#arma3_editor
1 messages · Page 12 of 1
Write a code
It does mean you wrote a code, and I don't know what you've wrote so what is the issue
how do i make a civilian sit in a vehicle, i somehow did it before but idk how as i didn't do anything
you can drag & drop him on the vehicle
i'm trying that but nothing happens
maybe there are people in there already
there's 2 people, a driver and a passenger but there's 3 seats i think
try yourself getting in it
or try removing one guy and drag & dropping the civilian
How would I make redfor attack civilians
tell them civilians insulted their mothers!
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
oh, ty
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
Ctrl+I 🙂
ty
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?
Could it be because I have sim disabled on it and made it a simple object?
this, perhaps
though it should work (and doesn't), from what I get
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
oh
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
if its a turreted vehicle, make any of the subs the driver, not the leader
it happens with most vehicles, for some reason only a few don't do this
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.
oh
would anyone know what channel is approiate to ask a question about faulty pbo manager
Don't ask to ask just ask. We will point which channel is better if this isn't
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?
check "save loadout" option in scenario attributes. Don't remember if it's vanilla setting or only with Eden Enhanced
I think that's Eden Enhanced, unless you're referring to the "Save Loadout" which just the created loadout to your Arsenal loadout list
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
like maybe just force put their guns on safe
is there a way to stop vics from shooting at my heli?
don't fly near the vics
kill them before they kill you
remove their ammo
fly 5km altitude
set yourself captive by script
Is it ever safe to place objects outside the map borders?
why not
the AI won't move outside the terrain iirc, but that's about it
also, some scripts/frameworks only cover the whole terrain and nothing else
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.
Does anyone have a indexed bala murghab map?
indexed?
no AI and simulation does not really work there. the outside bounds are not meant for mission use
yeah so that way the alive mod works on it
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.
https://forums.bohemia.net/forums/topic/196246-no-firing-zone/
Has a few solutions
don't use VCOM or use VCOMs waypoints - assault etc
I want to use this AI otherwise the bots will be mega dumb
reading your message one would think Vcom made them even dumber
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)
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.
"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
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
A friend of mine solved it instantly when I mentioned it to them. I was using the module all wrong. plus trigger wasn't set propperly. thanks thought I'll keep that idea of holdAction in mind next time.
save loadout in eden enchanced doesnt seem to work
the loadout i set to people isnt staying when they load in
theyre just a normal rifleman
god i fucking love life
i just fix ed it
the grass is so green guys
keep your head up
the loadout i set to people isnt staying when they load in
What do you mean by that?
He already left. Was there for only a few minutes just to post this rant
Humanity never learns
how to find trees in eden objects?
nearestTerrainObjects
meant like as objects to place down and use like rocks and structures
in the objects list
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)
Most of them don't have config. You could create them as simple object.
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
#arma3_animation
some dude posted it about a fan, that could possibly help
ouu thank you!
lucky timing with that lol
fr tho
not related to live scripting
@small patrol So using your single player cheat menu, I see I can use Zeus and change the loadouts of people mid game.
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.
have you tried selecting multiple peeps and Ctrl+V?
yes multiple people are selected, I did ctrl v and the loadout did not paste
Using the Ace Arsenal is there anyway to change a uniform on an entire group at once without changing the rest of the loadout?
Lame, but okay - guess Ill just do it manually.
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
randomisation, or expected challenge 😏
man i came back to this game with a new rig i7-13700 and still get 30 fps when combat hits
my fps specifically plummets if AI units on ground spot an enemy heli overhead
any way to prevent this with scripting?
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 +
Remove AI Mods if you have
AS SOON AS HELI FLIES OVERHEAD....sub 30.
noting to do with mods
iv got 5000 hours in editor
im not new
Do you mean it's an vanilla issue
did test with no mods ofcourse,same issue
yes vanilla arma
id like to understand it so i can tweak something
Can you share how is your mission/setup
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
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
one attack heli NATO on molos airfield on gaurd wp
this is a small scenario iv ran for 8 years
It's better if you can zip the mission and share
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
how to?
have the sqm ready
If the sqm is the only file you have in the mission, yeah it would work
it is yes
it was created with mods initially ...however it can be ran without mods and iv done so
unsure how i upload it here
Drag and drop into the channel. If you can't verify yourself in #offtopic_bot_cmds and check #rules
File itself
thats it
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
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.
