#arma3_editor

1 messages · Page 14 of 1

lyric rose
#

yeah maybe something got lost in translation

#

let me try again as well

lyric rose
#

okay so

  1. By Removing Show Model you completly remove the existence from the world so it will not be interactable
  2. Using the invisible helipad does not work since its as the name suggest invisible
  3. 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
  4. 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
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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

topaz plover
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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?

lyric rose
#

why not use the invisible wall?

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:3

molten osprey
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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.

topaz plover
lyric rose
#

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

topaz plover
lyric rose
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if that dioesnt work tehres a map tool called deformer

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it breaks certain maps but its also a way to make your maps have visuals

wet nest
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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

haughty frost
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this will (hopefully) remove its ability to see any active targets

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which then he considers the mission complete and extracts out

wet nest
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got an example?

haughty frost
wet nest
#

sounds good, thanks

haughty frost
# wet nest 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

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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

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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"; 
haughty frost
# wet nest got an example?

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

wet nest
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that is actually crazy

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is there a way to do that for other kinds of vehicles? Helicopters, planes, things of the sort

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and i assume, this is meant to be put in my init.sqf

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or rather, a mission sqf

haughty frost
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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)

haughty frost
wet nest
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thats fucking awesome, thanks

haughty frost
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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

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MAKING sure to name the group, and reference objects ofcourse

wet nest
haughty frost
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entering this as a string in the virtual transport module will call a prowler for example, " B_T_LSV_01_unarmed_F"

keen valve
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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.

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This is a cry for help

haughty frost
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Dont know what "hidden files" are in this context ,there are no hidden mission files

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when you save in editor it creates a mission.sqm

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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

keen valve
#

okay, so theres no way to find the mission files from mp servers I have joined?

haughty frost
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perhaps Documents/saved/steam holds previously played MP

keen valve
#

just did that what you mentioned and it is not working

haughty frost
keen valve
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threw a file into a new mission folder in your first mentioned location\

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opened editor and nothing appeared

haughty frost
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open editor and top left, select "open scenario"

keen valve
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yes I did that

haughty frost
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choose those available. if your folder structure is correct it will show

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your trying to load a MP mission in the editor?

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that wont work

keen valve
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why will that not work

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i hate this game

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theres nothing available, not even the base sp scenarios

sinful merlin
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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

haughty frost
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SAD= search and destroy, replace with "move" for example

haughty frost
haughty frost
keen valve
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I have been troubleshooting for three hours

haughty frost
keen valve
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I am not impatient

haughty frost
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seriosly,welcome to Arma

keen valve
#

Aight dog

haughty frost
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tip: you need to be alot more descriptive with your issues

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listing out everything EXACTLY as your doing it,what your using,what you already tried etc

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Arma has alot of variables in every regard

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and seriously, 3 hours of troubleshooting is nothing.

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luckily alot of smart patient people here are helpful

keen valve
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do you want me to suck you off or something

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holy smokes

haughty frost
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to chill:)

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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.

haughty frost
prisma oyster
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he gone

winter elbow
#

Is there a way to stop the burning animation on objects from ending?

lyric rose
#

what the hell did I just read

lyric rose
winter elbow
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is there no way to make the burning animation last forever?

winter sigil
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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

scarlet crystal
scarlet crystal
winter sigil
fallen summit
#

Can someone explain groups to me? Because I keep hitting the 288 groups limit.

fallen summit
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Ty. Can you group drones together? Cause that seems to be my problem? If not I guess im just screwed.

scarlet crystal
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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

fallen summit
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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.

scarlet crystal
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don't think so

fallen summit
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😭

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I'll ask just in case then is there anyway to get around the 288 limit?

prisma oyster
gleaming quarry
#

can someone pls tell me where is the eden editor

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when i press play its just the multiplayer selector screen

keen jolt
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Unload whatever mod you're using

jovial robin
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I very much despise mods that hijack the main menu

worldly minnow
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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

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The main thing that sucks is the vehicles brand new come with low fuel

scarlet crystal
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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

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but probably your vehicle is from some obscure mod and Antistasi does not recognize it

worldly minnow
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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

scarlet crystal
quaint torrent
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Hello everyone, is it possible to make bots so that they cannot go beyond the trigger?

heavy sun
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i spawned a dog, deleted the dog, the barking sound effect is still playing

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in the editor...

