#arma3_editor
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yo what do i put for a trigger to activate when a certain amount of units have died of a specific side, or if theres less than a specified amount of the side?
i ask as i am trying to just have something fail when enough civilians died, for what is kinda like a relief for civilians mission
Is there anyway to optimize Arma missions? I am making kind of like a Gray Zone Warfare'ish Sandbox for Arma 3.
What I find is the more assets I install, the more fps drops. I was expecting this, but I'm curious if there is a way to optimize a mission/sandbox? Are there any tools, scripts, mods, that help to lower the lag hits for Arma?
Scripts are stored in this file since YT won't let me put them in the description: https://mega.nz/file/XvwDmCQJ#Jlucu_JXdK9BA6uX0o9sXNJ--kKfzd7OJpf9-ZjLeNo
The Trial Mission made in this video: https://mega.nz/file/mrghxSZD#uLsk_k0LqWMNwaFyp8MYvTRo8VuQlHBm5FqtcwCr0v0
The Chat Mission made on the livestream, Operation Flammenburger: https://mega...
very nice tips
hey guys, having an issue on a modded map where I put a warlords init module + bases/sectors down in eden but when I select a playable character, it doesn't let me vote for any sectors, and when I check AI voting they don't do it for me either. It's always stuck on voting and never selects any sector for me to attack, I think the issue is in setvariable ["Bis_WL_selectedSector", |#|_votedFor, TRUE];
Don't mind debugging it further myself but wondering if this is a common problem and I'm missing something, the only site referencing the issue is https://forums.bohemia.net/forums/topic/235451-solved-warlords-mission-saveload/ and servers are down
Bless you sir
I usually use Zeus when playing my own created missions, but want to stop using it and remove the function.
But, how do I make a vehicle a "spawnpoint" if I don't have zeus? Can I do it from the editor?
Put your things in layers and hide them and disable editing
alternatively execute
set3DENLinesVisible [false, false];// Hide all lines in the debug console. To enable them later just replace false with true
Hello, I have a question. I am using Alive to copy an existing faction from BLUFOR and change it to OPFOR. When I do copy it and save the files (autogen, CfgPatches, etc) and pack it with ARMA Tools the faction still shoes up as BLUFOR when I load the game back up. I am new to this, so I may have missed a basic step, but have read multiple tutorials and watched videos. What am I doing wrong?
does anyone have a copy of the default A3 support gamemode cfggroups config file?
You can take a look at config viewer
sorry i have looked it up, either i am wording it poorly or i have bad luck finding it so i ask here:
how do i make a trigger activate when there are a certain amount of objects in an area? and also activate when a certain amount of units of a side or a specific type too fall under a specified amount?
for the first one, an example is needing to provide humanitarian aid to a village, but you need to bring 3 crates to one village, and 2 to another.
for 2) i mean specifically like making ai surrender for example because the amount of ai fell under 6 ai in the area
{_x in thisList} count [aid1, aid2, aid3, aid4, aid5] == 3```
Not tested
the units I place down with custom premade loadouts reset to the default of the unit i placed down anyone know a fix ?
Hi, does anyone know how to keep a catapult activated on the aircraft carrier? I only want it for aesthetic purposes during my mission (like the jet display mission).
Likely Mod issue. Don't use that particular unit or Mod that randomizes/resets the loadout
If you mean USS Freedom's Catapult, IIRC Jets Showcase did really a dumb scripted solution rather a builtin function
How could I get that script?
Either write one yourself or check Jets Showcase source
(IIRC and tldr) it is just bunch of setPos
Can I somehow create a marker for a empty vehicle? when I have crew in them I can set group marker. But I want it to have a marker when empty and then that the marker is removed when it gets blown up
"Killed" Event Handler to execute some script to remove corresponded marker
hey can anybody teach me how to make decent senarios with ai
Hello everyone. I'm trying to make a scenario where players need to take a photo of a certain object (a vehicle in this case) which would then accomplish a task. I seem to recall a thread about something similar in the bis forums but they've been down for a while. Any pointers greatly appreciated.
First off, you need to define what is take a photo in this context or players required to do
Eden Editor, top-right tutorial
@small patrol So, its just a simple setup. Vehicle standing on a runway that the players need to take a photograph of. After the picture is taken and the vehicle is in frame, the task updates as accomplished. I know there's a photocamera module in General Mobilization, that fires an EventHandler each time a player takes a photo with it. The problem is, how do i make the task update on photographing this particular vehicle. Sorry im kinda stumbling through this
So you are after GM's function?
@white beacon i would like to join
https://community.bistudio.com/wiki/Global_Mobilization_Photocamera_Module
The gm_photocamera_takePicture is the example here
Yeah thats the module, but the Eventhandler fires each time the camera is used, no matter whats it looking at. What i need is to figure out how to make the task "know" that the correct vehicle is in frame and update the task only then
I see
https://community.bistudio.com/wiki/lineIntersectsSurfaces
This might be one solution
ooh interesting, that might be it, thank you @small patrol
@foggy eagle i'm in voice come in i can help you make a great senarios with ai
how debinarize .p3d?
You don't
Anyone know why the
private _object = get3DENSelected "Object" select 0;
_object setObjectScale 0.1;
command just/... doesnt work at all? even if its a simple object its just the same damn size
but it works? The cube on the right looks pretty damn small to me 
(please note that the code only changes the size of object in the running instance of editor, running mission or reopening 3DEN would return the object to its normal scale) 
I have used that exact code on a player, a simple object house, a simple object hemmit, and everything else I can think of and it never changes
front row soldire, house and hemtt still look pretty damn small to me. And doing this is still pretty useless anyways 
The jist of my thinking is I'm attempting to attach a player, small sized, locked in animation, to another player for them to carry around.
Where and how do you call your event?
Hey can someone help me make this respawn module disappear from the map?
Seems there is no value to set hide for everyone.
But from the init of the object you can use.
this spawn {
sleep 0.01;
format ["%1",_this] setMarkerAlphaLocal 0
}
Didn't work without spawn,
Didn't work without sleep.
Assume marker is created after module is initialized and marker is created by str variable name of module.
Maybe some else know something that I don't , but that's one solution.
Is there a mod to open zeus at any time?
Like with a single key
"Y" should open curator interface (Zeus), if you have access to Zeus.
Alright trying it now
If you don't have,
You need add Game Master module and setup it for your mission.
https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master
Hey, sorry im a bit new to arma how do I add that to the editor?
on the right side you have the modules tab ,
Write in the search box Game Master,
You should be able to see a module named "Game Master",
Just drag and drop it on the surface.
Alright Thanks everything is working now!
Much appericate brother
Sorry. WAs at work. I used the Init box
3denselected works only in 3den, and for 3denselected object.
So if you are adding that code in init of object that your are scaling
this setObjectScale 0.1;
Should work.
I did try that as well but let me try again when I boot up
so i have a problem
the SPEARHEAD 1944, Faces of War, and Iron Front flak guns do not work
well they only work for infantry
but not AA
Im trying to set up a ww2 thing that has flak in it but i dont have a flak script nor a working flak gun
btw if anyone has a similar issue the cause was me not syncing modules properly, i.e. syncing sectors to warlord init instead of each other
When I join in to my mission (Normandy map), I first load in, and then it takes 3-4 seconds and the loadingscreen show again...
Is it a setting or could it be one of my scripts?
Maybe maybe not. If you wonder make some troubleshoot by remove some of your features you made
Hi, I'm new to the editor, is there a youtube playlist to learn the basic ? Aircraft taking off/ landing, following path and launching missile ?
Is it possible to make an aicraft invisible too ?
Hey can anyone help me make the AI ignore drones? They just keep looking at the sky and trying to shoot it down
i gotcha homie
Hi Guys, anyone help me get rid of the box beside the entities list? no idea how ive managed to get it there.
@plain gale ? ๐
??
it is not a vanilla feature, so I suspect it is an 3den Enhanced one
Any ideas then?
Find one in your settings
Vanilla has such a feature for keyframe animation cameras. Where it tries to display the camera view in that spot
But its broken afaik
got it. thanks tho
Multiplayer has spectator, which is used when there are no more respawns left. Does mission maker have control over what players can do in spectator, like if they can use freecam? Or is this configurable only by server?
is there anyway to accses the custom comps i make in the mp server using zues in 3den
Hello, good day, guys. My question today is how I can get an AI to exit a Mounted/Static M2 using Eden.
I want it to be mounted on it and, with some module or command, exit, leaving the spot for another AI to advance to the mounted position and enter it, allowing them to conduct a patrol with rotating positions. Thank you. (This message is and will be translated into Spanish.)
