#arma3_editor

1 messages ยท Page 20 of 1

scenic matrix
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Anyone know how to make the editor "Hold actions" repeatable?

clear ridge
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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?

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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

empty crown
#

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?

latent maple
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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];

empty crown
teal finch
#

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?

vestal ferry
#

Is there a way to stop looking at the sync lines?

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It's a mess...

plain gale
#

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

dull niche
#

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?

graceful spire
#

does anyone have a copy of the default A3 support gamemode cfggroups config file?

small patrol
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You can take a look at config viewer

clear ridge
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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

small patrol
#
{_x in thisList} count [aid1, aid2, aid3, aid4, aid5] == 3```
Not tested
lone zephyr
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the units I place down with custom premade loadouts reset to the default of the unit i placed down anyone know a fix ?

quick hedge
#

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).

small patrol
small patrol
small patrol
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Either write one yourself or check Jets Showcase source

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(IIRC and tldr) it is just bunch of setPos

teal finch
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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

small patrol
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"Killed" Event Handler to execute some script to remove corresponded marker

foggy eagle
#

hey can anybody teach me how to make decent senarios with ai

white beacon
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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.

small patrol
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First off, you need to define what is take a photo in this context or players required to do

small patrol
white beacon
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@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

small patrol
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So you are after GM's function?

foggy eagle
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@white beacon i would like to join

small patrol
white beacon
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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

small patrol
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I see

white beacon
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ooh interesting, that might be it, thank you @small patrol

slow jewel
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@foggy eagle i'm in voice come in i can help you make a great senarios with ai

neat root
#

how debinarize .p3d?

small patrol
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You don't

crisp imp
#

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

quiet plume
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but it works? The cube on the right looks pretty damn small to me blobdoggoshruggoogly

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(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) blobdoggoshruggoogly

crisp imp
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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

quiet plume
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front row soldire, house and hemtt still look pretty damn small to me. And doing this is still pretty useless anyways blobdoggoshruggoogly

crisp imp
#

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.

fossil urchin
jovial mural
#

Hey can someone help me make this respawn module disappear from the map?

fossil urchin
# jovial mural 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.

polar edge
#

Is there a mod to open zeus at any time?
Like with a single key

fossil urchin
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"Y" should open curator interface (Zeus), if you have access to Zeus.

polar edge
#

Alright trying it now

fossil urchin
polar edge
fossil urchin
#

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.

polar edge
#

Much appericate brother

crisp imp
fossil urchin
crisp imp
deep crown
#

so i have a problem

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the SPEARHEAD 1944, Faces of War, and Iron Front flak guns do not work

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well they only work for infantry

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but not AA

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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

latent maple
teal finch
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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?

small patrol
#

Maybe maybe not. If you wonder make some troubleshoot by remove some of your features you made

candid hull
#

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 ?

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Is it possible to make an aicraft invisible too ?

jovial mural
#

Hey can anyone help me make the AI ignore drones? They just keep looking at the sky and trying to shoot it down

deep crown
deep crown
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testing the flak and a audio test

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sounds are from Band Of Brothers

marsh frigate
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Hi Guys, anyone help me get rid of the box beside the entities list? no idea how ive managed to get it there.

marsh frigate
prisma oyster
#

it is not a vanilla feature, so I suspect it is an 3den Enhanced one

marsh frigate
#

Any ideas then?

small patrol
#

Find one in your settings

sinful zenith
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Vanilla has such a feature for keyframe animation cameras. Where it tries to display the camera view in that spot

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But its broken afaik

marsh frigate
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got it. thanks tho

plain gale
floral dragon
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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?

hallow basin
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is there anyway to accses the custom comps i make in the mp server using zues in 3den

quartz geode
#

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.)

small patrol
#

If you know how to an AI to leave their vehicle, it's same thing, because a static MG is a vehicle

quartz geode
civic frigate
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Anyway to trigger a explosive with script? Trying to trigger the APERS Mine Dispenser via a trigger

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setDamage 1 doesn't work for it

small patrol
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Try triggerAmmo

dim kindle
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how do i create a convoy transport?

teal finch
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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?

turbid olive
dim kindle
turbid olive
dim kindle
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yea

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and safe

turbid olive
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map?

dim kindle
turbid olive
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try to put a lot of waypoints

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each 100m more or less

dim kindle
turbid olive
deep crown
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i noticed the SPE C47 animations

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such as left side standing

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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.

