#arma3_editor
1 messages Β· Page 17 of 1
Thats what I'm asking. Is there anything else going on besides just a message popping.
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.
hi all. does anyone know if there is a server side mod only or a way to spawn trees in eden editor
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.
- Its almost all the time changes the loadout of my character when I join the mission, Can't understad why??
- 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.
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?
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?
Holy moly that looked complicated! Is there a solution for a dude with 0 computer competence? Haha
Lmao, Ye i can help you out tmw if that works for you? Boutta head off to bed
otherwise im sure someone else ehre will hook u up
your composition is not an actual surface. Select the group in Zeus, hold Alt and move them on the top of it
Yes, this I was aware of. Is there a way to make that a surface?
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
Is this true for any prop placed or are there "prop-floors" that are treated as a surface?
No. Props can have no collision
Unfortunate. Thanks for your help.
any tips for making AI on mounted MGs willing to engage tanks and such with the MG?
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?
they will all be in the same group with the same leader regardless
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
attach dummy targets to your vehicle
although now I think those are only if you are making a mission with CBA.
actually could you elaborate a bit more, im relatively new to scripting in arma etc and im guessing this isnt something that can be done quick and easy with just eden
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.
cool thanks
how does it handle the vehicle regarding armour values? will infantry shoot at it or no?
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.
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
Never seen that before
I see it very often, usually when the frames get very low while in map view or I alt-tab from the game for long enough time. If you move a bit away and zoom all the way in and then zoom out again, terrain markers should "come back"
Just shut it down but cool, will try that next time
It seems to come up for me when returning to the editor from testing the mission
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.
is there any mod which makes the hand placement on your pistols look a bit more better
I have seen that happend when you mess with terrain height on the map.
what does this mean on my arma 3 server when trying to load the mission
it means you are missing the header entry in description.ext of your file. So either you did not define it in scenario attributes within the editor or messed up something in the description.ext if you made it
so i have to add a discription for the mission then
or open scenarion in editor, click general -> attributes and set the game mode type and min/max number of players
so set a description in the big box then?
sry, open attributes -> multiplayer
so put a description in the summary?
you need to fill the min players and max players fields
no no, those are simple text fields. Description.ext is basically the same as what you currently see in all those fields
set the min and max players, export and it should work now
ohh ok thanks π
so i restarted the server with the new mission file and its giving me this
I'd say you're missing required mods on the server, a mismatch of some kind
missing mods in the server
I fixed it thanks
i have an issue where my friend cant see me when i come out of a heli
in tgrm2
whats happening
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?
Probably because:
- they are actually friendly unit
- their AI is disabled
- etc
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
Maybe unload AI Mods
Hmm, the only mods that can affect the AI is Drongos map population
Try to group those units in the sandbags, the AI work more reliable if they are in a group, because they can share information about targets
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
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.
which PBO contains the official "Escape" missions?
Arma 3\Argo\Addons\missions_f_patrol has the Escape from Malden mission. for other terrains the path is probably similar.
thanks!
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?
you may be using mods
anyone know hot to get custom music to play? I can use a trigger but it does not repeat.
so does the music not play or does it play but is not looped?
You can do sfx sound and loop that via trigger,
Take a look
https://community.bistudio.com/wiki/CfgSFX
And part
SFX
https://community.bistudio.com/wiki/Eden_Editor:_Trigger#Attributes
whu?
the "π" guy but someone dealt with him apparently
or if it's music, they can use the relevant EH https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Music_Event_Handlers
The music plays then when finished it stops and does not loop.
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.
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.
addMusicEventHandler [
"MusicStop",
{
params ["_musicClassName"];
if (_musicClassName == "MyMusic") then {
playMusic "MyMusic";
};
}
];
sorry, and thanks for your help. Your message was beyond my capabilities, but I will try tomorrow, thanks.
you can use the code Schatten posted, it's the same thing, just replace MyMusic with classname of your song
Does anyone know why FIA uniforms don't display shoulder patches?
