#arma3_editor

1 messages Ā· Page 15 of 1

lapis stratus
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but it wont fire when 2 of the 4 intel items have been deleted

small patrol
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  • thisList usage there looks invalid
  • alive takes an object not an array
  • Wrong way to compare, < not >
lapis stratus
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okay thanks for the clarification, If i cant use alive what can I use?

small patrol
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alive

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_x to be exact

lapis stratus
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_x?

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so like ({alive _x} count thisList) > 4

small patrol
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Again thisList there is invalid

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counting _intelArray should do

lapis stratus
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{alive _intelArray} count > 4 would this be correct then?

small patrol
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No

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{} count _intelArray

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(Psuedo code)

lapis stratus
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{ alive _x } count _intelArray > 4;?

lapis stratus
small patrol
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In theory it should work. If it doesn't, _intelArray is not defined maybe

lapis stratus
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The array is in an .sqf file which is called by the init.sqf
via execvm "Scripts\Cache_intel\intelspawn.sqf";

small patrol
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It does mean it is not defined in trigger

lapis stratus
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okay so I should add it to the trigger? just in the conditions field as well?

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got it

small patrol
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The _ prefix there means you declared a variable which is local to the current script that cannot be (directly) transferred elsewhere

lapis stratus
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trigger fired after doing that

lapis stratus
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Thank you so much for the help and leading me to the answer!

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Any advice on where to look for my second answer here?

late token
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how do i make it so the player can choose where they want to respawn manually

prisma oyster
pulsar quest
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ahhh, yes, that is the one I used, but Ig I'm too green or something?

I looked thru it, and followed the steps-T0bi's version goes one step further by calling the A3 font directory and overriding the fonts themselves with the new fonts.

Seems like that part there worked bc the current build replaces all the fonts...but the replacement .paa and .fxy files aren't referenced.

Arma Tools on steam packs it just fine, but Mikero's PBO maker says that all the reference files are missing, even the arma ones.

So something isn't being referenced correctly >.>"

pulsar quest
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if it works I should be able to pull this code to test it, but...

winged sun
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Is there any keybind or an addon adding a keybind for syncing objects in Eden editor? I need to sync game logics in sequence and it's annoying that I have to keep right clicking and selecting sync to and then syncing.

distant abyss
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hi everyone, was curious if anyone had any insight into using BIS_fnc_cinemaBorder and BIS_fnc_showSubtitle? When used together the cinema border cuts off the subtitle completely, is there any kind of workaround or alternative for dialogue, preferably not side chat, I feel that these are a bit basic and draw the eye away from the centre of the screen more. Thanks

bronze jacinth
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Ik wrong Chanel but I need help with something

scarlet crystal
sour wasp
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Hiya, I wanna ask

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In what situations is it good to make triggers server only?

small patrol
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Usually to execute something only in server. Such like very global command like setPos etc

sour wasp
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I read somewhere that you should only leave it unchecked when it involves addActions or other commands that involves the players having control of it

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Do server only triggers show text or play sounds for all players for example?

scarlet crystal
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server only triggers happen on server only, as the name suggests

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sound commands are local, you can check that on wiki when you look for commands. Local stuff needs to have the server-only unchecked so the trigger runs for everybody

distant abyss
rough ore
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are there any anims in the animation viewer that don't work with switchMove/playMove?

small patrol
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Usually no

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Guess depends on what exactly you look for/what is the reason of this question

rough ore
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for some reason one line of code worked with an anim from sitting in a heli gunner seat, but c5efe_HonzaLoop didn't

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im not sure if its a typo or something or whether or not it's just the anim not being allowed for some reason

small patrol
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Code please?

rough ore
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(unit variable name) switchMove "c5efe_HonzaLoop";

gray glacier
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Guys, I have a problem with end scenario module. Basically, as soon as I add it to my scenario and play it, the game ends with victory or defeat depending on what I added. Without any triggers as well. Adding a trigger doesn't fix it though. I gotta say it used to work, but after downloading certain famous mods, it became like this. I wonder if this is a common bug or I made a mistake somewhere

plain gale
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You did sync it to the trigger right?

gray glacier
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Yes.

scarlet crystal
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"after downloading certain famous mods"
try the same without those... famous mods?

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if it works then it's a mod issue, not game's.

primal blade
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ah yes stoping at the hold waypoint btw in the hint o is if the trigger to skip the hold waypoint triggered

hallow basin
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When on the steam workshop is there any way to find out what map an "othermap" is using?

scarlet crystal
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nope

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you can: check the description/screenshots or download the item - assuming its about a mission - and see what terrain tag the mission has, like vanilla missions have something like mySuperMission.altis

forest tide
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Hello How do I make it so that a soldier doesn't move at all and just stands still?

small patrol
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disableAI

vast cargo
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Quick question, is there a way for a trigger with "radio X" to appear once another condition is met, or when another trigger is fired ?

In my MP mission, I want to use Radio Alpha as the main way to advance in some parts of the scenario, it would be the way for the players to say "We're ready for the next part"

fossil urchin
vast cargo
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Ooo ! Thx !

forest tide
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How do I install mods for single player?

gusty heart
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steam workshop i think

nocturne plover
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Hello, is there a way to save the GUI in the editor for later editing, it seems you can come back to a previous edit but are unable to open a save to a specific gui.

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I'm trying to make make multiple dialogs for different aspects of my mission, but when I want to go back to one dialog to tweak some things there no way to bring it back up in the Eden editor. So I have been redesigning from scratch which is been a massive headache

forest tide
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Yeah and I need help how to get that AI follows you

small patrol
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Make a group, make yourself leader, now they will follow you automatically

forest tide
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They don’t follow me idk why

plain gale
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Just took me 11 years to find out

prisma oyster
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just to be Arma3-themed even more!

plain gale
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Now we need triggers to go with it (at)dedmen, fix please

forest tide
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Guys how to I get AIs out of a car?

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Is there just any script?

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@small patrol

small patrol
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moveOut

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And why you ping me

forest tide
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moveout and then what?

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just moveout?

small patrol
forest tide
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[Name] moveOut vehicle

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?

small patrol
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Yes

forest tide
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So Soldier1 moveOut vehicle;

forest tide
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What’s that

small patrol
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vehicle is a reserved command which you can't use as a variable

forest tide
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What I do now?

small patrol
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Use other syntax or use valid variable

forest tide
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That’s so complicated

small patrol
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?

forest tide
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Idk what to do

forest tide
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Can anyone help me ??

plain gale
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Just use moveOut arab1

forest tide
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Alright let me try

rose beacon
rose beacon
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do the ā€œtransport unloadā€ thing

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all u need is just spend some time in editor

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and u will get everything

forest tide
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What you mean?

forest tide
forest tide
rose beacon
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like u can do easy commands in editor

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like

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for example chose the soldier

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and make the move command

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pit the arrow where u want him to mvoe

forest tide
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So I need a trigger?

forest tide
rose beacon
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its a lot of commands

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like ā€œmoveā€

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ā€œloiterā€

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and etc

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and here ā€œtransport unloadā€

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for example u have a car, 4 guys in here.

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first u make it ā€œmoveā€ waypoint and then put ā€œtransp. unloadā€ waypoint right next to the move waypoint

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first it will move and the disembark the guys

forest tide
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All 4 will leave on the transport unload command right?

rose beacon
forest tide
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How do I get the driver also?

ashen marsh
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First, try.
Second, add commands to unload the entire crew after the waypoint condition is met.

forest tide
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No no don’t make it complicated

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Make a example

forest tide
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There is nowhere get out

ashen marsh
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Sure, but there is info about On Activation field where you can enter the code, what will be called when the waypoint is completed. This is the second option.
Let's return to the first option. Have you tried it?

forest tide
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No

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A example would make it easier

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What do I need?

ashen marsh
forest tide
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Wait I’ll show u

ashen marsh
forest tide
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So I need move command and Transport unload command

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yeah but how many of them

ashen marsh
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Depends on your needs. You can have just Transport Unload waypoint.

crystal kestrel
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how do you acheive this effect for zeus? this is from the 4+1 zeus bootcamp mission and it has icons that you can see from the zeus camera

forest tide
ashen marsh
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OK, do this. Start from the first subtask: make that the car reaches the waypoint and its crew leaves it.

forest tide
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I will do: Start setting the Unload Transport to the waypoint.

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Do I have to click Set Waypoint Activation?

ashen marsh
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Not sure. Why?

earnest pebble
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If the Group you want to leave the vehicle, is the owner of the vehicle, use GETOUT waypoint. If the group you want to leave the vehicle are just passengers of a vehicle in a different group, use TRANSPORT UNLOAD waypoint on the Vehicles Group.

forest tide
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So GET OUT is all of them?

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And transport Unload is just the passengers?

ashen marsh
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Yes, as stated in the article the link to which I posted earlier.

forest tide
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Where post?

ashen marsh
forest tide
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but I only need a Get out point?

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Do I have to use transport

ashen marsh
ashen marsh
earnest pebble
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You just need GETOUT waypoint, when they reach the waypoint, all will get out, driver, gunners, commanders and passengers if in same group.