If you know how to an AI to leave their vehicle, it's same thing, because a static MG is a vehicle
Ok, I'll try and let you know, thank you very much.
Anyway to trigger a explosive with script? Trying to trigger the APERS Mine Dispenser via a trigger
setDamage 1 doesn't work for it
Try triggerAmmo
how do i create a convoy transport?
setting up a mission where I use Zeuz, the problem is that I want to remove all ability to change the game except to spawn in AI (compositions that I'vw made), is that possible? is there a mod or anything I can use?
basically group your vehicles, set up its formation to Column and create some waypoints
sometimes only the first vehicle will follow the command but the rest will just mess around
even if it's set to column formation?
map?
stratis
alright, how do i make my ai units use the artillery?
oh that's a little more complex, but it depends on what are you trying to do
wat do you mean?
hello POLPOX
i noticed the SPE C47 animations
such as left side standing
i attached the animation to a soldier and it works but the problem is that the soldier is still on the seats but not in the middle where he suppose to stand at.
i'll send a pic to show you what i mean
You can trigger it pretty easy with doArtilleryFire
or a script
a script that commands the unit to aim for a certain position and then they fire at that certain area that the unit is aiming at.
How to launch AI artillery in ARMA 3 (without a script!)
- on the artillery piece you've placed down use way-point 'move'.
- then waypoint 'hold'.
- Use advanced waypoint 'fire mission' & place this waypoint over desired target.
set a trigger and give it an area.
Right click the 'HOLD' waypoint and choose waypoint activation then simply co...
And what am I suoposed to help you?
your POLPOX thing holds the Animations for the SPE C47 and i was wondering how do i correctly use the standing up animations
So you are using Artwork Supporter for mission making purpose? Just don't. That is not supposed to work
Hi guys, maybe dumb question of the day. If I am scripting a mission to run on a dedicated server, will it run in my editor on a multiplayer test session or will things fail?
Can you elaborate more?
cheers mate, on which part. The script or how I am testing in the editor?
maybe I'll rephrase. If I have a mission that runs on a dedicated server, will it run in my editor under a multiplayer session for testing and will all the missions that run on a dedicated server still work in the editor?
It really depends. Some may not work. Some may run well
Ahh what a bugger.. so thereโs no real way to test a mission you want to run in a dedi server other than to run it on a dedi server..
There anyways is very least possible "comprehensive" yes to your question unless you test
The main difference between local hosted server and dedicated is, player being objNull or not
Of course hasInterface
Thank you.. still getting my head around things and utilising ai tools to bridge my massive knowledge gap
Does anyone know why my show/hide trigger works fine in singleplayer but doesn't trigger in multiplayer? The sound effects work but the show/hide module is not working.
One module that works does not mean another also work flawlessly
Any way to fix it?
Hey guys, how can I execute sqf located on my dedicated server by command in my scenario ? execVm is just for mission directory, If I'm not wrong. Thanks โค๏ธ
Ai told me this: _myScript = compile preprocessFileLineNumbers "path\to\your\myscript.sqf"; _myScript call {}; Is that ok ? o.O
it will also search server exe folder
If you're using AI to debug or write stuff, I'd suggest checking the Biki immediately after to see if its using the commands correctly.
Are you sure ? Well then problem solved, thank You!
I'm a total rookie with this so please help!
I have downloaded a Chernarus map, but I am uncertain that this is the one from the mod or if it is from the base game?
I might overthink but shouldnt it say that the map is made by Zeds instead of Bohemia Interactiv
It has the cup mod icon so I guess it's the cup map
There is no official port of the map by BI, I guess they left the original author untouched since they "just" ported it.
There are numerous Chenarus ports on the workshop
The standard one is from CUP terrains - Maps
CUP also has an updated one in Maps 2.0
And then there are all of the standalone ports or updates like that workshop page, as well as the green sea combined mod (chenarus + other maps combined on one map)
Thank you! I'm struggling to find a love child between the Chernarus variant from Northern Fronts mod with some industry areas.. almost impossible haha. I did however find a nice Chernarus with amazing industries BUT the villages were to modern for a ww2 war =/
Is there a way to simulate that I don't own a DLC (Contact) so that I can see which assets will show watermarks for my server players?
perhaps a paramater on the launcher or a checkbox?
look for "disable_license" and "licenses_for_app" on https://partner.steamgames.com/doc/store/application/dlc
disabling the checkbox for the DLC in your steam library won't work
appid's you can find on steamdb
Thank you! Will try that!
any of you who has used the underground cytech map... do you know how to make flashlights less bright? we want to use them but they are insanely bright compared to use of the same light on vanilla maps
Use a different flashlight
The cytech flashlights are dimmer iirc (in cytech gear and weapons
ill try the cytech ones but everything base game and in cup and rhsus is incredibly bright
Hi guys, I'm trying to make some custom unit/group compositions for a campaign, but having trouble with loadout randomization.
I am using the 3CB African Desert Army and 3CB CSAT factions as the base, then customizing and saving as custom comps. I have already disabled the 3CB loadout randomization options and overridden the Alive ORBAT scripting for all units, but for some reason, I get certain units that will not randomize and certain units that will randomize, despite these efforts.
I have also used the 3CB Factions Configuration module to disable randomization, but that is still not working.
My guess is either (1) the comp is corrupted somehow and I have to start over (really don't want that to be the case) or (2) there is some other issue with these specific units in the groups that are causing issues. I tend to have problems with the SF Section Leader and SF Team Leader in ADA, almost all units in then CSAT, and then random units in ADA that are disabled in some groups and not disabled in others.
Can anyone help me troubleshoot?
I think that needs a dev enabled account
doesn't it happen for devs only yeah?
Pretty sure anyone can do it
see #community_wiki message ๐ฌ
nvm, didn't read the entire steam comunity thread. it is only for dev accounts 
Any idea why when you load a mission in the 3DEN Editor, the ai emplaced in statics like HMG/A gets dismounted and stay near their correspoding emplacement?
Question, its both a editor and mod question. So friend of mine wanting a ACE Spectator ticket respawn which we have solved however the moment he turns on Select respawn point and Select respawn loadout it which will mess up ACE Spectator when the tickets run out due to the menu of BI Respawn menu/Loadout/Role thingy. Is there a way to fix it where it won't block the ACE Spectator when people are dead-dead?
AI mod
Guess its 3DEN Enhanced then. Any idea which parameter specifically ๐ sorry
I don't think 3DEN Enhanced toys with AI really
oh wait you mean "still in Eden", not in preview?
You see that the units that are supposed to be inside the vehicle are outside in the 3DEN Editor (and the same happens when the scenario is played in both singleplayer and multiplayer)
and when playing, they're outside as well?
weird
try vanilla ๐
Yes
How to edit the Warlords shop (asset list) in a mission?
thx
hey I'm having issues with a mp mission on a server where I have images in the MP mission file but when I launch the mission on the server i get this error
other profiles\tk-1375%20%22otto%22\mpmissions\gorman%20inccdent%20.optre_iberius\pics\rancor.jpg not found
do I need to change the path for the server and have the images reffernce where they are on the server?
what images (overview, briefing, textures etc) and how do you use them?
hello
i have a problem : i made custom faction enter it with alive in mil placement and mil ai commander but the unit didnt spawn. I entered this in ovveride faction & force faction
O_FranceRedcrossarmedforces_Lyon (copied from logo faction classe)
thank you
Got a question about EDEN, For the last half year or so I've had this issue where the init field for any object is pure white, resulting on white on white text that is unreadable. Can't figure out how to revert it to the black background
Hello,
You can find invite to Alive mod community from #channel_invites_list
You will get best answert/ result from their community
ALIVE mod
Thank you very much!
Texture Iโm using user texture 1x1 using it as poster or wall image
Quick question here is deformer gone im not seeing it via steam workshop anymore when searching or when trying to install onto our server however it does show via direct links still? let me know if its the wrong sport to ask
Remove Eden 2.0
Thanks
What are the options to create a "movable" spawnpoint except to create it with Zeus?
umm like you mean create vehicle that works as spawn point? this command can take vehicle: https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
Anyone familiar with the key frame animations module when having the camera attached for a cinematic opening to a multiplayer mission how to get it to stop after the last curve key? Can only get the camera to work when the setup is on loop, which looks great but cannot figure out how to stop it and switch back to in game camera. Any help would be appreciated
Is it possible to attach a trigger to a vehicle?
Example: I want a helicopter to be shot down and crash, in a random site. I want my players to search the site and have a "Any player - Present" trigger on the wreckage..is there a way i'd go about doing that?
