#arma3_editor
1 messages · Page 13 of 1
again though the 3 follow on vics will be your biggest issue here,ultimately they need more space so if you set their speed a little slower leading to the two last wp's,set car 3 a little slower than car two,and car four a little slower than car three etc, see what i mean? you might avoid them offroading
i doubt this will work(its supposed to,but its a group technique) .. so group them again, and enter this in EACH vehicles init
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
vehicle setConvoySeparation 20;
20 being meters apart from each other,set to desired distance
the slower the vehicles move,the smaller this number could be
keep in mind
added alongside:
car forceFollowRoad true;
experiment with a true and then false with this too:
useAISteeringComponent true;
I will play around with this, might make them drive through a nearby gate to make it look like they are just avoiding traffic jams or something
Is the Unitplay where you record the drive then it plays it back
thats it yeah
used for things like helo landing on rooftops etc
Hey, I'm trying to build a No-Fly zone above a certain altitude but for whatever reason I cannot get it to work the way I want to. This is the setup:
- Trigger (trg_on) in the sky (the size of the whole map)
- Trigger has the "Blufor Present and repeatable" conditions.
- Trigger synced to module "Set AI Mode"
- Set AI Mode (on) is set to everything enabled except "Move".
- Another trigger (trg_off) with "Blufor Not Present and repeatable" conditions.
- Trigger synced to another "Set AI Mode" module.
- That module (off) has all AI disabled.
- Both on and off modules are synced to the gunner (only occupant) of a Tunguska.
The issue is here, is that it works fine when I start flying low, go into the trg_on area.. I get fired upon.. dip below the trigger and AA keeps fire on me.
I tried to do aa_1 disableAI "ALL"; in the trg_on onDeactivation field.. but then it doesn't reactivate once I go back into the trigger area. Sooo... yea I'm a bit confused. I thought it was as simple as above but not repeatable :/
Any advise?
Also.. does it matter if you sync the module to the unit, or the unit to the module?
Doesn't matter
You could probably do that with one trigger.
OnActivation: enableAI
On deactivation: disableAI
And just don’t worry about syncing it to the module I guess?
Don't use the module at all I guess
Thanks, I guess I was making it more difficult then it should.
Is there a good tutorial on how to do that?
see https://community.bistudio.com/wiki/BIS_fnc_unitCapture#Notes as well - two YT tutorials for A2OA which work in A3 too
Thank you
should open a world of possibility that
btw does anyone know if theres a method to get AI to be able to land the Blackfish? i assumed BIS would have fixed that but just took it for a spin as gunner and AI could not land
hell the AI even treat it like an attack plane and still try to nose dive targets(as pilots) 🤦♂️
Hi R3vo. i use Frie for effect by Rydigier. artillery mod, it targets AI enemy that it sides knows about under conditions. it seems to also for some reason target your logic that you use to attach a unit in an animation to. i reported it to Rydigier on FFE page,just thought id ask if you knew why or if theres something bugging out with your logic in this case
incase somehow your logic is passing info to AI on enemy side. i dont think its that,but regardless an odd conflict
What's the name of the Logic? I am confused.
quick question about the ACE "unit damage threshold." it says that "0" is mission default and it can slid from 0.0 to 10.0
so if 0 is mission default, that is unaltered damage-taking ability. and is 10.0 on the slider meaning 10 times as strong?
or is it percentage as in 10.0 meaning 100% stronger (twice as strong)
where are you seeing this? this might be outdated?
in 3den,when you place a unit and apply an animation from the interface(attributes/animations/can attach),there is option "attach to" which then spawns some logic that the unit can attach to,so he can stay in exact placed position. i can visibly see the logic that just says "logic" in Zeus mode
FFE script is picking this logic up as a target at mission start for some odd reason
im not sure where or why theres a conflict
Interesting. It's just a normal logic nothing special about it.
Fair enough. i mentioned it to Rydigier,must be a bug with his script.
Anyone know what this error means?
You did something wrong during your customization in Warlords system maybe
@umbral canyon are you using the base Warlords, Redux 2 or someone elses fork
Base Warlords, albeit with modded factions.
The infantry seem to be spawning in properly as far as I'm able to tell, anyway. Bear in mind this is my first proper Arma 3 scenario setup, though.
yeah modded factions has weird class names maybe you missed something if they are infantry you might have to add them to the requirements.hpp
I, didn't even know that such a file existed, it wasn't mentioned anywhere in the wiki that I saw.
if you are trying to set up warlords I suggest using warlords redux 2 as it offers more leincency with the modding
Hmmm. Alright, I'll look into it. Sucks to have to set all this up again but I guess that's the price I pay for trying to keep my modlist simple.
al be it the wikiis really not that in depth yet (i need to get to finihing it up sometme soon )
you could also use the built in warlords module in the editor
That is what I'm using
I was trying to keep all that vanilla as possible since it's included with the base game
I want the server/scenario to be as low-mod as possible because (for whatever reason) Arma 3 takes ages to download and intstall things compared to other games.
Got a link to this?
@umbral canyon https://github.com/Gamer-Dad/warlordsredux.altis
Ty
How do I uh, make this work for servers though if it ain't on the workshop?
Does it auto-install or something?
ummmmm
do you know how to get a misison loaded to the editor?
I mean I would assume so, I've been loading mine in just fine.
alright so just download the repositry into your mpmissions folder
and than load up the game like normally so you get the base files
and than if you have mods use the mods class names and replace the vanilla ones and you should be fine
make sure you clear the everything after the .altis tag since otherwise youd be having issues
oooough why is github so shit, it's only giving me sourcecode download options
also yeah this defaults into altis map for now
I'm using Chernarus (CUP) as the map, for the record. Idk if that matters at all, but
so if you are trying this for other maps you would have to set it up
Gotcha, I had to do all the setup manually anyway so nothing new there
this will be pure pain
@woeful light @sharp lagoon
I think they have runnig versions for the modded versions for other maps
hmmx you actually gave me a really great idea to start on something enw as well
Rad, glad to be of service lmao
My biggest issue right now is just trying to properly size sectors, it's kind of a nightmare
which version of Chernarus you using
Uhhh, idk, whatever the latest workshop version of CUP is. I'm using the Autumn version of Chernarus specifically, is there an easy way to check which version it is?
i meant which one you using the map :3333
I still don't understand lol
Remember this is my first time actually working with Arma 3 proper, I'm not into modern military stuff so it took a mod release to finally inspire me to get going with it lmao
Assume I know literally nothing
Oh wait I see
It's the Chernarus Autumn you have at the top there
I think you are diving way too deep way too fast.
- Make a default warlords mission on altis.
- Make a deafult warlords mission on a modded map.
- Add Modded factions into a default warlords mission on altis.
- Add modded facitons into a modded map.
Trial by fire's the best way to learn if you ask me. I started with a modded map and modded factions, it worked, it didn't work well, this go around on Chernarus has worked very well compared to the first attempt. For the most part things are functional, sans a few errors here and there.
The thing here is that (as stated) I'm not really an Arma player by nature, I've got a very, very specific scope of interest and a much narrower friend group whose interests align. As much as I'd love to do some test missions and such with all this stuff they won't give me the time of day, they're hooked on Warlords and (takisan life from Arma 2) so I'm making do with what I've got.
I have very specific questions about walords modules, for example, which flat out do not have a clear answer anywhere that I have been able to find. I may just be using the wrong terminology to look it up but I'm pretty sure it either doesn't exist or is such a niche topic that documentation/Q&A doesn't exist for it in general.
Of course it's also worth assuming that whoever made these mods never intended them to work with Warlords at all, so they may flat out not be set up for it - but by god if I have to make the factions and spawns and etc from scratch I will do so if that's what it takes.
I have very specific questions about walords modules
correct, you should be solving all of these issues on a default map with default factions.
like I said you are going to fast, too soon
I'm not having issues with it in the default map with default factions though, so I'm not sure how that helps me.
If I'm just a fucking moron that's fine, but if the issues don't exist to begin with I can't ask questions to solve it.
hey katten
try and run the mission on altis first
with the modded factions in it
after youve done that maybe we can get it running to another map
Hell, I'll even humor you and do exactly that just to prove my point if need be, I have a feeling most of the issues I have are mod related and won't crop up at all if I use vanilla stuff - but what I actually need to know is where to look or what to look for to fix the modded stuff seeing as that's what I'll actually be using.
Sure, can do.
I do not believe this is specifically map related though because I've tried several maps so far, but I'll do it just for the sake of ruling it out as an issue.
thank you
@umbral canyon hey also can you kinda give me the mod list youre using so I have a better idea on what to use
Yes, one moment.
@lyric rose https://steamcommunity.com/sharedfiles/filedetails/?id=3221750965
There are three differences:
- I am no longer running ALIVE, that has been outright eliminated (and was not present during either scenario setup.)
- I am running CUP.
- I am running CUP maps.
This is the exact setup (with above stipulations) I am using for both the Chernarus (Autumn) and Altis scenarios.
do it like this
go to arma 3 launcher > mods > top right corner press on presets > save it as "kattens warlords" > press on the circle that says "share this preset" > give me the html file
you might have to shut down your game for this
give me a few mintues to download the extra mods
also why are you using big ass mods like this
like bruh
there are so much simpler mods too .;-;
Could you elaborate please? Again I am totally new to all this, that means nothing to me right now, so.
A55?
i saw that
- Are you trying to make a W40k Warlords Mission ?
- The Mods are bigger than my whole zeus modset so thats that
- The Infantry class name wasn't working becuase you didnt set up playable positions with in the mission scenario ?
- Could it be your using the wrong class name for infantry in your scenario ?
- I'll have to make a misison myself first to understand whats wrong with the rest in your scenario now
- Yes.
- Unfortunate, but they're as big as they are, I have no control over that. This is the size it takes to make 40k stuff unfortunately, I don't like it either.
- Playable positions are set up and functional, unless that means something other than what I think it does - I've tested this for several days with my friends and it all seems to work so far, it's just throwing errors. I will say I haven't set up the independent garrisons in the description.ext yet, which (may?) be the issue, but I'm not familiar enough to know for sure.
- It's possible but to the best of my knowledge it has worked.
