#arma3_editor

1 messages · Page 16 of 1

silver turret
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thanks anyuway

silver turret
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anyway

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how do i get the animation to just stop and go to another one

silver turret
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k

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tjx

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hx

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ik how to trigger an anim

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but i wanna do a public execution

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i want to switch from abused victim to execution victim loop

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where the victim is just kneeling and dies when you trigger the anim

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what if i havbe multiple guys though

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which i do

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wdym by variables and the function

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im new to arma coding

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is it easy to understand?

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hmmm ok

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what if my animation is a loop tho

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oh wait

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i got it to work

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based

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now

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i gotta reposition them

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pain

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what i mean is that

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when the animation gets triggered

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it happens but it happens where the first anim took place

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luike

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for e.g.

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i have an animation of a bad guy forcing his victim to move

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at the end of that animation

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they end up somewhere else

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but

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when i trigger a new animation

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they go right back to their original space where i spawned themn

silver turret
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hmm

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nan

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why can't editing in this game be like gmod or smth

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its unnecessarily complicated

silver turret
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@sick osprey

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my anims sometimes work

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and they sometimes dont

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its weird

grave oriole
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How can I get a task to complete by the removal of a unit from the trigger area. Right now I have the activation type to not present but it's still getting completed.

silver turret
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how can i change the sky colour and stuff?

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i want it to look like this

silver turret
# silver turret

i want to add tracers, but that's easy, but anyway, i want my sky to look like this

small patrol
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Possible. But complicated to understand how it works

silver turret
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how would i do it?

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is there any code i could ste- i mean learn from?

small patrol
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diag_setLightNew, look it up

silver turret
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under effects

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i have the sky and lightingh mod

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bbut

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how does one change the colour of the sky

small patrol
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Again

Possible. But complicated to understand how it works
And
diag_setLightNew

silver turret
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it sayus it has a sky box setup

small patrol
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What says what has a sky box setup

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And what do you mean by a sky box setup even

silver turret
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Features:

  • Detailed sun, moon and ambient illumination of terrain depending on the weather and time of day.
  • Sun and Moon illumination changes depending on weither clouds cover sun/moon or not.
  • Brighter nights. Adjustable via moon phase and fog density.
  • Dark greyish fog in overcast and at night.
  • Advanced Skybox setup
  • Custom moon object and halo setup.
  • Customized rain and lightnings.
  • Custom clutter (grass and debris) on some terrains.
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Advanced Skybox setup

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this si the mod

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i was referring to

small patrol
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What do you think it does? Why do you need this? Have you tried my suggestion?

silver turret
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it changes the lgihting in the game ofc

small patrol
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Two questions to go

silver turret
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wat

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and no i havbent tried

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cos idk what to do

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with that code alone

small patrol
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Well and, I actually said it is not impossible. Which doesn't mean it is documented and easy to understand

silver turret
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diag_setLightNew "sunOrMoon = 1; diffuse[] = { 0, 0, 0, 0 }; diffuseCloud[] = { 0, 0, 0, 0 }; ambient[] = { 0, 0, 0, 0 }; ... ";

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im guessing the zeroes are hex code right?

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the hex code for the colours

small patrol
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Nope

silver turret
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what is it then

small patrol
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diag_setLightNew "
    height = 0;
    overcast = 0.25;
    sunangle = 35;
    sunOrMoon = 1;
    desiredLuminanceCoef = 1;
    desiredLuminanceCoefCloud = 1;
    luminanceRectCoef = 1;
    luminanceRectCoefCloud = 0.5;
    swBrightness = 1;
    diffuse[] = {{1.00,0.99,0.97},13.02};
    diffuseCloud[] = {{1.00,0.99,0.97},13.02};
    ambient[] = {{0.79,0.74,0.96},11.39};
    ambientCloud[] = {{0.79,0.74,0.96},11.39};
    ambientMid[] = {{0.58,0.53,0.47},11.29};
    ambientMidCloud[] = {{0.58,0.53,0.47},11.29};
    groundReflection[] = {{0.58,0.53,0.47},10.50};
    groundReflectionCloud[] = {{0.58,0.53,0.47},10.50};
    sky[] = {{0.24,0.46,0.84},13.22};
    skyAroundSun[] = {{0.07,0.23,1.00},12.50};
    fogColor[] = {{0.64,0.82,1.00},11.20};
    cloudsColor[] = {{1.00,0.90,0.70},12.00};
    apertureMin = 28;
    apertureStandard = 50.56;
    apertureMax = 60;
    standardAvgLum = 500;
    bidirect[] = {0,0,0};
    bidirectCloud[] = {0,0,0};
    rayleigh[] = {0.007,0.01388,0.035};
    mie[] = {0.005,0.005,0.005};
"```My old code that *might* work
silver turret
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and where do i put this

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in the weather systems thing>

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?*

small patrol
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Nope. This is an SQF code so you can put it into some SQF file and execute it, maybe

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But once again - what you wanted to achieve is not just impossible, but as the documentation might suggested you already, this is a debug command which doesn't work in a fancy way

silver turret
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forget this bruh

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i dont even understand sqf

granite plinth
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I'm having an issue where some vanilla objects (sandbags, road barriers, etc.) will randomly move a bit whenever I load the mission????? does anyone know a fix?

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example of this

stuck rose
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Any way to keep players on multiplayer from respawning with weapons and equipment they collected during match? IE just respawn as basic class?

terse tapir
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how do you start helicopters flying? like have them fly as soon as you start the game

stuck rose
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place them airborne

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or give them a waypoint

terse tapir
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how does the tracer module work??? it just doesn't fire tracers for me

terse tapir
silver turret
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that's weird, unless ur probably missing when they're being fired

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you can change the interval

silver turret
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or

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if you want them to entirely take off from the base

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then you place them on the base and put a move waypoint

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if you want it to land, then put the land module where you want

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if u want it to cycle, then put that cycle module where the heli spawned

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its the same with jets as well, the jets are a lot more satisfying imo.

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(i want a convoy of locals to be bombed by my jet which is 600m in the sky)

terse tapir
azure compass
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I have a scenario set up that has a group of 5 playable units, and when I launch in MP any AI units in the group immediately die, then respawn, then stand at the respond site and don't join my player group.
Has anybody else had this happen?

silver turret
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weird

small patrol
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Just in case you won't see the tracers if you're close to the module

nova cedar
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Would it be good to make all objects local only, or will this "kill" the performance for players? We have a pretty strong server, could the server run all the objects? Damage off, Simulation off, simple object and local only for all currently

plain gale
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Why would it kill performance for players. Local only means that state of the objects is not synchronized over network.

nova cedar
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But if i have over 1K objects as simple object and local only? If it does not worsen the performance then im going to use this for my objects - just wanted to ask how it would maybe influence players with low-end hardware - i get about 180 FPS on Mortain map with about 400 objects in our HQ - but others only get 50 FPS since they have 7y old hardware ^^ - was thinking that mby all the "local" objects mby "overload" their system

young nebula
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Is it possible to create an objective that completes when players see the target?

scarlet crystal
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yes

young nebula
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How do you do that?

scarlet crystal
rare sonnet
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HELLLPPPP

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im doing a mission i made

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how do i switch teams

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its only letting me spawn as blue

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but i wanna be opfor

restive cloak
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Hi guys, sorry if this is the wrong channel but is there a beginner's guide that would point me in the right direction to mod? I've seen a lot of info about this online but it's been more confusing to me than helpful so I came here looking for any beginner-friendly modding resources that might be available?

vestal perch
restive cloak
crystal kestrel
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Trying to make a teleporter using addAction where depending on the variable name of the player that uses it they are teleported to a different place, but im not exactly sure where to start. Heres my current script:

this addAction ["Enter VR Simulation",{player setPosATL (getPosATL test1)}];

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In specific I'm having trouble figuring out how to find out the variable name of "player"

ashen marsh
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this addAction [
    "Enter VR Simulation",
    {
        params ["", "_caller"];

        _position = switch (_caller) do { 
            case var1: { ... }; 
            case var2: { ... }; 
            default { [] };
        };

        if (_position isNotEqualTo []) then {
            _caller setPosATL _position;
        };
    }
];
heavy fractal
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Hey. What things are good to put "local" on in editor? Its for a locally (upnp) hosted mp op

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Trying to cut down wherever I can on unnecessary performance consumption while not giving up on detailing

sinful zenith
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local objects should not be able to interact with.
Not move around, not take damage, can't switch their state (fireplace). Just static props

heavy fractal
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So they are fine for indestructible walls and misc objects (decoratios)? Like an alternative to simple object

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Ive previously used it for things like trash but ive been hesitant on objects that I still want things to have collision with (I.E a barrier)

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Does the AI still treat them as any other static object?

keen jolt
heavy fractal
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Perfect

viscid kraken
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i have a boat with ai in it how do i make it so the ai get out of the boat when the boat beaches?

primal wave
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I am trying to create a giant rocket prop.
I have found an appropriate item class, "ammo_Missile_KH58".
But I can't get it to spawn with createSimpleObject:

createSimpleObject ["ammo_Missile_KH58", eyePos player]; 

What am I missing?

scarlet crystal
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that's an ammo class, not object.

