#arma3_editor

1 messages Β· Page 17 of 1

scarlet crystal
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what effects?

cobalt cloak
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Thats what I'm asking. Is there anything else going on besides just a message popping.

scarlet crystal
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your wording is weird, so I'm asking too. You probably can check your RPT to see if there are any other issues. Or browse the #perf_prof_branch and see what people report. In case of debriefing this is the only error and has no consequences whatsoever.

plain nest
#

hi all. does anyone know if there is a server side mod only or a way to spawn trees in eden editor

dim kindle
#

I need some really good help with this, Im going crazy with the mission editor.
I have created a mission using Spearhead 1944 and some mods.

  1. Its almost all the time changes the loadout of my character when I join the mission, Can't understad why??
  2. When I join the game/test the mission I have recruitment functions in my scrollwheel menu and my character is faced one way, and then after a second it loads in a second time! and my character is facing another way and I have a whole new options in the scroll wheel menu. what is happening with my game? going totally crazy, please help haha

Throwing in my scripts and 2 pictures from when I'm loading in to the mission.

fast void
#

So what we have here.

First image: Trying to place down a infantry squad in Zeus in this military base.

2nd Image, Expected behaviour: Units get placed on the floor that I am aiming at.

Third image, Actual behaviour: Units get placed under the composition.

Why? How to fix?

dim kindle
#

If I want to have a certain area where I can hear a special song and I want it to get louder the closer to a radio I get. Is it with a trigger? How can I make it get louder closer to a place?

dim kindle
sleek remnant
#

otherwise im sure someone else ehre will hook u up

scarlet crystal
fast void
scarlet crystal
#

no

#

maybe if you made a custom terrain with this "baked in", but that's a lot of hassle when you can just move them higher

fast void
small patrol
#

No. Props can have no collision

fast void
#

Unfortunate. Thanks for your help.

hard ocean
#

any tips for making AI on mounted MGs willing to engage tanks and such with the MG?

dim kindle
#

trying to make a convoy that will travel through a town, and using a trigger to make them start.
should I group them to the first vehicle? or group 1 to 2 and 2 to 3 and so on?

hard ocean
#

ok yeah any tips to make ai ignore their can i beat the armour logic, even light tanks wont shoot at me, though they aim

scarlet crystal
#

attach dummy targets to your vehicle

#

although now I think those are only if you are making a mission with CBA.

hard ocean
#

ive got CBA installed so that can work

#

ill try it out, thanks

hard ocean
scarlet crystal
#

place those in the spots you want enemy to shoot at, so like to the sides and behind the turret for example, use attachToRelative command to keep them attached in those places, now enemies will try to engage those very targets and in the process will be hitting you most of the time.

#

the target vehicle one is what you want to use if you want tanks to engage you with their main weaponry.

hard ocean
scarlet crystal
#

idk, it's a simple object that is detected as a type of vehicle. Airplane will be an airplane in a broad sense, soldier - a soldier, and vehicle has a tankX simulation, so probably just a tank.

#

You can either browse these assets in config viewer or ask the CBA devs for details.

#

Or simply place these and see how AI reacts to it.

hard ocean
#

fair ill experiment

#

thanks for the help

hard ocean
#

anyone run into this before? sometimes a section of the map in the editor just seemingly will lose some detail, always some kind of rectangle when it happens

#

game restart fixes it reloading the mission in the editor does not

plain gale
#

Never seen that before

scarlet crystal
hard ocean
scarlet crystal
#

could be tied to framerate then. I sometimes see that when closing the preview, editor view opens with 1FPS and a couple miliseconds later it shows the "normal" framerate.

silver turret
#

is there any mod which makes the hand placement on your pistols look a bit more better

supple holly
rough lotus
#

what does this mean on my arma 3 server when trying to load the mission

scarlet crystal
rough lotus
#

so i have to add a discription for the mission then

scarlet crystal
#

or open scenarion in editor, click general -> attributes and set the game mode type and min/max number of players

rough lotus
#

so set a description in the big box then?

scarlet crystal
#

sry, open attributes -> multiplayer

rough lotus
#

so put a description in the summary?

scarlet crystal
#

you need to fill the min players and max players fields

rough lotus
#

ok thats done

#

so then do i need to put something in the summary?

scarlet crystal
#

no no, those are simple text fields. Description.ext is basically the same as what you currently see in all those fields

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set the min and max players, export and it should work now

rough lotus
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ohh ok thanks πŸ™‚

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so i restarted the server with the new mission file and its giving me this

scarlet crystal
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I'd say you're missing required mods on the server, a mismatch of some kind

rough lotus
turbid olive
rough lotus
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I fixed it thanks

silver turret
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how do i thingy

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deploy a tow launcher

silver turret
#

i have an issue where my friend cant see me when i come out of a heli

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in tgrm2

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whats happening

dim kindle
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I have placed enemy units in the editor but when I test the mission the enemy aren't attacking me. anyone know what I've done wrong?

small patrol
#

Probably because:

  • they are actually friendly unit
  • their AI is disabled
  • etc
dim kindle
#

still having issues with enemies that don't attack.
what I've seen now is that they attack for approx. 10 seconds and then they just give up and just roaming

small patrol
#

Maybe unload AI Mods

dim kindle
#

Hmm, the only mods that can affect the AI is Drongos map population

silver turret
#

steam is useless no replies yet

turbid olive
scarlet crystal
#

and a ton of groups can cause lag on mediocre PC or a server.

#

hence the delay of FSMs and lack of shooting. I've experienced the same in some GlobMob scenarios

turbid olive
#

I had kinda of similar issue, but using lambs, the AI seemed lazy to find a target, if I'm like 10m of them, but if I remote control the leader of the group and use it's aim on the target, suddenly the rest of the group start shooting.

abstract folio
#

which PBO contains the official "Escape" missions?

scarlet crystal
#

Arma 3\Argo\Addons\missions_f_patrol has the Escape from Malden mission. for other terrains the path is probably similar.

abstract folio
#

thanks!

dim kindle
#

morning to ya
when using CAS (Bombing Run virtual), the planes are just doing flybys, arent they supposed to bomb the ground? or are they only bombing if there are enemies around?

prisma oyster
#

you may be using mods

torn dove
#

anyone know hot to get custom music to play? I can use a trigger but it does not repeat.

scarlet crystal
vestal perch
#

whu?

scarlet crystal
#

the "πŸ–•" guy but someone dealt with him apparently

vestal perch
#

ah

#

autospam protection

torn dove
ashen marsh
#

Loop it.

torn dove
# ashen marsh Loop it.

I apologise, I am a novice, how? I have not done any scripting in arma. Perhaps I need to google... Just thought it would be easy, as in a tick box.

scarlet crystal
#

I sent you a link on how to loop music with an event handler. Assuming you just made the trigger repeatable, it needs a condition for deactivation to run again. You didn't show how you set it up so no one can give you a proper guidance.

ashen marsh
torn dove
scarlet crystal
#

you can use the code Schatten posted, it's the same thing, just replace MyMusic with classname of your song

rough ore
#

Does anyone know why FIA uniforms don't display shoulder patches?

silent kayak
#

Guys little help, I can't play my scenario and it's say "extension not found".

prisma oyster
#

add the extension

silent kayak
#

Let's me try unistall and reinstall again

#

@prisma oyster It's work fine now, it's my stupid battleye

prisma oyster
#

@covert niche no SW mention/media, thanks

there may be some mods that allow an "across sides" vehicle system, but you can also place an empty vehicle and fill it with crew members manually yourself

torn dove
fossil urchin
silver turret
#

NOOOO

#

WHAT HAPPENED TO NATO RUS WEAPONS

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it was such a sick mod, i could have a 25kg load backpack πŸ’”πŸ’”πŸ’”

pallid crow
#

Hello, I want to make a scenario inspired by MGSV, where similiar to the Liberation gamemode you have a map filled with enemy outposts that can be cleared while also featuring some actual missions that will be provided by the zeus.
There are two things I am trying to figure out and I would appreciate the advice on how to pull that off.
First: I want to be able to play music with my helicopter like in the loudspeaker upgrade in MGSV. Nothing like providing CAS while blasting Rebel Yell.
Second: I want to make stealth a viable (but not the only) option, is that possible in Arma 3? If so, what kind of scripts or mods do I require to achieve this?

dim kindle
#

Any idea why all my soldiers are silent when playing with Spearhead? the have "voice" activated but everyone is silent

plain gale
#

@dim kindle Are you using any other mods?

dim kindle
plain gale
#

Yeah, there might be some issues with certain mods.

dim kindle
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is there a mod to fix the issue? its so silent

plain gale
#

@turbid swift Is there a fix for that?

turbid swift
#

@dim kindle FoW loaded too?

final hill
#

Hi
Is there a way to disable the latest option introduced where map markers can be moved when in the 3D map?

ashen marsh
#

Unlikely.

silver turret
#

genuine question how do i restock on the demining drone, i want to have mortar rounds

slate fjord
torn dove
# fossil urchin You call x .sqf file via every client? PlayMusic is local event and eventhandler...

Thanks for your help mate. I used playmusic to play an arma sound, that worked. Not sure what you mean by call x.sqf file. Perhaps I should be more clear. I have a mod that adds star wars music. The music appears and can play when I use a trigger with true as a condition, it does not repeat though. I would also like the ability to change to another song after it, so using a script may be better. I created an sqf text file, and can use play music there, but how do I access the music added with the mod? Where would it be if it shows in the trigger music? Cheers.

dim kindle
turbid swift
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@dim kindle DM me a rpt log of such session please and a simple demo mission

final hill
silver turret
#

real??