- I can send you exactly what I have so you can examine it yourself.
yeah do that send me the pbo
I don't have a PBO, I don't think, but I have ZIPs/RARs of both the altis and chernarus version of my setup if that works.
yeah send me what ever you have
Sure, one sec.
@umbral canyon When you tested it out
- were abe to spawn in a west base
- did you have a independent factions set up ?
- why 40k
Well @umbral canyon I reworked some of the sectors but yeah the no issue everything else works as intended and the black thing does not pop up on my end idk why it shows up on yours
but all the infantries and all of the things does still show up as intended
and I could also summon the ai
so maybe its an rpt issue on your end + you kinda did an oopsie on some of the sectors time so if possible remove em since other wise itll harder
hey guys does somebody know if i can make custom factions in the alive editor with ace arsenal instead of the virtual arsenal?
I ||redacted|| if you can yes
do you know how to do it?
@lusty bison
https://www.youtube.com/watch?v=8amdkyPvJJs
if you are still unsure just try and search up a diffrent tutorial
it takes around 10-20 min at max if you follow them
why do you wanna use it for?
i want the custom factions to have ace medical stuff and earplugs
because iam playing this mission
with ace
download 3den enhanced its a mod you can find it on workshop
and than you can enable the medic options in the init box for ace if you have 3den enhanced
ok
or if you have zeus access just drop the ace medic module and call it a day
thx
np
Do variables to units still apply when they are dead? I’m trying to make a downed pilot mission and want to use the pilot_1 inArea trg_1 in the condition to finish a task.
so what they were alive and than they got !alive during the misison?
No, they already spawn with 0 health set from their attributes.
Then players body bag them and transport them to base, unload them in the medical bay. Where the trigger is
Do variables to units still apply when they are dead?
yes btw
Cool. Then in theory it should work. But have a feeling putting them in a body bag might turn them into another object.
trial and error
Yea.. I’ll be honest. I was lazy on this one because I spend over an hour or 2 doing something only to figure out it wasn’t possible :/
hi real quick why is this not working as trigger con.? {typeOf _x == ACE_bodyBagObject} count thisList 0 thought in know how to setup a trigger by now........... what am i missing here? Thx
You just beat me to it 😅 I was looking it up in my tram home
Then players body bag them and transport them to base, unload them in the medical bay. Where the trigger is
yeah this was the winning shot for you btw
Thanks. if I have a set amount (lets say 5) of dead pilots that are gonna get bagged and tagged.. I guess changing that code to whatever I have below would make sure that if 5 are in the area, it would trigger?
((vehicles inAreaArray thisTrigger) findIf {_x isKindOf "ACE_bodyBagObject"}) == 5
Would actually make sense to use that for the cargo crates too ( the mission is to save pilots + cargo crates).. since then I don't need to just do cargo_1 && cargo_2 && cargo_3 -> cargo_11.. in the trigger con.
Would it be possible to make units change side if they are shot?
shot as in shot dead or just wounded?
Both. Basically I want to have neutral units that will become hostile if they are attacked.
I've tried using the "do not fire unless fired upon" mode, but it never works. They still open fire the moment they see someone from hostile faction.
you can by script, make them join an enemy group
- Yeah, my friend and I were playing with these setups no problems (errors aside)
- Yeah
- Because I like it
Thanks, I'll give it a go and let you know what's up. What do you mean by "sectors time" though?
Like the cap time?
yeah the cap times are too big
and the warlords reenforcements dont work as intended
both of which happened due to modded infantries
In what sense is it too big? It seemed just fine to me, am I missing something about warlords functionality somehow?
How would you do that effetively? In my experience, if the group leader is far away, the AI tends to act even dumber than usual.
So basically it can't be done? Or is there a way around it?
the reenforcements dont arrive even after I waited the whole entirety of the times
The response teams, or calling in troops using the uhhh, armory thingy?
It definitely seemed to be working for me either way. Testing the response teams is kind of a pain in the ass because there's no really good way to know if/when they're working properly, but it does seem to be spawning in the extra infantry on my end at least.
the modules you put down all around chernarus
also your game will have a fixed base locations everytime you load it up btw
I'm aware, that's intended
Ah yeah the response teams. I'm not sure how they're intended to work, honestly, but I'm just using them to help populate sectors, not to have them hunt/attack people actively, if that makes sense.
There's zero documentation about response teams outside the brief editor description so I don't know any of the nuances or particulars. Warlords gets no love.
yeah becuase its being completly being worked on
*cough cough **warlords redux 2 **cough cough *
*cough cough **one of the developers of warlords redux 2 **cough cough *
I mean that you can create an empty group and make them all join it
units _groupNeutral joinSilent createGroup opfor;
Well I'm glad to hear it, don't get me wrong.
War Welcome on Arma 2 was the only gamemode I played at all back in the day so I want Warlords to succeed, but I also have no real interest in modern military stuff so my playing with mods is mandatory for enjoyment for me.
If the redux works with my modset, great. If not then I'm stuck using the vanilla modules and that just is what it is.
yeah since its working for now you dont have to worry much about it
since the infantries can also be called properly
and you can ignore that black box
Ye, it's just annoying which was the whole reason I asked about it to begin with lol
I figured if I could fix it easily why not fix it, but since it's just a "mod issue" kinda deal I won't worry too much
Anyone wanna take alook under the hood
i couldnt figure it out since im bad with modded games and stuff
Hello! Does anyone have any idea how I could add an intel record (with the pic and everything) by completing a "hold action"
The idea is that the player must ambush a convoy and then search a vehicle (or multiple) for intel. So far I've gotten a trigger to activate when I complete the "hold action" but don't know how to make that trigger add an intel entery. I've also gotten the intel to work nice and dandy (with the pic and all) but only from picking up items (documents, files etc.) Any help/advice is appreciated. I've been up unholy amount of time trying to figure out this mistery.
@nocturne falcon
https://www.youtube.com/watch?v=UCj2tvzGJuo
Thank you for your quick response but I already got that figured out. I'm trying to get the intel added after I finish a "hold action" or when activating a trigger. Without picking up an item as in the video
are you using 3den enhanced
Yes sir!
create a task and set the trigger to activate it and show it only when the trigger is activated > go to the triggers condition box and remove this and give it a name like trig_1 > go to your intel with the hold action in the code completion box put trig_1 = true; and youre done
so now when the hold action is completed
the trigger activates
making the task active
I'm looking for a way to make the hold action add Intel (when you open the map and it shows "intel" with a picture and description) instead of giving or completing a task
Same as if I would pick up an intel item (docs, files etc.) but after completing a hold action
Thank you. Never even thought of this. I'll see what I can do
With a little workaround I managed to achieve the desired effect. Now just how to figure out how to decrease the hold action distance
_this distance _target < 6;
The number represents distance. The lower the number the close the unit has to be to see the pop up icon
Thank you. I wonder why I didn't join this server sooner. Speaking of which... I'm trying to figure out how to make OPFOR not shoot BLUFOR if they don't have their weapon out. But as soon as they see weapons they go into combat mode
So far all I've got is this script I found somewhere. No idea where it goes or how it functions
hey, so i tried moving characters between squads but when i select one and try to move it to another squad it doesnt react http://upload.hbubli.cc/u/2024-04-16_18:22:42.png
Yo does anyone have the Eden Enhanced mod?
Im tryna figure out how to remove the menu that comes up when I right click
cause it overlaps the regular Eden one
Does anyone know how to turn breaks of a vehicle on Unit Capture as they are on the entire way
Get the breaks to turn off
The car goes past screeching from the breaks apparently being on and the wheels don’t spin even though the engine is on
ah yep, cars are not exactly meant to be used with this function
but there is https://community.bistudio.com/wiki/disableBrakes which may help now
Is there any way to have a speed limiter on a player driven car as the breaks are quite loud so holding a top speed is rather hard
That worked well btw
w00t, nice
the wheels won't turn left/right but that's acceptable I guess
It was the squeaks I wanted to stop
Also works perfectly
What are all the possible save file locations for the Eden editor?
A while ago, I lost all my scenarios, but I didn't use it much so I didn't really care.
Recently, the old scenarios appeared, but the one scenario I've been working on for the last week dissapeared
You maybe using wrong profile
Okay, PHEW.
I found it..
For whatever reason, the game saved it to the install folder of Arma3, instead of the "Arma 3 - Other profiles" page. What's even stranger is that it was saving in "Arma 3 - Other profiles" before, but I can't determine what made it switch between reading and saving between the two...
Well, profile it is
Yeah. I'm definitely keeping a backup in a different folder from now on.
Something did changed the profile accidentally I assume
How do the high/sub command modules work for warlords, exactly?
Spectator related question
Is there guide how to set up spectator for pvp purposes? I want to set it up so players can spectate only own side
Is there a way to make bases for our unit on arma 3 liberation ?
I know you can do it as a soldier
But it takes so long 🤣
If anyone has used Dayz Editor, that’s what I’m looking for
Arma 3 Editor ? 
anyone know why my ace arsenal does this when I open it? 😭
it just freezes
and has the error
Ace is causing an error, probably thats why
i dont really know what im doing with arma mods and i was just using the modpack i played with like a year ago so idk why 😭
i updated everything
Remove the mod with that pbo or make sure it updated
pbo?
Something with AceAX (not familiar with Ace)
Probably Arsenal Extended
mid liberation campaign, I can go in and build a base for us to use?
how do I get them to all stay after restarts
Should have been more precise in the first question.
Not aware of such stuff, maybe someone else.
I found this?
thats the only think that is related to ace
Remove it and check if the error is still there 
What is arma 3 editor for
In the Arma Launcher there is a "Profiles" or "Profile Directory" start Parameter.
Enabling that could've done that.
Idk if it belongs to this channel, but Ive been working on a proyect trying to implement full Oculus in an Arma 3 map, but when I get inside a land vehicle I added with a mod, I loose the 360 perspective, its like looking to a screen. Is there a way to solve it or should I create the mod on my own with that feature?
"full Oculus in an Arma 3 map"?
if this is about VR then Arma 3 does not support VR. Mod or no mod, I doubt even an extension would change it how the game sees virtual reality goggles
Is there a way to set it up so the sound / SFX produced from a trigger being activated occurs somewhere other than from the center of the trigger?
