#arma3_editor

1 messages · Page 13 of 1

haughty frost
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put a wp 15 meters before bargate and another on right past it

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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

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i doubt this will work(its supposed to,but its a group technique) .. so group them again, and enter this in EACH vehicles init

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!code

formal muralBOT
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How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty frost
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vehicle setConvoySeparation 20;
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20 being meters apart from each other,set to desired distance

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the slower the vehicles move,the smaller this number could be

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keep in mind

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added alongside:

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car forceFollowRoad true;
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experiment with a true and then false with this too:

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useAISteeringComponent true;
winter sigil
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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

winter sigil
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Is the Unitplay where you record the drive then it plays it back

haughty frost
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used for things like helo landing on rooftops etc

verbal igloo
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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?

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Also.. does it matter if you sync the module to the unit, or the unit to the module?

plain gale
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You could probably do that with one trigger.

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OnActivation: enableAI
On deactivation: disableAI

verbal igloo
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And just don’t worry about syncing it to the module I guess?

plain gale
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Don't use the module at all I guess

verbal igloo
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Thanks, I guess I was making it more difficult then it should.

winter sigil
winter sigil
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Thank you

haughty frost
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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

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hell the AI even treat it like an attack plane and still try to nose dive targets(as pilots) 🤦‍♂️

haughty frost
# plain gale Don't use the module at all I guess

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

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incase somehow your logic is passing info to AI on enemy side. i dont think its that,but regardless an odd conflict

plain gale
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What's the name of the Logic? I am confused.

zealous plaza
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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

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so if 0 is mission default, that is unaltered damage-taking ability. and is 10.0 on the slider meaning 10 times as strong?

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or is it percentage as in 10.0 meaning 100% stronger (twice as strong)

haughty verge
haughty frost
# plain gale What's the name of the Logic? I am confused.

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

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FFE script is picking this logic up as a target at mission start for some odd reason

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im not sure where or why theres a conflict

plain gale
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Interesting. It's just a normal logic nothing special about it.

haughty frost
umbral canyon
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Anyone know what this error means?

small patrol
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You did something wrong during your customization in Warlords system maybe

lyric rose
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@umbral canyon are you using the base Warlords, Redux 2 or someone elses fork

umbral canyon
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Base Warlords, albeit with modded factions.

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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.

lyric rose
umbral canyon
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I, didn't even know that such a file existed, it wasn't mentioned anywhere in the wiki that I saw.

lyric rose
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if you are trying to set up warlords I suggest using warlords redux 2 as it offers more leincency with the modding

umbral canyon
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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.

lyric rose
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al be it the wikiis really not that in depth yet (i need to get to finihing it up sometme soon )

lyric rose
umbral canyon
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That is what I'm using

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I was trying to keep all that vanilla as possible since it's included with the base game

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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.

lyric rose
umbral canyon
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How do I uh, make this work for servers though if it ain't on the workshop?

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Does it auto-install or something?

lyric rose
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ummmmm
do you know how to get a misison loaded to the editor?

umbral canyon
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I mean I would assume so, I've been loading mine in just fine.

lyric rose
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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

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make sure you clear the everything after the .altis tag since otherwise youd be having issues

umbral canyon
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oooough why is github so shit, it's only giving me sourcecode download options

lyric rose
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also yeah this defaults into altis map for now

umbral canyon
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I'm using Chernarus (CUP) as the map, for the record. Idk if that matters at all, but

lyric rose
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so if you are trying this for other maps you would have to set it up

umbral canyon
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Gotcha, I had to do all the setup manually anyway so nothing new there

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this will be pure pain

lyric rose
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@woeful light @sharp lagoon
I think they have runnig versions for the modded versions for other maps

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hmmx you actually gave me a really great idea to start on something enw as well

umbral canyon
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Rad, glad to be of service lmao

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My biggest issue right now is just trying to properly size sectors, it's kind of a nightmare

lyric rose
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which version of Chernarus you using

umbral canyon
lyric rose
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i meant which one you using the map :3333

umbral canyon
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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

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Assume I know literally nothing

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Oh wait I see

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It's the Chernarus Autumn you have at the top there

woeful light
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I think you are diving way too deep way too fast.