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find its p3d path and use it instead

primal wave
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Took a bit of a search through the configViewer. Thank you.

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For those who want their own rocket missile prop:

miss_1 = createSimpleObject ["\A3\Weapons_F_Sams\Ammo\Missile_AR_02_F_fly.p3d", eyePos player];
miss_1 setVectorUp [0,-1,0];
miss_1 setObjectScale 8;
modern parcel
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how do i put fast travel into a prop like a map board or a car
hopefully iwth editor modules or some script i can just copy paste

viscid kraken
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i have a trigger that has the type set to Guarded by Independent and i have a waypoint for a group set to guard but the ai wonder outside of the trigger arena how do i make it so they dont

modern parcel
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if i set a hatchback as simple object can i still run an addaction script on it

ashen marsh
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No, as noted on BIKI.

silver turret
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yk

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the ai in this game drive so recklessly

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how do you fix that

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i tried changing formation, but they have a stroke when an IED goes off and i dont want them to get worried about anything

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how

silver turret
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yh

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but they still drive like maniacs

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i want their driving to be completely smooth

analog burrow
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Hello, who knows why in debriefing in the civilian section, they indicate the destruction of the house, and the number is equal to the number of players?

ashen marsh
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Because houses have civilian side.

crisp cosmos
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Hi! does anyone know how i can add mouth movement while playing briefing animation or other type?

silver turret
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how do i play sound from a speaker

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i have done the description.ext file

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no work

fossil urchin
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CfgSFX or cfgSounds?

fossil urchin
silver turret
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not yet

young nebula
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What was the command to get name of preplaced object on map that you are looking at?

keen jolt
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cursorObject?

young nebula
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Yea, that was it. Thanks.

blissful egret
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Hi guys I was just wondering is they any mods anyone suggests me having for editor mode for creating a co op mission

woven zenith
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Does anyone know what's happening?

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why can't it be seen

small patrol
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I don't even know what is the issue you want to tell

woven zenith
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the problem is that it doesn't move

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and it doesn't follow its line either

small patrol
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Probably the waypoint is too close

woven zenith
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does not follow its line

small patrol
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Then try to wonder if Mods you load does this

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Or mission scripts

woven zenith
small patrol
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It is not a suggestion

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Especially an AI Mod

woven zenith
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I have like 44 mods

woven zenith
small patrol
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It is not a suggestion

blissful egret
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It let me wear this

primal wave
# blissful egret Can someone help me please

A mod is causing this. I cannot tell you which mod. I would start with the one that adds that uniform. If that doesn't fix it, start halving the loaded mods until you find the one.

limber ravine
# blissful egret Can someone help me please

Check the side the uniform belongs to. And check the side of the player's classname. Side= 0\1\2\3
Civilians can wear any uniform. All other sides can only wear the one that belongs to their side. (I don't remember exactly if they can wear civilians)

configfile >> "CfgVehicles" >>(typeof unit) >> "side"

In image i look on classname unit. (3 = civ)

quick yoke
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Hey - I need some help on a trigger condition. I don't want trigger2 to fire if trigger1 already fired. I had !trigger1Fired in the condition for trigger2 but it doesn't work. Any idea?

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Also tried trigger1Fired = false; in the condition of trigger2

ashen marsh
plain gale
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Just delete trigger2

hard ocean
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hey im admittedly relatively new to eden

trying to do something with it but cant quite figure it out

I want to have a jet thats "crashed" so its down on the ground, partially embedded in the ground, but not completely destroyed

and more importantly can be completely destroyed via a det charge

seems i can embed it via setting it as a simple object, but then it cant be damaged, wihtout that though it just launches out of the ground and/or explodes at mission start

would also be ok if i could embed it in the ground in its destroyed state

primal wave
# hard ocean hey im admittedly relatively new to eden trying to do something with it but can...

First idea I can come up with. Not tested:
A) You place the jet as you want, set the damage level, and disable collisions
B) You create a trigger that detects explosions around the wreck. Several ways, I'd start with this in the condition field:

{_x inArea thisTrigger} count allMissionObjects "#explosion" > 0

Can also try: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explode
Then in the effect field have it setDamage 1 the Jet.

hard ocean
hard ocean
wanton venture
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anyone know what this large grey box on the bottom right is

small patrol
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Maybe a broken Mod or broken interface anyways

wanton venture
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it just disappeared

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I'll take what i can lol

plain gale
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It's the control hints.

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You can disable them in the menus strip -> interface

blissful egret
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Hi everyone. I just need a little help, I’m making a mission and wanted to know if it’s possible to have two helicopters full of men spawn in and drop the men that then attack me and my squad after retrieving intel?

scarlet crystal
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yes

dim kindle
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Is it possible to "lock" a placed vehicles appearance? So it starts with the color I chose.

scarlet crystal
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yes, you edit the vehicle's appearance and press OK to confirm it.

blissful egret
scarlet crystal
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for the sake of making it an easier thing you could preplace those helicopters with men inside already, give the pilots two waypoints, first a HOLD one almost on top on their positions and then another TRANSPORT UNLOAD where you want them to land. And separate move waypoints for the infantry so they go where you want them to. Place a trigger, set its type to skip waypoint and synchronize it with the HOLD waypoints. Set it condition to run upon finding that intel of yours. Once condition is true, helicopters will stop "holding" and do what was described

blissful egret
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I have 1 more problem I want this guy to shoot out the window but when I come to the position he just crouches down like this and don’t fire I’ve enabled path

blissful egret
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Thanks I sorted it

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Is they a way I can make my AI smarter I walk in a building and it takes a couple seconds for them to realise I’m actually there and try kill me

wanton venture
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im at the menu but i cant find the interface menu

plain gale
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Under the view category I believe

stone epoch
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question, is it possible to create a large base w/ out taking up a ton of server resources?

scarlet crystal
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no

stone epoch
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DANG

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caps

dim kindle
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trying to make my 2 playable characters without stamina. I have unchecked the box in Attributes - Special States, but still tired AF. anyone have an idea how to remove stamina?

dim kindle
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where do I put that?

ashen marsh
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In initPlayerLocal.sqf.

dim kindle
ashen marsh
vestal perch
unique hamlet
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anyway to attach/sync a high command - commander module to a player mid-mission?

scarlet crystal
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just not attach player to it in the beginning

dim kindle
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Can I save a vehicle as a composition, and make it travel to my last known location when I placed in with Zeus

muted epoch
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I'm trying to create a "Tanoa DPM" by taking pictures around the map of green, "red", brown, and "black" colors. But I don't know where I could find a blackish color ?

inner prawn
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Hey! Not sure if this is the best place to post, but I am having issues creating an ArmA 3 Warlords scenario - essentially, I have 8 Squadleaders synced to the WL Base module, they show up in the server browser as AI, but when I start the game, they don't actually spawn. Modlist attached.

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Is there something I need to add in Description.ext for custom unit players? whenthe

inner prawn
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Fixed it!!!! You have to sync only ONE unit to the Warlords Base module, not all 8 panik

harsh lodge
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gamers

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is there any way i could make an arsenal inaccesible to a group?

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better yet, individual players?

dim kindle
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How do I do this, so I created an objective right, and upon completing that object/task a follow up objective will follow.

scarlet crystal
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make a trigger to check if that task is completed, and on activation create the following task.

hallow basin
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is anyone able to help me set up a headless client?

prisma oyster
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you may head towards #arma3_questions see if you can get guided during the process

hallow basin
blissful egret
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Hi can someone help me please I’ve set my created editor mission to Multiplayer but my friends can’t find my server

light briar
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Small question guys: is there a solution to define the name of a Group into compositions ?
(except via script, even if I am not sure if compositions support init field or not)

light briar
blissful egret
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I sorted it I had to export it

blissful egret
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Hi everyone can I have some help please I want to create a trigger so when I get in a set radius a squad of men will spawn in and attack a certain location

light briar
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I suggest you to look into youtube, tons of videos with slightly different solutions....

