#arma3_editor
1 messages Β· Page 21 of 1
ofcouse thats vanilla arma 3 i use both 2d and 3d editer back and forth all day long
iv used the 2d and 3d editer for as long as i can remember i don't think they ever removed it
No. If you go in the main menu, press on the editor button the terrain selection opens. If you press ctrl + o there, you get access to the 2d editor
wounder why my 2d editer comes up when i just hit the M key while im in the editer
or the little map icon up at top right also does it
are you guys useing some other editer then what i have ?
That means you didn't read what R3vo said
agreed, that's why I've made my own custom respawn screen
oh i see ok @plain gale @small patrol
but what's the word "No" there for i don't understand
That implies re-read what he said
but what i said is true about the M key and the 2d and 3d, and he says 1st word is "No"
i don't have anything against @plain gale i like him i was just woundering why the word No
because you're wrong the 2d editor is the original editor for arma 3, what you're looking at is the map inside the 3d editor
they're completely different and if you did what r3vo said you'd see that
2d editor, good times
Yeah, hitting preview 9999 times to get a soda can place on a table, or worse, using attach too for every item π
π yup
oh ok i see thx you @runic cloud
i was not aware of the differance in the 2d editer and the 2d map inside the 3d editor
i guess that was easy to get corn fused
for me any way
sorry i was corn fused i didn't mean to cause any problum
or an-a-moss-it-ty
Hey not sure why my move command doesn't work. I put units in a vehicle. It has a driver. I gave them a move waypoint. The squad leader gives the move command. The driver does nothing. I can't figure this out. This should be the simplest thing ever and it just doesn't work
I can give the command as squad leader and it works, but for some reason the AI can't. It's honestly annoying the hell out of me how difficult it is to do the simplest tasks in this editor compared to the Arma 2 editor.
Likely because your Mod is doing something wrong
Okay, then tell more about it. It's not about A2 vs A3, you're just doing something wrong. Screenshots please
How you can be sure leader gives the command properly?
Try other examples. No passengers, just a car and a driver
Could it be because I didn't use the driver that came with the vehicle?
No. That is not a case
Worked fine with just a driver and car
What about driver and a leader?
It only works if the leader is the driver.
Usually leader orders driver should simply work
Yea. Not entirely sure why it isn't. I might try him starting out of the vehicle and then getting in
Who is the leader? You sure the leader is the same group with the driver?
I checked and yea. The leader is in the same group, in the same vehicle, and when i added myself I could hear him give a move order.
What about similar situation but different vehicle, like Hunter?
Will try that in a second. I tried having them start out of the vehicle and get in and that worked fine
Didn't work there either. it seems to be an issue with people starting in vehicles. Which seems to be a common issue I have found. The AI really doesn't like being spawned in vehicles.
Do you place an empty vehicle and drag n drop people in it?
So what I had been doing was placing a vehicle, that spawns with a driver, deleting the initial driver and adding in the people I wanted. The first person being the driver who I was planning on just being a rifleman. If i select the whole group and move them into the vehicle it puts the SL in the driver seat and that does work fine.
The only weird thing is if I start them out of the vehicle the squad leader will get in the back and a rifleman will take the wheel and it works then aswell. The only time I have an issue is when I start the vehicle with someone other than the SL in the driver seat.
I actually think you did something very particular thing wrong, I might test it after I'm back home (within 12 hours)
Ah alright. Well at the very least I can make it work for now with the SL driving, appreciate the help.
If you can zip the mission and drop it here
I'm making my own mission with the S.O.G. Prairie Fire DLC. For some reason I can't get the "Withstand" feature of the Advance Revive Module to work in multiplayer. In single player editor or multiplayer editor (when I'm alone) it works, but as soon as I host my own game and have my friends join the "withstand" feature doesn't show up, the bleed out timer and everything else does. I don't understand why, I verified my game files and reinstalled the game and it still doesn't work, am I missing something for hosted multiplayer games?
What did you do
Was using a set mode object modifier to make it so a patrol switched from walking with safe behavior to running with aware behavior
The mission is a basic convoy ambush with mines. I was setting up an unrelated patrol off a few clicks to the side that would start out just walking down a dirt road but would run over to the explosion after the convoy hits the mines. Works great aside from having to set the stance to standing. Though I actually haven't tested if hardsetting their stance to stand will stop them from crouching and going prone when under fire.
Is there any other way to change a unit from Safe to Aware and from Limited movement to Full movement on a trigger not using the SetMode Module?
It is very likely that the module is just bugged. Use setUnitPos manually
Thank ya but I just realized I'm an idiot and could have got the same effect by changing their behavior on the waypoints.
What is the easiest way to see if a building is destructible? The only thing I know of is placing it in the editor and test it locally but that takes alot of time haha
Checking config is
Checked. Happened in vanilla game (Development though). Something really seems to be really broken
Has anyone tried the Ravage mod and used only the survival modules and no zombies? Want to add some kind of survival functions to a ww2 mission
how could you animate infantry along with movement, like how you can use keyframe animation to move objects?
Good evening all, I hope this is the right channel. I'm hoping the add the traditional swiss guard uniform to arma3 but I can't find a mod. My question is ,is it hard to make one ?
Is there any easier way to build walls, roads, or such? I know i can copy and paste them but the tweaking takes forever.
Just wondering if there was anything like the DrawBuild module in Crows zeus mod.
Without mods. Copy and paste on origin and use the translation widget to only move the object along its axis.
If you wanna use mods, there is a snapping mod. Unfortunately I don't recall its name.
Ye im usin both methods just didnt know if there was another :P
You're not placing one by one, right? Double each copy paste, then once you have a big section you can mostly work with that.
For tweaking, what are you having to do?
Snapping for 3den ans Zeus (or something close)
Ye thats what im currently doing
Im trying to make a βcityβ using the tanoa buildings, but placing the sidewalks and roads is taking a massive amount of time and i was wondering if there was a way to speed it up outside the copy paste method
I have most of it finished (roadwise) but was wondering for future use
Is the snapping working on the curb pieces? I think I added them
would this help you @lost oyster
{_x setSpeedMode "FULL"} forEach (units group);
{_x setBehaviour "AWARE"} forEach (units group);
{_x setSpeedMode "LIMITED"} forEach (units group);
{_x setBehaviour "SAFE"} forEach (units group);
{_x setBehaviour "AWARE"} forEach (units group); - can often use setBehaviourStrong there - that applies to the group and all units in the group
yes agree thx m8
I always forget that's a thing tbf, only remembered it because I used it this morning for something for an upcoming op - https://www.youtube.com/watch?v=YVBeFYAuMAY (was working with convoys and wanted to pull all vics and drivers into a seperate group so I could apply the appropriate behavious to them specifically and not mess with the passengers in the vehicles)
https://youtu.be/JrVfvuI_SwQ?feature=shared&t=87 been screwing with it for a couple of days off and on when I have time - I repurposed my artillery system to start with π
nice m8 thx @buoyant drift
@buoyant drift but don't this apply to all the units in the group anyway
{_x setBehaviour "AWARE"} forEach (units group);
forEach (units group);
yes but you are iterating where you don't need to - not really an issue as a one off, gets expensive if you are doing something like that en masse or in a spawn loop
docs have a neat table (folded by default), silly that -
generally I work at the group level (since I run lambs on everything and it has it's own group commander logic, it doesn't make a lot of sense for me to micro manage down to the unit level since I'll end up fighting lambs) - lambs works best when you don't "hold it the wrong way" - set top level things and leave it to do the micromanagment - not least because it does it really well
of course if I do want lambs to butt out, you can set variables on specific units/groups to say to lambs "do not touch this"
yep, that will set the group and all units in the group to "AWARE" in one go
depending on what you are doing, be aware that forcing AWARE isn't usually nescessary, SAFEwill go to AWARE themselves if sideIsEnemy strolls into view
copy that
if you wonder why that matters - https://community.bistudio.com/wiki/AI_Behaviour
thats really cool thx man
SAFE is a good default because they'll switch to AWARE automatically, CARELESS they won't, CARELESS is useful where you explicitly want them to be "dumb" and not see the players congo-lining across the field in front of them
roger that m8
it also affects how they drive - combatMode and behaviour effect how likely they are to stay on roads or go off road - so there are appropriate use cases for both π
yes nice Awsome man thx you for the info my brother
now i have to change all that in my 2000 missions lol
he he
i love it tho
man thats way easyer to code thx m8 really cool @buoyant drift
When you start a server from the editor, where is located the .rpt log file please?
enter %localappdata% in explorer -> Arma 3 should be in there
Hello.
I have a problem with extdb3 mod
Im using de extdb3 addon to connect with my mariadb database for a mission.
I tried asking chatgpt, and all it tells me is that I'm missing the mysql-async.dll library.
But it doesn't do anything but give me errors.
So I tried searching for it online, but it doesn't show up anywhere. I don't know what to think anymore. Either the mod is no longer supported, and that's why that library isn't there, or I'm doing something wrong because it won't let me connect to the database server.
Here's the error log::
"---------- Initializing Database ----------"
"extDB3 Version: 1.033"
Warning: 21050 ms spent in callExtension calling name: "extDB3", function: "9:ADD_DATABASE:Database"
"extDB3: Error with Database Connection"
Thanks for the help
Does anyone have an easy way to make a piece of shoothouse wall impenetrable to bullets in multiplayer, without having to write a custom mod?