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only works with group with AI leader, if group has player leader then leader has to order them via menu to disembark, or you can use eject command on the activation field to forcably remove units from the vehicle

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You dont use transport, transport is used if the group exiting, the vehicle is not in same group as driver of vehicle, such as a helicopter transporter, lands at an infil site, to drop off a squad of special forces, and the returns to base when he has dropped them off

forest tide
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It’s still not working

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Ah

ashen marsh
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Screenshot?

earnest pebble
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getout is used say if you have a car with a squad in, they reach a house and all get out to assault the house

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thats all it is, when the apc reaches the getout wp they all get out, nothing needs adding or changing in the waypoint

cobalt fossil
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does anyone know how to export my mod list? when i try to export loaded mods it just breaks

ashen marsh
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Has the file with mods list been created?

earnest pebble
forest tide
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It worked

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IT FUCKIKG WORKEDbro

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The driver needs to be group leader

forest tide
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Does anyone know why they sometimes drive not a the waypoint the drive just in the near?

rose beacon
cunning dove
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does anyone by chance know how to use the terrain object replacement mod?

small patrol
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What is terrain replacement object mod

cunning dove
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this one

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""Use an array of types of objects to delete. Example: ["HOUSE"]""

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what is the array for vehicle wrecks?

small patrol
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Probably just Wreck_Base

cunning dove
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ill try that

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hmmm no luck

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ill keep tinkering

lunar tendon
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Hey guys I need some help, sorry for interrupting

I got a squad to get in my helicopter, then i have to drop them in a certain place, i've followed tutorials exactly like they do but the other squad is just sitting in the helicopter when I arrive at the "Get Out" and "Transport Unload" waypoints, they only get out if i get out too

runic hill
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I’m trying to create a scenario but the ai aren’t moving or anything, how do I make an ovjective for them to attack

small patrol
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Make a waypoint

runic hill
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And what waypoint makes them fight

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Cuz’ they all kinda just went prone and didn’t do anything

small patrol
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They do fight automatically whenever they recognize their enemy

runic hill
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Hm

forest tide
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or guard

astral sage
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Aight so I’m trying to make an amphibious landing done by the AI, I’m aware that they struggle to drive amphibious vehicles, but I was wondering if there was a anyway to get the feel of an amphibious landing without the player driving the vehicle. It can also just be a cinematic non practical solution. If u have anything plz @ me so it doesn’t get lost

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Much appreciated to any possible solutions yall might have

manic tusk
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Is there a way to make my tasks not appear on the map when they are inactive? like I have them unassigned by default but they still show up on the map which kind of spoils the mission

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Also if I wanna set up radio triggers for example "Radio for exfil" how do I get them to only pop up when you're within a certain range of an objective or trigger

earnest pebble
# lunar tendon Hey guys I need some help, sorry for interrupting I got a squad to get in my he...

I just made a quick scenario to have a look at this issue and seems to work ok for me. The only thing I have is an empty object heli pad rather than 1 already game, but I dont think that makes any difference. Im using a Load WP for Heli and GETIN waypoint for ai, synced together with a waypoint activation line to load the passengers. At the unload spot, I have an empty helipad with a TRANSPORT UNLOAD waypoint for me, the heli pilot, and a GETOUT waypoint for the passenger squad, again synced with a waypoint activation line. They getout when I land and move on to another wp using move.

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As I cannot see the WP showing on your video (BTW the video was a great help for me to get an understanding what is happening), it maybe that you or the ai group are not hitting the waypoint. I would try grouping the Transport/ getout waypoints closer together, or maybe put up the completion radius of the TRANSPORT UNLOAD / GETOUT waypoint to maybe 10 or 20. This basically means when you or the ai get to 10/20 metres of the waypoint, they will consider the waypoint done and as its synced will wait for you to land. The Completion Radius is under the transformation part of the waypoint as shown in the picture.

earnest pebble
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Another issue might be that the distance between loading the ai and unloading the ai might be too small, im not sure, might be a possibility...my scenerio I made was between 2 different airports.

lunar tendon
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Thank you so much, for real, i tried that and it didnt work either but i managed to fix it with this:

man1 action["eject",heli1];

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it forces the squad leader to leave the heli and so the rest of the squad follows him, thank you so much

earnest pebble
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Sometimes when using eject command, you also usually have to unassign the group from the heli or else the leader orders them back in, or they follow the heli on foot when you take off.

earnest pebble
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"Eject" may not also wait for the heli to land before ejecting the group. I just tried LeaveVehicle command on a move wp of a heli, and they all get out when heli lands. Might be a "cleaner" option than eject. grp1 leaveVehicle heli1; where heli1 is name of heli and grp1 is name of group of ai. LeaveVehicle also unnassigns them from the vehicle, so they dont follow/try to get back in.

astral sage
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lmk if that doesnt make sense

forest tide
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Guys the convoy symbol is not in effects anymore?

manic tusk
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it worked in one mission but in another every single one is visible on the map

astral sage
manic tusk
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could it be like the terrain or something?

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that's all I can think of

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it's perfectly replicated in my other mission and isn't visible until assigned by a state change

astral sage
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iidk im making a quick mock up if it works i will send it to u as a composition

astral sage
forest tide
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Is there a way to get all passengers out with this mod?

astral sage
forest tide
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Need a trigger?

astral sage
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no u shouldnt unless u are trying to do something weird

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this is all you should need to do to get everyone to get out so long as they are all grouped together in the same squad

astral sage
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@manic tusk figured it out

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dont link first trigger zone to a set task state link it directly to the create task module

forest tide
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Why does the player never get out of the car?

astral sage
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there is a script to force the player out tho i think let me find it rq

forest tide
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Alr when you found tell me

astral sage
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ok so put this in the "on activation" part of get out waypoint

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p1 action ["Eject", vehicle p1];

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and then give the player character the variable name p1 or whatever you want just make sure to also change p1 to whatever you make it

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@forest tide

forest tide
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Yes wait

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What waypoint I sue

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Use

astral sage
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the one called "GET OUT"

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just because then it will force ai out

forest tide
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So I have to link it with the car?

astral sage
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no just have the group selected and then place the waypoint down where you want them to get out

forest tide
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Does p1 action count?

astral sage
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wdym?

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oh yes it does

forest tide
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Do I have also to write it in

astral sage
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mb

forest tide
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Alr

astral sage
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should look like this

forest tide
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Alr

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I’ll try now

astral sage
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cool lmk if it workss how u want it to

forest tide
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It worked bro

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Thank u buddy fr

astral sage
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np man lmk if u need anything else, btw if you want the crew of a vehicle to stay in but infantry to get out you can do that to (like if there were an APC) its just a slightly different process

pale slate
#

Hello everyone im trying to make a missions for my self in DMP, i have seen a basic video toturial and i want to make missions by my self so if enyone can help me thank you!

small patrol
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DMP?

pale slate
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Yes

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I serching for a extended guide

small patrol
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I don't know what is DMP

pale slate
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Drongos map population

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Its looks like this

astral sage
# pale slate Drongos map population

Join his discord if you have questions, but in short there is a really detailed read me file you can find that explains things in great detail

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I’ll DM you his discord, idk how easy it is to find atm

manic tusk
manic tusk
#

Could somebody help me out with my mission? I'm double posting a bit here but I'm not really sure what the difference is here between the mission makers and editor channel lol

I don't think any of my assets are spawning in when I launch into a dedicated server with my pbo loaded it just spawns players as a seagull and from what I can see it's just the base map it does run just fine in LAN though if anybody has any ideas I would be super grateful cause I'm pretty much at a loss

astral sage
manic tusk
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I think I just disabled their ability to path but I'll check

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Though no assets seem to be spawning when I spawn as an seagull either

astral sage
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Oh huh

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Idk then that’s bizarre

manic tusk
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Could it be some mod conflict or something?

astral sage
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Potentially ig?

manic tusk
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A pretty big portion of my mission is modded assets but no noticable errors are popping up in my sever logs

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Could I ask you to look at my scripts maybe? I took most of it off the internet but maybe I screwed something up I'm very new to 3den

astral sage
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I’d probably be of no help for that, my stuff is the most jank off the internet stuff ever

manic tusk
manic tusk
astral sage
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Lmao

cosmic bloom
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I’m using the better convoy mod and my vehicles are moving how do I fix? I’ve connected the vehicles to the module

manic tusk
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Well I'm gonna be away from my pc for a few days so hopefully in that time I'll think of something with a fresh brain

cosmic bloom
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Got it working

modern parcel
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I have a faction only availible as redfor is there a way to add it to smth like blufor or indfor also

astral sage
hallow basin
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Right if I place down an squad and want them to re how do i do it

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Using the In game re arm command just is not working they stand next to it without re arming

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And individauky doing it suvks for a 14 man section

prisma oyster
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if you mean "in editor selection list", it implies making a mod

astral sage
hallow basin
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Like the re arm command

modern parcel
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im trying to add a new faction to evannex and wanted to know if there was a way i could quickly search asset names like "B_MRAP_01_F" and get the in game name and also the reverse

cunning dove
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Are the vehicle wrecks technically vehicles and not objects?

