#arma3_editor
1 messages · Page 9 of 1
Is there any way to speed up the scenario file download when players join. Like if they downloaded the scenario before joining. Was wondering if that would work or if theres an alternative.
make a smaller mission file
thank you dr house
but if anyone actually knows if the downloading beforehand technique works let me know if not i'll just test it out when i get the chance
Don't include images or such
Alright thanks
Wasn't there a setting to cache the file in the server memory. That might help as well.
When you place a task module in the editor, is it possible to add spaces to description of the task? If so, how?
you press space to add spaces. To add linebreaks your write <br>, it's structured text. https://community.bistudio.com/wiki/Structured_Text#Line_break
Thanks
hi, i'm trying to make ai use a stair but the doesn't use it, i 'm using vanilla, cup and other mod stairs but any of them work, what can i do to make them use the stairs?
1st don't crosspost (I removed your post in #arma3_scenario),
2nd you have to give them a waypoint to a higher position and the AI should draw its path using these stairs
sorry for the first one, i forgot to delete the post here, and for the second i did that but they doesn't want to use the stairs
that's weird, but there is no other way
try a waypoint straight on the building, then edit that waypoint to set a building pos #0/1/2/3 etc
i'm using stairs, not a building with stairs. Now i am trying with ramps but doesn't work either
then the building has no pathing made for AI, you won't do anything with it.
you can use unitCapture and unitPlay to record yourself using stairs and play it on the AI later.
it doesn't animate humans
But we are all sheep
A WP's this attribute - what does this do? Is this supposed to behave like Variable Name?
no, you still need to use waypoint's number/array in scripts
kinda useless but I've seen usermade functions with it
Hi all, I know how to use the following below, but can get tedious working out the the actual waypoint if you have a lot of them. deleteWaypoint [_grp, 2] You can name your waypoints, wondered if fit works by deleting it by a name as opposed to a number? ie deleteWaypoint [_grp, mywaypoint] ? (I ...
...Then what it does?
gives waypointName command a purpose
Ah it does work, for that, very, I don't know, very useless command
I don't even know why waypointName exists. In fact I have never knew this
Hello guys, i have a question, i found a map on arma workshop and i wan t to play with my friends on LAN, but...i wan t to edit the map by pressing Y , zeus i guess, in the same time that we play, how can i do it? any tutorials? or...helping me on private? i wan t to make that sandbox to play Y and working to edit
look on youtube making a zeus mission there are a bunch of good guides that will get you started on what you need to do in eden
is there a way to get analog radar ( old one) in Editor or is there any vehicle got a screen like/close to this one that shows analog radar scanning :
https://ibb.co/MCvDtn4
Hello!
I'm looking for a way, in a multi session, to display the rank and possibly change the name of a player. Does anyone know of an addon or script that would allow this? Thanks a lot!
Hey in eden editor is there a way to spawn dead guys or nah?
Just set their health to 0
Hello,
Is there way to block attaching more than 1 x type of modules in editor?
through editor scripting, but why?
Because im building (again) something what maybe doesn't even work.
https://youtu.be/Q4IOStCLcNw
And i want only 1 module could be added in editor.
this way i get, but module stuck on mouse and i need select something else from entities list.
private _placed = {(typeOf _x) isEqualTo "psr_locations_edit"} count (all3DENEntities select 3);
systemChat str _placed;
if (_placed > 1) exitWith {
delete3DENEntities [_logic];
};
private _display = findDisplay 313;
_display createDisplay "psr_locationDisplay";
that's different than "block attaching more than 1 x type of modules"
make something that "if placed but there is another one, self-delete"?
Yeh!
that ☝️
when this Eh should active
// When added to the world (e.g., after undoing and redoing creation)
case "registeredToWorld3DEN": {
_logic = _input param [0,objNull,[objNull]];
diag_log format ["registeredToWorld3DEN %1",_this];
};
because it does not active when i create module in editor.
but when i delete , this one actives
case "unregisteredFromWorld3DEN": {
_logic = _input param [0,objNull,[objNull]];
diag_log format ["unregisteredFromWorld3DEN %1",_this];
};
I have the DLC, but I am curious. If you don't own tank DLC, can you place DLC items in zeus/eden?
Yes
Yes
ah ok. And it should be avaiable for everyone I assume
Wannammake sure I got all the require stuff included :P
avaiable as in installed
They can see it
Unless their game is somehow outdated, everyone can see every vanilla assets (aka non-Mod and non-Optional DLCs assets)
ahhh ok thx ^^
Hey all. I’m testing a mission right now and running the script in the image attached. What it does is take the load outs I import to the arsenal so players can go through it and use what is only intended for the AO. But I’m testing I can’t change certain things; ie I can take the cap off or leave it on but I cannot change the type of cap. Same goes for webbing. But I can change weapons to a limited degree. My Home Screen says all my mods are up to date
- the code you show in debug console doesn't do what you said, it looks like it just takes all the items/weapons/unfirms equippedby
playableUnitsandswitchableUnitsand copies them as a unique list to clipboard - please just copy and paste your code into discord, you can format it using code blocks
```
Your code here
```
to make it
Your code here
also probably a #arma3_scripting question
Yes. It’s supposed to import them when I click the import button in the arsenal. Viewing it from editor, I can see everything is there. This is the only map I’ve had this issue on, other mods and maps work and I can change it.
I’ll most it to scripting, much obliged
No you're in the right(ish) place (probably #arma3_scenario , but whatever), I misunderstood you
Ah. Yeah that’s where I’m at right now. My wwii mod set it works. The Rhodesian ones…no dice
That's probably a mod issue then, may have something to with their value of scope in their config.
Just tested it on my wwii mod list and now it’s not working there.
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
@lilac rose
Yes?
Above is the proper way to post code in the future.
Ah, thanks
Tarp_01_Large_Yellow_F
I believe. Not behind a PC at the moment.
thats a ground decal version apparently
Ayo, i believe this is the right place to ask this, Anyone have any idea on how to add a custom sound, For say, a mission intro, Wanting a little exposition as my mission starts, cant seem to get it working
convert the sound to OGG format, put into your mission, add an entry to the CfgSounds/CfgMusic in your description.ext file in that mission (create one if it does not exist), reload mission in editor, put a script playing that sound where suitable.
I just got it working, i appreciate it though 🙂

ah my bad
Me again pfahaha, any way to add custom sound into the play sound module without making it a mod? 🤔
Also any form of star wars/ clone wars is not allowed on this discord due to the IP infringements with Disney 😉
Thanks for letting me know i was unaware
@dense dew 👍
Not sure where or how to ask, but anyone know of buildings styled like tanoa, 2-3 story, city buildings?
Basically, I got shop and houses for the city, but even with Prairie fire, only so many combinations of buildings xD
Id love some of- ||darn it Im afk, forget the name|| livonia urban buildings. Like, I think the police station? Or what that prairie fire building-
Regardless, some buildings I think might look nice but they look a bit too run down x3
there are not really much in the way of building addons for Arma. CUP has some new ones and A2 ones but basically thats is about it
also
for scene complexitys sake you cant have too many unique things in view at the same time
For preformance, or?
yes
heh- I might be past that point 😅
Jbad might have something
though its more middle eastern focused, think lythium or such maps
This mod greatly improves the speed at which the attributes window (double clicking on an object) open in the 3DEN Editor when using mods that add a lot of equipment.
https://github.com/BrettMayson/Arma-AttributesFastLoad
Example videos are on the GitHub.
this works
Hey we have a milsim can anybody help us get the Kandahar map to work? Anytime we spawn it spawns us in the water. And is everyone having issues with the helicopters not working? Thanks
3DEN Attributes Fast Load Comparison Illu
This is Arma3 channel, you want the tos in appropriate reforger channel.
kinda unrelated but
whenever i click space
instead of interacting with the thing infront of me (opening a cars inventory for instance), my character either does interact with it or ''trips'' in the direction i was going
example: i go to a vehicle, click space when the gui pops up to open the inventory, and my character trips in the direction of the key i was holding (if i was holding W, i would trip forward)
i cannot for the life of me find the keybind to fix this
i also deleted enahnced movement
nothing changed
then disable mod after mod until it goes away. It's not vanilla feature and definitely has nothing to do with editor.
