#arma3_editor

1 messages · Page 12 of 1

jade rock
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Are there any other ways to do this? as this method is not working

small patrol
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Write a code

jade rock
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yeah I dont know how to do that

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I just turned the spotlight on its side

small patrol
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It does mean you wrote a code, and I don't know what you've wrote so what is the issue

cinder blade
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how do i make a civilian sit in a vehicle, i somehow did it before but idk how as i didn't do anything

prisma oyster
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you can drag & drop him on the vehicle

cinder blade
prisma oyster
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maybe there are people in there already

cinder blade
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there's 2 people, a driver and a passenger but there's 3 seats i think

prisma oyster
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try yourself getting in it

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or try removing one guy and drag & dropping the civilian

cinder blade
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How would I make redfor attack civilians

prisma oyster
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tell them civilians insulted their mothers!

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make an independent unit, join civilians to it, delete the leader, you will have civilians as independents
they will be shot on sight. if you need them not targetable at first you will need scripting, setCaptive

cinder blade
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oh, ty

cinder blade
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how do i make it rain and change time, its my first time using the mission editor so i don't know what I'm doing much lol

cinder blade
reef moss
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I have a briefing tent composition that had a couple of Land_PortableDesk_01_sand_F items and in the editor I go into the attributes select Hide lid #1 and #2 and also hide left wing.
Works perfectly until I put it on the server and then those items unhide.
how can I avoid this, or is it a case of finding another asset to replace it?

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Could it be because I have sim disabled on it and made it a simple object?

prisma oyster
cinder blade
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how do i make multiple people in the same group but if i give one of them a move WP only that one follows it, instead of the entire group

plain gale
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Not possible

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Waypoints apply to the whole group

cinder blade
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oh

cinder blade
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question, why can't i get a vehicle to move to somewhere with move waypoints, i gave move waypoints to a group and they aren't moving

haughty verge
cinder blade
haughty verge
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whats the distance between waypoints. if its too large, it takes a while for them to path it. but typically the issue is that the leader is the driver.

cinder blade
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oh

short kestrel
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would anyone know what channel is approiate to ask a question about faulty pbo manager

small patrol
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Don't ask to ask just ask. We will point which channel is better if this isn't

echo junco
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Is there anyway to make a loadout that you made for a player stay after they respawn? Like, Bluefor has no access to RPG-7s, but I need them to have RPGs for the scenario, but it will go away after the player respawns - how do I avoid that?

scarlet crystal
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check "save loadout" option in scenario attributes. Don't remember if it's vanilla setting or only with Eden Enhanced

echo junco
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I think that's Eden Enhanced, unless you're referring to the "Save Loadout" which just the created loadout to your Arsenal loadout list

magic magnet
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hey, anyone aware on how to make a safe zone? just something that doesnt let people shoot around during spawn - not looking for anything fancy

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like maybe just force put their guns on safe

dim kindle
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is there a way to stop vics from shooting at my heli?

scarlet crystal
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don't fly near the vics

prisma oyster
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kill them before they kill you
remove their ammo
fly 5km altitude
set yourself captive by script

zenith flame
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Is it ever safe to place objects outside the map borders?

prisma oyster
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why not

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the AI won't move outside the terrain iirc, but that's about it

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also, some scripts/frameworks only cover the whole terrain and nothing else

long flint
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Hello, does anyone here know if this is normal if I remove a building in the editor and place a vehicle there instead, which then explodes when I start it like that in the MP? When I test it in editor sp the car stays there and doesn't explode.

twilit snow
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Does anyone have a indexed bala murghab map?

prisma oyster
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indexed?

vestal perch
twilit snow
quaint torrent
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faced with such a problem that bots (using Vcom AI) are either afraid to attack or run away from the battlefield, sometimes they stand at all, what can be and how to fix it? I'm setting up "find and destroy" waypoints.

scarlet crystal
quaint torrent
scarlet crystal
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reading your message one would think Vcom made them even dumber

fading goblet
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It sounds like a configuration problem, or mod conflict to me 🤷
If VComAI works worse than vanilla AI, then you did something terribly wrong.

Although we use LAMBS because it's easier to setup (and causes less issues with Zeus and HC's)

hexed obsidian
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Hey! I'm new to arma 3 eden. I've recently started doing Eden editor and really enjoy it! But I want to add more 'Lore' to my missions. I want my Ai when killed, drops Documents/Logbooks about recent activity defining their situation and how they got there. Anyways getting to the point, I'm trying to use the Intel Modules but I can't seem to get them working. I want this document to have certein text that reveal parts of the story for the players to grab but I can't get it to stay out of current task at start of the mission. I tried the Dairy Record but that wasn't working at all and I've tried my best searching it on Google with no luck at all. Here is what I want to happen, I want the players to kill the AI then grab the documents, which then reveals snipits of the lore but I can't get it to work like that at all.

scarlet crystal
# hexed obsidian Hey! I'm new to arma 3 eden. I've recently started doing Eden editor and really ...

"I can't seem to get them working" "that wasn't working at all" you need to give us a bit more detail how this stuff didn't work for you because possibilities are numerous. It will be easier if you just tell how did you implement either of your ideas. IIRC intel module is designed for objects that are placed in thhe world rather than in unit inventory, can't say what's wrong with diary records becaus it works just fine, but you probably have a wrong trigger or condition for it to appear

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easiest way to do this would be to create an addAction or holdAction on dead unit, and upon interaction it creates a new diary section with your diary record

hexed obsidian
merry geyser
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save loadout in eden enchanced doesnt seem to work

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the loadout i set to people isnt staying when they load in

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theyre just a normal rifleman

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god i fucking love life

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i just fix ed it

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the grass is so green guys

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keep your head up

plain gale
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the loadout i set to people isnt staying when they load in
What do you mean by that?

small patrol
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He already left. Was there for only a few minutes just to post this rant

plain gale
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Idi...

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Should ready the damn tooltip

small patrol
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Humanity never learns

latent ibex
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how to find trees in eden objects?

prisma oyster
latent ibex
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in the objects list

plain gale
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Vegetation is not in eden editor sadly.

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You'd need to use a mod for that.

scarlet crystal
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or spawn them with a script, like the Big Alien Hole from Contact DLC, I think trees are configured in the same way (as in hidden in editor but placeable objects)

plain gale
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Most of them don't have config. You could create them as simple object.

latent ibex
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shame

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this looks to do the trick

dark ocean
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does anyone here know how to make objects float and rotate on their own? I'm trying to make this chair look like its rotating to look ominous for an SCP short film

short kestrel
dark ocean
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ouu thank you!

short kestrel
dark ocean
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fr tho

vestal perch
dim kindle
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@small patrol So using your single player cheat menu, I see I can use Zeus and change the loadouts of people mid game.

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However is there a way to like paste it to multiple characters? Context I am playing a scenario and wanna paste the loadout on multiple guys.

prisma oyster
dim kindle
jade rock
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Using the Ace Arsenal is there anyway to change a uniform on an entire group at once without changing the rest of the loadout?

scarlet crystal
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no

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I mean not with Arsenal, you can use scripts for that

jade rock
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Lame, but okay - guess Ill just do it manually.

clear ridge
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for those who do the eden editor for themselves in sp, what do you do to make it fun for yourself? it isnt a big problem to me that limits fun but like since i make the mission myself and i play it, i know whats going to be happening in it

prisma oyster
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randomisation, or expected challenge 😏

haughty frost
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man i came back to this game with a new rig i7-13700 and still get 30 fps when combat hits

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my fps specifically plummets if AI units on ground spot an enemy heli overhead

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any way to prevent this with scripting?

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like i had 4 groups of 8 vs 4 groups of 8, and 2 APC's in combat, that by itself keeps my fps at 50 +

small patrol
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Remove AI Mods if you have

haughty frost
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AS SOON AS HELI FLIES OVERHEAD....sub 30.

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noting to do with mods

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iv got 5000 hours in editor

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im not new

small patrol
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Do you mean it's an vanilla issue

haughty frost
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did test with no mods ofcourse,same issue

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yes vanilla arma

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id like to understand it so i can tweak something

small patrol
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Can you share how is your mission/setup

haughty frost
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im assuming combat behaviour gets the cpu working hard as ALL units on ground are may targeting,spotting or just reacting to the attack heli flying by

haughty frost
# small patrol Can you share how is your mission/setup

yes, molos town on altis... 4 NATO 8 man groups on one side to east with with wp's to molos town centre, 4 CSAT 8 man groups on one side to west with same wp's( meeting engagement) ... two vehicles on either side on a gaurd wp 1km away in their respective directions east and west

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one attack heli NATO on molos airfield on gaurd wp

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this is a small scenario iv ran for 8 years

small patrol
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It's better if you can zip the mission and share

haughty frost
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always just infantry and two vics. always buuter smooth even ion old rig...i74790.. new rig i7-13700 with gives 30 fps higher in yaab still has issues when helo introduced to the scenario

haughty frost
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have the sqm ready

small patrol
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If the sqm is the only file you have in the mission, yeah it would work

haughty frost
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it is yes

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it was created with mods initially ...however it can be ran without mods and iv done so

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unsure how i upload it here

small patrol
haughty frost
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cheers,waiting verification

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just copy n paste sqm right here?

small patrol
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File itself

haughty frost
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thats it

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if you load it, you can remove the helo and play the short scenario for refernece of fps. then re add the helo with a gaurd wp to see the difference

dim kindle
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How do I make the walls indestructible, context I made a maze filled with enemies using walls, but when I toss a grenade the walls come down.