So for some reason if you check "Play From Start" the timeline will immediately finish on mission start.
So you can do something like this in the Event Looped script
if (time > 1) then {
my_cam cameraEffect ["terminate", "back"];
[my_timeline] call BIS_fnc_timeline_stop;
};
true
yeah, use attachTo in init
That was what I kinda thought..just attach the trigger to the heli?
Really appreciate your help I'll give it a go. Very new to mission building but find myself hooked
yo guys im trynna make a scenario on altis but i cant seem to get SAM sites to work
Are you using the base game ones under "Turrets"?
yeah, i even placed down a radar but it wont shoot
like it locks on but doesnt shoot
๐
๐ซฃ not sure if im putting this script in the correct place. i put it in the loop section on the timeline but doesnt seem to work? apologies man, still so new to this
That code needs you to name your camera entity my_cam and the timeline entity my_timeline in their attributes
wow, you are a legend!
thank you!
how do you know these things
You will get more familiar with it.
I have no clue with code. I literally have used chat gpt most of the time which has become a bit of a nightmare. Again thank you.
i found chatgpt fucks you up, more then it helps
i mean its ok, but its kinda stupid on Arma 3 scripting
i have a vehicle i can only find on nato specifically the humvee i wanna make it owned by opfor how do i do that
i have to agree mate
Create it empty and put opfor men in it
how come there is no role select thingy
i made a mission and i want to select if im being sniper or spotter and i cant for some reason
yes you can
what?
why cant you select roll its there
when i press play there is no role select
in the editer or a server
editor
you must make the soldier player that you want to use in the editer
yeah its set to playable but when i press play it dont lemme select
alright
i did
i want to be able to select from multiple roles
and it just put me in as one of them
ok now you will be that soldier
cant in the editer, you must host the mission on lan or other server type
bruh
if you want to chose from all
cant in the editer, sep when you die in the editer then you can
and if i make it player
instead of PLAYABLE
then it just instantly puts me in as that guy
can only be 1 player
and WHY?
if you die in the editer then you can chose the next availbe playable soldier
the editer is the same as single player mission
if you hit play in the editer that is
only 1 player in editer because then when you host it you will be the server
you can easy host it on Lan and then you can chose other palayable soldiers
If you play from editor you can use the Team Switch key to switch between units.
if you want to host the mission on LAN server you must export it to MuiltyPlayer 1st, then host it on LAN server
i just said that up there m8 but its ok @kind prism
Some times a thing needs to be explained in multiple ways
Scotty did not said anything about Team Switch key you can use in Single Player mission to change player unit and that is @paper sonnet needs. You can also have a script command to switch it
right i was thinking you could easy see the Team Switch key after you died
i didnt say Team Switch key but i said you can chose the next availbe soldier after you die
Even before you die
but its all good
well yeah
that Team Switch key is very easy to see i didnt think i needed to explane that
but dont you want to be the leader in the single player mission at the start or most times
yes i know there is times when you have a Ai leader and stuff
i think its very limited on doing stuff playing in the editer when your not the leader
but ill make sure i say about the Team Switch key next time ok m8
what i useuly do is be the leader, and if i die, then i Team Switch to the next guy that would be the next leader so i can command the team
ofcorse rank must be set so this happends the correct way
guys, does anyone knows how to record this certain area?
while the mission is running?
im solo so i operate the drones or use the splendid camera, i cant do both at the same time
Way to define maxChars to attributes
control = "Edit";
it not using these?
https://community.bistudio.com/wiki/CT_EDIT#maxChars
Or do i need create new ctrl and set maxChars value thee
New control
What is your best advice to get models class names as easy as possible?
My use-case: I need the exact class name of an helmet, a mag and backpack from mods and vanilla A3. How to get the classes (for copy/pasting)?
you can equip them in Arsenal then press Ctrl+C, you will have the classnames in your clipboard
With several values?
it will export everything you have on you yes
VHL?
vehicle
The idea behind is that I did a shortcut in my Loadouts application to print out the content of SQM files. (I need a lot of copy/paste of classes names to external YAML files)
I want to be sure that it is useful
or propose something better in my video while presenting the tool.
Do you find it useful or does any better alternative already exist?
Grad-loadout or poppy do something similar but with config instead of yaml
The user experience is very different, but ya tools in the same functional area: customizing loadouts.
But different topic from getting class names easily...
place the vehicle in Eden Editor, right-click on it, copy>classname iirc
ok, nothing better...
I mean no mod or something that dumps out classes names from a mission...
select all stuff > right click > Log > Log classes to clipboard. It copies classnames of all selected units (although doesn't get rid of dupes) 
Ok, so if there is nothing to dump easily in the same time inventories/cargos and unit/VL classes, my feature makes sens.
Could open 2nd instance of arma and play multiplayer
Why is the frame of the object in the right place, but the object itself is underwater?
sorry
The wrong screen was originally sent
Is there a way i can make AI turn out of vehicles in Editor?
Also is there a way to turn the turret of a tank?
so i want to remake this scene in arma 3
but the problem is
when i get to cloud height they all just disappear
Set the AI to SAFE in their attributes, if that slot has a hatch they will pop out
You can use lockCameraTo command
How does that work? (Sorry i'm new to the editor)
Make sure the tank has a gunner. In the tank's Init box paste this
this lockCameraTo [target, [0]];
In an object's init box this means the object itself. you'll need to replace target with something, either a position [0, 0, 0] or the variable name of another object that you want the tank gun pointed at.
See this for more details https://community.bistudio.com/wiki/lockCameraTo
One the mission starts, the code will run (on init), and the gunner will point the tank's gun at the target.
thats Awsome @kind prism
Hello, I would appreciate it if you could help me with an activator. What I'm looking for is for the men1 and men2 units to join any unit that enters the activator. Thank you, have a nice day.๐ซก
You should have a look at this function https://community.bistudio.com/wiki/join
(or joinSilent)
Hello, I'm wanting to use the airport on X-CAM Taunus, but the actual map itself is too laggy for my use. Would there be a way I could go into the editor or zeus to save it as a composition without having to remake the entire thing by hand first?
The actual airport pieces aren't too bad, placing every individual handrail piece is too much
hi is there any way to instaal Object Builder with out buy arma from steam ?
Found a way. You can use the Terrain Object Tool in Deformer to copy things. You just have to enable transformations on the folder that they go into after
Hey guys, im struggling with making an AI CAS run work. My current progress is that an invisible target is created where the player puts a marker on the map. The allied jet will get that invisible target revealed and will attack it by itself. I have a problem though. The jet really likes to plant its face into the ground. The AI is really terrible at attacking ground targets with rocket pots or its main gun. They pull up way to late in 1 out of 4 cases. I tried doing something about it by checking the distance of the plain to the target and once it is below 500m i make the plane forget the target and use flyInHeightASL and flyInHeight to make it pull up.
((group myJetD) forgetTarget target1;
myJet flyInHeightASL [600, 600, 600];
myJet flyInHeight [500, true];)
While debugging i can see that it does indeed forget the target once its closer than 500m but it still won't pull up its nose despite flyInHeightASL and flyInHeight. Is there any way how i can force the jet to pull up its nose?
Problem solved already. Disabling the AI's FIREWEAPON once below 500m distance, did solve the Problem
how to play arma 3 in slow motion
ExecVm seems NOT to check server exe folder, checked two times.
setAccTime 0.25;
no
ok
Hey yall I'm trying to make a cinimatic and was wondering if anyone knows a way to make a squad run in sync in a straight line with out stoping and going ?
at the same speed ^
Like setting a group formation to Line then making a move for the group in the editor you mean?
more like
best way i can explain lol
There is a formation Column in only one.
wym ?
Yo wassup guys ive never created a scenario b4, and im looking for some suggestions for what im working on atm
Im using the Altis Space Elevator Composition as a Top Secret Lab/Military Installation, if your unfamiliar with the composition check it out, its dope
In the scenario youll be deployed via helicopter, and will have to take out guards and personnel to uncover secrets, i plan to input some lore too
but right now I wonder what rooms and areas I should add, so far I have this somewhat mediocre rest room for the roof guards
Let me know if you have any suggestions, id appreciate it alot!
Hey guys, how can I execute sqf located on my dedicated server by command in my scenario ? execVm is just for mission directory,tested. Thanks โค๏ธ
What do you mean by "SQF located in dedicated?"
I bet he means xx.sqf file that is located in dedicated server files, not in mission files (mission folder)
Script located on server exe directory, I need to execute it from the mission itself. execVm will execute just scripts in the mission directory sadly.. I tried it from debug console. script not found.
script.sqf placed in dedic server root directory
joined mission on server, and used debug console: execVM "script.sqf";
-> script not found.