  1. Make a default warlords mission on altis.
  2. Make a deafult warlords mission on a modded map.
  3. Add Modded factions into a default warlords mission on altis.
  4. Add modded facitons into a modded map.
umbral canyon
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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.

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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.

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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.

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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.

woeful light
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I have very specific questions about walords modules

correct, you should be solving all of these issues on a default map with default factions.

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like I said you are going to fast, too soon

umbral canyon
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I'm not having issues with it in the default map with default factions though, so I'm not sure how that helps me.

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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.

lyric rose
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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

umbral canyon
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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.

umbral canyon
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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.

lyric rose
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thank you

umbral canyon
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Exactly the same result.

lyric rose
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@umbral canyon hey also can you kinda give me the mod list youre using so I have a better idea on what to use

umbral canyon
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This is the exact setup (with above stipulations) I am using for both the Chernarus (Autumn) and Altis scenarios.

lyric rose
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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

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you might have to shut down your game for this

umbral canyon
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Yeah I gotchu one sec

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@lyric rose

lyric rose
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give me a few mintues to download the extra mods

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also why are you using big ass mods like this

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like bruh

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there are so much simpler mods too .;-;

umbral canyon
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A55?

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i saw that

lyric rose
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  1. Are you trying to make a W40k Warlords Mission ?
  2. The Mods are bigger than my whole zeus modset so thats that
  3. The Infantry class name wasn't working becuase you didnt set up playable positions with in the mission scenario ?
  4. Could it be your using the wrong class name for infantry in your scenario ?
  5. I'll have to make a misison myself first to understand whats wrong with the rest in your scenario now
umbral canyon
# lyric rose 1. Are you trying to make a W40k Warlords Mission ? 2. The Mods are bigger than...
  1. Yes.
  2. 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.
  3. 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.
  4. It's possible but to the best of my knowledge it has worked.
  5. I can send you exactly what I have so you can examine it yourself.
lyric rose
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yeah do that send me the pbo

umbral canyon
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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.

lyric rose
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yeah send me what ever you have

umbral canyon
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Sure, one sec.

lyric rose
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@umbral canyon When you tested it out

  1. were abe to spawn in a west base
  2. did you have a independent factions set up ?
  3. why 40k
lyric rose
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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

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and I could also summon the ai

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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

lusty bison
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hey guys does somebody know if i can make custom factions in the alive editor with ace arsenal instead of the virtual arsenal?

prisma oyster
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I ||redacted|| if you can yes

lusty bison
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do you know how to do it?

lyric rose
lusty bison
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thx

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but how can i use ace arsenal?

lyric rose
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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

lyric rose
lusty bison
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i want the custom factions to have ace medical stuff and earplugs

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because iam playing this mission

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with ace

lyric rose
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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

lusty bison
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ok

lyric rose
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or if you have zeus access just drop the ace medic module and call it a day

lusty bison
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thx

lyric rose
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np

verbal igloo
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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.

lyric rose
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so what they were alive and than they got !alive during the misison?

verbal igloo
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No, they already spawn with 0 health set from their attributes.

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Then players body bag them and transport them to base, unload them in the medical bay. Where the trigger is

lyric rose
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Do variables to units still apply when they are dead?
yes btw

verbal igloo
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Cool. Then in theory it should work. But have a feeling putting them in a body bag might turn them into another object.

lyric rose
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trial and error

verbal igloo
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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 :/

lyric rose
verbal igloo
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You just beat me to it 😅 I was looking it up in my tram home

lyric rose
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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

verbal igloo
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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
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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.

young nebula
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Would it be possible to make units change side if they are shot?

lyric rose
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shot as in shot dead or just wounded?

young nebula
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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.

prisma oyster
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you can by script, make them join an enemy group

umbral canyon
umbral canyon
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Like the cap time?

lyric rose
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yeah the cap times are too big

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and the warlords reenforcements dont work as intended

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both of which happened due to modded infantries

umbral canyon
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In what sense is it too big? It seemed just fine to me, am I missing something about warlords functionality somehow?

young nebula
umbral canyon
lyric rose
umbral canyon
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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.

lyric rose
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also your game will have a fixed base locations everytime you load it up btw

umbral canyon
umbral canyon
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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.

lyric rose
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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 *

prisma oyster
umbral canyon
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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.

