#arma3_editor
1 messages · Page 19 of 1
Could you share your code, and correct place continue #arma3_scripting
Depends what variable do you want to get and when and where.
Oh shit mb I thought I was in scripting
Yep cant be changed
i got it working but the big size means that there is some places where the trech is floting
If 12 metres is smallest chunk of terrain you can edit, then there is probably nothing you can do, unless you have large trenches 😀
how would i add the DUWS_X Dynamic universal war system modded scenario to my editer in arma 3 so i can maker further changes to the scenario?
Maybe you can download it from workshop via some website, unpack it from PBO(using arma tools or anything) and put to documents/arma 3/MPMissions
Hey guys, I'm trying to figure out how to prolong buldings survivability, could it be something likeif (house getHitIndex 0.9) then {house setdamage 0.5}; ?
So house will get damaged, but to prevent him from falling as a whole, It will reset his hitpoints back to, for example, half. I Can't 'disable damage' at house preferences, because we need to be able to destroy at least windows etc.
Would be great to have a script, where we will reset their hitpoints to half about 7 times, and only after that, the building will be able to fall down. It will prolong their use in PVP mode, which we need desperately.
Thanks for thoughts boys! ❤️
Idk if it'll work for buildings, but for this case maybe you need to use EH https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
Read what's in this page
Well, I just found out, changing HP of the building will also reset their damaged windows, blocks, etc, that's not desired (moreover not in PVP). I can't change cDLC config files, so I wonder if there is any different way, how to preserve damage system, but prolong life expectancy of those buildings. I'm using mostly CSLA and GM assets. That's probably irresolvable i guess.
HandleDamage is the thing. just don't setDamage in there
Handler is great, but I don't see the way how to prolong their life without the "setdamage" or opening *.ebo source files, and change configs, which would solve all issues.
see https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
return the value you want to set on the selection, that's it
...Why you need to open an EBO to apply a Event Handler via a script
I'm not skilled at this, I didn't realise handler will also provide possibility to reenable damage on some conditions, so we can destroy whole house at the end. Guys, can I ask you to write down the handler command in some usable form for me here ? I would be very grateful. (I need them to stop taking damage on "0" (?), and if possible, reenable after maybe some more incoming damage (?) or just some time maybe ? Just to stop tanks destroying building in 30seconds with 3 HE rounds so to say.
I can't change cDLC config files
Yes you can, if you make a dependant mod
Totally out of my skill range sadly.
How do you create a VC tunnel system on the Bra map, whenever I try place down a tunnel system from the props menu and sync it to the module tunnel entrance, it says that "no tunnel detected within 75m of 393.346, 16979.3, 0 and when I set my soldier to that distance I can't seem to find him on the map
when you make a tunnel system you teleport everyone to that particular cords
the particular map sustem youre talking about I dont think its widely used
is it possible to start a scenario, but still be in the editor?
Because I put one of the tunnels from the single props menu in the editor into that location and synced it to the terrain tunnel entrance but when I use that tunnel entrance and teleport therw, the walls of the tunnel are invisible but the garrison is still there
Not really
Do I need to install a mod for it, or I just can’t do it.
You have to update the mission file after every change in the editor
Thats why you really cant have the mission running while the Editor is also running @grave geode
According to the developer's posts when the map was released, it has its own tunnel system
You can however update functions and code and check if they running from the in-game dev console @grave geode
They'll probably have a wiki with more info of not try and search on yt
Youtube has nothing but I will check the wiki
Ty
Also, second question I have for the editor.
Can you have a second person to help you edit and set up a mission with you?
@grave geode
if they are in the same network as you you can host your games in lan
if they are not in the same network youll have to portforward your your games and set up a dedicated server so they can play with you
if you are making a zeus missions ask the serer owner to host your missions for test
they would know how to do it
if you are the zeus and the host I suggest starting to learn about FASTER
https://www.youtube.com/watch?v=rivdCbJXi6w
alr tysm 🙏
Morning all,
Quick question, I have a few cities with enemies that I've placed in the Eden Editor..
Is it good to group all units to one group? are there a downside to that? can I group a sniper with a mortar and a lonely tank? is there a maximum of units in a group`?
Hope you understand me
Grouping them is best for performance.
Downsides are...the larger the group the worse they navigate around the terrain and they will try to move into formation at mission start.
The latter can be fixed with a scripting command or 3den Enhanced.
Also...if you use dynamic simulation be aware that if one member of the group is in activation range, the entire group will be activated.
Ok, thanks!
If I have snipers that I've told to never take cover and never move and then also disabled LAMBS. Will those functions screw with the static weapon guys and the tanks? Or should I have separate group for my "static" enemies?
Idk how lambs work but I doubt that it will influence the entire group. Only one way to find out though.
Is there a mod for arma 3 where it fixes and js rework the atlas map so that every buildings and structures are not broken and new
from my experience, it's better to separate them. For static weapons, they act weird if they have a leader in other place.
You can rely on lambs modules, but you can also use commands like "disableAI" for individual units in a group.
Thanks alot! Will separate them and test tonight!
Do you have some knowledge with cache units and use the dynamic simulation? I have set it up and I think it's working but is there a possibility to have some kind of cache function that will hide all Eden placed enemy ai when I'm in an airplane? And only "wake them up" while I'm on the ground?
this may be possible by scripting your mission
when I want to do something like this, I generally use commands to spawn units
Sorry but how do you mean by commands? I'm really new to this stuff
Question: how can I put helmet in the backpack while editing loadout in the editor? Thx mates.
I did a search but found no result.
is it possible, as a zeus, to have NPCs load into a helicopter, then dismount somewhere else?
@teal finch
Script commands. The editor is just the beginning, you can edit your mission by scripting using commands from BIKI. Start just googling what you want to do, like "arma 3 spawn unit script", things like that.
You can start by reading this page.
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
anyone know how to fix this
update ace
didnt work @pseudo wyvern
id read through the faq's in ace discord which i cant grab an invite for try googling for it
No ones knows how to put a helmet or whatever into a backpack that is not available by default?
https://community.bistudio.com/wiki/addItemToBackpack
And other commands
This is scripting, I don't want this but ready-to-use inventory into the SQM.
Then edit the SQM directly
This is how I did for the screenshot above, here I am looking for a solution from the editor.
Then no. Unless there is a very specific Mod to do that
(in my use case, I generate a SQM into the editor to generate external config files)
Yeah, this is my question, is there any editor mod to do that.
for a tool ArmA-TvT-Units, I define my own units classes + loadouts in YAML files, then I can run an action on the mission SQM to stuff all my units inside automatically.
For people not comfortable with YAML writting, I added a generator that start from SQM files to define classes and loadouts
This is my current need: add whatever I want in the backpack in the editor. In the end it will be put in my YAML loadouts files, then inserted successfully into the SQM by the tool.
I am having a very hard time to understand why editing the whatever file you have using a text editor is not an option
So, here is a loadouts-spec mission:
In one command I generate this reusable conf:
(same for VHL cargos)
Then, when I want to create a new mission, I create an empty mission.SQM, then I add this kind of YAML file aside (in the same mission folder)
For each faction I specify a loadouts spec.
then...
Right clic on the SQM file...
And all my units are stuffed according to the YAML loadouts file.
Then I reopen the SQM in the editor, magic happened.
This way I create missions with the loadouts I want in a few seconds, with missions containing 100+ units.
a video will come presenting the tool soon.
So, I don't even know what is YAML, but what stops you to edit the file directly?
this is what my tool does. It is editing the SQM file. It converts into JSON, then parse it, then It applies tons of changes, like VHL cargo + inventories changes, then converts it back to SQM and saves.
YAML is like JSON if you know JSON format...but lighter.
So, you're saying, you want the source SQF that have an helmet in an inventory anyways, so you won't take a time to edit YAML file manually?
So, to design missions, I write this file... and get after a few clicks this mission with almost no effort:
I can do both
What???
sounds like... 80% similar to _unit setUnitLoadout (missionConfigFile >> "whateverCustomClass"); 
I mean the goal of YAML files is:
- you do a change on the loadouts, like adding NVG to all units, or you change the class of the rockets in the backpack of the AT-assistant; or add something into your helos cargo or whatever very easily.
One right-click later, the changes have been pushed into the SQM. (without loosing you time by doing the changes in the editor)
I, just, seriously failed to understand the concept like at all
Here it is: when you design TvT missions, you have dozens of units to be put in the map with the right loadouts. Most of the time we are using ACE and don't want the default loadouts containing vanilla medikit and so on.
Same for VHL cargos.
As a mission-maker, I don't want to waste my life in Eden.
So I automate the loadouts: external config files (classes of units + vehicles, then as many loadouts spec for these)
Currently I have these, I am creating the ones that wll be released with the tool
Then, when you want to create a TvT mission, let's say 50v50
I just go with my small file aside the SQM
and a few click later, I have the groups generated as composition that I can place wherever I want on the map
(these units will be vanilla classes)
lokk at the units classes definition file:
Okay, okay, stop. I'm not hearing what the tool does. But the exact issue you have. If you just want a loadout in a source SQM, you just can use some script commands. In Eden, and you can even save the modified loadout in Eden
@small patroli understand the question as "can 3DEN be extended so other users can use its loadout editor to create loadouts that would be exported down the way" 
I don't want scripting. At the beginning, I wrote a mission toolkit that was stuffing all the unit with script, but 100+ units in the mission.... huge lag. now I write down all my inventories into the SQM directly.
Yes, to generate my loadouts config, you can write from scratch the YAML file, but... not easy (you need classnames for everything). So I want to create them into the editor.
Then my tool parses this specific mission to generate the YAML spec of the louadouts.
If some copy-paste-able script is not an option, use a Mod. Luckily Eden does not care if you load or not load the Mod, if you don't make a dependency
I know
What
This will be executed at mission startup right?
Plus the fact that, if I am able to add something into the 'init' field of all units of my mission.sqm.... I can directly set the inventory.
so I can't. I explained that loading by script loadouts for 100+ units at mission start = huge lag
- bugs, sometimes people naked and so on
This is why I write directly all the inventories directly into the SQM.
Don't deal with bugs.
The thing also is that I have "no surprises"
some units were in underwear after the script execution, radomly.
When you invite 100+ players on an event, you don't want to discover that some of the units are badly stuffed and so on... easier to see them directly in the editor
So there are many reasons why it is safier to write inventories directly.
The only argument not to do it is...... because you don't know how to do it. But I know and my tool does.
So, I set the loadouts into my some config file to USMC_OCP for example. One right-click later, I reopen the mission in Eden and all my factions units are stuffed.
I continue the editing.... 2 hours later I decide to stuff them as USMC_marpat_wd
I just change the name of the loadouts file, one right-click, everything has been changed into the SQM.