@near token Sounds like the dodge feature of WebKnight's Improved Melee System. Fortunately, you can get rid of that keybind.
The appropriate place for this kind of troubleshooting is ... #arma3_troubleshooting 🙃
i was told i was in the wrong channel when i was troubleshooting something similar, i thought troubleshooting was specifically for the game combusting and just not working
or mods not working
true. #arma3_questions is the place for questions that dont quite fit the other channels
is there a way to set up a unit with specific patches
i installed a patch mod and it helps but its still random patches
i'd have USMC with kenyan patches
for some reason
i want to link USMC patches with USMC speicifcally
the mod this script where it puts the same patch on all the soldiers in that unit, its helpful but idk how to change it to what i want, its randomized patch designation
Hey so I’m working on some ops that use TIOW 1 and 2, Imperial conquest and ace. I’ve run into an issue where as soon as I shoot one of the enemies they immediately get right back up even if they get knocked out.
Obviously not very fun for the players and I would like ace to work.
I also am using the adv-cpr pike mod
I keep having this issue where units will get out of a vehicle before they reach the get out waypoint
like they just stop in the middle of the road sometimes
they get out, look around, then get back in?
i think that's part of 'aware' behavior, try changing them to careless
(they're probably checking surroundings)
Arma 1 question. Can I start a mission with a town demolished?
Drives me crazy how everything's standing and stuff
Not very realistic if it's a battlefield
Everytime there's news about the Russian Ukriane war I get this craving to build a mission based on the war 
But then I never do
Because Arma is like some wei4d drug addiction
And it just makes you want to play but then you think let's do something else
arma 2 Harvest Red campaign was seemingly inspired by current events 15 years before they happened lol
Chernarus is basically Ukraine
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition#Modding_Compositions
Is there special step to take to make these available to Zeus?
I got them defined in config.cpp and they show up fine in Eden Editor.
I have recently created a composition mod and i think they are available by default.
Here it says:
Since 2.06, custom Eden Editor compositions are also available in Zeus
Steam workshop compositions and Eden saved compositions show up in Zeus
Modded compositions I probably forgot, gib ticket
Well too late for 2.14 😄
I might have found another issue. Something seems wrong with the ATL height when placing the composition
I'll see if I can create a repro
https://feedback.bistudio.com/T174947 Here is the ticket about the compositions not showing up in Zeus. If you need a sample config/mod let me know.
I have a vehicle with 3 move waypoints.
Its supposed to drive to the end.
Problem, it sees an enemy (through half a dozen buildings at 600m distance...) about half way, and then just stops there to engage the enemy (trying to fire through half a dozen buildings...) and never drives to the last waypoint where it was supposed to go.
I want it to engage enemies on the way, but I want the driver to continue driving. Any ideas?
Yeah I put a "force move no matter what happens" waypoint on my todo list
Also something I noticed.
Its so extremely hard to work with and understand other peoples missions.
Saturday I looked at a mission that had a dozen triggers that seemingly did nothing. I couldn't figure out why they were there.
Today I spent half an hour troubleshooting why that frigging convoi waypoint isn't starting, turned out the start trigger had a 12 minute countdown timer on it.
Then went back into the first mission, scrolled all the way down in triggere and opened the effects category, and tadaa! The triggers play music!
There must be some way to indicate what values in attributes were changed from their defaults, or maybe only display changed values. That would make it so much easier to understand what other people did
That's why I mostly try to use triggers only for setting global bools/check if they're activated and do the rest in SQF/FSM
Nothing worse than coming back to mission made mostly on triggers, makes it really hard to know what's going on.
Pro tip: Use the Text attribute to preserve your sanity when working with triggers.
That too, the text is visible in the entity list so it's quite useful.
When I worked on the cldc missions I wrote a little tool exactly for that. Some units/triggers etc had init script and it was super confusing
how can i give a NPC a grenade into his hand for a screenshot ? He should not throw it. It should be in an animation. Is there a simple Script ?
I tried some things. but Maybe i am on the wrong path.
In the Eden Editor I edited the NPC, gave an Animation,[
"AwopPpneMstpSgthWpstDnon_Fast_Start_1",
-1,
objNull,
false,
0,
"",
"",
true
]
but
_unit addItemToUniform "Handgrenade";
_unit linkItem "Handgrenade", "rightHand";
doesnt work...
Has the Greanate to be an Item ?
Omg yes. I needed that today.
There are some triggers that execute script, and some have it copy pasted and I had to find all of them.
So I just manually clicked through each
Just put a grenade prop in his hand
setDriveOnPath already kinda does it tho
oh message is too old. sorry for the ping 
anyone know how to make the map fully visible? for some reason cant see anything in the distance, even in the editor
why will the ai start shooting at me even though I told them to only return fire?
yes. "Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them."
put them into hold fire mode or make yourself a captive
how can I make myself captive?
and if I make them hold fire, will they shoot back at me if I shoot at them?
nope, they will just ignore anyone even when being shot at.
the problem with "do not fire unless fired upon" is that they will fire once you get too close because that's considered being a threat already, so technically if they are not too close to you you can keep them in that state
if they are just supposed to sit in the city and player has no chance of walking right up to them they will ignore the player.
ok, so with "do not fire unless fired upon" they will not fire if you do not fire at them, AND if you do not get too close
that is the problem
I am making a checkpoint
that you must go through
wait, can you switch a unit's side mid mission?
kinda. You can make a script that adds player to an empty group of different side.
Use setCaptive as mentioned and disable it in player fired EH
I see
// initPlayerLocal.sqf
player setCaptive true;
player addEventHandler ["Fired", {
params ["_unit"];
_unit removeEventHandler [_thisEvent, _thisEventHandler];
_unit setCaptive false;
}];
If I am the squad leader and I have the captive state, will my team mates have it too?
no, it's per unit
I see
do I need to replace player with something else?
nevermind, now they don't do anything even without the script
ok nothing really
uhhh, can I change the hostility of a certain faction?
they don't do anything because they are the same side as yours (which you didn't mention).
I see
on thhe first screenshot you had OPFOR units in sight.
allies will attack you only if you turn to renegade and you do that when player rating is lower than -4000 or something.
alright
could I change the allegiance mid scenario?
like, turn the independent faction against blufor instead of opfor
as in making independent hostile?
resistance setFriend [west, 0];
west setFriend [resistance, 0];```
thanks!
changed east to west because yours are blufor, I just copied this from reddit lol
just remember that they will not start shooting each other straight away, if I'm not mistaken after changing side relations they have to "spot" each other again and it takes a few seconds or so
better
just gotta figure out why they won't move
I should be able to do that
the driver just stops at the bridge
nothing
it refuses to go on the bridge
whatever
I'll drive
it's terrain's fault, bridges are not technically roads and they need some stuff to be done additionally and apparently terrain maker didn't do that.
or you have some AI mod loaded that breaks their behaviour
probably the former
it works
I only need to figure out how to assign tasks via trigger
thanks
why won't I recieve this radio message?
When I play zeus, the create menu doesnt show at all. clicking r or t doesnt do anything, neither does backspace. pls help
nevermind
is there a "limit" to world size? As in, like, more then x mb and it can get unstable
that's more of a #arma3_terrain question no?
or do you mean mission file size
no set limit, just don't go over your storage limit
ofc, if it's 500MB you may have other issues
mine is 7.45 MB rn heh
Large .sqm files typically mean lots of objects. After 500 kilobytes you will certainly notice an increase in mission load time. If the objects (and AI!) are concentrated, then the frame rate will also be affected. Perhaps try to limit the mission scope?
it's not really a problem in SP missions, in Multiplayer big scenarios to download off the server can easily clog the bandwith and cause weird things
screams in people shoving 6 MB of unused textures into the mission "just because"
oh yea, I've done that, but don't intend for them to be given if someone else were to play it. x3
Sorry, mission scope?
oo, now it's at 8,020 kb :D xD
Size, length, complexity of the mission. Players usually don't want to play a mission that's >90 mins. In an infantry mission that's usually 3-4 fights. Players also ignore detailed props. And with too much equipment and vehicles at the starting area, some players will get stuck with too many decisions.
