#arma3_editor

1 messages · Page 11 of 1

nova temple
#

So if at any point I return to main menu all my progress is lost?

nova temple
#

To answer my own question, all I had to do was export to singleplayer lol

uneven leaf
#

how would i go about having a helicopter crash and then having players wake up on the ground?

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im trying to make a mission where it starts off with the players flying, then they get shot down, it fades to black and then they wake up at the crash site

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so i can add animations and stuff and decorate it instead of just having a heli

regal venture
#

I'm quite new to editing and had a question about animations.

I have a group of ai and I assigned them different animations. The ones standing, leaning and sitting are working but the ones assigned "BRIEFING" "LISTEN_BRIEFING" and "GUARD" does not work.

Is there anything wrong with how I did this?

[this, "BRIEFING" , "ASIS"] call BIS_fnc_ambientAnimCombat;

[this, "LISTEN_BRIEFING" , "ASIS"] call BIS_fnc_ambientAnimCombat;

[this, "GUARD" , "ASIS"] call BIS_fnc_ambientAnimCombat;

#

For more context they're the default FIA OPFOR Autorfileman, Combat Life Saver and Rifleman

small patrol
regal venture
#

@small patrol so is there a different way to do it?

small patrol
#

Different way to do what?

regal venture
#

Ok, I see I can have them do the animations but they won't enter combat

#

Which sort of defeats the purpose

#

So I guess I'm asking if there's a way around that. My goal is to make it appear that 2 ai are talking but will enter combat if alerted

small patrol
#

You can script it anyways. In a better ways to do, BIS_fnc_ambientAnim is actually using very old/unoptimized way to do

regal venture
#

Oh, what's the best way to do it then?

small patrol
#

EventHandlers

regal venture
#

@small patrol so it would be....

this addEventHandler ["animstatechanged" , {params ["GUARD"] ;

?

#

Ok probably not that lol

small patrol
#

I'm not really going to write a snippet because it takes hours to write from scratch. But one thing I can say is just your assumption is simply very wrong

regal venture
#

this addEventHandler ["AnimStateChanged", {
params ["_unit", "_anim"];
}];

This is what the site is saying. I'm just not really understanding how to insert the animations in to it

#

Like, what would the "_unit" parameter be? I'm pretty sure the "_anim" parameter would be something like "BRIEFING" right?

small patrol
#

It does NOT let you to animate unless you write a script within. It is just a trigger of a script

regal venture
#

😫

#

So what would the script I need exactly?

regal venture
#

@small patrol ok so I'm assuming that it would be the "animate" script. I've seen this in both of the links you've sent me and I'm not sure what to put there. What should I put as the "object"? Do I type "this"?

small patrol
#

animate is not the command to put an animation to a soldier

regal venture
#

@small patrol switchmove?

small patrol
#

Pretty much but I'm not going to explain A to Z because it takes forever to do

plain gale
regal venture
#

@small patrol so to explain what you claim would take forever to do...

To get the ai to do an animation, it's....

this switchMove "Acts_CivilIdle_1";

To have it play globally

[this, "Acts_CivilIdle_1"] remoteExec ["switchMove"];

In order to find animations you'll go in to the editor, click view, click animations Viewer.

This took me roughly 1:30 to type...

regal venture
small patrol
#

If you meant one and half minutes of scripting can satisfy your goal, go for it

proper python
#

Hey, does anyone know how to play a mission that i made in editor with my friend?

#

So we can play together against AI

plain gale
#

Then just host a server, select the mission and let your friend join.

proper python
#

Thank you so much man!

pastel wagon
#

How do i get
player setVariable ["ACE_isEOD", true, true]; player setVariable ["ACE_IsEngineer",1,true];

#

in an addaction without using and .sqf

this addAction [ "<t color='#ee3b3b'>Gear System</t>", { [player setVariable ["ACE_isEOD", true, true]; player setVariable ["ACE_IsEngineer",1,true];]; }, nil, 6, false, true, "", "true", 20, false, "", "" ];
gives me missing ] !

#

Nervermind figured it out! To much [] at all!

bronze peak
#

Hey guys.

#

Uh, anyone know how to reliably get AI moving through the Ghost Hotel, possibly on a map where it IS preplaced, but isn't necessarily Altis?

raw hazel
#

This might be a really dumb question, but is there any way to utilize headless clients in a local MP mission, not on a dedicated server?

smoky river
#

Hc has to allowed via headlessClients[] = {"<IP>"};, but since you have no way of editing that on listen server, id say no. I could be wrong tho

sonic bane
#

AI convoy second vehicle keeps stopping

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i even have AI mods like LAMBS

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i literally spend 99% of this game in editor

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anyone have a fix?

cyan hemlock
sonic bane
#

no

cyan hemlock
#

If not maybe try and mess with their state

sonic bane
#

the lead vehicle stops randomly and then the second one is broken forever

cyan hemlock
#

Like safe or combat mode

sonic bane
#

they drive on roads

cyan hemlock
#

Try changing drivers only to careless

sonic bane
#

i played ARMA 2 for a long time and never had issues like this

cyan hemlock
#

Or group state

sonic bane
#

I even use the

#

"better convoy" mod

cyan hemlock
#

how can you set the live feed fnc to a screen?

small patrol
prisma oyster
#

no crossposting please
you will most likely need scripting, or timed triggers

feral magnet
#

huh

#

welp, timed triggers then

sterile torrent
#

How can I get the classnames from vehicles from inside zeus?

young nebula
#

Is it possible to save scenario while it's being played, and edit it later in the editor?

Basically I'm looking to add more stuff as the game progresses, but I also want players progress to carry over between play sessions.

keen jolt
#

technically it is possible, but it's not easy
you have to manually write a mission.sqm file

young nebula
#

I suppose there is no easy way to do what I want?

scarlet crystal
#

Zeus Enhanced has an option to write the ongoing mission to sqf which you can load up in editor but it does not take much into account and of course it will take a lot of time to debug. There's also the Rimmy's persistence mod but I've never used it.

#

And judging by its popularity it doesn't do what people expect it to do

patent thorn
#

hello quick question, what is the photo resolution of the briefing room desk prop

drowsy stone
#

anyone knows how to open antistasi plus in eden editor?

keen jolt
grand notch
#

id like to include an econ system in a survival mode im making, i was considering using the old man modules however that was causing an issue with capturing zones. once i added the initialization and econ modules zones stopped getting capped. anyone know how to fix that?

muted adder
#

could i perhaps grab some help from someone regarding CDLC and zeus

#

assets specifically

small patrol
timid hare
#

How do I make the game end by completing 3 tasks? On start you have 3 tasks, once all are complete how do I make the mission end?

plain gale
#

BIS_fnc_taskCompleted is your friend

#

Then use BIS_fnc_endMission

dim kindle
#

Is it possible to do thing like in the campaing where u can click at some brigade or division and check there what vehicles are in it or check other things like who is Commander, Team leader etc?

prisma oyster
#

yes

dim kindle
#

Is there a mod for that?

plain gale
#

This is what you want.

#

You can use the ORBAT module to create these interactive markers on the map.

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Then define the config in the description.ext

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And insert the config path into the module.

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I have recently added some decent examples.

prisma oyster
plain gale
#

True, but this system is pretty badly documented

prisma oyster
#

not denying that aspect here

dim kindle
#

Yoo it's working damn thank you guys so much

dreamy breach
#

is there a bind or something i could do to delete crew very quickly? or just spawn a vehicle with no crew, right clinking take a bit of time with a lot of vehicles

crystal bone
dreamy breach
small patrol
#

Or press Alt when you put a vehicle

woeful raptor
#

So I want to spawn in and there is a crashed vehicle that is burning nearby. How can I delay me spawning so that the smoke is in full display by the time the screen opens

signal leaf
#

Hi fellow makers, I have a bit of a weird one here. In my MP mission, I have an event (start starts a mission), and I then teleport all players to that new location. This is the simple function I use for this, run in the server's namespace:

#
params ["_spawn"];

format ["Teleport System Debug: _spawn: %1", _spawn] remoteExec ["systemChat", 0];
{
    _x setPos _spawn;
} forEach allPlayers;
#

The weird thing is when I run the the firrst time, I don;t teleport to the new position. But if I restart the server and try again, it works fine.

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Is there any typical reason (in terms of how the server spins up etc), that this might happen?

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I appreciate there's not a lot to go on here, but my question is more around any typical/known issues that are resolved through restarting a server, as opposed to debugging my code, above

#

Cheers

signal leaf
#

yeah, works fine second and subsequent times

keen jolt
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I mean the first time

#

Do you get any hints?

signal leaf
#

ah, sorry, I get the debug message yes, but no setPos _spawn

keen jolt
#

Maybe you run it too early

#

Print allPlayers too

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Maybe it's not filled yet

signal leaf
#

Roger, will try that, cheers mate

#

Interesting. On first go, allPlayers is an empty array. After that, it shows player info as expected. I wonder if the command needs some time after an initial server load to ‘see’ the players (in the context of that command)?

#

Great steer, as always 🙏

#

ahh..

#
The complete array of allPlayers may get delayed on mission start in multiplayer. Use BIS_fnc_listPlayers to obtain it earlier.
#

thanks Leopard .. I was going mad for a bit here haha

#

Resolved 🫡🙏

sick berry
#

I know how to get a warlords going in the editor but can anyone show me how to port the SOG vehicles into the request menu and change the CP prices?

