#arma3_editor
1 messages Ā· Page 15 of 1
- thisList usage there looks invalid
- alive takes an object not an array
- Wrong way to compare, < not >
okay thanks for the clarification, If i cant use alive what can I use?
{alive _intelArray} count > 4 would this be correct then?
{ alive _x } count _intelArray > 4;?
My last point too
in regards to < and >? Ive swapped it around and still no dice š¦
In theory it should work. If it doesn't, _intelArray is not defined maybe
The array is in an .sqf file which is called by the init.sqf
via execvm "Scripts\Cache_intel\intelspawn.sqf";
It does mean it is not defined in trigger
okay so I should add it to the trigger? just in the conditions field as well?
got it
The _ prefix there means you declared a variable which is local to the current script that cannot be (directly) transferred elsewhere
trigger fired after doing that
ah i see
Thank you so much for the help and leading me to the answer!
Any advice on where to look for my second answer here?
how do i make it so the player can choose where they want to respawn manually
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 >.>"
i.e. I followed this, but there's something in the file that won't read the textures and fxy files correctly here^ for arma to accept it.
if it works I should be able to pull this code to test it, but...
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.
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
Ik wrong Chanel but I need help with something
run the subtitle command after the cinema border one is done so the text shows up over the black bar
Usually to execute something only in server. Such like very global command like setPos etc
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
Do server only triggers show text or play sounds for all players for example?
server only triggers happen on server only, as the name suggests
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
Damn such a silly mistake on my part. Will give it a try. Thank you
are there any anims in the animation viewer that don't work with switchMove/playMove?
Usually no
Guess depends on what exactly you look for/what is the reason of this question
for some reason one line of code worked with an anim from sitting in a heli gunner seat, but c5efe_HonzaLoop didn't
im not sure if its a typo or something or whether or not it's just the anim not being allowed for some reason
Code please?
(unit variable name) switchMove "c5efe_HonzaLoop";
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
You did sync it to the trigger right?
Yes.
"after downloading certain famous mods"
try the same without those... famous mods?
if it works then it's a mod issue, not game's.
ah yes stoping at the hold waypoint btw in the hint o is if the trigger to skip the hold waypoint triggered
When on the steam workshop is there any way to find out what map an "othermap" is using?
nope
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
Hello How do I make it so that a soldier doesn't move at all and just stands still?
disableAI
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"
You can add in condition
this && triggerActivated yourFirstTriggerName
And set to activation radio alpha
And activation type: Present
Ooo ! Thx !
How do I install mods for single player?
steam workshop i think
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.
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
Yeah and I need help how to get that AI follows you
Make a group, make yourself leader, now they will follow you automatically
They donāt follow me idk why
Just took me 11 years to find out
just to be Arma3-themed even more!
Now we need triggers to go with it (at)dedmen, fix please
Yes
So Soldier1 moveOut vehicle;
Whatās that
vehicle is a reserved command which you can't use as a variable
What I do now?
Use other syntax or use valid variable
Thatās so complicated
?
Idk what to do
Can anyone help me ??
Just use moveOut arab1
Alright let me try
š„²
you can also
do the ātransport unloadā thing
all u need is just spend some time in editor
and u will get everything
What you mean?
You mean the command?
Do I need a move point or something?
idk how to explain
like u can do easy commands in editor
like
for example chose the soldier
and make the move command
pit the arrow where u want him to mvoe
So I need a trigger?
A trigger and a move command
you can do it but not necessarily
its a lot of commands
like āmoveā
āloiterā
and etc
and here ātransport unloadā
for example u have a car, 4 guys in here.
first u make it āmoveā waypoint and then put ātransp. unloadā waypoint right next to the move waypoint
first it will move and the disembark the guys
All 4 will leave on the transport unload command right?
all but driver wont i think
How do I get the driver also?
First, try.
Second, add commands to unload the entire crew after the waypoint condition is met.
There is nowhere get out
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?
Wait Iāll show u
There is Get Out waypoint type: https://community.bistudio.com/wiki/Waypoints#Get_Out
Depends on your needs. You can have just Transport Unload waypoint.
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
I just want them to go to a base and leave the car and fighting the enemies
OK, do this. Start from the first subtask: make that the car reaches the waypoint and its crew leaves it.
I will do: Start setting the Unload Transport to the waypoint.
Do I have to click Set Waypoint Activation?
Not sure. Why?
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.
