#arma3_editor
1 messages · Page 18 of 1
3den Enhanced comes with a distance measuring tool that's quite handy for separating likely points of engagement
Hey i've made the mistake of getting into mission making, are there any recources i can use that could get me started with stuff like automatic QRF forces for example
It looks pretty good, but i'd also like to know some basic scripting for other uses as well
you're right, start by looking at BIKI
what's BIKI?
I assume the Bohemia wiki?
yes
alright thanks
also
@deep belfry my advice is to start with simple things, for everything that you try to learn, the learning curve is not always the same, some stuff you will struggle at first
but always google it what you want to do
and come here to ask if you have absolutely no resources left
(and don't use chatGPT ^^)
oh yea
I apreciate it, i'm a long member of my unit and i'm looking into making some mini ops
Just trying some simple stuff first lol
good luck!
my first edition that i've made (arma 2), was a trigger and alive command
nothing more and I felt like a dev👍
while we're on the topic of simple stuff
i've got a trigger with the following code:
hint "blufor detected";
QRFembark = QRFsquad addWaypoint[QRFheli,0];
QRFembark setWaypointType "GETIN"
Problem is the squad doesnt get in and just stands next to the vehicle
maybe you will find some info here https://community.bohemia.net/wiki/Waypoints#Get_In
Hey guys Im having trouble in my post-apo mission. We created a mission where we use say3d for story related AIs. (They are static).
The problem is, when we test it and approach from time to time the audio skips some time. Or it plays too fast. Like forwarding an old videotape, then suddenly continues to work correctly.
Imagine an AI playing 30s audio.
When you approach it, audio starts like 8x the speed, skipping 10s of audio and then proceed to play last 20s the way it should.
Tldr: AI and objects are playing audio via say3D, but some audios are speeded up.
It differs every time we try it. Some Times it work, some times speaker speeds up few secs and some Times AI speeds up audio or skips few secs.
Tested in singleplayer editor and MP dedicated server
In both cases this bug occurs. Audios are not corrupted, some Times they work some Times they skip/forward a part of audio
How did you create the audio file?
right side is description.ext
audio was made with AI, then adjusted by friend and then converted to ogg
from mp3 to ogg
Guys, does someone know the dimensions of a picture required for a whiteboard texture? I tried both classical and "rules of two" pictures but it just stretched in the way I don't want to have it
here's one I made in photoshop real quick
thank you so much!
how do i set up virtual garage
so that i can spawn in veichles at base
and also how do i spawn in and add ai to my group from base
arma
arma video game for playing
arma video game for playing tutorial how
arma how to video game
Captain Miller feet pics
How do you make vehicles be driven by the ai and how do you make the ai in the vehicle use the vehicle to attack the enemy and move around
can you setup armbands ?
Not certain what is meant
Giving an armband to a unit is just adding it to its loadout in nearly every case
You can get one of the armband mods from the workshop if you need more armband options
no vanilla armbands possible? i was looking for some script command to add those armbands
there are no armbands in vanilla game
depends, usually either NVG or facewear slot
I guess there are mods that have armbands baked into their uniforms but that's rare from my experience
They are mostly goggles/NVG/faceware slot items attached to the arm bone
KAT medical has a scripted armband that doesn't need an equipment slot, not certain how it works
Main armband mods I've used/encountered are:
Arma 3 Aegis https://steamcommunity.com/sharedfiles/filedetails/?id=949252631&searchtext=arma+3+aegis, along with lots of other stuff
Hartman's Armbands https://steamcommunity.com/sharedfiles/filedetails/?id=3330144696&searchtext=armband, uses same armband model as Aegis
^ Has an expansion I haven't used
Haven't used Simple Armbands, but it might good too https://steamcommunity.com/sharedfiles/filedetails/?id=2778578325&searchtext=armband
There are some other armband mods out there as well
thx for the info 👍
Anyone know about unit capture enough to tell me whether or not vehicle firing data captures countermeasures (flares) off the top of their head
Yes, unitcapture also records flares
ty
Anyone know what mod it is that includes the Taliban, Boko Haram and IS
Community Factions Project has at least one of those.
cheers, i’m sure 3CB, CUP and RHS had loads of organisations but can’t find them anywhere
in fact CFP is what i was looking for, thanks
Much appreciated help! Though it is way to complicated for me to set up and almost no YT guides to follow. You don't have any other tips?
Hey my mission in eden will let me pick slots and the slots show up when i host in multiplayer. however when i change it into pbo and place it my server it will let me in but no player slots show up
I've never really used it lol
missing mods maybe?
it's like 0/0?
@lilac osprey please don't crosspost; I deleted the other message in #arma3_scenario
How do I make a supply box into ace arsenal?
Place the ace arsenal module on it iirc
I have checked for ace arsenal all over the editor and I can’t find it
And I do have ace3
I'll check
I did it once
It's either a module or a short script that goes in the init of the object
[this, true] call ace_arsenal_fnc_initbox
It's a script
https://ace3.acemod.org/wiki/framework/arsenal-framework
[this, true] call ace_arsenal_fnc_initBox; goes in the init of the supply box to turn it into an ace arsenal
Thank you
The ace3 wiki is mostly complete for ace stuff
Beyond that, there is the code on github
how do i make AI respawn?
like if i wanted to make AI respawn forever on a loop how would i do that
And fair warning I don’t really know how to script
What kind of scenario?
I’m legit just trying to make a map where I can go in and just have fun forever
Cause I need to have AI that goes to the waypoint and respawns forever
I see, maybe you can try to find mods for this
this mod has a lot a modules for spawning AI etc
it's tricky, just take some time and patience
Aight
A fence?
It's a bug.
issue with texture transparency, you can either cope with that or remove the fences from your missions
that's a visual-a fence
What do you put in the init of a helicopter to add ace3 fries
How do I make convoy?
basically group the vehicles together and make they follow a column or file formation
There is a video by Gunter Serveloh that explains how to spawn waves on enemies
Just a trigger, some markers, and a couple lines
Look up the spawn group function on the bis wiki
At the bottom there will be an example of the syntax
And then for the waypoint, that video should explain it too
This is method 2 based on the previous video seen here:
https://youtu.be/AIvgFXo0j_w
I will be showing you how you can customize the group (wave) with
your own units of choice.
Download the scenario with script created in the video:
https://drive.google.com/file/d/10svOS07j14ItVOexjlrZ4ZP2tTfuDwUJ/view?usp=sharing
BI Wiki BIS_fnc_SpawnGroup
ht...
Hey is there a way to spawn steam compositions in their original positions? Similar to how you can do it in Zeus by holdign down LALT when placing one.
Disable snap to surface and align with terrain in the toolbar.
I need some help with creating 2 friendly AI with unlimited inventory
One is a medic with No damage and the other is a Ammo carrier with No damage.
So far I only know the No damage thing haha sooo anyone whos smart and can help me?
yes
the units in this convoy are all in one group, set to careless, and in column formation, with the first vehicle's driver set as group lead
each vehicle has
this setconvoyseparation 10;```
in the init
the first three work great, yet the fourth and anything past that refuse to move
what gives?
Try without forcefollowroad.
that does not seem to have done it unfortunately
by removing the setconvoyseparation I was able to get the fourth truck to move but nothing past that
Arma convoys
I think the order you spawn the vehicles in in 3den is something to take into consideration as well
oh is it?
hmm, I'll try and rebuild it from scratch
okay I am bad at properly testing things so I think that made a difference but I also changed some other things around that seem to have helped to which I'll put down here
AI seem to not like the slowest vehicle being in front, seems its better to limit everyone's speed than put them behind a slower vehicle
and it also seems important to place them with their spacing already set up
but only lead vehicle drives and other stay like frozen
yeah, it's kinda buggy, but make sure to add a lot of waypoints
i downloaded ,,better convoy’’ mod and with everything works pefectly, except when convoy getd ambushed troops dont get out and fight but stay in the vehicles
it's not magical, you have to script some stuff to happen
and how do i do that?
is it hard?
it depends on what you want to do, but get started with the basics, like literally googling stuff you want to do "arma 3 how to spawn a unit by script", things like that
and ask here if you really want some help, but try to read a lot and practice before coming here asking
Im just trying to fix something
i got it lol;
why the the thumbs Down @small patrol ?
Prolly an accidental thumbs down, meant to be a thumbs up
how well do vehicle respawns work with attached turrets?
Does AI skill do anything? I'm trying to reduce the enemy AI sight range and I can't make it work. I placed an EAST unit in the editor, changed the spot distance (I think that's a Eden Enhanced feature) but they detect me at the same distance. I also tried lowering the overall skill of the unit, and nothing seems to change. Lowering the skill from the options menu doesn't do anything either.
no but that sounds more like a workaround. Why would I need to make my unit harder to be detected, when I can (or should be able to) make enemies see less?
it doesn't change the fact that the skill doesn't seem to be having any effect
Maybe you're using a mod that overwrites the skill values
No. I don't have any AI mod active, and it was a new mission with only two units. I used the console to check the skill of the AI soldier, and it was correct, it just wasn't affecting the detection range for some reason.
is anybody aware of the "speaker" string used for miller? like, for instance, "Male01ENGB" is for james, but what one is for miller?
Maybe "Miller"? I do not know though
06 or 07 of Bri'ish I recall
Question here, what mods do you guys run which you couldn't do without? I am currently only using 3den enhanced and feel there probably is a lot more out there worth trying. I create single player campaigns if that helps at all.
In the menu strip of 3den enhanced there should be an entry which links to other editor extensions. Might be worth a look
Okay I will take a look, thank you.
this is my base for most missions I make. CBA creates a dependency, everything else is only needed during the mission creation, final player does not have to download them
how do i add virtual garage and ai recruitement
That snapping mod looks awesome. Wasn't aware of that one.
