#arma3_editor
1 messages · Page 16 of 1
k
tjx
hx
ik how to trigger an anim
but i wanna do a public execution
i want to switch from abused victim to execution victim loop
where the victim is just kneeling and dies when you trigger the anim
what if i havbe multiple guys though
which i do
wdym by variables and the function
im new to arma coding
is it easy to understand?
hmmm ok
what if my animation is a loop tho
oh wait
i got it to work
based
now
i gotta reposition them
pain
what i mean is that
when the animation gets triggered
it happens but it happens where the first anim took place
luike
for e.g.
i have an animation of a bad guy forcing his victim to move
at the end of that animation
they end up somewhere else
but
when i trigger a new animation
they go right back to their original space where i spawned themn
hmm
nan
why can't editing in this game be like gmod or smth
its unnecessarily complicated
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.
i want to add tracers, but that's easy, but anyway, i want my sky to look like this
Possible. But complicated to understand how it works
diag_setLightNew, look it up
how do you add tracers???
in systems
under effects
i have the sky and lightingh mod
bbut
how does one change the colour of the sky
Again
Possible. But complicated to understand how it works
And
diag_setLightNew
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.
Advanced Skybox setup
this si the mod
i was referring to
What do you think it does? Why do you need this? Have you tried my suggestion?
Two questions to go
Well and, I actually said it is not impossible. Which doesn't mean it is documented and easy to understand
diag_setLightNew "sunOrMoon = 1; diffuse[] = { 0, 0, 0, 0 }; diffuseCloud[] = { 0, 0, 0, 0 }; ambient[] = { 0, 0, 0, 0 }; ... ";
im guessing the zeroes are hex code right?
the hex code for the colours
Nope
what is it then
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
Nope. This is an SQF code so you can put it into some SQF file and execute it, maybe
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
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?
example of this
Any way to keep players on multiplayer from respawning with weapons and equipment they collected during match? IE just respawn as basic class?
how do you start helicopters flying? like have them fly as soon as you start the game
how does the tracer module work??? it just doesn't fire tracers for me
ez
wha
how
tracers just don't
that's weird, unless ur probably missing when they're being fired
you can change the interval
you could place them in the sky and give them a move waypoint
or
if you want them to entirely take off from the base
then you place them on the base and put a move waypoint
if you want it to land, then put the land module where you want
if u want it to cycle, then put that cycle module where the heli spawned
its the same with jets as well, the jets are a lot more satisfying imo.
(i want a convoy of locals to be bombed by my jet which is 600m in the sky)
yeah they just dont fire
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?
Just in case you won't see the tracers if you're close to the module
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
Why would it kill performance for players. Local only means that state of the objects is not synchronized over network.
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
Is it possible to create an objective that completes when players see the target?
yes
How do you do that?
HELLLPPPP
im doing a mission i made
how do i switch teams
its only letting me spawn as blue
but i wanna be opfor
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?
#arma3_questions is best place to start if other channels dont quite feel like right ones.
This channels topic is the Arma 3s mission editor and its use.
"To mod/making mods" is a rather broad topic though so best you try to first figure out what particular topic of modding you are intersted in
Ok thank you, I'll ask there 👍
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)}];
In specific I'm having trouble figuring out how to find out the variable name of "player"
this addAction [
"Enter VR Simulation",
{
params ["", "_caller"];
_position = switch (_caller) do {
case var1: { ... };
case var2: { ... };
default { [] };
};
if (_position isNotEqualTo []) then {
_caller setPosATL _position;
};
}
];
Hey. What things are good to put "local" on in editor? Its for a locally (upnp) hosted mp op
Trying to cut down wherever I can on unnecessary performance consumption while not giving up on detailing
local objects should not be able to interact with.
Not move around, not take damage, can't switch their state (fireplace). Just static props
So they are fine for indestructible walls and misc objects (decoratios)? Like an alternative to simple object
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)
Does the AI still treat them as any other static object?
You can still collide with them.
Yes. But if you move the object around it will not synchronize in MP
Perfect
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?
https://community.bistudio.com/wiki/moveOut
You can either name the AI units p1 et cetera.
Or iterate on a named group:
{ moveOut _x } forEach units _yourGroup;
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?
Took a bit of a search through the configViewer. Thank you.