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is my mission just fucked now or what lol?

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god damn k9 virus

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luckily didnt autosave it, dont spawn any dogs

small patrol
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It simply could because "delete" in Eden does not mean delete from the game but "hide". It shouldn't matter in game/preview anyways

lament fractal
jovial robin
lament fractal
young nebula
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Is it possible to alter characters speed to make them faster than they normally would be? If so, how?

runic cloud
turbid eagle
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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.

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Config based as fine as it's a mod I'm making

scarlet crystal
#

if it's for config then not really related to the editor is it

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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

turbid eagle
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Did you even read my question? It is directly related to the editor

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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

gaunt wigeon
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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?

heavy sun
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how the heck do you make an mp mission show up in sp?

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can't find anything besides 1 forum post that doesn't seem to work

wind raptor
worldly minnow
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It acts like I’m trying to use the ace mod or something I think

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But in video you can clearly see it’s unloaded

small patrol
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The error is about it's not found when something has to look for it. So you've answered your own question

young nebula
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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.

gaunt wigeon
# wind raptor What does `magazinesAmmo MyScorcher` return?

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^^

empty berry
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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

cursive edge
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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?

worldly minnow
empty oar
fossil urchin
heavy sun
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cause it seems like this just doesnt work at all

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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

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doesnt show up without the name line, and if it does show up it doesnt play the sound

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yea im thinking its bugged or some shit

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because all i can find are forum threads of people just chastising OP for not reading the wiki article that doesnt work

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ill just loop it manually whatevs

wet nest
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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?

prisma oyster
heavy sun
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yea man they are lol

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im done with it today

prisma oyster
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add .ogg at the end of the file path

heavy sun
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yea i know

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like i said

prisma oyster
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no extension = .wss

heavy sun
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i edited it like 100 times

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ill try it some more l8r

prisma oyster
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alright! enjoy the cooldown then 😄

heavy sun
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never realized how bad this editor is lol

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seriously considering just jumping back into roblox studio after all this headache

cursive edge
heavy sun
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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

narrow parrot
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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.

wet nest
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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

haughty verge
wet nest
#

Nothing that works

prisma oyster
formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
haughty verge
wet nest
#

my earlier code didnt work at all

wet nest
#

Do you have a code already made that I could use?

wet nest
#

And where do I place this

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Or rather what should I name the sqf, then place in the init?

haughty verge
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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)

wet nest
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hmm ok, and say I make multiple, like, 100 areas, can I suse the same name for each

haughty verge
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no, you have to use a different name for every marker

wet nest
#

ok

haughty verge
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so you use format and a variable incrimentation as they are created

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and a for loop

wet nest
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so, i dont see an init for the rectangle area

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do i place it in condition?

haughty verge
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what you mean?

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its creating a rectangle for you

wet nest
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sorry, I am confused now, if I dont place this in an sqf where do I put it

haughty verge
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just put it in the init.sqf

wet nest
#

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

haughty verge
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did you look at [0,0] on the map? i'm assuming you didn't change that yet

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bottom left corner is [0,0]

wet nest
#

hmm, so I need to go and find a custom spot on the map every time, and input it?

haughty verge
#

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

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i can't write the whole thing for you, as only you know what you want to do with it

wet nest
#

hmm, I updated the coords, however there is nothing

haughty verge
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did you repaste the code after i updated it?

wet nest
#

i will try again

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ok now it works, much appreciated. Is there a way to set this up so that its not grid lines, and just solid

haughty verge
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its the brush command, line 7 (including linebreaks)

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if you are going to make hundreds of these, make an array of all the positions and sizes you want

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then iterate through that array to make them all

wet nest
#

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

haughty verge
#

that would be so many lines, you can do it with much less

wet nest
#

ok

#

so what does this do?

haughty verge
# wet nest so what does this do?

