#arma3_editor

1 messages · Page 19 of 1

odd heron
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how do I get the variable name of an object to store in a script variable?

fossil urchin
odd heron
spark birch
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Yep cant be changed

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i got it working but the big size means that there is some places where the trech is floting

floral dragon
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If 12 metres is smallest chunk of terrain you can edit, then there is probably nothing you can do, unless you have large trenches 😀

craggy hill
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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?

upbeat copper
sharp lily
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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! ❤️

turbid olive
sharp lily
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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.

prisma oyster
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HandleDamage is the thing. just don't setDamage in there

sharp lily
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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.

prisma oyster
small patrol
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...Why you need to open an EBO to apply a Event Handler via a script

sharp lily
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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.

sinful zenith
sharp lily
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Totally out of my skill range sadly.

granite hound
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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

lyric rose
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when you make a tunnel system you teleport everyone to that particular cords

lyric rose
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the particular map sustem youre talking about I dont think its widely used

grave geode
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is it possible to start a scenario, but still be in the editor?

granite hound
grave geode
lyric rose
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You have to update the mission file after every change in the editor

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Thats why you really cant have the mission running while the Editor is also running @grave geode

granite hound
lyric rose
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You can however update functions and code and check if they running from the in-game dev console @grave geode

lyric rose
granite hound
grave geode
lyric rose
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@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

grave geode
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alr tysm 🙏

teal finch
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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

plain gale
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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.

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The latter can be fixed with a scripting command or 3den Enhanced.

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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.

teal finch
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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?

plain gale
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Idk how lambs work but I doubt that it will influence the entire group. Only one way to find out though.

steel merlin
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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

turbid olive
teal finch
turbid olive
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when I want to do something like this, I generally use commands to spawn units

teal finch
light briar
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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.

grave geode
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is it possible, as a zeus, to have NPCs load into a helicopter, then dismount somewhere else?

turbid olive
harsh rune
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anyone know how to fix this

pseudo wyvern
harsh rune
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ok

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do i just uninstall or repair it? @pseudo wyvern

pseudo wyvern
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repair should work

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and make sure steam is not in offline mode

harsh rune
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didnt work @pseudo wyvern

pseudo wyvern
light briar
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No ones knows how to put a helmet or whatever into a backpack that is not available by default?

small patrol
light briar
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This is scripting, I don't want this but ready-to-use inventory into the SQM.

small patrol
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Then edit the SQM directly

light briar
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This is how I did for the screenshot above, here I am looking for a solution from the editor.

small patrol
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Then no. Unless there is a very specific Mod to do that

light briar
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(in my use case, I generate a SQM into the editor to generate external config files)

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Yeah, this is my question, is there any editor mod to do that.

small patrol
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...?

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Why you need to "generate" and SQM to generate a config?

light briar
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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.

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For people not comfortable with YAML writting, I added a generator that start from SQM files to define classes and loadouts

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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.

small patrol
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I am having a very hard time to understand why editing the whatever file you have using a text editor is not an option

light briar
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So, here is a loadouts-spec mission:

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In one command I generate this reusable conf:

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(same for VHL cargos)

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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)

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For each faction I specify a loadouts spec.

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then...

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Right clic on the SQM file...

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And all my units are stuffed according to the YAML loadouts file.

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Then I reopen the SQM in the editor, magic happened.

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This way I create missions with the loadouts I want in a few seconds, with missions containing 100+ units.

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a video will come presenting the tool soon.

small patrol
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So, I don't even know what is YAML, but what stops you to edit the file directly?

light briar
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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.

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YAML is like JSON if you know JSON format...but lighter.

small patrol
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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?

light briar
# light briar

So, to design missions, I write this file... and get after a few clicks this mission with almost no effort:

small patrol
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What???

quiet plume
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sounds like... 80% similar to _unit setUnitLoadout (missionConfigFile >> "whateverCustomClass"); blobdoggoshruggoogly

light briar
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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)
small patrol
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I, just, seriously failed to understand the concept like at all

light briar
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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.

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Same for VHL cargos.

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As a mission-maker, I don't want to waste my life in Eden.

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So I automate the loadouts: external config files (classes of units + vehicles, then as many loadouts spec for these)

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Currently I have these, I am creating the ones that wll be released with the tool

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Then, when you want to create a TvT mission, let's say 50v50

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I just go with my small file aside the SQM

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and a few click later, I have the groups generated as composition that I can place wherever I want on the map

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(these units will be vanilla classes)

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lokk at the units classes definition file:

small patrol
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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

quiet plume
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@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" blobdoggoshruggoogly

light briar
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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.

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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.