Is there a way to make it invincible or cannot be destroyed
in the editor, you have a checkbox for allow damage or simple object - this will solve your issue
(and even improve performance in the case of simple object)
Thanks man
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
video for illustration
by chanc are you using MCC mod? that code is old and breaks wp usage. its the only time i experienced this behaviour. sometimes combat can interfere with later waypoints if the AI fails to get back to AWARE in time too
Not the mod itself. I am using GAIA and Jebus scripts on some other units. Not this one.
These waypoints are set in the editor not Zeus btw. Just Zeus screen
yes GAIA is having the effect,even if not used on the unit in question
when is GAIA initilising?
you have init.sqf and description set up i assume
im sure if you remove all instance of GAIA the issue will resolve itself
with GAIA/MCC you can totally forget about scripted waypoint usage in any capacity
i do not recommend using either anymore period
Are there other options that are more updated for caching units?
I’m using this in a MP setting and found it useful from someone else mission in my community.
So there aren’t, Zeus can take over these units for just that point. That’s not a biggie either
cbe cache is good. although i persoannaly use the "show/hide" module to cache entire groups that arent needed until needed. Caching a group and leaving just leader non virtualized isnt going to get you much gain unless you use ALOT of groups anyway
Is that module vanilla? Or a mod?
also...that leader cache script is buggy. sometimes group spawns far back from leaders pos.
show/hide is vanilla module
cbe cache is old but still good,though i havent used in years u may need to read up
"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
to virtualise them so to speak
the defaul "dynamic simulation " setting is useful too
https://community.bistudio.com/wiki/BIS_fnc_moduleShowHideignore this, theres better info elswhere
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.
Frikking love the documentation here :p Syntax: Syntax Needed. 
Hi checked Google for this one and no luck. I am looking for a short guide on the modules, Show/Hide. I am using UPS (Urban Patrol Script) in several areas and to avoid too much hassle with FPS I need to have a show/hide modules on the groups that are within the UPS Marker. I did this before but ...
you can sync show/hide module to many groups and vehicles at once for faster mission design
i usually have a group set to show when X group has less than 1 man
its how i do wave attacks etc
new group "spawns" when needed...purely vanilla module no need for outdated scripts
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?
yes exactly. its always best to set up a mission that can be conducted autonomosly with zeus intervention needed.. i use zeus to fix odd AI behaviour(move a vehicle thats stuck) and they continue to wp's
yes gaia bases it on by default distance,but you should know gaia transport is totally broken too
Literally my idea since I've taken over the team in my community. Before it was always down to Zeus playing RTS basically.
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
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?
hetman AI / rydiger is a better high command ai similar to gaia zones
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
theres zero lag with units being "shown". its very performant. not like a 3rd party script... i tested with 100 groups at once, not a single stutter
old system i74790
Great! Thanks very much for the info.. extremely useful.
Im gonna have a look at your mission to get extra knowledge about it once I'm back at home
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
yeah play around with it, and youll see the type of setting i have and it may be what you desire too. i like idea of controlling all units on one side but also thendynamically giving them independence at flick of switch,for this you need to give simple mission objectives though. in my scenario,NATO can complete the mission without you having to issue single order
as its area capturing/enemy removal obj's mainly
Just checked it again without GAIA and yea.. that was the issue..
Thanks for that suggestions
no worries at all
check the mods you're playing with
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
"just" joining vehicles in the same group and giving it a waypoint should do
now it may depend on AI mods 👀
ah yeah seems to be working for now, was just some weird troubler that got fixed with spawning a new group
Scenario Framework is what you're looking for. https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
But I'd say its not yet worth it for SP
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.
If setFeatureMode doesn't work, I don't believe there is a way. It's more of model thing
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.
You're referring to setFeatureType, right?
Well yes, my bad
Okay, I just wanted to make sure I wasn't missing something.