Yes, as stated in the article the link to which I posted earlier.
Where post?
I think yes.
Why?
You just need GETOUT waypoint, when they reach the waypoint, all will get out, driver, gunners, commanders and passengers if in same group.
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
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
Screenshot?
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
thats all it is, when the apc reaches the getout wp they all get out, nothing needs adding or changing in the waypoint
does anyone know how to export my mod list? when i try to export loaded mods it just breaks
Has the file with mods list been created?
if it still not working, make sure if using 3den enhanced, make sure forbid disembark box aint checked on vehicle
Does anyone know why they sometimes drive not a the waypoint the drive just in the near?
cause bots arent really smart
does anyone by chance know how to use the terrain object replacement mod?
What is terrain replacement object mod
this one
""Use an array of types of objects to delete. Example: ["HOUSE"]""
what is the array for vehicle wrecks?
Probably just Wreck_Base
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
Iām trying to create a scenario but the ai arenāt moving or anything, how do I make an ovjective for them to attack
Make a waypoint
And what waypoint makes them fight
Cuzā they all kinda just went prone and didnāt do anything
They do fight automatically whenever they recognize their enemy
Hm
Just place them anywhere on map and give them a move point
or guard
Aight so Iām trying to make an amphibious landing done by the AI, Iām 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 doesnāt get lost
Much appreciated to any possible solutions yall might have
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
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
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.
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.
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.
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];
it forces the squad leader to leave the heli and so the rest of the squad follows him, thank you so much
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.
"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.
have another set task state that makes the secondary tasks assigned when primaries are completed, and by default just have them as created
lmk if that doesnt make sense
Guys the convoy symbol is not in effects anymore?
that's exactly what I did
it worked in one mission but in another every single one is visible on the map
huh
could it be like the terrain or something?
that's all I can think of
it's perfectly replicated in my other mission and isn't visible until assigned by a state change
iidk im making a quick mock up if it works i will send it to u as a composition
convoy symbol is from a mod called better convoys
Is there a way to get all passengers out with this mod?
well i think u could just use a get out waypoint
Need a trigger?
no u shouldnt unless u are trying to do something weird
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
im still working on figuring this out give me a second
@manic tusk figured it out
dont link first trigger zone to a set task state link it directly to the create task module
https://steamcommunity.com/sharedfiles/filedetails/?id=3289355921 here is the composition
Why does the player never get out of the car?
because the waypoint is telling the AI to get out of the car, the AI isnt controlling your player
there is a script to force the player out tho i think let me find it rq
Alr when you found tell me
ok so put this in the "on activation" part of get out waypoint
p1 action ["Eject", vehicle p1];
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
@forest tide
So I have to link it with the car?
no just have the group selected and then place the waypoint down where you want them to get out
Does p1 action count?
Do I have also to write it in
mb
Alr
cool lmk if it workss how u want it to
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
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!
DMP?
I don't know what is DMP
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
Iāll DM you his discord, idk how easy it is to find atm
I'll test it out later but that makes sense thanks
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
Ok so this is coming from way out in left field but, in the editor did you select stay on position for the playable units? That is one thing that causes players to turn into seagulls
I think I just disabled their ability to path but I'll check
Though no assets seem to be spawning when I spawn as an seagull either
Could it be some mod conflict or something?
Potentially ig?
A pretty big portion of my mission is modded assets but no noticable errors are popping up in my sever logs
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
Iād probably be of no help for that, my stuff is the most jank off the internet stuff ever
Glad to have found a brother in arms š
Lmao
Iām using the better convoy mod and my vehicles are moving how do I fix? Iāve connected the vehicles to the module
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
Got it working
I have a faction only availible as redfor is there a way to add it to smth like blufor or indfor also
Place down units u want, then place either Blufor or Ind troop and group them, then you can delete the one Blufor or Ind troop and they will be the side u want
Right if I place down an squad and want them to re how do i do it
Using the In game re arm command just is not working they stand next to it without re arming
And individauky doing it suvks for a 14 man section
no like permanantly
what he said
if you mean "in editor selection list", it implies making a mod
oh ok
Hypothetically could do it with an add action on a crate, smth that gives a specific amount of ammo to each AI through scripting
I would rather they did it on their own accord
Like the re arm command
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
Are the vehicle wrecks technically vehicles and not objects?
Vehicle is an object. Not sure what exactly is your question
im still trying to figure out this terrain replacement module mod and am seriously struggling
what is an "array type"
I don't know what module it is but do you mean you want to do something with terrain placed wrecks?