To use an analogy: don't serve your guests 17 dishes for dinner, when 3 good ones will do. Might be fun to cook, but together they probably just confuse people and make things unnecessarily complicated.
It's fine to split up your epic missions 😉
🧠 prepare 17, choose 3 random ones at mission start. Yaay for replayability
ohhhhh, yea, that's not really applicable here x3
6,632 kb with some messing around
why do my planes keep taxiing on airfields?, any way to fix?
remove the pilot, set the fuel to zero, destroy the plane
can I make a npc (AI) use the lazer on an enemy?
rifle laser pointer or JTAC laser pointer?
the AI is tricky about it
you could perhaps create an invisible target (tank-like in regard to AI) for it to decide to target it… or not
Can some one help me . Im trying to make a faction using Alive orbat and i put it into a pbo and even download it as a local mod but when i open up the game the faction dosnt show up (please mention me if you can help)
Having a blast rn in Vietnam, arma 1 mod... managed to get the radioman to play a real Vietnam radio transmission during the mission.
Took a few minutes but now the operation is super authentic
Just waiting for VC squat addon
can anyone tell me why when i launch my mission on internet through launcher all works fine, but when uploaded to the server the recurit , and teleport, farps all are blank and the main mission doesnt even start? what could be causing this anyone got an idea?
missing mods. btw don't crosspost, I deleted your message in #general_chat_arma
ty
Is there a way to pre-place AI in editor have them spawn in on command by Zeus later or some other way to place stuff but not have it hog resources until it's actually needed?
Dynamic Simulation, layers activated by triggers etc.
faulty mod
It's from STEAM
workshop
Does the map matter?
For me it loads the missile but does not allow to send fire through the artillery computer
It's best to report this bug to the mod author, as it's the mod that has an issue
Well, posting this screen is not how to report
there right ?
Maybe
question re: zeus camera controls. I'm trying to set "c" as move down, but it just refuses to work. nothing happens when i press it. Setting "x" seems to work just fine
Hi
I made these four variations based on SOBR police units
I would like to add more variation, but not just by making a dozen different loadouts. Is there a way to automate this, and have the unit select from a pool of available equipment?
Is it possible to scale down a composition?
Define scale down
https://steamcommunity.com/sharedfiles/filedetails/?id=3024802916&searchtext=railgun Take something like this and maybe make it the size of a 2-story building if possible or something that could be taken out with several det-blocks instead of 10 airstrikes
I tried looking but maybe I'm just not searching for the right sorta stuff to find smaller but similar items
setObjectScale is a command but you will struggle after all
I dunno how to use commands as this is the first time I'm going about trying to get a mission together. What do you mean by struggle? I'm guessing because it will scale chunks individually?
Indeed
Ah. That's indeed an issue then.
I'll go back to scouring the workshop then to see if I can't find something closer to what I'm looking for
You can try to script the entire to mass-scale change but don't expect me to make a code on my phone rn
I'm not gonna ask anything of that sort, don't worry.
Ah yes. Idk if theres a solution, but it now seems that whenever I mouse over the left scroll panel, it freezes for half a second bc the amount of objects. Any ideas on anything that might help? XD
could try grouping objects and hiding groups so there list isnt constantly as long
but eventually it does that when you got a lot of objects
Yea, pretty sure it's b/c of the amount of objs xD
Is there any way to remove the mouse-over-text-tool-tip?
not without mods
thanks for quick reply!
Ok, sorry for spamming, but is there any good foundation to put under buildings? Like a pavement or concrete block. I found that the "pier Concretes" is ok, but what do you guys use?
Where do i go for help with AI stuff?
2 channels under this one, in arma3_ai_modding
Question does anyone in the mission Editor how to get AI Heli to land straight forward with out turning left are right when landing?
What resolution are you on? Seems like the tooltip does not scale properly.
Without mods I can’t be sure, are they landing while things are shooting? If so try setting them to careless and see if that works. There is also a mod for it but I can’t quite recall the name, adds a bunch of features including better AI helicopter landing
Yeah, its my FOV i have modified (that is part of the issue) thanks for asking
thank you do you know the mod name?
No I might be able to get it soon though
thanks when you get it could you send me the name of the mod are key search words i can use to search for it thanks.
is there a consistent way to spawn lights with the settings you want that work in MP?
I tried the module from eden 1.0 but it doesn't always work
Define edit loadouts
What do you not understand
I want carry more stuff
If it’s possible
Or add different weapon
As in? Inventory space or weapons to used by the vehicle?
Hello, I'm currently trying to add a script to a module from Symplex Support Services, the module is meant to spawn an aircraft that paradrops cargo and I want to add something to mark the aircraft on the map with a BLUFOR Helicopter marker that'll follow it. The module allows me to access the aircraft's init box.
If possible, I'd also like to add text to the marker that it creates
Ah that reminds me, @spark moss the mod mentioned above that’s the one I was on about
Im having an issue with the respawn position module, when im in the editor and run the mission in multiplayer it works fine and as it should however when i put the mp mission file onto my server the respawn function reverts to respawn where the player died
is there something im missing to fix this issue
i need some guidance, is there any way to open a save file (ARMA3SAVE File) and edit it in the eden editor
maybe decrypt it and pack it into a pbo
then repack it into an SQM?
No, are different file and format
What's the name for Captain Scott Millers head in the game?
for the setFace command
Can't find it
"Miller" that is the face.
Hello. How do create a capture the flag in editor?
I did a quick search and found this. I'm not sure if it's exactly what you want. https://www.youtube.com/watch?v=OkXnG_ef76s
A quick guide covering the process of creating capture points in the Eden Editor using the "Sector" module and a few logic entities.
@subtle mauve it could be your respawn setting in description.ext? No at pc but might be BASE you need, there is a wiki page on the types
solved the issue i was just being dumb
kinda
hey, is there a mod to make holes in walls? Like holes to shoot through. Want to do it in Afghanistan Map
Don't think so.
How would I get the say3D command to loop? I have it activating with a trigger, for a 2 minute and 35 second song I have the trigger on repeat with a 155 second timer, but it's not working
Anyone know any maps that are basically just large city? Other than Fallujah.
Planes spawn with a velocity when high enough, but can the same be done for helis? Simply raising the heli doesn't do it
setVelocityModelSpace
That worked. PSA don't propel helis at thousands of kmh if you have motion sickness
PSA noted, I’ll propel them at millions of kmh
hello. i am a noob mp mission maker and have a noob question about map markers. i have tried to figure this out via google and BI forums but havent had any luck
basically im adding map markers to my mp mission, but they dont appear when the server is running.
i am running a dedicated server on a linux machine.
what i have read so far is to try changing difficulty settings in game, which hasnt worked, and that it could be "on the server-side" of things
in my server.cfg file i have added drawingInMap = true; again nothing appears.
pulling my hair out trying to solve this.
thanks
by any chance, are you placing "Empty" type map markers?
hi there. by "empty" do you mean not adding anything to the attributes box?
i add the text like location etc, change the colour and verify 100% opacity.
no like the "Empty" type
but can you see them in singleplayer?
yes, in sp
i guess im not sure what empty markers are then?
don't worry, if you can see them in SP it's not that
im adding "drawn" arrows or destroy cross or objective X mrakes like that
you may not restart your server between tests, hence it still having an obsolete / markerless version of the mission
or
you have mods that hide markers
or
your mission deletes markers
no mods. vanilla game and server. i always have to restart the server to restart the mission. not sure how or why the mission would delete any thing. would there be other changes in the server.cfg file to make? or maybe the problem is in the mission file itself.
i do export the mission to mp before moving to the server
not sure how or why the mission would delete any thing
some script frameworks may, but if you did it all from scratch don't worry about it.