I tried some Handlers yesterday, with no success.
Fired EH to detect the projectile and assign Penetrated and/or Deflected EH to detect projectile's hit, and delete the projectile upon it
I have absolutely no idea how to do this correctly.
player addEventHandler ["Fired",{
_this#6 addEventHandler ["Penetrated",{
deleteVehicle (_this#0);
}]
}];```Not even tested
do i put this into an init.sqf?
Maybe
sadly this didnt work
it put it into the init.sqf and the init of the player, then shot at the wall thingy, and it goes through
It seems it considers some penetration before it gets deleted
player addEventHandler ["Fired",{
_this#6 addEventHandler ["HitPart",{
(_this#0) setVelocity [0,0,0];
}]
}];```Workaround
can i make this selective for objects? such that it only applies to the panel?
that actually does it tysm
player addEventHandler ["Fired",{
_this#6 addEventHandler ["HitPart",{
params ["_projectile","_hitEntity"]
if (typeOf _hitEntity == "B_Soldier_F") then { // example
(_this#0) setVelocity [0,0,0];
};
}]
}];```
you absolute wizard you are such an amazing person, you just saved me sooooo much time
hello all: i'm wondering would this allowDamage false: work on such a thing like a shoothouse wall
yes
oh cool thx Lou
So my Arma 3 for some reason no longer loads any of my custom compositions, any of my unfinished scenarios, and all of my controls/keybinds have been changed. I don't know what's going on or what to do but my game is seemingly busted. I check my documents to see if everything was wiped but nope, my compositions and scenarios are saved to my computer its just the game won't load anything. Even if I boot the thing up without mods
you may be under the wrong profile? (also #arma3_troubleshooting)
Some functions may not continue running properly after loading a saved game
I thought so, but everything related to profiles is just broken. I can't switch profiles, even tho I had multiple before I started deleting things trying to troubleshoot, and for whatever reason, I cannot make a new profile and the text box to name new profiles is broken, I can't even click it
ut oh
Verify the integrity of game files? Cause I tried that too
I even went and manually uninstalled everything, but made sure to copy my compositions and scenarios onto a different folder, reinstalled the entire game and am still running into the same issue
It just won't load my profile and even worse, won't load the things I spent hundreds of hours making
And I didn't have any new mods or weird things installed from the last time it worked and when it started bugging out
I'm at a complete loss ngl
What's really tripping me out is that I can't even make a new profile without it bugging out
after you did the reinstall did the game work at all on the default profile
I mean the game works, I can play it and stuff it just refuses to recognize any saved data
hmmm thats a strange one
there must be some file thats effecting the game that remains on your pc if the same issue is happening
What's weird tho is that it worked fine, I closed the game, went to work, came back to continue working on a scenario and everything was gone
And nothing was installed or changed during that gap
did you have a look at the RPT file after this all happend
C:\Users\your name\AppData\Local\Arma 3
ChatGPT most likely gave you garbage
The extDB3 dll is named extDB3.dll or extDB3_x64.dll
Current archive repository: https://github.com/SteezCram/extDB3
There is a wiki and some information on the github: https://github.com/SteezCram/extDB3/wiki
These seem to be guides for it:
https://mirviriam.wordpress.com/2020/07/03/arma3-and-mysql-using-extdb3-mariadb-myql-part-1-setup/
https://mirviriam.wordpress.com/2021/12/19/extdb3-part-2-provisioning-within-the-arma3-engine/
If ChatGPT is right, and you are missing mysql-async.dll, then you mucked up the sql installation
another reason not to use ChatGPT, like i said before (the Guys in Discord are My ChatGPT) or should i say ChatGODs lol woohoo
@gritty needle let us know if you find out anything ok m8 from the RPT file or what not
will do! Thanks for the help, I'll take a look at it when I have the time
ok my brother
Ohhhh okay so my windows security was literally blocking the launcher from accessing my \Documents, which is why it couldn't find any of my saved missions and compositions because that's where those are currently stored
nice so you fixed it ?
Well I told windows to knock that off so now I'm tryna boot up Arma 3 and see if it worked
cool i hope it all works great now
you bet my brother
Ladies and gentlemen, it finally works lmaooo oh my god I was losing my mind! I was so confused!
What is the best way to make a mission persistent? I want to be able to save and load a locally hosted mission.
i'm not sure how to make a mission persistent in Hosted server all i know is Some functions may not continue running properly after loading a saved game
i also Host missions so i disable Saving
Hello all, I am wondering how can I hidden the military objects name and 3D boundary in the Editor. Can you help me plz?
What is that? Do you have a pic?
Us there another solution than simple object to save some fps in the editor? Just found out that almost all houses I've placed doesn't have that option π
A house is already as optimized as a Simple Object
Also just turn it on will not really improve anything magically
putting less objects π
πΆ
Awesome! Thanks!
how do you stop loadouts from being saved when respawning? i'm making a zeus op for my friends where they have limited equipment but whenever you respawn the equipment on you respawns with you, how do you stop this?
and i do have "Save Loadout" in the multiplayer settings turned off
for clarification: i'm using a extremely simple custom respawn position module
nevermind, turns out you actually have to turn this ON to fix this
I just remove everything from the players when they respawn if I want them to start with an empty uniform, or restore whatever they had on them the last time they exited the ace arsenal - I found that simpler - in simplest case just chuck something like sqf removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "ItemRadio"; in your onPlayerRespawn.sqf/initPlayerLocal.sqf
I found that easier and I like that it's in the code - I can tweak that later/reuse it without having to remember to futz with it in eden later
yeah that's how i already had it, i have them starting with pretty much no equipment besides uniforms and crappy vests
didn't realize "save loadout" button in multiplayer settings restores the ORIGINAL loadout they start with
if you want it so that whatever they picked and had on them when they close the arsenal (and assuming ace) (in initPlayerLocal.sqf), sqf [ "ace_arsenal_displayClosed", { hint "Saved your respawn loadout..."; player setVariable["lastLoadout", getUnitLoadout player]; } ] call CBA_fnc_addEventHandler; and then player setUnitLoadout (player getVariable "lastLoadout"); in onPlayerRespawn.sqf works well for me/us π
since most players grab the same loadout for the entire op I was nice and made them have to skip running to the arsenal every time
^ reason I do it this way is if I want them to get stuff that they get for free out the arsenal but not stuff they bought from the shop (so if they die with say a drone detector on them which is a purchasable item, that can be filtered out) since we have an economy on our ops (playing as mercs :D)
i just bought arma 3 today, and to say my expirience with the arma 2 editor didnt translate like i expected, would be an understatement
stupid question
how do i place buildings (like HQ or barracks)
i kept googling and i cant find people saying how to place it so im assuming
im just stupid
Right tab (Assets Browser), yellow icon
F1
OMG TY
Also there are built in tutorials helping you switch from 2d to 3d editor.
howdy fellas, not sure where the most relevant place to put this is, but I'm getting this error (can't find much online besides something about lingor and dingor, but I'm not running those) when I try to launch with a few different modlists
the group I play with has a usual modlist and a skeletonized one that's a base for making non-standard ops, but the weird thing is I'm getting it with the stripped-back modlist but not the more populated modlist
does anyone have ideas as to what might be causing it? kinda hit me out of nowhere
thanks 
(also, pls @ me with any replies, tyvm)
It's a bad mod most likely. Check the rpt.
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
I've tried toggling a bunch of mods on and off, didn't see much success there
I'll try to get my resident gremlin to look at my rpt
Found the issue π
Hey lads, if you could direct me to the right channel if this ain't the right place to ask, but is there any mods which add custom hardpoints for vehicles, for example adding a .50 cal to a willy's jeep
If not, how could I do it?
Nearest that comes to mind is Ampersands - Pylons Anywhere mod - https://steamcommunity.com/workshop/filedetails/?id=3046009388
Massive fucking legend
I want to kiss you
hope it is what you want, I'm only aware it exists - I follow Ampersand on the workshop, he does neat stuff π
Ok guys, help me get through this hell haha
I have placed A LOT of enemy AI and I see now that all the guys have a voice with a fish bone icon (found out that it is actually an antenna.. π).
My friend doesnt have the DLC with the antenna icon, will his enemies be quite or will he get an error? Doesn't have the opportunity to test it
well, all i know is i don't have any DLC, and i can still use some of the DLC content on my enemy, like i use the AK gun on my enemy from the Old Man DLC
and i think if its the default voice from the default game of the enemy, then yes he would hear enemy voices
clients dont need to have DLC but they wont be able to fly stuff from the DLC but they can ride in it
and they may see a water mark here and there
It just means it was added with Contact DLC but not that you need to own the DLC.
yeah what he said lol
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions Read this for more information.
wow thats awsome m8 @plain gale
Had a question regarding facewear that only works underwater (i.e. diving glasses)
How do you get them to show while inside a submarine? The game technically doesn't consider you "underwater", but inside a vehicle
About to test it
How do you mean show
Basically when inside a vehicle, the unit wears the goggles but they do not appear on their character model
anyone know how to have a drone switch faction in the editor ?
for example I have a drone that independent specific but I want it to be blue
drone vehicle takes the faction side of whatever "UAV operator" is inside it, so you either need to swap the class of the UAV operator that gets put in - i.e. place it without a crew then add the UAV operator for west (you can also switch sides at runtime via SQF).
or on the programming side - it's pretty common to have a function that creates a vehicle from one side and then crews it with units from the other since putting a west crew in an indy vic will make it a "west" vic - it's certainly how I do it since it lets me spawn any vic I want with any side I want and have it behave as that side (which is nice when you want to "kitbash" by swapping crews) - for completeness you can also swap textures around (or use a neutral one) since it looks a bit weird a ukrainian crew getting out of a T-series tank that has a Russian texture or whatnot.