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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.

lyric rose
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yeah since its working for now you dont have to worry much about it

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since the infantries can also be called properly

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and you can ignore that black box

umbral canyon
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Ye, it's just annoying which was the whole reason I asked about it to begin with lol

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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

lyric rose
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i couldnt figure it out since im bad with modded games and stuff

nocturne falcon
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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.

lyric rose
nocturne falcon
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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

lyric rose
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are you using 3den enhanced

nocturne falcon
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Yes sir!

lyric rose
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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

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so now when the hold action is completed

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the trigger activates

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making the task active

nocturne falcon
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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

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Same as if I would pick up an intel item (docs, files etc.) but after completing a hold action

lyric rose
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so basically show up there (marked red)

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for that youll need diary entries

nocturne falcon
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Thank you. Never even thought of this. I'll see what I can do

nocturne falcon
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With a little workaround I managed to achieve the desired effect. Now just how to figure out how to decrease the hold action distance

wanton gull
nocturne falcon
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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

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So far all I've got is this script I found somewhere. No idea where it goes or how it functions

lavish vault
prisma valve
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Yo does anyone have the Eden Enhanced mod?

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Im tryna figure out how to remove the menu that comes up when I right click

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cause it overlaps the regular Eden one

winter sigil
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Does anyone know how to turn breaks of a vehicle on Unit Capture as they are on the entire way

prisma oyster
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sorry what?

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do you mean use brakes?

winter sigil
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Get the breaks to turn off

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The car goes past screeching from the breaks apparently being on and the wheels don’t spin even though the engine is on

prisma oyster
winter sigil
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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

prisma oyster
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w00t, nice
the wheels won't turn left/right but that's acceptable I guess

winter sigil
winter sigil
fallow musk
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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

small patrol
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You maybe using wrong profile

fallow musk
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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...

small patrol
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Well, profile it is

fallow musk
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Yeah. I'm definitely keeping a backup in a different folder from now on.

small patrol
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Something did changed the profile accidentally I assume

umbral canyon
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How do the high/sub command modules work for warlords, exactly?

somber badge
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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

bleak forum
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Is there a way to make bases for our unit on arma 3 liberation ?

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I know you can do it as a soldier

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But it takes so long 🤣

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If anyone has used Dayz Editor, that’s what I’m looking for

chilly oar
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anyone know why my ace arsenal does this when I open it? 😭

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it just freezes

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and has the error

mortal hare
chilly oar
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i updated everything

mortal hare
mortal hare
# chilly oar pbo?

Something with AceAX (not familiar with Ace)
Probably Arsenal Extended

bleak forum
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how do I get them to all stay after restarts

mortal hare
chilly oar
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thats the only think that is related to ace

mortal hare
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Remove it and check if the error is still there blobdoggoshruggoogly

sinful zenith
minor cave
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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?

scarlet crystal
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"full Oculus in an Arma 3 map"?

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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

lapis chasm
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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?

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Basically wanting players at spawn to be able to hear nominal fighting / engagement from a nearby airfield. Purely an immersion thing.

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But I don't want the sound to come from the trigger they're present in, but rather from the airfield itself.

lyric rose
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drop a radio (object) > put it somewhere else > make it so when the trigger activates the sounds plays on the radio

lapis chasm
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Would I sync the trigger to the radio / prop, then?

lyric rose
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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

lapis chasm
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Yeah and I'm asking how to do that. Would I just sync the prop to the trigger?

lyric rose
narrow imp
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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?

prisma oyster
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allowDamage server-side for buildings

lyric rose
narrow imp
haughty verge
haughty verge
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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

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@narrow imp

narrow imp
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ty

golden agate
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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

small patrol
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How do you set up the Arsenal?

obtuse wadi
small patrol
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I'm asking how did you done the script

obtuse wadi
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We didn't

small patrol
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Then what did you done then?

obtuse wadi
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We just set down a virtual arsenal

small patrol
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And how and what it is? In Eden? Or Zeus?

obtuse wadi
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Eden

small patrol
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Okay, what/how you've done the "set down"?

obtuse wadi
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Just dragged it

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and set it down

small patrol
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Drag what and set what? I just wanted to ask "what exactly you've done"

