#arma3_editor
1 messages Ā· Page 10 of 1
can anybody help me on how to give players a setup/planning time before starting the scenario/mission? so that we can pick our equipment and plan what we do before i start the actual mission.
its playing in reverse š
Physics broked
Could just have trigger and sync it to all the waypoints and give ace arsenal crate for them to stock up until they enter mission ready zone (Player present)
Is there a way to get weapons from the props tab to show their magazines when placed on the ground?
4 BM-21 MLRS artillery shooting a barrage of M-210F munitions at a village with 6 iron dome units
the distance from the artillery units firing the munitions to the target village is about 7.8km
so this is probably a fun watch for you
Oui
But Village not blown up
and no Civilian population
well some did impact but i think it was like 3 out of that absolutely massive barrage
Not sure if this is right room, but how can i access default arma 3 paa files? using for laptop screen texture. Thanks
You can get all paa paths with
allAddonsInfo apply {addonFiles [_x # 0, ".paa"]}
You can also unpack game data
where does the code goes? init?
debug console, you can copy the results out and paste into a text editor to search and view
thanks alot
Im not sure if im in the right chat but I am in need of help
how do i make auto save (so when the server goes down we dont all reset)
if you have any experience or a tutorial please share i need all the help i can get
thanks : D
oh and if/when you reply to this ^ please @me or dm me
is there a specific help channel or do I ask my question based on the most related?
Depends on your question of course
it is about scripts
im trying to set up a firing squad of AI that rely on scripts. It's supposed to be triggered by a player going through an area. My issue is I can't get it to actually trigger. (I've tried using if statements and checking during the while for triggeractivated firingsquad_trigger but it doesnt seem to work) It's worked in this exact format when pasted within the Init of the AI doing the shooting, but not here (the executioner1 var is for the AI shooter)
chinaman_executed1 is the target he's shooting (another AI)
Use a trigger and do {AI side} Present then sync it to the waypoint of move, the waypoint after the move should be the one that tells them to attack. In this it will make AI move to the move waypoint then wait for the Enemy to reach the trigger and then will do the attack waypoint
Ooh
Your doing a military execution
Theyāre not an enemy and using without waypoints
I think
Wdym they are not the enemy
like I want it to not need to use the enemy functions, it could just be how I currently have it but working (rn they could target a box and shoot it.) Its just I need a way to trigger it to happen since its not triggering by what seemings logical.
enemy functions?
You seem to want the AI to fire on a friendly
like not have independant and blufor hate eachother
targeted accurate fire as per scripting
English
which the code I made already does.
it shoots, just it wont activate through a trigger
its only working when I put it in the gunmanās Initialize
what do you want the trigger to be
same as I already made, player walks into an area/radius (the regular blue circle area detection)
activates it, then the shooting script begins. Only issue is the shooting script isnt beginning
Then you put it in the On activation field of the trigger
and make sure to change it so it refrences the units correctly
its there
I have, thats why Iām confused
the references only seem to work when its in the AIās Initialize but not within the trigger
Afraid i have no idea what your asking for
would a game-logic module be messing with it? firingsquad1 is a var for an empty game logic module. I was following a guide
give me a moment
Iāve pretty much done exactly this
This is an Arma 3 Eden editor tutorial on how to make an Ai unit shoot at a specific object/target.
Copy & paste the following into the units init:
null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};
⢠Change t6 to what ever you have called the targe...
except the targets are other NPCās and I want it to trigger from a trigger, not just be time based by spawning the script in and repeating it
Explain what you are doing again. Im quite confused (AI military execution from trigger?)
yeah
its just 5 AI shooting another 3 AI lined up against a wall
Itāll be triggered by the player passing by through an area (where the trigger is)
like ambient warcrimes lol
Ok
So you have a firing squad
and Civs
Make a trigger
when player passes through
change civs to team CSAT
(Set firing squad voice to nil for better warcriming)
and when civs die they will automatically switch back to Civ team
That would probably be a better way IMO
I was trying to avoid using the whole enemies in combat thing. I basically just want to use the script I already made because I know it works and does what I want, I just cant figure out a way to get a trigger to work with it.
The module way would probably be much easier but I canāt really test it due to the way I have my scenario set up
Sorry man, I have gave you 2 ways of doing it
I can't help anymore
do you start the game inside the trigger or do you walk into it?
have you debugged the trigget that it actually runs?
like add a hint or systemchat in the beginning to see it runs
Iāll try that
I walk into it. My hint is working saying its activating, but the AI aint doing what it tells them to.
is it doing any of it?
make sure you dont have a typo in the names
then try some other command on both units
like switchmove to some animation
just to see if that runs
rebuild it in small steps
I found out its not doing anything inside of the spawn{}
any idea why?
nvm im a fool
null = this was wrong
needed be null = the unit
lol
Anyone got a smart way of activating triggers on demand to assign the first task in a mission when you want to?
I was thinking either place a unit somewhere with variable TaskStarter and do trigger conditon !isAlive TaskStarter and kill it to start stuff
Since I can't find a way to spawn a unit with a variable name in Zeus it seems
Might as well just use a variable and switch it to true
yes.
Depends on the environment. You might need to missionNamespace setVariable ["variable", true, true]
I get "Maximum players reached" when I start the mission through a dedicated server???
Even though there's nobody on it
have you set the maxPlayers in server config?
Any good maps for a lcu invasion?
Thanks
Apparently it was due to misconfig of mods in the server
anyone have a vehicle trader init compatible with ravage been looking everywhere it would be much help thx
or one for exile expansion ravage
It is slightly unlikely.
I know how to make white and blacklists for ace arsenals using class names but is it possible to do it for a whole mod? Like if I only want to whitelist RHS and CUP can I do that without having to whitelist each individual item from those mods?
where is the mod that fixes the shit driving physics?
mod's called "don't use shit vehicle mods". Also completely unrelated to editor.
I got a question: How do i set up Radars to only provide datalink to specific SAM Installations ?
At the moment it seems 1 Radar can inform every SAM about aerial threaths and i want each SAM unit to have its own Radar
How do I swap a mission in which I have to another mod pack? I accidentally launched it and got a good amount of progress on a mod pack I didnt want
@lofty hedge vc?
you can try disabling datalink and instead grouping each battery, and see if they can share info that way.
Ill try.
Thank you
Mhm did someone used unreal engine 5 or blender for terrain making?
What can I put in the init for infinite ammo on a unit?
As in unlimited magazine or unlimited reloads?
Hello, does anyone know if it's possible to set the animation state of the Rugged Portable Cabinets to open? I saw there's separate lid objects, but can't figure out how to actually get the boxes open.
Hello, does anyone know why I cannot spectate after death in my mission? I am able to respawn but spectate is greyed out. Is there any option in editor to enable it? I am using ACE spectator option.
hey wassup boys
quick question
how do i get siren systems to work
how would i get it to work, just need a short tutorial as i dont want to look around for hours
bro
there are no short tutorials available for that.
what do you mean
is there a way to script it?
Probably but nobody has written instructions
its connected to itc land
then maybe they have some information
Is it possible to designate the pylons and loadout of a plane in the editor so it respawns with a specific loadout as opposed to the default loadout?
Lmao this is political @prisma oyster
Or even @vestal perch
its not
please use common sense
Itās literally a mission being made on how Israel is a so called victim in the war. He discussed it in general_voice
@vestal perch
he mentions no mission here, he asks about a mod. What you however do is try to instigate some sort of trouble here
I came off strong there
I mean a guy from Palestine was talking to us last night and got muted by the bot
and we cant act on anyones word
He got muted instantly
I shouldāve said not including JELLO
But jellos mute was justified as he sent us dick pics
Ask legal for me if I can send it cause heās 14
censor it.
How
take screenshot, draw over parts if there is something showing
Ok
your word in this kind of accusation means nothing
I know
you are just a random nameless dude in internet
I just donāt want a ban either since its a 14 year old as well
now. future questionaries on this line can be posted at #discord_server
this is way off topic for this channel
I guess we did go off topic a bit
Sorry to ask but how do I set reinforcements for warlords after I capture a base. And how do I get a truck to move to a spot I choose in game tho radio
crazy how this guy wants me to get penalized for posting something that had the word āisraelā in it
Lol why, was it something bad if it wasn't shows how immature that person is. If it was bad witch dosnt sound like it. Then punished you shall be. Ppl just need common sense and grow up. Hope everyone is having a wonderful day today
If you have a common sense you call, please re-read #rules esp. 3 and 5.
