#arma3_editor

1 messages · Page 9 of 1

devout laurel
#

Playing with Vietnam mod

sacred beacon
#

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.

prisma oyster
#

make a smaller mission file

sacred beacon
#

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

small patrol
#

Don't include images or such

sacred beacon
#

Alright thanks

plain gale
#

Wasn't there a setting to cache the file in the server memory. That might help as well.

young nebula
#

When you place a task module in the editor, is it possible to add spaces to description of the task? If so, how?

scarlet crystal
young nebula
#

Thanks

long bone
#

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?

prisma oyster
long bone
prisma oyster
#

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

long bone
#

i'm using stairs, not a building with stairs. Now i am trying with ramps but doesn't work either

scarlet crystal
#

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.

scarlet crystal
small patrol
#

A WP's this attribute - what does this do? Is this supposed to behave like Variable Name?

scarlet crystal
#

no, you still need to use waypoint's number/array in scripts

#

kinda useless but I've seen usermade functions with it

small patrol
#

...Then what it does?

scarlet crystal
#

gives waypointName command a purpose

small patrol
#

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

dim kindle
#

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

cosmic acorn
tame kernel
digital bison
#

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!

dim kindle
#

Hey in eden editor is there a way to spawn dead guys or nah?

small patrol
#

Just set their health to 0

fossil urchin
#

Hello,
Is there way to block attaching more than 1 x type of modules in editor?

prisma oyster
fossil urchin
#

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";
prisma oyster
#

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"?

fossil urchin
#

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];
};
young belfry
#

I have the DLC, but I am curious. If you don't own tank DLC, can you place DLC items in zeus/eden?

small patrol
#

Yes

sinful zenith
#

Yes

young belfry
#

ah ok. And it should be avaiable for everyone I assume
Wannammake sure I got all the require stuff included :P

sinful zenith
#

No

#

Depends on available

#

What u mean

young belfry
#

avaiable as in installed

sinful zenith
#

They can see it

small patrol
#

Unless their game is somehow outdated, everyone can see every vanilla assets (aka non-Mod and non-Optional DLCs assets)

young belfry
#

ahhh ok thx ^^

lilac rose
#

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

fallen vapor
#
  1. 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 playableUnits and switchableUnits and copies them as a unique list to clipboard
  2. 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
lilac rose
#

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

fallen vapor
#

No you're in the right(ish) place (probably #arma3_scenario , but whatever), I misunderstood you

lilac rose
#

Ah. Yeah that’s where I’m at right now. My wwii mod set it works. The Rhodesian ones…no dice

fallen vapor
#

That's probably a mod issue then, may have something to with their value of scope in their config.

lilac rose
#

Just tested it on my wwii mod list and now it’s not working there.

plain gale
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
plain gale
#

@lilac rose

lilac rose
#

Yes?

plain gale
#

Above is the proper way to post code in the future.

lilac rose
#

Ah, thanks

serene flame
#

anyone know what the tarp in the background is called in the editor?

primal wave
#

I believe. Not behind a PC at the moment.

serene flame
#

thats a ground decal version apparently

gentle cradle
#

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

scarlet crystal
#

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.

gentle cradle
scarlet crystal
dense dew
#

ah my bad

gentle cradle
#

Me again pfahaha, any way to add custom sound into the play sound module without making it a mod? 🤔

scarlet crystal
#

no

#

just run it from a trigger or a script or wherever

fiery basalt
# dense dew ah my bad

Also any form of star wars/ clone wars is not allowed on this discord due to the IP infringements with Disney 😉

dense dew
fiery basalt
#

@dense dew 👍

young belfry
#

Not sure where or how to ask, but anyone know of buildings styled like tanoa, 2-3 story, city buildings?

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Basically, I got shop and houses for the city, but even with Prairie fire, only so many combinations of buildings xD

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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

vestal perch
#

also

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for scene complexitys sake you cant have too many unique things in view at the same time

young belfry
#

For preformance, or?

vestal perch
#

yes

young belfry
#

heh- I might be past that point 😅

agile ingot
#

Jbad might have something

#

though its more middle eastern focused, think lythium or such maps

tired flint
#

this works

humble moat
#

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

vestal perch
near token
#

kinda unrelated but

#

whenever i click space

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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

scarlet crystal
#

then disable mod after mod until it goes away. It's not vanilla feature and definitely has nothing to do with editor.

wind raptor
#

@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 🙃

near token
#

or mods not working

vestal perch
near token
#

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

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for some reason

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i want to link USMC patches with USMC speicifcally

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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

odd yarrow
#

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

junior steppe
#

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

lime dust
#

i think that's part of 'aware' behavior, try changing them to careless

#

(they're probably checking surroundings)

devout laurel
#

Arma 1 question. Can I start a mission with a town demolished?