Yeap, me neither.
I bet there is a reason why clients don't have access to server files.
If there is a big reason to do, make a Mod that only runs on your dedicated is the way
Well, that is good point, but the action is still "read only" for that file, so to say, but it's very possible it is not even implemented. And yes, pbo is the way, guys thank you so much ! ๐ 
hey guys so normally i use the multiplayer respawn module to setup respawns in my arma ops and players have to use the respawn locations from mission start. im looking at running a halo op for a change and want my players to start in cryo pods on mission start and after they leave the base location a respawn is made that they can then use it like normal as decribed above. How would i go about doing this?
Whats up guys I'm trying to get players to spawn with a predetermined loadout is there a way to do that? I've set the loadouts up in editor for all the slots just need them to spawn when they slot and come in the server. https://gyazo.com/65e02a5716456a940dfdf748c34471ed
If they are set in the editor it should work.
Yeah its not doing it for some reason
Is it because I did the loadouts in ace instead of the virtual
Maybe.
That didn't fix it
another mod maybe?
cuz like r3vo said, it should work if the loadouts were set in the editor
Figured it out 3CB overrides 3den on loadouts you just have to disable
facing the same issue, loadouts are defined into the mission PBO on units directly, but respawing with default A3 class loadouts....
Do you know if a mod exists to have a new menu entry in EDEN editor to execute MP export + remote copy (scp/ftps wathever) in one click?
3den Enhanced has that feature.
Or look up the vanilla solution on the biki on the Arma 3 Respawn page
https://community.bistudio.com/wiki/Arma_3:_Respawn : Respawn with Original Loadout
If I need to populate an entire city with AI, which spawn as the players move through it (for multiplayer) would it be better practice to use show/hide on a series of triggers, or dynamic simulation?
you can use civilian presence module for that
I should specify, enemy AI
Be the change you wanna see in the world, learn the workbench :)
i had a projec of making it but i gave up because i didn't knew how to animate it for arma also program and script it
#arma3 #tripod #waroftheworlds #wotw #workinprogress #epic #cool
this is it
i made more animations on blender for it
such as crouching
death
constant walking
and the start up walking
i was thinking to make a rising animation
for now the mod is on hold
until i figure out how to script and program on arma then its back into production
can someone help me i am in the editor on tanoa and start every time in splendid screenshot mode and cant leave it
Place a unit. It should automatically be marked "Player" if it's the first one, but you need a player unit.
i started playing arma 3 again after so many years. Can someone tell me how do i restart the map?
can someone help me with making a conversation and then later in the mission with another trigger,Make another conversation?
Anyone know why my editor is suddenly only drawing objects within like 300m of my camera? My view distance settings haven't changed any
Pretty easy are you doing it with audio files or are you wanting it to be like subtitles that pop up?
if you go onto youtube and type up arma 3 conversations thats what i want to do,The one problem is that i cant get the right coding for when i want more talking later in the mission everyone and everything is wrong
wernt you just in the scripting channel asking the same thing @fleet thorn
I'd say its easier to just go ahead and setup a 3d audio and make the character you want to speak the variable. The sound still comes from them
So you'd need to do in the init of the trigger
v1 say3D "audio";
Then set the NPC variable name to v1
Then go to your description.ext and create the reference for the sound
Put your sound in the mission folder and ensure its the same location as mentioned in your description.ext
so i have the voice lines and everything its the thing where if i want to activate another bikb file with more dialogue later in my mission is what i want
im getting briefing this briefing that but nothing workds
Bro idk about that
I'm telling you an alternative way
Audio still plays from the character
The simple way
The way that requires no external scripts all done within eden and your mission file
but i want my own words not AI
???
my own dialogue with my voice
in the talk/ sound folder is where you put the OGG files
its the scripting that no-body is telling me how to do?
https://www.youtube.com/watch?v=wek5CTTQFvc&t= watch this video see how he makes the audio come from the object thats what you're gonna do with the AI
Setting up custom sounds in your mission. Single and multiplayer compatible.
Mission Download Link For Sample Mission
https://drive.google.com/file/d/1Il6Xi6W42CFJRt7Hy9MGRv03_8PzOigv/view?usp=sharing
Please like, share and subscribe! Remember to hit that bell icon to be notified of new content which is posted weekly!
Questions or comments...
its no that,Its for later in the mission not the start
Dont know cant help pal
Question; is there any way for an 3den placed building to show on the in-game map screen? In this instance, I have a small town that is custom-placed with 3den, but I'd like it to show on the map. I've tried to google it a bunch of times, but it always brings up tutorials and advice on building terrains, not just making a building appear on the in-game map
So basically grey rectangle? You can just place a marker and call it a day I guess
Definitely a viable option and one that I may need to go with, but it's something like 40 buildings. I was hoping it'd be a simple checkbox somewhere lmao
Despite looking through attributes, tools, and the actual building's options
You may want to write some SQF then
If you use Zeus Enhanced you can use the function here https://github.com/zen-mod/ZEN/blob/master/addons/building_markers/functions/fnc_set.sqf#L24
hey guys, im looking for a building for my units advanced training, ive seen it before, a small building with an intirior and a stairway on the outside leading to a heli pad/ landing pad. any chance you guys know what im looking for and can help me find it?
looking for weeks and cant find it
the modular military kind of building?
not modular, its all one building, single floor, with stairway leading to the roof on the outside
White four story office?
Most important question:
Are you talking about purely base-game assets, or including modded/cdlc content?
i just found it, it is a asset from EM buildings and i had forgoten. im soory

Hey, how do I get AI to unload cargo?
I have a blackfish with 2 boats in the back, if I want them to drop these at a waypoint, how may I do that?
it could alternatively be done in a way where they are forced to drop them after passing a trigger (I also dont know how I would do that) but, I digress
See example 4 https://community.bistudio.com/wiki/setVehicleCargo
Thanks
is there a way to change the currently loaded magazine in a gun when in the editor? I'm making a custom loadout where I have several black tracer magazines, but the gun's default magazine is still tan, so I always start the mission with one of those loaded.
test 1
Vanilla Arsenal doesn't support it for whatever reason. You can use an Arsenal Mod to improve it or use script commands like addWeaponItem
It is a part of Eden's Attribute, I forgot but should be located somewhere in the top toolbars
Hey, I'm using the function [player, player, opfor, ["UK3CB_TKM_O_GL"]] spawn BIS_fnc_spawnEnemy; How do I stop them from spawning with another trigger?
bet ty
So I noticed 3den enhanced has a ai skill bar you can edit, while arma also has a global one for all units. Which one takes over?
https://imgur.com/a/TmFbzJH
So if the global ai difficulty in settings is set to 100 does that apply? Cause 3den enhanced sets the default ai skill for each unit to 50.
https://community.bistudio.com/wiki/Arma_3:_AI_Skill
Best bet is this article
If the value is set to 50% in 3den it's ignored.
oh
cause each unit i put is always at 50%
That's just the default value
It's the same for the vanilla attrribute
Yes
If you set it to 49.999% it would work-
I will think about a way to make this clearer
wait so if whats put in the editor matters hows the other difficulty bar in the settings work
you mean in the "States" category?
wait so let me make sure i'm getting this right
if the difficulty tab in the game settings with precision and skill is set to 100, and the unit in the editor is set to 50%, the editor skill takes over
First of all, you need to set any other value in the Editor than 50% for it to have an effect.
And all these settings are then mixed together and generate the skillFinal. This is somewhat explained in the link polpox linked.
ohh i didn't know that
so if i dont change the skill slider at all and keep it at 50%, the skill would be what's in the difficulty settings?
SKILLS = [
"aimingAccuracy",
"aimingShake",
"aimingSpeed",
"endurance",
"spotDistance",
"spotTime",
"courage",
"reloadSpeed",
"commanding",
"general"
];
onEachFrame
{
private _cursorObject = cursorObject;
if !(isNull _cursorObject) then
{
private _text = "";
SKILLS apply
{
_text = _text + "\n" + format ["%1: %2 %%", _x, (_cursorObject skillFinal _x) * 100];
};
hintSilent _text;
}
else
{
hintSilent "";
};
};
Here is a script you can use to find out the final skills values. Just execute it in debug console and look at a unit during preview.
Difficulty + what's set in config IIRC
Alr I get it tysm I appreciate it
is it possible for game master module to have multiple owners? ie: owner: zSlot(synced role named zSlot), #adminLogged?
or do i just drop a second module with #adminLogged?