#

yea, but i wana attach a mortar round, cant rlly do that in an sp scenario

dim kindle
#

Hey masters
Getting crazy with this thing πŸ˜„
I want to have a day/night cycle and the day will be 15 minutes in total but the hours from 23-04 will be skipped. Is that even possible?

scarlet crystal
grave forum
#

Is it possible to measure distances in the Eden Editor?

scarlet crystal
#

with 3den Enhanced yes

final hill
#

Do u have any other mods loaded?

primal wave
silver turret
#

also

#

ac nvm

#

i was gonna ask to make a skybox, like the space skybox mod, but i could just ste- i mean take great inspiration from it

mighty flume
#

Is there a way to set an object so that it's for all intents "full bright"? IE, regardless of actual lighting, the object displays as if it were fully lit, and so the textures would have full brightness even in the dark.

small patrol
#

RVMAT can do a trick

mighty flume
#

Sorry, should specify. If there's a means of doing so, on an existing object I place down in editor, via script. Not editing the actual object file.

small patrol
#

You can change RVMAT if the object allows to do so

dim kindle
#

Morning to ya
I use a mod that is Drongo Population Mod or something. It spawns enemies on the map.
Can I somehow chose what color the spawned vehicles can have? Now it is randomly and that is weird

silver turret
#

i have the adjustable body cam mod

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and basically, whenever i press H (keybind to go to cam mode) im taken to another unit's bodycam

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how do i fix this?

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because i have to keep scrolling for alot to get to mine and its annoying

dim kindle
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Is there any furnitured houses in any mod? in ww2 style if possible

balmy glade
#

add n_giddens2021 for a redneck

sacred schooner
#

Hi I'm doing this so bad trying to patch a number of different forum posts together.

I'm trying to do a simple "if the player is from a specific side execute this code on them" trigger, for stuff like killing players going out of bounds or teleporting them somewhere else, but I'm having trouble getting something working that only effects players from a specific side.

if (side _x == "EAST") then
{
_x setDamage 1;
};

This code doesn't work but shows my intent I guess, any pointers? I'm using this on a sever too so i'm not sure if I should be calling a SQF file.

quiet plume
undone basalt
#

_enemyUnits = allUnits select {side _x == EAST}; 
{_x setDamage 1;} forEach _enemyUnits;
plain gale
#

Use the units <side> command instead

dim kindle
#

Cant figure out how to create or even how to search but I want to have a trigger that shows a quick briefing for a second.
Like showing the text "Eliminate the SS" when I enter a village

small patrol
#

hint is the easiest way

thorny sigil
#

why does Edit Terrain Object module not function properly on a server-run multiplayer mission?
Am I using it / doing something wrong?

It resets the building or it will run the molule and show a building in both the alive state AND the destroyed state at the same time. Especially for CUP buildings...

scarlet crystal
#

it's not meant for use in multiplayer

thorny sigil
#

oh :(

scarlet crystal
#

I recall something about it working properly now but it could be just my mind playing with me. For the time being you would have to make your own scripted solution

#

or hide these objects and place new ones in editor with settings you need

thorny sigil
#

trying to create a wartorn city, lots of buildings to replace then. That's what i've been sticking to so far. Looks like i will have to keep doing that then.

scarlet crystal
#

yeah it's not my mind, it's just the update being borked yea

#

if you are on the latest version of the game (and server too) and you can replicate the issue with no mods, make a ticket in the feedback tracker website please

thorny sigil
#

copy that

#

i may be on an outdated version actually

scarlet crystal
#

2.18 is the most recent one

dim kindle
#

Tried a few of my missions on LAN today, and some of them got "respawn disabled", sometimes it was me and some times my friend who got it.
Double checked all info in "multiplayer options" and it looked OK afaik.
Anyone who knows what I did wrong? And where to look?

narrow dew
#

Anyone knows how to turn off the player Icon on the map?

#

The red circle I have been trying to add some type of command to get this off.

prisma oyster
narrow dew
prisma oyster
#

hmm, then it may be Warlords-related - isn't it "location visible to everyone" part of the game mode?

narrow dew
#

Not sure I have seen that one.

prisma oyster
#

no module can turn settings on/off; however a script can definitely create a marker and move it

narrow dew
#

Let me test something. I might have a script forcing It on.

#

Yea your right. I will dig around and find out which one.

stoic tartan
#

Quick question, I was wondering if there is a way to make it so nothing in the arsenal is infinite, specifically in antistasi. Thanks!

small patrol
#

"Is there a way?" Yes there is as you already seen in Antistasi. But does require tons of scripts

stoic tartan
#

gotcha makes sense

dim kindle
#

What am I doing wrong when my character dies the first thing on the battlefield?

  1. I start the mission
  2. My character screams and die
  3. The respawn countdown starts
  4. I can finally spawn haha
dim kindle
#

good morning all
Want to ask this once and for all haha since I can't figure out the "best" solution.
I have a group of soldiers which are grouped to a Captain
All have individual Ambient Animations which they can Exit
What is the best way, both performance and AI, to make them be hidden until I'm near and for them to NOT leave the trench when "activated"?

For now I'm using hide/show modules and a trigger which is set to activate once independent is present and the soldiers disabled "Path" and "Cover" in AI Features.
Looking forward to your ideas and solutions

modern parcel
#

how do i add action an arsenal to an supply box so that i can use scroll wheel menu to acess bi arsenal

small patrol
dim kindle
#

When I adjust a object in the editor and change how its placed, as soon as a click on the marker (red arrow haha) it goes back to its previous placement, is it a button or setting I have to change? want to have some stuff standing haha

small patrol
#

Do you mean the yellow icon? It's so awkward to make the arrow much more visible in your quick image edit

#

There is none AFAIK. Just use move widget

dim kindle
#

yeah, the yellow circle, but as soon as I move the object it resets and I dont understand why

small patrol
#

Read my second sentence

dim kindle
#

still don't understand..

small patrol
#

It's the rotation widget, not move widget

vestal perch
plain gale
#

It's the one with the straight arrows.

shut trellis
#

hello, i've been having this issue where the AI is stuck in this position whenever i load up missions on my dedicated server. Does anyone know how to fix this?
Thanks

#

the issue only occurs on the dedi server not when im local hosting.
It only happens with 3den placed ai

vestal perch
#

maybe some mod you use

shut trellis
vestal perch
#

any mod can break things. but maybe ai mod would be first suspect

small patrol
#

You are grabbing the icon still

plain gale
#

Drag the object with the arrows.

dim kindle
#

sorry for being so fucking stupid haha

dim kindle
#

It is super duper time consuming to match the right weapon with the right ammo when adding stuff manually in a box.
There must be a easier way, right?

plain gale
slow gorge
#

Doesn't anyone know what resolution images need to be to fit on the briefing table and board?

quick yoke
#

Does anyone have a clue how to start a mission with the tracer Modules Off? I tried [Tracer_1, false] call BIS_fnc_moduleTracers; but that made my game crash ... Any suggestions?

quiet plume
#

place a tracers module, create a trigger that activates when you need the tracers to start, sync module to trigger?

upbeat dirge
#

I'm working on a project where our group generates campaign missions with a variety of factions and forces. One week we might be playing as Finnish Reservists, the next as a SEAL Team, after that Spetsnaz, etc. I'm looking for a way to take the loadouts that we have applied to various players and copy the weapons and magazines into Arsenal quickly and completely, so that I can make arsenal boxes (or just equipment boxes) for people to play with. Is there any good way to do this? I am using Eden Enhanced and I was hoping that the loadout tools would help, but I don't see anything for this.

#

The best solution I can think of at the moment is a script that will read all units in a mission, create an array and populate it with the relevant items they are carrying, and then copy it to clipboard for further tweaking and processing before trying to import back to ACE Arsenal

dim kindle
#

I am well aware of what kind of game Arma is BUT in a mission I'm making (ww2) I would like to have a little bit faster tanks and faster moving of turret. Kind of like Post Scriptum. Is it possible? And how? Would be really glad if you could help me

small patrol
#

By making and using a Mod

quick yoke
quiet plume
#

yes

jolly quarry
#

where can i find the assets as a file in file exlorer

#

i wanna look through the loadouts without my laptop flying away

small patrol
#

None of the term you told seems really Eden or Arma 3 related to me

#

What exactly you need

jolly quarry
#

when you open editor

#

under assets you have factions

#

from there you can spawn different soldiers and vehicles

#

where can I find a folder that contains their loadouts

small patrol
#

What is "a folder" in this context

jolly quarry
#

in file explorer

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is there a folder/file that contains those

small patrol
#

What is "file explorer"

#

Do you mean Windows' Explorer

jolly quarry
#

idk what it's called

small patrol
#

Then I don't know either

jolly quarry
#

it's called file explorer on my laptop

#

yes windows explorer

#

is same thing

small patrol
#

Okay let's presume it is Exploer

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Why do you need it on Windows

jolly quarry
#

I know you can "build" loadouts by hand with code

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it's the recommend way my unit does it

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I was wondering whether the 3den assets have a known location in windows explorer

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where I can find this code

small patrol
#

You cannot explore it through Explorer directly

#

Why not just use Arma 3 to browse available assets

plain gale
#

Loadouts are defined in config.