Ok what did I do just respond. My bad didn't know you can't respond. Wasn't insulting or making random comments answer him and said morning. saying people are immature isn't mean I just saying ppl do that for some reason. Never mentioned a person or specific group
Anyone?
you need to enable BI spectator for BI respawn position menu
hmm where do I find it? Is it a system placed in editor or somewhere in the menu? I cannot find such thing
Thank you! It works
How do I make a trigger where when a player enters a certain radius a helicopter comes and lands picks them up
and then flies away when they get in
Is there a way to get the spectator mode in multiplayer to view ai units?
I set the virtual entity on the editor and theres an "allow ai" box there and once i fill that slot in the server and join the spectator works but i cant view the ai?
Set a hold waypoint for the heli, then set the trigger to skip waypoint on activation or whatever it is called, then right click the trigger and select the skip waypoint option under the sync tab, then sync that to the hold waypoint
Or just google it, enough tutorials on it out there
Hey so, I am in a multiplayer game by myself and I am trying to delete object that I placed by tapping CTRL+X but it is not deleting, got any suggestions for me please?
press delete?
Doesn't work, same issue I have when trying to delete markers on a map.
I for some reason idek where the settings are for the map controls.
that's Zeus btw
are you sure your Zeus has access to object deletion?
It is my game that I hosted and I gave myself Game master so I think I do
Controls > Zeus > Delete Entity
well either you don't have access to editing entities or you don't have enough points for deletion
but I think the game shows an error when you don't have enough points?
Do points prevent deletion ? i thought it only prevents spawning new assets/ai
Points? You needs point to delete items ?
Did you place any of the assets/map markers in eden beforehand ? could be the reason why you cant delete them with regular zeus
depends what you set the costs in Set Editing Costs module
you could lose or even gain points for deletion
arma never fails to teach me new things every day
ikr
Where do you even see your own points?
I just spawned a unit right now, and I am spamming delete button as shown in control for zeus but it is like not doing anything.
I just discovered something, my external keyboard delete button is like non existance but when I used the delete button on my laptop it worked, what ?
Any way to make a vehicle reach a certain speed at a designated point or set a vehicle at a certain speed when it spawns in? I want an F-22 to break sound barrier overhead just as players cross a point/trigger.
Yes, you can do that using https://community.bistudio.com/wiki/setVelocityModelSpace
Thank you
I've set this marker and these respawn settings under Attributes > Multiplayer but even though this is the only respawn marker, players from Independent also spawn on respawn_west??
is there any way to disable the gas mask overlays?
its cool and realistic to block my view, but its not as fun when it also blocks ingame information
ive searched every forum, every ingame setting, and cant find anything at all
It's a Mod feature
howdy
BRAND NEW server.
I can run the defualt missions, but custom missions boot back to the mission select screen.
When I am logged in as admin it loads to the select role screen but no roles are available.
Here is a screen shot of what it looks like while in the editor launched as multiplayer in game
that typically means you don't have the required mods configured correctly on the server
check the logs
I have subscribed to the mods, but I feel like there is likely a place I need to enable them server side?
yes, mods required to run the mission have to be on server too.
and most of those you're running assuming they do not have a bold statement of being client-side only.
Gotcha, I sorted it out, it was the mods. Ty.
Does anyone have a script or module to teleport players to a set position using a trigger?
I'm also looking for a way to edit a player's loadout using a trigger
trigger passes thisList which is an array of units in the trigger at that time I think. I usually find it easier to ace interaction or an add action to an object if people need to be moved individually, otherwise you can do something like this:
{
_x setPos <somePos>; // can be an object or a position
} forEach thisList;
It'll hae no transition, it'll just be instant
I think I'm missing something really obvious, but I'm trying to have two exit points on a map that are mutually exclusive. Basically these exit points complete the mission when all of the players reach them, but I only want one to spawn at a time so where players have to go to leave the mission is randomized.
@potent grotto How did you set those exit points up? With triggers?
yeah
@potent grotto I can think of several solutions, but they all require some scripting:
1ļøā£ Set up both triggers in the Editor. Select an exit point position at random, use a variable to indicate which exit point was selected and incorporate that variable into the trigger conditions.
2ļøā£ Set up both triggers in the Editor. Select one of the triggers at random and delete it with a script during the mission.
3ļøā£ Set up a single trigger in the Editor. Select an exit point position at random and move the trigger (and maybe also any related task markers š) to that position with a script during the mission.
4ļøā£ Make the entire final task scripted (i.e. create the trigger and any related task markers with a script during the mission).
What do you think?
2 sounds best, just not sure how to delete it. like with units you can use isAlive or whatever but not sure how to do that with two triggers
@potent grotto You just need to assign variable names to the triggers in the Editor, then you can use a bit of code to select and delete one of them:
deleteVehicle selectRandom [ExitTrigger1, ExitTrigger2];
How can i set trigger owner with script?
Do i need to keep [] brackets?
looks like yes. Try it 
How do i force M4 Scorcher to fire only laser guided shells? Staking bunch of "this removeMagazinesTurret [blahblahbla]" in init apparently breaks it
sweet thanks
hey guys. im very new to arma modding and i wanted to know how i can change a flags texture
i found this post put idk how to get it to work. https://community.bistudio.com/wiki/setFlagTexture
i have the picture as a .paa (4096x2048) and i want to assign the code to the flag. i know that i have to put it into the init thing put idk how to get it to work
Hey can someone guide me here? Ive done a fair bit of editing over the years, but i wanted to find a mission template on altis that i can edit on and add whatever content i want.. can you reccommend something ?
How does the "seized by" activation work
I have a trigger with a set size, but even if I spawn 900 blufor units in there the trigger never activates
There does not seem to be a remote laser designator for independents in the editor; Can i somehow make a blue/op-for one switch sides at start of mission without issues for UAV control?
I always thought this activation type had something to do with the Sector Control modules.
Maybe that's it...?
Can someone walk me through a simple idea?
In arma 1
I was thinking,how do I make, for example, 40 Mike Mike fall down on your squad by random when they get to a certain zone in front of the enemy defensive positions.
Trying to replicate the ukr rus war
But have no idea how to have indirect fire
huh, so i tried having a trigger that is activated by player presence run that code and then delete one of the triggers that initiate the task creation. however, the deleted task gets created regardless after a bit. is it because the triggers are on a count down?
Hmmm try deleting the corresponding task module(s) too:
{
deleteVehicle _x;
} forEach selectRandom [[ExitTrigger1, ExitTask1Module], [ExitTrigger2, ExitTask2Module]];
If that doesn't work you can also try (selectRandom [ExitTrigger1, ExitTrigger2]) enableSimulation false instead.
Are the triggers set to server only?
well, looks like also deleting the task module worked. additionally i just have the trigger get activated by AI since players have to wait to respawn on the mission start
gonna run it a few times just to be sure but i think its working
I tried doing this a while ago, but does anyone know how to make a in game powerpoint using a whiteboard and ace?
Have you checked the ace documentation.
not yet brother, where can i find? Its been a good few years
Google for ace documentation. It should show a link to their wiki.
thank you my friend
How to make intro missions text in black like Bohemia ?
Yay i habe been helpful. My issue with the syncing was assigned:)
Hello ppl!
I canāt seem to figure out how to create reinforcements using a radio call sine. Any help would be appreciated!
Hello, 2question how do i get Ai to takeoff in formation so in a group of 4 but 2 at a time or takeoff in a pair of 2 in 2 groups then get them to go into formation fly over an airport ( down the center of the runway ) and then break from formation to enter a pattern to land ?
you can't get AI to do that. it requires a lot of scripting
it can also be done using UnitCapture
is there any tutorials besides unitcapture that show u how to do it ? is it a complex thing or something that takes mins as i would be trying to get them to follow the waypoints too
i cant actually find that to download anywere all am getting is forms and tutorials
I'm struggling to use the VR Target (Circle). It's easy enough to place, but it doesn't get the color-coding on hit that other VR objects do. I have used the VRHitpart function on init, which works fine for the vehicles, but no joy for the target.
How do i make artillery shoot only laser guided ammo?
nwm, just needed to add "reload this;"
I am seeking clarification about what information is retrieved by this command:
_obj get3DENAttribute "rotation";
Understood, so if I understand correctly, I can take the output and use setVectorDir in a script to achieve the same orientation of the object?
Imagine a case where I lay out a mission in VirtualReality then export the information for each object and spawn it at a random location in Altis. Should I ignore the first two values when spawning the object in a script outside the editor?
Why ignore the first two?
I would prefer not to but am unsure what command to use to set the x,y,z based on what is in the output. Is that vectorDir?