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

wet nest
#

so just copy and paste this into the init? Do I get rid of the old one?

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the map I am using is, extremely large, so I assume I will need to add roughly 90 different coords

haughty verge
#

yes. then after you see what it does, you'll edit the _data array

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look at the bottom left of the map

wet nest
#

i see it, its in a diagonal line

haughty verge
#

so you just need to add your positions and sizes into that _data array to make them your own

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its really important that you don't mess up the [ or ] so try to just edit the numbers only if possible

wet nest
#

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

haughty verge
#

no... are you trying to cover the whole map in markers or something?

wet nest
#

yes

haughty verge
#

oh... one sec

wet nest
#

ok

haughty verge
# wet nest 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

wet nest
#

Alright, I tried it, saw it load in the yellow lines

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figured it was working, and now I am stuck on a permanent loading screen

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Rather I am shown the loading screen but the game is still running

haughty verge
#

yeah, but as you walk around, they change colors

wet nest
#

I can’t load in

haughty verge
#

works fine for me

wet nest
#

Is there any way to change the lines to black and just make it a solid colour

haughty verge
wet nest
#

it breaks my game

haughty verge
#

paste exactly what you put in the init

wet nest
#

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

haughty verge
#

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?

wet nest
#

yes, that is it

#

no other scripts

#

i have mods loaded though

haughty verge
wet nest
#

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

haughty verge
wet nest
#

ok

haughty verge
wet nest
#

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

haughty verge
wet nest
#

ok

uneven leaf
#

how would i delete a vehicle and its crew on a waypoint?

#

nevermind, i figured it out

jovial robin
lilac osprey
#

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?

haughty verge
old leaf
#

what is the name of this reshade preseet. waterproof shot like light

scarlet crystal
#

"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.

vapid fractal
#

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 !

scarlet crystal
#

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

vapid fractal
scarlet crystal
#

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

vapid fractal
#

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)

scarlet crystal
#

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

vapid fractal
#

Where can I find vanilla roads in editor ?

haughty verge
vapid fractal
haughty verge
# vapid fractal 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.

amber sleet
#

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

vapid fractal
#

I see thanks a lot it looks nice

empty berry
#

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

lone thicket
#

Likely some issue with a missing or broken mod, or missing CDLC. Check the RPT, it should show what failed during loading.

haughty verge
empty berry
empty berry
#

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

vestal perch
vapid fractal
stone sphinx
#

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?

balmy bramble
#

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?

plain gale
#

They are baked into the map config. No way to remove them

balmy bramble
#

dang!

#

thank you anyways :/

sage hinge
primal wave
#

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...?

sage hinge
#

Even more so if players are in the vehicle

bleak peak
#

Love the drawing lol

primal wave
bleak peak
#

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

primal wave
#

Doesn't have to be completely convincing. Just more intuitive to the player than stopping, scrolling to an action, then waiting for the teleport.

bleak peak
#

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

primal wave
#

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?

bleak peak
#

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

primal wave
#

Where would this second hole lead to? Taking into account that the "cave" is above ground, far from the "entrance" hole.

bleak peak
#

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.

primal wave
bleak peak
#

Put wherever they get teleported to away from the teleport back

primal wave
bleak peak
#

Are u teleporting them to a invisible marker?

bleak peak
#

If so just move the marker further away from the teleport back an extra few meters

primal wave
bleak peak
#

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 hmmyes

fringe aurora
#

I bet 50% of them will teleport back

primal wave
#

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.

bleak peak
#

Disguise the add action as a prompt to climb on the ladder? Although that may just confuse them more haha

primal wave
bleak peak
#

What isn't practical about that?

amber eagle
#

Is object scaling still limited to SP?

haughty verge
#

Not if you don't move the object

bleak peak
primal wave
#

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?

sage hinge
#

Does disabling simulation on simple objects matter?

sage hinge
#

I also am rather interested about super simple objects, wonder if I can easily integrate that into my OPs without too much hassle

small patrol
#

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

sage hinge
#

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 Salute

small patrol
#

I see

sage hinge
# small patrol https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance If this h...