I've placed runway textures on the ground but there's lots of dust when vehicles are moving on it 😅
Any workarounds?
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.
script it, remove waypoints from the convoy group when their leader vehicle is destroyed
thanks,still i think il stick with Arma3 for another 10 years
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.
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
I searched but no luck and keep getting errors
Are you new to the game?
Kinda 😅
How many hours?
Just 80 hahaha
Well I’ve spent most of my 300 hours in the editor
Even then I still don’t know everything
But i wanne make some mission myself but just can figure out the mods i gotta use...
I have a Vietnam type map for you
If someone maybe can share some preset mods and for what they use them (maps,... like vietnam)
Ahh yeah that would be nice, and also the mods you use?
Do you have any mods installed rn?
Hello?
Sorry had to go to the bathroom
I got 395 mods and i am just lost in them 😅 if i select them all my game doesnt even wanne start up
Lol well you got a better computer then me
The most mods I’ve tried to run is 21
That’s the max mods
So it’s hard
Ahh
Ahhh
So your new to the editor though?
Kinda yeah
I have made 1 mission with 3 objectives last week and it all worked well, but i am just lost with all the mods
I have no idea how to script
What scripting language does arma 3 editor even use
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
Well start small with just 8 mods like eden enhanced, eden enhanced in my opinion is a must for mission makers it makes everything easier
I got those
Thought that since you have so many mods
But just start small
And go to dms I will send you in my opinion the best eden editor tutorial
Ok thx
SQF, if you search for the bohemia interactive wiki you'll find a good introductory article on it
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?
Export it to multiplayer via the file menu in eden editor.
Then you can host a session and select your mission the the mission screen.
I have the problem that my friends cant join
see #arma3_troubleshooting ; here is about the editor
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?
i want to spawn a new group when first group is less than 1 man
having a brain fart here trying to remember the syntax
got it
({alive _x} count units someNamedGroup) == 0
Units group isEqualTo []
If the mission has Mods do they need to download them all?
yes
I have a mod on but it isnt in the mission does he still need to download it?
should not, but maybe a dependency has been introduced in the mission
How do I export it?
"via the file menu in eden editor"
In the top left
Hello I try to hide the marker of the squad leader of the map, but i dont find the option to disable it. Im in a malden liberation. I show it in image below https://ibb.co/hmr3p3W
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
setTerrainHeight IIRC
how do I get the location on the terrain that I want to edit?
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
Hmmm, okay, thanks. Haven't coded much in editor, will have to see
Do you know how my friends can join it?
Like I host a server but how do they join it?
!localhost
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”
groupIndicators = 0; i'm 90% sure.
Just make sure that your mission difficulty in you config file is set to "custom".
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.
Solved, thank you @sullen tide
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.
Hello guys, sorry I want to load all shells as "laser guided", but I can load only 2 how can I fix it ?
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?
I think the hide terrain object has issues with multiplayer servers.
Check this message for an idea how people are hiding objects on servers using helipads
#arma3_scripting message
pls somone can help me ? i can't move object when i am in zeus... it says : Insufficient ressource
question, is there a way in the editor to retract landing gear, and close the glass on a plane all inside the editor?
For what purpose?
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
patrol is a great time saver and alternative patrol script but this guns up slow walk makes it not very responsive
Have you asked in #arma3_feedback_tracker ?
Probably for screenshots
Deformer on Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2822758266
Uhm, guys?
I tried to use the ACE Arsenal but it's broken and now I'm stuck
What do I do

Escape > Exit
see ACE server for assistance
Oooh, thanks!
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.
If you use Artwork Supporter,
https://steamcommunity.com/sharedfiles/filedetails/?id=1877568946
If you use Enhanced Artwork Supporter,
https://polpox.cyber-ninja.jp/articles/arma3mods/EnhancedAS/
thank you, love your work ❤️
self ad! :U 😄
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:
heliGroup= group H;
randomPoint= selectRandom ["Mark1", "Mark2"];
_wp = heliGroup addWaypoint [getmarkerpos "randomPoint", 0];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
heliGroup setBehaviour "Aware";
but the wp it creates is to grid 0,0,0 (bottom left of map)
"randomPoint" is not what you supposed to use there
thought it used to work
randomPoint is what you need
"randomPoint" <- this contains "randomPoint"
randomPoint <- this contains the result of selectRandom ["Mark1", "Mark2"]
String vs Indentifier
oh i see
if i edit 0 to a number,is this getting a position in random area?