I just wanted to put a helmet into a backpack in the editor Arsenal.
Question was simple ^^
Because you need a mod to do it, neither ACE arsenal nor BI one can by default.
So I was looking for the right Eden mod....
in a Backpack, no.
It was confirmed by POLPOX too, yes.
This is why he created a small mod, to bring this feature.
(Helmet or whatever).
Here it was a helmet... because I wanted my units not to wear heavy combat helmet from the beginning, but attach it to their backpack, as we do IRL.
We do, usually we attach it on top, there are also specific straps for that purpose on some tactical backpacks.
I cannot do "attach it on top" in Arma 🤷♂️
But I need it before going to gunfight, so I put it inside.
Here I am talking about TvT, so I want playable units to be stuffed correctly at mission start, but if the guy does not switch his headgear before contact, his own problem.
Team v Team
So yeah, a sub-category
TvT missions are very specific. No need to script a lot, no AI to manage, no mission execution to plan
Just put the playable units + VHL with the right loadouts
Then write in a PDF or whatever the mission objectives
then humans do mission-planning + briefing + execution
Then you need what I call a "mission toolkit" to define objectives with points, coalitions, some generic features like what I called "a warmup time before mission start", things like tactical paradrop and so on...
DED?
ah yes.
No public server here, you need ot invite teams, they have to slot themselves in advance, then faction leaders have to plan the mission, share the briefing with others groups leaders...before the D-day
I am back after a 7y break, and complete the required tooling to manage such events with needs I spotted at that time.
Okay.
50+v50+, with a scoreboard which will pop-up in 2h, no time to wait everybody to stuff themselves from ammoboxes at the beginning, so this is why I generally do a 10/15 min. warmup to let people connect on the server, that time can be used by factions leaders to brief on latest updates, then... Fight!
Also, the evening format can be 3x 30 min missions, with 10 min. briefing on simple tasks like capture a small village.
indeed
putting your leader missionplan in crumbles....
A company/platoon leader won't start his action without all his groups ready, so, if we don't want to waste 20 min. waiting for the buddies, they have to be already stuffed.
Or people would never join again.
not native speaker sry
Yah, depends on the mission, Vietnam era vs modern FR SOF or whatever else..... I love diversity and it may vary a lot.
same here, thank you bro
c u
Does anybody here have a clue how to add another variable I need 2 diffrent tanks blown up
But I have no idea what goes inbetween the 2 variables
!alive tank1 & tank2
dont work
indeed
alive takes one parameter, an object
and returns a boolean
so you would probably want something like
!alive tank1 && !alive tank2
I did not write scripts for years, so I am unsure about the syntax, potential parenthesis and so on, but just call alive function with a single object.
Then do the logical operator && between two booleans https://community.bistudio.com/wiki/Operators
Ill see if it works but ty for the help bud
it works ty
good.
One more question how do I make it so a task ends when a player gets into a veichile and another one begins?
Use trigger: https://community.bistudio.com/wiki/Eden_Editor:_Trigger.
How do I make multiple squads, as in for players.
I go into the editor, I make multiple units meant for other players, then I try it with my friends and says there's only one slot available.
Make other units playable.
When creating my latest mission, I want to have enemy places that actually mean something to them if they're destroyed. Using the mod LAFS and the functions with Airfield and Supply bases (both can be destroyed and will actually mean a difference for the enemy).
Do you guys have any other ideas on things to place and that will actually change the enemys power in the war?
Is there a functioning radar system I can place that the enemy will use? That also can be destroyed?
WW2 era is what I'm working with
I am working on a very extensive mission I am creating and am constantly test playing in the editor. There is one message that keeps popping up, but the error has no impact and will be very complex to fix ( conflict in arty handling between Lambs and new Hetman). But arty works fine. So I will address it later and continue playing to find other errors. But the error messages always appear exactly in the middle of the screen, which is very annoying when in a fire fight. Would it be possible to move the error pop up box to top or bottom of the screen?
how come i cant see any props to make abses in eden editor? I only see men and vehicles.
They are there,
Yellow prop tab of the placeable items, the stuff is nested a couple of categories deep sometimes
So I'm trying to move editing a mission from one pc to the other, the mission runs fine on a dedicated server, was edited with 3den enhanced, but when booting it on the other computer it throws a problem loading scenario
Both have 3den enhanced, there is a playable unit
Am I destined to edit on one PC, and email it to myself then move to a desk in another room for file edits and to upload to server?
What problem
Is that the entire error message?
Yep
I've tried stripping down the server files so it's just the mission sqm, still same problem
I do have all the backups, edits and templates for everything, wondering if it would be worth it to just restart "from scratch" on the 2nd pc
Really only about a day lost, but still kind of annoying
- How do you "boot" on the other PC?
- Does your other PC's Arma 3 have the same Mods, not more or less?
It was created with only 3den enhanced installed, and the 2nd pc had it loaded
As for boot, what do you mean?
Both running windows11 on 2h32
when booting it on the other computer it throws a problem loading scenario
Place pbo in to mpmissions, unpack it to a folder, load arma with 3den enhanced
And what about other Mods other than 3den Enhanced
None
So vanilla + 3den Enhanced
Yes
How do you unpack
Pbo manager
Which pboManager you install
It works fine hosted on the server too, it just won't load into the editor
Or, version
Hmm I'll have to check when I get home, I believe they're both the same
pboManager is, or was, a notorious tool to do anything with PBO
If they don't match, I'll send one to the other pc and try unpacking with that
Also, is there any reason why you need to unpack it, instead of copy paste the source folder?
Figured I'd turn the laptop into a server, already had the pbo, so just sent that over and figured I'd unpack and work from there
I'll check the pbo manager versions, and also send the source folder over and try again
most of the hard work is out of the way and I can just rip from the folder, and start over if it comes to that, should only take an hour or two instead of all day
I want to write something else instead of Alpha 1.2 in multiplayer role selection, how can I do it?
You need CBA; then you can do this: https://github.com/CBATeam/CBA_A3/wiki/Name-Groups-in-Lobby
Maybe wrong chat to ask but does anybody know a bug from arma 3 or possibly a mod that breaks the rendering of players, yesterday I was zeusing and the players were just not appering including some veichiles that they drove.
is using the following line the same as using the Show/Hide module?
{_x enableSimulation False;_x hideObjectGlobal true;} forEach (getMissionLayerEntities "Layer_QRF_Units_1" select 0);
I have now placed units in Eden editor and using show/hide module with a trigger synced. These settings is in the "performance " section.
Can I do anything more to increase FPS at all? Mission will be played on LAN with 2 players
I use Show/Hide modules religiously
Not sure if there’s a better channel to put this in but for the CUP/RHS Hummvees and MATV/JLTVs, is there a way in editor or settings to adjust their armor? Humvees only take a burst of 7.62x39 and are disabled, JLTVs/MATVs only take like a mags worth of 5.56 and are disabled too.
What are you shooting it with? Take my words at face value, but the last time we used CUP and RHS, CUPs damage tables were waaaaaaay higher than others.
This was probobly 3 or 4 years ago, but we needed a compat to make them work well against each other
Regular CUP/RHS weapons. No special armor piercing ammo. M855 for the 5.56.
i somehow remember RHS only being compatible with itself by default. And only mostly 
You honestly just have to pick a lane I think, either CUP-pilled or RHS-pilled lol
I've had my unit use RHS for years now at this point, they have less stuff than CUP but def better quality.
3CB factions brings RHS closer to CUP quantity.
For an extra 13 GB in your modpack lol
Dumb question so i apolgize but i cant get the Vanilla revive system to work. I have it set to medics only and medkits and the basic incapacitations but players always enter the KIA state and are unable to be revived
how do i fix this
don't use outdated mods would be I believe the answer
Use dynamic simulation, it disables AI units when you are far away. You need to enable dynamic simulation in the individual AI groups, and then you have to enable wakeup dynamic simulation in your player units, so you can wake up the disabled AIs. Other way to improve performance is to decrease view distance in the mission settings (maybe you will need Eden Enhanced addon for this). Another option is to remove unnecessary objects. The most important aspect is map complexity. You can use smaller simpler terrains to achieve better performance (like Stratis), complex maps usually run poorly. The second most important thing is the number of AI units running in your mission.
i cant tell which ones are outdated
Going off of what the message said, it loaded the wrong ACE3 (outdated) version (last number is 463939057, which is the mod ID for ACE
https://steamcommunity.com/sharedfiles/filedetails/?id=463939057
The other mod ID listed in your screenshot (1956960252) is the CSF - ACE RHS Compat mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1956960252
I would suggest updating all of your mods if able
hey so i am trying to make missions for my friends and i had questions more so about the contents of them and the difficulty:
when it comes to having like 6-8 people (including me) in a mission, should i really have any armor in them or keep things light? is there really a good way to portray being a grunt with this or with this small of a group i have to depict moreso spec-ops type things, or like a recon squadron from the infantry?
You can place any asset you want as long as the numbers are not too overwhelming and/or players have any way of avoiding or countering those assets.
If you have a Zeus during the mission then just spawn or delete stuff as you have eyes on the players and how they perform.
@clear ridge #arma3_scenario would have been more suitable for this question, but no big deal.
Think about the needs and expectations of your players. What sort of fun are they after? Do they want (authentic) tactical gameplay or do they just want to shoot some bad guys for an hour or two? Do they want to relax and hang out or are they looking for a challenge?
You should always consider these needs and expectations when you think about modset, respawn mechanics, difficulty settings, (ACE) medical settings, size and composition of enemy forces, available equipment, ... and basically every other aspect of mission design.
Also keep in mind that players (especially experienced and communicating players) generally outperform AI in PvE missions, so you usually have to deploy significantly more AI to keep players busy, engaged, entertained and challenged. 6-8 players are enough to fill the common roles in a basic Arma infantry squad (squad leader, autorifleman, grenadier, marksman, medic, anti-tank, rifleman, ...). Unless your players want a lot of realism, one squad of players is absolutely capable of capturing a town, laying an ambush or assaulting an enemy position. Give them access to some AT and they can handle an enemy MBT / IFV (as long as the situation is not too overwhelming). But 6-8 players can just as well crew a few tanks, conduct special warfare behind enemy lines, form a specialized anti-tank squad to hunt enemy tanks, provide recon for air strikes or run a small convoy.
Think about what kind of experience you want your players to have and build the mission around that. You are the mission maker; you are free to take creative liberties to make that experience work.
Figuring out how many enemies your players actually can (or want to) handle is up to you. Prepare the mission in the Editor, then use Zeus to adjust, fix and rebalance things live during the mission.
This has been nothing short of extremely helpful man, thank you so much! Sorry I don’t really have much to say in response but this is really helpful, thank you.