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;
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
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
if i set a hatchback as simple object can i still run an addaction script on it
No, as noted on BIKI.
yk
the ai in this game drive so recklessly
how do you fix that
i tried changing formation, but they have a stroke when an IED goes off and i dont want them to get worried about anything
how
did u set them to careless
yh
but they still drive like maniacs
i want their driving to be completely smooth
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?
Because houses have civilian side.
Hi! does anyone know how i can add mouth movement while playing briefing animation or other type?
CfgSFX or cfgSounds?
You could share your content and how do you try to play sound?
not yet
What was the command to get name of preplaced object on map that you are looking at?
cursorObject?
Yea, that was it. Thanks.
Hi guys I was just wondering is they any mods anyone suggests me having for editor mode for creating a co op mission
I don't even know what is the issue you want to tell
Probably the waypoint is too close
I have too many
I have like 44 mods
pkey
It is not a suggestion
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.
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)
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?
Also tried trigger1Fired = false; in the condition of trigger2
Just delete trigger2
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
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.
Unfortunately for some reason if you disable simulation to disable collisions the aircrafts model appears pristine regardless of set damage amount
See B)
You can also play around with https://community.bistudio.com/wiki/enableSimulationGlobal
cool ill fiddle, see what i can make work
thanks for the tips!
anyone know what this large grey box on the bottom right is
Maybe a broken Mod or broken interface anyways
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?
yes
Is it possible to "lock" a placed vehicles appearance? So it starts with the color I chose.
yes, you edit the vehicle's appearance and press OK to confirm it.
Sorry could you explain how I can do this
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
Thank you!
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
_guy setUnitPos "UP";
Thanks I sorted it
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
where can i find that?
im at the menu but i cant find the interface menu
Under the view category I believe
question, is it possible to create a large base w/ out taking up a ton of server resources?
no
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?
where do I put that?
In initPlayerLocal.sqf.
here? haha, sorry for stupid question. really new with all this
I wrote "in initPlayerLocal.sqf", this file should be created in mission folder: https://community.bistudio.com/wiki/Event_Scripts
Smarter, no. but you can make a trigger that makes them target you
anyway to attach/sync a high command - commander module to a player mid-mission?
Can I save a vehicle as a composition, and make it travel to my last known location when I placed in with Zeus
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 ?
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.
Is there something I need to add in Description.ext for custom unit players? 
Fixed it!!!! You have to sync only ONE unit to the Warlords Base module, not all 8 
gamers
is there any way i could make an arsenal inaccesible to a group?
better yet, individual players?
How do I do this, so I created an objective right, and upon completing that object/task a follow up objective will follow.
make a trigger to check if that task is completed, and on activation create the following task.
is anyone able to help me set up a headless client?
did you find https://community.bistudio.com/wiki/Arma_3:_Headless_Client for starter? 🙂
ye but complicated
you may head towards #arma3_questions see if you can get guided during the process
yeah currently doing the talkings
Hi can someone help me please I’ve set my created editor mission to Multiplayer but my friends can’t find my server
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)
Not an editor issue, you should ask into #server_windows or #server_linux why your server cannot be found.
I sorted it I had to export it
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
I suggest you to look into youtube, tons of videos with slightly different solutions....
It will goes around that:
Is it possible to make the game "dirtier"? With a mod or something. Add dirt or mud or something? Everything is so clean haha
add dirt to what
You mean decals or what kind of dirt and whre?
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
The roads, clothes, hands, vehicles
you would have to make your own mod with modified textures or vrmats.
regarding roads there are terrain decals you can place on ground to make it look dirtier.
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 ?
Shift+drag'n'drop 🙂
Alt is for altitude
Could anybody take a little time and join a voice channel when they can and tell me about the editor
Explain in text
No
Then no
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
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?
it ended up taking off on its own
which was good
im just trying to figure out how to get tanks and humvees to move to the area of where the enemy is aty
at*
Use a waypoint
oaky will try out
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?
Otherwise my idea was to have a move marker be teleported to the current point by a script when the objective becomes active.
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.
- I'm looking for a composition with lots of dead trees (even better with wrecks, craters and such) anyone know a good one?
- Anyone has a good idea how to make a scorched earth feeling?
um
i can't seem to adjust the windage on my scope
i have the ace mod installed too
vro
maybe use the (Spawn AI: Sector Tactics module)
never seen that. Will give it a try, lets hope i can figure it out.
Does DLC ammunition on a non-dlc weapon cause ads?
No
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
Make a parent task with two sub tasks
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?