0 IS the centre correct?
Excuse me what 0? addWaypoint?
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 0];
https://community.bistudio.com/wiki/addWaypoint
radius: Number - random waypoint placement within radius from center; -1 can be used for exact waypoint placement
yeah what i meant was correct, was just confirming and understaning it
cheers
wow
so i can keep adding waypoints onto waypoints like this within a marker
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?
What do you mean
so if a group COMPLETES a wp via the original code, the code regenerates again
so when this complete:
heliGroup= group H;
randomPoint= selectRandom ["Mark1", "Mark2"];
_wp = heliGroup addWaypoint [getmarkerpos randomPoint, 222];
_wp setwaypointtype "MOVE";
_wp setWaypointSpeed "NORMAL";
heliGroup setBehaviour "Aware";
at position they arrive to, run same code again
basically i wana make a random patrol inside a marker area that lasts forever
generating random positions each time, kind of like the cba task search area module
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
im looking at that wiki,im not understanding it, could you give an example?
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?
are there actual positions in the building defined above the stairs?
There is a move waypoint and also a get in waypoint right at the top
get in what?
buildings have configured positions denoted by numbers,
you cant use a "move" wp to get a unit to go into a building
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
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
I will get a picture
in order to get them into a helo on the roof,you need to actually something like https://community.bistudio.com/wiki/BIS_fnc_UnitCapture
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
The Helicopter lands perfectly fine at the moment cause I put down the helicopter, its just getting the AI to the roof.
Trying to move from the main roof to the raised one
how can i get a vehicle to be damaged only on its wheels, like how you would do with setDamage
Why does the screen look so small? well the letters themselves look small
You can change your interface size if you go configure or Options > video > display > Interface Size and set it up how you like it.
I've tried it but it's either that or I increase the size and the letters can't be seen
and sometimes it makes the letters this small or normal
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.
Ok, thanks!
Game has to be restarted to display the new interface size properly.
AI can't move freely. they only move along path points in a building. also you have multiple objects so that's never gonna work
Because ur big 👍
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
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";
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
sorry
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?
I didn't, was just putting those there as quotes.
And for some reason its persisting.
Does anyone know how to make an AI in a helicopter not go down to the ground and stay in the air?
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?
yes, doing nothing is fine - they naturally stay in the air
_flyingJeep setFuel 0; you know i can press enter right?
FINALLY HELO'S DONT EXPLODE WHEN FLIPPED OVER!
And we have a reduced haze option in video settings. THANK YOU BIS...10 YEARS! 😄
in a dday op can i make the lcvps automatically drop the doors when they hit land? the waypoints are set to transport unload
Do civilian presence waypoints need to be synced with the primary module or are they used by every module automatically
I looked there. The page doesn't mention synchronizing it.
It does mention syncing a trigger, but not if the waypoints need to be grouped or anything.
If you want to turn ON & OFF the system in the area, synchronize the module with a trigger (ideally with Repeatable flag checked).
yep
Do civilian presence **waypoints **need to be synced with the primary module or are they used by every module automatically
I know, I was enforcing your point here
unfortunately
np 😄 I would say "try in Eden", and if it works out of the box, I'll amend the doc accordingly
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?
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)
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
soo can i make vehicles open their doors when they get to the waypoint
Yes.
But you'll have to inspect the config files to get the right door name.
how do i do that
and how
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...
are you able to give like an example for this cuz im still relatively new and dont understand much
You can ask for help in #arma3_scripting
how do i lock an ais inventory so players cant take shit
It works out of the box, so much so that syncing any of the spawn points with the central unit stops them from working.
for the player part do i just put the ais classname
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.
You put unit's variable name, not classname.
noice, thanks for the test!
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?