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Ive been clicking all morning and getting nowhere! lol Im already bald or I would have pulled a hair out or two blobcloseenjoy

sick berry
#

PM and we can hop into my personal server. I just want to make awesome missions but there are not very good tutorials for the SOG stuff.

sick berry
#

I want to change the cp cost for the assets and change them from the vanilla warlords to sog vehicles.

vestal perch
#

I believe SOG already provides a compatible warlords version

wispy adder
#

I have a question about the SOG dlc. Can I use the onslaught, tracker and dynamic reinforcement modules on missions in altis or whatever and have players who dont own sog still be able to join?

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will the onslaught and tracker area modules still work?

lethal rover
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hey i would like to make a mod similar to playeruknown dayz mod for arma

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will the trees render low detail like this on arma 3 or arma reforger?

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i need this simplistic look

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should i use arma 3 or reforger

small patrol
#

I have no idea what is your question

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Do you want to make a Mod for Arma 3? Or Arma Reforger? Or even Arma 2?

lethal rover
#

does arma give free 3d assets to use?

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or do i need my own

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i want to make a little battle royale project

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but i am worried that it would not have many players

small patrol
#

Do you even know what is Arma?

#

Ever done a simple mission first?

lethal rover
lethal rover
#

some guy told me arma would be a good to make a game in

small patrol
#
  1. You at least should to do anything to learn what both Arma can offer and cannot
  2. Arma 3 has the biggest playerbase today vs Refoger has more advanced tech
  3. PLAYERUNKNOWN ever done a battleroyale style Mod for Arma 3. It does not go well after all, and eventually went to a standalone game (PUBG)
  4. Then, what is your question first? Why is a tree concern?
lethal rover
#

i was just telling some guy how i really want to make my own BR but dont have the money to buy assets and other stuff

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then i remembered that pubg and h1z1 started from an arma mod

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so i wanted to know if its possible to make a battle royale in arma 3 and if you get free 3d assets from arma 3

small patrol
#

You can in Arma 3 I guess. You cannout out of Arma 3

lethal rover
small patrol
#

If you think so it is I guess

lethal rover
small patrol
#

Arma 3 mostly is not going to offer some node-based scripting (ever seen a Mod that tries to do that but I haven't used it), but on your text editor

lethal rover
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hmm

#

if its alot of programming i may aswell do something on unity and wait to buy more 3d models

small patrol
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Have no idea why is Unity and buying 3D assets here are thing to concern

lethal rover
small patrol
#

I thought you're trying to make a Mod for either of Arma

lethal rover
small patrol
#

I don't even think you can escape from coding on Unity either

lethal rover
#

thats why i may aswell make it on unity instead of arma

#

if arma is going to require alot of coding

small patrol
#

Okay blobdoggoshruggoogly

haughty verge
#

@lethal rover the benefit of making a game on say unity, is that you can sell it. You can't sell things made with arma or it's tools.

lethal rover
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I’m looking for whatever makes it as easy as possible

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To make a BR how I want it to look

sonic bane
#

how to edit the inventory of an AI (like give him a placeable anti tank SAW)

drowsy swallow
#

Right click them and select arsenal or change loadout

narrow dew
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@drowsy swallow I have a question for ya. I tried to set down an observer slot In warlords but when used It will just display a black screen.

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Is there a fix for this?

drowsy swallow
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Sorry I'm not familiar with warlords or what an observer slot it

narrow dew
#

Alright thank you.

narrow dew
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One last Issue I have Is vehicle respawning. We notice after a 10 mins or so that they would not respawn after being destroyed. I had speculation that the garbage collector had something to do with this.

drowsy swallow
#

What system is respawning them?

narrow dew
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Vehicle respawn module.

drowsy swallow
#

Are you synchronizing the vehicle to the module and setting the settings correctly?

narrow dew
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Yes I am

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They respawn but after 10 mins they will not.

drowsy swallow
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Whats the timer on your garbage collector?

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What time did you set for them to respawn in the module?

narrow dew
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Now I am not sure If each vehicle needs a module or can they all be synced to one of them.

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Timer for garbage Is 5 to 10 mins

drowsy swallow
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They can all be synced to one

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What is the time you have set for the respawn?

narrow dew
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Yes then this has been done.

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At first It was 10 mins.

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Then for testing during live play 1 second.

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At 1 second this would work for about 5 mins and then some veh would spawn and some would not.

drowsy swallow
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Garbage collector only applies to destroyed objects, it shouldnt be causing a problem with such a short respawn timer. Could you send your settings for the respawn module?

narrow dew
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I can send a photo of It In a P.M

drowsy swallow
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why cant you send it here?

narrow dew
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It will not allow.

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I can try one more time.

drowsy swallow
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It should let you...

narrow dew
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I tried dragging It to the chat but It will not allow.

drowsy swallow
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Forced Respawn should be disabled, that might be causing your issue

narrow dew
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Thank you.

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I will give this a try. My understanding was when the module timer activates It will force the respawn of the veh

drowsy swallow
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I googled it and it said that it meant when the module activates ALL synced objects respawn even if they arent destroyed

narrow dew
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Not sure how this would create the Issue.

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I will test It and see what happens.

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I will also modify the trash collector time.

wet nest
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not sure where else to ask this question, but is lambs or Vcom better?

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for ai improvement

narrow dew
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Very strange. When I place down the spectate module In eden editor and test It on the both a dedicated server and non-dedicated server I get different results. On a dedicated server when a players connects to the spectate slot the screen Is black. When I host locally and run the server for players to connect we can spectate. Any advice on this?

inner creek
#

Is there any way to make triggers function on AND mode?
For example, a player would have to stand in each trigger for them to activate the module attached.

small patrol
#

each trigger as in, standing in two trigger areas in the same time?

inner creek
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As in two different players each need to stand in their own, different trigger.

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At the same time

small patrol
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So, two players, two triggers, activate in the same time?

inner creek
#

Like an AND gate

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So they'd both have to be standing in it to activate

small patrol
#

I don't recall right now if it works, but how about to synchronize both triggers?

devout laurel
#

Okay so how do I make some artillery rain down with a trigger?

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I'm playing the Vietnam dlc for arma 3

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Incredible game

dim kindle
#

U have to put a trigger

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Find it

nova temple
#

Guys how can I actually apply changed names to units? Whenever I give a unit a custom name in the Identity tab in Editor, the squad HUD you get as a leader will still present it as it having a randomized name still.

devout laurel
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@dim kindle I've got that

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Dude Arma 3 is the best

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Arma reforger is like some weird experiment.

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Not a fan

narrow dew
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I am trying to find BIS function for respawn.

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How do I find these functions?

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Ah found It

slate hatch
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How do you add images to a picture in the game

narrow dew
#

Anyone have any fixes for falling Into the carrier when walking around?

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I notice that this happens In certain areas of the carrier.

devout laurel
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The AI is so impressive with Arma 3

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Love the way the units talk the whole time

placid prism
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having stupid issues with home-made mission - no matter what I do, the game ignores my game logic setViewDistance command and my locally set view distance and instead uses 200 meters unless I forcibly override it with CH view distance. WTF is causing this and how do I fix it?

scarlet crystal
#

what is "locally set view distance", you mean that you set higher view distance in video settings and the game defaults to 200 even without that game logic? if so, I guess it's a faulty mod overriding this for you

placid prism
#

makes testing my mission very PITA.

scarlet crystal
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unload all mods, make a simple mission and see if this keeps happening.

#

if it doesn't ,add the logic with your setviewdistance entry and see if it works. if it works, you know the rules

placid prism
placid prism
scarlet crystal
#

with no mods?

placid prism
scarlet crystal
#

then ask any other mission maker from your unit for a copy of their mission and compare what they did to what you have.

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I see this as a mod issue nevertheless, setviewdistance command has been working since its introduction.

placid prism
scarlet crystal
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btw you'r etesting this on your PC or on a server/MP environment?

placid prism
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it will go on the server once I get it stable here for further testing.

scarlet crystal
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does the view distance change if you set it through debug console when previewing the mission?

placid prism
#

Yes- that's what CH View distance does.

scarlet crystal
#

then you can set it with a delay if you don't want to spend too much time on this.

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or figure out which mod is defaulting the view distance and find settings for it, perhaps there is a specific entry you don't have but others had. Hard to guess with no magic ball

placid prism
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Loading the mission with no mods does make it work, which baffles me because nobody else has this issue.

scarlet crystal
#

a waituntil function to make the script wait for mission time, (like 5 ticks in to make sure it executes after the faulty mod). Slow internet here and getting links from wiki would take me too much time, check for waitUntil and time and you might figure it out. Alternatively reach out to guys in #arma3_scripting for different solutions, but IMO this would be the simplest bandaid for the time-wasting issue.

placid prism
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My confusion has just grown immeasurably.