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Then my tool parses this specific mission to generate the YAML spec of the louadouts.

small patrol
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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

light briar
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I know

small patrol
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What

light briar
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But I don't know any mod that let me push a helmet into a backpack.

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do you?

light briar
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trying it

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Perfect!

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Thanks mate 👊

light briar
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This will be executed at mission startup right?

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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.

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so I can't. I explained that loading by script loadouts for 100+ units at mission start = huge lag

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  • bugs, sometimes people naked and so on
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This is why I write directly all the inventories directly into the SQM.

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Don't deal with bugs.

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The thing also is that I have "no surprises"

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some units were in underwear after the script execution, radomly.

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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

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So there are many reasons why it is safier to write inventories directly.

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The only argument not to do it is...... because you don't know how to do it. But I know and my tool does.

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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.

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I continue the editing.... 2 hours later I decide to stuff them as USMC_marpat_wd

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I just change the name of the loadouts file, one right-click, everything has been changed into the SQM.

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I just wanted to put a helmet into a backpack in the editor Arsenal.

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Question was simple ^^

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Because you need a mod to do it, neither ACE arsenal nor BI one can by default.

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So I was looking for the right Eden mod....

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in a Backpack, no.

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It was confirmed by POLPOX too, yes.

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This is why he created a small mod, to bring this feature.

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(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.

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We do, usually we attach it on top, there are also specific straps for that purpose on some tactical backpacks.

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I cannot do "attach it on top" in Arma 🤷‍♂️

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But I need it before going to gunfight, so I put it inside.

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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.

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Team v Team

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So yeah, a sub-category

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TvT missions are very specific. No need to script a lot, no AI to manage, no mission execution to plan

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Just put the playable units + VHL with the right loadouts

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Then write in a PDF or whatever the mission objectives

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then humans do mission-planning + briefing + execution

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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...

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DED?

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ah yes.

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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

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I am back after a 7y break, and complete the required tooling to manage such events with needs I spotted at that time.

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Okay.

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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!

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Also, the evening format can be 3x 30 min missions, with 10 min. briefing on simple tasks like capture a small village.

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indeed

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putting your leader missionplan in crumbles....

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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.

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Or people would never join again.

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not native speaker sry

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Yah, depends on the mission, Vietnam era vs modern FR SOF or whatever else..... I love diversity and it may vary a lot.

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same here, thank you bro

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c u

mortal oak
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Does anybody here have a clue how to add another variable I need 2 diffrent tanks blown up

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But I have no idea what goes inbetween the 2 variables

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!alive tank1 & tank2

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dont work

light briar
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indeed

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alive takes one parameter, an object

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and returns a boolean

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so you would probably want something like

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!alive tank1 && !alive tank2

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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.

mortal oak
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it works ty

light briar
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good.

mortal oak
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One more question how do I make it so a task ends when a player gets into a veichile and another one begins?

ashen marsh
grave geode
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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.

ashen marsh
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Make other units playable.

grave geode
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damn.

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im a dumbass 🙏

teal finch
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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

static matrix
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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?

lavish crown
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how come i cant see any props to make abses in eden editor? I only see men and vehicles.

lethal pulsar
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They are there,
Yellow prop tab of the placeable items, the stuff is nested a couple of categories deep sometimes

foggy gull
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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

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Both have 3den enhanced, there is a playable unit

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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?

small patrol
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What problem

foggy gull
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"Error when loading the scenario"

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That's it

small patrol
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Is that the entire error message?

foggy gull
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Yep

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I've tried stripping down the server files so it's just the mission sqm, still same problem

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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

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Really only about a day lost, but still kind of annoying

small patrol
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  • How do you "boot" on the other PC?
  • Does your other PC's Arma 3 have the same Mods, not more or less?
foggy gull
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It was created with only 3den enhanced installed, and the 2nd pc had it loaded

As for boot, what do you mean?

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Both running windows11 on 2h32

small patrol
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when booting it on the other computer it throws a problem loading scenario

foggy gull
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Place pbo in to mpmissions, unpack it to a folder, load arma with 3den enhanced

small patrol
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And what about other Mods other than 3den Enhanced

foggy gull
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None

small patrol
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So vanilla + 3den Enhanced

foggy gull
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Yes

small patrol
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How do you unpack

foggy gull
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Pbo manager

small patrol
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Which pboManager you install

foggy gull
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It works fine hosted on the server too, it just won't load into the editor

small patrol
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Or, version

foggy gull
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Hmm I'll have to check when I get home, I believe they're both the same

small patrol
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pboManager is, or was, a notorious tool to do anything with PBO

foggy gull
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If they don't match, I'll send one to the other pc and try unpacking with that

small patrol
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Also, is there any reason why you need to unpack it, instead of copy paste the source folder?

foggy gull
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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