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It will goes around that:

dim kindle
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Is it possible to make the game "dirtier"? With a mod or something. Add dirt or mud or something? Everything is so clean haha

scarlet crystal
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add dirt to what

fossil urchin
wicked phoenix
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Having issues with white screens and looking to figure out what mods it could be if anyone has experience. First two pics are the scope type, Second two is the vehicles within this winter faction

dim kindle
scarlet crystal
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you would have to make your own mod with modified textures or vrmats.

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regarding roads there are terrain decals you can place on ground to make it look dirtier.

kindred wave
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When I got to place a unit down/ vehicle I am unable to rotate them for the direction I am wanting to place them. What are the controls to be able to rotate them ?

prisma oyster
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Alt is for altitude

tame dirge
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Could anybody take a little time and join a voice channel when they can and tell me about the editor

small patrol
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Explain in text

tame dirge
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No

small patrol
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Then no

kindred wave
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how do you get units to follow you/ is it hard to get ai vehicles to go places, like i had an a10 and it was just slowly driving down the air strip

small patrol
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Please explain your situation more precisely. What you've done to that A-10? Where it is placed and where you wanted them to go?

kindred wave
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it ended up taking off on its own

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which was good

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im just trying to figure out how to get tanks and humvees to move to the area of where the enemy is aty

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at*

small patrol
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Use a waypoint

kindred wave
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oaky will try out

pearl mirage
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So i don't totally know what is the best option in the editor.
I got a capture zone mod i'm working on where all the points are held outside the map except one, and when you cap it then it becomes locked and the next point is moved into place. Invasion style.

But i need a way to have NPCs move in and attack/defend the current point. Is there already a good way to do this in game?

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Otherwise my idea was to have a move marker be teleported to the current point by a script when the objective becomes active.

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I was thinking there should be a proper way to actually set one of the points as the "current objective" and NPCs move to it, but i'm not sure.

dim kindle
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  1. I'm looking for a composition with lots of dead trees (even better with wrecks, craters and such) anyone know a good one?
  2. Anyone has a good idea how to make a scorched earth feeling?
silver turret
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um

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i can't seem to adjust the windage on my scope

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i have the ace mod installed too

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vro

scarlet crystal
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what

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and what does it have to do with editor

undone basalt
pearl mirage
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never seen that. Will give it a try, lets hope i can figure it out.

glacial elm
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Does DLC ammunition on a non-dlc weapon cause ads?

small patrol
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No

frozen sparrow
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Anyone know if it's possible to sync multiple objects to a task? Let's say I have a Search and Destroy task that involves destroying 2 objectives to complete the task, how would I go about making it so the task only gets marked as complete when both of the objectives are destroyed

plain gale
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Make a parent task with two sub tasks

terse tapir
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I frequent this server in A3 with a system where you can select/change your class with a HUD in-game without having to abort, how exactly would I implement a system like this in my own game?

primal wave
primal wave
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I'd like to place one of the editor graffiti/signs, such as the dirt or oil stains, on a static object. Normally these objects only appear on the ground beneath. Is there a dummy object or other trick I could use to make them appear above ground?

limber ravine
#

The decals on the surface have a texture God knows where. I can't even find them in the config. And the models need to be unbinned to find out the paths to the textures. I've already looked and couldn't find it, and I was too lazy to unbind.

primal wave
#

Thanks; you explain my frustration exactly.

upbeat dirge
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I'd appreciate if someone could explain to me how you use the Respawn Position module.

I can get respawns working totally fine with markers, but I can't make it work with Respawn Position, no matter what I do. None of the settings seem to matter. It's driving me insane.

upbeat dirge
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Ok. So do you just never under any circumstance use the Respawn Position module?

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I'm talking like Herman Melville level insanity. It is my white whale.

primal wave
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I used a vehicle respawn position for transport trucks once for a coop mission. But it gave bugs for UAVs, and if you wanted to do any scripting on the vehicle.

For player respawn; my coop missions use a combination of leader respawn and "checkpoints" using the "BASE" template. Leader respawn scripts attach a marker to the group leader (search for examples). The "checkpoints" were triggers that either created respawn markers, or moved them.

Messing with templates resulted on persistent respawn on start position, or none at all, or other unusual behavior, that sometimes only manifested in multiplayer, or when hosted on dedicated. I would keep things simple.

upbeat dirge
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OK

silver turret
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tbh

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playing around with the editor for like

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a good

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100 hours in the span of 2 ish weeks, theres so much in arma icl

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i turned off ace sniping, why is sniping a bit easier, i never used the wind thing and all the other sniper stuff, only the shift+k wind meter and a lot of practice shots

dim kindle
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I want my vehicles spawn ine with DMP to keep their attributes/color when they spawn, I understand that is a init script - but where do I find the color to add?
is this the right script? this setObjectTexture [0, "pathtoyourtexture.paa"];

drowsy knot
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hey so I have Gcam cinematic camera tool and I can't use it

drowsy knot
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the option

prisma oyster
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maybe you are not loading it, IDK

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from the comments:

Cant get the scroll menu to work?
Paste and run the following code in the debug console while in singleplayer

[Unit] execVM "gcam\gcam.sqf"; 
drowsy knot
#

how do I hide these stupid messages?

prisma oyster
plain gale
gleaming prawn
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So uh

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flyinheight doesn't seem to work for me no matter what I type

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😭

primal wave
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What is your question or goal?

gleaming prawn
small patrol
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Post your code and/or error then

jovial mural
#

Can someone help me configure KAT MEDICAL

plush iron
sour wyvern
#
0 fadeRadio 0;
enableSentences false;```
dim kindle
#

Is it possible to have one friendly AI with mortar to set up or do it have to be 2 people? one with base plate and one with tube?

final hill
#

Yeah, it has to be 2 man operation depending on weapon

modern parcel
#

how many brain cells will it take to constantly spawn in veichle ai and have them head towards a cpature point with waypoints

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maybe also have some ai get different waypoints that would be like flanking

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basically war thunder ground rb but in arma 3 using ai

plain gale
#

how many brain cells will it take
availableBrainCells + 1 😬

modern parcel
#

is there a way to at least have a constantly spawning ai veichles that have common waypoints

jovial mural
prisma oyster
knotty vale
#

hello guys, i made a mission where i edited the loadout and apperance of my characters, but when I start the scenario on dedicated multiplayer server all of the characters that we play as are reverted to the classic vanilla outfit and guns, does anyone know why is this happening?

gleaming prawn
small patrol
#

And how it doesn't work

gleaming prawn
small patrol
gleaming prawn
#

I've tried both and it still doesn't work

#

Unless I'm being stupid it doesn't work at all

small patrol
#

Are you sure you have a helicopter that is named helicopter

gleaming prawn
#

Yep

#

It's spelt correct to the t

small patrol
#

What if you do likesqf helicopter flyInHeight 200;

gleaming prawn
#

How can I tell if that one works?

small patrol
#

You'll see if it does

gleaming prawn
#

let's see

gleaming prawn
small patrol
#

Then trysqf helicopter flyInHeight 0.1;
or other small numbers like 1 or 2 or so

gleaming prawn
#

still not working:((

#

so I tried on a diff heli (MH 47) and it seemed to work, but only worked when I was sitting in the gunner place. As soon as I pressed 'get out' the heli started lifting

#

seems to work now

#

I had to get rid of the waypoints????

