walls but the asthetic was lost and it still kinda lowered fps despite being the longest functionable piece.

my next idea might be stones

supple holly
rocky swallow
#

does it stop them being destructable as well??

#

thats perfect if yes

#

i can use less materials overall

supple holly
#

You can also disable the damage on objects.

young belfry
#

I like how the gas station turned out

wintry wadi
#

Trying to turn the vanilla Zamak MRL into an anti-aircraft system using scripting, lol. I've gotten the MRL to be able to fire SAMs, but I'm not sure how to give the MRL access to a data link - I think because it doesn't have any onboard sensors. How can I add sensors to the MRL?

quartz edge
#

Hello 👋 can someone help me with how to give teams score upon task completion for pvp? Thanks in advance

plain gale
#
if isServer then
{
    [] spawn
    {
        while {true} do
        {
            {
                _x addCuratorEditableObjects
                [
                entities [[],["Logic"], true /* Include vehicle crew */,true /* Exclude dead bodies */],
                true
                ];
            } count allCurators;
            sleep 60; // Change to whatever fits your needs
        };
    };
};

Place this in init.sqf

#

This adds all entities except logics to Zeus every 60 seconds

quartz edge
#

@plain gale thank you greatly 💯

viscid crow
#

So im trying to make a simple IED ambush as my first mission right...and i want to include 2 vehicles, but i gotta make them a convoy somehow...but i dont find the Convoy things in systens to sync the vehicles to...does anyone know how i do that?

rocky swallow
#

@supple holly ok a demo of my map is ready, the volume of assets has the game slowed to a crawl but its playable. placed npcs that dont road and they stand guard over their factional territories

supple holly
rocky swallow
#

i was hoping to have triggers that spawn/despawn assets based on entered areas

#

ill screenshot what it looks like up to date so you can see the volume im working with

supple holly
#

You can do that as well but just know that triggers are also performance heavy becouse every trigger has its own loop.

rocky swallow
#

fair

viscid crow
#

Uhhh how do i make the AI hold fire, until a trigger is triggered to make them fire?

rocky swallow
#

inside the attunement section

#

its a drop down menu

viscid crow
viscid crow
supple holly
# viscid crow Uhhh how do i make the AI hold fire, until a trigger is triggered to make them f...

This will show you how to use the Set AI Mode modules to stop AI enemy firing at your troops, but then fire once a trigger has been fired.

Please like, share and subscribe! Remember to hit that bell icon to be notified of new content which is posted weekly!

Questions or comments? Want to ask for help with something or just want to be invol...

▶ Play video
rocky swallow
#

the npcs have options built in like do not fire unless fired upon

#

likely able to be tied based on where the player isnt supposed to be as well

#

tresspasser style

viscid crow
rocky swallow
rocky swallow
#

i expanded the game area to include outskirts, if i lower my res to 600x480 it should be a stable 60

#

i just removed all the npcs and im gonna change the enviornment to be more detailed and ill reduce limits on play area based on what is still needing to be blocked

#

ill also try to add factional quest givers

ember kelp
#

Why does the game always freeze up when you go into the camera mode while playing

#

the whatchamacallit

#

splendid camera

small patrol
#

Define freeze

agile ingot
#

Camera mode sets game time to 0 if youre in singleplayer. In local and dedicated host in runs normally.

If you want "unpause" in singleplayer camera mode, bottom right is the acceleration slider or whatever its called to adjust game time speed

near token
#

anyone know if theres a mod for having a realistic civilian environment

#

i.e. cars driving around, people on the street

#

im trying to make a highly populated area but i have no idea how to start doing that, because i’d need to place markers and everything and spawn every civ separately

cyan hemlock
worldly nacelle
#

in B_crew_F config

prisma oyster
#

which is correct

plain gale
#

Turn it to 1 and see what happens 😉

agile ingot
rocky swallow
#

least polygon using assets to act as walls plz

#

because i have alot of walls

prisma oyster
#

are all these walls made "simple objects"?

rocky swallow
#

yes

#

not in the pic tho

prisma oyster
#

either use longer walls (to reduce their numbers), or reduce mission's viewdistance
that's CPU-related, there's not much to do

vestal perch
#

missions are not really meant to be done with this much new objects in so small area. especially if objects are used to build things they are not meant to be used for.

rocky swallow
#

i used the biggest walls

#

i was hoping to have a optimal asset to pick from honestly

#

can i shrink a map down to loading zones

#

or is the map itself the issue

prisma oyster
#

it's more the amount of assets than their GPU value

rocky swallow
#

ofcourse but 10k of the heaviest units vs the least heavy units right

prisma oyster
#

lower the view distance if you can, otherwise reduce the amount of assets

rocky swallow
#

my only other options are retexture assets and recreate buildings to fit my design

#

which requires more work

#

its already on low for play testing

prisma oyster
rocky swallow
#

ill check that out, my next question is if assets are tied to the load, can i merg items to lower the number of assets