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I'll check the pbo manager versions, and also send the source folder over and try again

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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

dense swallow
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I want to write something else instead of Alpha 1.2 in multiplayer role selection, how can I do it?

wind raptor
mortal oak
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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.

final hill
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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);
teal finch
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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

viscid olive
remote scarab
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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.

viscid olive
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This was probobly 3 or 4 years ago, but we needed a compat to make them work well against each other

remote scarab
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Regular CUP/RHS weapons. No special armor piercing ammo. M855 for the 5.56.

quiet plume
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i somehow remember RHS only being compatible with itself by default. And only mostly tanking

viscid olive
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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.

woven hinge
viscid olive
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For an extra 13 GB in your modpack lol

peak pebble
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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

harsh rune
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how do i fix this

prisma oyster
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don't use outdated mods would be I believe the answer

surreal belfry
# teal finch I have now placed units in Eden editor and using show/hide module with a trigger...

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.

harsh rune
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i cant tell which ones are outdated

ebon nexus
# harsh rune 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

clear ridge
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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?

scarlet crystal
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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.

wind raptor
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@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.

clear ridge
clear ridge
wind raptor
harsh rune
teal finch
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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

harsh rune
lethal pulsar
lethal pulsar
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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

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You could probably get the same effect by just using the optional ace packages (workshop pages are in the description for ace)

harsh rune
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How do i fix this???

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@lethal pulsar

lethal pulsar
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Worst case, it's a change in ACE and ACEAX needs to be updated

harsh rune
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AceAX?

sand igloo
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if i was looking to hire someone to help me add mods and missions to my wasteland server which channel would be best?

stark tinsel
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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?

teal finch
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Do I have to do anything more to get the flag showing?

plain gale
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Have you tried without quotes?

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Keep in mind that not all objects support that feature.

fossil urchin
# plain gale Have you tried without quotes?

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.

teal finch
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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?

plain gale
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Doable but I don't think there is a function or module in the base game for it.

dim kindle
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anyone know a lot about arma commander?

stray raptor
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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?

stray raptor
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Having looked into it inside the mod, its actually 3 items placed together

mortal oak
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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

stray raptor
#

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

surreal belfry
surreal belfry
surreal belfry
clear ridge
#

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

small patrol
#

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

surreal belfry
# clear ridge i can’t tell if this is for specially for the scenarios channel or this one, b...

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.

teal finch
wraith spear
#

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

clear ridge
wraith spear
tropic portal
#

How can I join a multiplayer server in editor

quiet plume
#

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 blobdoggoshruggoogly

quiet plume
#

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) blobdoggoshruggoogly

final hill
#

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

primal gazelle
#

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 ?

surreal belfry
final hill
#

No I'll try that, but I was under the impression NOT PRESENT means that side is dead or not in the trigger area

surreal belfry
#

There should also be an option to end the scenario right from the type selector in the trigger module.

final hill
civic frigate
#

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 kekw

civic frigate
#

If arma 4 releases and the only feature is just semi-competent AI then it will legitimately be a million times better.

final hill
#

lots of trial and error with AI, there are mods/scripts that help with that

coral grove
#

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?

surreal belfry
civic frigate
#

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

surreal belfry
# civic frigate All I need them to do is actually move and fire into a city from about ~600m awa...

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.

rain token
#

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.

small patrol
#

3den Enhanced feature. You can disable it somewhere

plain gale
rain token
pearl osprey
#

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?

teal finch
#

Ok this is weird to dig up this old question 😀 but did you get any solution for this?

gaunt wigeon
#

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?

olive plume
#

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.

prisma oyster
olive plume
#

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%

glad quail
#

Does anyone know an easy way to make these loudspeakers emit a sound? (Like a radio broadcast or a warning of some kind)

olive plume
#

Lowering its health worked. Bullets and grenades won't kill it, but a c4 charge does now! Thanks for the info.

lethal pulsar
olive plume
#

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?

lethal pulsar
#

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

glad quail
olive plume
#

All right I'll dig around. The script I just tried didn't work.

glad quail
#

how come there isn't an editor module in the System section that would let you play a certain sound in a location

lethal pulsar
lethal pulsar
olive plume
#

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

lethal pulsar
olive plume
#

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

lethal pulsar
#

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

olive plume
#

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 😄

civic frigate
#

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

proven grove
#

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?

olive plume
#

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.

prisma oyster
sharp lily
#

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" ?

olive plume
prisma oyster
#

I have no clue how that system works - see their readme/doc for reference

sharp lily
# prisma oyster 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 ? 🙂

plain gale
#

That's in engine.

#

And it's not temperature but only a value between 0 and 1

sharp lily
plain gale
#

As I said. It's locked away in the engine.