Oh I found a youtube video about this too

https://youtu.be/6cJ8Bl7NXvo

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...

▶ Play video
#

More knowledge to consume

bold estuary
#

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

plain gale
#

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.

bold estuary
plain gale
#

Just edit them all at once via the attributes

bold estuary
small patrol
#

Select multiple, right click, attributes

bold estuary
#

for years I've been suffering the predicament of having to double click every object and change attributes one by one

#

thanks

haughty verge
#

that's a big oof

bold estuary
hollow lion
#

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

haughty verge
jovial tendon
#

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

haughty verge
# jovial tendon i have the trigger set up, it's synced to the CAS modules

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

jovial tendon
#

amazing thank you

haughty verge
#

if it doesn't work at first, change activation to anybody i don't use triggers much

sage hinge
#

Is there a way to delay when the Tracers module starts via a trigger or something in the editor?

small patrol
#

Probably synchronize the modules and trigger

sage hinge
#

Will give that s hot, ty

#

It works, thank you again

#

Did not expect it to be this simple

swift pasture
#

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%

scarlet crystal
#

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

balmy bramble
#

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

plain gale
#

Why would you remove that? That's a default editor class

balmy bramble
#

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?

haughty verge
#

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

balmy bramble
#

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?

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

balmy bramble
#

on the editor i can only add delay to 8h, would it break if i change it manually in the SQM to 24h?

haughty verge
#

report back with results

balmy bramble
# haughty verge 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. :/

terse tapir
#

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?

primal blade
#

how do we stop ai team leaders from calling for the helicopter to land and the team to mount

small patrol
#

Probably unload Mod that does it or play another mission. That's not a vanilla behavior

primal blade
#

and the entire team gets in the heli

small patrol
#

How do you done the drop off then?

primal blade
primal blade
small patrol
#

That's very Mod's feature then. What Kerc suggest may be it

primal blade
earnest pebble
#

Its been an issue even pre Arma 1 days, you used to have to unassign them as Kerc says from the vehicle

jovial robin
# terse tapir 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

haughty verge
# terse tapir Just asking this again.

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.

balmy bramble
#

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

winged raftBOT
haughty verge
#

Use setPosASL to get a universal position irregardless of terrain

balmy bramble
#

would that work to spawn player below terrain?

haughty verge
#

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

balmy bramble
#

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

haughty verge
#

but it seems like buildings out of those 4 center squares do not show ingame

I'm not sure what you mean by this

balmy bramble
#

any pice of code on how that works?

#

this is inside of thos 4 center squares

balmy bramble
#

this is out of the 4 center squares

#

they seem to spawn with hidden property

haughty verge
#

oh so these are actual underground objects you are using (typically from A2)

balmy bramble
#

yeap

#

they do not have textures outside hehe

haughty verge
#

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

balmy bramble
#

for the models to not have exterior i dont really care much, since the player would proably never see taht

haughty verge
#

oh okay, so you still see a roof over your head when you are in them?

balmy bramble
#

yeap

#

this is inside

haughty verge
#

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

balmy bramble
#

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

haughty verge
#

i would just force a new animation after you set (with setPosASL!!!!)

haughty verge
#

its just a way to utilize the terrain deforming commands instead of doing it by hand

balmy bramble
#

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?

haughty verge
#

so probably up in the air is your best bet

balmy bramble
#

hmm

haughty verge
#

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

balmy bramble
#

ok, that seems like a good solution anyways, i just was with the problem of that halo jump thing which you had a solution

haughty verge
#

take one of these bad boys and put an action on it to move the player into the bunker, wherever it is

balmy bramble
#

i really doubt that any player would have the patiance to go over 20km high up LOL

haughty verge
#

AmovPercMstpSrasWrflDnon is your standard high ready stance

balmy bramble
balmy bramble
haughty verge
#

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

balmy bramble
#

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

haughty verge
#

are you using eden enhanced

balmy bramble
#

i dont want the whole thing to be a trigger, players would be able to enter by the back

balmy bramble
haughty verge
#

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)

balmy bramble
#

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

haughty verge
#

R3vo already has you covered by dude

balmy bramble
#

what about exile traders? o.O on initPlayer.sqf?