Guys little help, I can't play my scenario and it's say "extension not found".
add the extension
Already did, like I do it long time ago
Let's me try unistall and reinstall again
@prisma oyster It's work fine now, it's my stupid battleye
@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
So... I made a sqf file in my mission folder added the code, changed the music class name to LeadTrack01_F, and play music to This Is War (some Arma track to test), and it played nothing. Obviously there is more to this....
You call x .sqf file via every client?
PlayMusic is local event and eventhandler too, so you need be sure those are executed locally
NOOOO
WHAT HAPPENED TO NATO RUS WEAPONS
it was such a sick mod, i could have a 25kg load backpack πππ
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?
Any idea why all my soldiers are silent when playing with Spearhead? the have "voice" activated but everyone is silent
@dim kindle Are you using any other mods?
the only one that might do something with the voices is probably IFA3
Yeah, there might be some issues with certain mods.
aaw shit, need IFA3 for the maps and other troops haha, well, thanks anyway
is there a mod to fix the issue? its so silent
@turbid swift Is there a fix for that?
@dim kindle FoW loaded too?
Hi
Is there a way to disable the latest option introduced where map markers can be moved when in the 3D map?
Unlikely.
genuine question how do i restock on the demining drone, i want to have mortar rounds
Probably not set up to do it, could be as simple as that.
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.
No, only IFA3
@dim kindle DM me a rpt log of such session please and a simple demo mission
get it close to an ammo truck and it will rearm its rounds
Hey masters
Getting crazy with this thing π
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?
for the first thing, you would have to do some manual calculation and check how big should the time multiplier be to match the 15 minuts (or more if you want to compenasate for the skipped hours), for the latter you can use the skipTime command with a custom eventhandler or a trigger so it skips time by 5 hours whenever time returns 23.
Is it possible to measure distances in the Eden Editor?
with 3den Enhanced yes
no work
Do u have any other mods loaded?
You can 'set' them to a separate Layer. Then disable editing or visibility, so that it doesn't get in your way:
https://community.bistudio.com/wiki/Eden_Editor:_Layer
ofc
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
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.
RVMAT can do a trick
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.
You can change RVMAT if the object allows to do so
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
i have the adjustable body cam mod
and basically, whenever i press H (keybind to go to cam mode) im taken to another unit's bodycam
how do i fix this?
because i have to keep scrolling for alot to get to mine and its annoying
Is there any furnitured houses in any mod? in ww2 style if possible
add n_giddens2021 for a redneck
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.
check the first example in the side command's documentation: https://community.bistudio.com/wiki/side
_enemyUnits = allUnits select {side _x == EAST};
{_x setDamage 1;} forEach _enemyUnits;
Use the units <side> command instead
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
hint is the easiest way
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...
it's not meant for use in multiplayer
oh :(
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
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.
yeah it's not my mind, it's just the update being borked 
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
2.18 is the most recent one
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?
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.
this is a difficulty setting
Seems even with It set to custom the warlords module likes to turn It on.
hmm, then it may be Warlords-related - isn't it "location visible to everyone" part of the game mode?
Not sure I have seen that one.
no module can turn settings on/off; however a script can definitely create a marker and move it
Let me test something. I might have a script forcing It on.
Yea your right. I will dig around and find out which one.
Quick question, I was wondering if there is a way to make it so nothing in the arsenal is infinite, specifically in antistasi. Thanks!
"Is there a way?" Yes there is as you already seen in Antistasi. But does require tons of scripts
gotcha makes sense
What am I doing wrong when my character dies the first thing on the battlefield?
- I start the mission
- My character screams and die
- The respawn countdown starts
- I can finally spawn haha
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
how do i add action an arsenal to an supply box so that i can use scroll wheel menu to acess bi arsenal
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
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
yeah, the yellow circle, but as soon as I move the object it resets and I dont understand why
Read my second sentence
still don't understand..
It's the rotation widget, not move widget
you have auto align to terrain enabled
You need to use the Translation Widget after you have rotated an object.
It's the one with the straight arrows.
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
maybe some mod you use
like an Ai mod or something else?
any mod can break things. but maybe ai mod would be first suspect
getting bat shit crazy here, still don't work haha
https://youtu.be/mMQzF4vDgow
You are grabbing the icon still
Drag the object with the arrows.
sorry for being so fucking stupid haha
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?