#

You know what. I might have not been up-to-date

sharp lily
#

Oh.. it's forced like that. Ok guys, thankou you very mych, I appreciate it.

sharp lily
#

But no, didn't help. this setVehicleTIPars [0, 0, 0]; , vehicle okop1 setVehicleTIPars [0, 0, 0]; no avail.

small patrol
#

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

sinful zenith
sharp lily
sinful zenith
#

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

sharp lily
sinful zenith
sinful zenith
#

You cannot set the blur or filmgrain strength, its just on/off toggle..

sharp lily
#

I would love to use same mechanism, as tanks are with engines on\off. But it seems, no luck still.

sinful zenith
#

I think you have no control over resolution, unless you modify the config of the vehicle that offers you the thermal camera.

sharp lily
#

I need same config for treneches as .. for example. CUP Land_r_rock_general1.

sinful zenith
#

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

sharp lily
#

Damn... but that would greatly improve usage of those trenches, I will try to contact moder.

#

Can I edit that ? :DD

sinful zenith
#

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

sharp lily
#

"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 ❤️ 🙏

sinful zenith
#

You could also put more bushes and trees over top of it 😄

sharp lily
#

We tried, results vere probably even worse notlikemeowcry 🙂

sinful zenith
sharp lily
#

Well it DOES something, in combination with other "not perfect" solutions it can do a lot, thats great ! I Love it

sinful zenith
#

The second one you can use right now in game, the resolution one only next update

sharp lily
sinful zenith
#

It worsens the contrast on everything

sharp lily
#

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 🙂

sinful zenith
sand igloo
#

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

steady elbow
#

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

tawdry palm
#

How do I open the zeus enhanced editor in Game?

lethal pulsar
magic magnet
#

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

tawdry palm
#

How can I make a trigger that plays ambient battle noises loop infinitely?

lethal pulsar
tawdry palm
#

This is the trigger i want to make loop the ambient noise infinitely

lethal pulsar
#

Though with a trigger you could just use the play sound thing in the effects

tawdry palm
#

Loop the sound infinite

lethal pulsar
#

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

tawdry palm
#

I also noticed the environment sounds aren't loud enough, anyway I can make them louder?

teal finch
#

is there any difference for the FPS if I use several "Edit terrain object" and choose to have the houses destroyed?

plain gale
#

Shouldn't be too Impactful, but I'd still only use it where absolutely necessary .

small patrol
#

One way to answer is try it

zenith zenith
#

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

woven hinge
proven grove
#

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)

paper yarrow
#
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

proven grove
#

Sorry for being dumb, but would that create a file called _loadout or would I need to create it

ashen marsh
#

You need an extension to export loadouts to files.

paper yarrow
#

_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

proven grove
#

Thankfully its a private server and i dont think they have the braincells to figure it out 🤣

paper yarrow
#

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

proven grove
#

Just to make sure ive understood this correctly, it should look like this

paper yarrow
#

_loadout is never filled in your code

#

1st line would be

_loadout = getUnitLoadout [player, true];
proven grove
#

that was my bad

paper yarrow
#

I can't remember if private works in those init fields, so prob leave it out doesn't matter much in this usecase anyway

ashen marsh
#

It works.

proven grove
#

Final question, when the trigger fires would it execute for every player? Or would it be only for the player that fired said trigger

ashen marsh
#

Depends on trigger settings.

proven grove
paper yarrow
ashen marsh
proven grove
#

ok no worries, just want it to grab it for all players within the server at the time the trigger fires

ashen marsh
#

When the trigger should fire?

proven grove
#

Sorry not sure what you mean?

#

I mean when the trigger fires it collects the loadout for all players

ashen marsh
#

You wrote what should happen when the trigger fired. I asked when the trigger should be fired.

proven grove
#

ah, when any player enters the trigger

ashen marsh
#

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?

proven grove
#

all players on the server

ashen marsh
#

Then you trigger should be server only.

proven grove
#

Ah ok perfect

#

thank you so much for your patience

ashen marsh
paper yarrow
#

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

proven grove
#

Now the confusion begins 🤣

paper yarrow
#

both are fine, choose whatever is easier/you prefer

proven grove
#

Im ok with having it store on the clients, do I really need the remoteExec?

ashen marsh
#

Yes.

paper yarrow
#

you need to execute code on clients(remote) from the server(local)
so yes

proven grove
#

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?

ashen marsh
#

Yes. Or you can combine them into one line.

tawny crown
#

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

primal dome
#

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

tawdry palm
#

I can barely hear environment ambient sounds during gun fights and battles

primal dome
#

Well shit, theat spoiled my plan

prisma oyster
#

why not use the conversation system?

prisma oyster
primal dome
#

ah

pastel wagon
#

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?

wind raptor
#

@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`.
pastel wagon
#

@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

wind raptor
#

Maybe that JBD isn't on the Land_Carrier_01_hull_04_2_F part?

pastel wagon
#

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?

pastel wagon
#

so number 3 is on 04-0 and number 4 on 04_-1🤣 ?