#

each building placed has several preplace units like chairs or beds

#

can this be the case as well for player assembled buildings

prisma oyster
vestal perch
#

50m is typically safe

#

and the biggest rock walls are already that

#

but no you cant edit models like that

#

you would have to make new things from 0

rocky swallow
#

this is the kinda density in the city i want, im going to add more stuff like armored panels to windows and shit

#

but if nobody can run this its pointless haha

#

the walls i had actually disappeared because i dont have the right mods installed and it runs so much nicer lmao

vestal perch
#

yeah the engine is not meant for that large scale tiny individual detail adding

#

performance drops are to be expected

rocky swallow
#

ok but thats why i wanted to know my other question a while ago

#

you know how fallout is broken into load zones

#

i saw a life server use that tech

#

what is it

vestal perch
#

dunno, does not sound like a native thing

#

best bet is to ask the server people who do that

rocky swallow
#

i dont even know what server its on i saw it on a passing video

prisma oyster
#

¯_(ツ)_/¯

rocky swallow
#

rip

kind prism
rocky swallow
#

Hold up

#

Are you suggesting multi plane existence theory?

#

You cross a boundary and it deletes everything within and replaced it infinitely within its own confined zones

#

Quite a complex topic you’re suggesting

supple holly
#

What ? No he was sugessting to lower the amount of objects in your scene you can edit terrain in eden with scripting or with a really good tool on workshop called deformer.

rocky swallow
#

that might not work visually, the asthetic is purely formed based on the perimeter of the map, unless i can seperate inside the wall assets from outside then further define each innner city blocks assets as a per block basis

#

that would be A-lot of work though

near token
#

is there a good ace3 compatible cuff system

#

the ace3 cuff system is very limited

#

also, is there a way to drag unconscious people? i can only seem to drag people when they r on the ground and in need of medical help (when the medical sign shows up)

surreal belfry
#

I want to publish a mission on Workshop, but the window for selecting a thumbnail image does not show any images, just the folder hierarchy on the left, but it worked OK before. What should I do? Any other way to add a thumbnail to Steam Workshop item?

near token
#

how do i add ace3 animations to full squads

#

i.e. making them all salute instead of having to remote control them and manually do it

agile ingot
#
{
_x playMove //insert Salute animation
} forEach group unit;
near token
agile ingot
#

maybe, thats the one Id do

#

You can run the code I sent in debug menu if youve access to it, or run it as an sqf script from the mission files

#

Youd need to have a varname for the unit for debug menu method, you can assign one in Zeus though.

Zeus enhanced gives you a sqf field when double clicking a unit or object, in that youd just replace unit with _this

orchid wedge
#

You guys are my last hope. I have to finish a mission in the next 2 days but as soon as I test it in the editor I get a CTD and an error message access Violation. I did steam check, modset check etc but nothing worked. does anyone have any ideas?

agile ingot
#

post pic of error message

#

also, id start with removing any mods and loading them individually

near token
#

trying to make a riot scenario with civvies, any suggestions

prisma oyster
#

have civvies

plain gale
#

have a riot

viral axle
near token
agile ingot
#

AI loves to use underbarrel GL, so give them only stuns, they ought to fire a few by themselves

thin egret
near token
#

ive been trying to add insignias and special weaponry to a squad but i have to do it manually

#

takes a lot of time

prisma oyster
prisma oyster
#

(not just the changes you made, the whole change though)

prisma oyster
near token
#

yeah that explains it

#

gotta do it before i get ingame

prisma oyster
#

saves hair

near token
#

is there a channel here to find/request specific mods

thin egret
#

3DEN Enhanced lets you copy loadouts as well if you're looking to do it to just particular units.

near token
#

thanks

prisma oyster
rose holly
#

Does anyone know if it's possible to have AI take their weapon out of their backpack and use it? I would normally do this via zeus, but would be cool if it could be automated.

#

Like a concealed enemy

lime dust
#

you could always store the weapon that's concealed as a variable and add/remove it to the AI character when you like

unique copper
#

Does anyone know how to stop the ai from automatically getting 2 grenades?

#

and if its not vanilla, if anyone could tell me what mod it is that would be great

small patrol
#

None of vanilla feature does that. Must be a Mod. Don't ask me which

unique copper
#

ah ok

#

thanks

wintry wadi
#

Is there a way to get the recorded voice lines from the campaign (e.g. Miller saying something specific) into a custom mission? Where would I even look to find those?

small patrol
#

dubbingmission_f pbos or something like that

warm folio
#

Guys how can I make it so that my squad has captured an area once a certain vehicle is destroyed?

#

I want it to only allow them to access specific things (ammo crates and vehicles) once the objective is destroyed

#

Also what's the best way to have ai patrol the map?