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Is there a way to make it invincible or cannot be destroyed

prisma oyster
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(and even improve performance in the case of simple object)

dim kindle
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Thanks man

verbal igloo
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Hey! I'm a bit confused.. and hopefully people can explain.. I got a group, in a vehicle that has the waypoint "Get Out". They move around a compound for a little bit, get back into the vehicle (Get In Nearest) and move further. But.. for whatever reason the waypoints disappear after a bit. And I don't understand why, is this a bug? Or am I doing something wrong? There are 10 waypoints into total and they cover a distance of about 3km in that

verbal igloo
haughty frost
verbal igloo
haughty frost
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yes GAIA is having the effect,even if not used on the unit in question

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when is GAIA initilising?

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you have init.sqf and description set up i assume

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im sure if you remove all instance of GAIA the issue will resolve itself

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with GAIA/MCC you can totally forget about scripted waypoint usage in any capacity

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i do not recommend using either anymore period

verbal igloo
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Are there other options that are more updated for caching units?

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I’m using this in a MP setting and found it useful from someone else mission in my community.

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So there aren’t, Zeus can take over these units for just that point. That’s not a biggie either

haughty frost
verbal igloo
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Is that module vanilla? Or a mod?

haughty frost
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also...that leader cache script is buggy. sometimes group spawns far back from leaders pos.

haughty frost
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cbe cache is old but still good,though i havent used in years u may need to read up

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"show/hide" module is one module with two settings " show" and "hide" synced to group leader (hide) and also synced to group leader "show" and the show is also synced to a trigger

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to virtualise them so to speak

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the defaul "dynamic simulation " setting is useful too

verbal igloo
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Cheers! I'll have a look once I'm back behind my pc again and check them out instead. Takes away another task from the Zeus to focus on other things in the mission.

verbal igloo
haughty frost
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you can sync show/hide module to many groups and vehicles at once for faster mission design

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i usually have a group set to show when X group has less than 1 man

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its how i do wave attacks etc

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new group "spawns" when needed...purely vanilla module no need for outdated scripts

verbal igloo
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Yea, this looks pretty solid. and does the same thing. Just means a bit more triggers placed I guess. Since Gaia is basing it on distance to the group no?

haughty frost
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yes gaia bases it on by default distance,but you should know gaia transport is totally broken too

verbal igloo
haughty frost
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gaia with basic features works ok IF you plan to never create any wp's,and instead just use zones to let all AI groups have full independence to operate

verbal igloo
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Only thing that comes to mind, is that you'd need multiple triggers if you want to load in the entities staggered instead of all at once to reduce lag?

haughty frost
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hetman AI / rydiger is a better high command ai similar to gaia zones

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here is a mission i published with HETMAN updated. it allows you to use high command from vanilla game to conduct your forces,and with radio command grant them full autonomy to proceed to objectives by themselves,then lets you take them back under your control at any time...you can de pbo to understand it if you like

haughty frost
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old system i74790

verbal igloo
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Great! Thanks very much for the info.. extremely useful.

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Im gonna have a look at your mission to get extra knowledge about it once I'm back at home

haughty frost
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you can also hide mission objects with show hide btw. pretty good if you have a detailed object placement area. i tend to enable simualtion false/simple object for everything anyway

haughty frost
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as its area capturing/enemy removal obj's mainly

verbal igloo
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Just checked it again without GAIA and yea.. that was the issue..

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Thanks for that suggestions

haughty frost
rare badge
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Anybody know how to fix this like turn it off

scarlet crystal
unique hamlet
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looking for best way to make a convoy, that goes from a to point b when i want to, like when i trigger it?

possibly a script, no external mods

ive tried just using waypoints, but i have troubles getting a group of AI vehicles to even move at all

prisma oyster
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"just" joining vehicles in the same group and giving it a waypoint should do
now it may depend on AI mods 👀

unique hamlet
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ah yeah seems to be working for now, was just some weird troubler that got fixed with spawning a new group

haughty frost
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does reforger have any single player editor yet?

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worth getting for sp?

verbal igloo
mighty flume
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Does anyone know if there is a function which can make it so an object will not be culled if it's not in view?

IE forcing it to render for a player, even if it's considered outside of their view?
I'm currently using a sphere object from O&T that allows for an internal texture, thus acting like a skybox for all intents.

The primary issue is that because I have the object scaled up, the behavior for its rendering isn't as desired.
At default scale of 1, it'll be just fine even if the center point isn't in view.
However when scaled up, when looking away from the center of the object, such it'll visually cull.

small patrol
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If setFeatureMode doesn't work, I don't believe there is a way. It's more of model thing

mighty flume
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Unfortunately no. That is something I actually did alter first. Since for performance reasons, I'd be recommending players to have view distance increased, but a reduced object distance.

mighty flume
small patrol
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Well yes, my bad

mighty flume
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Okay, I just wanted to make sure I wasn't missing something.

thorn belfry
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I've placed runway textures on the ground but there's lots of dust when vehicles are moving on it 😅
Any workarounds?

gritty orchid
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Does anybody know about convoys like how to make it so the convoy stops when the lead vehicle gets destroyed?

Bc everytime the lead vehicle gets destroyed then they stop but still go forward after like 5 seconds.

scarlet crystal
haughty frost
serene ferry
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Anyone know a mod that adds more ai ambient animations? I’m making one of my biggest missions ever and I feel like there is not enough NPC animations.

strange shoal
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I could use some help with mods... i am so lost with all the mods and dont know anymore wich mod i can use for what. At moment i wanne do a vietnam themed editing. Does anyone has a list of mods that i can select for that? And that i can put in preset

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I searched but no luck and keep getting errors

strange shoal
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Kinda 😅

serene ferry
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How many hours?

strange shoal
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Just 80 hahaha

serene ferry
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Well I’ve spent most of my 300 hours in the editor

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Even then I still don’t know everything

strange shoal
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But i wanne make some mission myself but just can figure out the mods i gotta use...

serene ferry
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I have a Vietnam type map for you

strange shoal
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If someone maybe can share some preset mods and for what they use them (maps,... like vietnam)

serene ferry
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It’s two islands

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If you want it

strange shoal
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Ahh yeah that would be nice, and also the mods you use?

serene ferry
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Do you have any mods installed rn?

strange shoal
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Sorry had to go to the bathroom

strange shoal
serene ferry
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The most mods I’ve tried to run is 21

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That’s the max mods

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So it’s hard

strange shoal
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Ahh

serene ferry
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But I make it work

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But I have a total of about I would say 96

strange shoal
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Ahhh

serene ferry
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So your new to the editor though?

strange shoal
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Kinda yeah

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I have made 1 mission with 3 objectives last week and it all worked well, but i am just lost with all the mods

gritty orchid
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What scripting language does arma 3 editor even use

strange shoal
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Like now i wanne do a vietnam war themed mission with couple objectives but just dont know what mods i gotta select. I got the dlc but just really lost with the mods

serene ferry
strange shoal
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I got those

serene ferry
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Thought that since you have so many mods

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But just start small

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And go to dms I will send you in my opinion the best eden editor tutorial

strange shoal
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Ok thx

scarlet crystal
gritty orchid
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Does anyone know how I can play a mission that I made in eden editor with friends?

If no maybe some way to send them a mission so they can play it themself?

plain gale
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Export it to multiplayer via the file menu in eden editor.

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Then you can host a session and select your mission the the mission screen.

strange shoal
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I have the problem that my friends cant join

prisma oyster
haughty frost
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guys long time since i used editor. i forgot how to do this: how do i on trigger condition set the condition as group dead?

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i want to spawn a new group when first group is less than 1 man

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having a brain fart here trying to remember the syntax

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got it

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({alive _x} count units someNamedGroup) == 0

plain gale
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Units group isEqualTo []

gritty orchid
gritty orchid
prisma oyster
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should not, but maybe a dependency has been introduced in the mission

gritty orchid
scarlet crystal
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"via the file menu in eden editor"

plain gale
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In the top left

unreal zodiac
echo junco
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Is there anyway to lower terrain in Arma Editor/create holes in terrain? There was an absolutely amazing new mod released containing trenches and I was hoping to use it

small patrol
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setTerrainHeight IIRC

echo junco
small patrol
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Somehow. Really depends on the context. There are multiple ways to get a position as an array. One way is: getPosWorld player and put your player character in the desired position

echo junco
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Hmmm, okay, thanks. Haven't coded much in editor, will have to see

gritty orchid
gritty orchid
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Like I host a server but how do they join it?

prisma oyster
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!localhost

formal muralBOT
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Arma 3
To host a server or a game session locally, you need to make sure first that your WAN address / external IP uses the IPv4 protocol!
Check your router’s status page in the settings to confirm. (If in doubt, ask your ISP, Websites like “whatismyip.com” give you a false positive!)
Local servers and games can not be hosted on an IPv6 network, or IPv4 via DSlite tunnel!
https://www.avg.com/en/signal/ipv4-vs-ipv6
Once you have confirmed that your connection uses the IPv4 protocol, you need to manually open / forward the ports 2302-2306 UDP (https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding)
See your router’s manual on how to do that, or ask google: “<your router model> + port forwarding”

sullen tide
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groupIndicators = 0; i'm 90% sure.

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Just make sure that your mission difficulty in you config file is set to "custom".