Use 3den Enhanced. It has a tool to fill the ammobox attribute which also shows compatible items.
Doesn't anyone know what resolution images need to be to fit on the briefing table and board?
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?
place a tracers module, create a trigger that activates when you need the tracers to start, sync module to trigger?
or if you want to do create tracers module with script during runtime - follow the first example of https://community.bistudio.com/wiki/createUnit
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
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
By making and using a Mod
So just syncing the module to a trigger ?
yes
where can i find the assets as a file in file exlorer
i wanna look through the loadouts without my laptop flying away
None of the term you told seems really Eden or Arma 3 related to me
What exactly you need
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
What is "a folder" in this context
idk what it's called
Then I don't know either
I know you can "build" loadouts by hand with code
it's the recommend way my unit does it
I was wondering whether the 3den assets have a known location in windows explorer
where I can find this code
You cannot explore it through Explorer directly
Why not just use Arma 3 to browse available assets
Loadouts are defined in config.
Custom loadouts through the arsenal are saved in a persistent variable.
nvm I'll just go through the whole Arma folder and find it
cause it takes ton of time
That doesn't sound a sane idea
At this point I am totally confused
You play the game that takes ton of time to load, but you don't play?
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
to check what equipment different factions and units use
You would need to unpack all pbos and check the config files. That ain't faster
I don't want to use the asset
???
I wanna see specific pieces of equipment it uses to use it in a loadout
Just in case, do you know you can open Arsenal in Eden?
yes I do
Then why it doesn't work?
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
do AI collide with objects like buildings you place in the editor?
yes
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?
Look at the "revive" options in the attributes.
yes this is on
but dont work
I've tried everything
the revive is active both in attributes and also in the character itself
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
and are you testing the mission in multiplayer environment?
ACE 
yeah
I've done everything and it still keeps respawning automatically
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?
how do u make it so u can respawnn on top of USS Freedom instead of inside it
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
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?
see https://community.bistudio.com/wiki/Conversations
you may need to use https://community.bistudio.com/wiki/BIS_fnc_showSubtitle however, if "only" making a mission and not a mod
BIS_fnc_showSubtitle is definitely how i want, although it only works with a trigger and im not sure how i can implement that within .bikb
from ive read, i need to use textplain although that doesnt seem to work
as I wrote you cannot, as unfortunately BIS_fnc_kbTellLocal only checks game and mod config, not mission one
yeah thats unforunate, ill have to "time" the trigger correctly to when the character actually says the text written
Hey does anyone know the dimensions for a clean image to preview within the βGallery, Rectangleβ portrait frames?
Trying to add in some artwork.
I think Iβve been using 256x256 but it doesnβt fit the image, and somewhat blurs it.
Hi! You can find all dimensions here: https://community.bistudio.com/wiki/Arma_3:_Art_of_War_Artwork_Textures#Image_Layouts
Thank you very much for this.
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
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?
You might want ro look into the placable Unit respawn module from Editor, check the "Force respawn" and the "Random Placement" option. All you need to do is put multiple blufor spawns down and tell the module that you sync to the units how often, how fast and where you want them to respawn. Might have to set the enemy respawn tickets as well.
Huh? Haha, can find it at all :/
you can try to add event handler "AnimChanged" (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#AnimChanged), and use this to check if the unit stance changed using unitPos(https://community.bistudio.com/wiki/unitPos) and then force the stance that you want by using setUnitPos(https://community.bistudio.com/wiki/setUnitPos)
Is there a way to make artilary pieces fire on a queue of targets?
anyone?
What are you trying to achieve? If you want an artillery piece fire at a target by script, you can start with doArtilleryFire (https://community.bistudio.com/wiki/doArtilleryFire)
I want a unit to fire artiliarty on a queue of targets, reload as it needs, and continue with the queue.
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.
}
I have no scripting knowlage in arma 3. is there really no simple way to queue artiliary targets?
you want to command artillery fire? like using support menu
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
okay, do you have something solid in your editor or is this just an idea?
wdym by solid?
like, do you have those objectives set up
like in game? is there a way to share the mission file?
yes, it's in your documents
maybe there are some mods out there that do this without any scripts, I really don't know, but this code is really simple.
any mods?