#

Drives me crazy how everything's standing and stuff

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Not very realistic if it's a battlefield

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Everytime there's news about the Russian Ukriane war I get this craving to build a mission based on the war meowsweats

#

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

lime dust
#

Chernarus is basically Ukraine

plain gale
#

I got them defined in config.cpp and they show up fine in Eden Editor.

distant briar
#

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

sinful zenith
#

Steam workshop compositions and Eden saved compositions show up in Zeus

#

Modded compositions I probably forgot, gib ticket

plain gale
#

That's not good, damn

#

Gonna create ticket asap.

sinful zenith
#

Well too late for 2.14 😄

plain gale
#

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

sinful zenith
#

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?

cloud sparrow
#

driver _vehicle setCombatBehaviour "CARELESS"

#

Any ideas?
|| improve arma AI TrollDespair ||

sinful zenith
#

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

cloud sparrow
#

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.

wind raptor
#

Pro tip: Use the Text attribute to preserve your sanity when working with triggers.

cloud sparrow
#

That too, the text is visible in the entity list so it's quite useful.

plain gale
olive dune
#

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 ?

sinful zenith
small patrol
keen jolt
#

oh message is too old. sorry for the ping meowsweats

near token
#

anyone know how to make the map fully visible? for some reason cant see anything in the distance, even in the editor

north nexus
#

why will the ai start shooting at me even though I told them to only return fire?

scarlet crystal
#

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

north nexus
#

how can I make myself captive?

#

and if I make them hold fire, will they shoot back at me if I shoot at them?

scarlet crystal
#

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.

north nexus
#

they are supposed to return fire only when I fire on them

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and otherwise sit there

scarlet crystal
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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

north nexus
#

that is the problem

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I am making a checkpoint

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that you must go through

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wait, can you switch a unit's side mid mission?

scarlet crystal
#

kinda. You can make a script that adds player to an empty group of different side.

cloud sparrow
#

Use setCaptive as mentioned and disable it in player fired EH

north nexus
#

I see

cloud sparrow
#
// initPlayerLocal.sqf
player setCaptive true;

player addEventHandler ["Fired", {
    params ["_unit"];
    _unit removeEventHandler [_thisEvent, _thisEventHandler];

    _unit setCaptive false;
}];
north nexus
cloud sparrow
#

no, it's per unit

north nexus
#

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?

scarlet crystal
#

they don't do anything because they are the same side as yours (which you didn't mention).

north nexus
#

they are blufor

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I am independent

scarlet crystal
#

blufor and independent are allies by default.

#

See mission attributes in Editor

north nexus
#

I see

scarlet crystal
#

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.

north nexus
#

alright

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could I change the allegiance mid scenario?

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like, turn the independent faction against blufor instead of opfor

scarlet crystal
#

as in making independent hostile?

north nexus
#

yes

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like the AAF at the start of east wind

scarlet crystal
#
resistance setFriend [west, 0];
west setFriend [resistance, 0];```
scarlet crystal
#

changed east to west because yours are blufor, I just copied this from reddit lol

north nexus
#

alright ima test this now

#

first I need to make sure that my car actually moves

scarlet crystal
#

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

north nexus
#

better

#

just gotta figure out why they won't move

#

I should be able to do that

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the driver just stops at the bridge

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nothing

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it refuses to go on the bridge

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whatever

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I'll drive

scarlet crystal
#

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

north nexus
#

probably the former

#

it works

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I only need to figure out how to assign tasks via trigger

north nexus
#

why won't I recieve this radio message?

hexed ether
#

When I play zeus, the create menu doesnt show at all. clicking r or t doesnt do anything, neither does backspace. pls help

#

nevermind

young belfry
#

is there a "limit" to world size? As in, like, more then x mb and it can get unstable

prisma oyster
#

or do you mean mission file size

young belfry
#

mission file, sorry, idk where world came from xD

#

misssion.sqm

prisma oyster
#

no set limit, just don't go over your storage limit

#

ofc, if it's 500MB you may have other issues

young belfry
#

mine is 7.45 MB rn heh

primal wave
# young belfry 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?

scarlet crystal
#

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

quiet plume
#

screams in people shoving 6 MB of unused textures into the mission "just because"

young belfry
young belfry
#

oo, now it's at 8,020 kb :D xD

primal wave
# young belfry Sorry, mission scope?

