#arma3_editor
1 messages · Page 14 of 1
okay so
- By Removing Show Model you completly remove the existence from the world so it will not be interactable
- Using the invisible helipad does not work since its as the name suggest invisible
- by click on the edit terrain object module you can select the other box in the attrib and that makes it pretty much interactable with anything and everything with in that map that includes roads as well
- To show you that it needs to be a dynamic object placed, I plopped down a rock and named it satdish with the code you provided in the init box and that rock is now interactable
conclusion? theres (according to my knowledge which could be a lot or not a lot) thres realy no realistic way to use the hold action with invisible items unless you plop down something similar looking
I usually put down rocks, boulders and stones at the map borders and scale them up using 3DEN Enhanced to act as a map border.
That way, people don't have to look at the vast amounts of nothing past those borders. Now, from my understanding, only simple objects or attached objects are scaleable on dedicated servers.
How can I make my rocks attach to something in 3DEN so the scale that I gave them is applied in multiplayer. Or alternatively, how can I create them as simple objects with the desired scale in the desired position without having to painstakingly create simple objects through trial end error?
Does anyone have a specific issue with the "get in" waypoint? I assign a waypoint to a group to get in a vehicle, however it seems that only the squad leader gets in the vehicle, whilst the rest of the units in the group, do not enter. I have also tried "get in nearest", and it produces the same issues. All units are obviously linked into one squad, and i tested primarily using the vanilla CSAT Kamaz Truck, so i was sure there was enough seats for all units.
Is this in relation to my question about scaling objects?
yeah becuae object scaling on dedi servers is werid
some work some dont
but invisible walls are more consistent in my useage thats why I suggested that
to your actual question I might have to test it out and than I can tel you more about it
That'd be awesome, cause for me it's not about map boundaries allowing players to go outside, it's about the visuals
afaik theres large boulder with in the 3cb props
if that dioesnt work tehres a map tool called deformer
it breaks certain maps but its also a way to make your maps have visuals
quick question, after I call in a virtual support plane for CAS, he never dissapears, is there a way to force the aircraft to evac once the attack
currently experimenting with this too. havent started to try however its my guess that via the INIT of the module and using "_this" to specifiy the plane,you can give the aircraft a waypoint far away from the initial call in position
this will (hopefully) remove its ability to see any active targets
which then he considers the mission complete and extracts out
got an example?
currently i nthe editor testing il share as soon as i have something
sounds good, thanks
well my first test isnt looking great. in its init i simply as a test tried to use "_this setFuel 0;" and upon spawning in(virtual) its fuel was actually 1
so im unsure as to why, description in editor states it should apply and if that simple command doesnt work im unsure how more complex ones will fare but il keep trying
i do however have my own i made that works to similar effect as to what you need
randomPoint= selectRandom ["AO", "AO"];
{ deleteWaypoint _x } forEachReversed waypoints Ugly;
_wp = Ugly addWaypoint [position liftpadugly, 0];
_wp setwaypointtype "GETIN NEAREST";
_wp setWaypointSpeed "NORMAL";
_wp setWaypointBehaviour "AWARE";
_wp = Ugly addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1];
_wp setwaypointtype "MOVE";
_wp setWaypointBehaviour "COMBAT";
_wp = Ugly addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1];
_wp setwaypointtype "MOVE";
UGLY setBehaviour "CARELESS";
_wp setWaypointBehaviour "CARELESS";
_wp setWaypointTimeout [1, 2, 3];
_wp = Ugly addWaypoint [position landpadugly, 0];
UGLY setBehaviour "CARELESS";
_wp setwaypointtype "GETOUT";
_wp setWaypointBehaviour "CARELESS";
_wp setWaypointTimeout [1600, 1700, 1800];
_wp = Ugly addWaypoint [position landpadugly, 0];
_wp setwaypointtype "CYCLE";
the above will call a AH(try alter it to your needs if you want fixed wing) to support in an area named "AO" then as soon as no targets are spotted it gets its updated wp's activated,goes into careless,RTB's,and lands,crew get out. then sometime late in mission (timer 1600 - 1800 seconds) will resume a support flyover. Not exactly what your after but i made it as i do not like the supports module behaviour of the aircraft lingering indefinetly in the AO even after guns dry
that is actually crazy
is there a way to do that for other kinds of vehicles? Helicopters, planes, things of the sort
and i assume, this is meant to be put in my init.sqf
or rather, a mission sqf
well you first need to break down and understand the syntax: "UGLY" is name of group. "liftpad" and "landpads" are named objects (invisible helo pads) for reference positions for the group(i also have a trigger inside landpad that rearms the helo when present after sometime) ."AO" is a marker name,around 1000x1000 meters. So yes you can modify it for fixed wing aircraft though youll need to comprehend how differently the AI will use the vehicle,and also this works differently depending on weather or not the AI in vehicle are using a particular weapon(pawnee has pilot visually spotting while Attack helo has more ability to target and see more targets via more complex targeting systmes,as planes would)
can be anywhere,trigger,init,etc. depends on how and when you need it
thats fucking awesome, thanks
if you place a marker in your mission and name it AO and add this syntax to a trigger,and on condition instead of "this" write "true" for example,it would work immedietly
MAKING sure to name the group, and reference objects ofcourse
another question, I want to be able to call cars and trucks as transports similiar to the helicopter transport, any idea how I would do this?
very easily, using the virtual transport module,simply use the vehicle classname in the array inside the module options. infact,inside the "transport" module,i use vehicle classnames that are supply vehicles,so when i call a "transport" truck,im really calling for a resupply, as vanilla resupply vehicle behaviour is broken
entering this as a string in the virtual transport module will call a prowler for example, " B_T_LSV_01_unarmed_F"
Hi, none of my mission files are showing up in the editor and when I find the folders they are completely empty. this is my first crack at using the editor so obviously I need to start with a file. Someone from my unit sent me an SQM and I cannot get the editor to find it or anything after assigning it into what should be the correct folder in the hidden files.
This is a cry for help
mission folders go into DOCUMENTS/ ARMA3 / MISSIONS
Dont know what "hidden files" are in this context ,there are no hidden mission files
when you save in editor it creates a mission.sqm
adding a mission folder that contains an mission.sqm and placing it in the folder layout above,will then present you with ability to load said mission in Eden
okay, so theres no way to find the mission files from mp servers I have joined?
perhaps Documents/saved/steam holds previously played MP
just did that what you mentioned and it is not working
what did you do?
threw a file into a new mission folder in your first mentioned location\
opened editor and nothing appeared
open editor and top left, select "open scenario"
yes I did that
choose those available. if your folder structure is correct it will show
your trying to load a MP mission in the editor?
that wont work
why will that not work
i hate this game
theres nothing available, not even the base sp scenarios
anyone know how to make a delay on a waypoint? for example if a patrol makes it to the waypoint I would want them to wait 40 seconds then take off to the next
_wp setwaypointtype "SAD";
_wp setWaypointTimeout [60, 90, 120];
SAD= search and destroy, replace with "move" for example
because your impatient
welcome to Arma
I have been troubleshooting for three hours
rookie numbers
I am not impatient
seriosly,welcome to Arma
Aight dog
i identify as a cat
tip: you need to be alot more descriptive with your issues
listing out everything EXACTLY as your doing it,what your using,what you already tried etc
Arma has alot of variables in every regard
and seriously, 3 hours of troubleshooting is nothing.
luckily alot of smart patient people here are helpful
no,i want nothing. just informing you to use a little patience instead of throwing a temper tantrum and saying you Hate Arma
to chill:)
and if you have that BS attitude to folks tryna help you , then you can go ask on the steam forums,im sure folks there relate to you more.
again...not how the editor works. you need to learn some fundamental aspects of mission porting/creation.
he gone
Is there a way to stop the burning animation on objects from ending?
what the hell did I just read
deleteing the object
is there no way to make the burning animation last forever?
How do I get an AI plane to fly in a straight line at an altitude of 5,000 meters. I have tried everything, including having a unit capture but it seems to always dive to the ground rather than follow any instructions
it's not an animation. Lenght and amount of fire/smoke particles is tied to the vehicle config. From editor all you can do is to wait until vehicle is destroyed and then add custom particle source on that vehicle and loop it.
no longer editor related tho, rather #arma3_scripting
force engine on for it and place the waypoints on the hheight you want to reach
I have tried waypoints, it always dives down and gets destroyed by AA
Can someone explain groups to me? Because I keep hitting the 288 groups limit.