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Or, picture

obtuse wadi
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I've dropped down a virtual arsenal

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so we can load our preset kits

small patrol
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Is that a module? Or some object? Is it a vanilla asset?

obtuse wadi
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vanilla

small patrol
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Okay, pictures please. I still don't know what you've done

obtuse wadi
haughty frost
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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:

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-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

small patrol
mint geyser
#

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.

mint geyser
#

Nvm, this did the job:
this addAction ["Teleport to Carrier Strike Group",{player setPos [4076,2149,23]}];

winged raftBOT
haughty verge
#

Use setPosASL in your case with the carrier.

mint geyser
#

Okay thx for the tip!

obtuse wadi
#

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?

lyric rose
#

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

obtuse wadi
#

Thanks

#

How do I make them invisible?

#

like, if they're not used

lyric rose
#

Disable AI from Editor

obtuse wadi
#

Can you be more elaborate please

obtuse wadi
lyric rose
obtuse wadi
#

Like, just if for example "SOAR_pilot_1" isn't being used, it wouldn't show up unless someone was playing as it

lyric rose
#
  1. Vehicle Respwns don't need A Script you can do them using the editor by syncing modules
  2. You can edit the loadout from Editor for your playable slots
  3. Make sure you're saving the scenario as a multiplayer scenario because coop is still multiplayer
obtuse wadi
#

Like all the gear, weapons etc

lyric rose
#

are you using ace arsenal?

obtuse wadi
#

no I can't find it

lyric rose
#

do you have the ace mod and ace arsenal extended mod installed?

obtuse wadi
#

also

#

How do I do zeus

#

??? I'm already spawned in game

lyric rose
strong umbra
#

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?

prisma oyster
strong umbra
prisma oyster
#

find the key 😁

lyric rose
#

I know a way but if I do that you'll probably be breaking a few ToS

strong umbra
lyric rose
#

||debundle the pbo for the sp misison > do all the modifications you wanna do ||

dim kindle
#

Guys you have any ideas for making some mission with Cold War guns and equipment?

lyric rose
#

ask away

#

what do you wanna achieve

#

@dim kindle

dim kindle
mint geyser
lyric rose
#

@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

dim kindle
lyric rose
#

is it based on zeus ?

dim kindle
low cedar
#

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

lyric rose
#

planes ordered via warlords menu actually fly in/land there
did you try giving it an air field tag

#

through the requirements

lyric rose
# dim kindle No

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

  1. Get the Required Mods (focusing on making it small)
low cedar
#

like this?

lyric rose
#

are you using the warlords module?

low cedar
#

yea

lyric rose
#

double click open it up

low cedar
#

did i massively overcomplicate things for myself?

#

Oh yeah

#

the sector has an airfield

lyric rose
low cedar
#

like- its been had 1 the whole time

#

not the cause of me not having one

#

3:

lyric rose
#

try with that first

#

but since its not a static base so it might not recognize the custom built base

low cedar
#

with what?

lyric rose
#

and instead of making it an airfield

#

why not make it a heli base

#

it goes more with the "location" its placed in

low cedar
#

and make the planes able to be bought @ helipad?

lyric rose
#

nah you cant

low cedar
#

i tried as a copout to not getting the airport working

lyric rose
#

but it might bug it out

low cedar
#

they nosedive xd

lyric rose
#

yeah becuase the custom placed stuff are sometimes not calculated properly

#

and physics starts to spasm out

low cedar
#

so im confused

#

the config i sent isn't what i need to have set to add another place for planes to land?

lyric rose
#

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

low cedar
#

it doesnt :(((((

#

they just spawn / fly into the default airbase on the map

lyric rose
#

becuase it doesnt recognise the place as an airbase

low cedar
#

isnt that what the script is for

haughty verge
lyric rose
#

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

  1. Planes need a proper run way on the map to land so even if you the cfg in theory should work it doesnt

  2. 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

lyric rose
#

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

abstract nova
#
// 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;
    };
};
low cedar
#

so its something that needs to be like baked into the map at creation?

abstract nova
#
// 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

lyric rose
#

becuase helis are some how smart but planes are not

lyric rose
abstract nova
#

Syntax 2 has an example for dynamic airport

abstract nova
#

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

lyric rose
abstract nova
#

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

old leaf
#

explosion mod what is this. do you know?

lyric rose
#

its probably blastcore

low cedar
#

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

haughty verge
#

please use

```hpp
// my code
```

hollow swift
#

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

haughty verge
keen jolt
#

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;
low cedar
#

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

keen jolt
#

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

obtuse wadi
#

How do I make it to where when we respawn we respawn with our kit that was on before?

obtuse wadi
#

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?

obtuse wadi
#

Modded

lyric rose
#

did you follow this tutorial?