#

I hate this

#

Although it still hovers over ground before landing and holding

modern parcel
#

is there a way to spawn a random veichle from a list, manned by ai, and will all have the same set of waypoints from spawn

#

so maybe like have a marker with a script

dim kindle
#

How do I "lock" this fence?
I've made it horizontal but when I try to adjust the height of it, it goes back to its usual position

plain gale
#

Use the translation widget to move it along axis after it was rotated

dim kindle
#

I have created a unit which I use as a player. But when I respawn in my mission, I'm a totally new dude, with different clothes and all. Is it possible to respawn with my last used kit? And how?

modern parcel
#

can i have the player respawn in singleplayer rather than the default death screen

#

can someone explain what these do

#

especially sector tactic and the difference between spawn ai and spawnpoint

#

hoping to get a steady stream of armored veichles all headed to a common capture point

harsh panther
#

is there a way to make some weapons or ammo types deal 100% damage per mission? I want to make a mission where all guns except handguns and SMGs are one-shot-kill.

prisma oyster
#

a "hit"/"damaged" event handler on the target can do yes

keen jolt
keen jolt
#

idk what tactics is but you probably have to sync it to both spawn AI and a sector control module or something

#

Most of those modules have a description that tells you how to use them

knotty vale
#

can anyone tell me whats the issue?

sinful zenith
#

None, ignore it.
Fixed next game update.

knotty vale
#

thanks

sly sleet
#

hey guys does anybody use ravage much still? im about 10 years too latelol

dim kindle
#

Hey guys, what does a super simple file structure look like for writing custom code. I got it to work like 3 years ago and cant remember. Shouldn't be super complex. I know their are .pbo and .sqf files.

small patrol
#

PBO is not a script file. SQF is

gritty tulip
#

trying to spawn a composition in the eden editor, but they spawn at different heights instead of all put together if that makes sense. any ideas?

lime dagger
#

in eden, theres an option for objects to be either at terrain hight, or free float. check if the composition is placed on terrain as terrain hight,

gritty tulip
#

ok let me try that. Thank you

lime dagger
#

That option applies on the specific object level, and saved along the composition.

gritty tulip
#

ok. I tried spawning an submarine interior on an airstrip to look at, and it was all our of wack, I would have had to play legos with it

dim kindle
gritty tulip
dim kindle
#

and how does the .pbo and .sqf communicate? should the .sqf be nested in the .pbo?

lime dagger
dim kindle
#

okay I can just super confused

#

like. I made a multiplayer mission. I have the saved .pbo in MPmissions

#

but my computer cant open the .pbo or render in VScode

#

I am trying to write some code in a .spf file... but like here is as far as I got.

#

so the .pbo should be a folder? and the .spf should be in it?

small patrol
#

You're seemingly trying to get thr idea overcomplicatedly. What you need to edit to edit script is SQF. A mission can be packed and exported into a PBO

#

Also, no to crosspost

dim kindle
#

okay so I can't write a .sqf for an MPmission, thats one thoing I was doing incorrectly

#

Has to start as a Mission, then be exported. Right? So now I am running into an issues where altohugh I saved it as a normal mission, it doesn't appear in the amra3/mission folder?

dim kindle
#

I have selected a Loadout that I want to start with in my LAN mission, but when I spawn in I have a totally different Loadout, not even close to what I chose. anyone know what I'm doing wrong?

ashen marsh
dim kindle
#

Is it best (lower effect on the FPS) to have one huge minefield module or several smaller? or is it shit the same?

plain gale
primal wave
# dim kindle Is it best (lower effect on the FPS) to have one huge minefield module or severa...

You could try to split them up, and synch the mine modules to triggers, to make the performance hit optional. You can also use the Zone Restriction module. https://forums.bohemia.net/forums/topic/222932-zone-protection/?tab=comments#comment-3403465

#

(perhaps would also lower mission filesize)

tame dirge
#

does anybody know why when you get a scenario from the workshop you have to export it as multiplayer in your server but when I click on the map no roles pop up for me to choose from

unreal pivot
#

Hey does anyone know why the gear loads perfectly fine before I load into the editor?

woeful raptor
#

I'm missing something (brains) how do I make whilte smoke?

#

I've tried many different settings but....

plain gale
#

Color values to 1

mortal hare
#

@unreal pivot

unreal pivot
woeful raptor
#

@plain gale doesn't work

vestal perch
woeful raptor
#

still basicly grey

hard ocean
#

anyone have any tips for keeping a infantry squad in an APC until the APC gets to a waypoint?

im looking at using setUnloadInCombat but that resets each time they get shot at it seems, i could write some code that constantly checks canUnloadInCombat for all of my APCs and sets as needed i guess but that seems inefficient and clunky

#

just want my infantry to stay inside until they get to their disembark point or if their vehicle is immobilized

scarlet crystal
#

keep them in careless behaviour

hard ocean
#

yeah could work though then i need to have a trigger or script for each squad to kick them out of careless if they disembark due to vehicle being immobilized dont i?

#

if i want them to fight

#

and that doesnt even work, even careless they disembark...

scarlet crystal
#

are you using any AI mods?

hard ocean
#

just LAMBS, to clarify last comment, seems they wont disembark if the vehicle crew is careless but if the crew is in combat and the squad being caried is careless they will, obviously not ideal when you want the gunners to shoot things

#

im attempting disbaling FSM for the vehicle crew, see if that sorts it maybe

#

ok update that solved it, i did try without LAMBS enabled as well and it was still happening

#

but disabling FSM on the vehicle crew stopped it

azure bone
#

can anyone help me when Im playing arma 3 editor anytime I place a move or any waypoint for vehicles or AI they do not follow them or move: for example I placed a vehicle down and highlighted over it to select the unit I then put a move waypoint and when I put spectate in sp nothing happends they dont drive or move.

fast void
#

Yellow, I am having an issue with "composition: group marker" for a multiplayer mission. I am using the "respawn on custom position" attribute as a respawn method. This means though that on the very first spawn, the groups get deleted as the player is killed in the debug corner for the respawn. Is there a way to prevent the group from being deleted? If not, is there a workaround for this?

vestal perch
azure bone
#

I've assigned a move waypoint for the ai to drive and he just stays there

vestal perch
#

is it placed in an open space it can navigate in? have you tried some other spots?

vestal perch
silver turret
#

is there any mod for helmet cams

#

like one that goes directly on ur head

#

not on your left or right

scarlet crystal
#

no

silver turret
#

sad

#

💔

knotty vale
#

how can I stop it from showing? im new to modding

small patrol
#

Fix your script error

knotty vale
#

I found a script online that when someone dies it reapplies their last outfit in the init code

#

can I post it here? its short if someone could look it for me please

small patrol
#

Why not

knotty vale
#

this addEventHandler ["Respawn", {
[_this select 0, [this, "last_loadout"]] call BIS_fnc_loadInventory;
}];

[this] spawn {
waitUntil {sleep 5; alive (this select 0)};
[(this select 0), [(this select 0), "last_loadout"]] call BIS_fnc_saveInventory;
};

small patrol
#
[this] spawn { 
    waitUntil {sleep 5; alive (_this select 0)}; 
    [(_this select 0), [(_this select 0), "last_loadout"]] call BIS_fnc_saveInventory; 
};```
knotty vale
#

should I use that?

small patrol
#

Try it

knotty vale
#

It works!!! Thank you very much :)

silver turret
#

genuine question

#

is there an alternative to gcam?

#

cos abu khobz finds that gcam no worky

scarlet crystal
#

no

modern parcel
#

how do i disable singleplyaer respawn and instead add a multiplayer respawn kind athing

fast garnet
#

any ideas how to get my .sqm file that I exported from eden to become a .pbo file?

small patrol
#

Better to explain your issue, as your question doesn't really make sense

fast garnet
#

don't know how to really explain it lol, I'm trying to get the file to become a PBO so I can have it hosted on my server and it's a SQM file. First time trying to do this lol

#

my last scenario I made was PBO and this one is a SQM

small patrol
#

Editor > Top Left menu > Export > Export to Multiplayer

fast garnet
#

I tried that, it remains a sqm file and I deleted the file and tried again it becomes a sqm file again

small patrol
#

What becomes a SQM

#

Where exactly you look

fast garnet
#

can I sharescreen in general voice? im super confused lol

small patrol
#

No

#

Post in screenshot. I don't even prefer VC

fast garnet
#

I click the file and it shows up as a sqm

small patrol
#

This is not where it goes

fast garnet
#

Where does it go?

small patrol
#

steamapps\common\Arma 3\MPMissions

fast garnet
#

oh

#

so this is where the exported files go?

small patrol
#

Yes

fast garnet
#

💀

#

thank you so much man

#

we were over thinking this for 6 hours

small patrol
#

You can even try Google for a minute

fast garnet
#

tried it lol

#

not even half of my history lol

#

was overthinking it

#

thank you though much love man!

silver turret
#

how can i use spectator cam with xbox controller

honest solar
#

I'm making a mission where players lead an AI squad, with each player commanding a squad of their own. However, I'm not quite sure how I should handle respawning. Is there a way to give the player a new squad to command upon respawning, or have the killed squad members respawn nearby? Alternatively, if someone else has ran a mission like this, what solution did you use?

dim kindle
#

Ive created a Loadout for a unit, but when I use in-game, the weapon is changed (don't know but probably back to the vanilla weapon the unit had) so I have to go through the Arsenal using Zeus to change weapon...
Is it a setting or a bug or am I doing something wrong?

scarlet crystal
#

you're probably using a unit that has loadout randomization enabled for it. Hard to guess if you don't even say what mods you're using. Try using a vanilla Survivor or whatever basegame unarmed character as a base instead.