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i'll send a pic to show you what i mean

solar skiff
deep crown
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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.

deep crown
# dim kindle alright, how do i make my ai units use the artillery?

How to launch AI artillery in ARMA 3 (without a script!)

  1. on the artillery piece you've placed down use way-point 'move'.
  2. then waypoint 'hold'.
  3. 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...

โ–ถ Play video
small patrol
deep crown
small patrol
#

So you are using Artwork Supporter for mission making purpose? Just don't. That is not supposed to work

prisma mist
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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?

small patrol
#

Can you elaborate more?

prisma mist
#

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?

small patrol
#

It really depends. Some may not work. Some may run well

prisma mist
small patrol
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There anyways is very least possible "comprehensive" yes to your question unless you test

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The main difference between local hosted server and dedicated is, player being objNull or not

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Of course hasInterface

prisma mist
minor turtle
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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.

small patrol
#

One module that works does not mean another also work flawlessly

minor turtle
small patrol
#

Make your own script

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Or find one online

sharp lily
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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 โค๏ธ

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Ai told me this: _myScript = compile preprocessFileLineNumbers "path\to\your\myscript.sqf"; _myScript call {}; Is that ok ? o.O

kind prism
solar skiff
sharp lily
pine bison
#

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

plain gale
#

It has the cup mod icon so I guess it's the cup map

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There is no official port of the map by BI, I guess they left the original author untouched since they "just" ported it.

lethal pulsar
pine bison
#

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 =/

undone vessel
#

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?

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perhaps a paramater on the launcher or a checkbox?

paper yarrow
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disabling the checkbox for the DLC in your steam library won't work

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appid's you can find on steamdb

cyan remnant
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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

lethal pulsar
#

Use a different flashlight
The cytech flashlights are dimmer iirc (in cytech gear and weapons

cyan remnant
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ill try the cytech ones but everything base game and in cup and rhsus is incredibly bright

raw seal
#

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?

sinful zenith
prisma oyster
paper yarrow
prisma oyster
paper yarrow
#

nvm, didn't read the entire steam comunity thread. it is only for dev accounts sadcat

lucid comet
#

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?

azure stag
#

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?

lucid comet
#

Guess its 3DEN Enhanced then. Any idea which parameter specifically ๐Ÿ˜„ sorry

prisma oyster
#

I don't think 3DEN Enhanced toys with AI really
oh wait you mean "still in Eden", not in preview?

lucid comet
prisma oyster
#

weird

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try vanilla ๐Ÿ˜„

lucid comet
#

Yes

trail atlas
#

How to edit the Warlords shop (asset list) in a mission?

trail atlas
#

thx

inner tide
#

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

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do I need to change the path for the server and have the images reffernce where they are on the server?

prisma oyster
dim kindle
#

hello

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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)

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thank you

haughty fractal
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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

fossil urchin
dim kindle
#

Thank you very much!

inner tide
woven birch
#

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

haughty fractal
#

Thanks

deep crown
teal finch
#

What are the options to create a "movable" spawnpoint except to create it with Zeus?

glass hazel
marsh frigate
#

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

twilit crow
#

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?

kind prism
twilit crow
marsh frigate
ebon hollow
#

yo guys im trynna make a scenario on altis but i cant seem to get SAM sites to work

twilit crow
ebon hollow
#

like it locks on but doesnt shoot

sleek lantern
#

๐Ÿ‘

marsh frigate
kind prism
marsh frigate
#

thank you!

#

how do you know these things

kind prism
#

You will get more familiar with it.

marsh frigate
#

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.

slow jewel
#

i found chatgpt fucks you up, more then it helps

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i mean its ok, but its kinda stupid on Arma 3 scripting

paper sonnet
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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

marsh frigate
kind prism
paper sonnet
#

how come there is no role select thingy

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i made a mission and i want to select if im being sniper or spotter and i cant for some reason

slow jewel
#

yes you can

paper sonnet
slow jewel
#

why cant you select roll its there

paper sonnet
slow jewel
#

in the editer or a server

paper sonnet
#

editor

slow jewel
#

you must make the soldier player that you want to use in the editer

paper sonnet
slow jewel
#

i mean make the soldier player

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no no make it player

paper sonnet
#

alright

paper sonnet
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i want to be able to select from multiple roles