#

Custom loadouts through the arsenal are saved in a persistent variable.

jolly quarry
#

nvm I'll just go through the whole Arma folder and find it

jolly quarry
small patrol
#

That doesn't sound a sane idea

plain gale
#

At this point I am totally confused

small patrol
#

You play the game that takes ton of time to load, but you don't play?

jolly quarry
#

i don't mean load

#

I mean It takes ton of time to go through editor to check things and then build loadouts in VA

small patrol
#

...?

#

Editor to check What?

jolly quarry
#

to check what equipment different factions and units use

plain gale
#

You would need to unpack all pbos and check the config files. That ain't faster

small patrol
#

Put an unit you want to look, open Arsenal, save

#

Isn't it what you need?

jolly quarry
small patrol
#

???

jolly quarry
#

I wanna see specific pieces of equipment it uses to use it in a loadout

small patrol
#

Just in case, do you know you can open Arsenal in Eden?

jolly quarry
#

yes I do

small patrol
#

Then why it doesn't work?

jolly quarry
#

cause I am not trying to just edit the assets loadout

#

I'm checking if (for example it's vest) would work for my project, or if I know it will I wanna know which one it is

#

anyways

#

thx for help

#

howgh

plain gale
#

So you want to make a mod and reused vanilla equipment

#

Unpack the data then

small patrol
#

It seems you are doing something entirely wrong

#

Or your idea it is

jolly quarry
#

the thing is we don't understand each other

#

that's it

slow jewel
#

can you just go to CfgVehicls and see all

#

@jolly quarry

#

in the editer

terse tapir
#

do AI collide with objects like buildings you place in the editor?

vestal perch
#

yes

wide venture
#

Alright guys, I have a problem that's bothering me, I'm trying to make my respawn accept that when I get injured I become incapacitated and don't respawn immediately, can anyone help me?

fast void
wide venture
#

but dont work

#

I've tried everything

#

the revive is active both in attributes and also in the character itself

scarlet crystal
#

revive system in scenario settings is multiplayer only iirc.

#

You would have to write/use a script or get some mod that overrides default shot-dead system and makes you incapacitated. Diwako's Armor Plates System for example, most compatible with vanilla

wide venture
#

yes, but I'm in multiplayer, that's the biggest problem

#

see this

scarlet crystal
#

and are you testing the mission in multiplayer environment?

quiet plume
#

ACE blobcloseenjoy

wide venture
#

I've done everything and it still keeps respawning automatically

fast void
#

I got some question about the "create IED" module from ACE.

All the options are pretty straight forward except the "is jammable" option.

What does the player need to jam the IED? Is it an item or something?

inland burrow
#

how do u make it so u can respawnn on top of USS Freedom instead of inside it

dim kindle
#

I have only found super massive scripts for this so looking for some guidance.
Let's say I have 5 friendly AI placed with 3den, can I make them respawn in a easy way? I want to remove the ability to use zeus

abstract folio
#
class Sentences
{
    class infantry_attack_1
    {
        text = "Cacing, ini Anjing. Maju!"
        speech[] = { "\infantryattack\infantryattack1.ogg" };
        class Arguments {};
        actor = "aditya";
    };```

I would like to know how to make the `text` to appear as the the one in the APEX campaign, instead of appearing on the bottom left?
abstract folio
#

from ive read, i need to use textplain although that doesnt seem to work

prisma oyster
#

as I wrote you cannot, as unfortunately BIS_fnc_kbTellLocal only checks game and mod config, not mission one

abstract folio
#

yeah thats unforunate, ill have to "time" the trigger correctly to when the character actually says the text written

onyx bluff
#

Hey does anyone know the dimensions for a clean image to preview within the β€œGallery, Rectangle” portrait frames?

Trying to add in some artwork.

#

I think I’ve been using 256x256 but it doesn’t fit the image, and somewhat blurs it.

dim kindle
#

I'm terrible at this computer magic thingy with scripts and such and I really need your help to reach goal with my scenario I'm creating.
I want, the easiest way, to spawn randomly placed enemies (infantry, mechanised, air and so on) with the ability to respawn after a specific time after I killed them. It must work with Spearhead.
Please please help an old useless man who just wants to kill nazis

dim kindle
#

Correct me if I'm wrong but to make the enemies stand and not run away/lay down, i disable Cover and Path in "AI Features", right?
the enemy is still laying down even though I have disabled cover and path, is there a setting anywhere else for this?

waxen rune
dim kindle
turbid olive
kindred zealot
#

Is there a way to make artilary pieces fire on a queue of targets?

kindred zealot
#

anyone?

turbid olive
kindred zealot
turbid olive
# kindred zealot I want a unit to fire artiliarty on a queue of targets, reload as it needs, and ...

Like this?

0 spawn {
  _eta = arty1 getArtilleryETA [getPos target1, ((getArtilleryAmmo  [arty1]) select 0)];
  arty1 doArtilleryFire [getPos target1, ((getArtilleryAmmo  [arty1]) select 0), 2 + (random 2)];

  sleep _eta + 10;

  _eta = arty1 getArtilleryETA [getPos target2, ((getArtilleryAmmo  [arty1]) select 0)];
  arty1 doArtilleryFire [getPos target2, ((getArtilleryAmmo  [arty1]) select 0), 2 + (random 2)];

  sleep _eta + 10;
// etc.
}
kindred zealot
#

I have no scripting knowlage in arma 3. is there really no simple way to queue artiliary targets?

turbid olive
kindred zealot
#

I want to set the ariliary in the editor, so when all the artiliary missions are complete, the mission fails.

#

one of the objectives of the mission is to destory all the arti pieces

turbid olive
#

okay, do you have something solid in your editor or is this just an idea?

kindred zealot
#

wdym by solid?

turbid olive
#

like, do you have those objectives set up

kindred zealot
#

like in game? is there a way to share the mission file?

turbid olive
#

yes, it's in your documents

kindred zealot
#

sending it here

#

man it's processing forever Q_Q

turbid olive
kindred zealot
turbid olive
#

any mods?

kindred zealot
#

I named it "CharkiaAssult_RocketThreat_WIP.Altis"

#

no just the tanks DLC

kindred zealot
turbid olive
kindred zealot
turbid olive
#

the arty... see, sometimes you need to do stuff step by step, first thing you need to know is how to make an artillery to fire by script

kindred zealot
turbid olive
#

Try like this first, see if works

arty1 doArtilleryFire [getPos target1, ((getArtilleryAmmo  [arty1]) select 0), 2 + (random 2)];
kindred zealot
#

I understand the code, thanks.
I'm very bummed out that this isn't doable without a script

turbid olive
#

"Arma 3 how to make artillery fire at a target", silly questions but opens a whole other world for you in mission editing

kindred zealot
#

Can I put the code in a object or smth?

turbid olive
#

but it will fire just once

#

but for tests, you start like this

kindred zealot
#

that's fine for my use.. but how can I make it cycle? are there loops?

turbid olive
#

and improve later

turbid olive
kindred zealot
#

is there also a way to make an array from the markers?

ashen marsh
#

Yes.

kindred zealot
#

hmm...

turbid olive
# kindred zealot that's fine for my use.. but how can I make it cycle? are there loops?

in your mission folder, create a note and name it init.sqf (it should be .sqf and not .txt.sqf)
If you want to fire like 3 times and stop looping (mission fails), you can do like this. If you just want a "fake artillery fire".

// Create this variable to count how many rounds artillery fired, and you can use it to check the objective
Mathew_artyTimesFired = 0;
 while {Mathew_artyTimesFired < 3} do {
// Name one of your artillery piece arty1 and place a target object (can be an invisible helipad) and name it target1
  arty1 doArtilleryFire [getPos target1, ((getArtilleryAmmo  [arty1]) select 0), 2 + (random 2)];

Mathew_artyTimesFired = Mathew_artyTimesFired + 1; // Each times that the loops runs, it will sum + 1 in the variable Mathew_artyTimesFired. When this variable is equal to 3, the loop will exit and the artillery will stop firing.
 
systemChat str Mathew_artyTimesFired; // Debug the variable.

sleep 300; // Delay in seconds. Wait for 5 minutos to run this loop again. Change this number if you want more or less delay.

// Full Ammo
arty1 setVehileAmmo 1;
};
kindred zealot
#

So here is an idea... what if insted of helipads I will use dots, will it be possible to hide them until players interact with an object? so they got the intel for the fire missions?

turbid olive
kindred zealot
#

I rather put the code in the trucks themselfs, do I write the same code in the object init?

#

of the arti piece?

kindred zealot
#

I just rather have an object in the editor I can edit

turbid olive
#

so put this code inside a spawn in the object init

#
[this] spawn {
params ["_this"]
// put the code here
// change the arty1 variable for _this
} 
kindred zealot
#

ok, can I ask why?

turbid olive
kindred zealot
#

that's fine

turbid olive
#

that's why It's better to just create an init.sqf file

kindred zealot
#

hmm... yea there is no easy way to edit code in the editor. which is... funny

#

hmmm... I'm getting syntax errors. I'll just create a sqf file... is there a way to import it into the editor later? so it will save with the mission file insted of as an exterior script?

turbid olive
kindred zealot
#

still

kindred zealot
#

I MUCH rather have that in game

kindred zealot
turbid olive
kindred zealot
#

the ingame place for scripts is really annoyingly small

turbid olive
#

with condition true

kindred zealot
#

won't it fire off all the time because of the interval?

turbid olive
turbid olive
kindred zealot
#

oh ok

#

I wish I could group dots together into an array easily, then just loops over the array.