I don't know much regarding server config, try perhaps #server_admins for this direction
hmmm ok np, i appreciate your time.
sorry I cannot do more, I am out of options mission-wise
Anyone have an answer to this?
Since the server locks the mission file while it's loaded, you can change the edited file to like mission_v2.pbo and then load that in the server. you can also change stuff like the mission title to be sure you're actually loading the new mission file.
Loop until the end of the mission or when ppl are in the area of trigger?
Well the trigger is just set to "true" so it activates as soon as the mission starts
I'm making a sort of 007 James Bond mission and I want some Soviet music playing on the radio in the enemy base
I figured making the trigger repeatable would do it but it doesn't. Song plays once and that's it
Basically until the end of the mission. When the player moves on to the next objective I'll probably use deleteVehicle to delete the radio just so it's not using up CPU resources when the player isn't nearby. But the first objective is going to take like 30 mins inside the base so I need the music on a loop
Make sure your trigger is activating repeatedly. Try it with a shorter time and have it systemChat or other logging.
can you toggle the effects on and off in the editor, like smoke and such?
i have a trigger set to auto teleport a player once he steps in it, but i dont know what to put in the deactivation box to reset the trigger instantly so other people can walk through and be teleported
If the condition is no longer true, it resets itself
the condition is still {this} once someone walks through it teleports them but once i control someone else and walk up to the trigger it doesnt work
Check repeatable
did that, nothing, imma test is {thislist} works
MP, condition is just "this" Activation is "player setposatl [8638,4134,1];" deactivation is blank
Does the trigger work on local or server?
tried on both, teleports the first player and not any other
I'm not asking to test, but the trigger setting
Just to make sure is it on vanilla?
if you meant he server only box, its ticked. and mutiple SCP mods and ACE, no DLC
Untick it and test
nope
Does the same you mean?
correct
type: none. Activation: any player, Activation type: Present. Repeatable: ticked. Server only: Unticked. for the repeatable box it says "Repetition rules. when enabled, the trigger can be activated again once disabled" i know i have to put something in the deactivation expression, but even BI Wiki isnt helpful
No. Deactivation only does a script whenever is deactivated, not to deactivate it. You can put a hint or some command to check if is deactivated properly
okay i think i got some progress?? i set the activation trigger from "player" to "anyplayer" the teleport doesnt work anymore but the sound i have set to the trigger will repeat if i walk back into it, it wasnt doing that before
Remote controlled unit is not considered player maybe
heloo, i have a simple question about the editor , sorry my english, iam german ...
Do you remember what I've told you in first sentence?
Don't ask to ask, just ask. That's how it works
ok, iam newbie in editor, how can i say in editor, that a jet is fly from here (waypoint) to here (waypoint) ? i start, jet is starting but it stops in sky ...
Place a waypoint, so the plane will know where to fly
i do it, but the jet is stops in sky, not flying from WP to WP
I don't know what do you mean by “stop”
it stops, stay in sky
What is the jet?
ok, i see, its to difficult all, i have simple question and get no answer lol
ok, thanks, i will not use the editor :)
Well, how about to think that:
- you want an answer
- I want more detailed info to solve
It is TOO soon and TOO vague to conclude everything
yes, but its not helpfull, if u only wants all in 1 language ...
?
kannst du deutsch sprechen ?
No
its ok, thanks for help
And the fact that, I'm not from English country
i i need to donate, all understand all language, if i need help: only english g
the world is more and more bullshit :)
see ya :)
Dann nutzen Sie ggf. die Google-Übersetzung
The hell, they left
One thing. Short fuse like that will lead you to nothing. Please be patient. There're a lot of Germans around this server. There're a lot of non-English speakers around this server, so do I.
Wait left again
Oh my shaking head my
aaanyway. this server is in English, but I'm sure there are some German-speaking Discord servers.
he may find his way on internet, eventually :)
I wish so
Please use DeepL ..
the prays i dont want read always, this is why i leave ... i neet only i simple answer of a simple question, not always a person, what say, what i make wrong or that u help only in your free time etc. i know all this ... maybe i find my answer now in internet IN german, thanks for help amen
its a good translator, but it doesnt help me :)
R3vo only said use translator to talk with us if necessary
Yeah.
DeepL hilft, mit anderen in einer anderen Sprache zu sprechen
DeepL helps talking to others in a different language
i understand, thanks
ich weiss das alles = i know it all
aber es hilft mir jetzt nicht weiter g
Sie könnten es verwenden, um Ihr Anliegen besser auszudrücken, denn wir haben es nicht verstanden.
you could use it to express your issue better, because we did not understand it
ein Düsenflugzeug nicht in der Luft "stehen bleibt
ein Hubschrauber kann, eventuelloder Sie haben die Simulation des Jets deaktiviert.
a jet does not "stop" in the air
a helicopter can, eventually
or you may have disabled the jet's simulation
translate it in english: ich habe wegpunkte gesetzt, der jet startet normal und bleibt dann einfach in der luft stehn, als wäre das game eingefroren, understand ?
no, you use DeepL to speak English here. My house, my rule, understand?
Sounds like dynamic simulation is enabled
ahhhhhhhh, ok, i try and disable it, moment
ok, this fix it, thanks, but now the jet fly only around the airport, and not from WP to WP
Jets got a pretty large completion radius for waypoints so it will most likely never exactly follow the waypoint.
Once all waypoints are completed it will just fly mindlessly until it runs out of fuel.
You can also place a cycle waypoint to repeat a sequence of waypoints.
ok, moment
must the wp have same high like the plane?
I don't think so
mh, the plain is always turn aoround the airffield, but follow nowthing
if you placed the plane at e.g 500m altitude, it will fly at more or less this altitude - the waypoints' altitude must be close to it, give or take some 100m
ok, i will check it, moment
maybe i dont understand the system, plains starts normal but flay only around the field, not from WP to WP
did i must set wp to follow ?
this is automatic and should work without doing anything else
are the waypoints far enough from each others? because if they are all < 500m, the plane considers them all completed
flying is not precise
it works, but next: how did i set a waypoint, that not all plains using same WP ?
I do not understand; if you want one group of waypoints per plane, then each plane must be in a separate group (waypoints are per group)
ah, i select the plain or WP to group ?
place another plane
if it is connected to the first plane by a blue line, it means they are both in the same group
press Delete to remove this connection
then they are two separate groups
then add the wanted waypoints to each group
I've given up on this. Some people are saying PlaySound3D is better but I have no idea how to make it work
How do I use the PlaySound3D command
The wiki doesn't say where to put the code. Script? Trigger init?
Scripts can be out into many places
Where you put it depends on when you want it to play
Trigger on repeat with the thing in onActivation could work
Arma 1 editor question (Please halp!!!)
I'm trying to get this to work but I'm kinda lost
I wanna make grenades fall on infantry, trying to model indirect fire in Ukr-Rus war mission.
use "GrenadeHand" instead of "D30"
I'll pull up the game maybe later tonight and see if you can walk me through it... lost as to the exact procedure...
Tried it and got nowhere. Also I wanna figure out how to destroy houses
There's a manual but I can't get it working
Specific houseid setdamage 1 etc
Hello really simple question but all the tutorials show me how to make a whole explosion which I do not need. How do I get the 2d sprite of the explosion of a vehicle and place it on the ground. I am not sure where to find it! (The burn mark)
crater and crater decal
I dint even realize it was called crater
I thought it was explosion
im new to arma 3 what are some of the best steam workshop mods i should get
i cant aim in with my scope it just zooms in
click RMB, not hold it. Also, #arma3_questions please for general gameplay questions 
sorry
[] spawn {
while{true} do {
something say3d "something";
sleep 155;
}
}
Doesn't say3D return the object so can have an EH to detect its deletion?