Hold on wym add a UAV operator? Wonβt that just be a regular player model?
Wait nvm I see how
thank you so much
^ for anyone who arrived here via CTRL+F, for west (blufor),east (opfor),indy (guerilla/independent) respective the classes are B_UAV_AI, O_UAV_AI and I_UAV_AI
@slow stone do you mean G_B_Diving Goggles : the G_B_Diving Goggles do show on the face when you are inside a SDV submarine, but not when your inside a chopper or land vehicle, this is standerd
yo, im making a mission revolving around CSAT and taking them down, and i want the riflemen on the CSAT side to attack civilians to show how brutal they are, how exactly would i go about doiing this??
@sullen sail ```sqf
EAST setFriend [civilian, 0];
EAST setFriend [West, 0];
them lines would go in the initServer.sqf
Really? I've got those goggles equipped on my units and they don't show until they exit the sub
i can see the goggles on my player while he or she or me is in the sub
its hard to see tho,, i use the spectating mode to see this
you know its hard to see your own eyes, cuz your face is facing away from you all the time
removeGoggles player;
player addGoggles "G_B_Diving";
oh shit ty
I got a new funny issue πΆ
I have chosen a loadout for my character, but when I join my mission its a whole new loadout =/ anyone knows what I messed up?
u have any mods loaded?
does anyone know somebody that does map commisions for arma 3
I don't think there are any legitimate ones, since mapmaking needs the Arma 3 Tools, and the tools are licensed for noncommercial use only
not talking about commercial, just saying paying somebody to literally make a map for me
wouldn't fully classify it as a commercial usage
Paying someone a commission to use the tools I think would still be commercial use, as there is a sale of services
This is the Arma tools licence: https://store.steampowered.com/eula/233800_eula_0
It appears like you need to get permission from BI before commissioning a map (unlikely, but not impossible, ask first)
MarioE in this discord, or BI legal through email is who you would need to contact
BI is a lot more strict about monetization and commercial use than many companies,
I think in part because of issues with servers and modders around 10 years ago (long before I started playing arma)
i'll tip someone for making me a map for free π€¨
and its not even like a thing anyone profits of lol
its simply cuz idk how to dev
and it would be nice to have some 1:1 map i'd need
i got a 1:1 map of the place i need on roblox, just arma is way harder when it comes to building
cuz its 15 year old game tech
Same thing,
It wouldn't be cheap either, since making good maps takes a fair amount of effort
ye im aware,
took me a month just to get exterior of the map i wanted done on roblox
and it was like not super detailed
something of this detail
how much do u think realistically
No idea
But if you can make the stuff in roblox, then you can make it in Arma
There are addons that can make it easier than just using terrain builder directly
A lot of the issues with Arma modding go away if you are careful with the tools setup
@teal finch did you get the LoadOut fixed ?
Yeah, at least I think haha.. I had several mods loaded but when I created a character from a NATO dude it seems to work π«‘
Is there a way to set different respawn times per spawn position? I want to set a HQ and frontline point that have differing times, to encourage using HQ spawn more.
For now I have the ability to call in reinforcements but they are dying like in a meatgrinder. is it possible to have (placed in Eden) friendly AI but they will RESPAWN instead of calling for new? hope you understand....
if Ai are playableUnits they will respawn in MP server
all playableUnits will respawn in MP no matter what side they are on
if ofcorse you have it set in the Description.ext
add a killed handler to the units, inside of that have them spawn a new unit of that class at the original position and add it to the same same group as the killed unit was in - then when they die a new unit that is the "same" (class not unit) will be created and since they are in the same group, the new unit will head to whatever waypoint/task the old unit was doing - that should work(TM)
depends how sophisticated you want to make it, I'd consider doing it completely differently but that would also require proper scripts, I'd use EntityCreated to capture the information I wanted them to have at respawn (inital position, initial loadout etc) and then use that to determine what to do when they die but this is arma3_editor not arma3_scripting π
Do you want the "re-inforcements" to always come from the same "place"? because if so that's simpler (I've used tents to hide the fact I'm spawning units in before ;)) - unless a player is laid on a hill with a Vector watching them come out the tent like a Clown Car it works great π
aye but from eden, sqf this addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; }]; in the units field would be simpler, can use typeOf _unit to get what it was and then just create it at a fixed point (which is why I asked ^) π
there is one wrinkle with doing ^ that way though, the replacement unit wouldn't have the event handler since it was created on the unit via eden - it really would be better to do it with a mission level event handler
Hi. I want to add ambient airport sound to an area. Players can activate it when they enter and deactivate it when they leave. I tried playSound3D and say3D, but they didn't work. Can you help?
@undone karma "aeropuerto" remoteExec ["playSound"]; this would go in the trigger
then in the Description.ext
//Sounds
class CfgSounds
{
class aeropuerto
{
name = "aeropuerto";
sound[] = {sound\aeropuerto.ogg, db-2, 1.0};
titles[] = {0, ""};
};
};
I did that. My sound is called "aeropuerto"
Ahh. In the trigger I only put soundPlay "aeropuerto";
roger that m8 @undone karma
also you can ajust the db-2 to what ever you want for the sound level @undone karma
-2 or +2 or +5 or whatever
@undone karma let me know how you get on, ok m8
Amazing! Will test and look at it tonight! π«‘
Hi Scotty. Thanks for the help. The script works the same as (playSound "aeropuerto";)
What I want to achieve is for the sound to turn off when the player exits the trigger. I read that this can be done with playSound3D or say3D.
@undone karma well what i do is, i have the trigger on repete, and then if any blufror go in the trigger the sound plays till the end, then if we leave and come back the sound plays again and so
but there is away to do what you want also
i wanna add a flag to a vehice in editor and i tried to attack a texture with a flag to a hunter and it didnt work i alos tried with a mortar didnt work can someone help me
i wanna make something like this but instead of the un a flag
help
no
describe your issue first, in what I assume is #arma3_troubleshooting
is there a way to add a flag on a ai shoulder in editor
i seen someone else do it w no mods
He might have used attachTo https://community.bistudio.com/wiki/attachTo
I think there might be a module for it, don't remember
i tried this it didnt work for me
Oh, do you mean the flag patch on the shoulder of the uniform?
yeah
i wanna add a russian flag on the ai
on the side
Unfortunately not
There's an insignia on one side that you can set with the arsenal, and the unit patch on the other side.
But the actual flag patches are part of the uniform textures.
(On most uniforms, there might be some where it's a separate hiddenSelection that can be set with scripting)
Your only choices are retexture that part of the uniform or choose a russian uniform
(Granit is the vanilla contact russian uniform, if that works, probably won't look right on Altis though)
so it will only work on specific uniforms?
you can define a custom insignia
will it work in vanilla?
like public zeus
Maybe?
Though you'd need to include the image file somehow
attachTo should work
I remember using it to add .50bmg turrets to trucks sometimes
i tried that it wouldnt show

It's been a while since I've done stuff in zeus, and I was mostly using the Zeus Enhanced mod, which wouldn't work for official servers
it is per-mod or per-mission
aka you cannot create a custom insignia and use it everywhere
wdym
either the mission defines a new insignia, or the mod allows you to
see https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia
One question: Does anyone know how to add OPEX to a new map?
I'm trying to integrate OPEX into the Archipelago map, placing markers, buildings, and everything else, but it doesn't seem to be working. I also created a file with the map name and placed it in the game folder where all the maps go. But I still can't get any missions or AI to appear.