#

wait I can make layers... is it possible to loop over all objects in a a layer?

kindred zealot
#

I'll check it out later. family calls. thanks a lot everyone! I will be back πŸ˜‰

turbid olive
kindred zealot
#

cool! I'm playing around with the loops and layers.

kindred zealot
#

hmmm... I'm trying this but getting ";" error:

[this] spawn { params ["_this"]
private targets = getMissionLayerEntities "Anthrakia_ArtiTarget";
forEach targets {
_this doArtilleryFire [getPos _x, ((getArtilleryAmmo  [_this]) select 0), 1 + (random 3)];};}
quiet plume
#

orEach targets { isn't a correct syntax

#

private targets would error out, private variable should have names that start with _ (i.e. _targets)

kindred zealot
#

like this?

[this] spawn { params ["_this"];
_private targets = getMissionLayerEntities "Anthrakia_ArtiTarget"
{ _this doArtilleryFire [getPos _x,((getArtilleryAmmo  [_this]) select 0), 1 + (random 3)]}forEach targets;
}

I am getting invalid number in expression error

quiet plume
#

_private isn't a thing

kindred zealot
#

oh derp

#

so I should _targets?

#

well...
this isn't working

[this] spawn { params ["_this"];
private _targets = getMissionLayerEntities "Anthrakia_ArtiTarget";
{ _this doArtilleryFire [getPos _x,((getArtilleryAmmo  [_this]) select 0), 1 + (random 3)]}forEach _targets;
}
turbid olive
kindred zealot
#

not so far

#

hmm...

[this] spawn { params ["_this"];
private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 0;
{ _this doArtilleryFire [getPos _x,((getArtilleryAmmo  [_this]) select 0), 1 + (random 3)]}forEach _targets;
}

didn't work either

fossil urchin
#

Select with float works?
1 + random 3 , returns
1.00-3.99

kindred zealot
#

what?

turbid olive
#

that you want to do

turbid olive
turbid olive
kindred zealot
#

I just used a int now and it's still not working 😦

[this] spawn { params ["_this"];
private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 0;
{ _this doArtilleryFire [getPos _x,((getArtilleryAmmo  [_this]) select 0), 2]}forEach _targets;}
turbid olive
kindred zealot
#

any idea how to make that work?

turbid olive
#
[this] spawn { 
  params ["_this"];
  private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 0;

{ 
  _this doArtilleryFire [getPos _x,((getArtilleryAmmo [_this]) select 0), 2];
sleep 60;
}forEach _targets;
}
kindred zealot
#

doesn't work

turbid olive
#

what doesn't work

kindred zealot
#

the units do nothing

#

just stand there. no errors.

turbid olive
kindred zealot
turbid olive
kindred zealot
turbid olive
kindred zealot
# turbid olive working here

what I did is

[this] spawn { params ["_this"];
private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 1;
{ _this doArtilleryFire [getMarkerPos _x,((getArtilleryAmmo  [_this]) select 0), 2]; waitUntil {sleep 1, unitReady _this}; }forEach _targets;}
kindred zealot
#

just the dynamically reloading part is maybe fucked. I'm testing

subtle dirge
#

Hello,

I would like to add backpacks in my editions but make the interaction to take the backpack impossible. This works well for clothing by setting its setDammage to 1, but it doesn't seem to work for backpacks. I’m wondering if there’s a simple solution other than using an EventHandler? I would like to remove all possible interactions with the various backpacks placed in my .sqm file.

Thanks for your help

teal oasis
#

I am having an issue in editor with my heli transport. I have the requester and provider setup but, when he drop's me off the icon and the box that pop's up when you press the backspace key flashes real fast. Iam only using 3denhanced, cba and zues mod's. Any suggestion's how to fix it?

prisma oyster
teal oasis
#

@prisma oyster, sorry. New to the server and wasn't sure which one it needed to be posted in.

quick vector
turbid olive
quick vector
# turbid olive need more details so we can help you

Tldr I am in a 40k unit and anytime a sm (custom skeleton) joins the server everything works fine, but Anytime a regular human joins and loads into the server what is shown happens especially if in same squad

#

The players all the sudden lose visual access to their body and are tpped to debug corner

quick vector
turbid olive
#

Did you take a look into the mission files/editor?

quick vector
#

It's set up for zues

#

Yea

#

I don't see anything off

turbid olive
#

can you send it here?

quick vector
#

When I get home yea

turbid olive
#

πŸ‘

barren mural
#

i got the cfgpatches member already defined error

#

and the line it mentions just has the {: thing

#

like tf am i supposed to do bruh i spent 8 hours making custom units

#

and i cant just save it and leave to continue the next day

#

i gotta do it all in one go

small patrol
#

What does this do with Editor

prisma oyster
pulsar sonnet
#

Anyone here knows how to make chinook ramp open or touch the ground while in editor mode?

Anyone here also know how to make helicopter rotors have an effect that its spinning?

small patrol
#

You can check its config. You can turn the engine on

pulsar sonnet
#

wait so i have to tick this on right?

#

and then put this plane call PLP_fnc_simpleAttach on innit?

#

ahhhhhhhh

#

i got itt thx

dim kindle
#

If I fix so some enemies have a language that demands a DLC, will the soldiers be silent for my friend who don't have the dlc? or can't he even play it?

small patrol
#

I think it wouldn't cause the entire mission to lock, but an error message and no voice for that soldier

scarlet crystal
#

if you used voices from a cdlc like SOG ot Spearhead and your friend would not own them or have compat data mod loaded, there would be an error

turbid olive
hidden cove
#

If a make a mission using a mod from a guy named Drongo, a mod that populate the map.
Can I save my progress when playing LAN tomorrow? Does it matter if I use that mod? Can I save in another easier way?

prisma oyster
#

depends
on how the mod is made

#

open your mission.sqm, if you see drongo references, then yes you need the mod I believe

silver turret
#

what is this

#

i have the dismemberment mod installed

plain gale
#

A script error.

turbid olive
silver turret
#

way

#

😐

plain gale
#

What else do you expect?

silver turret
#

a fix.

plain gale
#

Unload the mod

silver turret
#

i dont want to

plain gale
silver turret
#

its a good mod

fossil urchin
#

Seems it is not if it gives error

dim kindle
#

OK, roast away but hell, I had god damn fun making this.
Testing in at LAN tomorrow
A few things I'm afraid that will happen..

  1. Getting "Respawn Disabled" - got that some other time and I couldn't understand why and it ruined the whole day
  2. I have no idea how the submarines are working haha, will they travel under water? above?
  3. Made a SS troop that's maxed out on Skill and made them hunters in Drongos DMP mod, hopefully they will not kick my ass to soon

Any tips and tricks you can give me? regarding anything that can be helpful considering tomorrows LAN

supple holly
# dim kindle OK, roast away but hell, I had god damn fun making this. Testing in at LAN tomo...

Yes.

  1. Use missionFiles Like Description.ext, Init.sqf, InitPlayerLocal.sqf
    For setting mission respawn, parameters and stuff.
    2.Create mission layers. Basicly folders on the left side and you can toggle visibility/interaction or even disable them if you dont need them.
  2. Test your missions. Have a guy in as your test dummy with zeus or go in camera and see what AI will do in those situations and see if they need any adjustmest or not.
turbid olive
#

anyone, is there a way to check mission.sqm like a sqf file?

turbid olive
quick vector
small patrol
#

Like a SQF, as in?

quick vector
turbid olive
# small patrol Like a SQF, as in?

"read the file", I know there is a way, but I can't remember how. I wanna check the mission.sqm file from Echo to find something that is causing the issue in their mission (cuz I don't wanna download all the mods just to open on editor)

turbid olive
quick vector
turbid olive
# quick vector

there are so many warnings and script errors, did you check those already?

turbid olive
quick vector
#

Like yes mods cause warming errors but nothing listed is a mod that causes problems

turbid olive
#

I mean, you should check for mods causing this issue

quick vector
turbid olive
#

is there scripts inside the init of the playable units?

quick vector
# turbid olive hmmm

The other thing aswell is we reverted all our mods back to the old mod pack from 5 months ago and we still got the issue even though ik for a fact that this wasn't an issue 5 months ago

quick vector
turbid olive
#

hmmm, so the player respawns and gets teleported to [0,0,0]?

quick vector
#

It's weird basically and this from what I can tell doing more testing on it yesterday

#

The player will get told he has gone to the respawn screen without being in the respawn screen

#

Like it will say he has died give that prompt but from everything we can tell that player is indeed where he last was for everyone else before he got teleported

#

To make matters weirder it only happens if in the same squad

turbid olive
#

did u check the multiplayer attributes for respawn?

quick vector
dim kindle
#

anyone know a mod with a working aircraft carrier? working in the words of take off and landing and no other functions

sly sleet
#

is there a way to set things to be automatically ticked such as data link etc

dim kindle
#

In this scenario I have snipers, guards, MG42 and AT. For the sake of FPS - can I group them? will it change their behavior? or is it a bad idea?

plain gale
#

Also if you use dynamic simulation keep in mind that the whole group gets enabled once one entity is in activation range. In your case it won't matter much as they are close together.

turbid olive
sharp lily
#

Guys, please, is there any way how to stop processing sqf commands for some characters ?