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and it just put me in as one of them

slow jewel
#

ok now you will be that soldier

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cant in the editer, you must host the mission on lan or other server type

slow jewel
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if you want to chose from all

paper sonnet
#

so i want to SELECT

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from a WIDE variaty

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of soldiers

slow jewel
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cant in the editer, sep when you die in the editer then you can

paper sonnet
#

and if i make it player

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instead of PLAYABLE

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then it just instantly puts me in as that guy

slow jewel
#

can only be 1 player

paper sonnet
slow jewel
#

if you die in the editer then you can chose the next availbe playable soldier

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the editer is the same as single player mission

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if you hit play in the editer that is

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only 1 player in editer because then when you host it you will be the server

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you can easy host it on Lan and then you can chose other palayable soldiers

kind prism
#

If you play from editor you can use the Team Switch key to switch between units.

slow jewel
#

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

kind prism
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Some times a thing needs to be explained in multiple ways

slow jewel
#

yes i agree

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and multiple times

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lol

small patrol
#

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

slow jewel
#

right i was thinking you could easy see the Team Switch key after you died

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i didnt say Team Switch key but i said you can chose the next availbe soldier after you die

small patrol
#

Even before you die

slow jewel
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but its all good

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well yeah

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that Team Switch key is very easy to see i didnt think i needed to explane that

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but dont you want to be the leader in the single player mission at the start or most times

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yes i know there is times when you have a Ai leader and stuff

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i think its very limited on doing stuff playing in the editer when your not the leader

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but ill make sure i say about the Team Switch key next time ok m8

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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

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ofcorse rank must be set so this happends the correct way

copper ocean
#

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

fossil urchin
plain gale
#

New control

light briar
#

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)?

prisma oyster
light briar
#

With several values?

prisma oyster
#

it will export everything you have on you yes

light briar
#

Oh yes

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Now to get a VHL class name?

small patrol
#

VHL?

light briar
#

vehicle

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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)

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I want to be sure that it is useful

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or propose something better in my video while presenting the tool.

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Do you find it useful or does any better alternative already exist?

little bobcat
#

Grad-loadout or poppy do something similar but with config instead of yaml

light briar
#

The user experience is very different, but ya tools in the same functional area: customizing loadouts.

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But different topic from getting class names easily...

prisma oyster
light briar
#

ok, nothing better...

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I mean no mod or something that dumps out classes names from a mission...

quiet plume
#

select all stuff > right click > Log > Log classes to clipboard. It copies classnames of all selected units (although doesn't get rid of dupes) blobdoggoshruggoogly

light briar
#

Ok, so if there is nothing to dump easily in the same time inventories/cargos and unit/VL classes, my feature makes sens.

kind prism
rustic hazel
#

Why is the frame of the object in the right place, but the object itself is underwater?

#

The wrong screen was originally sent

long fiber
#

Is there a way i can make AI turn out of vehicles in Editor?

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Also is there a way to turn the turret of a tank?

deep crown
#

so i want to remake this scene in arma 3

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but the problem is

#

when i get to cloud height they all just disappear

final hill
kind prism
long fiber
kind prism
# long fiber 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.

slow jewel
#

thats Awsome @kind prism

quick hedge
#

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.๐Ÿซก

light briar
#

(or joinSilent)

fickle burrow
#

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?

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The actual airport pieces aren't too bad, placing every individual handrail piece is too much

potent gate
#

hi is there any way to instaal Object Builder with out buy arma from steam ?

fickle burrow
gaunt wigeon
#

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

high quartz
#

how to play arma 3 in slow motion

sharp lily
prisma oyster
high quartz
#

thanks

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it there a way to make the sound slow down too?

prisma oyster
#

no

high quartz
#

ok

deep crown
#

imagine this in arma 3

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or arma 4

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War of the worlds but in arma 4 wouldbe awesome

lone zephyr
#

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 ?

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at the same speed ^

light briar
#

Like setting a group formation to Line then making a move for the group in the editor you mean?

lone zephyr
#

best way i can explain lol

light briar
#

There is a formation Column in only one.

lone zephyr
#

wym ?

prisma valve
#

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!

sharp lily
#

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 โค๏ธ

small patrol
#

What do you mean by "SQF located in dedicated?"

fossil urchin
#

I bet he means xx.sqf file that is located in dedicated server files, not in mission files (mission folder)

sharp lily
#

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.

small patrol
#

Is it even possible?