small patrol
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Vehicle is an object. Not sure what exactly is your question

cunning dove
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im still trying to figure out this terrain replacement module mod and am seriously struggling

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what is an "array type"

small patrol
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I don't know what module it is but do you mean you want to do something with terrain placed wrecks?

cunning dove
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im trying to make a 1940s scenario on stratis in the town near the airbase i would like to be able to get rid of all the modern car wrecks,

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instead using the "hide terrain object" on every single terrain wreck

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are 3den objects different from map terrain objects?

small patrol
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If you mean Editor placed objects, yes and no. They are still objects. Terrain objects run more efficiently

cunning dove
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gotcha

small patrol
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I do believe it is better to write a script to detect terrain wrecks and hide them

cunning dove
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any idea where to find a headstart for a script like that?

small patrol
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nearestTerrainObjects, forEach, hideObject

cunning dove
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thanks man

manic tusk
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does anybody have a script for a mission intro based off a trigger that works on a dedicated server?

modern parcel
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Is there a quick way to search an asset name and the regular name, for example "Hunter" -> "B_MRAP_01_F"

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trying to write a faction for evannex aqnd i have no clue what most of the things are

small patrol
#

typeOf

modern parcel
astral sage
prisma oyster
modern parcel
prisma oyster
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yep

modern parcel
#

now i can know what evannex is doing

hallow basin
astral sage
hallow basin
earnest pebble
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MGI advanced modules has a rearm module, that will go rearm at a crate if nearby or pick up a weapon off a dead soldier.

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There is a lite version too, which is just rearm, without the other modules.

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Or you could give them infinite ammo

unique hamlet
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I am trying to setup a supply drop crate using the supprot provider module;

We use a custom function in our unit that spawns a crate in game that handles our rearms etc., how would i use the support provider module that it basically spawns this "function/crate"?

plain gale
#

There is an expression field in the module. You can put your code there.

The spawned supply crate can be referenced with _this iirc

unique hamlet
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Yes i am aware, but i dont know how to use it or how to get it to work
edit: nvm i fixed it

atomic rose
#

does anyone know how to extend the grass range?

scarlet crystal
plush barn
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anyone know why the units i made in the editor donot spawn with their custom loadouts in zeus phase?

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ive never had this issue before

scarlet crystal
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mods

plush barn
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:<

scarlet crystal
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i don't know either because I don't have a crystal ball, but this is not a vanilla behaviour so it must be mods.

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3CB Factions, Alive (+ factions made with it) and CFP control the loadouts and need respective modules or settings set to omit that.

plush barn
#

Any idea how to figure it out?

pearl rivet
#

trying to get people to spawn in a custom ship layout i made for operation trebuchet but everytime i try to spawn in it i fall through the floor how do i fix this?

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the ai are fine but players just fall

scarlet crystal
#

place them slightly higher or make the spawn spot somewhere else and teleport to the ship with a script on mission start

pearl rivet
#

im new to this mission maker stuff how i do all thats

scarlet crystal
#

you place a unit higher by holding left Alt + left mouse button and drag up

pearl rivet
#

ok i did that now they just free fall for like a second and use a parachute then land somehwere in the hangar

scarlet crystal
#

ah, you didn't say the ship is that high.

atomic rose
gaunt wigeon
#

Hello, i got some problem with player respawn in multiplayer missions.
During one of my missions one player wasn't able to respawn anymore because when he tried to select another player as respawn position he got the Error "Selected Unit was killed!" (The screenshot is just an example on how it looked like and is not from the actual mission).
All other players were alive though. Later when a different player got killed, that different player was able to respawn on teammates no problem. Anybody got some hints about whats going on?
I already slightly change my onPlayerRespawn.sqf including line 2 and 3 as can be seen in the screenshot, but i can't really test if that fixed the issue and i also kinda doubt it did.

ashen marsh
#

Try to pass group or grpNull as the 2nd arg to BIS_fnc_addRespawnPosition.

pearl rivet
#

how do i ungroup ai so their not part of the same squad and vice versa

plush barn
#

as for zeus phase idk

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also do eden comps carry over for servers

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i found worka round over arma being weird but idk if my data will goto the server we use

pearl rivet
#

is there a way i can switch a players side on the go like if i wanted to do a undercover op where they enter as civis then i can switch them to opfor when their cover gets blown?

plush barn
#

Idk if its ace or zen or vanilla but you can change sides threat position i.e opfor is now friendly. Idk abt eden phase but zeus phase you can

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Its in the modules thingy for zeus

pearl rivet
#

yeah found it in modules for zeus

scarlet crystal
hoary niche
#

can someone help me i don't see this gui for spawn units in zeus

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i only see this

atomic rose
# hoary niche i only see this
  1. verify the integrity of the game files
  2. restart your pc
  3. if mods are installed one of them might have disabled the menu. (disable all mods and see if the issue persists.)
  4. if you have edited your config folder for certain missions it can do this.
hoary niche
#

thx bro i will try this

hoary niche
#

That help me, thank you bro

dim kindle
#

alr this is driving me nuts

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how do I get the silly AI drivers to move in the editor when im in the vehicle

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cuz sometimes it doesnt work

woeful lake
#

How can I create a liberation mission?

scarlet crystal
#

what's a "liberation mission"

woeful lake
#

conquer a map

scarlet crystal
#

so you're referring to the Liberation gamemode?

woeful lake
#

Yeah

scarlet crystal
#

why not just play it instead? The scripting in it is pretty complicated and making smothing similar yourself, especially if you don't have experience in scripting, might take you a lot of time. And placing assets in editor won't be enough

#

unless you want something very simple like: place your guys, place enemy guys in few spots, mark them on the map, force the mission to end when all enemies are dead

vital viper
#

any way to copy the equipment in the storage to the vehicle?

ashen marsh
#

During the mission? If so, then you should write a script.

dim kindle
# plush barn Any idea how to figure it out?

Lots of youtube is what works for me. I used a mod called alive orbat creator to make custom units.

If you decide to look into it, my advice is to not press escape or you might lose a lot of progress.

lime fern
#

anyone good at the eden editor im trying to build a base for meh self using the fortress walls and the game is trying to snap them in place but when it snaps they dont place right any tips?

prisma oyster
vernal tusk
#

In the editor, what's the difference between the "guard" and the "hold" waypoints?

#

Also, what's the best way to get a squad to Ai to stay at the same place. All members, not only the leader, because even when using the hold waypoint, the other members of the squad go towards the battle instead of staying in place.

undone basalt
scarlet crystal
severe sun
#

Is there a way to get unit patches to show in single player?

#

A mod specifically

small patrol
#

What unit patch? What a Mod?

severe sun
#

The unit patch that you get from making it on the Bohemia units site

#

They only show up on actual players and not ai too. Just wondering if there was a fix for these

upbeat dirge
#

For Eden modules like "Add Editing Area", can I assign multiple Zeuses for the "Assigned Zeus" field?

runic cloud
#

vehicle get out is for unloading transported vehicles (like vehicle inside a c130 or whatever)

#

use 'get out'

sacred briar
#

Huh, I thought that was Vehicle Unload. Is there any difference?

runic cloud
sacred briar
#

Changed it over and it's working perfectly. Thank you mate!

runic cloud
#

no worries ever since those waypoints were added its done nothing but confuse people in this way šŸ™ƒ

final hill
#

I'm familiar with how to setup Sector Control, but how to use the Seize game mode module?

vital viper
#

anyone in here who knows alot about ALiVE who can help me out with a problem? just send me a dm or fr

scarlet crystal
#

if you described your issue here you'd probably have your answer already, or at least a set of steps to follow to help with whatever you need.

vital viper
#

im trying to get these old trucks to spawn as transport trucks with the Military Logistics module, but it spawns these instead, i tried to add some scripts to replace but it wont work

scarlet crystal
#

Are you sure this module actually works with factions other than vanilla ones? ALiVE is pretty dated itself and this module has been like this for a good couple years. If you're sure indeed, you probably have to make custom factions with Alive Orbat Creator.

vital viper
#

yey, i been thinking about that too, just sad that ALiVE is so dated, couse i really like the fact that you can have a huge war with crashing a server/pc

scarlet crystal
#

I think there are other mods that work similarily to it yet there are kept more up to date, like Drongo's Map Population and his other works. I did not try them though so you would have to check them yourself to make sure they are up to whatever you want to achieve

vital viper
#

i will check them out

woeful lake
#

How can I make a mission from the editor playable for multiplayer?

small patrol
#

Add multiple playable units, export as a Multiplayer Mission

raven matrix
#

hey guys, is there a way to select multiple objects in the editor left column?

#

like draggin the cursor to select multiple ones

plain gale
#

holding shift?

raven matrix
#

tried, does not work :/

small patrol
#

Or Ctrl? I don't even remember which

raven matrix
#

also that does not work lol I wonder if they removed it

#

but i dont think so...

small patrol
#

Ctrl just works

plain gale
#

If the entities are within one layer you can also select all immediate decendents or all decendents from the context menue

#

And shift works.