@modern parcel add this to any ammo box m8
this allowDamage false;
clearMagazineCargoGlobal this;
clearWeaponCargoGlobal this;
clearItemCargoGlobal this;
clearBackpackCargoGlobal this;
this addAction ["<t color='#ff1111'>BIS Arsenal</t>",{["Open",true] spawn BIS_fnc_arsenal}];
edited to garage pls help
i want my veichles
that i dont know
heck even a scroll wheel menu is ok
i never use the garage
hi guys
Is there a way to change vehicle ammo loadout in Eden, like in zeus?
wait- is it base arma that gives the vehicle loadout option-?
i highly recommend you use 3den enhanced
every single modpack i use has that mod
I am, but I don't see anything for what I'm trying to do
Which is change ammo types the vehicle can use
what is loaded*
For instance, the HMG turret can use regular ammo, but it also has AA rounds, and tracer variants of them
Not easily possible.
I just finished my second mission
i was gonna make it completely diffrent but the trigger just didnt wanna work so i decided to scrap it and do something else
turns out i forgot to add an activasion to the trigger and i only found out when i was done
Not my second mission
Just the second im making in this campaign
is there any way to like to merge missions to make a campaign
does the support requester work on multiplayer? have issues where the supports work on singleplayer but on a server it dies
What dies?
basically the supporter requester just fails to pick up the additional supports being spawned in
I have it set up that when the vehicle spawns with the pilots, it autmatically uses the
leader _group1 synchronizeObjectsAdd [TRANSPORT_SUB1];```
it works absolutely fine - until its on a server
then the supports just dont synchronize or work
https://www.youtube.com/watch?v=mXoQwyJvJXI
(bad english alert) how can i do this with the support requester module? i tried sync all the vehicles to the module but when i want them to launch the missiles they shoot 1 or 2 missiles per vehicle and never shoot at the same time and they don't shoot again, and i want all vehicles to shot all their missiles when i call for support
MLRS Artillery fire - Barrage - Military Simulation - ArmA 3 #Shorts
MLRS is a multiple rocket launcher artillery system.
𝐖𝐚𝐧𝐭 𝐭𝐨 𝐬𝐞𝐞 𝐦𝐨𝐫𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐥𝐢𝐤𝐞 𝐭𝐡𝐢𝐬?
🔗TikTok: https://www.tiktok.com/@compared_comparison
👍 Like the video.
💬 Comment.
🔗 Share the video with anyone you think he might like it.
🔴Subsribe and you won t miss a Video!
▶DONT CL...
https://medal.tv/games/arma-3/clips/jbHG4gCmkvFEtorUz?invite=cr-MSxlZ0YsMTk4OTUwNDcwLA
also, is there a way to fix this? i tried calling for support (V-44 blackfish) and it tries to attack like a plane or it doesn't even reach the target. i want it to shoot like is supposed to, not like this
Watch Arma 3 and millions of other Arma 3 videos on Medal, the largest Game Clip Platform.
How do I make an AI vehicle shoot at a target with continous fire, like the Bradley gun.
I just put the weather in the editor to raining and when i set it back to sunny, there's rainbow. How do i remove the rainbow?
you would need to change the game version to Saudi Arabia, to get the rainbow out.
wait what lmfao
I have an idea for a mission, and I want to know if it's doable without significant modding or scripting
Continuously respawning AI troops on an island
Helicopter pilots must continually ferry them from the island to the combat zone
As troops die, they respawn and wait for a helo to pick them up at the designated area
is this possible? Is it possible to have the player leading a flight of a few helicopters, and the troops will get into all the helicopters?
and do troops have to be assigned to a specific helo or could they simply pool up in one spot and have any helicopter pick them up?
Hello, I'm new to eden editor.
Can you give me some useful tips and scripts?
I care about scripts such as my own text displayed at a given moment, my own music at a given moment from the basic game and mods, learning triggers,
what to do to make dead bots disappear and what to do to make a given bot stand/sit/lie in one position, motionless, but still able to shoot
If someone gives me the scripts and explains in detail how to use them, I will be very grateful.
Goddamit, right after i build some shit in it already...
it is possible and you need to script it.
my own text displayed at a given moment
https://community.bistudio.com/wiki/BIS_fnc_EXP_camp_playSubtitles https://community.bistudio.com/wiki/BIS_fnc_dynamicText https://community.bistudio.com/wiki/BIS_fnc_typeText https://community.bistudio.com/wiki/cutText
my own music at a given moment
https://community.bistudio.com/wiki/playMusic
learning triggers
https://community.bistudio.com/wiki/Eden_Editor:_Trigger
what to do to make dead bots disappear
https://community.bistudio.com/wiki/Description.ext#Corpse_and_Wreck_Management
make a given bot stand/sit/lie in one position
https://community.bistudio.com/wiki/disableAI
There are plenty of editor and scripting guides on youtube, and Google is your friend too. Whatever was created or posted after 2013, is still up to date.
Group can be given a "get in nearest" waypoint and they will mount any vehicle that's the closest to them.
This didn’t seem to be working because I have trouble getting helos to land and wait for troops.
I’ve never gotten into scripting before. Any ideas how I would begin to go about doing it?
I just want respawning troops to wait at a common area for any of four helicopters to land
I was giving helos a “land” waypoint with a “hold” waypoint both on an invisible helipad but they would touch down them hover over the point half the time. It’s weirdly inconsistent
Why cant i enable revive
Does anyone know how to make my missions less repeatable
It just feels like i have already made the mission
Why doesnt my missions show up
i have them saved in my missions folder but there is nothing in them
Did you save them in Missions or in MPmissions?
Missions
so i installed them (i made them on another computer) and put them into the folder it usually works but now now
Don't know,
I haven't transferred missions between computers before
Dang
anyone knows a reason why the text I put on the mission briefing section in the eden editor doesn't show up on the actual briefing map screen before the mission? It didn't happen before and started happening to me now, no matter what mods I use, etc. The briefing only shows up when players start the mission and spawn sadly
it just shows as blank
but everything else, tasks, team, players, etc, works
you may e.g have set briefing etc after a delay in init.sqf
quick question... trying to make an AI Single player capture type scenerio.. I have the ai running around to the different sectors great but I want to make it so at certain sectors they spawn ONLY 1 vehicle at a time until it dies once captured.. as an example capture point A and there is a helipad. I would like it to spawn 1 heli at the helipad until it dies then delay for some time then respawn that same 1 heli. I don't want it to keep spawning helis every X time (same thing with cars/tanks etc...). if that makes sense. I also want it to be faction related so if blu has it it is their heli if opfor has it then it is theirs. any easy way to do this? THANKS
how do i make an ai respawn when killed
im tryna make an enhanced firtual arsenal
the one in tutorials is not good enough
You can run a code once the sector is captured (if you are using the sector modules, there's an option for that in the attributes), in that code you can spawn the vehicle in the position that you want and you can set for this vehicle the "Killed" event handler. In this EH, you can make a code or use the same code to spawn it later once the vehicle is dead.
you can use the "Killed" event handler to get info about the unit and "respawn it" by creating a new unit (createUnit command)
ive been trying to rotate the turret of a cup leopard 2a6 and nothing has seemed to work
For what reason/purpose
i'm trying to make a scene with infantry taking cover behind it as it fires on an enemy position
part of a bigger ambush scene
i already like, know how to pose regular infantry and such but i cant seem to figure out "posing" tanks
you can script them to look at things
or target things
so they aim where you want them to aim
Hi everyone, I'm looking in the attributes for a laptop and there's a field for changing the texture. I know I can include custom images in my mission files, but where exactly are the built-in files located? It says stuff like "a3\structures_f_epc\items\etc..." but I'm not sure where those files are, and I'd like to see what's already available to use
The base game screens are scattered throughout a bunch of directories. These are all the game files I could find with "laptop" in the name. I use voidtools everything to search my P:\a3 folder with P:\a3 screen _co.paa as the search field.
a3\missions_f_orange\data\img\faction_idap\laptop_campaign_co.paa
a3\props_f_argo\items\electronics\data\laptop_02_screen_co.paa
a3\props_f_argo\items\electronics\data\laptop_02_co.paa
a3\props_f_argo\items\electronics\data\laptop_02_back_co.paa
a3\missions_f_oldman\data\img\screens\syndiaktlaptopdesktop_co.paa
a3\structures_f_epc\items\electronics\data\electronics_screens_laptop_device_co.paa
a3\structures_f\items\electronics\data\electronics_screens_laptop_co.paa
a3\missions_f_bootcamp\data\img\laptop\electronics_screens_laptop_targetactivated_co.paa
a3\missions_f_bootcamp\data\img\laptop\electronics_screens_laptop_targeterror_co.paa
a3\missions_f_bootcamp\data\img\laptop\electronics_screens_laptop_targetdeactivated_co.paa
a3\missions_f_bootcamp\data\img\laptop\electronics_screens_laptop_simulationterminated2_co.paa
a3\missions_f_bootcamp\data\img\laptop\electronics_screens_laptop_simulationterminated1_co.paa
a3\missions_f_beta\data\img\monitors\laptop_fd14_1_co.paa
Okay, thanks. Is voidtools a third-party thing?
And some more but the aspect ratios may not play nice, depends on the screen youre using. a3\props_f_aow\civilian\gallery\data\screen_co.paa a3\ui_f_enoch\data\rscingameui\rscweaponspectrumanalyzer\screen_background_co.paa a3\missions_f_oldman\data\img\screens\millerntbscreen01_co.paa a3\missions_f_oldman\data\img\screens\millerntbscreen02_co.paa a3\structures_f_heli\items\electronics\data\tablet_screen_co.paa a3\structures_f\items\electronics\data\electronics_screens_mobilephone_smart_co.paa a3\structures_f\items\electronics\data\electronics_screens_mobilephone_old_co.paa
It's just a totally separate program for searching for things on your PC. The P:\ drive is where unpacked game data goes, if you're doing mod stuff.
voidtools is extremely useful beyond the scope of arma modding
So the files where the textures/audios are stored is like a packaged file sort of thing, not an actual folder with individual files like I'd normally see in explorer?