#

I'm sick of placing wps

scarlet crystal
#

oh okay, I connected the dots.

warm folio
#

Not really a game mode moreso an objective

#

Destroying radio towers

scarlet crystal
#

simplest way would be to have a trigger that would check if certain vehicle is alive, and then either teleport the crates and vehicles to the spot or show/unhide them through the show/hide module

warm folio
#

If I have them hidden with no crew in them will the hostile ai still attack blufor vehicles?

scarlet crystal
#

if their models are not visible then no, AI doesn't detect these

warm folio
#

I'm worried that they'll destroy the "reward" before my squad gets there

#

Ok

scarlet crystal
#

to be twice sure you can disable damage on them too

warm folio
#

I might use teleport so that it doesn't cause confliction in moving and firefights

scarlet crystal
#

but from my experience once the model is hidden, be it a vehicle or unit, AI will just ignore it as it didn't exist

warm folio
#

That sounds like it could easily lead to terrible things lol

#

Can I use the radio towers that come preset on the map as my objective?

scarlet crystal
#

you can, but then instead of checking for alive you would check if there is any object of that kind in vicinity I guess

#

I'm used to hiding map objects and replacing them with editor ones if I build scripts with them 😄

warm folio
#

There's three of them in our first ao, I'm hoping to make it so the ai helicopters don't take off until we have that taken

warm folio
#

I have one more question

#

Is it possible to get the ai to coordinate in such a fashion that a squad in one area can call in strikes from a mortar crew that is miles away?

scarlet crystal
#

don't think so, never done it. However if you place a squad leader on the field and attach a mortar to him that is far away, he will issue commands to them

warm folio
#

That might work

scarlet crystal
#

in East Wind campaign there is a mission where enemy has spotters calling out targets for AAF mortar team but it was very scripted and designed to fire over that one specific location

warm folio
#

Yeah I'm not doing that lol

scarlet crystal
#

and regarding the patrols, not sure if it's in base Editor but if you use Eden Enhanced you definitely can just drop an infantry squad and in group attributes give a radius to a randomly generated patrol route

#

they will make a circle of a given radius.

#

repeatable ofc

warm folio
#

Will they follow roads?

scarlet crystal
#

if they are in Safe behaviour they will use any road that's close, but if the circle is generated in the wild and there is no road in vicinity they will go off the road

warm folio
#

Yeah I used a script and the vehicles just kept going off road and getting stuck on rocks

#

I think it would be cool to naturally run into patrols while doing something completely different

scarlet crystal
#

ye patrols add some life to a world where there are only rabbits and snakes wandering around lol

#

but to have the vehicles specifically move only on roads then you have to manually place waypoints. Or write a script that could detect surface type and generate a dynamic patrol route but that might be complicated.

#

Ravage mod has an ambient AI module that sometimes drop an AI vehicle that drives around although I have no idea how they have scripted its patrol pattern

warm folio
#

I'm going to have to check that mod out

#

And the population mod

#

Arma just feels too dead sometimes

#

Then I hop In a helo on bad co and all of the sudden it feels overly alive lol

scarlet crystal
#

TPW mod has some scripts and stuff to make the world feel a bit more alive. There is also thhe Ambient Civilians module in editor

warm folio
#

Haven't messed with that one yet

#

Most of the stuff in that section of the editor im scared to touch lol

cobalt night
#

Im having a really annoying problem since some days... While im editing my mission, something weird happens, all the vehicles that i synced to a respawn module somehow and randomly get synced to my newly build base walls etc. its very annoying to remove all the syncs and put them back to the respawn module again everytime...

All the vehicles are supposed to be synced to the vehicle respawn module shown in the last picture. 4 of 6 syncs from the playable units (that are synced to the post processing module) also broke off for some reason)

I dont understand how it even works, it literally only happened after i build that base like 2 days ago, since then it happens almost everytime i edit the mission. Any1 can explain it or can help me?

#

Sorry for my broken english

#

I may have accidently synced the vehicles to a wrong object at some point, but i surely fixed it multiple times by now. could it be that the module syncs are not saved correctly or something?

plain gale
#

Weird. Other mods?

acoustic yew
#

I have a sequence going where an ai helicopter flies to a waypoint and executes ```sqf
_helicopter fireAtTarget [_truck, "rhs_weap_AGM114K_Launcher"];

and the missile hits the truck 100% of the time when my video settings are set to low view distance and 0% of the time when my render distance is maxed. The missile does not seem to lock at all unless my video settings are lowered. 