Pretty certain you'd need a second game master module, since most likely the owner variable is just a string
2 is also better if you want to have one Zeus set to control some stuff and have the admin Zeus control everything
its for liberation, to have admins the ability to use zeus if they're not slotted into commander, but im unsure whether they have scripts tied to their already placed zeus module ๐
will try adding an extra module for admins and test if it breaks anything
I need some help.
I have been trying to make a defence style game mode where ai just runs towards you and you shoot them down.
I thought that the defend module would be good fit for this use. how ever the only video that has any good info on how to use it is 11 years old and doesn't go in to enough depth imo and the file charring website he uses gives your browser a virus.
i am availeble in dm's
video:
Today I take a look at the Defense module for ARMA and how to set it up for use in your missions for either single player and multiplayer use.
Link to example mission (includes scripts used)- http://www.mediafire.com/download/g2s6jcdq8h5bub7/defence_testing.Altis.zip
Link to initCurator.sqf (included in example mission) - http://www.mediafire....
"endurance", is no longer a valad skill, its done away with
in Arma 3
"endurance" is Disabled in Arma 3
ignore that i found it lol
Hello everyone. So i have a liberation server to play with my friends and with the map i added the hidden objects module. But when i get inside the liberation to play the hidden object does not work at all.
I tried using the module in zeus and nothing happens too. How can i make it work?
I dont know if this should go to scripting or editor channel
Anyone know how to make AI respawn after getting killed, im trying to make a training thing for my unit and i want a convoy to respawn after getting killed but with vehicle respawn i can only get the vics to do so
there is a module that will spawn units from a surtain faction up to x amount you can use that
its under other
Load CUP Terrains first
wdym?
One of the issue the error said is CUP Terrains not being loaded
its started on my server
or downloaded
I don't know what am I supposed to understand from this image
im sorry i guess im not understanding what you mean by "not loaded"?
Not loaded is not loaded into the game/server
Like through steam workshop or?
It doesn't matter. Installed is not loaded. Also I don't know what UI I see in your pic
Sorry thatโs from my service provider or server host like were you download the actual mods for the server
Do you mean loaded on the arma launcher?
I don't know. I am only sure your RPT can tell CUP Terrains is loaded or not
In the first place, the error log, who says so? Client or server?
Server
Everything works fine but as soon as i select my unit to load in as it sets me back and makes me re select the mission
This is for a zeus
Then check server RPT to make sure CUP Terrains is loaded
I cant seem to locate it
#server_admins would be better, too ๐
anyone knows which mod has c2 greyhound
Why are you asking everywhere bro
Try https://www.google.com/search?q=c2+greyhound+arma+3 to start
it aint here
Argh
Another stormworks mod
Sorry about that
Don't crosspost questions though
anyone know if its possibe to hide the 3d hud element made by sector control sectors, so that they only appear on map? If someone knows please ping
hello editor people, for arma 3 is there a way to teleport one player on command form any location without using zues, Im trying to set up something where I (zues) teleport in to a location very close to the players, kill a few guys and then teleport out so the players dont know where I went, is there a way to do this? there is also multiple groups of players in spread out locations that I would like to do this same thing to all of them
Afternoon chaps and chappets, mid mission making here and i've become stuck. Trying to make a checkpoint gate, for loading zone performance improving purposes, that opens on a trigger but the open/close module isn't cutting it for some reason. Basic premise of what i am doing/need is the checkpoint will have my players will go through one way then will come back through later. I have tried placing trigger connected to open/close modules for both sides of the door but they only seems to work one way. As far as ive experience and can read in the description of the module it can only be used by one trigger per module hence the need for 4 modules and triggers yet this didnt fix my issue.
Any help would be very much appreciated as i cant seem to find an answer to what i'm stuck on anywhere. (Picture for reference of what i'm doing, items/objects from OPTRE modpacks)
Edit: Tested with zues teleporting myself to each trigger and it does seem that each module only activates once, triggers are set to repeatable and this works with the show/hide module. Think i either need a code around the one use for the module or a code that just opens and closes the door.
Appreciate the response but i have tried this with vanilla stuff prior to making the request for help. Seems to be a limitation with the module at this point and i've yet to find any code on the wiki i can understand/a video tutorial ACTUALLY explaining what the parts of the code are for.
i feel ya m8 i get that way also sometimes
maybe someone in the scripting channel could help you them guys in there are awsome
im just jumping around to see if i can help anyone maybe i can't
Fair enough, kinda thought posting a problem in the eden editor im having in the eden editor help channel would get the fix. Probably will leave it for as long as it takes for me to make and have a cuppa before posting in the scripting channel so i don't get told off for "spamming" 
Why not Zeus?
Why my CUP unit Russian Federation (modern MSV & VDV) unit doesnt show up they only show up on composition? Anyone have same problem or its just like that?
Is there some magical way to use zeus only modules in the 3den editor? Sci-fi support plus has some cool stuff but I can't use it in the 3den editor :/
Call the function.
Is syncing an asset/unit to a Show/Hide module a good way to improve performance when making a mission? Making my first mission atm and i'm encountering some lag spikes when running it. Curious if there's other ways to improve performance and reduce lag.
It depends. I use it when I put a lot of AIs. Sometimes it will certainly help. Sometimes it will barely affect the game. You just have to be certain that the Assets are the cause of the lag. I would just try with and without. Itโs not a long thing to setup.
Cheers, will continue to experiment then.
would this be correct code, if i want only p1 to be able to Activate a trigger ```sqf
this && (player == p1);
i know it seems simple but i need to be sure
No. That means the trigger activates, if player is p1.
It doesn't mean that player/p1 is inside the trigger area
oh ok what do i need
p1 in thisList to check if p1 is in trigger area.
combined with player==p1 if you want it to run its activation script only on p1's computer
ahh i see thats handy to know thx @sinful zenith
Also might depend on your other trigger settings like "activation"
what if the trigger is a radio trigger
๐ฐ
lol
it nice to know all the ways tho
so if its a radio trigger would my code be correct then ```sqf
this && (player == p1);
I don't know if radio trigger would trigger globally. If it does then no.
hmmmm
i assume it would only be activated by p1 for everyone
depending on whats in the "Onactivation" ofcorse
i guess if it was hosted mission then i could use in a radio trigger ```sqf
this && isServer
then it would not matter what the hosters var name is
em i correct in assuming this
cuz the hoster player is the Server in a hosted mission, and in the editer also
like if you wanted only the host to be able to Activate the radio trigger that calls the chopper and such
but i don't know much i'm just asking
afaik, if it helps, it's just a little. The best way is to spawn units during the game instead of pre-placing them on editor all together. Like Krayne said, it depends, and depends on what you trying to do in your mission, if spawning units makes more sense than pre-placing them...
If you don't want mess around with scripting rn, there's a mod called HBQ Spawn System that helps with that, it has a lot of modules to work on it.
Is there a way to somehow configure ARMA time acceleration like you can with DayZ? For example i'd like a mission where the nights are shorter than the days, but the time passes faster than usual for both. Say 1 hour of day light and 20 minutes of night. Without running the time acceleration manually in Zeus.
probably script it with https://community.bistudio.com/wiki/setTimeMultiplier
does anyone know how to set up a respawn on squadmates in the arma 3 editor, i need to have it so that people can spawn on their squadmates instead of just a regular spawn point at a base becuase the squad will be seperated from the rest of the unit and will be traveling the map to find their way back to where the main unit is
I think if you sync a respawn module to the players, it does it?
Or you might be able to set their variable as respawn_west (_0 through however many players) as well
This is a code snippet from this video showing the first method:
https://youtu.be/yF3dyC3ZQF8
Codes & Scripts Playlist
https://www.youtube.com/playlist?list=PLUsyty1OYgb17O63BwUZRBgQqonrBVOD-
Arma 3 Tutorials Playlist
https://www.youtube.com/playlist?list=PLUsyty1OYgb0CTC62sCyddDSU3pI6rGO_
Arma 3 Code Snippets Playlist
https://www.youtube.com...
Did you figure it out?
Yeah
Howdy my fellow mammals.
Got a question.
I created trigger. to detonate IEDs but for some reason only the first one explodes. I have no clue what i am doing wrong. might be exhaustion but i got no clue. See image.
@rough canyon or you can have them Teleport to the leaders pos via script and if the leader dies oh well then, you start out again
or you can make a (Mobile respawn Vehicle) that respawns back at base if it get destroyed
then people can teleport to the Mobile respawn Vehicle
theres so many ways to do what you wanted
First, why are you calling? Second, did you name them both correctly?
