#arma3_editor
1 messages · Page 11 of 1
To answer my own question, all I had to do was export to singleplayer lol
how would i go about having a helicopter crash and then having players wake up on the ground?
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
so i can add animations and stuff and decorate it instead of just having a heli
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
https://community.bistudio.com/wiki/BIS_fnc_ambientAnimCombat
They're not supported anim set
@small patrol so is there a different way to do it?
Different way to do what?
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
Do you mean this?
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
You can script it anyways. In a better ways to do, BIS_fnc_ambientAnim is actually using very old/unoptimized way to do
Oh, what's the best way to do it then?
EventHandlers
@small patrol so it would be....
this addEventHandler ["animstatechanged" , {params ["GUARD"] ;
?
Ok probably not that lol
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
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Group_Event_Handlers
I meant these are “better” ways, and I haven't said it is “best”
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?
It does NOT let you to animate unless you write a script within. It is just a trigger of a script
https://community.bistudio.com/wiki/Category:Command_Group:_Animations
playMoveNow, switchMove etc
@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"?
animate is not the command to put an animation to a soldier
@small patrol switchmove?
Pretty much but I'm not going to explain A to Z because it takes forever to do
In case you own Spearhead 1944. I wrote an ambient anim function for it
@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...
I don't unfortunately but thank you
If you meant one and half minutes of scripting can satisfy your goal, go for it
Hey, does anyone know how to play a mission that i made in editor with my friend?
So we can play together against AI
You need to have a two playable units in editor, then export the mission to multiplayer via the Eden Menu Strip
Then just host a server, select the mission and let your friend join.
Thank you so much man!
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!
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?
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?
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
AI convoy second vehicle keeps stopping
i even have AI mods like LAMBS
i literally spend 99% of this game in editor
anyone have a fix?
Do they stop at waypoints specifically? If so increase their completion radius
no
If not maybe try and mess with their state
the lead vehicle stops randomly and then the second one is broken forever
Like safe or combat mode
Try changing drivers only to careless
i played ARMA 2 for a long time and never had issues like this
Or group state
how can you set the live feed fnc to a screen?
https://community.bistudio.com/wiki/Procedural_Textures#Render_To_Texture
This and setObjectTexture
no crossposting please
you will most likely need scripting, or timed triggers
How can I get the classnames from vehicles from inside zeus?
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.
technically it is possible, but it's not easy
you have to manually write a mission.sqm file
I suppose there is no easy way to do what I want?
"technically it is possible, but it's not easy"
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
hello quick question, what is the photo resolution of the briefing room desk prop
anyone knows how to open antistasi plus in eden editor?
that kind of mission is generated via scripts not Eden editor. even if you do open it there's probably nothing useful in it
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?
could i perhaps grab some help from someone regarding CDLC and zeus
assets specifically
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?
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?
yes
I never saw someone who did that how do you do that tho?
Is there a mod for that?
This is what you want.
You can use the ORBAT module to create these interactive markers on the map.
Then define the config in the description.ext
And insert the config path into the module.
or you can use this function https://community.bistudio.com/wiki/BIS_fnc_createTooltip
I have recently added some decent examples.
if it exists in vanilla content, it can be made in the vanilla game 🙂
True, but this system is pretty badly documented
not denying that aspect here
Yoo it's working damn thank you guys so much
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
small check box on bottom of objects list
thanks
Or press Alt when you put a vehicle
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
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.
Is there any typical reason (in terms of how the server spins up etc), that this might happen?
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
Does the code run at all?
yeah, works fine second and subsequent times
ah, sorry, I get the debug message yes, but no setPos _spawn
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 🫡🙏
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?
Ive been clicking all morning and getting nowhere! lol Im already bald or I would have pulled a hair out or two 
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.
request menu where?
I want to change the cp cost for the assets and change them from the vanilla warlords to sog vehicles.