#

make that make sense... 🤣

stray raptor
#

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/>

ashen marsh
#

I don't think it's possible.

stray raptor
#

That is a shame

teal finch
#

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

thin terrace
#

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.

spice dragon
#

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?

rare sonnet
#

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

cedar horizon
cedar horizon
sharp lily
#

Hey guys, is there any command for initiating cook-off manually ? For example if i want to cook off random box. Thank you

past spade
#

if you want to add cook off to something that doesn't usually cook off, I wouldn't know

sharp lily
paper yarrow
past spade
#

You could add a game logic, and on it, randomly, every 3-5 seconds, spawn a small explosive and setDamage = 1; on it

sharp lily
past spade
#

@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];

sharp lily
#

Its ok to do just one minute or something, no need to have konstant cooking off, but..

past spade
#

Well ACE cook offs usually die down.

#

or you can just delete the crate when you want it to be done

sharp lily
#

I think I need command, which is responsible for executing "cooking off" skript for vehicles (when they die)

small patrol
#

Cook off is not a vanilla feature. ACE?

past spade
#

That's what I'm sayinnnn'

small patrol
#

Yeah...

sharp lily
#

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)

past spade
#

So what is your plan in the mission, for them to blow up the house and then another big boom to happen?

sharp lily
#

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.

past spade
#

and kill it

sharp lily
#

I can use hidden vehicle and kill it insde the bunker, problem is, vehicle will fall thrue ground in "show model off" mode.

past spade
#

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

sharp lily
#

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 😢

cedar horizon
#

West if playing Blufor

rare sonnet
#

where do i do that one

lethal pulsar
#

Place a respawn module, name it with something starting with respawn_west

rare sonnet
#

i did

#

but when i die this happens

lethal pulsar
#

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

grave zenith
#

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

proven grove
grave zenith
#

i did but have not had any replies sadness

mystic mantle
#

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.

solar shard
#

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?

steady elbow
#

mods/dlc missing?

lethal pulsar
#

Or it could be battleye issues, if it randomly blocked the ace dll

proven grove
#

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

lyric rose
#

recompile the mission file

proven grove
#

Have tried repacking the PBO already

lyric rose
#

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

proven grove
#

Ok, no worries, ty bro

rare sonnet
#

what is going on

#

i am on mission editor

#

and when i try playing scenario it spawns me i nthe ocean

lyric rose
rare sonnet
#

no

potent locust
#

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

white mortar
#

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 😦

clear ridge
#

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

nova canopy
fossil urchin
white mortar
clear ridge
#

So searching a computer that will activate a trigger

clear ridge
clear ridge
clear ridge
#

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

fossil urchin
# clear ridge this helped so much, thanks. what does public variable do? in an mp mission woul...

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.

fossil urchin
# clear ridge so i’m kinda confused, for example with the “variable sideChat ‘insert text’” in...

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

quiet plume
#

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 blobdoggoshruggoogly

hallow basin
#

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

white mortar
#

when i shoot my friend the revive symbol does not appear.

clear ridge
#

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

clear ridge
#

and i also cant get the actions to disappear once it is selected

#

on the trigger do i do removeAction or smth?

hallow basin
#

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

pulsar temple
#

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

shy latch
#

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

final cipher
#

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?

quiet plume
#

something like #arma3_editor message should help with pylon loadout. Can be extended to work with skins as well, i suppose blobdoggoshruggoogly

lethal pulsar
shy latch
#

Thx im gonna try it

gaunt wigeon
#

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.

gaunt wigeon
#

Found solution already:
positionModules = entities "ModulePositioning_F";

teal finch
#

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?

small patrol
#

What have you done

teal finch
#

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

small patrol
#

And how do you turn them Simple Object, how do you hide turret

teal finch
#

solved it... 😶 I forgot to disable simulations on the objects
thanks anyway

sharp solar
#

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?

grim light
#

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

small patrol
#

Just use move widget (1)

grim light
#

What is that?

small patrol
#

Press 1

#

Or 2, don't recall rn

buoyant bear
#

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.

sinful zenith
#

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

buoyant bear
#

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

sinful zenith
#

The trigger triggers a start task module ?

buoyant bear
#

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?)

buoyant bear
#

So... I set up timer in one of the triggers for fail. What script to use? pls help 😭 hmmyes

sinful zenith
#
[] 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

buoyant bear
#

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. thonk

fossil urchin
sinful zenith
#

Probably.
Don't know

rough ore
#

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?