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if you're trying to turn it off client-sided when it's not on your server, its in C:\Users\%UserName%\Documents\Arma 3.

unreal zodiac
verbal igloo
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I gotta get expert insight on this. I created a mission, with triggers set to complete a task (Hold Action on prop, then delay for 15-20 minutes and then finish the task). Tested it out with shorter times (10 to 60 seconds) on SP, worked fine. Tested it out on MP from Editor, works fine.. Packed the mission into a PBO, loaded it up on the server.. no luck. Where or what is a mistake I could have made? I selected the "Server Only" option in the trigger.

empty haven
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Hello guys, sorry I want to load all shells as "laser guided", but I can load only 2 how can I fix it ?

fluid sierra
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Guys, I'm having problems with Hide Terrains Objects and dedi. Sometimes it works, sometimes it doesn't, and I'm quite sure it's about the initialization. Basically delaying the module would work, unlike the internet says having a true-trigger with delay and sync to the module doesn't activate it any later - any ideas on how to make a module start delayed OR knowledge about possible fixes for the Hide Terrain Objects -module problems on dedi?

woeful light
dim wraith
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pls somone can help me ? i can't move object when i am in zeus... it says : Insufficient ressource

dim kindle
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question, is there a way in the editor to retract landing gear, and close the glass on a plane all inside the editor?

small patrol
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For what purpose?

haughty frost
# plain gale In the top left

R3vo,i left a message on your 3den explaining a small issue with patrol attribute,im wondering if youd consider changing the speed from limited to normal. as AI once switching to combat then aware remain weapons up,slow walk for rest of the mission. changing speed to NORMAL/SAFE they will still patrol slowly at start

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patrol is a great time saver and alternative patrol script but this guns up slow walk makes it not very responsive

plain gale
scarlet crystal
dim kindle
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Uhm, guys?
I tried to use the ACE Arsenal but it's broken and now I'm stuck

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What do I do

prisma oyster
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Escape > Exit
see ACE server for assistance

dim kindle
# small patrol For what purpose?

im very new to making photos thru the editor, every time i go and google how to get the gear up it just finds something off-topic. im trying to have gear up for a static photo.

small patrol
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I know much of you guys are wondered and confused to use Artwork Supporter, so here's (late but better than never) the Official Tutorial Article! Have fun in warphotographing!...

dim kindle
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thank you, love your work ❤️

foggy forge
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How do I make AI drive helicopters

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Specifically for

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Infil exfil stuff

haughty frost
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can anyone identify whats causing my issue here? i am trying to make a helo move to a random pos within a marker, called mark1 or mark2 ,calling this on its first wp activation:

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heliGroup= group H;
randomPoint= selectRandom ["Mark1", "Mark2"];

_wp = heliGroup addWaypoint [getmarkerpos "randomPoint", 0];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
heliGroup setBehaviour "Aware";

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but the wp it creates is to grid 0,0,0 (bottom left of map)

small patrol
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"randomPoint" is not what you supposed to use there

haughty frost
small patrol
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randomPoint is what you need

haughty frost
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what should it be?

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so just no quotes?

small patrol
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"randomPoint" <- this contains "randomPoint"
randomPoint <- this contains the result of selectRandom ["Mark1", "Mark2"]

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String vs Indentifier

haughty frost
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oh i see

haughty frost
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0 IS the centre correct?

small patrol
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Excuse me what 0? addWaypoint?

haughty frost
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_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 0];

small patrol
haughty frost
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yeah what i meant was correct, was just confirming and understaning it

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cheers

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wow

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so i can keep adding waypoints onto waypoints like this within a marker

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oh no im thinking of something else. POLPOX, can you help me understand,how i can repeat waypoints indefinetly for a group within a marker radius?

small patrol
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What do you mean

haughty frost
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so if a group COMPLETES a wp via the original code, the code regenerates again

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so when this complete:

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heliGroup= group H;
randomPoint= selectRandom ["Mark1", "Mark2"];

_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 222];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
heliGroup setBehaviour "Aware";

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at position they arrive to, run same code again

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basically i wana make a random patrol inside a marker area that lasts forever

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generating random positions each time, kind of like the cba task search area module

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty frost
#

im looking at that wiki,im not understanding it, could you give an example?

winter sigil
#

I'm trying to encourage AI to climb the stairs to the roof of the embassy in Saigon in Prairie Fire, for some reason they stop just bellow the roof and don't go any further, any ideas as to why this occurs?

haughty frost
winter sigil
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There is a move waypoint and also a get in waypoint right at the top

haughty frost
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buildings have configured positions denoted by numbers,

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you cant use a "move" wp to get a unit to go into a building

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are you new to the editor? check out eden enhanced(if your attempting to get these guys to find positions in the building via editor placed wp's)

#

3den enhanced has a wp called "garrison", can allow units to fill positions in a defined radius

#

other than that i need alot more context as to your issue

#

The "get in" wp is specifically for vehicles and static turrets, contextually placed,a get in wp will order a unit into a vehicle,starting as driver,gunner,commander,or as passengers if the vic in question already has crew

#

"get in nearest" will order units into the nearest empty vehicle within 50 meters

#

if your issue is your own squad needing to be on the roof,then select a member,look at the building and you will see grey writing with "position #3 " etc, appear,this denotes the position you can send that unit to. all properly classed buildings have positions,usually beside windows

winter sigil
#

Wanting to get them into a helicopter that comes and lands on the roof

#

Been building with the editor for a while and havent worked this one out

winter sigil
haughty frost
#

or unit play

#

AI by default cant and never will(even in arma4 most likely) move to a roof that has no pos,and enter a helo

#

also a helo needs safe ground to land

#

you get around this sometimes by using a helipad

#

invisible heli pad in editor for example

winter sigil
#

The Helicopter lands perfectly fine at the moment cause I put down the helicopter, its just getting the AI to the roof.

winter sigil
#

Trying to move from the main roof to the raised one

cyan hemlock
#

how can i get a vehicle to be damaged only on its wheels, like how you would do with setDamage

old nexus
#

Why does the screen look so small? well the letters themselves look small

supple holly
old nexus
#

and sometimes it makes the letters this small or normal

supple holly
#

I dont know on the screen shot that you put here it looks normal.

#

Also test it with out the mods as well becouse some of the mods could also be messing with eden interface.

scarlet crystal
#

Game has to be restarted to display the new interface size properly.

keen jolt
slender pollen
haughty frost
#

guys i m trying to add random wp's to a group

#

the problem is its only working IF squad leader (named qrf3) is alive

#

heliGroup= group qrf3;
randomPoint= selectRandom ["Mark1", "Mark2"];

_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
heliGroup setBehaviour "Aware";
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "CYCLE";

#

if he dies this doesnt apply to rest of the group. i tried naming group variable name qrf3 but then i get an error when trying to run this,seems its looking for a unit

haughty frost
#

nevermind i figured it out:

#

randomPoint= selectRandom ["Mark1", "Mark2"];

_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
qrf3 setBehaviour "Aware";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "MOVE";
_wp = qrf3 addWaypoint [getmarkerpos randomPoint, 500];
_wp setwaypointtype "CYCLE";

scarlet crystal
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty frost
#

sorry

lapis chasm
#

Having trouble getting an image to path / load.

#

Its for the Rugged Large Screen (Black), and I made a folder in the mission called 'img'.

#

But for some reason 'img\strangereal_map.jpg' can't be found.

#

Its a 1920x1080 JPG file if that might be what could cause an issue.

#

Any idea why it might be fighting me / failing to locate the image?

plain gale
#

Should work fine.

#

don't put it in ' ' though

lapis chasm
#

I didn't, was just putting those there as quotes.

#

And for some reason its persisting.

old nexus
#

Does anyone know how to make an AI in a helicopter not go down to the ground and stay in the air?

haughty frost
#

guys with the function to add waypoints,in this case adding them into a marker area randomly,is there a way to blacklist an area for them to be?

#

in know bis fun task patrol has blacklist array, but is there a way to do it when using "add waypoint" functionality?

prisma oyster
haughty frost
haughty frost
#

FINALLY HELO'S DONT EXPLODE WHEN FLIPPED OVER!

#

And we have a reduced haze option in video settings. THANK YOU BIS...10 YEARS! 😄

late token
#

in a dday op can i make the lcvps automatically drop the doors when they hit land? the waypoints are set to transport unload

zenith flame
#

Do civilian presence waypoints need to be synced with the primary module or are they used by every module automatically

zenith flame
#

It does mention syncing a trigger, but not if the waypoints need to be grouped or anything.

prisma oyster
#

If you want to turn ON & OFF the system in the area, synchronize the module with a trigger (ideally with Repeatable flag checked).
yep

zenith flame
#

Do civilian presence **waypoints **need to be synced with the primary module or are they used by every module automatically

prisma oyster
zenith flame
#

Oh, I thought you were - you know how people are on the internet.

#

My bad.

prisma oyster
# zenith flame My bad.

np 😄 I would say "try in Eden", and if it works out of the box, I'll amend the doc accordingly

zenith flame
#

I've been wondering. There are a few pages on the biki that need updates/notes. What does it actually take to become an editor?

prisma oyster
#

a bohemia.net account, and just asking for wiki access (provided it's for long-term use, if for one-shots leave it to us in #community_wiki)

zenith flame
#

Huh. Okay. Easier than I thought.