See https://community.bistudio.com/wiki/Arma_3:_Respawn#Loadouts_and_Roles
Otherwise a custom interface that uses commands like setUnitLoadout
Could be a lot of work(!).
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?
Create your own texture .paa and apply it to an user texture.
Those that change the surface cannot be shifted from the surface. And if the center of the model is not in the player's visibility zone, then this texture will simply disappear.
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.
Ah. I was hoping you could tell me where those texture paths were (that was also my idea). Anybody else have an idea?
Thanks; you explain my frustration exactly.
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.
Editor settings, description.ext settings, and modules conflict with each other.
My recommendation is to stick with description.ext settings and markers.
https://community.bistudio.com/wiki/Description.ext
https://community.bistudio.com/wiki/Arma_3:_Respawn
Ok. So do you just never under any circumstance use the Respawn Position module?
I'm talking like Herman Melville level insanity. It is my white whale.
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.
OK
tbh
playing around with the editor for like
a good
100 hours in the span of 2 ish weeks, theres so much in arma icl
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
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"];
hey so I have Gcam cinematic camera tool and I can't use it
see its details
https://steamcommunity.com/sharedfiles/filedetails/?id=909893746
I saw many videos but I don't have in game
the option
maybe you are not loading it, IDK
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";
thx
how do I hide these stupid messages?
hey do u know how to mute these
nope
Might be able to turn them off by disabling radio subtitles on the game menu
okay thanks
What is your question or goal?
How to make flyin height work😭
Post your code and/or error then
Can someone help me configure KAT MEDICAL
try this.
0 fadeRadio 0;
enableSentences false;```
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?
Yeah, it has to be 2 man operation depending on weapon
how many brain cells will it take to constantly spawn in veichle ai and have them head towards a cpature point with waypoints
maybe also have some ai get different waypoints that would be like flanking
basically war thunder ground rb but in arma 3 using ai
how many brain cells will it take
availableBrainCells + 1 😬
is there a way to at least have a constantly spawning ai veichles that have common waypoints
?
how it feels sometimes 😄
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?
helicopter flyInHeight 0;
And how it doesn't work
helicopter flys up and stays there
https://community.bistudio.com/wiki/flyInHeight
Read example 2
I've tried both and it still doesn't work
Unless I'm being stupid it doesn't work at all
Are you sure you have a helicopter that is named helicopter
What if you do likesqf helicopter flyInHeight 200;
How can I tell if that one works?
You'll see if it does
let's see
flies up and hovers like before
Then trysqf helicopter flyInHeight 0.1;
or other small numbers like 1 or 2 or so
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
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
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
Use the translation widget to move it along axis after it was rotated
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?
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
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.
a "hit"/"damaged" event handler on the target can do yes
spawn AI spawns the AI (doesn't matter where you put it) and spawn point is just where they will be (its position is important)
You probably have to sync the spawn point to spawn AI
thx
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
can anyone tell me whats the issue?
None, ignore it.
Fixed next game update.
thanks
hey guys does anybody use ravage much still? im about 10 years too latelol
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.
PBO is not a script file. SQF is
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?
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,
ok let me try that. Thank you
That option applies on the specific object level, and saved along the composition.
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
what is a .pbo?
that worked. I didnt click the right icons. Thank you
and how does the .pbo and .sqf communicate? should the .sqf be nested in the .pbo?
.PBO is a kind of compressed binirized archive containing within it the folder structure assets, textures or path to textures config files, models, scripts, etc etc.
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?
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
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?
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?
Try to disable this: https://community.bistudio.com/wiki/Description.ext#respawnOnStart
Is it best (lower effect on the FPS) to have one huge minefield module or several smaller? or is it shit the same?
Doesn't matter. The modules just create the mines.
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
Hello I was searching for documentation to ARMA 3 Editor module Zone Protection. It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? Ho...
(perhaps would also lower mission filesize)
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
Hey does anyone know why the gear loads perfectly fine before I load into the editor?
I'm missing something (brains) how do I make whilte smoke?
I've tried many different settings but....
Color values to 1
what
unit randomization probably.
https://community.bistudio.com/wiki/Description.ext#disableRandomization
@unreal pivot
Got it fixed it was a mod conflict but thanks brother
@plain gale doesn't work
How does it look like with all red green blue as 1.0
still basicly grey
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
keep them in careless behaviour
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...
are you using any AI mods?
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
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.
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?
disable all mods and try again.
Still not working no mods downloaded only dlc
I've assigned a move waypoint for the ai to drive and he just stays there
is it placed in an open space it can navigate in? have you tried some other spots?