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 😉

quiet plume
#

🧠 prepare 17, choose 3 random ones at mission start. Yaay for replayability

young belfry
#

ohhhhh, yea, that's not really applicable here x3

young belfry
stoic valley
#

why do my planes keep taxiing on airfields?, any way to fix?

prisma oyster
#

remove the pilot, set the fuel to zero, destroy the plane

dim kindle
#

can I make a npc (AI) use the lazer on an enemy?

prisma oyster
#

rifle laser pointer or JTAC laser pointer?

dim kindle
#

JTAC the one you hold

#

the ones that are like binoculars

prisma oyster
#

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

proper goblet
#

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)

devout laurel
#

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

upper ledge
#

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?

prisma oyster
upper ledge
#

ty

young nebula
#

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?

plain gale
#

Dynamic Simulation, layers activated by triggers etc.

misty jay
#

im just try to use Artillery - 9P129-1M
but thats cant shot

prisma oyster
#

faulty mod

misty jay
#

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

fallen vapor
#

It's best to report this bug to the mod author, as it's the mod that has an issue

misty jay
#

ok sir thx

small patrol
#

Well, posting this screen is not how to report

misty jay
#

ok

#

i didnt know

misty jay
small patrol
#

Maybe

modest blaze
#

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

dull harbor
#

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?

chrome lantern
#

Is it possible to scale down a composition?

small patrol
#

Define scale down

chrome lantern
#

I tried looking but maybe I'm just not searching for the right sorta stuff to find smaller but similar items

small patrol
#

setObjectScale is a command but you will struggle after all

chrome lantern
#

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?

small patrol
#

Indeed

chrome lantern
#

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

small patrol
#

You can try to script the entire to mass-scale change but don't expect me to make a code on my phone rn

chrome lantern
#

I'm not gonna ask anything of that sort, don't worry.

young belfry
#

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

vestal perch
#

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

young belfry
#

Yea, pretty sure it's b/c of the amount of objs xD

dim kindle
#

Is there any way to remove the mouse-over-text-tool-tip?

prisma oyster
#

not without mods

dim kindle
dim kindle
#

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?

nimble raft
#

Where do i go for help with AI stuff?

dim kindle
spark moss
#

Question does anyone in the mission Editor how to get AI Heli to land straight forward with out turning left are right when landing?

plain gale
white moth
dim kindle
spark moss
white moth
spark moss
eager hull
#

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

subtle mauve
#

How can u edit loadouts

#

On vehicles

small patrol
#

Define edit loadouts

subtle mauve
#

I want carry more stuff

#

If it’s possible

#

Or add different weapon

small patrol
#

As in? Inventory space or weapons to used by the vehicle?

rotund urchin
#

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

white moth
#

Ah that reminds me, @spark moss the mod mentioned above that’s the one I was on about

devout idol
#

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

wind lotus
#

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?

small patrol
#

No, are different file and format

ember kelp
#

What's the name for Captain Scott Millers head in the game?

#

for the setFace command

#

Can't find it

supple holly
ember kelp
#

hmmmm

#

Sure enough. Well I feel stupid lol thanks

drowsy kindle
#

Hello. How do create a capture the flag in editor?

ember kelp
lavish robin
devout idol
#

kinda

limpid saffron
#

hey, is there a mod to make holes in walls? Like holes to shoot through. Want to do it in Afghanistan Map

ember kelp
#

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

young nebula
#

Anyone know any maps that are basically just large city? Other than Fallujah.

dim kindle
#

Planes spawn with a velocity when high enough, but can the same be done for helis? Simply raising the heli doesn't do it

small patrol
#

setVelocityModelSpace

dim kindle
#

That worked. PSA don't propel helis at thousands of kmh if you have motion sickness

white moth
graceful goblet
#

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

prisma oyster
graceful goblet
#

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.