I believe SOG already provides a compatible warlords version
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?
will the onslaught and tracker area modules still work?
hey i would like to make a mod similar to playeruknown dayz mod for arma
will the trees render low detail like this on arma 3 or arma reforger?
i need this simplistic look
should i use arma 3 or reforger
I have no idea what is your question
Do you want to make a Mod for Arma 3? Or Arma Reforger? Or even Arma 2?
whatever one would have more players
does arma give free 3d assets to use?
or do i need my own
i want to make a little battle royale project
but i am worried that it would not have many players
yes
no
some guy told me arma would be a good to make a game in
- You at least should to do anything to learn what both Arma can offer and cannot
- Arma 3 has the biggest playerbase today vs Refoger has more advanced tech
- 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)
- Then, what is your question first? Why is a tree concern?
tree question doesnt matter anymore
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
then i remembered that pubg and h1z1 started from an arma mod
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
You can in Arma 3 I guess. You cannout out of Arma 3
is it a dumb thing to do?
If you think so it is I guess
is it like fortnites unreal engine where its easy to do or do i need to use some coding on this?
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
hmm
if its alot of programming i may aswell do something on unity and wait to buy more 3d models
Have no idea why is Unity and buying 3D assets here are thing to concern
bc i want to make a game but making a game costs alot of money
I thought you're trying to make a Mod for either of Arma
yeah but if it needs alot of programming i will do it on unity and not arma
I don't even think you can escape from coding on Unity either
you cant
thats why i may aswell make it on unity instead of arma
if arma is going to require alot of coding
Okay 
@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.
I just need a good battle royale to play
I’m looking for whatever makes it as easy as possible
To make a BR how I want it to look
how to edit the inventory of an AI (like give him a placeable anti tank SAW)
Right click them and select arsenal or change loadout
@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.
Is there a fix for this?
Sorry I'm not familiar with warlords or what an observer slot it
Alright thank you.
I have a few more questions for you. I have been plagued by problems for weeks and you managed to help me resolve one of them.
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.
What system is respawning them?
Its a module In EDen editor.
Vehicle respawn module.
Are you synchronizing the vehicle to the module and setting the settings correctly?
Whats the timer on your garbage collector?
What time did you set for them to respawn in the module?
Now I am not sure If each vehicle needs a module or can they all be synced to one of them.
Timer for garbage Is 5 to 10 mins
Yes then this has been done.
At first It was 10 mins.
Then for testing during live play 1 second.
At 1 second this would work for about 5 mins and then some veh would spawn and some would not.
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?
I can send a photo of It In a P.M
why cant you send it here?
It should let you...
I tried dragging It to the chat but It will not allow.
Forced Respawn should be disabled, that might be causing your issue
Thank you.
I will give this a try. My understanding was when the module timer activates It will force the respawn of the veh
I googled it and it said that it meant when the module activates ALL synced objects respawn even if they arent destroyed
Not sure how this would create the Issue.
I will test It and see what happens.
I will also modify the trash collector time.
not sure where else to ask this question, but is lambs or Vcom better?
for ai improvement
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?
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.
each trigger as in, standing in two trigger areas in the same time?
As in two different players each need to stand in their own, different trigger.
At the same time
So, two players, two triggers, activate in the same time?
I don't recall right now if it works, but how about to synchronize both triggers?
Okay so how do I make some artillery rain down with a trigger?
I'm playing the Vietnam dlc for arma 3
Incredible game
In Eden editor ofc
U have to put a trigger
Find it
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.
@dim kindle I've got that
Dude Arma 3 is the best
Arma reforger is like some weird experiment.
Not a fan
I am trying to find BIS function for respawn.
How do I find these functions?
Ah found It
How do you add images to a picture in the game
Anyone have any fixes for falling Into the carrier when walking around?
I notice that this happens In certain areas of the carrier.
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?
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
Settings > Video Options > Visibility is set to 12000
Game Logic has 'setViewDistance 9000;'
Actual view distance used when entering the game is 200 meters.
makes testing my mission very PITA.
game won't lower the view distance to anything less than what' set in video options unless it's enforced by the mission (not your case because its your mission) or a shitty mod.
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
I must keep this exact modlist (I am not authorized to change it) per my unit's rules for mission makers.
The game logic is present, and it is not working.
with no mods?
To clarify this, it's the same modlist as the rest of the unit has used for several months, no such issue has occured in anyone else's missions.
then ask any other mission maker from your unit for a copy of their mission and compare what they did to what you have.
I see this as a mod issue nevertheless, setviewdistance command has been working since its introduction.