- Cuz seemed proper, since its multiple
- Yup
If you might have better way, share ๐
- None of
callis necessary in this context - Try
triggerAmmo ied2might not be an explosice
This;
triggerAmmo ied1;
triggerAmmo ied2;
?
Both ieds are same Objects
Try it
Will do once home ๐ค tyty
hi question, is there a way to remove a map object that was baked into the map. namely a moded map and a building there. the arma dedfult tarrain remover doesnt catch it
been trying any document or redit but couldnt find anything other then
{
hideObjectGlobal _x;
} forEach nearestTerrainObjects [gameLogicObject, ["DosBig_Wall_Gate"], 10];
lemme reactivate arma
It probably won't because nearestTerrainObjects wants the type not the class name
alright and it has not type
so what can i use instead
{
if (typeOf _x == "DosBig_Wall_Gate") then
{
hideObjectGlobal _x;
};
} forEach nearestTerrainObjects [gameLogicObject, [], 10];
lemme try that
Given that DosBig_Wall_Gate is the class name
You sure it is DosBig_Wall_Gate
And you sure it is only 10 meters away from that logic
ill try to increase to 100
yeah didnt work
if i could replace that object with the activatbale one i would but i cant
nearestTerrainObjects is the wrong function no?
its not a terrain object
Are you trying it on the wall you placed with EDEN or with the wall thats baked into the terrain?
this screenshot looks like you're trying it with the EDEN placed one
baked into the tarrain
becues it cant be activated to be lowered
its a gate
but the game logic you are checking is next to the EDEN placed wall no? that would not be a terrain object
no i spawned the eden one to make sure its the right class name
are you trying to just remove 1 specific wall?
im planing to delete it
yes
run the scenario, look at it, then run this:
getObjectID cursorObject
then copy the result
"8645018"
then use this code:
getPosWorld gameLogicObject nearestObject "8645018" hideObjectGlobal true
can i add severl objects to it?
are you trying to just remove 1 specific wall?
-_-
can i add severl object ids to it and if yes how
you would have to make an array of id's and loop over it
FUCK
for several objs:
{
getPosWorld gameLogicObject nearestObject _x hideObjectGlobal true
} forEach ["8645018", ...]
yeah it didnt work
put other IDs in the list
no, not even the single one worked
is gameLogicObject defined?
run getPosWorld gameLogicObject in console, see what it returns
ok there is solution and thats exploding it
nothing
{
systemChat format ["type: %1", typeOf _x];
if (typeOf _x == "DosBig_Wall_Gate") then
{
systemChat "wall hidden";
hideObjectGlobal _x;
};
} forEach nearestTerrainObjects [player, [], 200];
@vapid ravine stand next to the wall and run this in debug console local execute.
well did you even create that gameLogicObject?
ok im going to a vc to stream it cuz that didnt work
yes
apparently not...
and you ran that code while running the scenario? and it gave nothing?
if so it's not defined
lemme try
your game logic object is called test...
@keen jolt how tf is this returning a big list of empty types
"type:"
some objects don't have types
they're super simple (no damage, etc)
you can use their model instead: getModelInfo _x # 0
i am thinking just to use a big explosion to kill the object instead
before the operation
either rename the test thing, or rename gameLogicObject in the code I wrote
test > gameLogicObject in the variable name field in EDEN
or gameLogicObject > test in the script
here's a simpler way:
{
[0,0,0] nearestObject _x hideObjectGlobal true
} forEach ["8645018", ...]
but it's a bit slow
because it starts searching from the bottom left
if you're only doing it at mission start tho, who cares 
I guess so yeah
well its a logic for tthe start of the mission
a bit slow as in.. 20 secounds or
and worse case
big explode
yeah only ms per object
vs micro second if you give it a close pos
either way won't matter for you
THAT WORKS FUCK
THAT DID WORK
IMMA
imma get the other objects id
thank you very much
now i can replace them with the other functional item
and if it doesnt at least i can fix it with a lance strike
btw since you're hiding terrain objects I recommend that you do it locally
i.e change hideObjectGlobal to hideObject to avoid sending unnecessary network traffic
if you put the code in init.sqf or the init of an object it'll work for all players
i put it in the pbo
cuz thats how the unit works and i dont have acsses tp the server file
where in the pbo?
in case it doesnt work i will simply destroy the thing
didnt extract it yet the mission file isnt fully done
well it doesn't matter where you put it. as long as the code runs for all players, my point stands
if it only runs for the server, use the global version
if it runs for everyone, use the local one
ill use the global version as itll likely run on the server
server only? that's what matters. if it runs for everyone, it does include the server already
how can i make sure it only runs on the server and not each time someone joins
as in run only once and thats it
well you didn't tell me where you put the code. I could tell you who it runs for if you did.
anyway, to be safe wrap it in an if (isServer) then {...} block
Its in the mission file itself
As in a gamelogic entity
you mean object init field?
here
this?
it runs for everyone
ok so how can i make sure itll run once
or wont ruin the game
to remove the global part?
using if server
this is better for this case yes
just remove global
btw since you're putting the code in the logic object, you can use its position without even naming it by using this in the code (this refers to the object):
either do this (the better version)
{
(getPosWorld this nearestObject _x) hideObject true
} forEach ["8645018", ...]
or this (slightly worse because of network traffic):
if (isServer) then
{
{
(getPosWorld this nearestObject _x) hideObjectGlobal true
} forEach ["8645018", ...]
}
why is it weorse cuz network trafic?
as its more effficent
well the first one doesn't send any network code. it just runs for every player
the second one runs on the server, and the server sends a network message to other players to do the same thing
in this case since it's only running once it doesn't matter. if the code was running more than once it would matter
also hideObjectGlobal (and other similar commands) had some issues when you ran them in init. I'm not sure if it's been fixed. but in the past sometimes they failed to work
alright ill run the server one and hope
modded arma is already taxing so running a thing once may help
no just use the first one. it's better and safer 
oh ok
(getPosWorld this nearestObject _x) hideObject true
} forEach ["8645018", "8649373","8647912" ] ```
yeah
question: what script is needed to activate the trigger when the unit reaches damage?
In arma 2
How to activate one trigger by second?
Use a global variable that you set in Hit event handler.
can anyone help me with keyframe animation
Any idea what mod is spawning giant skeleton soldiers in my Eden editor missions?
lmfao what
What mods do you have installed?
@hearty sapphire
Also, does it spawn it in the editor or only after you hit play?
It's crazy. I have a lot of mods going but I can't recall what I installed to cause this. FPS drops to 30-40. They just spawn...
When I play
I see
Any warhammer 40k stuff?
Don't think so.
Has it happened recently?
If so, go through your subscribed addons list in steam. It shows them in chronological order
Or, better question, how long has this been going on
Ah.
Actually, since April 1st. Thought it was a April fools prank.
Made a sweet scenerio w multiple missions.
This is the funniest shit ever
I'm sorry please tell me you can record this
Imcredibly, but it sounds annoying
They pick up my men and toss them. Freaking crazy
Have you installed anything since then? If not, it should help narrow it down a little
Oh for sure I hope we can help solve it but I need this clip
That- sounds suspicisouly detailed. Def a mod
Got to be a mod.
Don't think webknight has made one of those yet and I don't know who else would make that
Im aware its a mod. Check your recently installed mods lol. If you haven't downloaded anything since Apr 1 it should be relatively recent
Alternatively, sort by recently updated?
Cool. I didn't realize I can search them chronologically
In Steam it is already sorted chronologically. I believe you can change how its sorted, too
Nice. Thank you ๐
Yep. Tell us what mod it is when you find it. Deadly curious
I will.
What on earth lmfao
Is there a way I can set it so only certain player slots can connect to certain drones? For reference, I have one armed drone (Predator) for a specific player to control and want to give the rest of the players access to unarmed drones without giving everyone access to the Predator.
Describe what you're trying to do, and what you've tried.
Some Resources
https://www.youtube.com/watch?v=quZLaLGfHU4
https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation
triggerAmmo ied1;
triggerAmmo ied2;
Worked like a dream, ty
Weirdest thing I think i've come accross. In the editor, in search tabs or any text box, I cannot type lowercase c, v, or h. Just those letters, incredibly specific, and only lowercase is a problem. Anybody know what might be causing this? its super annoying, especially when writing scripts
probably mod keybind issue
Least broken Arma 3 mod:
Massive shout out to @sturdy wharf & @fluid rain for saving my sanity and getting this hangar door to open on a trigger... mission design still in the works but here's what you did for me, thanks!