As I said it isn't
https://foxhound.international/sqf-snippets/arma-3-eden-rotations
You need to have a conversion
thank you very much that is what I needed.
That snippet from foxhound describes the oposite case to mine. I need to export from 3DEN in a format that a script can use to place the object. Is there a wiki describing how vectors are handled by the game engine? This is more trigenemetry than i've done in a long time.
Are you running a script from inside 3den to "export" the data? if so you can just get vectorDir and Up there.
Is there a way to get some pre-arranged artillery barrage on radio command on fixed target/points?
radio activation for trigger, which leads to fire mission waypoint for artillery.
oooooh. I“ll try that, thank you.
Thanks Ampersand. That is what I needed to know. Much appreciated!
Yo
I needs help
I get it it's a long shot
But my mission is kinda boring
Who was that guy who lnew how to use Arma 1
Where u at
Haha anyways I'm having a good time with the game
Excuse me, how do i change out the ammo for an arty unit?
I would like to be showered in cluster rockets, not the HE ones, but it“d have to be some sorta scripting since its for enemy arty.
Sorry for the very newbie question but for a trigger what can i put to detect if ANY player is in a vehicle instead of saying if that group or a specific player is in that vehicle. Do i just put something like āplayer in veh1ā and it will detect if any player is in it?
You should be able to double click and see the attributes of the vehicle to see the ammo type
Oh, really? o0
... ill try that, thank you.
Oh course, itās also dependent on if you have a mod or not, as in if itās a RHS Vehicle the artillery will have a āPylonā settings.
I just want to switch a vanilla rocket-truck“s HE missiles to the cluster ones for a enemy arty, so i can be enjoying cluster bombs.
its the Zamak MRL
But i dont see where i would be able to edit its ammo anywhere.
is it possible to make campaigns like Apex or Contact ?
Of course, if you struggle enough
so there's no tutorial or documentation on how to do this? š
There is no "How to make First Contact" or something like that
You need knowledge, experience and braincells to dump
Of course time too
so to my understanding there is no official documentation on how to do these things, right? Just git gud? Not trying to be rude but this doesn't seem to be very user friendly considering Apex came out 7 years ago
Indeed get gud is the only answer we can provide, because "I want to make Apex Protocol or First Contact" is very vague actually
We can provide precise answer and way if you have a question like "I have a problem to do X"
"I want to make Apex Protocol or First Contact" is very vague actually
I mean the screen in Apex where you can select the mission and settings before you actually start the mission
I guess I should have been clearer from the start
That is how you ask actually. You want to learn how to GUI in Arma 3 I think, cannot provide examples rn
Alright, thanks for the response and sorry for the confusion š
Hey guys, if i want to publish a scenario that i made with eden enhanced for like ambient animation, do i have to add eden enhanced as a required item?
3den Enhanced does not create such dependency AFAIK
This clarifies so much. Thanks
hey, is it possible to see the cfg tank in Eden and what are the names of its weapons and magazines? I did wief config and the magazine and weapo places are empty š¦
The tank's weapons are in its Turrets subclass
and will there also be classes for cfg mods, not vanilla ones? I mean the Star Wars mod because I wanted to check the class of the gun and magazine
Any non-driver-weapon is a turret
aaaaa ok thx
I am trying to use Deformer but Im hoping to keep the terrain objects floating in place. Any ideas?
hey, does anyone know how to find the name of the gun and magazines for this tank in this cfg?
Click the + on the left to see subclasses. Go to Turrets, go to the specific turret (likely MainTurret), see magazines/weapons on the right
When I click on the plus button, nothing happens š¦
Try double
ok i will
it works, thank you
edited terrain features are saved in the mission file
May be possible to remove the parts that move the objects?
How do i even view those configs in the first place? o0
Config viewer, although recommend you use the better one with the Advanced Developer Tools mod
Oooooooh.
Thank you.
Hello editor enjoyers.
Just a small note. The sorting arrow in the mision list is inverted.
Have a good night.
ibpove the editor
i love*
Hey there, I am just wondering how I enter the camera module when in game? I am trying to make a shotr film like thing. I put it on a simple animation but I can't figure out how to get into the actual camera. Not many tutorials on this either
In the Esc menu click Splended Camera
How do you make team ai respawn on dome tent if available?
They always respawn on respawn_west marker
is there a way to delete a vehicle in another vehicle used with setvehicleCargo? objNull just kicks them out!
Have you tried deleteVehicle? 
Whats the best way to set up the garbage collector? There's nothing online explaining this
to the tightest non-noticeable setting - it all depends on the scenario itself š
Trying to make the decon showers work, anyone know how to get it so that either the player can interact with it to turn it on (preferable) or automatically turn on when a player enters them?
You can have an addAction on it to have some interaction, but if you wanted an actual water shower effect then you'd have to make it. I dont know of any effects of the top of my head that do that already
I think BI has already taken care of that (see https://community.bistudio.com/wiki/Arma_3:_CBRN#Decon_Showers).
thing ist that it is a Boat in a boat rack and that would just delete the boat rack with the boat!
@pastel wagon This ...
MyBoatRack setVehicleCargo MyBoat;
deleteVehicle MyBoat;
```... deletes `MyBoatRack`?
hm yeah u right i didnt try it this way i will test it later! thanks!
How do i define condition of presence with init.sqf?
i have solder X and Y and want only one to spawn
You can use random and deleteVehicle
huh
huh.
ok I figured out why they weren't working and turns out I'm just an idiot, I had the shower's set as simple objects which was fine for the large vehicle showers but not for the small ones interestingly
Hello! I could use some help
So basically, im making a mission where players and ai start in a heli which is supposed to drop them off and then fly back, im using the "transport unload" waypoint for the heli and for some reason the heli doesnt wait for all of the ai to disembark before taking off. When i order ai to disembark they do so but the heli doesnt wait for all of them and takes off which results in the ai disembarking in the air and then dying from fall damage
Any help would be gladly appreciated
Also make sure to ping me when responding
thanks!
Synchronize the waypoints so they complete at the same time. Transport unload for the Heli, get out for passengers.
Since you have players in, you may also need to check that they have exited
cut down your modlist and try again
Has anyone made a mission where a big convoy of vehicles and armor and troops comes under attack? Saw video from the Ukr Rus war that seems like it would be a good concept for a mission
Have arty come down on em and everything
how is this related to 3den editor
doesnt work, the heli still doesnt wait
maybe keep that to yourself?
Trying to make AI hold fire until they are fired upon, but the combat modes that say they are supposed to hold fire until fired upon do not actually work. They still open fire with a slight delay when they see hostiles.
Is there a way to make them actually hold fire until they themselves get fired at?
The issue with the syncing triggers to empty vehicles will be fixed on devrbanch
Soonā¢
I'd like to make sure if was an AI Mod's fault or not
I don't run any AI mods so it shouldn't be mod related.
yeah it's not
if you know scripting:
- set combat mode to BLUE
- use the
suppressedandhitPartorhandleDamageevent handlers (and check for the side of the group that caused the event) to set the combat mode to RED
Anyone know how I can darken out the map and only show my players their AO? Something like this. https://prnt.sc/Zl0RrNt8T4yP
Cover Map module
appreciate it
This looks awesome, is there a way to have severla of these areas? Or must this only be one area? Looking at the documentation, it seems like it's limited to one, but I thought I'd ask.. https://community.bistudio.com/wiki/BIS_fnc_moduleCoverMap ... EDIT: I withdraw my question, I'm pretty sure there can only be one of these at a time.
And second question - I am using the vehicle respawn module in my mission. How could I run a 'player near?' check, and delay the respawning of said vehicle until noone was around (to stop things just appearing in front of players)?
Cheers
Hi all
Is there anyway to remove map default map markers?
IE i have removed some buildings from an area on a map using the hide terrain function
I then want to place down specific buildings in said area but i dont want the default markers to show
not without a mod I'm afraid
which mod?
none I know, I mean that a mod would be needed in order to do that
no problem
Hey guys, I am new at the Arma3 editor.
Can somebody help me setup my multiplayer loadouts?
I have two loadouts, one for each team. They are assigned to the characters but when I play with a character it get's the default loadout.
The AI Characters still have my custom loadout.
You probably have respawn on start enabled. The respawn system creates units with default loadout.
One way to equip respawning players with a custom loadout is described here: https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn
Where do I find these files?
you have to create it as a simple text file named "description.ext" in your mission directory (as per the linked page's statement)
Ok, it shows no respawn inventorys found
I guess I don't understand how to specify a respawn template
Probably, but you don't need to do that to equip players with custom loadouts.