Currently, the mission is a game master module attached to a virtual slot, a slight tweak to environment settings to make it rainy, and the game logic setting distance.
btw you'r etesting this on your PC or on a server/MP environment?
locally.
it will go on the server once I get it stable here for further testing.
does the view distance change if you set it through debug console when previewing the mission?
Yes- that's what CH View distance does.
then you can set it with a delay if you don't want to spend too much time on this.
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
Loading the mission with no mods does make it work, which baffles me because nobody else has this issue.
How would I do so?
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.
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)
it also resets when I switch back to zeus
¯_(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.
oh, no, I was given config. I'm just having a bug that nobody else in J-3 is having.
(Sorry, J-3 is our mission making group)
No one ever answers my questions 😦
Thanks but I already know about setName, I'm trying to change names of the squad members in the leader HUD at the bottom left. Even with setName their names stay randomized
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
This is not for MP, I'm a pure SP guy. setName only works for the player unit but not other playable AI units.
How do you test setName?
String or array?
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
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"];
I see. I will test it out later, how would I go about applying these commands to specific units though? Say I wanna apply this to squad member 3, how would I target them? Does _unit become 3unit in this case?
How do you want to do that?
In game change the name of the unit or in editor ?
There are many ways to do it.
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.
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.
are they on the safe behavior? in Aware and when threatened they will dismount until given a waypoint
they are safe, and they have a move waypoint several kilometers away
even setting them to careless, it doesn't work.
the vehicles are also ignoring their move order
And if I wanted to put it in a unit's init tab, would the command be _this instead of _unit?
Trying to find a solution to a problem I think might be happening from respawn options In eden editor.
Is there an addon similar to DMP that can use and spawn units that you've changed equipment for in the Virtual Arsenal?
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.
is there any mod to build a mission in editor? i want to do some tasks, like intel and similiar.
There are some but I think Vanilla way to make missions is alright
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
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?
i dont have a certain scenario to do, but knowing how to setup somethings easily would help
Contact me on DMs I will catch you tomorrow because today I have an Operation
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?
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
So I have been trying to get white smoke but all my fiddling only gets me to a light grey. Is that a limitation?
hi all. is there is the way to copy the whole object's config into clipboard from eden editor or splendid config viewer
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
Use one of utils
None of end users do use C++ to do ingame stuff unless you make an external extension. This is not a rant channel or claim some invalid info, but "ask for help/suggestion"
can someone help i spent hours making a scenario and suddenly this happens
We can read nothing
Write full error
No entry 'C:\Users\Abuza\Documents\Arma 3\missions\chechnya.altis\mission.sqm.version'.
Your mission.sqm is somewhat corrupted
is there a way to fix it?
Try if Merging mission works. Ctrl+M
doesnt work
Then don't know, if your mission.sqm is binarized maybe there is no way
sorry but there is no link (
Link of what
of utils i guess
https://community.bistudio.com/wiki/Arma_3:_Utilities
Do you mean this
Does anyone know if it’s possible to make AI helicopter pilots deploy flares when they are fired at/locked on by missiles etc. ?
They should do if they have one by default
Ah gotcha, the model I’m using might not have it then
No way to fix it now if binarized. In the future use 3den Enhanced + Pythia mod and enable mission.sqm backup in the preferences.
I put 2 zeus on the map but when I enter mission there is only one player to select
what should I do?
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 ^
thanks dear
and another thing:
how can I use camera position module in gamemaster?
I mean how to enable it
how can I disable teleport on game master?
don't crosspost, thank you. I deleted in #arma3_scenario for you
Anyone ele have the issue when creating mission tanks that are grouped contain some that never move when given waypoints?
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
That's an 3den Enhanced attribute. You cannot influence the order.
I'll see if I can fix it in my mod
Do you make 3den enhanced?
Yes
And you just happened to be here to directly answer my question about your mod? Thats fucking amazing.
Thank you so much haha
You're welcome.
Description Briefing attributes have random order Steps To Reproduce No response Expected behavior Order should stay the same as they are listed in the attributes. 3den Enhanced Version v7.8.9 Arma...
I have created an issue. Once I have some time I'll look into it.
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
I don't think there is such an option
You can set appid but that does the opposite of what you want
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?
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.
Debug Console
no problems here
have you named something group?
it woudn't accept, so no, just tested
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
Yup
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 😛
Blue lines the lot
For context, I am no stranger to arma scripting just been away for a while
just place yourself and check
will do
All default no mods active
did it work?
