#arma3_editor

1 messages · Page 18 of 1

eager wasp
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Performance, under Attributes on the top row

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3den Enhanced comes with a distance measuring tool that's quite handy for separating likely points of engagement

deep belfry
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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

deep belfry
turbid olive
deep belfry
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I assume the Bohemia wiki?

turbid olive
deep belfry
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alright thanks

turbid olive
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also

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@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

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but always google it what you want to do

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and come here to ask if you have absolutely no resources left

prisma oyster
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(and don't use chatGPT ^^)

turbid olive
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oh yea

deep belfry
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Just trying some simple stuff first lol

turbid olive
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nothing more and I felt like a dev👍

deep belfry
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while we're on the topic of simple stuff

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i've got a trigger with the following code:

hint "blufor detected";
QRFembark = QRFsquad addWaypoint[QRFheli,0];
QRFembark setWaypointType "GETIN"

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Problem is the squad doesnt get in and just stands next to the vehicle

past stone
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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.

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Tested in singleplayer editor and MP dedicated server

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In both cases this bug occurs. Audios are not corrupted, some Times they work some Times they skip/forward a part of audio

scarlet crystal
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How did you create the audio file?

past stone
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right side is description.ext

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audio was made with AI, then adjusted by friend and then converted to ogg

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from mp3 to ogg

slate cipher
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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

magic portal
slate cipher
modern parcel
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how do i set up virtual garage

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so that i can spawn in veichles at base

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and also how do i spawn in and add ai to my group from base

languid vault
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arma

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arma video game for playing

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arma video game for playing tutorial how

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arma how to video game

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Captain Miller feet pics

thorn spade
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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

ashen marsh
glass hazel
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can you setup armbands ?

lethal pulsar
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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

glass hazel
scarlet crystal
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there are no armbands in vanilla game

glass hazel
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ok

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so how do the mods do it? are they as new uniforms?

scarlet crystal
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depends, usually either NVG or facewear slot

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I guess there are mods that have armbands baked into their uniforms but that's rare from my experience

lethal pulsar
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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

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There are some other armband mods out there as well

glass hazel
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thx for the info 👍

fast drift
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Anyone know about unit capture enough to tell me whether or not vehicle firing data captures countermeasures (flares) off the top of their head

modern parcel
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how do i spawn a virtual garage

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in the alive sceanrio im making

eternal lava
fast drift
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ty

finite tangle
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Anyone know what mod it is that includes the Taliban, Boko Haram and IS

scarlet crystal
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Community Factions Project has at least one of those.

finite tangle
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cheers, i’m sure 3CB, CUP and RHS had loads of organisations but can’t find them anywhere

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in fact CFP is what i was looking for, thanks

pine bison
lilac osprey
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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

turbid olive
turbid olive
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it's like 0/0?

prisma oyster
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@lilac osprey please don't crosspost; I deleted the other message in #arma3_scenario

formal rock
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How do I make a supply box into ace arsenal?

lethal pulsar
formal rock
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I have checked for ace arsenal all over the editor and I can’t find it

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And I do have ace3

lethal pulsar
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I'll check
I did it once
It's either a module or a short script that goes in the init of the object

formal rock
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[this, true] call ace_arsenal_fnc_initbox

lethal pulsar
formal rock
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Thank you

lethal pulsar
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The ace3 wiki is mostly complete for ace stuff

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Beyond that, there is the code on github

foggy forge
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how do i make AI respawn?

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like if i wanted to make AI respawn forever on a loop how would i do that

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And fair warning I don’t really know how to script

turbid olive
foggy forge
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I’m legit just trying to make a map where I can go in and just have fun forever

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Cause I need to have AI that goes to the waypoint and respawns forever

turbid olive
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this mod has a lot a modules for spawning AI etc

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it's tricky, just take some time and patience

foggy forge
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Aight

shy ibex
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Hayy uuh anyone know what this is

small patrol
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A fence?

shy ibex
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Looks like this from further away. Happens with Vanilla fences too

ashen marsh
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It's a bug.

scarlet crystal
prisma oyster
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that's a visual-a fence

formal rock
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What do you put in the init of a helicopter to add ace3 fries

balmy leaf
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How do I make convoy?

turbid olive
wild orchid
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Just a trigger, some markers, and a couple lines

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Look up the spawn group function on the bis wiki

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At the bottom there will be an example of the syntax

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And then for the waypoint, that video should explain it too

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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...