Meaning: onPlayerKilled.sqf has a respawn command after 300seconds (and many more other commands). But some players, logged on certain units\charaters, I don't want to be respawned, so we need to somehow stop them from processing the rest of commands writen in onPlayerKilled.sqf.

idea:
if (player == wontgetcommands) then {don't compile more commands ;};

I know, sounds crazy ;D Please, any ideas ?

teal oasis
#

If i design a mission, is there away for me to allow someone else to be able to go in a edit also? Would that be part of the zues mod?

turbid olive
turbid olive
silver turret
#

does anyone know which mod the camera movement is

#

like his camera doesnt move with his gun

#

kinda like squad's camera movement or smth

small patrol
#

It is Aiming Deadzone. Not a Mod

sharp lily
#

Thank you guysπŸ™

silver turret
#

thx

pale slate
#

Its hapend when i enter to the editor

sharp lily
turbid olive
sharp lily
#

if (player == wontgetcommands, wontgetcommands2, wontgetcommands3) exitWith {}; Or should I repeat this command for all characters rather?

Like that ?
if (player == wontgetcommands) exitWith {}; if (player == wontgetcommands2) exitWith {}; if (player == wontgetcommands3) exitWith {};

But I guess, it's ok to repeat them.

turbid olive
slow jewel
#

|| = And Or

dim kindle
#

I've been trying to figure out how to make soldiers respawn. Enemy soldiers.
If I place them in the editor, plays the mission and kill them. Can u make them respawn after 10 minutes or so in a easy way?

fossil urchin
turbid olive
#

🀝

small patrol
#

Wrong guy to ping, dude

sharp lily
prisma oyster
#

if ( -this- ) exitWith {}; yes

#
private _noCommandsPlayers = [wontGetCommands1, wontGetCommands2, wontGetCommands3];
if (player in _noCommandsPlayers) exitWith {};
// ...
quiet plume
#

good thing arrays don't crap out on possible nils blobcloseenjoy

sharp lily
#

Thanks! Just for curiosity, are there any advantages not to just copy-paste my basic command, and use some of yours ?
"nil s" I don't know what it is meowsweats

small patrol
#

Less lines to write, easier to adjust

#

Meanwhile, it yeah, just works is also a thing too of course

sharp lily
#

Thanx lads, your help here is priceless..

prisma oyster
#

oh no, I can totally name a price if you want!

dim kindle
#

Is there a "optimal" size for a trigger area when hide/show a MG nest?

abstract barn
#

Hey everyone. I need some help. Im getting a bis_fnc_moduleaispawn_initgroup error on the bottom of my screen when i go to test my game.

#

No scripts or anything, default sides.

#

i even restarted from scratch and still this shows up.

#

mods are initialized, but are not being used for this.

scarlet crystal
#

try without mods?

#

just because you don't place anything from them in a scenario doesn't mean they don't have anything executed anyway.

abstract barn
#

im trying that by unloading the most recent mods then going backwards

#

it looks like its time to the team intel mod

#

it looks to be tied* to the team map intel mod by crub.

#

Idk why its causing that issue.

#

The groups still load in, which is fine, but the error still shows up.

onyx lion
#

Question for the experienced editors among yall: I am trying to make Bluefor and Opfor air units fight each other over a city as a cool set piece for the mission, but even when set to invincible and infinite ammo they end up chasing each other all across the map.
My question is, how do I keep them contained to only fight above the city itself and not run around chasing each other to Narnia and back?

slow jewel
#

i made a chopper dogfight mission let me see if i can find something in there to help you

#

mabey try something like this

#
_origPos = (GetMarkerPos "Center");

if ((random 1) < 0.5) then {_ranX = -1};
if ((random 1) < 0.5) then {_ranY = -1};
xx = random _range * _ranX;
yy = random _range * _ranY;
units _grp commandMove [(_origPos select 0) + xx, (_origPos select 1) + yy];
#

this is what i use to keep the choppers near the marker "Center"

#

in a script ofcorse

#

well im not really experienced i just do what im told he he

#

im just a noob really i only have 8,347 hrs in Arma 3

#

and i missed 5 years cuz of life

terse tapir
#

Is there a way to create new unit compositions for the different factions? For example, I want to create a new type of fireteam for NATO. is there any way to do that?

slow jewel
#

yes can it be done

#

after looking at this yull say omg lol

#

also you can just set up loadout in the BIS ammo box much easyer

#

then export the loadout to the clipbord and past it in script

#

then you can ajust the loadout to what ever you want

#

like i have vietcong enemy in Default Arma 3 well at least they look like VC to me

#

i kinda come close to having Nam type missions in Default Arma 3

#

no mods

serene vigil
#

How could I detect remaining ai of a side for trigger activation?
{alive _x && side _x == resistance} count thisList < 3 here's what I'm putting in the condition area for the trigger, but it seems to be active instantly

ashen marsh
#

Remaining AIs within trigger area?

serene vigil
#

yes

ashen marsh
#

Are they initially within trigger area?

serene vigil
#

yes

turbid olive
serene vigil
#

hint "active"; for now

turbid olive
#

afaik, thisList will only return objects under Activation (any, anybody, blufor, opfor, independent, etc.)

serene vigil
#

Ohhh. Well I'll try inArea then

turbid olive
serene vigil
#

Nope. Left it as none

turbid olive
#

well, put it then lol

#

and try again

#

I had a similar problem months ago with that, and that was the issue for me

ashen marsh
turbid olive
#

send a screenshot

serene vigil
turbid olive
#

put "independent" in the Activation, under "Type"

serene vigil
#

it should be present?

turbid olive
#

yes

serene vigil
#

for activation type I mean

turbid olive
#

yes, you are counting present units

serene vigil
#

But I thought the activation condition already is counting any units that are side indep inside the trigger

turbid olive
serene vigil
#

regardless if there was less than 3 units or not

turbid olive
#

yes, because thisList is returning empty

serene vigil
#

ah ok

turbid olive
#

[] = 0

#

so... < 3

ashen marsh
#

Change trigger activation to "Anybody" and use this condition:

this && { ({ (_x getEntityInfo 0) && { alive _x } && { (side _x) == independent } } count thisList) < 3 }
turbid olive
#

that's my hypothesis, test it out

serene vigil
#

Alright, I'll try both ideas out

serene vigil
turbid olive
#

nice

slow jewel
#

hypothesis i love that word nice

runic breach
#

how to make slideshow in arma 3

prisma oyster
#

place a lot of units in the editor, A3 will turn into a slideshow πŸ˜„

silver turret
#

something i found out in arma 3

#

is that the minigun, doesnt feel like a minigun

#

what i mean is, in squad, when you have the minigun, you can feel it, like the recoil and stuff, in arma 3, you dont.

#

is there anyway to perhaps fix this?

prisma oyster
#

add screenshake?

slate cipher
#

guys does someone know which dimensions do Arma 3 leaflets have?

I mean which resolution should I take to perfectly fit an image into the leaflet?

dim kindle
#

I’m trying to make a satchel spawn and explode on the position of a barrel after the barrel gets destroyed.
I’m using createVehicle and getPos.

The satchel spawn and explodes, but it keeps spawning at the wrong height about 200 meters below the barrel.

Is there an easy way to fix this? Thanks for reading

small patrol
#

setPos'ing before explode it

dim kindle
#

It still spawns at sea level ; _ ;

small patrol
#

You are doing something wrong then

dim kindle
#

As always. I will youtube some more, thank you

small patrol
#

You can just post your code

#

Nobody can debug a code that is invisible to them

dim kindle
#

Found a guy on youtube who used this. It works great

this addEventHandler ["HitPart",{
_barrel = _this select 0 select 0;
_point = _this select 0 select 2;
_explosive = "IEDLandSmall_Remote_Ammo";

_veh = createVehicle [_explosive,position _point,[],0,"CAN_COLLIDE"];
deleteVehicle _barrel;
_veh setDamage 1;
}];

fickle hound
#

Hello everyone, I really need help with something.

I want to create a simple mission for me and my friendβ€”a dogfight mission with respawns. Every time someone is killed, they respawn back in a jet somewhere on the map, already flying. I’ve searched everywhere but haven’t been able to figure it out.

i attached a photo and i don't know how to move from here.

thanks for help

turbid olive
#

smells like chatGPT

small patrol
#

Seriously stop your nonsense

slow jewel
#

no i wright this

#

what ?

turbid olive
slow jewel
#

yeah thats easy

small patrol
#

Yes I do

slow jewel
#

so what do u mean you mean like respawn markers ?

turbid olive
#

I'm asking @fickle hound

#

wtf

slow jewel
#

oh ok

#

btw i dont use ChatGPT i dont even know what ChatGPT is

fickle hound
turbid olive
fickle hound
slow jewel
#

respawn_west respawn_west_1 respawn_west_2 respawn_west_3

fickle hound
#

i want to respawn in jet and not on ground as inf

turbid olive
fickle hound
#

@turbid olive thank you,

turbid olive
#

you will spawn as inf on ground, the ideia is to create a jet in another location and teleport to it

fickle hound
#

okay so i need to create empty jets on the map ?

turbid olive
#

make a spawn marker for the jet on the map

fickle hound
#

oh okay

turbid olive
fickle hound
#

like this ?

turbid olive
#

if you want in that position than yes

#

I was thiking more on the edge of the map

fickle hound
#

yeah just for testing and then ill adjust the positions

turbid olive
#

okay

#

for spawning the jet you can use this command, read a little bit to understand it

#

use the Alternative Syntax

fickle hound
#

i see and how i attach the script to the marker?

turbid olive
#

you have to create a note file in your mission folder and name it onPlayerRespawn.sqf

fickle hound
#

where do i add params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];
inside the sqf file?

ashen marsh
#

LOL, "sqf file" and "script" are the same in this case.

fickle hound
#

what is the newUnit and oldunit ?