Ty. Can you group drones together? Cause that seems to be my problem? If not I guess im just screwed.
you can try placing empty drones in editor, then make a group of AI of chosen side and then put them into those vehicles as crewmen. Shouldn't ungroup them but idk what will their behaviour be
Good idea ty on that note is there a way to make a drone empty without replacing? Cause will take a lot of time otherwise.
don't think so
288 groups limit?
no.
can someone pls tell me where is the eden editor
when i press play its just the multiplayer selector screen
Unload whatever mod you're using
I very much despise mods that hijack the main menu
So for some reason when I drive up to a gas station in antistasi on my private server, it even says fuel point on map, my vehicle doesn’t refuel
The main thing that sucks is the vehicles brand new come with low fuel
how is this related to editor, if you have issues with antistasi then report it to the antistasi team, either on steam or on their discord server
but probably your vehicle is from some obscure mod and Antistasi does not recognize it
Idk, I just thought maybe someone would know how to help me, and I don’t know how to contact them plus I thought it might be answered faster on discord
https://discord.com/invite/antistasi google is very useful ("arma 3 antistasi discord")
Hello everyone, is it possible to make bots so that they cannot go beyond the trigger?
i spawned a dog, deleted the dog, the barking sound effect is still playing
in the editor...
is my mission just fucked now or what lol?
god damn k9 virus
luckily didnt autosave it, dont spawn any dogs
It simply could because "delete" in Eden does not mean delete from the game but "hide". It shouldn't matter in game/preview anyways
yes
Hi, can you tell me what is this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=426629791
I guess this is the mod in question?
sure looks like it, disable this mod
I just want to grab UI logic from them, not related to original question at all 😄
Is it possible to alter characters speed to make them faster than they normally would be? If so, how?
Is there a way to store arbitrary information in an eden mission SQM for retrieval during mission runtime? Like setVariable in 3den then getVariable during runtime, something like that.
Config based as fine as it's a mod I'm making
if it's for config then not really related to the editor is it
you can make a postinit function that would loop itself every X ticks and then another one that would get the variable or whatever you need. If you want an actual answer then provide actual details and try doing so in #arma3_scripting or #arma3_config
Did you even read my question? It is directly related to the editor
Anyway, figured it out. You can create a config entry in the 3den config tree and write to it in 3den for retrieval in the mission
Anyway to answer my own question: it's scenario attributes https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Scenario
Hello guys, i got a problem. Im failing to make OPFOR artillery to fire Guided shells. So i got a small script that makes the 2S9 Sochor fire 155mm HE rounds on a target without problem (arty1 commandArtilleryFire [counterArtyPos, "32Rnd_155mm_Mo_shells_O", 12];). Though with guided shells (not laser guided) it doesn't work despite being the same script. For ammunition type i tried every available classname (2Rnd_155mm_Mo_guided, 2Rnd_155mm_Mo_guided_O, 4Rnd_155mm_Mo_guided, 4Rnd_155mm_Mo_guided_O). Nothing happens. Sitting in a 2S9 Sochor i realized, they don't even have guided shells... (despite the wiki saying otherwise). So i gave OPFOR an BLUFOR Scorcher SPG. This one for sure hase guided shells. I try the script again with all classnames, but it still doesn't shot. I then try BIS_fnc_fireSupport and BIS_fnc_fireSupportVirtual. It again works for simple HE rounds but not with the guided shells. How do i make it rain guided shells?
how the heck do you make an mp mission show up in sp?
can't find anything besides 1 forum post that doesn't seem to work
What does magazinesAmmo MyScorcher return?
So I don’t know why this is happening
It acts like I’m trying to use the ace mod or something I think
But in video you can clearly see it’s unloaded
The error is about it's not found when something has to look for it. So you've answered your own question
Also wrong channel: #arma3_troubleshooting
How do you make task that completes when multiple areas are cleared of enemies?
What I'm trying to do is create task to clear a compound. The compound is made of two parts, the outside and the inside part.
The inside part is accessed by teleport and thus nowhere near the "outside area" of the compound.
How do I make the task complete once both areas are cleared? Obviously I can't make one trigger zone to cover both of them as that would be massive.
I did already manage to make it work. Not really sure to be honest, why it suddenly works though. Didn't really change anything. Thanks for the help anyway though. Only problem now is, that the guided shells don't seem to be very accurate^^
Hey, i was hoping to get a little help with an issue I have with my arma and the eden editor.
I had rented a Nitrado server and had been playing with some friends for a while now, and I figured I could try to make a basic scenario with a zeus. The problem im dealing with now is that none of the pbo files im uploading to the server are working, like the server just wont run them. Itll act like its about to then boot me back to mission selection screen.
If anyone has ran into something like this help would be appreciated.
I have rushed into the mission making side of things, but I just want to make sure there isn't some small thing im missing causing this problem
What is the best alternative to drongos map population mod? I like this mod but you cannot define the AO by map marker. I want to make it so when a sector area is taken by blufor, ambient blufor units patrol/garrison/guard that area and if the sector is lost opfor do the same and ideally have this mod work with Hal NR6. Any ideas?
Okay so how do I solve it? Also I’m using it in the editor
wtf is this
You can do 2 areas and check there is no alive enemy units and make your task condition to check that your both triggers are activated.
https://community.bistudio.com/wiki/triggerActivated
Or check in one trigger that both marker/ trigger area have not alive enemy units.
https://community.bistudio.com/wiki/inArea or
https://community.bistudio.com/wiki/inAreaArray
is there an up to date guide for this shit https://community.bistudio.com/wiki/CfgSFX ?
cause it seems like this just doesnt work at all
i can get my sound to play in pretty much any other category just not SFX
class CfgSFX
{
class crowdChatter1
{
name = "crowdChattin1";
sounds[] = {"sound0"};
sound0[] = { "fx\crowdChatter1", 1, 1, 100, 1, 0, 0, 0 }; // file, volume, pitch, maxDistance
empty[] = { "", 0, 0, 0, 1, 0, 0, 0 };
};
};
spent like 20 minutes messing with this
doesnt show up without the name line, and if it does show up it doesnt play the sound
yea im thinking its bugged or some shit
because all i can find are forum threads of people just chastising OP for not reading the wiki article that doesnt work
ill just loop it manually whatevs
quick question, I want to set up a campaign that uses a hoi4 style map. When we push further in the area becomes blue, and the farther we push, the more blue shows up on the map, and vice versa for opfor. Does anyone know if there is a mod or coding I could use to accomplish this?
are your sounds… .ogg by any chance?
add .ogg at the end of the file path
no extension = .wss
alright! enjoy the cooldown then 😄
never realized how bad this editor is lol
seriously considering just jumping back into roblox studio after all this headache
https://steamcommunity.com/workshop/filedetails/?id=882328821
I think this is what you want but I believe it only works ok PvP and comments are suggesting it's broken. I've not tried it myself mind.
i would just use markers?
could either manually cut up the map into a bunch of them or just lay them down on the map as you move along. not sure what they look like if they overlap though
I am trying to make my own custom Support game mode and want to add artillery the AI calls in just like in the existing game mode but am having trouble getting it to work.
I want to make a marker that changes colour depending on whether or not there is an opfor or blufor unit inside. If a blufor unit is inside the area which happens to be a rectangle, than turn the rectangle blue, if its an opfor unit, turn it red. Anyone know how to do this? I have tried inArea and a few more but nothing works
what do you have written so far?
Nothing that works
please use ```sqf
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
we can use what you have to steer you in the right direction
my earlier code didnt work at all
Do you have a code already made that I could use?
And where do I place this
Or rather what should I name the sqf, then place in the init?
you can put it directly in the init if you want. you need to edit the size and position still though to customize it to what you want (lines 4 and 5 - including linebreaks)
hmm ok, and say I make multiple, like, 100 areas, can I suse the same name for each
no, you have to use a different name for every marker
ok
so you use format and a variable incrimentation as they are created
and a for loop
sorry, I am confused now, if I dont place this in an sqf where do I put it
just put it in the init.sqf
ah ok
so I hit play, not seeing it, I assume I need to place down a marker first, rename it, and it should be good
did you look at [0,0] on the map? i'm assuming you didn't change that yet
bottom left corner is [0,0]
hmm, so I need to go and find a custom spot on the map every time, and input it?
updated #arma3_editor message
but understand, this is to just get you started on figuring out something. gets you the basics of how it works
i can't write the whole thing for you, as only you know what you want to do with it
hmm, I updated the coords, however there is nothing
did you repaste the code after i updated it?
i will try again
ok now it works, much appreciated. Is there a way to set this up so that its not grid lines, and just solid
its the brush command, line 7 (including linebreaks)
if you are going to make hundreds of these, make an array of all the positions and sizes you want
then iterate through that array to make them all
huh ok, and when I go to make more, I just keep repasting the same code, rename the marker, and change the location on the same init.sqf
no, i'll show you an example
that would be so many lines, you can do it with much less
you add an array of arrays that contain the positions and sizes of where you want them made, it then makes them all and applies the same effect.
try it as is to see what it does
so just copy and paste this into the init? Do I get rid of the old one?
the map I am using is, extremely large, so I assume I will need to add roughly 90 different coords
yes. then after you see what it does, you'll edit the _data array
look at the bottom left of the map
i see it, its in a diagonal line
so you just need to add your positions and sizes into that _data array to make them your own
its really important that you don't mess up the [ or ] so try to just edit the numbers only if possible
I copy and paste this: [[0,0,0], [100,100]],
[[200,200,0], [100,100]],
[[400,400,0], [100,100]],
[[600,600,0], [100,100]]
90 times and just change coords everytime right
no... are you trying to cover the whole map in markers or something?