#

I never heard of such solution

fossil urchin
#

Yeap, me neither.
I bet there is a reason why clients don't have access to server files.

small patrol
#

If there is a big reason to do, make a Mod that only runs on your dedicated is the way

sharp lily
#

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 ! ๐Ÿ™ salute

mild vapor
#

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?

faint gull
plain gale
#

If they are set in the editor it should work.

faint gull
#

Yeah its not doing it for some reason

#

Is it because I did the loadouts in ace instead of the virtual

plain gale
#

Maybe.

faint gull
#

That didn't fix it

turbid olive
#

cuz like r3vo said, it should work if the loadouts were set in the editor

faint gull
#

Figured it out 3CB overrides 3den on loadouts you just have to disable

light briar
#

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?

plain gale
#

3den Enhanced has that feature.

#

Or look up the vanilla solution on the biki on the Arma 3 Respawn page

light briar
sharp solar
#

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?

glass hazel
#

you can use civilian presence module for that

sharp solar
#

I should specify, enemy AI

inner vortex
deep crown
deep crown
#

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

deep crown
#

until i figure out how to script and program on arma then its back into production

muted fog
#

can someone help me i am in the editor on tanoa and start every time in splendid screenshot mode and cant leave it

kind prism
compact scaffold
#

i started playing arma 3 again after so many years. Can someone tell me how do i restart the map?

fleet thorn
#

can someone help me with making a conversation and then later in the mission with another trigger,Make another conversation?

spark zenith
#

Anyone know why my editor is suddenly only drawing objects within like 300m of my camera? My view distance settings haven't changed any

bleak peak
fleet thorn
#

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

bleak peak
#

Ah npc voice chat vid?

#

Whats the issue>

#

You need to be more specific

slow jewel
#

wernt you just in the scripting channel asking the same thing @fleet thorn

bleak peak
#

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

fleet thorn
#

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

bleak peak
#

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

fleet thorn
#

but i want my own words not AI

bleak peak
#

???

fleet thorn
#

my own dialogue with my voice

bleak peak
#

Your voice is audio

#

So it can be used

fleet thorn
#

in the talk/ sound folder is where you put the OGG files

bleak peak
#

Yes

#

So? You can make your voice an ogg

fleet thorn
#

its the scripting that no-body is telling me how to do?

bleak peak
#

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...

โ–ถ Play video
fleet thorn
#

its no that,Its for later in the mission not the start

bleak peak
#

Dont know cant help pal

plucky kayak
#

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

small patrol
#

So basically grey rectangle? You can just place a marker and call it a day I guess

plucky kayak
#

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

small patrol
#

You may want to write some SQF then

earnest wave
#

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

stoic cloud
earnest wave
#

not modular, its all one building, single floor, with stairway leading to the roof on the outside

small patrol
#

White four story office?

fluid rain
earnest wave
#

i just found it, it is a asset from EM buildings and i had forgoten. im soory

fluid rain
heavy fractal
#

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

fluid depot
#

Thanks

worn iron
#

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.

deep crown
small patrol
small patrol
#

It is a part of Eden's Attribute, I forgot but should be located somewhere in the top toolbars

rustic bloom
#

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?

lone zephyr
#

Anyone have a template for the ORBAT text file ?

#

Base game ORBAT not Alive

lone zephyr
#

bet ty

terse sonnet
#

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.

small patrol
plain gale
terse sonnet
#

cause each unit i put is always at 50%

plain gale
#

That's just the default value

terse sonnet
#

do i have to edit it for each unit?

#

to what i want

plain gale
#

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

terse sonnet
#

wait so if whats put in the editor matters hows the other difficulty bar in the settings work

plain gale
#

you mean in the "States" category?

terse sonnet
#

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

plain gale
#

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.

terse sonnet
#

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?

plain gale
#
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.

plain gale
terse sonnet
surreal estuary
#

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?

lethal pulsar
#

2 is also better if you want to have one Zeus set to control some stuff and have the admin Zeus control everything

surreal estuary
#

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 ๐Ÿ™‚

#

will try adding an extra module for admins and test if it breaks anything

trim igloo
#

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:

slow jewel
#

"endurance", is no longer a valad skill, its done away with

#

in Arma 3

#

"endurance" is Disabled in Arma 3

lone zephyr
#

ignore that i found it lol

swift crystal
#

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

timber wraith
#

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

trim igloo
#

there is a module that will spawn units from a surtain faction up to x amount you can use that