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
hooray
Arma is very little broken 🙂 Only very miniscule things usually fail.
just validate and bam!
I know, should have thought of doing that first to be honest
good times, back in my day there was no Steam to check files and sh*t, had no uninstall and reinstall...
cassette tape? floppy disk?
cassete baby
C64??
ZX 128K
Ah, yup never had a ZX
great games
I agree but I dont think I could go back to those times now
sure, upcoming games are very exciting
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?
What are you trying to add, magazine, weapon, item?
a pair of goggles, some helmet covers, and a gasmask, they all go into the "Facewear" slot
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
let me try that rq and tell u if it works, thanks for the help :>
it didn't :<
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?
yes, but supplybox replace with this
gotcha, mb lol
yea it works now, if there's multiple items do i just make a new line with the next item or is there a way to add multiple items with the same line?
multiple lines only. Not that I know of, you can't.
oki, ty again
🫡
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?
Im having an issue with a mod, the Holster isnt working at all, Ie pistol isnt showing in holster, any fixes?
Is it possible to select all items instant for the Arsenal or i need to click every item by my self?
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
also is there a way to use the CAS module for modded aircraft?
Any Idea how to make a turrets under AAF control without placing a unit In It?
When you say turret, do you mean an automated turret? Because to my knowledge, those only work because it has a faction alligned AI inside it.
Nato turrets like VLS and ship defenses. I have turrets that I want AAF controlled until players on Bluefor or Opfor can hack them. Issue Is to make It AAF controlled you must place an AAF unit IN the turret which when players go to hack will not work. It does the action for hacking but does not flip It.
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.
You maybe delete AAF unit and spawn corresponded AI and call it a scripted hack
I did not understand.
What part you don't
I have found a solution to the Issue. It Is not quite what I hoped for but It will do for the time being. Thank you for your response.
those things have a invisible UAV unit in them you just need to change the type iirc
IIrc?
"If I Recall Correctly"
Alright.
Yes this Is true but having them for a specfied faction Is the Issue I am having.
Turret Is empty as of now to allow the players to hack It.
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
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
If the animation isnt looping automatically then you might need to just keep recalling it
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.
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?
They should respawn on their corresponding original spawpoints, unless specified otherwise. (You can change spawn pos to death pos in attributes of the module)
Thanks!
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
thank you 😄
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
Is it possible to hide compositions that have entities missing / currently not loaded?
nope, you just don't click them and you don't get any missing entity warnings
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?
You are correct
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?
no
simplest way to do it please
drop cargo waypoint?
no as a support on call thing
then definetly no
is there a way to add custom country flags painted on the sides of vehicles?
if you do a graphic mod and post it to workshop - yes
so none are available to use now?
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...
yeah i got that flags on poles with vics
i tried with the method shown in the video but the config list wouldn't open
in the attributes of the vic there is a field for flag...how to use it please
You provide the texture of a flag
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
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
Did not work how
Flag didn't appear on vic
What R3vo said. Try in vanilla vehicle
how to use texture finder?
Wait, so I press alt+f while in the attributes menu of the flag or vic I want the flag to on?
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
@final hill If you still have a problem there is a new mod in the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3142700997
thnx i've contacted the mod creater and also figured out how to use to place the flag using flag directory
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!
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 :/
No
Try using lock doors module or sumething like this
@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
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...
dont remember rught now but i will try that too later
well the doors module just gives me close and open not lock(ed) opton and that it what i need im testing the bis disabled door thing now!
Weird I have the "lock for every entity " Option
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
Don't use my Mod's way to do it
How should i approach it then, is it possible? I tried to google/watch some yt videos but didint find any answers 😅
switchMove and such commands can help
How do I get AI to perform animations in the Eden editor?
Literally just above post told you that
I play on Mac and it’s hard to download mods
Not sure how a Mod is related with your question
Your above post says to use a mod for animations?
No?
Which post are you talking about then?
This
And none of above posts said you need to use Mods
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
Well that post only described what command should do. If you need example, say so or check BIKI article: https://community.bistudio.com/wiki/switchMove
I'm not available to write a snippet right now though
Okay thanks
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.
are you saving?