#

I'm constantly running into stuff that's not documented beacuse I'm fucking around with nonsense like "How do I make the submarine submerge after firing cruise missiles from nowhere" etc etc

late token
#

soo can i make vehicles open their doors when they get to the waypoint

zenith flame
#

But you'll have to inspect the config files to get the right door name.

late token
zenith flame
#

As for the rest, that's up to you

#

I personally would use something like the advanced developer tools from the workshop, but you'd better know what you're doing...

late token
zenith flame
late token
#

how do i lock an ais inventory so players cant take shit

zenith flame
late token
old nexus
#

Does anyone here use the AH-64D project mod?

#

If anyone uses it around here, do you know why the laser doesn't stay activated when you press the G key? I mean, I press and the laser comes out, yes, but it doesn't stay blocked.

scarlet crystal
haughty frost
#

guys question about countdown min max mid

#

i know from what i read,that the "mid" is the number that the trigger will fire upon/or waypoint, most often... so 100 seconds min, 150 mid, 200 max, the condition will usually fire very close to 150, correct so far?

#

so maybe 155, or 140 etc

#

is it possible to set it up from say 10 minutes to 2 hours without it gravitating towards a "mid" number? and instead it being totallly random?

small patrol
#

Below the Countdown and Timeout buttons you will see three boxes; Min, Max and Mid. These define the period of trigger activity in seconds between the Min and Max values, gravitating towards the Mid value. If all three are set to 10, then the period would be 10 seconds, with no randomness. If Min was 5, Max was 15 and Mid 10, the period would be somewhere between 5 and 15 seconds, most likely being close to 10.
https://community.bistudio.com/wiki/2D_Editor:_Triggers

haughty frost
#

i theorise that a mid at "0" might achieve this but im not sure

haughty frost
#

im asking if theres a way to avoid it gravitating to mid setting

#

"most likely close to 10" as you wrote is what i want to avoid

small patrol
#

So you want a linear randomization instead of normal distribution

haughty frost
#

exactly

small patrol
#

I would say write in Condition directly

haughty frost
#

units will have show hide module and gaurd wp's throughout a 2 hour OP. I want them to unhide and move out totally at random times within 2 hrs

small patrol
#

Likesqf time > (random 60) + 60This condition will fire in 1 minute or 2 minutes

haughty frost
#

ohh so i set sort of like an array of options

#

Like```sqf
time > (random 60) + 60 + 100 + 120 + 140 + 160

#

am i understanding correct?

small patrol
#

Not sure where 100 + 120 + 140 + 160 came from and its intention

haughty frost
#

condition fires at one of those times

#

i thought thats how it works

sinful zenith
small patrol
#

Yeah meant that

sinful zenith
#

But it generates different random numbers every time.
And if that condition is checked every frame, it will basically be "just over 1 minute"

small patrol
#

Mgh, true

haughty frost
#

ok so Likesqf time > (random 60) + 600 will actually be TOTALLY random between 1 min and 10 mins. no gravitating to 5 mins?

sinful zenith
haughty frost
#

Likesqf time > (random 600) + 60 is random from 1 to 10 mins?

small patrol
#
  1. Define a random number
  2. Let the trigger happen when the time reaches the number

Or simply just

  1. sleep random 60
haughty frost
#

can i use sleep on a trigger?

small patrol
#

No

sinful zenith
#

I don't know how to do that, with just a trigger in editor

small patrol
#

You can just use a spawn or such script instead of trigger

sinful zenith
#

How does the trigger activate? via being synced to a waypoint? Or does it run a on-activation script?

#

Or I mean what does the trigger activate

haughty frost
#

condition true

sinful zenith
#

and what does the trigger trigger?

#

enable a waypoint by being synced to it, and make a AI group move?

haughty frost
#

it is synced to the "show/hide" module. in this case "show"

#

group has a move,then gaurd wp after simulating

sinful zenith
#

I got an idea

#

I'll be back in a few minutes

haughty frost
#

awesome thanks man take your time

sinful zenith
#

Do you know how to do init.sqf ?

haughty frost
#

yes i understand init.sqf

sinful zenith
#

Okey then we can do it with a function that'll be easier

#

init.sqf:

TriggerTimerMap = createHashMap;
TriggerTimer = {
  params ["_timerName", "_minTime", "_maxTime"];
  private _triggerTime = TriggerTimerMap getOrDefaultCall [_timerName, { _minTime + random (_maxTime - _minTime) }, true];
  time > _triggerTime
};

Then in your trigger condition you put
["TimerName", 60, 600] call TriggerTimer

TimerName needs to be unique for each timer. You can use that to have multiple triggers fire on the same timer if you want.
Then minimum time and max time.
So this will trigger between 1 minute and 10 minutes, using a uniform distribution

#

trigger time is always relative to mission start though.
Could also build something that allows for the start time to be mid-mission

haughty frost
#

so this is only applicable at mission start? and trigger name has to be unique and tigger named such

#

i mean yeah suits the need here perfectly

#

il run a few tests right away

#

cheers,id never have heard of this function as it doesnt even sound related to the issue

sinful zenith
#

Name of the trigger is irrelevant

#

its the name of the "timer"

haughty frost
#

jusr paramaters got it

#

this is actually better than any way i was going to do it,means i can create an init.sqf template for all missions with this need

#

sweet il load up and start testing,cheers!

#

question

#

trigger con must be true also correct?

#

or is it irrelevant since you said it starts at mission start. just curious

#

also is it possible to use this on a initPlayerLocal.sqf so ican avoid congesting my init.sqf?

sinful zenith
#

["TimerName", 60, 600] call TriggerTimer That is the new condition
You don't need to do an extra "true"

haughty frost
#

got it

sinful zenith
haughty frost
#

if its for single player??

sinful zenith
#

oh then it doesn't matter

haughty frost
#

lovely

haughty frost
# sinful zenith oh then it doesn't matter

Created initplayerlocal.sqf and ran the code with a trigger synced to a show module and hide/show synced to the vehicle,with the trigger con set as you wrote. all worked great and results after 6 tests with a time of 1 to 300 or one minute to 5 minutes were:

#

2:16 / 2:02 / 4:55 / 4:33 / 0:15 / 3:44

#

seems to work perfectly

sinful zenith
haughty frost
#

i was lickin my lips at that 0:15 and 4:55! gona be a great combined arms mission. Thanks again!

haughty frost
spark cedar
#

I'm curious, how do you use that ? I mean, in game, what does it do ?

#

What are you using it for ? Might be a better question

haughty frost
spark cedar
haughty frost
# spark cedar What are you using it for ? Might be a better question

i have an enemy force, and to save performance i am "hiding"them to save resources..it disables simulation and visibility freeing cpu and gpu. and essentially this function will "spawn" them in for lack of better word,or unhide them. they then go to a waypoint, "move" then "gaurd" where upon they are called on via the vanilla gaurd wp behaviour to engage known about enemies at the last spotted location. So i want them to do this over the course of 2-3 hours. My previous method was unhiding groups as needed when one before it died...but,that was a bad method as units get stuck sometimes,dont always die,therefore new group would never "sho"/"spawn"

spark cedar
haughty frost
spark cedar
haughty frost
#

thing is the vanilla trigger min mid max countdown timers gravitate to mid. which is useless imo for anything really random. i feel like making mid to be 0 should enable total random timer

haughty frost
#

but how do i post syntax here?

#

special code or something?

spark cedar
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty frost
#
// TriggerTimerMap = createHashMap;
TriggerTimer = {
  params ["_t1", "_minTime", "_maxTime"];
  private _triggerTime = TriggerTimerMap getOrDefaultCall [_t1, { _minTime + random (_maxTime - _minTime) }, true];
  time > _triggerTime
};


TriggerTimerMap = createHashMap;
TriggerTimer = {
  params ["_t2", "_minTime", "_maxTime"];
  private _triggerTime = TriggerTimerMap getOrDefaultCall [_t2, { _minTime + random (_maxTime - _minTime) }, true];
  time > _triggerTime
};


TriggerTimerMap = createHashMap;
TriggerTimer = {
  params ["_t3", "_minTime", "_maxTime"];
  private _triggerTime = TriggerTimerMap getOrDefaultCall [_t3, { _minTime + random (_maxTime - _minTime) }, true];
  time > _triggerTime
};


TriggerTimerMap = createHashMap;
TriggerTimer = {
  params ["_t4", "_minTime", "_maxTime"];
  private _triggerTime = TriggerTimerMap getOrDefaultCall [_t4, { _minTime + random (_maxTime - _minTime) }, true];
  time > _triggerTime
};your code here
hint "good!";
#

where the "t1/t2/t3/t4" are just different in each condition field, i used that to unhide 4 different vehicles to then go gaurd

#
// randomPoint= selectRandom ["AO", "AO"];      
      
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];      
_wp setwaypointtype "GETOUT";      
_wp setWaypointSpeed "NORMAL";      
Alpha1 setBehaviour "Aware";      
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "SAD";   
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "SAD";   
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "SAD";   
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "SAD";   
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "SAD";   
_wp = Alpha1 addWaypoint [getmarkerpos randomPoint, 1000];    
_wp setwaypointtype "CYCLE";     randomPoint= selectRandom ["AO", "AO"];
hint "good!";
#

so on activation i can add some random waypoints within a zone marked with marker called AO, (there are two AO references,it selects one at random,but because in this instance i want one zone i just let it select either ,no difference)

#

it cycles,and then they continue. i actually use this on a radio trigger(repeatable) for my Battalion when i want them to be autonomous,and then issue commands through high command when i want to control their movements again,then call radio trigger to once again let them attack the zones..once a zone is cleared,i setmarkerpos to a new zone via objective complete condition and the whole force generates new wp's in the next zone.