Hey so I configured the loadouts of my soldiers and applied them. They look like they should in the editor but when I start the scenario they revert back to the original. Then when I go back into the editor they are fixed again. Is there some setting I missed?
when you say start the scenario: do you mean, host the scenario in MP server: or SP
and also how are you putting the loadouts on the soldiers, and do you have a Description.ext in your mission folder
im putting the loadouts on the soldiers through the editor
Mp server, well i dont think it works in either
yeah that don't tell me how,, you are putting the loadouts on the soldiers, how are you doing it
are you putting code in the init of the soldiers or ?
or are you execVM a script on the soldiers ?
so what u are saying is you must get your loadout every time you start the mission
so the loadouts get saved in the aresenal not in the soldiers
no
if you want the soldiers to start with a kind of loadout you want you must do some more steps
I right click on the soldier and there is an arsenal option. I configure there loadouts then i hit apply then they are wearing what I put on them in the arsenal but its not saving to the mission when I actually play it
im telling you it don't save in the mission
if you want the soldiers to start with a kind of loadout you want you must do some more steps
then why is that even an option?
so you can test stuff
test weapons and stuff
what you must be kidding me
i dont we are understanding each other
the Aresenal does not save stuff on the soldiers,
im not talking about the regular aresenal
ok but the Aresenal is the Aresenal no matter what
like i said the Aresenal does not save stuff on the soldiers
you can save loadouts in the Aresenal: and apply them to soldiers in the mission after you start the mission
thats not what im doing....
you mean thats not what you want to happen
no i mean thats not what ive been doing
so what do you want to happen
what
i can guess, i think you want the soldiers to start with a loadout that you want right ?
if you don't tell me what you want to happen, i guess i cant help you
how is this supposed to allow me to test weapons?
ye
oh Ace you should of told me you were using Ace
guh
lol sorry m8 i don't do Ace
so u cant help
no i don't use any mods like that so no m8 im sorry i cant help you
but if you go to the scripting channel they can
that may not be the correct chn but thats a start
them guys in there are Awsome
oh it might have smth to with how i have the respawn setup
When people join the mission they have to respawn. I honestly dont know why its like this ive done respawns in the past and this did not happen. But since there is no loadouts in the respawn screen It probably just defaults to the original Instead of the custom?
does that sound right?
how do you respawn them
like isntead of them joining the mission and them being alive
they have to respawn
at mission start
there a setting in the Description.ext for respawning
//respawn
respawn = 3;
respawnDelay = 20;
respawnTemplates[] = {"Tickets"};
respawnOnStart = -1;//<---means dont respawn on start
respawnDialog = 0;
//Header
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 10;
playerCountMultipleOf = 1;
};
do i have to edit a text file for this or is there a way to do it in the editor
yes you do i have to edit the Description.ext file
Nvm I figured it out
spawned in like this
I turned off select respawn position and turned on save loadout
now lets see what happens when i respawn
ahh ok i see now i know 1 thing about Ace lol
idk if this is ace or eden enhanced
its both
I was fixing the training scenario for my unit for the longest time everyone would be nato soldiers and wouldnt have the apropriate equipment so i would have to walk them through what they needed step by step it took so long
you helped my brain think a litle better lols
when i attach a obect to a vehicle and rotate it 90 degrees in the z axis it dosent spawn in rotated is there a way to fix that
Because attachTo resets the rotation and defaults to the 0, relative to the object you attached to. Use setDir or some other commands later to update it
how do i use setDir
At this point I need to ask do you really know how to script anyways to answer anything
no i dont
i only wanna add cosmetic things to vanilla units for publiz zeus
Then no, that's not something I can help
I am Getting an Issue in my mission where the AI Respawns at the respawn Position but some of them become ungrouped from the Squad or Dont show up in the command List at the bottom...
And I For the Life of me Can't Figure out why π¦
wondering if i can disable the AI automatically instead of doing by hand
cant find the option when in the eden editor
It's got to do with the properties of the units you place down as playable iirc
Been a while since I've done it
There's also a disable AI button below what's shown in that image that works as a lazy workaround
just trying to make it as clean as i can, dont want to have to press anything if i can avoid it
I'm sorry I can't help more
I think I got it working in a mission, but it's been a few months since I've touched the editor
Itβs a setting in the editor
It should be under multiplayer or smth
Hello , today i try to use keyframe for move a ship on a direct line
, but when i attach ship to the module it wont move !
Any suggestion or tactic?
I just test it with a car and worked good
@indigo socket just uncheck that
I am finishing up a World War One operation, and have noticed that there is arma radio chatter playing globally in my ear, and I am unsure what is causing it, online searches dont work to well since i am unsure how to word it and cant find anything anyways, any help? It appears it may be playing when ever scripted music plays or after, though that is only speculations
Hi, does anyone know why I used to get the logos of the mod factions and now I only get the names?
Logos could have gotten deleted
That's a mod from polpox. Make sure you have it loaded.
Is there a way to solve it before I get all the logos?
you know the name of the mod I would really appreciate it?
No clue.
You can search here. https://steamcommunity.com/id/polpox/myworkshopfiles/?appid=107410&p=6
Thanksπ
i didnt even know mod logos can be there
i has the question
I want to use the "respawn on custom position" system for a mission but i want the first spawn to occupy the units placed in eden, so the players can start in specific positions and vehicles
however arma kills all units when occupied by a player to allow them to choose their respawn position
if i set it to not allow players to choose their respawn position it doesn't kill them upon spawn but changes the game rules to respawn on position of death
is there a way to make the first spawn not get insta respawned?
nvm i figured it out
Can i make a plane crash, like give it order to crash on that spot? I want to record the crash
If you want just the crash you can film it through Zeus after angling it down towards the ground yourself
But if not idk
hello is there any1 that can send me a composition or a mission where a bunker komplex is in?
would be really helpfull
Anyone encounter a case where you do a trigger with skip waypoint and a unit with a hold waypoint thats connected to it. I see the hold waypoint get skipped but the unit wont go to their next waypoint or listen to any commands I give it from zeus
specifically a vehicle
I wonder if it breaks because the driver isn't the group leader
I'm sure you will find something in the workshop
driver doesn't have to be the leader but the effective commander should be
anyway first try with just a move waypoint. if it doesn't move with that then the problem is not the skip waypoint
hello guys, my friendgroup and i play regular pvp missions on our server. To balance it a bit i would like to restrict the arsenal and take out some weapons from the mission and make them not playable. For example G6 Lynx or TITAN launcher. how do i do this?
seems that switching the leader to driver (in a car effective commander I guess would be that) fixed it
Is there a way to destroy placeable objects like the Czech hedgehogs for Arma 3. I want to create a trigger that will spawn a tank once the obstacles have been cleared but the explosives I have used do not work.
You could give it a waypoint to land on an airfield so it takes a specific path and disable its engine when it crosses a trigger.
I found this function days ago, maybe it'll be useful to you
https://community.bistudio.com/wiki/BIS_fnc_neutralizeUnit
@tough rune you could just make your own (Ammo Weapons box) with the stuff in it that you want: you don't have to use the Arsenal
2k hours in and im making my first mission to use on my group's dedi... forums being down im forced to come to ya guys with some noobie questions so bear with
Is setting mission params in the editor simply for testing purposes and then i have to use description.ext, or do the parms get overwritten? If so what's given priority?
thanks
Hello, can anyone help with a sudden issue in my warlords mission?
Seems it started without any apparent reason. Warlords protocol does not initialize despite everything being synced and set up properly.
I could send a screenshot that would explain more.
Error Undefined variable in expression: _sectorslisted
Every 1 out 20 attempts to start a mission - everything initilzies just fine.
Behold my Hive City
description.ext overwrites editor parameters .
Is there a way to disable 3rd person for a mission?
Its a difficulty setting
client/singleplayer: https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings
server: https://community.bistudio.com/wiki/server.armaprofile#Server_Difficulty_Example
you could script it but you would still see the black out/in thing
unless you intercept the key though 
oh, so can I just set the mission difficulty when I go to host the mission?

If anyone here's familiar with drongo's spooks and anomalies I'd love some help with that too. Not totally necessary but would be neat.
there is a forcedDifficulty server setting to force all settings
otherwise there is forceCadetDifficulty and disableMapIndicators for some options only
π
Hi, can someone help me with how to make mission objectives appear on the map in Arma 3 like official tasks with icons and text?
Use the create task module.
Create tasks and use triggers to assign new tasks. This tutorial doesn't assume you know anything about mission making or tasks. Simple and easy to follow guide to start making your own missions.
If you have any questions, comments or requests, please leave them below.
Thanks to Bohemia Interactive for the best military sim ever.
Thanks ...
Hey this might be a long shot, but i have a problem when i zeus my missions for my units. When i spawn units from modules or custom comps they never get marked on the zeus interface for me. Will foreever be thankful for any ideas or help ππΌ
if you use 3den Enhanced, there is an attribute for that.
if not, you can probably use the following code. Perhaps add some entity filters.
addMissionEventHandler ['EntityCreated',
{
params ['_entity'];
allCurators apply {_x addCuratorEditableObjects [[_entity], true]};
}];
oh i see now
I do not have 3eden. Its on a dedicated server that only me and one other have the problem,
I assume im only able to post that code into the editor right?
Debug console works too. If you in a mission.
Ahhh okay Will try it after work, Thank you
Zeus Enhanced has modules and keybinds for adding to editable objects, but yeah this script will be a lot faster if you get comfortable with it.
Ahhh Will try it after work
ait nvm i dont have acsess to the debug console in my units server
rip
Then use Zeus Enhanced
Thats what im using currently but everytime i still need to add them manually with the edit object module
I'll guess I need to keep using it
but zeus enhanced has an code excec module, doesn't it?
it does?
I think so. Maybe also only for admins though
yes it does
Ait i tried it but nothing seems to happen
anyone know what these purple icons are in Eden? i tried looking it up and couldn't find anything about it
Go into the preferences of the editor and deactivate "Show Building Positions"
thanks ^^
I am trying to trigger the alarm using a trigger, but when he enters it, it activates, but when he leaves it, the alarm sound does not play. Can I keep it playing?
Using SFX ? Or some other method to play sound?