prisma oyster
#

no like the "Empty" type
but can you see them in singleplayer?

graceful goblet
#

yes, in sp
i guess im not sure what empty markers are then?

prisma oyster
#

don't worry, if you can see them in SP it's not that

graceful goblet
#

im adding "drawn" arrows or destroy cross or objective X mrakes like that

prisma oyster
#

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

graceful goblet
#

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

prisma oyster
#

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

graceful goblet
#

hmmm ok np, i appreciate your time.

prisma oyster
#

sorry I cannot do more, I am out of options mission-wise

ember kelp
kind prism
fossil urchin
ember kelp
#

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

kind prism
dim kindle
#

can you toggle the effects on and off in the editor, like smoke and such?

rare venture
#

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

small patrol
#

If the condition is no longer true, it resets itself

rare venture
#

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

small patrol
#

Check repeatable

rare venture
#

did that, nothing, imma test is {thislist} works

small patrol
#

Won't

#

We need more details. SP or MP? What exactly is the condition?

rare venture
#

MP, condition is just "this" Activation is "player setposatl [8638,4134,1];" deactivation is blank

small patrol
#

Does the trigger work on local or server?

rare venture
#

tried on both, teleports the first player and not any other

small patrol
#

I'm not asking to test, but the trigger setting

#

Just to make sure is it on vanilla?

rare venture
#

if you meant he server only box, its ticked. and mutiple SCP mods and ACE, no DLC

small patrol
#

Untick it and test

rare venture
#

nope

small patrol
#

Does the same you mean?

rare venture
#

correct

small patrol
#

What is the entire settings of the trigger?

#

From Type or whatever

rare venture
#

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

small patrol
#

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

rare venture
#

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

vestal perch
#

Remote controlled unit is not considered player maybe

zenith halo
#

heloo, i have a simple question about the editor , sorry my english, iam german ...

small patrol
#

Do you remember what I've told you in first sentence?

#

Don't ask to ask, just ask. That's how it works

zenith halo
#

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 ...

small patrol
#

Place a waypoint, so the plane will know where to fly

zenith halo
small patrol
#

I don't know what do you mean by “stop”

zenith halo
#

it stops, stay in sky

small patrol
#

What is the jet?

zenith halo
#

ok, i see, its to difficult all, i have simple question and get no answer lol

#

ok, thanks, i will not use the editor :)

small patrol
#

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

zenith halo
small patrol
#

?

zenith halo
#

kannst du deutsch sprechen ?

small patrol
#

No

zenith halo
#

this is, what i mean

#

the world is not only english

small patrol
#

Then use Google translation if necessary

#

But this server is, for some reason

zenith halo
#

its ok, thanks for help

small patrol
#

And the fact that, I'm not from English country

zenith halo
#

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 :)

small patrol
#

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

prisma oyster
#

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 :)

small patrol
#

I wish so

plain gale
#

Please use DeepL ..

zenith halo
zenith halo
small patrol
#

R3vo only said use translator to talk with us if necessary

plain gale
#

Yeah.

prisma oyster
#

DeepL hilft, mit anderen in einer anderen Sprache zu sprechen
DeepL helps talking to others in a different language

zenith halo
zenith halo
#

aber es hilft mir jetzt nicht weiter g

prisma oyster
#

ein Düsenflugzeug nicht in der Luft "stehen bleibt
ein Hubschrauber kann, eventuell

oder 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

zenith halo
#

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 ?

prisma oyster
plain gale
#

Sounds like dynamic simulation is enabled

zenith halo
zenith halo
plain gale
#

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.

zenith halo
plain gale
#

I don't think so

zenith halo
prisma oyster
#

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

zenith halo
#

did i must set wp to follow ?

prisma oyster
#

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

zenith halo
prisma oyster
#

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)

zenith halo
#

ah, i select the plain or WP to group ?

prisma oyster
#

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

lavish robin
#

Anyone know any maps that are basically

#

How would I get the say3D command to

ember kelp
#

How do I use the PlaySound3D command

#

The wiki doesn't say where to put the code. Script? Trigger init?

sinful zenith
#

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

devout laurel
#

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.

prisma oyster
#

use "GrenadeHand" instead of "D30"

devout laurel
#

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

strong garden
#

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)

strong garden
#

I dint even realize it was called crater Facepalm I thought it was explosion

dim kindle
#

im new to arma 3 what are some of the best steam workshop mods i should get

dim kindle
#

i cant aim in with my scope it just zooms in

quiet plume
#

click RMB, not hold it. Also, #arma3_questions please for general gameplay questions blobdoggoshruggoogly

keen jolt
small patrol
#

Doesn't say3D return the object so can have an EH to detect its deletion?