Right, game data is mostly stored in .pbo files
is there a resource i can read through that would explain how to script the ai to "look at things"? i'm not exactly well versed in arma 3 scripting to be honest
there is a list of all scripting commands on the wiki
each command comes with examples too
though it may need some trial and error to get started with them
KillzoneKids page about arma3 scripting is what I used way back to get into things
I believe its still around
what im essentially trying to do is get the turret + gun on this cup leo 2a6 to be rotated towards and pointed at where the red arrow points
This might be what you need, or a related script command
https://community.bistudio.com/wiki/doWatch
i've tried inputting the commands from there into the init box for the leo 2a6
and its not working
like i've put in the init field "cup_b_leopard2a6_ger dowatch cup_o_ru_soldier_hat_msv_vsr93"
using the unit names but it wont work
hi, new cannon fodder here: can you mod the appearance of the editors transformation widget/gizmo to be more modern looking? weird suggestion and it works, but would be cool to add planes for moving objects on 2 axis and such. 🙂
maybe ill look into it myself but im more of a blender guy, so 3d modelling it is.
No
try doTarget and make sure player is not a crew member
and use variable names, not classnames
as in you doubleclick your tank, give it a variable name in the variable name field, then do the same to your other unit and then use those variable names in init
iirc dowatch is just passsive looking at a general area, dotarget will keep the barrel on gven object
Does anyone know why respawns would be disabled after so many respawns?
Multiplayer respawn is set to respawn on custom position (respawn_west) and in description.ext I have:
respawn = 3;
respawnOnStart = -1;
respawnDelay = 5;
When I respawn it sometimes forces spawn without input from me choosing a position, then after I die 5 times it says respawn disabled. I've deleted and rewritten description.ext and messed with spawn settings to no avail. Anyone experience this before?
anyone know why I keep getting this error? Im using webknight's optre expansion
fixed it, for some reason I forgot to activate the improved melee system mod
How do i put people in cars in the editor not just a waypoint
I don't know what not just a waypoint means but just drag and drop people into the car
Like when you click play
they get into it
but seriously?
What?
I am saying what not just a waypoint does mean in this context
Get in waypoint
do i just have to drag and drop them?
Yes. I thought Tutorials on Eden Editor even teaches you that
Oh ok
Can someone help me regarding how to make people go into ACE Spectator while respawning?
I have got the Marker sorted out, but any script I use or function doesn't seem to get the right results: i.e like ACE Spectator not terminating after countdown has elapsed.
Have a question for the smarter people here. Every once and awhile, when loading into a zeus slot on our server, the character will spawn without zeus. The only way for them to get zeus is to respawn and then it usually works.
If they dont have zeus, and someone tries to promote them to zeus, it breaks them entirely and they have to relaunch the game.
Is there a way to stop that from happening?
is there a way to add/set the texture of a headgear via a paa in the mission folder for testing?
getobjecttextures and setobjecttextures seem to only deal with the uniform of a unit
I can't seem to apply the texture to the item of the helmet on the ground because the item entityy doesn't actually have any texture selections
addheadgear seemingly has no variable to set a custom texture when invoked
No. Use Mod
How do i set someone to control a drone
Double click unit, find "health" or "armor" or whatever its called, set the slider to 0
oh shit well thanks
making a mission for my unit and kinda lost braincells because I haven't made a op in about a month
Hello chaps
I'm struggling with the activation of a trigger
I want it to only fire once the player has placed 10 of those vn_mine_m18_range.
I tried: {_x isKindOf "vn_mine_m18_range"} count thisList == 10
but with no luck. Any suggestions?
First find out (or achieve) that thisList contains mines.
how do I do that? I'm not familiar with that function
By changing activation ( https://community.bistudio.com/wiki/Eden_Editor:_Trigger ) and hinting or diag_logging thisList.
Im creating a mission but all of my squad members doesnt follow the regroup command
I just started on my biggest mission yet
does anyone have the music for expeditionary forces cdlc
one in trailer without sound effects
yeah, the CDLC
Hello all, Quick question about SP Bot/spawning. I am having a hard time creating a composition or script that turns on and off unit spawning if a sector or area is controlled by west or east. ive tried making a sector with blufor and opfor attached to it.. then that sector going to unlock and then trigger repeatable for ex bluefor attached to a spawner. This however does some weird things when changing sector control. it either spawns both sides or spawns the other side one last time as it is captured. is there any fix or easier way to turn on and off the spawner based on which side has control of an area??? it doesn't even need to be a sector i just thought it was the easiest way, and at this point I would rather just use an area trigger
guys I have a problem I really have no idea what to make in arma 3 anymore and I can't go online because I'm not too smart for that
I'm currently trying to use FIR aircraft for some artwork, but whenever I convert them into simple objects for posing and adjustment these emblems are on the plane. Is there a way to fix this or is there another method of "posing" aircraft for screenshots?
Hide that selection
Hide the selection?
You seem to use my Mod. Then open up Simple Object Editor and hide that selection
Took me a bit but its the selections "decal_nose", "decal_tail" and "decal_wing"
Thank you for the help
Hey boys, please, can anybody tell why it's not working ? thanks 🙏
if (player == switchinplayer) then {[switchinplayer, _currentUnit] call ace_switchunits_fnc_switchBack;};
Define how it is not working. Error messages even
Not even error, just do nothing in this state. That is strange 😦
What is switchinplayer?
[myplayer, _currentUnit] call ace_switchunits_fnc_switchBack; alone is working, but when I add "if (player =..." Its not reacting at all.
You are checking is your playerswitchin unit,
And if it's your trying change current unit to same unit.
[_originalPlayerUnit, _currentUnit] call ace_switchunits_fnc_switchBack
Then player is not equal to switchinplayer, cap (C).
I use switch func., in the game, so I switch to some AI, I can play, then I want to go back to original, so I use for example "> [myplayer, _currentUnit] call ace_switchunits_fnc_switchBack; so it will send me back. But, I need to add if (player == myplayer); because I want to exec this command on server, so this command needs to affect only this one player, not everyone currently on server.
Send to server both unit objects.
Ooh...
But I won't know where the player will switch, so I can't know name of that AI, this player will choose, You know.
To switch to a unit, you should have 2 unit objects. So how you "won't know where the player will switch, so I can't know name of that AI, this player will choose"?
They will switch, and at a time, I need to send them back, with server command. Only those, who ARE able to switch.
No, because they will click on the map, on random unit. Function will port them into those Ai.
Complicated a bit 
Hmm,
You want them use random unit x, and ability to change back to original player object?
Provide your click on map event handler.
It's ACE function, I don't know how they do it. It's in the code, maybe I can try to find it.
I want my guys to use onmap click, but there is a way, where I will choose where to switch. If ACE will let me. For now it seems to me, it won't (?)
Can I choose name of player's avatar, and name of AI, where I will switch that player ?
[ai_name_where_to_switch_player, current_players_avatar_name] call ace_switchunits_fnc_switchBack
Should work, right ? I will execute that on "Global exec" in debug console on server.
That! Thank you sir!! 🙏
I would use cba player eventhandeler "unit", and save old and new on unit (publicVar) and get those when executing/ getting objects via server
If anybody here has experience posing pilot models for artwork involving jets, is there a way to stop said pilot from entering a free falling animation at a certain height?
I don't think Artwork Supporter is reliable option for whatever you want. Use EAS
I've tried using EAS but for some reason the simple object editor doesnt appear when I load EAS instead of Artwork Supporter
You can load both
Ah, I read "standalone mod" on the mod page and assumed it meant only it or AS could be loaded
how do I get rid of those annoying black error boxes
fix your scripts or don't use broken mods
can I just disable the popup? the errors don't affect me
no
they show up only in editor
the exported mission won't display them unless someone has checked showing script errors in the parameters.
Has someone made a good system to have a set number of roles with a premade kit?
Im still on my BS of trying to make something similar to Squad but less restrictive.
Saw this mod a while ago
Might be close to what you want
WBK Kit Menu
https://steamcommunity.com/sharedfiles/filedetails/?id=3300894429
Oh ya, i think that's pretty much exactly what i had in mind thank you.
This might be a dumb question, is there a way to get infantry to disembark transports when they come under attack?
I'm making a mission where players interdict a convoy but I want them to be able to pick the point where they attack. So I can't use the transport unload waypoint.
Nevermind, it was dumb, it's in the behavior thing for waypoints'
anyone know how to make eden objects spawneable in zeus?
you would have to make a config patch and add a parameter to each one to have them in Zeus. Plenty of work.
Or save every object as composition?
Is there a way to add custom music for Intro, victory, and defeat screen?
Any documents will help.
Can anyone help me?
i want to make a barebones mission for 3 players that each have access to Zues
how do I do this?
Place 3 units, set all as playable
Give them all variable names
Add 3 zeus modules, set the owner for each one to one of the variable names of the units you placed
Make certain zeus is set to all addons (official and unofficial) if you want to use mods
Also, consider adding zeus enhanced, much more powerful to use as a zeus
whats the difference in zues and zues enhanced?
Zeus enhanced adds a bunch more ways to control stuff and allows editing some of the varibles while the mission is running without running scripts to change it
When i try to test mission it doesnt let me select a role
it just goes to a spectator cam
is there a way I can test all the roles?
sorry its been years
You can start the mission as multiplayer,
You need to have a player unit if you want to test in single player
Player has a red ring in the editor, playable have a purple ring
is there a way to save custom compisitions within zues?
cause i notice zues does not copy and paste arsenal changes to units
hey does anyone know any mods that add like a node that makes a ai shoot some thing in a specific spot
like i need to be able to get a sniper to shoot a ai in a specific spot
Don't know of any mods, but it should be possible by using scripting to set target and hold fire until the ai is supposed to get shot
Or if you don't actually need the sniper to exist, you might be able to just set damage on the target, play a gunshot sound, and apply force to the ragdoll
If the ai is supposed to die every time, using set damage after he gets shot would make it more reliable
is there any way to set dammage of like specific body parts so i can use it with ace
because the player will notice that there teamleader has no injurys and just droped dead
There is
This is should be the right script function
https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_addDamageToUnit.sqf
All of the medical functions
https://ace3.acemod.org/wiki/functions/medical
Sanity check. When "Play on this unit" (or whatever its called) happens in SQF or Engine end?