#

Also CTRL

#

It's basically default Windows behaviour

raven matrix
#

I dont know , they dont work for me

waxen rune
raven matrix
waxen rune
#

XD

dim kindle
#

@sudden quail This is what's happening

#

Civilian also doesn't load and most of compositions

sudden quail
#

You are using mods by the looks of the ingame message in the bottom left. Might help narrowing down the cause if you post the mod list.

dim kindle
#

wait no wrong one

#

hold rq

#

nvm

sudden quail
#

Please let that next one be shorter. Pretty please!!!!!

dim kindle
#

that was infact, not the wrong one

sudden quail
#

Sorry, that list is far to long. Trim it down until the issue no longer occurs. Then you know which one it is. If you are smart, you divide that list in halve (or group the mods that need eachother to work) and check which of the two cause the problem. I have no idea which mod changes that icon to the left of the search field.

dim kindle
#

alright

sudden quail
#

Then halve the group that contains the mod that causes it to further narrow it down, eventually to 1 mod.

#

I have no idea which mod changes that icon to the left of the search field. I don't have that icon in my vanila Eden editor.

dim kindle
#

@sudden quail this?

sudden quail
#

yes

dim kindle
#

probably this?

sudden quail
#

Makes sense. I don't know what that icon is supposed to mean or do though. Seems like a filter feature.

dim kindle
sudden quail
#

Either you limited your search with it somehow to exclude redforce factions or you loaded a mod that somehow removes all redforce factions. I don't know what that could be, but it is a good excercise to narrow down that mod list.

#

And teaches you to not go overboard with mods that you don't really need for what you want to do with it.

plain gale
sudden quail
#

Before you add mods, make sure to know what it does to the game.

dim kindle
#

I did absolutely NOTHING and it fixed itself

#

I love the Real Virtuality engine

twilit geyser
#

is it possible to take a map like altis and remove all its assets (buildings, rocks, trees, etc) and recreate the whole map without using a huge hide terrain module?

keen jolt
#

you have to hide terrain objects because you can't remove/move them

#

You use a script for the hiding part instead of a module

dim kindle
glacial elm
#

What are the altis stone walls called?

winged snow
#

I have one waypoint in which there is a script, it works perfectly, but the problem is that once a unit is in the zone of the waypoint, the script works until the end, and I want the script to work only while the unit is in the zone, and in case the unit leaves the zone , the script stops. how to do it?

ashen marsh
#

Check in the script if the unit is in the waypoint area.

fossil urchin
winged snow
#

Type: None, Activation: BLUFOR, Activation Type: Present. Condition: ({_x isKindOf "B_T_APC_Tracked_01_CRV_F" || _x isKindOf "CUP_B_M113A3_Repair_olive_USA" || _x isKindOf "B_T_Truck_01_mover_F" || _x isKindOf "CUP_B_US_Soldier_Engineer_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_EOD_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_Sapper_OCP"} count thisList >0) On Activation: ```[] spawn {

private _timeLeft = 600;

while {_timeLeft >= 0} do {

hint str _timeLeft;  

sleep 1;  

_timeLeft = _timeLeft - 1;  

};

hideObject hg1; hideObject hg2; hideObject hg3;

};```

ashen marsh
winged snow
#

that is the answer

ashen marsh
#

No, that's a possible solution.

winged snow
#

yes, works perfectly but only once a unit is in the zone, it will work to the end regardless of whether it is still in the zone or has exited. i want it to work only while the unit is in the zone, if it goes out of the zone, the script should stop working, it should only work while the unit is in the zone

ashen marsh
#

Your script doesn't check if the unit is in the waypoint area, it checks just time. As I wrote, add check if the unit is in the waypoint area.

winged snow
#

how?

narrow dew
#

Trying to get this addon folder correct

ashen marsh
# winged snow how?

Try this:

_group = group this;

[[_group, currentWaypoint _group], thisList] spawn {
    params ["_waypoint", "_units"];

    _position = waypointPosition _waypoint;
    _radius = waypointCompletionRadius _waypoint;

    _timeLeft = 600;

    while { (_timeLeft > 0) and { (_units findIf { (_x distance _position) > _radius }) < 0 } } do {
        hint (str _timeLeft);

        sleep 1;

        _timeLeft = _timeLeft - 1;
    };

    if (_timeLeft == 0) then {
        hideObject hg1;
        hideObject hg2;
        hideObject hg3;
    };
};
winged snow
#

Doesn't work. I believe that: _group = group this; it is not clear which unit it is

ashen marsh
#

Any error?

winged snow
#

No error but there is no hint

#

in waypoint condition: ({_x isKindOf "B_T_APC_Tracked_01_CRV_F" || _x isKindOf "CUP_B_M113A3_Repair_olive_USA" || _x isKindOf "B_T_Truck_01_mover_F" || _x isKindOf "CUP_B_US_Soldier_Engineer_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_EOD_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_Sapper_OCP"} count thisList >0)

ashen marsh
#

Change the second condition in while loop to this:

(_units findIf { (_x distance _position) <= _radius }) >= 0
#

It helped me.

winter sigil
#

How do you get an ai helicopter to land, then wait on the ground for 30 seconds then take off?

#

Giving it enough time for players to get in

ashen marsh
#

You can use waypoints. For LAND waypoint you can use this:

_waypoint setWaypointType "SCRIPTED";
_waypoint setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf";
winged snow
#

Not works. ```_group = group this;

[[_group, currentWaypoint _group], thisList] spawn {
params ["_waypoint", "_units"];

_position = waypointPosition _waypoint;
_radius = waypointCompletionRadius _waypoint;

_timeLeft = 600;

while { (_timeLeft > 0) and { (_units findIf { (_x distance _position) <= _radius }) >= 0 } } do {
    hint (str _timeLeft);

    sleep 1;

    _timeLeft = _timeLeft - 1;
};

if (_timeLeft == 0) then {
    hideObject hg1;
    hideObject hg2;
    hideObject hg3;
};

};```

ashen marsh
#

What's your waypoint completion radius?

winged snow
#

Waypoint are size in meters is A: 5 and B: 5

#

area*

winter sigil
ashen marsh
ashen marsh
winged snow
ashen marsh
#

That's trigger, not waypoint.

winged snow
#

oh sorry. yes, that is trigger not waypoint. my fault

ashen marsh
#

So, what do you use anyway: trigger or waypoint?

winged snow
#

yes, I use trigger. not waypoint. I don't know what is happening to me lol

#

so can you help then?

ashen marsh
#

Just a sec.

#

OK,

  • Make your trigger repeatable.
  • Change interval to 1 s.
  • Use this condition:
_timeLeft = triggerTimeoutCurrent thisTrigger;

if (_timeLeft > 0) then {
    hint (str (floor _timeLeft));
};

({_x isKindOf "B_T_APC_Tracked_01_CRV_F" || _x isKindOf "CUP_B_M113A3_Repair_olive_USA" || _x isKindOf "B_T_Truck_01_mover_F" || _x isKindOf "CUP_B_US_Soldier_Engineer_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_EOD_OCP" || _x isKindOf "CUP_B_US_Soldier_Engineer_Sapper_OCP"} count thisList >0)
  • Use this activation code:
hideObject hg1;
hideObject hg2;
hideObject hg3;
  • Set trigger timer to 600 s.
winged snow
#

it works now. but we come back to my first question. I would like the script to work only while I'm in the zone, and if I leave the zone, the script should stop working

ashen marsh
#

Change timer mode.

deft scaffold
#

Can someone help me out?

ashen marsh
#

First describe your problem, then maybe someone will help.

winged snow
half lance
#

Hey, when I open up the Editor everything seems to work fine, but then I hit play, and all my foliage disappears???

scarlet crystal
#

get rid of mods and try again

half lance
#

I’m going to try a different map later

#

A year ago someone made an identical post here

half lance
#

Yeah, no, it happens on every map

#

Basically, when I hit play I load in and all the foliage is there, but then I immediately get another loading screen and the foliage is gone

small patrol
#

Still honger's point stands

half lance
#

I'm going to double-check my drivers, verify my Steam files, try again, and after that I'm going to unload my mods

#

Are there any kind of logs that would be of any help? I doubt it but it's worth asking

scarlet crystal
#

you're told to unload them, not unsubscribe them. Just run the game vanilla.

half lance
#

Alright, I ran the game vanilla and ran the Livonia map with no issues

#

I’m going to run the game with mods now and try running the same map to see if it’s just an issue with the modded maps

scarlet crystal
#

having multiple maps loaded at once can cause issues with them.

#

it's better, safer and faster to keep multiple mod lists you switch between instead of loading everything together.

half lance
#

I see

#

Alright, with all my mods loaded the foliage disappears

#

Do I just unload everything and load each mod on its own one by one until the issue reappears?

scarlet crystal
#

you can start from removing any mods related to terrains

#

or just unload half of those you have loaded and see if it's okay, if it is then start adding one by one until it breaks again.

coarse thistle
severe sun
final hill
#

how does the Seize module work?

scarlet crystal
#

or get Advanced Developer Tools to do so as they provide better interface for browsing the in-game stuff

silk socket
#

I notice that when I place a hold marker, then a move marker or something, they just stop at hold, is there some way to make a helo stop, and then go again?