Sector Control module does not work after save/load. Has something similar happened to anyone? I play in SP
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.
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
🍤
@plain gale how to enable single player respawn, this box doesnt appear in my units attributes
hi guys. Does anyone have a reshade preset for arma 3?
I recommend this
Im the creator so I can give you the edited one
what perspective
For example, changing our perspective while playing from the internal camera
ım from Türkiye. ı use to google translate sorry 😄
thank you
can anyone for the love of god help me with setting up interactive intel im struggling so hard lol
Vanilla or with ace?
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.
There is in attributes own box for text
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
maybe I am doing something wrong?
open
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
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?
https://ace3.acemod.org/wiki/functions/medical#ace_medical_fnc_adddamagetounit idk if it's still up to date, but you can always join the ace3 discord server and ask there.
how come when i try to load a depboed mission in the editor I get this error
the mission works fine when hosted.
Do you have all the mods needed to open in with editor?
I have all the mods to host it and it runs smoothly, is it because I have extra mods? They run fine when I am hosting it
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?
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
It’s a Fallujah lib port I’m just trying to rename the points on and add more and change the opfor. What mod are you referring to? I’ve always de-pboed the mission.pbo and then drag it into my profile missions. Do you have a link for the mod you are referring to?
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/
[Tutorial] How to edit a Steam Workshop mission (Scenario) by Gunter Severloh This is a written tutorial on how to open and install a steam workshop mission into the Eden editor. This tutorial is meant for beginners and to those who are interested in adding, changing, or seeing how a scenario was...
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
Thank you man I will look into it
Would it be possible to have sound effect play globally whenever a player dies?
Yup, will be a combo of remoteExec and playSound/its alternatives. Probably should move to #arma3_scripting if you need help with it.
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" ;
};
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
also, this is a wrong way to do a looping anim, you should use an animation event handler
without sqf
damn, sounds p[retty bad
```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
is this really the only way to do it inside the game?
lett's take a step back and not focus on a solution: what are you trying to achieve? 🙂
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
Hi, can anyone tell how to enable single player respawn in single player, option doesn't show in unit attributes
this is terrible for performance
while {true} should never be used without sleep as it will execute multiple times per frame up to when scheduler will pause it
oh really 🙃 😄
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 ""
};
i do not understand it anymore.
this code works for n1
but this exact code doesnt work for n2
while {alive n1} do {
n1 playMove "Acts_Ambient_Aggressive";
sleep 1.0;
n1 playMove "";};;
while {alive n2} do {
n2 playMove "Acts_Ambient_Aggressive";
sleep 1.0;
n2 playMove "";
};;
Do you run this on the same script?
both are in the same file
do i have to make a new file every time i want an npc to do this animation loop?
It is not about one file but more of context
spawn command can run multiple scripts simultaneously
spawn [] ?
I would do different approach if you just want to loop an animation though
im pretty new to sqf so i tried the easiest way
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
damn :c
Anyways, spawn it is
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 "";
};};
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
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
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?
i also have another annoying bug where my editor goes bright white this is my modlist https://steamcommunity.com/sharedfiles/filedetails/?id=3149620639 the map is also I04 Archipeligo
I think its needs to be defined on the server, but I haven't done it myself yet on a server.
this link will help you.
https://community.bistudio.com/wiki/Arma_3:_Server_Config_File#Difficulty
ah i see, i think i was able to force custom dfifficult using this, but for some reason, i believe the mission i am running is overridding the difficulty settings set by the server. is there any way to undo this ?
description.ext would be where I would start.
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?
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
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?
If you need it for a mod then you create a mod. If you need it for a mission then in the mission.
in the mission where?, the general init box? or do I need to actually open the mission file in the folder?
If you wanna use the function in a mission then this https://community.bistudio.com/wiki/Arma_3:_Functions_Library is the recommended way of adding it description.ext-> CfgFunctions
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting This might be interesting as well for you
thank you
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
You could use onPlayerRespawn.sqf or a Respawn EH to spawn the aircraft and teleport the player into it.
is it possible to link this to a particular respawn through the respawn module
Probably not, but if ((getPosASL player distance _myRespawnPosition) < 1) should work 🤷♂️
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.