#

If not, disregard

keen jolt
#

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)

ember kelp
zenith halo
prisma oyster
zenith halo
small patrol
#

CYCLE waypoint is a vanilla feature. If you're playing the game in German language, you should to look “CYCLE” but in German

zenith halo
small patrol
#

Place a waypoint. Double Click it. You can select the type of it

zenith halo
small patrol
#

This should be the icon

zenith halo
zenith halo
# small patrol This should be the icon

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 ?

prisma oyster
zenith halo
prisma oyster
#

make a MOVE waypoint with a 180 seconds timer

zenith halo
prisma oyster
#

in the order you want
pilot > wait 180s > get in plane > move 1 > move 2 > cycle next to move 1

zenith halo
dim kindle
#

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

supple holly
# dim kindle Guys in need help in eden editor/zeus. So the AI ​​doesn't shoot back from afar...

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

dim kindle
#

I want AI too shoot me back from long range

stoic quarry
#

Anyone knows if ALiVE save and exit works for saving ocap?

worn fossil
#

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

cyan hemlock
#

Able to add artillery, mortars or rockets

worn fossil
#

Never even thought of that

devout laurel
#

@dim kindle how long is long range ?

dim kindle
devout laurel
#

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

dim kindle
#

Okey but etc in 250m+ AI cant spot me

#

And if i shoot them (200+) the AI didnt shoot back

devout laurel
#

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

acoustic yew
#

you can adjust the spotting skill level and if that doesn't work you can use the reveal command

#

wiki has more info

sinful zenith
#

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?

cloud sparrow
#

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

quiet plume
#

🧠 make it return ctrlNull instead of objNull so the following logic errors out if not checked properly (please don't)

cloud sparrow
#

so it will just do nothing on objNull

sinful zenith
#

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

cloud sparrow
#

If someone re-saved he works on this, he can fix.

#

The worst thing always is breaking something where author is gone

quiet plume
sinful zenith
#

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

quiet plume
#

still sounds like a non-obvious behaviour, tbh

sinful zenith
#

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..

quiet plume
#

maybe just .rpt/popup warning for "trying to access the variable that can be there but is not"

sinful zenith
#

that would be a huge change in lots of places

quiet plume
#

"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}

sinful zenith
#

Making the world a better place is so hard notlikemeowcry

plain gale
#

Nice idea but 10 years too late I guess.

quiet plume
#

inb4 preinitPlayerVariablesInCurrentScope nulary 🤣

#

although that would either introduce "non-global globals" or big side effect with all its possible subtle bugs in inherited code notlikemeow

sinful zenith
#

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

wind raptor
#

What about a description.ext attribute (and a corresponding checkbox in Eden)?

sinful zenith
#

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

wind raptor
#

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.

dim kindle
#

is there a war torn version of the map Livonia. Where a modder has added wrecks and destroyed buildings and such?

prisma oyster
dim kindle
#

like chernarous 2020

dim kindle
#

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"

kind prism
#

There are grass cutter objects

dim kindle
#

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

plain gale
dim kindle
zenith halo
#

@prisma oyster hi :) ... can i set in eden editor, how hight a jet or heli i flying ?

dim kindle
plain gale
#

That's lightning not lighting 😄

dim kindle
prisma oyster
sullen jackal
#

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

plain gale
#

You know how the task modules work?

sullen jackal
#

semi

#

you hook them to a trigger

plain gale
#

There is this, which might get you started.

sullen jackal
#

that might help a lot lmao

plain gale
sullen jackal
#

ah ok will do

zenith halo
prisma oyster
potent grotto
#

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

dim kindle
#

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

crystal bone
#

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.

dim kindle
crystal bone
#

you add another waypoint close to that one.

dim kindle
#

doesn't work

crystal bone
#

:\

#

let me test

dim kindle
#

i added another waypoint 0.1 meter away and put setdir 30

crystal bone
#

setFormDir

dim kindle
#

one sec

dim kindle
crystal bone
#

setFormDir takes the group, you used group?