#

Trying to get RHS paradrop to function but they get seperated by kilometers, so I need to have it stop, drop, fly away, any help is appreciated

scarlet crystal
#

if you want the group to continue, either delete the Hold waypoint or skip it with a trigger synced to it

twilit geyser
#

is it possible to chage where this kind of cache saves?

scarlet crystal
prisma oyster
#

(make a symlink eventually)

narrow dew
#

In the eden editor, How do I quick snap a object to a floor? I have been holding ALT and scrolling. I can only Imagine there Is a better way.

plain gale
#

Context Menu -> Transform -> Snap to surface.

With 3den Enhanced -> CTRL + Space

narrow dew
#

Oh thank goodness

#

I will name a grandchild after you.

empty comet
#

Anyone wanna help a man with Alive

vestal perch
empty comet
vestal perch
#

While you wait for that it may be beneficial for man to also type in the issue so those who might know but dont want to do hand holding call can also answer

empty comet
#

I'll have to wait until I can figure out the base level so I can know what to ask

vestal perch
onyx reef
#

I'm working on a TvT Sector cotrol Misison file and wanted to end the game mode when one of the sides has the most points or whoever is holding all of the sectors. How easy would this be to setup ?. if so could I use a simple script or is there a mod somewhere on the workshop I am not aware of ?. If i'm posting in the wrong Arma 3 channel please let me know where I can ask for the help ?.

Mike šŸ™‚

turbid hare
#

Hey lads, im in the editor and have 2 guys standing outside their vehicle, but i want to make them get in their vehicle when shit hits the fan and the shooting starts, how can i do that?

vestal perch
#

though you will have to give them some specifics on what condition is "shit hits fan" since there isnt a default event for that

dim kindle
#

Question so I created a task where I need to destroy 2 tanks, how do I do it in a way where I destroy the 2 tanks under 1 task rather than each of the tank has their own task.

scarlet crystal
#

make a check for state of two vehicles instead of one?

#

not sure what you're asking for.

#

you name a task "Kill 2 tanks" and have a trigger that checks for state of those two vehicles, and if it's true, you change the task state to completed.

lean tartan
#

so when I switch to a unit when previewing a scenario any unit that wasnt seen by the "player" despawns when they switch to another unit

here is my loaded mods

#

Player sees 3 Ai but there is 6 ai out of view which exists aslong as I dont switch to another unit (in the u menu) then the 6 ai that were out of view just despawn

wanton venture
#

having a strange issue where all my units are spawning with gas masks

wanton venture
#

Video showing the issue

scarlet crystal
# wanton venture

Except it does not show the issue? You plop some units and they have no gasmasks.

#

Anyway it's one of the mods you have that is overriding the randomised facewear. Or that faction mod itself.

lean tartan
severe parrot
#

Eagering for SOG update😭

#

Spearhead has updated

scarlet crystal
#

what does this have to do with editor

sinful zenith
#

Nothing.
As all their other posts in all the channels they've posted in before.
a 100% rate of offtopic is quite an achievement.

supple fog
#

any method to disable unit emblem from appearing in the vehicles of my mission?

undone bluff
#

Has anyone ever had any issues using forceFlagTexture on CUP vehicles? I'm able to use it just fine on RHS vehicles, but for some reason CUP is just not showing anything. I'm specifically trying to use it on the Abrams, but I tried the Stryker and Humvee and all three worked for RHS and not for CUP

narrow dew
#

Would there be an option In Eden Editor to remove vehicle type from the hud?

small patrol
#

? Why Editor related?

narrow dew
#

It could be.

scarlet crystal
#

but it's not, this is part of user interface, not an editor thing.

harsh lodge
#

good day Eden folk, I've been struggling to figure this out:
The goal is to create a pickup item that creates a task, as a sort of "intel item". The way I've got it set up right now is the item phoneIntel, a trigger that has the condition phoneIntel = objNull, which is synced to the Create Task Module. The idea is that, once the phone is picked up, the trigger fires, creating the task.

#

Alas, no matter how I twist and turn, the task is just never created...

#

(Side note, the phone is no longer synced to the trigger, as that never worked and it seemed wrong)

fossil urchin
#

if you check something.
= is define.
and == is compare

#

now you try set in condition

phoneIntel = objNull

should be

phoneIntel == objNull
harsh lodge
#

my days of doing syntax wrong are catching up

#

much appreciated 😭

ashen marsh
harsh lodge
#

so i just write

if (isNull phoneIntel) then
 { true }
#

yippee, it fired! :D

fossil urchin
#
isNull phoneIntel //return true if isNull

scarlet crystal
#

in trigger condition isNull phoneIntel is enough.

#

trigger condition wants true or false, isnull returns true or false, no need for ifs

harsh lodge
#

sweet, that's horribly convenient, which I didnt expect it to be

harsh lodge
#

pardon the yet again silly question, but since it doesnt seem to be as easy as expected:
How do I make items... not pickupable? the phone is on a desk amidst a few weapons and mags, I dont want there to be any ambiguity between which one is being picked up. Turning off simulation helps, but the "pick up the ak!" prompt still lingers, any chance I can get rid of that?

scarlet crystal
#

make them simple objects or apply damage

#

I recall using this setdamage 1 on guns I wanted to leave on a table

harsh lodge
#

actually tried simple objects, didnt cut it it seems, I'll try the setdamage

quick yoke
#

If I used 3den enhanced to work on SP missions released to the workshop - Do I need to list it as requirement for anyone to play it?

bronze harness
quick yoke
#

sweet

#

thanks

harsh lodge
#
{ hint parseText format ["<t size='1.3' color='#00ff00'>10.000$</t> picked up by %1!", name player]; 
deleteVehicle this;
}
];```
What am I doing wrong here? ![thinkies](https://cdn.discordapp.com/emojis/980924387333115914.webp?size=128 "thinkies") 
Definitely syntax, but _wheeeere_
fossil urchin
#

Params in action is
_target and _caller
Where _target is object where addaction is attached and _caller is player who use it.

ashen marsh
#

The second this is undefined.

fossil urchin
#

So

deleteVehicle _target

Is the correct syntax to delete your object

#

And hint will only shown on client who uses action if you want everyone see hint , you need remoteExec hint command

harsh lodge
#

mh good catch

#

Wild guess as to how remoteExec is implemented

this addAction ["Take Money", 
{"parseText format ["<t size='1.3' color='#00ff00'>10.000$</t> picked up by %1!", name player]" remoteExec "hint"; 
deleteVehicle _target;
}
];
#

just guessing from what I read off the docs

ashen marsh
harsh lodge
#

it would only make sense, documentation mentions it too Hb_girl_think

ashen marsh
#

addAction in your case shouldn't remoteExec'uted.

fossil urchin
harsh lodge
#

Mh, that checks out nodblob

#

thanks for the help lads, it works now! (hopefully on server too)

ashen marsh
#

Publish your code, and we'll check it.

golden plank
#

Is there any way to colour a marker a colour that isn't in cfgMarkerColors?

#

I can't just add a colour class to the config can I? if so, how?

fossil urchin
harsh lodge
#

I'll have a training sesh with some peeps in a hot second, I'll test it myself then and scream very loud if it doesnt work!

#

There wouldnt be a way to shorten the duration of hints, would there?

ashen marsh
#

You can hide them manually, if you're talking about advanced hints.

fossil urchin
harsh lodge
#

pardon me, am I dumb or does "Whitelist" for ACE Arsenal just not work?

#

Just spent the better part of the last hour to whitelist everything I want, yet it shows me everything, still?

fossil urchin
harsh lodge
#

Just double checking if it’s somehow different on Server

#

Aaaand it isn't. :(

harsh lodge
#

When I was using Blacklist earlier, that was functional. I swapped to whitelist to save myself the massive amounts of clicking, but Whitelist somehow fails entirely.

harsh lodge
#

Yeaaaah I got no fucking clue what's wrong, tried everything I could think of

#

😭

scarlet crystal
#

idk how -listing in ace works but they have a discord server so you could ask right at the source

harsh lodge
harsh lodge
#

and as always it was a minor syntax error PingScream

dim kindle
#

I have a map which I use to play on, I want to add a SHITLOAD of craters. my guess is that it will F up the FPS alot, or will it?
is there any other idea?

scarlet crystal
#

well why not just plop the amount of craters you want and see for yourself?

#

but yeah the performance will be worse than if you made a map with those objects from scratch. How worse - idk, there is no numerical value for "SHITLOAD"

scarlet crystal
#

can be a matter of few frames per second or even less if you keep the view distance on a reasonable setting

harsh lodge
#

on the topic of frames, how effective is Local Only on a large Scale? Say, turning all the roughly 200 props in a town to local only.

fair wing
#

Hello, while I do not receive any errors from the console on the Arma 3 server, I get a crash after selecting the slot when entering the server. how can i solve it

sinful zenith
#

For every prop, the server needs to check for every player if the player needs an update.