I was talking about the Respawn with Original Loadout section all the way at the bottom of the page. Try that instead of a (custom) respawn template.
oh yea, that worked.
Thanks I was searching for a solution for 4 hoursš
I have another question, can I disabled, that the host can see other players on the map?
Are you playing with mods?
I'm pretty sure that vanilla A3 doesn't display the locations of other players to anyone (unless they were spotted, depending on difficulty).
then it is about the spotting, where do I change the difficulty?
i rly think the TM thingy should follow the normal style instead of being some image ...
/signed
@unreal grove Missions can't change the difficulty, only the server can. I'm actually not sure if player hosted servers can or do enforce a difficulty level, but dedicated servers definitely can.
Have a look at these pages if you want to learn more about dedicated servers and difficulty levels:
thanks
How do I setup so AI is running to a point, defending it?
(How do I use Defend module in 2023)
Ok thanks, I will have a look at it
I got issues, I wanna do like a short film using the camera module in eden editor but it doesn't work with the cba mod but the star wars mods don't work without it
Anyone got a sulution to this or am I screwed?
does anyone know where the vanilla arma 3 altis warlords pbo is? i would like to duplicate it so i could edit it and upload it for use on my own private dedicated server hosted wifh FASTER
Hey guys, when I respawn i get the desired loadout, but somehow, my ai doesn't get it on respawn why?
I use this script:
AI aren't players, where would "initPlayerLocal" run for them?
ok but how do i fix it?
Hi is there a way to have a custom respawn position for a specific individual/group? and only this individual/group will see the respawn
Hey,
-add marker (empty)
-name it respawn_west for BLUFOR respawn_east for OPFOR etc.
Empty so nobody see it, but u can use any marker I think. In the marker menu are markers specific teams can see
help pls
how do I make it if I only want to to be for selected players (eg. player 1, player 2)
idk if this is possible but maybe someone else here can help you out
what is the name for independent? is it independent?
thanks!
Hey guys, I saw a video with all these modules in zeus. Why don I have all these fancy modules. I also can't right click my zeus character to teleport him etc. : https://youtu.be/C-2s_4JA4ik?si=Jc4e-1t-d54NmrOv
This is a Zeus Basics Workshop! I am going to show you everything you need to know to host a simple operation. This includes all relevant controls, modules, and a few little tricks to make you a more effective Zeus.
BI Field Manual for Zeus: https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Zeus
I play at a PMC themed unit, Sigma Se...
Ah mods, found it
I'm trying to create a mission where my players have to hack and decrypt some intelligence on a laptop.
I want to set a trigger up that has to detect players within it for it to begin counting down. If the players get out of the trigger, the decrypting stops and they have to enter back into the trigger area for it to count down again.
Once it did count down, I want a new task to appear, specifically detailing a HVT's location.
Anyone able to help with this?
No expert a at all but when I want do do some similar hacking thing in a mission I usually place down an intel thiungy (Don't remember what the module is, could be a mod) where they have to activate it. Takes some time but then a message can pop up, sorry for such a non spesific description if anyone else can explain better they're welcome to but good thing is to mess around with zeus modules and learn as many of them you can
Hey guys, does anybody know why my damage=false isn't working when I enable respawn delay?
Wired again...
"every time a new bethesda game comes out i hope it doesn't work for half the people"
yeah that sounds about right...
to me that's the equivalent of someone trying to interpret a pile of poo as art
@opal jasper you want to make a comparison with A3 by any chance?
anyone know how to use the warlords response team with the "paratroopers" option? cant quite figure it ou8t or find anything on it
"no guys, for real, it wouldnt be great if it didnt stink"
I'm still having this random issue of vehicles not spawning with crews even though they have a crew in the editor
editor
in game (it's empty)
Anyone know what causes this? Or how to stop it from happening?
do you get this with just 3CB factions?
it most often is a mod issue and can be fixed through removing the god-awful mod.
how do you edit a config for KP liberation?
ive been trying for a like 2 days and im struggling to get it working
like i repack it and everything and for some reason when i try and host the editted version it just doesnt work?
even after unsubbing from the steam workshop version
how exactly do I do that?
Well in this case it's an RHS vehicle (being used by the 3CB mod) but with vanilla opfor crew
so.....
I've had this happen with all types of vehicles and guys from different mods. I can't pinpoint what's causing it.
Hey guys so im moving into more immerse mission making. Is there anyway I can make a base along with making a large scale map war like Mike force or liberation?
I would like to make a mission map as well with each task being different then the other like finding documents and or search and destroy tasks
what can i do to make my missions more fun? all i do is place nato somewhere and opfor at another place and then fight
https://community.bistudio.com/wiki/Mission_Design can help you š
ah thanks
Hello how to I execute this script this setVariable ["IMS_StaminaRegenerationParam",0.0025]; I tried placing it in the units init and didint work but if I execute it in the debug console it does
If you have a question just ask
I have the patience of a 2 year old, I did a Google search, and still nothing. In editor, how do I make units opfor?
what is exactly your use-case?
you could create an OPFOR group, create and join the units you want to it, then delete the OPFOR units
Just trying to make bad guys, lol
click on the red square to the right of Eden Editor
and see the documentation š (https://community.bistudio.com/wiki/Category:Eden_Editor)
yyyup š have fun!
Oh boy, thanks!
(in order: blufor, opfor, indep, civilian, objects)
~~objects ~~ Props š
Ok, another question. How do I get placed troops to stay put and not patrol?
put doStop this inside of their init box if you want them to stay still but react when in combat
Ok...lol Another question, two parts. Can I make vehicles QRF? So, I guess a support action. And can I make a parked jet a support?
QRF: https://www.youtube.com/watch?v=5lIMJSN1mgo
Support: https://www.youtube.com/watch?v=7wLHTJNgHZs
I found these via search engine. Merry Missionmaking to you.
Simple Tutorial on how to set up an enemy QRF that responds to BLUFOR Units entering a specific area using a trigger and waypoints.
Today I take a look at the support modules for ARMA 3 and how to set them up for use in your missions. Several support options are available ranging from supply drops and transport to close air support and artillery.
Place a support requester module and synchronize it to each unit you wish to give support functions to.
Place the support pro...
So I have a question about the editor
So I'm thinking of getting back into arma, and I mostly just want to make small single-player missions
I'd like to do one where I just put a playable NPC in the middle of the map with a ton of firepower then spawn enemies all over the map,
And then make it soo all the enemy NPCs hunt me down
Can I do that by just selecting all the enemy NPCs then putting a search and destroy waypoint on my character, making it so they will all follow me no matter where I go?
Or is there something else I got to do
Maybe you need some scripts to move the WP
Would you know what I'd need?
Making a convoy follow waypoints but they stop at each move marker
I gave up, gonna do a helo insertion instead
thief!
Eyy I appreciate someone putting that here
Ohh half points if you stole it š
Okay silly question but how do the respawns work i went through a youtube video and i couldnt understand any of it
I have ran through everything i can think of
What exactly do you wanna?
I want it to respawn at the respawn point
Atm itās respawning at the location of death
I gone through and set custom respawn but its not fixed
You need to set it to "Spawn at custom position" in Eden Editor and either place Respawn Position modules or markers called respawn_west
Setting up a firiing range for the ai. Is there a way to get the lmg guys to shoot a longer burst?
Is it possible to draw on the map in editor, or are you limited to markers? If you can draw, how?
Like this yes
Polyline markers cannot be created in Eden Editor, but you can script them.
How big of an effort would that be?
depends on how many lines you need
Shouldn't be too hard. Basic steps are:
- Draw lines in preview
- Export the paths of the lines via script
- Save them into an sqf file
- Execute a script on mission start the recreates the markers for all player
- Start preview, draw the marker lines you want and execute the following code in the debug console. Follow the instruction in the window that pops up
private _paths = [];
allMapMarkers apply
{
private _markerPath = markerPolyline _x;
if (_markerPath isNotEqualTo []) then
{
_paths append [_markerPath];
};
};
uiNamespace setVariable ["display3DENCopy_data", ["Polyline Marker Paths", "//Save this into polylinePaths.sqf file in your mission folder" + endl + endl + str _paths]];
(call BIS_fnc_displayMission) createDisplay "display3denCopy";
- Create an init.sqf and put the following code in it
if isServer then
{
private _paths = call compile preprocessFileLineNumbers "polylinePaths.sqf";
{
private _marker = createMarker ["marker_" + str _forEachIndex, [0, 0, 0]];
_marker setMarkerShape "polyline";
_marker setMarkerPolyline _x;
} forEach _paths;
};
@young nebula
I have this idea for players being sent to a city under attack to get out as many civilians as possible.