▶ Play video
hallow leaf
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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.

plain gale
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Disable snap to surface and align with terrain in the toolbar.

dim kindle
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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?

prisma oyster
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yes

fast drift
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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
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the first three work great, yet the fourth and anything past that refuse to move

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what gives?

ashen marsh
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Try without forcefollowroad.

fast drift
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that does not seem to have done it unfortunately

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by removing the setconvoyseparation I was able to get the fourth truck to move but nothing past that

magic portal
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Arma convoys woof I think the order you spawn the vehicles in in 3den is something to take into consideration as well

fast drift
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oh is it?

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hmm, I'll try and rebuild it from scratch

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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

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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

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and it also seems important to place them with their spacing already set up

balmy leaf
turbid olive
balmy leaf
turbid olive
balmy leaf
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is it hard?

turbid olive
# balmy leaf 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

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and ask here if you really want some help, but try to read a lot and practice before coming here asking

balmy leaf
slow jewel
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i got it lol;

slow jewel
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why the the thumbs Down @small patrol ?

sleek remnant
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Prolly an accidental thumbs down, meant to be a thumbs up

brisk sigil
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how well do vehicle respawns work with attached turrets?

tender vigil
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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.

scarlet crystal
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it does

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did you try changing the camouflage coefficient for your unit?

tender vigil
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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?

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it doesn't change the fact that the skill doesn't seem to be having any effect

keen jolt
tender vigil
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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.

dim kindle
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is anybody aware of the "speaker" string used for miller? like, for instance, "Male01ENGB" is for james, but what one is for miller?

prisma oyster
small patrol
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06 or 07 of Bri'ish I recall

grim grove
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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.

plain gale
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In the menu strip of 3den enhanced there should be an entry which links to other editor extensions. Might be worth a look

grim grove
scarlet crystal
modern parcel
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how do i add virtual garage and ai recruitement

plain gale
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That snapping mod looks awesome. Wasn't aware of that one.

slow jewel
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@modern parcel add this to any ammo box m8

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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}];
modern parcel
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nice

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oh wait i jus realized

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i meant virtual garage

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not virtual arsenal

slow jewel
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your welcom

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oh no lol

modern parcel
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i want my veichles

slow jewel
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that i dont know

modern parcel
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heck even a scroll wheel menu is ok

slow jewel
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i never use the garage

slate scroll
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hi guys

young belfry
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Is there a way to change vehicle ammo loadout in Eden, like in zeus?

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wait- is it base arma that gives the vehicle loadout option-?

dim kindle
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every single modpack i use has that mod

young belfry
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I am, but I don't see anything for what I'm trying to do

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Which is change ammo types the vehicle can use

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what is loaded*

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For instance, the HMG turret can use regular ammo, but it also has AA rounds, and tracer variants of them

plain gale
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Not easily possible.

dim kindle
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I just finished my second mission

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i was gonna make it completely diffrent but the trigger just didnt wanna work so i decided to scrap it and do something else

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turns out i forgot to add an activasion to the trigger and i only found out when i was done

dim kindle
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Just the second im making in this campaign

dim kindle
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is there any way to like to merge missions to make a campaign

steep holly
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does the support requester work on multiplayer? have issues where the supports work on singleplayer but on a server it dies

steep holly
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basically the supporter requester just fails to pick up the additional supports being spawned in

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I have it set up that when the vehicle spawns with the pilots, it autmatically uses the

leader _group1 synchronizeObjectsAdd [TRANSPORT_SUB1];```
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it works absolutely fine - until its on a server

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then the supports just dont synchronize or work

elder surge
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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.

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elder surge
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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.

▶ Play video
red harbor
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How do I make an AI vehicle shoot at a target with continous fire, like the Bradley gun.

eternal lava
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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?

scarlet crystal
dim kindle
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wait what lmfao

gloomy geyser
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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?

gloomy geyser
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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?

dense canyon
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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.

eternal lava
scarlet crystal
scarlet crystal
# dense canyon Hello, I'm new to eden editor. Can you give me some useful tips and scripts? I c...

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.

scarlet crystal
gloomy geyser
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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

wheat oriole
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Why cant i enable revive

wheat oriole
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Does anyone know how to make my missions less repeatable

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It just feels like i have already made the mission

wheat oriole
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Why doesnt my missions show up

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i have them saved in my missions folder but there is nothing in them

lethal pulsar
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Did you save them in Missions or in MPmissions?

wheat oriole
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so i installed them (i made them on another computer) and put them into the folder it usually works but now now

lethal pulsar
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Don't know,
I haven't transferred missions between computers before

wheat oriole
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Dang

slow jewel
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witch mission folder do you have them saved

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the folder in My Doc

spice lotus
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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