Do you think I can dm you another question I had actually? It isn’t more so about difficulty or balancing but I guess like mission objectives and subject matter
Better ask here or in #arma3_scenario.
I have but unsure whether it’s the ace or the 2nd ace that I should use primarily
can I somehow place mines in the editor, use the hide/show module, and only let the enemy side see the mines? like the mine module works
Should I then remove the ace mod and use the 2nd mod for it? @ebon nexus
Use one or the other
CSF is a modification of ACE, updated to 3.19 ace version
Probably you want to use ACE, but the CSF version might fit what you want better
Only way to be certain is to check which ace .pbo files are included with CSF and test to see if it works better for you
Ok I’ll try it out
It looks like CSF is just ace, ace particles, and ace no uniform restrictions packaged together, but can't tell for certain without checking files
You could probably get the same effect by just using the optional ace packages (workshop pages are in the description for ace)
Looks like ACEAX compat mod is mucked up,
Either that or it tried to process something twice
Try removing ACEAX mods until it works
Worst case, it's a change in ACE and ACEAX needs to be updated
AceAX?
if i was looking to hire someone to help me add mods and missions to my wasteland server which channel would be best?
Is it possible to import my friend Zeus SQF into the editor for me to edit as if ive placed them all manually in the editor?
Do I have to do anything more to get the flag showing?
Have you tried without quotes?
Keep in mind that not all objects support that feature.
You can do that from attributes
Using forceFlagTexture command in init field ,
this forceFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa";
or add from attributes
Add Flag: \A3\Data_F\Flags\Flag_red_CO.paa
So yes, without quotes via attributes.
Thanks guys! Worked fine, when I found a vehicle that supported it haha
Another question, doesn't know if its a script I'm looking for or a module in-game..
I want to have a enemy airplane that travels across the map and (randomly or not) drops paratroopers somewhere, and if possible have this repeated a few times during an hour of playtime. Am I crazy and aiming to high or is it doable?
Doable but I don't think there is a function or module in the base game for it.
Anyone can help with his?
anyone know a lot about arma commander?
Long shot here, looking for the model name of the model used in Antistasi as a rallypoint, anyone happen to know or is it mod specific?
Having looked into it inside the mod, its actually 3 items placed together
Question, how do you turn off the msg who killed who? Is there a setting or something to configure it to turn it off fully so if anybody was killed in Friendly Fire it just dosent say it at all
Is there a way of changing respawn rules via trigger? I would like it so that on mission start in MP they dont have to select a respawn point, they just spawn into where they are placed in the editor, but once they reach a certain trigger it changes the rule so they now have to select a respawn point on death
You can put this respawnOnStart = -1; into description.ext to disable spawning on mission start.
Do you want the players who die to wait until the trigger is triggered?
What you can do is to have no active spawn points at the beginning, and then you activate them via a trigger. You can do it by placing a spawn point and a trigger and syncing them together. The spawn becomes usable only after the trigger is activated.
i can’t tell if this is for specially for the scenarios channel or this one,
but how do i get ambient battle sounds and the like? i want to give the illusion of a battle or the illusion of scale, as i find the biggest problem with my missions is that with what we do, the atmosphere and all that is empty
There are some built in ambient sounds (you could hear such sounds in The East Wind's Maxwell) and you can have some simple scripts
You can add smoke, tracers (they make also sounds), animals or civilian presence modules in Eden Editor to make it more alive. List is here: https://community.bistudio.com/wiki/Modules.
Also things like wrecks, vehicles, crates can help with the immersion.
To add a sound, you can use https://community.bistudio.com/wiki/playSound3D, or just playSound.
Here are the available sounds: https://community.bistudio.com/wiki/Arma_3:_Sound_Files.
Otherwise, you will need to configure your own sounds in CfgSounds in a mission config file.
You can test the sounds via debug console with this command https://community.bistudio.com/wiki/playSoundUI.
If you have the Spearhead 1944 DLC, there is a ambient sound module which I use alot and its great! ability to choose what kind of sounds (artillery, rifle sounds, MG sounds), really nice
hey, tried looking online and all over the editor for an answer to this, is there a way to make units spawned in via zeus not at 100% skill by default? i make zeus co-op missions for my friends and often they get annihilated due to the ai being always at 100% unless i manually change every single one of them
I unfortunately do not have it downloaded, thank you so much though!
Thank you so much!
we do use a dedicated server that i have made via TADST, the AI skill is set to 1.0 but the precision is set to 0.30
How can I join a multiplayer server in editor
as in "multiplayer mission started from editor"? Open another copy of the game (you can do it if you don't enable BattleEye), then connect as to any other server 
Can it work with mods?
yes, if you load both instances of the game (the one with editor/host and the one connecting) with the same mod list (or at least compatible enough) 
hello
i've setup a test scenario in editor to use the End Scenario module, sync'd it to BLUFOR - NOT PRESENT but the scenario doesn't end
Hello ! I play in a WW2 team (with IFA, SPE, ACE, and a lot of mods) and we have a bug with loadout on player. We put a custom loadout on a playable soldier in the Eden, when player spawn on the map (with chose spawn option), some spawn with the default soldier loadout and some with the custom one (even if we put "save loadout" in Ace config addons). Is there a wayu to make them spawn only with custom loadouts ?
Have you first tried it with your SIDE and PRESENT, and then to enter the trigger to know if everything is working OK?
No I'll try that, but I was under the impression NOT PRESENT means that side is dead or not in the trigger area
I suppose it should do just that, but maybe you have wired something incorrectly. And present is always easier to debug then not present. Another good thing to do is to make the radius of the trigger small for testing purposes.
There should also be an option to end the scenario right from the type selector in the trigger module.
Yeah that one worked, just was wondering why syncing the trigger to the module didnt
Is it just impossible to get AI to actually assault somewhere? Lol.
I made a awesome, large scale siege of a city in WW2, but of course, no matter whether I use seek and destroy waypoints, move into seek and destroy, lambs assault, lambs rush, CBA assault, whatever, they just either run in a weird clump or file and never take cover at the place, or just lay down when they take contact and sit there indefinitely (even worse in WW2 when they can't really fight at large distances)
I know Arma AI sucks but please tell me there's a way to do it lol
I did change their fleeing coefficient to 0 and courage to 100 and it helped a little but not nearly enough
Also the shermans running over friendly AI is great 
If arma 4 releases and the only feature is just semi-competent AI then it will legitimately be a million times better.
lots of trial and error with AI, there are mods/scripts that help with that
Hi all, I don't know which section to go to specifically, but I think here. I have a problem in my scripts, where when I use Zeus Enhanced (the problem is NOT with Zeus Enhanced, as everything worked before and many people have this problem, you can look it up on the internet), when I use Zeus - I can't see the songs I've subscribed to. I can only see the ones that I personally created and that's it. No matter how much I tried to resubscribe to songs and different other ways - still the same. As I saw on one site, this problem is especially relevant in the last 2-3 months and the solution to it has not yet been invented (probably). Has anyone encountered this problem and found a solution?
Working with AI in A3 is not easy, but it can be done. Can you describe what do you wish your AI to do?
All I need them to do is actually move and fire into a city from about ~600m away, they can break formation, take cover, etc. but they still need to prioritize pushing up as they don't have the firepower to sit and stay, they will just die.
But at the same time I can't just have them carelessly run because then they will just die lol
LAMBS assault was the closest I got iirc, but they moved almost in a file? It was weird
CBA uses internally just the Search and Destroy waypoint, so it will behave similarily.
You may try to disable some of the AI features by disableAI command, like COVER, maybe TARGET. Alternatively, you can force the combat mode to DANGER instead of COMBAT. But all of this have its downsides.
Also you can try to increase skills of the attackers and lower skills of the defenders.
There are also other ways, like dynamically spawning more waves of attackers, making them invincible at a certain distance or just lowering the spot distance skill for the defenders, to name a few.
Okay, this is the most embarrasing question I ever posted in this discord (and yes, this means a lot). How do I disable the freakin' Minimap in the Eden Editor?
I must have fatfingered something and suddenly I have this Minimap top right on my screen. It is useless as hell and triggers me hard.
And yeah, I know I could google it, but what I found leads to bi forums and these bi sites are not opening right now. So yeah, sorry for the inconvenience but every help is appreciated.
3den Enhanced feature. You can disable it somewhere
Ohhhh, it has a scale. Well now we are talking. 😄
Hi guys, just editing a mission on eden and have some game logic to hide buildings and objects, is there anyway to run the inits of those game logic whilst in the eden editor so i can see what im doing?
Ok this is weird to dig up this old question 😀 but did you get any solution for this?
Is there a way to sort the order of subtask? Usually sorting tasks works for me by giving the tasks an ID like tsk01 then tsk02 and the tasks would then be shown alphabetically in the mission. It doens't work for my subtasks though. Does anywone know a solution?
Yo. Im trying to recreate conflict: Desert Storm in Arma 3. I'm working on the first mission, rescue Foley, recover explosives, destroy bridge, extract.
First problem. No bridges in Takistan, which is the best map to use for the CDS campaign. Solution, use a destructible building (in this case a water reservoir) to block a road. Same premise, the idea is to temporarily block logistics.
Second problem. I have the water reservoir, and it's set to destructible, but when I use explosives on it, it doesn't take damage and destroy. So I need to know what script I need to use to set up either a collapsing building, or at the very least transition from standing to ruins.
Also, I got it so Foley joins the squad after being rescued, but he won't follow from the guard house, but that's a lesser issue RN that I can probably solve with some tinkering.
Second problem
some objects do not have a destruction at all, be sure this one has one usingthis setDamage 1in its init field and starting the scenario
Ok that works but it only collapsed straight down, but I can work with that. Change the mission description to cut off water supply in the area, forcing opfor to abandon the area so blufor can move in and establish an AOC while providing relief to the affected area.
Maybe I just need to lower its health to like 10%
Does anyone know an easy way to make these loudspeakers emit a sound? (Like a radio broadcast or a warning of some kind)
Lowering its health worked. Bullets and grenades won't kill it, but a c4 charge does now! Thanks for the info.
Basic method is to use the play sound script command or module centered on the sound source (not certain what the module is, but I think there's one)
The script commands are probably playSound3D or createSoundSource
createSoundSource is better if you want the sound to loop and keep playing
https://community.bistudio.com/wiki/playSound3D
https://community.bistudio.com/wiki/createSoundSource
Foley keeps opening his cell door in "Guardhouse (w/Interior, ME)" but if I lock it, not even the computer inside the guardhouse will open the cell door, so Foley keeps escaping. Is there a script I can use with a trigger to unlock the door once the player steps within the trigger?
There is a script to do it,
Basically you change the locked state of the building using scripting
I did it for a keycard door a while back, but don't remember the exact code I used
this is really complicated. Do I really have to save the sound file into my scenario folder even if the sound is from arma 3 game files?