It would basically be race against the AI to get as many civies out, while the AI will kill the civies on sight.
I'd need a way for the players to easily be able to escort the civies out of the city without me constantly making them follow or load into vehicles for the players.
Originally I thought about making them hostages so the players can move them themselves, but AI won't shoot hostages, so that won't work as the idea is that AI will kill the civies.
Any idea for how to make this work?
I wonder if you set them as a hostage and then change their side if it will save or revert to civilian
Didn't work unfortuantely.
Rating maybe?
although idk if it works for civies-
Would it possible to have AI join a player/s once they get close enough to AI, and then leave the player/s and move to a specific location once the AI reaches certain place?
yes
see the join command
(or joinSilent)
join:
[a1, a2, a3] join group player
leave:
[a1, a2, a3] join createGroup side group player
([a1, a2, a3] join grpNull works as well)
won't they join separate groups then tho? 
So making them join would be something like making a trigger that activates once player get's within certain distance of the character I want to follow the players, and on activation executes the join command?
And I guess making the character leave would be area trigger that activates once the character reaches it and the triggers Join grpNull?
that doesn't work at all
Too much wine
Correct myself and release that is array that is used in join.
something like that yeah
Is there more efficient way to do it? Having triggers for civilians 1 - 15 seems like A LOT of triggers.
Making a mission with a 4 helo insertion, but we fly over where the enemy is "sleeping" and land just beyond to assault a compound. How can I get the enemy fighters to not do anything until we enter the compound?
Wouldn't the helicopters wake the enemy? They are usually quite loud
They would, using little birds. Night time raid to capture a hvt
Enemy presence unknown
So that is why you want them to "wake up" I see
What I would do, because I am a lazy ass, just place a trigger on the compound/flight route and have it be delayed with a minute or so.
Then when it activates you can set the ai from careless hold fire to combat fire at will
Got it to when I enter the compound they start making there way over, thank God for youtube
Anybody know a reason why the server (me) would not have horrible lag (30 fps) but a client (a friend) would have ~5 at times? The client has a better PC and internet than I do
All triggers (theres a lot of them) are server only which is what confuses me the most
"The client has a better PC and internet than I do" - They are going to be limited to your lower specs if they are connecting to you as a server. They're waiting on you to send data possibly. Unless you are talking only like a minor difference.
Any desync symbols on their end?
True that they'd be limited to my lower specs, but they've played with me a lot and this is the first time something like this has happened
Like the chain symbol thing on the right of the screen
yes
Might also be some external reason. Try reducing the number of triggers in the mission (backup orig of course) and see if it helps.
Yes, on my end, which happens often
Alright
it was because he had his object distance really high and the map we're playing on is horribly optimized š ty for helping
That is definitely one way for that to happen! š
Created a mission with 4 teams to be inserted by helo. Capture hvt and then call for transport using ALiVE. How do I get the ai forces to load onto transport?
Once it lands
Anybody?
Any AI inside a vehicle not set as playable are not spawning when I start the scenario
These are the mods I use. Any idea which ones cause the issue of editor-placed units inside vehicles not spawning?
I've literally unloaded most of the mods and only have CBA_A3, CUP Weapons, CUP Terrains - Core, CUP Terrains - Maps, CUP Units, RHSUSAF, RHSAFRF, RHSGREF, RHSSAF, Community Factions Project, Fayshkhabur, Iraq, Global Mobilization, and Western Sahara. It's still happening. I have no idea what to do š¢
Looks like the only way around this is put all crew and passengers outside and name the vehicles then do "this moveInX vehicle name" for every dude š”
Then unload more Mods
I've already unloaded so many that I need to use anyway there's no point anymore. At this point I might as well not even use vehicles or even play the game
ĀÆ_(ć)_/ĀÆ
If you have a repro with fewer mods let me know and I'll take a look to see if it's a game bug
I'm going to check it again later tonight. I really am stumped on why it's happening because there's no consistency in it. It's totally random and I can't find a pattern.
Is there a way to get a ai vehicle to follow my vehicle?
hi @small patrol
just wondering in Public Zeus if its possible to get the Game Moderator to also be Zeus
Well, I've told you that, please explain than that
Like how many modules you have, what kind of setups for your modules
im not sure, the Zeus just wants to know how he can get me in
Wait, so you're on a Public Server like official one?
Is there a way to make it so the entity layer folders in the editor are already collapsed when I open a saved scenario?
xD
hey is there anyway to import objects placed with zeus into the editor. cant find anything about it
Zeus Enhanced can export to sqf that can be run in-mission. You can take that and edit it to suit editor.
Anyone found that in MacOS Eden the scripts don't reload when changes are made? I'm just starting to learn but I have to reload the whole game everytime i make a change to scripts instead of just restarting the (idk what you call it) "session"???
What script you have and where?
Just an init.sqf in the folder of one of my missions folder under arma application support. I have no issues having it run the first time, itās just if I want to make any changes I have to restart the whole game
It should be recompiled and run upon every each your mission start if init.sqf exists. Are you sure you're editing the correct file?
Yep, certain, because if I make the edits and do nothing except relaunching the game it runs the updated stuff
Probably just another MacOS limitation then ig
Not familiar with Mac version but what happens if you save and reload the mission instead of full shutdown? But technically it should reload it every time you start the mission from editor.
I tried to reload which didnāt work, that being said I didnāt save and reload so Iāll try that when Iām home in a few hours
Ah bummer. I'm guessing it won't work if you did try and reload it. But I figured it's worth a shot to try.
Hey sorry if I'm asking in the wrong section and thanks for any help I get.
Is there a way to have a unit leave the group on trigger activation? I'm using
On trigger act:
[unit] join grpNull;
And nothing happens šŖ
If you have placed your unit in the editor, give the variable name to your unit.
Like
WR_unit1
And in trigger activation
[WR_unit1] join grpNull;
@fossil urchin that's exactly what I put š©
private _side = side WR_unit1;
private _group = createGroup [_side, true];
WR_unit1 joinSilent _group;
Thx I'll give it a try
What is the correct way to type out an call BIS_fnc_attachToRelative command to attach an object to a tank turret, given the object is "Object_1", the tank is "Tank_1" and the turret is "MainTurret_trav" ?
Attach relative to selection https://gist.github.com/ampersand38/1f3d52fedeb9e76ac7e9647072b8e49e
I'm sorry but I don't understand what that is.
I was asking what's the correct way to type out attachToRelative to a tanks turret using the call BIS_fnc_attachToRelative command
Late to reply but it's been a while since Mac version has updated to 2.12, eventually 2.14 and I have never seen such issue/claim in this server. Are you 100% sure about your workflow and permission things are correct? I sorry but I cannot help with this regarded to this, I'm a long Windows user. Some might have a clue
BIS_fnc_attachToRelative is not able to do the attach to bone that you want. the linked function can. Save that function to a file in your misison or mod and see the examples for using it
Maybe we want a ticket so the function could support it
Why I canāt use fastdrop on Zeus?
Going to have to be more descriptive than that
@dim kindle why I canāt upload pictures? It have all the issues I want to ask
read and acknowledge rules, then go to https://discord.com/channels/105462288051380224/981246678961115147 and !verify
Or just use imgur gyazo etc
Is there a way to trigger a bargate to open and close with a trigger. The bargate was already on the map and is not selectable
Finally! I answered my own question. I discovered the hide terrain module
would it be possible to post the did you found it here, cause ive been thinking of that as well?
In editor, go to systems (f5) environment and click on Hide Terrain Objects ( or just search it) then place it on the bar gate or anything really and it will disappear
Then place your new bar gate down
Hello i have an issue i cant get the music to play.
Images of everything atached i think , If anyone has an answer to the issue pls help
And yes the file is an OGG
Looks you failed to close the bracket
where?
Description.ext
fixed it , cheking if its working now
Still dosent work , This is what it looks like now
Make sure you save the mission to apply the changes in Description.ext
Restarted the Game and saved the mission
No need to restart the game
mh , I saved it and it still dosent work
missions/Hostage%20Rescue%20.Enoch/description.ext, line 6: ".claas": "H" encournted instead of "="
Okay it is claas not class
How?