Yes still nothing
post your RTP log at #arma3_troubleshooting
is there any mod for helmet cams
like one that goes directly on ur head
not on your left or right
no
how can I stop it from showing? im new to modding
Fix your script error
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
Why not
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;
};
[this] spawn {
waitUntil {sleep 5; alive (_this select 0)};
[(_this select 0), [(_this select 0), "last_loadout"]] call BIS_fnc_saveInventory;
};```
should I use that?
Try it
It works!!! Thank you very much :)
genuine question
is there an alternative to gcam?
cos abu khobz finds that gcam no worky
no
how do i disable singleplyaer respawn and instead add a multiplayer respawn kind athing
any ideas how to get my .sqm file that I exported from eden to become a .pbo file?
Better to explain your issue, as your question doesn't really make sense
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
Editor > Top Left menu > Export > Export to Multiplayer
I tried that, it remains a sqm file and I deleted the file and tried again it becomes a sqm file again
can I sharescreen in general voice? im super confused lol
I click the file and it shows up as a sqm
This is not where it goes
Where does it go?
steamapps\common\Arma 3\MPMissions
Yes
You can even try Google for a minute
tried it lol
not even half of my history lol
was overthinking it
thank you though much love man!
how can i use spectator cam with xbox controller
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?
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?
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.
this did the trick, thanks!
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?
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.
Just for clarification, are you referring to the 'server only' checkbox?
Cause I tried that earlier and It didn't seem to resolve the issue.
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'
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
Unless you're interested in scripting, I'd use the "export" button at the bottom of the arsenal screen on every loadout. See: https://www.reddit.com/r/arma/comments/ck9kpi/how_do_i_transfer_virtual_arsenal_loadouts/?rdt=35579
Ace arsenal has a feature where you can share your lodaouts in same session. You need to make your lodaout public and other person should see it and take it.
Haha thanks! This was perfect! Worked like a charm
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?
i can only adjust my elevation
i have my windage key binded too
it works on normal arma sniping
idk why it doesnt on ace
Most likely an issue between ace and spearhead 1944
And that gives you a gold medal! Thanks alot! Now it works perfect, and alot more haha 😄
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?
are they silent if you have no mods?
yes
is there any mod where the hand adjustment for the pistol looks more realistic
/ a one handed pistol mod
Can it be a bad idea to mix units/vehicles from Spearhead 1944 and IFA3? For example
Thinking of errors and bugs and such
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?
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
why not just make a rearming station
i use no mods
enlighten me
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
hmhm
oh i see the vision
thing is ive got 6 helis with diff loadouts
that would be a lot of different scripts
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{};
well really its the script that rearms my chopper
you can ajust the script to do as you wish
indeed
thats a roger
still i'd rather have something that makes it directly on spawn for a noob like me that cant land 
can you use a respawn modual
this setPylonLoadout ["Pylon1", "PylonRack_12Rnd_PG_missiles",true]
i've tried this
no changes
in MP modual there a vichel respawn
sure
in the init of the modual you can edit what the modual does
yes im following
nice
if you wanna vc if its easier im down
i made a full chopper script that uses a modual along with it that redress a chopper pilot and respawns both pilot and chopper
i see yeah i dont really chang my pylons i did in the past
but to me it seems redundent
for example, id like to spawn a chopper with DAR and DAGR
i edit the pylons in editor to have them
yes i did that before
i launch the map, theyre not even on, and even with script above it doesnt change
how did you do it?
ummm heres what my friend Alex does
that removes all pylon weapons and mags right
i see
i just use the choppers as they are
if i cant get it to work ill do the same but thatd be sad
i hope that helps you m8
ill try
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
ok i dont use it my friend does i never tryed it
i wonder if friend's name starts with "Chat"
How you run this is important. Where you put it
ill tell my frien that its broken
in object init of the chopper
Then try 1 instead of "Pylon1"
im not sure ill ask my friend whats up with that
ive tried that as well :/
But in Editor you already have a easy to use GUI to edit pylon
i know! but it doesnt spawn with the edited pylon lmao
well, i'd like the vehicle to respawn with that same loadout as well isn't exactly a clean editor job
could it be by any chance because of the mounted minigun
2x so i have to use pylon 3 and 4
i tried and no
Okay was slightly confusing since the convo is very flooded with some nonsense. So the point is you are using a Vehicle Respawn module?