#

with loadouts and everything? dude, i am living in 2017 still

haughty verge
#

it won't do exile stuff, but which loadout format do you want?

balmy bramble
#

i could try both, if they dont kill eachother would be awesome

unique hamlet
#

can i somehow disable nvg/thermal on a specific seat in a vehicle? ie disable thermal from gunner but not from commander seat

fossil urchin
fleet steeple
#

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?

hexed solar
#

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?

arctic gull
#

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.

fossil urchin
#

Params in respawn is

params ["_newVehicle","_oldVehicle"];  

So _this select 0 = _newVehicle

arctic gull
royal crypt
#

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

raven trout
#

yooyoyooyoyoyoyoyooyoyy

#

HDIUT ????

#

i dont know how to use this

scarlet crystal
final hill
#

for Sector Control, how to make it so that once a sector is captured its locked and cant be capped again

haughty verge
#

those modules are terribly under documented. good luck.

fair fractal
#

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?

royal crypt
fair fractal
plain gale
#

Both are possible.

kindred lotus
#

Hello Guys, im New and i need some Help

#

how cn i add an friend to Editor Mode

scarlet crystal
#

Editor is singleplayer only

kindred lotus
#

oh man

#

sad

#

i heard that you can give ZEUS to a friend and he can place things too

#

right?

fossil urchin
# kindred lotus i heard that you can give ZEUS to a friend and he can place things too

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

kindred lotus
#

@fossil urchin

fossil urchin
kindred lotus
#

ah ok thanks. i try it

scarlet crystal
haughty verge
#

Instead of dotarget and co?

verbal igloo
#

Is there a way to have a trigger not be rectangular or elipse? Something like the image?

prisma oyster
verbal igloo
#

That was my alternative :p

#

Thanks

hollow lion
frail igloo
#

Anyone know how to code it in scripting to get arty to fire at a specific location without using supports

frail igloo
#

Like if I want to fire at a specific grid coordinate with say GRADs

livid phoenix
#

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.

livid phoenix
frail igloo
#

I tried to follow a video but it didn’t work

livid phoenix
#

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

earnest pebble
# livid phoenix Hi there, I recently started creating Scenarios in the eden editor for me and a ...

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

livid phoenix
earnest pebble
#

You can probably do with a script, but thats beyond my knowledge from scratch

hardy dock
#

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

lone thicket
#

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.

scarlet crystal
# hardy dock

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

livid phoenix
#

Maybe SOG?

dim kindle
#

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

dim kindle
#

Ay tbh I don't remember

#

Ask some1 else

#

I just remember there are commands

prisma oyster
#
'`' key > 4 > 1
dim kindle
prisma oyster
#

. . . no?

#

top-left key, above tab, left of 1
this key is the commanding menu key

dim kindle
#

Its 0 for me

prisma oyster
#

check your controls in the options

dim kindle
#

Thanks, i try it later

prisma oyster
#

anyway, nothing to do with Eden Editor ^^

dim kindle
#

Why?

dim kindle
scarlet crystal
young nebula
#

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?

scarlet crystal
#

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

prisma oyster
young nebula
#

How would you create a task that completes either when target is dead, or brought alive to a specific place?

earnest pebble
#

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.

earnest pebble
fickle coyote
#

guys i need help, how do i use modded jets in my 3d editor? i subscribed, but cant find them anywhere.

quiet plume
#

have you selected the mods to be loaded in the launcher (or in the -mods= startup parameter)?