#

new is the marker and old is the player name?

ashen marsh
quiet plume
#

"new" as in "unit that player controls after respawn"

#

Scotty, you're not helpful

slow jewel
#

oh ok

fickle hound
#

i feel dum

prisma oyster
#

do not "replace" these values

slow jewel
#

dont forget to set respawn to =3

#

or respawn to type 3

#

in the Description.ext

#

respawn = 3;

fickle hound
#

is that good?

slow jewel
#

man thats small text

fickle hound
#
params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];


if (!isNull _oldUnit) then {
    deleteVehicle _oldUnit;
};

_position = getPos _newUnit;

_vehicleType = "B_Plane_Fighter_01_F"; 

// Optional: Specify markers for random placement
_markers = ["jet_spawn_1", "jet_spawn_2", "jet_spawn_3"];

// Create the vehicle
_newVehicle = createVehicle [
    _vehicleType,
    _position,
    _markers,
    0, 
    "FLY" 
];

slow jewel
#

oh thats better nice

fickle hound
slow jewel
#

looks good to me but what do i know

fickle hound
#

what is the next step ?

#

start the mission to test it ?

slow jewel
#

umm on the respawn delay umm

#

it dont look like you are useing the respawn dely

fickle hound
#

i need to add _respawnDelay = 0; yeah?

slow jewel
#

umm yeah i think so

#

i just put respawn = 3; in the Description.ext

fickle hound
#
params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];

_respawn = 2;
_respawnDelay = 0;

if (!isNull _oldUnit) then {
    deleteVehicle _oldUnit;
};

_position = getPos _newUnit;

_vehicleType = "B_Plane_Fighter_01_F"; 

// Optional: Specify markers for random placement
_markers = ["jet_spawn_1", "jet_spawn_2", "jet_spawn_3"];


// Create the vehicle
_newVehicle = createVehicle [
    _vehicleType,
    _position,
    _markers,
    0, 
    "FLY" 
];

i hope this is good

slow jewel
#

Respawn = 3;

slow jewel
#

3 is the respawn for markers

fickle hound
#

cool

slow jewel
#

rgr that mate

fickle hound
#

now i need to do something in the editor or its time for testing?

turbid olive
slow jewel
#

i trying my best to help even if it falls short

fickle hound
#

yeah sorry im kinda noob

#

never tocuhed scripting in arma

slow jewel
#

oh its fun i love it

fickle hound
#

ok i respawn but without a jet

slow jewel
#

i like i said before most of my scripting comes from G amd M code programing

turbid olive
#

that's the next step

fickle hound
#

nice, how we do it?

slow jewel
#

player moveInDriver _vehicletype;

fickle hound
#

in here?

params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];

_respawn = 3;
_respawnDelay = 0;

if (!isNull _oldUnit) then {
    deleteVehicle _oldUnit;
};

_position = getPos _newUnit;

_vehicleType = "B_Plane_Fighter_01_F"; 

// Optional: Specify markers for random placement
_markers = ["jet_spawn_1", "jet_spawn_2", "jet_spawn_3"];


// Create the vehicle
_newVehicle = createVehicle [
    _vehicleType,
    _position,
    _markers,
    0, 
    "FLY" 
];
turbid olive
#

after the code:
_newUnit moveInDriver _newVehicle

slow jewel
#

ahh yes

fickle hound
#

OHHHHHHHHHHHHHHHHHHHHH

#

its working

slow jewel
#

nice

fickle hound
#

love it

slow jewel
#

cool Awsome

fickle hound
#

the question is how do i do it for the blufor and opfor, cuz now every team share the same respawn

slow jewel
#

i hope i was helpful

fickle hound
#

you are

slow jewel
#

thx m8

#

Respawn_East

#

need some more markers Respawn_East Respawn_East_1

#

is this for ded server ?

turbid olive
fickle hound
#

its more complicated i see

turbid olive
slow jewel
#

you would need to define sides

dim kindle
#

Sorry to disturb your help session haha, but I have some issues with getting in any kind of boat (ww2). Tried swimming under, around, spawn IN the boat. And no option to drive or get in. Is it a setting?

turbid olive
#

@fickle hound if no one helps you with that, when I get home I will make a code and explain to you

slow jewel
#

good πŸ™‚

fickle hound
#

@turbid olive @slow jewel
well thank you guys so much ❀️ i really appreciate it
you just unlock a crazy door for me, script is powerful af

fickle hound
turbid olive
slow jewel
#

overchoice WW2 is that a mod

dim kindle
#

It's the boats from Spearhead DLC and even tried the boats from IFA3, none are working for me haha

slow jewel
#

hmmm wounder why

#

can you do it in the default game ?

dim kindle
#

Yeah, cause I can enter planes, tanks, cars and all. Yes, both default and with mods. Same issue

slow jewel
#

thats why i never use mods

#

i would remove all mods and see if it works in the default game then put 1 mod in at a time and try it

dim kindle
#

Will try!

slow jewel
#

ok mate

ashen marsh
# fickle hound the question is how do i do it for the blufor and opfor, cuz now every team shar...
params ["_unit", "_corpse"];

if (!(isNull _corpse)) then {
    _vehicle = objectParent _corpse;

    if (!(isNull _vehicle)) then {
        _vehicle deleteVehicleCrew _corpse;
    } else {
        deleteVehicle _corpse;
    };
};

_side = side (group _unit);

_vehicleType = switch (_side) do { 
    case blufor: { "B_Plane_Fighter_01_F" }; 
    case opfor: { ... }; 
    case independent: { ... }; 
    default { "" }; 
};

if (_vehicleType == "") exitWith { };

_markerPattern = format [
    "respawn_vehicle_%1",
    if (_side == independent) then { "guer" } else { toLowerANSI (str _side) }
];

_markers = allMapMarkers select { ((toLowerANSI _x) find _markerPattern) == 0 };

if ((count _markers) == 0) exitWith { };

_marker = selectRandom _markers;
_position = getMarkerPos _marker;

_position set [2, 100]; // set spawn altitude

_vehicle = createVehicle [_vehicleType, _position, [], 0, "FLY"];

_vehicle setDir (markerDir _marker);
_vehicle setPosATL _position;

_unit moveInDriver _vehicle;
fossil urchin
# ashen marsh ```sqf params ["_unit", "_corpse"]; if (!(isNull _corpse)) then { _vehicle ...

Missing position of marker.

_position return array of markers, not positions of markers.
and you dont need twice check is marker array empty or not,

_markers = allMapMarkers select { ((toLowerANSI _x) find _markerPattern) == 0 };
if (_markers isEqualTo []) exitWith {};
private _position =  getMarkerPos (selectRandom _markers);
_position set [2, 100]; // set spawn altitude
_vehicle = createVehicle [_vehicleType, _position, [], 0, "FLY"];
_unit moveInDriver _vehicle;
ashen marsh
#

Yea, thanks. Fixed.

ashen marsh
#

_position return array of markers, not positions of markers.
No, marker name instead of its position.

slow jewel
#

oh cool i can use this for my chopper dogfight mission right @ashen marsh ?

ashen marsh
#

Sure.

slow jewel
#

thx m8

slow jewel
#

yeah hes really good

#

not like me im just ok

turbid olive
#

he's always faster and better than me 😭

slow jewel
#

same for me

turbid olive
#

he's a highly trained professional

ashen marsh
#

Study and practice is my secret.

slow jewel
#

well in that case every one is fast and better then me sep at GOLF woohoo lol he he

#

i try to do that as much as i can

#

study and parctice that is

#

@turbid olive your not so bad yourself mate

turbid olive
#

(I'm trying to understand it aswell lol)

slow jewel
#

i think that tells the server what side is what side and what markers to use

ashen marsh
slow jewel
#

wo thats a advanced script imo

#

@ashen marsh you really are a pro holy crap

#

i think i love you man he he

ashen marsh
slow jewel
#

whatever SetDir MarkerDir _mrk; ?

ashen marsh
#

Exactly.

slow jewel
#

nice woohoo i got something right woohoo

#

this day will live in infincy lol he he

#

just kidding lol

#

i hope i made some poeple smile today im a happy guy

turbid olive
ashen marsh
#

Sure.

#

Also add jet types and optionally modify spawn altitude.

hot meadow
#

Not sure if this is the right place to ask but I'll give it a shot. I'm trying to use the Alive mod and was wondering if I need to use Alive war room. Trying to find something on YouTube everything is outdated by at least 3 years.

scarlet crystal
#

you don't need war room to use Alive's features.

#

war room is just to publish your mission statistics onto their website that was supposed to show all multiplayer operations on a world map for a bit of immersion or whatever.

#

Good idea, shitty execution, not even sure if war room still works but last time I tried to use it, it was very slow and often didn't want to load at all.

#

and there is no such thing as outdated for Arma 3. This game is 11 years old. Anything that's less than 11yo on youtube will work just fine. There might be some issues if you want to use stuff designed for Arma 2 or older, however it's the same engine so probably some tweaks would be sufficient.

hot meadow
#

I figured as much. I appreciate the help@scarlet crystal

rain token
#

Hey guys, I have a problem and I am not sure where to post this.

I use #adminLogged for Zeus in ALL my missions. Been playing on our server now for over half a year regularly and never had any issues.