would you like to go in voicechat so i explain better
No thanks
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
You missed the point I'd like to ask. Do you use a module
i do use a respawn module
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
hes not useing that code
?
go to the video i posted
I didn't. I already smell that is very unrelated
sure, take your time
(screenshot from video) yeah, not exactly relevant
i know why you couldnt fall asleep you need to help us with stuff
plasma cannon executioner 👀
If you tried your best to be funny, that concluded that you're judt disgusting
its all good lets not argue and wait for polpox to start the day
oh hes just getting up ?
i try my best to help but i guess i always fail
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
Okay, how it doesn't work?
comes in with base pylons
AKA, what you've done, what you've input, what you've behave and what gone wrong
pasted code in expression of vehicle respawn
Okay, which vehicle you talk about?
how do I make it so that mortars come down with trigger activation? im new with triggers
my chopper
Which chopper
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
Is this how it does look to you?
holy pylons BatMan
And do you sync the module and the heli?
i do
and to the server
Just to make it sure, can you do this with vanilla game?
give me a few seconds
inb4 pilot/copilot pylon ownership kicks in 
im using eden enhanced could that be the isssue?
Most unlikely but other Mods maybe
i only have cup terrain and cup core
do you have a server logic on the map to synk it to also
i dont think so
i think you need that too
synk the moduals to the server logic
upper right you can put a logic on the map name it server
synk the moduals to the server logic
will give this a try
logic entites
not sure where is the "logic entities"
same place where you would put men and markers theres logic entites name it server
it a square looking thing
yeah the thing with the flag on it
I don't even believe Scotty knows what he's trying to suggest
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.
i have iv done so many times
it seems unlikely CUP Terrains core would mess with the pylons
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
for the sake of it ive tried but no
umm ok
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
And how is this relevant to the problem at hand?
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
well i guessing if he synk his moduals to a logic named server it all will work fine
is that ok
ive tried but no
really huumm
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
control C and Control V
right
Control C = Copy Control V = past
i know yes
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
sorry for the ping, ive tried on vanilla, after destruction doesnt keep loadout
im going to find out how to do what your asking
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
I'm saying try it
_this = what ?
Sounds like the module is not even working properly

yeah but dont you need _this to be pointing at something
should i reinstall the game at this point lmao
no no
Reinstall doesn't make anything better
params ["_newVehicle","_oldVehicle"]; diag_log [_newVehicle, _oldVehicle]; outputs [bis_o1,<NULL-object>] to my log. Fun stuff
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
maybe this can help
Scotty, as a behalf of a moderator, please stop. Your nonsense is not even questionable but simply unrelated
ok if you say so
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
will try right now
may (or may not) be caused by module a) spawn-ing the Expression code for the new vehicle and then b) explosively deleting old wreck right afterwards
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
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.
inb4 pilot-copilot pylon ownership kicks in 
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.
Next question would be, when it should run?
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.
Then it does mean what you really need is not a trigger
Wow.. didn't know there is other way.
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
I appreciate You trying to help even in those 'harsh' conditions 😄 I'll be grateful for later answer, that is totally ok, this problem is stopping me for some time already so, no hurry here 😅
init.sqf basically is running everytime the mission starts. And importantly, local to every client/player
Yep, but how to filter who is, and who is not supposed to get those commands, hints, etc. ?
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
A bit existential question..
Got it, but I wont be able to write that script unfortunately. No clue how
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
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 ?
I dont, I'm sorry.
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
😄 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!
I feel I'm drunk than never in a few months. Hmm I just drunk a pint
Anyways, first tip of the day: always try and feel how it works on your end
No promisses 😄
I mean script. Not a beer. I wish it was a celebration, though
Oh, script.. oh.. ok 😄 Allright, well, that happens too, I feel You bro..
Before driving into too much OT, I'll inform you that it's not awful anyways. Not awesome either
Love to 'hear' that, life has some boss fights always rdy for us.. I wish we had a Load button sometime 😄
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)
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.
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)
Yes, just the part, where I can somehow "determine who is who" is too hard for me :\
Basically, and locally, every player knows who they are. You need to fetch that info
But I probably understand which way You heading now.. : )
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
};```
Dont tell me, it's that easy 😄
Yes, it is
:DD Damn!
if basically is,sqf if (the condition) then { run me, but only if the condition is met };
Can't wait to try that!
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
I got You, it will filter out players not logged in "radioman" character, for example.