I can troubleshoot on my own but is this a bug anyone happens to be familiar with before I start that process?
cobalt night
half bramble
#

is it possible to hide the marker created by the respawn module?

plain gale
cobalt night
#

U mean U think the Game thinks the Walls are the modules that they are supported to be assigned to? xD

Well yea i'll try it Out once i get Home, thanks for the tip

plain gale
#

It's just a wild guess. I don't see a reason why it would do that otherwise

near token
#

is there a way to actually make the firing drill work

#

i sync it to all the troops in game using right click

#

and when i load in they either dont do anything and an error pops up, or my game crashes entirely

plain gale
near token
#

is there a way to do it without the range instructor n allat

prisma oyster
#

it's all in the doc

plain gale
#

Poor Doctor

snow yew
#

Will it be legal to create compositions made from cup objects and publish them on steam workshop.

sinful zenith
#

Why would it be illegal to make compositions?

cobalt night
dim kindle
#

so im trying to make a warlords map and I have both Bases, an init synced to the bluefor base, I also have a few test sectors. Everything is synced together, however when I start the game, no warlord elements are displays, and I can open the shop, as well as nothing in the maps

scarlet crystal
prisma oyster
#

I also wonder if manual sqm editing happened here

small patrol
#

Hey, this picture imagines, what if, we have a “joint” for a sync line?

#

This seems really painful to recognize

#

Like FSM has, or any other “node programming” thingies have

silk frost
#

Hi! I have seen this video of the intro of the Arma3 campaign (https://www.youtube.com/watch?v=312X0EwAuOQ) and I wonder if there is a way to do something similar in the editor, as I have been looking for videos and I can't find any way to simulate for example, the AAN World News posters.

Tensions rise as NATO peacekeeping forces begin to leave The Republic of Altis: a strategic fault-line between crumbling European influence and a powerful, resurgent East.

Follow Arma III at GameSpot.com!
http://www.gamespot.com/arma-iii/
Official Site - http://www.arma3.com/

Check out our review!
Watch - http://www.youtube.com/watch?v=WzNT8eg...

▶ Play video
silk frost
#

Oh lol thanks, I was watching a youtube video that said to install mods.

prisma oyster
#

hehehe
this one's faster!

small patrol
#

I actually wanted to remaster that thing but never went public yet

cobalt night
# scarlet crystal does it still do this if you remove a single broken sync?

yes, i tried removing all the syncs and syncing the vehicles back to the vehicle respawn module multiple times. even saved right after fixing it and reopened the mission.

But now i decided to just remove all the vehicles and not use the vehicle respawn in my mission since i made a vehicle spawner, so multiple vehicles standing around are just eating resources for no reason.

scarlet crystal
#

tbh I wouldnt' be surprised if it was caused by the respawn module itself as I do not remember a single instance it would do its job on any mission I played

cloud sparrow
#

BI vehicle respawn module is one of the worst they've ever made. The best thing it's for is for making a fountain of respawning and exploding vehicles.

dim kindle
#

units not moving with simple move waypoint? like literally its just a move waypoint thats assgined to two cars?

keen jolt
#

could be caused by a mod

#

or the vehicles can't path find to where you want

half bramble
#

I have a mission and I’m using the vehicle respawn module to respawn vehicles that real players are utilizing.
I also however have an AI controlled transport helicopter. How do I get this vehicle to respawn with the AI pilots if destroyed. The respawn module will only respawn the vehicle without the pilots in it.

plain gale
#

@dense night In the expressionf ield of the module

#

try

#
[_this select 0, createGroup west] call BIS_fnc_spawnCrew;
#

replace west with whatever side you crew should have

half bramble
#

Its a start. Will have to look into this more in the morning.

#

Thanks.

plain gale
#

not the init field

#

the expression field

rich hazel
#

Anyone knows a well optimized Western european map ? I need a small map for few missions. Thanks in advance

near token
#

for some reason the starter character isnt automatically zeus anymore

#

is there a way to re-activate this

#

also how do i change starter characters without deleting the first one and placing a new one

rich hazel
south scroll
#

east and west looks kinda the same

rich hazel
#

Not rly, buildings and vegetation aren’t the same

agile ingot
#

G.O.S Leskovets

agile ingot
#

works for east and west imo

dim kindle
#

how would I make enemys hold position until a trigger happens?

crystal bone
#

waypoint HOLD, with a trigger (with your condition) synchronized to it. Of it that doesn't work, add a MOVE waypoint after HOLD and syncronize to that one.

dim kindle
#

nah neither one of those worked

crystal bone
#

hmm...

#

is the trigger condition right?

#

are they moving before or not moving at all?

dim kindle
#

ya the trigger is correct, and they arent moving at all

crystal bone
#

testing

#

...i'm not being able to sync triggers 😯

#

ah nvm, it's set waypoint activation

dim kindle
#

tto move or hold?

crystal bone
#

wait, it's not working for me either.

#

ok

#

go inside the trigger

#

Trigger Activation - Type - Skip Waypoint

#

And I synced it to HOLD wp.

timid marsh
#

guys remind me the formula how to make the bot aim?

fading thorn
#

does anyone know how to make respawns for enemies
but i want them to not be able to respawn after a "capture"

cyan hemlock
acoustic yew
dim kindle
#

what would prevent cars from moving with one single move way point?