All right I'll dig around. The script I just tried didn't work.
how come there isn't an editor module in the System section that would let you play a certain sound in a location
You can use files from arma 3, just use the right path or classname
Or add them to a scenario or mod
You might also have some success with setting Foley to captive until he's supposed to escape, but you still need the door lock script to work if you want it be openable only through the computer
Wait I can do that?
I just set him up as an independent faction, friendly to both sides so the op for won't target him until he joins the player squad
https://community.bistudio.com/wiki/setCaptive
Doesn't work quite as I thought it did, but might be better than changing sides to control hostility
The captive status I've seen also set the animation to a captive animation
I can't quite get this key figured out.
I set the script for the door
I created an item (in this case a flash drive from the apex dlc) and given the init the script to treat the flashdrive as a key
But it doesn't work
What I did was create a trigger that checked for an item in the inventory of a character near the door
Then the trigger unlocked the door,
I don't remember where I had relocking
I think it was also opened by the trigger, so the script unlocked, opened, relocked so that players couldn't open or close the door by an action
That's a good idea. I can set up a trigger that checks for a compass (I've run the simulation enough to know the guards will never go inside the building) that way the only person that can't open the door is the prisoner.
From there, it's a matter of keeping guards from wandering too far away from their locations, except the bmp who is allowed to travel, and to have guards spawn on a timer behind the player for the return trip to extract. Once that's done, it should be a fully playable mission 😄
Hey all, having an issue where for some reason when I start the mission almost every AI squad goes into stealth mode after about ~30 seconds?
Some of them have lambs waypoints, and some of them don't, they go into stealth regardless, and a few don't go into stealth at all. It's strange
Nothing should be putting them into stealth afaik
Only AI mods are LAMBS and LAFS
Ohhh I think it may be LAFS putting them into stealth now that I think about it
Hey guys im hoping someone can help me,
Im trying to use a trigger to apply ACE injuries to a CIV once a player enters it (Simulate a hostage getting shot)
Ive Had a look around on the forums and documentation and still cant seem to figure it out, has anyone done this before?
Hey guys. I found a script to assign a key to an object so that only the unit with the key item in their inventory can activate a door, but for some reason it's not working.
Can someone write the code for me JIC I'm doing something wrong?
Basically what I found was "guardhouse(w/interior,ME) setvariable (bis_disabled_door2_1_true)"
And I already forgot what I wrote for the key. I went to erase a little, accidentally over erased, and then just scrapped the full script and have no idea what the script even was anymore or where to find it.
guardhouse setvariable ["bis_disabled_door2_1", true]
Hey guys, what do you think, can we solve that problem ? Inserted objects are shining on the thermal, so player will detect them too easily. Can we somehow "change temerature" of those objects to match ground "temperature" ?
Thank you but what about the key item? Let's say in this case it's a flashdrive
I have no clue how that system works - see their readme/doc for reference
no, you cannot
There must be system how to change "temperature" of the object, for example tank with engine turned on, and tank without running engine. There must be some variable or parameter which defines whether it shines on thermal, or not, right ? 🙂
That's in engine.
And it's not temperature but only a value between 0 and 1
You can open a ticket and post it in #arma3_feedback_tracker
I know, I just need that exact variable, so I can change it for those objects.. could be probably just init command, and 'problem solved'. Trying to find that for a while sadly. Thank you
As I said. It's locked away in the engine.
You know what. I might have not been up-to-date
Oh.. it's forced like that. Ok guys, thankou you very mych, I appreciate it.
I saw that too, I'm thinking about it..
But no, didn't help. this setVehicleTIPars [0, 0, 0]; , vehicle okop1 setVehicleTIPars [0, 0, 0]; no avail.
It is really about the object's config makes it so hot, or RVMAT. Guess ask Mod's author to fix it. Or if was a vanilla content... fingers crossed
You can add a thermal/ti texture, into your material.
Vehicles usually do that. I'm not sure how well that works with static objects that do not "heat up" like vehicles do.
I was thinking about it too, any source of that code pls ? Examples ?
You could maybe make it harder to see, but reducing the contrast of thermal imaging (which is not working right at the moment), or lowering the resolution (which I don't remember how to do, or if its possible to set globally at all)
No I don't have examples
I think all vanila assets doing that, so, not sure if its exactly mods thing now, sadly.
https://community.bistudio.com/wiki/setTIParameter
Here, you can set grain, and blur. and the output range stuff might be used to make contrast worse but its not really working as intended
Interesting ideas, thank you!
You cannot set the blur or filmgrain strength, its just on/off toggle..
I would love to use same mechanism, as tanks are with engines on\off. But it seems, no luck still.
I think you have no control over resolution, unless you modify the config of the vehicle that offers you the thermal camera.
Not true, environment assets like stones etc are ok in that regard, so I can try to take a look on their config files, and tench mods config file, so I can find exact parameters which are afecting this! Thanks for idea.
I need same config for treneches as .. for example. CUP Land_r_rock_general1.
It is very hard to find the "exact parameters" that affect it.
A large part of it is which pixel shader is selected
You are not finding that in the normal config, its set in the .rvmat/material
Damn... but that would greatly improve usage of those trenches, I will try to contact moder.
Can I edit that ? :DD
setObjectMaterial could work to set your own material on them
Don't think the modder has much choice either.
Even we have trouble adjusting our own content, the thermal system is quite messy
"setObjectMaterial", will try to mess with that. Thank You
Well, we can live with that, just all the defense positions will be spoted AIO in the very first minute of whole joinOp by UAVs. 😄 Thats sad, but what can we do. Here we go. Thank for help boys ❤️ 🙏
You could also put more bushes and trees over top of it 😄
We tried, results vere probably even worse
🙂
Well it DOES something, in combination with other "not perfect" solutions it can do a lot, thats great ! I Love it
The second one you can use right now in game, the resolution one only next update
That will hide also hot engines right ?
It worsens the contrast on everything
This is how they will see trench pos. , and its still a small one, longer will be visible much more.
Well, some ideas have been said, I'll take them and hopefully, I will find some combination to help here. Dedmen thank You so much, i realy appreciate that!
I will probably just worsen the contrast, and make uav picture more blur, maybe even flyinheigh 3km, and hope for the better 🙂
🤡
hey! Wasteland question, can anyone tell me how i edit the crate contents from wasteland mission drops? theres boxSpawning.sqf but that only has a couple of specific weapons per mission crate and adding another item to this doesnt seem to add it to the loot spawn table
So what module do i use to let synced units spawn when a trigger gets activated
I guess it would help with server performance and let me still prep the whole mission, kind of
How do I open the zeus enhanced editor in Game?
Press zeus button when you are a zeus, default is Y
For ZEN, just have it enabled (having ACE as well is preferable, since there is some more stuff it can do)
For EZM, I think you place down the EZM compositions that you need
anyone here know how i can force a specific speed on a vehicle? i put
vehicle this forceSpeed 15;
in the init field of the group leader vehicle in a convoy, but its still going well over 50 whenever possible, leaving the trucks that its meant to be escorting in the dust
Nothing happened when I pressed y and I have the y key binded to open zeus menu
How can I make a trigger that plays ambient battle noises loop infinitely?
Are you actually a zeus, as in your playable unit in the editor has a variable name, and the zeus module has that as the owner name?
This is the trigger i want to make loop the ambient noise infinitely
https://community.bistudio.com/wiki/playMusic or https://community.bistudio.com/wiki/createSoundSource
Depends on whether the sound you want is a sound or music internally in Arma
Though with a trigger you could just use the play sound thing in the effects
Yeah but how to make trigger loop it infinite
Loop the sound infinite
I think environment sounds might already be looping, so you could try different settings on the timing of the trigger
You could probably use the trigger to start a sound playing by adding appropriate sound creators to the On Activation box,
I'm not certain how environment sounds are implemented, but I think they have a spatial component as well
I'm not certain I know Arma audio scripting and setup well enough to help more than that
Some other people here know that stuff better than I do
Yeah. I selected ambient environment noises and they seem to be looping. And they will loop as long as player is inside the trigger range?
I also noticed the environment sounds aren't loud enough, anyway I can make them louder?
is there any difference for the FPS if I use several "Edit terrain object" and choose to have the houses destroyed?
Shouldn't be too Impactful, but I'd still only use it where absolutely necessary .
One way to answer is try it
As with anything in Arma, just try not to overdo it. if you edit every single building on a terrain the game might not be too happy
If you have like a 100+ it will tank your fps.
Got a dumbass question for you intelligent folks
Im using the getUnitLoadout function to pull the loadout of each player at the end of an OP, where would it put the return array?
(im still new to this so pls dont kill me too much ty)
private _loadout = getUnitLoadout player;
_loadout will have the loadout array, if you want to store it you will likely want to store it in either profilenamespace or serverside somewhere
Sorry for being dumb, but would that create a file called _loadout or would I need to create it
You need an extension to export loadouts to files.
_loadout will just be a variable in code that has the array, no file is created
if you then run
profileNamespace setVariable ["MyMissionsPlayerLoadout", _loadout];
it will store the loadout array in their profile and next mission you could retrieve it and apply it with
private _oldLoadout = profileNamespace getVariable "MyMissionsPlayerLoadout";
player setUnitLoadout _oldLoadout;
Keep in mind that if its a public server or you don't trust your friends they can put whatever loadout they want in that variable
Thankfully its a private server and i dont think they have the braincells to figure it out 🤣
Also might want to add a nil check (or set a default value in getVariable) so it doesn't wipe/empty their loadout when they don't have one already saved from last OP
Thats a pretty good idea, thank you
Just to make sure ive understood this correctly, it should look like this
_loadout is never filled in your code
1st line would be
_loadout = getUnitLoadout [player, true];
I can't remember if private works in those init fields, so prob leave it out doesn't matter much in this usecase anyway
It works.
Final question, when the trigger fires would it execute for every player? Or would it be only for the player that fired said trigger
Depends on trigger settings.
Which settings would affect this, would it be activation conditions?
I swear something doesn't work in those fields(or used to not work), is it comments?
Exactly.
I would say "Server only" checkbox, "Condition" and "On (de)activation" field statements.
ok no worries, just want it to grab it for all players within the server at the time the trigger fires
When the trigger should fire?
Sorry not sure what you mean?
I mean when the trigger fires it collects the loadout for all players
You wrote what should happen when the trigger fired. I asked when the trigger should be fired.
ah, when any player enters the trigger
So, when any player enters the trigger area, the trigger should save loadouts of all players on server? Or the only one who entered the trigger area?
all players on the server
Then you trigger should be server only.
- https://community.bistudio.com/wiki/remoteExec should be used.
i'd argue you'd want to loop over all players serverside, store their loadout in the servers profilenamespace.
also solves the "client can set whatever in the variable" issue
Now the confusion begins 🤣
both are fine, choose whatever is easier/you prefer
Im ok with having it store on the clients, do I really need the remoteExec?