#

its under other

solemn lagoon
#

does anyone know how to fix this?

small patrol
#

Load CUP Terrains first

solemn lagoon
small patrol
#

One of the issue the error said is CUP Terrains not being loaded

solemn lagoon
#

or downloaded

small patrol
#

I don't know what am I supposed to understand from this image

solemn lagoon
#

im sorry i guess im not understanding what you mean by "not loaded"?

small patrol
#

Not loaded is not loaded into the game/server

solemn lagoon
#

Like through steam workshop or?

small patrol
#

It doesn't matter. Installed is not loaded. Also I don't know what UI I see in your pic

solemn lagoon
solemn lagoon
small patrol
#

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?

solemn lagoon
#

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

small patrol
#

Then check server RPT to make sure CUP Terrains is loaded

solemn lagoon
#

I cant seem to locate it

prisma oyster
barren cave
#

anyone knows which mod has c2 greyhound

midnight mulch
#

Why are you asking everywhere bro

barren cave
#

it aint here

lethal pulsar
#

Argh
Another stormworks mod
Sorry about that
Don't crosspost questions though

humble rain
#

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

rough canyon
#

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

grizzled socket
#

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.

slow jewel
#

wow cool

#

make it in the default game 1st is what i would do

grizzled socket
# slow jewel make it in the default game 1st is what i would do

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.

slow jewel
#

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

grizzled socket
#

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" ablobplsnospam

near lichen
#

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?

civic frigate
#

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 :/

grizzled socket
#

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.

coarse thistle
grizzled socket
slow jewel
#

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

sinful zenith
#

No. That means the trigger activates, if player is p1.
It doesn't mean that player/p1 is inside the trigger area

slow jewel
#

oh ok what do i need

sinful zenith
#

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

slow jewel
#

ahh i see thats handy to know thx @sinful zenith

sinful zenith
#

Also might depend on your other trigger settings like "activation"

slow jewel
#

what if the trigger is a radio trigger

sinful zenith
#

๐Ÿ˜ฐ

slow jewel
#

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);

sinful zenith
#

I don't know if radio trigger would trigger globally. If it does then no.

slow jewel
#

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

turbid olive
# grizzled socket Is syncing an asset/unit to a Show/Hide module a good way to improve performance...

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.

sharp solar
#

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.

rough canyon
#

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

midnight mulch
#

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

rough canyon
buoyant bear
#

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.

slow jewel
#

@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

fresh oracle
buoyant bear
#

If you might have better way, share ๐Ÿ˜„

small patrol
#
  • None of call is necessary in this context
  • Try triggerAmmo
  • ied2 might not be an explosice
buoyant bear
#

Both ieds are same Objects

small patrol
#

Try it

buoyant bear
#

Will do once home ๐Ÿค” tyty

vapid ravine
#

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];

plain gale
#

Does it actually find the object?

#

add
diag_log _xto the loop and check the rpt

vapid ravine
#

lemme reactivate arma

plain gale
#

It probably won't because nearestTerrainObjects wants the type not the class name

vapid ravine
#

so what can i use instead

plain gale
#
{ 
    if (typeOf _x == "DosBig_Wall_Gate") then
    {
        hideObjectGlobal _x;
    };
} forEach nearestTerrainObjects [gameLogicObject, [], 10];
vapid ravine
#

lemme try that

plain gale
#

Given that DosBig_Wall_Gate is the class name

vapid ravine
#

yueah doesnt work\

#

want to joina voice chat?

#

probly be easier

small patrol
#

You sure it is DosBig_Wall_Gate

vapid ravine
#

lets try full capitlising

small patrol
#

And you sure it is only 10 meters away from that logic

vapid ravine
#

ill try to increase to 100

#

yeah didnt work

#

if i could replace that object with the activatbale one i would but i cant

paper yarrow
#

nearestTerrainObjects is the wrong function no?
its not a terrain object

vapid ravine
#

probly

#

can i cahange it

paper yarrow
# vapid ravine yes

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

vapid ravine
#

becues it cant be activated to be lowered

#

its a gate

paper yarrow
# vapid ravine yes

but the game logic you are checking is next to the EDEN placed wall no? that would not be a terrain object

vapid ravine
#

no i spawned the eden one to make sure its the right class name

keen jolt
#

are you trying to just remove 1 specific wall?