Context: postInit doesn't detect the player as the selected unit but actual player (in this context player unit that is set in Eden, but not the player unit I use in this Preview), and I am suspecting that something is happening in post-postInit
Sidenote, TeamSwitch MEH doesn't seem to detect anything either
What about PlayerViewChanged?
So Zeus.
First when i placed units they stopped appearing as editable objects and update editable objects does nothing
so i reconnect
now when I try to zues it gives me the zues symbol and a music note and ignores me
wtf is happening?????
this channel is about editor, not zeus.
If I select a NATO squad and give them a Destroy waypoint on a CSAT unit, will they hunt down the entire CSAT squad or just the specific unit that the waypoint is placed on? Should I arrange the waypoints like this?
hmmm i use no way points i use a patrol script there many patrol scripts out there
but yes they will hunt the enemy you have the waypoint on and if they see any other enemys they will engage them
i would give the waypoint to the leader of NATO
You can use Eden enhanced to put soldiers into an injured pose and then disable their simulation
What is eden enhanced
Mod that enhances the Eden editor adding stuff like ambient animations without scripting
So its impossible to add dead soldiers without that
No it isn't impossible, some mods should have them but they'll be limited to whatever the mod portrays
Like us army guys from a ww2 mod
But I'd recommend that mod regardless
I see no reason not to have it
You can put something like this in a soldier's init box:
this switchMove "DeadState";
this setDamage 1;
Then copy paste that soldier
They'll spawn dead
Ok let me try
Oh that's nice I didn't even know that
The bad thing about it is that you might see the soldier ragdolling for a few secs if you spawn it close to the player
Also if you spawn many of those dead soldiers at once your FPS will tank because of so many ragdolls. You can disable simulation to make it fast:
this switchMove [selectRandom ["DeadState", "UnconsciousReviveDefault"], 1];
this setDamage 1;
this enableSimulation false;
The selectRandom is there to add some variation (some dead units will face up, some face down)
Gents is there any option to force RHS settings on server? i.e i would like to force all players to use 3d or PIP RHS optics.
I guess the option changes just the type of scope which is currently mounted on the weapon to change it's optics mode (i.e 2d, 3d, PIP)?
I've tried to copy my current loadout with the 3d option selected in RHS settings and while being in 2d settings paste it back in the arsenal, but it give me still the 2d optics...
Hello, I wanted to ask, is there any way to make time play reverse?
as in the in game time
You can set the klock to be 10x time, but I was wondering for some memes, if it can be set to play at reverse
Hello, I am looking for someone who has experiance with A3_Wasteland 1.4d. Im missing some of the missions and addons and i cannot seem to locate them anywhere. the offical site for wasteland brings me to a github with an extremely outdated version. I apologize if I am in the wrong channel, any help getting to the right place would be grand
why are the ai so stupid like they cant even follow a get in nearest waypoint
like it gets activated when the helicopter lands and a guard waypoint is skiped and then they move around because they have a new waypoint and they just dont get in
Hello, I'm trying to combine two objects in eden editor to make it a composition but one of the objects just falls right through it. How do I join them together?
Not really.
You can set time scale so high, that in ever second, 23 hours 59 minutes and 59 seconds goes by.
So every second a new day starts.
It would look like time is going backwards on a watch.
But due to seasons the lighting will be messed up probably
Incredibly minor gripe but my editor unit list always loads with MACV-SOG fully opened, and I've always wondered why that is
Is that the intended behavior of SOGPF?
Yes
How do I get a trigger to make it so say, BLUFOR wins, and they get a victory screen, but OPFOR players lose and they get a loss screen?
I appreciate it, one more thing, is it possible to give an object collision?
I'm pretty sure with AttachTo, you lose collisions on anything that is attaching. The main object that things are atttachign onto itself remains normal
alrighty. I have one last question (for now), so i have a turret attached to a ship via attachToRelative, but the turret doesnt move around when i play the scenario. is that due to aTR fixing the turrets movement and such?
Check attachTo. attachToRelative is limited regarded to that
hmmm, so idk im dumb but when i use Gun1 attachTo [Ship1]; the turret still fails to rotate or track me
Read the wiki and its syntax examples
Correct me if I'm wrong, but when you say a specific side wins, automaticly the other ones are shown that they lost no ?
And you can use trigger for a wining condition and then link to the Module End Scenario in Scenario Flow to end the scenario when the winning condition is successful
That's the thing is afaik there is no way to make a specific side win, it's just a scenario end module that ends the scenario
There is no way to select which side "wins"
I think you can do that with point attribution you can give the BLUFOR a point when the winning is true and use the win for the team with the most points
is there a kb shortcut that opens the unit's ACE arsenal if ACE is loaded in 3den Enhanced?
No. But soon.
Thnx
I'm trying to make a mission, where if a certain VIP leaves the area the mission fails, but if he's dead, the mission goes on. How would I go on about doing this? 😦
follow the handbook
Is there a way in Eden to make the cars with beacons on them to have the beacons turned on? Im using 3CB and I only see the option to turn head lights on.
Yea, well if I could find info about it online, I wouldn’t be asking here, am I. Would you happen to have a link, my friend?
the basic command to check for a certain unit being alive is !alive varibleName
Im unsure of the triggering is unit leaves the zone
You can do a trigger that has player distance varibleName >10 where 10 is the meters from the player. Have that trigger get triggered when the players enter the AO. You can have another trigger cancel the distance trigger with the condition I posted above this.
You would do this with the task modules
Thank you!
@civic frigate that's a good 1 m8 im going to look in to that
@pulsar quail yeah i attachTo [SUB] a high MG and it moves around but the AA gun does not
may be try this see what happends
MG1 = "O_HMG_01_high_F" createVehicle position Submarine;
MG1 attachTo [Submarine, [0, -28, 4.9]];
Do I have to use scripts to make AI use search lights? Thinking of those from IFA3
You mean AA search light or gun light?
AA search light, is under the section "statics"
afaik, yes, and I don't think that force firing will be enough because those IFA3 search light they "fire" by action, you have to test it out
sorry for the noob question, but if you're using a module to tell a squad to go somewhere or do something, do you have to sync every soldier in the squad with the module, or just the squad leader?
Depends on the module you use
It's the LAMBS danger CQB waypoint
i'm struggling to understand how to use the modules, ever since the mod author deprecated the waypoints
sorry if this isn't the right channel to ask about mods
Wiki suggests either group or one of units
Does anyone know if it would be possible to change the flag texture on the FFAA BAM ship? I tried this in the init line:
_this forceFlagTexture "a3\data_f\flags\flag_us_co.paa";
No luck.
Thinking of setting up a "Sniper battle" but don't know what's the best solution for it is.
I have placed a enemy sniper in a big house with lots of windows, using LAMBS, but he is more like crazy person and runs around instead of shooting through the windows and changing positions. Want him to change position and getting into cover without hiding
Is it achievable or am I just dreaming?
this, not _this if in object init. Still you might have to ask ffaa if it's actually a flag that could be handled through this command
Thanks! Not being sure I tired both with and without the underscore and was not successful. I'll ping FFAA, I think you're right that there may be other factors involved.
Does the flag have a hiddenSelection assigned you could use with setObjectTextureGlobal maybe?
I have to admit I'm a rookie and not sure how to make use of that. I can't find the flag in the cfg, so I suspect it may be lumped in with something else. The hiddenSelection thing does appear in the cfg under the ship but has no options to go with it that I can find. Here are the entries if you have a sec to think about it.
hiddenSelectionsMaterials[] = {};
hiddenSelectionsTextures[] = {};
hiddenSelections[] = {};
hiddenUnderwaterSelectionsTextures[] = {};
hiddenUnderwaterSelections[] = {};
Can you link me the mod?
Making my own solo scenarios in the editor. Do the Full Ghillie outfits need the marksman dlc? It doesn't have an icon like everything else in the loadout menu, but when I equip it I get the dlc nag.
Just found the website with all the dlc restrictions. lol what's the point of having the icons in the editor if they don't mean anything useful?
Hey gang, need some help finding something:
I redownloaded ARMA after many months off the wagon, currently rebuilding my modlist and there is one I cannot seem to find. My editor save lists the missing plugin [in pluginese, of course] as "alkframework_m1".
I believe it's related to a mod that gave me generic "sector" modules that allowed me to simplistically set up dynamic hide/show-based engagements/spawning
Can't think of what it was to save my life, any suggestions?
Yeah I had the same issue when I was setting up a sneaky forest op, I dunno if it's just a bug with those suits specifically or not though
Indeed there is no point of it. We just need a new script command to get it, but they didn't filfull the ticket yet
Okay so I remember Bromine mentioning something about a voidtools program? but I don't really have the space to decompile all the stuff to a P drive or whatever letter it was. So I've just been using the BI website or an ingame texture finder (probably part of 3den enhanced I'd assume). But does anyone know if there's one of those for audio files? Specifically so I can find the paths for mod sfx, since those obviously aren't on BI's wiki site. Or can I just type the sound's class name if I know it?
I'll give them a look, thanks
Okay it's slow but I have found what I'm looking for in the config viewer \o/
Still on the hunt:
Mod that adds a module called "Sector" (unrelated to game mode) that was a blue highlighted area that made for simple NPC show/hide function with a trigger attached
FYI "DokanPbo" can create a virtual P drive that lets you access all pbos contents, without needing any disk space to unpack files
Oh I'll look it up, thank you
Hey, dose anyone here know how to transfer the US Army to Blufor, and the German Army to Opfor? For spearhead 1944 CDLC.
Only through a mod.