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
i theorise that a mid at "0" might achieve this but im not sure
i understand how they work, im not asking that
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
So you want a linear randomization instead of normal distribution
exactly
I would say write in Condition directly
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
Likesqf time > (random 60) + 60This condition will fire in 1 minute or 2 minutes
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?
Not sure where 100 + 120 + 140 + 160 came from and its intention
This condition will fire in 1 minute or 2 minutes
This condition will fire at a random time between 1 and 2 minutes.
Yeah meant that
But it generates different random numbers every time.
And if that condition is checked every frame, it will basically be "just over 1 minute"
Mgh, true
ok so Likesqf time > (random 60) + 600 will actually be TOTALLY random between 1 min and 10 mins. no gravitating to 5 mins?
Would be minimum 10 minutes, maximum 10+1 minutes
Likesqf time > (random 600) + 60 is random from 1 to 10 mins?
- Define a random number
- Let the trigger happen when the
timereaches the number
Or simply just
sleep random 60
can i use sleep on a trigger?
No
I don't know how to do that, with just a trigger in editor
You can just use a spawn or such script instead of trigger
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
its activated by nothing more than mission start
condition true
and what does the trigger trigger?
enable a waypoint by being synced to it, and make a AI group move?
it is synced to the "show/hide" module. in this case "show"
group has a move,then gaurd wp after simulating
awesome thanks man take your time
https://community.bistudio.com/wiki/getOrDefaultCall
The best solution only works on hashmaps... Ugh
Do you know how to do init.sqf ?
yes i understand init.sqf
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
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
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?
["TimerName", 60, 600] call TriggerTimer That is the new condition
You don't need to do an extra "true"
got it
I think no, because the trigger condition would also run on the trigger running on serverside
if its for single player??
oh then it doesn't matter
lovely
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

i was lickin my lips at that 0:15 and 4:55! gona be a great combined arms mission. Thanks again!
do you mind if i share some further tests with you and show my syntax to ensure its correct looking?
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
creates the conditions for any condition to fire at complete random time specified within
Yeah I knew my question would lead to that kind of answer 😁
I meant what is your practical use of it ?
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"
Right, so kind of random wave attacks without the need of a zeus to spawn them
exactly. a semi QRF trickling in throughout the scenario. SHOW/HIDE are vanilla editor modules..criminally underused,as is the Gaurd WP
That sounds like a good vanilla solution for a patrol/secure area mission in singleplayer
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
yeah i can share something iv made here to show you
but how do i post syntax here?
special code or something?
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
// 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
you can remove the "hint good" at the end 😄
im in copy paste mode 😄
good lord i get lost in this editor
right its time to purchase the new CDLC and enjoy the new toys
gud
Just post stuff here and anyone can see
Thats nonsense, does nothing.
Have only one
You provide the timer name inside the trigger condition's code.
but i have around 20 different vehicles i want to "unhide" , dont i need a trigger for each? as i want to show them at different times
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
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?
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
you copying that literally does nothing.
You repeatedly overwrite the same function, with the same code
can the ai use high command if i gave him the high command module ?
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
depends if there is a command for the door to animate,if htere is its as easy as timing it via event handler or trigger to open. The Huron for example can run a command to have its rear ramp open,the merlin for AAF can have its side doors open as can the ghost hawk.. hell even the ifrit
and the open door module is only for editor buildings/hatches
they cannot no. i believe in Arma2 they could tho i may be wrong. i was born on Altis in 2013
....life was very different back then...
you must be at least 13yo to be on Discord è_é
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
what are you asking? to see if its functioning? you will see with the result or by adding a hint
thats what they told me on the USS Liberty
its a bit annoying with hint. just wanted to know if you can turn something on so that you can also see the triggers when you have started the scenario.
but i just realized that you can't change the trigger direction with setDir at all
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.
how do i find it
or where
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").
question where 🦧
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)
you would need to unassign them
how do you get them to disembark, a waypoint?
see https://community.bistudio.com/wiki/unassignVehicle
we have this page for assistance too 🙂
https://community.bistudio.com/wiki/AI_Group_Vehicle_Management
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)
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
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)
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
ok tested and it work perfectly. I was just making it overcomplicated. thank you very much
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.
object addEventHandler ["killed", {deleteMarker ...}];
Thanks! I assume 'object' would be replaced with the variable name of the object?