vapid ravine
#

im planing to delete it

vapid ravine
keen jolt
#

run the scenario, look at it, then run this:
getObjectID cursorObject

#

then copy the result

vapid ravine
#

"8645018"

keen jolt
#

then use this code:

getPosWorld gameLogicObject nearestObject "8645018" hideObjectGlobal true
vapid ravine
paper yarrow
#

are you trying to just remove 1 specific wall?
-_-

vapid ravine
#

not working

keen jolt
#

updated

vapid ravine
#

can i add severl object ids to it and if yes how

paper yarrow
#

you would have to make an array of id's and loop over it

vapid ravine
keen jolt
vapid ravine
#

yeah it didnt work

keen jolt
#

put other IDs in the list

vapid ravine
#

no, not even the single one worked

keen jolt
#

is gameLogicObject defined?

#

run getPosWorld gameLogicObject in console, see what it returns

vapid ravine
#

ok there is solution and thats exploding it

paper yarrow
#
{ 
    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.

keen jolt
vapid ravine
#

ok im going to a vc to stream it cuz that didnt work

vapid ravine
paper yarrow
#

apparently not...

keen jolt
#

and you ran that code while running the scenario? and it gave nothing?

#

if so it's not defined

vapid ravine
#

lemme try

paper yarrow
#

your game logic object is called test...

vapid ravine
#

so what i need to change

#

i havent dabbled in scripting

paper yarrow
keen jolt
#

some objects don't have types

#

they're super simple (no damage, etc)
you can use their model instead: getModelInfo _x # 0

vapid ravine
#

i am thinking just to use a big explosion to kill the object instead

#

before the operation

keen jolt
paper yarrow
#

test > gameLogicObject in the variable name field in EDEN
or gameLogicObject > test in the script

keen jolt
#

but it's a bit slow

#

because it starts searching from the bottom left

paper yarrow
#

if you're only doing it at mission start tho, who cares blobdoggoshruggoogly

keen jolt
#

I guess so yeah

vapid ravine
#

well its a logic for tthe start of the mission

#

a bit slow as in.. 20 secounds or

#

and worse case

#

big explode

paper yarrow
#

a few more milliseconds

#

less probably

keen jolt
#

yeah only ms per object

#

vs micro second if you give it a close pos
either way won't matter for you

vapid ravine
#

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

keen jolt
#

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

vapid ravine
#

cuz thats how the unit works and i dont have acsses tp the server file

keen jolt
#

where in the pbo?

vapid ravine
#

in case it doesnt work i will simply destroy the thing

vapid ravine
keen jolt
#

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

vapid ravine
#

ill use the global version as itll likely run on the server

keen jolt
#

server only? that's what matters. if it runs for everyone, it does include the server already

vapid ravine
#

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

keen jolt
#

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

vapid ravine
#

As in a gamelogic entity

keen jolt
#

you mean object init field?

vapid ravine
keen jolt
vapid ravine
#

yes

#

in the gamelogic object

keen jolt
#

it runs for everyone

vapid ravine
#

ok so how can i make sure itll run once

#

or wont ruin the game

#

to remove the global part?

keen jolt
#

just remove global

vapid ravine
#

yeah done thanks

#

hopefully it wont tank FPS

keen jolt
#

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", ...]
}
vapid ravine
#

as its more effficent

keen jolt
#

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

vapid ravine
#

modded arma is already taxing so running a thing once may help

keen jolt
#

no just use the first one. it's better and safer meowsweats

vapid ravine
#

oh ok

#
    (getPosWorld this nearestObject _x) hideObject true
} forEach ["8645018", "8649373","8647912" ]  ```
keen jolt
#

yeah

vapid ravine
#

yeah should work

#
  • one objective i need to destroy manually anyway
static solstice
#

question: what script is needed to activate the trigger when the unit reaches damage?

#

In arma 2

#

How to activate one trigger by second?

ashen marsh
trail kettle
#

can anyone help me with keyframe animation

hearty sapphire
#

Any idea what mod is spawning giant skeleton soldiers in my Eden editor missions?

midnight mulch
#

lmfao what

#

What mods do you have installed?

#

@hearty sapphire

#

Also, does it spawn it in the editor or only after you hit play?

hearty sapphire
#

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...

midnight mulch
#

I see

hearty sapphire
#

Don't think so.

midnight mulch
#

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

hearty sapphire
#

Ah.