SFX
Sound effect played by the trigger upon activation. Repeats as long as the repeatable trigger is active or forever for non-repeatable triggers.
So use sfx alarm and deselect repeatable checkbox
This
Yep
It should play forever if you deselect repeatable from trigger attributes, have you tried that?
Aa, sorry, didn't look your selected option (Sound), that will play once,
but under the tooltip (in pic) is selection for SFX,
Between environment and Music
With that you can achieve endless sound.
Oh, youre right, i am blind π
Hey guys. I need a bodycam mod, but I do not know which one to choose. Please help me.
ctab has one built in (technically it's a helmet cam) it works pretty well - I use this version https://steamcommunity.com/sharedfiles/filedetails/?id=3438246217
Idk if this is the right spot but this is an extremely frustrating problem, I canβt load the Eden editor for some reason. Mods, no mods, it always crashes and freezes. Google hasnβt been much help. Anyone know anything about this?
Already verified, I ensured that the roles are there as well.
!steamverify
Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
Without mods, repair Arma via Steam,
If that doesn't work,
Re install it.
is there a way to make an MLRS spread its shots out over an area? When I use the fire mission waypoiny on a m5 sandstorm, it fires, but all the shots land perfectly on where the waypoint is, but I want them to disperse randomly around a 100 metre area. how would i go about doing that?
Least-effort: try making it shoot from further away to increase the spread
Is there any way to place down a fire object, similar to what you find in the Eden Extended Objects mod, but without using mods?
There is an mod for eden that adds effects without dependencies.
Relatively new member here, hi everyone! If I could trouble anyone interested I need player count to test one of my creations. At least 10 players would be fine but the max count is 48
The map is Tanoa, expeditionary and deluxe edition may or may not be required. The creation is a large scale cooperation and I have MCC + Ares.
I couldn't figure out the scripting rearm/repair/refuel so I have invisible props that can do what the scripts would.
If anyone is interested in testing my creation please dm me though a friend request would be needed to do so.
wtf what mod is this
Wdym?
I only have 3 mods installed, MCC which is a mission generator and more simplistic Zeus function and Ares which makes encounters more immersing and easier to construct. Plus the dependency.
The carrier, destroyers and land ship are all DLC
If you have Expeditionary forces and deluxe edition or all base dlc I believe you can play this map but I'm sure I've also set it to no dlc requirements
I've toned down the number of players with it now being 34 + 1 game master.
Or I may add another rifleman. I need players to test this creation which is my only goal now
all civilians that I place in Eden has a balaclava... haha, what is making that?
A Mod
I unfortunately can't find players in game willing to test this build for me so I'm leaving it in workshop for critical feedback.
I'd recommend you to get familiar with multiplayer testing. https://community.bohemia.net/wiki/Multiplayer_Scripting#Local_Multiplayer_Testing
This is actually really interesting I'll download it now thank you lots
I'm terrible at scripting so having a mod that does all the hard work for me is a godsend
I really like how simplistic the VA turned out. I thought it wasn't doing enough in terms of variety but this feels good
Having 30 different guns confuses me and it feels like these weapons fit the MJTF.
Hey anybody know a workaround for this issue where if i use attachto to attach a banner to a helicopter, the helicopter AI pilot will continue to fly straight up to avoid "colliding" with the banner.
Try to disable the collision
It happens regardless if it has a collision. It is an issue that won't be adressed
Attach it lower like a sling load
Thank you very much
Does anyone know if there is a way i can edit a vehicle as in its parts
I want to take zsu's turret but dont want the tracks and hull how do i separate them
Not possible. For certain purposes you can do stuff like attaching the vehicle so the hull is hidden below a surface.
K thank u
Does anybody know how to make an arsenal with only whitelisted items?
just make your own arsenal
_crate = _this select 0;
_Bomb = 7;
_Ammocount = 20;
_Nades = 20;
_MedicAidCount = 10;
clearMagazineCargoGlobal _crate;
clearWeaponCargoGlobal _crate;
clearItemCargoGlobal _crate;
clearBackpackCargoGlobal _crate;
_crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", _Bomb];
_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", _Ammocount];
_crate addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", _Ammocount];
_crate addMagazineCargoGlobal ["HandGrenade", _Nades];
_crate addItemCargoGlobal ["FirstAidKit", _MedicAidCount];
this is so arma 2
https://youtu.be/KapzuebsbDg?si=AWrRIPlO0_ik20Gn
go to 5:30 and follow the steps
ty, I ended up finding the ace option, much easier
@turbid olive thats just for a cache box that i destroy in a mission
so i can quick grab stuff befor i blow it up
the cache can only be destroyed by SatchelCharge and i didnt want to bring any
@serene lake yeah m8, i dont use any mods so well you know
Def at least look at ACE3
na na i only use Default game, i dont want to put anything in my clean Arma 3
i never had 1 thing go wrong ever, in like 20 years and i want to keep it that way,
i even know the guy that started ACE, i played lots with him in OFP back in the day
there was like 4 guys that started that stuff
but its all good
and i never had a headake also lol he he
slight placement update on the last map. its a bit more refined but refining was all i did.
ill keep both up for any comparisons
how would one go about making a trigger that damages a player while they're inside it?
Making an op that has barbed wire in, but my unit plays with enhanced movement so that doesn't exactly do a lot to them :P
or if anyone knows of a mod that makes ace barbed/razorwire do damage
I would setDamage them in Condition, not On Activation
I've come across an issue where two or more consecutive deaths makes it impossible to spawn on any ship, is there any way to fix this?
We need some more context, what kind of respawn logic are you using? the respawn module?
Yes the standard respawn module, I've set the controlling faction to Blufor and the script as respawn_west. While I think this works for land spawns I don't believe it counts ships since they're static objects.
It respawns me on the ship once then every other spawn I'll be in the water
I noticed a pattern. When I respawn it's respawning me on the dead body itself despite the ruleset being custom position.
I'm so confused... all I did was delete the module respawn position and linked a unit directly to a logic entity respawn position and it works.
I guess I can respawn like 10 more times to make sure
I'm too sleepy for this, it's working but the issue now is that it's still spawning me on dead bodies, so if I jump off the ship it'll respawn me in the ocean.
I'll figure this out later
I have a feeling it has something to do with me linking the unit directly to the logic respawn or the module respawn and so it's making the unit itself a spawn point
Quick question, maybe some can help:
This is a screenshot from a friends 3den Editor. As you can see (or not) the placed objecs aren't visible. They aren't visible in the misssion too.
They are not set to invisible in the objects attributes.
maybe they have them hidden for some reason
look in the mission to see if there some kinda hide stuff going on
They don't. I suspect them to have hidden them by some sort of keyboad shortcut by accident. But I dont't have any idea which shortcut has such an effect in the editor dircetly
there must be something in the mission file that would give you a clue to whats going on
some script or some file in the mission file
is the mission file PBO-ed ?
if it is you must Un-PBO the mission file and look in there to see whats going on
i think they have that stuff hidden for some mission reason like moving that stuff to a new location
just a guess tho
if it was a keyboad shortcut there it would be Defined in the mission folder or files
Nope. No scripts at worke or something like that...
Mission isn't PBO-ed.
Also this screenshot is directly from the editor. So they are hidden in the editor. They spawn in the mission but can't be seen but they are there.
This applies to all objects.
I thougth of some sort of texture issue.
But vanilla objects being effected seems like a really bad bug
hmmmm interesting
hidden layers?
ahhh yeah
@wanton storm β
thx @prisma oyster your the best
shows how much i know i didnt even think of that
ofcorse i don't use hidden layers lol
no self-bashing, thanks - if you keep diminishing my users you will get yourself banned π π
lol ok lol
Same here...
My friend asked me, because I've got round about 3.000 hours in the editor.
As you can see, didn't had any idea
well lou got it right im sure he helped me like 1000 times
im a nooby also i only have 9000+ hrs in Arma 3
I'm checking
nice let us know how you make out
Wilco
He told me, that changing layer visability didn't helped.
He fixed it my by manually changing the objects visability from "Unchanged" when placing down the objects in the editor to "limited by terrain visability" for each placed object.
Changing it to "limited by object view distance" didn't helpd either.
Nope.
But he told me he was using a modded map and the problem appears only on that map. So I guess thats the problem.
oh i see or O I C
Quick question, is there any way to make the "close / open hatch" text disappear while in a submarine? I'm trying to have a cinematic unitPlay sequence, but the big ol' ugly text in the middle is kinda ruining it.
And I was wondering whether there was a way to get the player to freelook using commands, the only thing I've found on the wiki is something that returns true or false when it's enabled
When Ive created a mission on arma 3 editor, where do I find it on my computer, so I can load it onto my server?
(I dont find it under MPmissions in the steam/steamapps/arma3 folder
Not sure if this is the right channel to post this in, (sorry in advance)
anyone on that knows this?
What are you trying to find?
Is that top left of Eden and Find Scenario Folder (or whatever its called)?
It is the mission I created in the eden editor
^
Thank God I fixed it
I had to use empty markers
I don't want the spawns to be optional however so now I need to figure out how to link specific units to which spawn
@round inlet did you find your missions folder
yes I did π
ok cool
Does anyone know how to get the arsenal restrictions working?