For some reason insignia, armpatches, and faces are grayed out and cant use them. Anyone knows why and know how to fix it? im using ace3 Arsenal to
Dang, do you by chance know any prolific mods that would cause that? or know a good way to weed it out?
Look through all your modded and cba controls
You need to use the identity property in Eden, not the arsenal.
Does anyone know how to fix โVanilla doors are disabledโ shit
I canโt seem to find anything on it
Unload Mods that does it
is there a way to know what ones?
No I don't
Checking RPT or post exact error, maybe post all Mods you have may lead you to a clue, maybe not
quick question im hunting a bug that im encountering on my server wherein players are unable to use lockon weapons. can fire but no audio or visual indicator (the diamond and beeping) AI is able to use them and if a zeus RCs an AI they are then able to use lockons normally.
have consulted with mod authors and server hosting company. mod authors unaware of anything that would cauuse this in their mods. server company thinks its a mission setting but I am at a loss.
Does anyone know how to use Alive to set up kinda like a conquest mode ai against players? I could really use some help with that.
Sounds like an issue I had when I was using the profiling build. If you are using it try stable. The only other way is to disable mods one by one until it's gone.
my client isnt using the profiling build just checked. thanks for the input. dont think the server would would assume both server and connected clients need to be the same version so looks like im gonna have to rebuild the modpack from the ground up, thats gonna be fun.
Do you mean modpack as in a list of mods or as lots of mods you combined into one?
think ill make do for this weekends events then clear the server next week test with vanilla to ensure that its fixes and its not a server issue then go from there and rebuild a new modpack.
list of mods.
i aint got the skills to even try merge mods.
For some reason lots of people try to merge the mods and then break everything.
yeah nah might not look pretty having 50 mods but i aint got the skills to merge so i make do.
plus most of them are tiny QOL mods eg map tools and ace vaulting and rappeling
ect ect
the big ones are RHS and CUPS
plus stuff like two primary weapons (for my sniper teams) chemical warfare and some zeus foncues ones like zeus additions and of cause TFAR
thanks for the input been hitting this wall for over two weeks now and was feeling like id gone mad
I hope you're making sure that you're not using both CUP and RHS vehicles/weapons in the same mission because they have different armour balancing, meaning a CUP rifle can take out an RHS tank.
yeah I use RHS with one player group and CUP with the other wish they could agree on which they both want but i just run the ops i aint the boss lol
great players but they have their quirks
so next week is a knock down and rebuild week by the looks
can someone help me i press shift to turn on my helicopter but some of the helicopters turn on and som dont
its a helicopter from the game it self im in now that wont turn on
Nearly all helicopters will start engine from the scroll menu
(Only exception I've seen so far is the AH-64D project, and it's a sim cockpit mod, with a full startup procedure)
My general method is collective to 0, start engine, wait for engine to reach rpm, increase collective when ready to take off
Question -
How to make it that once task is finished or failed its statues cant be changed?
Example - You have HVT who has a trigger if not alive mission failed.
- There is area on the map where if the hvt is present mission accomplished.
But then once you delete the entity the task fails even though it was just accomplished.
How to prevent this?
You can create variables to check tasks, I generally use this method
ok, task 01 is completed, so you create/modify a variable in your trigger like task01_completed = true; and in another trigger checks this variable in the condition, if it's true, triggers the task completion status
you can also add this variable to the trigger that fails the task, I don't know how you doing this, but as an example:
(!alive hvt) && {!task01_completed}
something like that
so it prevents triggering it when you delete the entity
yes, fix the script
its from a mod
but i think i know which one is causing it
does anyone know how to make a AI to bomb?
Do you have advanced flight model on in settings? If you do throttle only changes collective, not engine, so you need to turn it on manually. Some (most) modded don't support AFM.
Try forceWeaponFire https://community.bistudio.com/wiki/forceWeaponFire
i might try that
Hello everyone. I'm editing a mission on Arma 3 and I would like to know if there is a command line that allows me to count the deaths in my camp, (where there is the grave symbol on my screenshot)? Ideally I would like the command to allow me to do: "If there are 64 (for example) deaths in the OPFOR camp, then the game ends"
if you use 3den Enhanced it has an anttribute for that.
if isServer then
{
TAG_Casualties_Counter = 0;
addMissionEventHandler ['EntityKilled',
{
params ['_killed'];
if (side group _killed isEqualTo east) then
{
TAG_Casualties_Counter = TAG_Casualties_Counter + 1;
};
if (TAG_Casualties_Counter >= 64) exitWith
{
removeMissionEventHandler [_thisEvent, _thisEventHandler];
["yourbriefing", true] remoteExecCall ['BIS_fnc_endMission', 0];
};
}];
};```
@leaden barn did you get the chopper start fixed or still not working
Its working now
ok cool
corpseLimit = 75;
corpseRemovalMinTime = 900;
corpseRemovalMaxTime = 1800;
are these in the description.ext actually usefull or is it better to just omit them?
so default ist 0...
corpseManagerMode you mean?
yes
correct - you have to set it to a higher value for these โ listed values to be considered
(however I don't remember if there is a difference in MP or not)
im not sure this is editor but like if i spawn someone in editor thats playable but isnt being played are they visible like do they just stand there
As in in game
Like you host a server
You select 1 role
And is the rest of the squad not there or are they just standing there
There is a setting for that in Eden editor. It's called disableAI iirc.
Where would that be
I think in the scenario section
Does anyone know of a way that I could make a player pick up an item that causes them to receive a hint that only they can see?
Doing a horror op, and I want the players to pick up an item telling them to act a certain way, but none of the other players can see it.
What exactly/what command should happen? How does one picks it up?
a "Take" event handler could do? ๐
something like that yeah
thank you
Take should work - you can "target" which player gets the intel a bunch of ways, either set a variable on the unit in eden something like this setVariable['getsSpecialIntel', true] or similar or by steam id - for one of my halloween ops I did something similar - it was a guys birthday so I gave him doomsday rounds, I knew someone would loot his body so anyone but his steam id picking them up...teleported the player off map, removed all weapons, broke both legs via ace medical and where they found two Smashers waiting for them ๐
I found the reason weird shit was spawning. Its in the SOG AI settings
Can some people give me some ideas on how to get my convoy of players to stop their vehicles in order to check something out. last time I used broken cars in the road to make them stop and check for ieds then disable them, which had a trigger for an ambush but I donโt want to use the same thing twice. Any ideas would be helpful
You can ping me or dm me if you have ideas
- one of the convoy vehicles has an issue (a flat, coolant leak, broken engine, etc)
- a civilian (guerilla in disguise) runs to them and halts them "for help"
- they receive an order to turn back, and during the turning back manoeuvre, the enemy attacks
- a meteorite hits the road
- a nuke is in the horizon
- Santa Claus lands in front of them then pulls one AK in each hand
Santa Claus lands in front of them then pulls one AK in each hand
Unironically one of my xmas ops was to hunt down and take out the fat man ๐
He's not fat. He's festively plump.
Thanks for the ideas. itโs a little to early for Santa but the civilian idea is good, maybe a bomber
in one of my zeus ops I strewed some destroyed vics around the road - which to me would scream minefield - my players apparently not so much, one drove into it - then in the cook off the other couldn't hear the first screaming minefield and drove closer to hear what he was screaming ๐
sometimes they make me laugh so hard I start to cough
I see you ran into one of jb's "babies" ๐ง ๐ง
That JBOY is one sick puppy. I still chuckle every time I remember his human BBQ video.
Tell me how to make my created in the AliVe OPFOR faction make to work with Dynamic Recon Ops? it works with Dynamic Combat Ops and Civil War but not with the DRO. I'm just getting the default CSAT units. For and experienced modder it should be not a big deal. Probably I would to solve this issue if BI forums were online. I've asked a few times this question on the server. Thank you ''communinty''! 
Hi guys. Just a quick one. I have created a cutscene using the key frame animation module and camera at the start of a multiplayer mission I'm building to which works great, but seems only I see it. The other two players just load in to the game as normal. Ive tried adding
["timeline_Intro"] remoteExec ["BIS_fnc_keyframeStart", 0]; to the trigger On Activation field to try and have all players see the keyframe module. This was info through chatgpt so not sure if it will work. anyone have any idea if this is the correct way to have all players see the camera module cutscene effect at the start? Appreciate any help.
My mission file just reverted to a version 13 days ago after I booted it up today, went from 1.2MB to 22 KB, anyone know anything?
I admit, it was I
commit sudoku for such a transgession
but we don't know anything (about your topic though)
do you use a version control system (git, svn), or you or the OS may have overridden it with a backup
however nothing the Eden Editor would do
please don't crosspost
Nah I got no backup thing or anything like that, never had this happen in 15 years of playing arma.