Or no?
Sorry for asking dumb newbie questions, btw.
Yes
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 :/
no, but you can fake it by creating the explosive grenade with script
That isn't used by an AI, do you mean it is held by a player or not held by anyone
not held by anyone, like it's attached to a table using attachTo lol
Then no. What Lou said could be a workaround
Okay, thanks! I'll try that
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
"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
gotcha, thank you
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
TIL, thanks for the insight
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.
What is aaa_1 here? Do you define anything in that variable?
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).
Wrap it with " then
Aaaah, gotcha.
deleteMarker and (almost?) every marker commands require a string to specify the marker you want
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?
Shouldn't too far away from the correct answer anyways. Try 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
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.
in game the Mora has AP though. is MPT it meant to pen light armor/MRAPs and kill crew?
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.
I mean I can't speak for what the devs intended.
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.
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?
how do i make multiple ai get off a vehicle at once
in what context?
landing craft thing again
your group? high command croup? editor placed?
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
i think its part of ifa3
multiple AI getting out at once is outside the scope of the engine unless you script it
they disembark one by one
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
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
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
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
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
New map, new mod? Or do you mean scenario?
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.
"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
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
_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];
RGBA is not 0-255 but 0-1
are you sure? its my first time checking it: https://rgbacolorpicker.com/
Pick Colors from our interactive and fast RGBA (RGB + Alpha) Color Picker.
Yes of course...?
fair enough. so this site above is wrong
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
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?
?
so its just a 0.22 for example?
255/255 = 1, 128/255 = 0.5, 1/255 = 0.003 you can just use a simple math
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
Tried that, still broken. Gave it a task id, still broken.
@strong turtle very cool.
Hello, anyone knows of a water decal? I need to make a really small river and a decald could be fine. Thanks
anyone know how to stop objects from going back to their original size when you scale it down?
the wiki knows
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
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
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
that's unrelated to #arma3_editor ; subscribe to the one and only official ACE and drop "modpacks"
my bad i didn't know, and thank you i will try that
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?
All AI has the same skill level
manual change required
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…
oh no… so its impossible? is there a mod that could fix it?
that is sad… well time to pretend its not there haha
editor won't let me play the scenario in singleplayer is there any fix?
yes, stating the issue could help
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 
i'm a girl
(real)
Is there a way to disable the ALP+left click teleport when testing stuff on the editor?
you can't save thing you do in zeus to the mission file. Just put down the markers in the editor
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
are you attempting to make certain units more "experienced" or survivable? if so let me know i can help you without making said units OP or invincible. lots of ways to believably do this without even touching their stats which,while do matter,arent as noticable as one might think
thats the entire issue noting happens at all it just stays in editor mode even if I put it on player in the npcs attributes aswell as I've disabled all dlc and mods and the problem stays
then you can do the following and then head towards #arma3_troubleshooting for more assistance
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.
In Eden you can save it as a composition, which can then be placed in Zeus.
Saving stuff FROM a zeus mission needs scripting and is hard
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
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.
No can do.
damn, thanks
just use Eden and create a template,create towns,objects etc and set them all to simple objects. I dont think the hit on performance would be bad. Then use that template to creeate scenarios on. prolly what il be doing...lovely map,but would like more POI's too
yea basically what im doing. I enjoyed the mission setup on the actual dlc. But i found a couple mods that might let me recreate something similar. Idk will see how it goes
i know what you mean. id like to use their mission as a template for a persistent pmc scenario with my own extra details,objectives,factions etc added
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.