I want it to where no one can load in custom loadouts with gear that aren't in the VA
i do know how but it would take me a hole day to explane how to do it
and its late here now
if you open up or un-PBO the End_Game mission you can see in there how to do it
what do u think of that
or you could just make your own custom loadouts and that would be all they can use
and addAction your custom loadouts to a Ammo box
then hide the BIS box some where just in case you need it
Anyone modding for eden? Is the RegisteredToWorld3DEN EH working for anyone?
Oh boy... ty for the info I may just try custom loadouts
Idk if there is a better solution or an easier one, but this works for custom arsenal whitelist.
https://github.com/PiG13BR/Arma-3/tree/main/ARSENAL_WHITELIST_ACE.VR%2Ffunctions%2Finventory
You need to check some global variables in those functions. Those functions avoids ppl from getting custom loadout.
I will check it out as soon as I can. But if it doesn't work out I think creating loadouts may be fine ty for the leads I'll try my best.
Hello, I'd like to create and modify cities, for example, set them as capture points or move them around the map. However, my game must remain vanilla, and the only modification option I have is in the config.json file, so I'd like to create this line, but I can't do it.
I really need someone to help me, please.
I am well aware that it is a realistic game but I have created a type of sniper mission, is it possible to make the enemy AI less difficult except difficulty options?
Thinking of when I try to snipe a enemy and they see me almost same millisecond I shoot, and I'm 1km away π
you can lower their shooting, organisational and e.g spotting skills:
see https://community.bistudio.com/wiki/setSkill π
the alternative syntax allows you to set specific skills
This is an Arma 3 channel
You probably one of the enfusion or reforger channels
Anybody good with supply drop set ups?
Struggling with something atm. Trying to figure out how to prepare a paradrop with a trigger. I lifted crates in air and sync them to Show/Hide module. So they would not be visible all time. Then when planes fly over I would activate the trigger.
BUT the boxes with ammo just drop like rocks to the ground without deploy parachute.
Any ideas how to force the parachute to deploy? or better way.
https://community.bistudio.com/wiki/BIS_fnc_curatorObjectEdited
this adds parachutes to objects
I suggest you learn how to spawn things, using commands like createVehicle
that does not answer the question.
Am I missunderstanding maybe? This is Zeus action to move things above ground/specific level
When a soldier or a vehicle is moved high above ground, create a parachute for them.
this is a function that you can call it, you don't need zeus at all
call BIS_fnc_curatorObjectEdited ?
[objNull, myAmmoBoxName] call BIS_fnc_curatorObjectEdited;
Gonna try it in sec
send me the classname of the crate, the position coords and I will make you a small spawn script with this function, and it also pop green smoke when lands
no smokes, its too many crates, Lets do one as example X 4157 Y 3018 Z 170
LIB_BasicAmmunitionBox_US
ok
you can add it with commands
@buoyant bear try this. I know yours it's an costumized box, but it's homework for ya, start digging about commands to add stuff in the box after it spawns in the air.
_dropPos = [4157, 3018, 170];
_drop_box = "LIB_BasicAmmunitionBox_US" createVehicle _dropPos;
_drop_box setPosATL _dropPos;
[_drop_box, 500] remoteExec ["setMass", _drop_box];
[objNull, _drop_box] call BIS_fnc_curatorObjectEdited;
put this in the trigger, onActivation
if the position coords are correct, it should spawns where you want to spawn
uhm
@buoyant bear
these are commands group to add/get/remove stuff in containers/boxes, study them later
https://community.bistudio.com/wiki/Category:Command_Group:_Containers
It immidietely spawned on the ground
code updated, try again
I am .
That's why i pissde
My custom attributes are not saving
annoying as shit
wow, in vinilla Arma 3 its way easy to do Ammo box drop, holy molly
Yeah... there are some problems with that π¦
That too π
But I'm still impressed tough. If they iron out these problems, It will be frickin' awesome.
Having issues in Arma 3 Editor: I cant move around the in editor or rotate the cam. They keys seem locked somehow. I have tried verifying game files, no luck....Anyone got a solution? @fresh patrol
With or without mods
with mods @fossil urchin
- Step is try without mods.
Some mods just break things
alright
What problems are there currently? I haven't used it for more than an hour. I"m curious to know.
it seems to work fine without mods, now i just gotta find out which mod is causing the trouble
If you havenβt found it yet I would advise trying the zues and Eden mods first
sometimes the sqm corrupts, fine detailed placement somtimes bork, custom attributes need a workaround to work
RegisteredToWorld3DEN eventhandler not working (at least for me, please someone confirm it)
I bravely put these issues on the feedback tracker tough π
I really want to see the perfect 3DEN editor for release. π
Anyone here know how to make a limited arsenal fast and easy?
Doing it one by one with each magazines and attachments are a pain in the ass
do want all the gear, weapons and mags currently on only the units to be in the arsenal?
how to make my group of bluforc helis with their pilots move when trigger activate by oppr?
Place trigger, set to opfor present, place blufor helis, give waypoints, set waypoint activation on first wp and sync it to the trigger... i think
Hi, hopefully someone can help me. I'm tring to make an up-gunned m113 sort of composition in 3den. I'm trying to use OtocHlaven to attach things to the barrel of the M2 on the m113 to make it look like a bigger gun. I have been useing the Nato Marshall composition from the workshop as a reference. When I start out with the SOG M113 the OtocHlaven line doesn't seem to work, the new "gun barrel just floats way above the vehicle, so I tried it on the CSLA m113 and for that one it attaches to the barrel like I wanted but then the addweaponturret and removeweaponturret commands don't work. Its confusing and frustrating to say the least, do different dlc use different naming standards in their vehicles or something?
There's no standard for selection naming (for attach) or turret indexing (for weapon and magazine). You need to check what is in the specific turret.
Try using the selection name from turret config selectionFireAnim or memoryPointGunnerOptics, those are usually animated with the barrel. For turret index get in it and run unitTurret command.
@golden relic you just said what to do m8,
Thanks, Ill try those
hi there
Anyone know how to make characters with an animation sit on a vehicle ( soldier on the back of a tank ) without him being put inside it
This video shows you how to do the "sit" animation.
[unit, animationset, equipmentlevel, snaptoObject] call BIS_fnc_ambientAnim;
Legend Thankyou what if I want to use an animation mod, process but set the animation first??
The video shows you how to use the BIS_fnc_ambientAnim, not custom animations. If you want to use custom animations, this video may be helpful. It's an old video, but I think it still works.
Quick video guide on how to get an AI unit to play an animation; in this case, the unit will be interacting with an object.
*** Paste this code in the On Act. field of the Waypoint: ***
GUY1 setBehaviour "SAFE"; GUY1 switchMove "InBaseMoves_assemblingVehicleErc"; GUY1 disableAI "ANIM"; GUY1 attachTo [DamHeli1,[-1.04,-6,-1.9]]; GUY1 setdir 100;
...
Hello, if the question is in the wrong section, please excuse me, but in order to test my missions on the server, I created my own server via the Arma3 server, but it launches in English, switching my game to the same language. I launch the .exe files via the Arma3synch software. How do I launch the server's exe file in French?
Thank you.
Hi, I'm creating a multiplayer mission with two teams that belong to the same faction. I want each team to be able to see and select only their own spawn points, without being able to see the spawn points of the other team, and vice versa.
I'm using the Respawn Position module to create the spawn point.
Can someone help me? thanks!
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
With this function you can target different groups to get different spawn position, It should work
ok thanks I figured it out
howdy guys, question. How do i script in or put in specific amunition to a create since i cant find that entity in the regular item list? (its TBD 105 HE rounds)
Tbd ammo come with their own ammo crate
Yes but those suck and I need to put 600 units of the 105 Tube in singular crate to not stres server with 50 boxes for ammo
(its a 100 player mission and there are 3 batteries if each gets the basic TBD crate/s server will cryitself to sleep)
π
artillery shell?
if so, you can use getArtilleryAmmo command to get magazines classnames from the artillery piece, then use commands like addMagazineCargoGlobal to add those magazines in the crate
Will check it out after i get home, ty for now
am I missin something? π
the syntax is wrong
and also missing string around the classname like r3vo said
this addMagazineCargoGlobal ["tbd_mortars_105mm_tube", 1000]
u said it's for a 100p sv right?
hm? The op yeah its bastogne siege, will dm you details if you curious
p.s. no clue what sv is
so the code there will be used in the sv?
server yeah haha
yup, and yup
ok, so avoid putting the code there like this, because every time that a player enters in the server, it will run this code again lol, because the client/player machine reads this
a better solution: put a variable name for this crate and call the command in a SQF file
but, you can also put if (!isServer) exitWith {}; before the code
if (!isServer) exitWith {};
this addMagazineCargoGlobal ["tbd_mortars_105mm_tube", 1000]
also i got the paradrop of supplies ready up and its like 16 crates like you said -
_dropPos = [3971.527, 3021.287, 172.663]; _drop_box = "LIB_BasicAmmunitionBox_US" createVehicle _dropPos; _drop_box setPosATL _dropPos; [_drop_box, 500] remoteExec ["setMass", _drop_box]; [objNull, _drop_box] call BIS_fnc_curatorObjectEdited;
And Server only ticked off in trigger
it works but wanna double check it wont kill server
with different crates and positions, etc
π
server only ticked off?
it should be server only
yeah, the problem is that every client that loads the mission file, they will also read that init block, so if you have 100p in the sv, this code ran 100x, you will have 1000x100 ammunition available xDD
signed off as β it is form of speech
ah, bad english sorry lmao
bruh i aint native either, maybe i dont understand it fully xD
Hi again, still trying to come up with ways to up-gun the m113s in these compositions I'm trying to do. Is there a way to make weapons fire able to pass freely through an object? I have something stuck over the mg on the 113 to make it look like a larger gun and when I fire the mg the bullets hit the "fake cannon" and stop. The "cannon" is place over the mg barrel and just supposed to make it look bigger at the moment but if I can't make the bullets pass through the fake cannon over the mgs barrel then I'll have to scratch this whole idea. None of the items in the special states section seem to help
hi masters, need your help
Do you know if there is some mod or setting that make a radar, for example, "usable" for the enemy AI?
and do you know any drone blocker thats usable? so a specific area is unable to reach with a drone until I destroyed the blocker?