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it just shows as blank

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but everything else, tasks, team, players, etc, works

prisma oyster
left hawk
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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

modern parcel
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how do i make an ai respawn when killed

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im tryna make an enhanced firtual arsenal

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the one in tutorials is not good enough

turbid olive
turbid olive
jade hazel
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ive been trying to rotate the turret of a cup leopard 2a6 and nothing has seemed to work

small patrol
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For what reason/purpose

jade hazel
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i'm trying to make a scene with infantry taking cover behind it as it fires on an enemy position

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part of a bigger ambush scene

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i already like, know how to pose regular infantry and such but i cant seem to figure out "posing" tanks

vestal perch
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or target things

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so they aim where you want them to aim

willow lily
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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

magic portal
# willow lily Hi everyone, I'm looking in the attributes for a laptop and there's a field for ...

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
willow lily
magic portal
#

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

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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.

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voidtools is extremely useful beyond the scope of arma modding

willow lily
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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?

magic portal
#

Right, game data is mostly stored in .pbo files

jade hazel
vestal perch
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each command comes with examples too

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though it may need some trial and error to get started with them

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KillzoneKids page about arma3 scripting is what I used way back to get into things

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I believe its still around

jade hazel
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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

lethal pulsar
jade hazel
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i've tried inputting the commands from there into the init box for the leo 2a6

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and its not working

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like i've put in the init field "cup_b_leopard2a6_ger dowatch cup_o_ru_soldier_hat_msv_vsr93"

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using the unit names but it wont work

frigid wren
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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.

small patrol
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No

scarlet crystal
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and use variable names, not classnames

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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

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iirc dowatch is just passsive looking at a general area, dotarget will keep the barrel on gven object

ivory dune
#

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?

wild orchid
#

anyone know why I keep getting this error? Im using webknight's optre expansion

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fixed it, for some reason I forgot to activate the improved melee system mod

wheat oriole
#

How do i put people in cars in the editor not just a waypoint

small patrol
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I don't know what not just a waypoint means but just drag and drop people into the car

wheat oriole
#

they get into it

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but seriously?

small patrol
#

What?

wheat oriole
#

like move and sstuff

small patrol
#

I am saying what not just a waypoint does mean in this context

wheat oriole
#

do i just have to drag and drop them?

small patrol
#

Yes. I thought Tutorials on Eden Editor even teaches you that

wheat oriole
#

Oh ok

wild orchid
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show/hide modules dont work on optre covenant inf

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their simulation isnt disabled

strange kraken
#

Can someone help me regarding how to make people go into ACE Spectator while respawning?

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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.

willow rune
#

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?

fast drift
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is there a way to add/set the texture of a headgear via a paa in the mission folder for testing?

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getobjecttextures and setobjecttextures seem to only deal with the uniform of a unit

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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

small patrol
#

No. Use Mod

wheat oriole
#

How do i set someone to control a drone

prisma ridge
#

Can only tell me how to do this

#

It's for the mod platoon commander 2

oblique echo
#

hey can someone tell me how to kill units in eden editor

#

?

small patrol
#

Double click unit, find "health" or "armor" or whatever its called, set the slider to 0

oblique echo
#

making a mission for my unit and kinda lost braincells because I haven't made a op in about a month

quick yoke
#

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?

ashen marsh
#

First find out (or achieve) that thisList contains mines.

quick yoke
#

how do I do that? I'm not familiar with that function

ashen marsh
wheat oriole
#

Im creating a mission but all of my squad members doesnt follow the regroup command

wheat oriole
#

I just started on my biggest mission yet

buoyant flint
#

does anyone have the music for expeditionary forces cdlc

#

one in trailer without sound effects

prisma oyster
#

yeah, the CDLC

left hawk
#

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

sonic ermine
#

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

wheat oriole
#

Im getting burnt out on using the editor

#

How fix

jade hazel
#

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?

small patrol
#

Hide that selection

jade hazel
#

Hide the selection?

small patrol
#

You seem to use my Mod. Then open up Simple Object Editor and hide that selection

jade hazel
#

Took me a bit but its the selections "decal_nose", "decal_tail" and "decal_wing"

#

Thank you for the help

sharp lily
#

Hey boys, please, can anybody tell why it's not working ? thanks 🙏

if (player == switchinplayer) then {[switchinplayer, _currentUnit] call ace_switchunits_fnc_switchBack;};

small patrol
#

Define how it is not working. Error messages even

sharp lily
#

Not even error, just do nothing in this state. That is strange 😦

ashen marsh
#

What is switchinplayer?