yes
oh... one sec
ok
if (isServer) then {
private _markers = [];
private _data = [];
for "_i" from 100 to (worldsize) step 200 do {
for "_j" from 100 to (worldsize) step 200 do {
_data pushBack [[_i, _j, 0], [100, 100]];
};
};
{
_x params ["_pos", "_size"];
private _marker = createMarkerLocal [format["Skittles_Marker_%1", _forEachIndex], _pos];
_marker setMarkerSizeLocal _size;
_marker setMarkerShapeLocal "RECTANGLE";
_marker setMarkerBrushLocal "Solid";
_marker setMarkerColorLocal "ColorBlack";
_markers pushBackUnique _marker;
} forEach _data;
[_markers] spawn {
params ["_markers"];
while {sleep 0.5; _markers isNotEqualTo []} do {
_markers apply {
private _marker = _x;
private _unitsEAST = {alive _x && _x inArea _marker} count units east;
private _unitsWEST = {alive _x && _x inArea _marker} count units west;
if (_unitsEAST isEqualTo 0 && _unitsWEST isEqualTo 0) then {continue};
private _color = "ColorBlack";
if (_unitsEAST isNotEqualTo _unitsWEST) then {
_color = ["ColorEast", "ColorWest"] select (_unitsEAST < _unitsWEST);
};
_marker setMarkerColor _color;
};
};
};
};
delete all the others and just put this. no need to modify
Alright, I tried it, saw it load in the yellow lines
figured it was working, and now I am stuck on a permanent loading screen
Rather I am shown the loading screen but the game is still running
yeah, but as you walk around, they change colors
I can’t load in
works fine for me
Is there any way to change the lines to black and just make it a solid colour
line 15: _marker setMarkerBrushLocal "Solid";
line 16: _marker setMarkerColorLocal "ColorBlack";
line 25: private _color = "ColorBlack";
it breaks my game
paste exactly what you put in the init
it loads in fine, I see the map get covered, however when I go to spawn in, it shows me a brief frame, then sticks me to the loading screen, forever
there is something else going on then, post the whole init file to pastebin and post it here, we are starting to get long
that's it? no other scripts or anything?
and use this: #arma3_editor message
for formatting on discord
try it without mods, don't know if there is a conflict. it works fine for me: https://streamable.com/e5b5mo
hmm, seems i have ran into another problem, I want the area to stay blue/red once the unit passes through it until an enemy goes through it
updated: #arma3_editor message
but I need to reform this to get rid of a bunch of threads so give me a moment to make it faster
ok
updated: #arma3_editor message
now there is only 1 spawned thread so it will be much faster, might not crash your toaster you are playing on lol
lol, never really thought of it as a toaster, but perhaps its time to rethink
is there a way to make them non-interactable? when I enter zues, it kind of blocks me
I don't believe so. markers work different than objects to remove from zeus. I don't believe there is a way atm
ok
how would i delete a vehicle and its crew on a waypoint?
nevermind, i figured it out
it's always good to post the solution here so others in the future that ask the same question can know
when my players die the player slot to select dissappears from the options and there is an AI spawned there instead
and when they die they go into freecam and cant respawn any help?
what respawn type do you have set in the description.ext file
what is the name of this reshade preseet. waterproof shot like light
"waterproof shot" what?
those are called tracers. you don't need a reshade to see tracer bullets, just use weapons that are loaded with tracers.
Hi ! I have a few questions about Deformer :
-
How to make a flat and cubic terrain ? I think I can do something flat by putting a height limit but how to do something with right angles ?
-
How to remove the dependency ? In other terms, if I want my players to play the map without having to download the mod, I heard it was possible with scripts
-
How to remove all rocks, trees, grass... ? I have put hundreds of "destroy terrain" but I don't think that's the most efficient way to do it
Thank you !
have you considered asking those questions to the developer of Deformer? First and 2nd will be answerable by him. Regarding 3rd thing, use Hide Terrain Object modules for hiding objects and "grass cutter" object to hide grass.
but be aware that how those modules and/or objects work may be altered by Deformer. So again, consider asking mod's developer about things that are bothering you
Putting hundreds of hide terrain object modules won't affect performances ?
why hundreds if you can put just one? It has an area that can be adjusted.
module's code happens only once and then possibly during JIP (player joins when mission is already going on) so this should not matter. Dunno about grass cutters, unless you modified a terrain of size of Altis then impact should be minimal
I'll try that thank you !
Regarding Deformer is there a channel here where can I ask these questions ? (developer doesn't answer at all)
not really, but I don't think anyone who's not the creator of Deformer would have answers for you. Leave a comment under the Workshop page, make a topic in discussions tab there or try sending the mod maker a direct message
Where can I find vanilla roads in editor ?
you don't. you need a mod to have them added
You need a mod for everything or what ? 😂
not everything, but damn are they useful. most things like trees, roads, stuff that are terrain based are locked behind a lower scope in the vanilla game where you can only access them in terrain builder and making terrains. mods change that so they show in the editor.
This mod unlocks all the hidden content in base arma like the roads, trees, equipment, etc.
but if you're playing with it in MP, make sure everyone has it
I see thanks a lot it looks nice
I was wondering if i could get some help with an issue ive been running into, its nothing really eden side as far as i can tell but i cant get custom missions to run on my nitrado server
workshop scenarios work fine, and i know how the naming stuff goes, but im talking custom missions that i make
i try to make sure the spawns are set, the settings show that more than 1 person can play, nothing too complicated going on in the background
but when i try to start it im just booted back to the mission selection menu
Likely some issue with a missing or broken mod, or missing CDLC. Check the RPT, it should show what failed during loading.
So a few possibilities for a boot back to menu.
Typically it's because the map itself you are using is not loaded on the server.
Other and less likely is severe connection issues.
I don't think it's connection issues, we can play workshop scenarios with no issue whatsoever. The maps I'm using are also vanilla Altis.
Maybe it's broken mods but we only have like two mods on the server, and just a few scenarios on my end I haven't uploaded to the server
I'll try it again and see what it says soon
Like idk if the naming format I'm messing up on for the pbos or what
If its*
Again I'm very new to this shiz, maybe there's a step I'm missing or not placing a file where I should be, it's pretty frustrating because it all looks relatively plug and play
the terrains have lot of information baked in that you cant swap live. from what Im reading you are likely not going to be able to make a good working ~~map ~~ mission with so much live changes
Yep my project is kinda impossible. It is really simple but it seems like you need a lot of mods to do it
Hey guys, would any of you know why the Master Re-arm function wouldn't actually show any options for re-arming in the listing?
hey guys, how is it going? i am working on a mission on green sea, and the map have this weird markers that dont point to anything, they came with the map itself, but still markers... is there any way to remove them? something like the "hide terrain object" system but for markers?
They are baked into the map config. No way to remove them
Quick question about Key Frame Animations -> https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation
Does anyone know its effects on performance in multiplayer? I've never worked with it before and I'm a bit worried about it.
Key Frames, as I understand them, are executed locally, then synchronized over the network. So in order to avoid choppiness in multiplayer, you'd have to execute the animation on local objects separately. See: https://www.reddit.com/r/armadev/comments/tb7jyd/a_question_about_key_frame_animations_in_a/
I myself stick to unitCapture as much as possible.
=======
Have a question myself:
I have a fake underground chamber. I would like to have a better transition than addAction "Enter chamber" with a fadeOut effect. I have tried a ladder (see picture), but I'm having trouble teleporting players from one ladder to another. Has anyone tried another form of teleportation? Such as rappelling, or having people fall down, or...?
Yea... the unit capture can be performance costy if I remember correctly tho :(
Even more so if players are in the vehicle
Instead of an add action could you not just setup a trigger to automatically teleport them straight in?
Love the drawing lol
Yes that is true. I suppose I am more asking about the design rather than scripting.
All the compositions and BI forum scripts (and SOG PF for that matter) I am aware of, have the player interacting with a dead end door/wall.
I was wondering if anyone had created a hallway, rappel, ladder, or something else that masked the teleport.
In theory it should be possible. Teleporting from one variable to the second variable but you need to stop their animation and then reapply it. It could get messy, would need to test it
Doesn't have to be completely convincing. Just more intuitive to the player than stopping, scrolling to an action, then waiting for the teleport.
Just setup a trigger?
When activated it instantly teleports them
I think that is what will be the most simple
Just set it to be activated by player and repeatable. Put one trigger at the entrance and one at the exit and instead of an addaction just run the script
You may even be able to put the trigger at the bottom of the ladder
And then teleport them to the bottom of another ladder which is the entrance
Yes, okay, that theoretically satisfies my question. But you'll have individual players popping in and out of a room like 90's TV shows. Sometimes accidentally. I thought of using it at the bottom of a pit that people fall into. But how do they get up?