Idk if is this what you want, in editor if you group a opfor unit into a blufor group, it will change its side (for that unit)
Looking for someone who Can you update this customized hetman mission to also include jets and planes even in custom factions and make them fly around ingame?
#creators_recruiting would be the place 🙂
Still hunting
Mod that adds a module called "Sector" (unrelated to game mode) that was a blue highlighted area that made for simple NPC or Layer show/hide function with a trigger attached
There's really no one that's heard of this? I swear I'm not crazy lol
don't crosspost, please delete in #arma3_scenario
My b
I meant the whole faction
What we don't know is, you load it in-game already and you don't know that module came from, or you need to find from Workshop
Honestly both
The thing is, it's the only thing I'm missing from my old build, which is both fortunate but also ironic and unfortunate lol
And I know, it's just taking a show/hide function and making it very simple and friendly (anything attached to the sector is hidden or shown depending on if the player is present in the sector, and then optionally rehides when the player leaves the sector boundaries), but man, it was so ergonomic and convenient
It's no longer on my PC but it leaves behind "alkframework_module_m1" when I attempt to load up an editor scenario where it was present
Post processing isn't working when I added new effects or edit them in script
Does Arma 3 support displaying other languages? Like if I wanted to give a mission a Russian name. Or will it turn it into the funny invalid character boxes?
At least most of vanilla fonts support it
Nice, thanks
how in the f do i make the lcc unload vehicles
Currently have a random VW Golf (lol) spawning in when I enter Zeus mode while testing Scenarios, not sure where this is coming from. What steps can I take to try and effectively trace it?
And/or has anyone had a similar issue
whoever uses zombies and demons can you dm me
im trying to make a PVPVZ extraction mode and im new to the editor
how do I get rid of this screen when transitioning from an 'Intro' scenario into the actual scenario itself
I've tried disabling the briefing in the Eden attributes, to no avail. Also trued "briefing = 0" to also no avail
anybody know how to add preview images with Arma 3 ALIVE Orbat Creator?
if i make a custom unit, it shows the preview image as the unit i edited instead of showing the unit i edited
i think its because you dont have a map in ur inventory 🤷
with or without a map, the result is the same
Anyone by chance know any Ambient Animation mods for Mission making use to add life to areas? Not Static?
Yo guys I have a biggg bigg question how to enter edit mode in antistasi
use the switchmove and playmove commands, get animations from the animation viewer
Put this in units init field: [this, "STAND_IA"] call BIS_fnc_ambientanimcombat; replace stand string with any of the available options found on function biki. [this, "STAND_IA"] call BIS_fnc_ambientanim; if you don't need unit to respond to combat, has more anim options.
If you have the Zeus key mapped to a good place (I use period key) you should just be able to press it to go into Zeus's mode on antistasi ultimate. I think it's normally on the y key witch is used by antistasi.
Now for my question. I have a scenario and use a trigger to do ["_speaker", "_subtitle"] call BIS_fnc_showsubtitle; to simulate player being spoken to. Problem is there is a noticable lag when the code executes. My scenario is script heavy, so I'm wondering if the cause is the subtitle code jamming itself through the other code in a suboptimal way. The Old Man modules use the action queue for determining script order, and since I can't yet find a way to add my code to the action queue, is there another way I can slip my subtitle code through in a way that doesn't compete with other functions?
so im using Polpox's artwork supporter to find ambient animations and copying them and pasting to ambient Ai units but when I put the mission up on my server the Ai revert back to default. Any way to get them to stay in their animation?
Don't use this mod to apply animations in missions.
How do I get the animations if I dont use it?
From animation viewer. And apply with https://community.bistudio.com/wiki/switchMove or similar
what do I need to add to make the Ai do the animation? Im brand new to this stuff
Replace _unit with this.
So I changed them out and they still just stand there
Try this:
if (!isServer) exitWith { };
this spawn {
waitUntil { time > 0 };
_this playMoveNow "...";
};
they won't display the animation in the editor; if you do this to get a screenshot, use POLPOX's Artwork Supporter
Its not for screenshots its to provide ambience to areas for my players during Ops
So like I want my players to walk into a house and some ai are chilling at a table or minding their own business
then do what Schatten said above 🙂
so im trying to test it and its not working with use the "play in multiplayer (mp)" in the editor im assuming I need to test it on the actual server?
try in singleplayer preview? sometimes the MP test server is not restarting the mission, so it can be a tricky one
yeah the singleplayer preview aint workin either, I'll try it on my dedicated server later when my players are done with what their doing. Its not big deal if I dont get it working. I can always use the ambient animation module that has the limited amount of animations. I just wanna add more life to the areas they are exploring. Im working on a huge S.T.A.L.K.E.R. mission
mm
wait, what is your exact code in the init?
this spawn {
waitUntil { time > 0 };
_this playMoveNow "HubSittingChairC_idle2";
};```
Where did u get Armstalker mission and code?
I dont have the code but its the Reaperzone mod
everything placed above is what Ive done
Got it, just looked like a Armstalker mod
hmm, it should work - try with switchMove above as well?
if it still does not work, try sleep 0.01; instead of the waitUntil line
Worked with them couple years ago
_unit switchMove "myMove"; this one?
if (!isServer) exitWith {};
this spawn {
waitUntil { time > 0 };
_this switchMove "HubSittingChairC_idle2";
_this playMoveNow "HubSittingChairC_idle2";
};
try use [this, "STAND1", "NONE"] call BIS_fnc_ambientAnim
this one worked! hell yeah
I really appreciate the help! I know these are like small ass details that players barely recognize half the time but my tism kicks in hard when adding life to areas during missions
if (!isServer) exitWith { };
this spawn {
waitUntil { time > 0 };
_this switchMove ["HubSittingChairA_idle1"];
};
Is there a way to turn off friendly ai units appearing on the map and when you look at them directly their unit id pops up "Rifleman 1-1"?
Yes, difficulty settings for the scenario
where do you find the difficulty settings?
In the attributes in the top bar in the editor iirc
Or in game settings once the mission is running
Ive tried changing difficulty settings in my server before and it wouldnt allow me to do it while mission is running.
but theres no difficulty settings in the editor that I could find
Wait,
I think it might be in the server difficulty settings
Been a while since I saw it, since it was set on the server and hasn't been changed since
There should be a way to do it for a specific mission, but doing it in the server settings is easier
Which then needs to be defined in your server config: https://community.bistudio.com/wiki/Arma_3:_Server_Config_File
It's not as simple as defining it in 3den. The only way it works is setting your Arma profiles difficulty and then being the host computer
If it's a dedicated server box that's not connected to your Arma profile, need to tweak tge server configs
What i think you're looking for though is "showMap" that you'd include in a description.ext file in your mission: https://community.bistudio.com/wiki/Description.ext
I have somehow LOST functions in the eden editor
Path, disable targeting, disable movement
All of em are just
Gone
I genuinly have no idea how I did this
you were most likely using R3vo's Eden Enhanced mod
Hello guys, small question: what is this flag property on unit definition and supported values?
Thank you!
https://community.bistudio.com/wiki/Mission.sqm#Flags
But why do you need to care about editing mission.sqm on text editor?
An extra feature for one of my tools. I am writing factions groups in YAML, and it generates compositions ready to be used into the editor.
Thank a lot for the link 🙂
I understand IsGroupLeader, IsSnappedToSurface
ContainsArea? KeepHorizontal? When do you want to use this flags?
No idea
Ok, apparently, it is 7 for group leaders, 5 for others. VHL go with a 4. I have enough details, thanks again!
I bought Arma 3 yesterday and I wanted to try the editor, but I'm having a hard time using it.
I have this squad here and I want them to enter the helicopter and then the helicopter should take them somewhere else. I have selected the squad, but the helicopter leaves once the player is in, the rest of the squad doesn't even care about the helicopter, they just roam. What am I doing wrong?
order ai in 1st then you get in
I don't know what you mean by that. If it helps, I think this is the problem: I'm selecting the whole squad, but it seems that only the player gets the order to enter the heli
Hi, quick question, I'm thinking of trying out Reforger but to get the disk space I need I'll probably need to delete Arma3. I see from other sources that my profile will be saved but does that mean that my compositions I made in the eden editor will still be available when i reinstall Arma3?
you can order your ai in the chopper before you get in
so you want me to give an order to every single member of the squad?
you hit space bar witch selects the team then point to the chopper and click enter on keyboard
yes
are the the leader of your team right
after all ais r in chopper then you get in
dont get rid of Arma 3 its the best game ever in the history of games
yeah thats you right ?
yes
that line appeared, but I tested it and they don't go to the chopper
so the team is grouped to you right
ok so now you hit space bar and this will select the hole team
then point at the chopper and a command thiny will arrear
then hit enter on the key board
ai will get in the chopper
then you get in
when I hit the space bar my squad doesn't get selected and when I press enter, the game starts
join voice and ill help you
Question, does anyone remember where I can find a list of images in arma? I am trying to add base game textures to computer screens. I saw art of war has a wiki page on bohemia interactive with all their picture assets. I could have sworn, there were pages for others as well.
addonFiles and allAddonsInfo
how tdo i put the HMCS addon mechs in cargo mode in the editor?
Does someone have template files for whiteboards, screens and whatnot?
They seem to weirdly move the picture around
Is there a way to edit official server missions? I want to create a GIANT Endgame mission, but don't know how to start from scratch...
i figured it out, put "this animateSource ["InitCargoMode",1,true];" into the init for the mechs
Guys, I'm a bit confused.
Lots of guides says about -filepatching and -nofilepatching. However, if one is enabled, wouldn't the other one is automatically disabled, so that there is no meaning on selecting one?
And these days there is only -filepatching option in the luncher.
Have the term changed in some version? As I understand, current -filepatching will allow me load unpacked data. right?
Should be
Afternoon lads have built a custom town for our deployment and we would like for it to show all the time on peoples maps. I don't suppose any of you lads know a solution to this? I can see we can do it using Zen but thats only whilst in zeus.