Yes.
you need to execute code on clients(remote) from the server(local)
so yes
Give us a few mins and I shall attempt this without assistance lol
Thanks for your patience guys, Im trying to learn
Would I need to remoteExec both lines? Since one is only defining a variable?
Yes. Or you can combine them into one line.
hey when i open my map and try to use the map tools pressing windows+ctrl it doesnt work with me even haveing the map
Anyone know what it is to get something to show up in direct commincations
IE BGHQ sidechat "Please join the que, don't forget to eat and drink"; works for sidechat but im not sure what id replace sidechat with to get it to show up in direct commincation or local chat
How to make environment sounds louder?
I can barely hear environment ambient sounds during gun fights and battles
AFAIK, no can do
Well shit, theat spoiled my plan
why not use the conversation system?
you can use directSay https://community.bistudio.com/wiki/directSay, but it requires a CfgRadio config entry
ah
im a bit stuck i want to animate the uss freedoms blast shields in an sqf and using
/* your code */
_carrierObjects = carrier nearObjects ["Land_Carrier_01_hull_04_F", 100];
CarrierPart = _carrierObjects param [0, objNull];
_carrierPartCfgCatapult = configfile >> "CfgVehicles" >> "Land_Carrier_01_hull_04_F" >> "Catapults" >> "Catapult1";
CarrierPartanimations = getArray (_carrierPartCfgCatapult >> "animations");
[CarrierPart, CarrierPartanimations, 10] spawn BIS_fnc_Carrier01AnimateDeflectors;
does nothing any ideas?
@pastel wagon I dug up some really old code from one of my first missions just for you:
[((CVN nearObjects ["Land_Carrier_01_hull_04_2_F", 150]) param [0]), ["Deflector_1", "Deflector_1_hydraulic_1", "Deflector_1_hydraulic_2", "Deflector_1_hydraulic_3"], 5] spawn BIS_fnc_Carrier01AnimateDeflectors;
```Not sure what's up with the `param [0]` ... it can probably be replaced with `# 0`.
@wind raptor Thanks i try it right away!
it worked thank your very much again!
and now to find out how to move number 2 etc. spoiler: It Isnt Deflector_2 .... Thank bohemia
Maybe that JBD isn't on the Land_Carrier_01_hull_04_2_F part?
ok why make it easy to find that its a"Land_Carrier_01_hull_04_1_F" and Deflector_2 how does that make sense?
yeah its on "Land_Carrier_01_hull_04_1_F"
so number 3 is on 04-0 and number 4 on 04_-1🤣 ?
make that make sense... 🤣
how does one center an image in the brifing?? I have managed to get one to show up just cant quite crack the HTML jargon to center it
currently have <img image='images\bsquad.jpg' width='150' height='152'/>"<br/><br/>
I don't think it's possible.
That is a shame
having some issues in the editor and cant understand whats making it..
I have placed units in the editor, synced them to hide and show with a trigger to show them when I'm in the area..
some of the units are changing place when "show" gets active.. not all but some - for example artillery that I've placed near a forest is somehow IN the forest when I enter the trigger...
Can it be something with "Dynamic simulation"? I have never had these issues and I just passed 1600 hours haha so this is so weird
I have a mission with 2 vehicles and corresponding squads. One squad is controlled by the player and one is AI with a "get in" WP. I have a "skip waypoint" trigger activated by Radio Alpha command that is supposed to skip the vehicles "hold" WP so they go to their "move" WP. One of the vehicles (the one that the player squad gets in too) skips the "hold" WP and starts moving but the vehicle that the AI squad gets into doesn't move and just stays still when I press Radio Alpha. I've removed the AI squad that gets into the non-moving vehicle but it still doesn't move. I have no idea why this is happening, the waypoints are synced to the trigger in the exact same way.
can someone help explain to me how I would go about setting up a 1v1 dogfight with my friend so that we could just kinda endlessly mess around and shoot eachother down?
how do i set respawn points? i put down some respawn points but they dont work and also i went to attributes and deselected the box that says "mission fail when all players die"
but it still fails the missions once we all die
Make a mission with two placed soldiers in start places of your choice, one red, one blue, set them both to playable
You will need to place respawn markers for each of you, called respawn_west and respawn_east
You might also want to set a box by each of your respawn points set to be an arsenal
You can't just place named respawn markers you also need to tell ARMA to use them
I'm not at my PC atm to check but it's a multiplayer option called respawn on custom position or something like that
ok ill try tomorrow
Hey guys, is there any command for initiating cook-off manually ? For example if i want to cook off random box. Thank you
If your mod settings are set up correctly, I believe you could just setDamage = 1; for it, so just killing it, which should spark cook-off
if you want to add cook off to something that doesn't usually cook off, I wouldn't know
That. I need to add this function to non vehicle asset, for example house. When house is destroyed, we can see cooking off munition stored inside.
You can just spawn a GBU/explosive inside the building and explode it
He probably imagines it being like ACE cook-off, where its small but constant
You could add a game logic, and on it, randomly, every 3-5 seconds, spawn a small explosive and setDamage = 1; on it
this too, but exploding just ace boxes is also probability, good idea.
@sharp lily If you have time, mess around with adding this to the box, then kill it:
this setVariable ["ace_cookoff_enable", true, true];
Add that in the init file of the box
Then go in game, go into zeus, select the box and press 'END'
if that does nothing, try this:
this setVariable ["ace_cookoff_enableAmmoCookoff", true, true];
Its ok to do just one minute or something, no need to have konstant cooking off, but..
Well ACE cook offs usually die down.
or you can just delete the crate when you want it to be done
didn't help.
GBU explo. ? Please what is thate exactly ?
I think I need command, which is responsible for executing "cooking off" skript for vehicles (when they die)
Cook off is not a vanilla feature. ACE?
That's what I'm sayinnnn'
Yeah...
I wrote them on DC but no response for now, lets wait then 🙂
I was thinking about exloding car in that house, but its visible, and invisible car will fall thrue ground into the abyss (no collision for burning wreck i guess)
So what is your plan in the mission, for them to blow up the house and then another big boom to happen?
To be exact: Building, or bunker, full of ammunition, and weapons, will get destroyed by the players in the tanks, or, in the arty section. Bunker or house will collapse, as we know it, but I want infantry and tanks to see cooking of munitions from inside.
You should be able to just spawn a tank but now show its model
and kill it
I can use hidden vehicle and kill it insde the bunker, problem is, vehicle will fall thrue ground in "show model off" mode.
I'd use a game logic module, and have a trigger that causes explosions to randomly kick off on the game module if the building is destroyed
Tahts interesting idea, I will probably just use Zeus "smoke" and "custom fire" fx to mimic burning. But cooking off was so awesome with blast core 😢
what else
Do you have a respawn marker called 'respawn_west' placed?
West if playing Blufor
where do i do that one
Place a respawn module, name it with something starting with respawn_west
Are you starting it as a singleplayer game or as a lan server?
Normal respawn methods only work in multiplayer
Respawn is possible in singleplayer as far as I know, but requires a different method to make it work
hello :3
i'm pretty inexperienced with the Arma 3 editor... >.>
but i remember there being this thing called ALiVE where you could create full scale dynamic persistent war scenario across an entire map with just a few placement agnostic modules :D
the problem is i want my mission to look like this: https://video.fastly.steamstatic.com/store_trailers/257075873/movie480_vp9.webm
and i'm not sure if ALiVE would be good for spawning troops/vehicles exclusively inside the big assault ship, nor if ALiVE would be able to integrate the big assault ship's weapons into the fire support module... 😢
is there any sort of other framework or technique that would be more suited to this? maybe instead of/in addition to ALiVE?
pls ping with any replies :3
I would take a look on the alive discord, folks in there are rlly helpful
i did but have not had any replies 
I did LAN
Does anyone have a link to a good tutorial on how to make a custom faction in editor? Want to put together a mission with a custom faction to 1 make my life easier building everything, and 2 make it so I can then use units/groups from that custom faction in Zeus once I launch the mission since I can’t pull up custom comps in MP. I want to avoid just putting groups on the edge of the map and copy/pasting.
Hey i was just trying to load into a scenario i worked on a few weeks back and i got this ace error
anyone know this one and would know how to fix it?
mods/dlc missing?
Or it could be battleye issues, if it randomly blocked the ace dll
Hey guys, got a pretty urgent dilemna.
I have a training starting in just over an hour and I am now getting this
No issues when local hosting
but when I put in onto our server this is what I get
recompile the mission file
Have tried repacking the PBO already
the other thing you can do is zip the folder instead of pbo send it to the sysadmin and than hope he can ba to do the rest for you
Ok, no worries, ty bro
what is going on
i am on mission editor
and when i try playing scenario it spawns me i nthe ocean
Did you put down a respawn module?
no
Idk if I should post it on here but I’m trying to see if i can add a vehicle spawner like VVS on a workshop map like KP liberation altis and if so, how do I go about doing that
Can someone help me enable revives in my coop server? I have followed every tutorial on it i can find and its not working.
In Attributes, Multiplayer I have revive mode set to "controlled by player attributes"
required trait is set to none
required items set to none
In the the attributes of my combat life saver i have "revive enabled" on and i have that turned on all my other players.
ive been messing with this for the past few days and cant get it to work 😦
hey this is really simple but i cant really figure it out, with 3den enhanced, how do i get a trigger to activate with add action?
or like for example how do i get any variable to equal true with it so that a trigger activates from it
write what situation needs to occur for the trigger to activate, I will try to help
If you set
//init.sqf
HH_trigger_1 = false
//Trigger condition
HH_trigger_1
//In addiction
HH_trigger_1 = true;
publicVariable "HH_trigger"
can anyone assist me with this?
It’s just like addaction on an object, for example in my case, an addaction to search a computer but does not delete or destroy said object. With this, I’m trying to get a trigger to activate in which a task completes, and a new one is made
So searching a computer that will activate a trigger
Thank you so much I’ll try this out
ok, now I understand. 🙂
this helped so much, thanks. what does public variable do? in an mp mission would it only activate the trigger for a single person?
so i’m kinda confused, for example with the “variable sideChat ‘insert text’” in a trigger, does this only show to me if im hosting a server with this mission for my friends? or is it an issue of it showing only for me for dedicated servers
From wiki example.
TAG_MyPublicVariable = 0;
TAG_MyPublicVariable = 1;
publicVariable "TAG_MyPublicVariable"; // other clients will receive the "TAG_MyPublicVariable" variable with a 1 value
TAG_MyPublicVariable = 2; // needs to be broadcast again - synchronisation is not automatic
So if you want it to be active for everyone, then you need to use the publicVariable command after changing it.