Any ideas?
first, did you at least try to google your idea?
the mission idea or the arti queue idea?
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
I seen that there is fire mission waypoint and it seemed intuitive you can set multiple of these
name one of your artillery pieces "arty1", like those in Charkia, and add a target and name it "target1" in the middle of the map (far away from charkia), play the scenario, press esc and this will open the debug menu, it's a main black box. Put my code there and execute. It should work.
Try like this first, see if works
arty1 doArtilleryFire [getPos target1, ((getArtilleryAmmo [arty1]) select 0), 2 + (random 2)];
I understand the code, thanks.
I'm very bummed out that this isn't doable without a script
try to google stuff that you don't know what to do by script, this is how I started
"Arma 3 how to make artillery fire at a target", silly questions but opens a whole other world for you in mission editing
Can I put the code in a object or smth?
this code like this will fire once, you can put in the arty init itself, just change the arty1for this
but it will fire just once
but for tests, you start like this
that's fine for my use.. but how can I make it cycle? are there loops?
and improve later
yes, you can use while do, let me show ya
is there also a way to make an array from the markers?
Yes.
hmm...
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;
};
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?
well, try the code first, and then improve your idea later
I rather put the code in the trucks themselfs, do I write the same code in the object init?
of the arti piece?
it's not ideal
I just rather have an object in the editor I can edit
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
}
ok, can I ask why?
because objects init field is unscheduled environment, you can't put while door commands that stops the code
that's fine
that's why It's better to just create an init.sqf file
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?
the init.sqf will fire as soon as you stars the game
still
what errors showed up
I MUCH rather have that in game
something with a ;
you still can, put the same Spawn code in a trigger
the ingame place for scripts is really annoyingly small
with condition true
won't it fire off all the time because of the interval?
let me test my code and send it over again
the trigger will fire once if the "repeatable" option is turned off
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?
I'll check it out later. family calls. thanks a lot everyone! I will be back π
@kindred zealot check for comments in the editor that I've placed
cool! I'm playing around with the loops and layers.
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)];};}
orEach targets { isn't a correct syntax
private targets would error out, private variable should have names that start with _ (i.e. _targets)
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
_private isn't a thing
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;
}
it worked?
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
Select with float works?
1 + random 3 , returns
1.00-3.99
what?
this is not how the command works
that you want to do
dude, did you test this first?
never got any problem with that, but yeah, better to put a floor or ceil
I just used a int now and it's still not working π¦
[this] spawn { params ["_this"];
private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 0;
{ _this doArtilleryFire [getPos _x,((getArtilleryAmmo [_this]) select 0), 2]}forEach _targets;}
the artillery will not fire, wait, and proceed to the next target
any idea how to make that work?
sleep
[this] spawn {
params ["_this"];
private _targets = (getMissionLayerEntities "Anthrakia_Targets") select 0;
{
_this doArtilleryFire [getPos _x,((getArtilleryAmmo [_this]) select 0), 2];
sleep 60;
}forEach _targets;
}
doesn't work
where did you put the code?
in the obj init of the Zamak MLR
why not use the trigger like i did?
It would be more easy to make layers for each group of targets. if I manage to do that.
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;}
that will also works
is it working?
yes
just the dynamically reloading part is maybe fucked. I'm testing
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. Iβm wondering if thereβs 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
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?
don't crosspost, thanks (I deleted in #arma3_scenario)
@prisma oyster, sorry. New to the server and wasn't sure which one it needed to be posted in.
Hey I am here to ask if anyone knows how to fix a bug where when another player joins a normal slot it teleports a player already in game to the corner of the map ?https://medal.tv/games/arma-3/clips/iV6GlaFVrYUmp_NMC?invite=cr-MSxxSUssMjIyMjc5MTUs
Watch Untitled and millions of other Arma 3 videos on Medal, the largest Game Clip Platform.
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
custom mission?
Yea
Did you take a look into the mission files/editor?
can you send it here?