Basically wanting players at spawn to be able to hear nominal fighting / engagement from a nearby airfield. Purely an immersion thing.
But I don't want the sound to come from the trigger they're present in, but rather from the airfield itself.
drop a radio (object) > put it somewhere else > make it so when the trigger activates the sounds plays on the radio
Would I sync the trigger to the radio / prop, then?
put it as when the trigger activates the radio plays the sound
so you would need to set up the radio to play the sound
Yeah and I'm asking how to do that. Would I just sync the prop to the trigger?
@lapis chasm https://www.youtube.com/watch?v=VAdzfnXi4O4
Guys help me out, i have a base that i want to make invincible, how can i make Every Object within an area, invincible, avoiding making Vehicles and units Invincible aswell?
allowDamage server-side for buildings
@narrow imp https://youtu.be/zy4dp8X6vVs?si=mvkSTuDumPEHLU_d
how do i select only objects within an area to set _buildings allowDamage false
Every object including terrain? Or just ones you placed in editor
Including terrain
Build two arrays, one of terrain objects, and one of placed objects.
Array 1: nearestTerrainObjects
Array 2: allMissionObjects, and filtering out objects not inside of an area using inArea
add both of the arrays together, then do an apply or forEach through all of them
@narrow imp
ty
So, I'm trying to setup a mission with me and my friend. But, when I spawn in, and go to the virtual arsenal, it only shows a limited amount of gear, specific to the guy I'm playing as I guess. I'm trying to get it to show all the gear from all my mods, so I can use my preset. Thank you
How do you set up the Arsenal?
We're trying to get it to show all of our mods, but it's only showing our literal player gear.
I'm asking how did you done the script
We didn't
Then what did you done then?
We just set down a virtual arsenal
And how and what it is? In Eden? Or Zeus?
Eden
Okay, what/how you've done the "set down"?
Drag what and set what? I just wanted to ask "what exactly you've done"
Or, picture
Is that a module? Or some object? Is it a vanilla asset?
vanilla
Okay, pictures please. I still don't know what you've done
Im looking for mission mechanic ideas for my scenario. im almost finished after a month and so far have alot of nice features most of which are dynamic,and the scenario is easily ported with various elements changed such as force composition:
-Squad merging/medical system
-Use of high command or ability to allow AI full autonomy within zones to fight over then move to next
-random Arma3 misic player/weather/time of day starts
-scripted AO arrival for platoon sized elements
-scripted exfil for platoons on mission end
-Artillery/spotter system for AI
-palyer logistics / airlifting of infantry into zones type tasks
-Multiple role types for player(anything Arma has while maintaining balance)
-random minefields around importan POI's
-Vanilla Arma3 campaign voiced dialogues for squads reporting under various conditions
-Lots of side chat from AI to allow player to know the situation
-Random countdown timer on enemy elements to arrive into the mission
-reactive AI that share information and support each other,move to enemy pos
-System to disable vanilla AI attack behaviours and keep them condensed and cohesive
-removal of enemy AA missiles and smoke countermeasures
-Reduced damage for friendly AI
-Medical system for player groups
-Dynamically moving AO's based on paramaters
- Dynamic side reinforcements airlifted into AO's
Theres alot more,all done so far without any mods,and only a handful of tweaked scripts. Any further cool features regarding anything,thats a good idea to enhance immersion would be great.
thanks to alot of people here who helped me understand many things lately and solved major issues i had
Okay the container there? What is that?
Hey, hope this is the right channel.
I want a teleport flag pole to the USS Freedom but when I teleport from the other flag it teleports me inside of the carrier where I then fall into the water.
I try to add this in Eden.
How can I add height to this teleport?
this addAction ["Teleport to Carrier", {player setPos (getPos object3)}]
I already tried "this addAction ["Teleport to Carrier", {player setPos (getPos object3) + 10}]" but that didnt work.
Nvm, this did the job:
this addAction ["Teleport to Carrier Strike Group",{player setPos [4076,2149,23]}];
!quote 5
stop using 'setPos' for the love of god
Leopard20; Tuesday, 10 August 2021
Use setPosASL in your case with the carrier.
Okay thx for the tip!
Hey, guys. I'm trying to setup a mission with me and my friend, just two players, so we can spawn in, grab our modded outfit presets, and fly. But I need some help
I'm trying to make it to where we spawn in naked, and then we can go to the ammo box and grab our presets.
But I don't want the players to show up unless they're literally being played as
How do I do this?
Select the Playable Slots > Right click Load out > Remove All the Clothes
if this does not work spawn in survivors from the Units there should be a naked verison of those
@obtuse wadi
Disable AI from Editor
Wdym?
Can you be more elaborate please
same with this
eaxplain this to me first so I can understand what you are trying to achieve
even a screenshot helps
Like, just if for example "SOAR_pilot_1" isn't being used, it wouldn't show up unless someone was playing as it
- Vehicle Respwns don't need A Script you can do them using the editor by syncing modules
- You can edit the loadout from Editor for your playable slots
- Make sure you're saving the scenario as a multiplayer scenario because coop is still multiplayer
How do I get the arsenal to show all my stuff?
Like all the gear, weapons etc
are you using ace arsenal?
no I can't find it
do you have the ace mod and ace arsenal extended mod installed?
if so than
ace arsenal -https://www.youtube.com/watch?v=OFxozTL8YJI
Vehicle respawn - https://youtu.be/En298aEAi6g?si=88NG0JIROc3wkrfr&t=29
Thxs
also
How do I do zeus
??? I'm already spawned in game
I don't know how to enter the vehicle in the east wind, which locks all the vehicle. Please tell me what command can solve it?
- this is the Arma 3 (Eden) Editor channel
- if a vehicle is locked in the campaign, it is because you are not meant to use it
thanks for your reply, i just want to find the way to use the locked vehicle
find the key 😁
I know a way but if I do that you'll probably be breaking a few ToS
I remember that, please tell me the way
||debundle the pbo for the sp misison > do all the modifications you wanna do ||
Guys you have any ideas for making some mission with Cold War guns and equipment?
What do you mean?
mods
worked. But I also had to do getPosASL.
Thank you very much ^^
@dim kindle
you have any ideas for making some mission with Cold War guns and equipment?
yeah I have some idea what do you wanna do what is the misisons what is your objective with the mission
I was thinking about something between Capture The Flag and King Of The Hill.
is it based on zeus ?
No
turned this barren island on southern sahrani into an airfield to help balance/ spice up the map for warlords, but can't for the life of me figure out setting up dynamic airport config so planes ordered via warlords menu actually fly in/land there
planes ordered via warlords menu actually fly in/land there
did you try giving it an air field tag
through the requirements
the KOTH community did not make there codes open sourced so cant really help on that end
but unless you wanna make a new one from the start I guess you can start with a roadmap
- Get the Required Mods (focusing on making it small)
class AirportBase
{
simulation = "airport";
ilsPosition[] = { 5010.753, 783.992 };
ilsDirection[] = { 4444.164, 8.026, 785.722, 0 };
ilsTaxiIn[] = { 4981.220, 756.717, 5004.222, 769.781, 4982.052, 785.321, 0 };
ilsTaxiOff[] = { 5010.753, 783.992, 4413.822, 770.853, 4421.425, 757.170 };
};
like this?
are you using the warlords module?
yea
double click open it up
did i massively overcomplicate things for myself?
Oh yeah
the sector has an airfield

try with that first
but since its not a static base so it might not recognize the custom built base
with what?
and instead of making it an airfield
why not make it a heli base
it goes more with the "location" its placed in
and make the planes able to be bought @ helipad?
nah you cant
i tried as a copout to not getting the airport working
but it might bug it out
they nosedive xd
yeah becuase the custom placed stuff are sometimes not calculated properly
and physics starts to spasm out
so im confused
the config i sent isn't what i need to have set to add another place for planes to land?
This isn't wrong but this two parts will spasm the air assets out when you put the warlords base module with the airfield
the config i sent isn't what i need to have set to add another place for planes to land?
just making the warlords module an airbase should do the trick
becuase it doesnt recognise the place as an airbase
isnt that what the script is for
if you ever need help on creating a certain thing KOTH does, you can always ping @abstract nova. He will show you how he does certain things if you have a specific question.
wait do you want airplanes to land there as well @low cedar
- did you make it a run way module?
here is what I found with the quick 5 min test on map southern saharani
-
Planes need a proper run way on the map to land so even if you the cfg in theory should work it doesnt
-
Helis can land anywhere as long as the sector is a Helipad Sector but put down invisible helipad on the map to ensure proper landing of the assets
@low cedar even when yu check it out you can see that the wl function does something in the back to checkif the run way diposition is actually acceptable as a runway if not it goes to the nearest "proper" runway to drop the assets
yeah I know but im not really working on KOTH but I do have experince with mods that are cold era - post soviet (up untill vietnam war)
but yeah @abstract nova I was actually curious as to how you calculate the support roles done in game
like dropping players on base and stuff
Pretty easy, add GetIn and GetOut event handlers to vehicles (helicopters, etc.)
// Params: Array (GetIn EH)
// Returns: Nothing
shared_func_onGetInVehicle = {
params ["_vehicle", "_role", "_unit", "_turret"];
// Exclude taxiing same player twice
if(_unit getVariable ["taxed_player", objNull] == _unit) exitWith {};
if!(_vehicle call both_func_hill_inParadropZone) then {
private _passengers = _vehicle getVariable "taxi_passengers";
if(isNil"_passengers") then {
_passengers = [];
_vehicle setVariable ["taxi_passengers", _passengers];
};
_passengers pushBack _unit;
};
};
ty for the explanations im a noob to all this
so its something that needs to be like baked into the map at creation?