#

Or find an option to disable randomisation in one of your mods.

shut trellis
#

Hello, sorry if this is a stupid question.
I've been having an issue where triggers only activate on local host and not on a dedicated server.
I tried making a clear the town objective using triggers, criteria was:

  • If OPFOR
  • Not Present.
    I synced the trigger to a task state module that was synced to a create task module. When I run the scenario on local host the trigger activates and displays a notification saying task ... completed, but when I load the mission in on my dedicated server it doesn't show any notification and the task isn't completed.
    How can I fix this?
scarlet crystal
#

double-click the trigger, select the checkbox to have it execute server-side.

#

unless it's supposed to happen for everyone. Then it's probably because you're using modules.

shut trellis
worldly vapor
#

does anyone know how i can make it to be able to edit players in my server
i make them editable objects and see there icons but after that i cant edit them all'

worn pagoda
#

God morning all!
I have created a shitload of different loadouts, can I share them with a buddy when playing LAN? With a mod or something. Created them in ACE arsenal if that is good to know

primal wave
supple holly
worn pagoda
#

Tried this game over LAN and holy shit it's fun!
Noticed a bad thing regarding loadouts. I created them in ACE arsenal in the editor, when I tried to use them in-game there were no clothes and some of the weapons were gone. They all worked great when I've tried them. I have no mods with gear, only using Spearhead 1944 stuff. Anyone know what happened?

silver turret
#

i cant seem to adjust my windage when i use ace sniping

#

help

silver turret
#

i have my windage key binded too

#

it works on normal arma sniping

#

idk why it doesnt on ace

coral vortex
worn pagoda
#

I have used Drongos Map Population and it's pretty nice to use, to populate the map.
What I want to do now is a place on the map that is "the front" where I would go to from my own base.
This is probably way to impossible but I have to ask 😄
Can I, in some way, make so both I get reinforcements that helps me "on the front" and the enemy AI will get reinforcements to the front?

scarlet crystal
#

are they silent if you have no mods?

dim kindle
#

yes

silver turret
#

is there any mod where the hand adjustment for the pistol looks more realistic

#

/ a one handed pistol mod

scarlet crystal
#

no

#

also not related to editor

dim kindle
#

Can it be a bad idea to mix units/vehicles from Spearhead 1944 and IFA3? For example
Thinking of errors and bugs and such

atomic rose
#

I need help making mortars act with triggers in my mission anyone down to call so I can stream and you could possibly direct me?

spice cave
#

Hello, how does one make a vehicle spawn in multiplayer with a custom loadout, i mean for example a heli with custom pylon loadout?
i'd like the vehicle to respawn with that same loadout as well

slow jewel
#

why not just make a rearming station

spice cave
#

i dont even know what that is 💀

#

im not running on a lot of mods either

slow jewel
#

i use no mods

spice cave
#

enlighten me

slow jewel
#

ok ummm

#

i make a trigger 6 by 6 by 3 and make a script to rearm my chopper when i land in the trigger

spice cave
#

hmhm

#

oh i see the vision

#

thing is ive got 6 helis with diff loadouts

#

that would be a lot of different scripts

slow jewel
#

well heres the trigger i use

#

_unit = _this select 0;

WaitUntil{(getPos _unit select 2)<2};
sleep 3;
if((getPos _unit select 2)>2 && speed _unit <=1 || not (_unit in list Rearmlist)) exitWith{};

_unit VehicleChat "Repairing...";
hintSilent "HomeBase RRR";
"Repairing" remoteExec ["hint", 0];
sleep 2;
_unit setDammage 0;
sleep 2;
_unit VehicleChat "Refueling...";
hintSilent "Refueling";
"Refueling" remoteExec ["hint", 0];
_unit setFuel 0;
sleep 2;
_unit setFuel 1;
_unit VehicleChat "Rearming...";
hintSilent "Rearming";
"Rearming" remoteExec ["hint", 0];
sleep 4;
_unit setVehicleAmmo 1;
sleep 2;
_unit VehicleChat "(Lock & Load)";
hint "Ready (Lock & Load)";
"Ready" remoteExec ["hint", 0];
sleep 2;
hintSilent "";

if(true) exitWith{};

spice cave
#

i see

#

recon i could just make it change loadout

slow jewel
#

well really its the script that rearms my chopper

#

you can ajust the script to do as you wish

spice cave
#

indeed

slow jewel
#

thats a roger

spice cave
#

still i'd rather have something that makes it directly on spawn for a noob like me that cant land notlikemeow

slow jewel
#

can you use a respawn modual

spice cave
#

this setPylonLoadout ["Pylon1", "PylonRack_12Rnd_PG_missiles",true]
i've tried this

#

no changes

slow jewel
#

in MP modual there a vichel respawn

spice cave
#

sure

slow jewel
#

in the init of the modual you can edit what the modual does

spice cave
#

yes im following

slow jewel
#

nice

spice cave
#

if you wanna vc if its easier im down

slow jewel
#

i made a full chopper script that uses a modual along with it that redress a chopper pilot and respawns both pilot and chopper

spice cave
#

on respawn

#

im following but the issue is with the pylons :/

slow jewel
#

i see yeah i dont really chang my pylons i did in the past

#

but to me it seems redundent

spice cave
#

for example, id like to spawn a chopper with DAR and DAGR

#

i edit the pylons in editor to have them

slow jewel
#

yes i did that before

spice cave
#

i launch the map, theyre not even on, and even with script above it doesnt change

#

how did you do it?

slow jewel
#

ummm heres what my friend Alex does

spice cave
#

that removes all pylon weapons and mags right

slow jewel
#

i think so

#

i dont use this but he does

spice cave
#

i see

slow jewel
#

i just use the choppers as they are

spice cave
#

if i cant get it to work ill do the same but thatd be sad

slow jewel
#

i hope that helps you m8

spice cave
#

ill try

slow jewel
#

ok cool

#

ill see if i can find it other places

#

POLPOX can help us i know he can

small patrol
#

Your last code doesn't even make sense. Since it's not even an SQF, but a config, and even if it is, the config is very broken at multple reasons

slow jewel
#

ok i dont use it my friend does i never tryed it

quiet plume
#

i wonder if friend's name starts with "Chat"

small patrol
slow jewel
#

ill tell my frien that its broken

spice cave
#

in object init of the chopper

small patrol
#

Then try 1 instead of "Pylon1"

slow jewel
#

im not sure ill ask my friend whats up with that

spice cave
#

ive tried that as well :/

small patrol
#

But in Editor you already have a easy to use GUI to edit pylon

spice cave
#

i know! but it doesnt spawn with the edited pylon lmao

quiet plume
#

well, i'd like the vehicle to respawn with that same loadout as well isn't exactly a clean editor job

spice cave
#

could it be by any chance because of the mounted minigun

#

2x so i have to use pylon 3 and 4

spice cave
small patrol
#

Okay was slightly confusing since the convo is very flooded with some nonsense. So the point is you are using a Vehicle Respawn module?

spice cave
#

would you like to go in voicechat so i explain better

small patrol
#

No thanks

spice cave
#

the point is, id like a chopper to spawn with specific armament

#

then if destructed, to respawn with the same armament again

#

editing pylons doesnt even work for some reason

small patrol
#

You missed the point I'd like to ask. Do you use a module

spice cave
#

i do use a respawn module

small patrol
#

Then that's why that chunk of code don't do anything

#

Let me wake myself up and take a bit of meal. No idea why I couldn't fell asleep today

slow jewel
#

hes not useing that code

small patrol
#

?

slow jewel
#

go to the video i posted

small patrol
#

I didn't. I already smell that is very unrelated

slow jewel
#

you smell it lol

#

thats funny

quiet plume
#

(screenshot from video) yeah, not exactly relevant

slow jewel
#

i know why you couldnt fall asleep you need to help us with stuff

spice cave
#

plasma cannon executioner 👀

small patrol
#

If you tried your best to be funny, that concluded that you're judt disgusting

slow jewel
#

i was not being funny

#

i was being real

spice cave
#

its all good lets not argue and wait for polpox to start the day

slow jewel
#

oh hes just getting up ?