#

The view distance is correct when I first spawn, but falls when I take control of a unit in zeus (which I've been immediately doing in an attempt to test something else entirely)

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it also resets when I switch back to zeus

scarlet crystal
#

¯_(ツ)_/¯

#

mod fault to me. Can't say much more, other than making an inquiry to whoever thought forcing a modpack with no config included for the mission maker was a good idea, I guess.

placid prism
#

(Sorry, J-3 is our mission making group)

nova temple
nova temple
fossil urchin
#

If you read more than setName part. It doesn't work on MP.
You can use cfgIdentities.
Like I wrote.
For MP workaround
is do own class to description.ext

nova temple
#

This is not for MP, I'm a pure SP guy. setName only works for the player unit but not other playable AI units.

fossil urchin
#

How do you test setName?
String or array?

nova temple
#

Sorry that's a bit too technical for me, but what I tried so far is use team switch then take control of the squad members and simply put in player setName "(name here)"

#

Doesn't work tho

fossil urchin
# nova temple Doesn't work tho

Only last name will appear in command bar i.e. this setName _myNameArray will display _myNameArray select 2. If setName is used with a string e.g this setName "blah", nothing occurs in the command bar and the default randomized name is displayed

From
Wiki.
So test

//Example 3:
_unit setName ["Ben Kerry","Ben","Kerry"];
nova temple
fossil urchin
fossil urchin
# nova temple In debug console
private _grp = units (curatorSelected select 1) select 0;
systemChat str _grp;

So you get units of the selected unit group.

And you can select from array specific unit.
Or

_currentUnit =
(curatorSelected select 0) select 0;
systemChat str _currentUnit;

To get selected unit and use that.

placid prism
#

having a stupid issue - a mechanized squad is supposed to be doing mechanized things, but 1/4 of the infantry won't stay in the vehicle. forcing them in in zeus causes 2 other people to dismount.

#

they all fit in the editor, they just dismount for no reason once the mission actually starts.

scarlet crystal
#

are they on the safe behavior? in Aware and when threatened they will dismount until given a waypoint

placid prism
#

they are safe, and they have a move waypoint several kilometers away

#

even setting them to careless, it doesn't work.

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the vehicles are also ignoring their move order

nova temple
narrow dew
#

Trying to find a solution to a problem I think might be happening from respawn options In eden editor.

quick roost
#

Is there an addon similar to DMP that can use and spawn units that you've changed equipment for in the Virtual Arsenal?

narrow dew
#

Having an Issue with "Cannot connect to the positioning system " and cannot respawn.

#

Does anyone have a fix for this. Thought It might be an Issue with editor Issus.

strong sphinx
#

is there any mod to build a mission in editor? i want to do some tasks, like intel and similiar.

dim kindle
#

It's really easy tho

#

Depends what would you like to do let me know I can help you out I actually have some experience with making missions and briefings

bronze peak
#

Hey guys. Is there a way to spawn a "vehicle" that behaves like an FFV seat, that I could place anywhere as a "turret" of sorts?

strong sphinx
dim kindle
humble rain
#

If im editing a group in eden editor, and move the units of a group around is there a way to snap them back to set formation locations or do i have to manually drag them?

scarlet crystal
#

right click the group and there should be an option to place them according to the chosen formation.

#

although I don't remember if it's a vanilla thing or 3den Enhhanced's feature

woeful raptor
#

So I have been trying to get white smoke but all my fiddling only gets me to a light grey. Is that a limitation?

untold rock
#

hi all. is there is the way to copy the whole object's config into clipboard from eden editor or splendid config viewer

hushed python
#

genuinely baffled at how ridiculous eden is sometimes

#

why the hell do i have to learn C++ to customize a goddamn loadout in the respawn menu

#

literally a fully implemented mechanic and i have to script everything in manually

small patrol
frozen sinew
#

can someone help i spent hours making a scenario and suddenly this happens

small patrol
#

We can read nothing

frozen sinew
#

ill type it

#

"no entry" and then the folder adress

small patrol
#

Write full error

frozen sinew
#

No entry 'C:\Users\Abuza\Documents\Arma 3\missions\chechnya.altis\mission.sqm.version'.

small patrol
#

Your mission.sqm is somewhat corrupted

frozen sinew
#

is there a way to fix it?

small patrol
#

Try if Merging mission works. Ctrl+M

frozen sinew
#

doesnt work

small patrol
#

Then don't know, if your mission.sqm is binarized maybe there is no way

untold rock
small patrol
#

Link of what

untold rock
#

of utils i guess

small patrol
random prawn
#

Does anyone know if it’s possible to make AI helicopter pilots deploy flares when they are fired at/locked on by missiles etc. ?

small patrol
#

They should do if they have one by default

random prawn
plain gale
near shore
#

I put 2 zeus on the map but when I enter mission there is only one player to select

#

what should I do?

drowsy swallow
#

Make sure both units are set as "playable", leave player unchecked. and make sure they have variable names and those variable names are in the zeus module as the "owner" and sync the module to the unit

#

@near shore ^

near shore
#

and another thing:
how can I use camera position module in gamemaster?

#

I mean how to enable it

near shore
#

how can I disable teleport on game master?

prisma oyster
hexed solar
#

Anyone ele have the issue when creating mission tanks that are grouped contain some that never move when given waypoints?

jade rock
#

Using the Attributes - > General tab to build the mission briefing, how can I get the Situation, Missions, and Briefing tabs to freaking stay in order? They always populate at the mission brief screen in some random order

plain gale
#

I'll see if I can fix it in my mod

jade rock
#

Do you make 3den enhanced?

plain gale
#

Yes

jade rock
#

And you just happened to be here to directly answer my question about your mod? Thats fucking amazing.

#

Thank you so much haha

plain gale
#

You're welcome.

#

I have created an issue. Once I have some time I'll look into it.

summer patrol
#

what was the thing I put in description.ext to make it so DLC are not required? I know of the button in general attributes for it but I was hoping I could add a line to my "Drag and Drop then Export" template to make it easier

plain gale
#

You can set appid but that does the opposite of what you want

sullen zodiac
#

Can someone confirm something for me? While in the editor I cannot seem to display the units within a group using the following - hint format ["%1", count units group player] or hint format ["%1", units group player] - both display zero. All I have done is drop a fire team in with the player as the Squad leader. I can perform forEach commands to affect the group using (group player), but not display the units in the group. Is it broken, or me missing the obvious?

crystal bone
#

(group player)

#

actually ex. says units group player.

sullen zodiac
#

If anyone has Arma at hand would it be possible to test and see if you can get group names to be displayed?

#

@crystal bone Tried (group player) also still no joy.

crystal bone
#

rgr

#

where are you executing the command?

sullen zodiac
#

Debug Console

crystal bone
#

no problems here

#

have you named something group?

#

it woudn't accept, so no, just tested

sullen zodiac
#

I haven't, all I have in the editor is a single group. I will restart Arma and see if the issue persists.

#

@crystal bone Thanks for checking your side btw

crystal bone
#

np

#

so are the AI grouped with you?

sullen zodiac
#

Yup

crystal bone
#

blue lines and all? 😛

#

it's the only reason I see, is you're not on a group

#

even that should give you at least 1 😛

sullen zodiac
#

Blue lines the lot

#

For context, I am no stranger to arma scripting just been away for a while

crystal bone
#

just place yourself and check

sullen zodiac
#

will do

crystal bone
#

you on any branch not stable?

#

Mods? Custom faction?

sullen zodiac
#

All default no mods active

crystal bone
#

did it work?

sullen zodiac
#

I have just validated files and am checking now

#

I can confirm, validating files has fixed the issue. Thanks @crystal bone for testing and providing troubleshooting options

crystal bone
#

hooray

#

Arma is very little broken 🙂 Only very miniscule things usually fail.

#

just validate and bam!

sullen zodiac
#

I know, should have thought of doing that first to be honest

crystal bone
#

good times, back in my day there was no Steam to check files and sh*t, had no uninstall and reinstall...

sullen zodiac
#

cassette tape? floppy disk?

crystal bone
#

cassete baby

sullen zodiac
#

C64??

crystal bone
#

ZX 128K

sullen zodiac
#

Ah, yup never had a ZX

crystal bone
#

great games

sullen zodiac
#

I agree but I dont think I could go back to those times now

crystal bone
#

sure, upcoming games are very exciting

dim kindle
#

hey rq, there's some items from a DLC that i'm trying to put into a crate, but they're just not showing up in the "Equipment Storage" tab, is there some other way i get get them in or something?

crystal bone
dim kindle
crystal bone
#

Anna, I wanna say supplyBox addItemCargo ["optic_ARCO", 10]; but i'm having a hard time adding any item right now

#

for exampe that optic name in the editor is Item_optic_Arco and that won't work, i'm trying to find where the proper name can found

dim kindle
#

it didn't :<

crystal bone
#

in the Arsenal the name seems correct

#

can you get them there?

dim kindle
#

yea from the ACE arsenal i got the item names and replaced "optic_ARCO" with it, so it looked like supplyBox addItemCargo ["gm_ge_facewear_m65", 10];, i'm suppoed to put it in the "init" box of the crate right?

crystal bone
#

yes, but supplybox replace with this

dim kindle
#

gotcha, mb lol

dim kindle
crystal bone
#

multiple lines only. Not that I know of, you can't.

dim kindle
#

oki, ty again

crystal bone
#

🫡

hot pendant
#

hey guys, I'm having some issues with the show/hide modules... I've got units being "shown" upon players activating a trigger, but every time the AI shows, they enter combat mode (even though their orders are to follow a waypoint as SAFE... There is obviously combat happening while the AI is hidden, but it's as if as soon as they become shown they react to what they had heard. Anyone had this issue before?

lavish sedge
#

Im having an issue with a mod, the Holster isnt working at all, Ie pistol isnt showing in holster, any fixes?

primal cobalt
#

Is it possible to select all items instant for the Arsenal or i need to click every item by my self?

gloomy geyser
#

is it possible to make a mission where the task is to plant and detonate explosives, and once the explosives detonate it uses the environent object state modifier to make a building be destroyed?