// Params: Array (GetOut EH)
// Returns: Nothing
shared_func_onGetOutVehicle = {
params ["_vehicle", "_role", "_unit", "_turret"];
private _passengers = _vehicle getVariable ["taxi_passengers", []];
if(_unit in _passengers) then {
_passengers deleteAt (_passengers find _unit);
private _in_insertion = _vehicle call both_func_hill_inInsertionZone;
private _in_paradrop = _vehicle call both_func_hill_inParadropZone;
if(_in_paradrop || _in_insertion) then {
// Reward here
// No longer reward for taxi for this player again until they respawn
_unit setVariable ["taxed_player", _unit];
};
};
};
Wrote that 10 years ago, probably can be done better
"proper runway"
yeah
becuase helis are some how smart but planes are not
so the whole playable area that is active is considered the paradrop zone
after which the player whos the pilot gets excluded from the passenger counts and if the vehicle makes it safely to the paradop zone that it runs a loop for all the players who got out is it?
Paradrop zone is AO with doubled radius
Basically if player gets into vehicle outside of that, they're added to passenger list. When they get out inside paradrop zone or right inside AO, give a reward for them
@low cedar were you using this with this ?
Ah that would make sense
You'll need more checks there
if(local _vehicle && player distance _vehicle < 50 && _unit != player && alive _unit) then {
if vehicle is local (you were driving it), you didn't leave it far (so you can get out before passengers), its not you so you don't get rewarded for yourself and its not a dead body being ejected
explosion mod what is this. do you know?
its probably blastcore
yes
i should have documented/ saved copies better because i tried a few different revisions of that script, and what i sent has nothing else on the same line as class AirportBase
the script on the bohemia tutorial page is as follows /// class AirportBase : NonStrategic
{
simulation = "airport";
ilsPosition[] = { -270, 0 };
ilsDirection[] = { -1, 0.08, 0 };
ilsTaxiIn[] = { 40, -38, -212, -38, -218, -32, -218, -10, -200, 0 };
ilsTaxiOff[] = { 20, 0, 240, 0, 250, -10, 250, -30, 245, -35, 240, -38, 40, -38 };
};
i did that with my ils coords & it had given me some error saying the class nonstrategic was invalid or something
so i tried it with /// class AirportBase : Land_Runway & the script didn't give any error/ would execute (i thought) but planes still spawned @ the main airfield that's a part of the map normally
please use
```hpp
// my code
```
im trying to do a mission where players on mission start up all start as a pilot in ww1 planes, but everytime i test by hosting the mission it starts me off on the ground
how can i do so that they do actually spawn in planes in the air
what is in your description.ext file?
you can create the "AirportBase" airport there
first place an object in the center of the runway. then rotate it horizontally to match the direction of the runway. (it can be any object, but I recommend Arrow (Direction, Yellow)
then put this in the object init field:
_airport = createVehicle ["AirportBase", ASLtoAGL getPosASL this, [], 0, "CAN_COLLIDE"];
_airport setDir (getDir this + 90);
deleteVehicle this;
if it doesn't match your runway you'll have to create your own dynamic airport
tho in multiplayer it might be better to do this:
_airport = "AirportBase" createVehicleLocal ASLtoAGL getPosASL this;
_airport setPosASL getPosASL this;
_airport setDir (getDir this + 90);
this hideObject true;
this enableSimulation false;
i didnt grasp the whole relative points vs absolute points thing earlier godspeed i think ill have it working when i get back on my pc
Did you try creating an AirportBase first like I showed? If that one works for you you don't need to create your own airport
How do I make it to where when we respawn we respawn with our kit that was on before?
The arsenal allows my friend to grab stuff, but not me. There's nothing I can pick unless it's already in my kit I spawned with. How do I get it to show everything?
Modded or Base?
Modded
did you follow this tutorial?
[this, true] call ace_arsenal_fnc_initBox;
paste this on the init box
Tried help you but I think I haven't got an answer of this
Yes
It worked, my friend helped me. The code was wrong or smthg

this should show an outline of the airport in 2d editor when placed right?
cause it doesn't, am still lost
No. It shows it when you run the scenario
drawing a blank on this,i cant seem to remember the easy way of doing this. i have 6 markers on the map,and i want a create task module to be set on a random one of thse markers, how do i do that?
i tried syncing via the create task position option,to multiple invisible heli pads,but it only chooses one
to reiterate..my task module and trigger con for setting its state(player present) are already on the map,i just need to move this task (which has a trigger attachto) to one of the 6 random marker positions
OHHH
maybe it was working last night then, i just assumed it wasnt because it wasn't showing any outline in 2d so i never actually launched the mission/ went to the sectors in question and tried to buy a plane
just to clarify- with this i need nothing else, nothing needs to go in a description.ext or init.sqf file? script just needs to be put in an object's init?
i love you
also, any independent ai spawned by the warlords sectors atop any objects i placed totally avoid them, spawning only where there is nothing placed, and any extra i add myself & sync to a sector spawn bugged out on the pre existing map terrain beneath my objects, if i place them unsynced so they're just in from mission start, they behave as they should & appear where i spawned them on top of the stuff i placed
i guess for the warlords sectors & any ai related to them to correctly interact with/recognize my build i need to compile it to terrain/ a new map? but having trouble finding anything relevant (probably bc i have the wrong idea on what i have to do)
i finally completed(after polishing) a mission template,that is very much along the lines of HETMAN or ALIVE. while NOWHERE near as complex,or a mission design tool,the gameplay,role options,randomly generated tasks,and autonomous AI sides as well as a hell of alot more features are present,including sling load logistic tasks,recon role tasks,support tasks,cache system and lots more.
My last concern,while trying to keep things as tidy as possible,i have had to employ around 100 triggers. im sure i could have condensed them but it is as is. is that going to be a potential performance issue?
there are 800 AI in total and 2000 objects
should run as a 2 - 2 and a half hour scenario
template easily portable to new scenarios. looking for any final ideas and suggestions
this will be your downfall
are you dynamically creating and deleting them?
no its ok, most are "hidden" with the show/hide module. At any one time,each "zone" indicated by the outer border markers,should hold 3-6 garrisoned groups,and 3-6 patrolling. dynamic heli QRF teams(a total of 9 simulating in randomly between 15mins and 2 hours(uniformly timed) and the same with enemy vehicles( 3X friendly count= 18) also simulating in between 15mins and 2 or sho hours... all in all, there shouldnt be more than what my cpu can handle. and it can handle 6 vehicles ,130 infantry and 2 attack helos in medium urban combat on Altiswhile keeping 60 fps. and iv not gone near that number with how iv set up the AO's(3 in total) of course theres alot of randomness but its within control
nothings technically "spawning" in. they are all there at init. Just hidden and simulation disabled
Have you tried this in multiplayer with friends yet for performance?
i have not,i only play SP. But will be releasing the scenario and would hope it works ok for MP
ITs geared towards High command,but with the option to offload to an AI commander of sorts
playing it in SP,never drop below 60 so far
but again,iv a decent rig, i wana optimise for others
make sure all ambient objects are simple and local objects. prevent the network from constantly updating their position
yep everything that can be simple is simple. local objects,i saw that option,thank you il select it on what i can
triggers that don't need to be super time sensitive, slow down their tick speed
good point.i was going to ask about that. i have most trigger intervals on 2-5 seconds,with important ones time sensitive untouched. its a bad idea to say, have alot of them on the same number right? if they all evaluate on say , 8 seconds for example...better to evaluate a quater of them on 4 secs,a quater on 5 secs,a quater on 6 secs,and so on?
no, they evaluate in a fifo type style. doesn't matter
no idea what that even is. iv also deleted all them that CAN be deleted once they are used. useless or still a good idea? for example a trigger that "shows and simulates" a unit,the init.sqf is using
TriggerTimerMap = createHashMap;
TriggerTimer = {
params ["_timerName", "_minTime", "_maxTime"];
private _triggerTime = TriggerTimerMap getOrDefaultCall [_timerName, { _minTime + random (_maxTime - _minTime) }, true];
time > _triggerTime
};
trigger con: ["t3", 1, 300] call TriggerTimer for example
delete them. an object that exists is still an object that exists (even your hidden ones)
then i delete that trigger as soon as it fires
got it
i will say the show hide moule is great for this though, i took what numbers are there,about 800, copied pasted 3 times, hid it all, and tested and the performance was still solid. again i only worry about mp but thanks for the tips, il local what i can and delete what i can as scenario develops
non combat ambient units should be turned into agents
the only units like that are ambient base personel,and theres only 20 or so,pathing disabled,grouped together,set captive on and dynamic sim enabled. iv never touched "agents" before but understand the concept,il look into incorporating it
Hello everyone. I am designing an intro cutscene for a coop mission.
Just like in the introduction to Camp Maxwell in the East Wind campaign, I'd like to animate the player walking through a scene, before fading to black, teleporting the player(s), and handing over control. This I know how to do.
Problem: I want all players to share the same view (same first person) during the intro. How would you do this?
So you'll need to:
1.) create a camera and position it at eye level of the unit you want to view (all local)
https://community.bistudio.com/wiki/Category:Command_Group:_Camera_Control
2.) you'll be using a loop or preferred event handler to animate the unit moving forward using the animations themselves
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#AnimDone
https://community.bistudio.com/wiki/switchMove
https://community.bistudio.com/wiki/playMove
3.) Screen fade effects
https://community.bistudio.com/wiki/cutText
4.) Teleporting
https://community.bistudio.com/wiki/getPosATL
https://community.bistudio.com/wiki/setPosATL
5.) Terminate the camera (see above camera control link)
Thank you for that extensive reply! Particularly step 1.) is the part that is new to me. I am on a work break instead of PC, so I will ask: can each player use the same camera of a single character? Does switchCamera let you do this on each client locally?
a camera is an object that needs to be created locally. each client will have their own camera, with its own parameters. they use that. you switch to it using cameraEffect.
switchCamera is for a different use
what you'll end up doing is writing your camera function as if it was local, you then call that function through remoteExec from the server
Would each client be able to use the first person camera of the same character? IE in my camp Maxwell intro example, would all players see from the main character perspective, movement, hands, change of position resulting from character animation, et cetera?
If I read the BIKI from cameraEffect: " If you want to switch the screen directly to the first-person, aiming, third-person or group view of an object, use switchCamera instead" Which seems like what I am describing.
switch it is
what is the appropriate size for the scenario picture meant to be?