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,
instead using the "hide terrain object" on every single terrain wreck
are 3den objects different from map terrain objects?
If you mean Editor placed objects, yes and no. They are still objects. Terrain objects run more efficiently
gotcha
I do believe it is better to write a script to detect terrain wrecks and hide them
any idea where to find a headstart for a script like that?
nearestTerrainObjects, forEach, hideObject
thanks man
does anybody have a script for a mission intro based off a trigger that works on a dedicated server?
Is there a quick way to search an asset name and the regular name, for example "Hunter" -> "B_MRAP_01_F"
trying to write a faction for evannex aqnd i have no clue what most of the things are
typeOf
where do i input that
Yeah idk man sry, I mean like u could cheese smth in with triggers but aside from that I think youād need mods
you can hover over in the Editor, or place it then right-click ā copy class name to clipbard
theres things like "MRAP_05" in evannex's files and I'm not sure what those are and if im trying to replace it with a 3cb equivalent i'd have to search through a lot of assets like that
yep
there is https://community.bistudio.com/wiki/Arma_3:_Assets for vanilla assets
thx exactly what i need
now i can know what evannex is doing
Know any mods that will do this
None that I can think of no
Aw dangit
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.
There is a lite version too, which is just rearm, without the other modules.
Or you could give them infinite ammo
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"?
There is an expression field in the module. You can put your code there.
The spawned supply crate can be referenced with _this iirc
Yes i am aware, but i dont know how to use it or how to get it to work
edit: nvm i fixed it
does anyone know how to extend the grass range?
not in editor. Open your game settings and set the terrain quality to something higher
anyone know why the units i made in the editor donot spawn with their custom loadouts in zeus phase?
ive never had this issue before
mods
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.
3CB Factions, Alive (+ factions made with it) and CFP control the loadouts and need respective modules or settings set to omit that.
Any idea how to figure it out?
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?
the ai are fine but players just fall
place them slightly higher or make the spawn spot somewhere else and teleport to the ship with a script on mission start
im new to this mission maker stuff how i do all thats
you place a unit higher by holding left Alt + left mouse button and drag up
ok i did that now they just free fall for like a second and use a parachute then land somehwere in the hangar
ah, you didn't say the ship is that high.
https://community.bistudio.com/wiki/setUnitFreefallHeight you can use this to set the "parachute leve" to some very big number and if they are supposed to airdrop by chute later, execute it once again except with the "default" value as described in this article
I did, dosen't change anything. EVERYTHING like objects ect is pumped to the max while asking. nothing changes.
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.
Try to pass group or grpNull as the 2nd arg to BIS_fnc_addRespawnPosition.
how do i ungroup ai so their not part of the same squad and vice versa
in eden phase pres delete over the lil lines
as for zeus phase idk
also do eden comps carry over for servers
i found worka round over arma being weird but idk if my data will goto the server we use
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?
There is
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
Its in the modules thingy for zeus
yeah found it in modules for zeus
then you hit the max game lets you 
- verify the integrity of the game files
- restart your pc
- if mods are installed one of them might have disabled the menu. (disable all mods and see if the issue persists.)
- if you have edited your config folder for certain missions it can do this.
thx bro i will try this
That help me, thank you bro
alr this is driving me nuts
how do I get the silly AI drivers to move in the editor when im in the vehicle
cuz sometimes it doesnt work
How can I create a liberation mission?
what's a "liberation mission"
conquer a map
so you're referring to the Liberation gamemode?
Yeah
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
That sounds better
any way to copy the equipment in the storage to the vehicle?
During the mission? If so, then you should write a script.
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.
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?
you can disable snapping in the toolbar š
Ooh ok
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.
Use the doStop command on each group member or disable pathing through the disableAI command
How do I use those commands?
What unit patch? What a Mod?
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
For Eden modules like "Add Editing Area", can I assign multiple Zeuses for the "Assigned Zeus" field?