They need to be created on the client that should see them e.g. createMarkerLOCAL
So as someone who's really new to editor work, would that be something done in those roles' init sections?
If you wanted the markers visible at the start if the mission then yes. They maybe be hidden after respawning though
Its a 40 player operation, 6 of them are pilots / air crew. Basically I just want those specific markers visible to them and not anybody else.
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.
You can add it to the init and see if it stays after respawn
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).
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
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.
I'm nearly 100% sure that you have a modpack in your Mod list, which includes Chemical Warfare Mod by Assaultboy, and is outdated
Welp. I guess it's time to go through them and see.
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
This didn't help xD
It says how to place a Game Master module in very early part of the article
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
It is in Systems (F5) > Logic Entities > Virtual Entities > Zeus. You can also check missions_f_curator.pbo and its missions
Yeah already have that placed and linked to game master
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?
(please don't crosspost)
My Bad!
Do you mean actually carry it, like with for example ACE3 carry option, or just pickup->move to point X
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.
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?
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.
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
okay, i'll try to figure out that by myself, thanks for help!
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.
I know there's a mod in the workshop called Spotlight, it allows you to set up spaces where the AI can detect units entering that space, resulting in longer range engagements.
Cheers, that sounds helpful
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!
Sounds like the server profile settings are not loading correctly, or are not set correctly
Anyone knows what better for performance? Spawning AI in eden or in zeus?
For FPS, doesn't matter.
Spawning in Zeus: Can cause small stutter(s) when spawning them in.
Spawning in 3den: Bigger file, more loading at start.
Basically a preference question.
Thanks!
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.
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.
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.
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
I have 2 Objects, Obj1 = Fuel Truck , Obj2 = Fuel tank; I implemented the hold action using 3den Enhanced on the Fuel Tank but I want the hold action to only activate when Obj1 is near Obj2 I tried using the trigger but I cant seem to turn the condition = true when its near the object So It would...
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
Well that's an unfortunate (oversight? bug? intended-for-revision?)
Change Condition Show and Condition Progress from true to (Obj1 distance Obj2) < 5.
No need for a trigger.
Thanks ❤️
Consider these Zeus Enhanced features, demonstrated here with the SOG gunship https://youtu.be/bRaMCtfaOHg?t=128
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
it's not really editor-related isn't it? Making a custom reshade preset is 5 minutes of work, and you'll be tweaking it anyway so why look for something premade then?
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.
@slate geode no allcaps, thanks
Your best bet is a reshade discord/forum, not Arma
anyway, unrelated to #arma3_editor
Which channel should I use to ask about mods? my english is not very good
thanks
you have to create a new config for the gun IIRC
i have no clue what is gun config. I want to know is there scripta like this one
Bullet impact:
this addEventHandler ["HitPart", {_spr = "Sign_Sphere10cm_F" createVehicle [0,0,0]; _spr setPosASL (_this select 0 select 3);}];
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.
you need to make a new config for the gun, meaning you need to make a new mod for the gun to have 0 MOA
there is scripts for AI accurachy this setskill ["aimingAccuracy",1]; but no for pplayable one?
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]
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
Put this in init field of a vehicle that you want to go at certian speed:
this forceSpeed 25;
P.S. Actuall i just tested this i dont think this works on vehicles 😄
Oh rip I was just about to do that lol
I got it to work! I was dumb and wasn’t putting the this before the limitSpeed command lol
What do you mean by "MOA" ?
MOA is a angle measurement unit...
Do you mean the bullet spread, so a weapon fires perfectly straight ahead?
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.
Exact position of weapon aim is a bit oomf
private _gunDir = (player selectionVectorDirAndUp ["proxy:\a3\characters_f\proxies\weapon.001", 1]); This might give gun direction. Not sure how accurate that is.
That's from https://gist.github.com/dedmen/61643bd7b7205c13b68bff4b214f5840#file-weaponlaser-sqf-L60
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?
If you can add random conversations. It’s a lot of work but can help make it feel more alive.
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.
Just pick up, put in your INV and move it from where you find it or if someone drops it to point X
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?
thanks exact thing i was looking for.
How do I change the name of an npc to johnny. What I am seeing now is Sharpshooter
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
the name during playing
yes, this "2: Grenader" I want to change to "johnny"
There is no way
can it be made hidden, during gameplay then?
then as I said, "you can't, it's unit's title not its name, you would have to create a new one in faction config"
and you can hide it, it's in difficulty settings.