#

I know how to set the building's state to destroyed, the main issue I am having is finding out how to make a task that is completed upon detonating explosives

#

probably just planting some sachel charges then detonating them

gloomy geyser
#

also is there a way to use the CAS module for modded aircraft?

narrow dew
#

Any Idea how to make a turrets under AAF control without placing a unit In It?

mighty flume
narrow dew
#

Now In editor I have tested and It kicked the AI our the turret during hacking but when we play on the dedicated server It does not work and only show the action being done.

small patrol
#

You maybe delete AAF unit and spawn corresponded AI and call it a scripted hack

small patrol
#

What part you don't

narrow dew
runic cloud
#

those things have a invisible UAV unit in them you just need to change the type iirc

small patrol
#

"If I Recall Correctly"

narrow dew
narrow dew
#

Turret Is empty as of now to allow the players to hack It.

clear ridge
#

im starting to find building even simple missions on arma, somehow funner than like some mission i find thatd be the most amazing one in all of arma history

misty star
#

Hello everyone. I'm currently trying to do something very simple : I want to make a shot of a civilian walking in the editor. I'm using switchmove but i can't find the proper animation (the default walking animation in most of the RP servers)
I found AmovPercMwlkSnonWnonDf which is the good walk i'm looking for. But when i'm launching in the console, it stops.
Please help me 🙂
Have a good day

drowsy swallow
#

If the animation isnt looping automatically then you might need to just keep recalling it

lapis chasm
#

When using the Vehicle Respawn module, for the vehicle spawns - does it make it so that all the synced vehicles share spawn positions?

For instance if I sync a jeep on one end of an airfield to the same module as a helicopter at the other end of the airfield, does that mean that if both are destroyed, there's a chance the jeep respawns on the helipad and the helicopter out in the parking lot? I did some digging on youtube and couldn't find anything that really seemed to clarify it for me.

narrow dew
#

Having an Issue when players die the AI that they control In warlords will take over and start dishing out new orders such as getting out vehicles. Is there an option In EDEN editor to turn this off before mission design?

unique hamlet
lapis chasm
#

Thanks!

olive plume
#

Hey, any good resources for easily learning the A3 editor coding stuff? I have a couple campaigns in mind and the coding is the biggest hurdle for me

olive plume
#

thank you 😄

scarlet crystal
#

there are also videos on youtube and some blogs around, in most cases even the ones from 2013 and pre-3D editor might be sufficient for your needs

lucid comet
#

Is it possible to hide compositions that have entities missing / currently not loaded?

scarlet crystal
#

nope, you just don't click them and you don't get any missing entity warnings

lapis chasm
#

There shouldn't be any issue in MP by placing multiple Zeus modules, so long as each one is synced to a different player slot, right?

final hill
#

Is there a simple way (without scripting) to use the Supply Drop via heli to drop a custom ammo crate I edited in the editor?

final hill
#

simplest way to do it please

quartz junco
final hill
#

no as a support on call thing

quartz junco
#

then definetly no

final hill
#

is there a way to add custom country flags painted on the sides of vehicles?

quartz junco
#

if you do a graphic mod and post it to workshop - yes

final hill
#

so none are available to use now?

scarlet crystal
#

no

#

you would have to use vehicles that have special selections in their model that allow flags on sides.

#

simplest way would be to attach flags on poles to them, a tutorial here: https://youtu.be/0SRQhDcxINw?t=73

Welcome to my Arma 3 Eden Editor tutorial video. In this video i'll be teaching you how to add small flags to the back of your vehicles. This may help with immersion for your mission making or perhaps you just want to make it easier for players to identify friendly or hostile vehicles.

We also cover
If these flags can be added to Aircraft: 7:30...

▶ Play video
final hill
#

yeah i got that flags on poles with vics

final hill
#

in the attributes of the vic there is a field for flag...how to use it please

plain gale
#

With 3den Enhanced you can use the texture finder to get the path

#

This only works though if it's configured correctly in the vehicle config

final hill
#

I had a custom pic in my missions folder named "uk1 jpg" I put that in the flag box but it didn't work

#

Can you give an example plz

small patrol
#

Did not work how

final hill
#

Flag didn't appear on vic

small patrol
final hill
plain gale
#

Alt + f iirc

#

Otherwise look for it in the menu strip

#

Ctrl+c to copy the path

final hill
#

Wait, so I press alt+f while in the attributes menu of the flag or vic I want the flag to on?

raw vapor
#

I made a mobile respawn with the addRespawnPosition function, set it to mobileRespawn_1 object. Problem is that after the vehicle gets destroyed and respawned through the Vehicle Respawn module it's not possible to respawn to the vehicle. It just says vehicle was destroyed.. I tried also to go around it by removing the old respawn position and applying a new one with the respawn module expression but that too says vehicle destroyed

#

How do I fix

quartz junco
final hill
pastel wagon
#

is there a Init command for locking building doors we got a problem with locked doors in the editor it wont stick to them on the Server if u set it via the normal attributes!

woven chasm
#

Soo was wondering im new to single player scene and started a campaign, red hammer.. i was looking for mods and found one but i notice that it doesnt load on an preexisiting save, i checked eden editor and the mod works there but what i had to do was start a new save to get it to work in the campaign

#

Is there any work around fix for this? It sucks i have to lose progression to add a new mod in :/

small patrol
#

No

quartz junco
pastel wagon
#

@quartz junco these are editor placed buildings but the settings in them doenst stick with the server i try a command i found yourbuilding setVariable ["bis_disabled_Door_1", true, true]; later but frome the looks of it there could be an error using it on mutliple objects via the init of a building

quartz junco
#

But did you try the doors module? When other things were not working for me I just used it and it did the job in all times...

pastel wagon
#

dont remember rught now but i will try that too later

pastel wagon
quartz junco
#

Weird I have the "lock for every entity " Option

fossil cosmos
#

Hey guys, im trying to make a super short cinematic clip. Is it possible to use these animations and make the character move in the editor somehow? When i place the animation to the character he is just moonwalking around :D

small patrol
#

Don't use my Mod's way to do it

fossil cosmos
#

How should i approach it then, is it possible? I tried to google/watch some yt videos but didint find any answers 😅

small patrol
#

switchMove and such commands can help

novel slate
#

How do I get AI to perform animations in the Eden editor?

small patrol
#

Literally just above post told you that

novel slate
small patrol
#

Not sure how a Mod is related with your question

novel slate
#

Your above post says to use a mod for animations?

small patrol
#

No?

novel slate
#

Which post are you talking about then?

small patrol
#

And none of above posts said you need to use Mods

novel slate
#

That post doesn’t help? I’m wondering how I can copy and paste an animation script onto an AI unit in the eden editor

small patrol
#

I'm not available to write a snippet right now though

novel slate
#

Okay thanks

jolly blade
#

is there anyway to make something spawn in the editor with the debug console i get it to spawn the buildings but they dissapear as soon as mission is launched.

drowsy swallow
#

are you saving?

winged snow
#

Sector Control module does not work after save/load. Has something similar happened to anyone? I play in SP

grand notch
#

Is there a way in the editor to control players respawning on the Z axis? Markers don’t have a Z coord and the respawn module places them on the surface regardless of Z coord.

tight cliff
#

Can you make compositions with triggers and use them in zeus ops

#

I got this error

quaint quarry
#

Game is AAA but doesn't live up to hype -> "9/10"

#

Btw, not sure if he ever reported it to you eden devs, but zx64 brought up the other day that you can't give waypoints to game logics

#

Which is useful for marking out polygons

keen pebble
#

🍤

final hill
#

@plain gale how to enable single player respawn, this box doesnt appear in my units attributes

slate geode
#

hi guys. Does anyone have a reshade preset for arma 3?

quartz junco
#

I recommend this

slate geode
#

thank you bro

#

So, how do we change our perspective?

quartz junco
quartz junco
slate geode
#

For example, changing our perspective while playing from the internal camera

slate geode
#

ım from Türkiye. ı use to google translate sorry 😄

tulip shore
#

can anyone for the love of god help me with setting up interactive intel im struggling so hard lol

tulip shore
#

ace

tulip shore
# fossil urchin Vanilla or with ace?

I just want to put a piece of intel on a table the player will pick up and can read on their map. just text is all I need nothing fancy but I can not for my life figure it out.

fossil urchin
tulip shore
#

ok so when I type in there and test it out in mission i am unable to open to read or see it on the map options

tulip shore
fossil urchin
tulip shore
#

bro I might actually just be an idiot lmao or maybe making a couple missions in one night is not a good idea with no sleep

#

that plus burnt out from learning advanced equipment mod

young nebula
#

I want to place dead units in the mission with specific ace injuries on them, namely headshots.