When I get home yea
π
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
What does this do with Editor
β #arma3_config @barren mural π
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?
You can check its config. You can turn the engine on
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
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?
I think it wouldn't cause the entire mission to lock, but an error message and no voice for that soldier
even if your friend did not buy Apex - in this case - he still have the files with base game so there will be no problem.
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
I'll take a look at it π
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?
depends
on how the mod is made
open your mission.sqm, if you see drongo references, then yes you need the mod I believe
A script error.
send me the mod list
What else do you expect?
a fix.
Unload the mod
i dont want to
its a good mod
Seems it is not if it gives error
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..
- Getting "Respawn Disabled" - got that some other time and I couldn't understand why and it ruined the whole day
- I have no idea how the submarines are working haha, will they travel under water? above?
- 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
Yes.
- 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. - 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.
wow lol that's a lot
anyone, is there a way to check mission.sqm like a sqf file?
Did you check if any mods are causing the issue?
we have tried no errors that arent normal appear
Like a SQF, as in?
we have none are from what we cna tell
"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)
are you asking for the rpt?
no, but send it here
uh will do in a sec training someone
there are so many warnings and script errors, did you check those already?
Yea
and?
Nothing was out of the normal
Like yes mods cause warming errors but nothing listed is a mod that causes problems
did you fix the script errors?
I mean, you should check for mods causing this issue
No but the mod adding the script errors was added this last week with mod pack change this error we have had for 3 months
hmmm
is there scripts inside the init of the playable units?
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
Yes a couple but all those have been running for years now and no one has had problems until 3 months ago
hmmm, so the player respawns and gets teleported to [0,0,0]?
Sorta
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
did u check the multiplayer attributes for respawn?
I can check when I get back home
anyone know a mod with a working aircraft carrier? working in the words of take off and landing and no other functions
is there a way to set things to be automatically ticked such as data link etc
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?
The less groups the better. They might want to regroup though so perhaps you need to disable their pathing.
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.
grouping your units is always a better idea, they can share information about targets more easily between units, the AI looks less dumb in this configuration
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 ?
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?
You can do what Schatter said.
if (player == wontgetcommands) exitWith {}; // It will exit the scope
afaik in the editor itself no. But for zeus mode you can add more curators for that.
Ok thank's.
Project injury reaction:
https://steamcommunity.com/workshop/filedetails/?id=1665585720
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
It is Aiming Deadzone. Not a Mod
Thank you guysπ
Can I put more names consecutively please ?
what do you mean?
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.
you can do like
if ((player == wontgetcommands) || {player == wontgetcommands2) || {player == wontgetcommands3}) exitWith {};
|| meaning or.
|| = And Or
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?
Mystery
player in [P1, P2, P3]
π€
Wrong guy to ping, dude
player in [P1, P2, P3] exitwith .. ?
if ( -this- ) exitWith {}; yes
private _noCommandsPlayers = [wontGetCommands1, wontGetCommands2, wontGetCommands3];
if (player in _noCommandsPlayers) exitWith {};
// ...
good thing arrays don't crap out on possible nils 
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 
Less lines to write, easier to adjust
Meanwhile, it yeah, just works is also a thing too of course
Thanx lads, your help here is priceless..
oh no, I can totally name a price if you want!
Is there a "optimal" size for a trigger area when hide/show a MG nest?
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.
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.
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.
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?
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
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?
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
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
Remaining AIs within trigger area?
yes
Are they initially within trigger area?
yes
what did you put in trigger activation?
hint "active"; for now
not the On Activation, the above one
afaik, thisList will only return objects under Activation (any, anybody, blufor, opfor, independent, etc.)
Ohhh. Well I'll try inArea then
but did you put "independent" in the activation?