It will show where the current trigger is activated.
So you could add server only trigger and use remoteexec
[[blufor, "BLU"], "message"] remoteExec ["sideChat"]; // shows the message to all players
or add check before it if public trigger
if (isServer) then {
[[blufor, "BLU"], "message"] remoteExec ["sideChat"];
};
Many ways.
And if its global it will trigger on every client so
[west, "HQ"] sideChat "Hi there";
Should show it to the client
anyone?
define "cant get it to work", please. How are you testing it?
if you're shooting an AI - i don't think they're supported by the Revive 
is there any way for the ai to be disabled for a certain amount of time then start working as normal after a set time
with a friend in game
when i shoot my friend the revive symbol does not appear.
thank you so much I appreciate it
also i was testing just some basic stuff in single player, so without the extra mp scripting, however i cannot get the ai to go from careless to combat. i synced a "set mode" module to a trigger activation that is synced to ai that is put on combat, but does not actually do anything
and i also cant get the actions to disappear once it is selected
on the trigger do i do removeAction or smth?
is there a script or a modual to makea helicopter take off and land at a set location
im using drogos but it keeps having a fit whenever i try to make it shoot stuff
Having an issue where an assigned task (via a create task module & a simple "condition: this" trigger) is not visible to the player, does not show up in tasks section in map view, but can be completed (and upon completion appears as completed in the tasks section in map view). Any ideas on how to fix this so its visible to players? I'm quite new to mission making with tasks and triggers so my apologies if this is a stupid question
Hi im relative new using the Eden Editor and I would like to know if it is possible to generate vehicles with a specific loadout without the need to spawn them and manually place the items
Hello, im having a problem, i placed a respawn vehicle module with 2 vehicles synced. on respawn it resets the loadout and the skin on the helicopters. what can i do to fix it and make them respawn as i originaly placed them?
something like #arma3_editor message should help with pylon loadout. Can be extended to work with skins as well, i suppose 
Yes
Easiest method is probably to save the desired loadout as a composition (if it works, haven't actually tested this so I'm not entirely certain)
Thx im gonna try it
Hello guys, i have a mission where i placed about 100 "Set Position/Rotation" modules. I want to delete all those modules a few seconds after the mission starts. I tried to simply add them to an array by writing in their init "positionModules pushBack this;" and inintializing the array "positionModules" in the init.sqf. I then wanted to delete all modules by executing "{deleteVehicle _x} forEach positionModules". I quickly realized though that the unit init is executed before the init.sqf so i end up with an empty array at mission start. Is there any way to create a variable before the unit init? Is there any alternative to easely add 100 modules of the same type to an array? If i execute "{deleteVehicle _x} forEach positionModules" do i just delete elements in the array or to i delete the actual objects that are being referenced? If someone could help me with this i would appreaciate it a lot.
Found solution already:
positionModules = entities "ModulePositioning_F";
I have placed things in ihe editor and made some of them "ruined" and such, but when I test the mission, none of that works. what have I done wrong?
What have you done
I have set them to simple object and on some added fire, and on some made them "turn into a turretless wreck".
but it seems like they reset themselfs when testing the mission, so they get full health as is lined up to the groundf instead of through the ground which I made
And how do you turn them Simple Object, how do you hide turret
solved it... 😶 I forgot to disable simulations on the objects
thanks anyway
Does anyone know if there is a way to use dynamic simulation so that it doesn't activate from player flown aircraft? Like put an altitude cap on it?
Is there a mod or setting that turns a vehicle into an unusable or unenterable prop? Or a mod with non destroyed car props?
Im do photo op/Static screens and I want to use modded poses while my guys are sitting in a car but they keep snapping into the car
Just use move widget (1)
What is that?
Got question.
When creating missions/tasks for the Bluefor (players.) I have an intel which is scripted to create a task upon being picked up. Tasks is to eliminate enemies within area and then there is trigger area for redfor if no remaining enemies in area task completed...
NOW = I wish to add timer to this objective. *(10m) If the redfore units are not wiped out within time limit the task fails.
How do I add timer to this?
Ty for help.
Trigger action, before completing the task, check if something else already failed it.
And when you create the task, just spawn a sleep 60*10 and then check if task already completed, if not then fail it.
If you already create the task with your own script, you might aswell add that just as script too
I mean the script is basic trigger with !alive Intelname
if (hasInterface) then {
this addAction [
"Take Documents",
{[_this, "action"] spawn BIS_fnc_initIntelObject;},
[],
10,
true,
true,
"",
"isPlayer _this && {_this distance _target < 2} &&
{(side group _this) in (_target getVariable ['RscAttributeOwners', [west, east, resistance, civilian]])}"
];
};
on intel if curious
The trigger triggers a start task module ?
uhm create task
then I have one synced to it(set task state) with condition/trigger of all redfore in area are dead - Accomplished
I could sync another one to the create task module with set task state (Fail sleep 60*10?)
So... I set up timer in one of the triggers for fail. What script to use? pls help 😭 
[] spawn {
sleep 60*10;
if (("taskName"call BIS_fnc_taskState) != "SUCCEEDED") then {
["taskName", "FAILED"] call BIS_fnc_taskSetState
};
}
You need to know the ID of the task, I don't know how you get that when using modules for tasks.
10 minutes after this script is started, if the task isn't succeeded yet, it will be failed
Then you need some way to stop setting the task to succeeded when all units are dead, don't know how to do that with modules
I see... Hmm. I guess I could create invisible, immortal, unarmed - Redfor as fail safe.
or just manually fail the task upon they pick up the intel & 10 min passes.
Would be cool to streamline it. Gonna give it big brain moment. Ty for help and scripts. 
Could he just remove/disable the trigger, that checks if all units are dead, if the time (10min) is up?
Does it make any difference if the trigger is synchronized to the Task State Module?
Question because I don't know how the Task State Module behaves when you remove/disable a trigger that is synchronized to the module.
Probably.
Don't know
Say i've got a tracking obj. where i need an objective marker to stick to a unit. but i also need it to sit in the last known location of the unit. How can i get it onto the location it was last detected by a player at?
knowsAbout
this only returns how much the player knows? not where the player thinks the enemy is?
targetKnowledge
When placing a camo tent over a artillery and turn off simulation, does it create a invisible box around it? Even though I place the camo net so the pipe of the artillery gun has lots of space to shoot, it still acting like the shell "explodes in a roof".
Want to place camo nets that doesn't collapse after a shot
Try if you create a simple object of it
hmm, thats true! Couldnt find any options for that on those I placed.. will check it out
What the hell, cant find any camo net that has that option =/
Heyo,
Q. - Is there a limit to amount of text/lines (<br/>) in Create Diary Record Module? For some reason it does not show all the info and ? at the end of cut of text..
get what you mean you want my briefing script ?
yuh
sure 1 sec
exec it in the init.sqf like this [] execVM "Scripts\briefing.sqf";
you will notice it looks backwards it must be this way, or i mean it looks upside down
Yo, I'm in VC if anyone wants to give me a hand. Specific issues I need help with are: setting up a terrain bridge as a destroyable mission objective.
lol i dont even know what VC is
Voice Chat
oh lol
Anyways, I'd also like some help setting up an extraction helicopter to land beside the player, but they don't show up until after the player is ready to extract.
you could set up a radio trigger to call the chopper when your ready
Thanks for the idea
My deductive capabilities figured that out...
well you know some people
Fair enough lol
Hey I’m new to this Arma server and don’t know if I’m the right place. Sorry in advance. I am trying to create a simple scenario in editor where a heli picks me up and takes me to a given waypoint on the map. I’m using the load command on the heli and all it does is hover over the load waypoint. No mods on, using default units and heli. For the life of me I cannot get it to land. I’ve had it working a long time ago. It will not work at all now. It’s set to land on a perfectly flat runway, I’ve even added a heli pad. It just hovers. Any idea what’s going on? I am not too good with scripting and was just hoping to have the commands run this but for some reason this is too hard of a task lol.
Do you use Waypoints to order them to do so?
When it comes to making tasks, is it better to use modules or scripting? I've been tinkering with ARMA 3 Editor the last week and have been learning how to script. I'm learning via GROK and other AI for step by step tutorials and checking for errors on my scripts.
Anyways... for you mission makers, what do you prefer, scripts or modules for creating tasks?
I have had a hard time with modules. I was able to create simple move tasks, but my tasks after "search for intel/downed soldier" doesn't activate. I'm doing the two triggers, create tasks, tasks detail.
It just doesn't work. Sorry for rambling. I guess also, where do you guys go for scripts or scripting tutorials? There's some on YouTube. I watch everyday, but find a lot is outdated.
Scripts certainly.
@buoyant bear how about a thank you for me giving to you, it would be nice
i go to Discord for scripting tutorials https://discord.com/channels/105462288051380224/105462984087728128
Stop relying AI to troubleshoot in this context. It makes more trouble
Yeah, I'm learning any way I can. I'm a beginner. Thanks for the help 🙂 👍
did not use it
but ty for time, if you are looking for handouts
Hi anyone with experience building arma 3 sp scenarios/missions
hello small question about Zeus !
past few month i ran 2 Liberation campaign on my server , and on the last one for unknow reason when the Zeus kill someplay it appear in the debriefing.
on the first campaign when a player gamemaster was killing a player in Zeus it didn't show its name in the debrief
if someone know the reason for that i
Like that question #arma3_editor message
Oh you want to add special behavior? Sure just a couple lines of scripts.
Oh you use modules to do your tasks, uh. That might be complicated, lots of trickery in several different places to get around the limitations of modules and triggers.
Make sure to link the module to the trigger, not the trigger to the module
Use a transport unload way point and attach it to the invisible helipad
But make sure its only on the pilots/vehicle and not on everybody
hi can someone help me set up a scenario? ill be willign to pay
Thank you Jaybee. I don’t know why but everywhere I’ve looked never mentioned this option. The transport unload command and invisible heli pad finally forced the heli to land. It wouldn’t, however, take back off until after you properly link the “transport unload” to the “get in” command of your unit, and by properly, I mean placing the heli (an empty one) then linking the “get in” command to the empty heli, then filling the heli with pilots and crew, then moving the heli to starting point. Now, the heli lands where I want it, picks me and my crew up, and finally takes off. God Bless you sir.
And then just set a move waypoint for the helicopter to some trigger that deletes the chopper and the crew
Another note, disable the movement of the ai and the engine of the Heli, and then have a trigger around it that activates when your whole group is inside which enables the movement and the engine again
Does that make sense?
Yeah that makes sense.