sharp lily
#

[myplayer, _currentUnit] call ace_switchunits_fnc_switchBack; alone is working, but when I add "if (player =... " Its not reacting at all.

fossil urchin
#

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
ashen marsh
sharp lily
#

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.

ashen marsh
#

Send to server both unit objects.

sharp lily
#

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.

ashen marsh
#

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"?

sharp lily
#

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 meowsweats

fossil urchin
#

Hmm,
You want them use random unit x, and ability to change back to original player object?

ashen marsh
sharp lily
#

It's ACE function, I don't know how they do it. It's in the code, maybe I can try to find it.

sharp lily
#

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.

sharp lily
fossil urchin
#

I would use cba player eventhandeler "unit", and save old and new on unit (publicVar) and get those when executing/ getting objects via server

jade hazel
#

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?

small patrol
#

I don't think Artwork Supporter is reliable option for whatever you want. Use EAS

jade hazel
#

I've tried using EAS but for some reason the simple object editor doesnt appear when I load EAS instead of Artwork Supporter

small patrol
#

You can load both

jade hazel
#

Ah, I read "standalone mod" on the mod page and assumed it meant only it or AS could be loaded

little sun
#

how do I get rid of those annoying black error boxes

scarlet crystal
#

fix your scripts or don't use broken mods

little sun
#

can I just disable the popup? the errors don't affect me

scarlet crystal
#

no

#

they show up only in editor

#

the exported mission won't display them unless someone has checked showing script errors in the parameters.

pearl mirage
#

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.

pearl mirage
onyx scarab
#

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'

barren crow
#

anyone know how to make eden objects spawneable in zeus?

scarlet crystal
#

you would have to make a config patch and add a parameter to each one to have them in Zeus. Plenty of work.

plain gale
#

Or save every object as composition?

narrow dew
#

Is there a way to add custom music for Intro, victory, and defeat screen?

#

Any documents will help.

mossy halo
#

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?

lethal pulsar
# mossy halo 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

mossy halo
#

whats the difference in zues and zues enhanced?

lethal pulsar
#

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

mossy halo
#

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

lethal pulsar
#

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

mossy halo
#

is there a way to save custom compisitions within zues?

#

cause i notice zues does not copy and paste arsenal changes to units

primal blade
#

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

lethal pulsar
#

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

primal blade
#

because the player will notice that there teamleader has no injurys and just droped dead

small patrol
#

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

mossy halo
#

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?????

scarlet crystal
#

this channel is about editor, not zeus.

mossy halo
#

is there a zues channel?

#

found it

worn iron
#

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?

slow jewel
#

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

wheat oriole
#

How can i place dead soldiers as props

#

i cant seem to find any

wild orchid
wild orchid
wheat oriole
wild orchid
#

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

wild orchid
#

I see no reason not to have it

keen jolt
wild orchid
keen jolt
#

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)

uneven furnace
#

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.

uneven furnace
#

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...

heavy fractal
#

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

quiet wind
#

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

primal blade
#

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

pulsar quail
#

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?

sinful zenith
fast drift
#

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?

scarlet crystal
#

Yes

keen pawn
#

Can anyone tell me the most realistic gun sounds ?

#

Mod ?

civic frigate
#

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?

pulsar quail
magic portal
#

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

pulsar quail
#

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?

small patrol
#

Check attachTo. attachToRelative is limited regarded to that

pulsar quail
#

hmmm, so idk im dumb but when i use Gun1 attachTo [Ship1]; the turret still fails to rotate or track me

small patrol
#

Read the wiki and its syntax examples

coarse thistle
civic frigate
#

There is no way to select which side "wins"

coarse thistle
final hill
#

is there a kb shortcut that opens the unit's ACE arsenal if ACE is loaded in 3den Enhanced?

plain gale
#

No. But soon.

final hill
#

Thnx

midnight elm
#

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? 😦

cold zodiac
#

follow the handbook

whole rampart
#

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.

midnight elm
whole rampart
#

Im unsure of the triggering is unit leaves the zone

whole rampart
#

You would do this with the task modules

midnight elm
#

Thank you!

slow jewel
#

@civic frigate that's a good 1 m8 im going to look in to that

slow jewel
#

ahh ok here

#

"SideScore" call BIS_fnc_endMissionServer;

slow jewel
#

@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]];
pine bison
#

Do I have to use scripts to make AI use search lights? Thinking of those from IFA3

stiff fulcrum
#

You mean AA search light or gun light?

pine bison
#

AA search light, is under the section "statics"

turbid olive
worn iron
#

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?

small patrol
#

Depends on the module you use

worn iron
#

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

small patrol
#

Wiki suggests either group or one of units

fringe sphinx
#

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.

pine bison
#

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?

scarlet crystal
fringe sphinx
magic portal
#

Does the flag have a hiddenSelection assigned you could use with setObjectTextureGlobal maybe?

fringe sphinx
# magic portal Does the flag have a hiddenSelection assigned you could use with setObjectTextur...