You can createMarker and a constantly running code to adjust marker position will do
Thank you ill have a look for the code that Ill need to use appreciate it
Is it possible to place down compositions in eden editor in the place they were as they were published?
Isn't it weird how we can do that in Zeus but not in Eden?
Hi, I'm trying to learn to make arma scenarios so some friends and I can play a bit. I wanted to know how can make custom loadouts and have my friends respawn with the custom loadouts? So far whenever I change a unit's loadout in eden it just spawns in its base loadout. Does anyone know how to solve this? Thank you.
Hey guys, I have a qucik question.
We have a scenario / server, where when you administer and 16g Needle, and then Add an IV to the person, the blood doesnt enter their body.
Lets say I administer 500ml of blood, when looking at the player, it says "receiving blood 500ml" but it doesnt count down, 499-498-497 etc
We use KAT, and Ace
I recommend you see ACE's or KAT's Discord server (whatever the IV mod is), this channel being for Eden Editor-related question 🙂
3 things to check
Is there actually space for the blood? (No blood loss -> blood doesn't fit)
Is there a tourniquet on the limb? (Tourniquet -> no blood flow)
Did you wait long enough for the blood value to change? (It doesn't change every second, might be dependent on server or network load)
Beyond that, you'll have to ask in their discords
Ive managed to fix it
It was down to FLOW rates being enabled
So they would have to specify a flow rate
That would do it
Hey everyone: new to modding here. I want to fundimentally alter / modify the core of how the Warlords game mode functions (mostly maybe finding a way to get rid of sector voting entirely) but am unsure how to inspect / edit the core of where the game mod logic is held. Any help would be appreciated. I looked into editing the scenario details using Description.ext, and the Mission.SQM but neither get as granular into modifying the function of voting as I would like. You can't even change the cost of the 'Strategy' category items in the requisitions config for instance lol. Thank you!
Hey guys! Super new and I was wondering how you could play with a group of 4 in an ALiVE mission, while friendly AI could also help alongside you in retaking control of the map so that my friends and I could just pick and choose which objective you could do?
Hey everyone, having issues and haven’t been able to find anything online or through my hour of troubleshooting. In the editor when I try to “play scenario” or “play as character” it throws me the error code for ACE “Extension not found. [Return Code: -1]” and it seems Battle Eye is blocking it. Any ideas on a fix?
1/7/2025 2:35:33 PM - Blocked loading of file 'D:\SteamLibrary\steamapps\workshop\content\107410\463939057\ace_x64.dll'
**Update: Disabling Battle Eye is obviously a temporary fix but anytime I re-enable it, same error code.
Running win 7?
Copied from ace "help"
I'm getting an error saying 'Extension not found...' when joining/starting a mission.
If you're on Windows 7 or Windows Server 2008, these operating systems are no longer supported as of v3.18.0. If you're not, it's probably a BattlEye outage and you'll have to either disable BattlEye or wait for it to clear up.
cannot find big concrete hangars 🤔
Hey!
I'm currently making a mission where you have to escort a vehicle to a certain point. I've set up a task that is 'Keep the truck alive', wind an 'end scenario' module, works perfectly fine. When the truck dies the mission fails. My question is, is it possible to remove the fail parameter after the task ends? So, for example, you deliver the truck to the destination, you do another task, but if the truck blows up while you're doing the new task, you don't fail the mission.
yes
Amazing, and how would I do that?
how did you setup the task?
When the truck dies the mission fails
do you have access to the success/failure conditions eventually?
I have a task create module, with a task id as 'task1', synced with a task state and a trigger. The trigger's condition is: ammotruck1 in thisList. I've created another task, that has the parent id as 'task1', synced to a a set task state, set to failed, synced to an end scenario module, linked it with another trigger, that has '!alive ammotruck'! as the condition.
not triggerActivated successTrigger && not alive theTruck
```should do 🙂
the fail task / fail scenario one yes
Thank you my friend!
Anyone here happen to play with ALiVE, HAL, Drongos or similar mods?
Looking to setup a persistent mission file that’ll control AI, reinforcements, manage bases or POIs and launch attacks against opposing faction with little need for Zeus.
Anyone have any recommendations for which addon to use, and their best experience with the way it was setup?
hey all. is there a way to make AI better in hetman?
NR6 HAL just got an update, give that a try
Fir hetman try using with lambs danger
I'm trying to make a mission using the Beketrov map downloaded from the workshop and whenever I am in the Editor and go anywhere near the urban area of Beketrov, the game crashes and I this report. This just started happened as it did not do this when I first downloaded the map. I am playing on Mac
hey guyts, how can I make AI shut up during a mission? Like, I only play SP and in a specific mission I dont wanna hear AI talking, like when u press R to reload and they say "reloading" and all that stuff...
I tried this but did not work
{_x setVariable ["BIS_noCoreConversations", true]} forEach allUnits;
0 fadeRadio 0;
enableSentences false;
edit : solved with this mod ---> MRB Voice Stop
_x setSpeaker "NoVoice"
thanks I solved with the mod, but im always open to new solutions, that gotta be in the init.sqf of the mission?
How do I stop the camera from moving with a large group of units in the eden editor? For example when I select a large composition and try move it vertically it moves the camera with it making difficult to place properly.
Is there a option to save progress in a mission I've made, that also saves destroyed houses, placed static weapons, wrecks and such?
idk if there's a direct way to do it, but you can get the objects using script commands and save it in your profileNamespace with a key using setVariable, and in the other mission get the information from it. You can save like the classname of the object, position, rotation, damage, etc
Can I somehow hide/show this Mine module?
tried with those modules but still shows up at mission start
Probably a stupid follow up question, but is this for saving progress when playing the mission?
Cause that's what I was looking for but I asked a pretty bad composed question haha
There's a command for autosave, but if you are playing your mission in SP, you can save it normally as any mission
try to add mines by script (createMine) and then use commands to hide objects (hideObject)
Hello, does anyone know how I can start a mission with a vehicle loaded into the cargo of another vehicle? Like a flying Blackfish loaded with a Hunter on mission start
Drag the Hunter and Drop on Blackfish
Lol, do you know if this works on the EF LCC-1
Same
Nice thanks guess I overthought it
Is there a way I can make my own custom poses or do I absolutely have to download custom poses
For what purpose
I just wanna make like scenes and stuff for when im bored
I assume a screenshot scene. Do whatever you want, or can. Nothing is stopping you or forcing you
Yes
But like is there a pose maker thingy that I can make poses in
There is no dynamic way to do
If there is I already implmented it into my Mod ages ago
I assume artwork supporter?
I am the author. But as I said it does nothing to do such
Damn.
Hey!
I would like to set up a task that needs you to capture a convoy, but if you don't engage them and the convoy leaves the area, the task fails and the mission ends. How would I do it with modules?
I have a question
How do I rename a unit?
I placed down a CSAT rifleman unarmed, and edited its loadout, and I want it to appear as scientist on the left hand panel?
is this possible
No
Use Scientist, or make a Mod
What's stopping you to use Scientist?
well its just an example
Then it is what it is. You can't just put a new name through SQF
Mod
Idk if im ready to get into modding just to make custom enemy squads haha
triggers
Trying to create a "flying spawnpoint" haha so that I can start in the air using parachute.. but I have no idea what I'm doing.. anyone who can point me in right direction?
Yea, but how?
Sync vehicles with a trigger, then check if they have left the trigger.
Been doing some missions and played them on LAN but I had some issues I'll need some help to avoid for future missions, cause I can't understand what to do differently.
After a few respawns the respawn gets DISABLED and there is no way to respawn.
The locations I added are "respawn multiplayer", and in the options for the mission I've ticked the "respawn on custom position"
- I don't use any ticket system.
We either get the respawn disabled OR we randomly get placed on one of the 3 respawns without any possibility to choose place...
Super weird and I hate it, so please help me avoid this shit..
The mission is saved as a Multiplayer mission, played on LAN
Possibly use the ticket system set at 999. Might force the respawns to continue instead of stopping. 
Will try! Do you know if the spawn randomisation have anything to do with the tickets too? Or is it just a feature/bug/shitty built mission 😄
Have you disabled respawn on start: https://community.bistudio.com/wiki/Description.ext#respawnOnStart ?
I'm not sure on that front, hope somebody can help figure it out though! Good luck!
Does anyone know how to get an Ai plane to bomb/strafe enemy postions? I put diwna destroy module on a building that I wanted it to bomb but the plane just circles the enemy position, not firing their guns or dropping bombs? What do i do to get it to actually engage enemies
Does anyone know why my AI that has waypoint is bugged like this on dedicated servers?
The AI is on acid.
Are they alive or dead ? and do they move or they are fixed ?
It seems you use achilles, maybe try not using it, If I remember correctly it has been deprecated.
They are alive they are supposed to patrol the area, however AI that doesnt have waypoint work just fine so idk what's goin on :/
Maybe a mod that alters the way Waypoint works and create a bug ?
Mod issue. Which one, I'd have to ponder my magic orb.
Not that I know of, I started creating a mission from a blank template/map
Is that you linked something i actively have to change?
It depends on whether you need it. It's turned on by default, and if you don't have a script to handle it, player will die on mission start AFAIR.
Is it any pro's to have a Description.ext instead of have the settings in the editor?
Depends on what you're actually doing/you're after
description.ext has more attributes and higher priority. Plus you don't need to open Arma to edit mission attributes.
The main thing I'm struggling to get is working respawn haha, everything besides that is a bonus
Maybe this will help: https://community.bistudio.com/wiki/Arma_3:_Respawn
Heya, I'm creating a Command & Conquer Warlords mission and I'm wanting to disable the AI garrisonning sectors as the factions don't support it. How can I do this, if it's possible?
Anyone?
If you don't see such option in sector settings, then most likely it's impossible without rewriting Warlords code.
I've instead adapted it to still have garrisons but custom factions
I do keep getting an error on screen for group deletion though, no idea what that's about
You can provide error message from RPT-file.