Bro just throws me the middle finger and refuses to listen
https://media.discordapp.net/attachments/1265887361393491978/1265887387968344148/image.png?ex=66a32500&is=66a1d380&hm=c8d22ea04fcf471261f98cc342491dc0f6cd7c8a218e428d09c45e3268789494&=&format=webp&quality=lossless&width=245&height=180
https://media.discordapp.net/attachments/1265887361393491978/1265887387532267610/image.png?ex=66a32500&is=66a1d380&hm=44e5bc0a6a1c94b8c7c1646e2c76ac57144962aa9f15b76d8b26f77f768c186c&=&format=webp&quality=lossless&width=812&height=468
AI is set to safe, no AI features are disabled
vehicle get out is for unloading transported vehicles (like vehicle inside a c130 or whatever)
use 'get out'
Huh, I thought that was Vehicle Unload. Is there any difference?
not sure honestly - the wiki also doesnt state it: https://community.bistudio.com/wiki/Waypoints
but you definitely want to use get out
Changed it over and it's working perfectly. Thank you mate!
no worries ever since those waypoints were added its done nothing but confuse people in this way š
I'm familiar with how to setup Sector Control, but how to use the Seize game mode module?
anyone in here who knows alot about ALiVE who can help me out with a problem? just send me a dm or fr
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.
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
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.
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
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
i will check them out
How can I make a mission from the editor playable for multiplayer?
Add multiple playable units, export as a Multiplayer Mission
hey guys, is there a way to select multiple objects in the editor left column?
like draggin the cursor to select multiple ones
holding shift?
tried, does not work :/
Or Ctrl? I don't even remember which
Ctrl just works
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
I dont know , they dont work for me
Click an item, hold shift and click an item below it. It should select all in between
yes indeed I found it out 5 min ago!! š Thanks to all again! š I thought it was just select and drag
XD
@sudden quail This is what's happening
Civilian also doesn't load and most of compositions
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.
Please let that next one be shorter. Pretty please!!!!!
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.
alright
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.
@sudden quail this?
yes
probably this?
Makes sense. I don't know what that icon is supposed to mean or do though. Seems like a filter feature.
It's advanced searching, I clicked on it and it only shows the units that have loaded in.
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=2926014805 That's the mod you are looking for
Before you add mods, make sure to know what it does to the game.
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?
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
I LOVE ARMA 3
What are the altis stone walls called?
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?
Check in the script if the unit is in the waypoint area.
Without content it's hard to say what you could do the other way .
What you have currently?
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;
};```
that is the answer
No, that's a possible solution.
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
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.
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;
};
};
Doesn't work. I believe that: _group = group this; it is not clear which unit it is
Any error?
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)
Change the second condition in while loop to this:
(_units findIf { (_x distance _position) <= _radius }) >= 0
It helped me.
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
You can use waypoints. For LAND waypoint you can use this:
_waypoint setWaypointType "SCRIPTED";
_waypoint setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf";
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;
};
};```
I have it landing just need it to hold on the ground
Area? AFAIK waypoints can only have completion radius. Post waypoint settings screenshot.
Then, once the helicopter lands, you should spawn the code, where will be checked if all units have boarded the helicopter. Then create a MOVE waypoint.
That's trigger, not waypoint.
So, what do you use anyway: trigger or waypoint?
yes, I use trigger. not waypoint. I don't know what is happening to me lol
so can you help then?
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.
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
Change timer mode.
Can someone help me out?
First describe your problem, then maybe someone will help.
It works. Problem solved. Thank you
Hey, when I open up the Editor everything seems to work fine, but then I hit play, and all my foliage disappears???
get rid of mods and try again
Iām going to try a different map later
A year ago someone made an identical post here
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
Still honger's point stands
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
you know you could just unload the mods in the first place which would be faster and rule out most of possible reasons, right?
you're told to unload them, not unsubscribe them. Just run the game vanilla.
Alright, I ran the game vanilla and ran the Livonia map with no issues
Iām going to run the game with mods now and try running the same map to see if itās just an issue with the modded maps
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.
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?
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.
Safer and Faster absolutely, but damn having to manage every one of them is a mess (Want to change one mod ? go change all of them)
But i support the fact that some maps breaks some things on others. I know with my mod list that some CUP maps Sun Light is broken (The sky is always gray, even with everything a 0%)
Iām going on 800 hours
how does the Seize module work?
open the function viewer and find it, if you can read the code you'll know what it does since Wiki does not have any info about it.
or get Advanced Developer Tools to do so as they provide better interface for browsing the in-game stuff
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
as the description of Hold waypoint says, once you plop it units will reach it and stay at this general position indefinitely. Waypoint never completes itself.
if you want the group to continue, either delete the Hold waypoint or skip it with a trigger synced to it
is it possible to chage where this kind of cache saves?
how is this related to the editor
and no.