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[] = {};

magic portal
#

Can you link me the mod?

runic dock
#

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?

trail matrix
#

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?

willow lily
small patrol
#

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

willow lily
#

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?

willow lily
#

I'll give them a look, thanks

willow lily
trail matrix
#

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

sinful zenith
willow lily
#

Oh I'll look it up, thank you

real salmon
#

Hey, dose anyone here know how to transfer the US Army to Blufor, and the German Army to Opfor? For spearhead 1944 CDLC.

plain gale
#

Only through a mod.

turbid olive
junior grotto
#

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?

trail matrix
#

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

trail matrix
#

My b

small patrol
trail matrix
#

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

spare frigate
#

Post processing isn't working when I added new effects or edit them in script

willow lily
#

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?

small patrol
#

At least most of vanilla fonts support it

willow lily
#

Nice, thanks

dim kindle
#

how in the f do i make the lcc unload vehicles

trail matrix
#

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

steady wren
#

whoever uses zombies and demons can you dm me
im trying to make a PVPVZ extraction mode and im new to the editor

frozen prism
#

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

real salmon
#

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

undone basalt
frozen prism
fringe coral
#

Anyone by chance know any Ambient Animation mods for Mission making use to add life to areas? Not Static?

candid perch
#

Yo guys I have a biggg bigg question how to enter edit mode in antistasi

frozen prism
vague breach
vague breach
#

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?

fringe coral
#

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?

scarlet crystal
#

Don't use this mod to apply animations in missions.

fringe coral
scarlet crystal
fringe coral
ashen marsh
#

Replace _unit with this.

fringe coral
ashen marsh
#

Try this:

if (!isServer) exitWith { };

this spawn {
    waitUntil { time > 0 };

    _this playMoveNow "...";
};
prisma oyster
fringe coral
#

So like I want my players to walk into a house and some ai are chilling at a table or minding their own business

prisma oyster
#

then do what Schatten said above 🙂

fringe coral
prisma oyster
#

try in singleplayer preview? sometimes the MP test server is not restarting the mission, so it can be a tricky one

fringe coral
prisma oyster
fringe coral
forest fable
fringe coral
#

everything placed above is what Ive done

forest fable
prisma oyster
forest fable
#

Worked with them couple years ago

fringe coral
#

_unit switchMove "myMove"; this one?

prisma oyster
forest fable
#

try use [this, "STAND1", "NONE"] call BIS_fnc_ambientAnim

fringe coral
#

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

ashen marsh
#
if (!isServer) exitWith { }; 

this spawn {
    waitUntil { time > 0 };

    _this switchMove ["HubSittingChairA_idle1"];
};
fringe coral
#

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"?

lethal pulsar
#

Yes, difficulty settings for the scenario

fringe coral
lethal pulsar
#

In the attributes in the top bar in the editor iirc

#

Or in game settings once the mission is running

fringe coral
#

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

lethal pulsar
#

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

modern plover
#

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

crisp imp
#

I have somehow LOST functions in the eden editor

#

Path, disable targeting, disable movement

#

All of em are just

#

Gone

crisp imp
#

I genuinly have no idea how I did this

prisma oyster
#

you were most likely using R3vo's Eden Enhanced mod

light briar
#

Hello guys, small question: what is this flag property on unit definition and supported values?

Thank you!

small patrol
light briar
#

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?

small patrol
#

No idea

light briar
#

Ok, apparently, it is 7 for group leaders, 5 for others. VHL go with a 4. I have enough details, thanks again!

shadow scarab
#

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?

slow jewel
#

order ai in 1st then you get in

shadow scarab
#

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

void fractal
#

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?

slow jewel
#

you can order your ai in the chopper before you get in

shadow scarab
#

so you want me to give an order to every single member of the squad?

slow jewel
#

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

shadow scarab
#

the player is the leader

#

but I want the chopper to go once every member is in

slow jewel
#

yeah thats you right ?

shadow scarab
#

yes

slow jewel
#

yeag so hit space bar

#

then point at chopper

#

and hit enter key on key board

shadow scarab
#

that line appeared, but I tested it and they don't go to the chopper

slow jewel
#

so the team is grouped to you right

shadow scarab
#

maybe, I don't really know

#

I guess so since I'm the leader

slow jewel
#

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

shadow scarab
#

when I hit the space bar my squad doesn't get selected and when I press enter, the game starts

slow jewel
#

join voice and ill help you

foggy owl
#

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.

small patrol
#

addonFiles and allAddonsInfo

pulsar quail
#

how tdo i put the HMCS addon mechs in cargo mode in the editor?

terse marten
#

Does someone have template files for whiteboards, screens and whatnot?