I'm not familiar with Warlords mode, so I can only provide a link to BIKI: https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
I've already looked through there, not much helpful
I've got LAMBS only that affects AI
that looks like the fastrope/rapelling animation
also achilles is deprecated so i'd start with that
I've tried Achilles but still nothing, also my server has a big big desync for AI and i've got no idea why i recently just got the server, or let's say upgraded it to 8gb but we've never had those errors before
I found a few bridges on a map that I want to have the possibility to destroy.. not sure how to set it up, I'm thinking..
- remove/hide the bridge with the hide module
- add a new bridge in Eden editor
- blow up/destroy the bridge when playing..
Will this do the trick?
Is Zeus the only way to "repair" the bridge when playing? Or can I somehow ingame repair it?
Playing WW2
Will this do the trick?
yes
Is Zeus the only way to "repair" the bridge when playing?
yes
Playing WW2
IDK about #spearhead_1944 assets however
Easiest way to get have crew of an SDV get out underwater and swim to shore? Seems the waypoints dont work and alot of commands just make them get out and right back in
What is the name of this item?
https://steamcommunity.com/sharedfiles/filedetails/?id=2613892572
Map Object Finder might help,
Allows you to search baked objects in the terrain around a location
You might need an object expansion, and not all objects behave nicely
thank bro
not really sure if this is a script or just a module in the editor, but i'm trying to make it so if an ai helicopter gets downed, it respawns and goes back up to the sky and flys back to the objective, anyone know how to pall that off?
Totally rookie with editor so bare with me, creating/playing WW2 themed missions if its important
-
Let's say that I place several static weapons and choose them to not take damage. After I killed the crew, is it possible for other AI to automatically use the static weapon? Or if its not, can I somewhow make so empty static weapons can be taken over by other AI units?
-
What is the easiest way to make, enemy AI units placed in Eden editor, respawn after a certain time?
-
When reaching night time when playing a mission, how is the enemy acting? Can they see me as good as during daytime? I haven't seen them using flares but they sure as hell are killing me during the night 😄 wondering the same thing about bad weather too
open questions and complex tasks in practice. I don't mean to be rude, but I suggest that you google them first, I'm sure that you will find what you're looking for, then, when you get something working and have some questions, then you ask here, more specific so that ppl can actually help you
Any1 have good tips or sum for ai to go do firing drills somehow
i got my own arma 3 server and I need some help trying to run it xd
Will do! Thanks!
When using the mine module, is it better (for FPS) to have several smaller areas or one big area?
Shouldn't matter, amount of mines does
Hi, is there a way to disable vehicle dirt trail? im trying to make a custom airfield on the south east asia map, but all the dirt pickup is getting in the way of proper taxing. picture for reference
looking for suggestions
I want to include a mine strike scenario in a mission im making, id like top have the mines actually there so once they realize they are in a minefield they can use the detector etc
but the goal is to guarantee that the first mine or mines that go off ONLY destroy the vehicle's tracks (they will be in marders from global mob), aiming for a repair and escape minefield before responding enemy shows them a bad time
any ideas? simpler the better
current plan is to use apers mines and then be ready with zeus to apply the track damage manually lol
Could add a HandleDamage event handler to the vehicle, and if the damage source is the same as the mine classname you're using, block damage on any parts you don't want
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
yeah just did that actually, turns out for mines handleDamage source is null, but projectile gives you the mine class
Im not that great at SQF stuff yet and im sure this could be done a bunch smarter, but incase anyone else wants to do the same, this seems to work reasonably well
add to vehicle init, will make the first mine strike on that vehicle (or any others using the same global vars) take a track off and do nothing else, with future strikes behaving normally with a delay for that change so if they hit 2 at once or something it still just takes off a track
obviously need to adjust gm_ge_army_marder1a1plus for the vehicle class and ["gm_mine_at_tm46"] for your mine class(es)
this addEventHandler [
"HandleDamage",
{
params ["_vehicle", "_hitSelection", "_incomingDamage", "_source", "_projectile"];
if !(typeOf _vehicle == "gm_ge_army_marder1a1plus") exitWith {
_incomingDamage
};
if (
_projectile in ["gm_mine_at_tm46"]
) then {
if !(missionNamespace getVariable ["mineStrike", false]) then {
_vehicle setHitPointDamage ["HitRTrack", 1.0];
_incomingDamage=0;
if !(missionNamespace getVariable ["myFirstMineHit", false]) then {
missionNamespace setVariable ["myFirstMineHit", true];
0 = [] spawn {
sleep 5;
missionNamespace setVariable ["mineStrike", true, true];
};
};
};
};
_incomingDamage
}
];
Can anyone explain how to force a MP MIssion on a Dedicated Server to use the White Phosphorus NVG's?
Hi, having trouble getting rid of the wind turbines on Altis. I can hide and disable the simulation for them, but the sound SFX keeps playing in the world. So, no windmill = still playing windmill noises. Any fixes or is this "hard coded" in? Thanks!
Could try killing them with setDamage, then hiding/disabling simulation on both the object and the ruin if it creates one (can't remember if it makes one)
No ruin for those, no. I'll try this, thanks!
Not without making a config patch mod
could also try using the event handler HitPart. it returns more info
ahh all good thanks 🙂
Tried this.. but no luck, the respawns worked maybe 5-6 times and then we got "respawn disabled".. 
probably gonna attempt to use drongo's map population and maybe alive's orbat faction creator to make an extraction shooter style mission on new esseker
anything i need to look out for/problems i might encounter?
theres a module that lets u get rid of them
hide terrain objects i think
yes, exactly, the module hides the windmill but the SFX of the windmill remains. no object, but still plays the environmental sound.
Hi guys, new here. I got a technical question. I am making a ZEUS (coop) pve mission for MP. And realized i cant asign ambient animations to units until i lunch the game and then actually switch to Zeus. Can somebody please advise? Thank you. (When I double click a unit the option to set animation is just not there.) I am running it in LAN setting atm so I could actively launch it in MP and see if things work.
started using dirrect Functions Ex. [this,"SIT_HIGH2"] call BIS_fnc_ambientAnim;
for some reason get= Init: Missing ]
Upsie I missed one " silly goose - All good fixed it. But kinda sad that i cant see the animation upon just doubleclicking
What exact code you run, and where you exactly put the code
If you are answering me i run atm ex. = Animation ex -
[this,"REPAIR_VEH_KNEEL","ASIS"] call BIS_fnc_ambientAnim;
[this,"LEAN","ASIS"] call BIS_fnc_ambientAnim;
[this,"GUARD","ASIS"] call BIS_fnc_ambientAnim;
[this,"REPAIR_VEH_STAND","ASIS"] call BIS_fnc_ambientAnim;
[this,"REPAIR_VEH_PRONE","ASIS"] call BIS_fnc_ambientAnim;
[this,"LEAN_ON_TABLE","ASIS"] call BIS_fnc_ambientAnim;
[this,"BRIEFING","ASIS"] call BIS_fnc_ambientAnim;
[this,"SIT_LOW","ASIS"] call BIS_fnc_ambientAnim;
[this,"SIT_LOW_U","ASIS"] call BIS_fnc_ambientAnim;
[this,"SIT_HIGH1-2","ASIS"] call BIS_fnc_ambientAnim;
For animation. Instead of the option to just double click and see animations for the unit.
I put the code dirrectly into the unit? It works. But makes me kinda kms since it would be easier to just add Animation directly trought interface like when you ZEUS. Not calling upon function each time.
Hey all Arma Kings and Queens !
Looking for a mod that spawns enemies (randomly if possible), both infantry and armored, for mission building in Arma3.
Been testing Mr Drongos DMP but got really bad FPS when making a huge mission (open world-ish on the whole map)
short question
Is it possible to spawn the bridge_highway_f in the eden editor?
short answer: yes
long answer?
yeeeeeeeees 😂
thanks
create3DENEntity ["object", "bridge_highway_f", screenToWorld [0.5, 0.5]];
like this?
if thats the classname probably
didn't work
other objects worked
class Land_Bridge_HighWay_F: Bridge_base_F {... model="\A3\Structures_F\Bridges\Bridge_HighWay_F.p3d";
I tested it with your class, but no effect
create3DENEntity ["Object", "Land_Bridge_HighWay_F", screenToWorld [0.5, 0.5]];
```does not work when executed in debug console in Eden Editor (not preview started)?
yes it does not work in the eden editor console
I'm looking for some "working" (enemy aircraft take offs) aircraft carriers and found a mod but it's made for SP.. what exactly means that it's made for singleplayer? Looking for a mod that works in MP, anyone got a suggestion? Ww2- themed
that's because it doesn't exist in config
you can, however, create a simple object by script, using the 3D model
where did you get that? I don't see it in CfgVehicles's Config Viewer ^^
config dump from who-knows-when?
I (don't) see ^^ thanks
ah, it's in CfgNonAIVehicles 
aaah ok, thanks for the lookup
on the good news,```sqf
createSimpleObject ["\A3\Structures_F\Bridges\Bridge_HighWay_F.p3d", AGLToASL screenToWorld [0.5, 0.5], false];
and "CfgVehicles" >> "Land_Bridge_HighWay_PathLod_F" because some bizarre workflow optimization, i suppose 
hey, no ping
use a grass cutter object, it should do
sorry bro
Can you give an example, which object would it be?
okey ı find
who can help me with the mcc mod?
create it with createSimpleObject command or AI pathfinding will fail
how do i force grass for all players even if the lowest quality? i have a mission that has tons of traps in the jungle and it requires grass to work
Map not mapping
Zoom way in and then zoom out again it's probably some mod maybe enchanted map
Hello, is there like a definitive guide or pdf for triggers in Eden?
Pure vanilla
It worked though, thanks
- with all DLCs
i haven’t done it in like 3 years does anyone have the time to remind me how to create a mission file like the basic requirements like the respawns and shit
i cannot remember for the life of me how to do it all and for it to work
Question I have a mp mission set up and have manual respawn enabled as well as respawn on custom position select position however It still won't let me manual respawn as well as it spawns in when running MP from where the player slot is not from the respawn menu
aceax_arsenal_initialVirtualItems is a HashMap, the select command doesn't work on it.