#
Behavior: Safe
Formation: Column
SpeedMode: Normal 
Enble Dynamic Simulation: Checked```
#

and the move waypoint is unchanged

surreal belfry
#

How can I enable the Previous and Next command buttons under the command console? I used to have it there, but not anymore. Why is that? 🙂

quiet plume
#

CBA adds them

#

or you can press PgUp/PgDown (even in vanilla)

surreal belfry
#

Thanks a lot. I try to not use CBA, because it adds some dependencies to my scenarios, but there is probably no reason to not do it.

jade sonnet
#

Hello, typical thing maybe but im using a simple teleport script, i want to get ON an object, Though it keeps teleporting me through it onto the floor (about 100m below). I dont fall through it, it just tps me to the floor, is there any reliable way/object i can place underfoot to guarentee they tp on top

plain gale
#

CBA should not create a dependency if you don't use any of their f unctions/objects

cloud sparrow
#

it might, due to CBA XEH modifying some base classes.

prisma oyster
quiet plume
#

!quote 5

winged raftBOT
quiet plume
fading thorn
#

i got opfor spawning as blufor

#

no idea why

fleet rapids
#

Is there simple way to just rename what a unit is labeled when you look at them? I looked line and people are talking about mods and console commands, i feel like what i need wouldn't be so difficult.

half bramble
#

Do ieds not work when placed on bridges?

#

All my other pressure plate ieds are responsive when driven over except for the one I’ve placed on a bridge.

prisma oyster
half bramble
cosmic acorn
#

i think it was zeus enhanced atleast

winged raftBOT
thin briar
#

!quote 10

winged raftBOT
thin briar
scarlet hedge
#

what's the command for Arsenal? I forgot and I can't find an answer that works

half bramble
#

tasks complete in the editor when testing however when I export and put up on a dedicated server the tasks do not complete.

I.e. I have a destroy radio tower task and once completed an rtb task becomes active. On the deadicated server after destroying the tower the RTB task fires but the destroy radio tower task doesnt complete and still shows active. Any thoughts?

prisma oyster
half bramble
#

All playable units, as it’s a multiplayer missions

#

So the owner of the task for the radio tower being destroyed is “all playable units”. The condition for the task state trigger is “!alive tower” with “tower” being the variable name of the radio tower.

#

Task state is set to succeeded too so not to sure where I screwed up

half bramble
#

Disregard the above. I have solved the issue.

small patrol
#

You would want to tell us how exactly you've done that, so somebody else than you can find an answer after years, maybe

half bramble
#

My apologies.
I was under the impression if you didn’t give a task a trigger to activate it, that it would just be activated upon mission start. They may show up on the task list upon loading into the server, however, this was causing issues with the task being able to be marked completed.
To fix this I placed a trigger at the starting position and set to blufor present with a slight delay. Once you spawn in you get the notification the tasks available. This allowed them to be completed.

zinc jackal
#

I have a really strange issue and will do my best to describe it

#

I have mission that involves AI teammates entering a house at some point via trigger, when I get to that point, the trigger fires and the AI report back they can do that action, however when I copy paste just the units involved in that trigger into a newly created (not saved) scenario they enter the house no problem whether there is enemy AI in the house or not

#

it almost seems like for some reason having a "clean" template in the editor makes a difference whether AI complete scripted moves or not

lost lynx
#

anyone know why in the editor tools --> debug console not opening

vestal perch
zinc flax
#

anyone know if its possible to disable damage to every part of a sedan other than the wheels?

#

so the sedan cant take damage but the wheels can still be destroyed

half bramble
zinc flax
#

yes 3den enhanced is being used but im not sure how to do it so that only wheels can be damaged

half bramble
#

Try using this script.

#

This is only to allow damage for the froont wheels but you can edit to allow all 4 wheels

#

car allowdamage false;Smoke1="SH_125_HE" createVehicle [(getpos car select 0), (getpos car select 1), (getpos car select 2)- 1]; car sethit ["wheel_1_2_steering", 1];null=[] spawn {sleep 0.2;car allowdamage true}

#

The below should be the script for each wheel.

left front wheel
car sethit ["wheel_1_1_steering", 1]

left back wheel
car sethit ["wheel_1_2_steering", 1]

right front wheel
car sethit ["wheel_2_1_steering", 1]

right back wheel
car sethit ["wheel_2_2_steering", 1]

near token
#

having trouble with the sign image thing

prisma oyster
near token
#

basically

#

im trying to put a custom image

#

on the sign ingame

#

first i just took the link of the img and pasted it into the sign texture

#

didnt work

#

i watched like 3 videos on it

#

was told to put the img file into the arma 3 mission folder

#

nothing works

#

im confused on how to do it

prisma oyster
#
  • the image must be in paa or jpg format (paa is preferred)
  • the image must be in power of two resolution (e.g 64x512, 128x128, etc)
near token
#

whaaat

#

i cant just upload an invisible

#

sign

#

with the image

prisma oyster
#

please
make
one
message
instead of
line-returning 😄

near token
fossil urchin
# near token also tried converting it to paa but i have no idea how to switch the scale on im...