1080p seems to not fill properly
some other dimesnions arent showing at all
im upscaling via nvidia to 4k im not sure if this affects anything either
also i wanted to ask if theres a way to remove DLC/CDLC scenarios from scenario menu? things like Old man and WS missions etc
doesnt seem like just deleting those scenarios is a good idea
scenario picture is 2:1 ratio
1080 is 16:9
2^n so 1024x512 or something
cheers il resize
works perfect thanks guys
@haughty frost
All he sizes A3 takes in for paa
wym
i put game master thing and all
matching names and owner
but the thing doewsnt pop up
press r
i already tried
its not my first time
except it doesnt work anymore for me
i hope i just didnt do anything really sinmple to fix and dumb
Default Addons are only official addons or all addons ?
all+unoficcial
huh odd sticks
once it was like this and a friend gave me some note thing with a bunch of stuff in it and i imported it in addon settings and it worked
now it doesnt
is it maybe because of a not working addon?
or missin addon from last save
idk tho
try and make a new profile and test it out there
we have arma profiles?

doews it habve to be neew
nah
new profile would mean fresh player configs
might actually work unless playerconfigs got yeeted here and there
and since the server you make locally are based on player configs so that could also fix a lot of diffrent issues on that
same shit different player
I have a question. Does anyone know how to make the Crater Props created by explosions from artillery or other items permanent? I am trying to run tests on spread and such, but them decaying away prevents me from actually retaining a full set of data.
Is that a question for here or is that a script question?
well you want this to happen during a scenario so it's more of a scripting question.
Noted
Hey does anyone know how to stop explosions craters from decaying?
hu i wasnt aware they did
to be fair they do acutally impct performance if too many. probably ever so slightly but they count as objects
i believe what you might try is use Zeus enhanced,see if you can add explosive craters as an aboject in real time,and enter some code on the object to prevent deletion
anyone have any good ideas for creating dynamic tasks for attack heli copter or ground vehicles crews to support ground elements? im thinking of sth like(if array of groups/pick one/ create task on its position/support/ task completed if player in task location and kills an enemy/_) trying to figure out an efficent way to make a template type of task like this
2 ways to go about this
and the suggestion is based on the idea that all the tasks are a child task of a parent task
- Have a Bunch of Tasks around the AO but don't activate none of them
- Have the variables as random numbers and as soon as the Heli Unit or a specific number of players enter a pre positioned trigger, the trigger activates a random number between the range of the task variables and assigns the activated task to the unit
- After which have a separate trigger to check if the random task variable number that got triggered is completed or not then remove that number and restart the random trigger again
or the much simpler way
Put down all the Tasks around the AO
Have a 50/50 presences for the tasks to be crated (this can be dine through the editor) and just create the tasks letting your unit or units choose which one they wanna go to
why your idea "might" not work
- You need to Pre Built the Tasks through the Editor so if the same place can have different tasks you have to set up triggers for all the mission assets to be spawned in and then set up task check for all of them
- Presences Randomising is much simpler and if it doesn't exist on the live map it doesn't have to trigger or needs to be checked since it will probably be ignored
whats the correct syntax condition for checking if a"group" is inside a marker area?
looking at "inArea" but cant seem to get it working
How do you try it?
Also it depends what you mean by "group". Who should be in the marker area? The leader? Any member? Everyone?
i have an Area call AO. It will move throughout scenario and i need a trigger connected to a task with condition "group1 in marker area" as the condition. i understand how it works with triggers inthislist,hoping for a detection in marker area. tried with " group1 inArea marker1"
i have the following example but unsure how to modify for a group,and in any location within _playerIsInside = player inArea _myTrigger;
must use an array of positions?
the area is huge
You can do:
units group1 inAreaArray marker1 isNotEqualTo []
For example
thanks. whats the "not equal to referencing?
it just means the returned array is not empty (not equal to an empty array, [])
So that code means at least 1 member of the group is inside the marker area
i see
iv tested it and it isnt working actually
just dropped a quick marker and group with a trigger con ```sqf
units yy inAreaArray kk isNotEqualTo []
yy is group, kk marker
hint "ok"
nothing
It should be "kk"
Question about loadouts.. every time I load into a playable character, it has some random stuff assigned to it.. even though I assigned a kit in the ACE arsenal. Also unchecked these boxes.. Anyone has any idea why and how to not have this happening?
The only thing that stays is the weapon.
Shortsleeve + helmet = custom loadout. Ingame screenhot = how it loads in.
This also only seems to happen with the INDFOR players, not BLUFOR.
following becuase I also have to know this
How do you find the flag pbo on a flag to put it on a Vic
@dense heath https://www.youtube.com/watch?v=o-R8rCIqyzI
Yes, But i need the flag texture and i dont know where to find it
is it a modded flag?
Yes an RHS flag
Eden Editor > F1 > Props > Search "Flags"
You should see all the flags there
if you have 3den enhanced you put down a flag and double click on it to open up attributes and you should see it at the bottom
if not hover over it youll get the class name
and than do a google search and you should see the texture name
Ok thanks
Does anyone have indepth knowledge of "Guarded by" triggers? i have a feeling the wiki is wrong or explains it incorrectly
for example, any guard units on a guard wp will race to the guard trigger, first there assumes the role of guard and remaining units return to their guard wp
when enemies are detected,the unit on guard trigger goes to attack it,and another unit will assume the trigger position in guard mode
this is how i interperet it, but in my results all units just rush to attack known enemies
@haughty frost
Does anyone have indepth knowledge of "Guarded by" triggers? i have a feeling the wiki is wrong or explains it incorrectly
It does lack certain information but those are too varied to actually be considered anomalies and meeds consistent data to be considered wrong because of how ArmA3 AI reacts (even if you have LAMBS and other mods to test make it not spasm out)
for example, any guard units on a guard wp will race to the guard trigger, first there assumes the role of guard and remaining units return to their guard wp
Fundamentally the Guard WP works based on how you placed the triggers Rimmy Downunder actually explains it better and inmy test it does actually work so ill link you to the part you that's important gimme a sec
actually no see the whole Dynamic AI Segment of that video it also goes in depth with a lot of other way point "tips and tricks" and ive yet to see zeuses implement effectively
The Parts About Dynamic AI -> https://youtu.be/KapzuebsbDg?si=M3KVavmHfXrvrIq0&t=1406
The Part About Guard Way Points -> https://youtu.be/KapzuebsbDg?si=zex76HyAjI83kSQY&t=1583
Do let me know if you need to know more :"3
thanks man. yeah iv played with guard wp a long time,i just saw mixed results. i also saw rimmys vid thanks
the wp works well. unit on guard moves to "last know" pos of enemy. returns to guard wp only when that entity is dead
CAN change targets in between
however, guard wp shows bad behaviour if the guard unit is responding to aircraft.... let say helo was spotted..guard unit moves to its last known pos(but in this case helo has rtb'd miles away and landed) the gaurd unit will be fixated on the death of said heli and will not resume guard acutvivties until heli is dead. issue arises that heli may never be dead or deleted and guard unit becomes immobile for entire OP
just ran some indepth tests
"can change targets between" while true,can also get fixated on one as in helo example and become uselss
overall a fantastic wp,and if used in an op,should be scripted to "refresh"( delete and give new guard wp) to the mission needs
@plain gale hey i have "fixed" the problem i was having with 3Den Enhanced: i unsubscribed and then subscribed again. now it is working again 🙂 i appreciate the hard work you put into it.
Thanks for letting me know. Maybe some file was corrupted. Who knows.
Better late then never. I think it’s an setting into 3CB units in general. I switched over to regular units and it was fine
huh thats a new one alrighty ill look in to it
Guys I made AI enemies heli but they keep charging the infantry like a plane to shoot missiles them (so they just don't shoot the infantry 9/10 times), how can I make the heli just turn around the infantry and shoot them until they're dead?
@shy minnowGuard or Seek and Destroy Way Points
That doesn't work, the heli keeps charging the infantry
what does "charging the infantry" even mean
if you want a helicopter to attack infantry then change it's weapons to normal guns
What I mean is that the helicopter swings back and forth like a plane to attack the soldier instead of circling nearby, which would make it much easier to hit the soldier.
Arma 3 does not have a separate AI model for helicopters.
it will be behaving as it is now and you can't do anything about it
alr got it. I got another question, I want an enemy AI tank to move from point A to point B on the map (using roads). However when I place a 'move' waypoint, the vehicle does not move. In fact the tank only seems to move if the waypoints are very, very close to each other. Do you have a solution?
Probably a mod issue, I don't remember this happening with vanilla vehicles.
Good luck with overriding all those FSMs, the output will probably be not beneficial due to the performance impact it would make
same with vanilla vehicles...
no idea then. Why not make more waypoints? You can change the completion radius value so they don't stop on each one (or at least try not to do so)
Cause I don't really want a scripted mission I want the AI vehicle to move from the enemy base to a city and then patrol in it
how does a bigger number of waypoints suddenly make it more scripted? It's just a bunch of logics.
and you can clearly see that for whatever reason your vehicle does not move with a waypoint too far. So solution is to give it more waypoints or place it closer to the destination
any other solutions will make the mission actually scripted.
Weird... I just spawned a vanilla vehicle and replaced the modded crew in the modded vehicle by the vanilla crew and it's working now..
ah, so my first message stands, it was a mod issue.
maybe whatever mod you're using has a crew configured in a way that they are not the owners of the vehicle they man by default or something.
yeah thx, last question do you know how to "script" roads on a modded map ? Like the roads are actually here but the AI don't follow some of them cause they are not considered as roads
probably not possible, idk. Definitely not very easy. You should ask in #arma3_scripting
alr thx
Hey
Why does the V-44 loiter around points in a CLOCKWISE direction when the guns are facing LEFT
How do I fix that? The player is the gunner and has no control over the plane
imagine this for all the helis and air assets
depending on where there gun is you need to adjust your way point to rotate as such
instead of using loiter in those instances hwy not use a way points to keep the vehicle in a state of move
and keeping the objectives at either side based on your asset
@rotund hound
I figured it out, it's a setting in the waypoint
do you use mcc or gaia?