fickle coyote
#

now i see it i forgot to load the mods

fickle coyote
#

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

earnest pebble
earnest pebble
#

Cant help with respawns as I dont put them in my missions.

fickle coyote
#

oooh ok

#

ty

earnest pebble
#

I have recently seen a You tube video on how to do Vehicle respawns, i would suggest looking there

fickle coyote
#

alr alr

bold estuary
#

yo bros is there a way to change 3den and camera keyboard shortcuts?

small patrol
#

Some are actually hardcoded in config, which shortcut you mean?

bold estuary
#

damn

#

like toggle interface is backspace i wanna change it to something else

small patrol
#

A Mod can fix it

#

Or a script, it should be easy enough to perform some Eden actions via SQF

bold estuary
#

hmmmm

#

with mod, can you add an extra keybind for it? or is it only possible to change the current keybind

small patrol
#

Theoretically

small patrol
#

(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)

bold estuary
#

Cool are u gonna release it

small patrol
#

No troll

#

I can share some config about how it works tho

small patrol
#

It's not really hard to see the idea through Config Viewer, will post in a few tho

small patrol
# bold estuary Cool are u gonna release it
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[] = {};
        };
    };
};
half pulsar
#

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

quiet plume
#

in 3DEN: Attributes > Multiplayer > disable AI 🤷‍♂️

half pulsar
#

does it work the same way with giving players loadouts

#

or do i have to do it some other way

earnest pebble
#

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

half pulsar
earnest pebble
#

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.

bold estuary
#

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?

bold estuary
#

YESSS SIRR THATS WHAT I'VE BEEN LOOKING FOR

#

thanks

sinful zenith
#

we wary of its many caviats and flaws 😄

bold estuary
bold estuary
half pulsar
#

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

haughty verge
#

At the top, there is a snap to grid option

#

Turn that off

half pulsar
#

at the top where

#

where

#

@haughty verge 🙏

#

nmevermind, got it

half pulsar
#

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

haughty verge
half pulsar
half pulsar
#

cause I kinda have an issue

half pulsar
haughty verge
#

Look on their GitHub or website you downloaded it from to find a link

half pulsar
#

oh nvm mb

fickle coyote
#

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?

weak ice
#

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?

earnest pebble
#

Use Synchronized object as destination in create task module and sync module with target.

prisma oyster
weak ice
#

thank you u guys r the goat 🐐

karmic sparrow
#

Hey is there a way to increase the fov value range in the editor?

scarlet crystal
#

field of view is tied to the user profile not a mission

quick wave
#

Hey how do I get a squad to move to a place and kill the enemy squad there?

small patrol
#

Place a waypoint

sturdy arrow
#

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

small patrol
#

Unable to open how?

sturdy arrow
#

It gives an error message when i try to open it

small patrol
#

What message

sturdy arrow
#

It says that the asset does not exist

small patrol
#

You haven't load a dependent Mod on your new computer then. Not a mission or folder issue

sturdy arrow
#

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?

small patrol
#

edit on those that works what does this mean

sturdy arrow
#

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

small patrol
#

Editable on where? What?

sturdy arrow
#

On zeus editor

small patrol
#

Zeus is not Eden

sturdy arrow
#

My apoloigies eden

#

eden editor sorry

small patrol
#

Do you mean you don't see your mission if you open Ctrl+O load menu?

sturdy arrow
#

yup

small patrol
sturdy arrow
#

Ahh okay i will try again and see thanks!

earnest pebble
#

Or you have not put them in the correct location. Maybe you put them in scenario mission folder instead of editing mission folder.

high quartz
#

how can i place a camera thet films me playing

empty oar
#

does anyone know a waypoint or something to make the ai defend a place

#

and like really try fighting my forces

earnest pebble
#

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?

empty oar
#

how do i make them unload from a vehicle and move with the vehicle they unloaded from to assault my position

weak ice
#

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?

fossil urchin
weak ice
#

okay thanks goat

clever moth
#

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

undone basalt
#

(entities "LocationOutpost_F") like this ??