One final note, if your heli is too far away, it messes something up with the “get in” link between your unit and the heli. I had my heli set a good distance away so I wouldn’t hear it for a bit until it came close, and each time it landed and my crew and I got in, it wouldn’t take off. It would only trigger the chopper to take back off if the chopper was a certain distance away (not too far away). I had to use move way points on the heli before using the “transport unload” command to get it to work with the distance I wanted. So I’m guessing the “load” command just does not work like it used too? All the YouTube vids I’ve watched of this use it but it has not worked for me once. Only years ago, but not anymore.
Hey, there is a question about three part buildings ,like big red tv tower
How i can spawn it as one object ? I need it to animation record
Turn off dynamic simulation
potentially dumb question, I made a custom comp saved in zues and not eden, is there any way I can export it to eden so I can publish it for others?
https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases
Phases are listed here with the only phase working for multiplayer being the Scenario, and the Intro and End scenes only working in singleplayer. Has anyone tested what happens when that's used in multiplayer?
Okay, so I should think more like this.
behaviors = scripts
mission building = modules
Rather, you should think of your preference
Script and module are semantically same, just interface or not is the point
yes, it just isn't loaded/played
Is there a way to make helicopters land faster and more efficient? They are always landing away from my LZ Task Markers, even if there is plenty of space.
they try to aim for helipads if there are any, there is an invisible helipad you can use
Okay, thank you. That seems to work much better.
Was wondering if anyone could help me with this: I can't select roles for any mission I play, whether edited by myself or one of the base game levels. It boots me right into the mission with no option to choose a role. Really messes with a level I've been making recently as it just boots me into the respawn screen for some reason.
check the server log file, it probably says missing mods
For enemy Ai patrolling, what works best? Using a script or waypoints? Or... is there a better way, like a mod or something?
I want my enemy Ai to patrolling more like actual real patrols, not like little ants following each other.
ive got a lot of this going on
any suggested solutions?
currently reinstalling the game
Thats the client log file.
I said server.
And I don't want a screenshot of a irrelevant section of the log file, I want the whole file.
Well I assumed you were playing the multiplayer mission (Singleplayer missions have no roles) on a server?
Are you not?
Probably just need more details about your situation.
How new are you to mission making?
Guys
I need help with ai pilots
I wanna use one like multiplayer afk pilots so that they stay in position when I release controls
But I can't do it
Can y'all help?
yes, you can disable their "MOVE" AI (iirc), so that when a player leaves and AI takes over the pilot won't take any decision
From attributes?
it would involve a bit of scripting, that's it 🙂
is said unit able to respawn, get out/in the vehicle, etc?
w00t, noice! GG
My mistake, I'm not sure which one would even be the server file. It's a multiplayer mission, yes. I've been making missions for a while but I've mostly done for it myself using what I can find on Internet guides, I'm not an expert by any means
Hey! Nvm, I fixed it somehow
Reinstalled, verified integrity of game files, dropped a couple mods out of curiosity
Not sure what did it but it's working now
Sorry about that! Thanks for your help!
Is it possible to create a trigger that can only be activated while a specific vehicle is present?
i basically want my players to drive to a certain spot and only be able to activate the trigger with a hold action while the vehicle is in the trigger area.
Yes, it's possible.
alrighty, next question: how?
- Name your vehicle, for example,
myVeh. - Add this to hold action completion code:
_target setVariable ["activateTrigger", true, 2];
- Set up your trigger:
- Change activation to "None".
- Make it server only.
- Change condition to
(myVeh inArea thisTrigger) and { myVeh getVariable ["activateTrigger", false] }
Does anyone know why my game freezes when importing the tank, follownig this video https://www.youtube.com/watch?v=vgymTnhZqWs&t=487s
This is the first part of a tutorial series I plan to make importing a tank into arma (or APC or whatever). This is very quick and basic, I dont really explain too much in this video. The goal with this was to show you how to get your tank model ingame very quickly.
It's hard to make tutorials when I have a 3 year old hanging around my nech all...
Ask in #arma3_model
Heyo, pretty new to making missions, is there an easier way of creating a "seize area" task (not a sector control game mode) that fails for one side but succeeds for another?
The way I'm currently doing it is creating a task for blufor, and an identical task for opfor to seize the area, and then having 2 triggers, one seized by blufor, and one by opfor, and linking them to succeed/fail their respective tasks.
For instance:
Blufor has task "Seize Pyrgos"
Opfor has task "Seize Pyrgos"
There is a trigger in pyrgos with "Seized by BLUFOR" as it's condition, when triggered, it sets Opfor's task to failed, and blufors task to succeeded
There is another trigger in pyrgos with "Seized by OPFOR" as it's condition, when triggered, it sets Opfor's task to succeeded, and blufors task to failed.
If there is a way to condense this into one trigger and one task, that would be awesome. one trigger and two tasks is fine too.
Two triggers and two tasks is a bit annoying though
Well... I would say that Sectors (from the Sector Control game mode) are pretty good to achieve what you want!
Sectors do have an "expression" (that's the name if I remember correctly) field where you can add a piece of code that will be executed when the side changes ownership!
There you can make the tasks succeed and fail (accordingly) and if you want you can "deactivate" the sector so it won't be able to change ownership again! (This is kind of good for "progressive" defense missions)!
To set the state of the tasks you can use
BIS_fnc_taskSetState
and to "deactivate" the sector, you can disable its simulation with the following code in the "expression" field!
(_this select 0) enableSimulationGlobal false;
To be honest I do not know if you need the global command but I use the global one just to be sure!
Hey boys, is there any better way how to make black screen from the start mission, then putting titleCut ["", "BLACK FADED", 999]; into *init.sqf *?
Most of time pc wont load the same way, and I can see scene (for a second or more) before tittlecut will get triggered. I want slow, cinematic fade in with camera rolling on the scene.. that would be realy great 🙂 Thank you guys
I have modified the sectors game mode to be an AAS, one sector at time, do you want that?
hi i havea mod vehicle where i have issue where i cant fit last soldier into the last remaining seat, it somehwo doesnt get inside, how to circumvent this easily?
I believe that you can use BIS_fnc_fadeEffect (https://community.bistudio.com/wiki/BIS_fnc_fadeEffect) in initPlayerLocal.sqf!
I would like to take a look at that if that's ok with you mate!
do u have any tips for really good ai mod combos, vcom, ace3, sog, lambs, which ones to go for?
I use mostly LAMBS since they are pretty much the least performance-heavy (at least that's how I perceive it) and do a really good job. Vcom is really nice but it is way too "heavy" for the missions that I tend to make/play. For smaller missions it may be pretty good. DCO suit is really nice... Especially for smaller missions although this is performance heavy too, but it has some amazing features and tend to give AI the most realistic behavior!
So, I would recommend LAMBS.
Now about ACE3... I use it 98% of the time. Depending on the mission and the players that I play with, I sometimes get rid of the medical system completely. I try to keep it on though. I get rid of the medica system mostly in SP missions or I want to simplify things out. Like when I play some Combat Patrol games with friends!
SOG... Oh that's another story... It is AMAZING... I do not like Vietnam-era themes so I do not play SOG but... These people there... Have done magic with it! I can not recommend it enough!!!
Nice, does ACE or lambs have leapfrogging?
or vcom?
ACE3 is not an AI mod... So... No...
I am pretty sure LAMBS does not have!
I do not remember about Vcom to be honest but I think it does not!
Hmm thank you for helping out!
Won't help, firstly, its executed probably same as titleCut, so it will wait for loading to be complete, and second, this won't let me fade into black in 0, even if I set that to 0. This problem needs different solution, If I can't "preload" titleCut somehow, than I need to use "night time" as cover from the start. Thanks for help anyway 😉
0 cutText ["","BLACK IN",10e30];
sleep 5; //decent amount of wait time
0 cutText ["","BLACK IN",5];```
Wow, what does "10e30" means ? I see, there is also "showInMap" parameter, that could be it too.
ok. There is just problem with initializing this command, which is happening in init.sqf after mission loads, so there still can be 1-2 second of full picture until command will execute. I will try 👌
Hello guys,
I have a quick question about 3DEN enhanced :
- the default values for the different skills (aiming, commanding, courage ...) are all 50%,
- say that in my config.cfg the default values are "0.8 skill 0.7 in precision",
- I spawn units in the editor leaving their skills at defaults,
Does that mean that I have "0.4 skill and 0.35 precision" ?
Having an issue where task modules are just flat out not working. Can't even get a Create Task to assign a task with a condition: "this" trigger. Only mods used are: 3den enhanced, baby faces by hautautuja, and cba_a3. Using SOG cdlc & all dlc
How do I make the User Texture object not be so transparent with my custom image on it?
VanIlla User Texture always does it
Hey,
default values are not applied and have no influence.
If you wanna find out how different skill settings influence each other, use https://community.bistudio.com/wiki/skillFinal
i made a localhost mission and theres two teams
if i join a team everyone take the same role i take (im the host)
why?
and how can i solve it
@viral light you are always the server in a hosted mission, if you are hosting the mission that is
you cant change that
if you have 2 teams then anyone can join any team
in the lobby you must make sure what team you want to join, as in bluefor or opfor, then you must click in that slot
maybe people cant see where the other team is after you join a team, or they dont know how to find the other team
@viral light im not really sure what you are asking but i gave it my best guess
@viral light they may think its a coop mission, and they may not know its a pvp mission
text them in the lobby and tell them to take the other team
@viral light you may need to have a Description.ext if you dont have it already, in the Description.ext you can set info on what the mission is about like coop or PVP
Is there a way to make it not be that way?
Using that I found that 50% in eden enhanced = ~100% of cfg settings
Yes, as I said, 50% is ignored and does nothing as it's the default value.
want to have the function that tanks respawn after a certain time (10 min) AFTER they get destroyed.
will this do the trick? or will this respawn them every 10 minutes even tho its untouched and working?
Just Test it.
i have to send a clip
you will not know what i mean\
I'm creating a multi-player sandbox 1 - 16 players, 2 squads of 8 players each with AI optional.
For some reason, the AI teammates are very slow, only walking. I don't know what is causing this.
Their awareness is set to Safe, and they're movement is set to Normal.
I don't understand what's causing them to only walk.
The only mods I have activated are Ace, CB, and 3Den.
Any ideas what could be causing this?
Hey guys
Wanting to see about adjusting one of my scenarios, in order to make it a more hardcore mode.
Essentially looking to increase the respawn time when players die, without affecting the initial spawning in time. This way it punishes players for dying and forces the gameplay to slow down
Does anyone have any ideas How i could go about implementing it? Maybe even re-spawning them back in, in waves….
Is there a way to make editable the entities I create using the debug console?
The above creates the entities in the positions and rotations I want but they don't show up in the entities list on the left and they don't save when I save the mission.
create3DENEntity [Object,
What is Object?