If you don't want to resize your image. You could do transparent background with some image programs like Gimp.
Just do an empty picture with the correct scale 128*128, 256*256, etc (like Lou said it needs to be ^2).
And then paste your current image on it (depends what size your original picture is, just resize that to fit the area of transparent background)

Then you can use pictures with different height and width

near token
#

LOL

#

this all seems too difficult for a simple image ingame

prisma oyster
#

such is game making

agile ingot
#

doesnt have to be paa, but jpg wont render unless you get close to it.
Gruppe adler has a free paa converter that you can use to turn jpgs or such into paa's.

You can use an empty canvas in ms paint, and use resize to set a paa proper format (512x512, 1024 x 1024, 2048x 2048 etc etc) and then paste or draw whatever you want to display onto said canvas. Make sure not to change the canvas size when doing so.

Most image objects like billboards or whiteboards have an attribute where you set the path to the image, include the format (image.jpg/image.paa), and the path if its in another folder (like Images) inside the mission folder: (Images\image.paa)

near token
#

or should i do it now

agile ingot
#

no, image has to be scaled etc. outside

near token
#

how am i going yo get

#

the exact

#

what is the format for a normal sign ingame

agile ingot
#

the paa size afaik just changes the quality/resolution, like using a 512x512 paa will look worse on a sign than using a 2048x2048

near token
#

FINALLY

#

ok

#

@agile ingot how 2 fix

#

borders and size

agile ingot
#

make the graphic wider, dont change the canvas size

near token
#

in ms paint

#

is there really no resize tool

#

in arma edittor

#

LOL

agile ingot
#

nope

#

arma just references the image youve created

#

you could input any image in there and it would try to display it if its able to

#

just make the sign 2x wider and center is at much as possible

near token
#

u see the white

agile ingot
#

yeah, you need to make the sign wider, but keep the canvas same size

#

just select the sign area in ms paint and widen it

near token
#

i see

#

also needs to be a bit smaller

#

its512x512 rn

#

woul;d 128x128 work for a sign

agile ingot
#

thats just resolution, wdym smaller?

#

only size resolution changes is file size

near token
#

oh

#

do i make the sign smaller within the

#

512x512

agile ingot
#

edit the size of the graphic or sign youre using itself

#

in paint i mean

#

so like this would change the displayed graphics size, itll still show the white background though

#

the canvas remains 2048x2048 in my example, the circle itself was made smaller

near token
#

this good?

agile ingot
#

that would make it smaller yes

#

you would probably see some white on top and on the bottom ingame now aswell

near token
prisma oyster
#

Paint itself cannot.

near token
#

i see

near token
#

kinda unrelated to editor but how do i fix this road situation, i cant figure out what to do to make it look semi realistic (i have cup roads n stuff)

#

im attempting to create a country to country border/checkpoint in shapur
cant seem to actually get the roads to fit the scene, dont know where to intersect em

glacial elm
#
  1. Make a roundabout with 2 exits. Each exit is the checkpoint.

  2. The checkpoint is the road divided into 3 to 8 roads.

Each section should have some tolls and a trucker side thats more open

  1. To give it the militarieish feeling, add sandbag fortifications, some hesco barriers and make the entrances hard to access.
sinful grove
#

Just wanted to post this somewhere because I am very proud of it, but check out this trench I made! It's on Lybor terrain that came out recently.

near token
#

sum like this?

near token
#

why is everything flinging and exploding when i start simulation

#

simulation is checked for everything

cosmic acorn
#

thats probably why you need to disable simulation for objects so they dont go flying when placed in each other

near token
#

was told to enable it

#

or idk

#

do i disable simulation for everything?

cosmic acorn
#

basically anything that you dont want to move/interact with disable simulation

near token
cosmic acorn
#

houses and the gate need simulation enabled

#

the rest like the cement walls disabled

near token
#

tysm

#

Im used to anchoring

#

@cosmic acorn

#

so i was a bit confused

cosmic acorn
#

no worries

sharp garnet
#

hey guys just wanted to ask how to make it so that units i place in eden can be edited in zeus?

#

because when i place an object down in eden then switch to zeus, they are non-editable by default. i have to do that thing where i right click and manually have to make all objects in an area editable

prisma oyster
sharp garnet
#

yeah mb chief was kinda confused where exactly i had to post it

sharp garnet
tiny monolith
#

How do I make units have god mode nothing is working

vestal perch
cosmic acorn
tiny monolith
#

Mb it works thanks

vestal perch
#

👌

tiny monolith
#

And it doesn't work when I try and play as the unit

scarlet hedge
#

is there anyway to search a location by a grid reference in the editor?