#
// heliGroup= group HQRF1;    
randomPoint= selectRandom ["AO", "AO"];    
    
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 800];    
_wp setwaypointtype "TR UNLOAD";    
_wp setWaypointSpeed "NORMAL";    
heliGroup setBehaviour "Aware";    
_wp = heliGroup addWaypoint [position del, 0];   
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
  
  
    
randomPoint= selectRandom ["AO", "AO"];   
   
_wp = HQRF2 addWaypoint [getmarkerpos randomPoint, 800];   
_wp setwaypointtype "GUARD";   
_wp setWaypointSpeed "NORMAL";   
heliGroup setBehaviour "Aware";
hint "good!";
#

i use the above as a random heli insert / ariel reinforcement type script to randomly drop troops into said zone,then giving the heli a wp to reach and upon completion,get deleted

prisma oyster
#

you can remove the "hint good" at the end 😄

haughty frost
#

good lord i get lost in this editor

#

right its time to purchase the new CDLC and enjoy the new toys

prisma oyster
#

gud

sinful zenith
sinful zenith
#

You provide the timer name inside the trigger condition's code.

haughty frost
sinful zenith
#

you can have different triggers

#

but you don't need to copy anything in init.sqf
You just put the function there once

#

If you want different timers, you change the name INSIDE the trigger condition
["TimerName", 60, 600] call TriggerTimer
The TimerName there

haughty frost
#

oh im silly

#

i see what you mean. sorry was a habit move

#

thanks for the correction

#

out of curiosity, my way of doing it could cause issues?

#

would it run it alot and drop frames or just be ignored?

haughty frost
#

bit off topic but has anyone got issues with the cdlc helo? my fps tanks,its very laggy. my rig runs yaab at 90 fps. sth is really up with it but iv no clue what

sinful zenith
echo lion
#

can the ai use high command if i gave him the high command module ?

late token
#

can i force an ai driver of a boat to drop a ramp or open a door with triggers

#

i tried doing stuff with the open door module but that didnt really work

#

the lcvp im trying to do it with is programmed to let multiple soldiers out at a time and ive tried playing the door drop animation but that doesnt trigger the multiple soldiers thing

#

so i just need a way to force the driver into droppingthe ramp

haughty frost
#

and the open door module is only for editor buildings/hatches

haughty frost
#

....life was very different back then...

prisma oyster
warm escarp
#

is there any way to see a trigger when you have started the scenario?
because i have a trigger attached to a vehicle and i want to know if it turns correctly

haughty frost
haughty frost
warm escarp
young nebula
#

I made an op on the Majan map and there is a slight issue. Vehicle speeds on map are abysmal. 30 - 40 is the best anything goes on roads and off road you are lucky if you get half of that.

Is there anything I can do to fix this? I know it's a map issue since I've tested it and issue is only present on that map.

delicate osprey
#

hey hello! I got a question. I'm trying to make an ai unit disembarking an helicopter (the kopter got a path recorded with unitcapture). the group start to disembark when the kopter land but after a short time they begin to reembark (they take 3 shoots from far away and they are like "no, not for me i'm going back to my house").

prisma oyster
#

question where 🦧

delicate osprey
#

yup just see i didn't ask the question. How can i force them to not reembark? (i have try "crew _vehiclename allowGetIn false;" but it does nothing in my situation)

prisma oyster
#

you would need to unassign them
how do you get them to disembark, a waypoint?

delicate osprey
#

i was trying the 3rd example in the first link. the order of disembarking is given when the helicopter enter a trigger zone but i think i give to much order for disembarking (helicopter got order to unload troop, unit inside got also order to get out and there is the trigger zone with the script to eject the unit)

prisma oyster
#

the unload troop + get out waypoints should be synchronised, just in case
and it should be enough for units not wanting to get back in… as long as troops and heli are in two different groups

delicate osprey
#

can i remove the trigger zone and just use waypoints? as the helicopter cannot adjust his position with his path recorded (i dont know if the waypoint has a tolerence about the position)

prisma oyster
#

there is a tolerance, for helicopters it's ~50m iirc

#

if you don't need a trigger, drop it and let waypoints do their job yes
I also fixed unassignVehicle's example, as there was a risk peeps would already be out before forbidding them to get in

delicate osprey
#

ok tested and it work perfectly. I was just making it overcomplicated. thank you very much

lapis chasm
#

What would be a simple way to set up a map marker so that it disappears when a certain unit is destroyed? I'm trying to set up a mission with RHS radar 'turrets' and AAA sites, whole idea is:

  • A circle centered on the site as a sort of warning for danger area.
  • When the site is destroyed, the circle disappears. No prompt or anything necessary.
plain gale
#

object addEventHandler ["killed", {deleteMarker ...}];

lapis chasm
#

Thanks! I assume 'object' would be replaced with the variable name of the object?

#

Or no?

#

Sorry for asking dumb newbie questions, btw.

small patrol
#

Yes

wintry wadi
#

Is there a way to have a weapon (that isn't used by an AI) fire on a trigger? Trying to have a "tripwire" where the player activates a trigger and a GL fires a round.

#

I looked at forceWeaponFire and BIS_fnc_fire but they both need a unit/AI to fire it :/

prisma oyster
small patrol
#

That isn't used by an AI, do you mean it is held by a player or not held by anyone

wintry wadi
small patrol
#

Then no. What Lou said could be a workaround

wintry wadi
#

Okay, thanks! I'll try that

torpid nebula
#

So I'm new to the editing thing and was just fucking around with making a scenario at Altis's main airfield. I'm thinking of setting up AAs around it using CIWS and the RIM, problem is, do those placement make sense? I saw vids of ciws used to protect embassies but nothing about RIMs

small patrol
#

"Make sense" is not a concern if you just want to enjoy around. Possible or not is, nothing is stopping you

#

If you want a IRL document or something to get inspired, guess Google is better friend to ask

torpid nebula
#

gotcha, thank you

small patrol
#

Technically or realistically speaking though, Praetorian CIWS or Phalanx IRL is AFAIK a standalone system to do its job, while MIM missiles are not, they have to be connected with more complex system and multiple vehicles/computers

#

So it could make sense to put an G2A missile sysyem if you're going to put your protection in a very long time. Otherwise, like an FOB that is operated by US Army and others, they really stick to C-RAMs, that's what I understand with those systems

lapis chasm
#

So I was trying "object addEventHandler ["killed", {deleteMarker ...}];" as per my previous, but when putting it in the init field, it doesn't seem to be deleting the marker when testing.

#

Specifically did: object addEventHandler ["killed", {deleteMarker aaa_1}];

#

Is there something I'm doing wrong? It feels obvious, but I'm an absolute newb.

small patrol
#

What is aaa_1 here? Do you define anything in that variable?

lapis chasm
#

There is a marker with the variable name aaa_1.

#

Its a large circle marker on the map placed nearby the AAA turret on the map (as a warning to pilots of the approximate danger area).

small patrol
#

Wrap it with " then

lapis chasm
#

Aaaah, gotcha.

small patrol
#

deleteMarker and (almost?) every marker commands require a string to specify the marker you want

lapis chasm
#

So in the init field of the AAA turret it'd just be: object addEventHandler ["killed", {deleteMarker "aaa_1"}];

#

Correct? Or am I completely missing it?

small patrol
#

Shouldn't too far away from the correct answer anyways. Try it

haughty frost
# late token how do i find it
MOWHAWK RAMP: _this animateDoor ["CargoRamp_Open", 1, false];

MOWHAWK SIDE DOORS: _this animateDoor ['door_back_R',1]; 
_this animateDoor ['door_back_L',1];

GHOST HAWK: _this animateDoor ['door_R',1]; 
_this animateDoor ['door_L',1];
#

if trying to apply these door animations in editor, remove "_this" and use "this"

#

all info can be found in the games config after pausing

#

unsure which discord to ask this in:

#

The Mora APC fires a round called "MP-T". I assume it stands for Multi purpose

#

Why do those rounds PHASE through solid object and explode on the other side?

#

or is my game bugged? GP-T (General purpose i assume) explodes on impact

lapis chasm
#

Most MP-T style rounds are intended to cut through armor and explode on the other side.

#

First one that came to mind was the M830 HEAT MP-T.

haughty frost
#

That makes the Mora very weak vs infantry. why even bother with the slat armor if its in a vehicle killer role

#

iv modded it to change MP-T to GP-T

#

MP-T here makes little sense even with the slight buff to the armor value a few updates back.

lapis chasm
#

Only what actual MP-T is meant to do.

#

Its typically (in my experience) meant to kill armored vehicles, and aircraft.

#

With a variable fuse.

lapis chasm
#

What would be the most painless way to get multiple people through a teleporter simultaniously?

#

I'm working on a mission that would have the players take an elevator (teleporter) down into a bunker where they would capture an NPC, handcuff them, and bring them back up to extract.

#

Obviously since that'd be an NPC, I'd ideally like it so all people in a certain area / proximity of the TP are pulled at once. Is there a specific modification to the init script for teleporters I could use, or something else?

late token
#

how do i make multiple ai get off a vehicle at once

haughty frost
late token
haughty frost
#

your group? high command croup? editor placed?

late token
#

uhhh

#

everyone in a vehicle

#

get out in groups

#

editor placed

haughty frost
#

using waypoints right?