#
[this, true] call ace_arsenal_fnc_initBox;

paste this on the init box

small patrol
obtuse wadi
#

It worked, my friend helped me. The code was wrong or smthg

lyric rose
low cedar
#

cause it doesn't, am still lost

keen jolt
haughty frost
#

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

low cedar
#

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?

low cedar
low cedar
# low cedar turned this barren island on southern sahrani into an airfield to help balance/ ...

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)

haughty frost
#

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

haughty verge
#

are you dynamically creating and deleting them?

haughty frost
# haughty verge this will be your downfall

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

haughty frost
haughty verge
#

Have you tried this in multiplayer with friends yet for performance?

haughty frost
#

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

haughty verge
#

make sure all ambient objects are simple and local objects. prevent the network from constantly updating their position

haughty frost
haughty verge
#

triggers that don't need to be super time sensitive, slow down their tick speed

haughty frost
#

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?

haughty verge
#

no, they evaluate in a fifo type style. doesn't matter

haughty frost
#

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

haughty verge
#

delete them. an object that exists is still an object that exists (even your hidden ones)

haughty frost
#

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

haughty verge
#

non combat ambient units should be turned into agents

haughty frost
primal wave
#

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?

haughty verge
# primal wave Hello everyone. I am designing an intro cutscene for a coop mission. Just like...

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)

primal wave
haughty verge
primal wave
#

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.

prisma oyster
#

switch it is

haughty frost
#

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

haughty verge
#

1080 is 16:9

haughty frost
#

and it has to be exact?

#

like 1000x500

small patrol
#

2^n so 1024x512 or something

haughty frost
#

cheers il resize

haughty frost
lyric rose
#

@haughty frost
All he sizes A3 takes in for paa

eager tide
#

my zeus dont work

#

wherte do i ask for help

lyric rose
#

what have you done so far

#

@eager tide.

eager tide
#

wym

#

i put game master thing and all

#

matching names and owner

#

but the thing doewsnt pop up

lyric rose
#

press r

eager tide
#

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

lyric rose
#

Default Addons are only official addons or all addons ?

eager tide
#

all+unoficcial

lyric rose
#

huh odd sticks

eager tide
#

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

lyric rose
#

try and make a new profile and test it out there

eager tide
#

new profile?

#

you mean new dude

eager tide
#

we have arma profiles?

lyric rose
eager tide
#

thats whatr i nmeabr+

#

measn

lyric rose
#

do you smell burning toast?

eager tide
eager tide
lyric rose
#

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

eager tide
#

same shit different player

vagrant needle
#

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.

vagrant needle
#

Is that a question for here or is that a script question?

scarlet crystal
#

well you want this to happen during a scenario so it's more of a scripting question.

vagrant needle
#

Noted

rigid wigeon
#

Hey does anyone know how to stop explosions craters from decaying?

haughty frost
#

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

haughty frost
#

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

lyric rose
#

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

  1. Have a Bunch of Tasks around the AO but don't activate none of them
  2. 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
  3. 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

  1. 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
#
  1. 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
haughty frost
#

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

keen jolt
#

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?

haughty frost
# keen jolt How do you try it?