The command expects that you pass the mode, as a string
I think this is progress? lol
This is just a one-off thing but I'm trying to learn from it
Saving and reloading results in the objects taking the place indicated by their icons in the image
Are you saying there is still a problem? That image looks correct
I'm saying there is indeed still a problem
And what is the problem?
This is how it looks after saving and reloading the mission.
huh, as if the objects are spawned twice.
You only posted part of your script, I assume the problem is in the rest that you didn't post
That's the whole script actually.
oh discord didn't show it
createVehicle is wrong
create3DENEntity already creates the vehicle
Oh shit I just noticed that oop
I've been pulling my hair out for a couple hours now
You might need to set rotation with attributes, but thats annoying because attributes use rotations in a different format
Maybe if I screech into the void the problem will solve itself
I've been trying that with my problem for the lasts couple hours, and it didn't work
Damn ok thanks for the heads up
I'm just gonna make ChatGPT deal with my problem
Nevermind Notepad++ was sufficient in converting each direction value to rotation arrays.
[[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,314.469],[0,0,224.2],[0,0,44.2]]
those are not rotations 
Or does eden really use degrees? I wouldn't think so. Rotation vectors are -1 to 1
I have no idea as documentation is unclear, but you may be correct.
Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
Mh seems to be right 🤔
I read that but was unclear on what type of value it wanted
Can I get the East wind missions in the Eden editor?
With alot of trouble yes, but if they'd work is another thing
Personally I’m just interested in the sort of inbetween mission portions where you’re chilling at a FOB or base
I want to see which animations are used for the NPCs
Find the pbo they are in (some missions_f one), unpack, find the mission.sqm, manually create a mission folder, put the mission.sqm inside, then you can probably open it.
But it might be a pre-eden mission from the old 2D editor, upgrading it to eden might fail.
And the animations might not be in the mission itself, it might be in some campaign script which might be somewhere else.
And you might not be able to run the mission when they are outside their campaign structure
Good chance they’re pre-Eden
Quick question cuz I have a small brain what is the shortcut in ZEUS to simulate objects/ai?
I don't think there is one
\
heres the full problem @slow jewel
So your using custom kits and they are not respawning with the custom kit. Thats the problem?
@viral light yeah everything looks ok i dont see ant thing thats wrong
They are not the same kit he shows before launch.
he must tell us more of what he needs
he says that every one joins the same team i think
and i see 2 teams
oh or he says every one has the same kit i guess
im not sure what he wants
In that vid you see a buddy pick the other team so its not that. He shows that his buddy, who picked Blufor, is wearing the same kit as him instead of the Marine kit he shows at the beginning of the vid.
ahhh ok so he needs to set up his team loadouts
he must show how and where he is exec-ing the team loadouts
i guess its from the cfgRespawnInventory but i would need to see that
to help him
it looks like maybe hes not defining both teams in the cfgRespawnInventory
for me i most times use unarmed Soldier and have team loadouts in the Ammo boxs
for pvp missions
I use 3den Enhanced for my ops so there is a checkbox to keep initial loadouts on respawn
I dont think he is using that. I was just trying to helping clarify what his problem was because it looks like he is using vanilla
thats what i use is vanilla
i would need to see his scripting to help him im not sure where hes exec-ing all this stuff
i dont even like that menuInventory stuff i never use that
i script mostly every thing myself
you know its funny also is i never use them respawn moduals eather
i dont like clecking a butten to do something and not know whats going on behind the game
thats why i script mostly every thing myself
i wish i could help him
theres so many ways to do stuff in this game, witch is Awsome but i would need to see how hes doing things
ok back to the scripting channel woohoo
How do I prevent my mission from creating a dependency on JSRS? Do I just make the mission without the mod loaded, and load the mod when I'd like play it?
That is how our group solved it
I have AI sitting on a vehicle like this, issue is he is a bit tilted forward so the animation looks better and also when I start the mission he slowly sinks into the vehicle till he hits the ground, is there any script to force him to stay exactly the way he is in editor without disabling simulation so he is not just sitting there lifelessly?
attachTo it is
omg right, I did not think o it
I'm trying to make a simple sandbox, but my AI players are only walking. I have speed set to normal, I have Behavior set at safe. The AI refuses to run or have any actual pace other than walking slowly. They won't even get into formation. What am I doing wrong?
Thank you we must say
@neat iris yes disable the Mod then build the mission
there is another way to do it but its harder
@empty crown in the Attributes of your Group you will see 3 SpeedMode settings, walking running, and sprinting, (set this to running ) plus you need your Group set to AWARE
@neat iris most times i dont like messing with the sqm file cuz if you make 1 misstake the sqm becomes unuseable
unless its just a simple edit : you really must be careful when messing with the sqm file
yes this is the problem
should i try this mod ?
where can i find the checkbox
do you mean whatever the player has weapons when he dies he will respawn with them no matter the role he is using
@viral light where are you defining the players loadouts
@viral light you can get lots of help in the https://discord.com/channels/105462288051380224/105462984087728128 channel
@viral light you must explane what you want to happen, and what is happening, for us to help you better
When using 3den Enhanced, you will find the checkbox under Attributes/Multiplayer/Respawn Section labeled "Save Loadout"
Hello everyone , am trying to set waves of enemy IA , i tried some scipts made by Grok2 and Chatgpt , the thing is i never touched the editor an scripts , i tried to follow the steps but the waves never appear , also the sfq is missing an i got it inside the mission folder, there is another way to places some ia waves by triggers without scripts or maybe by mod ? thanks
- not sure if youre dyslexic but good job in getting your question accros we love you
- Are you trying to simulate the wave coming from a distance or spawning in because you can do both through the vanilla settings without really using a single line of sqf
- Using any LLM to make sqf code is kinda dum dum but most cases it gets the work done not sure if that happened here tho
English is not my main lenguaje , then am trying to defend de PORTO map with blufor , opfor should attack from the villages on the shoreline , i put 2 spawns , i marker for waypoint and the trigger
then i asked to chatgpt for the script
i tried to spawn them , not hide them and then appear by trigger
how is the vanilla way?
@modern pike do you have any mods installed?
if you have ace and cba_a3 thats all that youll need just make sure you have those since youre doing this
also get 3den enhanced
let me check cause is a modpack from a server
i got both
and zeus enhanced
i just downloa the 3den
if you are not bussy i can talk on channel if want
sureio
ill do a quick run down you can note down what im doing and maybe you learn something out of it
Thank you. Will this make them run all the time or only when necessary?
I'm not sure what the issue was, I delete the squads and made nee ones, not the problem isn't there 🤷.
Is there a website, forum, or anywhere that has already made scripts/commands?
Forgive me if this has been asked before. I'm lazy and dumb.
Hello, I am having difficulties with the animations using 3den Enhanced. When I select which animation I want the AI to perform, and with the "can exit" option unchecked, so that the AI doesn't react to anything, it gets up and continues executing the animation after it dies. From the Zeus menu, the AI appears in purple even though it is OPFOR. Maybe it's a silly thing, but I can't figure out how to make it so that when it takes damage, it simply dies
hey does anybody know exactly how to ungroup AI units in the editor? Or how to make it so the AI doesn't wait for their entire group to join them before completing a waypoint and engaging in the next?
Ctrl+Drag and drop nowhere
sick, thanks
Hey does anyone know how to create a pause in a trigger activation?
Do you mean spawn?
No, I want to set a playback going and then a second one but 10 seconds later
What is a playback?
Then what you need is spawn
Where you do?
spawn {
// execute first function
sleep 10;
// execute second function
};```
Thank you
How have I done this wrong?
How do I know without your error?
spawn requires arguments.
The IA will just walk if the behaviour is set to safe, if you want them to run, set it to aware (default).
whats up guys
does any of you know how to spawn the hidden buildings, like kavala hospital or construction sites in the editor?
there was a forum page for that but forum is down for maintance
Fetch className:
typeOf cursorTarget
And you can createVehicle later
@empty crown this will only make them run when necessary
@empty crown i was thinking you would try it and see what happends
Is there a way to generate bomb/artillery/mortar strikes on specific points using triggers and modules but no pc/npc involvement (ie not with support modules or physically present units)?
you mean like a IDE ?
Like I basically want a trigger to cause an explosion in a specific spot upon activation
Sweet thanks
@pulsar temple you can select the building you want right from the editer, and what do you mean hidden buildings ?
@slate matrix
You actually cannot, some buildings are protected and don't appear in Eden editor, you can spawn them using logic but I've a better solution which is using a mod called arma 3 editor goodies @slow jewel
create3DENEntity is always a way you can use
i found every building i saw on a map, i was able to put anywhere i want in the editer, in default game ofcorse
as a matter of fact anything i saw on the map i was able to do the same
as a matter of fact i never saw any hidden buildings lol joke lol😄
what is kavala ?
@slow jewel main city of altis
ahhh ok
^
@small patrol the problem using this is that you cannot see the building while in editor, only when you play
So if you want to build a parking lot in front of it it's way harder
Preview, use the command, keep the className into somewhere like notepad or simply clipboard and use in Eden
Well I don't know how to do it, but I'll try, the hospital for example it's like 3 separate parts
And believe me, there wasnt any single tutorial on internet for that
that chopper pad is awsome
There would be no very specific tutorial for very specifif topic. But create3DENEntity is always a way you can take
i never saw that building before and iv been playing Arma 3 for ever lol wow
still trying to find it in the editer
i see what you mean by hidden buildings now
holy hell theres like 18 diff hospitols
Yeah, they're not "hidden" in the game
You just can't find them in the editor to use in your scenarios
https://steamcommunity.com/workshop/filedetails/?id=1303733487 this mod worked pretty fine for me, it even has roads to build
i woounder witch one the that hospitol you want
yeah it dont say the name it just says create3DENEntity ["Object", "Land_Hospital_side18_F" , [0,0,0], [], true, true];
so i need to try them all to see witch one is the one you want
You need the main part
the top one
ahh nice
You also need to link those 3 parts
nice
Using the mod was easy
i dont use mods
its easy with out mods also
just because of all the things the guys in here teached me he he
dont have to spawn them
just create them
And how can I create it
I really don't know how to use what he sent in the chat
Create3DENEntitity
well i didnt do it yet but im thinking i just get any house and change it to the hospitol in the init of the house
then move it around to where you want
and that Create3DENEntitity stuff goes in the init of the house im guessing
Ill try it later
copy that
Okay, I see. Thank you
I'm using Drongos Map Population mod.
I have, in the editor, placed enemy ai in houses and such. But when I'm using the cache module from DPM ( to increaseFPS and cache enemy units), it somehow moves the units I placed and ruin all placed enemy AIs
Is there another option for caching? When there are enemy units on map?
iirc there's an issue if you don't cache leaders and let it do dynamic simulation on its own. I'd enable leader caching and disable its simulation management
Hello guys , where can i find the map builder for download?
Arma 3 Tools on Steam