As I was testing the next Mission, I can't use Zeus anymore. Admin logged is not working, Sync to Player is not working. In Editor and on local server, no Problems at all. Only on the dedicated server.

I know, this was a bug like aaaaaaaaaaages ago, but I am getting crazy. Is there something I can do about this?

It is only in this particular mission, in all other missions it is working fine.

Does anyone of you have an idea?

slow jewel
#

no i don't, Sorry mate i know nothing about Zeus or Mods

#

if you wanted to know how the right Arm works in the GolfSwing i could help you with that, just kiddingβ›³

fickle hound
#

Hey guys, I’m having an issue with the view distance in multiplayer. The view distance is very low and can’t be changed unless I go into the debug console and manually set it with:

setViewDistance 5000;  
setObjectViewDistance 5000;

to apply it globally.

is there a way to change it so i dont have to run this command every time

small patrol
#

Is there any reason not to run that

fickle hound
#

I want to set the view distance permanently so that I don't have to run it every time I start the mission

#

I didn’t find a setting for that in the options

#

Never mind, I created an init.sqf file and ran the script there

vestal perch
#

If you cant properly save settings means likely that you have onedrive on messign with your profile so it gets locked and dont update

#

Id recommend fixing the core issue instead of bandaid

dim kindle
#

Going crazy so need your expertise, guys.
Making a mission on the Utah map (Spearhead).
I want to make a spawnpoint on a ship. I've got so far so I have a nice spawnpoint but every ship I've tried to use - I'm falling through and in to the water. Not everyone seems to be a object or so.
How can I fix this? Any good mod with ships? I'm currently using Naval legends

scarlet crystal
#

why would a ship mod fix this? Are you using markers or modules for respawns? Respawn system will always make player respawn "on the ground", any non-terrain surface is not ground. Would have to run a script on respawn to teleport that person to where you want it to actually show up.

dim kindle
#

The reason I wanted a new mod is if there is a mod that makes ships likes objects - I can walk on. so far I only got ships that I can steer and shoot from and that's not what I'm looking for. the respawn is working fine, using that on several other places on the map, but on ships it doesn't work because I fall through the ships

gentle vector
#

Have you tried utilizing Walkable Moving Objects?

#

I am not huge into ships, nor do I know of any mods; but if this is causing you to slip and slide like you are at the waterpark - Walkable Moving Objects as a mod may allow you to traverse the ship on foot. Not exactly what you were looking for, but a fix none the less. @dim kindle

dim kindle
gusty estuary
lime tundra
#

would anyone be able to change the zeus composition level on KB liberation Deniland to level 2?

#

or walk me through how to do it

#

because i have never touched the eden editor before

slow jewel
#

@gusty estuary yeah i'm almost done i have changed the chopper command a few times to pervent players from calling the chopper while its being used by someone,,, and yes im working on all of them

dim kindle
#

I have enemy planes that flying around and bombing and shooting me and my pals. What will happen to them once their ammo is out? can they resupply? Its a landing strip on the map, can I do something with that?

scarlet shore
#

Is there a limit on how many modules you can sync to a trigger?

plain gale
#

Nope

scarlet shore
#

Weird

scarlet shore
# plain gale Nope

I put more show/hide modules on the same trigger that was just working and now none of them ever appear

lime tundra
#

can someone PLEASE walk me through how to change the zeus composition level for kp liberation

#

i have never touched the eden editor before and none of the things i have read make sense

#

dm me

dim kindle
#

I want to create an inventory for a truck in my mission. containing mortar and mortar grenades. but how the hell am I supposed to know whats what? there are mortar from spearhead, Fow, IFA3 and several different grenades to choose from and they aren't compatible either

plain gale
#

For Spearhead you can check the wiki to see which grenades belong to which mortar..

slow jewel
#

hello R3vo how are you mate

plain gale
#

I am fine. Thanks for asking. How are you?

rotund folio
#

Hey guys, Im wondering if anyone can help me set up a virtual zeus in eden for my dedicated server.
Everytime I do it, it either spawns me in as some sort of bunny rabbit. Or it just shows me a black screen where If I press WASD I can hear myself moving but, i cannot do anything.

slow jewel
#

im ok R3vo im still learning and learning

silver turret
#

um

#

i keep.getting the error

#

this error, its not project injury reaction

scarlet crystal
#

it says opcom, so it's opcom

silver turret
#

oh bruh

#

i didnt even see it lmao

wild orchid
#

Could someone help me out please, I'm at my wit's end. I am attempting to make a Omaha Beach scenario in which some LCVPs land on the beach but the driver either ignores the waypoints and sits in the water, or starts randomly disembarking troops and then sits in the water.

#

Other boats from other mods work fine

#

ive tried every single LCVP from every piece of ww2 content available for the game, same issue

#

im losing my mind here

#

I did have LAMBS and VCOM but theyve since been uninstalled

#

changed nothing

slow jewel
#

wooooha cool

dim kindle
#

I'm getting "respawn disabled" after a few deaths when playing LAN with a friend. But I can't understand what's bugging, anyone who can help me?

ashen marsh
#

Don't use tickets template.

dim kindle
ashen marsh
#

I guess so.

thorn pollen
#

Hello, bit new to scripting anything really so I'd appreciate if somebody could help me out there.

I'm setting up some pre operation start tasks for my players. They'll be playing as a tank platoon, and I wanted to add some task likes refuelling vehicles, rearming and performing repairs.

Now my issue is that I'm setting up a checklist via the intel modules but I need a trigger to activate once tank A has been refuelled to at least 95%
I have however been unable to figure how I can get the trigger to activate once it recognizes that tank A has 95% fuel or more.

small patrol
#

fuel yourTank > 0.95

thorn pollen
severe parrot
#

damn optimize

velvet compass
#

Working on some trigger based scripts, ran into an interesting question about triggers.

Will a repeatable server only any player present trigger repeat every time a player enters it? Or will it only get repeated once it deactivates from no players being inside it?

My use case is I have a repeatable, server only, any player present trigger that is responsible for adding every player that goes through it to a list. If one player enters it before another leaves, will they too get added to the list or will it only add a player to the list if they are the one to activate it?

turbid olive
fading shuttle
#

Can i sync a CBA Patrol module to a Unit but only once a specific trigger has been activated?

silver turret
#

is there a mod for shockwaves

#

i actually love the way squad does the explosion effects

#

i wanna get smth like that in arma 3

near gull
#

Question! Does anyone know of an arma 3 mod that has zombie infection? Like if they get bit/scratched they have a chance to turn?

scarlet crystal
#

necroplague mod has bite infection.

narrow imp
#

The local only option in the editor (idk if it is from 3den enhanced), what does it do exactly? i mean, would setting all decorative objects local only affect the player fps in a negative way (considering it would render them only to player or something)

plain gale
#

It's a vanilla setting

#

And it just stop entities being synched over the network.

#

You can use it for static objects that won't be moved or destroyed

#

It has no negative impact on FPS. Just positive if at all

#

When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios.
From the ingame tooltip

young nest
#

Question guys, yall will be life savers. Im trying to figure out how to make a dependency loader for my unit. Ive seen units have thoes. Its kinda like "one mod" to subscribe to that forses to subscribe and load the rest of the mods you need for your modpack.

#

Thanks

#

Ive been looking for the solution, cant find it online

scarlet crystal
#

well you make an "empty" mod, upload it to workshop and then within the steam workshop item settings you add required mods as dependencies. Upon subscription users will be prompted whether they want to subscribe to the "required" mods, if they select in the Launcher your mod loader will have the red dependency icon with required mods listed.

#

will look like this if you load the mod loader with no dependencies, then user clicks on that mod, chooses the dependency viewer and clicks the button to add all required mods.

young nest
#

I know the rest

#

I just dont know how to make it

#

Thanks, I think I figured it out.

#

Thank you so much

scarlet crystal
#

but if you figured it out already then good

past nexus
#

Hey, i have few questions ?

  • Is there a way to manage LOD manually? For example if I want to do an air mission with targets to bomb and air combat, making all ground troops and buildings always have the lowest LOD.
  • In a mission that I want to do, I want that when the player spawns, he goes to talk to an AI that will give him the next mission. I have already done the first part which is simple, when he spawns, he must go in front of this AI. But to make it so that once in front he presses an interaction button with the AI ​​and which gives him textual information followed by a new objective I admit to being lost. If you know a guide for this kind of mission, do not hesitate.

thank you

scarlet crystal
#
  1. no
  2. you can use the conversation system (google it for full guide on wiki) or use sidechat commands to show messages. And then use th task framework to assign an objective
mental crow
#

hello where do i put a pbo file to open it in map missoins

small patrol
#

What is "map missoins"

mental crow
#

missions mpmissions folder

#

i dont know where to put the file to open it in eden

small patrol
#

Use some PBO unpacker software and put the unpacked folder into the folder you have to edit in Eden Editor

mental crow
#

do i really have to download a software

small patrol
#

Yes

mental crow
#

i extracted it yet wont' show up in eden

small patrol
#

You didn't extract anything

mental crow
small patrol
#

Do you mean that mission.sqm is extracted file

mental crow
#

its the only file in the pbo

small patrol
#

It was a yes or no question

mental crow
#

its the only file i extracted as you can see from the screenshot

small patrol
mental crow
#

C:\Users\dash\Documents\Arma 3 - Other Profiles\R%2e%20Dash\missions

small patrol
#

Put the extracted folder there. Not just a file

mental crow
#

it is a bak file now

#

dont udnerstand what im doing it

small patrol
#

I am saying folder

#

Not just a file

mental crow
#

oh

#

it worked thank you so much

tawny jacinth
prisma oyster
tawny jacinth
bleak pendant
#

so lets say i make a big battle in editor,and the battle causes some buildings to be destroyed

is there any way to save the map as is after the op happened?

slow jewel
#

in the editer no

#

on a DED server yes

hard ocean
#

Im looking for a specific respawn behaviour and wondering if someone can point me in the right direction

Id like to use the switch to group member respawn behaviour, but once a group is wiped out, instead of bouncing to spectator, respawn the whole group at a designated respawn, or if the group isnt wiped out but is reduced so not all players have slots then once the group leader gets back within a certain distance of that respawn the group can be re-filled

bleak pendant
#

help i cant add the resources system to zeus

#

ok i managed to add it

#

how can i make my zeus have more than 1 resource

wet nest
#

Hello, just wondering anyone could help me out. I am creating an alive scenario on a map that does not contain an airfield. I have attempted make on but it does not register. Is there a way to make a working airfield outside of the map editor, and inside the eden editor. I just want alive to be able to register it as a legitimate airfield so units can use it, thank you!!