(make a symlink eventually)
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.
Context Menu -> Transform -> Snap to surface.
With 3den Enhanced -> CTRL + Space
Anyone wanna help a man with Alive
man has to ask the question
I was thinking that man would get another mans to give him a call and hold his hand through everything like a true homie
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
yeeh you got to just try what buttons do
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 š
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?
triggers
though you will have to give them some specifics on what condition is "shit hits fan" since there isnt a default event for that
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.
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.
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
having a strange issue where all my units are spawning with gas masks
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.
and if you switch to a unit that isnt within view of the player, not only does every unit expect for the one the player can see, turn visible so does the unit you switched to
what does this have to do with editor
Nothing.
As all their other posts in all the channels they've posted in before.
a 100% rate of offtopic is quite an achievement.
any method to disable unit emblem from appearing in the vehicles of my mission?
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
? Why Editor related?
It could be.
but it's not, this is part of user interface, not an editor thing.
#arma3_gui would be a better place to ask.
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)
if you check something.
= is define.
and == is compare
now you try set in condition
phoneIntel = objNull
should be
phoneIntel == objNull
isNull phoneIntel //return true if isNull
in trigger condition isNull phoneIntel is enough.
trigger condition wants true or false, isnull returns true or false, no need for ifs
sweet, that's horribly convenient, which I didnt expect it to be
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?
make them simple objects or apply damage
I recall using this setdamage 1 on guns I wanted to leave on a table
actually tried simple objects, didnt cut it it seems, I'll try the setdamage
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?
No, It doesn't make dependencies.
{ hint parseText format ["<t size='1.3' color='#00ff00'>10.000$</t> picked up by %1!", name player];
deleteVehicle this;
}
];```
What am I doing wrong here? 
Definitely syntax, but _wheeeere_
Params in action is
_target and _caller
Where _target is object where addaction is attached and _caller is player who use it.
The second this is undefined.
So
deleteVehicle _target
Is the correct syntax to delete your object
And hint will only shown on client who uses action if you want everyone see hint , you need remoteExec hint command
mh good catch
Wild guess as to how remoteExec is implemented
this addAction ["Take Money",
{"parseText format ["<t size='1.3' color='#00ff00'>10.000$</t> picked up by %1!", name player]" remoteExec "hint";
deleteVehicle _target;
}
];
just guessing from what I read off the docs
Don't guess, read article: https://community.bistudio.com/wiki/remoteExec
:(
To follow up, I'm assuming the addAction needs to also be remoteExec'd?
it would only make sense, documentation mentions it too 
addAction in your case shouldn't remoteExec'uted.
If you use your addaction code in the init field in editor, then you don't need remoteExec your event.
Mh, that checks out 
thanks for the help lads, it works now! (hopefully on server too)
Publish your code, and we'll check it.
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?
If it doesn't he will.
I bet he got all parts now for working setup
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?
You can hide them manually, if you're talking about advanced hints.
Yes there is
Spawn , hint, sleep 1, hint ""
I haven't used it and it looks quite editable.
https://community.bistudio.com/wiki/Arma_3:_Advanced_Hints_(Field_Manual)
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?
Share your content. Without that, hard to say why is not working.
Here thoust have the exported file, if that is in fact what you were asking for
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.
idk how -listing in ace works but they have a discord server so you could ask right at the source
#channel_invites_list somewhere there
aye, on it.
Even tried to do it through script, but also no dice... It's weird that Blacklist worked perfectly well.
and as always it was a minor syntax error 
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?
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"
haha, thanks! will try and see
can be a matter of few frames per second or even less if you keep the view distance on a reasonable setting
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.
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
It affects server frames. Not that much the clients
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.
Right, in that case I defnintely wanna do that.
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)
I have a checkbox in bottom right to place vehicles empty.
Might be part of 3den enhanced?
oh nice
no, with vanilla Eden it is there too.
I know it was there but fail to find it. Thanks bro.
Gamers donāt look down 
Hey guys, anyone know how to change a map I downloaded on workshop from scenario to composition?
With 3den Enhanced you can also place them with crew and mass delete them afterward. Advertising end
Map?
Good to know, thanks.
Does map saves not work with steam cloud?
Like if you wipe your PC your map gets deleted?
if you mean missions then yes
Steam does not sync that
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
Hey anyone know how I can stop half of the tank crew dismounting for no reason?