I walk into the Trigger , It has a 2 Second Timer and looks like this once i walk into it after 2 seconds i dont hear music
No errors except this
and that is something diffrent
Then post your current Description.ext
still no music playing
I think you also want to fix a lot of missing ;s
where? This is copy pasted from here
https://community.bistudio.com/wiki/Description.ext (Of course names edited)
class - not Class nor claas š
here
also onLoadName, just in case
config is case-sensitive and its format {}; must be respected š
pretty sure i respected that everywhere
and it also says "class" everywhere now
Damn I have a "demo" mission with songs coming from inside the houses in Kavala that I scripted using an old youtube tuto, I'm at the office RN but if I could I would check it for the code and post it there
did you add ; everywhere I marked in red?
onLoadName
onLoadMission ā mind the capital letters
onLoadMissionTime
yea
⦠#general_chat_arma - but mostly #looking_for_game š
(onLoadMission)
then save the mission again for the changes to be considered, and use playMusic "Music12" - that should be it
Use the PlayMusic in the Trigger or the ext?
well, the music should appear in the trigger's music list as "Music12"
really? I searched for it but i couldnt find it
try loading your mission, Eden Editor should tell you what is wrong (if anything)
alright i found music 12 , but it dosent play when entering the trigger
but the music file works and everything
other sounds work , so nothing is wrong with the trigger or player
Fixed it!
Sound File was named wrong , Thanks to everyone who helped
Anyone know why my keyboard has stopped working in the A3 editor - works fine everywhere else, but i randomly mid-mission editing cant write or use hotkeys.
What do I do here so I dont lose an hours worth of editing as I had yet to save the mission
Save using your mouse?
How do i fix the black screen that says "Respawning..."? I have a marker with the variable respawn_west and a description.ext with respawn = "BASE"... Not sure whats causing the hold up with the black screen
Is there anyway to disable the "was killed" notification on the bottom left when someone dies?
this is a server config, not mission config AFAIK
Gotcha - so now way to turn it off in the editor then?
not as far as I know (yet hoping I'm wrong š¬)
I... think a MEH can suppress that now?
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#HandleChatMessage
According to BIKI yes you can
that's not a chat message, he means the kill feed?
I thought it is a chat?
it's an engine system chat, so I'm not sure it is included in the EH
It does, this means you can
Looks to complicated for me! Was hoping for a checkbox somewhere haha
Too many things that i wish had a checkbox
indeed
addMissionEventHandler ["HandleChatMessage", {
params ["","","","","","","","","","","_chatMessageType"];
_chatMessageType == 2
}];```This should suppress all kill feed on the chatbox
How would I submit a ticket
#arma3_feedback_tracker and check the description
how make to question in start mission was up for srecc for few seconds
Is there a way to add thermal vision to the optic of a vehicle that doesn't have it by default?
is there a pick-upable laptop in the items list?
Ya, under inventory items
I donāt see any that you can actually interact with
what would you recommend Iām doing a scenario with my friend using SCION mod factions to represent our factions that crash landed on a moon, Iām basically rehearsing battle of installation 04 but I wanna make sure weāre able to command units and capture strategic points Iāve place around the map and use the flood as a ancient parasite thatāll be released in the following dynamic days
We both will have 250-250 unit size nothing crazy but small resistance force stranded and make due with what equipment they have
As for vehicles like 12 tanks and 20 hogs
Each side has 5 pelicans
We do have starting bases but Iām not sure what to utilize for resupply and how to transport troops and send them to capture unknown structures
My bad for the spam I just need help and insight on things
how put respawn and how stop making my characher zeus spawn in corner of map
There are missions with the "High Command" feature of the game; see BIKI. Also missions and mods with "RTS" features scripted. You can both in the workshop.
That's about 10x as many units as the game comfortably handles for battles in singleplayer. But there's lots you can optimize. Do test beforehand.
Will do thank you !
Also, as far as I know, the most popular implementation of logistics transport and conquest in gameplay would be the Mike Force game mode. See the Git: https://github.com/Savage-Game-Design/Mike-Force .
This is going to be a lot of work.
Iāll take a look at it in a few but I did manage just to make me bluefor, my friend opfor and my other friend independent, I made sure some areas are mixed independent and bluefor and opfor in places where itās most close to their bases
I donāt wanna encounter a different faction but running as bluefor lol sucks u can have 4 factions
Is it possible to have a MEH set to occur when a specific player loads the mission? (This is intended for a light prank)
you can do it anywhere in the mission, ```sqf
if (getPlayerUID == "0123") then
{
hint "The one reading this has been trolled";
};
I have many prank ideas now.....
oh noes
Anyone know how to get THICK smole plumes like you see in the Iraq War?
anyone got a dialogue tutorial? (radio i mean)
I'm trying to do a main menu scene with bis_fnc_camera but testing it always gives me a black screen though I hear sound?
hello im new and trying to make a small scenario but i dont know how to make ai move. can somebody help me?
Recommend you do the editor tutorial in the top right
thx
so i went through the editor tutorial but still dont know some things
how do i get support function
i have mlrs but they dont appear when i try to ask for art support
As shown in Gulf War films such as "Jarhead"? The smoke module has parameters you can edit. Just increase the size and number of particles, and change the color to black.
This is a HOW TO post that tries to explain how to set up and use the SUPPORT MODULE. CATEGORY = SUPPORTS NAME - Im unsure, but this may be something that could be called within a script. It is NOT REQUIRED to use the module. INITIALIZATION - I dont understand this. It is NOT REQUIRED to use the ...
Does anyone know how i would be able to edit the official warlords gamemode. As in using the official "template" and editing that
sure, see https://community.bistudio.com/wiki/Arma_3:_MP_Warlords š
if you want to start from the official mission, I suppose you can PBO-extract the mission in the game files and work from there
How would i do that?
Im pretty new to the editor
Need help with Zeus so itās a 3 player battle between armyās but I want to give my 2 friends Zeus without having to give them game master but the tools they need to command their troops any suggestions ?
How do I set up a trigger to randomly go off and play an audio effect? Is it Activation Any Player, Repeatable, then seet the time from Min 0 to say Max 600 if I want to it to just play every now and then? Will that give me a repeatedly random jet flyover sound between 0 and ten minutes?
How do I make AI keep NVGs on, even during daytime? Is there a mod for this?
Use a search engine.
Read the BI Wiki articles on Zeus.
Based on your previous questions, I am getting the idea you are trying too many things too fast. Try making a few batches of chicken soup before asking how to do consommĆ©. š
I already figured it out, shouldāve deleted my comment before :p
Traditional unit commanding is easier then using Zeus and risk giving game master power luckily I taught my friends and they caught up quick so itās all good
Is there a way to have an MP4 as youre intro?
thx
Hi
Does anyone know any good settings I should use for screenshots so I can make them look good. Game performance wonāt matter
Increase everything until your GPU burns
has anyone made a good USMC SCO optic? Cant seem to find any
And no Iām not trying to use any LPVO, Iām specifically looking for the one the marine corps uses
how do you make these?
im not sure if its something to do with the editor or scripting but im guessing its the editor
Mission or mod config https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer
thanks
Lots. Have a look yourself:
https://forums.bohemia.net/forums/topic/236073-all-arma-3-terrains-compilation-list/
All Arma 3 Terrains Compilation List Last Update: September 10th, 2023 Total number of Terrains: 449 This is a massive compilation list that compiles all the terrains aka maps from the Steam Workshop Terrains section. Purpose of this compilation is to sort, and organize all the maps based on loca...
Does anyone have any tips on the best ways to work on missions as a group. I find in my unit we can do ok when 1 person or another makes the mission, but when trying to all work on 1 together it doesn't materialize and we always fall back into 1 person making the brunt of the mission.
A laymanās thoughts-
Unless one of you works in the media, entertainment, or games industry, then none of you are likely to have specific relevant talents to dedicate certain tasks, such as sound effects, writing, graphics/textures, or programming/scripting. Youāre probably all fulfilling a similar role; that of level designer.
In that case, in order not to interrupt each otherās (thought) process, it is probably a better use of time if you work sequentially. That is, the first person makes a first draft, then the other person edits it. This does require everyone being on the same page beforehand.
Hereās an article of a famous YouTuber discussing how he makes his videos:
https://medium.com/@tonyszhou/postmortem-1b338537fabc
Every Frame a Painting is officially dead. Nothing sinister; we just decided to end it.
Yeah I realize now I should have posted in mission making. š our missions tend to be fairly simple but it can still be tough to coordinate.
can you publish multiple custom compositions in one mod to the steam workshop?
Good day guys. I normally just play single player. i have a couple of helis and artillery pieces when i make a mission. I put down two tanks with ai crew. How do i get the tank to where i want it to and engage targets at will?
use a move or seek and destroy waypoint
Dose anyone know a mod or something that makes it possible to add grass patch/texture that follows the terrain. Like the dirt patch.
Do you guys know any mods that would add some flying creatures/monsters?