#

If there is a mod for this it would be even better

wet nest
#

I have tried, it does not work

#

I dont understand where this:
''class AirportBase : NonStrategic
{
simulation = "airport";

ilsPosition[] = { -270, 0 };
ilsDirection[] = { -1, 0.08, 0 };
ilsTaxiIn[] = { 40, -38, -212, -38, -218, -32, -218, -10, -200, 0 };
ilsTaxiOff[] = { 20, 0, 240, 0, 250, -10, 250, -30, 245, -35, 240, -38, 40, -38 };

};''
is suppose to go

wet nest
#

am i suppose to put it into an sqf or something?

wet nest
#

I put this in my init.sqf: // Define custom airfield parameters
_airfield = createVehicle ["AirportBase", [6135.04, 7039.78, 0], [], 0, "NONE"];
_airfield setVariable ["ilsPosition", [(6135.04 + 6711.51) / 2, (7039.78 + 7039.69) / 2, 0]];
_airfield setVariable ["ilsDirection", [1, 0.08, 0]];

// Set up takeoff points
_airfield setVariable ["ilsTaxiOff", [
[6167.03, 7038.94], [6203.64, 7039.07], [6240.25, 7038.94], [6270.95, 7038.83],
[6293.49, 7038.75], [6317.19, 7038.66], [6341.45, 7038.58], [6364.53, 7038.49],
[6390.13, 7038.4], [6415.18, 7038.31], [6437.29, 7038.23], [6457.92, 7038.15],
[6479.79, 7038.07], [6503.31, 7037.98], [6529.21, 7037.89], [6560.99, 7037.77],
[6590.62, 7037.66], [6623.27, 7037.54], [6655.21, 7037.42], [6683.19, 7037.31]
]];
but nothing seems to happen

bleak pendant
#

help my zeus is now not letting me spawn in modded units,yes i set the default addons to all including unofficial

bleak pendant
#

ok i figured it out

#

so adding the soldiers & vehicles price module just doesn't allow me to spawn in modded units

#

but removing it makes modded units spawnable

#

gahh how do i fix this

fossil urchin
# wet nest I put this in my init.sqf: // Define custom airfield parameters _airfield = crea...

You need to create an addon.
Define cfgvehicles in config.cpp.
Like in the bottom of the page.

class CfgVehicles
{
    class AirportBase;
    class DynamicAirport_01_F : AirportBase
    {
        scope = 1;
        displayName = "Dynamic Airport";
        DLC = Jets;

        editorCategory = "EdCat_Structures";
        editorSubcategory = "EdSubcat_AircraftCarrier";
        icon = iconObject_1x1;

        // airplanes with "tailHook = true" will be able to land here
        isCarrier = true;

        ilsPosition[] = { -5, 150 };
        ilsDirection[] = { -0.5, 0.08, 3 };
        ilsTaxiIn[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };
        ilsTaxiOff[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };
    };
};
brisk sigil
#

beginner zeus here so i'm hoping this is nothing too complicated: i'm making a PVP op, and one of the objectives for one of the teams is going to be to sabotage the other team's arsenals. i pretty much just wanna know how i can set it up so they can destroy/disable the arsenals and disable a respawn point there

#

i'm using the ACE arsenals for the record

raven matrix
#

hi guys, what could be the problem for AI not opening fire on enemies?

small patrol
#

Many.

  • The sides may not be enemy each other
  • The AI may be disabled
  • The AI may not have weapon or ammo
  • Broken Mod
raven matrix
scarlet crystal
#

recreate the same scenario with no mods at all, if AI starts shooting at each other you'll know it is a mod issue

dim kindle
#

I had that issue when I had too many AI in a mission. They just stood and looked at each other haha

raven matrix
raven matrix
#

does anyone knows which is the mod that cause the text appear blue like that?

plain gale
raven matrix
plain gale
#

Hmm. Perhaps some mod messing with the color settings

raven matrix
slender nova
#

I would like to spawn a building from different map in another, both mods are loaded
I found the p3d name, it does not exist as a class, I can spawn it with createSimpleObject just fine, but the manipulation with it is horrible. Any ideas how I could get this working?

narrow dew
#

Trying to get the AI to use different respawn points. How would one do this?

#

Issue we are having Is that In warlords the AI will only spawn In on the base. We want to try to give them the option to spawn In on other players/points.

raven matrix
#

is there a way to add the "player addAction ["Gcam", {execVM "gcam\gcam.sqf";}];" on arma start-up as default? So I dont have to do it every time via console?

fossil urchin
#

@raven matrix ☝️

raven matrix
#

actually, is there any tutorial about how to do this? Does it AUTO-start on mission? Cause if I have to manually turn it on its the same xD

fossil urchin
#

It will read automatically init files.
There is an order on the same site about what is orderer and where the current file is executed

raven matrix
fossil urchin
raven matrix
fossil urchin
raven matrix
young nest
#

Can someone teach me how to make a basic scroll wheel teleporter so Ihave people teleport around a training map.

#

All the code ive tried already gives me a error once I load in and select the TP option

ashen marsh
#

Provide your code.

fossil urchin
young nest
#

Were do I put the location of teleportantion, and how do I format it

#

I see tpPoint

#

How do I format it there

fossil urchin
fast drift
#

Hiya, new here. I'm trying to create a very brief cinematic where a bunch of AI walk up to the open ramp of an Osprey (CUP), but running into an issue.

When the AI reach right below the tail of the osprey (the edge of the bounding box, I presume) they don't path any further. I tried manually using switchmove on them to play a walk animation in the direction of the ramp, but they still just stop dead at the edge of the bounding box, walking in place.

Even after putting this disablecollisionwith v22;In the init of the units, still no luck. I'm assuming this may be one of those weird things hard-coded into the engine. Can anyone offer any knowledge or advice?

small patrol
fast drift
#

ahh I see, thank you very much

fast drift
#

unfortunately neither of these seemed to do the trick for my purposes πŸ˜”
the only thing that seemed to work was disabling simulation altogether but that defeats the purpose as then the osprey cannot be animated

small patrol
#

Tried attachTo?

fast drift
#

yeah, it caused the animations to not play correctly

#

It may just be one of those things I'll have to compromise on

small patrol
#

I'm not suggesting to attaching units to Osprey, but attaching Osprey to something

wild orchid
#

Anyone know of any mods where I can just jump in and play? Sometimes I can't be bothered to set up a scenario

#

Like RIS but I can spawn in as a CAS pilot or something

lethal pulsar
#

You probably want to find one that supports zeus, much easier to get the plane you want then
There's the edited Dynamic Recon Ops with zeus that might work, but no enemy vehicles unless you place them
https://steamcommunity.com/workshop/filedetails/?id=2641666529
There are others on the workshop, but none that I've used particularly
These might be what you are looking for, the air ops in particular
https://steamcommunity.com/workshop/filedetails/?id=2138258255

Steam Workshop: Arma 3. missions created to showcase the incredibly powerfulΒ [b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1990653162]Drongo's Map Population[/url][/b]

wild orchid
#

Thank you both

wild orchid
turbid olive
pine bison
#

Good morning, gang! Hope you guys can help me sort out a few questions I have πŸ˜€
Has anyone in here done a really big scenario? I'm talking patrolling enemies, cities with enemies, planes strafing and flying?
I've done one with the modules I found in the 3ditor but it's massively lowering the FPS when I play.
Hope this is the right part of discord, sorry if not..
Could anyone share their "open world/sandbox/survival-ish missions to open in the editor? Or help me in any other way
Tally ho

plain gale
#

You should try to use Dynamic Simulation and hide/show entire layers dynamically.

#

About how many AIs are we talking.

eager wasp
# pine bison Good morning, gang! Hope you guys can help me sort out a few questions I have πŸ˜€...

Like R3vo said, you need to use quite a bit of trickery to cut the AI presence up into "chunks" so they're not all active and simulating at once. Having massive battles with hundreds of units all engaging at once AND having playable FPS is unfortunately a bit of a pipe dream

Dynamic Simulation allows you to activate/deactivate select units depending on distance to enemies

Hide/Show commands allow you to keep units invisible and inactive until they're needed for the scenario

Various clean-up options allow you to scrub things from the map when they're no longer useful.

In general, though, it's better to learn to do more with less than to constantly skirt the edges of what the game can handle.

pine bison