š
It's just the WW2 mod everyone uses
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
its lambs
dev version partially fixes it but it treats loader positions etc as FFV turrets and makes them dismount
they didnt ive just heard that complaint 5000 times and they always end up using lambs
ah
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
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
I see, thanks
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
shit
anyway, you put the image in your mission folder.
and then reference in wherever you want to have it shown.
hard to say anything more without knowing what you're doing
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
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'>"]];
};
ooo thanks
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.
Sign_Circle_F Circle you mean?
Where would I put this?
In Editor? That's just an object
Is It an object that players can fly through?
Yes
I cannot find this object
Okay then try search
I typed It In search but nothing seems to show.
Try class circle
just so we are on the same page. Its not a marker on the map I am looking for.
No. It's not a marker. It's an object
I am trying to make a physical object that players can phase through.
ok
searchin
searching
Nothing pops up for that
Okay where actually do you look. Maybe screenshot
I can screen shoot In 30 mins.
Alright I am back. I will grab a screenshot.
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
- Don't use ChatGPT about SQF. It will simply lie to you
- creeateVehicle can spawn a grenade
@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
If instruction 2 is unclear, say so
Sorry my bad, im aware of the trigger createvehicle. Ive never used it in that scenario, sorry
Nothing is so different. You can put a smoke's classname, not a vehicle (CfgVehicles) but ammo (CfgAmmo) class
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
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
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.
What's "this Fallujah mission"? I recall there are multiple on Workshop.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=1806059047 so this one? And you want to replace vehicles in it?
I got a problem, can someone help please?
depends on what the problem is
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
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?
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
shoot alright, ill go through my mods, thank you.
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?
How did you find out it doesn't work? It works for me.
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
Show your ext file: both in mission folder and its content.
wdym, like here?
Send a screenshot that the file is in the mission folder, as well as its content, as text.
It's text file, as it says in the Type column, so it has .txt extension.
how do i change it? sorry not very good a scripts
Show extensions and rename the file. You can also resave your file.
awesome, it worked. thank you.
I highly recommend grabbing a proper code editor for this stuff. Even something like Notepad++ will be better than NotePad
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/
Hello fellow scripters! Ive been using the ArmA 2 Syntax Highlighting that Nicolas made back in 2009 . Ive noticed that he hasnt updated it in a long time and that nobody else seems to want to take a crack at updating it, so I thought I would. Its missing some commands that were added in the OA e...
Thank you
why do they do this
i told them to garrison throughout a range of 300 meters
and they went to one plac
e
lmfao
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 ādumberā 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
It adds complexity to the design of a mission. When you have gotten comfortable making and running large scale missions on your Dedicated Server, then you might try this out.
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.
HC will make the AI even more ādumberā
no, headless client does not modify FSMs, it moves the calculations from players to the server.
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
What server can run Arma with like 10 players and a bit more AI at 200FPS? We have a relativly modern server with 16 cores and 120GB ram - when we play with about 20-40 players and 4 AI units (no more!) we get about 18FPS
Had a big coop last weekend with 50 players and dozens of AI, server ran at about 70fps the whole time.

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
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
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
howwww
well the issue is shit mods probably
SPE, EDEN Enhanced, ACE3, CBA_A3
anyway, not related to #arma3_editor
Not? Is it for #arma3_scenario ?
server issue would be #server_admins eventually, or #arma3_troubleshooting
(here is about Eden Editor :-)
Yeah i understand, sorry
nay no probz ^^ hope you find out š»
Hello, sry for bothering, but can someone help me with a tiny problem in the editor?
Ask it
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];}];
So you want to setPos it to make it disappear?
its the idea, maybe a deletVehicle?
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
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];}];
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?
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
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)
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.
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
Any idea how to fix this ?
Ask the modder to fix it.
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
- For those interested the DLC radios are causing that issue - Vanilla personal radios work
(SOG)
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
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?
well where should i ask lmfao
bro the enemy was dead
a jet spawne literally next to us
and shot us down
idk in the comments under the workshop item?
nah that takes ages for answers
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.
Dinamic simulation, don't know exactly how it works, maybe that's the way.
Where can I deactivate it and how it works?
Thanks for your reply
is there a way to make a flat entity appear on top of another, specifically with placed roads and debris decals?