small patrol
#

knowsAbout

rough ore
small patrol
#

targetKnowledge

teal finch
#

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

fossil urchin
teal finch
buoyant bear
#

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..

slow jewel
#

hmmmmm good question

#

maybe thats why i do a briefing script

buoyant bear
#

can i get it? / steal it

slow jewel
#

get what you mean you want my briefing script ?

buoyant bear
#

yuh

slow jewel
#

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

olive plume
#

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.

slow jewel
#

lol i dont even know what VC is

olive plume
#

Voice Chat

slow jewel
#

oh lol

olive plume
#

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.

slow jewel
#

you could set up a radio trigger to call the chopper when your ready

olive plume
#

Thanks for the idea

slow jewel
#

rgr m8

#

rgr = roger

#

m8 = mate or friend

olive plume
#

My deductive capabilities figured that out...

slow jewel
#

well you know some people

olive plume
#

Fair enough lol

rigid flint
#

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.

small patrol
#

Do you use Waypoints to order them to do so?

empty crown
#

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.

plain gale
#

Scripts certainly.

slow jewel
#

@buoyant bear how about a thank you for me giving to you, it would be nice

slow jewel
small patrol
empty crown
buoyant bear
#

but ty for time, if you are looking for handouts

fair cape
#

Hi anyone with experience building arma 3 sp scenarios/missions

zenith forge
#

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

sinful zenith
wild orchid
wild orchid
#

But make sure its only on the pilots/vehicle and not on everybody

fair cape
#

hi can someone help me set up a scenario? ill be willign to pay

rigid flint
# wild orchid Use a transport unload way point and attach it to the invisible helipad

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.

wild orchid
wild orchid
#

Does that make sense?

rigid flint
# wild orchid Another note, disable the movement of the ai and the engine of the Heli, and the...

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.

rare prism
#

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

storm atlas
#

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?

native stirrup
empty crown
small patrol
#

Rather, you should think of your preference

#

Script and module are semantically same, just interface or not is the point

prisma oyster
empty crown
#

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.

sinful zenith
#

they try to aim for helipads if there are any, there is an invisible helipad you can use

empty crown
young bear
#

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.

sinful zenith
empty crown
#

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.

young bear
#

any suggested solutions?

#

currently reinstalling the game

sinful zenith
#

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?

desert coral
#

Guys

prisma oyster
#

no.

#

😄

desert coral
#

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?

prisma oyster
#

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

desert coral
#

From attributes?

prisma oyster
#

it would involve a bit of scripting, that's it 🙂

#

is said unit able to respawn, get out/in the vehicle, etc?

desert coral
#

Yayy I did it

#

Thanks<3

prisma oyster
#

w00t, noice! GG

young bear
young bear
#

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!

steel raft
#

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.

ashen marsh
#

Yes, it's possible.

steel raft
#

alrighty, next question: how?

ashen marsh
#
  • 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] }
naive scaffold
#

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...

▶ Play video
civic frigate
#

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

lavish pumice
# civic frigate If there is a way to condense this into one trigger and one task, that would be ...

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!

sharp lily
#

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

turbid olive
fair cape
#

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?

lavish pumice
fair cape
lavish pumice
# fair cape do u have any tips for really good ai mod combos, vcom, ace3, sog, lambs, which ...

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!!!

fair cape
#

or vcom?

lavish pumice
#

I am pretty sure LAMBS does not have!

#

I do not remember about Vcom to be honest but I think it does not!

fair cape
#

Hmm thank you for helping out!

sick sinew
#

anyone know how I can make A.I run to cover?

#

please @ me if you respond

sharp lily
small patrol
#
0 cutText ["","BLACK IN",10e30];
sleep 5; //decent amount of wait time
0 cutText ["","BLACK IN",5];```
sharp lily
#

Wow, what does "10e30" means ? I see, there is also "showInMap" parameter, that could be it too.

small patrol
#

It is just long time

#

10e+30 aka 10^30

sharp lily
#

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 👌

sharp blaze
#

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" ?
pulsar temple
#

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

whole rampart
#

How do I make the User Texture object not be so transparent with my custom image on it?

small patrol
#

VanIlla User Texture always does it

plain gale
viral light
#

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

slow jewel
#

@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

whole rampart
sharp blaze
plain gale
#

Yes, as I said, 50% is ignored and does nothing as it's the default value.

teal finch
#

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?

plain gale
#

Just Test it.

viral light
#

you will not know what i mean\

empty crown
#

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?

plain gale
#

Safe makes then only walk

#

Set them to aware instead

rotund folio
#

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

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Does anyone have any ideas How i could go about implementing it? Maybe even re-spawning them back in, in waves….

thorn valve
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Is there a way to make editable the entities I create using the debug console?