No but i can learn how to use them
dont use them they break wp's
i thought perhaps you already were. if your using modded units and wp's arent working then its the mod(or likely another mod as iv never heard of units affecting wp's unless it was related to specific modded vehicles)
Well the issue was the roads being poorly scripted on the map, thats why sometimes AI was unable to find a path
AI dont need roads to path
what is the map?
what are coordinates?
is it near a coastline/sea?
so i have custom loadouts for all my playable units and i also have a respawn position for if any of them die, they can respawn back at the base. but for some reason, whenever they respawn. their loadout is reset back to default. is there any way of fixing this? or will i manually have to re add their loadout as zeus?
anyone got a fix? sooner rather than later would be great thanks lol
be more responsible and check what your mods do then
are the units you placed vanilla or from an addon? Stuff like CFP, 3CB Factions need a module or a setting to override the loadout loading, Alive-made units have that forced on unless the author removed related config entries.
i placed in USMC units from RHSUSAF.
@inner vortex respawned units will always revert back to their base class loadouts (irreguardless of what you put on them in the editor) on respawn unless you build a respawn event handler to replace it. 3den enhanced does this with the save loadout option. ACE has one as well. MenuInventory respawn template does as well. Or you can create your own.
well the ops over now (which is why i would have liked a fast reply) but ill keep this in mind for next time thank you! one last question, how would i enable the one that comes with ACE? i already have that in the modpack so i shouldnt need to add any more mods.
its somewhere in the addon options
got it, thanks
how good is the arma 3 editor? like how in depth is it?
You can take a look the tutorial by yourself
more in depth than any game editor in existence
Probably the most in-depth that’s still playable/intractable as a game in 3D
yep
Command Modern Operations had the most in depth editor
guys i have uploaded a scenario ,and users who download it on steam are met with "steam operation failed" when trying to launch
im clueless as to what the issue is
could it be editor related at all?
I Can load it no issues
Nuh uh
I looked up tutorials and there’s a 100 series tutorial😭
I’m new to arma and wanna have fun single player during the week, right now I’m messing around with antistasi but soon ima try the editor
Eden Editor has its built in tutorials. It's easy to get what is the concept, you can literally learn the very basics in 5 seconds
you need to learn assembly
Is it possible to have flak bursts detonate in mid air without actually having guns firing?
you could place a mine or minefield module, raise altitude,and script them to set damage to 1. would look enough like flack. infact if you wanted guns firing could probably have the AA target the mines in the sky as AA vanilla at least arent timed charges
how about you remove that weird characther from the title? |OP
I get same error btw
whats considered a wierd character and normal?
for real a character can cause this?
il give it a go.
would you be able to test again please? i reuploaded with your advice,even changing picture of main
Seems to have some missing content errors preventing load
For reference this is unmodded Arma 3
Ah nevermind, might be a DLC thing actually looking again
CDLC yes - WS = Western Sahara
i mean WS is listed as a requirment , are you guys saying people are loading it without the DLC?
Or the DLC itself has the issue?
thats referencing the marshal ATGM i believe
Just that I didn't have them loaded, apologies for the confusion 😂 so used to those sorts of errors popping up from unreferenced workshop content
But anyway, the 'steam operation failed' is resolved with the name change. Loading Western Sahara the other couple of errors I posted went away. Unfortunately can't test further as I don't own RF yet
so just to clarify. you loaded earlier, got the operation failed, loaded now after name change,dont get op failed error correct?
Yep exactly
thank you so much , appreciate it . my god what a headache these past few days
good call
Haha no worries, hopefully someone with the newest DLC can finish the testing for you but at first signs it seems the only remaining issues are purely user error
The user here being me
you know ironically, i had a suspicion changing the name might fix it the other day..so i did...to "||OP" I uese two of those symbols
the fkn irony. thats what ya get in Arma3 for tryna be fancy. keep it simple i guess
Just made the link where your issue may have come from
For once not Arma'd, just Windows being a Princess
AH i see. yeah im living in a non english speaking country also, potentially keyboards characters are ever so different may also factor in
Anybody have an INIT code to assign Support Requester to a player only while they are within a trigger area? Like location specific support privileges
cool, glad it worked!
Guys what means "infantery cost" in the sector modul?
does this option only affect the campaign ? and if I set these options in edeine (or scripts), do they not matter here?
these are a multiplier of the Eden/mission setting
like "difficultyFactor × unitSkill"
thanks for the answer. so when I configure the soldier skill with scripts in Eden and save the mission as export single, will my settings remain? and they won't use those options in the menu?
as I said, it's both
you set a soldier at 1.0 skill, it will be 1.0 × difficultySetting (e.g 0.75) so your top soldiers will be as smart as a 0.75 skill unit
you set a soldier at 0.5 skill, it will be 0.5 × difficultySetting (e.g 0.75) so your low soldiers will be as smart as a 0.375 skill unit
aah ok, now I understand. thank you.
How would one get a smoke module from editor to spawn above ground level? The module itself is above, however it is still spawning it on the ground
Meabe ctrl + mouse click and up
Its in the air in the editor exactly where I want it, but spawns on the terrain, if that is more accurate.
maybe turn off animation in special state for him. I think I did that but I don't remember exactly.
Give me SEC i check in my old mission
I dragged it to the top using ctrl plus the mouse and that was enough
Read this https://community.bistudio.com/wiki/BIS_fnc_setHeight meabe help
question, been having isssues getting antistasi plus running (sorry if this is the wrong channel) ive scouted reddit threads, the entire dev page multiple times. And im just not sure if im missing something. But the main issues im having are the following:
-
loading into and customizing my antistasi plus mission then running it works perfect, though when i save it does not save to my files, nor to the servers files.
-
When loading up antistasi for cherno as its already pre made, I cannont figure out how to get the PBO file for it so i can make custom roles/permanently save my server settings onto the mission . I am NOT trying to do a custom map nor factions, just wanting to do eden editor essentially for role names and server settings such as ace.
The best guess I have is that its being saved somewhere I cannot find (nor the game), and thus I am unable to get the file for (part 1) to load and save. Thus making (Part 2) impossible
#arma3_scenario message
About 2, this may help
Thank you
So I'm trying to have some pre-packed bags on the ground in specific locations for a missions, but whenever I load in to play it they've shifted around
I've already disabled simulation on them, but it's still happening
Is it possible to skip a waypoint through the activation box instead of using skip waypoint on triggers?
you could delete the current waypoint, iirc it doesn't work well for AIs but worth a try
that or a currentWaypoint / setCurrentWaypoint combo @grim grove
I did try skipping the waypoint by force changing the waypointIndex but I couldn't find a solution. I will give it another try soon and post results.
What is the correct line to put in Unit Capture for a person rather than a vehicle?
I'm guessing it is not move data?
I want the unit to get out a helicopter and into a car, currently they aren't doing it. I think the problem is that there isnt animation data as i thought I would only need the move data, would this be the case?
[exampleUnit, 50, 30, true, 10] spawn BIS_fnc_unitCapture;
[unit, duration, FPS, firing, startTime] spawn BIS_fnc_unitCapture;
I assume you are on about this?
I have done that bit. It is in the actual SQF that I think I got it wrong.
And maybe the actual calling of the unit capture to play
is it possible to anchor a praetorian in eden without disabling its ai control?
is it possible to anchor a praetorian in eden without disabling its ai control?
define anchor as in attach it to another asset or object?
Hello, I need to put a list of items(["rhs_6b26_digi_bala","rhs_facewear_6m2"]) inside a cargo net and make them unlimidet. I'd put it manually but there are near 40 items and I need to make it for 3 diferent factions. Is there a function for the init?
You will need the unit play, I will link it in a second. When you have finished capturing you will be given an array of data to copu that you will need to input into your sqf file. e.g testFlight.sqf
[vehicle player, _unitCaptureData] spawn BIS_fnc_unitPlay;
[The vehicle you want the data to be on, your actual data]
If you need the data for the vehicle firing look here: https://community.bistudio.com/wiki/BIS_fnc_unitCaptureFiring and if you just want the raw flying data see here: https://community.bistudio.com/wiki/BIS_fnc_unitCapture. If you are still having issues there is videos on youtube I used just search arma 3 unit capture and it is the first one that is recommended.
We were thinking about doing series of missions where only source of equipment would be looting.
For this to work, there would need to be a way to save equipment from one op to next.
Apart for saving each players loadout at the end and loading them on character in the next op, are there any other options for doing this?
Is it possible to only allow the player to use a drone camera and not actually be able to take control of the drone?
Solution I made for this ^
while {alive commandPlayer} do {
_drone = uav1;
_ctrl = UAVControl _drone;
_seat = _ctrl select 1;
if (_seat == "driver") then {
commandPlayer connectTerminalToUAV objNull;
titleText ["ACCESS TO TAKE CONTROL DENIED", "PLAIN"];
commandPlayer connectTerminalToUAV _drone; // Reconnects to the drone after or else the drone will be disconnected.
};
};
You should spawn and use some sleep.
Don't know if seatswitched eventhandler work on UAV , if it does , that would be a better solution.
I could use some sleep yeah
Not entirely sure what you mean, do you have an example? As of right now it works as intended, if the user is to access the drivers seat they are immediately disconnected and reconnected with a message stating they are unable to take control. After testing it I haven't noticed any issues as of right now.
While is running multiple times per frame without sleep which is not good for overall performance.
Isnt there an event handler for that?
I need it to activate preferably whenever the player enters the "Drivers seat"
I am not entirely sure I haven't found anything online :/
hey, with which command can i test a backpack skin in eden editor? i tried modulating this command: "cursorTarget setObjectTextureGlobal[0,"skin.jpg"]" but i dont very far with this
Could you expand further I am not entirely sure what you mean?
Hey I have a problem about Arma 3 Trigger when I was testing in local(MP in editor) everything work well but when I uploaded and tested on dedicate server most of the trigger doesn't work
PS. I have a trigger to activate sound then use "triggerActivated trigger" to activate intro text via trigger. Any idea what did I do wrong?
depends
is the trigger server-side only, are the trigger's conditions player-related, ?
get3DENSelected or get3DENMouseOver
Us
hey guys, anybody knows how can i put people in a car?
let's say i have a composition of X soldiers, 1 truck and a driver in it
can i put the guys inside the truck by default, or do i need to command them? if yes, how?
i'm having a real hard time figuring this out 😄
In Eden? Just drag and drop soldiers into vehicle
Drag drop as said above, get in waypoints, using triggers and commands. Lots of ways to achieve this depends how you want to do it and what the situation is!