#

(coordinates)

scarlet hedge
#

Like in the Editor map

prisma oyster
#

I am not sure to get what you want

  • move the map to the position you want
  • look for location around?
scarlet hedge
#

I am looking for the specific gird reference aka coordinates since I can't see the top contour lines in the map when I am in the editor

#

I am searching for a specific location on the map but I can't find it

#

I do have the coordinates

prisma oyster
#

place the player unit at the location
in the console,```sqf
mapGridPosition player;

#

maybe there is a smarter way but my brain is not available today

plain gale
#

Wasn't there a function to convert mapGridPos to position2D?

#

BIS_fnc_gridToPos

near token
#

fixed it

#

FINALLY

#

@glacial elm ty for the help

acoustic yew
#

what does leaving Always Visible unchecked do in the create task module? It's still visible before it's assigned

#

does it mean it won't be visible as an icon on the map or in the tasks menu? Do I need to create the task later if I don't want it to be visible from the very start?

acoustic yew
#
    9: BOOL - true to make task always visible in 3D (default: false)

oldman

empty ledge
#

how do i make an opfor garrison

near token
#

how do i make ai drive on custom roads

#

they just igore it

#

and drive on the dirt

#

they r on safe as well

scarlet crystal
#

you don't, hand-placed roads are just textures (terrain decals), also it depends on where you got them from.

#

CUP Terrains Core had some invisible road objects configured to help AI navigating on them but that's about it. Otherwise use markers and setDriveOnPath

warm folio
#

Guys I made a sabotage style nighttime mission but I screwed up

#

Gave all the Redford guys default loadouts and I don't want them to be able to use nvds

#

There's probably over a hundred of them, please tell me there's a quick fix and that I don't have to go through and individually tweak every loadouts lol

scarlet crystal
#

get Eden Enhanced, from the left column select all redfor units and then Tools -> Loadout something -> Remove NVGs

#

or Ctrl+Shift+N

#

it does not create any dependencies so you don't change anything in your mission requirements.

warm folio
#

People keep telling me to get that

#

Thanks

tiny monolith
#

How do I make myself not take dmg in the editor

near token
small patrol
scarlet crystal
tiny monolith
small patrol
#

Then Mod's issue or script's issue or something

tiny monolith
#

Probably mods

meager quarry
#

literally cant figure this out. Trying to get a heli to land on an invisible launch pad. The ai keeps getting inches from it and then moving away and trying again. Anyone know why?

small patrol
#

You always need to tell us what exactly you've done, so we can repro or check or suggest anything

meager quarry
small patrol
#

Landing trigger, do you mean Waypoint?

scarlet crystal
#

landing waypoints are broken to some extent iirc, I had a problem with making a heli land in my Up and Gone mission, instead I used a normal waypoint + some function to make it land.

meager quarry
meager quarry
scarlet crystal
#

ofc change the waypoint from land to move

#

btw some mods can break AI behaviour. Webknights Two Primary Weapons create a weaponholder object for the second firearm that's inside the vehicle and this makes AI to not land and constantly try to change the landing spot because they see this object as an obstacle. There probably is more mods like this.

meager quarry
#

Awesome thanks!

meager quarry
#

did exactly what you said

scarlet crystal
#

Huh

soft vine
meager quarry
soft vine
meager quarry
#

yeah it has an unload task after

covert lichen
scarlet hedge
#

what's the purpose of the "Show Defaul Values" when you export addong settings?

#

Do I really need to keep it enabled?

#

or can I export the settings without it enabled?

#

because when it's enabled it's like 6k lines and when it's disabled its likes 400 lines lol

sinful zenith
#

So you can have a full export with everything (maybe in case defaults change, which they usually don't)
No.
Yes.

cosmic acorn
#

If you never plan on changing the other settings you dont need the defaults if you do plan on changing other settings at some point i'd suggest with default enabled

#

Good to have an option to simply revert to default + keep the ones you know work for you

tame pendant
#

Hello, I'm a beginner at eden editor. How do you make the "Road Cone (light)" prop blink at daytime ?

scarlet crystal
#

only light flare can be visible in daylight and this prop was not configured to do that.

tiny monolith
#

can anyone give me a step by step tutorial on how to get the uav terminal because youtube tuts dont explain that

quiet plume
#

vanilla uav terminal is literally an equipment item in GPS slot. You can get it however you like, i.e. edit unit loadout in 3DEN editor

tiny monolith
prisma oyster
scarlet hedge
#

Ok so I don't get it
this is one of the settings I applied on my server yesterday, and none of those settings or the other addon settings that I changed applied on the server, everything went back to default
why

cosmic acorn
#

maybe forgot to press save ? has happened to me once where I edit a bunch of them and forgot to save

scarlet hedge
#

No, I just opened the mission in the editor and those are the settings

cosmic acorn
#

Server settings are different than mission settings

scarlet hedge
#

either way none of the settings applied and someone told me not to mess with the mission settings

cosmic acorn
#

I mean if you set the settings on the Server Settings and set it to overwrite mission settings you dont need to touch mission settings