Any way to do this, apart for manually going in as Zeus to headshot them?

scarlet crystal
safe scaffold
#

how come when i try to load a depboed mission in the editor I get this error

#

the mission works fine when hosted.

quartz junco
#

Do you have all the mods needed to open in with editor?

safe scaffold
#

And just to make sure the path is arma 3 other profiles/ missions right

#

Not the ones under user saved or saved or anywhere else?

quartz junco
#

I dont recommend using other mods other than standard ones. If its not your scenario use a mod that changes the mission into editable save for editor.

#

@safe scaffold

safe scaffold
quartz junco
# safe scaffold It’s a Fallujah lib port I’m just trying to rename the points on and add more an...

https://forums.bohemia.net/forums/topic/231279-tutorial-how-to-edit-a-steam-workshop-mission-scenario/

If you use this metod it should work normally. Sometime ago I found a mod that does this for you, but I dont know anything to find it. I found a steam discussion to the similar problem that you have: https://steamcommunity.com/app/107410/discussions/2/412447613561230366/

Hello, i have been trying to import a map i made from the 2D editor into the new awesome 3D editor, but i keep getting "error when loading scenario" ive looked on goodle for any kind of fix, but non of it i can understand, becasue the video is in german. if anybody could help me out that would be great :) thanks

safe scaffold
young nebula
#

Would it be possible to have sound effect play globally whenever a player dies?

drowsy swallow
late grail
#

Can someone please help me with looping an animation? It seems like it works with some and doesnt with other. I want to make guy simply repeat "Acts_Ambient_Dismissing" so it seems like hes arguing with other guy. In his int i placed

while {true} do {

this switchMove "AmovPercMstpSrasWrflDnon_Salute" ;

};

And it worked, guy salutes forever

But why this didnt

while {true} do {

this switchMove "Acts_Ambient_Dismissing" ;

};

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
prisma oyster
#

also, this is a wrong way to do a looping anim, you should use an animation event handler

late grail
#

without sqf

prisma oyster
#

```sqf example:

while {true} do { this switchMove "AmovPercMstpSrasWrflDnon_Salute"; };
//
while {true} do { this switchMove  "Acts_Ambient_Dismissing" ; };
#
this addEventHandler ["AnimChanged", {
    params ["_unit", "_anim"];
    if (not alive _unit) exitWith { _unit removeEventHandler ["AnimChanged", _thisEventHandler] };
    if (_anim != "AmovPercMstpSrasWrflDnon_Salute") then
    {
        _unit switchMove "AmovPercMstpSrasWrflDnon_Salute";
    };
}];
```I suppose
late grail
#

is this really the only way to do it inside the game?

prisma oyster
#

lett's take a step back and not focus on a solution: what are you trying to achieve? 🙂

late grail
#

so, im making scenario for me and my friend. And im just making the base where we start, theres a guy doing something on laptop with (animation that has loop in its name so i guess it must work), and i want two guys arguing and probably few other things

#

in most cases the guy didnt do animation at all, or did it once and stopped any actions

#

i tried making a trigger that activates when anyone does anything inside of it, set it as repeatable but still doesnt work

#

why isnt there like one simple command like i dunno
this switchmove "MOVE" repeat :c

final hill
cloud sparrow
#

while {true} should never be used without sleep as it will execute multiple times per frame up to when scheduler will pause it

prisma oyster
late grail
#

okay, i gave up and went into sqf thingy and it went better than i expected. This worked perfectly

while {alive n1} do {
n1 playMove "Acts_Ambient_Aggressive";
sleep 1.0;
n1 playMove ""

};

late grail
small patrol
#

Do you run this on the same script?

late grail
#

both are in the same file

small patrol
#

That's why

#

The whiles don't run simultaneously in this case

late grail
#

do i have to make a new file every time i want an npc to do this animation loop?

small patrol
#

It is not about one file but more of context

#

spawn command can run multiple scripts simultaneously

late grail
#

spawn [] ?

small patrol
#

I would do different approach if you just want to loop an animation though

late grail
#

im pretty new to sqf so i tried the easiest way

small patrol
#

Not quite sure if this is easiest but quite inefficient and unreasonable actually. But if you're brand new to the SQF I wouldn't suggest anything complex

small patrol
#

Anyways, spawn it is

late grail
#

okay, thanks

#

worked, thank youuu :3

[] spawn {
while {alive n1} do {
n1 playMove "Acts_Ambient_Aggressive";
sleep 1.0;
n1 playMove "";

};};

[] spawn {
while {alive n2} do {
n2 playMove "Acts_Ambient_Aggressive";
sleep 1.0;
n2 playMove "";
};};

small stump
#

hi friends

#

when selecting a mission on a dedicated server using #missions in chat, do you guys know how to use the correct custom difficulty?

#

where does the custom difficulty get its settings from? i checked the profile settings and it doesnt seem to be matching up

oblique parcel
#

Hey guys so I have always played with other people on their server. I’ve been wanting to play a couple ones I like with some of my buddies but I’ve been having the issues as follows
Arma 3 survival ( the bulwark one) won’t save. Duws will not allow me to use zues Kp liberation will not allow me to use the things in zues it’s just blank and will not let me place things

sullen jackal
#

got a issue in the editor and im not quite sure how to fix it (i am using mods which could be the issue im on Operation Trebuchet with ace and thats basically it)

i have a game master down and my players who are set to playable but when i try running it the game says "cannot connect to the positioning system" i did some looking online and i found its related to a anti tank mine (which i dont have any mines) and the players not having maps but to my knowledge they do have maps on there inventories?

woeful light
small stump
woeful light
#

description.ext would be where I would start.

oblique parcel
#

Hey guys so I have always played with other people on their server. I’ve been wanting to play a couple ones I like with some of my buddies but I’ve been having the issues as follows
Arma 3 survival ( the bulwark one) won’t save. Duws will not allow me to use zues Kp liberation will not allow me to use the things in zues it’s just blank and will not let me place things

#

^^^can anyone help me out?

small stump
#

hi again, does anyone know how to make briefings for different sides without the other one seeing it?

#

nevermind i used the only sync'd units can see diary task thing

mossy ravine
#

New to coding and sqf if i have created a function and want to add it to the game where do i put the code ive written? and i sthere anyone who could prrof read what ive written?

plain gale
mossy ravine
plain gale
mossy ravine
#

thank you

hidden mountain
#

is it possible to have players respawn in an airborn aircraft as the pilot(the aircraft spawns at the same time the player does with them in it) if so how would one implement this

wind raptor
#

You could use onPlayerRespawn.sqf or a Respawn EH to spawn the aircraft and teleport the player into it.

hidden mountain
#

is it possible to link this to a particular respawn through the respawn module

wind raptor
#

Probably not, but if ((getPosASL player distance _myRespawnPosition) < 1) should work 🤷‍♂️

lapis chasm
#

Is it possible to have a map marker only be visible to certain members of one side? I'm wanting to mark out the approximate flight pattern around the carrier for BLUFOR aviators, but not have other players on the team see it.

plain gale
lapis chasm
#

So as someone who's really new to editor work, would that be something done in those roles' init sections?

drowsy swallow
#

If you wanted the markers visible at the start if the mission then yes. They maybe be hidden after respawning though

lapis chasm
#

That way they have reference to the pattern around the carrier, but the grunts don't have it cluttering their map / providing them with irrelevant information.

drowsy swallow
#

You can add it to the init and see if it stays after respawn

wind raptor
#

1️⃣ Place your markers in Eden.
2️⃣ Set the marker name (the name, not the visible text!) of every special marker to something that contains "CarrierPattern" (e.g. CarrierPattern1, CarrierPattern2, ...).
3️⃣ Create initPlayerLocal.sqf if it does not exist yet (see https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Script_Files to learn how to create and edit that file; feel free to ask for help if you need it).
4️⃣ Assuming that all of your pilots and air crew have either "Pilot" or "Air Crew" somewhere in their role description, place the following code in initPlayerLocal.sqf:

private _roleDescription = roleDescription player;

if !("Pilot" in _roleDescription || "Air Crew" in _roleDescription) then {
    {
        deleteMarkerLocal _x;
    } forEach (allMapMarkers select {"CarrierPattern" in _x});
};
#

This way, the carrier pattern markers are deleted for any player who is not an aviator. This happens while the player is joining the mission, so the effect is that players who are in aviator slots spawn having the carrier pattern markers on their maps while players who are not in aviator slots spawn without carrier pattern markers on their maps.

#

This "system" is not influenced by respawns: An aviator will still be able to see the carrier pattern markers after respawning (and vice versa for non-aviators).

oblique parcel
#

Hey guys so I have always played with other people on their server. I’ve been wanting to play a couple ones I like with some of my buddies but I’ve been having the issues as follows
Arma 3 survival ( the bulwark one) won’t save. Duws will not allow me to use zues Kp liberation will not allow me to use the things in zues it’s just blank and will not let me place things

young nebula
#

I was testing respawns for my map and got this when players respawned.

I have no idea what is causing it, but the error makes me think it's related to CBRN.

I have no idea what CBRN is, I have no scripts on the mission and I haven't edited the mission.sqm either.