Have attempted this, see link: #arma3_scripting message
Soo what I'm saying is that they should not be teleported from the ladder but rather the bottom
Just move the trigger slightly so it's when they get off and teleport them outside the other trigger that would teleport them back or even better make a second hole that they leave through
Where would this second hole lead to? Taking into account that the "cave" is above ground, far from the "entrance" hole.
It'd just be another teleport wherever your false entrance is it can be in that area?
You're just limited by imagination. The technical aspect of this is just using triggers that teleport.
I see. At the bottom of my "entrance" hole I will have players get off the ladder. Just there a trigger is placed that teleports players to the ladder in the cave. Seems great. But I will have to make this two-way. How do I prevent people teleporting back accidentally?
Put wherever they get teleported to away from the teleport back
Wait I create two different "holes"/ladders in my cave that lead back to a single entrance? That doesn't seem immersive at all.
Are u teleporting them to a invisible marker?
This is how I would do it
If so just move the marker further away from the teleport back an extra few meters
I could. The scripting for a setPosATL and FadeOut are not new to me.
Put the teleport back up very close to the ladder 1 by 1 and then teleport them a meter or two away
If they do end up teleporting back I'd be suprised players arent completely stupid well at least most of them @fringe aurora 
I bet 50% of them will teleport back
I am not sure this method will not lead to unintentional hilarity :).
Note that I don't mind if players need to go jump through a lot of hoops. Maybe make them scale multiple ladders in a long tunnel, hide the player action ["ladderDown".. ] on the second ladder? Or have them jump down, then create a ladder that leads back up somehow through an addAction? I need to try some things in the editor. Appreciate the brainstorming.
Disguise the add action as a prompt to climb on the ladder? Although that may just confuse them more haha
I'm thinking of making the cave ladder a simple object with an addaction that teleports them back to the bottom of the entrance ladder. Need to think of a way that makes it multiplayer practical, however.
What isn't practical about that?
Is object scaling still limited to SP?
Not if you don't move the object
https://steamcommunity.com/sharedfiles/filedetails/?id=2422853226 looking at this script it would seem that you can scale stuff MP wise
I have a basic question on triggers. I am trying to perform code on the player when they enter the trigger. How do I reference the player?
thisList
Does disabling simulation on simple objects matter?
If I read correctly in it, it says that they have limited simulation, does that mean clicking the "disable simulation" box matters?
If it is written there pardon me I must've missed it 😅
I also am rather interested about super simple objects, wonder if I can easily integrate that into my OPs without too much hassle
Well basically. I'm only posting that section of it, because I've no clue how I can test it by myself anyways - it also tells you the way how it changes the performance can be different on which kind of simulation it uses
But... I also think it wouldn't be a concern real fast if you're just placing one or two of them
Fair enough, I'm placing around 3400+ objects 833 of which are simple, hence why I am trying to scrape for every bit of performance I can.
Thanks again for the help 
I see
Oh I found a youtube video about this too
Show different object states:
- Dynamic objects
- Simulated objects
- Disabled objects
- Simple objects
- Super-Simple objects
Link to wiki article about simple objects: https://community.bistudio.com/wiki/Arma_3:_Simple_Objects
Link to scenario: https://steamcommunity.com/sharedfiles/filedetails/?id=2634478164
Zeus community Discord link: ht...
More knowledge to consume
yo bros one thing that bugs me out is toggle ON or toggle OFF button for simple objects in 3den, right now if you press alt+s its toggle ON/OFF which means if you have 2 objects selected and 1 is simple object, pressing the button will cause the state of both objects to be switched. this can be annoying if you are working on a composition which has like 100 objects
anyone know if theres a secret button or a mod that can toggle ON only instead ON/OFF for simple object in 3den?
its the same issue with dynamic sim and enable sim buttons
This is an 3den Enhanced feature
It's called toggle for a reason. If you want to make sure the state is equal for all of them, just select them and open the attributes window.
you'll have to select each object one by one which is not ideal if your working with like 100 objects, 50 is non simple and the other 50 is simple, and you want to have them all become simple objects
Just edit them all at once via the attributes
wait how
Select multiple, right click, attributes
I HAD NO IDEA YOU COULD DO THAT 😭😭😭😭
for years I've been suffering the predicament of having to double click every object and change attributes one by one
thanks
that's a big oof

Is there a way to permanently delete trees/bushes? I tried the option in the hide environment tab but when I loaded back into my game later everything grew back lol
Every time you reload, it's going to set the environment in the state of the editor unless a script is acting on it. If you are trying to clear trees mid mission, you'll need a script that saves that info on what was hidden for the reload.
i'm trying to set up a mission where an air strike is triggered when a zone gets captured
i have the trigger set up, it's synced to the CAS modules
but the airstrike happens at the start of the mission every time
are you using a guard waypoint on the groups? the guard system is dumb anyways. use this
Type: NONE
Activation: NONE
Server Only: True
Condition:
units east findIf {alive _x && _x inArea thisTrigger} == -1 &&
units west findIf {alive _x && _x inArea thisTrigger} != -1
^ triggers when all opfor units are dead inside of that area and at least one alive blufor unit is in the area
amazing thank you
if it doesn't work at first, change activation to anybody i don't use triggers much
Is there a way to delay when the Tracers module starts via a trigger or something in the editor?
Probably synchronize the modules and trigger
Will give that s hot, ty
It works, thank you again
Did not expect it to be this simple
can someone help me? ive started playing recently and now doing contact campaign and after loading in save im walking in slow mo
literally every animation is slowed by 50%
how is this related to the Eden Editor
if you're getting this with mods then get rid of mods and revert, if it's pure vanilla then just revert the mission
hey guys, i made a custom dynamic weather script
for a persistent mission
but i noted that rain and overcast are aways dropping to equalize the environment. i want to control overcast and rain only in my script, is it possible to make that automatic drop stop? like, for arma only to fade to a new weather config when i chenge it?
maybe some config in SQM, i dont know
i noted this class inside my SQM, and i tried to remove it
but it broke everything... so... LOL i need another way
Why would you remove that? That's a default editor class
i was trying to make the weather change for itself. i think thats something to do with the overcast forecast and rain forecast.
when my script sets the rain, lets say, 0.53
every tick of the game it drops a little
i want that to stop, so my weather script has full control on how is the weather like
so i need to make arma ignore sqm forecast set a new forecast (but i dont know if that is possible)
so, you guys have any suggestion on how i could try to fix this?
Increase the weather forecast time to something egregious
Or periodically, run your weather script again
Arma will always try to change your weather settings because it's trying to simulate weather changes naturally
All you can do is delay it or reset it
@balmy bramble
you mean in editor?
i think there is a variable to nextforecastdelay
or something like that
seems like i can only delay it 8 hours
but i think that i always can change that on the sqm file and pray for it not to brake LOL
1 restart in my server takes 24 ingame hours so, i need at least that
or is that variable real time?
instead of ingame time @haughty verge?
That's in game time I believe.
Write a script loop that when your settings fall below a certain point, it re-forces it.
Keep in mind locality of the commands, weather ones can be tricky
yeap! that is the reason i dont really want to make my script be running more times then necessary. the script runs server side but makes JIP sync, and i REALLY dont want to mess a lot with that since i dont understand the whole concept of it. i made it work and now i need to work around LOL
on the editor i can only add delay to 8h, would it break if i change it manually in the SQM to 24h?
not sure, haven't tried
report back with results
comming back...
So, will it brake the mission? no.
will it break my script? Definitely.
setting Intel.timeOfChange (forecast delay) by hand in SQM file will make arma stop messing with your weather. and wont break anything. But i need to debug more on my weather script on what is happening. because the changes that i applied to the weather via script behaved weirdly. Might be a problem with my script, but i will try to take a look in this when i have more time. I have other scripts and things that i need to make before my server launch. :/
Hi, I'm trying to get into making Arma singleplayer campaigns similar to the Bohemia Interactive-made ones. I want to extract the original campaign to see how it works in the editor and study their design elements. I'm wondering if doing so is allowed, and if so, how would you extract them to the eden editor?
how do we stop ai team leaders from calling for the helicopter to land and the team to mount
Probably unload Mod that does it or play another mission. That's not a vanilla behavior
its not a mod
basicly we get droped off by a heli then the team leader says to mount the heli we just got off ignoring any waypoint and the helicopter lands ignoring any waypoints
and the entire team gets in the heli
How do you done the drop off then?
fast rope
it only happens sometimes
That's very Mod's feature then. What Kerc suggest may be it
i think whats happening that because ai leave the team leader wants them back in
Its been an issue even pre Arma 1 days, you used to have to unassign them as Kerc says from the vehicle
Just asking this again.
try this method: https://forums.bohemia.net/forums/topic/231279-tutorial-how-to-edit-a-steam-workshop-mission-scenario/
I haven't done this with the singleplayer campaign, this might or might not work
[Tutorial] How to edit a Steam Workshop mission (Scenario) by Gunter Severloh This is a written tutorial on how to open and install a steam workshop mission into the Eden editor. This tutorial is meant for beginners and to those who are interested in adding, changing, or seeing how a scenario was...