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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.

sinful zenith
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create3DENEntity [Object,
What is Object?

The command expects that you pass the mode, as a string

thorn valve
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This is just a one-off thing but I'm trying to learn from it

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Saving and reloading results in the objects taking the place indicated by their icons in the image

sinful zenith
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Are you saying there is still a problem? That image looks correct

thorn valve
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I'm saying there is indeed still a problem

sinful zenith
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And what is the problem?

thorn valve
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This is how it looks after saving and reloading the mission.

sinful zenith
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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

thorn valve
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That's the whole script actually.

sinful zenith
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oh discord didn't show it

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createVehicle is wrong

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create3DENEntity already creates the vehicle

thorn valve
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Oh shit I just noticed that oop

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I've been pulling my hair out for a couple hours now

sinful zenith
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You might need to set rotation with attributes, but thats annoying because attributes use rotations in a different format

thorn valve
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Maybe if I screech into the void the problem will solve itself

sinful zenith
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I've been trying that with my problem for the lasts couple hours, and it didn't work

thorn valve
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Damn ok thanks for the heads up

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I'm just gonna make ChatGPT deal with my problem

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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]]
sinful zenith
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those are not rotations meowsweats

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Or does eden really use degrees? I wouldn't think so. Rotation vectors are -1 to 1

thorn valve
sinful zenith
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Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
Mh seems to be right 🤔

thorn valve
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I read that but was unclear on what type of value it wanted

oblique pumice
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Can I get the East wind missions in the Eden editor?

sinful zenith
oblique pumice
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Personally I’m just interested in the sort of inbetween mission portions where you’re chilling at a FOB or base

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I want to see which animations are used for the NPCs

sinful zenith
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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

oblique pumice
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Good chance they’re pre-Eden

buoyant bear
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Quick question cuz I have a small brain what is the shortcut in ZEUS to simulate objects/ai?

sinful zenith
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I don't think there is one

whole rampart
# viral light \

So your using custom kits and they are not respawning with the custom kit. Thats the problem?

slow jewel
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@viral light yeah everything looks ok i dont see ant thing thats wrong

whole rampart
slow jewel
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he must tell us more of what he needs

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he says that every one joins the same team i think

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and i see 2 teams

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oh or he says every one has the same kit i guess

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im not sure what he wants

whole rampart
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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.

slow jewel
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ahhh ok so he needs to set up his team loadouts

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he must show how and where he is exec-ing the team loadouts

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i guess its from the cfgRespawnInventory but i would need to see that

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to help him

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it looks like maybe hes not defining both teams in the cfgRespawnInventory

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for me i most times use unarmed Soldier and have team loadouts in the Ammo boxs

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for pvp missions

whole rampart
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I use 3den Enhanced for my ops so there is a checkbox to keep initial loadouts on respawn

slow jewel
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oh yeah i dont use that 3den Enhanced

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maybe you can help him then

whole rampart
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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

slow jewel
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thats what i use is vanilla

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i would need to see his scripting to help him im not sure where hes exec-ing all this stuff

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i dont even like that menuInventory stuff i never use that

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i script mostly every thing myself

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you know its funny also is i never use them respawn moduals eather

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i dont like clecking a butten to do something and not know whats going on behind the game

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thats why i script mostly every thing myself

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i wish i could help him

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theres so many ways to do stuff in this game, witch is Awsome but i would need to see how hes doing things

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ok back to the scripting channel woohoo

neat iris
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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?

simple crow
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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?

small patrol
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attachTo it is

simple crow
empty crown
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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?

lyric rose
slow jewel
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@neat iris yes disable the Mod then build the mission

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there is another way to do it but its harder

neat iris
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i guess you could open sqm

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and delete the dependancy

slow jewel
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@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

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@neat iris most times i dont like messing with the sqm file cuz if you make 1 misstake the sqm becomes unuseable

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unless its just a simple edit : you really must be careful when messing with the sqm file

viral light
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do you mean whatever the player has weapons when he dies he will respawn with them no matter the role he is using

slow jewel
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@viral light where are you defining the players loadouts

slow jewel
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@viral light you must explane what you want to happen, and what is happening, for us to help you better

whole rampart
modern pike
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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

lyric rose
modern pike
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then i asked to chatgpt for the script

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i tried to spawn them , not hide them and then appear by trigger

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how is the vanilla way?

lyric rose
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@modern pike do you have any mods installed?

modern pike
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like 45

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i tried to spawn islamic soldiers from a mod

lyric rose
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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

modern pike
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let me check cause is a modpack from a server