200 props * 1 player == 200 checks.
200 props * 50 players = 10000 checks.

harsh lodge
#

Right, in that case I defnintely wanna do that.

light briar
#

Hi all, an easy one, is there an option to place vehicles empty by default? (my finger is tired to press ALT while dropping them)

sinful zenith
#

I have a checkbox in bottom right to place vehicles empty.
Might be part of 3den enhanced?

light briar
#

oh nice

#

no, with vanilla Eden it is there too.

#

I know it was there but fail to find it. Thanks bro.

harsh lodge
#

Gamers don’t look down hmmyes

iron stag
#

Hey guys, anyone know how to change a map I downloaded on workshop from scenario to composition?

plain gale
gleaming prawn
#

Does map saves not work with steam cloud?

#

Like if you wipe your PC your map gets deleted?

prisma oyster
#

Steam does not sync that

gleaming prawn
#

well

#

Then I lost my entire progress

gleaming prawn
#

I didn't get very far tbf but still painful that I lost everything I had started

#

mostly just placed objects and some tiny scripting

#

but still

#

FUCK

copper trout
#

Hey anyone know how I can stop half of the tank crew dismounting for no reason?

scarlet crystal
#

Toggle forbid disembarking on the vehicle

#

If it doesn't work then fix your mods

copper trout
#

It's just the WW2 mod everyone uses

scarlet crystal
#

I probably am not using it

#

How did you set up the tank? Placed with crew already in or did you customise the crew group and put them in manually

runic cloud
#

its lambs

#

dev version partially fixes it but it treats loader positions etc as FFV turrets and makes them dismount

scarlet crystal
#

where did they mention they are using lambs? HUH

#

did I miss a message

runic cloud
#

they didnt ive just heard that complaint 5000 times and they always end up using lambs

scarlet crystal
#

ah

iron stag
# scarlet crystal Map?

I downloaded a map someone built on arma. But since he uploaded it as "scenario" and not "composition" on the workshop, I can not open it anywhere other than the editor itself

#

And when I want to edit it with a couple of walls, I can not do that either

scarlet crystal
#

so you just downloaded a scenario, not a map. Terrains are terrains. Anyway, open that scenario, select all objects you want to keep in a composition, right click -> save as composition

#

if you can't select objects in Editor it means they are from the terrain, not scenario

north thistle
#

Is there a specific folder or method to include pictures in a mission? Im trying to add hvt target pictures to a diary entry but they do not show up in game. they are in .paa format and are 256x256

scarlet crystal
#

shit

anyway, you put the image in your mission folder.

#

and then reference in wherever you want to have it shown.

north thistle
#

wait

#

i got it i just restarted the server

scarlet crystal
#

hard to say anything more without knowing what you're doing

north thistle
#

lol

#

just a simple diary entry with a pic

#

if (isServer) then {
waitUntil {triggerActivated Documents2Trigger};
player createDiaryRecord [
"Diary",
[" documents",
"<img image='intelPicture_HVT1.paa'>"]];
};

#

i literally just needed to restart mp server for some reason

#

thanks tho

fossil urchin
#
if (isServer) then {

in server is no player.
and you have waitUntil without sleep.
that will cause high performance for no reason.
Why you dont just apply in

 Documents2Trigger

and make it global trigger, and you can add

if (hasInterface) then {
    player createDiaryRecord [
    "Diary", 
    [" documents", 
    "<img image='intelPicture_HVT1.paa'>"]];
};
narrow dew
#

I am trying to make a graphical ring In eden editor that players can see and fly through. Is this something that can be done?

#

like a gold ring showing the pilot where to fly through.

small patrol
#

Sign_Circle_F Circle you mean?

narrow dew
small patrol
#

In Editor? That's just an object

narrow dew
#

Is It an object that players can fly through?

small patrol
#

Yes

narrow dew
small patrol
#

Okay then try search

narrow dew
#

I typed It In search but nothing seems to show.

small patrol
#

Try class circle

narrow dew
#

just so we are on the same page. Its not a marker on the map I am looking for.

small patrol
#

No. It's not a marker. It's an object

narrow dew
#

I am trying to make a physical object that players can phase through.

#

ok

#

searchin

#

searching

narrow dew
small patrol
#

Okay where actually do you look. Maybe screenshot

narrow dew
#

I can screen shoot In 30 mins.

narrow dew
#

Alright I am back. I will grab a screenshot.

narrow dew
#

top right hand corner

small patrol
#

Yellow icon

#

Circle is not listed in BLUFOR

narrow dew
#

found it

#

Its under helpers

fervent coral
#

Could someone hewlp. Im trying to create a distacne tigger that would activate a smoke grenade (gives location for helis to land) but i cannot for the love of me make it work.

#

Ive tried every scripts i know and look online and even chatgpt. Im hopeless

#

im making a mission for my friends, we start in the helicopters and i would like that when we get within 300m of the landing point green smokes appear

small patrol
#
  1. Don't use ChatGPT about SQF. It will simply lie to you
  2. creeateVehicle can spawn a grenade
fervent coral
#

@small patrol yeah i know its bad but i was desperate. Would you have the script/ processs on how to do it> its been years im super rusty

small patrol
#

If instruction 2 is unclear, say so

fervent coral
#

Sorry my bad, im aware of the trigger createvehicle. Ive never used it in that scenario, sorry

small patrol
#

Nothing is so different. You can put a smoke's classname, not a vehicle (CfgVehicles) but ammo (CfgAmmo) class

shadow storm
#

Unfortunately ChatGippity needs to be used by someone who knows SQF to be useful at all really, but then it becomes kinda redundant. As you need to be able to detect the problems and even design the solution yourself and tell it. Do it this way. At which point you may as well just code it yourself

scarlet crystal
#

what

#

did you even try to read and process the words in message you're replying to, not to mention checking whether the channel is related to whatever you're trying to offer

ocean hazel
#

Hey new here, looking to change this fallujah mission into a Black Hawk Down mission. All the vehicles are Marine. Just looking for some help.

scarlet crystal
#

What's "this Fallujah mission"? I recall there are multiple on Workshop.

ocean hazel
#

Insurgency fallujah 2.0

#

very fun, trying to get more people to play with us

#

have a video of it if you want to take a look

scarlet crystal
hard widget
#

I got a problem, can someone help please?

scarlet crystal
#

depends on what the problem is

hard widget
#

zeus

#

whenever i connect one character to the zeus with the owner and name, every character has it

#

i cant seem to find anything online about it

scarlet crystal
#

not sure if I follow

#

you mean that if you set up a single game master module for a single person, everyone has access to zeus?

hard widget
#

yes

#

i've looked at guides and whatnot, set it up correctly

scarlet crystal
#

I don't think this can be exploited in that way in the base game so perhaps you have some mod that breaks the game master module behavioru

hard widget
#

shoot alright, ill go through my mods, thank you.

hard widget
#

also, when i try and have the description.ext file with the "respawnOnStart = 0; or "-1" that doesnt work either, would you have any idea why?

ashen marsh
#

How did you find out it doesn't work? It works for me.

hard widget
#

anytime i try and start an op i have the ext file in the mission folder and when i start it it still sends me to the respawn screen

ashen marsh
#

Show your ext file: both in mission folder and its content.

hard widget
#

wdym, like here?

ashen marsh
#

Send a screenshot that the file is in the mission folder, as well as its content, as text.

hard widget
#

okay

#

give me just a second

#

there

ashen marsh
#

It's text file, as it says in the Type column, so it has .txt extension.

hard widget
#

how do i change it? sorry not very good a scripts

ashen marsh
#

Show extensions and rename the file. You can also resave your file.

hard widget
#

awesome, it worked. thank you.

scarlet crystal
#

I highly recommend grabbing a proper code editor for this stuff. Even something like Notepad++ will be better than NotePad

hard widget
#

alright

north thistle
# hard widget alright

Here's a guide to set up Notepad++ with the correct Syntax highlight and function search: https://forums.bohemia.net/forums/topic/138891-arma-3-notepad-syntax-highlighting/

hard widget
#

Thank you

empty oar
#

why do they do this

#

i told them to garrison throughout a range of 300 meters

#

and they went to one plac

#

e

scarlet crystal
#

power of friendship

#

could be bugged building or pathfinding.

empty oar
#

lmfao

nova cedar
#

Anyone here had experience with Headless Clients before? Is it recommended for Missions with a bit more AI? I saw that HC will make the AI even more ā€œdumberā€ then they are already - is this true? Saw one video where one guy had 3 HC and was able to run a mission with 800 AI Units active and 30 FPS on a 7 year old PC

primal wave
#

If you want an example to try out that's reasonably put together, then you can run an Antistasi mission with or without the HC slots filled. I found that, after setting up my Amazon VM to run multiple instances of Arma 3, that the bonus was hardly significant. Was about 10 players, late stage of the scenario, with multiple battles simultaneously. Search the history of this channel and server for more opinions.

scarlet crystal
sinful zenith
#

In my experience HC runs the AI at higher fps. Making it act faster and seem smarter

#

But if the server is sufficiently powerful that it runs at 200fps anyways, it really doesn't matter

nova cedar
sinful zenith
#

Had a big coop last weekend with 50 players and dozens of AI, server ran at about 70fps the whole time.
blobdoggoshruggoogly

bitter meadow
#

Hi guys, I have a question .
In using The Show/Hide module but it doesn't work all the times .