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"

keen jolt
#

There's no such syntax for inArea

#

You have to use an object/position to use inArea

haughty frost
#

i have the following example but unsure how to modify for a group,and in any location within _playerIsInside = player inArea _myTrigger;

haughty frost
#

the area is huge

keen jolt
#

You can do:

units group1 inAreaArray marker1 isNotEqualTo []

For example

haughty frost
#

thanks. whats the "not equal to referencing?

keen jolt
#

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

haughty frost
#

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

keen jolt
#

It should be "kk"

haughty frost
#

ahhh ok

#

Solid thank you

#

hell of alot better than using triggers

verbal igloo
#

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.

lyric rose
dense heath
#

How do you find the flag pbo on a flag to put it on a Vic

lyric rose
dense heath
lyric rose
#

is it a modded flag?

dense heath
#

Yes an RHS flag

lyric rose
#

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

dense heath
#

Ok thanks

haughty frost
#

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

lyric rose
#

@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

#

Do let me know if you need to know more :"3

haughty frost
#

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

frank remnant
#

@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.

plain gale
#

Thanks for letting me know. Maybe some file was corrupted. Who knows.

verbal igloo
lyric rose
shy minnow
#

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?

lyric rose
#

@shy minnowGuard or Seek and Destroy Way Points

shy minnow
scarlet crystal
#

what does "charging the infantry" even mean

#

if you want a helicopter to attack infantry then change it's weapons to normal guns

shy minnow
scarlet crystal
#

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

lyric rose
#

unless you go to #arma3_ai and make a new ai script to follow irl tactics :3

shy minnow
scarlet crystal
#

Probably a mod issue, I don't remember this happening with vanilla vehicles.

scarlet crystal
shy minnow
scarlet crystal
#

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)

shy minnow
scarlet crystal
#

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.

shy minnow
scarlet crystal
#

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.

shy minnow
scarlet crystal
#

probably not possible, idk. Definitely not very easy. You should ask in #arma3_scripting

shy minnow
#

alr thx

rotund hound
#

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

lyric rose
#

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

rotund hound
lyric rose
#

i assumed you wanted it to be a gun run for your players

#

but if it works it work

shy minnow
haughty frost
#

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)

shy minnow
haughty frost
#

what is the map?

#

what are coordinates?

#

is it near a coastline/sea?

inner vortex
#

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?

inner vortex
#

anyone got a fix? sooner rather than later would be great thanks lol

scarlet crystal
inner vortex
haughty verge
#

@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.

inner vortex
haughty verge
inner vortex
empty iron
#

how good is the arma 3 editor? like how in depth is it?

small patrol
#

You can take a look the tutorial by yourself

haughty frost
dry hornet
haughty frost
#

yep

dry hornet
#

Command Modern Operations had the most in depth editor

haughty frost
#

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

empty iron
empty iron
#

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

small patrol
#

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

lyric rose
shadow heart
#

Is it possible to have flak bursts detonate in mid air without actually having guns firing?

haughty frost
crystal bone
#

I get same error btw

haughty frost
#

for real a character can cause this?

#

il give it a go.

haughty frost
rare latch
#

For reference this is unmodded Arma 3

#

Ah nevermind, might be a DLC thing actually looking again

prisma oyster
#

CDLC yes - WS = Western Sahara

haughty frost
#

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

rare latch
#

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

haughty frost
rare latch
#

Yep exactly

haughty frost
#

thank you so much , appreciate it . my god what a headache these past few days

rare latch
#

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

haughty frost
#

the fkn irony. thats what ya get in Arma3 for tryna be fancy. keep it simple i guess

rare latch
#

For once not Arma'd, just Windows being a Princess

haughty frost
unborn shell
#

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

crystal bone
shy minnow
#

Guys what means "infantery cost" in the sector modul?

nova canopy
#

does this option only affect the campaign ? and if I set these options in edeine (or scripts), do they not matter here?

prisma oyster
#

like "difficultyFactor × unitSkill"

nova canopy
prisma oyster
nova canopy
tepid verge
#

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

nova canopy
tepid verge
#

Its in the air in the editor exactly where I want it, but spawns on the terrain, if that is more accurate.

nova canopy
#

Give me SEC i check in my old mission

#

I dragged it to the top using ctrl plus the mouse and that was enough

fading shard
#

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:

  1. 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.