โฆOneDrive offline?
Nothin'
Tough luck for me
Was up to 5 AM working on it, open it to 8 hours later, and it went kaput
Use 3den Enhanced's mission backup feature the next time.
Sorry mate wasn't sure where to put the post ๐
no harm done, cheers!
you reckon this is the correct channel for my query?
here yes!
Or AutoMissionBackup's automatic git commit feature next time :3
Actually maybe that makes sense to just put into 3den Enhanced, but it needs extension.
And most users probably wouldn't want it. Eh
Yeah, that as well. But it needs git.
Could also make in-game UI to do rollbacks but that's so complicated
I remember you contemplating about hat.
If there was a command to load a differnt mission.sqm...that would probably help.
What can I add to my mission to make my friendly AI spare my life when i accidentally killed a few of our gang? They are going bananas now
. . . not killing them? ๐
There's accidents far to often, even though I try NOT to kill them haha
you could use a Killed or HandleRating event handler so you don't get in the negatives, eventually
player addRating 1000000; in initPlayerLocal/onPlayerRespawn ๐
I had to do that because my guys play as mercs and while I charge them for killing civs I don't prevent it and they kept getting tagged as sideEnemy which mean friendly AI on their airfield would open fire on them ๐
if you don't have that setup, in eden you should just be able to do this addRating 1000000; in the init field for the player unit - you can then have a lot of accidents - obs can tune the value to increase/reduce how fast you go sideEnemy because a million is a lot ๐
hideobjectglobal Should work on altis/stratis trees correct?
how do I set up a respawn position in 3den for a dedicated server? I understand theres a bit more to it compared to local host but not sure what.
I thought I added that ๐ค
Eden action to load a mission
A million is a good start at least
Is there a easy way to create a function to sleep during the night to speed up the time?
you can use setDate or skipTime as appropriate
though the nicer way in some contexts is to increase the time multiplier so the nights are shorter
that's what the liberation folks do - they let you set a multiplayer so after a certain time, time "speeds up" until dawn hits
I would need a command which I could provide the mission.sqm content to if I want to allow the user to load different backup versions.
And I don't remember an action. Just load3denscenario
Or an extension that creates a mission folder with the backed-up contents
Well true. I can already do that.
That is actually not a bad idea. The user just needs to rename the folder that's the only inconvenience
I found a sleep function i Drongos DYEL mod so that was really nice!
does anyone know how to make maps or where to learn to make maps for arma 3
Start in #arma3_terrain with the pinned messages
The best of the tutorials, what exists are linked there
pmc.editing.wiki contains most or all of the needed stuff to get started (links are partway down the pinned messages)
Currently having some issues with trying to run a video on a tv in an operation.
{
tv_1 setobjecttextureglobal [0,"helmetcamkmc.ogv"];
["helmetcamkmc.ogv",[1,1]] spawn bis_fnc_playvideo;
}];```
the two issues that I have, which are included in that video are that the video is faster then it should be and it's washed out
How do i make shooting sound?
@lilac quest its the same if you use respawn = 3; or respawn = Base; in the Description.ext
everyone would respawn at the "respawn_west" marker
unless your talking about menuPosition stuff, i don't use menuPosition
@keen bramble make a recording of the sound you want, then make sure you convert it to .OGG file , then you must put the sound in a folder called Sound, in the main mission folder, then in the Description.ext, you would put
//Sounds
class CfgSounds
{
class CopyBeThereNoTime
{
name = "CopyBeThereNoTime";
sound[] = {sound\CopyBeThereNoTime.ogg, db-7, 1.0};
titles[] = {0, ""};
};
};
then you could do this ```sqf
playsound "CopyBeThereNoTime";
in a trigger or script or whatever
I have a respawn module named that, it works in local host but not in a dedicated server
Explain what is not working. How do you set up the respawn module?
It should normally work in dedi
@lilac quest you don't need to use a respawn module get rid of that
just do the Description.ext thing and the marker and your done wala it works
in the Description.ext
respawn = 3;
and place the marker "respawn_west" where you want it
or respawn_east if opfor etc - I've seen that catch people out ๐
yes correct
There are alternatives, yes, but u can't say like "get ride of that", it works, it's better to see what is wrong with it first to help him understand the usage of the modules
so ive placed down a few veichles and i want them to respawn in the position with their crews every few minutes if the existing one has been destroyed how do i do it
these are veichles driven by ai btw not players or player veichles
if you're using the respawn module for vehicles, look for the expression field, and then put something like this:
createVehicleCrew (_this # 0)
what respawn module can you link a tutorial
im making a squad style singleplayer mission rn with nr6 hal and attempting to do the veichle respawns
see if this works for you
https://www.youtube.com/watch?v=lxvGjazkiyw&pp=ygUdcmVzcGF3biB2ZWhpY2xlIG1vZHVsZSBhcm1hIDM%3D
@turbid olive ok copy that
respawn modules are good for other things that just a respawn market can't do it
what does the '3' mean in respawn=3? does it correspond to a side?
@turbid olive rgr that m8 understood
@lilac quest the =3 means the same as respawn at BASE
Respawn on Custom Position
Or BASE yea
Weird question for yall. Does anyone else have the weird issue were respawns will suddenly stop working for players, at random?
but im my case the custom pos is the respawn marker "respawn_west"
nope never happend to me
are u usein mods ?
or do you have tickets in your respawntemplete
and is this on a hosted server or DED server
Yes, mods. Nothing that should mess with respawns tho. ACE, no medical, PIR with ACE compats...
No tickets. I never use tickets.
Self hosted server
what type or respawn are you useing
It used to disable after 5 respawns but adding respawn = 3; to the description.ext fixed that, but now it only sometimes disables it
I used markers originally but switched to respawn modules
well im not that good with respawn modules
I have 4K hours in the game but this is the first time I've seen this
i don't like that schreen poping up in my mission
Then again, this particular mission we die alot so maybe it's not normal
I do have respawn positions enabled, as players can setup rally points for mobile respawn pos
5 second respawn delay too
yeah i never had any respawn go bad in any of my missions
How strange. A quick relog fixes it but it can happen to me too lmao. I cant exactly relog easily
did u look at your RPT file after it happend
I may just drop PIR and all the fancy medical stuff altogether and stick with the A3 player revive. Only after using PIR it happens
Good idea. It didnt occur to me at the time
whats PIR
Project Injury Reaction
Cool mod, finnicky at times. It should affect respawns but 
Should not**
oh my i never use that stuff but its ok
I got it on a whim after a buddy recommended it
i use no mods i wont put mods in my clean Arma 3 game
To each their own. I am slowly phasing into a vanilla plus style of play anyhow
cool m8 your like it way more
I already like vanilla arma. I just get lore friendly mods for added content
i have not used a mod for like 20 years now
and i never had 1 thing go wrong
way back in A2 and OA i did use mods but i got sick of all the erras and such
and OFP ofcorse
i dont even have any DLC but i can still use the DLC stuff on the enemy
like i give my enemy Aks from the old man DLC
I believe we are drifting off topic, but I respect your decision for a clean game
thx m8
so what was the topic
oh yeah respawn
cuz you have so little times you guys respawn you may be interested in my Team respawn script
Perhaps. I just want respawns to be reliable 100% of the time
But I will work with my mods and see why. Probably PIR
well i must say useing =3 in the Description.ext and having a "respawn_west" marker works good
i never had that fail
but thats old school way as it were
and people say im old but im not im only 64
Yea
yeah i tryed the respawn module and it just didnt seem right to me having that schreen pop up in the mission
it kinda took the feel of real war away for some reason
Yeah, fair
the only thing i want poping up is the spectating mode
and hints and system chat as it were
and other chats too
but like you said thats just me
@midnight mulch here you go m8 if you want to do it another way
A tutorial on having players and vehicles as mobile respawns.
If you make missions you NEED this mod!
3den Enhanced:
https://steamcommunity.com/sharedfiles/filedetails/?id=623475643
Mission File:
https://drive.google.com/file/d/14MkxYtE7IlhOnkE5E4t0Rm_yjPwFbOXJ/view?usp=sharing
Just download, unzip, place into your mission directory in Arma 3...
Did yall know the 2D editor is still available???
If you hit CTRL O on the world select for the editor it opens the 2d editor for the map
Yes
I even recall people "that sucks that they entirely removed 2D Editor, we loved it" when Eden is introduced, despite it was long known they will "remove" it
umm witch Editer are you guys talking about