#

pre placed editor wp's?

#

( vanilla arma has no landing craft im aware of) However its still doable. Transport unload = all units as cargo exit a crewed vehicle. "Get out" = if said group was the only group in the vehicle they will all exit

haughty frost
#

multiple AI getting out at once is outside the scope of the engine unless you script it

#

they disembark one by one

late token
#

ima be honest i went to chatgpt for the first few times and it somehow scripted it to work but not work

#

they got out in groups of up to four but i always got errors

#

even though its basically just a giant computer im so confused as to how it can be so bad and good at the same time

haughty frost
#

dont use chat gp

#

learn Arma

late token
#

ive learned that thanks

#

i am trying to

#

somehwo

haughty frost
#

you can for example use commands like MoveinCargo which can teleport all units of a group into vehicle at same time though it is teleporting,same can most likely be done for removing them though i never tried.

#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
cobalt orbit
#

Having a hard time figuring out why my task isn't creating when a player enters the area but the marker's alpha changes, implying that the trigger did fire, just not create the task, which is what it is synced to

#

Here's trigger related stuff

haughty frost
#

is task synced to to trigger? Give it a task ID

#

Try syncing the otehr way

half zealot
#

Hello. I am making a new map for a event, I manage to make the map and open it on the eden editor. I want to add stuff there and then remake the mod with the things I changed on the editor. Is there any guide to do that? Thanks

plain gale
#

New map, new mod? Or do you mean scenario?

half zealot
#

I already created the new map as a mod. But I want o add stuff in eden to then add thouse things to the mod.

haughty frost
#

"value of the attributed callsign is already in use in a different entity"

#

But it isnt true, there isnt another unit with the callsign

#

is this a bug?

#

ooops... ofcourse the editor was correct. nevermind

haughty frost
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty frost
#
_grp setGroupIconParams [[0.9,0,0,1], "The Group", 1.25, false];;
#

is this broken?

#

from BIKI

#

set mine up as such:

#
Recon1 setGroupIconParams [[22,224,145,0.8], "Recon1", 1.25, false];
#

RGBA format is the array

#

using high command markers with the MARTA military symbols module. Im able to use a similar command to change the groups icon to the recon icon,but this isnt changing its color and should be

#

full syntax but only first part works:

#
(Recon1) setVariable ["MARTA_customicon", ["b_recon","Recon1"]];   _grp setGroupIconParams [[22,224,145,0.8], "Recon1", 1.25, false];
small patrol
#

RGBA is not 0-255 but 0-1

haughty frost
small patrol
#

Yes of course...?

haughty frost
#

fair enough. so this site above is wrong

small patrol
#

No?

#

It is just how it is defined, and just one way to do

#

0-1 or 0-255, they're not so different. If you want to convert 255 to 1, just R/255

#

Arma 3 just uses 0-1 in general, that's just it

haughty frost
#

ok i understand. im havig issues finding any type of converter of RGBA online that is a low number. you said "define" it. how to do so?

small patrol
#

?

haughty frost
#

so its just a 0.22 for example?

small patrol
#

255/255 = 1, 128/255 = 0.5, 1/255 = 0.003 you can just use a simple math

haughty frost
#

gotchya thanks

#

thanks for the understanding of that. my syntax isnt working still however

#

i tried with a 0,0.8,0,1 for green

#

used group name and _group name and _grp. all attempts failed,no errors

#

tried running it directly from group init and Military symbols module init

#

oh i got it

#

had to use ADDGROUPICON.(even though im using high command and already calling the icon)

#

seems to then immedietly dissapear however

cobalt orbit
brittle mist
#

@strong turtle very cool.

half zealot
#

Hello, anyone knows of a water decal? I need to make a really small river and a decald could be fine. Thanks

kindred sparrow
#

anyone know how to stop objects from going back to their original size when you scale it down?

prisma oyster
#

the wiki knows

tawny gorge
#

Hey everyone. I've never had an issue like this, and I am having issue even forming search terms to describe what I am trying to fix. In the image I attached there's a vehicle respawn module pictured on the right and on the left the sync lines are meant to attach to the same module type, but none of those modules are showing in the editor now. How can I get these modules to show in eden? They are in the SQM and I can provide that if it would help. Thanks for your time

#

I see #arma3_scenario now. If that's a better place please let me know and I'll move it

tawny gorge
#

Update: I have solve the issue! Some of the folders in the entity editor had a lock icon. When you open the attributes for the folder, "Enable Transform" has to be turned on for the editor to show modules/vehicles

dim kindle
#

does any one know any mod or something like tall walls for fortification against large zombies thats what im looking for and cant find anywhere

prisma oyster
#

that's unrelated to #arma3_editor ; subscribe to the one and only official ACE and drop "modpacks"

keen wave
oblique wind
#

Hello, do the different types of bots placeable in the editor have different skill levels? I mean is a CTRG scout more capable than a conscript or looter if they had the same equipment? Or do I need to manually make the changes in stats to differentiate them?

plain gale
#

All AI has the same skill level

prisma oyster
#

manual change required

zealous plaza
#

hey all! do any of you know how to remove the GPS crosshair out of the map when in vehicles? my friends and i play with difficulty level that removes all markers off the map so we can practice navigation in sog prairie fire but this gps cross hair really kills it for us…

zealous plaza
crystal bone
#

nope

#

maybe devs are working on a workaround/fix, not sure

zealous plaza
#

that is sad… well time to pretend its not there haha

sturdy echo
#

editor won't let me play the scenario in singleplayer is there any fix?

prisma oyster
#

yes, stating the issue could help

upper dirge
#

DOES ANYONE KNOW HOW TO SAVE THE OBJECTIVE MARKERS ALONG WITH EVERYTHING ELSE IN ZEUS TO A SAVED MISSION SO IT CAN BE PLAYED ON A HOSTED SERVER

#

LIKE HOW DO I SAVE THE THINGS THAT SAY "ATTACK AND DEFEND" IN A MISSION

#

i going fucking insane here

#

I'm willing to preform pleasurable acts on anyone who helps me out Ded

#

i'm a girl

#

(real)

final hill
#

Is there a way to disable the ALP+left click teleport when testing stuff on the editor?

crystal fiber
fickle tusk
#

idk if what i want is possible but i figure someone here would know. Basically im looking to pull the western sahara scenario into the editor so i can add some of my own stuff. Ive already figured out how to pull other scenarios into the editor but western sahara seems to be a different thing probably since its dlc. I did some googling around and only found one relevant thing and it was someone saying to go to discord

haughty frost
sturdy echo
prisma oyster
formal muralBOT
#

Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.

sinful zenith
buoyant estuary
#

there are some buildings that doesnt let sun light get inside

#

and i was wondering if there is a way to get a lamp or something working? It doesnt seem to be working during day time

fickle tusk
#

anyone know if its possible to decrypt dlc scenario files so i can put them into the editor? I want to add my own supports and permanent structures to western sahara. I like the map and base structure i just want to make it a little more my own.

fickle tusk
haughty frost
fickle tusk
haughty frost
#

next best thing is to learn to create one fresh. thats what il do next, make a persistent antistasi type scenario with simple obj and systems.

twilit crow
#

Maybe I'm missing something or doing something wrong..is it possible to rename squads (Alpha 1-1, 1-2 for example) in ROLE SELECTION? I've changed the callsign and it doesn't reflect in that screen..my aviation guys want to be special and don't want to be Alpha 1-1 anymore :(

prisma oyster
#

group names or role names? yes - no

twilit crow
#

You know I think you've answered every single question I've asked here-

and names of the overall group in Role Select

prisma oyster
#

I believe changing group name in Eden Editor should do

and sorry you had no one else but me, I hope you got proper answers all along 😄

twilit crow
#

Bahaha, no you always answer everything I need! I still use a script you gave me from..I think 2 years ago at this point now.

prisma oyster
#
if (alive player) then { hint "you're alive"; };
sinful zenith
fickle tusk
fickle tusk
small patrol
#

Our (WS and RF) core missions are not really designed to export into somewhere anyways

fickle tusk
eager adder
#

how do i make fireteams so that players can spawn in as blufor cuz rn theyt can only spawn in the ai squads of redfor

haughty frost
# small patrol Our (WS and RF) core missions are not really designed to export into somewhere a...

To add to this, {SHC} Einar Borghildr, its best to take inspiration from them,ideas etc. Its always going to be better in the end and focused on what you want. I have thousands hours in Arma and NEVER played a single campaign... the WS one was the first i tried. Quit after 30 minutes (because i dont play campaigns but thought id get some ideas from it) and came away with a wealth of nice ideas from campaigns,to simpler things

fickle tusk
#

seems like the way to go

haughty frost
fickle tusk
#

oh nice thats cool

#

i didnt know you could do that

haughty frost
#

What you make,then maybe publish,others use,then they take inspiration from that..the community continues. its how its been in Arma always and why this series survives so well with high user usage after so many years

haughty frost
#

pretty easy to then port,with whatever changes you need.

fickle tusk
#

thats the scenario that got me to start messing around in the editor lol

haughty frost
#

no shit?

fickle tusk
#

yea lmao

haughty frost
#

well my point stands then

fickle tusk
#

i figured out how to unpack the pub files and import ur scenario into the editor so i could make my own dayz lmao

#

good scenario man great way to play dayz solo

#

ill have to keep an eye out if you publish the tanoa lavonia ones both are cool maps

#

dayz would be sweet on em

haughty frost
#

damn straight. thats exactly why i love Arma. IE i cant add lots of modded RHS gear for example into the scenario even tho many users ould like it,but someone like yourself can take it, pbo it and tweak

haughty frost
fickle tusk
#

lmao nice

#

im pumped to check it out

young nebula
#

Is it possible to stop friendly AI name and unit type from showing up when you hover over them?

prisma oyster
young nebula
#

Even turning difficulty to veteran doesn't hide names of friendly AI characters.

haughty frost
young nebula
#

It is, but it doesn't hide them.