Is their an animation for opening and closing laptops? Trying to create a intel laptop where it needs to be open before they can access the hold action.
Which laptop?
Either the normal laptop or the rugged laptop not bothered which one tbh.
ruggedLaptop animateSource ["Open_Source",1]```
thank you!
What is the name of this laptop here, I noticed in when watching one of the Argo videos but unsure if it is in arma 3 editor?
Search by Terminal or something
Found it, it's name is Rugged Terminal. Thank you again.
In regards to this how can I check what animations an object has if applicable?
Thank you, it's mainly for the laptops and stuff I wanted to see the different states you can have them in.
I was wondering if someone knew the fix for this, I got a couple of faction mods (MARSOC, Taliban, ISIS etc) and everytime I spawn them in, they dont have a gun, clothes or anything and when I edit their loadout when I start the scenerio they dont have anything
I would be very thankful if someone helped
Thanks @small patrol and @grim grove
For some reason it was not working at first but i realized i have to drag and drop them on the actual truck icon
Thanks again ❤️
Btw can i somehow share the MOVE commands between squads or something? So that 2 trucks could patrol in a convoy
You can put them into one group. Otherwise no, just put WPs in same position for both groups
can someone help with this please
Could be anything. You sure the mods aren't broken?
Most likely is missing content, also possible that whatever mod it was pulling gear from switched class names on the actual items
Found the reason, didnt install the other mods needed for it
and thishttps://steamcommunity.com/workshop/filedetails/?id=2595680138
Hopefully it fixes it
That'd do it. What I was going to suggest if that didn't work is just make your own units. You can do that by editing load out in the arsenal then once you are happy with what every unit is the squad has you can save them as a custom composition while in editor
After that they will now be spawnable in Zeus and the editor by going groups -> custom compositions
How do I airdrop humanitarian aid by plane
you may volunteer at your local Red Cross office
i aint doing allat
but fr how do i airdrop cargo
drag & drop compatible crates in a big plane, pilot it and from the action menu you should be able to "drop cargo" iirc
i meant ai
i used the paradrop cargo thing and put it where the cargo was supposed to be but the plane just flies around the area and doesnt drop anything
hey
how can i use ace arsenal on an ammo cache? what the ace website says does not seem to work
?
?
I downloaded a mod and I keep getting this error
Repair the mod and try again.
How
It does mean you are missing a dependent Mod. Also wrong channel
Right click on the mod in the launcher and select repair.
ok thanks
Cant
- You're using not a Steam Workshop version of it but somewhat redistributed version of it
- You're not in #arma3_troubleshooting
I got it from the required mods section of another mod
??
fixed it
and how does that change the fact that you're using some shitty version of the actual NIArms?
just making a mission for sahatra for a server and i got a problem with my respawns on the start of the mission my players take control of a rifle squad and a zeus places a respawn down and assigns them to it however when those players die they respawn immediatly where they died? i also have respawn at custom position in the eden editor and i cant figure it out?
wheres that?
top left > attributes > multiplayer
oh yeah thats enabled
idk then im new to the editor 😄 i just knew this one
the player respawns it just doesnt respawn at the new assigned zeus spawn
tryna recreate the official arma servers zeus
???
remove the tick from start on position from the editor
same place
???
Not getting your point
i dont see it
yeah there is no start from position
He is saying you are using a worse version of the mod I think.
and it worked
so
It could cause issues that are not present with the latest version
Mod conflicts, bugs, errors and unintended gameplay
I understand but i tested it out and it all worked
Okay so there is no problem!
Just wanted you have note incase you add more mods or have any further issues that it is always best to run the latest version.
Alright thanks
Can someone help me out with the Rugged Communications Terminal animations, I am struggling to get the animations working and cant find anything online about it.
This again
Yeh i put it to one side to finish some other parts of my mission
but at the minute I just cannot for the life of me figure out the animations
I have got an array with all of the aminations but no idea what to do with them
["case_lock_l_rotation","case_lock_r_rotation","case_lid_rotation","laptop_lid_rotation","display_off_hide","antenna_rotation","antenna_translation","satellite_rotation_1_1","satellite_rotation_1_2","satellite_rotation_1_3","satellite_rotation_1_4","satellite_rotation_1_5","satellite_rotation_2_1","satellite_rotation_2_2","satellite_rotation_2_3","satellite_rotation_2_4","satellite_rotation_2_5","satellite_rotation_3","satellite_rotation_ending_1","satellite_rotation_ending_2","progress_translation"]
Also with this, is there a better way of returning stuff when debugging because I cant copy paste the text from the hints or anything so its quite unhelpful
copyToClipboard str animationNames object
thank you
would this work with any of the animations returned in then array?
i have tried a few and no results
They may have 10 or 100 to animate
okay will test and see what happens
Okay so found some results but very strange, the animations for it aren't included in that array. I managed to find them with the eden asset browser.
When giving it a value 1 it plays a short animation then closes the laptop and the antenna spins 2 cycles then stops, 10 same as before but the laptop will stay open and only 1 cycle, 100 will open the laptop and the antenna will spin momentarily.
this animateSource ["Terminal_source",1];
Hello Guys, I want to know what are hotkeys to take a screenshot in Arma 3, is CTRL+RMB when I click this, photo of scenery didn't save to my PC. So what is exactly
Yea I know that I wanted to know the trigger condition that would require all three targets be killed to complete the task but I can’t find anything for it so I actually just ended up chaining them into three tasks
is it possible to make a underbarrel taser on rifle in arma? i don't know where to ask this
Go into the arsenal and equip it, then if you set the time to night and wack on some NVGs you will see your laser! Your binding may be different but I press L to turn the laser on and off.
Print Screen will take a picture of your display!
~~Is it possible to populate the Variable Name box via script, e.g. when creating a new 3DEN Entity? setVehicleVarName does change it but, it does not carry over into mission nor populate the attribute in the dialog. ~~EDIT: nevermind, found dev column on 'setting attributes' page. woot
Thanks bro
i was wanting to via a large AO set up very sporadic minefields using the minefield module. something like 50 mines in a 500 meter radius. there would be 3 or 4 zones, so around 200 apers mines. just wondering what kind of hit that can have on frames as i cant enable/disable simulation on a module like this
i know i can set the condition of the module to spawn but enevitably towards mission end there will be max amount spawned
Make them all at start in the init and you are fine. My mod, Modules Enhanced, has a minefield module you can view what the density looks like in the editor as well.
pretty awesome i just read the features. pity i didnt see it weeks ago i pretty much have 70% of the features your mod has already in my mission,could have saved me much time. The density of the vanilla module can also be viewed in Zeus its how iv been testing
you might know about an issue i discovered with handle damage
i used an event handler for preventing damage on vehicles,tanks etc and it shows odd behaviour with crew..tank takes some damage and crew randonly disembark. what could cause this in the AI?
Is it because the EH is taking the damge(max damage in this case) and handling it back to a number defined so crew "think" they should disembark?
hey
anyone knows how to make 2 planes patrol together in a formation?
solo is working but duo doesn't seem so, the first plane takes of and the second just stays there
Neetch?
Has anyone figured out how to attach things to the turret of RHS tanks? attachto commands obviously, but what is the turret name / where do I find it?
I mainly need to attach objects and make sure they spin with the turret
There must be some easy way to do it but i havent found anyone who seems to know
So how do i actually make a Campaign
i have 2 Scenarios
how do i combine them into a Campaign (Its a verry small one)
Need someone looking at my Campaign Description, Missions dont show but the Campaign does.. DM me
Just ask in #arma3_config publicly
anyone here able to help me in dms? im unable to get the sqm file to show in my eden mpmissions
No, but someone might be able to help you if you explain your issue here.
You can probably find it using animations
_veh = myVehicle;
_cfg = configOf _veh;
_veh = createSimpleObject [getModelInfo _veh#1, [0,0,0]];
deleteVehicle _veh;
_turrets = configProperties [_cfg >> "Turrets", "isClass _x", true];
_allSelections = _veh selectionNames "memory" apply {[_x, _veh selectionPosition [_x, "memory"], _veh selectionVectorDirAndUp [_x, "memory"]]};
_turretSels = [];
{
_gun = getText (_x >> "gun");
_veh animate [_gun, 0.4, true];
_newSels = _veh selectionNames "memory" apply {[_x, _veh selectionPosition [_x, "memory"], _veh selectionVectorDirAndUp [_x, "memory"]]};
_turretSels append (_newSels - _allSelections);
_veh animate [_gun, 0, true];
} forEach _turrets;
_turretSels = _turretSels apply {_x#0};
_turretSels arrayIntersect _turretSels
First create the vehicle in editor, give it a variable name, and run the scenario. Then change "myVehicle" in the first line to the variable name of your vehicle, then run the code in debug console
P.S: I typed this on mobile, so there might be typos
Actually I just checked the game and realized you can just use the "gunBeg" selection 😅 (the above code does work but it returns more selections)
getText (_turretCfg >> "gunBeg")
Added both methods:
https://community.bistudio.com/wiki/attachTo
Wait if I create it into a simple object, could i just find the name manually that way?
Where do I type this btw?
I ran this and got multiple things
["otochlaven","gunnerview","konec hlavne","recoilhlaven_axis","usti hlavne","usti hlavne2","konec hlavne2"]
This was the output text
Also sorry to pester you, but is there a way to use attachtorelative in order to attach stuff to the turret? Using coordinates takes very long cause it doesn't update position in the editor so I have to keep starting the game & testing, then qutting back to editor, change the number, test again etc
You can just find it in config viewer
Right click on the vehicle in editor and select "find in config viewer" then on the left side tree go to "turrets", select "mainturret" then on the right find "gunBeg"
It's probably "usti hlavne"
Ask in #arma3_questions
Ty
Is there any way how to open Tanoa terrain in editor without buying the DLC, I want to just check the terrain, if it is worth for my missions? Thx
There is no way.