Nope. Left it as none
well, put it then lol
and try again
I had a similar problem months ago with that, and that was the issue for me
What are the trigger settings?
send a screenshot
put "independent" in the Activation, under "Type"
it should be present?
yes
for activation type I mean
yes, you are counting present units
But I thought the activation condition already is counting any units that are side indep inside the trigger
like I said, afaik, thisList will only return objects that matchs with the Activation. Your trigger will not activate because you are running a condition on it
I think you misunderstood me. When I ran thisList previously, the trigger activated on mission start
regardless if there was less than 3 units or not
yes, because thisList is returning empty
ah ok
Change trigger activation to "Anybody" and use this condition:
this && { ({ (_x getEntityInfo 0) && { alive _x } && { (side _x) == independent } } count thisList) < 3 }
that's my hypothesis, test it out
Alright, I'll try both ideas out
This seemed to work out. Thanks Schatten!
nice
hypothesis i love that word nice
how to make slideshow in arma 3
place a lot of units in the editor, A3 will turn into a slideshow π
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?
add screenshake?
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?
Iβm trying to make a satchel spawn and explode on the position of a barrel after the barrel gets destroyed.
Iβm 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
setPos'ing before explode it
It still spawns at sea level ; _ ;
You are doing something wrong then
As always. I will youtube some more, thank you
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;
}];
Hello everyone, I really need help with something.
I want to create a simple mission for me and my friendβa dogfight mission with respawns. Every time someone is killed, they respawn back in a jet somewhere on the map, already flying. Iβve searched everywhere but havenβt been able to figure it out.
i attached a photo and i don't know how to move from here.
thanks for help
smells like chatGPT
Seriously stop your nonsense
Do you know how to setup respawns points?
yeah thats easy
Yes I do
so what do u mean you mean like respawn markers ?
with empty mark and name it respawn_west for example
yes, start with that
you can read more about respawns here if you want https://community.bistudio.com/wiki/Arma_3:_Respawn
respawn_west respawn_west_1 respawn_west_2 respawn_west_3
i want to respawn in jet and not on ground as inf
so let's use some commands for that
@turbid olive thank you,
you will spawn as inf on ground, the ideia is to create a jet in another location and teleport to it
okay so i need to create empty jets on the map ?
make a spawn marker for the jet on the map
oh okay
not at all, let the script handle the spawning for you
like this ?
yeah just for testing and then ill adjust the positions
okay
for spawning the jet you can use this command, read a little bit to understand it
use the Alternative Syntax
I'm thinking about https://community.bistudio.com/wiki/Event_Scripts#onPlayerRespawn.sqf
you have to create a note file in your mission folder and name it onPlayerRespawn.sqf
where do i add params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];
inside the sqf file?
LOL, "sqf file" and "script" are the same in this case.
_newUnit is a new unit (cap (C)), _oldUnit is a corpse.
oh ok
i feel dum
dont forget to set respawn to =3
or respawn to type 3
in the Description.ext
respawn = 3;
is that good?
man thats small text
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"
];
oh thats better nice
it is inside onPlayerRespawn.sqf file
looks good to me but what do i know
i need to add _respawnDelay = 0; yeah?
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
Respawn = 3;
ok
3 is the respawn for markers
cool
rgr that mate
now i need to do something in the editor or its time for testing?
sorry, I'm not at home at moment to further help you now
i trying my best to help even if it falls short
oh its fun i love it
ok i respawn but without a jet
i like i said before most of my scripting comes from G amd M code programing
you have to teleport your character to it
that's the next step
nice, how we do it?
player moveInDriver _vehicletype;
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"
];
after the code:
_newUnit moveInDriver _newVehicle
ahh yes
nice
love it
cool Awsome
the question is how do i do it for the blufor and opfor, cuz now every team share the same respawn
i hope i was helpful
thx m8
Respawn_East
need some more markers Respawn_East Respawn_East_1
is this for ded server ?
you will need some conditions for that
its more complicated i see
just a little more hahah
you would need to define sides
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?
@fickle hound if no one helps you with that, when I get home I will make a code and explain to you
good π
@turbid olive @slow jewel
well thank you guys so much β€οΈ i really appreciate it
you just unlock a crazy door for me, script is powerful af
id like that if you could :), im going to work tho ill be back late
now that you know that, try to google what you want to do, think that arma 3 was released in 2013, the Bohemia forum has a lot of stuff and the biki (bohemia wiki) has a lot information about scripting
overchoice WW2 is that a mod
It's the boats from Spearhead DLC and even tried the boats from IFA3, none are working for me haha
Yeah, cause I can enter planes, tanks, cars and all. Yes, both default and with mods. Same issue
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
Will try!
ok mate
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;
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;
Yea, thanks. Fixed.