Sorry I intended to answer you yesterday and I got busy. If I remember after work, I'll walk you through it. Keep in mind, the A3 campaign is a very old school way of making missions. The scripting is also very old, before a lot of the nice commands got added.
hey! is there ANY way for me to set a player position uderground? I am creating a bunker structure and i wanted to leave it below the ground, this way i dont have the probability for any player to fly over the bunker contruction in the "overworld". But it seems like setPos works based in setPosATL
is there any way to force the player to go underground?
the idea was to place the structure below ground and teleport player there
!quote 5
stop using 'setPos' for the love of god
Leopard20; Tuesday, 10 August 2021
Use setPosASL to get a universal position irregardless of terrain
would that work to spawn player below terrain?
Spawn, no. Move, probably if you got the values right.
Things wig out below the terrain mesh though
You might need to change the mesh first.
Deformer, or by doing it manually via the newer script commands related to terrain meshing
A easier solution is to put the bunker somewhere else and block off the entrance and exits, but teleport the players into the bunker when you need via an action. (Think elder scrolls or fallout, that's how they do it)
@balmy bramble
there is other solution (maybe) i tried to place the bunker VERY fucking far away in the map, but it seems like buildings out of those 4 center squares do not show ingame
is there a way for me to make that NOT happen? without editing the map file itself? like, in editor or SQM?
at the moment i am building the structure on that very left bottom corner, but that is not far enough for my confort since i do have players going around that isle
also if the construction is to high up in the sky the player spawns in a halo jump animation... so, no ideal
this you force the player's animation after you move them. its how you get around the large ships say in... warhammer or halo mods
but it seems like buildings out of those 4 center squares do not show ingame
I'm not sure what you mean by this
https://community.bistudio.com/wiki/switchMove mind the multiplayer info
oh so these are actual underground objects you are using (typically from A2)
you still probably wont get those textures underground either (like no roof, you'll just have a space before you hit the ground mesh above you)
i would look for a different mod that has fully encompassed objects
because these objects were to be placed inside of larger objects in the terrain builder I think
for the models to not have exterior i dont really care much, since the player would proably never see taht
oh okay, so you still see a roof over your head when you are in them?
ok so a options from easy to hard.
1.) put that stuff way in the air, switchMove the player's animation (look at the animation viewer to find one you like) after you move them to combat the falling animation
2.) put the stuff where you have it, make the objects hidden globally at the start, show the objects locally when the player is teleported
3.) put stuff under the ground, but its hard to visually conceptualize in the editor, can have some buggy physics
4.) use deformer or script to change the land mesh and put it in there
so, with what you suggested i could (before teleporting) do:
_anim = animationState player;
setPos.....
player switchMove _anim;
?
are you availabe to join a voice chat real quick? i have some questions about that deforming thing LOL
i wont take much of your time
i would just force a new animation after you set (with setPosASL!!!!)
i can't say that i have much familiarity with deformer myself, I just know that its a popular mod and that it works. I don't know how difficult it is to use.
its just a way to utilize the terrain deforming commands instead of doing it by hand
but the thing is, the idea of getting the building underground it for me to hide it from other players. if i deform the terrain and get the thing stuck there wouldnt that still make it visible for other players?
that are not inside the bunker?
because... players would still be playing in the rest of the map
or did i get the idea wrong?
no this is true
so probably up in the air is your best bet
hmm
the editor doesn't like to let the camera go under the surface
so doing it under the surface is a pain to debug
you can put objects below the surface, and teleport objects there as well, but you won't be able to preview them in the editor like you want
ok, that seems like a good solution anyways, i just was with the problem of that halo jump thing which you had a solution
take one of these bad boys and put an action on it to move the player into the bunker, wherever it is
i really doubt that any player would have the patiance to go over 20km high up LOL
AmovPercMstpSrasWrflDnon is your standard high ready stance
i am using this one as entrance and exit
OH, awesome! thank you
yeah put an action on it, have that one be the exit, and put a different clone down somewhere on/partially in the ground where players will be walking for the entrance
add fade in and fade out effects, stair climbing sound, etc for ambience on the transition
i used a phone on the entrance to be something you have yo swipe a access card
to trigger the entrance
and to exit, there is a item that is a invisible 1x1x1 box
that i will trigger aswell
that
are you using eden enhanced
i dont want the whole thing to be a trigger, players would be able to enter by the back
nope, old buggy 3DEN exile
start using it (also cough, modules enhanced, cough shameless plug)
but then you can place down an object
and right click it and copy 3d position
this position is in posATL which you will convert with ATLtoASL to get your ASL position of that spot
use that ASL position for your teleport to position (using setPosASL)
ok, i willl try
awesome
but about eden enhanced, i have not started using it because i fear it can conflict with exile 3DEN
and i need that to export to mission file and object.pbo
R3vo already has you covered by dude
what about exile traders? o.O on initPlayer.sqf?
with loadouts and everything? dude, i am living in 2017 still
i could try both, if they dont kill eachother would be awesome
can i somehow disable nvg/thermal on a specific seat in a vehicle? ie disable thermal from gunner but not from commander seat
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#VisionModeChanged
Maybe with this and change back to normal if the unit seat is the gunner in the vehicle
Quick question about the eden enhanced hold action stuff. I'm trying to use it to make an object disappear. (I have one object that is a pallet of cocaine and another under/hid by it that is the same but tore) I want the hold action to be 'tear plastic' then use the hide object module to hide the untorn one simulating platers opening to reveal the coke. I don't know how to use the hold action drop down though or what I would make it to trigger the hide module. Does anyone have any idea what I can do? Or have a detailed guide I could watch to figure it out myself?
Does anyone know if you can alter a vehicles hit points? The DLC T-55 seems to take 8 125mm shots from the RHS T72. Or maybe RHS rounds are underpowered?
I have a vehicle respawn module and after respawning there is no crew. If I understood correctly I can in the 'expression' spawn a crew into the tank. I cannot for the life of me figure out how to spawn that crew.
https://community.bistudio.com/wiki/createVehicleCrew
createVehicleCrew (_this select 0);
Params in respawn is
params ["_newVehicle","_oldVehicle"];
So _this select 0 = _newVehicle
The new and old vehicle params exist already through the module I only needed the crew part, thank you!
Is it possible to make a uav force lase target a target?
EG: I have a uav loitering
something like
_drone doWatch
_drone doTarget _target;
_drone fireAtTarget [_target, "LaserDesignator"];
But in such a way that the laser stays "fired" ?
I could always just create a laser target and attach it somewhere
Basically I'm trying to mitigate the issue of attaching lasertargets to units, and instead have a few lasert targets that attach to another unit if the current one is killed
But curious if there is a way to make a uav do that, which is probably overcomplicated haha
reportRemoteTarget
read the description, if still not certain then ask the author
for Sector Control, how to make it so that once a sector is captured its locked and cant be capped again
those modules are terribly under documented. good luck.
hey!
is there a way to change the vehicle's name in-game?
for example i have a mod of the T-50 jet and it's name is "PAK-FA" in-game and i would like to change it to "Su-57" if it's possible somehow?
Sadly. Only via mod
hmm I don't think that's how it works
leaveVehicle
Mod as in making a mod that changes names, or changing THAT jet mod itself?
Both are possible.
Editor is singleplayer only
oh man
sad
i heard that you can give ZEUS to a friend and he can place things too
right?
https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master
Owner Unit with access to Zeus interface. Can be an object's variable name, player UID or you can use #adminLogged or #adminVoted to give access to the server admin.
Or if using ace mod you have interaction for assing unit to Zeus.
https://github.com/acemod/ACE3/blob/565d64d50ed775dafbbefafe05457577e955712b/addons/zeus/CfgVehicles.hpp#L363
And there is server event on ace how they create new Zeus middle of mission .
So you could use that too
https://github.com/acemod/ACE3/blob/565d64d50ed775dafbbefafe05457577e955712b/addons/zeus/XEH_postInit.sqf#L51
can explain this a bit easier?
@fossil urchin
Add in editor Game Master module,
Add owner: yourUnitVariable name
Add rest settings like you want.
ah ok thanks. i try it
if with game then #reforger_troubleshooting / #arma3_troubleshooting, if with pc or something else then probably #offtopic_hardware or #offtopic_software
Have you tried locking the gunner camera target at an object?
Instead of dotarget and co?
Is there a way to have a trigger not be rectangular or elipse? Something like the image?
no, but you can have multiple triggers
Ah, I don't know a damn this about programming. Is there somewhere I can find scripts?
Anyone know how to code it in scripting to get arty to fire at a specific location without using supports
Like if I want to fire at a specific grid coordinate with say GRADs
Hi there,
I recently started creating Scenarios in the eden editor for me and a few friends to play and was wondering if theres any way to create savezones where players cant die and/or cant shoot.
Ive found some videos on youtube and some „Scripts“ on reddit but they dont seem to work.
Currently trying to work with triggers that cover a specific area.