They seem to weirdly move the picture around

proper shale
#

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...

pulsar quail
hybrid willow
#

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.

hybrid willow
#

Have the term changed in some version? As I understand, current -filepatching will allow me load unpacked data. right?

small patrol
#

Should be

hybrid willow
#

Ah ha

#

I got it thanks. I missed that page.

amber wraith
#

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.

small patrol
#

You can createMarker and a constantly running code to adjust marker position will do

amber wraith
grand flicker
#

Is it possible to place down compositions in eden editor in the place they were as they were published?

plain gale
#

What do you mean?

#

Exact position?

#

No

grand flicker
raven pawn
#

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.

rotund folio
#

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

prisma oyster
lethal pulsar
#

Beyond that, you'll have to ask in their discords

rotund folio
#

Ive managed to fix it

#

It was down to FLOW rates being enabled

#

So they would have to specify a flow rate

lethal pulsar
#

That would do it

merry sedge
#

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!

median fern
#

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?

remote scarab
#

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'

remote scarab
#

**Update: Disabling Battle Eye is obviously a temporary fix but anytime I re-enable it, same error code.

fossil urchin
#

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.

pure flame
#

cannot find big concrete hangars 🤔

midnight elm
#

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.

midnight elm
prisma oyster
#

When the truck dies the mission fails
do you have access to the success/failure conditions eventually?

midnight elm
#

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.