#

Actually, since April 1st. Thought it was a April fools prank.
Made a sweet scenerio w multiple missions.

crisp imp
#

I'm sorry please tell me you can record this

midnight mulch
hearty sapphire
#

They pick up my men and toss them. Freaking crazy

midnight mulch
crisp imp
#

Oh for sure I hope we can help solve it but I need this clip

crisp imp
crisp imp
#

Don't think webknight has made one of those yet and I don't know who else would make that

midnight mulch
#

Alternatively, sort by recently updated?

hearty sapphire
#

Cool. I didn't realize I can search them chronologically

midnight mulch
#

In Steam it is already sorted chronologically. I believe you can change how its sorted, too

hearty sapphire
#

Nice. Thank you ๐Ÿ‘

midnight mulch
#

Yep. Tell us what mod it is when you find it. Deadly curious

hearty sapphire
#

I will.

hearty sapphire
#

This is them...lmao

#

RENTHOP's
Monster Energy Mod...perhaps?

midnight mulch
#

What on earth lmfao

queen niche
#

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.

buoyant bear
gritty needle
#

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

kind prism
#

probably mod keybind issue

unborn shell
#

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!

deep crown
#

this but in arma

#

this would be hella awesome

flint moon
#

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

gritty needle
kind prism
#

Look through all your modded and cba controls

fresh oracle
solemn lagoon
#

Does anyone know how to fix โ€œVanilla doors are disabledโ€ shit

#

I canโ€™t seem to find anything on it

small patrol
#

Unload Mods that does it

solemn lagoon
small patrol
#

No I don't

#

Checking RPT or post exact error, maybe post all Mods you have may lead you to a clue, maybe not

dim kindle
#

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.

faint seal
#

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.

fresh oracle
dim kindle
fresh oracle
dim kindle
#

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.

dim kindle
#

i aint got the skills to even try merge mods.

fresh oracle
#

For some reason lots of people try to merge the mods and then break everything.

dim kindle
#

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

fresh oracle
# dim kindle the big ones are RHS and CUPS

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.

dim kindle
#

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

deep crown
#

i think im in the wrong time era

#

im cooked

leaden barn
#

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

lethal pulsar
buoyant bear
#

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?

turbid olive
#

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

deep crown
#

does anyone know how to make these error messages go away?

prisma oyster
#

yes, fix the script

deep crown
#

but i think i know which one is causing it

deep crown
#

does anyone know how to make a AI to bomb?

fresh oracle
pure junco
#

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"

plain gale
#

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];
        };
    }];
};```
slow jewel
#

@leaden barn did you get the chopper start fixed or still not working

leaden barn
#

Its working now

slow jewel
#

ok cool

little bobcat
#
corpseLimit = 75;
corpseRemovalMinTime = 900;
corpseRemovalMaxTime = 1800;

are these in the description.ext actually usefull or is it better to just omit them?

little bobcat
#

so default ist 0...

prisma oyster
#

corpseManagerMode you mean?

little bobcat
#

yes

prisma oyster
#

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)

stiff pawn
#

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

plain gale
#

There is a setting for that in Eden editor. It's called disableAI iirc.

plain gale
#

I think in the scenario section

odd yarrow
#

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.

small patrol
#

What exactly/what command should happen? How does one picks it up?

prisma oyster
#

a "Take" event handler could do? ๐Ÿ™‚

odd yarrow
buoyant drift
# odd yarrow something like that yeah

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 ๐Ÿ˜„

hearty sapphire
#

I found the reason weird shit was spawning. Its in the SOG AI settings

honest ridge
#

Is there any way to actually make this work?

#

nvm

rough canyon
#

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 donโ€™t want to use the same thing twice. Any ideas would be helpful

#

You can ping me or dm me if you have ideas

prisma oyster
buoyant drift
buoyant yoke
rough canyon
buoyant drift
#

sometimes they make me laugh so hard I start to cough

prisma oyster
final hill
buoyant yoke
#

That JBOY is one sick puppy. I still chuckle every time I remember his human BBQ video.

primal pebble
#

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''! nootnoot

marsh frigate
#

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.

median solar
#

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?

prisma oyster
#

I admit, it was I

median solar
#

commit sudoku for such a transgession

prisma oyster
#

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

median solar
#

Nah I got no backup thing or anything like that, never had this happen in 15 years of playing arma.