spice cave
#

maybe, anyway ive got plenty of time

#

thanks for trying to help! i appreciate

slow jewel
#

i try my best to help but i guess i always fail

spice cave
#

nah its good you gave some ideas that ill try if i cant change pylons

#

🫡

slow jewel
#

well anyways i learn as i try to help

#

well thx m8

small patrol
#
params ["_newVehicle","_oldVehicle"]; {_newVehicle setPylonLoadout [_forEachIndex+1,_x,true]} forEach getPylonMagazines _oldVehicle;```In Expression of Vehicle Respawn
#

It's 0230 here. You know what I mean

spice cave
#

i know how it feels yes

#

doesnt seem to work hm

small patrol
#

Okay, how it doesn't work?

spice cave
#

comes in with base pylons

small patrol
#

AKA, what you've done, what you've input, what you've behave and what gone wrong

spice cave
#

pasted code in expression of vehicle respawn

slow jewel
#

wow that looks nice awsome

#

you da Man POLPOX

small patrol
#

Okay, which vehicle you talk about?

atomic rose
#

how do I make it so that mortars come down with trigger activation? im new with triggers

spice cave
#

my chopper

small patrol
#

Which chopper

spice cave
#

wy55czapla

#

if i dont sync the respawn it will spawn with edited pylons however

#

tbh i dont wanna disturb your sleep schedule feel free to check tomorrow

small patrol
#

Is this how it does look to you?

slow jewel
#

woowah

#

lol nice

spice cave
#

absolutely

slow jewel
#

holy pylons BatMan

small patrol
#

And do you sync the module and the heli?

spice cave
#

i do

slow jewel
#

and to the server

spice cave
small patrol
#

Just to make it sure, can you do this with vanilla game?

spice cave
#

give me a few seconds

quiet plume
#

inb4 pilot/copilot pylon ownership kicks in meowsweats

spice cave
#

im using eden enhanced could that be the isssue?

small patrol
#

Most unlikely but other Mods maybe

spice cave
#

i only have cup terrain and cup core

slow jewel
#

do you have a server logic on the map to synk it to also

spice cave
#

i dont think so

slow jewel
#

i think you need that too

spice cave
#

it works now

#

curious

slow jewel
#

synk the moduals to the server logic

spice cave
#

i dont understand what would cause this

#

whats the server logic

slow jewel
#

upper right you can put a logic on the map name it server

#

synk the moduals to the server logic

spice cave
#

will give this a try

slow jewel
#

logic entites

spice cave
#

not sure where is the "logic entities"

slow jewel
#

same place where you would put men and markers theres logic entites name it server

#

it a square looking thing

spice cave
slow jewel
#

yeah the thing with the flag on it

quiet plume
#

place it to do what exactly?

#

or at least roughly

small patrol
#

I don't even believe Scotty knows what he's trying to suggest

slow jewel
#

to synk it to your moduals

#

yes i do

#

dont anyone use game logics

quiet plume
#

Scotty, i'd be blunt as brick. Please, try your if your own suggestions work in editor before posting it here, to prevent screens worth of basically noise. Thanks.

slow jewel
#

i have iv done so many times

spice cave
#

it seems unlikely CUP Terrains core would mess with the pylons

slow jewel
#

dont anyone use game logics to synk to moduals

#

and if not why not

#

almost everyone of my missions have a game logic on the map

spice cave
#

for the sake of it ive tried but no

slow jewel
#

umm ok

spice cave
#

so this then would be related to something else

#

to remove a custom pylon setting

slow jewel
#

well no i have sometimes many game logics on the map synked to moduals

#

or if you want to call them logic enities its ok

#

an exsample of this can be seen in the mission ENDGame

#

in many cases the 1st thing i do is put a logic named server on the map

#

you can synk logics to triggers or moduals and others

quiet plume
#

And how is this relevant to the problem at hand?

spice cave
#

i've tried the same map, without any mods, doesnt fix it

#

this gives me a headache

#

so it must be in the mission files

slow jewel
#

well i guessing if he synk his moduals to a logic named server it all will work fine

#

is that ok

spice cave
#

ive tried but no

slow jewel
#

really huumm

spice cave
#

by only keeping the mission.sqm same issue

#

i dont know anymore

#

how does one copy a vehicle loadout to paste in into the vehicle respawn expression

slow jewel
#

control C and Control V

spice cave
#

right

slow jewel
#

Control C = Copy Control V = past

spice cave
#

i know yes

slow jewel
#

ok cool

#

its having things go wrong that make me learn woohoo Arma 3

#

but i never had a headake thx to GOD

#

sep when i hit a bad shot in GOLF

#

lol

#

i wish i could synk a game logic to my GOLF swing that would be awsome

#

i wish some one would make Arma 3 GOLF that would be awsome

#

thats just wishfull thinking

spice cave
slow jewel
#

im going to find out how to do what your asking

small patrol
#

You're doing something wrong but can't tell if the wrong is the fact I'm using Dev-Branch

#

Let's say, if you put sqf systemChat str _thiswhat will be printed into chat

spice cave
#

this

#

no idea

small patrol
#

I'm saying try it

spice cave
#

mb mb

#

[]

slow jewel
#

_this = what ?

small patrol
#

Sounds like the module is not even working properly

spice cave
slow jewel
#

yeah but dont you need _this to be pointing at something

spice cave
#

should i reinstall the game at this point lmao

slow jewel
#

no no

small patrol
#

Reinstall doesn't make anything better

spice cave
#

right

#

is there anything i could do?

quiet plume
#

params ["_newVehicle","_oldVehicle"]; diag_log [_newVehicle, _oldVehicle]; outputs [bis_o1,<NULL-object>] to my log. Fun stuff

sharp lily
#

Hey guys, can I have a question ? Is there any chance how to activate trigger only for some 'playable units' ? For example, only for Machinegunners, or Tank crew units ? Thank You

slow jewel
#

maybe this can help

small patrol
#

Scotty, as a behalf of a moderator, please stop. Your nonsense is not even questionable but simply unrelated

slow jewel
#

ok if you say so

quiet plume
# spice cave is there anything i could do?

this setVariable ["Excessive_Workaround", getPylonMagazines this]; in helicopter's Init field and
params ["_newVehicle","_oldVehicle"]; {_newVehicle setPylonLoadout [_forEachIndex+1,_x,true]} forEach (_newVehicle getVariable ["Excessive_Workaround", []]); in the module's Expression field works for at least one respawn in my testing

spice cave
#

will try right now

quiet plume
spice cave
#

it seems to work

#

i am obliterating it for 5 times in a row

#

seems good

#

thank you so much to you all!!!

#

now gotta help Raio

sharp lily
#

Just wondering, maybe its even not possible, maybe I just need to place trigger under the foot of those 'playable units', and make it client only trigger, but this solution creates a lot of problems unfortunately.

quiet plume
#

inb4 pilot-copilot pylon ownership kicks in meowsweats

small patrol
sharp lily
# small patrol Actually, for what purpose? Is there a big reason you have to use a trigger?

For example, I want to play ogg file only for guys with radio, there will be some informations etc; also I would like to give some hint texts specific for the roles, means: tips and tricks. Its a bit complicated to explain, its all matters on scenario and storytelling I'm trying to build. Some roles will get different advantages etc, so they can use'em in story as they please. Simplified answer.

small patrol
#

Next question would be, when it should run?

sharp lily
#

Em, some after start, some in advance, but.. we can probably just start one on start, and make some "sleep" commands in sqf, to make hints and audio play by some time. I guess.

small patrol
#

Then it does mean what you really need is not a trigger

sharp lily
#

Wow.. didn't know there is other way.

small patrol
#

Since I'm drunk and coming home rn, can't really tell the idea but what you really need is just init.sqf and some if statements

sharp lily
small patrol
#

init.sqf basically is running everytime the mission starts. And importantly, local to every client/player

sharp lily
#

Yep, but how to filter who is, and who is not supposed to get those commands, hints, etc. ?

small patrol
#

tldr there are two types of script commands. One is global, which is networked for everyone. One is local which is not networked but only happens on the computer

#

In this case, you can use if statements to check "who am I" for each client, and use/play audio for corresponded condition

#

To check who am I, let's say you can use typeOf player which returns className of the player unit

sharp lily
#

A bit existential question..

sharp lily
small patrol
#

It's not SO complicated. Far from too easy though

#

If you have a very little knowledge of a coding on somewhere, it might be more easier. But sounds like you don't

sharp lily
#

I was thinking about.. to use trigger on start, on a place where character is spawning, make it with "owner", and make it execVm "radioinfo.sqf" so to say. So only guy, who spawned (cs AI will be turned off) on that trigger will make it on, and on the client, right ?

small patrol
#

Duh, somehow this convo makes me to wish I can write very early tut for scripting

#

I'll write more specifically within half anhour I guess

sharp lily
#

😄 Thats ok man, I will wait till You got fresh, jeez, I will be gratefull so much.