prisma oyster
#
not triggerActivated successTrigger && not alive theTruck
```should do 🙂
midnight elm
#

For which trigger my friend?

#

The one linked to the end scenario?

prisma oyster
#

the fail task / fail scenario one yes

midnight elm
#

Thank you my friend!

valid ether
#

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?

gloomy jacinth
#

hey all. is there a way to make AI better in hetman?

final hill
granite hound
#

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

raven matrix
#

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

small patrol
#

_x setSpeaker "NoVoice"

raven matrix
fallen summit
#

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.

pine bison
#

Is there a option to save progress in a mission I've made, that also saves destroyed houses, placed static weapons, wrecks and such?

turbid olive
dim kindle
#

Can I somehow hide/show this Mine module?

#

tried with those modules but still shows up at mission start

pine bison
turbid olive
turbid olive
hidden quest
#

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

small patrol
#

Drag the Hunter and Drop on Blackfish

hidden quest
small patrol
#

Same

hidden quest
#

Nice thanks guess I overthought it

vocal panther
#

Is there a way I can make my own custom poses or do I absolutely have to download custom poses

small patrol
#

For what purpose

vocal panther
small patrol
#

I assume a screenshot scene. Do whatever you want, or can. Nothing is stopping you or forcing you

vocal panther
#

But like is there a pose maker thingy that I can make poses in

small patrol
#

There is no dynamic way to do

vocal panther
#

Dang

#

That would've been cool if there was

small patrol
#

If there is I already implmented it into my Mod ages ago

vocal panther
small patrol
#

I am the author. But as I said it does nothing to do such

vocal panther
#

Damn.

midnight elm
#

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?

warm monolith
#

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

small patrol
#

No

warm monolith
#

dang :(

#

any work arounds?

small patrol
#

Use Scientist, or make a Mod

warm monolith
#

yikes

#

thx

small patrol
#

What's stopping you to use Scientist?

warm monolith
#

well its just an example

small patrol
#

Then it is what it is. You can't just put a new name through SQF

warm monolith
#

got'cha alright

#

anyway I can 'note' what it is then?

small patrol
#

Mod

warm monolith
#

Idk if im ready to get into modding just to make custom enemy squads haha

pine bison
#

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?

midnight elm
ashen marsh
#

Sync vehicles with a trigger, then check if they have left the trigger.

pine bison
#

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

vague breach
pine bison
vague breach
granite hound
#

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

torn oak
#

Does anyone know why my AI that has waypoint is bugged like this on dedicated servers?

coarse thistle
#

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.

torn oak
#

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 :/

coarse thistle
#

Maybe a mod that alters the way Waypoint works and create a bug ?

scarlet crystal
pine bison
ashen marsh
#

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.

pine bison
#

Is it any pro's to have a Description.ext instead of have the settings in the editor?

small patrol
#

Depends on what you're actually doing/you're after

ashen marsh
#

description.ext has more attributes and higher priority. Plus you don't need to open Arma to edit mission attributes.

pine bison
#

The main thing I'm struggling to get is working respawn haha, everything besides that is a bonus

ashen marsh
worn fossil
#

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?

worn fossil
#

Anyone?

ashen marsh
#

If you don't see such option in sector settings, then most likely it's impossible without rewriting Warlords code.

worn fossil
ashen marsh
#

You can provide error message from RPT-file.

worn fossil
torn oak
keen swallow
#

that looks like the fastrope/rapelling animation
also achilles is deprecated so i'd start with that

torn oak
#

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

pine bison
#

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
prisma oyster
#

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

hidden quest
#

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

dense swallow
#

What is the name of this item?

hidden quest
#

Pier, dock?

#

Can you even spawn that

dense swallow
#

ı cant find

lethal pulsar
dense swallow
#

thank bro

supple sleet
#

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?

pine bison
#

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

turbid olive
modest python
#

Any1 have good tips or sum for ai to go do firing drills somehow

earnest gazelle
#

i got my own arma 3 server and I need some help trying to run it xd

dim kindle
#

When using the mine module, is it better (for FPS) to have several smaller areas or one big area?

small patrol
#

Shouldn't matter, amount of mines does

toxic stratus
#

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

hard ocean
#

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

ebon nexus
hard ocean
#

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
    }
];
shell kestrel
#

Can anyone explain how to force a MP MIssion on a Dedicated Server to use the White Phosphorus NVG's?

bitter latch
#

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!

ebon nexus
bitter latch
#

No ruin for those, no. I'll try this, thanks!

vestal perch
low quest
toxic stratus
pine bison
modern parcel
#

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?

modern parcel
#

hide terrain objects i think

bitter latch
buoyant bear
#

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

small patrol
#

What exact code you run, and where you exactly put the code

buoyant bear
# small patrol 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.

pine bison
#

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)

round ore
#

short question

Is it possible to spawn the bridge_highway_f in the eden editor?

prisma oyster
#

short answer: yes

round ore
runic cloud
prisma oyster
round ore
round ore
runic cloud
#

if thats the classname probably

round ore
quiet plume
#

class Land_Bridge_HighWay_F: Bridge_base_F {... model="\A3\Structures_F\Bridges\Bridge_HighWay_F.p3d";

round ore
prisma oyster
round ore
pine bison
#

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

prisma oyster
#

you can, however, create a simple object by script, using the 3D model

prisma oyster
quiet plume
#

config dump from who-knows-when?

prisma oyster
#

I (don't) see ^^ thanks

quiet plume
#

ah, it's in CfgNonAIVehicles meowsweats

prisma oyster
#

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];

quiet plume
#

and "CfgVehicles" >> "Land_Bridge_HighWay_PathLod_F" because some bizarre workflow optimization, i suppose meowsweats

prisma oyster
#

I believe so yes ^^

#

the drop seems lethal

#

it wasn't

dense swallow
#

How can I hide the grass in an area on the map in the editor?

#

@prisma oyster

prisma oyster
prisma oyster
dense swallow
dense swallow
#

okey ı find

forest widget
#

who can help me with the mcc mod?

glass hazel
narrow imp
#

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

small patrol
grand flicker
#

Map not mapping

sick sleet
#

Hello, is there like a definitive guide or pdf for triggers in Eden?

grand flicker
#

It worked though, thanks

grand flicker
ashen marsh
snow turret
#

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

inner tide
#

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

harsh rune
#

Need help

#

having this issue

#

Can someone help

#

Please

ebon nexus
# harsh rune Please

aceax_arsenal_initialVirtualItems is a HashMap, the select command doesn't work on it.

harsh rune
#

How do I fix it? @ebon nexus

#

There a way to fix it cuz im on eden editor

ebon nexus
#

Unsure how Ace actually works, so I'm probably not the person to fix the issue, I was just stating what the issue was

harsh rune
#

how do i download this? @ebon nexus

ebon nexus
#

You don't download it, I was asking if the mod had been updated via Steam

harsh rune
#

Says it was last updated January 3rd

#

@ebon nexus

#

Is there a way to fix it or update it @ebon nexus

ebon nexus
harsh rune
#

damn

#

I figured it out @ebon nexus Juat had to uninstall it

elder crest
#

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?

zenith zenith
#
  • it makes zeusing 100x better
elder crest