Search "dragon" on workshop
Yeah, that's a bit too big for me ;D
Gliese has several (non hostile) flying fauna:
https://steamcommunity.com/sharedfiles/filedetails/?id=2397824964
how do i make my mission start with the AI units already on ''stop'' command like this?
Are you using eden enhanced? It should give an option to units attributes to have them not go into formation on mission start
yes
oh thanks
also i have another question i sent on your dms @scarlet crystal
Don't DM me regarding this stuff please, this server is made to post questions and having other people answer them, all publicly. Others may benefit from the info and not ask the same questions over and over again
oh its cuz its a more direct help question but sorry XD
How would you make objectives for the player to do? Like markers telling them to do this and that and move here and all that
You can use modules too but only as long as the mission flow is on the simple side, otherwise it just gets tedious and hard to manage
how do i make dialogue (radio one) ?
hello! does anyone know why when i download certain mods off the workshop they are not in my mods section of the launcher
which mods?
Make sure it it a Mod. Also wrong channel for a very generic question
which channel is it
Thanx you for the answer but thats exactly what i did. I tried all the types loiter engage at at will all of them, still nothing
Can someone help me understand Arma 1 editor a bit? Like I've been wanting to do this for months, maybe you can just give me a hint. I want to create a trigger where if my squad gets to that zone, some artillery starts coming down, and it goes for a bit and drops randomly around the squad... it probably is a bit too elaborate. Idk.
@small patrol Any idea how I can do this?
I'm running into a bit of an issue with tasks, in my addAction I am checking if Task1 is complete or already exists, only if both of these are false I want to display the action to take the task, but if Player1 takes and completes the task, it considers it complete so Player2 does not have the action because Task1 is "complete",
Any ideas on how I could work around this? or would it be better to just remove the complete or already exists checks?
As you might already guessed addAction's condition is evaluated locally. Which means if there is a local variable to evaluate it, such "mismatch" can happen. You can use publicVariable command to sync a variable with some or everyone
Hello and good days to all. I appreciate it if anyone could lend me some insight on this lil issue I'm experiencing.
Couple triggers with condition set to player in vehicle.
The issue is when I'm Zeus, those triggers wait for the Zeus to enter the vehicle to activate... Why is it waiting for Zeus when technically any player should satisfy the trigger?
This is not an issue when no Zeus is present.
Thanks š
Please post what exactly is the condition
@small patrol
Vehicle's variable name = Heli
Any player
Present
Cond: player in Heli;
So, you want to trigger it when you're in heli but if you're Zeus it does trigger anyways?
I want it to trigger on any player in heli. I think I understand now that "player" is ONLY me in my server
(so I might be using the wrong array)
Yes it is - player is the command to get THE player on one's computer
Trigger is usually doing its job locally to every player unless you set the trigger global or some workaround AFAIK
any idea how can i limit the player insignia selection in arsenal/ace arsenal?
bis_fnc_arsenal_data set [17,["astra"]];```This will show Astra insignia only
Don't know how it works in ACE
I have a trigger than is activated by another trigger, giving a player an option to call reinfortsments.
And everything works fine. Until the player is the squad leader.
While being solo, the support is shown in the " 0 - radio " section, but while being a leader there is a special section " 9 - supports " (made by the game not by me) and there is none of the supports that are given. How am I supposed to fix this?
I have tested it on another squad, mod packs, multi and solo. But still, it works, but not how it should.
I forgot to mention. The trigger that gives the option for reinfortsments is set something like this:
How is it possible that team leader won't see it but members do 
Ok fixed. Forget
Hey guys! how do i make it so that its possible to get hurt and fall unconscious but not die?
Vanilla or ACE?
ace
I imagine you could do it by scripting, but idk about how ace handles "unconciousness." Maybe try their help channel on their discord: https://acemod.org/discord
thanks
Just a heads up though, you'll probably have to ask any basic scripting questions in #arma3_scripting since they usually aren't keen to help
i'm aware there's a player and a vehicle respawn tool, but is there a custom config. respawn tool? i have some custom vehicle components and whatnot that don't get respawned when using a vehicle respawn tool, and i'm hoping there's a way i can work around this.
Do you mean composition or something?
oh my bad yea, typo. i'm looking for a way to respawn custom compisitions
Then yeah, you need to respawn (and probably delete old ones too) your objects
I don't know how you spawn the composition in the first place?
usually just by dragging it in from the editor the 1st time and trying to use the vehicle respawn later, which doesn't spawn the composition, and just the base vehicle
It's spelled reinforcements. That was making my brain hurt
trying to reset / reactivate a trigger (oppfor detected by blufor) which initially gets a drone to take off, [bit of script] bomb enemies, then land when empty, get rearmed. that all works But even though trigger is on repeat, the drone wont take off again. Can you reset / reactivate a trigger?
How can I make AI stay exactly where I put them?
doStop _unit works in most situations. but if it's an AI leader they will call them back to formation. disableAI "MOVE" is also helpful.
Also do you know if triggers set to when blufor leaves, will dead bodies of blufor still register as blufor presence?
Off the top of my head, I want to say no. But there might be some weird circumstances if there are mods involved.
Is there a way to teleport every player in an unit into a vehicle?
So for example when alpha 1-1 enters a specific trigger they will be teleported into a helicopter that will fly (only when the squad is teleported) to a specific location and then unload them?
Im mainly just curious about teleporting...
moveInAny
Damn. Didn't thought it would be so easy. Thanks
Is it possible to combine AI groups in Zeus i????
Ctrl and drag IIRC
I read this and when I do drag on my team leader or my character, they don't want to connect š¦
it's working now, thank you š
you can also righ click the squad Alpha 1-1 exc and then navigate to group, connect the line to another squad Alpha 1-3. And now you have it.
I have an overall question.
Do people like 0 mods in a scenario, or 12/13 with ACE, CBA_A3, music, eden object extensions and RHS mods....
depends if the scenario needs the mods.
Hi, does 'local only' object have a significant difference in terms of fps for players?
And also, is the 'local only' safe to use without any bugs and other problems?
What are the file names for the Contact Alien Roots? Like, if I wanted to spawn them through the console or something
You mean className?
I believe that's it
Eden Editor > spawn it > right click > log > copy class or smth
They're not spawnable in the base game though, they're hidden, that's why I need the classname
Well... That's a goddamn shame
how do I enable the mission init thing in multiplayer dedicated server?
You don't enable. It will do when you have init.sqf or some equivalent for other situations does that if you have
Good days all
Any way the system can check unit inventory for a specific object by variable name?
I know of: object "item" _inventory; (or "itemClassName")
But I'm wanting it to check for a one of one, like: object hasItem variableName;
Thanks for any assistance ššÆ
@kind prism yes thank you!!! I spent hours looking for this š
The categories at the top of this page are great. https://community.bistudio.com/wiki/Category:Scripting_Commands
How do I hide the ugly icons on the map when doing sector control?
And just keep the circles
click on icon and check box "hide on start"
Is there a way to set a map position?
When the player activates the trigger map opens (like in a code below), but I want to add something like auto map position? Auto scroll? So when map will open it will show a given location
`openMap [true, false];
_map ctrlMapSetPosition [1622.58,2250.7,0]; (i tried but doesn't seem to work)
Commander1 sidechat "Look at the map.";
`
What player sees now:
What I want him to see
Have you tried https://community.bistudio.com/wiki/BIS_fnc_zoomOnArea?
You can use a marker to defined the area.
thanks!
I don't see a box that says hide on start
gimme a sec
I will sens a screen shoot
marker to hide
Right mouse click > atributes
check this box
@main oracle
Still not seeing it. I'm using a mp sector, area and trigger
What do you want to hide again?
That weird icon in the middle of the shaded circle
Hey there again, I apologize if I'm a bother... Can anyone tell me what's wrong in this lil sqf?
I'm wanting the handler to check every unit's inventory for said item. I wrote it as follows:
_x addEventHandler ["Put",
{
_unit = (_this select 0);
_container = items _x;
if ("FirstAidKit" in _container; ) then
{
//script
}
}];
Thanks again
_container; this semicolon is wrong
Can arma3 editor do everything that can be done by 3den enhanced?
ā¦3den Enhanced is a mod adding features to the Arma 3 Editor
Yes, I see many A.I. settings in 3den enhanced. Does this mean, these settings are not reachable in the normal editor?
They arent
No. You need to script it
is the support modules just buggy or what?
CAS doesnt work often
doesnt drop any bombs
You mean with non-vanilla aircraft?
Trying to use Keyframe animations, everything is set up perfectly, just don't get put into the camera upon the launch of the mission. Any ideas?
what is a civilian spawner?