#

And once you've done everything on the server simply save those settings and they will be applied every time you launch the mission on your server

#

in the eden editor it will still show default settings

dim kindle
#

does anyone know how to fix 3.15.0 version error on the mods?

cosmic acorn
dim kindle
#

alr,thanks

scarlet hedge
# cosmic acorn in the eden editor it will still show default settings

ok so I will explain again, it's already saved this is how the mission loaded meaning the settings clearly saved, in the Eden editor it won't show you the default settings, it will show you the settings that you applied, when I run it on my dedicated server it's not applying everything goes back to default

cosmic acorn
prisma oyster
#

Try the ACE Discord about server management
Here is about Vanilla Editor

scarlet hedge
#

This is not related to ACE whatsoever

#

I took this ace setting as an example

prisma oyster
#

then #server_admins for settings with a vanilla example as to not confuse peeps

cosmic acorn
willow sand
#

I'm trying to use a trigger to kill the gunner of a humvee that passes under a thin cable, just the gunner and nothing else. Any way I could do that?

small patrol
#

setDamage
gunner

willow sand
#
{gunner setDamage 0} forEach _this;
};}```

something like this?
prisma oyster
#

call {} is not needed, neither is spawn

#
{ gunner _x setDamage 1 } forEach thislist;
fallen vapor
#

I'm just going to run with the assumption that you want the On Activation of a trigger you're using to make this happen. First, I'm not sure why you're using call, something wrong. The use of spawn works, but I'm unsure why you want a scheduled environment for that code. Then, you haven't properly used the gunner either, as the command expects an argument of an object and will return a dismounted unit if it's called on it. Finally setDamage uses 1 for "dead."

#

Lou's code works, if you are sure dismounted infantry will never enter the trigger or if the trigger is sync'd to the vehicle

willow sand
#

the whole function I pasted was based off of another I use to repair vehicles and give players more fuel when they pass through a checkpoint call{thisList spawn { {_x setDamage 0} forEach _this; {_x setFuel 1} forEach _this; };}

#

works wonders for players in a hurry

fallen vapor
#

huh, didn't know thisList would be available outside of that environment, either way you don't really need the call/spawn

willow sand
#

sounds good to me, also @prisma oyster thanks, worked for what I needed 🙂

prisma oyster
fallen vapor
#

rad! Thanks Lou

faint musk
#

The B_IONS missing something says the Author is CarBomber9000, which I can't find any record of whatsoever in order to track down whatever mod it was that's making the Ion Helicopter disappear, that might be associated with the Cargo_Post (Rusty) and Long Green Sandbag disappearances that've corrupted my save from this morning.

prisma oyster
faint musk
#

I'm having the errors in editor trying to build a mission, soooo

prisma oyster
#

sooo it's a mod dependency error
you can remove that mod dependency error by loading the mission in editor
that's it

faint musk
#

Anyone have any useful information?

prisma oyster
faint musk
#

How to track down a mod that seems to have disappeared entirely without any mod list interaction; logged on after building this mission and somehow my mods changed and 3 primary assets from the mission up and disappeared from the editor asset lists, and only one gives a mod error to track stating B_IONS by CarBomber9000, who I can find no record of. Then there's the rusty cargo posts and long green sandbags that have disappeared as well, the sandbags I had the code name for and Bing AI tracked it down to supposedly being from Extended Base, which I actually do have enabled, so it's a deadend trying to figure out where the conflict on that one is.

#

Is there a way to spit out all the mods involved in a mission's making?

prisma oyster
#

if you didn't change your mods subscription/activation list, then the mod has most likely been removed from the workshop

#

you can find the dependencies at the top of the sqm file

faint musk
#

That's one of my thoughts when I wasn't able to find the author of the one. But that doesn't explain being able to track down one of the other items that is quite definitely still sitting there in the workshop

#

I assume that's the raw saved file in a folder somewhere?

prisma oyster
#

try opening your mission.sqm with notepad or notepad++, you will see something like

class AddonsMetaData
{
    class List
    {
        items=1;
        class Item0
        {
            className="A3_Characters_F";
            name="Arma 3 Alpha - Characters and Clothing";
            author="Bohemia Interactive";
            url="https://www.arma3.com";
        };
    };
};
#

…provided it is not binarised

prisma oyster
faint musk
#

Yeah, had to grab ++ again.

nimble light
#

Is there a way to make a category under another category with the header.sqe? For example, military ---> Fobs ---> composition name(s). I've seen it done in mods like ZEC, but I don't know if it can be done just with sqe.

plain gale
#

Probably not.

#

I guess ZEC uses config based compositions

devout laurel
#

I have an obscureish question about Arma 1 editor

#

How do I make a chopper drop off it's troops and then fly away?

#

Seems simple enough but I can't really figure it out