  2. 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

small patrol
fading shard
#

Thank you

amber eagle
#

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

grim grove
#

Is it possible to skip a waypoint through the activation box instead of using skip waypoint on triggers?

prisma oyster
#

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

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.

winter sigil
#

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?

grim grove
#

I assume you are on about this?

winter sigil
#

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

nova wind
#

is it possible to anchor a praetorian in eden without disabling its ai control?

lyric rose
#

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?

final cipher
#

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?

grim grove
#
[vehicle player, _unitCaptureData] spawn BIS_fnc_unitPlay;

[The vehicle you want the data to be on, your actual data]

young nebula
#

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?

grim grove
#

Is it possible to only allow the player to use a drone camera and not actually be able to take control of the drone?

grim grove
fossil urchin
prisma oyster
#

I could use some sleep yeah

grim grove
plain gale
#

While is running multiple times per frame without sleep which is not good for overall performance.

#

Isnt there an event handler for that?

grim grove
#

I need it to activate preferably whenever the player enters the "Drivers seat"

#

I am not entirely sure I haven't found anything online :/

violet harness
#

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

grim grove
sacred echo
#

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?

prisma oyster
small patrol
lyric rose
fair fractal
#

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 😄

small patrol
#

In Eden? Just drag and drop soldiers into vehicle

grim grove
grim grove
#

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.

small patrol
#

Which laptop?

grim grove
small patrol
#
ruggedLaptop animateSource ["Open_Source",1]```
grim grove
#

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?

small patrol
#

Search by Terminal or something

grim grove
grim grove
small patrol
#

What it returns don't mean you can always use in animateSource, some of them are

grim grove
#

Thank you, it's mainly for the laptops and stuff I wanted to see the different states you can have them in.

muted thorn
#

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

fair fractal
#

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

small patrol
#

You can put them into one group. Otherwise no, just put WPs in same position for both groups

muted thorn
plain gale
#

Could be anything. You sure the mods aren't broken?

rare latch
muted thorn
#

Hopefully it fixes it

rare latch
#

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

charred carbon
#

How do I airdrop humanitarian aid by plane

prisma oyster
#

you may volunteer at your local Red Cross office

charred carbon
#

but fr how do i airdrop cargo

prisma oyster
#

drag & drop compatible crates in a big plane, pilot it and from the action menu you should be able to "drop cargo" iirc

charred carbon
#

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

fair fractal
#

hey
how can i use ace arsenal on an ammo cache? what the ace website says does not seem to work

muted thorn
small patrol
#

?

muted thorn
plain gale
#

Repair the mod and try again.

muted thorn
small patrol
#

It does mean you are missing a dependent Mod. Also wrong channel

plain gale
#

Right click on the mod in the launcher and select repair.

muted thorn
#

ok thanks

small patrol
#
  1. You're using not a Steam Workshop version of it but somewhat redistributed version of it
  2. You're not in #arma3_troubleshooting
muted thorn
#

??

#

fixed it

scarlet crystal
sullen jackal
#

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?

lyric rose
#

choose spawn position

#

tick that box too

sullen jackal
fair fractal
sullen jackal
#

oh yeah thats enabled

fair fractal
#

idk then im new to the editor 😄 i just knew this one

sullen jackal
#

the player respawns it just doesnt respawn at the new assigned zeus spawn

#

tryna recreate the official arma servers zeus

lyric rose
#

remove the tick from start on position from the editor

lyric rose
scarlet crystal
muted thorn
sullen jackal
#

yeah there is no start from position

grim grove
muted thorn
#

so

grim grove
#

It could cause issues that are not present with the latest version

#

Mod conflicts, bugs, errors and unintended gameplay

muted thorn
grim grove
#

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.

grim grove
#

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.

small patrol
grim grove
#

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

small patrol
#

copyToClipboard str animationNames object

grim grove
#

thank you

grim grove
#

i have tried a few and no results

small patrol
#

They may have 10 or 100 to animate

grim grove
#

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];
lyric rose
swift stone
#

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

nocturne egret
vestal jackal
#

is it possible to make a underbarrel taser on rifle in arma? i don't know where to ask this

grim grove
grim grove
gritty owl
#

~~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

swift stone
haughty frost
#

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

haughty verge
haughty frost
#

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?

fair fractal
#

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

charred carbon
#

what blastcore combo can make this beautiful explosion

#

i NEED to know

crystal bone
#

Neetch?

glad quail
#

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

merry dagger
#

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)

merry dagger
#

Need someone looking at my Campaign Description, Missions dont show but the Campaign does.. DM me

small patrol
lilac osprey
#

anyone here able to help me in dms? im unable to get the sqm file to show in my eden mpmissions

scarlet crystal
keen jolt
# glad quail Has anyone figured out how to attach things to the turret of RHS tanks? attachto...