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 :(
group names or role names? yes - no
You know I think you've answered every single question I've asked here-
and names of the overall group in Role Select
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 😄
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.
if (alive player) then { hint "you're alive"; };
Can always ask the CDLC author if they can help you with it
Drongos map population might be the ticket for me. Seems simple enough to use and will at least cover the persistent missions. Just gotta build up a few pois
Not a bad idea either
Our (WS and RF) core missions are not really designed to export into somewhere anyways
Yeah makes sense. I was hoping it would just be similar to importing steam scenarios into the editor. But oh well. Just gonna make me get better at building my own missions. No real downsides honestly
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
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
yeah that makes sense. Honestly i was being lazy i just wanted to do the stock mission with my own vehicles and gear. but after like 2 hours of research im realizing im probably gonna be able to build a mission thats more fun and its not gonna be that crazy difficult
seems like the way to go
Not just that,but what you make can then be a template for any map. Currently working on something like that since returning to Arma,hence why im here everyday annoying the hell out of people for help with scripting things that iv forgotton over time 😄
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
yeah for example: my scenario i made on Cherno with RAVAGE. iv been working on a Tanoa/lovonia version for a few months
pretty easy to then port,with whatever changes you need.
oh shit you made that?
thats the scenario that got me to start messing around in the editor lol
no shit?
yea lmao
well my point stands then
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
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
your gona love the setting iv made on Livonia. that southern part of the map with nothing but forests...ye not anymore
Is it possible to stop friendly AI name and unit type from showing up when you hover over them?
this is a difficulty setting
Even turning difficulty to veteran doesn't hide names of friendly AI characters.
its in the options.look again
It's an ACE feature
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 -_-
you use many mods, you get many options to figure out 
Can someone explain to me what is Dynamic Simulation in the editor?
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
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.
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?
Can you explain what is the goal? Why do you think timelapse is needed in your goal?
To learn Eden Editor, and in future maybe making some complex like cinematica or artworks
Okay so intention to use Eden Editor is more cinematic/artistic purpose?
Ye
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
G CAM is a great tool for this: https://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=909893746
My advice or 2C's: if your gona plunge into the editor. Be warned... you need to give another hobby up. it will consume you. Tell your wife its time for a break,send your kids to an orphanage. i dunno man your gona need to do something.
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.
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
if you think it's a bug then make a ticket in feedback tracker
im about to
i remember this being an issue years ago
not sure if it was never fixed or reintroduced
id appreciate if anyone could subscribe
Better to share your mission.sqm
easily reproducable. no mods, empty scenario. i retested again and am seeing whats causing it
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
any vehicle?
mechanized
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
Yep seems very reproducible. It's an Altis mission though
i tested and discovered first on stratis
You should to put the mission into tracker anyways
ok how do i do that?
thanks yeah thats done, with a better description of whats causing it
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 ?
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
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?
Probably, no, no
Who know a mod for animations like sleeping, sitting and more?
They do work on DS
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.
Might wanna check the mods docs.
I did, it doesnt show anything regarding that. People in the comments complain too
So, I guess there is no way?
Yeah, seemingly some issues do occur though with updating the task later unless you delay them like that post said
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.
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.
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?
anyone know any good starwars mods? im tryna make a modpack for a rebelion unit
none, as they are illegal and forbidden.
really now
yep, for real, no joke, 100% true.
like fr fr
damn
ive been in a lot of units
well ig im gonna do another theme
what theme should i do then?
HALO is permitted
anyone know how to remove the control elevation on editor? that's thing annoying me
What is "control elevation"? Do you mean minimap
Yes minimap sorry...
It's a part of 3den Enhanced. Read the guide or check menu
Thank you!
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
biki has a good image of this down the page, but no instructions on how to achieve it: https://community.bistudio.com/wiki/sideChat
as i see, the type of chat influences color, so is it possible to have a group ID influence it too?
you change the color by making a custom chat channel
that image is all the colors of each channel as it currently is:
blue = side
grey = global
green = squad
orange = vehicle
yellow = command
any color = custom
dark grey = system
reduce your interface size with that resolution btw
hmmm im trying it: leader _group customChat [1,"He's gone,lost one"];
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
you are using customChat when you want sideChat
yes 😁 and add said units to it 🙂
Wait, the array alone is enough to change the color/make it custom? so : leader _group sideChat [1,"In contact with enemy"]; works ?
No you need to create the channel with radioChannelCreate
got it thanks guys
Mind my notes on adding units to it
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?