#

I could have sworn it only saved non-compatible SQF's?

zenith zenith
#

it can export to SQF yes, but it should also be able to save compositions iirc

zenith zenith
inner tide
ancient trout
#

is there a way to use like a command to set a texture for a vest or helmet in a mission

small patrol
#

No

somber silo
#

yo guys need help

small patrol
#

Then ask for it

hallow stone
#

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?

fossil urchin
hallow stone
#

I’m using bis_curator

prisma oyster
#

mods?

pine bison
#

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

plain gale
#

You wanna use layers for that and show, hide the units when players are nearby.

Additionally you could also use dynamic simulation

pine bison
#

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?

plain gale
#

I don't know.

violet galleon
#

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.

prisma oyster
#

@violet galleon

#

(oh, about the issue? nevermind then :p)

violet galleon
prisma oyster
#

depends on your setup… also if your "respawnOnStart" has been set 🙂

violet galleon
#

In the multiplayer tab?

#

It is set to custom position, no custom loadout.

prisma oyster
violet galleon
#

And this should go into the Description.ext?

prisma oyster
#

if you manually set respawnOnStart = -1; then yeah
if there is an option in the MP tab, use that, it's easier

violet galleon
#

I'm assuming this is the same thing right?

prisma oyster
#

…I would say use description.ext 😄

violet galleon
#

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.

violet galleon
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setMarkerAlpha = 0; isn't doing it for me.

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Figured it out.

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🤦‍♂️

prisma oyster
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noice ^^

heady belfry
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Hello I don’t know if this is the right channel but how would one make a cinema border that is trigger based

pine bison
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regarding the hide/show module, will it make any difference if I choose synced objects or Layer?

fossil urchin
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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)

orchid crystal
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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

dense swallow
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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.

slow dome
#

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.

orchid crystal
peak pebble
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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.

paper yarrow
dense swallow
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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.

prisma oyster
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ok.

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was there a question with that statement? 😄

foggy owl
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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

fossil urchin
foggy owl
# fossil urchin 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;
....
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but enemy tags (as an example) still show up.
Does ACE have some options that overwrite this or smth?

foggy owl
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Also, its a rented server, not locally hosted

west siren
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Anyone knows how to setup spawns for MP

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On scenarios

ashen marsh
fossil urchin
foggy owl
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bisecthosting

fossil urchin
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I assume your server configs is not correctly defines, so your missions will use some other than your custom template

fossil urchin
pine bison
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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

plain gale
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The 2nd module isn't synched

teal finch
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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

modern parcel
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how do i set a respawn_west marker to respawn myself directly at the altitude of hte marker

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say on a carrier deck or under a camo net

pine bison
pine bison
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I'm so fucking stupid... I made the trigger zone 10m ABOVE the ground instead of 10m in height... 💩

rotund pewter
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can someone help me plz i cant start the scenario and i dont know whats wrong

supple holly
rotund pewter
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okey thank you but how can i know which mod i need?

supple holly
rotund pewter
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Hmm ok, but can I check in some way exactly what mod is needed?

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I have downloaded a lot of mods and I don’t know which one is missing something

supple holly
rotund pewter
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ok, thank you very much for help

quiet plume
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some ukrainian mod did show a similar error while detecting "Wagner" and certain other keywords in other loaded mods blobdoggoshruggoogly

quiet plume
hard knot
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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 ?

foggy gull
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Speaking of Warlords... where where can I find the default Altis 64 to pull up and throw into the editor?

foggy gull
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I beleive I found it in the missions_f_warlords pbo, I'm assuming its the MP_Warlords_01_Large.Altis

tulip turret
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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?

small patrol
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PNG is not supported

tulip turret
small patrol
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PAA, JPG, TGA

tulip turret
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thanks, ill try it. but that should work right?

small patrol
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What should?

tulip turret
small patrol
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Maybe maybe not. I don't know where it is or what it is

tulip turret
hexed crypt
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When I configure respawn it auto kills everyone at start and shuffles loadouts, is there any fixes?

hexed crypt
proven axle
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can anyone help me

#

cfg weapons error upon startup, saying about scope and particles

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can anyone help ^^^

quiet plume
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don't use broken mods blobdoggoshruggoogly

spark birch
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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

floral dragon
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I assume you've placed some objects(some trenches) on the ground and then you move ground with deformer tool

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You gonna have to place them again, they are placed based on terrain, which you are changing

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First edit terrain then place objects on it

odd heron
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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?

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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.

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Nvm I think I found it “sleep”

spark birch
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Also the grass is glitching out

floral dragon
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Size, those 12 meters can't be changed?

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smaller?

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I never used the tool, but since objects are placed on terrain, it seems logical that editing terrain would move objects above it too