prisma oyster
#

โ€ฆOneDrive offline?

median solar
#

Nothin'

#

Tough luck for me

#

Was up to 5 AM working on it, open it to 8 hours later, and it went kaput

plain gale
#

Use 3den Enhanced's mission backup feature the next time.

marsh frigate
prisma oyster
#

no harm done, cheers!

marsh frigate
prisma oyster
sinful zenith
#

Actually maybe that makes sense to just put into 3den Enhanced, but it needs extension.
And most users probably wouldn't want it. Eh

plain gale
#

Yeah, that as well. But it needs git.

sinful zenith
#

Could also make in-game UI to do rollbacks but that's so complicated

plain gale
#

I remember you contemplating about hat.

#

If there was a command to load a differnt mission.sqm...that would probably help.

teal finch
#

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

prisma oyster
teal finch
#

There's accidents far to often, even though I try NOT to kill them haha

prisma oyster
buoyant drift
#

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 ๐Ÿ™ˆ

#

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 ๐Ÿ˜„

rigid pebble
#

hideobjectglobal Should work on altis/stratis trees correct?

lilac quest
#

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.

sinful zenith
teal finch
#

Is there a easy way to create a function to sleep during the night to speed up the time?

buoyant drift
#

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

plain gale
#

And I don't remember an action. Just load3denscenario

sinful zenith
plain gale
#

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

teal finch
#

I found a sleep function i Drongos DYEL mod so that was really nice!

eternal anvil
#

does anyone know how to make maps or where to learn to make maps for arma 3

lethal pulsar
odd yarrow
#

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

keen bramble
#

How do i make shooting sound?

slow jewel
#

@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

lilac quest
turbid olive
#

It should normally work in dedi

slow jewel
#

@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

buoyant drift
slow jewel
#

yes correct

turbid olive
modern parcel
#

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

turbid olive
modern parcel
#

im making a squad style singleplayer mission rn with nr6 hal and attempting to do the veichle respawns

slow jewel
#

@turbid olive ok copy that

turbid olive
lilac quest
slow jewel
#

@turbid olive rgr that m8 understood

#

@lilac quest the =3 means the same as respawn at BASE

midnight mulch
#

Or BASE yea

#

Weird question for yall. Does anyone else have the weird issue were respawns will suddenly stop working for players, at random?

slow jewel
#

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

midnight mulch
#

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

slow jewel
#

what type or respawn are you useing

midnight mulch
#

It used to disable after 5 respawns but adding respawn = 3; to the description.ext fixed that, but now it only sometimes disables it

midnight mulch
slow jewel
#

well im not that good with respawn modules

midnight mulch
#

I have 4K hours in the game but this is the first time I've seen this

slow jewel
#

i don't like that schreen poping up in my mission

midnight mulch
#

Then again, this particular mission we die alot so maybe it's not normal

midnight mulch
#

5 second respawn delay too

slow jewel
#

yeah i never had any respawn go bad in any of my missions

midnight mulch
#

How strange. A quick relog fixes it but it can happen to me too lmao. I cant exactly relog easily

slow jewel
#

did u look at your RPT file after it happend

midnight mulch
#

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

midnight mulch
slow jewel
#

whats PIR

midnight mulch
#

Project Injury Reaction

#

Cool mod, finnicky at times. It should affect respawns but shrug

#

Should not**

slow jewel
#

oh my i never use that stuff but its ok

midnight mulch
#

I got it on a whim after a buddy recommended it

slow jewel
#

i use no mods i wont put mods in my clean Arma 3 game

midnight mulch
#

To each their own. I am slowly phasing into a vanilla plus style of play anyhow

slow jewel
#

cool m8 your like it way more

midnight mulch
#

I already like vanilla arma. I just get lore friendly mods for added content

slow jewel
#

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

midnight mulch
#

I believe we are drifting off topic, but I respect your decision for a clean game

slow jewel
#

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

midnight mulch
#

Perhaps. I just want respawns to be reliable 100% of the time

#

But I will work with my mods and see why. Probably PIR

slow jewel
#

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

midnight mulch
#

Yea

slow jewel
#

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

midnight mulch
#

Yeah, fair

slow jewel
#

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

slow jewel
#

@midnight mulch here you go m8 if you want to do it another way

midnight mulch
#

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

small patrol
#

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

slow jewel
#

umm witch Editer are you guys talking about