If not, disregard
iirc sound objs don't support EHs
But it is possible to use the sound object instead of a timer (you have to loop like every ~1s then)
What about the numbers for volume and distance?
... i test all, it runs good, but i have a (last) question: how can i repeat all task like flight to this WP, then to this etc. ?
there is a CYCLE waypoint you can put next to the waypoint you want to loop
i dont find the cycle waypoint, where is that ?
CYCLE waypoint is a vanilla feature. If you're playing the game in German language, you should to look “CYCLE” but in German
yes, but exatcly where find it ? screenshot ?
Place a waypoint. Double Click it. You can select the type of it
ok, understand, but there is no CYRCLE or in german = wiederholung
This should be the icon
ah, ok, there is, thank, i will checked it, moment
question over question, because not in german, its very difficult ... so, i have the waypoint, but it reapet always the last waypoint landing ... what is wrong ? what must be the next WP after cyrcle ?
if you set Cycle, it will repeat
if you don't set Cycle, it won't repeat
if you want the plane to land, put a Land waypoint
it might be needed for the pilot to get out to make sure he does not fly back up, to be tested
thanks, it works and how can i sai, wait until cyrcle like: plaine landing , wait 3 minutes and the cyrcle ?
make a MOVE waypoint with a 180 seconds timer
after the CYRCLE the MOVE or before ?
in the order you want
pilot > wait 180s > get in plane > move 1 > move 2 > cycle next to move 1
thanks so much for help, if u come some times to germany, i will spend u coffee 😊
Guys in need help in eden editor/zeus.
So the AI doesn't shoot back from afar, so it's too weak. But in close combat it's strong, but it doesn't spot/shoot back from a distance, so it's a bit too easy for distance combat
Well it can be number of thing to setup AI to your liking here is a Thread of all AI related its a bit older but it still works. Here you can reed how to set up AI to your liking:
https://forums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma-3/?page=1
AI Compilation List Last Update: March 27th, 2023 This is a massive compilation list of AI Addons, Mods, Scripts, & Forum threads sorted based on subject. Arma2/OA AI Compilation list - updated January 4th, 2023 (removed all Armaholic links) https://forums.bohemia.net/forums/topic/112817-ai-c...
Also a good reed:
https://community.bistudio.com/wiki/Arma_3:_AI_Skill#Defaults_for_Arma_3
I cant find an answer for my question
I want AI too shoot me back from long range
Anyone knows if ALiVE save and exit works for saving ocap?
Is there a module for artillery like the close air support module? I want a mortar that doesn't exist to strike a position when triggered
Yes it’s called ordnance or something similar in the effects module
Able to add artillery, mortars or rockets
You actual legend
Never even thought of that
@dim kindle how long is long range ?
100-200m+
I was watching a podcast and a sniper killed an ISIS fighter from 3k away.
200m is the normal range of engagement
That's like average distance
I wouldn't call that long range
Okey but etc in 250m+ AI cant spot me
And if i shoot them (200+) the AI didnt shoot back
Really?
Try programming the units to target you, maybe that will solve it.
Then tell em to fire
With triggers
I find in the Ace mod that the enemy will target you from quite a ways away
But it might not relate to Arma 3 or whatever
you can adjust the spotting skill level and if that doesn't work you can use the reveal command
wiki has more info
Hey editor people, ref #arma3_scripting message
You know how units variable's are undefined when the unit isn't spawned (either because probability of presence, or because no player selected the slot and AI is disabled)
How about, we instead initialize all object variables (whether they spawn or not) as objNull to prevent these subtle bugs that can happen.
(Just a few weeks ago I fixed a mission with a broken trigger condition, because with probability of presence in some cases one variable was nil 🤯)
What could this break?
It could break some missions checking for nil but not for null
Bump mission.sqm format version and do it only in new missions?
your proposal makes sense but I've seen a lot of code in style of
if (!isNil "playerUnit_a") then {
};
on the other hand these usually set some stuff on the unit
🧠 make it return ctrlNull instead of objNull so the following logic errors out if not checked properly (please don't)
so it will just do nothing on objNull
Yeah that was my thought. I saw exactly that isNil pattern in #arma3_scripting
Problem is when people use "isNil" as a "is someone slotted in this slot" check specifically.
Bumping format is a good idea. But when you open a old mission and re-save it, the format is bumped automatically, it wouldn't break old missions, but it could break old mission if its re-saved
I'd really want to fix this its the most annoying thing ever
I can add a timestamp of when the mission was created and store that in sqm, like first created. And use that to make it be "only new" ones
If someone re-saved he works on this, he can fix.
The worst thing always is breaking something where author is gone
sounds like a very roundabout, indirect (and probably further-error-prone) way of what sounds like a task for non-autoupdating versioning or, say, explicit preinitPlayerVariables=0/1; flag in sqm 
Or store versionNumber of game of when mission was first created. Thats cleaner than timestamp
I ticketed it up, with the version number one it seems clean and safe enough for me
still sounds like a non-obvious behaviour, tbh
It would be "All missions created from now on"
Though, it may lead players to think they can update their old missions to that, without recreating them..
maybe just .rpt/popup warning for "trying to access the variable that can be there but is not"
that would be a huge change in lots of places
"help, i've copied that code from that old mission (or forum post) and that does some stupid things, but when i load the original mission - it's alright!"
although that's kinda already there with waitUntil {nil}
Making the world a better place is so hard 
Would break the Spearhead campaign for example.
Nice idea but 10 years too late I guess.
inb4 preinitPlayerVariablesInCurrentScope nulary 🤣
although that would either introduce "non-global globals" or big side effect with all its possible subtle bugs in inherited code 
Well so far the only argument against the version number solution is that people copy old code from forum posts and its not working right.
(It probably was already bad code back then because to check if a slot is filled, you have to check isNull too, because the player may disconnect from their slot and it may become empty)
So that doesn't seem like a show stopper
What about a description.ext attribute (and a corresponding checkbox in Eden)?
Making it opt-in means you get subtle missbehavior if you forget to check a checkbox.
We could auto enable it for new missions. But then you have all the above mentioned issues anyway. Because if you copy some old code from somewhere and don't know about it, then you also won't know about the checkbox
But then it's easier to manually enable it for existing missions.
Or at least a little cleaner than having to edit the game version in mission.sqm.
is there a war torn version of the map Livonia. Where a modder has added wrecks and destroyed buildings and such?
no, because it is an official terrain
any modding would involve ripping
I mean adding assets in the editor, not chaenging the map in some other way
like chernarous 2020
How do you make roads in the best way, when using these kind of assets, the grass is always sticking through... even when using "hide terrain objects"
There are grass cutter objects
Can you turn on lights to see how they look in the editor and not just when you are in-game? Have tried "Enable Dynamic Simulator" but to no aveil
What happens if you change the time?
Still darkness 
@prisma oyster hi :) ... can i set in eden editor, how hight a jet or heli i flying ?
ok i found the light-on settings! But the lamps turns on just for a brief second and then turns off again... hmm
just kidding 🙂
I believe it takes the altitude above terrain from the Editor
im quite new to the editor im trying to make a task for my players to enter a submarine but im not sure how i would go about it
You know how the task modules work?
that might help a lot lmao
for the condition id's perhaps go to #arma3_scripting
ah ok will do
i dont find it, did u have screenshot of settings`?