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i got both

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and zeus enhanced

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i just downloa the 3den

modern pike
lyric rose
empty crown
ornate fog
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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

gritty needle
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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?

small patrol
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Ctrl+Drag and drop nowhere

gritty needle
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sick, thanks

winter sigil
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Hey does anyone know how to create a pause in a trigger activation?

small patrol
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Do you mean spawn?

winter sigil
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No, I want to set a playback going and then a second one but 10 seconds later

small patrol
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What is a playback?

winter sigil
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The BIS unit capture,

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When you execute it

small patrol
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Then what you need is spawn

winter sigil
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Where you do?

small patrol
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spawn {
  // execute first function
  sleep 10;
  // execute second function
};```
winter sigil
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Thank you

winter sigil
small patrol
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How do I know without your error?

ashen marsh
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spawn requires arguments.

small patrol
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I must've thought of the idea just like execVM then

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But what he said

turbid olive
slate matrix
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whats up guys

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does any of you know how to spawn the hidden buildings, like kavala hospital or construction sites in the editor?

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there was a forum page for that but forum is down for maintance

small patrol
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Fetch className:
typeOf cursorTarget
And you can createVehicle later

slow jewel
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@empty crown this will only make them run when necessary

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@empty crown i was thinking you would try it and see what happends

pulsar temple
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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)?

slow jewel
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you mean like a IDE ?

pulsar temple
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Like I basically want a trigger to cause an explosion in a specific spot upon activation

pulsar temple
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Pretty much

slow jewel
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yes can do

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bomb="HelicopterExploBig" createVehicle getPosATL whatever;

pulsar temple
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Sweet thanks

slow jewel
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rgr m8

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or you could make a EventHandler for a some kind of object

slow jewel
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@pulsar temple you can select the building you want right from the editer, and what do you mean hidden buildings ?

pulsar temple
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@slate matrix

slate matrix
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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

slow jewel
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ok cool m8

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i dont use any mods so well you know

small patrol
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create3DENEntity is always a way you can use

slow jewel
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i found every building i saw on a map, i was able to put anywhere i want in the editer, in default game ofcorse

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as a matter of fact anything i saw on the map i was able to do the same

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as a matter of fact i never saw any hidden buildings lol joke lol😄

slate matrix
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@slow jewel try to find the red hospital from kavala

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@slow jewel or roads

slow jewel
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what is kavala ?

slate matrix
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@slow jewel main city of altis

slow jewel
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ahhh ok

slate matrix
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@small patrol the problem using this is that you cannot see the building while in editor, only when you play

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So if you want to build a parking lot in front of it it's way harder

small patrol
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Preview, use the command, keep the className into somewhere like notepad or simply clipboard and use in Eden

slate matrix
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Well I don't know how to do it, but I'll try, the hospital for example it's like 3 separate parts

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And believe me, there wasnt any single tutorial on internet for that

slow jewel
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that chopper pad is awsome

small patrol
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There would be no very specific tutorial for very specifif topic. But create3DENEntity is always a way you can take

slow jewel
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i never saw that building before and iv been playing Arma 3 for ever lol wow

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still trying to find it in the editer

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i see what you mean by hidden buildings now

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holy hell theres like 18 diff hospitols

slate matrix
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Yeah, they're not "hidden" in the game

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You just can't find them in the editor to use in your scenarios

slow jewel
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i woounder witch one the that hospitol you want

slate matrix
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The big red one in kavala

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Search in your browser kavala hospital and you'll see

slow jewel
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yeah it dont say the name it just says create3DENEntity ["Object", "Land_Hospital_side18_F" , [0,0,0], [], true, true];

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so i need to try them all to see witch one is the one you want

slate matrix
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You need the main part

slow jewel
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the top one

slate matrix
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The side1 and side 2

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Only those 3

slow jewel
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ahh nice

slate matrix
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You also need to link those 3 parts

slow jewel
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nice

slate matrix
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Using the mod was easy

slow jewel
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i dont use mods

slate matrix
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I know

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Without using I didn't make it happen

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But is surely possible

slow jewel
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its easy with out mods also

slate matrix
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Spawn the parts was easy

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But I couldn't link them

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How did u spawn it

slow jewel
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just because of all the things the guys in here teached me he he

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dont have to spawn them

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just create them

slate matrix
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And how can I create it

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I really don't know how to use what he sent in the chat

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Create3DENEntitity

slow jewel
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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

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then move it around to where you want

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and that Create3DENEntitity stuff goes in the init of the house im guessing

slate matrix
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Ill try it later

slow jewel
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copy that

teal finch
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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?

keen swallow
modern pike
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Hello guys , where can i find the map builder for download?

plain gale
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Arma 3 Tools on Steam