With my knowledge not possible to have it in inventory.
Would propably require making the laptop an inventory-capable item via an external mod.
And not sure if armas scripting would not break woth an item it is looking for being in inventory, esp if someone dies.
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
is there a mod where the unit's number (1,2,3,...) is inside his hexagon?
How to hide the unit's text messages?
That's insane lol thanks for the help though! Guess I'll just have to make this it's own stand alone thing not using arma.
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 ?
@quaint quarry The devs know. Game logic WP's are a discontinued feature in EDEN. https://community.bistudio.com/wiki/Eden_Editor:_Switching_from_2D_Editor
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
have you edited the respawn positions attributes?
theres this option in vehicle respawn module attributes
you have all of the modules with the exact same settings?
if they all have the same settings/attributes, and linked to the vehicle, there shouldnt be any reason for it to not work
do you have use different veh respawn modules for each vehicle, or do they use the same ones for all?
diff moudles for diff vehicles
it only this one
double check that vehicle, if its only that one, more than likely one of the respawn modules attributes is wrong
oh wait i just relaised what ur msg said
there is only 1 repsawn module synced to the vehicle
and the attributes is as in your picture?
hmmm
uhh silola will be furious. no DAC with custom zones and stuff
or just find out a different way of doing it :)
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?
thank you
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
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.
Does the editor give you assets to use? Is there a wide range of assets to use?
Yes
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?
not, as long as it's honest and in a civil exchange on both ends 🙂
yay 😄 then prepare for some hand holding as I have a lot of ideas and 0 experience with SQF lmao
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.
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?😄
Will the show/hide modules have the same effect?
I never promised it (I wished it would make its way to A3), but it exists in my CAAS scenario :p
I think they just hide the entities.
We should just write a function and post it on the wiki so people can use it in their mission.
it's all written already yep
You can also try 3den Enhanced. It has build in ambient animations .
Put it on GitHub and let's go
I'm actually using 3den Enhanced. Is the ambient animations better there? I thought it just used the same thing (BIS_fnc_ambientAnim)
It's an entire rewrite
Ohhhhh! So is this better to use in MP? That'll make my life so much easier hahaha
It doesn't create endless logics like the vanilla function does.
Thanks so much! Didn't know that at all!
There are some mods that break it though. So you just need to test it.
Will do! Thanks so much R3vo! I see your comments all over the wiki, thanks for all the contributions!
You're welcome
Is there a way to use the 3den ambient anims on ai spawned through scripts?
Kinda. But it's hacky and not intended.
You would need to execute the attribute code on the unit.
Got it! I won't force it haha thanks!
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
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
yes, make a round marker named respawn_west
wait, that easy? oh noo
i have went all way and around thinking and its just a matter of a names
hmmm, but, i cant sync a marker to a trigger
which DLC is the one with the chess knight?
as its little symbol in the ditor
editor
sick thanks
Anyone know of an easy way to light a large open room, like a hangar?
why is it saying "on activation missing ;" when I very clearly have the line say "a AIenable "move";"?
whoops it's too late for me.
there is no "AIenable" command. Write your actual script.
if anything, it's enableAI. https://community.bistudio.com/wiki/enableAI
does arma 3 editor have the sculpting brush like reforger tools?
This channel is about the mission editor, which doesn't let you edit terrain. Unless with mods maybe. But not by default
deformer addon can help with sculpting terrain
it can cause issues tho with heavy amounts of editing
hi
Arma 3 and dayz editor always been confusing to me
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
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.
Oh I did not know that
you can head to #arma3_terrain if you struggle with this tutorial but so far this one is the most competent one.
So those guys that take images from the earth cannot add things to the map and cannot sculpt the map?
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.
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
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
Okay thanks but I have one more question, does AR give you assets to use when building a map? And can i view which assets it gives you?
what's AR
Arma reforger
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
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
Does anyone have a composition for a "safe zone"?
want my players to stop TKing at spawn
how can i fix that error
how is this related to editor
#arma3_troubleshooting is the correct channel
ty
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.
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
Whould you mind helping me? Or link a vid or smth?
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.
RHS has most of the vehicles from that era, unless you're looking for something very specific
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!