I'm placing 2 of them , 1 hiding and the second showing when an activator is triggered but first group works nice, the second group of the module never starts hidden

scarlet crystal
#

are you sure the module to hide the 2nd group is connected to them

#

there is no reason for a group to automatically unhide itself if it already works for the first one, unless you're running code on top of it, or you have set dynamic simulation on them

nova cedar
#

So i have setup my own server without a HC and tested 6 vs 6 infantry divisions + arty + 3 tanks on each side with about 1000 simple opject
Server FPS do not go down even 1 FPS (from constant 47FPS) but my FPS in-game are dropping from 200+ to about 20 - how to fix this? How can it be that the server does not drop, but i drop?
Tested it with a server run locally on my PC, and a Server about 150km away from my home - bandwidth is fine with 100mb/s

scarlet crystal
#

well the issue is shit mods probably

nova cedar
#

SPE, EDEN Enhanced, ACE3, CBA_A3

prisma oyster
nova cedar
prisma oyster
#

(here is about Eden Editor :-)

nova cedar
#

Yeah i understand, sorry

prisma oyster
#

nay no probz ^^ hope you find out šŸ»

final cipher
#

Hello, sry for bothering, but can someone help me with a tiny problem in the editor?

small patrol
#

Ask it

final cipher
#

i have an asset(a cellphone named o1) that i want a player to pick up. i cant make it work. i have this code on the init.
this addAction ["Revisar el telefono", {_this select 0 setPos [0,0,0];}];

small patrol
#

So you want to setPos it to make it disappear?

final cipher
#

its the idea, maybe a deletVehicle?