I mean that whatever the altitude you set the plane, I believe it will be that
no settings, just altitude
hi, i have a virtual arsenal object that i want to only spawn a very limited selection of gear. it spawns the correct guns, uniforms, and gear that i have defined. however, it spawns every explosive, attachment, grenade, and all misc items
Hi i have problem same like this - https://steamcommunity.com/app/107410/discussions/18/35219681856757839/ and i don't know where i should put this "object setDir xxx"
Hello I'm making a mission with a sniper team on a hill that is NOT in player control. They have waypoint with "NEVER FIRE". I put trigger on radio to make them "engage, fire at will". But they are not firing because they are looking in the wrong direction, and not spotting the enemies. How do I force AI to look in the right direction so they wi...
when i put setdir on waypoint soldier looking at this direction for 0.1sec and he's looking back to original direction
i used setFormDir and this still dont work but maybe im using this wrong?
there's other options on those links. lookAt and doStop.
try adding another waypoint next to that and then set the direction. You're setting direction as soon as waypoint is activated and not when it ends.
how can i set direction at end of waypoint?
you add another waypoint close to that one.
doesn't work
i added another waypoint 0.1 meter away and put setdir 30
setFormDir
one sec
nothing changed
no i only used 1 soldier
is the dummy called guard on the init box?
can you show me how you used that?
yes
in console it's working
thanks for your help, by the way
are you sure of the heading?
what do you mean?
maybe it's not 30 you want
i want 30 but he's lookin at 130
:/
lol what mods are you using?
i used original soldiers from nato
hmm i have anyzay. let me see
create folder in documents/arma3/missions
name test.tem_anizay
and put in this folder mission.sqm
yes 😄
yeah :/
ooooooooooooo
😄
you are my god
oh come on...
thaaank you 😄
np.
I have another problem. I created a trigger and added a navigation point to it and set that if BLUFOR enters it then OPFOR will start running towards it, but they run there even if BLUFOR has not entered it.
post picture of trigger fields
is that polish? 🙂
you can translate maybe
just the left fields where your mouse is
let me open arma again
Typ - type
Aktywacja - activation
Typ aktywacji - Type activation
Obecny - present
Nieobecny - not present
Wykryty przez - detected by
Brak - null
you have the sqm?
yes
send it
if the folder name does anything
maybe it's becuase 3den enchanced mod?
i will check
nope
can't upload to discord 😛 (got to accept rules I guess)
@dim kindle U there? Also name the ied ied
Thank you, but there is no other way? I did that before, but when I had more people they would leave the place and take different positions
Hold WP they don't move
you have to link trigger to the waypoint previous to the one you want it to activate. Maybe another WP type works too.
Thank you for your help, it worked, but I found another way that spawns units when the trigger is activated and then they immediately run without changing the position before
ahwhdwahdwah i have another problem
i add waypoint for blufor and in half way to this waypoint opfor have to attack blufor and everything is fine but after combat blufor are checking buildings. Whatshould i do to make them go to waypoint?
AI told me that
Change AI Behavior: You can try changing the AI’s behavior to “CARELESS” or “SAFE”. This might help if the issue is that the AI perceives the area as dangerous after combat1.
Use doMove Command: This command orders a unit to move to a specified position. You can place this command in a trigger that activates after combat ends2.
Set Trigger to “Skip Waypoint”: This option causes waypoints that are synced with the trigger to complete once the trigger’s conditions are met2.
Remember, these suggestions may not work in all situations and may require additional adjustments for your specific mission. I hope these suggestions help you solve the problem.``` but i tried everything from that and it doesnt help
Why does enemy AI not move? they just stand still until you shoot at them, then they lay down and shoot
The vanilla AI is not very eager to move from my experience
Unless you give them waypoints its kinda eh
You always have the option to use LAMBS or similar, that often gets the AI to do more stuff.
how do i give them waypoints?
In the editor, click a unit, then go to the waypoints tab in the top right. Then just add a waypoint and they'll do whatever the waypoint says.
thanks
I have a question about arma modding and do not know where it needs to go.
It's about giving a vehicle a turret from another vehicle.
I solved it
I am trying to add the ability to edit / set an attribute for buildings as part of an editor plugin. I have the following in my config.cpp for the mod. No additional attribute is available for editing.
You are missing AttributeCategories
Thank you, I will give that a try.
Is it possible to spawn a unit over and over again? I'm trying to make a mission where you attack a position held by air assault forces. I want a couple of helicopters to spawn, fly to the location, land, deploy infantry, then take off, leave and de-spawn outside the view distance. I would like this to happen very five to ten minutes or so until you as the attacking force capture the position whereupon the helicopters will stop spawning.
Hi,
Could anyone help me make sure the civilians get attacked by all the other factions? I tested with SetFriend and BIS_fnc_taskAttack / taskDefend functions
yes
starting the mission helps see scripting effects
When I start the mission, and I shoot at them, nothing happens, they don't defend themselves.
Even with executing this:
west setFriend [civilian, 0];
east setFriend [civilian, 0];```
use setRating on each civilian and make it super negative. -1e6
will make everyone hostile to those civilians at all times
It works for me, with player addrating -50000
But, was it possible with all civilians?
If I do this only with "player", it will affect only myself?
units civilian apply {
_x addRating -50000
};
Perfect it works ! Thanks !
i am having a issue with my AI in my first ever editor mission file.
i createda a simple swipe enemy and evacuate sniper style and gave multiple AI enemy, a path in a village. the problem is here, they are walking their path when i spawn as a friednly close to tehm but jut stand in place in when i spawn farther out.
is it cause of my render distance... like they dont spawn at the start of my simulation so they dont do they path?
what editor would i use to edit IGUI elements? sorry if this is in the wrong channel i figured this may have more info on the editor itself
Thanks dude I'll give it a try
There's not much copy pasta there for you, but it shows all of the parts that you want when you go to make your own.
Yeah looks like its just a matter of changing the classname depending on the units I want to spawn
I had the idea of this "Invasion of Grenada" theme
It's a little more than that lol. But feel free to ask questions if you need in a pm
Churr brah. I'd just want to swap out the Soviet Units for other units.
can one use the onLoad event handler for normal controls with the controls opened in 3DEN to modify custom attributes?
The idea is to set the checkbox for a custom attribute based on the value for the custom atrribute on the object when the atrribute editor is opened.
What I am not sure about is how you know how to reference the object for which the attribute is being edited
Not entirely sure what you've done so far, but custom attributes are only regular GUI, so anything a GUI can do is also possible for attributes
Thank you. I have added the ability to set custom attributes for all objects. Is there a way to identify the object for which the atribute is being edited from within the control?
get3DENSelected should be the way AFAIK
got it - that makes perfect sense. thank you
I am not quite there yet - I am not sure how to add the event handlers to a control for 3DEN. Below is what I tried based on my understanding from the Wiki.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Have you checked the 3den Enhanced repository? It has quite a few examples.
Basically you need onAttributeLoad, onAttributeSave and onLoad. OnLoad is important if you want you attribute to properly work if multiple entities are selected.
Thank you - I was just not clear how to code that. Your mod has an example that makes it clear though.
what is that error message?
Random script error 🤷
Does having many hide terrain object impact FPS in multiplayer?
Only improvement would be on the client fps, possibly it would, but you can just have your players turn down how many objects that they are rendering in there settings
Question Dosent each of the Modules for HideTerrainObject Create a Unit Logic is that more or less expensive the CreateVehicle for invisible helipad ?
You can write a script that runs locally and it won't impact the multiplayer performance anymore
How do i copy missions to a other profile? SOLVED
Just copy the mission folder on your hard drive into the new profile folder
If you've started editing a mission with a certain modpack and change it, is there a smart way to adapt the mission to use the new modpack? (So long as you didn't use units/vehicles/equipment from a mod you've removed of course)
We don't use the term "modpack" for a reason. Do you mean, like, a certain preset of Mods and you want to convert A to B?
Yes exactly, I did that once and it pop up with the list of mods from when the mission was made (I believe) asking me to force load all the mods or ignore it
Or say I start making a mission without having decided on what mods I want to use in the preset for the mission so I start with no mods loaded
Maybe it was a once off, but from what I gathered it remembers what mods you had enabled when you started making it and wants you to keep using those onwards
Does Force Load satisfy you? I guess not hence the question, but how it doesn't may I ask?
Well it works, but I wonder if it'll 'force' me to use those mods whenever I want to play that mission forever?
Aaaah nice okay
In that case sorry for the noob question, pretty new to the editor hehe
How do i make independent forces attack BLUFOR?