Like via a trigger or mid game via user input?
A trigger
I tried to follow a video but it didn’t work
Maybe try to work with waypoints and set the trigger as completion for a hold checkpoint?
Cant hop in arma rn, might be worth a try tho
Im Old Skool and it may not be what other people would do, I would make a trigger and make trigger owner to player, with say player name p1. When player (p1) in trigger, dont allow damage, and when out side trigger allow damage. p1 allowdammage false; will make p1 immune to damage. p1 allowdammage true will make them take damage again. You would have to make a trigger for each player. Not sure about the not shooting bit, could always remove all weapons when they enter trigger, that would stop them shooting 🤣
by making the trigger repeatable it should make p1 invunerable whenever it enters trigger
you could do I hint each time, to tell player they have entered/left safe zone
The allowdamage part was what I was looking for, thanks 😉
Actually I found something alike but slightly different that didnt work so I thought that wouldnt work anymore.
Aint there a way with like _player or smth to make one trigger working for each player?
Got rotating teams unfortunately - thanks for the help already, apprechiate it 😉
You can probably do with a script, but thats beyond my knowledge from scratch
I’m not a tech nut. I just like making missions for friends. Did some scrambling with Ace 3 medical mod. Played around in the editor to make sure everything was working, but whenever I bandage myself or anyone else I get this awful error
Not sure what the issue is or how to solve it
I have about 5 hours until the battle so any help is appreciated
Hard to say what it is exactly without seeing the function and the arguments you're passing, but one of them should be a number and you're passing an array.
either mods conflicting or you're using medical stuff that is incompatibile with ace
I'd guess some old shitty mod since this looks like some WW2 setting
or maybe vietnam
Maybe SOG?
Hello, why is it that my ai teammates are weak? They don't shoot at the enemy, only rarely. If they shoot at them, they hardly return fire (if they return...)
I use ai mods. Pls help me!
You can command them
You can tell them to ceasefire
Return fire
Etc etc
@dim kindle
How?
Ay tbh I don't remember
Ask some1 else
I just remember there are commands
'`' key > 4 > 1
Can i get a screenshot about this pls?
Its 0 for me
check your controls in the options
Thanks, i try it later
controls available here http://cdn.akamai.steamstatic.com/steam/apps/107410/manuals/Arma_3_keylayout_ENG.pdf
anyway, nothing to do with Eden Editor ^^
Why?
I know, i have 774 hours in arma lol
because squad controls have nothing to do with eden editor?
I've placed Animals module in the editor on my map to spawn some sheep. I want these sheep to be target of a kill task, but I have no idea how to make the task complete when the sheep are dead, or if it's even possible to do it.
Anyone know how, or if you cna do it?
animals module will spawn the animals continuosly iirc, it might be easier to achieve if you spawn the animals through createAgent one by one. Give each one a variable and then check with a trigger if all of them are dead and make the task completed.
or if you're using mods like O&T Expansion Eden, you can just plop these animals like any other unit/object
and you can't control AI 😛
How would you create a task that completes either when target is dead, or brought alive to a specific place?
Sync task complete module with a trigger with !alive target name in condition. So if target is called t1, it would be !alive t1;
Will be if they are dead
For the specific place, make a trigger around the place you want to take them to, right click trigger and select trigger owner. Drag line to target. Open trigger and in pull down menus of trigger, do owner and present.
And sync triggers to the specific task modules you want to complete.
Or I a simpler way would be use 1 trigger, that is setup above for the specific area, and in condition put "this or !alive t1" without the "". That is if they complete same objective. The 2 trigger way would be needed if say if the target died and failed the mission, but succeeded if taken to the specific area.
guys i need help, how do i use modded jets in my 3d editor? i subscribed, but cant find them anywhere.
have you selected the mods to be loaded in the launcher (or in the -mods= startup parameter)?
now i see it i forgot to load the mods
how do i disable the guys spawning in the jets automatically and set a respawn point?
and so the jets auto respawn if they get destroyed
See Red Ringed area in pic above for placing vehicles without crew. Need to uncheck it.
Cant help with respawns as I dont put them in my missions.
I have recently seen a You tube video on how to do Vehicle respawns, i would suggest looking there
alr alr
yo bros is there a way to change 3den and camera keyboard shortcuts?
Some are actually hardcoded in config, which shortcut you mean?
A Mod can fix it
Or a script, it should be easy enough to perform some Eden actions via SQF
hmmmm
with mod, can you add an extra keybind for it? or is it only possible to change the current keybind
Theoretically
(Sidenote: I've made a Mod to rebind Space to change Global/Local transform widget instead of switch Move/Rotation and such for my personal usage)
Cool are u gonna release it
It's not really hard to see the idea through Config Viewer, will post in a few tho
class ctrlMenuStrip;
class ctrlShortcutButton;
class Display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
class Widget
{
items[] += {"PLP_WidgetSpaceToggle","SetASL"};
};
class WidgetToggle
{
shortcuts[] = {};
};
class DebugConsole
{
shortcuts[] = {207};
};
class MissionPreviewSP
{
shortcuts[] = {};
};
class PLP_WidgetSpaceToggle
{
text = "$STR_3DEN_Display3DEN_MenuBar_WidgetSpace_text";
shortcuts[] = {57};
action = "do3DENAction 'WidgetCoord'; (finddisplay 313 displayctrl 1016) cbSetChecked ((get3DENActionState 'WidgetCoord') == 0)";
};
class SetASL
{
text = "setASL";
shortcuts[] = {"0x4C"};
action = "do3DENAction 'LevelOutObjects';";
};
};
};
class ButtonPlay: ctrlShortcutButton
{
shortcuts[] = {};
};
};
};
Hey guys
So you know how you can set models to playable and let anyone who joins the server pick them
How do I make it so these models dont appear in place until someone chooses that, cause I saw that happen in some units and I have no clue how
Cause it's kinda akward to have 30 models just standing there at spawn waiting to be chosen
in 3DEN: Attributes > Multiplayer > disable AI 🤷♂️
thanks 🙏
does it work the same way with giving players loadouts
or do i have to do it some other way
I'm assuming the load out will be whatever you give them
Or default load out of the class of unit, if you don't change it in editor
how do i assign that, do i just check the rig as playable like i would do before or hwar
If you put a medic for example as playable, it will come with a medical loadout......as it is a medic. When someone joins and picks one of the playable slots, be it sniper, medic, grenader, it will come with those default loadouts unless you have changed the loadout in the editor. Im assuming there is also still a way to equip playable units before they join the game. You could also possibly just pick all the same class of units, with a couple of specialised positions such as medic, and just put a ammo box at the spawn point and let folk pick what loadout they want. Again you can be as restrictive as you want. Take my knowledge with a pinch of salt, I havnt played MP since Arma 1 days and just trying to get into Arma 3 again myself.
but you can right click any playable unit and edit their loadout and give them what weapons, ammo etc you want as the mission designer.
NICE it works perfectly 🫶
thanks a lot
I see you used += operator in that config, what does this do? and is there an explanation about it in the wiki?
"Add this stuff to already existing array"
we wary of its many caviats and flaws 😄
what are they? i only see 1 limitation in that wiki 🤔
Please correct me if I'm missing something, here's what i found this config does:
- adds 2 new widgets to the edit > transformation widget menu
- remove shortcut to toggle widget
- remaps debug console to END
- removes shortcut to mission preview SP
- adds shortcut to change widget coord space to spacebar
- adds shortcut to orient to ASL to numpad 5
- removes shortcut to play button
I accidentaly pressed one of these and now everything moves funky when i move it in editor
is there a way to fix
everything moves by 10 meters or so
hey guys, if i have an object in the air above terrain, and want the player to respawn in that place instead of under it on the terrain, how do I do that
cause I got the marker and everything working but it just spawns me underneath
Manually via script. The commands you will use are:
getPosASL
setPosASL
// or
getPosATL
setPosATL
Head over to #arma3_scripting for questions about implementing
what if i have a question regarding the FASTER server hoster thingy
cause I kinda have an issue
Faster has their own discord
https://discord.com/channels/366955806777671681/602087451279884298
Look on their GitHub or website you downloaded it from to find a link
do I just put it anywhere in the code or
oh nvm mb
guys i need help, i have a respawn point on my map but whenever you join the server you insta die and get teleported to the corner of the map and then respawn gets disabled
how do i fix this?
I have a question about kill/destroy tasks, if I have the create task, set task state, and the trigger. How do I make the objective marker itself follow the target if he is moving?
Use Synchronized object as destination in create task module and sync module with target.
if you do this through Modules, sync the task module to the target
thank you u guys r the goat 🐐
Hey is there a way to increase the fov value range in the editor?
field of view is tied to the user profile not a mission
Hey how do I get a squad to move to a place and kill the enemy squad there?
Place a waypoint
Does anyone happen to know how I can move my editor files across to a new computer and be able to play its mission and more importantly, edit it on the new computer too?
I have been trying to do this for months but ive only been able to save editor files in the missions folder and after moving it across to my new computer, the file registers but is unable to open
Unable to open how?