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

keen jolt
#

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")
keen jolt
glad quail
glad quail
glad quail
#

["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

keen jolt
# glad quail Where do I type this btw?

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"

charred carbon
#

Anyone know this blastcore

keen jolt
charred carbon
surreal belfry
#

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

plain gale
#

There is no way.

keen jolt
frail fulcrum
#

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)

lyric rose
haughty frost
#

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

keen jolt
glad quail
#

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

scarlet crystal
#

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.

charred carbon
#

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

lyric rose
cloud crypt
#

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 ?

plain gale
#

Could be many things. How do you apply the loadout?

cloud crypt
#

Using the arsenal in the editor and then saving the load outs in the multiplayer settings

plain gale
#

Any other mods?

cloud crypt
#

We currently use the 3cb and rhs

scarlet crystal
#

3CB what

#

factions? BAF? there are multiple 3CB mods.

cloud crypt
#

We play as the BAF but we do have the factions mod.

plain gale
#

Maybe they alter the loadouts idk.

#

Are these mods on the server as well?

scarlet crystal
#

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.

cloud crypt
#

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

lethal scaffold
#

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?

small patrol
#

No. What you've done or error message

lethal scaffold
#

I don't get an error, I check the logs

small patrol
#

Are you sure you're not looking at the wrong side of the object

#

Also

what you've done

lethal scaffold
#

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

small patrol
#

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
lethal scaffold
turbid eagle
#

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

wet nest
#

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?

outer swan
#

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

scarlet crystal
#

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.

cloud crypt
#

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

scarlet crystal
#

no, also this is not related to the topic of this channel

cloud sparrow
#

yes, Steam > Settings > Storage

scarlet crystal
#

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

scarlet crystal
# cloud sparrow eg.

I think they meant mods in the "loaded mods" section of the launcher rather than all subscribed

quaint torrent
#

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?

dim kindle
#

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?

merry dagger
#

Hey im am using the "Ordanance" tool and how do i turn off that everytime its activated some guy says "incomming fire"

unborn gate
#

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

unborn gate
#

it is a guide nvm

#

thank you

verbal igloo
#

If it's for just screenshots, then yes. I've used this in the past, a lot! Its a great resource

lyric rose
#

heyo can someone help me with something I forgot how to disable thirdperson view for players unless they are in vehicle

prisma oyster
#

you… forgot

lyric rose
#

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;

prisma oyster
#

. . . what where how?

lyric rose
small patrol
#

Isn't it a Description.ext thing?

lyric rose
#

yeah I remember it being that

prisma oyster
#

it's a server config difficulty thing

#

0 = disabled, 1 = enabled, 2 = vehicles only

lyric rose
#
respawnOnStart = -1;
thirdPersonView = 2;

author            = "notGettingGud";
onLoadName        = "Operation Juan";

I do this and no bueno

prisma oyster
#

server config, not description.ext

lyric rose
#

damn it

prisma oyster
#

you can script it

lyric rose
#

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"

azure wadi
#

3rd person view is abusive even if it's enabled only for the vehicles

primal wave
#

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?

lyric rose
#

or you can add the hold action to what ever objecti you want the players to interact with

primal wave
#

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!

lyric rose
#

class name of said object but I doubt youll need it" Land_HelipadEmpty_F"

primal wave
primal wave
# azure wadi 3rd person view is abusive even if it's enabled only for the vehicles

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 blobdoggoshruggoogly

lyric rose
#

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

lyric rose
primal wave
lyric rose
#

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

primal wave
#

Well I've successfully scripted this.. to the player...to visible objects... I just need an object that is invisible.

lyric rose
#

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

primal wave
# lyric rose invisible helipad is in the prop section of your unit page so you can plop it do...

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?

lyric rose
#

wait im dumb

#

its called invisible helipad for a reason xD

#

is the satalite dish a terrain object ?

primal wave
# lyric rose 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.

lyric rose
#

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

primal wave
# lyric rose you can select certain terrain objects by enbling the other box in the edit ter...

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?