So I don't even know where to start looking for the problem.

small patrol
#

I'm nearly 100% sure that you have a modpack in your Mod list, which includes Chemical Warfare Mod by Assaultboy, and is outdated

young nebula
#

Welp. I guess it's time to go through them and see.

serene lake
#

hey so I'm trying to set up zeus for a map that doesn't have it built in as a mission

#

What do I need to do to have it work the same as zeus does normally, I know I'll have to do it through tthe editor

serene lake
small patrol
#

It says how to place a Game Master module in very early part of the article

serene lake
#

I understand that part

#

It’s getting player slots and parameters set up to function like built in Zeus missions that I’m having trouble with

small patrol
#

It is in Systems (F5) > Logic Entities > Virtual Entities > Zeus. You can also check missions_f_curator.pbo and its missions

serene lake
#

Yeah already have that placed and linked to game master

unique vessel
#

Hey there! How could I make a trigger or whatever so that in order to complete the task they must pick up a laptop and bring it to a location?

unique vessel
#

My Bad!

unique hamlet
lapis chasm
#

I'm wanting to make some custom images for use with the APP6 mod and just to include in the briefing / intel screens for a mission. Would making a folder with those images in the modpack the players will be using get the job done? This is the first time I've ever looked at setting up a custom image that wasn't included already in ARMA 3 such as flags for the destroyer, or similar.

upper cloak
#

hello, can anyone help me with a problem? I am currently making a scenario, but one of the vehicles I am currently using in my scenario has too much acceleration, and that's the problem, because it goes about 50km/h in a second. Can i somehow edit the vehicle config in arma 3 eden editor?

scarlet crystal
#

no

#

config can be altered only by a config patch. From the editor you can either damage the car's wheels to have it drive slower (dunno if this would help with acceleration) or figure out a script that would change its velocity.

upper cloak
#

oh, understood

#

config patch is like a separate mod/addon?

scarlet crystal
#

yup, a mod that overwrites that specific config entry. However I am not sure how much vehicle stuff is kept in them and how much is actually dependant on the model weight, wheel position etc. Dunno what vehicle from what mod is that either. Might be easier to just ask the author to fix the acceleration

upper cloak
#

okay, i'll try to figure out that by myself, thanks for help!

limber charm
#

Can I get some tips for making the blackfish CAS variant AI compatible? I had to detatch the pilots from the gunners and have the pilots strictly no-fire otherwise they don't remain in loiter

the problem is the gunners sometimes don't see anything on the ground. my temporary fix for this has been to group them to a spotter on the ground, who is themselves tasked with guarding their "squad".

surely there is an easier approach

#

Also I've been experimenting with making the blackfish singleplayer-flyable. My approach so far has been to make the gunners high command and the pilots subordinate so that they can be given cycling orders to fly around a town.

#

If anyone has further suggestions I'm all ears.

lapis chasm
limber charm
#

Cheers, that sounds helpful

small stump
#

hi friends, i may be silly mode but for some reason, when i make a mission, i make sure to set the vanilla settings to show friends on map. im also running ace, and i've tried setting BFT tracking to on, and off and it makes no difference. im hosting this mission on a dedicated server and i made sure my arma profile that's runnin gon the server has the correct difficulty settings including show friendlies on map. does anyone have any ideas what might be causing this ? thank u!

unique hamlet
ancient kraken
#

Anyone knows what better for performance? Spawning AI in eden or in zeus?

unique hamlet
#

Basically a preference question.

ancient kraken
#

Thanks!

unborn dragon
#

Seem to be having a fun issue with 3den.

When creating x amount of groups, 3den seems to love putting in the groups in a seemingly random order. For example, for one team, the role selection seems to be alphabetical, and then for the other, it seems to be in the order that I placed them.

Recreating the group seems to work, but when I move the group to a layer to tidy it up, again it seems to mess with the order. Is there any way to always specify the order that it should be?

Using CBA so renaming them with ' @Squad Name ' which is how it's getting alphabetical. But then changing the group name doesn't update the alphabetical order which is even more confusing.

wind raptor
#

On the role selection screen, groups are ordered in the order in which they are defined in the mission.sqm, which is the order they were placed in (moving things between layers probably also moves them around in the mission.sqm).
With CBA, you can use Tools > Lobby Manager in the Editor to adjust the order for the role selection screen.

unborn dragon
#

Oooh yeah Lobby manager was what I was looking for! Thank you.

#

Which actually doesn't seem to work that reliably but I'll have a proper play with it tomorrow.

lyric rose
#

alright so I need help with something i got the 3den enhanced mod
im posting this link here or else i might copy and paste the same thing again
https://forums.bohemia.net/forums/topic/280086-object-hold-action-on-3den-enhanced/?tab=comments#comment-3520006

#

not sure if this is the right channel for this but im taking a wild swing

#

last time lou helped me this time im all alone T--T

hearty anvil
#

Well that's an unfortunate (oversight? bug? intended-for-revision?)

wind raptor
#

Change Condition Show and Condition Progress from true to (Obj1 distance Obj2) < 5.
No need for a trigger.

lyric rose
#

Thanks ❤️

kind prism
small stump
# unique hamlet Sounds like the server profile settings are not loading correctly, or are not se...
blood=1;
singleVoice=0;
gamma=1;
brightness=1;
ppBrightness=1.01;
ppContrast=1.0599999;
ppSaturation=1.08;
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            groupIndicators=0;
            friendlyTags=0;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=1;
            weaponInfo=2;
            stanceIndicator=2;
            reducedDamage=0;
            staminaBar=1;
            weaponCrosshair=0;
            visionAid=0;
            thirdPersonView=2;
            cameraShake=1;
            scoreTable=0;
            deathMessages=0;
            vonID=1;
            mapContentFriendly=1;
            mapContentEnemy=0;
            mapContentMines=0;
            autoReport=0;
            multipleSaves=1;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=0.5;
        precisionAI=0.5;
    };
};
activeKeys[]=
{
    "BIS_Antistasi_takistan.takistan_done",
    "BIS_NightAssault.Malden_done",
    "BIS_UkraineMissionReal.gc_krayina_done"
};
sceneComplexity=100000;
shadowZDistance=100;
viewDistance=1000;
preferredObjectViewDistance=800;
pipViewDistance=500;
terrainGrid=25;
volumeCD=5;
volumeFX=5;
volumeSpeech=5;
volumeVoN=10;
vonRecThreshold=0.029999999;
volumeMapDucking=1;
volumeUI=1;```
heres the profile settings bro
slate geode
#

hi guys

#

Does anyone have a reshade preset for arma 3?

scarlet crystal
thorny mountain
#

Would I ask for help with making a mission here?

#

or another channel

#

Nvm

dense zephyr
#

Is there script to disable weapons MOA? I created long range sniping training yard to learn some specific rifles bullet drop. I found no sway/no recoil/bullet trace, but cant find script to disable moa so only bullet drop remains.

prisma oyster
#

@slate geode no allcaps, thanks
Your best bet is a reshade discord/forum, not Arma
anyway, unrelated to #arma3_editor

slate geode
prisma oyster
slate geode
#

thanks

unique hamlet
dense zephyr
#

tracers:

[this, 20] call BIS_fnc_traceBullets;

#

I found no sway/no recoil/bullet cam/bullet trace, and now i need only set guns with 0 MOA.

unique hamlet
dense zephyr
unique hamlet
#

as far as i know, no

#

those stats are typically put in the weapons config

dense zephyr
#

ok sad. Then about bullet impacts is there way to set amount of them like in bullet trace [this, 20] or set it to [this, 1]

hoary cloak
#

Is there a way to limit AI driving speed? I want to limit a convoy to 25km/h and the only thing I’ve found is limitSpeed 25; but they just don’t listen and still go as fast as possible (like 70+) even if I set them to limited speed

supple holly
hoary cloak
hoary cloak
sinful zenith
#

You can use a "Fired" eventhandler.
Grab the projectile.
Its velocity will be with random spread already calculated in.

Get the velocity magnitude. Get the exact aiming direction of the weapon.
Multiply that direction by velocity, and apply it to the projectile. Tadaa zero spread.

jade rock
#

Im working on an ALIVE mission and really want to have an immersive base for my players to launch their operations from - anyone have an ideas? Stuff I have already - radios around the base, AI sitting around, manning posts, I have a few scenes made with animated AI (some cooking on a grill, getting a briefing from a CO, treating wounded) I have occasional helicopters dropping off supplies, a POW in a cage. What else can I do to make my base more alive and breathing?

scenic cobalt
#

If you can add random conversations. It’s a lot of work but can help make it feel more alive.

jade rock
#

Im using SOG Prairie Fire - so the AI actaully just naturally talk and say stuff which is cool.

#

I do face some towards each other with a talking animation as well.

unique vessel
icy seal
#

Does anyone have any good videos or tutorials on how to make intro mission cutscenes? I want to use a mixture of text and images, happy to make a separate video and use it as a starting cutscene...if possible - im not sure?

dense zephyr
safe sand
#

How do I change the name of an npc to johnny. What I am seeing now is Sharpshooter

scarlet crystal
#

which one, the one displayed when you put your crosshair on the unit or the one in squad commander's menu

#

if former you can't, it's unit's title not its name, you would have to create a new one in faction config. The latter you change with setname/setidentity

scarlet crystal
#

there are a lot of names "during playing".