It gives an error message when i try to open it
What message
It says that the asset does not exist
You haven't load a dependent Mod on your new computer then. Not a mission or folder issue
Ohhh i see
I also seem to not be able to edit them on those that works
Do you happen to know how it will work?
edit on those that works what does this mean
Like missions that can open
They dont come up as an option on the editor
Only on the missions tab it will work but it is then not editable
Editable on where? What?
On zeus editor
Zeus is not Eden
Do you mean you don't see your mission if you open Ctrl+O load menu?
yup
Same thing. You don't load the dependent terrain Mod
Ahh okay i will try again and see thanks!
Or you have not put them in the correct location. Maybe you put them in scenario mission folder instead of editing mission folder.
how can i place a camera thet films me playing
does anyone know a waypoint or something to make the ai defend a place
and like really try fighting my forces
they play (don't try hard) at fighting your forces?
I personally use Sentry or Hold waypoints, but I'm not sure if they make them fight any harder than any other waypoint. Maybe tune the enemy and friendly ai skill levels?
how do i make them unload from a vehicle and move with the vehicle they unloaded from to assault my position
I'm trying to make a helicopter infil and when I put in the script this moveInCargo "heli2"; it gives me the error message Init: moveincargo: Type any, expected object. Does anyone know how to fix this?
If your heli is heli2,
Variable need to be without quotes.
this moveInCargo heli2
okay thanks goat
Has anyone come up with a good way of telling gamelogics apart? I'm using them to put down various kinds of location in my scenarios (enemy spawn points, patrol points, potential mission locations etc) and it would be really useful to be able to tell what kind they are, the issue is markers have no init field
(entities "LocationOutpost_F") like this ??
Hey man sorry to bother, got a question about the shortcuts
If i want a control to have 2 different shortcuts, can i define them in the array, or do i need to make a new control with the same action but different shortcut?
IIRC you can have multiple shortcuts into that ary
class SetASL
{
text = "setASL";
shortcuts[] = {75,76};
action = "do3DENAction 'LevelOutObjects';";
};
like so?
Basically
doesnt work sadly, only the first key works
in that case numpad4
num5 does nothing
Hm
Just recalled Eden shortcut sometimes don't work despite a correct config. Not sure what it was or still a thing yet
well when looking at all available shortcuts i dont think i ever seen any that has multiple keys
You may want to add a workaround into Modded Keybind
well for now its fixed by adding another control with the same action but diff shortcut
thanks
would it be possible to make the controls defined in the config, changeable via CBA keybinds tho?
Modded Keybind is a vanilla feature and should work anywhere
how do i refer this new modded keybind in the shortcuts parameter of the control config?
shortcuts[] = {actionKeys "Watch";}; can that work
Sorry but i wanna make sure, are you suggesting that the intended 3den command be executed by the modded keybind?
Yap
hmmm well what i want to do is have it still be executed by the control, but i want the control's shortcuts to follow the shortcut of the mod keybind, instead of being a fixed shortcut defined in the config
dedmen mentioned before that
For example number script values, can be a string. If string then its a script that is executed when the number is read. That script could read a script variable to influence the result.
so im wondering if this could work with shortcuts too
instead of providing a fixed number to the config, make it run a script that would read the DIK code of the mod keybind which could be changed at will
I'm a bit confused. I have this group on an objective that is having animations. But once I load the server, they immediately running away. And I don't really see why it's doing that. It's got the setting "Can Exit?" checked, but that's because otherwise they wont react once the firing starts in that objective.. Any ideas how to resolve?
Some of them stay though..
Is anyone able to kinda give me a tutorial on how to make a sequence in a mission where you have a few tasks to do the screen fades to black says whatever and starts again a few days into the future and repeat that a few times?
I cannot find any reliable yt tutorials that do what I’m looking for
Fade in/out (maybe showing text too): cutText
Skip time: skipTime or setDate
Would I just put that into a trigger like: once this task is completed fade out show text skip time then fade back in?
or do I have to make it more specific?
You may want to spawn it too if you need of sleep
Alright I’ll try that thanks
Might wanna play around with disabling some of the AI features. There are many things that can cause AI to exit the animation and run away.
That's what I ended up doing. Turned off FSM and Move and as soon as INDFOR (the attacking side) is within a big trigger it'll turn those back on. Thanks for the suggestion 🙂
So Arma VR would be dope
yo bro @small patrol do you know the config class for splendid camera shortcuts 🙏
For inputAction?
For toggle interface
I mean to use in what command
Not command im editing the config
I want to edit the config just like you did the set asl and the toggle widget coordinate space
I see but not sure rn
In 3den
Ok thanks
You can make a config dump and Ctrl+F
Is it only on devbranch
Just filter it into Cfg3DEN
Try Display3DEN then
ahh nvm apparently it's has an engine keybind and is an inputaction cameraInterface unlike the 3den one
is it possible to trigger an inputAction via script?
how
any ideia on why does ACRE2 does not work on my mission?
i cant talk/listen (same with other players), not even press capslock or configure radio channels
and it does works on other missions with same modlists/teamspeak/players
guys when sale for arma 3??
Same as ever, when the Steam summer sale starts (June 26th~27th)
thank u man for the answer, appreciate it
Im working on a training course, and one of the courses is a live fire CQB course, so the instructors wont be able to effectively watch the people running it. What Id like to do is set it up so that an instructor or any other player can move to an area nearby, say a bunker, and a PiP window will ...
I just want to know how to place a camera thet will film me not triggers
there is no easy simple setup for that
normal gameplay does not have that kind of things
so you will have to learn scripting and do it yourself
so your taling no body else already did thet
correct
i believe in u dude
be the first who gonna do it
🙏
I think the most easy way would prob be create a drone that will follow you and find a way to "record"you.
the record is the problem
I mean, I dont know if it is for a cinematic, but you can "record your movement by script and let it play out in the actual "mission" and just record yourself as a "zeus"
If it is going to be for a feature for lets say: live gameplay, that is something else xD
as long as i can play in my own regiler screen and there was an other view on the area like an other person with is own pc was there thets waht i want
but i cant make a server for now so i need a way
Not really sure what you mean by that :).
I assume you mean something like a camera? There are camera scripts in Arma that let you show an area live, but it does not "record" it. It just shows the live area.
yeah
just i want to be able to have thet while i play
for youtube
like im in a traning place and there is a camera above me showing me play
no need for the camera to move
Ooo, as far as I am aware that does not exist (yet). Best solution I can give you for now is just to play with a friend and let that friend record you from whatever angle you are playing ? 🙂
yeah i dont know how to make a free server
You can just run Arma twice
On the same computer (if it's powerful enough)
Yeah but not thru Steam. You have to use the exe
If you use mods you can make a .bat file or shortcut with command line args included
How what? Create a shortcut?
To get the command lines, try Process Explorer
https://learn.microsoft.com/en-us/sysinternals/downloads/process-explorer
Run Arma with mods, Right click on the exe in Process Explorer and select Properties, and in the Image tab copy whatever 's in the Command line box
Then make a notepad text file, say on your desktop, paste the command line in it, then save the file with .bat extension instead of .txt
cant you just give me the strecture and i will typ the mods
cus bro i dont know how to dill with this thing
Then just click the bat to run Arma with mods, go to editor, place down 2 units and mark them as playable, and select Play in Multiplayer
Then run the bat again and join
already in games in lan server worked
It's just a text file. Also things can be different on your system so this is the best way
but how do i make obs to film the secound arma while o play
It's just a text file. Also things can be different on your system so this is the best way bro wtf is this 😂
For now just download Process Explorer, run it, and run Arma 3 too
In obs you can select which window to capture
I guess first test if this'll work for you, no need to care about mods yet
Just find arma3_x64.exe and run it twice
did thet but it stuck when i put it in the one i dont play activly
You should run the game with -noPause I guess
And -noPauseAudio
Those are command line args
So try with the bat now
how
I just told you how
Then just add those 2 at the end of the command line
what command line
It'll look like something like this:
"C:\Program Files (x86)\Blabla\Arma 3\Arma3_x64.exe" -noPauseAudio -noPause "-mods=@CBA_A3;...."
dud sould say find the proces and typ thet shit
😃
?
@keen joltit doesnt let me change the command line
You don't change it from there. Just copy it
ok
Paste it in a text file and change it there
ok working lets see if it doesnt pause now
it works
i love you
lol
@keen jolt
it doesnt load the mods
@keen jolt
Remove the space before -mods
Did you use Process Explorer to get the mods?
Read this again
The voice I selected when making a unit in orbat creator is not in the identity field and in game it's the default american voice.
The thing is in the autogen file, the voice name is there in the identitytypes field as "Language_Ackbar"
@keen jolthey do you know how can i fix thet when i play from the way you told me the body of the people get down and the fps is like 3
is there any mod or anyway out there to swap out the default sounds on arma 3 editor for the stuff on operation flashpoint cc?