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
Will test it as I get home, thank You buddy, so much, I will inform You 😉 🫠
Can anyone helped me with pose mods and when I was ctrl+E it say "Failed to apply animation"
Work like charm, thank You mate! 🤟
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.
You can set Timer Values Min, Mid, Max
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
so would i set min, med and max to 300, 300, 300?
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
Basically. So they will wait for 300 seconds after the waypoint is done
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
Actually yes and no question. Seriously depends on the situation: https://community.bistudio.com/wiki/AI_Behaviour
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
Unload the Mod or read the manual?
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?
Why you are executing description.ext
Guys how to make Soldiers shooting for Screenshot artwork?
State your issue and situation or no help can be delivered
Thank
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
i did
also
what mission mod is best
trgm2 or forgotten few 2
they are very different, you should try each yourself.
hmmm
its not subscribing
the mod
i subscribe but its not added to my mods list on the launcher
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.
ah ok
how do i get AI to get into the heli im in
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
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
that's a script error, fix the script and it will be gone
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
totally not vanilla content 🤷♂️
↑ OPCOM mod issue
anyway, script error messages are enabled by default in Eden, not outside (unless you force them with -showScriptErrors)
at least one mention of seemingly the same error at OPCOM Steam workshop page as well 🤷♂️
is there a way to repair a mod somehow? like howw you verify files in a game?
no, that's on them to do
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
that's an issue with a mod, and nothing to do with Eden Editor 🙃
Can somebody show me how to use the deformer and put trenches down please
I believe the mod has examples/documentation
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
becuase I am doing it incorrectly. but where does the description.ext go? with the mission.sqm?
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
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?
H:\SteamLibrary\steamapps\common\Arma 3\Missions
that is the file path from the editor
that exactly what I had mentioned originally
I originally mentioned so
okay the mission.spm isnt a folder I can put thing into
What?
?
I am showing you that the mission.sqm isnt a folder you can oput stuff into
I never said mission.sqm is a folder?
?
I said put it in the folder?
okay the description.ext has been in the mission folder with the mission.sqm
so what next?
This?
no.
Then what?
my issue is the I have all that correct. and I still get class undenfied.
this?
I know the description.ext goes in the fold with mission.sqm.
That error is simply unrelated/not meaningful to tell anything
what wuold be helpful?
Maybe your config itself
sure, so my init.sqf?
It is a script, not config. Which I meant is description.ext
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
};
};
};
Okay, then how you can be sure it is not working?
becuase I can test the game play can see it is not? and it thorws the error "class undefined"
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
why is it running as a script?
Because you did?
clearly i don't understand how am i or may not running as a script
execVM "description.ext" is what you got I ASSUME. Which is not something you should
Thank you
That seemed to remove the error, however the config isn't being implemented?
How can be you're sure is one question
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.
When making a mission in the editor, how do you test it in multiplayer?
right click play
Eden Editor > Play > Play in Multiplayer (MP)
So when I do that, my screen just goes slightly grey, but doesnt do anything
I thought maybe I was doing something wrong
with that defualt temple I should only have a few assets avaible?
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']
It was some mods I guess. I tried with nothing installed and it worked. Thank you
Like so?
ya like this,
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
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
};
};
};
Are you sure you've done this properly
oh literally, your a wizard thanks
I don't think you guys get enough credit for all the helpdesk support that is provided.
i don't wanna unload
Are you able to create and spawn custom classes/config changes in a mission, or do all config changes need to be done through a mod? I don't know if this is just settings for a mission or a custom config
Ah wait, normally they're ran on game startup. Is it possible to create another class inside that mission?
Ya these guys are smart and helpful, super thank you
Just what is in description.ext . Content is otherwise loaded into the game engine as a PBO; ie mods.
Dedicated wizards like JohnnyBoy modify existing assets with complicated scripting to create monsters. He demo's some of his work on YouTube: https://youtube.com/@johnnyboy8657?si=qEJhJk67cKKa6f0F
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).
how do i thingy
get AI to get into my chopper
while playing a scenario
in single player
Order him.
not really related to editor anymore isn't it
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.
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.
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.
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?
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.
Got it, the flashlight is in the sidearms... for whatever reason. Thanks for your help.
Nevermind, I found the problem is some mods I download and it corrupted the pose mods
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?
How do I play my own Arma 3 editor missions from the Scenarios tab?
Found it, I think
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.
This is a known issue fixed with next version or current profiling
Thanks, any other effects other than the error message?