You can simulate whatever you want with a trigger. A condition can check that your "radar" is not destroyed, then, a few time after a drone has entered the trigger zone, it is destroyed. You can simulate a missile shot or fire a real one if you prefer. But radar is not enough in that case, you need a missile launcher too.
https://community.bistudio.com/wiki/BIS_fnc_neutralizeUnit
This functions simulates a missile and destroy the target
Hi,
If anyone could help explain why, when giving commands to AI, I can no longer use the ones under keys 5,6,7 and 8?
It works in other mission files but it suddenly stopped in the one I am currently working on.
do they appear in your squad units list at the bottom?
AI units? yes they do, and all other commands work just fine
commands under keys 1,2,3,4 and 9
oh you meant the command keys not unit keys.
what do you mean by no longer? after a game update?
did you try without mods?
by no longer i mean that while working on the mission those few command keys stopped working. I tried switching my arma 3 profiles and that didn't help. When I load a different mission (antistasi ultimate) - they work.
idk it makes no sense for it to stop working in just one mission 
well thank you anyways...i'll try loading a mission with a few more people
in which case does it make sense to stop working?
I figured maybe it's due to an update. or a mod
but it should've affected all missions in my opinion
Hi all! I have a general question about mission optimisation.
How much of an impact does the number of objects in a mission have vs their complexity?
In other words, would I be better off having 100 props with 20 polygons each (2000 polys total) or is it better to have 10 objects of 200 polygons each (still 2000 polys total)?
polygons are not the only criterion, but the general advice is don't optimise unless you need to
premature optimisation is the root of all evil after all
see https://community.bistudio.com/wiki/Mission_Optimisation π
I've read this but tbh it's hard for me to infer a guideline out of this.
Thing is, I'm making a mission together with one other dude and he is a massive over-detailer, like putting 300+ props just to detail a single courtyard. We don't even have many AIs on the map yet and the fps/load times are already tanking.
I wanted to have some sort of an established guideline so I could talk some sense into him π
loading time = number of entities (loading the list) + variety of entities (loading models/textures)
send him the page, 300+ props for one courtyard can be fine⦠if there is only one courtyard
don't forget to disable simulation / set as simple object too, it saves a lot of perfs
too bad if the cola can is supposed to move when shot, that's a trade you will have to take
problem is it's just one OF courtyards π our mission is at 3500 props currently
Yeah whenever possible we turn off simulation/turn on simple object/make them local
good call
and to convince him:
- measure FPS in the mission
- delete decorations/props
- measure FPS in the mission again
- ????
- profit
mission in question π
Hmm good idea.
I might even take it further. It should in theory be possible to measure FPS doing a 360 panning from 3 different points and triangulate the most laggy areas
I don't remember if you can "disable layers" but it could be worth a try (placing all props in one layer and disable it)
Is there a mod to make the editor simpler like reformers game master and also how do I spawn in the amphibious landing ship and stuff I have the dlc
how do I spawn in the amphibious landing ship and stuff I have the dlc
Find them in asset browser.
If you mean Reforger's Game Master, it is called Zeus in Arma 3
Yeah Zeus is there a mod to simplify I it
No
How do I place a squad in vehicle and also how do I get a squad to get out of the boat?
Also why canβt I just switch players in my editor why does the game end as soon as the player Iβm controlling dies
singleplayer doesn't have respawn
yu'll be Really happy to know @gritty plover you can switch to Ai in your group i think
Team Switch in singleplayer
iβm thinking of making a campaign based on a third takistan civil war
sounds good
but idk how to make levels lol
you dont need levels to do it
what do you mean
i mean you dont need levels to make it'
Code used: http://pasted.co/052a5bbd
Alternative link for the code: https://www.pastery.net/fknxet/raw/
Campaign concepts, ideas: 1:02
Missions: 3:06
Folders, general campaign setup: 5:41
Description.ext - other classes 8:42
Description.ext - campaign class 13:06
Packing into PBO 18:40
Example campaign download: http://www.mediafire.com/file/c...
yes you need to make scenarios yes
If I white-list items does that mean everything else is blacklisted?
It must be because I'm the host but even when I blacklist items they don't lock
use just one, whitelist or blacklist, blacklist is just if you want to remove just some items from the arsenal, and leave it the rest of it for players to take
Tyvm
Iβve got my boats to the beach but the troops wonβt dismount to fight
Also itβs super annoying when my boats finally get to shore the one Iβm in blows up and I canβt chose another npc to take control is there a mod that lets me choose another one
show us how do you set up this
I select all of my boats with a rifle squad in each then place the move way point for all of them they get to the beach they get shot at but donβt get out
Oh so if I place a get out it will act as a move waypoint as well?
It looks like so.
Ok thank you so much
Does anyone have a list of images that can be displayed on a whiteboard, such as a map of LZ Connor or Camp Rogain? Or can you tell me how to do that?
Did it use to be possible to group a UAV to something using ctrl+click/drag, or right click > group to, but now is no longer possible?
Is there a way to use triggers to get NR6 reinforcement points to increase its pool size?
if i start with a small pool of say 5 and want to have capture points act as "ticket" increases is this possible?
Hey guys, are there any mods that allow cars to have seperate inventories for the trunk, glovebox etc to help with border missions where you need to search vehicles for contraband
So the get out order was working fine yesterday but now on the boat crew get out but the infantry inside stay there
Also who do I change my single player scenario in multiplayer
use Transport Unload, get out is for the crew, afaik (if the boat owns the waypoint)
Export it to multiplayer if your sending it to someone, if not there should be a play in multiplayer option or host a server with that scenario
I believe
editor is more fun than playing the game change my mind
Ok so I got my troops out of their boats and onto the beach now I need to figure out how I can get them to go move away from the boats to go and kill the enemy but all the do is lay prone and let the boats minigun do most of the workso I placed a move order to the airfield to get them to kill the enemy at the airfield but they just lay prone
Anyone have an suggestions?
Also what command do I need to get the lcc to drop of my tanks
I canβt get my lcc to move Iβve placed every waypoint I can think of
anybody has an idea why the Hilux truck spawns with randomized armor modules (even though i've explicitly set it to spawn without them in 'edit vehicle appearance') ?
yes
it's the AI mechanics, see if commands like disableAI, allowFleeing, helps you
its likely they havent staged all the work yet
I would just use a different Hilux mod
I always have problems with randomized loadout units
Hi ! Really dumb question. But is there a way to place tanoa tree's in 3den ? I remember doing it. But I can't find the trees, so either it was a mod or I'm just really dumb.
@coarse thistle It's a mod.
Thank you
Hello, someone who knows how to edit missions, could you tell me how to do so that the civil AI can make a dialogue when I approach (like as a movie subtitle) and also how to make the AI surrender when I approach
Trigger + https://community.bistudio.com/wiki/BIS_fnc_showSubtitle, also more information here https://community.bistudio.com/wiki/Conversations
Is there a way to use triggers to get NR6 reinforcement points to increase its pool size?
if i start with a small pool of say 5 and want to have capture points act as "ticket" increases is this possible
Like increasing the size of reinforcements based on the number of captured points?
I'm finally almost done!
I'm just flushing out any imperfections or errors, I gotta run through the VA white list one more time then check if all the spawns are working properly one last time
how can I make ai use a dead man switch?
What do you mean?
Like the ace dead man switch so when they die they blow up
You can ask an Ace person in their Discord listed in #channel_invites_list message. It might not be possible so you could end up having to script it yourself.
I set a respawn for blufor and virtual zeus is stuck in a flashing respawn screen
That sounds hectic. Can't say I've experienced that but have you checked the respawn time or method?
hello, can someone explain to me how to remove the window with the camera at the top left of the Eden editor? I searched everywhere but couldn't find how to remove it. Thank you
I'm 99% sure thats not vanilla so thats a mod adding it, you can try disabling some editor related mods to see if it goes away?
It's 3den Enhanced minimap. Change it in Settings.
Thanks
why does the one spawn module show up as two different spawn locations? the markers are in the exact same position but theres 2 different prompts
anyone know any north african desert type maps for a ww2 mission im making other than the ifa3 stuff???
looks like all i had to do was remove the variable name and it fixed itself wtf
Anyone have an example of how to attach music to a vehicle using playsound3d? Just a one time thing for a mission. Can put the OGG file in the mission folder. Having trouble finding a good example especially with the forums down.