bold estuary
small patrol
#

IIRC you can have multiple shortcuts into that ary

bold estuary
#
                class SetASL
                {
                    text = "setASL";
                    shortcuts[] = {75,76};
                    action = "do3DENAction 'LevelOutObjects';";
                };
#

like so?

small patrol
#

Basically

bold estuary
#

in that case numpad4

#

num5 does nothing

small patrol
#

Hm

#

Just recalled Eden shortcut sometimes don't work despite a correct config. Not sure what it was or still a thing yet

bold estuary
#

well when looking at all available shortcuts i dont think i ever seen any that has multiple keys

small patrol
#

You may want to add a workaround into Modded Keybind

bold estuary
#

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?

small patrol
#

Modded Keybind is a vanilla feature and should work anywhere

bold estuary
#

how do i refer this new modded keybind in the shortcuts parameter of the control config?

bold estuary
#

shortcuts[] = {actionKeys "Watch";}; can that work

bold estuary
small patrol
#

Yap

bold estuary
# small patrol 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

verbal igloo
#

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..

weak ice
#

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

small patrol
#

Fade in/out (maybe showing text too): cutText
Skip time: skipTime or setDate

weak ice
#

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?

small patrol
#

You may want to spawn it too if you need of sleep

weak ice
#

Alright I’ll try that thanks

plain gale
verbal igloo
high quartz
#

how can i place a camera thet will film me while i play

#

like enother player

dim kindle
#

So Arma VR would be dope

bold estuary
#

yo bro @small patrol do you know the config class for splendid camera shortcuts 🙏

small patrol
#

For inputAction?

bold estuary
#

For toggle interface

small patrol
#

I mean to use in what command

bold estuary
#

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

small patrol
#

I see but not sure rn

bold estuary
#

In 3den

bold estuary
small patrol
#

You can make a config dump and Ctrl+F

bold estuary
#

Yeah i’ll do that

#

Is there a way to export all in one config

small patrol
#

diag_configDump or some command

#

Or utils

bold estuary
#

Is it only on devbranch

small patrol
#

Maybe

#

utils is available on every version and call it through Debug

bold estuary
#

ah found it

#

it says size warning

#

every 500kb

small patrol
#

Just filter it into Cfg3DEN

bold estuary
#

damn thats smart

#

cant find it tho, maybe its not in cfg3den

#

ill look around

small patrol
#

Try Display3DEN then

bold estuary
#

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?

scarlet crystal
#

this is not 3den editor related

high quartz
#

how

supple fog
#

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

rose beacon
#

guys when sale for arma 3??

keen jolt
#

Same as ever, when the Steam summer sale starts (June 26th~27th)

rose beacon
#

fuck yes

#

in 6-7 days right?

rose beacon
daring siren
# high quartz how
high quartz
#

I just want to know how to place a camera thet will film me not triggers

vestal perch
#

normal gameplay does not have that kind of things

#

so you will have to learn scripting and do it yourself

high quartz
#

so your taling no body else already did thet

vestal perch
#

correct

rose beacon
#

be the first who gonna do it

#

🙏

turbid pelican
high quartz
#

the record is the problem

turbid pelican
#

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

high quartz
#

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

turbid pelican
high quartz
#

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

turbid pelican
#

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 ? 🙂

high quartz
#

yeah i dont know how to make a free server

keen jolt
#

On the same computer (if it's powerful enough)

high quartz
#

really

#

bro really

#

and can i opne like lan server then?

keen jolt
#

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

high quartz
#

how

#

and what is args

keen jolt
#

How what? Create a shortcut?

high quartz
#

with command line args included

#

or make a .bat file

keen jolt
#

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

high quartz
#

cant you just give me the strecture and i will typ the mods

#

cus bro i dont know how to dill with this thing

keen jolt
#

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

high quartz
#

already in games in lan server worked

keen jolt
high quartz
#

but how do i make obs to film the secound arma while o play

high quartz
keen jolt
#

For now just download Process Explorer, run it, and run Arma 3 too

keen jolt
#

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

high quartz
keen jolt
#

You should run the game with -noPause I guess

#

And -noPauseAudio

#

Those are command line args

high quartz
keen jolt
#

Then just add those 2 at the end of the command line

high quartz
keen jolt
#

It'll look like something like this:

"C:\Program Files (x86)\Blabla\Arma 3\Arma3_x64.exe" -noPauseAudio -noPause "-mods=@CBA_A3;...."
high quartz
#

dud sould say find the proces and typ thet shit

#

😃

#

@keen joltit doesnt let me change the command line

keen jolt
#

You don't change it from there. Just copy it

high quartz
#

ok

keen jolt
#

Paste it in a text file and change it there

high quartz
#

ok working lets see if it doesnt pause now

#

it works

#

i love you

#

lol

#

@keen jolt

#

it doesnt load the mods

#

@keen jolt

keen jolt
#

Remove the space before -mods

high quartz
#

tryed

#

didnt work

keen jolt
#

Did you use Process Explorer to get the mods?

high quartz
#

no

#

how can i

#

did like thet

high quartz
#

ok got it

#

works thnaks

tawdry palm
#

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"

high quartz
#

@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

terse temple
#

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?

small patrol
#

Do you mean button press sounds or such?

terse temple
small patrol
vocal panther
#

i love this game, heres some scenes i made with it

terse temple
#

is there anyway to swap maps mid mission or is that impossible

wind raptor
#

That is not possible.

final hill
#

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

cursive edge
#

Anyone know how to change the faction when using the Alive mod? I see a drop down but it only allows default factions?

slow root
#

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 😦

prisma oyster
slow root
#

the problem is, alt + click is also needed to use ACE map tools

verbal igloo
#

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? hmm

final hill
#

Set Indep to be friendly to your side, assuming blufor

verbal igloo
#

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];
dusk isle
#

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

sour wharf
verbal igloo
# keen jolt 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

hallow basin
#

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

earnest pebble
#

Hide?

#

Put a trigger with timer to unhide?

hallow basin
#

That works

#

How would you do this

split geyser
#

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!

slow root
#

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;
};
prisma oyster
slow root
cobalt plinth
#

why doesn't the ATS train mod work

#

I can get into the train but I can't make it move

small patrol
#

Read the manual then?

keen jolt
#

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 hmmyes

prisma oyster
shy minnow
#

Guys I spawned a composition and its laggy and there are yellow and red squares everywhere

scarlet crystal
#

then remove the composition and don't spawn it anymore

haughty verge
rough ore
#

how does the opening cutscenes of the old man scenario work?

steady wigeon
#

finally got arma 3

steady wigeon
#

damn it's a good game

uncut stump
rough hare
#

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.

small patrol
#

You can't use inline link for security reason.

rough hare
#

ah that's fair

#

lotta people just click before hovering over it

quiet plume
#

works on my machine. Are you sure you aren't looking at its culled back side?

rough hare
#

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.

fading shard
#

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

steady wigeon
#

sleep is for the weak, ambushes are better

verbal igloo
plain gale
#

That's CBA

verbal igloo
#

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.

plain gale
#

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.

scarlet crystal
#

but I can imagine having a backup just for the missions/mpmissions folder wouldn't cause any trouble

plain gale
#

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.

verbal igloo
#

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

echo junco
#

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

echo junco
#

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

fading lion
#

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

prisma oyster
#

state your issue so people may attempt to help you

fading lion
scarlet crystal
plain iris
#

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...

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plain iris
vestal perch
plain iris
vestal perch
plain iris
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using the checkbox

vestal perch
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uhh ok. well thats not what ripping is

plain iris
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mb

echo junco
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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?

lapis stratus
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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.

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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?

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doesnt appear to for me

fossil urchin
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You need remove quotes

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variables is without ""

fossil urchin
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and

lapis stratus
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okie made that change and my triggers not activating still. Thank you for your resposne so far tho!

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Is there something wrong with my trigger condition?

If I make it < instead > it fires no matter what