#

or maybe this??

safe sand
#

yes, this "2: Grenader" I want to change to "johnny"

small patrol
#

There is no way

safe sand
scarlet crystal
#

and you can hide it, it's in difficulty settings.

unique hamlet
scarlet crystal
#

some of these objects are available as intel items that can be picked up and fit most of containers, including uniforms. And if you properly script it, dropping and picking up won't matter

safe sand
safe sand
#

How to hide the unit's text messages?

unique vessel
vague geode
#

Hi, i want to lock this door "Land_BackAlley_01_l_gate_F" for civilians and opfor from eden editor. Any way to make that without scripting ? Just with trigger and object init ?

inland pulsar
west fog
#

hello

#

i seem to be having a problem where a helicopter synced to a respawn module keeps respawning at their starting position

#

even tho the position is set to " respawn positions synchronized to respawn vehicle "

#

some help in figuring out whats going on would be really appreciated

unique hamlet
#

have you edited the respawn positions attributes?

#

theres this option in vehicle respawn module attributes

west fog
#

yes

#

ill send a sreen of the attributes here

unique hamlet
#

you have all of the modules with the exact same settings?

west fog
#

yup

#

i got like 3 or 4 of them

#

ur thinking that could be the prob ?

unique hamlet
#

if they all have the same settings/attributes, and linked to the vehicle, there shouldnt be any reason for it to not work

west fog
#

welp

#

and its only this one vehicle that doesn't wprk

unique hamlet
#

do you have use different veh respawn modules for each vehicle, or do they use the same ones for all?

west fog
#

diff moudles for diff vehicles

unique hamlet
#

then double the check the attributes of all

#

of the one that is having problems

west fog
#

it only this one

unique hamlet
#

double check that vehicle, if its only that one, more than likely one of the respawn modules attributes is wrong

west fog
#

oh wait i just relaised what ur msg said

#

there is only 1 repsawn module synced to the vehicle

unique hamlet
#

and the attributes is as in your picture?

west fog
#

yes

#

i changed the delay to 30 now

unique hamlet
#

hmmm

spice lynx
#

uhh silola will be furious. no DAC with custom zones and stuff

queen vapor
#

or just find out a different way of doing it :)

icy seal
#

Does anyone have a code for making a player invincible when walking through a trigger. Then the next trigger they reach makes the take damage again?

wind raptor
icy seal
#

thank you

sour wasp
#

Heya, I have a problem with the Create Task modules

#

I use it quite often, usually in succession and for whatever reason, the first task in the order never wants to complete itself

#

In order for a task to be able to be set as complete, it first has to be created with a trigger and not just on its own apparently

young nebula
#

I have run into a bit of a pickle. I use virtual zeus on my mission, but right now, when I start multiplayer I am unable to spawn in as the zeus becasue "respawn is disabled".

Players can respawn without issue though. Any idea how to solve this?

#

I have tried adding respawn for logic, but doing this causes the virtual zeus to die randomly.

lethal rover
#

Does the editor give you assets to use? Is there a wide range of assets to use?

small patrol
#

Yes

olive plume
#

how annoyed would you guys be if I came here like every day for the next god knows how long until I can code sqf by myself as I work on making a long form custom campaign?

prisma oyster
olive plume
#

yay 😄 then prepare for some hand holding as I have a lot of ideas and 0 experience with SQF lmao

chrome storm
#

Hello, I want to add ai to a base just for ambience. What's the best way to do this for performance? Is it enough to place them then disable ai and simulation? I was hoping to put some ambientAnims on them but I heard they aren't that good in MP since they aren't optimized on MP.

plain gale
#

You can use dynamic simulation on them. Or hide the layer once no player is nearby.

#

Ambient animations is sadly true.

#

@prisma oyster where is that optimized ambient anim function you have promised?😄

chrome storm
#

Will the show/hide modules have the same effect?

prisma oyster
plain gale
#

I think they just hide the entities.

plain gale
prisma oyster
#

it's all written already yep

plain gale
#

You can also try 3den Enhanced. It has build in ambient animations .

plain gale
chrome storm
chrome storm
#

Ohhhhh! So is this better to use in MP? That'll make my life so much easier hahaha

plain gale
#

It doesn't create endless logics like the vanilla function does.

chrome storm
#

Thanks so much! Didn't know that at all!

plain gale
#

There are some mods that break it though. So you just need to test it.

chrome storm
#

Will do! Thanks so much R3vo! I see your comments all over the wiki, thanks for all the contributions!

plain gale
#

You're welcome

chrome storm
plain gale
#

Kinda. But it's hacky and not intended.

#

You would need to execute the attribute code on the unit.

chrome storm
#

Got it! I won't force it haha thanks!

unique hamlet
#

is it possible for a respawn point to be an area?

like a 100m circle, where when the player chooses that spawn point, spawns randomly in that area

neat quail
#

hi i need help with building doors, i dont do anything to lock them but they are being locked once i open and join my server. any solutions?

#

some of them are not locked but lots of em are

prisma oyster
unique hamlet
#

wait, that easy? oh noo

#

i have went all way and around thinking and its just a matter of a names

unique hamlet
#

hmmm, but, i cant sync a marker to a trigger

gloomy geyser
#

which DLC is the one with the chess knight?

#

as its little symbol in the ditor

#

editor

prisma oyster
#

TacOps iirc?

gloomy geyser
#

sick thanks

livid sedge
#

Anyone know of an easy way to light a large open room, like a hangar?

gloomy geyser
#

why is it saying "on activation missing ;" when I very clearly have the line say "a AIenable "move";"?

scarlet crystal
#

whoops it's too late for me.

scarlet crystal
lethal rover
#

does arma 3 editor have the sculpting brush like reforger tools?

sinful zenith
#

This channel is about the mission editor, which doesn't let you edit terrain. Unless with mods maybe. But not by default

unique hamlet
plucky cape
#

hi

lethal rover
#

I see videos on this stuff and it just has someone taking a picture from real life

#

And putting it into the editor

#

I want to make my own map

#

Not something from IRL

scarlet crystal
#

it doesn't matter if you want it to be an IRL terrain or not, you simply cannot make your own map in Eden editor and that's it

#

deformer allows you to sculp existing terrain but it's barely a fraction of what the terrain builder has, not to mention that it produces a lot of data and can slow down your mission and loading speeds by a lot.

scarlet crystal
#

you can head to #arma3_terrain if you struggle with this tutorial but so far this one is the most competent one.

lethal rover
#

So those guys that take images from the earth cannot add things to the map and cannot sculpt the map?

scarlet crystal
#

I have no idea what you are talking about

#

you can use sat data to create terrains, but Editor is for mission editing, not terrain building. Terrain Builder and other 3rd party tools allow you to use sattelite images to generate all neede stuff.

lethal rover
#

Oh

#

Now I get it

#

So I guess my new question is can I make a map in arms reforger and make it playable in arma 3? Reforger only gets 1k players a day

#

@scarlet crystal

scarlet crystal
#

that's a question for people in #arma3_terrain channel, but I assume you can't. The terrain mass itself probably can be somehow exported from Enfusion to specific files for heightmap, colors etc, but buildings, roads etc. are Arma 3 specific

lethal rover
scarlet crystal
#

what's AR

lethal rover
scarlet crystal
#

ask there

unique hamlet
#

trying to make a area respawn for sector control

i have respawn positions for both sides that lock/unlock based on controller, but im trying to make it so that the spawn is a randomized point in an area rather than a specific point

lusty tangle
#

Hello, I want to configure the ace mod, so that the coma lasts exactly the time of 40 minutes, like this setting. My problem is that as soon as a teammate is too seriously injured, he dies immediately without being able to treat him.
How can we ensure that no matter the injury, he doesn't die directly? THANKS

magic magnet
#

Does anyone have a composition for a "safe zone"?
want my players to stop TKing at spawn

hexed thorn
#

how can i fix that error

scarlet crystal
#

how is this related to editor

vestal perch
hexed thorn
#

ty

copper trout
#

How do I set up respawn?

#

I followed a tutorial and it didn't work

vague rampart
#

Hello i have saved a senario that i made in eden editor but how to i play that senario with my friend? Any help appreciated.

scarlet crystal
#

export it to multiplayer in editor, host a mission if you have everything configured, make sure you both have the same mods loaded and done

vague rampart
bright plaza
#

Currently making a scenario for my buddies that is set in the gulf war. But I can't find any mods with vehicles and so on from that era. I have the troops, but no vehicles. The american vehicles I have are driven by more modern troops. Any mods or is there a way to make my own? I tried making custom compositions but it is very janky in zeus.

fading goblet
#

RHS has most of the vehicles from that era, unless you're looking for something very specific

bright plaza
#

I was looking for a mod that has the 90s troops + vehicles. Cause its weird when I use 90s marines but the cars carry modern ones.