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
system -> logic entities -> locations
drop them from there
not really defining just dropped them
Ufff. I clearly had a long day. I read "loadouts" instead of locations 
These locations as far as I know have no functionality on their own. They are ment to be used with certain modules.
ic
What do you wanna do?
just have some map locations that my script can pick up, to say the city name etc if its a custom city
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.
im just gonna use createLocation..
R3vo is there a way i can add 3den enhanced garrison wp dynamically on a group after mission start,through something like High command,create task? example of using cba function with it:
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.
So ENH is great because it stores scripting within attributes so that it doesn't create dependency. This means you can't really use them for yourself during the mission. It also uses disableAI "PATH" so in any custom stuff you do in post, you just have to reenable it.
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
Are you against teleporting units to garrison spots when out of sight of players?
Arma is all about faking it until you make it.
if the code can accomadate a teleport in and out ability id probably use it. its actually a better overall solution as i said already,the amount of times a unit gets stuck on positions makes a traditional move to pos unreliable
Want it as a scripted waypoint?
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?
For all DLCs that are loaded with the launcher: if the asset shows up in the base game editor, then anyone can see it. If it doesn't, then you'll need to either have the DLC or have the compatibility data mod for that DLC loaded.
gotcha thank you
Would there export and import vehicle inventories?
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
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
yeah if i could use it on createtask via the high command wp modifier thats great cuz it just gives more options essentially to "what i can do" with high command groups dynamically
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"
i have a question about this
this isnt affected by a skiptime action is it?
skipTime or setTimeMultiplier or such shouldn't affect how a trigger works
got it thanks
can anything such as extreme weather shifts be affected by time suddenly changing?
Could be
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
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?
more info is needed. How many wp's? behaviour? distance in total? grouped or ungrouped? path type? special on activations on wp's? tracked or wheeled? map? map location?
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
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?????
Wrong channel anyways. It's up to get A3 or wait till
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.
lockCameraTo
That doesn't seem to work, or I'm doing it wrong lmao
Then share your code
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.
https://community.bistudio.com/wiki/lockCameraTo
Always read the article
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?
Most of any script in Eden wouldn't make any difference in preview
Huh. That's rather irritating.
Oh wrong wording. Outside of preview I mean
So, it should turn the gun to face the selected direction in eden?
No, wait did I used wrong wording again? I need another coffee I guess
Man I'm just stupid as shit
What you put in Eden Editor, like in Init section, will not be executed in Eden workspace (3D Editor space) but in preview
So that being when I press play to go into a live game, right?
Correct
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
objNull makes the camera reset
Oh. So rip that out and it should work?
yourVehicle lockCameraTo [targetVehicleOrPosition,[0],true];```
Where [0] is your turret path of your vehicle
Aite, I toss that on the vic right? Or the gunner?
In where?
In the init of the soldier on the turret right?
May work but I still think you're misunderstanding. This command requires the vehicle as an argument, not the unit
What do you mean the vehicle as an argument?
yourVehicle in my example should be the vehicle not the unit
Okay, I got you. Could I just replace that with this as a universal patch for any vehicle?
Yes
And this should go in the vehicles init field?
If you want, yes
alright
Well, it appears to still not function as it should with it like so:
this lockCameraTo [targetVehicleOrPosition,[0],true];
You need to put any desired value in where targetVehicleOrPosition is
That would be what for example?
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)
- How it is not working
- How is your intention
- What vehicle
- The turret of the vehicle remains in it's default direction (in front of the vehicle which is facing roughly 190)
- 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.
- rhsusf_m1025_w_m2 (RHS humvee)
Ah then last true should be false maybe
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!
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
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 ?
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.
Normal. Check https://community.bistudio.com/wiki/setObjectScale for limitation
Sorry I am very new to Arma. So essnetially I need this code _object setObjectScale xyz; in the 'init' field ?
No. setObjectScale has some limitation. And you're having the limitation
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.
It’s a wheeled convoy, grouped has 14 waypoints in it. There are four trucks, the new pickups, they have to travel from Pyrgos to Kavala in Altis. The first AI truck will move but the rest won’t. And even if they do they will drive off into the buildings around them, despite being set to column.
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
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
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.
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
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.