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.
point your gun at the building and run typeOf cursorObject in the console
most likely not (""), as these are not declared objects but directly 3D models, iirc
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.
some mods do that iirc; but IDK if they setup dependencies after that
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.,
Trees, foliage, and other terrain objects can be placed using script commands (on dummy markers/objects). It's rather tedious. I have just searched the workshop and found this. Maybe it'll work for you:
Right on thank you.
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
its fixed
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 !
Do you know how ?
clench your bumcheeks and hold it until you can release it
To this
@prisma oyster
quit pinging me - thanks
Will this work for jets too?
Want to make this with 2 jets in the background flying at same speed
does anyone know how to dpbo
dpbo? dePbo you mean and why?
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
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
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?
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.
🤔 Maybe instead I should consider running the object exporting script from within mission.
Update to anyone who has this issue:
- Triggers that would normally assign the task need to be set to the Create Task module and make the Create Task module assigned by default, not just created
- If you find problems with the task position disappearing, simply remove Task Destination and use Module Position as the position for the task
Hope this helps!
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
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.
A premade marker, shape painted in a graphics design software and then slapped in the game as a custom marker. Or a script like drawPolygon. Most official campaigns (if not all) can be unpacked and looked into if you're that keen on making similar thing
Whats the easiest way to make an AA gun just shoot randomly into the air?
Oh interesting, thanks!
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
And that's why we love it so much. And for few other reasons.
then fix your mods or learn how to make scenarios instead of blaming the game for your own incompetence.
unless your issue is not related to eden editor itself, then you and we all will benefit from you learning how to read.
oh shit uh
my modlist is absolutely bloated
like
then make yourself a beverage in case you might dehydrate while verifying it.
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
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
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.
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
thank you very much!!
@scarlet crystal
What's the point of pinging person without a user secific question, not even a generic question
60 bucks per hour, or explain what you are trying to do here and wait for someone that would know how to help.
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)'
What system and what instruction
this mod
and this video tutorial
Download for Slide PBO: https://drive.google.com/file/d/12c5flw6ir90zTjjJ-gufqUsrv9TzN3c6/view?usp=sharing
Example of the Slideshow Setup:
["PJS1001", 5],["PJS1002", 10]
Workshop Download:
https://steamcommunity.com/sharedfiles/filedetails/?id=2985419499&searchtext=
also i forgot to say but it also says "the ignore list in setup can't be empty"
idk what that means
pboProject > Setup > Exclude From Pbo > Restore Defaults
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
put your index on the map…?
i wasn't able to get it to work or find the right files for it, i wanna get alive to function on it
holy shit thank you
i gave up and tried to use the regular ace slideshow system, but its terrible
you saved me
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.
Probably a bad Mod or script
(also: you have a PrintScreen key for this reason ^^)
Or F12
You didn't change it for Arma 3?? 😵💫
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?
mods mismatch probably, unless you didn't set the min/max number of players in your mission and server
Sorted it, it was something to do with Hatchets h-60s
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?
you may update your GPU drivers, otherwise I do not know - PS: #arma3_troubleshooting
¯_(ツ)_/¯
Hey how can I turn headlights on for a unit of starship troopers
Please and thanks
In Eden of course
modded terrain? sounds like there is too many objects. Maybe reduce view distance before loading it
yes, fixing the code works
🤣 thanks captain
well :) who wrote this code
anyone know of a simple object init that adds random weapons and items to crates/boxes
would use ravage but it dont work outside of the map or on water XD
or a script
well, yes?
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?
you could just run a function to "free" the unit from the animation
_unit call ENH_fnc_ambientAnimations_exit
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
not really related to editor btw.
Whats the easiest way to get the spot lights pointing up in the sky?
doesnt seem to do anything
Without your code I can't say anything
light lockcamerato [spot]
where light is the name of the search light and spot is invisible helipad in the sky
its in the init of both the search light and the gunner on it
turretPath is required
it was to put an array in that area, what would I put here?
[0] maybe
didnt work - got a script error
?
error type number, expected array
Arma 4 needs to just have a "Shoot in the sky" checkbox for Search Lights and AA
I don't know why you are saying a wish out of the blue. What you need to do is tell the code
I dont know how to freaking code
It is not the question