Unsure how Ace actually works, so I'm probably not the person to fix the issue, I was just stating what the issue was
Judging how your error is different from the actual main branch from Ace Extended, is the mod updated @harsh rune
https://github.com/jetelain/AceArsenalExtended/blob/main/addons/arsenal/functions/fnc_filterVirtualItems.sqf
how do i download this? @ebon nexus
You don't download it, I was asking if the mod had been updated via Steam
Says it was last updated January 3rd
@ebon nexus
Is there a way to fix it or update it @ebon nexus
I don't know. You'll have to wait for someone who knows more about Ace.
Respawn position name must start with respawn: https://community.bistudio.com/wiki/Arma_3:_Respawn#Respawn_Types
Hey lads, looked online but can't find much outside of MCC 4 which is dilapidated.
Is there a way to take objects placed/created while zeusing (my players have the ability to construct bases, I don't want to have to recreate them if possible) and import them into location in eden like MCC used to be able to do?
Zeus enhanced should be able to save compositions that you can then load into eden
https://steamcommunity.com/workshop/filedetails/?id=1779063631
- it makes zeusing 100x better
I could have sworn it only saved non-compatible SQF's?
it can export to SQF yes, but it should also be able to save compositions iirc
its a bit hidden, took me a sec to find it
Groups > Empty has all the compositions, and it adds a few buttons on the bottom that let you save selected objects to new compositions
No it doesn't just tried in a different mission I figured it out thank you though It was in my misssion ext file
is there a way to use like a command to set a texture for a vest or helmet in a mission
No
yo guys need help
Then ask for it
Hi I’m fairly new to arma 3 Eden editor. I’ve created a Defend mission but for some reason everything works but this
Zeus isn’t spawning any AI at all
Any ideas what could be the problem?
You code.
You are using spawnGroup somewhere.
Could you share your code.
Or are using some mod/composition or something else to spawn grps?
mods?
is there a better way to place "random enemy troops" when playing instead of placing own made compositions? a mod or something?
playing on a large map with lots of units and even though they are cached its still killing the fps. so my plan is to place down enemy in the cities while playing instead of in the eden editor
For example the module "occupied area" in Drongos Map Population mod, but that cant be placed in-game
You wanna use layers for that and show, hide the units when players are nearby.
Additionally you could also use dynamic simulation
Hmm will check that out! Thanks! I'm using the show/hide module for some of the enemy units but it doesn't seem to do that much - I might be absolutely wrong tho haha
The biggest pro with DMP is that i can choose to spawn 0-5 patrols, 0-5 tanks and 0-5 static weapons at an area, which make every village different. Do you know if there is such module or something to use via Zeus?
I don't know.
I spawned a standard infantrymen and made it playable, gave it a briefing uniform to spawn with but it's still spawning with that infantrymen loadout, why?
I've used the OnPlayerRespawn.sqf script and the OnPlayerKilled.sqf. Also tried ACE Respawn Save Gear & the Multiplayer Save Gear option. None of them work.
Any solutions?
Please @ me.
depends on your setup… also if your "respawnOnStart" has been set 🙂
see https://community.bistudio.com/wiki/Description.ext#respawnOnStart for example (I believe the setting also exists in the UI)
And this should go into the Description.ext?
if you manually set respawnOnStart = -1; then yeah
if there is an option in the MP tab, use that, it's easier
I'm assuming this is the same thing right?
…I would say use description.ext 😄
Cause this is all set, yet it's still not working. I've used the same method for a few years and it's always worked until now.
I'll test it out.
Just leave respawn on disabled instead of custom position?
It worked, amazing man. Appreciate it.
Do you by any chance know the code to hide the visibility of a marker from the map?
setMarkerAlpha = 0; isn't doing it for me.
Figured it out.
🤦♂️
noice ^^
Hello I don’t know if this is the right channel but how would one make a cinema border that is trigger based
regarding the hide/show module, will it make any difference if I choose synced objects or Layer?
Synced mean object that you have synced in editor.
and layer mean Layer (left side bar - layers) ,
so you dont need fill you editor with blue lines (syncs)
Hi is there any reason why a placed character with an animation (for example the lean anim) would be in a slightly different position when the level starts? Basically I’ve placed a leaned character very specifically but in game it’s always a half foot away from the other object (I’ve turned of simulation for placed object). Any adjustments seem to either clip the character to the top of the object or maintain the half foot distance. Probably a really easy fix but idrk what I’m doing
I change the call code to something else instead of Alpha 1-2, but it still appears as Alpha 1-2 on the multiplayer role selection screen.
Hello i found a map with a great building i wanna use, im not sure if it's vanilla or part of CUP terarins core. But i can't find it anywhere in the editor. The map is called "scottish highland", only mod it uses is "CUP terrains - core" I will send a screenshot, if you know the name of the building, please say it, if you know where it can be found, please say. If you know ANYTHING, please say. I wanna use it in a zeus mission but i can't find it.
Update: found the attach button 🤦🏽♂️
I hope this is the right channel to ask this but i have been looking to get into arma terrain creation and was told the offical discord would be a good place to start. Do you guys have any good resource reccomendations to start? i apolgozie for a noob question and appreciate any help.
I suggest checking out the pinned messages in #arma3_terrain
lots of guides, tools and info in there
Thank you so much will do!
You can use Map Object Finder to get the classname or copy it
https://steamcommunity.com/sharedfiles/filedetails/?id=2613892572
Ill try that, thanks.
I change the call code to something else instead of Alpha 1-2, but it still appears as Alpha 1-2 on the multiplayer role selection screen.
I am not sure where to ask this. I have set difficulty for my missions in server files. But for some reason every mission I host stuff like marking explosives and friendlies on map still show up. Even tho its marked as hidden in difficulty config
Add server params Difficult to custom
Didnt I say I have it done?
I think I did
server.cfg
...
//template = Antistasi_vt7.vt7;
difficulty = "Custom";
class Params {
autoLoadLastGame = 60;
...
and serverprofile/home/player/player.arma3profile
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
reducedDamage=0;
groupIndicators=0;
friendlyTags=1;
enemyTags=0;
....
but enemy tags (as an example) still show up.
Does ACE have some options that overwrite this or smth?
And you have defined that your server launch with profile player
https://community.bistudio.com/wiki/server.armaprofile#Location
Like a startup parameter?
Also, its a rented server, not locally hosted
Which one do you use
bisecthosting
I assume your server configs is not correctly defines, so your missions will use some other than your custom template
Sorry, cannot help with this, never touched
I have done something so my triggers and hide/show modules ain't working... anyone knows what I may have done?
When testing the mission, I can get really close and it still doesn't activate the show module
The 2nd module isn't synched
Creating a big semi open world mission and looking for some input from you guys.. i want it to be so realistic as possible and as far from CoD-war as possible..
For now we have ability to fuel all vehicles... aaaand I'm out of ideas 😄
So, hit me up with your best realism mods/realism settings
how do i set a respawn_west marker to respawn myself directly at the altitude of hte marker
say on a carrier deck or under a camo net
Hmm, what do you mean? should I sync the trigger to both hide and show?
I'm so fucking stupid... I made the trigger zone 10m ABOVE the ground instead of 10m in height... 💩
can someone help me plz i cant start the scenario and i dont know whats wrong
It says you are missing a mod
okey thank you but how can i know which mod i need?
Well it tells you the name of the pbo. G wagner f witch tells me its either some russian or ukraine mod that has that and you are missing it.
Hmm ok, but can I check in some way exactly what mod is needed?
I have downloaded a lot of mods and I don’t know which one is missing something
Unfortunatly no. I would recommend to load 1 by 1 mods and when it fails you know witch mod is failing and why.
ok, thank you very much for help
some ukrainian mod did show a similar error while detecting "Wagner" and certain other keywords in other loaded mods 
if you have "Ukrainian Factions Project" https://steamcommunity.com/sharedfiles/filedetails/?id=2673284246&searchtext=ukrainian loaded as well - it may very well be a reason 
I created my own Warlods scenario for only a few capture points in Praire Fire, but when I try to but assets I just have vannila assets not Vietnam assets ? What needs to be changed please ?
https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
Step 3 under additional options, custom factions
Speaking of Warlords... where where can I find the default Altis 64 to pull up and throw into the editor?
I beleive I found it in the missions_f_warlords pbo, I'm assuming its the MP_Warlords_01_Large.Altis
anyone know how to setup the canvas? I have the picture in the mod but the game wont load it. should there be something in front of it?
PNG is not supported
what is supported? just PAA?
PAA, JPG, TGA
thanks, ill try it. but that should work right?
What should?
the path? do i need to add anything
Maybe maybe not. I don't know where it is or what it is
sorry i know its a hard one to help with.
the directory for that image (now its a jpg) but the mod cannot find it after packing. i can get it to work pulling it from my pc drive directly but i want to make it part of the mod which doesnt have my pc drive.
When I configure respawn it auto kills everyone at start and shuffles loadouts, is there any fixes?
Using RHS and ace
You would not believe how much this helps me 🙏 thanks man
can anyone help me
cfg weapons error upon startup, saying about scope and particles
can anyone help ^^^
don't use broken mods 
How do i make treches? Right now when i place the trench and open the deformer tool and lower the ground it glitches out and lowers the trench too
I assume you've placed some objects(some trenches) on the ground and then you move ground with deformer tool
You gonna have to place them again, they are placed based on terrain, which you are changing
First edit terrain then place objects on it
Is there a function that I can put within the spawn function so there is a delay before it executes the rest of the script?
I want it to wait for an object to be attached THEN grab the first attached object. Because the script runs to fast thus stating the variable is undefined.
Nvm I think I found it “sleep”
Wdym?
Also the grass is glitching out