Good afternoon all! I am working on a mission and using the USS Nimitz aircraft carrier, but not sure how to load or lower a sub out of the bay. Any suggestions?
hey guys, does anyone know what this intel hint thing is? I'd like to use something like that to explain to the player how to use the support system and air transport
Why you're showing very old main menu screen?
that thing in the top right is what im wondering about
Or something like this that can be customized
Hey, so I set some doors to locked in the editor in both placed objects and map objects, and it works on the host but not on the people that join througn multiplayer, so they can open them like normal
any way of fixing that?
How do you lock them? With the module?
If its on the ground acting like an obstacle, right click and find "bay door open" or something. If its in the air you will (maybe) need to do an animation.
yes, you place the module and select which doors to lock, open etc.
Don't think they fully work in multiplayer.
how did i get a video to play when a trigger goes off? I forgot how to do that
["\a3\missions_f_exp\video\exp_m04_v02.ogv"] remoteExec ["BIS_fnc_playVideo", ([0, -2] select isDedicated), false];
throw that into a trigger on activation? or is it different
(IE when players walk into a zone it sets off the trigger that causes everyone to see the video that would replace the .ogv in the line)
(for some context im making a meme op and wanna play an applebees add when they enter an objective area)
Is it safe to install 3den editor? If I can do things in the default editor, then I don't need 3den editor
Last mission, one of the structures in players base was damaged. I'd like to carry that damage over, but I can't replicate it using edit terrain object.
Apart for manually doing it at the mission start as Zeus, is there easy way to do it via editor?
I have no idea what do you mean. Eden Editor is a default editor, and built in
3den Enhanced perhaps? if so, then yes
Every mission I make we are levitating above the chairs for some reason...? What am I doing wrong?š
Why items not deleted?
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;```
maybe you have set a respawn on start
just wave respawn at respawn_east
Oh yeah I didn't consider that. respawnOnStart is different than respawnTemplates so you might have it turned on. Check your description.ext and see what value for respawnOnStart is.
My apoligies. Thanks though!
That is a bug with Enahnced Movement. Enhanced Movement Rework fixes that.
Note you need Enhanced Movement and Enhanced movement rework to work.
https://steamcommunity.com/sharedfiles/filedetails/?id=2034363662&searchtext=Movement+Rework
Hello, people of the arma3 editor channel
I will paste a message I sent on the zeus discussion channel :)
I am trying to hide terrain objects on a map, but some buildings just won't disappear. Any idea how to fix it?
I started the game on a dedicated server. In the eden editor, the "edit terrain objects" module worked and deleted those objects for me. But when I started the game on the server, everything came back as some sort of entity I can't hide as zeus, so all the buildings I replaced are now back to haunt me and they're clipping through everything I put on their graves.
It's on Sumava, modded terrain. The buildings stay invisible when I try the mission solo.
Hey guys I'm super new to Eden Editor and I have a problem. When I set a unit's identity in Attributes, then try to play as that very unit, its identity resets back to the default profile one. How can I prevent that from happening? I saw something about lockIdentity command?
Also new to editing missions and the game in general! ^ Iām trying to set a composition as a FOB using a Clone Wars mod. But itās a Venator/ship. Is there any way to place it off the ground and in the air? Is there any way to place units inside of it? Thank you.
Hello
i wanna mod my own clones into the game but i literally just got it and dont know how
damn i cant post pictures
#rules and verify in #offtopic_bot_cmds
any ideas?
Module doesn't work in multiplayer
getNearestTerrainObjects and hideObjectGlobal is what you need.
Might wanna ask in scripting for a custom script
Is it possible to make a respawn without placed units?
Plz help guys. :(
So using the setName command will solve my issue? Is that what you're saying? :O
help
Google how to make custom uniforms
I need some tip. When killed, I respawn as member and I no longer have the leader command. How can I respawn as member, and still command my team?
Hey there guys! So I have a question. Would anyone be kind enough to teach me how to make an Arma 3 cinematic? I'd like to learn how to keyframe and such to get cinematic shots.
https://www.youtube.com/watch?v=0Xi7rwQ-A84&ab_channel=KaiTheGlasses here is a good tutorial to learn.
After some messing around: a tutorial on how to make keyframe animations in Arma 3; and making them work in a multiplayer setting.
See the showcase mission here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3040519493
Command to run the SQF:
ExecVM "Collapse.sqf";
Download link for the mission files:
https://www.dropbox.com/scl/fi...
Anyone aware of a mod with a fully furnished hospital or labratory? So far all the ones Ive found are dead.
how do i zoom with the enhanced camera from the polpox enhanced artwork supporter
can someone help me with this?
Repair Ace mod/ verify files
!steamverify
Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
how do i make the dorito respawn while keeping the wings folded up and the pylons the same?
Anyone know how to get AI into helicopter? Get In command + Load command arenāt working for it for some reason
drone*? š
In the respawn module you need use animateSource command to fold the wings
_this#0 animateSource ["wing_fold_r", 1, true];
_this#0 animateSource ["wing_fold_l", 1, true];
In the expression field of the respawn module.
i mean kinda
should add, it works brilliantly for the fighters off to the left, genuinely thanks a million, however unfortunately the pylons/decorative items (camo nets, paint etc.) still do not remain consistent for respawning vehicles, what would i need to tell the respawn to do to fix these inconsistencies?
How would I make a custom virtual arsenal that I can reuse in later missions and zeus ops?
similar to how the CUP have virtual arsenals
In the editor, how do I change a units number in a squad?
The numbers reflect the order in which the units joined the group. So you can change the numbers by ungrouping all units of the group in question and then adding them back to the group in the order you're looking for.
Ahhh I see, thank you!
Add the arsenal code to a box's init and save it as custom composition.
I can't seem to be able to use custom composition boxes in another scenario though?
If I save one scenario then try another its disappeared
Actually, how to ungroup units in the first place?
Ctrl+click & drag away
They should be available as they are just files in your profile folder thus available in all scenarios
I got a Question, is there a way to assign SAM Launch units, like the S-750, to specific Radars. Like is there a way to disable global data-sharing between the different SAM positions ?
Can anyone help with this?
i tried requesting supply drop and it said supply enroute but the heli didnt take off
can someone help?
If you want to use waypoints: https://www.youtube.com/watch?v=3EMHgQSTkvA
The GetIn waypoint just doesnāt work š¦
Show your setup then.
Copy. I will when Iām back on
@kind prism this is how i have it set up
Just followed your video step for step and tried again, still didnāt work :((
if i want to make a battle royale map are the 3d assets already provided or do i need to make my own?
3d assets of what
how is this editor-related?
#arma3_troubleshooting or #server_admins although I am pretty sure you just haven't updated the signature files on your server.
My mistake.
Hey, I would like to have all radios, maps and GPS removed from the AI.
Both the ones pre-placed in editor and ones spawned by zeus later on.
What would be the easiest way to achieve this?
Guys, does anyone know how to make a scenario that is like the same as Zeus Master [map]? I wanna try a session as Zeus on a mod map
Have you ever wanted to make your own Zeus missions from the Eden Editor? This short video shows exactly how to get your own Zeus mission files started in Arma 3.
Follow my channel's new server here to play with us and see new content:
https://discord.gg/GC9bepcEAK
Not like that, no. I mean like the official zeus games for example, with 16 slots and doesn't start as players straight away, like they can choose where they respawn and such
And where I don't have to spawn as an infantry, rather I can already start as Zeus
You may use https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityCreated
Check that the created unit is "CAManBase" and local on the server/ is not player and delete items from the unit.
Hey, my Arma 3 won't work so I'm playing arma 2. Can I ask questions about the Arma 2 editor here tho?
As long as you say you're here after A2, yes
Ok cool. Only got one question (for now) for A2. Is there a way to save units so I don't have to keep recreating the load outs I want to use. Say I'm making multiple missions with the intention of reusing characters who are designed to have altered load outs for example.
Or like vehicles designed to have gear already in them.
question regarding warlords map: how can i make reinforcements spawn on the ground, rather than coming down with parachutes?
Is there an easy way to add a bunch of civilians to one trigger for mission end if a civilian dies>?
Hey I'm just putting together a mission on Virolahti and I've run into an issue with the hide object module. I'm just hiding a few bushes etc as I've built out the base a little. It works fine in the editor but when I jump in to test, the objects are all still there. Or in one case I removed 4 barracks buildings and when I play the mission only 3 are removed. Any ideas?
hello i have a problem tith cba, i dont have the options to edit addon config
Probably a noob question but how do I load saved games in the editor?