#

I will be at work so no rush man, thank You so much!

small patrol
#

I feel I'm drunk than never in a few months. Hmm I just drunk a pint

sharp lily
#

I hope it was more like celebration drinking 🙂

#

No the sad one type 😅

small patrol
#

Anyways, first tip of the day: always try and feel how it works on your end

sharp lily
#

No promisses 😄

small patrol
#

I mean script. Not a beer. I wish it was a celebration, though

sharp lily
#

Oh, script.. oh.. ok 😄 Allright, well, that happens too, I feel You bro..

small patrol
#

Before driving into too much OT, I'll inform you that it's not awful anyways. Not awesome either

sharp lily
#

Love to 'hear' that, life has some boss fights always rdy for us.. I wish we had a Load button sometime 😄

small patrol
#

Let's try a super simple something for now. You know which folder/mission you work on. Open the folder (Top-left of Eden, open folder or something) and make a file init.sqf (case insensitive but SQF extension and that name to be exact. You can just rename from txt)

sharp lily
#

Init.sqf is ready, (same as initPlayerLocal.sqf and onPlayerKilled.sqf, I use them sometime) but I will have to get on the way to work now, will be free probably next day. I hope You will be available a bit.

small patrol
#

Basically, init.sqf is a script file that always run on every each mission startup. And runs locally. That theoretically means, it works very similar to a trigger that runs on the mission startup. This is the reason you don't really need to rely on trigger (and more - but not going to explain for now)

sharp lily
#

Yes, just the part, where I can somehow "determine who is who" is too hard for me :\

small patrol
#

Basically, and locally, every player knows who they are. You need to fetch that info

sharp lily
#

But I probably understand which way You heading now.. : )

small patrol
#

Let's say, if you want to tell something to the player that is named player1 for something, for now

#
if (player == player1) then {
  hint "You are player1";  // this runs only on one player's client
};```
sharp lily
#

Dont tell me, it's that easy 😄

small patrol
#

Yes, it is

sharp lily
#

:DD Damn!

small patrol
#

if basically is,sqf if (the condition) then { run me, but only if the condition is met };

sharp lily
#

Can't wait to try that!

small patrol
#

Do you know what I mean if you run this on init.sqf? This runs on every client, and let them decide they are going to run or not

sharp lily
#

I got You, it will filter out players not logged in "radioman" character, for example.

small patrol
#

Being global or local is very confusing at first - it still is to me anyways, but thing is, it is that simple. One can run their own command, only for them

sharp lily
#

Will test it as I get home, thank You buddy, so much, I will inform You 😉 🫠

slow jewel
#

hay how do you make collored text in discord i forget

#

oh w8 i found it

silent kayak
#

Can anyone helped me with pose mods and when I was ctrl+E it say "Failed to apply animation"

sharp lily
worn iron
#

Hello there. I'm new to Arma 3 and Eden scripting, and I was wondering if there is any waypoint that tells the AI to just sit around and wait for a set amount of time before proceeding?

Like for example, I want to order an AI squad to move into an area with a waypoint, hold there for 5 minutes, then move to a secondary location. Is this possible with waypoints? Thank you.

small patrol
#

Found the method, so skip me is unironically the worst way to conclude your question anywhere anytime. It is best to leave your method for you and everyone else

worn iron
#

if so, then thanks for the help!

#

I was trying to set up a patrol where the ai would travel from town to town and stay there for a little bit inside the city, then get back inside and drive off

#

but they would arrive, then immediately just start driving to the next area

small patrol
#

Basically. So they will wait for 300 seconds after the waypoint is done

worn iron
#

got it. and as a follow up, if you don't mind.

#

the ai squads are able to change their speed, engagement and awareness depending on the waypoint that they just completed? or the one they are heading to

#

I was making another level where the ai would walk into a city and begin fighting each other, but they would see each other on the outskirts and just shoot at each other from far away instead of close quarters

#

i can make them be careless and never fire, but how do i swap them to start fighting?

#

is it through the waypoint they finished to or the one they are completing now

small patrol
silver turret
#

i keep going to other ai unit body cams

#

with the adjustable body cam mod

#

and i have to scroll through a ton of different body cams to get to mine

#

help

#

how fix

small patrol
#

Unload the Mod or read the manual?

dim kindle
#

How would I go about modifying the asset list for warlords?

#

I understand that I need to make a description.ext? howeever I cant seem to get that to work?

#

But class is in the docs?

small patrol
#

Why you are executing description.ext

silent kayak
#

Guys how to make Soldiers shooting for Screenshot artwork?

small patrol
#

State your issue and situation or no help can be delivered

silent kayak
dim kindle
#

I don't know how to phrase myself but try to keep up haha
As it is now when I play co-op, so when you die it's just a normal respawn, I would like to be punished or in some way "feel" that you have respawned. how do you do when you fix missions? Just now it's just rinse and repeat with respawns. At the same time I don't want to get too much punished so it gets boring to play

silver turret
#

also

#

what mission mod is best

#

trgm2 or forgotten few 2

scarlet crystal
#

they are very different, you should try each yourself.

silver turret
#

hmmm

#

its not subscribing

#

the mod

#

i subscribe but its not added to my mods list on the launcher

scarlet crystal
#

they are scenarios, not "true" mods. You launch them from the game's main menu, either Scenarios tab or Multiplayer -> Host depending on if it's singleplayer or multiplayer.

silver turret
#

ah ok

silver turret
spark cedar
#

hey there

I have a quick question about the "effects" part (at the bottom) of triggers, more precisely the "UI Overlay" option.
I set the UI overlay to one of the option, with activation being "Any player" and "Present" and expression being "this", but when I step foot in the trigger area nothing shows (same goes for moded or vanilla UI overlays)

Is that a known issue ? Can't find anything over the internet except an old thread with the same question that was never answered

upper bone
#

i'm just treying to like create a human pinball thing but i saw that each time i shoot someone, this annoying messages pops up, it doesn't do it in campaign or anythign

#

is there a way to remove that thing even? i'm not trying to edit anything complicated

prisma oyster
#

that's a script error, fix the script and it will be gone

upper bone
#

i know its a script error, the thing is i never did any script, i only spawned in the soldiers and put their ai behavior as careless at first

quiet plume
#

totally not vanilla content 🤷‍♂️

prisma oyster
#

anyway, script error messages are enabled by default in Eden, not outside (unless you force them with -showScriptErrors)

quiet plume
#

at least one mention of seemingly the same error at OPCOM Steam workshop page as well 🤷‍♂️

upper bone
#

is there a way to repair a mod somehow? like howw you verify files in a game?

prisma oyster
#

no, that's on them to do

silver turret
#

theres this weird glitch i have with the tgrm mod

#

when i press my LMB the weapon im using fires twice, its not an issue with my mouse

prisma oyster
#

that's an issue with a mod, and nothing to do with Eden Editor 🙃

tame dirge
#

Can somebody show me how to use the deformer and put trenches down please

prisma oyster
#

I believe the mod has examples/documentation

tender cedar
#

Looking for some help...trying to set up a multiplayer coop mission for myself and a few friends. Got it all set up, respawn points, tasks, etc. I am able to test my mission in the editor via Play > SP, but when I select Play > Play in Multiplayer the screen just goes a bit grey and doesn't do anything. If I hit Esc, its back to normal but never loads into multiplayer. Looking for some help as to what I did wrong

dim kindle
small patrol
#

No. description.ext is a text file within the mission folder, and there is nowhere to go. It can't be executed, but just put it there

dim kindle
#

damn this game has alot of different palce it used files from. okay so how do I go about modifying it?

#

and I am in this pfile path C:\Users\joshu\OneDrive\Documents\Arma 3 - Other Profiles\Darkj3di\missions thats not correct?

small patrol
#

No

#

Mission folder, not that root

dim kindle
#

H:\SteamLibrary\steamapps\common\Arma 3\Missions

small patrol
#

No

#

That is the A3's folder

#

Eden Editor > Open Folder

dim kindle
small patrol
#

This is not the editor's path

#

tldr, same folder with mission.sqm

dim kindle
#

that exactly what I had mentioned originally

small patrol
#

I originally mentioned so

dim kindle
#

is this not the same folder?

small patrol
#

It is

#

just put it there
I said so

dim kindle
#

okay the mission.spm isnt a folder I can put thing into

small patrol
#

What?

dim kindle
small patrol
#

?

dim kindle
small patrol
#

???