#

actually it's both. It works here

dim kindle
crystal bone
#

is the dummy called guard on the init box?

dim kindle
#

can you show me how you used that?

dim kindle
#

in console it's working

crystal bone
#

the init box of the unit on editor

#

oh ok

dim kindle
#

thanks for your help, by the way

crystal bone
#

np

dim kindle
#

i dont know where is problem :/

crystal bone
#

are you sure of the heading?

dim kindle
#

what do you mean?

crystal bone
#

maybe it's not 30 you want

dim kindle
#

i want 30 but he's lookin at 130

crystal bone
#

:/

dim kindle
#

if you want you can check

crystal bone
#

lol what mods are you using?

dim kindle
#

i used original soldiers from nato

crystal bone
#

hmm i have anyzay. let me see

dim kindle
#

aaa i forgot

#

map is anizay yes

crystal bone
#

i have that, its ok

#

i need the file not in sqm though

#

oh nvm 😛

dim kindle
#

create folder in documents/arma3/missions

#

name test.tem_anizay

#

and put in this folder mission.sqm

crystal bone
#

yes 😄

dim kindle
#

so it's okay?

#

and this mission will work for you?

crystal bone
#

ok i opened it, 1 sec

#

ok he's definitely not facing right

dim kindle
#

yeah :/

crystal bone
#

found it. 1 sec

#

Open your guard attributes

#

Set that Z to 0.

dim kindle
#

ooooooooooooo

crystal bone
#

😄

dim kindle
#

you are my god

crystal bone
#

oh come on...

dim kindle
#

thaaank you 😄

crystal bone
#

np.

dim kindle
#

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.

crystal bone
dim kindle
#

give me 5 minutes

crystal bone
#

is that polish? 🙂

dim kindle
#

yes

#

if you want i can change to english

crystal bone
#

you can translate maybe

#

just the left fields where your mouse is

#

let me open arma again

dim kindle
#

Typ - type
Aktywacja - activation
Typ aktywacji - Type activation
Obecny - present
Nieobecny - not present
Wykryty przez - detected by

#

Brak - null

crystal bone
#

you have the sqm?

dim kindle
#

yes

crystal bone
#

send it

dim kindle
#

kurwa_xd.tem_anizay

dim kindle
#

maybe it's becuase 3den enchanced mod?

#

i will check

#

nope

crystal bone
#

can't upload to discord 😛 (got to accept rules I guess)

#

@dim kindle U there? Also name the ied ied

dim kindle
#

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

crystal bone
#

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.

dim kindle
#

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

dim kindle
#

ahwhdwahdwah i have another problemhmmyes 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
dim kindle
#

Why does enemy AI not move? they just stand still until you shoot at them, then they lay down and shoot

glacial elm
#

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.

dim kindle
glacial elm
#

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.

dim kindle
#

thanks

obtuse crag
#

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.

sturdy jolt
#

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.

plain gale
sturdy jolt
#

Thank you, I will give that a try.

quick roost
#

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.

sturdy jolt
#

Corrected and working code included below. Thank you for the help R3vo.

chilly cave
#

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

prisma oyster
#

yes
starting the mission helps see scripting effects

chilly cave
#

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];```
haughty verge
#

will make everyone hostile to those civilians at all times

chilly cave
haughty verge
chilly cave
#

Perfect it works ! Thanks !

bronze forum
#

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?

clear pond
#

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

quick roost
haughty verge
quick roost
#

I had the idea of this "Invasion of Grenada" theme

haughty verge
quick roost
#

Churr brah. I'd just want to swap out the Soviet Units for other units.

sturdy jolt
#

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.

sturdy jolt
#

What I am not sure about is how you know how to reference the object for which the attribute is being edited

small patrol
#

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

sturdy jolt
#

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?

small patrol
#

get3DENSelected should be the way AFAIK

sturdy jolt
#

got it - that makes perfect sense. thank you

sturdy jolt
#

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.

plain gale
#

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.