Hey wondering if there is a way to use a trigger to sync all units to a module, i've been trying to use on activation scripts but i don't remember how it works and can't find a decent answer on google yet /:
to be more specific im trying to make randomly spawned units of any type, sync to modules automatically, so that they can then proceed to a area, location, or marker
atm im trying to sync them to the attack module from cba
Is there a way to save players last position? if used for multiplayer, im editing on eden editor but me and my buddy are curious if while playing and saving the scenario if when we load back up we dont have to start back at the custom respawn location on base, but load back up where we last saved and with our last loadout we had
Hi, a bit late. In your mission general attributes you can change the stance of indfor with blufor and redfor
How?
On the server I play on, we have an advanced range that's coded by one of our memebrs. I seem to be the anyone having the problem of not being able to register to a lane, I tried verifying the integrity of my game files & playing without client side mods. Anyone got an idea what could cause this?
take it up with the person that coded. bet there is an issue with the code somewhere.
Already did, there isn't as far as I know.
Okay, I've run into a really strange bug since the last update
Mods haven't changed as I run local versions.
Aircraft are indestructable for some reason
check the vehicle with isDamageAllowed to rule out that a script somewhere is changing it and locality changes before it gets turned back on, due to allowDamage needing a local argument.
remove all mods and try again
Multiple mission files as well
figure out if its actually an arma issue, or mod issue
Okay, standby
All mods unloaded
Still an issue
Deleted it
Went again
And it's fine
Still no mods
I think my game might be cooked
i was about to recommend making a clean test environment in the virtual map and testing again
That's exactly what I did haha
yeah, its probably something to do with those mission files.
if you did a clean mission environment, and its fine, its probably not arma
Spawned the vehicle and a rocket launcher
Fired - Didn't damage it
Closed mission
Deleted object
Replaced object
Fired
Worked fine
Hey guys so im looking for the proper group or channel where someone might be willing to help a noob like me figure out why my mission wont load on host havoc. Not sure if this is the right place for that, and if not hoping someone can point me in the right direction for that.
im making a pvp map where opfor has 1 life and blufor has infinite, how could i go about doing this? ive tried my hand at my own research but failed like 10 times over
It wasn't easy, but I fuzed DayZ with Force Recon...so much fun!
Hello, I want to run this unlock globally, its currently in a AddAction that only unlocks the crates when I the host fire it, but when other players fire the addAction the crates dont get unlocked, I suspect its because it isnt running on the server or something, even tho its remoteExec, any ideas?
{
[_x,false] remoteExec ["lockInventory", [0] select isDedicated,true];
} forEach (KEY_Spawn_Positions select 0);
Also, When I run this in the debug console and execute either global or server it works
Make sure:
KEY_Spawn_Positionsis defined for everyone[0] select isDedicatedis not needed if is meant to be ran on everyone whatsoever, can be replaced with0
How can I edit a map with .pbo in Eden Editor? i want to change something on the Map for my Server
I have no idea how to do it, but couldn't you save the person's location to their profilenamespace and then teleport player to that pos on save load?
(Im asking conceptually here, not a how-to actually do it.)
A profile can store almost anything, so yes possible
Prob not worth the hassle to write that up just to save a loadout change and teleport to a position.
One word we need to sort is, you're making a "mission" not a "map/terrain". Arma 3 Tools' BankRev should be able to convert PBO to a folder
I'm not sure I understand the question.
Do you mean how to edit a missionfile .pbo you got from someone with Eden? You'll have to unpack the pbo first and then edit it with Editor.
Yes i mean this i am sorry 😅
This is what I have done now, when I want to edit the mission in the Eden Editor because I want to edit something on the map of the mission this error comes up
And how can I make the folder I got with BankRev a .pbo file again to upload it to the server?
Just export to multiplayer. You’ll get a .pbo in the MPMissions folder
When I do lockInventory on a crate, it can still be opened by pressing i while looking at it, any suggestions?
{
[_x,true] remoteExec ["lockInventory", [0, -2] select isDedicated,true];
} forEach (KEY_Spawn_Positions select 0);```
If I give a unit the variable name "POW", how would I write the condition on a trigger to only activate when the "POW" unit enters the trigger?
I was thinking something like this?
POW in thisList
Hmm, only works if they're on foot, do you know how to trigger it if they're in a vehicle as well?
Nvm figured it out :) (POW in thisList) || (vehicle POW in thislist)
Hi is local only object have a significant difference in terms of fps?
Not really.
But it also doesn't hurt to use it for static objects.
hello, can someone from poland help me with doing my scenario? i have some i think the most common problems and i cant solve it alone.
how i can set up a trigger, when the player enters the trigger, Task is selected to the player?
Set the trigger activation to "Any Player" and synchronize a "Create Task" module to the trigger.
thanks
https://steamcommunity.com/sharedfiles/filedetails/?id=2263912981 also this might be helpful
i walk into the trigger and is not activating
but its sync in to the create task module
Okey i figured it out
hi
dose anyone know how to or any mode can change objective specific in zeus?
this part
i probably have 1500 hours of arma from dress up and shootouts with the bots
the editor is awesome
For the peeps here; What modules would you like to have added to the editor? I will be releasing modules enhanced in a couple of weeks and am opening up the ideas for what you guys would like added.
Random Patrol attribute. Sync a group to the module and the group will patrol the module's area
I think CBA (required) and lambs already cover this
Well, if you wanna only create things that have not yet been covered then it's going to be a tough one.
Optons are good tbh
And the CBA one requires scripting IIRC
All righty I'll add it to the list
I am trying to take the vanilla AK and give it a gold texture, anyone got some info guides etc?
It is not done by Editor but a Mod, specifically, texture, material, config and proper pack software into PBO
If I set Trigger to activate for "Anybody", how do I refer to each player/unit entering the trigger? As far as I understand if you've set it to "Any Player" then you'd refer to them as player setCaptive true;
what are you wanting to do in the end
I want all units in a helicopter with the variable "opforHeli" to be marked as captive when the heli enters a trigger and set them as NOT captive once it exits the trigger
Hmm, maybe this is better?
The goal is to make it seem like Independent units in the helicopter are undercover while in a specific OPFOR territory
Nope that didn't work..
change activation to "anybody" and keep everything else the same
I did and it works when you enter or leave the trigger area, now I just need it to setCaptive true if a unit gets in the helicopter or setCaptive false when they leave it, looking at doing a while loop inside On Activation
if (!isServer) exitWith {};
opforHeli addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
[_unit, true] remoteExec ["setCaptive", _unit];
}];
opforHeli addEventHandler ["GetOut", {
params ["_vehicle", "_role", "_unit", "_turret", "_isEject"];
[_unit, false] remoteExec ["setCaptive", _unit];
}];
you can add additional checks to filter out just players, etc
no need for a loop
or trigger
if (!isServer) exitWith {};
this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
[_unit, true] remoteExec ["setCaptive", _unit];
}];
this addEventHandler ["GetOut", {
params ["_vehicle", "_role", "_unit", "_turret", "_isEject"];
[_unit, false] remoteExec ["setCaptive", _unit];
}];
if you want to use the init box
actually, sec, have to account for remote argument, one sec
there
I would also need it to only set captive on units that are not OPFOR, maybe this?
if (side group _unit != "opfor") then {
[_unit, true] remoteExec ["setCaptive", _unit];
"You are now undercover." remoteExec ["hint", _unit];
};
side group _unit
How come I need to add group?
because the group side doesn't change. the side of the unit can actually change while the group remains the original (deaths, captivity, etc). its just better to use it.
So this should work?
change "opfor" to east or opfor
if (!isServer) exitWith {};
this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
if (side group _unit != opfor) then {
[_unit, true] remoteExec ["setCaptive", _unit];
"You are now undercover." remoteExec ["hint", _unit];
};
}];
this addEventHandler ["GetOut", {
params ["_vehicle", "_role", "_unit", "_turret", "_isEject"];
if (side group _unit != opfor) then {
[_unit, false] remoteExec ["setCaptive", _unit];
"You are no longer undercover." remoteExec ["hint", _unit];
};
}];
Very impressive if it works, gonna test now
That's god damn brilliant, thank you very very much
should add an undercover system to my module mod... this gets asked enough to warrant it
Hmm, any way to lock a building/object in the editor so that Zeus can't manipulate it when you play the mission?