small patrol
#
this addAction ["Revisar el telefono", {_target setPos [0,0,0];}];```Or
```sqf
this addAction ["Revisar el telefono", {o1 setPos [0,0,0];}];```
#

Or indeed just use deleteVehicle

final cipher
#

i will try right now

#

This one worked on the first try! excelent, im a step closer now haha thanks
this addAction ["Revisar el telefono", {o1 setPos [0,0,0];}];

final cipher
#

hi! its me again

#

im finishing a mission for my community, and want to make them defend a point while they complete 2 objectives. one link the satelite, and 2 get the server online. I planned to make them using the BIS_fnc_holdActionAdd function.

#

im in a bit of an impass. I have this in a .sqf file

#
 laptop,                                                            // Objeto que realiza la accion
    "Enlazar al servidor",                                          // Titulo de la accion
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen
    "_this distance _target < 2 && !alive t6",                      // Condition for the action to be shown
    "_caller distance _target < 3",                                 // Condition for the action to progress
    {},                                                             // Code executed when action starts
    {},                                                             // Code executed on every progress tick
    { !alive o7 },                                                  // Code executed on completion
    {},                                                             // Code executed on interrupted
    [],                                                             // Arguments passed to the scripts as _this select 3
    10,                                                             // Action duration in seconds
    0,                                                              // Priority
    true,                                                           // Remove on completion
    false                                                           // Show in unconscious state
] remoteExec ["BIS_fnc_holdActionAdd", 0, laptop];                  // MP-compatible implementation
#

can someone give me a tip about how to set up the trigger in game?

scarlet crystal
#

get rid of the //comments first so it's actually readable both for us and for you

#

!alive o7 is not a valid code to execute, not sure what is that actually supposed to do. If you want to apply damage to something (or remove damage), you use o7 setDamage 0 (or 1). Open the holdAction wiki page to see where goes what

#

and this isn't really editor related anymore is it, #arma3_scripting is for scripts

final cipher
#

yeah, sry, true, idk if there is an HoldAddAction for the editor only. the objective is kill an NPC that is the trigger for the mission(yeah, i knwo, loww effort mission making)

silent timber
#

Question: Anyone know where I can get images that I can use for Computers and Monitors in game... stuff that looks good and semi official/real... maybe some with images of stratis? I have no clue where to get images and I have no clue how to make one.

north thistle
#

Is there any particular reason units spawn fine in the editor and when trying the scenario in localhost but not when in a dedicated server (separate machine)? This guy should be manning a turrent in the floor above (well he is manning it but he shows below the roof)

#

is it a desync issue?

#

These dudes aren't supposed to be haning like that

steel merlin
#

Any idea how to fix this ?

plain gale
quick yoke
#

Hello fellow editorials - I am unsuccesful at AI's playing their voicelines when inside a ground vehicle. the text dialogue is displayed, their lips move but no sound can be heard ... What gives?

#

No troubles is experienced when AI's are walking or in a helicopter - Only happens in ground vehicles ... jeeps trucks tanks the lot. The player's voiceline are not affected.

#

Class Cfgsentences are used

quick yoke
#
  • For those interested the DLC radios are causing that issue - Vanilla personal radios work
#

(SOG)

empty oar
#

why does dynamic combat ops always end in our extract being shot down

#

i saw multiple videos like this

#

they finish and extract and a jet just shoots them down

scarlet crystal
#

probably because the extract vehicle still counts as a valid target for the enemy.

#

and DCO seen its last update few years ago so this wasn't and won't be fixed.

#

not really editor related huh?

empty oar
#

well where should i ask lmfao

empty oar
#

a jet spawne literally next to us

#

and shot us down

scarlet crystal
empty oar
#

nah that takes ages for answers

scarlet crystal
#

if this is an issue you want to see fixed you take it to the author, althoughh knowing that it is not maintained anymore you're out of luck

#

no one else will fix that for you.

bitter meadow
visual bridge
#

is there a way to make a flat entity appear on top of another, specifically with placed roads and debris decals?

scarlet crystal
#

iirc no, decals operate on the same z plane if they are placed in Editor. They should take priority only over decals that are baked in the terrain (like roads for example)

#

you would have to convert it to an actual texture object (like blood) and place it slightly above the ground leve.

visual bridge
#

specificaly it was placed roads i was concerned about, not ones as part of the world

scarlet crystal
#

my message still stands

hard widget
#

i need a little more help, i have helis that are supposed to come drop guys off in certain spots and then rtb using triggers and transport unload, and it works when the helis not getting shot at but as soon as they do theyll go hover like 400 meters away and just stay there. i end up having to zeus them and i want to not be sitting in zeus the whole op

thick fossil
#

guys, can someone give me a hand? i'm helping a friend out to configure a mission for our friends server and we found a problem, the artillery computer is desable and we can't find where to enable it...

#

i've searched on the arma forum, saw some code lines but we don't know where to put those

fluid galleon
#

anybody can tell me how do I change the vehicle camo when I convert it to a simple object? I'm trying to edit an AAF leopard with green camo but when I convert it to simple object it has the AAF camo

scarlet crystal
scarlet crystal
scarlet crystal
fluid galleon
scarlet crystal
#

then find its camo selection and texture and use setObjectTexture on it

hard widget
hazy zealot
#

Is there any mods or scripts that allow me to add a armament screen to jets and helis?
So people can customize their own loadout and save it.

small patrol
#

Short answer: yes
Long answer: you can search through interwebs, I've seen some publicly

amber vault
#

Is there some additional setup required to have a camera "Switch To At Start"? I have the box checked but I still spawn into whatever I have set as the player

amber vault
#

I'm still a little confused, am I meant to use teamSwitch to trigger my keyframed camera?

eternal lava
#

Anyone know why the message appear there below? I used the default templat from the wiki:

[["weapons_basic", "launcher"], 15, "", 35, "", false, true, false, true] call BIS_fnc_advHint;

plain gale
#

Because the hint text is too long

#

This msg will only show in the editor so if the text is not cut off you can most likely ignore it.

quiet plume
#

but how long is blobcloseenjoy

plain gale
#

šŸ˜„

quiet plume
#

or is it "7", with its top cut off?

plain gale
#

Looks like it

sinful zenith
#

Y top off? Top always off? 😔

small patrol
#

0./ troll

eternal lava
#

Thanks šŸ™‚

small patrol
#

Why it does produce a very unuseful error anyways tho?

eternal lava
#

Yeahh, it's like giving false alarm. I thought i was doing something wrong

small patrol
#

I've never thought it is even useful. Multiple vanilla hints even do this

dim kindle
#

anyone have a example mission for warlord? or a nice YT guide? Can't fully understand it

ashen marsh
dim kindle
scarlet crystal
#

depends on the objects, the less the better.

#

and you are not designing a map if you're not using terrain builder, you're just plopping objects in a scenario

harsh lodge
#

hey gang, I'm pulling my hair out at figuring out where I messed up my respawns. If I don't select the option to "Select Respawn Position" under "Spawn on Custom Position", the player just respawns on point of death, which I don't think should be happening?

#

aaaand I fixed it by copying the respawn point and deleting the old one catBang

#

We will never know

nova cedar
#

Hey! Im using the Support Artillery with AI Artillery, and have it setup problerly via a Support Provider synced to my player.

I now have the problem that whenever i start my mission, the game adds 1x invisible rifleman from BLUFOR, OPFOR and IND on the module location. That way my Art is automatically engaging these AI units. How can i prevent that?

scarlet crystal
#

sounds like some AI mod you're running because by default bots will not engage anything that has its model hidden

nova cedar
#

For some reason they can also throw nades and try to engange each other - alr i will take a look - we are using VCOM, CBA_A3 and ACE3

harsh lodge
#

Right, I'm back with this issue because at this point I'm not high and it's genuine.
When in Eden, my respawn point fuctions properly, but once the Mission File is on the Server, it reverts to "Respawn on Position" for no real reason?

#

this is what the respawn itself looks like, like I said, it works in Eden but not on the server for some inconceivable reason

little mica
#

i really want some make scp props or is there one out there?

scarlet crystal
scarlet crystal
harsh lodge
primal berry
#

guys i made svo

rose galleon
#

can anyone help me with the garbage collector in eden editor

#

ill be in vc

summer anchor
#

Is there a way to get compositions created in Zeus Enhanced into Eden somehow?
Otherwise I need to remake 50 loadouts lol

scarlet crystal
#

"compositions created in Zeus Enhanced" what

#

you mean you placed and edited units while being in Zeus? I believe ZEN has an option to save all placed assets as SQF, then you should be able to import it into the editor

azure compass
#

Is it possible to get the AI F4 from SOG to drop napalm with a support provider (CAS) module?
I tried calling in for unguided bombs but they just flew back and fourth overhead.

fallow moss
#

I'm using Zeus Enhanced with a friend, and we've each got our own Zeus to control our armies. How can I make it so that my units don't show up on his screen, even when I issue commands to them

scarlet crystal
#

This is an editor channel, not zeus. Don't cross post, one channel is enough

pearl mirage
#

Yo. I've been messing around a bit with somethings in the editor but aren't super skilled at it.

Have there been any attempts to remake the Squad game modes in A3? Mainly i would like to play or make their fast pace invasion mode for people who only want to play an hour and a half max.

I have a ton of experience in Squad but haven't played Arma in quite some time, but keep finding myself feeling Squad is lacking in many respects, and the devs are even going out of their way to remove people's ability to mess with their own server, you can't spawn vehicles when MP is enabled anymore.

#

And Arma is obvious with its bugs and what causes em, where as Squad will do shit like have your gun randomly stop working mid fight, or your scope becomes low rez with no fix other than dying.

#

TLDR: i would like to know if anyone has recreated Squad style game modes, and if not then i will take a crack at it but with PvPvE.

small patrol
#

Short answer: yes
Long answer: don't really ask A to Z because it just doesn't seem to impossible due to how big the sandbox is. You need to learn Editor and scripts step by step, then make it happened. It can take more than a year very easily

pearl mirage
#

Well i already got a system down where you are limited to a battle area on the map, and 150m out it warns you, past that it kills you.
And any enemy vehicles or people that enter a main base zone die.

#

biggest squad maps are about 4km^2 so i just found a good spot and started working.

pearl mirage
small patrol
#

Map? Map does nothing to do with a gamemode

pearl mirage
#

Ya, i've only just started on the game mode stuff. I plan on trying to modify zone capture to be on a linear zone by zone basis. Where you can't cap the next till you got the last.

small patrol
#

It is called a gamemode, not a map/terrain

#

You can combine multiple existed scripts and/or Mods to make a functionality. But it can get messy and lost more easier and efficiently. If you really want to make your own big project. start learning, take small steps

pearl mirage
small patrol
#

Excuse me, then what are you trying to achieve?

pearl mirage
#

Main game mode in Squad is invasion. There are set points on the map you have to contest and capture. And you can't progress to the next till the previous is captured, then it's locked down.
On capping you get 50-80 tickets. Team with the most tickets after 1:30:00 wins, or first team to run out looses.
Vehicles have a set respawn timer and all that. But a main feature of the game is you can spawn on a rally radio if your squad lead places one, and i was just going to cross that bridge when i get there. Ignore it for now.

small patrol
#

I thought you are trying to achieve something in Arma 3 not Squad?

pearl mirage
#

And it's nice having a short faster kind of game to play if you feel like Mil-Sim

small patrol
#

I wanted to ask what are you trying to do in Arma 3, not Squad. Not the concept but what exactly you are trying right now

pearl mirage
#

Right now i would like to know if someone has done this already. But i am trying to modify Arma3's zone capture game mode to work like how Invasion does in Squad.

small patrol
#

Possible doesn't mean somebody has done that already. I don't think I have any experience with Capture the Zone or whatever its called in A3 anyhow, though

pearl mirage
#

You get a fancy trigger volume zone and the game has a logic/system entity or however you would call it that manages most of it.
At the moment i need a way to lock the zone until a linked zone is owned by OPFOR

#

So that's what i'm just working on at this moment.

small patrol
#

So that is THE question right now?

pearl mirage
#

Ye

small patrol
#

Please share your setup in Eden

pearl mirage
#

I'm new to all this. Like a screen shot or something else?

small patrol
#

Yes

pearl mirage
#

Just this at the moment

#

for testing.

#

Two sectors and the game mode module.

small patrol
#

This should require a bit of scripting, but unfortunately this is where I really don't have an experience with

pearl mirage
#

Some people dont like this, but ive had surprisingly good outcomes asking ChatGPT for help.
It gets easily confused, but i got the full version that can search the web for the proper way to script things.

pearl mirage
#

I'll have to try fix it tomorrow. But for some reason all my triggers are only activating once and then never again. I got repeatable ticked, but on or off makes no difference.
Something seems broken.

#

This particular one is just a kill zone to prevent players from exiting the area.

fossil urchin
#

you can just add

//Condition
player in thisList
//on activation
player setDamage 1;

So it will locally execute current event , because player is only avaible on local machine.

undone basalt
#

or u could just make 1 trigger and check when the player is not inside 🤷

pearl mirage
frosty iron
#

hello chat, anyone know how to make a object take on the texture of the ground under it?

scarlet crystal
azure compass
#

I've been playing around with Drongo's Map pop and SOG PF, having a lot of fun with it.
I've been using ALiVE's transport helicopter and have been having a few issues.

The main problem is, the helicopter lands exactly where I point to on the map, which often has a tree, a rock, the edge of a shell crater, or some other object that will crash the helo that can't be seen on the map.
I've tried hand-scripting some solutions (the less said about that the better) and I've been thinking king about trying some other solutions like Hermes Airlift Services Mod. Does anybody know of some really solid solutions?

PS
I'd also like to fast rope from AI helos, but the rope always disappears when I'm half way down.

vital spade
#

Hola buenas noches. Existe alguna comunidad que hable espaƱol. O que me pueda ayudar a comprender o darme ideas de un escenario en especifico?

tranquil canopy
#

Do Players need the SPE1944 DLC If I use Buildings and Assets in a IFA3 Map?

scarlet crystal
#

no, compatibility data pack for them should be enough

small patrol
#

If you use a part of IFA3, they need IFA3, not SPE

tranquil canopy
small patrol
#

But using IFA3 doesn't automatically mean they need SPE. Vice versa too

pearl mirage
#

something like ```
{_x setDamage 1} foreach !thislist;

fossil urchin
pearl mirage
#

I want to kill everything outside of this zone

#

basically make a play area. What im doing at the moment is just having 4 triggers acting as kill barriers.

#

Im not sure what im doing wrong, but it seems if a trigger is too large then it can only trigger once?
Just some of my repeating triggers work, and some only run once. Its really annoying and i am so confused

undone basalt
#

i don't think the condition really matters, i just copied from my mission.šŸ˜‰ @pearl mirage hope thats what youre looking for

pearl mirage
#

ok i will give it a try!

pearl mirage
#

Hmm, i need it to kill everything. The way you have it set up there only kills players. And might lock vehicles outside the map if someone is dumb.

fossil urchin
ashen marsh
fossil urchin
#

Yeah, but still.
he wants kill all outside of trigger (including ai's)
There might be pretty big performance to check every 0.5 (if using one trigger and kill all out side of "playing area")
So maybe less cost is do outside areas and units/ lock vehicles when those enter "killzones"

ashen marsh
#

OK.
Trigger activation type: none
Activation: anybody
Activation type: present
Server only: checked
Activation condition: this
On activation:

{
    _x setDamage 1;
} forEach (thisList select { !(alive _x) });
pearl mirage
little cobalt
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Hello there, i have a question. i have made a respawn point in the editor. When i respawn on this point it makes a red marker on my map and makes that a new respawn point. Someone knows how to change that. I cant figure it out

little cobalt
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It looks like its a thing in the MCC mod

silver turret
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uh

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lil thingy buggy thing

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essenitallu

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what i did was, i gave both of them animations, the civvie the "Acts_Abuse_abuser" anim and the army guy the "Acts_Abuse_abusing" anim

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and it bugged, halp will be appreciated

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adnthe animation wouldnt rlly play properly

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for the victim

silver turret
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ok so it happens when theyre on an angled surface

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but on a straight road, its fine bruh

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well, fine-ish, they still glitch for like a second or so and then its niormal

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u bein fr? cos im relatively new to arma 3 editor

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ughhhh

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oh well