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.
specificaly it was placed roads i was concerned about, not ones as part of the world
my message still stands
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
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
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
set their pilot groups to careless so they ignore combat
this is the editor channel, #arma3_questions or #arma3_scripting. You can enable or disable artillery computer in ace settings.
select the green camo in virtual garage first.
that's what I do, but then it turns back to the AAF camo
then find its camo selection and texture and use setObjectTexture on it
thank you much
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.
Short answer: yes
Long answer: you can search through interwebs, I've seen some publicly
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
I appreciate yaaaa
I'm still a little confused, am I meant to use teamSwitch to trigger my keyframed camera?
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;
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.
but how long is 
š
or is it "7", with its top cut off?
Looks like it
Y top off? Top always off? š”
0./ 
Ohh lmfao, thought it was something more complicated
Thanks š
Why it does produce a very unuseful error anyways tho?
Yeahh, it's like giving false alarm. I thought i was doing something wrong
I've never thought it is even useful. Multiple vanilla hints even do this
anyone have a example mission for warlord? or a nice YT guide? Can't fully understand it
There already is a nice doc: https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
haha, embarrassing, I didn't even think of BIstudio....
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
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 
We will never know
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?
sounds like some AI mod you're running because by default bots will not engage anything that has its model hidden
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
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
Ignoring the fact that I'm listening to COuntry Roads, the daytime clip is me in Eden, the Nighttime Clip is the exact same Mission File on our Dedicated Server.
i really want some make scp props or is there one out there?
consider using markers over modules for the respawn system
open Steam Workshop, type "SCP" in search bar and check the results. A bunch of related mods should show up, if nothing looks good enough for you then there are non
As in, I place a marker with the respawn_Base name and hope for the best?
guys i made svo
Is there a way to get compositions created in Zeus Enhanced into Eden somehow?
Otherwise I need to remake 50 loadouts lol
"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
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.
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
This is an editor channel, not zeus. Don't cross post, one channel is enough
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.
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
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.
Are there any maps or such on the workshop doing something similar? Cause i haven't been able to find any.
Map? Map does nothing to do with a gamemode
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.
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
Really? I'm not really making a custom game mode, just at the moment trying to modify an existing one to my needs.
Ya i'm not sure what the usual workflow would be for something like this.
Excuse me, then what are you trying to achieve?
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.
I thought you are trying to achieve something in Arma 3 not Squad?
Ya you can't do things like this in Squad. I'm trying to recreate Squad's game modes in Arma3 because i think Arma works better and has more freedom.
And it's nice having a short faster kind of game to play if you feel like Mil-Sim
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
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.
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
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.
So that is THE question right now?
Ye
Please share your setup in Eden
I'm new to all this. Like a screen shot or something else?
Yes
This should require a bit of scripting, but unfortunately this is where I really don't have an experience with
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.
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.
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.
or u could just make 1 trigger and check when the player is not inside š¤·
Would that work? I'm new to this, didn't realize i could just target all humans on the map.
hello chat, anyone know how to make a object take on the texture of the ground under it?
not really an editor thing, #arma3_scripting rather. You could try getting the ground texture with surfaceTexture and then apply it with setObjectTexture
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.
thank you
Hola buenas noches. Existe alguna comunidad que hable espaƱol. O que me pueda ayudar a comprender o darme ideas de un escenario en especifico?
#rules 1, English please
Do Players need the SPE1944 DLC If I use Buildings and Assets in a IFA3 Map?
no, compatibility data pack for them should be enough
If you use a part of IFA3, they need IFA3, not SPE
Is that available on steam Workshop?
So when I use Vehicles only the vehicle Crew do need the dlc itself?
Vice versa too. If you use SPE, they need SPE
But using IFA3 doesn't automatically mean they need SPE. Vice versa too
How would i go about doing this?
something like ```
{_x setDamage 1} foreach !thislist;
I bet he means you check in condition
!(player in thisList)
You want to kill all (including ai's), who is not in the trigger area? Or just punish players who go outside of x area?
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
i don't think the condition really matters, i just copied from my mission.š @pearl mirage hope thats what youre looking for
ok i will give it a try!
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.
How big is your "playing area"
Trigger activation type: none
Activation: none
Server only: unchecked
Activation condition: (vehicle player) inArea thisTrigger
On activation: (vehicle player) setDamage 1;
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"
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) });
4km x 4km
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
It looks like its a thing in the MCC mod
uh
lil thingy buggy thing
essenitallu
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
and it bugged, halp will be appreciated
adnthe animation wouldnt rlly play properly
for the victim