Do you mean button press sounds or such?
yeah
Short answer: Yes
Long answer: Mod/config works and some GUI reconfiguration
hmm ty
i love this game, heres some scenes i made with it
is there anyway to swap maps mid mission or is that impossible
That is not possible.
you could make it so that in the same map, 1st half of the mission will be in one area then transfer to another unit on the other side of the map
gives the illusion its in a far place etc
Anyone know how to change the faction when using the Alive mod? I see a drop down but it only allows default factions?
hello! There's this feature in Eden where if you press alt + left click on the map you get teleported to the location. How do I disable this feature? I can't find the binding 😦
you cannot, but override the onClick event handler
now this happens only in Eden, for debug purpose?
you mean like this?
onMapSingleClick {_shift};
I'm already doing that. And yes it only happens in eden. I've found a few threads about this in google but no concrete resolution other than exporting the mission to singleplayer
the problem is, alt + click is also needed to use ACE map tools
Every time I place Civilians down in an editor, they are instantly scared and run away. Is there a way to not let them do that? 
Set Indep to be friendly to your side, assuming blufor
This is what I've set in the init. So it should be friendly
civilian setFriend [east,1];
civilian setFriend [west,1];
civilian setFriend [resistance,0];
so I'm trying to make a warlords scenario but both of the teams I want to use are bluefor, how do I make it spawn units on a different team
If you fired a weapon or yote down a grenade or glowstick they're going to act as if under fire. You could also disable their simulation or perhaps their pathing if you need them to stand perfectly still and have no intention of anything happening to them.
Set their behavior to careless?
I did that, but they just laid prone now :p
But with the scenario I decided that I'll put them into captive mode (they are prisoners that the players have to rescue) so then they'll just stay
Is there any module that allows you to sync units that despawn on game start and will spawn in after a set amount of time
Having this issue with the (Edit Terrain Module) in Eden. Buildings keep duplicating and spawning the edited version as well as the original version. Any help is appreciated!
I'm lost.. why is this code giving me "Invalid number in expression" right after forEach?
fn_calculateTriggerAreas = {
global_trigger_sizes = createHashMap;
_triggers = allMissionObjects "EmptyDetector";
systemChat str(_triggers);
{
_name = vehiclevarname _x;
_area = triggerarea _x;
_size = (_area select 0) * (_area select 1);
global_trigger_sizes set [_name, _size];
} forEach _triggers;
};
isn't set the other way around?
Doesn't seem so 🤔
why doesn't the ATS train mod work
I can get into the train but I can't make it move
Read the manual then?
The code is correct but after triggers; you have some invalid characters
If you have Notepad++, turn on Show All Characters to see them (VSCode might have that feature too)
Or you can use Advanced Developer Tools which catches errors like this easily 
it is a hashmap indeed, I did read it diagonally mb
Guys I spawned a composition and its laggy and there are yellow and red squares everywhere
then remove the composition and don't spawn it anymore
yellow + red means the objects have disabled simulation. if its laggy, that composition just has a metric crap ton of objects and while it looks pretty, it certainly isn't going to run well.
how does the opening cutscenes of the old man scenario work?
finally got arma 3
damn it's a good game
now wait until you have 3000 hours in it, and you still enjoy it
ah damn I have to reformat my message because it's blocked apparently
edit: it was the biki URLs linked it seems?
Does anybody have any experience with Procedural Textures on the Signs>Blanks>"User Texture" objects not rendering? I have a material set as recommended in setObjectTexture's latest note on the biki, and I can get this to render on other signs and objects with screens, but here it doesn't seem to work as you'd expect despite having the same script.
The strangest part of it all is that this only happens sometimes when I load a mission file in 3DEN; it's like it just forgets that there's anything to load and if I export it and play it as a packed scenario, the issue still occurs. Restarting my game does sometimes let the "User Texture" objects render the procedural text I'd like so... yeah. I don't even know how to go about trying to fix this, it's weird.
You can't use inline link for security reason.
works on my machine. Are you sure you aren't looking at its culled back side?
Yeah, I've got them up against another object so their backs aren't viewable anyways from that direction. I restarted my game just now so I could view them and make sure I'm not going crazy and they render now as intended, but the issue reoccurred after reloading the scenario lol
The User Texture objects could also just be cursed, I have found that when they have no variable name set and are in the same object layer in 3DEN, they'll sometimes swap their textures between each other when the mission file is loaded to try and test something, also staying that way when saved, requiring a manual fix. Thankfully giving them a name seems to solve this separate problem.
shrug I'm getting back to this tomorrow/later when I'm awake, so if nobody has any info I'll post a solution if I find it on my own. Googling about texturing issues like this is awkward since most results are about images, not procedural textures, so hopefully if I figure it out others don't have to.
So question, I understand how to make the roles and squads in eden along with naming them so that it stays such as:
"Bravo Team Medic@Bandit 1-3"
And i also understand that placing them down is how they are ordered in the multiplayer lobby. AS well as that if you start a new mission and just place the composition down it randomly orders it, which can be fixed in (tools-lobby) But im wondering if there is a way to make them permanently stay in the lobby order even if i make a new mission and just slap the comp down
i've gotten 28 hours of playtime in the 30 hours i've had it
sleep is for the weak, ambushes are better
Compositions has not much to do with that, it's all in the .sqm file. with CBA (and maybe 3Den Enhanced?) there is Multiplayer Lobby setting wherre you can easily set to how the lobby works. I always use this. It's much more intuitive.
That's CBA
Yea, I wasn't 100% sure and couldn't check.
Not sure if this is very much an Editor question, but feel like it is. Could you set up a cloud folder for your missions? I usually work on missions at home but also in my work office, would be great to have a shared folder so I don't have to upload/download it continously.
Sure
If you use one drive then your missions will be synched cross devices if the documents folder is backed up by one drive.
You could also use github but that's more complex.
isn't onedrive backing up documents folder one of the main reasons people have issues playing the game? 
but I can imagine having a backup just for the missions/mpmissions folder wouldn't cause any trouble
I have been doing this for years and never had issues.
You can of course also just create a junction of the missions folder directly in OneDrive.
I've not used OneDrive before so I'll have a look at it. Thought it was as "simple" as that. I'm not fully unfamiliar with Git so could also be a thing
Is there any way to make civilian presence be able to turn itself on and off depending on player distance?
I am creating a long term scenario and don't want the big towns' civlians to always be rendered
Also, any way to make civvies delete themselves (not kill themselves, big difference) when they leave the area or something similar? I don't want them to run around forever
anyone arma 3 dev can help out with my fucked mission file
[21:24]
pleade just dm i am doijng old lakisde map i got everrything at this my idk whatwrong i need new insite
state your issue so people may attempt to help you
ihave issue with my dedicated server where ihave the mods and mission file but its saying i am missing mods when its in addons folder
so it's definitely not an Eden Editor issue.
https://www.youtube.com/watch?v=WVZ7jIWKug4&t=12s
Hi, I'm still working out some surface-level stuff in Eden and played around with the troop respawn method below making myself a defense mission inspired by "The Eight-Hundred." Otherwise, could anyone help me with ai vehicle respawns with crew? The crude waypoint method I have only worked on a small scale on a flat map like virtual reality and has a chance of the crew's pathfinding ability breaking upon the first respawn hence making the group of four run diagonally away. I am open to learning a new alternative route for ai respawning but I might need more assistance when it comes to things like files and scripts.
I've been learning how to do this for a long time, and I want people to know how to do it super easy, with no mods needed.
It works with any units.
For the respawn marker the different variable names are "respawn_west" for blufor, "respawn_east" for opfor, and "respawn_guerrila" for independent.
important!! You have to launch it in muiltplaye...
(If anyone's wondering about the assets used the four units are ROC troops from the TNO EAW mod reequipped with the Alive Orbat Creator and the tank being an empty Type 69 MBT ripped directly from TNO EAW.)
what may perchance one mean by the Type 69 being ripped?
like I literally took it out from the EAW mod itself without modifying it in the alive orbat thing
copied the model and all that?
uhhh placed it down without crew
using the checkbox
uhh ok. well thats not what ripping is
mb
Hey, is there any way to allow a certain mod in without having it be included in the scene? I am trying to get LAMBS to work in Zeus, but I need it so that Zeus is configured so that not every addon loads in. That's because I am using 3CB and I don't want to see every single faction while I am moderating a game. So is there any way to include LAMBS in being loaded in Zeus interface?
Hi guys I am wondering on how to do the following
Make a trigger fire after a certain amount of objs have been killed.
Make a large area marker spawn that contains an object but does not spawn right on top of it.
Essentially I have some intel suitcases named intel_1 which as each are collected I want to have a marker spawn which narrows down the search area for the players to find a weapons cache.
If I put my intel items in an array like this
_IntelArray = ["intel_1", "intel_2", "intel_3","intel_4"]; and then have the tigger condtion be
({alive _IntelArray} count thisList) > 4 would that work?
doesnt appear to for me
_IntelArray = [intel_1, intel_2, intel_3,intel_4];
and