You can refund it if you don't like it
Is there a way to make ai in a helicopter do a fast landing? i know they have the standard decent one but i didnt know if there was a faster landing able to be done. (want to setup a fast drop scene but didnt know if i could use ai for it)
If its for Single Player you can Script the Intro
but for MP theres no way other than doing it manually to hover over for your players to jump from like 1-2 Meters for dismount
wake-up dynamically simulated
shouldnt this,applied on a group,allow it to enable simulation on a vehicle?
i have a truck with dynamic simulation enabled, a group with the above setting applied, the group gets order to get in vehicle,but instead of waking the vehicle up, the group becomes simulation disabled
You can use unitCapture and do the landing yourself and capture it, then apply it to AI helis
So you guys know how in eden editor (at least with 3den enhanced mod, not sure if also vanilla) you can select animations to use on AI from the attributes tab. Is there a way to expand this list and add more animations? Most mods I see that add new animations tend to require you to use the animation viewer instead of the easy drop-down in eden unit attributes
it is 3den enhanced's feature yes
animation mods do not add themselves to the dropdown because why would they? It was R3vo who added a selection of anims to his mod that can be looped. If you want to add your custom ones, you'd probably have to create a patch for his mod and this involves getting into the config and grabbing animation names, and then confirming if editor still works with the amount of animations you have added into the attributes menu. So no longer relevant to this channel.
and this is as much work as simply opening the animation viewer and copy-pasting the animation names with related code to play them into unit's init field or wherever.
Also how do you airdrop cargo because when i use the rhs module and the regular one the plane just flies around the area and doesnt drop anything i put inside
If the vehicle is part of the group its best to not disable simulation
because as far as I remember dynamically simulated vehicles change mid way through function wake up call
Looking for some advice when I am making a mission and I edit the load out of the players before hand sometimes when the mission is put on the server they become naked why is this ?
Could be many things. How do you apply the loadout?
Using the arsenal in the editor and then saving the load outs in the multiplayer settings
Any other mods?
We currently use the 3cb and rhs
We play as the BAF but we do have the factions mod.
3CB Factions requires either an option unchecked in unit's attributes or a module placed to disable loadout randomization, similarily what CFP does. Not sure if those units should end up naked if not done properly but I remember playing DRO with 3CB and some units would end up with no gear because the scripts for chhanging loadouts would break.
we have disabled the randomisation on the units and it doesn't happen every time which is why i am so confused as to why it happens sometimes
yes all the mods are on the server as well
Hi, I'm trying to use the user texture object, but it doesn't accept some images that don't work for me, must they have unique features in the image?
No. What you've done or error message
I don't get an error, I check the logs
Are you sure you're not looking at the wrong side of the object
Also
what you've done
I check both sides, my problem is that I try to put a red arrow and it comes out gray and almost invisible.
I make the image in paint, export it in PNG and convert it to PAA
It is not the object's fault but your texture. They must be:
- _ca.paa suffix if it is meant to be transparent
- power of 2 resolution
- 24 bit png before convert
Ok, it's not made transparent.
But it did help me understand that it has to be a 32 pixel scale image.
thank you
Anyone know how to access the property of a custom module from within eden?
class GVAR(Module_TrenchController): GVAR(Module_TrenchPiece) {
displayName = "Trench Controller";
class Arguments
{
class TrenchDepth
{
displayName = "Depth";
property = "TrenchDepth";
description = "Depth of the upper lip of the trench to the bottom";
typeName = "NUMBER";
defaultValue = "2";
};
class TrenchWidth
{
displayName = "Width";
property = "TrenchWidth";
description = "Width of the trench";
typeName = "NUMBER";
defaultValue = "4";
};
};
};
I can't seem to do
_module get3denattribute "TrenchWidth";
answered my own question: it's getVariable
Quick question, I am trying to set up two things. I want my aircraft, in this case, an A-10 to come in, attack and then land. I have the support and airstrike support module connected to the player, so it works fine, however it eventually runs out of ammo. Is there a way to have the vehicle take off, go for an attack, land, rearm and take off again?
Is there a way to add assets for scenario building, without forcing the players to have said assets installed? Like I want to use Prairie Fire props, but we do not want to have PF installed due to lack of HD space for some
no
there is no asset "streaming", anything from X needs said X to be installed. For CDLCs you can have the compat data rather than the DLC (assuming you're not playing on a terrain from it) but size is almost the same.
is there a way to see the total size of all the mods i have loaded without having to look at each one and add them together
no, also this is not related to the topic of this channel
you can grab FTT Steam Enhanced plugin for Chrome/Chromium, create a workshop collection using a generated HTML preset and then drop the collection into Arma Preset Creator, it will show how much space those specific mods take
I think they meant mods in the "loaded mods" section of the launcher rather than all subscribed
does anyone know how to make it so that there are 2 lives at home, for example, I died once - I was reborn and already died the second time, then I can't be reborn?
Got a question for you guys. Got a mission file from Ahoy World that I am wanting to add custom content to. DePBO the file to load in the editor, however when I try to load it up I get "error when loading mission." They are also aware of the issue but have no fixes for it. Anyone here able to help?
Hey im am using the "Ordanance" tool and how do i turn off that everytime its activated some guy says "incomming fire"
im attempting to get into photography, and when i make actions scenes how do i make it look like a gun is actually firing, with muzzle flare etc
https://steamcommunity.com/sharedfiles/filedetails/?id=1341387001&searchtext=polpox
And his PLP_fnc_fireWeapon
There's a tutorial article related to that on the modpage
would this have everything i need?
it is a guide nvm
thank you
If it's for just screenshots, then yes. I've used this in the past, a lot! Its a great resource
heyo can someone help me with something I forgot how to disable thirdperson view for players unless they are in vehicle
you… forgot
yeah I checked thirdPersonView and it returns a bool
but when I did it a while back it used to return a scaler
thirdPersonView = true;
. . . what where how?
no clue my dude im as lost as my self 5 months back
Isn't it a Description.ext thing?
yeah I remember it being that
it's a server config difficulty thing
0 = disabled, 1 = enabled, 2 = vehicles only
respawnOnStart = -1;
thirdPersonView = 2;
author = "notGettingGud";
onLoadName = "Operation Juan";
I do this and no bueno
server config, not description.ext
wait so if I change something in mission it wont change it for the server when I load my custom missions ?
damn it
you can script it
after many failed attempt at making it work
I have chosen to let my players live on Veteren Difficulty
you know to not break there "immersion"
3rd person view is abusive even if it's enabled only for the vehicles
I am positive this has been answered before. But I couldn't guess the search terms.
What is a good dummy object to set invisible, that you can apply BIS_fnc_holdActionAdd to?
invisible heli pad
or you can add the hold action to what ever objecti you want the players to interact with
The object is an antenna sticking out of a building- doesn't have its own classname or hitpoint. But the helipad is an idea, thank you!
class name of said object but I doubt youll need it" Land_HelipadEmpty_F"
Doesn't seem to be working for me.
Note that I am able to add it to an object such as "VR_3DSelector_01_default_F" .
But setting that to invisible makes it non-interactable. Or do you use BIS_fnc_holdActionAdd in a specific way?
For starters- I agree that enabling third person is giving players an advantage. And that it's unrealistic.
But speaking for myself; I have hilariously bad motion sickness. Driving and having the car bounce in first person videogames on a monitor will trigger it somewhat. So I enable it on servers for myself out of self preservation 
are you using 3den enhanced or is it a vanilla gamemode?
if you have the hold action written just plop it down on the invisible helipad put it near the objective
paste the hold action script on the invisible helipad and test again
again arma 3 modded tanks are weird and my players arentthat brightest when it comes to following immersion so to make it fun while still having some sort of tactical importance allowing the drivers and the support crew to use 3rd person is a valid point
and again its not going to be forced its an option
Technically I have CUP weapons/units/vehicles, CBA, and the Sa'hatra terrain loaded. Nothing else. I greatly avoid mods.
well using 3den enhanced would make this bit more easier since you dont really have to worry about the sciprting bit and you can edit the part by just going to the attribute part of the object you want to add the hold action too
Well I've successfully scripted this.. to the player...to visible objects... I just need an object that is invisible.
invisible helipad is in the prop section of your unit page so you can plop it down on the init bit as well on the editor
Aye mate we're going in circles.
I am able to add it to various objects, such as "VR_3DSelector_01_default_F", using the following:
[
satdish, // Object the action is attached to
"Download modem data", // Title of the action
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen
"_this distance _target < 5", // Condition for the action to be shown
"_caller distance _target < 5", // Condition for the action to progress
{}, // Code executed when action starts
{}, // Code executed on every progress tick
{ hint "success!" }, // Code executed on completion
{}, // Code executed on interrupted
[], // Arguments passed
3, // Action duration in seconds
1, // Priority
true, // Remove on completion
false // Show in unconscious state
] call BIS_fnc_holdActionAdd;
(Note I've more or less copy+pasted the example on the BIKI)
But not to "Land_HelipadEmpty_F". And not to any other object I could think of, when "Show Model" is unchecked (in other words, hideObjectGlobal is applied) under the Special Tabs section of object attributes.
Would anybody suggest an invisible object that is interactable?
wait im dumb
its called invisible helipad for a reason xD
is the satalite dish a terrain object ?
Like I replied at first; unfortunately not. I know CUP has a satellite dish object I could use. But this thing is part of a building object, and as far as I can tell, cannot be separately selected or detected by modules such as "Edit Terrain Object".
I'll be perfectly straight: I could certainly design the mission around this.
But again: I can't imagine others haven't fixed this before.
you can select certain terrain objects by enbling the other box in the edit terrain object attributes
the edit terrain object works simmilar to the hide map object module
Part of me appreciates your thoroughness. But I mentioned several times that the target is part of a building object. The classname is "Land_juju_opx2_h1" if you're interested. It's a custom object in the Sa'Hatra terrain.
However, again, there must be lots of situations where someone wanted to add an action to something of unusual size, location, et cetera.
Could someone suggest an invisible object can BIS_fnc_holdActionAdd be used on?