_position return array of markers, not positions of markers.
No, marker name instead of its position.
oh cool i can use this for my chopper dogfight mission right @ashen marsh ?
Sure.
thx m8
Nice as always Schatten
he's always faster and better than me π
same for me
he's a highly trained professional
Study and practice is my secret.
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
can you comment about what these lines are doing? and what @fickle hound should do on editor.
_markerPattern = format [
"respawn_vehicle_%1",
if (_side == independent) then { "guer" } else { toLowerANSI (str _side) };
];
_markers = allMapMarkers select { ((toLowerANSI _x) find _markerPattern) == 0 };
(I'm trying to understand it aswell lol)
i think that tells the server what side is what side and what markers to use
This code finds standard vehicle respawn markers depending on unit side: respawn_vehicle_west_1, respawn_vehicle_east_2, respawn_vehicle_guer_3, respawn_vehicle_guerrila_4, etc.
The rest is obvious.
wo thats a advanced script imo
@ashen marsh you really are a pro holy crap
i think i love you man he he
Added setting vehicle direction depending on respawn marker direction.
whatever SetDir MarkerDir _mrk; ?
Exactly.
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
so he should add those markers
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.
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.
I figured as much. I appreciate the help@scarlet crystal
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?
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 kiddingβ³
Hey guys, Iβm having an issue with the view distance in multiplayer. The view distance is very low and canβt 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
Is there any reason not to run that
I want to set the view distance permanently so that I don't have to run it every time I start the mission
I didnβt find a setting for that in the options
Never mind, I created an init.sqf file and ran the script there
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
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
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.
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
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
absolutely worth to check out! thanks!
@slow jewel
while (true)
{
I'm still waiting for some .pbo! have you managed to complete at least one mission that works on the dedicated server?;
}
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
@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
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?
Is there a limit on how many modules you can sync to a trigger?
Nope
Weird
I put more show/hide modules on the same trigger that was just working and now none of them ever appear
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
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
For Spearhead you can check the wiki to see which grenades belong to which mortar..
hello R3vo how are you mate
I am fine. Thanks for asking. How are you?
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.
im ok R3vo im still learning and learning
it says opcom, so it's opcom
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
https://discord.gg/jJXWEQsm Perhaps someone over there can assist
wooooha cool
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?
Don't use tickets template.
this is the setting I have, should I disable the amount of tickets?
I guess so.
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.
fuel yourTank > 0.95
That worked, thank you!
damn optimize
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?
You can answer your question by debugging what you want, open VR map, export to the dedicated server and run some tests
Can i sync a CBA Patrol module to a Unit but only once a specific trigger has been activated?
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
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?
necroplague mod has bite infection.
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)
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
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
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.
How do you make a empty mod? And how do you add the dependencies, im sorry ive never made a mod in my life lol.
I know the rest
I just dont know how to make it
Thanks, I think I figured it out.
Thank you so much
you can read this https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon or make it a bit easier and just search for the smallest mod loader on steam workshop, download it, see what's inside and copy it (usually there's nothing more than a config.cpp file and some additional stuff to add a custom mod icon etc).
but if you figured it out already then good
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 ββand 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
- no
- 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
hello where do i put a pbo file to open it in map missoins
What is "map missoins"
Use some PBO unpacker software and put the unpacked folder into the folder you have to edit in Eden Editor
do i really have to download a software
Yes
You didn't extract anything
Do you mean that mission.sqm is extracted file
its the only file in the pbo
It was a yes or no question
its the only file i extracted as you can see from the screenshot
If so, where is this folder
C:\Users\dash\Documents\Arma 3 - Other Profiles\R%2e%20Dash\missions
Put the extracted folder there. Not just a file
you can use my extension to do it faster with a lot of mods π
https://chromewebstore.google.com/detail/ftt-steam-enhanced-for-ar/aaphjonmlflollapfpheedgocafkapdf
it not self prom bc is free
it is self-promotion, just for a free product π

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?