#

Only hides the type indicator, not the name.

small patrol
#

It's an ACE feature

young nebula
#

Time to dive into the bazillion ACE menus to figure out where it is then.

#

Had to disable it in way too many places. Difficulty, ACE and DUI squad radar -_-

scarlet crystal
#

you use many mods, you get many options to figure out shrug

serene ferry
#

Can someone explain to me what is Dynamic Simulation in the editor?

terse oak
#

Is it not possible to delete layers with a trigger? I have an entire base of objects, triggers etc to delete when you leave, sure would be nice to just delete the layer containing them all

scarlet crystal
#

it is possible, but you have to iterate through objects in that layer, not just remove layer itself.

#

example 2 is the one you might be interested in.

random mural
#

Hello guys, I've been a player of Arma 3 for almost 5 years, I've never touched the Eden editor to make some scenario or anything. I would like to start by doing some timelapses or some kind of mini “movie”, the problem is that I don't know what to represent. Can you give me some advice?

small patrol
#

Can you explain what is the goal? Why do you think timelapse is needed in your goal?

random mural
small patrol
#

Okay so intention to use Eden Editor is more cinematic/artistic purpose?

random mural
#

Ye

small patrol
#

First of, try what Eden Editor offers and what is the purpose of Eden. As you already know it is a tool to mission making. Making some artistic scene is not the purpose (yeah I know, I made a few Mods to do it anyways) but it certainly can

#

The game is, it is a pure sandbox environment. Of course there could be a problem or limitation, but what you see in someone's gameplay, it's possible

haughty frost
#

seriously though,make an idea for a template general mission structure,and in it,decide when and where you want to show some cinematic instances, break a simple mission up like that,for a start. if you can imagine it,its possible.

haughty frost
#

guys, any reason why my AI groups at sratis Airbase,are detecting that a friendly,ungrouped,vehicle was destroyed 5 km away at the Kamino firing range?

#

its really odd

#

if friendly inf die at kamino,they dont know, if typeof is car,they dont know..if its type of tank,they do know and start going into combat mode. No mods

#

no AI skill modifiers to spot distance. 50%

#

i originally thought its a feature of High command to share info,but i tested and it isnt

#

tested in non modded,clean map. this shouldnt be happening

scarlet crystal
#

if you think it's a bug then make a ticket in feedback tracker

haughty frost
#

i remember this being an issue years ago

#

not sure if it was never fixed or reintroduced

#

id appreciate if anyone could subscribe

small patrol
#

Better to share your mission.sqm

haughty frost
#

its view distance

#

is it normal?

#

not object,just view distance.

#

so AI within set view distance(5000) for example, will know about friendly vic getting destroyed

scarlet crystal
#

any vehicle?

haughty frost
#

marshal

#

panther

#

not cars

#

there is a example. set your view distance to 5000, obj to whatever

#

then reduce View distance to 2000 , observe again. friendly groups wont go into combat and report tanks

small patrol
#

Yep seems very reproducible. It's an Altis mission though

haughty frost
#

apolagies this is a version without WS asset. was tested with and without mods

haughty frost
small patrol
#

You should to put the mission into tracker anyways

haughty frost
scarlet crystal
haughty frost
nocturne burrow
#

I cannot open some of my older missions. Just says "Error when loading the scenario". The mission was originally created in October 2023 so it's not an old mission from the 2D editor which I never worked with anyway. Unbinarized the mission.SQM file, Tried to merge it with a fresh map but nothing seems to work. Please help ?

heavy cloak
#

hey all, I have been looking about and researching but thought to come here for a little help/confirmation, I have a setup with tasks in my mission file and they trigger. This works in every situation except when I put it on a dedicated server. The general consensus seems to be that the task nodes from the eden editor do not work on dedicated servers. I just wondered if anyone could quickly confirm or deny that for me before I try and do anymore, thankyou all

edit: now solved

this is the post that contains the answer:
#arma3_editor message

haughty frost
# small patrol You should to put the mission into tracker anyways

just curious, do you think this will be addressed by BIS soon? or do bug tracker tickets go unchecked for a long time? Its actually a pretty major bug,i imagine it soft breaks many scenarios,even official missions. Does the bug get checked based on how many people subscribe to it?

small patrol
#

Probably, no, no

random mural
#

Who know a mod for animations like sleeping, sitting and more?

hexed ether
#

For the deformer mod, does anyone know how to make it so your work saves when you actually load into the game? For me, after I use the tool in eden, when I start the mission it all resets.

plain gale
#

Might wanna check the mods docs.

hexed ether
#

I did, it doesnt show anything regarding that. People in the comments complain too

#

So, I guess there is no way?

heavy cloak
plain gale
#

Yes..sometimes they have the wrong order and stuff. Always good to have at least a 1 second delay between creating and assigning tasks etc.

haughty frost
# small patrol Probably, no, no

Got it. i have been testing more. Iv discovered that the issue happens specifically with the view distance as mentioned AND if the vehicle in question has a turret( Hunter unarmed = not known about/ Hunter armed = known about) ghost hawk = not known about/ rhino mgs = known about. infantry unknown. . safe to call it a bug at this point. iv updated the tracker with info,hopefully bis sort it out soon,its quite a big issue for detailed and specifically edited missions.

terse marten
#

Losing my head over vehicle mass right now.

We are trying to transport an MRAP of RHS with an RHS chinook but its too heavy

#

myObject setMass 10; doesnt help either

#

executed that globally

#

anyone got an idea how to get around this?

eager adder
#

anyone know any good starwars mods? im tryna make a modpack for a rebelion unit

prisma oyster
eager adder
#

really now

prisma oyster
#

yep, for real, no joke, 100% true.

eager adder
#

like fr fr

prisma oyster
#

yes.

eager adder
#

damn

#

ive been in a lot of units

#

well ig im gonna do another theme

#

what theme should i do then?

prisma oyster
#

HALO is permitted

eager adder
#

oh

#

cool

scenic finch
#

anyone know how to remove the control elevation on editor? that's thing annoying me

small patrol
#

What is "control elevation"? Do you mean minimap

scenic finch
#

Yes minimap sorry...

small patrol
#

It's a part of 3den Enhanced. Read the guide or check menu

scenic finch
#

Thank you!

haughty frost
#

can anybody explain how to change the groups color in side chat? cannot find anything relating to this on the wiki except where its concerning subtitles.

#

for example "Alpha: report position,over" where "Alpha" is blue,everything after is white. id like to change Alpha group to an alternative color

#

as i see, the type of chat influences color, so is it possible to have a group ID influence it too?

haughty verge
haughty verge
haughty frost
#

It doesnt produce errors,but i now get no side chat at all

#
this addEventHandler ["CombatModeChanged", { 
 params ["_group", "_newMode"]; 
   
 if (_newMode == "COMBAT") then   
  {  
   leader _group customChat [1,"In contact with enemy"];
#

thats the EH to call a combat contact,then sidechat(which works) kicks in. Using customchat as iv written it above produces no chat.

#

hmm think i need to create the channel first

prisma oyster
prisma oyster
haughty frost
haughty verge
haughty frost
#

got it thanks guys

haughty verge
#

Mind my notes on adding units to it

brittle mist
#

editing a drug raid mission, anyone know of any good mods that might have interactible/useable/spawnable drugs? like something out of an altis life server?

glass hazel
#

how do you place custom locations in the editor? I can drop them in but they wont show up in the map when I play

plain gale
#

Drop them in?

#

How are you defining them and for what? Respawn menu?

glass hazel
#

system -> logic entities -> locations

#

drop them from there

#

not really defining just dropped them

plain gale
#

Ufff. I clearly had a long day. I read "loadouts" instead of locations meowsweats

#

These locations as far as I know have no functionality on their own. They are ment to be used with certain modules.

glass hazel
#

ic

plain gale
#

What do you wanna do?

glass hazel
#

just have some map locations that my script can pick up, to say the city name etc if its a custom city

plain gale
#

Well, a location it pretty much only a position an area and a name

#

An invisible marker would work for that. Marker text is the location name and position and area is self explanatory.

glass hazel
#

im just gonna use createLocation..

haughty frost
#
BIS_HC_1 setVariable ["onTaskCreated", {_this call CBA_fnc_taskDefend}, true];
#

im also wondering if you use a "DoStop" in that function. as il need to issue wp's after the garrison.

haughty verge
haughty frost
# haughty verge So ENH is great because it stores scripting within attributes so that it doesn't...

ahh i see. yeah it was a long shot, and infact i applied many types of scripts to get groups into building positions dynamically... the actual end result was that even if i find one that suits,the AI pathing is less than reliable and infact those positions in buildings,while being useful for a preplaced situation(and static 90% of time units) more often than not cause AI to get stuck. Stairs,ladders,even steps or doorways. And emphasising on that..if a unit is in a pos in building,gets wounded,and S leader tells medic to heal him,if the medic cant path there(again for less than reliable pathing reasons) both medic and unit waiting for heal get indefinetly stuck(until unit needing healing is healed and to 100%...honestly ai wish the engine manged this more safetly) and so squads can get totally destroyed

#

iv tested some more and decided that, enable attack false(on activation in scenario) combined with Diamond formation,and a wp in the building centre, produces oddly good results for a dynamic garrison,even seeing units sometimes path upstairs,and never causing units to get stuck(except for the medic heal issue)

#

so i guess il resume a look for a good dynamic garrison solution in 7 or 8 years in A4

haughty verge
#

Arma is all about faking it until you make it.

haughty frost
haughty verge
lone folio
#

if I use something like the decon tents/showers from contact in a mission will all players have to have it in order to play?

haughty verge
reef slate
#

Would there export and import vehicle inventories?

reef slate
#

I have all of the equipment I want to copy but i am unsure how to do that and then put it into another vehicle

pale badge
#

Hey does anyone here mess around with the support modules much?