sturdy jolt
#

Thank you - I was just not clear how to code that. Your mod has an example that makes it clear though.

dim kindle
plain gale
silver portal
#

Does having many hide terrain object impact FPS in multiplayer?

fallow oxide
supple holly
keen jolt
dim kindle
#

How do i copy missions to a other profile? SOLVED

plain gale
#

Just copy the mission folder on your hard drive into the new profile folder

iron night
#

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)

small patrol
#

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?

iron night
#

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

small patrol
#

Does Force Load satisfy you? I guess not hence the question, but how it doesn't may I ask?

iron night
#

Well it works, but I wonder if it'll 'force' me to use those mods whenever I want to play that mission forever?

small patrol
#

Nop

#

You can save after you Force Load so required Mods will be updated

iron night
#

Aaaah nice okay

#

In that case sorry for the noob question, pretty new to the editor hehe

small patrol
#

Noob or not is not a concern

#

But having a wish to listen to your helpers is

terse tapir
#

How do i make independent forces attack BLUFOR?

humble zenith
#

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

mossy narwhal
#

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

prisma oyster
#

no

#

and don't crosspost

glacial elm
blazing plume
#

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?

haughty verge
blazing plume
halcyon raft
#

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

haughty verge
halcyon raft
#

I don't believe so

#

Before update they could explode,
After update, they dont

haughty verge
#

remove all mods and try again

halcyon raft
#

Multiple mission files as well

haughty verge
#

figure out if its actually an arma issue, or mod issue

halcyon raft
#

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

haughty verge
#

i was about to recommend making a clean test environment in the virtual map and testing again

halcyon raft
#

That's exactly what I did haha

haughty verge
#

yeah, its probably something to do with those mission files.

#

if you did a clean mission environment, and its fine, its probably not arma

halcyon raft
#

Spawned the vehicle and a rocket launcher
Fired - Didn't damage it
Closed mission
Deleted object
Replaced object
Fired
Worked fine

halcyon raft
#

Okay

#

Strange

#

Manned vehicles explode OK
Unmanned vehicles don't explode

uneven vale
#

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.

granite geode
#

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

dim kindle
#

It wasn't easy, but I fuzed DayZ with Force Recon...so much fun!

tall notch
#

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

small patrol
#

Make sure:

  • KEY_Spawn_Positions is defined for everyone
  • [0] select isDedicated is not needed if is meant to be ran on everyone whatsoever, can be replaced with 0
long hamlet
#

How can I edit a map with .pbo in Eden Editor? i want to change something on the Map for my Server

viral axle
# prisma oyster no

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.)

small patrol
#

A profile can store almost anything, so yes possible

viral axle
#

Prob not worth the hassle to write that up just to save a loadout change and teleport to a position.

small patrol
viral axle
long hamlet
long hamlet
long hamlet
viral axle
tall notch
#

When I do lockInventory on a crate, it can still be opened by pressing i while looking at it, any suggestions?

tall notch
#
{
    [_x,true] remoteExec ["lockInventory", [0, -2] select isDedicated,true];
} forEach (KEY_Spawn_Positions select 0);```
iron night
#

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?

iron night
iron night
#

Nvm figured it out :) (POW in thisList) || (vehicle POW in thislist)

patent thorn
#

Hi is local only object have a significant difference in terms of fps?

plain gale
#

But it also doesn't hurt to use it for static objects.

celest chasm
#

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.

celest chasm
#

how i can set up a trigger, when the player enters the trigger, Task is selected to the player?

plain gale
#

Set the trigger activation to "Any Player" and synchronize a "Create Task" module to the trigger.

celest chasm
#

thanks

celest chasm
#

oh thanks

#

idk what im doing wrong but is not working?

celest chasm
#

i walk into the trigger and is not activating

#

but its sync in to the create task module

#

Okey i figured it out

dusky jackal
#

hi

#

dose anyone know how to or any mode can change objective specific in zeus?