Like decorative objects or buildings, so that they can only move/modify units and vehicles?
I know that some things can be made simple objects making them unusable, though remember that making something a simple object will mean you won’t be able to open/close it, there may be other ways too but that’s the only one I know of
how do i make a ai vehicle move like on a path
nvm
Zeus mods may add them to the zeus interface anyway. With Zeus enhanced you can remove objects by selection or radius.
Is there any way to get the AI to fire a missile in a particular flight profile? Like direct vs top down, or even use some of the Hellfire modes in the case of some RHS assets
You can try with this command https://community.bistudio.com/wiki/forceWeaponFire. #arma3_scripting if you need more help with it.
ty!
How would i make AI only shoot players with guns displayed or in certain vehicles? Thanks 🙂
So....
I should set them as Captive unless they are holding a gun or in certain vehicles
TAG_fnc_captiveCheck = {
params ["_unit"];
_unit setCaptive true;
waitUntil {currentWeapon _unit != ""};
_unit setCaptive false;
{_x reveal [_unit,4]} forEach (_unit nearEntities 25);
};
player spawn TAG_fnc_captiveCheck;```
how do you open up a mission sqm from a mission you've downloaded? I downloaded hearts and minds off of github but i only have the mission.pbo
You need to unpack the PBO
i'm assuming you need a third party program for that
PBO Manager
No problem
Arma 3 Tools has this https://community.bistudio.com/wiki/BankRev
Anyone able to help with making a trader in Arma III? I cant seem to find any tutorials or anything for it so i came here. I want to be able to buy and sell items at it.
Thanks in advance
anyone know why when i blacklist items for the ace arsenal it works fine in eden testing both SP and MP but when it goes to the server the blacklisted item still show up on the arsenal?
How do you add the ace arsenal?
Thanks you
Script that turns it to an ace arsenal
[this, true] call ace_arsenal_fnc_initBox;
How can I copy a vehicle virtual inv? I forgot to use templates so it'd come handy now.
How can i confine a unit to stay in the exact positions they spawned in or at least same building? Thanks 🙂
You can disable pathing in the AI traits
Has anything changed with Arma waypoints? I've been trying for a few hours to work out why the crew of my air assault helicopters are disembarking with the infantry.
I've got the crews set to their own leader with the leader having a "Move" waypoint set to Careless, a "Transport Unload" waypoint and then another Move waypoint after that. The infantry have a "Get Out" waypoint synced to activate on the transport unload. In the past I've done this the helicopters have landed, the infantry have disembarked, then the helicopters flew away to safety. However the aircraft are landing, shutting down and the crew are disembarking. Its weird.
Do you guys also get the crash when syncing a trigger to a vehicle?
I get some kind of access violation error. It might just be me since I haven't found anything (yet) on the feedback tracker.
is the helo crew (pilot/gunner etc.) grouped to the infantry?
Do you have mods loaded?
Nope.
Nope
Does your setup look like this?
I installed dev with gameupdater next to vanilla
When I sync a trigger to a manned veh it is synced to the group leader , when it is empty it crashes
Well report it then
Are you using modded helis?
Yeah exactly like that.
No just RHS Mi-8s
Hm, and all the heli crew are getting out? Including the pilot?
I've used them before in the exact same way.
Yeah its really weird I dont understand it either.
They are not grouped to the Squad Leader of the infantry.
Check when they land are the helis taking any damage, that can cause crew to disembark, also are they landing under fire?
The aircraft will follow its waypoints up to the Transport Unload. It will land, the infantry will get out, but the crew will too. They'll ignore their next move waypoint and just charge into battle with their little Makarovs lol.
I've set them to careless so they ignore enemy fire. But most of the time they don't take any.
I'm wondering if LAMBs has anything to do with it.
It could
I've done this same exact thing with LAMBs in the past though.
Are you using any other AI mods?
No just LAMBs
Oh and DCO but that shouldn't matter
I've tried without them
I'm not sure what's causing it.
Yeah, try testing it on a totally flat piece of terrain to ensure it’s not landing strange and breaking, or check its health after it lands, sometimes something on the heli breaks because some piece of terrain and then the crew decides they don’t want their heli anymore
I had to put down invisible helipads for them because they were struggling a bit.
try switching the sync direction, not sure if that does something or just placebo. Otherwise idk
Jupp I will. Just posted it here first, to rule out that the error is caused by me. No need to spam the feedback tracker :)
search the feedback tracker maybe someone reported it
"I get some kind of access violation error. It might just be me since I haven't found anything (yet) on the feedback tracker."
Would this affect every Unit or just a single one and where do i find AI traits
Check heli doesnt take damage, they arent under fire, they are set to careless and the likes
Nvm
Someone already said that
lol i am too stupid to read :P
in eden editor, or zeus, how do i make an artillery unit a support that i can use in my command tab, where you give commands like move here, hold fire, supports, and then once you go into supports you can choose artillery
i want to spawn an artillery unit that does this but without having to make the artillery unit under my direct command
just as a support unit if that makes sense
additionally, how do i link two or more units's "enemy/friendly spotting positions" instead of just one team unit sharing this info? or is this not possible? thanks in advance 👍
place a unit (player), place a support request module (in the options set Artillery from -1 to 1 or more "artillery requests", place a artillery support module (virtually) sync the unit to support request module, sync the artillery support module (virtually) to the support request module press ^ ingame and open communication to request artillery
Can't help on this though, i think that would be scripting
yeah im pretty sure that one isn't in the game
thanks though really needed this
got quite annoying commanding artillery manually 🤣
I quite like controlling artillery
then going into camera
freezing right after explosion
and seeing all the trucks having exploded and being flung and the bodies sprawling
oh try out the iron dome mod, you will love it.
OOO
This sh is good
Lmao
One of my civilian traffic ppl just ran over a policeman
And the police opened fire 💀
I was looking around
and maybe try data links?
Why AI so dumb? They tried to roll over an umbrella and got flung
yeah i've always felt arma's default AI is very very bad.
always thought of this concept in my head of a mod based on machine learning AI
where units are given as much information as possible and try to preform the best-guess actions etc
like a trained AI model that would run under inference
not even sure if that would be possible/practical though
with just a few individual units the inference computational cost would probably be minimal, but 10+ bots, yeah you'd start getting pretty expensive computationally on the CPU.
but on a high end GPU, the inference speed and vram requirements may actually be practical performance
don't have a 4090 to test that on though.
You know amazon alexa
that sucks right
yet has hundreds of thousands of hours of training
i made a DRL program for Trackmania
bad microphone or bad AI, shit happens
have you seen whisper AI? i've had a ukrainian rate the quality and he said it was manual translation quality.
It took 250+ hours to beat the world record
there can be bad AI, never said there couldn't
except it had very very few possible controls
Arma 3 AI would have a few hundred, maybe thousand, possible controls
checking that every few seconds for one ai is fine
imagine a nice old convoy of roughly 60 soldiers
Translated with whisper AI project : https://github.com/openai/whisper
THIS IS NOT MY VIDEO, this is an AI translated video intended for english speakers who do not understand Ukrainian, here is the link to the original video and its channel (Third separate assault brigade) :
Orignal video : https://www.youtube.com/watch?v=bEDYcrWn4Pc
Chann...
-1 fps
and take a guess at how many possible controls that audio file has
for context, this was processed on my 10600k in 1.5 hours
not even GPU inference.
manual translation quality.
oh yeah they have some profanities in there
it's especially good at being accurate with the profanities
should probably censor that a little, lol
since it is combat footage, albeit censored
Look both ways when your crossing
so i have created a issue on the feedback tracker.
No chat?
?
||