I'm trying to set it up so the players can pick from 5 different supply drops all on seperate cooldowns. I managed to script each crate to call a specific inventory so that part is done.

What I'm trying to figure out is how a player can decide between say "ATGM" or "Heavy Machine Gun" when they access the supply drop menu

haughty frost
haughty frost
# haughty verge Want it as a scripted waypoint?

well as far as i know the only way to influence a High command wp outside of normal behaviour is "createtask" and "radio" though iv tried radio and while i can get the radios to appear,when activating them(radio golf for example with an editor radio golf existing and having a script on act) nothing happens. When you say scripted i just think of edens waypoint "scripted"

haughty frost
#

this isnt affected by a skiptime action is it?

small patrol
#

skipTime or setTimeMultiplier or such shouldn't affect how a trigger works

haughty frost
#

got it thanks

haughty frost
small patrol
#

Could be

haughty frost
#

it must have some effects, im reading since 2.10 skipTime is limited to max +/- 1000 hours per skip for game stability. apparently it will do calculations to changes in the envoirnment. hmmm interesting to know , i never gave it alot of thought before now

winter sigil
#

I’m trying to make a convoy, I’m on 500 hours so I have done this a lot, but for some reason the vehicles won’t follow the path set by the waypoints or drive together in convoy. Anyone know why this happens?

haughty frost
#

even with all that info,the fact is Arma3 Driver AI especially convoy type behaviour has never been very reliable

#

also when you say "wont follow the path",give exact description of what your trying to achieve and under what conditions

inland flint
#

Hi all iam thinking of getting arma 3 but with arma 4 coming out within the next year so should I get arma 3 for now or wait for arma 4?????

small patrol
#

Wrong channel anyways. It's up to get A3 or wait till

timid night
#

Does anyone know how to set a vehicles turret aiming in a certain direction in eden? I'm trying to take some cool pics but having all the humvee's and bradley's facing in one direction deoesn't exactly look cool.

small patrol
#

lockCameraTo

timid night
#

That doesn't seem to work, or I'm doing it wrong lmao

small patrol
#

Then share your code

timid night
#

Uhhh.
lockCameraTo;180
Sorry if this is wrong, I am incredibly shite at coding. I've put it on the soldier in the humvee gun.

small patrol
timid night
#

Wait, just so I'm not trying the impossible, would the effects of this show up in Eden if it's working right? Or would it only show in zeus/a live game?

small patrol
#

Most of any script in Eden wouldn't make any difference in preview

timid night
#

Huh. That's rather irritating.

small patrol
#

Oh wrong wording. Outside of preview I mean

timid night
#

So, it should turn the gun to face the selected direction in eden?

small patrol
#

No, wait did I used wrong wording again? I need another coffee I guess

timid night
#

Man I'm just stupid as shit

small patrol
#

What you put in Eden Editor, like in Init section, will not be executed in Eden workspace (3D Editor space) but in preview

timid night
#

So that being when I press play to go into a live game, right?

small patrol
#

Correct

timid night
#

Alright, well either way my code appears to not be working lmao.

#

uav lockCameraTo [objNull, [110,110]];

#

I've put it on both the guy and the vic, but still nothing

small patrol
#

objNull makes the camera reset

timid night
#

Oh. So rip that out and it should work?

small patrol
#
yourVehicle lockCameraTo [targetVehicleOrPosition,[0],true];```
#

Where [0] is your turret path of your vehicle

timid night
#

Aite, I toss that on the vic right? Or the gunner?

small patrol
#

In where?

timid night
#

In the init of the soldier on the turret right?

small patrol
#

May work but I still think you're misunderstanding. This command requires the vehicle as an argument, not the unit

timid night
#

What do you mean the vehicle as an argument?

small patrol
#

yourVehicle in my example should be the vehicle not the unit

timid night
#

Okay, I got you. Could I just replace that with this as a universal patch for any vehicle?

small patrol
#

Yes

timid night
#

And this should go in the vehicles init field?

small patrol
#

If you want, yes

timid night
#

alright

#

Well, it appears to still not function as it should with it like so:
this lockCameraTo [targetVehicleOrPosition,[0],true];

small patrol
#

You need to put any desired value in where targetVehicleOrPosition is

timid night
#

That would be what for example?

small patrol
#

Don't know

#

Maybe getPosWorld player or something

timid night
#

It's still isn't working as needed with this:
this lockCameraTo [getPosWorld player,[0],true];
(I'd like to say I apologise for being so inept at this, and I appreciate your penitence and help a lot)

small patrol
#
  1. How it is not working
  2. How is your intention
  3. What vehicle
timid night
#
  1. The turret of the vehicle remains in it's default direction (in front of the vehicle which is facing roughly 190)
  2. I'm looking to have a convoy of vics face different directions for a cool picture, so I need something to make vehicle turrets face in a manner of different directions, for example one facing 200 and one facing 300 (also if at all possible chose the elevation of the guns so I could have some looking at rooftops.
  3. rhsusf_m1025_w_m2 (RHS humvee)
small patrol
#

Ah then last true should be false maybe

timid night
#

Aha! Progress!

#

It's aimed at where my player character started.

#

also appears to require the vic be crewed. As the bradley hasn't aimed and isn't crewed

#

Okay, so I've got it to also target other things, I can use that by just having some invisble object to target!

#

Much appreciate your help!

frank turtle
#

Hello, I wish to make a script to get called from when I throw a grenade. Would that be possible so that air strikes or other things can be called on the grenade would love some insight into how i would do this. If its possible cheers

earnest bison
#

Hello all,

Whenever I change the scaling of an asset that I place in the editor it never ends up saving. When I actually load the mission the scaling of the object always resets to default 1. Is there something that I'm missing ?

umbral canyon
#

Question, when attempting to get the Warlord Init to use a custom assetlist, what specifically do I have to input into the 'asset list' section? The file name (description.ext), or the phrase I choose for the assetlist class within the file? I've tried both and neither appears to be working.

earnest bison
small patrol
#

No. setObjectScale has some limitation. And you're having the limitation

umbral canyon
#

I'm attempting to run a custom Warlords scenario in the editor and keep getting the following error:

File A3\Functions_F_Warlords\Warlords\fn_WLSectorPopulate.sqf

Anyone able to give me any pointers on what this might be? At first I assumed it was due to issues populating the Independent spawns, but after removing independent spawns entirely I'm not sure that's the case.

winter sigil
#

Eventually I want to get it so a VIP will get into the convoy then it will set off, pass through a checkpoint (Pictured below) then head off to an event, where the VIP dismounts.

#

Either I need to get the AI to do it itself or else have them follow a lead player car, which I haven’t worked out how to do yet.

#

They also need to get through another gate before this

haughty frost
# winter sigil Eventually I want to get it so a VIP will get into the convoy then it will set o...

what are the yellow objects directly on the road? grass cutters? or is it the actual road? First off, ungroup the vehicles,youll have a better time going from there. if you need to keep them 4 vics together use a speed limiter,make the 1st vehicle a max speed of 1 kmh less than the follow on vehicles,(although this can have a negative affect just depends on factors) use less wp's,trust the AI a little more . ok so far ungrouping will fix some vics not moving issue, it will also fix them driving into buildings unless part 1 is unsuccesful,but try it first

#

on each group init disable visibility raycasts with disableAI "CHECKVISIBLE"(in group init)

#

enable it later when you actually need them to / if need them to engage enemy

#

cant stress enough...NEVER group vehicles. wether its wp's,or scripting,grouped vehicles may aswell be unsopprted imo in Arma3

winter sigil
#

Thank you

#

I tried ungrouping them, that helped a lot. I will mess with the speed control now as well.

#

The yellow and black objects are just curb pieces on the ground. All the vehicles on approaching the checkpoint stop and fan out on the road.

winter sigil
#

They fail to go through the checkpoint before as well which is just a bar gate with a barrier in the middle of the road

haughty frost
#

it isnt so much the bar gate thats the issue,its the surrounding objects as i know from experience they can go through it even when its in a down(scripted to open) pos. their last wp where they stop,you need to add a wp RIGHT before that,kind of shuffles them into a tighter pos. However results may vary from time to time,as the AI is dynamic,unitplay is ultimately the solution for EXACT placement in instances like this.