#

this part

empty oar
#

i probably have 1500 hours of arma from dress up and shootouts with the bots

#

the editor is awesome

haughty verge
#

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.

plain gale
#

Random Patrol attribute. Sync a group to the module and the group will patrol the module's area

haughty verge
plain gale
#

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

haughty verge
#

All righty I'll add it to the list

late zephyr
#

I am trying to take the vanilla AK and give it a gold texture, anyone got some info guides etc?

small patrol
#

It is not done by Editor but a Mod, specifically, texture, material, config and proper pack software into PBO

iron night
#

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;

haughty verge
iron night
#

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..

haughty verge
iron night
#

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

haughty verge
#

no need for a loop

#

or trigger

iron night
#

Oooh okay

#

In the Init part on the helicopter?

haughty verge
# iron night In the Init part on the helicopter?
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

iron night
#

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];
};
haughty verge
#

side group _unit

iron night
#

How come I need to add group?

haughty verge
#

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.

haughty verge
#

change "opfor" to east or opfor

iron night
#
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

haughty verge
#

should add an undercover system to my module mod... this gets asked enough to warrant it

iron night
#

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?

white moth
thorn apex
#

how do i make a ai vehicle move like on a path

thorn apex
#

nvm

kind prism
amber vault
#

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

amber vault
#

ty!

pastel python
#

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;```
wraith spear
#

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

wraith spear
#

i'm assuming you need a third party program for that

fickle forge
wraith spear
#

yeah that's what i suspected

#

thanks

fickle forge
#

No problem

pastel python
#

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

fringe pecan
#

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?

fringe pecan
#

[this, true] call ace_arsenal_fnc_initBox;

glacial elm
#

How can I copy a vehicle virtual inv? I forgot to use templates so it'd come handy now.

pastel python
#

How can i confine a unit to stay in the exact positions they spawned in or at least same building? Thanks 🙂

glacial elm
quick roost
#

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.

spice lynx
#

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.

agile ingot
#

is the helo crew (pilot/gunner etc.) grouped to the infantry?

opaque token
#

Do you have mods loaded?

spice lynx
#

Nope

agile ingot
#

Does your setup look like this?

spice lynx
#

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

opaque token
#

Well report it then

quick roost
quick roost
white moth
#

Hm, and all the heli crew are getting out? Including the pilot?

quick roost
#

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.

white moth
#

Check when they land are the helis taking any damage, that can cause crew to disembark, also are they landing under fire?

quick roost
#

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.

white moth
#

It could

quick roost
#

I've done this same exact thing with LAMBs in the past though.

white moth
#

Are you using any other AI mods?

quick roost
#

No just LAMBs

#

Oh and DCO but that shouldn't matter

#

I've tried without them

#

I'm not sure what's causing it.

white moth
#

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

quick roost
#

I had to put down invisible helipads for them because they were struggling a bit.

agile ingot
#

try switching the sync direction, not sure if that does something or just placebo. Otherwise idk

spice lynx
#

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 :)

quick roost
#

Yea

#

Might try that

dim kindle
#

search the feedback tracker maybe someone reported it

opaque token
#

"I get some kind of access violation error. It might just be me since I haven't found anything (yet) on the feedback tracker."

pastel python
pastel python
#

Nvm

#

Someone already said that

dim kindle
#

lol i am too stupid to read :P

grim scaffold
#

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 👍

pastel python
pastel python
grim scaffold
#

yeah im pretty sure that one isn't in the game

grim scaffold
#

got quite annoying commanding artillery manually 🤣

pastel python
#

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

grim scaffold
pastel python
#

OOO

#

This sh is good

#

Lmao

#

One of my civilian traffic ppl just ran over a policeman

#

And the police opened fire 💀

pastel python
#

and maybe try data links?

pastel python
#

Why AI so dumb? They tried to roll over an umbrella and got flung

grim scaffold
#

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

pastel python
#

Oh

#

Im not sure that would be practical

grim scaffold
#

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.

pastel python
#

that sucks right

#

yet has hundreds of thousands of hours of training

#

i made a DRL program for Trackmania

grim scaffold
#

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.

pastel python
#

It took 250+ hours to beat the world record

grim scaffold
#

there can be bad AI, never said there couldn't

pastel python
#

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

grim scaffold
pastel python
#

-1 fps

grim scaffold
#

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.

pastel python
#

Lmao

#

53 seconds in

#

What a nice convo

grim scaffold
#

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

pastel python
#

Look both ways when your crossing

spice lynx
#

so i have created a issue on the feedback tracker.

pastel python
#

No chat?

small patrol
#

?