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
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
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
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
am i suppose to put it into an sqf or something?
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
help my zeus is now not letting me spawn in modded units,yes i set the default addons to all including unofficial
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
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 };
};
};
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
hi guys, what could be the problem for AI not opening fire on enemies?
Many.
- The sides may not be enemy each other
- The AI may be disabled
- The AI may not have weapon or ammo
- Broken Mod
At first I thought about broken mod as well but then I tried with other one and does not work as well so : or both the mods are broken OR something else is the cause...actually, not all of the soldiers won't engange, some of them ( of the same mods ) will but some others won't, very strange.
recreate the same scenario with no mods at all, if AI starts shooting at each other you'll know it is a mod issue
yeah will do, thanks guys.
I had that issue when I had too many AI in a mission. They just stood and looked at each other haha
oh so that could be the reason? but I dont have many of 'em now in the editor...I'll try with vanilla and then try with mods on and see which one is causing the bug
does anyone knows which is the mod that cause the text appear blue like that?
That should be your global interface colour
I havent changed anything, I just restarted the game and it was like that lol it already happened to me in the past but still I havent found the cause lol
Hmm. Perhaps some mod messing with the color settings
yeah trying to find it out cause all of a sudden without changing anything I got the blue color
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?
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.
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?
You can use init files.
See
https://community.bistudio.com/wiki/Event_Scripts#initPlayerLocal.sqf
initPlayerLocal.sqf
@raven matrix βοΈ
I have to put it into mission folder right?
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
Yes.
Root of mission folder.
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
thansk a lot @fossil urchin π what sould I write on boolean space?
Np.
Sorry, don't understand your question.
What do you mean , what boolean space?
cause I read this on website as example : params ["_player", "_didJIP"]; and it says that _didJIP is a boolean.
It is used if you don't want something for clients who join in progress
Or something to them but not clients who is not jip.
if (_didJIP) then {
// Add stuff only client that did JIP
}
But like your code , I assume you want that for everyone.
So then you don't need use that variable at all.
Just add
_player addAction ...
thanks, so just by placing that in my mission folder it will load automatically on every mission start up?
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
Provide your code.
this addAction
[
"Teleport",
{
params ["_target", "_caller", "_actionId", "_arguments"];
_caller setPosATL getPosATL tpPoint;
},
nil,
1.5,
true,
true,
"",
"true",
5,
false,
"",
""
];
And if you want some random position from like marker area you can use
_caller setPosATL ("marker1" call BIS_fnc_randomPosTrigger)
Do I have to put anything into Target, Caller, Action ID, Arguments?
Were do I put the location of teleportantion, and how do I format it
I see tpPoint
How do I format it there
See
https://community.bistudio.com/wiki/addAction
All is explained there and there are a lot of examples of how to use
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?
disableCollisionWith does not do anything with PhysX object vs human object which is not a PhysX object. You may want to use attachTo the Osprey to disable collision anyhow.
Maybe this too: https://community.bistudio.com/wiki/setPhysicsCollisionFlag
Which is a new command and I've never tried
ahh I see, thank you very much
unfortunately neither of these seemed to do the trick for my purposes π
the only thing that seemed to work was disabling simulation altogether but that defeats the purpose as then the osprey cannot be animated
Tried attachTo?
yeah, it caused the animations to not play correctly
It may just be one of those things I'll have to compromise on
I'm not suggesting to attaching units to Osprey, but attaching Osprey to something
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
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]
Thank you both
Does this only work as a Spec Ops kinda thing? Or can I have more of a all out battle?
I cannot remember well, but I think there are other types of game modes
Good morning, gang! Hope you guys can help me sort out a few questions I have π
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
You should try to use Dynamic Simulation and hide/show entire layers dynamically.
About how many AIs are we talking.
Additionally, see https://community.bistudio.com/wiki/Mission_Optimisation for more tips.
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.
So if I understand correct, I can under the "object special states" put the enemy AI to "Enable Dynamic Simulation"? How and where do I adjust from what distance? Can't seem to find it