I'd like to have it play from the vehicle as if it were exterior speakers and have a addaction for it.
https://community.bistudio.com/wiki/playSound3D
Unless you mean an example of the Description.ext file.
https://community.bistudio.com/wiki/Description.ext#Custom_Content_Definition
How do I get the lcc to move and unload the vehicles Iβve tried every way I could and it just wonβt move also in multiplayer is it possible to choose ai that I respawn as if my character dies
hello! may i ask if there is a (easy?) way to add the VR entities along with their hitbox markers when shot at and respawn function to a custom mission? so just like they behave in the VR arsenal for testing?
Take and seek )
I just now found out that if you perform the salute action then the AI ββ10 meters away also perform this animation...
Vr apc π
Hey guys im new to the arma eden scene, i have a quick one I am making a custom Clone wars Antistasi map but whenever i try and walk on the venator i just fall through if anyone can help me with this I would apprciate it
bad mod model?
Do you think it could be that? I got it from the Legion Studios Core mod but then again Kobra's props does it too
I've placed down floors to see if that would keep me from falling but no dice π
check it with some other friend
checked it with a friend still no dice i may have to make tge model
https://youtube.com/shorts/9PK7pwIriyU?si=yYYP6E7vz88uFYpQ
can anyone tell me how he made the plane fly like that (stunts)
"This video was created using content of Bohemia Interactive a.s."
"Copyright Β© 2022 Bohemia Interactive a.s. All rights reserved."
"See www.bistudio.com for more information."
#sho...
https://www.youtube.com/watch?v=OAx9HvFXXwc unitCapture related maybe
This shows you how to record the track and firing of an aircraft of vehicle using a trigger and then replaying those in your missions.
Paste Bin Link for the codes used
Questions or comments? Want to ask for help with something or just want to be involved in our community missions? Join our discord: https://i...
thanks
does anybody know of a way to remove grund clutter in a specified area? I'm building a spawn area and dont need all the grass covering the area but also don want it gone on the enitre map?
Use Grass Cutter object
thanks, this is proof I need to go to sleep that I didn't try searching "grass"
Where do I find that, I searched and dint see anyting under modules
It's not a module
What is it
Object
When placing players in the eden editor, if I want them to automatically show up in zeus without using the right click add editable objects, is there a way to do that?
Hi all! I want to place a weapon on a table or shelf for display only. Is there a script I need to place in the object's Init to disable players ability to interact with it? There's no Simple Object option in 3Den for these items. Thanks in advance for the help!
Did you try to disable the simulation?
addCuratorEditableObjects
Yes. Thought that would be enough, but in play test they can still take it
@signal cargo you said for display only,
did you try with this? https://community.bistudio.com/wiki/enableSimulationGlobal
the other version of this command has local effect only
So I put that in the script box?
that with Mission Event Handler "entityCreated "
Im not too familiar with the whole script thing, mind if I dm you?
not at all, dm me
No I haven't. Will try that this evening. Thanks!
But the crates are most fun!
Don't get rid of them 
New creation in the works
I was having a bit of a struggle trying to figure out how I'll make a playable civilian team without nvg it definitely wouldn't be fun playing at night but then I found this in workshop
Immediately removes the need for illumination flares, chems, nvg and flashlights if you don't want one. The fact that it's a medical helicopter with a spotlight makes it valuable during night time.
Anyone around to give me a hand tracking down and fixing some stuttering issues in a mission file I have?
looking for the whiteboard template psd, does anyone still have it?
Turns out you can have too much AI
you mean you should not have to many Ai
only spawn Ai in as needed then you will be Golden
Does anyone know how to create a spawnpoint for every captured sector in Arma 3 for AI's ofc,,, Like the AI spawn starts behind the sector, and when they capture it they'll spawn in the sector and not behind the last spawn until they lose the sector
do you know how to spawn an AI?
Is it possible to have a trigger that doesn't check its condition on an interval and instead needs to be activated manually?
No. But you can use a global var, and check it's value in trigger condition.
what are you trying to achieve?
The general idea was to have triggers laid out in an area on a map and activated through a mod that allows the Zeus to activate them manually, but this is more of a curiosity than an actual issue. As an alternative I always have ACE actions tied to Zeus
Unsure if right place or not, but is there any modern tutorials for setting up headless clients? I'm trying to do some performance fine tuning using one as I hear it may help, and everything seems half a decade out of date and no longer relevant. So anything actually functional would be helpful.
Thanks in advance.
yes, I know how to spawn an AI with modules and get them to capture sectors
and by scripting it...?
no,
so start with that, because there are multiple ways of doing what you want to do by scripting it
shucks, is there a good website to learn scripting for Arma 3
you mean the whole Bohemia wiki and YouTube videos?

thanks
@dense bone
Introduction into Variables,
Music provided by TeknoAXE Royalty Free Music
Song: Battle of the Fuzz.
http://teknoaxe.com/Link_Code_3.php?q=907
Keep me motivated
https://streamlabs.com/devteampaxton#/
Anyone know a good USA west coast map / Or Japan that is at least 10x10km?
should "unit capture" be used in large missions. like missions with 40-60 people
ive been warned that it could be quite a laggy thing to use
Hello not sure what what channel to send this in, I have a problem when i zeus my co zeus can see me spawn in units but i cannot. Any ideas?
Are the units physically there or are they not spawning at all - zoom in and see if you can see the unit. If you can, it means you need to turn on Editable Objects For Zeus in the General settings of the scenario
the units are physically there, yeah i usually need to add them every time manually
Is it a setting in the mission file?
what do you mean by "see"?
"see" like you cannot select them?
The units spawn yes. But they dont get the indicator so i can mannage them
the big red/blue/green/purple dot
okay there are ways to do this
so you have two zeus right?
or more
For the next mission that is done im going to get assisted by one. I usually add their units manually by the add editble objects with zeus enhanced but wondering if there is a way for it to automatically happen
put this in your initServer.sqf, that should do the trick
addMissionEventHandler ["EntityCreated", {
params ["_entity"];
{
_x addCuratorEditableObjects [[_entity], true]
}forEach allCurators
}];
oh noice, the mission file is already on the dedicated server though would i be able to execute this in zeus?
you need to put this in the initServer.sqf file, in your mission folder, but I think you can execute this in zeus, server exec only once
see, this is an event handler that will automatically fire if an entity is created on the server, then it will add as editable for all curators
is there a lenght limit for sounds when using this script (this say3D ["Track02",5,1];) ?
BIKI doesn't say anything about this.
I keep getting the Error Track02 not found but it is 100% in the mission folder together with Track01 wich is working
is it defined in CfgSounds?
Yeah it be like that sometimes 
How would one go about finding the names of a certain object placed on a map? I'm looking to place down Livonia trees, but can't find their names to input into the create3DENEntity command. I cannot use mods such as O&T, as they seem to create a dependency
You can only create them if they have a class and afaik most vegetation objects don't have one
I have found some mods that do it for trees found on Altis and Stratis without creating dependencies (Eden Expanded Objects, they all have names like t_tree_type_F, but I didn't get it to work for Livonian trees)
There are also such trees manually placed around in the First Contact scenario, would that not require them to have a class name?
You are right. I think you can use https://community.bistudio.com/wiki/createSimpleObject to do that
Awesome, that works, thanks for your help
Does anyone know which mod the truck on this screenshot comes from? I couldn't find ANYTHING in terms of mods for Polish modern logistics, so the support would be welcome.
(sorry if this isn't the right channel, I couldn't find where else to post this.)
The mod, "Eden Extended Objects", creates a dependency.
This mod is mainly targeted for terrain building, however you can also use it to extend the standard maps in your missions. If you do so, your users will need to download this mod in order to play the missions.
Yeah I messed up, I didn't mean this mod, I meant the Eden Expanded Objects
Might be ACR_A3 on steam ws
Haven't really heard of Czechs using Jelcz trucks so idk
Its model made by villas, he was developing stuff for A3 but never released it to the public
well that just sucks :/
Hi guys, I have a problem I don't know how to solve. I have a mission created with custom scripts and 6 entities. When I launch it on the dedicated server, as people start joining, the server begins to experience desync that keeps getting worse until it eventually crashes. We've tried removing everything but nothing has worked, and we can't find the cause of the issue.
Is there any way to optimize the scripts or figure out what's actually going on? Any help is welcome β if you need the PBO, I can send it to you.
On the server, this message appears when people start joining:
22:15:38 Server can't keep up, too many incoming network messages. Remaining in queue: 80872
Hey guys, do we have any simple solution for blocking 3rd person ONLY for crew ? I want operators to have a change to enjoy ride from the 3rd person, but when group gets in contact, crew have to be locked only in 1st person. I need that for 60+ players event. Without simple solution, I'm forced to block 3rd person for vehicles as the whole.
Thanks for ideas guys π
Maybe look at rpt file in server arma 3 directory, you can get better idea of whats goin on . Did You try ?
There's nothing unusual in the RPT, everything looks normal. Whatβs strange to me is that there are no errors or anything anywhere.