#

But thanks anyway!

gilded nimbus
#

Hey there guys, I'm currently trying to utilize buildings and objects from a terrain however I can't find the actual object and or terrains in the editor, I reached out the maker of the map and he told me it has to do with how their access is set up, I'm curious as to if I could find the class name of the objects similiar to the large tonoa hanger that's split into two halves, my hope is to find the names of the objects and spawn them in with the debug console, if anyone could tell me how to find these and or how to place them it'd be greatly appreciated.

prisma oyster
gilded nimbus
#

thank you

#

Would this also work for the vegetation?

prisma oyster
#

most likely not (""), as these are not declared objects but directly 3D models, iirc

gilded nimbus
#

I gotcha, would there be any sort of way to ever make them as placables in the eden editor or is that more of a lost cause lol.

prisma oyster
#

some mods do that iirc; but IDK if they setup dependencies after that

gilded nimbus
#

Makes sense, I also was doing a bit of reading online and theres debug scripts I can put in where I can list the objects I'd like to place and they'd randomly place them for me in a designated area right.,

primal wave
gilded nimbus
#

Right on thank you.

forest gyro
#

i need help with shit

#

any vehicle i place in arma 3 the crew isnt fucking editable

#

so i cant move the vehicle and shit unless i get the crew out and then do it

#

does anyone know how i can fix this

prisma oyster
#

less poop, more info thanks

#

try without mods

forest gyro
#

its fixed

leaden tangle
#

Hey is there anyway to set a speed of a plane, I’m trying to make a plane fly by at low speed but can’t figured it out !

leaden tangle
prisma oyster
prisma oyster
#

quit pinging me - thanks

leaden tangle
#

Want to make this with 2 jets in the background flying at same speed

eternal adder
boreal harness
#

does anyone know how to dpbo

small patrol
#

dpbo? dePbo you mean and why?

cobalt orbit
#

Quite lost in making objectives work. I've made them appear, but all of them are always visible, no matter what.
Each individual Create Task module is set up with the options shown in the first image, and is synced to a task destination, which is either synced to another object like in this case a boat or something else, or is set as destination: module position
Tasks are activated using triggers synced to task states. By default, all tasks are created (Not assigned) and are not always visible in the option
I've also included a diagram for what it looks like in the second image with some annotation
I'd like to be able to avoid creating these on the go as I want this to be a minimal zeus work kind of job and I want it to flow smoother, but I have no idea how to do it. Scripting would also work, but only if the explanation on how to do it is very detailed as I am a complete beginner, so in short, the best solution would just be one that I can do in 3den editor without much scripting needed

#

Also unrelated, but how do the official campaigns get detailed and curved lines on their map markers? I haven't found any way to make it so that a detailed outline of a region is marked as opposed to just an elipse or rectangle

cobalt orbit
#

And just to remove one more variable, just ran it completely modless and set it up in the same way as I would normally and it still shows both despite the second one being only created and not assigned by default

inner creek
#

Hello, I keep having issues with opfor shooting random members of their own side and also civilians when they definitely shouldn't be. I believe it may be the friendly fire scoring system (the system that makes ai shoot you if you've friendly fired) bugging out but I'm not sure. Has anyone found a fix for this problem?

winged sun
#

Is it possible to get map markers placed in editor, while still in editor? I need to run a script in editor to spawn stuff I need to later export for terrain making. I'm running the script via debug console. I would need to get markers I placed on the map in the editor to run my script properly.

winged sun
#

🤔 Maybe instead I should consider running the object exporting script from within mission.

cobalt orbit
#

Luckily as I use all triggers for my tasks, this is very easy, but I don't know how to do it for a trigger to check if a previous task is complete, so gl on that

scarlet crystal
#

A created task is always visible because it's created, that's how it works. Not sure where did you get an idea of it being hidden tbh, there is no setting for that in these modules. Unassigned means it's not selected as active in the task list. If you want it existing from beginning and not visible to the players, assign it to a different side or a single dummy unit and then use setTask to reassign it to the players.

#

You would have easier time if you used commands instead of task modules tbh, they are infamous for desynchronizing and breaking the flow when used in multiplayer and people JIP.

scarlet crystal
jade rock
#

Whats the easiest way to make an AA gun just shoot randomly into the air?

sonic bane
#

there is no "get out" option in vehicle

#

i am stuck

#

in the vehicle

#

this game is heavily bugged

#

you stay 99% of the gameplay in editor and the some bug ruins your whole scenario

gusty blaze
#

And that's why we love it so much. And for few other reasons.

scarlet crystal
#

unless your issue is not related to eden editor itself, then you and we all will benefit from you learning how to read.

dim kindle
#

my modlist is absolutely bloated

#

like

scarlet crystal
#

then make yourself a beverage in case you might dehydrate while verifying it.

dim kindle
#

i am having issues disabling stamina and it is absolutely my mod list.

#

i might just shoot myself just go over my modlist and see what I use

#

and dont use

#

let me see what mods I wanna keep and which ones I dont

#

loaded mods 73

#

off the top of my head there are like

#

a few total conversion ones so

hexed ether
#

How does the addon options work? if i want to change the settings for just this mission specifically and override what people have set for their settings, do i change the 'server' settings or the 'mission' settings

#

whats the difference between the two

scarlet crystal
#

server settings are, well, for servers, in singleplayer you (or the player) are the server so whatever you change there, it will overwrite settings from the mission (assuming you check the marker to do that). On actual dedicated server you can either run mission, edit the server settings and then restart to have them work or, if using CBA, have a custom settings file.

Mission settings are for mission, they will overwrite players' settings. That's what you should change when designing a mission. You can set to overwrite clients (players) in case a certain setting is crucial for the scenario.

#

First loaded are the Server settings, then Mission settings are applied to options that Server settings don't edit, and then Client settings are applied to everything not edited by previous two.

heavy pivot
#

Can anyone help me of making a map I tired bit I need you some guys to do something for if yall intreasted please let me know private dm me thanks

heavy pivot
#

@scarlet crystal

small patrol
scarlet crystal
hexed ether
#

can someone help me with PBO project?

#

im trying to work with the "1 troop slideshow system" and make a pbo as it instructs

#

but in PBO project doesnt work, it just gives me an error that says

'Packing failed

view the dos screen and
View -> output

for the cause(s)'

small patrol
#

What system and what instruction

hexed ether
#

idk what that means

small patrol
#

pboProject > Setup > Exclude From Pbo > Restore Defaults

twilit snow
#

Does anyone know how to index a map? if so can you shoot me a message im trying to find someone that can either share a indexed Bala Murghab map with me or point me to someone that does

prisma oyster
#

put your index on the map…?

twilit snow
#

i wasn't able to get it to work or find the right files for it, i wanna get alive to function on it

hexed ether
#

i gave up and tried to use the regular ace slideshow system, but its terrible

#

you saved me

languid dagger
#

Anybody have any idea why this keeps coming up, I’m trying to edit and anytime I go to run the scenario it comes up with this then puts me back into editor mode.

small patrol
#

Probably a bad Mod or script

prisma oyster
#

(also: you have a PrintScreen key for this reason ^^)

small patrol
#

Or F12

prisma oyster
mental imp
#

hey if anyone can help me, i am having a issue with making missions for my dedicated server, i am doing it the way i always have and just recently it's saying 0/0 players and Maxium number of players reached anyone know how i can fix this?

scarlet crystal
#

mods mismatch probably, unless you didn't set the min/max number of players in your mission and server

mental imp
#

Sorted it, it was something to do with Hatchets h-60s

chrome plover
#

im trying to load a mission in the eden editor on corregidor but it keeps crashing and saying this error - Internal error: Rendering command buffer too small anyone know a fix?

prisma oyster
chrome plover
#

but it doesn't do it to any other map its just that and a few others

prisma oyster
#

¯_(ツ)_/¯

spring garden
#

Hey how can I turn headlights on for a unit of starship troopers

#

Please and thanks

#

In Eden of course

sinful zenith
# chrome plover

modded terrain? sounds like there is too many objects. Maybe reduce view distance before loading it

icy seal
#

Anyone know how to fix this error with my custom patches on start

prisma oyster
#

yes, fixing the code works

icy seal
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🤣 thanks captain

prisma oyster
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well :) who wrote this code

icy seal
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the bohemia forums

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I fixed it now. I placed it in the wrong init tab

dim kindle
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anyone know of a simple object init that adds random weapons and items to crates/boxes

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would use ravage but it dont work outside of the map or on water XD

dim kindle
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or a script

prisma oyster
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well, yes?

trail matrix
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Hey gang,

Currently taking advantage of ambient animations through Eden enhanced (I believe that's what gives me the ambient animations menu when in the Attributes menu).

Currently, during testing scenarios, I'll create a duplicate of a unit that will use the ambient animation. The ambient model will be visible when the scenario starts, and then after a specific trigger, that model will be hidden and the non-ambient model (combat ready) will switch to viewable.

Anyone have a better system for something like this?

scarlet crystal
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you could just run a function to "free" the unit from the animation

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_unit call ENH_fnc_ambientAnimations_exit

scarlet crystal
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the saved folder contains only the saved missions, so those you played and made a save when exiting. Downloaded ones should be somewhere in Steam\userdata\SOMERANDOMIDHERE\ugc\referenced

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not really related to editor btw.

jade rock
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Whats the easiest way to get the spot lights pointing up in the sky?

small patrol
jade rock
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doesnt seem to do anything

small patrol
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Without your code I can't say anything

jade rock
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light lockcamerato [spot]

where light is the name of the search light and spot is invisible helipad in the sky

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its in the init of both the search light and the gunner on it

small patrol
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turretPath is required

jade rock
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it was to put an array in that area, what would I put here?

small patrol
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[0] maybe

jade rock
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didnt work - got a script error

small patrol
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?

jade rock
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error type number, expected array

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Arma 4 needs to just have a "Shoot in the sky" checkbox for Search Lights and AA

small patrol
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I don't know why you are saying a wish out of the blue. What you need to do is tell the code

jade rock
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I dont know how to freaking code

small patrol
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It is not the question