#

Explain in text

dim kindle
#

I am showing you that the mission.sqm isnt a folder you can oput stuff into

small patrol
#

I never said mission.sqm is a folder?

dim kindle
small patrol
#

I said put it in the folder?

dim kindle
#

okay the description.ext has been in the mission folder with the mission.sqm

#

so what next?

dim kindle
#

no.

small patrol
#

Then what?

dim kindle
#

my issue is the I have all that correct. and I still get class undenfied.

dim kindle
#

I know the description.ext goes in the fold with mission.sqm.

small patrol
#

That error is simply unrelated/not meaningful to tell anything

dim kindle
#

what wuold be helpful?

small patrol
#

Maybe your config itself

dim kindle
#

sure, so my init.sqf?

small patrol
#

It is a script, not config. Which I meant is description.ext

dim kindle
#

oh ok ok gotcha

#

so for the contins of the description.ext I just have the docs template ```class CfgWLRequisitionPresets
{
class MyWLAssetList // --- class name used in the Init module
{
class WEST // --- assets available for BLUFOR
{
class Infantry
{
class B_Soldier_F // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor))
};
};

        class Vehicles
        {
            class B_Quadbike_01_F
            {
                cost = 50;
                requirements[] = {};
            };
        };

        class Aircraft
        {
            class B_Plane_CAS_01_F
            {
                cost = 7500;
                requirements[] = { "A" };
            };
        };

        class Naval
        {
            class O_Boat_Armed_01_hmg_F
            {
                cost = 500;
                requirements[] = { "W" };
            };
        };

        class Gear
        {
            class Box_NATO_Ammo_F
            {
                cost = 200;
                requirements[] = {};
            };
        };

        class Defences
        {
            class B_HMG_01_F
            {
                cost = 250;
                requirements[] = {};
                offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)
            };
        };
    };

    class EAST // --- assets available for OPFOR
    {
        // --- rest of input
    };
};

};

small patrol
#

Okay, then how you can be sure it is not working?

dim kindle
#

becuase I can test the game play can see it is not? and it thorws the error "class undefined"

small patrol
#

We never knew you got that error

#

What error exactly

dim kindle
#

dude i show you twice.

#

and you just told me it didnt mean anything

small patrol
#

If you mean that black box, it simply is not the error you can get upon a config error. It is because you are running it as a script so it fails to run

dim kindle
#

why is it running as a script?

small patrol
#

Because you did?

dim kindle
#

clearly i don't understand how am i or may not running as a script

small patrol
#

execVM "description.ext" is what you got I ASSUME. Which is not something you should

dim kindle
#

Thank you

#

That seemed to remove the error, however the config isn't being implemented?

small patrol
#

How can be you're sure is one question

dim kindle
#

I am sure new, I am not sure all the ways I can check. so I loaded up the game and look at my available asset list and saw nothing changed.

tender cedar
#

When making a mission in the editor, how do you test it in multiplayer?

dim kindle
#

right click play

small patrol
#

Eden Editor > Play > Play in Multiplayer (MP)

tender cedar
#

So when I do that, my screen just goes slightly grey, but doesnt do anything

#

I thought maybe I was doing something wrong

dim kindle
#

with that defualt temple I should only have a few assets avaible?

small patrol
#

Get rid of Mods and try then

#

Well it is working as intended. You just need to define Asset List in Warlords Init module ['MyWLAssetList']

tender cedar
dim kindle
#

Like so?

small patrol
#

That is Variable Name

#

Scroll down

dim kindle
#

ah okay i tried both

#

ya i tried the init as well nither seeme to make changes

small patrol
#

Init?

#

What you really need is just Asset List, nothing else

dim kindle
#

ya like this,

small patrol
#

That is not how it works

#

Asset List. scroll it down

dim kindle
#

ooo

silver turret
#

i cant look left or right for some reason

#

ive tried rebinding my team switch, L alt x2, getting in and out of a vehicle

dim kindle
#

I havethe basic template for the warlords config and i am gettingthis error and not seeing the definded classes

#

class CfgWLRequisitionPresets
{
    class MyWLAssetList // --- class name used in the Init module
    {
        class WEST // --- assets available for BLUFOR
        {
            class Infantry
            {
                class B_Soldier_F // --- must be asset class name
                {
                    cost = 100; // --- Command Points required
                    requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor))
                };
            };

            class Vehicles
            {
                class B_Quadbike_01_F
                {
                    cost = 50;
                    requirements[] = {};
                };
            };

            class Aircraft
            {
                class B_Plane_CAS_01_F
                {
                    cost = 7500;
                    requirements[] = { "A" };
                };
            };

            class Naval
            {
                class O_Boat_Armed_01_hmg_F
                {
                    cost = 500;
                    requirements[] = { "W" };
                };
            };

            class Gear
            {
                class Box_NATO_Ammo_F
                {
                    cost = 200;
                    requirements[] = {};
                };
            };

            class Defences
            {
                class B_HMG_01_F
                {
                    cost = 250;
                    requirements[] = {};
                    offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)
                };
            };
        };

        class EAST // --- assets available for OPFOR
        {
            // --- rest of input
        };
    };
};
small patrol
dim kindle
#

I believe this is correct.

#

never seen this error before?

small patrol
#

['MyWLAssetList']

dim kindle
#

oh literally, your a wizard thanks

primal wave
#

I don't think you guys get enough credit for all the helpdesk support that is provided.

silver turret
scarlet crystal
#

then cope with what you have

#

it's very simple when it comes to the game.

native stirrup
#

Ah wait, normally they're ran on game startup. Is it possible to create another class inside that mission?

dim kindle
primal wave
#

I never got farther than generating candles using a custom particle emitter script. All the effort starts to resemble a model trainset when you dig into it, versus playing a game (with friends).

silver turret
#

how do i thingy

#

get AI to get into my chopper

#

while playing a scenario

#

in single player

ashen marsh
#

Order him.

scarlet crystal
#

not really related to editor anymore isn't it

warm sapphire
#

I'm trying to make a night mission that is a beach assault form assault boats. Once away from the docks, I can't read my map. I hit L and nothing happens. I try to equip the gun with a flashlight and I can't find one in the inventory. I downloaded one of the flashlight mods and added the code to equip the player with a flashlight, but when I try to use it by hitting L, nothing happens. How do I get flashlights to work? I'm using ACE.

scarlet crystal
#

afaik L is for activating the flashlight only on a weapon. To use it in a map you need to use ace keybinds, so ctrl+windows (or your custom) to open the "self ace menu" and select the flashlight there. Ofc when you're in the map view. Your flashlight mod might be not compatibile with ace. Ace has an inventory flashlight item designed specifically for use with the map.

warm sapphire
#

OK, I'm trying what you say right now. In the map, I hit ctrl+windows and all I get is "self actions" over my character and only if I hold it down.

scarlet crystal
warm sapphire
#

Thanks. What you posted says: "For this you need one of the flashlights (Fulton MX-991, Maglite XL50, KSF-1)." Where are those flashlights in the inventroy to be able to add them to the character?

scarlet crystal
#

one of the item categories probably, perhaps the one where you add medical items to the unit and so on. I don't remember but you can click around.

warm sapphire
#

Got it, the flashlight is in the sidearms... for whatever reason. Thanks for your help.

silent kayak
outer dirge
#

how does one make large scale battles and the areas for them? Ive been using the editor for smaller battles or just messing around with prop placement but i want to take an approach to large scale battles or something that ressembles a large scale battle like a siedge or something resembling d-day. ive thought about having two squads on each side and setting up respawn to make it seem like the troops just keep coming but im using vcom and lambs and i also want there to be vehicles and artillery without all the lag so how could i work this out?

terse tapir
#

How do I play my own Arma 3 editor missions from the Scenarios tab?

cobalt cloak
#

Vanilla Arma (no mods), clean mission with nothing on it but a playable character, I play test as multiplayer LAN, and when I exit back into the editor I get this error?

Started with mods and a previous mission file which is what lead me to try vanilla. I also "Verified integrity of game files" via Steam and the problem persists.

plain gale
cobalt cloak
#

Thanks, any other effects other than the error message?